26 Commits
Author SHA1 Message Date
Blackbird88 f13d7ad2dc Cheats: Tokyo Xtreme Racer 1 (USA) - Widescreen cheat 2024-05-11 17:06:31 +02:00
github-actions[bot] 90b06a688b Fetch translations & Recreate libretro_core_options_intl.h 2024-05-10 22:19:57 +00:00
Blackbird 1b6b61d253 Cheats: Tokyo Xtreme Racer 2 fix
Fixes broken cheat
2024-05-10 11:40:58 +02:00
Flyinghead 24954ec599 work around mingw-w64 init crash
commit https://sourceforge.net/p/mingw-w64/mingw-w64/ci/7b33798917a50cf023f1622eee8eba6d7874b796/
introduces a static initialization order fiasco if a static object is
calling clock_gettime() in its constructor.
2024-05-09 10:19:33 +02:00
Flyinghead c386f64faa macos: bump minimum macOS version to 10.11 to avoid build error 2024-05-05 16:06:57 +02:00
Edward Li 17db07703e Use Xcode 15.3 2024-05-04 20:53:24 +02:00
Flyinghead 75f64efe93 fix buymeacoffee 'username' 2024-05-04 20:35:11 +02:00
Flyinghead ab8b4f0e54 buymeacoffee funding
stricter deserialize verify for broadcast/cable/region
2024-05-04 20:33:37 +02:00
github-actions[bot] 0517a4600c Fetch translations & Recreate libretro_core_options_intl.h 2024-05-03 22:19:41 +00:00
github-actions[bot] 8e96590065 Fetch translations & Recreate libretro_core_options_intl.h 2024-04-26 22:20:05 +00:00
Flyinghead d46b181084 ui: fix cosmetic issues
Limit Filter fields width to what's available. Issue #1488
Avoid bouncing loop when scrollbar appearance and responsive boxart size
work against each other. Issue #1489
2024-04-25 12:57:34 +02:00
github-actions[bot] 3c38fc1f16 Fetch translations & Recreate libretro_core_options_intl.h 2024-04-19 22:19:34 +00:00
Díaz Urbaneja Víctor Diego Alejandro (Sodomon) 47b6a90bec Update README.md
edited build instructions
2024-04-18 09:10:50 +02:00
github-actions[bot] 7438094d7c Fetch translations & Recreate libretro_core_options_intl.h 2024-04-12 22:19:05 +00:00
C.W. Betts 8f486e71cb Update types.h
Use angle brackets for including pthread.h
2024-04-12 09:24:10 +02:00
github-actions[bot] 9d6eab74e1 Fetch translations & Recreate libretro_core_options_intl.h 2024-04-05 22:20:01 +00:00
scribam a0c81d2f2a deps: update sdl to version 2.30.2 2024-04-03 10:50:17 +02:00
flyinghead d6efbc513c win: fix dump textures and box art saves when path contains non-ascii
Texture dumping and local boxart scraper were failing on windows if
image path contains non-ascii chars. nonwide::fopen must be used.
2024-04-03 10:49:40 +02:00
github-actions[bot] ed78eb4d50 Fetch translations & Recreate libretro_core_options_intl.h 2024-03-29 22:19:29 +00:00
Flyinghead 236b747db8 gl: fix GLES2 build
Issue #1470
2024-03-28 17:48:39 +01:00
Flyinghead c9fafa0ed1 widescreen cheats for Surf Rocket Racers (US) and Love & Berry 1 and 3
Courtesy of Goddamn Superhero
2024-03-26 18:43:38 +01:00
Flyinghead 4bd8866164 libretro: don't load overridden settings from frontend
Fixes game specific overrides being ignored.
2024-03-26 18:40:48 +01:00
Flyinghead f346bcd68b elf: only load PT_LOAD sections 2024-03-24 10:16:02 +01:00
github-actions[bot] 187991d71f Fetch translations & Recreate libretro_core_options_intl.h 2024-03-22 22:19:19 +00:00
Alexandre Bouvier 40cdef6c1c cmake: allow system glslang library 2024-03-19 14:16:10 +01:00
Flyinghead c7ee42f0ba ios: don't use glad
Fixes crash at start up on iOS.
Issue #1461
2024-03-17 17:54:37 +01:00
21 changed files with 596 additions and 263 deletions

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+1
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@@ -1 +1,2 @@
buy_me_a_coffee: hhwtpernwq
custom: ['https://www.paypal.com/paypalme/FlycastEmu']
+1
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@@ -29,6 +29,7 @@ jobs:
steps:
- name: Set up build environment (macOS)
run: |
sudo xcode-select -switch /Applications/Xcode_15.3.app
# Unlink and re-link to prevent errors when github mac runner images install python outside of brew. See https://github.com/actions/setup-python/issues/577
brew list -1 | grep python | while read formula; do brew unlink $formula; brew link --overwrite $formula; done
brew update || :
+17 -9
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@@ -18,7 +18,7 @@ if(APPLE)
set(CMAKE_OSX_DEPLOYMENT_TARGET "12.0" CACHE STRING "Minimum tvOS deployment version")
set(CMAKE_OSX_ARCHITECTURES "arm64" CACHE STRING "")
else()
set(CMAKE_OSX_DEPLOYMENT_TARGET "10.9" CACHE STRING "Minimum macOS deployment version")
set(CMAKE_OSX_DEPLOYMENT_TARGET "10.11" CACHE STRING "Minimum macOS deployment version")
set(CMAKE_OSX_ARCHITECTURES "x86_64;arm64" CACHE STRING "")
endif()
endif()
@@ -55,6 +55,7 @@ option(ENABLE_LOG "Enable full logging" OFF)
option(ASAN "Enable address sanitizer" OFF)
option(USE_GLES "Use GLES[3] API" OFF)
option(USE_GLES2 "Use GLES2 API" OFF)
option(USE_HOST_GLSLANG "Use host glslang" OFF)
option(USE_HOST_LIBZIP "Use host libzip" ON)
option(USE_HOST_SDL "Use host SDL library" ${USE_HOST_SDL_DEFAULT})
option(USE_OPENMP "Use OpenMP if available" ON)
@@ -383,14 +384,20 @@ add_subdirectory(core/deps/glm)
target_link_libraries(${PROJECT_NAME} PRIVATE glm::glm)
if(USE_VULKAN)
option(BUILD_EXTERNAL "Build external dependencies in /External" OFF)
option(SKIP_GLSLANG_INSTALL "Skip installation" ON)
option(ENABLE_SPVREMAPPER "Enables building of SPVRemapper" OFF)
option(ENABLE_GLSLANG_BINARIES "Builds glslang and spirv-remap" OFF)
option(ENABLE_HLSL "Enables HLSL input support" OFF)
option(ENABLE_PCH "Enables Precompiled header" OFF)
add_subdirectory(core/deps/glslang EXCLUDE_FROM_ALL)
target_link_libraries(${PROJECT_NAME} PRIVATE glslang-default-resource-limits SPIRV)
if(USE_HOST_GLSLANG)
find_package(glslang REQUIRED)
else()
option(BUILD_EXTERNAL "Build external dependencies in /External" OFF)
option(SKIP_GLSLANG_INSTALL "Skip installation" ON)
option(ENABLE_SPVREMAPPER "Enables building of SPVRemapper" OFF)
option(ENABLE_GLSLANG_BINARIES "Builds glslang and spirv-remap" OFF)
option(ENABLE_HLSL "Enables HLSL input support" OFF)
option(ENABLE_PCH "Enables Precompiled header" OFF)
add_subdirectory(core/deps/glslang EXCLUDE_FROM_ALL)
add_library(glslang::glslang-default-resource-limits ALIAS glslang-default-resource-limits)
add_library(glslang::SPIRV ALIAS SPIRV)
endif()
target_link_libraries(${PROJECT_NAME} PRIVATE glslang::glslang-default-resource-limits glslang::SPIRV)
endif()
if(NOT LIBRETRO)
@@ -1710,6 +1717,7 @@ if(NOT LIBRETRO)
elseif(WIN32)
if(NOT BUILD_TESTING)
target_sources(${PROJECT_NAME} PRIVATE
core/windows/clock.c
core/windows/rawinput.cpp
core/windows/rawinput.h
core/windows/winmain.cpp)
+7 -11
View File
@@ -47,14 +47,10 @@ Get fresh builds for your system [**on the builds page**](https://flyinghead.git
**New:** Now automated test results are available as well.
### Build instructions:
`git clone https://github.com/flyinghead/flycast.git`
`cd flycast`
`git submodule update --init --recursive`
`mkdir build && cd build`
`cmake ..`
`make`
```
$ git clone --recursive https://github.com/flyinghead/flycast.git`
$ cd flycast
$ mkdir build && cd build
$ cmake ..
$ make
```
+7 -3
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@@ -265,19 +265,21 @@ const WidescreenCheat CheatManager::widescreen_cheats[] =
{ "T40206N", nullptr, { 0x43296C }, { 0x3F400000 } }, // Super Magnetic Neo (US)
{ "T40206D 50", nullptr, { 0x43E34C }, { 0x3F400000 } }, // Super Magnetic Neo (EU)
// { "T7014D 50", nullptr, { 0xE2B234 }, { 0x3F800000 } }, // Super Runabout (PAL) doesn't work?
{ "T40216N", nullptr, { 0x45CE54 }, { 0x3F400000 } }, // Surf Rocket Racers (US)
{ "T17721D 50", nullptr, { 0x45CED4 }, { 0x3F400000 } }, // Surf Rocket Racers (PAL) alt: 021EBF40 3F400000
{ "T17703D 50", nullptr, { 0xCD8950 }, { 0x3F111111 } }, // Suzuki Alstare Extreme Racing
{ "T36807D 05", nullptr, { 0x140F74, 0x140FA4 }, { 0x43FA0000, 0x3F400000 } }, // Sword of Bersek (PAL)
{ "T-36805N", nullptr, { 0x13F1C4, 0x13F194 }, { 0x3F400000, 0x43F00000 } }, // Sword of Bersek (USA)
{ "MK-51186", nullptr, { 0x4A19B0 }, { 0x43700000 } }, // Tennis 2K2 (USA)
{ "T15123N", nullptr, { 0x29B7BC }, { 0x3F400000 } }, // Test Drive Le Mans (USA) doesn't work?
{ "T15123N", nullptr, { 0x29B7BC }, { 0x3F400000 } }, // Test Drive Le Mans (USA)
{ "T20801M", nullptr, { 0x1AAC80, 0x1AACB0 }, { 0x43F00000, 0x3F400000 } }, // Tetris 4D (JP)
{ "MK-5101153", nullptr, { 0x14EFA8, 0x14EFD8 }, { 0x43F00000, 0x3F400000 } }, // Timestalkers (PAL)
{ "T7009D50", nullptr, { 0x39173C }, { 0x3F400000 } }, // Tech Romancer (PAL)
{ "T35402M", nullptr, { 0x315370, 0x3153A0 }, { 0x43F00000, 0x3F400000 } }, // Tokyo Bus Guide (JP) doesn't work?
{ "T40201D 50", nullptr, { 0x1D9F10 }, { 0x3F400000 } }, // Tokyo Highway Challenge (PAL)
{ "T40210D 50", nullptr, { 0x21E4F8 }, { 0x43700000 } }, // Tokyo Highway Challenge 2 (PAL)
{ "xxxxxxxxxx", nullptr, { 0x21DEF8 }, { 0x3F400000 } }, // Tokyo Street Racer 2 (USA)
{ "T40202N", nullptr, { 0x1D9EB0 }, { 0x3F400000 } }, // Tokyo Xtreme Racer (USA)
{ "T40211N", nullptr, { 0x21DEF8 }, { 0x43700000 } }, // Tokyo Xtreme Racer 2 (USA)
// { "T36804D05", nullptr, { 0xB75E28 }, { 0x3EC00000 } }, // Tomb Raider: The Last Revelation (UK) (PAL) clipping, use hex patch instead
// { "T40205N", nullptr, { 0x160D80, 0x160D7C }, { 0xA, 0xA } }, // Tony Hawk's Pro Skater (USA) -> missing character on selection screen
{ "T13008D 05", nullptr, { 0x1D7C20 }, { 0x3FA66666 } }, // Tony Hawk's Pro Skater 2 (PAL)
@@ -299,7 +301,7 @@ const WidescreenCheat CheatManager::widescreen_cheats[] =
// { "T0000", nullptr, { 0x3A514C, 0x3A6170 }, { 0x3F400000, 0x00000356 } }, // Volgarr the Viking. Not working
{ "xxxxxxxxxx", nullptr, { 0x20BB68, 0x1ACBD0, 0x1B9ADC }, // Code 1 reduces clipping. Code 2 fixes the clock.
{ 0x43700000, 0x7C1ACC60, 0x3F400000 } }, // What's Shenmue (JP)
{ "T40504D 50", nullptr, { 0x75281C }, { 0x3F400000 } }, // Wetrix+ (PAL) not working?
{ "T40504D 50", nullptr, { 0x75281C }, { 0x3F400000 } }, // Wetrix+ (PAL)
{ "MK-51152", nullptr, { 0x014E90 }, { 0x43700000 } }, // World Series Baseball 2K2 (USA)
{ "T20401M", nullptr, { 0x323CB0, 0x1ACBD0, 0x1B9ADC }, // Code 1 reduces clipping. Code 2 fixes the HUD.
{ 0x43700000, 0x1ACC60, 0x3F400000 } }, // Zero Gunner 2 (JP)
@@ -349,6 +351,8 @@ const WidescreenCheat CheatManager::naomi_widescreen_cheats[] =
{ "GUN SPIKE", nullptr, { 0xBACD7C }, { 0x440A7C9A } },
{ " JAMBO SAFARI ------------", nullptr, { 0x2B1DE0 }, { 0x3FE38E39 } },
{ "SOUL SURFER IN JAPAN", nullptr, { 0x8962C8 }, { 0x3FE38E39 } },
{ "LOVE AND BERRY 3 EXP VER1.002", nullptr, { 0x3C16E4 }, { 0x3F400000 } }, // loveber3
{ "LOVE AND BERRY USA VER2.000", nullptr, { 0x4E92D0 }, { 0x3F400000 } }, // lovebery
{ nullptr },
};
+7 -2
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@@ -36,6 +36,11 @@ bool reios_loadElf(const std::string& elf) {
bool phys = false;
for (size_t i = 0; i < elf_getNumProgramHeaders(&elfFile); i++)
{
uint32_t type = elf_getProgramHeaderType(&elfFile, i);
if (type != PT_LOAD) {
DEBUG_LOG(REIOS, "Ignoring section %d type %d", (int)i, type);
continue;
}
// Load that section
uint64_t dest;
if (phys)
@@ -47,10 +52,10 @@ bool reios_loadElf(const std::string& elf) {
u8* ptr = GetMemPtr(dest, len);
if (ptr == NULL)
{
WARN_LOG(REIOS, "Invalid load address for section %d: %08lx", i, (long)dest);
WARN_LOG(REIOS, "Invalid load address for section %d: %08lx", (int)i, (long)dest);
continue;
}
DEBUG_LOG(REIOS, "Loading section %d to %08lx - %08lx", i, (long)dest, (long)(dest + len - 1));
DEBUG_LOG(REIOS, "Loading section %d to %08lx - %08lx", (int)i, (long)dest, (long)(dest + len - 1));
memcpy(ptr, src, len);
ptr += len;
memset(ptr, 0, elf_getProgramHeaderMemorySize(&elfFile, i) - len);
+13 -1
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@@ -280,7 +280,19 @@ void CustomTexture::DumpTexture(u32 hash, int w, int h, TextureType textype, voi
}
stbi_flip_vertically_on_write(1);
stbi_write_png(path.str().c_str(), w, h, STBI_rgb_alpha, dst_buffer, 0);
const auto& savefunc = [](void *context, void *data, int size) {
FILE *f = nowide::fopen((const char *)context, "wb");
if (f == nullptr)
{
WARN_LOG(RENDERER, "Dump texture: can't save to file %s: error %d", context, errno);
}
else
{
fwrite(data, 1, size, f);
fclose(f);
}
};
stbi_write_png_to_func(savefunc, (void *)path.str().c_str(), w, h, STBI_rgb_alpha, dst_buffer, 0);
free(dst_buffer);
}
+13 -1
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@@ -144,7 +144,19 @@ void OfflineScraper::scrape(GameBoxart& item)
{
stbi_flip_vertically_on_write(0);
item.setBoxartPath(makeUniqueFilename("gdtex.png"));
stbi_write_png(item.boxartPath.c_str(), w, h, 4, out.data(), 0);
const auto& savefunc = [](void *context, void *data, int size) {
FILE *f = nowide::fopen((const char *)context, "wb");
if (f == nullptr)
{
WARN_LOG(COMMON, "can't create local file %s: error %d", context, errno);
}
else
{
fwrite(data, 1, size, f);
fclose(f);
}
};
stbi_write_png_to_func(savefunc, (void *)item.boxartPath.c_str(), w, h, 4, out.data(), 0);
}
}
}
+6
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@@ -22,6 +22,12 @@
#ifndef GL_PRIMITIVE_RESTART_FIXED_INDEX
#define GL_PRIMITIVE_RESTART_FIXED_INDEX 0x8D69
#endif
#ifndef GL_RGBA8
#define GL_RGBA8 0x8058
#endif
#ifndef GL_R8
#define GL_R8 0x8229
#endif
#define glCheck() do { if (unlikely(config::OpenGlChecks)) { verify(glGetError()==GL_NO_ERROR); } } while(0)
-4
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@@ -374,9 +374,7 @@ GlFramebuffer::GlFramebuffer(int width, int height, bool withDepth, GLuint textu
// Use a renderbuffer and glBlitFramebuffer
glGenRenderbuffers(1, &colorBuffer);
glBindRenderbuffer(GL_RENDERBUFFER, colorBuffer);
#ifdef GL_RGBA8
glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, width, height);
#endif
}
}
makeFramebuffer(withDepth);
@@ -454,9 +452,7 @@ GlFramebuffer::GlFramebuffer(int width, int height, bool withDepth, bool withTex
// Use a renderbuffer and glBlitFramebuffer
glGenRenderbuffers(1, &colorBuffer);
glBindRenderbuffer(GL_RENDERBUFFER, colorBuffer);
#ifdef GL_RGBA8
glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, width, height);
#endif
}
makeFramebuffer(withDepth);
+5 -3
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@@ -2869,7 +2869,8 @@ static void gui_display_content()
static ImGuiTextFilter filter;
#if !defined(__ANDROID__) && !defined(TARGET_IPHONE) && !defined(TARGET_UWP) && !defined(__SWITCH__)
ImGui::SameLine(0, 32 * settings.display.uiScale);
filter.Draw("Filter");
filter.Draw("Filter", ImGui::GetContentRegionAvail().x - ImGui::GetStyle().ItemSpacing.x - 32 * settings.display.uiScale
- ImGui::CalcTextSize("Settings").x - ImGui::GetStyle().FramePadding.x * 2.0f - ImGui::GetStyle().ItemSpacing.x);
#endif
if (gui_state != GuiState::SelectDisk)
{
@@ -2899,8 +2900,9 @@ static void gui_display_content()
// Only if Filter and Settings aren't focused... ImGui::SetNextWindowFocus();
ImGui::BeginChild(ImGui::GetID("library"), ImVec2(0, 0), ImGuiChildFlags_Border, ImGuiWindowFlags_DragScrolling | ImGuiWindowFlags_NavFlattened);
{
const int itemsPerLine = std::max<int>(ImGui::GetContentRegionMax().x / (150 * settings.display.uiScale + ImGui::GetStyle().ItemSpacing.x), 1);
const float responsiveBoxSize = ImGui::GetContentRegionMax().x / itemsPerLine - ImGui::GetStyle().FramePadding.x * 2;
const float totalWidth = ImGui::GetContentRegionMax().x - (!ImGui::GetCurrentWindow()->ScrollbarY ? ImGui::GetStyle().ScrollbarSize : 0);
const int itemsPerLine = std::max<int>(totalWidth / (150 * settings.display.uiScale + ImGui::GetStyle().ItemSpacing.x), 1);
const float responsiveBoxSize = totalWidth / itemsPerLine - ImGui::GetStyle().FramePadding.x * 2;
const ImVec2 responsiveBoxVec2 = ImVec2(responsiveBoxSize, responsiveBoxSize);
if (config::BoxartDisplayMode)
+2 -1
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@@ -22,7 +22,8 @@
#include "vulkan_context.h"
#include <glslang/Public/ResourceLimits.h>
#include <SPIRV/GlslangToSpv.h>
#include <glslang/Public/ShaderLang.h>
#include <glslang/SPIRV/GlslangToSpv.h>
int ShaderCompiler::initCount;
+1 -1
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@@ -20,7 +20,7 @@
*/
#pragma once
#include "vulkan.h"
#include "SPIRV/GlslangToSpv.h"
#include <glslang/SPIRV/GlslangToSpv.h>
#include <glm/glm.hpp>
#include <map>
+3 -3
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@@ -141,11 +141,11 @@ void dc_deserialize(Deserializer& deser)
naomi_Deserialize(deser);
deser >> config::Broadcast.get();
verify(config::Broadcast <= 4);
verify(config::Broadcast >= 0 && config::Broadcast <= 4);
deser >> config::Cable.get();
verify(config::Cable <= 3);
verify(config::Cable >= 0 && config::Cable <= 3);
deser >> config::Region.get();
verify(config::Region <= 3);
verify(config::Region >= 0 && config::Region <= 3);
naomi_cart_deserialize(deser);
gd_hle_state.Deserialize(deser);
+1 -1
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@@ -53,7 +53,7 @@ int darw_printf(const char* Text,...);
#ifndef TARGET_IPHONE
#if defined(__APPLE__) && defined(__MACH__) && HOST_CPU == CPU_ARM64
#define TARGET_ARM_MAC
#include "pthread.h"
#include <pthread.h>
inline static void JITWriteProtect(bool enabled) {
if (__builtin_available(macOS 11.0, *))
pthread_jit_write_protect_np(enabled);
+287
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@@ -0,0 +1,287 @@
// FIXME mingw-w64 commit https://sourceforge.net/p/mingw-w64/mingw-w64/ci/7b33798917a50cf023f1622eee8eba6d7874b796/
// A constructor is now run to determine which win32 api is used for the CLOCK_REALTIME clock.
// But if a static variable calls clock_gettime in its constructor, it may call into a null function pointer.
// This is what happens with the discord-rpc library so until this is fixed, we stick to the working version.
/**
* This file has no copyright assigned and is placed in the Public Domain.
* This file is part of the w64 mingw-runtime package.
* No warranty is given; refer to the file DISCLAIMER.PD within this package.
*/
#ifdef __GNUC__
#include <errno.h>
#include <stdint.h>
#include <time.h>
#include <windows.h>
#ifndef IN_WINPTHREAD
#define IN_WINPTHREAD 1
#endif
#include "pthread.h"
#include "pthread_time.h"
#define POW10_7 10000000
#define POW10_9 1000000000
/* Number of 100ns-seconds between the beginning of the Windows epoch
* (Jan. 1, 1601) and the Unix epoch (Jan. 1, 1970)
*/
#define DELTA_EPOCH_IN_100NS INT64_C(116444736000000000)
static WINPTHREADS_INLINE int lc_set_errno(int result)
{
if (result != 0) {
errno = result;
return -1;
}
return 0;
}
typedef void (WINAPI * GetSystemTimeAsFileTime_t)(LPFILETIME);
static GetSystemTimeAsFileTime_t GetSystemTimeAsFileTime_p /* = 0 */;
static GetSystemTimeAsFileTime_t try_load_GetSystemPreciseTimeAsFileTime(void)
{
/* Use GetSystemTimePreciseAsFileTime() if available (Windows 8 or later) */
HMODULE mod = GetModuleHandle("kernel32.dll");
GetSystemTimeAsFileTime_t get_time = NULL;
if (mod)
get_time = (GetSystemTimeAsFileTime_t)(intptr_t)GetProcAddress(mod,
"GetSystemTimePreciseAsFileTime"); /* <1us precision on Windows 10 */
if (get_time == NULL)
get_time = GetSystemTimeAsFileTime; /* >15ms precision on Windows 10 */
__atomic_store_n(&GetSystemTimeAsFileTime_p, get_time, __ATOMIC_RELAXED);
return get_time;
}
static WINPTHREADS_INLINE GetSystemTimeAsFileTime_t load_GetSystemTimeBestAsFileTime(void)
{
GetSystemTimeAsFileTime_t get_time =
__atomic_load_n(&GetSystemTimeAsFileTime_p, __ATOMIC_RELAXED);
if (get_time == NULL)
get_time = try_load_GetSystemPreciseTimeAsFileTime();
return get_time;
}
/**
* Get the resolution of the specified clock clock_id and
* stores it in the struct timespec pointed to by res.
* @param clock_id The clock_id argument is the identifier of the particular
* clock on which to act. The following clocks are supported:
* <pre>
* CLOCK_REALTIME System-wide real-time clock. Setting this clock
* requires appropriate privileges.
* CLOCK_MONOTONIC Clock that cannot be set and represents monotonic
* time since some unspecified starting point.
* CLOCK_PROCESS_CPUTIME_ID High-resolution per-process timer from the CPU.
* CLOCK_THREAD_CPUTIME_ID Thread-specific CPU-time clock.
* </pre>
* @param res The pointer to a timespec structure to receive the time
* resolution.
* @return If the function succeeds, the return value is 0.
* If the function fails, the return value is -1,
* with errno set to indicate the error.
*/
int clock_getres(clockid_t clock_id, struct timespec *res)
{
clockid_t id = clock_id;
if (id == CLOCK_REALTIME && load_GetSystemTimeBestAsFileTime() == GetSystemTimeAsFileTime)
id = CLOCK_REALTIME_COARSE; /* GetSystemTimePreciseAsFileTime() not available */
switch(id) {
case CLOCK_REALTIME:
case CLOCK_MONOTONIC:
{
LARGE_INTEGER pf;
if (QueryPerformanceFrequency(&pf) == 0)
return lc_set_errno(EINVAL);
res->tv_sec = 0;
res->tv_nsec = (int) ((POW10_9 + (pf.QuadPart >> 1)) / pf.QuadPart);
if (res->tv_nsec < 1)
res->tv_nsec = 1;
return 0;
}
case CLOCK_REALTIME_COARSE:
case CLOCK_PROCESS_CPUTIME_ID:
case CLOCK_THREAD_CPUTIME_ID:
{
DWORD timeAdjustment, timeIncrement;
BOOL isTimeAdjustmentDisabled;
(void) GetSystemTimeAdjustment(&timeAdjustment, &timeIncrement, &isTimeAdjustmentDisabled);
res->tv_sec = 0;
res->tv_nsec = timeIncrement * 100;
return 0;
}
default:
break;
}
return lc_set_errno(EINVAL);
}
/**
* Get the time of the specified clock clock_id and stores it in the struct
* timespec pointed to by tp.
* @param clock_id The clock_id argument is the identifier of the particular
* clock on which to act. The following clocks are supported:
* <pre>
* CLOCK_REALTIME System-wide real-time clock. Setting this clock
* requires appropriate privileges.
* CLOCK_MONOTONIC Clock that cannot be set and represents monotonic
* time since some unspecified starting point.
* CLOCK_PROCESS_CPUTIME_ID High-resolution per-process timer from the CPU.
* CLOCK_THREAD_CPUTIME_ID Thread-specific CPU-time clock.
* </pre>
* @param tp The pointer to a timespec structure to receive the time.
* @return If the function succeeds, the return value is 0.
* If the function fails, the return value is -1,
* with errno set to indicate the error.
*/
int clock_gettime(clockid_t clock_id, struct timespec *tp)
{
unsigned __int64 t;
LARGE_INTEGER pf, pc;
union {
unsigned __int64 u64;
FILETIME ft;
} ct, et, kt, ut;
switch(clock_id) {
case CLOCK_REALTIME:
{
load_GetSystemTimeBestAsFileTime()(&ct.ft);
t = ct.u64 - DELTA_EPOCH_IN_100NS;
tp->tv_sec = t / POW10_7;
tp->tv_nsec = ((int) (t % POW10_7)) * 100;
return 0;
}
case CLOCK_REALTIME_COARSE:
{
GetSystemTimeAsFileTime(&ct.ft);
t = ct.u64 - DELTA_EPOCH_IN_100NS;
tp->tv_sec = t / POW10_7;
tp->tv_nsec = ((int) (t % POW10_7)) * 100;
return 0;
}
case CLOCK_MONOTONIC:
{
if (QueryPerformanceFrequency(&pf) == 0)
return lc_set_errno(EINVAL);
if (QueryPerformanceCounter(&pc) == 0)
return lc_set_errno(EINVAL);
tp->tv_sec = pc.QuadPart / pf.QuadPart;
tp->tv_nsec = (int) (((pc.QuadPart % pf.QuadPart) * POW10_9 + (pf.QuadPart >> 1)) / pf.QuadPart);
if (tp->tv_nsec >= POW10_9) {
tp->tv_sec ++;
tp->tv_nsec -= POW10_9;
}
return 0;
}
case CLOCK_PROCESS_CPUTIME_ID:
{
if(0 == GetProcessTimes(GetCurrentProcess(), &ct.ft, &et.ft, &kt.ft, &ut.ft))
return lc_set_errno(EINVAL);
t = kt.u64 + ut.u64;
tp->tv_sec = t / POW10_7;
tp->tv_nsec = ((int) (t % POW10_7)) * 100;
return 0;
}
case CLOCK_THREAD_CPUTIME_ID:
{
if(0 == GetThreadTimes(GetCurrentThread(), &ct.ft, &et.ft, &kt.ft, &ut.ft))
return lc_set_errno(EINVAL);
t = kt.u64 + ut.u64;
tp->tv_sec = t / POW10_7;
tp->tv_nsec = ((int) (t % POW10_7)) * 100;
return 0;
}
default:
break;
}
return lc_set_errno(EINVAL);
}
/**
* Sleep for the specified time.
* @param clock_id This argument should always be CLOCK_REALTIME (0).
* @param flags 0 for relative sleep interval, others for absolute waking up.
* @param request The desired sleep interval or absolute waking up time.
* @param remain The remain amount of time to sleep.
* The current implemention just ignore it.
* @return If the function succeeds, the return value is 0.
* If the function fails, the return value is -1,
* with errno set to indicate the error.
*/
int clock_nanosleep(clockid_t clock_id, int flags,
const struct timespec *request,
struct timespec *remain)
{
struct timespec tp;
if (clock_id != CLOCK_REALTIME)
return lc_set_errno(EINVAL);
if (flags == 0)
return nanosleep(request, remain);
/* TIMER_ABSTIME = 1 */
clock_gettime(CLOCK_REALTIME, &tp);
tp.tv_sec = request->tv_sec - tp.tv_sec;
tp.tv_nsec = request->tv_nsec - tp.tv_nsec;
if (tp.tv_nsec < 0) {
tp.tv_nsec += POW10_9;
tp.tv_sec --;
}
return nanosleep(&tp, remain);
}
/**
* Set the time of the specified clock clock_id.
* @param clock_id This argument should always be CLOCK_REALTIME (0).
* @param tp The requested time.
* @return If the function succeeds, the return value is 0.
* If the function fails, the return value is -1,
* with errno set to indicate the error.
*/
int clock_settime(clockid_t clock_id, const struct timespec *tp)
{
SYSTEMTIME st;
union {
unsigned __int64 u64;
FILETIME ft;
} t;
if (clock_id != CLOCK_REALTIME)
return lc_set_errno(EINVAL);
t.u64 = tp->tv_sec * (__int64) POW10_7 + tp->tv_nsec / 100 + DELTA_EPOCH_IN_100NS;
if (FileTimeToSystemTime(&t.ft, &st) == 0)
return lc_set_errno(EINVAL);
if (SetSystemTime(&st) == 0)
return lc_set_errno(EPERM);
return 0;
}
#endif
+1 -1
View File
@@ -22,7 +22,7 @@
#include "types.h"
#include "context.h"
#if defined(USE_OPENGL) && !defined(LIBRETRO)
#if defined(USE_OPENGL) && !defined(LIBRETRO) && !defined(TARGET_IPHONE)
#include <glad/gl.h>
#endif
+2
View File
@@ -21,6 +21,8 @@
#pragma once
#if defined(TARGET_IPHONE)
#include "gl_context.h"
#include <OpenGLES/ES3/gl.h>
#include <OpenGLES/ES3/glext.h>
class OSXGraphicsContext : public GLGraphicsContext
{
+220 -220
View File
@@ -36273,51 +36273,51 @@ struct retro_core_options_v2 options_fr = {
/* RETRO_LANGUAGE_GL */
#define CATEGORY_SYSTEM_LABEL_GL NULL
#define CATEGORY_SYSTEM_INFO_0_GL NULL
#define CATEGORY_SYSTEM_LABEL_GL "Sistema"
#define CATEGORY_SYSTEM_INFO_0_GL "Configure a rexión, o idioma, a BIOS e a configuración do hardware base."
#define CATEGORY_VIDEO_LABEL_GL "Vídeo"
#define CATEGORY_VIDEO_INFO_0_GL NULL
#define CATEGORY_PERFORMANCE_LABEL_GL NULL
#define CATEGORY_PERFORMANCE_INFO_0_GL NULL
#define CATEGORY_VIDEO_INFO_0_GL "Configure a resolución, a transparencia independente da orde e os axustes de efectos visuais."
#define CATEGORY_PERFORMANCE_LABEL_GL "Rendemento"
#define CATEGORY_PERFORMANCE_INFO_0_GL "Configure as opcións de renderizado en fíos e omitir marcos."
#define CATEGORY_HACKS_LABEL_GL "Hacks de emulación"
#define CATEGORY_HACKS_INFO_0_GL NULL
#define CATEGORY_HACKS_INFO_0_GL "Configura substitucións de pantalla panorámica, velocidade de carga de GD-ROM e configuración de substitución de texturas."
#define CATEGORY_INPUT_LABEL_GL "Entrada"
#define CATEGORY_INPUT_INFO_0_GL NULL
#define CATEGORY_EXPANSIONS_LABEL_GL NULL
#define CATEGORY_EXPANSIONS_INFO_0_GL NULL
#define CATEGORY_VMU_LABEL_GL NULL
#define CATEGORY_VMU_INFO_0_GL NULL
#define CORE_OPTION_NAME_REGION_LABEL_GL NULL
#define OPTION_VAL_JAPAN_GL NULL
#define CATEGORY_INPUT_INFO_0_GL "Configura a configuración do gamepad e da pistola lixeira."
#define CATEGORY_EXPANSIONS_LABEL_GL "Ranuras de expansión do controlador"
#define CATEGORY_EXPANSIONS_INFO_0_GL "Seleccione o dispositivo (VMU, dispositivo rumble) conectado a cada ranura de expansión do controlador."
#define CATEGORY_VMU_LABEL_GL "Unidade de Memoria Visual"
#define CATEGORY_VMU_INFO_0_GL "Configura os ficheiros de gardar VMU por xogo e os axustes de visibilidade da VMU en pantalla."
#define CORE_OPTION_NAME_REGION_LABEL_GL "Rexión"
#define OPTION_VAL_JAPAN_GL "Xapón"
#define OPTION_VAL_USA_GL NULL
#define OPTION_VAL_EUROPE_GL NULL
#define OPTION_VAL_DEFAULT_GL NULL
#define CORE_OPTION_NAME_LANGUAGE_LABEL_GL NULL
#define CORE_OPTION_NAME_LANGUAGE_INFO_0_GL NULL
#define OPTION_VAL_JAPANESE_GL NULL
#define OPTION_VAL_ENGLISH_GL NULL
#define OPTION_VAL_GERMAN_GL NULL
#define OPTION_VAL_FRENCH_GL NULL
#define OPTION_VAL_SPANISH_GL NULL
#define OPTION_VAL_ITALIAN_GL NULL
#define CORE_OPTION_NAME_HLE_BIOS_LABEL_GL NULL
#define OPTION_VAL_EUROPE_GL "Europa"
#define OPTION_VAL_DEFAULT_GL "Por defecto"
#define CORE_OPTION_NAME_LANGUAGE_LABEL_GL "Idioma"
#define CORE_OPTION_NAME_LANGUAGE_INFO_0_GL "Cambia o idioma que usa a BIOS e os xogos que conteñan varios idiomas."
#define OPTION_VAL_JAPANESE_GL "Xaponés"
#define OPTION_VAL_ENGLISH_GL "Inglés"
#define OPTION_VAL_GERMAN_GL "Alemán"
#define OPTION_VAL_FRENCH_GL "Francés"
#define OPTION_VAL_SPANISH_GL "Español"
#define OPTION_VAL_ITALIAN_GL "Italiano"
#define CORE_OPTION_NAME_HLE_BIOS_LABEL_GL "BIOS HLE (reinicio necesario)"
#define CORE_OPTION_NAME_HLE_BIOS_INFO_0_GL "Forza o uso de emulación BIOS de alto nivel."
#define CORE_OPTION_NAME_BOOT_TO_BIOS_LABEL_GL "Arranca na BIOS (requírese reiniciar)"
#define CORE_OPTION_NAME_BOOT_TO_BIOS_INFO_0_GL "Arranca directamente no menú da BIOS de Dreamcast."
#define CORE_OPTION_NAME_ENABLE_DSP_LABEL_GL NULL
#define CORE_OPTION_NAME_ENABLE_DSP_INFO_0_GL NULL
#define CORE_OPTION_NAME_ALLOW_SERVICE_BUTTONS_LABEL_GL NULL
#define CORE_OPTION_NAME_ALLOW_SERVICE_BUTTONS_INFO_0_GL NULL
#define CORE_OPTION_NAME_FORCE_FREEPLAY_LABEL_GL NULL
#define CORE_OPTION_NAME_FORCE_FREEPLAY_INFO_0_GL NULL
#define CORE_OPTION_NAME_EMULATE_BBA_LABEL_GL NULL
#define CORE_OPTION_NAME_EMULATE_BBA_INFO_0_GL NULL
#define CORE_OPTION_NAME_UPNP_LABEL_GL NULL
#define CORE_OPTION_NAME_UPNP_INFO_0_GL NULL
#define CORE_OPTION_NAME_ENABLE_DSP_LABEL_GL "Activar DSP"
#define CORE_OPTION_NAME_ENABLE_DSP_INFO_0_GL "Activa a emulación do DSP de audio (procesador de sinal dixital) do Dreamcast. Mellora a precisión do son xerado, pero aumenta os requisitos de rendemento."
#define CORE_OPTION_NAME_ALLOW_SERVICE_BUTTONS_LABEL_GL "Permitir botóns de servizo de Arcade"
#define CORE_OPTION_NAME_ALLOW_SERVICE_BUTTONS_INFO_0_GL "Activa o botón SERVICE para xogos de arcade para entrar na configuración do armario."
#define CORE_OPTION_NAME_FORCE_FREEPLAY_LABEL_GL "Configura NAOMI Games Para Xogar de Balde"
#define CORE_OPTION_NAME_FORCE_FREEPLAY_INFO_0_GL "Modifica a configuración de moedas do xogo para xogar libremente."
#define CORE_OPTION_NAME_EMULATE_BBA_LABEL_GL "Emulación de adaptador de banda ancha"
#define CORE_OPTION_NAME_EMULATE_BBA_INFO_0_GL "Emule o adaptador de banda ancha ethernet en lugar do módem. (Reiniciar obrigatorio)"
#define CORE_OPTION_NAME_UPNP_LABEL_GL "Activar UPnP"
#define CORE_OPTION_NAME_UPNP_INFO_0_GL "Use UPnP para configurar automaticamente o seu enrutador de Internet para xogos en liña."
#define CORE_OPTION_NAME_INTERNAL_RESOLUTION_LABEL_GL "Resolución interna"
#define CORE_OPTION_NAME_INTERNAL_RESOLUTION_INFO_0_GL "Modificar a resolución do renderizado."
#define OPTION_VAL_320X240_GL NULL
#define OPTION_VAL_640X480_GL NULL
#define OPTION_VAL_320X240_GL "320 x 240 (a metade)"
#define OPTION_VAL_640X480_GL "640 x 480 (nativo)"
#define OPTION_VAL_800X600_GL NULL
#define OPTION_VAL_960X720_GL NULL
#define OPTION_VAL_1024X768_GL NULL
@@ -36343,51 +36343,51 @@ struct retro_core_options_v2 options_fr = {
#define OPTION_VAL_11520X8640_GL NULL
#define OPTION_VAL_12160X9120_GL NULL
#define OPTION_VAL_12800X9600_GL NULL
#define CORE_OPTION_NAME_CABLE_TYPE_LABEL_GL NULL
#define CORE_OPTION_NAME_CABLE_TYPE_INFO_0_GL NULL
#define CORE_OPTION_NAME_CABLE_TYPE_LABEL_GL "Tipo de cable"
#define CORE_OPTION_NAME_CABLE_TYPE_INFO_0_GL "O tipo de sinal de saída. 'TV (Composite)' é o máis soportado."
#define OPTION_VAL_VGA_GL NULL
#define OPTION_VAL_TV_RGB_GL NULL
#define OPTION_VAL_TV_COMPOSITE_GL NULL
#define CORE_OPTION_NAME_BROADCAST_LABEL_GL NULL
#define OPTION_VAL_TV_COMPOSITE_GL "TV (composto)"
#define CORE_OPTION_NAME_BROADCAST_LABEL_GL "Estándar de emisión"
#define OPTION_VAL_NTSC_GL NULL
#define OPTION_VAL_PAL_GL NULL
#define OPTION_VAL_PAL_N_GL NULL
#define OPTION_VAL_PAL_M_GL NULL
#define OPTION_VAL_PAL_GL "PAL (Mundo)"
#define OPTION_VAL_PAL_N_GL "PAL-N (Arxentina, Paraguai, Uruguai)"
#define OPTION_VAL_PAL_M_GL "PAL-M (Brasil)"
#define CORE_OPTION_NAME_SCREEN_ROTATION_LABEL_GL "Orientación da Pantalla"
#define OPTION_VAL_HORIZONTAL_GL NULL
#define OPTION_VAL_VERTICAL_GL NULL
#define CORE_OPTION_NAME_ALPHA_SORTING_LABEL_GL "Clasificación Alpha"
#define CORE_OPTION_NAME_ALPHA_SORTING_INFO_0_GL NULL
#define CORE_OPTION_NAME_ALPHA_SORTING_INFO_0_GL "Seleccione como se ordenan os polígonos transparentes."
#define OPTION_VAL_PER_STRIP_FAST_LEAST_ACCURATE_GL "Por franxa (rápido, menos preciso)"
#define OPTION_VAL_PER_TRIANGLE_NORMAL_GL "Por triángulo (normal)"
#define OPTION_VAL_PER_PIXEL_ACCURATE_GL NULL
#define CORE_OPTION_NAME_OIT_ABUFFER_SIZE_LABEL_GL NULL
#define OPTION_VAL_PER_PIXEL_ACCURATE_GL "Por píxel (preciso, pero máis lento)"
#define CORE_OPTION_NAME_OIT_ABUFFER_SIZE_LABEL_GL "Tamaño do búfer de píxeles de acumulación"
#define CORE_OPTION_NAME_OIT_ABUFFER_SIZE_INFO_0_GL "É posible que se precisen valores máis altos para que as resolucións máis altas saian correctamente."
#define OPTION_VAL_512MB_GL NULL
#define OPTION_VAL_1GB_GL NULL
#define OPTION_VAL_2GB_GL NULL
#define OPTION_VAL_4GB_GL NULL
#define CORE_OPTION_NAME_OIT_LAYERS_LABEL_GL NULL
#define CORE_OPTION_NAME_OIT_LAYERS_INFO_0_GL NULL
#define CORE_OPTION_NAME_EMULATE_FRAMEBUFFER_LABEL_GL NULL
#define CORE_OPTION_NAME_EMULATE_FRAMEBUFFER_INFO_0_GL NULL
#define CORE_OPTION_NAME_OIT_LAYERS_LABEL_GL "Máximo de capas transparentes"
#define CORE_OPTION_NAME_OIT_LAYERS_INFO_0_GL "Poden ser necesarios valores máis altos para escenas complexas."
#define CORE_OPTION_NAME_EMULATE_FRAMEBUFFER_LABEL_GL "Emulación completa de framebuffer"
#define CORE_OPTION_NAME_EMULATE_FRAMEBUFFER_INFO_0_GL "Activa a emulación completa de framebuffer na VRAM. Isto é útil para xogos que len ou escriben directamente o framebuffer na VRAM. Cando está activada, a resolución interna é obrigada a 640 x 480 e o rendemento pode verse gravemente afectado."
#define CORE_OPTION_NAME_ENABLE_RTTB_LABEL_GL "Activa o buffer RTT (Render To Texture)"
#define CORE_OPTION_NAME_ENABLE_RTTB_INFO_0_GL NULL
#define CORE_OPTION_NAME_MIPMAPPING_LABEL_GL NULL
#define CORE_OPTION_NAME_MIPMAPPING_INFO_0_GL NULL
#define CORE_OPTION_NAME_FOG_LABEL_GL NULL
#define CORE_OPTION_NAME_VOLUME_MODIFIER_ENABLE_LABEL_GL NULL
#define CORE_OPTION_NAME_VOLUME_MODIFIER_ENABLE_INFO_0_GL NULL
#define CORE_OPTION_NAME_ENABLE_RTTB_INFO_0_GL "Copia texturas renderizadas de volta da GPU á VRAM. Esta opción normalmente está habilitada para xogos que o requiran. Cando se activa, a ampliación da renderización de texturas está desactivada e o rendemento pode verse afectado."
#define CORE_OPTION_NAME_MIPMAPPING_LABEL_GL "Mapeo mip"
#define CORE_OPTION_NAME_MIPMAPPING_INFO_0_GL "Cando as texturas activadas usarán unha versión máis pequena de si mesmas cando aparezan máis lonxe, pode aumentar o rendemento e reducir o brillo."
#define CORE_OPTION_NAME_FOG_LABEL_GL "Efectos néboa"
#define CORE_OPTION_NAME_VOLUME_MODIFIER_ENABLE_LABEL_GL "Modificador de volume"
#define CORE_OPTION_NAME_VOLUME_MODIFIER_ENABLE_INFO_0_GL "Unha función GPU de Dreamcast que normalmente usan os xogos para debuxar sombras de obxectos. Normalmente debería estar activado: o impacto no rendemento adoita ser mínimo ou insignificante."
#define CORE_OPTION_NAME_ANISOTROPIC_FILTERING_LABEL_GL "Filtrado anisotrópico"
#define CORE_OPTION_NAME_ANISOTROPIC_FILTERING_INFO_0_GL NULL
#define CORE_OPTION_NAME_ANISOTROPIC_FILTERING_INFO_0_GL "Mellora a calidade das texturas en superficies que están en ángulos de visión oblicuos con respecto á cámara. Os valores máis altos son máis esixentes na GPU. Os cambios nesta configuración só se aplican despois de reiniciar."
#define CORE_OPTION_NAME_TEXTURE_FILTERING_LABEL_GL "Filtrado de Texturas"
#define CORE_OPTION_NAME_TEXTURE_FILTERING_INFO_0_GL NULL
#define OPTION_VAL_1_GL NULL
#define OPTION_VAL_2_GL NULL
#define CORE_OPTION_NAME_TEXTURE_FILTERING_INFO_0_GL "O modo de filtrado de texturas a usar. Isto pódese usar para forzar un determinado modo de filtrado de texturas en todas as texturas para obter unha aparencia máis nítida (ou máis suave) que a predeterminada. Os valores distintos do predeterminado poden causar varios problemas de renderización. Os cambios nesta configuración só se aplican despois de reiniciar."
#define OPTION_VAL_1_GL "Forza: Veciño máis próximo"
#define OPTION_VAL_2_GL "Forza lineal"
#define CORE_OPTION_NAME_DELAY_FRAME_SWAPPING_LABEL_GL "Intercambio de fotogramas con retardo"
#define CORE_OPTION_NAME_DELAY_FRAME_SWAPPING_INFO_0_GL "Útil para evitar o parpadeo nas pantallas ou os vídeos con fallos. Non recomendado en plataformas lentas."
#define CORE_OPTION_NAME_DETECT_VSYNC_SWAP_INTERVAL_LABEL_GL NULL
#define CORE_OPTION_NAME_DETECT_VSYNC_SWAP_INTERVAL_INFO_0_GL NULL
#define CORE_OPTION_NAME_DETECT_VSYNC_SWAP_INTERVAL_LABEL_GL "Detectar cambios na taxa de Fotogramas"
#define CORE_OPTION_NAME_DETECT_VSYNC_SWAP_INTERVAL_INFO_0_GL "Notificar a interface cando cambie a velocidade de fotogramas interna (por exemplo, de 60 fps a 30 fps). Mellora o ritmo de cadros nos xogos que se executan a 30 ou 20 fps bloqueados, pero que debería desactivarse para xogos con velocidades de cadros desbloqueadas (inestables) (por exemplo, Ecco the Dolphin, Unreal Tournament). Nota: Non está dispoñible cando se activa \"Saltar marco automático\"."
#define CORE_OPTION_NAME_PVR2_FILTERING_LABEL_GL "Filtrado de postprocesado PowerVR2"
#define CORE_OPTION_NAME_PVR2_FILTERING_INFO_0_GL "Postproceso da imaxe renderizada para simular efectos específicos da PowerVR2 GPU e os sinais analóxicos de vídeo."
#define CORE_OPTION_NAME_TEXUPSCALE_LABEL_GL "Aumento das texturas (xBRZ)"
@@ -36396,11 +36396,11 @@ struct retro_core_options_v2 options_fr = {
#define OPTION_VAL_4_GL NULL
#define OPTION_VAL_6_GL NULL
#define CORE_OPTION_NAME_TEXUPSCALE_MAX_FILTERED_TEXTURE_SIZE_LABEL_GL "Aumento da escala das texturas. Tamaño filtrado"
#define CORE_OPTION_NAME_TEXUPSCALE_MAX_FILTERED_TEXTURE_SIZE_INFO_0_GL NULL
#define CORE_OPTION_NAME_NATIVE_DEPTH_INTERPOLATION_LABEL_GL NULL
#define CORE_OPTION_NAME_NATIVE_DEPTH_INTERPOLATION_INFO_0_GL NULL
#define CORE_OPTION_NAME_FIX_UPSCALE_BLEEDING_EDGE_LABEL_GL NULL
#define CORE_OPTION_NAME_FIX_UPSCALE_BLEEDING_EDGE_INFO_0_GL NULL
#define CORE_OPTION_NAME_TEXUPSCALE_MAX_FILTERED_TEXTURE_SIZE_INFO_0_GL "Seleccione un valor de tamaño máximo para unha textura a escalar, se o tamaño da textura é superior ao valor seleccionado, non se ampliará."
#define CORE_OPTION_NAME_NATIVE_DEPTH_INTERPOLATION_LABEL_GL "Interpolación de profundidade nativa"
#define CORE_OPTION_NAME_NATIVE_DEPTH_INTERPOLATION_INFO_0_GL "Axuda coa corrupción da textura e os problemas de profundidade nas GPU AMD. Tamén pode axudar ás GPU Intel nalgúns casos."
#define CORE_OPTION_NAME_FIX_UPSCALE_BLEEDING_EDGE_LABEL_GL "Corrixir Bleeding Edge de luxo"
#define CORE_OPTION_NAME_FIX_UPSCALE_BLEEDING_EDGE_INFO_0_GL "Axuda co caso de sangramento da textura ao aumentar a escala. Desactivalo pode axudar se os píxeles se deforman ao aumentar a escala en xogos en 2D (MVC2, CVS, KOF, etc.)"
#define CORE_OPTION_NAME_THREADED_RENDERING_LABEL_GL "Renderizado de fíos"
#define CORE_OPTION_NAME_THREADED_RENDERING_INFO_0_GL "Fai funcionar a GPU e a CPU en fíos diferentes. Altamente recomendado."
#define CORE_OPTION_NAME_AUTO_SKIP_FRAME_LABEL_GL "Salto de fotograma automático"
@@ -36409,16 +36409,16 @@ struct retro_core_options_v2 options_fr = {
#define OPTION_VAL_MORE_GL "Máximo"
#define CORE_OPTION_NAME_FRAME_SKIPPING_LABEL_GL "Salto de fotogramas"
#define CORE_OPTION_NAME_FRAME_SKIPPING_INFO_0_GL "Especifica o número de fotogramas para saltar entre cada fotograma que é mostrado."
#define CORE_OPTION_NAME_WIDESCREEN_CHEATS_LABEL_GL NULL
#define CORE_OPTION_NAME_WIDESCREEN_CHEATS_INFO_0_GL NULL
#define CORE_OPTION_NAME_WIDESCREEN_HACK_LABEL_GL NULL
#define CORE_OPTION_NAME_WIDESCREEN_HACK_INFO_0_GL NULL
#define CORE_OPTION_NAME_GDROM_FAST_LOADING_LABEL_GL NULL
#define CORE_OPTION_NAME_GDROM_FAST_LOADING_INFO_0_GL NULL
#define CORE_OPTION_NAME_WIDESCREEN_CHEATS_LABEL_GL "Trucos de pantalla ancha (necesario reiniciar)"
#define CORE_OPTION_NAME_WIDESCREEN_CHEATS_INFO_0_GL "Activa trucos que permiten que determinados xogos se mostren en formato de pantalla panorámica."
#define CORE_OPTION_NAME_WIDESCREEN_HACK_LABEL_GL "Corte de pantalla ancha"
#define CORE_OPTION_NAME_WIDESCREEN_HACK_INFO_0_GL "Debuxa xeometría fóra da relación de aspecto normal de 4:3. Pode producir fallas gráficas nas áreas reveladas."
#define CORE_OPTION_NAME_GDROM_FAST_LOADING_LABEL_GL "Carga rápida de GD-ROM (inexacta)"
#define CORE_OPTION_NAME_GDROM_FAST_LOADING_INFO_0_GL "Acelera a carga de GD-ROM."
#define CORE_OPTION_NAME_DC_32MB_MOD_LABEL_GL NULL
#define CORE_OPTION_NAME_DC_32MB_MOD_INFO_0_GL NULL
#define CORE_OPTION_NAME_SH4CLOCK_LABEL_GL NULL
#define CORE_OPTION_NAME_SH4CLOCK_INFO_0_GL NULL
#define CORE_OPTION_NAME_DC_32MB_MOD_INFO_0_GL "Activa 32 MB de RAM Mod para Dreamcast. Pode afectar á compatibilidade"
#define CORE_OPTION_NAME_SH4CLOCK_LABEL_GL "CPU SH4 under/overclock"
#define CORE_OPTION_NAME_SH4CLOCK_INFO_0_GL "Cambia o reloxo da CPU principal do SH4 dos 200 MHz predeterminados. O underclocking pode axudar a ralentizar as plataformas. O overclocking pode aumentar a velocidade de fotogramas nalgúns xogos. Use con precaución."
#define OPTION_VAL_100_GL NULL
#define OPTION_VAL_110_GL NULL
#define OPTION_VAL_120_GL NULL
@@ -36461,11 +36461,11 @@ struct retro_core_options_v2 options_fr = {
#define OPTION_VAL_490_GL NULL
#define OPTION_VAL_500_GL NULL
#define CORE_OPTION_NAME_CUSTOM_TEXTURES_LABEL_GL "Carga as texturas personalizadas"
#define CORE_OPTION_NAME_CUSTOM_TEXTURES_INFO_0_GL NULL
#define CORE_OPTION_NAME_CUSTOM_TEXTURES_INFO_0_GL "Carga texturas personalizadas situadas no cartafol \"system/dc/textures/<game-id>/\"."
#define CORE_OPTION_NAME_DUMP_TEXTURES_LABEL_GL "Texturas de volcado"
#define CORE_OPTION_NAME_DUMP_TEXTURES_INFO_0_GL NULL
#define CORE_OPTION_NAME_ANALOG_STICK_DEADZONE_LABEL_GL NULL
#define CORE_OPTION_NAME_ANALOG_STICK_DEADZONE_INFO_0_GL NULL
#define CORE_OPTION_NAME_DUMP_TEXTURES_INFO_0_GL "Cada vez que o xogo use unha textura nova, gardarase como ficheiro .png no cartafol 'system/dc/texdump/<game-id>/'."
#define CORE_OPTION_NAME_ANALOG_STICK_DEADZONE_LABEL_GL "Zona morta stick analóxico"
#define CORE_OPTION_NAME_ANALOG_STICK_DEADZONE_INFO_0_GL "Selecciona ata onde tes que empuxar o stick analóxico antes de que comece a procesarse."
#define OPTION_VAL_0_GL NULL
#define OPTION_VAL_5_GL NULL
#define OPTION_VAL_10_GL NULL
@@ -36473,15 +36473,15 @@ struct retro_core_options_v2 options_fr = {
#define OPTION_VAL_20_GL NULL
#define OPTION_VAL_25_GL NULL
#define OPTION_VAL_30_GL NULL
#define CORE_OPTION_NAME_TRIGGER_DEADZONE_LABEL_GL NULL
#define CORE_OPTION_NAME_TRIGGER_DEADZONE_INFO_0_GL NULL
#define CORE_OPTION_NAME_DIGITAL_TRIGGERS_LABEL_GL NULL
#define CORE_OPTION_NAME_DIGITAL_TRIGGERS_INFO_0_GL NULL
#define CORE_OPTION_NAME_NETWORK_OUTPUT_LABEL_GL NULL
#define CORE_OPTION_NAME_NETWORK_OUTPUT_INFO_0_GL NULL
#define CORE_OPTION_NAME_SHOW_LIGHTGUN_SETTINGS_LABEL_GL NULL
#define CORE_OPTION_NAME_SHOW_LIGHTGUN_SETTINGS_INFO_0_GL NULL
#define CORE_OPTION_NAME_LIGHTGUN_CROSSHAIR_SIZE_SCALING_LABEL_GL NULL
#define CORE_OPTION_NAME_TRIGGER_DEADZONE_LABEL_GL "Activar zona morta"
#define CORE_OPTION_NAME_TRIGGER_DEADZONE_INFO_0_GL "Seleccione canto ten que premer o gatillo antes de comezar a procesarse."
#define CORE_OPTION_NAME_DIGITAL_TRIGGERS_LABEL_GL "Disparadores dixitais"
#define CORE_OPTION_NAME_DIGITAL_TRIGGERS_INFO_0_GL "Cando estean activados, os disparadores actuarán como botóns normais, o que significa que se procesarán como totalmente presionados ou sen presionar nada, sen intermediarios."
#define CORE_OPTION_NAME_NETWORK_OUTPUT_LABEL_GL "Saídas dixitais de emisión"
#define CORE_OPTION_NAME_NETWORK_OUTPUT_INFO_0_GL "Saídas dixitais de transmisión e estado de retroalimentación forzada no porto TCP 8000. Compatible coa opción MAME \"-output network\"."
#define CORE_OPTION_NAME_SHOW_LIGHTGUN_SETTINGS_LABEL_GL "Mostrar a configuración da arma lixeira"
#define CORE_OPTION_NAME_SHOW_LIGHTGUN_SETTINGS_INFO_0_GL "Activa a configuración das opcións de visualización do punto de mira de pistola lixeira. NOTA: É posible que teña que cambiar o menú rápido para que esta configuración teña efecto."
#define CORE_OPTION_NAME_LIGHTGUN_CROSSHAIR_SIZE_SCALING_LABEL_GL "Escala do tamaño da mira de pistola"
#define OPTION_VAL_50_GL NULL
#define OPTION_VAL_60_GL NULL
#define OPTION_VAL_70_GL NULL
@@ -36508,44 +36508,44 @@ struct retro_core_options_v2 options_fr = {
#define OPTION_VAL_280_O45_GL NULL
#define OPTION_VAL_290_O45_GL NULL
#define OPTION_VAL_300_O45_GL NULL
#define CORE_OPTION_NAME_LIGHTGUN1_CROSSHAIR_LABEL_GL NULL
#define CORE_OPTION_NAME_LIGHTGUN1_CROSSHAIR_LABEL_GL "Pantalla Gun Crosshair 1"
#define OPTION_VAL_WHITE_GL "Branco"
#define OPTION_VAL_RED_GL "Vermello"
#define OPTION_VAL_GREEN_GL "Verde"
#define OPTION_VAL_BLUE_GL "Azul"
#define CORE_OPTION_NAME_LIGHTGUN2_CROSSHAIR_LABEL_GL NULL
#define CORE_OPTION_NAME_LIGHTGUN3_CROSSHAIR_LABEL_GL NULL
#define CORE_OPTION_NAME_LIGHTGUN4_CROSSHAIR_LABEL_GL NULL
#define CORE_OPTION_NAME_DEVICE_PORT1_SLOT1_LABEL_GL NULL
#define CORE_OPTION_NAME_DEVICE_PORT1_SLOT1_INFO_0_GL NULL
#define CORE_OPTION_NAME_LIGHTGUN2_CROSSHAIR_LABEL_GL "Pantalla Gun Crosshair 2"
#define CORE_OPTION_NAME_LIGHTGUN3_CROSSHAIR_LABEL_GL "Pantalla Gun Crosshair 3"
#define CORE_OPTION_NAME_LIGHTGUN4_CROSSHAIR_LABEL_GL "Pantalla Gun Crosshair 4"
#define CORE_OPTION_NAME_DEVICE_PORT1_SLOT1_LABEL_GL "Dispositivo no ranura de expansión A1"
#define CORE_OPTION_NAME_DEVICE_PORT1_SLOT1_INFO_0_GL "Seleccione o dispositivo conectado ao slot de expansión A1 (porto A slot 1)."
#define OPTION_VAL_VMU_GL NULL
#define OPTION_VAL_PURUPURU_GL NULL
#define OPTION_VAL_PURUPURU_GL "Paquete de vibracións"
#define OPTION_VAL_NONE_GL "Ningún"
#define CORE_OPTION_NAME_DEVICE_PORT1_SLOT2_LABEL_GL NULL
#define CORE_OPTION_NAME_DEVICE_PORT1_SLOT2_INFO_0_GL NULL
#define CORE_OPTION_NAME_DEVICE_PORT2_SLOT1_LABEL_GL NULL
#define CORE_OPTION_NAME_DEVICE_PORT2_SLOT1_INFO_0_GL NULL
#define CORE_OPTION_NAME_DEVICE_PORT2_SLOT2_LABEL_GL NULL
#define CORE_OPTION_NAME_DEVICE_PORT2_SLOT2_INFO_0_GL NULL
#define CORE_OPTION_NAME_DEVICE_PORT3_SLOT1_LABEL_GL NULL
#define CORE_OPTION_NAME_DEVICE_PORT3_SLOT1_INFO_0_GL NULL
#define CORE_OPTION_NAME_DEVICE_PORT3_SLOT2_LABEL_GL NULL
#define CORE_OPTION_NAME_DEVICE_PORT3_SLOT2_INFO_0_GL NULL
#define CORE_OPTION_NAME_DEVICE_PORT4_SLOT1_LABEL_GL NULL
#define CORE_OPTION_NAME_DEVICE_PORT4_SLOT1_INFO_0_GL NULL
#define CORE_OPTION_NAME_DEVICE_PORT4_SLOT2_LABEL_GL NULL
#define CORE_OPTION_NAME_DEVICE_PORT4_SLOT2_INFO_0_GL NULL
#define CORE_OPTION_NAME_DEVICE_PORT1_SLOT2_LABEL_GL "Dispositivo no slot de expansión A2"
#define CORE_OPTION_NAME_DEVICE_PORT1_SLOT2_INFO_0_GL "Seleccione o dispositivo conectado ao slot de expansión A2 (porto A slot 2)."
#define CORE_OPTION_NAME_DEVICE_PORT2_SLOT1_LABEL_GL "Dispositivo no slot de expansión B1"
#define CORE_OPTION_NAME_DEVICE_PORT2_SLOT1_INFO_0_GL "Seleccione o dispositivo conectado ao slot de expansión B1 (port B slot 1)."
#define CORE_OPTION_NAME_DEVICE_PORT2_SLOT2_LABEL_GL "Dispositivo no slot de expansión B2"
#define CORE_OPTION_NAME_DEVICE_PORT2_SLOT2_INFO_0_GL "Seleccione o dispositivo conectado á ranura de expansión B2 (rañura do porto B 2)."
#define CORE_OPTION_NAME_DEVICE_PORT3_SLOT1_LABEL_GL "Dispositivo no slot de expansión C1"
#define CORE_OPTION_NAME_DEVICE_PORT3_SLOT1_INFO_0_GL "Seleccione o dispositivo conectado ao slot de expansión C1 (port C slot 1)."
#define CORE_OPTION_NAME_DEVICE_PORT3_SLOT2_LABEL_GL "Dispositivo no slot de expansión C2"
#define CORE_OPTION_NAME_DEVICE_PORT3_SLOT2_INFO_0_GL "Seleccione o dispositivo conectado ao slot de expansión C2 (port C slot 2)."
#define CORE_OPTION_NAME_DEVICE_PORT4_SLOT1_LABEL_GL "Dispositivo na ranura de expansión D1"
#define CORE_OPTION_NAME_DEVICE_PORT4_SLOT1_INFO_0_GL "Seleccione o dispositivo conectado ao slot de expansión D1 (port D1 slot)."
#define CORE_OPTION_NAME_DEVICE_PORT4_SLOT2_LABEL_GL "Dispositivo na ranura de expansión D2"
#define CORE_OPTION_NAME_DEVICE_PORT4_SLOT2_INFO_0_GL "Seleccione o dispositivo conectado ao slot de expansión D2 (port D2 slot)."
#define CORE_OPTION_NAME_PER_CONTENT_VMUS_LABEL_GL "Unidades/sistemas de memoria visual (VMU) por xogo"
#define CORE_OPTION_NAME_PER_CONTENT_VMUS_LABEL_CAT_GL "VMUs por xogo"
#define CORE_OPTION_NAME_PER_CONTENT_VMUS_INFO_0_GL NULL
#define CORE_OPTION_NAME_PER_CONTENT_VMUS_INFO_0_GL "Cando está desactivado, todos os xogos comparten ata 8 ficheiros de gardado VMU (A1/A2/B1/B2/C1/C2/D1/D2) situados no directorio do sistema de RetroArch.\n\A configuración \"VMU A1\" crea un ficheiro VMU \"A1\" único no directorio de gardado de RetroArch para cada xogo que se inicia.\n\A configuración \"Todas as VMU\" crea ata 8 ficheiros VMU únicos (A1/A2/B1/B2/C1/C2/D1/D2) para cada xogo que se inicia."
#define OPTION_VAL_VMU_A1_GL NULL
#define OPTION_VAL_ALL_VMUS_GL "Todas as VMU"
#define CORE_OPTION_NAME_VMU_SOUND_LABEL_GL NULL
#define CORE_OPTION_NAME_VMU_SOUND_LABEL_CAT_GL NULL
#define CORE_OPTION_NAME_VMU_SOUND_INFO_0_GL NULL
#define CORE_OPTION_NAME_VMU_SOUND_LABEL_GL "Sons de sistemas/unidades de memoria visual (VMU)"
#define CORE_OPTION_NAME_VMU_SOUND_LABEL_CAT_GL "Sons VMU"
#define CORE_OPTION_NAME_VMU_SOUND_INFO_0_GL "Cando está activado, reprodúcense os pitidos VMU."
#define CORE_OPTION_NAME_SHOW_VMU_SCREEN_SETTINGS_LABEL_GL "Amosa as opcións de pantalla da Unidade/Sistema de Memoria visual (VMU)"
#define CORE_OPTION_NAME_SHOW_VMU_SCREEN_SETTINGS_LABEL_CAT_GL "Amosa as opcións de pantalla da VMU"
#define CORE_OPTION_NAME_SHOW_VMU_SCREEN_SETTINGS_INFO_0_GL NULL
#define CORE_OPTION_NAME_SHOW_VMU_SCREEN_SETTINGS_INFO_0_GL "Activa a configuración da visibilidade, tamaño, posición e cor da pantalla LCD VMU emulada. NOTA: É posible que teña que cambiar o menú rápido para que esta configuración teña efecto."
#define CORE_OPTION_NAME_VMU1_SCREEN_DISPLAY_LABEL_GL "Pantalla 1 da VMU"
#define CORE_OPTION_NAME_VMU1_SCREEN_POSITION_LABEL_GL "Posición da pantalla 1 VMU"
#define OPTION_VAL_UPPER_LEFT_GL "Superior esquerda"
@@ -40544,7 +40544,7 @@ struct retro_core_options_v2 options_he = {
#define CORE_OPTION_NAME_DEVICE_PORT1_SLOT1_INFO_0_HR NULL
#define OPTION_VAL_VMU_HR NULL
#define OPTION_VAL_PURUPURU_HR NULL
#define OPTION_VAL_NONE_HR NULL
#define OPTION_VAL_NONE_HR "Ništa"
#define CORE_OPTION_NAME_DEVICE_PORT1_SLOT2_LABEL_HR NULL
#define CORE_OPTION_NAME_DEVICE_PORT1_SLOT2_INFO_0_HR NULL
#define CORE_OPTION_NAME_DEVICE_PORT2_SLOT1_LABEL_HR NULL
@@ -42319,8 +42319,8 @@ struct retro_core_options_v2 options_hr = {
#define CATEGORY_HACKS_INFO_0_HU "A szélesvásznú módosítások, GD-ROM betöltés sebessége, és a textúracserék beállításai."
#define CATEGORY_INPUT_LABEL_HU "Bemenet"
#define CATEGORY_INPUT_INFO_0_HU "A kontroller és fénypisztoly beállításai."
#define CATEGORY_EXPANSIONS_LABEL_HU NULL
#define CATEGORY_EXPANSIONS_INFO_0_HU NULL
#define CATEGORY_EXPANSIONS_LABEL_HU "Kontroller bővítőhelyek"
#define CATEGORY_EXPANSIONS_INFO_0_HU "Az egyes kontroller bővítőhelyekbe csatlakoztatott eszköz (VMU, rezgő eszköz)."
#define CATEGORY_VMU_LABEL_HU NULL
#define CATEGORY_VMU_INFO_0_HU "A játékonkénti VMU mentések és a képernyőn látható VMU beállításai."
#define CORE_OPTION_NAME_REGION_LABEL_HU "Régió"
@@ -42342,8 +42342,8 @@ struct retro_core_options_v2 options_hr = {
#define CORE_OPTION_NAME_BOOT_TO_BIOS_INFO_0_HU "Belépés a Dreamcast BIOS menüjébe rögtön Indításkor."
#define CORE_OPTION_NAME_ENABLE_DSP_LABEL_HU "DSP engedélyezése"
#define CORE_OPTION_NAME_ENABLE_DSP_INFO_0_HU "A Dreamcast DSP (digitális jelfeldolgozó) emulálásának engedélyezése. Javítja a generált hang pontosságát, de megnöveli a teljesítményigényt."
#define CORE_OPTION_NAME_ALLOW_SERVICE_BUTTONS_LABEL_HU NULL
#define CORE_OPTION_NAME_ALLOW_SERVICE_BUTTONS_INFO_0_HU NULL
#define CORE_OPTION_NAME_ALLOW_SERVICE_BUTTONS_LABEL_HU "Játéktermi szervizgombok engedélyezése"
#define CORE_OPTION_NAME_ALLOW_SERVICE_BUTTONS_INFO_0_HU "A játéktermi SERVICE gomb engedélyezése, a játékgép beállításaihoz."
#define CORE_OPTION_NAME_FORCE_FREEPLAY_LABEL_HU "Ingyen játék a NAOMI játékokhoz"
#define CORE_OPTION_NAME_FORCE_FREEPLAY_INFO_0_HU "Az érmebeállítások ingyen játékra állítása."
#define CORE_OPTION_NAME_EMULATE_BBA_LABEL_HU "Szélessávú adapter emulálása"
@@ -42352,8 +42352,8 @@ struct retro_core_options_v2 options_hr = {
#define CORE_OPTION_NAME_UPNP_INFO_0_HU "Az internetre csatlakozó router automatikus konfigurálása az online játékokhoz UPnP-n keresztül."
#define CORE_OPTION_NAME_INTERNAL_RESOLUTION_LABEL_HU "Belső felbontás"
#define CORE_OPTION_NAME_INTERNAL_RESOLUTION_INFO_0_HU "A képelőállítás felbontása."
#define OPTION_VAL_320X240_HU NULL
#define OPTION_VAL_640X480_HU NULL
#define OPTION_VAL_320X240_HU "320x240 (Felezett)"
#define OPTION_VAL_640X480_HU "640x480 (Eredeti)"
#define OPTION_VAL_800X600_HU NULL
#define OPTION_VAL_960X720_HU NULL
#define OPTION_VAL_1024X768_HU NULL
@@ -42393,7 +42393,7 @@ struct retro_core_options_v2 options_hr = {
#define OPTION_VAL_HORIZONTAL_HU "Vízszintes"
#define OPTION_VAL_VERTICAL_HU "Függőleges"
#define CORE_OPTION_NAME_ALPHA_SORTING_LABEL_HU "Alfa rendezés"
#define CORE_OPTION_NAME_ALPHA_SORTING_INFO_0_HU NULL
#define CORE_OPTION_NAME_ALPHA_SORTING_INFO_0_HU "Az átlátszó poligonok rendezése."
#define OPTION_VAL_PER_STRIP_FAST_LEAST_ACCURATE_HU "Per-strip (gyors, legkevésbé pontos)"
#define OPTION_VAL_PER_TRIANGLE_NORMAL_HU "Per-triangle (normál)"
#define OPTION_VAL_PER_PIXEL_ACCURATE_HU "Per-pixel (pontos, de a leglassabb)"
@@ -42410,7 +42410,7 @@ struct retro_core_options_v2 options_hr = {
#define CORE_OPTION_NAME_ENABLE_RTTB_LABEL_HU "RTT (Render to texture) puffer engedélyezése"
#define CORE_OPTION_NAME_ENABLE_RTTB_INFO_0_HU "Az előállított textúrák visszamásolása a GPU-ból a VRAM-ba. Ez a lehetőség rendszerint be van kapcsolva azoknál a játékoknál, amelyek igénylik. Bekapcsolt állapotban a textúra előállítás felméretezése kikapcsol, és hatással lehet a teljesítményre."
#define CORE_OPTION_NAME_MIPMAPPING_LABEL_HU NULL
#define CORE_OPTION_NAME_MIPMAPPING_INFO_0_HU NULL
#define CORE_OPTION_NAME_MIPMAPPING_INFO_0_HU "Bekapcsolva a textúrák saját maguk kisebb változatát használják, amikor távolabb tűnnek fel. Javítja a teljesítményt és csökkenti a remegést."
#define CORE_OPTION_NAME_FOG_LABEL_HU "Köd effekt"
#define CORE_OPTION_NAME_VOLUME_MODIFIER_ENABLE_LABEL_HU "Térfogatmódosító"
#define CORE_OPTION_NAME_VOLUME_MODIFIER_ENABLE_INFO_0_HU "A Dreamcast GPU-jának egy szolgáltatása, amit a játékok rendszerint tárgyak árnyékának megrajzolásához használnak. Normál esetben legyen bekapcsolva, hatása a teljesítményre rendszerint minimális vagy elhanyagolható."
@@ -42432,11 +42432,11 @@ struct retro_core_options_v2 options_hr = {
#define OPTION_VAL_4_HU NULL
#define OPTION_VAL_6_HU NULL
#define CORE_OPTION_NAME_TEXUPSCALE_MAX_FILTERED_TEXTURE_SIZE_LABEL_HU "Textúra felméretezés maximális szűrt mérete"
#define CORE_OPTION_NAME_TEXUPSCALE_MAX_FILTERED_TEXTURE_SIZE_INFO_0_HU NULL
#define CORE_OPTION_NAME_TEXUPSCALE_MAX_FILTERED_TEXTURE_SIZE_INFO_0_HU "A textúra legnagyobb mérete felméretezéshez. Ha a textúra mérete nagyobb, mint az itt kiválasztott, nem lesz felméretezve."
#define CORE_OPTION_NAME_NATIVE_DEPTH_INTERPOLATION_LABEL_HU "Natív mélységi interpoláció"
#define CORE_OPTION_NAME_NATIVE_DEPTH_INTERPOLATION_INFO_0_HU "Segíthet a textúrahibákon és mélységi problémákon AMD GPU-k, vagy néhány esetben Intel GPU-k használatakor is."
#define CORE_OPTION_NAME_FIX_UPSCALE_BLEEDING_EDGE_LABEL_HU NULL
#define CORE_OPTION_NAME_FIX_UPSCALE_BLEEDING_EDGE_INFO_0_HU NULL
#define CORE_OPTION_NAME_FIX_UPSCALE_BLEEDING_EDGE_LABEL_HU "Felméretezés széleinek javítása"
#define CORE_OPTION_NAME_FIX_UPSCALE_BLEEDING_EDGE_INFO_0_HU "Segít a textúrák túlcsordulásán felméretezéskor. Kikapcsolva segíthet a 2D játékok (MVC2, CVS, KOF stb.) felméretezésekor jelentkező pixeltorzuláson."
#define CORE_OPTION_NAME_THREADED_RENDERING_LABEL_HU "Többszálas képelőállítás"
#define CORE_OPTION_NAME_THREADED_RENDERING_INFO_0_HU "A CPU és GPU külön szálon futnak. Erősen ajánlott."
#define CORE_OPTION_NAME_AUTO_SKIP_FRAME_LABEL_HU "Automatikus képkocka kihagyás"
@@ -42497,11 +42497,11 @@ struct retro_core_options_v2 options_hr = {
#define OPTION_VAL_490_HU NULL
#define OPTION_VAL_500_HU NULL
#define CORE_OPTION_NAME_CUSTOM_TEXTURES_LABEL_HU "Egyedi textúrák betöltése"
#define CORE_OPTION_NAME_CUSTOM_TEXTURES_INFO_0_HU NULL
#define CORE_OPTION_NAME_CUSTOM_TEXTURES_INFO_0_HU "Egyedi textúrák betöltése a 'system/dc/textures/<game-id>/' mappából."
#define CORE_OPTION_NAME_DUMP_TEXTURES_LABEL_HU "Textúrák lementése"
#define CORE_OPTION_NAME_DUMP_TEXTURES_INFO_0_HU NULL
#define CORE_OPTION_NAME_DUMP_TEXTURES_INFO_0_HU "A textúrák lementése .png fájlként a 'system/dc/texdump/<game-id>/' mappába, amint a játék új textúrát használ."
#define CORE_OPTION_NAME_ANALOG_STICK_DEADZONE_LABEL_HU "Analóg kar holtsávja"
#define CORE_OPTION_NAME_ANALOG_STICK_DEADZONE_INFO_0_HU NULL
#define CORE_OPTION_NAME_ANALOG_STICK_DEADZONE_INFO_0_HU "Az analóg kart ilyen mértékben kell elmozdítani ahhoz, hogy hatása legyen."
#define OPTION_VAL_0_HU NULL
#define OPTION_VAL_5_HU NULL
#define OPTION_VAL_10_HU NULL
@@ -42510,9 +42510,9 @@ struct retro_core_options_v2 options_hr = {
#define OPTION_VAL_25_HU NULL
#define OPTION_VAL_30_HU NULL
#define CORE_OPTION_NAME_TRIGGER_DEADZONE_LABEL_HU "Ravasz holtsávja"
#define CORE_OPTION_NAME_TRIGGER_DEADZONE_INFO_0_HU NULL
#define CORE_OPTION_NAME_TRIGGER_DEADZONE_INFO_0_HU "A ravaszt ilyen mértékben kell elmozdítani ahhoz, hogy hatása legyen."
#define CORE_OPTION_NAME_DIGITAL_TRIGGERS_LABEL_HU "Digitális ravasz"
#define CORE_OPTION_NAME_DIGITAL_TRIGGERS_INFO_0_HU NULL
#define CORE_OPTION_NAME_DIGITAL_TRIGGERS_INFO_0_HU "Bekapcsolva a ravaszok normális gombokként működnek, teljesen vagy egyáltalán nem lenyomott állapotot visszaadva, köztes érték nélkül."
#define CORE_OPTION_NAME_NETWORK_OUTPUT_LABEL_HU "Digitális kimenetek sugárzása"
#define CORE_OPTION_NAME_NETWORK_OUTPUT_INFO_0_HU "A digitális kimenetek és az erővisszacsatolás állapotának közzététele a 8000-es TCP porton. Kompatibilis a MAME \"-output network\" opciójával."
#define CORE_OPTION_NAME_SHOW_LIGHTGUN_SETTINGS_LABEL_HU "Fénypisztoly beállítások megjelenítése"
@@ -42552,28 +42552,28 @@ struct retro_core_options_v2 options_hr = {
#define CORE_OPTION_NAME_LIGHTGUN2_CROSSHAIR_LABEL_HU "2. fénypisztoly célkeresztjének megjelenítése"
#define CORE_OPTION_NAME_LIGHTGUN3_CROSSHAIR_LABEL_HU "3. fénypisztoly célkeresztjének megjelenítése"
#define CORE_OPTION_NAME_LIGHTGUN4_CROSSHAIR_LABEL_HU "4. fénypisztoly célkeresztjének megjelenítése"
#define CORE_OPTION_NAME_DEVICE_PORT1_SLOT1_LABEL_HU NULL
#define CORE_OPTION_NAME_DEVICE_PORT1_SLOT1_INFO_0_HU NULL
#define CORE_OPTION_NAME_DEVICE_PORT1_SLOT1_LABEL_HU "Az A1 bővítőhelyen található eszköz"
#define CORE_OPTION_NAME_DEVICE_PORT1_SLOT1_INFO_0_HU "Az A1 bővítőhelybe csatlakoztatott eszköz (A csatlakozó, 1. hely)."
#define OPTION_VAL_VMU_HU NULL
#define OPTION_VAL_PURUPURU_HU NULL
#define OPTION_VAL_NONE_HU "Nincs"
#define CORE_OPTION_NAME_DEVICE_PORT1_SLOT2_LABEL_HU NULL
#define CORE_OPTION_NAME_DEVICE_PORT1_SLOT2_INFO_0_HU NULL
#define CORE_OPTION_NAME_DEVICE_PORT2_SLOT1_LABEL_HU NULL
#define CORE_OPTION_NAME_DEVICE_PORT2_SLOT1_INFO_0_HU NULL
#define CORE_OPTION_NAME_DEVICE_PORT2_SLOT2_LABEL_HU NULL
#define CORE_OPTION_NAME_DEVICE_PORT2_SLOT2_INFO_0_HU NULL
#define CORE_OPTION_NAME_DEVICE_PORT3_SLOT1_LABEL_HU NULL
#define CORE_OPTION_NAME_DEVICE_PORT3_SLOT1_INFO_0_HU NULL
#define CORE_OPTION_NAME_DEVICE_PORT3_SLOT2_LABEL_HU NULL
#define CORE_OPTION_NAME_DEVICE_PORT3_SLOT2_INFO_0_HU NULL
#define CORE_OPTION_NAME_DEVICE_PORT4_SLOT1_LABEL_HU NULL
#define CORE_OPTION_NAME_DEVICE_PORT4_SLOT1_INFO_0_HU NULL
#define CORE_OPTION_NAME_DEVICE_PORT4_SLOT2_LABEL_HU NULL
#define CORE_OPTION_NAME_DEVICE_PORT4_SLOT2_INFO_0_HU NULL
#define CORE_OPTION_NAME_DEVICE_PORT1_SLOT2_LABEL_HU "Az A2 bővítőhelyen található eszköz"
#define CORE_OPTION_NAME_DEVICE_PORT1_SLOT2_INFO_0_HU "Az A2 bővítőhelybe csatlakoztatott eszköz (A csatlakozó, 2. hely)."
#define CORE_OPTION_NAME_DEVICE_PORT2_SLOT1_LABEL_HU "A B1 bővítőhelyen található eszköz"
#define CORE_OPTION_NAME_DEVICE_PORT2_SLOT1_INFO_0_HU "A B1 bővítőhelybe csatlakoztatott eszköz (B csatlakozó, 1. hely)."
#define CORE_OPTION_NAME_DEVICE_PORT2_SLOT2_LABEL_HU "A B2 bővítőhelyen található eszköz"
#define CORE_OPTION_NAME_DEVICE_PORT2_SLOT2_INFO_0_HU "A B2 bővítőhelybe csatlakoztatott eszköz (B csatlakozó, 2. hely)."
#define CORE_OPTION_NAME_DEVICE_PORT3_SLOT1_LABEL_HU "A C1 bővítőhelyen található eszköz"
#define CORE_OPTION_NAME_DEVICE_PORT3_SLOT1_INFO_0_HU "A C1 bővítőhelybe csatlakoztatott eszköz (C csatlakozó, 1. hely)."
#define CORE_OPTION_NAME_DEVICE_PORT3_SLOT2_LABEL_HU "A C2 bővítőhelyen található eszköz"
#define CORE_OPTION_NAME_DEVICE_PORT3_SLOT2_INFO_0_HU "A C2 bővítőhelybe csatlakoztatott eszköz (C csatlakozó, 2. hely)."
#define CORE_OPTION_NAME_DEVICE_PORT4_SLOT1_LABEL_HU "A D1 bővítőhelyen található eszköz"
#define CORE_OPTION_NAME_DEVICE_PORT4_SLOT1_INFO_0_HU "A D1 bővítőhelybe csatlakoztatott eszköz (D csatlakozó, 1. hely)."
#define CORE_OPTION_NAME_DEVICE_PORT4_SLOT2_LABEL_HU "A D2 bővítőhelyen található eszköz"
#define CORE_OPTION_NAME_DEVICE_PORT4_SLOT2_INFO_0_HU "A D2 bővítőhelybe csatlakoztatott eszköz (D csatlakozó, 2. hely)."
#define CORE_OPTION_NAME_PER_CONTENT_VMUS_LABEL_HU "Játékonként külön Visual Memory Unit/System (VMU)"
#define CORE_OPTION_NAME_PER_CONTENT_VMUS_LABEL_CAT_HU "Játékonként külön VMU"
#define CORE_OPTION_NAME_PER_CONTENT_VMUS_INFO_0_HU NULL
#define CORE_OPTION_NAME_PER_CONTENT_VMUS_INFO_0_HU "Kikapcsolva minden játék ugyanazt a legfeljebb 8 VMU mentés fájlt (A1/A2/B1/B2/C1/C2/D1/D2) használja a RetroArch rendszerkönyvtárban. \"VMU A1\" beállításnál minden elindított játéknak külön VMU \"A1\" fájlt hoz létre. \"Minden VMU\" beállításnál minden elindított játéknak legfeljebb 8 külön VMU fájlt (A1/A2/B1/B2/C1/C2/D1/D2) hoz létre."
#define OPTION_VAL_VMU_A1_HU NULL
#define OPTION_VAL_ALL_VMUS_HU "Minden VMU"
#define CORE_OPTION_NAME_VMU_SOUND_LABEL_HU "A Visual Memory Unit / System (VMU) hangjai"
@@ -50367,8 +50367,8 @@ struct retro_core_options_v2 options_ja = {
#define CATEGORY_HACKS_INFO_0_KO "와이드스크린 핵, GD롬 로딩 속도 조절 및 텍스쳐 변경 설정등을 구성합니다."
#define CATEGORY_INPUT_LABEL_KO "입력"
#define CATEGORY_INPUT_INFO_0_KO "게임패드 및 라이트 건 설정을 구성합니다."
#define CATEGORY_EXPANSIONS_LABEL_KO NULL
#define CATEGORY_EXPANSIONS_INFO_0_KO NULL
#define CATEGORY_EXPANSIONS_LABEL_KO "컨트롤러 확장 슬롯"
#define CATEGORY_EXPANSIONS_INFO_0_KO "컨트롤러의 각 확장 슬롯에 연결할 장치(VMU, 진동 장치)를 선택합니다."
#define CATEGORY_VMU_LABEL_KO "비쥬얼 메모리 유닛"
#define CATEGORY_VMU_INFO_0_KO "게임 별 VMU 저장 파일 및 VMU OSD 설정을 구성합니다."
#define CORE_OPTION_NAME_REGION_LABEL_KO "지역"
@@ -50390,8 +50390,8 @@ struct retro_core_options_v2 options_ja = {
#define CORE_OPTION_NAME_BOOT_TO_BIOS_INFO_0_KO "드림캐스트 BIOS 메뉴로 부팅합니다."
#define CORE_OPTION_NAME_ENABLE_DSP_LABEL_KO "HDR 활성화"
#define CORE_OPTION_NAME_ENABLE_DSP_INFO_0_KO "Dreamcast의 오디오 DSP(디지털 신호 프로세서)의 에뮬레이션을 활성화합니다. 사운드의 정확도는 향상되지만 성능 요구 사항이 증가합니다."
#define CORE_OPTION_NAME_ALLOW_SERVICE_BUTTONS_LABEL_KO NULL
#define CORE_OPTION_NAME_ALLOW_SERVICE_BUTTONS_INFO_0_KO NULL
#define CORE_OPTION_NAME_ALLOW_SERVICE_BUTTONS_LABEL_KO "아케이드 서비스 버튼 허용"
#define CORE_OPTION_NAME_ALLOW_SERVICE_BUTTONS_INFO_0_KO "아케이드 게임에서 캐비넷 설정에 들어가기 위한 서비스 버튼을 활성화합니다."
#define CORE_OPTION_NAME_FORCE_FREEPLAY_LABEL_KO "NAOMI 게임을 무료 플레이로 설정"
#define CORE_OPTION_NAME_FORCE_FREEPLAY_INFO_0_KO "무료 플레이를 위해 게임의 코인 설정을 수정합니다."
#define CORE_OPTION_NAME_EMULATE_BBA_LABEL_KO "브로드밴드 어댑터 에뮬레이션"
@@ -50400,8 +50400,8 @@ struct retro_core_options_v2 options_ja = {
#define CORE_OPTION_NAME_UPNP_INFO_0_KO "온라인 게임에서 UPnP를 사용해 자동으로 인터넷 라우터를 설정합니다."
#define CORE_OPTION_NAME_INTERNAL_RESOLUTION_LABEL_KO "내부 해상도"
#define CORE_OPTION_NAME_INTERNAL_RESOLUTION_INFO_0_KO "렌더링 해상도를 변경합니다."
#define OPTION_VAL_320X240_KO NULL
#define OPTION_VAL_640X480_KO NULL
#define OPTION_VAL_320X240_KO "320x240 (절반)"
#define OPTION_VAL_640X480_KO "640x480 (네이티브)"
#define OPTION_VAL_800X600_KO NULL
#define OPTION_VAL_960X720_KO NULL
#define OPTION_VAL_1024X768_KO NULL
@@ -50441,7 +50441,7 @@ struct retro_core_options_v2 options_ja = {
#define OPTION_VAL_HORIZONTAL_KO "가로"
#define OPTION_VAL_VERTICAL_KO "세로"
#define CORE_OPTION_NAME_ALPHA_SORTING_LABEL_KO "알파 정렬"
#define CORE_OPTION_NAME_ALPHA_SORTING_INFO_0_KO NULL
#define CORE_OPTION_NAME_ALPHA_SORTING_INFO_0_KO "투명 폴리곤을 정렬할 방식을 선택합니다."
#define OPTION_VAL_PER_STRIP_FAST_LEAST_ACCURATE_KO "줄당 (빠름, 가장 부정확)"
#define OPTION_VAL_PER_TRIANGLE_NORMAL_KO "삼각형당 (중간)"
#define OPTION_VAL_PER_PIXEL_ACCURATE_KO "픽셀당 (정확, 가장 느림)"
@@ -50458,7 +50458,7 @@ struct retro_core_options_v2 options_ja = {
#define CORE_OPTION_NAME_ENABLE_RTTB_LABEL_KO "RTT (Render To Texture) 버퍼 사용"
#define CORE_OPTION_NAME_ENABLE_RTTB_INFO_0_KO "렌더된 텍스쳐를 GPU에서 VRAM으로 복사합니다. 이 옵션은 이 옵션을 필요로 하는 게임에서는 기본적으로 활성화됩니다. 활성화할 경우, 텍스쳐 업스케일링이 비활성화되며 성능에 큰 영향을 끼칠 수 있습니다."
#define CORE_OPTION_NAME_MIPMAPPING_LABEL_KO "밉맵"
#define CORE_OPTION_NAME_MIPMAPPING_INFO_0_KO NULL
#define CORE_OPTION_NAME_MIPMAPPING_INFO_0_KO "활성화할 경우 멀리 떨어진 곳에 텍스처를 그릴 때 작은 버전의 텍스처를 사용하여 성능을 개선하고 번쩍이는 효과를 억제합니다."
#define CORE_OPTION_NAME_FOG_LABEL_KO "안개 효과"
#define CORE_OPTION_NAME_VOLUME_MODIFIER_ENABLE_LABEL_KO "볼륨 모디파이어"
#define CORE_OPTION_NAME_VOLUME_MODIFIER_ENABLE_INFO_0_KO "드림캐스트 GPU의 기능으로 보통 개체의 그림자를 그리는 데 사용됩니다. 이 기능은 보통 활성화해두어야 하며 성능에 미치는 영향은 아주 적습니다."
@@ -50480,11 +50480,11 @@ struct retro_core_options_v2 options_ja = {
#define OPTION_VAL_4_KO NULL
#define OPTION_VAL_6_KO NULL
#define CORE_OPTION_NAME_TEXUPSCALE_MAX_FILTERED_TEXTURE_SIZE_LABEL_KO "텍스쳐 업스케일링 필터 최대 크기"
#define CORE_OPTION_NAME_TEXUPSCALE_MAX_FILTERED_TEXTURE_SIZE_INFO_0_KO NULL
#define CORE_OPTION_NAME_TEXUPSCALE_MAX_FILTERED_TEXTURE_SIZE_INFO_0_KO "텍스처를 업스케일할 최대 크기를 선택합니다. 텍스처의 크기가 설정한 크기보다 클 경우에는 텍스처를 업스케일하지 않습니다."
#define CORE_OPTION_NAME_NATIVE_DEPTH_INTERPOLATION_LABEL_KO "네이티브 깊이 보간"
#define CORE_OPTION_NAME_NATIVE_DEPTH_INTERPOLATION_INFO_0_KO "AMD GPU에서 깊이 문제와 텍스쳐 망가짐 증상을 개선하는 데 도움이 됩니다. 일부 상황에서는 인텔 GPU에서도 도움이 될 수 있습니다."
#define CORE_OPTION_NAME_FIX_UPSCALE_BLEEDING_EDGE_LABEL_KO NULL
#define CORE_OPTION_NAME_FIX_UPSCALE_BLEEDING_EDGE_INFO_0_KO NULL
#define CORE_OPTION_NAME_FIX_UPSCALE_BLEEDING_EDGE_LABEL_KO "업스케일 시 테두리 블리딩 억제"
#define CORE_OPTION_NAME_FIX_UPSCALE_BLEEDING_EDGE_INFO_0_KO "업스케일 시 텍스처 블리딩 문제를 완화합니다. 비활성화할 경우 일부 2D 게임(MVC2, CVS, KOF 등)에서 픽셀이 뒤틀리는 현상이 해결될 수 있습니다."
#define CORE_OPTION_NAME_THREADED_RENDERING_LABEL_KO "스레드 렌더링"
#define CORE_OPTION_NAME_THREADED_RENDERING_INFO_0_KO "GPU와 CPU를 별도의 스레드에서 실행합니다. 사용하는 것이 매우 권장됩니다."
#define CORE_OPTION_NAME_AUTO_SKIP_FRAME_LABEL_KO "자동 프레임 건너뛰기"
@@ -50545,11 +50545,11 @@ struct retro_core_options_v2 options_ja = {
#define OPTION_VAL_490_KO NULL
#define OPTION_VAL_500_KO NULL
#define CORE_OPTION_NAME_CUSTOM_TEXTURES_LABEL_KO "사용자 텍스처 불러오기"
#define CORE_OPTION_NAME_CUSTOM_TEXTURES_INFO_0_KO NULL
#define CORE_OPTION_NAME_CUSTOM_TEXTURES_INFO_0_KO "'system/dc/textures/<game-id>/' 폴더에서 커스텀 텍스처를 불러옵니다."
#define CORE_OPTION_NAME_DUMP_TEXTURES_LABEL_KO "텍스쳐 덤프하기"
#define CORE_OPTION_NAME_DUMP_TEXTURES_INFO_0_KO NULL
#define CORE_OPTION_NAME_DUMP_TEXTURES_INFO_0_KO "게임이 새로운 텍스처를 사용할 때마다, 'system/dc/texdump/<game-id>/' 폴더 안에 .png 파일로 저장되게 합니다."
#define CORE_OPTION_NAME_ANALOG_STICK_DEADZONE_LABEL_KO "아날로그 스틱 데드존"
#define CORE_OPTION_NAME_ANALOG_STICK_DEADZONE_INFO_0_KO NULL
#define CORE_OPTION_NAME_ANALOG_STICK_DEADZONE_INFO_0_KO "아날로그 스틱을 얼마나 기울여야 입력으로 인식할지를 선택합니다."
#define OPTION_VAL_0_KO NULL
#define OPTION_VAL_5_KO NULL
#define OPTION_VAL_10_KO NULL
@@ -50558,9 +50558,9 @@ struct retro_core_options_v2 options_ja = {
#define OPTION_VAL_25_KO NULL
#define OPTION_VAL_30_KO NULL
#define CORE_OPTION_NAME_TRIGGER_DEADZONE_LABEL_KO "트리거 데드존"
#define CORE_OPTION_NAME_TRIGGER_DEADZONE_INFO_0_KO NULL
#define CORE_OPTION_NAME_TRIGGER_DEADZONE_INFO_0_KO "트리거를 얼마나 눌러야 입력으로 인식할지를 선택합니다."
#define CORE_OPTION_NAME_DIGITAL_TRIGGERS_LABEL_KO "디지털 트리거"
#define CORE_OPTION_NAME_DIGITAL_TRIGGERS_INFO_0_KO NULL
#define CORE_OPTION_NAME_DIGITAL_TRIGGERS_INFO_0_KO "활성화할 경우 트리거가 평범한 버튼으로 취급되며, 중간 상태 없이 완전히 눌리거나 눌리지 않은 상태로만 처리됩니다."
#define CORE_OPTION_NAME_NETWORK_OUTPUT_LABEL_KO "디지털 출력 송출하기"
#define CORE_OPTION_NAME_NETWORK_OUTPUT_INFO_0_KO "디지털 출력과 포스 피드백 상태를 TCP 포트 8000번으로 송출합니다. MAME의 \"-output network\" 옵션과 호환됩니다."
#define CORE_OPTION_NAME_SHOW_LIGHTGUN_SETTINGS_LABEL_KO "라이트 건 설정 표시"
@@ -50600,28 +50600,28 @@ struct retro_core_options_v2 options_ja = {
#define CORE_OPTION_NAME_LIGHTGUN2_CROSSHAIR_LABEL_KO "라이트건 조준선 2 표시"
#define CORE_OPTION_NAME_LIGHTGUN3_CROSSHAIR_LABEL_KO "라이트건 조준선 3 표시"
#define CORE_OPTION_NAME_LIGHTGUN4_CROSSHAIR_LABEL_KO "라이트건 조준선 4 표시"
#define CORE_OPTION_NAME_DEVICE_PORT1_SLOT1_LABEL_KO NULL
#define CORE_OPTION_NAME_DEVICE_PORT1_SLOT1_INFO_0_KO NULL
#define CORE_OPTION_NAME_DEVICE_PORT1_SLOT1_LABEL_KO "확장 슬롯 A1의 장치"
#define CORE_OPTION_NAME_DEVICE_PORT1_SLOT1_INFO_0_KO "확장 슬롯 A1(포트 A 슬롯 1)에 연결할 장치를 선택합니다."
#define OPTION_VAL_VMU_KO NULL
#define OPTION_VAL_PURUPURU_KO NULL
#define OPTION_VAL_PURUPURU_KO "진동 팩"
#define OPTION_VAL_NONE_KO "없음"
#define CORE_OPTION_NAME_DEVICE_PORT1_SLOT2_LABEL_KO NULL
#define CORE_OPTION_NAME_DEVICE_PORT1_SLOT2_INFO_0_KO NULL
#define CORE_OPTION_NAME_DEVICE_PORT2_SLOT1_LABEL_KO NULL
#define CORE_OPTION_NAME_DEVICE_PORT2_SLOT1_INFO_0_KO NULL
#define CORE_OPTION_NAME_DEVICE_PORT2_SLOT2_LABEL_KO NULL
#define CORE_OPTION_NAME_DEVICE_PORT2_SLOT2_INFO_0_KO NULL
#define CORE_OPTION_NAME_DEVICE_PORT3_SLOT1_LABEL_KO NULL
#define CORE_OPTION_NAME_DEVICE_PORT3_SLOT1_INFO_0_KO NULL
#define CORE_OPTION_NAME_DEVICE_PORT3_SLOT2_LABEL_KO NULL
#define CORE_OPTION_NAME_DEVICE_PORT3_SLOT2_INFO_0_KO NULL
#define CORE_OPTION_NAME_DEVICE_PORT4_SLOT1_LABEL_KO NULL
#define CORE_OPTION_NAME_DEVICE_PORT4_SLOT1_INFO_0_KO NULL
#define CORE_OPTION_NAME_DEVICE_PORT4_SLOT2_LABEL_KO NULL
#define CORE_OPTION_NAME_DEVICE_PORT4_SLOT2_INFO_0_KO NULL
#define CORE_OPTION_NAME_DEVICE_PORT1_SLOT2_LABEL_KO "확장 슬롯 A2의 장치"
#define CORE_OPTION_NAME_DEVICE_PORT1_SLOT2_INFO_0_KO "확장 슬롯 A2(포트 A 슬롯 2)에 연결할 장치를 선택합니다."
#define CORE_OPTION_NAME_DEVICE_PORT2_SLOT1_LABEL_KO "확장 슬롯 B1의 장치"
#define CORE_OPTION_NAME_DEVICE_PORT2_SLOT1_INFO_0_KO "확장 슬롯 B1(포트 B 슬롯 1)에 연결할 장치를 선택합니다."
#define CORE_OPTION_NAME_DEVICE_PORT2_SLOT2_LABEL_KO "확장 슬롯 B2의 장치"
#define CORE_OPTION_NAME_DEVICE_PORT2_SLOT2_INFO_0_KO "확장 슬롯 B2(포트 B 슬롯 2)에 연결할 장치를 선택합니다."
#define CORE_OPTION_NAME_DEVICE_PORT3_SLOT1_LABEL_KO "확장 슬롯 C1의 장치"
#define CORE_OPTION_NAME_DEVICE_PORT3_SLOT1_INFO_0_KO "확장 슬롯 C1(포트 C 슬롯 1)에 연결할 장치를 선택합니다."
#define CORE_OPTION_NAME_DEVICE_PORT3_SLOT2_LABEL_KO "확장 슬롯 C2의 장치"
#define CORE_OPTION_NAME_DEVICE_PORT3_SLOT2_INFO_0_KO "확장 슬롯 C2(포트 C 슬롯 2)에 연결할 장치를 선택합니다."
#define CORE_OPTION_NAME_DEVICE_PORT4_SLOT1_LABEL_KO "확장 슬롯 D1의 장치"
#define CORE_OPTION_NAME_DEVICE_PORT4_SLOT1_INFO_0_KO "확장 슬롯 D1(포트 D 슬롯 1)에 연결할 장치를 선택합니다."
#define CORE_OPTION_NAME_DEVICE_PORT4_SLOT2_LABEL_KO "확장 슬롯 D2의 장치"
#define CORE_OPTION_NAME_DEVICE_PORT4_SLOT2_INFO_0_KO "확장 슬롯 D2(포트 D 슬롯 2)에 연결할 장치를 선택합니다."
#define CORE_OPTION_NAME_PER_CONTENT_VMUS_LABEL_KO "게임당 별도 Visual Memory Units/Systems(VMU) 사용"
#define CORE_OPTION_NAME_PER_CONTENT_VMUS_LABEL_CAT_KO "게임당 별도 VMU 사용"
#define CORE_OPTION_NAME_PER_CONTENT_VMUS_INFO_0_KO NULL
#define CORE_OPTION_NAME_PER_CONTENT_VMUS_INFO_0_KO "비활성화할 경우, 모든 게임이 RetroArch의 시스템 디렉토리에 저장된 최대 8개의 VMU 저장 파일(A1/A2/B1/B2/C1/C2/D1/D2)을 공유합니다.\n\ 'VMU A1' 옵션은 RetroArch의 저장 디렉토리에 게임 하나 당 하나의 VMU 'A1' 파일을 생성합니다.\n\ '모든 VMU'는 게임 하나 당 최대 8개의 VMU 파일(A1/A2/B1/B2/C1/C2/D1/D2)을 생성합니다."
#define OPTION_VAL_VMU_A1_KO NULL
#define OPTION_VAL_ALL_VMUS_KO "전체 VMU"
#define CORE_OPTION_NAME_VMU_SOUND_LABEL_KO "비주얼 메모리 유닛/시스템 (VMU) 사운드"
@@ -54400,7 +54400,7 @@ struct retro_core_options_v2 options_nl = {
#define OPTION_VAL_USA_NO NULL
#define OPTION_VAL_EUROPE_NO NULL
#define OPTION_VAL_DEFAULT_NO NULL
#define CORE_OPTION_NAME_LANGUAGE_LABEL_NO NULL
#define CORE_OPTION_NAME_LANGUAGE_LABEL_NO "Språk"
#define CORE_OPTION_NAME_LANGUAGE_INFO_0_NO NULL
#define OPTION_VAL_JAPANESE_NO NULL
#define OPTION_VAL_ENGLISH_NO NULL
@@ -54618,9 +54618,9 @@ struct retro_core_options_v2 options_nl = {
#define OPTION_VAL_300_O45_NO NULL
#define CORE_OPTION_NAME_LIGHTGUN1_CROSSHAIR_LABEL_NO NULL
#define OPTION_VAL_WHITE_NO NULL
#define OPTION_VAL_RED_NO NULL
#define OPTION_VAL_GREEN_NO NULL
#define OPTION_VAL_BLUE_NO NULL
#define OPTION_VAL_RED_NO "Rød"
#define OPTION_VAL_GREEN_NO "Grønn"
#define OPTION_VAL_BLUE_NO "Blå"
#define CORE_OPTION_NAME_LIGHTGUN2_CROSSHAIR_LABEL_NO NULL
#define CORE_OPTION_NAME_LIGHTGUN3_CROSSHAIR_LABEL_NO NULL
#define CORE_OPTION_NAME_LIGHTGUN4_CROSSHAIR_LABEL_NO NULL
@@ -54676,7 +54676,7 @@ struct retro_core_options_v2 options_nl = {
#define OPTION_VAL_LIGHT_CYAN_10_NO NULL
#define OPTION_VAL_PURPLE_12_NO NULL
#define OPTION_VAL_LIGHT_PURPLE_13_NO NULL
#define OPTION_VAL_YELLOW_14_NO NULL
#define OPTION_VAL_YELLOW_14_NO "Gul"
#define OPTION_VAL_GRAY_15_NO NULL
#define OPTION_VAL_LIGHT_PURPLE_2_16_NO NULL
#define OPTION_VAL_LIGHT_GREEN_2_17_NO NULL
@@ -72500,7 +72500,7 @@ struct retro_core_options_v2 options_sv = {
#define CATEGORY_INPUT_LABEL_TR "Girdi"
#define CATEGORY_INPUT_INFO_0_TR "Oyun kolu ve light gun ayarlarını yapılandırın."
#define CATEGORY_EXPANSIONS_LABEL_TR "Kontrolcü Genişletme Yuvaları"
#define CATEGORY_EXPANSIONS_INFO_0_TR NULL
#define CATEGORY_EXPANSIONS_INFO_0_TR "Her denetleyici genişletme yuvasına takılı cihazı (VMU, titreşim cihazı) seçin."
#define CATEGORY_VMU_LABEL_TR "Görsel Bellek Birimi"
#define CATEGORY_VMU_INFO_0_TR "Oyun başına VMU kayıt dosyaları ve ekrandaki VMU görünürlük ayarlarını yapılandırın."
#define CORE_OPTION_NAME_REGION_LABEL_TR "Bölge"
@@ -72522,8 +72522,8 @@ struct retro_core_options_v2 options_sv = {
#define CORE_OPTION_NAME_BOOT_TO_BIOS_INFO_0_TR "Doğrudan Dreamcast BIOS menüsüne önyükleme yapın."
#define CORE_OPTION_NAME_ENABLE_DSP_LABEL_TR "DSP'yi Etkinleştir"
#define CORE_OPTION_NAME_ENABLE_DSP_INFO_0_TR "Dreamcast ses DSP (dijital sinyal işlemcisi) taklidini etkinleştirin. Üretilen sesin doğruluğunu artırır, ancak performans gereksinimlerini artırır."
#define CORE_OPTION_NAME_ALLOW_SERVICE_BUTTONS_LABEL_TR NULL
#define CORE_OPTION_NAME_ALLOW_SERVICE_BUTTONS_INFO_0_TR NULL
#define CORE_OPTION_NAME_ALLOW_SERVICE_BUTTONS_LABEL_TR "Kabin Hizmet Düğmelerine İzin Ver"
#define CORE_OPTION_NAME_ALLOW_SERVICE_BUTTONS_INFO_0_TR "Atari salonu oyunlarının kabin ayarlarına girmek üzere SERVİS düğmesini etkinleştirir."
#define CORE_OPTION_NAME_FORCE_FREEPLAY_LABEL_TR "NAOMI Oyunlarını Serbest Oynamaya Ayarlayın"
#define CORE_OPTION_NAME_FORCE_FREEPLAY_INFO_0_TR "Serbest oynamak için oyunun jeton ayarlarını değiştirin."
#define CORE_OPTION_NAME_EMULATE_BBA_LABEL_TR "Geniş Bant Adaptör Taklidi"
@@ -72573,7 +72573,7 @@ struct retro_core_options_v2 options_sv = {
#define OPTION_VAL_HORIZONTAL_TR "Yatay"
#define OPTION_VAL_VERTICAL_TR "Dikey"
#define CORE_OPTION_NAME_ALPHA_SORTING_LABEL_TR "Alfabetik Sıralama"
#define CORE_OPTION_NAME_ALPHA_SORTING_INFO_0_TR NULL
#define CORE_OPTION_NAME_ALPHA_SORTING_INFO_0_TR "Saydam çokgenlerin nasıl sıralanacağını seçin."
#define OPTION_VAL_PER_STRIP_FAST_LEAST_ACCURATE_TR "Şerit Başına (hızlı, en az doğru)"
#define OPTION_VAL_PER_TRIANGLE_NORMAL_TR "Üçgen Başına (normal)"
#define OPTION_VAL_PER_PIXEL_ACCURATE_TR "Piksel Başına (doğru, ancak en yavaş)"
@@ -72590,7 +72590,7 @@ struct retro_core_options_v2 options_sv = {
#define CORE_OPTION_NAME_ENABLE_RTTB_LABEL_TR "RTT (Dokuya Dönüştür) Önbelleğini Etkinleştir"
#define CORE_OPTION_NAME_ENABLE_RTTB_INFO_0_TR "İşlenen dokuları GPU'dan VRAM'e geri kopyalayın. Bu seçenek normalde bunu gerektiren oyunlar için etkinleştirilir. Etkinleştirildiğinde, doku işleme yükseltme devre dışı bırakılır ve performans etkilenebilir."
#define CORE_OPTION_NAME_MIPMAPPING_LABEL_TR "Görüş Açısı"
#define CORE_OPTION_NAME_MIPMAPPING_INFO_0_TR NULL
#define CORE_OPTION_NAME_MIPMAPPING_INFO_0_TR "Etkinleştirilen dokular daha uzakta göründüklerinde kendilerinin daha küçük benzerlerini kullanacakları zaman performansları artırabilir ve parıltıyı azaltabilirler."
#define CORE_OPTION_NAME_FOG_LABEL_TR "Sis Efektleri"
#define CORE_OPTION_NAME_VOLUME_MODIFIER_ENABLE_LABEL_TR "Hacim Değiştirici"
#define CORE_OPTION_NAME_VOLUME_MODIFIER_ENABLE_INFO_0_TR "Genellikle oyunlar tarafından nesne gölgeleri çizmek için kullanılan bir Dreamcast GPU özelliği. Bu normalde etkinleştirilmelidir - performansa olumsuz etkisi yok denilebilecek düzeydedir."
@@ -72612,11 +72612,11 @@ struct retro_core_options_v2 options_sv = {
#define OPTION_VAL_4_TR NULL
#define OPTION_VAL_6_TR NULL
#define CORE_OPTION_NAME_TEXUPSCALE_MAX_FILTERED_TEXTURE_SIZE_LABEL_TR "Doku Yükseltme Azami Filtre Boyutu"
#define CORE_OPTION_NAME_TEXUPSCALE_MAX_FILTERED_TEXTURE_SIZE_INFO_0_TR NULL
#define CORE_OPTION_NAME_TEXUPSCALE_MAX_FILTERED_TEXTURE_SIZE_INFO_0_TR "Yükseltilecek doku için azami boyut değerini seçin; eğer doku boyutu seçilen değerden yüksekse büyütülmeyecektir."
#define CORE_OPTION_NAME_NATIVE_DEPTH_INTERPOLATION_LABEL_TR "Yerel Derinlik Enterpolasyonu"
#define CORE_OPTION_NAME_NATIVE_DEPTH_INTERPOLATION_INFO_0_TR "AMD GPU'larda doku bozulması ve derinlik sorunlarına yardımcı olur. Bazı durumlarda Intel GPU'lara da yardımcı olabilir."
#define CORE_OPTION_NAME_FIX_UPSCALE_BLEEDING_EDGE_LABEL_TR NULL
#define CORE_OPTION_NAME_FIX_UPSCALE_BLEEDING_EDGE_INFO_0_TR NULL
#define CORE_OPTION_NAME_FIX_UPSCALE_BLEEDING_EDGE_LABEL_TR "Yükseltirken Doku Kenarlarını Düzelt"
#define CORE_OPTION_NAME_FIX_UPSCALE_BLEEDING_EDGE_INFO_0_TR "Yükseltme işleminde doku bozulması durumunda yardımcı olur. Bunu devre dışı bırakmak, 2D oyunlarda (MVC2, CVS, KOF, vb.) yükseltme sırasında piksellerin çarpık olması durumunda yardımcı olabilir"
#define CORE_OPTION_NAME_THREADED_RENDERING_LABEL_TR "Zorlu İşleme"
#define CORE_OPTION_NAME_THREADED_RENDERING_INFO_0_TR "GPU ve CPU'yu farklı iş parçacıklarında çalıştırır. Şiddetle tavsiye edilir."
#define CORE_OPTION_NAME_AUTO_SKIP_FRAME_LABEL_TR "Kareyi Otomatik Atla"
@@ -72677,11 +72677,11 @@ struct retro_core_options_v2 options_sv = {
#define OPTION_VAL_490_TR NULL
#define OPTION_VAL_500_TR NULL
#define CORE_OPTION_NAME_CUSTOM_TEXTURES_LABEL_TR "Özel Dokular Yükle"
#define CORE_OPTION_NAME_CUSTOM_TEXTURES_INFO_0_TR NULL
#define CORE_OPTION_NAME_CUSTOM_TEXTURES_INFO_0_TR "'system/dc/textures/<game-id>/' klasöründe bulunan özel dokuları yükleyin."
#define CORE_OPTION_NAME_DUMP_TEXTURES_LABEL_TR "Dokuları Sakla"
#define CORE_OPTION_NAME_DUMP_TEXTURES_INFO_0_TR NULL
#define CORE_OPTION_NAME_DUMP_TEXTURES_INFO_0_TR "Oyun tarafından her yeni doku kullanıldığında, 'system/dc/texdump/<game-id>/' klasörüne .png dosyası olarak kaydedilecektir."
#define CORE_OPTION_NAME_ANALOG_STICK_DEADZONE_LABEL_TR "Analog Çubuğu Ölü Bölge"
#define CORE_OPTION_NAME_ANALOG_STICK_DEADZONE_INFO_0_TR NULL
#define CORE_OPTION_NAME_ANALOG_STICK_DEADZONE_INFO_0_TR "İşlenmeye başlamadan önce analog çubuğu ne kadar itmeniz gerektiğini seçin."
#define OPTION_VAL_0_TR "%0"
#define OPTION_VAL_5_TR "%5"
#define OPTION_VAL_10_TR "%10"
@@ -72690,9 +72690,9 @@ struct retro_core_options_v2 options_sv = {
#define OPTION_VAL_25_TR "%25"
#define OPTION_VAL_30_TR "%30"
#define CORE_OPTION_NAME_TRIGGER_DEADZONE_LABEL_TR "Tetik Ölü Bölge"
#define CORE_OPTION_NAME_TRIGGER_DEADZONE_INFO_0_TR NULL
#define CORE_OPTION_NAME_TRIGGER_DEADZONE_INFO_0_TR "İşlenmeye başlamadan önce tetiğe ne kadar basmanız gerektiğini seçin."
#define CORE_OPTION_NAME_DIGITAL_TRIGGERS_LABEL_TR "Dijital Tetikleyiciler"
#define CORE_OPTION_NAME_DIGITAL_TRIGGERS_INFO_0_TR NULL
#define CORE_OPTION_NAME_DIGITAL_TRIGGERS_INFO_0_TR "Etkinleştirildiğinde, tetikleyiciler normal düğmeler gibi davranacak, yani tamamen basılmış veya hiç basılmamış olarak, arada bir şey olmadan işlenecekler."
#define CORE_OPTION_NAME_NETWORK_OUTPUT_LABEL_TR "Yayın Dijital Çıkışları"
#define CORE_OPTION_NAME_NETWORK_OUTPUT_INFO_0_TR "TCP port 8000'de dijital çıkışları ve zorla geri bildirim durumunu yayınlayın. \"-output network\" MAME seçeneğiyle uyumludur."
#define CORE_OPTION_NAME_SHOW_LIGHTGUN_SETTINGS_LABEL_TR "Light Gun Ayarlarını Göster"
@@ -72732,28 +72732,28 @@ struct retro_core_options_v2 options_sv = {
#define CORE_OPTION_NAME_LIGHTGUN2_CROSSHAIR_LABEL_TR "Silah Artı Göstergesi 2 Görüntüle"
#define CORE_OPTION_NAME_LIGHTGUN3_CROSSHAIR_LABEL_TR "Silah Artı Göstergesi 3 Görüntüle"
#define CORE_OPTION_NAME_LIGHTGUN4_CROSSHAIR_LABEL_TR "Silah Artı Göstergesi 4 Görüntüle"
#define CORE_OPTION_NAME_DEVICE_PORT1_SLOT1_LABEL_TR NULL
#define CORE_OPTION_NAME_DEVICE_PORT1_SLOT1_INFO_0_TR NULL
#define CORE_OPTION_NAME_DEVICE_PORT1_SLOT1_LABEL_TR "Genişletme Yuvası Cihaz A1"
#define CORE_OPTION_NAME_DEVICE_PORT1_SLOT1_INFO_0_TR "Genişletme yuvası A1 için takılı cihazı seçin (port A yuva 1)."
#define OPTION_VAL_VMU_TR NULL
#define OPTION_VAL_PURUPURU_TR NULL
#define OPTION_VAL_PURUPURU_TR "Titreşim Paketi"
#define OPTION_VAL_NONE_TR "Yok"
#define CORE_OPTION_NAME_DEVICE_PORT1_SLOT2_LABEL_TR NULL
#define CORE_OPTION_NAME_DEVICE_PORT1_SLOT2_INFO_0_TR NULL
#define CORE_OPTION_NAME_DEVICE_PORT2_SLOT1_LABEL_TR NULL
#define CORE_OPTION_NAME_DEVICE_PORT2_SLOT1_INFO_0_TR NULL
#define CORE_OPTION_NAME_DEVICE_PORT2_SLOT2_LABEL_TR NULL
#define CORE_OPTION_NAME_DEVICE_PORT2_SLOT2_INFO_0_TR NULL
#define CORE_OPTION_NAME_DEVICE_PORT3_SLOT1_LABEL_TR NULL
#define CORE_OPTION_NAME_DEVICE_PORT3_SLOT1_INFO_0_TR NULL
#define CORE_OPTION_NAME_DEVICE_PORT3_SLOT2_LABEL_TR NULL
#define CORE_OPTION_NAME_DEVICE_PORT3_SLOT2_INFO_0_TR NULL
#define CORE_OPTION_NAME_DEVICE_PORT4_SLOT1_LABEL_TR NULL
#define CORE_OPTION_NAME_DEVICE_PORT4_SLOT1_INFO_0_TR NULL
#define CORE_OPTION_NAME_DEVICE_PORT4_SLOT2_LABEL_TR NULL
#define CORE_OPTION_NAME_DEVICE_PORT4_SLOT2_INFO_0_TR NULL
#define CORE_OPTION_NAME_DEVICE_PORT1_SLOT2_LABEL_TR "Genişletme Yuvası Cihaz A2"
#define CORE_OPTION_NAME_DEVICE_PORT1_SLOT2_INFO_0_TR "Genişletme yuvası A2 için takılı cihazı seçin (port A yuva 2)."
#define CORE_OPTION_NAME_DEVICE_PORT2_SLOT1_LABEL_TR "Genişletme Yuvası Cihaz B1"
#define CORE_OPTION_NAME_DEVICE_PORT2_SLOT1_INFO_0_TR "Genişletme yuvası B1 için takılı cihazı seçin (port B yuva 1)."
#define CORE_OPTION_NAME_DEVICE_PORT2_SLOT2_LABEL_TR "Genişletme Yuvası Cihaz B2"
#define CORE_OPTION_NAME_DEVICE_PORT2_SLOT2_INFO_0_TR "Genişletme yuvası B2 için takılı cihazı seçin (port B yuva 2)."
#define CORE_OPTION_NAME_DEVICE_PORT3_SLOT1_LABEL_TR "Genişletme Yuvası Cihaz C1"
#define CORE_OPTION_NAME_DEVICE_PORT3_SLOT1_INFO_0_TR "Genişletme yuvası C1 için takılı cihazı seçin (port C yuva 1)."
#define CORE_OPTION_NAME_DEVICE_PORT3_SLOT2_LABEL_TR "Genişletme Yuvası Cihaz C2"
#define CORE_OPTION_NAME_DEVICE_PORT3_SLOT2_INFO_0_TR "Genişletme yuvası C2 için takılı cihazı seçin (port C yuva 2)."
#define CORE_OPTION_NAME_DEVICE_PORT4_SLOT1_LABEL_TR "Genişletme Yuvası Cihaz D1"
#define CORE_OPTION_NAME_DEVICE_PORT4_SLOT1_INFO_0_TR "Genişletme yuvası D1 için takılı cihazı seçin (port D yuva 1)."
#define CORE_OPTION_NAME_DEVICE_PORT4_SLOT2_LABEL_TR "Genişletme Yuvası Cihaz D2"
#define CORE_OPTION_NAME_DEVICE_PORT4_SLOT2_INFO_0_TR "Genişletme yuvası D2 için takılı cihazı seçin (port D yuva 2)."
#define CORE_OPTION_NAME_PER_CONTENT_VMUS_LABEL_TR "Oyun Başına Görsel Bellek Birimleri/Sistemleri (VMU)"
#define CORE_OPTION_NAME_PER_CONTENT_VMUS_LABEL_CAT_TR "Oyun Başına VMU"
#define CORE_OPTION_NAME_PER_CONTENT_VMUS_INFO_0_TR NULL
#define CORE_OPTION_NAME_PER_CONTENT_VMUS_INFO_0_TR "Devre dışı bırakıldığında, tüm oyunlar RetroArch sistem dizininde bulunan en fazla 8 VMU kayıt dosyasını (A1/A2/B1/B2/C1/C2/D1/D2) paylaşır.\n\'VMU A1' ayarı, başlatılan her oyun için RetroArch dizin kaydına benzersiz bir VMU 'A1' dosyası oluşturur.\n\'Tüm VMU'' ayarları, başlatılan her oyun için en fazla 8 benzersiz VMU dosyası (A1/A2/B1/B2/C1/C2/D1/D2) oluşturur."
#define OPTION_VAL_VMU_A1_TR NULL
#define OPTION_VAL_ALL_VMUS_TR "Tüm VMU"
#define CORE_OPTION_NAME_VMU_SOUND_LABEL_TR "Görsel Bellek Birimleri/Sistemleri (VMU) Sesleri"
@@ -78529,7 +78529,7 @@ struct retro_core_options_v2 options_val = {
#define CATEGORY_SYSTEM_INFO_0_VN NULL
#define CATEGORY_VIDEO_LABEL_VN "Hình ảnh"
#define CATEGORY_VIDEO_INFO_0_VN NULL
#define CATEGORY_PERFORMANCE_LABEL_VN NULL
#define CATEGORY_PERFORMANCE_LABEL_VN "Hiệu năng"
#define CATEGORY_PERFORMANCE_INFO_0_VN NULL
#define CATEGORY_HACKS_LABEL_VN "Hacks giả lập"
#define CATEGORY_HACKS_INFO_0_VN NULL
+1 -1
View File
@@ -86,7 +86,7 @@ public:
}
void load() override {
if (!name.empty())
if (!name.empty() && !overridden)
set(doLoad(name));
}