From c3db225d5c03fae7f28c0c58fb4572168d1524dc Mon Sep 17 00:00:00 2001 From: QW-000 <34807015+QW-000@users.noreply.github.com> Date: Fri, 9 Jun 2023 15:33:17 +0800 Subject: [PATCH] =?UTF-8?q?=E6=9B=B4=E6=96=B0...?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- qt/translations/rpcs3_zh_CN.qm | Bin 282919 -> 282396 bytes qt/translations/rpcs3_zh_CN.ts | 1255 +++++++++++++++++--------------- qt/translations/rpcs3_zh_TW.qm | Bin 282919 -> 282396 bytes qt/translations/rpcs3_zh_TW.ts | 1255 +++++++++++++++++--------------- rpcs3_.ts | 1120 ++++++++++++++-------------- 5 files changed, 1878 insertions(+), 1752 deletions(-) diff --git a/qt/translations/rpcs3_zh_CN.qm b/qt/translations/rpcs3_zh_CN.qm index 8675a641259952cf97a623188a1c2b2249be979a..0ff312960fc02d0facb7fe3a8c8b5021a5b49652 100644 GIT binary patch delta 21491 zcmdtKgwf3IaQwBC7Vi&ez2TG}+fQ5phqGF%|1_om*2BLt7frW|%DqxEu zScrgKh>Be(V(XFL#msr0_xpQ4-@o8J&+|Fg%&=$gweGm?T66a7D8D(be1w(p2@%yJ 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zPZzz@MXG1^vO6x)|Ku<80Lw+&xk~E)=23dL2}_U4U%&pp7^R(s4Y z!^HqjM4rP9%F-K1J2+*aCMs#wAtwY&eH6KL;g{yyWU z28|31`VS6`9^`JJ=bi3S+mf?a>gzXhijCv{`6aq_?*0GeXG3?Xb9A5XlJ&sN6{$Ec&)i-duZ=l^##FNeJ Fe*oX!A4UKG diff --git a/qt/translations/rpcs3_zh_CN.ts b/qt/translations/rpcs3_zh_CN.ts index ce09c21..64c6c01 100644 --- a/qt/translations/rpcs3_zh_CN.ts +++ b/qt/translations/rpcs3_zh_CN.ts @@ -376,12 +376,12 @@ Terminating... 终止... - + Pause the SPU Thread! 暂停 SPU 执行绪! - + Cannot perform SPU capture due to the thread need manual pausing! 由于执行绪需要手动暂停,无法执行 SPU 截取! @@ -389,7 +389,7 @@ Terminating... Tooltips - + These libraries are LLE'd by default (lower list), selection will switch to HLE. LLE - "Low Level Emulated", function code inside the selected SPRX file will be used for exported firmware functions. HLE - "High Level Emulated", alternative emulator code will be used instead for exported firmware functions. @@ -404,7 +404,7 @@ HLE - "高阶仿真",将使用替代仿真器代码代替输出韧 若选择错误,游戏无法工作! 如不确定,请留空两个清单。透过 HLE 所有 SPRX 可在不安装韧体下启动。(实验) - + These libraries are HLE'd by default (upper list), selection will switch to LLE. LLE - "Low Level Emulated", function code inside the selected SPRX file will be used for exported firmware functions. HLE - "High Level Emulated", alternative emulator code will be used instead for exported firmware functions. @@ -419,45 +419,45 @@ HLE - "高阶仿真",将使用替代仿真器代码代替输出韧 若选择错误,游戏无法工作! 如不确定,请留空两个清单。透过 HLE 所有 SPRX 可在不安装韧体下启动。(实验) - + Select to LLE. (HLE by default) 选择 LLE。(预设为 HLE) - + Select to HLE. (LLE by default) 选择 HLE。(预设为 LLE) - + Increases the amount of usable system memory to match a DECR console and more. Causes some software to behave differently than on retail hardware. 增加可用系统储存量以符合 DECR 控制台等。 引起一些软体的运作与零售硬体不同。 - + Stop writing any logs after game startup. Don't use unless you believe it's necessary. 游戏启动后停止写入任何日志。 除非您认为必要,否则请勿使用。 - + Initializes render target memory using vm memory. 使用 vm memory 初始化渲染目标记忆体。 - + Writes depth buffer values to vm memory. 将深度缓冲区值写入 vm memory。 - + Disables the loading and saving of shaders from and to the shader cache in the data directory. 禁止从资料目录着色快取中存取着色。 - + Changes ZCULL report synchronization behaviour. Experiment to find the best option for your game. Approximate mode is recommended for most games. · Precise is the most accurate to PS3 behaviour. Required for accurate visuals in some titles such as Demon's Souls and The Darkness. · Approximate is a much faster way to generate occlusion data which may not always match what the PS3 would generate. Works well with most PS3 games. @@ -472,7 +472,7 @@ Causes some software to behave differently than on retail hardware. · 放缓彻底改变同步方式,在某些游戏中可以提高效能或是完全破坏游戏。 - + Limits the maximum number of SPURS threads in each thread group. May improve performance in some cases, especially on systems with limited number of hardware threads. Limiting the number of threads is likely to cause crashes; it's recommended to keep this at the default value. @@ -484,7 +484,7 @@ Limiting the number of threads is likely to cause crashes; it's recommended 限制执行绪数可能会导致崩溃,建议将此值保持为预设值。 - + Changes the sleep period accuracy. 'As Host' uses default accuracy of the underlying operating system, while 'All Timers' attempts to improve it. 'Usleep Only' limits the adjustments to usleep syscall only. @@ -499,21 +499,21 @@ Can affect perfomance in unexpected ways. 可能会意外影响效能。 - + Adjusts the frequency of vertical blanking signals that the emulator sends. Affects timing of events which rely on these signals. 调整仿真器发送的垂直消隐讯号的频率。 影响依赖于这些讯号事件的时机。 - + Changes the scale of emulated system time. Affects software which uses system time to calculate things such as dynamic timesteps. 更改模拟系统时间的比例。 影响软体使用系统时间计算动态时间步长等事物。 - + Controls how much time it takes for RSX to start processing after waking up by the Cell processor. Increasing wakeup delay improves stability, but very high values can lower RSX/GPU performance. It is recommend to adjust this at 20µs to 40µs increments until the best value for optimal stability is reached. @@ -525,7 +525,7 @@ Values above 1000μs may cause noticeable performance penalties, use with cautio 建议以 20 微秒到 40 微秒的增量进行调整,直到达到最佳稳定性的最佳值。 - + Do not change this setting globally. Right-click a game in the game list and choose "Configure" instead. Do not change this setting globally. @@ -534,7 +534,7 @@ Right-click the game in game list and choose "Configure" instead. - + Determines how to schedule GPU async compute jobs when using asynchronous streaming. Use 'Safe' mode for more spec compliant behavior at the cost of some CPU overhead. This setting works with all devices. Use 'Fast' to use a faster but hacky version. This option is internally disabled for NVIDIA GPUs due to causing GPU hangs. @@ -546,14 +546,14 @@ Use 'Device' to let your driver handle this. Beware that 'device& 使用“快速”可以更快,但带有骇客性质的版本。由于导致 GPU 停摆,此选项在 NVIDIA GPU 内部被禁用。 - + Disables Fast Math for MSL shaders, which may violate the IEEE 754 standard. Disabling it may fix some artefacts especially on Apple GPUs, at the cost of performance. 停用 MSL 着色器的快速计算,这可能违反 IEEE 754 标准。 停用它可能修复一些假影,尤其是在 Apple GPU 上,但得付出效能。 - + Cubeb uses a cross-platform approach and supports audio buffering, so it is the recommended option. XAudio2 uses native Windows sounds system, is the next best alternative. XAudio2 is the recommended option and should be used whenever possible. @@ -562,7 +562,7 @@ OpenAL uses a cross-platform approach and is the next best alternative. - + Cubeb uses a cross-platform approach and supports audio buffering, so it is the recommended option. If it's not available, FAudio could be used instead. Cubeb uses a cross-platform approach and supports audio buffering, so it is the recommended option. @@ -571,51 +571,51 @@ If it's not availiable, FAudio could be used instead. 如果不可用,则可以改用 FAudio。 - + Saves all audio as a raw wave file. If unsure, leave this unchecked. 将所有声音储存为 WAV 档案,如果不确定,请勿选取。 - + Uses 16-bit audio samples instead of default 32-bit floating point. Use with buggy audio drivers if you have no sound or completely broken sound. 使用 16-bit 声音样本,而不是预设的 32-bit 浮点。 如果没有声音或完全破碎的声音,请使用 buggy 声音驱动程式。 - + Controls the overall volume of the emulation. Values above 100% might reduce the audio quality. 控制仿真的整体音量。 高于 100% 的值可能会降低音质。 - + Enables audio buffering, which reduces crackle/stutter but increases audio latency. Enables audio buffering, which reduces crackle/stutter but increases audio latency (requires XAudio2 or OpenAL). 启用音讯缓冲可减少爆音以及不顺,但会增加音讯延迟。 - + Target buffer duration in milliseconds. Higher values make the buffering algorithm's job easier, but may introduce noticeable audio latency. 目标缓冲存续期间以毫秒为单位。 较高的值使缓冲演算法更加容易工作,但可能引入明显的音讯延迟。 - + Enables time stretching - requires buffering to be enabled. Reduces crackle/stutter further, but may cause a very noticeable reduction in audio quality on slower CPUs. 启用时间延伸需要启用缓冲区。 进一步减少爆音以及不顺,但可能导致较慢的 CPU 上的音质明显降低。 - + Buffer fill level (in percentage) below which time stretching will start. 缓冲区使用率 (百分比) 低于此时间延伸将开始。 - + Standard should be used for most games. SingStar emulates a SingStar device and should be used with SingStar games. Real SingStar should only be used with a REAL SingStar device with SingStar games. @@ -626,7 +626,7 @@ Rocksmith should be used with a Rocksmith dongle. “Rocksmith”应同与 Rocksmith dongle 使用。 - + Recompiles and caches the game's PPU code using the LLVM Recompiler once before running it for the first time. This is by far the fastest option and should always be used. Should you face compatibility issues, fall back to one of the Interpreters and retry. @@ -641,7 +641,7 @@ If unsure, use this option. 如果不确定,请使用此选项。 - + Searches the game's directory and precompiles extra PPU modules during boot. If disabled, these modules will only be compiled when needed. Depending on the game, this might interrupt the gameplay unexpectedly and possibly frequently. Only disable this if you want to get ingame more quickly. @@ -650,7 +650,7 @@ Only disable this if you want to get ingame more quickly. 仅当您想更快地进入游戏时才要停用此功能。 - + Recompiles the game's SPU code using the ASMJIT Recompiler. This is the fast option with very good compatibility. If unsure, use this option. @@ -661,7 +661,7 @@ If unsure, use this option. 如果不确定,请使用此选项。 - + Recompiles and caches the game's SPU code using the LLVM Recompiler before running which adds extra start-up time. This is the fastest option with very good compatibility. If you experience issues, use the ASMJIT Recompiler. @@ -673,7 +673,7 @@ If you experience issues, use the ASMJIT Recompiler. 如果遇到问题,请使用“ASMJIT 反编译”。 - + Control accuracy to SPU float vectors processing. Fixes bugs in various games at the cost of performance. This setting is only applied when SPU Decoder is set to Dynamic or LLVM. @@ -685,7 +685,7 @@ This setting is only applied when SPU Decoder is set to Dynamic or LLVM. - + Control how RPCS3 utilizes the threads of your system. Each option heavily depends on the game and on your CPU. It's recommended to try each option to find out which performs the best. Changing the thread scheduler is not supported on CPUs with less than 12 threads. @@ -697,7 +697,7 @@ Changing the thread scheduler is not supported on CPUs with less than 12 threads 少于 12 个执行绪的 CPU 不支援变更执行绪排程器。 - + Enable usage of TSX instructions. Needs to be forced on some Haswell or Broadwell CPUs or CPUs with the TSX-FA instruction set. Forcing TSX in these cases may lead to system and performance instability, use it with caution. @@ -709,7 +709,7 @@ Forcing this on older Hardware can lead to system instability, use it with cauti 在这些情况下强制使用 TSX 可能会导致系统和效能不稳定,请谨慎使用。 - + Try to detect loop conditions in SPU kernels and use them as scheduling hints. Improves performance and reduces CPU usage. May cause severe audio stuttering in rare cases. @@ -718,7 +718,7 @@ May cause severe audio stuttering in rare cases. 在极少数情况下可能引起严重的声音延迟。 - + This option controls the SPU analyser, particularly the size of compiled units. The Mega and Giga modes may improve performance by tying smaller units together, decreasing the number of compiled units but increasing their size. Use the Safe mode for maximum compatibility. 此选项控制 SPU 分析器,尤其是编译单元的大小。 @@ -726,7 +726,7 @@ Use the Safe mode for maximum compatibility. 使用“安全”模式可获得最大相容性。 - + Some SPU stages are sensitive to race conditions and allowing a limited number at a time helps alleviate performance stalls. Setting this to a smaller value might improve performance and reduce stuttering in some games. Leave this on auto if performance is negatively affected when setting a small value. @@ -735,7 +735,7 @@ Leave this on auto if performance is negatively affected when setting a small va 如果设定较小的值时效能受到影响,请保持为“自动”。 - + Enables the use of code with full width AVX-512. This code can be executed much faster, but may cause a loss in performance if your CPU model experiences downclocking on wide AVX-512 loads. Note that AVX-512 instructions will be used regardless of this option, just at 128 and 256 bit width. @@ -744,7 +744,7 @@ Note that AVX-512 instructions will be used regardless of this option, just at 1 注意,使用 AVX-512 指令时将忽略这个选项,只是在 128 和 256 位元的宽度。 - + Creates PPU logs. Only useful to developers. Never use this. @@ -753,7 +753,7 @@ Never use this. 请勿使用。 - + Creates SPU logs. Only useful to developers. Never use this. @@ -762,7 +762,7 @@ Never use this. 请勿使用。 - + Creates MFC logs. Only useful to developers. Never use this. @@ -771,7 +771,7 @@ Never use this. 请勿使用。 - + Sets special MXCSR flags to debug errors in SSE operations. Only used in PPU thread when it's not precise. Only useful to developers. @@ -782,30 +782,30 @@ Never use this. 请勿使用。 - + Accurately processes SPU MFC_GETLLAR operation. 准确处理 SPU MFC_GETLLAR 运算。 - + Accurately processes SPU DMA operations. Accurately processes SPU MFC_PUTLLUC operation. 准确处理 SPU DMA 运算。 - + Accurately processes PPU DCBZ instruction. In addition, when combined with Accurate SPU DMA, SPU PUT cache line accesses will be processed atomically. 准确处理 PPU DCBZ 指令。 此外,当与准确 SPU DMA 组合使用时,将自动处理 SPU PUT 快取列存取。 - + Forces RSX pauses on SPU MFC_GETLLAR and SPU MFC_PUTLLUC operations. 在 SPU MFC_GETLLAR 和 SPU MFC_PUTLLUC 运算上强制 RSX 暂停。 - + Forces delaying any odd MFC command, waits for at least 2 pending commands to execute them in a random order. Must be used with either SPU interpreters currently. Severely degrades performance! If unsure, don't use this option. @@ -814,12 +814,12 @@ Severely degrades performance! If unsure, don't use this option. 严重降低效能! 如果不确定,请勿使用此选项。 - + Allows to hook some functions like 'memcpy' replacing them with high-level implementations. May do nothing or break things. Experimental. 允许挂钩某些功能,例如'memcpy'替代与高阶实现。可能什么也不会做或破坏一些项目(实验)。 - + Enables use of classic OpenGL buffers which allows capturing tools to work with RPCS3 e.g RenderDoc. Also allows vulkan to use debug markers for nicer Renderdoc captures. If unsure, don't use this option. @@ -830,7 +830,7 @@ If unsure, don't use this option. 如果不确定,请勿使用此选项。 - + Only useful when debugging differences in GPU hardware. Not necessary for average users. If unsure, don't use this option. @@ -839,7 +839,7 @@ If unsure, don't use this option. 如果不确定,请勿使用此选项。 - + Enables the selected API's inbuilt debugging functionality. Will cause severe performance degradation especially with Vulkan. Only useful to developers. @@ -850,28 +850,28 @@ If unsure, don't use this option. 如果不确定,请勿使用此选项。 - + Provides a graphical overlay of various debugging information. If unsure, don't use this option. 提供各种侦错讯息的图形重叠。 如果不确定,请勿使用此选项。 - + Dump game shaders to file. Only useful to developers. If unsure, don't use this option. 倾印游戏着色器档案。 只对开发人员有用。 如果不确定,请勿使用此选项。 - + Disables running occlusion queries. Minor to moderate performance boost. Might introduce issues with broken occlusion e.g missing geometry and extreme pop-in. 停用执行遮挡查询些微的中等效能提升。 可能引入损坏遮挡的问题,例如缺少几何体和极端弹出。 - + Forces emulation of all blit and image manipulation operations on the CPU. Requires 'Write Color Buffers' option to also be enabled in most cases to avoid missing graphics. Significantly degrades performance but is more accurate in some cases. @@ -882,53 +882,53 @@ This setting overrides the 'GPU texture scaling' option. 此设定将覆盖“GPU 纹理缩放”选项。 - + Disables the custom Vulkan memory allocator and reverts to direct calls to VkAllocateMemory/VkFreeMemory. 停用自订 Vulkan 记忆分配器并还原为直接调用 VkAllocateMemory/VkFreeMemory。 - + Disables RSX FIFO optimizations completely. Draws are processed as they are received by the DMA puller. 完全停用 RSX FIFO 最佳化。 绘图在 DMA 拉出器接收时进行处理。 - + Force all texture transfer, scaling and conversion operations on the GPU. May cause texture corruption in some cases. 强制 GPU 上的所有纹理传送、缩放以及转换动作。 在某些情况下可能会导致纹理损坏。 - + Forces texture flushing even in situations where it is not necessary/correct. Known to cause visual artifacts, but useful for debugging certain texture cache issues. 即使没必要修正的情况下也会强制清理纹理。已知会导致视觉瑕疵,但对侦错某些纹理快取问题很有用。 - + When enabled, PPU atomic operations will operate on entire cache line data, as opposed to a single 64bit block of memory when disabled. Numerical values control whether or not to enable the accurate version based on the atomic operation's length. 启用后,PPU 原子作业将在整个快取列的资料进行运算,与禁用时的单个 64 位元记忆区块相反。 数值根据原子作业的长度控制是否启用准确的版本。 - + Measure certain events and print a chart after the emulator is stopped. Don't enable if not asked to. 停止仿真器后,测量某些事件并列印图表。 如果没有要求,请不要启用。 - + Affects maximum amount of PPU threads running concurrently, the value of 1 has very low compatibility with games. 2 is the default, if unsure do not modify this setting. 影响 PPU 的最大执行绪数同时执行,值为 1 对游戏的相容性非常低。 2 是预设值,如果不确定请不要变更此设定。 - + Interpreter (slow). Try this if PPU Recompiler (LLVM) doesn't work. 直译器 (慢)。 如果 PPU“反编译 (LLVM)”不起作用,请尝试此选项。 - + "Fast" is the least accurate setting, RSX does not emulate atomic FIFO buffer. "Atomic" benefits stability greatly in many games with little performance penalty. "Atomic & Ordered" is the most accurate but it is the slowest and without much stability benefit in games. @@ -939,20 +939,20 @@ Numerical values control whether or not to enable the accurate version based on “Atomic & Ordered”最为准确,但也会是最慢的,并且在游戏中没有太多的稳定性优势。 - + Multiplies the rate of VBLANK by 1000/1001 for values like 59.94Hz. Known to fix the rhythm game Space Channel 5 Part 2 将 VBLANK 的速率乘以 1000/1001 以获得 59.94Hz 等值。 已知修正节奏游戏“Space Channel 5 Part 2” - + Allows the host GPU to synchronize with CELL directly. This incurs a performance penalty, but exposes the true state of GPU objects to the guest CPU. Can help eliminate visual noise and glitching at the cost of performance. Use with caution. 允许主机 GPU 直接与 CELL 同步。 这会导致效能损失,但会将 GPU 物件的真实状态暴露给客体 CPU。 以付出效能帮助消除视觉杂讯和故障。 谨慎使用。 - + When this mode is on, emulation exits when saving and the savestate file is concealed after loading it, preventing reuse by RPCS3. This mode is like hibernation of emulation: if you don't want to be able to cheat using savestates when playing the game, consider using this mode. Do note that the savestate file is not gone completely just ignored by RPCS3, you can manually relaunch it if needed. @@ -961,31 +961,31 @@ Do note that the savestate file is not gone completely just ignored by RPCS3, yo 请注意,即时存档并没有完全被 RPCS3 忽略,如果需要,您可以手动重新启动。 - + When this mode is on, savestates are loaded and paused on the first frame. This allows players to prepare for gameplay without being thrown into the action immediately. 当此模式开启时,即时存档会在首框载入并暂停。 这使玩家无需立即投入动作就可以为游戏做准备。 - + Controls which PS3 audio API is used. Games use CellAudio, while VSH requires RSXAudio. 控制使用的 PS3 音讯 API。 游戏使用 CellAudio,而 VSH 需要 RSXAudio。 - + Controls which avport is used to sample audio data from. 控制 AV 埠用于从中取样音讯的资料。 - + Controls which device is used by audio backend. 控制音讯后端使用的装置。 - + Determines the sound format. Configure this setting if you want to switch between stereo and surround sound. Changing these values requires a restart of the game. @@ -996,29 +996,29 @@ The manual setting will use your selected formats while the automatic setting wi “手动”将使用您选择的格式,而“自动”将让游戏从所有可用格式中进行选择。 - + Alternative interpreter (slow). May be faster than static interpreter. Try this if PPU Recompiler (LLVM) doesn't work. 替代直译器 (慢)。可能比静态直译器更快。 如果 PPU“反编译 (LLVM)”不起作用,请尝试此选项。 - + Interpreter (slow). Try this if SPU Recompiler (LLVM) doesn't work. 直译器 (慢)。 如果 SPU“反编译 (LLVM)”不起作用,请尝试此选项。 - + Alternative interpreter (slow). May be faster than static interpreter. Try this if SPU Recompiler (LLVM) doesn't work. 替代直译器 (慢)。可能比静态直译器更快。 如果 SPU“反编译 (LLVM)”不起作用,请尝试此选项。 - + Legacy option. Fixup result vector values in Non-Java Mode in PPU LLVM. If unsure, do not modify this setting. 旧版选项。 修复 PPU LLVM 中非 Java 模式下的结果向量值。 如果不确定,请勿修改此设定。 - + Use accurate double-precision FMA instructions in PPU and SPU backends. While disabling it might give a decent performance boost if your CPU doesn't support FMA, it may also introduce subtle bugs that otherwise do not occur. You shouldn't disable it if your CPU supports FMA. @@ -1027,42 +1027,42 @@ You shouldn't disable it if your CPU supports FMA. 要是 CPU 支援 FMA,则不应该停用。 - + Accurately set Saturation Bit values in PPU backends. If unsure, do not modify this setting. 在 PPU 后端准确设定饱和位值。 如果不确定,请勿修改此设定。 - + Respect Non-Java Mode Bit values for vector ops in PPU backends. If unsure, do not modify this setting. 遵从 PPU 后端中向量操作的非 Java 模式位值。 如果不确定,请勿修改此设定。 - + Fixup NaN results in vector instructions in PPU backends. If unsure, do not modify this setting. 修复 NaN 产生 PPU 后端中的向量指令。 如果不确定,请勿修改此设定。 - + Accurately set NaN results in vector instructions in PPU backends. If unsure, do not modify this setting. 在 PPU 后端准确设定 NaN 将产生向量指令。 如果不确定,请勿修改此设定。 - + Accurately set FPCC Bits in PPU backends. If unsure, do not modify this setting. 在 PPU 后端准确设定 FPCC 位。 如果不确定,请勿修改此设定。 - + Reduces CPU usage and power consumption, on mobile devices improves battery life. (0 means disabled) Higher values cause a more pronounced effect, but may cause audio or performance issues. A value of 50 or less is recommended. This option forces an FPS limit because it's active when framerate is stable. @@ -1073,14 +1073,14 @@ The lighter the game is on the hardware, the more power is saved by it. (until t 游戏在硬体上越轻,就越省电。(直到达到抢占计数障碍) - + Disables all video output and PS3 graphical rendering. Its only use case is to evaluate performance on CELL for development. 停用所有视讯输出和 PS3 图形渲染。 唯一的用例是评估 CELL 的开发效能。 - + Sets the 3D stereo rendering mode. Anaglyph is traditional blue-red. Side-by-Side is more commonly supported by VR viewer apps. @@ -1091,17 +1091,17 @@ VR 检视器应用更普遍地支援“Side-by-Side”。 “Over-Under” 更接近于原生立体输出,但不太受支援。 - + Automatically close RPCS3 when closing a game, or when a game closes itself. 关闭游戏时自动关闭 RPCS3,或当游戏自己关闭时。 - + Leave this enabled unless you are a developer. 请保持启用,除非您是开发人员。 - + Automatically puts the game window in fullscreen. Double click on the game window or press Alt+Enter to toggle fullscreen and windowed mode. Automatically puts the game window in fullscreen. @@ -1110,7 +1110,7 @@ Double click on the game window or press alt+enter to toggle fullscreen and wind 双击游戏视窗或按下 Alt + Enter 键切换全荧幕和视窗模式。 - + Prevent the display from sleeping while a game is running. This requires the org.freedesktop.ScreenSaver D-Bus service on Linux. This option will be disabled if the current platform does not support display sleep control. @@ -1119,33 +1119,33 @@ This option will be disabled if the current platform does not support display sl 如果当前平台不支援显示器休眠控制,则将停用此选项。 - + Configure the game window title. Changing this and/or adding the framerate may cause buggy or outdated recording software to not notice RPCS3. 设置游戏视窗标题。 更改此值或增加框率可能导致错误或过时的录制软体无法发现 RPCS3。 - + Automatically resizes the game window on boot. This does not change the internal game resolution. 在启动时自动调整游戏视窗大小。 这不会改变内部游戏的解析度。 - + Show trophy pop-ups when a trophy is unlocked. 当奖杯“解锁”时显示奖杯弹出视窗。 - + Disables the activation of fullscreen mode per double-click while the game screen is active. Check this if you want to play with mouse and keyboard (for example with UCR). 当游戏画面处于活动状态时,禁止双击触发全荧幕模式。 检查这个,如果你想用滑鼠和键盘时(例如与 UCR)。 - + Disables keyboard hotkeys such as Ctrl+S, Ctrl+E, Ctrl+R, Ctrl+P while the game screen is active. This does not include Ctrl+L (hide and lock mouse) and Alt+Enter (toggle fullscreen). Check this if you want to play with mouse and keyboard. @@ -1157,7 +1157,7 @@ Check this if you want to play with mouse and keyboard. 要使用滑鼠与键盘玩时,检查此复选框。 - + Limits the maximum number of threads used for the initial PPU and SPU module compilation. Lower this in order to increase performance of other open applications. The default uses all available threads. @@ -1169,30 +1169,30 @@ The default uses all available threads. 预设使用所有可用的执行绪。 - + Shows the mouse cursor when the fullscreen mode is active. Currently this may not work every time. 全荧幕模式处于活动状态时显示滑鼠指标。 目前可能并非每次都有效。 - + Locks the mouse cursor at center when the fullscreen mode is active. 当全荧幕模式处于活动状态时,将滑鼠指标锁定在中心。 - + Hides the mouse cursor if no mouse movement is detected for the configured time. 已组态的时间内未侦测到滑鼠移动,则隐藏滑鼠指标。 - + Shows 'Compiling shaders' hint using the native overlay. Show shader compilation hints using the native overlay. 使用本体覆盖显示“着色编译”提示。 - + Enables use of native HUD within the game window that can interact with game controllers. When disabled, regular Qt dialogs are used instead. Currently, the on-screen keyboard only supports the English key layout. @@ -1201,7 +1201,7 @@ Currently, the on-screen keyboard only supports the English key layout. 目前在荧幕上的键盘仅支援英文按键布局。 - + When enabled, opening the home menu will also pause emulation. While most games pause themselves while the home menu is shown, some do not. In that case it can be helpful to pause the emulation whenever the home menu is open. @@ -1210,42 +1210,42 @@ In that case it can be helpful to pause the emulation whenever the home menu is 在这种情况下,每当主选单开启时暂停仿真会很有帮助。 - + Enables or disables the performance overlay. 启用或停用效能重叠。 - + Enables or disables the framerate graph. 启用或停用框率图。 - + Enables or disables the frametime graph. 启用或停用框时间图。 - + Sets the amount of datapoints used in the framerate graph. 设定框率图中使用的资料点数量。 - + Sets the amount of datapoints used in the frametime graph. 设定框时间图中使用的资料点数量。 - + Sets the on-screen position (quadrant) of the performance overlay. 设定效能重叠在画面上的方位 (象限)。 - + Controls the amount of information displayed on the performance overlay. 控制显示在效能重叠上的讯息数量。 - + Sets the time interval in which the performance overlay is being updated (measured in milliseconds). Setting this to 16 milliseconds will refresh the performance overlay at roughly 60Hz. The performance overlay refresh rate does not affect the frame graph statistics and can only be as fast as the current game allows. @@ -1254,65 +1254,65 @@ The performance overlay refresh rate does not affect the frame graph statistics 效能重叠更新率不会影响框率图统计,并且只能与当前游戏所允许的速度一样快。 - + Sets the font size of the performance overlay (measured in pixels). 设定效能重叠上的字型大小 (以像素为单位)。 - + Sets the opacity of the performance overlay (measured in %). 设定效能重叠上的不透明度 (计量 %)。 - + Sets the horizontal distance to the screen border relative to the screen quadrant (measured in pixels). 设定在画面象限的画面边框相对的水平距离 (以像素为单位)。 - + Sets the vertical distance to the screen border relative to the screen quadrant (measured in pixels). 设定在画面象限的画面边框相对的垂直距离 (以像素为单位)。 - + Centers the performance overlay horizontally and overrides the horizontal margin. 水平置中效能重叠并重叠水平边距。 - + Centers the performance overlay vertically and overrides the vertical margin. 垂直置中效能重叠并重叠垂直边距。 - + Shows a background image during the native shader loading dialog/loading screen. By default the used image will be <gamedir>/PS3_GAME/PIC1.PNG or <gamedir>/PS3_GAME/PIC0.PNG. 在本体着色器读取讯息框中读取画面期间显示背景图片。 预设情况下,使用的图片将是 <gamedir>/PS3_GAME/PIC1.PNG 或 <gamedir>/PS3_GAME/PIC0.PNG。 - + Changes the background image darkening effect strength of the native shader loading dialog. This may be used to improve readability and/or aesthetics. 更改本体着色器读取讯息框中的背景图片变暗效果的强度。 这可以用于提高辨识度及美观性。 - + Changes the background image blur effect strength of the native shader loading dialog. This may be used to improve readability and/or aesthetics. 更改本体着色器读取讯息框中的背景图片模糊效果的强度。 这可以用于提高辨识度及美观性。 - + Vulkan is the fastest renderer. OpenGL is the most accurate renderer. If unsure, use Vulkan. Should you have any compatibility issues, fall back to OpenGL. Vulkan 是最快速的渲染器。 OpenGL 是最准确的渲染器。 如果不确定,请使用 Vulkan。 如果您有任何相容性问题,请回到 OpenGL。 - + This setting will be ignored if the Resolution Scale is set to anything other than 100%! Leave this on 1280x720. Every PS3 game is compatible with this resolution. Only use 1920x1080 if the game supports it. @@ -1327,19 +1327,19 @@ Rarely due to emulation bugs some games will only render at low resolutions like 较低的解析度可能工作,但不实用,然而很少会出于仿真的错误,一些游戏只能在低解析度 (480p) 下呈现。 - + On multi GPU systems select which GPU to use in RPCS3 when using Vulkan. This is not needed when using OpenGL. 在多 GPU 系统上使用 Vulkan 时,于 RPCS3 中将使用哪个 GPU。 当使用 OpenGL 则无需求。 - + Leave this on 16:9 unless you have a 4:3 monitor. 请保持 16:9,除非有 4:3 显示器。 - + Off is the fastest option. Using the frame limiter will add extra overhead and slow down the game. However, some games will crash if the frame rate is too high. PS3 native should only be used if Auto is not working correctly as it can introduce frame-pacing issues. @@ -1354,7 +1354,7 @@ PS3 native should only be used if Auto is not working correctly as it can introd “无限”增加了一个正回馈回路,每框增加另一个 vblank 信号,从而使更多游戏的 FPS 无限。 - + Emulate PS3 multisampling layout. Can fix some otherwise difficult to solve graphics glitches. Low to moderate performance hit depending on your GPU hardware. @@ -1363,7 +1363,7 @@ Low to moderate performance hit depending on your GPU hardware. 根据您的 GPU 硬体效能低至中等。 - + Higher values increase sharpness of textures on sloped surfaces at the cost of GPU resources. Modern GPUs can handle this setting just fine, even at 16x. Keep this on Automatic if you want to use the original setting used by a real PS3. @@ -1375,7 +1375,7 @@ Keep this on Automatic if you want to use the original setting used by a real PS 使用真正的 PS3 原始设定,将此保持为“自动”。 - + Scales the game's resolution by the given percentage. The base resolution is always 1280x720. Set this value to 100% if you want to use the normal Resolution options. @@ -1386,7 +1386,7 @@ Values below 100% will usually not improve performance. 低于 100% 的值通常不会提高效能。 - + Only framebuffers greater than this size will be upscaled. Increasing this value might fix problems with missing graphics when upscaling, especially when Write Color Buffers is enabled. If unsure, don't change this option. @@ -1398,7 +1398,7 @@ Do not touch this setting if you are unsure. 如果您不确定,请不要碰此设定。 - + Enable this option if you get missing graphics or broken lighting ingame. Might degrade performance and introduce stuttering in some cases. Required for Demon's Souls. @@ -1407,12 +1407,12 @@ Required for Demon's Souls. 如有需求的游戏“Demon's Souls”。 - + By having this off you might obtain a higher frame rate at the cost of tearing artifacts in the game. 关掉可能会获得高框速,但会损失游戏中的器物。 - + Enforces strict compliance to the API specification. Might result in degraded performance in some games. Can resolve rare cases of missing graphics and flickering. @@ -1423,7 +1423,7 @@ If unsure, don't use this option. 如果不确定,请勿使用此选项。 - + Disables the vertex cache. Might resolve missing or flickering graphics output. May degrade performance. @@ -1432,12 +1432,12 @@ May degrade performance. 可能会降低效能。 - + Overrides the aspect ratio and stretches the image to the full display area. 覆盖“宽高比”并将图像延伸到完整显示区域。 - + Offloads some RSX operations to a secondary thread. Improves performance for high-core processors. May cause slowdown in weaker CPUs due to the extra worker thread load. @@ -1449,7 +1449,7 @@ May cause slowdown in some situations due to the extra worker thread load. - + Disables asynchronous shader compilation. Fixes missing graphics while shaders are compiling but introduces severe stuttering or lag. Use this if you do not want to deal with graphics pop-in, or for testing before filing any bug reports. @@ -1458,7 +1458,7 @@ Use this if you do not want to deal with graphics pop-in, or for testing before 不想处理图形弹出视窗或在提交任何错误报告之前进行测试,请使用此选项。 - + This is the recommended option. If a shader is not found in the cache, nothing will be rendered for this shader until it has compiled. You may experience graphics pop-in. @@ -1467,33 +1467,33 @@ You may experience graphics pop-in. 您可能会遇到图形弹出视窗。 - + Hybrid rendering mode. If a shader is not found in the cache, the interpreter will be used to render approximated graphics for this shader until it has compiled. 混合渲染模式。 如果在快取中找不到着色,则将使用直译器来渲染此着色的近似图形,直到编译完成为止。 - + All rendering is handled by the interpreter with no attempt to compile native shaders. This mode is very slow and experimental. 所有渲染均由直译器处理,而无需尝试编译本体着色。 此模式非常慢且处于实验状态。 - + Number of threads to use for the shader compiler backend. Only has an impact when shader mode is set to one of the asynchronous modes. 用于着色器编译后端的执行绪数。 仅在着色器模式设定为非同步模式之一时才有影响。 - + Controls the precision level of generated shaders. Low precision generates much faster code depending on the hardware, but can sometimes generate minor visual glitches or flicker. 控制着色器产生的精度等级。 低精度会根据硬体产生更快的代码,但有时会产生微量的视觉故障或闪烁。 - + Stream textures to GPU in parallel with 3D rendering using asynchronous compute. Can improve performance on more powerful GPUs that have spare headroom. Only works with Vulkan renderer and greatly benefits from having MTRSX enabled if you have a capable CPU. @@ -1505,7 +1505,7 @@ Only works with Vulkan renderer. 仅适用于 Vulkan 渲染器,如果您有一个功能强大的 CPU,则启用 MTRSX 将会大大受益。 - + Controls which fullscreen mode RPCS3 requests from drivers when using Vulkan renderer. Automatic will let the driver choose an appropriate mode, while the other options will hint the drivers on whether they should use exclusive or borderless fullscreen. Using Prefer borderless fullscreen option can help if you have issues with streaming RPCS3 gameplay or if your system incorrectly enables HDR mode when using fullscreen. @@ -1514,7 +1514,7 @@ Using Prefer borderless fullscreen option can help if you have issues with strea 如果您在流式传输 RPCS3 游戏时遇到问题,或者您的系统在使用全荧幕时错误地启用 HDR 模式,则使用“首选无框全荧幕”选项会有所帮助。 - + Final image filtering. Nearest applies no filtering, Bilinear smooths the image, and FidelityFX Super Resolution enhances upscaled images. If the game is rendering at an internal resolution lower than your window resolution, FidelityFX will handle the upscale. FidelityFX can cause visual artifacts. @@ -1529,13 +1529,13 @@ FidelityFX 将引起视觉假影。 FidelityFX 目前不适用于立体 3D 输出。 - + Control the sharpening strength applied by FidelityFX Super Resolution. Higher values will give sharper output but may introduce artifacts. Control the sharpening strength applied by FidelityFX Super Resolution. Higher values will give sharper output but may introduce artefacts. 控制 FidelityFX 超解析度应用的锐化强度。 较高的值将提供更清晰的输出,但可能会引入假影。 - + Changes Texture sampling accuracy. (Small changes have a big effect.) Avoid using values outside the range of -12 to +12 if you're unsure. -3 to +3 is plenty for most usecases @@ -1544,7 +1544,7 @@ Avoid using values outside the range of -12 to +12 if you're unsure. -3 到 +3 对于大多数用例来说已经足够了 - + Sets the maximum amount of blocks that the log can display. This usually equals the number of lines. Set 0 in order to remove the limit. @@ -1553,7 +1553,7 @@ Set 0 in order to remove the limit. 设置为 0 以解除限制。 - + Sets the maximum amount of blocks that the TTY can display. This usually equals the number of lines. Set 0 in order to remove the limit. @@ -1565,54 +1565,54 @@ Set 0 in order to remove the limit. 设置为 0 以解除限制。 - + Changes the overall look of RPCS3. Choose a stylesheet and click Apply to change between styles. 更改 RPCS3 的整体外观。 选择一个“风格”并点击“套用”风格之间切换。 - + Shows the initial welcome screen upon starting RPCS3. 显示启动 RPCS3 时的初始欢迎画面。 - + Shows a confirmation dialog when the game window is being closed. 关闭游戏视窗时显示确定讯息。 - + Shows a confirmation dialog when a game was booted while another game is running. 当另一项游戏正启动执行时显示确定讯息。 - + Shows a dialog when packages were installed successfully. 成功安装软体时显示讯息。 - + Shows a dialog when firmware was installed successfully. 成功安装韧体后显示讯息。 - + Shows a dialog when obsolete settings were found. 发现过时的设定时显示讯息。 - + Shows a dialog in the game pad configuration when the same button was assigned twice. 当同一按钮被指派两次时,在游戏控制器组态中显示讯息。 - + Shows a dialog when RPCS3 is ready to restart after an update. 当 RPCS3 准备好在更新后重新启动时显示一个对话框。 - + Checks if an update is available on startup and asks if you want to update. If "Automatic" is selected, the update will run automatically without user confirmation. If "Background" is selected, the check is done silently in the background and a new download option is shown in the top right corner of the menu if a new version was found. @@ -1623,31 +1623,31 @@ If "Background" is selected, the check is done silently in the backgro 如选择了"后台"将在后台静默进行检查,若发现新版本,则主选单的右上角将显示一个新的下载选项。 - + Enables use of Discord Rich Presence to show what game you are playing on Discord. Requires a restart of RPCS3 to completely close the connection. 允许使用 Discord Rich Presence 在 Discord 上显示你玩的游戏。 需要重新启动 RPCS3 才能完全关闭连线。 - + Tell your friends what you are doing. 告知你的朋友你在做什么。 - + Prioritize custom user interface colors over properties set in stylesheet. 根据“风格”中设定的属性确定自订使用者介面色彩。 - + This is the ID used for hardware statistics. It should only be reset if you change your hardware configuration or if you copied RPCS3 to another PC. 这是用于硬体统计的 ID。 仅当变更硬体组态或将 RPCS3 复制到另一台 PC 时,才需要将其重设。 - + Single-threaded: All pad handlers run on the same thread sequentially. Multi-threaded: Each pad handler has its own thread. Only use multi-threaded if you can spare the extra threads. @@ -1656,26 +1656,26 @@ Only use multi-threaded if you can spare the extra threads. 如果可以腾出多余的执行绪,请仅使用多执行绪。 - + Shows all configured pads as always connected ingame even if they are physically disconnected. 将所有已组态的控制器显示为始终在游戏中连结,即使在实体上中断连结也是如此。 - + Some games support native keyboard input. Basic will work in these cases. 一些游戏支援本体键盘输入。 “基本”将在这些情况下运作。 - + Some games support native mouse input. Basic will work in these cases. 一些游戏支援本体滑鼠输入。 “基本”将在这些情况下运作。 - + Currently only used for cellMusic emulation. Select Qt to use the default output device of your operating system. This may not be able to play all audio formats. @@ -1684,28 +1684,28 @@ This may not be able to play all audio formats. 这可能无法播放所有音讯格式。 - + Select Qt Camera to use the default camera device of your operating system. 选择 Qt 相机以使用当前系统的预设相机装置。 - + Depending on the game, you may need to select a specific camera type. Camera support is not implemented, leave this on unknown. 根据游戏,您可能需要选择特定的相机类型。 - + Flips the camera image either horizontally, vertically, or on both axis. 水平、垂直或在两个轴上翻转相机影像。 - + Select the camera that you want to use during gameplay. 选择您要在游戏过程中使用的相机。 - + PlayStation Move support. Fake: Experimental! This maps Move controls to DS3 controller mappings. Mouse: Emulate PSMove with Mouse handler. @@ -1714,7 +1714,7 @@ Mouse: Emulate PSMove with Mouse handler. 滑鼠: 使用滑鼠处理程序模拟 PSMove。 - + Buzz! support. Select 1 or 2 controllers if the game requires Buzz! controllers and you don't have real controllers. Select Null if the game has support for DualShock or if you have real Buzz! controllers. @@ -1723,7 +1723,7 @@ Select Null if the game has support for DualShock or if you have real Buzz! cont 如果游戏支援 DualShock 或您拥有真实的 Buzz! 控制器,则选择“ 空 ”。 - + DJ Hero Turntable controller support. Select 1 or 2 controllers if the game requires DJ Hero Turntable controllers and you don't have real turntable controllers. Select Null if the game has support for DualShock or if you have real turntable controllers. @@ -1734,7 +1734,7 @@ A real turntable controller can be used at the same time as an emulated turntabl 真实的转盘控制器可以与模拟转盘控制器同时使用。 - + Guitar Hero Live (GHL) Guitar controller support. Select 1 or 2 controllers if the game requires GHL Guitar controllers and you don't have real guitar controllers. Select Null if the game has support for DualShock or if you have real guitar controllers. @@ -1745,29 +1745,29 @@ A real guitar controller can be used at the same time as an emulated guitar cont 真实的吉他控制器可以与模拟吉他控制器同时使用。 - + Allows pad and keyboard input while the game window is unfocused. 在游戏视窗未聚焦时允许 PAD 和键盘输入。 - + Shows the raw position of the PS Move input. This can be very helpful during calibration screens. 显示 PS Move 输入的原始位置。 这在校准画面期间非常实用。 - + Select up to 3 emulated midi devices and their type. 最多选择 3 个模拟 MIDI 装置以及其类型。 - + If set to Connected, RPCS3 will allow programs to use your internet connection. 如果设置为连结,RPCS3 将允许程式使用网际网路连结。 - + If set to RPCN, RPCS3 will use the RPCN server as PSN connection if the game is supported. If set to Simulated, RPCS3 will try to fake the PSN connection, but any actual attempt at using the PSN functionality may result in errors or crashes. Simulated is only available in custom configurations. @@ -1776,20 +1776,25 @@ Simulated is only available in custom configurations. 模拟仅在“自订组态”中可用。 - + DNS Swap List. Only available in custom configurations. DNS 调换清单。 仅在“自订组态”中可用。 - + + Controls the intensity of pressure sensitive buttons while this special button is pressed.<br>Enable "Toggle" if you want to toggle the intensity on button press instead.<br>Use the percentage to change how hard you want to press a button. + 控制按下此特殊按钮时压力感应按钮的强度。<br>如果您想在按下按钮时切换强度,请启用"切换"。<br>使用百分比来更改您想要按下按钮的力度。 + + + DNS used to resolve hostnames by applications. DNS used to resolve hostnames by applications DNS 用于解析主机名的应用程式。 - + Interface IP Address to bind to. Only available in custom configurations. Interface IP Address to bind to. @@ -1797,21 +1802,21 @@ Only available in custom configurations. 仅在“自订组态”中可用。 - + Enable UPNP. This will automatically forward ports bound on 0.0.0.0 if your router has UPNP enabled. 启用 UPNP。 如果您的路由器启用了 UPNP,这将自动正向连结在 0.0.0.0 上的埠。 - + The console region defines the license area of the PS3. Depending on the license area, some games may not work. 控制台区域定义了 PS3 授权区域。 根据授权的区域,某些游戏可能无法正常工作。 - + Some games may fail to boot if the system language is not available in the game itself. Other games will switch language automatically to what is selected here. It is recommended leaving this on a language supported by the game. @@ -1820,7 +1825,7 @@ It is recommended leaving this on a language supported by the game. 建议选择游戏所支援的语言。 - + Sets the used keyboard layout. Currently only US, Japanese and German layouts are fully supported at this moment. Sets the used keyboard layout. @@ -1829,7 +1834,7 @@ Currently only US, Japanese and German layouts are fully supported at this momen 目前仅支援美国、日本和德国布局。 - + The button used for enter/accept/confirm in system dialogs. Change this to use the Circle button instead, which is the default configuration on Japanese systems and in many Japanese games. In these cases having the cross button assigned can often lead to confusion. @@ -1841,14 +1846,14 @@ In these cases having the cross button assigned can often lead to confusion. - + Required for some Homebrew. If unsure, don't use this option. 一些自制有需求。 如果不确定,请勿使用此选项。 - + Automatically removes older files from disk cache on boot if it grows larger than the specified value. Games can use the cache folder to temporarily store data outside of system memory. It is not used for long-term storage. @@ -1861,154 +1866,143 @@ Games can use the cache folder to temporarily store data outside of system memor 此设定仅在全局组态中可用。 - + Sets the time to be used within the console. This will be applied as an offset that tracks wall clock time. Can be reset to current wallclock time by clicking "Set to Now". 设定控制台中要使用的时间。 这将应用跟踪挂钟时间的偏移量。 可以透过点击 "设定为现在" 将其重设为当前的挂钟时间。 - + This controller is disabled and will appear as disconnected to software. Choose another handler to enable it. 此控制器已停用并显示与软体断开。 选择其它处理程序以启用它。 - + This port is currently assigned to a custom controller by the application and can't be changed. 此连接埠当前由应用程序指派给自订控制器且无法更改。 - + While it is possible to use a keyboard as a pad in RPCS3, the use of an actual controller is strongly recommended.<br>To bind mouse movement to a button or joystick, click on the desired button to activate it, then click and hold while dragging the mouse to a direction. While it is possible to use a keyboard as a pad in RPCS3, the use of an actual controller is strongly recommended. To bind mouse movement to a button or joystick, click on the desired button to activate it, then click and hold while dragging the mouse to a direction. 虽然可以在 RPCS3 中使用键盘当作 PAD,但强烈建议使用实际控制器。<br>如需映射滑鼠移动到按钮或摇杆,点击触发所需的按钮再次按住滑鼠拖曳到某个方向。 - - - In order to use the DualShock 3 handler, you need to install the official DualShock 3 driver first.<br>See the <a href="https://wiki.rpcs3.net/index.php?title=Help:Controller_Configuration">RPCS3 Wiki</a> for instructions. - In order to use the DualShock 3 handler, you need to install the official DualShock 3 driver first. -See the <a href="https://wiki.rpcs3.net/index.php?title=Help:Controller_Configuration">RPCS3 Wiki</a> for instructions. - 要使用“DualShock 3”处理程序,首先需要安装官方的 DualShock 3 驱动程式。<br>请参阅 <a href="https://wiki.rpcs3.net/index.php?title=Help:Controller_Configuration">RPCS3 维基</a> 的说明。 - - In order to use the DualShock 3 handler, you might need to add udev rules to let RPCS3 access the controller.<br>See the <a href="https://wiki.rpcs3.net/index.php?title=Help:Controller_Configuration">RPCS3 Wiki</a> for instructions. - In order to use the DualShock 3 handler, you might need to add udev rules to let RPCS3 access the controller. -See the <a href="https://wiki.rpcs3.net/index.php?title=Help:Controller_Configuration">RPCS3 Wiki</a> for instructions. - 为了使用“DualShock 3”处理程序,您可能需要新增 udev 规则以使 RPCS3 存取控制器。<br>请参阅 <a href="https://wiki.rpcs3.net/index.php?title=Help:Controller_Configuration">RPCS3 维基</a>的说明。 + In order to use the DualShock 3 handler, you need to install the official DualShock 3 driver first.<br>See the <a %0 href="https://wiki.rpcs3.net/index.php?title=Help:Controller_Configuration">RPCS3 Wiki</a> for instructions. + In order to use the DualShock 3 handler, you might need to add udev rules to let RPCS3 access the controller.<br>See the <a href="https://wiki.rpcs3.net/index.php?title=Help:Controller_Configuration">RPCS3 Wiki</a> for instructions. + 为了使用“DualShock 3”处理程序,得先安装官方 DualShock 3 驱动程式。<br>请参阅 <a %0 href="https://wiki.rpcs3.net/index.php?title=Help:Controller_Configuration">RPCS3 维基</a> 的说明。 + In order to use the DualShock 3 handler, you might need to add udev rules to let RPCS3 access the controller.<br>See the <a %0 href="https://wiki.rpcs3.net/index.php?title=Help:Controller_Configuration">RPCS3 Wiki</a> for instructions. + 为了使用“DualShock 3”处理程序,您可能需要新增 udev 规则以使 RPCS3 存取控制器。<br>请参阅 <a %0 href="https://wiki.rpcs3.net/index.php?title=Help:Controller_Configuration">RPCS3 维基</a> 的说明。 + + + The DualShock 3 handler is recommended for official DualShock 3 controllers. “DualShock 3”处理程序建议使用官方的 DualShock 3 控制器。 - + If you have any issues with the DualShock 4 handler, it might be caused by third-party tools such as DS4Windows. It's recommended that you disable them while using this handler. 如果“DualShock 4”处理程序出现任何问题,则可能是由 DS4Windows 等第三方工具引起的。 建议在使用此处理程序时停用它。 - - In order to use the DualShock 4 handler, you might need to add udev rules to let RPCS3 access the controller.<br>See the <a href="https://wiki.rpcs3.net/index.php?title=Help:Controller_Configuration">RPCS3 Wiki</a> for instructions. - In order to use the DualShock 4 handler, you might need to add udev rules to let RPCS3 access the controller. -See the <a href="https://wiki.rpcs3.net/index.php?title=Help:Controller_Configuration">RPCS3 Wiki</a> for instructions. - 为了使用“ DualShock 4”处理程序,您可能需要新增 udev 规则以使 RPCS3 存取控制器。<br>请参阅 <a href="https://wiki.rpcs3.net/index.php?title=Help:Controller_Configuration">RPCS3 维基</a> 的说明。 + + In order to use the DualShock 4 handler, you might need to add udev rules to let RPCS3 access the controller.<br>See the <a %0 href="https://wiki.rpcs3.net/index.php?title=Help:Controller_Configuration">RPCS3 Wiki</a> for instructions. + 为了使用“DualShock 4”处理程序,您可能需要新增 udev 规则以使 RPCS3 存取控制器。<br>请参阅 <a %0 href="https://wiki.rpcs3.net/index.php?title=Help:Controller_Configuration">RPCS3 维基</a> 的说明。 - + The DualShock 4 handler is recommended for official DualShock 4 controllers. 对于官方的 DualShock 4 控制器,建议使用“DualShock 4”处理程序。 - + The DualSense handler is recommended for official DualSense controllers. The DualSense handler is recommended for official DualSense controllers.<br><br>Battery settings are not supported yet. 对于官方的 DualSense 控制器,建议使用“DualSense”处理程序。 - - - The XInput handler will work with Xbox controllers and many third-party PC-compatible controllers. Pressure sensitive buttons from SCP are supported when SCP's XInput1_3.dll is placed in the main RPCS3 directory. For more details, see the <a href="https://wiki.rpcs3.net/index.php?title=Help:Controller_Configuration">RPCS3 Wiki</a>. - “XInput”处理程序将可用于 Xbox 控制器以及大多第三方 PC 相容控制器。 将 SCP 的 XInput1_3.dll 放在 RPCS3 主目录中时,将支援 SCP 的感应式按钮。 关于更多详细资讯,请参阅 <a href="https://wiki.rpcs3.net/index.php?title=Help:Controller_Configuration">RPCS3 维基</a>。 - - The evdev handler should work with any controller that has linux support.<br>If your joystick is not being centered properly, read the <a href="https://wiki.rpcs3.net/index.php?title=Help:Controller_Configuration">RPCS3 Wiki</a> for instructions. - The evdev handler should work with any controller that has linux support. -If your joystick is not being centered properly, read the <a href="https://wiki.rpcs3.net/index.php?title=Help:Controller_Configuration">RPCS3 Wiki</a> for instructions. - “evdev”处理程序应工作于任何 Linux 支援的控制器。<br>如果摇杆未正确居中,请阅读 <a href="https://wiki.rpcs3.net/index.php?title=Help:Controller_Configuration">RPCS3 维基</a> 的相关说明。 + The XInput handler will work with Xbox controllers and many third-party PC-compatible controllers. Pressure sensitive buttons from SCP are supported when SCP's XInput1_3.dll is placed in the main RPCS3 directory. For more details, see the <a %0 href="https://wiki.rpcs3.net/index.php?title=Help:Controller_Configuration">RPCS3 Wiki</a>. + The evdev handler should work with any controller that has linux support.<br>If your joystick is not being centered properly, read the <a href="https://wiki.rpcs3.net/index.php?title=Help:Controller_Configuration">RPCS3 Wiki</a> for instructions. + “XInput”处理程序将可用于 Xbox 控制器以及大多第三方 PC 相容控制器。 将 SCP 的 XInput1_3.dll 放在 RPCS3 主目录中时,将支援 SCP 的感应式按钮。 关于更多详细资讯,请参阅 <a %0 href="https://wiki.rpcs3.net/index.php?title=Help:Controller_Configuration">RPCS3 维基</a>。 + The evdev handler should work with any controller that has linux support.<br>If your joystick is not being centered properly, read the <a %0 href="https://wiki.rpcs3.net/index.php?title=Help:Controller_Configuration">RPCS3 Wiki</a> for instructions. + “evdev”处理程序应工作于任何 Linux 支援的控制器。<br>如果摇杆未正确居中,请阅读 <a %0 href="https://wiki.rpcs3.net/index.php?title=Help:Controller_Configuration">RPCS3 维基</a> 的相关说明。 + + + The MMJoystick handler should work with almost any controller recognized by Windows. However, it is recommended that you use the more specific handlers if you have a controller that supports them. “MMJoystick”处理程序应该适用于所有 Windows 识别的控制器。 但是,如果您有支援的控制器,建议使用特定的处理程序。 - + The SDL handler supports a variety of controllers across different platforms. SDL 处理程序支持跨不同平台的各种控制器。 - - Controls the intensity of pressure sensitive buttons while this special button is pressed.<br>Use the percentage to change how hard you want to press a button. - 控制按下此特殊按钮时压力感应按钮的强度。<br>使用百分比来更改您想要按下按钮的力度。 - - - + The actual DualShock 3's stick range is not circular but formed like a rounded square (or squircle) which represents the maximum range of the emulated sticks. You can use the squircle values to modify the stick input if your sticks can't reach the corners of that range. A value of 0 does not apply any so called squircling. A value of 8000 is usually recommended. 实际“ DualShock 3”摇杆范围不是圆形的,而是形成一个圆角正方形 (或方圆形),表示模拟摇杆的最大范围。 如果您的摇杆无法达到该范围的角落,则可以使用“方圆形值”来修改摇杆输入。 值为 0 不会应用于任何的方圆形。 通常建议值为 8000。 - + The stick multipliers can be used to change the sensitivity of your stick movements.<br>The default setting is 1 and represents normal input. “摇杆倍增器”可用于更改摇杆移动的灵敏度。<br>预设设定为 1 代表正常输入。 - + A stick's deadzone determines how far the stick has to be moved until it is fully recognized by the game. The resulting range will be projected onto the full input range in order to give you a smooth experience. Movement inside the deadzone is actually simulated as a real DualShock 3's deadzone of ~13%, so don't worry if there is still movement shown in the emulated stick preview. “摇杆盲区”判定了摇杆被移动的距离可被游戏完全识别。产生的范围将被投射到整个输入范围内,以便给你一个流畅的体验。 盲区内部的移动实际上被模拟为真实的 “DualShock 3 ”盲区,约为 13%,因此不必担心在模拟“摇杆预览”中是否仍显示移动。 - + The PS3 activates two motors (large and small) to handle controller vibrations.<br>You can enable, disable or even switch these signals for the currently selected pad here. PS3 启动两个马达 (大与小) 以处理控制器的振动。<br>您可以在此处启用,禁用甚至切换这些讯号以用于当前选定的控制器。 - + Use this to configure the gamepad motion controls. 可用来设置游戏手把动态控制器。 - + The emulated stick values (red dots) in the stick preview represent the actual stick positions as they will be visible to the game. The actual DualShock 3's stick range is not circular but formed like a rounded square (or squircle) which represents the maximum range of the emulated sticks. The blue regular dots represent the raw stick values (including stick multipliers) before they are converted for ingame usage. “摇杆预览”中模拟的摇杆值 (红点) 代表实际的摇杆位置,因为它们在游戏中可见。 实际的“DualShock 3”摇杆范围不是圆形的,而是形成一个圆角正方形 (或方圆形),表示模拟摇杆的最大范围。 蓝色常规点表示原始摇杆值 (包括摇杆倍增器),在转换为游戏中使用之前。 - + A trigger's deadzone determines how far the trigger has to be moved until it is recognized by the game. The resulting range will be projected onto the full input range in order to give you a smooth experience. 盲区判定触发移动的距离,直到游戏将其识别为止。 产生的范围将被投射到整个输入范围内,以便给你一个流畅的体验。 - + With keyboards, you are inevitably restricted to 8 stick directions (4 straight + 4 diagonal). Furthermore, the stick will jump to the maximum value of the chosen direction immediately when a key is pressed. The stick interpolation can be used to work-around both of these issues by smoothening out these directional changes. The lower the value, the longer you have to press or release a key until the maximum amplitude is reached. With keyboards you are inevitably restricted to 8 stick directions (4 straight + 4 diagonal). Furthermore when a key is pressed the stick will jump to the maximum value of the chosen direction immediately. The stick interpolation can be used to work-around both of these issues by smoothening out these directional changes. The lower the value, the longer you have to press or release a key until the maximum amplitude is reached. 使用键盘时,您不可避免地会受到 8 个方向的限制 (4 个直线 + 4 个对角线)。 此外,当按下一个键时,摇杆将立即跳至所选方向的最大值。 “摇杆插值”可以透过平滑这些方向变更来解决这两个问题。 数值越低,时间越长,必须按住按键或达到最大范围松开。 - + The mouse deadzones represent the games' own deadzones on the x and y axes. Games usually enforce their own deadzones to filter out small unwanted stick movements. In consequence, mouse input feels unintuitive since it relies on immediate responsiveness. You can change these values temporarily during gameplay in order to find out the optimal values for your game (Alt+T and Alt+Y for x, Alt+U and Alt+I for y). The mouse deadzones represent the games' own deadzones on the x and y axes. Games usually enforce their own deadzones to filter out small unwanted stick movements. In consequence mouse input feels unintuitive since it relies on immediate responsiveness. You can change these values temporarily during gameplay in order to find out the optimal values for your game (Alt+T and Alt+Y for x, Alt+U and Alt+I for y). 滑鼠盲区代表游戏在 x 轴及 y 轴上的盲区。 游戏通常会强制执行自己的盲区,以过滤些微的摇杆移动。 其结果是,因为它依赖于直接的反应滑鼠的输入感观。 您可以在游戏过程中临时更改这些值,以找出游戏的最佳值 ( Alt + T 及 Alt + Y 为 x,Alt + U 及 Alt + I 为 y )。 - + The mouse acceleration can be used to amplify your mouse movements on the x and y axes. Increase these values if your mouse movements feel too slow while playing a game. You can change these values temporarily during gameplay in order to find out the optimal values (Alt+G and Alt+H for x, Alt+J and Alt+K for y). Keep in mind that modern mice usually provide different modes and settings that can be used to change mouse movement speeds as well. 滑鼠加速可用于放大滑鼠在 x 和 y 轴上的移动。 如果在玩游戏时滑鼠移动过慢,请增加这些值。 您可以在游戏过程中临时变更这些值,以找出最佳值 ( Alt + G 及 Alt + H 为 x , Alt + J 及 Alt + K 为 y )。 请记住,现今的滑鼠通常提供不同的模式和设定,这些模式和设定也可用于变更滑鼠的移动速度。 - + The mouse movement mode determines how the mouse movement is translated to pad input.<br>Use the relative mode for traditional mouse movement.<br>Use the absolute mode to use the mouse's distance to the center of the screen as input value. 滑鼠移动模式决定了滑鼠移动如何转换为 PAD 输入。<br>对传统滑鼠移动使用“相对”模式。<br>使用“绝对”模式将滑鼠指标到荧幕中心的距离用作输入值。 @@ -2026,25 +2020,19 @@ If your joystick is not being centered properly, read the <a href="https RPCS3 PlayStation 3 仿真器 - - <html><head/><body><p>RPCS3 is an open-source Sony PlayStation 3 emulator and debugger.<br/>It is written in C++ for Windows, Linux, FreeBSD and MacOS funded with <a href="https://www.patreon.com/Nekotekina"><span style=" text-decoration: underline; color:#0000ff;">Patreon</span></a>.<br/>Our developers and contributors are always working hard to ensure this project is the best that it can be.<br/>There are still plenty of implementations to make and optimizations to do.</p></body></html> - <html><head/><body><p>RPCS3 is an open-source Sony PlayStation 3 emulator and debugger.<br/>It is written in C++ for Windows and Linux funded with <a href="https://www.patreon.com/Nekotekina"><span style=" text-decoration: underline; color:#0000ff;">Patreon</span></a>.<br/>Our developers and contributors are always working hard to ensure this project can be the best that it can be.<br/>There are still plenty of implementations to be made and optimizations to be done.</p></body></html> - <html><head/><body><p>RPCS3 是一款开源的 Sony PlayStation 3 仿真器与侦错器。<br/>使用 C ++ 编写,适用于 Windows、Linux、FreeBSD 和 MacOS。 资助由 <a href="https://www.patreon.com/Nekotekina"><span style=" text-decoration: underline; color:#0000ff;">Patreon</span></a>。<br/>主要的“开发团队”和“贡献者”仍然努力着维持项目的完善,<br/>但还有大量的项目得实现及最佳化。</p></body></html> - - - + <p><b>Developers:</b><br><br>¬DH<br>¬AlexAltea<br>¬Hykem<br>¬Oil<br>Nekotekina<br>¬Bigpet<br>¬gopalsr83<br>¬tambry<br>¬vlj<br>kd-11<br>¬jarveson<br>¬raven02<br>AniLeo<br>cornytrace<br>ssshadow<br>¬Numan<br>hcorion<br>Megamouse<br>¬flash-fire<br>DAGINATSUKO<br>GalCiv<br>eladash</p> <p><b>Developers:</b><br><br>¬DH<br>¬AlexAltea<br>¬Hykem<br>Oil<br>Nekotekina<br>Bigpet<br>¬gopalsr83<br>¬tambry<br>vlj<br>kd-11<br>jarveson<br>raven02<br>AniLeo<br>cornytrace<br>ssshadow<br>Numan<br>hcorion<br>Megamouse<br>flash-fire<br>DAGINATSUKO<br>GalCiv<br>eladash</p> <p><b>开发团队:</b><br><br>¬DH<br>¬AlexAltea<br>¬Hykem<br>¬Oil<br>Nekotekina<br>¬Bigpet<br>¬gopalsr83<br>¬tambry<br>¬vlj<br>kd-11<br>¬jarveson<br>¬raven02<br>AniLeo<br>cornytrace<br>ssshadow<br>¬Numan<br>hcorion<br>Megamouse<br>¬flash-fire<br>DAGINATSUKO<br>GalCiv<br>eladash</p> - + <p><b>Contributors:</b><br><br>BlackDaemon<br>elisha464<br>Aishou<br>krofna<br>xsacha<br>danilaml<br>unknownbrackets<br>Zangetsu38<br>lioncash<br>achurch<br>darkf<br>Syphurith<br>Blaypeg<br>Survanium90<br>georgemoralis<br>ikki84<br>scribam<br>TGE<br>velocity<br>Farseer<br>Dangles<br>ruipin<br>jbeich<br>CookiePLMonster<br>Whatcookie<br>rajkosto<br>Admiral Thrawn</p> <p><b>Contributors:</b><br><br>BlackDaemon<br>elisha464<br>Aishou<br>krofna<br>xsacha<br>danilaml<br>unknownbrackets<br>Zangetsu38<br>lioncash<br>achurch<br>darkf<br>Syphurith<br>Blaypeg<br>Survanium90<br>georgemoralis<br>ikki84<br>scribam<br>TGE<br>velocity<br>Farseer<br>Dangles<br>ruipin</p> <p><b>贡献者:</b><br><br>BlackDaemon<br>elisha464<br>Aishou<br>krofna<br>xsacha<br>danilaml<br>unknownbrackets<br>Zangetsu38<br>lioncash<br>achurch<br>darkf<br>Syphurith<br>Blaypeg<br>Survanium90<br>georgemoralis<br>ikki84<br>scribam<br>TGE<br>velocity<br>Farseer<br>Dangles<br>ruipin<br>jbeich<br>CookiePLMonster<br>Whatcookie<br>rajkosto<br>Admiral Thrawn</p> - + <p><b>Supporters:</b><br><br>Howard Garrison<br>EXPotemkin<br>Marko V.<br>danhp<br>Jake (5315825)<br>Ian Reid<br>Tad Sherlock<br>Tyler Friesen<br>Folzar<br>Payton Williams<br>RedPill Australia<br>yanghong<br>Mohammed El-Serougi<br>Дима ~Ximer13~ Кулин<br>James Reed<br>BaroqueSonata<br>Bonzay0<br>Henrijs Kons<br>eoiz<br>Lena Stöffler<br>Michael Holder<br>Max Bosse<br>Tyler Whisinnand<br>Gato Harvey<br>cain4355<br>Thomas Peltier<br>Loli Co.<br>MapleLoonie<br>Travis McEwen<br>Scott Singratsomboune<br>T.E<br>Lukas Rieger<br>Dane Madsen<br>JMS<br>Jonatan R<br>Luke Johnson<br>Thomas Zaorski<br>MyOwnFan<br>Alexandros Mandravillis<br>Socker Bopper<br>Faris Leonhart<br>Fabien Net<br>Raves<br>Barrowsx<br>kilsuton<br>Max Mason<br>Ethan Condon<br>jfidone<br>iaDRM<br>Kazer2.0<br>Bryce Quintin<br>Yuri Kunde Schlesner<br>Abdulla Altayer<br>Nicolas Jallamion<br>Vorvek<br>Ian Faddis<br>Leon<br>Mohammad Taleb<br>Jokez<br>crashX<br>Raveskirza<br>Grant Deacon<br>michael<br>David Zech<br>Ben Manoochehri<br>Adnan Kovacevic<br>Mighty J<br>Sam Shan Jiang<br>TheAnig<br>Rodney Coleman<br>FiniteAce<br>Kian Soon Alex Chiam<br>yukkuri<br>Justin Chadwick<br>toxic Itzi<br>Templerror<br>Myles Wesley Carlson<br>Max Bosse<br>Ethan Clark<br>LupineDream<br>CheatCodesOfLife<br>Jan Zykmund<br>Francesco Cinquemani<br>Andylg<br>Julia H de Camargos<br>Suvodip Mitra<br>Goh<br>Dmitry<br>Steel Brain<br>VarieZ<br>William Swango<br>Matthew Messersmith<br>Duane Locsin<br>Shuddertrix<br>Loweys Litsman<br>Shuddertrix<br>Mason Ferrie<br>Richard Kaplan<br>Hugues Valois<br>richard(lath..ch@)<br>Johnathan (Virtuous John)<br>eoiz<br>Dany Huguenin<br>doobieashtray<br>dean(mag..94@)<br>Pommier Jean-Philippe<br>Douglas Alan Albino<br>Ryan Mull<br>Thor-Erling Engen<br>Nick Carpenter<br>curryking3<br>Jared Tracton<br>alex(koo..oh@)<br>Jason O'Brien<br>Skeletal Charizard<br>Ace00<br>Brandon Corujo<br>HyperBitHero<br>佳文 李<br>sorryboi <br>Johnson Bui <br>itachi1986 @@ -2162,35 +2150,54 @@ If your joystick is not being centered properly, read the <a href="https </p> - + GitHub GitHub - + Website 网站 - + Forum 论坛 - + Patreon 赞助 - + Close 关闭 - + RPCS3 Version: %1 RPCS3 版本: %1 + + + + <p style="white-space: nowrap;"> + RPCS3 is an open-source Sony PlayStation 3 emulator and debugger.<br> + It is written in C++ for Windows, Linux, FreeBSD and MacOS funded with <a %0 href="https://www.patreon.com/Nekotekina">Patreon</a>.<br> + Our developers and contributors are always working hard to ensure this project is the best that it can be.<br> + There are still plenty of implementations to make and optimizations to do. + </p> + + + <p style="white-space: nowrap;"> + RPCS3 是一款开源的 Sony PlayStation 3 仿真器与侦错器。<br> + 使用 C ++ 编写,适用于 Windows、Linux、FreeBSD 和 MacOS。 资助由 <a %0 href="https://www.patreon.com/Nekotekina">Patreon</a>.<br> + 主要的“开发团队”和“贡献者”仍然努力着维持项目的完善,<br> + 但还有大量的项目得实现及最佳化。 + </p> + + auto_pause_settings_dialog @@ -2621,23 +2628,23 @@ Some settings seem to deviate from the default config: 选取一个执行绪 - - + + Go To Address 至 位址 - + Go To PC 至 PC - + Step - + Step Over 跃步 @@ -2654,43 +2661,16 @@ Some settings seem to deviate from the default config: 暂停 - + Debugger Guide & Shortcuts 侦错器指南和捷径方式 - - Max MFC cmds logged - 最大 MFC CMDS 日志 - - - - - OK - Ok - 确定 - - - - Breakpoint Settings - 断点设定 - - - - Pause All Threads On Hit - 暂停全部执行绪在命中 - - - - When set: a breakpoint hit will pause the emulation instead of the current thread. -Applies on all breakpoints in all threads regardless if set before or after changing this setting. - 当设定: 断点命中将暂停仿真,而不是当前执行绪。 -无论在更改此设定之前还是之后,都将应用于所有执行绪中的所有断点。 - - - + Keys Ctrl+G: Go to typed address. Keys Ctrl+B: Open breakpoints settings. +Keys Ctrl+C: Copy instruction contents. +Keys Ctrl+F: Find thread. Keys Alt+S: Capture SPU images of selected SPU or generalized form when used from PPU. Keys Alt+R: Load last saved SPU state capture. Key D: SPU MFC commands logger, MFC debug setting must be enabled. @@ -2711,16 +2691,18 @@ Key Page-Down: Scroll downwards with steps count equal to the viewed instruction Double-click: Set breakpoints. Ctrl+G 键: 移至键入的位址。 Ctrl+B 键: 开启断点设定。 +Ctrl+C 键: 复制指令内容。 +Ctrl+F 键: 寻找执行绪。 Alt+S 键: PPU 使用时截取选定 SPU 或通用形式的 SPU 图像。 Alt+R 键: 载入上次截取储存的 SPU 状态。 - D 键: SPU MFC 命令日志,必须启用 MFC 侦错设定。 - D 键: 还必须使用 PPU 调用历程记录、直译器和非零调用历程大小。 - E 键: 指令编辑: 点击要修改的指令,然后按 E。 - F 键: SPU 执行绪专用的浮点模式开关。 - R 键: 选定执行绪的暂存器编辑。 - N 键: 显示下一条指令,此执行绪将在标记的指令之后执行,如果目标不可预测,则不执行任何操作。 - M 键: 显示记忆检视器,其初始位址指向标记的指令。 - I 键: 显示 RSX 方法内容。 +D 键: SPU MFC 命令日志,必须启用 MFC 侦错设定。 +D 键: 还必须使用 PPU 调用历程记录、直译器和非零调用历程大小。 +E 键: 指令编辑: 点击要修改的指令,然后按 E。 +F 键: SPU 执行绪专用的浮点模式开关。 +R 键: 选定执行绪的暂存器编辑。 +N 键: 显示下一条指令,此执行绪将在标记的指令之后执行,如果目标不可预测,则不执行任何操作。 +M 键: 显示记忆检视器,其初始位址指向标记的指令。 +I 键: 显示 RSX 方法内容。 F10 键: 对指令执行跃步。 (跳过函式调用) F11 键: 对指令执行单步执行。 F1 键: 显示说明对话框。 @@ -2731,18 +2713,47 @@ Page-Down 键: 向下卷动,步数等于检视的指令数。 双击: 设定断点。 - - + + Max MFC cmds logged + 最大 MFC CMDS 日志 + + + + + OK + Ok + 确定 + + + + Breakpoint Settings + 断点设定 + + + + Pause All Threads On Hit + 暂停全部执行绪在命中 + + + + When set: a breakpoint hit will pause the emulation instead of the current thread. +Applies on all breakpoints in all threads regardless if set before or after changing this setting. + 当设定: 断点命中将暂停仿真,而不是当前执行绪。 +无论在更改此设定之前还是之后,都将应用于所有执行绪中的所有断点。 + + + + Decimal only, max allowed is %0. 仅小数点,最大允许为 %0。 - + Max PPU calls logged 记录最大 PPU 调用 - + Cancel 取消 @@ -2755,7 +2766,7 @@ Page-Down 键: 向下卷动,步数等于检视的指令数。 ASM - + RSX Command Detail RSX 指令内容 @@ -5274,16 +5285,25 @@ Notes: <p style="white-space: nowrap;"> Please understand that this build is not an official RPCS3 release.<br> This build contains changes that may break games, or even <b>damage</b> your data.<br> - We recommend to download and use the official build from the <a href='https://rpcs3.net/download'>RPCS3 website</a>.<br><br> + We recommend to download and use the official build from the <a %0 href='https://rpcs3.net/download'>RPCS3 website</a>.<br><br> Build origin: %1<br> Do you wish to use this build anyway? </p> + + <p style="white-space: nowrap;"> + Please understand that this build is not an official RPCS3 release.<br> + This build contains changes that may break games, or even <b>damage</b> your data.<br> + We recommend to download and use the official build from the <a href='https://rpcs3.net/download'>RPCS3 website</a>.<br><br> + Build origin: %1<br> + Do you wish to use this build anyway? + </p> + <p style="white-space: nowrap;"> 请您理解,此版本非 RPCS3 官方所发布的版本。<br> 此建置可能会破坏游戏的变化,甚至 <b>毁损</b> 您的资料。<br> - 建议从 <a href='https://rpcs3.net/download'>RPCS3 网站</a>下载使用官方版本。<br><br> + 建议从 <a %0 href='https://rpcs3.net/download'>RPCS3 网站</a>下载使用官方版本。<br><br> 建置来源: %1<br> 是否仍要使用此版本? </p> @@ -5309,17 +5329,17 @@ Please increase the limit before running RPCS3. gui_settings - + Don't show again 不再显示 - + Close Running Game? 关闭执行的游戏? - + Performing this action will close the current game.<br>Do you really want to continue?<br><br>Any unsaved progress will be lost!<br> Performing this action will close the current game. Do you really want to continue? @@ -5329,7 +5349,7 @@ Any unsaved progress will be lost! 执行此操作将关闭当前游戏。<br>您真的要继续吗?<br><br>任何未储存的进度都将失去!<br> - + Booting another game will close the current game.<br>Do you really want to boot another game?<br><br>Any unsaved progress will be lost!<br> Booting another game will close the current game. Do you really want to boot another game? @@ -5339,12 +5359,12 @@ Any unsaved progress will be lost! 启动另一项游戏将关闭当前游戏。<br>你真的要启动另一项游戏吗?<br><br>任何未储存的进度都将失去!<br> - + Exit RPCS3? 离开 RPCS3? - + A game is currently running. Do you really want to close RPCS3?<br><br>Any unsaved progress will be lost!<br> A game is currently running. Do you really want to close RPCS3? @@ -5715,22 +5735,22 @@ File was too small. 插槽 - + SPURS %1 SPURS %1 - + IO-EA Table IO-EA 表 - + Zcull Bindings Zcull 连结 - + Display Buffers 显示缓冲区 @@ -7388,8 +7408,8 @@ If you have not installed [%0], go to [Remote Play] on the PS Vita system and st - - + + Pause 暂停 @@ -7718,63 +7738,63 @@ If you have not installed [%0], go to [Remote Play] on the PS Vita system and st - - - + + + Restart 重启 - + HDD Games 硬碟游戏 - + Disc Games 光碟游戏 - + PS1 Games PS1 游戏 - + PS2 Games PS2 游戏 - + PSP Games PSP 游戏 - + Home Home - + Audio/Video 音乐/影视 - + Game Data 游戏资料 - + Unknown 未知 @@ -7846,7 +7866,7 @@ If you have not installed [%0], go to [Remote Play] on the PS Vita system and st - + Other 其它 @@ -8057,20 +8077,20 @@ If you have not installed [%0], go to [Remote Play] on the PS Vita system and st - - - - - + + + + + Play %0 游戏 %0 - - - - + + + + Play 游戏 @@ -8098,9 +8118,11 @@ If you have not installed [%0], go to [Remote Play] on the PS Vita system and st Commercial games require the firmware (PS3UPDAT.PUP file) to be installed. -<br>For information about how to obtain the required firmware read the <a href="https://rpcs3.net/quickstart">quickstart guide</a>. +<br>For information about how to obtain the required firmware read the <a %0 href="https://rpcs3.net/quickstart">quickstart guide</a>. + Commercial games require the firmware (PS3UPDAT.PUP file) to be installed. +<br>For information about how to obtain the required firmware read the <a href="https://rpcs3.net/quickstart">quickstart guide</a>. 商业游戏需要安装韧体 (PS3UPDAT.PUP 档案)。 -<br>关于如何获取韧体所需的资讯,请阅读 <a href="https://rpcs3.net/quickstart">快速入门指南</a>。 +<br>关于如何获取韧体所需的资讯,请阅读 <a %0 href="https://rpcs3.net/quickstart">快速入门指南</a>。 @@ -8164,8 +8186,9 @@ If you have not installed [%0], go to [Remote Play] on the PS Vita system and st - <br /><br />For information on setting up the emulator and dumping your PS3 games, read the <a href="https://rpcs3.net/quickstart">quickstart guide</a>. - <br /><br />关于设定仿真器与倾印 PS3 游戏的资讯,请阅读 <a href="https://rpcs3.net/quickstart">快速入门指南</a>。 + <br /><br />For information on setting up the emulator and dumping your PS3 games, read the <a %0 href="https://rpcs3.net/quickstart">quickstart guide</a>. + <br /><br />For information on setting up the emulator and dumping your PS3 games, read the <a href="https://rpcs3.net/quickstart">quickstart guide</a>. + <br /><br />关于设定仿真器与倾印 PS3 游戏的资讯,请阅读 <a %0 href="https://rpcs3.net/quickstart">快速入门指南</a>。 @@ -8204,12 +8227,12 @@ If you have not installed [%0], go to [Remote Play] on the PS Vita system and st 选择 RSX 截取 - + Invalid package! 无效的套装软体! - + The selected package is invalid! Path: @@ -8220,12 +8243,12 @@ Path: %0 - + PKG Decrypter / Installer PKG 解密/安装程式 - + Do you want to install this package? %0 @@ -8234,56 +8257,56 @@ Path: %0 - + RPCS3 Package Installer RPCS3 软体安装程式 - + Installing package, please wait... 安装软体,请稍候... - - - + + + Cancel 取消 - - - + + + Success! 成功! - + Successfully installed software from package(s)! 成功从套装软体安装软体! - + Add desktop shortcut(s) 新增桌面捷径 - + Add Start menu shortcut(s) 新增开始选单捷径 - + Add dock shortcut(s) 新增停驻捷径 - + Add launcher shortcut(s) 新增启动器捷径 - + Successfully installed software from package(s)! Would you like to install shortcuts to the installed software? (%1 new software detected) @@ -8294,191 +8317,191 @@ Would you like to install shortcuts to the installed software? (%1 new software - + Warning! 警告! - + The following package cannot be installed on top of the current data: %1! 无法在当前资料之上安装以下套装软体: %1! - + Failure! 失败! - + Select MSELF To extract 选取 MSELF 提取 - - - + + + Extraction Directory 提取目录 - + Select PS3UPDAT.PUP To Install 选取 PS3UPDAT.PUP 安装 - - - + + + RPCS3 Firmware Installer RPCS3 韧体安装程式 - + Install firmware: %1? 安装韧体: %1? - + Select PS3UPDAT.PUP To extract 选取 PS3UPDAT.PUP 提取 - + Select TAR To extract 选取 TAR 提取 - + TAR Extraction TAR 提取 - + Extracting encrypted TARs Please wait... 提取加密的 TAR 请稍候... - + The following TAR file(s) could not be extracted: 无法提取以下 TAR 档案: - + Tar extraction failed Tar 提取失败 - + Firmware Installation Failed 韧体安装失败 - + Firmware installation failed: The provided path is empty. 韧体安装失败: 所提供的路径是空的。 - + Firmware installation failed: The selected firmware file couldn't be opened. 韧体安装失败: 无法开启所选的韧体档案。 - + Firmware installation failed: The provided file is empty. 韧体安装失败: 所提供的档案是空的。 - + Firmware installation failed: The provided file is not a PUP file. 韧体安装失败: 提供的档案不是 PUP 档案。 - + Firmware installation failed: The provided file is incomplete. Try redownloading it. 韧体安装失败: 提供的档案不完整。 尝试重新下载。 - + Firmware installation failed: The provided file is corrupted. 韧体安装失败: 提供的档案已损坏。 - - - + + + Firmware installation failed: The provided file's contents are corrupted. 韧体安装失败: 提供的档案内容已损坏。 - + Firmware extraction failed: VFS mounting failed. 韧体提取失败: VFS 安装失败。 - + Firmware installation failed: Firmware could not be decompressed 韧体安装失败: 无法解压缩韧体 - + All Binaries (*.bin *.BIN *.self *.SELF *.sprx *.SPRX *.sdat *.SDAT *.edat *.EDAT);;BIN files (*.bin *.BIN);;SELF files (*.self *.SELF);;SPRX files (*.sprx *.SPRX);;SDAT/EDAT files (*.sdat *.SDAT *.edat *.EDAT);;All files (*.*) 全部二进位 (*.bin *.BIN *.self *.SELF *.sprx *.SPRX *.sdat *.SDAT *.edat *.EDAT);;BIN 档案 (*.bin *.BIN);;SELF 档案 (*.self *.SELF);;SPRX 档案 (*.sprx *.SPRX);;SDAT/EDAT 档案 (*.sdat *.SDAT *.edat *.EDAT);;全部档案 (*.*) - + Select Disc Game Folder 选取光碟游戏资料夹 - + Failed to insert disc 插入光碟失败 - + Make sure that the emulation is running and that the selected path belongs to a valid disc game. 确定仿真正在运作并且所选路径属于有效的光碟游戏。 - + Select rpcs3.log or config.yml 选取 rpcs3.log 或 config.yml - + Failed to open file 无法开启档案 - + The file could not be opened: %0 档案无法开启: %0 - + The auto-updater isn't available for your OS currently. 自动更新程序目前不适用于您的作业系统。 - + PARAM.SFO Information PARAM.SFO 资讯 - + Firmware installation failed: Firmware contents could not be extracted. 韧体安装失败: 无法提取韧体内容。 - + Old firmware detected. The newest firmware version is %1 and you are trying to install version %2 Continue installation? @@ -8487,7 +8510,7 @@ Continue installation? 您想继续安装吗? - + Select packages and/or rap files to install 选择要安装的套装软体或 RAP 档案 @@ -8506,7 +8529,7 @@ Continue installation? 存档档案 (*.SAVESTAT);;全部档案 (*.*) - + DLC Block for package type (DLC) @@ -8514,7 +8537,7 @@ DLC DLC - + Update Block for package type (Update) @@ -8522,7 +8545,7 @@ Update 更新 - + %0 Block for package type @@ -8530,7 +8553,7 @@ Update %0 - + %0 Block for Title ID @@ -8538,7 +8561,7 @@ Update %0 - + Version %0 Block for Version @@ -8546,7 +8569,7 @@ Version %0 版本 %0 - + Changelog: @@ -8558,13 +8581,13 @@ Changelog: %0 - + v.%0 Package version for install progress dialog v.%0 - + Installing package (%0/%1), please wait... %2 @@ -8573,7 +8596,7 @@ Changelog: %2 - + Failed to install software from package: %1! This is very likely caused by external interference from a faulty anti-virus software. @@ -8584,21 +8607,21 @@ Please add RPCS3 to your anti-virus' whitelist or use better anti-virus sof 请新增 RPCS3 到您的防毒白名单中或用更好的防毒软体。 - + Firmware of version %1 has already been installed. Overwrite current installation with version %2? 已经安装了 %1 版本的韧体。 是否使用 %2 版本覆写当前安装? - + Installing firmware version %1 Please wait... 安装韧体 %1 版本 请稍候... - + The firmware contents could not be extracted. This is very likely caused by external interference from a faulty anti-virus software. Please add RPCS3 to your anti-virus' whitelist or use better anti-virus software. @@ -8607,70 +8630,68 @@ Please add RPCS3 to your anti-virus' whitelist or use better anti-virus sof 请新增 RPCS3 到您的防毒白名单中或用更好的防毒软体。 - + Successfully installed PS3 firmware and LLE Modules! 已成功安装 PS3 韧体与 LLE 模组! - + Select binary files 选择二进位档案 - + Hint: KLIC (KLicense key) is a 16-byte long string. (32 hexadecimal characters) And is logged with some sceNpDrm* functions when the game/application which owns "%0" is running. 提示: KLIC (KLicense key) 是一个 16 位元组长的字串。 (32 十六进位字元) 所有 "%0" 的游戏以及应用程序正在执行时,并使用某些 sceNpDrm* 功能进行记录。 - + Enter KLIC of %0 输入 %0 的 KLIC - + Decryption failed with provided KLIC. %0 提供的 KLIC 解密失败。 %0 - + Hexadecimal only. 仅十六进位。 - - - - - + + + + + Restart %0 重启 %0 - - + + Pause %0 暂停 %0 - - + + Stop %0 停止 %0 - - - + Resume %0 继续 %0 - - + + &Pause 暂停(&P) @@ -8680,64 +8701,62 @@ And is logged with some sceNpDrm* functions when the game/application which owns RRC 档案 (*.rrc *.RRC);;全部档案 (*.*) - + All relevant (*.pkg *.PKG *.rap *.RAP *.edat *.EDAT);;Package files (*.pkg *.PKG);;Rap files (*.rap *.RAP);;Edat files (*.edat *.EDAT);;All files (*.*) All relevant (*.pkg *.PKG *.rap *.RAP);;Package files (*.pkg *.PKG);;Rap files (*.rap *.RAP);;All files (*.*) 全部相关 (*.pkg *.PKG *.rap *.RAP *.edat *.EDAT);;套装软体档案 (*.pkg *.PKG);;RAP 档案 (*.rap *.RAP);;EDAT 档案 (*.edat *.EDAT);;全部档案 (*.*) - + All mself files (*.mself *.MSELF);;All files (*.*) 全部 MSELF 档案 (*.mself *.MSELF);;全部档案 (*.*) - - + + PS3 update file (PS3UPDAT.PUP);;All pup files (*.pup *.PUP);;All files (*.*) PS3 更新档案 (PS3UPDAT.PUP);;全部 PUP 档案 (*.pup *.PUP);;全部档案 (*.*) - + All tar files (*.tar *.TAR *.tar.aa.* *.TAR.AA.*);;All files (*.*) 全部 TAR 档案 (*.tar *.TAR *.tar.aa.* *.TAR.AA.*);;全部档案 (*.*) - - - + &Resume 继续(&E) - - + + &Play 游戏(&P) - - - + + + Ctrl+%1 Ctrl+%1 - + Select a folder containing one or more games 选择包含单个或数个游戏资料夹 - + Log or Config files (*.log *.txt *.yml);;Log files (*.log);;Config Files (*.yml);;Text Files (*.txt);;All files (*.*) 日志或组态档案 (*.log *.txt *.yml);;日志档案 (*.log);;组态档案 (*.yml);;文字档案 (*.txt);;全部档案 (*.*) - + Weird file! 不明档案! - + This file seems to have an unexpected type: %0 @@ -8748,37 +8767,37 @@ Check anyway? 仍要检查? - + Auto-updater 自动更新 - + Cache Cleared 快取已清除 - + Disk cache was cleared successfully 磁碟快取已成功清除 - + Error 错误 - + Could not remove disk cache 无法删除磁碟快取 - + Confirm Removal 确认删除 - + Remove firmware cache? 删除韧体快取? @@ -9166,7 +9185,7 @@ SPU 指令: 搜寻一条 SPU 指令包含的字串文本。 用于在嵌入的 S - + Up @@ -9179,11 +9198,11 @@ SPU 指令: 搜寻一条 SPU 指令包含的字串文本。 用于在嵌入的 S - - - - - + + + + + Left @@ -9196,11 +9215,11 @@ SPU 指令: 搜寻一条 SPU 指令包含的字串文本。 用于在嵌入的 S - - - - - + + + + + Right @@ -9213,7 +9232,7 @@ SPU 指令: 搜寻一条 SPU 指令包含的字串文本。 用于在嵌入的 S - + Down @@ -9229,59 +9248,59 @@ SPU 指令: 搜寻一条 SPU 指令包含的字串文本。 用于在嵌入的 S 左摇杆 - + Trigger Thresholds 触发定限 - + Enable Vibration 启用振动 - + Large - + Small - + Switch 开关 - + Mouse Acceleration 滑鼠加速 - - + + x x - - + + y y - + Mouse Deadzone 滑鼠盲区 - + Device Class 装置类别 - + L1 L1 @@ -9311,210 +9330,215 @@ SPU 指令: 搜寻一条 SPU 指令包含的字串文本。 用于在嵌入的 S % - + + Toggle + 切换 + + + Stick Preview 摇杆预览 - + Show Emulated Values 显示模拟值 - + Mouse Movement Mode 滑鼠移动模式 - + Q Q - + L2 L2 - + R R - + Select 选择 - + Space Space - + Start 开始 - + Enter Enter - + PS Button PS 按键 - + Backspace Backspace - + R1 R1 - + E E - + R2 R2 - + T T - + L3 L3 - + F F - + R3 R3 - + G G - + Battery status and LED 电池状态与 LED - + LED Settings LED 设定 - + Description 描述 - + Face Buttons 正面按键 - + Triangle - + V V - + Square - + Z Z - + Circle - + C C - + Cross - + X X - + Right Stick Right Analog 右摇杆 - + PgUp PgUp - + Home Home - + End End - + PgDown PgDown - - + + Stick Multipliers 摇杆倍增器 - + Squircle Values 方圆形值 - + Analog Stick Deadzones Analog Deadzones 类比摇杆盲区 - + Stick Interpolation 摇杆插值 @@ -9539,34 +9563,34 @@ SPU 指令: 搜寻一条 SPU 指令包含的字串文本。 用于在嵌入的 S 玩家 %0 - + Choose a unique name 命名唯一的名称 - + Profile Name: 设定档名: - - - + + + Error 错误 - + Name cannot be empty 名称不能是空的 - + Must choose a name without '.' 必须命名不带 '.' 的名称 - + Please choose a non-existing name 请命名不存在的名称 @@ -9612,131 +9636,131 @@ SPU 指令: 搜寻一条 SPU 指令包含的字串文本。 用于在嵌入的 S - + [ Waiting %1 ] [ 等候 %1 ] - + Custom Controller 自订控制器 - + No Device Detected 未侦测到装置 - + PS3 Controller PlayStation 3 Controller PS3 控制器 - + Dance Dance Revolution Dance Dance Revolution Mat 劲爆热舞 - + DJ Hero Turntable DJ Hero Turntable DJ 英雄转盘 - + Rock Band Harmonix Rock Band Drum Kit 摇滚乐队 - + Rock Band Pro Harmonix Rock Band Pro-Drum Kit 摇滚乐队专业版 - + Rock Band Harmonix Rock Band Guitar 摇滚乐队 - + Guitar Hero RedOctane Guitar Hero Drum Kit 吉他英雄 - + Guitar Hero RedOctane Guitar Hero Guitar 吉他英雄 - + Rock Revolution Rock Revolution Drum Controller 摇滚革命 - + Reserved 预留 - + Warning! 警告! - + The %0 button <b>%1</b> of <b>Player %2</b> was assigned at least twice.<br>Please consider adjusting the configuration.<br><br>Continue anyway?<br> <b>玩家 %2</b> 的 %0 按钮<b>%1</b> 至少被指派了两次。<br>请考虑调整组态。<br><br>仍要继续吗?<br - + Null - + Keyboard 键盘 - + DualShock 3 DualShock 3 - + DualShock 4 DualShock 4 - + DualSense DualSense - + XInput XInput - + MMJoystick MMJoystick - + SDL SDL - + Evdev Evdev @@ -10361,29 +10385,29 @@ Reorder and/or exclude them if needed, then click "Install" to proceed register_editor_dialog - + Error parsing register value! 剖析暂存器值时出错! - - + + Lose reservation on OK 确定取消预留区 - - + + Reservation is inactive 预留区无效 - + Error 错误 - + This value could not be converted. No changes were made. 此值无法转换。 @@ -12926,7 +12950,7 @@ Please contact a developer. - + Progress: %1% (%2/%3) 进度: %1% (%2/%3) @@ -13102,98 +13126,98 @@ Please contact a developer. 图示选项 - - + + &Open Trophy Directory 开启奖杯目录(&O) - + &Copy Info 复制讯息(&I) - + &Copy Name + Description 复制名称 + 描述(&C) - - + + &Copy Name 复制名称(&N) - + &Copy Description 复制描述(&D) - + Loading trophy data, please wait... 正在读取奖杯资料,请稍候... - + Cancel 取消 - + Loading trophies 读取奖杯 - + %0% (%1/%2) %0% (%1/%2) - + No - + Yes - + Bronze Trophy type 青铜 - + Silver Trophy type 白银 - + Gold Trophy type 黄金 - + Platinum Trophy type 白金 - + Unknown 未知 - + Earned 取得 - + Not Earned 未取得 @@ -13632,36 +13656,63 @@ Stop the emulator now? RPCS3 PlayStation 3 仿真器 - - <html><head/><body><p>RPCS3 is an open-source Sony PlayStation 3 emulator and debugger.<br/>It is written in C++ for Windows, Linux, FreeBSD and MacOS funded with <a href="https://www.patreon.com/Nekotekina"><span style=" text-decoration: underline; color:#0000ff;">Patreon</span></a>.<br/>Our developers and contributors are always working hard to ensure this project is the best that it can be.<br/>There are still plenty of implementations to make and optimizations to do.</p></body></html> - <html><head/><body><p>RPCS3 is an open-source Sony PlayStation 3 emulator and debugger.<br/>It is written in C++ for Windows and Linux and funded with <a href="https://www.patreon.com/Nekotekina"><span style=" text-decoration: underline; color:#0000ff;">Patreon</span></a>.<br/>Our developers and contributors are always working hard to ensure this project can be the best that it can be.<br/>There are still plenty of implementations to be made and optimizations to be done.</p></body></html> - <html><head/><body><p>RPCS3 是一款开源的 Sony PlayStation 3 仿真器与侦错器。<br/>使用 C ++ 编写,适用于 Windows、Linux、FreeBSD 和 MacOS。 资助由 <a href="https://www.patreon.com/Nekotekina"><span style=" text-decoration: underline; color:#0000ff;">Patreon</span></a>。<br/>主要的“开发团队”和“贡献者”仍然努力着维持项目的完善,<br/>但还有大量的项目得实现及最佳化。</p></body></html> - - - - <html><head/><body><p>To get started, you must first install the <span style=" font-weight:600;">PlayStation 3 firmware</span>.<br/>Please refer to the <a href="https://rpcs3.net/quickstart"><span style=" text-decoration: underline; color:#0000ff;">Quickstart</span></a> guide found on the official website for further information.<br/>If you have any further questions, please refer to the <a href="https://rpcs3.net/faq"><span style=" text-decoration: underline; color:#0000ff;">FAQ</span></a>.<br/>Otherwise, further discussion and support can be found on the <a href="https://forums.rpcs3.net"><span style=" text-decoration: underline; color:#0000ff;">Forums</span></a> or on our <a href="https://discord.me/RPCS3"><span style=" text-decoration: underline; color:#0000ff;">Discord</span></a> server.</p></body></html> - <html><head/><body><p>在开始使用前,您需要安装 <span style=" font-weight:600;">PlayStation 3 韧体</span>.<br/>请参阅 <a href="https://rpcs3.net/quickstart"><span style=" text-decoration: underline; color:#0000ff;">快速入门</span></a> 指南,了解更多讯息可在官方网站上找到。<br/>如果您还有其他疑问,请参阅 <a href="https://rpcs3.net/faq"><span style=" text-decoration: underline; color:#0000ff;">常见问题</span></a>.<br/>除此之外,也可以进一步的讨论与支援,到我们的 <a href="https://forums.rpcs3.net"><span style=" text-decoration: underline; color:#0000ff;">论坛</span></a> 或者在 <a href="https://discord.me/RPCS3"><span style=" text-decoration: underline; color:#0000ff;">Discord</span></a> 服务器。</p></body></html> - - - + <html><head/><body><p><br/><span style=" font-weight:600; color:#ff0000;">RPCS3 does not condone piracy. You must dump your own games.</span><br/></p></body></html> <html><head/><body><p><br/><span style=" font-weight:600; color:#ff0000;">RPCS3 绝不纵容盗版,你必须倾印自己的游戏。</span><br/></p></body></html> - + Continue 继续 - + I have read the Quickstart guide 我已阅读快速入门指南 - + Do not show again 不再显示 + + + + <p style="white-space: nowrap;"> + RPCS3 is an open-source Sony PlayStation 3 emulator and debugger.<br> + It is written in C++ for Windows, Linux, FreeBSD and MacOS funded with <a %0 href="https://www.patreon.com/Nekotekina">Patreon</a>.<br> + Our developers and contributors are always working hard to ensure this project is the best that it can be.<br> + There are still plenty of implementations to make and optimizations to do. + </p> + + + <p style="white-space: nowrap;"> + RPCS3 是一款开源的 Sony PlayStation 3 仿真器与侦错器。<br> + 使用 C ++ 编写,适用于 Windows、Linux、FreeBSD 和 MacOS。 资助由 <a %0 href="https://www.patreon.com/Nekotekina">Patreon</a>.<br> + 主要的“开发团队”和“贡献者”仍然努力着维持项目的完善,<br> + 但还有大量的项目得实现及最佳化。 + </p> + + + + + + <p style="white-space: nowrap;"> + To get started, you must first install the <span style="font-weight:600;">PlayStation 3 firmware</span>.<br> + Please refer to the <a %0 href="https://rpcs3.net/quickstart">Quickstart</a> guide found on the official website for further information.<br> + If you have any further questions, please refer to the <a %0 href="https://rpcs3.net/faq">FAQ</a>.<br> + Otherwise, further discussion and support can be found on the <a %0 href="https://forums.rpcs3.net">Forums</a> or on our <a %0 href="https://discord.me/RPCS3">Discord</a> server. + </p> + + + <p style="white-space: nowrap;"> + 在开始使用前,您需要安装 <span style="font-weight:600;">PlayStation 3 韧体</span>.<br> + 请参阅 <a %0 href="https://rpcs3.net/quickstart">快速入门</a> 指南,了解更多讯息可在官方网站上找到。<br> + 如果您还有其他疑问,请参阅 <a %0 href="https://rpcs3.net/faq">常见问题</a>.<br> + 除此之外,也可以进一步的讨论与支援,到我们的 <a %0 href="https://forums.rpcs3.net">论坛</a> 或者在 <a %0 href="https://discord.me/RPCS3">Discord</a> 服务器。 + </p> + + 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a/qt/translations/rpcs3_zh_TW.ts +++ b/qt/translations/rpcs3_zh_TW.ts @@ -376,12 +376,12 @@ Terminating... 終止... - + Pause the SPU Thread! 暫停 SPU 執行緒! - + Cannot perform SPU capture due to the thread need manual pausing! 由於執行緒需要手動暫停,無法執行 SPU 截取! @@ -389,7 +389,7 @@ Terminating... Tooltips - + These libraries are LLE'd by default (lower list), selection will switch to HLE. LLE - "Low Level Emulated", function code inside the selected SPRX file will be used for exported firmware functions. HLE - "High Level Emulated", alternative emulator code will be used instead for exported firmware functions. @@ -404,7 +404,7 @@ HLE - "高階仿真",將使用替代仿真器代碼代替輸出韌 若選擇錯誤,遊戲無法工作! 如不確定,請留空兩個清單。透過 HLE 所有 SPRX 可在不安裝韌體下啟動。(實驗) - + These libraries are HLE'd by default (upper list), selection will switch to LLE. LLE - "Low Level Emulated", function code inside the selected SPRX file will be used for exported firmware functions. HLE - "High Level Emulated", alternative emulator code will be used instead for exported firmware functions. @@ -419,45 +419,45 @@ HLE - "高階仿真",將使用替代仿真器代碼代替輸出韌 若選擇錯誤,遊戲無法工作! 如不確定,請留空兩個清單。透過 HLE 所有 SPRX 可在不安裝韌體下啟動。(實驗) - + Select to LLE. (HLE by default) 選擇 LLE。(預設為 HLE) - + Select to HLE. (LLE by default) 選擇 HLE。(預設為 LLE) - + Increases the amount of usable system memory to match a DECR console and more. Causes some software to behave differently than on retail hardware. 增加可用系統儲存量以符合 DECR 控制台等。 引起一些軟體的運作與零售硬體不同。 - + Stop writing any logs after game startup. Don't use unless you believe it's necessary. 遊戲啟動後停止寫入任何日誌。 除非您認為必要,否則請勿使用。 - + Initializes render target memory using vm memory. 使用 vm memory 初始化渲染目標記憶體。 - + Writes depth buffer values to vm memory. 將深度緩衝區值寫入 vm memory。 - + Disables the loading and saving of shaders from and to the shader cache in the data directory. 禁止從資料目錄著色快取中存取著色。 - + Changes ZCULL report synchronization behaviour. Experiment to find the best option for your game. Approximate mode is recommended for most games. · Precise is the most accurate to PS3 behaviour. Required for accurate visuals in some titles such as Demon's Souls and The Darkness. · Approximate is a much faster way to generate occlusion data which may not always match what the PS3 would generate. Works well with most PS3 games. @@ -472,7 +472,7 @@ Causes some software to behave differently than on retail hardware. · 放緩徹底改變同步方式,在某些遊戲中可以提高效能或是完全破壞遊戲。 - + Limits the maximum number of SPURS threads in each thread group. May improve performance in some cases, especially on systems with limited number of hardware threads. Limiting the number of threads is likely to cause crashes; it's recommended to keep this at the default value. @@ -484,7 +484,7 @@ Limiting the number of threads is likely to cause crashes; it's recommended 限制執行緒數可能會導致崩潰,建議將此值保持為預設值。 - + Changes the sleep period accuracy. 'As Host' uses default accuracy of the underlying operating system, while 'All Timers' attempts to improve it. 'Usleep Only' limits the adjustments to usleep syscall only. @@ -499,21 +499,21 @@ Can affect perfomance in unexpected ways. 可能會意外影響效能。 - + Adjusts the frequency of vertical blanking signals that the emulator sends. Affects timing of events which rely on these signals. 調整仿真器發送的垂直消隱訊號的頻率。 影響依賴於這些訊號事件的時機。 - + Changes the scale of emulated system time. Affects software which uses system time to calculate things such as dynamic timesteps. 更改模擬系統時間的比例。 影響軟體使用系統時間計算動態時間步長等事物。 - + Controls how much time it takes for RSX to start processing after waking up by the Cell processor. Increasing wakeup delay improves stability, but very high values can lower RSX/GPU performance. It is recommend to adjust this at 20µs to 40µs increments until the best value for optimal stability is reached. @@ -525,7 +525,7 @@ Values above 1000μs may cause noticeable performance penalties, use with cautio 建議以 20 微秒到 40 微秒的增量進行調整,直到達到最佳穩定性的最佳值。 - + Do not change this setting globally. Right-click a game in the game list and choose "Configure" instead. Do not change this setting globally. @@ -534,7 +534,7 @@ Right-click the game in game list and choose "Configure" instead. - + Determines how to schedule GPU async compute jobs when using asynchronous streaming. Use 'Safe' mode for more spec compliant behavior at the cost of some CPU overhead. This setting works with all devices. Use 'Fast' to use a faster but hacky version. This option is internally disabled for NVIDIA GPUs due to causing GPU hangs. @@ -546,14 +546,14 @@ Use 'Device' to let your driver handle this. Beware that 'device& 使用「快速」可以更快,但帶有駭客性質的版本。由於導致 GPU 停擺,此選項在 NVIDIA GPU 內部被禁用。 - + Disables Fast Math for MSL shaders, which may violate the IEEE 754 standard. Disabling it may fix some artefacts especially on Apple GPUs, at the cost of performance. 停用 MSL 著色器的快速計算,這可能違反 IEEE 754 標準。 停用它可能修復一些假影,尤其是在 Apple GPU 上,但得付出效能。 - + Cubeb uses a cross-platform approach and supports audio buffering, so it is the recommended option. XAudio2 uses native Windows sounds system, is the next best alternative. XAudio2 is the recommended option and should be used whenever possible. @@ -562,7 +562,7 @@ OpenAL uses a cross-platform approach and is the next best alternative. - + Cubeb uses a cross-platform approach and supports audio buffering, so it is the recommended option. If it's not available, FAudio could be used instead. Cubeb uses a cross-platform approach and supports audio buffering, so it is the recommended option. @@ -571,51 +571,51 @@ If it's not availiable, FAudio could be used instead. 如果不可用,則可以改用 FAudio。 - + Saves all audio as a raw wave file. If unsure, leave this unchecked. 將所有聲音儲存為 WAV 檔案,如果不確定,請勿選取。 - + Uses 16-bit audio samples instead of default 32-bit floating point. Use with buggy audio drivers if you have no sound or completely broken sound. 使用 16-bit 聲音樣本,而不是預設的 32-bit 浮點。 如果沒有聲音或完全破碎的聲音,請使用 buggy 聲音驅動程式。 - + Controls the overall volume of the emulation. Values above 100% might reduce the audio quality. 控制仿真的整體音量。 高於 100% 的值可能會降低音質。 - + Enables audio buffering, which reduces crackle/stutter but increases audio latency. Enables audio buffering, which reduces crackle/stutter but increases audio latency (requires XAudio2 or OpenAL). 啟用音訊緩衝可減少爆音以及不順,但會增加音訊延遲。 - + Target buffer duration in milliseconds. Higher values make the buffering algorithm's job easier, but may introduce noticeable audio latency. 目標緩衝存續期間以毫秒為單位。 較高的值使緩衝演算法更加容易工作,但可能引入明顯的音訊延遲。 - + Enables time stretching - requires buffering to be enabled. Reduces crackle/stutter further, but may cause a very noticeable reduction in audio quality on slower CPUs. 啟用時間延伸需要啟用緩衝區。 進一步減少爆音以及不順,但可能導致較慢的 CPU 上的音質明顯降低。 - + Buffer fill level (in percentage) below which time stretching will start. 緩衝區使用率 (百分比) 低於此時間延伸將開始。 - + Standard should be used for most games. SingStar emulates a SingStar device and should be used with SingStar games. Real SingStar should only be used with a REAL SingStar device with SingStar games. @@ -626,7 +626,7 @@ Rocksmith should be used with a Rocksmith dongle. 「Rocksmith」應同與 Rocksmith dongle 使用。 - + Recompiles and caches the game's PPU code using the LLVM Recompiler once before running it for the first time. This is by far the fastest option and should always be used. Should you face compatibility issues, fall back to one of the Interpreters and retry. @@ -641,7 +641,7 @@ If unsure, use this option. 如果不確定,請使用此選項。 - + Searches the game's directory and precompiles extra PPU modules during boot. If disabled, these modules will only be compiled when needed. Depending on the game, this might interrupt the gameplay unexpectedly and possibly frequently. Only disable this if you want to get ingame more quickly. @@ -650,7 +650,7 @@ Only disable this if you want to get ingame more quickly. 僅當您想更快地進入遊戲時才要停用此功能。 - + Recompiles the game's SPU code using the ASMJIT Recompiler. This is the fast option with very good compatibility. If unsure, use this option. @@ -661,7 +661,7 @@ If unsure, use this option. 如果不確定,請使用此選項。 - + Recompiles and caches the game's SPU code using the LLVM Recompiler before running which adds extra start-up time. This is the fastest option with very good compatibility. If you experience issues, use the ASMJIT Recompiler. @@ -673,7 +673,7 @@ If you experience issues, use the ASMJIT Recompiler. 如果遇到問題,請使用「ASMJIT 反編譯」。 - + Control accuracy to SPU float vectors processing. Fixes bugs in various games at the cost of performance. This setting is only applied when SPU Decoder is set to Dynamic or LLVM. @@ -685,7 +685,7 @@ This setting is only applied when SPU Decoder is set to Dynamic or LLVM. - + Control how RPCS3 utilizes the threads of your system. Each option heavily depends on the game and on your CPU. It's recommended to try each option to find out which performs the best. Changing the thread scheduler is not supported on CPUs with less than 12 threads. @@ -697,7 +697,7 @@ Changing the thread scheduler is not supported on CPUs with less than 12 threads 少於 12 個執行緒的 CPU 不支援變更執行緒排程器。 - + Enable usage of TSX instructions. Needs to be forced on some Haswell or Broadwell CPUs or CPUs with the TSX-FA instruction set. Forcing TSX in these cases may lead to system and performance instability, use it with caution. @@ -709,7 +709,7 @@ Forcing this on older Hardware can lead to system instability, use it with cauti 在這些情況下強制使用 TSX 可能會導致系統和效能不穩定,請謹慎使用。 - + Try to detect loop conditions in SPU kernels and use them as scheduling hints. Improves performance and reduces CPU usage. May cause severe audio stuttering in rare cases. @@ -718,7 +718,7 @@ May cause severe audio stuttering in rare cases. 在極少數情況下可能引起嚴重的聲音延遲。 - + This option controls the SPU analyser, particularly the size of compiled units. The Mega and Giga modes may improve performance by tying smaller units together, decreasing the number of compiled units but increasing their size. Use the Safe mode for maximum compatibility. 此選項控制 SPU 分析器,尤其是編譯單元的大小。 @@ -726,7 +726,7 @@ Use the Safe mode for maximum compatibility. 使用「安全」模式可獲得最大相容性。 - + Some SPU stages are sensitive to race conditions and allowing a limited number at a time helps alleviate performance stalls. Setting this to a smaller value might improve performance and reduce stuttering in some games. Leave this on auto if performance is negatively affected when setting a small value. @@ -735,7 +735,7 @@ Leave this on auto if performance is negatively affected when setting a small va 如果設定較小的值時效能受到影響,請保持為「自動」。 - + Enables the use of code with full width AVX-512. This code can be executed much faster, but may cause a loss in performance if your CPU model experiences downclocking on wide AVX-512 loads. Note that AVX-512 instructions will be used regardless of this option, just at 128 and 256 bit width. @@ -744,7 +744,7 @@ Note that AVX-512 instructions will be used regardless of this option, just at 1 注意,使用 AVX-512 指令時將忽略這個選項,只是在 128 和 256 位元的寬度。 - + Creates PPU logs. Only useful to developers. Never use this. @@ -753,7 +753,7 @@ Never use this. 請勿使用。 - + Creates SPU logs. Only useful to developers. Never use this. @@ -762,7 +762,7 @@ Never use this. 請勿使用。 - + Creates MFC logs. Only useful to developers. Never use this. @@ -771,7 +771,7 @@ Never use this. 請勿使用。 - + Sets special MXCSR flags to debug errors in SSE operations. Only used in PPU thread when it's not precise. Only useful to developers. @@ -782,30 +782,30 @@ Never use this. 請勿使用。 - + Accurately processes SPU MFC_GETLLAR operation. 準確處理 SPU MFC_GETLLAR 運算。 - + Accurately processes SPU DMA operations. Accurately processes SPU MFC_PUTLLUC operation. 準確處理 SPU DMA 運算。 - + Accurately processes PPU DCBZ instruction. In addition, when combined with Accurate SPU DMA, SPU PUT cache line accesses will be processed atomically. 準確處理 PPU DCBZ 指令。 此外,當與準確 SPU DMA 組合使用時,將自動處理 SPU PUT 快取列存取。 - + Forces RSX pauses on SPU MFC_GETLLAR and SPU MFC_PUTLLUC operations. 在 SPU MFC_GETLLAR 和 SPU MFC_PUTLLUC 運算上強制 RSX 暫停。 - + Forces delaying any odd MFC command, waits for at least 2 pending commands to execute them in a random order. Must be used with either SPU interpreters currently. Severely degrades performance! If unsure, don't use this option. @@ -814,12 +814,12 @@ Severely degrades performance! If unsure, don't use this option. 嚴重降低效能! 如果不確定,請勿使用此選項。 - + Allows to hook some functions like 'memcpy' replacing them with high-level implementations. May do nothing or break things. Experimental. 允許掛鉤某些功能,例如'memcpy'替代與高階實現。可能什麼也不會做或破壞一些項目(實驗)。 - + Enables use of classic OpenGL buffers which allows capturing tools to work with RPCS3 e.g RenderDoc. Also allows vulkan to use debug markers for nicer Renderdoc captures. If unsure, don't use this option. @@ -830,7 +830,7 @@ If unsure, don't use this option. 如果不確定,請勿使用此選項。 - + Only useful when debugging differences in GPU hardware. Not necessary for average users. If unsure, don't use this option. @@ -839,7 +839,7 @@ If unsure, don't use this option. 如果不確定,請勿使用此選項。 - + Enables the selected API's inbuilt debugging functionality. Will cause severe performance degradation especially with Vulkan. Only useful to developers. @@ -850,28 +850,28 @@ If unsure, don't use this option. 如果不確定,請勿使用此選項。 - + Provides a graphical overlay of various debugging information. If unsure, don't use this option. 提供各種偵錯訊息的圖形重疊。 如果不確定,請勿使用此選項。 - + Dump game shaders to file. Only useful to developers. If unsure, don't use this option. 傾印遊戲著色器檔案。 只對開發人員有用。 如果不確定,請勿使用此選項。 - + Disables running occlusion queries. Minor to moderate performance boost. Might introduce issues with broken occlusion e.g missing geometry and extreme pop-in. 停用執行遮擋查詢些微的中等效能提升。 可能引入損壞遮擋的問題,例如缺少幾何體和極端彈出。 - + Forces emulation of all blit and image manipulation operations on the CPU. Requires 'Write Color Buffers' option to also be enabled in most cases to avoid missing graphics. Significantly degrades performance but is more accurate in some cases. @@ -882,53 +882,53 @@ This setting overrides the 'GPU texture scaling' option. 此設定將覆蓋「GPU 紋理縮放」選項。 - + Disables the custom Vulkan memory allocator and reverts to direct calls to VkAllocateMemory/VkFreeMemory. 停用自訂 Vulkan 記憶分配器並還原為直接調用 VkAllocateMemory/VkFreeMemory。 - + Disables RSX FIFO optimizations completely. Draws are processed as they are received by the DMA puller. 完全停用 RSX FIFO 最佳化。 繪圖在 DMA 拉出器接收時進行處理。 - + Force all texture transfer, scaling and conversion operations on the GPU. May cause texture corruption in some cases. 強制 GPU 上的所有紋理傳送、縮放以及轉換動作。 在某些情況下可能會導致紋理損壞。 - + Forces texture flushing even in situations where it is not necessary/correct. Known to cause visual artifacts, but useful for debugging certain texture cache issues. 即使沒必要修正的情況下也會強制清理紋理。已知會導致視覺瑕疵,但對偵錯某些紋理快取問題很有用。 - + When enabled, PPU atomic operations will operate on entire cache line data, as opposed to a single 64bit block of memory when disabled. Numerical values control whether or not to enable the accurate version based on the atomic operation's length. 啟用後,PPU 原子作業將在整個快取列的資料進行運算,與禁用時的單個 64 位元記憶區塊相反。 數值根據原子作業的長度控制是否啟用準確的版本。 - + Measure certain events and print a chart after the emulator is stopped. Don't enable if not asked to. 停止仿真器後,測量某些事件並列印圖表。 如果沒有要求,請不要啟用。 - + Affects maximum amount of PPU threads running concurrently, the value of 1 has very low compatibility with games. 2 is the default, if unsure do not modify this setting. 影響 PPU 的最大執行緒數同時執行,值為 1 對遊戲的相容性非常低。 2 是預設值,如果不確定請不要變更此設定。 - + Interpreter (slow). Try this if PPU Recompiler (LLVM) doesn't work. 直譯器 (慢)。 如果 PPU「反編譯 (LLVM)」不起作用,請嘗試此選項。 - + "Fast" is the least accurate setting, RSX does not emulate atomic FIFO buffer. "Atomic" benefits stability greatly in many games with little performance penalty. "Atomic & Ordered" is the most accurate but it is the slowest and without much stability benefit in games. @@ -939,20 +939,20 @@ Numerical values control whether or not to enable the accurate version based on 「Atomic & Ordered」最為準確,但也會是最慢的,並且在遊戲中沒有太多的穩定性優勢。 - + Multiplies the rate of VBLANK by 1000/1001 for values like 59.94Hz. Known to fix the rhythm game Space Channel 5 Part 2 將 VBLANK 的速率乘以 1000/1001 以獲得 59.94Hz 等值。 已知修正節奏遊戲「Space Channel 5 Part 2」 - + Allows the host GPU to synchronize with CELL directly. This incurs a performance penalty, but exposes the true state of GPU objects to the guest CPU. Can help eliminate visual noise and glitching at the cost of performance. Use with caution. 允許主機 GPU 直接與 CELL 同步。 這會導致效能損失,但會將 GPU 物件的真實狀態暴露給客體 CPU。 以付出效能幫助消除視覺雜訊和故障。 謹慎使用。 - + When this mode is on, emulation exits when saving and the savestate file is concealed after loading it, preventing reuse by RPCS3. This mode is like hibernation of emulation: if you don't want to be able to cheat using savestates when playing the game, consider using this mode. Do note that the savestate file is not gone completely just ignored by RPCS3, you can manually relaunch it if needed. @@ -961,31 +961,31 @@ Do note that the savestate file is not gone completely just ignored by RPCS3, yo 請注意,即時存檔並沒有完全被 RPCS3 忽略,如果需要,您可以手動重新啟動。 - + When this mode is on, savestates are loaded and paused on the first frame. This allows players to prepare for gameplay without being thrown into the action immediately. 當此模式開啟時,即時存檔會在首框載入並暫停。 這使玩家無需立即投入動作就可以為遊戲做準備。 - + Controls which PS3 audio API is used. Games use CellAudio, while VSH requires RSXAudio. 控制使用的 PS3 音訊 API。 遊戲使用 CellAudio,而 VSH 需要 RSXAudio。 - + Controls which avport is used to sample audio data from. 控制 AV 埠用於從中取樣音訊的資料。 - + Controls which device is used by audio backend. 控制音訊後端使用的裝置。 - + Determines the sound format. Configure this setting if you want to switch between stereo and surround sound. Changing these values requires a restart of the game. @@ -996,29 +996,29 @@ The manual setting will use your selected formats while the automatic setting wi 「手動」將使用您選擇的格式,而「自動」將讓遊戲從所有可用格式中進行選擇。 - + Alternative interpreter (slow). May be faster than static interpreter. Try this if PPU Recompiler (LLVM) doesn't work. 替代直譯器 (慢)。可能比靜態直譯器更快。 如果 PPU「反編譯 (LLVM)」不起作用,請嘗試此選項。 - + Interpreter (slow). Try this if SPU Recompiler (LLVM) doesn't work. 直譯器 (慢)。 如果 SPU「反編譯 (LLVM)」不起作用,請嘗試此選項。 - + Alternative interpreter (slow). May be faster than static interpreter. Try this if SPU Recompiler (LLVM) doesn't work. 替代直譯器 (慢)。可能比靜態直譯器更快。 如果 SPU「反編譯 (LLVM)」不起作用,請嘗試此選項。 - + Legacy option. Fixup result vector values in Non-Java Mode in PPU LLVM. If unsure, do not modify this setting. 舊版選項。 修復 PPU LLVM 中非 Java 模式下的結果向量值。 如果不確定,請勿修改此設定。 - + Use accurate double-precision FMA instructions in PPU and SPU backends. While disabling it might give a decent performance boost if your CPU doesn't support FMA, it may also introduce subtle bugs that otherwise do not occur. You shouldn't disable it if your CPU supports FMA. @@ -1027,42 +1027,42 @@ You shouldn't disable it if your CPU supports FMA. 要是 CPU 支援 FMA,則不應該停用。 - + Accurately set Saturation Bit values in PPU backends. If unsure, do not modify this setting. 在 PPU 後端準確設定飽和位值。 如果不確定,請勿修改此設定。 - + Respect Non-Java Mode Bit values for vector ops in PPU backends. If unsure, do not modify this setting. 遵從 PPU 後端中向量操作的非 Java 模式位值。 如果不確定,請勿修改此設定。 - + Fixup NaN results in vector instructions in PPU backends. If unsure, do not modify this setting. 修復 NaN 產生 PPU 後端中的向量指令。 如果不確定,請勿修改此設定。 - + Accurately set NaN results in vector instructions in PPU backends. If unsure, do not modify this setting. 在 PPU 後端準確設定 NaN 將產生向量指令。 如果不確定,請勿修改此設定。 - + Accurately set FPCC Bits in PPU backends. If unsure, do not modify this setting. 在 PPU 後端準確設定 FPCC 位。 如果不確定,請勿修改此設定。 - + Reduces CPU usage and power consumption, on mobile devices improves battery life. (0 means disabled) Higher values cause a more pronounced effect, but may cause audio or performance issues. A value of 50 or less is recommended. This option forces an FPS limit because it's active when framerate is stable. @@ -1073,14 +1073,14 @@ The lighter the game is on the hardware, the more power is saved by it. (until t 遊戲在硬體上越輕,就越省電。(直到達到搶占計數障礙) - + Disables all video output and PS3 graphical rendering. Its only use case is to evaluate performance on CELL for development. 停用所有視訊輸出和 PS3 圖形渲染。 唯一的用例是評估 CELL 的開發效能。 - + Sets the 3D stereo rendering mode. Anaglyph is traditional blue-red. Side-by-Side is more commonly supported by VR viewer apps. @@ -1091,17 +1091,17 @@ VR 檢視器應用更普遍地支援「Side-by-Side」。 「Over-Under」 更接近於原生立體輸出,但不太受支援。 - + Automatically close RPCS3 when closing a game, or when a game closes itself. 關閉遊戲時自動關閉 RPCS3,或當遊戲自己關閉時。 - + Leave this enabled unless you are a developer. 請保持啟用,除非您是開發人員。 - + Automatically puts the game window in fullscreen. Double click on the game window or press Alt+Enter to toggle fullscreen and windowed mode. Automatically puts the game window in fullscreen. @@ -1110,7 +1110,7 @@ Double click on the game window or press alt+enter to toggle fullscreen and wind 雙擊遊戲視窗或按下 Alt + Enter 鍵切換全螢幕和視窗模式。 - + Prevent the display from sleeping while a game is running. This requires the org.freedesktop.ScreenSaver D-Bus service on Linux. This option will be disabled if the current platform does not support display sleep control. @@ -1119,33 +1119,33 @@ This option will be disabled if the current platform does not support display sl 如果當前平台不支援顯示器休眠控制,則將停用此選項。 - + Configure the game window title. Changing this and/or adding the framerate may cause buggy or outdated recording software to not notice RPCS3. 設置遊戲視窗標題。 更改此值或增加框率可能導致錯誤或過時的錄製軟體無法發現 RPCS3。 - + Automatically resizes the game window on boot. This does not change the internal game resolution. 在啟動時自動調整遊戲視窗大小。 這不會改變內部遊戲的解析度。 - + Show trophy pop-ups when a trophy is unlocked. 當獎盃「解鎖」時顯示獎盃彈出視窗。 - + Disables the activation of fullscreen mode per double-click while the game screen is active. Check this if you want to play with mouse and keyboard (for example with UCR). 當遊戲畫面處於活動狀態時,禁止雙擊觸發全螢幕模式。 檢查這個,如果你想用滑鼠和鍵盤時(例如與 UCR)。 - + Disables keyboard hotkeys such as Ctrl+S, Ctrl+E, Ctrl+R, Ctrl+P while the game screen is active. This does not include Ctrl+L (hide and lock mouse) and Alt+Enter (toggle fullscreen). Check this if you want to play with mouse and keyboard. @@ -1157,7 +1157,7 @@ Check this if you want to play with mouse and keyboard. 要使用滑鼠與鍵盤玩時,檢查此復選框。 - + Limits the maximum number of threads used for the initial PPU and SPU module compilation. Lower this in order to increase performance of other open applications. The default uses all available threads. @@ -1169,30 +1169,30 @@ The default uses all available threads. 預設使用所有可用的執行緒。 - + Shows the mouse cursor when the fullscreen mode is active. Currently this may not work every time. 全螢幕模式處於活動狀態時顯示滑鼠指標。 目前可能並非每次都有效。 - + Locks the mouse cursor at center when the fullscreen mode is active. 當全螢幕模式處於活動狀態時,將滑鼠指標鎖定在中心。 - + Hides the mouse cursor if no mouse movement is detected for the configured time. 已組態的時間內未偵測到滑鼠移動,則隱藏滑鼠指標。 - + Shows 'Compiling shaders' hint using the native overlay. Show shader compilation hints using the native overlay. 使用本體覆蓋顯示「著色編譯」提示。 - + Enables use of native HUD within the game window that can interact with game controllers. When disabled, regular Qt dialogs are used instead. Currently, the on-screen keyboard only supports the English key layout. @@ -1201,7 +1201,7 @@ Currently, the on-screen keyboard only supports the English key layout. 目前在螢幕上的鍵盤僅支援英文按鍵布局。 - + When enabled, opening the home menu will also pause emulation. While most games pause themselves while the home menu is shown, some do not. In that case it can be helpful to pause the emulation whenever the home menu is open. @@ -1210,42 +1210,42 @@ In that case it can be helpful to pause the emulation whenever the home menu is 在這種情況下,每當主選單開啟時暫停仿真會很有幫助。 - + Enables or disables the performance overlay. 啟用或停用效能重疊。 - + Enables or disables the framerate graph. 啟用或停用框率圖。 - + Enables or disables the frametime graph. 啟用或停用框時間圖。 - + Sets the amount of datapoints used in the framerate graph. 設定框率圖中使用的資料點數量。 - + Sets the amount of datapoints used in the frametime graph. 設定框時間圖中使用的資料點數量。 - + Sets the on-screen position (quadrant) of the performance overlay. 設定效能重疊在畫面上的方位 (象限)。 - + Controls the amount of information displayed on the performance overlay. 控制顯示在效能重疊上的訊息數量。 - + Sets the time interval in which the performance overlay is being updated (measured in milliseconds). Setting this to 16 milliseconds will refresh the performance overlay at roughly 60Hz. The performance overlay refresh rate does not affect the frame graph statistics and can only be as fast as the current game allows. @@ -1254,65 +1254,65 @@ The performance overlay refresh rate does not affect the frame graph statistics 效能重疊更新率不會影響框率圖統計,並且只能與當前遊戲所允許的速度一樣快。 - + Sets the font size of the performance overlay (measured in pixels). 設定效能重疊上的字型大小 (以像素為單位)。 - + Sets the opacity of the performance overlay (measured in %). 設定效能重疊上的不透明度 (計量 %)。 - + Sets the horizontal distance to the screen border relative to the screen quadrant (measured in pixels). 設定在畫面象限的畫面邊框相對的水平距離 (以像素為單位)。 - + Sets the vertical distance to the screen border relative to the screen quadrant (measured in pixels). 設定在畫面象限的畫面邊框相對的垂直距離 (以像素為單位)。 - + Centers the performance overlay horizontally and overrides the horizontal margin. 水平置中效能重疊並重疊水平邊距。 - + Centers the performance overlay vertically and overrides the vertical margin. 垂直置中效能重疊並重疊垂直邊距。 - + Shows a background image during the native shader loading dialog/loading screen. By default the used image will be <gamedir>/PS3_GAME/PIC1.PNG or <gamedir>/PS3_GAME/PIC0.PNG. 在本體著色器讀取訊息框中讀取畫面期間顯示背景圖片。 預設情況下,使用的圖片將是 <gamedir>/PS3_GAME/PIC1.PNG 或 <gamedir>/PS3_GAME/PIC0.PNG。 - + Changes the background image darkening effect strength of the native shader loading dialog. This may be used to improve readability and/or aesthetics. 更改本體著色器讀取訊息框中的背景圖片變暗效果的強度。 這可以用於提高辨識度及美觀性。 - + Changes the background image blur effect strength of the native shader loading dialog. This may be used to improve readability and/or aesthetics. 更改本體著色器讀取訊息框中的背景圖片模糊效果的強度。 這可以用於提高辨識度及美觀性。 - + Vulkan is the fastest renderer. OpenGL is the most accurate renderer. If unsure, use Vulkan. Should you have any compatibility issues, fall back to OpenGL. Vulkan 是最快速的渲染器。 OpenGL 是最準確的渲染器。 如果不確定,請使用 Vulkan。 如果您有任何相容性問題,請回到 OpenGL。 - + This setting will be ignored if the Resolution Scale is set to anything other than 100%! Leave this on 1280x720. Every PS3 game is compatible with this resolution. Only use 1920x1080 if the game supports it. @@ -1327,19 +1327,19 @@ Rarely due to emulation bugs some games will only render at low resolutions like 較低的解析度可能工作,但不實用,然而很少會出於仿真的錯誤,一些遊戲只能在低解析度 (480p) 下呈現。 - + On multi GPU systems select which GPU to use in RPCS3 when using Vulkan. This is not needed when using OpenGL. 在多 GPU 系統上使用 Vulkan 時,於 RPCS3 中將使用哪個 GPU。 當使用 OpenGL 則無需求。 - + Leave this on 16:9 unless you have a 4:3 monitor. 請保持 16:9,除非有 4:3 顯示器。 - + Off is the fastest option. Using the frame limiter will add extra overhead and slow down the game. However, some games will crash if the frame rate is too high. PS3 native should only be used if Auto is not working correctly as it can introduce frame-pacing issues. @@ -1354,7 +1354,7 @@ PS3 native should only be used if Auto is not working correctly as it can introd 「無限」增加了一個正回饋迴路,每框增加另一個 vblank 信號,從而使更多遊戲的 FPS 無限。 - + Emulate PS3 multisampling layout. Can fix some otherwise difficult to solve graphics glitches. Low to moderate performance hit depending on your GPU hardware. @@ -1363,7 +1363,7 @@ Low to moderate performance hit depending on your GPU hardware. 根據您的 GPU 硬體效能低至中等。 - + Higher values increase sharpness of textures on sloped surfaces at the cost of GPU resources. Modern GPUs can handle this setting just fine, even at 16x. Keep this on Automatic if you want to use the original setting used by a real PS3. @@ -1375,7 +1375,7 @@ Keep this on Automatic if you want to use the original setting used by a real PS 使用真正的 PS3 原始設定,將此保持為「自動」。 - + Scales the game's resolution by the given percentage. The base resolution is always 1280x720. Set this value to 100% if you want to use the normal Resolution options. @@ -1386,7 +1386,7 @@ Values below 100% will usually not improve performance. 低於 100% 的值通常不會提高效能。 - + Only framebuffers greater than this size will be upscaled. Increasing this value might fix problems with missing graphics when upscaling, especially when Write Color Buffers is enabled. If unsure, don't change this option. @@ -1398,7 +1398,7 @@ Do not touch this setting if you are unsure. 如果您不確定,請不要碰此設定。 - + Enable this option if you get missing graphics or broken lighting ingame. Might degrade performance and introduce stuttering in some cases. Required for Demon's Souls. @@ -1407,12 +1407,12 @@ Required for Demon's Souls. 如有需求的遊戲「Demon's Souls」。 - + By having this off you might obtain a higher frame rate at the cost of tearing artifacts in the game. 關掉可能會獲得高框速,但會損失遊戲中的器物。 - + Enforces strict compliance to the API specification. Might result in degraded performance in some games. Can resolve rare cases of missing graphics and flickering. @@ -1423,7 +1423,7 @@ If unsure, don't use this option. 如果不確定,請勿使用此選項。 - + Disables the vertex cache. Might resolve missing or flickering graphics output. May degrade performance. @@ -1432,12 +1432,12 @@ May degrade performance. 可能會降低效能。 - + Overrides the aspect ratio and stretches the image to the full display area. 覆蓋「寬高比」並將圖像延伸到完整顯示區域。 - + Offloads some RSX operations to a secondary thread. Improves performance for high-core processors. May cause slowdown in weaker CPUs due to the extra worker thread load. @@ -1449,7 +1449,7 @@ May cause slowdown in some situations due to the extra worker thread load. - + Disables asynchronous shader compilation. Fixes missing graphics while shaders are compiling but introduces severe stuttering or lag. Use this if you do not want to deal with graphics pop-in, or for testing before filing any bug reports. @@ -1458,7 +1458,7 @@ Use this if you do not want to deal with graphics pop-in, or for testing before 不想處理圖形彈出視窗或在提交任何錯誤報告之前進行測試,請使用此選項。 - + This is the recommended option. If a shader is not found in the cache, nothing will be rendered for this shader until it has compiled. You may experience graphics pop-in. @@ -1467,33 +1467,33 @@ You may experience graphics pop-in. 您可能會遇到圖形彈出視窗。 - + Hybrid rendering mode. If a shader is not found in the cache, the interpreter will be used to render approximated graphics for this shader until it has compiled. 混合渲染模式。 如果在快取中找不到著色,則將使用直譯器來渲染此著色的近似圖形,直到編譯完成為止。 - + All rendering is handled by the interpreter with no attempt to compile native shaders. This mode is very slow and experimental. 所有渲染均由直譯器處理,而無需嘗試編譯本體著色。 此模式非常慢且處於實驗狀態。 - + Number of threads to use for the shader compiler backend. Only has an impact when shader mode is set to one of the asynchronous modes. 用於著色器編譯後端的執行緒數。 僅在著色器模式設定為非同步模式之一時才有影響。 - + Controls the precision level of generated shaders. Low precision generates much faster code depending on the hardware, but can sometimes generate minor visual glitches or flicker. 控制著色器產生的精度等級。 低精度會根據硬體產生更快的代碼,但有時會產生微量的視覺故障或閃爍。 - + Stream textures to GPU in parallel with 3D rendering using asynchronous compute. Can improve performance on more powerful GPUs that have spare headroom. Only works with Vulkan renderer and greatly benefits from having MTRSX enabled if you have a capable CPU. @@ -1505,7 +1505,7 @@ Only works with Vulkan renderer. 僅適用於 Vulkan 渲染器,如果您有一個功能強大的 CPU,則啟用 MTRSX 將會大大受益。 - + Controls which fullscreen mode RPCS3 requests from drivers when using Vulkan renderer. Automatic will let the driver choose an appropriate mode, while the other options will hint the drivers on whether they should use exclusive or borderless fullscreen. Using Prefer borderless fullscreen option can help if you have issues with streaming RPCS3 gameplay or if your system incorrectly enables HDR mode when using fullscreen. @@ -1514,7 +1514,7 @@ Using Prefer borderless fullscreen option can help if you have issues with strea 如果您在流式傳輸 RPCS3 遊戲時遇到問題,或者您的系統在使用全螢幕時錯誤地啟用 HDR 模式,則使用「首選無框全螢幕」選項會有所幫助。 - + Final image filtering. Nearest applies no filtering, Bilinear smooths the image, and FidelityFX Super Resolution enhances upscaled images. If the game is rendering at an internal resolution lower than your window resolution, FidelityFX will handle the upscale. FidelityFX can cause visual artifacts. @@ -1529,13 +1529,13 @@ FidelityFX 將引起視覺假影。 FidelityFX 目前不適用於立體 3D 輸出。 - + Control the sharpening strength applied by FidelityFX Super Resolution. Higher values will give sharper output but may introduce artifacts. Control the sharpening strength applied by FidelityFX Super Resolution. Higher values will give sharper output but may introduce artefacts. 控制 FidelityFX 超解析度應用的銳化強度。 較高的值將提供更清晰的輸出,但可能會引入假影。 - + Changes Texture sampling accuracy. (Small changes have a big effect.) Avoid using values outside the range of -12 to +12 if you're unsure. -3 to +3 is plenty for most usecases @@ -1544,7 +1544,7 @@ Avoid using values outside the range of -12 to +12 if you're unsure. -3 到 +3 對於大多數用例來說已經足夠了 - + Sets the maximum amount of blocks that the log can display. This usually equals the number of lines. Set 0 in order to remove the limit. @@ -1553,7 +1553,7 @@ Set 0 in order to remove the limit. 設置為 0 以解除限制。 - + Sets the maximum amount of blocks that the TTY can display. This usually equals the number of lines. Set 0 in order to remove the limit. @@ -1565,54 +1565,54 @@ Set 0 in order to remove the limit. 設置為 0 以解除限制。 - + Changes the overall look of RPCS3. Choose a stylesheet and click Apply to change between styles. 更改 RPCS3 的整體外觀。 選擇一個「風格」並點擊「套用」風格之間切換。 - + Shows the initial welcome screen upon starting RPCS3. 顯示啟動 RPCS3 時的初始歡迎畫面。 - + Shows a confirmation dialog when the game window is being closed. 關閉遊戲視窗時顯示確定訊息。 - + Shows a confirmation dialog when a game was booted while another game is running. 當另一項遊戲正啟動執行時顯示確定訊息。 - + Shows a dialog when packages were installed successfully. 成功安裝軟體時顯示訊息。 - + Shows a dialog when firmware was installed successfully. 成功安裝韌體後顯示訊息。 - + Shows a dialog when obsolete settings were found. 發現過時的設定時顯示訊息。 - + Shows a dialog in the game pad configuration when the same button was assigned twice. 當同一按鈕被指派兩次時,在遊戲控制器組態中顯示訊息。 - + Shows a dialog when RPCS3 is ready to restart after an update. 當 RPCS3 準備好在更新後重新啟動時顯示一個對話框。 - + Checks if an update is available on startup and asks if you want to update. If "Automatic" is selected, the update will run automatically without user confirmation. If "Background" is selected, the check is done silently in the background and a new download option is shown in the top right corner of the menu if a new version was found. @@ -1623,31 +1623,31 @@ If "Background" is selected, the check is done silently in the backgro 如選擇了"後台"將在後台靜默進行檢查,若發現新版本,則主選單的右上角將顯示一個新的下載選項。 - + Enables use of Discord Rich Presence to show what game you are playing on Discord. Requires a restart of RPCS3 to completely close the connection. 允許使用 Discord Rich Presence 在 Discord 上顯示你玩的遊戲。 需要重新啟動 RPCS3 才能完全關閉連線。 - + Tell your friends what you are doing. 告知你的朋友你在做什麼。 - + Prioritize custom user interface colors over properties set in stylesheet. 根據「風格」中設定的屬性確定自訂使用者介面色彩。 - + This is the ID used for hardware statistics. It should only be reset if you change your hardware configuration or if you copied RPCS3 to another PC. 這是用於硬體統計的 ID。 僅當變更硬體組態或將 RPCS3 複製到另一台 PC 時,才需要將其重設。 - + Single-threaded: All pad handlers run on the same thread sequentially. Multi-threaded: Each pad handler has its own thread. Only use multi-threaded if you can spare the extra threads. @@ -1656,26 +1656,26 @@ Only use multi-threaded if you can spare the extra threads. 如果可以騰出多餘的執行緒,請僅使用多執行緒。 - + Shows all configured pads as always connected ingame even if they are physically disconnected. 將所有已組態的控制器顯示為始終在遊戲中連結,即使在實體上中斷連結也是如此。 - + Some games support native keyboard input. Basic will work in these cases. 一些遊戲支援本體鍵盤輸入。 「基本」將在這些情況下運作。 - + Some games support native mouse input. Basic will work in these cases. 一些遊戲支援本體滑鼠輸入。 「基本」將在這些情況下運作。 - + Currently only used for cellMusic emulation. Select Qt to use the default output device of your operating system. This may not be able to play all audio formats. @@ -1684,28 +1684,28 @@ This may not be able to play all audio formats. 這可能無法播放所有音訊格式。 - + Select Qt Camera to use the default camera device of your operating system. 選擇 Qt 相機以使用當前系統的預設相機裝置。 - + Depending on the game, you may need to select a specific camera type. Camera support is not implemented, leave this on unknown. 根據遊戲,您可能需要選擇特定的相機類型。 - + Flips the camera image either horizontally, vertically, or on both axis. 水平、垂直或在兩個軸上翻轉相機影像。 - + Select the camera that you want to use during gameplay. 選擇您要在遊戲過程中使用的相機。 - + PlayStation Move support. Fake: Experimental! This maps Move controls to DS3 controller mappings. Mouse: Emulate PSMove with Mouse handler. @@ -1714,7 +1714,7 @@ Mouse: Emulate PSMove with Mouse handler. 滑鼠: 使用滑鼠處理程序模擬 PSMove。 - + Buzz! support. Select 1 or 2 controllers if the game requires Buzz! controllers and you don't have real controllers. Select Null if the game has support for DualShock or if you have real Buzz! controllers. @@ -1723,7 +1723,7 @@ Select Null if the game has support for DualShock or if you have real Buzz! cont 如果遊戲支援 DualShock 或您擁有真實的 Buzz! 控制器,則選擇「 空 」。 - + DJ Hero Turntable controller support. Select 1 or 2 controllers if the game requires DJ Hero Turntable controllers and you don't have real turntable controllers. Select Null if the game has support for DualShock or if you have real turntable controllers. @@ -1734,7 +1734,7 @@ A real turntable controller can be used at the same time as an emulated turntabl 真實的轉盤控制器可以與模擬轉盤控制器同時使用。 - + Guitar Hero Live (GHL) Guitar controller support. Select 1 or 2 controllers if the game requires GHL Guitar controllers and you don't have real guitar controllers. Select Null if the game has support for DualShock or if you have real guitar controllers. @@ -1745,29 +1745,29 @@ A real guitar controller can be used at the same time as an emulated guitar cont 真實的吉他控制器可以與模擬吉他控制器同時使用。 - + Allows pad and keyboard input while the game window is unfocused. 在遊戲視窗未聚焦時允許 PAD 和鍵盤輸入。 - + Shows the raw position of the PS Move input. This can be very helpful during calibration screens. 顯示 PS Move 輸入的原始位置。 這在校準畫面期間非常實用。 - + Select up to 3 emulated midi devices and their type. 最多選擇 3 個模擬 MIDI 裝置以及其類型。 - + If set to Connected, RPCS3 will allow programs to use your internet connection. 如果設置為連結,RPCS3 將允許程式使用網際網路連結。 - + If set to RPCN, RPCS3 will use the RPCN server as PSN connection if the game is supported. If set to Simulated, RPCS3 will try to fake the PSN connection, but any actual attempt at using the PSN functionality may result in errors or crashes. Simulated is only available in custom configurations. @@ -1776,20 +1776,25 @@ Simulated is only available in custom configurations. 模擬僅在「自訂組態」中可用。 - + DNS Swap List. Only available in custom configurations. DNS 調換清單。 僅在「自訂組態」中可用。 - + + Controls the intensity of pressure sensitive buttons while this special button is pressed.<br>Enable "Toggle" if you want to toggle the intensity on button press instead.<br>Use the percentage to change how hard you want to press a button. + 控制按下此特殊按鈕時壓力感應按鈕的強度。<br>如果您想在按下按鈕時切換強度,請啟用"切換"。<br>使用百分比來更改您想要按下按鈕的力度。 + + + DNS used to resolve hostnames by applications. DNS used to resolve hostnames by applications DNS 用於解析主機名的應用程式。 - + Interface IP Address to bind to. Only available in custom configurations. Interface IP Address to bind to. @@ -1797,21 +1802,21 @@ Only available in custom configurations. 僅在「自訂組態」中可用。 - + Enable UPNP. This will automatically forward ports bound on 0.0.0.0 if your router has UPNP enabled. 啟用 UPNP。 如果您的路由器啟用了 UPNP,這將自動正向連結在 0.0.0.0 上的埠。 - + The console region defines the license area of the PS3. Depending on the license area, some games may not work. 控制台區域定義了 PS3 授權區域。 根據授權的區域,某些遊戲可能無法正常工作。 - + Some games may fail to boot if the system language is not available in the game itself. Other games will switch language automatically to what is selected here. It is recommended leaving this on a language supported by the game. @@ -1820,7 +1825,7 @@ It is recommended leaving this on a language supported by the game. 建議選擇遊戲所支援的語言。 - + Sets the used keyboard layout. Currently only US, Japanese and German layouts are fully supported at this moment. Sets the used keyboard layout. @@ -1829,7 +1834,7 @@ Currently only US, Japanese and German layouts are fully supported at this momen 目前僅支援美國、日本和德國布局。 - + The button used for enter/accept/confirm in system dialogs. Change this to use the Circle button instead, which is the default configuration on Japanese systems and in many Japanese games. In these cases having the cross button assigned can often lead to confusion. @@ -1841,14 +1846,14 @@ In these cases having the cross button assigned can often lead to confusion. - + Required for some Homebrew. If unsure, don't use this option. 一些自製有需求。 如果不確定,請勿使用此選項。 - + Automatically removes older files from disk cache on boot if it grows larger than the specified value. Games can use the cache folder to temporarily store data outside of system memory. It is not used for long-term storage. @@ -1861,154 +1866,143 @@ Games can use the cache folder to temporarily store data outside of system memor 此設定僅在全局組態中可用。 - + Sets the time to be used within the console. This will be applied as an offset that tracks wall clock time. Can be reset to current wallclock time by clicking "Set to Now". 設定控制台中要使用的時間。 這將應用跟蹤掛鐘時間的偏移量。 可以透過點擊 "設定為現在" 將其重設為當前的掛鐘時間。 - + This controller is disabled and will appear as disconnected to software. Choose another handler to enable it. 此控制器已停用並顯示與軟體斷開。 選擇其它處理程序以啟用它。 - + This port is currently assigned to a custom controller by the application and can't be changed. 此連接埠當前由應用程序指派給自訂控制器且無法更改。 - + While it is possible to use a keyboard as a pad in RPCS3, the use of an actual controller is strongly recommended.<br>To bind mouse movement to a button or joystick, click on the desired button to activate it, then click and hold while dragging the mouse to a direction. While it is possible to use a keyboard as a pad in RPCS3, the use of an actual controller is strongly recommended. To bind mouse movement to a button or joystick, click on the desired button to activate it, then click and hold while dragging the mouse to a direction. 雖然可以在 RPCS3 中使用鍵盤當作 PAD,但強烈建議使用實際控制器。<br>如需映射滑鼠移動到按鈕或搖桿,點擊觸發所需的按鈕再次按住滑鼠拖曳到某個方向。 - - - In order to use the DualShock 3 handler, you need to install the official DualShock 3 driver first.<br>See the <a href="https://wiki.rpcs3.net/index.php?title=Help:Controller_Configuration">RPCS3 Wiki</a> for instructions. - In order to use the DualShock 3 handler, you need to install the official DualShock 3 driver first. -See the <a href="https://wiki.rpcs3.net/index.php?title=Help:Controller_Configuration">RPCS3 Wiki</a> for instructions. - 要使用「DualShock 3」處理程序,首先需要安裝官方的 DualShock 3 驅動程式。<br>請參閱 <a href="https://wiki.rpcs3.net/index.php?title=Help:Controller_Configuration">RPCS3 維基</a> 的說明。 - - In order to use the DualShock 3 handler, you might need to add udev rules to let RPCS3 access the controller.<br>See the <a href="https://wiki.rpcs3.net/index.php?title=Help:Controller_Configuration">RPCS3 Wiki</a> for instructions. - In order to use the DualShock 3 handler, you might need to add udev rules to let RPCS3 access the controller. -See the <a href="https://wiki.rpcs3.net/index.php?title=Help:Controller_Configuration">RPCS3 Wiki</a> for instructions. - 為了使用「DualShock 3」處理程序,您可能需要新增 udev 規則以使 RPCS3 存取控制器。<br>請參閱 <a href="https://wiki.rpcs3.net/index.php?title=Help:Controller_Configuration">RPCS3 維基</a>的說明。 + In order to use the DualShock 3 handler, you need to install the official DualShock 3 driver first.<br>See the <a %0 href="https://wiki.rpcs3.net/index.php?title=Help:Controller_Configuration">RPCS3 Wiki</a> for instructions. + In order to use the DualShock 3 handler, you might need to add udev rules to let RPCS3 access the controller.<br>See the <a href="https://wiki.rpcs3.net/index.php?title=Help:Controller_Configuration">RPCS3 Wiki</a> for instructions. + 為了使用「DualShock 3」處理程序,得先安裝官方 DualShock 3 驅動程式。<br>請參閱 <a %0 href="https://wiki.rpcs3.net/index.php?title=Help:Controller_Configuration">RPCS3 維基</a> 的說明。 + In order to use the DualShock 3 handler, you might need to add udev rules to let RPCS3 access the controller.<br>See the <a %0 href="https://wiki.rpcs3.net/index.php?title=Help:Controller_Configuration">RPCS3 Wiki</a> for instructions. + 為了使用「DualShock 3」處理程序,您可能需要新增 udev 規則以使 RPCS3 存取控制器。<br>請參閱 <a %0 href="https://wiki.rpcs3.net/index.php?title=Help:Controller_Configuration">RPCS3 維基</a> 的說明。 + + + The DualShock 3 handler is recommended for official DualShock 3 controllers. 「DualShock 3」處理程序建議使用官方的 DualShock 3 控制器。 - + If you have any issues with the DualShock 4 handler, it might be caused by third-party tools such as DS4Windows. It's recommended that you disable them while using this handler. 如果「DualShock 4」處理程序出現任何問題,則可能是由 DS4Windows 等第三方工具引起的。 建議在使用此處理程序時停用它。 - - In order to use the DualShock 4 handler, you might need to add udev rules to let RPCS3 access the controller.<br>See the <a href="https://wiki.rpcs3.net/index.php?title=Help:Controller_Configuration">RPCS3 Wiki</a> for instructions. - In order to use the DualShock 4 handler, you might need to add udev rules to let RPCS3 access the controller. -See the <a href="https://wiki.rpcs3.net/index.php?title=Help:Controller_Configuration">RPCS3 Wiki</a> for instructions. - 為了使用「 DualShock 4」處理程序,您可能需要新增 udev 規則以使 RPCS3 存取控制器。<br>請參閱 <a href="https://wiki.rpcs3.net/index.php?title=Help:Controller_Configuration">RPCS3 維基</a> 的說明。 + + In order to use the DualShock 4 handler, you might need to add udev rules to let RPCS3 access the controller.<br>See the <a %0 href="https://wiki.rpcs3.net/index.php?title=Help:Controller_Configuration">RPCS3 Wiki</a> for instructions. + 為了使用「DualShock 4」處理程序,您可能需要新增 udev 規則以使 RPCS3 存取控制器。<br>請參閱 <a %0 href="https://wiki.rpcs3.net/index.php?title=Help:Controller_Configuration">RPCS3 維基</a> 的說明。 - + The DualShock 4 handler is recommended for official DualShock 4 controllers. 對於官方的 DualShock 4 控制器,建議使用「DualShock 4」處理程序。 - + The DualSense handler is recommended for official DualSense controllers. The DualSense handler is recommended for official DualSense controllers.<br><br>Battery settings are not supported yet. 對於官方的 DualSense 控制器,建議使用「DualSense」處理程序。 - - - The XInput handler will work with Xbox controllers and many third-party PC-compatible controllers. Pressure sensitive buttons from SCP are supported when SCP's XInput1_3.dll is placed in the main RPCS3 directory. For more details, see the <a href="https://wiki.rpcs3.net/index.php?title=Help:Controller_Configuration">RPCS3 Wiki</a>. - 「XInput」處理程序將可用於 Xbox 控制器以及大多第三方 PC 相容控制器。 將 SCP 的 XInput1_3.dll 放在 RPCS3 主目錄中時,將支援 SCP 的感應式按鈕。 關於更多詳細資訊,請參閱 <a href="https://wiki.rpcs3.net/index.php?title=Help:Controller_Configuration">RPCS3 維基</a>。 - - The evdev handler should work with any controller that has linux support.<br>If your joystick is not being centered properly, read the <a href="https://wiki.rpcs3.net/index.php?title=Help:Controller_Configuration">RPCS3 Wiki</a> for instructions. - The evdev handler should work with any controller that has linux support. -If your joystick is not being centered properly, read the <a href="https://wiki.rpcs3.net/index.php?title=Help:Controller_Configuration">RPCS3 Wiki</a> for instructions. - 「evdev」處理程序應工作於任何 Linux 支援的控制器。<br>如果搖桿未正確居中,請閱讀 <a href="https://wiki.rpcs3.net/index.php?title=Help:Controller_Configuration">RPCS3 維基</a> 的相關說明。 + The XInput handler will work with Xbox controllers and many third-party PC-compatible controllers. Pressure sensitive buttons from SCP are supported when SCP's XInput1_3.dll is placed in the main RPCS3 directory. For more details, see the <a %0 href="https://wiki.rpcs3.net/index.php?title=Help:Controller_Configuration">RPCS3 Wiki</a>. + The evdev handler should work with any controller that has linux support.<br>If your joystick is not being centered properly, read the <a href="https://wiki.rpcs3.net/index.php?title=Help:Controller_Configuration">RPCS3 Wiki</a> for instructions. + 「XInput」處理程序將可用於 Xbox 控制器以及大多第三方 PC 相容控制器。 將 SCP 的 XInput1_3.dll 放在 RPCS3 主目錄中時,將支援 SCP 的感應式按鈕。 關於更多詳細資訊,請參閱 <a %0 href="https://wiki.rpcs3.net/index.php?title=Help:Controller_Configuration">RPCS3 維基</a>。 + The evdev handler should work with any controller that has linux support.<br>If your joystick is not being centered properly, read the <a %0 href="https://wiki.rpcs3.net/index.php?title=Help:Controller_Configuration">RPCS3 Wiki</a> for instructions. + 「evdev」處理程序應工作於任何 Linux 支援的控制器。<br>如果搖桿未正確居中,請閱讀 <a %0 href="https://wiki.rpcs3.net/index.php?title=Help:Controller_Configuration">RPCS3 維基</a> 的相關說明。 + + + The MMJoystick handler should work with almost any controller recognized by Windows. However, it is recommended that you use the more specific handlers if you have a controller that supports them. 「MMJoystick」處理程序應該適用於所有 Windows 識別的控制器。 但是,如果您有支援的控制器,建議使用特定的處理程序。 - + The SDL handler supports a variety of controllers across different platforms. SDL 處理程序支持跨不同平台的各種控制器。 - - Controls the intensity of pressure sensitive buttons while this special button is pressed.<br>Use the percentage to change how hard you want to press a button. - 控制按下此特殊按鈕時壓力感應按鈕的強度。<br>使用百分比來更改您想要按下按鈕的力度。 - - - + The actual DualShock 3's stick range is not circular but formed like a rounded square (or squircle) which represents the maximum range of the emulated sticks. You can use the squircle values to modify the stick input if your sticks can't reach the corners of that range. A value of 0 does not apply any so called squircling. A value of 8000 is usually recommended. 實際「 DualShock 3」搖桿範圍不是圓形的,而是形成一個圓角正方形 (或方圓形),表示模擬搖桿的最大範圍。 如果您的搖桿無法達到該範圍的角落,則可以使用「方圓形值」來修改搖桿輸入。 值為 0 不會應用於任何的方圓形。 通常建議值為 8000。 - + The stick multipliers can be used to change the sensitivity of your stick movements.<br>The default setting is 1 and represents normal input. 「搖桿倍增器」可用於更改搖桿移動的靈敏度。<br>預設設定為 1 代表正常輸入。 - + A stick's deadzone determines how far the stick has to be moved until it is fully recognized by the game. The resulting range will be projected onto the full input range in order to give you a smooth experience. Movement inside the deadzone is actually simulated as a real DualShock 3's deadzone of ~13%, so don't worry if there is still movement shown in the emulated stick preview. 「搖桿盲區」判定了搖桿被移動的距離可被遊戲完全識別。產生的範圍將被投射到整個輸入範圍內,以便給你一個流暢的體驗。 盲區內部的移動實際上被模擬為真實的 「DualShock 3 」盲區,約為 13%,因此不必擔心在模擬「搖桿預覽」中是否仍顯示移動。 - + The PS3 activates two motors (large and small) to handle controller vibrations.<br>You can enable, disable or even switch these signals for the currently selected pad here. PS3 啟動兩個馬達 (大與小) 以處理控制器的振動。<br>您可以在此處啟用,禁用甚至切換這些訊號以用於當前選定的控制器。 - + Use this to configure the gamepad motion controls. 可用來設置遊戲手把動態控制器。 - + The emulated stick values (red dots) in the stick preview represent the actual stick positions as they will be visible to the game. The actual DualShock 3's stick range is not circular but formed like a rounded square (or squircle) which represents the maximum range of the emulated sticks. The blue regular dots represent the raw stick values (including stick multipliers) before they are converted for ingame usage. 「搖桿預覽」中模擬的搖桿值 (紅點) 代表實際的搖桿位置,因為它們在遊戲中可見。 實際的「DualShock 3」搖桿範圍不是圓形的,而是形成一個圓角正方形 (或方圓形),表示模擬搖桿的最大範圍。 藍色常規點表示原始搖桿值 (包括搖桿倍增器),在轉換為遊戲中使用之前。 - + A trigger's deadzone determines how far the trigger has to be moved until it is recognized by the game. The resulting range will be projected onto the full input range in order to give you a smooth experience. 盲區判定觸發移動的距離,直到遊戲將其識別為止。 產生的範圍將被投射到整個輸入範圍內,以便給你一個流暢的體驗。 - + With keyboards, you are inevitably restricted to 8 stick directions (4 straight + 4 diagonal). Furthermore, the stick will jump to the maximum value of the chosen direction immediately when a key is pressed. The stick interpolation can be used to work-around both of these issues by smoothening out these directional changes. The lower the value, the longer you have to press or release a key until the maximum amplitude is reached. With keyboards you are inevitably restricted to 8 stick directions (4 straight + 4 diagonal). Furthermore when a key is pressed the stick will jump to the maximum value of the chosen direction immediately. The stick interpolation can be used to work-around both of these issues by smoothening out these directional changes. The lower the value, the longer you have to press or release a key until the maximum amplitude is reached. 使用鍵盤時,您不可避免地會受到 8 個方向的限制 (4 個直線 + 4 個對角線)。 此外,當按下一個鍵時,搖桿將立即跳至所選方向的最大值。 「搖桿插值」可以透過平滑這些方向變更來解決這兩個問題。 數值越低,時間越長,必須按住按鍵或達到最大範圍鬆開。 - + The mouse deadzones represent the games' own deadzones on the x and y axes. Games usually enforce their own deadzones to filter out small unwanted stick movements. In consequence, mouse input feels unintuitive since it relies on immediate responsiveness. You can change these values temporarily during gameplay in order to find out the optimal values for your game (Alt+T and Alt+Y for x, Alt+U and Alt+I for y). The mouse deadzones represent the games' own deadzones on the x and y axes. Games usually enforce their own deadzones to filter out small unwanted stick movements. In consequence mouse input feels unintuitive since it relies on immediate responsiveness. You can change these values temporarily during gameplay in order to find out the optimal values for your game (Alt+T and Alt+Y for x, Alt+U and Alt+I for y). 滑鼠盲區代表遊戲在 x 軸及 y 軸上的盲區。 遊戲通常會強制執行自己的盲區,以過濾些微的搖桿移動。 其結果是,因為它依賴於直接的反應滑鼠的輸入感觀。 您可以在遊戲過程中臨時更改這些值,以找出遊戲的最佳值 ( Alt + T 及 Alt + Y 為 x,Alt + U 及 Alt + I 為 y )。 - + The mouse acceleration can be used to amplify your mouse movements on the x and y axes. Increase these values if your mouse movements feel too slow while playing a game. You can change these values temporarily during gameplay in order to find out the optimal values (Alt+G and Alt+H for x, Alt+J and Alt+K for y). Keep in mind that modern mice usually provide different modes and settings that can be used to change mouse movement speeds as well. 滑鼠加速可用於放大滑鼠在 x 和 y 軸上的移動。 如果在玩遊戲時滑鼠移動過慢,請增加這些值。 您可以在遊戲過程中臨時變更這些值,以找出最佳值 ( Alt + G 及 Alt + H 為 x , Alt + J 及 Alt + K 為 y )。 請記住,現今的滑鼠通常提供不同的模式和設定,這些模式和設定也可用於變更滑鼠的移動速度。 - + The mouse movement mode determines how the mouse movement is translated to pad input.<br>Use the relative mode for traditional mouse movement.<br>Use the absolute mode to use the mouse's distance to the center of the screen as input value. 滑鼠移動模式決定了滑鼠移動如何轉換為 PAD 輸入。<br>對傳統滑鼠移動使用「相對」模式。<br>使用「絕對」模式將滑鼠指標到螢幕中心的距離用作輸入值。 @@ -2026,25 +2020,19 @@ If your joystick is not being centered properly, read the <a href="https RPCS3 PlayStation 3 仿真器 - - <html><head/><body><p>RPCS3 is an open-source Sony PlayStation 3 emulator and debugger.<br/>It is written in C++ for Windows, Linux, FreeBSD and MacOS funded with <a href="https://www.patreon.com/Nekotekina"><span style=" text-decoration: underline; color:#0000ff;">Patreon</span></a>.<br/>Our developers and contributors are always working hard to ensure this project is the best that it can be.<br/>There are still plenty of implementations to make and optimizations to do.</p></body></html> - <html><head/><body><p>RPCS3 is an open-source Sony PlayStation 3 emulator and debugger.<br/>It is written in C++ for Windows and Linux funded with <a href="https://www.patreon.com/Nekotekina"><span style=" text-decoration: underline; color:#0000ff;">Patreon</span></a>.<br/>Our developers and contributors are always working hard to ensure this project can be the best that it can be.<br/>There are still plenty of implementations to be made and optimizations to be done.</p></body></html> - <html><head/><body><p>RPCS3 是一款開源的 Sony PlayStation 3 仿真器與偵錯器。<br/>使用 C ++ 編寫,適用於 Windows、Linux、FreeBSD 和 MacOS。 資助由 <a href="https://www.patreon.com/Nekotekina"><span style=" text-decoration: underline; color:#0000ff;">Patreon</span></a>。<br/>主要的「開發團隊」和「貢獻者」仍然努力著維持項目的完善,<br/>但還有大量的項目得實現及最佳化。</p></body></html> - - - + <p><b>Developers:</b><br><br>¬DH<br>¬AlexAltea<br>¬Hykem<br>¬Oil<br>Nekotekina<br>¬Bigpet<br>¬gopalsr83<br>¬tambry<br>¬vlj<br>kd-11<br>¬jarveson<br>¬raven02<br>AniLeo<br>cornytrace<br>ssshadow<br>¬Numan<br>hcorion<br>Megamouse<br>¬flash-fire<br>DAGINATSUKO<br>GalCiv<br>eladash</p> <p><b>Developers:</b><br><br>¬DH<br>¬AlexAltea<br>¬Hykem<br>Oil<br>Nekotekina<br>Bigpet<br>¬gopalsr83<br>¬tambry<br>vlj<br>kd-11<br>jarveson<br>raven02<br>AniLeo<br>cornytrace<br>ssshadow<br>Numan<br>hcorion<br>Megamouse<br>flash-fire<br>DAGINATSUKO<br>GalCiv<br>eladash</p> <p><b>開發團隊:</b><br><br>¬DH<br>¬AlexAltea<br>¬Hykem<br>¬Oil<br>Nekotekina<br>¬Bigpet<br>¬gopalsr83<br>¬tambry<br>¬vlj<br>kd-11<br>¬jarveson<br>¬raven02<br>AniLeo<br>cornytrace<br>ssshadow<br>¬Numan<br>hcorion<br>Megamouse<br>¬flash-fire<br>DAGINATSUKO<br>GalCiv<br>eladash</p> - + <p><b>Contributors:</b><br><br>BlackDaemon<br>elisha464<br>Aishou<br>krofna<br>xsacha<br>danilaml<br>unknownbrackets<br>Zangetsu38<br>lioncash<br>achurch<br>darkf<br>Syphurith<br>Blaypeg<br>Survanium90<br>georgemoralis<br>ikki84<br>scribam<br>TGE<br>velocity<br>Farseer<br>Dangles<br>ruipin<br>jbeich<br>CookiePLMonster<br>Whatcookie<br>rajkosto<br>Admiral Thrawn</p> <p><b>Contributors:</b><br><br>BlackDaemon<br>elisha464<br>Aishou<br>krofna<br>xsacha<br>danilaml<br>unknownbrackets<br>Zangetsu38<br>lioncash<br>achurch<br>darkf<br>Syphurith<br>Blaypeg<br>Survanium90<br>georgemoralis<br>ikki84<br>scribam<br>TGE<br>velocity<br>Farseer<br>Dangles<br>ruipin</p> <p><b>貢獻者:</b><br><br>BlackDaemon<br>elisha464<br>Aishou<br>krofna<br>xsacha<br>danilaml<br>unknownbrackets<br>Zangetsu38<br>lioncash<br>achurch<br>darkf<br>Syphurith<br>Blaypeg<br>Survanium90<br>georgemoralis<br>ikki84<br>scribam<br>TGE<br>velocity<br>Farseer<br>Dangles<br>ruipin<br>jbeich<br>CookiePLMonster<br>Whatcookie<br>rajkosto<br>Admiral Thrawn</p> - + <p><b>Supporters:</b><br><br>Howard Garrison<br>EXPotemkin<br>Marko V.<br>danhp<br>Jake (5315825)<br>Ian Reid<br>Tad Sherlock<br>Tyler Friesen<br>Folzar<br>Payton Williams<br>RedPill Australia<br>yanghong<br>Mohammed El-Serougi<br>Дима ~Ximer13~ Кулин<br>James Reed<br>BaroqueSonata<br>Bonzay0<br>Henrijs Kons<br>eoiz<br>Lena Stöffler<br>Michael Holder<br>Max Bosse<br>Tyler Whisinnand<br>Gato Harvey<br>cain4355<br>Thomas Peltier<br>Loli Co.<br>MapleLoonie<br>Travis McEwen<br>Scott Singratsomboune<br>T.E<br>Lukas Rieger<br>Dane Madsen<br>JMS<br>Jonatan R<br>Luke Johnson<br>Thomas Zaorski<br>MyOwnFan<br>Alexandros Mandravillis<br>Socker Bopper<br>Faris Leonhart<br>Fabien Net<br>Raves<br>Barrowsx<br>kilsuton<br>Max Mason<br>Ethan Condon<br>jfidone<br>iaDRM<br>Kazer2.0<br>Bryce Quintin<br>Yuri Kunde Schlesner<br>Abdulla Altayer<br>Nicolas Jallamion<br>Vorvek<br>Ian Faddis<br>Leon<br>Mohammad Taleb<br>Jokez<br>crashX<br>Raveskirza<br>Grant Deacon<br>michael<br>David Zech<br>Ben Manoochehri<br>Adnan Kovacevic<br>Mighty J<br>Sam Shan Jiang<br>TheAnig<br>Rodney Coleman<br>FiniteAce<br>Kian Soon Alex Chiam<br>yukkuri<br>Justin Chadwick<br>toxic Itzi<br>Templerror<br>Myles Wesley Carlson<br>Max Bosse<br>Ethan Clark<br>LupineDream<br>CheatCodesOfLife<br>Jan Zykmund<br>Francesco Cinquemani<br>Andylg<br>Julia H de Camargos<br>Suvodip Mitra<br>Goh<br>Dmitry<br>Steel Brain<br>VarieZ<br>William Swango<br>Matthew Messersmith<br>Duane Locsin<br>Shuddertrix<br>Loweys Litsman<br>Shuddertrix<br>Mason Ferrie<br>Richard Kaplan<br>Hugues Valois<br>richard(lath..ch@)<br>Johnathan (Virtuous John)<br>eoiz<br>Dany Huguenin<br>doobieashtray<br>dean(mag..94@)<br>Pommier Jean-Philippe<br>Douglas Alan Albino<br>Ryan Mull<br>Thor-Erling Engen<br>Nick Carpenter<br>curryking3<br>Jared Tracton<br>alex(koo..oh@)<br>Jason O'Brien<br>Skeletal Charizard<br>Ace00<br>Brandon Corujo<br>HyperBitHero<br>佳文 李<br>sorryboi <br>Johnson Bui <br>itachi1986 @@ -2162,35 +2150,54 @@ If your joystick is not being centered properly, read the <a href="https </p> - + GitHub GitHub - + Website 網站 - + Forum 論壇 - + Patreon 贊助 - + Close 關閉 - + RPCS3 Version: %1 RPCS3 版本: %1 + + + + <p style="white-space: nowrap;"> + RPCS3 is an open-source Sony PlayStation 3 emulator and debugger.<br> + It is written in C++ for Windows, Linux, FreeBSD and MacOS funded with <a %0 href="https://www.patreon.com/Nekotekina">Patreon</a>.<br> + Our developers and contributors are always working hard to ensure this project is the best that it can be.<br> + There are still plenty of implementations to make and optimizations to do. + </p> + + + <p style="white-space: nowrap;"> + RPCS3 是一款開源的 Sony PlayStation 3 仿真器與偵錯器。<br> + 使用 C ++ 編寫,適用於 Windows、Linux、FreeBSD 和 MacOS。 資助由 <a %0 href="https://www.patreon.com/Nekotekina">Patreon</a>.<br> + 主要的「開發團隊」和「貢獻者」仍然努力著維持項目的完善,<br> + 但還有大量的項目得實現及最佳化。 + </p> + + auto_pause_settings_dialog @@ -2621,23 +2628,23 @@ Some settings seem to deviate from the default config: 選取一個執行緒 - - + + Go To Address 至 位址 - + Go To PC 至 PC - + Step - + Step Over 躍步 @@ -2654,43 +2661,16 @@ Some settings seem to deviate from the default config: 暫停 - + Debugger Guide & Shortcuts 偵錯器指南和捷徑方式 - - Max MFC cmds logged - 最大 MFC CMDS 日誌 - - - - - OK - Ok - 確定 - - - - Breakpoint Settings - 斷點設定 - - - - Pause All Threads On Hit - 暫停全部執行緒在命中 - - - - When set: a breakpoint hit will pause the emulation instead of the current thread. -Applies on all breakpoints in all threads regardless if set before or after changing this setting. - 當設定: 斷點命中將暫停仿真,而不是當前執行緒。 -無論在更改此設定之前還是之後,都將應用於所有執行緒中的所有斷點。 - - - + Keys Ctrl+G: Go to typed address. Keys Ctrl+B: Open breakpoints settings. +Keys Ctrl+C: Copy instruction contents. +Keys Ctrl+F: Find thread. Keys Alt+S: Capture SPU images of selected SPU or generalized form when used from PPU. Keys Alt+R: Load last saved SPU state capture. Key D: SPU MFC commands logger, MFC debug setting must be enabled. @@ -2711,16 +2691,18 @@ Key Page-Down: Scroll downwards with steps count equal to the viewed instruction Double-click: Set breakpoints. Ctrl+G 鍵: 移至鍵入的位址。 Ctrl+B 鍵: 開啟斷點設定。 +Ctrl+C 鍵: 複製指令內容。 +Ctrl+F 鍵: 尋找執行緒。 Alt+S 鍵: PPU 使用時截取選定 SPU 或通用形式的 SPU 圖像。 Alt+R 鍵: 載入上次截取儲存的 SPU 狀態。 - D 鍵: SPU MFC 命令日誌,必須啟用 MFC 偵錯設定。 - D 鍵: 還必須使用 PPU 調用歷程記錄、直譯器和非零調用歷程大小。 - E 鍵: 指令編輯: 點擊要修改的指令,然後按 E。 - F 鍵: SPU 執行緒專用的浮點模式開關。 - R 鍵: 選定執行緒的暫存器編輯。 - N 鍵: 顯示下一條指令,此執行緒將在標記的指令之後執行,如果目標不可預測,則不執行任何操作。 - M 鍵: 顯示記憶檢視器,其初始位址指向標記的指令。 - I 鍵: 顯示 RSX 方法內容。 +D 鍵: SPU MFC 命令日誌,必須啟用 MFC 偵錯設定。 +D 鍵: 還必須使用 PPU 調用歷程記錄、直譯器和非零調用歷程大小。 +E 鍵: 指令編輯: 點擊要修改的指令,然後按 E。 +F 鍵: SPU 執行緒專用的浮點模式開關。 +R 鍵: 選定執行緒的暫存器編輯。 +N 鍵: 顯示下一條指令,此執行緒將在標記的指令之後執行,如果目標不可預測,則不執行任何操作。 +M 鍵: 顯示記憶檢視器,其初始位址指向標記的指令。 +I 鍵: 顯示 RSX 方法內容。 F10 鍵: 對指令執行躍步。 (跳過函式調用) F11 鍵: 對指令執行單步執行。 F1 鍵: 顯示說明對話框。 @@ -2731,18 +2713,47 @@ Page-Down 鍵: 向下捲動,步數等於檢視的指令數。 雙擊: 設定斷點。 - - + + Max MFC cmds logged + 最大 MFC CMDS 日誌 + + + + + OK + Ok + 確定 + + + + Breakpoint Settings + 斷點設定 + + + + Pause All Threads On Hit + 暫停全部執行緒在命中 + + + + When set: a breakpoint hit will pause the emulation instead of the current thread. +Applies on all breakpoints in all threads regardless if set before or after changing this setting. + 當設定: 斷點命中將暫停仿真,而不是當前執行緒。 +無論在更改此設定之前還是之後,都將應用於所有執行緒中的所有斷點。 + + + + Decimal only, max allowed is %0. 僅小數點,最大允許為 %0。 - + Max PPU calls logged 記錄最大 PPU 調用 - + Cancel 取消 @@ -2755,7 +2766,7 @@ Page-Down 鍵: 向下捲動,步數等於檢視的指令數。 ASM - + RSX Command Detail RSX 指令內容 @@ -5274,16 +5285,25 @@ Notes: <p style="white-space: nowrap;"> Please understand that this build is not an official RPCS3 release.<br> This build contains changes that may break games, or even <b>damage</b> your data.<br> - We recommend to download and use the official build from the <a href='https://rpcs3.net/download'>RPCS3 website</a>.<br><br> + We recommend to download and use the official build from the <a %0 href='https://rpcs3.net/download'>RPCS3 website</a>.<br><br> Build origin: %1<br> Do you wish to use this build anyway? </p> + + <p style="white-space: nowrap;"> + Please understand that this build is not an official RPCS3 release.<br> + This build contains changes that may break games, or even <b>damage</b> your data.<br> + We recommend to download and use the official build from the <a href='https://rpcs3.net/download'>RPCS3 website</a>.<br><br> + Build origin: %1<br> + Do you wish to use this build anyway? + </p> + <p style="white-space: nowrap;"> 請您理解,此版本非 RPCS3 官方所發布的版本。<br> 此建置可能會破壞遊戲的變化,甚至 <b>毀損</b> 您的資料。<br> - 建議從 <a href='https://rpcs3.net/download'>RPCS3 網站</a>下載使用官方版本。<br><br> + 建議從 <a %0 href='https://rpcs3.net/download'>RPCS3 網站</a>下載使用官方版本。<br><br> 建置來源: %1<br> 是否仍要使用此版本? </p> @@ -5309,17 +5329,17 @@ Please increase the limit before running RPCS3. gui_settings - + Don't show again 不再顯示 - + Close Running Game? 關閉執行的遊戲? - + Performing this action will close the current game.<br>Do you really want to continue?<br><br>Any unsaved progress will be lost!<br> Performing this action will close the current game. Do you really want to continue? @@ -5329,7 +5349,7 @@ Any unsaved progress will be lost! 執行此操作將關閉當前遊戲。<br>您真的要繼續嗎?<br><br>任何未儲存的進度都將失去!<br> - + Booting another game will close the current game.<br>Do you really want to boot another game?<br><br>Any unsaved progress will be lost!<br> Booting another game will close the current game. Do you really want to boot another game? @@ -5339,12 +5359,12 @@ Any unsaved progress will be lost! 啟動另一項遊戲將關閉當前遊戲。<br>你真的要啟動另一項遊戲嗎?<br><br>任何未儲存的進度都將失去!<br> - + Exit RPCS3? 離開 RPCS3? - + A game is currently running. Do you really want to close RPCS3?<br><br>Any unsaved progress will be lost!<br> A game is currently running. Do you really want to close RPCS3? @@ -5715,22 +5735,22 @@ File was too small. 插槽 - + SPURS %1 SPURS %1 - + IO-EA Table IO-EA 表 - + Zcull Bindings Zcull 連結 - + Display Buffers 顯示緩衝區 @@ -7388,8 +7408,8 @@ If you have not installed [%0], go to [Remote Play] on the PS Vita system and st - - + + Pause 暫停 @@ -7718,63 +7738,63 @@ If you have not installed [%0], go to [Remote Play] on the PS Vita system and st - - - + + + Restart 重啟 - + HDD Games 硬碟遊戲 - + Disc Games 光碟遊戲 - + PS1 Games PS1 遊戲 - + PS2 Games PS2 遊戲 - + PSP Games PSP 遊戲 - + Home Home - + Audio/Video 音樂/影視 - + Game Data 遊戲資料 - + Unknown 未知 @@ -7846,7 +7866,7 @@ If you have not installed [%0], go to [Remote Play] on the PS Vita system and st - + Other 其它 @@ -8057,20 +8077,20 @@ If you have not installed [%0], go to [Remote Play] on the PS Vita system and st - - - - - + + + + + Play %0 遊戲 %0 - - - - + + + + Play 遊戲 @@ -8098,9 +8118,11 @@ If you have not installed [%0], go to [Remote Play] on the PS Vita system and st Commercial games require the firmware (PS3UPDAT.PUP file) to be installed. -<br>For information about how to obtain the required firmware read the <a href="https://rpcs3.net/quickstart">quickstart guide</a>. +<br>For information about how to obtain the required firmware read the <a %0 href="https://rpcs3.net/quickstart">quickstart guide</a>. + Commercial games require the firmware (PS3UPDAT.PUP file) to be installed. +<br>For information about how to obtain the required firmware read the <a href="https://rpcs3.net/quickstart">quickstart guide</a>. 商業遊戲需要安裝韌體 (PS3UPDAT.PUP 檔案)。 -<br>關於如何獲取韌體所需的資訊,請閱讀 <a href="https://rpcs3.net/quickstart">快速入門指南</a>。 +<br>關於如何獲取韌體所需的資訊,請閱讀 <a %0 href="https://rpcs3.net/quickstart">快速入門指南</a>。 @@ -8164,8 +8186,9 @@ If you have not installed [%0], go to [Remote Play] on the PS Vita system and st - <br /><br />For information on setting up the emulator and dumping your PS3 games, read the <a href="https://rpcs3.net/quickstart">quickstart guide</a>. - <br /><br />關於設定仿真器與傾印 PS3 遊戲的資訊,請閱讀 <a href="https://rpcs3.net/quickstart">快速入門指南</a>。 + <br /><br />For information on setting up the emulator and dumping your PS3 games, read the <a %0 href="https://rpcs3.net/quickstart">quickstart guide</a>. + <br /><br />For information on setting up the emulator and dumping your PS3 games, read the <a href="https://rpcs3.net/quickstart">quickstart guide</a>. + <br /><br />關於設定仿真器與傾印 PS3 遊戲的資訊,請閱讀 <a %0 href="https://rpcs3.net/quickstart">快速入門指南</a>。 @@ -8204,12 +8227,12 @@ If you have not installed [%0], go to [Remote Play] on the PS Vita system and st 選擇 RSX 截取 - + Invalid package! 無效的套裝軟體! - + The selected package is invalid! Path: @@ -8220,12 +8243,12 @@ Path: %0 - + PKG Decrypter / Installer PKG 解密/安裝程式 - + Do you want to install this package? %0 @@ -8234,56 +8257,56 @@ Path: %0 - + RPCS3 Package Installer RPCS3 軟體安裝程式 - + Installing package, please wait... 安裝軟體,請稍候... - - - + + + Cancel 取消 - - - + + + Success! 成功! - + Successfully installed software from package(s)! 成功從套裝軟體安裝軟體! - + Add desktop shortcut(s) 新增桌面捷徑 - + Add Start menu shortcut(s) 新增開始選單捷徑 - + Add dock shortcut(s) 新增停駐捷徑 - + Add launcher shortcut(s) 新增啟動器捷徑 - + Successfully installed software from package(s)! Would you like to install shortcuts to the installed software? (%1 new software detected) @@ -8294,191 +8317,191 @@ Would you like to install shortcuts to the installed software? (%1 new software - + Warning! 警告! - + The following package cannot be installed on top of the current data: %1! 無法在當前資料之上安裝以下套裝軟體: %1! - + Failure! 失敗! - + Select MSELF To extract 選取 MSELF 提取 - - - + + + Extraction Directory 提取目錄 - + Select PS3UPDAT.PUP To Install 選取 PS3UPDAT.PUP 安裝 - - - + + + RPCS3 Firmware Installer RPCS3 韌體安裝程式 - + Install firmware: %1? 安裝韌體: %1? - + Select PS3UPDAT.PUP To extract 選取 PS3UPDAT.PUP 提取 - + Select TAR To extract 選取 TAR 提取 - + TAR Extraction TAR 提取 - + Extracting encrypted TARs Please wait... 提取加密的 TAR 請稍候... - + The following TAR file(s) could not be extracted: 無法提取以下 TAR 檔案: - + Tar extraction failed Tar 提取失敗 - + Firmware Installation Failed 韌體安裝失敗 - + Firmware installation failed: The provided path is empty. 韌體安裝失敗: 所提供的路徑是空的。 - + Firmware installation failed: The selected firmware file couldn't be opened. 韌體安裝失敗: 無法開啟所選的韌體檔案。 - + Firmware installation failed: The provided file is empty. 韌體安裝失敗: 所提供的檔案是空的。 - + Firmware installation failed: The provided file is not a PUP file. 韌體安裝失敗: 提供的檔案不是 PUP 檔案。 - + Firmware installation failed: The provided file is incomplete. Try redownloading it. 韌體安裝失敗: 提供的檔案不完整。 嘗試重新下載。 - + Firmware installation failed: The provided file is corrupted. 韌體安裝失敗: 提供的檔案已損壞。 - - - + + + Firmware installation failed: The provided file's contents are corrupted. 韌體安裝失敗: 提供的檔案內容已損壞。 - + Firmware extraction failed: VFS mounting failed. 韌體提取失敗: VFS 安裝失敗。 - + Firmware installation failed: Firmware could not be decompressed 韌體安裝失敗: 無法解壓縮韌體 - + All Binaries (*.bin *.BIN *.self *.SELF *.sprx *.SPRX *.sdat *.SDAT *.edat *.EDAT);;BIN files (*.bin *.BIN);;SELF files (*.self *.SELF);;SPRX files (*.sprx *.SPRX);;SDAT/EDAT files (*.sdat *.SDAT *.edat *.EDAT);;All files (*.*) 全部二進位 (*.bin *.BIN *.self *.SELF *.sprx *.SPRX *.sdat *.SDAT *.edat *.EDAT);;BIN 檔案 (*.bin *.BIN);;SELF 檔案 (*.self *.SELF);;SPRX 檔案 (*.sprx *.SPRX);;SDAT/EDAT 檔案 (*.sdat *.SDAT *.edat *.EDAT);;全部檔案 (*.*) - + Select Disc Game Folder 選取光碟遊戲資料夾 - + Failed to insert disc 插入光碟失敗 - + Make sure that the emulation is running and that the selected path belongs to a valid disc game. 確定仿真正在運作並且所選路徑屬於有效的光碟遊戲。 - + Select rpcs3.log or config.yml 選取 rpcs3.log 或 config.yml - + Failed to open file 無法開啟檔案 - + The file could not be opened: %0 檔案無法開啟: %0 - + The auto-updater isn't available for your OS currently. 自動更新程序目前不適用於您的作業系統。 - + PARAM.SFO Information PARAM.SFO 資訊 - + Firmware installation failed: Firmware contents could not be extracted. 韌體安裝失敗: 無法提取韌體內容。 - + Old firmware detected. The newest firmware version is %1 and you are trying to install version %2 Continue installation? @@ -8487,7 +8510,7 @@ Continue installation? 您想繼續安裝嗎? - + Select packages and/or rap files to install 選擇要安裝的套裝軟體或 RAP 檔案 @@ -8506,7 +8529,7 @@ Continue installation? 存檔檔案 (*.SAVESTAT);;全部檔案 (*.*) - + DLC Block for package type (DLC) @@ -8514,7 +8537,7 @@ DLC DLC - + Update Block for package type (Update) @@ -8522,7 +8545,7 @@ Update 更新 - + %0 Block for package type @@ -8530,7 +8553,7 @@ Update %0 - + %0 Block for Title ID @@ -8538,7 +8561,7 @@ Update %0 - + Version %0 Block for Version @@ -8546,7 +8569,7 @@ Version %0 版本 %0 - + Changelog: @@ -8558,13 +8581,13 @@ Changelog: %0 - + v.%0 Package version for install progress dialog v.%0 - + Installing package (%0/%1), please wait... %2 @@ -8573,7 +8596,7 @@ Changelog: %2 - + Failed to install software from package: %1! This is very likely caused by external interference from a faulty anti-virus software. @@ -8584,21 +8607,21 @@ Please add RPCS3 to your anti-virus' whitelist or use better anti-virus sof 請新增 RPCS3 到您的防毒白名單中或用更好的防毒軟體。 - + Firmware of version %1 has already been installed. Overwrite current installation with version %2? 已經安裝了 %1 版本的韌體。 是否使用 %2 版本覆寫當前安裝? - + Installing firmware version %1 Please wait... 安裝韌體 %1 版本 請稍候... - + The firmware contents could not be extracted. This is very likely caused by external interference from a faulty anti-virus software. Please add RPCS3 to your anti-virus' whitelist or use better anti-virus software. @@ -8607,70 +8630,68 @@ Please add RPCS3 to your anti-virus' whitelist or use better anti-virus sof 請新增 RPCS3 到您的防毒白名單中或用更好的防毒軟體。 - + Successfully installed PS3 firmware and LLE Modules! 已成功安裝 PS3 韌體與 LLE 模組! - + Select binary files 選擇二進位檔案 - + Hint: KLIC (KLicense key) is a 16-byte long string. (32 hexadecimal characters) And is logged with some sceNpDrm* functions when the game/application which owns "%0" is running. 提示: KLIC (KLicense key) 是一個 16 位元組長的字串。 (32 十六進位字元) 所有 "%0" 的遊戲以及應用程序正在執行時,並使用某些 sceNpDrm* 功能進行記錄。 - + Enter KLIC of %0 輸入 %0 的 KLIC - + Decryption failed with provided KLIC. %0 提供的 KLIC 解密失敗。 %0 - + Hexadecimal only. 僅十六進位。 - - - - - + + + + + Restart %0 重啟 %0 - - + + Pause %0 暫停 %0 - - + + Stop %0 停止 %0 - - - + Resume %0 繼續 %0 - - + + &Pause 暫停(&P) @@ -8680,64 +8701,62 @@ And is logged with some sceNpDrm* functions when the game/application which owns RRC 檔案 (*.rrc *.RRC);;全部檔案 (*.*) - + All relevant (*.pkg *.PKG *.rap *.RAP *.edat *.EDAT);;Package files (*.pkg *.PKG);;Rap files (*.rap *.RAP);;Edat files (*.edat *.EDAT);;All files (*.*) All relevant (*.pkg *.PKG *.rap *.RAP);;Package files (*.pkg *.PKG);;Rap files (*.rap *.RAP);;All files (*.*) 全部相關 (*.pkg *.PKG *.rap *.RAP *.edat *.EDAT);;套裝軟體檔案 (*.pkg *.PKG);;RAP 檔案 (*.rap *.RAP);;EDAT 檔案 (*.edat *.EDAT);;全部檔案 (*.*) - + All mself files (*.mself *.MSELF);;All files (*.*) 全部 MSELF 檔案 (*.mself *.MSELF);;全部檔案 (*.*) - - + + PS3 update file (PS3UPDAT.PUP);;All pup files (*.pup *.PUP);;All files (*.*) PS3 更新檔案 (PS3UPDAT.PUP);;全部 PUP 檔案 (*.pup *.PUP);;全部檔案 (*.*) - + All tar files (*.tar *.TAR *.tar.aa.* *.TAR.AA.*);;All files (*.*) 全部 TAR 檔案 (*.tar *.TAR *.tar.aa.* *.TAR.AA.*);;全部檔案 (*.*) - - - + &Resume 繼續(&E) - - + + &Play 遊戲(&P) - - - + + + Ctrl+%1 Ctrl+%1 - + Select a folder containing one or more games 選擇包含單個或數個遊戲資料夾 - + Log or Config files (*.log *.txt *.yml);;Log files (*.log);;Config Files (*.yml);;Text Files (*.txt);;All files (*.*) 日誌或組態檔案 (*.log *.txt *.yml);;日誌檔案 (*.log);;組態檔案 (*.yml);;文字檔案 (*.txt);;全部檔案 (*.*) - + Weird file! 不明檔案! - + This file seems to have an unexpected type: %0 @@ -8748,37 +8767,37 @@ Check anyway? 仍要檢查? - + Auto-updater 自動更新 - + Cache Cleared 快取已清除 - + Disk cache was cleared successfully 磁碟快取已成功清除 - + Error 錯誤 - + Could not remove disk cache 無法刪除磁碟快取 - + Confirm Removal 確認刪除 - + Remove firmware cache? 刪除韌體快取? @@ -9166,7 +9185,7 @@ SPU 指令: 搜尋一條 SPU 指令包含的字串文本。 用於在嵌入的 S - + Up @@ -9179,11 +9198,11 @@ SPU 指令: 搜尋一條 SPU 指令包含的字串文本。 用於在嵌入的 S - - - - - + + + + + Left @@ -9196,11 +9215,11 @@ SPU 指令: 搜尋一條 SPU 指令包含的字串文本。 用於在嵌入的 S - - - - - + + + + + Right @@ -9213,7 +9232,7 @@ SPU 指令: 搜尋一條 SPU 指令包含的字串文本。 用於在嵌入的 S - + Down @@ -9229,59 +9248,59 @@ SPU 指令: 搜尋一條 SPU 指令包含的字串文本。 用於在嵌入的 S 左搖桿 - + Trigger Thresholds 觸發定限 - + Enable Vibration 啟用振動 - + Large - + Small - + Switch 開關 - + Mouse Acceleration 滑鼠加速 - - + + x x - - + + y y - + Mouse Deadzone 滑鼠盲區 - + Device Class 裝置類別 - + L1 L1 @@ -9311,210 +9330,215 @@ SPU 指令: 搜尋一條 SPU 指令包含的字串文本。 用於在嵌入的 S % - + + Toggle + 切換 + + + Stick Preview 搖桿預覽 - + Show Emulated Values 顯示模擬值 - + Mouse Movement Mode 滑鼠移動模式 - + Q Q - + L2 L2 - + R R - + Select 選擇 - + Space Space - + Start 開始 - + Enter Enter - + PS Button PS 按鍵 - + Backspace Backspace - + R1 R1 - + E E - + R2 R2 - + T T - + L3 L3 - + F F - + R3 R3 - + G G - + Battery status and LED 電池狀態與 LED - + LED Settings LED 設定 - + Description 描述 - + Face Buttons 正面按鍵 - + Triangle - + V V - + Square - + Z Z - + Circle - + C C - + Cross - + X X - + Right Stick Right Analog 右搖桿 - + PgUp PgUp - + Home Home - + End End - + PgDown PgDown - - + + Stick Multipliers 搖桿倍增器 - + Squircle Values 方圓形值 - + Analog Stick Deadzones Analog Deadzones 類比搖桿盲區 - + Stick Interpolation 搖桿插值 @@ -9539,34 +9563,34 @@ SPU 指令: 搜尋一條 SPU 指令包含的字串文本。 用於在嵌入的 S 玩家 %0 - + Choose a unique name 命名唯一的名稱 - + Profile Name: 設定檔名: - - - + + + Error 錯誤 - + Name cannot be empty 名稱不能是空的 - + Must choose a name without '.' 必須命名不帶 '.' 的名稱 - + Please choose a non-existing name 請命名不存在的名稱 @@ -9612,131 +9636,131 @@ SPU 指令: 搜尋一條 SPU 指令包含的字串文本。 用於在嵌入的 S - + [ Waiting %1 ] [ 等候 %1 ] - + Custom Controller 自訂控制器 - + No Device Detected 未偵測到裝置 - + PS3 Controller PlayStation 3 Controller PS3 控制器 - + Dance Dance Revolution Dance Dance Revolution Mat 勁爆熱舞 - + DJ Hero Turntable DJ Hero Turntable DJ 英雄轉盤 - + Rock Band Harmonix Rock Band Drum Kit 搖滾樂隊 - + Rock Band Pro Harmonix Rock Band Pro-Drum Kit 搖滾樂隊專業版 - + Rock Band Harmonix Rock Band Guitar 搖滾樂隊 - + Guitar Hero RedOctane Guitar Hero Drum Kit 吉他英雄 - + Guitar Hero RedOctane Guitar Hero Guitar 吉他英雄 - + Rock Revolution Rock Revolution Drum Controller 搖滾革命 - + Reserved 預留 - + Warning! 警告! - + The %0 button <b>%1</b> of <b>Player %2</b> was assigned at least twice.<br>Please consider adjusting the configuration.<br><br>Continue anyway?<br> <b>玩家 %2</b> 的 %0 按鈕<b>%1</b> 至少被指派了兩次。<br>請考慮調整組態。<br><br>仍要繼續嗎?<br - + Null - + Keyboard 鍵盤 - + DualShock 3 DualShock 3 - + DualShock 4 DualShock 4 - + DualSense DualSense - + XInput XInput - + MMJoystick MMJoystick - + SDL SDL - + Evdev Evdev @@ -10361,29 +10385,29 @@ Reorder and/or exclude them if needed, then click "Install" to proceed register_editor_dialog - + Error parsing register value! 剖析暫存器值時出錯! - - + + Lose reservation on OK 確定取消預留區 - - + + Reservation is inactive 預留區無效 - + Error 錯誤 - + This value could not be converted. No changes were made. 此值無法轉換。 @@ -12926,7 +12950,7 @@ Please contact a developer. - + Progress: %1% (%2/%3) 進度: %1% (%2/%3) @@ -13102,98 +13126,98 @@ Please contact a developer. 圖示選項 - - + + &Open Trophy Directory 開啟獎盃目錄(&O) - + &Copy Info 複製訊息(&I) - + &Copy Name + Description 複製名稱 + 描述(&C) - - + + &Copy Name 複製名稱(&N) - + &Copy Description 複製描述(&D) - + Loading trophy data, please wait... 正在讀取獎盃資料,請稍候... - + Cancel 取消 - + Loading trophies 讀取獎盃 - + %0% (%1/%2) %0% (%1/%2) - + No - + Yes - + Bronze Trophy type 青銅 - + Silver Trophy type 白銀 - + Gold Trophy type 黃金 - + Platinum Trophy type 白金 - + Unknown 未知 - + Earned 取得 - + Not Earned 未取得 @@ -13632,36 +13656,63 @@ Stop the emulator now? RPCS3 PlayStation 3 仿真器 - - <html><head/><body><p>RPCS3 is an open-source Sony PlayStation 3 emulator and debugger.<br/>It is written in C++ for Windows, Linux, FreeBSD and MacOS funded with <a href="https://www.patreon.com/Nekotekina"><span style=" text-decoration: underline; color:#0000ff;">Patreon</span></a>.<br/>Our developers and contributors are always working hard to ensure this project is the best that it can be.<br/>There are still plenty of implementations to make and optimizations to do.</p></body></html> - <html><head/><body><p>RPCS3 is an open-source Sony PlayStation 3 emulator and debugger.<br/>It is written in C++ for Windows and Linux and funded with <a href="https://www.patreon.com/Nekotekina"><span style=" text-decoration: underline; color:#0000ff;">Patreon</span></a>.<br/>Our developers and contributors are always working hard to ensure this project can be the best that it can be.<br/>There are still plenty of implementations to be made and optimizations to be done.</p></body></html> - <html><head/><body><p>RPCS3 是一款開源的 Sony PlayStation 3 仿真器與偵錯器。<br/>使用 C ++ 編寫,適用於 Windows、Linux、FreeBSD 和 MacOS。 資助由 <a href="https://www.patreon.com/Nekotekina"><span style=" text-decoration: underline; color:#0000ff;">Patreon</span></a>。<br/>主要的「開發團隊」和「貢獻者」仍然努力著維持項目的完善,<br/>但還有大量的項目得實現及最佳化。</p></body></html> - - - - <html><head/><body><p>To get started, you must first install the <span style=" font-weight:600;">PlayStation 3 firmware</span>.<br/>Please refer to the <a href="https://rpcs3.net/quickstart"><span style=" text-decoration: underline; color:#0000ff;">Quickstart</span></a> guide found on the official website for further information.<br/>If you have any further questions, please refer to the <a href="https://rpcs3.net/faq"><span style=" text-decoration: underline; color:#0000ff;">FAQ</span></a>.<br/>Otherwise, further discussion and support can be found on the <a href="https://forums.rpcs3.net"><span style=" text-decoration: underline; color:#0000ff;">Forums</span></a> or on our <a href="https://discord.me/RPCS3"><span style=" text-decoration: underline; color:#0000ff;">Discord</span></a> server.</p></body></html> - <html><head/><body><p>在開始使用前,您需要安裝 <span style=" font-weight:600;">PlayStation 3 韌體</span>.<br/>請參閱 <a href="https://rpcs3.net/quickstart"><span style=" text-decoration: underline; color:#0000ff;">快速入門</span></a> 指南,了解更多訊息可在官方網站上找到。<br/>如果您還有其他疑問,請參閱 <a href="https://rpcs3.net/faq"><span style=" text-decoration: underline; color:#0000ff;">常見問題</span></a>.<br/>除此之外,也可以進一步的討論與支援,到我們的 <a href="https://forums.rpcs3.net"><span style=" text-decoration: underline; color:#0000ff;">論壇</span></a> 或者在 <a href="https://discord.me/RPCS3"><span style=" text-decoration: underline; color:#0000ff;">Discord</span></a> 服務器。</p></body></html> - - - + <html><head/><body><p><br/><span style=" font-weight:600; color:#ff0000;">RPCS3 does not condone piracy. You must dump your own games.</span><br/></p></body></html> <html><head/><body><p><br/><span style=" font-weight:600; color:#ff0000;">RPCS3 絕不縱容盜版,你必須傾印自己的遊戲。</span><br/></p></body></html> - + Continue 繼續 - + I have read the Quickstart guide 我已閱讀快速入門指南 - + Do not show again 不再顯示 + + + + <p style="white-space: nowrap;"> + RPCS3 is an open-source Sony PlayStation 3 emulator and debugger.<br> + It is written in C++ for Windows, Linux, FreeBSD and MacOS funded with <a %0 href="https://www.patreon.com/Nekotekina">Patreon</a>.<br> + Our developers and contributors are always working hard to ensure this project is the best that it can be.<br> + There are still plenty of implementations to make and optimizations to do. + </p> + + + <p style="white-space: nowrap;"> + RPCS3 是一款開源的 Sony PlayStation 3 仿真器與偵錯器。<br> + 使用 C ++ 編寫,適用於 Windows、Linux、FreeBSD 和 MacOS。 資助由 <a %0 href="https://www.patreon.com/Nekotekina">Patreon</a>.<br> + 主要的「開發團隊」和「貢獻者」仍然努力著維持項目的完善,<br> + 但還有大量的項目得實現及最佳化。 + </p> + + + + + + <p style="white-space: nowrap;"> + To get started, you must first install the <span style="font-weight:600;">PlayStation 3 firmware</span>.<br> + Please refer to the <a %0 href="https://rpcs3.net/quickstart">Quickstart</a> guide found on the official website for further information.<br> + If you have any further questions, please refer to the <a %0 href="https://rpcs3.net/faq">FAQ</a>.<br> + Otherwise, further discussion and support can be found on the <a %0 href="https://forums.rpcs3.net">Forums</a> or on our <a %0 href="https://discord.me/RPCS3">Discord</a> server. + </p> + + + <p style="white-space: nowrap;"> + 在開始使用前,您需要安裝 <span style="font-weight:600;">PlayStation 3 韌體</span>.<br> + 請參閱 <a %0 href="https://rpcs3.net/quickstart">快速入門</a> 指南,了解更多訊息可在官方網站上找到。<br> + 如果您還有其他疑問,請參閱 <a %0 href="https://rpcs3.net/faq">常見問題</a>.<br> + 除此之外,也可以進一步的討論與支援,到我們的 <a %0 href="https://forums.rpcs3.net">論壇</a> 或者在 <a %0 href="https://discord.me/RPCS3">Discord</a> 服務器。 + </p> + + rpcn_account_edit_dialog diff --git a/rpcs3_.ts b/rpcs3_.ts index c89bc45..e130e8e 100644 --- a/rpcs3_.ts +++ b/rpcs3_.ts @@ -350,12 +350,12 @@ QObject - + Pause the SPU Thread! - + Cannot perform SPU capture due to the thread need manual pausing! @@ -384,7 +384,7 @@ Terminating... Tooltips - + These libraries are LLE'd by default (lower list), selection will switch to HLE. LLE - "Low Level Emulated", function code inside the selected SPRX file will be used for exported firmware functions. HLE - "High Level Emulated", alternative emulator code will be used instead for exported firmware functions. @@ -392,7 +392,7 @@ If chosen wrongly, games will not work! If unsure, leave both lists empty. HLEin - + These libraries are HLE'd by default (upper list), selection will switch to LLE. LLE - "Low Level Emulated", function code inside the selected SPRX file will be used for exported firmware functions. HLE - "High Level Emulated", alternative emulator code will be used instead for exported firmware functions. @@ -400,44 +400,44 @@ If chosen wrongly, games will not work! If unsure, leave both lists empty. HLEin - + Select to LLE. (HLE by default) - + Select to HLE. (LLE by default) - + Increases the amount of usable system memory to match a DECR console and more. Causes some software to behave differently than on retail hardware. - + Stop writing any logs after game startup. Don't use unless you believe it's necessary. - + Initializes render target memory using vm memory. - + Writes depth buffer values to vm memory. - + Disables the loading and saving of shaders from and to the shader cache in the data directory. - + Changes ZCULL report synchronization behaviour. Experiment to find the best option for your game. Approximate mode is recommended for most games. · Precise is the most accurate to PS3 behaviour. Required for accurate visuals in some titles such as Demon's Souls and The Darkness. · Approximate is a much faster way to generate occlusion data which may not always match what the PS3 would generate. Works well with most PS3 games. @@ -445,14 +445,14 @@ Causes some software to behave differently than on retail hardware. - + Limits the maximum number of SPURS threads in each thread group. May improve performance in some cases, especially on systems with limited number of hardware threads. Limiting the number of threads is likely to cause crashes; it's recommended to keep this at the default value. - + Changes the sleep period accuracy. 'As Host' uses default accuracy of the underlying operating system, while 'All Timers' attempts to improve it. 'Usleep Only' limits the adjustments to usleep syscall only. @@ -460,115 +460,115 @@ Can affect performance in unexpected ways. - + "Fast" is the least accurate setting, RSX does not emulate atomic FIFO buffer. "Atomic" benefits stability greatly in many games with little performance penalty. "Atomic & Ordered" is the most accurate but it is the slowest and without much stability benefit in games. - + Adjusts the frequency of vertical blanking signals that the emulator sends. Affects timing of events which rely on these signals. - + Multiplies the rate of VBLANK by 1000/1001 for values like 59.94Hz. Known to fix the rhythm game Space Channel 5 Part 2 - + Changes the scale of emulated system time. Affects software which uses system time to calculate things such as dynamic timesteps. - + Controls how much time it takes for RSX to start processing after waking up by the Cell processor. Increasing wakeup delay improves stability, but very high values can lower RSX/GPU performance. It is recommend to adjust this at 20µs to 40µs increments until the best value for optimal stability is reached. - + Do not change this setting globally. Right-click a game in the game list and choose "Configure" instead. - + Determines how to schedule GPU async compute jobs when using asynchronous streaming. Use 'Safe' mode for more spec compliant behavior at the cost of some CPU overhead. This setting works with all devices. Use 'Fast' to use a faster but hacky version. This option is internally disabled for NVIDIA GPUs due to causing GPU hangs. - + Allows the host GPU to synchronize with CELL directly. This incurs a performance penalty, but exposes the true state of GPU objects to the guest CPU. Can help eliminate visual noise and glitching at the cost of performance. Use with caution. - + Disables Fast Math for MSL shaders, which may violate the IEEE 754 standard. Disabling it may fix some artefacts especially on Apple GPUs, at the cost of performance. - + When this mode is on, emulation exits when saving and the savestate file is concealed after loading it, preventing reuse by RPCS3. This mode is like hibernation of emulation: if you don't want to be able to cheat using savestates when playing the game, consider using this mode. Do note that the savestate file is not gone completely just ignored by RPCS3, you can manually relaunch it if needed. - + When this mode is on, savestates are loaded and paused on the first frame. This allows players to prepare for gameplay without being thrown into the action immediately. - + Cubeb uses a cross-platform approach and supports audio buffering, so it is the recommended option. XAudio2 uses native Windows sounds system, is the next best alternative. - + Cubeb uses a cross-platform approach and supports audio buffering, so it is the recommended option. If it's not available, FAudio could be used instead. - + Controls which PS3 audio API is used. Games use CellAudio, while VSH requires RSXAudio. - + Controls which avport is used to sample audio data from. - + Controls which device is used by audio backend. - + Saves all audio as a raw wave file. If unsure, leave this unchecked. - + Uses 16-bit audio samples instead of default 32-bit floating point. Use with buggy audio drivers if you have no sound or completely broken sound. - + Determines the sound format. Configure this setting if you want to switch between stereo and surround sound. Changing these values requires a restart of the game. @@ -576,35 +576,35 @@ The manual setting will use your selected formats while the automatic setting wi - + Controls the overall volume of the emulation. Values above 100% might reduce the audio quality. - + Enables audio buffering, which reduces crackle/stutter but increases audio latency. - + Target buffer duration in milliseconds. Higher values make the buffering algorithm's job easier, but may introduce noticeable audio latency. - + Enables time stretching - requires buffering to be enabled. Reduces crackle/stutter further, but may cause a very noticeable reduction in audio quality on slower CPUs. - + Buffer fill level (in percentage) below which time stretching will start. - + Standard should be used for most games. SingStar emulates a SingStar device and should be used with SingStar games. Real SingStar should only be used with a REAL SingStar device with SingStar games. @@ -612,17 +612,17 @@ Rocksmith should be used with a Rocksmith dongle. - + Interpreter (slow). Try this if PPU Recompiler (LLVM) doesn't work. - + Alternative interpreter (slow). May be faster than static interpreter. Try this if PPU Recompiler (LLVM) doesn't work. - + Recompiles and caches the game's PPU code using the LLVM Recompiler once before running it for the first time. This is by far the fastest option and should always be used. Should you face compatibility issues, fall back to one of the Interpreters and retry. @@ -630,129 +630,129 @@ If unsure, use this option. - + Searches the game's directory and precompiles extra PPU modules during boot. If disabled, these modules will only be compiled when needed. Depending on the game, this might interrupt the gameplay unexpectedly and possibly frequently. Only disable this if you want to get ingame more quickly. - + Interpreter (slow). Try this if SPU Recompiler (LLVM) doesn't work. - + Alternative interpreter (slow). May be faster than static interpreter. Try this if SPU Recompiler (LLVM) doesn't work. - + Recompiles the game's SPU code using the ASMJIT Recompiler. This is the fast option with very good compatibility. If unsure, use this option. - + Recompiles and caches the game's SPU code using the LLVM Recompiler before running which adds extra start-up time. This is the fastest option with very good compatibility. If you experience issues, use the ASMJIT Recompiler. - + Control accuracy to SPU float vectors processing. Fixes bugs in various games at the cost of performance. This setting is only applied when SPU Decoder is set to Dynamic or LLVM. - + Control how RPCS3 utilizes the threads of your system. Each option heavily depends on the game and on your CPU. It's recommended to try each option to find out which performs the best. Changing the thread scheduler is not supported on CPUs with less than 12 threads. - + Try to detect loop conditions in SPU kernels and use them as scheduling hints. Improves performance and reduces CPU usage. May cause severe audio stuttering in rare cases. - + Enable usage of TSX instructions. Needs to be forced on some Haswell or Broadwell CPUs or CPUs with the TSX-FA instruction set. Forcing TSX in these cases may lead to system and performance instability, use it with caution. - + This option controls the SPU analyser, particularly the size of compiled units. The Mega and Giga modes may improve performance by tying smaller units together, decreasing the number of compiled units but increasing their size. Use the Safe mode for maximum compatibility. - + Some SPU stages are sensitive to race conditions and allowing a limited number at a time helps alleviate performance stalls. Setting this to a smaller value might improve performance and reduce stuttering in some games. Leave this on auto if performance is negatively affected when setting a small value. - + Enables the use of code with full width AVX-512. This code can be executed much faster, but may cause a loss in performance if your CPU model experiences downclocking on wide AVX-512 loads. Note that AVX-512 instructions will be used regardless of this option, just at 128 and 256 bit width. - + Legacy option. Fixup result vector values in Non-Java Mode in PPU LLVM. If unsure, do not modify this setting. - + Use accurate double-precision FMA instructions in PPU and SPU backends. While disabling it might give a decent performance boost if your CPU doesn't support FMA, it may also introduce subtle bugs that otherwise do not occur. You shouldn't disable it if your CPU supports FMA. - + Accurately set Saturation Bit values in PPU backends. If unsure, do not modify this setting. - + Respect Non-Java Mode Bit values for vector ops in PPU backends. If unsure, do not modify this setting. - + Fixup NaN results in vector instructions in PPU backends. If unsure, do not modify this setting. - + Accurately set NaN results in vector instructions in PPU backends. If unsure, do not modify this setting. - + Accurately set FPCC Bits in PPU backends. If unsure, do not modify this setting. - + Reduces CPU usage and power consumption, on mobile devices improves battery life. (0 means disabled) Higher values cause a more pronounced effect, but may cause audio or performance issues. A value of 50 or less is recommended. This option forces an FPS limit because it's active when framerate is stable. @@ -760,28 +760,28 @@ The lighter the game is on the hardware, the more power is saved by it. (until t - + Creates PPU logs. Only useful to developers. Never use this. - + Creates SPU logs. Only useful to developers. Never use this. - + Creates MFC logs. Only useful to developers. Never use this. - + Sets special MXCSR flags to debug errors in SSE operations. Only used in PPU thread when it's not precise. Only useful to developers. @@ -789,54 +789,54 @@ Never use this. - + Accurately processes SPU MFC_GETLLAR operation. - + Accurately processes SPU DMA operations. - + Accurately processes PPU DCBZ instruction. In addition, when combined with Accurate SPU DMA, SPU PUT cache line accesses will be processed atomically. - + Forces RSX pauses on SPU MFC_GETLLAR and SPU MFC_PUTLLUC operations. - + Forces delaying any odd MFC command, waits for at least 2 pending commands to execute them in a random order. Must be used with either SPU interpreters currently. Severely degrades performance! If unsure, don't use this option. - + Allows to hook some functions like 'memcpy' replacing them with high-level implementations. May do nothing or break things. Experimental. - + Enables use of classic OpenGL buffers which allows capturing tools to work with RPCS3 e.g RenderDoc. Also allows vulkan to use debug markers for nicer Renderdoc captures. If unsure, don't use this option. - + Only useful when debugging differences in GPU hardware. Not necessary for average users. If unsure, don't use this option. - + Enables the selected API's inbuilt debugging functionality. Will cause severe performance degradation especially with Vulkan. Only useful to developers. @@ -844,31 +844,31 @@ If unsure, don't use this option. - + Provides a graphical overlay of various debugging information. If unsure, don't use this option. - + Dump game shaders to file. Only useful to developers. If unsure, don't use this option. - + Disables running occlusion queries. Minor to moderate performance boost. Might introduce issues with broken occlusion e.g missing geometry and extreme pop-in. - + Disables all video output and PS3 graphical rendering. Its only use case is to evaluate performance on CELL for development. - + Forces emulation of all blit and image manipulation operations on the CPU. Requires 'Write Color Buffers' option to also be enabled in most cases to avoid missing graphics. Significantly degrades performance but is more accurate in some cases. @@ -876,28 +876,28 @@ This setting overrides the 'GPU texture scaling' option. - + Disables the custom Vulkan memory allocator and reverts to direct calls to VkAllocateMemory/VkFreeMemory. - + Disables RSX FIFO optimizations completely. Draws are processed as they are received by the DMA puller. - + Force all texture transfer, scaling and conversion operations on the GPU. May cause texture corruption in some cases. - + Forces texture flushing even in situations where it is not necessary/correct. Known to cause visual artifacts, but useful for debugging certain texture cache issues. - + Sets the 3D stereo rendering mode. Anaglyph is traditional blue-red. Side-by-Side is more commonly supported by VR viewer apps. @@ -905,215 +905,215 @@ Over-Under is closer to the native stereo output, but less commonly supported. - + When enabled, PPU atomic operations will operate on entire cache line data, as opposed to a single 64bit block of memory when disabled. Numerical values control whether or not to enable the accurate version based on the atomic operation's length. - + Measure certain events and print a chart after the emulator is stopped. Don't enable if not asked to. - + Affects maximum amount of PPU threads running concurrently, the value of 1 has very low compatibility with games. 2 is the default, if unsure do not modify this setting. - + Automatically close RPCS3 when closing a game, or when a game closes itself. - + Leave this enabled unless you are a developer. - + Automatically puts the game window in fullscreen. Double click on the game window or press Alt+Enter to toggle fullscreen and windowed mode. - + Prevent the display from sleeping while a game is running. This requires the org.freedesktop.ScreenSaver D-Bus service on Linux. This option will be disabled if the current platform does not support display sleep control. - + Configure the game window title. Changing this and/or adding the framerate may cause buggy or outdated recording software to not notice RPCS3. - + Automatically resizes the game window on boot. This does not change the internal game resolution. - + Show trophy pop-ups when a trophy is unlocked. - + Disables the activation of fullscreen mode per double-click while the game screen is active. Check this if you want to play with mouse and keyboard (for example with UCR). - + Disables keyboard hotkeys such as Ctrl+S, Ctrl+E, Ctrl+R, Ctrl+P while the game screen is active. This does not include Ctrl+L (hide and lock mouse) and Alt+Enter (toggle fullscreen). Check this if you want to play with mouse and keyboard. - + Limits the maximum number of threads used for the initial PPU and SPU module compilation. Lower this in order to increase performance of other open applications. The default uses all available threads. - + Shows the mouse cursor when the fullscreen mode is active. Currently this may not work every time. - + Locks the mouse cursor at center when the fullscreen mode is active. - + Hides the mouse cursor if no mouse movement is detected for the configured time. - + Shows 'Compiling shaders' hint using the native overlay. - + Enables use of native HUD within the game window that can interact with game controllers. When disabled, regular Qt dialogs are used instead. Currently, the on-screen keyboard only supports the English key layout. - + When enabled, opening the home menu will also pause emulation. While most games pause themselves while the home menu is shown, some do not. In that case it can be helpful to pause the emulation whenever the home menu is open. - + Enables or disables the performance overlay. - + Enables or disables the framerate graph. - + Enables or disables the frametime graph. - + Sets the amount of datapoints used in the framerate graph. - + Sets the amount of datapoints used in the frametime graph. - + Sets the on-screen position (quadrant) of the performance overlay. - + Controls the amount of information displayed on the performance overlay. - + Sets the time interval in which the performance overlay is being updated (measured in milliseconds). Setting this to 16 milliseconds will refresh the performance overlay at roughly 60Hz. The performance overlay refresh rate does not affect the frame graph statistics and can only be as fast as the current game allows. - + Sets the font size of the performance overlay (measured in pixels). - + Sets the opacity of the performance overlay (measured in %). - + Sets the horizontal distance to the screen border relative to the screen quadrant (measured in pixels). - + Sets the vertical distance to the screen border relative to the screen quadrant (measured in pixels). - + Centers the performance overlay horizontally and overrides the horizontal margin. - + Centers the performance overlay vertically and overrides the vertical margin. - + Shows a background image during the native shader loading dialog/loading screen. By default the used image will be <gamedir>/PS3_GAME/PIC1.PNG or <gamedir>/PS3_GAME/PIC0.PNG. - + Changes the background image darkening effect strength of the native shader loading dialog. This may be used to improve readability and/or aesthetics. - + Changes the background image blur effect strength of the native shader loading dialog. This may be used to improve readability and/or aesthetics. - + Vulkan is the fastest renderer. OpenGL is the most accurate renderer. If unsure, use Vulkan. Should you have any compatibility issues, fall back to OpenGL. - + This setting will be ignored if the Resolution Scale is set to anything other than 100%! Leave this on 1280x720. Every PS3 game is compatible with this resolution. Only use 1920x1080 if the game supports it. @@ -1121,18 +1121,18 @@ Rarely due to emulation bugs some games will only render at low resolutions like - + On multi GPU systems select which GPU to use in RPCS3 when using Vulkan. This is not needed when using OpenGL. - + Leave this on 16:9 unless you have a 4:3 monitor. - + Off is the fastest option. Using the frame limiter will add extra overhead and slow down the game. However, some games will crash if the frame rate is too high. PS3 native should only be used if Auto is not working correctly as it can introduce frame-pacing issues. @@ -1140,21 +1140,21 @@ Infinite adds a positive feedback loop which adds another vblank signal per fram - + Emulate PS3 multisampling layout. Can fix some otherwise difficult to solve graphics glitches. Low to moderate performance hit depending on your GPU hardware. - + Higher values increase sharpness of textures on sloped surfaces at the cost of GPU resources. Modern GPUs can handle this setting just fine, even at 16x. Keep this on Automatic if you want to use the original setting used by a real PS3. - + Scales the game's resolution by the given percentage. The base resolution is always 1280x720. Set this value to 100% if you want to use the normal Resolution options. @@ -1162,26 +1162,26 @@ Values below 100% will usually not improve performance. - + Only framebuffers greater than this size will be upscaled. Increasing this value might fix problems with missing graphics when upscaling, especially when Write Color Buffers is enabled. If unsure, don't change this option. - + Enable this option if you get missing graphics or broken lighting ingame. Might degrade performance and introduce stuttering in some cases. Required for Demon's Souls. - + By having this off you might obtain a higher frame rate at the cost of tearing artifacts in the game. - + Enforces strict compliance to the API specification. Might result in degraded performance in some games. Can resolve rare cases of missing graphics and flickering. @@ -1189,77 +1189,77 @@ If unsure, don't use this option. - + Disables the vertex cache. Might resolve missing or flickering graphics output. May degrade performance. - + Overrides the aspect ratio and stretches the image to the full display area. - + Offloads some RSX operations to a secondary thread. Improves performance for high-core processors. May cause slowdown in weaker CPUs due to the extra worker thread load. - + Disables asynchronous shader compilation. Fixes missing graphics while shaders are compiling but introduces severe stuttering or lag. Use this if you do not want to deal with graphics pop-in, or for testing before filing any bug reports. - + This is the recommended option. If a shader is not found in the cache, nothing will be rendered for this shader until it has compiled. You may experience graphics pop-in. - + Hybrid rendering mode. If a shader is not found in the cache, the interpreter will be used to render approximated graphics for this shader until it has compiled. - + All rendering is handled by the interpreter with no attempt to compile native shaders. This mode is very slow and experimental. - + Number of threads to use for the shader compiler backend. Only has an impact when shader mode is set to one of the asynchronous modes. - + Controls the precision level of generated shaders. Low precision generates much faster code depending on the hardware, but can sometimes generate minor visual glitches or flicker. - + Stream textures to GPU in parallel with 3D rendering using asynchronous compute. Can improve performance on more powerful GPUs that have spare headroom. Only works with Vulkan renderer and greatly benefits from having MTRSX enabled if you have a capable CPU. - + Controls which fullscreen mode RPCS3 requests from drivers when using Vulkan renderer. Automatic will let the driver choose an appropriate mode, while the other options will hint the drivers on whether they should use exclusive or borderless fullscreen. Using Prefer borderless fullscreen option can help if you have issues with streaming RPCS3 gameplay or if your system incorrectly enables HDR mode when using fullscreen. - + Final image filtering. Nearest applies no filtering, Bilinear smooths the image, and FidelityFX Super Resolution enhances upscaled images. If the game is rendering at an internal resolution lower than your window resolution, FidelityFX will handle the upscale. FidelityFX can cause visual artifacts. @@ -1267,173 +1267,173 @@ FidelityFX does not work with stereo 3D output for now. - + Control the sharpening strength applied by FidelityFX Super Resolution. Higher values will give sharper output but may introduce artifacts. - + Changes Texture sampling accuracy. (Small changes have a big effect.) Avoid using values outside the range of -12 to +12 if you're unsure. -3 to +3 is plenty for most usecases - + Sets the maximum amount of blocks that the log can display. This usually equals the number of lines. Set 0 in order to remove the limit. - + Sets the maximum amount of blocks that the TTY can display. This usually equals the number of lines. Set 0 in order to remove the limit. - + Changes the overall look of RPCS3. Choose a stylesheet and click Apply to change between styles. - + Shows the initial welcome screen upon starting RPCS3. - + Shows a confirmation dialog when the game window is being closed. - + Shows a confirmation dialog when a game was booted while another game is running. - + Shows a dialog when packages were installed successfully. - + Shows a dialog when firmware was installed successfully. - + Shows a dialog when obsolete settings were found. - + Shows a dialog in the game pad configuration when the same button was assigned twice. - + Shows a dialog when RPCS3 is ready to restart after an update. - + Checks if an update is available on startup and asks if you want to update. If "Automatic" is selected, the update will run automatically without user confirmation. If "Background" is selected, the check is done silently in the background and a new download option is shown in the top right corner of the menu if a new version was found. - + Enables use of Discord Rich Presence to show what game you are playing on Discord. Requires a restart of RPCS3 to completely close the connection. - + Tell your friends what you are doing. - + Prioritize custom user interface colors over properties set in stylesheet. - + This is the ID used for hardware statistics. It should only be reset if you change your hardware configuration or if you copied RPCS3 to another PC. - + Single-threaded: All pad handlers run on the same thread sequentially. Multi-threaded: Each pad handler has its own thread. Only use multi-threaded if you can spare the extra threads. - + Shows all configured pads as always connected ingame even if they are physically disconnected. - + Some games support native keyboard input. Basic will work in these cases. - + Some games support native mouse input. Basic will work in these cases. - + Currently only used for cellMusic emulation. Select Qt to use the default output device of your operating system. This may not be able to play all audio formats. - + Select Qt Camera to use the default camera device of your operating system. - + Depending on the game, you may need to select a specific camera type. - + Flips the camera image either horizontally, vertically, or on both axis. - + Select the camera that you want to use during gameplay. - + PlayStation Move support. Fake: Experimental! This maps Move controls to DS3 controller mappings. Mouse: Emulate PSMove with Mouse handler. - + Buzz! support. Select 1 or 2 controllers if the game requires Buzz! controllers and you don't have real controllers. Select Null if the game has support for DualShock or if you have real Buzz! controllers. - + DJ Hero Turntable controller support. Select 1 or 2 controllers if the game requires DJ Hero Turntable controllers and you don't have real turntable controllers. Select Null if the game has support for DualShock or if you have real turntable controllers. @@ -1441,7 +1441,7 @@ A real turntable controller can be used at the same time as an emulated turntabl - + Guitar Hero Live (GHL) Guitar controller support. Select 1 or 2 controllers if the game requires GHL Guitar controllers and you don't have real guitar controllers. Select Null if the game has support for DualShock or if you have real guitar controllers. @@ -1449,90 +1449,90 @@ A real guitar controller can be used at the same time as an emulated guitar cont - + Allows pad and keyboard input while the game window is unfocused. - + Shows the raw position of the PS Move input. This can be very helpful during calibration screens. - + Select up to 3 emulated midi devices and their type. - + If set to Connected, RPCS3 will allow programs to use your internet connection. - + If set to RPCN, RPCS3 will use the RPCN server as PSN connection if the game is supported. If set to Simulated, RPCS3 will try to fake the PSN connection, but any actual attempt at using the PSN functionality may result in errors or crashes. Simulated is only available in custom configurations. - + DNS used to resolve hostnames by applications. - + DNS Swap List. Only available in custom configurations. - + Interface IP Address to bind to. Only available in custom configurations. - + Enable UPNP. This will automatically forward ports bound on 0.0.0.0 if your router has UPNP enabled. - + The console region defines the license area of the PS3. Depending on the license area, some games may not work. - + Some games may fail to boot if the system language is not available in the game itself. Other games will switch language automatically to what is selected here. It is recommended leaving this on a language supported by the game. - + Sets the used keyboard layout. Currently only US, Japanese and German layouts are fully supported at this moment. - + The button used for enter/accept/confirm in system dialogs. Change this to use the Circle button instead, which is the default configuration on Japanese systems and in many Japanese games. In these cases having the cross button assigned can often lead to confusion. - + Required for some Homebrew. If unsure, don't use this option. - + Automatically removes older files from disk cache on boot if it grows larger than the specified value. Games can use the cache folder to temporarily store data outside of system memory. It is not used for long-term storage. @@ -1540,140 +1540,140 @@ This setting is only available in the global configuration. - + Sets the time to be used within the console. This will be applied as an offset that tracks wall clock time. Can be reset to current wallclock time by clicking "Set to Now". - - - This controller is disabled and will appear as disconnected to software. Choose another handler to enable it. - - - This port is currently assigned to a custom controller by the application and can't be changed. + This controller is disabled and will appear as disconnected to software. Choose another handler to enable it. - While it is possible to use a keyboard as a pad in RPCS3, the use of an actual controller is strongly recommended.<br>To bind mouse movement to a button or joystick, click on the desired button to activate it, then click and hold while dragging the mouse to a direction. + This port is currently assigned to a custom controller by the application and can't be changed. - In order to use the DualShock 3 handler, you need to install the official DualShock 3 driver first.<br>See the <a href="https://wiki.rpcs3.net/index.php?title=Help:Controller_Configuration">RPCS3 Wiki</a> for instructions. + While it is possible to use a keyboard as a pad in RPCS3, the use of an actual controller is strongly recommended.<br>To bind mouse movement to a button or joystick, click on the desired button to activate it, then click and hold while dragging the mouse to a direction. - In order to use the DualShock 3 handler, you might need to add udev rules to let RPCS3 access the controller.<br>See the <a href="https://wiki.rpcs3.net/index.php?title=Help:Controller_Configuration">RPCS3 Wiki</a> for instructions. + In order to use the DualShock 3 handler, you need to install the official DualShock 3 driver first.<br>See the <a %0 href="https://wiki.rpcs3.net/index.php?title=Help:Controller_Configuration">RPCS3 Wiki</a> for instructions. - The DualShock 3 handler is recommended for official DualShock 3 controllers. + In order to use the DualShock 3 handler, you might need to add udev rules to let RPCS3 access the controller.<br>See the <a %0 href="https://wiki.rpcs3.net/index.php?title=Help:Controller_Configuration">RPCS3 Wiki</a> for instructions. - If you have any issues with the DualShock 4 handler, it might be caused by third-party tools such as DS4Windows. It's recommended that you disable them while using this handler. + The DualShock 3 handler is recommended for official DualShock 3 controllers. - In order to use the DualShock 4 handler, you might need to add udev rules to let RPCS3 access the controller.<br>See the <a href="https://wiki.rpcs3.net/index.php?title=Help:Controller_Configuration">RPCS3 Wiki</a> for instructions. + If you have any issues with the DualShock 4 handler, it might be caused by third-party tools such as DS4Windows. It's recommended that you disable them while using this handler. - The DualShock 4 handler is recommended for official DualShock 4 controllers. + In order to use the DualShock 4 handler, you might need to add udev rules to let RPCS3 access the controller.<br>See the <a %0 href="https://wiki.rpcs3.net/index.php?title=Help:Controller_Configuration">RPCS3 Wiki</a> for instructions. - - - The DualSense handler is recommended for official DualSense controllers. + The DualShock 4 handler is recommended for official DualShock 4 controllers. + + - The XInput handler will work with Xbox controllers and many third-party PC-compatible controllers. Pressure sensitive buttons from SCP are supported when SCP's XInput1_3.dll is placed in the main RPCS3 directory. For more details, see the <a href="https://wiki.rpcs3.net/index.php?title=Help:Controller_Configuration">RPCS3 Wiki</a>. + The DualSense handler is recommended for official DualSense controllers. - The evdev handler should work with any controller that has linux support.<br>If your joystick is not being centered properly, read the <a href="https://wiki.rpcs3.net/index.php?title=Help:Controller_Configuration">RPCS3 Wiki</a> for instructions. + The XInput handler will work with Xbox controllers and many third-party PC-compatible controllers. Pressure sensitive buttons from SCP are supported when SCP's XInput1_3.dll is placed in the main RPCS3 directory. For more details, see the <a %0 href="https://wiki.rpcs3.net/index.php?title=Help:Controller_Configuration">RPCS3 Wiki</a>. - The MMJoystick handler should work with almost any controller recognized by Windows. However, it is recommended that you use the more specific handlers if you have a controller that supports them. + The evdev handler should work with any controller that has linux support.<br>If your joystick is not being centered properly, read the <a %0 href="https://wiki.rpcs3.net/index.php?title=Help:Controller_Configuration">RPCS3 Wiki</a> for instructions. - The SDL handler supports a variety of controllers across different platforms. + The MMJoystick handler should work with almost any controller recognized by Windows. However, it is recommended that you use the more specific handlers if you have a controller that supports them. - - Controls the intensity of pressure sensitive buttons while this special button is pressed.<br>Use the percentage to change how hard you want to press a button. + + The SDL handler supports a variety of controllers across different platforms. - The actual DualShock 3's stick range is not circular but formed like a rounded square (or squircle) which represents the maximum range of the emulated sticks. You can use the squircle values to modify the stick input if your sticks can't reach the corners of that range. A value of 0 does not apply any so called squircling. A value of 8000 is usually recommended. + Controls the intensity of pressure sensitive buttons while this special button is pressed.<br>Enable "Toggle" if you want to toggle the intensity on button press instead.<br>Use the percentage to change how hard you want to press a button. - The stick multipliers can be used to change the sensitivity of your stick movements.<br>The default setting is 1 and represents normal input. + The actual DualShock 3's stick range is not circular but formed like a rounded square (or squircle) which represents the maximum range of the emulated sticks. You can use the squircle values to modify the stick input if your sticks can't reach the corners of that range. A value of 0 does not apply any so called squircling. A value of 8000 is usually recommended. - A stick's deadzone determines how far the stick has to be moved until it is fully recognized by the game. The resulting range will be projected onto the full input range in order to give you a smooth experience. Movement inside the deadzone is actually simulated as a real DualShock 3's deadzone of ~13%, so don't worry if there is still movement shown in the emulated stick preview. + The stick multipliers can be used to change the sensitivity of your stick movements.<br>The default setting is 1 and represents normal input. - The PS3 activates two motors (large and small) to handle controller vibrations.<br>You can enable, disable or even switch these signals for the currently selected pad here. + A stick's deadzone determines how far the stick has to be moved until it is fully recognized by the game. The resulting range will be projected onto the full input range in order to give you a smooth experience. Movement inside the deadzone is actually simulated as a real DualShock 3's deadzone of ~13%, so don't worry if there is still movement shown in the emulated stick preview. - Use this to configure the gamepad motion controls. + The PS3 activates two motors (large and small) to handle controller vibrations.<br>You can enable, disable or even switch these signals for the currently selected pad here. - The emulated stick values (red dots) in the stick preview represent the actual stick positions as they will be visible to the game. The actual DualShock 3's stick range is not circular but formed like a rounded square (or squircle) which represents the maximum range of the emulated sticks. The blue regular dots represent the raw stick values (including stick multipliers) before they are converted for ingame usage. + Use this to configure the gamepad motion controls. - A trigger's deadzone determines how far the trigger has to be moved until it is recognized by the game. The resulting range will be projected onto the full input range in order to give you a smooth experience. + The emulated stick values (red dots) in the stick preview represent the actual stick positions as they will be visible to the game. The actual DualShock 3's stick range is not circular but formed like a rounded square (or squircle) which represents the maximum range of the emulated sticks. The blue regular dots represent the raw stick values (including stick multipliers) before they are converted for ingame usage. - With keyboards, you are inevitably restricted to 8 stick directions (4 straight + 4 diagonal). Furthermore, the stick will jump to the maximum value of the chosen direction immediately when a key is pressed. The stick interpolation can be used to work-around both of these issues by smoothening out these directional changes. The lower the value, the longer you have to press or release a key until the maximum amplitude is reached. + A trigger's deadzone determines how far the trigger has to be moved until it is recognized by the game. The resulting range will be projected onto the full input range in order to give you a smooth experience. - The mouse deadzones represent the games' own deadzones on the x and y axes. Games usually enforce their own deadzones to filter out small unwanted stick movements. In consequence, mouse input feels unintuitive since it relies on immediate responsiveness. You can change these values temporarily during gameplay in order to find out the optimal values for your game (Alt+T and Alt+Y for x, Alt+U and Alt+I for y). + With keyboards, you are inevitably restricted to 8 stick directions (4 straight + 4 diagonal). Furthermore, the stick will jump to the maximum value of the chosen direction immediately when a key is pressed. The stick interpolation can be used to work-around both of these issues by smoothening out these directional changes. The lower the value, the longer you have to press or release a key until the maximum amplitude is reached. - The mouse acceleration can be used to amplify your mouse movements on the x and y axes. Increase these values if your mouse movements feel too slow while playing a game. You can change these values temporarily during gameplay in order to find out the optimal values (Alt+G and Alt+H for x, Alt+J and Alt+K for y). Keep in mind that modern mice usually provide different modes and settings that can be used to change mouse movement speeds as well. + The mouse deadzones represent the games' own deadzones on the x and y axes. Games usually enforce their own deadzones to filter out small unwanted stick movements. In consequence, mouse input feels unintuitive since it relies on immediate responsiveness. You can change these values temporarily during gameplay in order to find out the optimal values for your game (Alt+T and Alt+Y for x, Alt+U and Alt+I for y). + The mouse acceleration can be used to amplify your mouse movements on the x and y axes. Increase these values if your mouse movements feel too slow while playing a game. You can change these values temporarily during gameplay in order to find out the optimal values (Alt+G and Alt+H for x, Alt+J and Alt+K for y). Keep in mind that modern mice usually provide different modes and settings that can be used to change mouse movement speeds as well. + + + + The mouse movement mode determines how the mouse movement is translated to pad input.<br>Use the relative mode for traditional mouse movement.<br>Use the absolute mode to use the mouse's distance to the center of the screen as input value. @@ -1691,22 +1691,17 @@ Can be reset to current wallclock time by clicking "Set to Now". - - <html><head/><body><p>RPCS3 is an open-source Sony PlayStation 3 emulator and debugger.<br/>It is written in C++ for Windows, Linux, FreeBSD and MacOS funded with <a href="https://www.patreon.com/Nekotekina"><span style=" text-decoration: underline; color:#0000ff;">Patreon</span></a>.<br/>Our developers and contributors are always working hard to ensure this project is the best that it can be.<br/>There are still plenty of implementations to make and optimizations to do.</p></body></html> - - - - + <p><b>Developers:</b><br><br>¬DH<br>¬AlexAltea<br>¬Hykem<br>¬Oil<br>Nekotekina<br>¬Bigpet<br>¬gopalsr83<br>¬tambry<br>¬vlj<br>kd-11<br>¬jarveson<br>¬raven02<br>AniLeo<br>cornytrace<br>ssshadow<br>¬Numan<br>hcorion<br>Megamouse<br>¬flash-fire<br>DAGINATSUKO<br>GalCiv<br>eladash</p> - + <p><b>Contributors:</b><br><br>BlackDaemon<br>elisha464<br>Aishou<br>krofna<br>xsacha<br>danilaml<br>unknownbrackets<br>Zangetsu38<br>lioncash<br>achurch<br>darkf<br>Syphurith<br>Blaypeg<br>Survanium90<br>georgemoralis<br>ikki84<br>scribam<br>TGE<br>velocity<br>Farseer<br>Dangles<br>ruipin<br>jbeich<br>CookiePLMonster<br>Whatcookie<br>rajkosto<br>Admiral Thrawn</p> - + <p><b>Supporters:</b><br><br>Howard Garrison<br>EXPotemkin<br>Marko V.<br>danhp<br>Jake (5315825)<br>Ian Reid<br>Tad Sherlock<br>Tyler Friesen<br>Folzar<br>Payton Williams<br>RedPill Australia<br>yanghong<br>Mohammed El-Serougi<br>Дима ~Ximer13~ Кулин<br>James Reed<br>BaroqueSonata<br>Bonzay0<br>Henrijs Kons<br>eoiz<br>Lena Stöffler<br>Michael Holder<br>Max Bosse<br>Tyler Whisinnand<br>Gato Harvey<br>cain4355<br>Thomas Peltier<br>Loli Co.<br>MapleLoonie<br>Travis McEwen<br>Scott Singratsomboune<br>T.E<br>Lukas Rieger<br>Dane Madsen<br>JMS<br>Jonatan R<br>Luke Johnson<br>Thomas Zaorski<br>MyOwnFan<br>Alexandros Mandravillis<br>Socker Bopper<br>Faris Leonhart<br>Fabien Net<br>Raves<br>Barrowsx<br>kilsuton<br>Max Mason<br>Ethan Condon<br>jfidone<br>iaDRM<br>Kazer2.0<br>Bryce Quintin<br>Yuri Kunde Schlesner<br>Abdulla Altayer<br>Nicolas Jallamion<br>Vorvek<br>Ian Faddis<br>Leon<br>Mohammad Taleb<br>Jokez<br>crashX<br>Raveskirza<br>Grant Deacon<br>michael<br>David Zech<br>Ben Manoochehri<br>Adnan Kovacevic<br>Mighty J<br>Sam Shan Jiang<br>TheAnig<br>Rodney Coleman<br>FiniteAce<br>Kian Soon Alex Chiam<br>yukkuri<br>Justin Chadwick<br>toxic Itzi<br>Templerror<br>Myles Wesley Carlson<br>Max Bosse<br>Ethan Clark<br>LupineDream<br>CheatCodesOfLife<br>Jan Zykmund<br>Francesco Cinquemani<br>Andylg<br>Julia H de Camargos<br>Suvodip Mitra<br>Goh<br>Dmitry<br>Steel Brain<br>VarieZ<br>William Swango<br>Matthew Messersmith<br>Duane Locsin<br>Shuddertrix<br>Loweys Litsman<br>Shuddertrix<br>Mason Ferrie<br>Richard Kaplan<br>Hugues Valois<br>richard(lath..ch@)<br>Johnathan (Virtuous John)<br>eoiz<br>Dany Huguenin<br>doobieashtray<br>dean(mag..94@)<br>Pommier Jean-Philippe<br>Douglas Alan Albino<br>Ryan Mull<br>Thor-Erling Engen<br>Nick Carpenter<br>curryking3<br>Jared Tracton<br>alex(koo..oh@)<br>Jason O'Brien<br>Skeletal Charizard<br>Ace00<br>Brandon Corujo<br>HyperBitHero<br>佳文 李<br>sorryboi <br>Johnson Bui <br>itachi1986 @@ -1754,35 +1749,47 @@ Can be reset to current wallclock time by clicking "Set to Now". - + GitHub - + Website - + Forum - + Patreon - + Close - + RPCS3 Version: %1 + + + + <p style="white-space: nowrap;"> + RPCS3 is an open-source Sony PlayStation 3 emulator and debugger.<br> + It is written in C++ for Windows, Linux, FreeBSD and MacOS funded with <a %0 href="https://www.patreon.com/Nekotekina">Patreon</a>.<br> + Our developers and contributors are always working hard to ensure this project is the best that it can be.<br> + There are still plenty of implementations to make and optimizations to do. + </p> + + + auto_pause_settings_dialog @@ -2113,57 +2120,59 @@ Some settings seem to deviate from the default config: - - + + Go To Address - + Go To PC - + Step - + Step Over - + Breakpoint Settings - + Pause All Threads On Hit - + When set: a breakpoint hit will pause the emulation instead of the current thread. Applies on all breakpoints in all threads regardless if set before or after changing this setting. - - + + OK - + Debugger Guide & Shortcuts - + Keys Ctrl+G: Go to typed address. Keys Ctrl+B: Open breakpoints settings. +Keys Ctrl+C: Copy instruction contents. +Keys Ctrl+F: Find thread. Keys Alt+S: Capture SPU images of selected SPU or generalized form when used from PPU. Keys Alt+R: Load last saved SPU state capture. Key D: SPU MFC commands logger, MFC debug setting must be enabled. @@ -2185,23 +2194,23 @@ Double-click: Set breakpoints. - + Max MFC cmds logged - - + + Decimal only, max allowed is %0. - + Max PPU calls logged - + Cancel @@ -2214,7 +2223,7 @@ Double-click: Set breakpoints. - + RSX Command Detail @@ -4688,7 +4697,7 @@ Notes: <p style="white-space: nowrap;"> Please understand that this build is not an official RPCS3 release.<br> This build contains changes that may break games, or even <b>damage</b> your data.<br> - We recommend to download and use the official build from the <a href='https://rpcs3.net/download'>RPCS3 website</a>.<br><br> + We recommend to download and use the official build from the <a %0 href='https://rpcs3.net/download'>RPCS3 website</a>.<br><br> Build origin: %1<br> Do you wish to use this build anyway? </p> @@ -4712,32 +4721,32 @@ Please increase the limit before running RPCS3. gui_settings - + Don't show again - + Close Running Game? - + Performing this action will close the current game.<br>Do you really want to continue?<br><br>Any unsaved progress will be lost!<br> - + Booting another game will close the current game.<br>Do you really want to boot another game?<br><br>Any unsaved progress will be lost!<br> - + Exit RPCS3? - + A game is currently running. Do you really want to close RPCS3?<br><br>Any unsaved progress will be lost!<br> @@ -5100,22 +5109,22 @@ File was too small. - + SPURS %1 - + IO-EA Table - + Zcull Bindings - + Display Buffers @@ -6676,8 +6685,8 @@ If you have not installed [%0], go to [Remote Play] on the PS Vita system and st - - + + Pause @@ -6996,63 +7005,63 @@ If you have not installed [%0], go to [Remote Play] on the PS Vita system and st - - - + + + Restart - + HDD Games - + Disc Games - + PS1 Games - + PS2 Games - + PSP Games - + Home - + Audio/Video - + Game Data - + Unknown @@ -7123,7 +7132,7 @@ If you have not installed [%0], go to [Remote Play] on the PS Vita system and st - + Other @@ -7334,20 +7343,20 @@ If you have not installed [%0], go to [Remote Play] on the PS Vita system and st - - - - - + + + + + Play %0 - - - - + + + + Play @@ -7374,7 +7383,7 @@ If you have not installed [%0], go to [Remote Play] on the PS Vita system and st Commercial games require the firmware (PS3UPDAT.PUP file) to be installed. -<br>For information about how to obtain the required firmware read the <a href="https://rpcs3.net/quickstart">quickstart guide</a>. +<br>For information about how to obtain the required firmware read the <a %0 href="https://rpcs3.net/quickstart">quickstart guide</a>. @@ -7439,7 +7448,7 @@ If you have not installed [%0], go to [Remote Play] on the PS Vita system and st - <br /><br />For information on setting up the emulator and dumping your PS3 games, read the <a href="https://rpcs3.net/quickstart">quickstart guide</a>. + <br /><br />For information on setting up the emulator and dumping your PS3 games, read the <a %0 href="https://rpcs3.net/quickstart">quickstart guide</a>. @@ -7494,22 +7503,22 @@ If you have not installed [%0], go to [Remote Play] on the PS Vita system and st - + Select packages and/or rap files to install - + All relevant (*.pkg *.PKG *.rap *.RAP *.edat *.EDAT);;Package files (*.pkg *.PKG);;Rap files (*.rap *.RAP);;Edat files (*.edat *.EDAT);;All files (*.*) - + Invalid package! - + The selected package is invalid! Path: @@ -7517,42 +7526,42 @@ Path: - + DLC Block for package type (DLC) - + Update Block for package type (Update) - + %0 Block for package type - + %0 Block for Title ID - + Version %0 Block for Version - + Changelog: @@ -7561,81 +7570,81 @@ Changelog: - + PKG Decrypter / Installer - + Do you want to install this package? %0 - + RPCS3 Package Installer - + Installing package, please wait... - - - + + + Cancel - + v.%0 Package version for install progress dialog - + Installing package (%0/%1), please wait... %2 - - - + + + Success! - + Successfully installed software from package(s)! - + Add desktop shortcut(s) - + Add Start menu shortcut(s) - + Add dock shortcut(s) - + Add launcher shortcut(s) - + Successfully installed software from package(s)! Would you like to install shortcuts to the installed software? (%1 new software detected) @@ -7643,23 +7652,23 @@ Would you like to install shortcuts to the installed software? (%1 new software - + Warning! - + The following package cannot be installed on top of the current data: %1! - + Failure! - + Failed to install software from package: %1! This is very likely caused by external interference from a faulty anti-virus software. @@ -7667,294 +7676,290 @@ Please add RPCS3 to your anti-virus' whitelist or use better anti-virus sof - + Select MSELF To extract - + All mself files (*.mself *.MSELF);;All files (*.*) - - - + + + Extraction Directory - + Select PS3UPDAT.PUP To Install - - + + PS3 update file (PS3UPDAT.PUP);;All pup files (*.pup *.PUP);;All files (*.*) - - - + + + RPCS3 Firmware Installer - + Install firmware: %1? - + Select PS3UPDAT.PUP To extract - + Select TAR To extract - + All tar files (*.tar *.TAR *.tar.aa.* *.TAR.AA.*);;All files (*.*) - + TAR Extraction - + Extracting encrypted TARs Please wait... - + The following TAR file(s) could not be extracted: - + Tar extraction failed - + Firmware Installation Failed - + Firmware installation failed: The provided path is empty. - + Firmware installation failed: The selected firmware file couldn't be opened. - + Firmware installation failed: The provided file is empty. - + Firmware installation failed: The provided file is not a PUP file. - + Firmware installation failed: The provided file is incomplete. Try redownloading it. - + Firmware installation failed: The provided file is corrupted. - - - + + + Firmware installation failed: The provided file's contents are corrupted. - + Firmware extraction failed: VFS mounting failed. - + Firmware installation failed: Firmware contents could not be extracted. - + Old firmware detected. The newest firmware version is %1 and you are trying to install version %2 Continue installation? - + Firmware of version %1 has already been installed. Overwrite current installation with version %2? - + Installing firmware version %1 Please wait... - + Firmware installation failed: Firmware could not be decompressed - + The firmware contents could not be extracted. This is very likely caused by external interference from a faulty anti-virus software. Please add RPCS3 to your anti-virus' whitelist or use better anti-virus software. - + Successfully installed PS3 firmware and LLE Modules! - + Select binary files - + All Binaries (*.bin *.BIN *.self *.SELF *.sprx *.SPRX *.sdat *.SDAT *.edat *.EDAT);;BIN files (*.bin *.BIN);;SELF files (*.self *.SELF);;SPRX files (*.sprx *.SPRX);;SDAT/EDAT files (*.sdat *.SDAT *.edat *.EDAT);;All files (*.*) - + Hint: KLIC (KLicense key) is a 16-byte long string. (32 hexadecimal characters) And is logged with some sceNpDrm* functions when the game/application which owns "%0" is running. - + Enter KLIC of %0 - + Decryption failed with provided KLIC. %0 - + Hexadecimal only. - - - - - + + + + + Restart %0 - - + + Pause %0 - - + + Stop %0 - - + + &Pause - - - + Resume %0 - - - + &Resume - - + + &Play - - - + + + Ctrl+%1 - + Select a folder containing one or more games - + Select Disc Game Folder - + Failed to insert disc - + Make sure that the emulation is running and that the selected path belongs to a valid disc game. - + Select rpcs3.log or config.yml - + Log or Config files (*.log *.txt *.yml);;Log files (*.log);;Config Files (*.yml);;Text Files (*.txt);;All files (*.*) - + Weird file! - + This file seems to have an unexpected type: %0 @@ -7962,58 +7967,58 @@ Check anyway? - + Failed to open file - + The file could not be opened: %0 - + Auto-updater - + The auto-updater isn't available for your OS currently. - + Cache Cleared - + Disk cache was cleared successfully - + Error - + Could not remove disk cache - + Confirm Removal - + Remove firmware cache? - + PARAM.SFO Information @@ -8403,7 +8408,7 @@ Tip: SPU floats are commented along forming instructions. - + Up @@ -8416,11 +8421,11 @@ Tip: SPU floats are commented along forming instructions. - - - - - + + + + + Left @@ -8433,11 +8438,11 @@ Tip: SPU floats are commented along forming instructions. - - - - - + + + + + Right @@ -8450,7 +8455,7 @@ Tip: SPU floats are commented along forming instructions. - + Down @@ -8480,265 +8485,270 @@ Tip: SPU floats are commented along forming instructions. - + + Toggle + + + + Trigger Thresholds - + Enable Vibration - + Large - + Small - + Switch - + Stick Preview - + Show Emulated Values - + Mouse Acceleration - - + + x - - + + y - + Mouse Deadzone - + Mouse Movement Mode - + L1 - + Q - + L2 - + R - + Select - + Space - + Start - + Enter - + PS Button - + Backspace - + R1 - + E - + R2 - + T - + L3 - + F - + R3 - + G - + Device Class - + Battery status and LED - + LED Settings - + Description - + Face Buttons - + Triangle - + V - + Square - + Z - + Circle - + C - + Cross - + X - + Right Stick - + PgUp - + Home - + End - + PgDown - - + + Stick Multipliers - + Squircle Values - + Analog Stick Deadzones - + Stick Interpolation @@ -8809,163 +8819,163 @@ Tip: SPU floats are commented along forming instructions. - + [ Waiting %1 ] - + Custom Controller - + No Device Detected - + PS3 Controller PlayStation 3 Controller - + Dance Dance Revolution Dance Dance Revolution Mat - + DJ Hero Turntable DJ Hero Turntable - + Rock Band Harmonix Rock Band Drum Kit - + Rock Band Pro Harmonix Rock Band Pro-Drum Kit - + Rock Band Harmonix Rock Band Guitar - + Guitar Hero RedOctane Guitar Hero Drum Kit - + Guitar Hero RedOctane Guitar Hero Guitar - + Rock Revolution Rock Revolution Drum Controller - + Choose a unique name - + Profile Name: - - - + + + Error - + Name cannot be empty - + Must choose a name without '.' - + Please choose a non-existing name - + Reserved - + Warning! - + The %0 button <b>%1</b> of <b>Player %2</b> was assigned at least twice.<br>Please consider adjusting the configuration.<br><br>Continue anyway?<br> - + Null - + Keyboard - + DualShock 3 - + DualShock 4 - + DualSense - + XInput - + MMJoystick - + SDL - + Evdev @@ -9551,29 +9561,29 @@ Reorder and/or exclude them if needed, then click "Install" to proceed register_editor_dialog - + Error parsing register value! - - + + Lose reservation on OK - - + + Reservation is inactive - + Error - + This value could not be converted. No changes were made. @@ -12069,7 +12079,7 @@ Please contact a developer. - + Progress: %1% (%2/%3) @@ -12243,98 +12253,98 @@ Please contact a developer. - - + + &Open Trophy Directory - + &Copy Info - + &Copy Name + Description - - + + &Copy Name - + &Copy Description - + Loading trophies - + Loading trophy data, please wait... - + Cancel - + %0% (%1/%2) - + No - + Yes - + Bronze Trophy type - + Silver Trophy type - + Gold Trophy type - + Platinum Trophy type - + Unknown - + Earned - + Not Earned @@ -12729,33 +12739,47 @@ Stop the emulator now? - - <html><head/><body><p>RPCS3 is an open-source Sony PlayStation 3 emulator and debugger.<br/>It is written in C++ for Windows, Linux, FreeBSD and MacOS funded with <a href="https://www.patreon.com/Nekotekina"><span style=" text-decoration: underline; color:#0000ff;">Patreon</span></a>.<br/>Our developers and contributors are always working hard to ensure this project is the best that it can be.<br/>There are still plenty of implementations to make and optimizations to do.</p></body></html> + + <html><head/><body><p><br/><span style=" font-weight:600; color:#ff0000;">RPCS3 does not condone piracy. You must dump your own games.</span><br/></p></body></html> - - <html><head/><body><p>To get started, you must first install the <span style=" font-weight:600;">PlayStation 3 firmware</span>.<br/>Please refer to the <a href="https://rpcs3.net/quickstart"><span style=" text-decoration: underline; color:#0000ff;">Quickstart</span></a> guide found on the official website for further information.<br/>If you have any further questions, please refer to the <a href="https://rpcs3.net/faq"><span style=" text-decoration: underline; color:#0000ff;">FAQ</span></a>.<br/>Otherwise, further discussion and support can be found on the <a href="https://forums.rpcs3.net"><span style=" text-decoration: underline; color:#0000ff;">Forums</span></a> or on our <a href="https://discord.me/RPCS3"><span style=" text-decoration: underline; color:#0000ff;">Discord</span></a> server.</p></body></html> + + Continue - - <html><head/><body><p><br/><span style=" font-weight:600; color:#ff0000;">RPCS3 does not condone piracy. You must dump your own games.</span><br/></p></body></html> + + I have read the Quickstart guide - - Continue + + Do not show again - - I have read the Quickstart guide + + + <p style="white-space: nowrap;"> + RPCS3 is an open-source Sony PlayStation 3 emulator and debugger.<br> + It is written in C++ for Windows, Linux, FreeBSD and MacOS funded with <a %0 href="https://www.patreon.com/Nekotekina">Patreon</a>.<br> + Our developers and contributors are always working hard to ensure this project is the best that it can be.<br> + There are still plenty of implementations to make and optimizations to do. + </p> + - - Do not show again + + + <p style="white-space: nowrap;"> + To get started, you must first install the <span style="font-weight:600;">PlayStation 3 firmware</span>.<br> + Please refer to the <a %0 href="https://rpcs3.net/quickstart">Quickstart</a> guide found on the official website for further information.<br> + If you have any further questions, please refer to the <a %0 href="https://rpcs3.net/faq">FAQ</a>.<br> + Otherwise, further discussion and support can be found on the <a %0 href="https://forums.rpcs3.net">Forums</a> or on our <a %0 href="https://discord.me/RPCS3">Discord</a> server. + </p> +