// Catalog of the text the host shows the player (ui_text.h). One array per catalog language, indexed by UiTextId: a new // string gets an id in ui_text.h and an entry in every language that has one (a missing entry falls back to English). // The software keyboard has every language; the menu has English, Russian, Brazilian Portuguese and Simplified // Chinese. #include #include #include "cfg.h" #include "ov.h" #include "platform/platform.h" #include "ui_text.h" typedef struct { const char *lang; const char *const *text; } Row; // The language names are the same in every row. #define LANG_NAMES \ [UI_MENU_LANGNAME_EN] = "English", [UI_MENU_LANGNAME_JA] = "日本語", [UI_MENU_LANGNAME_FR] = "Français", \ [UI_MENU_LANGNAME_DE] = "Deutsch", [UI_MENU_LANGNAME_IT] = "Italiano", [UI_MENU_LANGNAME_ES] = "Español", \ [UI_MENU_LANGNAME_NL] = "Nederlands", [UI_MENU_LANGNAME_RU] = "Русский", \ [UI_MENU_LANGNAME_ZH_HANS] = "简体中文", [UI_MENU_LANGNAME_ZH_HANT] = "繁體中文", [UI_MENU_LANGNAME_KO] = "한국어", \ [UI_MENU_LANGNAME_PT_BR] = "Português (Brasil)", [UI_MENU_LANGNAME_EN_GB] = "English (UK)", \ [UI_MENU_LANGNAME_FR_CA] = "Français (Canada)", [UI_MENU_LANGNAME_ES_419] = "Español (Latinoamérica)" // SWKBD: TITLE, PROMPT, DEFAULT_NAME (at most 9 UTF-16 units, no '@' '%' '\'), OK, CANCEL, PAD_HINT. #define SWKBD(title, prompt, name, ok, cancel, hint) \ [UI_SWKBD_TITLE] = title, [UI_SWKBD_PROMPT] = prompt, [UI_SWKBD_DEFAULT_NAME] = name, [UI_SWKBD_OK] = ok, \ [UI_SWKBD_CANCEL] = cancel, [UI_SWKBD_PAD_HINT] = hint, LANG_NAMES // The DLSS model file and the executable, as the player sees them on this platform. #ifdef _WIN32 #define DLSS_FILE "nvngx_dlss.dll" #define EXE_FILE "totk.exe" #else #define DLSS_FILE "libnvidia-ngx-dlss.so" #define EXE_FILE "totk" #endif static const char *const text_en[UI_TEXT_COUNT] = { SWKBD("Text entry", "Enter a name", "Horse", "OK", "Cancel", "Controller: A = OK, B = Cancel"), [UI_MENU_TITLE] = "Settings", [UI_MENU_TAB_SCREEN] = "Screen", [UI_MENU_TAB_GAME] = "Game", [UI_MENU_TAB_MODS] = "Mods", [UI_MENU_TAB_SOUND] = "Sound", [UI_MENU_TAB_CONTROLS] = "Controls", [UI_MENU_TAB_AMIIBO] = "Amiibo", [UI_MENU_TAB_MENU] = "Menu", [UI_MENU_TAB_ADVANCED] = "Advanced", [UI_MENU_CONTINUE] = "Continue", [UI_MENU_QUIT] = "Quit game", [UI_MENU_ON] = "On", [UI_MENU_OFF] = "Off", [UI_MENU_AUTO] = "Automatic", [UI_MENU_DEFAULT_MARK] = "default", [UI_MENU_AFTER_RESTART] = "after restart", [UI_MENU_SET_BY_ENV] = "set by environment variable", [UI_MENU_SAVE_FAILED] = "could not save settings", [UI_MENU_VERSION] = "TotK Recomp %s, game %s", [UI_MENU_FULLSCREEN] = "Fullscreen", [UI_MENU_FULLSCREEN_DESC] = "Fills the screen with the game; F11 toggles it.", [UI_MENU_WINDOW_SIZE] = "Window size", [UI_MENU_WINDOW_SIZE_DESC] = "Size of the game window when not fullscreen.", [UI_MENU_WINDOW_SIZE_CUSTOM] = "Custom", [UI_MENU_PRESENT] = "Presentation", [UI_MENU_PRESENT_DESC] = "How finished frames reach the screen.", [UI_MENU_PRESENT_MAILBOX] = "Mailbox", [UI_MENU_PRESENT_VSYNC] = "VSync", [UI_MENU_PRESENT_IMMEDIATE] = "Immediate", [UI_MENU_PRESENT_IN_USE] = "in use: %s", [UI_MENU_GPU] = "Graphics card", [UI_MENU_GPU_DESC] = "The Vulkan device that draws the game.", [UI_MENU_GPU_AUTO] = "Automatic", [UI_MENU_PERF_OVERLAY] = "Performance overlay", [UI_MENU_PERF_OVERLAY_DESC] = "Frame rate in the top right corner. Full adds frame times with a graph, CPU, GPU and " "memory load, temperatures and the render thread's waits. F10 cycles the modes.", [UI_MENU_PERF_OFF] = "Off", [UI_MENU_PERF_FPS] = "FPS", [UI_MENU_PERF_FULL] = "Full", // printf format of the overlay line in FPS mode: the frame rate [UI_PERF_LINE_FPS] = "%.0f fps", [UI_MENU_GRAPHICS] = "Picture", [UI_MENU_OUTPUT_RES] = "Game resolution", [UI_MENU_OUTPUT_RES_DESC] = "The size the game draws its picture and interface in. Above 1920 x 1080 the game needs " "more video memory and GPU time. A wider size (21:9) widens the camera's view and moves " "the HUD to the screen's corners; a taller one (16:10, 3:2) moves it to the top " "and bottom edges.", [UI_MENU_RENDER_SCALE] = "3D render scale", [UI_MENU_RENDER_SCALE_DESC] = "Size of the 3D scene relative to the game resolution; the game's FSR scales it to " "that size. Above 100 % smooths jagged edges (supersampling) at a high GPU cost.", [UI_MENU_RENDER_SCALE_GAME] = "Game (83 %)", [UI_MENU_DYNAMIC_RES] = "Dynamic resolution", [UI_MENU_DYNAMIC_RES_DESC] = "Lets the game lower the 3D scene to 90 or 80 %. It judges by an estimate made for the Switch that ignores your GPU, so wide scenes drop even on a fast PC. Off keeps the render scale.", [UI_MENU_UPSCALER] = "Scaling to the window", [UI_MENU_UPSCALER_DESC] = "How the picture is scaled when the window is larger than the game resolution. FSR keeps " "edges and detail sharper than bilinear.", [UI_MENU_UPSCALER_FSR] = "AMD FSR 1", [UI_MENU_UPSCALER_BILINEAR] = "Bilinear", [UI_MENU_ASPECT] = "Picture shape", [UI_MENU_ASPECT_DESC] = "When the window's shape differs from the game resolution's (a 16:9 picture on a 21:9 " "screen): keep the picture's shape with black bars, or stretch it over the window.", [UI_MENU_ASPECT_FIT] = "Black bars", [UI_MENU_ASPECT_STRETCH] = "Stretch", [UI_MENU_MOVIE_ASPECT] = "Movie shape", [UI_MENU_MOVIE_ASPECT_DESC] = "When the game resolution is not 16:9, keep the cutscene movies' own shape with black " "bars, or stretch them over the whole picture. Applies from the next movie.", [UI_MENU_MOVIE_ASPECT_KEEP] = "Black bars", [UI_MENU_MOVIE_ASPECT_STRETCH] = "Stretch", [UI_MENU_FOV] = "Field of view", [UI_MENU_FOV_DESC] = "How much of the world the camera shows, in percent of the game's own. Game version 1.4.3 only.", [UI_MENU_SHADOW_RES] = "Shadow map size", [UI_MENU_SHADOW_RES_DESC] = "Size of the sun's shadow map. The game's own size changes with the view, down to about 400 " "near the ground, so leaf shadows look blocky and jump; a fixed size keeps them still and " "sharper. Above 1024 the shadows cost more GPU time and video memory; 256 is coarser than the " "game's own and is for integrated GPUs short of memory bandwidth.", [UI_MENU_SHADOW_RES_GAME] = "Game (changes)", [UI_MENU_ANISO] = "Texture filtering", [UI_MENU_ANISO_DESC] = "Anisotropic filtering of surface textures: ground, roads and walls seen at a shallow angle stay sharp into the distance instead of blurring. Game: the level the game asks for, as on the Switch.", [UI_MENU_ANISO_GAME] = "Game", [UI_MENU_SHARPNESS] = "FSR sharpness", [UI_MENU_SHARPNESS_DESC] = "Sharpening after FSR scaling; 0 turns it off.", [UI_MENU_COLOR] = "Colour", [UI_MENU_COLOR_PRESET] = "Colour profile", [UI_MENU_COLOR_PRESET_DESC] = "Sets the four values below. Vivid: more contrast and saturation, shadows opened a " "little (made for OLED screens). Clarity: a little more contrast, saturation and " "brightness. Moving a value makes the profile Custom. The HUD changes with the picture; " "this menu does not.", [UI_MENU_COLOR_DEFAULT] = "Game's own", [UI_MENU_COLOR_VIVID] = "Vivid (OLED)", [UI_MENU_COLOR_CLARITY] = "Clarity", [UI_MENU_COLOR_CUSTOM] = "Custom", [UI_MENU_COLOR_BRIGHTNESS] = "Brightness", [UI_MENU_COLOR_BRIGHTNESS_DESC] = "Added to every colour; 0 leaves it.", [UI_MENU_COLOR_CONTRAST] = "Contrast", [UI_MENU_COLOR_CONTRAST_DESC] = "Spreads colours away from mid-grey (above 100 %) or towards it; 100 % leaves them.", [UI_MENU_COLOR_SATURATION] = "Saturation", [UI_MENU_COLOR_SATURATION_DESC] = "Colour strength against grey; 100 % leaves it.", [UI_MENU_COLOR_GAMMA] = "Gamma", [UI_MENU_COLOR_GAMMA_DESC] = "Below 1 brightens dark and middle tones, above 1 darkens them; 1 leaves them.", [UI_MENU_HDR_GROUP] = "HDR", [UI_MENU_HDR] = "HDR output", [UI_MENU_HDR_DESC] = "Bright highlights on an HDR display. Needs HDR turned on in Windows (\"Use HDR\") or in a " "Wayland compositor with colour management; without it the picture stays SDR. Applies after a " "restart. The colour profile above is for SDR and is not used in HDR.", [UI_MENU_HDR_PEAK] = "Peak brightness", [UI_MENU_HDR_PEAK_DESC] = "Your display's peak in nits; the brightest highlights stop there.", [UI_MENU_HDR_GAME] = "Game brightness", [UI_MENU_HDR_GAME_DESC] = "Nits of the picture's white (paper white). 203 is the HDR reference; raise it in a " "bright room.", [UI_MENU_HDR_UI] = "HUD and menu brightness", [UI_MENU_HDR_UI_DESC] = "Nits of the HUD's and this menu's white.", [UI_MENU_HDR_HUE] = "Highlight hue correction", [UI_MENU_HDR_HUE_DESC] = "Bright colours such as fire and sparks turn towards white as in the game's own SDR picture, " "matching the light they cast; 0 keeps them fully saturated.", [UI_MENU_SHADOW_SCALE] = "Shadow resolution", [UI_MENU_SHADOW_SCALE_DESC] = "Draws the sun's shadow maps this many times larger on each side than the game's 960x960: " "sharper shadow edges and leaf shadows. Takes effect at the next start.", [UI_MENU_PCSS] = "Soft shadows", [UI_MENU_PCSS_DESC] = "Sun shadows sharp where an object meets the ground and softer the further the shadow falls " "(PCSS). 0 keeps the game's filter. Takes effect at the next start.", [UI_MENU_CONTACT_SHADOWS] = "Contact shadows", [UI_MENU_CONTACT_SHADOWS_DESC] = "Small sun shadows the shadow maps miss: at feet, under stones, in grass and creases. " "Traced on the screen after lighting. Takes effect at the next start.", [UI_MENU_SHADOW_RANGE] = "Shadow cascade range", [UI_MENU_SHADOW_RANGE_DESC] = "Moves the steps where shadows turn softer (the game's 20, 40, 80 and 160 m) further " "away. Spreads the shadow map over more ground: raise Shadow resolution with it. " "Takes effect at the next start.", [UI_MENU_DLAA] = "NVIDIA DLSS / DLAA", [UI_MENU_DLAA_DESC] = "NVIDIA DLSS for the 3D scene (NVIDIA RTX GPUs; " DLSS_FILE " next to " EXE_FILE "): smoother " "edges and less shimmer. The HUD is not touched. The mode below sets the resolution it works " "from. Takes effect after a restart.", [UI_MENU_DLSS_PRESET] = "DLSS model", [UI_MENU_DLSS_PRESET_DESC] = "Which DLSS model runs. Automatic follows NVIDIA's advice per mode: K for DLAA, Quality " "and Balanced, M for Performance, L for Ultra Performance. J: slightly less ghosting " "behind moving characters, a little more flicker. K: the sharpest model in every mode. " "Applies at once.", [UI_MENU_DLSS_PRESET_DEFAULT] = "Automatic", [UI_MENU_DLSS_PRESET_K] = "K (sharpest)", [UI_MENU_DLSS_PRESET_J] = "J (less ghosting)", [UI_MENU_DLSS_CHARS] = "DLSS character trails", [UI_MENU_DLSS_CHARS_DESC] = "Reduces the faint trails behind moving characters, animals and what they hold: DLSS takes " "less of the previous frames there. Stronger removes more of the trails and leaves those " "edges a little less smooth. Applies at once.", [UI_MENU_DLSS_CHARS_OFF] = "Off", [UI_MENU_DLSS_CHARS_LIGHT] = "Light", [UI_MENU_DLSS_CHARS_MEDIUM] = "Medium", [UI_MENU_DLSS_CHARS_FULL] = "Full", [UI_MENU_DLSS] = "DLSS mode", [UI_MENU_DLSS_DESC] = "DLAA draws the 3D scene at full resolution. Quality, Balanced, Performance and Ultra " "Performance draw it at 67, 58, 50 and 33 % and let DLSS scale it up, which saves GPU time; " "they replace the 3D render scale. Takes effect at once.", [UI_MENU_DLSS_DLAA] = "DLAA (native)", [UI_MENU_DLSS_QUALITY] = "Quality", [UI_MENU_DLSS_BALANCED] = "Balanced", [UI_MENU_DLSS_PERFORMANCE] = "Performance", [UI_MENU_DLSS_ULTRA] = "Ultra Performance", [UI_MENU_FXAA] = "Game anti-aliasing (FXAA)", [UI_MENU_FXAA_DESC] = "The game's own FXAA edge smoothing. It blurs fine detail a little; with DLAA on it is not needed.", [UI_MENU_FPS_LIMIT] = "Frame rate limit", [UI_MENU_FPS_LIMIT_DESC] = "The most frames per second the game draws. Above 60 is experimental and needs Game speed " "follows the clock.", [UI_MENU_FPS_30] = "30 FPS", [UI_MENU_FPS_40] = "40 FPS", [UI_MENU_FPS_45] = "45 FPS", [UI_MENU_FPS_60] = "60 FPS", [UI_MENU_FPS_90] = "90 FPS", [UI_MENU_FPS_120] = "120 FPS", [UI_MENU_FPS_144] = "144 FPS", // the monitor's refresh rate; printf format with the rate in Hz when it is known [UI_MENU_FPS_DISPLAY] = "Monitor rate", [UI_MENU_FPS_DISPLAY_HZ] = "Monitor rate (%.0f Hz)", [UI_MENU_FRAME_QUEUE] = "Frame queue", [UI_MENU_FRAME_QUEUE_DESC] = "The game starts a frame while the previous one waits for its turn on screen: far fewer " "dropped frames at the limit, up to one frame more input delay. Applies at once.", [UI_MENU_REALTIME] = "Game speed follows the clock", [UI_MENU_REALTIME_DESC] = "Steps the game by real time, so a slow frame does not slow the game down.", [UI_MENU_CLOTH_REALTIME] = "Cloth on the clock", [UI_MENU_CLOTH_REALTIME_DESC] = "Steps cloth and hair by real time as well.", [UI_MENU_HIGHFPS_FIX] = "High frame rate fixes", [UI_MENU_HIGHFPS_FIX_DESC] = "Corrects physics that misbehave above 30 frames per second, and objects that stay see-through or invisible above 60.", [UI_MENU_CLIMB_FIX] = "Climbing speed fix", [UI_MENU_CLIMB_FIX_DESC] = "Keeps climbing walls and ladders at full speed above 60 frames per second, so Link reaches the top.", [UI_MENU_GAME_LANG] = "Game language", [UI_MENU_GAME_LANG_DESC] = "Language of the game's text and voices.", [UI_MENU_GAME_LANG_AUTO] = "Automatic", [UI_MENU_OPERATION_MODE] = "Console mode", [UI_MENU_OPERATION_MODE_DESC] = "Whether the game thinks it runs docked or handheld.", [UI_MENU_MODE_DOCKED] = "Docked", [UI_MENU_MODE_HANDHELD] = "Handheld", [UI_MENU_ASSUME_FOCUS] = "Keep running out of focus", [UI_MENU_ASSUME_FOCUS_DESC] = "On (the default), the game keeps running while you are in another window, and the " "keyboard stays quiet until the window is in front again. Off, it pauses when its " "window loses focus, as on the Switch when Home is pressed; a load interrupted that " "way can stop for good.", [UI_MENU_PLAY_TIME] = "Play time", [UI_MENU_PLAY_TIME_DESC] = "Time in the game over all runs, counted while the game window has the focus and the game " "draws frames. Kept in playtime.txt in the profile folder, next to the saves.", [UI_MENU_PLAY_TIME_HM] = "%llu h %02u min", [UI_MENU_PLAY_TIME_SESSION] = "this run: %s", [UI_MENU_MODS_BUILTIN] = "Built into the port", [UI_MENU_MODS_INSTALLED] = "Installed mods", [UI_MENU_MODS_NONE] = "No mods yet. Unpack a mod into the mods folder, one folder per mod with its romfs folder " "inside, and restart the game. TKMM can export its merged mods into a folder there too.", [UI_MENU_MODS_OPEN] = "Open mods folder", [UI_MENU_MODS_OPEN_DESC] = "Shows the folder the game loads mods from. It is created if it is missing.", [UI_MENU_MODS_ROW_DESC] = "Game files it replaces: %u. New files it adds: %u.", [UI_MENU_MODS_OVERRIDDEN] = "%u of its files come from %s, which is higher in the list.", [UI_MENU_MODS_MOVE_HINT] = "The top face button or Ctrl+Up moves it up, the left face button or Ctrl+Down moves it " "down. When two mods change the same file, the higher one wins. Changes apply after a " "restart.", [UI_MENU_MODS_EMPTY] = "This folder has no romfs, exefs or cheats files.", [UI_MENU_MODS_SUBSDK] = "This mod brings its own game code (a subsdk plugin or a replaced main). The port cannot " "load code modules, so the whole mod stays off.", [UI_MENU_MODS_EXEFS_LATER] = "This mod patches the game code (exefs). The game builds the patches in when it " "starts next (a rebuild of a few minutes); until then the whole mod stays off.", [UI_MENU_MODS_CHEATS] = "Cheats: %d. Switch them on the Cheats tab.", [UI_MENU_MODS_CHEATS_FILE] = "Cheats for this game version are read at start from cheats\\%s in this mod.", [UI_MENU_MODS_BAD_NAME] = "The folder name contains |, which the mod list uses between names. Rename the folder.", [UI_MENU_MODS_OTHER_VERSION] = "%u of its files are made for another game version and are left out. Look for a " "version of this mod made for your game version.", [UI_MENU_MODS_UNUSED] = "not used", [UI_MENU_MODS_FPS60] = "60 FPS patch", [UI_MENU_MODS_FPS60_DESC] = "The port's own patch for 60 frames per second. Set it with Frame rate limit on the " "Game tab.", [UI_MENU_MODS_RES] = "Resolution patch", [UI_MENU_MODS_RES_DESC] = "The port's own patch for resolutions above 1080p. Set it with Game resolution on the " "Screen tab.", [UI_MENU_MODS_QUICKMENU] = "Quick menu fix", [UI_MENU_MODS_QUICKMENU_DESC] = "The port's fix for the black background of the weapon, shield and material menus " "at 60 FPS.", [UI_MENU_VOLUME] = "Volume", [UI_MENU_VOLUME_DESC] = "Master volume of the game.", [UI_MENU_AUDIO_CHANNELS] = "Speakers", [UI_MENU_AUDIO_CHANNELS_DESC] = "Stereo or 5.1 surround output. Automatic picks 5.1 when the Windows speaker setup " "has six or more channels. Applies after a restart.", [UI_MENU_CHANNELS_AUTO] = "Automatic", [UI_MENU_CHANNELS_STEREO] = "Stereo", [UI_MENU_CHANNELS_51] = "5.1 surround", [UI_MENU_MOTION] = "Motion controls", [UI_MENU_MOTION_DESC] = "Aiming with the controller's gyroscope.", [UI_MENU_RUMBLE_STRENGTH] = "Vibration strength", [UI_MENU_RUMBLE_STRENGTH_DESC] = "How strong the controller vibrates.", [UI_MENU_RUMBLE_CURVE] = "Vibration curve", [UI_MENU_RUMBLE_CURVE_DESC] = "Lower values make weak vibration stronger.", [UI_MENU_RUMBLE_TRIGGERS] = "Trigger vibration (Xbox)", [UI_MENU_RUMBLE_TRIGGERS_DESC] = "Vibrates the triggers of an Xbox controller too.", [UI_MENU_PAD_LAYOUT] = "Button layout", [UI_MENU_PAD_LAYOUT_DESC] = "Which button is A. Nintendo: the right one, as on a Switch. Xbox: the bottom one, as " "labelled on an Xbox controller (cross on a PlayStation controller). Automatic picks " "Nintendo for controllers with Nintendo labels and Xbox for the others. Which " "controller the game's prompts show is set under Button prompts.", [UI_MENU_PAD_LAYOUT_AUTO] = "Automatic", [UI_MENU_PAD_LAYOUT_NINTENDO] = "Nintendo (A right)", [UI_MENU_PAD_LAYOUT_XBOX] = "Xbox (A bottom)", [UI_MENU_PAD_LAYOUT_IN_USE] = "in use: %s", [UI_MENU_PROMPTS] = "Button prompts", [UI_MENU_PROMPTS_DESC] = "Which controller's buttons the game's prompts show. Nintendo: the game's own. Xbox: LB, " "RB, LT, RT, Menu, View and a d-pad cross, and A, B, X and Y as labelled on the button " "the layout above presses (with Nintendo (A right) the right button is labelled B, so the " "prompts for A show B). PC: the keys and mouse buttons of the keyboard's default layout " "(E, Shift, Space, left click...) and the mouse for the camera. The game reads its prompts " "at start, so they change after a restart. They are part of the game's files, so a button " "you remap in Controls keeps its old prompt on screen.", [UI_MENU_PROMPTS_NINTENDO] = "Nintendo", [UI_MENU_PROMPTS_XBOX] = "Xbox", [UI_MENU_PROMPTS_PC] = "PC", [UI_MENU_PROMPTS_MISSING] = "prompt files missing: run the setup again", [UI_MENU_PROMPTS_FAILED] = "prompt files damaged: run the setup again", [UI_MENU_PROMPTS_RESTART] = "prompts change after restart", [UI_MENU_PROMPTS_OFF_SHAPE] = "off at this game resolution (no layout made for it)", [UI_MENU_PROMPTS_OFF_MODS] = "off: a RomFS mod replaces their files", [UI_MENU_PROMPTS_OFF_PATCHES] = "off while TOTK_ROMFS_PATCHES is set", [UI_MENU_RESTART] = "Restart now", [UI_MENU_RESTART_DESC] = "Closes the game and starts it again with the new prompts. Progress since your last save " "is lost.", [UI_MENU_RESTART_CONFIRM] = "Restart the game now? Progress since your last save is lost.", [UI_MENU_RESTART_YES] = "Restart", [UI_MENU_RESTART_SAVING] = "The game is saving: Restart is possible in a moment.", [UI_MENU_GROUP_STICKS] = "Analog sticks", [UI_MENU_LSTICK_DEADZONE] = "Left stick dead zone", [UI_MENU_RSTICK_DEADZONE] = "Right stick dead zone", [UI_MENU_STICK_DEADZONE_DESC] = "How far a gamepad stick moves before the game sees it. Raise it if the character or the camera moves on its own: let go of the stick, read \"stick now\" and set the dead zone a few percent above it.", [UI_MENU_STICK_DEADZONE_NOW] = "stick now: %.0f %%", [UI_MENU_MOUSE_MODE] = "Mouse camera", [UI_MENU_MOUSE_MODE_DESC] = "Direct: the camera turns by how far the mouse moves, as in a PC game, with no stick dead zone or curve (games 1.4.3 and 1.2.1; 1.1.0 uses stick emulation). Stick emulation: the mouse acts as the right stick.", [UI_MENU_MOUSE_STICK] = "Stick emulation", [UI_MENU_MOUSE_DIRECT] = "Direct", [UI_MENU_MENU_CURSOR] = "Mouse in the game's menus", [UI_MENU_MENU_CURSOR_DESC] = "In the game's own menus (title, inventory, shops, dialogue choices) the pointer shows: the item under it is selected, left click confirms, right click goes back. Only after the mouse or a key was used last, so a gamepad sees the menus unchanged (game 1.4.3).", [UI_MENU_MOUSE_SENS] = "Mouse camera sensitivity", [UI_MENU_MOUSE_SENS_DESC] = "How fast the mouse turns the camera.", [UI_MENU_WALK_KEY] = "Walk key", [UI_MENU_WALK_KEY_DESC] = "Hold it to tilt the keyboard's sticks part of the way, so the keyboard walks instead of " "runs. The walk scale sets how far. A controller and the mouse are not affected.", [UI_MENU_WALK_KEY_TAKEN] = "also %s", [UI_MENU_WALK_SCALE] = "Walk scale", [UI_MENU_WALK_SCALE_DESC] = "The tilt the keyboard's sticks get while the walk key is held. Half is a walk, the " "full tilt a run.", [UI_MENU_STICK_SENS] = "Stick camera speed", [UI_MENU_STICK_SENS_DESC] = "Multiplies the game's own right-stick camera speed, top speed included, at each of the " "game's five camera sensitivities. The mouse keeps its own setting.", [UI_BINDS_HELP] = "Select a cell and press A or Enter, then the key, mouse button or controller button. Delete or " "X clears a cell. A key in use moves here; a controller button swaps with the one it replaces.", [UI_BINDS_COL_KEY1] = "Key 1", [UI_BINDS_COL_KEY2] = "Key 2", [UI_BINDS_COL_PAD] = "Controller", [UI_BINDS_GROUP_BUTTONS] = "Buttons", [UI_BINDS_GROUP_MOVE] = "Movement", [UI_BINDS_GROUP_CAMERA] = "Camera", [UI_BINDS_PRESS_KEY] = "Press a key or mouse button for %s", [UI_BINDS_PRESS_PAD] = "Press a controller button for %s", [UI_BINDS_CANCEL_HINT] = "Esc cancels, or wait %d s", [UI_BINDS_TAKEN] = "%s was taken from %s", [UI_BINDS_SWAPPED] = "%s swapped with %s", [UI_BINDS_RESET] = "Reset all buttons", [UI_BINDS_RESET_DESC] = "Back to the default keys and controller buttons. The button layout above applies again: remapped controller buttons stay where you put them until this reset.", [UI_BIND_A] = "A", [UI_BIND_B] = "B", [UI_BIND_X] = "X", [UI_BIND_Y] = "Y", [UI_BIND_LCLICK] = "Left stick click", [UI_BIND_RCLICK] = "Right stick click", [UI_BIND_L] = "L", [UI_BIND_R] = "R", [UI_BIND_ZL] = "ZL", [UI_BIND_ZR] = "ZR", [UI_BIND_PLUS] = "Plus", [UI_BIND_MINUS] = "Minus", [UI_BIND_LEFT] = "D-pad left", [UI_BIND_UP] = "D-pad up", [UI_BIND_RIGHT] = "D-pad right", [UI_BIND_DOWN] = "D-pad down", [UI_BIND_LSTICK_LEFT] = "Move left", [UI_BIND_LSTICK_UP] = "Move forward", [UI_BIND_LSTICK_RIGHT] = "Move right", [UI_BIND_LSTICK_DOWN] = "Move back", [UI_BIND_RSTICK_LEFT] = "Camera left", [UI_BIND_RSTICK_UP] = "Camera up", [UI_BIND_RSTICK_RIGHT] = "Camera right", [UI_BIND_RSTICK_DOWN] = "Camera down", [UI_BIND_DESC_A] = "Interact, pick up, talk.", [UI_BIND_DESC_B] = "Run, cancel, go back.", [UI_BIND_DESC_X] = "Jump.", [UI_BIND_DESC_Y] = "Attack.", [UI_BIND_DESC_LCLICK] = "Crouch.", [UI_BIND_DESC_RCLICK] = "First-person view.", [UI_BIND_DESC_L] = "Abilities.", [UI_BIND_DESC_R] = "Throw a weapon.", [UI_BIND_DESC_ZL] = "Shield, lock on.", [UI_BIND_DESC_ZR] = "Bow.", [UI_BIND_DESC_PLUS] = "Menu, inventory.", [UI_BIND_DESC_MINUS] = "Map.", [UI_BIND_DESC_DPAD] = "Quick-select.", [UI_BIND_DESC_MOVE] = "Moves Link like the left stick. The controller's left stick always works too.", [UI_BIND_DESC_CAMERA] = "Turns the camera like the right stick. The mouse and the controller's right stick always " "work too.", [UI_BIND_SHAKE] = "Shake the camera stick", [UI_BIND_DESC_SHAKE] = "Swings the right stick left and right for the game: detaches a fused part from what " "Ultrahand holds. Holding the key keeps shaking.", [UI_KEY_SPACE] = "Space", [UI_KEY_TAB] = "Tab", [UI_KEY_LSHIFT] = "Left Shift", [UI_KEY_LCTRL] = "Left Ctrl", [UI_KEY_UP] = "Up arrow", [UI_KEY_DOWN] = "Down arrow", [UI_KEY_LEFT] = "Left arrow", [UI_KEY_RIGHT] = "Right arrow", [UI_KEY_MOUSE_L] = "Left mouse", [UI_KEY_MOUSE_R] = "Right mouse", [UI_KEY_MOUSE_M] = "Middle mouse", [UI_KEY_MOUSE_X1] = "Mouse 4", [UI_KEY_MOUSE_X2] = "Mouse 5", [UI_KEY_ENTER] = "Enter", [UI_KEY_BACKSPACE] = "Backspace", [UI_KEY_RSHIFT] = "Right Shift", [UI_KEY_RCTRL] = "Right Ctrl", [UI_KEY_LALT] = "Alt", [UI_KEY_CAPSLOCK] = "Caps Lock", [UI_KEY_INSERT] = "Insert", [UI_KEY_DELETE] = "Delete", [UI_KEY_HOME] = "Home", [UI_KEY_END] = "End", [UI_KEY_PAGEUP] = "Page Up", [UI_KEY_PAGEDOWN] = "Page Down", [UI_KEY_NUM_FMT] = "Num %s", [UI_PAD_SOUTH] = "Bottom button", [UI_PAD_EAST] = "Right button", [UI_PAD_WEST] = "Left button", [UI_PAD_NORTH] = "Top button", [UI_PAD_LSTICK] = "Left stick", [UI_PAD_RSTICK] = "Right stick", [UI_PAD_L] = "Left bumper", [UI_PAD_R] = "Right bumper", [UI_PAD_START] = "Start", [UI_PAD_BACK] = "Back", [UI_PAD_DPAD_LEFT] = "D-pad left", [UI_PAD_DPAD_UP] = "D-pad up", [UI_PAD_DPAD_RIGHT] = "D-pad right", [UI_PAD_DPAD_DOWN] = "D-pad down", [UI_PAD_ZL] = "Left trigger", [UI_PAD_ZR] = "Right trigger", [UI_PAD_LPADDLE1] = "Left back button", [UI_PAD_RPADDLE1] = "Right back button", [UI_PAD_LPADDLE2] = "Left back button 2", [UI_PAD_RPADDLE2] = "Right back button 2", [UI_PAD_CROSS] = "Cross", [UI_PAD_CIRCLE] = "Circle", [UI_PAD_SQUARE] = "Square", [UI_PAD_TRIANGLE] = "Triangle", [UI_MENU_AMIIBO_DIR] = "Amiibo folder", [UI_MENU_AMIIBO_OPEN] = "Open", [UI_MENU_AMIIBO_DEFAULT_DIR] = "Default folder", [UI_MENU_AMIIBO_REFRESH] = "Refresh", [UI_MENU_AMIIBO_PICK] = "Amiibo dumps (540-byte .bin or .nfc files):", [UI_MENU_AMIIBO_NO_DIR] = "Cannot open the folder %s", [UI_MENU_AMIIBO_READER] = "NFC reader", [UI_MENU_AMIIBO_STATE] = "Reader:", [UI_MENU_AMIIBO_STATE_IDLE] = "ready", [UI_MENU_AMIIBO_STATE_SEARCHING] = "the game is waiting for an amiibo", [UI_MENU_AMIIBO_STATE_FOUND] = "amiibo on the reader", [UI_MENU_AMIIBO_STATE_MOUNTED] = "the game is reading the amiibo", [UI_MENU_AMIIBO_STATE_OFF] = "off", [UI_MENU_AMIIBO_FILE] = "Selected file:", [UI_MENU_AMIIBO_NO_FILE] = "(no file selected)", [UI_MENU_AMIIBO_TAP] = "Tap the amiibo", [UI_MENU_AMIIBO_REMOVE] = "Lift the amiibo", [UI_MENU_AMIIBO_AUTO_REMOVE] = "Lift the amiibo by itself after a tap", [UI_MENU_AMIIBO_HOLD] = "Time on the reader", [UI_MENU_AMIIBO_SECONDS] = "%.1f s", [UI_MENU_AMIIBO_TAG] = "Amiibo on the reader:", [UI_MENU_AMIIBO_NO_TAG] = "No amiibo on the reader.", [UI_MENU_AMIIBO_TAG_FILE] = "File: %s", [UI_MENU_AMIIBO_TAG_ID] = "Character %s, series %02x, number %04x, type %02x", [UI_MENU_AMIIBO_TAG_UID] = "UID: %s", [UI_MENU_AMIIBO_READY] = "Ready", [UI_MENU_AMIIBO_TAPPED] = "Tapped: %s", [UI_MENU_AMIIBO_LOAD_FAILED] = "Not an amiibo dump (540-byte NTAG215): %s", [UI_MENU_AMIIBO_REMOVED] = "Amiibo lifted", [UI_MENU_AMIIBO_STATUS] = "Status: %s", [UI_MENU_MENU_LANG] = "Menu language", [UI_MENU_MENU_LANG_DESC] = "Language of this menu and the overlay.", [UI_MENU_MENU_LANG_AUTO] = "Automatic (from Windows)", [UI_MENU_DISCORD_RPC] = "Discord Rich Presence", [UI_MENU_DISCORD_RPC_DESC] = "Shows \"Playing TotK Recomp\" with the play time in your Discord status while the " "game runs. discord_app_id and discord_image in totk.ini choose the application.", [UI_MENU_ADV_WARNING] = "These settings are for testing and troubleshooting. Change them only when you know why.", [UI_MENU_GROUP_SCHED] = "Scheduling", [UI_MENU_GROUP_SHADERS] = "Shaders and pipelines", [UI_MENU_GROUP_TEXMEM] = "Textures and memory", [UI_MENU_GROUP_FIXES] = "Render fixes", [UI_MENU_GROUP_VULKAN] = "Vulkan", [UI_MENU_GROUP_DIAG] = "Diagnostics", [UI_MENU_ASYNC_PREEMPT] = "Virtual core preemption", [UI_MENU_ASYNC_PREEMPT_DESC] = "Lets a game thread interrupt another one on the same virtual core.", [UI_MENU_PREEMPT_OFF] = "Off", [UI_MENU_PREEMPT_ON] = "On", [UI_MENU_PREEMPT_INHERIT] = "Inheritance only", [UI_MENU_REPLAY_ASYNC] = "GPU frame prep on its own thread", [UI_MENU_REPLAY_ASYNC_DESC] = "Prepares frames for the GPU on a separate thread instead of the game thread. Adds up to one frame of latency.", [UI_MENU_REPLAY_WORKERS] = "GPU frame prep threads", [UI_MENU_REPLAY_WORKERS_DESC] = "Records large frames for the GPU on several threads at once. Helps when the CPU limits the frame rate; needs 8 or more logical processors. Off records on one thread.", [UI_MENU_REPLAY_WORKERS_NOW] = "now: %s", [UI_MENU_TIMER_1MS] = "1 ms Windows timer", [UI_MENU_TIMER_1MS_DESC] = "Raises the system timer resolution to 1 ms for steadier frame pacing.", [UI_MENU_PIPE_WAIT] = "Waiting draw handling", [UI_MENU_PIPE_WAIT_DESC] = "Default keeps the current scheduling with a reserved worker for waiting draws; Old (draw) uses the previous scheduling.", [UI_MENU_PIPE_WAIT_DEFAULT] = "Default", [UI_MENU_PIPE_WAIT_DRAW] = "Old (draw)", [UI_MENU_PIPE_SKIP] = "Draws skipped while a pipeline builds", [UI_MENU_PIPE_SKIP_DESC] = "Which draws are dropped instead of waiting for their pipeline.", [UI_MENU_PIPE_SKIP_STRICT] = "Strict", [UI_MENU_PIPE_SKIP_ANY] = "Any", [UI_MENU_PIPE_SKIP_FULLSCREEN] = "Fullscreen passes", [UI_MENU_LIB_PREBUILD] = "Stage library prebuild", [UI_MENU_LIB_PREBUILD_DESC] = "Builds shader stage libraries ahead of time in the background.", [UI_MENU_LIB_PREBUILD_THREADS] = "Stage library prebuild threads", [UI_MENU_LIB_PREBUILD_THREADS_DESC] = "Threads used for the prebuild; Automatic picks a number from your CPU.", [UI_MENU_PIPE_PREBUILD] = "Pipeline prebuild", [UI_MENU_PIPE_PREBUILD_DESC] = "Builds known pipelines ahead of time.", [UI_MENU_PREWARM_XLATE] = "Translator prewarm", [UI_MENU_PREWARM_XLATE_DESC] = "Threads that translate known shaders at start; Automatic takes half the CPU threads, at most 16.", [UI_MENU_GPL] = "Graphics pipeline library", [UI_MENU_GPL_DESC] = "Uses the Vulkan pipeline library extension; turn off if your driver misbehaves with it.", [UI_MENU_ASTC] = "ASTC texture decoding", [UI_MENU_ASTC_DESC] = "Where compressed ASTC textures are decoded.", [UI_MENU_ASTC_AUTO] = "Automatic", [UI_MENU_ASTC_GPU] = "GPU shader", [UI_MENU_ASTC_NATIVE] = "Native", [UI_MENU_ASTC_CPU] = "CPU", [UI_MENU_MEMORY] = "GPU memory mode", [UI_MENU_MEMORY_DESC] = "How game memory is shared with the GPU.", [UI_MENU_MEMORY_AUTO] = "Automatic", [UI_MENU_MEMORY_IMPORT] = "Import", [UI_MENU_MEMORY_MIRROR] = "Mirror", [UI_MENU_MEMORY_VERIFY] = "Verify", [UI_MENU_TEX_ALIAS] = "Texture aliasing", [UI_MENU_TEX_ALIAS_DESC] = "A new texture created over a live texture's memory starts with that content instead of empty.", [UI_MENU_TEX_VRAM_PRESSURE] = "Texture memory limit", [UI_MENU_TEX_VRAM_PRESSURE_DESC] = "Percent of video memory above which textures the game released are dropped (they come back from storage when used again). 0 keeps them.", [UI_MENU_ASTC_BC] = "Compress ASTC to BC3", [UI_MENU_ASTC_BC_DESC] = "With the GPU decoder: re-encodes decoded ASTC textures to BC3, a quarter of the video memory. Textures look slightly blockier. Auto: on for GPUs with 4 GB of video memory or less.", [UI_MENU_LOD_GUARD] = "LOD guard", [UI_MENU_LOD_GUARD_DESC] = "Prevents objects flashing in the wrong place or a flat far field for a frame, by waiting for the game to finish rewriting level-of-detail data before the GPU reads it.", [UI_MENU_FIX_C0] = "Constant buffer fix", [UI_MENU_FIX_C0_DESC] = "Fills the driver-reserved constant bank c0 (storage sizes, dispatch size, point size, base instance) instead of reading zeros.", [UI_MENU_FIX_ZERO] = "Zero new GPU memory", [UI_MENU_FIX_ZERO_DESC] = "New GPU memory pools start zero-filled, as Switch memory does.", [UI_MENU_BIND_SKIP] = "Skip repeated binds", [UI_MENU_BIND_SKIP_DESC] = "Optimisation: skips bindings that did not change.", [UI_MENU_SHADER_MEMO] = "Shader memo", [UI_MENU_SHADER_MEMO_DESC] = "Optimisation: remembers shader lookups.", [UI_MENU_PIPE_MEMO] = "Pipeline memo", [UI_MENU_PIPE_MEMO_DESC] = "Optimisation: reuses the previous draw's pipeline when its state repeats.", [UI_MENU_TEX_MEMO] = "Texture binding memo", [UI_MENU_TEX_MEMO_DESC] = "Optimisation: remembers texture descriptors between draws.", [UI_MENU_DESC_TEMPLATE] = "Descriptor templates", [UI_MENU_DESC_TEMPLATE_DESC] = "Optimisation: updates descriptors in bulk.", [UI_MENU_PUSH_SKIP] = "Skip repeated push constants", [UI_MENU_PUSH_SKIP_DESC] = "Optimisation: skips push constants that did not change.", [UI_MENU_SPLIT_DRAWS] = "Early GPU submission", [UI_MENU_SPLIT_DRAWS_DESC] = "Submits GPU work in parts every N draws between passes so the GPU starts earlier; 0 turns it off.", [UI_MENU_VK_VALIDATION] = "Validation layer", [UI_MENU_VK_VALIDATION_DESC] = "Checks every Vulkan call and slows the game down a lot.", [UI_MENU_VK_VALIDATION_MISSING] = "The validation layer is not installed.", [UI_MENU_VK_DYN_VERTEX] = "Dynamic vertex state", [UI_MENU_VK_DYN_VERTEX_DESC] = "Forces dynamic vertex input on or off; the default depends on the GPU.", [UI_MENU_VK_DYN_A2C] = "Dynamic alpha to coverage", [UI_MENU_VK_DYN_A2C_DESC] = "Forces dynamic alpha to coverage on or off. Default: off on AMD's driver for RDNA 2 and " "older, which draws characters black with it, and on Intel's Windows driver for " "integrated GPUs, which draws coloured noise on foliage; on elsewhere.", [UI_MENU_VK_SUBGROUP_PIN] = "Pin subgroup size", [UI_MENU_VK_SUBGROUP_PIN_DESC] = "Fixes the shader subgroup size.", [UI_MENU_TRACE] = "Performance log", [UI_MENU_TRACE_DESC] = "Writes frame timings to a file.", [UI_MENU_FLIGHT] = "Flight recorder", [UI_MENU_FLIGHT_DESC] = "Keeps a short history and saves it when a frame freezes.", [UI_MENU_FLIGHT_SPIKE_MS] = "Freeze threshold (ms)", [UI_MENU_FLIGHT_SPIKE_MS_DESC] = "Frame time that counts as a freeze.", [UI_MENU_PASS_CRUMBS] = "GPU pass marks", [UI_MENU_PASS_CRUMBS_DESC] = "After a GPU crash, the log names the render pass that was running. Automatic: AMD only. On: also NVIDIA, at a small cost.", [UI_MENU_INPUT_RECORD] = "Input recording", [UI_MENU_INPUT_RECORD_DESC] = "Writes your inputs to a file for bug reports.", [UI_MENU_OPEN_LOG] = "Open log folder", [UI_MENU_OPEN_LOG_DESC] = "Shows the folder with the log files.", [UI_MENU_COPY_INFO] = "Copy system info", [UI_MENU_COPY_INFO_DESC] = "Copies GPU, driver, CPU, RAM and changed settings to the clipboard.", [UI_MENU_COPY_INFO_DONE] = "Copied", [UI_MENU_ACTION_FAILED] = "did not work", [UI_MENU_RESET] = "Reset all settings to defaults", [UI_MENU_RESET_DESC] = "Applies to every tab.", [UI_MENU_RESET_CONFIRM] = "Reset every setting to its default?", [UI_MENU_RESET_YES] = "Reset", [UI_MENU_RESET_NO] = "Cancel", [UI_MENU_OV_FPS] = "%.0f FPS", [UI_MENU_OV_FRAME_MS] = "%.1f ms", [UI_MENU_OV_GAME_PCT] = "game %.0f%%", [UI_MENU_OV_MAX_MS] = "max %.1f ms", [UI_MENU_OV_FPS_LABEL] = "FPS", [UI_MENU_OV_FRAME_LABEL] = "Frame", [UI_MENU_OV_FMT_FPS] = "%.0f", [UI_MENU_OV_LOW1] = "1%% low %.0f", [UI_MENU_OV_LOW01] = "0.1%% low %.0f", [UI_MENU_OV_GPU] = "GPU", [UI_MENU_OV_CPU] = "CPU", [UI_MENU_OV_RAM] = "RAM", [UI_MENU_OV_VRAM] = "VRAM", [UI_MENU_OV_TEMP] = "Temperature", [UI_MENU_OV_POWER] = "Power", [UI_MENU_OV_CLOCK] = "Clock", [UI_MENU_OV_NONE] = "-", [UI_MENU_OV_REPLAY] = "GPU frame prep", [UI_MENU_OV_GPU_TIME] = "GPU busy per frame", [UI_MENU_OV_PIPE_WAIT] = "Pipeline waits", [UI_MENU_OV_SHADER_WAIT] = "Shader waits", [UI_MENU_OV_TEX_UPLOADS] = "Texture uploads", [UI_MENU_OV_FMT_PCT] = "%.0f%%", [UI_MENU_OV_FMT_TEMP] = "%.0f °C", [UI_MENU_OV_FMT_POWER] = "%.0f W", [UI_MENU_OV_FMT_MHZ] = "%.0f MHz", [UI_MENU_OV_FMT_GB] = "%.1f GB", [UI_MENU_OV_FMT_GB_OF] = "/ %.1f GB", [UI_MENU_OV_GAME_GB] = "game %.1f GB", [UI_MENU_OV_FMT_MS] = "%.2f ms", [UI_MENU_OV_PER_FRAME] = "%.1f per frame", [UI_MENU_OV_WINDOW] = "Window", [UI_MENU_OV_OUTPUT] = "Game image", [UI_MENU_OV_SCENE] = "3D scene", [UI_MENU_OV_SCALING] = "Scaling", [UI_MENU_OV_LIMIT] = "Frame limit", [UI_MENU_OV_PRESENT] = "Presentation", [UI_MENU_OV_FMT_SIZE] = "%ux%u", [UI_MENU_OV_FMT_SCENE] = "%ux%u, %.0f%%", [UI_MENU_OV_FMT_FSR] = "AMD FSR 1, sharpness %d%%", [UI_MENU_OV_SCALE_NONE] = "none (1:1)", [UI_MENU_OV_SCALE_BILINEAR] = "bilinear", [UI_MENU_OV_SCALE_DOWN] = "bilinear (FSR only enlarges)", [UI_MENU_TAB_CHEATS] = "Cheats", [UI_MENU_CHEATS_NONE] = "No cheats for this game version. A mod's cheats are an Atmosphere cheat file in its " "cheats folder, named after the game's build: mods\\\\cheats\\%s. Restart the game to " "read them. For cheats that change the game's code, the game rebuilds itself at start (a " "few minutes).", [UI_MENU_CHEATS_MOD] = "%s: %d cheats", [UI_MENU_CHEAT_CODE_DESC] = "Changes the game's code. Switches at once.", [UI_MENU_CHEAT_KEY_DESC] = "Changes the game's code while you hold %s. Switches at once.", [UI_MENU_CHEAT_DATA_DESC] = "Writes the game's memory every frame while it is on.", [UI_MENU_CHEAT_MASTER] = "always on", [UI_MENU_CHEAT_MASTER_DESC] = "The file's master code: it is always on.", [UI_MENU_CHEAT_RESTORE] = "not needed", [UI_MENU_CHEAT_RESTORE_DESC] = "It only writes the game's own code back. Switching a cheat off already does that.", [UI_MENU_CHEAT_REBUILD] = "after the rebuild", [UI_MENU_CHEAT_REBUILD_DESC] = "This cheat changes the game's code and is new or edited since the game was built. " "The game builds it in when it starts next (a few minutes), or use Rebuild the game " "now.", [UI_MENU_CHEAT_UNSUPPORTED] = "not supported", [UI_MENU_CHEAT_UNSUPPORTED_DESC] = "This cheat cannot be used with this version of the game:", [UI_MENU_CHEATS_REBUILD] = "Rebuild the game now", [UI_MENU_CHEATS_REBUILD_DESC] = "Some cheats change the game's code and are not built into it: they are new or " "edited, or their last rebuild failed or was cancelled. Closes the game; the setup " "builds them in (a few minutes) and starts the game again. Progress since your " "last save is lost.", [UI_MENU_MODS_EXEFS_UNSUPPORTED] = "This mod patches the game code (exefs) in a way the port cannot apply, so the " "whole mod stays off. %s", [UI_MENU_MODS_EXEFS_OTHER] = "Its code patches (exefs) are made for another game version.", [UI_MENU_MODS_EXEFS_ON] = "Code patches in use: %d files.", [UI_MENU_MODS_REPLACES_BUILTIN] = "Code patches in use: %d files. They replace the port's own patch %s, which " "stays off while this mod is on.", }; static const char *const text_ru[UI_TEXT_COUNT] = { SWKBD("Ввод текста", "Введите имя", "Лошадь", "ОК", "Отмена", "Контроллер: A — ОК, B — отмена"), [UI_MENU_TITLE] = "Настройки", [UI_MENU_TAB_SCREEN] = "Экран", [UI_MENU_TAB_GAME] = "Игра", [UI_MENU_TAB_MODS] = "Моды", [UI_MENU_TAB_SOUND] = "Звук", [UI_MENU_TAB_CONTROLS] = "Управление", [UI_MENU_TAB_AMIIBO] = "Amiibo", [UI_MENU_TAB_MENU] = "Меню", [UI_MENU_TAB_ADVANCED] = "Дополнительно", [UI_MENU_CONTINUE] = "Продолжить", [UI_MENU_QUIT] = "Выйти из игры", [UI_MENU_ON] = "Вкл.", [UI_MENU_OFF] = "Выкл.", [UI_MENU_AUTO] = "Автоматически", [UI_MENU_DEFAULT_MARK] = "по умолчанию", [UI_MENU_AFTER_RESTART] = "после перезапуска", [UI_MENU_SET_BY_ENV] = "задано переменной окружения", [UI_MENU_SAVE_FAILED] = "не удалось сохранить настройки", [UI_MENU_VERSION] = "TotK Recomp %s, игра %s", [UI_MENU_FULLSCREEN] = "Полный экран", [UI_MENU_FULLSCREEN_DESC] = "Игра на весь экран; F11 переключает режим.", [UI_MENU_WINDOW_SIZE] = "Размер окна", [UI_MENU_WINDOW_SIZE_DESC] = "Размер окна игры вне полноэкранного режима.", [UI_MENU_WINDOW_SIZE_CUSTOM] = "Другой", [UI_MENU_PRESENT] = "Вывод кадров", [UI_MENU_PRESENT_DESC] = "Как готовые кадры попадают на экран.", [UI_MENU_PRESENT_MAILBOX] = "Mailbox", [UI_MENU_PRESENT_VSYNC] = "Вертикальная синхронизация", [UI_MENU_PRESENT_IMMEDIATE] = "Без ожидания", [UI_MENU_PRESENT_IN_USE] = "сейчас: %s", [UI_MENU_GPU] = "Видеокарта", [UI_MENU_GPU_DESC] = "Устройство Vulkan, которое рисует игру.", [UI_MENU_GPU_AUTO] = "Автоматически", [UI_MENU_PERF_OVERLAY] = "Индикатор производительности", [UI_MENU_PERF_OVERLAY_DESC] = "Частота кадров в правом верхнем углу. «Полный» добавляет время кадров с графиком, " "загрузку ЦП, GPU и памяти, температуры и ожидания потока отрисовки. F10 переключает " "режимы.", [UI_MENU_PERF_OFF] = "Выкл.", [UI_MENU_PERF_FPS] = "FPS", [UI_MENU_PERF_FULL] = "Полный", [UI_PERF_LINE_FPS] = "%.0f к/с", [UI_MENU_GRAPHICS] = "Изображение", [UI_MENU_OUTPUT_RES] = "Разрешение игры", [UI_MENU_OUTPUT_RES_DESC] = "Размер, в котором игра рисует картинку и интерфейс. Выше 1920 × 1080 игре нужно больше " "видеопамяти и времени GPU. Более широкий размер (21:9) расширяет обзор камеры и " "переносит интерфейс в углы экрана, более высокий (16:10, 3:2) переносит его к " "верхнему и нижнему краям.", [UI_MENU_RENDER_SCALE] = "Масштаб 3D-отрисовки", [UI_MENU_RENDER_SCALE_DESC] = "Размер 3D-сцены относительно разрешения игры; FSR игры доводит её до этого размера. " "Выше 100 % сглаживает лесенки на краях (суперсэмплинг) ценой большой нагрузки на GPU.", [UI_MENU_RENDER_SCALE_GAME] = "Как в игре (83 %)", [UI_MENU_DYNAMIC_RES] = "Динамическое разрешение", [UI_MENU_DYNAMIC_RES_DESC] = "Игра снижает 3D-сцену до 90 или 80 %. Она судит по оценке для Switch, не учитывающей вашу видеокарту, поэтому широкие сцены снижаются даже на быстром ПК. Выключено: остаётся масштаб отрисовки.", [UI_MENU_UPSCALER] = "Масштабирование под окно", [UI_MENU_UPSCALER_DESC] = "Как картинка растягивается, когда окно больше разрешения игры. FSR сохраняет края и " "детали чётче билинейного.", [UI_MENU_UPSCALER_FSR] = "AMD FSR 1", [UI_MENU_UPSCALER_BILINEAR] = "Билинейное", [UI_MENU_ASPECT] = "Форма картинки", [UI_MENU_ASPECT_DESC] = "Когда форма окна отличается от разрешения игры (картинка 16:9 на экране 21:9): сохранить " "форму картинки с чёрными полосами или растянуть её на всё окно.", [UI_MENU_ASPECT_FIT] = "Чёрные полосы", [UI_MENU_ASPECT_STRETCH] = "Растянуть", [UI_MENU_MOVIE_ASPECT] = "Форма видеороликов", [UI_MENU_MOVIE_ASPECT_DESC] = "Когда разрешение игры не 16:9: сохранить форму роликов с чёрными полосами или " "растянуть их на всю картинку. Действует со следующего ролика.", [UI_MENU_MOVIE_ASPECT_KEEP] = "Чёрные полосы", [UI_MENU_MOVIE_ASPECT_STRETCH] = "Растянуть", [UI_MENU_FOV] = "Поле зрения", [UI_MENU_FOV_DESC] = "Сколько мира показывает камера, в процентах от игрового. Только для версии игры 1.4.3.", [UI_MENU_SHADOW_RES] = "Размер карты теней", [UI_MENU_SHADOW_RES_DESC] = "Размер карты теней от солнца. Собственный размер игры меняется вместе с видом, у земли до " "примерно 400, поэтому тени листвы выглядят квадратными и дёргаются; постоянный размер делает " "их ровными и чётче. Выше 1024 тени требуют больше времени GPU и видеопамяти; 256 грубее " "собственного размера игры и предназначен для встроенных GPU с нехваткой пропускной способности памяти.", [UI_MENU_SHADOW_RES_GAME] = "Как в игре (меняется)", [UI_MENU_ANISO] = "Фильтрация текстур", [UI_MENU_ANISO_DESC] = "Анизотропная фильтрация текстур поверхностей: земля, дороги и стены под острым углом остаются чёткими вдали, а не размываются. Игра: уровень, который запрашивает игра, как на Switch.", [UI_MENU_ANISO_GAME] = "Игра", [UI_MENU_SHARPNESS] = "Резкость FSR", [UI_MENU_SHARPNESS_DESC] = "Повышение резкости после масштабирования FSR; 0 выключает его.", [UI_MENU_COLOR] = "Цвет", [UI_MENU_COLOR_PRESET] = "Цветовой профиль", [UI_MENU_COLOR_PRESET_DESC] = "Задаёт четыре значения ниже. «Яркий»: больше контраста и насыщенности, тени немного " "светлее (для OLED-экранов). «Чёткость»: немного больше контраста, насыщенности и " "яркости. Изменение любого значения делает профиль «Своим». Интерфейс игры меняется " "вместе с картинкой, это меню — нет.", [UI_MENU_COLOR_DEFAULT] = "Как в игре", [UI_MENU_COLOR_VIVID] = "Яркий (OLED)", [UI_MENU_COLOR_CLARITY] = "Чёткость", [UI_MENU_COLOR_CUSTOM] = "Свой", [UI_MENU_COLOR_BRIGHTNESS] = "Яркость", [UI_MENU_COLOR_BRIGHTNESS_DESC] = "Прибавляется к каждому цвету; 0 — без изменений.", [UI_MENU_COLOR_CONTRAST] = "Контраст", [UI_MENU_COLOR_CONTRAST_DESC] = "Отдаляет цвета от среднего серого (выше 100 %) или приближает к нему; 100 % — без " "изменений.", [UI_MENU_COLOR_SATURATION] = "Насыщенность", [UI_MENU_COLOR_SATURATION_DESC] = "Сила цвета относительно серого; 100 % — без изменений.", [UI_MENU_COLOR_GAMMA] = "Гамма", [UI_MENU_COLOR_GAMMA_DESC] = "Ниже 1 осветляет тёмные и средние тона, выше 1 затемняет их; 1 — без изменений.", [UI_MENU_HDR_GROUP] = "HDR", [UI_MENU_HDR] = "Вывод HDR", [UI_MENU_HDR_DESC] = "Яркие блики на HDR-дисплее. Нужен включённый HDR в Windows («Использовать HDR») или " "Wayland-композитор с управлением цветом; без него картинка остаётся SDR. Применяется после " "перезапуска. Цветовой профиль выше — для SDR и в HDR не используется.", [UI_MENU_HDR_PEAK] = "Пиковая яркость", [UI_MENU_HDR_PEAK_DESC] = "Пик вашего дисплея в нитах; самые яркие блики останавливаются на нём.", [UI_MENU_HDR_GAME] = "Яркость игры", [UI_MENU_HDR_GAME_DESC] = "Ниты белого цвета картинки (paper white). 203 — эталон HDR; в светлой комнате " "поднимите.", [UI_MENU_HDR_UI] = "Яркость интерфейса и меню", [UI_MENU_HDR_UI_DESC] = "Ниты белого цвета интерфейса игры и этого меню.", [UI_MENU_HDR_HUE] = "Коррекция оттенка бликов", [UI_MENU_HDR_HUE_DESC] = "Яркие цвета (огонь, искры) уходят к белому, как в SDR-картинке игры, и совпадают со светом, " "который они дают; 0 оставляет их полностью насыщенными.", [UI_MENU_SHADOW_SCALE] = "Разрешение теней", [UI_MENU_SHADOW_SCALE_DESC] = "Карты теней от солнца рисуются во столько раз больше по каждой стороне, чем 960x960 " "самой игры: края теней и тени листвы чётче. Действует после перезапуска.", [UI_MENU_PCSS] = "Мягкие тени", [UI_MENU_PCSS_DESC] = "Тени от солнца резкие там, где предмет касается земли, и мягче, чем дальше падает тень " "(PCSS). 0 оставляет фильтр игры. Действует после перезапуска.", [UI_MENU_CONTACT_SHADOWS] = "Контактные тени", [UI_MENU_CONTACT_SHADOWS_DESC] = "Мелкие тени от солнца, которых нет на картах теней: у ног, под камнями, в траве и " "складках. Считаются по экрану после освещения. Действует после перезапуска.", [UI_MENU_SHADOW_RANGE] = "Дальность каскадов теней", [UI_MENU_SHADOW_RANGE_DESC] = "Отодвигает границы, за которыми тени становятся мягче (в игре 20, 40, 80 и 160 м). " "Карта теней растягивается на большую площадь, поэтому вместе с этим поднимайте " "разрешение теней. Действует после перезапуска.", [UI_MENU_DLAA] = "NVIDIA DLSS / DLAA", [UI_MENU_DLAA_DESC] = "NVIDIA DLSS для 3D-сцены (видеокарты NVIDIA RTX; " DLSS_FILE " рядом с " EXE_FILE "): ровнее " "края и меньше мерцания. Интерфейс не затрагивается. Режим ниже задаёт разрешение, с которым он " "работает. Действует после перезапуска.", [UI_MENU_DLSS_PRESET] = "Модель DLSS", [UI_MENU_DLSS_PRESET_DESC] = "Какая модель DLSS работает. «Автоматически» следует совету NVIDIA для каждого режима: K " "для DLAA, «Качества» и «Баланса», M для «Производительности», L для «Макс. " "производительности». J: чуть меньше шлейфов за движущимися персонажами, немного больше " "мерцания. K: самая чёткая модель во всех режимах. Действует сразу.", [UI_MENU_DLSS_PRESET_DEFAULT] = "Автоматически", [UI_MENU_DLSS_PRESET_K] = "K (самая чёткая)", [UI_MENU_DLSS_PRESET_J] = "J (меньше шлейфов)", [UI_MENU_DLSS_CHARS] = "Шлейфы персонажей в DLSS", [UI_MENU_DLSS_CHARS_DESC] = "Убирает слабые шлейфы за движущимися персонажами, животными и тем, что они держат: DLSS " "берёт там меньше от прошлых кадров. Чем сильнее, тем меньше шлейфов и тем чуть менее " "гладкие края. Действует сразу.", [UI_MENU_DLSS_CHARS_OFF] = "Выкл.", [UI_MENU_DLSS_CHARS_LIGHT] = "Слабо", [UI_MENU_DLSS_CHARS_MEDIUM] = "Средне", [UI_MENU_DLSS_CHARS_FULL] = "Полностью", [UI_MENU_DLSS] = "Режим DLSS", [UI_MENU_DLSS_DESC] = "DLAA рисует 3D-сцену в полном разрешении. «Качество», «Баланс», «Производительность» и " "«Макс. производительность» рисуют её в 67, 58, 50 и 33 % и масштабируют через DLSS, что " "экономит время видеокарты; они заменяют масштаб 3D-отрисовки. Действует сразу.", [UI_MENU_DLSS_DLAA] = "DLAA (родное)", [UI_MENU_DLSS_QUALITY] = "Качество", [UI_MENU_DLSS_BALANCED] = "Баланс", [UI_MENU_DLSS_PERFORMANCE] = "Производительность", [UI_MENU_DLSS_ULTRA] = "Макс. производительность", [UI_MENU_FXAA] = "Сглаживание игры (FXAA)", [UI_MENU_FXAA_DESC] = "Собственное сглаживание FXAA. Слегка размывает мелкие детали; с DLAA оно не нужно.", [UI_MENU_FPS_LIMIT] = "Ограничение частоты кадров", [UI_MENU_FPS_LIMIT_DESC] = "Наибольшее число кадров в секунду. Выше 60 — экспериментальный режим, нужна «Скорость " "игры по часам».", [UI_MENU_FPS_30] = "30 FPS", [UI_MENU_FPS_40] = "40 FPS", [UI_MENU_FPS_45] = "45 FPS", [UI_MENU_FPS_60] = "60 FPS", [UI_MENU_FPS_90] = "90 FPS", [UI_MENU_FPS_120] = "120 FPS", [UI_MENU_FPS_144] = "144 FPS", [UI_MENU_FPS_DISPLAY] = "Как у монитора", [UI_MENU_FPS_DISPLAY_HZ] = "Как у монитора (%.0f Гц)", [UI_MENU_FRAME_QUEUE] = "Очередь кадров", [UI_MENU_FRAME_QUEUE_DESC] = "Игра начинает кадр, пока предыдущий ждёт показа: намного меньше пропущенных кадров на " "лимите, задержка ввода больше не более чем на кадр. Применяется сразу.", [UI_MENU_REALTIME] = "Скорость игры по часам", [UI_MENU_REALTIME_DESC] = "Игра идёт по реальному времени, медленный кадр её не замедляет.", [UI_MENU_CLOTH_REALTIME] = "Ткань по часам", [UI_MENU_CLOTH_REALTIME_DESC] = "Ткань и волосы тоже идут по реальному времени.", [UI_MENU_HIGHFPS_FIX] = "Исправления для высокого FPS", [UI_MENU_HIGHFPS_FIX_DESC] = "Исправляет физику, которая ломается при частоте выше 30 кадров в секунду, и объекты, которые выше 60 остаются полупрозрачными или невидимыми.", [UI_MENU_CLIMB_FIX] = "Исправление скорости лазания", [UI_MENU_CLIMB_FIX_DESC] = "Сохраняет нормальную скорость лазания по стенам и лестницам выше 60 кадров в секунду, чтобы Линк добирался до верха.", [UI_MENU_GAME_LANG] = "Язык игры", [UI_MENU_GAME_LANG_DESC] = "Язык текста и озвучки игры.", [UI_MENU_GAME_LANG_AUTO] = "Автоматически", [UI_MENU_OPERATION_MODE] = "Режим консоли", [UI_MENU_OPERATION_MODE_DESC] = "Игра считает, что консоль в док-станции или в портативном режиме.", [UI_MENU_MODE_DOCKED] = "В док-станции", [UI_MENU_MODE_HANDHELD] = "Портативный", [UI_MENU_ASSUME_FOCUS] = "Работать без фокуса", [UI_MENU_ASSUME_FOCUS_DESC] = "Включено (по умолчанию): игра идёт, пока вы в другом окне, а клавиатура не " "действует, пока окно не вернётся на передний план. Выключено: игра встаёт на паузу, " "когда окно теряет фокус, как на Switch при нажатии Home; прерванная так загрузка " "может остановиться насовсем.", [UI_MENU_PLAY_TIME] = "Время в игре", [UI_MENU_PLAY_TIME_DESC] = "Время в игре за все запуски. Считается, пока окно игры в фокусе и игра рисует кадры. " "Хранится в playtime.txt в папке профиля, рядом с сохранениями.", [UI_MENU_PLAY_TIME_HM] = "%llu ч %02u мин", [UI_MENU_PLAY_TIME_SESSION] = "в этом запуске: %s", [UI_MENU_MODS_BUILTIN] = "Встроенные в порт", [UI_MENU_MODS_INSTALLED] = "Установленные моды", [UI_MENU_MODS_NONE] = "Модов пока нет. Распакуйте мод в папку mods, каждый мод в свою папку с папкой romfs внутри, и " "перезапустите игру. TKMM тоже может выгрузить туда объединённые моды отдельной папкой.", [UI_MENU_MODS_OPEN] = "Открыть папку модов", [UI_MENU_MODS_OPEN_DESC] = "Показывает папку, из которой игра загружает моды. Если её нет, она будет создана.", [UI_MENU_MODS_ROW_DESC] = "Заменяет файлов игры: %u. Добавляет новых файлов: %u.", [UI_MENU_MODS_OVERRIDDEN] = "%u его файлов берутся из мода %s, он выше в списке.", [UI_MENU_MODS_MOVE_HINT] = "Верхняя кнопка или Ctrl+Вверх поднимает мод, левая кнопка или Ctrl+Вниз опускает. Если " "два мода меняют один файл, побеждает верхний. Изменения действуют после перезапуска.", [UI_MENU_MODS_EMPTY] = "В этой папке нет файлов romfs, exefs или cheats.", [UI_MENU_MODS_SUBSDK] = "Этот мод приносит свой код игры (плагин subsdk или заменённый main). Порт не загружает " "модули кода, поэтому мод выключен целиком.", [UI_MENU_MODS_EXEFS_LATER] = "Этот мод меняет код игры (exefs). Игра соберёт эти патчи при следующем запуске " "(пересборка на несколько минут); до тех пор мод выключен целиком.", [UI_MENU_MODS_CHEATS] = "Читов: %d. Они включаются на вкладке «Читы».", [UI_MENU_MODS_CHEATS_FILE] = "Читы для этой версии игры читаются при запуске из cheats\\%s в этом моде.", [UI_MENU_MODS_BAD_NAME] = "В имени папки есть символ |, которым список модов разделяет имена. Переименуйте папку.", [UI_MENU_MODS_OTHER_VERSION] = "Файлов для другой версии игры: %u, они пропущены. Поищите версию этого мода для " "вашей версии игры.", [UI_MENU_MODS_UNUSED] = "не используется", [UI_MENU_MODS_FPS60] = "Патч 60 FPS", [UI_MENU_MODS_FPS60_DESC] = "Собственный патч порта для 60 кадров в секунду. Настраивается «Ограничением частоты " "кадров» на вкладке «Игра».", [UI_MENU_MODS_RES] = "Патч разрешения", [UI_MENU_MODS_RES_DESC] = "Собственный патч порта для разрешений выше 1080p. Настраивается «Разрешением игры» на " "вкладке «Экран».", [UI_MENU_MODS_QUICKMENU] = "Исправление быстрого меню", [UI_MENU_MODS_QUICKMENU_DESC] = "Исправление порта: чёрный фон меню оружия, щитов и материалов при 60 FPS.", [UI_MENU_VOLUME] = "Громкость", [UI_MENU_VOLUME_DESC] = "Общая громкость игры.", [UI_MENU_AUDIO_CHANNELS] = "Динамики", [UI_MENU_AUDIO_CHANNELS_DESC] = "Стерео или объёмный звук 5.1. Автоматически выбирается 5.1, если в Windows " "настроено шесть каналов или больше. Применяется после перезапуска.", [UI_MENU_CHANNELS_AUTO] = "Автоматически", [UI_MENU_CHANNELS_STEREO] = "Стерео", [UI_MENU_CHANNELS_51] = "Объёмный 5.1", [UI_MENU_MOTION] = "Управление движением", [UI_MENU_MOTION_DESC] = "Прицеливание гироскопом контроллера.", [UI_MENU_RUMBLE_STRENGTH] = "Сила вибрации", [UI_MENU_RUMBLE_STRENGTH_DESC] = "Насколько сильно вибрирует контроллер.", [UI_MENU_RUMBLE_CURVE] = "Кривая вибрации", [UI_MENU_RUMBLE_CURVE_DESC] = "Чем ниже значение, тем сильнее слабая вибрация.", [UI_MENU_RUMBLE_TRIGGERS] = "Вибрация триггеров (Xbox)", [UI_MENU_RUMBLE_TRIGGERS_DESC] = "Вибрация и в триггерах контроллера Xbox.", [UI_MENU_PAD_LAYOUT] = "Раскладка кнопок", [UI_MENU_PAD_LAYOUT_DESC] = "Какая кнопка работает как A. Nintendo: правая, как на Switch. Xbox: нижняя, как " "подписано на контроллере Xbox (крест на контроллере PlayStation). Автоматически: " "Nintendo для контроллеров с подписями Nintendo, Xbox для остальных. Кнопки какого " "контроллера показывают подсказки игры, задаётся в строке «Подсказки кнопок».", [UI_MENU_PAD_LAYOUT_AUTO] = "Автоматически", [UI_MENU_PAD_LAYOUT_NINTENDO] = "Nintendo (A справа)", [UI_MENU_PAD_LAYOUT_XBOX] = "Xbox (A снизу)", [UI_MENU_PAD_LAYOUT_IN_USE] = "сейчас: %s", [UI_MENU_PROMPTS] = "Подсказки кнопок", [UI_MENU_PROMPTS_DESC] = "Кнопки какого контроллера показывают подсказки игры. Nintendo: как в самой игре. Xbox: " "LB, RB, LT, RT, Menu, View и крестовина, а A, B, X и Y подписаны так же, как кнопка, " "которую нажимает раскладка выше (в Nintendo (A справа) правая кнопка подписана B, и " "подсказки A показывают B). PC: клавиши и кнопки мыши стандартной раскладки клавиатуры " "(E, Shift, пробел, левый клик...) и мышь для камеры. Игра читает подсказки при запуске, " "так что они меняются после перезапуска. Подсказки записаны в файлах игры, поэтому у " "кнопки, переназначенной на вкладке управления, на экране остаётся прежняя подсказка.", [UI_MENU_PROMPTS_NINTENDO] = "Nintendo", [UI_MENU_PROMPTS_XBOX] = "Xbox", [UI_MENU_PROMPTS_PC] = "PC", [UI_MENU_PROMPTS_MISSING] = "нет файлов подсказок: запустите установку снова", [UI_MENU_PROMPTS_FAILED] = "файлы подсказок повреждены: запустите установку снова", [UI_MENU_PROMPTS_RESTART] = "подсказки сменятся после перезапуска", [UI_MENU_PROMPTS_OFF_SHAPE] = "выкл. при этом разрешении игры (для него нет раскладки)", [UI_MENU_PROMPTS_OFF_MODS] = "выкл.: мод RomFS заменяет их файлы", [UI_MENU_PROMPTS_OFF_PATCHES] = "выкл., пока задан TOTK_ROMFS_PATCHES", [UI_MENU_RESTART] = "Перезапустить сейчас", [UI_MENU_RESTART_DESC] = "Закрывает игру и запускает её снова с новыми подсказками. Прогресс после последнего " "сохранения будет потерян.", [UI_MENU_RESTART_CONFIRM] = "Перезапустить игру сейчас? Прогресс после последнего сохранения будет потерян.", [UI_MENU_RESTART_YES] = "Перезапустить", [UI_MENU_RESTART_SAVING] = "Игра сохраняется: перезапуск будет доступен через мгновение.", [UI_MENU_GROUP_STICKS] = "Стики", [UI_MENU_LSTICK_DEADZONE] = "Мёртвая зона левого стика", [UI_MENU_RSTICK_DEADZONE] = "Мёртвая зона правого стика", [UI_MENU_STICK_DEADZONE_DESC] = "Насколько нужно отклонить стик геймпада, чтобы игра это заметила. Увеличьте, если персонаж или камера двигаются сами: отпустите стик, посмотрите «стик сейчас» и поставьте мёртвую зону на несколько процентов выше.", [UI_MENU_STICK_DEADZONE_NOW] = "стик сейчас: %.0f %%", [UI_MENU_MOUSE_MODE] = "Управление мышью", [UI_MENU_MOUSE_MODE_DESC] = "Прямое: камера поворачивается на столько, на сколько сдвинута мышь, как в играх для ПК, без мёртвой зоны и кривой стика (версии игры 1.4.3 и 1.2.1; на 1.1.0 эмуляция стика). Эмуляция стика: мышь работает как правый стик.", [UI_MENU_MOUSE_STICK] = "Эмуляция стика", [UI_MENU_MOUSE_DIRECT] = "Прямое", [UI_MENU_MENU_CURSOR] = "Мышь в меню игры", [UI_MENU_MENU_CURSOR_DESC] = "В меню самой игры (заставка, инвентарь, магазины, варианты ответа) появляется указатель: пункт под ним выбирается, левый щелчок подтверждает, правый возвращает назад. Только если последними использовались мышь или клавиатура, поэтому с геймпадом меню не меняются (версия игры 1.4.3).", [UI_MENU_MOUSE_SENS] = "Чувствительность мыши", [UI_MENU_MOUSE_SENS_DESC] = "Как быстро мышь поворачивает камеру.", [UI_MENU_WALK_KEY] = "Клавиша шага", [UI_MENU_WALK_KEY_DESC] = "Удерживайте: стики клавиатуры отклоняются частично, и персонаж идёт, а не бежит. " "Насколько — задаёт сила шага. Контроллер и мышь не затрагиваются.", [UI_MENU_WALK_KEY_TAKEN] = "также %s", [UI_MENU_WALK_SCALE] = "Сила шага", [UI_MENU_WALK_SCALE_DESC] = "Отклонение стиков клавиатуры при удержании клавиши шага. Половина — шаг, полное " "отклонение — бег.", [UI_MENU_STICK_SENS] = "Скорость камеры (стик)", [UI_MENU_STICK_SENS_DESC] = "Умножает скорость поворота камеры правым стиком, включая наибольшую, при каждой из пяти " "чувствительностей камеры в игре. На мышь не влияет.", [UI_BINDS_HELP] = "Выберите ячейку и нажмите A или Enter, затем клавишу, кнопку мыши или кнопку контроллера. " "Delete или X очищает ячейку. Занятая клавиша переходит сюда; кнопка контроллера меняется " "местами с той, которую заменяет.", [UI_BINDS_COL_KEY1] = "Клавиша 1", [UI_BINDS_COL_KEY2] = "Клавиша 2", [UI_BINDS_COL_PAD] = "Контроллер", [UI_BINDS_GROUP_BUTTONS] = "Кнопки", [UI_BINDS_GROUP_MOVE] = "Движение", [UI_BINDS_GROUP_CAMERA] = "Камера", [UI_BINDS_PRESS_KEY] = "Нажмите клавишу или кнопку мыши для «%s»", [UI_BINDS_PRESS_PAD] = "Нажмите кнопку контроллера для «%s»", [UI_BINDS_CANCEL_HINT] = "Esc отменяет, или подождите %d с", [UI_BINDS_TAKEN] = "%s: убрано с «%s»", [UI_BINDS_SWAPPED] = "«%s» и «%s» поменялись местами", [UI_BINDS_RESET] = "Сбросить все кнопки", [UI_BINDS_RESET_DESC] = "Вернуть клавиши и кнопки контроллера по умолчанию. Снова действует раскладка кнопок выше: " "переназначенные кнопки контроллера остаются на своих местах до " "этого сброса.", [UI_BIND_A] = "A", [UI_BIND_B] = "B", [UI_BIND_X] = "X", [UI_BIND_Y] = "Y", [UI_BIND_LCLICK] = "Нажатие левого стика", [UI_BIND_RCLICK] = "Нажатие правого стика", [UI_BIND_L] = "L", [UI_BIND_R] = "R", [UI_BIND_ZL] = "ZL", [UI_BIND_ZR] = "ZR", [UI_BIND_PLUS] = "Плюс", [UI_BIND_MINUS] = "Минус", [UI_BIND_LEFT] = "Крестовина влево", [UI_BIND_UP] = "Крестовина вверх", [UI_BIND_RIGHT] = "Крестовина вправо", [UI_BIND_DOWN] = "Крестовина вниз", [UI_BIND_LSTICK_LEFT] = "Влево", [UI_BIND_LSTICK_UP] = "Вперёд", [UI_BIND_LSTICK_RIGHT] = "Вправо", [UI_BIND_LSTICK_DOWN] = "Назад", [UI_BIND_RSTICK_LEFT] = "Камера влево", [UI_BIND_RSTICK_UP] = "Камера вверх", [UI_BIND_RSTICK_RIGHT] = "Камера вправо", [UI_BIND_RSTICK_DOWN] = "Камера вниз", [UI_BIND_DESC_A] = "Взаимодействие, подобрать, поговорить.", [UI_BIND_DESC_B] = "Бег, отмена, назад.", [UI_BIND_DESC_X] = "Прыжок.", [UI_BIND_DESC_Y] = "Атака.", [UI_BIND_DESC_LCLICK] = "Присесть.", [UI_BIND_DESC_RCLICK] = "Вид от первого лица.", [UI_BIND_DESC_L] = "Способности.", [UI_BIND_DESC_R] = "Бросок оружия.", [UI_BIND_DESC_ZL] = "Щит, захват цели.", [UI_BIND_DESC_ZR] = "Лук.", [UI_BIND_DESC_PLUS] = "Меню, инвентарь.", [UI_BIND_DESC_MINUS] = "Карта.", [UI_BIND_DESC_DPAD] = "Быстрый выбор.", [UI_BIND_DESC_MOVE] = "Двигает Линка, как левый стик. Левый стик контроллера тоже всегда работает.", [UI_BIND_DESC_CAMERA] = "Поворачивает камеру, как правый стик. Мышь и правый стик контроллера тоже всегда " "работают.", [UI_BIND_SHAKE] = "Встряхнуть стик камеры", [UI_BIND_DESC_SHAKE] = "Качает правый стик влево-вправо: отцепляет приклеенную деталь от того, что держит " "Ультрарука. Пока клавиша зажата, тряска продолжается.", [UI_KEY_SPACE] = "Пробел", [UI_KEY_TAB] = "Tab", [UI_KEY_LSHIFT] = "Левый Shift", [UI_KEY_LCTRL] = "Левый Ctrl", [UI_KEY_UP] = "Стрелка вверх", [UI_KEY_DOWN] = "Стрелка вниз", [UI_KEY_LEFT] = "Стрелка влево", [UI_KEY_RIGHT] = "Стрелка вправо", [UI_KEY_MOUSE_L] = "ЛКМ", [UI_KEY_MOUSE_R] = "ПКМ", [UI_KEY_MOUSE_M] = "СКМ", [UI_KEY_MOUSE_X1] = "Мышь 4", [UI_KEY_MOUSE_X2] = "Мышь 5", [UI_KEY_ENTER] = "Enter", [UI_KEY_BACKSPACE] = "Backspace", [UI_KEY_RSHIFT] = "Правый Shift", [UI_KEY_RCTRL] = "Правый Ctrl", [UI_KEY_LALT] = "Alt", [UI_KEY_CAPSLOCK] = "Caps Lock", [UI_KEY_INSERT] = "Insert", [UI_KEY_DELETE] = "Delete", [UI_KEY_HOME] = "Home", [UI_KEY_END] = "End", [UI_KEY_PAGEUP] = "Page Up", [UI_KEY_PAGEDOWN] = "Page Down", [UI_KEY_NUM_FMT] = "Num %s", [UI_PAD_SOUTH] = "Нижняя кнопка", [UI_PAD_EAST] = "Правая кнопка", [UI_PAD_WEST] = "Левая кнопка", [UI_PAD_NORTH] = "Верхняя кнопка", [UI_PAD_LSTICK] = "Левый стик", [UI_PAD_RSTICK] = "Правый стик", [UI_PAD_L] = "Левый бампер", [UI_PAD_R] = "Правый бампер", [UI_PAD_START] = "Start", [UI_PAD_BACK] = "Back", [UI_PAD_DPAD_LEFT] = "Крестовина влево", [UI_PAD_DPAD_UP] = "Крестовина вверх", [UI_PAD_DPAD_RIGHT] = "Крестовина вправо", [UI_PAD_DPAD_DOWN] = "Крестовина вниз", [UI_PAD_ZL] = "Левый курок", [UI_PAD_ZR] = "Правый курок", [UI_PAD_LPADDLE1] = "Левая задняя кнопка", [UI_PAD_RPADDLE1] = "Правая задняя кнопка", [UI_PAD_LPADDLE2] = "Левая задняя кнопка 2", [UI_PAD_RPADDLE2] = "Правая задняя кнопка 2", [UI_PAD_CROSS] = "Крест", [UI_PAD_CIRCLE] = "Круг", [UI_PAD_SQUARE] = "Квадрат", [UI_PAD_TRIANGLE] = "Треугольник", [UI_MENU_AMIIBO_DIR] = "Папка amiibo", [UI_MENU_AMIIBO_OPEN] = "Открыть", [UI_MENU_AMIIBO_DEFAULT_DIR] = "Папка по умолчанию", [UI_MENU_AMIIBO_REFRESH] = "Обновить", [UI_MENU_AMIIBO_PICK] = "Дампы amiibo (файлы .bin или .nfc по 540 байт):", [UI_MENU_AMIIBO_NO_DIR] = "Не удаётся открыть папку %s", [UI_MENU_AMIIBO_READER] = "NFC-считыватель", [UI_MENU_AMIIBO_STATE] = "Считыватель:", [UI_MENU_AMIIBO_STATE_IDLE] = "готов", [UI_MENU_AMIIBO_STATE_SEARCHING] = "игра ждёт amiibo", [UI_MENU_AMIIBO_STATE_FOUND] = "amiibo на считывателе", [UI_MENU_AMIIBO_STATE_MOUNTED] = "игра читает amiibo", [UI_MENU_AMIIBO_STATE_OFF] = "выключен", [UI_MENU_AMIIBO_FILE] = "Выбранный файл:", [UI_MENU_AMIIBO_NO_FILE] = "(файл не выбран)", [UI_MENU_AMIIBO_TAP] = "Приложить amiibo", [UI_MENU_AMIIBO_REMOVE] = "Убрать amiibo", [UI_MENU_AMIIBO_AUTO_REMOVE] = "Убирать amiibo само после касания", [UI_MENU_AMIIBO_HOLD] = "Время на считывателе", [UI_MENU_AMIIBO_SECONDS] = "%.1f с", [UI_MENU_AMIIBO_TAG] = "Amiibo на считывателе:", [UI_MENU_AMIIBO_NO_TAG] = "На считывателе нет amiibo.", [UI_MENU_AMIIBO_TAG_FILE] = "Файл: %s", [UI_MENU_AMIIBO_TAG_ID] = "Персонаж %s, серия %02x, номер %04x, тип %02x", [UI_MENU_AMIIBO_TAG_UID] = "UID: %s", [UI_MENU_AMIIBO_READY] = "Готово", [UI_MENU_AMIIBO_TAPPED] = "Приложен: %s", [UI_MENU_AMIIBO_LOAD_FAILED] = "Не дамп amiibo (NTAG215, 540 байт): %s", [UI_MENU_AMIIBO_REMOVED] = "Amiibo убран", [UI_MENU_AMIIBO_STATUS] = "Состояние: %s", [UI_MENU_MENU_LANG] = "Язык меню", [UI_MENU_MENU_LANG_DESC] = "Язык этого меню и индикатора.", [UI_MENU_MENU_LANG_AUTO] = "Автоматически (из Windows)", [UI_MENU_DISCORD_RPC] = "Discord Rich Presence", [UI_MENU_DISCORD_RPC_DESC] = "Пока игра запущена, показывает «Играю в TotK Recomp» со временем игры в статусе " "Discord. Приложение выбирают discord_app_id и discord_image в totk.ini.", [UI_MENU_ADV_WARNING] = "Эти настройки нужны для тестов и поиска неполадок. Меняйте их, только если знаете зачем.", [UI_MENU_GROUP_SCHED] = "Планирование", [UI_MENU_GROUP_SHADERS] = "Шейдеры и конвейеры", [UI_MENU_GROUP_TEXMEM] = "Текстуры и память", [UI_MENU_GROUP_FIXES] = "Исправления графики", [UI_MENU_GROUP_VULKAN] = "Vulkan", [UI_MENU_GROUP_DIAG] = "Диагностика", [UI_MENU_ASYNC_PREEMPT] = "Вытеснение на виртуальных ядрах", [UI_MENU_ASYNC_PREEMPT_DESC] = "Позволяет потоку игры прервать другой поток на том же виртуальном ядре.", [UI_MENU_PREEMPT_OFF] = "Выкл.", [UI_MENU_PREEMPT_ON] = "Вкл.", [UI_MENU_PREEMPT_INHERIT] = "Только наследование", [UI_MENU_REPLAY_ASYNC] = "Подготовка кадра для GPU в отдельном потоке", [UI_MENU_REPLAY_ASYNC_DESC] = "Кадр для GPU готовится в отдельном потоке, а не в потоке игры. Добавляет до одного кадра задержки.", [UI_MENU_REPLAY_WORKERS] = "Потоки подготовки кадра для GPU", [UI_MENU_REPLAY_WORKERS_DESC] = "Большие кадры для GPU записываются сразу в нескольких потоках. Помогает, когда частоту кадров ограничивает процессор; нужно 8 логических процессоров или больше. «Выкл.» — запись в одном потоке.", [UI_MENU_REPLAY_WORKERS_NOW] = "сейчас: %s", [UI_MENU_TIMER_1MS] = "Таймер Windows 1 мс", [UI_MENU_TIMER_1MS_DESC] = "Повышает точность системного таймера до 1 мс для ровного темпа кадров.", [UI_MENU_PIPE_WAIT] = "Обработка ожидающих отрисовок", [UI_MENU_PIPE_WAIT_DESC] = "«По умолчанию» — текущее планирование с отдельным потоком для ожидающих отрисовок; «Старый способ» — прежнее планирование.", [UI_MENU_PIPE_WAIT_DEFAULT] = "По умолчанию", [UI_MENU_PIPE_WAIT_DRAW] = "Старый способ", [UI_MENU_PIPE_SKIP] = "Пропуск отрисовок при сборке конвейера", [UI_MENU_PIPE_SKIP_DESC] = "Какие отрисовки отбрасываются, а не ждут свой конвейер.", [UI_MENU_PIPE_SKIP_STRICT] = "Строго", [UI_MENU_PIPE_SKIP_ANY] = "Любые", [UI_MENU_PIPE_SKIP_FULLSCREEN] = "Полноэкранные проходы", [UI_MENU_LIB_PREBUILD] = "Предсборка библиотек стадий", [UI_MENU_LIB_PREBUILD_DESC] = "Заранее собирает библиотеки стадий шейдеров в фоне.", [UI_MENU_LIB_PREBUILD_THREADS] = "Потоки предсборки библиотек", [UI_MENU_LIB_PREBUILD_THREADS_DESC] = "Сколько потоков занято предсборкой; «Автоматически» — по числу ядер процессора.", [UI_MENU_PIPE_PREBUILD] = "Предсборка конвейеров", [UI_MENU_PIPE_PREBUILD_DESC] = "Заранее собирает известные конвейеры.", [UI_MENU_PREWARM_XLATE] = "Прогрев транслятора", [UI_MENU_PREWARM_XLATE_DESC] = "Потоки, которые при запуске переводят известные шейдеры; «Автоматически» — половина потоков процессора, не больше 16.", [UI_MENU_GPL] = "Библиотека графических конвейеров", [UI_MENU_GPL_DESC] = "Использует расширение Vulkan для библиотек конвейеров; выключите, если драйвер с ним сбоит.", [UI_MENU_ASTC] = "Распаковка текстур ASTC", [UI_MENU_ASTC_DESC] = "Где распаковываются сжатые текстуры ASTC.", [UI_MENU_ASTC_AUTO] = "Автоматически", [UI_MENU_ASTC_GPU] = "Шейдер GPU", [UI_MENU_ASTC_NATIVE] = "Аппаратно", [UI_MENU_ASTC_CPU] = "Процессор", [UI_MENU_MEMORY] = "Режим памяти GPU", [UI_MENU_MEMORY_DESC] = "Как память игры передаётся видеокарте.", [UI_MENU_MEMORY_AUTO] = "Автоматически", [UI_MENU_MEMORY_IMPORT] = "Импорт", [UI_MENU_MEMORY_MIRROR] = "Зеркало", [UI_MENU_MEMORY_VERIFY] = "Проверка", [UI_MENU_TEX_ALIAS] = "Наследование содержимого текстур", [UI_MENU_TEX_ALIAS_DESC] = "Новая текстура поверх памяти живой текстуры получает её содержимое, а не пустую.", [UI_MENU_TEX_VRAM_PRESSURE] = "Предел памяти текстур", [UI_MENU_TEX_VRAM_PRESSURE_DESC] = "Процент видеопамяти, выше которого освобождённые игрой текстуры удаляются (при повторном использовании загружаются снова). 0 — не удалять.", [UI_MENU_ASTC_BC] = "Сжатие ASTC в BC3", [UI_MENU_ASTC_BC_DESC] = "С декодером на GPU: декодированные текстуры ASTC пересжимаются в BC3 и занимают вчетверо меньше видеопамяти. Текстуры чуть более блочные. Авто: включено на видеокартах с 4 ГБ видеопамяти и меньше.", [UI_MENU_LOD_GUARD] = "Защита LOD", [UI_MENU_LOD_GUARD_DESC] = "Не даёт объектам мелькать не на своём месте, а дальнему плану — на кадр становиться плоским: ждёт, пока игра допишет данные уровней детализации, и только потом их читает GPU.", [UI_MENU_FIX_C0] = "Исправление константного буфера", [UI_MENU_FIX_C0_DESC] = "Заполняет зарезервированный драйвером банк констант c0 (размеры хранилищ, размер запуска, размер точки, базовый экземпляр) вместо чтения нулей.", [UI_MENU_FIX_ZERO] = "Обнулять новую память GPU", [UI_MENU_FIX_ZERO_DESC] = "Новые пулы памяти GPU заполняются нулями, как память Switch.", [UI_MENU_BIND_SKIP] = "Пропуск повторных привязок", [UI_MENU_BIND_SKIP_DESC] = "Оптимизация: пропускает неизменившиеся привязки.", [UI_MENU_SHADER_MEMO] = "Память шейдеров", [UI_MENU_SHADER_MEMO_DESC] = "Оптимизация: запоминает поиск шейдеров.", [UI_MENU_PIPE_MEMO] = "Память конвейера", [UI_MENU_PIPE_MEMO_DESC] = "Оптимизация: повторяет конвейер прошлой отрисовки, если её состояние не изменилось.", [UI_MENU_TEX_MEMO] = "Память привязок текстур", [UI_MENU_TEX_MEMO_DESC] = "Оптимизация: запоминает дескрипторы текстур между отрисовками.", [UI_MENU_DESC_TEMPLATE] = "Шаблоны дескрипторов", [UI_MENU_DESC_TEMPLATE_DESC] = "Оптимизация: обновляет дескрипторы пачками.", [UI_MENU_PUSH_SKIP] = "Пропуск повторных push-констант", [UI_MENU_PUSH_SKIP_DESC] = "Оптимизация: пропускает неизменившиеся push-константы.", [UI_MENU_SPLIT_DRAWS] = "Ранняя отправка работы GPU", [UI_MENU_SPLIT_DRAWS_DESC] = "Отправляет работу GPU частями через каждые N отрисовок между проходами, чтобы GPU начинал раньше; 0 — выключено.", [UI_MENU_VK_VALIDATION] = "Слой проверки", [UI_MENU_VK_VALIDATION_DESC] = "Проверяет каждый вызов Vulkan и сильно замедляет игру.", [UI_MENU_VK_VALIDATION_MISSING] = "Слой проверки не установлен.", [UI_MENU_VK_DYN_VERTEX] = "Динамическое состояние вершин", [UI_MENU_VK_DYN_VERTEX_DESC] = "Принудительно включает или выключает динамический ввод вершин; по умолчанию зависит от GPU.", [UI_MENU_VK_DYN_A2C] = "Динамический alpha to coverage", [UI_MENU_VK_DYN_A2C_DESC] = "Принудительно включает или выключает динамический alpha to coverage. По умолчанию " "выключен на драйвере AMD для RDNA 2 и старше, где с ним персонажи чёрные, и на " "драйвере Intel для Windows на встроенных GPU, где с ним цветной шум на листве; " "включён на остальных.", [UI_MENU_VK_SUBGROUP_PIN] = "Фиксировать размер подгруппы", [UI_MENU_VK_SUBGROUP_PIN_DESC] = "Фиксирует размер подгруппы шейдера.", [UI_MENU_TRACE] = "Журнал производительности", [UI_MENU_TRACE_DESC] = "Пишет время кадров в файл.", [UI_MENU_FLIGHT] = "Запись последних кадров (для отчёта о фризе)", [UI_MENU_FLIGHT_DESC] = "Хранит короткую историю и сохраняет её, когда кадр подвисает.", [UI_MENU_FLIGHT_SPIKE_MS] = "Порог подвисания (мс)", [UI_MENU_FLIGHT_SPIKE_MS_DESC] = "Время кадра, которое считается подвисанием.", [UI_MENU_PASS_CRUMBS] = "Метки проходов GPU", [UI_MENU_PASS_CRUMBS_DESC] = "После сбоя GPU журнал называет проход отрисовки, который выполнялся. Автоматически: только AMD. Вкл.: также NVIDIA, с небольшой нагрузкой.", [UI_MENU_INPUT_RECORD] = "Запись ввода", [UI_MENU_INPUT_RECORD_DESC] = "Пишет ваш ввод в файл для отчёта об ошибке.", [UI_MENU_OPEN_LOG] = "Открыть папку журналов", [UI_MENU_OPEN_LOG_DESC] = "Показывает папку с файлами журнала.", [UI_MENU_COPY_INFO] = "Копировать сведения о системе", [UI_MENU_COPY_INFO_DESC] = "Копирует в буфер обмена видеокарту, драйвер, процессор, память и изменённые настройки.", [UI_MENU_COPY_INFO_DONE] = "Скопировано", [UI_MENU_ACTION_FAILED] = "не получилось", [UI_MENU_RESET] = "Сбросить все настройки", [UI_MENU_RESET_DESC] = "Действует на все вкладки.", [UI_MENU_RESET_CONFIRM] = "Сбросить все настройки к значениям по умолчанию?", [UI_MENU_RESET_YES] = "Сбросить", [UI_MENU_RESET_NO] = "Отмена", [UI_MENU_OV_FPS] = "%.0f FPS", [UI_MENU_OV_FRAME_MS] = "%.1f мс", [UI_MENU_OV_GAME_PCT] = "игра %.0f%%", [UI_MENU_OV_MAX_MS] = "макс. %.1f мс", [UI_MENU_OV_FPS_LABEL] = "FPS", [UI_MENU_OV_FRAME_LABEL] = "Кадр", [UI_MENU_OV_FMT_FPS] = "%.0f", [UI_MENU_OV_LOW1] = "1%% худших %.0f", [UI_MENU_OV_LOW01] = "0.1%% худших %.0f", [UI_MENU_OV_GPU] = "GPU", [UI_MENU_OV_CPU] = "ЦП", [UI_MENU_OV_RAM] = "ОЗУ", [UI_MENU_OV_VRAM] = "Видеопамять", [UI_MENU_OV_TEMP] = "Температура", [UI_MENU_OV_POWER] = "Мощность", [UI_MENU_OV_CLOCK] = "Частота", [UI_MENU_OV_NONE] = "-", [UI_MENU_OV_REPLAY] = "Подготовка кадра для GPU", [UI_MENU_OV_GPU_TIME] = "Занятость GPU за кадр", [UI_MENU_OV_PIPE_WAIT] = "Ожидания конвейеров", [UI_MENU_OV_SHADER_WAIT] = "Ожидания шейдеров", [UI_MENU_OV_TEX_UPLOADS] = "Загрузки текстур", [UI_MENU_OV_FMT_PCT] = "%.0f%%", [UI_MENU_OV_FMT_TEMP] = "%.0f °C", [UI_MENU_OV_FMT_POWER] = "%.0f Вт", [UI_MENU_OV_FMT_MHZ] = "%.0f МГц", [UI_MENU_OV_FMT_GB] = "%.1f ГБ", [UI_MENU_OV_FMT_GB_OF] = "/ %.1f ГБ", [UI_MENU_OV_GAME_GB] = "игра %.1f ГБ", [UI_MENU_OV_FMT_MS] = "%.2f мс", [UI_MENU_OV_PER_FRAME] = "%.1f за кадр", [UI_MENU_OV_WINDOW] = "Окно", [UI_MENU_OV_OUTPUT] = "Изображение игры", [UI_MENU_OV_SCENE] = "3D-сцена", [UI_MENU_OV_SCALING] = "Масштабирование", [UI_MENU_OV_LIMIT] = "Лимит кадров", [UI_MENU_OV_PRESENT] = "Вывод кадров", [UI_MENU_OV_FMT_SIZE] = "%ux%u", [UI_MENU_OV_FMT_SCENE] = "%ux%u, %.0f%%", [UI_MENU_OV_FMT_FSR] = "AMD FSR 1, резкость %d%%", [UI_MENU_OV_SCALE_NONE] = "нет (1:1)", [UI_MENU_OV_SCALE_BILINEAR] = "билинейное", [UI_MENU_OV_SCALE_DOWN] = "билинейное (FSR только увеличивает)", [UI_MENU_TAB_CHEATS] = "Читы", [UI_MENU_CHEATS_NONE] = "Для этой версии игры читов нет. Читы мода — это файл читов Atmosphere в его папке cheats " "с именем по сборке игры: mods\\<мод>\\cheats\\%s. Перезапустите игру, чтобы они " "прочитались. Для читов, меняющих код игры, игра пересоберётся сама при запуске (несколько " "минут).", [UI_MENU_CHEATS_MOD] = "%s — читов: %d", [UI_MENU_CHEAT_CODE_DESC] = "Меняет код игры. Включается и выключается сразу.", [UI_MENU_CHEAT_KEY_DESC] = "Меняет код игры, пока вы держите %s. Включается и выключается сразу.", [UI_MENU_CHEAT_DATA_DESC] = "Пока включён, записывает память игры каждый кадр.", [UI_MENU_CHEAT_MASTER] = "всегда вкл.", [UI_MENU_CHEAT_MASTER_DESC] = "Главный код файла: включён всегда.", [UI_MENU_CHEAT_RESTORE] = "не нужен", [UI_MENU_CHEAT_RESTORE_DESC] = "Он только возвращает исходный код игры. Выключение чита уже делает это.", [UI_MENU_CHEAT_REBUILD] = "после пересборки", [UI_MENU_CHEAT_REBUILD_DESC] = "Этот чит меняет код игры и появился или изменился после сборки игры. Игра соберёт " "его при следующем запуске (несколько минут), или нажмите «Пересобрать игру сейчас».", [UI_MENU_CHEAT_UNSUPPORTED] = "не поддерживается", [UI_MENU_CHEAT_UNSUPPORTED_DESC] = "Этот чит нельзя использовать с этой версией игры:", [UI_MENU_CHEATS_REBUILD] = "Пересобрать игру сейчас", [UI_MENU_CHEATS_REBUILD_DESC] = "Некоторые читы меняют код игры и ещё не собраны в неё: они новые или изменены, " "либо прошлая пересборка не удалась или была отменена. Закрывает игру; установщик " "собирает их (несколько минут) и снова запускает игру. Прогресс после последнего " "сохранения будет потерян.", [UI_MENU_MODS_EXEFS_UNSUPPORTED] = "Этот мод меняет код игры (exefs) так, как порт применить не может, поэтому мод " "выключен целиком. %s", [UI_MENU_MODS_EXEFS_OTHER] = "Его патчи кода (exefs) сделаны для другой версии игры.", [UI_MENU_MODS_EXEFS_ON] = "Патчи кода в работе: файлов: %d.", [UI_MENU_MODS_REPLACES_BUILTIN] = "Патчи кода в работе: файлов: %d. Они заменяют собственный патч порта %s, " "который выключен, пока этот мод включён.", }; static const char *const text_pt_br[UI_TEXT_COUNT] = { SWKBD("Inserir texto", "Insira um nome", "Cavalo", "OK", "Cancelar", "Controle: A = OK, B = Cancelar"), [UI_MENU_TITLE] = "Configurações", [UI_MENU_TAB_SCREEN] = "Tela", [UI_MENU_TAB_GAME] = "Jogo", [UI_MENU_TAB_SOUND] = "Som", [UI_MENU_TAB_CONTROLS] = "Controles", [UI_MENU_TAB_AMIIBO] = "Amiibo", [UI_MENU_TAB_MENU] = "Menu", [UI_MENU_TAB_ADVANCED] = "Avançado", [UI_MENU_TAB_MODS] = "Mods", [UI_MENU_PLAY_TIME] = "Tempo de jogo", [UI_MENU_PLAY_TIME_DESC] = "Tempo no jogo somando todas as sessões, contado enquanto a janela do jogo está em foco e o " "jogo desenha quadros. Fica em playtime.txt na pasta do perfil, junto dos saves.", [UI_MENU_PLAY_TIME_HM] = "%llu h %02u min", [UI_MENU_PLAY_TIME_SESSION] = "nesta sessão: %s", [UI_MENU_MODS_BUILTIN] = "Embutidos no port", [UI_MENU_MODS_INSTALLED] = "Mods instalados", [UI_MENU_MODS_NONE] = "Nenhum mod ainda. Descompacte um mod na pasta mods, uma pasta por mod com a pasta romfs dentro, " "e reinicie o jogo. O TKMM também pode exportar os mods mesclados para uma pasta ali.", [UI_MENU_MODS_OPEN] = "Abrir pasta de mods", [UI_MENU_MODS_OPEN_DESC] = "Mostra a pasta de onde o jogo carrega os mods. Ela é criada se não existir.", [UI_MENU_MODS_ROW_DESC] = "Arquivos do jogo que substitui: %u. Arquivos novos que adiciona: %u.", [UI_MENU_MODS_OVERRIDDEN] = "%u dos seus arquivos vêm de %s, que está acima na lista.", [UI_MENU_MODS_MOVE_HINT] = "O botão de cima ou Ctrl+Cima sobe o mod, o botão da esquerda ou Ctrl+Baixo desce. " "Quando dois mods mudam o mesmo arquivo, vale o de cima. As mudanças valem após reiniciar.", [UI_MENU_MODS_EMPTY] = "Esta pasta não tem arquivos romfs, exefs ou cheats.", [UI_MENU_MODS_SUBSDK] = "Este mod traz código próprio do jogo (um plugin subsdk ou um main substituído). O port não " "carrega módulos de código, então o mod inteiro fica desligado.", [UI_MENU_MODS_EXEFS_LATER] = "Este mod altera o código do jogo (exefs). O jogo compila esses patches na próxima " "vez que iniciar (uma recompilação de alguns minutos); até lá o mod inteiro fica " "desligado.", [UI_MENU_MODS_CHEATS] = "Cheats: %d. Ligue-os na aba Cheats.", [UI_MENU_MODS_CHEATS_FILE] = "Os cheats desta versão do jogo são lidos ao iniciar de cheats\\%s neste mod.", [UI_MENU_MODS_BAD_NAME] = "O nome da pasta contém |, que a lista de mods usa entre os nomes. Renomeie a pasta.", [UI_MENU_MODS_OTHER_VERSION] = "%u dos seus arquivos são de outra versão do jogo e ficam de fora. Procure uma versão " "deste mod feita para a sua versão do jogo.", [UI_MENU_MODS_UNUSED] = "não usado", [UI_MENU_MODS_FPS60] = "Patch de 60 FPS", [UI_MENU_MODS_FPS60_DESC] = "O patch do próprio port para 60 quadros por segundo. Ajuste em Limite de quadros na aba " "Jogo.", [UI_MENU_MODS_RES] = "Patch de resolução", [UI_MENU_MODS_RES_DESC] = "O patch do próprio port para resoluções acima de 1080p. Ajuste em Resolução do jogo na aba " "Tela.", [UI_MENU_MODS_QUICKMENU] = "Correção do menu rápido", [UI_MENU_MODS_QUICKMENU_DESC] = "A correção do port para o fundo preto dos menus de armas, escudos e materiais a 60 " "FPS.", [UI_MENU_CONTINUE] = "Continuar", [UI_MENU_QUIT] = "Sair do jogo", [UI_MENU_ON] = "Ligado", [UI_MENU_OFF] = "Desligado", [UI_MENU_AUTO] = "Automático", [UI_MENU_DEFAULT_MARK] = "padrão", [UI_MENU_AFTER_RESTART] = "após reiniciar", [UI_MENU_SET_BY_ENV] = "definido por variável de ambiente", [UI_MENU_SAVE_FAILED] = "não foi possível salvar as configurações", [UI_MENU_VERSION] = "TotK Recomp %s, jogo %s", [UI_MENU_FULLSCREEN] = "Tela cheia", [UI_MENU_FULLSCREEN_DESC] = "O jogo ocupa a tela inteira; F11 alterna.", [UI_MENU_WINDOW_SIZE] = "Tamanho da janela", [UI_MENU_WINDOW_SIZE_DESC] = "Tamanho da janela do jogo fora da tela cheia.", [UI_MENU_WINDOW_SIZE_CUSTOM] = "Personalizado", [UI_MENU_PRESENT] = "Apresentação", [UI_MENU_PRESENT_DESC] = "Como os quadros prontos chegam à tela.", [UI_MENU_PRESENT_MAILBOX] = "Mailbox", [UI_MENU_PRESENT_VSYNC] = "VSync", [UI_MENU_PRESENT_IMMEDIATE] = "Imediato", [UI_MENU_PRESENT_IN_USE] = "em uso: %s", [UI_MENU_GPU] = "Placa de vídeo", [UI_MENU_GPU_DESC] = "O dispositivo Vulkan que desenha o jogo.", [UI_MENU_GPU_AUTO] = "Automática", [UI_MENU_PERF_OVERLAY] = "Indicador de desempenho", [UI_MENU_PERF_OVERLAY_DESC] = "Taxa de quadros no canto superior direito. Completo adiciona os tempos de quadro com " "gráfico, o uso de CPU, GPU e memória, as temperaturas e as esperas da thread de " "renderização. F10 alterna os modos.", [UI_MENU_PERF_OFF] = "Desligado", [UI_MENU_PERF_FPS] = "FPS", [UI_MENU_PERF_FULL] = "Completo", [UI_PERF_LINE_FPS] = "%.0f fps", [UI_MENU_GRAPHICS] = "Imagem", [UI_MENU_OUTPUT_RES] = "Resolução do jogo", [UI_MENU_OUTPUT_RES_DESC] = "O tamanho em que o jogo desenha a imagem e a interface. Acima de 1920 x 1080 o jogo " "precisa de mais memória de vídeo e tempo de GPU. Um tamanho mais largo (21:9) amplia a " "visão da câmera e leva o HUD para os cantos da tela; um mais alto (16:10, 3:2) " "leva-o para as bordas de cima e de baixo.", [UI_MENU_RENDER_SCALE] = "Escala da renderização 3D", [UI_MENU_RENDER_SCALE_DESC] = "Tamanho da cena 3D em relação à resolução do jogo; o FSR do jogo a amplia até esse " "tamanho. Acima de 100 % suaviza bordas serrilhadas (supersampling) com alto custo de " "GPU.", [UI_MENU_RENDER_SCALE_GAME] = "Jogo (83 %)", [UI_MENU_DYNAMIC_RES] = "Resolução dinâmica", [UI_MENU_DYNAMIC_RES_DESC] = "Deixa o jogo reduzir a cena 3D para 90 ou 80 %. Ele decide por uma estimativa feita para o Switch que ignora sua GPU, então cenas largas caem mesmo num PC rápido. Desligada, mantém a escala da renderização.", [UI_MENU_UPSCALER] = "Escala para a janela", [UI_MENU_UPSCALER_DESC] = "Como a imagem é ampliada quando a janela é maior que a resolução do jogo. O FSR mantém " "bordas e detalhes mais nítidos que o bilinear.", [UI_MENU_UPSCALER_FSR] = "AMD FSR 1", [UI_MENU_UPSCALER_BILINEAR] = "Bilinear", [UI_MENU_ASPECT] = "Formato da imagem", [UI_MENU_ASPECT_DESC] = "Quando o formato da janela difere do da resolução do jogo (uma imagem 16:9 numa tela " "21:9): manter o formato da imagem com barras pretas ou esticá-la sobre a janela.", [UI_MENU_ASPECT_FIT] = "Barras pretas", [UI_MENU_ASPECT_STRETCH] = "Esticar", [UI_MENU_MOVIE_ASPECT] = "Formato dos vídeos", [UI_MENU_MOVIE_ASPECT_DESC] = "Quando a resolução do jogo não é 16:9: manter o formato dos vídeos das cenas com " "barras pretas ou esticá-los sobre a imagem toda. Vale a partir do próximo vídeo.", [UI_MENU_MOVIE_ASPECT_KEEP] = "Barras pretas", [UI_MENU_MOVIE_ASPECT_STRETCH] = "Esticar", [UI_MENU_SHARPNESS] = "Nitidez do FSR", [UI_MENU_SHARPNESS_DESC] = "Aumento de nitidez após a ampliação do FSR; 0 desliga.", [UI_MENU_FPS_LIMIT] = "Limite de quadros", [UI_MENU_FPS_LIMIT_DESC] = "O máximo de quadros por segundo que o jogo desenha. Acima de 60 é experimental e " "precisa de Velocidade do jogo pelo relógio.", [UI_MENU_FPS_30] = "30 FPS", [UI_MENU_FPS_40] = "40 FPS", [UI_MENU_FPS_45] = "45 FPS", [UI_MENU_FPS_60] = "60 FPS", [UI_MENU_FPS_90] = "90 FPS", [UI_MENU_FPS_120] = "120 FPS", [UI_MENU_FPS_144] = "144 FPS", [UI_MENU_ASSUME_FOCUS] = "Continuar rodando fora de foco", [UI_MENU_ASSUME_FOCUS_DESC] = "Ligado (o padrão), o jogo continua rodando enquanto você está em outra janela, e o " "teclado fica sem efeito até a janela voltar para a frente. Desligado, ele pausa quando " "a janela perde o foco, como no Switch ao apertar Home; um carregamento interrompido " "assim pode parar de vez.", [UI_MENU_FPS_DISPLAY] = "Taxa do monitor", [UI_MENU_FPS_DISPLAY_HZ] = "Taxa do monitor (%.0f Hz)", [UI_MENU_FRAME_QUEUE] = "Fila de quadros", [UI_MENU_FRAME_QUEUE_DESC] = "O jogo começa um quadro enquanto o anterior espera a vez de aparecer: muito menos quadros " "perdidos no limite, com até um quadro a mais de atraso na entrada. Vale na hora.", [UI_MENU_REALTIME] = "Velocidade do jogo pelo relógio", [UI_MENU_REALTIME_DESC] = "Avança o jogo pelo tempo real, para que um quadro lento não deixe o jogo mais lento.", [UI_MENU_CLOTH_REALTIME] = "Tecidos pelo relógio", [UI_MENU_CLOTH_REALTIME_DESC] = "Avança tecidos e cabelos pelo tempo real também.", [UI_MENU_HIGHFPS_FIX] = "Correções para alta taxa de quadros", [UI_MENU_HIGHFPS_FIX_DESC] = "Corrige a física que se comporta mal acima de 30 quadros por segundo e objetos que ficam transparentes ou invisíveis acima de 60.", [UI_MENU_CLIMB_FIX] = "Correção da velocidade de escalada", [UI_MENU_CLIMB_FIX_DESC] = "Mantém a escalada de paredes e escadas na velocidade normal acima de 60 quadros por segundo, para que Link chegue ao topo.", [UI_MENU_GAME_LANG] = "Idioma do jogo", [UI_MENU_GAME_LANG_DESC] = "Idioma dos textos e das vozes do jogo.", [UI_MENU_GAME_LANG_AUTO] = "Automático", [UI_MENU_OPERATION_MODE] = "Modo do console", [UI_MENU_OPERATION_MODE_DESC] = "Se o jogo acha que está no modo TV ou no modo portátil.", [UI_MENU_MODE_DOCKED] = "Modo TV", [UI_MENU_MODE_HANDHELD] = "Modo portátil", [UI_MENU_VOLUME] = "Volume", [UI_MENU_VOLUME_DESC] = "Volume geral do jogo.", [UI_MENU_AUDIO_CHANNELS] = "Alto-falantes", [UI_MENU_AUDIO_CHANNELS_DESC] = "Saída estéreo ou surround 5.1. Automático escolhe 5.1 quando a configuração de " "alto-falantes do Windows tem seis canais ou mais. Vale após reiniciar.", [UI_MENU_CHANNELS_AUTO] = "Automático", [UI_MENU_CHANNELS_STEREO] = "Estéreo", [UI_MENU_CHANNELS_51] = "Surround 5.1", [UI_MENU_MOTION] = "Controles de movimento", [UI_MENU_MOTION_DESC] = "Mirar com o giroscópio do controle.", [UI_MENU_RUMBLE_STRENGTH] = "Intensidade da vibração", [UI_MENU_RUMBLE_STRENGTH_DESC] = "Quão forte o controle vibra.", [UI_MENU_RUMBLE_CURVE] = "Curva da vibração", [UI_MENU_RUMBLE_CURVE_DESC] = "Valores menores deixam a vibração fraca mais forte.", [UI_MENU_RUMBLE_TRIGGERS] = "Vibração dos gatilhos (Xbox)", [UI_MENU_RUMBLE_TRIGGERS_DESC] = "Também vibra os gatilhos de um controle de Xbox.", [UI_MENU_PAD_LAYOUT] = "Layout dos botões", [UI_MENU_PAD_LAYOUT_DESC] = "Qual botão é o A. Nintendo: o da direita, como no Switch. Xbox: o de baixo, como " "indicado no controle de Xbox (cruz no controle de PlayStation). Automático escolhe " "Nintendo para controles com os rótulos da Nintendo e Xbox para os demais. Ícones de " "Xbox: o A é o da direita, como no Nintendo, e o jogo mostra os rótulos do Xbox (B no " "lugar de A, A no lugar de B, Y no lugar de X, X no lugar de Y); os ícones mudam após " "reiniciar. As letras fazem parte dos arquivos do jogo, então um botão remapeado em " "Controles continua com a letra antiga na tela.", [UI_MENU_PAD_LAYOUT_AUTO] = "Automático", [UI_MENU_PAD_LAYOUT_NINTENDO] = "Nintendo (A à direita)", [UI_MENU_PAD_LAYOUT_XBOX] = "Xbox (A embaixo)", [UI_MENU_PAD_LAYOUT_IN_USE] = "em uso: %s", [UI_MENU_GROUP_STICKS] = "Analógicos", [UI_MENU_LSTICK_DEADZONE] = "Zona morta do analógico esquerdo", [UI_MENU_RSTICK_DEADZONE] = "Zona morta do analógico direito", [UI_MENU_STICK_DEADZONE_DESC] = "Quanto um analógico do controle precisa se mover antes que o jogo perceba. Aumente " "se o personagem ou a câmera se moverem sozinhos: solte o analógico, leia \"analógico " "agora\" e coloque a zona morta alguns por cento acima.", [UI_MENU_STICK_DEADZONE_NOW] = "analógico agora: %.0f %%", [UI_MENU_MOUSE_SENS] = "Sensibilidade da câmera no mouse", [UI_MENU_MOUSE_SENS_DESC] = "Quão rápido o mouse gira a câmera.", [UI_BINDS_HELP] = "Selecione uma célula e aperte A ou Enter, depois a tecla, o botão do mouse ou o botão do " "controle. Delete ou X limpa a célula. Uma tecla já em uso vem para cá; um botão do controle " "troca de lugar com o que ele substitui.", [UI_BINDS_COL_KEY1] = "Tecla 1", [UI_BINDS_COL_KEY2] = "Tecla 2", [UI_BINDS_COL_PAD] = "Controle", [UI_BINDS_GROUP_BUTTONS] = "Botões", [UI_BINDS_GROUP_MOVE] = "Movimento", [UI_BINDS_GROUP_CAMERA] = "Câmera", [UI_BINDS_PRESS_KEY] = "Aperte uma tecla ou um botão do mouse para %s", [UI_BINDS_PRESS_PAD] = "Aperte um botão do controle para %s", [UI_BINDS_CANCEL_HINT] = "Esc cancela, ou aguarde %d s", [UI_BINDS_TAKEN] = "%s saiu de %s", [UI_BINDS_SWAPPED] = "%s trocou de lugar com %s", [UI_BINDS_RESET] = "Restaurar todos os botões", [UI_BINDS_RESET_DESC] = "Volta às teclas e aos botões do controle padrão. O layout dos botões acima volta a valer: " "os botões do controle remapeados ficam onde você os colocou até esta restauração.", [UI_BIND_A] = "A", [UI_BIND_B] = "B", [UI_BIND_X] = "X", [UI_BIND_Y] = "Y", [UI_BIND_LCLICK] = "Clique do analógico esquerdo", [UI_BIND_RCLICK] = "Clique do analógico direito", [UI_BIND_L] = "L", [UI_BIND_R] = "R", [UI_BIND_ZL] = "ZL", [UI_BIND_ZR] = "ZR", [UI_BIND_PLUS] = "Mais", [UI_BIND_MINUS] = "Menos", [UI_BIND_LEFT] = "Direcional para a esquerda", [UI_BIND_UP] = "Direcional para cima", [UI_BIND_RIGHT] = "Direcional para a direita", [UI_BIND_DOWN] = "Direcional para baixo", [UI_BIND_LSTICK_LEFT] = "Mover para a esquerda", [UI_BIND_LSTICK_UP] = "Mover para a frente", [UI_BIND_LSTICK_RIGHT] = "Mover para a direita", [UI_BIND_LSTICK_DOWN] = "Mover para trás", [UI_BIND_RSTICK_LEFT] = "Câmera para a esquerda", [UI_BIND_RSTICK_UP] = "Câmera para cima", [UI_BIND_RSTICK_RIGHT] = "Câmera para a direita", [UI_BIND_RSTICK_DOWN] = "Câmera para baixo", [UI_BIND_DESC_A] = "Interagir, pegar, conversar.", [UI_BIND_DESC_B] = "Correr, cancelar, voltar.", [UI_BIND_DESC_X] = "Pular.", [UI_BIND_DESC_Y] = "Atacar.", [UI_BIND_DESC_LCLICK] = "Agachar.", [UI_BIND_DESC_RCLICK] = "Visão em primeira pessoa.", [UI_BIND_DESC_L] = "Habilidades.", [UI_BIND_DESC_R] = "Arremessar a arma.", [UI_BIND_DESC_ZL] = "Escudo, travar a mira.", [UI_BIND_DESC_ZR] = "Arco.", [UI_BIND_DESC_PLUS] = "Menu, inventário.", [UI_BIND_DESC_MINUS] = "Mapa.", [UI_BIND_DESC_DPAD] = "Seleção rápida.", [UI_BIND_DESC_MOVE] = "Move o Link como o analógico esquerdo. O analógico esquerdo do controle também sempre " "funciona.", [UI_BIND_DESC_CAMERA] = "Gira a câmera como o analógico direito. O mouse e o analógico direito do controle também " "sempre funcionam.", [UI_BIND_SHAKE] = "Sacudir o analógico da câmera", [UI_BIND_DESC_SHAKE] = "Balança o analógico direito para os lados: solta uma peça fundida do que a Ultramão segura. " "Segurar a tecla continua sacudindo.", [UI_KEY_SPACE] = "Espaço", [UI_KEY_TAB] = "Tab", [UI_KEY_LSHIFT] = "Shift esquerdo", [UI_KEY_LCTRL] = "Ctrl esquerdo", [UI_KEY_UP] = "Seta para cima", [UI_KEY_DOWN] = "Seta para baixo", [UI_KEY_LEFT] = "Seta para a esquerda", [UI_KEY_RIGHT] = "Seta para a direita", [UI_KEY_MOUSE_L] = "Mouse esquerdo", [UI_KEY_MOUSE_R] = "Mouse direito", [UI_KEY_MOUSE_M] = "Mouse do meio", [UI_KEY_MOUSE_X1] = "Mouse 4", [UI_KEY_MOUSE_X2] = "Mouse 5", [UI_KEY_ENTER] = "Enter", [UI_KEY_BACKSPACE] = "Backspace", [UI_KEY_RSHIFT] = "Shift direito", [UI_KEY_RCTRL] = "Ctrl direito", [UI_KEY_LALT] = "Alt", [UI_KEY_CAPSLOCK] = "Caps Lock", [UI_KEY_INSERT] = "Insert", [UI_KEY_DELETE] = "Delete", [UI_KEY_HOME] = "Home", [UI_KEY_END] = "End", [UI_KEY_PAGEUP] = "Page Up", [UI_KEY_PAGEDOWN] = "Page Down", [UI_KEY_NUM_FMT] = "Num %s", [UI_PAD_SOUTH] = "Botão de baixo", [UI_PAD_EAST] = "Botão da direita", [UI_PAD_WEST] = "Botão da esquerda", [UI_PAD_NORTH] = "Botão de cima", [UI_PAD_LSTICK] = "Analógico esquerdo", [UI_PAD_RSTICK] = "Analógico direito", [UI_PAD_L] = "Bumper esquerdo", [UI_PAD_R] = "Bumper direito", [UI_PAD_START] = "Start", [UI_PAD_BACK] = "Back", [UI_PAD_DPAD_LEFT] = "Direcional para a esquerda", [UI_PAD_DPAD_UP] = "Direcional para cima", [UI_PAD_DPAD_RIGHT] = "Direcional para a direita", [UI_PAD_DPAD_DOWN] = "Direcional para baixo", [UI_PAD_ZL] = "Gatilho esquerdo", [UI_PAD_ZR] = "Gatilho direito", [UI_PAD_LPADDLE1] = "Botão traseiro esquerdo", [UI_PAD_RPADDLE1] = "Botão traseiro direito", [UI_PAD_LPADDLE2] = "Botão traseiro esquerdo 2", [UI_PAD_RPADDLE2] = "Botão traseiro direito 2", [UI_PAD_CROSS] = "Cruz", [UI_PAD_CIRCLE] = "Círculo", [UI_PAD_SQUARE] = "Quadrado", [UI_PAD_TRIANGLE] = "Triângulo", [UI_MENU_AMIIBO_DIR] = "Pasta de amiibo", [UI_MENU_AMIIBO_OPEN] = "Abrir", [UI_MENU_AMIIBO_DEFAULT_DIR] = "Pasta padrão", [UI_MENU_AMIIBO_REFRESH] = "Atualizar", [UI_MENU_AMIIBO_PICK] = "Dumps de amiibo (arquivos .bin ou .nfc de 540 bytes):", [UI_MENU_AMIIBO_NO_DIR] = "Não foi possível abrir a pasta %s", [UI_MENU_AMIIBO_READER] = "Leitor NFC", [UI_MENU_AMIIBO_STATE] = "Leitor:", [UI_MENU_AMIIBO_STATE_IDLE] = "pronto", [UI_MENU_AMIIBO_STATE_SEARCHING] = "o jogo está esperando um amiibo", [UI_MENU_AMIIBO_STATE_FOUND] = "amiibo no leitor", [UI_MENU_AMIIBO_STATE_MOUNTED] = "o jogo está lendo o amiibo", [UI_MENU_AMIIBO_STATE_OFF] = "desligado", [UI_MENU_AMIIBO_FILE] = "Arquivo selecionado:", [UI_MENU_AMIIBO_NO_FILE] = "(nenhum arquivo selecionado)", [UI_MENU_AMIIBO_TAP] = "Encostar o amiibo", [UI_MENU_AMIIBO_REMOVE] = "Afastar o amiibo", [UI_MENU_AMIIBO_AUTO_REMOVE] = "Afastar o amiibo sozinho depois de encostar", [UI_MENU_AMIIBO_HOLD] = "Tempo no leitor", [UI_MENU_AMIIBO_SECONDS] = "%.1f s", [UI_MENU_AMIIBO_TAG] = "Amiibo no leitor:", [UI_MENU_AMIIBO_NO_TAG] = "Nenhum amiibo no leitor.", [UI_MENU_AMIIBO_TAG_FILE] = "Arquivo: %s", [UI_MENU_AMIIBO_TAG_ID] = "Personagem %s, série %02x, número %04x, tipo %02x", [UI_MENU_AMIIBO_TAG_UID] = "UID: %s", [UI_MENU_AMIIBO_READY] = "Pronto", [UI_MENU_AMIIBO_TAPPED] = "Encostado: %s", [UI_MENU_AMIIBO_LOAD_FAILED] = "Não é um dump de amiibo (NTAG215, 540 bytes): %s", [UI_MENU_AMIIBO_REMOVED] = "Amiibo afastado", [UI_MENU_AMIIBO_STATUS] = "Estado: %s", [UI_MENU_MENU_LANG] = "Idioma do menu", [UI_MENU_MENU_LANG_DESC] = "Idioma deste menu e do indicador.", [UI_MENU_MENU_LANG_AUTO] = "Automático (do Windows)", [UI_MENU_DISCORD_RPC] = "Discord Rich Presence", [UI_MENU_DISCORD_RPC_DESC] = "Mostra \"Jogando TotK Recomp\" com o tempo de jogo no seu status do Discord " "enquanto o jogo roda. discord_app_id e discord_image no totk.ini escolhem a " "aplicação.", [UI_MENU_ADV_WARNING] = "Estas configurações são para testes e solução de problemas. Altere-as só quando souber " "por quê.", [UI_MENU_GROUP_SCHED] = "Agendamento", [UI_MENU_GROUP_SHADERS] = "Shaders e pipelines", [UI_MENU_GROUP_TEXMEM] = "Texturas e memória", [UI_MENU_GROUP_FIXES] = "Correções de renderização", [UI_MENU_GROUP_VULKAN] = "Vulkan", [UI_MENU_GROUP_DIAG] = "Diagnóstico", [UI_MENU_ASYNC_PREEMPT] = "Preempção de núcleo virtual", [UI_MENU_ASYNC_PREEMPT_DESC] = "Deixa uma thread do jogo interromper outra no mesmo núcleo virtual.", [UI_MENU_PREEMPT_OFF] = "Desligado", [UI_MENU_PREEMPT_ON] = "Ligado", [UI_MENU_PREEMPT_INHERIT] = "Só herança", [UI_MENU_REPLAY_ASYNC] = "Preparo de quadro da GPU em thread própria", [UI_MENU_REPLAY_ASYNC_DESC] = "Prepara os quadros para a GPU numa thread separada em vez da thread do jogo. Adiciona até um quadro de latência.", [UI_MENU_REPLAY_WORKERS] = "Threads de preparo de quadro da GPU", [UI_MENU_REPLAY_WORKERS_DESC] = "Grava quadros grandes para a GPU em várias threads ao mesmo tempo. Ajuda quando a CPU limita a taxa de quadros; precisa de 8 ou mais processadores lógicos. Desligado grava numa thread só.", [UI_MENU_REPLAY_WORKERS_NOW] = "agora: %s", [UI_MENU_TIMER_1MS] = "Timer do Windows de 1 ms", [UI_MENU_TIMER_1MS_DESC] = "Aumenta a resolução do timer do sistema para 1 ms, para um ritmo de quadros mais estável.", [UI_MENU_PIPE_WAIT] = "Tratamento de desenhos em espera", [UI_MENU_PIPE_WAIT_DESC] = "Padrão mantém o agendamento atual, com um worker reservado para desenhos em espera; Antigo (draw) usa o agendamento anterior.", [UI_MENU_PIPE_WAIT_DEFAULT] = "Padrão", [UI_MENU_PIPE_WAIT_DRAW] = "Antigo (draw)", [UI_MENU_PIPE_SKIP] = "Desenhos pulados ao montar pipeline", [UI_MENU_PIPE_SKIP_DESC] = "Quais desenhos são descartados em vez de esperar pelo seu pipeline.", [UI_MENU_PIPE_SKIP_STRICT] = "Estrito", [UI_MENU_PIPE_SKIP_ANY] = "Qualquer", [UI_MENU_PIPE_SKIP_FULLSCREEN] = "Passes de tela cheia", [UI_MENU_LIB_PREBUILD] = "Pré-montagem das bibliotecas de estágio", [UI_MENU_LIB_PREBUILD_DESC] = "Monta antes, em segundo plano, as bibliotecas de estágio dos shaders.", [UI_MENU_LIB_PREBUILD_THREADS] = "Threads da pré-montagem das bibliotecas", [UI_MENU_LIB_PREBUILD_THREADS_DESC] = "Threads usadas na pré-montagem; Automático escolhe um número pela sua CPU.", [UI_MENU_PIPE_PREBUILD] = "Pré-montagem de pipelines", [UI_MENU_PIPE_PREBUILD_DESC] = "Monta antes os pipelines conhecidos.", [UI_MENU_PREWARM_XLATE] = "Pré-aquecimento do tradutor", [UI_MENU_PREWARM_XLATE_DESC] = "Threads que traduzem os shaders conhecidos ao iniciar; Automático usa metade das threads da CPU, no máximo 16.", [UI_MENU_GPL] = "Biblioteca de pipelines gráficos", [UI_MENU_GPL_DESC] = "Usa a extensão de biblioteca de pipelines do Vulkan; desligue se o seu driver tiver problemas com ela.", [UI_MENU_ASTC] = "Decodificação de texturas ASTC", [UI_MENU_ASTC_DESC] = "Onde as texturas comprimidas em ASTC são decodificadas.", [UI_MENU_ASTC_AUTO] = "Automático", [UI_MENU_ASTC_GPU] = "Shader da GPU", [UI_MENU_ASTC_NATIVE] = "Nativo", [UI_MENU_ASTC_CPU] = "CPU", [UI_MENU_MEMORY] = "Modo de memória da GPU", [UI_MENU_MEMORY_DESC] = "Como a memória do jogo é compartilhada com a GPU.", [UI_MENU_MEMORY_AUTO] = "Automático", [UI_MENU_MEMORY_IMPORT] = "Importar", [UI_MENU_MEMORY_MIRROR] = "Espelhar", [UI_MENU_MEMORY_VERIFY] = "Verificar", [UI_MENU_TEX_ALIAS] = "Aliasing de texturas", [UI_MENU_TEX_ALIAS_DESC] = "Uma textura nova criada sobre a memória de uma textura viva começa com esse conteúdo em vez de vazia.", [UI_MENU_TEX_VRAM_PRESSURE] = "Limite de memória de texturas", [UI_MENU_TEX_VRAM_PRESSURE_DESC] = "Porcentagem da memória de vídeo acima da qual as texturas liberadas pelo jogo são descartadas (voltam do armazenamento quando usadas de novo). 0 mantém todas.", [UI_MENU_ASTC_BC] = "Comprimir ASTC em BC3", [UI_MENU_ASTC_BC_DESC] = "Com o decodificador da GPU: recodifica as texturas ASTC decodificadas em BC3, que ocupa um quarto da memória de vídeo. As texturas ficam um pouco mais quadriculadas. Automático: ligado em GPUs com 4 GB de memória de vídeo ou menos.", [UI_MENU_LOD_GUARD] = "Proteção de LOD", [UI_MENU_LOD_GUARD_DESC] = "Evita que objetos pisquem no lugar errado ou que o plano distante fique achatado por um quadro, esperando o jogo terminar de reescrever os dados de nível de detalhe antes que a GPU os leia.", [UI_MENU_FIX_C0] = "Correção do buffer de constantes", [UI_MENU_FIX_C0_DESC] = "Preenche o banco de constantes c0 reservado ao driver (tamanhos de armazenamento, tamanho do dispatch, tamanho do ponto, instância base) em vez de ler zeros.", [UI_MENU_FIX_ZERO] = "Zerar memória nova da GPU", [UI_MENU_FIX_ZERO_DESC] = "Novos pools de memória da GPU começam zerados, como a memória do Switch.", [UI_MENU_BIND_SKIP] = "Pular bindings repetidos", [UI_MENU_BIND_SKIP_DESC] = "Otimização: pula bindings que não mudaram.", [UI_MENU_SHADER_MEMO] = "Memória de shaders", [UI_MENU_SHADER_MEMO_DESC] = "Otimização: lembra as buscas de shaders.", [UI_MENU_PIPE_MEMO] = "Memória de pipeline", [UI_MENU_PIPE_MEMO_DESC] = "Otimização: reaproveita o pipeline do desenho anterior quando o estado se repete.", [UI_MENU_TEX_MEMO] = "Memória de bindings de textura", [UI_MENU_TEX_MEMO_DESC] = "Otimização: lembra os descritores de textura entre desenhos.", [UI_MENU_DESC_TEMPLATE] = "Templates de descritores", [UI_MENU_DESC_TEMPLATE_DESC] = "Otimização: atualiza os descritores em lote.", [UI_MENU_PUSH_SKIP] = "Pular push constants repetidas", [UI_MENU_PUSH_SKIP_DESC] = "Otimização: pula push constants que não mudaram.", [UI_MENU_SPLIT_DRAWS] = "Envio antecipado à GPU", [UI_MENU_SPLIT_DRAWS_DESC] = "Envia o trabalho da GPU em partes a cada N desenhos entre passes, para a GPU começar mais cedo; 0 desliga.", [UI_MENU_VK_VALIDATION] = "Camada de validação", [UI_MENU_VK_VALIDATION_DESC] = "Verifica cada chamada Vulkan e deixa o jogo muito mais lento.", [UI_MENU_VK_VALIDATION_MISSING] = "A camada de validação não está instalada.", [UI_MENU_VK_DYN_VERTEX] = "Estado dinâmico de vértices", [UI_MENU_VK_DYN_VERTEX_DESC] = "Força a entrada dinâmica de vértices ligada ou desligada; o padrão depende da GPU.", [UI_MENU_VK_DYN_A2C] = "Alpha to coverage dinâmico", [UI_MENU_VK_DYN_A2C_DESC] = "Força o alpha to coverage dinâmico ligado ou desligado. Padrão: desligado no driver da AMD " "para RDNA 2 e anteriores, que com ele desenha os personagens pretos, e no driver da " "Intel para Windows em GPUs integradas, que desenha ruído colorido na folhagem; " "ligado nos demais.", [UI_MENU_VK_SUBGROUP_PIN] = "Fixar tamanho do subgrupo", [UI_MENU_VK_SUBGROUP_PIN_DESC] = "Fixa o tamanho do subgrupo dos shaders.", [UI_MENU_TRACE] = "Registro de desempenho", [UI_MENU_TRACE_DESC] = "Grava os tempos de quadro num arquivo.", [UI_MENU_FLIGHT] = "Caixa-preta", [UI_MENU_FLIGHT_DESC] = "Guarda um histórico curto e o salva quando um quadro trava.", [UI_MENU_FLIGHT_SPIKE_MS] = "Limite de travamento (ms)", [UI_MENU_FLIGHT_SPIKE_MS_DESC] = "Tempo de quadro que conta como travamento.", [UI_MENU_PASS_CRUMBS] = "Marcas de passagem da GPU", [UI_MENU_PASS_CRUMBS_DESC] = "Após uma falha da GPU, o log indica a passagem de renderização que estava em execução. Automático: só AMD. Ligado: também NVIDIA, com um pequeno custo.", [UI_MENU_INPUT_RECORD] = "Gravação de comandos", [UI_MENU_INPUT_RECORD_DESC] = "Grava os seus comandos num arquivo para relatórios de bug.", [UI_MENU_OPEN_LOG] = "Abrir pasta de logs", [UI_MENU_OPEN_LOG_DESC] = "Mostra a pasta com os arquivos de log.", [UI_MENU_COPY_INFO] = "Copiar informações do sistema", [UI_MENU_COPY_INFO_DESC] = "Copia GPU, driver, CPU, RAM e as configurações alteradas para a área de transferência.", [UI_MENU_COPY_INFO_DONE] = "Copiado", [UI_MENU_ACTION_FAILED] = "não funcionou", [UI_MENU_RESET] = "Restaurar todas as configurações", [UI_MENU_RESET_DESC] = "Vale para todas as abas.", [UI_MENU_RESET_CONFIRM] = "Restaurar todas as configurações para o padrão?", [UI_MENU_RESET_YES] = "Restaurar", [UI_MENU_RESET_NO] = "Cancelar", [UI_MENU_OV_FPS] = "%.0f FPS", [UI_MENU_OV_FRAME_MS] = "%.1f ms", [UI_MENU_OV_GAME_PCT] = "jogo %.0f%%", [UI_MENU_OV_MAX_MS] = "máx. %.1f ms", [UI_MENU_OV_FPS_LABEL] = "FPS", [UI_MENU_OV_FRAME_LABEL] = "Quadro", [UI_MENU_OV_FMT_FPS] = "%.0f", [UI_MENU_OV_LOW1] = "1%% piores %.0f", [UI_MENU_OV_LOW01] = "0.1%% piores %.0f", [UI_MENU_OV_GPU] = "GPU", [UI_MENU_OV_CPU] = "CPU", [UI_MENU_OV_RAM] = "RAM", [UI_MENU_OV_VRAM] = "VRAM", [UI_MENU_OV_TEMP] = "Temperatura", [UI_MENU_OV_POWER] = "Consumo", [UI_MENU_OV_CLOCK] = "Frequência", [UI_MENU_OV_NONE] = "-", [UI_MENU_OV_REPLAY] = "Preparo de quadro da GPU", [UI_MENU_OV_GPU_TIME] = "GPU ocupada por quadro", [UI_MENU_OV_PIPE_WAIT] = "Esperas de pipeline", [UI_MENU_OV_SHADER_WAIT] = "Esperas de shader", [UI_MENU_OV_TEX_UPLOADS] = "Envios de textura", [UI_MENU_OV_FMT_PCT] = "%.0f%%", [UI_MENU_OV_FMT_TEMP] = "%.0f °C", [UI_MENU_OV_FMT_POWER] = "%.0f W", [UI_MENU_OV_FMT_MHZ] = "%.0f MHz", [UI_MENU_OV_FMT_GB] = "%.1f GB", [UI_MENU_OV_FMT_GB_OF] = "/ %.1f GB", [UI_MENU_OV_GAME_GB] = "jogo %.1f GB", [UI_MENU_OV_FMT_MS] = "%.2f ms", [UI_MENU_OV_PER_FRAME] = "%.1f por quadro", [UI_MENU_OV_WINDOW] = "Janela", [UI_MENU_OV_OUTPUT] = "Imagem do jogo", [UI_MENU_OV_SCENE] = "Cena 3D", [UI_MENU_OV_SCALING] = "Escala", [UI_MENU_OV_LIMIT] = "Limite de quadros", [UI_MENU_OV_PRESENT] = "Apresentação", [UI_MENU_OV_FMT_SIZE] = "%ux%u", [UI_MENU_OV_FMT_SCENE] = "%ux%u, %.0f%%", [UI_MENU_OV_FMT_FSR] = "AMD FSR 1, nitidez %d%%", [UI_MENU_OV_SCALE_NONE] = "nenhuma (1:1)", [UI_MENU_OV_SCALE_BILINEAR] = "bilinear", [UI_MENU_FOV] = "Campo de visão", [UI_MENU_FOV_DESC] = "Quanto do mundo a câmera mostra, em porcentagem do original do jogo. Só na versão 1.4.3 do " "jogo.", [UI_MENU_SHADOW_RES] = "Tamanho do mapa de sombras", [UI_MENU_SHADOW_RES_DESC] = "Tamanho do mapa de sombras do sol. O tamanho do jogo muda com a vista, até cerca de " "400 perto do chão, então as sombras das folhas ficam quadriculadas e pulam; um " "tamanho fixo as deixa paradas e mais nítidas. Acima de 1024 as sombras custam mais " "tempo de GPU e memória de vídeo; 256 é mais grosseiro que o do jogo e serve para GPUs " "integradas com pouca largura de banda de memória.", [UI_MENU_SHADOW_RES_GAME] = "Do jogo (varia)", [UI_MENU_ANISO] = "Filtragem de texturas", [UI_MENU_ANISO_DESC] = "Filtragem anisotrópica das texturas de superfície: chão, estradas e paredes vistos em " "ângulo raso continuam nítidos ao longe em vez de borrar. Jogo: o nível que o jogo pede, " "como no Switch.", [UI_MENU_ANISO_GAME] = "Jogo", [UI_MENU_COLOR] = "Cor", [UI_MENU_COLOR_PRESET] = "Perfil de cor", [UI_MENU_COLOR_PRESET_DESC] = "Define os quatro valores abaixo. Vívido: mais contraste e saturação, sombras um " "pouco mais abertas (feito para telas OLED). Clareza: um pouco mais de contraste, " "saturação e brilho. Mexer em um valor torna o perfil Personalizado. O HUD muda com " "a imagem; este menu não.", [UI_MENU_COLOR_DEFAULT] = "Do jogo", [UI_MENU_COLOR_VIVID] = "Vívido (OLED)", [UI_MENU_COLOR_CLARITY] = "Clareza", [UI_MENU_COLOR_CUSTOM] = "Personalizado", [UI_MENU_COLOR_BRIGHTNESS] = "Brilho", [UI_MENU_COLOR_BRIGHTNESS_DESC] = "Somado a todas as cores; 0 não muda nada.", [UI_MENU_COLOR_CONTRAST] = "Contraste", [UI_MENU_COLOR_CONTRAST_DESC] = "Afasta as cores do cinza médio (acima de 100 %) ou as aproxima dele; 100 % não " "muda nada.", [UI_MENU_COLOR_SATURATION] = "Saturação", [UI_MENU_COLOR_SATURATION_DESC] = "Força da cor em relação ao cinza; 100 % não muda nada.", [UI_MENU_COLOR_GAMMA] = "Gama", [UI_MENU_COLOR_GAMMA_DESC] = "Abaixo de 1 clareia os tons escuros e médios, acima de 1 os escurece; 1 não muda " "nada.", [UI_MENU_HDR_GROUP] = "HDR", [UI_MENU_HDR] = "Saída HDR", [UI_MENU_HDR_DESC] = "Realces brilhantes em uma tela HDR. Precisa do HDR ligado no Windows (\"Usar HDR\") ou num " "compositor Wayland com gerenciamento de cor; sem isso a imagem continua SDR. Vale após " "reiniciar. O perfil de cor acima é para SDR e não é usado em HDR.", [UI_MENU_HDR_PEAK] = "Brilho máximo", [UI_MENU_HDR_PEAK_DESC] = "O pico da sua tela em nits; os realces mais claros param aí.", [UI_MENU_HDR_GAME] = "Brilho do jogo", [UI_MENU_HDR_GAME_DESC] = "Nits do branco da imagem (branco de papel). 203 é a referência de HDR; aumente num " "ambiente claro.", [UI_MENU_HDR_UI] = "Brilho do HUD e do menu", [UI_MENU_HDR_UI_DESC] = "Nits do branco do HUD e deste menu.", [UI_MENU_PROMPTS] = "Ícones de botões", [UI_MENU_PROMPTS_DESC] = "Os botões de qual controle os ícones do jogo mostram. Nintendo: os do próprio jogo. " "Xbox: LB, RB, LT, RT, Menu, Exibir e uma cruz direcional, e A, B, X e Y com a letra do " "botão que o layout acima aperta (com Nintendo (A à direita) o botão da direita tem a " "letra B, então os ícones de A mostram B). PC: as teclas e os botões do mouse do layout " "padrão do teclado (E, Shift, Espaço, clique esquerdo...) e o mouse para a câmera. O jogo " "lê os ícones ao iniciar, então eles mudam depois de reiniciar. Eles fazem parte dos " "arquivos do jogo, então um botão remapeado em Controles continua com o ícone antigo na " "tela.", [UI_MENU_PROMPTS_NINTENDO] = "Nintendo", [UI_MENU_PROMPTS_XBOX] = "Xbox", [UI_MENU_PROMPTS_PC] = "PC", [UI_MENU_MOUSE_MODE] = "Câmera com o mouse", [UI_MENU_MOUSE_MODE_DESC] = "Direta: a câmera gira o quanto o mouse se move, como num jogo de PC, sem zona morta nem curva do analógico (jogos 1.4.3 e 1.2.1; o 1.1.0 usa a emulação do analógico). Emulação do analógico: o mouse age como o analógico direito.", [UI_MENU_MOUSE_STICK] = "Emulação do analógico", [UI_MENU_MOUSE_DIRECT] = "Direta", [UI_MENU_MENU_CURSOR] = "Mouse nos menus do jogo", [UI_MENU_MENU_CURSOR_DESC] = "Nos menus do próprio jogo (título, inventário, lojas, escolhas de diálogo) o ponteiro aparece: o item sob ele fica selecionado, o clique esquerdo confirma e o direito volta. Só depois de usar o mouse ou uma tecla por último, então com um controle os menus ficam como antes (jogo 1.4.3).", [UI_MENU_PROMPTS_MISSING] = "faltam os arquivos dos ícones: execute a instalação de novo", [UI_MENU_PROMPTS_FAILED] = "arquivos dos ícones danificados: execute a instalação de novo", [UI_MENU_PROMPTS_RESTART] = "os ícones mudam após reiniciar", [UI_MENU_PROMPTS_OFF_SHAPE] = "desligados nesta resolução de jogo (sem layout feito para ela)", [UI_MENU_PROMPTS_OFF_MODS] = "desligados: um mod de RomFS substitui os arquivos deles", [UI_MENU_PROMPTS_OFF_PATCHES] = "desligados enquanto TOTK_ROMFS_PATCHES está definido", [UI_MENU_RESTART] = "Reiniciar agora", [UI_MENU_RESTART_DESC] = "Fecha o jogo e o abre de novo com os novos ícones. O progresso desde o último " "salvamento é perdido.", [UI_MENU_RESTART_CONFIRM] = "Reiniciar o jogo agora? O progresso desde o último salvamento é perdido.", [UI_MENU_RESTART_YES] = "Reiniciar", [UI_MENU_RESTART_SAVING] = "O jogo está salvando: dá para reiniciar em um instante.", [UI_MENU_STICK_SENS] = "Velocidade da câmera (analógico)", [UI_MENU_STICK_SENS_DESC] = "Multiplica a velocidade da câmera do analógico direito do jogo, incluindo a máxima, " "em cada uma das cinco sensibilidades de câmera do jogo. O mouse mantém a própria " "configuração.", [UI_MENU_WALK_KEY] = "Tecla de andar", [UI_MENU_WALK_KEY_DESC] = "Segure para inclinar os analógicos do teclado só em parte, assim o teclado anda em vez " "de correr. A intensidade do andar define quanto. Controle e mouse não são afetados.", [UI_MENU_WALK_KEY_TAKEN] = "também %s", [UI_MENU_WALK_SCALE] = "Intensidade do andar", [UI_MENU_WALK_SCALE_DESC] = "A inclinação dos analógicos do teclado enquanto a tecla de andar está segura. Metade " "é andar, a inclinação total é correr.", [UI_MENU_OV_SCALE_DOWN] = "bilinear (o FSR só amplia)", [UI_MENU_HDR_HUE] = "Correção de matiz dos realces", [UI_MENU_HDR_HUE_DESC] = "Cores fortes como fogo e faíscas vão para o branco como na imagem SDR do próprio jogo e " "combinam com a luz que emitem; 0 as mantém totalmente saturadas.", [UI_MENU_SHADOW_SCALE] = "Resolução das sombras", [UI_MENU_SHADOW_SCALE_DESC] = "Desenha os mapas de sombra do sol essa quantidade de vezes maiores em cada lado " "que os 960x960 do jogo: bordas de sombra e sombras de folhas mais nítidas. Vale no " "próximo início.", [UI_MENU_SHADOW_RANGE] = "Alcance das cascatas de sombra", [UI_MENU_SHADOW_RANGE_DESC] = "Afasta os degraus em que as sombras ficam mais suaves (20, 40, 80 e 160 m no " "jogo). Espalha o mapa de sombras por mais terreno: aumente a Resolução das sombras " "junto. Vale no próximo início.", [UI_MENU_CONTACT_SHADOWS] = "Sombras de contato", [UI_MENU_CONTACT_SHADOWS_DESC] = "Pequenas sombras do sol que os mapas de sombra não pegam: nos pés, sob pedras, " "na grama e em dobras. Traçadas na tela depois da iluminação. Vale no próximo " "início.", [UI_MENU_PCSS] = "Sombras suaves", [UI_MENU_PCSS_DESC] = "Sombras do sol nítidas onde um objeto toca o chão e mais suaves quanto mais longe a sombra " "cai (PCSS). 0 mantém o filtro do jogo. Vale no próximo início.", [UI_MENU_DLAA] = "NVIDIA DLSS / DLAA", [UI_MENU_DLAA_DESC] = "NVIDIA DLSS para a cena 3D (placas NVIDIA RTX; nvngx_dlss.dll ao lado do totk.exe): bordas " "mais suaves e menos cintilação. O HUD não é afetado. O modo abaixo define a resolução de " "onde ele parte. Vale após reiniciar.", [UI_MENU_DLSS] = "Modo do DLSS", [UI_MENU_DLSS_DESC] = "DLAA desenha a cena 3D na resolução cheia. Qualidade, Equilibrado, Desempenho e Ultra " "Desempenho a desenham em 67, 58, 50 e 33 % e deixam o DLSS ampliá-la, o que poupa tempo da " "GPU; eles substituem a escala 3D. Vale na hora.", [UI_MENU_DLSS_DLAA] = "DLAA (nativo)", [UI_MENU_DLSS_QUALITY] = "Qualidade", [UI_MENU_DLSS_BALANCED] = "Equilibrado", [UI_MENU_DLSS_PERFORMANCE] = "Desempenho", [UI_MENU_DLSS_ULTRA] = "Ultra Desempenho", [UI_MENU_DLSS_PRESET] = "Modelo do DLSS", [UI_MENU_DLSS_PRESET_DESC] = "Qual modelo do DLSS roda. Automático segue a recomendação da NVIDIA para cada modo: K " "para DLAA, Qualidade e Equilibrado, M para Desempenho, L para Ultra Desempenho. J: um " "pouco menos de rastro atrás de personagens em movimento, um pouco mais de cintilação. K: " "o modelo mais nítido em todos os modos. Vale na hora.", [UI_MENU_DLSS_PRESET_DEFAULT] = "Automático", [UI_MENU_DLSS_PRESET_K] = "K (mais nítido)", [UI_MENU_DLSS_PRESET_J] = "J (menos rastro)", [UI_MENU_DLSS_CHARS] = "Rastros de personagens no DLSS", [UI_MENU_DLSS_CHARS_DESC] = "Reduz os rastros fracos atrás de personagens, animais e do que eles seguram em movimento: " "ali o DLSS usa menos dos quadros anteriores. Mais forte remove mais rastros e deixa essas " "bordas um pouco menos suaves. Vale na hora.", [UI_MENU_DLSS_CHARS_OFF] = "Desligado", [UI_MENU_DLSS_CHARS_LIGHT] = "Leve", [UI_MENU_DLSS_CHARS_MEDIUM] = "Médio", [UI_MENU_DLSS_CHARS_FULL] = "Total", [UI_MENU_FXAA] = "Antisserrilhado do jogo (FXAA)", [UI_MENU_FXAA_DESC] = "A suavização de bordas FXAA do próprio jogo. Borra um pouco os detalhes finos; com o DLAA " "ligado não é necessária.", [UI_MENU_TAB_CHEATS] = "Cheats", [UI_MENU_CHEATS_NONE] = "Nenhum cheat para esta versão do jogo. Os cheats de um mod são um arquivo de cheats do " "Atmosphere na pasta cheats dele, com o nome da build do jogo: mods\\\\cheats\\%s. " "Reinicie o jogo para lê-los. Para cheats que alteram o código do jogo, o jogo se recompila " "sozinho ao iniciar (alguns minutos).", [UI_MENU_CHEATS_MOD] = "%s: %d cheats", [UI_MENU_CHEAT_CODE_DESC] = "Altera o código do jogo. Liga e desliga na hora.", [UI_MENU_CHEAT_KEY_DESC] = "Altera o código do jogo enquanto você segura %s. Liga e desliga na hora.", [UI_MENU_CHEAT_DATA_DESC] = "Escreve na memória do jogo a cada quadro enquanto está ligado.", [UI_MENU_CHEAT_MASTER] = "sempre ligado", [UI_MENU_CHEAT_MASTER_DESC] = "O código mestre do arquivo: está sempre ligado.", [UI_MENU_CHEAT_RESTORE] = "desnecessário", [UI_MENU_CHEAT_RESTORE_DESC] = "Ele só escreve de volta o código original do jogo. Desligar um cheat já faz isso.", [UI_MENU_CHEAT_REBUILD] = "após recompilar", [UI_MENU_CHEAT_REBUILD_DESC] = "Este cheat altera o código do jogo e é novo ou foi editado depois que o jogo foi " "compilado. O jogo o compila na próxima vez que iniciar (alguns minutos), ou use " "Recompilar o jogo agora.", [UI_MENU_CHEAT_UNSUPPORTED] = "não suportado", [UI_MENU_CHEAT_UNSUPPORTED_DESC] = "Este cheat não pode ser usado com esta versão do jogo:", [UI_MENU_CHEATS_REBUILD] = "Recompilar o jogo agora", [UI_MENU_CHEATS_REBUILD_DESC] = "Alguns cheats alteram o código do jogo e ainda não foram compilados nele: são " "novos ou editados, ou a última recompilação falhou ou foi cancelada. Fecha o " "jogo; o instalador os compila (alguns minutos) e inicia o jogo de novo. O " "progresso desde o último salvamento é perdido.", [UI_MENU_MODS_EXEFS_UNSUPPORTED] = "Este mod altera o código do jogo (exefs) de um jeito que o port não consegue " "aplicar, então o mod inteiro fica desligado. %s", [UI_MENU_MODS_EXEFS_OTHER] = "Os patches de código dele (exefs) são para outra versão do jogo.", [UI_MENU_MODS_EXEFS_ON] = "Patches de código em uso: %d arquivos.", [UI_MENU_MODS_REPLACES_BUILTIN] = "Patches de código em uso: %d arquivos. Eles substituem o patch do próprio port " "%s, que fica desligado enquanto este mod está ligado.", }; // Simplified Chinese: this row covers the software keyboard and the whole menu, so the menu and the overlay read Chinese // when the menu language is zh-Hans (ui_text.h menu_text). The rows are fixed width, so the strings stay close to the // English length; an id without a Chinese entry falls back to English. static const char *const text_zh_hans[UI_TEXT_COUNT] = { SWKBD("文字输入", "请输入名字", "马儿", "确定", "取消", "手柄:A 确定,B 取消"), [UI_MENU_TITLE] = "设置", [UI_MENU_TAB_SCREEN] = "显示", [UI_MENU_TAB_GAME] = "游戏", [UI_MENU_TAB_SOUND] = "声音", [UI_MENU_TAB_CONTROLS] = "操作", [UI_MENU_TAB_AMIIBO] = "amiibo", [UI_MENU_TAB_MENU] = "菜单", [UI_MENU_TAB_ADVANCED] = "高级", [UI_MENU_TAB_MODS] = "模组", [UI_MENU_PLAY_TIME] = "游戏时间", [UI_MENU_PLAY_TIME_DESC] = "所有运行累计的游戏时间,仅在游戏窗口处于焦点且游戏正在绘制画面时计时。" "保存在配置文件夹的 playtime.txt 中,与存档放在一起。", [UI_MENU_PLAY_TIME_HM] = "%llu 小时 %02u 分钟", [UI_MENU_PLAY_TIME_SESSION] = "本次运行:%s", [UI_MENU_MODS_BUILTIN] = "移植版内置", [UI_MENU_MODS_INSTALLED] = "已安装的模组", [UI_MENU_MODS_NONE] = "还没有模组。把模组解压到 mods 文件夹,每个模组一个文件夹,里面放 romfs 文件夹,然后重启游戏。" "TKMM 也可以把合并后的模组导出到那里的一个文件夹。", [UI_MENU_MODS_OPEN] = "打开模组文件夹", [UI_MENU_MODS_OPEN_DESC] = "显示游戏加载模组的文件夹。不存在时会创建它。", [UI_MENU_MODS_ROW_DESC] = "替换的游戏文件:%u。新增的文件:%u。", [UI_MENU_MODS_OVERRIDDEN] = "它的 %u 个文件改用列表中更靠上的 %s 的文件。", [UI_MENU_MODS_MOVE_HINT] = "上方按钮或 Ctrl+上 上移,左侧按钮或 Ctrl+下 下移。两个模组修改同一个文件时,以靠上的为准。" "更改在重启后生效。", [UI_MENU_MODS_EMPTY] = "此文件夹中没有 romfs、exefs 或 cheats 文件。", [UI_MENU_MODS_SUBSDK] = "此模组带有自己的游戏代码(subsdk 插件或替换的 main)。移植版无法加载代码模块,因此整个模组保持关闭。", [UI_MENU_MODS_EXEFS_LATER] = "此模组修改游戏代码(exefs)。游戏会在下次启动时把这些补丁构建进去(重新构建需要几分钟);在此之前整个模组保持关闭。", [UI_MENU_MODS_CHEATS] = "金手指:%d 个。在“金手指”标签页中开关。", [UI_MENU_MODS_CHEATS_FILE] = "此游戏版本的金手指在启动时从此模组的 cheats\\%s 读取。", [UI_MENU_MODS_BAD_NAME] = "文件夹名称含有 |,模组列表用它分隔名称。请重命名该文件夹。", [UI_MENU_MODS_OTHER_VERSION] = "它有 %u 个文件是为其他游戏版本制作的,已被跳过。请寻找适用于你的游戏版本的此模组。", [UI_MENU_MODS_UNUSED] = "未使用", [UI_MENU_MODS_FPS60] = "60 FPS 补丁", [UI_MENU_MODS_FPS60_DESC] = "移植版自带的 60 帧补丁。在“游戏”页的帧率上限中设置。", [UI_MENU_MODS_RES] = "分辨率补丁", [UI_MENU_MODS_RES_DESC] = "移植版自带的 1080p 以上分辨率补丁。在“显示”页的游戏分辨率中设置。", [UI_MENU_MODS_QUICKMENU] = "快捷菜单修复", [UI_MENU_MODS_QUICKMENU_DESC] = "移植版对 60 FPS 下武器、盾牌和材料快捷菜单黑色背景的修复。", [UI_MENU_CONTINUE] = "继续", [UI_MENU_QUIT] = "退出游戏", [UI_MENU_ON] = "开", [UI_MENU_OFF] = "关", [UI_MENU_AUTO] = "自动", [UI_MENU_DEFAULT_MARK] = "默认", [UI_MENU_AFTER_RESTART] = "重启后生效", [UI_MENU_SET_BY_ENV] = "由环境变量设定", [UI_MENU_SAVE_FAILED] = "无法保存设置", [UI_MENU_VERSION] = "TotK Recomp %s,游戏 %s", [UI_MENU_FULLSCREEN] = "全屏", [UI_MENU_FULLSCREEN_DESC] = "游戏铺满屏幕;按 F11 切换。", [UI_MENU_WINDOW_SIZE] = "窗口大小", [UI_MENU_WINDOW_SIZE_DESC] = "非全屏时游戏窗口的大小。", [UI_MENU_WINDOW_SIZE_CUSTOM] = "自定义", [UI_MENU_PRESENT] = "呈现模式", [UI_MENU_PRESENT_DESC] = "渲染完成的帧如何显示到屏幕上。", [UI_MENU_PRESENT_MAILBOX] = "Mailbox", [UI_MENU_PRESENT_VSYNC] = "垂直同步", [UI_MENU_PRESENT_IMMEDIATE] = "立即", [UI_MENU_PRESENT_IN_USE] = "使用中:%s", [UI_MENU_GPU] = "显卡", [UI_MENU_GPU_DESC] = "用于渲染游戏的 Vulkan 设备。", [UI_MENU_GPU_AUTO] = "自动", [UI_MENU_PERF_OVERLAY] = "性能浮层", [UI_MENU_PERF_OVERLAY_DESC] = "在右上角显示帧率。“完整”还会显示带图表的帧时间、CPU、" "GPU 和内存占用、温度,以及渲染线程的等待时间。" "按 F10 循环切换模式。", [UI_MENU_PERF_OFF] = "关", [UI_MENU_PERF_FPS] = "FPS", [UI_MENU_PERF_FULL] = "完整", [UI_PERF_LINE_FPS] = "%.0f fps", [UI_MENU_GRAPHICS] = "画面", [UI_MENU_OUTPUT_RES] = "游戏分辨率", [UI_MENU_OUTPUT_RES_DESC] = "游戏绘制画面和界面的尺寸。" "高于 1920 x 1080 会占用更多显存和 GPU 时间。" "更宽的尺寸(21:9)会扩大视野,并把界面移到屏幕四角;" "更高的尺寸(16:10、3:2)则移到上下边缘。", [UI_MENU_RENDER_SCALE] = "3D 渲染比例", [UI_MENU_RENDER_SCALE_DESC] = "3D 场景相对于游戏分辨率的尺寸;" "游戏的 FSR 会将其缩放到该尺寸。" "高于 100% 会平滑锯齿边缘(超采样),但 GPU 开销很高。", [UI_MENU_RENDER_SCALE_GAME] = "游戏(83%)", [UI_MENU_DYNAMIC_RES] = "动态分辨率", [UI_MENU_DYNAMIC_RES_DESC] = "让游戏把 3D 场景降到 90 % 或 80 %。它依据为 Switch 制定的估算,不考虑你的显卡,因此即使在高性能 PC 上宽场景也会降低。关闭时保持渲染比例。", [UI_MENU_UPSCALER] = "放大到窗口", [UI_MENU_UPSCALER_DESC] = "窗口大于游戏分辨率时画面的放大方式。" "FSR 比双线性更能保留边缘和细节。", [UI_MENU_UPSCALER_FSR] = "AMD FSR 1", [UI_MENU_UPSCALER_BILINEAR] = "双线性", [UI_MENU_ASPECT] = "画面宽高比", [UI_MENU_ASPECT_DESC] = "当窗口宽高比和游戏分辨率不同时(21:9 屏幕上显示 16:9 画面):" "用黑边保持画面比例,或拉伸铺满窗口。", [UI_MENU_ASPECT_FIT] = "黑边", [UI_MENU_ASPECT_STRETCH] = "拉伸", [UI_MENU_MOVIE_ASPECT] = "视频画面比例", [UI_MENU_MOVIE_ASPECT_DESC] = "当游戏分辨率不是 16:9 时:用黑边保持过场视频的原有比例,或拉伸铺满整个画面。" "从下一段视频起生效。", [UI_MENU_MOVIE_ASPECT_KEEP] = "黑边", [UI_MENU_MOVIE_ASPECT_STRETCH] = "拉伸", [UI_MENU_FOV] = "视野", [UI_MENU_FOV_DESC] = "镜头能看到多大范围,以游戏自身视野的百分比表示。" "仅限游戏版本 1.4.3。", [UI_MENU_SHARPNESS] = "FSR 锐度", [UI_MENU_SHARPNESS_DESC] = "FSR 缩放后的锐化强度;0 为关闭。", [UI_MENU_COLOR] = "色彩", [UI_MENU_COLOR_PRESET] = "色彩配置", [UI_MENU_COLOR_PRESET_DESC] = "同时设置下面四项。鲜艳:对比度和饱和度更高,暗部略微提亮(为 OLED 屏幕调校)。" "清晰:对比度、饱和度和亮度都略高。改动任一项后,配置变为自定义。" "HUD 随画面一起变化,本菜单不随之变化。", [UI_MENU_COLOR_DEFAULT] = "游戏原样", [UI_MENU_COLOR_VIVID] = "鲜艳(OLED)", [UI_MENU_COLOR_CLARITY] = "清晰", [UI_MENU_COLOR_CUSTOM] = "自定义", [UI_MENU_COLOR_BRIGHTNESS] = "亮度", [UI_MENU_COLOR_BRIGHTNESS_DESC] = "叠加到每种颜色上;0 表示不调整。", [UI_MENU_COLOR_CONTRAST] = "对比度", [UI_MENU_COLOR_CONTRAST_DESC] = "把颜色从中灰向外拉开(高于 100%)或向中灰收拢;" "100% 表示不调整。", [UI_MENU_COLOR_SATURATION] = "饱和度", [UI_MENU_COLOR_SATURATION_DESC] = "颜色相对灰色的强度;100% 表示不调整。", [UI_MENU_COLOR_GAMMA] = "伽马", [UI_MENU_COLOR_GAMMA_DESC] = "小于 1 提亮暗部与中间调,大于 1 压暗;1 表示不调整。", [UI_MENU_FPS_LIMIT] = "帧率上限", [UI_MENU_FPS_LIMIT_DESC] = "游戏每秒绘制的最高帧数。高于 60 帧为实验性功能," "需要开启“游戏速度跟随时钟”。", [UI_MENU_FPS_30] = "30 FPS", [UI_MENU_FPS_40] = "40 FPS", [UI_MENU_FPS_45] = "45 FPS", [UI_MENU_FPS_60] = "60 FPS", [UI_MENU_FPS_90] = "90 FPS", [UI_MENU_FPS_120] = "120 FPS", [UI_MENU_FPS_144] = "144 FPS", [UI_MENU_FPS_DISPLAY] = "显示器刷新率", [UI_MENU_FPS_DISPLAY_HZ] = "显示器刷新率(%.0f Hz)", [UI_MENU_FRAME_QUEUE] = "帧队列", [UI_MENU_FRAME_QUEUE_DESC] = "前一帧等待显示时游戏就开始绘制下一帧:在帧率上限下掉帧大幅减少,输入延迟最多增加一帧。立即生效。", [UI_MENU_REALTIME] = "游戏速度跟随时钟", [UI_MENU_REALTIME_DESC] = "按真实时间推进游戏,帧率低时游戏速度也不会变慢。", [UI_MENU_CLOTH_REALTIME] = "布料跟随时钟", [UI_MENU_CLOTH_REALTIME_DESC] = "布料和头发也按真实时间推进。", [UI_MENU_HIGHFPS_FIX] = "高帧率修正", [UI_MENU_HIGHFPS_FIX_DESC] = "修正帧率高于 30 时出现异常的物理效果," "以及帧率高于 60 时一直半透明或不可见的物体。", [UI_MENU_CLIMB_FIX] = "攀爬速度修正", [UI_MENU_CLIMB_FIX_DESC] = "帧率高于 60 时让攀爬墙壁和梯子保持正常速度,林克能爬到顶。", [UI_MENU_GAME_LANG] = "游戏语言", [UI_MENU_GAME_LANG_DESC] = "游戏文本和语音的语言。", [UI_MENU_GAME_LANG_AUTO] = "自动", [UI_MENU_OPERATION_MODE] = "主机模式", [UI_MENU_OPERATION_MODE_DESC] = "游戏认为自己处于底座模式还是掌机模式。", [UI_MENU_MODE_DOCKED] = "底座模式", [UI_MENU_MODE_HANDHELD] = "掌机模式", [UI_MENU_ASSUME_FOCUS] = "后台保持运行", [UI_MENU_ASSUME_FOCUS_DESC] = "开启(默认)时,切到其他窗口游戏仍会继续运行," "但键盘要等窗口回到前台才会响应。关闭时," "窗口失去焦点即暂停,如同在 Switch 上按 Home 键;" "这样被打断的读取可能会永久卡住。", [UI_MENU_VOLUME] = "音量", [UI_MENU_VOLUME_DESC] = "游戏的主音量。", [UI_MENU_AUDIO_CHANNELS] = "扬声器", [UI_MENU_AUDIO_CHANNELS_DESC] = "立体声或 5.1 环绕声输出。选择自动时,若 Windows 扬声器设置有六个或更多声道则使用 5.1。重启后生效。", [UI_MENU_CHANNELS_AUTO] = "自动", [UI_MENU_CHANNELS_STEREO] = "立体声", [UI_MENU_CHANNELS_51] = "5.1 环绕声", [UI_MENU_MOTION] = "体感操作", [UI_MENU_MOTION_DESC] = "用手柄的陀螺仪瞄准。", [UI_MENU_RUMBLE_STRENGTH] = "振动强度", [UI_MENU_RUMBLE_STRENGTH_DESC] = "手柄振动的强弱。", [UI_MENU_RUMBLE_CURVE] = "振动曲线", [UI_MENU_RUMBLE_CURVE_DESC] = "数值越低,弱振动越强。", [UI_MENU_RUMBLE_TRIGGERS] = "扳机振动(Xbox)", [UI_MENU_RUMBLE_TRIGGERS_DESC] = "Xbox 手柄的扳机也会振动。", [UI_MENU_PAD_LAYOUT] = "按键布局", [UI_MENU_PAD_LAYOUT_DESC] = "哪个按键是 A。Nintendo:右侧按键,与 Switch 相同。Xbox:下方按键," "与 Xbox 手柄上的标注一致(PlayStation 手柄上为叉键)。自动:" "带 Nintendo 标注的手柄使用 Nintendo 布局,其他手柄使用 Xbox 布局。" "Xbox 按键提示:A 仍是右侧键,但游戏显示 Xbox 标注(A 显示为 B、" "B 显示为 A、X 显示为 Y、Y 显示为 X),重启后生效。" "这些字母来自游戏文件,因此在“操作”中重映射过的按键," "屏幕上仍显示原来的字母。", [UI_MENU_PAD_LAYOUT_AUTO] = "自动", [UI_MENU_PAD_LAYOUT_NINTENDO] = "Nintendo(A 在右)", [UI_MENU_PAD_LAYOUT_XBOX] = "Xbox(A 在下)", [UI_MENU_PAD_LAYOUT_IN_USE] = "使用中:%s", [UI_MENU_GROUP_STICKS] = "摇杆", [UI_MENU_LSTICK_DEADZONE] = "左摇杆死区", [UI_MENU_RSTICK_DEADZONE] = "右摇杆死区", [UI_MENU_STICK_DEADZONE_DESC] = "手柄摇杆要推动多远游戏才会响应。如果角色或视角会自己移动," "请调高此值:松开摇杆,查看“当前摇杆”,把死区设得比它高几个百分点。", [UI_MENU_STICK_DEADZONE_NOW] = "当前摇杆:%.0f %%", [UI_MENU_MOUSE_SENS] = "鼠标视角灵敏度", [UI_MENU_MOUSE_SENS_DESC] = "鼠标转动视角的速度。", [UI_BINDS_HELP] = "选中一个格子后按 A 或 Enter,再按键、鼠标键或手柄按键。" "Delete 或 X 清除格子。已占用的按键会移到这里;" "手柄按键与它替换的那个对调。", [UI_BINDS_COL_KEY1] = "按键 1", [UI_BINDS_COL_KEY2] = "按键 2", [UI_BINDS_COL_PAD] = "手柄", [UI_BINDS_GROUP_BUTTONS] = "按键", [UI_BINDS_GROUP_MOVE] = "移动", [UI_BINDS_GROUP_CAMERA] = "视角", [UI_BINDS_PRESS_KEY] = "请为“%s”按下一个键或鼠标键", [UI_BINDS_PRESS_PAD] = "请为“%s”按下一个手柄按键", [UI_BINDS_CANCEL_HINT] = "Esc 取消,或等待 %d 秒", [UI_BINDS_TAKEN] = "%s 已从 %s 移走", [UI_BINDS_SWAPPED] = "%s 已与 %s 对调", [UI_BINDS_RESET] = "重置所有按键", [UI_BINDS_RESET_DESC] = "恢复默认的键盘和手柄按键。上方的按键布局会再次生效:" "重映射过的手柄按键会一直保留到此次重置。", [UI_BIND_A] = "A", [UI_BIND_B] = "B", [UI_BIND_X] = "X", [UI_BIND_Y] = "Y", [UI_BIND_LCLICK] = "左摇杆按下", [UI_BIND_RCLICK] = "右摇杆按下", [UI_BIND_L] = "L", [UI_BIND_R] = "R", [UI_BIND_ZL] = "ZL", [UI_BIND_ZR] = "ZR", [UI_BIND_PLUS] = "+ 键", [UI_BIND_MINUS] = "- 键", [UI_BIND_LEFT] = "十字键左", [UI_BIND_UP] = "十字键上", [UI_BIND_RIGHT] = "十字键右", [UI_BIND_DOWN] = "十字键下", [UI_BIND_LSTICK_LEFT] = "向左移动", [UI_BIND_LSTICK_UP] = "向前移动", [UI_BIND_LSTICK_RIGHT] = "向右移动", [UI_BIND_LSTICK_DOWN] = "向后移动", [UI_BIND_RSTICK_LEFT] = "视角左转", [UI_BIND_RSTICK_UP] = "视角上抬", [UI_BIND_RSTICK_RIGHT] = "视角右转", [UI_BIND_RSTICK_DOWN] = "视角下压", [UI_BIND_DESC_A] = "互动、拾取、对话。", [UI_BIND_DESC_B] = "奔跑、取消、返回。", [UI_BIND_DESC_X] = "跳跃。", [UI_BIND_DESC_Y] = "攻击。", [UI_BIND_DESC_LCLICK] = "蹲下。", [UI_BIND_DESC_RCLICK] = "第一人称视角。", [UI_BIND_DESC_L] = "能力。", [UI_BIND_DESC_R] = "投掷武器。", [UI_BIND_DESC_ZL] = "举盾、锁定。", [UI_BIND_DESC_ZR] = "弓箭。", [UI_BIND_DESC_PLUS] = "菜单、背包。", [UI_BIND_DESC_MINUS] = "地图。", [UI_BIND_DESC_DPAD] = "快捷选择。", [UI_BIND_DESC_MOVE] = "像左摇杆一样移动林克。手柄的左摇杆始终可用。", [UI_BIND_DESC_CAMERA] = "像右摇杆一样转动视角。鼠标和手柄的右摇杆始终可用。", [UI_BIND_SHAKE] = "晃动视角摇杆", [UI_BIND_DESC_SHAKE] = "让右摇杆左右晃动:把究极手抓着的物体上粘着的零件拆下。按住该键会一直晃动。", [UI_KEY_SPACE] = "空格", [UI_KEY_TAB] = "Tab", [UI_KEY_LSHIFT] = "左 Shift", [UI_KEY_LCTRL] = "左 Ctrl", [UI_KEY_UP] = "上方向键", [UI_KEY_DOWN] = "下方向键", [UI_KEY_LEFT] = "左方向键", [UI_KEY_RIGHT] = "右方向键", [UI_KEY_MOUSE_L] = "鼠标左键", [UI_KEY_MOUSE_R] = "鼠标右键", [UI_KEY_MOUSE_M] = "鼠标中键", [UI_KEY_MOUSE_X1] = "鼠标侧键 4", [UI_KEY_MOUSE_X2] = "鼠标侧键 5", [UI_KEY_ENTER] = "回车", [UI_KEY_BACKSPACE] = "退格", [UI_KEY_RSHIFT] = "右 Shift", [UI_KEY_RCTRL] = "右 Ctrl", [UI_KEY_LALT] = "Alt", [UI_KEY_CAPSLOCK] = "Caps Lock", [UI_KEY_INSERT] = "Insert", [UI_KEY_DELETE] = "Delete", [UI_KEY_HOME] = "Home", [UI_KEY_END] = "End", [UI_KEY_PAGEUP] = "Page Up", [UI_KEY_PAGEDOWN] = "Page Down", [UI_KEY_NUM_FMT] = "小键盘 %s", [UI_PAD_SOUTH] = "下方按键", [UI_PAD_EAST] = "右侧按键", [UI_PAD_WEST] = "左侧按键", [UI_PAD_NORTH] = "上方按键", [UI_PAD_LSTICK] = "左摇杆", [UI_PAD_RSTICK] = "右摇杆", [UI_PAD_L] = "左肩键", [UI_PAD_R] = "右肩键", [UI_PAD_START] = "Start", [UI_PAD_BACK] = "Back", [UI_PAD_DPAD_LEFT] = "十字键左", [UI_PAD_DPAD_UP] = "十字键上", [UI_PAD_DPAD_RIGHT] = "十字键右", [UI_PAD_DPAD_DOWN] = "十字键下", [UI_PAD_ZL] = "左扳机", [UI_PAD_ZR] = "右扳机", [UI_PAD_LPADDLE1] = "左背键", [UI_PAD_RPADDLE1] = "右背键", [UI_PAD_LPADDLE2] = "左背键 2", [UI_PAD_RPADDLE2] = "右背键 2", [UI_PAD_CROSS] = "叉键", [UI_PAD_CIRCLE] = "圆圈键", [UI_PAD_SQUARE] = "方块键", [UI_PAD_TRIANGLE] = "三角键", [UI_MENU_AMIIBO_DIR] = "amiibo 文件夹", [UI_MENU_AMIIBO_OPEN] = "打开", [UI_MENU_AMIIBO_DEFAULT_DIR] = "默认文件夹", [UI_MENU_AMIIBO_REFRESH] = "刷新", [UI_MENU_AMIIBO_PICK] = "amiibo 转储(540 字节的 .bin 或 .nfc 文件):", [UI_MENU_AMIIBO_NO_DIR] = "无法打开文件夹 %s", [UI_MENU_AMIIBO_READER] = "NFC 读取器", [UI_MENU_AMIIBO_STATE] = "读取器:", [UI_MENU_AMIIBO_STATE_IDLE] = "就绪", [UI_MENU_AMIIBO_STATE_SEARCHING] = "游戏正在等待 amiibo", [UI_MENU_AMIIBO_STATE_FOUND] = "amiibo 已放在读取器上", [UI_MENU_AMIIBO_STATE_MOUNTED] = "游戏正在读取 amiibo", [UI_MENU_AMIIBO_STATE_OFF] = "已关闭", [UI_MENU_AMIIBO_FILE] = "已选文件:", [UI_MENU_AMIIBO_NO_FILE] = "(未选择文件)", [UI_MENU_AMIIBO_TAP] = "放上 amiibo", [UI_MENU_AMIIBO_REMOVE] = "拿开 amiibo", [UI_MENU_AMIIBO_AUTO_REMOVE] = "放上后自动拿开 amiibo", [UI_MENU_AMIIBO_HOLD] = "停留时间", [UI_MENU_AMIIBO_SECONDS] = "%.1f 秒", [UI_MENU_AMIIBO_TAG] = "读取器上的 amiibo:", [UI_MENU_AMIIBO_NO_TAG] = "读取器上没有 amiibo。", [UI_MENU_AMIIBO_TAG_FILE] = "文件:%s", [UI_MENU_AMIIBO_TAG_ID] = "角色 %s,系列 %02x,编号 %04x,类型 %02x", [UI_MENU_AMIIBO_TAG_UID] = "UID:%s", [UI_MENU_AMIIBO_READY] = "就绪", [UI_MENU_AMIIBO_TAPPED] = "已放上:%s", [UI_MENU_AMIIBO_LOAD_FAILED] = "不是 amiibo 转储(NTAG215,540 字节):%s", [UI_MENU_AMIIBO_REMOVED] = "已拿开 amiibo", [UI_MENU_AMIIBO_STATUS] = "状态:%s", [UI_MENU_MENU_LANG] = "菜单语言", [UI_MENU_MENU_LANG_DESC] = "本菜单和性能浮层的语言。", [UI_MENU_MENU_LANG_AUTO] = "自动(跟随 Windows)", [UI_MENU_DISCORD_RPC] = "Discord Rich Presence", [UI_MENU_DISCORD_RPC_DESC] = "游戏运行时在 Discord 状态中显示“正在玩 TotK Recomp”及游戏时长。totk.ini 中的 " "discord_app_id 和 discord_image 选择应用。", [UI_MENU_ADV_WARNING] = "这些设置用于测试和排查问题,请在了解原因后再修改。", [UI_MENU_GROUP_SCHED] = "调度", [UI_MENU_GROUP_SHADERS] = "着色器和管线", [UI_MENU_GROUP_TEXMEM] = "纹理和内存", [UI_MENU_GROUP_FIXES] = "渲染修正", [UI_MENU_GROUP_VULKAN] = "Vulkan", [UI_MENU_GROUP_DIAG] = "诊断", [UI_MENU_ASYNC_PREEMPT] = "虚拟核心抢占", [UI_MENU_ASYNC_PREEMPT_DESC] = "允许同一虚拟核心上的一个游戏线程打断另一个。", [UI_MENU_PREEMPT_OFF] = "关", [UI_MENU_PREEMPT_ON] = "开", [UI_MENU_PREEMPT_INHERIT] = "仅继承", [UI_MENU_REPLAY_ASYNC] = "GPU 帧准备独立线程", [UI_MENU_REPLAY_ASYNC_DESC] = "在单独的线程而不是游戏线程上为 GPU 准备帧。" "最多增加一帧延迟。", [UI_MENU_REPLAY_WORKERS] = "GPU 帧准备线程数", [UI_MENU_REPLAY_WORKERS_DESC] = "同时在多个线程上为 GPU 录制大帧。CPU 限制帧率时有帮助;需要 8 个或更多逻辑处理器。" "关:在单个线程上录制。", [UI_MENU_REPLAY_WORKERS_NOW] = "当前:%s", [UI_MENU_TIMER_1MS] = "1 ms Windows 计时器", [UI_MENU_TIMER_1MS_DESC] = "将系统计时器精度提高到 1 ms,使帧间隔更平稳。", [UI_MENU_PIPE_WAIT] = "等待中绘制的处理", [UI_MENU_PIPE_WAIT_DESC] = "默认保留当前调度,并为等待中的绘制预留一个工作线程;" "旧版(绘制)沿用先前的调度。", [UI_MENU_PIPE_WAIT_DEFAULT] = "默认", [UI_MENU_PIPE_WAIT_DRAW] = "旧版(绘制)", [UI_MENU_PIPE_SKIP] = "构建管线时跳过的绘制", [UI_MENU_PIPE_SKIP_DESC] = "哪些绘制会被直接丢弃,而不是等待其管线构建完成。", [UI_MENU_PIPE_SKIP_STRICT] = "严格", [UI_MENU_PIPE_SKIP_ANY] = "任意", [UI_MENU_PIPE_SKIP_FULLSCREEN] = "全屏通道", [UI_MENU_LIB_PREBUILD] = "阶段库预构建", [UI_MENU_LIB_PREBUILD_DESC] = "在后台提前构建着色器阶段库。", [UI_MENU_LIB_PREBUILD_THREADS] = "阶段库预构建线程数", [UI_MENU_LIB_PREBUILD_THREADS_DESC] = "预构建使用的线程数;自动会根据你的 CPU 选择。", [UI_MENU_PIPE_PREBUILD] = "管线预构建", [UI_MENU_PIPE_PREBUILD_DESC] = "提前构建已知的管线。", [UI_MENU_PREWARM_XLATE] = "着色器转译预热", [UI_MENU_PREWARM_XLATE_DESC] = "启动时转译已知着色器的线程数;自动取 CPU 线程数的一半," "最多 16。", [UI_MENU_GPL] = "图形管线库", [UI_MENU_GPL_DESC] = "使用 Vulkan 管线库扩展;驱动对此有问题时请关闭。", [UI_MENU_ASTC] = "ASTC 纹理解码", [UI_MENU_ASTC_DESC] = "压缩的 ASTC 纹理在哪里解码。", [UI_MENU_ASTC_AUTO] = "自动", [UI_MENU_ASTC_GPU] = "GPU 着色器", [UI_MENU_ASTC_NATIVE] = "原生", [UI_MENU_ASTC_CPU] = "CPU", [UI_MENU_MEMORY] = "GPU 内存模式", [UI_MENU_MEMORY_DESC] = "游戏内存如何与 GPU 共享。", [UI_MENU_MEMORY_AUTO] = "自动", [UI_MENU_MEMORY_IMPORT] = "导入", [UI_MENU_MEMORY_MIRROR] = "镜像", [UI_MENU_MEMORY_VERIFY] = "校验", [UI_MENU_TEX_ALIAS] = "纹理别名", [UI_MENU_TEX_ALIAS_DESC] = "在仍在使用的纹理内存上新建纹理时,新纹理沿用原有内容," "而不是从空白开始。", [UI_MENU_TEX_VRAM_PRESSURE] = "纹理显存上限", [UI_MENU_TEX_VRAM_PRESSURE_DESC] = "显存占用超过这个百分比后,游戏已释放的纹理会被丢弃," "再次用到时从存储重新加载。0 表示不丢弃。", [UI_MENU_ASTC_BC] = "ASTC 压缩为 BC3", [UI_MENU_ASTC_BC_DESC] = "配合 GPU 解码器使用:把解码后的 ASTC 纹理重新编码为 BC3," "显存占用只有四分之一。纹理会出现轻微色块。" "自动:显存 4 GB 及以下的显卡上开启。", [UI_MENU_LOD_GUARD] = "LOD 保护", [UI_MENU_LOD_GUARD_DESC] = "等待游戏改写完细节层次数据后再让 GPU 读取," "避免物体错位闪现,或远景有一帧变平。", [UI_MENU_FIX_C0] = "常量缓冲区修正", [UI_MENU_FIX_C0_DESC] = "填充驱动保留的常量组 c0(存储缓冲区大小、派发大小、点大小、" "基础实例),而不是读取零值。", [UI_MENU_FIX_ZERO] = "清零新的 GPU 内存", [UI_MENU_FIX_ZERO_DESC] = "新的 GPU 内存池初始内容为零,与 Switch 内存一致。", [UI_MENU_BIND_SKIP] = "跳过重复绑定", [UI_MENU_BIND_SKIP_DESC] = "优化:跳过没有变化的绑定。", [UI_MENU_SHADER_MEMO] = "着色器查找缓存", [UI_MENU_SHADER_MEMO_DESC] = "优化:记住着色器的查找结果。", [UI_MENU_PIPE_MEMO] = "管线缓存", [UI_MENU_PIPE_MEMO_DESC] = "优化:状态重复时复用上一次绘制的管线。", [UI_MENU_TEX_MEMO] = "纹理绑定缓存", [UI_MENU_TEX_MEMO_DESC] = "优化:在多次绘制之间记住纹理描述符。", [UI_MENU_DESC_TEMPLATE] = "描述符模板", [UI_MENU_DESC_TEMPLATE_DESC] = "优化:批量更新描述符。", [UI_MENU_PUSH_SKIP] = "跳过重复推送常量", [UI_MENU_PUSH_SKIP_DESC] = "优化:跳过没有变化的推送常量。", [UI_MENU_SPLIT_DRAWS] = "提前提交 GPU 工作", [UI_MENU_SPLIT_DRAWS_DESC] = "在渲染通道之间每隔 N 次绘制分批提交 GPU 工作,让 GPU 更早开始;" "0 为关闭。", [UI_MENU_VK_VALIDATION] = "验证层", [UI_MENU_VK_VALIDATION_DESC] = "检查每一次 Vulkan 调用,会大幅拖慢游戏。", [UI_MENU_VK_VALIDATION_MISSING] = "未安装验证层。", [UI_MENU_VK_DYN_VERTEX] = "动态顶点状态", [UI_MENU_VK_DYN_VERTEX_DESC] = "强制开关动态顶点输入;默认值取决于显卡。", [UI_MENU_VK_DYN_A2C] = "动态 Alpha 覆盖", [UI_MENU_VK_DYN_A2C_DESC] = "强制开关动态 Alpha 覆盖。默认:AMD RDNA 2 及更早的驱动上为关闭," "开启会导致人物变黑;Intel 集成显卡的 Windows 驱动上也为关闭,开启会使植被出现彩色噪点;" "其他显卡上为开启。", [UI_MENU_VK_SUBGROUP_PIN] = "固定子群大小", [UI_MENU_VK_SUBGROUP_PIN_DESC] = "固定着色器的子群大小。", [UI_MENU_TRACE] = "性能日志", [UI_MENU_TRACE_DESC] = "把每帧耗时写入文件。", [UI_MENU_FLIGHT] = "飞行记录仪", [UI_MENU_FLIGHT_DESC] = "保留一小段历史记录,在画面卡住时保存。", [UI_MENU_FLIGHT_SPIKE_MS] = "卡顿阈值(ms)", [UI_MENU_FLIGHT_SPIKE_MS_DESC] = "算作卡顿的帧时间。", [UI_MENU_PASS_CRUMBS] = "GPU 渲染通道标记", [UI_MENU_PASS_CRUMBS_DESC] = "GPU 崩溃后,日志会写出当时正在运行的渲染通道。自动:仅 AMD。开:NVIDIA 也启用,有少量开销。", [UI_MENU_INPUT_RECORD] = "输入录制", [UI_MENU_INPUT_RECORD_DESC] = "把你的输入写入文件,用于反馈问题。", [UI_MENU_OPEN_LOG] = "打开日志文件夹", [UI_MENU_OPEN_LOG_DESC] = "显示存放日志文件的文件夹。", [UI_MENU_COPY_INFO] = "复制系统信息", [UI_MENU_COPY_INFO_DESC] = "把显卡、驱动、CPU、内存和改动过的设置复制到剪贴板。", [UI_MENU_COPY_INFO_DONE] = "已复制", [UI_MENU_ACTION_FAILED] = "操作失败", [UI_MENU_RESET] = "将所有设置恢复为默认值", [UI_MENU_RESET_DESC] = "对所有标签页生效。", [UI_MENU_RESET_CONFIRM] = "要将所有设置恢复为默认值吗?", [UI_MENU_RESET_YES] = "重置", [UI_MENU_RESET_NO] = "取消", [UI_MENU_OV_FPS] = "%.0f FPS", [UI_MENU_OV_FRAME_MS] = "%.1f ms", [UI_MENU_OV_GAME_PCT] = "游戏 %.0f%%", [UI_MENU_OV_MAX_MS] = "最长 %.1f ms", [UI_MENU_OV_FPS_LABEL] = "FPS", [UI_MENU_OV_FRAME_LABEL] = "帧时间", [UI_MENU_OV_FMT_FPS] = "%.0f", [UI_MENU_OV_LOW1] = "1%% 低 %.0f", [UI_MENU_OV_LOW01] = "0.1%% 低 %.0f", [UI_MENU_OV_GPU] = "GPU", [UI_MENU_OV_CPU] = "CPU", [UI_MENU_OV_RAM] = "内存", [UI_MENU_OV_VRAM] = "显存", [UI_MENU_OV_TEMP] = "温度", [UI_MENU_OV_POWER] = "功耗", [UI_MENU_OV_CLOCK] = "频率", [UI_MENU_OV_NONE] = "-", [UI_MENU_OV_REPLAY] = "GPU 帧准备", [UI_MENU_OV_GPU_TIME] = "每帧 GPU 忙碌时间", [UI_MENU_OV_PIPE_WAIT] = "管线等待", [UI_MENU_OV_SHADER_WAIT] = "着色器等待", [UI_MENU_OV_TEX_UPLOADS] = "纹理上传", [UI_MENU_OV_FMT_PCT] = "%.0f%%", [UI_MENU_OV_FMT_TEMP] = "%.0f °C", [UI_MENU_OV_FMT_POWER] = "%.0f W", [UI_MENU_OV_FMT_MHZ] = "%.0f MHz", [UI_MENU_OV_FMT_GB] = "%.1f GB", [UI_MENU_OV_FMT_GB_OF] = "/ %.1f GB", [UI_MENU_OV_GAME_GB] = "游戏 %.1f GB", [UI_MENU_OV_FMT_MS] = "%.2f ms", [UI_MENU_OV_PER_FRAME] = "每帧 %.1f", [UI_MENU_OV_WINDOW] = "窗口", [UI_MENU_OV_OUTPUT] = "游戏画面", [UI_MENU_OV_SCENE] = "3D 场景", [UI_MENU_OV_SCALING] = "缩放", [UI_MENU_OV_LIMIT] = "帧率上限", [UI_MENU_OV_PRESENT] = "呈现模式", [UI_MENU_OV_FMT_SIZE] = "%ux%u", [UI_MENU_OV_FMT_SCENE] = "%ux%u,%.0f%%", [UI_MENU_OV_FMT_FSR] = "AMD FSR 1,锐度 %d%%", [UI_MENU_OV_SCALE_NONE] = "无(1:1)", [UI_MENU_OV_SCALE_BILINEAR] = "双线性", [UI_MENU_SHADOW_RES] = "阴影贴图尺寸", [UI_MENU_SHADOW_RES_DESC] = "太阳阴影贴图的尺寸。游戏自身的尺寸随视角变化,靠近地面时降到约 400,因此树叶阴影显得块状并且跳动;固定尺寸能让阴影稳定、更清晰。高于 1024 时阴影会占用更多 " "GPU 时间和显存;256 比游戏自身的尺寸更粗糙,适合显存带宽不足的集成显卡。", [UI_MENU_SHADOW_RES_GAME] = "游戏默认(会变化)", [UI_MENU_ANISO] = "纹理过滤", [UI_MENU_ANISO_DESC] = "表面纹理的各向异性过滤:以小角度看到的地面、道路和墙壁在远处依然清晰,而不会模糊。游戏:使用游戏请求的级别,与 Switch 上相同。", [UI_MENU_ANISO_GAME] = "游戏", [UI_MENU_HDR_GROUP] = "HDR", [UI_MENU_HDR] = "HDR 输出", [UI_MENU_HDR_DESC] = "在 HDR 显示器上呈现明亮的高光。需要在 Windows 中开启 HDR(“使用 HDR”),或使用带色彩管理的 Wayland 合成器;否则画面保持 " "SDR。重启后生效。上方的色彩配置用于 SDR,在 HDR 下不使用。", [UI_MENU_HDR_PEAK] = "峰值亮度", [UI_MENU_HDR_PEAK_DESC] = "显示器的峰值亮度(尼特);最亮的高光止于此。", [UI_MENU_HDR_GAME] = "游戏亮度", [UI_MENU_HDR_GAME_DESC] = "画面白色(纸白)的尼特值。203 为 HDR 参考值;在明亮的房间里可调高。", [UI_MENU_HDR_UI] = "HUD 和菜单亮度", [UI_MENU_HDR_UI_DESC] = "HUD 和本菜单白色的尼特值。", [UI_MENU_PROMPTS] = "按键提示", [UI_MENU_PROMPTS_DESC] = "游戏的按键提示显示哪种手柄的按键。Nintendo:游戏原有的提示。Xbox:LB、RB、LT、RT、Menu、View 和十字键,以及上方布局所按下的按键上标注的 " "A、B、X、Y(使用 Nintendo(A 在右)时右侧按键标为 B,因此 A 的提示显示 " "B)。PC:键盘默认布局的按键和鼠标按键(E、Shift、空格、左键……),镜头用鼠标。" "游戏在启动时读取按键提示,因此重启后才会改变。提示属于游戏文件,在“操作”中重新映射的按键在屏幕上仍显示原来的提示。", [UI_MENU_PROMPTS_NINTENDO] = "Nintendo", [UI_MENU_PROMPTS_XBOX] = "Xbox", [UI_MENU_PROMPTS_PC] = "PC", [UI_MENU_MOUSE_MODE] = "鼠标视角", [UI_MENU_MOUSE_MODE_DESC] = "直接:镜头按鼠标移动的距离转动,与电脑游戏相同,没有摇杆死区和响应曲线(游戏 1.4.3 和 1.2.1;1.1.0 使用摇杆模拟)。摇杆模拟:鼠标相当于右摇杆。", [UI_MENU_MOUSE_STICK] = "摇杆模拟", [UI_MENU_MOUSE_DIRECT] = "直接", [UI_MENU_MENU_CURSOR] = "在游戏菜单中使用鼠标", [UI_MENU_MENU_CURSOR_DESC] = "在游戏自身的菜单中(标题、背包、商店、对话选项)显示指针:指针下的项目被选中,左键确认,右键返回。仅在最后使用的是鼠标或键盘时生效,因此使用手柄时菜单保持不变(游戏 1.4.3)。", [UI_MENU_PROMPTS_MISSING] = "缺少按键提示文件:请重新运行安装程序", [UI_MENU_PROMPTS_FAILED] = "按键提示文件已损坏:请重新运行安装程序", [UI_MENU_PROMPTS_RESTART] = "按键提示重启后生效", [UI_MENU_PROMPTS_OFF_SHAPE] = "此游戏分辨率下关闭(未为其制作布局)", [UI_MENU_PROMPTS_OFF_MODS] = "已关闭:RomFS 模组替换了它们的文件", [UI_MENU_PROMPTS_OFF_PATCHES] = "设置了 TOTK_ROMFS_PATCHES 时关闭", [UI_MENU_RESTART] = "立即重启", [UI_MENU_RESTART_DESC] = "关闭游戏并以新的按键提示重新启动。上次存档之后的进度将会丢失。", [UI_MENU_RESTART_CONFIRM] = "现在重启游戏?上次存档之后的进度将会丢失。", [UI_MENU_RESTART_YES] = "重启", [UI_MENU_RESTART_SAVING] = "游戏正在存档:稍后即可重启。", [UI_MENU_STICK_SENS] = "摇杆镜头速度", [UI_MENU_STICK_SENS_DESC] = "在游戏的五档镜头灵敏度下,按倍数调整右摇杆的镜头转动速度(包括最高速度)。鼠标使用自己的设置。", [UI_MENU_WALK_KEY] = "步行键", [UI_MENU_WALK_KEY_DESC] = "按住时键盘模拟的摇杆只推到一部分,使键盘操作走路而不是奔跑。推动幅度由步行幅度决定。手柄和鼠标不受影响。", [UI_MENU_WALK_KEY_TAKEN] = "同时为 %s", [UI_MENU_WALK_SCALE] = "步行幅度", [UI_MENU_WALK_SCALE_DESC] = "按住步行键时键盘摇杆的推动幅度。一半为走路,推满为奔跑。", [UI_MENU_OV_SCALE_DOWN] = "双线性(FSR 只能放大)", [UI_MENU_HDR_HUE] = "高光色调校正", [UI_MENU_HDR_HUE_DESC] = "火焰、火花等明亮色彩像游戏自身的 SDR 画面一样趋向白色,与它们发出的光一致;0 保持完全饱和。", [UI_MENU_SHADOW_SCALE] = "阴影分辨率", [UI_MENU_SHADOW_SCALE_DESC] = "将太阳阴影贴图的每条边绘制为游戏 960x960 的若干倍:阴影边缘和树叶阴影更清晰。下次启动时生效。", [UI_MENU_SHADOW_RANGE] = "阴影级联范围", [UI_MENU_SHADOW_RANGE_DESC] = "把阴影变柔和的分界(游戏中为 20、40、80 和 160 米)推得更远。阴影贴图会覆盖更大的地面,请同时提高阴影分辨率。下次启动时生效。", [UI_MENU_CONTACT_SHADOWS] = "接触阴影", [UI_MENU_CONTACT_SHADOWS_DESC] = "阴影贴图遗漏的细小太阳阴影:脚下、石头下、草丛和褶皱中。在光照之后于屏幕空间追踪。下次启动时生效。", [UI_MENU_PCSS] = "柔和阴影", [UI_MENU_PCSS_DESC] = "物体接触地面处的太阳阴影锐利,阴影投得越远越柔和(PCSS)。0 保留游戏自身的过滤。下次启动时生效。", [UI_MENU_DLAA] = "NVIDIA DLSS / DLAA", [UI_MENU_DLAA_DESC] = "用于 3D 场景的 NVIDIA DLSS(NVIDIA RTX 显卡;nvngx_dlss.dll 放在 totk.exe 旁):边缘更平滑,闪烁更少。HUD " "不受影响。下方的模式决定它的工作分辨率。重启后生效。", [UI_MENU_DLSS] = "DLSS 模式", [UI_MENU_DLSS_DESC] = "DLAA 以全分辨率绘制 3D 场景。质量、平衡、性能和超级性能分别以 67%、58%、50% 和 33% 绘制,再由 DLSS 放大,以节省 GPU 时间;它们会取代 3D 渲染比例。立即生效。", [UI_MENU_DLSS_DLAA] = "DLAA(原生)", [UI_MENU_DLSS_QUALITY] = "质量", [UI_MENU_DLSS_BALANCED] = "平衡", [UI_MENU_DLSS_PERFORMANCE] = "性能", [UI_MENU_DLSS_ULTRA] = "超级性能", [UI_MENU_DLSS_PRESET] = "DLSS 模型", [UI_MENU_DLSS_PRESET_DESC] = "运行哪个 DLSS 模型。自动按 NVIDIA 对各模式的建议:DLAA、质量和平衡用 K,性能用 M,超级性能用 L。" "J:移动角色身后的拖影略少,闪烁略多。K:所有模式都用最清晰的模型。立即生效。", [UI_MENU_DLSS_PRESET_DEFAULT] = "自动", [UI_MENU_DLSS_PRESET_K] = "K(最清晰)", [UI_MENU_DLSS_PRESET_J] = "J(拖影更少)", [UI_MENU_DLSS_CHARS] = "DLSS 角色拖影", [UI_MENU_DLSS_CHARS_DESC] = "减少移动中的角色、动物及其手持物品身后的淡淡拖影:DLSS 在这些位置少用之前的帧。越强拖影越少," "这些边缘也略欠平滑。立即生效。", [UI_MENU_DLSS_CHARS_OFF] = "关", [UI_MENU_DLSS_CHARS_LIGHT] = "弱", [UI_MENU_DLSS_CHARS_MEDIUM] = "中", [UI_MENU_DLSS_CHARS_FULL] = "强", [UI_MENU_FXAA] = "游戏抗锯齿(FXAA)", [UI_MENU_FXAA_DESC] = "游戏自身的 FXAA 边缘平滑。会让细节略微模糊;开启 DLAA 时不需要。", [UI_MENU_TAB_CHEATS] = "金手指", [UI_MENU_CHEATS_NONE] = "此游戏版本没有金手指。模组的金手指是它的 cheats 文件夹中以游戏构建命名的 Atmosphere " "金手指文件:mods\\<模组>\\cheats\\%s。重启游戏后才会读取。对于修改游戏代码的金手指," "游戏会在启动时自行重新构建(几分钟)。", [UI_MENU_CHEATS_MOD] = "%s:%d 个金手指", [UI_MENU_CHEAT_CODE_DESC] = "修改游戏代码。立即开关。", [UI_MENU_CHEAT_KEY_DESC] = "按住 %s 时修改游戏代码。立即开关。", [UI_MENU_CHEAT_DATA_DESC] = "开启时每帧写入游戏内存。", [UI_MENU_CHEAT_MASTER] = "始终开启", [UI_MENU_CHEAT_MASTER_DESC] = "文件的主代码:始终开启。", [UI_MENU_CHEAT_RESTORE] = "无需使用", [UI_MENU_CHEAT_RESTORE_DESC] = "它只会写回游戏原本的代码。关闭金手指时已经会这样做。", [UI_MENU_CHEAT_REBUILD] = "重新构建后", [UI_MENU_CHEAT_REBUILD_DESC] = "此金手指修改游戏代码,并且是在游戏构建后新增或修改的。游戏会在下次启动时把它构建进去(几分钟),也可以使用“立即重新构建游戏”。", [UI_MENU_CHEAT_UNSUPPORTED] = "不支持", [UI_MENU_CHEAT_UNSUPPORTED_DESC] = "此金手指不能用于此游戏版本:", [UI_MENU_CHEATS_REBUILD] = "立即重新构建游戏", [UI_MENU_CHEATS_REBUILD_DESC] = "有些金手指会修改游戏代码,但尚未构建进游戏:它们是新增或修改的,或上次重新构建失败或被取消。将关闭游戏;安装程序会把它们构建进去(几分钟)并重新启动游戏。上次存档之后的进度会丢失。", [UI_MENU_MODS_EXEFS_UNSUPPORTED] = "此模组修改游戏代码(exefs)的方式本移植无法应用,因此整个模组保持关闭。%s", [UI_MENU_MODS_EXEFS_OTHER] = "它的代码补丁(exefs)是为其他游戏版本制作的。", [UI_MENU_MODS_EXEFS_ON] = "正在使用的代码补丁:%d 个文件。", [UI_MENU_MODS_REPLACES_BUILTIN] = "正在使用的代码补丁:%d 个文件。它们取代本移植自带的补丁 %s,此模组开启时该补丁保持关闭。", }; #define SWKBD_ONLY(name, ...) static const char *const name[UI_TEXT_COUNT] = {SWKBD(__VA_ARGS__)} SWKBD_ONLY(text_ja, "文字入力", "名前を入力してください", "ウマ", "OK", "キャンセル", "コントローラー: A = OK、B = キャンセル"); SWKBD_ONLY(text_fr, "Saisie de texte", "Entrez un nom", "Cheval", "OK", "Annuler", "Manette : A = OK, B = Annuler"); SWKBD_ONLY(text_de, "Texteingabe", "Gib einen Namen ein", "Pferd", "OK", "Abbrechen", "Controller: A = OK, B = Abbrechen"); SWKBD_ONLY(text_it, "Inserimento testo", "Inserisci un nome", "Cavallo", "OK", "Annulla", "Controller: A = OK, B = Annulla"); SWKBD_ONLY(text_es, "Introducir texto", "Introduce un nombre", "Caballo", "Aceptar", "Cancelar", "Mando: A = Aceptar, B = Cancelar"); SWKBD_ONLY(text_nl, "Tekstinvoer", "Voer een naam in", "Paard", "OK", "Annuleren", "Controller: A = OK, B = Annuleren"); SWKBD_ONLY(text_pt, "Inserir texto", "Introduz um nome", "Cavalo", "OK", "Cancelar", "Comando: A = OK, B = Cancelar"); SWKBD_ONLY(text_zh_hant, "文字輸入", "請輸入名字", "馬兒", "確定", "取消", "手把:A 確定,B 取消"); SWKBD_ONLY(text_ko, "문자 입력", "이름을 입력하세요", "말", "확인", "취소", "컨트롤러: A 확인, B 취소"); static const Row rows[] = { {"en", text_en}, {"ja", text_ja}, {"fr", text_fr}, {"de", text_de}, {"it", text_it}, {"es", text_es}, {"nl", text_nl}, {"pt", text_pt}, {"ru", text_ru}, {"zh-Hans", text_zh_hans}, {"zh-Hant", text_zh_hant}, {"ko", text_ko}, {"pt-BR", text_pt_br}, }; const char *ui_text_lang(const char *code) { static const struct { const char *code, *lang; } map[] = { {"en-US", "en"}, {"en-GB", "en"}, {"fr-CA", "fr"}, {"es-419", "es"}, {"zh-CN", "zh-Hans"}, {"zh-TW", "zh-Hant"}, }; for (size_t i = 0; i < sizeof map / sizeof *map; i++) if (!strcmp(code, map[i].code)) return map[i].lang; return code; } // Every game language: the Mals files EUen/USen, USfr/EUfr, USes/EUes ship in both builds; USpt only from 1.4.3. int ui_text_game_langs(int game_version, UiGameLang *out, int max) { static const struct { const char *code; UiTextId name; int since; } all[] = { {"en-US", UI_MENU_LANGNAME_EN, 0}, {"en-GB", UI_MENU_LANGNAME_EN_GB, 0}, {"ja", UI_MENU_LANGNAME_JA, 0}, {"fr", UI_MENU_LANGNAME_FR, 0}, {"fr-CA", UI_MENU_LANGNAME_FR_CA, 0}, {"de", UI_MENU_LANGNAME_DE, 0}, {"it", UI_MENU_LANGNAME_IT, 0}, {"es", UI_MENU_LANGNAME_ES, 0}, {"es-419", UI_MENU_LANGNAME_ES_419, 0}, {"pt-BR", UI_MENU_LANGNAME_PT_BR, 143}, {"nl", UI_MENU_LANGNAME_NL, 0}, {"ru", UI_MENU_LANGNAME_RU, 0}, {"zh-Hans", UI_MENU_LANGNAME_ZH_HANS, 0}, {"zh-Hant", UI_MENU_LANGNAME_ZH_HANT, 0}, {"ko", UI_MENU_LANGNAME_KO, 0}, }; int n = 0; for (size_t i = 0; i < sizeof all / sizeof *all && n < max; i++) if (game_version >= all[i].since) out[n++] = (UiGameLang){all[i].code, all[i].name}; return n; } static const Row *find_row(const char *lang) { for (size_t i = 0; i < sizeof rows / sizeof *rows; i++) if (!strcmp(rows[i].lang, lang)) return &rows[i]; return NULL; } int ui_text_defined(const char *lang, UiTextId id) { const Row *r = find_row(lang); return (unsigned)id < UI_TEXT_COUNT && r && r->text[id] && *r->text[id]; } const char *ui_text_in(const char *lang, UiTextId id) { if ((unsigned)id >= UI_TEXT_COUNT) return ""; return ui_text_defined(lang, id) ? find_row(lang)->text[id] : rows[0].text[id]; } const char *ui_text(UiTextId id) { return ui_text_in(ui_text_lang(ov_language()), id); } // A language's own strings, for the font that draws them: the merged system font must cover the whole menu of the // language, not only its name (ui/menu.cpp fonts_up). void ui_text_visit(const char *lang, void (*visit)(void *ctx, const char *text), void *ctx) { const Row *r = find_row(lang); if (!r) return; for (int id = 0; id < (int)UI_TEXT_COUNT; id++) if (r->text[id] && *r->text[id]) visit(ctx, r->text[id]); } // The menu language, re-read when cfg_version changes. TOTK_MENU_LANG names a catalog language ("en", "ru", "pt-BR", // "zh-Hans"); unset, it follows the system UI language, through the same code map the game language uses ("zh-CN" -> // "zh-Hans"). Windows names a region with it ("ru-RU"), so a tag without menu text tries its language alone ("ru"). A // language whose row has no menu text (only the software keyboard does) shows English, so other Windows locales keep the // English menu. static const char *resolve_menu_lang(void) { const char *v = cfg_value("TOTK_MENU_LANG"); const char *sys = plat_ui_language(); const char *lang = v && *v ? ui_text_lang(v) : sys && *sys ? ui_text_lang(sys) : "en"; if (ui_text_defined(lang, UI_MENU_TITLE)) return lang; static char base[16]; // menu_text calls this on one thread at a time, on a cfg_version change size_t n = strcspn(lang, "-"); if (n < sizeof base && lang[n]) { memcpy(base, lang, n), base[n] = 0; if (ui_text_defined(base, UI_MENU_TITLE)) return find_row(base)->lang; } return "en"; } const char *menu_text(UiTextId id) { static _Atomic(const char *) lang = "en"; static _Atomic unsigned seen = ~0u; unsigned v = cfg_version(); if (v != atomic_load_explicit(&seen, memory_order_relaxed)) { atomic_store_explicit(&lang, resolve_menu_lang(), memory_order_relaxed); atomic_store_explicit(&seen, v, memory_order_relaxed); } return ui_text_in(atomic_load_explicit(&lang, memory_order_relaxed), id); }