Qt: Update Japanese translation by mikakunin

This commit is contained in:
Connor McLaughlin 2021-05-18 22:46:59 +10:00
parent 9aaaf3f094
commit bb9bd2af23

View file

@ -2,12 +2,12 @@
<!DOCTYPE TS>
<TS version="2.1" language="ja">
<extra-po-header-language>ja</extra-po-header-language>
<extra-po-header-language_team></extra-po-header-language_team>
<extra-po-header-language_team>mikakunin</extra-po-header-language_team>
<extra-po-header-last_translator>mikakunin</extra-po-header-last_translator>
<extra-po-header-po_revision_date></extra-po-header-po_revision_date>
<extra-po-header-pot_creation_date></extra-po-header-pot_creation_date>
<extra-po-header-project_id_version></extra-po-header-project_id_version>
<extra-po-header-x_generator>Poedit 2.2</extra-po-header-x_generator>
<extra-po-header-project_id_version>duckstation</extra-po-header-project_id_version>
<extra-po-header-x_generator>Poedit 2.4.3</extra-po-header-x_generator>
<extra-po-headers>Project-Id-Version,POT-Creation-Date,PO-Revision-Date,Last-Translator,Language-Team,Language,MIME-Version,Content-Type,Content-Transfer-Encoding,Plural-Forms,X-Language,X-Source-Language,X-Qt-Contexts,X-Generator</extra-po-headers>
<context>
<name>DebuggerWindow</name>
@ -81,7 +81,7 @@
</message>
<message>
<source>&amp;Close</source>
<translation>(&amp;C)</translation>
<translation>(C)</translation>
</message>
<message>
<source>&amp;Debug</source>
@ -251,7 +251,7 @@ This file can be several gigabytes, so be aware of SSD wear.</source>
</message>
<message>
<source>Registers</source>
<translation></translation>
<translation></translation>
</message>
<message>
<source>Add Breakpoint</source>
@ -322,7 +322,7 @@ This file can be several gigabytes, so be aware of SSD wear.</source>
</message>
<message>
<source>Controller 1 Type:</source>
<translation> 1 :</translation>
<translation> 1:</translation>
</message>
<message>
<source>Game Properties - %1</source>
@ -346,7 +346,7 @@ This file can be several gigabytes, so be aware of SSD wear.</source>
</message>
<message>
<source>Memory Card 2 Type:</source>
<translation>2 :</translation>
<translation>2 :</translation>
</message>
<message>
<source>1 Frame</source>
@ -367,7 +367,7 @@ This file can be several gigabytes, so be aware of SSD wear.</source>
</message>
<message>
<source>Memory Card 1 Type:</source>
<translation>1 :</translation>
<translation> 1:</translation>
</message>
<message>
<source>Select path to memory card image</source>
@ -443,7 +443,7 @@ This file can be several gigabytes, so be aware of SSD wear.</source>
</message>
<message>
<source>Controller 2 Type:</source>
<translation>2 :</translation>
<translation> 2:</translation>
</message>
<message>
<source>DMA Halt Ticks:</source>
@ -804,7 +804,7 @@ This file can be several gigabytes, so be aware of SSD wear.</source>
</message>
<message>
<source>Automatic based on window size</source>
<translation></translation>
<translation></translation>
</message>
<message>
<source>%1x MSAA</source>
@ -899,7 +899,7 @@ This file can be several gigabytes, so be aware of SSD wear.</source>
</message>
<message>
<source>Import File...</source>
<translation>...</translation>
<translation>...</translation>
</message>
<message>
<source>Export File</source>
@ -1093,6 +1093,105 @@ This file can be several gigabytes, so be aware of SSD wear.</source>
<translation>使</translation>
</message>
</context>
<context>
<name>ControllerSettingsWidget</name>
<message>
<source>Auto Fire Buttons</source>
<translation></translation>
</message>
<message>
<source>Auto Fire %1</source>
<translation> %1</translation>
</message>
<message>
<source> Frames</source>
<translation> </translation>
</message>
<message>
<source>Rebind All</source>
<translation></translation>
</message>
<message>
<source>Error</source>
<translation></translation>
</message>
<message>
<source>Save Profile</source>
<translation></translation>
</message>
<message>
<source>Load Profile</source>
<translation></translation>
</message>
<message>
<source>Select path to input profile ini</source>
<translation>iniを入力するためのパスを選択します</translation>
</message>
<message>
<source>Are you sure you want to clear all bound controls? This can not be reversed.</source>
<translation></translation>
</message>
<message>
<source>No name entered, input profile was not saved.</source>
<translation></translation>
</message>
<message>
<source>New...</source>
<translation>...</translation>
</message>
<message>
<source>Rumble</source>
<translation></translation>
</message>
<message>
<source>Browse...</source>
<translation>...</translation>
</message>
<message>
<source>No path selected, input profile was not saved.</source>
<translation></translation>
</message>
<message>
<source>Enter Input Profile Name</source>
<translation></translation>
</message>
<message>
<source>Port %1</source>
<translation> %1</translation>
</message>
<message>
<source>Select File</source>
<translation></translation>
</message>
<message>
<source>Clear All</source>
<translation></translation>
</message>
<message>
<source>Axis Bindings:</source>
<translation>Axis軸割当 :</translation>
</message>
<message>
<source>Are you sure you want to rebind all controls? All currently-bound controls will be irreversibly cleared. Rebinding will begin after confirmation.</source>
<translation></translation>
</message>
<message>
<source>Clear Bindings</source>
<translation></translation>
</message>
<message>
<source>Controller Type:</source>
<translation> :</translation>
</message>
<message>
<source>Button Bindings:</source>
<translation></translation>
</message>
<message>
<source>Cross</source>
<translation>×</translation>
</message>
</context>
<context>
<name>AnalogJoystick</name>
<message>
@ -1283,7 +1382,7 @@ This file can be several gigabytes, so be aware of SSD wear.</source>
</message>
<message>
<source>Buffer Size:</source>
<translation>:</translation>
<translation>:</translation>
</message>
<message>
<source>Output Volume:</source>
@ -1291,7 +1390,7 @@ This file can be several gigabytes, so be aware of SSD wear.</source>
</message>
<message>
<source>When running outside of 100% speed, resamples audio from the target speed instead of dropping frames. Produces much nicer fast forward/slowdown audio at a small cost to performance.</source>
<translation>100 /</translation>
<translation>100 &lt;br&gt;/</translation>
</message>
<message>
<source>Mute CD Audio</source>
@ -1323,7 +1422,7 @@ This file can be several gigabytes, so be aware of SSD wear.</source>
</message>
<message>
<source>The buffer size determines the size of the chunks of audio which will be pulled by the host. Smaller values reduce the output latency, but may cause hitches if the emulation speed is inconsistent. Note that the Cubeb backend uses smaller chunks regardless of this value, so using a low value here may not significantly change latency.</source>
<translation> Cubebバックエンドは使使</translation>
<translation>&lt;br&gt; Cubebバックエンドは使使&lt;br&gt;</translation>
</message>
<message>
<source>Controls</source>
@ -1335,7 +1434,7 @@ This file can be several gigabytes, so be aware of SSD wear.</source>
</message>
<message>
<source>Throttles the emulation speed based on the audio backend pulling audio frames. This helps to remove noises or crackling if emulation is too fast. Sync will automatically be disabled if not running at 100% speed.</source>
<translation> 100</translation>
<translation>&lt;br&gt; 100</translation>
</message>
<message>
<source>Backend:</source>
@ -1371,7 +1470,7 @@ This file can be several gigabytes, so be aware of SSD wear.</source>
</message>
<message>
<source>Buffer Size</source>
<translation></translation>
<translation></translation>
</message>
<message>
<source>Fast Forward Volume:</source>
@ -1556,7 +1655,7 @@ This will download approximately 4 megabytes over your current internet connecti
</message>
<message>
<source>Type</source>
<translation></translation>
<translation></translation>
</message>
<message>
<source>Word</source>
@ -2079,7 +2178,7 @@ This warning will only be shown once.</source>
</message>
<message>
<source>Speeds up CD-ROM reads by the specified factor. Only applies to double-speed reads, and is ignored when audio is playing. May improve loading speeds in some games, at the cost of breaking others.</source>
<translation>CD-ROMの読み取りを高速化します</translation>
<translation>CD-ROMの読み取りを高速化します&lt;br&gt;</translation>
</message>
<message>
<source>Region:</source>
@ -2095,7 +2194,7 @@ This warning will only be shown once.</source>
</message>
<message>
<source>Loads the game image into RAM. Useful for network paths that may become unreliable during gameplay. In some cases also eliminates stutter when games initiate audio track playback.</source>
<translation>RAMにロードします</translation>
<translation>RAMにロードします&lt;br&gt;</translation>
</message>
<message>
<source>No, take me back to safety.</source>
@ -2127,7 +2226,7 @@ This warning will only be shown once.</source>
</message>
<message>
<source>Enables an additional 6MB of RAM, usually present on dev consoles. Games have to use a larger heap size for this additional RAM to be usable, and may break games which rely on memory mirrors, so it should only be used with compatible mods.</source>
<translation>6MBのRAMを有効にしますRAMを使用できるようにするために使modでのみ使用する必要があります</translation>
<translation>6MBのRAMを有効にしますRAMを使用できるようにするために&lt;br&gt;使modでのみ使用する必要があります</translation>
</message>
<message>
<source>CDROM Read Speedup</source>
@ -2155,7 +2254,7 @@ This warning will only be shown once.</source>
</message>
<message>
<source>CD-ROM Emulation</source>
<translation>CD-ROMエミュレーション(:読込速度を上げると不具合がでる可能性)</translation>
<translation>CD-ROMエミュレーション(:読込速度の変更は不具合が出る場合があります)</translation>
</message>
<message>
<source>4x (8x Speed)</source>
@ -2496,6 +2595,10 @@ Login token generated on %2.</source>
<source>Log To Debug Console</source>
<translation></translation>
</message>
<message>
<source>Show Fullscreen Status Indicators</source>
<translation></translation>
</message>
<message>
<source>Display FPS Limit</source>
<translation>FPS制限を表示</translation>
@ -2660,11 +2763,11 @@ Login token generated on %2.</source>
</message>
<message>
<source>Enable this option will ensure every frame the console renders is displayed to the screen, for optimal frame pacing. If you are having difficulties maintaining full speed, or are getting audio glitches, try disabling this option.</source>
<translation></translation>
<translation>&lt;br&gt;</translation>
</message>
<message>
<source>Changes the aspect ratio used to display the console&apos;s output to the screen. The default is Auto (Game Native) which automatically adjusts the aspect ratio to match how a game would be shown on a typical TV of the era.</source>
<translation>使[()]調</translation>
<translation>使[()]&lt;br&gt;調</translation>
</message>
<message>
<source>Basic</source>
@ -2676,7 +2779,7 @@ Login token generated on %2.</source>
</message>
<message>
<source>Enable this option to match DuckStation&apos;s refresh rate with your current monitor or screen. VSync is automatically disabled when it is not possible (e.g. running at non-100% speed).</source>
<translation>DuckStationの更新レートが現在のモニターまたは画面と一致します 100</translation>
<translation>DuckStationの更新レートが現在のモニターまたは画面と一致します &lt;br&gt;100</translation>
</message>
<message>
<source>VSync</source>
@ -2740,7 +2843,7 @@ Login token generated on %2.</source>
</message>
<message>
<source>Saves screenshots at internal render resolution and without postprocessing. If this option is disabled, the screenshots will be taken at the window&apos;s resolution. Internal resolution screenshots can be very large at high rendering scales.</source>
<translation></translation>
<translation>&lt;br&gt;</translation>
</message>
<message>
<source>Show Resolution</source>
@ -2768,7 +2871,7 @@ Login token generated on %2.</source>
</message>
<message>
<source>Downsamples the rendered image prior to displaying it. Can improve overall image quality in mixed 2D/3D games, but should be disabled for pure 3D games. Only applies to the hardware renderers.</source>
<translation>2D / 3Dゲームで 3Dゲームでは無効にする必要があります </translation>
<translation>2D / 3Dゲームで &lt;br&gt;3Dゲームでは無効にする必要があります </translation>
</message>
<message>
<source>Optimal Frame Pacing</source>
@ -2784,7 +2887,7 @@ Login token generated on %2.</source>
</message>
<message>
<source>Presents frames on a background thread when fast forwarding or vsync is disabled. This can measurably improve performance in the Vulkan renderer.</source>
<translation>Vulkanレンダラーのパフォーマンスを大幅に向上させることができます</translation>
<translation>&lt;br&gt;Vulkanレンダラーのパフォーマンスを大幅に向上させることができます</translation>
</message>
<message>
<source>Adapter</source>
@ -2872,7 +2975,7 @@ Login token generated on %2.</source>
</message>
<message>
<source>Uses a blit presentation model instead of flipping when using the Direct3D 11 renderer. This usually results in slower performance, but may be required for some streaming applications, or to uncap framerates on some systems.</source>
<translation>Direct3D 11使使</translation>
<translation>Direct3D 11使使&lt;br&gt;</translation>
</message>
<message>
<source>Shows the number of frames (or v-syncs) displayed per second by the system in the top-right corner of the display.</source>
@ -3029,12 +3132,11 @@ Login token generated on %2.</source>
</message>
<message>
<source>Sets the turbo speed. This speed will be used when the turbo hotkey is pressed/toggled. Turboing will take priority over fast forwarding if both hotkeys are pressed/toggled.</source>
<translation>
/</translation>
<translation> &lt;br&gt;/</translation>
</message>
<message>
<source>Adjusts the emulation speed so the console&apos;s refresh rate matches the host&apos;s refresh rate when both VSync and Audio Resampling settings are enabled. This results in the smoothest animations possible, at the cost of potentially increasing the emulation speed by less than 1%. Sync To Host Refresh Rate will not take effect if the console&apos;s refresh rate is too far from the host&apos;s refresh rate. Users with variable refresh rate displays should disable this option.</source>
<translation>VSyncとオーディオリサンプリングの両方の設定が有効になっている場合に調1[]</translation>
<translation>VSyncとオーディオリサンプリングの両方の設定が有効になっている場合に&lt;br&gt;調1&lt;br&gt;[]&lt;br&gt;</translation>
</message>
<message>
<source>Sets the target emulation speed. It is not guaranteed that this speed will be reached, and if not, the emulator will run as fast as it can manage.</source>
@ -3085,7 +3187,7 @@ Login token generated on %2.</source>
</message>
<message>
<source>Uses multisample antialiasing for rendering 3D objects. Can smooth out jagged edges on polygons at a lower cost to performance compared to increasing the resolution scale, but may be more likely to cause rendering errors in some games. Only applies to the hardware backends.</source>
<translation>3Dオブジェクトのレンダリングにマルチサンプルアンチエイリアスを使用します</translation>
<translation>3Dオブジェクトのレンダリングにマルチサンプルアンチエイリアスを使用します&lt;br&gt;</translation>
</message>
<message>
<source>Reduces &quot;wobbly&quot; polygons and &quot;warping&quot; textures that are common in PS1 games. &lt;br&gt;Only works with the hardware renderers. &lt;b&gt;&lt;u&gt;May not be compatible with all games.&lt;/u&gt;&lt;/b&gt;</source>
@ -3145,7 +3247,7 @@ Login token generated on %2.</source>
</message>
<message>
<source>Uses PGXP for all instructions, not just memory operations. Required for PGXP to correct wobble in some games, but has a very high performance cost.</source>
<translation>PGXPを使用しますPGXPがぐらつきを修正するために必要ですが</translation>
<translation>PGXPを使用しますPGXPがぐらつきを修正するために必要ですが&lt;br&gt;()</translation>
</message>
<message>
<source>Disable Interlacing (force progressive render/scan)</source>
@ -3181,7 +3283,7 @@ Login token generated on %2.</source>
</message>
<message>
<source>Attempts to reduce polygon Z-fighting by testing pixels against the depth values from PGXP. Low compatibility, but can work well in some games. Other games may need a threshold adjustment.</source>
<translation>PGXPからの深度値に対してピクセルをテストすることによりZファイティングを削減しようとします調</translation>
<translation>PGXPからの深度値に対してピクセルをテストすることによりZファイティングを削減しようとします&lt;br&gt;調</translation>
</message>
<message>
<source>Smooths out blockyness between colour transitions in 24-bit content, usually FMVs. Only applies to the hardware renderers.</source>
@ -3241,7 +3343,7 @@ Login token generated on %2.</source>
</message>
<message>
<source>Forces the precision of colours output to the console&apos;s framebuffer to use the full 8 bits of precision per channel. This produces nicer looking gradients at the cost of making some colours look slightly different. Disabling the option also enables dithering, which makes the transition between colours less sharp by applying a pattern around those pixels. Most games are compatible with this option, but there is a number which aren&apos;t and will have broken effects with it enabled. Only applies to the hardware renderers.</source>
<translation>8使</translation>
<translation>8使&lt;br&gt;&lt;br&gt;&lt;br&gt;</translation>
</message>
<message>
<source>Smooths out the blockyness of magnified textures on 3D object by using filtering. &lt;br&gt;Will have a greater effect on higher resolution scales. Only applies to the hardware renderers.</source>
@ -3308,7 +3410,7 @@ Login token generated on %2.</source>
</message>
<message>
<source>When enabled, per-game settings will be applied, and incompatible enhancements will be disabled. You should leave this option enabled except when testing enhancements with incompatible games.</source>
<translation></translation>
<translation>&lt;br&gt;</translation>
</message>
<message>
<source>Miscellaneous</source>
@ -3344,7 +3446,7 @@ Login token generated on %2.</source>
</message>
<message>
<source>Renders the display of the simulated console to the main window of the application, over the game list. If unchecked, the display will render in a separate window.</source>
<translation></translation>
<translation>&lt;br&gt;</translation>
</message>
<message>
<source>Pauses the emulator when a game is started.</source>
@ -3380,7 +3482,7 @@ Login token generated on %2.</source>
</message>
<message>
<source>When enabled, memory cards and controllers will be overwritten when save states are loaded. This can result in lost saves, and controller type mismatches. For deterministic save states, enable this option, otherwise leave disabled.</source>
<translation></translation>
<translation>&lt;br&gt;</translation>
</message>
<message>
<source>Confirm Power Off</source>
@ -4778,7 +4880,7 @@ URLは次のとおりです : %1</translation>
</message>
<message>
<source>&lt;strong&gt;Controller Settings&lt;/strong&gt;&lt;hr&gt;This page lets you choose the type of controller you wish to simulate for the console, and rebind the keys or host game controller buttons to your choosing. Clicking a binding will start a countdown, in which case you should press the key or controller button/axis you wish to bind. (For rumble, press any button/axis on the controller you wish to send rumble to.) If no button is pressed and the timer lapses, the binding will be unchanged. To clear a binding, right-click the button. To bind multiple buttons, hold Shift and click the button.</source>
<translation>&lt;strong&gt;&lt;/strong&gt;&lt;hr&gt;/ /Shift</translation>
<translation>&lt;strong&gt;&lt;/strong&gt;&lt;hr&gt;&lt;br&gt;/ &lt;br&gt;/&lt;br&gt;Shift</translation>
</message>
<message>
<source>&lt;strong&gt;Audio Settings&lt;/strong&gt;&lt;hr&gt;These options control the audio output of the console. Mouse over an option for additional information.</source>
@ -4798,7 +4900,7 @@ URLは次のとおりです : %1</translation>
</message>
<message>
<source>&lt;strong&gt;Hotkey Settings&lt;/strong&gt;&lt;hr&gt;Binding a hotkey allows you to trigger events such as a resetting or taking screenshots at the press of a key/controller button. Hotkey titles are self-explanatory. Clicking a binding will start a countdown, in which case you should press the key or controller button/axis you wish to bind. If no button is pressed and the timer lapses, the binding will be unchanged. To clear a binding, right-click the button. To bind multiple buttons, hold Shift and click the button.</source>
<translation>&lt;strong&gt;&lt;/strong&gt;&lt;hr&gt;//Shift</translation>
<translation>&lt;strong&gt;&lt;/strong&gt;&lt;hr&gt;/&lt;br&gt;/&lt;br&gt;&lt;br&gt;Shift</translation>
</message>
<message>
<source>&lt;strong&gt;Advanced Settings&lt;/strong&gt;&lt;hr&gt;These options control logging and internal behavior of the emulator. Mouse over an option for additional information.</source>
@ -4846,7 +4948,7 @@ URLは次のとおりです : %1</translation>
</message>
<message>
<source>&lt;strong&gt;Game List Settings&lt;/strong&gt;&lt;hr&gt;The list above shows the directories which will be searched by DuckStation to populate the game list. Search directories can be added, removed, and switched to recursive/non-recursive.</source>
<translation>&lt;strong&gt;&lt;/strong&gt;&lt;hr&gt;DuckStation/</translation>
<translation>&lt;strong&gt;&lt;/strong&gt;&lt;hr&gt;DuckStation&lt;br&gt;/</translation>
</message>
<message>
<source>Memory Card Settings</source>
@ -5250,6 +5352,10 @@ SBIファイルを追加する方法については、READMEを確認してく
<source>Save To Selected Slot</source>
<translation></translation>
</message>
<message>
<source>Toggle Widescreen</source>
<translation></translation>
</message>
<message>
<source>Toggle Cheats</source>
<translation>/</translation>
@ -5305,89 +5411,6 @@ SBIファイルを追加する方法については、READMEを確認してく
<translation>%1 </translation>
</message>
</context>
<context>
<name>ControllerSettingsWidget</name>
<message>
<source>Rebind All</source>
<translation></translation>
</message>
<message>
<source>Error</source>
<translation></translation>
</message>
<message>
<source>Save Profile</source>
<translation></translation>
</message>
<message>
<source>Load Profile</source>
<translation></translation>
</message>
<message>
<source>Select path to input profile ini</source>
<translation>iniを入力するためのパスを選択します</translation>
</message>
<message>
<source>Are you sure you want to clear all bound controls? This can not be reversed.</source>
<translation></translation>
</message>
<message>
<source>No name entered, input profile was not saved.</source>
<translation></translation>
</message>
<message>
<source>New...</source>
<translation>...</translation>
</message>
<message>
<source>Rumble</source>
<translation></translation>
</message>
<message>
<source>Browse...</source>
<translation>...</translation>
</message>
<message>
<source>No path selected, input profile was not saved.</source>
<translation></translation>
</message>
<message>
<source>Enter Input Profile Name</source>
<translation></translation>
</message>
<message>
<source>Port %1</source>
<translation> %1</translation>
</message>
<message>
<source>Select File</source>
<translation></translation>
</message>
<message>
<source>Clear All</source>
<translation></translation>
</message>
<message>
<source>Axis Bindings:</source>
<translation>Axis軸割当 :</translation>
</message>
<message>
<source>Are you sure you want to rebind all controls? All currently-bound controls will be irreversibly cleared. Rebinding will begin after confirmation.</source>
<translation></translation>
</message>
<message>
<source>Clear Bindings</source>
<translation></translation>
</message>
<message>
<source>Controller Type:</source>
<translation> :</translation>
</message>
<message>
<source>Button Bindings:</source>
<translation></translation>
</message>
</context>
<context>
<name>DebuggerCodeModel</name>
<message>
@ -5791,11 +5814,11 @@ Achievements:%5 (%6 点)
</message>
<message>
<source>When using a multi-disc format (m3u/pbp) and per-game (title) memory cards, a single memory card will be used for all discs. If unchecked, a separate card will be used for each disc.</source>
<translation>m3u / pbp使1使使</translation>
<translation>m3u / pbp使1使&lt;br&gt;使</translation>
</message>
<message>
<source>If one of the &quot;separate card per game&quot; memory card types is chosen, these memory cards will be saved to the memory cards directory.</source>
<translation>&quot;&quot;&#x3000;</translation>
<translation>&quot;&quot;&#x3000;&lt;br&gt;</translation>
</message>
<message>
<source>Shared Memory Card Path:</source>
@ -5807,7 +5830,7 @@ Achievements:%5 (%6 点)
</message>
<message>
<source>The memory card editor enables you to move saves between cards, as well as import cards of other formats.</source>
<translation>使</translation>
<translation>使&lt;br&gt;</translation>
</message>
<message>
<source>When using a playlist (m3u) and per-game (title) memory cards, a single memory card will be used for all discs. If unchecked, a separate card will be used for each disc.</source>