Update zh_CN.ini

This commit is contained in:
Narugakuruga authored and Henrik Rydgård committed 2023-01-06 16:24:51 +01:00
1 parent 3cd882f21b
commit 3c348c1610
1 file changed
+22 -22
+22 -22
View File
@@ -137,7 +137,7 @@ Direct3D9 = Direct3D 9 (&9)
Direct3D11 = Direct3D11 (&11)
Disassembly = 反汇编 (&D)...
Discord = Discord
Display Layout && Effects = 屏幕布局/滤镜编辑...
Display Layout && Effects = 屏幕布局和滤镜编辑...
Display Rotation = 显示旋转
Dump Next Frame to Log = 转储下一帧到日志 (&U)
Emulation = 模拟 (&E)
@@ -313,8 +313,8 @@ Load completed = 已载入。
Loading = 载入中\n请稍候...
LoadingFailed = 无法载入存档。
Move = 移动
Move Down = Move Down
Move Up = Move Up
Move Down = 移至下层
Move Up = 移至上层
Network Connection = 网络连接
NEW DATA = 新建存档
No = 否
@@ -322,7 +322,7 @@ ObtainingIP = 获取IP地址.\n请稍候...
OK = 确定
Old savedata detected = 检测到旧版本的存档数据
Options = 选项
Remove = Remove
Remove = 删除
Reset = 重置
Resize = 调整大小
Retry = 重试
@@ -458,7 +458,7 @@ Aggressive = 激进
Alternative Speed = 自定义速度
Alternative Speed 2 = 自定义速度2
Anisotropic Filtering = 各向异性过滤
Antialiasing (MSAA) = Antialiasing (MSAA)
Antialiasing (MSAA) = 抗锯齿 (MSAA)
Aspect Ratio = 宽高比
Auto = 自动
Auto (1:1) = 自动(1:1)
@@ -488,7 +488,7 @@ Device = 设备
Direct3D 9 = Direct3D 9
Direct3D 11 = Direct3D 11
Disabled = 禁用
Display Layout && Effects = 屏幕布局/滤镜
Display Layout && Effects = 屏幕布局和滤镜
Display Resolution (HW scaler) = 屏幕分辨率
Enable Cardboard VR = 启用Cardboard VR
FPS = 每秒帧数 (FPS)
@@ -496,8 +496,8 @@ Frame Rate Control = 帧率控制
Frame Skipping = 跳帧
Frame Skipping Type = 跳帧方式
FullScreen = 全屏幕
Geometry shader culling = Geometry shader culling
GPUReadbackRequired = 警告: 此游戏需要"跳过GPU回读"设置为关闭
Geometry shader culling = 几何着色器剔除
GPUReadbackRequired = 警告: 此游戏需要"跳过 GPU 回读"设置为关闭
Hack Settings = 渲染修正(可能引发故障)
Hardware Tessellation = 硬件曲面细分
Hardware Transform = 硬件几何变换
@@ -506,7 +506,7 @@ HardwareTessellation Tip = 使用硬件绘制曲线, 使用固定的质量
High = 高
Hybrid = 混合
Hybrid + Bicubic = 混合+双三次
Ignore camera notch when centering = 居中时忽略摄像头缺口
Ignore camera notch when centering = 忽略摄像头挖孔
Internal Resolution = 内部分辨率
Lazy texture caching = 减少缓存存取(提速)
Lazy texture caching Tip = 更快, 在一些游戏里引起文字渲染错误
@@ -543,14 +543,14 @@ Safe = 安全
Screen Scaling Filter = 缩放方法
Show Debug Statistics = 显示调试信息
Show FPS Counter = 显示FPS计数器
Skip GPU Readbacks = 跳过GPU回读
Skip GPU Readbacks = 跳过 GPU 回读
Software Rendering = 软件渲染(慢)
Software Skinning = 软件蒙皮
SoftwareSkinning Tip = 合并CPU中已经蒙皮的模型绘制,在部分游戏中更快
Speed = 运行速度
Speed Hacks = 提速修正 (引起不稳定性)
Stereo display shader = Stereo display shader
Stereo rendering = Stereo rendering
Stereo display shader = 立体显示效果
Stereo rendering = 立体渲染
Stretch = 拉伸
Texture Filter = 纹理过滤方法
Texture Filtering = 纹理过滤
@@ -825,9 +825,9 @@ Undo last save = 撤销保存
[PostShaders]
(duplicated setting, previous slider will be used) = (设置重复, 将使用上面滑块的值)
4xHqGLSL = 4xHQ pixel art upscaler
5xBR = 5xBR pixel art upscaler
5xBR-lv2 = 5xBR-lv2 pixel art upscaler
4xHqGLSL = 4xHQ 像素风缩放
5xBR = 5xBR 像素风缩放
5xBR-lv2 = 5xBR-lv2 像素风缩放
AAColor = AA-Color
Amount = 数量
Animation speed (0 -> disable) = 动画速度(0->禁用)
@@ -836,24 +836,24 @@ Bloom = 泛光
Brightness = 亮度
Cartoon = 卡通
ColorCorrection = 颜色修正
ColorPreservation = Color preservation
ColorPreservation = 颜色保留
Contrast = 对比度
CRT = CRT 扫描线
FXAA = FXAA(快速近似抗锯齿)
Gamma = 伽马值
GreenLevel = Green level
GreenLevel = 绿色等级
Intensity = 强度
LCDPersistence = LCD图像残留
LCDPersistence = LCD拖影
Natural = 自然色
NaturalA = 自然色(无模糊)
Off = 关闭
Power = 效果强度
PSPColor = PSP色彩
RedBlue = 红蓝眼镜
RedBlue = 红蓝渲染
Saturation = 色彩
Scanlines = 扫描线(CRT)
Sharpen = 锐化
SideBySide = 并存(SBS)
SideBySide = 双目渲染
SSAA(Gauss) = 超级采样抗锯齿(高斯)
Tex4xBRZ = 4xBRZ
TexMMPX = MMPX
@@ -1073,7 +1073,7 @@ System Information = 系统信息
System Name = 系统名称
System Version = 系统版本
Threads = 线程数
UI Resolution = UI Resolution
UI Resolution = UI 分辨率
Vendor = 供应商
Vendor (detected) = 供应商(检测到的)
Version Information = 版本信息
@@ -1097,7 +1097,7 @@ Color Saturation = 颜色饱和度
Error: load undo state is from a different game = 错误:撤回的即时存档是来自不同游戏的
Failed to load state for load undo. Error in the file system. = 无法撤回加载即时存档。文件系统有错误。
Floating symbols = 飘浮的按键
Game crashed = Game crashed
Game crashed = 游戏发生崩溃。
Language = 语言设置
Memory Stick folder = 记忆棒文件夹
Memory Stick size = 记忆棒大小(GB)