From ca436af2e8b6ac27f47f50fe2e110677bb23a913 Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Fri, 13 Dec 2024 18:41:49 +0100 Subject: [PATCH 001/284] Updated the Linux AppData file for the 3.1.1 release --- es-app/assets/org.es_de.frontend.appdata.xml | 3 +++ 1 file changed, 3 insertions(+) diff --git a/es-app/assets/org.es_de.frontend.appdata.xml b/es-app/assets/org.es_de.frontend.appdata.xml index 323f4ca7b..2b96abcc3 100644 --- a/es-app/assets/org.es_de.frontend.appdata.xml +++ b/es-app/assets/org.es_de.frontend.appdata.xml @@ -38,6 +38,9 @@ + + https://gitlab.com/es-de/emulationstation-de/-/releases + https://gitlab.com/es-de/emulationstation-de/-/releases From 22d006df87fb6579b5e79d45e18e18701ca76be7 Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Fri, 13 Dec 2024 19:15:35 +0100 Subject: [PATCH 002/284] Updated latest_release.json for the 3.1.1 release --- latest_release.json | 38 +++++++++++++++++++------------------- 1 file changed, 19 insertions(+), 19 deletions(-) diff --git a/latest_release.json b/latest_release.json index e23c7da04..aa4b61b91 100644 --- a/latest_release.json +++ b/latest_release.json @@ -3,53 +3,53 @@ "website": "https://es-de.org/", "repository": "https://gitlab.com/es-de/", "stable": { - "version": "3.1.0", - "release": "45", - "date": "2024-09-13", + "version": "3.1.1", + "release": "46", + "date": "2024-12-13", "androidVersionName": "3.1.0-32", "androidVersionCode": "32", "androidDate": "2024-09-13", "packages": [ { "name": "WindowsPortable", - "filename": "ES-DE_3.1.0-x64_Portable.zip", - "url": "https://gitlab.com/es-de/emulationstation-de/-/package_files/147580913/download", - "md5": "6b783a9dc0faa6f8758b44b11d9d8172", + "filename": "ES-DE_3.1.1-x64_Portable.zip", + "url": "https://gitlab.com/es-de/emulationstation-de/-/package_files/164503025/download", + "md5": "d9691d835cfb756924b2e69b12ecb057", "message": "" }, { "name": "WindowsInstaller", - "filename": "ES-DE_3.1.0-x64.exe", - "url": "https://gitlab.com/es-de/emulationstation-de/-/package_files/147580880/download", - "md5": "9d93ca3690545c897cf01be2d3baedbf", + "filename": "ES-DE_3.1.1-x64.exe", + "url": "https://gitlab.com/es-de/emulationstation-de/-/package_files/164503021/download", + "md5": "011cb35c82bd83764b474f4f7e137899", "message": "" }, { "name": "macOSApple", - "filename": "ES-DE_3.1.0-arm64.dmg", - "url": "https://gitlab.com/es-de/emulationstation-de/-/package_files/147580748/download", - "md5": "73f04ffcc03df795d2203e923ac34676", + "filename": "ES-DE_3.1.1-arm64.dmg", + "url": "https://gitlab.com/es-de/emulationstation-de/-/package_files/164660508/download", + "md5": "aebc701d14c192abc104c623e18c2c16", "message": "" }, { "name": "macOSIntel", - "filename": "ES-DE_3.1.0-x64.dmg", - "url": "https://gitlab.com/es-de/emulationstation-de/-/package_files/147580830/download", - "md5": "1ce95cefa0bca07f7d75d6268241d68e", + "filename": "ES-DE_3.1.1-x64.dmg", + "url": "https://gitlab.com/es-de/emulationstation-de/-/package_files/164660577/download", + "md5": "675db8eb63e8a7ee604fa6c9ea05169d", "message": "" }, { "name": "LinuxAppImage", "filename": "ES-DE_x64.AppImage", - "url": "https://gitlab.com/es-de/emulationstation-de/-/package_files/147580930/download", - "md5": "d5a364dadf97bd1bf4dcca0acc4533cc", + "url": "https://gitlab.com/es-de/emulationstation-de/-/package_files/164503027/download", + "md5": "dcdf3c45397ea9652fe5a781843d3a5d", "message": "" }, { "name": "LinuxSteamDeckAppImage", "filename": "ES-DE_x64_SteamDeck.AppImage", - "url": "https://gitlab.com/es-de/emulationstation-de/-/package_files/147580945/download", - "md5": "3496c8bf13b5962a64dd311ddf01d286", + "url": "https://gitlab.com/es-de/emulationstation-de/-/package_files/164503028/download", + "md5": "51297596bb9a6a90a87dcbbcb9fc49bf", "message": "" } ] From cf9b8e06125857b12a36f65ebdb6eaef0ab8353a Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Fri, 13 Dec 2024 20:13:39 +0100 Subject: [PATCH 003/284] Updated latest_release.json for the Android 3.1.1-39 release --- latest_release.json | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) diff --git a/latest_release.json b/latest_release.json index aa4b61b91..0b2f9e03c 100644 --- a/latest_release.json +++ b/latest_release.json @@ -6,9 +6,9 @@ "version": "3.1.1", "release": "46", "date": "2024-12-13", - "androidVersionName": "3.1.0-32", - "androidVersionCode": "32", - "androidDate": "2024-09-13", + "androidVersionName": "3.1.1-39", + "androidVersionCode": "39", + "androidDate": "2024-12-13", "packages": [ { "name": "WindowsPortable", From 1e411423c6bac3fdbc6f7e6ad45e43d78144d632 Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Sat, 14 Dec 2024 11:41:02 +0100 Subject: [PATCH 004/284] Documentation update --- USERGUIDE-DEV.md | 13 ++++++++++++- USERGUIDE.md | 13 ++++++++++++- 2 files changed, 24 insertions(+), 2 deletions(-) diff --git a/USERGUIDE-DEV.md b/USERGUIDE-DEV.md index 899fd472f..6f63c19d1 100644 --- a/USERGUIDE-DEV.md +++ b/USERGUIDE-DEV.md @@ -120,6 +120,8 @@ _This is the dialog shown if no game files were found. It lets you configure the ## Upgrading to a newer release +**Linux, macOS and Windows** + **Note:** Before upgrading ES-DE, make sure that you have not made any system customizations anywhere in the installation directory structure as these files will be overwritten during the upgrade process. All customizations should go into ~/ES-DE/custom_systems/ as described elsewhere in this guide. None of the upgrade methods mentioned below will ever touch any files inside your ES-DE directory tree. There is a built-in application updater that can automatically upgrade the Linux AppImages, and for Windows and macOS there is support for downloading the packages directly inside ES-DE. Just be aware that these will need to be manually installed. Using the application updater is straightforward, just follow the on-screen instructions. For the AppImage releases the old file is retained by renaming it, adding its version to the filename followed by the .OLD extension, for example `ES-DE_x64_SteamDeck.AppImage_3.0.0.OLD` @@ -128,7 +130,16 @@ Note that the updater will keep whatever filename you had for your running AppIm On Windows and macOS you can specify to which directory you want to save the downloaded file. The default is `C:\Users\myusername\Downloads` on Windows and `/Users/myusername/Downloads` on macOS. -On Android the update process differs depending on whether you have the Patreon release or a release from either the Samsung Galaxy Store or Huawei AppGallery. For the store versions you simply update via the store app. For the Patreon release you'll get an email (sent to the address you used when buying ES-DE there) whenever there is a new version. For all Android releases, unless you have modifed the option _Check for application updates_ you'll see a popup on application startup whenever there's a new release available. +**Android** + +On Android the update process differs depending on whether you have the Patreon release or a release from either the Samsung Galaxy Store or Huawei AppGallery. For the store versions you simply update via the store app. For the Patreon release you'll get an email (sent to the address you used on Patreon) whenever there is a new version. This email contains a download link to the latest APK, and to apply the update you simply run this APK file. This is a safe operation that will not change or remove any of your data such as settings, scraped media etc. + +Also for the Patreon release you'll see a popup on application startup whenever there's a new version available, unless you have modifed the option _Check for application updates_ in the _Other settings_ menu. Note that such notifications are not shown for the Galaxy Store and AppGallery releases as those store apps have their built-in update notifications. + +For the Patreon release you can also resend the latest update email to yourself using the self-service resend tool:\ +https://resend.es-de.org + +**After the upgrade** Regardless of package format and operating system it's a good idea to update the ROM directory tree after upgrading to a new version. It's possible that the new ES-DE release adds support for more systems and emulators compared to the version you previously had installed. The easiest way to do this is via the _Create/update system directories_ entry in the _Utilities_ menu. Alternatively the _--create-system-dirs_ command line option can be used. Both methods work identically and will create any missing system directories and also update the systems.txt and systeminfo.txt files. This is a safe operation as it will not overwrite or delete your game files. diff --git a/USERGUIDE.md b/USERGUIDE.md index 41fde7ce2..888c7b36c 100644 --- a/USERGUIDE.md +++ b/USERGUIDE.md @@ -118,6 +118,8 @@ _This is the dialog shown if no game files were found. It lets you configure the ## Upgrading to a newer release +**Linux, macOS and Windows** + **Note:** Before upgrading ES-DE, make sure that you have not made any system customizations anywhere in the installation directory structure as these files will be overwritten during the upgrade process. All customizations should go into ~/ES-DE/custom_systems/ as described elsewhere in this guide. None of the upgrade methods mentioned below will ever touch any files inside your ES-DE directory tree. There is a built-in application updater that can automatically upgrade the Linux AppImages, and for Windows and macOS there is support for downloading the packages directly inside ES-DE. Just be aware that these will need to be manually installed. Using the application updater is straightforward, just follow the on-screen instructions. For the AppImage releases the old file is retained by renaming it, adding its version to the filename followed by the .OLD extension, for example `ES-DE_x64_SteamDeck.AppImage_3.0.0.OLD` @@ -126,7 +128,16 @@ Note that the updater will keep whatever filename you had for your running AppIm On Windows and macOS you can specify to which directory you want to save the downloaded file. The default is `C:\Users\myusername\Downloads` on Windows and `/Users/myusername/Downloads` on macOS. -On Android the update process differs depending on whether you have the Patreon release or a release from either the Samsung Galaxy Store or Huawei AppGallery. For the store versions you simply update via the store app. For the Patreon release you'll get an email (sent to the address you used when buying ES-DE there) whenever there is a new version. For all Android releases, unless you have modifed the option _Check for application updates_ you'll see a popup on application startup whenever there's a new release available. +**Android** + +On Android the update process differs depending on whether you have the Patreon release or a release from either the Samsung Galaxy Store or Huawei AppGallery. For the store versions you simply update via the store app. For the Patreon release you'll get an email (sent to the address you used on Patreon) whenever there is a new version. This email contains a download link to the latest APK, and to apply the update you simply run this APK file. This is a safe operation that will not change or remove any of your data such as settings, scraped media etc. + +Also for the Patreon release you'll see a popup on application startup whenever there's a new version available, unless you have modifed the option _Check for application updates_ in the _Other settings_ menu. Note that such notifications are not shown for the Galaxy Store and AppGallery releases as those store apps have their built-in update notifications. + +For the Patreon release you can also resend the latest update email to yourself using the self-service resend tool:\ +https://resend.es-de.org + +**After the upgrade** Regardless of package format and operating system it's a good idea to update the ROM directory tree after upgrading to a new version. It's possible that the new ES-DE release adds support for more systems and emulators compared to the version you previously had installed. The easiest way to do this is via the _Create/update system directories_ entry in the _Utilities_ menu. Alternatively the _--create-system-dirs_ command line option can be used. Both methods work identically and will create any missing system directories and also update the systems.txt and systeminfo.txt files. This is a safe operation as it will not overwrite or delete your game files. From b09ad1032c89255d351344389b63fa1771c45582 Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Mon, 16 Dec 2024 20:02:50 +0100 Subject: [PATCH 005/284] (Haiku) Updated the recipe for the 3.1.1 release --- es-app/assets/{es_de-3.1.0.recipe => es_de-3.1.1.recipe} | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) rename es-app/assets/{es_de-3.1.0.recipe => es_de-3.1.1.recipe} (95%) diff --git a/es-app/assets/es_de-3.1.0.recipe b/es-app/assets/es_de-3.1.1.recipe similarity index 95% rename from es-app/assets/es_de-3.1.0.recipe rename to es-app/assets/es_de-3.1.1.recipe index 293ff87ed..68a09db19 100644 --- a/es-app/assets/es_de-3.1.0.recipe +++ b/es-app/assets/es_de-3.1.1.recipe @@ -6,9 +6,9 @@ HOMEPAGE="https://es-de.org" COPYRIGHT="2024 Northwestern Software AB" LICENSE="MIT" REVISION="1" -srcGitRev="842c9966eb73efb3436a4df2dfdd66063ce7361c" +srcGitRev="a59b8016be3ccaab0a678a552128d06b32e7dc01" SOURCE_URI="https://gitlab.com/es-de/emulationstation-de/-/archive/$srcGitRev/emulationstation-de-$srcGitRev.tar.gz" -CHECKSUM_SHA256="52c820beddba7e08014f589120c087d6b84b79a88b6213bf13a4e025fd728285" +CHECKSUM_SHA256="492abe6b9e32158a177acf42ce212f15775eeb7f7f6171cd2ffd5c2c6c7686b4" SOURCE_FILENAME="emulationstation-de-$portVersion-$srcGitRev.tar.gz" SOURCE_DIR="emulationstation-de-$srcGitRev" ADDITIONAL_FILES="es-de.rdef.in" From f1c37f43d1eeaa5d500a0f38223699f97f903b46 Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Mon, 16 Dec 2024 20:35:56 +0100 Subject: [PATCH 006/284] Bumped the version to 3.2.0-alpha --- CMakeLists.txt | 2 +- es-app/assets/ES-DE_Info.plist | 8 ++++---- es-app/assets/Windows_Portable_README.txt | 2 +- es-app/assets/es-de.6.gz | Bin 1041 -> 1045 bytes es-core/src/ApplicationVersion.h | 10 +++++----- 5 files changed, 11 insertions(+), 11 deletions(-) diff --git a/CMakeLists.txt b/CMakeLists.txt index eff24b424..bdffd0707 100644 --- a/CMakeLists.txt +++ b/CMakeLists.txt @@ -19,7 +19,7 @@ endif() project(es-de) # Application version, update this when making a new release. -set(ES_VERSION 3.1.1) +set(ES_VERSION 3.2.0-alpha) # Set this to ON to show verbose compiler output (e.g. compiler flags, include directories etc.) set(CMAKE_VERBOSE_MAKEFILE OFF CACHE BOOL "Show verbose compiler output" FORCE) diff --git a/es-app/assets/ES-DE_Info.plist b/es-app/assets/ES-DE_Info.plist index 672b1451b..51f704ad8 100644 --- a/es-app/assets/ES-DE_Info.plist +++ b/es-app/assets/ES-DE_Info.plist @@ -3,7 +3,7 @@ CFBundleIdentifier - 3.1.1 + 3.2.0-alpha CFBundleDevelopmentRegion English CFBundleDisplayName @@ -11,7 +11,7 @@ CFBundleExecutable ES-DE CFBundleGetInfoString - ES-DE 3.1.1 + ES-DE 3.2.0 CFBundleIconFile ES-DE.icns CFBundleName @@ -21,9 +21,9 @@ CFBundleSignature ESDE CFBundleShortVersionString - 3.1.1 + 3.2.0-alpha CFBundleVersion - 3.1.1 + 3.2.0-alpha CFBundleInfoDictionaryVersion 6.0 LSApplicationCategoryType diff --git a/es-app/assets/Windows_Portable_README.txt b/es-app/assets/Windows_Portable_README.txt index 35926622e..ee48a537e 100644 --- a/es-app/assets/Windows_Portable_README.txt +++ b/es-app/assets/Windows_Portable_README.txt @@ -2,7 +2,7 @@ ES-DE Frontend - Portable installation on Windows ------------------------------------------------- ES-DE release: -3.1.1 +3.2.0-alpha The latest version can be downloaded from https://es-de.org diff --git a/es-app/assets/es-de.6.gz b/es-app/assets/es-de.6.gz index 7d32d56a4ce293fbf3e409f6c147c0355fd73883..da6f89df6e56604c81690c1927b6b6de3235ab88 100644 GIT binary patch literal 1045 zcmV+w1nT=AiwFqfJYZ)617&k9WMwWk0G(A^kK#5Ie)q39<)w^70>h5F-Bq;`yD%Np zVL*gkX*J=&Bo490u~XaOvcJB^HWZk$^U#NYd@i5QoJ)=V-@Ez4oGhmwi9Ur`CS@!f~`T}IR7}sJ((&BR(rBTie z`s^_xc)kUz;BHBVLDsF5UG16yt}d!T0*Y`M(U_P^j-S!96+ z?{(k!LYc(CcDiOEL>8;00VQ8@5`g zEppG6NYFzgep0WE*~{$OC5uK&_?Dm+f*hsL&RIc`5AF&jZ_a@#xk%`+G15OpK~-SEyrKMsW}z_>)dy7AdeDk;3OFg z;L^-pgW1xRU^yD^y!GxJRw`^FR>PDCNrp=PicBcg7Au8uc*U`Ed7~Yqu~gfpeht#p zx#K{Tl`MNXVfmvUuJc9*WAg^2n>oRaO(P|Rn;DY4@ET}iRfQOtA4)Kc>a6U5v%z-K zJWT1)Io?&`9F(smmiG)CVaHzP(>-^Cf(vFYsE$=hqmt*jBcoUQuw1c%H2C=CQ7Dl! 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This ID can be found inside the Vita3K Game launching and scraping should now work fine in ES-DE. +To simplify the setup described above there is a convenient archive of .psvita files available that covers most of the game library for this console. It can be downloaded from here:\ +https://github.com/Jetup13/Retroid-Pocket-5-Wiki/wiki/Emulators-and-Formats#vita3k-frontend-support + +Just extract the corresponding file for any game you have installed in Vita3K and place it in ~/ROMs/psvita and you're good to go. + ### Steam These games can easily be added to ES-DE using shortcuts, just be aware that this requires that the games have been installed locally. diff --git a/USERGUIDE.md b/USERGUIDE.md index 888c7b36c..15aed84fe 100644 --- a/USERGUIDE.md +++ b/USERGUIDE.md @@ -2515,6 +2515,11 @@ Then add the game Title ID to this file. This ID can be found inside the Vita3K Game launching and scraping should now work fine in ES-DE. +To simplify the setup described above there is a convenient archive of .psvita files available that covers most of the game library for this console. It can be downloaded from here:\ +https://github.com/Jetup13/Retroid-Pocket-5-Wiki/wiki/Emulators-and-Formats#vita3k-frontend-support + +Just extract the corresponding file for any game you have installed in Vita3K and place it in ~/ROMs/psvita and you're good to go. + ### Steam These games can easily be added to ES-DE using shortcuts, just be aware that this requires that the games have been installed locally. From cd1fc5f37cae8b1c31a0ceb700845217898e1f38 Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Tue, 17 Dec 2024 18:30:42 +0100 Subject: [PATCH 009/284] Added support for the zh_TW locale --- es-app/src/guis/GuiMenu.cpp | 1 + es-core/src/ThemeData.cpp | 3 +- es-core/src/utils/LocalizationUtil.cpp | 3 +- locale/languages | 1 + locale/po/zh_TW.po | 2809 ++++++++++++++++++++++++ 5 files changed, 2815 insertions(+), 2 deletions(-) create mode 100644 locale/po/zh_TW.po diff --git a/es-app/src/guis/GuiMenu.cpp b/es-app/src/guis/GuiMenu.cpp index 923eb8a06..db5e89b5b 100644 --- a/es-app/src/guis/GuiMenu.cpp +++ b/es-app/src/guis/GuiMenu.cpp @@ -579,6 +579,7 @@ void GuiMenu::openUIOptions() applicationLanguage->add("日本語", "ja_JP", selectedApplicationLanguage == "ja_JP"); applicationLanguage->add("한국어", "ko_KR", selectedApplicationLanguage == "ko_KR"); applicationLanguage->add("简体中文", "zh_CN", selectedApplicationLanguage == "zh_CN"); + applicationLanguage->add("繁體中文", "zh_TW", selectedApplicationLanguage == "zh_TW"); // If there are no objects returned, then there must be a manually modified entry in the // configuration file. Simply set the application langauge to "automatic" in this case. if (applicationLanguage->getSelectedObjects().size() == 0) diff --git a/es-core/src/ThemeData.cpp b/es-core/src/ThemeData.cpp index 4c19927e9..a6dd56e8e 100644 --- a/es-core/src/ThemeData.cpp +++ b/es-core/src/ThemeData.cpp @@ -119,7 +119,8 @@ std::vector> ThemeData::sSupportedLanguages {"sv_SE", "SVENSKA"}, {"ja_JP", "日本語"}, {"ko_KR", "한국어"}, - {"zh_CN", "简体中文"}}; + {"zh_CN", "简体中文"}, + {"zh_TW", "繁體中文"}}; std::map> ThemeData::sPropertyAttributeMap // The data type is defined by the parent property. diff --git a/es-core/src/utils/LocalizationUtil.cpp b/es-core/src/utils/LocalizationUtil.cpp index 95f04c4a9..f986edb17 100644 --- a/es-core/src/utils/LocalizationUtil.cpp +++ b/es-core/src/utils/LocalizationUtil.cpp @@ -44,7 +44,8 @@ namespace Utils {{"sv"}, {"SE"}}, {{"ja"}, {"JP"}}, {{"ko"}, {"KR"}}, - {{"zh"}, {"CN"}}}; + {{"zh"}, {"CN"}}, + {{"zh"}, {"TW"}}}; // clang-format on std::string sCurrentLocale {"en_US"}; diff --git a/locale/languages b/locale/languages index b33924d36..28b693250 100644 --- a/locale/languages +++ b/locale/languages @@ -14,3 +14,4 @@ sv_SE ja_JP ko_KR zh_CN +zh_TW diff --git a/locale/po/zh_TW.po b/locale/po/zh_TW.po new file mode 100644 index 000000000..aa4d7f8d8 --- /dev/null +++ b/locale/po/zh_TW.po @@ -0,0 +1,2809 @@ +# ES-DE Frontend translation strings. +# Copyright (c) 2024-2025 Northwestern Software AB +# This file is distributed under the same license as the ES-DE Frontend package. +# Northwestern Software , 2024-2025. +# +msgid "" +msgstr "" +"Project-Id-Version: ES-DE Frontend\n" +"Report-Msgid-Bugs-To: info@es-de.org\n" +"POT-Creation-Date: 2024-11-24 17:33+0100\n" +"PO-Revision-Date: 2024-11-26 15:50+0800\n" +"Last-Translator: Northwestern Software \n" +"Language-Team: 繁體中文 \n" +"Language: zh_TW\n" +"MIME-Version: 1.0\n" +"Content-Type: text/plain; charset=UTF-8\n" +"Content-Transfer-Encoding: 8bit\n" +"Plural-Forms: nplurals=1; plural=0;\n" +"X-Generator: Poedit 3.4.2\n" + +msgid "Network error (status:" +msgstr "網路錯誤(狀態:" + +msgid "New prerelease available:" +msgstr "有新預釋出版本:" + +msgid "New release available:" +msgstr "新版本釋出:" + +msgid "For more information visit" +msgstr "更多資訊請訪問" + +msgid "all games" +msgstr "所有遊戲" + +msgid "last played" +msgstr "最後遊玩的遊戲" + +msgid "favorites" +msgstr "喜愛" + +msgid "collections" +msgstr "收藏" + +#, c-format +msgid "DISABLED '%s' IN '%s'" +msgstr "已禁用'%s'中的'%s'" + +#, c-format +msgid "EDITING '%s' COLLECTION, ADD/REMOVE GAMES WITH %s" +msgstr "編輯 '%s' 收藏,新增/刪除 %s 遊戲" + +#, c-format +msgid "FINISHED EDITING '%s' COLLECTION" +msgstr "'%s' 收藏已完成編輯" + +msgid "Favorites" +msgstr "喜愛" + +#, c-format +msgid "ADDED '%s' TO '%s'" +msgstr "已將'%s'新增到'%s'" + +#, c-format +msgid "REMOVED '%s' FROM '%s'" +msgstr "已將 '%s' 從 '%s' 中移除" + +msgid "This collection is empty" +msgstr "此收藏為空" + +#, c-format +msgctxt "theme" +msgid "This collection contains 1 game: '%s [%s]'" +msgstr "該收藏包含 1 個遊戲:'%s [%s]'" + +#, c-format +msgctxt "theme" +msgid "This collection contains 2 games: '%s [%s]' and '%s [%s]'" +msgstr "該收藏包含 2 個遊戲:'%s [%s]' and '%s [%s]'" + +#, c-format +msgctxt "theme" +msgid "This collection contains 3 games: '%s [%s]', '%s [%s]' and '%s [%s]'" +msgstr "該收藏包含 3 個遊戲:'%s [%s]', '%s [%s]' and '%s [%s]'" + +#, c-format +msgctxt "theme" +msgid "" +"This collection contains %i games: '%s [%s]', '%s [%s]' and '%s [%s]', among " +"others" +msgid_plural "" +"This collection contains %i games: '%s [%s]', '%s [%s]' and '%s [%s]', among " +"others" +msgstr[0] "該收藏包含 %i 個遊戲:'%s [%s]', '%s [%s]'和'%s [%s]'等" + +#, c-format +msgctxt "theme" +msgid "This collection contains 1 game: '%s'" +msgstr "該收藏包含 1 個遊戲:'%s'" + +#, c-format +msgctxt "theme" +msgid "This collection contains 2 games: '%s' and '%s'" +msgstr "該收藏包含 2 個遊戲:'%s' 和 '%s'" + +#, c-format +msgctxt "theme" +msgid "This collection contains 3 games: '%s', '%s' and '%s'" +msgstr "該收藏包含 3 個遊戲: '%s', '%s' 和 '%s'" + +#, c-format +msgctxt "theme" +msgid "This collection contains %i games: '%s', '%s' and '%s', among others" +msgid_plural "" +"This collection contains %i games: '%s', '%s' and '%s', among others" +msgstr[0] "該收藏包含 %i 個遊戲: '%s', '%s' 和 '%s'等" + +#, c-format +msgctxt "theme" +msgid "'%s' is filtered so there may be more games available" +msgstr "'%s' 個遊戲被篩選,現新增了更多可遊玩的遊戲" + +#, c-format +msgid "DELETED COLLECTION '%s'" +msgstr "已刪除收藏'%s'" + +#, c-format +msgid "ERROR: MISSING PRE-COMMAND FIND RULES CONFIGURATION FOR '%s'" +msgstr "錯誤:缺少'%s'的預命令查詢規則配置" + +msgid "ERROR: COULDN'T FIND PRE-COMMAND, HAS IT BEEN PROPERLY INSTALLED?" +msgstr "錯誤:找不到預命令,它是否已正確安裝?" + +#, c-format +msgid "ERROR: COULDN'T FIND PRE-COMMAND '%s', HAS IT BEEN PROPERLY INSTALLED?" +msgstr "錯誤:無法找到預命令'%s',它是否已正確安裝?" + +#, c-format +msgid "ERROR: MISSING EMULATOR FIND RULES CONFIGURATION FOR '%s'" +msgstr "錯誤:缺少模擬器查詢'%s'的規則配置" + +msgid "ERROR: COULDN'T FIND APP, HAS IT BEEN PROPERLY INSTALLED?" +msgstr "錯誤:找不到應用程式,它是否已正確安裝?" + +#, c-format +msgid "ERROR: COULDN'T FIND APP '%s', HAS IT BEEN PROPERLY INSTALLED?" +msgstr "錯誤:找不到應用程式'%s',它是否已正確安裝?" + +msgid "ERROR: COULDN'T FIND EMULATOR, HAS IT BEEN PROPERLY INSTALLED?" +msgstr "錯誤:找不到模擬器,是否已正確安裝?" + +#, c-format +msgid "ERROR: COULDN'T FIND EMULATOR '%s', HAS IT BEEN PROPERLY INSTALLED?" +msgstr "錯誤:無法找到模擬器'%s',它是否已正確安裝?" + +#, c-format +msgid "ERROR: COULDN'T FIND EMULATOR CORE FILE '%s'" +msgstr "錯誤:無法找到模擬器核心檔案'%s'" + +msgid "ERROR: INVALID ENTRY IN SYSTEMS CONFIGURATION FILE" +msgstr "錯誤:系統配置檔案中的條目無效" + +#, c-format +msgid "ERROR: MISSING CORE CONFIGURATION FOR '%s'" +msgstr "錯誤:缺少'%s'的核心配置" + +#, c-format +msgid "ERROR: INVALID %s VARIABLE ENTRY" +msgstr "錯誤:%s 變數條目無效" + +#, c-format +msgid "" +"ERROR: DIRECTORY DEFINED BY %s COULD NOT BE CREATED, PERMISSION PROBLEMS?" +msgstr "錯誤:無法建立由 %s 定義的目錄,可能是許可權問題?" + +msgid "ERROR: APP OR ALIAS FILE DOESN'T EXIST OR IS UNREADABLE" +msgstr "錯誤:應用程式或別名檔案不存在或無法讀取" + +msgid "ERROR: DESKTOP FILE IS INVALID OR UNREADABLE" +msgstr "錯誤:桌面檔案無效或無法讀取" + +msgid "ERROR: DESKTOP FILE DOESN'T EXIST OR IS UNREADABLE" +msgstr "錯誤:桌面檔案不存在或無法讀取" + +#, c-format +msgid "ERROR LAUNCHING GAME '%s' (ERROR CODE %i)" +msgstr "啟動遊戲'%s'時出錯(錯誤程式碼 %i)" + +msgid "RATING" +msgstr "評分" + +msgid "DEVELOPER" +msgstr "開發商" + +msgid "PUBLISHER" +msgstr "發行商" + +msgid "GENRE" +msgstr "型別" + +msgid "PLAYERS" +msgstr "玩家數" + +msgid "FAVORITE" +msgstr "喜愛" + +msgid "COMPLETED" +msgstr "已完成" + +msgid "KIDGAME" +msgstr "兒童遊戲" + +msgid "HIDDEN" +msgstr "隱藏" + +msgid "BROKEN" +msgstr "損壞" + +msgid "CONTROLLER" +msgstr "控制器" + +msgid "ALTERNATIVE EMULATOR" +msgstr "備用模擬器" + +msgid "FALSE" +msgstr "FALSE" + +msgid "TRUE" +msgstr "TRUE" + +msgid "UNKNOWN" +msgstr "未知" + +msgid "NONE SELECTED" +msgstr "未選擇" + +msgid "name, ascending" +msgstr "名稱,升序" + +msgid "name, descending" +msgstr "名稱,降序" + +msgid "rating, ascending" +msgstr "評分, 升序" + +msgid "rating, descending" +msgstr "評分, 降序" + +msgid "release date, ascending" +msgstr "發行日期, 升序" + +msgid "release date, descending" +msgstr "發行日期, 降序" + +msgid "developer, ascending" +msgstr "開發商, 升序" + +msgid "developer, descending" +msgstr "開發商, 降序" + +msgid "publisher, ascending" +msgstr "發行商, 升序" + +msgid "publisher, descending" +msgstr "發行商, 降序" + +msgid "genre, ascending" +msgstr "型別, 升序" + +msgid "genre, descending" +msgstr "型別, 降序" + +msgid "players, ascending" +msgstr "玩家數, 升序" + +msgid "players, descending" +msgstr "玩家數, 降序" + +msgid "last played, ascending" +msgstr "最後遊玩, 升序" + +msgid "last played, descending" +msgstr "最後遊玩, 降序" + +msgid "times played, ascending" +msgstr "遊玩次數, 升序" + +msgid "times played, descending" +msgstr "遊玩次數, 降序" + +msgid "system, ascending" +msgstr "平台, 升序" + +msgid "system, descending" +msgstr "平台, 降序" + +msgid "ALTERNATIVE EMULATORS" +msgstr "備用模擬器" + +msgid "BACK" +msgstr "返回" + +msgid "back" +msgstr "返回" + +msgid "INVALID ENTRY" +msgstr "無效條目" + +msgid "CLEARED ENTRY" +msgstr "已清除的條目" + +msgid "NO ALTERNATIVE EMULATORS DEFINED" +msgstr "未定義備用模擬器" + +msgid "CLEAR INVALID ENTRY" +msgstr "清除無效條目" + +msgid "DEFAULT" +msgstr "預設" + +msgid "select" +msgstr "確認" + +msgid "APPLICATION UPDATER" +msgstr "應用程式更新程式" + +msgid "INSTALLATION STEPS:" +msgstr "安裝步驟:" + +msgid "DOWNLOAD NEW RELEASE" +msgstr "下載最新版本" + +msgid "DOWNLOAD NEW RELEASE TO THIS DIRECTORY:" +msgstr "下載最新版本至此目錄:" + +msgid "INSTALL PACKAGE" +msgstr "安裝包" + +msgid "QUIT AND MANUALLY RESTART ES-DE" +msgstr "退出並手動重新啟動 ES-DE" + +msgid "QUIT AND MANUALLY UPGRADE ES-DE" +msgstr "退出並手動升級 ES-DE" + +msgid "STATUS MESSAGE:" +msgstr "狀態資訊:" + +msgid "DOWNLOAD" +msgstr "下載" + +msgid "download new release" +msgstr "下載新版本" + +msgid "Download directory does not exist" +msgstr "下載目錄不存在" + +msgid "CHANGE DIRECTORY" +msgstr "更改目錄" + +msgid "change download directory" +msgstr "更改下載目錄" + +msgid "ENTER DOWNLOAD DIRECTORY" +msgstr "輸入下載目錄" + +msgid "CANCEL" +msgstr "取消" + +msgid "cancel" +msgstr "取消" + +msgid "DOWNLOAD ABORTED" +msgstr "下載已終止" + +msgid "NO PACKAGE SAVED TO DISK" +msgstr "沒有包儲存到磁碟" + +msgid "OK" +msgstr "好" + +msgid "PACKAGE WAS DOWNLOADED AND CAN BE MANUALLY INSTALLED" +msgstr "軟體包已下載並可手動安裝" + +msgid "DOWNLOADING 100%" +msgstr "正在下載 100%" + +msgid "Downloaded file does not match expected MD5 checksum" +msgstr "下載的檔案與預期的 MD5 校驗和不匹配" + +msgid "Error: Couldn't delete temporary package file, permission problems?" +msgstr "錯誤:無法刪除臨時包檔案,可能是許可權問題?" + +msgid "Error: Couldn't write package file, permission problems?" +msgstr "錯誤:無法寫入包檔案,可能是許可權問題?" + +msgid "Error: Couldn't set permissions on AppImage file" +msgstr "錯誤:無法設定 AppImage 檔案的許可權" + +#, c-format +msgid "Downloaded %s" +msgstr "已下載 %s" + +msgid "Error: Couldn't open AppImage update file for reading" +msgstr "錯誤:無法開啟 AppImage 更新檔案進行讀取" + +msgid "Error: Downloaded file does not match expected MD5 checksum" +msgstr "錯誤:下載的檔案與預期的 MD5 校驗和不匹配" + +msgid "Error: Couldn't rename running AppImage file, permission problems?" +msgstr "錯誤:無法重新命名正在執行的 AppImage 檔案,可能是許可權問題?" + +msgid "Error: Couldn't replace running AppImage file, permission problems?" +msgstr "錯誤:無法替換正在執行的 AppImage 檔案,可能是許可權問題?" + +#, c-format +msgid "Successfully installed as %s" +msgstr "已成功安裝為 %s" + +msgid "DOWNLOADING" +msgstr "正在下載" + +msgid "INSTALL" +msgstr "安裝" + +msgid "install package" +msgstr "安裝包" + +msgid "Find the detailed changelog at" +msgstr "詳細更新日誌請見" + +msgid "QUIT" +msgstr "退出" + +msgid "quit application" +msgstr "退出應用" + +#, c-format +msgid "FINISH EDITING '%s' COLLECTION" +msgstr "完成編輯 '%s' 收藏" + +msgid "SELECT COLLECTIONS" +msgstr "選擇收藏" + +msgid "AUTOMATIC GAME COLLECTIONS" +msgstr "遊戲自動收藏" + +msgid "CUSTOM GAME COLLECTIONS" +msgstr "自定義遊戲收藏" + +msgid "CREATE NEW CUSTOM COLLECTION FROM THEME" +msgstr "從主題建立新的自定義收藏" + +msgid "SELECT THEME FOLDER" +msgstr "選擇主題資料夾" + +msgid "CREATE NEW CUSTOM COLLECTION" +msgstr "建立新的自定義遊戲收藏" + +msgid "NEW COLLECTION NAME" +msgstr "新的收藏名稱" + +msgid "CREATE" +msgstr "建立" + +msgid "CREATE COLLECTION?" +msgstr "建立遊戲收藏?" + +msgid "DELETE CUSTOM COLLECTION" +msgstr "刪除自定義遊戲收藏" + +msgid "COLLECTION TO DELETE" +msgstr "收藏刪除" + +#, c-format +msgid "" +"THIS WILL PERMANENTLY DELETE THE COLLECTION\n" +"'%s'\n" +"ARE YOU SURE?" +msgstr "" +"這將永久刪除收藏\n" +" '%s'\n" +"真的要刪除嗎?" + +msgid "YES" +msgstr "是" + +msgid "NO" +msgstr "否" + +msgid "GROUP CUSTOM COLLECTIONS" +msgstr "自定義收藏分組" + +msgid "IF UNTHEMED" +msgstr "如果沒有主題" + +msgid "ALWAYS" +msgstr "總是" + +msgid "NEVER" +msgstr "從不" + +msgid "SORT FAVORITES ON TOP FOR CUSTOM COLLECTIONS" +msgstr "將喜愛的遊戲排序在頂部以進行自定義收藏" + +msgid "DISPLAY STAR MARKINGS FOR CUSTOM COLLECTIONS" +msgstr "顯示自定義收藏的星形標記" + +msgid "FILTER GAMELIST" +msgstr "過濾遊戲列表" + +msgid "RESET ALL FILTERS" +msgstr "重置所有過濾器" + +msgid "GAME NAME" +msgstr "遊戲名稱" + +msgid "APPLY CHANGES?" +msgstr "真的要應用更改嗎?" + +msgid "NOTHING TO FILTER" +msgstr "無需過濾" + +msgid "GAMELIST OPTIONS" +msgstr "遊戲列表設定" + +msgid "JUMP TO..." +msgstr "跳轉到……" + +msgid "SORT GAMES BY" +msgstr "對遊戲進行排序" + +msgid "THIS SYSTEM HAS NO GAMES" +msgstr "該平台沒有遊戲" + +msgid "ADD/REMOVE GAMES TO THIS COLLECTION" +msgstr "新增/刪除此收藏中的遊戲" + +msgid "EDIT THIS FOLDER'S METADATA" +msgstr "編輯此資料夾的後設資料" + +msgid "EDIT THIS GAME'S METADATA" +msgstr "編輯此遊戲的後設資料" + +msgid "ENTER FOLDER (OVERRIDE FOLDER LINK)" +msgstr "輸入資料夾(覆蓋資料夾連結)" + +msgid "CLOSE" +msgstr "關閉" + +msgid "close" +msgstr "關閉" + +msgid "APPLY" +msgstr "應用" + +msgid "apply" +msgstr "應用" + +msgid "close (apply)" +msgstr "關閉(應用)" + +msgid "close (cancel)" +msgstr "關閉(取消)" + +msgid "LAUNCHING GAME" +msgstr "啟動遊戲" + +msgid "HELP PROMPTS" +msgstr "幫助提示" + +msgid "TOP" +msgstr "頂部" + +msgid "BOTTOM" +msgstr "底部" + +msgid "DISABLED" +msgstr "禁用" + +msgid "DISPLAY MEDIA TYPES" +msgstr "顯示媒體型別" + +msgid "KEEP VIDEOS RUNNING WHEN VIEWING IMAGES" +msgstr "檢視影象時保持影片執行" + +msgid "STRETCH VIDEOS TO SCREEN RESOLUTION" +msgstr "將影片拉伸至螢幕解析度" + +msgid "RENDER SCANLINES FOR VIDEOS" +msgstr "渲染影片掃描線" + +msgid "RENDER BLUR FOR VIDEOS" +msgstr "渲染影片模糊" + +msgid "RENDER SCANLINES FOR SCREENSHOTS AND TITLES" +msgstr "渲染螢幕截圖和標題的掃描線" + +msgid "MAIN MENU" +msgstr "主選單" + +msgid "SCRAPER" +msgstr "刮削/抓取" + +msgid "UI SETTINGS" +msgstr "介面設定" + +msgid "SOUND SETTINGS" +msgstr "聲音設定" + +msgid "INPUT DEVICE SETTINGS" +msgstr "輸入裝置設定" + +msgid "GAME COLLECTION SETTINGS" +msgstr "遊戲收藏設定" + +msgid "OTHER SETTINGS" +msgstr "其他設定" + +msgid "UTILITIES" +msgstr "工具" + +msgid "QUIT ES-DE" +msgstr "退出ES-DE" + +msgid "THEME" +msgstr "主題" + +msgid "THEME DOWNLOADER" +msgstr "主題下載器" + +msgid "THEME VARIANT" +msgstr "主題變體" + +msgid "NONE DEFINED" +msgstr "未定義" + +msgid "THEME COLOR SCHEME" +msgstr "主題配色方案" + +msgid "THEME FONT SIZE" +msgstr "主題字型大小" + +msgid "THEME ASPECT RATIO" +msgstr "主題寬高比" + +msgid "THEME TRANSITIONS" +msgstr "主題過渡" + +msgid "AUTOMATIC" +msgstr "自動" + +msgid "THEME PROFILE" +msgstr "主題配置" + +msgid "INSTANT (BUILT-IN)" +msgstr "即時(內建)" + +msgid "SLIDE (BUILT-IN)" +msgstr "滑動(內建)" + +msgid "FADE (BUILT-IN)" +msgstr "淡入淡出(內建)" + +msgid "THEME LANGUAGE" +msgstr "主題語言" + +msgid "APPLICATION LANGUAGE" +msgstr "應用程式語言" + +msgid "QUICK SYSTEM SELECT" +msgstr "快速切換平台快捷鍵" + +msgid "LEFT/RIGHT OR SHOULDERS" +msgstr "左/右肩鍵" + +msgid "LEFT/RIGHT OR TRIGGERS" +msgstr "左/右扳機鍵" + +msgid "SHOULDERS" +msgstr "肩鍵" + +msgid "TRIGGERS" +msgstr "扳機鍵" + +msgid "LEFT/RIGHT" +msgstr "左/右鍵" + +msgid "GAMELIST ON STARTUP" +msgstr "啟動時顯示遊戲列表" + +msgid "NONE" +msgstr "無" + +msgid "SYSTEMS SORTING" +msgstr "平台分類" + +msgid "FULL NAMES OR CUSTOM" +msgstr "完整名稱或自定義" + +msgid "RELEASE YEAR" +msgstr "發行年份" + +msgid "MANUFACTURER, RELEASE YEAR" +msgstr "開發商,發行年份" + +msgid "HW TYPE, RELEASE YEAR" +msgstr "裝置型別,釋出年份" + +msgid "MANUFACTURER, HW TYPE, REL. YEAR" +msgstr "開發商,裝置型別,發行年份" + +msgctxt "short" +msgid "GAMES DEFAULT SORT ORDER" +msgstr "遊戲預設排序方式" + +msgid "GAMES DEFAULT SORT ORDER" +msgstr "遊戲預設排序方式" + +msgid "MENU COLOR SCHEME" +msgstr "選單配色方案" + +msgid "DARK" +msgstr "暗黑" + +msgid "DARK AND RED" +msgstr "暗紅" + +msgid "LIGHT" +msgstr "明亮" + +msgid "MENU OPENING ANIMATION" +msgstr "選單展開動畫" + +msgid "SCALE-UP" +msgstr "放大" + +msgid "LAUNCH SCREEN DURATION" +msgstr "啟動畫面時長" + +msgid "NORMAL" +msgstr "正常" + +msgid "BRIEF" +msgstr "短" + +msgid "LONG" +msgstr "長" + +msgid "UI MODE" +msgstr "介面顯示模式" + +msgid "FULL" +msgstr "完整模式" + +msgid "KIOSK" +msgstr "安全模式" + +msgid "KID" +msgstr "兒童模式" + +#, c-format +msgid "" +"THIS CHANGES THE UI TO THE RESTRICTED MODE\n" +"'KIOSK'\n" +"THIS WILL HIDE MOST MENU OPTIONS\n" +"TO UNLOCK AND RETURN TO THE FULL UI, ENTER THIS CODE:\n" +"%s\n" +"\n" +"DO YOU WANT TO PROCEED?" +msgstr "" +"這將更改使用者介面為限制模式\n" +"'安全'\n" +"這樣會隱藏大多數選單選項\n" +"要解鎖並返回到完整的使用者介面,請輸入此程式碼:\n" +"%s\n" +"\n" +"您是否要繼續?" + +#, c-format +msgid "" +"THIS CHANGES THE UI TO THE RESTRICTED MODE\n" +"'KID'\n" +"THIS ONLY ENABLES GAMES THAT HAVE BEEN FLAGGED\n" +"AS SUITABLE FOR CHILDREN\n" +"TO UNLOCK AND RETURN TO THE FULL UI, ENTER THIS CODE:\n" +"%s\n" +"\n" +"DO YOU WANT TO PROCEED?" +msgstr "" +"這將更改使用者介面為限制模式\n" +"'兒童'\n" +"這僅啟用已被標記為適合兒童的遊戲\n" +"要解鎖並返回到完整的使用者介面,請輸入此程式碼:\n" +"%s\n" +"\n" +"您是否要繼續?" + +msgid "RANDOM ENTRY BUTTON" +msgstr "隨機選擇按鍵" + +msgid "GAMES ONLY" +msgstr "僅遊戲" + +msgid "GAMES AND SYSTEMS" +msgstr "遊戲和平台" + +msgid "MEDIA VIEWER SETTINGS" +msgstr "媒體播放器設定" + +msgid "SCREENSAVER SETTINGS" +msgstr "屏保設定" + +msgid "ENABLE THEME VARIANT TRIGGERS" +msgstr "啟用主題變體觸發器" + +msgid "BLUR BACKGROUND WHEN MENU IS OPEN" +msgstr "當選單開啟時模糊背景" + +msgid "SORT FOLDERS ON TOP OF GAMELISTS" +msgstr "在遊戲列表頂部對資料夾進行排序" + +msgid "SORT FAVORITE GAMES ABOVE NON-FAVORITES" +msgstr "將喜愛的遊戲排在非喜愛的遊戲之上" + +msgid "ADD STAR MARKINGS TO FAVORITE GAMES" +msgstr "為喜愛的遊戲新增星號標記" + +msgid "ENABLE TEXTLIST QUICK SCROLLING OVERLAY" +msgstr "啟用文字列表快速滾動覆蓋" + +msgid "ENABLE VIRTUAL KEYBOARD" +msgstr "啟用虛擬鍵盤" + +msgid "ENABLE TOGGLE FAVORITES BUTTON" +msgstr "啟用喜愛切換按鍵" + +msgid "ENABLE GAMELIST FILTERS" +msgstr "啟用遊戲列表過濾器" + +msgid "DISPLAY ON-SCREEN HELP" +msgstr "顯示螢幕幫助" + +msgid "AUDIO DRIVER" +msgstr "音訊驅動程式" + +msgid "AUDIO DRIVER (REQUIRES RESTART)" +msgstr "音訊驅動程式(需要重啟)" + +msgid "SYSTEM VOLUME" +msgstr "系統音量" + +msgid "NAVIGATION SOUNDS VOLUME" +msgstr "導航聲音音量" + +msgid "VIDEO PLAYER VOLUME" +msgstr "影片播放器音量" + +msgid "PLAY AUDIO FOR GAMELIST AND SYSTEM VIEW VIDEOS" +msgstr "播放遊戲列表和系統檢視影片的音訊" + +msgid "PLAY AUDIO FOR MEDIA VIEWER VIDEOS" +msgstr "播放媒體檢視器影片的音訊" + +msgid "PLAY AUDIO FOR SCREENSAVER VIDEOS" +msgstr "播放屏保影片的音訊" + +msgid "ENABLE NAVIGATION SOUNDS" +msgstr "啟用導航聲音" + +msgid "CONTROLLER TYPE" +msgstr "控制器型別" + +msgid "TOUCH OVERLAY SIZE" +msgstr "虛擬按鍵大小" + +msgid "MEDIUM" +msgstr "中" + +msgid "LARGE" +msgstr "大" + +msgid "SMALL" +msgstr "小" + +msgid "EXTRA SMALL" +msgstr "極小" + +msgid "TOUCH OVERLAY OPACITY" +msgstr "虛擬按鍵不透明度" + +msgid "LOW" +msgstr "低" + +msgid "VERY LOW" +msgstr "很低" + +msgid "TOUCH OVERLAY FADE-OUT TIME" +msgstr "虛擬按鍵淡出時間" + +msgid "ENABLE TOUCH OVERLAY" +msgstr "啟用虛擬按鍵" + +msgid "" +"DON'T DISABLE THE TOUCH OVERLAY UNLESS YOU ARE USING A CONTROLLER OR YOU " +"WILL LOCK YOURSELF OUT OF THE APP. IF THIS HAPPENS YOU WILL NEED TO " +"TEMPORARILY PLUG IN A CONTROLLER OR A KEYBOARD TO ENABLE THIS SETTING AGAIN, " +"OR YOU COULD CLEAR THE ES-DE STORAGE IN THE ANDROID APP SETTINGS TO FORCE " +"THE CONFIGURATOR TO RUN ON NEXT STARTUP" +msgstr "" +"除非您正在使用控制器,否則請不要禁用虛擬按鍵,否則您將無法再訪問該應用。如果" +"發生這種情況,您需要暫時插入一個控制器或鍵盤來重新啟用此設定,或者您可以在" +"Android應用設定中清除ES-DE儲存,以強制配置器在下次啟動時執行" + +msgid "ONLY ACCEPT INPUT FROM FIRST CONTROLLER" +msgstr "僅接受來自第一個控制器的輸入" + +msgid "SWAP THE A/B AND X/Y BUTTONS" +msgstr "交換 A/B 和 X/Y 按鍵" + +msgid "IGNORE KEYBOARD INPUT" +msgstr "忽略鍵盤輸入" + +msgid "CONFIGURE KEYBOARD AND CONTROLLERS" +msgstr "配置鍵盤和控制器" + +msgid "" +"THE KEYBOARD AND CONTROLLERS ARE AUTOMATICALLY CONFIGURED, BUT USING THIS " +"TOOL YOU CAN OVERRIDE THE DEFAULT BUTTON MAPPINGS (THIS WILL NOT AFFECT THE " +"HELP PROMPTS)" +msgstr "" +"鍵盤和控制器是自動配置的,但使用此工具您可以覆蓋預設的按鍵對映(這不會影響幫" +"助提示)" + +msgid "PROCEED" +msgstr "繼續" + +msgid "GAME MEDIA DIRECTORY" +msgstr "遊戲媒體目錄" + +msgid "ENTER GAME MEDIA DIRECTORY" +msgstr "請輸入遊戲媒體目錄" + +msgid "Default directory:" +msgstr "預設目錄:" + +msgid "SAVE" +msgstr "儲存" + +msgid "SAVE CHANGES?" +msgstr "要儲存更改嗎?" + +msgid "load default directory" +msgstr "載入預設目錄" + +msgid "VRAM LIMIT" +msgstr "視訊記憶體限制" + +msgid "ANTI-ALIASING (MSAA)" +msgstr "抗鋸齒 (MSAA)" + +msgid "2X" +msgstr "2倍" + +msgid "4X" +msgstr "4倍" + +msgid "ANTI-ALIASING (MSAA) (REQUIRES RESTART)" +msgstr "抗鋸齒 (MSAA)(需要重啟)" + +msgid "DISPLAY/MONITOR INDEX" +msgstr "顯示/監視器索引" + +msgid "DISPLAY/MONITOR INDEX (REQUIRES RESTART)" +msgstr "顯示/監控索引(需要重新啟動)" + +msgid "ROTATE SCREEN" +msgstr "螢幕旋轉" + +msgid "90 DEGREES" +msgstr "90度" + +msgid "180 DEGREES" +msgstr "180度" + +msgid "270 DEGREES" +msgstr "270度" + +msgid "ROTATE SCREEN (REQUIRES RESTART)" +msgstr "螢幕旋轉(需要重新啟動)" + +msgid "KEYBOARD QUIT SHORTCUT" +msgstr "鍵盤退出快捷鍵" + +msgctxt "short" +msgid "WHEN TO SAVE GAME METADATA" +msgstr "何時儲存遊戲後設資料" + +msgid "ON EXIT" +msgstr "退出時" + +msgid "WHEN TO SAVE GAME METADATA" +msgstr "何時儲存遊戲後設資料" + +msgid "APPLICATION UPDATES" +msgstr "應用程式更新" + +msgid "DAILY" +msgstr "平時" + +msgid "WEEKLY" +msgstr "每週" + +msgid "MONTHLY" +msgstr "每月" + +msgid "CHECK FOR APPLICATION UPDATES" +msgstr "檢查應用程式更新" + +msgid "INCLUDE PRERELEASES IN UPDATE CHECKS" +msgstr "在更新檢查中包含預釋出版本" + +msgid "HIDE TASKBAR (REQUIRES RESTART)" +msgstr "隱藏工作列(需要重啟)" + +msgid "RUN IN BACKGROUND (WHILE GAME IS LAUNCHED)" +msgstr "在後臺執行(遊戲啟動時)" + +msgid "VIDEO HARDWARE DECODING (EXPERIMENTAL)" +msgstr "影片硬體解碼(實驗性)" + +msgid "UPSCALE VIDEO FRAME RATE TO 60 FPS" +msgstr "將影片幀率提升至 60 FPS" + +msgid "ENABLE ALTERNATIVE EMULATORS PER GAME" +msgstr "為每個遊戲啟用備用模擬器" + +msgid "SHOW HIDDEN FILES AND FOLDERS" +msgstr "顯示隱藏檔案和資料夾" + +msgid "SHOW HIDDEN GAMES" +msgstr "顯示隱藏的遊戲" + +msgid "ENABLE CUSTOM EVENT SCRIPTS" +msgstr "啟用自定義事件指令碼" + +msgid "ONLY SHOW GAMES FROM GAMELIST.XML FILES" +msgstr "僅顯示 gamelist.xml 檔案中的遊戲" + +msgid "STRIP EXTRA MAME NAME INFO (REQUIRES RESTART)" +msgstr "刪除多餘的 MAME 名稱資訊(需要重新啟動)" + +msgid "DISABLE DESKTOP COMPOSITION (REQUIRES RESTART)" +msgstr "禁用桌面組合(需要重啟)" + +msgid "BACK BUTTON/BACK SWIPE EXITS APP" +msgstr "返回鍵/向後滑動退出應用程式" + +msgid "DEBUG MODE" +msgstr "除錯模式" + +msgid "DISPLAY GPU STATISTICS OVERLAY" +msgstr "顯示 GPU 統計資訊" + +msgid "ENABLE MENU IN KID MODE" +msgstr "在兒童模式下啟用選單" + +msgid "SHOW QUIT MENU (REBOOT AND POWER OFF ENTRIES)" +msgstr "顯示退出選單(包含重啟和關機選項)" + +msgid "ORPHANED DATA CLEANUP" +msgstr "資料清理" + +msgid "CREATE/UPDATE SYSTEM DIRECTORIES" +msgstr "建立/更新平台目錄" + +msgid "" +"THIS WILL CREATE ALL GAME SYSTEM DIRECTORIES INSIDE YOUR ROM FOLDER AND IT " +"WILL ALSO UPDATE ALL SYSTEMINFO.TXT FILES. THIS IS A SAFE OPERATION THAT " +"WILL NOT DELETE OR MODIFY YOUR GAME FILES. TO DECREASE APPLICATION STARTUP " +"TIMES IT'S RECOMMENDED TO DELETE THE SYSTEM DIRECTORIES YOU DON'T NEED AFTER " +"RUNNING THIS UTILITY" +msgstr "" +"這將在您的 ROM 資料夾中建立所有遊戲平台目錄,並且還將更新所有 systeminfo.txt " +"檔案。這是一個安全的操作,不會刪除或修改您的遊戲檔案。為了減少應用程式啟動時" +"間,建議在執行此實用程式後刪除不需要的平台目錄" + +msgid "THE SYSTEM DIRECTORIES WERE SUCCESSFULLY CREATED" +msgstr "平台目錄已成功建立" + +msgid "" +"ERROR CREATING SYSTEM DIRECTORIES, PERMISSION PROBLEMS OR DISK FULL? SEE THE " +"LOG FILE FOR MORE DETAILS" +msgstr "" +"建立平台目錄時出錯,可能是許可權問題或著磁碟空間已滿?請參閱日誌檔案瞭解更多" +"詳細資訊" + +msgid "RESCAN ROM DIRECTORY" +msgstr "重新掃描 ROM 目錄" + +msgid "" +"THIS WILL RESCAN YOUR ROM DIRECTORY FOR CHANGES SUCH AS ADDED OR REMOVED " +"GAMES AND SYSTEMS" +msgstr "這將重新掃描你的 ROM 目錄以查詢更改,例如新增或刪除的遊戲和平台" + +msgid "REALLY QUIT?" +msgstr "真的要退出嗎?" + +msgid "REALLY REBOOT?" +msgstr "真的要重啟嗎?" + +msgid "REBOOT SYSTEM" +msgstr "重啟" + +msgid "REALLY POWER OFF?" +msgstr "真的要關機嗎?" + +msgid "POWER OFF SYSTEM" +msgstr "關機" + +msgctxt "short" +msgid "MEDIA VIEWER SETTINGS" +msgstr "媒體播放器設定" + +msgctxt "short" +msgid "SCREENSAVER SETTINGS" +msgstr "屏保設定" + +msgid "choose" +msgstr "選擇" + +msgid "close menu" +msgstr "關閉選單" + +msgid "EDIT METADATA" +msgstr "編輯後設資料" + +msgid "CLEAR ENTRY" +msgstr "清除條目" + +msgid "SELECT EMULATOR" +msgstr "選擇模擬器" + +msgid "SYSTEM-WIDE" +msgstr "全平台" + +msgid "unknown" +msgstr "未知" + +msgid "SCRAPE" +msgstr "刮削/抓取" + +msgid "scrape" +msgstr "刮削/抓取" + +msgid "save metadata" +msgstr "儲存後設資料" + +msgid "cancel changes" +msgstr "取消更改" + +msgid "" +"THIS WILL DELETE ANY MEDIA FILES AND THE GAMELIST.XML ENTRY FOR THIS FOLDER, " +"BUT NEITHER THE DIRECTORY ITSELF OR ANY CONTENT INSIDE IT WILL BE REMOVED\n" +"ARE YOU SURE?" +msgstr "" +"這將刪除此資料夾的所有媒體檔案和 gamelist.xml 條目,但目錄本身或其中的任何內" +"容都不會被刪除\n" +"真的要刪除嗎?" + +msgid "CLEAR" +msgstr "清理" + +msgid "clear folder" +msgstr "清理資料夾" + +msgid "" +"THIS WILL DELETE ANY MEDIA FILES AND THE GAMELIST.XML ENTRY FOR THIS GAME, " +"BUT THE GAME FILE ITSELF WILL NOT BE REMOVED\n" +"ARE YOU SURE?" +msgstr "" +"這將刪除此遊戲的所有媒體檔案和 gamelist.xml 條目,但遊戲檔案本身不會被刪除\n" +"真的要刪除嗎?" + +msgid "clear file" +msgstr "清理檔案" + +msgid "" +"THIS WILL DELETE THE GAME FILE, ANY MEDIA FILES AND THE GAMELIST.XML ENTRY\n" +"ARE YOU SURE?" +msgstr "" +"這將刪除遊戲檔案、任何媒體檔案和 gamelist.xml 條目\n" +"真的要刪除嗎?" + +msgid "DELETE" +msgstr "刪除" + +msgid "delete game" +msgstr "刪除遊戲" + +msgid "MIXIMAGE OFFLINE GENERATOR" +msgstr "混合影象離線生成器" + +msgid "NOT STARTED" +msgstr "未開始" + +#, c-format +msgid "%i OF %i GAME PROCESSED" +msgid_plural "%i OF %i GAMES PROCESSED" +msgstr[0] "已處理 %i 個遊戲,共 %i 個遊戲" + +msgid "Generated:" +msgstr "已生成:" + +msgid "Overwritten:" +msgstr "複寫:" + +msgid "Skipped:" +msgstr "已跳過:" + +msgid "Skipped (existing):" +msgstr "已跳過(現有):" + +msgid "Failed:" +msgstr "失敗:" + +msgid "Processing:" +msgstr "處理:" + +msgid "Last error message:" +msgstr "最後一條錯誤訊息:" + +msgid "START" +msgstr "開始" + +msgid "start processing" +msgstr "開始處理" + +msgid "PAUSE" +msgstr "暫停" + +msgid "pause processing" +msgstr "正在暫停處理" + +msgid "close (abort processing)" +msgstr "關閉(中止處理)" + +msgid "RUNNING..." +msgstr "正在執行……" + +msgid "PAUSED" +msgstr "已暫停" + +msgid "RUNNING" +msgstr "正在執行" + +msgid "DONE" +msgstr "完成" + +msgid "done (close)" +msgstr "完成(關閉)" + +msgid "" +"THIS WILL REMOVE ALL MEDIA FILES WHERE NO MATCHING GAME FILES CAN BE FOUND. " +"THESE FILES WILL BE MOVED TO A CLEANUP FOLDER INSIDE YOUR GAME MEDIA " +"DIRECTORY. YOU CAN MANUALLY DELETE THIS FOLDER WHEN YOU ARE SURE IT'S NO " +"LONGER NEEDED." +msgstr "" +"這將刪除所有找不到匹配遊戲檔案的媒體檔案。這些檔案將被移動到遊戲媒體目錄內的 " +"cleanup 資料夾中。當您確定不再需要此資料夾時,您可以手動刪除它。" + +msgid "" +"THIS WILL REMOVE ALL ENTRIES FROM YOUR GAMELIST XML FILES WHERE NO MATCHING " +"GAME FILES CAN BE FOUND. BACKUPS OF THE ORIGINAL FILES WILL BE SAVED TO A " +"CLEANUP FOLDER INSIDE YOUR GAMELISTS DIRECTORY. YOU CAN MANUALLY DELETE THIS " +"FOLDER WHEN YOU ARE SURE IT'S NO LONGER NEEDED." +msgstr "" +"這將從您的 gamelist.xml 檔案中刪除所有找不到匹配遊戲檔案的條目。原始檔案的備" +"份將儲存到 gamelists 目錄內的 cleanup 資料夾中。當您確定不再需要此資料夾時," +"您可以手動刪除它。" + +msgid "" +"THIS WILL REMOVE ALL ENTRIES FROM YOUR CUSTOM COLLECTIONS CONFIGURATION " +"FILES WHERE NO MATCHING GAME FILES CAN BE FOUND. BACKUPS OF THE ORIGINAL " +"FILES WILL BE SAVED TO A CLEANUP FOLDER INSIDE YOUR COLLECTIONS DIRECTORY. " +"ONLY CURRENTLY ENABLED COLLECTIONS WILL BE PROCESSED." +msgstr "" +"這將從您的自定義收藏集配置檔案中刪除所有找不到匹配遊戲檔案的條目。原始檔案的" +"備份將儲存到 collections 目錄內的 cleanup 資料夾中。僅當前啟用的收藏集將被處" +"理。" + +msgid "DESCRIPTION:" +msgstr "描述:" + +msgid "TOTAL ENTRIES REMOVED:" +msgstr "刪除的條目總數:" + +msgid "LAST PROCESSED SYSTEM:" +msgstr "最後處理的平台:" + +msgid "LAST ERROR MESSAGE:" +msgstr "最後一條錯誤資訊:" + +msgid "MEDIA" +msgstr "媒體" + +msgid "RUNNING MEDIA CLEANUP" +msgstr "正在執行媒體清理" + +msgid "STOP" +msgstr "停止" + +msgid "stop processing" +msgstr "停止處理" + +msgid "GAMELISTS" +msgstr "遊戲列表" + +msgid "RUNNING GAMELISTS CLEANUP" +msgstr "執行遊戲列表清理" + +msgid "COLLECTIONS" +msgstr "收藏" + +msgid "COLLECTIONS CLEANUP FAILED" +msgstr "收藏清理失敗" + +msgid "There are no enabled custom collections" +msgstr "未啟用自定義收藏" + +msgid "RUNNING COLLECTIONS CLEANUP" +msgstr "執行收藏清理" + +msgid "PROCESSING" +msgstr "正在處理" + +#, c-format +msgid "A flatten.txt file was found, skipping \"%s\"" +msgstr "找到 flatten.txt 檔案,正在跳過 \"%s\"" + +msgid "Couldn't create target directory, permission problems?" +msgstr "無法建立目標目錄,可能是許可權問題?" + +msgid "Couldn't move media file, permission problems?" +msgstr "無法移動媒體檔案,可能是許可權問題?" + +#, c-format +msgid "Couldn't parse gamelist.xml file for \"%s\"" +msgstr "無法解析 gamelist.xml 檔案中的 \"%s\"" + +#, c-format +msgid "Couldn't find a gamelist tag in file for \"%s\"" +msgstr "在檔案 \"%s\" 中找不到遊戲列表標籤" + +msgid "Couldn't delete temporary gamelist file, permission problems?" +msgstr "無法刪除臨時遊戲列表檔案,可能是許可權問題?" + +msgid "Couldn't write to temporary gamelist file, permission problems?" +msgstr "無法寫入臨時遊戲列表檔案,可能是許可權問題?" + +msgid "Couldn't create backup directory, permission problems?" +msgstr "無法建立備份目錄,可能是許可權問題?" + +msgid "Couldn't move old gamelist file, permission problems?" +msgstr "無法移動舊的遊戲列表檔案,可能是許可權問題?" + +msgid "Couldn't move temporary gamelist file, permission problems?" +msgstr "無法移動臨時遊戲列表檔案,可能是許可權問題?" + +msgid "Couldn't find custom collection configuration file" +msgstr "找不到自定義收藏配置檔案" + +msgid "Couldn't open custom collection configuration file" +msgstr "無法開啟自定義收藏配置檔案" + +msgid "Couldn't delete temporary collection file, permission problems?" +msgstr "無法刪除臨時收藏檔案,可能是許可權問題?" + +msgid "Couldn't write to temporary collection configuration file" +msgstr "無法寫入臨時收藏配置檔案" + +msgid "Couldn't move old collection file, permission problems?" +msgstr "無法移動舊的收藏檔案,可能是許可權問題?" + +msgid "Couldn't move temporary collection file, permission problems?" +msgstr "無法移動臨時收藏檔案,可能是許可權問題?" + +msgid "ABORTED MEDIA CLEANUP" +msgstr "終止媒體清理" + +msgid "COMPLETED MEDIA CLEANUP" +msgstr "完成媒體清理" + +msgid "ABORTED GAMELIST CLEANUP" +msgstr "中止遊戲列表清理" + +msgid "COMPLETED GAMELIST CLEANUP" +msgstr "已完成遊戲列表清理" + +msgid "ABORTED COLLECTIONS CLEANUP" +msgstr "中止收藏清理" + +msgid "COMPLETED COLLECTIONS CLEANUP" +msgstr "已完成收藏清理" + +msgid "MEDIA CLEANUP FAILED" +msgstr "媒體清理失敗" + +msgid "GAMELISTS CLEANUP FAILED" +msgstr "遊戲列表清理失敗" + +msgid "THE APPLICATION WILL RELOAD WHEN CLOSING THIS UTILITY." +msgstr "關閉此實用程式時,應用程式將重新載入。" + +msgid "SCRAPE FROM" +msgstr "抓取源" + +msgid "SCRAPE THESE GAMES" +msgstr "抓取哪些遊戲" + +msgid "ALL GAMES" +msgstr "所有遊戲" + +msgid "FAVORITE GAMES" +msgstr "喜愛的遊戲" + +msgid "NO METADATA" +msgstr "無後設資料的遊戲" + +msgid "NO GAME IMAGE" +msgstr "無影象的遊戲" + +msgid "NO GAME VIDEO" +msgstr "無影片的遊戲" + +msgid "FOLDERS ONLY" +msgstr "僅限資料夾內的遊戲" + +msgid "SCRAPE THESE SYSTEMS" +msgstr "抓取哪些平台" + +msgid "ACCOUNT SETTINGS" +msgstr "帳號設定" + +msgid "CONTENT SETTINGS" +msgstr "顯示內容設定" + +msgid "MIXIMAGE SETTINGS" +msgstr "混合影象設定" + +msgid "start scraper" +msgstr "開始刮削/抓取" + +msgid "SCREENSCRAPER USERNAME" +msgstr "ScreenScraper使用者名稱" + +msgid "SCREENSCRAPER PASSWORD" +msgstr "ScreenScraper密碼" + +msgid "USE THIS ACCOUNT FOR SCREENSCRAPER" +msgstr "使用此帳戶進行抓取" + +msgid "GAME NAMES" +msgstr "遊戲名稱" + +msgid "RATINGS" +msgstr "評分" + +msgid "OTHER METADATA" +msgstr "其他後設資料" + +msgid "VIDEOS" +msgstr "影片" + +msgid "SCREENSHOT IMAGES" +msgstr "截圖影象" + +msgid "TITLE SCREEN IMAGES" +msgstr "標題影象" + +msgid "BOX COVER IMAGES" +msgstr "包裝盒前蓋影象" + +msgid "BOX BACK COVER IMAGES" +msgstr "包裝盒後蓋影象" + +msgid "MARQUEE (WHEEL) IMAGES" +msgstr "遊戲標誌影象" + +msgid "3D BOX IMAGES" +msgstr "3D盒子影象" + +msgid "PHYSICAL MEDIA IMAGES" +msgstr "實體卡帶影象" + +msgid "FAN ART IMAGES" +msgstr "粉絲自制影象" + +msgid "GAME MANUALS" +msgstr "遊戲手冊" + +msgid "MIXIMAGE RESOLUTION" +msgstr "混合影象解析度" + +msgctxt "short" +msgid "HORIZONTAL SCREENSHOT FIT" +msgstr "水平截圖適配" + +msgid "CONTAIN" +msgstr "適應" + +msgid "CROP" +msgstr "裁剪" + +msgid "STRETCH" +msgstr "拉伸" + +msgid "HORIZONTAL SCREENSHOT FIT" +msgstr "水平截圖適配" + +msgctxt "short" +msgid "VERTICAL SCREENSHOT FIT" +msgstr "垂直截圖適配" + +msgid "VERTICAL SCREENSHOT FIT" +msgstr "垂直截圖適配" + +msgctxt "short" +msgid "SCREENSHOT ASPECT RATIO THRESHOLD" +msgstr "截圖寬高比閾值" + +msgid "HIGH" +msgstr "高" + +msgid "SCREENSHOT ASPECT RATIO THRESHOLD" +msgstr "螢幕截圖寬高比閾值" + +msgid "BLANK AREAS FILL COLOR" +msgstr "空白區域填充顏色" + +msgid "BLACK" +msgstr "黑色" + +msgid "FRAME" +msgstr "帶框" + +msgctxt "short" +msgid "SCREENSHOT SCALING METHOD" +msgstr "截圖縮放方式" + +msgid "SHARP" +msgstr "銳利" + +msgid "SMOOTH" +msgstr "平滑" + +msgid "SCREENSHOT SCALING METHOD" +msgstr "截圖縮放方式" + +msgid "BOX SIZE" +msgstr "盒子尺寸" + +msgid "PHYSICAL MEDIA SIZE" +msgstr "實體卡帶大小" + +msgid "GENERATE MIXIMAGES WHEN SCRAPING" +msgstr "抓取時生成混合影象" + +msgid "OVERWRITE MIXIMAGES (SCRAPER/OFFLINE GENERATOR)" +msgstr "覆蓋混合影象(抓取/離線生成器)" + +msgid "REMOVE LETTERBOXES FROM SCREENSHOTS" +msgstr "從截圖中移除黑邊" + +msgid "REMOVE PILLARBOXES FROM SCREENSHOTS" +msgstr "從截圖中移除柱形黑邊" + +msgid "ROTATE HORIZONTALLY ORIENTED BOXES" +msgstr "旋轉水平方向的盒子" + +msgid "INCLUDE MARQUEE IMAGE" +msgstr "包含遊戲標誌影象" + +msgid "INCLUDE BOX IMAGE" +msgstr "包含盒子影象" + +msgid "USE COVER IMAGE IF 3D BOX IS MISSING" +msgstr "如果 3D 盒裝封面缺失,則使用封面圖片" + +msgid "INCLUDE PHYSICAL MEDIA IMAGE" +msgstr "包括實體卡帶影象" + +msgid "OFFLINE GENERATOR" +msgstr "離線生成器" + +msgid "" +"THE OFFLINE GENERATOR USES THE SAME SYSTEM SELECTIONS AS THE SCRAPER, SO " +"PLEASE SELECT AT LEAST ONE SYSTEM TO GENERATE IMAGES FOR" +msgstr "" +"離線生成器使用與抓取工具相同的系統選擇,因此請選擇至少一個系統來生成影象" + +msgid "REGION" +msgstr "後設資料區域" + +msgid "EUROPE" +msgstr "歐洲" + +msgid "JAPAN" +msgstr "日本" + +msgid "USA" +msgstr "美國" + +msgid "WORLD" +msgstr "世界" + +msgid "PREFERRED LANGUAGE" +msgstr "後設資料首選語言" + +msgid "AUTOMATIC RETRIES ON ERROR" +msgstr "發生錯誤時自動重試" + +msgid "RETRY ATTEMPT TIMER" +msgstr "重新嘗試定時器" + +msgid "HASH SEARCHES MAX FILE SIZE" +msgstr "重試雜湊值搜尋的最大檔案大小" + +msgid "OVERWRITE FILES AND DATA" +msgstr "覆蓋檔案和資料" + +msgid "SEARCH USING FILE HASHES (NON-INTERACTIVE MODE)" +msgstr "使用檔案雜湊值搜尋(非互動模式)" + +msgid "SEARCH USING METADATA NAMES" +msgstr "使用後設資料名稱搜尋" + +msgid "SCRAPE ACTUAL FOLDERS" +msgstr "抓取實際資料夾" + +msgid "INTERACTIVE MODE" +msgstr "互動模式" + +msgid "AUTO-ACCEPT SINGLE GAME MATCHES" +msgstr "自動接受單場遊戲匹配" + +msgid "RESPECT PER-FILE SCRAPER EXCLUSIONS" +msgstr "尊重每個檔案的抓取排除規則" + +msgid "EXCLUDE FOLDERS RECURSIVELY" +msgstr "遞迴排除資料夾" + +msgid "CONVERT UNDERSCORES TO SPACES WHEN SEARCHING" +msgstr "搜尋時將下劃線轉換為空格" + +msgid "REMOVE DOTS FROM SEARCHES WHEN AUTO-SCRAPING" +msgstr "自動抓取時刪除搜尋中的點" + +msgid "ENABLE FALLBACK TO ADDITIONAL REGIONS" +msgstr "啟用回退到其他區域" + +msgid "" +"THE SELECTED SYSTEM DOES NOT HAVE A PLATFORM SET, RESULTS MAY BE INACCURATE" +msgstr "所選系統沒有平台設定,結果可能不準確" + +msgid "" +"AT LEAST ONE OF YOUR SELECTED SYSTEMS DOES NOT HAVE A PLATFORM SET, RESULTS " +"MAY BE INACCURATE" +msgstr "您選擇的系統中至少有一個沒有設定平台,結果可能不準確" + +msgid "PLEASE SELECT AT LEAST ONE SYSTEM TO SCRAPE" +msgstr "請選擇至少一個要抓取的平台" + +msgid "PLEASE SELECT AT LEAST ONE CONTENT TYPE TO SCRAPE" +msgstr "請選擇至少一種要抓取的內容型別" + +msgid "ALL GAMES WERE FILTERED, NOTHING TO SCRAPE" +msgstr "所有遊戲都經過過濾,無需抓取" + +msgid "SCRAPING IN PROGRESS" +msgstr "抓取正在進行中" + +msgid "SYSTEM" +msgstr "平台" + +msgid "REFINE SEARCH" +msgstr "完善搜尋" + +msgid "refine search" +msgstr "完善搜尋" + +msgid "SKIP" +msgstr "跳過" + +msgid "skip game" +msgstr "跳過遊戲" + +msgid "stop" +msgstr "停止" + +msgid "GAME" +msgid_plural "GAMES" +msgstr[0] "遊戲" + +#, c-format +msgid "GAME %i OF %i" +msgstr "第 %i 個,共 %i 個遊戲" + +msgid "NO GAMES WERE SCRAPED" +msgstr "未抓取到遊戲資料" + +#, c-format +msgid "%i GAME SUCCESSFULLY SCRAPED" +msgid_plural "%i GAMES SUCCESSFULLY SCRAPED" +msgstr[0] "已成功抓取 %i 個遊戲" + +#, c-format +msgid "%i GAME SKIPPED" +msgid_plural "%i GAMES SKIPPED" +msgstr[0] "已跳過 %i 個遊戲" + +msgid "RATING:" +msgstr "評分:" + +msgid "RELEASED:" +msgstr "發行日期:" + +msgid "DEVELOPER:" +msgstr "開發商:" + +msgid "PUBLISHER:" +msgstr "發行商:" + +msgid "GENRE:" +msgstr "型別:" + +msgid "PLAYERS:" +msgstr "玩家數:" + +msgid "NO GAMES FOUND" +msgstr "未找到遊戲" + +msgid "RETRY" +msgstr "重試" + +msgid "Error downloading thumbnail:" +msgstr "下載縮圖錯誤:" + +msgid "SEARCH" +msgstr "搜尋" + +msgid "SEARCH USING REFINED NAME?" +msgstr "使用精確名稱進行搜尋?" + +msgid "skip" +msgstr "跳過" + +msgid "accept result" +msgstr "接受結果" + +msgid "back (cancel)" +msgstr "返回(取消)" + +msgid "START SCREENSAVER AFTER (MINUTES)" +msgstr "屏保啟動時間(分鐘)" + +msgid "SCREENSAVER TYPE" +msgstr "屏保型別" + +msgid "DIM" +msgstr "暗淡" + +msgid "SLIDESHOW" +msgstr "幻燈片" + +msgid "VIDEO" +msgstr "影片" + +msgid "ENABLE SCREENSAVER CONTROLS" +msgstr "啟用屏保控制" + +msgid "SLIDESHOW SCREENSAVER SETTINGS" +msgstr "幻燈片屏保設定" + +msgid "VIDEO SCREENSAVER SETTINGS" +msgstr "影片屏保設定" + +msgid "SLIDESHOW SCREENSAVER" +msgstr "幻燈片屏保" + +msgid "SWAP IMAGES AFTER (SECONDS)" +msgstr "幾秒後更換影象" + +msgid "ONLY INCLUDE FAVORITE GAMES" +msgstr "僅包含喜愛的遊戲" + +msgid "STRETCH IMAGES TO SCREEN RESOLUTION" +msgstr "將影象拉伸至螢幕解析度" + +msgid "DISPLAY GAME INFO OVERLAY" +msgstr "顯示遊戲資訊" + +msgid "RENDER SCANLINES" +msgstr "渲染掃描線" + +msgid "USE CUSTOM IMAGES" +msgstr "使用自定義影象" + +msgid "CUSTOM IMAGE DIRECTORY RECURSIVE SEARCH" +msgstr "自定義影象目錄遞迴搜尋" + +msgid "CUSTOM IMAGE DIRECTORY" +msgstr "自定義影象目錄" + +msgid "VIDEO SCREENSAVER" +msgstr "影片屏保" + +msgid "SWAP VIDEOS AFTER (SECONDS)" +msgstr "幾秒後更換影片" + +msgid "RENDER BLUR" +msgstr "渲染模糊" + +msgid "DOWNLOADING THEMES LIST 100%" +msgstr "正在下載主題列表 100%" + +msgid "THEME ALREADY UP TO DATE" +msgstr "主題已是最新版本" + +msgid "THEME HAS BEEN UPDATED" +msgstr "主題已更新" + +#, c-format +msgid "" +"COULDN'T RENAME DIRECTORY \"%s\"\n" +"PERMISSION PROBLEMS?" +msgstr "" +"無法重新命名目錄 \"%s\"\n" +"可能是許可權問題?" + +msgid "COULDN'T FIND THE THEMES LIST CONFIGURATION FILE" +msgstr "無法找到主題列表的配置檔案" + +msgid "" +"COULDN'T PARSE THE THEMES LIST CONFIGURATION FILE, MAYBE THE LOCAL " +"REPOSITORY IS CORRUPT?" +msgstr "無法解析主題列表配置檔案,也許本地儲存庫已損壞?" + +msgid "" +"IT SEEMS AS IF YOU'RE NOT RUNNING THE LATEST ES-DE RELEASE, PLEASE UPGRADE " +"BEFORE PROCEEDING AS THESE THEMES MAY NOT BE COMPATIBLE WITH YOUR VERSION" +msgstr "" +"似乎您沒有執行最新的 ES-DE 版本,請先升級再繼續,因為這些主題可能與您的版本不" +"相容" + +msgid "and" +msgstr "和" + +#, c-format +msgid "" +"IT SEEMS AS IF THIS THEME HAS BEEN MANUALLY DOWNLOADED INSTEAD OF VIA THIS " +"THEME DOWNLOADER. A FRESH DOWNLOAD IS REQUIRED AND THE OLD THEME DIRECTORY " +"\"%s\" WILL BE RENAMED TO \"%s_DISABLED\"" +msgstr "" +"似乎該主題是手動下載的,而不是透過此主題下載器下載的。需要重新下載,舊主題目" +"錄\"%s\"將重新命名為\"%s_DISABLED\"" + +msgid "DOWNLOADING THEME" +msgstr "正在下載主題" + +#, c-format +msgid "" +"IT SEEMS AS IF THIS THEME REPOSITORY IS CORRUPT, WHICH COULD HAVE BEEN " +"CAUSED BY AN INTERRUPTION OF A PREVIOUS DOWNLOAD OR UPDATE, FOR EXAMPLE IF " +"THE ES-DE PROCESS WAS KILLED. A FRESH DOWNLOAD IS REQUIRED AND THE OLD THEME " +"DIRECTORY \"%s\" WILL BE RENAMED TO \"%s_CORRUPT_DISABLED\"" +msgstr "" +"似乎該主題儲存庫已損壞,這可能是由於上次下載或更新中斷造成的,例如 ES-DE 程序" +"被終止。需要重新下載,舊主題目錄\"%s\"將重新命名為\"%s_CORRUPT_DISABLED\"" + +#, c-format +msgid "" +"IT SEEMS AS IF THIS IS A SHALLOW REPOSITORY WHICH MEANS THAT IT HAS BEEN " +"DOWNLOADED USING SOME OTHER TOOL THAN THIS THEME DOWNLOADER. A FRESH " +"DOWNLOAD IS REQUIRED AND THE OLD THEME DIRECTORY \"%s\" WILL BE RENAMED TO " +"\"%s_DISABLED\"" +msgstr "" +"這似乎是一個淺層儲存庫,這意味著它是使用此主題下載器以外的其他工具下載的。需" +"要重新下載,舊主題目錄\"%s\"將重新命名為\"%s_DISABLED\"" + +#, c-format +msgid "" +"THE LOCALLY CLONED REPOSITORY CONTAINS THE WRONG URL WHICH NORMALLY MEANS " +"THE THEME HAS BEEN MOVED TO A NEW GIT SITE. A FRESH DOWNLOAD IS REQUIRED AND " +"THE OLD THEME DIRECTORY \"%s\" WILL BE RENAMED TO \"%s_WRONG_URL_DISABLED\"" +msgstr "" +"本地克隆倉庫包含錯誤連結,這通常意味著原主題已被移至其他GIT網站。您需要重新下" +"載,而舊主題目錄\"%s\"將被重新命名為\"%s_WRONG_URL_DISABLED\"。" + +#, c-format +msgid "" +"THEME REPOSITORY \"%s\" CONTAINS LOCAL CHANGES. PROCEED TO OVERWRITE YOUR " +"CHANGES OR CANCEL TO SKIP ALL UPDATES FOR THIS THEME" +msgstr "" +"主題儲存庫\"%s\"包含本地更改。繼續覆蓋您的更改或取消以跳過此主題的所有更新" + +msgid "UPDATING THEME" +msgstr "正在更新主題" + +msgid "VARIANTS:" +msgstr "變體數量:" + +msgid "COLOR SCHEMES:" +msgstr "配色方案數量:" + +msgid "ASPECT RATIOS:" +msgstr "長寬比數量:" + +msgid "FONT SIZES:" +msgstr "字型大小數量:" + +msgid "INSTALLED" +msgstr "已安裝" + +msgid "MANUAL DOWNLOAD" +msgstr "手冊下載" + +msgid "CORRUPT" +msgstr "損壞" + +msgid "SHALLOW" +msgstr "淺" + +msgid "NOT INSTALLED (NEW)" +msgstr "未安裝(新)" + +msgid "NOT INSTALLED" +msgstr "未安裝" + +msgid "WRONG URL" +msgstr "錯誤連結" + +msgid "LOCAL CHANGES" +msgstr "本地更改" + +msgid "THIS THEME ENTRY WILL BE REMOVED IN THE NEAR FUTURE" +msgstr "此主題將在不久的將來被刪除" + +msgid "CREATED BY" +msgstr "製作者" + +msgid "ERROR:" +msgstr "錯誤:" + +msgid "COULDN'T DOWNLOAD THEMES LIST" +msgstr "無法下載主題列表" + +msgid "DOWNLOADING THEMES LIST" +msgstr "正在下載主題列表" + +msgid "THIS WILL COMPLETELY DELETE THE THEME" +msgstr "這將徹底刪除主題" + +msgid "" +"THIS WILL COMPLETELY DELETE THE THEME INCLUDING ANY LOCAL CUSTOMIZATIONS" +msgstr "這將徹底刪除主題,包括任何本地自定義內容" + +msgid "COULDN'T DELETE THEME, PERMISSION PROBLEMS?" +msgstr "無法刪除主題,可能是許可權問題?" + +msgid "THEME WAS DELETED" +msgstr "主題已被刪除" + +msgid "view screenshots" +msgstr "檢視螢幕截圖" + +msgid "fetch updates" +msgstr "獲取更新" + +msgid "delete" +msgstr "刪除" + +msgid "download" +msgstr "下載" + +msgid "" +"IT SEEMS AS IF THE THEMES LIST REPOSITORY IS CORRUPT, WHICH COULD HAVE BEEN " +"CAUSED BY AN INTERRUPTION OF A PREVIOUS DOWNLOAD OR UPDATE, FOR EXAMPLE IF " +"THE ES-DE PROCESS WAS KILLED. A FRESH DOWNLOAD IS REQUIRED AND THE OLD " +"DIRECTORY \"themes-list\" WILL BE RENAMED TO \"themes-list_CORRUPT_DISABLED\"" +msgstr "" +"主題列表儲存庫似乎已損壞,這可能是由於上次下載或更新中斷造成的,例如 ES-DE 進" +"程被終止。需要重新下載,舊目錄\"themes-list\"將重新命名為\"themes-" +"list_CORRUPT_DISABLED\"" + +msgid "UPDATING THEMES LIST" +msgstr "正在更新主題列表" + +msgid "" +"IT SEEMS AS IF YOU'RE USING THE THEME DOWNLOADER FOR THE FIRST TIME. AS SUCH " +"THE THEMES LIST REPOSITORY WILL BE DOWNLOADED WHICH WILL TAKE A LITTLE " +"WHILE. SUBSEQUENT RUNS WILL HOWEVER BE MUCH FASTER AS ONLY NEW OR MODIFIED " +"FILES WILL BE FETCHED. THE SAME IS TRUE FOR ANY THEMES YOU DOWNLOAD. NOTE " +"THAT YOU CAN'T ABORT AN ONGOING DOWNLOAD AS THAT COULD LEAD TO DATA " +"CORRUPTION." +msgstr "" +"看起來您是第一次使用主題下載器。因此將下載主題列表儲存庫,這將需要一些時間。" +"但是,後續執行將快得多,因為只會獲取新檔案或修改過的檔案。對於您下載的任何主" +"題也是如此。請注意,您無法中止正在進行的下載,因為這可能會導致資料損壞。" + +msgid "browse" +msgstr "瀏覽" + +msgid "pdf manual" +msgstr "PDF手冊" + +msgid "first" +msgstr "第一張" + +msgid "last" +msgstr "最後一張" + +msgid "SCREENSHOT" +msgstr "截圖" + +msgid "BOX COVER" +msgstr "盒裝前蓋" + +msgid "BOX BACK COVER" +msgstr "盒裝後蓋" + +msgid "TITLE SCREEN" +msgstr "標題" + +msgid "FAN ART" +msgstr "粉絲自制" + +msgid "MIXIMAGE" +msgstr "混合影象" + +msgid "CUSTOM" +msgstr "自定義" + +msgctxt "metadata" +msgid "NAME" +msgstr "名稱" + +msgctxt "metadata" +msgid "ENTER NAME" +msgstr "請輸入名稱" + +msgctxt "metadata" +msgid "SORTNAME" +msgstr "排序名稱" + +msgctxt "metadata" +msgid "ENTER SORTNAME" +msgstr "請輸入排序名稱" + +msgctxt "metadata" +msgid "CUSTOM COLLECTIONS SORTNAME" +msgstr "自定義收藏排序名稱" + +msgctxt "metadata" +msgid "ENTER COLLECTIONS SORTNAME" +msgstr "請輸入收藏排序名稱" + +msgctxt "metadata" +msgid "DESCRIPTION" +msgstr "描述" + +msgctxt "metadata" +msgid "ENTER DESCRIPTION" +msgstr "請輸入描述" + +msgctxt "metadata" +msgid "RATING" +msgstr "評分" + +msgctxt "metadata" +msgid "RELEASE DATE" +msgstr "發行日期" + +msgctxt "metadata" +msgid "DEVELOPER" +msgstr "開發商" + +msgctxt "metadata" +msgid "ENTER DEVELOPER" +msgstr "請輸入開發商" + +msgctxt "metadata" +msgid "PUBLISHER" +msgstr "發行商" + +msgctxt "metadata" +msgid "ENTER PUBLISHER" +msgstr "請輸入發行商" + +msgctxt "metadata" +msgid "GENRE" +msgstr "型別" + +msgctxt "metadata" +msgid "ENTER GENRE" +msgstr "請輸入型別" + +msgctxt "metadata" +msgid "PLAYERS" +msgstr "玩家數" + +msgctxt "metadata" +msgid "ENTER NUMBER OF PLAYERS" +msgstr "請輸入玩家數" + +msgctxt "metadata" +msgid "FAVORITE" +msgstr "喜愛" + +msgctxt "metadata" +msgid "COMPLETED" +msgstr "已完成" + +msgctxt "metadata" +msgid "KIDGAME" +msgstr "兒童遊戲" + +msgctxt "metadata" +msgid "KIDGAME (ONLY AFFECTS BADGES)" +msgstr "兒童遊戲(僅影響徽章)" + +msgctxt "metadata" +msgid "HIDDEN" +msgstr "隱藏" + +msgctxt "metadata" +msgid "BROKEN/NOT WORKING" +msgstr "損壞/無法使用" + +msgctxt "metadata" +msgid "EXCLUDE FROM GAME COUNTER" +msgstr "不計入遊戲統計" + +msgctxt "metadata" +msgid "EXCLUDE FROM MULTI-SCRAPER" +msgstr "不被多抓取器處理" + +msgctxt "metadata" +msgid "HIDE METADATA FIELDS" +msgstr "隱藏後設資料欄位" + +msgctxt "metadata" +msgid "TIMES PLAYED" +msgstr "遊玩次數" + +msgctxt "metadata" +msgid "ENTER NUMBER OF TIMES PLAYED" +msgstr "請輸入遊戲次數" + +msgctxt "metadata" +msgid "CONTROLLER" +msgstr "控制器" + +msgctxt "metadata" +msgid "SELECT CONTROLLER" +msgstr "選擇控制器" + +msgctxt "metadata" +msgid "ALTERNATIVE EMULATOR" +msgstr "備用模擬器" + +msgctxt "metadata" +msgid "SELECT ALTERNATIVE EMULATOR" +msgstr "請選擇備用模擬器" + +msgctxt "metadata" +msgid "FOLDER LINK" +msgstr "資料夾連結" + +msgctxt "metadata" +msgid "SELECT FOLDER LINK" +msgstr "請選擇資料夾連結" + +msgctxt "metadata" +msgid "LAST PLAYED" +msgstr "最後遊玩" + +msgctxt "metadata" +msgid "ENTER LAST PLAYED DATE" +msgstr "請輸入最後遊玩日期" + +msgid "No screenshot found, couldn't generate miximage" +msgstr "未找到螢幕截圖,無法生成混合影象" + +msgid "Screenshot in unknown format, couldn't generate miximage" +msgstr "螢幕截圖格式未知,無法生成混合影象" + +msgid "Screenshot in unsupported format, couldn't generate miximage" +msgstr "螢幕截圖的格式不受支援,無法生成混合影象" + +msgid "Error loading screenshot, couldn't generate miximage" +msgstr "載入截圖時出錯,無法生成混合影象" + +msgid "Error loading marquee image, corrupt file?" +msgstr "載入遊戲標誌影象時出錯,檔案損壞?" + +msgid "Error loading 3d box image, corrupt file?" +msgstr "載入 3D 盒裝影象時出錯,檔案損壞?" + +msgid "Error loading box cover image, corrupt file?" +msgstr "載入盒裝封面影象時出錯,檔案損壞?" + +msgid "Error loading physical media image, corrupt file?" +msgstr "載入實體卡帶影象時出錯,檔案損壞?" + +#, c-format +msgid "PAGE %s OF %s" +msgstr "第 %s 頁,共 %s 頁" + +msgid "pan" +msgstr "pan" + +msgid "reset" +msgstr "重置" + +msgid "game media" +msgstr "遊戲媒體" + +msgid "zoom" +msgstr "zoom" + +msgid "Network error:" +msgstr "網路錯誤:" + +msgid "Media directory does not exist and can't be created." +msgstr "媒體目錄不存在,無法建立。" + +msgid "Permission problems?" +msgstr "可能是許可權問題?" + +msgid "Failed to open path for writing media file." +msgstr "無法開啟用於寫入媒體檔案的路徑。" + +msgid "Couldn't save media file, permission problems or is the disk full?" +msgstr "無法儲存媒體檔案,許可權問題還是磁碟已滿?" + +msgid "Couldn't save resized image, permission problems or is the disk full?" +msgstr "無法儲存調整大小後的影象,可能是許可權問題或磁碟已滿?" + +msgid "ScreenScraper error:" +msgstr "ScreenScraper 錯誤:" + +msgid "ScreenScraper: Wrong username or password" +msgstr "ScreenScraper:使用者名稱或密碼錯誤" + +msgid "No Entries Found" +msgstr "未找到任何條目" + +msgctxt "theme" +msgid "all" +msgstr "所有" + +msgctxt "theme" +msgid "all games" +msgstr "所有遊戲" + +msgctxt "theme" +msgid "recent" +msgstr "最近" + +msgctxt "theme" +msgid "last played" +msgstr "最後遊玩的遊戲" + +msgctxt "theme" +msgid "favorites" +msgstr "喜愛" + +msgctxt "theme" +msgid "collections" +msgstr "收藏" + +msgid "CAN'T ADD CUSTOM COLLECTIONS TO CUSTOM COLLECTIONS" +msgstr "無法將自定義收藏新增到自定義收藏" + +msgid "CAN'T ADD PLACEHOLDERS TO CUSTOM COLLECTIONS" +msgstr "無法向自定義收藏新增佔位符" + +msgid "CAN'T ADD FOLDERS TO CUSTOM COLLECTIONS" +msgstr "無法將資料夾新增到自定義收藏夾" + +#, c-format +msgid "MARKED FOLDER '%s' AS FAVORITE" +msgstr "已將資料夾'%s'標記為喜愛" + +#, c-format +msgid "REMOVED FAVORITE MARKING FOR FOLDER '%s'" +msgstr "刪除資料夾'%s'的喜愛標記" + +msgid "CAN'T ADD ENTRIES THAT ARE NOT COUNTED AS GAMES TO CUSTOM COLLECTIONS" +msgstr "無法將不屬於遊戲的條目新增到自定義收藏中" + +msgid "system" +msgstr "切換平台" + +msgid "view media" +msgstr "檢視媒體" + +msgid "options" +msgstr "選項" + +msgid "random" +msgstr "隨機" + +msgid "jump to game" +msgstr "跳轉到遊戲" + +msgctxt "theme" +msgid "unknown" +msgstr "未知" + +msgctxt "theme" +msgid "yes" +msgstr "是" + +msgctxt "theme" +msgid "no" +msgstr "否" + +msgid "screensaver" +msgstr "屏保" + +#, c-format +msgctxt "theme" +msgid "%i game" +msgid_plural "%i games" +msgstr[0] "%i 個遊戲" + +#, c-format +msgctxt "theme" +msgid "(%i favorite)" +msgid_plural "(%i favorites)" +msgstr[0] "(%i 個喜愛)" + +#, c-format +msgctxt "theme" +msgid "%i favorite" +msgid_plural "%i favorites" +msgstr[0] "%i 個喜愛" + +msgid "" +"IT SEEMS AS IF AN UNSAFE UPGRADE HAS BEEN MADE, POSSIBLY BY UNPACKING THE " +"NEW RELEASE ON TOP OF THE OLD ONE? THIS MAY CAUSE VARIOUS PROBLEMS, SOME OF " +"WHICH MAY NOT BE APPARENT IMMEDIATELY. MAKE SURE TO ALWAYS FOLLOW THE " +"UPGRADE INSTRUCTIONS IN THE README.TXT FILE THAT CAN BE FOUND IN THE ES-DE " +"DIRECTORY." +msgstr "" +"似乎進行了不安全的升級,可能是透過將新版本解壓到舊版本之上?這可能會導致各種" +"問題,其中一些問題可能不會立即顯現。請務必始終遵循 ES-DE 目錄中的 readme.txt " +"檔案中的升級說明。" + +msgid "" +"COULDN'T PARSE THE SYSTEMS CONFIGURATION FILE. IF YOU HAVE A CUSTOMIZED " +"es_systems.xml FILE, THEN SOMETHING IS LIKELY WRONG WITH YOUR XML SYNTAX. IF " +"YOU DON'T HAVE A CUSTOM SYSTEMS FILE, THEN THE ES-DE INSTALLATION IS BROKEN. " +"SEE THE APPLICATION LOG FILE es_log.txt FOR ADDITIONAL INFO" +msgstr "" +"無法解析系統配置檔案。如果您有自定義的 es_systems.xml 檔案,則您的 XML 語法可" +"能有問題。如果您沒有自定義系統檔案,則 ES-DE 安裝已損壞。請參閱應用程式日誌文" +"件 es_log.txt 以獲取更多資訊" + +msgid "" +"NO GAME FILES WERE FOUND, PLEASE PLACE YOUR GAMES IN THE CONFIGURED ROM " +"DIRECTORY. OPTIONALLY THE ROM DIRECTORY STRUCTURE CAN BE GENERATED WHICH " +"WILL CREATE A TEXT FILE FOR EACH SYSTEM PROVIDING SOME INFORMATION SUCH AS " +"THE SUPPORTED FILE EXTENSIONS.\n" +"THIS IS THE CURRENTLY CONFIGURED ROM DIRECTORY:\n" +msgstr "" +"未找到遊戲檔案,請將您的遊戲放在已配置的 ROM 目錄中。可選擇生成 ROM 目錄結" +"構,這將為每個系統建立一個文字檔案,提供一些資訊,例如支援的副檔名。\n" +"這是當前配置的 ROM 目錄:\n" + +msgid "" +"NO GAME FILES WERE FOUND. EITHER PLACE YOUR GAMES IN THE CURRENTLY " +"CONFIGURED ROM DIRECTORY OR CHANGE ITS PATH USING THE BUTTON BELOW. " +"OPTIONALLY THE ROM DIRECTORY STRUCTURE CAN BE GENERATED WHICH WILL CREATE A " +"TEXT FILE FOR EACH SYSTEM PROVIDING SOME INFORMATION SUCH AS THE SUPPORTED " +"FILE EXTENSIONS.\n" +"THIS IS THE CURRENTLY CONFIGURED ROM DIRECTORY:\n" +msgstr "" +"未找到遊戲檔案。請將您的遊戲放入當前配置的 ROM 目錄中,或使用下面的按鍵更改其" +"路徑。也可以選擇生成 ROM 目錄結構,這將為每個系統建立一個文字檔案,提供一些信" +"息,例如支援的副檔名。\n" +"這是當前配置的 ROM 目錄:\n" + +msgid "CHANGE ROM DIRECTORY" +msgstr "更改 ROM 目錄" + +msgid "ENTER ROM DIRECTORY PATH" +msgstr "輸入 ROM 目錄路徑" + +msgid "" +"ROM DIRECTORY SETTING SAVED, RESTART THE APPLICATION TO RESCAN THE SYSTEMS" +msgstr "ROM 目錄設定已儲存,重新啟動應用程式以重新掃描系統" + +msgid "Currently configured path:" +msgstr "當前配置的路徑:" + +msgid "LOAD CURRENTLY CONFIGURED PATH" +msgstr "載入當前配置的路徑" + +msgid "CLEAR (LEAVE BLANK TO RESET TO DEFAULT PATH)" +msgstr "清除(留空則重置為預設路徑)" + +msgid "CREATE DIRECTORIES" +msgstr "建立目錄" + +msgid "" +"THIS WILL CREATE DIRECTORIES FOR ALL THE GAME SYSTEMS DEFINED IN es_systems." +"xml\n" +"\n" +"THIS MAY CREATE A LOT OF FOLDERS SO IT'S ADVICED TO REMOVE THE ONES YOU " +"DON'T NEED" +msgstr "" +"這將為 es_systems.xml 中定義的所有遊戲系統建立目錄\n" +"\n" +"這可能會建立大量資料夾,因此建議刪除不需要的資料夾" + +msgid "" +"THE SYSTEM DIRECTORIES WERE SUCCESSFULLY GENERATED, EXIT THE APPLICATION AND " +"PLACE YOUR GAMES IN THE NEW FOLDERS" +msgstr "平台目錄已成功生成,退出應用程式並將遊戲放入新資料夾中" + +msgid "" +"ERROR CREATING THE SYSTEM DIRECTORIES, PERMISSION PROBLEMS OR DISK FULL?\n" +"\n" +"SEE THE LOG FILE FOR MORE DETAILS" +msgstr "" +"建立平台目錄時出錯、許可權問題或磁碟已滿?\n" +"\n" +"檢視日誌檔案瞭解更多詳細資訊" + +msgid "" +"AT LEAST ONE OF YOUR SYSTEMS HAS AN INVALID ALTERNATIVE EMULATOR CONFIGURED " +"WITH NO MATCHING ENTRY IN THE SYSTEMS CONFIGURATION FILE, PLEASE REVIEW YOUR " +"SETUP USING THE 'ALTERNATIVE EMULATORS' INTERFACE IN THE 'OTHER SETTINGS' " +"MENU" +msgstr "" +"您的系統中至少有一個配置了無效的備用模擬器,且系統配置檔案中沒有匹配的條目," +"請使用\"其他設定\"選單中的\"備用模擬器\"介面檢查您的設定" + +msgid "UPDATE" +msgstr "更新" + +msgid "" +"THE APPLICATION UPDATER WILL DOWNLOAD THE LATEST PORTABLE WINDOWS RELEASE " +"FOR YOU, BUT YOU WILL NEED TO MANUALLY PERFORM THE UPGRADE. SEE THE README." +"TXT FILE INSIDE THE DOWNLOADED ZIP FILE FOR INSTRUCTIONS ON HOW THIS IS " +"ACCOMPLISHED. AS IS ALSO DESCRIBED IN THAT DOCUMENT, NEVER UNPACK A NEW " +"RELEASE ON TOP OF AN OLD INSTALLATION AS THAT MAY BREAK THE APPLICATION." +msgstr "" +"應用程式更新程式將為您下載最新的行動式 Windows 版本,但您需要手動執行升級。請" +"參閱下載的 ZIP 檔案中的 readme.txt 檔案,瞭解如何完成此操作。正如該文件中所" +"述,切勿在舊安裝的基礎上解壓新版本,因為這可能會破壞應用程式。" + +msgid "" +"THE APPLICATION UPDATER WILL DOWNLOAD THE LATEST WINDOWS INSTALLER RELEASE " +"FOR YOU, BUT YOU WILL NEED TO MANUALLY RUN IT TO PERFORM THE UPGRADE. WHEN " +"DOING THIS, MAKE SURE THAT YOU ANSWER YES TO THE QUESTION OF WHETHER TO " +"UNINSTALL THE OLD VERSION, OR YOU MAY END UP WITH A BROKEN SETUP." +msgstr "" +"應用程式更新程式將為您下載最新的 Windows 安裝程式版本,但您需要手動執行它才能" +"執行升級。執行此操作時,請確保您對是否解除安裝舊版本的問題回答\"是\",否則您" +"可能會得到損壞的設定。" + +msgid "" +"THE APPLICATION UPDATER WILL DOWNLOAD THE LATEST RELEASE FOR YOU, BUT YOU " +"WILL NEED TO MANUALLY INSTALL THE DMG FILE TO PERFORM THE UPGRADE." +msgstr "" +"應用程式更新程式將為您下載最新版本,但您需要手動安裝 DMG 檔案來執行升級。" + +#, c-format +msgid "LAUNCHING GAME '%s'" +msgstr "正在啟動遊戲 '%s'" + +msgid "menu" +msgstr "選單" + +msgid "WORKING..." +msgstr "正在執行……" + +msgctxt "theme" +msgid "never" +msgstr "從不" + +#, c-format +msgctxt "theme" +msgid "%i day ago" +msgid_plural "%i days ago" +msgstr[0] "%i 天前" + +#, c-format +msgctxt "theme" +msgid "%i hour ago" +msgid_plural "%i hours ago" +msgstr[0] "%i 小時前" + +#, c-format +msgctxt "theme" +msgid "%i minute ago" +msgid_plural "%i minutes ago" +msgstr[0] "%i 分鐘前" + +#, c-format +msgctxt "theme" +msgid "%i second ago" +msgid_plural "%i seconds ago" +msgstr[0] "%i 秒前" + +msgid "edit date" +msgstr "編輯日期" + +msgid "Y-M-D" +msgstr "年-月-日" + +msgid "modify" +msgstr "調整" + +#, c-format +msgid "%i (OF %i)" +msgstr "%i / %i" + +#, c-format +msgid "%s SELECTED" +msgid_plural "%s SELECTED" +msgstr[0] "已選擇 %s" + +#, c-format +msgid "%i SELECTED" +msgid_plural "%i SELECTED" +msgstr[0] "已選擇 %i" + +msgid "change value" +msgstr "更改數值" + +msgid "SELECT ALL" +msgstr "選擇全部" + +msgid "select all" +msgstr "選擇全部" + +msgid "SELECT NONE" +msgstr "取消選擇" + +msgid "select none" +msgstr "取消選擇" + +msgid "add half star" +msgstr "加半顆星" + +msgid "toggle" +msgstr "切換" + +msgid "move cursor" +msgstr "移動游標" + +msgid "edit" +msgstr "編輯" + +msgid "WELCOME" +msgstr "歡迎" + +msgid "CONFIGURE INPUT DEVICE" +msgstr "配置輸入裝置" + +#, c-format +msgid "%i GAMEPAD DETECTED" +msgid_plural "%i GAMEPADS DETECTED" +msgstr[0] "檢測到 %i 個遊戲手柄" + +msgid "NO GAMEPADS DETECTED" +msgstr "未檢測到遊戲手柄" + +msgid "(ONLY ACCEPTING INPUT FROM FIRST CONTROLLER)" +msgstr "(僅接受來自第一個控制器的輸入)" + +msgid "HOLD A BUTTON ON YOUR DEVICE TO CONFIGURE IT" +msgstr "按住裝置上的某個按鍵以進行配置" + +msgid "HOLD A BUTTON ON YOUR KEYBOARD TO CONFIGURE IT" +msgstr "按住鍵盤上的某個按鍵以進行配置" + +msgid "PRESS ESC TO SKIP (OR THE QUIT SHORTCUT TO QUIT AT ANY TIME)" +msgstr "按 ESC 跳過(或按退出快捷鍵隨時退出)" + +msgid "PRESS ESC TO CANCEL" +msgstr "按 ESC 取消" + +msgid "CONFIGURING" +msgstr "正在配置" + +msgid "KEYBOARD" +msgstr "鍵盤" + +msgid "GAMEPAD" +msgstr "遊戲手柄" + +msgid "HOLD ANY BUTTON 1 SECOND TO SKIP" +msgstr "按住任意按鍵 1 秒即可跳過" + +msgid "NOT DEFINED" +msgstr "未定義" + +msgid "ok" +msgstr "好" + +msgid "D-PAD UP" +msgstr "十字鍵 上" + +msgid "D-PAD DOWN" +msgstr "十字鍵 下" + +msgid "D-PAD LEFT" +msgstr "十字鍵 左" + +msgid "D-PAD RIGHT" +msgstr "十字鍵 右" + +msgid "MINUS" +msgstr "選擇" + +msgid "PLUS" +msgstr "開始" + +msgid "CROSS" +msgstr "X" + +msgid "CIRCLE" +msgstr "O" + +msgid "SQUARE" +msgstr "□" + +msgid "TRIANGLE" +msgstr "△" + +msgid "OPTIONS" +msgstr "選項" + +msgid "VIEW" +msgstr "檢視" + +msgid "MENU" +msgstr "選單" + +msgid "LEFT SHOULDER" +msgstr "左肩鍵(L1)" + +msgid "RIGHT SHOULDER" +msgstr "右肩鍵(R1)" + +msgid "LEFT TRIGGER" +msgstr "左扳機鍵(L2)" + +msgid "RIGHT TRIGGER" +msgstr "右扳機鍵(R2)" + +msgid "LEFT THUMBSTICK UP" +msgstr "左搖桿 上" + +msgid "LEFT THUMBSTICK DOWN" +msgstr "左搖桿 下" + +msgid "LEFT THUMBSTICK LEFT" +msgstr "左搖桿 左" + +msgid "LEFT THUMBSTICK RIGHT" +msgstr "左搖桿 右" + +msgid "LEFT THUMBSTICK CLICK" +msgstr "左搖桿 按下(L3)" + +msgid "RIGHT THUMBSTICK UP" +msgstr "右搖桿 上" + +msgid "RIGHT THUMBSTICK DOWN" +msgstr "右搖桿 下" + +msgid "RIGHT THUMBSTICK LEFT" +msgstr "右搖桿 左" + +msgid "RIGHT THUMBSTICK RIGHT" +msgstr "右搖桿 右" + +msgid "RIGHT THUMBSTICK CLICK" +msgstr "右搖桿 按下(R3)" + +msgid "ALREADY TAKEN" +msgstr "已對映" + +msgid "PRESS ANYTHING" +msgstr "按任意鍵" + +msgid "SPACE" +msgstr "空格" + +msgid "LOAD" +msgstr "載入" + +msgid "shift" +msgstr "shift" + +msgid "alt" +msgstr "alt" + +msgid "newline" +msgstr "newline" + +msgid "backspace" +msgstr "backspace" + +msgid "space" +msgstr "space" + +msgid "LOAD DEFAULT" +msgstr "載入預設值" + +msgid "DISCARD CHANGES" +msgstr "放棄更改" + +msgid "discard changes" +msgstr "放棄更改" + +msgid "You have exceeded your daily scrape quota" +msgstr "您已超出每日抓取配額" + +#, c-format +msgid "Server returned HTTP error code %s" +msgstr "伺服器返回 HTTP 錯誤程式碼 %s" + +#, c-format +msgid "ADDED INPUT DEVICE '%s'" +msgstr "已新增輸入裝置'%s'" + +#, c-format +msgid "REMOVED INPUT DEVICE '%s'" +msgstr "已移除輸入裝置'%s'" + +msgid "medium" +msgstr "中" + +msgid "large" +msgstr "大" + +msgid "small" +msgstr "小" + +msgid "extra small" +msgstr "極小" + +msgid "extra large" +msgstr "極大" + +msgid "automatic" +msgstr "自動" + +msgid "16:9 vertical" +msgstr "垂直方向 16:9" + +msgid "16:10 vertical" +msgstr "垂直方向 16:10" + +msgid "3:2 vertical" +msgstr "垂直方向 3:2" + +msgid "4:3 vertical" +msgstr "垂直方向 4:3" + +msgid "5:4 vertical" +msgstr "垂直方向 5:4" + +msgid "19.5:9 vertical" +msgstr "垂直方向 19.5:9" + +msgid "20:9 vertical" +msgstr "垂直方向 20:9" + +msgid "21:9 vertical" +msgstr "垂直方向 21:9" + +msgid "32:9 vertical" +msgstr "垂直方向 32:9" + +msgid "Searching for games..." +msgstr "正在搜尋遊戲……" + +msgid "Loading systems..." +msgstr "正在載入平台……" + +msgid "Reloading..." +msgstr "正在重新載入……" + +msgid "Copying resources..." +msgstr "正在複製資源……" + +msgid "Creating system directories..." +msgstr "正在建立平台目錄……" + +msgid "ERROR: COULDN'T RENDER PDF FILE" +msgstr "錯誤:無法渲染PDF檔案" From 08a35639f560723cbaed4ee9045f649f651a714c Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Tue, 17 Dec 2024 18:35:00 +0100 Subject: [PATCH 010/284] Updated all Copyright messages for 2025 --- es-app/assets/ES-DE.rc | 2 +- es-app/assets/ES-DE_Info.plist | 2 +- es-app/assets/ES-DE_LICENSE_Windows | 2 +- es-app/assets/ES-DE_LICENSE_macOS | 2 +- es-app/assets/es_de-3.1.1.recipe | 2 +- licenses/linear-es-de | 2 +- locale/es-de.pot | 4 ++-- locale/po/archive/ar_EG.po | 4 ++-- locale/po/archive/el_GR.po | 4 ++-- locale/po/ca_ES.po | 4 ++-- locale/po/de_DE.po | 4 ++-- locale/po/en_GB.po | 4 ++-- locale/po/en_US.po | 4 ++-- locale/po/es_ES.po | 4 ++-- locale/po/fr_FR.po | 4 ++-- locale/po/it_IT.po | 4 ++-- locale/po/ja_JP.po | 4 ++-- locale/po/ko_KR.po | 4 ++-- locale/po/nl_NL.po | 4 ++-- locale/po/pl_PL.po | 4 ++-- locale/po/pt_BR.po | 4 ++-- locale/po/ro_RO.po | 4 ++-- locale/po/ru_RU.po | 4 ++-- locale/po/sv_SE.po | 4 ++-- locale/po/zh_CN.po | 4 ++-- themes/linear-es-de/LICENSE | 2 +- tools/update_translation_strings.sh | 4 ++-- 27 files changed, 47 insertions(+), 47 deletions(-) diff --git a/es-app/assets/ES-DE.rc b/es-app/assets/ES-DE.rc index 27f8cb659..e42a200a0 100644 --- a/es-app/assets/ES-DE.rc +++ b/es-app/assets/ES-DE.rc @@ -24,7 +24,7 @@ BEGIN VALUE "FileDescription", "ES-DE\0" VALUE "FileVersion", RESOURCE_VERSION_STRING VALUE "InternalName", "ES-DE.exe\0" - VALUE "LegalCopyright", "Copyright (c) 2024 Northwestern Software AB\0" + VALUE "LegalCopyright", "Copyright (c) 2024-2025 Northwestern Software AB\0" VALUE "LegalTrademarks", "\0" VALUE "OriginalFilename", "ES-DE.exe\0" VALUE "ProductName", "ES-DE\0" diff --git a/es-app/assets/ES-DE_Info.plist b/es-app/assets/ES-DE_Info.plist index 51f704ad8..a8495f98e 100644 --- a/es-app/assets/ES-DE_Info.plist +++ b/es-app/assets/ES-DE_Info.plist @@ -39,7 +39,7 @@ NSMainNibFile ES-DE NSHumanReadableCopyright - Copyright (c) 2024 Northwestern Software AB + Copyright (c) 2024-2025 Northwestern Software AB Copyright (c) 2020-2024 Leon Styhre Copyright (c) 2014 Alec Lofquist Licensed under the MIT license diff --git a/es-app/assets/ES-DE_LICENSE_Windows b/es-app/assets/ES-DE_LICENSE_Windows index be6fb2210..f54bd2ad3 100644 --- a/es-app/assets/ES-DE_LICENSE_Windows +++ b/es-app/assets/ES-DE_LICENSE_Windows @@ -1,4 +1,4 @@ -Copyright (c) 2024 Northwestern Software AB +Copyright (c) 2024-2025 Northwestern Software AB Copyright (c) 2020-2024 Leon Styhre Copyright (c) 2014 Alec Lofquist diff --git a/es-app/assets/ES-DE_LICENSE_macOS b/es-app/assets/ES-DE_LICENSE_macOS index af508434c..caa288e66 100644 --- a/es-app/assets/ES-DE_LICENSE_macOS +++ b/es-app/assets/ES-DE_LICENSE_macOS @@ -1,4 +1,4 @@ -Copyright (c) 2024 Northwestern Software AB +Copyright (c) 2024-2025 Northwestern Software AB Copyright (c) 2020-2024 Leon Styhre Copyright (c) 2014 Alec Lofquist diff --git a/es-app/assets/es_de-3.1.1.recipe b/es-app/assets/es_de-3.1.1.recipe index 68a09db19..912df0181 100644 --- a/es-app/assets/es_de-3.1.1.recipe +++ b/es-app/assets/es_de-3.1.1.recipe @@ -3,7 +3,7 @@ DESCRIPTION="ES-DE (EmulationStation Desktop Edition) is a frontend for browsing multi-platform collection. It comes preconfigured for use with a large selection \ of emulators and game engines." HOMEPAGE="https://es-de.org" -COPYRIGHT="2024 Northwestern Software AB" +COPYRIGHT="2024-2025 Northwestern Software AB" LICENSE="MIT" REVISION="1" srcGitRev="a59b8016be3ccaab0a678a552128d06b32e7dc01" diff --git a/licenses/linear-es-de b/licenses/linear-es-de index c0bf13823..49d050fd5 100644 --- a/licenses/linear-es-de +++ b/licenses/linear-es-de @@ -1,4 +1,4 @@ -Copyright (c) 2024 Northwestern Software AB +Copyright (c) 2024-2025 Northwestern Software AB Copyright (c) 2024 Leon Styhre Copyright (c) 2023 Weestuarty diff --git a/locale/es-de.pot b/locale/es-de.pot index 865913b5c..361957afc 100644 --- a/locale/es-de.pot +++ b/locale/es-de.pot @@ -1,7 +1,7 @@ # ES-DE Frontend translation strings. -# Copyright (c) 2024 Northwestern Software AB +# Copyright (c) 2024-2025 Northwestern Software AB # This file is distributed under the same license as the ES-DE Frontend package. -# Northwestern Software , 2024. +# Northwestern Software , 2024-2025. # #, fuzzy msgid "" diff --git a/locale/po/archive/ar_EG.po b/locale/po/archive/ar_EG.po index 90ce23e34..e0d22a416 100644 --- a/locale/po/archive/ar_EG.po +++ b/locale/po/archive/ar_EG.po @@ -1,7 +1,7 @@ # ES-DE Frontend translation strings. -# Copyright (c) 2024 Northwestern Software AB +# Copyright (c) 2024-2025 Northwestern Software AB # This file is distributed under the same license as the ES-DE Frontend package. -# Northwestern Software , 2024. +# Northwestern Software , 2024-2025. # msgid "" msgstr "" diff --git a/locale/po/archive/el_GR.po b/locale/po/archive/el_GR.po index 742220855..cd5679607 100644 --- a/locale/po/archive/el_GR.po +++ b/locale/po/archive/el_GR.po @@ -1,7 +1,7 @@ # ES-DE Frontend translation strings. -# Copyright (c) 2024 Northwestern Software AB +# Copyright (c) 2024-2025 Northwestern Software AB # This file is distributed under the same license as the ES-DE Frontend package. -# Northwestern Software , 2024. +# Northwestern Software , 2024-2025. # msgid "" msgstr "" diff --git a/locale/po/ca_ES.po b/locale/po/ca_ES.po index 4a1a7f7e8..93439e847 100644 --- a/locale/po/ca_ES.po +++ b/locale/po/ca_ES.po @@ -1,7 +1,7 @@ # ES-DE Frontend translation strings. -# Copyright (c) 2024 Northwestern Software AB +# Copyright (c) 2024-2025 Northwestern Software AB # This file is distributed under the same license as the ES-DE Frontend package. -# Northwestern Software , 2024. +# Northwestern Software , 2024-2025. # msgid "" msgstr "" diff --git a/locale/po/de_DE.po b/locale/po/de_DE.po index 47d05cdc3..fd3a67189 100644 --- a/locale/po/de_DE.po +++ b/locale/po/de_DE.po @@ -1,7 +1,7 @@ # ES-DE Frontend translation strings. -# Copyright (c) 2024 Northwestern Software AB +# Copyright (c) 2024-2025 Northwestern Software AB # This file is distributed under the same license as the ES-DE Frontend package. -# Northwestern Software , 2024. +# Northwestern Software , 2024-2025. # msgid "" msgstr "" diff --git a/locale/po/en_GB.po b/locale/po/en_GB.po index f148758e2..a97947da9 100644 --- a/locale/po/en_GB.po +++ b/locale/po/en_GB.po @@ -1,7 +1,7 @@ # ES-DE Frontend translation strings. -# Copyright (c) 2024 Northwestern Software AB +# Copyright (c) 2024-2025 Northwestern Software AB # This file is distributed under the same license as the ES-DE Frontend package. -# Northwestern Software , 2024. +# Northwestern Software , 2024-2025. # msgid "" msgstr "" diff --git a/locale/po/en_US.po b/locale/po/en_US.po index 0bfc88fcb..2ec336964 100644 --- a/locale/po/en_US.po +++ b/locale/po/en_US.po @@ -1,7 +1,7 @@ # ES-DE Frontend translation strings. -# Copyright (c) 2024 Northwestern Software AB +# Copyright (c) 2024-2025 Northwestern Software AB # This file is distributed under the same license as the ES-DE Frontend package. -# Northwestern Software , 2024. +# Northwestern Software , 2024-2025. # msgid "" msgstr "" diff --git a/locale/po/es_ES.po b/locale/po/es_ES.po index 0610eedb4..7afd442d7 100644 --- a/locale/po/es_ES.po +++ b/locale/po/es_ES.po @@ -1,7 +1,7 @@ # ES-DE Frontend translation strings. -# Copyright (c) 2024 Northwestern Software AB +# Copyright (c) 2024-2025 Northwestern Software AB # This file is distributed under the same license as the ES-DE Frontend package. -# Northwestern Software , 2024. +# Northwestern Software , 2024-2025. # msgid "" msgstr "" diff --git a/locale/po/fr_FR.po b/locale/po/fr_FR.po index 5c5d9182b..60f72797d 100644 --- a/locale/po/fr_FR.po +++ b/locale/po/fr_FR.po @@ -1,7 +1,7 @@ # ES-DE Frontend translation strings. -# Copyright (c) 2024 Northwestern Software AB +# Copyright (c) 2024-2025 Northwestern Software AB # This file is distributed under the same license as the ES-DE Frontend package. -# Northwestern Software , 2024. +# Northwestern Software , 2024-2025. # msgid "" msgstr "" diff --git a/locale/po/it_IT.po b/locale/po/it_IT.po index ab042f057..96a4418ad 100644 --- a/locale/po/it_IT.po +++ b/locale/po/it_IT.po @@ -1,7 +1,7 @@ # ES-DE Frontend translation strings. -# Copyright (c) 2024 Northwestern Software AB +# Copyright (c) 2024-2025 Northwestern Software AB # This file is distributed under the same license as the ES-DE Frontend package. -# Northwestern Software , 2024. +# Northwestern Software , 2024-2025. # msgid "" msgstr "" diff --git a/locale/po/ja_JP.po b/locale/po/ja_JP.po index 3483eeec5..999381eaf 100644 --- a/locale/po/ja_JP.po +++ b/locale/po/ja_JP.po @@ -1,7 +1,7 @@ # ES-DE Frontend translation strings. -# Copyright (c) 2024 Northwestern Software AB +# Copyright (c) 2024-2025 Northwestern Software AB # This file is distributed under the same license as the ES-DE Frontend package. -# Northwestern Software , 2024. +# Northwestern Software , 2024-2025. # msgid "" msgstr "" diff --git a/locale/po/ko_KR.po b/locale/po/ko_KR.po index 860ce500c..78a56b16d 100644 --- a/locale/po/ko_KR.po +++ b/locale/po/ko_KR.po @@ -1,7 +1,7 @@ # ES-DE Frontend translation strings. -# Copyright (c) 2024 Northwestern Software AB +# Copyright (c) 2024-2025 Northwestern Software AB # This file is distributed under the same license as the ES-DE Frontend package. -# Northwestern Software , 2024. +# Northwestern Software , 2024-2025. # msgid "" msgstr "" diff --git a/locale/po/nl_NL.po b/locale/po/nl_NL.po index d3463eeb3..dba420c94 100644 --- a/locale/po/nl_NL.po +++ b/locale/po/nl_NL.po @@ -1,7 +1,7 @@ # ES-DE Frontend translation strings. -# Copyright (c) 2024 Northwestern Software AB +# Copyright (c) 2024-2025 Northwestern Software AB # This file is distributed under the same license as the ES-DE Frontend package. -# Northwestern Software , 2024. +# Northwestern Software , 2024-2025. # Stefan , 2024. # msgid "" diff --git a/locale/po/pl_PL.po b/locale/po/pl_PL.po index a12874300..d77500252 100644 --- a/locale/po/pl_PL.po +++ b/locale/po/pl_PL.po @@ -1,7 +1,7 @@ # ES-DE Frontend translation strings. -# Copyright (c) 2024 Northwestern Software AB +# Copyright (c) 2024-2025 Northwestern Software AB # This file is distributed under the same license as the ES-DE Frontend package. -# Northwestern Software , 2024. +# Northwestern Software , 2024-2025. # msgid "" msgstr "" diff --git a/locale/po/pt_BR.po b/locale/po/pt_BR.po index e1c841d93..57a0a2d71 100644 --- a/locale/po/pt_BR.po +++ b/locale/po/pt_BR.po @@ -1,7 +1,7 @@ # ES-DE Frontend translation strings. -# Copyright (c) 2024 Northwestern Software AB +# Copyright (c) 2024-2025 Northwestern Software AB # This file is distributed under the same license as the ES-DE Frontend package. -# Northwestern Software , 2024. +# Northwestern Software , 2024-2025. # msgid "" msgstr "" diff --git a/locale/po/ro_RO.po b/locale/po/ro_RO.po index 6dc0e5e4f..31a4520a0 100644 --- a/locale/po/ro_RO.po +++ b/locale/po/ro_RO.po @@ -1,7 +1,7 @@ # ES-DE Frontend translation strings. -# Copyright (c) 2024 Northwestern Software AB +# Copyright (c) 2024-2025 Northwestern Software AB # This file is distributed under the same license as the ES-DE Frontend package. -# Northwestern Software , 2024. +# Northwestern Software , 2024-2025. # msgid "" msgstr "" diff --git a/locale/po/ru_RU.po b/locale/po/ru_RU.po index 4c0a16f1f..dc9a6b2be 100644 --- a/locale/po/ru_RU.po +++ b/locale/po/ru_RU.po @@ -1,7 +1,7 @@ # ES-DE Frontend translation strings. -# Copyright (c) 2024 Northwestern Software AB +# Copyright (c) 2024-2025 Northwestern Software AB # This file is distributed under the same license as the ES-DE Frontend package. -# Northwestern Software , 2024. +# Northwestern Software , 2024-2025. # msgid "" msgstr "" diff --git a/locale/po/sv_SE.po b/locale/po/sv_SE.po index a22fb6d81..21157d3d0 100644 --- a/locale/po/sv_SE.po +++ b/locale/po/sv_SE.po @@ -1,7 +1,7 @@ # ES-DE Frontend translation strings. -# Copyright (c) 2024 Northwestern Software AB +# Copyright (c) 2024-2025 Northwestern Software AB # This file is distributed under the same license as the ES-DE Frontend package. -# Northwestern Software , 2024. +# Northwestern Software , 2024-2025. # msgid "" msgstr "" diff --git a/locale/po/zh_CN.po b/locale/po/zh_CN.po index 7082cba1d..430ff046e 100644 --- a/locale/po/zh_CN.po +++ b/locale/po/zh_CN.po @@ -1,7 +1,7 @@ # ES-DE Frontend translation strings. -# Copyright (c) 2024 Northwestern Software AB +# Copyright (c) 2024-2025 Northwestern Software AB # This file is distributed under the same license as the ES-DE Frontend package. -# Northwestern Software , 2024. +# Northwestern Software , 2024-2025. # msgid "" msgstr "" diff --git a/themes/linear-es-de/LICENSE b/themes/linear-es-de/LICENSE index c0bf13823..49d050fd5 100644 --- a/themes/linear-es-de/LICENSE +++ b/themes/linear-es-de/LICENSE @@ -1,4 +1,4 @@ -Copyright (c) 2024 Northwestern Software AB +Copyright (c) 2024-2025 Northwestern Software AB Copyright (c) 2024 Leon Styhre Copyright (c) 2023 Weestuarty diff --git a/tools/update_translation_strings.sh b/tools/update_translation_strings.sh index 7d57d3650..250c78cae 100755 --- a/tools/update_translation_strings.sh +++ b/tools/update_translation_strings.sh @@ -27,8 +27,8 @@ find ../es-app/src/ ../es-core/src -name '*.cpp' -o -name '*.h' | sort | xgettex --no-location --copyright-holder="Northwestern Software AB" --package-name="ES-DE Frontend" --msgid-bugs-address "info@es-de.org" sed -i "1s/.*/# ES-DE Frontend translation strings./" ../locale/es-de.pot -sed -i "2s/.*/# Copyright (c) 2024 Northwestern Software AB/" ../locale/es-de.pot -sed -i "4s/.*/# Northwestern Software , 2024./" ../locale/es-de.pot +sed -i "2s/.*/# Copyright (c) 2024-2025 Northwestern Software AB/" ../locale/es-de.pot +sed -i "4s/.*/# Northwestern Software , 2024-2025./" ../locale/es-de.pot sed -i "s/Language-Team: LANGUAGE /Language-Team: LANGUAGE /" ../locale/es-de.pot for language in $(cat ../locale/languages); do From b7cf7cdc296b727635b49a521baa9bac8ce95a55 Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Tue, 17 Dec 2024 18:42:38 +0100 Subject: [PATCH 011/284] Updated the Copyright year in the license file --- LICENSE | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/LICENSE b/LICENSE index 9e807c8d5..7f5c47404 100644 --- a/LICENSE +++ b/LICENSE @@ -1,4 +1,4 @@ -Copyright (c) 2024 Northwestern Software AB +Copyright (c) 2024-2025 Northwestern Software AB Copyright (c) 2020-2024 Leon Styhre Copyright (c) 2014 Alec Lofquist From 2d91779400c46477c138dd07960b33fb1ff6cce5 Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Wed, 18 Dec 2024 18:20:33 +0100 Subject: [PATCH 012/284] (Android) Added Pizza Boy SC standalone as an alternative emulator for the gamegear, genesis, mastersystem, megadrive and megadrivejp systems --- resources/systems/android/es_find_rules.xml | 6 ++++++ resources/systems/android/es_systems.xml | 5 +++++ 2 files changed, 11 insertions(+) diff --git a/resources/systems/android/es_find_rules.xml b/resources/systems/android/es_find_rules.xml index 7735f5c52..23b945d9d 100644 --- a/resources/systems/android/es_find_rules.xml +++ b/resources/systems/android/es_find_rules.xml @@ -325,6 +325,12 @@ it.dbtecno.pizzaboy/it.dbtecno.pizzaboy.MainActivity + + + + it.dbtecno.pizzaboyscpro/.MainActivity + + diff --git a/resources/systems/android/es_systems.xml b/resources/systems/android/es_systems.xml index eba52f891..12cba081a 100644 --- a/resources/systems/android/es_systems.xml +++ b/resources/systems/android/es_systems.xml @@ -705,6 +705,7 @@ %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=gearsystem_libretro_android.so %EXTRA_ROM%=%ROM% %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=smsplus_libretro_android.so %EXTRA_ROM%=%ROM% %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=picodrive_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_PIZZA-BOY-SC% %ACTIVITY_CLEAR_TASK% %ACTIVITY_CLEAR_TOP% %EXTRA_rom_uri%=%ROM% %EMULATOR_MASTERGEAR% %ACTIVITY_CLEAR_TASK% %ACTIVITY_CLEAR_TOP% %ACTION%=android.intent.action.VIEW %DATA%=%ROMSAF% gamegear gamegear @@ -786,6 +787,7 @@ %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=genesis_plus_gx_wide_libretro_android.so %EXTRA_ROM%=%ROM% %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=picodrive_libretro_android.so %EXTRA_ROM%=%ROM% %EMULATOR_MD-EMU% %DATA%=%ROMPROVIDER% + %EMULATOR_PIZZA-BOY-SC% %ACTIVITY_CLEAR_TASK% %ACTIVITY_CLEAR_TOP% %EXTRA_rom_uri%=%ROM% genesis genesis @@ -941,6 +943,7 @@ %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=gearsystem_libretro_android.so %EXTRA_ROM%=%ROM% %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=picodrive_libretro_android.so %EXTRA_ROM%=%ROM% %EMULATOR_MD-EMU% %DATA%=%ROMPROVIDER% + %EMULATOR_PIZZA-BOY-SC% %ACTIVITY_CLEAR_TASK% %ACTIVITY_CLEAR_TOP% %EXTRA_rom_uri%=%ROM% %EMULATOR_MASTERGEAR% %ACTIVITY_CLEAR_TASK% %ACTIVITY_CLEAR_TOP% %ACTION%=android.intent.action.VIEW %DATA%=%ROMSAF% mastersystem mastersystem @@ -978,6 +981,7 @@ %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=genesis_plus_gx_wide_libretro_android.so %EXTRA_ROM%=%ROM% %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=picodrive_libretro_android.so %EXTRA_ROM%=%ROM% %EMULATOR_MD-EMU% %DATA%=%ROMPROVIDER% + %EMULATOR_PIZZA-BOY-SC% %ACTIVITY_CLEAR_TASK% %ACTIVITY_CLEAR_TOP% %EXTRA_rom_uri%=%ROM% megadrive megadrive @@ -990,6 +994,7 @@ %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=genesis_plus_gx_wide_libretro_android.so %EXTRA_ROM%=%ROM% %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=picodrive_libretro_android.so %EXTRA_ROM%=%ROM% %EMULATOR_MD-EMU% %DATA%=%ROMPROVIDER% + %EMULATOR_PIZZA-BOY-SC% %ACTIVITY_CLEAR_TASK% %ACTIVITY_CLEAR_TOP% %EXTRA_rom_uri%=%ROM% megadrive megadrivejp From 34711b58ff69d03a77fbadcf4a70adee0f5c8931 Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Thu, 19 Dec 2024 21:01:24 +0100 Subject: [PATCH 013/284] (linear-es-de) Added translations for zh_TW --- themes/linear-es-de/README.md | 3 ++- themes/linear-es-de/capabilities.xml | 12 ++++++++++++ themes/linear-es-de/languages.xml | 13 +++++++++++++ 3 files changed, 27 insertions(+), 1 deletion(-) diff --git a/themes/linear-es-de/README.md b/themes/linear-es-de/README.md index c5dd0ca36..8e4231c5f 100644 --- a/themes/linear-es-de/README.md +++ b/themes/linear-es-de/README.md @@ -31,7 +31,7 @@ The following options are included: - 4:3 - 21:9 -16 languages: +17 languages: - English (United States) - English (United Kingdom) @@ -49,6 +49,7 @@ The following options are included: - 日本語 - 한국어 - 简体中文 +- 繁體中文 3 transitions: diff --git a/themes/linear-es-de/capabilities.xml b/themes/linear-es-de/capabilities.xml index f9e008fb4..062503e3c 100644 --- a/themes/linear-es-de/capabilities.xml +++ b/themes/linear-es-de/capabilities.xml @@ -21,6 +21,7 @@ ja_JP ko_KR zh_CN + zh_TW 16:9 16:10 @@ -47,6 +48,7 @@ + @@ -66,6 +68,7 @@ + @@ -97,6 +100,7 @@ + true @@ -117,6 +121,7 @@ + true @@ -137,6 +142,7 @@ + true @@ -157,6 +163,7 @@ + true @@ -177,6 +184,7 @@ + true @@ -197,6 +205,7 @@ + true @@ -217,6 +226,7 @@ + true instant slide @@ -243,6 +253,7 @@ + true instant instant @@ -269,6 +280,7 @@ + true instant fade diff --git a/themes/linear-es-de/languages.xml b/themes/linear-es-de/languages.xml index 9a93daf6e..765bbf245 100644 --- a/themes/linear-es-de/languages.xml +++ b/themes/linear-es-de/languages.xml @@ -194,4 +194,17 @@ 您的收藏 + + + 評分 + 發行日 + 玩家 + 分類 + 開發者 + 發行商 + 最後遊玩 + 自定義收藏 + 您的收藏 + + \ No newline at end of file From af6d4dfb05e6619d43cfe3524e8c39e3d29c4918 Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Fri, 20 Dec 2024 22:26:16 +0100 Subject: [PATCH 014/284] (modern-es-de) Added translations for zh_TW --- themes/modern-es-de/README.md | 3 ++- themes/modern-es-de/capabilities.xml | 10 ++++++++++ themes/modern-es-de/languages.xml | 11 +++++++++++ 3 files changed, 23 insertions(+), 1 deletion(-) diff --git a/themes/modern-es-de/README.md b/themes/modern-es-de/README.md index e60f0b563..bb116c2d8 100644 --- a/themes/modern-es-de/README.md +++ b/themes/modern-es-de/README.md @@ -26,7 +26,7 @@ The following options are included: - 4:3 - 21:9 -16 languages: +17 languages: - English (United States) - English (United Kingdom) @@ -44,6 +44,7 @@ The following options are included: - 日本語 - 한국어 - 简体中文 +- 繁體中文 3 transitions: diff --git a/themes/modern-es-de/capabilities.xml b/themes/modern-es-de/capabilities.xml index 30af3a08b..173acfd65 100644 --- a/themes/modern-es-de/capabilities.xml +++ b/themes/modern-es-de/capabilities.xml @@ -21,6 +21,7 @@ ja_JP ko_KR zh_CN + zh_TW 16:9 16:10 @@ -47,6 +48,7 @@ + @@ -66,6 +68,7 @@ + @@ -85,6 +88,7 @@ + true instant instant @@ -111,6 +115,7 @@ + true instant slide @@ -137,6 +142,7 @@ + true instant fade @@ -169,6 +175,7 @@ + true noMedia @@ -194,6 +201,7 @@ + true noMedia @@ -219,6 +227,7 @@ + true noMedia @@ -244,6 +253,7 @@ + true noMedia diff --git a/themes/modern-es-de/languages.xml b/themes/modern-es-de/languages.xml index bce137cf6..0cc132c5e 100644 --- a/themes/modern-es-de/languages.xml +++ b/themes/modern-es-de/languages.xml @@ -163,4 +163,15 @@ 未知 + + + 評價 + 發行日 + 玩家 + 分類 + 開發者 + 發行商 + 未知 + + \ No newline at end of file From 8dcf9af6f3641c94b0da8e146bbb0eed5fdb50e3 Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Fri, 20 Dec 2024 22:29:08 +0100 Subject: [PATCH 015/284] (slate-es-de) Added translations for zh_TW --- themes/slate-es-de/README.md | 3 ++- themes/slate-es-de/capabilities.xml | 8 ++++++++ themes/slate-es-de/languages.xml | 10 ++++++++++ 3 files changed, 20 insertions(+), 1 deletion(-) diff --git a/themes/slate-es-de/README.md b/themes/slate-es-de/README.md index 0e154cf95..fb58b4b2e 100644 --- a/themes/slate-es-de/README.md +++ b/themes/slate-es-de/README.md @@ -24,7 +24,7 @@ The following options are included: - 4:3 - 4:3 vertical -16 languages: +17 languages: - English (United States) - English (United Kingdom) @@ -42,6 +42,7 @@ The following options are included: - 日本語 - 한국어 - 简体中文 +- 繁體中文 3 transitions: diff --git a/themes/slate-es-de/capabilities.xml b/themes/slate-es-de/capabilities.xml index 131ff2c23..4b280b7b8 100644 --- a/themes/slate-es-de/capabilities.xml +++ b/themes/slate-es-de/capabilities.xml @@ -21,6 +21,7 @@ ja_JP ko_KR zh_CN + zh_TW 16:9 16:9_vertical @@ -47,6 +48,7 @@ + @@ -66,6 +68,7 @@ + @@ -85,6 +88,7 @@ + true slide slide @@ -109,6 +113,7 @@ + true instant instant @@ -135,6 +140,7 @@ + true fade fade @@ -167,6 +173,7 @@ + true noMedia @@ -192,6 +199,7 @@ + true noMedia diff --git a/themes/slate-es-de/languages.xml b/themes/slate-es-de/languages.xml index 255acf284..548e9ede5 100644 --- a/themes/slate-es-de/languages.xml +++ b/themes/slate-es-de/languages.xml @@ -148,4 +148,14 @@ 最后游玩 + + + 發行日 + 開發者 + 發行者 + 類別 + 玩家 + 最後遊玩 + + \ No newline at end of file From 6a1d6e2844edeaccc93d64b7289a68904c5a0a31 Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Sat, 21 Dec 2024 13:15:11 +0100 Subject: [PATCH 016/284] Fixed an issue where the text element containerStartDelay timer was sometimes not reset --- es-core/src/components/ScrollableContainer.cpp | 1 + 1 file changed, 1 insertion(+) diff --git a/es-core/src/components/ScrollableContainer.cpp b/es-core/src/components/ScrollableContainer.cpp index 010ffca89..b8a933a8e 100644 --- a/es-core/src/components/ScrollableContainer.cpp +++ b/es-core/src/components/ScrollableContainer.cpp @@ -174,6 +174,7 @@ void ScrollableContainer::update(int deltaTime) // Don't scroll if the media viewer or screensaver is active or if text scrolling is disabled; if (mWindow->isMediaViewerActive() || mWindow->isScreensaverActive() || !mWindow->getAllowTextScrolling()) { + mAutoScrollAccumulator = -mAutoScrollDelay; if (mScrollPos != glm::vec2 {0.0f, 0.0f} && !mWindow->isLaunchScreenDisplayed()) resetComponent(); return; From f0241495f6f9552abc10cf8445195b2eeb0142aa Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Sat, 21 Dec 2024 13:25:31 +0100 Subject: [PATCH 017/284] Fixed an issue where returning from a game when running in the background ignored the video element delay property for the first playback --- es-app/src/views/ViewController.cpp | 1 + es-app/src/views/ViewController.h | 1 - 2 files changed, 1 insertion(+), 1 deletion(-) diff --git a/es-app/src/views/ViewController.cpp b/es-app/src/views/ViewController.cpp index 7237886be..fde4a2810 100644 --- a/es-app/src/views/ViewController.cpp +++ b/es-app/src/views/ViewController.cpp @@ -1230,6 +1230,7 @@ bool ViewController::input(InputConfig* config, Input input) mWindow->setAllowTextScrolling(true); mWindow->setAllowFileAnimation(true); mWindow->setLaunchedGame(false); + resetViewVideosTimer(); // Filter out the "a" button so the game is not restarted if there was such a button press // queued when leaving the game. if (config->isMappedTo("a", input) && input.value != 0) diff --git a/es-app/src/views/ViewController.h b/es-app/src/views/ViewController.h index 775cb6569..521cb8634 100644 --- a/es-app/src/views/ViewController.h +++ b/es-app/src/views/ViewController.h @@ -89,7 +89,6 @@ public: void stopViewVideos() override { mCurrentView->stopViewVideos(); } void pauseViewVideos() override { mCurrentView->pauseViewVideos(); } void muteViewVideos() override { mCurrentView->muteViewVideos(); } - // Needed on Android to reset the static image delay timer on activity resume. void resetViewVideosTimer() override { if (mCurrentView != nullptr) From 62d74926726dc93d08cbe250fea5e2dbe7642002 Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Sat, 21 Dec 2024 13:33:14 +0100 Subject: [PATCH 018/284] Documentation update --- ANDROID-DEV.md | 21 +++++++++++++-------- ANDROID.md | 2 ++ CHANGELOG.md | 17 +++++++++++++++++ CREDITS.md | 4 +++- THEMES-DEV.md | 1 + USERGUIDE-DEV.md | 6 +++++- USERGUIDE.md | 4 ++++ 7 files changed, 45 insertions(+), 10 deletions(-) diff --git a/ANDROID-DEV.md b/ANDROID-DEV.md index 81d261028..dd9e9e4f0 100644 --- a/ANDROID-DEV.md +++ b/ANDROID-DEV.md @@ -471,15 +471,18 @@ This emulator is in early development and there currently seems to be no way to https://github.com/wheremyfoodat/Panda3DS/releases -### Pizza Boy GBA and Pizza Boy GBC +### Pizza Boy emulators -The Pizza Boy GBA and Pizza Boy GBC emulators can be installed from the Play store. There are Basic (free) versions and Pro (paid) versions available. +The Pizza Boy GBA/A and Pizza Boy GBC/C emulators can be installed from the Play store. There are Basic (free) versions and Pro (paid) versions available. As of writing this, the Basic version of the GBA emulator does not seem to be able to launch games from ES-DE, but the Pro version is working fine. Both the Basic and Pro versions of the GBC emulator are working correctly. +Pizza Boy SC Pro can also be installed from the Play store, but note that this emulator can't launch zipped games. + https://play.google.com/store/apps/details?id=it.dbtecno.pizzaboygba \ https://play.google.com/store/apps/details?id=it.dbtecno.pizzaboygbapro \ https://play.google.com/store/apps/details?id=it.dbtecno.pizzaboy \ -https://play.google.com/store/apps/details?id=it.dbtecno.pizzaboypro +https://play.google.com/store/apps/details?id=it.dbtecno.pizzaboypro \ +https://play.google.com/store/apps/details?id=it.dbtecno.pizzaboyscpro ### Play! @@ -585,6 +588,8 @@ This emulator can be installed from the Play store. Note that only the paid Pro https://play.google.com/store/apps/details?id=org.devmiyax.yabasanshioro2.pro +**Note:** At the time of writing this emulator is broken on some devices and will simply display the error message _Cannot initialize SH2_ on game launch. The issue was apparently introduced in a recent update and is awaiting a fix from the developer. + ## Device compatibility This is clearly not a complete list of Android devices, but rather those we know have been tested with ES-DE and for which there is a known status. @@ -786,12 +791,12 @@ The **@** symbol indicates that the emulator is _deprecated_ and will be removed | gamate | Bit Corporation Gamate | MAME4droid 2024 **(Standalone)** | | Yes | Single archive or ROM file | | gameandwatch | Nintendo Game and Watch | Multi (MESS) | MAME4droid 2024 Local Artwork **(Standalone)**,
MAME4droid 2024 **(Standalone)**,
Handheld Electronic (GW) | No | See the specific _LCD handheld games_ section in the user guide | | gamecom | Tiger Electronics Game.com | MAME4droid 2024 **(Standalone)** | | Yes | Single archive or ROM file | -| gamegear | Sega Game Gear | Genesis Plus GX | Genesis Plus GX Wide,
Gearsystem,
SMS Plus GX,
PicoDrive,
MasterGear **(Standalone)** | No | Single archive or ROM file | +| gamegear | Sega Game Gear | Genesis Plus GX | Genesis Plus GX Wide,
Gearsystem,
SMS Plus GX,
PicoDrive,
Pizza Boy SC **(Standalone)**,
MasterGear **(Standalone)** | No | Single archive or ROM file | | gb | Nintendo Game Boy | Gambatte | SameBoy,
Gearboy,
TGB Dual,
DoubleCherryGB,
Mesen-S,
bsnes,
mGBA,
VBA-M,
GBC.emu **(Standalone)**,
My OldBoy! **(Standalone**),
Pizza Boy GBC **(Standalone)** | No | Single archive or ROM file | | gba | Nintendo Game Boy Advance | mGBA | VBA-M,
VBA Next,
gpSP,
GBA.emu **(Standalone)**,
My Boy! **(Standalone)**,
NooDS **(Standalone)**,
Pizza Boy GBA **(Standalone)** | No | Single archive or ROM file | | gbc | Nintendo Game Boy Color | Gambatte | SameBoy,
Gearboy,
TGB Dual,
DoubleCherryGB,
Mesen-S,
bsnes,
mGBA,
VBA-M,
GBC.emu **(Standalone)**,
My OldBoy! **(Standalone**),
Pizza Boy GBC **(Standalone)** | No | Single archive or ROM file | | gc | Nintendo GameCube | Dolphin | Dolphin **(Standalone)**,
Dolphin MMJR **(Standalone)**,
Dolphin MMJR2 **(Standalone)** | No | Disc image file for single-disc games, .m3u playlist for multi-disc games | -| genesis | Sega Genesis | Genesis Plus GX | Genesis Plus GX Wide,
PicoDrive,
MD.emu **(Standalone)** | No | Single archive or ROM file | +| genesis | Sega Genesis | Genesis Plus GX | Genesis Plus GX Wide,
PicoDrive,
MD.emu **(Standalone)**,
Pizza Boy SC **(Standalone)** | No | Single archive or ROM file | | gmaster | Hartung Game Master | MAME4droid 2024 **(Standalone)** | | Yes | Single archive or ROM file | | gx4000 | Amstrad GX4000 | Caprice32 | CrocoDS,
MAME4droid 2024 **(Standalone)** | No | Single archive or ROM file | | intellivision | Mattel Electronics Intellivision | FreeIntv | MAME4droid 2024 **(Standalone)** | Yes | Single archive or ROM file | @@ -805,11 +810,11 @@ The **@** symbol indicates that the emulator is _deprecated_ and will be removed | macintosh | Apple Macintosh | MAME4droid 2024 Mac SE Bootable **(Standalone)** | MAME4droid 2024 Mac SE Boot Disk **(Standalone)**,
MAME4droid 2024 Mac Plus Bootable **(Standalone)**,
MAME4droid 2024 Mac Plus Boot Disk **(Standalone)** | Yes | See the specific _Apple Macintosh_ section in the user guide | | mame | Multiple Arcade Machine Emulator | MAME - Current | MAME 2010,
MAME 2003-Plus,
MAME 2003,
MAME 2000,
MAME4droid 2024 **(Standalone)**,
MAME4droid **(Standalone)**,
NEO.emu **(Standalone)**,
FinalBurn Neo,
FB Alpha 2012,
Geolith,
Flycast,
Flycast **(Standalone)** | Depends | See the specific _Arcade and Neo Geo_ section in the user guide | | mame-advmame | AdvanceMAME | _Placeholder_ | | | | -| mastersystem | Sega Master System | Genesis Plus GX | Genesis Plus GX Wide,
SMS Plus GX,
Gearsystem,
PicoDrive,
MD.emu **(Standalone)**,
MasterGear **(Standalone)** | No | Single archive or ROM file | +| mastersystem | Sega Master System | Genesis Plus GX | Genesis Plus GX Wide,
SMS Plus GX,
Gearsystem,
PicoDrive,
MD.emu **(Standalone)**,
Pizza Boy SC **(Standalone)**,
MasterGear **(Standalone)** | No | Single archive or ROM file | | megacd | Sega Mega-CD | Genesis Plus GX | Genesis Plus GX Wide,
PicoDrive,
MD.emu **(Standalone)** | Yes | | | megacdjp | Sega Mega-CD [Japan] | Genesis Plus GX | Genesis Plus GX Wide,
PicoDrive,
MD.emu **(Standalone)** | Yes | | -| megadrive | Sega Mega Drive | Genesis Plus GX | Genesis Plus GX Wide,
PicoDrive,
MD.emu **(Standalone)** | No | Single archive or ROM file | -| megadrivejp | Sega Mega Drive [Japan] | Genesis Plus GX | Genesis Plus GX Wide,
PicoDrive,
MD.emu **(Standalone)** | No | Single archive or ROM file | +| megadrive | Sega Mega Drive | Genesis Plus GX | Genesis Plus GX Wide,
PicoDrive,
MD.emu **(Standalone)**,
Pizza Boy SC **(Standalone)** | No | Single archive or ROM file | +| megadrivejp | Sega Mega Drive [Japan] | Genesis Plus GX | Genesis Plus GX Wide,
PicoDrive,
MD.emu **(Standalone)**,
Pizza Boy SC **(Standalone)** | No | Single archive or ROM file | | megaduck | Creatronic Mega Duck | SameDuck | MAME4droid 2024 **(Standalone)** | No | Single archive or ROM file | | mess | Multi Emulator Super System | Multi (MESS) | | Depends | | | model2 | Sega Model 2 | MAME - Current | MAME4droid 2024 **(Standalone)** | Yes | See the specific _Arcade and Neo Geo_ section in the user guide | diff --git a/ANDROID.md b/ANDROID.md index e9540903c..a6f5f1ded 100644 --- a/ANDROID.md +++ b/ANDROID.md @@ -585,6 +585,8 @@ This emulator can be installed from the Play store. Note that only the paid Pro https://play.google.com/store/apps/details?id=org.devmiyax.yabasanshioro2.pro +**Note:** At the time of writing this emulator is broken on some devices and will simply display the error message _Cannot initialize SH2_ on game launch. The issue was apparently introduced in a recent update and is awaiting a fix from the developer. + ## Device compatibility This is clearly not a complete list of Android devices, but rather those we know have been tested with ES-DE and for which there is a known status. diff --git a/CHANGELOG.md b/CHANGELOG.md index 496bb6c8f..5c2ae2ea7 100644 --- a/CHANGELOG.md +++ b/CHANGELOG.md @@ -1,5 +1,22 @@ # ES-DE Frontend - Changelog +## Version 3.2.0 (in development) + +**Release date:** TBD + +### Release overview + +### Detailed list of changes + +* Added translations for Traditional Chinese (zh_TW) +* (Android) Added Pizza Boy SC standalone as an alternative emulator for the gamegear, genesis, mastersystem, megadrive and megadrivejp systems +* (Android) Changed the target SDK version to 35 (Android 15) + +### Bug fixes + +* The text element containerStartDelay timer was sometimes not reset which made vertical text scrolling start too early under some circumstances +* Returning from a game when running in the background ignored the video element delay property for the first playback + ## Version 3.1.1 / 3.1.1-39 **Release date:** 2024-12-13 diff --git a/CREDITS.md b/CREDITS.md index c87e5d746..e657bfa0f 100644 --- a/CREDITS.md +++ b/CREDITS.md @@ -48,7 +48,9 @@ Leon Styhre \ wakeboxer \ **Simplified Chinese** \ 邻家小熊 \ -冰棍 +冰棍 \ +**Traditional Chinese** \ +Hsin Chiang # Licenses diff --git a/THEMES-DEV.md b/THEMES-DEV.md index 4de0dfe84..effd95293 100644 --- a/THEMES-DEV.md +++ b/THEMES-DEV.md @@ -771,6 +771,7 @@ The following languages are supported: | ja_JP | Japanese | 日本語 | | ko_KR | Korean | 한국어 | | zh_CN | Simplified Chinese | 简体中文 | +| zh_TW | Traditional Chinese | 繁體中文 | Note that the native name is what is shown inside the _UI Settings_ menu for the _Theme Language_ and _Application Language_ settings. diff --git a/USERGUIDE-DEV.md b/USERGUIDE-DEV.md index 9b539e65d..28abfae6e 100644 --- a/USERGUIDE-DEV.md +++ b/USERGUIDE-DEV.md @@ -130,6 +130,10 @@ Note that the updater will keep whatever filename you had for your running AppIm On Windows and macOS you can specify to which directory you want to save the downloaded file. The default is `C:\Users\myusername\Downloads` on Windows and `/Users/myusername/Downloads` on macOS. +To perform the upgrade on macOS simply open the .dmg file and install ES-DE on top of the old installation (i.e. replacing it). + +For the Windows installer release simply run the .exe file and select uninstallation of the old version before installing the new version. For the Windows portable release refer to the README.txt file in the zip archive for instructions on how to perform the update. + **Android** On Android the update process differs depending on whether you have the Patreon release or a release from either the Samsung Galaxy Store or Huawei AppGallery. For the store versions you simply update via the store app. For the Patreon release you'll get an email (sent to the address you used on Patreon) whenever there is a new version. This email contains a download link to the latest APK, and to apply the update you simply run this APK file. This is a safe operation that will not change or remove any of your data such as settings, scraped media etc. @@ -728,7 +732,7 @@ The following emulators are supported in AppImage format when using the bundled | psvita | Vita3K | Vita3K*.AppImage | | psx | DuckStation | DuckStation*.AppImage | | snes | Snes9x | Snes9x*.AppImage | -| switch | Ryujuinx | \*yujinx\*.AppImage | +| switch | Ryujinx | \*yujinx\*.AppImage | | xbox | xemu | xemu*.AppImage | | wii | Dolphin | Dolphin_Emulator*.AppImage | | wiiu | Cemu | Cemu*.AppImage | diff --git a/USERGUIDE.md b/USERGUIDE.md index 15aed84fe..e9fa109d6 100644 --- a/USERGUIDE.md +++ b/USERGUIDE.md @@ -128,6 +128,10 @@ Note that the updater will keep whatever filename you had for your running AppIm On Windows and macOS you can specify to which directory you want to save the downloaded file. The default is `C:\Users\myusername\Downloads` on Windows and `/Users/myusername/Downloads` on macOS. +To perform the upgrade on macOS simply open the .dmg file and install ES-DE on top of the old installation (i.e. replacing it). + +For the Windows installer release simply run the .exe file and select uninstallation of the old version before installing the new version. For the Windows portable release refer to the README.txt file in the zip archive for instructions on how to perform the update. + **Android** On Android the update process differs depending on whether you have the Patreon release or a release from either the Samsung Galaxy Store or Huawei AppGallery. For the store versions you simply update via the store app. For the Patreon release you'll get an email (sent to the address you used on Patreon) whenever there is a new version. This email contains a download link to the latest APK, and to apply the update you simply run this APK file. This is a safe operation that will not change or remove any of your data such as settings, scraped media etc. From ac8b1cc1255b65ce1d190f63a3e14baa3e379338 Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Fri, 10 Jan 2025 18:04:19 +0100 Subject: [PATCH 019/284] Documentation update --- ANDROID-DEV.md | 4 +--- ANDROID.md | 4 +--- THEMES-DEV.md | 12 ++++++++++++ THEMES.md | 12 ++++++++++++ 4 files changed, 26 insertions(+), 6 deletions(-) diff --git a/ANDROID-DEV.md b/ANDROID-DEV.md index dd9e9e4f0..9b1c470e1 100644 --- a/ANDROID-DEV.md +++ b/ANDROID-DEV.md @@ -523,7 +523,7 @@ https://play.google.com/store/apps/details?id=io.recompiled.redream ### ScummVM -ScummVM can be installed from the Play store. There are also daily builds available on their GitHub site. Such a build may be required to be able to launch games from ES-DE until the Play store version has been updated. +ScummVM can be installed from the Play store. There are also daily builds available on their GitHub site. https://play.google.com/store/apps/details?id=org.scummvm.scummvm\ https://buildbot.scummvm.org/#/dailybuilds @@ -635,8 +635,6 @@ This is clearly not a complete list of Android devices, but rather those we know | Huawei | Mate 20 Pro | 10 | Yes | None | | | Huawei | MatePad 11 (2021) | 13 | Yes | None | | | Infinix | Zero 30 5G | 13 | Yes | None | | -| Kinhank | G1 | 11 | No | Unable to install | Possibly 32-bit operating system? | -| Kinhank | Super Console X5 Pro | 12 (TV) | No | None | Custom 64-bit Android TV OS | | KTPocket | KT-R1 | GammaOS 12 | Yes | None | | | Lenovo | Legion Y700 (2022) | 12 | Yes | None | | | Lenovo | Legion Y700 (2023) | 13 | Yes | None | | diff --git a/ANDROID.md b/ANDROID.md index a6f5f1ded..c85192f5a 100644 --- a/ANDROID.md +++ b/ANDROID.md @@ -520,7 +520,7 @@ https://play.google.com/store/apps/details?id=io.recompiled.redream ### ScummVM -ScummVM can be installed from the Play store. There are also daily builds available on their GitHub site. Such a build may be required to be able to launch games from ES-DE until the Play store version has been updated. +ScummVM can be installed from the Play store. There are also daily builds available on their GitHub site. https://play.google.com/store/apps/details?id=org.scummvm.scummvm\ https://buildbot.scummvm.org/#/dailybuilds @@ -632,8 +632,6 @@ This is clearly not a complete list of Android devices, but rather those we know | Huawei | Mate 20 Pro | 10 | Yes | None | | | Huawei | MatePad 11 (2021) | 13 | Yes | None | | | Infinix | Zero 30 5G | 13 | Yes | None | | -| Kinhank | G1 | 11 | No | Unable to install | Possibly 32-bit operating system? | -| Kinhank | Super Console X5 Pro | 12 (TV) | No | None | Custom 64-bit Android TV OS | | KTPocket | KT-R1 | GammaOS 12 | Yes | None | | | Lenovo | Legion Y700 (2022) | 12 | Yes | None | | | Lenovo | Legion Y700 (2023) | 13 | Yes | None | | diff --git a/THEMES-DEV.md b/THEMES-DEV.md index effd95293..093c6998d 100644 --- a/THEMES-DEV.md +++ b/THEMES-DEV.md @@ -253,6 +253,18 @@ git remote add system-logos https://gitlab.com/es-de/themes/system-logos.git ``` After doing this you'll be able to pull repository updates as described above. +### External repositories + +In addition to the official asset repositories there are some external theme resources that are not maintained by the ES-DE project. + +System icon set by Zoidburg: + +https://github.com/Zoidburg13/ES-DE-System-Icon-Set + +Console/system logos by Dan Patrick (GitHub mirror, not officially maintained by Patrick): + +https://github.com/PRO100BYTE/console-logos + ## Simple example theme Here is a very simple theme that changes the color of the game name text: diff --git a/THEMES.md b/THEMES.md index a54a34f0f..8cdeda0d4 100644 --- a/THEMES.md +++ b/THEMES.md @@ -251,6 +251,18 @@ git remote add system-logos https://gitlab.com/es-de/themes/system-logos.git ``` After doing this you'll be able to pull repository updates as described above. +### External repositories + +In addition to the official asset repositories there are some external theme resources that are not maintained by the ES-DE project. + +System icon set by Zoidburg: + +https://github.com/Zoidburg13/ES-DE-System-Icon-Set + +Console/system logos by Dan Patrick (GitHub mirror, not officially maintained by Patrick): + +https://github.com/PRO100BYTE/console-logos + ## Simple example theme Here is a very simple theme that changes the color of the game name text: From 0ea6384e52e6edd403bf6525dea6a66ffa7025b0 Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Tue, 14 Jan 2025 17:55:59 +0100 Subject: [PATCH 020/284] (macOS) Removed an unnecessary directory creation step in the dependency setup script --- tools/macOS_dependencies_setup.sh | 1 - 1 file changed, 1 deletion(-) diff --git a/tools/macOS_dependencies_setup.sh b/tools/macOS_dependencies_setup.sh index cf24f690d..9290a7846 100755 --- a/tools/macOS_dependencies_setup.sh +++ b/tools/macOS_dependencies_setup.sh @@ -145,7 +145,6 @@ fi cd libtiff git checkout v4.5.1 -mkdir build cd .. echo From cd78e2645ae47930bda6c348e9552a3025a3bf26 Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Tue, 14 Jan 2025 18:10:48 +0100 Subject: [PATCH 021/284] Added CMake configuration for building on iOS --- CMakeLists.txt | 73 +++++++++++++++++++++++++++------ es-app/CMakeLists.txt | 10 +++-- es-core/CMakeLists.txt | 7 ++++ es-pdf-converter/CMakeLists.txt | 19 +++++++-- external/CMakeLists.txt | 33 ++++++--------- locale/CMakeLists.txt | 4 +- 6 files changed, 104 insertions(+), 42 deletions(-) diff --git a/CMakeLists.txt b/CMakeLists.txt index bdffd0707..0a4d5fa09 100644 --- a/CMakeLists.txt +++ b/CMakeLists.txt @@ -9,7 +9,10 @@ # cmake_minimum_required(VERSION 3.13) -if(APPLE) + +if(CMAKE_SYSTEM_NAME MATCHES iOS) + set(CMAKE_OSX_DEPLOYMENT_TARGET 14.0 CACHE STRING "iOS deployment target") +elseif(APPLE) # Set this to the minimum supported macOS version, and also update # es-app/assets/ES-DE_Info.plist accordingly. set(CMAKE_OSX_DEPLOYMENT_TARGET 11.0 CACHE STRING "macOS deployment target") @@ -91,6 +94,15 @@ if(EXISTS /usr/include/bcm_host.h) message("-- Building on a Raspberry Pi (64-bit OS)") endif() +# iOS. +if(IOS) + message("-- Building for iOS (arm64)") + set(GLES ON) + set(BUNDLED_CERTS ON) + add_compile_definitions(__IOS__) + include(${CMAKE_SOURCE_DIR}/ios/cmake/variables.cmake) +endif() + #--------------------------------------------------------------------------------------------------- # Emscripten WebAssembly build. @@ -118,12 +130,12 @@ if(GLSYSTEM MATCHES "Desktop OpenGL") find_package(OpenGL REQUIRED) elseif(ANDROID) find_package(OpenGLES3 REQUIRED) -elseif(GLES AND NOT EMSCRIPTEN) +elseif(GLES AND NOT IOS AND NOT EMSCRIPTEN) find_package(OpenGLES2 REQUIRED) endif() -# On macOS and Windows all dependencies are kept in-tree in the "external" directory. -if(APPLE) +# On macOS, iOS and Windows all dependencies are kept in-tree in the "external" directory. +if(APPLE AND NOT IOS) if(NOT EXISTS ${PROJECT_SOURCE_DIR}/external/FFmpeg) message(FATAL_ERROR "-- You need to build the dependencies in ./external first") endif() @@ -132,7 +144,7 @@ elseif(WIN32) if(NOT EXISTS ${PROJECT_SOURCE_DIR}/external/pugixml/pugixml.dll) message(FATAL_ERROR "-- You need to build the dependencies in ./external first") endif() -elseif(NOT EMSCRIPTEN AND NOT ANDROID) +elseif(NOT EMSCRIPTEN AND NOT ANDROID AND NOT IOS) find_package(CURL REQUIRED) find_package(FFmpeg REQUIRED) find_package(FreeImage REQUIRED) @@ -279,8 +291,8 @@ if(ASAN OR UBSAN) set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -D_GLIBCXX_ASSERTIONS -D_FORTIFY_SOURCE=3") endif() -# The following removes half of the ranlib warnings on macOS regarding no symbols for files -# that are #ifdef'ed away. There must be a way to remove the other half as well? +# The following removes the ranlib warnings on macOS regarding missing symbols for files that have +# been #ifdef'ed away. if(APPLE) SET(CMAKE_C_ARCHIVE_FINISH " -no_warning_for_no_symbols -c ") SET(CMAKE_CXX_ARCHIVE_FINISH " -no_warning_for_no_symbols -c ") @@ -378,7 +390,7 @@ if(DEINIT_ON_LAUNCH) endif() endif() -if(AUR_BUILD OR FLATPAK_BUILD OR RETRODECK OR RPI OR HAIKU OR CMAKE_SYSTEM_NAME MATCHES FreeBSD) +if(AUR_BUILD OR FLATPAK_BUILD OR RETRODECK OR RPI OR HAIKU OR IOS OR CMAKE_SYSTEM_NAME MATCHES FreeBSD) set(APPLICATION_UPDATER OFF) endif() @@ -462,8 +474,19 @@ set(COMMON_INCLUDE_DIRS ${CURL_INCLUDE_DIR} ${CMAKE_CURRENT_SOURCE_DIR}/external/utfcpp/source ${CMAKE_CURRENT_SOURCE_DIR}/es-core/src ${CMAKE_CURRENT_SOURCE_DIR}/es-pdf-converter/src) - -if(APPLE) +if(IOS) + set(COMMON_INCLUDE_DIRS ${COMMON_INCLUDE_DIRS} + ${CMAKE_CURRENT_SOURCE_DIR}/external/curl/include + ${CMAKE_CURRENT_SOURCE_DIR}/external/ffmpeg-kit/src/ffmpeg + ${CMAKE_CURRENT_SOURCE_DIR}/external/FreeImage/Source + ${CMAKE_CURRENT_SOURCE_DIR}/external/freetype/include + ${CMAKE_CURRENT_SOURCE_DIR}/external/gettext/gettext-runtime/intl + ${CMAKE_CURRENT_SOURCE_DIR}/external/libgit2/include + ${CMAKE_CURRENT_SOURCE_DIR}/external/harfbuzz/src + ${CMAKE_CURRENT_SOURCE_DIR}/external/icu/icu4c/source/common + ${CMAKE_CURRENT_SOURCE_DIR}/external/pugixml/src + ${CMAKE_CURRENT_SOURCE_DIR}/external/SDL) +elseif(APPLE) set(COMMON_INCLUDE_DIRS ${COMMON_INCLUDE_DIRS} ${CMAKE_CURRENT_SOURCE_DIR}/external/FFmpeg ${CMAKE_CURRENT_SOURCE_DIR}/external/freeimage/FreeImage/Source @@ -538,7 +561,30 @@ endif() #--------------------------------------------------------------------------------------------------- # Dependency libraries. -if(APPLE) +if(IOS) + set(COMMON_LIBRARIES ${COMMON_LIBRARIES} + ${PROJECT_SOURCE_DIR}/Frameworks/libavcodec.xcframework + ${PROJECT_SOURCE_DIR}/Frameworks/libavfilter.xcframework + ${PROJECT_SOURCE_DIR}/Frameworks/libavformat.xcframework + ${PROJECT_SOURCE_DIR}/Frameworks/libavutil.xcframework + ${PROJECT_SOURCE_DIR}/Frameworks/libswresample.xcframework + ${PROJECT_SOURCE_DIR}/Frameworks/libswscale.xcframework + ${PROJECT_SOURCE_DIR}/Frameworks/libcurl.xcframework + ${PROJECT_SOURCE_DIR}/Frameworks/libfontconfig.xcframework + ${PROJECT_SOURCE_DIR}/Frameworks/libfreeimage.xcframework + ${PROJECT_SOURCE_DIR}/Frameworks/libfreetype.xcframework + ${PROJECT_SOURCE_DIR}/Frameworks/libgit.xcframework + ${PROJECT_SOURCE_DIR}/Frameworks/libharfbuzz.xcframework + ${PROJECT_SOURCE_DIR}/Frameworks/libicudata.xcframework + ${PROJECT_SOURCE_DIR}/Frameworks/libicui18n.xcframework + ${PROJECT_SOURCE_DIR}/Frameworks/libicuuc.xcframework + ${PROJECT_SOURCE_DIR}/Frameworks/libintl.xcframework + ${PROJECT_SOURCE_DIR}/Frameworks/libopenjpeg.xcframework + ${PROJECT_SOURCE_DIR}/Frameworks/libpoppler.xcframework + ${PROJECT_SOURCE_DIR}/Frameworks/libpoppler-cpp.xcframework + ${PROJECT_SOURCE_DIR}/Frameworks/libSDL.xcframework + ${PROJECT_SOURCE_DIR}/libpugixml.a) +elseif(APPLE) set(COMMON_LIBRARIES ${COMMON_LIBRARIES} ${CURL_LIBRARIES} ${PROJECT_SOURCE_DIR}/libavcodec.60.dylib @@ -660,13 +706,16 @@ if(NOT WIN32) if(ANDROID) set(COMMON_LIBRARIES ${COMMON_LIBRARIES} ${PROJECT_SOURCE_DIR}/android_${ANDROID_ABI}/liblunasvg.a) set(COMMON_LIBRARIES ${COMMON_LIBRARIES} ${PROJECT_SOURCE_DIR}/android_${ANDROID_ABI}/librlottie.a) + elseif(IOS) + set(COMMON_LIBRARIES ${COMMON_LIBRARIES} ${PROJECT_SOURCE_DIR}/${CMAKE_BUILD_TYPE}/liblunasvg.a) + set(COMMON_LIBRARIES ${COMMON_LIBRARIES} ${PROJECT_SOURCE_DIR}/${CMAKE_BUILD_TYPE}/librlottie.a) else() set(COMMON_LIBRARIES ${COMMON_LIBRARIES} ${PROJECT_SOURCE_DIR}/liblunasvg.a) set(COMMON_LIBRARIES ${COMMON_LIBRARIES} ${PROJECT_SOURCE_DIR}/librlottie.a) endif() endif() -if(APPLE) +if(APPLE AND NOT IOS) # See es-app/CMakeLists.txt for an explation for why an extra "Resources" directory # has been added to the install prefix. set(CMAKE_INSTALL_PREFIX "/Applications/ES-DE.app/Contents/Resources") diff --git a/es-app/CMakeLists.txt b/es-app/CMakeLists.txt index 0f7d10c99..159e3ff10 100644 --- a/es-app/CMakeLists.txt +++ b/es-app/CMakeLists.txt @@ -111,14 +111,16 @@ set(ES_SOURCES ) if(WIN32) - LIST(APPEND ES_SOURCES ${CMAKE_CURRENT_SOURCE_DIR}/assets/ES-DE.rc) + list(APPEND ES_SOURCES ${CMAKE_CURRENT_SOURCE_DIR}/assets/ES-DE.rc) endif() #--------------------------------------------------------------------------------------------------- # OS-specific installation and package generation setup. # Define target. -if(APPLE) +if(IOS) + include(${CMAKE_SOURCE_DIR}/ios/cmake/ios.cmake) +elseif(APPLE) include_directories(${COMMON_INCLUDE_DIRS} ${CMAKE_CURRENT_SOURCE_DIR}/src) add_executable(ES-DE ${ES_SOURCES} ${ES_HEADERS}) target_link_libraries(ES-DE ${COMMON_LIBRARIES} es-core) @@ -202,7 +204,7 @@ if(WIN32) install(DIRECTORY ${CMAKE_SOURCE_DIR}/themes/modern-es-de DESTINATION themes) install(DIRECTORY ${CMAKE_SOURCE_DIR}/themes/slate-es-de DESTINATION themes) install(DIRECTORY ${CMAKE_SOURCE_DIR}/resources DESTINATION .) -elseif(APPLE) +elseif(APPLE AND NOT IOS) # For completely unknown reasons, when generating a Bundle using cpack, an extra 'Resources' # directory is added to the target path. Simply adding the two dots as a prefix fixes the # problem, but doing so would break 'make install' which was actually behaving correctly. @@ -288,7 +290,7 @@ elseif(HAIKU) DESTINATION data/es-de/themes) install(DIRECTORY ${CMAKE_SOURCE_DIR}/resources DESTINATION data/es-de) -elseif(NOT ANDROID) +elseif(NOT ANDROID AND NOT IOS) install(TARGETS es-de RUNTIME DESTINATION ${CMAKE_INSTALL_PREFIX}/bin) install(TARGETS es-pdf-convert RUNTIME DESTINATION ${CMAKE_INSTALL_PREFIX}/bin) if(CMAKE_SYSTEM_NAME MATCHES Linux OR CMAKE_SYSTEM_NAME MATCHES FreeBSD) diff --git a/es-core/CMakeLists.txt b/es-core/CMakeLists.txt index 848c3a785..c46e98931 100644 --- a/es-core/CMakeLists.txt +++ b/es-core/CMakeLists.txt @@ -179,6 +179,13 @@ if(ANDROID) set(CORE_SOURCES ${CORE_SOURCES} ${CMAKE_CURRENT_SOURCE_DIR}/src/utils/PlatformUtilAndroid.cpp) endif() +if(IOS) + set(CORE_HEADERS ${CORE_HEADERS} ${CMAKE_CURRENT_SOURCE_DIR}/src/InputOverlay.h) + set(CORE_HEADERS ${CORE_HEADERS} ${CMAKE_CURRENT_SOURCE_DIR}/src/utils/PlatformUtilIOS.h) + set(CORE_HEADERS ${CORE_HEADERS} ${CMAKE_CURRENT_SOURCE_DIR}/src/InputOverlay.cpp) + set(CORE_SOURCES ${CORE_SOURCES} ${CMAKE_CURRENT_SOURCE_DIR}/src/utils/PlatformUtilIOS.cpp) +endif() + #--------------------------------------------------------------------------------------------------- # Miscellaneous configuration. diff --git a/es-pdf-converter/CMakeLists.txt b/es-pdf-converter/CMakeLists.txt index 7aaa1b49f..85d004b6a 100644 --- a/es-pdf-converter/CMakeLists.txt +++ b/es-pdf-converter/CMakeLists.txt @@ -13,23 +13,31 @@ if(WIN32) set(POPPLER_CPP_LIBRARY ${CMAKE_CURRENT_SOURCE_DIR}/poppler-cpp.lib) # Disable DLL interface warnings. set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} /wd4251") -elseif(APPLE) - set(POPPLER_CPP_INCLUDE_DIR ${CMAKE_CURRENT_SOURCE_DIR}/../external/poppler/cpp ${CMAKE_CURRENT_SOURCE_DIR}/../external/poppler/build/cpp) - set(POPPLER_CPP_LIBRARY ${CMAKE_CURRENT_SOURCE_DIR}/../libpoppler-cpp.0.dylib) elseif(ANDROID) set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -fvisibility=hidden") set(CMAKE_SHARED_LINKER_FLAGS "${CMAKE_SHARED_LINKER_FLAGS} -llog") set(POPPLER_CPP_INCLUDE_DIR ${CMAKE_CURRENT_SOURCE_DIR}/../external/poppler/cpp ${CMAKE_CURRENT_SOURCE_DIR}/../external/poppler/build/cpp) set(POPPLER_CPP_LIBRARY ${CMAKE_CURRENT_SOURCE_DIR}/../android/libs/${ANDROID_CPU_ARCH}/libpoppler-cpp.so) +elseif(IOS) + set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -fvisibility=hidden") + set(CMAKE_SHARED_LINKER_FLAGS "${CMAKE_SHARED_LINKER_FLAGS} -llog") + set(POPPLER_CPP_INCLUDE_DIR ${CMAKE_CURRENT_SOURCE_DIR}/../external/poppler/cpp ${CMAKE_CURRENT_SOURCE_DIR}/../external/poppler/build/cpp) +elseif(APPLE) + set(POPPLER_CPP_INCLUDE_DIR ${CMAKE_CURRENT_SOURCE_DIR}/../external/poppler/cpp ${CMAKE_CURRENT_SOURCE_DIR}/../external/poppler/build/cpp) + set(POPPLER_CPP_LIBRARY ${CMAKE_CURRENT_SOURCE_DIR}/../libpoppler-cpp.0.dylib) else() find_package(Poppler REQUIRED COMPONENTS cpp) endif() include_directories(${POPPLER_CPP_INCLUDE_DIR}) -if (ANDROID) +if(ANDROID) set(CONVERTER_SOURCE_FILES ${CMAKE_CURRENT_SOURCE_DIR}/src/ConvertPDF.cpp ${CMAKE_CURRENT_SOURCE_DIR}/src/ConvertPDF.h) add_library(es-pdf-convert SHARED ${CONVERTER_SOURCE_FILES}) +elseif(IOS) + set(CONVERTER_SOURCE_FILES ${CMAKE_CURRENT_SOURCE_DIR}/src/ConvertPDF.cpp + ${CMAKE_CURRENT_SOURCE_DIR}/src/ConvertPDF.h) + add_library(es-pdf-convert STATIC ${CONVERTER_SOURCE_FILES}) else() set(CONVERTER_SOURCE_FILES ${CMAKE_CURRENT_SOURCE_DIR}/src/main.cpp ${CMAKE_CURRENT_SOURCE_DIR}/src/ConvertPDF.cpp @@ -40,6 +48,9 @@ target_link_libraries(es-pdf-convert PRIVATE ${POPPLER_CPP_LIBRARY}) if(WIN32) set_target_properties(es-pdf-convert PROPERTIES RUNTIME_OUTPUT_DIRECTORY "${CMAKE_BINARY_DIR}/es-pdf-converter" INSTALL_RPATH_USE_LINK_PATH TRUE) +elseif(IOS) + set_target_properties(es-pdf-convert PROPERTIES INSTALL_RPATH_USE_LINK_PATH TRUE + XCODE_ATTRIBUTE_DEVELOPMENT_TEAM ${IOS_DEVELOPMENT_TEAM}) else() set_target_properties(es-pdf-convert PROPERTIES INSTALL_RPATH_USE_LINK_PATH TRUE) endif() diff --git a/external/CMakeLists.txt b/external/CMakeLists.txt index be7268087..f1ab02541 100644 --- a/external/CMakeLists.txt +++ b/external/CMakeLists.txt @@ -7,27 +7,27 @@ # # This makes it possible to set options in subprojects. -set (CMAKE_POLICY_DEFAULT_CMP0077 NEW) +set(CMAKE_POLICY_DEFAULT_CMP0077 NEW) # Suppress warnings about cmake_minimum_required() defining deprecated versions. set(CMAKE_WARN_DEPRECATED OFF CACHE BOOL "" FORCE) -if (WIN32) +if(WIN32) # On Windows the build type needs to match the main binary. - if (CMAKE_BUILD_TYPE MATCHES Profiling) - set (CMAKE_BUILD_TYPE Release) + if(CMAKE_BUILD_TYPE MATCHES Profiling) + set(CMAKE_BUILD_TYPE Release) elseif(NOT CMAKE_BUILD_TYPE MATCHES Debug) - set (CMAKE_BUILD_TYPE Release) + set(CMAKE_BUILD_TYPE Release) endif() else() # Always build with optimizations enabled and without debug info. - set (CMAKE_BUILD_TYPE Release) + set(CMAKE_BUILD_TYPE Release) endif() unset(CMAKE_CXX_FLAGS) unset(CMAKE_EXE_LINKER_FLAGS) -if (WIN32) +if(WIN32) set(BUILD_SHARED_LIBS ON) else() set(BUILD_SHARED_LIBS OFF) @@ -41,15 +41,11 @@ if(CMAKE_CXX_COMPILER_ID MATCHES MSVC) endif() if(ANDROID) - if(ANDROID_LITE_RELEASE) - set_target_properties(lunasvg PROPERTIES ARCHIVE_OUTPUT_DIRECTORY - ${PROJECT_SOURCE_DIR}/android_lite_${ANDROID_ABI}) - else() - set_target_properties(lunasvg PROPERTIES ARCHIVE_OUTPUT_DIRECTORY - ${PROJECT_SOURCE_DIR}/android_${ANDROID_ABI}) - endif() + set_target_properties(lunasvg PROPERTIES ARCHIVE_OUTPUT_DIRECTORY + ${PROJECT_SOURCE_DIR}/android_${ANDROID_ABI}) endif() + # Disable threading support for rlottie as this functionality actually leads to far worse # performance. As well there is a bug on Windows that makes rlottie hang forever on application # shutdown if compiled using MinGW with threading support enabled. @@ -71,13 +67,8 @@ else() endif() if(ANDROID) - if(ANDROID_LITE_RELEASE) - set_target_properties(rlottie PROPERTIES ARCHIVE_OUTPUT_DIRECTORY - ${PROJECT_SOURCE_DIR}/android_lite_${ANDROID_ABI}) - else() - set_target_properties(rlottie PROPERTIES ARCHIVE_OUTPUT_DIRECTORY - ${PROJECT_SOURCE_DIR}/android_${ANDROID_ABI}) - endif() + set_target_properties(rlottie PROPERTIES ARCHIVE_OUTPUT_DIRECTORY + ${PROJECT_SOURCE_DIR}/android_${ANDROID_ABI}) endif() # Build LunaSVG before rlottie. diff --git a/locale/CMakeLists.txt b/locale/CMakeLists.txt index bec3e01d5..0116bab07 100644 --- a/locale/CMakeLists.txt +++ b/locale/CMakeLists.txt @@ -8,7 +8,9 @@ add_custom_target(localization ALL COMMENT Compiling localization message catalogs) -if(APPLE) +if(IOS) + set(MSGFMT_BINARY ${PROJECT_SOURCE_DIR}/external/macos/local_install/bin/msgfmt) +elseif(APPLE) set(MSGFMT_BINARY ${PROJECT_SOURCE_DIR}/external/local_install/bin/msgfmt) elseif(WIN32) set(MSGFMT_BINARY ${PROJECT_SOURCE_DIR}/external/gettext/bin/msgfmt.exe) From 2af7267933013e24998b9f13d8c949427af531d1 Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Tue, 14 Jan 2025 18:13:37 +0100 Subject: [PATCH 022/284] Updated the .gitignore file for iOS --- .gitignore | 10 ++++++++++ 1 file changed, 10 insertions(+) diff --git a/.gitignore b/.gitignore index 8bce4676f..f77985e91 100644 --- a/.gitignore +++ b/.gitignore @@ -40,6 +40,16 @@ es-de.worker.js es-core/src/InputOverlay.* es-core/src/utils/PlatformUtilAndroid.* +# iOS +ios/ +Frameworks/ +CMakeScripts +*.xcodeproj/ +es-de.xcarchive/ +es-app/src/UIKitMain.cpp +es-core/src/InputOverlay.* +es-core/src/utils/PlatformUtilIOS.* + # AppImage AppDir *.AppImage From f3e2c837f2c085fa6fecf3b973bd98fd7a0097bc Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Tue, 14 Jan 2025 19:17:12 +0100 Subject: [PATCH 023/284] Added initial support for iOS --- es-app/src/FileData.cpp | 7 ++++ es-app/src/PDFViewer.cpp | 10 ++--- es-app/src/guis/GuiMenu.cpp | 12 +++++- es-app/src/guis/GuiThemeDownloader.cpp | 4 +- es-app/src/main.cpp | 24 ++++++++--- es-app/src/scrapers/ScreenScraper.h | 2 + es-app/src/views/ViewController.cpp | 6 +-- es-core/src/InputManager.cpp | 18 ++++---- es-core/src/InputManager.h | 4 +- es-core/src/Scripting.cpp | 3 ++ es-core/src/Settings.cpp | 12 ++++-- es-core/src/ThemeData.cpp | 10 +++++ es-core/src/Window.cpp | 6 +-- es-core/src/renderers/Renderer.cpp | 29 ++++++++----- es-core/src/renderers/RendererOpenGL.cpp | 51 ++++++++++++++++++++--- es-core/src/renderers/RendererOpenGL.h | 8 ++++ es-core/src/renderers/ShaderOpenGL.h | 8 ++++ es-core/src/resources/ResourceManager.cpp | 23 +++++++--- es-core/src/utils/FileSystemUtil.cpp | 6 ++- es-core/src/utils/PlatformUtil.cpp | 16 +++++++ 20 files changed, 205 insertions(+), 54 deletions(-) diff --git a/es-app/src/FileData.cpp b/es-app/src/FileData.cpp index efe804b0c..c71d9e075 100644 --- a/es-app/src/FileData.cpp +++ b/es-app/src/FileData.cpp @@ -156,6 +156,9 @@ const std::string FileData::getROMDirectory() { #if defined(__ANDROID__) return AndroidVariables::sROMDirectory; +#elif defined(__IOS__) + std::string dir {Utils::FileSystem::getHomePath() + "/Documents/ROMs"}; + return dir; #endif const std::string& romDirSetting {Settings::getInstance()->getString("ROMDirectory")}; @@ -187,6 +190,10 @@ const std::string FileData::getROMDirectory() const std::string FileData::getMediaDirectory() { +#if defined(__IOS__) + return Utils::FileSystem::getAppDataDirectory() + "/downloaded_media/"; +#endif + const std::string& mediaDirSetting {Settings::getInstance()->getString("MediaDirectory")}; std::string mediaDirPath; diff --git a/es-app/src/PDFViewer.cpp b/es-app/src/PDFViewer.cpp index 9d52d77e7..fc09de4d7 100644 --- a/es-app/src/PDFViewer.cpp +++ b/es-app/src/PDFViewer.cpp @@ -21,7 +21,7 @@ #include #endif -#if defined(__ANDROID__) +#if defined(__ANDROID__) || defined(__IOS__) #include "ConvertPDF.h" #endif @@ -56,7 +56,7 @@ bool PDFViewer::startPDFViewer(FileData* game) { ViewController::getInstance()->pauseViewVideos(); -#if !defined(__ANDROID__) +#if !defined(__ANDROID__) && !defined(__IOS__) #if defined(_WIN64) const std::string convertBinary {"/es-pdf-converter/es-pdf-convert.exe"}; #else @@ -305,7 +305,7 @@ bool PDFViewer::getDocumentInfo() // Close process and thread handles. CloseHandle(pi.hProcess); CloseHandle(pi.hThread); -#elif defined(__ANDROID__) +#elif defined(__ANDROID__) || defined(__IOS__) if (ConvertPDF::processFile(mManualPath, "-fileinfo", 0, 0, 0, commandOutput) == -1) return false; #else @@ -449,7 +449,7 @@ void PDFViewer::convertPage(int pageNum) CloseHandle(childStdoutRead); WaitForSingleObject(pi.hThread, INFINITE); WaitForSingleObject(pi.hProcess, INFINITE); -#elif (__ANDROID__) +#elif (__ANDROID__) || defined(__IOS__) ConvertPDF::processFile(mManualPath, "-convert", pageNum, static_cast(mPages[pageNum].width), static_cast(mPages[pageNum].height), imageData); @@ -478,7 +478,7 @@ void PDFViewer::convertPage(int pageNum) #if defined(_WIN64) if (!processReturnValue || (static_cast(imageDataSize) < mPages[pageNum].width * mPages[pageNum].height * 4)) { -#elif defined(__ANDROID__) +#elif defined(__ANDROID__) || defined(__IOS__) if (static_cast(imageDataSize) < mPages[pageNum].width * mPages[pageNum].height * 4) { #else if (returnValue != 0 || (static_cast(imageDataSize) < diff --git a/es-app/src/guis/GuiMenu.cpp b/es-app/src/guis/GuiMenu.cpp index db5e89b5b..79bb92d51 100644 --- a/es-app/src/guis/GuiMenu.cpp +++ b/es-app/src/guis/GuiMenu.cpp @@ -44,6 +44,10 @@ #include "utils/PlatformUtilAndroid.h" #endif +#if defined(__IOS__) +#include "InputOverlay.h" +#endif + #include #include @@ -1332,7 +1336,7 @@ void GuiMenu::openInputDeviceOptions() } }); -#if defined(__ANDROID__) +#if defined(__ANDROID__) || defined(__IOS__) // Touch overlay size. auto touchOverlaySize = std::make_shared>( getHelpStyle(), _("TOUCH OVERLAY SIZE"), false); @@ -1585,6 +1589,7 @@ void GuiMenu::openOtherOptions() std::bind([this] { mWindow->pushGui(new GuiAlternativeEmulators); })); s->addRow(alternativeEmulatorsRow); +#if !defined(__IOS__) // Game media directory. ComponentListRow rowMediaDir; auto mediaDirectory = std::make_shared( @@ -1626,6 +1631,7 @@ void GuiMenu::openOtherOptions() } }); s->addRow(rowMediaDir); +#endif // Maximum VRAM. auto maxVram = std::make_shared(128.0f, 2048.0f, 16.0f, "MiB"); @@ -1663,6 +1669,7 @@ void GuiMenu::openOtherOptions() }); #endif +#if !defined(__IOS__) // Display/monitor. auto displayIndex = std::make_shared>( getHelpStyle(), _("DISPLAY/MONITOR INDEX"), false); @@ -1683,6 +1690,7 @@ void GuiMenu::openOtherOptions() s->setNeedsSaving(); } }); +#endif // Screen contents rotation. auto screenRotate = std::make_shared>( @@ -1918,6 +1926,7 @@ void GuiMenu::openOtherOptions() } }); +#if !defined(__IOS__) // Custom event scripts, fired using Scripting::fireEvent(). auto customEventScripts = std::make_shared(); customEventScripts->setState(Settings::getInstance()->getBool("CustomEventScripts")); @@ -1929,6 +1938,7 @@ void GuiMenu::openOtherOptions() s->setNeedsSaving(); } }); +#endif // Only show games included in the gamelist.xml files. auto parseGamelistOnly = std::make_shared(); diff --git a/es-app/src/guis/GuiThemeDownloader.cpp b/es-app/src/guis/GuiThemeDownloader.cpp index d6f6b6797..b31fe0e32 100644 --- a/es-app/src/guis/GuiThemeDownloader.cpp +++ b/es-app/src/guis/GuiThemeDownloader.cpp @@ -166,7 +166,7 @@ GuiThemeDownloader::GuiThemeDownloader(std::function updateCallback) git_libgit2_init(); -#if defined(__ANDROID__) && defined(USE_BUNDLED_CERTIFICATES) +#if (defined(__ANDROID__) || defined(__IOS__)) && defined(USE_BUNDLED_CERTIFICATES) git_libgit2_opts( GIT_OPT_SET_SSL_CERT_LOCATIONS, ResourceManager::getInstance().getResourcePath(":/certificates/curl-ca-bundle.crt").c_str(), @@ -178,7 +178,7 @@ GuiThemeDownloader::GuiThemeDownloader(std::function updateCallback) std::promise().swap(mPromise); mFuture = mPromise.get_future(); -#if defined(__ANDROID__) +#if defined(__ANDROID__) || defined(__IOS__) mThemeDirectory = Utils::FileSystem::getInternalAppDataDirectory() + "/themes"; #else const std::string defaultUserThemeDir {Utils::FileSystem::getAppDataDirectory() + "/themes"}; diff --git a/es-app/src/main.cpp b/es-app/src/main.cpp index 28e27f5cb..88ac66d7e 100644 --- a/es-app/src/main.cpp +++ b/es-app/src/main.cpp @@ -35,9 +35,13 @@ #include "views/ViewController.h" #include -#include #include +// TODO: Not needed after moving to SDL3. +#if !defined(__IOS__) +#include +#endif + #if defined(__ANDROID__) #include "utils/PlatformUtilAndroid.h" #endif @@ -570,7 +574,7 @@ int main(int argc, char* argv[]) SDL_SetHint(SDL_HINT_APP_NAME, "ES-DE"); -#if defined(__APPLE__) +#if defined(__APPLE__) && !defined(__IOS__) // This is a workaround to disable the incredibly annoying save state functionality in // macOS which forces a restore of the previous window state. The problem is that this // removes the splash screen on startup and it may have other adverse effects as well. @@ -598,7 +602,7 @@ int main(int argc, char* argv[]) outputToConsole(); #endif -#if !defined(__ANDROID__) +#if !defined(__ANDROID__) && !defined(__IOS__) { std::vector arguments; for (int i {0}; i < argc; ++i) @@ -871,7 +875,7 @@ int main(int argc, char* argv[]) } { -#if defined(__ANDROID__) +#if defined(__ANDROID__) || defined(__IOS__) const std::string themeDir {Utils::FileSystem::getAppDataDirectory() + "/themes"}; if (!Utils::FileSystem::exists(themeDir)) { LOG(LogInfo) << "Creating themes directory \"" << themeDir << "\"..."; @@ -881,6 +885,7 @@ int main(int argc, char* argv[]) LOG(LogWarning) << "Couldn't create directory, permission problems?"; } } +#if defined(__ANDROID__) if (!Utils::FileSystem::exists(themeDir + "/.nomedia")) { LOG(LogInfo) << "Creating \"no media\" file \"" << themeDir + "/.nomedia" << "\"..."; Utils::FileSystem::createEmptyFile(themeDir + "/.nomedia"); @@ -888,6 +893,7 @@ int main(int argc, char* argv[]) LOG(LogWarning) << "Couldn't create file, permission problems?"; } } +#endif #else // Create the themes folder in the application data directory (or elsewhere if the // UserThemeDirectory setting has been defined). @@ -932,6 +938,7 @@ int main(int argc, char* argv[]) #endif } +#if !defined(__IOS__) { // Create the scripts folder in the application data directory. This is only required // for custom event scripts so it's also created as a convenience. @@ -949,6 +956,7 @@ int main(int argc, char* argv[]) } } } +#endif { // Create the screensavers and screensavers/custom_slideshow directories. @@ -1064,9 +1072,11 @@ int main(int argc, char* argv[]) return 1; } -#if defined(__ANDROID__) +#if defined(__ANDROID__) || defined(__IOS__) InputOverlay::getInstance().init(); +#endif +#if defined(__ANDROID__) LOG(LogDebug) << "Android API level: " << SDL_GetAndroidSDKVersion(); Utils::Platform::Android::printDeviceInfo(); int storageState {SDL_AndroidGetExternalStorageState()}; @@ -1313,5 +1323,9 @@ int main(int argc, char* argv[]) FreeConsole(); #endif +#if defined(__IOS__) + exit(0); +#endif + return 0; } diff --git a/es-app/src/scrapers/ScreenScraper.h b/es-app/src/scrapers/ScreenScraper.h index 708696cb0..0df888bb8 100644 --- a/es-app/src/scrapers/ScreenScraper.h +++ b/es-app/src/scrapers/ScreenScraper.h @@ -67,6 +67,8 @@ public: const std::string platformIdentifier {" P"}; #elif defined(__linux__) const std::string platformIdentifier {" L"}; +#elif defined(__IOS__) + const std::string platformIdentifier {" I"}; #elif defined(__APPLE__) const std::string platformIdentifier {" M"}; #elif defined(_WIN64) diff --git a/es-app/src/views/ViewController.cpp b/es-app/src/views/ViewController.cpp index fde4a2810..d4953b3c7 100644 --- a/es-app/src/views/ViewController.cpp +++ b/es-app/src/views/ViewController.cpp @@ -266,7 +266,7 @@ void ViewController::invalidSystemsFileDialog() void ViewController::noGamesDialog() { -#if defined(__ANDROID__) +#if defined(__ANDROID__) || defined(__IOS__) mNoGamesErrorMessage = _("NO GAME FILES WERE FOUND, PLEASE PLACE YOUR GAMES IN " "THE CONFIGURED ROM DIRECTORY. OPTIONALLY THE ROM " "DIRECTORY STRUCTURE CAN BE GENERATED WHICH WILL " @@ -289,7 +289,7 @@ void ViewController::noGamesDialog() mRomDirectory = FileData::getROMDirectory(); #endif -#if defined(__ANDROID__) +#if defined(__ANDROID__) || defined(__IOS__) mNoGamesMessageBox = new GuiMsgBox( HelpStyle(), mNoGamesErrorMessage + mRomDirectory, #else @@ -404,7 +404,7 @@ void ViewController::noGamesDialog() quit.type = SDL_QUIT; SDL_PushEvent(&quit); }, -#if defined(__ANDROID__) +#if defined(__ANDROID__) || defined(__IOS__) "", nullptr, nullptr, true, false, (mRenderer->getIsVerticalOrientation() ? 0.90f : diff --git a/es-core/src/InputManager.cpp b/es-core/src/InputManager.cpp index e528aa1d0..22e5c98a8 100644 --- a/es-core/src/InputManager.cpp +++ b/es-core/src/InputManager.cpp @@ -30,6 +30,10 @@ #include "utils/PlatformUtilAndroid.h" #endif +#if defined(__IOS__) +#define TOUCH_GUID_STRING "-3" +#endif + namespace { int SDL_USER_CECBUTTONDOWN {-1}; @@ -38,7 +42,7 @@ namespace InputManager::InputManager() noexcept : mWindow {Window::getInstance()} -#if defined(__ANDROID__) +#if defined(__ANDROID__) || defined(__IOS__) , mInputOverlay {InputOverlay::getInstance()} #endif , mKeyboardInputConfig {nullptr} @@ -92,7 +96,7 @@ void InputManager::init() LOG(LogInfo) << "Added keyboard with default configuration"; } -#if defined(__ANDROID__) +#if defined(__ANDROID__) || defined(__IOS__) mTouchInputConfig = std::make_unique(DEVICE_TOUCH, "Touch", TOUCH_GUID_STRING); loadTouchConfig(); #endif @@ -301,7 +305,7 @@ int InputManager::getNumConfiguredDevices() if (mKeyboardInputConfig->isConfigured()) ++num; -#if defined(__ANDROID__) +#if defined(__ANDROID__) || defined(__IOS__) if (mTouchInputConfig->isConfigured()) ++num; #endif @@ -335,7 +339,7 @@ std::string InputManager::getDeviceGUIDString(int deviceId) { if (deviceId == DEVICE_KEYBOARD) return KEYBOARD_GUID_STRING; -#if defined(__ANDROID__) +#if defined(__ANDROID__) || defined(__IOS__) else if (deviceId == DEVICE_TOUCH) return TOUCH_GUID_STRING; #endif @@ -358,7 +362,7 @@ InputConfig* InputManager::getInputConfigByDevice(int device) { if (device == DEVICE_KEYBOARD) return mKeyboardInputConfig.get(); -#if defined(__ANDROID__) +#if defined(__ANDROID__) || defined(__IOS__) else if (device == DEVICE_TOUCH) return mTouchInputConfig.get(); #endif @@ -542,7 +546,7 @@ bool InputManager::parseEvent(const SDL_Event& event) Input(DEVICE_KEYBOARD, TYPE_KEY, event.key.keysym.sym, 0, false)); return true; } -#if defined(__ANDROID__) +#if defined(__ANDROID__) || defined(__IOS__) case SDL_FINGERDOWN: { if (!Settings::getInstance()->getBool("InputTouchOverlay")) return false; @@ -736,7 +740,7 @@ void InputManager::loadDefaultControllerConfig(SDL_JoystickID deviceIndex) void InputManager::loadTouchConfig() { -#if defined(__ANDROID__) +#if defined(__ANDROID__) || defined(__IOS__) InputConfig* cfg {mTouchInputConfig.get()}; if (cfg->isConfigured()) diff --git a/es-core/src/InputManager.h b/es-core/src/InputManager.h index cba5d53c4..8b10ce2b8 100644 --- a/es-core/src/InputManager.h +++ b/es-core/src/InputManager.h @@ -13,7 +13,7 @@ #include "CECInput.h" -#if defined(__ANDROID__) +#if defined(__ANDROID__) || defined(__IOS__) #include "InputOverlay.h" #endif @@ -68,7 +68,7 @@ private: Window* mWindow; CECInput mCECInput; -#if defined(__ANDROID__) +#if defined(__ANDROID__) || defined(__IOS__) InputOverlay& mInputOverlay; #endif diff --git a/es-core/src/Scripting.cpp b/es-core/src/Scripting.cpp index 4d6be41a9..300ef6312 100644 --- a/es-core/src/Scripting.cpp +++ b/es-core/src/Scripting.cpp @@ -30,6 +30,9 @@ namespace Scripting const std::string& arg3, const std::string& arg4) { +#if defined(__IOS__) + return; +#endif if (!Settings::getInstance()->getBool("CustomEventScripts")) return; diff --git a/es-core/src/Settings.cpp b/es-core/src/Settings.cpp index ced874ceb..93040b133 100644 --- a/es-core/src/Settings.cpp +++ b/es-core/src/Settings.cpp @@ -245,7 +245,7 @@ void Settings::setDefaults() // Input device settings. mStringMap["InputControllerType"] = {"xbox", "xbox"}; -#if defined(__ANDROID__) +#if defined(__ANDROID__) || defined(__IOS__) mStringMap["InputTouchOverlaySize"] = {"medium", "medium"}; mStringMap["InputTouchOverlayOpacity"] = {"normal", "normal"}; mIntMap["InputTouchOverlayFadeTime"] = {6, 6}; @@ -263,7 +263,9 @@ void Settings::setDefaults() mBoolMap["FavStarCustom"] = {false, false}; // Other settings. +#if !defined(__IOS__) mStringMap["MediaDirectory"] = {"", ""}; +#endif #if defined(STEAM_DECK) || defined(RETRODECK) mIntMap["MaxVRAM"] = {512, 512}; #elif defined(RASPBERRY_PI) @@ -274,7 +276,9 @@ void Settings::setDefaults() #if !defined(USE_OPENGLES) mIntMap["AntiAliasing"] = {0, 0}; #endif +#if !defined(__IOS__) mIntMap["DisplayIndex"] = {1, 1}; +#endif mIntMap["ScreenRotate"] = {0, 0}; #if defined(__APPLE__) mStringMap["KeyboardQuitShortcut"] = {"CmdQ", "CmdQ"}; @@ -304,7 +308,9 @@ void Settings::setDefaults() mBoolMap["AlternativeEmulatorPerGame"] = {true, true}; mBoolMap["ShowHiddenFiles"] = {true, true}; mBoolMap["ShowHiddenGames"] = {true, true}; +#if !defined(__IOS__) mBoolMap["CustomEventScripts"] = {false, false}; +#endif mBoolMap["ParseGamelistOnly"] = {false, false}; mBoolMap["MAMENameStripExtraInfo"] = {true, true}; #if defined(__unix__) && !defined(__ANDROID__) @@ -351,11 +357,11 @@ void Settings::setDefaults() mBoolMap["LegacyGamelistFileLocation"] = {false, false}; mBoolMap["CreatePlaceholderSystemDirectories"] = {false, false}; mStringMap["OpenGLVersion"] = {"", ""}; -#if !defined(__ANDROID__) +#if !defined(__ANDROID__) && !defined(__IOS__) mStringMap["ROMDirectory"] = {"", ""}; #endif mStringMap["UIMode_passkey"] = {"uuddlrlrba", "uuddlrlrba"}; -#if !defined(__ANDROID__) +#if !defined(__ANDROID__) && !defined(__IOS__) mStringMap["UserThemeDirectory"] = {"", ""}; #endif mIntMap["LottieMaxFileCache"] = {150, 150}; diff --git a/es-core/src/ThemeData.cpp b/es-core/src/ThemeData.cpp index a6dd56e8e..d2bb50db5 100644 --- a/es-core/src/ThemeData.cpp +++ b/es-core/src/ThemeData.cpp @@ -21,6 +21,10 @@ #include #include +#if defined(__IOS__) +#include "utils/PlatformUtilIOS.h" +#endif + // clang-format off std::vector ThemeData::sSupportedViews { {"all"}, @@ -770,6 +774,8 @@ void ThemeData::populateThemes() #if defined(__ANDROID__) const std::string userThemeDirectory {Utils::FileSystem::getInternalAppDataDirectory() + "/themes"}; +#elif defined(__IOS__) + const std::string userThemeDirectory; #else const std::string defaultUserThemeDir {Utils::FileSystem::getAppDataDirectory() + "/themes"}; const std::string userThemeDirSetting {Utils::FileSystem::expandHomePath( @@ -801,6 +807,10 @@ void ThemeData::populateThemes() const std::vector themePaths {Utils::FileSystem::getProgramDataPath() + "/themes", Utils::FileSystem::getAppDataDirectory() + "/themes", userThemeDirectory}; +#elif defined(__IOS__) + const std::vector themePaths {Utils::Platform::iOS::getPackagePath() + "themes", + Utils::FileSystem::getAppDataDirectory() + + "/themes"}; #elif defined(__APPLE__) const std::vector themePaths { Utils::FileSystem::getExePath() + "/themes", diff --git a/es-core/src/Window.cpp b/es-core/src/Window.cpp index 11dc0540e..fdba4678a 100644 --- a/es-core/src/Window.cpp +++ b/es-core/src/Window.cpp @@ -19,7 +19,7 @@ #include "resources/Font.h" #include "utils/LocalizationUtil.h" -#if defined(__ANDROID__) +#if defined(__ANDROID__) || defined(__IOS__) #include "InputOverlay.h" #endif @@ -436,7 +436,7 @@ void Window::update(int deltaTime) if (mScreensaver && mRenderScreensaver) mScreensaver->update(deltaTime); -#if defined(__ANDROID__) +#if defined(__ANDROID__) || defined(__IOS__) if (Settings::getInstance()->getBool("InputTouchOverlay")) InputOverlay::getInstance().update(deltaTime); #endif @@ -657,7 +657,7 @@ void Window::render() if (mRenderScreensaver) mScreensaver->renderScreensaver(); -#if defined(__ANDROID__) +#if defined(__ANDROID__) || defined(__IOS__) if (Settings::getInstance()->getBool("InputTouchOverlay")) InputOverlay::getInstance().render(mRenderer->getIdentity()); #endif diff --git a/es-core/src/renderers/Renderer.cpp b/es-core/src/renderers/Renderer.cpp index 281b7c70a..c75dcc46b 100644 --- a/es-core/src/renderers/Renderer.cpp +++ b/es-core/src/renderers/Renderer.cpp @@ -69,6 +69,9 @@ bool Renderer::createWindow() mInitialCursorState = (SDL_ShowCursor(0) != 0); +#if defined(__IOS__) + int displayIndex {0}; +#else int displayIndex {Settings::getInstance()->getInt("DisplayIndex")}; // Check that an invalid value has not been manually entered in the es_settings.xml file. if (displayIndex != 1 && displayIndex != 2 && displayIndex != 3 && displayIndex != 4) { @@ -88,6 +91,7 @@ bool Renderer::createWindow() else { LOG(LogInfo) << "Using display: " << std::to_string(displayIndex + 1); } +#endif SDL_DisplayMode displayMode; SDL_GetDesktopDisplayMode(displayIndex, &displayMode); @@ -217,6 +221,8 @@ bool Renderer::createWindow() else // If the resolution has been manually set from the command line, then keep the border. windowFlags = SDL_WINDOW_OPENGL; +#elif defined(__IOS__) + windowFlags = SDL_WINDOW_FULLSCREEN | SDL_WINDOW_ALLOW_HIGHDPI | SDL_WINDOW_OPENGL; #elif defined(__APPLE__) // Not sure if this could be a useful setting. // SDL_SetHint(SDL_HINT_VIDEO_MAC_FULLSCREEN_SPACES, "0"); @@ -249,19 +255,22 @@ bool Renderer::createWindow() mDisplayIndex = displayIndex; #if defined(__APPLE__) - // The code below is required as the high DPI scaling on macOS is very bizarre and is - // measured in "points" rather than pixels (even though the naming convention sure looks - // like pixels). For example there could be a 1920x1080 entry in the OS display settings - // that actually corresponds to something like 3840x2160 pixels while at the same time - // there is a separate 1080p entry which corresponds to a "real" 1920x1080 resolution. + // The code below is required as the high DPI scaling on macOS and iOS is measured in "points" + // rather than pixels. For example there could be a 1920x1080 entry in the macOS display + // settings that actually corresponds to something like 3840x2160 pixels while at the same + // time there is a separate 1080p entry which corresponds to a "real" 1920x1080 resolution. // Therefore the --resolution flag results in different things depending on whether a high - // DPI screen is used. E.g. 1280x720 on a 4K display would actually end up as 2560x1440 - // which is incredibly strange. No point in struggling with this strangeness though, - // instead we simply indicate the physical pixel dimensions in parenthesis in the log - // file and make sure to double the window and screen sizes in case of a high DPI - // display so that the full application window is used for rendering. + // DPI screen is used. E.g. 1280x720 on a 4K display would actually end up as 2560x1440 pixels. + // The scale factor on macOS and iOS can be 1, 2 or 3 and we use this factor to calculate the + // actual physical pixel dimensions. We indicate these numbers inside parenthesis in the log + // file and we multiply the internal pixel resolution accordingly so that the full display + // or window size is always used for rendering. int width {0}; +#if defined(__IOS__) + SDL_GetWindowSizeInPixels(mSDLWindow, &width, nullptr); +#else SDL_GL_GetDrawableSize(mSDLWindow, &width, nullptr); +#endif int scaleFactor {static_cast(width / mWindowWidth)}; LOG(LogInfo) << "Display resolution: " << std::to_string(displayMode.w) << "x" diff --git a/es-core/src/renderers/RendererOpenGL.cpp b/es-core/src/renderers/RendererOpenGL.cpp index 299174ecc..e963d14c6 100644 --- a/es-core/src/renderers/RendererOpenGL.cpp +++ b/es-core/src/renderers/RendererOpenGL.cpp @@ -14,9 +14,17 @@ #include #endif +#if defined(__IOS__) +#include +#endif + RendererOpenGL::RendererOpenGL() noexcept : mShaderFBO1 {0} , mShaderFBO2 {0} + , mFramebuffer {0} +#if defined(__IOS__) + , mColorbuffer {0} +#endif , mVertexBuffer1 {0} , mVertexBuffer2 {0} , mSDLContext {nullptr} @@ -112,7 +120,7 @@ GLenum RendererOpenGL::convertTextureType(const TextureType type) #else case TextureType::BGRA: { return GL_BGRA; } break; #endif -#if defined(__EMSCRIPTEN__) || defined(__ANDROID__) +#if defined(__EMSCRIPTEN__) || defined(__ANDROID__) || defined(__IOS__) case TextureType::RED: { return GL_LUMINANCE; } break; #else case TextureType::RED: { return GL_RED; } break; @@ -251,6 +259,28 @@ bool RendererOpenGL::createContext() #endif #endif +#if defined(__IOS__) + SDL_SysWMinfo info {}; + SDL_VERSION(&info.version); + + UIWindow* uiWindow {nullptr}; + if (SDL_GetWindowWMInfo(getSDLWindow(), &info) && info.subsystem == SDL_SYSWM_UIKIT) + uiWindow = (UIWindow*)info.info.uikit.window; + + if (uiWindow) { + mFramebuffer = info.info.uikit.framebuffer; + mColorbuffer = info.info.uikit.colorbuffer; + } + + GL_CHECK_ERROR(glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer)); + GL_CHECK_ERROR(glBindRenderbuffer(GL_RENDERBUFFER, mColorbuffer)); + GLenum status {glCheckFramebufferStatus(GL_FRAMEBUFFER)}; + + if (status != GL_FRAMEBUFFER_COMPLETE) { + LOG(LogError) << "Couldn't setup framebuffer: " << status; + } +#endif + GL_CHECK_ERROR(glClearColor(0.0f, 0.0f, 0.0f, 1.0f)); GL_CHECK_ERROR(glActiveTexture(GL_TEXTURE0)); GL_CHECK_ERROR(glEnable(GL_BLEND)); @@ -306,7 +336,7 @@ bool RendererOpenGL::createContext() GL_CHECK_ERROR(glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mPostProcTexture2, 0)); - GL_CHECK_ERROR(glBindFramebuffer(GL_FRAMEBUFFER, 0)); + GL_CHECK_ERROR(glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer)); return true; } @@ -379,7 +409,7 @@ void RendererOpenGL::setSwapInterval() void RendererOpenGL::swapBuffers() { -#if defined(__APPLE__) +#if defined(__APPLE__) && !defined(__IOS__) // On macOS when running in the background, the OpenGL driver apparently does not swap // the frames which leads to a very fast swap time. This makes ES-DE use a lot of CPU // resources which slows down the games significantly on slower machines. By introducing @@ -444,8 +474,17 @@ unsigned int RendererOpenGL::createTexture(const unsigned int texUnit, GL_UNSIGNED_BYTE, data)); } else { +#if defined(__IOS__) + if (type == TextureType::RED) + GL_CHECK_ERROR(glTexImage2D(GL_TEXTURE_2D, 0, textureType, width, height, 0, + textureType, GL_UNSIGNED_BYTE, data)); + else + GL_CHECK_ERROR(glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, textureType, + GL_UNSIGNED_BYTE, data)); +#else GL_CHECK_ERROR(glTexImage2D(GL_TEXTURE_2D, 0, textureType, width, height, 0, textureType, GL_UNSIGNED_BYTE, data)); +#endif } #else GL_CHECK_ERROR(glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, textureType, @@ -756,7 +795,7 @@ void RendererOpenGL::shaderPostprocessing(unsigned int shaders, for (int p {0}; p < shaderPasses; ++p) { if (!textureRGBA && i == shaderList.size() - 1 && p == shaderPasses - 1) { - GL_CHECK_ERROR(glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0)); + GL_CHECK_ERROR(glBindFramebuffer(GL_DRAW_FRAMEBUFFER, mFramebuffer)); if (offsetOrPadding) setViewport(mViewport); drawTriangleStrips(vertices, 4, BlendFactor::SRC_ALPHA, @@ -818,10 +857,10 @@ void RendererOpenGL::shaderPostprocessing(unsigned int shaders, GL_CHECK_ERROR( glReadPixels(0, 0, height, width, GL_BGRA, GL_UNSIGNED_BYTE, textureRGBA)); #endif - GL_CHECK_ERROR(glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0)); + GL_CHECK_ERROR(glBindFramebuffer(GL_DRAW_FRAMEBUFFER, mFramebuffer)); } - GL_CHECK_ERROR(glBindFramebuffer(GL_READ_FRAMEBUFFER, 0)); + GL_CHECK_ERROR(glBindFramebuffer(GL_READ_FRAMEBUFFER, mFramebuffer)); if (offsetOrPadding) setViewport(mViewport); diff --git a/es-core/src/renderers/RendererOpenGL.h b/es-core/src/renderers/RendererOpenGL.h index 9b7970c96..6013f4bed 100644 --- a/es-core/src/renderers/RendererOpenGL.h +++ b/es-core/src/renderers/RendererOpenGL.h @@ -13,7 +13,11 @@ #include "renderers/ShaderOpenGL.h" #if defined(USE_OPENGLES) +#if defined(__IOS__) +#include +#else #include +#endif #include #else #include @@ -78,6 +82,10 @@ private: std::vector> mShaderProgramVector; GLuint mShaderFBO1; GLuint mShaderFBO2; + GLuint mFramebuffer; +#if defined(__IOS__) + GLuint mColorbuffer; +#endif GLuint mVertexBuffer1; GLuint mVertexBuffer2; diff --git a/es-core/src/renderers/ShaderOpenGL.h b/es-core/src/renderers/ShaderOpenGL.h index 59463b068..55dd8e5df 100644 --- a/es-core/src/renderers/ShaderOpenGL.h +++ b/es-core/src/renderers/ShaderOpenGL.h @@ -14,13 +14,21 @@ #include "renderers/Renderer.h" #include "utils/MathUtil.h" +#if defined(__IOS__) +#define GLES_SILENCE_DEPRECATION +#endif + #if defined(_WIN64) #include #endif #include #if defined(USE_OPENGLES) +#if defined(__IOS__) +#include +#else #include +#endif #include #else #include diff --git a/es-core/src/resources/ResourceManager.cpp b/es-core/src/resources/ResourceManager.cpp index c79ac3985..dcba40821 100644 --- a/es-core/src/resources/ResourceManager.cpp +++ b/es-core/src/resources/ResourceManager.cpp @@ -16,6 +16,10 @@ #include +#if defined(__IOS__) +#include "utils/PlatformUtilIOS.h" +#endif + ResourceManager& ResourceManager::getInstance() { static ResourceManager instance; @@ -32,14 +36,21 @@ std::string ResourceManager::getResourcePath(const std::string& path, bool termi if (Utils::FileSystem::exists(testHome)) return testHome; -#if defined(__APPLE__) +#if defined(__IOS__) + const std::string iOSPackagePath {Utils::Platform::iOS::getPackagePath() + &path[2]}; + + if (Utils::FileSystem::exists(iOSPackagePath)) + return iOSPackagePath; +#endif + +#if defined(__APPLE__) && !defined(__IOS__) // For macOS, check in the ../Resources directory relative to the executable directory. std::string applePackagePath {Utils::FileSystem::getExePath() + "/../Resources/resources/" + &path[2]}; - if (Utils::FileSystem::exists(applePackagePath)) { + if (Utils::FileSystem::exists(applePackagePath)) return applePackagePath; - } + #elif (defined(__unix__) && !defined(APPIMAGE_BUILD)) || defined(__ANDROID__) || defined(__HAIKU__) // Check in the program data directory. std::string testDataPath {Utils::FileSystem::getProgramDataPath() + "/resources/" + @@ -71,10 +82,12 @@ std::string ResourceManager::getResourcePath(const std::string& path, bool termi LOG(LogError) << "Program resource missing: " << path; LOG(LogError) << "Tried to find the resource in the following locations:"; LOG(LogError) << testHome; -#if defined(__APPLE__) +#if defined(__IOS__) + LOG(LogError) << iOSPackagePath; +#elif defined(__APPLE__) LOG(LogError) << applePackagePath; #elif defined(__unix__) && !defined(APPIMAGE_BUILD) - LOG(LogError) << testDataPath; + LOG(LogError) << testDataPath; #endif #if !defined(__ANDROID__) LOG(LogError) << testExePath; diff --git a/es-core/src/utils/FileSystemUtil.cpp b/es-core/src/utils/FileSystemUtil.cpp index 1bf55bc3f..6bcffbacf 100644 --- a/es-core/src/utils/FileSystemUtil.cpp +++ b/es-core/src/utils/FileSystemUtil.cpp @@ -260,7 +260,10 @@ namespace Utils { #if defined(__ANDROID__) return getHomePath(); -#else +#elif defined(__IOS__) + return getHomePath() + "/Documents/ES-DE"; +#endif + if (FileSystemVariables::sAppDataDirectory.empty()) { #if !defined(_WIN64) if (getenv("ESDE_APPDATA_DIR") != nullptr) { @@ -282,7 +285,6 @@ namespace Utils } return FileSystemVariables::sAppDataDirectory; -#endif } std::string getInternalAppDataDirectory() diff --git a/es-core/src/utils/PlatformUtil.cpp b/es-core/src/utils/PlatformUtil.cpp index d3b63b2ac..5ae0dc12b 100644 --- a/es-core/src/utils/PlatformUtil.cpp +++ b/es-core/src/utils/PlatformUtil.cpp @@ -41,6 +41,9 @@ namespace Utils { int runRebootCommand() { +#if defined(__IOS__) + return 0; +#else #if defined(_WIN64) return system("shutdown -r -t 0"); #elif defined(__APPLE__) || defined(__FreeBSD__) @@ -48,11 +51,15 @@ namespace Utils return system("shutdown -r now"); #else return system("shutdown --reboot now"); +#endif #endif } int runPoweroffCommand() { +#if defined(__IOS__) + return 0; +#else #if defined(_WIN64) return system("shutdown -s -t 0"); #elif defined(__APPLE__) @@ -62,11 +69,15 @@ namespace Utils return system("shutdown -p now"); #else return system("shutdown --poweroff now"); +#endif #endif } int runSystemCommand(const std::string& cmd_utf8) { +#if defined(__IOS__) + return 0; +#else #if defined(_WIN64) // On Windows we use _wsystem to support non-ASCII paths // which requires converting from UTF-8 to a wstring. @@ -74,6 +85,7 @@ namespace Utils return _wsystem(wchar_str.c_str()); #else return system(cmd_utf8.c_str()); +#endif #endif } @@ -102,7 +114,11 @@ namespace Utils LOG(LogDebug) << "Platform::launchGameUnix(): Launching game while keeping ES-DE running " "in the background, no command output will be written to the log file"; +#if defined(__IOS__) + return 0; +#else return system(command.c_str()); +#endif } FILE* commandPipe; From d6546e216439efce5c9e54518b8ec83371615973 Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Tue, 14 Jan 2025 19:36:22 +0100 Subject: [PATCH 024/284] (iOS) Made the PDF converter build --- es-pdf-converter/src/ConvertPDF.cpp | 6 +++--- es-pdf-converter/src/ConvertPDF.h | 2 +- 2 files changed, 4 insertions(+), 4 deletions(-) diff --git a/es-pdf-converter/src/ConvertPDF.cpp b/es-pdf-converter/src/ConvertPDF.cpp index 6d9a7b93f..2e53d0fd2 100644 --- a/es-pdf-converter/src/ConvertPDF.cpp +++ b/es-pdf-converter/src/ConvertPDF.cpp @@ -32,7 +32,7 @@ #if defined(_WIN64) int ConvertPDF::processFile( const std::wstring path, const std::wstring mode, int pageNum, int width, int height) -#elif defined(__ANDROID__) +#elif defined(__ANDROID__) || defined(__IOS__) int ConvertPDF::processFile(const std::string path, const std::string mode, int pageNum, @@ -120,7 +120,7 @@ int ConvertPDF::processFile( pageInfo.emplace_back(pageRow); } for (auto& row : pageInfo) { -#if defined(__ANDROID__) +#if defined(__ANDROID__) || defined(__IOS__) result.append(row).append("\n"); #else std::cout << row << std::endl; @@ -176,7 +176,7 @@ int ConvertPDF::processFile( return (-1); } -#if defined(__ANDROID__) +#if defined(__ANDROID__) || defined(__IOS__) result.insert(0, std::move(image.data()), width * height * 4); #else // Necessary as the image data stream may contain null characters. diff --git a/es-pdf-converter/src/ConvertPDF.h b/es-pdf-converter/src/ConvertPDF.h index 8f9a33bfb..f70b1b940 100644 --- a/es-pdf-converter/src/ConvertPDF.h +++ b/es-pdf-converter/src/ConvertPDF.h @@ -19,7 +19,7 @@ public: #if defined(_WIN64) static int processFile( const std::wstring path, const std::wstring mode, int pageNum, int width, int height); -#elif defined(__ANDROID__) +#elif defined(__ANDROID__) || defined(__IOS__) __attribute__((visibility("default"))) static int processFile(const std::string path, const std::string mode, int pageNum, From 89051c459f714204b2468662b880adf42c5eef38 Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Tue, 14 Jan 2025 19:42:06 +0100 Subject: [PATCH 025/284] (iOS) Fixed an issue where the theme downloader used the incorrect theme directory --- es-app/src/guis/GuiThemeDownloader.cpp | 4 +++- 1 file changed, 3 insertions(+), 1 deletion(-) diff --git a/es-app/src/guis/GuiThemeDownloader.cpp b/es-app/src/guis/GuiThemeDownloader.cpp index b31fe0e32..9661ecf0f 100644 --- a/es-app/src/guis/GuiThemeDownloader.cpp +++ b/es-app/src/guis/GuiThemeDownloader.cpp @@ -178,8 +178,10 @@ GuiThemeDownloader::GuiThemeDownloader(std::function updateCallback) std::promise().swap(mPromise); mFuture = mPromise.get_future(); -#if defined(__ANDROID__) || defined(__IOS__) +#if defined(__ANDROID__) mThemeDirectory = Utils::FileSystem::getInternalAppDataDirectory() + "/themes"; +#elif defined(__IOS__) + mThemeDirectory = Utils::FileSystem::getAppDataDirectory() + "/themes"; #else const std::string defaultUserThemeDir {Utils::FileSystem::getAppDataDirectory() + "/themes"}; const std::string userThemeDirSetting {Utils::FileSystem::expandHomePath( From 1ee556a95d23c12dfdeec2d508793c70af39178e Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Tue, 14 Jan 2025 19:46:53 +0100 Subject: [PATCH 026/284] (iOS) Changed a C cast to a C++ cast --- es-core/src/renderers/RendererOpenGL.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/es-core/src/renderers/RendererOpenGL.cpp b/es-core/src/renderers/RendererOpenGL.cpp index e963d14c6..6e7844042 100644 --- a/es-core/src/renderers/RendererOpenGL.cpp +++ b/es-core/src/renderers/RendererOpenGL.cpp @@ -265,7 +265,7 @@ bool RendererOpenGL::createContext() UIWindow* uiWindow {nullptr}; if (SDL_GetWindowWMInfo(getSDLWindow(), &info) && info.subsystem == SDL_SYSWM_UIKIT) - uiWindow = (UIWindow*)info.info.uikit.window; + uiWindow = reinterpret_cast(info.info.uikit.window); if (uiWindow) { mFramebuffer = info.info.uikit.framebuffer; From 6ad4e909d72925f152496fbb6d8418d6f3f60fd9 Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Tue, 14 Jan 2025 19:55:52 +0100 Subject: [PATCH 027/284] Documentation update --- THEMES-DEV.md | 8 ++++++++ THEMES.md | 8 ++++++++ 2 files changed, 16 insertions(+) diff --git a/THEMES-DEV.md b/THEMES-DEV.md index 093c6998d..da6db8a5a 100644 --- a/THEMES-DEV.md +++ b/THEMES-DEV.md @@ -265,6 +265,14 @@ Console/system logos by Dan Patrick (GitHub mirror, not officially maintained by https://github.com/PRO100BYTE/console-logos +High-resolution photos of classic gaming hardware: + +https://commons.wikimedia.org/wiki/User:Evan-Amos + +Large set of controller and game cartridge images in SVG and PNG formats: + +https://archive.org/details/@pineapple_graphics + ## Simple example theme Here is a very simple theme that changes the color of the game name text: diff --git a/THEMES.md b/THEMES.md index 8cdeda0d4..dff11b050 100644 --- a/THEMES.md +++ b/THEMES.md @@ -263,6 +263,14 @@ Console/system logos by Dan Patrick (GitHub mirror, not officially maintained by https://github.com/PRO100BYTE/console-logos +High-resolution photos of classic gaming hardware: + +https://commons.wikimedia.org/wiki/User:Evan-Amos + +Large set of controller and game cartridge images in SVG and PNG formats: + +https://archive.org/details/@pineapple_graphics + ## Simple example theme Here is a very simple theme that changes the color of the game name text: From 9bb6fca9686411878979daad7a72a22b7bcd221f Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Wed, 15 Jan 2025 18:06:13 +0100 Subject: [PATCH 028/284] (macOS) Changed the default thread count for the dependency build script from 4 to 8 --- tools/macOS_dependencies_build.sh | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/tools/macOS_dependencies_build.sh b/tools/macOS_dependencies_build.sh index b2d934ddf..a82bfe717 100755 --- a/tools/macOS_dependencies_build.sh +++ b/tools/macOS_dependencies_build.sh @@ -15,7 +15,7 @@ export MACOSX_DEPLOYMENT_TARGET=11.0 # How many CPU threads to use for the compilation. -JOBS=4 +JOBS=8 if [ ! -f .clang-format ]; then echo "You need to run this script from the root of the repository." From 1e82f37416f5e5aaa200b187ae89a8422694f8e1 Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Fri, 17 Jan 2025 17:49:32 +0100 Subject: [PATCH 029/284] Eliminated some warning messages when building with the latest CMake release --- locale/CMakeLists.txt | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) diff --git a/locale/CMakeLists.txt b/locale/CMakeLists.txt index 0116bab07..cb9cc104b 100644 --- a/locale/CMakeLists.txt +++ b/locale/CMakeLists.txt @@ -27,9 +27,9 @@ file(GLOB PO_FILES ${PROJECT_SOURCE_DIR}/locale/po/*.po) foreach (PO_FILE ${PO_FILES}) get_filename_component(PO_FILENAME ${PO_FILE} NAME) get_filename_component(PO_BASENAME ${PO_FILENAME} NAME_WE) - add_custom_command(TARGET localization COMMAND echo Compiling message catalog for locale ${PO_BASENAME}) + add_custom_command(TARGET localization POST_BUILD COMMAND echo Compiling message catalog for locale ${PO_BASENAME}) file(MAKE_DIRECTORY ${PROJECT_SOURCE_DIR}/resources/locale/${PO_BASENAME}/LC_MESSAGES) - add_custom_command(TARGET localization COMMAND ${MSGFMT_BINARY} -c --statistics -o ${PROJECT_SOURCE_DIR}/resources/locale/${PO_BASENAME}/LC_MESSAGES/${PO_BASENAME}.mo ${PO_FILE}) + add_custom_command(TARGET localization POST_BUILD COMMAND ${MSGFMT_BINARY} -c --statistics -o ${PROJECT_SOURCE_DIR}/resources/locale/${PO_BASENAME}/LC_MESSAGES/${PO_BASENAME}.mo ${PO_FILE}) endforeach() -add_custom_command(TARGET localization COMMAND echo) +add_custom_command(TARGET localization POST_BUILD COMMAND echo) From e68be3a1aca66232eb41069dac4aa6a2dbd5dc7b Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Sun, 19 Jan 2025 13:16:59 +0100 Subject: [PATCH 030/284] (Android) Changed all RetroArch core entries to use absolute paths --- resources/systems/android/es_systems.xml | 626 +++++++++++------------ 1 file changed, 313 insertions(+), 313 deletions(-) diff --git a/resources/systems/android/es_systems.xml b/resources/systems/android/es_systems.xml index 12cba081a..7c6fef961 100644 --- a/resources/systems/android/es_systems.xml +++ b/resources/systems/android/es_systems.xml @@ -6,7 +6,7 @@ 3DO Interactive Multiplayer %ROMPATH%/3do .bin .BIN .chd .CHD .cue .CUE .iso .ISO .7z .7Z .zip .ZIP - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=opera_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/opera_libretro_android.so %EXTRA_ROM%=%ROM% %EMULATOR_REAL3DOPLAYER% %DATA%=%ROMSAF% 3do 3do @@ -38,8 +38,8 @@ Commodore Amiga %ROMPATH%/amiga .adf .ADF .adz .ADZ .ccd .CCD .chd .CHD .cue .CUE .dms .DMS .fdi .FDI .hdf .HDF .hdz .HDZ .ipf .IPF .iso .ISO .lha .LHA .m3u .M3U .mds .MDS .nrg .NRG .rp9 .RP9 .uae .UAE .7z .7Z .zip .ZIP - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=puae_libretro_android.so %EXTRA_ROM%=%ROM% - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=puae2021_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/puae_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/puae2021_libretro_android.so %EXTRA_ROM%=%ROM% amiga amiga @@ -48,8 +48,8 @@ Commodore Amiga 1200 %ROMPATH%/amiga1200 .adf .ADF .adz .ADZ .ccd .CCD .chd .CHD .cue .CUE .dms .DMS .fdi .FDI .hdf .HDF .hdz .HDZ .ipf .IPF .iso .ISO .lha .LHA .m3u .M3U .mds .MDS .nrg .NRG .rp9 .RP9 .uae .UAE .7z .7Z .zip .ZIP - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=puae_libretro_android.so %EXTRA_ROM%=%ROM% - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=puae2021_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/puae_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/puae2021_libretro_android.so %EXTRA_ROM%=%ROM% amiga amiga1200 @@ -58,8 +58,8 @@ Commodore Amiga 600 %ROMPATH%/amiga600 .adf .ADF .adz .ADZ .ccd .CCD .chd .CHD .cue .CUE .dms .DMS .fdi .FDI .hdf .HDF .hdz .HDZ .ipf .IPF .iso .ISO .lha .LHA .m3u .M3U .mds .MDS .nrg .NRG .rp9 .RP9 .uae .UAE .7z .7Z .zip .ZIP - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=puae_libretro_android.so %EXTRA_ROM%=%ROM% - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=puae2021_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/puae_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/puae2021_libretro_android.so %EXTRA_ROM%=%ROM% amiga amiga600 @@ -68,8 +68,8 @@ Commodore Amiga CD32 %ROMPATH%/amigacd32 .adf .ADF .adz .ADZ .ccd .CCD .chd .CHD .cue .CUE .dms .DMS .fdi .FDI .hdf .HDF .hdz .HDZ .ipf .IPF .iso .ISO .lha .LHA .m3u .M3U .mds .MDS .nrg .NRG .rp9 .RP9 .uae .UAE .7z .7Z .zip .ZIP - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=puae_libretro_android.so %EXTRA_ROM%=%ROM% - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=puae2021_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/puae_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/puae2021_libretro_android.so %EXTRA_ROM%=%ROM% amigacd32 amigacd32 @@ -78,8 +78,8 @@ Amstrad CPC %ROMPATH%/amstradcpc .cdt .CDT .cpr .CPR .dsk .DSK .kcr .KCR .m3u .M3U .sna .SNA .tap .TAR .voc .VOC .7z .7Z .zip .ZIP - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=cap32_libretro_android.so %EXTRA_ROM%=%ROM% - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=crocods_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/cap32_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/crocods_libretro_android.so %EXTRA_ROM%=%ROM% %EMULATOR_MAME4DROID-2024% %ACTION%=android.intent.action.VIEW %EXTRA_cli_params%="-rompath '%GAMEDIRRAW%;%ROMPATHRAW%/amstradcpc' -flop1 '%ROMRAW%'" %DATA%=cpc6128 amstradcpc amstradcpc @@ -134,18 +134,18 @@ Arcade %ROMPATH%/arcade .cmd .CMD .neo .NEO .7z .7Z .zip .ZIP - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=mamearcade_libretro_android.so %EXTRA_ROM%=%ROM% - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=mame2010_libretro_android.so %EXTRA_ROM%=%ROM% - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=mame2003_plus_libretro_android.so %EXTRA_ROM%=%ROM% - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=mame2003_libretro_android.so %EXTRA_ROM%=%ROM% - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=mame2000_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/mamearcade_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/mame2010_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/mame2003_plus_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/mame2003_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/mame2000_libretro_android.so %EXTRA_ROM%=%ROM% %EMULATOR_MAME4DROID-2024% %ACTION%=android.intent.action.VIEW %EXTRA_cli_params%="-rompath '%GAMEDIRRAW%;%ROMPATHRAW%/arcade'" %DATA%=%ROMPROVIDER% %EMULATOR_MAME4DROID% %ACTION%=android.intent.action.VIEW %DATA%=%ROMPROVIDER% %EMULATOR_NEO-EMU% %DATA%=%ROMSAF% - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=fbneo_libretro_android.so %EXTRA_ROM%=%ROM% - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=fbalpha2012_libretro_android.so %EXTRA_ROM%=%ROM% - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=geolith_libretro_android.so %EXTRA_ROM%=%ROM% - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=flycast_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/fbneo_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/fbalpha2012_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/geolith_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/flycast_libretro_android.so %EXTRA_ROM%=%ROM% %EMULATOR_FLYCAST% %ACTION%=android.intent.action.VIEW %DATA%=%ROMSAF% arcade arcade @@ -177,8 +177,8 @@ Arduboy Miniature Game System %ROMPATH%/arduboy .arduboy .ARDUBOY .hex .HEX .7z .7Z .zip .ZIP - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=arduous_libretro_android.so %EXTRA_ROM%=%ROM% - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=ardens_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/arduous_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/ardens_libretro_android.so %EXTRA_ROM%=%ROM% arduboy arduboy @@ -196,9 +196,9 @@ Atari 2600 %ROMPATH%/atari2600 .a26 .A26 .bin .BIN .7z .7Z .zip .ZIP - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=stella_libretro_android.so %EXTRA_ROM%=%ROM% - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=stella2014_libretro_android.so %EXTRA_ROM%=%ROM% - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=stella2023_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/stella_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/stella2014_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/stella2023_libretro_android.so %EXTRA_ROM%=%ROM% %EMULATOR_2600-EMU% %DATA%=%ROMPROVIDER% atari2600 atari2600 @@ -208,8 +208,8 @@ Atari 5200 %ROMPATH%/atari5200 .a52 .A52 .atr .ATR .atx .ATX .bin .BIN .car .CAR .cas .CAS .cdm .CDM .rom .ROM .xex .XEX .xfd .XFD .7z .7Z .zip .ZIP - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=a5200_libretro_android.so %EXTRA_ROM%=%ROM% - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=atari800_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/a5200_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/atari800_libretro_android.so %EXTRA_ROM%=%ROM% atari5200 atari5200 @@ -218,7 +218,7 @@ Atari 7800 ProSystem %ROMPATH%/atari7800 .a78 .A78 .bin .BIN .7z .7Z .zip .ZIP - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=prosystem_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/prosystem_libretro_android.so %EXTRA_ROM%=%ROM% %EMULATOR_MAME4DROID-2024% %ACTION%=android.intent.action.VIEW %EXTRA_cli_params%="-rompath '%GAMEDIRRAW%;%ROMPATHRAW%/atari7800' -cart '%ROMRAW%'" %DATA%=a7800 atari7800 atari7800 @@ -228,7 +228,7 @@ Atari 800 %ROMPATH%/atari800 .a52 .A52 .atr .ATR .atx .ATX .bin .BIN .car .CAR .cas .CAS .cdm .CDM .rom .ROM .xex .XEX .xfd .XFD .7z .7Z .zip .ZIP - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=atari800_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/atari800_libretro_android.so %EXTRA_ROM%=%ROM% atari800 atari800 @@ -237,7 +237,7 @@ Atari Jaguar %ROMPATH%/atarijaguar .abs .ABS .bin .BIN .cdi .CDI .cof .COF .cue .CUE .j64 .J64 .jag .JAG .prg .PRG .rom .ROM .7z .7Z .zip .ZIP - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=virtualjaguar_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/virtualjaguar_libretro_android.so %EXTRA_ROM%=%ROM% %EMULATOR_IRATAJAGUAR% %DATA%=%ROMSAF% %EMULATOR_MAME4DROID-2024% %ACTION%=android.intent.action.VIEW %EXTRA_cli_params%="-rompath '%GAMEDIRRAW%;%ROMPATHRAW%/atarijaguar' -cart '%ROMRAW%'" %DATA%=jaguar atarijaguar @@ -257,8 +257,8 @@ Atari Lynx %ROMPATH%/atarilynx .lnx .LNX .o .O .7z .7Z .zip .ZIP - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=handy_libretro_android.so %EXTRA_ROM%=%ROM% - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=mednafen_lynx_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/handy_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/mednafen_lynx_libretro_android.so %EXTRA_ROM%=%ROM% %EMULATOR_LYNX-EMU% %DATA%=%ROMPROVIDER% atarilynx atarilynx @@ -268,7 +268,7 @@ Atari ST %ROMPATH%/atarist .st .ST .msa .MSA .stx .STX .dim .DIM .ipf .IPF .m3u .M3U .7z .7Z .zip .ZIP - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=hatari_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/hatari_libretro_android.so %EXTRA_ROM%=%ROM% atarist atarist @@ -277,7 +277,7 @@ Atari XE %ROMPATH%/atarixe .a52 .A52 .atr .ATR .atx .ATX .bin .BIN .car .CAR .cas .CAS .cdm .CDM .xex .XEX .xfd .XFD .7z .7Z .zip .ZIP - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=atari800_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/atari800_libretro_android.so %EXTRA_ROM%=%ROM% atarixe atarixe @@ -286,7 +286,7 @@ Sammy Corporation Atomiswave %ROMPATH%/atomiswave .bin .BIN .dat .DAT .elf .ELF .lst .LST .7z .7Z .zip .ZIP - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=flycast_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/flycast_libretro_android.so %EXTRA_ROM%=%ROM% %EMULATOR_FLYCAST% %ACTION%=android.intent.action.VIEW %DATA%=%ROMSAF% arcade atomiswave @@ -305,10 +305,10 @@ Commodore 64 %ROMPATH%/c64 .bin .BIN .cmd .CMD .crt .CRT .d2m .D2M .d4m .D4M .d64 .D64 .d6z .D6Z .d71 .D71 .d7z .D7Z .d80 .D80 .d81 .D81 .d82 .D82 .d8z .D8Z .g41 .G41 .g4z .G4Z .g64 .G64 .g6z .G6Z .gz .GZ .lnx .LNX .m3u .M3U .nbz .NBZ .nib .NIB .p00 .P00 .prg .PRG .t64 .T64 .tap .TAP .vfl .VFL .vsf .VSF .x64 .X64 .x6z .X6Z .7z .7Z .zip .ZIP - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=vice_x64sc_libretro_android.so %EXTRA_ROM%=%ROM% - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=vice_x64_libretro_android.so %EXTRA_ROM%=%ROM% - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=vice_xscpu64_libretro_android.so %EXTRA_ROM%=%ROM% - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=vice_x128_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/vice_x64sc_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/vice_x64_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/vice_xscpu64_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/vice_x128_libretro_android.so %EXTRA_ROM%=%ROM% %EMULATOR_C64-EMU% %DATA%=%ROMSAF% c64 c64 @@ -318,7 +318,7 @@ Philips CD-i %ROMPATH%/cdimono1 .chd .CHD .cue .CUE .iso .ISO - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=same_cdi_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/same_cdi_libretro_android.so %EXTRA_ROM%=%ROM% %EMULATOR_MAME4DROID-2024% %ACTION%=android.intent.action.VIEW %EXTRA_cli_params%="-rompath '%GAMEDIRRAW%;%ROMPATHRAW%/cdimono1' -cdrom '%ROMRAW%'" %DATA%=cdimono1 cdimono1 cdimono1 @@ -328,8 +328,8 @@ Commodore CDTV %ROMPATH%/cdtv .adf .ADF .adz .ADZ .ccd .CCD .chd .CHD .cue .CUE .dms .DMS .fdi .FDI .hdf .HDF .hdz .HDZ .ipf .IPF .iso .ISO .lha .LHA .m3u .M3U .mds .MDS .nrg .NRG .rp9 .RP9 .uae .UAE .7z .7Z .zip .ZIP - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=puae_libretro_android.so %EXTRA_ROM%=%ROM% - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=puae2021_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/puae_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/puae2021_libretro_android.so %EXTRA_ROM%=%ROM% cdtv cdtv @@ -338,7 +338,7 @@ ChaiLove Game Engine %ROMPATH%/chailove .chai .CHAI .chailove .CHAILOVE .7z .7Z .zip .ZIP - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=chailove_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/chailove_libretro_android.so %EXTRA_ROM%=%ROM% love chailove @@ -347,7 +347,7 @@ Fairchild Channel F %ROMPATH%/channelf .bin .BIN .chf .CHF .7z .7Z .zip .ZIP - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=freechaf_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/freechaf_libretro_android.so %EXTRA_ROM%=%ROM% %EMULATOR_MAME4DROID-2024% %ACTION%=android.intent.action.VIEW %EXTRA_cli_params%="-rompath '%GAMEDIRRAW%;%ROMPATHRAW%/channelf' -cart '%ROMRAW%'" %DATA%=channelf channelf channelf @@ -367,8 +367,8 @@ Coleco ColecoVision %ROMPATH%/colecovision .bin .BIN .cas .CAS .col .COL .cv .CV .dsk .DSK .m3u .M3U .mx1 .MX1 .mx2 .MX2 .ri .RI .rom .ROM .sc .SC .sg .SG .7z .7Z .zip .ZIP - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=bluemsx_libretro_android.so %EXTRA_ROM%=%ROM% - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=gearcoleco_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/bluemsx_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/gearcoleco_libretro_android.so %EXTRA_ROM%=%ROM% %EMULATOR_MSX-EMU% %DATA%=%ROMSAF% %EMULATOR_COLEM% %ACTIVITY_CLEAR_TASK% %ACTIVITY_CLEAR_TOP% %ACTION%=android.intent.action.VIEW %DATA%=%ROMSAF% colecovision @@ -379,9 +379,9 @@ Console Arcade Systems %ROMPATH%/consolearcade .arcadedef .iso .ISO .7z .7Z .zip .ZIP - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=mamearcade_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/mamearcade_libretro_android.so %EXTRA_ROM%=%ROM% %EMULATOR_MAME4DROID-2024% %ACTION%=android.intent.action.VIEW %EXTRA_cli_params%="-rompath '%GAMEDIRRAW%;%ROMPATHRAW%/consolearcade'" %DATA%=%ROMPROVIDER% - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=flycast_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/flycast_libretro_android.so %EXTRA_ROM%=%ROM% %EMULATOR_FLYCAST% %ACTION%=android.intent.action.VIEW %DATA%=%ROMSAF% %EMULATOR_PLAY!% %ACTION%=android.intent.action.VIEW %DATA%=%ROMSAF% PLACEHOLDER %ROM% @@ -393,18 +393,18 @@ Capcom Play System %ROMPATH%/cps .7z .7Z .zip .ZIP - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=mamearcade_libretro_android.so %EXTRA_ROM%=%ROM% - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=mame2010_libretro_android.so %EXTRA_ROM%=%ROM% - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=mame2003_plus_libretro_android.so %EXTRA_ROM%=%ROM% - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=mame2003_libretro_android.so %EXTRA_ROM%=%ROM% - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=mame2000_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/mamearcade_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/mame2010_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/mame2003_plus_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/mame2003_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/mame2000_libretro_android.so %EXTRA_ROM%=%ROM% %EMULATOR_MAME4DROID-2024% %ACTION%=android.intent.action.VIEW %EXTRA_cli_params%="-rompath '%GAMEDIRRAW%;%ROMPATHRAW%/cps'" %DATA%=%ROMPROVIDER% %EMULATOR_MAME4DROID% %ACTION%=android.intent.action.VIEW %DATA%=%ROMPROVIDER% - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=fbneo_libretro_android.so %EXTRA_ROM%=%ROM% - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=fbalpha2012_libretro_android.so %EXTRA_ROM%=%ROM% - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=fbalpha2012_cps1_libretro_android.so %EXTRA_ROM%=%ROM% - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=fbalpha2012_cps2_libretro_android.so %EXTRA_ROM%=%ROM% - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=fbalpha2012_cps3_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/fbneo_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/fbalpha2012_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/fbalpha2012_cps1_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/fbalpha2012_cps2_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/fbalpha2012_cps3_libretro_android.so %EXTRA_ROM%=%ROM% arcade cps @@ -413,16 +413,16 @@ Capcom Play System I %ROMPATH%/cps1 .7z .7Z .zip .ZIP - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=mamearcade_libretro_android.so %EXTRA_ROM%=%ROM% - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=mame2010_libretro_android.so %EXTRA_ROM%=%ROM% - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=mame2003_plus_libretro_android.so %EXTRA_ROM%=%ROM% - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=mame2003_libretro_android.so %EXTRA_ROM%=%ROM% - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=mame2000_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/mamearcade_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/mame2010_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/mame2003_plus_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/mame2003_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/mame2000_libretro_android.so %EXTRA_ROM%=%ROM% %EMULATOR_MAME4DROID-2024% %ACTION%=android.intent.action.VIEW %EXTRA_cli_params%="-rompath '%GAMEDIRRAW%;%ROMPATHRAW%/cps1'" %DATA%=%ROMPROVIDER% %EMULATOR_MAME4DROID% %ACTION%=android.intent.action.VIEW %DATA%=%ROMPROVIDER% - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=fbneo_libretro_android.so %EXTRA_ROM%=%ROM% - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=fbalpha2012_libretro_android.so %EXTRA_ROM%=%ROM% - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=fbalpha2012_cps1_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/fbneo_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/fbalpha2012_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/fbalpha2012_cps1_libretro_android.so %EXTRA_ROM%=%ROM% arcade cps1 @@ -431,16 +431,16 @@ Capcom Play System II %ROMPATH%/cps2 .7z .7Z .zip .ZIP - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=mamearcade_libretro_android.so %EXTRA_ROM%=%ROM% - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=mame2010_libretro_android.so %EXTRA_ROM%=%ROM% - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=mame2003_plus_libretro_android.so %EXTRA_ROM%=%ROM% - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=mame2003_libretro_android.so %EXTRA_ROM%=%ROM% - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=mame2000_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/mamearcade_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/mame2010_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/mame2003_plus_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/mame2003_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/mame2000_libretro_android.so %EXTRA_ROM%=%ROM% %EMULATOR_MAME4DROID-2024% %ACTION%=android.intent.action.VIEW %EXTRA_cli_params%="-rompath '%GAMEDIRRAW%;%ROMPATHRAW%/cps2'" %DATA%=%ROMPROVIDER% %EMULATOR_MAME4DROID% %ACTION%=android.intent.action.VIEW %DATA%=%ROMPROVIDER% - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=fbneo_libretro_android.so %EXTRA_ROM%=%ROM% - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=fbalpha2012_libretro_android.so %EXTRA_ROM%=%ROM% - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=fbalpha2012_cps2_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/fbneo_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/fbalpha2012_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/fbalpha2012_cps2_libretro_android.so %EXTRA_ROM%=%ROM% arcade cps2 @@ -449,16 +449,16 @@ Capcom Play System III %ROMPATH%/cps3 .7z .7Z .zip .ZIP - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=mamearcade_libretro_android.so %EXTRA_ROM%=%ROM% - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=mame2010_libretro_android.so %EXTRA_ROM%=%ROM% - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=mame2003_plus_libretro_android.so %EXTRA_ROM%=%ROM% - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=mame2003_libretro_android.so %EXTRA_ROM%=%ROM% - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=mame2000_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/mamearcade_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/mame2010_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/mame2003_plus_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/mame2003_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/mame2000_libretro_android.so %EXTRA_ROM%=%ROM% %EMULATOR_MAME4DROID-2024% %ACTION%=android.intent.action.VIEW %EXTRA_cli_params%="-rompath '%GAMEDIRRAW%;%ROMPATHRAW%/cps3'" %DATA%=%ROMPROVIDER% %EMULATOR_MAME4DROID% %ACTION%=android.intent.action.VIEW %DATA%=%ROMPROVIDER% - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=fbneo_libretro_android.so %EXTRA_ROM%=%ROM% - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=fbalpha2012_libretro_android.so %EXTRA_ROM%=%ROM% - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=fbalpha2012_cps3_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/fbneo_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/fbalpha2012_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/fbalpha2012_cps3_libretro_android.so %EXTRA_ROM%=%ROM% arcade cps3 @@ -477,7 +477,7 @@ %ROMPATH%/daphne .dirksimple .ogv .OGV .7z .7Z .zip .ZIP %EMULATOR_MAME4DROID-2024% %ACTION%=android.intent.action.VIEW %EXTRA_cli_params%="-rompath '%GAMEDIRRAW%;%ROMPATHRAW%/daphne'" %DATA%=%ROMPROVIDER% - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=dirksimple_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/dirksimple_libretro_android.so %EXTRA_ROM%=%ROM% daphne, arcade daphne @@ -495,7 +495,7 @@ Doom %ROMPATH%/doom .iwad .IWAD .pwad .PWAD .wad .WAD - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=prboom_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/prboom_libretro_android.so %EXTRA_ROM%=%ROM% pc, pcwindows doom @@ -504,10 +504,10 @@ DOS (PC) %ROMPATH%/dos .bat .BAT .com .COM .conf .CONF .cue .CUE .dosz .DOSZ .exe .EXE .img .IMG .iso .ISO .7z .7Z .zip .ZIP - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=dosbox_pure_libretro_android.so %EXTRA_ROM%=%ROM% - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=dosbox_core_libretro_android.so %EXTRA_ROM%=%ROM% - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=dosbox_svn_libretro_android.so %EXTRA_ROM%=%ROM% - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=virtualxt_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/dosbox_pure_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/dosbox_core_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/dosbox_svn_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/virtualxt_libretro_android.so %EXTRA_ROM%=%ROM% dos dos @@ -528,7 +528,7 @@ Sega Dreamcast %ROMPATH%/dreamcast .cdi .CDI .chd .CHD .cue .CUE .dat .DAT .elf .ELF .gdi .GDI .iso .ISO .lst .LST .m3u .M3U .7z .7Z .zip .ZIP - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=flycast_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/flycast_libretro_android.so %EXTRA_ROM%=%ROM% %EMULATOR_FLYCAST% %ACTION%=android.intent.action.VIEW %DATA%=%ROMSAF% %EMULATOR_REDREAM% %ACTION%=android.intent.action.VIEW %DATA%=%ROMSAF% dreamcast @@ -539,7 +539,7 @@ EasyRPG Game Engine %ROMPATH%/easyrpg .easyrpg .zip .ZIP - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=easyrpg_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/easyrpg_libretro_android.so %EXTRA_ROM%=%ROM% easyrpg easyrpg @@ -592,11 +592,11 @@ FinalBurn Alpha %ROMPATH%/fba .iso .ISO .7z .7Z .zip .ZIP - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=fbalpha2012_libretro_android.so %EXTRA_ROM%=%ROM% - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=fbalpha2012_neogeo_libretro_android.so %EXTRA_ROM%=%ROM% - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=fbalpha2012_cps1_libretro_android.so %EXTRA_ROM%=%ROM% - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=fbalpha2012_cps2_libretro_android.so %EXTRA_ROM%=%ROM% - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=fbalpha2012_cps3_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/fbalpha2012_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/fbalpha2012_neogeo_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/fbalpha2012_cps1_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/fbalpha2012_cps2_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/fbalpha2012_cps3_libretro_android.so %EXTRA_ROM%=%ROM% arcade fba @@ -605,7 +605,7 @@ FinalBurn Neo %ROMPATH%/fbneo .7z .7Z .zip .ZIP - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=fbneo_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/fbneo_libretro_android.so %EXTRA_ROM%=%ROM% arcade fbneo @@ -679,10 +679,10 @@ Nintendo Game and Watch %ROMPATH%/gameandwatch .mgw .MGW .7z .7Z .zip .ZIP - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=mamemess_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/mamemess_libretro_android.so %EXTRA_ROM%=%ROM% %EMULATOR_MAME4DROID-2024% %ACTION%=android.intent.action.VIEW %EXTRA_cli_params%="-artpath '%ROMPATHRAW%/gameandwatch/artwork'" %DATA%=%ROMPROVIDER% %EMULATOR_MAME4DROID-2024% %ACTION%=android.intent.action.VIEW %DATA%=%ROMPROVIDER% - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=gw_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/gw_libretro_android.so %EXTRA_ROM%=%ROM% gameandwatch gameandwatch @@ -700,11 +700,11 @@ Sega Game Gear %ROMPATH%/gamegear .68k .68K .bin .BIN .bms .BMS .chd .CHD .col .COL .cue .CUE .gen .GEN .gg .GG .iso .ISO .m3u .M3U .md .MD .mdx .MDX .rom .ROM .sg .SG .sgd .SGD .smd .SMD .sms .SMS .7z .7Z .zip .ZIP - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=genesis_plus_gx_libretro_android.so %EXTRA_ROM%=%ROM% - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=genesis_plus_gx_wide_libretro_android.so %EXTRA_ROM%=%ROM% - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=gearsystem_libretro_android.so %EXTRA_ROM%=%ROM% - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=smsplus_libretro_android.so %EXTRA_ROM%=%ROM% - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=picodrive_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/genesis_plus_gx_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/genesis_plus_gx_wide_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/gearsystem_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/smsplus_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/picodrive_libretro_android.so %EXTRA_ROM%=%ROM% %EMULATOR_PIZZA-BOY-SC% %ACTIVITY_CLEAR_TASK% %ACTIVITY_CLEAR_TOP% %EXTRA_rom_uri%=%ROM% %EMULATOR_MASTERGEAR% %ACTIVITY_CLEAR_TASK% %ACTIVITY_CLEAR_TOP% %ACTION%=android.intent.action.VIEW %DATA%=%ROMSAF% gamegear @@ -715,15 +715,15 @@ Nintendo Game Boy %ROMPATH%/gb .bs .BS .cgb .CGB .dmg .DMG .gb .GB .gbc .GBC .sgb .SGB .sfc .SFC .smc .SMC .7z .7Z .zip .ZIP - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=gambatte_libretro_android.so %EXTRA_ROM%=%ROM% - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=sameboy_libretro_android.so %EXTRA_ROM%=%ROM% - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=gearboy_libretro_android.so %EXTRA_ROM%=%ROM% - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=tgbdual_libretro_android.so %EXTRA_ROM%=%ROM% - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=DoubleCherryGB_libretro_android.so %EXTRA_ROM%=%ROM% - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=mesen-s_libretro_android.so %EXTRA_ROM%=%ROM% - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=bsnes_libretro_android.so %EXTRA_ROM%=%ROM% - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=mgba_libretro_android.so %EXTRA_ROM%=%ROM% - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=vbam_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/gambatte_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/sameboy_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/gearboy_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/tgbdual_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/DoubleCherryGB_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/mesen-s_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/bsnes_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/mgba_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/vbam_libretro_android.so %EXTRA_ROM%=%ROM% %EMULATOR_GBC-EMU% %DATA%=%ROMPROVIDER% %EMULATOR_MY-OLDBOY% %ACTION%=android.intent.action.VIEW %DATA%=%ROMSAF% %EMULATOR_PIZZA-BOY-GBC% %ACTIVITY_CLEAR_TASK% %ACTIVITY_CLEAR_TOP% %EXTRA_rom_uri%=%ROM% @@ -735,10 +735,10 @@ Nintendo Game Boy Advance %ROMPATH%/gba .agb .AGB .bin .BIN .cgb .CGB .dmg .DMG .gb .GB .gba .GBA .gbc .GBC .sgb .SGB .7z .7Z .zip .ZIP - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=mgba_libretro_android.so %EXTRA_ROM%=%ROM% - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=vbam_libretro_android.so %EXTRA_ROM%=%ROM% - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=vba_next_libretro_android.so %EXTRA_ROM%=%ROM% - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=gpsp_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/mgba_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/vbam_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/vba_next_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/gpsp_libretro_android.so %EXTRA_ROM%=%ROM% %EMULATOR_GBA-EMU% %DATA%=%ROMPROVIDER% %EMULATOR_MY-BOY% %ACTION%=android.intent.action.VIEW %DATA%=%ROMSAF% %EMULATOR_NOODS% %ACTIVITY_CLEAR_TASK% %ACTIVITY_CLEAR_TOP% %EXTRA_LaunchPath%=%ROM% @@ -751,15 +751,15 @@ Nintendo Game Boy Color %ROMPATH%/gbc .bs .BS .cgb .CGB .dmg .DMG .gb .GB .gbc .GBC .sgb .SGB .sfc .SFC .smc .SMC .7z .7Z .zip .ZIP - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=gambatte_libretro_android.so %EXTRA_ROM%=%ROM% - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=sameboy_libretro_android.so %EXTRA_ROM%=%ROM% - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=gearboy_libretro_android.so %EXTRA_ROM%=%ROM% - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=tgbdual_libretro_android.so %EXTRA_ROM%=%ROM% - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=DoubleCherryGB_libretro_android.so %EXTRA_ROM%=%ROM% - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=mesen-s_libretro_android.so %EXTRA_ROM%=%ROM% - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=bsnes_libretro_android.so %EXTRA_ROM%=%ROM% - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=mgba_libretro_android.so %EXTRA_ROM%=%ROM% - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=vbam_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/gambatte_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/sameboy_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/gearboy_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/tgbdual_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/DoubleCherryGB_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/mesen-s_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/bsnes_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/mgba_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/vbam_libretro_android.so %EXTRA_ROM%=%ROM% %EMULATOR_GBC-EMU% %DATA%=%ROMPROVIDER% %EMULATOR_MY-OLDBOY% %ACTION%=android.intent.action.VIEW %DATA%=%ROMSAF% %EMULATOR_PIZZA-BOY-GBC% %ACTIVITY_CLEAR_TASK% %ACTIVITY_CLEAR_TOP% %EXTRA_rom_uri%=%ROM% @@ -783,9 +783,9 @@ Sega Genesis %ROMPATH%/genesis .32x .32X .68k .68K .bin .BIN .bms .BMS .chd .CHD .cue .CUE .gen .GEN .gg .GG .iso .ISO .m3u .M3U .md .MD .mdx .MDX .sg .SG .sgd .SGD .smd .SMD .sms .SMS .7z .7Z .zip .ZIP - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=genesis_plus_gx_libretro_android.so %EXTRA_ROM%=%ROM% - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=genesis_plus_gx_wide_libretro_android.so %EXTRA_ROM%=%ROM% - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=picodrive_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/genesis_plus_gx_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/genesis_plus_gx_wide_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/picodrive_libretro_android.so %EXTRA_ROM%=%ROM% %EMULATOR_MD-EMU% %DATA%=%ROMPROVIDER% %EMULATOR_PIZZA-BOY-SC% %ACTIVITY_CLEAR_TASK% %ACTIVITY_CLEAR_TOP% %EXTRA_rom_uri%=%ROM% genesis @@ -805,8 +805,8 @@ Amstrad GX4000 %ROMPATH%/gx4000 .bin .BIN .cdt .CDT .cpr .CPR .dsk .DSK .kcr .KCR .m3u .M3U .sna .SNA .tap .TAR .voc .VOC .7z .7Z .zip .ZIP - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=cap32_libretro_android.so %EXTRA_ROM%=%ROM% - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=crocods_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/cap32_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/crocods_libretro_android.so %EXTRA_ROM%=%ROM% %EMULATOR_MAME4DROID-2024% %ACTION%=android.intent.action.VIEW %EXTRA_cli_params%="-rompath '%GAMEDIRRAW%;%ROMPATHRAW%/gx4000' -cart '%ROMRAW%'" %DATA%=gx4000 gx4000 gx4000 @@ -816,7 +816,7 @@ Mattel Electronics Intellivision %ROMPATH%/intellivision .bin .BIN .int .INT .rom .ROM .7z .7Z .zip .ZIP - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=freeintv_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/freeintv_libretro_android.so %EXTRA_ROM%=%ROM% %EMULATOR_MAME4DROID-2024% %ACTION%=android.intent.action.VIEW %EXTRA_cli_params%="-rompath '%GAMEDIRRAW%;%ROMPATHRAW%/intellivision' -cart '%ROMRAW%'" %DATA%=intv intellivision intellivision @@ -828,7 +828,7 @@ .jar .JAR .7z .7Z .zip .ZIP %EMULATOR_J2ME-LOADER% %ACTIVITY_CLEAR_TASK% %ACTIVITY_CLEAR_TOP% %DATA%=%ROMPROVIDER% %EMULATOR_JL-MOD% %ACTIVITY_CLEAR_TASK% %ACTIVITY_CLEAR_TOP% %DATA%=%ROMPROVIDER% - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=squirreljme_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/squirreljme_libretro_android.so %EXTRA_ROM%=%ROM% android j2me @@ -847,7 +847,7 @@ %ROMPATH%/laserdisc .dirksimple .ogv .OGV .7z .7Z .zip .ZIP %EMULATOR_MAME4DROID-2024% %ACTION%=android.intent.action.VIEW %EXTRA_cli_params%="-rompath '%GAMEDIRRAW%;%ROMPATHRAW%/laserdisc'" %DATA%=%ROMPROVIDER% - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=dirksimple_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/dirksimple_libretro_android.so %EXTRA_ROM%=%ROM% daphne, arcade laserdisc @@ -856,10 +856,10 @@ LCD Handheld Games %ROMPATH%/lcdgames .mgw .MGW .7z .7Z .zip .ZIP - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=mamemess_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/mamemess_libretro_android.so %EXTRA_ROM%=%ROM% %EMULATOR_MAME4DROID-2024% %ACTION%=android.intent.action.VIEW %EXTRA_cli_params%="-artpath '%ROMPATHRAW%/lcdgames/artwork'" %DATA%=%ROMPROVIDER% %EMULATOR_MAME4DROID-2024% %ACTION%=android.intent.action.VIEW %DATA%=%ROMPROVIDER% - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=gw_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/gw_libretro_android.so %EXTRA_ROM%=%ROM% lcdgames, gameandwatch lcdgames @@ -868,7 +868,7 @@ LowRes NX Fantasy Console %ROMPATH%/lowresnx .nx .NX - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=lowresnx_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/lowresnx_libretro_android.so %EXTRA_ROM%=%ROM% lowresnx lowresnx @@ -886,7 +886,7 @@ Lutro Game Engine %ROMPATH%/lutro .lua .LUA .lutro .LUTRO .7z .7Z .zip .ZIP - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=lutro_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/lutro_libretro_android.so %EXTRA_ROM%=%ROM% lutro lutro @@ -907,18 +907,18 @@ Multiple Arcade Machine Emulator %ROMPATH%/mame .cmd .CMD .neo .NEO .7z .7Z .zip .ZIP - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=mamearcade_libretro_android.so %EXTRA_ROM%=%ROM% - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=mame2010_libretro_android.so %EXTRA_ROM%=%ROM% - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=mame2003_plus_libretro_android.so %EXTRA_ROM%=%ROM% - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=mame2003_libretro_android.so %EXTRA_ROM%=%ROM% - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=mame2000_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/mamearcade_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/mame2010_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/mame2003_plus_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/mame2003_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/mame2000_libretro_android.so %EXTRA_ROM%=%ROM% %EMULATOR_MAME4DROID-2024% %ACTION%=android.intent.action.VIEW %EXTRA_cli_params%="-rompath '%GAMEDIRRAW%;%ROMPATHRAW%/mame'" %DATA%=%ROMPROVIDER% %EMULATOR_MAME4DROID% %ACTION%=android.intent.action.VIEW %DATA%=%ROMPROVIDER% %EMULATOR_NEO-EMU% %DATA%=%ROMSAF% - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=fbneo_libretro_android.so %EXTRA_ROM%=%ROM% - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=fbalpha2012_libretro_android.so %EXTRA_ROM%=%ROM% - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=geolith_libretro_android.so %EXTRA_ROM%=%ROM% - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=flycast_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/fbneo_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/fbalpha2012_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/geolith_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/flycast_libretro_android.so %EXTRA_ROM%=%ROM% %EMULATOR_FLYCAST% %ACTION%=android.intent.action.VIEW %DATA%=%ROMSAF% arcade mame @@ -937,11 +937,11 @@ Sega Master System %ROMPATH%/mastersystem .68k .68K .bin .BIN .bms .BMS .chd .CHD .col .COL .cue .CUE .gen .GEN .gg .GG .iso .ISO .m3u .M3U .md .MD .mdx .MDX .rom .ROM .sg .SG .sgd .SGD .smd .SMD .sms .SMS .7z .7Z .zip .ZIP - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=genesis_plus_gx_libretro_android.so %EXTRA_ROM%=%ROM% - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=genesis_plus_gx_wide_libretro_android.so %EXTRA_ROM%=%ROM% - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=smsplus_libretro_android.so %EXTRA_ROM%=%ROM% - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=gearsystem_libretro_android.so %EXTRA_ROM%=%ROM% - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=picodrive_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/genesis_plus_gx_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/genesis_plus_gx_wide_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/smsplus_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/gearsystem_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/picodrive_libretro_android.so %EXTRA_ROM%=%ROM% %EMULATOR_MD-EMU% %DATA%=%ROMPROVIDER% %EMULATOR_PIZZA-BOY-SC% %ACTIVITY_CLEAR_TASK% %ACTIVITY_CLEAR_TOP% %EXTRA_rom_uri%=%ROM% %EMULATOR_MASTERGEAR% %ACTIVITY_CLEAR_TASK% %ACTIVITY_CLEAR_TOP% %ACTION%=android.intent.action.VIEW %DATA%=%ROMSAF% @@ -953,9 +953,9 @@ Sega Mega-CD %ROMPATH%/megacd .68k .68K .bin .BIN .bms .BMS .chd .CHD .cue .CUE .gen .GEN .gg .GG .iso .ISO .m3u .M3U .md .MD .mdx .MDX .sg .SG .sgd .SGD .smd .SMD .sms .SMS .7z .7Z .zip .ZIP - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=genesis_plus_gx_libretro_android.so %EXTRA_ROM%=%ROM% - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=genesis_plus_gx_wide_libretro_android.so %EXTRA_ROM%=%ROM% - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=picodrive_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/genesis_plus_gx_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/genesis_plus_gx_wide_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/picodrive_libretro_android.so %EXTRA_ROM%=%ROM% %EMULATOR_MD-EMU% %DATA%=%ROMSAF% segacd megacd @@ -965,9 +965,9 @@ Sega Mega-CD %ROMPATH%/megacdjp .68k .68K .bin .BIN .bms .BMS .chd .CHD .cue .CUE .gen .GEN .gg .GG .iso .ISO .m3u .M3U .md .MD .mdx .MDX .sg .SG .sgd .SGD .smd .SMD .sms .SMS .7z .7Z .zip .ZIP - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=genesis_plus_gx_libretro_android.so %EXTRA_ROM%=%ROM% - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=genesis_plus_gx_wide_libretro_android.so %EXTRA_ROM%=%ROM% - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=picodrive_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/genesis_plus_gx_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/genesis_plus_gx_wide_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/picodrive_libretro_android.so %EXTRA_ROM%=%ROM% %EMULATOR_MD-EMU% %DATA%=%ROMSAF% segacd megacdjp @@ -977,9 +977,9 @@ Sega Mega Drive %ROMPATH%/megadrive .32x .32X .68k .68K .bin .BIN .bms .BMS .chd .CHD .cue .CUE .gen .GEN .gg .GG .iso .ISO .m3u .M3U .md .MD .mdx .MDX .sg .SG .sgd .SGD .smd .SMD .sms .SMS .7z .7Z .zip .ZIP - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=genesis_plus_gx_libretro_android.so %EXTRA_ROM%=%ROM% - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=genesis_plus_gx_wide_libretro_android.so %EXTRA_ROM%=%ROM% - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=picodrive_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/genesis_plus_gx_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/genesis_plus_gx_wide_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/picodrive_libretro_android.so %EXTRA_ROM%=%ROM% %EMULATOR_MD-EMU% %DATA%=%ROMPROVIDER% %EMULATOR_PIZZA-BOY-SC% %ACTIVITY_CLEAR_TASK% %ACTIVITY_CLEAR_TOP% %EXTRA_rom_uri%=%ROM% megadrive @@ -990,9 +990,9 @@ Sega Mega Drive %ROMPATH%/megadrivejp .32x .32X .68k .68K .bin .BIN .bms .BMS .chd .CHD .cue .CUE .gen .GEN .gg .GG .iso .ISO .m3u .M3U .md .MD .mdx .MDX .sg .SG .sgd .SGD .smd .SMD .sms .SMS .7z .7Z .zip .ZIP - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=genesis_plus_gx_libretro_android.so %EXTRA_ROM%=%ROM% - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=genesis_plus_gx_wide_libretro_android.so %EXTRA_ROM%=%ROM% - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=picodrive_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/genesis_plus_gx_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/genesis_plus_gx_wide_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/picodrive_libretro_android.so %EXTRA_ROM%=%ROM% %EMULATOR_MD-EMU% %DATA%=%ROMPROVIDER% %EMULATOR_PIZZA-BOY-SC% %ACTIVITY_CLEAR_TASK% %ACTIVITY_CLEAR_TOP% %EXTRA_rom_uri%=%ROM% megadrive @@ -1003,7 +1003,7 @@ Creatronic Mega Duck %ROMPATH%/megaduck .bin .BIN .7z .7Z .zip .ZIP - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=sameduck_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/sameduck_libretro_android.so %EXTRA_ROM%=%ROM% %EMULATOR_MAME4DROID-2024% %ACTION%=android.intent.action.VIEW %EXTRA_cli_params%="-rompath '%GAMEDIRRAW%;%ROMPATHRAW%/megaduck' -cart '%ROMRAW%'" %DATA%=megaduck megaduck megaduck @@ -1013,7 +1013,7 @@ Multi Emulator Super System %ROMPATH%/mess .chd .CHD .7z .7Z .zip .ZIP - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=mamemess_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/mamemess_libretro_android.so %EXTRA_ROM%=%ROM% mess mess @@ -1022,7 +1022,7 @@ Sega Model 2 %ROMPATH%/model2 .7z .7Z .zip .ZIP - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=mamearcade_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/mamearcade_libretro_android.so %EXTRA_ROM%=%ROM% %EMULATOR_MAME4DROID-2024% %ACTION%=android.intent.action.VIEW %EXTRA_cli_params%="-rompath '%GAMEDIRRAW%;%ROMPATHRAW%/model2'" %DATA%=%ROMPROVIDER% arcade model2 @@ -1041,7 +1041,7 @@ Thomson MO/TO Series %ROMPATH%/moto .fd .FD .k7 .K7 .m5 .M5 .m7 .M7 .rom .ROM .sap .SAP .7z .7Z .zip .ZIP - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=theodore_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/theodore_libretro_android.so %EXTRA_ROM%=%ROM% moto moto @@ -1050,8 +1050,8 @@ MSX %ROMPATH%/msx .cas .CAS .col .COL .di1 .DI1 .di2 .DI2 .dmk .DMK .dsk .DSK .fd1 .FD1 .fd2 .FD2 .m3u .M3U .mx1 .MX1 .mx2 .MX2 .ogv .OGV .ri .RI .rom .ROM .sc .SC .sg .SG .wav .WAV .xsa .XSA .7z .7Z .zip .ZIP - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=bluemsx_libretro_android.so %EXTRA_ROM%=%ROM% - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=fmsx_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/bluemsx_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/fmsx_libretro_android.so %EXTRA_ROM%=%ROM% %EMULATOR_FMSX% %ACTIVITY_CLEAR_TASK% %ACTIVITY_CLEAR_TOP% %ACTION%=android.intent.action.VIEW %DATA%=%ROMSAF% %EMULATOR_MSX-EMU% %DATA%=%ROMSAF% msx @@ -1062,8 +1062,8 @@ MSX1 %ROMPATH%/msx1 .cas .CAS .col .COL .di1 .DI1 .di2 .DI2 .dmk .DMK .dsk .DSK .fd1 .FD1 .fd2 .FD2 .m3u .M3U .mx1 .MX1 .mx2 .MX2 .ogv .OGV .ri .RI .rom .ROM .sc .SC .sg .SG .wav .WAV .xsa .XSA .7z .7Z .zip .ZIP - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=bluemsx_libretro_android.so %EXTRA_ROM%=%ROM% - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=fmsx_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/bluemsx_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/fmsx_libretro_android.so %EXTRA_ROM%=%ROM% %EMULATOR_FMSX% %ACTIVITY_CLEAR_TASK% %ACTIVITY_CLEAR_TOP% %ACTION%=android.intent.action.VIEW %DATA%=%ROMSAF% %EMULATOR_MSX-EMU% %DATA%=%ROMSAF% msx @@ -1074,8 +1074,8 @@ MSX2 %ROMPATH%/msx2 .cas .CAS .col .COL .di1 .DI1 .di2 .DI2 .dmk .DMK .dsk .DSK .fd1 .FD1 .fd2 .FD2 .m3u .M3U .mx1 .MX1 .mx2 .MX2 .ogv .OGV .ri .RI .rom .ROM .sc .SC .sg .SG .wav .WAV .xsa .XSA .7z .7Z .zip .ZIP - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=bluemsx_libretro_android.so %EXTRA_ROM%=%ROM% - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=fmsx_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/bluemsx_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/fmsx_libretro_android.so %EXTRA_ROM%=%ROM% %EMULATOR_FMSX% %ACTIVITY_CLEAR_TASK% %ACTIVITY_CLEAR_TOP% %ACTION%=android.intent.action.VIEW %DATA%=%ROMSAF% %EMULATOR_MSX-EMU% %DATA%=%ROMSAF% msx2 @@ -1086,7 +1086,7 @@ MSX Turbo R %ROMPATH%/msxturbor .cas .CAS .col .COL .di1 .DI1 .di2 .DI2 .dmk .DMK .dsk .DSK .fd1 .FD1 .fd2 .FD2 .m3u .M3U .mx1 .MX1 .mx2 .MX2 .ogv .OGV .ri .RI .rom .ROM .sc .SC .sg .SG .wav .WAV .xsa .XSA .7z .7Z .zip .ZIP - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=bluemsx_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/bluemsx_libretro_android.so %EXTRA_ROM%=%ROM% %EMULATOR_MSX-EMU% %DATA%=%ROMSAF% msxturbor msxturbor @@ -1105,7 +1105,7 @@ Othello Multivision %ROMPATH%/multivision .bin .BIN .gg .GG .rom .ROM .sg .SG .sms .SMS .7z .7Z .zip .ZIP - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=gearsystem_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/gearsystem_libretro_android.so %EXTRA_ROM%=%ROM% %EMULATOR_MASTERGEAR% %ACTIVITY_CLEAR_TASK% %ACTIVITY_CLEAR_TOP% %ACTION%=android.intent.action.VIEW %DATA%=%ROMSAF% sg-1000 multivision @@ -1130,10 +1130,10 @@ Nintendo 64 %ROMPATH%/n64 .bin .BIN .d64 .D64 .n64 .N64 .ndd .NDD .u1 .U1 .v64 .V64 .z64 .Z64 .7z .7Z .zip .ZIP - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=mupen64plus_next_gles3_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/mupen64plus_next_gles3_libretro_android.so %EXTRA_ROM%=%ROM% %EMULATOR_M64PLUS-FZ% %ACTION%=android.intent.action.VIEW %DATA%=%ROMSAF% %EMULATOR_MUPEN64PLUS-AE% %ACTION%=android.intent.action.VIEW %DATA%=%ROMSAF% - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=parallel_n64_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/parallel_n64_libretro_android.so %EXTRA_ROM%=%ROM% n64 n64 @@ -1142,10 +1142,10 @@ Nintendo 64DD %ROMPATH%/n64dd .bin .BIN .d64 .D64 .n64 .N64 .ndd .NDD .u1 .U1 .v64 .V64 .z64 .Z64 .7z .7Z .zip .ZIP - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=mupen64plus_next_gles3_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/mupen64plus_next_gles3_libretro_android.so %EXTRA_ROM%=%ROM% %EMULATOR_M64PLUS-FZ% %ACTION%=android.intent.action.VIEW %DATA%=%ROMSAF% %EMULATOR_MUPEN64PLUS-AE% %ACTION%=android.intent.action.VIEW %DATA%=%ROMSAF% - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=parallel_n64_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/parallel_n64_libretro_android.so %EXTRA_ROM%=%ROM% n64 n64dd @@ -1154,7 +1154,7 @@ Sega NAOMI %ROMPATH%/naomi .bin .BIN .dat .DAT .elf .ELF .lst .LST .7z .7Z .zip .ZIP - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=flycast_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/flycast_libretro_android.so %EXTRA_ROM%=%ROM% %EMULATOR_FLYCAST% %ACTION%=android.intent.action.VIEW %DATA%=%ROMSAF% arcade naomi @@ -1164,7 +1164,7 @@ Sega NAOMI 2 %ROMPATH%/naomi2 .bin .BIN .dat .DAT .elf .ELF .lst .LST .7z .7Z .zip .ZIP - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=flycast_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/flycast_libretro_android.so %EXTRA_ROM%=%ROM% %EMULATOR_FLYCAST% %ACTION%=android.intent.action.VIEW %DATA%=%ROMSAF% arcade naomi2 @@ -1174,7 +1174,7 @@ Sega NAOMI GD-ROM %ROMPATH%/naomigd .bin .BIN .dat .DAT .elf .ELF .lst .LST .7z .7Z .zip .ZIP - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=flycast_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/flycast_libretro_android.so %EXTRA_ROM%=%ROM% %EMULATOR_FLYCAST% %ACTION%=android.intent.action.VIEW %DATA%=%ROMSAF% arcade naomigd @@ -1184,12 +1184,12 @@ Nintendo DS %ROMPATH%/nds .app .APP .bin .BIN .nds .NDS .7z .7Z .zip .ZIP - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=melondsds_libretro_android.so %EXTRA_ROM%=%ROM% - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=melonds_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/melondsds_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/melonds_libretro_android.so %EXTRA_ROM%=%ROM% %EMULATOR_MELONDS% %ACTION%=me.magnum.melonds.LAUNCH_ROM %EXTRA_uri%=%ROMSAF% %EMULATOR_MELONDS-NIGHTLY% %ACTION%=me.magnum.melonds.nightly.LAUNCH_ROM %EXTRA_uri%=%ROMSAF% - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=desmume_libretro_android.so %EXTRA_ROM%=%ROM% - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=desmume2015_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/desmume_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/desmume2015_libretro_android.so %EXTRA_ROM%=%ROM% %EMULATOR_DRASTIC% %ACTIVITY_CLEAR_TASK% %ACTIVITY_CLEAR_TOP% %DATA%=%ROMSAF% %EMULATOR_NOODS% %ACTIVITY_CLEAR_TASK% %ACTIVITY_CLEAR_TOP% %EXTRA_LaunchPath%=%ROM% nds @@ -1200,8 +1200,8 @@ SNK Neo Geo %ROMPATH%/neogeo .neo .NEO .7z .7Z .zip .ZIP - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=fbneo_libretro_android.so %EXTRA_ROM%=%ROM% - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=geolith_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/fbneo_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/geolith_libretro_android.so %EXTRA_ROM%=%ROM% %EMULATOR_NEO-EMU% %DATA%=%ROMSAF% %EMULATOR_MAME4DROID-2024% %ACTION%=android.intent.action.VIEW %EXTRA_cli_params%="-rompath '%GAMEDIRRAW%;%ROMPATHRAW%/neogeo'" %DATA%=%ROMPROVIDER% %EMULATOR_MAME4DROID% %ACTION%=android.intent.action.VIEW %DATA%=%ROMPROVIDER% @@ -1213,7 +1213,7 @@ SNK Neo Geo CD %ROMPATH%/neogeocd .chd .CHD .cue .CUE - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=neocd_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/neocd_libretro_android.so %EXTRA_ROM%=%ROM% %EMULATOR_MAME4DROID-2024% %ACTION%=android.intent.action.VIEW %EXTRA_cli_params%="-rompath '%GAMEDIRRAW%;%ROMPATHRAW%/neogeocd' -cdrm '%ROMRAW%'" %DATA%=neocdz neogeocd neogeocd @@ -1223,7 +1223,7 @@ SNK Neo Geo CD %ROMPATH%/neogeocdjp .chd .CHD .cue .CUE - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=neocd_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/neocd_libretro_android.so %EXTRA_ROM%=%ROM% %EMULATOR_MAME4DROID-2024% %ACTION%=android.intent.action.VIEW %EXTRA_cli_params%="-rompath '%GAMEDIRRAW%;%ROMPATHRAW%/neogeocdjp' -cdrm '%ROMRAW%'" %DATA%=neocdz neogeocd neogeocdjp @@ -1257,8 +1257,8 @@ SNK Neo Geo Pocket %ROMPATH%/ngp .ngc .NGC .ngp .NGP .ngpc .NGPC .npc .NPC .7z .7Z .zip .ZIP - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=mednafen_ngp_libretro_android.so %EXTRA_ROM%=%ROM% - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=race_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/mednafen_ngp_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/race_libretro_android.so %EXTRA_ROM%=%ROM% %EMULATOR_NGP-EMU% %DATA%=%ROMPROVIDER% ngp ngp @@ -1268,8 +1268,8 @@ SNK Neo Geo Pocket Color %ROMPATH%/ngpc .ngc .NGC .ngp .NGP .ngpc .NGPC .npc .NPC .7z .7Z .zip .ZIP - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=mednafen_ngp_libretro_android.so %EXTRA_ROM%=%ROM% - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=race_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/mednafen_ngp_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/race_libretro_android.so %EXTRA_ROM%=%ROM% %EMULATOR_NGP-EMU% %DATA%=%ROMPROVIDER% ngpc ngpc @@ -1279,7 +1279,7 @@ Magnavox Odyssey 2 %ROMPATH%/odyssey2 .bin .BIN .7z .7Z .zip .ZIP - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=o2em_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/o2em_libretro_android.so %EXTRA_ROM%=%ROM% %EMULATOR_MAME4DROID-2024% %ACTION%=android.intent.action.VIEW %EXTRA_cli_params%="-rompath '%GAMEDIRRAW%;%ROMPATHRAW%/odyssey2' -cart '%ROMRAW%'" %DATA%=odyssey2 odyssey2 odyssey2 @@ -1307,7 +1307,7 @@ Palm OS %ROMPATH%/palm .img .IMG .pqa .PQA .prc .PRC .7z .7Z .zip .ZIP - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=mu_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/mu_libretro_android.so %EXTRA_ROM%=%ROM% palm palm @@ -1316,10 +1316,10 @@ IBM PC %ROMPATH%/pc .bat .BAT .com .COM .conf .CONF .cue .CUE .dosz .DOSZ .exe .EXE .img .IMG .iso .ISO .7z .7Z .zip .ZIP - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=dosbox_pure_libretro_android.so %EXTRA_ROM%=%ROM% - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=dosbox_core_libretro_android.so %EXTRA_ROM%=%ROM% - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=dosbox_svn_libretro_android.so %EXTRA_ROM%=%ROM% - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=virtualxt_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/dosbox_pure_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/dosbox_core_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/dosbox_svn_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/virtualxt_libretro_android.so %EXTRA_ROM%=%ROM% pc pc @@ -1328,7 +1328,7 @@ NEC PC-8800 Series %ROMPATH%/pc88 .88d .88D .cmt .CMT .d88 .D88 .m3u .M3U .t88 .T88 .u88 .U88 - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=quasi88_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/quasi88_libretro_android.so %EXTRA_ROM%=%ROM% pc88 pc88 @@ -1337,8 +1337,8 @@ NEC PC-9800 Series %ROMPATH%/pc98 .2hd .2HD .88d .88D .98d .98D .d88 .D88 .d98 .D98 .cmd .CMD .dup .DUP .fdd .FDD .fdi .FDI .hdd .HDD .hdi .HDI .hdm .HDM .hdn .HDN .m3u .M3U .nhd .NHD .tfd .TFD .thd .THD .xdf .XDF .7z .7Z .zip .ZIP - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=np2kai_libretro_android.so %EXTRA_ROM%=%ROM% - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=nekop2_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/np2kai_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/nekop2_libretro_android.so %EXTRA_ROM%=%ROM% pc98 pc98 @@ -1357,9 +1357,9 @@ NEC PC Engine %ROMPATH%/pcengine .ccd .CCD .chd .CHD .cue .CUE .img .IMG .iso .ISO .m3u .M3U .pce .PCE .sgx .SGX .toc .TOC .7z .7Z .zip .ZIP - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=mednafen_pce_libretro_android.so %EXTRA_ROM%=%ROM% - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=mednafen_pce_fast_libretro_android.so %EXTRA_ROM%=%ROM% - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=mednafen_supergrafx_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/mednafen_pce_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/mednafen_pce_fast_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/mednafen_supergrafx_libretro_android.so %EXTRA_ROM%=%ROM% %EMULATOR_PCE-EMU% %DATA%=%ROMPROVIDER% pcengine pcengine @@ -1369,9 +1369,9 @@ NEC PC Engine CD %ROMPATH%/pcenginecd .ccd .CCD .chd .CHD .cue .CUE .img .IMG .iso .ISO .m3u .M3U .pce .PCE .sgx .SGX .toc .TOC .7z .7Z .zip .ZIP - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=mednafen_pce_libretro_android.so %EXTRA_ROM%=%ROM% - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=mednafen_pce_fast_libretro_android.so %EXTRA_ROM%=%ROM% - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=mednafen_supergrafx_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/mednafen_pce_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/mednafen_pce_fast_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/mednafen_supergrafx_libretro_android.so %EXTRA_ROM%=%ROM% %EMULATOR_PCE-EMU% %DATA%=%ROMSAF% pcenginecd pcenginecd @@ -1381,7 +1381,7 @@ NEC PC-FX %ROMPATH%/pcfx .ccd .CCD .chd .CHD .cue CUE .m3u .M3U .toc .TOC .7z .7Z .zip .ZIP - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=mednafen_pcfx_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/mednafen_pcfx_libretro_android.so %EXTRA_ROM%=%ROM% pcfx pcfx @@ -1390,8 +1390,8 @@ PICO-8 Fantasy Console %ROMPATH%/pico8 .p8 .P8 .png .PNG - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=fake08_libretro_android.so %EXTRA_ROM%=%ROM% - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=retro8_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/fake08_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/retro8_libretro_android.so %EXTRA_ROM%=%ROM% %EMULATOR_INFINITY% %ACTION%=android.intent.action.VIEW %DATA%=%ROMPROVIDER% pico8 pico8 @@ -1401,7 +1401,7 @@ Commodore Plus/4 %ROMPATH%/plus4 .bin .BIN .cmd .CMD .crt .CRT .d2m .D2M .d4m .D4M .d64 .D64 .d6z .D6Z .d71 .D71 .d7z .D7Z .d80 .D80 .d81 .D81 .d82 .D82 .d8z .D8Z .g41 .G41 .g4z .G4Z .g64 .G64 .g6z .G6Z .gz .GZ .lnx .LNX .m3u .M3U .nbz .NBZ .nib .NIB .p00 .P00 .prg .PRG .t64 .T64 .tap .TAP .vfl .VFL .vsf .VSF .x64 .X64 .x6z .X6Z .7z .7Z .zip .ZIP - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=vice_xplus4_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/vice_xplus4_libretro_android.so %EXTRA_ROM%=%ROM% plus4 plus4 @@ -1410,7 +1410,7 @@ Nintendo Pokémon Mini %ROMPATH%/pokemini .min .MIN .7z .7Z .zip .ZIP - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=pokemini_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/pokemini_libretro_android.so %EXTRA_ROM%=%ROM% pokemini pokemini @@ -1419,10 +1419,10 @@ Ports %ROMPATH%/ports .exe .EXE .game .GAME .phd .PHD .psx .PSX - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=ecwolf_libretro_android.so %EXTRA_ROM%=%ROM% - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=nxengine_libretro_android.so %EXTRA_ROM%=%ROM% - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=openlara_libretro_android.so %EXTRA_ROM%=%ROM% - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=superbroswar_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/ecwolf_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/nxengine_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/openlara_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/superbroswar_libretro_android.so %EXTRA_ROM%=%ROM% pc, pcwindows ports @@ -1459,7 +1459,7 @@ Sony PlayStation Portable %ROMPATH%/psp .chd .CHD .cso .CSO .elf .ELF .iso .ISO .pbp .PBP .prx .PRX .7z .7Z .zip .ZIP - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=ppsspp_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/ppsspp_libretro_android.so %EXTRA_ROM%=%ROM% %EMULATOR_PPSSPP% %ACTION%=android.intent.action.VIEW %CATEGORY%=android.intent.category.DEFAULT %DATA%=%ROMSAF% psp psp @@ -1478,10 +1478,10 @@ Sony PlayStation %ROMPATH%/psx .bin .BIN .cbn .CBN .ccd .CCD .chd .CHD .cue .CUE .ecm .ECM .exe .EXE .img .IMG .iso .ISO .m3u .M3U .mdf .MDF .mds .MDS .minipsf .MINIPSF .pbp .PBP .psexe .PSEXE .psf .PSF .toc .TOC .z .Z .znx .ZNX .7z .7Z .zip .ZIP - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=mednafen_psx_libretro_android.so %EXTRA_ROM%=%ROM% - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=mednafen_psx_hw_libretro_android.so %EXTRA_ROM%=%ROM% - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=pcsx_rearmed_libretro_android.so %EXTRA_ROM%=%ROM% - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=swanstation_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/mednafen_psx_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/mednafen_psx_hw_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/pcsx_rearmed_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/swanstation_libretro_android.so %EXTRA_ROM%=%ROM% %EMULATOR_DUCKSTATION% %ACTIVITY_CLEAR_TASK% %ACTIVITY_CLEAR_TOP% %EXTRABOOL_resumeState%=false %EXTRA_bootPath%=%ROMSAF% %EMULATOR_EPSXE% %ACTION%=android.intent.action.MAIN %EXTRA_com.epsxe.ePSXe.isoName%=%ROM% %EMULATOR_FPSE-NG% %ACTION%=android.intent.action.VIEW %DATA%=%ROMPROVIDER% @@ -1503,11 +1503,11 @@ Quake %ROMPATH%/quake .pak .PAK .pk3 .PK3 - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=tyrquake_libretro_android.so %EXTRA_ROM%=%ROM% - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=vitaquake2_libretro_android.so %EXTRA_ROM%=%ROM% - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=vitaquake2-rogue_libretro_android.so %EXTRA_ROM%=%ROM% - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=vitaquake2-xatrix_libretro_android.so %EXTRA_ROM%=%ROM% - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=vitaquake2-zaero_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/tyrquake_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/vitaquake2_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/vitaquake2-rogue_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/vitaquake2-xatrix_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/vitaquake2-zaero_libretro_android.so %EXTRA_ROM%=%ROM% pc, pcwindows quake @@ -1525,14 +1525,14 @@ Nintendo Satellaview %ROMPATH%/satellaview .bml .BML .bs .BS .fig .FIG .sfc .SFC .smc .SMC .swc .SWC .st .ST .7z .7Z .zip .ZIP - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=snes9x_libretro_android.so %EXTRA_ROM%=%ROM% - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=snes9x2010_libretro_android.so %EXTRA_ROM%=%ROM% - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=snes9x2005_plus_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/snes9x_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/snes9x2010_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/snes9x2005_plus_libretro_android.so %EXTRA_ROM%=%ROM% %EMULATOR_SNES9X-EXPLUS% %DATA%=%ROMSAF% - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=bsnes_libretro_android.so %EXTRA_ROM%=%ROM% - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=bsnes_hd_beta_libretro_android.so %EXTRA_ROM%=%ROM% - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=bsnes_mercury_accuracy_libretro_android.so %EXTRA_ROM%=%ROM% - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=mesen-s_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/bsnes_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/bsnes_hd_beta_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/bsnes_mercury_accuracy_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/mesen-s_libretro_android.so %EXTRA_ROM%=%ROM% satellaview satellaview @@ -1541,10 +1541,10 @@ Sega Saturn %ROMPATH%/saturn .bin .BIN .ccd .CCD .chd .CHD .cue .CUE .iso .ISO .m3u .M3U .mds .MDS .toc .TOC .7z .7Z .zip .ZIP - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=mednafen_saturn_libretro_android.so %EXTRA_ROM%=%ROM% - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=yabasanshiro_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/mednafen_saturn_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/yabasanshiro_libretro_android.so %EXTRA_ROM%=%ROM% %EMULATOR_YABASANSHIRO-2% %ACTIVITY_CLEAR_TASK% %ACTIVITY_CLEAR_TOP% %ACTION%=android.intent.action.VIEW %EXTRA_org.uoyabause.android.FileNameUri%=%ROMSAF% - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=yabause_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/yabause_libretro_android.so %EXTRA_ROM%=%ROM% %EMULATOR_SATURN-EMU% %DATA%=%ROMSAF% saturn saturn @@ -1554,10 +1554,10 @@ Sega Saturn %ROMPATH%/saturnjp .bin .BIN .ccd .CCD .chd .CHD .cue .CUE .iso .ISO .m3u .M3U .mds .MDS .toc .TOC .7z .7Z .zip .ZIP - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=mednafen_saturn_libretro_android.so %EXTRA_ROM%=%ROM% - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=yabasanshiro_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/mednafen_saturn_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/yabasanshiro_libretro_android.so %EXTRA_ROM%=%ROM% %EMULATOR_YABASANSHIRO-2% %ACTIVITY_CLEAR_TASK% %ACTIVITY_CLEAR_TOP% %ACTION%=android.intent.action.VIEW %EXTRA_org.uoyabause.android.FileNameUri%=%ROMSAF% - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=yabause_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/yabause_libretro_android.so %EXTRA_ROM%=%ROM% %EMULATOR_SATURN-EMU% %DATA%=%ROMSAF% saturn saturnjp @@ -1567,7 +1567,7 @@ ScummVM Game Engine %ROMPATH%/scummvm .scummvm .SCUMMVM .svm .SVM - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=scummvm_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/scummvm_libretro_android.so %EXTRA_ROM%=%ROM% %EMULATOR_SCUMMVM% %ACTION%=android.intent.action.MAIN %CATEGORY%=android.intent.action.MAIN %DATA%=%INJECT%=%ROM% scummvm scummvm @@ -1586,7 +1586,7 @@ Sega Mega Drive 32X %ROMPATH%/sega32x .32x .32X .68k .68K .bin .BIN .chd .CHD .cue .CUE .gen .GEN .iso .ISO .md .MD .smd .SMD .sms .SMS .7z .7Z .zip .ZIP - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=picodrive_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/picodrive_libretro_android.so %EXTRA_ROM%=%ROM% sega32x sega32x @@ -1595,7 +1595,7 @@ Sega Super 32X %ROMPATH%/sega32xjp .32x .32X .68k .68K .bin .BIN .chd .CHD .cue .CUE .gen .GEN .iso .ISO .md .MD .smd .SMD .sms .SMS .7z .7Z .zip .ZIP - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=picodrive_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/picodrive_libretro_android.so %EXTRA_ROM%=%ROM% sega32x sega32xjp @@ -1604,7 +1604,7 @@ Sega Genesis 32X %ROMPATH%/sega32xna .32x .32X .68k .68K .bin .BIN .chd .CHD .cue .CUE .gen .GEN .iso .ISO .md .MD .smd .SMD .sms .SMS .7z .7Z .zip .ZIP - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=picodrive_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/picodrive_libretro_android.so %EXTRA_ROM%=%ROM% sega32x sega32xna @@ -1613,9 +1613,9 @@ Sega CD %ROMPATH%/segacd .68k .68K .bin .BIN .bms .BMS .chd .CHD .cue .CUE .gen .GEN .gg .GG .iso .ISO .m3u .M3U .md .MD .mdx .MDX .sg .SG .sgd .SGD .smd .SMD .sms .SMS .7z .7Z .zip .ZIP - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=genesis_plus_gx_libretro_android.so %EXTRA_ROM%=%ROM% - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=genesis_plus_gx_wide_libretro_android.so %EXTRA_ROM%=%ROM% - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=picodrive_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/genesis_plus_gx_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/genesis_plus_gx_wide_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/picodrive_libretro_android.so %EXTRA_ROM%=%ROM% %EMULATOR_MD-EMU% %DATA%=%ROMSAF% segacd segacd @@ -1625,15 +1625,15 @@ Nintendo SFC (Super Famicom) %ROMPATH%/sfc .bin .BIN .bml .BML .bs .BS .bsx .BSX .dx2 .DX2 .fig .FIG .gd3 .GD3 .gd7 .GD7 .mgd .MGD .sfc .SFC .smc .SMC .st .ST .swc .SWC .7z .7Z .zip .ZIP - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=snes9x_libretro_android.so %EXTRA_ROM%=%ROM% - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=snes9x2010_libretro_android.so %EXTRA_ROM%=%ROM% - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=snes9x2005_plus_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/snes9x_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/snes9x2010_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/snes9x2005_plus_libretro_android.so %EXTRA_ROM%=%ROM% %EMULATOR_SNES9X-EXPLUS% %DATA%=%ROMSAF% - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=bsnes_libretro_android.so %EXTRA_ROM%=%ROM% - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=bsnes_hd_beta_libretro_android.so %EXTRA_ROM%=%ROM% - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=bsnes_mercury_accuracy_libretro_android.so %EXTRA_ROM%=%ROM% - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=mednafen_supafaust_libretro_android.so %EXTRA_ROM%=%ROM% - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=mesen-s_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/bsnes_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/bsnes_hd_beta_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/bsnes_mercury_accuracy_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/mednafen_supafaust_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/mesen-s_libretro_android.so %EXTRA_ROM%=%ROM% snes sfc @@ -1642,10 +1642,10 @@ Sega SG-1000 %ROMPATH%/sg-1000 .68k .68K .bin .BIN .bms .BMS .chd .CHD .cue .CUE .gen .GEN .gg .GG .iso .ISO .m3u .M3U .md .MD .mdx .MDX .ri .RI .rom .ROM .sg .SG .sgd .SGD .smd .SMD .sms .SMS .7z .7Z .zip .ZIP - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=genesis_plus_gx_libretro_android.so %EXTRA_ROM%=%ROM% - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=genesis_plus_gx_wide_libretro_android.so %EXTRA_ROM%=%ROM% - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=gearsystem_libretro_android.so %EXTRA_ROM%=%ROM% - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=bluemsx_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/genesis_plus_gx_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/genesis_plus_gx_wide_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/gearsystem_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/bluemsx_libretro_android.so %EXTRA_ROM%=%ROM% %EMULATOR_MASTERGEAR% %ACTIVITY_CLEAR_TASK% %ACTIVITY_CLEAR_TOP% %ACTION%=android.intent.action.VIEW %DATA%=%ROMSAF% sg-1000 sg-1000 @@ -1655,9 +1655,9 @@ Nintendo Super Game Boy %ROMPATH%/sgb .gb .GB .gbc .GBC .sgb .SGB .7z .7Z .zip .ZIP - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=mesen-s_libretro_android.so %EXTRA_ROM%=%ROM% - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=sameboy_libretro_android.so %EXTRA_ROM%=%ROM% - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=mgba_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/mesen-s_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/sameboy_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/mgba_libretro_android.so %EXTRA_ROM%=%ROM% sgb sgb @@ -1666,15 +1666,15 @@ Nintendo SNES (Super Nintendo) %ROMPATH%/snes .bin .BIN .bml .BML .bs .BS .bsx .BSX .dx2 .DX2 .fig .FIG .gd3 .GD3 .gd7 .GD7 .mgd .MGD .sfc .SFC .smc .SMC .st .ST .swc .SWC .7z .7Z .zip .ZIP - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=snes9x_libretro_android.so %EXTRA_ROM%=%ROM% - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=snes9x2010_libretro_android.so %EXTRA_ROM%=%ROM% - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=snes9x2005_plus_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/snes9x_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/snes9x2010_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/snes9x2005_plus_libretro_android.so %EXTRA_ROM%=%ROM% %EMULATOR_SNES9X-EXPLUS% %DATA%=%ROMSAF% - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=bsnes_libretro_android.so %EXTRA_ROM%=%ROM% - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=bsnes_hd_beta_libretro_android.so %EXTRA_ROM%=%ROM% - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=bsnes_mercury_accuracy_libretro_android.so %EXTRA_ROM%=%ROM% - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=mednafen_supafaust_libretro_android.so %EXTRA_ROM%=%ROM% - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=mesen-s_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/bsnes_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/bsnes_hd_beta_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/bsnes_mercury_accuracy_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/mednafen_supafaust_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/mesen-s_libretro_android.so %EXTRA_ROM%=%ROM% snes snes @@ -1683,15 +1683,15 @@ Nintendo SNES (Super Nintendo) %ROMPATH%/snesna .bin .BIN .bml .BML .bs .BS .bsx .BSX .dx2 .DX2 .fig .FIG .gd3 .GD3 .gd7 .GD7 .mgd .MGD .sfc .SFC .smc .SMC .st .ST .swc .SWC .7z .7Z .zip .ZIP - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=snes9x_libretro_android.so %EXTRA_ROM%=%ROM% - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=snes9x2010_libretro_android.so %EXTRA_ROM%=%ROM% - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=snes9x2005_plus_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/snes9x_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/snes9x2010_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/snes9x2005_plus_libretro_android.so %EXTRA_ROM%=%ROM% %EMULATOR_SNES9X-EXPLUS% %DATA%=%ROMSAF% - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=bsnes_libretro_android.so %EXTRA_ROM%=%ROM% - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=bsnes_hd_beta_libretro_android.so %EXTRA_ROM%=%ROM% - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=bsnes_mercury_accuracy_libretro_android.so %EXTRA_ROM%=%ROM% - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=mednafen_supafaust_libretro_android.so %EXTRA_ROM%=%ROM% - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=mesen-s_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/bsnes_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/bsnes_hd_beta_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/bsnes_mercury_accuracy_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/mednafen_supafaust_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/mesen-s_libretro_android.so %EXTRA_ROM%=%ROM% snes snesna @@ -1709,7 +1709,7 @@ Spectravideo %ROMPATH%/spectravideo .cas .CAS .col .COL .dsk .DSK .m3u .M3U .mx1 .MX1 .mx2 .MX2 .ri .RI .rom .ROM .sc .SC .sg .SG .7z .7Z .zip .ZIP - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=bluemsx_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/bluemsx_libretro_android.so %EXTRA_ROM%=%ROM% spectravideo spectravideo @@ -1727,7 +1727,7 @@ Sega Titan Video Game System %ROMPATH%/stv .7z .7Z .zip .ZIP - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=mamearcade_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/mamearcade_libretro_android.so %EXTRA_ROM%=%ROM% %EMULATOR_MAME4DROID-2024% %ACTION%=android.intent.action.VIEW %EXTRA_cli_params%="-rompath '%GAMEDIRRAW%;%ROMPATHRAW%/stv'" %DATA%=%ROMPROVIDER% %EMULATOR_MAME4DROID% %ACTION%=android.intent.action.VIEW %DATA%=%ROMPROVIDER% arcade @@ -1738,13 +1738,13 @@ Bandai SuFami Turbo %ROMPATH%/sufami .bml .BML .bs .BS .fig .FIG .sfc .SFC .smc .SMC .st .ST .7z .7Z .zip .ZIP - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=snes9x_libretro_android.so %EXTRA_ROM%=%ROM% - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=snes9x2010_libretro_android.so %EXTRA_ROM%=%ROM% - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=snes9x2005_plus_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/snes9x_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/snes9x2010_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/snes9x2005_plus_libretro_android.so %EXTRA_ROM%=%ROM% %EMULATOR_SNES9X-EXPLUS% %DATA%=%ROMSAF% - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=bsnes_libretro_android.so %EXTRA_ROM%=%ROM% - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=bsnes_hd_beta_libretro_android.so %EXTRA_ROM%=%ROM% - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=bsnes_mercury_accuracy_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/bsnes_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/bsnes_hd_beta_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/bsnes_mercury_accuracy_libretro_android.so %EXTRA_ROM%=%ROM% sufami sufami @@ -1753,8 +1753,8 @@ NEC SuperGrafx %ROMPATH%/supergrafx .ccd .CCD .chd .CHD .cue .CUE .pce .PCE .sgx .SGX .7z .7Z .zip .ZIP - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=mednafen_supergrafx_libretro_android.so %EXTRA_ROM%=%ROM% - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=mednafen_pce_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/mednafen_supergrafx_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/mednafen_pce_libretro_android.so %EXTRA_ROM%=%ROM% %EMULATOR_PCE-EMU% %DATA%=%ROMPROVIDER% supergrafx supergrafx @@ -1764,7 +1764,7 @@ Watara Supervision %ROMPATH%/supervision .bin .BIN .sv .SV .7z .7Z .zip .ZIP - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=potator_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/potator_libretro_android.so %EXTRA_ROM%=%ROM% %EMULATOR_MAME4DROID-2024% %ACTION%=android.intent.action.VIEW %EXTRA_cli_params%="-rompath '%GAMEDIRRAW%;%ROMPATHRAW%/supervision' -cart '%ROMRAW%'" %DATA%=svision supervision supervision @@ -1811,9 +1811,9 @@ NEC TurboGrafx-16 %ROMPATH%/tg16 .ccd .CCD .chd .CHD .cue .CUE .img .IMG .iso .ISO .m3u .M3U .pce .PCE .sgx .SGX .toc .TOC .7z .7Z .zip .ZIP - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=mednafen_pce_libretro_android.so %EXTRA_ROM%=%ROM% - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=mednafen_pce_fast_libretro_android.so %EXTRA_ROM%=%ROM% - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=mednafen_supergrafx_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/mednafen_pce_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/mednafen_pce_fast_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/mednafen_supergrafx_libretro_android.so %EXTRA_ROM%=%ROM% %EMULATOR_PCE-EMU% %DATA%=%ROMPROVIDER% pcengine tg16 @@ -1823,9 +1823,9 @@ NEC TurboGrafx-CD %ROMPATH%/tg-cd .ccd .CCD .chd .CHD .cue .CUE .img .IMG .iso .ISO .m3u .M3U .pce .PCE .sgx .SGX .toc .TOC .7z .7Z .zip .ZIP - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=mednafen_pce_libretro_android.so %EXTRA_ROM%=%ROM% - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=mednafen_pce_fast_libretro_android.so %EXTRA_ROM%=%ROM% - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=mednafen_supergrafx_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/mednafen_pce_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/mednafen_pce_fast_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/mednafen_supergrafx_libretro_android.so %EXTRA_ROM%=%ROM% %EMULATOR_PCE-EMU% %DATA%=%ROMSAF% pcenginecd tg-cd @@ -1844,7 +1844,7 @@ TIC-80 Fantasy Computer %ROMPATH%/tic80 .tic .TIC - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=tic80_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/tic80_libretro_android.so %EXTRA_ROM%=%ROM% tic80 tic80 @@ -1853,7 +1853,7 @@ Thomson TO8 %ROMPATH%/to8 .fd .FD .k7 .K7 .m5 .M5 .m7 .M7 .rom .ROM .sap .SAP .7z .7Z .zip .ZIP - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=theodore_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/theodore_libretro_android.so %EXTRA_ROM%=%ROM% moto to8 @@ -1890,7 +1890,7 @@ Uzebox Open Source Console %ROMPATH%/uzebox .uze .UZE .7z .7Z .zip .ZIP - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=uzem_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/uzem_libretro_android.so %EXTRA_ROM%=%ROM% uzebox uzebox @@ -1899,7 +1899,7 @@ GCE Vectrex %ROMPATH%/vectrex .bin .BIN .gam .GAM .vc .VC .vec .VEC .7z .7Z .zip .ZIP - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=vecx_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/vecx_libretro_android.so %EXTRA_ROM%=%ROM% %EMULATOR_MAME4DROID-2024% %ACTION%=android.intent.action.VIEW %EXTRA_cli_params%="-rompath '%GAMEDIRRAW%;%ROMPATHRAW%/vectrex' -cart '%ROMRAW%'" %DATA%=vectrex vectrex vectrex @@ -1909,7 +1909,7 @@ Commodore VIC-20 %ROMPATH%/vic20 .bin .BIN .cmd .CMD .crt .CRT .d2m .D2M .d4m .D4M .d64 .D64 .d6z .D6Z .d71 .D71 .d7z .D7Z .d80 .D80 .d81 .D81 .d82 .D82 .d8z .D8Z .g41 .G41 .g4z .G4Z .g64 .G64 .g6z .G6Z .gz .GZ .lnx .LNX .m3u .M3U .nbz .NBZ .nib .NIB .p00 .P00 .prg .PRG .t64 .T64 .tap .TAP .vfl .VFL .vsf .VSF .x64 .X64 .x6z .X6Z .7z .7Z .zip .ZIP - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=vice_xvic_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/vice_xvic_libretro_android.so %EXTRA_ROM%=%ROM% vic20 vic20 @@ -1918,7 +1918,7 @@ Philips Videopac G7000 %ROMPATH%/videopac .bin .BIN .7z .7Z .zip .ZIP - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=o2em_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/o2em_libretro_android.so %EXTRA_ROM%=%ROM% %EMULATOR_MAME4DROID-2024% %ACTION%=android.intent.action.VIEW %EXTRA_cli_params%="-rompath '%GAMEDIRRAW%;%ROMPATHRAW%/videopac' -cart '%ROMRAW%'" %DATA%=videopac odyssey2 videopac @@ -1928,7 +1928,7 @@ Nintendo Virtual Boy %ROMPATH%/virtualboy .bin .BIN .vb .VB .vboy .VBOY .7z .7Z .zip .ZIP - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=mednafen_vb_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/mednafen_vb_libretro_android.so %EXTRA_ROM%=%ROM% %EMULATOR_VIRTUAL-VIRTUAL-BOY% %ACTIVITY_CLEAR_TASK% %ACTIVITY_CLEAR_TOP% %ACTION%=android.intent.action.VIEW %DATA%=%ROMPROVIDER% virtualboy virtualboy @@ -1956,7 +1956,7 @@ WASM-4 Fantasy Console %ROMPATH%/wasm4 .wasm .WASM - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=wasm4_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/wasm4_libretro_android.so %EXTRA_ROM%=%ROM% wasm4 wasm4 @@ -1996,7 +1996,7 @@ Microsoft Windows 3.x %ROMPATH%/windows3x .bat .BAT .dosz .DOSZ .7z .7Z .zip .ZIP - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=dosbox_pure_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/dosbox_pure_libretro_android.so %EXTRA_ROM%=%ROM% windows3x windows3x @@ -2005,7 +2005,7 @@ Microsoft Windows 9x %ROMPATH%/windows9x .bat .BAT .dosz .DOSZ .7z .7Z .zip .ZIP - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=dosbox_pure_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/dosbox_pure_libretro_android.so %EXTRA_ROM%=%ROM% pcwindows windows9x @@ -2014,7 +2014,7 @@ Bandai WonderSwan %ROMPATH%/wonderswan .pc2 .PC2 .ws .WS .7z .7Z .zip .ZIP - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=mednafen_wswan_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/mednafen_wswan_libretro_android.so %EXTRA_ROM%=%ROM% %EMULATOR_SWAN-EMU% %DATA%=%ROMPROVIDER% wonderswan wonderswan @@ -2024,7 +2024,7 @@ Bandai WonderSwan Color %ROMPATH%/wonderswancolor .pc2 .PC2 .ws .WS .wsc .WSC .7z .7Z .zip .ZIP - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=mednafen_wswan_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/mednafen_wswan_libretro_android.so %EXTRA_ROM%=%ROM% %EMULATOR_SWAN-EMU% %DATA%=%ROMPROVIDER% wonderswancolor wonderswancolor @@ -2034,7 +2034,7 @@ Sharp X1 %ROMPATH%/x1 .2d .2D .2hd .2HD .88d .88D .cmd .CMD .d88 .D88 .dup .DUP .dx1 .DX1 .hdm .HDM .tap .TAP .tfd .TFD .xdf .XDF .7z .7Z .zip .ZIP - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=x1_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/x1_libretro_android.so %EXTRA_ROM%=%ROM% %EMULATOR_MAME4DROID-2024% %ACTION%=android.intent.action.VIEW %EXTRA_cli_params%="-rompath '%GAMEDIRRAW%;%ROMPATHRAW%/x1' -flop1 '%ROMRAW%'" %DATA%=x1 %EMULATOR_MAME4DROID-2024% %ACTION%=android.intent.action.VIEW %EXTRA_cli_params%="-rompath '%GAMEDIRRAW%;%ROMPATHRAW%/x1' -cass1 '%ROMRAW%'" %DATA%=x1 x1 @@ -2045,7 +2045,7 @@ Sharp X68000 %ROMPATH%/x68000 .2hd .2HD .88d .88D .cmd .CMD .d88 .D88 .dim .DIM .dup .DUP .hdf .HDF .hdm .HDM .img .IMG .m3u .M3U .xdf .XDF .7z .7Z .zip .ZIP - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=px68k_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/px68k_libretro_android.so %EXTRA_ROM%=%ROM% %EMULATOR_MAME4DROID-2024% %ACTION%=android.intent.action.VIEW %EXTRA_cli_params%="-rompath '%GAMEDIRRAW%;%ROMPATHRAW%/x68000' -flop1 '%ROMRAW%'" %DATA%=x68000 x68000 x68000 @@ -2073,7 +2073,7 @@ Infocom Z-machine %ROMPATH%/zmachine .dat .DAT .z1 .Z1 .z2 .Z2 .z3 .Z3 .z4 .Z4 .z5 .Z5 .z6 .Z6 .z7 .Z7 .z8 .Z8 .zlb .ZLB .zblorb .ZBLORB - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=mojozork_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/mojozork_libretro_android.so %EXTRA_ROM%=%ROM% zmachine zmachine @@ -2082,7 +2082,7 @@ Sinclair ZX81 %ROMPATH%/zx81 .p .P .tzx .TZX .7z .7Z .zip .ZIP - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=81_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/81_libretro_android.so %EXTRA_ROM%=%ROM% zx81 zx81 @@ -2100,7 +2100,7 @@ Sinclair ZX Spectrum %ROMPATH%/zxspectrum .dsk .DSK .gz .GZ .img .IMG .mgt .MGT .rzx .RZX .scl .SCL .sh .SH .sna .SNA .szx .SZX .tap .TAP .trd .TRD .tzx .TZX .udi .UDI .z80 .Z80 .7z .7Z .zip .ZIP - %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=fuse_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/fuse_libretro_android.so %EXTRA_ROM%=%ROM% %EMULATOR_SPECCY% %ACTIVITY_CLEAR_TASK% %ACTIVITY_CLEAR_TOP% %ACTION%=android.intent.action.VIEW %DATA%=%ROMSAF% zxspectrum zxspectrum From f97e5a93dd87828946924577b03baa982927688b Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Sun, 19 Jan 2025 22:22:50 +0100 Subject: [PATCH 031/284] (macOS) Added a build script to cross-compile an x86_64 build using an ARM processor Also added the corresponding CMake configuration --- es-app/CMakeLists.txt | 5 + tools/macOS_dependencies_build_x86_cross.sh | 411 ++++++++++++++++++++ 2 files changed, 416 insertions(+) create mode 100644 tools/macOS_dependencies_build_x86_cross.sh diff --git a/es-app/CMakeLists.txt b/es-app/CMakeLists.txt index 159e3ff10..9d9ab2788 100644 --- a/es-app/CMakeLists.txt +++ b/es-app/CMakeLists.txt @@ -352,6 +352,11 @@ endif() # Settings per operating system and generator type. if(APPLE) + # In case we're cross-compiling for x86_64 using an ARM processor. + if(CPU_ARCHITECTURE MATCHES arm64 AND CMAKE_OSX_ARCHITECTURES MATCHES x86_64) + set(CPU_ARCHITECTURE x64) + endif() + set(CPACK_GENERATOR Bundle) set(CPACK_PACKAGE_FILE_NAME ES-DE_${CPACK_PACKAGE_VERSION}-${CPU_ARCHITECTURE}) set(CPACK_DMG_VOLUME_NAME "ES-DE ${CPACK_PACKAGE_VERSION}") diff --git a/tools/macOS_dependencies_build_x86_cross.sh b/tools/macOS_dependencies_build_x86_cross.sh new file mode 100644 index 000000000..970e2be48 --- /dev/null +++ b/tools/macOS_dependencies_build_x86_cross.sh @@ -0,0 +1,411 @@ +#!/bin/sh +# SPDX-License-Identifier: MIT +# +# ES-DE Frontend +# macOS_dependencies_build_x86_cross.sh +# +# Builds the x86 external dependencies in-tree using cross-compilation on an ARM processor. +# The macOS_dependencies_setup.sh script must have been executed before this one. +# All sources will be recompiled from scratch every time this script is run. +# If manually compiling individual libraries, don't forget to set MACOSX_DEPLOYMENT_TARGET. +# +# This script needs to run from the root of the repository. +# + +export MACOSX_DEPLOYMENT_TARGET=11.0 +export CMAKE_OSX_ARCHITECTURES=x86_64 +export CFLAGS="-arch x86_64" +export LDFLAGS="-arch x86_64" + +# How many CPU threads to use for the compilation. +JOBS=8 + +if [ ! -f .clang-format ]; then + echo "You need to run this script from the root of the repository." + exit +fi + +cd external + +if [ ! -d FFmpeg ]; then + echo "You need to first run tools/macOS_dependencies_setup.sh to download and configure the dependencies." + exit +fi + +echo "Building all dependencies in the ./external directory..." + +export PKG_CONFIG_PATH=$(pwd)/../local_install/lib/pkgconfig + +echo +echo "Building libiconv" + +if [ ! -d libiconv ]; then + echo "libiconv directory is missing, aborting." + exit +fi + +cd libiconv + +./configure --host=x86_64-apple-darwin --enable-static=yes --enable-shared=no --prefix=$(pwd)/../local_install +make clean +make -j${JOBS} +make install +cd .. + +echo +echo "Building gettext" + +if [ ! -d gettext ]; then + echo "gettext directory is missing, aborting." + exit +fi + +cd gettext + +./configure --host=x86_64-apple-darwin --disable-libasprintf --with-libiconv-prefix=$(pwd)/../local_install --prefix=$(pwd)/../local_install +make clean +make -j${JOBS} + +cd gettext-runtime/intl/.libs +install_name_tool -id "@rpath/libintl.8.dylib" libintl.8.dylib +cp libintl.8.dylib ../../../../../ +cd ../../../ +make install +cd .. + +echo +echo "Building ICU" + +if [ ! -d icu/icu4c ]; then + echo "icu/icu4c directory is missing, aborting." + exit +fi + +if [ ! -f icu/icu4c/source/icu_filters.json ]; then + echo "icu/icu4c/source/icu_filters.json is missing, aborting." + exit +fi + +cd icu/icu4c/source +ICU_DATA_FILTER_FILE=icu_filters.json CXXFLAGS="-arch x86_64 -DUCONFIG_NO_COLLATION -DUCONFIG_NO_TRANSLITERATION" ./configure --host=x86_64-apple-darwin --disable-extras --disable-icuio --disable-samples --disable-tests +make clean +make -j${JOBS} +cd lib +install_name_tool -id "@rpath/libicudata.75.dylib" libicudata.75.1.dylib +install_name_tool -id "@rpath/libicui18n.75.dylib" libicui18n.75.1.dylib +install_name_tool -change $(otool -L libicui18n.75.1.dylib | grep libicuuc | cut -f1 -d' ' | sed 's/[[:blank:]]//g') @rpath/libicuuc.75.dylib libicui18n.75.1.dylib +install_name_tool -change $(otool -L libicui18n.75.1.dylib | grep libicudata | cut -f1 -d' ' | sed 's/[[:blank:]]//g') @rpath/libicudata.75.dylib libicui18n.75.1.dylib +install_name_tool -id "@rpath/libicuuc.75.dylib" libicuuc.75.1.dylib +install_name_tool -change $(otool -L libicuuc.75.1.dylib | grep libicudata | cut -f1 -d' ' | sed 's/[[:blank:]]//g') @rpath/libicudata.75.dylib libicuuc.75.1.dylib +cp libicudata.75.1.dylib ../../../../../libicudata.75.dylib +cp libicui18n.75.1.dylib ../../../../../libicui18n.75.dylib +cp libicuuc.75.1.dylib ../../../../../libicuuc.75.dylib +cd ../../../../ + +echo +echo "Building libpng" + +if [ ! -d libpng ]; then + echo "libpng directory is missing, aborting." + exit +fi + +cd libpng +rm -f CMakeCache.txt +cmake -DCMAKE_BUILD_TYPE=Release -DPNG_SHARED=off -DCMAKE_INSTALL_PREFIX=$(pwd)/../local_install . +make clean +make -j${JOBS} +make install +cd .. + +echo +echo "Building HarfBuzz" + +if [ ! -d harfbuzz/build ]; then + echo "harfbuzz directory is missing, aborting." + exit +fi + +cd harfbuzz/build +rm -f CMakeCache.txt +cmake -DCMAKE_BUILD_TYPE=Release -DBUILD_SHARED_LIBS=ON -DHB_BUILD_SUBSET=off .. +make clean +make -j${JOBS} +cp libharfbuzz.dylib ../../../ +cd ../.. + +echo +echo "Building FreeType" + +if [ ! -d freetype/build ]; then + echo "FreeType directory is missing, aborting." + exit +fi + +cd freetype/build +rm -f CMakeCache.txt +cmake -DCMAKE_BUILD_TYPE=Release -DCMAKE_DISABLE_FIND_PACKAGE_HarfBuzz=on -DBUILD_SHARED_LIBS=on -DCMAKE_MACOSX_RPATH=on -DCMAKE_INSTALL_PREFIX=$(pwd)/../../local_install -S .. -B . +make clean +make -j${JOBS} +cp libfreetype.6.19.0.dylib ../../../libfreetype.6.dylib +cd ../.. + +echo +echo "Building Fontconfig" + +if [ ! -d fontconfig ]; then + echo "fontconfig directory is missing, aborting." + exit +fi + +cd fontconfig +rm -rf builddir +PKG_CONFIG_PATH=$(pwd)/../local_install/lib/pkgconfig meson setup --buildtype=release --prefix $(pwd)/../local_install builddir +cd builddir +meson compile + +# This will fail if there are spaces in the build path. +cd src +install_name_tool -change $(otool -L libfontconfig.1.dylib | grep libfreetype | cut -f1 -d' ' | sed 's/[[:blank:]]//g') @rpath/libfreetype.6.dylib libfontconfig.1.dylib +cd .. + +meson install +cp src/libfontconfig.1.dylib ../../../ +cd ../.. + +echo +echo "Building libjpeg-turbo" + +if [ ! -d libjpeg-turbo ]; then + echo "libjpeg-turbo directory is missing, aborting." + exit +fi + +cd libjpeg-turbo/build +rm -f CMakeCache.txt +cmake -DCMAKE_BUILD_TYPE=Release -DCMAKE_INSTALL_PREFIX=$(pwd)/../../local_install -B . -S .. +make clean +make -j${JOBS} +make install +cp libjpeg.62.4.0.dylib ../../../libjpeg.62.dylib +cd ../.. + +echo +echo "Building LibTIFF" + +if [ ! -d libtiff ]; then + echo "libtiff directory is missing, aborting." + exit +fi + +cd libtiff/build +rm -f CMakeCache.txt +cmake -DCMAKE_BUILD_TYPE=Release -Dtiff-tools=off -Dtiff-tests=off -Dtiff-contrib=off -Dtiff-docs=off -DCMAKE_INSTALL_PREFIX=$(pwd)/../../local_install -B . -S .. +make clean +make -j${JOBS} +make install +cp libtiff/libtiff.6.0.1.dylib ../../../libtiff.6.dylib +cd ../.. + +echo +echo "Building OpenJPEG" + +if [ ! -d openjpeg ]; then + echo "openjpeg directory is missing, aborting." + exit +fi + +cd openjpeg/build +rm -f CMakeCache.txt +PKG_CONFIG_PATH=$(pwd)/../local_install/lib/pkgconfig cmake -DCMAKE_BUILD_TYPE=Release -DCMAKE_INSTALL_PREFIX=$(pwd)/../../local_install -S .. -B . +make clean +make -j${JOBS} +make install +cp bin/libopenjp2.2.5.0.dylib ../../../libopenjp2.7.dylib +cd ../.. + +echo +echo "Building Poppler" + +if [ ! -d poppler ]; then + echo "poppler directory is missing, aborting." + exit +fi + +cd poppler/build +rm -f CMakeCache.txt +PKG_CONFIG_PATH=$(pwd)/../local_install/lib/pkgconfig cmake -DCMAKE_BUILD_TYPE=Release -DCMAKE_PREFIX_PATH=$(pwd)/../../local_install \ +-DENABLE_UTILS=off -DBUILD_CPP_TESTS=off -DENABLE_LIBCURL=off -DRUN_GPERF_IF_PRESENT=off -DENABLE_QT5=off -DENABLE_QT6=off -DENABLE_BOOST=off -DENABLE_GLIB=off -DENABLE_NSS3=off -S .. -B . +make clean +make -j${JOBS} + +# This will fail if there are spaces in the build path. +install_name_tool -change $(otool -L libpoppler.129.dylib | grep libfreetype | cut -f1 -d' ' | sed 's/[[:blank:]]//g') @rpath/libfreetype.6.dylib libpoppler.129.dylib +install_name_tool -change $(otool -L libpoppler.129.dylib | grep libfontconfig | cut -f1 -d' ' | sed 's/[[:blank:]]//g') @rpath/libfontconfig.1.dylib libpoppler.129.dylib + +cp libpoppler.129.0.0.dylib ../../../libpoppler.129.dylib +cp cpp/libpoppler-cpp.0.11.0.dylib ../../../libpoppler-cpp.0.dylib +cd ../.. + +echo +echo "Building FreeImage" + +if [ ! -d freeimage/FreeImage ]; then + echo "FreeImage directory is missing, aborting." + exit +fi + +cd freeimage/FreeImage +cat Makefile.osx | sed s/"COMPILERFLAGS_X86_64 = -arch arm64"/"COMPILERFLAGS_X86_64 = -arch x86_64"/ > Makefile.osx_TEMP +cat Makefile.osx_TEMP | sed s/"\$(LIBTOOL) -arch_only arm64 -o \$@ \$(MODULES_X86_64)"/"\$(LIBTOOL) -arch_only x86_64 -o \$@ \$(MODULES_X86_64)"/ > Makefile.osx +rm Makefile.osx_TEMP + +make clean +make -j${JOBS} +cp libfreeimage.a ../../.. +cd ../.. + +echo +echo "Building libgit2" + +if [ ! -d libgit2/build ]; then + echo "libgit2 directory is missing, aborting." + exit +fi + +cd libgit2/build +rm -f CMakeCache.txt +cmake -DCMAKE_BUILD_TYPE=Release -DBUILD_TESTS=OFF .. +make clean +make -j${JOBS} +cp libgit2.1.7.1.dylib ../../../libgit2.1.7.dylib +cd ../.. + +echo +echo "Building pugixml" + +if [ ! -d pugixml ]; then + echo "pugixml directory is missing, aborting." + exit +fi + +cd pugixml +rm -f CMakeCache.txt +cmake -DCMAKE_BUILD_TYPE=Release . +make clean +make -j${JOBS} +cp libpugixml.a ../.. +cd .. + +echo +echo "Building SDL" + +if [ ! -d SDL/build ]; then + echo "SDL directory is missing, aborting." + exit +fi + +cd SDL/build +rm -f CMakeCache.txt +cmake -DCMAKE_BUILD_TYPE=Release -S .. -B . +make clean +make -j${JOBS} +cp libSDL2-2.0.0.dylib ../../.. +cd ../.. + +echo +echo "Building libvpx" + +if [ ! -d libvpx ]; then + echo "libvpx directory is missing, aborting." + exit +fi + +cd libvpx +./configure --disable-examples --disable-docs --disable-tools --disable-unit-tests --enable-pic --enable-vp9-highbitdepth --prefix=$(pwd)/../local_install +make clean +arch -x86_64 make -j${JOBS} +make install +cd .. + +echo +echo "Building Ogg" + +if [ ! -d ogg ]; then + echo "Ogg directory is missing, aborting." + exit +fi + +cd ogg +rm -f CMakeCache.txt +cmake -DCMAKE_BUILD_TYPE=Release -DCMAKE_INSTALL_PREFIX=$(pwd)/../local_install . +make clean +make -j${JOBS} +make install +cd .. + +echo +echo "Building Vorbis" + +if [ ! -d vorbis ]; then + echo "Vorbis directory is missing, aborting." + exit +fi + +cd vorbis +rm -f CMakeCache.txt +cmake -DCMAKE_BUILD_TYPE=Release -DBUILD_SHARED_LIBS=on -DCMAKE_MACOSX_RPATH=on -DCMAKE_INSTALL_PREFIX=$(pwd)/../local_install . +make clean +make -j${JOBS} +make install +cp lib/libvorbisenc.2.0.12.dylib ../.. +cp lib/libvorbis.0.4.9.dylib ../.. +cd .. + +echo +echo "Building Opus" + +if [ ! -d opus ]; then + echo "Opus directory is missing, aborting." + exit +fi + +cd opus +rm -f CMakeCache.txt +cmake -DCMAKE_BUILD_TYPE=Release -DCMAKE_INSTALL_PREFIX=$(pwd)/../local_install . +make clean +make -j${JOBS} +make install +cd .. + +echo +echo "Building FFmpeg" + +if [ ! -d FFmpeg ]; then + echo "FFmpeg directory is missing, aborting." + exit +fi + +cd FFmpeg +PKG_CONFIG_PATH=$(pwd)/../local_install/lib/pkgconfig ./configure --arch=x86_64 --cpu=x86_64 --prefix=/usr/local --enable-rpath --install-name-dir=@rpath --disable-doc --disable-lzma --enable-gpl --enable-shared --enable-libvorbis --enable-libopus --enable-libvpx --enable-postproc +make clean +make -j${JOBS} +install_name_tool -rpath /usr/local/lib @executable_path libavcodec/libavcodec.60.dylib +cp libavcodec/libavcodec.60.dylib ../.. +install_name_tool -rpath /usr/local/lib @executable_path libavfilter/libavfilter.9.dylib +cp libavfilter/libavfilter.9.dylib ../.. +install_name_tool -rpath /usr/local/lib @executable_path libavformat/libavformat.60.dylib +cp libavformat/libavformat.60.dylib ../.. +install_name_tool -rpath /usr/local/lib @executable_path libavutil/libavutil.58.dylib +cp libavutil/libavutil.58.dylib ../.. +install_name_tool -rpath /usr/local/lib @executable_path libpostproc/libpostproc.57.dylib +cp libpostproc/libpostproc.57.dylib ../.. +install_name_tool -rpath /usr/local/lib @executable_path libswresample/libswresample.4.dylib +cp libswresample/libswresample.4.dylib ../.. +install_name_tool -rpath /usr/local/lib @executable_path libswscale/libswscale.7.dylib +cp libswscale/libswscale.7.dylib ../.. + +unset PKG_CONFIG_PATH + +echo +echo "Done building all dependencies." From e7286c3683431937c6e3708b025865221abb732b Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Sun, 19 Jan 2025 22:33:24 +0100 Subject: [PATCH 032/284] (macOS) Set execute permissions for the dependencies cross-compilation script --- tools/macOS_dependencies_build_x86_cross.sh | 0 1 file changed, 0 insertions(+), 0 deletions(-) mode change 100644 => 100755 tools/macOS_dependencies_build_x86_cross.sh diff --git a/tools/macOS_dependencies_build_x86_cross.sh b/tools/macOS_dependencies_build_x86_cross.sh old mode 100644 new mode 100755 From bec8ca431c6d22ffc8c162146deaa4c05e2cba24 Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Sun, 19 Jan 2025 22:49:33 +0100 Subject: [PATCH 033/284] Documentation update --- CHANGELOG.md | 2 ++ INSTALL-DEV.md | 13 +++++++++++++ 2 files changed, 15 insertions(+) diff --git a/CHANGELOG.md b/CHANGELOG.md index 5c2ae2ea7..1eff8ed68 100644 --- a/CHANGELOG.md +++ b/CHANGELOG.md @@ -10,7 +10,9 @@ * Added translations for Traditional Chinese (zh_TW) * (Android) Added Pizza Boy SC standalone as an alternative emulator for the gamegear, genesis, mastersystem, megadrive and megadrivejp systems +* (Android) Changed all RetroArch core entries to use absolute paths (this makes the ancient Play store release work correctly) * (Android) Changed the target SDK version to 35 (Android 15) +* (macOS) Added a build script to cross-compile for x86_64 using an ARM processor ### Bug fixes diff --git a/INSTALL-DEV.md b/INSTALL-DEV.md index 3a20eb75e..9a5f476a8 100644 --- a/INSTALL-DEV.md +++ b/INSTALL-DEV.md @@ -580,6 +580,19 @@ export ASAN_OPTIONS=detect_container_overflow=0 Running ES-DE from the build directory may be a bit flaky as there is no Info.plist file available which is required for setting the proper window mode and such. It's therefore recommended to run the application from the installation directory for any more in-depth testing. But normal debugging can of course be done from the build directory. +**Cross-compiling for x86_64** + +To cross-compile for x86_64 using an ARM processor you only need to change two things. + +First you need to run `tools/macOS_dependencies_build_x86_cross.sh` instead of `tools/macOS_dependencies_build.sh` + +Second you need to pass the target architecture using the CMAKE_OSX_ARCHITECTURES variable such as this: +``` +cmake -DCMAKE_OSX_ARCHITECTURES=x86_64 . +``` + +Following this you can just build and package the application in the same way as a native ARM build. + **Code signing** A detailed explanation of macOS code signing is beyond the scope of this document, but the CMake option MACOS_CODESIGN_IDENTITY is used to specify the code signing certificate identity, for example: From 3510a09d83949beb765c140041332583b4e70837 Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Sun, 26 Jan 2025 18:44:22 +0100 Subject: [PATCH 034/284] Added support for building against libgit2 v1.9.0 and later --- es-app/src/guis/GuiThemeDownloader.cpp | 6 ++++++ 1 file changed, 6 insertions(+) diff --git a/es-app/src/guis/GuiThemeDownloader.cpp b/es-app/src/guis/GuiThemeDownloader.cpp index 9661ecf0f..46a95b5f5 100644 --- a/es-app/src/guis/GuiThemeDownloader.cpp +++ b/es-app/src/guis/GuiThemeDownloader.cpp @@ -20,6 +20,12 @@ #define LOCAL_TESTING_FILE false #define DEBUG_CLONING false +// Someone obviously thought it was a bright idea to change the version macros in libgit2 v1.9.0. +#if defined(LIBGIT2_VERSION_MAJOR) +#define LIBGIT2_VER_MAJOR LIBGIT2_VERSION_MAJOR +#define LIBGIT2_VER_MINOR LIBGIT2_VERSION_MINOR +#endif + GuiThemeDownloader::GuiThemeDownloader(std::function updateCallback) : mRenderer {Renderer::getInstance()} , mBackground {":/graphics/frame.svg"} From 4c665f5f1dbc6985887a20fe2141475408e8b29b Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Mon, 27 Jan 2025 17:14:45 +0100 Subject: [PATCH 035/284] Fixed an issue where the selectedItemOffset property did not work correctly for carousels with a single item --- es-core/src/components/primary/CarouselComponent.h | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) diff --git a/es-core/src/components/primary/CarouselComponent.h b/es-core/src/components/primary/CarouselComponent.h index 8f225591c..cda153a83 100644 --- a/es-core/src/components/primary/CarouselComponent.h +++ b/es-core/src/components/primary/CarouselComponent.h @@ -948,7 +948,8 @@ template void CarouselComponent::render(const glm::mat4& parentT glm::mat4 itemTrans {carouselTrans}; if (singleEntry) - itemTrans = glm::translate(carouselTrans, glm::vec3 {xOff, yOff, 0.0f}); + itemTrans = glm::translate(carouselTrans, glm::vec3 {xOff + itemHorizontalOffset, + yOff + itemVerticallOffset, 0.0f}); else itemTrans = glm::translate( itemTrans, From 157a8c87c039f14fcbe204b1d076ee344b7f54b3 Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Mon, 27 Jan 2025 17:16:57 +0100 Subject: [PATCH 036/284] Fixed a typo for a variable name --- es-core/src/components/primary/CarouselComponent.h | 13 ++++++------- 1 file changed, 6 insertions(+), 7 deletions(-) diff --git a/es-core/src/components/primary/CarouselComponent.h b/es-core/src/components/primary/CarouselComponent.h index cda153a83..f2876d0b7 100644 --- a/es-core/src/components/primary/CarouselComponent.h +++ b/es-core/src/components/primary/CarouselComponent.h @@ -938,25 +938,24 @@ template void CarouselComponent::render(const glm::mat4& parentT } float itemHorizontalOffset {0.0f}; - float itemVerticallOffset {0.0f}; + float itemVerticalOffset {0.0f}; if ((mSelectedItemOffset.x != 0.0f || mSelectedItemOffset.y != 0.0f) && std::fabs(distance) < 1.0f) { itemHorizontalOffset = (1.0f - std::fabs(distance)) * mSelectedItemOffset.x; - itemVerticallOffset = (1.0f - std::fabs(distance)) * mSelectedItemOffset.y; + itemVerticalOffset = (1.0f - std::fabs(distance)) * mSelectedItemOffset.y; } glm::mat4 itemTrans {carouselTrans}; if (singleEntry) itemTrans = glm::translate(carouselTrans, glm::vec3 {xOff + itemHorizontalOffset, - yOff + itemVerticallOffset, 0.0f}); + yOff + itemVerticalOffset, 0.0f}); else itemTrans = glm::translate( itemTrans, - glm::vec3 {(i * itemSpacing.x) + xOff + itemHorizontalOffset + - selectedItemMargins.x, - (i * itemSpacing.y) + yOff + itemVerticallOffset + selectedItemMargins.y, - 0.0f}); + glm::vec3 { + (i * itemSpacing.x) + xOff + itemHorizontalOffset + selectedItemMargins.x, + (i * itemSpacing.y) + yOff + itemVerticalOffset + selectedItemMargins.y, 0.0f}); if (mType == CarouselType::HORIZONTAL_WHEEL) itemTrans = glm::rotate(itemTrans, glm::radians(-90.0f), glm::vec3 {0.0f, 0.0f, 1.0f}); From c0e268dd7658d7b7bf59e287f1ace7d847ea62d3 Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Mon, 27 Jan 2025 19:03:13 +0100 Subject: [PATCH 037/284] Added the Holani RetroArch core as an alternative emulator for the atarilynx system --- resources/systems/android/es_systems.xml | 1 + resources/systems/linux/es_systems.xml | 1 + resources/systems/macos/es_systems.xml | 1 + resources/systems/unix/es_systems.xml | 1 + resources/systems/windows/es_systems.xml | 1 + 5 files changed, 5 insertions(+) diff --git a/resources/systems/android/es_systems.xml b/resources/systems/android/es_systems.xml index 7c6fef961..95beaffdf 100644 --- a/resources/systems/android/es_systems.xml +++ b/resources/systems/android/es_systems.xml @@ -259,6 +259,7 @@ .lnx .LNX .o .O .7z .7Z .zip .ZIP %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/handy_libretro_android.so %EXTRA_ROM%=%ROM% %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/mednafen_lynx_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/holani_libretro_android.so %EXTRA_ROM%=%ROM% %EMULATOR_LYNX-EMU% %DATA%=%ROMPROVIDER% atarilynx atarilynx diff --git a/resources/systems/linux/es_systems.xml b/resources/systems/linux/es_systems.xml index 950589c60..824cd8310 100644 --- a/resources/systems/linux/es_systems.xml +++ b/resources/systems/linux/es_systems.xml @@ -287,6 +287,7 @@ %EMULATOR_RETROARCH% -L %CORE_RETROARCH%/handy_libretro.so %ROM% %EMULATOR_RETROARCH% -L %CORE_RETROARCH%/mednafen_lynx_libretro.so %ROM% %EMULATOR_MEDNAFEN% -force_module lynx %ROM% + %EMULATOR_RETROARCH% -L %CORE_RETROARCH%/holani_libretro.so %ROM% atarilynx atarilynx diff --git a/resources/systems/macos/es_systems.xml b/resources/systems/macos/es_systems.xml index b329862d2..eb36892c9 100644 --- a/resources/systems/macos/es_systems.xml +++ b/resources/systems/macos/es_systems.xml @@ -275,6 +275,7 @@ %EMULATOR_RETROARCH% -L %CORE_RETROARCH%/handy_libretro.dylib %ROM% %EMULATOR_RETROARCH% -L %CORE_RETROARCH%/mednafen_lynx_libretro.dylib %ROM% %EMULATOR_MEDNAFEN% -force_module lynx %ROM% + %EMULATOR_RETROARCH% -L %CORE_RETROARCH%/holani_libretro.dylib %ROM% atarilynx atarilynx diff --git a/resources/systems/unix/es_systems.xml b/resources/systems/unix/es_systems.xml index 7962e4509..718c3a431 100644 --- a/resources/systems/unix/es_systems.xml +++ b/resources/systems/unix/es_systems.xml @@ -279,6 +279,7 @@ %EMULATOR_RETROARCH% -L %CORE_RETROARCH%/handy_libretro.so %ROM% %EMULATOR_RETROARCH% -L %CORE_RETROARCH%/mednafen_lynx_libretro.so %ROM% %EMULATOR_MEDNAFEN% -force_module lynx %ROM% + %EMULATOR_RETROARCH% -L %CORE_RETROARCH%/holani_libretro.so %ROM% atarilynx atarilynx diff --git a/resources/systems/windows/es_systems.xml b/resources/systems/windows/es_systems.xml index 93fc8eb51..e5e4490a9 100644 --- a/resources/systems/windows/es_systems.xml +++ b/resources/systems/windows/es_systems.xml @@ -284,6 +284,7 @@ %EMULATOR_RETROARCH% -L %CORE_RETROARCH%\handy_libretro.dll %ROM% %EMULATOR_RETROARCH% -L %CORE_RETROARCH%\mednafen_lynx_libretro.dll %ROM% %EMULATOR_MEDNAFEN% -force_module lynx %ROM% + %EMULATOR_RETROARCH% -L %CORE_RETROARCH%\holani_libretro.dll %ROM% atarilynx atarilynx From 59b1634cb179c1ac1aa5794b17752e52911e54ff Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Mon, 27 Jan 2025 19:06:33 +0100 Subject: [PATCH 038/284] Documentation update --- ANDROID-DEV.md | 2 +- CHANGELOG.md | 3 +++ USERGUIDE-DEV.md | 2 +- 3 files changed, 5 insertions(+), 2 deletions(-) diff --git a/ANDROID-DEV.md b/ANDROID-DEV.md index 9b1c470e1..5eb67e7ac 100644 --- a/ANDROID-DEV.md +++ b/ANDROID-DEV.md @@ -750,7 +750,7 @@ The **@** symbol indicates that the emulator is _deprecated_ and will be removed | atari800 | Atari 800 | Atari800 | | Yes | | | atarijaguar | Atari Jaguar | Virtual Jaguar | IrataJaguar **(Standalone)**,
MAME4droid 2024 **(Standalone)** | Yes for MAME4droid 2024 | Single archive or ROM file | | atarijaguarcd | Atari Jaguar CD | _Placeholder_ | | | | -| atarilynx | Atari Lynx | Handy | Beetle Lynx,
Lynx.emu **(Standalone)** | No | Single archive or ROM file | +| atarilynx | Atari Lynx | Handy | Beetle Lynx,
Holani,
Lynx.emu **(Standalone)** | No | Single archive or ROM file | | atarist | Atari ST [also STE and Falcon] | Hatari | | Yes | Single archive or image file for single-diskette games, .m3u playlist for multi-diskette games | | atarixe | Atari XE | Atari800 | | Yes | | | atomiswave | Sammy Corporation Atomiswave | Flycast | Flycast **(Standalone)** | Depends | Single archive file | diff --git a/CHANGELOG.md b/CHANGELOG.md index 1eff8ed68..62e6a21ee 100644 --- a/CHANGELOG.md +++ b/CHANGELOG.md @@ -9,14 +9,17 @@ ### Detailed list of changes * Added translations for Traditional Chinese (zh_TW) +* Added the Holani RetroArch core as an alternative emulator for the atarilynx system * (Android) Added Pizza Boy SC standalone as an alternative emulator for the gamegear, genesis, mastersystem, megadrive and megadrivejp systems * (Android) Changed all RetroArch core entries to use absolute paths (this makes the ancient Play store release work correctly) * (Android) Changed the target SDK version to 35 (Android 15) * (macOS) Added a build script to cross-compile for x86_64 using an ARM processor +* Added support for building against libgit2 v1.9.0 and later ### Bug fixes * The text element containerStartDelay timer was sometimes not reset which made vertical text scrolling start too early under some circumstances +* The selectedItemOffset property did not work correctly for carousels with a single item * Returning from a game when running in the background ignored the video element delay property for the first playback ## Version 3.1.1 / 3.1.1-39 diff --git a/USERGUIDE-DEV.md b/USERGUIDE-DEV.md index 28abfae6e..baef625fd 100644 --- a/USERGUIDE-DEV.md +++ b/USERGUIDE-DEV.md @@ -4146,7 +4146,7 @@ The **@** symbol indicates that the emulator is _deprecated_ and will be removed | atari800 | Atari 800 | Atari800 | Atari800 **(Standalone)**,
Altirra **(Standalone)** [W] | Yes except for Altirra | | | atarijaguar | Atari Jaguar | Virtual Jaguar | BigPEmu **(Standalone)** [LW],
BigPEmu **(Wine)** [L],
BigPEmu **(Proton)** [L],
MAME **(Standalone)** | Yes for MAME | See the specific _Atari Jaguar and Atari Jaguar CD_ section elsewhere in this guide | | atarijaguarcd | Atari Jaguar CD | BigPEmu **(Standalone)** [LW] | BigPEmu **(Wine)** [L],
BigPEmu **(Proton)** [L] | No | See the specific _Atari Jaguar and Atari Jaguar CD_ section elsewhere in this guide | -| atarilynx | Atari Lynx | Handy | Beetle Lynx,
Mednafen **(Standalone)** | No | Single archive or ROM file | +| atarilynx | Atari Lynx | Handy | Beetle Lynx,
Mednafen **(Standalone)**,
Holani | No | Single archive or ROM file | | atarist | Atari ST [also STE and Falcon] | Hatari | Hatari **(Standalone)** | Yes | Single archive or image file for single-diskette games, .m3u playlist for multi-diskette games | | atarixe | Atari XE | Atari800 | Atari800 **(Standalone)**,
Altirra **(Standalone)** [W] | Yes except for Altirra | | | atomiswave | Sammy Corporation Atomiswave | Flycast | Flycast **(Standalone)**,
Flycast Dojo **(Standalone)**,
Demul **(Standalone)** [W] | Depends | Single archive file | From 13ba5660dae045a62c68fcbf3374a1d5388a95b0 Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Mon, 27 Jan 2025 19:41:46 +0100 Subject: [PATCH 039/284] Added the NooDS RetroArch core as an alternative emulator for the gba and nds systems --- resources/systems/android/es_systems.xml | 6 ++++-- resources/systems/linux/es_systems.xml | 6 ++++-- resources/systems/macos/es_systems.xml | 1 + resources/systems/unix/es_systems.xml | 6 ++++-- resources/systems/windows/es_systems.xml | 6 ++++-- 5 files changed, 17 insertions(+), 8 deletions(-) diff --git a/resources/systems/android/es_systems.xml b/resources/systems/android/es_systems.xml index 95beaffdf..5e8ebd0fa 100644 --- a/resources/systems/android/es_systems.xml +++ b/resources/systems/android/es_systems.xml @@ -740,9 +740,10 @@ %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/vbam_libretro_android.so %EXTRA_ROM%=%ROM% %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/vba_next_libretro_android.so %EXTRA_ROM%=%ROM% %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/gpsp_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/noods_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_NOODS% %ACTIVITY_CLEAR_TASK% %ACTIVITY_CLEAR_TOP% %EXTRA_LaunchPath%=%ROM% %EMULATOR_GBA-EMU% %DATA%=%ROMPROVIDER% %EMULATOR_MY-BOY% %ACTION%=android.intent.action.VIEW %DATA%=%ROMSAF% - %EMULATOR_NOODS% %ACTIVITY_CLEAR_TASK% %ACTIVITY_CLEAR_TOP% %EXTRA_LaunchPath%=%ROM% %EMULATOR_PIZZA-BOY-GBA% %ACTIVITY_CLEAR_TASK% %ACTIVITY_CLEAR_TOP% %EXTRA_rom_uri%=%ROM% gba gba @@ -1191,8 +1192,9 @@ %EMULATOR_MELONDS-NIGHTLY% %ACTION%=me.magnum.melonds.nightly.LAUNCH_ROM %EXTRA_uri%=%ROMSAF% %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/desmume_libretro_android.so %EXTRA_ROM%=%ROM% %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/desmume2015_libretro_android.so %EXTRA_ROM%=%ROM% - %EMULATOR_DRASTIC% %ACTIVITY_CLEAR_TASK% %ACTIVITY_CLEAR_TOP% %DATA%=%ROMSAF% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/noods_libretro_android.so %EXTRA_ROM%=%ROM% %EMULATOR_NOODS% %ACTIVITY_CLEAR_TASK% %ACTIVITY_CLEAR_TOP% %EXTRA_LaunchPath%=%ROM% + %EMULATOR_DRASTIC% %ACTIVITY_CLEAR_TASK% %ACTIVITY_CLEAR_TOP% %DATA%=%ROMSAF% nds nds diff --git a/resources/systems/linux/es_systems.xml b/resources/systems/linux/es_systems.xml index 824cd8310..ecbebac84 100644 --- a/resources/systems/linux/es_systems.xml +++ b/resources/systems/linux/es_systems.xml @@ -827,10 +827,11 @@ %EMULATOR_VBA-M% -f %ROM% %EMULATOR_RETROARCH% -L %CORE_RETROARCH%/vba_next_libretro.so %ROM% %EMULATOR_RETROARCH% -L %CORE_RETROARCH%/gpsp_libretro.so %ROM% + %EMULATOR_RETROARCH% -L %CORE_RETROARCH%/noods_libretro.so %ROM% + %EMULATOR_NOODS% %ROM% %EMULATOR_MEDNAFEN% -force_module gba %ROM% %EMULATOR_ARES% --fullscreen --system "Game Boy Advance" %ROM% %EMULATOR_SKYEMU% %ROM% - %EMULATOR_NOODS% %ROM% gba gba @@ -1315,8 +1316,9 @@ %EMULATOR_RETROARCH% -L %CORE_RETROARCH%/desmume_libretro.so %ROM% %EMULATOR_RETROARCH% -L %CORE_RETROARCH%/desmume2015_libretro.so %ROM% %EMULATOR_DESMUME% %ROM% - %EMULATOR_SKYEMU% %ROM% + %EMULATOR_RETROARCH% -L %CORE_RETROARCH%/noods_libretro.so %ROM% %EMULATOR_NOODS% %ROM% + %EMULATOR_SKYEMU% %ROM% nds nds diff --git a/resources/systems/macos/es_systems.xml b/resources/systems/macos/es_systems.xml index eb36892c9..db0519c5b 100644 --- a/resources/systems/macos/es_systems.xml +++ b/resources/systems/macos/es_systems.xml @@ -785,6 +785,7 @@ %EMULATOR_VBA-M% -f %ROM% %EMULATOR_RETROARCH% -L %CORE_RETROARCH%/vba_next_libretro.dylib %ROM% %EMULATOR_RETROARCH% -L %CORE_RETROARCH%/gpsp_libretro.dylib %ROM% + %EMULATOR_RETROARCH% -L %CORE_RETROARCH%/noods_libretro.dylib %ROM% %EMULATOR_MEDNAFEN% -force_module gba %ROM% %EMULATOR_ARES% --fullscreen --system "Game Boy Advance" %ROM% %EMULATOR_SKYEMU% %ROM% diff --git a/resources/systems/unix/es_systems.xml b/resources/systems/unix/es_systems.xml index 718c3a431..8a0d7d864 100644 --- a/resources/systems/unix/es_systems.xml +++ b/resources/systems/unix/es_systems.xml @@ -806,9 +806,10 @@ %EMULATOR_VBA-M% -f %ROM% %EMULATOR_RETROARCH% -L %CORE_RETROARCH%/vba_next_libretro.so %ROM% %EMULATOR_RETROARCH% -L %CORE_RETROARCH%/gpsp_libretro.so %ROM% + %EMULATOR_RETROARCH% -L %CORE_RETROARCH%/noods_libretro.so %ROM% + %EMULATOR_NOODS% %ROM% %EMULATOR_ARES% --fullscreen --system "Game Boy Advance" %ROM% %EMULATOR_SKYEMU% %ROM% - %EMULATOR_NOODS% %ROM% gba gba @@ -1283,8 +1284,9 @@ %EMULATOR_RETROARCH% -L %CORE_RETROARCH%/desmume_libretro.so %ROM% %EMULATOR_RETROARCH% -L %CORE_RETROARCH%/desmume2015_libretro.so %ROM% %EMULATOR_DESMUME% %ROM% - %EMULATOR_SKYEMU% %ROM% + %EMULATOR_RETROARCH% -L %CORE_RETROARCH%/noods_libretro.so %ROM% %EMULATOR_NOODS% %ROM% + %EMULATOR_SKYEMU% %ROM% nds nds diff --git a/resources/systems/windows/es_systems.xml b/resources/systems/windows/es_systems.xml index e5e4490a9..115deaf30 100644 --- a/resources/systems/windows/es_systems.xml +++ b/resources/systems/windows/es_systems.xml @@ -821,10 +821,11 @@ %EMULATOR_VBA-M% /f %ROM% %EMULATOR_RETROARCH% -L %CORE_RETROARCH%\vba_next_libretro.dll %ROM% %EMULATOR_RETROARCH% -L %CORE_RETROARCH%\gpsp_libretro.dll %ROM% + %EMULATOR_RETROARCH% -L %CORE_RETROARCH%\noods_libretro.dll %ROM% + %STARTDIR%=%EMUDIR% %EMULATOR_NOODS% %ROM% %EMULATOR_MEDNAFEN% -force_module gba %ROM% %EMULATOR_ARES% --fullscreen --system "Game Boy Advance" %ROM% %EMULATOR_SKYEMU% %ROM% - %STARTDIR%=%EMUDIR% %EMULATOR_NOODS% %ROM% gba gba @@ -1311,8 +1312,9 @@ %EMULATOR_MELONDS% -f %ROM% %EMULATOR_RETROARCH% -L %CORE_RETROARCH%\desmume_libretro.dll %ROM% %EMULATOR_RETROARCH% -L %CORE_RETROARCH%\desmume2015_libretro.dll %ROM% - %EMULATOR_SKYEMU% %ROM% + %EMULATOR_RETROARCH% -L %CORE_RETROARCH%\noods_libretro.dll %ROM% %STARTDIR%=%EMUDIR% %EMULATOR_NOODS% %ROM% + %EMULATOR_SKYEMU% %ROM% nds nds From 8bc107a99fefa1303c69a9797e081679544e1f13 Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Mon, 27 Jan 2025 19:43:16 +0100 Subject: [PATCH 040/284] Documentation update --- ANDROID-DEV.md | 4 ++-- CHANGELOG.md | 3 ++- USERGUIDE-DEV.md | 4 ++-- 3 files changed, 6 insertions(+), 5 deletions(-) diff --git a/ANDROID-DEV.md b/ANDROID-DEV.md index 5eb67e7ac..198f5baac 100644 --- a/ANDROID-DEV.md +++ b/ANDROID-DEV.md @@ -791,7 +791,7 @@ The **@** symbol indicates that the emulator is _deprecated_ and will be removed | gamecom | Tiger Electronics Game.com | MAME4droid 2024 **(Standalone)** | | Yes | Single archive or ROM file | | gamegear | Sega Game Gear | Genesis Plus GX | Genesis Plus GX Wide,
Gearsystem,
SMS Plus GX,
PicoDrive,
Pizza Boy SC **(Standalone)**,
MasterGear **(Standalone)** | No | Single archive or ROM file | | gb | Nintendo Game Boy | Gambatte | SameBoy,
Gearboy,
TGB Dual,
DoubleCherryGB,
Mesen-S,
bsnes,
mGBA,
VBA-M,
GBC.emu **(Standalone)**,
My OldBoy! **(Standalone**),
Pizza Boy GBC **(Standalone)** | No | Single archive or ROM file | -| gba | Nintendo Game Boy Advance | mGBA | VBA-M,
VBA Next,
gpSP,
GBA.emu **(Standalone)**,
My Boy! **(Standalone)**,
NooDS **(Standalone)**,
Pizza Boy GBA **(Standalone)** | No | Single archive or ROM file | +| gba | Nintendo Game Boy Advance | mGBA | VBA-M,
VBA Next,
gpSP,
NooDS,
NooDS **(Standalone)**,
GBA.emu **(Standalone)**,
My Boy! **(Standalone)**,
Pizza Boy GBA **(Standalone)** | No | Single archive or ROM file | | gbc | Nintendo Game Boy Color | Gambatte | SameBoy,
Gearboy,
TGB Dual,
DoubleCherryGB,
Mesen-S,
bsnes,
mGBA,
VBA-M,
GBC.emu **(Standalone)**,
My OldBoy! **(Standalone**),
Pizza Boy GBC **(Standalone)** | No | Single archive or ROM file | | gc | Nintendo GameCube | Dolphin | Dolphin **(Standalone)**,
Dolphin MMJR **(Standalone)**,
Dolphin MMJR2 **(Standalone)** | No | Disc image file for single-disc games, .m3u playlist for multi-disc games | | genesis | Sega Genesis | Genesis Plus GX | Genesis Plus GX Wide,
PicoDrive,
MD.emu **(Standalone)**,
Pizza Boy SC **(Standalone)** | No | Single archive or ROM file | @@ -830,7 +830,7 @@ The **@** symbol indicates that the emulator is _deprecated_ and will be removed | n3ds | Nintendo 3DS | Citra | Citra **(Standalone)**,
Citra Canary **(Standalone)**,
Citra MMJ **(Standalone)**,
Mandarine **(Standalone)**,
Lime3DS **(Standalone)**,
Panda3DS **(Standalone)** | No | Single ROM file | | n64 | Nintendo 64 | Mupen64Plus-Next | M64Plus FZ **(Standalone)**,
Mupen64Plus AE **(Standalone)**,
ParaLLEl N64 | No | Single archive or ROM file | | n64dd | Nintendo 64DD | Mupen64Plus-Next | M64Plus FZ **(Standalone)**,
Mupen64Plus AE **(Standalone)**,
ParaLLEl N64 | Yes | | -| nds | Nintendo DS | melonDS DS | melonDS,
melonDS **(Standalone)**,
melonDS Nightly **(Standalone)**,
DeSmuME,
DeSmuME 2015,
DraStic **(Standalone)**,
NooDS **(Standalone)** | No | Single archive or ROM file | +| nds | Nintendo DS | melonDS DS | melonDS,
melonDS **(Standalone)**,
melonDS Nightly **(Standalone)**,
DeSmuME,
DeSmuME 2015,
NooDS,
NooDS **(Standalone)**,
DraStic **(Standalone)** | No | Single archive or ROM file | | neogeo | SNK Neo Geo | FinalBurn Neo | Geolith,
NEO.emu **(Standalone)**,
MAME4droid 2024 **(Standalone)**,
MAME4droid **(Standalone)** | Yes | See the specific _Arcade and Neo Geo_ section in the user guide | | neogeocd | SNK Neo Geo CD | NeoCD | MAME4droid 2024 **(Standalone)** | Yes | .chd (NeoCD and MAME4droid 2024 only) or .cue file | | neogeocdjp | SNK Neo Geo CD [Japan] | NeoCD | MAME4droid 2024 **(Standalone)** | Yes | .chd (NeoCD and MAME4droid 2024 only) or .cue file | diff --git a/CHANGELOG.md b/CHANGELOG.md index 62e6a21ee..44f431e0c 100644 --- a/CHANGELOG.md +++ b/CHANGELOG.md @@ -9,11 +9,12 @@ ### Detailed list of changes * Added translations for Traditional Chinese (zh_TW) +* Added the NooDS RetroArch core as an alternative emulator for the gba and nds systems * Added the Holani RetroArch core as an alternative emulator for the atarilynx system * (Android) Added Pizza Boy SC standalone as an alternative emulator for the gamegear, genesis, mastersystem, megadrive and megadrivejp systems * (Android) Changed all RetroArch core entries to use absolute paths (this makes the ancient Play store release work correctly) * (Android) Changed the target SDK version to 35 (Android 15) -* (macOS) Added a build script to cross-compile for x86_64 using an ARM processor +* (macOS) Added a build script for cross-compiling for x86_64 when using an ARM processor * Added support for building against libgit2 v1.9.0 and later ### Bug fixes diff --git a/USERGUIDE-DEV.md b/USERGUIDE-DEV.md index baef625fd..27f0e5803 100644 --- a/USERGUIDE-DEV.md +++ b/USERGUIDE-DEV.md @@ -4187,7 +4187,7 @@ The **@** symbol indicates that the emulator is _deprecated_ and will be removed | gamecom | Tiger Electronics Game.com | MAME - Current | MAME **(Standalone)** | Yes | Single archive or ROM file | | gamegear | Sega Game Gear | Genesis Plus GX | Genesis Plus GX Wide,
Gearsystem,
SMS Plus GX,
PicoDrive,
Mednafen **(Standalone)**,
Mesen **(Standalone)** [LW],
ares **(Standalone)**,
jgenesis **(Standalone)** [LW] | No | Single archive or ROM file | | gb | Nintendo Game Boy | Gambatte | SameBoy,
SameBoy **(Standalone)**,
Gearboy,
Gearboy **(Standalone)** [LW],
TGB Dual,
DoubleCherryGB [LW],
Mesen-S,
Mesen **(Standalone)** [LW],
bsnes,
mGBA,
mGBA **(Standalone)**,
VBA-M,
VBA-M **(Standalone)**,
Mednafen **(Standalone)**,
ares **(Standalone)**,
SkyEmu **(Standalone)**,
jgenesis **(Standalone)** [LW] | No | Single archive or ROM file | -| gba | Nintendo Game Boy Advance | mGBA | mGBA **(Standalone)**,
VBA-M,
VBA-M **(Standalone)**,
VBA Next,
gpSP,
Mednafen **(Standalone)**,
ares **(Standalone)**,
SkyEmu **(Standalone)**,
NooDS **(Standalone)** [LW] | Yes for ares | Single archive or ROM file | +| gba | Nintendo Game Boy Advance | mGBA | mGBA **(Standalone)**,
VBA-M,
VBA-M **(Standalone)**,
VBA Next,
gpSP,
NooDS,
NooDS **(Standalone)** [LW],
Mednafen **(Standalone)**,
ares **(Standalone)**,
SkyEmu **(Standalone)** | Yes for ares | Single archive or ROM file | | gbc | Nintendo Game Boy Color | Gambatte | SameBoy,
SameBoy **(Standalone)**,
Gearboy,
Gearboy **(Standalone)** [LW],
TGB Dual,
DoubleCherryGB [LW],
Mesen-S,
Mesen **(Standalone)** [LW],
bsnes,
mGBA,
mGBA **(Standalone)**,
VBA-M,
VBA-M **(Standalone)**,
Mednafen **(Standalone)**,
ares **(Standalone)**,
SkyEmu **(Standalone)**,
jgenesis **(Standalone)** [LW] | No | Single archive or ROM file | | gc | Nintendo GameCube | Dolphin | Dolphin **(Standalone)**,
PrimeHack **(Standalone)** [LW],
Triforce **(Standalone)** [LW] | No | Disc image file for single-disc games, .m3u playlist for multi-disc games | | genesis | Sega Genesis | Genesis Plus GX | Genesis Plus GX Wide,
PicoDrive,
BlastEm,
BlastEm **(Standalone)** [L],
Mednafen **(Standalone)**,
ares **(Standalone)**,
jgenesis **(Standalone)** [LW] | No | Single archive or ROM file | @@ -4226,7 +4226,7 @@ The **@** symbol indicates that the emulator is _deprecated_ and will be removed | naomi | Sega NAOMI | Flycast | Flycast **(Standalone)**,
Flycast Dojo **(Standalone)**,
Demul **(Standalone)** [W] | Yes | Single archive file + .chd file in subdirectory if GD-ROM game | | naomi2 | Sega NAOMI 2 | Flycast | Flycast **(Standalone)**,
Flycast Dojo **(Standalone)**,
Demul **(Standalone)** [W] | Yes | Single archive file + .chd file in subdirectory if GD-ROM game | | naomigd | Sega NAOMI GD-ROM | Flycast | Flycast **(Standalone)**,
Flycast Dojo **(Standalone)** | Yes | Single archive file + .chd file in subdirectory if GD-ROM game | -| nds | Nintendo DS | melonDS DS | melonDS @,
melonDS **(Standalone)**,
DeSmuME,
DeSmuME 2015,
DeSmuME **(Standalone)** [L],
SkyEmu **(Standalone)**,
NooDS **(Standalone)** [LW] | No | Single archive or ROM file | +| nds | Nintendo DS | melonDS DS | melonDS @,
melonDS **(Standalone)**,
DeSmuME,
DeSmuME 2015,
DeSmuME **(Standalone)** [L],
NooDS,
NooDS **(Standalone)** [LW],
SkyEmu **(Standalone)** | No | Single archive or ROM file | | neogeo | SNK Neo Geo | FinalBurn Neo | FinalBurn Neo **(Standalone)** [LW],
Geolith,
MAME **(Standalone)** | Yes | See the specific _Arcade and Neo Geo_ section elsewhere in this guide | | neogeocd | SNK Neo Geo CD | NeoCD | FinalBurn Neo,
FinalBurn Neo **(Standalone)** [LW],
MAME **(Standalone)** | Yes | .chd (NeoCD and MAME only) or .cue file | | neogeocdjp | SNK Neo Geo CD [Japan] | NeoCD | FinalBurn Neo,
FinalBurn Neo **(Standalone)** [LW],
MAME **(Standalone)** | Yes | .chd (NeoCD and MAME only) or .cue file | From 9a64649ed6e37bd984eb1eccffaa0d662e5963ac Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Tue, 28 Jan 2025 20:33:14 +0100 Subject: [PATCH 041/284] Updated the archive/el_GR.po file --- locale/po/archive/el_GR.po | 3623 ++++++++++++++++++------------------ 1 file changed, 1829 insertions(+), 1794 deletions(-) diff --git a/locale/po/archive/el_GR.po b/locale/po/archive/el_GR.po index cd5679607..fcd63f403 100644 --- a/locale/po/archive/el_GR.po +++ b/locale/po/archive/el_GR.po @@ -7,8 +7,8 @@ msgid "" msgstr "" "Project-Id-Version: ES-DE Frontend\n" "Report-Msgid-Bugs-To: info@es-de.org\n" -"POT-Creation-Date: 2024-12-10 18:10+0100\n" -"PO-Revision-Date: 2024-12-08 08:19+0200\n" +"POT-Creation-Date: 2025-01-28 17:48+0100\n" +"PO-Revision-Date: 2025-01-25 15:03+0200\n" "Last-Translator: Northwestern Software \n" "Language-Team: Ελληνικά \n" "Language: el_GR\n" @@ -16,7 +16,7 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=2; plural=(n != 1);\n" -"X-Generator: Poedit 3.4.2\n" +"X-Generator: Poedit 3.5\n" msgid "Network error (status:" msgstr "Σφάλμα σύνδεσης (Κωδικός Σφάλματος:" @@ -48,11 +48,11 @@ msgstr "ΑΠΕΝΕΡΓΟΠΗΘΗKAN '%s' ΣΕ '%s'" #, c-format msgid "EDITING '%s' COLLECTION, ADD/REMOVE GAMES WITH %s" -msgstr "" +msgstr "ΕΠΕΞΕΡΓΑΣΙΑ ΣΥΛΛΟΓΗΣ '%s', ΠΡΟΣΘΗΚΗ/ΚΑΤΑΡΓΗΣΗ ΠΑΙΧΝΙΔΙΩΝ ΜΕ %s" #, c-format msgid "FINISHED EDITING '%s' COLLECTION" -msgstr "" +msgstr "ΤΕΛΙΟΣΕ Η ΕΠΕΞΕΡΓΑΣΙΑ '%s' ΣΥΛΛΟΓΗΣ" msgid "Favorites" msgstr "Αγαπημένα" @@ -76,12 +76,12 @@ msgstr "" #, c-format msgctxt "theme" msgid "This collection contains 2 games: '%s [%s]' and '%s [%s]'" -msgstr "" +msgstr "Αυτη η συλλογη εχει 2 παιχνίδια: '%s [%s]' και '%s [%s]'" #, c-format msgctxt "theme" msgid "This collection contains 3 games: '%s [%s]', '%s [%s]' and '%s [%s]'" -msgstr "" +msgstr "Αυτη η συλλογη εχει 3 παιχνίδια: '%s [%s]', '%s [%s]' και '%s [%s]'" #, c-format msgctxt "theme" @@ -92,7 +92,11 @@ msgid_plural "" "This collection contains %i games: '%s [%s]', '%s [%s]' and '%s [%s]', among " "others" msgstr[0] "" +"Αυτή η συλλογή έχει %i παιχνίδια: '%s [%s]', '%s [%s]' και '%s [%s]', " +"ανάμεσα σε άλλα" msgstr[1] "" +"Αυτή η συλλογή έχει %i παιχνίδια: '%s [%s]', '%s [%s]' και '%s [%s]', " +"ανάμεσα σε άλλα" #, c-format msgctxt "theme" @@ -124,7 +128,7 @@ msgstr "Το '%s' φιλτράρεται, ώστε να υπάρχουν περ #, c-format msgid "DELETED COLLECTION '%s'" -msgstr "" +msgstr "ΔΙΑΓΡΑΦΤΙΚΕ Η ΣΥΛΛΟΓΗ '%s'" #, c-format msgid "ERROR: MISSING PRE-COMMAND FIND RULES CONFIGURATION FOR '%s'" @@ -166,9 +170,9 @@ msgstr "" msgid "ERROR: MISSING CORE CONFIGURATION FOR '%s'" msgstr "" -#, c-format +#, fuzzy, c-format msgid "ERROR: INVALID %s VARIABLE ENTRY" -msgstr "" +msgstr "ΣΦΑΛΜΑ: ΜΗ ΕΓΚΥΡΗ %s ΜΕΤΑΒΛΗΤΗ" #, c-format msgid "" @@ -176,7 +180,7 @@ msgid "" msgstr "" msgid "ERROR: APP OR ALIAS FILE DOESN'T EXIST OR IS UNREADABLE" -msgstr "" +msgstr "ΣΦΑΛΜΑ: ΑΡΧΕΙΟ ΕΦΑΡΜΟΓΗΣ Ή ΨΕΥΔΩΝΟΥ ΔΕΝ ΥΠΑΡΧΕΙ Ή ΕΙΝΑΙ ΜΗ ΔΙΑΒΑΣΙΜΟ" msgid "ERROR: DESKTOP FILE IS INVALID OR UNREADABLE" msgstr "" @@ -186,7 +190,7 @@ msgstr "" #, c-format msgid "ERROR LAUNCHING GAME '%s' (ERROR CODE %i)" -msgstr "" +msgstr "ΣΦΑΛΜΑ ΕΝΑΡΞΗΣ ΠΑΙΧΝΙΔΙΟΥ '%s' (ΚΩΔΙΚΟΣ ΣΦΑΛΜΑΤΟΣ %i)" msgid "RATING" msgstr "ΑΞΙΟΛΌΓΗΣΉ" @@ -222,7 +226,7 @@ msgid "CONTROLLER" msgstr "ΧΕΙΡΙΣΤΗΡΙΟ" msgid "ALTERNATIVE EMULATOR" -msgstr "" +msgstr "ΕΝΑΛΑΚΤΙΚΟΣ ΠΡΟΣΟΜΟΙΟΤΗΣ" msgid "FALSE" msgstr "ΨΕΥΔΕΣ" @@ -234,7 +238,7 @@ msgid "UNKNOWN" msgstr "ΆΓΝΩΣΤΟΣ" msgid "NONE SELECTED" -msgstr "" +msgstr "ΤΙΠΟΤΑ ΕΠΙΛΕΓΜΕΝΟ" msgid "name, ascending" msgstr "όνομα, αύξουσα" @@ -267,10 +271,10 @@ msgid "publisher, descending" msgstr "εκδότης, φθίνουσα" msgid "genre, ascending" -msgstr "" +msgstr "είδος, αύξουσα" msgid "genre, descending" -msgstr "" +msgstr "είδος, φθίνουσα" msgid "players, ascending" msgstr "παίκτες, αύξουσα" @@ -279,10 +283,10 @@ msgid "players, descending" msgstr "παίκτες, φθίνουσα" msgid "last played, ascending" -msgstr "" +msgstr "τελευταία αναπαραγωγή, αύξουσα" msgid "last played, descending" -msgstr "" +msgstr "τελευταία παίχτηκε, φθίνουσα" msgid "times played, ascending" msgstr "φορές έναρξης, αύξουσα" @@ -296,1667 +300,11 @@ msgstr "σύστημα, αύξουσα" msgid "system, descending" msgstr "σύστημα, φθίνουσα" -msgid "ALTERNATIVE EMULATORS" -msgstr "ΕΝΑΛΛΑΚΤΙΚOI ΕΞΟΜΟΙΩΤEΣ" - -msgid "BACK" -msgstr "ΠΙΣΩ" - -msgid "back" -msgstr "πισω" - -msgid "INVALID ENTRY" -msgstr "" - -msgid "CLEARED ENTRY" -msgstr "" - -msgid "NO ALTERNATIVE EMULATORS DEFINED" -msgstr "" - -msgid "CLEAR INVALID ENTRY" -msgstr "" - -msgid "DEFAULT" -msgstr "ΠΡΟΕΠΙΛΟΓΈΣ" - -msgid "select" -msgstr "επιλέξετε" - -msgid "APPLICATION UPDATER" -msgstr "" - -msgid "INSTALLATION STEPS:" -msgstr "" - -msgid "DOWNLOAD NEW RELEASE" -msgstr "ΛΗΨΗ ΝΕΑΣ ΕΚΔΟΣΗΣ" - -msgid "DOWNLOAD NEW RELEASE TO THIS DIRECTORY:" -msgstr "" - -msgid "INSTALL PACKAGE" -msgstr "ΛΗΨΗ ΠΑΚΕΤΟΥ" - -msgid "QUIT AND MANUALLY RESTART ES-DE" -msgstr "ΕΞΟΔΟΣ ΚΑΙ ΧΕΙΡΟΚΙΝΗΤΗ ΕΠΑΝΕΚΙΝΙΣΗ ES-DE" - -msgid "QUIT AND MANUALLY UPGRADE ES-DE" -msgstr "ΕΞΟΔΟΣ ΚΑΙ ΧΕΙΡΟΚΙΝΗΤΗ ΑΝΑΒΑΘΜΗΣΗ ES-DE" - -msgid "STATUS MESSAGE:" -msgstr "" - -msgid "DOWNLOAD" -msgstr "ΛΗΨΗ" - -msgid "download new release" -msgstr "λήψη νέας έκδοσης" - -msgid "Download directory does not exist" -msgstr "" - -msgid "CHANGE DIRECTORY" -msgstr "" - -msgid "change download directory" -msgstr "" - -msgid "ENTER DOWNLOAD DIRECTORY" -msgstr "" - -msgid "CANCEL" -msgstr "ΑΚΎΡΩΣΗ" - -msgid "cancel" -msgstr "ακύρωση" - -msgid "DOWNLOAD ABORTED" -msgstr "" - -msgid "NO PACKAGE SAVED TO DISK" -msgstr "" - -msgid "OK" -msgstr "ΕΝΤΆΞΕΙ" - -msgid "PACKAGE WAS DOWNLOADED AND CAN BE MANUALLY INSTALLED" -msgstr "" - -msgid "DOWNLOADING 100%" -msgstr "" - -msgid "Downloaded file does not match expected MD5 checksum" -msgstr "" - -msgid "Error: Couldn't delete temporary package file, permission problems?" -msgstr "" - -msgid "Error: Couldn't write package file, permission problems?" -msgstr "" - -msgid "Error: Couldn't set permissions on AppImage file" -msgstr "" - -#, c-format -msgid "Downloaded %s" -msgstr "Το %s κατεβάστηκε" - -msgid "Error: Couldn't open AppImage update file for reading" -msgstr "" - -msgid "Error: Downloaded file does not match expected MD5 checksum" -msgstr "" - -msgid "Error: Couldn't rename running AppImage file, permission problems?" -msgstr "" - -msgid "Error: Couldn't replace running AppImage file, permission problems?" -msgstr "" - -#, c-format -msgid "Successfully installed as %s" -msgstr "Εγκαταστάθηκε επιτυχές ως %s" - -msgid "DOWNLOADING" -msgstr "ΚΑΤΕΒΑΙΝΕΙ" - -msgid "INSTALL" -msgstr "ΕΓΚΑΤΑΣΤΑΣΗ" - -msgid "install package" -msgstr "λήψη πακέτου" - -msgid "Find the detailed changelog at" -msgstr "" - -msgid "QUIT" -msgstr "ΕΞΟΔΟΣ" - -msgid "quit application" -msgstr "έξοδος από την εφαρμογή" - -#, c-format -msgid "FINISH EDITING '%s' COLLECTION" -msgstr "" - -msgid "SELECT COLLECTIONS" -msgstr "" - -msgid "AUTOMATIC GAME COLLECTIONS" -msgstr "" - -msgid "CUSTOM GAME COLLECTIONS" -msgstr "" - -msgid "CREATE NEW CUSTOM COLLECTION FROM THEME" -msgstr "" - -msgid "SELECT THEME FOLDER" -msgstr "" - -msgid "CREATE NEW CUSTOM COLLECTION" -msgstr "" - -msgid "NEW COLLECTION NAME" -msgstr "" - -msgid "CREATE" -msgstr "ΔΗΜΙΟΥΡΓΙΑ" - -msgid "CREATE COLLECTION?" -msgstr "ΔΗΜΙΟΥΡΓΙΑ ΣΥΛΛΟΓΗΣ?" - -msgid "DELETE CUSTOM COLLECTION" -msgstr "" - -msgid "COLLECTION TO DELETE" -msgstr "" - -#, c-format -msgid "" -"THIS WILL PERMANENTLY DELETE THE COLLECTION\n" -"'%s'\n" -"ARE YOU SURE?" -msgstr "" -"ΑΥΤΟ ΘΑ ΔΙΑΓΡΑΨΕΙ ΟΡΙΣΤΙΚΑ ΤΗΝ ΣΥΛΛΟΓΗ\n" -"'%s'\n" -"ΕΙΣΤΕ ΣΙΓΟΥΡΟΙ?" - -msgid "YES" -msgstr "ΝΑΙ" - -msgid "NO" -msgstr "ΟΧΙ" - -msgid "GROUP CUSTOM COLLECTIONS" -msgstr "" - -msgid "IF UNTHEMED" -msgstr "" - -msgid "ALWAYS" -msgstr "ΠAΝΤΑ" - -msgid "NEVER" -msgstr "ΠΟΤΕ" - -msgid "SORT FAVORITES ON TOP FOR CUSTOM COLLECTIONS" -msgstr "" - -msgid "DISPLAY STAR MARKINGS FOR CUSTOM COLLECTIONS" -msgstr "" - -msgid "FILTER GAMELIST" -msgstr "" - -msgid "RESET ALL FILTERS" -msgstr "" - -msgid "GAME NAME" -msgstr "ΟΝΟΜΑ ΠΑΙΧΝΙΔΙΟΥ" - -msgid "APPLY CHANGES?" -msgstr "ΕΦΑΡΜΟΣΕ ΑΛΛΑΓΕΣ?" - -msgid "NOTHING TO FILTER" -msgstr "" - -msgid "GAMELIST OPTIONS" -msgstr "" - -msgid "JUMP TO..." -msgstr "Άλμα σε..." - -msgid "SORT GAMES BY" -msgstr "ΤΑΞΙΝΟΜΗΣΗ ΠΑΙΧΝΙΔΙΩΝ ΜΕ" - -msgid "THIS SYSTEM HAS NO GAMES" -msgstr "ΑΥΤΟ ΤΟ ΣΥΣΤΗΜΑ ΔΕΝ ΕΧΕΙ ΠΑΙΧΝΙΔΙΑ" - -msgid "ADD/REMOVE GAMES TO THIS COLLECTION" -msgstr "" - -msgid "EDIT THIS FOLDER'S METADATA" -msgstr "" - -msgid "EDIT THIS GAME'S METADATA" -msgstr "" - -msgid "ENTER FOLDER (OVERRIDE FOLDER LINK)" -msgstr "" - -msgid "CLOSE" -msgstr "ΚΛΕΙΣΕ" - -msgid "close" -msgstr "κλεισε" - -msgid "APPLY" -msgstr "ΕΦΑΡΜΟΓΗ" - -msgid "apply" -msgstr "εφαρμογη" - -msgid "close (apply)" -msgstr "" - -msgid "close (cancel)" -msgstr "" - -msgid "LAUNCHING GAME" -msgstr "ΕΝΑΡΞΗ ΠΑΙΧΝΙΔΙΟΥ" - -msgid "HELP PROMPTS" -msgstr "" - -msgid "TOP" -msgstr "" - -msgid "BOTTOM" -msgstr "" - -msgid "DISABLED" -msgstr "ΑΠΕΝΕΡΓΟΠΟΙΗΜΕΝΟ" - -msgid "DISPLAY MEDIA TYPES" -msgstr "" - -msgid "KEEP VIDEOS RUNNING WHEN VIEWING IMAGES" -msgstr "" - -msgid "STRETCH VIDEOS TO SCREEN RESOLUTION" -msgstr "" - -msgid "RENDER SCANLINES FOR VIDEOS" -msgstr "" - -msgid "RENDER BLUR FOR VIDEOS" -msgstr "" - -msgid "RENDER SCANLINES FOR SCREENSHOTS AND TITLES" -msgstr "" - -msgid "MAIN MENU" -msgstr "ΚΥΡΊΩΣ ΜΕΝΟΎ" - -msgid "SCRAPER" -msgstr "SCRAPER" - -msgid "UI SETTINGS" -msgstr "ΡΥΘΜΙΣΕΙΣ UI" - -msgid "SOUND SETTINGS" -msgstr "ΡΥΘΜΙΣΕΙΣ ΗΧΟΥ" - -msgid "INPUT DEVICE SETTINGS" -msgstr "ΡΥΘΜΙΣΕΙΣ ΣΥΣΚΕΥΗΣ ΕΙΣΟΔΟΥ" - -msgid "GAME COLLECTION SETTINGS" -msgstr "ΡΥΓΜΙΣΕΙΣ ΣΥΛΛΟΓΩΝ ΠΑΙΧΝΙΔΙΩΝ" - -msgid "OTHER SETTINGS" -msgstr "ΑΛΛΕΣ ΡΥΘΜΙΣΕΙΣ" - -msgid "UTILITIES" -msgstr "" - -msgid "QUIT ES-DE" -msgstr "ΕΞΟΔΟΣ ES-DE" - -msgid "THEME" -msgstr "ΘΕΜΑ" - -msgid "THEME DOWNLOADER" -msgstr "ΚΑΤΕΒΑΣΤΗΣ ΘΕΜΑΤΩΝ" - -msgid "THEME VARIANT" -msgstr "" - -msgid "NONE DEFINED" -msgstr "" - -msgid "THEME COLOR SCHEME" -msgstr "" - -msgid "THEME FONT SIZE" -msgstr "" - -msgid "THEME ASPECT RATIO" -msgstr "" - -msgid "THEME TRANSITIONS" -msgstr "" - -msgid "AUTOMATIC" -msgstr "ΑΥΤΟΜΑΤΑ" - -msgid "THEME PROFILE" -msgstr "" - -msgid "INSTANT (BUILT-IN)" -msgstr "" - -msgid "SLIDE (BUILT-IN)" -msgstr "" - -msgid "FADE (BUILT-IN)" -msgstr "" - -msgid "THEME LANGUAGE" -msgstr "" - -msgid "APPLICATION LANGUAGE" -msgstr "" - -msgid "QUICK SYSTEM SELECT" -msgstr "" - -msgid "LEFT/RIGHT OR SHOULDERS" -msgstr "" - -msgid "LEFT/RIGHT OR TRIGGERS" -msgstr "" - -msgid "SHOULDERS" -msgstr "" - -msgid "TRIGGERS" -msgstr "" - -msgid "LEFT/RIGHT" -msgstr "ΑΡΙΣΤΕΡΑ/ΔΕΞΙΑ" - -msgid "GAMELIST ON STARTUP" -msgstr "" - -msgid "NONE" -msgstr "ΚΑΝΕΝΑ" - -msgid "SYSTEMS SORTING" -msgstr "" - -msgid "FULL NAMES OR CUSTOM" -msgstr "" - -msgid "RELEASE YEAR" -msgstr "ΗΜΕΡΟΜΗΝΙΑ ΕΚΔΟΣΗΣ" - -msgid "MANUFACTURER, RELEASE YEAR" -msgstr "" - -msgid "HW TYPE, RELEASE YEAR" -msgstr "" - -msgid "MANUFACTURER, HW TYPE, REL. YEAR" -msgstr "ΚΑΤΑΣΚΕΥΑΣΤΉΣ, ΤΎΠΟΣ HW, ΈΤΟΣ ΚΥΚΛΟΦΟΡΊΑΣ" - -msgctxt "short" -msgid "GAMES DEFAULT SORT ORDER" -msgstr "" - -msgid "GAMES DEFAULT SORT ORDER" -msgstr "" - -msgid "MENU COLOR SCHEME" -msgstr "" - -msgid "DARK" -msgstr "ΣΚΟΤΕΙΝΟ" - -msgid "DARK AND RED" -msgstr "ΣΚΟΤΙΝΟ ΚΑΙ ΚΟΚΚΙΝΟ" - -msgid "LIGHT" -msgstr "ΦΩΤΕΙΝΟ" - -msgid "MENU OPENING ANIMATION" -msgstr "" - -msgid "SCALE-UP" -msgstr "" - -msgid "LAUNCH SCREEN DURATION" -msgstr "" - -msgid "NORMAL" -msgstr "ΚΑΝΟΝΙΚΑ" - -msgid "BRIEF" -msgstr "ΣΥΝΤΟΜΑ" - -msgid "LONG" -msgstr "ΜΑΚΡΥ" - -msgid "UI MODE" -msgstr "ΛΕΙΤΟΥΡΓΙΑ UI" - -msgid "FULL" -msgstr "ΓΕΜΑΤΟ" - -msgid "KIOSK" -msgstr "KIOSK" - -msgid "KID" -msgstr "ΠΑΙΔΙ" - -#, c-format -msgid "" -"THIS CHANGES THE UI TO THE RESTRICTED MODE\n" -"'KIOSK'\n" -"THIS WILL HIDE MOST MENU OPTIONS\n" -"TO UNLOCK AND RETURN TO THE FULL UI, ENTER THIS CODE:\n" -"%s\n" -"\n" -"DO YOU WANT TO PROCEED?" -msgstr "" - -#, c-format -msgid "" -"THIS CHANGES THE UI TO THE RESTRICTED MODE\n" -"'KID'\n" -"THIS ONLY ENABLES GAMES THAT HAVE BEEN FLAGGED\n" -"AS SUITABLE FOR CHILDREN\n" -"TO UNLOCK AND RETURN TO THE FULL UI, ENTER THIS CODE:\n" -"%s\n" -"\n" -"DO YOU WANT TO PROCEED?" -msgstr "" - -msgid "RANDOM ENTRY BUTTON" -msgstr "" - -msgid "GAMES ONLY" -msgstr "ΜΌΝΟ ΠΑΙΧΝΊΔΙΑ" - -msgid "GAMES AND SYSTEMS" -msgstr "ΠΑΙΧΝΙΔΙΑ ΚΑΙ ΣΥΣΤΗΜΑΤΆ" - -msgid "MEDIA VIEWER SETTINGS" -msgstr "ΡΥΘΜΙΣΕΙΣ MEDIA VIEWER" - -msgid "SCREENSAVER SETTINGS" -msgstr "ΡΥΘΜΙΣΕΙΣ SCREENSAVER" - -msgid "ENABLE THEME VARIANT TRIGGERS" -msgstr "" - -msgid "BLUR BACKGROUND WHEN MENU IS OPEN" -msgstr "" - -msgid "SORT FOLDERS ON TOP OF GAMELISTS" -msgstr "" - -msgid "SORT FAVORITE GAMES ABOVE NON-FAVORITES" -msgstr "" - -msgid "ADD STAR MARKINGS TO FAVORITE GAMES" -msgstr "" - -msgid "ENABLE TEXTLIST QUICK SCROLLING OVERLAY" -msgstr "" - -msgid "ENABLE VIRTUAL KEYBOARD" -msgstr "" - -msgid "ENABLE TOGGLE FAVORITES BUTTON" -msgstr "" - -msgid "ENABLE GAMELIST FILTERS" -msgstr "ΕΝΕΡΓΟΠΟΙΗΣΗ ΦΙΛΤΡΟ ΠΑΙΧΝΙΔΙΩΝ" - -msgid "DISPLAY ON-SCREEN HELP" -msgstr "" - -msgid "AUDIO DRIVER" -msgstr "" - -msgid "AUDIO DRIVER (REQUIRES RESTART)" -msgstr "" - -msgid "SYSTEM VOLUME" -msgstr "ΕΝΤΑΣΗ ΣΥΣΤΗΜΑΤΟΣ" - -msgid "NAVIGATION SOUNDS VOLUME" -msgstr "" - -msgid "VIDEO PLAYER VOLUME" -msgstr "ΕΝΤΑΣΗ ΒΙΝΤΕΟ PLAYER" - -msgid "PLAY AUDIO FOR GAMELIST AND SYSTEM VIEW VIDEOS" -msgstr "" - -msgid "PLAY AUDIO FOR MEDIA VIEWER VIDEOS" -msgstr "" - -msgid "PLAY AUDIO FOR SCREENSAVER VIDEOS" -msgstr "" - -msgid "ENABLE NAVIGATION SOUNDS" -msgstr "" - -msgid "CONTROLLER TYPE" -msgstr "ΕΙΔΟΣ ΤΗΛΕΧΗΡΙΣΤΙΡΙΟΥ" - -msgid "TOUCH OVERLAY SIZE" -msgstr "" - -msgid "MEDIUM" -msgstr "ΜΕΣΑΙΟ" - -msgid "LARGE" -msgstr "ΜΕΓΑΛΟ" - -msgid "SMALL" -msgstr "ΜΙΚΡΟ" - -msgid "EXTRA SMALL" -msgstr "EXTRA ΜΙΚΡΟ" - -msgid "TOUCH OVERLAY OPACITY" -msgstr "" - -msgid "LOW" -msgstr "ΧΑΜΗΛΟ" - -msgid "VERY LOW" -msgstr "ΠΟΛΥ ΧΑΜΗΛΟ" - -msgid "TOUCH OVERLAY FADE-OUT TIME" -msgstr "" - -msgid "ENABLE TOUCH OVERLAY" -msgstr "" - -msgid "" -"DON'T DISABLE THE TOUCH OVERLAY UNLESS YOU ARE USING A CONTROLLER OR YOU " -"WILL LOCK YOURSELF OUT OF THE APP. IF THIS HAPPENS YOU WILL NEED TO " -"TEMPORARILY PLUG IN A CONTROLLER OR A KEYBOARD TO ENABLE THIS SETTING AGAIN, " -"OR YOU COULD CLEAR THE ES-DE STORAGE IN THE ANDROID APP SETTINGS TO FORCE " -"THE CONFIGURATOR TO RUN ON NEXT STARTUP" -msgstr "" - -msgid "ONLY ACCEPT INPUT FROM FIRST CONTROLLER" -msgstr "ΑΠΟΔΟΧΗ ΕΙΣΟΔΟΥ ΜΟΝΟ ΑΠΟ ΤΟ ΠΡΩΤΟ ΧΕΙΡΙΣΤΙΡΙΟ" - -msgid "SWAP THE A/B AND X/Y BUTTONS" -msgstr "ΑΛΛΑΓΗ ΤΩΝ ΚΟΥΜΠΙΩΝ A/B ΜΕ ΤΑ X/Y" - -msgid "IGNORE KEYBOARD INPUT" -msgstr "ΑΓΝΟΗΣΗ ΕΙΣΑΓΩΓΗ ΠΛΗΚΡΟΛΟΓΙΟΥ" - -msgid "CONFIGURE KEYBOARD AND CONTROLLERS" -msgstr "" - -msgid "" -"THE KEYBOARD AND CONTROLLERS ARE AUTOMATICALLY CONFIGURED, BUT USING THIS " -"TOOL YOU CAN OVERRIDE THE DEFAULT BUTTON MAPPINGS (THIS WILL NOT AFFECT THE " -"HELP PROMPTS)" -msgstr "" - -msgid "PROCEED" -msgstr "" - -msgid "GAME MEDIA DIRECTORY" -msgstr "" - -msgid "ENTER GAME MEDIA DIRECTORY" -msgstr "" - -msgid "Default directory:" -msgstr "Προεπιλεγμένη τοποθεσία:" - -msgid "SAVE" -msgstr "ΑΠΟΘΗΚΕΥΣΗ" - -msgid "SAVE CHANGES?" -msgstr "ΑΠΟΘΗΚΕΥΣΗ ΑΛΛΑΓΩΝ?" - -msgid "load default directory" -msgstr "φόρτωση προεπιλεγμένου καταλόγου" - -msgid "VRAM LIMIT" -msgstr "ΟΡΙΟ VRAM" - -msgid "ANTI-ALIASING (MSAA)" -msgstr "" - -msgid "2X" -msgstr "2X" - -msgid "4X" -msgstr "4X" - -msgid "ANTI-ALIASING (MSAA) (REQUIRES RESTART)" -msgstr "" - -msgid "DISPLAY/MONITOR INDEX" -msgstr "" - -msgid "DISPLAY/MONITOR INDEX (REQUIRES RESTART)" -msgstr "" - -msgid "ROTATE SCREEN" -msgstr "ΠΕΡΙΣΤΟΦΗ ΟΘΟΝΗΣ" - -msgid "90 DEGREES" -msgstr "90 ΜΟΊΡΕΣ" - -msgid "180 DEGREES" -msgstr "180 ΜΟΊΡΕΣ" - -msgid "270 DEGREES" -msgstr "270 ΜΟΊΡΕΣ" - -msgid "ROTATE SCREEN (REQUIRES RESTART)" -msgstr "" - -msgid "KEYBOARD QUIT SHORTCUT" -msgstr "ΣΥΝΤΟΜΕΥΣΗ ΠΛΗΚΤΡΟΛΟΓΙΟΥ ΕΞΟΔΟΥ" - -msgctxt "short" -msgid "WHEN TO SAVE GAME METADATA" -msgstr "ΠΟΤΕ ΝΑ ΣΩΖΟΝΤΑΙ ΤΑ ΜΕΤΑΔΕΔΟΜΕΝΑ" - -msgid "ON EXIT" -msgstr "ΣΤΗΝ ΕΞΟΔΟ" - -msgid "WHEN TO SAVE GAME METADATA" -msgstr "ΠΟΤΕ ΝΑ ΣΩΖΟΝΤΑΙ ΤΑ ΜΕΤΑΔΕΔΟΜΕΝΑ" - -msgid "APPLICATION UPDATES" -msgstr "EΛΕΓΧΟ ΓΙΑ ΑΝΑΒΑΘΜIΣΕΙΣ ΛΟΓΙΣΜΙΚΟY" - -msgid "DAILY" -msgstr "ΗΜΕΡΉΣΙΑ" - -msgid "WEEKLY" -msgstr "ΕΒΔΟΜΑΔΙΑΊΑ" - -msgid "MONTHLY" -msgstr "ΜΗΝΙΑΊΑ" - -msgid "CHECK FOR APPLICATION UPDATES" -msgstr "EΛΕΓΧΟ ΓΙΑ ΑΝΑΒΑΘΜIΣΕΙΣ ΛΟΓΙΣΜΙΚΟY" - -msgid "INCLUDE PRERELEASES IN UPDATE CHECKS" -msgstr "" - -msgid "HIDE TASKBAR (REQUIRES RESTART)" -msgstr "" - -msgid "RUN IN BACKGROUND (WHILE GAME IS LAUNCHED)" -msgstr "" - -msgid "VIDEO HARDWARE DECODING (EXPERIMENTAL)" -msgstr "" - -msgid "UPSCALE VIDEO FRAME RATE TO 60 FPS" -msgstr "" - -msgid "ENABLE ALTERNATIVE EMULATORS PER GAME" -msgstr "" - -msgid "SHOW HIDDEN FILES AND FOLDERS" -msgstr "" - -msgid "SHOW HIDDEN GAMES" -msgstr "ΕΜΦΑΝΙΣΗ ΚΡΥΜΕΝΩΝ ΠΑΙΧΝΙΔΙΩΝ" - -msgid "ENABLE CUSTOM EVENT SCRIPTS" -msgstr "" - -msgid "ONLY SHOW GAMES FROM GAMELIST.XML FILES" -msgstr "" - -msgid "STRIP EXTRA MAME NAME INFO (REQUIRES RESTART)" -msgstr "" - -msgid "DISABLE DESKTOP COMPOSITION (REQUIRES RESTART)" -msgstr "" - -msgid "BACK BUTTON/BACK SWIPE EXITS APP" -msgstr "" - -msgid "DEBUG MODE" -msgstr "ΛΕΙΤΟΥΡΓΙΑ DEBUG" - -msgid "DISPLAY GPU STATISTICS OVERLAY" -msgstr "" - -msgid "ENABLE MENU IN KID MODE" -msgstr "" - -msgid "SHOW QUIT MENU (REBOOT AND POWER OFF ENTRIES)" -msgstr "ΕΜΦΑΝΙΣΗ ΜΕΝΟΥ ΕΞΟΔΟΥ (ΕΠΑΝΕΚΚΙΝΗΣΗ ΚΑΙ ΑΠΕΝΕΡΓΟΠΗΣΗ)" - -msgid "ORPHANED DATA CLEANUP" -msgstr "" - -msgid "CREATE/UPDATE SYSTEM DIRECTORIES" -msgstr "" - -msgid "" -"THIS WILL CREATE ALL GAME SYSTEM DIRECTORIES INSIDE YOUR ROM FOLDER AND IT " -"WILL ALSO UPDATE ALL SYSTEMINFO.TXT FILES. THIS IS A SAFE OPERATION THAT " -"WILL NOT DELETE OR MODIFY YOUR GAME FILES. TO DECREASE APPLICATION STARTUP " -"TIMES IT'S RECOMMENDED TO DELETE THE SYSTEM DIRECTORIES YOU DON'T NEED AFTER " -"RUNNING THIS UTILITY" -msgstr "" - -msgid "THE SYSTEM DIRECTORIES WERE SUCCESSFULLY CREATED" -msgstr "" - -msgid "" -"ERROR CREATING SYSTEM DIRECTORIES, PERMISSION PROBLEMS OR DISK FULL? SEE THE " -"LOG FILE FOR MORE DETAILS" -msgstr "" - -msgid "RESCAN ROM DIRECTORY" -msgstr "ΣΑΡΩΣΗ ROM ΚΑΤΑΛΟΓΟΥ" - -msgid "" -"THIS WILL RESCAN YOUR ROM DIRECTORY FOR CHANGES SUCH AS ADDED OR REMOVED " -"GAMES AND SYSTEMS" -msgstr "" - -msgid "REALLY QUIT?" -msgstr "ΣΙΓΟΥΡΑ?" - -msgid "REALLY REBOOT?" -msgstr "ΕΠΙΒΕΒΑΙΩΣΗ ΕΠΑΝΕΚΚΙΝΗΣΗΣ?" - -msgid "REBOOT SYSTEM" -msgstr "ΕΠΑΝΕΚΙΝΙΣΗ ΣΥΣΤΗΜΑΤΟΣ" - -msgid "REALLY POWER OFF?" -msgstr "ΕΠΙΒΕΒΑΙΩΣΗ ΑΠΕΝΕΡΓΟΠΟΙΗΣΗΣ?" - -msgid "POWER OFF SYSTEM" -msgstr "ΑΠΕΝΕΡΓΟΠΟΙΗΣΗ ΣΥΣΤΗΜΑΤΟΣ" - -msgctxt "short" -msgid "MEDIA VIEWER SETTINGS" -msgstr "ΡΥΘΜΙΣΕΙΣ MEDIA VIEWER" - -msgctxt "short" -msgid "SCREENSAVER SETTINGS" -msgstr "ΡΥΘΜΙΣΕΙΣ SCREENSAVER" - -msgid "choose" -msgstr "επελεξε" - -msgid "close menu" -msgstr "κλείσιμο μενού" - -msgid "EDIT METADATA" -msgstr "" - -msgid "CLEAR ENTRY" -msgstr "" - -msgid "SELECT EMULATOR" -msgstr "" - -msgid "SYSTEM-WIDE" -msgstr "" - -msgid "unknown" -msgstr "άγνωστο" - -msgid "SCRAPE" -msgstr "SCRAPE" - -msgid "scrape" -msgstr "scrape" - -msgid "save metadata" -msgstr "αποθήκευση μεταδιδόμενων" - -msgid "cancel changes" -msgstr "ακύρωση αλλαγών" - -msgid "" -"THIS WILL DELETE ANY MEDIA FILES AND THE GAMELIST.XML ENTRY FOR THIS FOLDER, " -"BUT NEITHER THE DIRECTORY ITSELF OR ANY CONTENT INSIDE IT WILL BE REMOVED\n" -"ARE YOU SURE?" -msgstr "" - -msgid "CLEAR" -msgstr "" - -msgid "clear folder" -msgstr "" - -msgid "" -"THIS WILL DELETE ANY MEDIA FILES AND THE GAMELIST.XML ENTRY FOR THIS GAME, " -"BUT THE GAME FILE ITSELF WILL NOT BE REMOVED\n" -"ARE YOU SURE?" -msgstr "" - -msgid "clear file" -msgstr "" - -msgid "" -"THIS WILL DELETE THE GAME FILE, ANY MEDIA FILES AND THE GAMELIST.XML ENTRY\n" -"ARE YOU SURE?" -msgstr "" - -msgid "DELETE" -msgstr "ΔΙΑΓΡΑΦΗ" - -msgid "delete game" -msgstr "διαγραφή παιχνιδιού" - -msgid "MIXIMAGE OFFLINE GENERATOR" -msgstr "" - -msgid "NOT STARTED" -msgstr "" - -#, c-format -msgid "%i OF %i GAME PROCESSED" -msgid_plural "%i OF %i GAMES PROCESSED" -msgstr[0] "%i από τα %i παιχνίδι επεξεργασμένο" -msgstr[1] "%i από τα %i παιχνίδια επεξεργασμένα" - -msgid "Generated:" -msgstr "Δημιουργήθηκαν:" - -msgid "Overwritten:" -msgstr "Αντικαταστάθηκε:" - -msgid "Skipped:" -msgstr "Παραλήφθηκαν:" - -msgid "Skipped (existing):" -msgstr "Προσπεράστηκε (ήδη υπάρχον):" - -msgid "Failed:" -msgstr "Απέτυχε:" - -msgid "Processing:" -msgstr "" - -msgid "Last error message:" -msgstr "" - -msgid "START" -msgstr "ΕΝΑΡΞΗ" - -msgid "start processing" -msgstr "" - -msgid "PAUSE" -msgstr "ΠΑΥΣΗ" - -msgid "pause processing" -msgstr "" - -msgid "close (abort processing)" -msgstr "" - -msgid "RUNNING..." -msgstr "" - -msgid "PAUSED" -msgstr "" - -msgid "RUNNING" -msgstr "" - -msgid "DONE" -msgstr "ΟΛΟΚΛΗΡΏΘΗΚΕ" - -msgid "done (close)" -msgstr "" - -msgid "" -"THIS WILL REMOVE ALL MEDIA FILES WHERE NO MATCHING GAME FILES CAN BE FOUND. " -"THESE FILES WILL BE MOVED TO A CLEANUP FOLDER INSIDE YOUR GAME MEDIA " -"DIRECTORY. YOU CAN MANUALLY DELETE THIS FOLDER WHEN YOU ARE SURE IT'S NO " -"LONGER NEEDED." -msgstr "" - -msgid "" -"THIS WILL REMOVE ALL ENTRIES FROM YOUR GAMELIST XML FILES WHERE NO MATCHING " -"GAME FILES CAN BE FOUND. BACKUPS OF THE ORIGINAL FILES WILL BE SAVED TO A " -"CLEANUP FOLDER INSIDE YOUR GAMELISTS DIRECTORY. YOU CAN MANUALLY DELETE THIS " -"FOLDER WHEN YOU ARE SURE IT'S NO LONGER NEEDED." -msgstr "" - -msgid "" -"THIS WILL REMOVE ALL ENTRIES FROM YOUR CUSTOM COLLECTIONS CONFIGURATION " -"FILES WHERE NO MATCHING GAME FILES CAN BE FOUND. BACKUPS OF THE ORIGINAL " -"FILES WILL BE SAVED TO A CLEANUP FOLDER INSIDE YOUR COLLECTIONS DIRECTORY. " -"ONLY CURRENTLY ENABLED COLLECTIONS WILL BE PROCESSED." -msgstr "" - -msgid "DESCRIPTION:" -msgstr "ΠΕΡΙΓΡΑΦΗ:" - -msgid "TOTAL ENTRIES REMOVED:" -msgstr "" - -msgid "LAST PROCESSED SYSTEM:" -msgstr "" - -msgid "LAST ERROR MESSAGE:" -msgstr "" - -msgid "MEDIA" -msgstr "MEDIA" - -msgid "RUNNING MEDIA CLEANUP" -msgstr "" - -msgid "STOP" -msgstr "ΣΤΑΜΑΤΗΜΑ" - -msgid "stop processing" -msgstr "" - -msgid "GAMELISTS" -msgstr "" - -msgid "RUNNING GAMELISTS CLEANUP" -msgstr "" - -msgid "COLLECTIONS" -msgstr "ΣΥΛΛΟΓΕΣ" - -msgid "COLLECTIONS CLEANUP FAILED" -msgstr "" - -msgid "There are no enabled custom collections" -msgstr "" - -msgid "RUNNING COLLECTIONS CLEANUP" -msgstr "" - -msgid "PROCESSING" -msgstr "" - -#, c-format -msgid "A flatten.txt file was found, skipping \"%s\"" -msgstr "" - -msgid "Couldn't create target directory, permission problems?" -msgstr "" - -msgid "Couldn't move media file, permission problems?" -msgstr "" - -#, c-format -msgid "Couldn't parse gamelist.xml file for \"%s\"" -msgstr "" - -#, c-format -msgid "Couldn't find a gamelist tag in file for \"%s\"" -msgstr "" - -msgid "Couldn't delete temporary gamelist file, permission problems?" -msgstr "" - -msgid "Couldn't write to temporary gamelist file, permission problems?" -msgstr "" - -msgid "Couldn't create backup directory, permission problems?" -msgstr "" - -msgid "Couldn't move old gamelist file, permission problems?" -msgstr "" - -msgid "Couldn't move temporary gamelist file, permission problems?" -msgstr "" - -msgid "Couldn't find custom collection configuration file" -msgstr "" -"Δεν ήταν δυνατή η εύρεση προσαρμοσμένου αρχείου ρύθμισης παραμέτρων συλλογής" - -msgid "Couldn't open custom collection configuration file" -msgstr "" - -msgid "Couldn't delete temporary collection file, permission problems?" -msgstr "" - -msgid "Couldn't write to temporary collection configuration file" -msgstr "" - -msgid "Couldn't move old collection file, permission problems?" -msgstr "" - -msgid "Couldn't move temporary collection file, permission problems?" -msgstr "" - -msgid "ABORTED MEDIA CLEANUP" -msgstr "" - -msgid "COMPLETED MEDIA CLEANUP" -msgstr "" - -msgid "ABORTED GAMELIST CLEANUP" -msgstr "" - -msgid "COMPLETED GAMELIST CLEANUP" -msgstr "" - -msgid "ABORTED COLLECTIONS CLEANUP" -msgstr "" - -msgid "COMPLETED COLLECTIONS CLEANUP" -msgstr "" - -msgid "MEDIA CLEANUP FAILED" -msgstr "" - -msgid "GAMELISTS CLEANUP FAILED" -msgstr "" - -msgid "THE APPLICATION WILL RELOAD WHEN CLOSING THIS UTILITY." -msgstr "" - -msgid "SCRAPE FROM" -msgstr "" - -msgid "SCRAPE THESE GAMES" -msgstr "" - -msgid "ALL GAMES" -msgstr "ΟΛΑ ΤΑ ΠΑΙΧΝΙΔΙΑ" - -msgid "FAVORITE GAMES" -msgstr "ΑΓΑΠΗΜΕΝΑ ΠΑΙΧΝΙΔΙΑ" - -msgid "NO METADATA" -msgstr "ΔΕΝ ΥΠΑΡΧΟΥΝ ΜΕΤΑΔΕΔΟΜΕΝΑ" - -msgid "NO GAME IMAGE" -msgstr "ΚΑΜΙΑ ΕΙΚΟΝΑ ΠΑΙΧΝΙΔΙΟΥ" - -msgid "NO GAME VIDEO" -msgstr "ΚΑΝΕΝΑ ΒΙΝΤΕΟ ΠΑΙΧΝΙΔΙΟΥ" - -msgid "FOLDERS ONLY" -msgstr "ΜΟΝΟ ΦΑΚΕΛΟΙ" - -msgid "SCRAPE THESE SYSTEMS" -msgstr "" - -msgid "ACCOUNT SETTINGS" -msgstr "ΡΥΘΜΗΣΕΙΣ ΛΟΓΑΡΓΙΑΣΜΩΝ" - -msgid "CONTENT SETTINGS" -msgstr "ΡΥΘΜΗΣΕΙΣ ΠΕΡΙΕΧΟΜΕΝΟΥ" - -msgid "MIXIMAGE SETTINGS" -msgstr "" - -msgid "start scraper" -msgstr "έναρξη scraper" - -msgid "SCREENSCRAPER USERNAME" -msgstr "" - -msgid "SCREENSCRAPER PASSWORD" -msgstr "ΚΩΔΙΚΟΣ SCREENSCRAPER" - -msgid "USE THIS ACCOUNT FOR SCREENSCRAPER" -msgstr "ΧΡΗΣΗ ΑΥΤΟΥ ΤΟΥ ΛΟΓΑΡΓΙΑΣΜΟΥ ΓΙΑ SCREENSCRAPER" - -msgid "GAME NAMES" -msgstr "ΟΝΟΜΑ ΠΑΙΧΝΙΔΙΩΝ" - -msgid "RATINGS" -msgstr "ΒΑΘΜΟΛΟΓΙΕΣ" - -msgid "OTHER METADATA" -msgstr "" - -msgid "VIDEOS" -msgstr "ΒΙΝΤΕΟ" - -msgid "SCREENSHOT IMAGES" -msgstr "φΩΤΟΓΡΑΦΙΕΣ ΣΤΙΓΜΙΟΤΗΠΑ ΟΘΟΝΗΣ" - -msgid "TITLE SCREEN IMAGES" -msgstr "" - -msgid "BOX COVER IMAGES" -msgstr "" - -msgid "BOX BACK COVER IMAGES" -msgstr "" - -msgid "MARQUEE (WHEEL) IMAGES" -msgstr "" - -msgid "3D BOX IMAGES" -msgstr "" - -msgid "PHYSICAL MEDIA IMAGES" -msgstr "" - -msgid "FAN ART IMAGES" -msgstr "" - -msgid "GAME MANUALS" -msgstr "" - -msgid "MIXIMAGE RESOLUTION" -msgstr "" - -msgctxt "short" -msgid "HORIZONTAL SCREENSHOT FIT" -msgstr "" - -msgid "CONTAIN" -msgstr "" - -msgid "CROP" -msgstr "" - -msgid "STRETCH" -msgstr "" - -msgid "HORIZONTAL SCREENSHOT FIT" -msgstr "" - -msgctxt "short" -msgid "VERTICAL SCREENSHOT FIT" -msgstr "" - -msgid "VERTICAL SCREENSHOT FIT" -msgstr "" - -msgctxt "short" -msgid "SCREENSHOT ASPECT RATIO THRESHOLD" -msgstr "" - -msgid "HIGH" -msgstr "" - -msgid "SCREENSHOT ASPECT RATIO THRESHOLD" -msgstr "" - -msgid "BLANK AREAS FILL COLOR" -msgstr "" - -msgid "BLACK" -msgstr "ΜΑΥΡΟ" - -msgid "FRAME" -msgstr "ΠΛΑΙΣΙΟ" - -msgctxt "short" -msgid "SCREENSHOT SCALING METHOD" -msgstr "" - -msgid "SHARP" -msgstr "" - -msgid "SMOOTH" -msgstr "" - -msgid "SCREENSHOT SCALING METHOD" -msgstr "" - -msgid "BOX SIZE" -msgstr "" - -msgid "PHYSICAL MEDIA SIZE" -msgstr "" - -msgid "GENERATE MIXIMAGES WHEN SCRAPING" -msgstr "" - -msgid "OVERWRITE MIXIMAGES (SCRAPER/OFFLINE GENERATOR)" -msgstr "" - -msgid "REMOVE LETTERBOXES FROM SCREENSHOTS" -msgstr "" - -msgid "REMOVE PILLARBOXES FROM SCREENSHOTS" -msgstr "" - -msgid "ROTATE HORIZONTALLY ORIENTED BOXES" -msgstr "" - -msgid "INCLUDE MARQUEE IMAGE" -msgstr "" - -msgid "INCLUDE BOX IMAGE" -msgstr "" - -msgid "USE COVER IMAGE IF 3D BOX IS MISSING" -msgstr "" - -msgid "INCLUDE PHYSICAL MEDIA IMAGE" -msgstr "" - -msgid "OFFLINE GENERATOR" -msgstr "" - -msgid "" -"THE OFFLINE GENERATOR USES THE SAME SYSTEM SELECTIONS AS THE SCRAPER, SO " -"PLEASE SELECT AT LEAST ONE SYSTEM TO GENERATE IMAGES FOR" -msgstr "" - -msgid "REGION" -msgstr "ΠΕΡΙΟΧΗ" - -msgid "EUROPE" -msgstr "ΕΥΡΩΠΗ" - -msgid "JAPAN" -msgstr "ΙΑΠΩΝΙΑ" - -msgid "USA" -msgstr "ΗΠΑ" - -msgid "WORLD" -msgstr "ΚΟΣΜΟΣ" - -msgid "PREFERRED LANGUAGE" -msgstr "ΕΠΙΛΕΓΜΕΝΗ ΓΛΩΣΣΑ" - -msgid "AUTOMATIC RETRIES ON ERROR" -msgstr "" - -msgid "RETRY ATTEMPT TIMER" -msgstr "" - -msgid "HASH SEARCHES MAX FILE SIZE" -msgstr "" - -msgid "OVERWRITE FILES AND DATA" -msgstr "" - -msgid "SEARCH USING FILE HASHES (NON-INTERACTIVE MODE)" -msgstr "" - -msgid "SEARCH USING METADATA NAMES" -msgstr "" - -msgid "SCRAPE ACTUAL FOLDERS" -msgstr "" - -msgid "INTERACTIVE MODE" -msgstr "" - -msgid "AUTO-ACCEPT SINGLE GAME MATCHES" -msgstr "" - -msgid "RESPECT PER-FILE SCRAPER EXCLUSIONS" -msgstr "" - -msgid "EXCLUDE FOLDERS RECURSIVELY" -msgstr "" - -msgid "CONVERT UNDERSCORES TO SPACES WHEN SEARCHING" -msgstr "" - -msgid "REMOVE DOTS FROM SEARCHES WHEN AUTO-SCRAPING" -msgstr "" - -msgid "ENABLE FALLBACK TO ADDITIONAL REGIONS" -msgstr "" - -msgid "" -"THE SELECTED SYSTEM DOES NOT HAVE A PLATFORM SET, RESULTS MAY BE INACCURATE" -msgstr "" - -msgid "" -"AT LEAST ONE OF YOUR SELECTED SYSTEMS DOES NOT HAVE A PLATFORM SET, RESULTS " -"MAY BE INACCURATE" -msgstr "" - -msgid "PLEASE SELECT AT LEAST ONE SYSTEM TO SCRAPE" -msgstr "" - -msgid "PLEASE SELECT AT LEAST ONE CONTENT TYPE TO SCRAPE" -msgstr "" - -msgid "ALL GAMES WERE FILTERED, NOTHING TO SCRAPE" -msgstr "ΟΛΑ ΤΑ ΠΑΙΧΝΙΔΙΑ ΦΙΛΤΡΑΡΙΣΤΙΚΑΝ, ΤΙΠΟΤΑ ΓΙΑ SCRAPE" - -msgid "SCRAPING IN PROGRESS" -msgstr "" - -msgid "SYSTEM" -msgstr "ΣΥΣΤΗΜΑ" - -msgid "REFINE SEARCH" -msgstr "" - -msgid "refine search" -msgstr "" - -msgid "SKIP" -msgstr "ΠΑΡΑΛΗΨΗ" - -msgid "skip game" -msgstr "παράληψη παιχνιδιού" - -msgid "stop" -msgstr "σταμάτημα" - -msgid "GAME" -msgid_plural "GAMES" -msgstr[0] "ΠΑΙΧΝΙΔΙ" -msgstr[1] "ΠΑΙΧΝΙΔΙΑ" - -#, c-format -msgid "GAME %i OF %i" -msgstr "ΠΑΙΧΝΙΔΙ %i ΑΠΟ %i" - -msgid "NO GAMES WERE SCRAPED" -msgstr "" - -#, c-format -msgid "%i GAME SUCCESSFULLY SCRAPED" -msgid_plural "%i GAMES SUCCESSFULLY SCRAPED" -msgstr[0] "" -msgstr[1] "" - -#, c-format -msgid "%i GAME SKIPPED" -msgid_plural "%i GAMES SKIPPED" -msgstr[0] "%i ΠΑΙΧΝΙΔΙ ΠΑΡΑΛΗΦΘΗΚΕ" -msgstr[1] "%i ΠΑΙΧΝΙΔΙΑ ΠΑΡΑΛΗΦΘΗΚΑΝ" - -msgid "RATING:" -msgstr "ΑΞΙΟΛΌΓΗΣΗ:" - -msgid "RELEASED:" -msgstr "" - -msgid "DEVELOPER:" -msgstr "ΠΡΟΓΡΑΜΜΑΤΙΣΤΗΣ;" - -msgid "PUBLISHER:" -msgstr "ΕΚΔΟΤΗΣ:" - -msgid "GENRE:" -msgstr "ΓΕΝΙΑ:" - -msgid "PLAYERS:" -msgstr "ΠΑΙΧΤΕΣ:" - -msgid "NO GAMES FOUND" -msgstr "ΔΕΝ ΒΡΕΘΗΚΑΝ ΠΑΙΧΝΙΔΙΑ" - -msgid "RETRY" -msgstr "ΕΠΑΝAΛΗΨΗ" - -msgid "Error downloading thumbnail:" -msgstr "" - -msgid "SEARCH" -msgstr "ΑΝΑΖΗΤΗΣΗ" - -msgid "SEARCH USING REFINED NAME?" -msgstr "" - -msgid "skip" -msgstr "παράληψη" - -msgid "accept result" -msgstr "Αποδοχή αποτελέσματος" - -msgid "back (cancel)" -msgstr "πίσω (άκυρο)" - -msgid "START SCREENSAVER AFTER (MINUTES)" -msgstr "" - -msgid "SCREENSAVER TYPE" -msgstr "" - -msgid "DIM" -msgstr "" - -msgid "SLIDESHOW" -msgstr "" - msgid "VIDEO" msgstr "ΒΙΝΤΕΟ" -msgid "ENABLE SCREENSAVER CONTROLS" -msgstr "" - -msgid "SLIDESHOW SCREENSAVER SETTINGS" -msgstr "" - -msgid "VIDEO SCREENSAVER SETTINGS" -msgstr "" - -msgid "SLIDESHOW SCREENSAVER" -msgstr "" - -msgid "SWAP IMAGES AFTER (SECONDS)" -msgstr "" - -msgid "ONLY INCLUDE FAVORITE GAMES" -msgstr "" - -msgid "STRETCH IMAGES TO SCREEN RESOLUTION" -msgstr "" - -msgid "DISPLAY GAME INFO OVERLAY" -msgstr "" - -msgid "RENDER SCANLINES" -msgstr "" - -msgid "USE CUSTOM IMAGES" -msgstr "" - -msgid "CUSTOM IMAGE DIRECTORY RECURSIVE SEARCH" -msgstr "" - -msgid "CUSTOM IMAGE DIRECTORY" -msgstr "" - -msgid "VIDEO SCREENSAVER" -msgstr "" - -msgid "SWAP VIDEOS AFTER (SECONDS)" -msgstr "" - -msgid "RENDER BLUR" -msgstr "" - -msgid "DOWNLOADING THEMES LIST 100%" -msgstr "" - -msgid "THEME ALREADY UP TO DATE" -msgstr "ΘΕΜΑ ΣΤΗΝ ΝΕΟΤΕΡΗ ΕΚΔΟΣΗ" - -msgid "THEME HAS BEEN UPDATED" -msgstr "" - -#, c-format -msgid "" -"COULDN'T RENAME DIRECTORY \"%s\"\n" -"PERMISSION PROBLEMS?" -msgstr "" - -msgid "COULDN'T FIND THE THEMES LIST CONFIGURATION FILE" -msgstr "" - -msgid "" -"COULDN'T PARSE THE THEMES LIST CONFIGURATION FILE, MAYBE THE LOCAL " -"REPOSITORY IS CORRUPT?" -msgstr "" - -msgid "" -"IT SEEMS AS IF YOU'RE NOT RUNNING THE LATEST ES-DE RELEASE, PLEASE UPGRADE " -"BEFORE PROCEEDING AS THESE THEMES MAY NOT BE COMPATIBLE WITH YOUR VERSION" -msgstr "" - -msgid "and" -msgstr "και" - -#, c-format -msgid "" -"IT SEEMS AS IF THIS THEME HAS BEEN MANUALLY DOWNLOADED INSTEAD OF VIA THIS " -"THEME DOWNLOADER. A FRESH DOWNLOAD IS REQUIRED AND THE OLD THEME DIRECTORY " -"\"%s\" WILL BE RENAMED TO \"%s_DISABLED\"" -msgstr "" - -msgid "DOWNLOADING THEME" -msgstr "ΛΗΨΗ ΘΕΜΑΤΟΣ" - -#, c-format -msgid "" -"IT SEEMS AS IF THIS THEME REPOSITORY IS CORRUPT, WHICH COULD HAVE BEEN " -"CAUSED BY AN INTERRUPTION OF A PREVIOUS DOWNLOAD OR UPDATE, FOR EXAMPLE IF " -"THE ES-DE PROCESS WAS KILLED. A FRESH DOWNLOAD IS REQUIRED AND THE OLD THEME " -"DIRECTORY \"%s\" WILL BE RENAMED TO \"%s_CORRUPT_DISABLED\"" -msgstr "" - -#, c-format -msgid "" -"IT SEEMS AS IF THIS IS A SHALLOW REPOSITORY WHICH MEANS THAT IT HAS BEEN " -"DOWNLOADED USING SOME OTHER TOOL THAN THIS THEME DOWNLOADER. A FRESH " -"DOWNLOAD IS REQUIRED AND THE OLD THEME DIRECTORY \"%s\" WILL BE RENAMED TO " -"\"%s_DISABLED\"" -msgstr "" - -#, c-format -msgid "" -"THE LOCALLY CLONED REPOSITORY CONTAINS THE WRONG URL WHICH NORMALLY MEANS " -"THE THEME HAS BEEN MOVED TO A NEW GIT SITE. A FRESH DOWNLOAD IS REQUIRED AND " -"THE OLD THEME DIRECTORY \"%s\" WILL BE RENAMED TO \"%s_WRONG_URL_DISABLED\"" -msgstr "" - -#, c-format -msgid "" -"THEME REPOSITORY \"%s\" CONTAINS LOCAL CHANGES. PROCEED TO OVERWRITE YOUR " -"CHANGES OR CANCEL TO SKIP ALL UPDATES FOR THIS THEME" -msgstr "" - -msgid "UPDATING THEME" -msgstr "ΑΝΑΒΑΘΜΗΣΗ ΘΕΜΑΤΟΣ" - -msgid "VARIANTS:" -msgstr "ΠΑΡΑΛΛΑΓEΣ:" - -msgid "COLOR SCHEMES:" -msgstr "" - -msgid "ASPECT RATIOS:" -msgstr "" - -msgid "FONT SIZES:" -msgstr "ΜΕΓΕΘΗ ΦΟΝΤΟΥ:" - -msgid "INSTALLED" -msgstr "ΕΓΚΑΤΑΣΤΗΜΕΝΟ" - -msgid "MANUAL DOWNLOAD" -msgstr "ΧΕΙΡΟΚΙΝΗΤΗ ΛΗΨΗ" - -msgid "CORRUPT" -msgstr "" - -msgid "SHALLOW" -msgstr "" - -msgid "NOT INSTALLED (NEW)" -msgstr "" - -msgid "NOT INSTALLED" -msgstr "ΜΗ ΕΓΚΑΤΑΣΤΗΜΕΝΟ" - -msgid "WRONG URL" -msgstr "" - -msgid "LOCAL CHANGES" -msgstr "" - -msgid "THIS THEME ENTRY WILL BE REMOVED IN THE NEAR FUTURE" -msgstr "" - -msgid "CREATED BY" -msgstr "ΔΗΜΙΟΥΡΓHΘΗΚΕ ΑΠO" - -msgid "ERROR:" -msgstr "ΣΦΑΛΜΑ:" - -msgid "COULDN'T DOWNLOAD THEMES LIST" -msgstr "" - -msgid "DOWNLOADING THEMES LIST" -msgstr "" - -msgid "THIS WILL COMPLETELY DELETE THE THEME" -msgstr "" - -msgid "" -"THIS WILL COMPLETELY DELETE THE THEME INCLUDING ANY LOCAL CUSTOMIZATIONS" -msgstr "" - -msgid "COULDN'T DELETE THEME, PERMISSION PROBLEMS?" -msgstr "" - -msgid "THEME WAS DELETED" -msgstr "" - -msgid "view screenshots" -msgstr "" - -msgid "fetch updates" -msgstr "" - -msgid "delete" -msgstr "διαγραφη" - -msgid "download" -msgstr "λήψη" - -msgid "" -"IT SEEMS AS IF THE THEMES LIST REPOSITORY IS CORRUPT, WHICH COULD HAVE BEEN " -"CAUSED BY AN INTERRUPTION OF A PREVIOUS DOWNLOAD OR UPDATE, FOR EXAMPLE IF " -"THE ES-DE PROCESS WAS KILLED. A FRESH DOWNLOAD IS REQUIRED AND THE OLD " -"DIRECTORY \"themes-list\" WILL BE RENAMED TO \"themes-list_CORRUPT_DISABLED\"" -msgstr "" - -msgid "UPDATING THEMES LIST" -msgstr "" - -msgid "" -"IT SEEMS AS IF YOU'RE USING THE THEME DOWNLOADER FOR THE FIRST TIME. AS SUCH " -"THE THEMES LIST REPOSITORY WILL BE DOWNLOADED WHICH WILL TAKE A LITTLE " -"WHILE. SUBSEQUENT RUNS WILL HOWEVER BE MUCH FASTER AS ONLY NEW OR MODIFIED " -"FILES WILL BE FETCHED. THE SAME IS TRUE FOR ANY THEMES YOU DOWNLOAD. NOTE " -"THAT YOU CAN'T ABORT AN ONGOING DOWNLOAD AS THAT COULD LEAD TO DATA " -"CORRUPTION." -msgstr "" - msgid "browse" -msgstr "" +msgstr "περιήγηση" msgid "pdf manual" msgstr "pdf εγχειρίδιο" @@ -1977,7 +325,7 @@ msgid "BOX BACK COVER" msgstr "" msgid "TITLE SCREEN" -msgstr "" +msgstr "ΟΘΟΝΗ ΤΙΤΛΟΥ" msgid "FAN ART" msgstr "FAN ART" @@ -2020,7 +368,7 @@ msgstr "ΠΕΡΙΓΡΑΦΗ" msgctxt "metadata" msgid "ENTER DESCRIPTION" -msgstr "" +msgstr "ΕΙΣΑΓΩΓΗ ΠΕΡΙΓΡΑΦΗΣ" msgctxt "metadata" msgid "RATING" @@ -2158,51 +506,27 @@ msgstr "" msgid "Error loading box cover image, corrupt file?" msgstr "" +"Σφάλμα κατά τη φόρτωση εικόνας εξωφύλλου κουτιού, κατεστραμμένο αρχείο;" +#, fuzzy msgid "Error loading physical media image, corrupt file?" -msgstr "" +msgstr "Προβλημα στη φόρτωση " #, c-format msgid "PAGE %s OF %s" msgstr "ΣΕΛΙΔΑ %s ΤΟΥ %s" msgid "pan" -msgstr "" +msgstr "pan" msgid "reset" msgstr "επαναφορά" msgid "game media" -msgstr "" +msgstr "ΠΟΛΥΜΕΣΑ ΠΑΙΧΝΙΔΙΩΝ" msgid "zoom" -msgstr "" - -msgid "Network error:" -msgstr "Σφάλμα δικτύου:" - -msgid "Media directory does not exist and can't be created." -msgstr "" - -msgid "Permission problems?" -msgstr "Πρόβλημα δικαιωμάτων?" - -msgid "Failed to open path for writing media file." -msgstr "" - -msgid "Couldn't save media file, permission problems or is the disk full?" -msgstr "" -"Δεν μπόρεσε να αποθηκεύσει το αρχείο πολυμέσων, σφάλμα δικαιωμάτων ή ο " -"δίσκος γεμάτος?" - -msgid "Couldn't save resized image, permission problems or is the disk full?" -msgstr "" - -msgid "ScreenScraper error:" -msgstr "Σφάλμα ScreenScraper:" - -msgid "ScreenScraper: Wrong username or password" -msgstr "ScreenScraper: Λάθος όνομα ή κωδικό" +msgstr "zoom" msgid "No Entries Found" msgstr "Δεν βρέθηκαν καταχωρίσεις" @@ -2231,6 +555,1717 @@ msgctxt "theme" msgid "collections" msgstr "συλλογές" +msgid "ALTERNATIVE EMULATORS" +msgstr "ΕΝΑΛΛΑΚΤΙΚOI ΕΞΟΜΟΙΩΤEΣ" + +msgid "BACK" +msgstr "ΠΙΣΩ" + +msgid "back" +msgstr "πισω" + +msgid "INVALID ENTRY" +msgstr "ΑΚΥΡΗ ΕΙΣΟΔΟΣ" + +#, fuzzy +msgid "CLEARED ENTRY" +msgstr "ΚΑΘΑΡΙΣΤ" + +msgid "NO ALTERNATIVE EMULATORS DEFINED" +msgstr "ΔΕΝ ΟΡΙΣTΗΚΑΝ ΕΝΑΛΛΑΚΤΙΚΟΙ ΕΞΟΙOMHTEΣ" + +msgid "CLEAR INVALID ENTRY" +msgstr "ΚΑΘΑΡΙΣΜΟΣ ΜΗ ΑΠΟΔΕΚΤΗΣ ΕΙΣΑΓΟΓΗΣ" + +msgid "DEFAULT" +msgstr "ΠΡΟΕΠΙΛΟΓΈΣ" + +msgid "select" +msgstr "επιλέξετε" + +msgid "APPLICATION UPDATER" +msgstr "" + +msgid "INSTALLATION STEPS:" +msgstr "ΒΗΜΑΤΑ ΕΓΚΑΤΑΣΤΑΣΗΣ:" + +msgid "DOWNLOAD NEW RELEASE" +msgstr "ΛΗΨΗ ΝΕΑΣ ΕΚΔΟΣΗΣ" + +msgid "DOWNLOAD NEW RELEASE TO THIS DIRECTORY:" +msgstr "" + +msgid "INSTALL PACKAGE" +msgstr "ΛΗΨΗ ΠΑΚΕΤΟΥ" + +msgid "QUIT AND MANUALLY RESTART ES-DE" +msgstr "ΕΞΟΔΟΣ ΚΑΙ ΧΕΙΡΟΚΙΝΗΤΗ ΕΠΑΝΕΚΙΝΙΣΗ ES-DE" + +msgid "QUIT AND MANUALLY UPGRADE ES-DE" +msgstr "ΕΞΟΔΟΣ ΚΑΙ ΧΕΙΡΟΚΙΝΗΤΗ ΑΝΑΒΑΘΜΗΣΗ ES-DE" + +msgid "STATUS MESSAGE:" +msgstr "" + +msgid "DOWNLOAD" +msgstr "ΛΗΨΗ" + +msgid "download new release" +msgstr "λήψη νέας έκδοσης" + +msgid "Download directory does not exist" +msgstr " Κατάλογος λήψης δεν υπάρχει" + +msgid "CHANGE DIRECTORY" +msgstr "ΑΛΛΑΓΗ ΦΑΚΕΛΟΥ" + +msgid "change download directory" +msgstr "αλλαγή φακέλου λήψης" + +msgid "ENTER DOWNLOAD DIRECTORY" +msgstr "ΕΙΣΗΓΑΓΕ ΦΑΚΕΛΟ ΛΗΨΗΣ" + +msgid "CANCEL" +msgstr "ΑΚΎΡΩΣΗ" + +msgid "cancel" +msgstr "ακύρωση" + +msgid "DOWNLOAD ABORTED" +msgstr "ΕΓΚΑΤΑΣΤΑΣΗ ΜΑΤΑΙΟΘΗΚΕ" + +msgid "NO PACKAGE SAVED TO DISK" +msgstr "ΔΕΝ ΑΠΟΘΗΚΕΥΤΙΚΕ ΠΑΚΕΤΟ ΣΤΟΝ ΔΙΣΚΟ" + +msgid "OK" +msgstr "ΕΝΤΆΞΕΙ" + +msgid "PACKAGE WAS DOWNLOADED AND CAN BE MANUALLY INSTALLED" +msgstr "" + +msgid "DOWNLOADING 100%" +msgstr "ΕΓΚΑΤΑΣΤΑΣΗ 100%" + +msgid "Downloaded file does not match expected MD5 checksum" +msgstr "" + +msgid "Error: Couldn't delete temporary package file, permission problems?" +msgstr "" + +msgid "Error: Couldn't write package file, permission problems?" +msgstr "" +"Σφάλμα: Δεν ήταν δυνατή η εγγραφή του αρχείου πακέτου, προβλήματα αδειών;" + +msgid "Error: Couldn't set permissions on AppImage file" +msgstr "Σφαλμα: Δεν γινονταν ο ορισμος δικαιοματων στο AppImage Αρχειο" + +#, c-format +msgid "Downloaded %s" +msgstr "Το %s κατεβάστηκε" + +msgid "Error: Couldn't open AppImage update file for reading" +msgstr "" + +msgid "Error: Downloaded file does not match expected MD5 checksum" +msgstr "" + +msgid "Error: Couldn't rename running AppImage file, permission problems?" +msgstr "" + +msgid "Error: Couldn't replace running AppImage file, permission problems?" +msgstr "" +"Σφάλμα: Δεν ήταν δυνατή η αντικατάσταση του εκτελούμενου αρχείου AppImage, " +"προβλήματα αδειών;" + +#, c-format +msgid "Successfully installed as %s" +msgstr "Εγκαταστάθηκε επιτυχές ως %s" + +msgid "DOWNLOADING" +msgstr "ΚΑΤΕΒΑΙΝΕΙ" + +msgid "INSTALL" +msgstr "ΕΓΚΑΤΑΣΤΑΣΗ" + +msgid "install package" +msgstr "λήψη πακέτου" + +msgid "Find the detailed changelog at" +msgstr "Βρες της λεπτομερες αλλαγες στο" + +msgid "QUIT" +msgstr "ΕΞΟΔΟΣ" + +msgid "quit application" +msgstr "έξοδος από την εφαρμογή" + +#, c-format +msgid "FINISH EDITING '%s' COLLECTION" +msgstr "" + +msgid "SELECT COLLECTIONS" +msgstr "ΕΠΕΛΕΞΕ ΣΥΛΛΟΓΕΣ" + +msgid "AUTOMATIC GAME COLLECTIONS" +msgstr "" + +msgid "CUSTOM GAME COLLECTIONS" +msgstr "" + +msgid "CREATE NEW CUSTOM COLLECTION FROM THEME" +msgstr "" + +msgid "SELECT THEME FOLDER" +msgstr "ΕΠΕΛΕΞΕ ΦΑΚΕΛΟ ΘΕΜΑΤΩΝ" + +msgid "CREATE NEW CUSTOM COLLECTION" +msgstr "" + +msgid "NEW COLLECTION NAME" +msgstr "ΟΝΟΜΑ ΝΕΑΣ ΣΥΛΛΟΓΗΣ" + +msgid "CREATE" +msgstr "ΔΗΜΙΟΥΡΓΙΑ" + +msgid "CREATE COLLECTION?" +msgstr "ΔΗΜΙΟΥΡΓΙΑ ΣΥΛΛΟΓΗΣ?" + +msgid "DELETE CUSTOM COLLECTION" +msgstr "ΔΙΑΓΡΑΦΗ ΠΡΟΣΑΡΜΟΣΜΕΝΗΣ ΣΥΛΛΟΓΗΣ" + +msgid "COLLECTION TO DELETE" +msgstr "ΣΥΛΛΟΓΗ ΝΑ ΔΙΑΓΡΑΦΕΙ" + +#, c-format +msgid "" +"THIS WILL PERMANENTLY DELETE THE COLLECTION\n" +"'%s'\n" +"ARE YOU SURE?" +msgstr "" +"ΑΥΤΟ ΘΑ ΔΙΑΓΡΑΨΕΙ ΟΡΙΣΤΙΚΑ ΤΗΝ ΣΥΛΛΟΓΗ\n" +"'%s'\n" +"ΕΙΣΤΕ ΣΙΓΟΥΡΟΙ?" + +msgid "YES" +msgstr "ΝΑΙ" + +msgid "NO" +msgstr "ΟΧΙ" + +msgid "GROUP CUSTOM COLLECTIONS" +msgstr "" + +msgid "IF UNTHEMED" +msgstr "" + +msgid "ALWAYS" +msgstr "ΠAΝΤΑ" + +msgid "NEVER" +msgstr "ΠΟΤΕ" + +msgid "SORT FAVORITES ON TOP FOR CUSTOM COLLECTIONS" +msgstr "" + +msgid "DISPLAY STAR MARKINGS FOR CUSTOM COLLECTIONS" +msgstr "" + +msgid "FILTER GAMELIST" +msgstr "ΦΙΛΤΡΟ ΣΤΗ ΛΙΣΤΑ ΠΑΙΧΝΙΔΙΩΝ" + +msgid "RESET ALL FILTERS" +msgstr "" + +msgid "GAME NAME" +msgstr "ΟΝΟΜΑ ΠΑΙΧΝΙΔΙΟΥ" + +msgid "APPLY CHANGES?" +msgstr "ΕΦΑΡΜΟΣΕ ΑΛΛΑΓΕΣ?" + +#, fuzzy +msgid "NOTHING TO FILTER" +msgstr "ΤΙΠΟΤΑ ΝΑ ΦΙΛΤΡΑΡΩ" + +#, fuzzy +msgid "GAMELIST OPTIONS" +msgstr "ΡΥΘΜΙΣΕΙΣ ΛΙΣΤΑ ΠΑΙΧΝΙΔΙΩΝ" + +msgid "JUMP TO..." +msgstr "Άλμα σε..." + +msgid "SORT GAMES BY" +msgstr "ΤΑΞΙΝΟΜΗΣΗ ΠΑΙΧΝΙΔΙΩΝ ΜΕ" + +msgid "THIS SYSTEM HAS NO GAMES" +msgstr "ΑΥΤΟ ΤΟ ΣΥΣΤΗΜΑ ΔΕΝ ΕΧΕΙ ΠΑΙΧΝΙΔΙΑ" + +msgid "ADD/REMOVE GAMES TO THIS COLLECTION" +msgstr "ΠΡΟΣΘΗΚΗ/ΑΦΑΙΡΕΣΗ ΠΑΙΧΝΙΔΩΝ ΣΕ ΑΥΤΗ ΤΗ ΣΥΛΛΟΓΗ" + +msgid "EDIT THIS FOLDER'S METADATA" +msgstr "" + +msgid "EDIT THIS GAME'S METADATA" +msgstr "" + +msgid "ENTER FOLDER (OVERRIDE FOLDER LINK)" +msgstr "" + +msgid "CLOSE" +msgstr "ΚΛΕΙΣΕ" + +msgid "close" +msgstr "κλεισε" + +msgid "APPLY" +msgstr "ΕΦΑΡΜΟΓΗ" + +msgid "apply" +msgstr "εφαρμογη" + +msgid "close (apply)" +msgstr "κλείσε (εφαρμογή)" + +msgid "close (cancel)" +msgstr "κλείσε (ακύρωσή)" + +msgid "LAUNCHING GAME" +msgstr "ΕΝΑΡΞΗ ΠΑΙΧΝΙΔΙΟΥ" + +msgid "HELP PROMPTS" +msgstr "" + +msgid "TOP" +msgstr "ΚΟΡΥΦΗ" + +msgid "BOTTOM" +msgstr "" + +msgid "DISABLED" +msgstr "ΑΠΕΝΕΡΓΟΠΟΙΗΜΕΝΟ" + +msgid "DISPLAY MEDIA TYPES" +msgstr "" + +msgid "KEEP VIDEOS RUNNING WHEN VIEWING IMAGES" +msgstr "" + +msgid "STRETCH VIDEOS TO SCREEN RESOLUTION" +msgstr "" + +msgid "RENDER SCANLINES FOR VIDEOS" +msgstr "" + +msgid "RENDER BLUR FOR VIDEOS" +msgstr "" + +msgid "RENDER SCANLINES FOR SCREENSHOTS AND TITLES" +msgstr "" + +msgid "MAIN MENU" +msgstr "ΚΥΡΊΩΣ ΜΕΝΟΎ" + +msgid "SCRAPER" +msgstr "SCRAPER" + +msgid "UI SETTINGS" +msgstr "ΡΥΘΜΙΣΕΙΣ UI" + +msgid "SOUND SETTINGS" +msgstr "ΡΥΘΜΙΣΕΙΣ ΗΧΟΥ" + +msgid "INPUT DEVICE SETTINGS" +msgstr "ΡΥΘΜΙΣΕΙΣ ΣΥΣΚΕΥΗΣ ΕΙΣΟΔΟΥ" + +msgid "GAME COLLECTION SETTINGS" +msgstr "ΡΥΓΜΙΣΕΙΣ ΣΥΛΛΟΓΩΝ ΠΑΙΧΝΙΔΙΩΝ" + +msgid "OTHER SETTINGS" +msgstr "ΑΛΛΕΣ ΡΥΘΜΙΣΕΙΣ" + +msgid "UTILITIES" +msgstr "" + +msgid "QUIT ES-DE" +msgstr "ΕΞΟΔΟΣ ES-DE" + +msgid "THEME" +msgstr "ΘΕΜΑ" + +msgid "THEME DOWNLOADER" +msgstr "ΚΑΤΕΒΑΣΤΗΣ ΘΕΜΑΤΩΝ" + +msgid "THEME VARIANT" +msgstr "" + +msgid "NONE DEFINED" +msgstr "" + +msgid "THEME COLOR SCHEME" +msgstr "" + +msgid "THEME FONT SIZE" +msgstr "ΜΕΓΕΘΟΣ ΓΡΑΜΜΑΤΟΣΕΙΡΑΣ ΘΕΜΑΤΟΣ" + +msgid "THEME ASPECT RATIO" +msgstr "" + +msgid "THEME TRANSITIONS" +msgstr "ΕΝΑΛΑΓΕΣ ΘΕΜΑΤΟΣ" + +msgid "AUTOMATIC" +msgstr "ΑΥΤΟΜΑΤΑ" + +msgid "THEME PROFILE" +msgstr "ΠΡΟΦΙΛ ΘΕΜΑΤΟΣ" + +msgid "INSTANT (BUILT-IN)" +msgstr "ΣΤΙΓΜΙΑΙΟ (ΕΝΣΩΜΑΤΟΜΕΝΟ)" + +msgid "SLIDE (BUILT-IN)" +msgstr "ΓΛΙΣΤΡΗΜΑ (ΕΝΣΩΜΑΤΟΜΕΝΟ)" + +msgid "FADE (BUILT-IN)" +msgstr "ΣΒΗΣΙΜΟ (ΕΝΣΩΜΑΤΟΜΕΝΟ)" + +msgid "THEME LANGUAGE" +msgstr "ΓΛΩΣΣΑ ΘΕΜΑΤΟΣ" + +msgid "APPLICATION LANGUAGE" +msgstr "" + +msgid "QUICK SYSTEM SELECT" +msgstr "ΓΡΗΓΟΡΗ ΕΠΙΛΟΓΗ ΣΥΣΤΗΜΑΤΟΣ" + +msgid "LEFT/RIGHT OR SHOULDERS" +msgstr "" + +msgid "LEFT/RIGHT OR TRIGGERS" +msgstr "" + +msgid "SHOULDERS" +msgstr "" + +msgid "TRIGGERS" +msgstr "" + +msgid "LEFT/RIGHT" +msgstr "ΑΡΙΣΤΕΡΑ/ΔΕΞΙΑ" + +msgid "GAMELIST ON STARTUP" +msgstr "ΛΙΣΤΑ ΠΑΙΧΝΙΔΙΩΝ ΣΤΗΝ ΕΚΚΙΝΗΣΗ" + +msgid "NONE" +msgstr "ΚΑΝΕΝΑ" + +msgid "SYSTEMS SORTING" +msgstr "" + +msgid "FULL NAMES OR CUSTOM" +msgstr "" + +msgid "RELEASE YEAR" +msgstr "ΗΜΕΡΟΜΗΝΙΑ ΕΚΔΟΣΗΣ" + +msgid "MANUFACTURER, RELEASE YEAR" +msgstr "ΚΑΤΑΣΚΕΥΑΣΤΗΣ, ΕΤΟΣ ΚΥΚΛΟΦΟΡΙΑΣ" + +#, fuzzy +msgid "HW TYPE, RELEASE YEAR" +msgstr "ΤΥΠΟΣ , ΕΤΟΣ ΕΚΔΟΣΗΣ" + +msgid "MANUFACTURER, HW TYPE, REL. YEAR" +msgstr "ΚΑΤΑΣΚΕΥΑΣΤΉΣ, ΤΎΠΟΣ HW, ΈΤΟΣ ΚΥΚΛΟΦΟΡΊΑΣ" + +msgctxt "short" +msgid "GAMES DEFAULT SORT ORDER" +msgstr "" + +msgid "GAMES DEFAULT SORT ORDER" +msgstr "" + +msgid "MENU COLOR SCHEME" +msgstr "" + +msgid "DARK" +msgstr "ΣΚΟΤΕΙΝΟ" + +msgid "DARK AND RED" +msgstr "ΣΚΟΤΙΝΟ ΚΑΙ ΚΟΚΚΙΝΟ" + +msgid "LIGHT" +msgstr "ΦΩΤΕΙΝΟ" + +msgid "MENU OPENING ANIMATION" +msgstr "" + +msgid "SCALE-UP" +msgstr "" + +msgid "LAUNCH SCREEN DURATION" +msgstr "" + +msgid "NORMAL" +msgstr "ΚΑΝΟΝΙΚΑ" + +msgid "BRIEF" +msgstr "ΣΥΝΤΟΜΑ" + +msgid "LONG" +msgstr "ΜΑΚΡΥ" + +msgid "UI MODE" +msgstr "ΛΕΙΤΟΥΡΓΙΑ UI" + +msgid "FULL" +msgstr "ΓΕΜΑΤΟ" + +msgid "KIOSK" +msgstr "KIOSK" + +msgid "KID" +msgstr "ΠΑΙΔΙ" + +#, c-format +msgid "" +"THIS CHANGES THE UI TO THE RESTRICTED MODE\n" +"'KIOSK'\n" +"THIS WILL HIDE MOST MENU OPTIONS\n" +"TO UNLOCK AND RETURN TO THE FULL UI, ENTER THIS CODE:\n" +"%s\n" +"\n" +"DO YOU WANT TO PROCEED?" +msgstr "" + +#, c-format +msgid "" +"THIS CHANGES THE UI TO THE RESTRICTED MODE\n" +"'KID'\n" +"THIS ONLY ENABLES GAMES THAT HAVE BEEN FLAGGED\n" +"AS SUITABLE FOR CHILDREN\n" +"TO UNLOCK AND RETURN TO THE FULL UI, ENTER THIS CODE:\n" +"%s\n" +"\n" +"DO YOU WANT TO PROCEED?" +msgstr "" + +#, fuzzy +msgid "RANDOM ENTRY BUTTON" +msgstr "ΚΟΥΜΠΙ ΤΥΧΑΙΑΣ ΕΙΣΑΓΩΓΗΣ" + +msgid "GAMES ONLY" +msgstr "ΜΌΝΟ ΠΑΙΧΝΊΔΙΑ" + +msgid "GAMES AND SYSTEMS" +msgstr "ΠΑΙΧΝΙΔΙΑ ΚΑΙ ΣΥΣΤΗΜΑΤΆ" + +msgid "MEDIA VIEWER SETTINGS" +msgstr "ΡΥΘΜΙΣΕΙΣ MEDIA VIEWER" + +msgid "SCREENSAVER SETTINGS" +msgstr "ΡΥΘΜΙΣΕΙΣ SCREENSAVER" + +msgid "ENABLE THEME VARIANT TRIGGERS" +msgstr "" + +msgid "BLUR BACKGROUND WHEN MENU IS OPEN" +msgstr "ΘΟΛΩΣΕ ΠΑΡΑΣΚΗΝΙΟ ΟΤΑΝ ΤΟ ΜΕΝΟΥ ΕΙΝΑΙ ΑΝΟΙΧΤΟ" + +msgid "SORT FOLDERS ON TOP OF GAMELISTS" +msgstr "ΚΑΤΕΤΑΞΕ ΦΑΚΕΛΟΥΣ ΠΑΝΩ ΣΤΙΣ ΛΙΣΤΕΣ ΠΑΙΧΝΙΔΙΩΝ" + +msgid "SORT FAVORITE GAMES ABOVE NON-FAVORITES" +msgstr "" + +msgid "ADD STAR MARKINGS TO FAVORITE GAMES" +msgstr "ΠΡΟΣΘΗΚΗ ΑΣΤΕΡΩΝ ΣΤΑ ΑΓΑΠΗΜΕΝΑ ΠΑΙΧΝΙΔΙΑ" + +msgid "ENABLE TEXTLIST QUICK SCROLLING OVERLAY" +msgstr "" + +msgid "ENABLE VIRTUAL KEYBOARD" +msgstr "" + +msgid "ENABLE TOGGLE FAVORITES BUTTON" +msgstr "" + +msgid "ENABLE GAMELIST FILTERS" +msgstr "ΕΝΕΡΓΟΠΟΙΗΣΗ ΦΙΛΤΡΟ ΠΑΙΧΝΙΔΙΩΝ" + +msgid "DISPLAY ON-SCREEN HELP" +msgstr "" + +msgid "AUDIO DRIVER" +msgstr "DRIVER ΗΧΟΥ" + +msgid "AUDIO DRIVER (REQUIRES RESTART)" +msgstr "DRIVER ΗΧΟΥ (ΧΡΕΙΑΖΕΤΑΙ ΕΠΑΝΕΚΚΙΝΗΣΗ)" + +msgid "SYSTEM VOLUME" +msgstr "ΕΝΤΑΣΗ ΣΥΣΤΗΜΑΤΟΣ" + +msgid "NAVIGATION SOUNDS VOLUME" +msgstr "" + +msgid "VIDEO PLAYER VOLUME" +msgstr "ΕΝΤΑΣΗ ΒΙΝΤΕΟ PLAYER" + +msgid "PLAY AUDIO FOR GAMELIST AND SYSTEM VIEW VIDEOS" +msgstr "" + +msgid "PLAY AUDIO FOR MEDIA VIEWER VIDEOS" +msgstr "" + +msgid "PLAY AUDIO FOR SCREENSAVER VIDEOS" +msgstr "" + +msgid "ENABLE NAVIGATION SOUNDS" +msgstr "" + +msgid "CONTROLLER TYPE" +msgstr "ΕΙΔΟΣ ΤΗΛΕΧΗΡΙΣΤΙΡΙΟΥ" + +msgid "TOUCH OVERLAY SIZE" +msgstr "" + +msgid "MEDIUM" +msgstr "ΜΕΣΑΙΟ" + +msgid "LARGE" +msgstr "ΜΕΓΑΛΟ" + +msgid "SMALL" +msgstr "ΜΙΚΡΟ" + +msgid "EXTRA SMALL" +msgstr "EXTRA ΜΙΚΡΟ" + +msgid "TOUCH OVERLAY OPACITY" +msgstr "" + +msgid "LOW" +msgstr "ΧΑΜΗΛΟ" + +msgid "VERY LOW" +msgstr "ΠΟΛΥ ΧΑΜΗΛΟ" + +msgid "TOUCH OVERLAY FADE-OUT TIME" +msgstr "" + +#, fuzzy +msgid "ENABLE TOUCH OVERLAY" +msgstr "ΕΝΕΡΓΟΠΟΙΗΣΗ ΕΠΙΚΑΛΥΨΗΣ ΑΦΓΗΣ" + +msgid "" +"DON'T DISABLE THE TOUCH OVERLAY UNLESS YOU ARE USING A CONTROLLER OR YOU " +"WILL LOCK YOURSELF OUT OF THE APP. IF THIS HAPPENS YOU WILL NEED TO " +"TEMPORARILY PLUG IN A CONTROLLER OR A KEYBOARD TO ENABLE THIS SETTING AGAIN, " +"OR YOU COULD CLEAR THE ES-DE STORAGE IN THE ANDROID APP SETTINGS TO FORCE " +"THE CONFIGURATOR TO RUN ON NEXT STARTUP" +msgstr "" + +msgid "ONLY ACCEPT INPUT FROM FIRST CONTROLLER" +msgstr "ΑΠΟΔΟΧΗ ΕΙΣΟΔΟΥ ΜΟΝΟ ΑΠΟ ΤΟ ΠΡΩΤΟ ΧΕΙΡΙΣΤΙΡΙΟ" + +msgid "SWAP THE A/B AND X/Y BUTTONS" +msgstr "ΑΛΛΑΓΗ ΤΩΝ ΚΟΥΜΠΙΩΝ A/B ΜΕ ΤΑ X/Y" + +msgid "IGNORE KEYBOARD INPUT" +msgstr "ΑΓΝΟΗΣΗ ΕΙΣΑΓΩΓΗ ΠΛΗΚΡΟΛΟΓΙΟΥ" + +msgid "CONFIGURE KEYBOARD AND CONTROLLERS" +msgstr "" + +#, fuzzy +msgid "" +"THE KEYBOARD AND CONTROLLERS ARE AUTOMATICALLY CONFIGURED, BUT USING THIS " +"TOOL YOU CAN OVERRIDE THE DEFAULT BUTTON MAPPINGS (THIS WILL NOT AFFECT THE " +"HELP PROMPTS)" +msgstr "" +"ΤΟ ΠΛΗΚΤΡΟΛΌΓΙΟ ΚΑΙ ΟΙ ΕΛΕΓΚΤΈΣ ΡΥΘΜΊΖΟΝΤΑΙ ΑΥΤΌΜΑΤΑ, ΑΛΛΆ ΧΡΗΣΙΜΟΠΟΙΏΝΤΑΣ " +"ΑΥΤΌ ΤΟ ΕΡΓΑΛΕΊΟ ΜΠΟΡΕΊΤΕ ΝΑ ΠΑΡΑΚΆΜΨΕΤΕ ΤΙΣ ΠΡΟΕΠΙΛΕΓΜΈΝΕΣ ΑΝΤΙΣΤΟΙΧΊΣΕΙΣ " +"ΚΟΥΜΠΙΏΝ (ΑΥΤΌ ΔΕΝ ΘΑ ΕΠΗΡΕΆΣΕΙ ΤΙΣ ΠΡΟΤΡΟΠΈΣ ΒΟΉΘΕΙΑΣ)" + +msgid "PROCEED" +msgstr "ΣΥΝΕΧΙΣΕ" + +msgid "GAME MEDIA DIRECTORY" +msgstr "" + +msgid "ENTER GAME MEDIA DIRECTORY" +msgstr "" + +msgid "Default directory:" +msgstr "Προεπιλεγμένη τοποθεσία:" + +msgid "SAVE" +msgstr "ΑΠΟΘΗΚΕΥΣΗ" + +msgid "SAVE CHANGES?" +msgstr "ΑΠΟΘΗΚΕΥΣΗ ΑΛΛΑΓΩΝ?" + +msgid "load default directory" +msgstr "φόρτωση προεπιλεγμένου καταλόγου" + +msgid "VRAM LIMIT" +msgstr "ΟΡΙΟ VRAM" + +msgid "ANTI-ALIASING (MSAA)" +msgstr "" + +msgid "2X" +msgstr "2X" + +msgid "4X" +msgstr "4X" + +msgid "ANTI-ALIASING (MSAA) (REQUIRES RESTART)" +msgstr "" + +msgid "DISPLAY/MONITOR INDEX" +msgstr "" + +msgid "DISPLAY/MONITOR INDEX (REQUIRES RESTART)" +msgstr "" + +msgid "ROTATE SCREEN" +msgstr "ΠΕΡΙΣΤΟΦΗ ΟΘΟΝΗΣ" + +msgid "90 DEGREES" +msgstr "90 ΜΟΊΡΕΣ" + +msgid "180 DEGREES" +msgstr "180 ΜΟΙΡΕΣ" + +msgid "270 DEGREES" +msgstr "270 ΜΟΊΡΕΣ" + +msgid "ROTATE SCREEN (REQUIRES RESTART)" +msgstr "ΠΕΡΙΣΤΡΟΦΗ ΟΘΟΝΗΣ (ΧΡΙΑΖΕΤΕ ΕΠΑΝΕΚΙΝΗΣΗ)" + +msgid "KEYBOARD QUIT SHORTCUT" +msgstr "ΣΥΝΤΟΜΕΥΣΗ ΠΛΗΚΤΡΟΛΟΓΙΟΥ ΕΞΟΔΟΥ" + +msgctxt "short" +msgid "WHEN TO SAVE GAME METADATA" +msgstr "ΠΟΤΕ ΝΑ ΣΩΖΟΝΤΑΙ ΤΑ ΜΕΤΑΔΕΔΟΜΕΝΑ" + +msgid "ON EXIT" +msgstr "ΣΤΗΝ ΕΞΟΔΟ" + +msgid "WHEN TO SAVE GAME METADATA" +msgstr "ΠΟΤΕ ΝΑ ΣΩΖΟΝΤΑΙ ΤΑ ΜΕΤΑΔΕΔΟΜΕΝΑ" + +msgid "APPLICATION UPDATES" +msgstr "EΛΕΓΧΟ ΓΙΑ ΑΝΑΒΑΘΜIΣΕΙΣ ΛΟΓΙΣΜΙΚΟY" + +msgid "DAILY" +msgstr "ΗΜΕΡΉΣΙΑ" + +msgid "WEEKLY" +msgstr "ΕΒΔΟΜΑΔΙΑΊΑ" + +msgid "MONTHLY" +msgstr "ΜΗΝΙΑΊΑ" + +msgid "CHECK FOR APPLICATION UPDATES" +msgstr "EΛΕΓΧΟ ΓΙΑ ΑΝΑΒΑΘΜIΣΕΙΣ ΛΟΓΙΣΜΙΚΟY" + +msgid "INCLUDE PRERELEASES IN UPDATE CHECKS" +msgstr "" + +msgid "HIDE TASKBAR (REQUIRES RESTART)" +msgstr "" + +msgid "RUN IN BACKGROUND (WHILE GAME IS LAUNCHED)" +msgstr "" + +msgid "VIDEO HARDWARE DECODING (EXPERIMENTAL)" +msgstr "" + +msgid "UPSCALE VIDEO FRAME RATE TO 60 FPS" +msgstr "" + +msgid "ENABLE ALTERNATIVE EMULATORS PER GAME" +msgstr "" + +msgid "SHOW HIDDEN FILES AND FOLDERS" +msgstr "ΠΡΟΒΟΛΗ ΚΡΥΜΜΕΝΩΝ ΑΡΧΕΙΩΝ ΚΑΙ ΦΑΚΕΛΩΝ" + +msgid "SHOW HIDDEN GAMES" +msgstr "ΕΜΦΑΝΙΣΗ ΚΡΥΜΕΝΩΝ ΠΑΙΧΝΙΔΙΩΝ" + +msgid "ENABLE CUSTOM EVENT SCRIPTS" +msgstr "" + +msgid "ONLY SHOW GAMES FROM GAMELIST.XML FILES" +msgstr "" + +msgid "STRIP EXTRA MAME NAME INFO (REQUIRES RESTART)" +msgstr "" + +msgid "DISABLE DESKTOP COMPOSITION (REQUIRES RESTART)" +msgstr "" + +msgid "BACK BUTTON/BACK SWIPE EXITS APP" +msgstr "" + +msgid "DEBUG MODE" +msgstr "ΛΕΙΤΟΥΡΓΙΑ DEBUG" + +msgid "DISPLAY GPU STATISTICS OVERLAY" +msgstr "" + +msgid "ENABLE MENU IN KID MODE" +msgstr "ΕΝΕΡΓΩΠΟΙΗΣΕ ΜΕΝΟΥ ΣΤΗ ΛΕΙΤΟΥΡΓΙΑ ΠΑΙΔΙΟΥ" + +msgid "SHOW QUIT MENU (REBOOT AND POWER OFF ENTRIES)" +msgstr "ΕΜΦΑΝΙΣΗ ΜΕΝΟΥ ΕΞΟΔΟΥ (ΕΠΑΝΕΚΚΙΝΗΣΗ ΚΑΙ ΑΠΕΝΕΡΓΟΠΗΣΗ)" + +msgid "ORPHANED DATA CLEANUP" +msgstr "" + +msgid "CREATE/UPDATE SYSTEM DIRECTORIES" +msgstr "" + +msgid "" +"THIS WILL CREATE ALL GAME SYSTEM DIRECTORIES INSIDE YOUR ROM FOLDER AND IT " +"WILL ALSO UPDATE ALL SYSTEMINFO.TXT FILES. THIS IS A SAFE OPERATION THAT " +"WILL NOT DELETE OR MODIFY YOUR GAME FILES. TO DECREASE APPLICATION STARTUP " +"TIMES IT'S RECOMMENDED TO DELETE THE SYSTEM DIRECTORIES YOU DON'T NEED AFTER " +"RUNNING THIS UTILITY" +msgstr "" + +msgid "THE SYSTEM DIRECTORIES WERE SUCCESSFULLY CREATED" +msgstr "" + +msgid "" +"ERROR CREATING SYSTEM DIRECTORIES, PERMISSION PROBLEMS OR DISK FULL? SEE THE " +"LOG FILE FOR MORE DETAILS" +msgstr "" + +msgid "RESCAN ROM DIRECTORY" +msgstr "ΣΑΡΩΣΗ ROM ΚΑΤΑΛΟΓΟΥ" + +msgid "" +"THIS WILL RESCAN YOUR ROM DIRECTORY FOR CHANGES SUCH AS ADDED OR REMOVED " +"GAMES AND SYSTEMS" +msgstr "" + +msgid "REALLY QUIT?" +msgstr "ΣΙΓΟΥΡΑ ΕΞΟΔΟΣ?" + +msgid "REALLY REBOOT?" +msgstr "ΕΠΙΒΕΒΑΙΩΣΗ ΕΠΑΝΕΚΚΙΝΗΣΗΣ?" + +msgid "REBOOT SYSTEM" +msgstr "ΕΠΑΝΕΚΙΝΙΣΗ ΣΥΣΤΗΜΑΤΟΣ" + +msgid "REALLY POWER OFF?" +msgstr "ΕΠΙΒΕΒΑΙΩΣΗ ΑΠΕΝΕΡΓΟΠΟΙΗΣΗΣ?" + +msgid "POWER OFF SYSTEM" +msgstr "ΑΠΕΝΕΡΓΟΠΟΙΗΣΗ ΣΥΣΤΗΜΑΤΟΣ" + +msgctxt "short" +msgid "MEDIA VIEWER SETTINGS" +msgstr "ΡΥΘΜΙΣΕΙΣ MEDIA VIEWER" + +msgctxt "short" +msgid "SCREENSAVER SETTINGS" +msgstr "ΡΥΘΜΙΣΕΙΣ SCREENSAVER" + +msgid "choose" +msgstr "επελεξε" + +msgid "close menu" +msgstr "κλείσιμο μενού" + +msgid "EDIT METADATA" +msgstr "ΕΠΕΞΕΡΓΑΣΙΑ ΜΕΤΑΔΕΔΟΜΕΝΩΝ" + +#, fuzzy +msgid "CLEAR ENTRY" +msgstr "ΚΑΘΑΡΙΣΜΟΣ " + +msgid "SELECT EMULATOR" +msgstr "ΕΠΙΛΕΞΕΤΕ ΕΞΟΜΟΙΩΤΗ" + +msgid "SYSTEM-WIDE" +msgstr "" + +msgid "unknown" +msgstr "άγνωστο" + +msgid "SCRAPE" +msgstr "SCRAPE" + +msgid "scrape" +msgstr "scrape" + +msgid "save metadata" +msgstr "αποθήκευση μεταδιδόμενων" + +msgid "cancel changes" +msgstr "ακύρωση αλλαγών" + +msgid "" +"THIS WILL DELETE ANY MEDIA FILES AND THE GAMELIST.XML ENTRY FOR THIS FOLDER, " +"BUT NEITHER THE DIRECTORY ITSELF OR ANY CONTENT INSIDE IT WILL BE REMOVED\n" +"ARE YOU SURE?" +msgstr "" + +msgid "CLEAR" +msgstr "ΚΑΘΑΡΙΣΜΟΣ" + +msgid "clear folder" +msgstr "εκκαθάριση φακέλου" + +msgid "" +"THIS WILL DELETE ANY MEDIA FILES AND THE GAMELIST.XML ENTRY FOR THIS GAME, " +"BUT THE GAME FILE ITSELF WILL NOT BE REMOVED\n" +"ARE YOU SURE?" +msgstr "" + +msgid "clear file" +msgstr "καθαρισμός αρχείου" + +msgid "" +"THIS WILL DELETE THE GAME FILE, ANY MEDIA FILES AND THE GAMELIST.XML ENTRY\n" +"ARE YOU SURE?" +msgstr "" + +msgid "DELETE" +msgstr "ΔΙΑΓΡΑΦΗ" + +msgid "delete game" +msgstr "διαγραφή παιχνιδιού" + +msgid "MIXIMAGE OFFLINE GENERATOR" +msgstr "" + +msgid "NOT STARTED" +msgstr "ΔΕΝ ΑΡΧΙΣΕ" + +#, c-format +msgid "%i OF %i GAME PROCESSED" +msgid_plural "%i OF %i GAMES PROCESSED" +msgstr[0] "%i από τα %i παιχνίδι επεξεργασμένο" +msgstr[1] "%i από τα %i παιχνίδια επεξεργασμένα" + +msgid "Generated:" +msgstr "Δημιουργήθηκαν:" + +msgid "Overwritten:" +msgstr "Αντικαταστάθηκε:" + +msgid "Skipped:" +msgstr "Παραλήφθηκαν:" + +msgid "Skipped (existing):" +msgstr "Προσπεράστηκε (ήδη υπάρχον):" + +msgid "Failed:" +msgstr "Απέτυχε:" + +msgid "Processing:" +msgstr "Επεξεργάζομαι:" + +msgid "Last error message:" +msgstr "Τελευταίο μήνυμά σφάλματος:" + +msgid "START" +msgstr "ΕΝΑΡΞΗ" + +msgid "start processing" +msgstr "έναρξη επεξεργασίας" + +msgid "PAUSE" +msgstr "ΠΑΥΣΗ" + +msgid "pause processing" +msgstr "παύση επεξεργασίας" + +msgid "close (abort processing)" +msgstr "κλείσιμο (ακύρωση επεξεργασίας)" + +msgid "RUNNING..." +msgstr "ΤΡΕΧΕΙ..." + +msgid "PAUSED" +msgstr "ΣΕ ΠΑΥΣΗ" + +msgid "RUNNING" +msgstr "ΤΡΕΧΕΙ" + +msgid "DONE" +msgstr "ΟΛΟΚΛΗΡΏΘΗΚΕ" + +msgid "done (close)" +msgstr "ΤΕΛΟΣ" + +msgid "" +"THIS WILL REMOVE ALL MEDIA FILES WHERE NO MATCHING GAME FILES CAN BE FOUND. " +"THESE FILES WILL BE MOVED TO A CLEANUP FOLDER INSIDE YOUR GAME MEDIA " +"DIRECTORY. YOU CAN MANUALLY DELETE THIS FOLDER WHEN YOU ARE SURE IT'S NO " +"LONGER NEEDED." +msgstr "" + +msgid "" +"THIS WILL REMOVE ALL ENTRIES FROM YOUR GAMELIST XML FILES WHERE NO MATCHING " +"GAME FILES CAN BE FOUND. BACKUPS OF THE ORIGINAL FILES WILL BE SAVED TO A " +"CLEANUP FOLDER INSIDE YOUR GAMELISTS DIRECTORY. YOU CAN MANUALLY DELETE THIS " +"FOLDER WHEN YOU ARE SURE IT'S NO LONGER NEEDED." +msgstr "" + +msgid "" +"THIS WILL REMOVE ALL ENTRIES FROM YOUR CUSTOM COLLECTIONS CONFIGURATION " +"FILES WHERE NO MATCHING GAME FILES CAN BE FOUND. BACKUPS OF THE ORIGINAL " +"FILES WILL BE SAVED TO A CLEANUP FOLDER INSIDE YOUR COLLECTIONS DIRECTORY. " +"ONLY CURRENTLY ENABLED COLLECTIONS WILL BE PROCESSED." +msgstr "" + +msgid "DESCRIPTION:" +msgstr "ΠΕΡΙΓΡΑΦΗ:" + +#, fuzzy +msgid "TOTAL ENTRIES REMOVED:" +msgstr "ΣΥΝΟΛΟ ... ΠΟΥ ΑΦΕΡΕΘΗΚΑΝ" + +msgid "LAST PROCESSED SYSTEM:" +msgstr "ΤΕΛΕΥΤΑΙΟ ΣΥΣΤΗΜΑ ΠΟΥ ΕΠΕΞΕΡΓΑΣΤΙΚΕ" + +msgid "LAST ERROR MESSAGE:" +msgstr "" + +msgid "MEDIA" +msgstr "MEDIA" + +msgid "RUNNING MEDIA CLEANUP" +msgstr "" + +msgid "STOP" +msgstr "ΣΤΑΜΑΤΗΜΑ" + +msgid "stop processing" +msgstr "σταματα την επεξεργασια" + +msgid "GAMELISTS" +msgstr "ΛΙΣΤΕΣ ΠΑΙΧΝΙΔΙΩΝ" + +msgid "RUNNING GAMELISTS CLEANUP" +msgstr "" + +msgid "COLLECTIONS" +msgstr "ΣΥΛΛΟΓΕΣ" + +msgid "COLLECTIONS CLEANUP FAILED" +msgstr "" + +msgid "There are no enabled custom collections" +msgstr "Δεν υπάρχουν ενεργοποιημένες συλλογές" + +msgid "RUNNING COLLECTIONS CLEANUP" +msgstr "" + +msgid "PROCESSING" +msgstr "ΕΠΕΞΕΡΓΑΖΟΜΑΙ" + +#, c-format +msgid "A flatten.txt file was found, skipping \"%s\"" +msgstr "Βρέθηκε ένα αρχείο flatten.txt, παραλείποντας το \"%s\"" + +msgid "Couldn't create target directory, permission problems?" +msgstr "" + +msgid "Couldn't move media file, permission problems?" +msgstr "Δεν ήταν δυνατή η μετακίνηση του αρχείου πολυμέσου, προβλήματα αδειών;" + +#, c-format +msgid "Couldn't parse gamelist.xml file for \"%s\"" +msgstr "" + +#, c-format +msgid "Couldn't find a gamelist tag in file for \"%s\"" +msgstr "" + +#, fuzzy +msgid "Couldn't delete temporary gamelist file, permission problems?" +msgstr "" +"Δεν μπόρεσα να διαγράψω προσωρινό αρχείο λίστας παιχνιδιού, πρόβλημά " +"δικαιωμάτων?" + +msgid "Couldn't write to temporary gamelist file, permission problems?" +msgstr "" + +msgid "Couldn't create backup directory, permission problems?" +msgstr "" + +msgid "Couldn't move old gamelist file, permission problems?" +msgstr "" + +msgid "Couldn't move temporary gamelist file, permission problems?" +msgstr "" + +msgid "Couldn't find custom collection configuration file" +msgstr "" +"Δεν ήταν δυνατή η εύρεση προσαρμοσμένου αρχείου ρύθμισης παραμέτρων συλλογής" + +msgid "Couldn't open custom collection configuration file" +msgstr "" + +msgid "Couldn't delete temporary collection file, permission problems?" +msgstr "" + +msgid "Couldn't write to temporary collection configuration file" +msgstr "" + +msgid "Couldn't move old collection file, permission problems?" +msgstr "" +"Δεν ήταν δυνατή η μετακίνηση του παλιού αρχείου συλλογής, προβλήματα αδειών;" + +msgid "Couldn't move temporary collection file, permission problems?" +msgstr "" + +msgid "ABORTED MEDIA CLEANUP" +msgstr "" + +msgid "COMPLETED MEDIA CLEANUP" +msgstr "" + +msgid "ABORTED GAMELIST CLEANUP" +msgstr "" + +msgid "COMPLETED GAMELIST CLEANUP" +msgstr "" + +msgid "ABORTED COLLECTIONS CLEANUP" +msgstr "" + +msgid "COMPLETED COLLECTIONS CLEANUP" +msgstr "" + +msgid "MEDIA CLEANUP FAILED" +msgstr "" + +msgid "GAMELISTS CLEANUP FAILED" +msgstr "" + +msgid "THE APPLICATION WILL RELOAD WHEN CLOSING THIS UTILITY." +msgstr "" + +msgid "SCRAPE FROM" +msgstr "" + +msgid "SCRAPE THESE GAMES" +msgstr "" + +msgid "ALL GAMES" +msgstr "ΟΛΑ ΤΑ ΠΑΙΧΝΙΔΙΑ" + +msgid "FAVORITE GAMES" +msgstr "ΑΓΑΠΗΜΕΝΑ ΠΑΙΧΝΙΔΙΑ" + +msgid "NO METADATA" +msgstr "ΔΕΝ ΥΠΑΡΧΟΥΝ ΜΕΤΑΔΕΔΟΜΕΝΑ" + +msgid "NO GAME IMAGE" +msgstr "ΚΑΜΙΑ ΕΙΚΟΝΑ ΠΑΙΧΝΙΔΙΟΥ" + +msgid "NO GAME VIDEO" +msgstr "ΚΑΝΕΝΑ ΒΙΝΤΕΟ ΠΑΙΧΝΙΔΙΟΥ" + +msgid "FOLDERS ONLY" +msgstr "ΜΟΝΟ ΦΑΚΕΛΟΙ" + +msgid "SCRAPE THESE SYSTEMS" +msgstr "" + +msgid "ACCOUNT SETTINGS" +msgstr "ΡΥΘΜΗΣΕΙΣ ΛΟΓΑΡΓΙΑΣΜΩΝ" + +msgid "CONTENT SETTINGS" +msgstr "ΡΥΘΜΗΣΕΙΣ ΠΕΡΙΕΧΟΜΕΝΟΥ" + +msgid "MIXIMAGE SETTINGS" +msgstr "" + +msgid "start scraper" +msgstr "έναρξη scraper" + +msgid "SCREENSCRAPER USERNAME" +msgstr "" + +msgid "SCREENSCRAPER PASSWORD" +msgstr "ΚΩΔΙΚΟΣ SCREENSCRAPER" + +msgid "USE THIS ACCOUNT FOR SCREENSCRAPER" +msgstr "ΧΡΗΣΗ ΑΥΤΟΥ ΤΟΥ ΛΟΓΑΡΓΙΑΣΜΟΥ ΓΙΑ SCREENSCRAPER" + +msgid "GAME NAMES" +msgstr "ΟΝΟΜΑ ΠΑΙΧΝΙΔΙΩΝ" + +msgid "RATINGS" +msgstr "ΒΑΘΜΟΛΟΓΙΕΣ" + +msgid "OTHER METADATA" +msgstr "" + +msgid "VIDEOS" +msgstr "ΒΙΝΤΕΟ" + +msgid "SCREENSHOT IMAGES" +msgstr "φΩΤΟΓΡΑΦΙΕΣ ΣΤΙΓΜΙΟΤΗΠΑ ΟΘΟΝΗΣ" + +msgid "TITLE SCREEN IMAGES" +msgstr "" + +msgid "BOX COVER IMAGES" +msgstr "ΦΩΤΟΓΡΑΦΙΕΣ ΕΞΩΦΥΛΛΟΥ ΚΟΥΤΙΟΥ" + +msgid "BOX BACK COVER IMAGES" +msgstr "" + +msgid "MARQUEE (WHEEL) IMAGES" +msgstr "" + +msgid "3D BOX IMAGES" +msgstr "3D ΕΙΚΟΝΕΣ ΚΟΥΤΙΟΥ" + +msgid "PHYSICAL MEDIA IMAGES" +msgstr "" + +msgid "FAN ART IMAGES" +msgstr "" + +msgid "GAME MANUALS" +msgstr "ΕΓΧΕΙΡΙΔΙΑ ΠΑΙΧΝΙΔΙΟΥ" + +msgid "MIXIMAGE RESOLUTION" +msgstr "" + +msgctxt "short" +msgid "HORIZONTAL SCREENSHOT FIT" +msgstr "" + +#, fuzzy +msgid "CONTAIN" +msgstr "ΠΕΡΙΕΧΕΙ" + +msgid "CROP" +msgstr "" + +msgid "STRETCH" +msgstr "ΤΕΝΤΩΜΑ" + +msgid "HORIZONTAL SCREENSHOT FIT" +msgstr "" + +msgctxt "short" +msgid "VERTICAL SCREENSHOT FIT" +msgstr "" + +msgid "VERTICAL SCREENSHOT FIT" +msgstr "" + +msgctxt "short" +msgid "SCREENSHOT ASPECT RATIO THRESHOLD" +msgstr "" + +msgid "HIGH" +msgstr "ΨΗΛΑ" + +msgid "SCREENSHOT ASPECT RATIO THRESHOLD" +msgstr "" + +msgid "BLANK AREAS FILL COLOR" +msgstr "" + +msgid "BLACK" +msgstr "ΜΑΥΡΟ" + +msgid "FRAME" +msgstr "ΠΛΑΙΣΙΟ" + +msgctxt "short" +msgid "SCREENSHOT SCALING METHOD" +msgstr "" + +msgid "SHARP" +msgstr "ΑΙΧΜΗΡΟΣ" + +msgid "SMOOTH" +msgstr "ΛΕΙΟ" + +msgid "SCREENSHOT SCALING METHOD" +msgstr "" + +msgid "BOX SIZE" +msgstr "ΜΕΓΕΘΟΣ ΚΟΥΤΙΟΥ" + +msgid "PHYSICAL MEDIA SIZE" +msgstr "" + +msgid "GENERATE MIXIMAGES WHEN SCRAPING" +msgstr "" + +msgid "OVERWRITE MIXIMAGES (SCRAPER/OFFLINE GENERATOR)" +msgstr "" + +msgid "REMOVE LETTERBOXES FROM SCREENSHOTS" +msgstr "" + +msgid "REMOVE PILLARBOXES FROM SCREENSHOTS" +msgstr "" + +msgid "ROTATE HORIZONTALLY ORIENTED BOXES" +msgstr "" + +msgid "INCLUDE MARQUEE IMAGE" +msgstr "" + +msgid "INCLUDE BOX IMAGE" +msgstr "" + +msgid "USE COVER IMAGE IF 3D BOX IS MISSING" +msgstr "" + +msgid "INCLUDE PHYSICAL MEDIA IMAGE" +msgstr "" + +msgid "OFFLINE GENERATOR" +msgstr "" + +msgid "" +"THE OFFLINE GENERATOR USES THE SAME SYSTEM SELECTIONS AS THE SCRAPER, SO " +"PLEASE SELECT AT LEAST ONE SYSTEM TO GENERATE IMAGES FOR" +msgstr "" + +msgid "REGION" +msgstr "ΠΕΡΙΟΧΗ" + +msgid "EUROPE" +msgstr "ΕΥΡΩΠΗ" + +msgid "JAPAN" +msgstr "ΙΑΠΩΝΙΑ" + +msgid "USA" +msgstr "ΗΠΑ" + +msgid "WORLD" +msgstr "ΚΟΣΜΟΣ" + +msgid "PREFERRED LANGUAGE" +msgstr "ΕΠΙΛΕΓΜΕΝΗ ΓΛΩΣΣΑ" + +msgid "AUTOMATIC RETRIES ON ERROR" +msgstr "" + +msgid "RETRY ATTEMPT TIMER" +msgstr "ΧΡΟΝΟΔΙΑΚΟΠΤΗΣ ΕΠΑΝΑΛΗΨΗ ΠΡΟΣΠΑΘΙΑΣ" + +msgid "HASH SEARCHES MAX FILE SIZE" +msgstr "" + +msgid "OVERWRITE FILES AND DATA" +msgstr "" + +msgid "SEARCH USING FILE HASHES (NON-INTERACTIVE MODE)" +msgstr "ΨΑΞΕ ΧΡΗΣΙΜΟΠΟΙΩΝΤΑΣ HASHES ΑΡΧΕΙΩΝ (ΜΗ ΔΙΑΔΡΑΣΤΙΚΟ)" + +msgid "SEARCH USING METADATA NAMES" +msgstr "ΨΑΞΕ ΧΡΗΣΙΜΟΠΟΙΩΝΤΑΣ ΟΝΟΜΑ ΜΕΤΑΔΕΔΩΜΕΝΩΝ" + +msgid "SCRAPE ACTUAL FOLDERS" +msgstr "" + +msgid "INTERACTIVE MODE" +msgstr "ΔΙΑΔΡΑΣΤΙΚΗ ΛΕΙΤΟΥΡΙΑ" + +msgid "AUTO-ACCEPT SINGLE GAME MATCHES" +msgstr "" + +msgid "RESPECT PER-FILE SCRAPER EXCLUSIONS" +msgstr "" + +msgid "EXCLUDE FOLDERS RECURSIVELY" +msgstr "" + +msgid "CONVERT UNDERSCORES TO SPACES WHEN SEARCHING" +msgstr "" + +msgid "REMOVE DOTS FROM SEARCHES WHEN AUTO-SCRAPING" +msgstr "" + +msgid "ENABLE FALLBACK TO ADDITIONAL REGIONS" +msgstr "" + +msgid "" +"THE SELECTED SYSTEM DOES NOT HAVE A PLATFORM SET, RESULTS MAY BE INACCURATE" +msgstr "" + +msgid "" +"AT LEAST ONE OF YOUR SELECTED SYSTEMS DOES NOT HAVE A PLATFORM SET, RESULTS " +"MAY BE INACCURATE" +msgstr "" + +msgid "PLEASE SELECT AT LEAST ONE SYSTEM TO SCRAPE" +msgstr "ΠΑΡΑΚΑΛΩ ΕΠΕΛΕΞΕ ΤΟΥΛΑΧΙΣΤΩΝ ΕΝΑ ΣΥΣΤΗΜΑ ΓΙΑ SCRAPE" + +msgid "PLEASE SELECT AT LEAST ONE CONTENT TYPE TO SCRAPE" +msgstr "" + +msgid "ALL GAMES WERE FILTERED, NOTHING TO SCRAPE" +msgstr "ΟΛΑ ΤΑ ΠΑΙΧΝΙΔΙΑ ΦΙΛΤΡΑΡΙΣΤΙΚΑΝ, ΤΙΠΟΤΑ ΓΙΑ SCRAPE" + +msgid "SCRAPING IN PROGRESS" +msgstr "SCRAPING ΣΕ ΕΞΕΛΙΞΗ" + +msgid "SYSTEM" +msgstr "ΣΥΣΤΗΜΑ" + +msgid "REFINE SEARCH" +msgstr "" + +msgid "refine search" +msgstr "βελτιστοποίηση αναζήτησης" + +msgid "SKIP" +msgstr "ΠΑΡΑΛΗΨΗ" + +msgid "skip game" +msgstr "παράληψη παιχνιδιού" + +msgid "stop" +msgstr "σταμάτημα" + +msgid "GAME" +msgid_plural "GAMES" +msgstr[0] "ΠΑΙΧΝΙΔΙ" +msgstr[1] "ΠΑΙΧΝΙΔΙΑ" + +#, c-format +msgid "GAME %i OF %i" +msgstr "ΠΑΙΧΝΙΔΙ %i ΑΠΟ %i" + +msgid "NO GAMES WERE SCRAPED" +msgstr "" + +#, c-format +msgid "%i GAME SUCCESSFULLY SCRAPED" +msgid_plural "%i GAMES SUCCESSFULLY SCRAPED" +msgstr[0] "" +msgstr[1] "" + +#, c-format +msgid "%i GAME SKIPPED" +msgid_plural "%i GAMES SKIPPED" +msgstr[0] "%i ΠΑΙΧΝΙΔΙ ΠΑΡΑΛΗΦΘΗΚΕ" +msgstr[1] "%i ΠΑΙΧΝΙΔΙΑ ΠΑΡΑΛΗΦΘΗΚΑΝ" + +msgid "RATING:" +msgstr "ΑΞΙΟΛΌΓΗΣΗ:" + +msgid "RELEASED:" +msgstr "" + +msgid "DEVELOPER:" +msgstr "ΠΡΟΓΡΑΜΜΑΤΙΣΤΗΣ;" + +msgid "PUBLISHER:" +msgstr "ΕΚΔΟΤΗΣ:" + +msgid "GENRE:" +msgstr "ΓΕΝΙΑ:" + +msgid "PLAYERS:" +msgstr "ΠΑΙΧΤΕΣ:" + +msgid "NO GAMES FOUND" +msgstr "ΔΕΝ ΒΡΕΘΗΚΑΝ ΠΑΙΧΝΙΔΙΑ" + +msgid "RETRY" +msgstr "ΕΠΑΝAΛΗΨΗ" + +msgid "Error downloading thumbnail:" +msgstr "" + +msgid "SEARCH" +msgstr "ΑΝΑΖΗΤΗΣΗ" + +msgid "SEARCH USING REFINED NAME?" +msgstr "" + +msgid "skip" +msgstr "παράληψη" + +msgid "accept result" +msgstr "αποδοχή αποτελέσματος" + +msgid "back (cancel)" +msgstr "πίσω (άκυρο)" + +msgid "START SCREENSAVER AFTER (MINUTES)" +msgstr "" + +msgid "SCREENSAVER TYPE" +msgstr "" + +msgid "DIM" +msgstr "ΣΚΟΤΕΙΝΑ" + +msgid "SLIDESHOW" +msgstr "" + +msgid "ENABLE SCREENSAVER CONTROLS" +msgstr "" + +msgid "SLIDESHOW SCREENSAVER SETTINGS" +msgstr "" + +msgid "VIDEO SCREENSAVER SETTINGS" +msgstr "" + +msgid "SLIDESHOW SCREENSAVER" +msgstr "" + +msgid "SWAP IMAGES AFTER (SECONDS)" +msgstr "" + +msgid "ONLY INCLUDE FAVORITE GAMES" +msgstr "" + +msgid "STRETCH IMAGES TO SCREEN RESOLUTION" +msgstr "" + +msgid "DISPLAY GAME INFO OVERLAY" +msgstr "" + +msgid "RENDER SCANLINES" +msgstr "" + +msgid "USE CUSTOM IMAGES" +msgstr "" + +msgid "CUSTOM IMAGE DIRECTORY RECURSIVE SEARCH" +msgstr "" + +msgid "CUSTOM IMAGE DIRECTORY" +msgstr "" + +msgid "VIDEO SCREENSAVER" +msgstr "" + +msgid "SWAP VIDEOS AFTER (SECONDS)" +msgstr "" + +msgid "RENDER BLUR" +msgstr "" + +msgid "DOWNLOADING THEMES LIST 100%" +msgstr "ΛΗΨΗ ΛΙΣΤΑΣ ΘΕΜΑΤΩΝ 100%" + +msgid "THEME ALREADY UP TO DATE" +msgstr "ΘΕΜΑ ΣΤΗΝ ΝΕΟΤΕΡΗ ΕΚΔΟΣΗ" + +msgid "THEME HAS BEEN UPDATED" +msgstr "" + +#, c-format +msgid "" +"COULDN'T RENAME DIRECTORY \"%s\"\n" +"PERMISSION PROBLEMS?" +msgstr "" + +msgid "COULDN'T FIND THE THEMES LIST CONFIGURATION FILE" +msgstr "" + +msgid "" +"COULDN'T PARSE THE THEMES LIST CONFIGURATION FILE, MAYBE THE LOCAL " +"REPOSITORY IS CORRUPT?" +msgstr "" + +msgid "" +"IT SEEMS AS IF YOU'RE NOT RUNNING THE LATEST ES-DE RELEASE, PLEASE UPGRADE " +"BEFORE PROCEEDING AS THESE THEMES MAY NOT BE COMPATIBLE WITH YOUR VERSION" +msgstr "" + +msgid "and" +msgstr "και" + +#, c-format +msgid "" +"IT SEEMS AS IF THIS THEME HAS BEEN MANUALLY DOWNLOADED INSTEAD OF VIA THIS " +"THEME DOWNLOADER. A FRESH DOWNLOAD IS REQUIRED AND THE OLD THEME DIRECTORY " +"\"%s\" WILL BE RENAMED TO \"%s_DISABLED\"" +msgstr "" + +msgid "DOWNLOADING THEME" +msgstr "ΛΗΨΗ ΘΕΜΑΤΟΣ" + +#, c-format +msgid "" +"IT SEEMS AS IF THIS THEME REPOSITORY IS CORRUPT, WHICH COULD HAVE BEEN " +"CAUSED BY AN INTERRUPTION OF A PREVIOUS DOWNLOAD OR UPDATE, FOR EXAMPLE IF " +"THE ES-DE PROCESS WAS KILLED. A FRESH DOWNLOAD IS REQUIRED AND THE OLD THEME " +"DIRECTORY \"%s\" WILL BE RENAMED TO \"%s_CORRUPT_DISABLED\"" +msgstr "" + +#, c-format +msgid "" +"IT SEEMS AS IF THIS IS A SHALLOW REPOSITORY WHICH MEANS THAT IT HAS BEEN " +"DOWNLOADED USING SOME OTHER TOOL THAN THIS THEME DOWNLOADER. A FRESH " +"DOWNLOAD IS REQUIRED AND THE OLD THEME DIRECTORY \"%s\" WILL BE RENAMED TO " +"\"%s_DISABLED\"" +msgstr "" + +#, c-format +msgid "" +"THE LOCALLY CLONED REPOSITORY CONTAINS THE WRONG URL WHICH NORMALLY MEANS " +"THE THEME HAS BEEN MOVED TO A NEW GIT SITE. A FRESH DOWNLOAD IS REQUIRED AND " +"THE OLD THEME DIRECTORY \"%s\" WILL BE RENAMED TO \"%s_WRONG_URL_DISABLED\"" +msgstr "" + +#, c-format +msgid "" +"THEME REPOSITORY \"%s\" CONTAINS LOCAL CHANGES. PROCEED TO OVERWRITE YOUR " +"CHANGES OR CANCEL TO SKIP ALL UPDATES FOR THIS THEME" +msgstr "" + +msgid "UPDATING THEME" +msgstr "ΑΝΑΒΑΘΜΗΣΗ ΘΕΜΑΤΟΣ" + +msgid "VARIANTS:" +msgstr "ΠΑΡΑΛΛΑΓEΣ:" + +msgid "COLOR SCHEMES:" +msgstr "" + +msgid "ASPECT RATIOS:" +msgstr "" + +msgid "FONT SIZES:" +msgstr "ΜΕΓΕΘΗ ΦΟΝΤΟΥ:" + +msgid "INSTALLED" +msgstr "ΕΓΚΑΤΑΣΤΗΜΕΝΟ" + +msgid "MANUAL DOWNLOAD" +msgstr "ΧΕΙΡΟΚΙΝΗΤΗ ΛΗΨΗ" + +msgid "CORRUPT" +msgstr "" + +msgid "SHALLOW" +msgstr "ΡΗΧΟΣ" + +msgid "NOT INSTALLED (NEW)" +msgstr "ΔΕΝ ΕΓΚΑΤΑΣΤΑΘΗΚΕ (ΝΕΟ)" + +msgid "NOT INSTALLED" +msgstr "ΜΗ ΕΓΚΑΤΑΣΤΗΜΕΝΟ" + +msgid "WRONG URL" +msgstr "ΛΑΘΟΣ URL" + +msgid "LOCAL CHANGES" +msgstr "ΤΟΠΙΚΕΣ ΑΛΛΑΓΕΣ" + +msgid "THIS THEME ENTRY WILL BE REMOVED IN THE NEAR FUTURE" +msgstr "" + +msgid "CREATED BY" +msgstr "ΔΗΜΙΟΥΡΓHΘΗΚΕ ΑΠO" + +msgid "ERROR:" +msgstr "ΣΦΑΛΜΑ:" + +msgid "COULDN'T DOWNLOAD THEMES LIST" +msgstr "" + +msgid "DOWNLOADING THEMES LIST" +msgstr "" + +msgid "THIS WILL COMPLETELY DELETE THE THEME" +msgstr "" + +msgid "" +"THIS WILL COMPLETELY DELETE THE THEME INCLUDING ANY LOCAL CUSTOMIZATIONS" +msgstr "" + +msgid "COULDN'T DELETE THEME, PERMISSION PROBLEMS?" +msgstr "" + +msgid "THEME WAS DELETED" +msgstr "ΘΕΜΑ ΔΙΑΓΡΑΦΗΚΕ" + +msgid "view screenshots" +msgstr "προβολη στιγμιοτυπων οθονης" + +#, fuzzy +msgid "fetch updates" +msgstr "ληψη αναβαθμησεων" + +msgid "delete" +msgstr "διαγραφη" + +msgid "download" +msgstr "λήψη" + +msgid "" +"IT SEEMS AS IF THE THEMES LIST REPOSITORY IS CORRUPT, WHICH COULD HAVE BEEN " +"CAUSED BY AN INTERRUPTION OF A PREVIOUS DOWNLOAD OR UPDATE, FOR EXAMPLE IF " +"THE ES-DE PROCESS WAS KILLED. A FRESH DOWNLOAD IS REQUIRED AND THE OLD " +"DIRECTORY \"themes-list\" WILL BE RENAMED TO \"themes-list_CORRUPT_DISABLED\"" +msgstr "" + +msgid "UPDATING THEMES LIST" +msgstr "ΕΝΗΜΕΡΩΣΗ ΛΙΣΤΑ ΘΕΜΑΤΩΝ" + +#, fuzzy +msgid "" +"IT SEEMS AS IF YOU'RE USING THE THEME DOWNLOADER FOR THE FIRST TIME. AS SUCH " +"THE THEMES LIST REPOSITORY WILL BE DOWNLOADED WHICH WILL TAKE A LITTLE " +"WHILE. SUBSEQUENT RUNS WILL HOWEVER BE MUCH FASTER AS ONLY NEW OR MODIFIED " +"FILES WILL BE FETCHED. THE SAME IS TRUE FOR ANY THEMES YOU DOWNLOAD. NOTE " +"THAT YOU CAN'T ABORT AN ONGOING DOWNLOAD AS THAT COULD LEAD TO DATA " +"CORRUPTION." +msgstr "" +"ΦΑΊΝΕΤΑΙ ΣΑΝ ΝΑ ΧΡΗΣΙΜΟΠΟΙΕΊΤΕ ΤΟ ΠΡΌΓΡΑΜΜΑ ΛΗΨΗΣ ΘΕΜΑΤΩΝ ΓΙΑ ΠΡΩΤΗ ΦΟΡΑ. ΩΣ " +"ΕΚ ΤΟΎΤΟΥ, ΘΑ ΓΊΝΕΙ ΛΉΨΗ ΤΟΥ ΑΠΟΘΕΤΗΡΊΟΥ ΛΊΣΤΑΣ ΘΕΜΆΤΩΝ, ΤΟ ΟΠΟΊΟ ΘΑ " +"ΔΙΑΡΚΈΣΕΙ ΛΊΓΟ. ΩΣΤΌΣΟ, ΟΙ ΕΠΌΜΕΝΕΣ ΕΚΤΕΛΈΣΕΙΣ ΘΑ ΕΊΝΑΙ ΠΟΛΎ ΤΑΧΎΤΕΡΕΣ, " +"ΚΑΘΏΣ ΘΑ ΛΑΜΒΆΝΟΝΤΑΙ ΜΌΝΟ ΝΈΑ Ή ΤΡΟΠΟΠΟΙΗΜΈΝΑ ΑΡΧΕΊΑ. ΤΟ ΊΔΙΟ ΙΣΧΎΕΙ ΚΑΙ ΓΙΑ " +"ΌΛΑ ΤΑ ΘΈΜΑΤΑ ΠΟΥ ΚΑΤΕΒΆΖΕΤΕ. ΛΆΒΕΤΕ ΥΠΌΨΗ ΌΤΙ ΔΕΝ ΜΠΟΡΕΊΤΕ ΝΑ ΑΚΥΡΏΣΕΤΕ ΜΙΑ " +"ΣΥΝΕΧΙΖΌΜΕΝΗ ΛΉΨΗ, ΚΑΘΏΣ ΑΥΤΌ ΘΑ ΜΠΟΡΟΎΣΕ ΝΑ ΟΔΗΓΉΣΕΙ ΣΕ ΚΑΤΑΣΤΡΟΦΉ " +"ΔΕΔΟΜΈΝΩΝ." + +msgid "Network error:" +msgstr "Σφάλμα δικτύου:" + +msgid "Media directory does not exist and can't be created." +msgstr "" + +msgid "Permission problems?" +msgstr "Πρόβλημα δικαιωμάτων?" + +msgid "Failed to open path for writing media file." +msgstr "" + +msgid "Couldn't save media file, permission problems or is the disk full?" +msgstr "" +"Δεν μπόρεσε να αποθηκεύσει το αρχείο πολυμέσων, σφάλμα δικαιωμάτων ή ο " +"δίσκος γεμάτος?" + +msgid "Couldn't save resized image, permission problems or is the disk full?" +msgstr "" + +msgid "ScreenScraper error:" +msgstr "Σφάλμα ScreenScraper:" + +msgid "ScreenScraper: Wrong username or password" +msgstr "ScreenScraper: Λάθος όνομα ή κωδικό" + msgid "CAN'T ADD CUSTOM COLLECTIONS TO CUSTOM COLLECTIONS" msgstr "" @@ -2246,7 +2281,7 @@ msgstr "" #, c-format msgid "REMOVED FAVORITE MARKING FOR FOLDER '%s'" -msgstr "" +msgstr "ΚΑΤΑΡΓΗΘΗΚΕ ΑΓΑΠΗΜΕΝΗ ΣΗΜΑΝΣΗ ΓΙΑ ΤΟΝ ΦΑΚΕΛΟ '%s'" msgid "CAN'T ADD ENTRIES THAT ARE NOT COUNTED AS GAMES TO CUSTOM COLLECTIONS" msgstr "" @@ -2255,13 +2290,13 @@ msgid "system" msgstr "συστημα" msgid "view media" -msgstr "" +msgstr "προβολή πολυμέσων" msgid "options" msgstr "ρυθμίσεις" msgid "random" -msgstr "" +msgstr "τυχαίο" msgid "jump to game" msgstr "άλμα στο παιχνίδι" @@ -2335,10 +2370,10 @@ msgid "" msgstr "" msgid "CHANGE ROM DIRECTORY" -msgstr "" +msgstr "ΑΛΛΑΓΗ ΦΑΚΕΛΟΥ ROM" msgid "ENTER ROM DIRECTORY PATH" -msgstr "" +msgstr "ΕΙΣΗΓΑΓΕ ΔΙΑΔΡΟΜΗ ΦΑΚΕΛΟΥ ROM" msgid "" "ROM DIRECTORY SETTING SAVED, RESTART THE APPLICATION TO RESCAN THE SYSTEMS" @@ -2354,7 +2389,7 @@ msgid "CLEAR (LEAVE BLANK TO RESET TO DEFAULT PATH)" msgstr "" msgid "CREATE DIRECTORIES" -msgstr "" +msgstr "ΔΗΜΙΟΥΡΓΙΑ ΦΑΚΕΛΩΝ" msgid "" "THIS WILL CREATE DIRECTORIES FOR ALL THE GAME SYSTEMS DEFINED IN es_systems." @@ -2383,7 +2418,7 @@ msgid "" msgstr "" msgid "UPDATE" -msgstr "" +msgstr "ΑΝΑΒΑΘΜΗΣΗ" msgid "" "THE APPLICATION UPDATER WILL DOWNLOAD THE LATEST PORTABLE WINDOWS RELEASE " @@ -2412,6 +2447,84 @@ msgstr "ΕΚΚΙΝΗΣΗ ΠΑΙΧΝΙΔΙΟΥ '%s'" msgid "menu" msgstr "μενού" +msgid "You have exceeded your daily scrape quota" +msgstr "Έχετε ξεπεράσει το ημερήσιο όριο" + +#, c-format +msgid "Server returned HTTP error code %s" +msgstr "Ο διακοσμητής επέστρεψε HTTP κωδικό σφάλματος %s" + +#, c-format +msgid "ADDED INPUT DEVICE '%s'" +msgstr "ΠΡΟΣΤΕΘΗΚΕ ΣΥΣΚΕΥΗ ΕΙΣΟΔΟΥ '%s'" + +#, c-format +msgid "REMOVED INPUT DEVICE '%s'" +msgstr "ΚΑΤΑΡΓΗΘΗΚΕ ΣΥΣΚΕΥΗ ΕΙΣΟΔΟΥ '%s'" + +msgid "medium" +msgstr "μεσαίο" + +msgid "large" +msgstr "μεγάλο" + +msgid "small" +msgstr "μικρό" + +msgid "extra small" +msgstr "extra μικρό" + +msgid "extra large" +msgstr "extra μεγάλο" + +msgid "automatic" +msgstr "αυτόματα" + +msgid "16:9 vertical" +msgstr "16:9 κάθετα" + +msgid "16:10 vertical" +msgstr "16:10 κάθετα" + +msgid "3:2 vertical" +msgstr "3:2 κάθετα" + +msgid "4:3 vertical" +msgstr "4:3 κάθετα" + +msgid "5:4 vertical" +msgstr "5:4 κάθετα" + +msgid "19.5:9 vertical" +msgstr "19.5:9 κάθετα" + +msgid "20:9 vertical" +msgstr "20:9 κάθετα" + +msgid "21:9 vertical" +msgstr "21:9 κάθετα" + +msgid "32:9 vertical" +msgstr "32:9 κάθετα" + +msgid "Searching for games..." +msgstr "Αναζήτηση παιχνιδιών..." + +msgid "Loading systems..." +msgstr "Φόρτωση συστημάτων..." + +msgid "Reloading..." +msgstr "Επαναφόρτοση..." + +msgid "Copying resources..." +msgstr "" + +msgid "Creating system directories..." +msgstr "" + +msgid "ERROR: COULDN'T RENDER PDF FILE" +msgstr "ΣΦΑΛΜΑ: ΔΕΝ ΗΤΑΝ ΔΥΝΑΤΗ Η ΠΡΟΒΟΛΗ ΤΟΥ ΑΡΧΕΙΟΥ PDF" + msgid "WORKING..." msgstr "ΔΟΥΛΕΥΕΙ..." @@ -2491,10 +2604,10 @@ msgid "add half star" msgstr "προσθήκη μισού αστεριού" msgid "toggle" -msgstr "" +msgstr "εναλλαγή" msgid "move cursor" -msgstr "" +msgstr "μετακίνηση κέρσορα" msgid "edit" msgstr "επεξεργασία" @@ -2663,81 +2776,3 @@ msgstr "ΑΠΌΡΡΙΨΗ ΑΛΛΑΓΩΝ" msgid "discard changes" msgstr "απόρριψη αλλαγών" - -msgid "You have exceeded your daily scrape quota" -msgstr "Έχετε ξεπεράσει το ημερήσιο όριο" - -#, c-format -msgid "Server returned HTTP error code %s" -msgstr "Ο διακοσμητής επέστρεψε HTTP κωδικό σφάλματος %s" - -#, c-format -msgid "ADDED INPUT DEVICE '%s'" -msgstr "ΠΡΟΣΤΕΘΗΚΕ ΣΥΣΚΕΥΗ ΕΙΣΟΔΟΥ '%s'" - -#, c-format -msgid "REMOVED INPUT DEVICE '%s'" -msgstr "ΚΑΤΑΡΓΗΘΗΚΕ ΣΥΣΚΕΥΗ ΕΙΣΟΔΟΥ '%s'" - -msgid "medium" -msgstr "μεσαίο" - -msgid "large" -msgstr "μεγάλο" - -msgid "small" -msgstr "μικρό" - -msgid "extra small" -msgstr "extra μικρό" - -msgid "extra large" -msgstr "extra μεγάλο" - -msgid "automatic" -msgstr "αυτόματα" - -msgid "16:9 vertical" -msgstr "16:9 κάθετα" - -msgid "16:10 vertical" -msgstr "16:10 κάθετα" - -msgid "3:2 vertical" -msgstr "3:2 κάθετα" - -msgid "4:3 vertical" -msgstr "4:3 κάθετα" - -msgid "5:4 vertical" -msgstr "5:4 κάθετα" - -msgid "19.5:9 vertical" -msgstr "19.5:9 κάθετα" - -msgid "20:9 vertical" -msgstr "20:9 κάθετα" - -msgid "21:9 vertical" -msgstr "21:9 κάθετα" - -msgid "32:9 vertical" -msgstr "32:9 κάθετα" - -msgid "Searching for games..." -msgstr "Αναζήτηση παιχνιδιών..." - -msgid "Loading systems..." -msgstr "Φόρτωση συστημάτων..." - -msgid "Reloading..." -msgstr "Επαναφόρτοση..." - -msgid "Copying resources..." -msgstr "" - -msgid "Creating system directories..." -msgstr "" - -msgid "ERROR: COULDN'T RENDER PDF FILE" -msgstr "" From 65286ec02710829c1e8588a840151596eac833d3 Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Tue, 28 Jan 2025 20:42:58 +0100 Subject: [PATCH 042/284] Fixed an issue where MD5 hashes were calculated when using the single-game scraper --- es-app/src/guis/GuiScraperSearch.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/es-app/src/guis/GuiScraperSearch.cpp b/es-app/src/guis/GuiScraperSearch.cpp index cccb5199d..164d6d02f 100644 --- a/es-app/src/guis/GuiScraperSearch.cpp +++ b/es-app/src/guis/GuiScraperSearch.cpp @@ -370,7 +370,7 @@ void GuiScraperSearch::search(ScraperSearchParams& params) mMD5Hash = ""; params.md5Hash = ""; - if (!Utils::FileSystem::isDirectory(params.game->getPath())) + if (!Utils::FileSystem::isDirectory(params.game->getPath()) && mSearchType != MANUAL_MODE) params.fileSize = Utils::FileSystem::getFileSize(params.game->getPath()); // Only use MD5 file hash searching when in automatic mode. From 0de961cd3375b290deccd4fd4b76309e195893a9 Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Mon, 3 Feb 2025 18:11:51 +0100 Subject: [PATCH 043/284] Refactored the helpsystem code and added support for using an arbitrary amount of helpsystem elements --- es-app/src/MediaViewer.cpp | 18 +- es-app/src/PDFViewer.cpp | 18 +- es-app/src/guis/GuiAlternativeEmulators.h | 1 - es-app/src/guis/GuiApplicationUpdater.cpp | 34 +- es-app/src/guis/GuiApplicationUpdater.h | 7 - .../src/guis/GuiCollectionSystemsOptions.cpp | 24 +- es-app/src/guis/GuiGamelistFilter.cpp | 17 +- es-app/src/guis/GuiGamelistFilter.h | 1 - es-app/src/guis/GuiGamelistOptions.cpp | 4 +- es-app/src/guis/GuiGamelistOptions.h | 1 - es-app/src/guis/GuiMediaViewerOptions.cpp | 4 +- es-app/src/guis/GuiMenu.cpp | 137 ++-- es-app/src/guis/GuiMenu.h | 1 - es-app/src/guis/GuiMetaDataEd.cpp | 15 +- es-app/src/guis/GuiMetaDataEd.h | 1 - es-app/src/guis/GuiOfflineGenerator.h | 1 - es-app/src/guis/GuiOrphanedDataCleanup.h | 1 - es-app/src/guis/GuiScraperMenu.cpp | 54 +- es-app/src/guis/GuiScraperMenu.h | 1 - es-app/src/guis/GuiScraperMulti.cpp | 2 +- es-app/src/guis/GuiScraperMulti.h | 1 - es-app/src/guis/GuiScraperSearch.cpp | 20 +- es-app/src/guis/GuiScraperSearch.h | 2 +- es-app/src/guis/GuiScraperSingle.h | 1 - es-app/src/guis/GuiScreensaverOptions.cpp | 8 +- es-app/src/guis/GuiSettings.cpp | 21 +- es-app/src/guis/GuiSettings.h | 1 - es-app/src/guis/GuiThemeDownloader.cpp | 23 +- es-app/src/guis/GuiThemeDownloader.h | 1 - es-app/src/views/GamelistBase.cpp | 1 + es-app/src/views/GamelistView.cpp | 7 +- es-app/src/views/GamelistView.h | 9 +- es-app/src/views/SystemView.cpp | 11 +- es-app/src/views/SystemView.h | 9 +- es-app/src/views/ViewController.cpp | 55 +- es-app/src/views/ViewController.h | 8 +- es-core/CMakeLists.txt | 2 - es-core/src/GuiComponent.cpp | 3 +- es-core/src/GuiComponent.h | 18 +- es-core/src/ThemeData.cpp | 2 + es-core/src/Window.cpp | 50 +- es-core/src/Window.h | 9 +- es-core/src/components/HelpComponent.cpp | 650 ++++++++++++------ es-core/src/components/HelpComponent.h | 119 +++- es-core/src/components/OptionListComponent.h | 19 +- es-core/src/guis/GuiMsgBox.cpp | 4 +- es-core/src/guis/GuiMsgBox.h | 5 +- es-core/src/guis/GuiTextEditKeyboardPopup.cpp | 4 +- es-core/src/guis/GuiTextEditKeyboardPopup.h | 5 +- es-core/src/guis/GuiTextEditPopup.cpp | 6 +- es-core/src/guis/GuiTextEditPopup.h | 5 +- 51 files changed, 856 insertions(+), 565 deletions(-) diff --git a/es-app/src/MediaViewer.cpp b/es-app/src/MediaViewer.cpp index 2c3a2f3b1..8712629f7 100644 --- a/es-app/src/MediaViewer.cpp +++ b/es-app/src/MediaViewer.cpp @@ -70,11 +70,10 @@ bool MediaViewer::startMediaViewer(FileData* game) ViewController::getInstance()->pauseViewVideos(); Window::getInstance()->stopInfoPopup(); - HelpStyle style; - style.font = Font::get(FONT_SIZE_MINI); - style.origin = {0.5f, 0.5f}; - style.iconColor = 0xAAAAAAFF; - style.textColor = 0xAAAAAAFF; + mHelp = std::make_unique(Font::get(FONT_SIZE_MINI)); + mHelp->setStyleOrigin(glm::vec2 {0.5, 0.5f}); + mHelp->setStyleTextColor(0xAAAAAAFF); + mHelp->setStyleIconColor(0xAAAAAAFF); mEntryCount = std::to_string(mImages.size() + (mVideo == nullptr ? 0 : 1)); @@ -85,17 +84,16 @@ bool MediaViewer::startMediaViewer(FileData* game) if (mHelpInfoPosition == HelpInfoPosition::TOP) { mMediaType->setPosition(mRenderer->getScreenWidth() * 0.01f, mFrameHeight / 2.0f); - style.position = glm::vec2 {mRenderer->getScreenWidth() / 2.0f, mFrameHeight / 2.0f}; + mHelp->setStylePosition( + glm::vec2 {mRenderer->getScreenWidth() / 2.0f, mFrameHeight / 2.0f}); } else if (mHelpInfoPosition == HelpInfoPosition::BOTTOM) { mMediaType->setPosition(mRenderer->getScreenWidth() * 0.01f, mRenderer->getScreenHeight() - (mFrameHeight / 2.0f)); - style.position = glm::vec2 {mRenderer->getScreenWidth() / 2.0f, - mRenderer->getScreenHeight() - (mFrameHeight / 2.0f)}; + mHelp->setStylePosition(glm::vec2 {mRenderer->getScreenWidth() / 2.0f, + mRenderer->getScreenHeight() - (mFrameHeight / 2.0f)}); } - mHelp = std::make_unique(); - mHelp->setStyle(style); mHelp->setPrompts(getHelpPrompts()); return true; diff --git a/es-app/src/PDFViewer.cpp b/es-app/src/PDFViewer.cpp index fc09de4d7..0eaaf5deb 100644 --- a/es-app/src/PDFViewer.cpp +++ b/es-app/src/PDFViewer.cpp @@ -176,11 +176,10 @@ bool PDFViewer::startPDFViewer(FileData* game) else mFrameHeight = Font::get(FONT_SIZE_MINI)->getLetterHeight() * 1.9f; - HelpStyle style; - style.font = Font::get(FONT_SIZE_MINI); - style.origin = {0.5f, 0.5f}; - style.iconColor = 0xAAAAAAFF; - style.textColor = 0xAAAAAAFF; + mHelp = std::make_unique(Font::get(FONT_SIZE_MINI)); + mHelp->setStyleOrigin(glm::vec2 {0.5, 0.5f}); + mHelp->setStyleTextColor(0xAAAAAAFF); + mHelp->setStyleIconColor(0xAAAAAAFF); mEntryCount = std::to_string(mPages.size()); @@ -191,17 +190,16 @@ bool PDFViewer::startPDFViewer(FileData* game) if (mHelpInfoPosition == HelpInfoPosition::TOP) { mEntryNumText->setPosition(mRenderer->getScreenWidth() * 0.01f, mFrameHeight / 2.0f); - style.position = glm::vec2 {mRenderer->getScreenWidth() / 2.0f, mFrameHeight / 2.0f}; + mHelp->setStylePosition( + glm::vec2 {mRenderer->getScreenWidth() / 2.0f, mFrameHeight / 2.0f}); } else if (mHelpInfoPosition == HelpInfoPosition::BOTTOM) { mEntryNumText->setPosition(mRenderer->getScreenWidth() * 0.01f, mRenderer->getScreenHeight() - (mFrameHeight / 2.0f)); - style.position = glm::vec2 {mRenderer->getScreenWidth() / 2.0f, - mRenderer->getScreenHeight() - (mFrameHeight / 2.0f)}; + mHelp->setStylePosition(glm::vec2 {mRenderer->getScreenWidth() / 2.0f, + mRenderer->getScreenHeight() - (mFrameHeight / 2.0f)}); } - mHelp = std::make_unique(); - mHelp->setStyle(style); mHelp->setPrompts(getHelpPrompts()); convertPage(mCurrentPage); diff --git a/es-app/src/guis/GuiAlternativeEmulators.h b/es-app/src/guis/GuiAlternativeEmulators.h index c1b3fdd3d..37ee67973 100644 --- a/es-app/src/guis/GuiAlternativeEmulators.h +++ b/es-app/src/guis/GuiAlternativeEmulators.h @@ -26,7 +26,6 @@ private: bool input(InputConfig* config, Input input) override; std::vector getHelpPrompts() override; - HelpStyle getHelpStyle() override { return ViewController::getInstance()->getViewHelpStyle(); } MenuComponent mMenu; bool mHasSystems; diff --git a/es-app/src/guis/GuiApplicationUpdater.cpp b/es-app/src/guis/GuiApplicationUpdater.cpp index 03c8049da..2eb3ab6f7 100644 --- a/es-app/src/guis/GuiApplicationUpdater.cpp +++ b/es-app/src/guis/GuiApplicationUpdater.cpp @@ -161,13 +161,13 @@ GuiApplicationUpdater::GuiApplicationUpdater() }; if (Settings::getInstance()->getBool("VirtualKeyboard")) { mWindow->pushGui(new GuiTextEditKeyboardPopup( - getHelpStyle(), 0.0f, _("ENTER DOWNLOAD DIRECTORY"), - currentDownloadDirectory, directoryFunc, false)); + 0.0f, _("ENTER DOWNLOAD DIRECTORY"), currentDownloadDirectory, + directoryFunc, false)); } else { - mWindow->pushGui( - new GuiTextEditPopup(getHelpStyle(), _("ENTER DOWNLOAD DIRECTORY"), - currentDownloadDirectory, directoryFunc, false)); + mWindow->pushGui(new GuiTextEditPopup(_("ENTER DOWNLOAD DIRECTORY"), + currentDownloadDirectory, directoryFunc, + false)); } }); buttons.push_back(mButton2); @@ -180,20 +180,20 @@ GuiApplicationUpdater::GuiApplicationUpdater() mThread.reset(); } if (mDownloading) { - mWindow->pushGui(new GuiMsgBox( - getHelpStyle(), _("DOWNLOAD ABORTED") + "\n" + _("NO PACKAGE SAVED TO DISK"), - _("OK"), nullptr, "", nullptr, "", nullptr, nullptr, true, true, - (mRenderer->getIsVerticalOrientation() ? - 0.70f : - 0.45f * (1.778f / mRenderer->getScreenAspectRatio())))); + mWindow->pushGui( + new GuiMsgBox(_("DOWNLOAD ABORTED") + "\n" + _("NO PACKAGE SAVED TO DISK"), _("OK"), + nullptr, "", nullptr, "", nullptr, nullptr, true, true, + (mRenderer->getIsVerticalOrientation() ? + 0.70f : + 0.45f * (1.778f / mRenderer->getScreenAspectRatio())))); } else if (mHasDownloaded || mReadyToInstall) { - mWindow->pushGui(new GuiMsgBox( - getHelpStyle(), _("PACKAGE WAS DOWNLOADED AND CAN BE MANUALLY INSTALLED"), _("OK"), - nullptr, "", nullptr, "", nullptr, nullptr, true, true, - (mRenderer->getIsVerticalOrientation() ? - 0.60f : - 0.35f * (1.778f / mRenderer->getScreenAspectRatio())))); + mWindow->pushGui( + new GuiMsgBox(_("PACKAGE WAS DOWNLOADED AND CAN BE MANUALLY INSTALLED"), _("OK"), + nullptr, "", nullptr, "", nullptr, nullptr, true, true, + (mRenderer->getIsVerticalOrientation() ? + 0.60f : + 0.35f * (1.778f / mRenderer->getScreenAspectRatio())))); } delete this; }); diff --git a/es-app/src/guis/GuiApplicationUpdater.h b/es-app/src/guis/GuiApplicationUpdater.h index 7646ab0c8..4949075d4 100644 --- a/es-app/src/guis/GuiApplicationUpdater.h +++ b/es-app/src/guis/GuiApplicationUpdater.h @@ -38,13 +38,6 @@ public: private: void onSizeChanged() override; std::vector getHelpPrompts() override; - HelpStyle getHelpStyle() override - { - if (ViewController::getInstance()->getState().viewing == ViewController::ViewMode::NOTHING) - return HelpStyle(); - else - return ViewController::getInstance()->getViewHelpStyle(); - } Renderer* mRenderer; BusyComponent mBusyAnim; diff --git a/es-app/src/guis/GuiCollectionSystemsOptions.cpp b/es-app/src/guis/GuiCollectionSystemsOptions.cpp index b617f9b52..23c6edfbc 100644 --- a/es-app/src/guis/GuiCollectionSystemsOptions.cpp +++ b/es-app/src/guis/GuiCollectionSystemsOptions.cpp @@ -45,8 +45,8 @@ GuiCollectionSystemsOptions::GuiCollectionSystemsOptions(std::string title) } // Automatic collections. - mCollectionSystemsAuto = std::make_shared>( - getHelpStyle(), _("SELECT COLLECTIONS"), true); + mCollectionSystemsAuto = + std::make_shared>(_("SELECT COLLECTIONS"), true); std::map autoSystems { CollectionSystemsManager::getInstance()->getAutoCollectionSystems()}; // Add automatic systems. @@ -95,8 +95,8 @@ GuiCollectionSystemsOptions::GuiCollectionSystemsOptions(std::string title) }); // Custom collections. - mCollectionSystemsCustom = std::make_shared>( - getHelpStyle(), _("SELECT COLLECTIONS"), true); + mCollectionSystemsCustom = + std::make_shared>(_("SELECT COLLECTIONS"), true); std::map customSystems { CollectionSystemsManager::getInstance()->getCustomCollectionSystems()}; // Add custom systems. @@ -178,8 +178,7 @@ GuiCollectionSystemsOptions::GuiCollectionSystemsOptions(std::string title) row.makeAcceptInputHandler([this, unusedFolders] { auto ss = new GuiSettings(_("SELECT THEME FOLDER")); std::shared_ptr> folderThemes { - std::make_shared>(getHelpStyle(), - _("SELECT THEME FOLDER"), true)}; + std::make_shared>(_("SELECT THEME FOLDER"), true)}; // Add custom systems. for (auto it = unusedFolders.cbegin(); it != unusedFolders.cend(); ++it) { ComponentListRow row; @@ -224,13 +223,13 @@ GuiCollectionSystemsOptions::GuiCollectionSystemsOptions(std::string title) const float verticalPosition { mRenderer->getIsVerticalOrientation() ? getMenu().getPosition().y : 0.0f}; mWindow->pushGui(new GuiTextEditKeyboardPopup( - getHelpStyle(), verticalPosition, _("NEW COLLECTION NAME"), "", - createCollectionCall, false, _("CREATE"), _("CREATE COLLECTION?"))); + verticalPosition, _("NEW COLLECTION NAME"), "", createCollectionCall, false, + _("CREATE"), _("CREATE COLLECTION?"))); }); } else { row.makeAcceptInputHandler([this, createCollectionCall] { - mWindow->pushGui(new GuiTextEditPopup(getHelpStyle(), _("NEW COLLECTION NAME"), "", + mWindow->pushGui(new GuiTextEditPopup(_("NEW COLLECTION NAME"), "", createCollectionCall, false, _("CREATE"), _("CREATE COLLECTION?"))); }); @@ -251,7 +250,7 @@ GuiCollectionSystemsOptions::GuiCollectionSystemsOptions(std::string title) row.makeAcceptInputHandler([this, customSystems] { auto ss = new GuiSettings(_("COLLECTION TO DELETE")); std::shared_ptr> customCollections { - std::make_shared>(getHelpStyle(), "", true)}; + std::make_shared>("", true)}; for (std::map::const_iterator it = customSystems.cbegin(); it != customSystems.cend(); ++it) { @@ -259,7 +258,6 @@ GuiCollectionSystemsOptions::GuiCollectionSystemsOptions(std::string title) std::string name {(*it).first}; std::function deleteCollectionCall = [this, name] { mWindow->pushGui(new GuiMsgBox( - getHelpStyle(), Utils::String::format( _("THIS WILL PERMANENTLY DELETE THE COLLECTION\n'%s'\nARE YOU SURE?"), Utils::String::toUpper(name).c_str()), @@ -318,8 +316,8 @@ GuiCollectionSystemsOptions::GuiCollectionSystemsOptions(std::string title) addRow(row); // Custom collections grouping. - auto collectionCustomGrouping = std::make_shared>( - getHelpStyle(), _("GROUP CUSTOM COLLECTIONS"), false); + auto collectionCustomGrouping = + std::make_shared>(_("GROUP CUSTOM COLLECTIONS"), false); const std::string& selectedCustomGrouping { Settings::getInstance()->getString("CollectionCustomGrouping")}; collectionCustomGrouping->add(_("IF UNTHEMED"), "unthemed", diff --git a/es-app/src/guis/GuiGamelistFilter.cpp b/es-app/src/guis/GuiGamelistFilter.cpp index 800b3acb2..3629dd342 100644 --- a/es-app/src/guis/GuiGamelistFilter.cpp +++ b/es-app/src/guis/GuiGamelistFilter.cpp @@ -124,16 +124,15 @@ void GuiGamelistFilter::addFiltersToMenu() row.makeAcceptInputHandler([this, updateVal] { const float verticalPosition { Renderer::getIsVerticalOrientation() ? mMenu.getPosition().y : 0.0f}; - mWindow->pushGui(new GuiTextEditKeyboardPopup( - getHelpStyle(), verticalPosition, _("GAME NAME"), mTextFilterField->getValue(), - updateVal, false, _("OK"), _("APPLY CHANGES?"))); + mWindow->pushGui(new GuiTextEditKeyboardPopup(verticalPosition, _("GAME NAME"), + mTextFilterField->getValue(), updateVal, + false, _("OK"), _("APPLY CHANGES?"))); }); } else { row.makeAcceptInputHandler([this, updateVal] { - mWindow->pushGui(new GuiTextEditPopup(getHelpStyle(), _("GAME NAME"), - mTextFilterField->getValue(), updateVal, false, - _("OK"), _("APPLY CHANGES?"))); + mWindow->pushGui(new GuiTextEditPopup(_("GAME NAME"), mTextFilterField->getValue(), + updateVal, false, _("OK"), _("APPLY CHANGES?"))); }); } @@ -172,11 +171,9 @@ void GuiGamelistFilter::addFiltersToMenu() // For bool values, make the selection exclusive so that both True and False can't be // selected at the same time. This should be changed to a SwitchComponent at some point. if (exclusiveSelect) - optionList = std::make_shared>(getHelpStyle(), - menuLabel, true, true); + optionList = std::make_shared>(menuLabel, true, true); else - optionList = std::make_shared>(getHelpStyle(), - menuLabel, true, false); + optionList = std::make_shared>(menuLabel, true, false); // Still display fields that can't be filtered in the menu, but notify the user and set // the OptionListComponent as disabled. diff --git a/es-app/src/guis/GuiGamelistFilter.h b/es-app/src/guis/GuiGamelistFilter.h index 268182e21..844484551 100644 --- a/es-app/src/guis/GuiGamelistFilter.h +++ b/es-app/src/guis/GuiGamelistFilter.h @@ -28,7 +28,6 @@ public: bool input(InputConfig* config, Input input) override; std::vector getHelpPrompts() override; - HelpStyle getHelpStyle() override { return ViewController::getInstance()->getViewHelpStyle(); } private: void initializeMenu(); diff --git a/es-app/src/guis/GuiGamelistOptions.cpp b/es-app/src/guis/GuiGamelistOptions.cpp index 211105abf..94bd9ebd3 100644 --- a/es-app/src/guis/GuiGamelistOptions.cpp +++ b/es-app/src/guis/GuiGamelistOptions.cpp @@ -103,7 +103,7 @@ GuiGamelistOptions::GuiGamelistOptions(SystemData* system) mCurrentFirstCharacter = Utils::String::getFirstCharacter(file->getSortName()); } - mJumpToLetterList = std::make_shared(getHelpStyle(), _("JUMP TO..."), false); + mJumpToLetterList = std::make_shared(_("JUMP TO..."), false); // Enable key repeat so that the left or right button can be held to cycle through // the letters. @@ -122,7 +122,7 @@ GuiGamelistOptions::GuiGamelistOptions(SystemData* system) // Add the sorting entry, unless this is the grouped custom collections list. if (!mIsCustomCollectionGroup) { // Sort list by selected sort type (persistent throughout the program session). - mListSort = std::make_shared(getHelpStyle(), _("SORT GAMES BY"), false); + mListSort = std::make_shared(_("SORT GAMES BY"), false); FileData* root {nullptr}; if (mIsCustomCollection) root = getGamelist()->getCursor()->getSystem()->getRootFolder(); diff --git a/es-app/src/guis/GuiGamelistOptions.h b/es-app/src/guis/GuiGamelistOptions.h index 20e1b4a3c..36c9a1418 100644 --- a/es-app/src/guis/GuiGamelistOptions.h +++ b/es-app/src/guis/GuiGamelistOptions.h @@ -30,7 +30,6 @@ public: bool input(InputConfig* config, Input input) override; std::vector getHelpPrompts() override; - HelpStyle getHelpStyle() override { return ViewController::getInstance()->getViewHelpStyle(); } private: void openGamelistFilter(); diff --git a/es-app/src/guis/GuiMediaViewerOptions.cpp b/es-app/src/guis/GuiMediaViewerOptions.cpp index d3f89a70b..3aa0940eb 100644 --- a/es-app/src/guis/GuiMediaViewerOptions.cpp +++ b/es-app/src/guis/GuiMediaViewerOptions.cpp @@ -19,8 +19,8 @@ GuiMediaViewerOptions::GuiMediaViewerOptions(const std::string& title) { // Help prompts. - auto mediaViewerHelpPrompts = std::make_shared>( - getHelpStyle(), _("HELP PROMPTS"), false); + auto mediaViewerHelpPrompts = + std::make_shared>(_("HELP PROMPTS"), false); std::string selectedHelpPrompts {Settings::getInstance()->getString("MediaViewerHelpPrompts")}; mediaViewerHelpPrompts->add(_("TOP"), "top", selectedHelpPrompts == "top"); mediaViewerHelpPrompts->add(_("BOTTOM"), "bottom", selectedHelpPrompts == "bottom"); diff --git a/es-app/src/guis/GuiMenu.cpp b/es-app/src/guis/GuiMenu.cpp index 79bb92d51..236d05f8d 100644 --- a/es-app/src/guis/GuiMenu.cpp +++ b/es-app/src/guis/GuiMenu.cpp @@ -131,8 +131,7 @@ void GuiMenu::openUIOptions() std::map::const_iterator selectedTheme; - auto theme = - std::make_shared>(getHelpStyle(), _("THEME"), false); + auto theme = std::make_shared>(_("THEME"), false); ComponentListRow themeDownloaderInputRow; themeDownloaderInputRow.elements.clear(); @@ -203,8 +202,8 @@ void GuiMenu::openUIOptions() } // Theme variants. - auto themeVariant = std::make_shared>( - getHelpStyle(), _("THEME VARIANT"), false); + auto themeVariant = + std::make_shared>(_("THEME VARIANT"), false); s->addWithLabel(_("THEME VARIANT"), themeVariant); s->addSaveFunc([themeVariant, s] { if (themeVariant->getSelected() != Settings::getInstance()->getString("ThemeVariant")) { @@ -262,8 +261,8 @@ void GuiMenu::openUIOptions() Settings::getInstance()->getString("ThemeVariant")); // Theme color schemes. - auto themeColorScheme = std::make_shared>( - getHelpStyle(), _("THEME COLOR SCHEME"), false); + auto themeColorScheme = + std::make_shared>(_("THEME COLOR SCHEME"), false); s->addWithLabel(_("THEME COLOR SCHEME"), themeColorScheme); s->addSaveFunc([themeColorScheme, s] { if (themeColorScheme->getSelected() != @@ -315,8 +314,8 @@ void GuiMenu::openUIOptions() Settings::getInstance()->getString("ThemeColorScheme")); // Theme font sizes. - auto themeFontSize = std::make_shared>( - getHelpStyle(), _("THEME FONT SIZE"), false); + auto themeFontSize = + std::make_shared>(_("THEME FONT SIZE"), false); s->addWithLabel(_("THEME FONT SIZE"), themeFontSize); s->addSaveFunc([themeFontSize, s] { if (themeFontSize->getSelected() != Settings::getInstance()->getString("ThemeFontSize")) { @@ -357,8 +356,8 @@ void GuiMenu::openUIOptions() Settings::getInstance()->getString("ThemeFontSize")); // Theme aspect ratios. - auto themeAspectRatio = std::make_shared>( - getHelpStyle(), _("THEME ASPECT RATIO"), false); + auto themeAspectRatio = + std::make_shared>(_("THEME ASPECT RATIO"), false); s->addWithLabel(_("THEME ASPECT RATIO"), themeAspectRatio); s->addSaveFunc([themeAspectRatio, s] { if (themeAspectRatio->getSelected() != @@ -401,8 +400,8 @@ void GuiMenu::openUIOptions() Settings::getInstance()->getString("ThemeAspectRatio")); // Theme transitions. - auto themeTransitions = std::make_shared>( - getHelpStyle(), _("THEME TRANSITIONS"), false); + auto themeTransitions = + std::make_shared>(_("THEME TRANSITIONS"), false); std::string selectedThemeTransitions {Settings::getInstance()->getString("ThemeTransitions")}; themeTransitions->add(_("AUTOMATIC"), "automatic", selectedThemeTransitions == "automatic"); // If there are no objects returned, then there must be a manually modified entry in the @@ -516,8 +515,8 @@ void GuiMenu::openUIOptions() Settings::getInstance()->getString("ThemeTransitions")); // Theme language. - auto themeLanguage = std::make_shared>( - getHelpStyle(), _("THEME LANGUAGE"), false); + auto themeLanguage = + std::make_shared>(_("THEME LANGUAGE"), false); s->addWithLabel(_("THEME LANGUAGE"), themeLanguage); s->addSaveFunc([themeLanguage, s] { if (themeLanguage->getSelected() != Settings::getInstance()->getString("ThemeLanguage")) { @@ -559,8 +558,8 @@ void GuiMenu::openUIOptions() Settings::getInstance()->getString("ThemeLanguage")); // Application language. - auto applicationLanguage = std::make_shared>( - getHelpStyle(), _("APPLICATION LANGUAGE"), false); + auto applicationLanguage = + std::make_shared>(_("APPLICATION LANGUAGE"), false); std::string selectedApplicationLanguage { Settings::getInstance()->getString("ApplicationLanguage")}; applicationLanguage->add(_("AUTOMATIC"), "automatic", @@ -605,8 +604,8 @@ void GuiMenu::openUIOptions() }); // Quick system select (navigate between systems in the gamelist view). - auto quickSystemSelect = std::make_shared>( - getHelpStyle(), _("QUICK SYSTEM SELECT"), false); + auto quickSystemSelect = + std::make_shared>(_("QUICK SYSTEM SELECT"), false); std::string selectedQuickSelect {Settings::getInstance()->getString("QuickSystemSelect")}; quickSystemSelect->add(_("LEFT/RIGHT OR SHOULDERS"), "leftrightshoulders", selectedQuickSelect == "leftrightshoulders"); @@ -631,8 +630,8 @@ void GuiMenu::openUIOptions() }); // Optionally start in selected system/gamelist. - auto startupSystem = std::make_shared>( - getHelpStyle(), _("GAMELIST ON STARTUP"), false); + auto startupSystem = + std::make_shared>(_("GAMELIST ON STARTUP"), false); startupSystem->add(_("NONE"), "", Settings::getInstance()->getString("StartupSystem") == ""); for (auto it = SystemData::sSystemVector.cbegin(); // Line break. it != SystemData::sSystemVector.cend(); ++it) { @@ -660,8 +659,8 @@ void GuiMenu::openUIOptions() }); // Systems sorting. - auto systemsSorting = std::make_shared>( - getHelpStyle(), _("SYSTEMS SORTING"), false); + auto systemsSorting = + std::make_shared>(_("SYSTEMS SORTING"), false); std::string selectedSystemsSorting {Settings::getInstance()->getString("SystemsSorting")}; systemsSorting->add(_("FULL NAMES OR CUSTOM"), "default", selectedSystemsSorting == "default"); systemsSorting->add(_("RELEASE YEAR"), "year", selectedSystemsSorting == "year"); @@ -691,7 +690,7 @@ void GuiMenu::openUIOptions() // Default gamelist sort order. std::string sortOrder; auto defaultSortOrder = std::make_shared>( - getHelpStyle(), _p("short", "GAMES DEFAULT SORT ORDER"), false); + _p("short", "GAMES DEFAULT SORT ORDER"), false); // Exclude the System sort options. unsigned int numSortTypes {static_cast(FileSorts::SortTypes.size() - 2)}; for (unsigned int i {0}; i < numSortTypes; ++i) { @@ -729,8 +728,8 @@ void GuiMenu::openUIOptions() }); // Menu color scheme. - auto menuColorScheme = std::make_shared>( - getHelpStyle(), _("MENU COLOR SCHEME"), false); + auto menuColorScheme = + std::make_shared>(_("MENU COLOR SCHEME"), false); const std::string selectedMenuColor {Settings::getInstance()->getString("MenuColorScheme")}; menuColorScheme->add(_("DARK"), "dark", selectedMenuColor == "dark"); menuColorScheme->add(_("DARK AND RED"), "darkred", selectedMenuColor == "darkred"); @@ -754,8 +753,8 @@ void GuiMenu::openUIOptions() }); // Open menu effect. - auto menuOpeningEffect = std::make_shared>( - getHelpStyle(), _("MENU OPENING ANIMATION"), false); + auto menuOpeningEffect = + std::make_shared>(_("MENU OPENING ANIMATION"), false); std::string selectedMenuEffect {Settings::getInstance()->getString("MenuOpeningEffect")}; menuOpeningEffect->add(_("SCALE-UP"), "scale-up", selectedMenuEffect == "scale-up"); menuOpeningEffect->add(_("NONE"), "none", selectedMenuEffect == "none"); @@ -774,8 +773,8 @@ void GuiMenu::openUIOptions() }); // Launch screen duration. - auto launchScreenDuration = std::make_shared>( - getHelpStyle(), _("LAUNCH SCREEN DURATION"), false); + auto launchScreenDuration = + std::make_shared>(_("LAUNCH SCREEN DURATION"), false); std::string selectedDuration {Settings::getInstance()->getString("LaunchScreenDuration")}; launchScreenDuration->add(_("NORMAL"), "normal", selectedDuration == "normal"); launchScreenDuration->add(_("BRIEF"), "brief", selectedDuration == "brief"); @@ -796,8 +795,7 @@ void GuiMenu::openUIOptions() }); // UI mode. - auto uiMode = - std::make_shared>(getHelpStyle(), _("UI MODE"), false); + auto uiMode = std::make_shared>(_("UI MODE"), false); std::string setMode; if (Settings::getInstance()->getBool("ForceKiosk")) setMode = "kiosk"; @@ -842,7 +840,7 @@ void GuiMenu::openUIOptions() UIModeController::getInstance()->getFormattedPassKeyStr().c_str()); } mWindow->pushGui(new GuiMsgBox( - this->getHelpStyle(), msg, _("YES"), + msg, _("YES"), [this, selectedMode] { LOG(LogDebug) << "GuiMenu::openUISettings(): Setting UI mode to '" << selectedMode << "'."; @@ -890,8 +888,8 @@ void GuiMenu::openUIOptions() }); // Random entry button. - auto randomEntryButton = std::make_shared>( - getHelpStyle(), _("RANDOM ENTRY BUTTON"), false); + auto randomEntryButton = + std::make_shared>(_("RANDOM ENTRY BUTTON"), false); const std::string selectedRandomEntryButton { Settings::getInstance()->getString("RandomEntryButton")}; randomEntryButton->add(_("GAMES ONLY"), "games", selectedRandomEntryButton == "games"); @@ -1183,8 +1181,7 @@ void GuiMenu::openSoundOptions() #if defined(__ANDROID__) // Audio driver. - auto audioDriver = std::make_shared>(getHelpStyle(), - _("AUDIO DRIVER"), false); + auto audioDriver = std::make_shared>(_("AUDIO DRIVER"), false); std::string selectedDriver {Settings::getInstance()->getString("AudioDriver")}; audioDriver->add("OPENSL ES", "openslES", selectedDriver == "openslES"); audioDriver->add("AAUDIO", "AAudio", selectedDriver == "AAudio"); @@ -1312,8 +1309,8 @@ void GuiMenu::openInputDeviceOptions() auto s = new GuiSettings(_("INPUT DEVICE SETTINGS")); // Controller type. - auto inputControllerType = std::make_shared>( - getHelpStyle(), _("CONTROLLER TYPE"), false); + auto inputControllerType = + std::make_shared>(_("CONTROLLER TYPE"), false); std::string selectedPlayer {Settings::getInstance()->getString("InputControllerType")}; inputControllerType->add("XBOX", "xbox", selectedPlayer == "xbox"); inputControllerType->add("XBOX 360", "xbox360", selectedPlayer == "xbox360"); @@ -1338,8 +1335,8 @@ void GuiMenu::openInputDeviceOptions() #if defined(__ANDROID__) || defined(__IOS__) // Touch overlay size. - auto touchOverlaySize = std::make_shared>( - getHelpStyle(), _("TOUCH OVERLAY SIZE"), false); + auto touchOverlaySize = + std::make_shared>(_("TOUCH OVERLAY SIZE"), false); std::string selectedOverlaySize {Settings::getInstance()->getString("InputTouchOverlaySize")}; touchOverlaySize->add(_("MEDIUM"), "medium", selectedOverlaySize == "medium"); touchOverlaySize->add(_("LARGE"), "large", selectedOverlaySize == "large"); @@ -1361,8 +1358,8 @@ void GuiMenu::openInputDeviceOptions() }); // Touch overlay opacity. - auto touchOverlayOpacity = std::make_shared>( - getHelpStyle(), _("TOUCH OVERLAY OPACITY"), false); + auto touchOverlayOpacity = + std::make_shared>(_("TOUCH OVERLAY OPACITY"), false); std::string selectedOverlayOpacity { Settings::getInstance()->getString("InputTouchOverlayOpacity")}; touchOverlayOpacity->add(_("NORMAL"), "normal", selectedOverlayOpacity == "normal"); @@ -1445,12 +1442,11 @@ void GuiMenu::openInputDeviceOptions() "CONFIGURATOR TO RUN ON NEXT STARTUP")}; Window* window {mWindow}; - window->pushGui( - new GuiMsgBox(getHelpStyle(), message, _("OK"), nullptr, "", nullptr, "", nullptr, - nullptr, true, true, - (mRenderer->getIsVerticalOrientation() ? - 0.84f : - 0.54f * (1.778f / mRenderer->getScreenAspectRatio())))); + window->pushGui(new GuiMsgBox( + message, _("OK"), nullptr, "", nullptr, "", nullptr, nullptr, true, true, + (mRenderer->getIsVerticalOrientation() ? + 0.84f : + 0.54f * (1.778f / mRenderer->getScreenAspectRatio())))); } if (touchOverlaySize->getEnabled()) { @@ -1565,7 +1561,7 @@ void GuiMenu::openConfigInput(GuiSettings* settings) Window* window {mWindow}; window->pushGui(new GuiMsgBox( - getHelpStyle(), message, _("PROCEED"), + message, _("PROCEED"), [window] { window->pushGui(new GuiDetectDevice(false, false, nullptr)); }, _("CANCEL"), nullptr, "", nullptr, nullptr, false, true, (mRenderer->getIsVerticalOrientation() ? @@ -1618,14 +1614,14 @@ void GuiMenu::openOtherOptions() multiLineMediaDir] { if (Settings::getInstance()->getBool("VirtualKeyboard")) { mWindow->pushGui(new GuiTextEditKeyboardPopup( - getHelpStyle(), s->getMenu().getPosition().y, titleMediaDir, + s->getMenu().getPosition().y, titleMediaDir, Settings::getInstance()->getString("MediaDirectory"), updateValMediaDir, multiLineMediaDir, _("SAVE"), _("SAVE CHANGES?"), mediaDirectoryStaticText, defaultDirectoryText, _("load default directory"))); } else { mWindow->pushGui(new GuiTextEditPopup( - getHelpStyle(), titleMediaDir, Settings::getInstance()->getString("MediaDirectory"), + titleMediaDir, Settings::getInstance()->getString("MediaDirectory"), updateValMediaDir, multiLineMediaDir, _("SAVE"), _("SAVE CHANGES?"), mediaDirectoryStaticText, defaultDirectoryText, _("load default directory"))); } @@ -1647,8 +1643,8 @@ void GuiMenu::openOtherOptions() #if !defined(USE_OPENGLES) // Anti-aliasing (MSAA). - auto antiAliasing = std::make_shared>( - getHelpStyle(), _("ANTI-ALIASING (MSAA)"), false); + auto antiAliasing = + std::make_shared>(_("ANTI-ALIASING (MSAA)"), false); const std::string& selectedAntiAliasing { std::to_string(Settings::getInstance()->getInt("AntiAliasing"))}; antiAliasing->add(_("DISABLED"), "0", selectedAntiAliasing == "0"); @@ -1671,8 +1667,8 @@ void GuiMenu::openOtherOptions() #if !defined(__IOS__) // Display/monitor. - auto displayIndex = std::make_shared>( - getHelpStyle(), _("DISPLAY/MONITOR INDEX"), false); + auto displayIndex = + std::make_shared>(_("DISPLAY/MONITOR INDEX"), false); std::vector displayIndexEntry; displayIndexEntry.push_back("1"); displayIndexEntry.push_back("2"); @@ -1693,8 +1689,8 @@ void GuiMenu::openOtherOptions() #endif // Screen contents rotation. - auto screenRotate = std::make_shared>( - getHelpStyle(), _("ROTATE SCREEN"), false); + auto screenRotate = + std::make_shared>(_("ROTATE SCREEN"), false); const std::string& selectedScreenRotate { std::to_string(Settings::getInstance()->getInt("ScreenRotate"))}; screenRotate->add(_("DISABLED"), "0", selectedScreenRotate == "0"); @@ -1716,8 +1712,8 @@ void GuiMenu::openOtherOptions() }); // Keyboard quit shortcut. - auto keyboardQuitShortcut = std::make_shared>( - getHelpStyle(), _("KEYBOARD QUIT SHORTCUT"), false); + auto keyboardQuitShortcut = + std::make_shared>(_("KEYBOARD QUIT SHORTCUT"), false); std::string selectedShortcut {Settings::getInstance()->getString("KeyboardQuitShortcut")}; #if defined(_WIN64) || defined(__unix__) || defined(__HAIKU__) keyboardQuitShortcut->add("ALT + F4", "AltF4", selectedShortcut == "AltF4"); @@ -1746,7 +1742,7 @@ void GuiMenu::openOtherOptions() // When to save game metadata. auto saveGamelistsMode = std::make_shared>( - getHelpStyle(), _p("short", "WHEN TO SAVE GAME METADATA"), false); + _p("short", "WHEN TO SAVE GAME METADATA"), false); saveGamelistsMode->add(_("ALWAYS"), "always", Settings::getInstance()->getString("SaveGamelistsMode") == "always"); saveGamelistsMode->add(_("ON EXIT"), "on exit", @@ -1776,8 +1772,8 @@ void GuiMenu::openOtherOptions() #if defined(APPLICATION_UPDATER) // Application updater frequency. - auto applicationUpdaterFrequency = std::make_shared>( - getHelpStyle(), _("APPLICATION UPDATES"), false); + auto applicationUpdaterFrequency = + std::make_shared>(_("APPLICATION UPDATES"), false); const std::string& selectedUpdaterFrequency { Settings::getInstance()->getString("ApplicationUpdaterFrequency")}; applicationUpdaterFrequency->add(_("ALWAYS"), "always", selectedUpdaterFrequency == "always"); @@ -2114,8 +2110,6 @@ void GuiMenu::openUtilities() { auto s = new GuiSettings(_("UTILITIES")); - HelpStyle style {getHelpStyle()}; - ComponentListRow row; row.addElement(std::make_shared(_("ORPHANED DATA CLEANUP"), Font::get(FONT_SIZE_MEDIUM), mMenuColorPrimary), @@ -2137,7 +2131,6 @@ void GuiMenu::openUtilities() row.makeAcceptInputHandler([this] { mWindow->pushGui(new GuiMsgBox( - getHelpStyle(), _("THIS WILL CREATE ALL GAME SYSTEM DIRECTORIES INSIDE YOUR ROM FOLDER AND IT WILL " "ALSO UPDATE ALL SYSTEMINFO.TXT FILES. THIS IS A SAFE OPERATION THAT WILL NOT DELETE " "OR MODIFY YOUR GAME FILES. TO DECREASE APPLICATION STARTUP TIMES IT'S RECOMMENDED " @@ -2146,8 +2139,7 @@ void GuiMenu::openUtilities() [this] { if (!SystemData::createSystemDirectories()) { mWindow->pushGui(new GuiMsgBox( - getHelpStyle(), _("THE SYSTEM DIRECTORIES WERE SUCCESSFULLY CREATED"), - _("OK"), + _("THE SYSTEM DIRECTORIES WERE SUCCESSFULLY CREATED"), _("OK"), [this] { if (CollectionSystemsManager::getInstance()->isEditing()) CollectionSystemsManager::getInstance()->exitEditMode(); @@ -2165,7 +2157,6 @@ void GuiMenu::openUtilities() } else { mWindow->pushGui(new GuiMsgBox( - getHelpStyle(), _("ERROR CREATING SYSTEM DIRECTORIES, PERMISSION PROBLEMS OR " "DISK FULL? SEE THE LOG FILE FOR MORE DETAILS"), _("OK"), nullptr, "", nullptr, "", nullptr, nullptr, true, true, @@ -2192,7 +2183,6 @@ void GuiMenu::openUtilities() row.makeAcceptInputHandler([this] { mWindow->pushGui(new GuiMsgBox( - getHelpStyle(), _("THIS WILL RESCAN YOUR ROM DIRECTORY FOR CHANGES SUCH AS ADDED OR REMOVED GAMES AND " "SYSTEMS"), _("PROCEED"), @@ -2227,7 +2217,7 @@ void GuiMenu::openQuitMenu() if (!Settings::getInstance()->getBool("ShowQuitMenu")) { #endif mWindow->pushGui(new GuiMsgBox( - this->getHelpStyle(), _("REALLY QUIT?"), _("YES"), + _("REALLY QUIT?"), _("YES"), [this] { close(true); Utils::Platform::quitES(); @@ -2238,13 +2228,12 @@ void GuiMenu::openQuitMenu() auto s = new GuiSettings(_("QUIT")); Window* window {mWindow}; - HelpStyle style {getHelpStyle()}; ComponentListRow row; row.makeAcceptInputHandler([window, this] { window->pushGui(new GuiMsgBox( - this->getHelpStyle(), _("REALLY QUIT?"), _("YES"), + _("REALLY QUIT?"), _("YES"), [this] { close(true); Utils::Platform::quitES(); @@ -2260,7 +2249,7 @@ void GuiMenu::openQuitMenu() row.elements.clear(); row.makeAcceptInputHandler([window, this] { window->pushGui(new GuiMsgBox( - this->getHelpStyle(), _("REALLY REBOOT?"), _("YES"), + _("REALLY REBOOT?"), _("YES"), [] { if (Utils::Platform::quitES(Utils::Platform::QuitMode::REBOOT) != 0) { LOG(LogWarning) << "Reboot terminated with non-zero result!"; @@ -2277,7 +2266,7 @@ void GuiMenu::openQuitMenu() row.elements.clear(); row.makeAcceptInputHandler([window, this] { window->pushGui(new GuiMsgBox( - this->getHelpStyle(), _("REALLY POWER OFF?"), _("YES"), + _("REALLY POWER OFF?"), _("YES"), [] { if (Utils::Platform::quitES(Utils::Platform::QuitMode::POWEROFF) != 0) { LOG(LogWarning) << "Power off terminated with non-zero result!"; diff --git a/es-app/src/guis/GuiMenu.h b/es-app/src/guis/GuiMenu.h index 4582f5ae0..2e0b43202 100644 --- a/es-app/src/guis/GuiMenu.h +++ b/es-app/src/guis/GuiMenu.h @@ -24,7 +24,6 @@ public: bool input(InputConfig* config, Input input) override; void onSizeChanged() override; std::vector getHelpPrompts() override; - HelpStyle getHelpStyle() override { return ViewController::getInstance()->getViewHelpStyle(); } private: void close(bool closeAllWindows); diff --git a/es-app/src/guis/GuiMetaDataEd.cpp b/es-app/src/guis/GuiMetaDataEd.cpp index 0cad8a6fa..fc391ccf0 100644 --- a/es-app/src/guis/GuiMetaDataEd.cpp +++ b/es-app/src/guis/GuiMetaDataEd.cpp @@ -626,14 +626,14 @@ GuiMetaDataEd::GuiMetaDataEd(MetaDataList* md, const float verticalPosition { mRenderer->getIsVerticalOrientation() ? mPosition.y : 0.0f}; mWindow->pushGui(new GuiTextEditKeyboardPopup( - getHelpStyle(), verticalPosition, title, ed->getValue(), updateVal, - multiLine, _("APPLY"), _("APPLY CHANGES?"), "", "")); + verticalPosition, title, ed->getValue(), updateVal, multiLine, + _("APPLY"), _("APPLY CHANGES?"), "", "")); }); } else { row.makeAcceptInputHandler([this, title, ed, updateVal, multiLine] { - mWindow->pushGui(new GuiTextEditPopup(getHelpStyle(), title, ed->getValue(), - updateVal, multiLine, _("APPLY"), + mWindow->pushGui(new GuiTextEditPopup(title, ed->getValue(), updateVal, + multiLine, _("APPLY"), _("APPLY CHANGES?"))); }); } @@ -689,7 +689,6 @@ GuiMetaDataEd::GuiMetaDataEd(MetaDataList* md, }; auto clearSelfBtnFunc = [this, clearSelf] { mWindow->pushGui(new GuiMsgBox( - getHelpStyle(), _("THIS WILL DELETE ANY MEDIA FILES AND " "THE GAMELIST.XML ENTRY FOR THIS FOLDER, " "BUT NEITHER THE DIRECTORY ITSELF OR ANY " @@ -711,7 +710,6 @@ GuiMetaDataEd::GuiMetaDataEd(MetaDataList* md, }; auto clearSelfBtnFunc = [this, clearSelf] { mWindow->pushGui(new GuiMsgBox( - getHelpStyle(), _("THIS WILL DELETE ANY MEDIA FILES " "AND THE GAMELIST.XML ENTRY FOR " "THIS GAME, BUT THE GAME FILE " @@ -734,8 +732,7 @@ GuiMetaDataEd::GuiMetaDataEd(MetaDataList* md, }; auto deleteGameBtnFunc = [this, deleteFilesAndSelf] { mWindow->pushGui( - new GuiMsgBox(getHelpStyle(), - _("THIS WILL DELETE THE GAME " + new GuiMsgBox(_("THIS WILL DELETE THE GAME " "FILE, ANY MEDIA FILES AND " "THE GAMELIST.XML ENTRY\nARE YOU SURE?"), _("YES"), deleteFilesAndSelf, _("NO"), nullptr, "", nullptr, @@ -1039,7 +1036,7 @@ void GuiMetaDataEd::close() if (metadataUpdated) { // Changes were made, ask if the user wants to save them. mWindow->pushGui(new GuiMsgBox( - getHelpStyle(), _("SAVE CHANGES?"), _("YES"), + _("SAVE CHANGES?"), _("YES"), [this, closeFunc] { save(); closeFunc(); diff --git a/es-app/src/guis/GuiMetaDataEd.h b/es-app/src/guis/GuiMetaDataEd.h index 2838b5f3a..05b35ecda 100644 --- a/es-app/src/guis/GuiMetaDataEd.h +++ b/es-app/src/guis/GuiMetaDataEd.h @@ -38,7 +38,6 @@ public: void onSizeChanged() override; std::vector getHelpPrompts() override; - HelpStyle getHelpStyle() override { return ViewController::getInstance()->getViewHelpStyle(); } private: void save(); diff --git a/es-app/src/guis/GuiOfflineGenerator.h b/es-app/src/guis/GuiOfflineGenerator.h index 5063ec2ab..45ead1ce4 100644 --- a/es-app/src/guis/GuiOfflineGenerator.h +++ b/es-app/src/guis/GuiOfflineGenerator.h @@ -31,7 +31,6 @@ private: void update(int deltaTime) override; std::vector getHelpPrompts() override; - HelpStyle getHelpStyle() override { return ViewController::getInstance()->getViewHelpStyle(); } std::queue mGameQueue; diff --git a/es-app/src/guis/GuiOrphanedDataCleanup.h b/es-app/src/guis/GuiOrphanedDataCleanup.h index 0170868b5..aaaeb1d52 100644 --- a/es-app/src/guis/GuiOrphanedDataCleanup.h +++ b/es-app/src/guis/GuiOrphanedDataCleanup.h @@ -36,7 +36,6 @@ private: bool input(InputConfig* config, Input input) override; std::vector getHelpPrompts() override; - HelpStyle getHelpStyle() override { return ViewController::getInstance()->getViewHelpStyle(); } Renderer* mRenderer; NinePatchComponent mBackground; diff --git a/es-app/src/guis/GuiScraperMenu.cpp b/es-app/src/guis/GuiScraperMenu.cpp index 9288e2e95..cb9ccdcdb 100644 --- a/es-app/src/guis/GuiScraperMenu.cpp +++ b/es-app/src/guis/GuiScraperMenu.cpp @@ -25,8 +25,7 @@ GuiScraperMenu::GuiScraperMenu(std::string title) , mMenu {title} { // Scraper service. - mScraper = - std::make_shared>(getHelpStyle(), _("SCRAPE FROM"), false); + mScraper = std::make_shared>(_("SCRAPE FROM"), false); std::vector scrapers = getScraperList(); // Select either the first entry or the one read from the settings, // just in case the scraper from settings has vanished. @@ -42,8 +41,8 @@ GuiScraperMenu::GuiScraperMenu(std::string title) // Search filters, getSearches() will generate a queue of games to scrape // based on the outcome of the checks below. - mFilters = std::make_shared>( - getHelpStyle(), _("SCRAPE THESE GAMES"), false); + mFilters = + std::make_shared>(_("SCRAPE THESE GAMES"), false); mFilters->add( _("ALL GAMES"), [](SystemData*, FileData*) -> bool { @@ -103,8 +102,7 @@ GuiScraperMenu::GuiScraperMenu(std::string title) }); // Add systems (all systems with an existing platform ID are listed). - mSystems = std::make_shared>(getHelpStyle(), - _("SCRAPE THESE SYSTEMS"), true); + mSystems = std::make_shared>(_("SCRAPE THESE SYSTEMS"), true); for (unsigned int i {0}; i < SystemData::sSystemVector.size(); ++i) { if (!SystemData::sSystemVector[i]->hasPlatformId(PlatformIds::PLATFORM_IGNORE)) { mSystems->add(Utils::String::toUpper(SystemData::sSystemVector[i]->getFullName()), @@ -462,8 +460,8 @@ void GuiScraperMenu::openMiximageOptions() auto s = new GuiSettings(_("MIXIMAGE SETTINGS")); // Miximage resolution. - auto miximageResolution = std::make_shared>( - getHelpStyle(), _("MIXIMAGE RESOLUTION"), false); + auto miximageResolution = + std::make_shared>(_("MIXIMAGE RESOLUTION"), false); std::string selectedResolution {Settings::getInstance()->getString("MiximageResolution")}; miximageResolution->add("1280X960", "1280x960", selectedResolution == "1280x960"); miximageResolution->add("1920X1440", "1920x1440", selectedResolution == "1920x1440"); @@ -484,7 +482,7 @@ void GuiScraperMenu::openMiximageOptions() // Horizontally oriented screenshots fit. auto miximageHorizontalFit = std::make_shared>( - getHelpStyle(), _p("short", "HORIZONTAL SCREENSHOT FIT"), false); + _p("short", "HORIZONTAL SCREENSHOT FIT"), false); const std::string selectedHorizontalFit { Settings::getInstance()->getString("MiximageScreenshotHorizontalFit")}; miximageHorizontalFit->add(_("CONTAIN"), "contain", selectedHorizontalFit == "contain"); @@ -506,7 +504,7 @@ void GuiScraperMenu::openMiximageOptions() // Vertically oriented screenshots fit. auto miximageVerticalFit = std::make_shared>( - getHelpStyle(), _p("short", "VERTICAL SCREENSHOT FIT"), false); + _p("short", "VERTICAL SCREENSHOT FIT"), false); const std::string selectedVerticalFit { Settings::getInstance()->getString("MiximageScreenshotVerticalFit")}; miximageVerticalFit->add(_("CONTAIN"), "contain", selectedVerticalFit == "contain"); @@ -528,7 +526,7 @@ void GuiScraperMenu::openMiximageOptions() // Screenshots aspect ratio threshold. auto miximageAspectThreshold = std::make_shared>( - getHelpStyle(), _p("short", "SCREENSHOT ASPECT RATIO THRESHOLD"), false); + _p("short", "SCREENSHOT ASPECT RATIO THRESHOLD"), false); const std::string selectedAspectThreshold { Settings::getInstance()->getString("MiximageScreenshotAspectThreshold")}; miximageAspectThreshold->add(_("HIGH"), "high", selectedAspectThreshold == "high"); @@ -548,8 +546,8 @@ void GuiScraperMenu::openMiximageOptions() }); // Blank areas fill color. - auto miximageBlankAreasColor = std::make_shared>( - getHelpStyle(), _("BLANK AREAS FILL COLOR"), false); + auto miximageBlankAreasColor = + std::make_shared>(_("BLANK AREAS FILL COLOR"), false); const std::string selectedBlankAreasColor { Settings::getInstance()->getString("MiximageScreenshotBlankAreasColor")}; miximageBlankAreasColor->add(_("BLACK"), "black", selectedBlankAreasColor == "black"); @@ -570,7 +568,7 @@ void GuiScraperMenu::openMiximageOptions() // Screenshot scaling method. auto miximageScaling = std::make_shared>( - getHelpStyle(), _p("short", "SCREENSHOT SCALING METHOD"), false); + _p("short", "SCREENSHOT SCALING METHOD"), false); std::string selectedScaling {Settings::getInstance()->getString("MiximageScreenshotScaling")}; miximageScaling->add(_("SHARP"), "sharp", selectedScaling == "sharp"); miximageScaling->add(_("SMOOTH"), "smooth", selectedScaling == "smooth"); @@ -589,8 +587,7 @@ void GuiScraperMenu::openMiximageOptions() }); // Box/cover size. - auto miximageBoxSize = - std::make_shared>(getHelpStyle(), _("BOX SIZE"), false); + auto miximageBoxSize = std::make_shared>(_("BOX SIZE"), false); std::string selectedBoxSize {Settings::getInstance()->getString("MiximageBoxSize")}; miximageBoxSize->add(_("SMALL"), "small", selectedBoxSize == "small"); miximageBoxSize->add(_("MEDIUM"), "medium", selectedBoxSize == "medium"); @@ -609,8 +606,8 @@ void GuiScraperMenu::openMiximageOptions() }); // Physical media size. - auto miximagePhysicalMediaSize = std::make_shared>( - getHelpStyle(), _("PHYSICAL MEDIA SIZE"), false); + auto miximagePhysicalMediaSize = + std::make_shared>(_("PHYSICAL MEDIA SIZE"), false); std::string selectedPhysicalMediaSize { Settings::getInstance()->getString("MiximagePhysicalMediaSize")}; miximagePhysicalMediaSize->add(_("SMALL"), "small", selectedPhysicalMediaSize == "small"); @@ -765,8 +762,7 @@ void GuiScraperMenu::openMiximageOptions() void GuiScraperMenu::openOfflineGenerator(GuiSettings* settings) { if (mSystems->getSelectedObjects().empty()) { - mWindow->pushGui(new GuiMsgBox(getHelpStyle(), - _("THE OFFLINE GENERATOR USES THE SAME SYSTEM " + mWindow->pushGui(new GuiMsgBox(_("THE OFFLINE GENERATOR USES THE SAME SYSTEM " "SELECTIONS AS THE SCRAPER, SO PLEASE SELECT " "AT LEAST ONE SYSTEM TO GENERATE IMAGES FOR"), _("OK"), nullptr, "", nullptr, "", nullptr, nullptr, false, @@ -807,8 +803,7 @@ void GuiScraperMenu::openOtherOptions() auto s = new GuiSettings(_("OTHER SETTINGS")); // Scraper region. - auto scraperRegion = - std::make_shared>(getHelpStyle(), _("REGION"), false); + auto scraperRegion = std::make_shared>(_("REGION"), false); std::string selectedScraperRegion {Settings::getInstance()->getString("ScraperRegion")}; // clang-format off scraperRegion->add(_("EUROPE"), "eu", selectedScraperRegion == "eu"); @@ -838,8 +833,8 @@ void GuiScraperMenu::openOtherOptions() } // Scraper language. - auto scraperLanguage = std::make_shared>( - getHelpStyle(), _("PREFERRED LANGUAGE"), false); + auto scraperLanguage = + std::make_shared>(_("PREFERRED LANGUAGE"), false); std::string selectedScraperLanguage {Settings::getInstance()->getString("ScraperLanguage")}; // clang-format off scraperLanguage->add("ENGLISH", "en", selectedScraperLanguage == "en"); @@ -1242,7 +1237,7 @@ void GuiScraperMenu::pressedStart() "SET, RESULTS MAY BE INACCURATE"); } mWindow->pushGui( - new GuiMsgBox(getHelpStyle(), Utils::String::toUpper(warningString), _("PROCEED"), + new GuiMsgBox(Utils::String::toUpper(warningString), _("PROCEED"), std::bind(&GuiScraperMenu::start, this), _("CANCEL"), nullptr, "", nullptr, nullptr, false, true, (mRenderer->getIsVerticalOrientation() ? @@ -1257,8 +1252,7 @@ void GuiScraperMenu::pressedStart() void GuiScraperMenu::start() { if (mSystems->getSelectedObjects().empty()) { - mWindow->pushGui( - new GuiMsgBox(getHelpStyle(), _("PLEASE SELECT AT LEAST ONE SYSTEM TO SCRAPE"))); + mWindow->pushGui(new GuiMsgBox(_("PLEASE SELECT AT LEAST ONE SYSTEM TO SCRAPE"))); return; } @@ -1332,16 +1326,14 @@ void GuiScraperMenu::start() } while (0); if (!contentToScrape) { - mWindow->pushGui( - new GuiMsgBox(getHelpStyle(), _("PLEASE SELECT AT LEAST ONE CONTENT TYPE TO SCRAPE"))); + mWindow->pushGui(new GuiMsgBox(_("PLEASE SELECT AT LEAST ONE CONTENT TYPE TO SCRAPE"))); return; } auto searches = getSearches(mSystems->getSelectedObjects(), mFilters->getSelected()); if (searches.first.empty()) { - mWindow->pushGui( - new GuiMsgBox(getHelpStyle(), _("ALL GAMES WERE FILTERED, NOTHING TO SCRAPE"))); + mWindow->pushGui(new GuiMsgBox(_("ALL GAMES WERE FILTERED, NOTHING TO SCRAPE"))); } else { GuiScraperMulti* gsm { diff --git a/es-app/src/guis/GuiScraperMenu.h b/es-app/src/guis/GuiScraperMenu.h index 5964f42f1..4633f9d70 100644 --- a/es-app/src/guis/GuiScraperMenu.h +++ b/es-app/src/guis/GuiScraperMenu.h @@ -33,7 +33,6 @@ public: bool input(InputConfig* config, Input input) override; std::vector getHelpPrompts() override; - HelpStyle getHelpStyle() override { return ViewController::getInstance()->getViewHelpStyle(); } private: void pressedStart(); diff --git a/es-app/src/guis/GuiScraperMulti.cpp b/es-app/src/guis/GuiScraperMulti.cpp index fa5e7793a..533746d5d 100644 --- a/es-app/src/guis/GuiScraperMulti.cpp +++ b/es-app/src/guis/GuiScraperMulti.cpp @@ -327,7 +327,7 @@ void GuiScraperMulti::finish() // Pressing either OK or using the back button should delete us. mWindow->pushGui(new GuiMsgBox( - getHelpStyle(), ss.str(), _("OK"), + ss.str(), _("OK"), [&] { mIsProcessing = false; delete this; diff --git a/es-app/src/guis/GuiScraperMulti.h b/es-app/src/guis/GuiScraperMulti.h index 82e265fa0..288d0497c 100644 --- a/es-app/src/guis/GuiScraperMulti.h +++ b/es-app/src/guis/GuiScraperMulti.h @@ -35,7 +35,6 @@ public: void onSizeChanged() override; std::vector getHelpPrompts() override; - HelpStyle getHelpStyle() override { return ViewController::getInstance()->getViewHelpStyle(); } private: void acceptResult(const ScraperSearchResult& result); diff --git a/es-app/src/guis/GuiScraperSearch.cpp b/es-app/src/guis/GuiScraperSearch.cpp index 164d6d02f..97da23d64 100644 --- a/es-app/src/guis/GuiScraperSearch.cpp +++ b/es-app/src/guis/GuiScraperSearch.cpp @@ -419,7 +419,6 @@ void GuiScraperSearch::onSearchDone(std::vector& results) // Check if the scraper used is still valid. if (!isValidConfiguredScraper()) { mWindow->pushGui(new GuiMsgBox( - getHelpStyle(), Utils::String::toUpper("Configured scraper is no longer available.\n" "Please change the scraping source in the settings."), "FINISH", mSkipCallback)); @@ -559,8 +558,8 @@ void GuiScraperSearch::onSearchError(const std::string& error, { if (fatalError) { LOG(LogWarning) << "GuiScraperSearch: " << Utils::String::replace(error, "\n", ""); - mWindow->pushGui(new GuiMsgBox(getHelpStyle(), Utils::String::toUpper(error), _("OK"), - mCancelCallback, "", nullptr, "", nullptr, nullptr, true)); + mWindow->pushGui(new GuiMsgBox(Utils::String::toUpper(error), _("OK"), mCancelCallback, "", + nullptr, "", nullptr, nullptr, true)); return; } @@ -580,14 +579,14 @@ void GuiScraperSearch::onSearchError(const std::string& error, if (mScrapeCount > 1) { LOG(LogError) << "GuiScraperSearch: " << Utils::String::replace(error, "\n", ""); - mWindow->pushGui(new GuiMsgBox(getHelpStyle(), Utils::String::toUpper(error), _("RETRY"), + mWindow->pushGui(new GuiMsgBox(Utils::String::toUpper(error), _("RETRY"), std::bind(&GuiScraperSearch::search, this, mLastSearch), _("SKIP"), mSkipCallback, _("CANCEL"), mCancelCallback, nullptr, true)); } else { LOG(LogError) << "GuiScraperSearch: " << Utils::String::replace(error, "\n", ""); - mWindow->pushGui(new GuiMsgBox(getHelpStyle(), Utils::String::toUpper(error), _("RETRY"), + mWindow->pushGui(new GuiMsgBox(Utils::String::toUpper(error), _("RETRY"), std::bind(&GuiScraperSearch::search, this, mLastSearch), _("CANCEL"), mCancelCallback, "", nullptr, nullptr, true)); } @@ -1049,14 +1048,13 @@ void GuiScraperSearch::openInputScreen(ScraperSearchParams& params) searchString = Utils::String::replace(searchString, "_", " "); if (Settings::getInstance()->getBool("VirtualKeyboard")) { - mWindow->pushGui(new GuiTextEditKeyboardPopup( - getHelpStyle(), 0.0f, _("REFINE SEARCH"), searchString, searchForFunc, false, - _("SEARCH"), _("SEARCH USING REFINED NAME?"))); + mWindow->pushGui(new GuiTextEditKeyboardPopup(0.0f, _("REFINE SEARCH"), searchString, + searchForFunc, false, _("SEARCH"), + _("SEARCH USING REFINED NAME?"))); } else { - mWindow->pushGui(new GuiTextEditPopup(getHelpStyle(), _("REFINE SEARCH"), searchString, - searchForFunc, false, _("SEARCH"), - _("SEARCH USING REFINED NAME?"))); + mWindow->pushGui(new GuiTextEditPopup(_("REFINE SEARCH"), searchString, searchForFunc, + false, _("SEARCH"), _("SEARCH USING REFINED NAME?"))); } } diff --git a/es-app/src/guis/GuiScraperSearch.h b/es-app/src/guis/GuiScraperSearch.h index 4867c01ef..e37babf70 100644 --- a/es-app/src/guis/GuiScraperSearch.h +++ b/es-app/src/guis/GuiScraperSearch.h @@ -83,7 +83,7 @@ public: void update(int deltaTime) override; void render(const glm::mat4& parentTrans) override; std::vector getHelpPrompts() override; - HelpStyle getHelpStyle() override { return ViewController::getInstance()->getViewHelpStyle(); } + void onSizeChanged() override; void decreaseScrapeCount() diff --git a/es-app/src/guis/GuiScraperSingle.h b/es-app/src/guis/GuiScraperSingle.h index 0484558ef..10a359f9f 100644 --- a/es-app/src/guis/GuiScraperSingle.h +++ b/es-app/src/guis/GuiScraperSingle.h @@ -30,7 +30,6 @@ public: void update(int deltaTime) override; std::vector getHelpPrompts() override; - HelpStyle getHelpStyle() override { return ViewController::getInstance()->getViewHelpStyle(); } private: bool mClose; diff --git a/es-app/src/guis/GuiScreensaverOptions.cpp b/es-app/src/guis/GuiScreensaverOptions.cpp index ac3863796..b4504be31 100644 --- a/es-app/src/guis/GuiScreensaverOptions.cpp +++ b/es-app/src/guis/GuiScreensaverOptions.cpp @@ -38,8 +38,8 @@ GuiScreensaverOptions::GuiScreensaverOptions(const std::string& title) }); // Screensaver type. - auto screensaverType = std::make_shared>( - getHelpStyle(), _("SCREENSAVER TYPE"), false); + auto screensaverType = + std::make_shared>(_("SCREENSAVER TYPE"), false); std::string selectedScreensaver {Settings::getInstance()->getString("ScreensaverType")}; screensaverType->add(_("DIM"), "dim", selectedScreensaver == "dim"); screensaverType->add(_("BLACK"), "black", selectedScreensaver == "black"); @@ -224,14 +224,14 @@ void GuiScreensaverOptions::openSlideshowScreensaverOptions() initValueMediaDir, updateValMediaDir] { if (Settings::getInstance()->getBool("VirtualKeyboard")) { mWindow->pushGui(new GuiTextEditKeyboardPopup( - getHelpStyle(), s->getMenu().getPosition().y, titleCustomImageDir, + s->getMenu().getPosition().y, titleCustomImageDir, Settings::getInstance()->getString("ScreensaverSlideshowCustomDir"), updateValMediaDir, false, _("SAVE"), _("SAVE CHANGES?"), defaultImageDirStaticText, defaultImageDirText, _("load default directory"))); } else { mWindow->pushGui(new GuiTextEditPopup( - getHelpStyle(), titleCustomImageDir, + titleCustomImageDir, Settings::getInstance()->getString("ScreensaverSlideshowCustomDir"), updateValMediaDir, false, _("SAVE"), _("SAVE CHANGES?"), defaultImageDirStaticText, defaultImageDirText, _("load default directory"))); diff --git a/es-app/src/guis/GuiSettings.cpp b/es-app/src/guis/GuiSettings.cpp index debb9cd54..488faa0d0 100644 --- a/es-app/src/guis/GuiSettings.cpp +++ b/es-app/src/guis/GuiSettings.cpp @@ -241,24 +241,23 @@ void GuiSettings::addEditableTextComponent(const std::string label, row.makeAcceptInputHandler([this, label, ed, updateVal, isPassword] { // Never display the value if it's a password, instead set it to blank. if (isPassword) - mWindow->pushGui(new GuiTextEditKeyboardPopup( - getHelpStyle(), getMenu().getPosition().y, label, "", updateVal, false, - _("SAVE"), _("SAVE CHANGES?"))); + mWindow->pushGui(new GuiTextEditKeyboardPopup(getMenu().getPosition().y, label, "", + updateVal, false, _("SAVE"), + _("SAVE CHANGES?"))); else - mWindow->pushGui(new GuiTextEditKeyboardPopup( - getHelpStyle(), getMenu().getPosition().y, label, ed->getValue(), updateVal, - false, _("SAVE"), _("SAVE CHANGES?"))); + mWindow->pushGui(new GuiTextEditKeyboardPopup(getMenu().getPosition().y, label, + ed->getValue(), updateVal, false, + _("SAVE"), _("SAVE CHANGES?"))); }); } else { row.makeAcceptInputHandler([this, label, ed, updateVal, isPassword] { if (isPassword) - mWindow->pushGui(new GuiTextEditPopup(getHelpStyle(), label, "", updateVal, false, - _("SAVE"), _("SAVE CHANGES?"))); - else - mWindow->pushGui(new GuiTextEditPopup(getHelpStyle(), label, ed->getValue(), - updateVal, false, _("SAVE"), + mWindow->pushGui(new GuiTextEditPopup(label, "", updateVal, false, _("SAVE"), _("SAVE CHANGES?"))); + else + mWindow->pushGui(new GuiTextEditPopup(label, ed->getValue(), updateVal, false, + _("SAVE"), _("SAVE CHANGES?"))); }); } diff --git a/es-app/src/guis/GuiSettings.h b/es-app/src/guis/GuiSettings.h index 60d6c7416..c2413b401 100644 --- a/es-app/src/guis/GuiSettings.h +++ b/es-app/src/guis/GuiSettings.h @@ -66,7 +66,6 @@ public: bool input(InputConfig* config, Input input) override; std::vector getHelpPrompts() override; - HelpStyle getHelpStyle() override { return ViewController::getInstance()->getViewHelpStyle(); } private: Renderer* mRenderer; diff --git a/es-app/src/guis/GuiThemeDownloader.cpp b/es-app/src/guis/GuiThemeDownloader.cpp index 46a95b5f5..7414f7993 100644 --- a/es-app/src/guis/GuiThemeDownloader.cpp +++ b/es-app/src/guis/GuiThemeDownloader.cpp @@ -609,7 +609,6 @@ bool GuiThemeDownloader::renameDirectory(const std::string& path, const std::str if (renameStatus) { mWindow->pushGui(new GuiMsgBox( - getHelpStyle(), Utils::String::format(_("COULDN'T RENAME DIRECTORY \"%s\"\nPERMISSION PROBLEMS?"), path.c_str()), _("OK"), [] { return; }, "", nullptr, "", nullptr, nullptr, true)); @@ -633,8 +632,8 @@ void GuiThemeDownloader::parseThemesList() if (!Utils::FileSystem::exists(themesFile)) { LOG(LogError) << "GuiThemeDownloader: No themes.json file found"; mWindow->pushGui(new GuiMsgBox( - getHelpStyle(), _("COULDN'T FIND THE THEMES LIST CONFIGURATION FILE"), _("OK"), - [] { return; }, "", nullptr, "", nullptr, nullptr, true)); + _("COULDN'T FIND THE THEMES LIST CONFIGURATION FILE"), _("OK"), [] { return; }, "", + nullptr, "", nullptr, nullptr, true)); mGrid.removeEntry(mCenterGrid); mGrid.setCursorTo(mButtons); return; @@ -647,7 +646,6 @@ void GuiThemeDownloader::parseThemesList() if (doc.HasParseError()) { LOG(LogError) << "GuiThemeDownloader: Couldn't parse the themes.json file"; mWindow->pushGui(new GuiMsgBox( - getHelpStyle(), _("COULDN'T PARSE THE THEMES LIST CONFIGURATION FILE, MAYBE THE LOCAL REPOSITORY IS " "CORRUPT?"), _("OK"), [] { return; }, "", nullptr, "", nullptr, nullptr, true)); @@ -662,7 +660,6 @@ void GuiThemeDownloader::parseThemesList() LOG(LogWarning) << "Not running the most current application release, theme " "downloading is not recommended"; mWindow->pushGui(new GuiMsgBox( - getHelpStyle(), _("IT SEEMS AS IF YOU'RE NOT RUNNING THE LATEST ES-DE RELEASE, PLEASE UPGRADE " "BEFORE PROCEEDING AS THESE THEMES MAY NOT BE COMPATIBLE WITH YOUR VERSION"), _("OK"), [] { return; }, "", nullptr, "", nullptr, nullptr, true)); @@ -802,7 +799,6 @@ void GuiThemeDownloader::populateGUI() std::promise().swap(mPromise); if (theme.manuallyDownloaded || theme.invalidRepository) { mWindow->pushGui(new GuiMsgBox( - getHelpStyle(), Utils::String::format( _("IT SEEMS AS IF THIS THEME HAS BEEN MANUALLY DOWNLOADED INSTEAD OF VIA " "THIS THEME DOWNLOADER. A FRESH DOWNLOAD IS REQUIRED AND THE OLD THEME " @@ -830,7 +826,6 @@ void GuiThemeDownloader::populateGUI() } else if (theme.corruptRepository) { mWindow->pushGui(new GuiMsgBox( - getHelpStyle(), Utils::String::format( _("IT SEEMS AS IF THIS THEME REPOSITORY IS CORRUPT, WHICH COULD HAVE BEEN " "CAUSED BY AN INTERRUPTION OF A PREVIOUS DOWNLOAD OR UPDATE, FOR EXAMPLE " @@ -859,7 +854,6 @@ void GuiThemeDownloader::populateGUI() } else if (theme.shallowRepository) { mWindow->pushGui(new GuiMsgBox( - getHelpStyle(), Utils::String::format( _("IT SEEMS AS IF THIS IS A SHALLOW REPOSITORY WHICH MEANS THAT IT HAS " "BEEN DOWNLOADED USING SOME OTHER TOOL THAN THIS THEME DOWNLOADER. A " @@ -888,7 +882,6 @@ void GuiThemeDownloader::populateGUI() } else if (theme.wrongUrl) { mWindow->pushGui(new GuiMsgBox( - getHelpStyle(), Utils::String::format( _("THE LOCALLY CLONED REPOSITORY CONTAINS THE WRONG URL WHICH NORMALLY " "MEANS THE THEME HAS BEEN MOVED TO A NEW GIT SITE. A FRESH DOWNLOAD IS " @@ -917,7 +910,6 @@ void GuiThemeDownloader::populateGUI() } else if (theme.hasLocalChanges) { mWindow->pushGui(new GuiMsgBox( - getHelpStyle(), Utils::String::format( _("THEME REPOSITORY \"%s\" CONTAINS LOCAL CHANGES. PROCEED TO OVERWRITE " "YOUR CHANGES OR CANCEL TO SKIP ALL UPDATES FOR THIS THEME"), @@ -1133,8 +1125,8 @@ void GuiThemeDownloader::update(int deltaTime) } errorMessage.append(" ").append(Utils::String::toUpper(mMessage)); mWindow->pushGui(new GuiMsgBox( - getHelpStyle(), errorMessage, _("OK"), [] { return; }, "", nullptr, "", - nullptr, nullptr, true)); + errorMessage, _("OK"), [] { return; }, "", nullptr, "", nullptr, nullptr, + true)); mRepositoryError = RepositoryError::NO_REPO_ERROR; mMessage = ""; getHelpPrompts(); @@ -1320,7 +1312,6 @@ bool GuiThemeDownloader::input(InputConfig* config, Input input) if (config->isMappedTo("y", input) && input.value && mGrid.getSelectedComponent() == mCenterGrid && mThemes[mList->getCursorId()].isCloned) { mWindow->pushGui(new GuiMsgBox( - getHelpStyle(), #if defined(__ANDROID__) _("THIS WILL COMPLETELY DELETE THE THEME"), #else @@ -1339,8 +1330,8 @@ bool GuiThemeDownloader::input(InputConfig* config, Input input) LOG(LogInfo) << "Deleting theme directory \"" << themeDirectory << "\""; if (!Utils::FileSystem::removeDirectory(themeDirectory, true)) { mWindow->pushGui(new GuiMsgBox( - getHelpStyle(), _("COULDN'T DELETE THEME, PERMISSION PROBLEMS?"), _("OK"), - [] { return; }, "", nullptr, "", nullptr, nullptr, true)); + _("COULDN'T DELETE THEME, PERMISSION PROBLEMS?"), _("OK"), [] { return; }, + "", nullptr, "", nullptr, nullptr, true)); } else { mMessage = _("THEME WAS DELETED"); @@ -1424,7 +1415,6 @@ bool GuiThemeDownloader::fetchThemesList() if (errorCode != 0 || checkCorruptRepository(repository)) { mWindow->pushGui(new GuiMsgBox( - getHelpStyle(), _("IT SEEMS AS IF THE THEMES LIST REPOSITORY IS CORRUPT, WHICH COULD HAVE BEEN " "CAUSED BY AN INTERRUPTION OF A PREVIOUS DOWNLOAD OR UPDATE, FOR EXAMPLE IF THE " "ES-DE PROCESS WAS KILLED. A FRESH DOWNLOAD IS REQUIRED AND THE OLD DIRECTORY " @@ -1467,7 +1457,6 @@ bool GuiThemeDownloader::fetchThemesList() } else { mWindow->pushGui(new GuiMsgBox( - getHelpStyle(), _("IT SEEMS AS IF YOU'RE USING THE THEME DOWNLOADER FOR THE FIRST TIME. " "AS SUCH THE THEMES LIST REPOSITORY WILL BE DOWNLOADED WHICH WILL TAKE A LITTLE " "WHILE. SUBSEQUENT RUNS WILL HOWEVER BE MUCH FASTER AS ONLY NEW OR MODIFIED FILES " diff --git a/es-app/src/guis/GuiThemeDownloader.h b/es-app/src/guis/GuiThemeDownloader.h index d8118595a..4497a0c4f 100644 --- a/es-app/src/guis/GuiThemeDownloader.h +++ b/es-app/src/guis/GuiThemeDownloader.h @@ -47,7 +47,6 @@ public: bool input(InputConfig* config, Input input) override; std::vector getHelpPrompts() override; - HelpStyle getHelpStyle() override { return ViewController::getInstance()->getViewHelpStyle(); } private: struct Screenshot { diff --git a/es-app/src/views/GamelistBase.cpp b/es-app/src/views/GamelistBase.cpp index f29b2c505..ad9558a82 100644 --- a/es-app/src/views/GamelistBase.cpp +++ b/es-app/src/views/GamelistBase.cpp @@ -500,6 +500,7 @@ bool GamelistBase::input(InputConfig* config, Input input) stopListScrolling(); pauseViewVideos(); stopGamelistFadeAnimations(); + ViewController::getInstance()->setHelpComponentsVisibility(false); mWindow->setAllowTextScrolling(false); mWindow->setAllowFileAnimation(false); mWindow->pushGui(new GuiGamelistOptions(this->mRoot->getSystem())); diff --git a/es-app/src/views/GamelistView.cpp b/es-app/src/views/GamelistView.cpp index 9edd980d5..f0817ba1a 100644 --- a/es-app/src/views/GamelistView.cpp +++ b/es-app/src/views/GamelistView.cpp @@ -349,9 +349,11 @@ void GamelistView::onThemeChanged(const std::shared_ptr& theme) mRatingComponents.back()->setOpacity(mRatingComponents.back()->getOpacity()); addChild(mRatingComponents.back().get()); } + else if (element.second.type == "helpsystem") { + mHelpComponents.emplace_back(std::make_unique()); + mHelpComponents.back()->applyTheme(theme, "gamelist", element.first, ALL); + } } - - mHelpStyle.applyTheme(mTheme, "gamelist"); } if (mPrimary == nullptr) { @@ -512,6 +514,7 @@ void GamelistView::render(const glm::mat4& parentTrans) std::vector GamelistView::getHelpPrompts() { + mWindow->passHelpComponents(&mHelpComponents); std::vector prompts; if (Settings::getInstance()->getString("QuickSystemSelect") != "disabled") { diff --git a/es-app/src/views/GamelistView.h b/es-app/src/views/GamelistView.h index a58426a1e..69b2de9e0 100644 --- a/es-app/src/views/GamelistView.h +++ b/es-app/src/views/GamelistView.h @@ -101,10 +101,15 @@ public: } void onThemeChanged(const std::shared_ptr& theme); + void setHelpComponentsVisibility(const bool state) override + { + for (auto& helpComponent : mHelpComponents) + helpComponent->setVisible(state); + } + void update(int deltaTime) override; void render(const glm::mat4& parentTrans) override; - HelpStyle getHelpStyle() override { return mHelpStyle; } std::vector getHelpPrompts() override; private: @@ -112,7 +117,6 @@ private: void setGameImage(FileData* file, GuiComponent* comp); Renderer* mRenderer; - HelpStyle mHelpStyle; bool mStaticVideoAudio; std::shared_ptr mTheme; @@ -130,6 +134,7 @@ private: std::vector> mContainerComponents; std::vector> mContainerTextComponents; std::vector> mGamelistInfoComponents; + std::vector> mHelpComponents; }; #endif // ES_APP_VIEWS_GAMELIST_VIEW_H diff --git a/es-app/src/views/SystemView.cpp b/es-app/src/views/SystemView.cpp index 765eb8ed2..57f218e30 100644 --- a/es-app/src/views/SystemView.cpp +++ b/es-app/src/views/SystemView.cpp @@ -211,7 +211,9 @@ void SystemView::onThemeChanged(const std::shared_ptr& /*theme*/) std::vector SystemView::getHelpPrompts() { + mWindow->passHelpComponents(&mSystemElements[mPrimary->getCursor()].helpComponents); std::vector prompts; + if (mCarousel != nullptr) { if (mCarousel->getType() == CarouselComponent::CarouselType::VERTICAL || mCarousel->getType() == CarouselComponent::CarouselType::VERTICAL_WHEEL) @@ -239,6 +241,8 @@ std::vector SystemView::getHelpPrompts() void SystemView::onCursorChanged(const CursorState& state) { + mWindow->passHelpComponents(nullptr); + // Reset horizontally scrolling text. for (auto& text : mSystemElements[mPrimary->getCursor()].gameCountComponents) text->resetComponent(); @@ -714,6 +718,11 @@ void SystemView::populate() elements.ratingComponents.back()->getOpacity()); elements.children.emplace_back(elements.ratingComponents.back().get()); } + else if (element.second.type == "helpsystem") { + elements.helpComponents.emplace_back(std::make_unique()); + elements.helpComponents.back()->applyTheme(theme, "system", element.first, + ThemeFlags::ALL); + } } } @@ -737,7 +746,6 @@ void SystemView::populate() return b->getZIndex() > a->getZIndex(); }); mSystemElements.emplace_back(std::move(elements)); - mSystemElements.back().helpStyle.applyTheme(theme, "system"); if (mPrimary == nullptr) { mCarousel = std::make_unique>(); @@ -877,6 +885,7 @@ void SystemView::populate() } } + mWindow->passHelpComponents(&mSystemElements[mPrimary->getCursor()].helpComponents); mFadeTransitions = (static_cast(Settings::getInstance()->getInt( "TransitionsSystemToSystem")) == ViewTransitionAnimation::FADE); } diff --git a/es-app/src/views/SystemView.h b/es-app/src/views/SystemView.h index 49ebc3f5e..67951baa3 100644 --- a/es-app/src/views/SystemView.h +++ b/es-app/src/views/SystemView.h @@ -103,8 +103,13 @@ public: void onThemeChanged(const std::shared_ptr& theme); + void setHelpComponentsVisibility(const bool state) override + { + for (auto& helpComponent : mSystemElements[mPrimary->getCursor()].helpComponents) + helpComponent->setVisible(state); + } + std::vector getHelpPrompts() override; - HelpStyle getHelpStyle() override { return mSystemElements[mPrimary->getCursor()].helpStyle; } protected: void onCursorChanged(const CursorState& state); @@ -117,7 +122,6 @@ private: struct SystemViewElements { SystemData* system; - HelpStyle helpStyle; std::string name; std::string fullName; std::vector> gameSelectors; @@ -133,6 +137,7 @@ private: std::vector> textComponents; std::vector> dateTimeComponents; std::vector> ratingComponents; + std::vector> helpComponents; }; Renderer* mRenderer; diff --git a/es-app/src/views/ViewController.cpp b/es-app/src/views/ViewController.cpp index d4953b3c7..6293ba13a 100644 --- a/es-app/src/views/ViewController.cpp +++ b/es-app/src/views/ViewController.cpp @@ -199,8 +199,7 @@ void ViewController::legacyAppDataDialog() #endif mWindow->pushGui(new GuiMsgBox( - HelpStyle(), upgradeMessage.c_str(), _("OK"), [] {}, "", nullptr, "", nullptr, nullptr, - true, true, + upgradeMessage.c_str(), _("OK"), [] {}, "", nullptr, "", nullptr, nullptr, true, true, (mRenderer->getIsVerticalOrientation() ? 0.85f : 0.55f * (1.778f / mRenderer->getScreenAspectRatio())))); @@ -213,7 +212,7 @@ void ViewController::migratedAppDataFilesDialog() "THE CONFIGURATION"}; mWindow->pushGui(new GuiMsgBox( - HelpStyle(), message.c_str(), "QUIT", + message.c_str(), "QUIT", [] { SDL_Event quit {}; quit.type = SDL_QUIT; @@ -235,8 +234,7 @@ void ViewController::unsafeUpgradeDialog() "README.TXT FILE THAT CAN BE FOUND IN THE ES-DE DIRECTORY.")}; mWindow->pushGui(new GuiMsgBox( - HelpStyle(), upgradeMessage.c_str(), _("OK"), [] {}, "", nullptr, "", nullptr, nullptr, - true, true, + upgradeMessage.c_str(), _("OK"), [] {}, "", nullptr, "", nullptr, nullptr, true, true, (mRenderer->getIsVerticalOrientation() ? 0.85f : 0.55f * (1.778f / mRenderer->getScreenAspectRatio())))); @@ -252,7 +250,7 @@ void ViewController::invalidSystemsFileDialog() "LOG FILE es_log.txt FOR ADDITIONAL INFO")}; mWindow->pushGui(new GuiMsgBox( - HelpStyle(), errorMessage.c_str(), _("QUIT"), + errorMessage.c_str(), _("QUIT"), [] { SDL_Event quit {}; quit.type = SDL_QUIT; @@ -291,10 +289,10 @@ void ViewController::noGamesDialog() #if defined(__ANDROID__) || defined(__IOS__) mNoGamesMessageBox = new GuiMsgBox( - HelpStyle(), mNoGamesErrorMessage + mRomDirectory, + mNoGamesErrorMessage + mRomDirectory, #else mNoGamesMessageBox = new GuiMsgBox( - HelpStyle(), mNoGamesErrorMessage + mRomDirectory, _("CHANGE ROM DIRECTORY"), + mNoGamesErrorMessage + mRomDirectory, _("CHANGE ROM DIRECTORY"), [this] { std::string currentROMDirectory; #if defined(_WIN64) @@ -304,7 +302,7 @@ void ViewController::noGamesDialog() #endif if (Settings::getInstance()->getBool("VirtualKeyboard")) { mWindow->pushGui(new GuiTextEditKeyboardPopup( - HelpStyle(), 0.0f, _("ENTER ROM DIRECTORY PATH"), currentROMDirectory, + 0.0f, _("ENTER ROM DIRECTORY PATH"), currentROMDirectory, [this, currentROMDirectory](const std::string& newROMDirectory) { if (currentROMDirectory != newROMDirectory) { Settings::getInstance()->setString( @@ -318,7 +316,6 @@ void ViewController::noGamesDialog() #endif mNoGamesMessageBox->changeText(mNoGamesErrorMessage + mRomDirectory); mWindow->pushGui(new GuiMsgBox( - HelpStyle(), _("ROM DIRECTORY SETTING SAVED, RESTART " "THE APPLICATION TO RESCAN THE SYSTEMS"), _("OK"), nullptr, "", nullptr, "", nullptr, nullptr, true, true, @@ -333,7 +330,7 @@ void ViewController::noGamesDialog() } else { mWindow->pushGui(new GuiTextEditPopup( - HelpStyle(), _("ENTER ROM DIRECTORY PATH"), currentROMDirectory, + _("ENTER ROM DIRECTORY PATH"), currentROMDirectory, [this](const std::string& newROMDirectory) { Settings::getInstance()->setString("ROMDirectory", Utils::String::trim(newROMDirectory)); @@ -346,7 +343,6 @@ void ViewController::noGamesDialog() #endif mNoGamesMessageBox->changeText(mNoGamesErrorMessage + mRomDirectory); mWindow->pushGui(new GuiMsgBox( - HelpStyle(), _("ROM DIRECTORY SETTING SAVED, RESTART " "THE APPLICATION TO RESCAN THE SYSTEMS"), _("OK"), nullptr, "", nullptr, "", nullptr, nullptr, true, true, @@ -363,7 +359,6 @@ void ViewController::noGamesDialog() _("CREATE DIRECTORIES"), [this] { mWindow->pushGui(new GuiMsgBox( - HelpStyle(), _("THIS WILL CREATE DIRECTORIES FOR ALL THE " "GAME SYSTEMS DEFINED IN es_systems.xml\n\n" "THIS MAY CREATE A LOT OF FOLDERS SO IT'S " @@ -372,7 +367,6 @@ void ViewController::noGamesDialog() [this] { if (!SystemData::createSystemDirectories()) { mWindow->pushGui(new GuiMsgBox( - HelpStyle(), _("THE SYSTEM DIRECTORIES WERE SUCCESSFULLY " "GENERATED, EXIT THE APPLICATION AND PLACE " "YOUR GAMES IN THE NEW FOLDERS"), @@ -383,7 +377,6 @@ void ViewController::noGamesDialog() } else { mWindow->pushGui(new GuiMsgBox( - HelpStyle(), _("ERROR CREATING THE SYSTEM DIRECTORIES, " "PERMISSION PROBLEMS OR DISK FULL?\n\n" "SEE THE LOG FILE FOR MORE DETAILS"), @@ -422,8 +415,7 @@ void ViewController::noGamesDialog() void ViewController::invalidAlternativeEmulatorDialog() { cancelViewTransitions(); - mWindow->pushGui(new GuiMsgBox(getHelpStyle(), - _("AT LEAST ONE OF YOUR SYSTEMS HAS AN " + mWindow->pushGui(new GuiMsgBox(_("AT LEAST ONE OF YOUR SYSTEMS HAS AN " "INVALID ALTERNATIVE EMULATOR CONFIGURED " "WITH NO MATCHING ENTRY IN THE SYSTEMS " "CONFIGURATION FILE, PLEASE REVIEW YOUR " @@ -451,7 +443,7 @@ void ViewController::updateAvailableDialog() << "\""; mWindow->pushGui(new GuiMsgBox( - getHelpStyle(), results, _("UPDATE"), + results, _("UPDATE"), [this, package] { mWindow->pushGui(new GuiApplicationUpdater()); @@ -481,8 +473,8 @@ void ViewController::updateAvailableDialog() "THE UPGRADE."); } mWindow->pushGui(new GuiMsgBox( - getHelpStyle(), upgradeMessage.c_str(), _("OK"), [] {}, "", nullptr, "", - nullptr, nullptr, true, true, + upgradeMessage.c_str(), _("OK"), [] {}, "", nullptr, "", nullptr, nullptr, + true, true, (mRenderer->getIsVerticalOrientation() ? 0.85f : 0.535f * (1.778f / mRenderer->getScreenAspectRatio())))); @@ -499,8 +491,8 @@ void ViewController::updateAvailableDialog() 0.45f * (1.778f / mRenderer->getScreenAspectRatio())))); } else { - mWindow->pushGui(new GuiMsgBox(getHelpStyle(), results, _("OK"), nullptr, "", nullptr, "", - nullptr, nullptr, true, true, + mWindow->pushGui(new GuiMsgBox(results, _("OK"), nullptr, "", nullptr, "", nullptr, nullptr, + true, true, (mRenderer->getIsVerticalOrientation() ? 0.70f : 0.45f * (1.778f / mRenderer->getScreenAspectRatio())))); @@ -1249,6 +1241,9 @@ bool ViewController::input(InputConfig* config, Input input) if (!(UIModeController::getInstance()->isUIModeKid() && !Settings::getInstance()->getBool("EnableMenuKidMode")) && config->isMappedTo("start", input) && input.value != 0 && mCurrentView != nullptr) { + + setHelpComponentsVisibility(false); + // If we don't stop the scrolling here, it will continue to // run after closing the menu. if (mSystemListView->isScrolling()) @@ -1689,19 +1684,3 @@ std::vector ViewController::getHelpPrompts() prompts.push_back(HelpPrompt("start", _("menu"))); return prompts; } - -HelpStyle ViewController::getHelpStyle() -{ - if (!mCurrentView) - return GuiComponent::getHelpStyle(); - - return mCurrentView->getHelpStyle(); -} - -HelpStyle ViewController::getViewHelpStyle() -{ - if (mState.viewing == ViewMode::GAMELIST) - return getGamelistView(mState.getSystem())->getHelpStyle(); - else - return getSystemListView()->getHelpStyle(); -} diff --git a/es-app/src/views/ViewController.h b/es-app/src/views/ViewController.h index 521cb8634..2d216201e 100644 --- a/es-app/src/views/ViewController.h +++ b/es-app/src/views/ViewController.h @@ -131,8 +131,12 @@ public: const State& getState() const { return mState; } std::vector getHelpPrompts() override; - HelpStyle getHelpStyle() override; - HelpStyle getViewHelpStyle(); + + void setHelpComponentsVisibility(const bool state) + { + if (mCurrentView != nullptr) + mCurrentView->setHelpComponentsVisibility(state); + } std::shared_ptr getGamelistView(SystemData* system); std::shared_ptr getSystemListView(); diff --git a/es-core/CMakeLists.txt b/es-core/CMakeLists.txt index c46e98931..efaea1bb6 100644 --- a/es-core/CMakeLists.txt +++ b/es-core/CMakeLists.txt @@ -14,7 +14,6 @@ set(CORE_HEADERS ${CMAKE_CURRENT_SOURCE_DIR}/src/AudioManager.h ${CMAKE_CURRENT_SOURCE_DIR}/src/CECInput.h ${CMAKE_CURRENT_SOURCE_DIR}/src/GuiComponent.h - ${CMAKE_CURRENT_SOURCE_DIR}/src/HelpStyle.h ${CMAKE_CURRENT_SOURCE_DIR}/src/HttpReq.h ${CMAKE_CURRENT_SOURCE_DIR}/src/ImageIO.h ${CMAKE_CURRENT_SOURCE_DIR}/src/InputConfig.h @@ -101,7 +100,6 @@ set(CORE_SOURCES ${CMAKE_CURRENT_SOURCE_DIR}/src/AudioManager.cpp ${CMAKE_CURRENT_SOURCE_DIR}/src/CECInput.cpp ${CMAKE_CURRENT_SOURCE_DIR}/src/GuiComponent.cpp - ${CMAKE_CURRENT_SOURCE_DIR}/src/HelpStyle.cpp ${CMAKE_CURRENT_SOURCE_DIR}/src/HttpReq.cpp ${CMAKE_CURRENT_SOURCE_DIR}/src/ImageIO.cpp ${CMAKE_CURRENT_SOURCE_DIR}/src/InputConfig.cpp diff --git a/es-core/src/GuiComponent.cpp b/es-core/src/GuiComponent.cpp index 50f660b1e..7b734e662 100644 --- a/es-core/src/GuiComponent.cpp +++ b/es-core/src/GuiComponent.cpp @@ -31,6 +31,7 @@ GuiComponent::GuiComponent() , mRotationOrigin {0.5f, 0.5f} , mSize {0.0f, 0.0f} , mStationary {Stationary::NEVER} + , mHelpComponentScope {HelpComponentScope::SHARED} , mRenderDuringTransitions {true} , mBrightness {0.0f} , mOpacity {1.0f} @@ -420,7 +421,7 @@ void GuiComponent::updateHelpPrompts() std::vector prompts {getHelpPrompts()}; if (mWindow->peekGui() == this) - mWindow->setHelpPrompts(prompts, getHelpStyle()); + mWindow->setHelpPrompts(prompts); } void GuiComponent::updateSelf(int deltaTime) diff --git a/es-core/src/GuiComponent.h b/es-core/src/GuiComponent.h index 0c5b5aa5d..a87ceb149 100644 --- a/es-core/src/GuiComponent.h +++ b/es-core/src/GuiComponent.h @@ -10,9 +10,9 @@ #define ES_CORE_GUI_COMPONENT_H #include "HelpPrompt.h" -#include "HelpStyle.h" #include "InputConfig.h" #include "animations/AnimationController.h" +#include "utils/MathUtil.h" #include #include @@ -65,6 +65,12 @@ enum class Stationary { BETWEEN_VIEWS }; +enum class HelpComponentScope { + SHARED, + VIEW, + MENU +}; + class GuiComponent { public: @@ -118,6 +124,7 @@ public: void setRotationOrigin(glm::vec2 origin) { setRotationOrigin(origin.x, origin.y); } const Stationary getStationary() const { return mStationary; } + const HelpComponentScope getHelpComponentScope() const { return mHelpComponentScope; } const bool getRenderDuringTransitions() const { return mRenderDuringTransitions; } virtual glm::vec2 getSize() const { return mSize; } @@ -321,8 +328,8 @@ public: // Used by TextComponent. virtual void setHorizontalScrolling(bool state) {} - // Default implementation just handles and tags as normalized float pairs. - // You probably want to keep this behavior for any derived classes as well as add your own. + // Applies basic theme configuration, element-specific configuration is applied by + // each component's applyTheme() function. virtual void applyTheme(const std::shared_ptr& theme, const std::string& view, const std::string& element, @@ -334,12 +341,12 @@ public: // Called whenever help prompts change. void updateHelpPrompts(); - virtual HelpStyle getHelpStyle() { return HelpStyle(); } + virtual void setHelpComponentsVisibility(const bool state) {}; // Returns true if the component is busy doing background processing (e.g. HTTP downloads). const bool isProcessing() const { return mIsProcessing; } - const static unsigned char MAX_ANIMATIONS = 4; + const static unsigned char MAX_ANIMATIONS {4}; protected: void updateSelf(int deltaTime); // Updates animations. @@ -406,6 +413,7 @@ protected: glm::vec2 mRotationOrigin; glm::vec2 mSize; Stationary mStationary; + HelpComponentScope mHelpComponentScope; bool mRenderDuringTransitions; float mBrightness; diff --git a/es-core/src/ThemeData.cpp b/es-core/src/ThemeData.cpp index d2bb50db5..7924dc8f8 100644 --- a/es-core/src/ThemeData.cpp +++ b/es-core/src/ThemeData.cpp @@ -554,6 +554,8 @@ std::map> {"fontPath", PATH}, {"fontSize", FLOAT}, {"fontSizeDimmed", FLOAT}, + {"scope", STRING}, + {"entries", STRING}, {"entrySpacing", FLOAT}, {"entrySpacingDimmed", FLOAT}, {"iconTextSpacing", FLOAT}, diff --git a/es-core/src/Window.cpp b/es-core/src/Window.cpp index fdba4678a..a7a0758cd 100644 --- a/es-core/src/Window.cpp +++ b/es-core/src/Window.cpp @@ -30,6 +30,7 @@ Window::Window() noexcept : mRenderer {Renderer::getInstance()} + , mHelpComponents {nullptr} , mSplashTextPositions {0.0f, 0.0f, 0.0f, 0.0f} , mBackgroundOverlayOpacity {1.0f} , mScreensaver {nullptr} @@ -347,8 +348,13 @@ void Window::logInput(InputConfig* config, Input input) void Window::update(int deltaTime) { - if (mInvalidateCacheTimer > 0) + if (mInvalidateCacheTimer > 0) { mInvalidateCacheTimer = glm::clamp(mInvalidateCacheTimer - deltaTime, 0, 500); + if (mHelpComponents != nullptr) { + for (auto& helpComponent : *mHelpComponents) + helpComponent->setVisible(false); + } + } if (mNormalizeNextUpdate) { mNormalizeNextUpdate = false; @@ -599,8 +605,19 @@ void Window::render() } } - if (!mRenderedHelpPrompts) - mHelp->render(trans); + if (!mRenderedHelpPrompts) { + if (mHelpComponents != nullptr) { + for (auto& helpComponent : *mHelpComponents) { + if (helpComponent->getHelpComponentScope() != HelpComponentScope::VIEW) { + helpComponent->setVisible(true); + helpComponent->render(trans); + } + } + } + else { + mHelp->render(trans); + } + } if (!mRenderLaunchScreen) top->render(trans); @@ -754,15 +771,22 @@ void Window::renderListScrollOverlay(const float opacity, const std::string& tex void Window::renderHelpPromptsEarly() { - mHelp->render(mRenderer->getIdentity()); + if (mHelpComponents != nullptr) { + for (auto& helpComponent : *mHelpComponents) { + if (helpComponent->getHelpComponentScope() != HelpComponentScope::MENU) { + helpComponent->setVisible(true); + helpComponent->render(mRenderer->getIdentity()); + } + } + } + else { + mHelp->render(mRenderer->getIdentity()); + } mRenderedHelpPrompts = true; } -void Window::setHelpPrompts(const std::vector& prompts, const HelpStyle& style) +void Window::setHelpPrompts(const std::vector& prompts) { - mHelp->clearPrompts(); - mHelp->setStyle(style); - std::vector addPrompts; std::map inputSeenMap; @@ -826,7 +850,15 @@ void Window::setHelpPrompts(const std::vector& prompts, const HelpSt return aVal > bVal; }); - mHelp->setPrompts(addPrompts); + if (mHelpComponents != nullptr) { + for (auto& helpComponent : *mHelpComponents) { + helpComponent->clearPrompts(); + helpComponent->setPrompts(addPrompts); + } + } + else { + mHelp->setPrompts(addPrompts); + } } void Window::stopInfoPopup() diff --git a/es-core/src/Window.h b/es-core/src/Window.h index 5fd4a7c55..18d1beade 100644 --- a/es-core/src/Window.h +++ b/es-core/src/Window.h @@ -12,7 +12,6 @@ #include "GuiComponent.h" #include "HelpPrompt.h" -#include "HelpStyle.h" #include "InputConfig.h" #include "Settings.h" #include "components/HelpComponent.h" @@ -119,7 +118,7 @@ public: void renderListScrollOverlay(const float opacity, const std::string& text); void renderHelpPromptsEarly(); // Used to render HelpPrompts before a fade. - void setHelpPrompts(const std::vector& prompts, const HelpStyle& style); + void setHelpPrompts(const std::vector& prompts); // GuiInfoPopup notifications. void queueInfoPopup(const std::string& message, const int& duration) @@ -169,6 +168,11 @@ public: void setChangedTheme() { mChangedTheme = true; } bool getChangedTheme() { return mChangedTheme; } + void passHelpComponents(std::vector>* helpComponents) + { + mHelpComponents = helpComponents; + } + private: Window() noexcept; ~Window(); @@ -185,6 +189,7 @@ private: }; Renderer* mRenderer; + std::vector>* mHelpComponents; std::unique_ptr mHelp; std::unique_ptr mBackgroundOverlay; std::unique_ptr mSplash; diff --git a/es-core/src/components/HelpComponent.cpp b/es-core/src/components/HelpComponent.cpp index 2b4045893..1b3d9ec41 100644 --- a/es-core/src/components/HelpComponent.cpp +++ b/es-core/src/components/HelpComponent.cpp @@ -8,22 +8,38 @@ #include "components/HelpComponent.h" -#include "Log.h" #include "Settings.h" #include "Window.h" -#include "components/ComponentGrid.h" #include "components/ImageComponent.h" #include "components/TextComponent.h" -#include "resources/TextureResource.h" -#include "utils/StringUtil.h" -static std::map sIconPathMap {}; +#define PREFIX "button_" -HelpComponent::HelpComponent() +HelpComponent::HelpComponent(std::shared_ptr font) : mRenderer {Renderer::getInstance()} + , mStyleFont {font} + , mStyleFontDimmed {font} + , mStylePosition {glm::vec2 {Renderer::getScreenWidth() * 0.012f, + Renderer::getScreenHeight() * + (Renderer::getIsVerticalOrientation() ? 0.975f : 0.9515f)}} + , mStylePositionDimmed {mStylePosition} + , mStyleOrigin {glm::vec2 {0.0f, 0.0f}} + , mStyleOriginDimmed {mStyleOrigin} + , mStyleTextColor {0x777777FF} + , mStyleTextColorDimmed {0x777777FF} + , mStyleIconColor {0x777777FF} + , mStyleIconColorDimmed {0x777777FF} + , mStyleEntrySpacing {0.00833f} + , mStyleEntrySpacingDimmed {mStyleEntrySpacing} + , mStyleIconTextSpacing {0.00416f} + , mStyleIconTextSpacingDimmed {mStyleIconTextSpacing} + , mStyleOpacity {1.0f} + , mStyleOpacityDimmed {mStyleOpacity} + , mStyleLetterCase {"uppercase"} + { - // Assign icons. assignIcons(); + updateGrid(); } void HelpComponent::assignIcons() @@ -46,179 +62,176 @@ void HelpComponent::assignIcons() } // These graphics files are common between all controller types. - sIconPathMap["up/down"] = mStyle.mCustomButtons.dpad_updown.empty() ? + sIconPathMap["up/down"] = mCustomButtons.dpad_updown.empty() ? ":/graphics/help/dpad_updown.svg" : - mStyle.mCustomButtons.dpad_updown; - sIconPathMap["up"] = mStyle.mCustomButtons.dpad_up.empty() ? ":/graphics/help/dpad_up.svg" : - mStyle.mCustomButtons.dpad_up; - sIconPathMap["down"] = mStyle.mCustomButtons.dpad_down.empty() ? - ":/graphics/help/dpad_down.svg" : - mStyle.mCustomButtons.dpad_down; - sIconPathMap["left/right"] = mStyle.mCustomButtons.dpad_leftright.empty() ? + mCustomButtons.dpad_updown; + sIconPathMap["up"] = + mCustomButtons.dpad_up.empty() ? ":/graphics/help/dpad_up.svg" : mCustomButtons.dpad_up; + sIconPathMap["down"] = mCustomButtons.dpad_down.empty() ? ":/graphics/help/dpad_down.svg" : + mCustomButtons.dpad_down; + sIconPathMap["left/right"] = mCustomButtons.dpad_leftright.empty() ? ":/graphics/help/dpad_leftright.svg" : - mStyle.mCustomButtons.dpad_leftright; - sIconPathMap["up/down/left/right"] = mStyle.mCustomButtons.dpad_all.empty() ? - ":/graphics/help/dpad_all.svg" : - mStyle.mCustomButtons.dpad_all; - sIconPathMap["thumbstickclick"] = mStyle.mCustomButtons.thumbstick_click.empty() ? + mCustomButtons.dpad_leftright; + sIconPathMap["up/down/left/right"] = + mCustomButtons.dpad_all.empty() ? ":/graphics/help/dpad_all.svg" : mCustomButtons.dpad_all; + sIconPathMap["thumbstickclick"] = mCustomButtons.thumbstick_click.empty() ? ":/graphics/help/thumbstick_click.svg" : - mStyle.mCustomButtons.thumbstick_click; - sIconPathMap["l"] = mStyle.mCustomButtons.button_l.empty() ? ":/graphics/help/button_l.svg" : - mStyle.mCustomButtons.button_l; - sIconPathMap["r"] = mStyle.mCustomButtons.button_r.empty() ? ":/graphics/help/button_r.svg" : - mStyle.mCustomButtons.button_r; - sIconPathMap["lr"] = mStyle.mCustomButtons.button_lr.empty() ? ":/graphics/help/button_lr.svg" : - mStyle.mCustomButtons.button_lr; - sIconPathMap["lt"] = mStyle.mCustomButtons.button_lt.empty() ? ":/graphics/help/button_lt.svg" : - mStyle.mCustomButtons.button_lt; - sIconPathMap["rt"] = mStyle.mCustomButtons.button_rt.empty() ? ":/graphics/help/button_rt.svg" : - mStyle.mCustomButtons.button_rt; - sIconPathMap["ltrt"] = mStyle.mCustomButtons.button_ltrt.empty() ? - ":/graphics/help/button_ltrt.svg" : - mStyle.mCustomButtons.button_ltrt; + mCustomButtons.thumbstick_click; + sIconPathMap["l"] = + mCustomButtons.button_l.empty() ? ":/graphics/help/button_l.svg" : mCustomButtons.button_l; + sIconPathMap["r"] = + mCustomButtons.button_r.empty() ? ":/graphics/help/button_r.svg" : mCustomButtons.button_r; + sIconPathMap["lr"] = mCustomButtons.button_lr.empty() ? ":/graphics/help/button_lr.svg" : + mCustomButtons.button_lr; + sIconPathMap["lt"] = mCustomButtons.button_lt.empty() ? ":/graphics/help/button_lt.svg" : + mCustomButtons.button_lt; + sIconPathMap["rt"] = mCustomButtons.button_rt.empty() ? ":/graphics/help/button_rt.svg" : + mCustomButtons.button_rt; + sIconPathMap["ltrt"] = mCustomButtons.button_ltrt.empty() ? ":/graphics/help/button_ltrt.svg" : + mCustomButtons.button_ltrt; // These graphics files are custom per controller type. if (controllerType == "snes") { - sIconPathMap[buttonA] = mStyle.mCustomButtons.button_a_SNES.empty() ? + sIconPathMap[buttonA] = mCustomButtons.button_a_SNES.empty() ? ":/graphics/help/button_a_SNES.svg" : - mStyle.mCustomButtons.button_a_SNES; - sIconPathMap[buttonB] = mStyle.mCustomButtons.button_b_SNES.empty() ? + mCustomButtons.button_a_SNES; + sIconPathMap[buttonB] = mCustomButtons.button_b_SNES.empty() ? ":/graphics/help/button_b_SNES.svg" : - mStyle.mCustomButtons.button_b_SNES; - sIconPathMap[buttonX] = mStyle.mCustomButtons.button_x_SNES.empty() ? + mCustomButtons.button_b_SNES; + sIconPathMap[buttonX] = mCustomButtons.button_x_SNES.empty() ? ":/graphics/help/button_x_SNES.svg" : - mStyle.mCustomButtons.button_x_SNES; - sIconPathMap[buttonY] = mStyle.mCustomButtons.button_y_SNES.empty() ? + mCustomButtons.button_x_SNES; + sIconPathMap[buttonY] = mCustomButtons.button_y_SNES.empty() ? ":/graphics/help/button_y_SNES.svg" : - mStyle.mCustomButtons.button_y_SNES; - sIconPathMap["back"] = mStyle.mCustomButtons.button_back_SNES.empty() ? + mCustomButtons.button_y_SNES; + sIconPathMap["back"] = mCustomButtons.button_back_SNES.empty() ? ":/graphics/help/button_back_SNES.svg" : - mStyle.mCustomButtons.button_back_SNES; - sIconPathMap["start"] = mStyle.mCustomButtons.button_start_SNES.empty() ? + mCustomButtons.button_back_SNES; + sIconPathMap["start"] = mCustomButtons.button_start_SNES.empty() ? ":/graphics/help/button_start_SNES.svg" : - mStyle.mCustomButtons.button_start_SNES; + mCustomButtons.button_start_SNES; } else if (controllerType == "switchpro") { - sIconPathMap[buttonA] = mStyle.mCustomButtons.button_a_switch.empty() ? + sIconPathMap[buttonA] = mCustomButtons.button_a_switch.empty() ? ":/graphics/help/button_a_switch.svg" : - mStyle.mCustomButtons.button_a_switch; - sIconPathMap[buttonB] = mStyle.mCustomButtons.button_b_switch.empty() ? + mCustomButtons.button_a_switch; + sIconPathMap[buttonB] = mCustomButtons.button_b_switch.empty() ? ":/graphics/help/button_b_switch.svg" : - mStyle.mCustomButtons.button_b_switch; - sIconPathMap[buttonX] = mStyle.mCustomButtons.button_x_switch.empty() ? + mCustomButtons.button_b_switch; + sIconPathMap[buttonX] = mCustomButtons.button_x_switch.empty() ? ":/graphics/help/button_x_switch.svg" : - mStyle.mCustomButtons.button_x_switch; - sIconPathMap[buttonY] = mStyle.mCustomButtons.button_y_switch.empty() ? + mCustomButtons.button_x_switch; + sIconPathMap[buttonY] = mCustomButtons.button_y_switch.empty() ? ":/graphics/help/button_y_switch.svg" : - mStyle.mCustomButtons.button_y_switch; - sIconPathMap["back"] = mStyle.mCustomButtons.button_back_switch.empty() ? + mCustomButtons.button_y_switch; + sIconPathMap["back"] = mCustomButtons.button_back_switch.empty() ? ":/graphics/help/button_back_switch.svg" : - mStyle.mCustomButtons.button_back_switch; - sIconPathMap["start"] = mStyle.mCustomButtons.button_start_switch.empty() ? + mCustomButtons.button_back_switch; + sIconPathMap["start"] = mCustomButtons.button_start_switch.empty() ? ":/graphics/help/button_start_switch.svg" : - mStyle.mCustomButtons.button_start_switch; + mCustomButtons.button_start_switch; } else if (controllerType == "ps123") { - sIconPathMap[buttonA] = mStyle.mCustomButtons.button_a_PS.empty() ? + sIconPathMap[buttonA] = mCustomButtons.button_a_PS.empty() ? ":/graphics/help/button_a_PS.svg" : - mStyle.mCustomButtons.button_a_PS; - sIconPathMap[buttonB] = mStyle.mCustomButtons.button_b_PS.empty() ? + mCustomButtons.button_a_PS; + sIconPathMap[buttonB] = mCustomButtons.button_b_PS.empty() ? ":/graphics/help/button_b_PS.svg" : - mStyle.mCustomButtons.button_b_PS; - sIconPathMap[buttonX] = mStyle.mCustomButtons.button_x_PS.empty() ? + mCustomButtons.button_b_PS; + sIconPathMap[buttonX] = mCustomButtons.button_x_PS.empty() ? ":/graphics/help/button_x_PS.svg" : - mStyle.mCustomButtons.button_x_PS; - sIconPathMap[buttonY] = mStyle.mCustomButtons.button_y_PS.empty() ? + mCustomButtons.button_x_PS; + sIconPathMap[buttonY] = mCustomButtons.button_y_PS.empty() ? ":/graphics/help/button_y_PS.svg" : - mStyle.mCustomButtons.button_y_PS; - sIconPathMap["back"] = mStyle.mCustomButtons.button_back_PS123.empty() ? + mCustomButtons.button_y_PS; + sIconPathMap["back"] = mCustomButtons.button_back_PS123.empty() ? ":/graphics/help/button_back_PS123.svg" : - mStyle.mCustomButtons.button_back_PS123; - sIconPathMap["start"] = mStyle.mCustomButtons.button_start_PS123.empty() ? + mCustomButtons.button_back_PS123; + sIconPathMap["start"] = mCustomButtons.button_start_PS123.empty() ? ":/graphics/help/button_start_PS123.svg" : - mStyle.mCustomButtons.button_start_PS123; + mCustomButtons.button_start_PS123; } else if (controllerType == "ps4") { - sIconPathMap[buttonA] = mStyle.mCustomButtons.button_a_PS.empty() ? + sIconPathMap[buttonA] = mCustomButtons.button_a_PS.empty() ? ":/graphics/help/button_a_PS.svg" : - mStyle.mCustomButtons.button_a_PS; - sIconPathMap[buttonB] = mStyle.mCustomButtons.button_b_PS.empty() ? + mCustomButtons.button_a_PS; + sIconPathMap[buttonB] = mCustomButtons.button_b_PS.empty() ? ":/graphics/help/button_b_PS.svg" : - mStyle.mCustomButtons.button_b_PS; - sIconPathMap[buttonX] = mStyle.mCustomButtons.button_x_PS.empty() ? + mCustomButtons.button_b_PS; + sIconPathMap[buttonX] = mCustomButtons.button_x_PS.empty() ? ":/graphics/help/button_x_PS.svg" : - mStyle.mCustomButtons.button_x_PS; - sIconPathMap[buttonY] = mStyle.mCustomButtons.button_y_PS.empty() ? + mCustomButtons.button_x_PS; + sIconPathMap[buttonY] = mCustomButtons.button_y_PS.empty() ? ":/graphics/help/button_y_PS.svg" : - mStyle.mCustomButtons.button_y_PS; - sIconPathMap["back"] = mStyle.mCustomButtons.button_back_PS4.empty() ? + mCustomButtons.button_y_PS; + sIconPathMap["back"] = mCustomButtons.button_back_PS4.empty() ? ":/graphics/help/button_back_PS4.svg" : - mStyle.mCustomButtons.button_back_PS4; - sIconPathMap["start"] = mStyle.mCustomButtons.button_start_PS4.empty() ? + mCustomButtons.button_back_PS4; + sIconPathMap["start"] = mCustomButtons.button_start_PS4.empty() ? ":/graphics/help/button_start_PS4.svg" : - mStyle.mCustomButtons.button_start_PS4; + mCustomButtons.button_start_PS4; } else if (controllerType == "ps5") { - sIconPathMap[buttonA] = mStyle.mCustomButtons.button_a_PS.empty() ? + sIconPathMap[buttonA] = mCustomButtons.button_a_PS.empty() ? ":/graphics/help/button_a_PS.svg" : - mStyle.mCustomButtons.button_a_PS; - sIconPathMap[buttonB] = mStyle.mCustomButtons.button_b_PS.empty() ? + mCustomButtons.button_a_PS; + sIconPathMap[buttonB] = mCustomButtons.button_b_PS.empty() ? ":/graphics/help/button_b_PS.svg" : - mStyle.mCustomButtons.button_b_PS; - sIconPathMap[buttonX] = mStyle.mCustomButtons.button_x_PS.empty() ? + mCustomButtons.button_b_PS; + sIconPathMap[buttonX] = mCustomButtons.button_x_PS.empty() ? ":/graphics/help/button_x_PS.svg" : - mStyle.mCustomButtons.button_x_PS; - sIconPathMap[buttonY] = mStyle.mCustomButtons.button_y_PS.empty() ? + mCustomButtons.button_x_PS; + sIconPathMap[buttonY] = mCustomButtons.button_y_PS.empty() ? ":/graphics/help/button_y_PS.svg" : - mStyle.mCustomButtons.button_y_PS; - sIconPathMap["back"] = mStyle.mCustomButtons.button_back_PS5.empty() ? + mCustomButtons.button_y_PS; + sIconPathMap["back"] = mCustomButtons.button_back_PS5.empty() ? ":/graphics/help/button_back_PS5.svg" : - mStyle.mCustomButtons.button_back_PS5; - sIconPathMap["start"] = mStyle.mCustomButtons.button_start_PS5.empty() ? + mCustomButtons.button_back_PS5; + sIconPathMap["start"] = mCustomButtons.button_start_PS5.empty() ? ":/graphics/help/button_start_PS5.svg" : - mStyle.mCustomButtons.button_start_PS5; + mCustomButtons.button_start_PS5; } else if (controllerType == "xbox360") { - sIconPathMap[buttonA] = mStyle.mCustomButtons.button_a_XBOX.empty() ? + sIconPathMap[buttonA] = mCustomButtons.button_a_XBOX.empty() ? ":/graphics/help/button_a_XBOX.svg" : - mStyle.mCustomButtons.button_a_XBOX; - sIconPathMap[buttonB] = mStyle.mCustomButtons.button_b_XBOX.empty() ? + mCustomButtons.button_a_XBOX; + sIconPathMap[buttonB] = mCustomButtons.button_b_XBOX.empty() ? ":/graphics/help/button_b_XBOX.svg" : - mStyle.mCustomButtons.button_b_XBOX; - sIconPathMap[buttonX] = mStyle.mCustomButtons.button_x_XBOX.empty() ? + mCustomButtons.button_b_XBOX; + sIconPathMap[buttonX] = mCustomButtons.button_x_XBOX.empty() ? ":/graphics/help/button_x_XBOX.svg" : - mStyle.mCustomButtons.button_x_XBOX; - sIconPathMap[buttonY] = mStyle.mCustomButtons.button_y_XBOX.empty() ? + mCustomButtons.button_x_XBOX; + sIconPathMap[buttonY] = mCustomButtons.button_y_XBOX.empty() ? ":/graphics/help/button_y_XBOX.svg" : - mStyle.mCustomButtons.button_y_XBOX; - sIconPathMap["back"] = mStyle.mCustomButtons.button_back_XBOX360.empty() ? + mCustomButtons.button_y_XBOX; + sIconPathMap["back"] = mCustomButtons.button_back_XBOX360.empty() ? ":/graphics/help/button_back_XBOX360.svg" : - mStyle.mCustomButtons.button_back_XBOX360; - sIconPathMap["start"] = mStyle.mCustomButtons.button_start_XBOX360.empty() ? + mCustomButtons.button_back_XBOX360; + sIconPathMap["start"] = mCustomButtons.button_start_XBOX360.empty() ? ":/graphics/help/button_start_XBOX360.svg" : - mStyle.mCustomButtons.button_start_XBOX360; + mCustomButtons.button_start_XBOX360; } else { // Xbox One and later. - sIconPathMap[buttonA] = mStyle.mCustomButtons.button_a_XBOX.empty() ? + sIconPathMap[buttonA] = mCustomButtons.button_a_XBOX.empty() ? ":/graphics/help/button_a_XBOX.svg" : - mStyle.mCustomButtons.button_a_XBOX; - sIconPathMap[buttonB] = mStyle.mCustomButtons.button_b_XBOX.empty() ? + mCustomButtons.button_a_XBOX; + sIconPathMap[buttonB] = mCustomButtons.button_b_XBOX.empty() ? ":/graphics/help/button_b_XBOX.svg" : - mStyle.mCustomButtons.button_b_XBOX; - sIconPathMap[buttonX] = mStyle.mCustomButtons.button_x_XBOX.empty() ? + mCustomButtons.button_b_XBOX; + sIconPathMap[buttonX] = mCustomButtons.button_x_XBOX.empty() ? ":/graphics/help/button_x_XBOX.svg" : - mStyle.mCustomButtons.button_x_XBOX; - sIconPathMap[buttonY] = mStyle.mCustomButtons.button_y_XBOX.empty() ? + mCustomButtons.button_x_XBOX; + sIconPathMap[buttonY] = mCustomButtons.button_y_XBOX.empty() ? ":/graphics/help/button_y_XBOX.svg" : - mStyle.mCustomButtons.button_y_XBOX; - sIconPathMap["back"] = mStyle.mCustomButtons.button_back_XBOX.empty() ? + mCustomButtons.button_y_XBOX; + sIconPathMap["back"] = mCustomButtons.button_back_XBOX.empty() ? ":/graphics/help/button_back_XBOX.svg" : - mStyle.mCustomButtons.button_back_XBOX; - sIconPathMap["start"] = mStyle.mCustomButtons.button_start_XBOX.empty() ? + mCustomButtons.button_back_XBOX; + sIconPathMap["start"] = mCustomButtons.button_start_XBOX.empty() ? ":/graphics/help/button_start_XBOX.svg" : - mStyle.mCustomButtons.button_start_XBOX; + mCustomButtons.button_start_XBOX; } // Invalidate cache for icons that have changed. @@ -246,92 +259,243 @@ void HelpComponent::setPrompts(const std::vector& prompts) updateGrid(); } -void HelpComponent::setStyle(const HelpStyle& style) +void HelpComponent::setOpacity(float opacity) { - mStyle = style; - updateGrid(); + if (!mGrid) + return; + + GuiComponent::setOpacity(opacity * + (mWindow->isBackgroundDimmed() ? mStyleOpacityDimmed : mStyleOpacity)); + + for (unsigned int i {0}; i < mGrid->getChildCount(); ++i) + mGrid->getChild(i)->setOpacity( + opacity * (mWindow->isBackgroundDimmed() ? mStyleOpacityDimmed : mStyleOpacity)); +} + +void HelpComponent::applyTheme(const std::shared_ptr& theme, + const std::string& view, + const std::string& element, + unsigned int properties) +{ + const ThemeData::ThemeElement* elem {theme->getElement(view, element, "helpsystem")}; + + if (!elem) + return; + + if (elem->has("pos")) + mStylePosition = elem->get("pos") * + glm::vec2 {Renderer::getScreenWidth(), Renderer::getScreenHeight()}; + + if (elem->has("posDimmed")) + mStylePositionDimmed = elem->get("posDimmed") * + glm::vec2 {Renderer::getScreenWidth(), Renderer::getScreenHeight()}; + else + mStylePositionDimmed = mStylePosition; + + if (elem->has("origin")) + mStyleOrigin = elem->get("origin"); + + if (elem->has("originDimmed")) + mStyleOriginDimmed = elem->get("originDimmed"); + else + mStyleOriginDimmed = mStyleOrigin; + + if (elem->has("textColor")) + mStyleTextColor = elem->get("textColor"); + + if (elem->has("textColorDimmed")) + mStyleTextColorDimmed = elem->get("textColorDimmed"); + else + mStyleTextColorDimmed = mStyleTextColor; + + if (elem->has("iconColor")) + mStyleIconColor = elem->get("iconColor"); + + if (elem->has("iconColorDimmed")) + mStyleIconColorDimmed = elem->get("iconColorDimmed"); + else + mStyleIconColorDimmed = mStyleIconColor; + + if (elem->has("fontPath") || elem->has("fontSize")) { + mStyleFont = Font::getFromTheme(elem, ThemeFlags::ALL, mStyleFont); + if (!elem->has("fontSizeDimmed")) + mStyleFontDimmed = Font::getFromTheme(elem, ThemeFlags::ALL, mStyleFont); + } + + if (elem->has("fontSizeDimmed")) + mStyleFontDimmed = Font::getFromTheme(elem, ThemeFlags::ALL, mStyleFont, 0.0f, 1.0f, true); + + if (elem->has("scope")) { + const std::string& scope {elem->get("scope")}; + if (scope == "shared") { + mHelpComponentScope = HelpComponentScope::SHARED; + } + else if (scope == "view") { + mHelpComponentScope = HelpComponentScope::VIEW; + } + else if (scope == "menu") { + mHelpComponentScope = HelpComponentScope::MENU; + } + else { + LOG(LogWarning) << "HelpComponent: Invalid theme configuration, property " + "\"scope\" for element \"" + << element.substr(11) << "\" defined as \"" << scope << "\""; + } + } + + if (elem->has("entries")) { + // Replace possible whitespace separators with commas. + std::string entriesTag {Utils::String::toLower(elem->get("entries"))}; + for (auto& character : entriesTag) { + if (std::isspace(character)) + character = ','; + } + entriesTag = Utils::String::replace(entriesTag, ",,", ","); + std::vector entries {Utils::String::delimitedStringToVector(entriesTag, ",")}; + + // If the "all" value has been set then leave mEntries blank (allow all entries). + if (std::find(entries.begin(), entries.end(), "all") == entries.end()) { + for (auto& allowedEntry : sAllowedEntries) { + if (std::find(entries.cbegin(), entries.cend(), allowedEntry) != entries.cend()) + mEntries.emplace_back(allowedEntry); + } + } + } + + if (elem->has("entrySpacing")) + mStyleEntrySpacing = glm::clamp(elem->get("entrySpacing"), 0.0f, 0.04f); + + if (elem->has("entrySpacingDimmed")) + mStyleEntrySpacingDimmed = glm::clamp(elem->get("entrySpacingDimmed"), 0.0f, 0.04f); + else + mStyleEntrySpacingDimmed = mStyleEntrySpacing; + + if (elem->has("iconTextSpacing")) + mStyleIconTextSpacing = glm::clamp(elem->get("iconTextSpacing"), 0.0f, 0.04f); + + if (elem->has("iconTextSpacingDimmed")) + mStyleIconTextSpacingDimmed = + glm::clamp(elem->get("iconTextSpacingDimmed"), 0.0f, 0.04f); + else + mStyleIconTextSpacingDimmed = mStyleIconTextSpacing; + + if (elem->has("letterCase")) + mStyleLetterCase = elem->get("letterCase"); + + if (elem->has("opacity")) + mStyleOpacity = glm::clamp(elem->get("opacity"), 0.2f, 1.0f); + + if (elem->has("opacityDimmed")) + mStyleOpacityDimmed = glm::clamp(elem->get("opacityDimmed"), 0.2f, 1.0f); + else + mStyleOpacityDimmed = mStyleOpacity; + + // Load custom button icons. + // The names may look a bit strange when combined with the PREFIX string "button_" but it's + // because ThemeData adds this prefix to avoid name collisions when using XML attributes. + + // General. + if (elem->has(PREFIX "dpad_updown")) + mCustomButtons.dpad_updown = elem->get(PREFIX "dpad_updown"); + if (elem->has(PREFIX "dpad_leftright")) + mCustomButtons.dpad_leftright = elem->get(PREFIX "dpad_leftright"); + if (elem->has(PREFIX "dpad_all")) + mCustomButtons.dpad_all = elem->get(PREFIX "dpad_all"); + if (elem->has(PREFIX "thumbstick_click")) + mCustomButtons.thumbstick_click = elem->get(PREFIX "thumbstick_click"); + if (elem->has(PREFIX "button_l")) + mCustomButtons.button_l = elem->get(PREFIX "button_l"); + if (elem->has(PREFIX "button_r")) + mCustomButtons.button_r = elem->get(PREFIX "button_r"); + if (elem->has(PREFIX "button_lr")) + mCustomButtons.button_lr = elem->get(PREFIX "button_lr"); + if (elem->has(PREFIX "button_lt")) + mCustomButtons.button_lt = elem->get(PREFIX "button_lt"); + if (elem->has(PREFIX "button_rt")) + mCustomButtons.button_rt = elem->get(PREFIX "button_rt"); + if (elem->has(PREFIX "button_ltrt")) + mCustomButtons.button_ltrt = elem->get(PREFIX "button_ltrt"); + + // SNES. + if (elem->has(PREFIX "button_a_SNES")) + mCustomButtons.button_a_SNES = elem->get(PREFIX "button_a_SNES"); + if (elem->has(PREFIX "button_b_SNES")) + mCustomButtons.button_b_SNES = elem->get(PREFIX "button_b_SNES"); + if (elem->has(PREFIX "button_x_SNES")) + mCustomButtons.button_x_SNES = elem->get(PREFIX "button_x_SNES"); + if (elem->has(PREFIX "button_y_SNES")) + mCustomButtons.button_y_SNES = elem->get(PREFIX "button_y_SNES"); + if (elem->has(PREFIX "button_back_SNES")) + mCustomButtons.button_back_SNES = elem->get(PREFIX "button_back_SNES"); + if (elem->has(PREFIX "button_start_SNES")) + mCustomButtons.button_start_SNES = elem->get(PREFIX "button_start_SNES"); + + // Switch Pro. + if (elem->has(PREFIX "button_a_switch")) + mCustomButtons.button_a_switch = elem->get(PREFIX "button_a_switch"); + if (elem->has(PREFIX "button_b_switch")) + mCustomButtons.button_b_switch = elem->get(PREFIX "button_b_switch"); + if (elem->has(PREFIX "button_x_switch")) + mCustomButtons.button_x_switch = elem->get(PREFIX "button_x_switch"); + if (elem->has(PREFIX "button_y_switch")) + mCustomButtons.button_y_switch = elem->get(PREFIX "button_y_switch"); + if (elem->has(PREFIX "button_back_switch")) + mCustomButtons.button_back_switch = elem->get(PREFIX "button_back_switch"); + if (elem->has(PREFIX "button_start_switch")) + mCustomButtons.button_start_switch = elem->get(PREFIX "button_start_switch"); + + // PlayStation. + if (elem->has(PREFIX "button_a_PS")) + mCustomButtons.button_a_PS = elem->get(PREFIX "button_a_PS"); + if (elem->has(PREFIX "button_b_PS")) + mCustomButtons.button_b_PS = elem->get(PREFIX "button_b_PS"); + if (elem->has(PREFIX "button_x_PS")) + mCustomButtons.button_x_PS = elem->get(PREFIX "button_x_PS"); + if (elem->has(PREFIX "button_y_PS")) + mCustomButtons.button_y_PS = elem->get(PREFIX "button_y_PS"); + if (elem->has(PREFIX "button_back_PS123")) + mCustomButtons.button_back_PS123 = elem->get(PREFIX "button_back_PS123"); + if (elem->has(PREFIX "button_start_PS123")) + mCustomButtons.button_start_PS123 = elem->get(PREFIX "button_start_PS123"); + if (elem->has(PREFIX "button_back_PS4")) + mCustomButtons.button_back_PS4 = elem->get(PREFIX "button_back_PS4"); + if (elem->has(PREFIX "button_start_PS4")) + mCustomButtons.button_start_PS4 = elem->get(PREFIX "button_start_PS4"); + if (elem->has(PREFIX "button_back_PS5")) + mCustomButtons.button_back_PS5 = elem->get(PREFIX "button_back_PS5"); + if (elem->has(PREFIX "button_start_PS5")) + mCustomButtons.button_start_PS5 = elem->get(PREFIX "button_start_PS5"); + + // XBOX. + if (elem->has(PREFIX "button_a_XBOX")) + mCustomButtons.button_a_XBOX = elem->get(PREFIX "button_a_XBOX"); + if (elem->has(PREFIX "button_b_XBOX")) + mCustomButtons.button_b_XBOX = elem->get(PREFIX "button_b_XBOX"); + if (elem->has(PREFIX "button_x_XBOX")) + mCustomButtons.button_x_XBOX = elem->get(PREFIX "button_x_XBOX"); + if (elem->has(PREFIX "button_y_XBOX")) + mCustomButtons.button_y_XBOX = elem->get(PREFIX "button_y_XBOX"); + if (elem->has(PREFIX "button_back_XBOX")) + mCustomButtons.button_back_XBOX = elem->get(PREFIX "button_back_XBOX"); + if (elem->has(PREFIX "button_start_XBOX")) + mCustomButtons.button_start_XBOX = elem->get(PREFIX "button_start_XBOX"); + if (elem->has(PREFIX "button_back_XBOX360")) + mCustomButtons.button_back_XBOX360 = elem->get(PREFIX "button_back_XBOX360"); + if (elem->has(PREFIX "button_start_XBOX360")) + mCustomButtons.button_start_XBOX360 = elem->get(PREFIX "button_start_XBOX360"); + assignIcons(); } -void HelpComponent::updateGrid() +void HelpComponent::render(const glm::mat4& parentTrans) { - if (!Settings::getInstance()->getBool("ShowHelpPrompts") || mPrompts.empty()) { - mGrid.reset(); + if (!mVisible) return; - } - const bool isDimmed {mWindow->isBackgroundDimmed()}; + const glm::mat4 trans {parentTrans * getTransform()}; - std::shared_ptr& font {isDimmed ? mStyle.fontDimmed : mStyle.font}; - mGrid = std::make_shared(glm::ivec2 {static_cast(mPrompts.size()) * 5, 1}); - - std::vector> icons; - std::vector> labels; - - float width {0.0f}; - float height {font->getLetterHeight() * 1.25f}; - - for (auto it = mPrompts.cbegin(); it != mPrompts.cend(); ++it) { - auto icon = std::make_shared(); - icon->setImage(getIconTexture(it->first.c_str()), false); - icon->setColorShift(isDimmed ? mStyle.iconColorDimmed : mStyle.iconColor); - icon->setResize(0, height); - icon->setOpacity(isDimmed ? mStyle.opacityDimmed : mStyle.opacity); - icons.push_back(icon); - - // Apply text style and color from the theme to the label and add it to the label list. - std::string lblInput {it->second}; - if (mStyle.letterCase == "lowercase") - lblInput = Utils::String::toLower(lblInput); - else if (mStyle.letterCase == "capitalize") - lblInput = Utils::String::toCapitalized(lblInput); - else - lblInput = Utils::String::toUpper(lblInput); - auto lbl = std::make_shared( - lblInput, font, isDimmed ? mStyle.textColorDimmed : mStyle.textColor); - lbl->setOpacity(isDimmed ? mStyle.opacityDimmed : mStyle.opacity); - labels.push_back(lbl); - - width += icon->getSize().x + lbl->getSize().x + - (((isDimmed ? mStyle.iconTextSpacingDimmed : mStyle.iconTextSpacing) * - mRenderer->getScreenWidth() + - (isDimmed ? mStyle.entrySpacingDimmed : mStyle.entrySpacing) * - mRenderer->getScreenWidth())); - } - - mGrid->setSize(width, height); - - for (int i {0}; i < static_cast(icons.size()); ++i) { - const int col {i * 5}; - mGrid->setColWidthPerc(col, icons.at(i)->getSize().x / width); - mGrid->setColWidthPerc(col + 1, - ((isDimmed ? mStyle.iconTextSpacingDimmed : mStyle.iconTextSpacing) * - mRenderer->getScreenWidth()) / - width); - mGrid->setColWidthPerc(col + 2, labels.at(i)->getSize().x / width); - mGrid->setColWidthPerc(col + 3, - ((isDimmed ? mStyle.entrySpacingDimmed : mStyle.entrySpacing) * - mRenderer->getScreenWidth()) / - width); - - mGrid->setEntry(icons.at(i), glm::ivec2 {col, 0}, false, false); - mGrid->setEntry(labels.at(i), glm::ivec2 {col + 2, 0}, false, false); - } - - if (isDimmed) { - mGrid->setPosition( - {mStyle.positionDimmed.x + ((mStyle.entrySpacingDimmed * mRenderer->getScreenWidth()) * - mStyle.originDimmed.x), - mStyle.positionDimmed.y, 0.0f}); - } - else { - mGrid->setPosition( - {mStyle.position.x + - ((mStyle.entrySpacing * mRenderer->getScreenWidth()) * mStyle.origin.x), - mStyle.position.y, 0.0f}); - } - - mGrid->setOrigin(isDimmed ? mStyle.originDimmed : mStyle.origin); + if (mGrid) + mGrid->render(trans); } std::shared_ptr HelpComponent::getIconTexture(const char* name) @@ -358,20 +522,86 @@ std::shared_ptr HelpComponent::getIconTexture(const char* name) return tex; } -void HelpComponent::setOpacity(float opacity) +void HelpComponent::updateGrid() { - GuiComponent::setOpacity( - opacity * (mWindow->isBackgroundDimmed() ? mStyle.opacityDimmed : mStyle.opacity)); + if (!Settings::getInstance()->getBool("ShowHelpPrompts") || mPrompts.empty()) { + mGrid.reset(); + return; + } - for (unsigned int i = 0; i < mGrid->getChildCount(); ++i) - mGrid->getChild(i)->setOpacity( - opacity * (mWindow->isBackgroundDimmed() ? mStyle.opacityDimmed : mStyle.opacity)); -} - -void HelpComponent::render(const glm::mat4& parentTrans) -{ - glm::mat4 trans {parentTrans * getTransform()}; - - if (mGrid) - mGrid->render(trans); + const bool isDimmed {mWindow->isBackgroundDimmed()}; + + std::shared_ptr& font {isDimmed ? mStyleFontDimmed : mStyleFont}; + mGrid = std::make_shared(glm::ivec2 {static_cast(mPrompts.size()) * 5, 1}); + + std::vector> icons; + std::vector> labels; + + float width {0.0f}; + float height {font->getLetterHeight() * 1.25f}; + + for (auto it = mPrompts.cbegin(); it != mPrompts.cend(); ++it) { + if (!mEntries.empty() && + std::find(mEntries.cbegin(), mEntries.cend(), (*it).first) == mEntries.cend()) + continue; + + auto icon = std::make_shared(); + icon->setImage(getIconTexture(it->first.c_str()), false); + icon->setColorShift(isDimmed ? mStyleIconColorDimmed : mStyleIconColor); + icon->setResize(0, height); + icon->setOpacity(isDimmed ? mStyleOpacityDimmed : mStyleOpacity); + icons.push_back(icon); + + // Apply text style and color from the theme to the label and add it to the label list. + std::string lblInput {it->second}; + if (mStyleLetterCase == "lowercase") + lblInput = Utils::String::toLower(lblInput); + else if (mStyleLetterCase == "capitalize") + lblInput = Utils::String::toCapitalized(lblInput); + else + lblInput = Utils::String::toUpper(lblInput); + auto lbl = std::make_shared( + lblInput, font, isDimmed ? mStyleTextColorDimmed : mStyleTextColor); + lbl->setOpacity(isDimmed ? mStyleOpacityDimmed : mStyleOpacity); + labels.push_back(lbl); + + width += icon->getSize().x + lbl->getSize().x + + (((isDimmed ? mStyleIconTextSpacingDimmed : mStyleIconTextSpacing) * + mRenderer->getScreenWidth() + + (isDimmed ? mStyleEntrySpacingDimmed : mStyleEntrySpacing) * + mRenderer->getScreenWidth())); + } + + mGrid->setSize(width, height); + + for (int i {0}; i < static_cast(icons.size()); ++i) { + const int col {i * 5}; + mGrid->setColWidthPerc(col, icons.at(i)->getSize().x / width); + mGrid->setColWidthPerc(col + 1, + ((isDimmed ? mStyleIconTextSpacingDimmed : mStyleIconTextSpacing) * + mRenderer->getScreenWidth()) / + width); + mGrid->setColWidthPerc(col + 2, labels.at(i)->getSize().x / width); + mGrid->setColWidthPerc(col + 3, + ((isDimmed ? mStyleEntrySpacingDimmed : mStyleEntrySpacing) * + mRenderer->getScreenWidth()) / + width); + + mGrid->setEntry(icons.at(i), glm::ivec2 {col, 0}, false, false); + mGrid->setEntry(labels.at(i), glm::ivec2 {col + 2, 0}, false, false); + } + + if (isDimmed) { + mGrid->setPosition( + {mStylePositionDimmed.x + + ((mStyleEntrySpacingDimmed * mRenderer->getScreenWidth()) * mStyleOriginDimmed.x), + mStylePositionDimmed.y, 0.0f}); + } + else { + mGrid->setPosition({mStylePosition.x + ((mStyleEntrySpacing * mRenderer->getScreenWidth()) * + mStyleOrigin.x), + mStylePosition.y, 0.0f}); + } + + mGrid->setOrigin(isDimmed ? mStyleOriginDimmed : mStyleOrigin); } diff --git a/es-core/src/components/HelpComponent.h b/es-core/src/components/HelpComponent.h index 6bf5c057d..aea576db4 100644 --- a/es-core/src/components/HelpComponent.h +++ b/es-core/src/components/HelpComponent.h @@ -10,27 +10,34 @@ #define ES_CORE_COMPONENTS_HELP_COMPONENT_H #include "GuiComponent.h" -#include "HelpStyle.h" +#include "components/ComponentGrid.h" #include "renderers/Renderer.h" - -class ComponentGrid; -class ImageComponent; -class TextureResource; +#include "resources/Font.h" +#include "resources/TextureResource.h" class HelpComponent : public GuiComponent { public: - HelpComponent(); + HelpComponent(std::shared_ptr font = Renderer::getIsVerticalOrientation() ? + Font::get(0.025f * Renderer::getScreenWidth()) : + Font::get(FONT_SIZE_SMALL)); void assignIcons(); - void clearPrompts(); void setPrompts(const std::vector& prompts); - void render(const glm::mat4& parent) override; void setOpacity(float opacity) override; + void setStylePosition(const glm::vec2 position) { mStylePosition = position; } + void setStyleOrigin(const glm::vec2 origin) { mStyleOrigin = origin; } + void setStyleTextColor(const unsigned int textColor) { mStyleTextColor = textColor; } + void setStyleIconColor(const unsigned int iconColor) { mStyleIconColor = iconColor; } - void setStyle(const HelpStyle& style); + void applyTheme(const std::shared_ptr& theme, + const std::string& view, + const std::string& element, + unsigned int properties) override; + + void render(const glm::mat4& parent) override; private: Renderer* mRenderer; @@ -41,7 +48,99 @@ private: void updateGrid(); std::vector mPrompts; - HelpStyle mStyle; + static inline std::map sIconPathMap; + + std::shared_ptr mStyleFont; + std::shared_ptr mStyleFontDimmed; + + std::vector mEntries; + static inline std::vector sAllowedEntries {"up/down/left/right", + "up/down", + "up", + "down", + "left/right", + "rt", + "lt", + "r", + "l", + "y", + "x", + "b", + "a", + "start", + "back"}; + + glm::vec2 mStylePosition; + glm::vec2 mStylePositionDimmed; + glm::vec2 mStyleOrigin; + glm::vec2 mStyleOriginDimmed; + unsigned int mStyleTextColor; + unsigned int mStyleTextColorDimmed; + unsigned int mStyleIconColor; + unsigned int mStyleIconColorDimmed; + float mStyleEntrySpacing; + float mStyleEntrySpacingDimmed; + float mStyleIconTextSpacing; + float mStyleIconTextSpacingDimmed; + float mStyleOpacity; + float mStyleOpacityDimmed; + std::string mStyleLetterCase; + + struct CustomButtonIcons { + // Generic + std::string dpad_updown; + std::string dpad_up; + std::string dpad_down; + std::string dpad_leftright; + std::string dpad_all; + std::string thumbstick_click; + std::string button_l; + std::string button_r; + std::string button_lr; + std::string button_lt; + std::string button_rt; + std::string button_ltrt; + + // SNES + std::string button_a_SNES; + std::string button_b_SNES; + std::string button_x_SNES; + std::string button_y_SNES; + std::string button_back_SNES; + std::string button_start_SNES; + + // Switch Pro + std::string button_a_switch; + std::string button_b_switch; + std::string button_x_switch; + std::string button_y_switch; + std::string button_back_switch; + std::string button_start_switch; + + // PlayStation + std::string button_a_PS; + std::string button_b_PS; + std::string button_x_PS; + std::string button_y_PS; + std::string button_back_PS123; + std::string button_start_PS123; + std::string button_back_PS4; + std::string button_start_PS4; + std::string button_back_PS5; + std::string button_start_PS5; + + // XBOX + std::string button_a_XBOX; + std::string button_b_XBOX; + std::string button_x_XBOX; + std::string button_y_XBOX; + std::string button_back_XBOX; + std::string button_start_XBOX; + std::string button_back_XBOX360; + std::string button_start_XBOX360; + }; + + CustomButtonIcons mCustomButtons; }; #endif // ES_CORE_COMPONENTS_HELP_COMPONENT_H diff --git a/es-core/src/components/OptionListComponent.h b/es-core/src/components/OptionListComponent.h index db310b96e..63a280300 100644 --- a/es-core/src/components/OptionListComponent.h +++ b/es-core/src/components/OptionListComponent.h @@ -27,13 +27,11 @@ template class OptionListComponent : public GuiComponent { public: - OptionListComponent(const HelpStyle& helpstyle, - const std::string& name, + OptionListComponent(const std::string& name, bool multiSelect = false, bool multiExclusiveSelect = false, bool multiShowTotal = false) - : mHelpStyle {helpstyle} - , mMultiSelect {multiSelect} + : mMultiSelect {multiSelect} , mMultiExclusiveSelect {multiExclusiveSelect} , mMultiShowTotal {multiShowTotal} , mKeyRepeat {false} @@ -297,8 +295,6 @@ public: GuiComponent::update(deltaTime); } - HelpStyle getHelpStyle() override { return mHelpStyle; } - private: struct OptionListData { std::string name; @@ -307,13 +303,12 @@ private: float maxNameLength; }; - HelpStyle mHelpStyle; std::function mSelectedChangedCallback; void open() { // Open the list popup. - mWindow->pushGui(new OptionListPopup(getHelpStyle(), this, mName)); + mWindow->pushGui(new OptionListPopup(this, mName)); } void onSelectedChanged() @@ -417,12 +412,9 @@ private: class OptionListPopup : public GuiComponent { public: - OptionListPopup(const HelpStyle& helpstyle, - OptionListComponent* parent, - const std::string& title) + OptionListPopup(OptionListComponent* parent, const std::string& title) : mMenu(title.c_str()) , mParent(parent) - , mHelpStyle(helpstyle) { auto font = Font::get(FONT_SIZE_MEDIUM); ComponentListRow row; @@ -579,12 +571,9 @@ private: return prompts; } - HelpStyle getHelpStyle() override { return mHelpStyle; } - private: MenuComponent mMenu; OptionListComponent* mParent; - HelpStyle mHelpStyle; }; }; diff --git a/es-core/src/guis/GuiMsgBox.cpp b/es-core/src/guis/GuiMsgBox.cpp index 68fd2fce3..c92007278 100644 --- a/es-core/src/guis/GuiMsgBox.cpp +++ b/es-core/src/guis/GuiMsgBox.cpp @@ -15,8 +15,7 @@ #define HORIZONTAL_PADDING_PX 20.0f #define VERTICAL_PADDING_MODIFIER 1.225f -GuiMsgBox::GuiMsgBox(const HelpStyle& helpstyle, - const std::string& text, +GuiMsgBox::GuiMsgBox(const std::string& text, const std::string& name1, const std::function& func1, const std::string& name2, @@ -30,7 +29,6 @@ GuiMsgBox::GuiMsgBox(const HelpStyle& helpstyle, : mRenderer {Renderer::getInstance()} , mBackground {":/graphics/frame.svg"} , mGrid {glm::ivec2 {1, 2}} - , mHelpStyle {helpstyle} , mBackFunc {backFunc} , mDisableBackButton {disableBackButton} , mDeleteOnButtonPress {deleteOnButtonPress} diff --git a/es-core/src/guis/GuiMsgBox.h b/es-core/src/guis/GuiMsgBox.h index a5d515657..c06b0324e 100644 --- a/es-core/src/guis/GuiMsgBox.h +++ b/es-core/src/guis/GuiMsgBox.h @@ -21,8 +21,7 @@ class TextComponent; class GuiMsgBox : public GuiComponent { public: - GuiMsgBox(const HelpStyle& helpstyle, - const std::string& text, + GuiMsgBox(const std::string& text, const std::string& name1 = _("OK"), const std::function& func1 = nullptr, const std::string& name2 = "", @@ -42,7 +41,6 @@ public: void onSizeChanged() override; std::vector getHelpPrompts() override; - HelpStyle getHelpStyle() override { return mHelpStyle; } private: void deleteMeAndCall(const std::function& func); @@ -51,7 +49,6 @@ private: NinePatchComponent mBackground; ComponentGrid mGrid; - HelpStyle mHelpStyle; std::shared_ptr mMsg; std::vector> mButtons; std::shared_ptr mButtonGrid; diff --git a/es-core/src/guis/GuiTextEditKeyboardPopup.cpp b/es-core/src/guis/GuiTextEditKeyboardPopup.cpp index d97818d05..b26abc9d6 100644 --- a/es-core/src/guis/GuiTextEditKeyboardPopup.cpp +++ b/es-core/src/guis/GuiTextEditKeyboardPopup.cpp @@ -41,7 +41,6 @@ #include "utils/StringUtil.h" GuiTextEditKeyboardPopup::GuiTextEditKeyboardPopup( - const HelpStyle& helpstyle, const float verticalPosition, const std::string& title, const std::string& initValue, @@ -57,7 +56,6 @@ GuiTextEditKeyboardPopup::GuiTextEditKeyboardPopup( : mRenderer {Renderer::getInstance()} , mBackground {":/graphics/frame.svg"} , mGrid {glm::ivec2 {1, (infoString != "" && defaultValue != "" ? 8 : 6)}} - , mHelpStyle {helpstyle} , mInitValue {initValue} , mAcceptBtnHelpText {acceptBtnHelpText} , mSaveConfirmationText {saveConfirmationText} @@ -365,7 +363,7 @@ bool GuiTextEditKeyboardPopup::input(InputConfig* config, Input input) if (mText->getValue() != mInitValue) { // Changes were made, ask if the user wants to save them. mWindow->pushGui(new GuiMsgBox( - mHelpStyle, mSaveConfirmationText, _("YES"), + mSaveConfirmationText, _("YES"), [this] { this->mOkCallback(mText->getValue()); delete this; diff --git a/es-core/src/guis/GuiTextEditKeyboardPopup.h b/es-core/src/guis/GuiTextEditKeyboardPopup.h index 5fcd8ccaa..ab03e5d05 100644 --- a/es-core/src/guis/GuiTextEditKeyboardPopup.h +++ b/es-core/src/guis/GuiTextEditKeyboardPopup.h @@ -20,8 +20,7 @@ class GuiTextEditKeyboardPopup : public GuiComponent { public: - GuiTextEditKeyboardPopup(const HelpStyle& helpstyle, - const float verticalPosition, + GuiTextEditKeyboardPopup(const float verticalPosition, const std::string& title, const std::string& initValue, const std::function& okCallback, @@ -39,7 +38,6 @@ public: void update(int deltaTime) override; std::vector getHelpPrompts() override; - HelpStyle getHelpStyle() override { return mHelpStyle; } private: class KeyboardButton @@ -81,7 +79,6 @@ private: Renderer* mRenderer; NinePatchComponent mBackground; ComponentGrid mGrid; - HelpStyle mHelpStyle; std::shared_ptr mTitle; std::shared_ptr mInfoString; diff --git a/es-core/src/guis/GuiTextEditPopup.cpp b/es-core/src/guis/GuiTextEditPopup.cpp index d01e1f289..9c7ec5dc8 100644 --- a/es-core/src/guis/GuiTextEditPopup.cpp +++ b/es-core/src/guis/GuiTextEditPopup.cpp @@ -15,8 +15,7 @@ #include "components/MenuComponent.h" #include "guis/GuiMsgBox.h" -GuiTextEditPopup::GuiTextEditPopup(const HelpStyle& helpstyle, - const std::string& title, +GuiTextEditPopup::GuiTextEditPopup(const std::string& title, const std::string& initValue, const std::function& okCallback, bool multiLine, @@ -29,7 +28,6 @@ GuiTextEditPopup::GuiTextEditPopup(const HelpStyle& helpstyle, const std::string& cancelBtnHelpText) : mBackground {":/graphics/frame.svg"} , mGrid {glm::ivec2 {1, (infoString != "" && defaultValue != "" ? 5 : 3)}} - , mHelpStyle {helpstyle} , mInitValue {initValue} , mAcceptBtnText {acceptBtnText} , mSaveConfirmationText {saveConfirmationText} @@ -191,7 +189,7 @@ bool GuiTextEditPopup::input(InputConfig* config, Input input) if (mText->getValue() != mInitValue) { // Changes were made, ask if the user wants to save them. mWindow->pushGui(new GuiMsgBox( - mHelpStyle, mSaveConfirmationText, _("YES"), + mSaveConfirmationText, _("YES"), [this] { this->mOkCallback(mText->getValue()); delete this; diff --git a/es-core/src/guis/GuiTextEditPopup.h b/es-core/src/guis/GuiTextEditPopup.h index 84981345a..a60cdb5f9 100644 --- a/es-core/src/guis/GuiTextEditPopup.h +++ b/es-core/src/guis/GuiTextEditPopup.h @@ -20,8 +20,7 @@ class GuiTextEditPopup : public GuiComponent { public: - GuiTextEditPopup(const HelpStyle& helpstyle, - const std::string& title, + GuiTextEditPopup(const std::string& title, const std::string& initValue, const std::function& okCallback, bool multiLine, @@ -38,14 +37,12 @@ public: void update(int deltaTime) override; std::vector getHelpPrompts() override; - HelpStyle getHelpStyle() override { return mHelpStyle; } private: void updateDeleteRepeat(int deltaTime); NinePatchComponent mBackground; ComponentGrid mGrid; - HelpStyle mHelpStyle; std::shared_ptr mTitle; std::shared_ptr mInfoString; From 1bfe7efe3c41536ac256a259bdcb977ae91d2529 Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Mon, 3 Feb 2025 18:14:06 +0100 Subject: [PATCH 044/284] Removed the obsolete HelpStyle code --- es-core/src/HelpStyle.cpp | 210 -------------------------------------- es-core/src/HelpStyle.h | 99 ------------------ 2 files changed, 309 deletions(-) delete mode 100644 es-core/src/HelpStyle.cpp delete mode 100644 es-core/src/HelpStyle.h diff --git a/es-core/src/HelpStyle.cpp b/es-core/src/HelpStyle.cpp deleted file mode 100644 index 13e91c77d..000000000 --- a/es-core/src/HelpStyle.cpp +++ /dev/null @@ -1,210 +0,0 @@ -// SPDX-License-Identifier: MIT -// -// ES-DE Frontend -// HelpStyle.cpp -// -// Style (colors, position, icons etc.) for the help system. -// - -#include "HelpStyle.h" - -#include "resources/Font.h" - -#define PREFIX "button_" - -HelpStyle::HelpStyle() - : position {Renderer::getScreenWidth() * 0.012f, - Renderer::getScreenHeight() * - (Renderer::getIsVerticalOrientation() ? 0.975f : 0.9515f)} - , positionDimmed {position} - , origin {glm::vec2 {0.0f, 0.0f}} - , originDimmed {origin} - , textColor {0x777777FF} - , textColorDimmed {0x777777FF} - , iconColor {0x777777FF} - , iconColorDimmed {0x777777FF} - , font {Renderer::getIsVerticalOrientation() ? Font::get(0.025f * Renderer::getScreenWidth()) : - Font::get(FONT_SIZE_SMALL)} - , fontDimmed {Renderer::getIsVerticalOrientation() ? - Font::get(0.025f * Renderer::getScreenWidth()) : - Font::get(FONT_SIZE_SMALL)} - , entrySpacing {0.00833f} - , entrySpacingDimmed {entrySpacing} - , iconTextSpacing {0.00416f} - , iconTextSpacingDimmed {iconTextSpacing} - , opacity {1.0f} - , opacityDimmed {opacity} - , letterCase {"uppercase"} -{ -} - -void HelpStyle::applyTheme(const std::shared_ptr& theme, const std::string& view) -{ - auto elem = theme->getElement(view, "helpsystem_help", "helpsystem"); - if (!elem) - return; - - if (elem->has("pos")) - position = elem->get("pos") * - glm::vec2 {Renderer::getScreenWidth(), Renderer::getScreenHeight()}; - - if (elem->has("posDimmed")) - positionDimmed = elem->get("posDimmed") * - glm::vec2 {Renderer::getScreenWidth(), Renderer::getScreenHeight()}; - else - positionDimmed = position; - - if (elem->has("origin")) - origin = elem->get("origin"); - - if (elem->has("originDimmed")) - originDimmed = elem->get("originDimmed"); - else - originDimmed = origin; - - if (elem->has("textColor")) - textColor = elem->get("textColor"); - - if (elem->has("textColorDimmed")) - textColorDimmed = elem->get("textColorDimmed"); - else - textColorDimmed = textColor; - - if (elem->has("iconColor")) - iconColor = elem->get("iconColor"); - - if (elem->has("iconColorDimmed")) - iconColorDimmed = elem->get("iconColorDimmed"); - else - iconColorDimmed = iconColor; - - if (elem->has("fontPath") || elem->has("fontSize")) { - font = Font::getFromTheme(elem, ThemeFlags::ALL, font); - if (!elem->has("fontSizeDimmed")) - fontDimmed = Font::getFromTheme(elem, ThemeFlags::ALL, font); - } - - if (elem->has("fontSizeDimmed")) - fontDimmed = Font::getFromTheme(elem, ThemeFlags::ALL, font, 0.0f, 1.0f, true); - - if (elem->has("entrySpacing")) - entrySpacing = glm::clamp(elem->get("entrySpacing"), 0.0f, 0.04f); - - if (elem->has("entrySpacingDimmed")) - entrySpacingDimmed = glm::clamp(elem->get("entrySpacingDimmed"), 0.0f, 0.04f); - else - entrySpacingDimmed = entrySpacing; - - if (elem->has("iconTextSpacing")) - iconTextSpacing = glm::clamp(elem->get("iconTextSpacing"), 0.0f, 0.04f); - - if (elem->has("iconTextSpacingDimmed")) - iconTextSpacingDimmed = glm::clamp(elem->get("iconTextSpacingDimmed"), 0.0f, 0.04f); - else - iconTextSpacingDimmed = iconTextSpacing; - - if (elem->has("letterCase")) - letterCase = elem->get("letterCase"); - - if (elem->has("opacity")) - opacity = glm::clamp(elem->get("opacity"), 0.2f, 1.0f); - - if (elem->has("opacityDimmed")) - opacityDimmed = glm::clamp(elem->get("opacityDimmed"), 0.2f, 1.0f); - else - opacityDimmed = opacity; - - // Load custom button icons. - // The names may look a bit strange when combined with the PREFIX string "button_" but it's - // because ThemeData adds this prefix to avoid name collisions when using XML attributes. - - // General. - if (elem->has(PREFIX "dpad_updown")) - mCustomButtons.dpad_updown = elem->get(PREFIX "dpad_updown"); - if (elem->has(PREFIX "dpad_leftright")) - mCustomButtons.dpad_leftright = elem->get(PREFIX "dpad_leftright"); - if (elem->has(PREFIX "dpad_all")) - mCustomButtons.dpad_all = elem->get(PREFIX "dpad_all"); - if (elem->has(PREFIX "thumbstick_click")) - mCustomButtons.thumbstick_click = elem->get(PREFIX "thumbstick_click"); - if (elem->has(PREFIX "button_l")) - mCustomButtons.button_l = elem->get(PREFIX "button_l"); - if (elem->has(PREFIX "button_r")) - mCustomButtons.button_r = elem->get(PREFIX "button_r"); - if (elem->has(PREFIX "button_lr")) - mCustomButtons.button_lr = elem->get(PREFIX "button_lr"); - if (elem->has(PREFIX "button_lt")) - mCustomButtons.button_lt = elem->get(PREFIX "button_lt"); - if (elem->has(PREFIX "button_rt")) - mCustomButtons.button_rt = elem->get(PREFIX "button_rt"); - if (elem->has(PREFIX "button_ltrt")) - mCustomButtons.button_ltrt = elem->get(PREFIX "button_ltrt"); - - // SNES. - if (elem->has(PREFIX "button_a_SNES")) - mCustomButtons.button_a_SNES = elem->get(PREFIX "button_a_SNES"); - if (elem->has(PREFIX "button_b_SNES")) - mCustomButtons.button_b_SNES = elem->get(PREFIX "button_b_SNES"); - if (elem->has(PREFIX "button_x_SNES")) - mCustomButtons.button_x_SNES = elem->get(PREFIX "button_x_SNES"); - if (elem->has(PREFIX "button_y_SNES")) - mCustomButtons.button_y_SNES = elem->get(PREFIX "button_y_SNES"); - if (elem->has(PREFIX "button_back_SNES")) - mCustomButtons.button_back_SNES = elem->get(PREFIX "button_back_SNES"); - if (elem->has(PREFIX "button_start_SNES")) - mCustomButtons.button_start_SNES = elem->get(PREFIX "button_start_SNES"); - - // Switch Pro. - if (elem->has(PREFIX "button_a_switch")) - mCustomButtons.button_a_switch = elem->get(PREFIX "button_a_switch"); - if (elem->has(PREFIX "button_b_switch")) - mCustomButtons.button_b_switch = elem->get(PREFIX "button_b_switch"); - if (elem->has(PREFIX "button_x_switch")) - mCustomButtons.button_x_switch = elem->get(PREFIX "button_x_switch"); - if (elem->has(PREFIX "button_y_switch")) - mCustomButtons.button_y_switch = elem->get(PREFIX "button_y_switch"); - if (elem->has(PREFIX "button_back_switch")) - mCustomButtons.button_back_switch = elem->get(PREFIX "button_back_switch"); - if (elem->has(PREFIX "button_start_switch")) - mCustomButtons.button_start_switch = elem->get(PREFIX "button_start_switch"); - - // PlayStation. - if (elem->has(PREFIX "button_a_PS")) - mCustomButtons.button_a_PS = elem->get(PREFIX "button_a_PS"); - if (elem->has(PREFIX "button_b_PS")) - mCustomButtons.button_b_PS = elem->get(PREFIX "button_b_PS"); - if (elem->has(PREFIX "button_x_PS")) - mCustomButtons.button_x_PS = elem->get(PREFIX "button_x_PS"); - if (elem->has(PREFIX "button_y_PS")) - mCustomButtons.button_y_PS = elem->get(PREFIX "button_y_PS"); - if (elem->has(PREFIX "button_back_PS123")) - mCustomButtons.button_back_PS123 = elem->get(PREFIX "button_back_PS123"); - if (elem->has(PREFIX "button_start_PS123")) - mCustomButtons.button_start_PS123 = elem->get(PREFIX "button_start_PS123"); - if (elem->has(PREFIX "button_back_PS4")) - mCustomButtons.button_back_PS4 = elem->get(PREFIX "button_back_PS4"); - if (elem->has(PREFIX "button_start_PS4")) - mCustomButtons.button_start_PS4 = elem->get(PREFIX "button_start_PS4"); - if (elem->has(PREFIX "button_back_PS5")) - mCustomButtons.button_back_PS5 = elem->get(PREFIX "button_back_PS5"); - if (elem->has(PREFIX "button_start_PS5")) - mCustomButtons.button_start_PS5 = elem->get(PREFIX "button_start_PS5"); - - // XBOX. - if (elem->has(PREFIX "button_a_XBOX")) - mCustomButtons.button_a_XBOX = elem->get(PREFIX "button_a_XBOX"); - if (elem->has(PREFIX "button_b_XBOX")) - mCustomButtons.button_b_XBOX = elem->get(PREFIX "button_b_XBOX"); - if (elem->has(PREFIX "button_x_XBOX")) - mCustomButtons.button_x_XBOX = elem->get(PREFIX "button_x_XBOX"); - if (elem->has(PREFIX "button_y_XBOX")) - mCustomButtons.button_y_XBOX = elem->get(PREFIX "button_y_XBOX"); - if (elem->has(PREFIX "button_back_XBOX")) - mCustomButtons.button_back_XBOX = elem->get(PREFIX "button_back_XBOX"); - if (elem->has(PREFIX "button_start_XBOX")) - mCustomButtons.button_start_XBOX = elem->get(PREFIX "button_start_XBOX"); - if (elem->has(PREFIX "button_back_XBOX360")) - mCustomButtons.button_back_XBOX360 = elem->get(PREFIX "button_back_XBOX360"); - if (elem->has(PREFIX "button_start_XBOX360")) - mCustomButtons.button_start_XBOX360 = elem->get(PREFIX "button_start_XBOX360"); -} diff --git a/es-core/src/HelpStyle.h b/es-core/src/HelpStyle.h deleted file mode 100644 index 8cbca7dac..000000000 --- a/es-core/src/HelpStyle.h +++ /dev/null @@ -1,99 +0,0 @@ -// SPDX-License-Identifier: MIT -// -// ES-DE Frontend -// HelpStyle.h -// -// Style (colors, position, icons etc.) for the help system. -// - -#ifndef ES_CORE_HELP_STYLE_H -#define ES_CORE_HELP_STYLE_H - -#include "utils/MathUtil.h" - -#include -#include - -class Font; -class ThemeData; - -struct HelpStyle { - glm::vec2 position; - glm::vec2 positionDimmed; - glm::vec2 origin; - glm::vec2 originDimmed; - unsigned int textColor; - unsigned int textColorDimmed; - unsigned int iconColor; - unsigned int iconColorDimmed; - std::shared_ptr font; - std::shared_ptr fontDimmed; - float entrySpacing; - float entrySpacingDimmed; - float iconTextSpacing; - float iconTextSpacingDimmed; - float opacity; - float opacityDimmed; - std::string letterCase; - - struct CustomButtonIcons { - // Generic - std::string dpad_updown; - std::string dpad_up; - std::string dpad_down; - std::string dpad_leftright; - std::string dpad_all; - std::string thumbstick_click; - std::string button_l; - std::string button_r; - std::string button_lr; - std::string button_lt; - std::string button_rt; - std::string button_ltrt; - - // SNES - std::string button_a_SNES; - std::string button_b_SNES; - std::string button_x_SNES; - std::string button_y_SNES; - std::string button_back_SNES; - std::string button_start_SNES; - - // Switch Pro - std::string button_a_switch; - std::string button_b_switch; - std::string button_x_switch; - std::string button_y_switch; - std::string button_back_switch; - std::string button_start_switch; - - // PlayStation - std::string button_a_PS; - std::string button_b_PS; - std::string button_x_PS; - std::string button_y_PS; - std::string button_back_PS123; - std::string button_start_PS123; - std::string button_back_PS4; - std::string button_start_PS4; - std::string button_back_PS5; - std::string button_start_PS5; - - // XBOX - std::string button_a_XBOX; - std::string button_b_XBOX; - std::string button_x_XBOX; - std::string button_y_XBOX; - std::string button_back_XBOX; - std::string button_start_XBOX; - std::string button_back_XBOX360; - std::string button_start_XBOX360; - }; - - CustomButtonIcons mCustomButtons; - - HelpStyle(); - void applyTheme(const std::shared_ptr& theme, const std::string& view); -}; - -#endif // ES_CORE_HELP_STYLE_H From f13c12464e91e6e2aca261cea309382b0ab8b3fc Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Mon, 3 Feb 2025 18:35:37 +0100 Subject: [PATCH 045/284] Fixed some Clang compiler warnings --- es-app/src/guis/GuiMenu.cpp | 4 ++-- es-app/src/views/ViewController.h | 2 +- 2 files changed, 3 insertions(+), 3 deletions(-) diff --git a/es-app/src/guis/GuiMenu.cpp b/es-app/src/guis/GuiMenu.cpp index 236d05f8d..76fddd48d 100644 --- a/es-app/src/guis/GuiMenu.cpp +++ b/es-app/src/guis/GuiMenu.cpp @@ -2247,7 +2247,7 @@ void GuiMenu::openQuitMenu() s->addRow(row); row.elements.clear(); - row.makeAcceptInputHandler([window, this] { + row.makeAcceptInputHandler([window] { window->pushGui(new GuiMsgBox( _("REALLY REBOOT?"), _("YES"), [] { @@ -2264,7 +2264,7 @@ void GuiMenu::openQuitMenu() s->addRow(row); row.elements.clear(); - row.makeAcceptInputHandler([window, this] { + row.makeAcceptInputHandler([window] { window->pushGui(new GuiMsgBox( _("REALLY POWER OFF?"), _("YES"), [] { diff --git a/es-app/src/views/ViewController.h b/es-app/src/views/ViewController.h index 2d216201e..a5c079ff9 100644 --- a/es-app/src/views/ViewController.h +++ b/es-app/src/views/ViewController.h @@ -132,7 +132,7 @@ public: std::vector getHelpPrompts() override; - void setHelpComponentsVisibility(const bool state) + void setHelpComponentsVisibility(const bool state) override { if (mCurrentView != nullptr) mCurrentView->setHelpComponentsVisibility(state); From 82fdfe7706e9c94db014e9b0070afea7a276de18 Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Mon, 3 Feb 2025 19:48:20 +0100 Subject: [PATCH 046/284] Added 'thumbstickclick' as a supported 'entries' property value for the helpsystem element --- es-core/src/Window.cpp | 5 +++-- es-core/src/components/HelpComponent.h | 3 ++- 2 files changed, 5 insertions(+), 3 deletions(-) diff --git a/es-core/src/Window.cpp b/es-core/src/Window.cpp index a7a0758cd..085a34600 100644 --- a/es-core/src/Window.cpp +++ b/es-core/src/Window.cpp @@ -818,10 +818,11 @@ void Window::setHelpPrompts(const std::vector& prompts) } } - // Sort prompts so it goes [dpad_all] [dpad_u/d] [dpad_l/r] [a/b/x/y/l/r] [start/back]. + // Sort the prompts so that they are always displayed in the same order on screen. std::sort(addPrompts.begin(), addPrompts.end(), [](const HelpPrompt& a, const HelpPrompt& b) -> bool { - static const std::vector map {"up/down/left/right", + static const std::vector map {"thumbstickclick", + "up/down/left/right", "up/down", "up", "down", diff --git a/es-core/src/components/HelpComponent.h b/es-core/src/components/HelpComponent.h index aea576db4..f1def52f2 100644 --- a/es-core/src/components/HelpComponent.h +++ b/es-core/src/components/HelpComponent.h @@ -54,7 +54,8 @@ private: std::shared_ptr mStyleFontDimmed; std::vector mEntries; - static inline std::vector sAllowedEntries {"up/down/left/right", + static inline std::vector sAllowedEntries {"thumbstickclick", + "up/down/left/right", "up/down", "up", "down", From a76f377a65c568dd5b49a4bbd87342551f3f8d43 Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Mon, 3 Feb 2025 19:50:38 +0100 Subject: [PATCH 047/284] Documentation update --- CHANGELOG.md | 2 ++ THEMES-DEV.md | 30 ++++++++++++++++++++++++++++-- 2 files changed, 30 insertions(+), 2 deletions(-) diff --git a/CHANGELOG.md b/CHANGELOG.md index 44f431e0c..e7ccef430 100644 --- a/CHANGELOG.md +++ b/CHANGELOG.md @@ -14,6 +14,8 @@ * (Android) Added Pizza Boy SC standalone as an alternative emulator for the gamegear, genesis, mastersystem, megadrive and megadrivejp systems * (Android) Changed all RetroArch core entries to use absolute paths (this makes the ancient Play store release work correctly) * (Android) Changed the target SDK version to 35 (Android 15) +* Refactored the helpsystem code and added support for using an arbitrary amount of helpsystem elements +* Added support for specifying which specific entries to display for the helpsystem elements * (macOS) Added a build script for cross-compiling for x86_64 when using an ARM processor * Added support for building against libgit2 v1.9.0 and later diff --git a/THEMES-DEV.md b/THEMES-DEV.md index da6db8a5a..d63f3ff90 100644 --- a/THEMES-DEV.md +++ b/THEMES-DEV.md @@ -3396,18 +3396,20 @@ Properties: #### helpsystem -The helpsystem is a special element that displays a context-sensitive list of actions the user can take at any time. You should try and keep the position constant throughout every screen. Note that this element does not have a zIndex value, instead it's always rendered on top of all other elements. It also has to have its name attribute set to `help` or the configuration will not get loaded. +The helpsystem is a special element that displays a context-sensitive list of actions the user can take at any time. You should try and keep the position constant throughout every screen. Note that this element does not have a zIndex value, instead it's always rendered on top of all other elements. It's possible to set this element as right-aligned or center-aligned using a combination of the `pos` and `origin` properties. For example `1 1` and `1 1` will place it in the lower right corner of the screen. Keep in mind that the width of this element can vary depending on a number of factors, for example the _Toggle favorites_ and _Random system or game_ buttons can be enabled or disabled via the _UI Settings_ menu. Test extensively with the menu system as well, especially the virtual keyboard which displays a number of helpsystem entries. +Using the `entries` property it's possible to restrict which help entries to display, and it's also possible to create multiple helpsystem elements and split up the entries between them. + Supported views: * `system` * `gamelist` Instances per view: -* `single` +* `unlimited` Properties: * `pos` - type: NORMALIZED_PAIR @@ -3442,6 +3444,30 @@ Properties: - Font size when a menu is open (background is dimmed). - Minimum value is `0.001` and maximum value is `1.5`. Note that when running at a really low resolution, the minimum value may get clamped to a larger relative size. - Default is the same value as `fontSize` +* `scope` - type: STRING + - This property makes it possible to specify when the helpsystem element should be displayed. If it's set to `view` then it will only be displayed in the system and gamelist views and will be hidden when the menu is open. The opposite is true if it's set to `menu`, in this case the element will only be shown when the menu is open. Setting the property to `shared` will display the element both in the system and gamelist views and when the menu is open. + - Valid values are `shared`, `view` or `menu` + - Default is `shared` +* `entries` - type: STRING + - This property controls which help entries that should be displayed, which can for instance be useful for narrow aspect ratio displays where all entries would otherwise not fit on screen. The entries are specified as a list of strings delimited by commas or by whitespace characters (tabs, spaces or line breaks). These are the available entries:\ + `all`, + `back`, + `start`, + `a`, + `b`, + `x`, + `y`, + `l`, + `r`, + `lt`, + `rt`, + `left/right`, + `down`, + `up`, + `up/down`, + `up/down/left/right`, + `thumbstickclick` + - Default is `all` which displays all entries * `entrySpacing` - type: FLOAT - Spacing between the help element pairs. - Minimum value is `0` and maximum value is `0.04` From 97eff9266d780f01ee0305afd9a669c30e221232 Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Mon, 3 Feb 2025 21:51:06 +0100 Subject: [PATCH 048/284] Added 'lr' and 'ltrt' as supported 'entries' property values for the helpsystem element --- es-core/src/Window.cpp | 2 ++ es-core/src/components/HelpComponent.h | 2 ++ 2 files changed, 4 insertions(+) diff --git a/es-core/src/Window.cpp b/es-core/src/Window.cpp index 085a34600..7c07743da 100644 --- a/es-core/src/Window.cpp +++ b/es-core/src/Window.cpp @@ -822,6 +822,8 @@ void Window::setHelpPrompts(const std::vector& prompts) std::sort(addPrompts.begin(), addPrompts.end(), [](const HelpPrompt& a, const HelpPrompt& b) -> bool { static const std::vector map {"thumbstickclick", + "lr", + "ltrt", "up/down/left/right", "up/down", "up", diff --git a/es-core/src/components/HelpComponent.h b/es-core/src/components/HelpComponent.h index f1def52f2..0eb99e74e 100644 --- a/es-core/src/components/HelpComponent.h +++ b/es-core/src/components/HelpComponent.h @@ -55,6 +55,8 @@ private: std::vector mEntries; static inline std::vector sAllowedEntries {"thumbstickclick", + "lr", + "ltrt", "up/down/left/right", "up/down", "up", From 6016fc02da51bb6f2df655efc56b7aaf93a4167f Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Mon, 3 Feb 2025 21:51:39 +0100 Subject: [PATCH 049/284] Documentation update --- THEMES-DEV.md | 2 ++ 1 file changed, 2 insertions(+) diff --git a/THEMES-DEV.md b/THEMES-DEV.md index d63f3ff90..5d2334d92 100644 --- a/THEMES-DEV.md +++ b/THEMES-DEV.md @@ -3466,6 +3466,8 @@ Properties: `up`, `up/down`, `up/down/left/right`, + `ltrt`, + `lr`, `thumbstickclick` - Default is `all` which displays all entries * `entrySpacing` - type: FLOAT From c529642f80db6d73c9e23bf37b35e05252018393 Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Tue, 4 Feb 2025 17:58:11 +0100 Subject: [PATCH 050/284] Made it possible to set per-element icon overrides for the helpsystem element --- es-core/src/components/HelpComponent.cpp | 151 +++++++++-------------- es-core/src/components/HelpComponent.h | 5 +- 2 files changed, 58 insertions(+), 98 deletions(-) diff --git a/es-core/src/components/HelpComponent.cpp b/es-core/src/components/HelpComponent.cpp index 1b3d9ec41..64d5e160b 100644 --- a/es-core/src/components/HelpComponent.cpp +++ b/es-core/src/components/HelpComponent.cpp @@ -46,8 +46,7 @@ void HelpComponent::assignIcons() { std::string controllerType {Settings::getInstance()->getString("InputControllerType")}; - std::map sIconPathMapOld {sIconPathMap}; - sIconPathMap.clear(); + mIconPathMap.clear(); std::string buttonA {"a"}; std::string buttonB {"b"}; @@ -62,189 +61,177 @@ void HelpComponent::assignIcons() } // These graphics files are common between all controller types. - sIconPathMap["up/down"] = mCustomButtons.dpad_updown.empty() ? + mIconPathMap["up/down"] = mCustomButtons.dpad_updown.empty() ? ":/graphics/help/dpad_updown.svg" : mCustomButtons.dpad_updown; - sIconPathMap["up"] = + mIconPathMap["up"] = mCustomButtons.dpad_up.empty() ? ":/graphics/help/dpad_up.svg" : mCustomButtons.dpad_up; - sIconPathMap["down"] = mCustomButtons.dpad_down.empty() ? ":/graphics/help/dpad_down.svg" : + mIconPathMap["down"] = mCustomButtons.dpad_down.empty() ? ":/graphics/help/dpad_down.svg" : mCustomButtons.dpad_down; - sIconPathMap["left/right"] = mCustomButtons.dpad_leftright.empty() ? + mIconPathMap["left/right"] = mCustomButtons.dpad_leftright.empty() ? ":/graphics/help/dpad_leftright.svg" : mCustomButtons.dpad_leftright; - sIconPathMap["up/down/left/right"] = + mIconPathMap["up/down/left/right"] = mCustomButtons.dpad_all.empty() ? ":/graphics/help/dpad_all.svg" : mCustomButtons.dpad_all; - sIconPathMap["thumbstickclick"] = mCustomButtons.thumbstick_click.empty() ? + mIconPathMap["thumbstickclick"] = mCustomButtons.thumbstick_click.empty() ? ":/graphics/help/thumbstick_click.svg" : mCustomButtons.thumbstick_click; - sIconPathMap["l"] = + mIconPathMap["l"] = mCustomButtons.button_l.empty() ? ":/graphics/help/button_l.svg" : mCustomButtons.button_l; - sIconPathMap["r"] = + mIconPathMap["r"] = mCustomButtons.button_r.empty() ? ":/graphics/help/button_r.svg" : mCustomButtons.button_r; - sIconPathMap["lr"] = mCustomButtons.button_lr.empty() ? ":/graphics/help/button_lr.svg" : + mIconPathMap["lr"] = mCustomButtons.button_lr.empty() ? ":/graphics/help/button_lr.svg" : mCustomButtons.button_lr; - sIconPathMap["lt"] = mCustomButtons.button_lt.empty() ? ":/graphics/help/button_lt.svg" : + mIconPathMap["lt"] = mCustomButtons.button_lt.empty() ? ":/graphics/help/button_lt.svg" : mCustomButtons.button_lt; - sIconPathMap["rt"] = mCustomButtons.button_rt.empty() ? ":/graphics/help/button_rt.svg" : + mIconPathMap["rt"] = mCustomButtons.button_rt.empty() ? ":/graphics/help/button_rt.svg" : mCustomButtons.button_rt; - sIconPathMap["ltrt"] = mCustomButtons.button_ltrt.empty() ? ":/graphics/help/button_ltrt.svg" : + mIconPathMap["ltrt"] = mCustomButtons.button_ltrt.empty() ? ":/graphics/help/button_ltrt.svg" : mCustomButtons.button_ltrt; // These graphics files are custom per controller type. if (controllerType == "snes") { - sIconPathMap[buttonA] = mCustomButtons.button_a_SNES.empty() ? + mIconPathMap[buttonA] = mCustomButtons.button_a_SNES.empty() ? ":/graphics/help/button_a_SNES.svg" : mCustomButtons.button_a_SNES; - sIconPathMap[buttonB] = mCustomButtons.button_b_SNES.empty() ? + mIconPathMap[buttonB] = mCustomButtons.button_b_SNES.empty() ? ":/graphics/help/button_b_SNES.svg" : mCustomButtons.button_b_SNES; - sIconPathMap[buttonX] = mCustomButtons.button_x_SNES.empty() ? + mIconPathMap[buttonX] = mCustomButtons.button_x_SNES.empty() ? ":/graphics/help/button_x_SNES.svg" : mCustomButtons.button_x_SNES; - sIconPathMap[buttonY] = mCustomButtons.button_y_SNES.empty() ? + mIconPathMap[buttonY] = mCustomButtons.button_y_SNES.empty() ? ":/graphics/help/button_y_SNES.svg" : mCustomButtons.button_y_SNES; - sIconPathMap["back"] = mCustomButtons.button_back_SNES.empty() ? + mIconPathMap["back"] = mCustomButtons.button_back_SNES.empty() ? ":/graphics/help/button_back_SNES.svg" : mCustomButtons.button_back_SNES; - sIconPathMap["start"] = mCustomButtons.button_start_SNES.empty() ? + mIconPathMap["start"] = mCustomButtons.button_start_SNES.empty() ? ":/graphics/help/button_start_SNES.svg" : mCustomButtons.button_start_SNES; } else if (controllerType == "switchpro") { - sIconPathMap[buttonA] = mCustomButtons.button_a_switch.empty() ? + mIconPathMap[buttonA] = mCustomButtons.button_a_switch.empty() ? ":/graphics/help/button_a_switch.svg" : mCustomButtons.button_a_switch; - sIconPathMap[buttonB] = mCustomButtons.button_b_switch.empty() ? + mIconPathMap[buttonB] = mCustomButtons.button_b_switch.empty() ? ":/graphics/help/button_b_switch.svg" : mCustomButtons.button_b_switch; - sIconPathMap[buttonX] = mCustomButtons.button_x_switch.empty() ? + mIconPathMap[buttonX] = mCustomButtons.button_x_switch.empty() ? ":/graphics/help/button_x_switch.svg" : mCustomButtons.button_x_switch; - sIconPathMap[buttonY] = mCustomButtons.button_y_switch.empty() ? + mIconPathMap[buttonY] = mCustomButtons.button_y_switch.empty() ? ":/graphics/help/button_y_switch.svg" : mCustomButtons.button_y_switch; - sIconPathMap["back"] = mCustomButtons.button_back_switch.empty() ? + mIconPathMap["back"] = mCustomButtons.button_back_switch.empty() ? ":/graphics/help/button_back_switch.svg" : mCustomButtons.button_back_switch; - sIconPathMap["start"] = mCustomButtons.button_start_switch.empty() ? + mIconPathMap["start"] = mCustomButtons.button_start_switch.empty() ? ":/graphics/help/button_start_switch.svg" : mCustomButtons.button_start_switch; } else if (controllerType == "ps123") { - sIconPathMap[buttonA] = mCustomButtons.button_a_PS.empty() ? + mIconPathMap[buttonA] = mCustomButtons.button_a_PS.empty() ? ":/graphics/help/button_a_PS.svg" : mCustomButtons.button_a_PS; - sIconPathMap[buttonB] = mCustomButtons.button_b_PS.empty() ? + mIconPathMap[buttonB] = mCustomButtons.button_b_PS.empty() ? ":/graphics/help/button_b_PS.svg" : mCustomButtons.button_b_PS; - sIconPathMap[buttonX] = mCustomButtons.button_x_PS.empty() ? + mIconPathMap[buttonX] = mCustomButtons.button_x_PS.empty() ? ":/graphics/help/button_x_PS.svg" : mCustomButtons.button_x_PS; - sIconPathMap[buttonY] = mCustomButtons.button_y_PS.empty() ? + mIconPathMap[buttonY] = mCustomButtons.button_y_PS.empty() ? ":/graphics/help/button_y_PS.svg" : mCustomButtons.button_y_PS; - sIconPathMap["back"] = mCustomButtons.button_back_PS123.empty() ? + mIconPathMap["back"] = mCustomButtons.button_back_PS123.empty() ? ":/graphics/help/button_back_PS123.svg" : mCustomButtons.button_back_PS123; - sIconPathMap["start"] = mCustomButtons.button_start_PS123.empty() ? + mIconPathMap["start"] = mCustomButtons.button_start_PS123.empty() ? ":/graphics/help/button_start_PS123.svg" : mCustomButtons.button_start_PS123; } else if (controllerType == "ps4") { - sIconPathMap[buttonA] = mCustomButtons.button_a_PS.empty() ? + mIconPathMap[buttonA] = mCustomButtons.button_a_PS.empty() ? ":/graphics/help/button_a_PS.svg" : mCustomButtons.button_a_PS; - sIconPathMap[buttonB] = mCustomButtons.button_b_PS.empty() ? + mIconPathMap[buttonB] = mCustomButtons.button_b_PS.empty() ? ":/graphics/help/button_b_PS.svg" : mCustomButtons.button_b_PS; - sIconPathMap[buttonX] = mCustomButtons.button_x_PS.empty() ? + mIconPathMap[buttonX] = mCustomButtons.button_x_PS.empty() ? ":/graphics/help/button_x_PS.svg" : mCustomButtons.button_x_PS; - sIconPathMap[buttonY] = mCustomButtons.button_y_PS.empty() ? + mIconPathMap[buttonY] = mCustomButtons.button_y_PS.empty() ? ":/graphics/help/button_y_PS.svg" : mCustomButtons.button_y_PS; - sIconPathMap["back"] = mCustomButtons.button_back_PS4.empty() ? + mIconPathMap["back"] = mCustomButtons.button_back_PS4.empty() ? ":/graphics/help/button_back_PS4.svg" : mCustomButtons.button_back_PS4; - sIconPathMap["start"] = mCustomButtons.button_start_PS4.empty() ? + mIconPathMap["start"] = mCustomButtons.button_start_PS4.empty() ? ":/graphics/help/button_start_PS4.svg" : mCustomButtons.button_start_PS4; } else if (controllerType == "ps5") { - sIconPathMap[buttonA] = mCustomButtons.button_a_PS.empty() ? + mIconPathMap[buttonA] = mCustomButtons.button_a_PS.empty() ? ":/graphics/help/button_a_PS.svg" : mCustomButtons.button_a_PS; - sIconPathMap[buttonB] = mCustomButtons.button_b_PS.empty() ? + mIconPathMap[buttonB] = mCustomButtons.button_b_PS.empty() ? ":/graphics/help/button_b_PS.svg" : mCustomButtons.button_b_PS; - sIconPathMap[buttonX] = mCustomButtons.button_x_PS.empty() ? + mIconPathMap[buttonX] = mCustomButtons.button_x_PS.empty() ? ":/graphics/help/button_x_PS.svg" : mCustomButtons.button_x_PS; - sIconPathMap[buttonY] = mCustomButtons.button_y_PS.empty() ? + mIconPathMap[buttonY] = mCustomButtons.button_y_PS.empty() ? ":/graphics/help/button_y_PS.svg" : mCustomButtons.button_y_PS; - sIconPathMap["back"] = mCustomButtons.button_back_PS5.empty() ? + mIconPathMap["back"] = mCustomButtons.button_back_PS5.empty() ? ":/graphics/help/button_back_PS5.svg" : mCustomButtons.button_back_PS5; - sIconPathMap["start"] = mCustomButtons.button_start_PS5.empty() ? + mIconPathMap["start"] = mCustomButtons.button_start_PS5.empty() ? ":/graphics/help/button_start_PS5.svg" : mCustomButtons.button_start_PS5; } else if (controllerType == "xbox360") { - sIconPathMap[buttonA] = mCustomButtons.button_a_XBOX.empty() ? + mIconPathMap[buttonA] = mCustomButtons.button_a_XBOX.empty() ? ":/graphics/help/button_a_XBOX.svg" : mCustomButtons.button_a_XBOX; - sIconPathMap[buttonB] = mCustomButtons.button_b_XBOX.empty() ? + mIconPathMap[buttonB] = mCustomButtons.button_b_XBOX.empty() ? ":/graphics/help/button_b_XBOX.svg" : mCustomButtons.button_b_XBOX; - sIconPathMap[buttonX] = mCustomButtons.button_x_XBOX.empty() ? + mIconPathMap[buttonX] = mCustomButtons.button_x_XBOX.empty() ? ":/graphics/help/button_x_XBOX.svg" : mCustomButtons.button_x_XBOX; - sIconPathMap[buttonY] = mCustomButtons.button_y_XBOX.empty() ? + mIconPathMap[buttonY] = mCustomButtons.button_y_XBOX.empty() ? ":/graphics/help/button_y_XBOX.svg" : mCustomButtons.button_y_XBOX; - sIconPathMap["back"] = mCustomButtons.button_back_XBOX360.empty() ? + mIconPathMap["back"] = mCustomButtons.button_back_XBOX360.empty() ? ":/graphics/help/button_back_XBOX360.svg" : mCustomButtons.button_back_XBOX360; - sIconPathMap["start"] = mCustomButtons.button_start_XBOX360.empty() ? + mIconPathMap["start"] = mCustomButtons.button_start_XBOX360.empty() ? ":/graphics/help/button_start_XBOX360.svg" : mCustomButtons.button_start_XBOX360; } else { // Xbox One and later. - sIconPathMap[buttonA] = mCustomButtons.button_a_XBOX.empty() ? + mIconPathMap[buttonA] = mCustomButtons.button_a_XBOX.empty() ? ":/graphics/help/button_a_XBOX.svg" : mCustomButtons.button_a_XBOX; - sIconPathMap[buttonB] = mCustomButtons.button_b_XBOX.empty() ? + mIconPathMap[buttonB] = mCustomButtons.button_b_XBOX.empty() ? ":/graphics/help/button_b_XBOX.svg" : mCustomButtons.button_b_XBOX; - sIconPathMap[buttonX] = mCustomButtons.button_x_XBOX.empty() ? + mIconPathMap[buttonX] = mCustomButtons.button_x_XBOX.empty() ? ":/graphics/help/button_x_XBOX.svg" : mCustomButtons.button_x_XBOX; - sIconPathMap[buttonY] = mCustomButtons.button_y_XBOX.empty() ? + mIconPathMap[buttonY] = mCustomButtons.button_y_XBOX.empty() ? ":/graphics/help/button_y_XBOX.svg" : mCustomButtons.button_y_XBOX; - sIconPathMap["back"] = mCustomButtons.button_back_XBOX.empty() ? + mIconPathMap["back"] = mCustomButtons.button_back_XBOX.empty() ? ":/graphics/help/button_back_XBOX.svg" : mCustomButtons.button_back_XBOX; - sIconPathMap["start"] = mCustomButtons.button_start_XBOX.empty() ? + mIconPathMap["start"] = mCustomButtons.button_start_XBOX.empty() ? ":/graphics/help/button_start_XBOX.svg" : mCustomButtons.button_start_XBOX; } - - // Invalidate cache for icons that have changed. - auto it = sIconPathMap.begin(); - while (it != sIconPathMap.end()) { - if (sIconPathMapOld.find(it->first) != sIconPathMapOld.end()) { - if (sIconPathMapOld[it->first] != sIconPathMap[it->first]) { - if (mIconCache.find(it->first) != mIconCache.end()) - mIconCache.erase(mIconCache.find(it->first)); - } - } - ++it; - } } void HelpComponent::clearPrompts() @@ -498,30 +485,6 @@ void HelpComponent::render(const glm::mat4& parentTrans) mGrid->render(trans); } -std::shared_ptr HelpComponent::getIconTexture(const char* name) -{ - auto it = mIconCache.find(name); - if (it != mIconCache.cend()) - return it->second; - - auto pathLookup = sIconPathMap.find(name); - if (pathLookup == sIconPathMap.cend()) { - LOG(LogError) << "Unknown help icon \"" << name << "\""; - return nullptr; - } - - if (!ResourceManager::getInstance().fileExists(pathLookup->second)) { - LOG(LogError) << "Couldn't load help icon \"" << name << "\" as the file \"" - << pathLookup->second << "\" is missing"; - return nullptr; - } - - std::shared_ptr tex { - TextureResource::get(pathLookup->second, false, false, false)}; - mIconCache[std::string(name)] = tex; - return tex; -} - void HelpComponent::updateGrid() { if (!Settings::getInstance()->getBool("ShowHelpPrompts") || mPrompts.empty()) { @@ -545,8 +508,8 @@ void HelpComponent::updateGrid() std::find(mEntries.cbegin(), mEntries.cend(), (*it).first) == mEntries.cend()) continue; - auto icon = std::make_shared(); - icon->setImage(getIconTexture(it->first.c_str()), false); + std::shared_ptr icon {std::make_shared(false, true)}; + icon->setImage(mIconPathMap[it->first]); icon->setColorShift(isDimmed ? mStyleIconColorDimmed : mStyleIconColor); icon->setResize(0, height); icon->setOpacity(isDimmed ? mStyleOpacityDimmed : mStyleOpacity); diff --git a/es-core/src/components/HelpComponent.h b/es-core/src/components/HelpComponent.h index 0eb99e74e..50b8694c5 100644 --- a/es-core/src/components/HelpComponent.h +++ b/es-core/src/components/HelpComponent.h @@ -13,7 +13,6 @@ #include "components/ComponentGrid.h" #include "renderers/Renderer.h" #include "resources/Font.h" -#include "resources/TextureResource.h" class HelpComponent : public GuiComponent { @@ -41,14 +40,12 @@ public: private: Renderer* mRenderer; - std::shared_ptr getIconTexture(const char* name); - std::map> mIconCache; std::shared_ptr mGrid; void updateGrid(); std::vector mPrompts; - static inline std::map sIconPathMap; + std::map mIconPathMap; std::shared_ptr mStyleFont; std::shared_ptr mStyleFontDimmed; From e74e8decbb0d82c0d2bdd92af85a2bfae3315287 Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Tue, 4 Feb 2025 17:59:40 +0100 Subject: [PATCH 051/284] Fixed an issue where the helpsystem icons were sometimes not getting updated --- es-core/src/components/HelpComponent.cpp | 1 + 1 file changed, 1 insertion(+) diff --git a/es-core/src/components/HelpComponent.cpp b/es-core/src/components/HelpComponent.cpp index 64d5e160b..cdbdfec87 100644 --- a/es-core/src/components/HelpComponent.cpp +++ b/es-core/src/components/HelpComponent.cpp @@ -243,6 +243,7 @@ void HelpComponent::clearPrompts() void HelpComponent::setPrompts(const std::vector& prompts) { mPrompts = prompts; + assignIcons(); updateGrid(); } From 9c768825303b98ce7ec31e9dfedebbb99c2fe1c0 Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Tue, 4 Feb 2025 18:01:51 +0100 Subject: [PATCH 052/284] Fixed an issue where the default helpsystem element was not displayed if there was no theme configuration for it --- es-app/src/views/GamelistView.cpp | 6 +++++- es-app/src/views/SystemView.cpp | 12 ++++++++++-- 2 files changed, 15 insertions(+), 3 deletions(-) diff --git a/es-app/src/views/GamelistView.cpp b/es-app/src/views/GamelistView.cpp index f0817ba1a..2e86443a0 100644 --- a/es-app/src/views/GamelistView.cpp +++ b/es-app/src/views/GamelistView.cpp @@ -514,7 +514,11 @@ void GamelistView::render(const glm::mat4& parentTrans) std::vector GamelistView::getHelpPrompts() { - mWindow->passHelpComponents(&mHelpComponents); + if (mHelpComponents.empty()) + mWindow->passHelpComponents(nullptr); + else + mWindow->passHelpComponents(&mHelpComponents); + std::vector prompts; if (Settings::getInstance()->getString("QuickSystemSelect") != "disabled") { diff --git a/es-app/src/views/SystemView.cpp b/es-app/src/views/SystemView.cpp index 57f218e30..0cafbb11c 100644 --- a/es-app/src/views/SystemView.cpp +++ b/es-app/src/views/SystemView.cpp @@ -211,7 +211,11 @@ void SystemView::onThemeChanged(const std::shared_ptr& /*theme*/) std::vector SystemView::getHelpPrompts() { - mWindow->passHelpComponents(&mSystemElements[mPrimary->getCursor()].helpComponents); + if (mSystemElements[mPrimary->getCursor()].helpComponents.empty()) + mWindow->passHelpComponents(nullptr); + else + mWindow->passHelpComponents(&mSystemElements[mPrimary->getCursor()].helpComponents); + std::vector prompts; if (mCarousel != nullptr) { @@ -885,7 +889,11 @@ void SystemView::populate() } } - mWindow->passHelpComponents(&mSystemElements[mPrimary->getCursor()].helpComponents); + if (mSystemElements[mPrimary->getCursor()].helpComponents.empty()) + mWindow->passHelpComponents(nullptr); + else + mWindow->passHelpComponents(&mSystemElements[mPrimary->getCursor()].helpComponents); + mFadeTransitions = (static_cast(Settings::getInstance()->getInt( "TransitionsSystemToSystem")) == ViewTransitionAnimation::FADE); } From 5cb8b1e7e3950cea4f8216ca2a724216073edddc Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Tue, 4 Feb 2025 18:03:19 +0100 Subject: [PATCH 053/284] Eliminated some unnecessary helpsystem updates --- es-core/src/Window.cpp | 6 ++++++ 1 file changed, 6 insertions(+) diff --git a/es-core/src/Window.cpp b/es-core/src/Window.cpp index 7c07743da..65a5ee3f5 100644 --- a/es-core/src/Window.cpp +++ b/es-core/src/Window.cpp @@ -855,6 +855,12 @@ void Window::setHelpPrompts(const std::vector& prompts) if (mHelpComponents != nullptr) { for (auto& helpComponent : *mHelpComponents) { + if (mGuiStack.size() == 1 && + helpComponent->getHelpComponentScope() == HelpComponentScope::MENU) + continue; + else if (mGuiStack.size() > 1 && + helpComponent->getHelpComponentScope() == HelpComponentScope::VIEW) + continue; helpComponent->clearPrompts(); helpComponent->setPrompts(addPrompts); } From 9c5166abab6bf9eb022821bbc5f87c4eeac8d554 Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Tue, 4 Feb 2025 20:49:41 +0100 Subject: [PATCH 054/284] Changed a code comment --- es-core/src/components/ImageComponent.h | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) diff --git a/es-core/src/components/ImageComponent.h b/es-core/src/components/ImageComponent.h index 6de0ca70e..680769924 100644 --- a/es-core/src/components/ImageComponent.h +++ b/es-core/src/components/ImageComponent.h @@ -46,9 +46,9 @@ public: void setResize(const float width, const float height) override; void setResize(const glm::vec2& size, bool rasterize = true) override; - // Resize the image to be as large as possible but fit within a box of this size. - // Can be set before or after an image is loaded. - // Never breaks the aspect ratio. setMaxSize() and setResize() are mutually exclusive. + // Resize the image to be as large as possible within the defined size without breaking + // its aspect ratio. This can be set before or after an image is loaded. + // setMaxSize() and setResize() are mutually exclusive. void setMaxSize(const float width, const float height); void setMaxSize(const glm::vec2& size) { setMaxSize(size.x, size.y); } From 15ea7dcb3474a87611130cbe73cb54ebf988f13c Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Tue, 4 Feb 2025 21:13:32 +0100 Subject: [PATCH 055/284] Added 'imageSize', 'imageMaxSize', 'imageCropSize' and 'imageCropPos' properties to the video element --- es-core/src/ThemeData.cpp | 4 ++ es-core/src/components/VideoComponent.cpp | 37 +++++++++++++++++++ es-core/src/components/VideoComponent.h | 14 +++++-- .../src/components/VideoFFmpegComponent.cpp | 28 ++++++++++++-- es-core/src/components/VideoFFmpegComponent.h | 11 ++++-- 5 files changed, 84 insertions(+), 10 deletions(-) diff --git a/es-core/src/ThemeData.cpp b/es-core/src/ThemeData.cpp index 7924dc8f8..abc052462 100644 --- a/es-core/src/ThemeData.cpp +++ b/es-core/src/ThemeData.cpp @@ -355,6 +355,10 @@ std::map> {"maxSize", NORMALIZED_PAIR}, {"cropSize", NORMALIZED_PAIR}, {"cropPos", NORMALIZED_PAIR}, + {"imageSize", NORMALIZED_PAIR}, + {"imageMaxSize", NORMALIZED_PAIR}, + {"imageCropSize", NORMALIZED_PAIR}, + {"imageCropPos", NORMALIZED_PAIR}, {"origin", NORMALIZED_PAIR}, {"rotation", FLOAT}, {"rotationOrigin", NORMALIZED_PAIR}, diff --git a/es-core/src/components/VideoComponent.cpp b/es-core/src/components/VideoComponent.cpp index f21ff6153..eb2aa346d 100644 --- a/es-core/src/components/VideoComponent.cpp +++ b/es-core/src/components/VideoComponent.cpp @@ -28,9 +28,11 @@ VideoComponent::VideoComponent() , mColorGradientHorizontal {true} , mTargetSize {0.0f, 0.0f} , mCropPos {0.5f, 0.5f} + , mImageCropPos {0.5f, 0.5f} , mCropOffset {0.0f, 0.0f} , mVideoAreaPos {0.0f, 0.0f} , mVideoAreaSize {0.0f, 0.0f} + , mImageAreaSize {0.0f, 0.0f} , mTopLeftCrop {0.0f, 0.0f} , mBottomRightCrop {1.0f, 1.0f} , mPillarboxThreshold {0.85f, 0.90f} @@ -137,6 +139,41 @@ void VideoComponent::applyTheme(const std::shared_ptr& theme, getParent()->getSize() : glm::vec2 {mRenderer->getScreenWidth(), mRenderer->getScreenHeight()}}; + if (properties & ThemeFlags::SIZE) { + if (elem->has("imageSize")) { + glm::vec2 imageSize {elem->get("imageSize")}; + if (imageSize == glm::vec2 {0.0f, 0.0f}) { + LOG(LogWarning) + << "VideoComponent: Invalid theme configuration, property \"imageSize\" " + "for element \"" + << element.substr(6) << "\" is set to zero"; + imageSize = {0.01f, 0.01f}; + } + if (imageSize.x > 0.0f) + imageSize.x = glm::clamp(imageSize.x, 0.01f, 2.0f); + if (imageSize.y > 0.0f) + imageSize.y = glm::clamp(imageSize.y, 0.01f, 2.0f); + setImageResize(imageSize.x * scale.x, imageSize.y * scale.y); + mImageAreaSize = imageSize * scale; + } + else if (elem->has("imageMaxSize")) { + glm::vec2 imageMaxSize {elem->get("imageMaxSize")}; + imageMaxSize.x = glm::clamp(imageMaxSize.x, 0.01f, 2.0f); + imageMaxSize.y = glm::clamp(imageMaxSize.y, 0.01f, 2.0f); + setImageMaxSize(imageMaxSize * scale); + mImageAreaSize = imageMaxSize * scale; + } + else if (elem->has("imageCropSize")) { + glm::vec2 imageCropSize {elem->get("imageCropSize")}; + imageCropSize.x = glm::clamp(imageCropSize.x, 0.01f, 2.0f); + imageCropSize.y = glm::clamp(imageCropSize.y, 0.01f, 2.0f); + if (elem->has("imageCropPos")) + mImageCropPos = glm::clamp(elem->get("imageCropPos"), 0.0f, 1.0f); + setImageCroppedSize(imageCropSize * scale); + mImageAreaSize = imageCropSize * scale; + } + } + if (properties & ThemeFlags::SIZE) { if (elem->has("size")) { glm::vec2 videoSize {elem->get("size")}; diff --git a/es-core/src/components/VideoComponent.h b/es-core/src/components/VideoComponent.h index f23879861..4f049cb72 100644 --- a/es-core/src/components/VideoComponent.h +++ b/es-core/src/components/VideoComponent.h @@ -73,14 +73,20 @@ public: void update(int deltaTime) override; - // Resize the video to be as large as possible but fit within a box of this size. - // This can be set before or after a video is loaded. - // Never breaks the aspect ratio. setMaxSize() and setResize() are mutually exclusive. + // Resize the video to be as large as possible within the defined size without breaking + // its aspect ratio. This can be set before or after a video is loaded. + // setMaxSize() and setResize() are mutually exclusive. virtual void setMaxSize(float width, float height) = 0; void setMaxSize(const glm::vec2& size) { setMaxSize(size.x, size.y); } // Resize and crop the video so it fills the entire area. virtual void setCroppedSize(const glm::vec2& size) = 0; + // Specific size functions for the static image. + virtual void setImageResize(const float width, const float height) = 0; + virtual void setImageMaxSize(float width, float height) = 0; + void setImageMaxSize(const glm::vec2& size) { setImageMaxSize(size.x, size.y); } + virtual void setImageCroppedSize(const glm::vec2& size) = 0; + // Basic video controls. void startVideoPlayer(); virtual void stopVideoPlayer(bool muteAudio = true) {} @@ -116,9 +122,11 @@ protected: bool mColorGradientHorizontal; glm::vec2 mTargetSize; glm::vec2 mCropPos; + glm::vec2 mImageCropPos; glm::vec2 mCropOffset; glm::vec2 mVideoAreaPos; glm::vec2 mVideoAreaSize; + glm::vec2 mImageAreaSize; glm::vec2 mTopLeftCrop; glm::vec2 mBottomRightCrop; glm::vec2 mPillarboxThreshold; diff --git a/es-core/src/components/VideoFFmpegComponent.cpp b/es-core/src/components/VideoFFmpegComponent.cpp index db6c4e5f3..97de19335 100644 --- a/es-core/src/components/VideoFFmpegComponent.cpp +++ b/es-core/src/components/VideoFFmpegComponent.cpp @@ -69,7 +69,8 @@ void VideoFFmpegComponent::setResize(const float width, const float height) mTargetSize = glm::vec2 {width, height}; mTargetIsMax = false; mTargetIsCrop = false; - mStaticImage.setResize(mTargetSize); + if (mImageAreaSize == glm::vec2 {0.0f, 0.0f}) + mStaticImage.setResize(mTargetSize); resize(); } @@ -80,7 +81,8 @@ void VideoFFmpegComponent::setMaxSize(float width, float height) mTargetSize = glm::vec2 {width, height}; mTargetIsMax = true; mTargetIsCrop = false; - mStaticImage.setMaxSize(width, height); + if (mImageAreaSize == glm::vec2 {0.0f, 0.0f}) + mStaticImage.setMaxSize(width, height); resize(); } @@ -89,11 +91,29 @@ void VideoFFmpegComponent::setCroppedSize(const glm::vec2& size) mTargetSize = size; mTargetIsMax = false; mTargetIsCrop = true; - mStaticImage.setCropPos(mCropPos); - mStaticImage.setCroppedSize(size); + if (mImageAreaSize == glm::vec2 {0.0f, 0.0f}) { + mStaticImage.setCropPos(mCropPos); + mStaticImage.setCroppedSize(size); + } resize(); } +void VideoFFmpegComponent::setImageResize(const float width, const float height) +{ + mStaticImage.setResize(glm::vec2 {width, height}); +} + +void VideoFFmpegComponent::setImageMaxSize(float width, float height) +{ + mStaticImage.setMaxSize(width, height); +} + +void VideoFFmpegComponent::setImageCroppedSize(const glm::vec2& size) +{ + mStaticImage.setCropPos(mImageCropPos); + mStaticImage.setCroppedSize(size); +} + void VideoFFmpegComponent::resize() { if (!mTexture) diff --git a/es-core/src/components/VideoFFmpegComponent.h b/es-core/src/components/VideoFFmpegComponent.h index af5cbcdb6..b80ede4de 100644 --- a/es-core/src/components/VideoFFmpegComponent.h +++ b/es-core/src/components/VideoFFmpegComponent.h @@ -42,13 +42,18 @@ public: // setMaxSize() and setResize() are mutually exclusive. void setResize(const float width, const float height) override; - // Resize the video to be as large as possible but fit within a box of this size. - // This can be set before or after a video is loaded. - // Never breaks the aspect ratio. setMaxSize() and setResize() are mutually exclusive. + // Resize the video to be as large as possible within the defined size without breaking + // its aspect ratio. This can be set before or after a video is loaded. + // setMaxSize() and setResize() are mutually exclusive. void setMaxSize(float width, float height) override; // Resize and crop the video so it fills the entire area. void setCroppedSize(const glm::vec2& size) override; + // Specific size functions for the static image. + void setImageResize(const float width, const float height) override; + void setImageMaxSize(float width, float height) override; + void setImageCroppedSize(const glm::vec2& size) override; + // Basic video controls. void stopVideoPlayer(bool muteAudio = true) override; void pauseVideoPlayer() override; From 4a002d4fb3e195b9f845849e14a8cffd73fb9cd2 Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Tue, 4 Feb 2025 21:16:22 +0100 Subject: [PATCH 056/284] Documentation update --- ANDROID-DEV.md | 2 +- CHANGELOG.md | 1 + THEMES-DEV.md | 17 +++++++++++++++++ 3 files changed, 19 insertions(+), 1 deletion(-) diff --git a/ANDROID-DEV.md b/ANDROID-DEV.md index 198f5baac..c282bd82b 100644 --- a/ANDROID-DEV.md +++ b/ANDROID-DEV.md @@ -476,7 +476,7 @@ https://github.com/wheremyfoodat/Panda3DS/releases The Pizza Boy GBA/A and Pizza Boy GBC/C emulators can be installed from the Play store. There are Basic (free) versions and Pro (paid) versions available. As of writing this, the Basic version of the GBA emulator does not seem to be able to launch games from ES-DE, but the Pro version is working fine. Both the Basic and Pro versions of the GBC emulator are working correctly. -Pizza Boy SC Pro can also be installed from the Play store, but note that this emulator can't launch zipped games. +Pizza Boy SC Pro can also be installed from the Play store. https://play.google.com/store/apps/details?id=it.dbtecno.pizzaboygba \ https://play.google.com/store/apps/details?id=it.dbtecno.pizzaboygbapro \ diff --git a/CHANGELOG.md b/CHANGELOG.md index e7ccef430..ef112424f 100644 --- a/CHANGELOG.md +++ b/CHANGELOG.md @@ -16,6 +16,7 @@ * (Android) Changed the target SDK version to 35 (Android 15) * Refactored the helpsystem code and added support for using an arbitrary amount of helpsystem elements * Added support for specifying which specific entries to display for the helpsystem elements +* Added "imageSize", "imageMaxSize", "imageCropSize" and "imageCropPos" properties to the video element * (macOS) Added a build script for cross-compiling for x86_64 when using an ARM processor * Added support for building against libgit2 v1.9.0 and later diff --git a/THEMES-DEV.md b/THEMES-DEV.md index 5d2334d92..7f702c996 100644 --- a/THEMES-DEV.md +++ b/THEMES-DEV.md @@ -2571,6 +2571,23 @@ Properties: - Minimum value per axis is `0` and maximum value per axis is `1` - Default is `0.5 0.5` (texture is centered) - This property can only be used if `cropSize` is used. +* `imageSize` - type: NORMALIZED_PAIR + - This property works exactly the same as `size` but applies only to the static image. + - Minimum value per axis is `0.01` and maximum value per axis is `2`. If specifying a value outside the allowed range then no attempt will be made to preserve the aspect ratio. + - Default is the same value as `size` +* `imageMaxSize` - type: NORMALIZED_PAIR + - This property works exactly the same as `maxSize` but applies only to the static image. + - Minimum value per axis is `0.01` and maximum value per axis is `2` + - Default is the same value as `maxSize` +* `imageCropSize` - type: NORMALIZED_PAIR + - This property works exactly the same as `cropSize` but applies only to the static image. + - Minimum value per axis is `0.01` and maximum value per axis is `2` + - Default is the same value as `cropSize` +* `imageCropPos` - type: NORMALIZED_PAIR + - If the static image has been cropped using `imageCropSize` then this property makes it possible to position the texture within the cropped area. The first value of the pair is the X axis where `0` means align to the left and `1` means align to the right, and the second value of the pair is the Y axis where `0` means align on top and `1` means align at the bottom. Any arbitrary floating point values between 0 and 1 can be used for granular positioning. + - Minimum value per axis is `0` and maximum value per axis is `1` + - Default is `0.5 0.5` (texture is centered) + - This property can only be used if `imageCropSize` is used. * `origin` - type: NORMALIZED_PAIR - Where on the element `pos` refers to. For example, an origin of `0.5 0.5` and a `pos` of `0.5 0.5` would place the element exactly in the middle of the screen. If the position and size attributes are themeable, origin is implied. - Minimum value per axis is `0` and maximum value per axis is `1` From c1cfc029424878e19738f0e3a73523ddf3baadd2 Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Wed, 5 Feb 2025 20:45:27 +0100 Subject: [PATCH 057/284] Added support for a 'none' value to the helpsystem element scope property --- es-app/src/views/GamelistView.cpp | 2 ++ es-app/src/views/SystemView.cpp | 4 ++++ es-core/src/GuiComponent.h | 3 ++- es-core/src/components/HelpComponent.cpp | 5 +++++ 4 files changed, 13 insertions(+), 1 deletion(-) diff --git a/es-app/src/views/GamelistView.cpp b/es-app/src/views/GamelistView.cpp index 2e86443a0..1fd3da2cd 100644 --- a/es-app/src/views/GamelistView.cpp +++ b/es-app/src/views/GamelistView.cpp @@ -352,6 +352,8 @@ void GamelistView::onThemeChanged(const std::shared_ptr& theme) else if (element.second.type == "helpsystem") { mHelpComponents.emplace_back(std::make_unique()); mHelpComponents.back()->applyTheme(theme, "gamelist", element.first, ALL); + if (mHelpComponents.back()->getHelpComponentScope() == HelpComponentScope::NONE) + mHelpComponents.pop_back(); } } } diff --git a/es-app/src/views/SystemView.cpp b/es-app/src/views/SystemView.cpp index 0cafbb11c..629b1f5df 100644 --- a/es-app/src/views/SystemView.cpp +++ b/es-app/src/views/SystemView.cpp @@ -726,6 +726,10 @@ void SystemView::populate() elements.helpComponents.emplace_back(std::make_unique()); elements.helpComponents.back()->applyTheme(theme, "system", element.first, ThemeFlags::ALL); + if (elements.helpComponents.back()->getHelpComponentScope() == + HelpComponentScope::NONE) { + elements.helpComponents.pop_back(); + } } } } diff --git a/es-core/src/GuiComponent.h b/es-core/src/GuiComponent.h index a87ceb149..d9cccff26 100644 --- a/es-core/src/GuiComponent.h +++ b/es-core/src/GuiComponent.h @@ -68,7 +68,8 @@ enum class Stationary { enum class HelpComponentScope { SHARED, VIEW, - MENU + MENU, + NONE }; class GuiComponent diff --git a/es-core/src/components/HelpComponent.cpp b/es-core/src/components/HelpComponent.cpp index cdbdfec87..c5617c5a1 100644 --- a/es-core/src/components/HelpComponent.cpp +++ b/es-core/src/components/HelpComponent.cpp @@ -270,6 +270,11 @@ void HelpComponent::applyTheme(const std::shared_ptr& theme, if (!elem) return; + if (elem->has("scope") && elem->get("scope") == "none") { + mHelpComponentScope = HelpComponentScope::NONE; + return; + } + if (elem->has("pos")) mStylePosition = elem->get("pos") * glm::vec2 {Renderer::getScreenWidth(), Renderer::getScreenHeight()}; From 57815f66339fab9258403ff16b495027489ac504 Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Wed, 5 Feb 2025 20:46:56 +0100 Subject: [PATCH 058/284] Documentation update --- THEMES-DEV.md | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/THEMES-DEV.md b/THEMES-DEV.md index 7f702c996..027228db9 100644 --- a/THEMES-DEV.md +++ b/THEMES-DEV.md @@ -3462,8 +3462,8 @@ Properties: - Minimum value is `0.001` and maximum value is `1.5`. Note that when running at a really low resolution, the minimum value may get clamped to a larger relative size. - Default is the same value as `fontSize` * `scope` - type: STRING - - This property makes it possible to specify when the helpsystem element should be displayed. If it's set to `view` then it will only be displayed in the system and gamelist views and will be hidden when the menu is open. The opposite is true if it's set to `menu`, in this case the element will only be shown when the menu is open. Setting the property to `shared` will display the element both in the system and gamelist views and when the menu is open. - - Valid values are `shared`, `view` or `menu` + - This property makes it possible to specify when the helpsystem element should be displayed. If it's set to `view` then it will only be displayed in the system and gamelist views and will be hidden when the menu is open. The opposite is true if it's set to `menu`, in this case the element will only be shown when the menu is open. Setting the property to `shared` will display the element both in the system and gamelist views and when the menu is open. Finally, setting it to `none` will not display the element at all, which is useful for special cases where there is shared configuration between multiple elements and you wish to disable one or more of these elements per view. + - Valid values are `shared`, `view`, `menu` or `none` - Default is `shared` * `entries` - type: STRING - This property controls which help entries that should be displayed, which can for instance be useful for narrow aspect ratio displays where all entries would otherwise not fit on screen. The entries are specified as a list of strings delimited by commas or by whitespace characters (tabs, spaces or line breaks). These are the available entries:\ From db2b00a49e52f9825dfd4bfd03c833d6568b495b Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Wed, 5 Feb 2025 21:05:54 +0100 Subject: [PATCH 059/284] Rewrote the logic for the 'none' value for the helpsystem element scope property --- es-app/src/views/GamelistView.cpp | 2 -- es-app/src/views/SystemView.cpp | 4 ---- es-core/src/Window.cpp | 10 ++++++++-- es-core/src/components/HelpComponent.cpp | 8 +++----- 4 files changed, 11 insertions(+), 13 deletions(-) diff --git a/es-app/src/views/GamelistView.cpp b/es-app/src/views/GamelistView.cpp index 1fd3da2cd..2e86443a0 100644 --- a/es-app/src/views/GamelistView.cpp +++ b/es-app/src/views/GamelistView.cpp @@ -352,8 +352,6 @@ void GamelistView::onThemeChanged(const std::shared_ptr& theme) else if (element.second.type == "helpsystem") { mHelpComponents.emplace_back(std::make_unique()); mHelpComponents.back()->applyTheme(theme, "gamelist", element.first, ALL); - if (mHelpComponents.back()->getHelpComponentScope() == HelpComponentScope::NONE) - mHelpComponents.pop_back(); } } } diff --git a/es-app/src/views/SystemView.cpp b/es-app/src/views/SystemView.cpp index 629b1f5df..0cafbb11c 100644 --- a/es-app/src/views/SystemView.cpp +++ b/es-app/src/views/SystemView.cpp @@ -726,10 +726,6 @@ void SystemView::populate() elements.helpComponents.emplace_back(std::make_unique()); elements.helpComponents.back()->applyTheme(theme, "system", element.first, ThemeFlags::ALL); - if (elements.helpComponents.back()->getHelpComponentScope() == - HelpComponentScope::NONE) { - elements.helpComponents.pop_back(); - } } } } diff --git a/es-core/src/Window.cpp b/es-core/src/Window.cpp index 65a5ee3f5..54a9eca62 100644 --- a/es-core/src/Window.cpp +++ b/es-core/src/Window.cpp @@ -608,6 +608,8 @@ void Window::render() if (!mRenderedHelpPrompts) { if (mHelpComponents != nullptr) { for (auto& helpComponent : *mHelpComponents) { + if (helpComponent->getHelpComponentScope() == HelpComponentScope::NONE) + continue; if (helpComponent->getHelpComponentScope() != HelpComponentScope::VIEW) { helpComponent->setVisible(true); helpComponent->render(trans); @@ -773,6 +775,8 @@ void Window::renderHelpPromptsEarly() { if (mHelpComponents != nullptr) { for (auto& helpComponent : *mHelpComponents) { + if (helpComponent->getHelpComponentScope() == HelpComponentScope::NONE) + continue; if (helpComponent->getHelpComponentScope() != HelpComponentScope::MENU) { helpComponent->setVisible(true); helpComponent->render(mRenderer->getIdentity()); @@ -855,11 +859,13 @@ void Window::setHelpPrompts(const std::vector& prompts) if (mHelpComponents != nullptr) { for (auto& helpComponent : *mHelpComponents) { + if (helpComponent->getHelpComponentScope() == HelpComponentScope::NONE) + continue; if (mGuiStack.size() == 1 && helpComponent->getHelpComponentScope() == HelpComponentScope::MENU) continue; - else if (mGuiStack.size() > 1 && - helpComponent->getHelpComponentScope() == HelpComponentScope::VIEW) + if (mGuiStack.size() > 1 && + helpComponent->getHelpComponentScope() == HelpComponentScope::VIEW) continue; helpComponent->clearPrompts(); helpComponent->setPrompts(addPrompts); diff --git a/es-core/src/components/HelpComponent.cpp b/es-core/src/components/HelpComponent.cpp index c5617c5a1..059fa9a3f 100644 --- a/es-core/src/components/HelpComponent.cpp +++ b/es-core/src/components/HelpComponent.cpp @@ -270,11 +270,6 @@ void HelpComponent::applyTheme(const std::shared_ptr& theme, if (!elem) return; - if (elem->has("scope") && elem->get("scope") == "none") { - mHelpComponentScope = HelpComponentScope::NONE; - return; - } - if (elem->has("pos")) mStylePosition = elem->get("pos") * glm::vec2 {Renderer::getScreenWidth(), Renderer::getScreenHeight()}; @@ -329,6 +324,9 @@ void HelpComponent::applyTheme(const std::shared_ptr& theme, else if (scope == "menu") { mHelpComponentScope = HelpComponentScope::MENU; } + else if (scope == "none") { + mHelpComponentScope = HelpComponentScope::NONE; + } else { LOG(LogWarning) << "HelpComponent: Invalid theme configuration, property " "\"scope\" for element \"" From 25dba1c293ffb7c3ce4018fc7065d0f1da44c568 Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Wed, 5 Feb 2025 22:25:55 +0100 Subject: [PATCH 060/284] Added 'rotation' and 'rotationOrigin' properties to the helpsystem element --- es-core/src/ThemeData.cpp | 2 ++ es-core/src/components/HelpComponent.cpp | 13 ++++++++++++- es-core/src/components/HelpComponent.h | 2 ++ 3 files changed, 16 insertions(+), 1 deletion(-) diff --git a/es-core/src/ThemeData.cpp b/es-core/src/ThemeData.cpp index abc052462..fa563051d 100644 --- a/es-core/src/ThemeData.cpp +++ b/es-core/src/ThemeData.cpp @@ -551,6 +551,8 @@ std::map> {"posDimmed", NORMALIZED_PAIR}, {"origin", NORMALIZED_PAIR}, {"originDimmed", NORMALIZED_PAIR}, + {"rotation", FLOAT}, + {"rotationOrigin", NORMALIZED_PAIR}, {"textColor", COLOR}, {"textColorDimmed", COLOR}, {"iconColor", COLOR}, diff --git a/es-core/src/components/HelpComponent.cpp b/es-core/src/components/HelpComponent.cpp index 059fa9a3f..436da0e83 100644 --- a/es-core/src/components/HelpComponent.cpp +++ b/es-core/src/components/HelpComponent.cpp @@ -25,10 +25,12 @@ HelpComponent::HelpComponent(std::shared_ptr font) , mStylePositionDimmed {mStylePosition} , mStyleOrigin {glm::vec2 {0.0f, 0.0f}} , mStyleOriginDimmed {mStyleOrigin} + , mStyleRotationOrigin {0.5f, 0.5f} , mStyleTextColor {0x777777FF} , mStyleTextColorDimmed {0x777777FF} , mStyleIconColor {0x777777FF} , mStyleIconColorDimmed {0x777777FF} + , mStyleRotation {0.0f} , mStyleEntrySpacing {0.00833f} , mStyleEntrySpacingDimmed {mStyleEntrySpacing} , mStyleIconTextSpacing {0.00416f} @@ -288,6 +290,12 @@ void HelpComponent::applyTheme(const std::shared_ptr& theme, else mStyleOriginDimmed = mStyleOrigin; + if (elem->has("rotation")) + mStyleRotation = static_cast(glm::radians(elem->get("rotation"))); + + if (elem->has("rotationOrigin")) + mStyleRotationOrigin = glm::clamp(elem->get("rotationOrigin"), 0.0f, 1.0f); + if (elem->has("textColor")) mStyleTextColor = elem->get("textColor"); @@ -485,8 +493,11 @@ void HelpComponent::render(const glm::mat4& parentTrans) const glm::mat4 trans {parentTrans * getTransform()}; - if (mGrid) + if (mGrid) { + mGrid->setRotationOrigin(mStyleRotationOrigin); + mGrid->setRotation(mStyleRotation); mGrid->render(trans); + } } void HelpComponent::updateGrid() diff --git a/es-core/src/components/HelpComponent.h b/es-core/src/components/HelpComponent.h index 50b8694c5..ebbc8efa7 100644 --- a/es-core/src/components/HelpComponent.h +++ b/es-core/src/components/HelpComponent.h @@ -74,10 +74,12 @@ private: glm::vec2 mStylePositionDimmed; glm::vec2 mStyleOrigin; glm::vec2 mStyleOriginDimmed; + glm::vec2 mStyleRotationOrigin; unsigned int mStyleTextColor; unsigned int mStyleTextColorDimmed; unsigned int mStyleIconColor; unsigned int mStyleIconColorDimmed; + float mStyleRotation; float mStyleEntrySpacing; float mStyleEntrySpacingDimmed; float mStyleIconTextSpacing; From 64b27219ab61440448ec78987841ff415f1498ce Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Wed, 5 Feb 2025 22:27:36 +0100 Subject: [PATCH 061/284] Documentation update --- CHANGELOG.md | 1 + THEMES-DEV.md | 7 +++++++ 2 files changed, 8 insertions(+) diff --git a/CHANGELOG.md b/CHANGELOG.md index ef112424f..c095ac954 100644 --- a/CHANGELOG.md +++ b/CHANGELOG.md @@ -16,6 +16,7 @@ * (Android) Changed the target SDK version to 35 (Android 15) * Refactored the helpsystem code and added support for using an arbitrary amount of helpsystem elements * Added support for specifying which specific entries to display for the helpsystem elements +* Added "rotation" and "rotationOrigin" properties to the helpsystem element * Added "imageSize", "imageMaxSize", "imageCropSize" and "imageCropPos" properties to the video element * (macOS) Added a build script for cross-compiling for x86_64 when using an ARM processor * Added support for building against libgit2 v1.9.0 and later diff --git a/THEMES-DEV.md b/THEMES-DEV.md index 027228db9..d1af8a41f 100644 --- a/THEMES-DEV.md +++ b/THEMES-DEV.md @@ -3442,6 +3442,13 @@ Properties: - Origin when a menu is open (background is dimmed). - Minimum value per axis is `0` and maximum value per axis is `1` - Default is the same value as `origin` +* `rotation` - type: FLOAT + - Angle in degrees that the element should be rotated. Positive values will rotate clockwise, negative values will rotate counterclockwise. + - Default is `0` +* `rotationOrigin` - type: NORMALIZED_PAIR + - Point around which the element will be rotated. + - Minimum value per axis is `0` and maximum value per axis is `1` + - Default is `0.5 0.5` * `textColor` - type: COLOR - Default is `777777FF` * `textColorDimmed` - type: COLOR From 3e7436c347f8d5aee29cc5cfaa794762935f7d24 Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Thu, 6 Feb 2025 17:50:18 +0100 Subject: [PATCH 062/284] Added an 'entryLayout' property to the helpsystem element --- es-core/src/components/HelpComponent.cpp | 64 ++++++++++++++++++------ es-core/src/components/HelpComponent.h | 6 +++ 2 files changed, 56 insertions(+), 14 deletions(-) diff --git a/es-core/src/components/HelpComponent.cpp b/es-core/src/components/HelpComponent.cpp index 436da0e83..dcb4ddedc 100644 --- a/es-core/src/components/HelpComponent.cpp +++ b/es-core/src/components/HelpComponent.cpp @@ -30,6 +30,7 @@ HelpComponent::HelpComponent(std::shared_ptr font) , mStyleTextColorDimmed {0x777777FF} , mStyleIconColor {0x777777FF} , mStyleIconColorDimmed {0x777777FF} + , mStyleEntryLayout {EntryLayout::ICON_FIRST} , mStyleRotation {0.0f} , mStyleEntrySpacing {0.00833f} , mStyleEntrySpacingDimmed {mStyleEntrySpacing} @@ -361,6 +362,21 @@ void HelpComponent::applyTheme(const std::shared_ptr& theme, } } + if (elem->has("entryLayout")) { + const std::string& entryLayout {elem->get("entryLayout")}; + if (entryLayout == "iconFirst") { + mStyleEntryLayout = EntryLayout::ICON_FIRST; + } + else if (entryLayout == "textFirst") { + mStyleEntryLayout = EntryLayout::TEXT_FIRST; + } + else { + LOG(LogWarning) << "HelpComponent: Invalid theme configuration, property " + "\"entryLayout\" for element \"" + << element.substr(11) << "\" defined as \"" << entryLayout << "\""; + } + } + if (elem->has("entrySpacing")) mStyleEntrySpacing = glm::clamp(elem->get("entrySpacing"), 0.0f, 0.04f); @@ -552,21 +568,41 @@ void HelpComponent::updateGrid() mGrid->setSize(width, height); - for (int i {0}; i < static_cast(icons.size()); ++i) { - const int col {i * 5}; - mGrid->setColWidthPerc(col, icons.at(i)->getSize().x / width); - mGrid->setColWidthPerc(col + 1, - ((isDimmed ? mStyleIconTextSpacingDimmed : mStyleIconTextSpacing) * - mRenderer->getScreenWidth()) / - width); - mGrid->setColWidthPerc(col + 2, labels.at(i)->getSize().x / width); - mGrid->setColWidthPerc(col + 3, - ((isDimmed ? mStyleEntrySpacingDimmed : mStyleEntrySpacing) * - mRenderer->getScreenWidth()) / - width); + if (mStyleEntryLayout == EntryLayout::ICON_FIRST) { + for (int i {0}; i < static_cast(icons.size()); ++i) { + const int col {i * 5}; + mGrid->setColWidthPerc(col, icons.at(i)->getSize().x / width); + mGrid->setColWidthPerc( + col + 1, ((isDimmed ? mStyleIconTextSpacingDimmed : mStyleIconTextSpacing) * + mRenderer->getScreenWidth()) / + width); + mGrid->setColWidthPerc(col + 2, labels.at(i)->getSize().x / width); + mGrid->setColWidthPerc(col + 3, + ((isDimmed ? mStyleEntrySpacingDimmed : mStyleEntrySpacing) * + mRenderer->getScreenWidth()) / + width); - mGrid->setEntry(icons.at(i), glm::ivec2 {col, 0}, false, false); - mGrid->setEntry(labels.at(i), glm::ivec2 {col + 2, 0}, false, false); + mGrid->setEntry(icons.at(i), glm::ivec2 {col, 0}, false, false); + mGrid->setEntry(labels.at(i), glm::ivec2 {col + 2, 0}, false, false); + } + } + else { + for (int i {0}; i < static_cast(icons.size()); ++i) { + const int col {i * 5}; + mGrid->setColWidthPerc(col, labels.at(i)->getSize().x / width); + mGrid->setColWidthPerc( + col + 1, ((isDimmed ? mStyleIconTextSpacingDimmed : mStyleIconTextSpacing) * + mRenderer->getScreenWidth()) / + width); + mGrid->setColWidthPerc(col + 2, icons.at(i)->getSize().x / width); + mGrid->setColWidthPerc(col + 3, + ((isDimmed ? mStyleEntrySpacingDimmed : mStyleEntrySpacing) * + mRenderer->getScreenWidth()) / + width); + + mGrid->setEntry(labels.at(i), glm::ivec2 {col, 0}, false, false); + mGrid->setEntry(icons.at(i), glm::ivec2 {col + 2, 0}, false, false); + } } if (isDimmed) { diff --git a/es-core/src/components/HelpComponent.h b/es-core/src/components/HelpComponent.h index ebbc8efa7..19fb40c71 100644 --- a/es-core/src/components/HelpComponent.h +++ b/es-core/src/components/HelpComponent.h @@ -70,6 +70,11 @@ private: "start", "back"}; + enum class EntryLayout { + ICON_FIRST, + TEXT_FIRST + }; + glm::vec2 mStylePosition; glm::vec2 mStylePositionDimmed; glm::vec2 mStyleOrigin; @@ -79,6 +84,7 @@ private: unsigned int mStyleTextColorDimmed; unsigned int mStyleIconColor; unsigned int mStyleIconColorDimmed; + EntryLayout mStyleEntryLayout; float mStyleRotation; float mStyleEntrySpacing; float mStyleEntrySpacingDimmed; From 58b4b361addb19e2c2ddfb64b554c98d50ab8762 Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Thu, 6 Feb 2025 17:52:41 +0100 Subject: [PATCH 063/284] Added support for a 'none' value to the video element imageType property --- es-core/src/ThemeData.cpp | 1 + es-core/src/components/VideoComponent.cpp | 15 ++++++++++++--- es-core/src/components/VideoComponent.h | 7 ++++--- 3 files changed, 17 insertions(+), 6 deletions(-) diff --git a/es-core/src/ThemeData.cpp b/es-core/src/ThemeData.cpp index fa563051d..c2fb07043 100644 --- a/es-core/src/ThemeData.cpp +++ b/es-core/src/ThemeData.cpp @@ -562,6 +562,7 @@ std::map> {"fontSizeDimmed", FLOAT}, {"scope", STRING}, {"entries", STRING}, + {"entryLayout", STRING}, {"entrySpacing", FLOAT}, {"entrySpacingDimmed", FLOAT}, {"iconTextSpacing", FLOAT}, diff --git a/es-core/src/components/VideoComponent.cpp b/es-core/src/components/VideoComponent.cpp index eb2aa346d..49fecc9ca 100644 --- a/es-core/src/components/VideoComponent.cpp +++ b/es-core/src/components/VideoComponent.cpp @@ -41,6 +41,7 @@ VideoComponent::VideoComponent() , mIsPlaying {false} , mIsActuallyPlaying {false} , mPaused {false} + , mImageTypeNone {false} , mMediaViewerMode {false} , mScreensaverMode {false} , mTargetIsMax {false} @@ -346,8 +347,8 @@ void VideoComponent::applyTheme(const std::shared_ptr& theme, } for (std::string& type : mThemeImageTypes) { - if (std::find(supportedImageTypes.cbegin(), supportedImageTypes.cend(), type) == - supportedImageTypes.cend()) { + if (std::find(sSupportedImageTypes.cbegin(), sSupportedImageTypes.cend(), type) == + sSupportedImageTypes.cend()) { LOG(LogError) << "VideoComponent: Invalid theme configuration, property \"imageType\" " "for element \"" @@ -357,6 +358,11 @@ void VideoComponent::applyTheme(const std::shared_ptr& theme, } } + if (std::find(mThemeImageTypes.cbegin(), mThemeImageTypes.cend(), "none") != + mThemeImageTypes.cend()) { + mImageTypeNone = true; + } + std::vector sortedTypes {mThemeImageTypes}; std::stable_sort(sortedTypes.begin(), sortedTypes.end()); @@ -460,7 +466,7 @@ void VideoComponent::update(int deltaTime) if (mWindow->getGameLaunchedState()) return; - if (!mIsPlaying && (mConfig.startDelay == 0 || mStaticImagePath == "")) { + if (!mIsPlaying && (mConfig.startDelay == 0 || (mStaticImagePath == "" && !mImageTypeNone))) { startVideoStream(); } else if (mStartTime == 0 || SDL_GetTicks() > mStartTime) { @@ -502,6 +508,9 @@ void VideoComponent::startVideoPlayer() mStartTime = SDL_GetTicks() + mConfig.startDelay; setImage(mStaticImagePath); } + else if (mConfig.showStaticImageDelay && mConfig.startDelay != 0 && mImageTypeNone) { + mStartTime = SDL_GetTicks() + mConfig.startDelay; + } mPaused = false; } diff --git a/es-core/src/components/VideoComponent.h b/es-core/src/components/VideoComponent.h index 4f049cb72..9479a6c9f 100644 --- a/es-core/src/components/VideoComponent.h +++ b/es-core/src/components/VideoComponent.h @@ -134,9 +134,9 @@ protected: std::string mStaticImagePath; std::string mDefaultImagePath; - static inline std::vector supportedImageTypes { - "image", "miximage", "marquee", "screenshot", "titlescreen", - "cover", "backcover", "3dbox", "physicalmedia", "fanart"}; + static inline std::vector sSupportedImageTypes { + "image", "miximage", "marquee", "screenshot", "titlescreen", "cover", + "backcover", "3dbox", "physicalmedia", "fanart", "none"}; std::string mVideoPath; OnIterationsDone mOnIterationsDone; @@ -144,6 +144,7 @@ protected: std::atomic mIsPlaying; std::atomic mIsActuallyPlaying; std::atomic mPaused; + bool mImageTypeNone; bool mMediaViewerMode; bool mScreensaverMode; bool mTargetIsMax; From ec7253a602e7e7124f40e61a08becd2f9b9d1c91 Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Thu, 6 Feb 2025 17:58:54 +0100 Subject: [PATCH 064/284] Documentation update --- CHANGELOG.md | 2 ++ THEMES-DEV.md | 23 ++++++++++++++--------- 2 files changed, 16 insertions(+), 9 deletions(-) diff --git a/CHANGELOG.md b/CHANGELOG.md index c095ac954..dd58dddd7 100644 --- a/CHANGELOG.md +++ b/CHANGELOG.md @@ -16,8 +16,10 @@ * (Android) Changed the target SDK version to 35 (Android 15) * Refactored the helpsystem code and added support for using an arbitrary amount of helpsystem elements * Added support for specifying which specific entries to display for the helpsystem elements +* Added an "entryLayout" property to the helpsystem element to control the display order for the icons and text * Added "rotation" and "rotationOrigin" properties to the helpsystem element * Added "imageSize", "imageMaxSize", "imageCropSize" and "imageCropPos" properties to the video element +* Added support for a "none" value to the video element imageType property * (macOS) Added a build script for cross-compiling for x86_64 when using an ARM processor * Added support for building against libgit2 v1.9.0 and later diff --git a/THEMES-DEV.md b/THEMES-DEV.md index d1af8a41f..d9c332a4f 100644 --- a/THEMES-DEV.md +++ b/THEMES-DEV.md @@ -2613,7 +2613,7 @@ Properties: * `defaultImage` - type: PATH - Path to a default image file. If the `imageType` property has a value set, then the default image will be displayed if the selected game does not have an image for any of the defined types. If `imageType` is not defined, then the default image will be shown if there is no video file found and if `default` has not been set. This property is also applied to any custom collection that does not contain any games when browsing the grouped custom collections system. * `imageType` - type: STRING - - This displays a game image of a certain media type, either before the video starts to play if `delay` is set to a non-zero value, or if there is no video file found and `default` has not been defined. Multiple types can be defined, in which case the entries should be delimited by commas or by whitespace characters (tabs, spaces or line breaks). The media will be searched for in the order that the entries have been defined. If no image is found, then the space will be left blank unless either the `default` or `defaultImage` properties have been set. To use this property from the `system` view, you will first need to add a `gameselector` element. If `delay` is set to zero, then this property has no effect. Defining duplicate values is considered an error and will result in the property getting ignored. + - This displays a game image of a certain media type, either before the video starts to play if `delay` is set to a non-zero value, or if there is no video file found and `default` has not been defined. Multiple types can be defined, in which case the entries should be delimited by commas or by whitespace characters (tabs, spaces or line breaks). The media will be searched for in the order that the entries have been defined. If no image is found, then the space will be left blank unless either the `default` or `defaultImage` properties have been set. To use this property from the `system` view, you will first need to add a `gameselector` element. If `delay` is set to zero, then this property has no effect. There is also a special type named `none` which will display no game media, but that will still enable the `delay` property as if game media was present. This makes it possible to leave the space blank during the delay period, or to display an image defined using the `defaultImage` property. Defining duplicate values is considered an error and will result in the property getting ignored. - Valid values: - `image` - This will look for a `miximage`, and if that is not found `screenshot` is tried next, then `titlescreen` and finally `cover`. This is just a convenient shortcut and it's equivalent to explicitly defining `miximage, screenshot, titlescreen, cover` - `miximage` - This will look for a miximage. @@ -2625,6 +2625,7 @@ Properties: - `3dbox` - This will look for a 3D box image. - `physicalmedia` - This will look for a physical media image. - `fanart` - This will look for a fan art image. + - `none` - This will not display any game media, but it will still enable the `defaultImage` and `delay` properties. * `metadataElement` - type: BOOLEAN - By default game metadata and media are faded out during gamelist fast-scrolling and text metadata fields, ratings and badges are hidden when enabling the _Hide metadata fields_ setting for a game entry. Using this property it's possible to explicitly define static video elements that should be treated as if they were game media files. This property is ignored if `path` is not set. - Default is `false` @@ -3432,14 +3433,14 @@ Properties: * `pos` - type: NORMALIZED_PAIR - Default is `0.012 0.9515` for horizontally oriented screens and `0.012 0.975` for vertically oriented screens * `posDimmed` - type: NORMALIZED_PAIR - - Position when a menu is open (background is dimmed). + - Position when a menu is open (background is dimmed). This property mostly exists for backward compatibility purposes, the recommended approach is to setup a separate helpsystem element with `scope` set to `menu` - Default is the same value as `pos` * `origin` - type: NORMALIZED_PAIR - Where on the element `pos` refers to. For example, an origin of `0.5 0.5` and a `pos` of `0.5 0.5` would place the element exactly in the middle of the screen. - Minimum value per axis is `0` and maximum value per axis is `1` - Default is `0 0` * `originDimmed` - type: NORMALIZED_PAIR - - Origin when a menu is open (background is dimmed). + - Origin when a menu is open (background is dimmed). This property mostly exists for backward compatibility purposes, the recommended approach is to setup a separate helpsystem element with `scope` set to `menu` - Minimum value per axis is `0` and maximum value per axis is `1` - Default is the same value as `origin` * `rotation` - type: FLOAT @@ -3452,12 +3453,12 @@ Properties: * `textColor` - type: COLOR - Default is `777777FF` * `textColorDimmed` - type: COLOR - - Text color when a menu is open (background is dimmed). + - Text color when a menu is open (background is dimmed). This property mostly exists for backward compatibility purposes, the recommended approach is to setup a separate helpsystem element with `scope` set to `menu` - Default is the same value as `textColor` * `iconColor` - type: COLOR - Default is `777777FF` * `iconColorDimmed` - type: COLOR - - Icon color when a menu is open (background is dimmed). + - Icon color when a menu is open (background is dimmed). This property mostly exists for backward compatibility purposes, the recommended approach is to setup a separate helpsystem element with `scope` set to `menu` - Default is the same value as `iconColor` * `fontPath` - type: PATH * `fontSize` - type: FLOAT @@ -3465,7 +3466,7 @@ Properties: - Minimum value is `0.001` and maximum value is `1.5`. Note that when running at a really low resolution, the minimum value may get clamped to a larger relative size. - Default is `0.035` for horizontally oriented screens and `0.025` for vertically oriented screens * `fontSizeDimmed` - type: FLOAT - - Font size when a menu is open (background is dimmed). + - Font size when a menu is open (background is dimmed). This property mostly exists for backward compatibility purposes, the recommended approach is to setup a separate helpsystem element with `scope` set to `menu` - Minimum value is `0.001` and maximum value is `1.5`. Note that when running at a really low resolution, the minimum value may get clamped to a larger relative size. - Default is the same value as `fontSize` * `scope` - type: STRING @@ -3494,12 +3495,16 @@ Properties: `lr`, `thumbstickclick` - Default is `all` which displays all entries +* `entryLayout` - type: STRING + - Controls the layout of the individual help element pairs. If set to `iconFirst` then the icon is shown to the left followed by the text, and if set to `textFirst` then the text is shown to the left followed by the icon. + - Valid values are `iconFirst` or `textFirst` + - Default is `iconFirst` * `entrySpacing` - type: FLOAT - Spacing between the help element pairs. - Minimum value is `0` and maximum value is `0.04` - Default is `0.00833` * `entrySpacingDimmed` - type: FLOAT - - Spacing between the help element pairs when a menu is open (background is dimmed). + - Spacing between the help element pairs when a menu is open (background is dimmed). This property mostly exists for backward compatibility purposes, the recommended approach is to setup a separate helpsystem element with `scope` set to `menu` - Minimum value is `0` and maximum value is `0.04` - Default is the same value as `entrySpacing` * `iconTextSpacing` - type: FLOAT @@ -3507,7 +3512,7 @@ Properties: - Minimum value is `0` and maximum value is `0.04` - Default is `0.00416` * `iconTextSpacingDimmed` - type: FLOAT - - Spacing between the icon and text within a help element pair when a menu is open (background is dimmed). + - Spacing between the icon and text within a help element pair when a menu is open (background is dimmed). This property mostly exists for backward compatibility purposes, the recommended approach is to setup a separate helpsystem element with `scope` set to `menu` - Minimum value is `0` and maximum value is `0.04` - Default is the same value as `iconTextSpacing` * `letterCase` - type: STRING @@ -3518,7 +3523,7 @@ Properties: - Minimum value is `0.2` and maximum value is `1` - Default is `1` * `opacityDimmed` - type: FLOAT - - Controls the level of transparency when a menu is open (background is dimmed). + - Controls the level of transparency when a menu is open (background is dimmed). This property mostly exists for backward compatibility purposes, the recommended approach is to setup a separate helpsystem element with `scope` set to `menu` - Minimum value is `0.2` and maximum value is `1` - Default is the same value as `opacity` * `customButtonIcon` - type: PATH From 61e671501c4098fdb7ad4a0fe95624d15c073727 Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Thu, 6 Feb 2025 23:08:17 +0100 Subject: [PATCH 065/284] Added a 'fadeInType' property to the video element --- es-core/src/ThemeData.cpp | 1 + es-core/src/components/VideoComponent.cpp | 16 ++++++++++++++++ es-core/src/components/VideoComponent.h | 1 + es-core/src/components/VideoFFmpegComponent.cpp | 2 +- 4 files changed, 19 insertions(+), 1 deletion(-) diff --git a/es-core/src/ThemeData.cpp b/es-core/src/ThemeData.cpp index c2fb07043..f7ad5eaab 100644 --- a/es-core/src/ThemeData.cpp +++ b/es-core/src/ThemeData.cpp @@ -383,6 +383,7 @@ std::map> {"pillarboxThreshold", NORMALIZED_PAIR}, {"scanlines", BOOLEAN}, {"delay", FLOAT}, + {"fadeInType", STRING}, {"fadeInTime", FLOAT}, {"scrollFadeIn", BOOLEAN}, {"brightness", FLOAT}, diff --git a/es-core/src/components/VideoComponent.cpp b/es-core/src/components/VideoComponent.cpp index 49fecc9ca..0361232da 100644 --- a/es-core/src/components/VideoComponent.cpp +++ b/es-core/src/components/VideoComponent.cpp @@ -26,6 +26,7 @@ VideoComponent::VideoComponent() , mColorShiftEnd {0xFFFFFFFF} , mVideoCornerRadius {0.0f} , mColorGradientHorizontal {true} + , mRenderBlackFrame {true} , mTargetSize {0.0f, 0.0f} , mCropPos {0.5f, 0.5f} , mImageCropPos {0.5f, 0.5f} @@ -328,6 +329,21 @@ void VideoComponent::applyTheme(const std::shared_ptr& theme, if (mConfig.startDelay != 0) mConfig.showStaticImageDelay = true; + if (elem->has("fadeInType")) { + const std::string& fadeInType {elem->get("fadeInType")}; + if (fadeInType == "black") { + mRenderBlackFrame = true; + } + else if (fadeInType == "transparent") { + mRenderBlackFrame = false; + } + else { + LOG(LogWarning) << "VideoComponent: Invalid theme configuration, property " + "\"fadeInType\" for element \"" + << element.substr(6) << "\" defined as \"" << fadeInType << "\""; + } + } + if (properties && elem->has("fadeInTime")) mFadeInTime = glm::clamp(elem->get("fadeInTime"), 0.0f, 8.0f) * 1000.0f; diff --git a/es-core/src/components/VideoComponent.h b/es-core/src/components/VideoComponent.h index 9479a6c9f..dd08cef4f 100644 --- a/es-core/src/components/VideoComponent.h +++ b/es-core/src/components/VideoComponent.h @@ -120,6 +120,7 @@ protected: unsigned int mColorShiftEnd; float mVideoCornerRadius; bool mColorGradientHorizontal; + bool mRenderBlackFrame; glm::vec2 mTargetSize; glm::vec2 mCropPos; glm::vec2 mImageCropPos; diff --git a/es-core/src/components/VideoFFmpegComponent.cpp b/es-core/src/components/VideoFFmpegComponent.cpp index 97de19335..3752c173f 100644 --- a/es-core/src/components/VideoFFmpegComponent.cpp +++ b/es-core/src/components/VideoFFmpegComponent.cpp @@ -217,7 +217,7 @@ void VideoFFmpegComponent::render(const glm::mat4& parentTrans) mRenderer->setMatrix(parentTrans); } - if (!mScreensaverMode && !mMediaViewerMode) { + if (!mScreensaverMode && !mMediaViewerMode && mRenderBlackFrame) { mBlackFrame.setOpacity(mOpacity * mThemeOpacity); mBlackFrame.render(trans); } From c86044a6a4943cf694157f2ef0ca64841721d44e Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Thu, 6 Feb 2025 23:10:48 +0100 Subject: [PATCH 066/284] Documentation update --- CHANGELOG.md | 1 + THEMES-DEV.md | 9 +++++++-- 2 files changed, 8 insertions(+), 2 deletions(-) diff --git a/CHANGELOG.md b/CHANGELOG.md index dd58dddd7..ce18e49a7 100644 --- a/CHANGELOG.md +++ b/CHANGELOG.md @@ -19,6 +19,7 @@ * Added an "entryLayout" property to the helpsystem element to control the display order for the icons and text * Added "rotation" and "rotationOrigin" properties to the helpsystem element * Added "imageSize", "imageMaxSize", "imageCropSize" and "imageCropPos" properties to the video element +* Added a "fadeInType" property to the video element to fade in from black or from transparency * Added support for a "none" value to the video element imageType property * (macOS) Added a build script for cross-compiling for x86_64 when using an ARM processor * Added support for building against libgit2 v1.9.0 and later diff --git a/THEMES-DEV.md b/THEMES-DEV.md index d9c332a4f..7b12fbc4f 100644 --- a/THEMES-DEV.md +++ b/THEMES-DEV.md @@ -2671,8 +2671,9 @@ Properties: - Valid values are `horizontal` or `vertical` - Default is `horizontal` * `pillarboxes` - type: BOOLEAN - - Whether to render black pillarboxes (and to a lesses extent letterboxes) for videos with aspect ratios where this is applicable. This is for instance useful for arcade game videos in vertical orientation. + - Whether to render black pillarboxes (and to a lesser extent letterboxes) for videos with aspect ratios where this is applicable. This is for instance useful for arcade game videos in vertical orientation. - Default is `true` + - This property can only be used if `fadeInType` is set to `black` * `pillarboxThreshold` - type: NORMALIZED_PAIR - Normally it doesn't look very good to add really narrow pillarboxes or letterboxes, so by default they are skipped if the actual video size is not reaching a threshold value as compared to the overall defined video area size. By modifying this property it's possible to control that threshold, as for some theme designs it will look better with the consistency of always rendering the pillarboxes/letterboxes even if they are narrow. To clarify, the default X axis value of 0.85 means that if the video width is 85% or less as compared to the X axis defined by the `size` property, then pillarboxes will be rendered. So setting the `pillarboxThreshold` value to `1 1` will always apply pillarboxes/letterboxes regardless of the video file dimension. - Minimum value per axis is `0.2` and maximum value per axis is `1` @@ -2684,8 +2685,12 @@ Properties: - Delay in seconds before video will start playing. During the delay period the game image defined via the `imageType` property will be displayed. If that property is not set, then the `delay` property will be ignored. - Minimum value is `0` and maximum value is `15` - Default is `1.5` +* `fadeInType` - type: STRING + - The method to use when fading in the video. If set to `black` then a black frame is rendered behind the video and the video is faded in on top of this frame. If set to `transparent` then the video is faded in from transparency. The latter will however remove the black frame completely, which also disables the `pillarboxes` property. + - Valid values are `black` or `transparent` + - Default is `black` * `fadeInTime` - type: FLOAT - - Time in seconds to fade in the video from pure black. This is completely unrelated to the `scrollFadeIn` property. Note that if this is set to zero it may seem as if the property doesn't work correctly as many ScreenScraper videos have a fade-in baked into the actual video stream. Setting this property to lower than 0.3 seconds or so is generally a bad idea for videos that don't have a fade-in baked in as transitions from the static image will then look like a bad jump cut. + - Time in seconds to fade in the video from pure black, or from transparency depending on what value `fadeInType` is set to. This is completely unrelated to the `scrollFadeIn` property. Note that if this is set to zero it may seem as if the property doesn't work correctly as many ScreenScraper videos have a fade-in baked into the actual video stream. Setting this property to lower than 0.3 seconds or so is generally a bad idea for videos that don't have a fade-in baked in as transitions from the static image will then look like a bad jump cut. - Minimum value is `0` and maximum value is `8` - Default is `1` * `scrollFadeIn` - type: BOOLEAN From 21110810e4ff9ae8b829b0e78975faf04fb3fd92 Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Sat, 8 Feb 2025 16:12:22 +0100 Subject: [PATCH 067/284] Added a clock element and a corresponding menu entry --- es-app/src/guis/GuiMenu.cpp | 11 +++ es-app/src/views/GamelistView.cpp | 16 +++++ es-app/src/views/GamelistView.h | 1 + es-app/src/views/SystemView.cpp | 19 +++++ es-app/src/views/SystemView.h | 1 + es-core/src/Settings.cpp | 1 + es-core/src/ThemeData.cpp | 17 +++++ es-core/src/Window.cpp | 11 +++ es-core/src/Window.h | 7 ++ es-core/src/components/DateTimeComponent.cpp | 75 +++++++++++++++++--- es-core/src/components/DateTimeComponent.h | 3 + es-core/src/utils/TimeUtil.cpp | 6 +- 12 files changed, 154 insertions(+), 14 deletions(-) diff --git a/es-app/src/guis/GuiMenu.cpp b/es-app/src/guis/GuiMenu.cpp index 76fddd48d..5e2c06823 100644 --- a/es-app/src/guis/GuiMenu.cpp +++ b/es-app/src/guis/GuiMenu.cpp @@ -947,6 +947,17 @@ void GuiMenu::openUIOptions() } }); + // Display clock. + auto displayClock = std::make_shared(); + displayClock->setState(Settings::getInstance()->getBool("DisplayClock")); + s->addWithLabel(_("DISPLAY CLOCK"), displayClock); + s->addSaveFunc([displayClock, s] { + if (displayClock->getState() != Settings::getInstance()->getBool("DisplayClock")) { + Settings::getInstance()->setBool("DisplayClock", displayClock->getState()); + s->setNeedsSaving(); + } + }); + // Blur background when the menu is open. auto menuBlurBackground = std::make_shared(); if (mRenderer->getScreenRotation() == 90 || mRenderer->getScreenRotation() == 270) { diff --git a/es-app/src/views/GamelistView.cpp b/es-app/src/views/GamelistView.cpp index 2e86443a0..c26ea44a6 100644 --- a/es-app/src/views/GamelistView.cpp +++ b/es-app/src/views/GamelistView.cpp @@ -88,6 +88,11 @@ void GamelistView::onShow() for (auto& video : mStaticVideoComponents) video->stopVideoPlayer(); + mWindow->passClockComponents(&mClockComponents); + + for (auto& clock : mClockComponents) + clock->update(500); + mLastUpdated = nullptr; GuiComponent::onShow(); @@ -353,9 +358,20 @@ void GamelistView::onThemeChanged(const std::shared_ptr& theme) mHelpComponents.emplace_back(std::make_unique()); mHelpComponents.back()->applyTheme(theme, "gamelist", element.first, ALL); } + else if (element.second.type == "clock") { + mClockComponents.emplace_back(std::make_unique()); + mClockComponents.back()->applyTheme(theme, "gamelist", element.first, ALL); + } } } + if (mClockComponents.empty()) { + // Apply a default clock if the theme does not contain any configuration for it. + mClockComponents.emplace_back(std::make_unique()); + mClockComponents.back()->applyTheme(theme, "gamelist", "clock_default", ThemeFlags::ALL); + mClockComponents.back()->update(1000); + } + if (mPrimary == nullptr) { mTextList = std::make_unique>(); mPrimary = mTextList.get(); diff --git a/es-app/src/views/GamelistView.h b/es-app/src/views/GamelistView.h index 69b2de9e0..d05e223c3 100644 --- a/es-app/src/views/GamelistView.h +++ b/es-app/src/views/GamelistView.h @@ -135,6 +135,7 @@ private: std::vector> mContainerTextComponents; std::vector> mGamelistInfoComponents; std::vector> mHelpComponents; + std::vector> mClockComponents; }; #endif // ES_APP_VIEWS_GAMELIST_VIEW_H diff --git a/es-app/src/views/SystemView.cpp b/es-app/src/views/SystemView.cpp index 0cafbb11c..20c8c0271 100644 --- a/es-app/src/views/SystemView.cpp +++ b/es-app/src/views/SystemView.cpp @@ -246,6 +246,10 @@ std::vector SystemView::getHelpPrompts() void SystemView::onCursorChanged(const CursorState& state) { mWindow->passHelpComponents(nullptr); + mWindow->passClockComponents(&mSystemElements[mPrimary->getCursor()].clockComponents); + + for (auto& clock : mSystemElements[mPrimary->getCursor()].clockComponents) + clock->update(1000); // Reset horizontally scrolling text. for (auto& text : mSystemElements[mPrimary->getCursor()].gameCountComponents) @@ -727,9 +731,22 @@ void SystemView::populate() elements.helpComponents.back()->applyTheme(theme, "system", element.first, ThemeFlags::ALL); } + else if (element.second.type == "clock") { + elements.clockComponents.emplace_back(std::make_unique()); + elements.clockComponents.back()->applyTheme(theme, "system", element.first, + ThemeFlags::ALL); + } } } + if (elements.clockComponents.empty()) { + // Apply a default clock if the theme does not contain any configuration for it. + elements.clockComponents.emplace_back(std::make_unique()); + elements.clockComponents.back()->applyTheme(theme, "system", "clock_default", + ThemeFlags::ALL); + elements.clockComponents.back()->update(1000); + } + std::stable_sort( elements.children.begin(), elements.children.end(), [](GuiComponent* a, GuiComponent* b) { return b->getZIndex() > a->getZIndex(); }); @@ -894,6 +911,8 @@ void SystemView::populate() else mWindow->passHelpComponents(&mSystemElements[mPrimary->getCursor()].helpComponents); + mWindow->passClockComponents(&mSystemElements[mPrimary->getCursor()].clockComponents); + mFadeTransitions = (static_cast(Settings::getInstance()->getInt( "TransitionsSystemToSystem")) == ViewTransitionAnimation::FADE); } diff --git a/es-app/src/views/SystemView.h b/es-app/src/views/SystemView.h index 67951baa3..33e661578 100644 --- a/es-app/src/views/SystemView.h +++ b/es-app/src/views/SystemView.h @@ -138,6 +138,7 @@ private: std::vector> dateTimeComponents; std::vector> ratingComponents; std::vector> helpComponents; + std::vector> clockComponents; }; Renderer* mRenderer; diff --git a/es-core/src/Settings.cpp b/es-core/src/Settings.cpp index 93040b133..142688cda 100644 --- a/es-core/src/Settings.cpp +++ b/es-core/src/Settings.cpp @@ -222,6 +222,7 @@ void Settings::setDefaults() mBoolMap["ScreensaverVideoBlur"] = {false, false}; mBoolMap["ThemeVariantTriggers"] = {true, true}; + mBoolMap["DisplayClock"] = {false, false}; mBoolMap["MenuBlurBackground"] = {true, true}; mBoolMap["FoldersOnTop"] = {true, true}; mBoolMap["FavoritesFirst"] = {true, true}; diff --git a/es-core/src/ThemeData.cpp b/es-core/src/ThemeData.cpp index f7ad5eaab..94ea198d6 100644 --- a/es-core/src/ThemeData.cpp +++ b/es-core/src/ThemeData.cpp @@ -572,6 +572,23 @@ std::map> {"opacity", FLOAT}, {"opacityDimmed", FLOAT}, {"customButtonIcon", PATH}}}, + {"clock", + {{"pos", NORMALIZED_PAIR}, + {"size", NORMALIZED_PAIR}, + {"origin", NORMALIZED_PAIR}, + {"rotation", FLOAT}, + {"rotationOrigin", NORMALIZED_PAIR}, + {"fontPath", PATH}, + {"fontSize", FLOAT}, + {"horizontalAlignment", STRING}, + {"verticalAlignment", STRING}, + {"color", COLOR}, + {"backgroundColor", COLOR}, + {"backgroundMargins", NORMALIZED_PAIR}, + {"backgroundCornerRadius", FLOAT}, + {"lineSpacing", FLOAT}, + {"format", STRING}, + {"opacity", FLOAT}}}, {"sound", {{"path", PATH}}}}; // clang-format on diff --git a/es-core/src/Window.cpp b/es-core/src/Window.cpp index 54a9eca62..39f54cfcf 100644 --- a/es-core/src/Window.cpp +++ b/es-core/src/Window.cpp @@ -31,6 +31,7 @@ Window::Window() noexcept : mRenderer {Renderer::getInstance()} , mHelpComponents {nullptr} + , mClockComponents {nullptr} , mSplashTextPositions {0.0f, 0.0f, 0.0f, 0.0f} , mBackgroundOverlayOpacity {1.0f} , mScreensaver {nullptr} @@ -442,6 +443,11 @@ void Window::update(int deltaTime) if (mScreensaver && mRenderScreensaver) mScreensaver->update(deltaTime); + if (mClockComponents != nullptr) { + for (auto& clockComponent : *mClockComponents) + clockComponent->update(deltaTime); + } + #if defined(__ANDROID__) || defined(__IOS__) if (Settings::getInstance()->getBool("InputTouchOverlay")) InputOverlay::getInstance().update(deltaTime); @@ -630,6 +636,11 @@ void Window::render() } } + if (mClockComponents != nullptr) { + for (auto& clockComponent : *mClockComponents) + clockComponent->render(trans); + } + // Render the quick list scrolling overlay, which is triggered in IList. if (mListScrollOpacity != 0.0f) { mRenderer->setMatrix(mRenderer->getIdentity()); diff --git a/es-core/src/Window.h b/es-core/src/Window.h index 18d1beade..d003ef277 100644 --- a/es-core/src/Window.h +++ b/es-core/src/Window.h @@ -14,6 +14,7 @@ #include "HelpPrompt.h" #include "InputConfig.h" #include "Settings.h" +#include "components/DateTimeComponent.h" #include "components/HelpComponent.h" #include "components/ImageComponent.h" #include "components/TextComponent.h" @@ -173,6 +174,11 @@ public: mHelpComponents = helpComponents; } + void passClockComponents(std::vector>* clockComponents) + { + mClockComponents = clockComponents; + } + private: Window() noexcept; ~Window(); @@ -191,6 +197,7 @@ private: Renderer* mRenderer; std::vector>* mHelpComponents; std::unique_ptr mHelp; + std::vector>* mClockComponents; std::unique_ptr mBackgroundOverlay; std::unique_ptr mSplash; std::unique_ptr mSplashTextScanning; diff --git a/es-core/src/components/DateTimeComponent.cpp b/es-core/src/components/DateTimeComponent.cpp index 0f749365f..752f9ff23 100644 --- a/es-core/src/components/DateTimeComponent.cpp +++ b/es-core/src/components/DateTimeComponent.cpp @@ -16,7 +16,9 @@ #include "utils/StringUtil.h" DateTimeComponent::DateTimeComponent() - : mDisplayRelative {false} + : mClockAccumulator {0} + , mClockMode {false} + , mDisplayRelative {false} { // ISO 8601 date format. setFormat("%Y-%m-%d"); @@ -32,6 +34,8 @@ DateTimeComponent::DateTimeComponent(const std::string& text, : TextComponent {text, font, color, horizontalAlignment, ALIGN_CENTER, glm::vec2 {1, 0}, pos, size, bgcolor} , mRenderer {Renderer::getInstance()} + , mClockAccumulator {0} + , mClockMode {false} , mDisplayRelative {false} { // ISO 8601 date format. @@ -70,6 +74,10 @@ void DateTimeComponent::onTextChanged() std::string DateTimeComponent::getDisplayString() const { + if (mClockMode) + return (Utils::Time::timeToString(Utils::Time::DateTime {Utils::Time::now()}.getTime(), + mFormat)); + if (mDisplayRelative) { // Workaround to handle Unix epoch for different time zones. if (mTime.getTime() < 82800) { @@ -116,8 +124,29 @@ std::string DateTimeComponent::getDisplayString() const return Utils::Time::timeToString(mTime.getTime(), mFormat); } +void DateTimeComponent::update(int deltaTime) +{ + if (!mClockMode || (mClockMode && !Settings::getInstance()->getBool("DisplayClock"))) + return; + + mClockAccumulator += deltaTime; + + if (mClockAccumulator >= 500) { + mClockAccumulator = 0; + mTime = Utils::Time::now(); + const std::string newTime {Utils::Time::timeToString(mTime, mFormat)}; + // The setValue() function with its text cache rebuild is an expensive operation so we only + // call this when the actual date/time string needs updating. + if (newTime != mText) + setValue(newTime); + } +} + void DateTimeComponent::render(const glm::mat4& parentTrans) { + if (mClockMode && !Settings::getInstance()->getBool("DisplayClock")) + return; + // Render the component. TextComponent::render(parentTrans); } @@ -130,7 +159,25 @@ void DateTimeComponent::applyTheme(const std::shared_ptr& theme, using namespace ThemeFlags; GuiComponent::applyTheme(theme, view, element, properties); - const ThemeData::ThemeElement* elem {theme->getElement(view, element, "datetime")}; + std::string elementType {"datetime"}; + std::string componentName {"DateTimeComponent"}; + + if (element.substr(0, 6) == "clock_") { + mClockMode = true; + elementType = "clock"; + componentName = "ClockComponent"; + // Apply default clock settings as the theme may not define any configuration for it. + setFont(Font::get(FONT_SIZE_SMALL, FONT_PATH_LIGHT)); + const glm::vec2 scale { + getParent() ? getParent()->getSize() : + glm::vec2 {Renderer::getScreenWidth(), Renderer::getScreenHeight()}}; + setPosition(0.008f * scale.x, 0.012f * scale.y); + mSize.y = mFont->getLetterHeight(); + setColor(0xFFFFFFFF); + setFormat("%H:%M"); + } + + const ThemeData::ThemeElement* elem {theme->getElement(view, element, elementType)}; if (!elem) return; @@ -150,9 +197,6 @@ void DateTimeComponent::applyTheme(const std::shared_ptr& theme, << element.substr(9) << "\" defined as \"" << stationary << "\""; } - if (elem->has("format")) - setFormat(elem->get("format")); - if (properties & COLOR && elem->has("color")) setColor(elem->get("color")); @@ -182,10 +226,11 @@ void DateTimeComponent::applyTheme(const std::shared_ptr& theme, else if (horizontalAlignment == "right") setHorizontalAlignment(ALIGN_RIGHT); else - LOG(LogWarning) << "DateTimeComponent: Invalid theme configuration, property " + LOG(LogWarning) << componentName + << ": Invalid theme configuration, property " "\"horizontalAlignment\" for element \"" - << element.substr(9) << "\" defined as \"" << horizontalAlignment - << "\""; + << element.substr(elementType == "clock" ? 6 : 9) << "\" defined as \"" + << horizontalAlignment << "\""; } if (properties & ALIGNMENT && elem->has("verticalAlignment")) { @@ -197,9 +242,11 @@ void DateTimeComponent::applyTheme(const std::shared_ptr& theme, else if (verticalAlignment == "bottom") setVerticalAlignment(ALIGN_BOTTOM); else - LOG(LogWarning) << "DateTimeComponent: Invalid theme configuration, property " + LOG(LogWarning) << componentName + << ": Invalid theme configuration, property " "\"verticalAlignment\" for element \"" - << element.substr(9) << "\" defined as \"" << verticalAlignment << "\""; + << element.substr(elementType == "clock" ? 6 : 9) << "\" defined as \"" + << verticalAlignment << "\""; } if (properties & METADATA && elem->has("metadata")) { @@ -240,7 +287,8 @@ void DateTimeComponent::applyTheme(const std::shared_ptr& theme, setCapitalize(true); } else if (letterCase != "none") { - LOG(LogWarning) << "DateTimeComponent: Invalid theme configuration, property " + LOG(LogWarning) << componentName + << ": Invalid theme configuration, property " "\"letterCase\" for element \"" << element.substr(9) << "\" defined as \"" << letterCase << "\""; } @@ -265,4 +313,9 @@ void DateTimeComponent::applyTheme(const std::shared_ptr& theme, setFont(Font::getFromTheme(elem, properties, mFont, maxHeight)); mSize = glm::round(mSize); + + if (elem->has("format")) + setFormat(elem->get("format")); + else if (mClockMode) + setFormat("%H:%M"); } diff --git a/es-core/src/components/DateTimeComponent.h b/es-core/src/components/DateTimeComponent.h index 3fb76bb4e..ff017613b 100644 --- a/es-core/src/components/DateTimeComponent.h +++ b/es-core/src/components/DateTimeComponent.h @@ -29,6 +29,7 @@ public: glm::vec2 size = {0.0f, 0.0f}, unsigned int bgcolor = 0x00000000); + void update(int deltaTime) override; void render(const glm::mat4& parentTrans) override; void setValue(const std::string& val) override; @@ -49,9 +50,11 @@ private: std::string getDisplayString() const; Renderer* mRenderer; + int mClockAccumulator; std::string mDefaultValue; Utils::Time::DateTime mTime; std::string mFormat; + bool mClockMode; bool mDisplayRelative; }; diff --git a/es-core/src/utils/TimeUtil.cpp b/es-core/src/utils/TimeUtil.cpp index ddbb01e9a..cf1ad91bd 100644 --- a/es-core/src/utils/TimeUtil.cpp +++ b/es-core/src/utils/TimeUtil.cpp @@ -187,7 +187,7 @@ namespace Utils #else localtime_r(&time, &timeStruct); #endif - char buf[256] = {'\0'}; + char buf[256] {'\0'}; char* s = buf; while (*f) { @@ -197,7 +197,7 @@ namespace Utils switch (*f++) { // Year, including century [1970,xxxx] case 'Y': { - const int year = timeStruct.tm_year + 1900; + const int year {timeStruct.tm_year + 1900}; *s++ = static_cast((year - (year % 1000)) / 1000) + '0'; *s++ = static_cast(((year % 1000) - (year % 100)) / 100) + '0'; *s++ = static_cast(((year % 100) - (year % 10)) / 10) + '0'; @@ -206,7 +206,7 @@ namespace Utils // Month number [00,11] case 'm': { - const int mon = timeStruct.tm_mon + 1; + const int mon {timeStruct.tm_mon + 1}; *s++ = static_cast(mon / 10) + '0'; *s++ = static_cast(mon % 10) + '0'; } break; From cd5db824caf99aa69dfaf1fbb45f97a18a73675a Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Sat, 8 Feb 2025 16:16:46 +0100 Subject: [PATCH 068/284] Documentation update --- CHANGELOG.md | 2 ++ THEMES-DEV.md | 79 ++++++++++++++++++++++++++++++++++++++++++++++++ USERGUIDE-DEV.md | 4 +++ 3 files changed, 85 insertions(+) diff --git a/CHANGELOG.md b/CHANGELOG.md index ce18e49a7..6c5a5f170 100644 --- a/CHANGELOG.md +++ b/CHANGELOG.md @@ -14,10 +14,12 @@ * (Android) Added Pizza Boy SC standalone as an alternative emulator for the gamegear, genesis, mastersystem, megadrive and megadrivejp systems * (Android) Changed all RetroArch core entries to use absolute paths (this makes the ancient Play store release work correctly) * (Android) Changed the target SDK version to 35 (Android 15) +* Added a "Display clock" setting to the UI settings menu to display an on screen clock (disabled by default) * Refactored the helpsystem code and added support for using an arbitrary amount of helpsystem elements * Added support for specifying which specific entries to display for the helpsystem elements * Added an "entryLayout" property to the helpsystem element to control the display order for the icons and text * Added "rotation" and "rotationOrigin" properties to the helpsystem element +* Added a "clock" element to make it possible to customize the layout and position of the clock * Added "imageSize", "imageMaxSize", "imageCropSize" and "imageCropPos" properties to the video element * Added a "fadeInType" property to the video element to fade in from black or from transparency * Added support for a "none" value to the video element imageType property diff --git a/THEMES-DEV.md b/THEMES-DEV.md index 7b12fbc4f..0890cb41d 100644 --- a/THEMES-DEV.md +++ b/THEMES-DEV.md @@ -3574,3 +3574,82 @@ Properties: `button_y_SNES`, `button_back_SNES`, `button_start_SNES` + +#### clock + +Displays the current time and/or date as a text string. The format is HH:MM by default, but this can be changed using the `format` property. It's strongly recommended to configure the clock identically for both the system and gamelist views to make the user experience coherent. + +Note that this element does not have a zIndex value, instead it's always rendered on top of all other elements and it's also rendered when the menu is open. In addition to this it's stationary and will not move during slide transitions or fade out during fade transitions. + +You can define multiple elements to for instance display the date on one side of the screen and the time on the other side of the screen. + +Supported views: +* `system` +* `gamelist` + +Instances per view: +* `unlimited` + +Properties: +* `pos` - type: NORMALIZED_PAIR + - Default is `0.008 0.012` +* `size` - type: NORMALIZED_PAIR + - Possible combinations: + - `0 0` - automatically size so text fits on one line (expanding horizontally). + - `w 0` - automatically wrap text so it doesn't go beyond `w` (expanding vertically). + - `w h` - works like a "text box". If `h` is non-zero and `h` <= `fontSize` (implying it should be a single line of text), text that goes beyond `w` will be truncated with an ellipsis (...) +* `origin` - type: NORMALIZED_PAIR + - Where on the element `pos` refers to. For example, an origin of `0.5 0.5` and a `pos` of `0.5 0.5` would place the element exactly in the middle of the screen. If the position and size attributes are themeable, origin is implied. + - Minimum value per axis is `0` and maximum value per axis is `1` + - Default is `0 0` +* `rotation` - type: FLOAT + - Angle in degrees that the text should be rotated. Positive values will rotate clockwise, negative values will rotate counterclockwise. + - Default is `0` +* `rotationOrigin` - type: NORMALIZED_PAIR + - Point around which the text will be rotated. + - Minimum value per axis is `0` and maximum value per axis is `1` + - Default is `0.5 0.5`. +* `fontPath` - type: PATH + - Path to a TrueType font (.ttf). +* `fontSize` - type: FLOAT + - Size of the font as a percentage of screen height for horizontally oriented screens or screen width for vertically oriented screens (e.g. for a value of `0.1`, the text's height would be 10% of the screen height). This calculation is based on the reference 'S' character so other glyphs may not fill this area, or they may exceed this area. + - Minimum value is `0.001` and maximum value is `1.5`. Note that when running at a really low resolution, the minimum value may get clamped to a larger relative size. The font is allowed to overflow the height of the element by 100%, i.e. `fontSize` can be set to twice that of the y axis of the `size` property. Any value above that will be clamped. + - Default is `0.035` +* `horizontalAlignment` - type: STRING + - Controls alignment on the X axis. + - Valid values are `left`, `center` or `right` + - Default is `left` +* `verticalAlignment` - type: STRING + - Controls alignment on the Y axis. + - Valid values are `top`, `center` or `bottom` + - Default is `center` +* `color` - type: COLOR + - Default is `FFFFFFFF` +* `backgroundColor` - type: COLOR + - Default is `00000000` +* `backgroundMargins` - type: NORMALIZED_PAIR + - Adds margins to the text background, assuming it has a color set. The first value of the pair is the left margin and the second value is the right margin, which means it's possible to set these margins completely independently. Margins are applied after all other positioning and sizing calculations and they are rendered outside the text debug rectangle boundaries. + - Minimum value per axis is `0` and maximum value per axis is `0.5` + - Default is `0 0` + - This property can only be used if `backgroundColor` has a value defined. +* `backgroundCornerRadius` - type: FLOAT + - Setting this property higher than zero applies rounded corners to the text background, assuming it has a color set. The radius is a percentage of the screen width. Note that the maximum allowed value is quite arbitrary as the renderer will in practice limit the maximum roundness so it can never go beyond half the text background height. It means that setting this property sufficiently high will produce perfectly rounded sides for the text background. You normally want to combine this property with `backgroundMargins` to add some extra margins. + - Minimum value is `0` and maximum value is `0.5` + - Default is `0` (corners are not rounded) + - This property can only be used if `backgroundColor` has a value defined. +* `lineSpacing` - type: FLOAT + - Controls the space between lines (as a multiple of font height). + - Minimum value is `0.5` and maximum value is `3` + - Default is `1.5` +* `format` - type: STRING + - %Y: The year, including the century (1900) + - %m: The month number [01,12] + - %d: The day of the month [01,31] + - %H: The hour (24-hour clock) [00,23] + - %M: The minute [00,59] + - %S: The second [00,59] + - Default is `%H:%M` +* `opacity` - type: FLOAT + - Controls the level of transparency. If set to `0` the element will be disabled. + - Minimum value is `0` and maximum value is `1` + - Default is `1` diff --git a/USERGUIDE-DEV.md b/USERGUIDE-DEV.md index 27f0e5803..12901d327 100644 --- a/USERGUIDE-DEV.md +++ b/USERGUIDE-DEV.md @@ -3343,6 +3343,10 @@ Submenu containing all the settings for the screensaver. These are described in Themes can optionally contain variant trigger configuration which changes the layout on a per-gamelist basis if there is no game media available, or if there is no game videos available. This option makes it possible to disable that functionality and always apply the default configuration for the selected variant. Disabling this option may speed up the application slightly. +**Display clock** + +Displays a clock on screen at all times. By default it's located in the upper left corner and displays as hours and minutes, but themes can customize its layout and position. + **Blur background when menu is open** _Always applied if screen is rotated 90 or 270 degrees_ This option will blur the background behind the menu slightly. Normally this can be left enabled, but if you have a really slow GPU, disabling this option may make the application feel a bit more responsive. For technical reasons this setting is always enabled if the screen is rotated 90 or 270 degrees, and in this case the menu option will also be grayed out. From f70f8237015e03df7a67116c7b555ef1d4147493 Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Sun, 9 Feb 2025 12:28:57 +0100 Subject: [PATCH 069/284] Adjusted the default position for the clock --- es-core/src/components/DateTimeComponent.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/es-core/src/components/DateTimeComponent.cpp b/es-core/src/components/DateTimeComponent.cpp index 752f9ff23..3d003eeee 100644 --- a/es-core/src/components/DateTimeComponent.cpp +++ b/es-core/src/components/DateTimeComponent.cpp @@ -171,7 +171,7 @@ void DateTimeComponent::applyTheme(const std::shared_ptr& theme, const glm::vec2 scale { getParent() ? getParent()->getSize() : glm::vec2 {Renderer::getScreenWidth(), Renderer::getScreenHeight()}}; - setPosition(0.008f * scale.x, 0.012f * scale.y); + setPosition(0.018f * scale.x, 0.016f * scale.y); mSize.y = mFont->getLetterHeight(); setColor(0xFFFFFFFF); setFormat("%H:%M"); From ba5f85c74c7de0033871b1a04b51c61daecb84fc Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Sun, 9 Feb 2025 17:35:59 +0100 Subject: [PATCH 070/284] Fixed an issue where applying rounded corners caused rendering artfifacts if the texture did not use premultiplied alpha --- resources/shaders/glsl/core.glsl | 6 ++++-- 1 file changed, 4 insertions(+), 2 deletions(-) diff --git a/resources/shaders/glsl/core.glsl b/resources/shaders/glsl/core.glsl index e5372a65d..669e6df3b 100644 --- a/resources/shaders/glsl/core.glsl +++ b/resources/shaders/glsl/core.glsl @@ -107,8 +107,10 @@ void main() else pixelValue = 1.0; - sampledColor.a *= pixelValue; - sampledColor.rgb *= pixelValue; + if (0x0u != (shaderFlags & 0x01u)) + sampledColor *= pixelValue; + else + sampledColor.a *= pixelValue; } } From 4e12ad52b6e2ac60fe00b644a66d4f76983cef87 Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Sun, 9 Feb 2025 17:43:30 +0100 Subject: [PATCH 071/284] Added a BackgroundComponent to replace NinePatchComponent for rendering menu and popup backgrounds --- es-core/CMakeLists.txt | 2 + .../src/components/BackgroundComponent.cpp | 44 +++++++++++++++++++ es-core/src/components/BackgroundComponent.h | 35 +++++++++++++++ 3 files changed, 81 insertions(+) create mode 100644 es-core/src/components/BackgroundComponent.cpp create mode 100644 es-core/src/components/BackgroundComponent.h diff --git a/es-core/CMakeLists.txt b/es-core/CMakeLists.txt index efaea1bb6..15510c3ac 100644 --- a/es-core/CMakeLists.txt +++ b/es-core/CMakeLists.txt @@ -39,6 +39,7 @@ set(CORE_HEADERS # Secondary GUI components ${CMAKE_CURRENT_SOURCE_DIR}/src/components/AnimatedImageComponent.h + ${CMAKE_CURRENT_SOURCE_DIR}/src/components/BackgroundComponent.h ${CMAKE_CURRENT_SOURCE_DIR}/src/components/BadgeComponent.h ${CMAKE_CURRENT_SOURCE_DIR}/src/components/BusyComponent.h ${CMAKE_CURRENT_SOURCE_DIR}/src/components/ButtonComponent.h @@ -117,6 +118,7 @@ set(CORE_SOURCES # Secondary GUI components ${CMAKE_CURRENT_SOURCE_DIR}/src/components/AnimatedImageComponent.cpp + ${CMAKE_CURRENT_SOURCE_DIR}/src/components/BackgroundComponent.cpp ${CMAKE_CURRENT_SOURCE_DIR}/src/components/BadgeComponent.cpp ${CMAKE_CURRENT_SOURCE_DIR}/src/components/BusyComponent.cpp ${CMAKE_CURRENT_SOURCE_DIR}/src/components/ButtonComponent.cpp diff --git a/es-core/src/components/BackgroundComponent.cpp b/es-core/src/components/BackgroundComponent.cpp new file mode 100644 index 000000000..16e6b8cff --- /dev/null +++ b/es-core/src/components/BackgroundComponent.cpp @@ -0,0 +1,44 @@ +// SPDX-License-Identifier: MIT +// +// ES-DE Frontend +// BackgroundComponent.cpp +// +// Displays a background frame with rounded corners. +// Used by menus, popups etc. +// + +#include "components/BackgroundComponent.h" + +BackgroundComponent::BackgroundComponent(const glm::vec2 cornerSize) + : mRenderer {Renderer::getInstance()} + , mCornerSize {cornerSize} + , mFrameColor {mMenuColorFrame} + , mCornerAntialias {true} +{ +} + +void BackgroundComponent::fitTo(glm::vec2 size, glm::vec3 position, glm::vec2 padding) +{ + if (padding != glm::vec2 {0.0f, 0.0f}) { + size += padding; + position.x -= padding.x / 2.0f; + position.y -= padding.y / 2.0f; + } + + setSize(size); + setPosition(position); +} + +void BackgroundComponent::render(const glm::mat4& parentTrans) +{ + if (!isVisible()) + return; + + glm::mat4 trans {parentTrans * getTransform()}; + + mRenderer->setMatrix(trans); + mRenderer->drawRect(0.0f, 0.0f, mSize.x, mSize.y, mFrameColor, mFrameColor, false, mOpacity, + 1.0f, Renderer::BlendFactor::SRC_ALPHA, + Renderer::BlendFactor::ONE_MINUS_SRC_ALPHA, + mCornerSize.x * mRenderer->getScreenResolutionModifier()); +} diff --git a/es-core/src/components/BackgroundComponent.h b/es-core/src/components/BackgroundComponent.h new file mode 100644 index 000000000..1beccd62d --- /dev/null +++ b/es-core/src/components/BackgroundComponent.h @@ -0,0 +1,35 @@ +// SPDX-License-Identifier: MIT +// +// ES-DE Frontend +// BackgroundComponent.h +// +// Displays a background frame with rounded corners. +// Used by menus, popups etc. +// + +#ifndef ES_CORE_COMPONENTS_BACKGROUND_COMPONENT_H +#define ES_CORE_COMPONENTS_BACKGROUND_COMPONENT_H + +#include "GuiComponent.h" +#include "renderers/Renderer.h" + +class BackgroundComponent : public GuiComponent +{ +public: + BackgroundComponent(const glm::vec2 cornerSize = glm::vec2 {30.0f, 30.0f}); + + void fitTo(glm::vec2 size, + glm::vec3 position = {0.0f, 0.0f, 0.0f}, + glm::vec2 padding = {0.0f, 0.0f}); + void setFrameColor(unsigned int frameColor) { mFrameColor = frameColor; } + + void render(const glm::mat4& parentTrans) override; + +private: + Renderer* mRenderer; + glm::vec2 mCornerSize; + unsigned int mFrameColor; + bool mCornerAntialias; +}; + +#endif // ES_CORE_COMPONENTS_BACKGROUND_COMPONENT_H From 1c3bc53315c687b0dd22fcd84a3356bd62ec9c12 Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Sun, 9 Feb 2025 18:02:47 +0100 Subject: [PATCH 072/284] Rewrote most components to use BackgroundComponent instead of NinePatchComponent --- es-app/src/guis/GuiApplicationUpdater.cpp | 1 - es-app/src/guis/GuiApplicationUpdater.h | 2 +- es-app/src/guis/GuiLaunchScreen.cpp | 1 - es-app/src/guis/GuiLaunchScreen.h | 4 ++-- es-app/src/guis/GuiMetaDataEd.cpp | 1 - es-app/src/guis/GuiMetaDataEd.h | 4 ++-- es-app/src/guis/GuiOfflineGenerator.cpp | 1 - es-app/src/guis/GuiOfflineGenerator.h | 3 ++- es-app/src/guis/GuiOrphanedDataCleanup.cpp | 1 - es-app/src/guis/GuiOrphanedDataCleanup.h | 3 ++- es-app/src/guis/GuiScraperMulti.cpp | 1 - es-app/src/guis/GuiScraperMulti.h | 4 ++-- es-app/src/guis/GuiScraperSingle.cpp | 1 - es-app/src/guis/GuiScraperSingle.h | 4 ++-- es-app/src/guis/GuiThemeDownloader.cpp | 1 - es-app/src/guis/GuiThemeDownloader.h | 4 ++-- es-app/src/views/ViewController.cpp | 6 +++--- es-core/src/GuiComponent.h | 2 +- es-core/src/Window.cpp | 1 - es-core/src/components/BusyComponent.cpp | 20 ++++++++----------- es-core/src/components/BusyComponent.h | 7 +++---- es-core/src/components/MenuComponent.cpp | 2 -- es-core/src/components/MenuComponent.h | 4 ++-- es-core/src/guis/GuiDetectDevice.cpp | 1 - es-core/src/guis/GuiDetectDevice.h | 4 ++-- es-core/src/guis/GuiInfoPopup.cpp | 14 ++++++------- es-core/src/guis/GuiInfoPopup.h | 5 +++-- es-core/src/guis/GuiInputConfig.cpp | 3 +-- es-core/src/guis/GuiInputConfig.h | 4 ++-- es-core/src/guis/GuiMsgBox.cpp | 1 - es-core/src/guis/GuiMsgBox.h | 4 ++-- es-core/src/guis/GuiTextEditKeyboardPopup.cpp | 1 - es-core/src/guis/GuiTextEditKeyboardPopup.h | 3 ++- es-core/src/guis/GuiTextEditPopup.cpp | 3 +-- es-core/src/guis/GuiTextEditPopup.h | 3 ++- 35 files changed, 53 insertions(+), 71 deletions(-) diff --git a/es-app/src/guis/GuiApplicationUpdater.cpp b/es-app/src/guis/GuiApplicationUpdater.cpp index 2eb3ab6f7..d472f4607 100644 --- a/es-app/src/guis/GuiApplicationUpdater.cpp +++ b/es-app/src/guis/GuiApplicationUpdater.cpp @@ -21,7 +21,6 @@ GuiApplicationUpdater::GuiApplicationUpdater() : mRenderer {Renderer::getInstance()} - , mBackground {":/graphics/frame.svg"} , mGrid {glm::ivec2 {4, 11}} , mDownloadPercentage {0} , mLinuxAppImage {false} diff --git a/es-app/src/guis/GuiApplicationUpdater.h b/es-app/src/guis/GuiApplicationUpdater.h index 4949075d4..d1b6014a7 100644 --- a/es-app/src/guis/GuiApplicationUpdater.h +++ b/es-app/src/guis/GuiApplicationUpdater.h @@ -42,7 +42,7 @@ private: Renderer* mRenderer; BusyComponent mBusyAnim; - NinePatchComponent mBackground; + BackgroundComponent mBackground; ComponentGrid mGrid; std::shared_ptr mButtons; std::shared_ptr mButton1; diff --git a/es-app/src/guis/GuiLaunchScreen.cpp b/es-app/src/guis/GuiLaunchScreen.cpp index fdfa06032..615607d75 100644 --- a/es-app/src/guis/GuiLaunchScreen.cpp +++ b/es-app/src/guis/GuiLaunchScreen.cpp @@ -17,7 +17,6 @@ GuiLaunchScreen::GuiLaunchScreen() : mRenderer {Renderer::getInstance()} - , mBackground {":/graphics/frame.svg"} , mGrid {nullptr} , mMarquee {nullptr} { diff --git a/es-app/src/guis/GuiLaunchScreen.h b/es-app/src/guis/GuiLaunchScreen.h index 2d53c2ec8..8ab954c9e 100644 --- a/es-app/src/guis/GuiLaunchScreen.h +++ b/es-app/src/guis/GuiLaunchScreen.h @@ -11,9 +11,9 @@ #include "GuiComponent.h" #include "Window.h" +#include "components/BackgroundComponent.h" #include "components/ComponentGrid.h" #include "components/ImageComponent.h" -#include "components/NinePatchComponent.h" #include "components/TextComponent.h" class FileData; @@ -34,7 +34,7 @@ public: private: Renderer* mRenderer; - NinePatchComponent mBackground; + BackgroundComponent mBackground; ComponentGrid* mGrid; std::shared_ptr mTitle; diff --git a/es-app/src/guis/GuiMetaDataEd.cpp b/es-app/src/guis/GuiMetaDataEd.cpp index fc391ccf0..a0cef393c 100644 --- a/es-app/src/guis/GuiMetaDataEd.cpp +++ b/es-app/src/guis/GuiMetaDataEd.cpp @@ -44,7 +44,6 @@ GuiMetaDataEd::GuiMetaDataEd(MetaDataList* md, std::function clearGameFunc, std::function deleteGameFunc) : mRenderer {Renderer::getInstance()} - , mBackground {":/graphics/frame.svg"} , mGrid {glm::ivec2 {2, 6}} , mScraperParams {scraperParams} , mControllerBadges {BadgeComponent::getGameControllers()} diff --git a/es-app/src/guis/GuiMetaDataEd.h b/es-app/src/guis/GuiMetaDataEd.h index 05b35ecda..7d189bc9e 100644 --- a/es-app/src/guis/GuiMetaDataEd.h +++ b/es-app/src/guis/GuiMetaDataEd.h @@ -13,9 +13,9 @@ #include "GuiComponent.h" #include "MetaData.h" +#include "components/BackgroundComponent.h" #include "components/BadgeComponent.h" #include "components/ComponentGrid.h" -#include "components/NinePatchComponent.h" #include "components/ScrollIndicatorComponent.h" #include "guis/GuiSettings.h" #include "scrapers/Scraper.h" @@ -46,7 +46,7 @@ private: void close(); Renderer* mRenderer; - NinePatchComponent mBackground; + BackgroundComponent mBackground; ComponentGrid mGrid; std::shared_ptr mTitle; diff --git a/es-app/src/guis/GuiOfflineGenerator.cpp b/es-app/src/guis/GuiOfflineGenerator.cpp index 368945be5..1262a504b 100644 --- a/es-app/src/guis/GuiOfflineGenerator.cpp +++ b/es-app/src/guis/GuiOfflineGenerator.cpp @@ -16,7 +16,6 @@ GuiOfflineGenerator::GuiOfflineGenerator(const std::queue& gameQueue) : mGameQueue {gameQueue} , mRenderer {Renderer::getInstance()} - , mBackground {":/graphics/frame.svg"} , mGrid {glm::ivec2 {6, 13}} { addChild(&mBackground); diff --git a/es-app/src/guis/GuiOfflineGenerator.h b/es-app/src/guis/GuiOfflineGenerator.h index 45ead1ce4..af59ba89f 100644 --- a/es-app/src/guis/GuiOfflineGenerator.h +++ b/es-app/src/guis/GuiOfflineGenerator.h @@ -12,6 +12,7 @@ #include "GuiComponent.h" #include "MiximageGenerator.h" +#include "components/BackgroundComponent.h" #include "components/ButtonComponent.h" #include "components/ComponentGrid.h" #include "views/ViewController.h" @@ -54,7 +55,7 @@ private: unsigned int mGamesFailed; Renderer* mRenderer; - NinePatchComponent mBackground; + BackgroundComponent mBackground; ComponentGrid mGrid; std::shared_ptr mTitle; diff --git a/es-app/src/guis/GuiOrphanedDataCleanup.cpp b/es-app/src/guis/GuiOrphanedDataCleanup.cpp index bffa9436c..eba58096b 100644 --- a/es-app/src/guis/GuiOrphanedDataCleanup.cpp +++ b/es-app/src/guis/GuiOrphanedDataCleanup.cpp @@ -19,7 +19,6 @@ GuiOrphanedDataCleanup::GuiOrphanedDataCleanup(std::function reloadCallback) : mRenderer {Renderer::getInstance()} - , mBackground {":/graphics/frame.svg"} , mGrid {glm::ivec2 {4, 11}} , mReloadCallback {reloadCallback} , mCursorPos {0} diff --git a/es-app/src/guis/GuiOrphanedDataCleanup.h b/es-app/src/guis/GuiOrphanedDataCleanup.h index aaaeb1d52..72db969b8 100644 --- a/es-app/src/guis/GuiOrphanedDataCleanup.h +++ b/es-app/src/guis/GuiOrphanedDataCleanup.h @@ -10,6 +10,7 @@ #define ES_APP_GUIS_GUI_ORPHANED_DATA_CLEANUP_H #include "GuiComponent.h" +#include "components/BackgroundComponent.h" #include "components/BusyComponent.h" #include "guis/GuiSettings.h" #include "views/ViewController.h" @@ -38,7 +39,7 @@ private: std::vector getHelpPrompts() override; Renderer* mRenderer; - NinePatchComponent mBackground; + BackgroundComponent mBackground; ComponentGrid mGrid; BusyComponent mBusyAnim; std::function mReloadCallback; diff --git a/es-app/src/guis/GuiScraperMulti.cpp b/es-app/src/guis/GuiScraperMulti.cpp index 533746d5d..06f6d2c72 100644 --- a/es-app/src/guis/GuiScraperMulti.cpp +++ b/es-app/src/guis/GuiScraperMulti.cpp @@ -28,7 +28,6 @@ GuiScraperMulti::GuiScraperMulti( const std::pair, std::map>& searches, bool approveResults) : mRenderer {Renderer::getInstance()} - , mBackground {":/graphics/frame.svg"} , mGrid {glm::ivec2 {2, 6}} , mSearchQueue {searches.first} , mApproveResults {approveResults} diff --git a/es-app/src/guis/GuiScraperMulti.h b/es-app/src/guis/GuiScraperMulti.h index 288d0497c..5cd5b722b 100644 --- a/es-app/src/guis/GuiScraperMulti.h +++ b/es-app/src/guis/GuiScraperMulti.h @@ -14,8 +14,8 @@ #include "GuiComponent.h" #include "MetaData.h" +#include "components/BackgroundComponent.h" #include "components/ComponentGrid.h" -#include "components/NinePatchComponent.h" #include "components/ScrollIndicatorComponent.h" #include "scrapers/Scraper.h" #include "views/ViewController.h" @@ -43,7 +43,7 @@ private: void finish(); Renderer* mRenderer; - NinePatchComponent mBackground; + BackgroundComponent mBackground; ComponentGrid mGrid; std::shared_ptr mTitle; diff --git a/es-app/src/guis/GuiScraperSingle.cpp b/es-app/src/guis/GuiScraperSingle.cpp index eb3fe8ca7..b8648ffe2 100644 --- a/es-app/src/guis/GuiScraperSingle.cpp +++ b/es-app/src/guis/GuiScraperSingle.cpp @@ -23,7 +23,6 @@ GuiScraperSingle::GuiScraperSingle(ScraperSearchParams& params, bool& savedMediaAndAborted) : mClose {false} , mRenderer {Renderer::getInstance()} - , mBackground {":/graphics/frame.svg"} , mGrid {glm::ivec2 {2, 6}} , mSearchParams {params} , mSavedMediaAndAborted {savedMediaAndAborted} diff --git a/es-app/src/guis/GuiScraperSingle.h b/es-app/src/guis/GuiScraperSingle.h index 10a359f9f..5dac43375 100644 --- a/es-app/src/guis/GuiScraperSingle.h +++ b/es-app/src/guis/GuiScraperSingle.h @@ -12,7 +12,7 @@ #define ES_APP_GUIS_GUI_SCRAPER_SINGLE_H #include "GuiComponent.h" -#include "components/NinePatchComponent.h" +#include "components/BackgroundComponent.h" #include "components/ScrollIndicatorComponent.h" #include "guis/GuiScraperSearch.h" #include "views/ViewController.h" @@ -36,7 +36,7 @@ private: void close(); Renderer* mRenderer; - NinePatchComponent mBackground; + BackgroundComponent mBackground; ComponentGrid mGrid; std::shared_ptr mGameName; diff --git a/es-app/src/guis/GuiThemeDownloader.cpp b/es-app/src/guis/GuiThemeDownloader.cpp index 7414f7993..27301b727 100644 --- a/es-app/src/guis/GuiThemeDownloader.cpp +++ b/es-app/src/guis/GuiThemeDownloader.cpp @@ -28,7 +28,6 @@ GuiThemeDownloader::GuiThemeDownloader(std::function updateCallback) : mRenderer {Renderer::getInstance()} - , mBackground {":/graphics/frame.svg"} , mGrid {glm::ivec2 {2, 4}} , mUpdateCallback(updateCallback) , mRepositoryError {RepositoryError::NO_REPO_ERROR} diff --git a/es-app/src/guis/GuiThemeDownloader.h b/es-app/src/guis/GuiThemeDownloader.h index 4497a0c4f..0e3403532 100644 --- a/es-app/src/guis/GuiThemeDownloader.h +++ b/es-app/src/guis/GuiThemeDownloader.h @@ -10,12 +10,12 @@ #define ES_APP_GUIS_GUI_THEME_DOWNLOADER_H #include "GuiComponent.h" +#include "components/BackgroundComponent.h" #include "components/BusyComponent.h" #include "components/ButtonComponent.h" #include "components/ComponentGrid.h" #include "components/ComponentList.h" #include "components/ImageComponent.h" -#include "components/NinePatchComponent.h" #include "components/ScrollIndicatorComponent.h" #include "components/TextComponent.h" #include "renderers/Renderer.h" @@ -107,7 +107,7 @@ private: void setupFullscreenViewer(); Renderer* mRenderer; - NinePatchComponent mBackground; + BackgroundComponent mBackground; ComponentGrid mGrid; std::shared_ptr mCenterGrid; std::shared_ptr mList; diff --git a/es-app/src/views/ViewController.cpp b/es-app/src/views/ViewController.cpp index 6293ba13a..76ec48b5d 100644 --- a/es-app/src/views/ViewController.cpp +++ b/es-app/src/views/ViewController.cpp @@ -72,7 +72,7 @@ void ViewController::setMenuColors() if (Settings::getInstance()->getString("MenuColorScheme") == "light") { mMenuColorFrame = 0xEFEFEFFF; mMenuColorFrameLaunchScreen = 0xDFDFDFFF; - mMenuColorFrameBusyComponent = 0xFFFFFFFF; + mMenuColorFrameBusyComponent = 0xF5F5F5FF; mMenuColorPanelDimmed = 0x00000009; mMenuColorTitle = 0x555555FF; @@ -109,7 +109,7 @@ void ViewController::setMenuColors() else if (Settings::getInstance()->getString("MenuColorScheme") == "darkred") { mMenuColorFrame = 0x191919FF; mMenuColorFrameLaunchScreen = 0x121212FF; - mMenuColorFrameBusyComponent = 0x090909FF; + mMenuColorFrameBusyComponent = 0x000000FF; mMenuColorPanelDimmed = 0x00000024; mMenuColorTitle = 0x909090FF; @@ -146,7 +146,7 @@ void ViewController::setMenuColors() else { mMenuColorFrame = 0x191919FF; mMenuColorFrameLaunchScreen = 0x121212FF; - mMenuColorFrameBusyComponent = 0x090909FF; + mMenuColorFrameBusyComponent = 0x000000FF; mMenuColorPanelDimmed = 0x00000024; mMenuColorTitle = 0x909090FF; diff --git a/es-core/src/GuiComponent.h b/es-core/src/GuiComponent.h index d9cccff26..a49ffd397 100644 --- a/es-core/src/GuiComponent.h +++ b/es-core/src/GuiComponent.h @@ -375,7 +375,7 @@ protected: // Default values are for the "light" color scheme. static inline unsigned int mMenuColorFrame {0xEFEFEFFF}; static inline unsigned int mMenuColorFrameLaunchScreen {0xDFDFDFFF}; - static inline unsigned int mMenuColorFrameBusyComponent {0xFFFFFFFF}; + static inline unsigned int mMenuColorFrameBusyComponent {0xF5F5F5FF}; static inline unsigned int mMenuColorPanelDimmed {0x00000009}; static inline unsigned int mMenuColorTitle {0x555555FF}; diff --git a/es-core/src/Window.cpp b/es-core/src/Window.cpp index 39f54cfcf..3ee6f7c33 100644 --- a/es-core/src/Window.cpp +++ b/es-core/src/Window.cpp @@ -179,7 +179,6 @@ bool Window::init(bool resized) progressBarRect.color = 0x79010FFF; mProgressBarRectangles.emplace_back(progressBarRect); - mBackgroundOverlay->setImage(":/graphics/frame.png"); mBackgroundOverlay->setResize(mRenderer->getScreenWidth(), mRenderer->getScreenHeight()); mPostprocessedBackground = TextureResource::get("", false, false, false, false, false); diff --git a/es-core/src/components/BusyComponent.cpp b/es-core/src/components/BusyComponent.cpp index 31e0fc3d4..bd25bc6f0 100644 --- a/es-core/src/components/BusyComponent.cpp +++ b/es-core/src/components/BusyComponent.cpp @@ -13,7 +13,8 @@ #include "utils/LocalizationUtil.h" BusyComponent::BusyComponent() - : mBackground {":/graphics/frame.png"} + : mRenderer {Renderer::getInstance()} + , mBackground {glm::vec2 {16.0f, 16.0f}} , mGrid {glm::ivec2 {5, 3}} { mAnimation = std::make_shared(); @@ -36,10 +37,10 @@ void BusyComponent::onSizeChanged() if (mSize.x == 0.0f || mSize.y == 0.0f) return; - const float middleSpacerWidth {0.01f * Renderer::getScreenWidth()}; + const float middleSpacerWidth {0.01f * mRenderer->getScreenWidth()}; const float textHeight {mText->getFont()->getLetterHeight()}; mText->setSize(0.0f, textHeight); - const float textWidth {mText->getSize().x + (4.0f * Renderer::getScreenWidthModifier())}; + const float textWidth {mText->getSize().x + (4.0f * mRenderer->getScreenWidthModifier())}; mGrid.setColWidthPerc(1, textHeight / mSize.x); // Animation is square. mGrid.setColWidthPerc(2, middleSpacerWidth / mSize.x); @@ -47,11 +48,11 @@ void BusyComponent::onSizeChanged() mGrid.setRowHeightPerc(1, mText->getFont()->getLetterHeight() / mSize.y); - mBackground.setCornerSize({16.0f * Renderer::getScreenResolutionModifier(), - 16.0f * Renderer::getScreenResolutionModifier()}); mBackground.fitTo(glm::vec2 {mGrid.getColWidth(1) + mGrid.getColWidth(2) + mGrid.getColWidth(3), - textHeight + (2.0f * Renderer::getScreenResolutionModifier())}, - mAnimation->getPosition(), glm::vec2 {0.0f, 0.0f}); + textHeight + (2.0f * mRenderer->getScreenResolutionModifier())}, + mAnimation->getPosition(), + glm::vec2 {32.0f * mRenderer->getScreenResolutionModifier(), + 32.0f * mRenderer->getScreenResolutionModifier()}); mBackground.setFrameColor(mMenuColorFrameBusyComponent); AnimationFrame BUSY_ANIMATION_FRAMES[] { @@ -64,8 +65,3 @@ void BusyComponent::onSizeChanged() const AnimationDef animationDef {BUSY_ANIMATION_FRAMES, 4, mMenuColorBusyComponent, true}; mAnimation->load(&animationDef); } - -void BusyComponent::reset() -{ - // mAnimation->reset(); -} diff --git a/es-core/src/components/BusyComponent.h b/es-core/src/components/BusyComponent.h index 0df8ed973..61838da0c 100644 --- a/es-core/src/components/BusyComponent.h +++ b/es-core/src/components/BusyComponent.h @@ -10,8 +10,8 @@ #define ES_CORE_COMPONENTS_BUSY_COMPONENT_H #include "GuiComponent.h" +#include "components/BackgroundComponent.h" #include "components/ComponentGrid.h" -#include "components/NinePatchComponent.h" #include "components/TextComponent.h" class AnimatedImageComponent; @@ -25,10 +25,9 @@ public: void setText(const std::string& text) { mText->setText(text, true); } void onSizeChanged() override; - void reset(); // Reset to frame 0. - private: - NinePatchComponent mBackground; + Renderer* mRenderer; + BackgroundComponent mBackground; ComponentGrid mGrid; std::shared_ptr mAnimation; diff --git a/es-core/src/components/MenuComponent.cpp b/es-core/src/components/MenuComponent.cpp index a1ea42b20..9c0a351ad 100644 --- a/es-core/src/components/MenuComponent.cpp +++ b/es-core/src/components/MenuComponent.cpp @@ -27,8 +27,6 @@ MenuComponent::MenuComponent(std::string title, const std::shared_ptr& tit addChild(&mBackground); addChild(&mGrid); - mBackground.setImagePath(":/graphics/frame.svg"); - // Set up title. mTitle = std::make_shared(); mTitle->setAutoCalcExtent(glm::ivec2 {0, 0}); diff --git a/es-core/src/components/MenuComponent.h b/es-core/src/components/MenuComponent.h index 1ea1315cb..cd8fee449 100644 --- a/es-core/src/components/MenuComponent.h +++ b/es-core/src/components/MenuComponent.h @@ -9,11 +9,11 @@ #ifndef ES_CORE_COMPONENTS_MENU_COMPONENT_H #define ES_CORE_COMPONENTS_MENU_COMPONENT_H +#include "components/BackgroundComponent.h" #include "components/ButtonComponent.h" #include "components/ComponentGrid.h" #include "components/ComponentList.h" #include "components/ImageComponent.h" -#include "components/NinePatchComponent.h" #include "components/ScrollIndicatorComponent.h" #include "components/TextComponent.h" #include "utils/LocalizationUtil.h" @@ -85,7 +85,7 @@ private: float getButtonGridHeight() const; Renderer* mRenderer; - NinePatchComponent mBackground; + BackgroundComponent mBackground; ComponentGrid mGrid; std::shared_ptr mTitle; diff --git a/es-core/src/guis/GuiDetectDevice.cpp b/es-core/src/guis/GuiDetectDevice.cpp index 57cb03c38..c8ee7bca9 100644 --- a/es-core/src/guis/GuiDetectDevice.cpp +++ b/es-core/src/guis/GuiDetectDevice.cpp @@ -24,7 +24,6 @@ GuiDetectDevice::GuiDetectDevice(bool firstRun, : mFirstRun {firstRun} , mForcedConfig {forcedConfig} , mRenderer {Renderer::getInstance()} - , mBackground {":/graphics/frame.svg"} , mGrid {glm::ivec2 {1, 5}} { mHoldingConfig = nullptr; diff --git a/es-core/src/guis/GuiDetectDevice.h b/es-core/src/guis/GuiDetectDevice.h index af67a89fa..596dbb318 100644 --- a/es-core/src/guis/GuiDetectDevice.h +++ b/es-core/src/guis/GuiDetectDevice.h @@ -10,8 +10,8 @@ #define ES_CORE_GUIS_GUI_DETECT_DEVICE_H #include "GuiComponent.h" +#include "components/BackgroundComponent.h" #include "components/ComponentGrid.h" -#include "components/NinePatchComponent.h" class TextComponent; @@ -31,7 +31,7 @@ private: int mHoldTime; Renderer* mRenderer; - NinePatchComponent mBackground; + BackgroundComponent mBackground; ComponentGrid mGrid; std::shared_ptr mTitle; diff --git a/es-core/src/guis/GuiInfoPopup.cpp b/es-core/src/guis/GuiInfoPopup.cpp index b8efb2142..bb7995f76 100644 --- a/es-core/src/guis/GuiInfoPopup.cpp +++ b/es-core/src/guis/GuiInfoPopup.cpp @@ -9,7 +9,6 @@ #include "guis/GuiInfoPopup.h" #include "components/ComponentGrid.h" -#include "components/NinePatchComponent.h" #include "components/TextComponent.h" #include @@ -21,7 +20,7 @@ GuiInfoPopup::GuiInfoPopup(std::string message, int duration) , mAlpha {1.0f} , mRunning {true} { - mFrame = new NinePatchComponent; + mBackground = new BackgroundComponent(glm::vec2 {22.0f, 22.0f}); float maxWidth {Renderer::getScreenWidth() * 0.9f}; float maxHeight {Renderer::getScreenHeight() * 0.2f}; @@ -54,9 +53,8 @@ GuiInfoPopup::GuiInfoPopup(std::string message, int duration) setPosition(posX, posY, 0); - mFrame->setImagePath(":/graphics/frame.svg"); - mFrame->fitTo(mSize); - addChild(mFrame); + mBackground->fitTo(mSize); + addChild(mBackground); // We only initialize the actual time when we first start to render. mStartTime = 0; @@ -71,7 +69,7 @@ GuiInfoPopup::GuiInfoPopup(std::string message, int duration) GuiInfoPopup::~GuiInfoPopup() { delete mGrid; - delete mFrame; + delete mBackground; } void GuiInfoPopup::render(const glm::mat4& /*parentTrans*/) @@ -116,7 +114,7 @@ bool GuiInfoPopup::updateState() mGrid->setOpacity(mAlpha); // Apply fade-in effect to popup frame. - mFrame->setFrameColor((mMenuColorFrame & 0xFFFFFF00) | - static_cast(mAlpha * 255.0f)); + mBackground->setFrameColor((mMenuColorFrame & 0xFFFFFF00) | + static_cast(mAlpha * 255.0f)); return true; } diff --git a/es-core/src/guis/GuiInfoPopup.h b/es-core/src/guis/GuiInfoPopup.h index 63a325ee1..86cf93c15 100644 --- a/es-core/src/guis/GuiInfoPopup.h +++ b/es-core/src/guis/GuiInfoPopup.h @@ -10,10 +10,11 @@ #define ES_APP_GUIS_GUI_INFO_POPUP_H #include "GuiComponent.h" +#include "components/BackgroundComponent.h" #include "renderers/Renderer.h" class ComponentGrid; -class NinePatchComponent; +class BackgroundComponent; class GuiInfoPopup : public GuiComponent { @@ -30,7 +31,7 @@ private: Renderer* mRenderer; ComponentGrid* mGrid; - NinePatchComponent* mFrame; + BackgroundComponent* mBackground; std::string mMessage; int mDuration; diff --git a/es-core/src/guis/GuiInputConfig.cpp b/es-core/src/guis/GuiInputConfig.cpp index 4282dacd8..1ab51d8e1 100644 --- a/es-core/src/guis/GuiInputConfig.cpp +++ b/es-core/src/guis/GuiInputConfig.cpp @@ -30,8 +30,7 @@ static InputConfigStructure sGuiInputConfigList[inputCount]; GuiInputConfig::GuiInputConfig(InputConfig* target, bool reconfigureAll, const std::function& okCallback) - : mBackground {":/graphics/frame.svg"} - , mGrid {glm::ivec2 {1, 7}} + : mGrid {glm::ivec2 {1, 7}} , mTargetConfig {target} , mHoldingInput {false} { diff --git a/es-core/src/guis/GuiInputConfig.h b/es-core/src/guis/GuiInputConfig.h index 7be7b4f1e..18c10c847 100644 --- a/es-core/src/guis/GuiInputConfig.h +++ b/es-core/src/guis/GuiInputConfig.h @@ -10,8 +10,8 @@ #define ES_CORE_GUIS_GUI_INPUT_CONFIG_H #include "GuiComponent.h" +#include "components/BackgroundComponent.h" #include "components/ComponentGrid.h" -#include "components/NinePatchComponent.h" class ComponentList; class TextComponent; @@ -46,7 +46,7 @@ private: bool assign(Input input, int inputId); void clearAssignment(int inputId); - NinePatchComponent mBackground; + BackgroundComponent mBackground; ComponentGrid mGrid; std::shared_ptr mTitle; diff --git a/es-core/src/guis/GuiMsgBox.cpp b/es-core/src/guis/GuiMsgBox.cpp index c92007278..42e72a0e8 100644 --- a/es-core/src/guis/GuiMsgBox.cpp +++ b/es-core/src/guis/GuiMsgBox.cpp @@ -27,7 +27,6 @@ GuiMsgBox::GuiMsgBox(const std::string& text, const bool deleteOnButtonPress, const float maxWidthMultiplier) : mRenderer {Renderer::getInstance()} - , mBackground {":/graphics/frame.svg"} , mGrid {glm::ivec2 {1, 2}} , mBackFunc {backFunc} , mDisableBackButton {disableBackButton} diff --git a/es-core/src/guis/GuiMsgBox.h b/es-core/src/guis/GuiMsgBox.h index c06b0324e..7cb0ea29d 100644 --- a/es-core/src/guis/GuiMsgBox.h +++ b/es-core/src/guis/GuiMsgBox.h @@ -11,8 +11,8 @@ #define ES_CORE_GUIS_GUI_MSG_BOX_H #include "GuiComponent.h" +#include "components/BackgroundComponent.h" #include "components/ComponentGrid.h" -#include "components/NinePatchComponent.h" #include "utils/LocalizationUtil.h" class ButtonComponent; @@ -46,7 +46,7 @@ private: void deleteMeAndCall(const std::function& func); Renderer* mRenderer; - NinePatchComponent mBackground; + BackgroundComponent mBackground; ComponentGrid mGrid; std::shared_ptr mMsg; diff --git a/es-core/src/guis/GuiTextEditKeyboardPopup.cpp b/es-core/src/guis/GuiTextEditKeyboardPopup.cpp index b26abc9d6..51ea16664 100644 --- a/es-core/src/guis/GuiTextEditKeyboardPopup.cpp +++ b/es-core/src/guis/GuiTextEditKeyboardPopup.cpp @@ -54,7 +54,6 @@ GuiTextEditKeyboardPopup::GuiTextEditKeyboardPopup( const std::string& clearBtnHelpText, const std::string& cancelBtnHelpText) : mRenderer {Renderer::getInstance()} - , mBackground {":/graphics/frame.svg"} , mGrid {glm::ivec2 {1, (infoString != "" && defaultValue != "" ? 8 : 6)}} , mInitValue {initValue} , mAcceptBtnHelpText {acceptBtnHelpText} diff --git a/es-core/src/guis/GuiTextEditKeyboardPopup.h b/es-core/src/guis/GuiTextEditKeyboardPopup.h index ab03e5d05..fb8bb4389 100644 --- a/es-core/src/guis/GuiTextEditKeyboardPopup.h +++ b/es-core/src/guis/GuiTextEditKeyboardPopup.h @@ -11,6 +11,7 @@ #define ES_CORE_GUIS_GUI_TEXT_EDIT_KEYBOARD_POPUP_H #include "GuiComponent.h" +#include "components/BackgroundComponent.h" #include "components/ButtonComponent.h" #include "components/ComponentGrid.h" #include "components/TextComponent.h" @@ -77,7 +78,7 @@ private: std::shared_ptr mAltButton; Renderer* mRenderer; - NinePatchComponent mBackground; + BackgroundComponent mBackground; ComponentGrid mGrid; std::shared_ptr mTitle; diff --git a/es-core/src/guis/GuiTextEditPopup.cpp b/es-core/src/guis/GuiTextEditPopup.cpp index 9c7ec5dc8..14efaa587 100644 --- a/es-core/src/guis/GuiTextEditPopup.cpp +++ b/es-core/src/guis/GuiTextEditPopup.cpp @@ -26,8 +26,7 @@ GuiTextEditPopup::GuiTextEditPopup(const std::string& title, const std::string& loadBtnHelpText, const std::string& clearBtnHelpText, const std::string& cancelBtnHelpText) - : mBackground {":/graphics/frame.svg"} - , mGrid {glm::ivec2 {1, (infoString != "" && defaultValue != "" ? 5 : 3)}} + : mGrid {glm::ivec2 {1, (infoString != "" && defaultValue != "" ? 5 : 3)}} , mInitValue {initValue} , mAcceptBtnText {acceptBtnText} , mSaveConfirmationText {saveConfirmationText} diff --git a/es-core/src/guis/GuiTextEditPopup.h b/es-core/src/guis/GuiTextEditPopup.h index a60cdb5f9..ad4978cc4 100644 --- a/es-core/src/guis/GuiTextEditPopup.h +++ b/es-core/src/guis/GuiTextEditPopup.h @@ -11,6 +11,7 @@ #define ES_CORE_GUIS_GUI_TEXT_EDIT_POPUP_H #include "GuiComponent.h" +#include "components/BackgroundComponent.h" #include "components/ButtonComponent.h" #include "components/ComponentGrid.h" #include "components/TextComponent.h" @@ -41,7 +42,7 @@ public: private: void updateDeleteRepeat(int deltaTime); - NinePatchComponent mBackground; + BackgroundComponent mBackground; ComponentGrid mGrid; std::shared_ptr mTitle; From a2dd8d5c5fe7fee1122c9334884c8b3b2d7d7448 Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Sun, 9 Feb 2025 18:06:25 +0100 Subject: [PATCH 073/284] Removed the obsolete frame.png and frame.svg graphics resource files --- resources/graphics/frame.png | Bin 1729 -> 0 bytes resources/graphics/frame.svg | 16 ---------------- 2 files changed, 16 deletions(-) delete mode 100644 resources/graphics/frame.png delete mode 100644 resources/graphics/frame.svg diff --git a/resources/graphics/frame.png b/resources/graphics/frame.png deleted file mode 100644 index 0bca559ef1c32435e262aed372e8e5a23f39b391..0000000000000000000000000000000000000000 GIT binary patch literal 0 HcmV?d00001 literal 1729 zcmbVLc~BEq7+;8}1Oz;)C?0DlXizrUKoSy(7_yN=0vJ-jLW?0;$QF_fy9-HBrqt0v zu|O+YP?2hjtquYm@u*@!%M@kGQ9+6ptvHUzh!xZdih$j4SpRVBOyBJ8d*9pd_xtW$ zk>NqJn2VSI0L%&rMwIlR!nmQJUX(g-} zzJjYT%1|8^oJpWjnc*r;W{O6nWd*DS{mo*UK#x*t(5z22kYclhHO?!h&(>=W3mjLW zQY5Sir(zY6pbRHakPrEIYq&5B3Iq`B%NGdX)gX@x^Eh1k5qQJCV!lAk6M~bAMO!1Z zNn$0ke$o~#Nmx3HGKx7IlgR{`d?1`i=D;G6$jZUvdD9x+q{Tp~&E5vmeTo4=NezJ+ zDGWD&Rz`Iqo=!}Y zlgao}AGr?0lRDf8%Ay3|${5U`#Z4sJ zTAqn$5tP6(Q0;mG*MsBv6=QF)|KD*>V731zXB^rYj_MABP}PmHCf{2U$6sCBAuR z4cRhtD8D0Bu;a+yJ+Z4j&*;g;IVb%TlAO}OG<#wEF{gb;I?Bt-mwjQfSlEZcgSdk$ zHcdNhS+oLZsQwDgI#*j;nmw}1U#YgMeKi=2`v)Ez_yGvGZNJVXvpPH?BI|CXW8vDs zrxy;h`B*U^ooUKC_oKQ7w#tRv+}KO($C4%8%y^6Ps>?DD2<_%23PH18W554~$C<7)8rykXAKd%`Mo zmS&`_At*XwCv)BAk`F4PQ^d@Me%sH6l9`eLKd&3k2fptf-6akP`1E>T-jt20HS~X+F3}Wlnk*Gr@ zB`5xR^oY3}f}qT$*-H!Z^UJR42Aoc?OJe`LapQRBC;U0jDE3vi=Jr+o!rqTO=GZ$o z+}<1Naa`pkagav*9bFN<<71mA=j-ZTos|d#o?TsC8{*>P+I78WA3jofdB|k4IR%$- zQ&WF+kEFG5bTo@SfA^l&`*v9``TN75f`WqG&Cb6EcwV?%VNq3eCg@XBpSu*l&tNdx zIy>*zZJ0gZQSmgSUd!tXuIy!Er$4;iosvcn%HCUv!otePl~;y`#VLJuV-3l!rQpTh z-eZnVPQxy@ilDI?OK#7m{(-v;KsUE&!JTA}!p192O`j)tjCFaHbv)bm>%Fpgh#V@d zTGkZE*12Z73^IZY8FzR8=5@-S&%bxH9a9hPS4ID_%w{@}e;Uenf8yH$&?`h9j#LJ2 G-u4e`FOt0g diff --git a/resources/graphics/frame.svg b/resources/graphics/frame.svg deleted file mode 100644 index 538b474cc..000000000 --- a/resources/graphics/frame.svg +++ /dev/null @@ -1,16 +0,0 @@ - - - - - From e8e69dc3df9cb9726e1c710e34b66d0873f09f16 Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Sun, 9 Feb 2025 18:11:49 +0100 Subject: [PATCH 074/284] Increased the background blur slightly when a menu is open --- es-core/src/Window.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/es-core/src/Window.cpp b/es-core/src/Window.cpp index 3ee6f7c33..29e8cf855 100644 --- a/es-core/src/Window.cpp +++ b/es-core/src/Window.cpp @@ -532,7 +532,7 @@ void Window::render() // We run two passes to make the blur smoother. backgroundParameters.blurPasses = 2; - backgroundParameters.blurStrength = 1.35f; + backgroundParameters.blurStrength = 1.75f; // Also dim the background slightly. if (Settings::getInstance()->getString("MenuColorScheme") == "light") From ab5eb5ed070984ff1eea1da04b0e5d8bdb8655f5 Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Sun, 9 Feb 2025 18:20:45 +0100 Subject: [PATCH 075/284] Removed an unused variable --- es-core/src/components/BackgroundComponent.cpp | 1 - es-core/src/components/BackgroundComponent.h | 1 - 2 files changed, 2 deletions(-) diff --git a/es-core/src/components/BackgroundComponent.cpp b/es-core/src/components/BackgroundComponent.cpp index 16e6b8cff..6a7cc3537 100644 --- a/es-core/src/components/BackgroundComponent.cpp +++ b/es-core/src/components/BackgroundComponent.cpp @@ -13,7 +13,6 @@ BackgroundComponent::BackgroundComponent(const glm::vec2 cornerSize) : mRenderer {Renderer::getInstance()} , mCornerSize {cornerSize} , mFrameColor {mMenuColorFrame} - , mCornerAntialias {true} { } diff --git a/es-core/src/components/BackgroundComponent.h b/es-core/src/components/BackgroundComponent.h index 1beccd62d..ab09a097a 100644 --- a/es-core/src/components/BackgroundComponent.h +++ b/es-core/src/components/BackgroundComponent.h @@ -29,7 +29,6 @@ private: Renderer* mRenderer; glm::vec2 mCornerSize; unsigned int mFrameColor; - bool mCornerAntialias; }; #endif // ES_CORE_COMPONENTS_BACKGROUND_COMPONENT_H From c1480e847af7584342d1383a7b97604ab36cde6b Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Sun, 9 Feb 2025 19:57:26 +0100 Subject: [PATCH 076/284] Small adjustment to the GuiInfoPopup corner roundness --- es-core/src/guis/GuiInfoPopup.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/es-core/src/guis/GuiInfoPopup.cpp b/es-core/src/guis/GuiInfoPopup.cpp index bb7995f76..0061e4c64 100644 --- a/es-core/src/guis/GuiInfoPopup.cpp +++ b/es-core/src/guis/GuiInfoPopup.cpp @@ -20,7 +20,7 @@ GuiInfoPopup::GuiInfoPopup(std::string message, int duration) , mAlpha {1.0f} , mRunning {true} { - mBackground = new BackgroundComponent(glm::vec2 {22.0f, 22.0f}); + mBackground = new BackgroundComponent(glm::vec2 {24.0f, 24.0f}); float maxWidth {Renderer::getScreenWidth() * 0.9f}; float maxHeight {Renderer::getScreenHeight() * 0.2f}; From 762aace575e6823cb1d8aec81236e21d5dc78ece Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Sun, 9 Feb 2025 22:19:01 +0100 Subject: [PATCH 077/284] Made the menu and launch screen scale up at the same speed regardless of the display refresh rate --- es-app/src/guis/GuiLaunchScreen.cpp | 16 ++++++------ es-app/src/guis/GuiLaunchScreen.h | 1 + es-core/src/Window.cpp | 39 ++++++++++++++++++++++------- es-core/src/Window.h | 1 + 4 files changed, 41 insertions(+), 16 deletions(-) diff --git a/es-app/src/guis/GuiLaunchScreen.cpp b/es-app/src/guis/GuiLaunchScreen.cpp index 615607d75..9c250e7b7 100644 --- a/es-app/src/guis/GuiLaunchScreen.cpp +++ b/es-app/src/guis/GuiLaunchScreen.cpp @@ -45,6 +45,7 @@ void GuiLaunchScreen::displayLaunchScreen(FileData* game) } mScaleUp = 0.5f; + mScaleAccumulator = 0; const float titleFontSize {0.060f}; const float gameNameFontSize {0.073f}; @@ -223,16 +224,17 @@ void GuiLaunchScreen::onSizeChanged() void GuiLaunchScreen::update(int deltaTime) { - if (Settings::getInstance()->getString("MenuOpeningEffect") == "none") - mScaleUp = 1.0f; - else if (mScaleUp < 1.0f) - mScaleUp = glm::clamp(mScaleUp + 0.07f, 0.0f, 1.0f); + if (Settings::getInstance()->getString("MenuOpeningEffect") == "scale-up") + mScaleAccumulator += deltaTime; } -void GuiLaunchScreen::render(const glm::mat4& /*parentTrans*/) +void GuiLaunchScreen::render(const glm::mat4&) { - // Scale up animation. - setScale(mScaleUp); + if (Settings::getInstance()->getString("MenuOpeningEffect") == "scale-up" && mScaleUp < 1.0f) { + mScaleUp = glm::clamp(glm::mix(0.5f, 1.0f, static_cast(mScaleAccumulator) / 110.0f), + 0.5f, 1.0f); + setScale(mScaleUp); + } glm::mat4 trans {Renderer::getIdentity() * getTransform()}; mRenderer->setMatrix(trans); diff --git a/es-app/src/guis/GuiLaunchScreen.h b/es-app/src/guis/GuiLaunchScreen.h index 8ab954c9e..83f143de8 100644 --- a/es-app/src/guis/GuiLaunchScreen.h +++ b/es-app/src/guis/GuiLaunchScreen.h @@ -45,6 +45,7 @@ private: std::string mImagePath; float mScaleUp; + int mScaleAccumulator; }; #endif // ES_APP_GUIS_GUI_LAUNCH_SCREEN_H diff --git a/es-core/src/Window.cpp b/es-core/src/Window.cpp index 29e8cf855..0528309c2 100644 --- a/es-core/src/Window.cpp +++ b/es-core/src/Window.cpp @@ -59,6 +59,7 @@ Window::Window() noexcept , mInvalidateCacheTimer {0} , mVideoPlayerCount {0} , mTopScale {0.5f} + , mScaleAccumulator {0} , mRenderedHelpPrompts {false} , mChangedTheme {false} { @@ -180,9 +181,21 @@ bool Window::init(bool resized) mProgressBarRectangles.emplace_back(progressBarRect); mBackgroundOverlay->setResize(mRenderer->getScreenWidth(), mRenderer->getScreenHeight()); - mPostprocessedBackground = TextureResource::get("", false, false, false, false, false); + // This doesn't really do anything useful per se, but initializing the texture takes a bit + // longer the first time so doing it here even with null data avoids some potential stutter + // the first time the menu is opened. + const std::vector processedTexture( + static_cast(mRenderer->getScreenWidth()) * + static_cast(mRenderer->getScreenHeight()) * 4, + 0); + mPostprocessedBackground->initFromPixels(&processedTexture[0], + static_cast(mRenderer->getScreenWidth()), + static_cast(mRenderer->getScreenHeight())); + + mScaleAccumulator = 0; + mListScrollText = std::make_unique("", Font::get(FONT_SIZE_LARGE)); mGPUStatisticsText = std::make_unique( "", Font::get(FONT_SIZE_SMALL), 0xFF00FFFF, ALIGN_LEFT, ALIGN_CENTER, glm::vec2 {1, 1}, @@ -294,6 +307,7 @@ void Window::input(InputConfig* config, Input input) // up. So scale it to full size so it won't be stuck at a smaller size when returning // from the submenu. mTopScale = 1.0f; + mScaleAccumulator = 0; GuiComponent* menu {mGuiStack.back()}; glm::vec2 menuCenter {menu->getCenter()}; menu->setOrigin(0.5f, 0.5f); @@ -363,6 +377,10 @@ void Window::update(int deltaTime) deltaTime = mAverageDeltaTime; } + if (mGuiStack.size() > 1 && mTopScale < 1.0f && + Settings::getInstance()->getString("MenuOpeningEffect") == "scale-up") + mScaleAccumulator += deltaTime; + mFrameTimeElapsed += deltaTime; ++mFrameCountElapsed; if (mFrameTimeElapsed > 500) { @@ -600,14 +618,17 @@ void Window::render() mBackgroundOverlay->render(trans); // Scale-up menu opening effect. - if (Settings::getInstance()->getString("MenuOpeningEffect") == "scale-up") { - if (mTopScale < 1.0f) { - mTopScale = glm::clamp(mTopScale + 0.07f, 0.0f, 1.0f); - glm::vec2 topCenter {top->getCenter()}; - top->setOrigin(0.5f, 0.5f); - top->setPosition(topCenter.x, topCenter.y, 0.0f); - top->setScale(mTopScale); - } + if (Settings::getInstance()->getString("MenuOpeningEffect") == "scale-up" && + mTopScale < 1.0f) { + mTopScale = + glm::clamp(glm::mix(0.5f, 1.0f, static_cast(mScaleAccumulator) / 110.0f), + 0.5f, 1.0f); + glm::vec2 topCenter {top->getCenter()}; + top->setOrigin(0.5f, 0.5f); + top->setPosition(topCenter.x, topCenter.y, 0.0f); + top->setScale(mTopScale); + if (mTopScale == 1.0f) + mScaleAccumulator = 0; } if (!mRenderedHelpPrompts) { diff --git a/es-core/src/Window.h b/es-core/src/Window.h index d003ef277..14b78be13 100644 --- a/es-core/src/Window.h +++ b/es-core/src/Window.h @@ -250,6 +250,7 @@ private: std::atomic mVideoPlayerCount; float mTopScale; + int mScaleAccumulator; bool mRenderedHelpPrompts; bool mChangedTheme; }; From 55609d364105053d0928d8991fc63ef1e1f64528 Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Sun, 9 Feb 2025 22:22:44 +0100 Subject: [PATCH 078/284] Documentation update --- CHANGELOG.md | 5 +++++ THEMES-DEV.md | 2 +- 2 files changed, 6 insertions(+), 1 deletion(-) diff --git a/CHANGELOG.md b/CHANGELOG.md index 6c5a5f170..cf0183d1d 100644 --- a/CHANGELOG.md +++ b/CHANGELOG.md @@ -9,6 +9,9 @@ ### Detailed list of changes * Added translations for Traditional Chinese (zh_TW) +* Increased the roundness for all corners in the menu system and for the notification popups +* Increased the background blur slightly when a menu is open +* Made the menu and launch screen scale up at the same speed regardless of the display refresh rate * Added the NooDS RetroArch core as an alternative emulator for the gba and nds systems * Added the Holani RetroArch core as an alternative emulator for the atarilynx system * (Android) Added Pizza Boy SC standalone as an alternative emulator for the gamegear, genesis, mastersystem, megadrive and megadrivejp systems @@ -23,6 +26,7 @@ * Added "imageSize", "imageMaxSize", "imageCropSize" and "imageCropPos" properties to the video element * Added a "fadeInType" property to the video element to fade in from black or from transparency * Added support for a "none" value to the video element imageType property +* Added a BackgroundComponent to replace NinePatchComponent for rendering menu and popup backgrounds * (macOS) Added a build script for cross-compiling for x86_64 when using an ARM processor * Added support for building against libgit2 v1.9.0 and later @@ -31,6 +35,7 @@ * The text element containerStartDelay timer was sometimes not reset which made vertical text scrolling start too early under some circumstances * The selectedItemOffset property did not work correctly for carousels with a single item * Returning from a game when running in the background ignored the video element delay property for the first playback +* Applying rounded corners caused rendering artfifacts if the texture did not use premultiplied alpha ## Version 3.1.1 / 3.1.1-39 diff --git a/THEMES-DEV.md b/THEMES-DEV.md index 0890cb41d..41e83e186 100644 --- a/THEMES-DEV.md +++ b/THEMES-DEV.md @@ -3592,7 +3592,7 @@ Instances per view: Properties: * `pos` - type: NORMALIZED_PAIR - - Default is `0.008 0.012` + - Default is `0.018 0.016` * `size` - type: NORMALIZED_PAIR - Possible combinations: - `0 0` - automatically size so text fits on one line (expanding horizontally). From 0f835ac7e898186e3e75eb129ed7173ae6e545c4 Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Sun, 9 Feb 2025 23:25:02 +0100 Subject: [PATCH 079/284] (Linux) Added support for the Flatpak release of Ruffle --- resources/systems/linux/es_find_rules.xml | 2 ++ 1 file changed, 2 insertions(+) diff --git a/resources/systems/linux/es_find_rules.xml b/resources/systems/linux/es_find_rules.xml index 9b16e6b8f..bf3b4a607 100644 --- a/resources/systems/linux/es_find_rules.xml +++ b/resources/systems/linux/es_find_rules.xml @@ -884,6 +884,8 @@ ~/.local/share/applications/ruffle/ruffle ~/.local/bin/ruffle/ruffle ~/bin/ruffle/ruffle + /var/lib/flatpak/exports/bin/rs.ruffle.Ruffle + ~/.local/share/flatpak/exports/bin/rs.ruffle.Ruffle
From 3fde1a89d5b1953e41c4abf1159a2b3b13d68d8e Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Sun, 9 Feb 2025 23:29:57 +0100 Subject: [PATCH 080/284] Added the .ruf file extension to the flash system --- resources/systems/android/es_systems.xml | 2 +- resources/systems/linux/es_systems.xml | 2 +- resources/systems/macos/es_systems.xml | 2 +- resources/systems/unix/es_systems.xml | 2 +- resources/systems/windows/es_systems.xml | 2 +- 5 files changed, 5 insertions(+), 5 deletions(-) diff --git a/resources/systems/android/es_systems.xml b/resources/systems/android/es_systems.xml index 5e8ebd0fa..79f476a04 100644 --- a/resources/systems/android/es_systems.xml +++ b/resources/systems/android/es_systems.xml @@ -628,7 +628,7 @@ flash Adobe Flash %ROMPATH%/flash - .swf .SWF + .ruf .RUF .swf .SWF %EMULATOR_RUFFLE% %ACTION%=android.intent.action.VIEW %DATA%=%ROMPROVIDER% %EMULATOR_SWF-PLAYER% %ACTIVITY_CLEAR_TASK% %ACTIVITY_CLEAR_TOP% %ACTION%=android.intent.action.VIEW %DATA%=%ROMPROVIDER% flash diff --git a/resources/systems/linux/es_systems.xml b/resources/systems/linux/es_systems.xml index ecbebac84..5525ada73 100644 --- a/resources/systems/linux/es_systems.xml +++ b/resources/systems/linux/es_systems.xml @@ -701,7 +701,7 @@ flash Adobe Flash %ROMPATH%/flash - .swf .SWF + .ruf .RUF .swf .SWF %EMULATOR_RUFFLE% --fullscreen %ROM% %EMULATOR_LIGHTSPARK% --fullscreen %ROM% flash diff --git a/resources/systems/macos/es_systems.xml b/resources/systems/macos/es_systems.xml index db0519c5b..0543bfc66 100644 --- a/resources/systems/macos/es_systems.xml +++ b/resources/systems/macos/es_systems.xml @@ -667,7 +667,7 @@ flash Adobe Flash %ROMPATH%/flash - .swf .SWF + .ruf .RUF .swf .SWF %EMULATOR_RUFFLE% --fullscreen %ROM% flash flash diff --git a/resources/systems/unix/es_systems.xml b/resources/systems/unix/es_systems.xml index 8a0d7d864..b7c63bd46 100644 --- a/resources/systems/unix/es_systems.xml +++ b/resources/systems/unix/es_systems.xml @@ -683,7 +683,7 @@ flash Adobe Flash %ROMPATH%/flash - .swf .SWF + .ruf .RUF .swf .SWF %EMULATOR_RUFFLE% --fullscreen %ROM% %EMULATOR_LIGHTSPARK% --fullscreen %ROM% flash diff --git a/resources/systems/windows/es_systems.xml b/resources/systems/windows/es_systems.xml index 115deaf30..47bc3fbeb 100644 --- a/resources/systems/windows/es_systems.xml +++ b/resources/systems/windows/es_systems.xml @@ -695,7 +695,7 @@ flash Adobe Flash %ROMPATH%\flash - .swf .SWF + .ruf .RUF .swf .SWF %EMULATOR_RUFFLE% --fullscreen %ROM% %EMULATOR_ARCADEFLASHWEB% -fullscreen -source:%ROM% flash From 383968cc377b54ebe5ee691fcc2bd346e8e1465c Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Mon, 10 Feb 2025 17:05:02 +0100 Subject: [PATCH 081/284] Fixed an issue where the DateTimeComponent gamelist fadeout didn't work correctly --- es-core/src/components/DateTimeComponent.cpp | 2 ++ 1 file changed, 2 insertions(+) diff --git a/es-core/src/components/DateTimeComponent.cpp b/es-core/src/components/DateTimeComponent.cpp index 3d003eeee..c4d67598f 100644 --- a/es-core/src/components/DateTimeComponent.cpp +++ b/es-core/src/components/DateTimeComponent.cpp @@ -126,6 +126,8 @@ std::string DateTimeComponent::getDisplayString() const void DateTimeComponent::update(int deltaTime) { + updateSelf(deltaTime); + if (!mClockMode || (mClockMode && !Settings::getInstance()->getBool("DisplayClock"))) return; From b8c7369ad9b66a016a387a500f684c9366c32cd7 Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Mon, 10 Feb 2025 17:07:04 +0100 Subject: [PATCH 082/284] Changed the rendering order so that the clock is rendered above the textlist quick scrolling overlay --- es-core/src/Window.cpp | 10 +++++----- 1 file changed, 5 insertions(+), 5 deletions(-) diff --git a/es-core/src/Window.cpp b/es-core/src/Window.cpp index 0528309c2..1d1d7d2f1 100644 --- a/es-core/src/Window.cpp +++ b/es-core/src/Window.cpp @@ -656,11 +656,6 @@ void Window::render() } } - if (mClockComponents != nullptr) { - for (auto& clockComponent : *mClockComponents) - clockComponent->render(trans); - } - // Render the quick list scrolling overlay, which is triggered in IList. if (mListScrollOpacity != 0.0f) { mRenderer->setMatrix(mRenderer->getIdentity()); @@ -692,6 +687,11 @@ void Window::render() startScreensaver(true); } + if (mClockComponents != nullptr) { + for (auto& clockComponent : *mClockComponents) + clockComponent->render(trans); + } + if (mInfoPopup) mInfoPopup->render(trans); From eccf485d6db058b09e3b04a62db63d7ef695ec62 Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Mon, 10 Feb 2025 17:23:12 +0100 Subject: [PATCH 083/284] Added an option to completely disable the game launch screen --- es-app/src/guis/GuiMenu.cpp | 1 + es-app/src/views/ViewController.cpp | 12 +++++++----- 2 files changed, 8 insertions(+), 5 deletions(-) diff --git a/es-app/src/guis/GuiMenu.cpp b/es-app/src/guis/GuiMenu.cpp index 5e2c06823..d53854337 100644 --- a/es-app/src/guis/GuiMenu.cpp +++ b/es-app/src/guis/GuiMenu.cpp @@ -779,6 +779,7 @@ void GuiMenu::openUIOptions() launchScreenDuration->add(_("NORMAL"), "normal", selectedDuration == "normal"); launchScreenDuration->add(_("BRIEF"), "brief", selectedDuration == "brief"); launchScreenDuration->add(_("LONG"), "long", selectedDuration == "long"); + launchScreenDuration->add(_("POPUP"), "popup", selectedDuration == "popup"); launchScreenDuration->add(_("DISABLED"), "disabled", selectedDuration == "disabled"); // If there are no objects returned, then there must be a manually modified entry in the // configuration file. Simply set the duration to "normal" in this case. diff --git a/es-app/src/views/ViewController.cpp b/es-app/src/views/ViewController.cpp index 76ec48b5d..ea8decac9 100644 --- a/es-app/src/views/ViewController.cpp +++ b/es-app/src/views/ViewController.cpp @@ -1022,11 +1022,10 @@ void ViewController::launch(FileData* game) mWindow->stopInfoPopup(); // Make sure we disable any existing info popup. int duration {0}; - std::string durationString {Settings::getInstance()->getString("LaunchScreenDuration")}; + const std::string durationString {Settings::getInstance()->getString("LaunchScreenDuration")}; - if (durationString == "disabled") { - // If the game launch screen has been set as disabled, show a simple info popup - // notification instead. + if (durationString == "popup") { + // Show a simple info popup notification instead of the launch screen. mWindow->queueInfoPopup( Utils::String::format(_("LAUNCHING GAME '%s'"), Utils::String::toUpper(game->metadata.get("name")).c_str()), @@ -1039,12 +1038,15 @@ void ViewController::launch(FileData* game) else if (durationString == "long") { duration = 4500; } + else if (durationString == "disabled") { + duration = 0; + } else { // Normal duration. duration = 3000; } - if (durationString != "disabled") + if (durationString != "disabled" && durationString != "popup") mWindow->displayLaunchScreen(game->getSourceFileData()); NavigationSounds::getInstance().playThemeNavigationSound(LAUNCHSOUND); From fe10e14b80385b50e7fa965e1e454a5c876a7cbe Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Mon, 10 Feb 2025 18:55:59 +0100 Subject: [PATCH 084/284] Added a screensaver-game-select custom event --- es-app/src/Screensaver.cpp | 16 ++++++++++++++++ es-app/src/Screensaver.h | 1 + 2 files changed, 17 insertions(+) diff --git a/es-app/src/Screensaver.cpp b/es-app/src/Screensaver.cpp index 70917c5b8..e01d44eff 100644 --- a/es-app/src/Screensaver.cpp +++ b/es-app/src/Screensaver.cpp @@ -11,6 +11,7 @@ #include "FileData.h" #include "Log.h" +#include "Scripting.h" #include "SystemData.h" #include "UIModeController.h" #include "components/VideoFFmpegComponent.h" @@ -88,6 +89,7 @@ void Screensaver::startScreensaver(bool generateMediaList) if (Settings::getInstance()->getBool("ScreensaverSlideshowCustomImages")) { if (generateMediaList) generateCustomImageList(); + pickRandomCustomImage(path); // We've cycled through all games, so start from the beginning again. @@ -103,7 +105,9 @@ void Screensaver::startScreensaver(bool generateMediaList) else { if (generateMediaList) generateImageList(); + pickRandomImage(path); + triggerCustomEvent(); } // We've cycled through all games, so start from the beginning again. @@ -151,7 +155,9 @@ void Screensaver::startScreensaver(bool generateMediaList) // Load a random video. if (generateMediaList) generateVideoList(); + pickRandomVideo(path); + triggerCustomEvent(); // We've cycled through all games, so start from the beginning again. if (mVideoFiles.size() == 0 && mFilesInventory.size() > 0) @@ -783,3 +789,13 @@ void Screensaver::generateOverlayInfo() mGameOverlayRectangleCoords.push_back(mGameOverlay->getSize().x + marginX * 2.0f); mGameOverlayRectangleCoords.push_back(mGameOverlay->getSize().y); } + +void Screensaver::triggerCustomEvent() +{ + if (mCurrentGame == nullptr) + return; + + Scripting::fireEvent("screensaver-game-select", mCurrentGame->getPath(), + mCurrentGame->metadata.get("name"), mCurrentGame->getSystem()->getName(), + mCurrentGame->getSystem()->getFullName()); +} diff --git a/es-app/src/Screensaver.h b/es-app/src/Screensaver.h index a1cc025d1..b29b287b9 100644 --- a/es-app/src/Screensaver.h +++ b/es-app/src/Screensaver.h @@ -43,6 +43,7 @@ private: void pickRandomVideo(std::string& path); void pickRandomCustomImage(std::string& path); void generateOverlayInfo(); + void triggerCustomEvent(); Renderer* mRenderer; Window* mWindow; From 78a0fcdff7ab2ef2661edeebb96f366ef76a76f2 Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Mon, 10 Feb 2025 19:18:16 +0100 Subject: [PATCH 085/284] Added game-select and system-select custom events and a corresponding 'Browsing custom events' menu option --- es-app/src/guis/GuiMenu.cpp | 42 +++++++++++++++++++++++++++++++ es-app/src/views/GamelistView.cpp | 30 +++++++++++++++++++++- es-app/src/views/GamelistView.h | 2 ++ es-app/src/views/SystemView.cpp | 9 +++++++ es-core/src/Settings.cpp | 1 + 5 files changed, 83 insertions(+), 1 deletion(-) diff --git a/es-app/src/guis/GuiMenu.cpp b/es-app/src/guis/GuiMenu.cpp index d53854337..6b488fc82 100644 --- a/es-app/src/guis/GuiMenu.cpp +++ b/es-app/src/guis/GuiMenu.cpp @@ -1946,6 +1946,29 @@ void GuiMenu::openOtherOptions() s->setNeedsSaving(); } }); + + // Custom event scripts when browsing games and systems, fired using Scripting::fireEvent(). + auto customEventScriptsBrowsing = std::make_shared(); + customEventScriptsBrowsing->setState( + Settings::getInstance()->getBool("CustomEventScriptsBrowsing")); + s->addWithLabel(_("BROWSING CUSTOM EVENTS"), customEventScriptsBrowsing); + s->addSaveFunc([customEventScriptsBrowsing, s] { + if (customEventScriptsBrowsing->getState() != + Settings::getInstance()->getBool("CustomEventScriptsBrowsing")) { + Settings::getInstance()->setBool("CustomEventScriptsBrowsing", + customEventScriptsBrowsing->getState()); + s->setNeedsSaving(); + } + }); + + // If custom event scripts are disabled, then gray out this option. + if (!Settings::getInstance()->getBool("CustomEventScripts")) { + customEventScriptsBrowsing->setEnabled(false); + customEventScriptsBrowsing->setOpacity(DISABLED_OPACITY); + customEventScriptsBrowsing->getParent() + ->getChild(customEventScriptsBrowsing->getChildIndex() - 1) + ->setOpacity(DISABLED_OPACITY); + } #endif // Only show games included in the gamelist.xml files. @@ -2114,6 +2137,25 @@ void GuiMenu::openOtherOptions() applicationUpdaterFrequency->setCallback(applicationUpdaterFrequencyFunc); #endif + auto browsingEventsToggleFunc = [customEventScriptsBrowsing]() { + if (customEventScriptsBrowsing->getEnabled()) { + customEventScriptsBrowsing->setEnabled(false); + customEventScriptsBrowsing->setOpacity(DISABLED_OPACITY); + customEventScriptsBrowsing->getParent() + ->getChild(customEventScriptsBrowsing->getChildIndex() - 1) + ->setOpacity(DISABLED_OPACITY); + } + else { + customEventScriptsBrowsing->setEnabled(true); + customEventScriptsBrowsing->setOpacity(1.0f); + customEventScriptsBrowsing->getParent() + ->getChild(customEventScriptsBrowsing->getChildIndex() - 1) + ->setOpacity(1.0f); + } + }; + + customEventScripts->setCallback(browsingEventsToggleFunc); + s->setSize(mSize); mWindow->pushGui(s); } diff --git a/es-app/src/views/GamelistView.cpp b/es-app/src/views/GamelistView.cpp index c26ea44a6..896130c51 100644 --- a/es-app/src/views/GamelistView.cpp +++ b/es-app/src/views/GamelistView.cpp @@ -9,6 +9,7 @@ #include "views/GamelistView.h" #include "CollectionSystemsManager.h" +#include "Scripting.h" #include "UIModeController.h" #include "animations/LambdaAnimation.h" #include "utils/LocalizationUtil.h" @@ -20,6 +21,8 @@ GamelistView::GamelistView(FileData* root) : GamelistBase {root} , mRenderer {Renderer::getInstance()} , mStaticVideoAudio {false} + , mTriggerEvent {false} + , mTriggeredEventFastScroll {false} { } @@ -424,6 +427,17 @@ void GamelistView::update(int deltaTime) anim->advanceAnimation(0, deltaTime); } + if (mTriggerEvent) { + mTriggerEvent = false; + FileData* file {mPrimary->size() > 0 ? mPrimary->getSelected() : nullptr}; + if (file) { + Scripting::fireEvent("game-select", file->getPath(), + file->getSourceFileData()->metadata.get("name"), + file->getSourceFileData()->getSystem()->getName(), + file->getSourceFileData()->getSystem()->getFullName()); + } + } + updateChildren(deltaTime); } @@ -595,6 +609,7 @@ std::vector GamelistView::getHelpPrompts() void GamelistView::updateView(const CursorState& state) { bool loadedTexture {false}; + mTriggerEvent = false; if (mPrimary->isScrolling()) { onDemandTextureLoad(); @@ -607,8 +622,21 @@ void GamelistView::updateView(const CursorState& state) // If the game data has already been rendered to the view, then skip it this time. // This also happens when fast-scrolling. - if (file == mLastUpdated) + if (file == mLastUpdated) { + if (!mTriggeredEventFastScroll && state == CursorState::CURSOR_SCROLLING && + Settings::getInstance()->getBool("CustomEventScripts") && + Settings::getInstance()->getBool("CustomEventScriptsBrowsing")) { + mTriggeredEventFastScroll = true; + Scripting::fireEvent("game-select"); + } return; + } + + if (Settings::getInstance()->getBool("CustomEventScripts") && + Settings::getInstance()->getBool("CustomEventScriptsBrowsing")) { + mTriggerEvent = true; + mTriggeredEventFastScroll = false; + } if (!loadedTexture) onDemandTextureLoad(); diff --git a/es-app/src/views/GamelistView.h b/es-app/src/views/GamelistView.h index d05e223c3..67f9cc32a 100644 --- a/es-app/src/views/GamelistView.h +++ b/es-app/src/views/GamelistView.h @@ -118,6 +118,8 @@ private: Renderer* mRenderer; bool mStaticVideoAudio; + bool mTriggerEvent; + bool mTriggeredEventFastScroll; std::shared_ptr mTheme; std::vector mThemeExtras; diff --git a/es-app/src/views/SystemView.cpp b/es-app/src/views/SystemView.cpp index 20c8c0271..7afc19bb4 100644 --- a/es-app/src/views/SystemView.cpp +++ b/es-app/src/views/SystemView.cpp @@ -9,6 +9,7 @@ #include "views/SystemView.h" #include "Log.h" +#include "Scripting.h" #include "Settings.h" #include "Sound.h" #include "UIModeController.h" @@ -248,6 +249,14 @@ void SystemView::onCursorChanged(const CursorState& state) mWindow->passHelpComponents(nullptr); mWindow->passClockComponents(&mSystemElements[mPrimary->getCursor()].clockComponents); + if (Settings::getInstance()->getBool("CustomEventScripts") && + Settings::getInstance()->getBool("CustomEventScriptsBrowsing")) { + Scripting::fireEvent( + "system-select", mSystemElements[mPrimary->getCursor()].system->getName(), + mSystemElements[mPrimary->getCursor()].system->getFullName(), + mSystemElements[mPrimary->getCursor()].system->getRootFolder()->getFullPath()); + } + for (auto& clock : mSystemElements[mPrimary->getCursor()].clockComponents) clock->update(1000); diff --git a/es-core/src/Settings.cpp b/es-core/src/Settings.cpp index 142688cda..f167b9d21 100644 --- a/es-core/src/Settings.cpp +++ b/es-core/src/Settings.cpp @@ -311,6 +311,7 @@ void Settings::setDefaults() mBoolMap["ShowHiddenGames"] = {true, true}; #if !defined(__IOS__) mBoolMap["CustomEventScripts"] = {false, false}; + mBoolMap["CustomEventScriptsBrowsing"] = {false, false}; #endif mBoolMap["ParseGamelistOnly"] = {false, false}; mBoolMap["MAMENameStripExtraInfo"] = {true, true}; From c36ac063a001683f00aa04f5637d43c0bbf82ee8 Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Mon, 10 Feb 2025 19:19:48 +0100 Subject: [PATCH 086/284] (Linux) Changed the AppImage find rule for Mandarine to mandarine-qt*.AppImage --- resources/systems/linux/es_find_rules.xml | 8 ++++---- 1 file changed, 4 insertions(+), 4 deletions(-) diff --git a/resources/systems/linux/es_find_rules.xml b/resources/systems/linux/es_find_rules.xml index bf3b4a607..8e104e9d5 100644 --- a/resources/systems/linux/es_find_rules.xml +++ b/resources/systems/linux/es_find_rules.xml @@ -589,10 +589,10 @@ mandarine-qt - ~/Applications/mandarine-qt.AppImage - ~/.local/share/applications/mandarine-qt.AppImage - ~/.local/bin/mandarine-qt.AppImage - ~/bin/mandarine-qt.AppImage + ~/Applications/mandarine-qt*.AppImage + ~/.local/share/applications/mandarine-qt*.AppImage + ~/.local/bin/mandarine-qt*.AppImage + ~/bin/mandarine-qt*.AppImage From 83a32f50aa86d0715a97130150fd5edda83e20f3 Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Mon, 10 Feb 2025 19:23:11 +0100 Subject: [PATCH 087/284] Documentation update --- CHANGELOG.md | 6 ++++++ INSTALL-DEV.md | 35 +++++++++++++++++++++-------------- USERGUIDE-DEV.md | 8 ++++++-- 3 files changed, 33 insertions(+), 16 deletions(-) diff --git a/CHANGELOG.md b/CHANGELOG.md index cf0183d1d..5067811a4 100644 --- a/CHANGELOG.md +++ b/CHANGELOG.md @@ -11,12 +11,18 @@ * Added translations for Traditional Chinese (zh_TW) * Increased the roundness for all corners in the menu system and for the notification popups * Increased the background blur slightly when a menu is open +* Added an option to completely disable the game launch screen (via the UI settings menu) * Made the menu and launch screen scale up at the same speed regardless of the display refresh rate +* Added a screensaver-game-select custom event +* Added game-select and system-select custom events and a corresponding "Browsing custom events" menu option * Added the NooDS RetroArch core as an alternative emulator for the gba and nds systems * Added the Holani RetroArch core as an alternative emulator for the atarilynx system * (Android) Added Pizza Boy SC standalone as an alternative emulator for the gamegear, genesis, mastersystem, megadrive and megadrivejp systems * (Android) Changed all RetroArch core entries to use absolute paths (this makes the ancient Play store release work correctly) * (Android) Changed the target SDK version to 35 (Android 15) +* (Linux) Added support for the Flatpak release of Ruffle +* (Linux) Changed the AppImage find rule for Mandarine to mandarine-qt*.AppImage +* Added the .ruf file extension to the flash system * Added a "Display clock" setting to the UI settings menu to display an on screen clock (disabled by default) * Refactored the helpsystem code and added support for using an arbitrary amount of helpsystem elements * Added support for specifying which specific entries to display for the helpsystem elements diff --git a/INSTALL-DEV.md b/INSTALL-DEV.md index 9a5f476a8..2f5f8fdec 100644 --- a/INSTALL-DEV.md +++ b/INSTALL-DEV.md @@ -2171,23 +2171,30 @@ On Windows it's also possible to place .lnk shortcut files in the event director There are up to four parameters that will be passed to these scripts, as detailed below: -| Event | Parameters* | Description | -| :----------------------- | :------------------------------------------------- | :-------------------------------------------------------------------------- | -| startup | | Application startup | -| quit | | Application quit/shutdown | -| reboot | | System reboot (quit event triggered as well) | -| poweroff | | System power off (quit event triggered as well) | -| config-changed | | On saving application settings or controller configuration | -| settings-changed | | On saving application settings (config-changed event triggered as well) | -| controls-changed | | On saving controller configuration (config-changed event triggered as well) | -| theme-changed | New theme name, old theme name | When manually changing themes in the UI Settings menu | -| game-start | ROM path, game name, system name, system full name | On game launch | -| game-end | ROM path, game name, system name, system full name | On game end (or on application wakeup if running in the background) | -| screensaver-start | _timer_ or _manual_ | Screensaver started via timer or manually | -| screensaver-end | _cancel_ or _game-jump_ or _game-start_ | Screensaver ended via cancellation, jump to game or start/launch of game | +| Event | Parameters* | Description | +| :----------------------- | :------------------------------------------------- | :------------------------------------------------------------------------------------------------ | +| startup | | Application startup | +| quit | | Application quit/shutdown | +| reboot | | System reboot (quit event triggered as well) | +| poweroff | | System power off (quit event triggered as well) | +| config-changed | | On saving application settings or controller configuration | +| settings-changed | | On saving application settings (config-changed event triggered as well) | +| controls-changed | | On saving controller configuration (config-changed event triggered as well) | +| theme-changed | New theme name, old theme name | When manually changing themes in the UI Settings menu | +| game-start | ROM path, game name, system name, system full name | On game launch | +| game-end | ROM path, game name, system name, system full name | On game end (or on application wakeup if running in the background) | +| screensaver-start | _timer_ or _manual_ | Screensaver started via timer or manually | +| screensaver-end | _cancel_ or _game-jump_ or _game-start_ | Screensaver ended via cancellation, jump to game or start/launch of game | +| screensaver-game-select | ROM path, game name, system name, system full name | Screensaver selected a new random game | +| game-select | ROM path, game name, system name, system full name | On browsing games in the gamelist view, requires enabling of the _Browsing custom events_ setting | +| system-select | System name, system full name, system ROM path | On browsing systems in the system view, requires enabling of the _Browsing custom events_ setting | ***)** Parameters in _italics_ are literal strings. +Note that the _game-select_ and _system-select_ events require that the _Browsing custom events_ option in the Other settings menu is enabled. Also note that enabling this could lead to a lot of latency in the application as the event is triggered so frequently. So only enable these events if you really need them. And if you do, then make sure to execute scripts that run their activities in the background and immediately return to ES-DE, rather than blocking ES-DE during the script execution. + +For the _game-select_ event, when starting to fast scroll in the gamelist view, an event containing blank parameters will be triggered so that you can detect this state. + We'll go through two examples: * Creating a log file that will record the start and end time for each game we play, letting us see how much time we spend on retro-gaming * Changing the system resolution when launching and returning from a game in order to run the emulator at a lower resolution than ES-DE diff --git a/USERGUIDE-DEV.md b/USERGUIDE-DEV.md index 12901d327..df3d07dde 100644 --- a/USERGUIDE-DEV.md +++ b/USERGUIDE-DEV.md @@ -721,7 +721,7 @@ The following emulators are supported in AppImage format when using the bundled | macintosh | SheepShaver | SheepShaver*.AppImage | | n3ds | Citra | citra-qt*.AppImage | | n3ds | Lime3DS | lime3ds.AppImage | -| n3ds | Mandarine | mandarine-qt.AppImage | +| n3ds | Mandarine | mandarine-qt*.AppImage | | n3ds | Panda3DS | Alber-*.AppImage | | n64/n64dd | Rosalie's Mupen GUI | RMG*.AppImage | | nds | melonDS | melonDS*.AppImage | @@ -3321,7 +3321,7 @@ Animation to play when opening the main menu or the gamelist options menu. Also **Launch screen duration** -This configures for how long to display the game launch screen when starting a game. The options are _Normal_, _Brief_, _Long_ and _Disabled_. If set to _Disabled_, a simple notification popup will be displayed instead. +This configures for how long to display the game launch screen when starting a game. The options are _Normal_, _Brief_, _Long_, _Popup_ and _Disabled_. If set to _Popup_, a simple notification popup will be displayed instead of the launch screen and if set to _Disabled_ then game launching will be instantaneous. **UI mode** @@ -3686,6 +3686,10 @@ You can mark games as hidden in the metadata editor, which is useful for instanc It's possible to trigger custom scripts for a number of actions in ES-DE, as is discussed [below](USERGUIDE-DEV.md#custom-event-scripts), and this setting decides whether this functionality is enabled. +**Browsing custom events** + +This option, which depends on _Enable custom event scripts_ being activated, will also generate custom events when navigating the system and gamelist views. Note that this could introduce a lot of latency into the application so only enable it if you absolutely need it. + **Only show games from gamelist.xml files** If enabled, only games that have metadata saved to the gamelist.xml files will be shown in ES-DE. This option is intended primarily for testing and debugging purposes so it should normally not be enabled. When changing this setting ES-DE will automatically reload. From 1b52f422c7f7c65e9acced12b61aa3bafd07a32c Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Tue, 11 Feb 2025 20:08:22 +0100 Subject: [PATCH 088/284] Made a HelpComponent function private instead of public --- es-core/src/components/HelpComponent.cpp | 384 +++++++++++------------ es-core/src/components/HelpComponent.h | 5 +- 2 files changed, 195 insertions(+), 194 deletions(-) diff --git a/es-core/src/components/HelpComponent.cpp b/es-core/src/components/HelpComponent.cpp index dcb4ddedc..169269896 100644 --- a/es-core/src/components/HelpComponent.cpp +++ b/es-core/src/components/HelpComponent.cpp @@ -45,198 +45,6 @@ HelpComponent::HelpComponent(std::shared_ptr font) updateGrid(); } -void HelpComponent::assignIcons() -{ - std::string controllerType {Settings::getInstance()->getString("InputControllerType")}; - - mIconPathMap.clear(); - - std::string buttonA {"a"}; - std::string buttonB {"b"}; - std::string buttonX {"x"}; - std::string buttonY {"y"}; - - if (Settings::getInstance()->getBool("InputSwapButtons")) { - buttonA = "b"; - buttonB = "a"; - buttonX = "y"; - buttonY = "x"; - } - - // These graphics files are common between all controller types. - mIconPathMap["up/down"] = mCustomButtons.dpad_updown.empty() ? - ":/graphics/help/dpad_updown.svg" : - mCustomButtons.dpad_updown; - mIconPathMap["up"] = - mCustomButtons.dpad_up.empty() ? ":/graphics/help/dpad_up.svg" : mCustomButtons.dpad_up; - mIconPathMap["down"] = mCustomButtons.dpad_down.empty() ? ":/graphics/help/dpad_down.svg" : - mCustomButtons.dpad_down; - mIconPathMap["left/right"] = mCustomButtons.dpad_leftright.empty() ? - ":/graphics/help/dpad_leftright.svg" : - mCustomButtons.dpad_leftright; - mIconPathMap["up/down/left/right"] = - mCustomButtons.dpad_all.empty() ? ":/graphics/help/dpad_all.svg" : mCustomButtons.dpad_all; - mIconPathMap["thumbstickclick"] = mCustomButtons.thumbstick_click.empty() ? - ":/graphics/help/thumbstick_click.svg" : - mCustomButtons.thumbstick_click; - mIconPathMap["l"] = - mCustomButtons.button_l.empty() ? ":/graphics/help/button_l.svg" : mCustomButtons.button_l; - mIconPathMap["r"] = - mCustomButtons.button_r.empty() ? ":/graphics/help/button_r.svg" : mCustomButtons.button_r; - mIconPathMap["lr"] = mCustomButtons.button_lr.empty() ? ":/graphics/help/button_lr.svg" : - mCustomButtons.button_lr; - mIconPathMap["lt"] = mCustomButtons.button_lt.empty() ? ":/graphics/help/button_lt.svg" : - mCustomButtons.button_lt; - mIconPathMap["rt"] = mCustomButtons.button_rt.empty() ? ":/graphics/help/button_rt.svg" : - mCustomButtons.button_rt; - mIconPathMap["ltrt"] = mCustomButtons.button_ltrt.empty() ? ":/graphics/help/button_ltrt.svg" : - mCustomButtons.button_ltrt; - - // These graphics files are custom per controller type. - if (controllerType == "snes") { - mIconPathMap[buttonA] = mCustomButtons.button_a_SNES.empty() ? - ":/graphics/help/button_a_SNES.svg" : - mCustomButtons.button_a_SNES; - mIconPathMap[buttonB] = mCustomButtons.button_b_SNES.empty() ? - ":/graphics/help/button_b_SNES.svg" : - mCustomButtons.button_b_SNES; - mIconPathMap[buttonX] = mCustomButtons.button_x_SNES.empty() ? - ":/graphics/help/button_x_SNES.svg" : - mCustomButtons.button_x_SNES; - mIconPathMap[buttonY] = mCustomButtons.button_y_SNES.empty() ? - ":/graphics/help/button_y_SNES.svg" : - mCustomButtons.button_y_SNES; - mIconPathMap["back"] = mCustomButtons.button_back_SNES.empty() ? - ":/graphics/help/button_back_SNES.svg" : - mCustomButtons.button_back_SNES; - mIconPathMap["start"] = mCustomButtons.button_start_SNES.empty() ? - ":/graphics/help/button_start_SNES.svg" : - mCustomButtons.button_start_SNES; - } - else if (controllerType == "switchpro") { - mIconPathMap[buttonA] = mCustomButtons.button_a_switch.empty() ? - ":/graphics/help/button_a_switch.svg" : - mCustomButtons.button_a_switch; - mIconPathMap[buttonB] = mCustomButtons.button_b_switch.empty() ? - ":/graphics/help/button_b_switch.svg" : - mCustomButtons.button_b_switch; - mIconPathMap[buttonX] = mCustomButtons.button_x_switch.empty() ? - ":/graphics/help/button_x_switch.svg" : - mCustomButtons.button_x_switch; - mIconPathMap[buttonY] = mCustomButtons.button_y_switch.empty() ? - ":/graphics/help/button_y_switch.svg" : - mCustomButtons.button_y_switch; - mIconPathMap["back"] = mCustomButtons.button_back_switch.empty() ? - ":/graphics/help/button_back_switch.svg" : - mCustomButtons.button_back_switch; - mIconPathMap["start"] = mCustomButtons.button_start_switch.empty() ? - ":/graphics/help/button_start_switch.svg" : - mCustomButtons.button_start_switch; - } - else if (controllerType == "ps123") { - mIconPathMap[buttonA] = mCustomButtons.button_a_PS.empty() ? - ":/graphics/help/button_a_PS.svg" : - mCustomButtons.button_a_PS; - mIconPathMap[buttonB] = mCustomButtons.button_b_PS.empty() ? - ":/graphics/help/button_b_PS.svg" : - mCustomButtons.button_b_PS; - mIconPathMap[buttonX] = mCustomButtons.button_x_PS.empty() ? - ":/graphics/help/button_x_PS.svg" : - mCustomButtons.button_x_PS; - mIconPathMap[buttonY] = mCustomButtons.button_y_PS.empty() ? - ":/graphics/help/button_y_PS.svg" : - mCustomButtons.button_y_PS; - mIconPathMap["back"] = mCustomButtons.button_back_PS123.empty() ? - ":/graphics/help/button_back_PS123.svg" : - mCustomButtons.button_back_PS123; - mIconPathMap["start"] = mCustomButtons.button_start_PS123.empty() ? - ":/graphics/help/button_start_PS123.svg" : - mCustomButtons.button_start_PS123; - } - else if (controllerType == "ps4") { - mIconPathMap[buttonA] = mCustomButtons.button_a_PS.empty() ? - ":/graphics/help/button_a_PS.svg" : - mCustomButtons.button_a_PS; - mIconPathMap[buttonB] = mCustomButtons.button_b_PS.empty() ? - ":/graphics/help/button_b_PS.svg" : - mCustomButtons.button_b_PS; - mIconPathMap[buttonX] = mCustomButtons.button_x_PS.empty() ? - ":/graphics/help/button_x_PS.svg" : - mCustomButtons.button_x_PS; - mIconPathMap[buttonY] = mCustomButtons.button_y_PS.empty() ? - ":/graphics/help/button_y_PS.svg" : - mCustomButtons.button_y_PS; - mIconPathMap["back"] = mCustomButtons.button_back_PS4.empty() ? - ":/graphics/help/button_back_PS4.svg" : - mCustomButtons.button_back_PS4; - mIconPathMap["start"] = mCustomButtons.button_start_PS4.empty() ? - ":/graphics/help/button_start_PS4.svg" : - mCustomButtons.button_start_PS4; - } - else if (controllerType == "ps5") { - mIconPathMap[buttonA] = mCustomButtons.button_a_PS.empty() ? - ":/graphics/help/button_a_PS.svg" : - mCustomButtons.button_a_PS; - mIconPathMap[buttonB] = mCustomButtons.button_b_PS.empty() ? - ":/graphics/help/button_b_PS.svg" : - mCustomButtons.button_b_PS; - mIconPathMap[buttonX] = mCustomButtons.button_x_PS.empty() ? - ":/graphics/help/button_x_PS.svg" : - mCustomButtons.button_x_PS; - mIconPathMap[buttonY] = mCustomButtons.button_y_PS.empty() ? - ":/graphics/help/button_y_PS.svg" : - mCustomButtons.button_y_PS; - mIconPathMap["back"] = mCustomButtons.button_back_PS5.empty() ? - ":/graphics/help/button_back_PS5.svg" : - mCustomButtons.button_back_PS5; - mIconPathMap["start"] = mCustomButtons.button_start_PS5.empty() ? - ":/graphics/help/button_start_PS5.svg" : - mCustomButtons.button_start_PS5; - } - else if (controllerType == "xbox360") { - - mIconPathMap[buttonA] = mCustomButtons.button_a_XBOX.empty() ? - ":/graphics/help/button_a_XBOX.svg" : - mCustomButtons.button_a_XBOX; - mIconPathMap[buttonB] = mCustomButtons.button_b_XBOX.empty() ? - ":/graphics/help/button_b_XBOX.svg" : - mCustomButtons.button_b_XBOX; - mIconPathMap[buttonX] = mCustomButtons.button_x_XBOX.empty() ? - ":/graphics/help/button_x_XBOX.svg" : - mCustomButtons.button_x_XBOX; - mIconPathMap[buttonY] = mCustomButtons.button_y_XBOX.empty() ? - ":/graphics/help/button_y_XBOX.svg" : - mCustomButtons.button_y_XBOX; - mIconPathMap["back"] = mCustomButtons.button_back_XBOX360.empty() ? - ":/graphics/help/button_back_XBOX360.svg" : - mCustomButtons.button_back_XBOX360; - mIconPathMap["start"] = mCustomButtons.button_start_XBOX360.empty() ? - ":/graphics/help/button_start_XBOX360.svg" : - mCustomButtons.button_start_XBOX360; - } - else { - // Xbox One and later. - mIconPathMap[buttonA] = mCustomButtons.button_a_XBOX.empty() ? - ":/graphics/help/button_a_XBOX.svg" : - mCustomButtons.button_a_XBOX; - mIconPathMap[buttonB] = mCustomButtons.button_b_XBOX.empty() ? - ":/graphics/help/button_b_XBOX.svg" : - mCustomButtons.button_b_XBOX; - mIconPathMap[buttonX] = mCustomButtons.button_x_XBOX.empty() ? - ":/graphics/help/button_x_XBOX.svg" : - mCustomButtons.button_x_XBOX; - mIconPathMap[buttonY] = mCustomButtons.button_y_XBOX.empty() ? - ":/graphics/help/button_y_XBOX.svg" : - mCustomButtons.button_y_XBOX; - mIconPathMap["back"] = mCustomButtons.button_back_XBOX.empty() ? - ":/graphics/help/button_back_XBOX.svg" : - mCustomButtons.button_back_XBOX; - mIconPathMap["start"] = mCustomButtons.button_start_XBOX.empty() ? - ":/graphics/help/button_start_XBOX.svg" : - mCustomButtons.button_start_XBOX; - } -} - void HelpComponent::clearPrompts() { mPrompts.clear(); @@ -516,6 +324,198 @@ void HelpComponent::render(const glm::mat4& parentTrans) } } +void HelpComponent::assignIcons() +{ + std::string controllerType {Settings::getInstance()->getString("InputControllerType")}; + + mIconPathMap.clear(); + + std::string buttonA {"a"}; + std::string buttonB {"b"}; + std::string buttonX {"x"}; + std::string buttonY {"y"}; + + if (Settings::getInstance()->getBool("InputSwapButtons")) { + buttonA = "b"; + buttonB = "a"; + buttonX = "y"; + buttonY = "x"; + } + + // These graphics files are common between all controller types. + mIconPathMap["up/down"] = mCustomButtons.dpad_updown.empty() ? + ":/graphics/help/dpad_updown.svg" : + mCustomButtons.dpad_updown; + mIconPathMap["up"] = + mCustomButtons.dpad_up.empty() ? ":/graphics/help/dpad_up.svg" : mCustomButtons.dpad_up; + mIconPathMap["down"] = mCustomButtons.dpad_down.empty() ? ":/graphics/help/dpad_down.svg" : + mCustomButtons.dpad_down; + mIconPathMap["left/right"] = mCustomButtons.dpad_leftright.empty() ? + ":/graphics/help/dpad_leftright.svg" : + mCustomButtons.dpad_leftright; + mIconPathMap["up/down/left/right"] = + mCustomButtons.dpad_all.empty() ? ":/graphics/help/dpad_all.svg" : mCustomButtons.dpad_all; + mIconPathMap["thumbstickclick"] = mCustomButtons.thumbstick_click.empty() ? + ":/graphics/help/thumbstick_click.svg" : + mCustomButtons.thumbstick_click; + mIconPathMap["l"] = + mCustomButtons.button_l.empty() ? ":/graphics/help/button_l.svg" : mCustomButtons.button_l; + mIconPathMap["r"] = + mCustomButtons.button_r.empty() ? ":/graphics/help/button_r.svg" : mCustomButtons.button_r; + mIconPathMap["lr"] = mCustomButtons.button_lr.empty() ? ":/graphics/help/button_lr.svg" : + mCustomButtons.button_lr; + mIconPathMap["lt"] = mCustomButtons.button_lt.empty() ? ":/graphics/help/button_lt.svg" : + mCustomButtons.button_lt; + mIconPathMap["rt"] = mCustomButtons.button_rt.empty() ? ":/graphics/help/button_rt.svg" : + mCustomButtons.button_rt; + mIconPathMap["ltrt"] = mCustomButtons.button_ltrt.empty() ? ":/graphics/help/button_ltrt.svg" : + mCustomButtons.button_ltrt; + + // These graphics files are custom per controller type. + if (controllerType == "snes") { + mIconPathMap[buttonA] = mCustomButtons.button_a_SNES.empty() ? + ":/graphics/help/button_a_SNES.svg" : + mCustomButtons.button_a_SNES; + mIconPathMap[buttonB] = mCustomButtons.button_b_SNES.empty() ? + ":/graphics/help/button_b_SNES.svg" : + mCustomButtons.button_b_SNES; + mIconPathMap[buttonX] = mCustomButtons.button_x_SNES.empty() ? + ":/graphics/help/button_x_SNES.svg" : + mCustomButtons.button_x_SNES; + mIconPathMap[buttonY] = mCustomButtons.button_y_SNES.empty() ? + ":/graphics/help/button_y_SNES.svg" : + mCustomButtons.button_y_SNES; + mIconPathMap["back"] = mCustomButtons.button_back_SNES.empty() ? + ":/graphics/help/button_back_SNES.svg" : + mCustomButtons.button_back_SNES; + mIconPathMap["start"] = mCustomButtons.button_start_SNES.empty() ? + ":/graphics/help/button_start_SNES.svg" : + mCustomButtons.button_start_SNES; + } + else if (controllerType == "switchpro") { + mIconPathMap[buttonA] = mCustomButtons.button_a_switch.empty() ? + ":/graphics/help/button_a_switch.svg" : + mCustomButtons.button_a_switch; + mIconPathMap[buttonB] = mCustomButtons.button_b_switch.empty() ? + ":/graphics/help/button_b_switch.svg" : + mCustomButtons.button_b_switch; + mIconPathMap[buttonX] = mCustomButtons.button_x_switch.empty() ? + ":/graphics/help/button_x_switch.svg" : + mCustomButtons.button_x_switch; + mIconPathMap[buttonY] = mCustomButtons.button_y_switch.empty() ? + ":/graphics/help/button_y_switch.svg" : + mCustomButtons.button_y_switch; + mIconPathMap["back"] = mCustomButtons.button_back_switch.empty() ? + ":/graphics/help/button_back_switch.svg" : + mCustomButtons.button_back_switch; + mIconPathMap["start"] = mCustomButtons.button_start_switch.empty() ? + ":/graphics/help/button_start_switch.svg" : + mCustomButtons.button_start_switch; + } + else if (controllerType == "ps123") { + mIconPathMap[buttonA] = mCustomButtons.button_a_PS.empty() ? + ":/graphics/help/button_a_PS.svg" : + mCustomButtons.button_a_PS; + mIconPathMap[buttonB] = mCustomButtons.button_b_PS.empty() ? + ":/graphics/help/button_b_PS.svg" : + mCustomButtons.button_b_PS; + mIconPathMap[buttonX] = mCustomButtons.button_x_PS.empty() ? + ":/graphics/help/button_x_PS.svg" : + mCustomButtons.button_x_PS; + mIconPathMap[buttonY] = mCustomButtons.button_y_PS.empty() ? + ":/graphics/help/button_y_PS.svg" : + mCustomButtons.button_y_PS; + mIconPathMap["back"] = mCustomButtons.button_back_PS123.empty() ? + ":/graphics/help/button_back_PS123.svg" : + mCustomButtons.button_back_PS123; + mIconPathMap["start"] = mCustomButtons.button_start_PS123.empty() ? + ":/graphics/help/button_start_PS123.svg" : + mCustomButtons.button_start_PS123; + } + else if (controllerType == "ps4") { + mIconPathMap[buttonA] = mCustomButtons.button_a_PS.empty() ? + ":/graphics/help/button_a_PS.svg" : + mCustomButtons.button_a_PS; + mIconPathMap[buttonB] = mCustomButtons.button_b_PS.empty() ? + ":/graphics/help/button_b_PS.svg" : + mCustomButtons.button_b_PS; + mIconPathMap[buttonX] = mCustomButtons.button_x_PS.empty() ? + ":/graphics/help/button_x_PS.svg" : + mCustomButtons.button_x_PS; + mIconPathMap[buttonY] = mCustomButtons.button_y_PS.empty() ? + ":/graphics/help/button_y_PS.svg" : + mCustomButtons.button_y_PS; + mIconPathMap["back"] = mCustomButtons.button_back_PS4.empty() ? + ":/graphics/help/button_back_PS4.svg" : + mCustomButtons.button_back_PS4; + mIconPathMap["start"] = mCustomButtons.button_start_PS4.empty() ? + ":/graphics/help/button_start_PS4.svg" : + mCustomButtons.button_start_PS4; + } + else if (controllerType == "ps5") { + mIconPathMap[buttonA] = mCustomButtons.button_a_PS.empty() ? + ":/graphics/help/button_a_PS.svg" : + mCustomButtons.button_a_PS; + mIconPathMap[buttonB] = mCustomButtons.button_b_PS.empty() ? + ":/graphics/help/button_b_PS.svg" : + mCustomButtons.button_b_PS; + mIconPathMap[buttonX] = mCustomButtons.button_x_PS.empty() ? + ":/graphics/help/button_x_PS.svg" : + mCustomButtons.button_x_PS; + mIconPathMap[buttonY] = mCustomButtons.button_y_PS.empty() ? + ":/graphics/help/button_y_PS.svg" : + mCustomButtons.button_y_PS; + mIconPathMap["back"] = mCustomButtons.button_back_PS5.empty() ? + ":/graphics/help/button_back_PS5.svg" : + mCustomButtons.button_back_PS5; + mIconPathMap["start"] = mCustomButtons.button_start_PS5.empty() ? + ":/graphics/help/button_start_PS5.svg" : + mCustomButtons.button_start_PS5; + } + else if (controllerType == "xbox360") { + + mIconPathMap[buttonA] = mCustomButtons.button_a_XBOX.empty() ? + ":/graphics/help/button_a_XBOX.svg" : + mCustomButtons.button_a_XBOX; + mIconPathMap[buttonB] = mCustomButtons.button_b_XBOX.empty() ? + ":/graphics/help/button_b_XBOX.svg" : + mCustomButtons.button_b_XBOX; + mIconPathMap[buttonX] = mCustomButtons.button_x_XBOX.empty() ? + ":/graphics/help/button_x_XBOX.svg" : + mCustomButtons.button_x_XBOX; + mIconPathMap[buttonY] = mCustomButtons.button_y_XBOX.empty() ? + ":/graphics/help/button_y_XBOX.svg" : + mCustomButtons.button_y_XBOX; + mIconPathMap["back"] = mCustomButtons.button_back_XBOX360.empty() ? + ":/graphics/help/button_back_XBOX360.svg" : + mCustomButtons.button_back_XBOX360; + mIconPathMap["start"] = mCustomButtons.button_start_XBOX360.empty() ? + ":/graphics/help/button_start_XBOX360.svg" : + mCustomButtons.button_start_XBOX360; + } + else { + // Xbox One and later. + mIconPathMap[buttonA] = mCustomButtons.button_a_XBOX.empty() ? + ":/graphics/help/button_a_XBOX.svg" : + mCustomButtons.button_a_XBOX; + mIconPathMap[buttonB] = mCustomButtons.button_b_XBOX.empty() ? + ":/graphics/help/button_b_XBOX.svg" : + mCustomButtons.button_b_XBOX; + mIconPathMap[buttonX] = mCustomButtons.button_x_XBOX.empty() ? + ":/graphics/help/button_x_XBOX.svg" : + mCustomButtons.button_x_XBOX; + mIconPathMap[buttonY] = mCustomButtons.button_y_XBOX.empty() ? + ":/graphics/help/button_y_XBOX.svg" : + mCustomButtons.button_y_XBOX; + mIconPathMap["back"] = mCustomButtons.button_back_XBOX.empty() ? + ":/graphics/help/button_back_XBOX.svg" : + mCustomButtons.button_back_XBOX; + mIconPathMap["start"] = mCustomButtons.button_start_XBOX.empty() ? + ":/graphics/help/button_start_XBOX.svg" : + mCustomButtons.button_start_XBOX; + } +} + void HelpComponent::updateGrid() { if (!Settings::getInstance()->getBool("ShowHelpPrompts") || mPrompts.empty()) { diff --git a/es-core/src/components/HelpComponent.h b/es-core/src/components/HelpComponent.h index 19fb40c71..0bc63718d 100644 --- a/es-core/src/components/HelpComponent.h +++ b/es-core/src/components/HelpComponent.h @@ -21,7 +21,6 @@ public: Font::get(0.025f * Renderer::getScreenWidth()) : Font::get(FONT_SIZE_SMALL)); - void assignIcons(); void clearPrompts(); void setPrompts(const std::vector& prompts); @@ -39,10 +38,12 @@ public: void render(const glm::mat4& parent) override; private: + void assignIcons(); + void updateGrid(); + Renderer* mRenderer; std::shared_ptr mGrid; - void updateGrid(); std::vector mPrompts; std::map mIconPathMap; From 739f6d3715be9cfef229fd2f09c134033d105988 Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Thu, 20 Feb 2025 22:38:26 +0100 Subject: [PATCH 089/284] (iOS) Fixed a build issue --- es-app/src/guis/GuiMenu.cpp | 2 ++ 1 file changed, 2 insertions(+) diff --git a/es-app/src/guis/GuiMenu.cpp b/es-app/src/guis/GuiMenu.cpp index 6b488fc82..94b9ac4f2 100644 --- a/es-app/src/guis/GuiMenu.cpp +++ b/es-app/src/guis/GuiMenu.cpp @@ -2137,6 +2137,7 @@ void GuiMenu::openOtherOptions() applicationUpdaterFrequency->setCallback(applicationUpdaterFrequencyFunc); #endif +#if !defined(__IOS__) auto browsingEventsToggleFunc = [customEventScriptsBrowsing]() { if (customEventScriptsBrowsing->getEnabled()) { customEventScriptsBrowsing->setEnabled(false); @@ -2155,6 +2156,7 @@ void GuiMenu::openOtherOptions() }; customEventScripts->setCallback(browsingEventsToggleFunc); +#endif s->setSize(mSize); mWindow->pushGui(s); From b50b4d9d0a2005a86b678fbcf887768ab4ac8bc3 Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Sat, 22 Feb 2025 10:40:07 +0100 Subject: [PATCH 090/284] Added support for building against ICU 76.1 and later --- es-core/src/utils/StringUtil.cpp | 24 +++++++++++------------- 1 file changed, 11 insertions(+), 13 deletions(-) diff --git a/es-core/src/utils/StringUtil.cpp b/es-core/src/utils/StringUtil.cpp index 9784323c1..753ac90ec 100644 --- a/es-core/src/utils/StringUtil.cpp +++ b/es-core/src/utils/StringUtil.cpp @@ -219,20 +219,18 @@ namespace Utils icu::UnicodeString iterateString { icu::UnicodeString::fromUTF8(stringArg.c_str()).toLower()}; - if (iterateString != nullptr) { - iterator->setText(iterateString); - int32_t pos {iterator->first()}; - int32_t lastPos {pos}; - - while (pos != icu::BreakIterator::DONE) { - iterateString.replace(lastPos, 1, - icu::UnicodeString(iterateString, pos, 1).toUpper()); - pos = iterator->next(); - lastPos = pos; - } - } - else { + if (iterateString.isBogus()) return stringArg; + + iterator->setText(iterateString); + int32_t pos {iterator->first()}; + int32_t lastPos {pos}; + + while (pos != icu::BreakIterator::DONE) { + iterateString.replace(lastPos, 1, + icu::UnicodeString(iterateString, pos, 1).toUpper()); + pos = iterator->next(); + lastPos = pos; } std::string stringCapitalized; From e59f19c2ba5fdfc2eaaa229402977441f67447aa Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Sat, 22 Feb 2025 20:59:30 +0100 Subject: [PATCH 091/284] Added a SystemStatus class to poll Bluetooth, Wi-Fi, cellular and battery information from the operating system --- es-app/CMakeLists.txt | 4 +- es-app/src/main.cpp | 2 + es-core/CMakeLists.txt | 6 + es-core/src/BluetoothStatusApple.h | 18 ++ es-core/src/BluetoothStatusApple.m | 21 ++ es-core/src/Settings.cpp | 6 + es-core/src/SystemStatus.cpp | 444 +++++++++++++++++++++++++++++ es-core/src/SystemStatus.h | 77 +++++ 8 files changed, 577 insertions(+), 1 deletion(-) create mode 100644 es-core/src/BluetoothStatusApple.h create mode 100644 es-core/src/BluetoothStatusApple.m create mode 100644 es-core/src/SystemStatus.cpp create mode 100644 es-core/src/SystemStatus.h diff --git a/es-app/CMakeLists.txt b/es-app/CMakeLists.txt index 9d9ab2788..93bd9fa23 100644 --- a/es-app/CMakeLists.txt +++ b/es-app/CMakeLists.txt @@ -123,7 +123,9 @@ if(IOS) elseif(APPLE) include_directories(${COMMON_INCLUDE_DIRS} ${CMAKE_CURRENT_SOURCE_DIR}/src) add_executable(ES-DE ${ES_SOURCES} ${ES_HEADERS}) - target_link_libraries(ES-DE ${COMMON_LIBRARIES} es-core) + target_link_libraries(ES-DE ${COMMON_LIBRARIES} "-framework CoreFoundation -framework IOKit" + "-framework SystemConfiguration" + "-framework IOBluetooth" es-core) set_target_properties(ES-DE PROPERTIES INSTALL_RPATH_USE_LINK_PATH TRUE) if(CMAKE_CXX_COMPILER_VERSION GREATER_EQUAL 15.0.0) target_link_options(ES-DE PRIVATE LINKER:-no_warn_duplicate_libraries) diff --git a/es-app/src/main.cpp b/es-app/src/main.cpp index 88ac66d7e..9fe8ce2a4 100644 --- a/es-app/src/main.cpp +++ b/es-app/src/main.cpp @@ -26,6 +26,7 @@ #include "Settings.h" #include "Sound.h" #include "SystemData.h" +#include "SystemStatus.h" #include "guis/GuiDetectDevice.h" #include "guis/GuiLaunchScreen.h" #include "utils/FileSystemUtil.h" @@ -1165,6 +1166,7 @@ int main(int argc, char* argv[]) } #endif + SystemStatus::getInstance(); MameNames::getInstance(); ThemeData::populateThemes(); loadSystemsReturnCode loadSystemsStatus {loadSystemConfigFile()}; diff --git a/es-core/CMakeLists.txt b/es-core/CMakeLists.txt index 15510c3ac..c8908506a 100644 --- a/es-core/CMakeLists.txt +++ b/es-core/CMakeLists.txt @@ -22,6 +22,7 @@ set(CORE_HEADERS ${CMAKE_CURRENT_SOURCE_DIR}/src/MameNames.h ${CMAKE_CURRENT_SOURCE_DIR}/src/Settings.h ${CMAKE_CURRENT_SOURCE_DIR}/src/Sound.h + ${CMAKE_CURRENT_SOURCE_DIR}/src/SystemStatus.h ${CMAKE_CURRENT_SOURCE_DIR}/src/ThemeData.h ${CMAKE_CURRENT_SOURCE_DIR}/src/Window.h @@ -110,6 +111,7 @@ set(CORE_SOURCES ${CMAKE_CURRENT_SOURCE_DIR}/src/Scripting.cpp ${CMAKE_CURRENT_SOURCE_DIR}/src/Settings.cpp ${CMAKE_CURRENT_SOURCE_DIR}/src/Sound.cpp + ${CMAKE_CURRENT_SOURCE_DIR}/src/SystemStatus.cpp ${CMAKE_CURRENT_SOURCE_DIR}/src/ThemeData.cpp ${CMAKE_CURRENT_SOURCE_DIR}/src/Window.cpp @@ -179,6 +181,10 @@ if(ANDROID) set(CORE_SOURCES ${CORE_SOURCES} ${CMAKE_CURRENT_SOURCE_DIR}/src/utils/PlatformUtilAndroid.cpp) endif() +if(APPLE AND NOT IOS) + set(CORE_HEADERS ${CORE_HEADERS} ${CMAKE_CURRENT_SOURCE_DIR}/src/BluetoothStatusApple.m) +endif() + if(IOS) set(CORE_HEADERS ${CORE_HEADERS} ${CMAKE_CURRENT_SOURCE_DIR}/src/InputOverlay.h) set(CORE_HEADERS ${CORE_HEADERS} ${CMAKE_CURRENT_SOURCE_DIR}/src/utils/PlatformUtilIOS.h) diff --git a/es-core/src/BluetoothStatusApple.h b/es-core/src/BluetoothStatusApple.h new file mode 100644 index 000000000..069c42857 --- /dev/null +++ b/es-core/src/BluetoothStatusApple.h @@ -0,0 +1,18 @@ +// SPDX-License-Identifier: MIT +// +// ES-DE Frontend +// BluetoothStatusApple.h +// +// Gets the Bluetooth adapter status on macOS. +// + +#ifndef ES_CORE_BLUETOOTH_STATUS_APPLE_H +#define ES_CORE_BLUETOOTH_STATUS_APPLE_H + +#ifdef __cplusplus +extern "C" { +int getBluetoothStatus(); +} +#endif + +#endif // ES_CORE_BLUETOOTH_STATUS_APPLE_H diff --git a/es-core/src/BluetoothStatusApple.m b/es-core/src/BluetoothStatusApple.m new file mode 100644 index 000000000..228f062ba --- /dev/null +++ b/es-core/src/BluetoothStatusApple.m @@ -0,0 +1,21 @@ +// SPDX-License-Identifier: MIT +// +// ES-DE Frontend +// BluetoothStatusApple.m +// +// Gets the Bluetooth adapter status on macOS. +// + +#import "BluetoothStatusApple.h" + +#import + +int getBluetoothStatus() +{ + IOBluetoothHostController* hciController = [IOBluetoothHostController defaultController]; + + if (hciController != NULL && hciController.powerState) + return 1; + else + return 0; +} diff --git a/es-core/src/Settings.cpp b/es-core/src/Settings.cpp index f167b9d21..e65da2695 100644 --- a/es-core/src/Settings.cpp +++ b/es-core/src/Settings.cpp @@ -221,6 +221,12 @@ void Settings::setDefaults() #endif mBoolMap["ScreensaverVideoBlur"] = {false, false}; + mBoolMap["SystemStatusDisplayAll"] = {false, false}; + mBoolMap["SystemStatusBluetooth"] = {true, true}; + mBoolMap["SystemStatusWifi"] = {true, true}; + mBoolMap["SystemStatusCellular"] = {true, true}; + mBoolMap["SystemStatusBattery"] = {true, true}; + mBoolMap["SystemStatusBatteryPercentage"] = {true, true}; mBoolMap["ThemeVariantTriggers"] = {true, true}; mBoolMap["DisplayClock"] = {false, false}; mBoolMap["MenuBlurBackground"] = {true, true}; diff --git a/es-core/src/SystemStatus.cpp b/es-core/src/SystemStatus.cpp new file mode 100644 index 000000000..3fc15edeb --- /dev/null +++ b/es-core/src/SystemStatus.cpp @@ -0,0 +1,444 @@ +// SPDX-License-Identifier: MIT +// +// ES-DE Frontend +// SystemStatus.cpp +// +// Queries system status information from the operating system. +// This includes Bluetooth, Wi-Fi, cellular and battery. +// + +#include "SystemStatus.h" + +#include "Log.h" +#include "Settings.h" +#include "utils/FileSystemUtil.h" +#include "utils/StringUtil.h" + +#include + +#include + +#if defined(__APPLE__) && !defined(__IOS__) +#include "BluetoothStatusApple.h" +#include +#include +#include +#endif + +#if defined(_WIN64) +// clang-format off +// Because of course building fails if the files are included in the "wrong" order. +#include +#include +#include +// clang-format on +#endif + +#if defined(__ANDROID__) +#include "utils/PlatformUtilAndroid.h" +#endif + +#define DEBUG_SYSTEM_STATUS false + +SystemStatus::SystemStatus() noexcept + : mExitPolling {false} + , mPollImmediately {false} + , mHasBluetooth {false} + , mHasWifi {false} + , mHasCellular {false} + , mHasBattery {false} + , mBatteryCharging {false} + , mBatteryCapacity {0} + +{ + setCheckFlags(); + mPollThread = std::make_unique(&SystemStatus::pollStatus, this); +} + +SystemStatus::~SystemStatus() +{ + mExitPolling = true; + + if (mPollThread != nullptr && mPollThread->joinable()) { + mPollThread->join(); + mPollThread.reset(); + } +} + +SystemStatus& SystemStatus::getInstance() +{ + static SystemStatus instance; + return instance; +} + +void SystemStatus::setCheckFlags() +{ + std::unique_lock statusLock {mStatusMutex}; + mCheckBluetooth = Settings::getInstance()->getBool("SystemStatusBluetooth"); + mCheckWifi = Settings::getInstance()->getBool("SystemStatusWifi"); + mCheckCellular = Settings::getInstance()->getBool("SystemStatusCellular"); + mCheckBattery = Settings::getInstance()->getBool("SystemStatusBattery"); +} + +void SystemStatus::setPolling(const bool state) +{ + if (state == false) { + mExitPolling = true; + if (mPollThread != nullptr && mPollThread->joinable()) { + mPollThread->join(); + mPollThread.reset(); + } + } + else if (mPollThread == nullptr) { + mExitPolling = false; + mPollThread = std::make_unique(&SystemStatus::pollStatus, this); + } +} + +SystemStatus::Status SystemStatus::getStatus() +{ + mStatus.hasBluetooth = mHasBluetooth; + mStatus.hasWifi = mHasWifi; + mStatus.hasCellular = mHasCellular; + mStatus.hasBattery = mHasBattery; + mStatus.batteryCharging = mBatteryCharging; + mStatus.batteryCapacity = mBatteryCapacity; + + return mStatus; +} + +void SystemStatus::pollStatus() +{ + while (!mExitPolling) { + std::unique_lock statusLock {mStatusMutex}; + + getStatusBluetooth(); + getStatusWifi(); + getStatusCellular(); + getStatusBattery(); + statusLock.unlock(); + +#if (DEBUG_SYSTEM_STATUS) + std::string status {"Bluetooth "}; + status.append(mHasBluetooth ? "enabled" : "disabled") + .append(", Wi-Fi ") + .append(mHasBluetooth ? "enabled" : "disabled") + .append(", cellular ") + .append(mHasCellular ? "enabled" : "disabled") + .append(", battery ") + .append(mHasBattery ? "enabled" : "disabled"); + if (mHasBattery) { + status.append(" (") + .append(mBatteryCharging ? "charging" : "not charging") + .append(" and at ") + .append(std::to_string(mBatteryCapacity)) + .append("% capacity)"); + } + LOG(LogDebug) << "SystemStatus::pollStatus(): " << status; +#endif + + int delayValue {0}; + while (!mPollImmediately && !mExitPolling && delayValue < 3000) { + delayValue += 100; + SDL_Delay(100); + } + + mPollImmediately = false; + } +} + +void SystemStatus::getStatusBluetooth() +{ + if (!mCheckBluetooth) + return; + + bool hasBluetooth {false}; + +#if defined(__APPLE__) && !defined(__IOS__) + if (getBluetoothStatus() == 1) + hasBluetooth = true; + +#elif defined(_WIN64) + BLUETOOTH_FIND_RADIO_PARAMS btFindRadio {sizeof(BLUETOOTH_FIND_RADIO_PARAMS)}; + HANDLE btRadio {nullptr}; + BLUETOOTH_RADIO_INFO btInfo {sizeof(BLUETOOTH_RADIO_INFO), 0}; + + if (BluetoothFindFirstRadio(&btFindRadio, &btRadio) != nullptr) { + if (BluetoothGetRadioInfo(btRadio, &btInfo) == ERROR_SUCCESS) + hasBluetooth = true; + } + +#elif defined(__ANDROID__) + if (Utils::Platform::Android::getBluetoothStatus()) + hasBluetooth = true; + +#elif defined(__linux__) + const std::string sysEntry {"/sys/class/rfkill"}; + auto entries {Utils::FileSystem::getDirContent(sysEntry, false)}; + for (auto& entry : entries) { + if (Utils::FileSystem::exists(entry + "/type")) { + std::string type; + std::ifstream fileStream; + fileStream.open(entry + "/type"); + getline(fileStream, type); + fileStream.close(); + if (Utils::String::toLower(type) == "bluetooth") { + std::string state; + fileStream.open(entry + "/state"); + getline(fileStream, state); + fileStream.close(); + if (std::stoi(state) == 1) + hasBluetooth = true; + break; + } + } + } +#endif + + mHasBluetooth = hasBluetooth; +} + +void SystemStatus::getStatusWifi() +{ + if (!mCheckWifi) + return; + + bool hasWifi {false}; + +#if defined(__APPLE__) && !defined(__IOS__) + const CFArrayRef interfaces {SCNetworkInterfaceCopyAll()}; + + if (interfaces != nullptr) { + for (CFIndex i {0}; i < CFArrayGetCount(interfaces); ++i) { + SCNetworkInterfaceRef interface { + static_cast(CFArrayGetValueAtIndex(interfaces, i))}; + + if (SCNetworkInterfaceGetInterfaceType(interface) == kSCNetworkInterfaceTypeIEEE80211) { + const CFStringRef bsdName {SCNetworkInterfaceGetBSDName(interface)}; + + const SCDynamicStoreRef session { + SCDynamicStoreCreate(nullptr, CFSTR("Custom"), nullptr, nullptr)}; + + const CFStringRef resolvedQuery {CFStringCreateWithFormat( + nullptr, nullptr, CFSTR("State:/Network/Interface/%@/IPv4"), bsdName)}; + + const CFDictionaryRef dict { + static_cast(SCDynamicStoreCopyValue(session, resolvedQuery))}; + + if (dict != nullptr) { + hasWifi = true; + CFRelease(dict); + CFRelease(resolvedQuery); + CFRelease(session); + break; + } + else { + CFRelease(resolvedQuery); + CFRelease(session); + } + } + } + CFRelease(interfaces); + } + +#elif defined(_WIN64) + PIP_ADAPTER_INFO pAdapterInfo {nullptr}; + PIP_ADAPTER_INFO pAdapter {nullptr}; + ULONG ulOutBufLen {sizeof(IP_ADAPTER_INFO)}; + pAdapterInfo = reinterpret_cast(malloc(sizeof(IP_ADAPTER_INFO))); + + if (pAdapterInfo != nullptr) { + // Make an initial call to GetAdaptersInfo to get the necessary size into the + // ulOutBufLen variable, which may or may not be big enough. + if (GetAdaptersInfo(pAdapterInfo, &ulOutBufLen) == ERROR_BUFFER_OVERFLOW) { + free(pAdapterInfo); + pAdapterInfo = reinterpret_cast(malloc(ulOutBufLen)); + } + if (GetAdaptersInfo(pAdapterInfo, &ulOutBufLen) == NO_ERROR) { + pAdapter = pAdapterInfo; + while (pAdapter) { + if (pAdapter->Type == IF_TYPE_IEEE80211) { + // Checking whether the interface has an IP address is crude but + // it seems to get the job done. And there is no other obvious + // way to query the interface status without using additional + // convoluted API calls. + if (const std::string {pAdapter->IpAddressList.IpAddress.String} != "0.0.0.0") { + hasWifi = true; + break; + } + } + pAdapter = pAdapter->Next; + } + } + + if (pAdapterInfo) + free(pAdapterInfo); + } + +#elif defined(__ANDROID__) + if (Utils::Platform::Android::getWifiStatus() == 1) + hasWifi = true; + +#elif defined(__linux__) + const std::string sysEntry {"/sys/class/net"}; + auto entries {Utils::FileSystem::getDirContent(sysEntry, false)}; + for (auto& entry : entries) { + if (Utils::FileSystem::exists(entry + "/wireless") && + Utils::FileSystem::exists(entry + "/operstate")) { + std::string wifiState; + std::ifstream fileStream; + fileStream.open(entry + "/operstate"); + getline(fileStream, wifiState); + fileStream.close(); + if (Utils::String::toLower(wifiState) == "up") + hasWifi = true; + } + } +#endif + + mHasWifi = hasWifi; +} + +void SystemStatus::getStatusCellular() +{ + if (!mCheckCellular) + return; + + bool hasCellular {false}; + +#if defined(__ANDROID__) + if (Utils::Platform::Android::getCellularStatus() >= 1) + hasCellular = true; +#endif + + mHasCellular = hasCellular; +} + +void SystemStatus::getStatusBattery() +{ + if (!mCheckBattery) + return; + + bool hasBattery {false}; + bool batteryCharging {false}; + int batteryCapacity {0}; + +#if defined(__APPLE__) && !defined(__IOS__) + CFTypeRef sourceInfo {IOPSCopyPowerSourcesInfo()}; + CFArrayRef sourceList {IOPSCopyPowerSourcesList(sourceInfo)}; + + if (sourceList != nullptr && CFArrayGetCount(sourceList) > 0) { + CFDictionaryRef source {nullptr}; + + for (CFIndex i {0}; i < CFArrayGetCount(sourceList); ++i) { + source = + IOPSGetPowerSourceDescription(sourceInfo, CFArrayGetValueAtIndex(sourceList, i)); + // Check if this is a battery. + const CFStringRef type {static_cast( + CFDictionaryGetValue(source, CFSTR(kIOPSTransportTypeKey)))}; + if (kCFCompareEqualTo == CFStringCompare(type, CFSTR(kIOPSInternalType), 0)) + break; + else + source = nullptr; + } + + if (source != nullptr) { + hasBattery = true; + + if (CFDictionaryGetValue(source, CFSTR(kIOPSIsChargingKey)) != nullptr) { + batteryCharging = CFBooleanGetValue(static_cast( + CFDictionaryGetValue(source, CFSTR(kIOPSIsChargingKey)))); + } + + int curCapacity {0}; + const CFNumberRef curCapacityNum {static_cast( + CFDictionaryGetValue(source, CFSTR(kIOPSCurrentCapacityKey)))}; + CFNumberGetValue(curCapacityNum, kCFNumberIntType, &curCapacity); + + int maxCapacity {0}; + const CFNumberRef maxCapacityNum { + static_cast(CFDictionaryGetValue(source, CFSTR(kIOPSMaxCapacityKey)))}; + CFNumberGetValue(maxCapacityNum, kCFNumberIntType, &maxCapacity); + + if (maxCapacity > 0) + batteryCapacity = curCapacity / maxCapacity * 100; + } + } + + if (sourceInfo != nullptr) + CFRelease(sourceInfo); + if (sourceList != nullptr) + CFRelease(sourceList); + +#elif defined(_WIN64) + SYSTEM_POWER_STATUS powerStatus; + + if (GetSystemPowerStatus(&powerStatus)) { + if (powerStatus.BatteryFlag != 128 && powerStatus.BatteryFlag != 255) { + hasBattery = true; + + if (powerStatus.ACLineStatus == 1) + atteryCharging = true; + + batteryCapacity = powerStatus.BatteryLifePercent; + } + else { + hasBattery = false; + } + } + +#elif defined(__ANDROID__) + std::pair batteryStatus {Utils::Platform::Android::getBatteryStatus()}; + hasBattery = static_cast(batteryStatus.first); + + if (batteryStatus.first == -1 && batteryStatus.second == -1) { + hasBattery = false; + } + else { + hasBattery = true; + if (batteryStatus.first == 1) + batteryCharging = true; + } + + batteryCapacity = batteryStatus.second; + +#elif defined(__linux__) + const std::string sysEntry {"/sys/class/power_supply"}; + std::string batteryDir; + auto entries {Utils::FileSystem::getDirContent(sysEntry, false)}; + if (std::find(entries.cbegin(), entries.cend(), sysEntry + "/BAT0") != entries.cend()) + batteryDir = sysEntry + "/BAT0"; + else if (std::find(entries.cbegin(), entries.cend(), sysEntry + "/BAT1") != entries.cend()) + batteryDir = sysEntry + "/BAT1"; + else if (std::find(entries.cbegin(), entries.cend(), sysEntry + "/battery") != entries.cend()) + batteryDir = sysEntry + "/battery"; + + if (!Utils::FileSystem::exists(batteryDir + "/status")) + hasBattery = false; + if (!Utils::FileSystem::exists(batteryDir + "/capacity")) + hasBattery = false; + + if (hasBattery) { + std::string batteryStatusValue; + std::string batteryCapacityValue; + std::ifstream fileStream; + fileStream.open(batteryDir + "/status"); + getline(fileStream, batteryStatusValue); + batteryStatusValue = Utils::String::toLower(batteryStatusValue); + fileStream.close(); + + if (batteryStatusValue != "discharging") + batteryCharging = true; + + fileStream.open(batteryDir + "/capacity"); + getline(fileStream, batteryCapacityValue); + fileStream.close(); + + batteryCapacity = std::stoi(batteryCapacityValue); + } +#endif + + mHasBattery = hasBattery; + mBatteryCharging = batteryCharging; + mBatteryCapacity = batteryCapacity; +} diff --git a/es-core/src/SystemStatus.h b/es-core/src/SystemStatus.h new file mode 100644 index 000000000..789b4fdae --- /dev/null +++ b/es-core/src/SystemStatus.h @@ -0,0 +1,77 @@ +// SPDX-License-Identifier: MIT +// +// ES-DE Frontend +// SystemStatus.h +// +// Queries system status information from the operating system. +// This includes Bluetooth, Wi-Fi, cellular and battery. +// + +#ifndef ES_CORE_SYSTEM_STATUS_H +#define ES_CORE_SYSTEM_STATUS_H + +#include +#include +#include + +class SystemStatus +{ +public: + ~SystemStatus(); + static SystemStatus& getInstance(); + + void setCheckFlags(); + void setPolling(const bool state); + void pollImmediately() { mPollImmediately = true; } + + struct Status { + bool hasBluetooth; + bool hasWifi; + bool hasCellular; + bool hasBattery; + bool batteryCharging; + int batteryCapacity; + Status() + : hasBluetooth {false} + , hasWifi {false} + , hasCellular {false} + , hasBattery {false} + , batteryCharging {false} + , batteryCapacity {0} + { + } + }; + + Status getStatus(); + +private: + SystemStatus() noexcept; + + void pollStatus(); + + void getStatusBluetooth(); + void getStatusWifi(); + void getStatusCellular(); + void getStatusBattery(); + + bool mCheckBluetooth; + bool mCheckWifi; + bool mCheckCellular; + bool mCheckBattery; + + std::unique_ptr mPollThread; + Status mStatus; + std::mutex mStatusMutex; + + std::atomic mExitPolling; + std::atomic mPollImmediately; + + std::atomic mHasBluetooth; + std::atomic mHasWifi; + std::atomic mHasCellular; + std::atomic mHasBattery; + std::atomic mBatteryCharging; + std::atomic mBatteryCapacity; +}; + +#endif // ES_CORE_SYSTEM_STATUS_H From 53bae28335f828fe140d42234653ab459ab5e1af Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Sat, 22 Feb 2025 21:08:41 +0100 Subject: [PATCH 092/284] Fixed an issue where the wrong SystemStatus Wi-Fi debug info was shown --- es-core/src/SystemStatus.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/es-core/src/SystemStatus.cpp b/es-core/src/SystemStatus.cpp index 3fc15edeb..d287cbd20 100644 --- a/es-core/src/SystemStatus.cpp +++ b/es-core/src/SystemStatus.cpp @@ -122,7 +122,7 @@ void SystemStatus::pollStatus() std::string status {"Bluetooth "}; status.append(mHasBluetooth ? "enabled" : "disabled") .append(", Wi-Fi ") - .append(mHasBluetooth ? "enabled" : "disabled") + .append(mHasWifi ? "enabled" : "disabled") .append(", cellular ") .append(mHasCellular ? "enabled" : "disabled") .append(", battery ") From b47b6d41d8749a8887d3e2123039822baf3c05ee Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Mon, 24 Feb 2025 11:30:47 +0100 Subject: [PATCH 093/284] (Android) Changed system status polling to run on the main thread --- es-core/src/SystemStatus.cpp | 24 +++++++++++++++++++++++- 1 file changed, 23 insertions(+), 1 deletion(-) diff --git a/es-core/src/SystemStatus.cpp b/es-core/src/SystemStatus.cpp index d287cbd20..9f7e3c771 100644 --- a/es-core/src/SystemStatus.cpp +++ b/es-core/src/SystemStatus.cpp @@ -49,20 +49,31 @@ SystemStatus::SystemStatus() noexcept , mHasBattery {false} , mBatteryCharging {false} , mBatteryCapacity {0} - { setCheckFlags(); + +#if defined(__ANDROID__) + // Polling the device status is very fast on Android and it's quite problematic to run + // these calls in a separate thread anyway. + getStatusBluetooth(); + getStatusWifi(); + getStatusCellular(); + getStatusBattery(); +#else mPollThread = std::make_unique(&SystemStatus::pollStatus, this); +#endif } SystemStatus::~SystemStatus() { +#if !defined(__ANDROID__) mExitPolling = true; if (mPollThread != nullptr && mPollThread->joinable()) { mPollThread->join(); mPollThread.reset(); } +#endif } SystemStatus& SystemStatus::getInstance() @@ -82,6 +93,10 @@ void SystemStatus::setCheckFlags() void SystemStatus::setPolling(const bool state) { +#if defined(__ANDROID__) + return; +#endif + if (state == false) { mExitPolling = true; if (mPollThread != nullptr && mPollThread->joinable()) { @@ -97,6 +112,13 @@ void SystemStatus::setPolling(const bool state) SystemStatus::Status SystemStatus::getStatus() { +#if defined(__ANDROID__) + getStatusBluetooth(); + getStatusWifi(); + getStatusCellular(); + getStatusBattery(); +#endif + mStatus.hasBluetooth = mHasBluetooth; mStatus.hasWifi = mHasWifi; mStatus.hasCellular = mHasCellular; From 7c35e19abf27c60d47703a21650e014359b32f9b Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Mon, 24 Feb 2025 11:39:51 +0100 Subject: [PATCH 094/284] (Windows) Fixed a typo that caused a build error --- es-core/src/SystemStatus.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/es-core/src/SystemStatus.cpp b/es-core/src/SystemStatus.cpp index 9f7e3c771..971f4f7ee 100644 --- a/es-core/src/SystemStatus.cpp +++ b/es-core/src/SystemStatus.cpp @@ -400,7 +400,7 @@ void SystemStatus::getStatusBattery() hasBattery = true; if (powerStatus.ACLineStatus == 1) - atteryCharging = true; + batteryCharging = true; batteryCapacity = powerStatus.BatteryLifePercent; } From 4c06ef2dc36acab7d09e329557a9089726acd11a Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Mon, 24 Feb 2025 11:50:20 +0100 Subject: [PATCH 095/284] (Linux) Fixed an issue where the battery was not detected --- es-core/src/SystemStatus.cpp | 2 ++ 1 file changed, 2 insertions(+) diff --git a/es-core/src/SystemStatus.cpp b/es-core/src/SystemStatus.cpp index 971f4f7ee..8c7e86b56 100644 --- a/es-core/src/SystemStatus.cpp +++ b/es-core/src/SystemStatus.cpp @@ -435,6 +435,8 @@ void SystemStatus::getStatusBattery() else if (std::find(entries.cbegin(), entries.cend(), sysEntry + "/battery") != entries.cend()) batteryDir = sysEntry + "/battery"; + hasBattery = true; + if (!Utils::FileSystem::exists(batteryDir + "/status")) hasBattery = false; if (!Utils::FileSystem::exists(batteryDir + "/capacity")) From eb3c45cbd9fef863fac4777ce4dae3eb6cd23df6 Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Mon, 24 Feb 2025 20:18:56 +0100 Subject: [PATCH 096/284] (macOS) Fixed an issue where the battery capacity was not calculated correctly --- es-core/src/SystemStatus.cpp | 6 ++++-- 1 file changed, 4 insertions(+), 2 deletions(-) diff --git a/es-core/src/SystemStatus.cpp b/es-core/src/SystemStatus.cpp index 8c7e86b56..483782353 100644 --- a/es-core/src/SystemStatus.cpp +++ b/es-core/src/SystemStatus.cpp @@ -382,8 +382,10 @@ void SystemStatus::getStatusBattery() static_cast(CFDictionaryGetValue(source, CFSTR(kIOPSMaxCapacityKey)))}; CFNumberGetValue(maxCapacityNum, kCFNumberIntType, &maxCapacity); - if (maxCapacity > 0) - batteryCapacity = curCapacity / maxCapacity * 100; + if (maxCapacity > 0) { + batteryCapacity = + static_cast(curCapacity) / static_cast(maxCapacity) * 100.0f; + } } } From 75ef27c3309cdb5027f5126090fbb3178d74eeb1 Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Mon, 24 Feb 2025 20:21:50 +0100 Subject: [PATCH 097/284] (Windows) Fixed a linker error due to two missing libraries --- CMakeLists.txt | 2 ++ 1 file changed, 2 insertions(+) diff --git a/CMakeLists.txt b/CMakeLists.txt index 0a4d5fa09..851bbbe92 100644 --- a/CMakeLists.txt +++ b/CMakeLists.txt @@ -625,6 +625,8 @@ elseif(WIN32) ${PROJECT_SOURCE_DIR}/rlottie.lib ${PROJECT_SOURCE_DIR}/SDL2main.lib ${PROJECT_SOURCE_DIR}/SDL2.lib + iphlpapi.dll + bthprops.lib Winmm.dll) elseif(ANDROID) set(COMMON_LIBRARIES ${COMMON_LIBRARIES} From 2cf100bbf5fecc2fe83a7bf22c2645a2ea24fcad Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Mon, 24 Feb 2025 21:07:14 +0100 Subject: [PATCH 098/284] (Linux) Added the BlueZ library as a dependency --- CMakeLists.txt | 5 +- licenses/BlueZ | 504 +++++++++++++++++++++++++++++++++++++++++++++++++ 2 files changed, 508 insertions(+), 1 deletion(-) create mode 100644 licenses/BlueZ diff --git a/CMakeLists.txt b/CMakeLists.txt index 851bbbe92..75daf92e4 100644 --- a/CMakeLists.txt +++ b/CMakeLists.txt @@ -145,6 +145,7 @@ elseif(WIN32) message(FATAL_ERROR "-- You need to build the dependencies in ./external first") endif() elseif(NOT EMSCRIPTEN AND NOT ANDROID AND NOT IOS) + find_package(BlueZ REQUIRED) find_package(CURL REQUIRED) find_package(FFmpeg REQUIRED) find_package(FreeImage REQUIRED) @@ -531,6 +532,7 @@ elseif(ANDROID) ${CMAKE_CURRENT_SOURCE_DIR}/external/SDL_Android) else() set(COMMON_INCLUDE_DIRS ${COMMON_INCLUDE_DIRS} + ${BLUEZ_INCLUDE_DIRS} ${FFMPEG_INCLUDE_DIRS} ${FreeImage_INCLUDE_DIRS} ${FREETYPE_INCLUDE_DIRS} @@ -687,7 +689,8 @@ elseif(EMSCRIPTEN) ${PROJECT_SOURCE_DIR}/libfreetype.a ${PROJECT_SOURCE_DIR}/libpugixml.a) else() - set(COMMON_LIBRARIES ${CURL_LIBRARIES} + set(COMMON_LIBRARIES ${BLUEZ_LIBRARIES} + ${CURL_LIBRARIES} ${FFMPEG_LIBRARIES} ${FreeImage_LIBRARIES} ${FREETYPE_LIBRARIES} diff --git a/licenses/BlueZ b/licenses/BlueZ new file mode 100644 index 000000000..1f7c8cc65 --- /dev/null +++ b/licenses/BlueZ @@ -0,0 +1,504 @@ + GNU LESSER GENERAL PUBLIC LICENSE + Version 2.1, February 1999 + + Copyright (C) 1991, 1999 Free Software Foundation, Inc. + 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA + Everyone is permitted to copy and distribute verbatim copies + of this license document, but changing it is not allowed. + +[This is the first released version of the Lesser GPL. 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You can do so by permitting +redistribution under these terms (or, alternatively, under the terms of the +ordinary General Public License). + + To apply these terms, attach the following notices to the library. It is +safest to attach them to the start of each source file to most effectively +convey the exclusion of warranty; and each file should have at least the +"copyright" line and a pointer to where the full notice is found. + + + Copyright (C) + + This library is free software; you can redistribute it and/or + modify it under the terms of the GNU Lesser General Public + License as published by the Free Software Foundation; either + version 2.1 of the License, or (at your option) any later version. + + This library is distributed in the hope that it will be useful, + but WITHOUT ANY WARRANTY; without even the implied warranty of + MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + Lesser General Public License for more details. + + You should have received a copy of the GNU Lesser General Public + License along with this library; if not, write to the Free Software + Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA + +Also add information on how to contact you by electronic and paper mail. + +You should also get your employer (if you work as a programmer) or your +school, if any, to sign a "copyright disclaimer" for the library, if +necessary. Here is a sample; alter the names: + + Yoyodyne, Inc., hereby disclaims all copyright interest in the + library `Frob' (a library for tweaking knobs) written by James Random Hacker. + + , 1 April 1990 + Ty Coon, President of Vice + +That's all there is to it! + + From 3296969b4e0e45e552d069fc3d2b5db2f35534c8 Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Mon, 24 Feb 2025 21:09:13 +0100 Subject: [PATCH 099/284] (Linux) Added the BlueZ library as a dependency --- es-core/src/SystemStatus.cpp | 28 ++++++++-------------------- 1 file changed, 8 insertions(+), 20 deletions(-) diff --git a/es-core/src/SystemStatus.cpp b/es-core/src/SystemStatus.cpp index 483782353..d8f6b5d54 100644 --- a/es-core/src/SystemStatus.cpp +++ b/es-core/src/SystemStatus.cpp @@ -18,6 +18,12 @@ #include +#if defined(__linux__) && !defined(__ANDROID__) +#include +#include +#include +#endif + #if defined(__APPLE__) && !defined(__IOS__) #include "BluetoothStatusApple.h" #include @@ -195,26 +201,8 @@ void SystemStatus::getStatusBluetooth() hasBluetooth = true; #elif defined(__linux__) - const std::string sysEntry {"/sys/class/rfkill"}; - auto entries {Utils::FileSystem::getDirContent(sysEntry, false)}; - for (auto& entry : entries) { - if (Utils::FileSystem::exists(entry + "/type")) { - std::string type; - std::ifstream fileStream; - fileStream.open(entry + "/type"); - getline(fileStream, type); - fileStream.close(); - if (Utils::String::toLower(type) == "bluetooth") { - std::string state; - fileStream.open(entry + "/state"); - getline(fileStream, state); - fileStream.close(); - if (std::stoi(state) == 1) - hasBluetooth = true; - break; - } - } - } + if (hci_get_route(nullptr) == 0) + hasBluetooth = true; #endif mHasBluetooth = hasBluetooth; From 1d8baa59108288bac3b608204cef617cbe5b026a Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Mon, 24 Feb 2025 21:11:05 +0100 Subject: [PATCH 100/284] Added a CMake find module for BlueZ --- CMake/Packages/FindBlueZ.cmake | 80 ++++++++++++++++++++++++++++++++++ 1 file changed, 80 insertions(+) create mode 100644 CMake/Packages/FindBlueZ.cmake diff --git a/CMake/Packages/FindBlueZ.cmake b/CMake/Packages/FindBlueZ.cmake new file mode 100644 index 000000000..9defaf82b --- /dev/null +++ b/CMake/Packages/FindBlueZ.cmake @@ -0,0 +1,80 @@ +# - try to find Bluez +# +# Cache Variables: (probably not for direct use in your scripts) +# BLUEZ_INCLUDE_DIR +# BLUEZ_LIBRARY +# +# Non-cache variables you might use in your CMakeLists.txt: +# BLUEZ_FOUND +# BLUEZ_INCLUDE_DIRS +# BLUEZ_LIBRARIES +# +# Requires these CMake modules: +# FindPackageHandleStandardArgs (known included with CMake >=2.6.2) +# +# Original Author: +# 2009-2010 Rylie Pavlik +# https://ryliepavlik.com/ +# Iowa State University HCI Graduate Program/VRAC +# +# Copyright 2009-2010, Iowa State University +# +# Distributed under the Boost Software License, Version 1.0. +# (See accompanying file LICENSE_1_0.txt or copy at +# http://www.boost.org/LICENSE_1_0.txt) +# +# SPDX-License-Identifier: BSL-1.0 + +if(WIN32 OR APPLE OR NOT UNIX) + if(NOT Bluez_FIND_QUIETLY) + message(STATUS "Platform not supported by Bluez - skipping search") + endif() +else() + set(BLUEZ_ROOT_DIR + "${BLUEZ_ROOT_DIR}" + CACHE + PATH + "Directory to search") + + if(CMAKE_SIZEOF_VOID_P MATCHES "8") + set(_LIBSUFFIXES lib64 lib) + else() + set(_LIBSUFFIXES lib) + endif() + + find_library(BLUEZ_LIBRARY + NAMES + bluetooth + HINTS + "${BLUEZ_ROOT_DIR}" + PATH_SUFFIXES + "${_LIBSUFFIXES}") + + # Might want to look close to the library first for the includes. + get_filename_component(_libdir "${BLUEZ_LIBRARY}" PATH) + + find_path(BLUEZ_INCLUDE_DIR + NAMES + bluetooth/bluetooth.h + HINTS + "${_libdir}/.." + PATHS + "${BLUEZ_ROOT_DIR}" + PATH_SUFFIXES + include/) +endif() + +include(FindPackageHandleStandardArgs) +find_package_handle_standard_args(Bluez + DEFAULT_MSG + BLUEZ_LIBRARY + BLUEZ_INCLUDE_DIR) + +if(BLUEZ_FOUND) + set(BLUEZ_LIBRARIES "${BLUEZ_LIBRARY}") + set(BLUEZ_INCLUDE_DIRS "${BLUEZ_INCLUDE_DIR}") + mark_as_advanced(BLUEZ_ROOT_DIR) +endif() + +mark_as_advanced(BLUEZ_INCLUDE_DIR + BLUEZ_LIBRARY) From 0909f5e99a3029b8e3c147a1f9fe8bb2978b9d8f Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Mon, 24 Feb 2025 21:13:49 +0100 Subject: [PATCH 101/284] (Linux) Fixed a CMake find module name mismatch for BlueZ --- CMake/Packages/{FindBlueZ.cmake => FindBluez.cmake} | 0 CMakeLists.txt | 2 +- 2 files changed, 1 insertion(+), 1 deletion(-) rename CMake/Packages/{FindBlueZ.cmake => FindBluez.cmake} (100%) diff --git a/CMake/Packages/FindBlueZ.cmake b/CMake/Packages/FindBluez.cmake similarity index 100% rename from CMake/Packages/FindBlueZ.cmake rename to CMake/Packages/FindBluez.cmake diff --git a/CMakeLists.txt b/CMakeLists.txt index 75daf92e4..7c797003f 100644 --- a/CMakeLists.txt +++ b/CMakeLists.txt @@ -145,7 +145,7 @@ elseif(WIN32) message(FATAL_ERROR "-- You need to build the dependencies in ./external first") endif() elseif(NOT EMSCRIPTEN AND NOT ANDROID AND NOT IOS) - find_package(BlueZ REQUIRED) + find_package(Bluez REQUIRED) find_package(CURL REQUIRED) find_package(FFmpeg REQUIRED) find_package(FreeImage REQUIRED) From 0570c22001088a032e69e8dc120fa4de1ae6d62f Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Mon, 24 Feb 2025 21:42:01 +0100 Subject: [PATCH 102/284] Changed the CMake configuration to only check for the BlueZ library on Linux and not on FreeBSD --- CMakeLists.txt | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/CMakeLists.txt b/CMakeLists.txt index 7c797003f..c29ef172e 100644 --- a/CMakeLists.txt +++ b/CMakeLists.txt @@ -145,7 +145,6 @@ elseif(WIN32) message(FATAL_ERROR "-- You need to build the dependencies in ./external first") endif() elseif(NOT EMSCRIPTEN AND NOT ANDROID AND NOT IOS) - find_package(Bluez REQUIRED) find_package(CURL REQUIRED) find_package(FFmpeg REQUIRED) find_package(FreeImage REQUIRED) @@ -166,6 +165,7 @@ endif() # Add ALSA for Linux. if(CMAKE_SYSTEM_NAME MATCHES Linux) find_package(ALSA REQUIRED) + find_package(Bluez REQUIRED) endif() #--------------------------------------------------------------------------------------------------- From cbd59c553390e6425234bb41f6bd77a0d5f4b5b2 Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Mon, 24 Feb 2025 21:45:12 +0100 Subject: [PATCH 103/284] Changed a CMake configuration comment --- CMakeLists.txt | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/CMakeLists.txt b/CMakeLists.txt index c29ef172e..a6e892880 100644 --- a/CMakeLists.txt +++ b/CMakeLists.txt @@ -162,7 +162,7 @@ if(CEC) find_package(libCEC REQUIRED) endif() -# Add ALSA for Linux. +# Add ALSA and BlueZ for Linux. if(CMAKE_SYSTEM_NAME MATCHES Linux) find_package(ALSA REQUIRED) find_package(Bluez REQUIRED) From 1eff0a9c94bb9ec61e8df8547474f6121adfcba8 Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Mon, 24 Feb 2025 21:54:47 +0100 Subject: [PATCH 104/284] OCD commit --- es-core/src/components/HelpComponent.cpp | 1 - 1 file changed, 1 deletion(-) diff --git a/es-core/src/components/HelpComponent.cpp b/es-core/src/components/HelpComponent.cpp index 169269896..db340ab0f 100644 --- a/es-core/src/components/HelpComponent.cpp +++ b/es-core/src/components/HelpComponent.cpp @@ -39,7 +39,6 @@ HelpComponent::HelpComponent(std::shared_ptr font) , mStyleOpacity {1.0f} , mStyleOpacityDimmed {mStyleOpacity} , mStyleLetterCase {"uppercase"} - { assignIcons(); updateGrid(); From 677e2fbb98e8ba48de306bb9f4080e835493abb8 Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Mon, 24 Feb 2025 22:02:14 +0100 Subject: [PATCH 105/284] (Linux) Added support for checking for multiple Bluetooth adapters --- es-core/src/SystemStatus.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/es-core/src/SystemStatus.cpp b/es-core/src/SystemStatus.cpp index d8f6b5d54..b3cdf20bd 100644 --- a/es-core/src/SystemStatus.cpp +++ b/es-core/src/SystemStatus.cpp @@ -201,7 +201,7 @@ void SystemStatus::getStatusBluetooth() hasBluetooth = true; #elif defined(__linux__) - if (hci_get_route(nullptr) == 0) + if (hci_get_route(nullptr) != -1) hasBluetooth = true; #endif From 539e5ed57a755a5910bedace02e803fb20920c15 Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Mon, 24 Feb 2025 22:06:47 +0100 Subject: [PATCH 106/284] Disabled system status polling on FreeBSD and Haiku --- es-core/src/SystemStatus.cpp | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/es-core/src/SystemStatus.cpp b/es-core/src/SystemStatus.cpp index b3cdf20bd..6f772b464 100644 --- a/es-core/src/SystemStatus.cpp +++ b/es-core/src/SystemStatus.cpp @@ -65,14 +65,14 @@ SystemStatus::SystemStatus() noexcept getStatusWifi(); getStatusCellular(); getStatusBattery(); -#else +#elif !defined(__FreeBSD__) && !defined(__HAIKU__) mPollThread = std::make_unique(&SystemStatus::pollStatus, this); #endif } SystemStatus::~SystemStatus() { -#if !defined(__ANDROID__) +#if !defined(__ANDROID__) && !defined(__FreeBSD__) && !defined(__HAIKU__) mExitPolling = true; if (mPollThread != nullptr && mPollThread->joinable()) { From a6b573bc5cbb135079fe8b6f53d550c480693026 Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Mon, 24 Feb 2025 22:48:37 +0100 Subject: [PATCH 107/284] Added clamping to the battery capacity to work around buggy OS drivers --- es-core/src/SystemStatus.cpp | 5 +++++ 1 file changed, 5 insertions(+) diff --git a/es-core/src/SystemStatus.cpp b/es-core/src/SystemStatus.cpp index 6f772b464..775e26cbe 100644 --- a/es-core/src/SystemStatus.cpp +++ b/es-core/src/SystemStatus.cpp @@ -452,6 +452,11 @@ void SystemStatus::getStatusBattery() } #endif + if (batteryCapacity < 0) + batteryCapacity = 0; + if (batteryCapacity > 100) + batteryCapacity = 100; + mHasBattery = hasBattery; mBatteryCharging = batteryCharging; mBatteryCapacity = batteryCapacity; From eeff59773d906e9faa024a0889a811248ab72785 Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Tue, 25 Feb 2025 22:59:50 +0100 Subject: [PATCH 108/284] Added system status indicator icons --- licenses/PhosphorIcons | 21 +++++ .../systemstatus/battery_charging.svg | 53 +++++++++++ .../graphics/systemstatus/battery_full.svg | 92 +++++++++++++++++++ .../graphics/systemstatus/battery_high.svg | 80 ++++++++++++++++ .../graphics/systemstatus/battery_low.svg | 56 +++++++++++ .../graphics/systemstatus/battery_medium.svg | 68 ++++++++++++++ resources/graphics/systemstatus/bluetooth.svg | 58 ++++++++++++ resources/graphics/systemstatus/cellular.svg | 63 +++++++++++++ resources/graphics/systemstatus/wifi.svg | 54 +++++++++++ 9 files changed, 545 insertions(+) create mode 100644 licenses/PhosphorIcons create mode 100644 resources/graphics/systemstatus/battery_charging.svg create mode 100644 resources/graphics/systemstatus/battery_full.svg create mode 100644 resources/graphics/systemstatus/battery_high.svg create mode 100644 resources/graphics/systemstatus/battery_low.svg create mode 100644 resources/graphics/systemstatus/battery_medium.svg create mode 100644 resources/graphics/systemstatus/bluetooth.svg create mode 100644 resources/graphics/systemstatus/cellular.svg create mode 100644 resources/graphics/systemstatus/wifi.svg diff --git a/licenses/PhosphorIcons b/licenses/PhosphorIcons new file mode 100644 index 000000000..e2eb0bd01 --- /dev/null +++ b/licenses/PhosphorIcons @@ -0,0 +1,21 @@ +MIT License + +Copyright (c) 2020 Phosphor Icons + +Permission is hereby granted, free of charge, to any person obtaining a copy +of this software and associated documentation files (the "Software"), to deal +in the Software without restriction, including without limitation the rights +to use, copy, modify, merge, publish, distribute, sublicense, and/or sell +copies of the Software, and to permit persons to whom the Software is +furnished to do so, subject to the following conditions: + +The above copyright notice and this permission notice shall be included in all +copies or substantial portions of the Software. + +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE +SOFTWARE. diff --git a/resources/graphics/systemstatus/battery_charging.svg b/resources/graphics/systemstatus/battery_charging.svg new file mode 100644 index 000000000..de61fc326 --- /dev/null +++ b/resources/graphics/systemstatus/battery_charging.svg @@ -0,0 +1,53 @@ + + + + + + + + + + diff --git a/resources/graphics/systemstatus/battery_full.svg b/resources/graphics/systemstatus/battery_full.svg new file mode 100644 index 000000000..c284f16c2 --- /dev/null +++ b/resources/graphics/systemstatus/battery_full.svg @@ -0,0 +1,92 @@ + + + + + + + + + + + + + diff --git a/resources/graphics/systemstatus/battery_high.svg b/resources/graphics/systemstatus/battery_high.svg new file mode 100644 index 000000000..f1bbe57af --- /dev/null +++ b/resources/graphics/systemstatus/battery_high.svg @@ -0,0 +1,80 @@ + + + + + + + + + + + + diff --git a/resources/graphics/systemstatus/battery_low.svg b/resources/graphics/systemstatus/battery_low.svg new file mode 100644 index 000000000..4a8075ff2 --- /dev/null +++ b/resources/graphics/systemstatus/battery_low.svg @@ -0,0 +1,56 @@ + + + + + + + + + + diff --git a/resources/graphics/systemstatus/battery_medium.svg b/resources/graphics/systemstatus/battery_medium.svg new file mode 100644 index 000000000..8b81f6538 --- /dev/null +++ b/resources/graphics/systemstatus/battery_medium.svg @@ -0,0 +1,68 @@ + + + + + + + + + + + diff --git a/resources/graphics/systemstatus/bluetooth.svg b/resources/graphics/systemstatus/bluetooth.svg new file mode 100644 index 000000000..70727c950 --- /dev/null +++ b/resources/graphics/systemstatus/bluetooth.svg @@ -0,0 +1,58 @@ + + + + + + + + + + diff --git a/resources/graphics/systemstatus/cellular.svg b/resources/graphics/systemstatus/cellular.svg new file mode 100644 index 000000000..f58219de9 --- /dev/null +++ b/resources/graphics/systemstatus/cellular.svg @@ -0,0 +1,63 @@ + + + + + + + + + diff --git a/resources/graphics/systemstatus/wifi.svg b/resources/graphics/systemstatus/wifi.svg new file mode 100644 index 000000000..fb392d1a7 --- /dev/null +++ b/resources/graphics/systemstatus/wifi.svg @@ -0,0 +1,54 @@ + + + + + + + + + + From 86a554d1b21ec31265e7c29ac88737f6957e3d26 Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Tue, 25 Feb 2025 23:15:12 +0100 Subject: [PATCH 109/284] Added a system status component --- es-app/src/FileData.cpp | 5 +- es-app/src/guis/GuiSettings.cpp | 11 + es-app/src/guis/GuiSettings.h | 2 + es-app/src/views/GamelistBase.h | 1 + es-app/src/views/GamelistView.cpp | 17 + es-app/src/views/GamelistView.h | 1 + es-app/src/views/SystemView.cpp | 22 + es-app/src/views/SystemView.h | 2 + es-core/CMakeLists.txt | 2 + es-core/src/SystemStatus.cpp | 41 +- es-core/src/SystemStatus.h | 6 +- es-core/src/ThemeData.cpp | 18 + es-core/src/Window.cpp | 11 + es-core/src/Window.h | 17 + .../src/components/SystemStatusComponent.cpp | 391 ++++++++++++++++++ .../src/components/SystemStatusComponent.h | 67 +++ 16 files changed, 606 insertions(+), 8 deletions(-) create mode 100644 es-core/src/components/SystemStatusComponent.cpp create mode 100644 es-core/src/components/SystemStatusComponent.h diff --git a/es-app/src/FileData.cpp b/es-app/src/FileData.cpp index c71d9e075..9e34e0e0d 100644 --- a/es-app/src/FileData.cpp +++ b/es-app/src/FileData.cpp @@ -18,6 +18,7 @@ #include "MameNames.h" #include "Scripting.h" #include "SystemData.h" +#include "SystemStatus.h" #include "UIModeController.h" #include "Window.h" #include "utils/FileSystemUtil.h" @@ -2103,10 +2104,12 @@ returnValue = Utils::Platform::launchGameUnix(command, startDirectory, runInBack } // Unless we're running in the background while the game is launched, re-enable the text - // scrolling that was disabled in ViewController. + // scrolling that was disabled in ViewController. Also poll the system status immediately + // in case something changed while the game was running. if (!runInBackground) { window->setAllowTextScrolling(true); window->setAllowFileAnimation(true); + SystemStatus::getInstance().pollImmediately(); } // Update number of times the game has been launched. diff --git a/es-app/src/guis/GuiSettings.cpp b/es-app/src/guis/GuiSettings.cpp index 488faa0d0..0aae3f9f7 100644 --- a/es-app/src/guis/GuiSettings.cpp +++ b/es-app/src/guis/GuiSettings.cpp @@ -14,6 +14,7 @@ #include "FileFilterIndex.h" #include "Settings.h" #include "SystemData.h" +#include "SystemStatus.h" #include "Window.h" #include "components/HelpComponent.h" #include "guis/GuiTextEditKeyboardPopup.h" @@ -36,6 +37,7 @@ GuiSettings::GuiSettings(std::string title) , mNeedsGoToStart {false} , mNeedsGoToSystem {false} , mNeedsGoToGroupedCollections {false} + , mNeedsUpdateStatusComponents {false} , mInvalidateCachedBackground {false} { addChild(&mMenu); @@ -143,6 +145,15 @@ void GuiSettings::save() ViewController::getInstance()->goToSystem(SystemData::sSystemVector.front(), false); } + if (mNeedsUpdateStatusComponents) { + SystemStatus::getInstance().setCheckFlags(); + SystemStatus::getInstance().pollImmediately(); + // If we're not done within this time window it's not the end of the world, + // the indicators will still get updated during the next poll. + SDL_Delay(100); + mWindow->updateSystemStatusComponents(); + } + if (mNeedsCollectionsUpdate) { auto state = ViewController::getInstance()->getState(); // If we're in any view other than the grouped custom collections, always jump to the diff --git a/es-app/src/guis/GuiSettings.h b/es-app/src/guis/GuiSettings.h index c2413b401..7eae3caab 100644 --- a/es-app/src/guis/GuiSettings.h +++ b/es-app/src/guis/GuiSettings.h @@ -58,6 +58,7 @@ public: mGoToSystem = goToSystem; }; void setNeedsGoToGroupedCollections() { mNeedsGoToGroupedCollections = true; } + void setNeedsUpdateStatusComponents() { mNeedsUpdateStatusComponents = true; } void setNeedsCloseMenu(std::function closeFunction) { mCloseMenuFunction = closeFunction; @@ -84,6 +85,7 @@ private: bool mNeedsGoToStart; bool mNeedsGoToSystem; bool mNeedsGoToGroupedCollections; + bool mNeedsUpdateStatusComponents; bool mInvalidateCachedBackground; }; diff --git a/es-app/src/views/GamelistBase.h b/es-app/src/views/GamelistBase.h index 3e5fb1413..863988ee8 100644 --- a/es-app/src/views/GamelistBase.h +++ b/es-app/src/views/GamelistBase.h @@ -20,6 +20,7 @@ #include "components/LottieAnimComponent.h" #include "components/RatingComponent.h" #include "components/ScrollableContainer.h" +#include "components/SystemStatusComponent.h" #include "components/TextComponent.h" #include "components/VideoFFmpegComponent.h" #include "components/primary/CarouselComponent.h" diff --git a/es-app/src/views/GamelistView.cpp b/es-app/src/views/GamelistView.cpp index 896130c51..be9d96153 100644 --- a/es-app/src/views/GamelistView.cpp +++ b/es-app/src/views/GamelistView.cpp @@ -92,10 +92,14 @@ void GamelistView::onShow() video->stopVideoPlayer(); mWindow->passClockComponents(&mClockComponents); + mWindow->passSystemStatusComponents(&mSystemStatusComponents); for (auto& clock : mClockComponents) clock->update(500); + for (auto& systemstatus : mSystemStatusComponents) + systemstatus->update(SystemStatus::updateTime); + mLastUpdated = nullptr; GuiComponent::onShow(); @@ -365,6 +369,11 @@ void GamelistView::onThemeChanged(const std::shared_ptr& theme) mClockComponents.emplace_back(std::make_unique()); mClockComponents.back()->applyTheme(theme, "gamelist", element.first, ALL); } + else if (element.second.type == "systemstatus") { + mSystemStatusComponents.emplace_back(std::make_unique()); + mSystemStatusComponents.back()->applyTheme(theme, "gamelist", element.first, ALL); + mSystemStatusComponents.back()->updateGrid(); + } } } @@ -375,6 +384,14 @@ void GamelistView::onThemeChanged(const std::shared_ptr& theme) mClockComponents.back()->update(1000); } + if (mSystemStatusComponents.empty()) { + // Apply a default systemstatus if the theme does not contain any configuration for it. + mSystemStatusComponents.emplace_back(std::make_unique()); + mSystemStatusComponents.back()->applyTheme(theme, "gamelist", "systemstatus_default", + ThemeFlags::ALL); + mSystemStatusComponents.back()->updateGrid(); + } + if (mPrimary == nullptr) { mTextList = std::make_unique>(); mPrimary = mTextList.get(); diff --git a/es-app/src/views/GamelistView.h b/es-app/src/views/GamelistView.h index 67f9cc32a..976b7f6ce 100644 --- a/es-app/src/views/GamelistView.h +++ b/es-app/src/views/GamelistView.h @@ -138,6 +138,7 @@ private: std::vector> mGamelistInfoComponents; std::vector> mHelpComponents; std::vector> mClockComponents; + std::vector> mSystemStatusComponents; }; #endif // ES_APP_VIEWS_GAMELIST_VIEW_H diff --git a/es-app/src/views/SystemView.cpp b/es-app/src/views/SystemView.cpp index 7afc19bb4..3704f1e66 100644 --- a/es-app/src/views/SystemView.cpp +++ b/es-app/src/views/SystemView.cpp @@ -248,6 +248,8 @@ void SystemView::onCursorChanged(const CursorState& state) { mWindow->passHelpComponents(nullptr); mWindow->passClockComponents(&mSystemElements[mPrimary->getCursor()].clockComponents); + mWindow->passSystemStatusComponents( + &mSystemElements[mPrimary->getCursor()].systemStatusComponents); if (Settings::getInstance()->getBool("CustomEventScripts") && Settings::getInstance()->getBool("CustomEventScriptsBrowsing")) { @@ -260,6 +262,9 @@ void SystemView::onCursorChanged(const CursorState& state) for (auto& clock : mSystemElements[mPrimary->getCursor()].clockComponents) clock->update(1000); + for (auto& systemstatus : mSystemElements[mPrimary->getCursor()].systemStatusComponents) + systemstatus->update(SystemStatus::updateTime); + // Reset horizontally scrolling text. for (auto& text : mSystemElements[mPrimary->getCursor()].gameCountComponents) text->resetComponent(); @@ -745,6 +750,13 @@ void SystemView::populate() elements.clockComponents.back()->applyTheme(theme, "system", element.first, ThemeFlags::ALL); } + else if (element.second.type == "systemstatus") { + elements.systemStatusComponents.emplace_back( + std::make_unique()); + elements.systemStatusComponents.back()->applyTheme( + theme, "system", element.first, ThemeFlags::ALL); + elements.systemStatusComponents.back()->updateGrid(); + } } } @@ -756,6 +768,14 @@ void SystemView::populate() elements.clockComponents.back()->update(1000); } + if (elements.systemStatusComponents.empty()) { + // Apply a default systemstatus if the theme does not contain any configuration for it. + elements.systemStatusComponents.emplace_back(std::make_unique()); + elements.systemStatusComponents.back()->applyTheme( + theme, "system", "systemstatus_default", ThemeFlags::ALL); + elements.systemStatusComponents.back()->updateGrid(); + } + std::stable_sort( elements.children.begin(), elements.children.end(), [](GuiComponent* a, GuiComponent* b) { return b->getZIndex() > a->getZIndex(); }); @@ -921,6 +941,8 @@ void SystemView::populate() mWindow->passHelpComponents(&mSystemElements[mPrimary->getCursor()].helpComponents); mWindow->passClockComponents(&mSystemElements[mPrimary->getCursor()].clockComponents); + mWindow->passSystemStatusComponents( + &mSystemElements[mPrimary->getCursor()].systemStatusComponents); mFadeTransitions = (static_cast(Settings::getInstance()->getInt( "TransitionsSystemToSystem")) == ViewTransitionAnimation::FADE); diff --git a/es-app/src/views/SystemView.h b/es-app/src/views/SystemView.h index 33e661578..86f0b7d68 100644 --- a/es-app/src/views/SystemView.h +++ b/es-app/src/views/SystemView.h @@ -19,6 +19,7 @@ #include "components/LottieAnimComponent.h" #include "components/RatingComponent.h" #include "components/ScrollableContainer.h" +#include "components/SystemStatusComponent.h" #include "components/TextComponent.h" #include "components/VideoFFmpegComponent.h" #include "components/primary/CarouselComponent.h" @@ -139,6 +140,7 @@ private: std::vector> ratingComponents; std::vector> helpComponents; std::vector> clockComponents; + std::vector> systemStatusComponents; }; Renderer* mRenderer; diff --git a/es-core/CMakeLists.txt b/es-core/CMakeLists.txt index c8908506a..1c391e53f 100644 --- a/es-core/CMakeLists.txt +++ b/es-core/CMakeLists.txt @@ -63,6 +63,7 @@ set(CORE_HEADERS ${CMAKE_CURRENT_SOURCE_DIR}/src/components/ScrollIndicatorComponent.h ${CMAKE_CURRENT_SOURCE_DIR}/src/components/SliderComponent.h ${CMAKE_CURRENT_SOURCE_DIR}/src/components/SwitchComponent.h + ${CMAKE_CURRENT_SOURCE_DIR}/src/components/SystemStatusComponent.h ${CMAKE_CURRENT_SOURCE_DIR}/src/components/TextComponent.h ${CMAKE_CURRENT_SOURCE_DIR}/src/components/TextEditComponent.h ${CMAKE_CURRENT_SOURCE_DIR}/src/components/VideoComponent.h @@ -139,6 +140,7 @@ set(CORE_SOURCES ${CMAKE_CURRENT_SOURCE_DIR}/src/components/ScrollableContainer.cpp ${CMAKE_CURRENT_SOURCE_DIR}/src/components/SliderComponent.cpp ${CMAKE_CURRENT_SOURCE_DIR}/src/components/SwitchComponent.cpp + ${CMAKE_CURRENT_SOURCE_DIR}/src/components/SystemStatusComponent.cpp ${CMAKE_CURRENT_SOURCE_DIR}/src/components/TextComponent.cpp ${CMAKE_CURRENT_SOURCE_DIR}/src/components/TextEditComponent.cpp ${CMAKE_CURRENT_SOURCE_DIR}/src/components/VideoComponent.cpp diff --git a/es-core/src/SystemStatus.cpp b/es-core/src/SystemStatus.cpp index 775e26cbe..2ef5395a2 100644 --- a/es-core/src/SystemStatus.cpp +++ b/es-core/src/SystemStatus.cpp @@ -95,6 +95,15 @@ void SystemStatus::setCheckFlags() mCheckWifi = Settings::getInstance()->getBool("SystemStatusWifi"); mCheckCellular = Settings::getInstance()->getBool("SystemStatusCellular"); mCheckBattery = Settings::getInstance()->getBool("SystemStatusBattery"); + + if (!mCheckBluetooth) + mHasBluetooth = false; + if (!mCheckWifi) + mHasWifi = false; + if (!mCheckCellular) + mHasCellular = false; + if (!mCheckBattery) + mHasBattery = false; } void SystemStatus::setPolling(const bool state) @@ -116,13 +125,33 @@ void SystemStatus::setPolling(const bool state) } } -SystemStatus::Status SystemStatus::getStatus() +SystemStatus::Status SystemStatus::getStatus(const bool update) { #if defined(__ANDROID__) - getStatusBluetooth(); - getStatusWifi(); - getStatusCellular(); - getStatusBattery(); + if (update) { + getStatusBluetooth(); + getStatusWifi(); + getStatusCellular(); + getStatusBattery(); +#if (DEBUG_SYSTEM_STATUS) + std::string status {"Bluetooth "}; + status.append(mHasBluetooth ? "enabled" : "disabled") + .append(", Wi-Fi ") + .append(mHasWifi ? "enabled" : "disabled") + .append(", cellular ") + .append(mHasCellular ? "enabled" : "disabled") + .append(", battery ") + .append(mHasBattery ? "enabled" : "disabled"); + if (mHasBattery) { + status.append(" (") + .append(mBatteryCharging ? "charging" : "not charging") + .append(" and at ") + .append(std::to_string(mBatteryCapacity)) + .append("% capacity)"); + } + LOG(LogDebug) << "SystemStatus::getStatus(): " << status; +#endif + } #endif mStatus.hasBluetooth = mHasBluetooth; @@ -166,7 +195,7 @@ void SystemStatus::pollStatus() #endif int delayValue {0}; - while (!mPollImmediately && !mExitPolling && delayValue < 3000) { + while (!mPollImmediately && !mExitPolling && delayValue < pollingTime) { delayValue += 100; SDL_Delay(100); } diff --git a/es-core/src/SystemStatus.h b/es-core/src/SystemStatus.h index 789b4fdae..f51d7752d 100644 --- a/es-core/src/SystemStatus.h +++ b/es-core/src/SystemStatus.h @@ -23,6 +23,7 @@ public: void setCheckFlags(); void setPolling(const bool state); void pollImmediately() { mPollImmediately = true; } + const bool getPollImmediately() { return mPollImmediately; } struct Status { bool hasBluetooth; @@ -42,7 +43,10 @@ public: } }; - Status getStatus(); + Status getStatus(const bool update = true); + + static constexpr int updateTime {300}; + static constexpr int pollingTime {2500}; private: SystemStatus() noexcept; diff --git a/es-core/src/ThemeData.cpp b/es-core/src/ThemeData.cpp index 94ea198d6..b231363b7 100644 --- a/es-core/src/ThemeData.cpp +++ b/es-core/src/ThemeData.cpp @@ -134,6 +134,8 @@ std::map> ThemeData::sPropertyAt {"customControllerIcon", "controller"}}}, {"helpsystem", {{"customButtonIcon", "button"}}}, + {"systemstatus", + {{"customIcon", "icon"}}}, }; std::map> @@ -589,6 +591,22 @@ std::map> {"lineSpacing", FLOAT}, {"format", STRING}, {"opacity", FLOAT}}}, + {"systemstatus", + {{"pos", NORMALIZED_PAIR}, + {"size", NORMALIZED_PAIR}, + {"origin", NORMALIZED_PAIR}, + {"fontPath", PATH}, + {"textRelativeScale", FLOAT}, + {"color", COLOR}, + {"backgroundColor", COLOR}, + {"backgroundColorEnd", COLOR}, + {"backgroundGradientType", STRING}, + {"backgroundPadding", NORMALIZED_PAIR}, + {"backgroundCornerRadius", FLOAT}, + {"entries", STRING}, + {"entrySpacing", FLOAT}, + {"customIcon", PATH}, + {"opacity", FLOAT}}}, {"sound", {{"path", PATH}}}}; // clang-format on diff --git a/es-core/src/Window.cpp b/es-core/src/Window.cpp index 1d1d7d2f1..f93b9f886 100644 --- a/es-core/src/Window.cpp +++ b/es-core/src/Window.cpp @@ -32,6 +32,7 @@ Window::Window() noexcept : mRenderer {Renderer::getInstance()} , mHelpComponents {nullptr} , mClockComponents {nullptr} + , mSystemStatusComponents {nullptr} , mSplashTextPositions {0.0f, 0.0f, 0.0f, 0.0f} , mBackgroundOverlayOpacity {1.0f} , mScreensaver {nullptr} @@ -465,6 +466,11 @@ void Window::update(int deltaTime) clockComponent->update(deltaTime); } + if (mSystemStatusComponents != nullptr) { + for (auto& systemStatusComponent : *mSystemStatusComponents) + systemStatusComponent->update(deltaTime); + } + #if defined(__ANDROID__) || defined(__IOS__) if (Settings::getInstance()->getBool("InputTouchOverlay")) InputOverlay::getInstance().update(deltaTime); @@ -692,6 +698,11 @@ void Window::render() clockComponent->render(trans); } + if (mSystemStatusComponents != nullptr) { + for (auto& systemStatusComponent : *mSystemStatusComponents) + systemStatusComponent->render(trans); + } + if (mInfoPopup) mInfoPopup->render(trans); diff --git a/es-core/src/Window.h b/es-core/src/Window.h index 14b78be13..20d4c20e7 100644 --- a/es-core/src/Window.h +++ b/es-core/src/Window.h @@ -14,9 +14,11 @@ #include "HelpPrompt.h" #include "InputConfig.h" #include "Settings.h" +#include "SystemStatus.h" #include "components/DateTimeComponent.h" #include "components/HelpComponent.h" #include "components/ImageComponent.h" +#include "components/SystemStatusComponent.h" #include "components/TextComponent.h" #include "guis/GuiInfoPopup.h" #include "resources/Font.h" @@ -179,6 +181,20 @@ public: mClockComponents = clockComponents; } + void passSystemStatusComponents( + std::vector>* systemstatusComponents) + { + mSystemStatusComponents = systemstatusComponents; + } + + void updateSystemStatusComponents() + { + if (mSystemStatusComponents != nullptr) { + for (auto& systemStatusComponent : *mSystemStatusComponents) + systemStatusComponent->update(SystemStatus::pollingTime); + } + } + private: Window() noexcept; ~Window(); @@ -198,6 +214,7 @@ private: std::vector>* mHelpComponents; std::unique_ptr mHelp; std::vector>* mClockComponents; + std::vector>* mSystemStatusComponents; std::unique_ptr mBackgroundOverlay; std::unique_ptr mSplash; std::unique_ptr mSplashTextScanning; diff --git a/es-core/src/components/SystemStatusComponent.cpp b/es-core/src/components/SystemStatusComponent.cpp new file mode 100644 index 000000000..edc66ed29 --- /dev/null +++ b/es-core/src/components/SystemStatusComponent.cpp @@ -0,0 +1,391 @@ +// SPDX-License-Identifier: MIT +// +// ES-DE Frontend +// SystemStatusComponent.cpp +// +// Displays system status information (Bluetooth, Wi-Fi, cellular and battery). +// + +#include "components/SystemStatusComponent.h" + +#include "SystemStatus.h" +#include "Window.h" +#include "utils/FileSystemUtil.h" + +#define PREFIX "icon_" + +SystemStatusComponent::SystemStatusComponent() + : mRenderer {Renderer::getInstance()} + , mHasBluetooth {false} + , mHasWifi {false} + , mHasCellular {false} + , mHasBattery {false} + , mBatteryCharging {false} + , mBatteryCapacity {100} + , mEntries {sAllowedEntries} + , mColorShift {0xFFFFFFFF} + , mBackgroundColor {0x00000000} + , mBackgroundColorEnd {0x00000000} + , mAccumulator {0} + , mAccumulatorAndroid {0} + , mBackgroundPadding {0.0f, 0.0f} + , mBackgroundCornerRadius {0.0f} + , mColorGradientHorizontal {true} + , mEntrySpacing {0.005f * mRenderer->getScreenWidth()} +{ +} + +void SystemStatusComponent::updateGrid() +{ + mGrid.reset(); + + if (Settings::getInstance()->getBool("SystemStatusDisplayAll")) { + mHasBluetooth = true; + mHasWifi = true; + mHasCellular = true; + mHasBattery = true; + } + + mDisplayEntries.clear(); + + if (mHasBluetooth && Settings::getInstance()->getBool("SystemStatusBluetooth") && + std::find(mEntries.cbegin(), mEntries.cend(), "bluetooth") != mEntries.cend()) + mDisplayEntries.emplace_back("bluetooth"); + if (mHasWifi && Settings::getInstance()->getBool("SystemStatusWifi") && + std::find(mEntries.cbegin(), mEntries.cend(), "wifi") != mEntries.cend()) + mDisplayEntries.emplace_back("wifi"); + if (mHasCellular && Settings::getInstance()->getBool("SystemStatusCellular") && + std::find(mEntries.cbegin(), mEntries.cend(), "cellular") != mEntries.cend()) + mDisplayEntries.emplace_back("cellular"); + if (mHasBattery && Settings::getInstance()->getBool("SystemStatusBattery") && + std::find(mEntries.cbegin(), mEntries.cend(), "battery") != mEntries.cend()) + mDisplayEntries.emplace_back("battery"); + + if (mDisplayEntries.empty()) + return; + + const bool batteryText {Settings::getInstance()->getBool("SystemStatusBattery") && + Settings::getInstance()->getBool("SystemStatusBatteryPercentage")}; + + int numEntries {static_cast(mDisplayEntries.size())}; + if (mEntrySpacing != 0.0f) + numEntries += numEntries - 1; + if (mHasBattery && batteryText) + ++numEntries; + + mGrid = std::make_shared(glm::ivec2 {numEntries, 1}); + mEntryMap.clear(); + + float width {0.0f}; + int i {0}; + + for (auto it = mDisplayEntries.cbegin(); it != mDisplayEntries.cend(); ++it) { + if (*it == "battery") { + mBattery = std::make_shared(false, true); + mBattery->setImage(mIconPathMap["battery_full"]); + mBattery->setColorShift(mColorShift); + mBattery->setResize(0, mSize.y); + mBattery->setOpacity(mThemeOpacity); + width += std::round(mBattery->getSize().x); + mGrid->setEntry(mBattery, glm::ivec2 {i, 0}, false, false); + } + else { + std::shared_ptr icon {std::make_shared(false, true)}; + icon->setImage(mIconPathMap[*it]); + icon->setColorShift(mColorShift); + icon->setResize(0, mSize.y); + icon->setOpacity(mThemeOpacity); + width += std::round(icon->getSize().x); + mGrid->setEntry(icon, glm::ivec2 {i, 0}, false, false); + } + + mEntryMap[*it] = i; + ++i; + + if (mEntrySpacing != 0.0f && *it != mDisplayEntries.back()) { + ++i; + width += mEntrySpacing; + mGrid->setEntry(std::make_shared(), glm::ivec2 {i, 0}, false, false); + } + } + + if (mHasBattery && batteryText) { + // We set the initial value to "100%" to calculate the cell size based on this, as this + // will be the longest text that will ever be displayed for the battery capacity. + mBatteryPercentage = std::make_shared( + "100%", mFont, 0xFFFFFFFF, ALIGN_LEFT, ALIGN_CENTER, glm::ivec2 {1, 0}, + glm::vec3 {0.0f, 0.0f, 0.0f}, glm::vec2 {0.0f, 0.0f}, 0x00000000, 1.0f); + mBatteryPercentage->setColor(mColorShift); + mBatteryPercentage->setOpacity(mThemeOpacity); + width += mBatteryPercentage->getSize().x; + mEntryMap["batteryText"] = i; + mGrid->setEntry(mBatteryPercentage, glm::ivec2 {i, 0}, false, false); + } + + for (int i {0}; i < static_cast(mGrid->getChildCount()); ++i) { + mGrid->setColWidthPerc(i, mGrid->getChild(i)->getSize().x / width); + if (mHasBattery && batteryText && i == static_cast(mGrid->getChildCount()) - 2) + continue; + + if (mEntrySpacing != 0.0f && i != static_cast(mGrid->getChildCount()) - 1) { + ++i; + mGrid->setColWidthPerc(i, mEntrySpacing / width); + } + } + + mGrid->setSize(width, mSize.y); + mGrid->setOrigin(mOrigin); + mSize.x = width; +} + +void SystemStatusComponent::applyTheme(const std::shared_ptr& theme, + const std::string& view, + const std::string& element, + unsigned int properties) +{ + // Apply default settings as the theme may not define any configuration. + const glm::vec2 scale {glm::vec2 {Renderer::getScreenWidth(), Renderer::getScreenHeight()}}; + mPosition = glm::vec3 {0.984f * scale.x, 0.016f * scale.y, 0.0f}; + mSize = glm::vec2 {0.0f, 0.035f} * scale; + mOrigin = glm::vec2 {1.0f, 0.0f}; + mColor = 0xFFFFFFFF; + + mIconPathMap.clear(); + mIconPathMap["bluetooth"] = ":/graphics/systemstatus/bluetooth.svg"; + mIconPathMap["wifi"] = ":/graphics/systemstatus/wifi.svg"; + mIconPathMap["cellular"] = ":/graphics/systemstatus/cellular.svg"; + mIconPathMap["battery_charging"] = ":/graphics/systemstatus/battery_charging.svg"; + mIconPathMap["battery_low"] = ":/graphics/systemstatus/battery_low.svg"; + mIconPathMap["battery_medium"] = ":/graphics/systemstatus/battery_medium.svg"; + mIconPathMap["battery_high"] = ":/graphics/systemstatus/battery_high.svg"; + mIconPathMap["battery_full"] = ":/graphics/systemstatus/battery_full.svg"; + + GuiComponent::applyTheme(theme, view, element, properties); + + const ThemeData::ThemeElement* elem {theme->getElement(view, element, "systemstatus")}; + + float textRelativeScale {0.9f}; + + if (!elem) { + mSize = glm::round(mSize); + mFont = {Font::get(mSize.y * textRelativeScale, FONT_PATH_LIGHT)}; + return; + } + + mSize.x = 0.0f; + mSize.y = glm::clamp(mSize.y, 0.01f * scale.y, 0.5f * scale.y); + mSize = glm::round(mSize); + + if (elem->has("textRelativeScale")) + textRelativeScale = glm::clamp(elem->get("textRelativeScale"), 0.5f, 1.0f); + + if (elem->has("fontPath")) + mFont = {Font::get(mSize.y * textRelativeScale, elem->get("fontPath"))}; + else + mFont = {Font::get(mSize.y * textRelativeScale, FONT_PATH_LIGHT)}; + + if (elem->has("color")) + mColorShift = elem->get("color"); + + if (elem->has("colorEnd")) + mColorShiftEnd = elem->get("colorEnd"); + else + mColorShiftEnd = mColorShift; + + if (elem->has("backgroundColor")) { + mBackgroundColor = elem->get("backgroundColor"); + + if (elem->has("backgroundColorEnd")) + mBackgroundColorEnd = elem->get("backgroundColorEnd"); + else + mBackgroundColorEnd = mBackgroundColor; + + if (elem->has("backgroundGradientType")) { + const std::string& backgroundGradientType { + elem->get("backgroundGradientType")}; + if (backgroundGradientType == "horizontal") { + mColorGradientHorizontal = true; + } + else if (backgroundGradientType == "vertical") { + mColorGradientHorizontal = false; + } + else { + mColorGradientHorizontal = true; + LOG(LogWarning) << "SystemStatusComponent: Invalid theme configuration, property " + "\"backgroundGradientType\" for element \"" + << element.substr(13) << "\" defined as \"" + << backgroundGradientType << "\""; + } + } + + if (elem->has("backgroundPadding")) { + const glm::vec2 backgroundPadding { + glm::clamp(elem->get("backgroundPadding"), 0.0f, 0.2f)}; + mBackgroundPadding.x = backgroundPadding.x * mRenderer->getScreenWidth(); + mBackgroundPadding.y = backgroundPadding.y * mRenderer->getScreenHeight(); + } + + if (elem->has("backgroundCornerRadius")) { + mBackgroundCornerRadius = + glm::clamp(elem->get("backgroundCornerRadius"), 0.0f, 0.5f) * + mRenderer->getScreenWidth(); + } + } + + if (elem->has("entries")) { + // Replace possible whitespace separators with commas. + std::string entriesTag {Utils::String::toLower(elem->get("entries"))}; + for (auto& character : entriesTag) { + if (std::isspace(character)) + character = ','; + } + entriesTag = Utils::String::replace(entriesTag, ",,", ","); + std::vector entries {Utils::String::delimitedStringToVector(entriesTag, ",")}; + + // If the "all" value has been set then leave mEntries fully populated. + if (std::find(entries.begin(), entries.end(), "all") == entries.end()) { + mEntries.clear(); + for (auto& allowedEntry : sAllowedEntries) { + if (std::find(entries.cbegin(), entries.cend(), allowedEntry) != entries.cend()) + mEntries.emplace_back(allowedEntry); + } + } + } + + if (elem->has("entrySpacing")) { + mEntrySpacing = std::round(glm::clamp(elem->get("entrySpacing"), 0.0f, 0.04f) * + mRenderer->getScreenWidth()); + } + + // Custom entry icons. + // The names may look a bit strange when combined with the PREFIX string "icon_" but it's + // because ThemeData adds this prefix to avoid name collisions when using XML attributes. + if (elem->has(PREFIX "icon_wifi")) + mIconPathMap["wifi"] = elem->get(PREFIX "icon_wifi"); + if (elem->has(PREFIX "icon_bluetooth")) + mIconPathMap["bluetooth"] = elem->get(PREFIX "icon_bluetooth"); + if (elem->has(PREFIX "icon_cellular")) + mIconPathMap["cellular"] = elem->get(PREFIX "icon_cellular"); + if (elem->has(PREFIX "icon_battery_charging")) + mIconPathMap["battery_charging"] = elem->get(PREFIX "icon_battery_charging"); + if (elem->has(PREFIX "icon_battery_low")) + mIconPathMap["icon_battery_low"] = elem->get(PREFIX "icon_battery_low"); + if (elem->has(PREFIX "icon_battery_medium")) + mIconPathMap["battery_medium"] = elem->get(PREFIX "icon_battery_medium"); + if (elem->has(PREFIX "icon_battery_high")) + mIconPathMap["battery_high"] = elem->get(PREFIX "icon_battery_high"); + if (elem->has(PREFIX "icon_battery_full")) + mIconPathMap["battery_full"] = elem->get(PREFIX "icon_battery_full"); +} + +void SystemStatusComponent::update(int deltaTime) +{ + if (mEntries.empty()) + return; + + mAccumulator += deltaTime; + mAccumulatorAndroid += deltaTime; + + if (mAccumulator >= SystemStatus::updateTime) { +#if defined(__ANDROID__) + // For Android we poll on the main thread instead of in a separate thread. + SystemStatus::Status status; + if (mAccumulatorAndroid >= SystemStatus::pollingTime || + SystemStatus::getInstance().getPollImmediately()) { + status = SystemStatus::getInstance().getStatus(true); + mAccumulatorAndroid = 0; + } + else { + status = SystemStatus::getInstance().getStatus(false); + } +#else + SystemStatus::Status status {SystemStatus::getInstance().getStatus()}; +#endif + mAccumulator = 0; + + bool statusChanged {false}; + bool batteryStatusChanged {false}; + + if (mHasBluetooth != status.hasBluetooth) { + mHasBluetooth = status.hasBluetooth; + statusChanged = true; + } + if (mHasWifi != status.hasWifi) { + mHasWifi = status.hasWifi; + statusChanged = true; + } + if (mHasCellular != status.hasCellular) { + mHasCellular = status.hasCellular; + statusChanged = true; + } + if (mHasBattery != status.hasBattery) { + mHasBattery = status.hasBattery; + statusChanged = true; + batteryStatusChanged = true; + } + if (mHasBattery && mBatteryCharging != status.batteryCharging) { + mBatteryCharging = status.batteryCharging; + batteryStatusChanged = true; + } + if (mHasBattery && mBatteryCapacity != status.batteryCapacity) { + mBatteryCapacity = status.batteryCapacity; + batteryStatusChanged = true; + } + + if (statusChanged) + updateGrid(); + + if (mHasBattery && batteryStatusChanged) { + if (mBatteryPercentage != nullptr) + mBatteryPercentage->setValue(std::to_string(mBatteryCapacity) + "%"); + + if (mBatteryCharging) + mBattery->setImage(mIconPathMap["battery_charging"]); + else if (mBatteryCapacity >= 0 && mBatteryCapacity <= 25) + mBattery->setImage(mIconPathMap["battery_low"]); + else if (mBatteryCapacity >= 26 && mBatteryCapacity <= 60) + mBattery->setImage(mIconPathMap["battery_medium"]); + else if (mBatteryCapacity >= 61 && mBatteryCapacity <= 90) + mBattery->setImage(mIconPathMap["battery_high"]); + else if (mBatteryCapacity > 90) + mBattery->setImage(mIconPathMap["battery_full"]); + } + } +} + +void SystemStatusComponent::render(const glm::mat4& parentTrans) +{ + if (mDisplayEntries.empty()) + return; + + if (mBackgroundColor != 0x00000000) { + const glm::vec3 positionTemp {mPosition}; + mPosition.x -= mBackgroundPadding.x / 2.0f; + mPosition.y -= mBackgroundPadding.y / 2.0f; + + const glm::mat4 trans {parentTrans * getTransform()}; + mRenderer->setMatrix(trans); + + mRenderer->drawRect(0.0f, 0.0f, mSize.x + mBackgroundPadding.x, + mSize.y + mBackgroundPadding.y, mBackgroundColor, mBackgroundColorEnd, + mColorGradientHorizontal, mThemeOpacity, 1.0f, + Renderer::BlendFactor::SRC_ALPHA, + Renderer::BlendFactor::ONE_MINUS_SRC_ALPHA, mBackgroundCornerRadius); + + mPosition = positionTemp; + } + + if (mGrid) { + mGrid->setPosition(mPosition); + mGrid->setRotationOrigin(mRotationOrigin); + mGrid->setRotation(mRotation); + + if (Settings::getInstance()->getBool("DebugImage")) { + const glm::mat4 trans {parentTrans * getTransform()}; + mRenderer->setMatrix(trans); + mRenderer->drawRect(0.0f, 0.0f, mSize.x, mSize.y, 0xFF000033, 0xFF000033); + } + + mGrid->render(parentTrans); + } +} diff --git a/es-core/src/components/SystemStatusComponent.h b/es-core/src/components/SystemStatusComponent.h new file mode 100644 index 000000000..a18820458 --- /dev/null +++ b/es-core/src/components/SystemStatusComponent.h @@ -0,0 +1,67 @@ +// SPDX-License-Identifier: MIT +// +// ES-DE Frontend +// SystemStatusComponent.h +// +// Displays system status information (Bluetooth, Wi-Fi, cellular and battery). +// + +#ifndef ES_CORE_COMPONENTS_SYSTEM_STATUS_COMPONENT_H +#define ES_CORE_COMPONENTS_SYSTEM_STATUS_COMPONENT_H + +#include "GuiComponent.h" +#include "components/ComponentGrid.h" +#include "components/ImageComponent.h" +#include "components/TextComponent.h" +#include "renderers/Renderer.h" +#include "resources/Font.h" + +class SystemStatusComponent : public GuiComponent +{ +public: + SystemStatusComponent(); + void updateGrid(); + + void applyTheme(const std::shared_ptr& theme, + const std::string& view, + const std::string& element, + unsigned int properties) override; + + void update(int deltaTime) override; + void render(const glm::mat4& parent) override; + +private: + Renderer* mRenderer; + std::shared_ptr mGrid; + std::shared_ptr mFont; + + std::shared_ptr mBattery; + std::shared_ptr mBatteryPercentage; + + bool mHasBluetooth; + bool mHasWifi; + bool mHasCellular; + bool mHasBattery; + bool mBatteryCharging; + int mBatteryCapacity; + + std::vector mEntries; + std::vector mDisplayEntries; + std::map mEntryMap; + std::map mIconPathMap; + + static inline std::vector sAllowedEntries {"bluetooth", "wifi", "cellular", + "battery"}; + + unsigned int mColorShift; + unsigned int mBackgroundColor; + unsigned int mBackgroundColorEnd; + int mAccumulator; + int mAccumulatorAndroid; + glm::vec2 mBackgroundPadding; + float mBackgroundCornerRadius; + bool mColorGradientHorizontal; + float mEntrySpacing; +}; + +#endif // ES_CORE_COMPONENTS_SYSTEM_STATUS_COMPONENT_H From e3ea261ed03773bc8f0c9a1368ff79133e79c7cb Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Tue, 25 Feb 2025 23:16:51 +0100 Subject: [PATCH 110/284] (Android) Fixed an issue where there was a PLACEHOLDER entry present for the consolearcade system in the es_systems.xml file --- resources/systems/android/es_systems.xml | 1 - 1 file changed, 1 deletion(-) diff --git a/resources/systems/android/es_systems.xml b/resources/systems/android/es_systems.xml index 79f476a04..85c480f45 100644 --- a/resources/systems/android/es_systems.xml +++ b/resources/systems/android/es_systems.xml @@ -385,7 +385,6 @@ %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/flycast_libretro_android.so %EXTRA_ROM%=%ROM% %EMULATOR_FLYCAST% %ACTION%=android.intent.action.VIEW %DATA%=%ROMSAF% %EMULATOR_PLAY!% %ACTION%=android.intent.action.VIEW %DATA%=%ROMSAF% - PLACEHOLDER %ROM% arcade consolearcade From 72c254bd0e93900b82ee495bdeb65a327e087974 Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Wed, 26 Feb 2025 11:34:02 +0100 Subject: [PATCH 111/284] Added menu options to toggle the system status indicators --- es-app/CMakeLists.txt | 2 + es-app/src/guis/GuiMenu.cpp | 19 ++++ es-app/src/guis/GuiMenu.h | 1 + es-app/src/guis/GuiSettings.cpp | 2 +- es-app/src/guis/GuiSystemStatusOptions.cpp | 117 +++++++++++++++++++++ es-app/src/guis/GuiSystemStatusOptions.h | 21 ++++ es-core/src/Settings.cpp | 14 +-- 7 files changed, 169 insertions(+), 7 deletions(-) create mode 100644 es-app/src/guis/GuiSystemStatusOptions.cpp create mode 100644 es-app/src/guis/GuiSystemStatusOptions.h diff --git a/es-app/CMakeLists.txt b/es-app/CMakeLists.txt index 93bd9fa23..f21640e08 100644 --- a/es-app/CMakeLists.txt +++ b/es-app/CMakeLists.txt @@ -44,6 +44,7 @@ set(ES_HEADERS ${CMAKE_CURRENT_SOURCE_DIR}/src/guis/GuiScraperSingle.h ${CMAKE_CURRENT_SOURCE_DIR}/src/guis/GuiScreensaverOptions.h ${CMAKE_CURRENT_SOURCE_DIR}/src/guis/GuiSettings.h + ${CMAKE_CURRENT_SOURCE_DIR}/src/guis/GuiSystemStatusOptions.h ${CMAKE_CURRENT_SOURCE_DIR}/src/guis/GuiThemeDownloader.h # Scrapers @@ -95,6 +96,7 @@ set(ES_SOURCES ${CMAKE_CURRENT_SOURCE_DIR}/src/guis/GuiScraperSingle.cpp ${CMAKE_CURRENT_SOURCE_DIR}/src/guis/GuiScreensaverOptions.cpp ${CMAKE_CURRENT_SOURCE_DIR}/src/guis/GuiSettings.cpp + ${CMAKE_CURRENT_SOURCE_DIR}/src/guis/GuiSystemStatusOptions.cpp ${CMAKE_CURRENT_SOURCE_DIR}/src/guis/GuiThemeDownloader.cpp # Scrapers diff --git a/es-app/src/guis/GuiMenu.cpp b/es-app/src/guis/GuiMenu.cpp index 94b9ac4f2..0d34e885f 100644 --- a/es-app/src/guis/GuiMenu.cpp +++ b/es-app/src/guis/GuiMenu.cpp @@ -33,6 +33,7 @@ #include "guis/GuiOrphanedDataCleanup.h" #include "guis/GuiScraperMenu.h" #include "guis/GuiScreensaverOptions.h" +#include "guis/GuiSystemStatusOptions.h" #include "guis/GuiTextEditKeyboardPopup.h" #include "guis/GuiTextEditPopup.h" #include "guis/GuiThemeDownloader.h" @@ -911,6 +912,19 @@ void GuiMenu::openUIOptions() } }); +#if !defined(__FreeBSD__) && !defined(__HAIKU__) + // System status. + ComponentListRow systemStatusRow; + systemStatusRow.elements.clear(); + systemStatusRow.addElement(std::make_shared(_("SYSTEM STATUS SETTINGS"), + Font::get(FONT_SIZE_MEDIUM), + mMenuColorPrimary), + true); + systemStatusRow.addElement(mMenu.makeArrow(), false); + systemStatusRow.makeAcceptInputHandler(std::bind(&GuiMenu::openSystemStatusOptions, this)); + s->addRow(systemStatusRow); +#endif + // Media viewer. ComponentListRow mediaViewerRow; mediaViewerRow.elements.clear(); @@ -2388,6 +2402,11 @@ void GuiMenu::openThemeDownloader(GuiSettings* settings) mWindow->pushGui(new GuiThemeDownloader(updateFunc)); } +void GuiMenu::openSystemStatusOptions() +{ + mWindow->pushGui(new GuiSystemStatusOptions(_p("short", "SYSTEM STATUS SETTINGS"))); +} + void GuiMenu::openMediaViewerOptions() { mWindow->pushGui(new GuiMediaViewerOptions(_p("short", "MEDIA VIEWER SETTINGS"))); diff --git a/es-app/src/guis/GuiMenu.h b/es-app/src/guis/GuiMenu.h index 2e0b43202..98cc25407 100644 --- a/es-app/src/guis/GuiMenu.h +++ b/es-app/src/guis/GuiMenu.h @@ -36,6 +36,7 @@ private: void openScraperOptions(); void openUIOptions(); void openThemeDownloader(GuiSettings* settings); + void openSystemStatusOptions(); void openMediaViewerOptions(); void openScreensaverOptions(); void openSoundOptions(); diff --git a/es-app/src/guis/GuiSettings.cpp b/es-app/src/guis/GuiSettings.cpp index 0aae3f9f7..d1e995c61 100644 --- a/es-app/src/guis/GuiSettings.cpp +++ b/es-app/src/guis/GuiSettings.cpp @@ -149,7 +149,7 @@ void GuiSettings::save() SystemStatus::getInstance().setCheckFlags(); SystemStatus::getInstance().pollImmediately(); // If we're not done within this time window it's not the end of the world, - // the indicators will still get updated during the next poll. + // the indicators will still get updated shortly. SDL_Delay(100); mWindow->updateSystemStatusComponents(); } diff --git a/es-app/src/guis/GuiSystemStatusOptions.cpp b/es-app/src/guis/GuiSystemStatusOptions.cpp new file mode 100644 index 000000000..d2b835747 --- /dev/null +++ b/es-app/src/guis/GuiSystemStatusOptions.cpp @@ -0,0 +1,117 @@ +// SPDX-License-Identifier: MIT +// +// ES-DE Frontend +// GuiSystemStatusOptions.cpp +// +// User interface for the system status options. +// Submenu to the GuiMenu main menu. +// +#include "guis/GuiSystemStatusOptions.h" + +#include "Settings.h" +#include "components/OptionListComponent.h" +#include "components/SwitchComponent.h" +#include "utils/LocalizationUtil.h" + +GuiSystemStatusOptions::GuiSystemStatusOptions(const std::string& title) + : GuiSettings {title} +{ + // Display Bluetooth indicator. + auto systemStatusBluetooth = std::make_shared(); + systemStatusBluetooth->setState(Settings::getInstance()->getBool("SystemStatusBluetooth")); + addWithLabel(_("DISPLAY BLUETOOTH STATUS INDICATOR"), systemStatusBluetooth); + addSaveFunc([systemStatusBluetooth, this] { + if (systemStatusBluetooth->getState() != + Settings::getInstance()->getBool("SystemStatusBluetooth")) { + Settings::getInstance()->setBool("SystemStatusBluetooth", + systemStatusBluetooth->getState()); + setNeedsSaving(); + setNeedsUpdateStatusComponents(); + } + }); + + // Display WiFi indicator. + auto systemStatusWifi = std::make_shared(); + systemStatusWifi->setState(Settings::getInstance()->getBool("SystemStatusWifi")); + addWithLabel(_("DISPLAY WI-FI STATUS INDICATOR"), systemStatusWifi); + addSaveFunc([systemStatusWifi, this] { + if (systemStatusWifi->getState() != Settings::getInstance()->getBool("SystemStatusWifi")) { + Settings::getInstance()->setBool("SystemStatusWifi", systemStatusWifi->getState()); + setNeedsSaving(); + setNeedsUpdateStatusComponents(); + } + }); + +#if defined(__ANDROID__) + // Display cellular indicator. + auto systemStatusCellular = std::make_shared(); + systemStatusCellular->setState(Settings::getInstance()->getBool("SystemStatusCellular")); + addWithLabel(_("DISPLAY CELLULAR STATUS INDICATOR"), systemStatusCellular); + addSaveFunc([systemStatusCellular, this] { + if (systemStatusCellular->getState() != + Settings::getInstance()->getBool("SystemStatusCellular")) { + Settings::getInstance()->setBool("SystemStatusCellular", + systemStatusCellular->getState()); + setNeedsSaving(); + setNeedsUpdateStatusComponents(); + } + }); +#endif + + // Display battery indicator. + auto systemStatusBattery = std::make_shared(); + systemStatusBattery->setState(Settings::getInstance()->getBool("SystemStatusBattery")); + addWithLabel(_("DISPLAY BATTERY STATUS INDICATOR"), systemStatusBattery); + addSaveFunc([systemStatusBattery, this] { + if (systemStatusBattery->getState() != + Settings::getInstance()->getBool("SystemStatusBattery")) { + Settings::getInstance()->setBool("SystemStatusBattery", + systemStatusBattery->getState()); + setNeedsSaving(); + setNeedsUpdateStatusComponents(); + } + }); + + // Display battery charge percentage. + auto systemStatusBatteryPercentage = std::make_shared(); + systemStatusBatteryPercentage->setState( + Settings::getInstance()->getBool("SystemStatusBatteryPercentage")); + addWithLabel(_("DISPLAY BATTERY CHARGE PERCENTAGE"), systemStatusBatteryPercentage); + addSaveFunc([systemStatusBatteryPercentage, this] { + if (systemStatusBatteryPercentage->getState() != + Settings::getInstance()->getBool("SystemStatusBatteryPercentage")) { + Settings::getInstance()->setBool("SystemStatusBatteryPercentage", + systemStatusBatteryPercentage->getState()); + setNeedsSaving(); + setNeedsUpdateStatusComponents(); + } + }); + + // Gray out the battery charge percentage option if the battery setting has been disabled. + if (!Settings::getInstance()->getBool("SystemStatusBattery")) { + systemStatusBatteryPercentage->setEnabled(false); + systemStatusBatteryPercentage->setOpacity(DISABLED_OPACITY); + systemStatusBatteryPercentage->getParent() + ->getChild(systemStatusBatteryPercentage->getChildIndex() - 1) + ->setOpacity(DISABLED_OPACITY); + } + + auto batteryToggleFunc = [systemStatusBatteryPercentage]() { + if (systemStatusBatteryPercentage->getEnabled()) { + systemStatusBatteryPercentage->setEnabled(false); + systemStatusBatteryPercentage->setOpacity(DISABLED_OPACITY); + systemStatusBatteryPercentage->getParent() + ->getChild(systemStatusBatteryPercentage->getChildIndex() - 1) + ->setOpacity(DISABLED_OPACITY); + } + else { + systemStatusBatteryPercentage->setEnabled(true); + systemStatusBatteryPercentage->setOpacity(1.0f); + systemStatusBatteryPercentage->getParent() + ->getChild(systemStatusBatteryPercentage->getChildIndex() - 1) + ->setOpacity(1.0f); + } + }; + + systemStatusBattery->setCallback(batteryToggleFunc); +} diff --git a/es-app/src/guis/GuiSystemStatusOptions.h b/es-app/src/guis/GuiSystemStatusOptions.h new file mode 100644 index 000000000..553e7dd45 --- /dev/null +++ b/es-app/src/guis/GuiSystemStatusOptions.h @@ -0,0 +1,21 @@ +// SPDX-License-Identifier: MIT +// +// ES-DE Frontend +// GuiSystemStatusOptions.h +// +// User interface for the system status options. +// Submenu to the GuiMenu main menu. +// + +#ifndef ES_APP_GUIS_GUI_SYSTEM_STATUS_OPTIONS_H +#define ES_APP_GUIS_GUI_SYSTEM_STATUS_OPTIONS_H + +#include "guis/GuiSettings.h" + +class GuiSystemStatusOptions : public GuiSettings +{ +public: + GuiSystemStatusOptions(const std::string& title); +}; + +#endif // ES_APP_GUIS_GUI_SYSTEM_STATUS_OPTIONS_H diff --git a/es-core/src/Settings.cpp b/es-core/src/Settings.cpp index e65da2695..ff35020d6 100644 --- a/es-core/src/Settings.cpp +++ b/es-core/src/Settings.cpp @@ -181,6 +181,13 @@ void Settings::setDefaults() mStringMap["UIMode"] = {"full", "full"}; mStringMap["RandomEntryButton"] = {"games", "games"}; + // UI settings -> system status settings. + mBoolMap["SystemStatusBluetooth"] = {true, true}; + mBoolMap["SystemStatusWifi"] = {true, true}; + mBoolMap["SystemStatusCellular"] = {true, true}; + mBoolMap["SystemStatusBattery"] = {true, true}; + mBoolMap["SystemStatusBatteryPercentage"] = {true, true}; + // UI settings -> media viewer settings. mStringMap["MediaViewerHelpPrompts"] = {"top", "top"}; mBoolMap["MediaViewerShowTypes"] = {false, false}; @@ -221,12 +228,6 @@ void Settings::setDefaults() #endif mBoolMap["ScreensaverVideoBlur"] = {false, false}; - mBoolMap["SystemStatusDisplayAll"] = {false, false}; - mBoolMap["SystemStatusBluetooth"] = {true, true}; - mBoolMap["SystemStatusWifi"] = {true, true}; - mBoolMap["SystemStatusCellular"] = {true, true}; - mBoolMap["SystemStatusBattery"] = {true, true}; - mBoolMap["SystemStatusBatteryPercentage"] = {true, true}; mBoolMap["ThemeVariantTriggers"] = {true, true}; mBoolMap["DisplayClock"] = {false, false}; mBoolMap["MenuBlurBackground"] = {true, true}; @@ -364,6 +365,7 @@ void Settings::setDefaults() mBoolMap["DebugSkipMissingThemeFilesCustomCollections"] = {true, true}; mBoolMap["LegacyGamelistFileLocation"] = {false, false}; mBoolMap["CreatePlaceholderSystemDirectories"] = {false, false}; + mBoolMap["SystemStatusDisplayAll"] = {false, false}; mStringMap["OpenGLVersion"] = {"", ""}; #if !defined(__ANDROID__) && !defined(__IOS__) mStringMap["ROMDirectory"] = {"", ""}; From 819b79c8c101941dbaca486e2490808fcf700c92 Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Wed, 26 Feb 2025 12:24:53 +0100 Subject: [PATCH 112/284] Fixed some issues with the system status indicators --- es-app/src/FileData.cpp | 2 +- es-app/src/guis/GuiSettings.cpp | 2 +- es-core/src/SystemStatus.h | 2 +- .../src/components/SystemStatusComponent.cpp | 27 ++++++++++++++----- 4 files changed, 24 insertions(+), 9 deletions(-) diff --git a/es-app/src/FileData.cpp b/es-app/src/FileData.cpp index 9e34e0e0d..260b95f79 100644 --- a/es-app/src/FileData.cpp +++ b/es-app/src/FileData.cpp @@ -2109,7 +2109,7 @@ returnValue = Utils::Platform::launchGameUnix(command, startDirectory, runInBack if (!runInBackground) { window->setAllowTextScrolling(true); window->setAllowFileAnimation(true); - SystemStatus::getInstance().pollImmediately(); + SystemStatus::getInstance().setPollImmediately(true); } // Update number of times the game has been launched. diff --git a/es-app/src/guis/GuiSettings.cpp b/es-app/src/guis/GuiSettings.cpp index d1e995c61..13636a7c7 100644 --- a/es-app/src/guis/GuiSettings.cpp +++ b/es-app/src/guis/GuiSettings.cpp @@ -147,7 +147,7 @@ void GuiSettings::save() if (mNeedsUpdateStatusComponents) { SystemStatus::getInstance().setCheckFlags(); - SystemStatus::getInstance().pollImmediately(); + SystemStatus::getInstance().setPollImmediately(true); // If we're not done within this time window it's not the end of the world, // the indicators will still get updated shortly. SDL_Delay(100); diff --git a/es-core/src/SystemStatus.h b/es-core/src/SystemStatus.h index f51d7752d..b22628449 100644 --- a/es-core/src/SystemStatus.h +++ b/es-core/src/SystemStatus.h @@ -22,7 +22,7 @@ public: void setCheckFlags(); void setPolling(const bool state); - void pollImmediately() { mPollImmediately = true; } + void setPollImmediately(const bool state) { mPollImmediately = state; } const bool getPollImmediately() { return mPollImmediately; } struct Status { diff --git a/es-core/src/components/SystemStatusComponent.cpp b/es-core/src/components/SystemStatusComponent.cpp index edc66ed29..9aa9cf5fe 100644 --- a/es-core/src/components/SystemStatusComponent.cpp +++ b/es-core/src/components/SystemStatusComponent.cpp @@ -82,7 +82,16 @@ void SystemStatusComponent::updateGrid() for (auto it = mDisplayEntries.cbegin(); it != mDisplayEntries.cend(); ++it) { if (*it == "battery") { mBattery = std::make_shared(false, true); - mBattery->setImage(mIconPathMap["battery_full"]); + if (mBatteryCharging) + mBattery->setImage(mIconPathMap["battery_charging"]); + else if (mBatteryCapacity >= 0 && mBatteryCapacity <= 25) + mBattery->setImage(mIconPathMap["battery_low"]); + else if (mBatteryCapacity >= 26 && mBatteryCapacity <= 60) + mBattery->setImage(mIconPathMap["battery_medium"]); + else if (mBatteryCapacity >= 61 && mBatteryCapacity <= 90) + mBattery->setImage(mIconPathMap["battery_high"]); + else + mBattery->setImage(mIconPathMap["battery_full"]); mBattery->setColorShift(mColorShift); mBattery->setResize(0, mSize.y); mBattery->setOpacity(mThemeOpacity); @@ -120,6 +129,7 @@ void SystemStatusComponent::updateGrid() width += mBatteryPercentage->getSize().x; mEntryMap["batteryText"] = i; mGrid->setEntry(mBatteryPercentage, glm::ivec2 {i, 0}, false, false); + mBatteryPercentage->setValue(std::to_string(mBatteryCapacity) + "%"); } for (int i {0}; i < static_cast(mGrid->getChildCount()); ++i) { @@ -290,10 +300,12 @@ void SystemStatusComponent::update(int deltaTime) #if defined(__ANDROID__) // For Android we poll on the main thread instead of in a separate thread. SystemStatus::Status status; - if (mAccumulatorAndroid >= SystemStatus::pollingTime || - SystemStatus::getInstance().getPollImmediately()) { + const bool pollImmediately {SystemStatus::getInstance().getPollImmediately()}; + if (mAccumulatorAndroid >= SystemStatus::pollingTime || pollImmediately) { status = SystemStatus::getInstance().getStatus(true); mAccumulatorAndroid = 0; + if (pollImmediately) + SystemStatus::getInstance().setPollImmediately(false); } else { status = SystemStatus::getInstance().getStatus(false); @@ -332,10 +344,13 @@ void SystemStatusComponent::update(int deltaTime) batteryStatusChanged = true; } - if (statusChanged) + if (statusChanged) { updateGrid(); - - if (mHasBattery && batteryStatusChanged) { + } + else if (mHasBattery && batteryStatusChanged) { + // Slight optimization, just update the battery charge percentage and icon in + // case only the battery status has changed, instead of having to recreate the + // entire grid when this happens. if (mBatteryPercentage != nullptr) mBatteryPercentage->setValue(std::to_string(mBatteryCapacity) + "%"); From 3d56fd68d18a577954404630e47aa48c7b7e49c4 Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Wed, 26 Feb 2025 12:59:18 +0100 Subject: [PATCH 113/284] Fixed an issue where the battery text was not updated correctly when changing its menu option --- .../src/components/SystemStatusComponent.cpp | 33 ++++++++++++------- .../src/components/SystemStatusComponent.h | 1 + 2 files changed, 22 insertions(+), 12 deletions(-) diff --git a/es-core/src/components/SystemStatusComponent.cpp b/es-core/src/components/SystemStatusComponent.cpp index 9aa9cf5fe..649f0b206 100644 --- a/es-core/src/components/SystemStatusComponent.cpp +++ b/es-core/src/components/SystemStatusComponent.cpp @@ -21,6 +21,8 @@ SystemStatusComponent::SystemStatusComponent() , mHasCellular {false} , mHasBattery {false} , mBatteryCharging {false} + , mBatteryText {Settings::getInstance()->getBool("SystemStatusBattery") && + Settings::getInstance()->getBool("SystemStatusBatteryPercentage")} , mBatteryCapacity {100} , mEntries {sAllowedEntries} , mColorShift {0xFFFFFFFF} @@ -64,13 +66,13 @@ void SystemStatusComponent::updateGrid() if (mDisplayEntries.empty()) return; - const bool batteryText {Settings::getInstance()->getBool("SystemStatusBattery") && - Settings::getInstance()->getBool("SystemStatusBatteryPercentage")}; + mBatteryText = Settings::getInstance()->getBool("SystemStatusBattery") && + Settings::getInstance()->getBool("SystemStatusBatteryPercentage"); int numEntries {static_cast(mDisplayEntries.size())}; if (mEntrySpacing != 0.0f) numEntries += numEntries - 1; - if (mHasBattery && batteryText) + if (mHasBattery && mBatteryText) ++numEntries; mGrid = std::make_shared(glm::ivec2 {numEntries, 1}); @@ -118,7 +120,7 @@ void SystemStatusComponent::updateGrid() } } - if (mHasBattery && batteryText) { + if (mHasBattery && mBatteryText) { // We set the initial value to "100%" to calculate the cell size based on this, as this // will be the longest text that will ever be displayed for the battery capacity. mBatteryPercentage = std::make_shared( @@ -134,7 +136,7 @@ void SystemStatusComponent::updateGrid() for (int i {0}; i < static_cast(mGrid->getChildCount()); ++i) { mGrid->setColWidthPerc(i, mGrid->getChild(i)->getSize().x / width); - if (mHasBattery && batteryText && i == static_cast(mGrid->getChildCount()) - 2) + if (mHasBattery && mBatteryText && i == static_cast(mGrid->getChildCount()) - 2) continue; if (mEntrySpacing != 0.0f && i != static_cast(mGrid->getChildCount()) - 1) { @@ -335,13 +337,20 @@ void SystemStatusComponent::update(int deltaTime) statusChanged = true; batteryStatusChanged = true; } - if (mHasBattery && mBatteryCharging != status.batteryCharging) { - mBatteryCharging = status.batteryCharging; - batteryStatusChanged = true; - } - if (mHasBattery && mBatteryCapacity != status.batteryCapacity) { - mBatteryCapacity = status.batteryCapacity; - batteryStatusChanged = true; + if (mHasBattery) { + if (mBatteryCharging != status.batteryCharging) { + mBatteryCharging = status.batteryCharging; + batteryStatusChanged = true; + } + if (mBatteryCapacity != status.batteryCapacity) { + mBatteryCapacity = status.batteryCapacity; + batteryStatusChanged = true; + } + if ((Settings::getInstance()->getBool("SystemStatusBattery") && + Settings::getInstance()->getBool("SystemStatusBatteryPercentage")) != + mBatteryText) { + statusChanged = true; + } } if (statusChanged) { diff --git a/es-core/src/components/SystemStatusComponent.h b/es-core/src/components/SystemStatusComponent.h index a18820458..4e6909a57 100644 --- a/es-core/src/components/SystemStatusComponent.h +++ b/es-core/src/components/SystemStatusComponent.h @@ -43,6 +43,7 @@ private: bool mHasCellular; bool mHasBattery; bool mBatteryCharging; + bool mBatteryText; int mBatteryCapacity; std::vector mEntries; From 1d493bfa5d62743561b300ab0ba42cbef59b4eca Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Wed, 26 Feb 2025 16:37:25 +0100 Subject: [PATCH 114/284] Documentation update --- CHANGELOG.md | 4 ++ CREDITS.md | 9 ++++ INSTALL-DEV.md | 10 +++-- THEMES-DEV.md | 110 +++++++++++++++++++++++++++++++++++++++++------ USERGUIDE-DEV.md | 42 ++++++++++++++---- USERGUIDE.md | 2 - 6 files changed, 152 insertions(+), 25 deletions(-) diff --git a/CHANGELOG.md b/CHANGELOG.md index 5067811a4..5ae35ed29 100644 --- a/CHANGELOG.md +++ b/CHANGELOG.md @@ -8,6 +8,7 @@ ### Detailed list of changes +* Added a system status element showing the Blueooth, Wi-Fi, cellular and battery status on screen * Added translations for Traditional Chinese (zh_TW) * Increased the roundness for all corners in the menu system and for the notification popups * Increased the background blur slightly when a menu is open @@ -34,7 +35,9 @@ * Added support for a "none" value to the video element imageType property * Added a BackgroundComponent to replace NinePatchComponent for rendering menu and popup backgrounds * (macOS) Added a build script for cross-compiling for x86_64 when using an ARM processor +* (Linux) Added the BlueZ library as a dependency * Added support for building against libgit2 v1.9.0 and later +* Added support for building against ICU 76.1 and later ### Bug fixes @@ -42,6 +45,7 @@ * The selectedItemOffset property did not work correctly for carousels with a single item * Returning from a game when running in the background ignored the video element delay property for the first playback * Applying rounded corners caused rendering artfifacts if the texture did not use premultiplied alpha +* (Android) There was a PLACEHOLDER entry present for the consolearcade system in the es_systems.xml file ## Version 3.1.1 / 3.1.1-39 diff --git a/CREDITS.md b/CREDITS.md index e657bfa0f..a2394de46 100644 --- a/CREDITS.md +++ b/CREDITS.md @@ -58,6 +58,9 @@ Please find the individual license files inside the [licenses](https://gitlab.co # Libraries +BlueZ \ +https://github.com/bluez/bluez + CImg \ https://www.cimg.eu @@ -132,6 +135,9 @@ https://batocera.org The MD5 hash functions were adapted from code by the BZFlag project \ https://www.bzflag.org +Some battery detection functionality for macOS was based on code from Battery Percentage Notifier \ +https://github.com/Abhigyan126/Custom_Low_Battery_Warning + The scanline GLSL shader was adapted from code by the RetroArch project \ https://www.retroarch.com @@ -164,6 +170,9 @@ https://fonts.google.com/noto/specimen/Noto+Emoji Ubuntu font \ https://design.ubuntu.com/font +System status icons (some customizations have been made) \ +https://phosphoricons.com + MAME ROM information \ https://www.mamedev.org diff --git a/INSTALL-DEV.md b/INSTALL-DEV.md index 2f5f8fdec..7c557a8ef 100644 --- a/INSTALL-DEV.md +++ b/INSTALL-DEV.md @@ -25,7 +25,7 @@ There are some dependencies that need to be fulfilled in order to build ES-DE. T All of the required packages can be installed with apt-get: ``` -sudo apt-get install build-essential clang-format git cmake gettext libharfbuzz-dev libicu-dev libsdl2-dev libavcodec-dev libavfilter-dev libavformat-dev libavutil-dev libfreeimage-dev libfreetype6-dev libgit2-dev libcurl4-openssl-dev libpugixml-dev libasound2-dev libgl1-mesa-dev libpoppler-cpp-dev +sudo apt-get install build-essential clang-format git cmake gettext libharfbuzz-dev libicu-dev libsdl2-dev libavcodec-dev libavfilter-dev libavformat-dev libavutil-dev libfreeimage-dev libfreetype6-dev libgit2-dev libcurl4-openssl-dev libpugixml-dev libasound2-dev libbluetooth-dev libgl1-mesa-dev libpoppler-cpp-dev ``` **Fedora** @@ -40,7 +40,7 @@ https://download1.rpmfusion.org/nonfree/fedora/rpmfusion-nonfree-release-$(rpm - Then you can use dnf to install all the required packages: ``` -sudo dnf install gcc-c++ clang-tools-extra cmake gettext harfbuzz-devel libicu-devel libasan rpm-build SDL2-devel ffmpeg-devel freeimage-devel freetype-devel libgit2-devel curl-devel pugixml-devel alsa-lib-devel mesa-libGL-devel poppler-cpp-devel +sudo dnf install gcc-c++ clang-tools-extra cmake gettext harfbuzz-devel libicu-devel libasan rpm-build SDL2-devel ffmpeg-devel freeimage-devel freetype-devel libgit2-devel curl-devel pugixml-devel alsa-lib-devel bluez-libs-devel mesa-libGL-devel poppler-cpp-devel ``` **Manjaro** @@ -55,7 +55,7 @@ sudo pacman -S gcc clang make cmake gettext harfbuzz icu pkgconf sdl2 ffmpeg fre All of the required packages can be installed with apt-get: ``` -sudo apt-get install clang-format cmake gettext libharfbuzz-dev libicu-dev libraspberrypi-dev libsdl2-dev libavcodec-dev libavfilter-dev libavformat-dev libavutil-dev libfreeimage-dev libfreetype6-dev libgit2-dev libcurl4-gnutls-dev libpugixml-dev libpoppler-cpp-dev +sudo apt-get install clang-format cmake gettext libharfbuzz-dev libicu-dev libraspberrypi-dev libsdl2-dev libavcodec-dev libavfilter-dev libavformat-dev libavutil-dev libfreeimage-dev libfreetype6-dev libgit2-dev libcurl4-gnutls-dev libpugixml-dev libbluetooth-dev libpoppler-cpp-dev ``` For a 64-bit build it's very important that you include libraspberrypi-dev because if this package is not installed then the file /usr/include/bcm_host.h is not present on the filesystem. This leads to CMake not detecting that it's indeed a Raspberry Pi and it will attempt to make a regular Linux build instead. @@ -1166,6 +1166,10 @@ Sets the transfer timeout per HTTPS request. Minimum value is 0 seconds (infinit Normally the scraper will stop whenever an HTTP error code with value 400 or above is returned from the scraper service, but by default there is an exception for 404 errors (resource not found). Changing this setting to _false_ will make the scraper handle 404 errors as all other error codes, meaning it will run through the configured retry attempts and then display an error notification dialog if the resource could not be retrieved. +**SystemStatusDisplayAll** + +If setting this to true then all system status indicators (Bluetooth icon, Wi-Fi icon, cellular icon, battery icon and battery percentage indicator) will always be displayed, assuming they have been enabled in the _UI settings_ menu and via the `entries` property for the `systemstatus` element. The only purpose of this setting is for theme developers to be able to see all indicators when working on their theme design. + **UIMode_passkey** The passkey to use to change from the _Kiosk_ or _Kid_ UI modes to the _Full_ UI mode. diff --git a/THEMES-DEV.md b/THEMES-DEV.md index 41e83e186..8d6047684 100644 --- a/THEMES-DEV.md +++ b/THEMES-DEV.md @@ -1956,7 +1956,7 @@ Properties: - Default is `1.5` - This property can only be used when `textHorizontalScrolling` has been set to `true` * `fontPath` - type: PATH - - Path to a TrueType font (.ttf) used as fallback if there is no `staticImage` / `imageType` image defined or found, and if `defaultImage` has not been defined. + - Path to a TrueType or OpenType font (.ttf or .otf) used as fallback if there is no `staticImage` / `imageType` image defined or found, and if `defaultImage` has not been defined. * `fontSize` - type: FLOAT - Size of the font as a percentage of screen height for horizontally oriented screens or screen width for vertically oriented screens (e.g. for a value of `0.1`, the text's height would be 10% of the screen height). This calculation is based on the reference 'S' character so other glyphs may not fill this area, or they may exceed this area. This property value is effectively multiplied by the `itemScale` value for the currently selected item (but if this property is omitted then the default value will not get multiplied by `itemScale`). - Minimum value is `0.001` and maximum value is `1.5`. Note that when running at a really low resolution, the minimum value may get clamped to a larger relative size. @@ -2210,7 +2210,7 @@ Properties: - Default is `1.5` - This property can only be used when `textHorizontalScrolling` has been set to `true` * `fontPath` - type: PATH - - Path to a TrueType font (.ttf) used as fallback if there is no `staticImage` / `imageType` image defined or found, and if `defaultImage` has not been defined. + - Path to a TrueType or OpenType font (.ttf or .otf) used as fallback if there is no `staticImage` / `imageType` image defined or found, and if `defaultImage` has not been defined. * `fontSize` - type: FLOAT - Size of the font as a percentage of screen height for horizontally oriented screens or screen width for vertically oriented screens (e.g. for a value of `0.1`, the text's height would be 10% of the screen height). This calculation is based on the reference 'S' character so other glyphs may not fill this area, or they may exceed this area. - Minimum value is `0.001` and maximum value is `1.5`. Note that when running at a really low resolution, the minimum value may get clamped to a larger relative size. @@ -2315,7 +2315,7 @@ Properties: - Default is the same value as `selectedColor` * `selectedBackgroundColor` - type: COLOR - Background color of the highlighted entry for the primary entry type. This follows the sizing of the selector bar and is expanded downwards so you'll probably want to adjust its position using `selectorVerticalOffset` if you have defined a custom selector height using `selectorHeight` - - Default is `00000000` + - Default is `00000000` (no background is drawn) * `selectedSecondaryBackgroundColor` - type: COLOR - Background color of the highlighted entry for the secondary entry type. This follows the sizing of the selector bar and is expanded downwards so you'll probably want to adjust its position using `selectorVerticalOffset` if you have defined a custom selector height using `selectorHeight` - Default is the same value as `selectedBackgroundColor` @@ -2881,9 +2881,10 @@ Properties: - Minimum value is `0.1` and maximum value is `2` - Default is `0.5` * `customBadgeIcon` - type: PATH - - A badge icon override. Specify the badge type in the attribute `badge`. The available badges are the ones listed above. + - A badge icon override. Specify the badge type using the `badge` attribute, such as `./assets/favorite.svg` + - The available badges are the ones listed above. * `customControllerIcon` - type: PATH - - A controller icon override. Specify the controller type in the attribute `controller`. + - A controller icon override. Specify the controller type using the `controller` attribute, such as `./assets/gamepad_xbox.svg` - These are the available types: - `gamepad_generic`, `gamepad_nintendo_nes`, @@ -3104,7 +3105,7 @@ Properties: - Default is `1.5` - This property can only be used when `containerType` is `horizontal` * `fontPath` - type: PATH - - Path to a TrueType font (.ttf). + - Path to a TrueType or OpenType font (.ttf or .otf) * `fontSize` - type: FLOAT - Size of the font as a percentage of screen height for horizontally oriented screens or screen width for vertically oriented screens (e.g. for a value of `0.1`, the text's height would be 10% of the screen height). This calculation is based on the reference 'S' character so other glyphs may not fill this area, or they may exceed this area. - Minimum value is `0.001` and maximum value is `1.5`. Note that when running at a really low resolution, the minimum value may get clamped to a larger relative size. The font is allowed to overflow the height of the element by 100%, i.e. `fontSize` can be set to twice that of the y axis of the `size` property. Any value above that will be clamped. @@ -3121,7 +3122,7 @@ Properties: * `color` - type: COLOR - Default is `000000FF` * `backgroundColor` - type: COLOR - - Default is `00000000` + - Default is `00000000` (no background is drawn) * `backgroundMargins` - type: NORMALIZED_PAIR - Adds margins to the text background, assuming it has a color set. The first value of the pair is the left margin and the second value is the right margin, which means it's possible to set these margins completely independently. Margins are applied after all other positioning and sizing calculations and they are rendered outside the text debug rectangle boundaries. - Minimum value per axis is `0` and maximum value per axis is `0.5` @@ -3200,7 +3201,7 @@ Properties: - Minimum value is `0` and maximum value is the value of the `gameselector` element property `gameCount` minus 1. If a value outside this range is defined, then it will be automatically clamped to a valid value. - Default is `0` * `fontPath` - type: PATH - - Path to a TrueType font (.ttf). + - Path to a TrueType or OpenType font (.ttf or .otf) * `fontSize` - type: FLOAT - Size of the font as a percentage of screen height for horizontally oriented screens or screen width for vertically oriented screens (e.g. for a value of `0.1`, the text's height would be 10% of the screen height). This calculation is based on the reference 'S' character so other glyphs may not fill this area, or they may exceed this area. - Minimum value is `0.001` and maximum value is `1.5`. Note that when running at a really low resolution, the minimum value may get clamped to a larger relative size. The font is allowed to overflow the height of the element by 100%, i.e. `fontSize` can be set to twice that of the y axis of the `size` property. Any value above that will be clamped. @@ -3291,7 +3292,7 @@ Properties: - `never` - Don't set element as stationary during any transitions. - Default is `never` * `fontPath` - type: PATH - - Path to a TrueType font (.ttf). + - Path to a TrueType or OpenType font (.ttf or .otf) * `fontSize` - type: FLOAT - Size of the font as a percentage of screen height for horizontally oriented screens or screen width for vertically oriented screens (e.g. for a value of `0.1`, the text's height would be 10% of the screen height). This calculation is based on the reference 'S' character so other glyphs may not fill this area, or they may exceed this area. - Minimum value is `0.001` and maximum value is `1.5`. Note that when running at a really low resolution, the minimum value may get clamped to a larger relative size. The font is allowed to overflow the height of the element by 100%, i.e. `fontSize` can be set to twice that of the y axis of the `size` property. Any value above that will be clamped. @@ -3532,7 +3533,7 @@ Properties: - Minimum value is `0.2` and maximum value is `1` - Default is the same value as `opacity` * `customButtonIcon` - type: PATH - - A button icon override. Specify the button type in the attribute `button`. + - A button icon override. Specify the button type using the `button` attribute, such as `./assets/button_a_XBOX.svg` - The available buttons are: \ `dpad_updown`, `dpad_leftright`, @@ -3575,6 +3576,91 @@ Properties: `button_back_SNES`, `button_start_SNES` +#### systemstatus + +Displays system status indicators, more specifically Bluetooth, Wi-Fi, cellular and battery status. + +Note that this element does not have a zIndex value, instead it's always rendered on top of all other elements and it's also rendered when the menu is open. In addition to this it's stationary and will not move during slide transitions or fade out during fade transitions. + +You can define multiple elements to split up the indicators. + +During theme development you can force-enable all the system indicators by setting SystemStatusDisplayAll to true in es_settings.xml, you can read more about this option in the [INSTALL-DEV.md](INSTALL-DEV.md#settings-not-configurable-via-the-gui) document. + +Supported views: +* `system` +* `gamelist` + +Instances per view: +* `unlimited` + +Properties: +* `pos` - type: NORMALIZED_PAIR + - Default is `0.984 0.016` +* `size` - type: NORMALIZED_PAIR + - The size property works a bit different for this element compared to all other elements as only the height is considered. The width is automatically calculated based on the aspect ratio of the indicator icons plus the value set for the `entrySpacing` property. So it's recommended to just set the width to `0` + - Minimum value is `0 0.01` and maximum value is `0 0.5` + - Default is `0 0.035` +* `origin` - type: NORMALIZED_PAIR + - Where on the element `pos` refers to. For example, an origin of `0.5 0.5` and a `pos` of `0.5 0.5` would place the element exactly in the middle of the screen. If the position and size attributes are themeable, origin is implied. + - Minimum value per axis is `0` and maximum value per axis is `1` + - Default is `1 0` +* `fontPath` - type: PATH + - Path to a TrueType or OpenType font (.ttf or .otf) which is used for the battery percentage indicator. +* `textRelativeScale` - type: FLOAT. + - This property makes it possible to size the battery percentage text relative to the overall element height, or in other words relative to the height of the indicator icons. + - Minimum value is `0.5` and maximum value is `1` + - Default is `0.9` +* `color` - type: COLOR + - Color of the icons and battery percentage text. + - Default is `FFFFFFFF` +* `backgroundColor` - type: COLOR + - If this property is defined then a colored rectangle is drawn behind the entire element. + - Default is `00000000` (no background is drawn) +* `backgroundColorEnd` - type: COLOR + - Works in the exact same way as `backgroundColor` but can be set as the end color to apply a color gradient. + - Default is the same value as `backgroundColor` +* `backgroundGradientType` - type: STRING + - The direction to apply the color gradient if both `backgroundColor` and `backgroundColorEnd` have been defined. + - Valid values are `horizontal` or `vertical` + - Default is `horizontal` +* `backgroundPadding` - type: NORMALIZED_PAIR + - This property makes it possible to apply a padding around the element if `backgroundColor` has been defined. Note that this additional sizing will not have any effect on the `pos` and `origin` properties, these will remain constant. Or in other words, changing the `backgroundPadding` property value will not change the position of the overall element. An identical padding is applied to the left/right and top/bottom of the element. + - Minimum value per axis is `0` and maximum value per axis is `0.2` + - Default is `0 0` + - This property can only be used if `backgroundColor` has a value defined. +* `backgroundCornerRadius` - type: FLOAT + - Setting this property higher than zero applies rounded corners to the element background, assuming `backgroundColor` has been defined. The radius is a percentage of the screen width. Note that the maximum allowed value is quite arbitrary as the renderer will in practice limit the maximum roundness so it can never go beyond half the background height. It means that setting this property sufficiently high will produce perfectly rounded sides for the element background. You normally want to combine this property with `backgroundPadding` to add some extra space around the system indicators. + - Minimum value is `0` and maximum value is `0.5` + - Default is `0` (corners are not rounded) + - This property can only be used if `backgroundColor` has a value defined. +* `entries` - type: STRING + - The system indicators that should be displayed. Make sure to always display all entries as it's up to the user to disable any unwanted indicators from the UI settings menu. The sole purpose of this property is to be able to split up the indicators across multiple elements. The entries are specified as a list of strings delimited by commas or by whitespace characters (tabs, spaces or line breaks). The order in which the entries are defined has no effect as they will always be displayed in the default order. Available values are: + - `bluetooth` - Indicates whether there's a Bluetooth adapter enabled on the device + - `wifi` - Indicates whether Wi-Fi is enabled on the device + - `cellular` - Indicates whether cellular traffic is enabled on the device (Android only) + - `battery` - Indicates whether there's a battery available in the device, in which case different icons will be displayed if the battery is charging or not, and if not charging there are discreet icons for different capacity levels (low, medium, high and full). A capacity percentage text is also displayed next to the battery icon unless the user has disabled this in the UI settings menu. + - `all` - Including this value will enable all system indicators. + - Default is `all` +* `entrySpacing` - type: FLOAT + - Spacing between the system indicators. Note that this spacing is not applied between the battery icon and the battery percentage text. + - Minimum value is `0` and maximum value is `0.04` + - Default is `0.005` + * `customIcon` - type: PATH + - An icon override. Specify the icon type using the `icon` attribute, such as `./assets/wifi.svg` + - The available icons are: \ + `icon_bluetooth`, + `icon_wifi`, + `icon_cellular`, + `icon_battery_charging`, + `icon_battery_low`, + `icon_battery_medium`, + `icon_battery_high`, + `icon_battery_full` +* `opacity` - type: FLOAT + - Controls the level of transparency. + - Minimum value is `0` and maximum value is `1` + - Default is `1` + #### clock Displays the current time and/or date as a text string. The format is HH:MM by default, but this can be changed using the `format` property. It's strongly recommended to configure the clock identically for both the system and gamelist views to make the user experience coherent. @@ -3610,7 +3696,7 @@ Properties: - Minimum value per axis is `0` and maximum value per axis is `1` - Default is `0.5 0.5`. * `fontPath` - type: PATH - - Path to a TrueType font (.ttf). + - Path to a TrueType or OpenType font (.ttf or .otf) * `fontSize` - type: FLOAT - Size of the font as a percentage of screen height for horizontally oriented screens or screen width for vertically oriented screens (e.g. for a value of `0.1`, the text's height would be 10% of the screen height). This calculation is based on the reference 'S' character so other glyphs may not fill this area, or they may exceed this area. - Minimum value is `0.001` and maximum value is `1.5`. Note that when running at a really low resolution, the minimum value may get clamped to a larger relative size. The font is allowed to overflow the height of the element by 100%, i.e. `fontSize` can be set to twice that of the y axis of the `size` property. Any value above that will be clamped. @@ -3626,7 +3712,7 @@ Properties: * `color` - type: COLOR - Default is `FFFFFFFF` * `backgroundColor` - type: COLOR - - Default is `00000000` + - Default is `00000000` (no background is drawn) * `backgroundMargins` - type: NORMALIZED_PAIR - Adds margins to the text background, assuming it has a color set. The first value of the pair is the left margin and the second value is the right margin, which means it's possible to set these margins completely independently. Margins are applied after all other positioning and sizing calculations and they are rendered outside the text debug rectangle boundaries. - Minimum value per axis is `0` and maximum value per axis is `0.5` diff --git a/USERGUIDE-DEV.md b/USERGUIDE-DEV.md index df3d07dde..6360867fc 100644 --- a/USERGUIDE-DEV.md +++ b/USERGUIDE-DEV.md @@ -297,8 +297,6 @@ There is a very annoying default configuration when using Sony controllers like One macOS-specific requirement is that the RetroArch setting _Start in Fullscreen mode_ is enabled or ES-DE will not be able to switch to the emulator window when launching games. As a workaround you can switch to the window manually using Command + Tab but it probably doesn't make sense to run emulators in windowed mode anyway. This issue has not been observed with any other emulators. -At the time of writing there is an additional issue with the ARM release of RetroArch where ES-DE will not be able to consistently switch to its window on game launch if the setting _Close windows when quitting an application_ under the _Desktop & Dock_ entry in the macOS _System Settings_ has been set to disabled. This error does not occur for the Intel/x86 release of RetroArch or with any other standalone emulators (including those built specifically for the ARM architecture). - The first time you launch a RetroArch-emulated game from within ES-DE the operating system will present you with a security option with the following description: `"ES-DE" would like to access files in your Documents folder.` @@ -2410,7 +2408,7 @@ vkquake_arcane_dimensions.sh: You don't need to set execution permissions for these scripts, ES-DE will run them anyway. -**Method 3, AppImages** _Linux only_ +**Method 3, AppImages** _(Linux only)_ On Linux it's also possible to launch AppImages directly without having to call them from a shell script. For emulators it's generally required to keep their AppImages in the `~/Applications/` directory and symlink them into the ROMs directory tree, but for other applications and games it may be fine to store them directly in the ROMs tree. In order for this to work you need to use one of the alternative emulator entries that enable AppImages to be launched. It will not work if attempting to use the emulator entries that run scripts and shortcuts. You can set the alternative emulator per game/file from the metadata editor. @@ -3331,6 +3329,10 @@ Sets the user interface mode for the application to _Full, Kiosk_ or _Kid_. See Whether to enable the selection of a random entry in the system or gamelist view via a button press, by default mapped to the click button of either thumbstick. The options are _Games only, Games and systems_ or _Disabled_. The help system will also visually indicate the status of this setting. +**System status settings** _(Not available on FreeBSD and Haiku)_ + +Submenu containing all the settings for the system status indicators. These are described in detail below. + **Media viewer settings** Submenu containing all the settings for the media viewer. These are described in detail below. @@ -3347,7 +3349,7 @@ Themes can optionally contain variant trigger configuration which changes the la Displays a clock on screen at all times. By default it's located in the upper left corner and displays as hours and minutes, but themes can customize its layout and position. -**Blur background when menu is open** _Always applied if screen is rotated 90 or 270 degrees_ +**Blur background when menu is open** _(Always applied if screen is rotated 90 or 270 degrees)_ This option will blur the background behind the menu slightly. Normally this can be left enabled, but if you have a really slow GPU, disabling this option may make the application feel a bit more responsive. For technical reasons this setting is always enabled if the screen is rotated 90 or 270 degrees, and in this case the menu option will also be grayed out. @@ -3383,6 +3385,30 @@ Activating or deactivating the ability to filter your gamelists. This can normal Activates or deactivates the built-in help system that provides contextual information regarding button usage. +#### System status settings + +This menu makes it possible to enable or disable various system indicators. Just be aware that these options have no effect if there are no such hardware devices present. + +**Display Bluetooth status indicator** + +Indicates whether there's a Bluetooth adapter enabled on the device. + +**Display Wi-Fi status indicator** + +Indicates whether Wi-Fi is enabled on the device. + +**Display cellular status indicator** _(Android only)_ + +Indicates whether cellular traffic is enabled on the device. + +**Display battery status indicator** + +Indicates whether there's a battery available in the device, in which case different icons will be displayed if the battery is charging or not, and if not charging there are discreet icons for different capacity levels (low, medium, high and full). + +**Display battery charge percentage** + +If there's a battery in the device, then this setting controls whether to display the charge/capacity percentage text next to the battery icon. + #### Media viewer settings Settings for the media viewer that is accessible from the gamelist views. @@ -3650,11 +3676,11 @@ This gives the choice of which key combination to use to quit the application. T The metadata for a game is updated by scraping or by manual editing it using the metadata editor, but also when launching it as this updates the _Times played_ counter and the _Last played_ timestamp. This setting enables you to define when to write such metadata changes to the gamelist.xml files. Setting the option to _Never_ will disable writing to these files altogether, except for some special conditions such as when a game is manually deleted using the metadata editor, when scraping using the multi-scraper (the multi-scraper will always save any updates immediately to the gamelist.xml files) or when changing the system-wide alternative emulator. In theory _On exit_ will give some small performance gains, but it's normally recommended to leave the setting at its default value which is _Always_. Note that with the option set to _Never_, any updates such as the _Last played_ date will still be shown on screen, but during the next application startup any values previously saved to the gamelist.xml files will be read in again. As well, when changing this setting to _Always_ from either of the two other options, any pending changes will be immediately written to the gamelist.xml files. -**Check for application updates** _Not available for some builds_ +**Check for application updates** _(Not available for some builds)_ By default a check for new ES-DE versions will be done on every application startup and a notification will be displayed if there is a new release available for download. Using this option the frequency of these checks can be set to _Always_, _Daily_, _Weekly_, _Monthly_ or _Never_. This setting is not available on some platforms and package formats such as the Android app store releases, the Linux AUR release and the semi-official FreeBSD and Raspberry Pi releases where pre-built packages are not provided. -**Include prereleases in update checks** _Always enabled for prereleases_ +**Include prereleases in update checks** _(Always enabled for prereleases)_ For platforms and package formats where the previous setting above is available there is also the option of whether to include prereleases when checking for application updates. Note that this is always enabled when running an ES-DE prerelease so in this case the setting will be grayed out. @@ -3817,13 +3843,13 @@ The following filters can be applied: **Kidgame** -**Hidden** _If the "Show hidden games" option is enabled_ +**Hidden** _(If the "Show hidden games" option is enabled)_ **Broken** **Controller** -**Alternative emulator** _If the "Enable alternative emulators per game" option is enabled_ +**Alternative emulator** _(If the "Enable alternative emulators per game" option is enabled)_ With the exception of the game name text filter, all available filter values are assembled from metadata from the actual gamelist, so if there is no data to filter for the specific field, the text _Nothing to filter_ will be displayed. This for example happens for the _Completed_ filter if there are no games marked as having been completed in the current gamelist. The same happens if a metadata setting is identical for all games, such as all games being flagged as favorites. diff --git a/USERGUIDE.md b/USERGUIDE.md index e9fa109d6..34ebb5d8f 100644 --- a/USERGUIDE.md +++ b/USERGUIDE.md @@ -295,8 +295,6 @@ There is a very annoying default configuration when using Sony controllers like One macOS-specific requirement is that the RetroArch setting _Start in Fullscreen mode_ is enabled or ES-DE will not be able to switch to the emulator window when launching games. As a workaround you can switch to the window manually using Command + Tab but it probably doesn't make sense to run emulators in windowed mode anyway. This issue has not been observed with any other emulators. -At the time of writing there is an additional issue with the ARM release of RetroArch where ES-DE will not be able to consistently switch to its window on game launch if the setting _Close windows when quitting an application_ under the _Desktop & Dock_ entry in the macOS _System Settings_ has been set to disabled. This error does not occur for the Intel/x86 release of RetroArch or with any other standalone emulators (including those built specifically for the ARM architecture). - The first time you launch a RetroArch-emulated game from within ES-DE the operating system will present you with a security option with the following description: `"ES-DE" would like to access files in your Documents folder.` From dd8177a8c20157cbfdd66f388184fc95788653e2 Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Wed, 26 Feb 2025 17:51:01 +0100 Subject: [PATCH 115/284] (macOS) Added a NSBluetoothAlwaysUsageDescription key to the Info.plist file --- es-app/assets/ES-DE_Info.plist | 2 ++ 1 file changed, 2 insertions(+) diff --git a/es-app/assets/ES-DE_Info.plist b/es-app/assets/ES-DE_Info.plist index a8495f98e..056ad0205 100644 --- a/es-app/assets/ES-DE_Info.plist +++ b/es-app/assets/ES-DE_Info.plist @@ -38,6 +38,8 @@ NSApplication NSMainNibFile ES-DE + NSBluetoothAlwaysUsageDescription + ES-DE checks the status of the Bluetooth adapter in order to display the corresponding system status indicator on screen NSHumanReadableCopyright Copyright (c) 2024-2025 Northwestern Software AB Copyright (c) 2020-2024 Leon Styhre From 331a33be74d3bab172d864a46c5d72b7da7fcd0c Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Wed, 26 Feb 2025 18:14:27 +0100 Subject: [PATCH 116/284] Fixed an issue where the battery percentage text was sometimes shown when it shouldn't have been --- es-core/src/components/SystemStatusComponent.cpp | 4 +++- 1 file changed, 3 insertions(+), 1 deletion(-) diff --git a/es-core/src/components/SystemStatusComponent.cpp b/es-core/src/components/SystemStatusComponent.cpp index 649f0b206..77df818f5 100644 --- a/es-core/src/components/SystemStatusComponent.cpp +++ b/es-core/src/components/SystemStatusComponent.cpp @@ -120,7 +120,9 @@ void SystemStatusComponent::updateGrid() } } - if (mHasBattery && mBatteryText) { + if (mHasBattery && mBatteryText && + std::find(mDisplayEntries.cbegin(), mDisplayEntries.cend(), "battery") != + mDisplayEntries.cend()) { // We set the initial value to "100%" to calculate the cell size based on this, as this // will be the longest text that will ever be displayed for the battery capacity. mBatteryPercentage = std::make_shared( From 11ee0ab262ad71ae3e0b76add8b4ba1e9a5a5ed2 Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Wed, 26 Feb 2025 18:41:25 +0100 Subject: [PATCH 117/284] Fixed an issue where some theme properties did not load correctly for the clock element --- es-core/src/components/DateTimeComponent.cpp | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) diff --git a/es-core/src/components/DateTimeComponent.cpp b/es-core/src/components/DateTimeComponent.cpp index c4d67598f..8a625ab12 100644 --- a/es-core/src/components/DateTimeComponent.cpp +++ b/es-core/src/components/DateTimeComponent.cpp @@ -159,7 +159,6 @@ void DateTimeComponent::applyTheme(const std::shared_ptr& theme, unsigned int properties) { using namespace ThemeFlags; - GuiComponent::applyTheme(theme, view, element, properties); std::string elementType {"datetime"}; std::string componentName {"DateTimeComponent"}; @@ -179,6 +178,8 @@ void DateTimeComponent::applyTheme(const std::shared_ptr& theme, setFormat("%H:%M"); } + GuiComponent::applyTheme(theme, view, element, properties); + const ThemeData::ThemeElement* elem {theme->getElement(view, element, elementType)}; if (!elem) return; From 7b00d4d66d3052178c2cb42948af6ecfc8edcfb3 Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Wed, 26 Feb 2025 19:24:03 +0100 Subject: [PATCH 118/284] Reorganized the positions of the systemstatus and clock elements in ThemeData --- es-core/src/ThemeData.cpp | 32 ++++++++++++++++---------------- 1 file changed, 16 insertions(+), 16 deletions(-) diff --git a/es-core/src/ThemeData.cpp b/es-core/src/ThemeData.cpp index b231363b7..58349576d 100644 --- a/es-core/src/ThemeData.cpp +++ b/es-core/src/ThemeData.cpp @@ -574,6 +574,22 @@ std::map> {"opacity", FLOAT}, {"opacityDimmed", FLOAT}, {"customButtonIcon", PATH}}}, + {"systemstatus", + {{"pos", NORMALIZED_PAIR}, + {"size", NORMALIZED_PAIR}, + {"origin", NORMALIZED_PAIR}, + {"fontPath", PATH}, + {"textRelativeScale", FLOAT}, + {"color", COLOR}, + {"backgroundColor", COLOR}, + {"backgroundColorEnd", COLOR}, + {"backgroundGradientType", STRING}, + {"backgroundPadding", NORMALIZED_PAIR}, + {"backgroundCornerRadius", FLOAT}, + {"entries", STRING}, + {"entrySpacing", FLOAT}, + {"customIcon", PATH}, + {"opacity", FLOAT}}}, {"clock", {{"pos", NORMALIZED_PAIR}, {"size", NORMALIZED_PAIR}, @@ -591,22 +607,6 @@ std::map> {"lineSpacing", FLOAT}, {"format", STRING}, {"opacity", FLOAT}}}, - {"systemstatus", - {{"pos", NORMALIZED_PAIR}, - {"size", NORMALIZED_PAIR}, - {"origin", NORMALIZED_PAIR}, - {"fontPath", PATH}, - {"textRelativeScale", FLOAT}, - {"color", COLOR}, - {"backgroundColor", COLOR}, - {"backgroundColorEnd", COLOR}, - {"backgroundGradientType", STRING}, - {"backgroundPadding", NORMALIZED_PAIR}, - {"backgroundCornerRadius", FLOAT}, - {"entries", STRING}, - {"entrySpacing", FLOAT}, - {"customIcon", PATH}, - {"opacity", FLOAT}}}, {"sound", {{"path", PATH}}}}; // clang-format on From 97a0b9eb7156007e6a5188b18414acc80b87a39b Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Wed, 26 Feb 2025 19:39:37 +0100 Subject: [PATCH 119/284] (linear-es-de) Added configuration for the systemstatus and clock elements --- themes/linear-es-de/theme.xml | 27 ++++++++++++++++++++++++--- 1 file changed, 24 insertions(+), 3 deletions(-) diff --git a/themes/linear-es-de/theme.xml b/themes/linear-es-de/theme.xml index 12a8a6703..cbba18860 100644 --- a/themes/linear-es-de/theme.xml +++ b/themes/linear-es-de/theme.xml @@ -170,7 +170,7 @@ 12 - 0.986 0.025 + 0.98 0.32 0.2 0.031 1 0 gamecountGames @@ -251,6 +251,27 @@ + + + + 0.98 0.014 + 0 0.035 + ${primaryFont} + 0.8 + ${primaryColor} + 0.005 + + + 0.018 0.014 + ${primaryFont} + 0.029 + ${primaryColor} + 1 + %H:%M + + + + @@ -619,7 +640,7 @@ 0.005 0.005 - 0.97 0.035 + 0.96 0.105 0.25 0.031 1 0 ${primaryFont} @@ -792,7 +813,7 @@ false - 0.986 0.025 + 0.97 0.08 0.25 0.031 1 0 ${primaryFont} From 332967afb7da82c1318f4597dd054a36303b2ed8 Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Wed, 26 Feb 2025 19:40:34 +0100 Subject: [PATCH 120/284] Made a small adjustment to the systemstatus element's default position --- es-core/src/components/SystemStatusComponent.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/es-core/src/components/SystemStatusComponent.cpp b/es-core/src/components/SystemStatusComponent.cpp index 77df818f5..77f33b744 100644 --- a/es-core/src/components/SystemStatusComponent.cpp +++ b/es-core/src/components/SystemStatusComponent.cpp @@ -159,7 +159,7 @@ void SystemStatusComponent::applyTheme(const std::shared_ptr& theme, { // Apply default settings as the theme may not define any configuration. const glm::vec2 scale {glm::vec2 {Renderer::getScreenWidth(), Renderer::getScreenHeight()}}; - mPosition = glm::vec3 {0.984f * scale.x, 0.016f * scale.y, 0.0f}; + mPosition = glm::vec3 {0.982f * scale.x, 0.016f * scale.y, 0.0f}; mSize = glm::vec2 {0.0f, 0.035f} * scale; mOrigin = glm::vec2 {1.0f, 0.0f}; mColor = 0xFFFFFFFF; From 931e4e1feac0aeef985697c9036bde4f7018cd88 Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Wed, 26 Feb 2025 19:45:57 +0100 Subject: [PATCH 121/284] (linear-es-de) Small adjustment to the position of the systemstatus element --- themes/linear-es-de/theme.xml | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/themes/linear-es-de/theme.xml b/themes/linear-es-de/theme.xml index cbba18860..152c42d85 100644 --- a/themes/linear-es-de/theme.xml +++ b/themes/linear-es-de/theme.xml @@ -254,7 +254,7 @@ - 0.98 0.014 + 0.985 0.014 0 0.035 ${primaryFont} 0.8 From ad79cad5f0e74dc5583ddf62ec5a1c39812cac8d Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Wed, 26 Feb 2025 20:38:36 +0100 Subject: [PATCH 122/284] Changed SystemStatusComponent to use a height property instead of a size property --- es-core/src/ThemeData.cpp | 2 +- es-core/src/components/SystemStatusComponent.cpp | 16 +++++++++------- 2 files changed, 10 insertions(+), 8 deletions(-) diff --git a/es-core/src/ThemeData.cpp b/es-core/src/ThemeData.cpp index 58349576d..ff7f03695 100644 --- a/es-core/src/ThemeData.cpp +++ b/es-core/src/ThemeData.cpp @@ -576,7 +576,7 @@ std::map> {"customButtonIcon", PATH}}}, {"systemstatus", {{"pos", NORMALIZED_PAIR}, - {"size", NORMALIZED_PAIR}, + {"height", FLOAT}, {"origin", NORMALIZED_PAIR}, {"fontPath", PATH}, {"textRelativeScale", FLOAT}, diff --git a/es-core/src/components/SystemStatusComponent.cpp b/es-core/src/components/SystemStatusComponent.cpp index 77f33b744..3314d5842 100644 --- a/es-core/src/components/SystemStatusComponent.cpp +++ b/es-core/src/components/SystemStatusComponent.cpp @@ -158,9 +158,10 @@ void SystemStatusComponent::applyTheme(const std::shared_ptr& theme, unsigned int properties) { // Apply default settings as the theme may not define any configuration. - const glm::vec2 scale {glm::vec2 {Renderer::getScreenWidth(), Renderer::getScreenHeight()}}; - mPosition = glm::vec3 {0.982f * scale.x, 0.016f * scale.y, 0.0f}; - mSize = glm::vec2 {0.0f, 0.035f} * scale; + const float scale {mRenderer->getIsVerticalOrientation() ? mRenderer->getScreenWidth() : + mRenderer->getScreenHeight()}; + mPosition = glm::vec3 {0.982f * mRenderer->getScreenWidth(), + 0.016f * mRenderer->getScreenHeight(), 0.0f}; mOrigin = glm::vec2 {1.0f, 0.0f}; mColor = 0xFFFFFFFF; @@ -178,17 +179,18 @@ void SystemStatusComponent::applyTheme(const std::shared_ptr& theme, const ThemeData::ThemeElement* elem {theme->getElement(view, element, "systemstatus")}; + mSize = glm::vec2 {0.0f, std::round(0.035f * scale)}; float textRelativeScale {0.9f}; if (!elem) { - mSize = glm::round(mSize); mFont = {Font::get(mSize.y * textRelativeScale, FONT_PATH_LIGHT)}; return; } - mSize.x = 0.0f; - mSize.y = glm::clamp(mSize.y, 0.01f * scale.y, 0.5f * scale.y); - mSize = glm::round(mSize); + if (elem->has("height")) { + mSize.y = + std::round(glm::clamp(elem->get("height") * scale, 0.01f * scale, 0.5f * scale)); + } if (elem->has("textRelativeScale")) textRelativeScale = glm::clamp(elem->get("textRelativeScale"), 0.5f, 1.0f); From 5fb6eb91e19167105c183eb9aa5a56cdd5209122 Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Wed, 26 Feb 2025 20:39:21 +0100 Subject: [PATCH 123/284] (linear-es-de) Updated the theme config to use a height property for the systemstatus element --- themes/linear-es-de/theme.xml | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/themes/linear-es-de/theme.xml b/themes/linear-es-de/theme.xml index 152c42d85..712ef434e 100644 --- a/themes/linear-es-de/theme.xml +++ b/themes/linear-es-de/theme.xml @@ -255,7 +255,7 @@ 0.985 0.014 - 0 0.035 + 0.035 ${primaryFont} 0.8 ${primaryColor} From c71c8e4e78b7f640ade98818580291da1c62f217 Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Wed, 26 Feb 2025 20:42:49 +0100 Subject: [PATCH 124/284] Documentation update --- CHANGELOG.md | 2 +- THEMES-DEV.md | 12 ++++++------ 2 files changed, 7 insertions(+), 7 deletions(-) diff --git a/CHANGELOG.md b/CHANGELOG.md index 5ae35ed29..2f514941e 100644 --- a/CHANGELOG.md +++ b/CHANGELOG.md @@ -9,6 +9,7 @@ ### Detailed list of changes * Added a system status element showing the Blueooth, Wi-Fi, cellular and battery status on screen +* Added a "Display clock" setting to the UI settings menu to display an on screen clock (disabled by default) * Added translations for Traditional Chinese (zh_TW) * Increased the roundness for all corners in the menu system and for the notification popups * Increased the background blur slightly when a menu is open @@ -24,7 +25,6 @@ * (Linux) Added support for the Flatpak release of Ruffle * (Linux) Changed the AppImage find rule for Mandarine to mandarine-qt*.AppImage * Added the .ruf file extension to the flash system -* Added a "Display clock" setting to the UI settings menu to display an on screen clock (disabled by default) * Refactored the helpsystem code and added support for using an arbitrary amount of helpsystem elements * Added support for specifying which specific entries to display for the helpsystem elements * Added an "entryLayout" property to the helpsystem element to control the display order for the icons and text diff --git a/THEMES-DEV.md b/THEMES-DEV.md index 8d6047684..10353068d 100644 --- a/THEMES-DEV.md +++ b/THEMES-DEV.md @@ -3595,13 +3595,13 @@ Instances per view: Properties: * `pos` - type: NORMALIZED_PAIR - - Default is `0.984 0.016` -* `size` - type: NORMALIZED_PAIR - - The size property works a bit different for this element compared to all other elements as only the height is considered. The width is automatically calculated based on the aspect ratio of the indicator icons plus the value set for the `entrySpacing` property. So it's recommended to just set the width to `0` - - Minimum value is `0 0.01` and maximum value is `0 0.5` - - Default is `0 0.035` + - Default is `0.982 0.016` +* `height` - type: FLOAT + - The sizing for this element works a bit different compared to most other elements as the width is automatically calculated based on the aspect ratio of the indicator icons plus the value set for the `entrySpacing` property. In order to keep sizing consistent across horizontal and vertical screen orientations and to also align with the sizing logic used by the `helpsystem` and `clock` elements, the `height` property works similarly to the `fontSize` property used by those elements. This means the actual height calculation in pixels is made as a percentage of the screen height for horizontally oriented screens or the screen width for vertically oriented screens. + - Minimum value is `0.01` and maximum value is `0.5` + - Default is `0.035` * `origin` - type: NORMALIZED_PAIR - - Where on the element `pos` refers to. For example, an origin of `0.5 0.5` and a `pos` of `0.5 0.5` would place the element exactly in the middle of the screen. If the position and size attributes are themeable, origin is implied. + - Where on the element `pos` refers to. For example, an origin of `0.5 0.5` and a `pos` of `0.5 0.5` would place the element exactly in the middle of the screen. - Minimum value per axis is `0` and maximum value per axis is `1` - Default is `1 0` * `fontPath` - type: PATH From c924b8ea14ddfece471fdd19474c9114e363d0f1 Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Wed, 26 Feb 2025 20:47:17 +0100 Subject: [PATCH 125/284] (linear-es-de) Relocated the configuration for the systemstatus and clock elements --- themes/linear-es-de/theme.xml | 37 +++++++++++++++-------------------- 1 file changed, 16 insertions(+), 21 deletions(-) diff --git a/themes/linear-es-de/theme.xml b/themes/linear-es-de/theme.xml index 712ef434e..030d68656 100644 --- a/themes/linear-es-de/theme.xml +++ b/themes/linear-es-de/theme.xml @@ -96,6 +96,22 @@ ${primaryFont} capitalize + + 0.985 0.014 + 0.035 + ${primaryFont} + 0.8 + ${primaryColor} + 0.005 + + + 0.018 0.014 + ${primaryFont} + 0.029 + ${primaryColor} + 1 + %H:%M + @@ -251,27 +267,6 @@ - - - - 0.985 0.014 - 0.035 - ${primaryFont} - 0.8 - ${primaryColor} - 0.005 - - - 0.018 0.014 - ${primaryFont} - 0.029 - ${primaryColor} - 1 - %H:%M - - - - From 75601757ca814bfd8cd409c2661001a5292378d2 Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Thu, 27 Feb 2025 10:42:11 +0100 Subject: [PATCH 126/284] Removed the backgroundMargins and lineSpacing properties for the clock element and added backgroundColorEnd, backgroundGradientType and backgroundPadding --- es-core/src/ThemeData.cpp | 5 +- es-core/src/components/DateTimeComponent.cpp | 73 ++++++++++++++++++-- es-core/src/components/DateTimeComponent.h | 4 ++ es-core/src/components/TextComponent.cpp | 4 +- es-core/src/components/TextComponent.h | 2 +- 5 files changed, 78 insertions(+), 10 deletions(-) diff --git a/es-core/src/ThemeData.cpp b/es-core/src/ThemeData.cpp index ff7f03695..772cf6228 100644 --- a/es-core/src/ThemeData.cpp +++ b/es-core/src/ThemeData.cpp @@ -602,9 +602,10 @@ std::map> {"verticalAlignment", STRING}, {"color", COLOR}, {"backgroundColor", COLOR}, - {"backgroundMargins", NORMALIZED_PAIR}, + {"backgroundColorEnd", COLOR}, + {"backgroundGradientType", STRING}, + {"backgroundPadding", NORMALIZED_PAIR}, {"backgroundCornerRadius", FLOAT}, - {"lineSpacing", FLOAT}, {"format", STRING}, {"opacity", FLOAT}}}, {"sound", diff --git a/es-core/src/components/DateTimeComponent.cpp b/es-core/src/components/DateTimeComponent.cpp index 8a625ab12..3e7437467 100644 --- a/es-core/src/components/DateTimeComponent.cpp +++ b/es-core/src/components/DateTimeComponent.cpp @@ -16,9 +16,14 @@ #include "utils/StringUtil.h" DateTimeComponent::DateTimeComponent() - : mClockAccumulator {0} + : mRenderer {Renderer::getInstance()} + , mClockAccumulator {0} , mClockMode {false} , mDisplayRelative {false} + , mBackgroundPadding {0.0f, 0.0f} + , mClockBgColor {0x00000000} + , mClockBgColorEnd {0x00000000} + , mClockColorGradientHorizontal {true} { // ISO 8601 date format. setFormat("%Y-%m-%d"); @@ -37,6 +42,10 @@ DateTimeComponent::DateTimeComponent(const std::string& text, , mClockAccumulator {0} , mClockMode {false} , mDisplayRelative {false} + , mBackgroundPadding {0.0f, 0.0f} + , mClockBgColor {0x00000000} + , mClockBgColorEnd {0x00000000} + , mClockColorGradientHorizontal {true} { // ISO 8601 date format. setFormat("%Y-%m-%d"); @@ -149,6 +158,23 @@ void DateTimeComponent::render(const glm::mat4& parentTrans) if (mClockMode && !Settings::getInstance()->getBool("DisplayClock")) return; + if (mClockMode && mClockBgColor != 0x00000000) { + const glm::vec3 positionTemp {mPosition}; + mPosition.x -= mBackgroundPadding.x / 2.0f; + mPosition.y -= mBackgroundPadding.y / 2.0f; + + const glm::mat4 trans {parentTrans * getTransform()}; + mRenderer->setMatrix(trans); + + mRenderer->drawRect(0.0f, 0.0f, mSize.x + mBackgroundPadding.x, + mSize.y + mBackgroundPadding.y, mClockBgColor, mClockBgColorEnd, + mClockColorGradientHorizontal, mThemeOpacity, 1.0f, + Renderer::BlendFactor::SRC_ALPHA, + Renderer::BlendFactor::ONE_MINUS_SRC_ALPHA, mBackgroundCornerRadius); + + mPosition = positionTemp; + } + // Render the component. TextComponent::render(parentTrans); } @@ -169,9 +195,10 @@ void DateTimeComponent::applyTheme(const std::shared_ptr& theme, componentName = "ClockComponent"; // Apply default clock settings as the theme may not define any configuration for it. setFont(Font::get(FONT_SIZE_SMALL, FONT_PATH_LIGHT)); + setLineSpacing(1.0f); const glm::vec2 scale { getParent() ? getParent()->getSize() : - glm::vec2 {Renderer::getScreenWidth(), Renderer::getScreenHeight()}}; + glm::vec2 {mRenderer->getScreenWidth(), mRenderer->getScreenHeight()}}; setPosition(0.018f * scale.x, 0.016f * scale.y); mSize.y = mFont->getLetterHeight(); setColor(0xFFFFFFFF); @@ -205,15 +232,51 @@ void DateTimeComponent::applyTheme(const std::shared_ptr& theme, setRenderBackground(false); if (properties & COLOR && elem->has("backgroundColor")) { - setBackgroundColor(elem->get("backgroundColor")); - setRenderBackground(true); + if (mClockMode) { + mClockBgColor = elem->get("backgroundColor"); + + if (elem->has("backgroundColorEnd")) + mClockBgColorEnd = elem->get("backgroundColorEnd"); + else + mClockBgColorEnd = mClockBgColor; + + if (elem->has("backgroundGradientType")) { + const std::string& backgroundGradientType { + elem->get("backgroundGradientType")}; + if (backgroundGradientType == "horizontal") { + mClockColorGradientHorizontal = true; + } + else if (backgroundGradientType == "vertical") { + mClockColorGradientHorizontal = false; + } + else { + mClockColorGradientHorizontal = true; + LOG(LogWarning) << componentName + << ": Invalid theme configuration, property " + "\"backgroundGradientType\" for element \"" + << element.substr(6) << "\" defined as \"" + << backgroundGradientType << "\""; + } + } + } + else { + setBackgroundColor(elem->get("backgroundColor")); + setRenderBackground(true); + } } - if (elem->has("backgroundMargins")) { + if (!mClockMode && elem->has("backgroundMargins")) { setBackgroundMargins(glm::clamp(elem->get("backgroundMargins"), 0.0f, 0.5f) * mRenderer->getScreenWidth()); } + if (mClockMode && elem->has("backgroundPadding")) { + const glm::vec2 backgroundPadding { + glm::clamp(elem->get("backgroundPadding"), 0.0f, 0.2f)}; + mBackgroundPadding.x = backgroundPadding.x * mRenderer->getScreenWidth(); + mBackgroundPadding.y = backgroundPadding.y * mRenderer->getScreenHeight(); + } + if (elem->has("backgroundCornerRadius")) { setBackgroundCornerRadius( glm::clamp(elem->get("backgroundCornerRadius"), 0.0f, 0.5f) * diff --git a/es-core/src/components/DateTimeComponent.h b/es-core/src/components/DateTimeComponent.h index ff017613b..d0b949ecc 100644 --- a/es-core/src/components/DateTimeComponent.h +++ b/es-core/src/components/DateTimeComponent.h @@ -56,6 +56,10 @@ private: std::string mFormat; bool mClockMode; bool mDisplayRelative; + glm::vec2 mBackgroundPadding; + unsigned int mClockBgColor; + unsigned int mClockBgColorEnd; + bool mClockColorGradientHorizontal; }; #endif // ES_CORE_COMPONENTS_DATE_TIME_COMPONENT_H diff --git a/es-core/src/components/TextComponent.cpp b/es-core/src/components/TextComponent.cpp index 26e566ec8..061d3a5a5 100644 --- a/es-core/src/components/TextComponent.cpp +++ b/es-core/src/components/TextComponent.cpp @@ -16,11 +16,11 @@ TextComponent::TextComponent() : mFont {Font::get(FONT_SIZE_MEDIUM)} + , mBackgroundCornerRadius {0.0f} , mRenderer {Renderer::getInstance()} , mColor {0x000000FF} , mBgColor {0x00000000} , mBackgroundMargins {0.0f, 0.0f} - , mBackgroundCornerRadius {0.0f} , mColorOpacity {1.0f} , mBgColorOpacity {0.0f} , mRenderBackground {false} @@ -69,11 +69,11 @@ TextComponent::TextComponent(const std::string& text, float scrollGap, float maxLength) : mFont {nullptr} + , mBackgroundCornerRadius {0.0f} , mRenderer {Renderer::getInstance()} , mColor {0x000000FF} , mBgColor {0x00000000} , mBackgroundMargins {0.0f, 0.0f} - , mBackgroundCornerRadius {0.0f} , mColorOpacity {1.0f} , mBgColorOpacity {0.0f} , mRenderBackground {false} diff --git a/es-core/src/components/TextComponent.h b/es-core/src/components/TextComponent.h index e320192ed..4d1d54bd8 100644 --- a/es-core/src/components/TextComponent.h +++ b/es-core/src/components/TextComponent.h @@ -136,6 +136,7 @@ protected: std::string mText; std::string mHiddenText; std::shared_ptr mFont; + float mBackgroundCornerRadius; private: void onColorChanged(); @@ -176,7 +177,6 @@ private: unsigned int mColor; unsigned int mBgColor; glm::vec2 mBackgroundMargins; - float mBackgroundCornerRadius; float mColorOpacity; float mBgColorOpacity; bool mRenderBackground; From 40d3f6e4a5b694b62291c5139528c3b4b80ff43f Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Thu, 27 Feb 2025 10:42:45 +0100 Subject: [PATCH 127/284] (linear-es-de) Removed an obsolete property for the clock element --- themes/linear-es-de/theme.xml | 1 - 1 file changed, 1 deletion(-) diff --git a/themes/linear-es-de/theme.xml b/themes/linear-es-de/theme.xml index 030d68656..5d2d58599 100644 --- a/themes/linear-es-de/theme.xml +++ b/themes/linear-es-de/theme.xml @@ -109,7 +109,6 @@ ${primaryFont} 0.029 ${primaryColor} - 1 %H:%M From 63c98fd54ff80769391d3c9a77ab63698ef99121 Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Thu, 27 Feb 2025 10:45:04 +0100 Subject: [PATCH 128/284] (modern-es-de) Added systemstatus and clock configuration --- themes/modern-es-de/theme.xml | 15 +++++++++++++++ 1 file changed, 15 insertions(+) diff --git a/themes/modern-es-de/theme.xml b/themes/modern-es-de/theme.xml index a9b7cbd14..335cdce4f 100644 --- a/themes/modern-es-de/theme.xml +++ b/themes/modern-es-de/theme.xml @@ -117,6 +117,21 @@ ${mainFont} capitalize + + 0.985 0.014 + 0.033 + ${mainFont} + 0.8 + ${secondaryColor} + 0.005 + + + 0.018 0.014 + ${mainFont} + 0.028 + ${secondaryColor} + %H:%M + From cf73504f748227577ce93e507fa2ad437cf198b1 Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Thu, 27 Feb 2025 10:46:30 +0100 Subject: [PATCH 129/284] (slate-es-de) Added systemstatus and clock configuration --- themes/slate-es-de/colors.xml | 2 ++ themes/slate-es-de/theme.xml | 19 +++++++++++++++++++ 2 files changed, 21 insertions(+) diff --git a/themes/slate-es-de/colors.xml b/themes/slate-es-de/colors.xml index 08e6a4279..fc478bf8f 100644 --- a/themes/slate-es-de/colors.xml +++ b/themes/slate-es-de/colors.xml @@ -19,6 +19,7 @@ 404040 + FFFFFF 747474D8 @@ -51,6 +52,7 @@ 707070 + FFFFFF FFFFFFD8 diff --git a/themes/slate-es-de/theme.xml b/themes/slate-es-de/theme.xml index ffb4ee5bb..9006d9a87 100644 --- a/themes/slate-es-de/theme.xml +++ b/themes/slate-es-de/theme.xml @@ -38,6 +38,25 @@ + + 0.985 0.014 + 0.035 + 0.8 + ${statusColor} + 00000066 + 0.008 0.008 + 0.003 + 0.005 + + + 0.018 0.014 + 0.033 + ${statusColor} + 00000066 + 0.008 0.008 + 0.003 + %H:%M + 0 0 1 1 From 46370517d95ca56c83735eaec39d844d0e8ee472 Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Thu, 27 Feb 2025 11:53:13 +0100 Subject: [PATCH 130/284] Fixed a rendering issue when combining rotation and background padding for the clock element --- es-core/src/components/DateTimeComponent.cpp | 10 +++------- 1 file changed, 3 insertions(+), 7 deletions(-) diff --git a/es-core/src/components/DateTimeComponent.cpp b/es-core/src/components/DateTimeComponent.cpp index 3e7437467..108a4c13b 100644 --- a/es-core/src/components/DateTimeComponent.cpp +++ b/es-core/src/components/DateTimeComponent.cpp @@ -159,11 +159,9 @@ void DateTimeComponent::render(const glm::mat4& parentTrans) return; if (mClockMode && mClockBgColor != 0x00000000) { - const glm::vec3 positionTemp {mPosition}; - mPosition.x -= mBackgroundPadding.x / 2.0f; - mPosition.y -= mBackgroundPadding.y / 2.0f; - - const glm::mat4 trans {parentTrans * getTransform()}; + glm::mat4 trans {parentTrans * getTransform()}; + trans = glm::translate( + trans, glm::vec3 {-mBackgroundPadding.x / 2.0f, -mBackgroundPadding.y / 2.0f, 0.0f}); mRenderer->setMatrix(trans); mRenderer->drawRect(0.0f, 0.0f, mSize.x + mBackgroundPadding.x, @@ -171,8 +169,6 @@ void DateTimeComponent::render(const glm::mat4& parentTrans) mClockColorGradientHorizontal, mThemeOpacity, 1.0f, Renderer::BlendFactor::SRC_ALPHA, Renderer::BlendFactor::ONE_MINUS_SRC_ALPHA, mBackgroundCornerRadius); - - mPosition = positionTemp; } // Render the component. From 872318914b72d3f6ae75e5f24e5bc5c9acf5c09b Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Thu, 27 Feb 2025 12:03:31 +0100 Subject: [PATCH 131/284] Added backgroundColor, backgroundColorEnd, backgroundGradientType, backgroundPadding and backgroundCornerRadius properties to the helpsystem element --- es-core/src/ThemeData.cpp | 5 ++ es-core/src/components/HelpComponent.cpp | 71 ++++++++++++++++++++++++ es-core/src/components/HelpComponent.h | 5 ++ 3 files changed, 81 insertions(+) diff --git a/es-core/src/ThemeData.cpp b/es-core/src/ThemeData.cpp index 772cf6228..0189410c8 100644 --- a/es-core/src/ThemeData.cpp +++ b/es-core/src/ThemeData.cpp @@ -571,6 +571,11 @@ std::map> {"iconTextSpacing", FLOAT}, {"iconTextSpacingDimmed", FLOAT}, {"letterCase", STRING}, + {"backgroundColor", COLOR}, + {"backgroundColorEnd", COLOR}, + {"backgroundGradientType", STRING}, + {"backgroundPadding", NORMALIZED_PAIR}, + {"backgroundCornerRadius", FLOAT}, {"opacity", FLOAT}, {"opacityDimmed", FLOAT}, {"customButtonIcon", PATH}}}, diff --git a/es-core/src/components/HelpComponent.cpp b/es-core/src/components/HelpComponent.cpp index db340ab0f..3a963df93 100644 --- a/es-core/src/components/HelpComponent.cpp +++ b/es-core/src/components/HelpComponent.cpp @@ -12,6 +12,7 @@ #include "Window.h" #include "components/ImageComponent.h" #include "components/TextComponent.h" +#include "utils/MathUtil.h" #define PREFIX "button_" @@ -30,6 +31,11 @@ HelpComponent::HelpComponent(std::shared_ptr font) , mStyleTextColorDimmed {0x777777FF} , mStyleIconColor {0x777777FF} , mStyleIconColorDimmed {0x777777FF} + , mStyleBackgroundColor {0x00000000} + , mStyleBackgroundColorEnd {0x00000000} + , mStyleBackgroundPadding {0.0f, 0.0f} + , mStyleBackgroundCornerRadius {0.0f} + , mStyleColorGradientHorizontal {true} , mStyleEntryLayout {EntryLayout::ICON_FIRST} , mStyleRotation {0.0f} , mStyleEntrySpacing {0.00833f} @@ -120,6 +126,46 @@ void HelpComponent::applyTheme(const std::shared_ptr& theme, else mStyleIconColorDimmed = mStyleIconColor; + if (elem->has("backgroundColor")) { + mStyleBackgroundColor = elem->get("backgroundColor"); + + if (elem->has("backgroundColorEnd")) + mStyleBackgroundColorEnd = elem->get("backgroundColorEnd"); + else + mStyleBackgroundColorEnd = mStyleBackgroundColor; + + if (elem->has("backgroundGradientType")) { + const std::string& backgroundGradientType { + elem->get("backgroundGradientType")}; + if (backgroundGradientType == "horizontal") { + mStyleColorGradientHorizontal = true; + } + else if (backgroundGradientType == "vertical") { + mStyleColorGradientHorizontal = false; + } + else { + mStyleColorGradientHorizontal = true; + LOG(LogWarning) << "HelpComponent: Invalid theme configuration, property " + "\"backgroundGradientType\" for element \"" + << element.substr(11) << "\" defined as \"" + << backgroundGradientType << "\""; + } + } + } + + if (elem->has("backgroundPadding")) { + const glm::vec2 backgroundPadding { + glm::clamp(elem->get("backgroundPadding"), 0.0f, 0.2f)}; + mStyleBackgroundPadding.x = backgroundPadding.x * mRenderer->getScreenWidth(); + mStyleBackgroundPadding.y = backgroundPadding.y * mRenderer->getScreenHeight(); + } + + if (elem->has("backgroundCornerRadius")) { + mStyleBackgroundCornerRadius = + glm::clamp(elem->get("backgroundCornerRadius"), 0.0f, 0.5f) * + mRenderer->getScreenWidth(); + } + if (elem->has("fontPath") || elem->has("fontSize")) { mStyleFont = Font::getFromTheme(elem, ThemeFlags::ALL, mStyleFont); if (!elem->has("fontSizeDimmed")) @@ -314,6 +360,31 @@ void HelpComponent::render(const glm::mat4& parentTrans) if (!mVisible) return; + if (mStyleBackgroundColor != 0x00000000) { + mPosition = mGrid->getPosition(); + mSize = mGrid->getSize(); + mOrigin = mGrid->getOrigin(); + mRotation = mStyleRotation; + mRotationOrigin = mStyleRotationOrigin; + + glm::mat4 trans {parentTrans * getTransform()}; + trans = glm::translate(trans, glm::vec3 {-mStyleBackgroundPadding.x / 2.0f, + -mStyleBackgroundPadding.y / 2.0f, 0.0f}); + mRenderer->setMatrix(trans); + + mRenderer->drawRect( + 0.0f, 0.0f, mSize.x + mStyleBackgroundPadding.x, mSize.y + mStyleBackgroundPadding.y, + mStyleBackgroundColor, mStyleBackgroundColorEnd, mStyleColorGradientHorizontal, + mThemeOpacity, 1.0f, Renderer::BlendFactor::SRC_ALPHA, + Renderer::BlendFactor::ONE_MINUS_SRC_ALPHA, mStyleBackgroundCornerRadius); + + mPosition = {0.0f, 0.0f, 0.0f}; + mSize = {0.0f, 0.0f}; + mOrigin = {0.0f, 0.0f}; + mRotation = 0.0f; + mRotationOrigin = {0.5f, 0.5f}; + } + const glm::mat4 trans {parentTrans * getTransform()}; if (mGrid) { diff --git a/es-core/src/components/HelpComponent.h b/es-core/src/components/HelpComponent.h index 0bc63718d..0e5f5e128 100644 --- a/es-core/src/components/HelpComponent.h +++ b/es-core/src/components/HelpComponent.h @@ -85,6 +85,11 @@ private: unsigned int mStyleTextColorDimmed; unsigned int mStyleIconColor; unsigned int mStyleIconColorDimmed; + unsigned int mStyleBackgroundColor; + unsigned int mStyleBackgroundColorEnd; + glm::vec2 mStyleBackgroundPadding; + float mStyleBackgroundCornerRadius; + bool mStyleColorGradientHorizontal; EntryLayout mStyleEntryLayout; float mStyleRotation; float mStyleEntrySpacing; From ff6fd3075753a005e7d81eeb0219ad92ca1e7b49 Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Thu, 27 Feb 2025 12:41:08 +0100 Subject: [PATCH 132/284] Added 'rotation' and 'rotationOrigin' properties to the systemstatus element --- es-core/src/ThemeData.cpp | 2 + .../src/components/SystemStatusComponent.cpp | 48 ++++++++++++------- 2 files changed, 33 insertions(+), 17 deletions(-) diff --git a/es-core/src/ThemeData.cpp b/es-core/src/ThemeData.cpp index 0189410c8..3ccaf82bd 100644 --- a/es-core/src/ThemeData.cpp +++ b/es-core/src/ThemeData.cpp @@ -583,6 +583,8 @@ std::map> {{"pos", NORMALIZED_PAIR}, {"height", FLOAT}, {"origin", NORMALIZED_PAIR}, + {"rotation", FLOAT}, + {"rotationOrigin", NORMALIZED_PAIR}, {"fontPath", PATH}, {"textRelativeScale", FLOAT}, {"color", COLOR}, diff --git a/es-core/src/components/SystemStatusComponent.cpp b/es-core/src/components/SystemStatusComponent.cpp index 3314d5842..f105aaf0a 100644 --- a/es-core/src/components/SystemStatusComponent.cpp +++ b/es-core/src/components/SystemStatusComponent.cpp @@ -386,23 +386,6 @@ void SystemStatusComponent::render(const glm::mat4& parentTrans) if (mDisplayEntries.empty()) return; - if (mBackgroundColor != 0x00000000) { - const glm::vec3 positionTemp {mPosition}; - mPosition.x -= mBackgroundPadding.x / 2.0f; - mPosition.y -= mBackgroundPadding.y / 2.0f; - - const glm::mat4 trans {parentTrans * getTransform()}; - mRenderer->setMatrix(trans); - - mRenderer->drawRect(0.0f, 0.0f, mSize.x + mBackgroundPadding.x, - mSize.y + mBackgroundPadding.y, mBackgroundColor, mBackgroundColorEnd, - mColorGradientHorizontal, mThemeOpacity, 1.0f, - Renderer::BlendFactor::SRC_ALPHA, - Renderer::BlendFactor::ONE_MINUS_SRC_ALPHA, mBackgroundCornerRadius); - - mPosition = positionTemp; - } - if (mGrid) { mGrid->setPosition(mPosition); mGrid->setRotationOrigin(mRotationOrigin); @@ -414,6 +397,37 @@ void SystemStatusComponent::render(const glm::mat4& parentTrans) mRenderer->drawRect(0.0f, 0.0f, mSize.x, mSize.y, 0xFF000033, 0xFF000033); } + if (mBackgroundColor != 0x00000000) { + glm::vec3 positionTemp {mPosition}; + glm::vec2 sizeTemp {mSize}; + glm::vec2 originTemp {mOrigin}; + float rotationTemp {mRotation}; + glm::vec2 rotationOriginTemp {mRotationOrigin}; + + mPosition = mGrid->getPosition(); + mSize = mGrid->getSize(); + mOrigin = mGrid->getOrigin(); + mRotation = mRotation; + mRotationOrigin = mRotationOrigin; + + glm::mat4 trans {parentTrans * getTransform()}; + trans = glm::translate(trans, glm::vec3 {-mBackgroundPadding.x / 2.0f, + -mBackgroundPadding.y / 2.0f, 0.0f}); + mRenderer->setMatrix(trans); + + mRenderer->drawRect( + 0.0f, 0.0f, mSize.x + mBackgroundPadding.x, mSize.y + mBackgroundPadding.y, + mBackgroundColor, mBackgroundColorEnd, mColorGradientHorizontal, mThemeOpacity, + 1.0f, Renderer::BlendFactor::SRC_ALPHA, Renderer::BlendFactor::ONE_MINUS_SRC_ALPHA, + mBackgroundCornerRadius); + + mPosition = positionTemp; + mSize = sizeTemp; + mOrigin = originTemp; + mRotation = rotationTemp; + mRotationOrigin = rotationOriginTemp; + } + mGrid->render(parentTrans); } } From 57067f5c72fdf3df23366f285fc7129227fcde64 Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Thu, 27 Feb 2025 12:59:42 +0100 Subject: [PATCH 133/284] Documentation update --- CHANGELOG.md | 3 ++- THEMES-DEV.md | 51 ++++++++++++++++++++++++++++++++++++++++----------- 2 files changed, 42 insertions(+), 12 deletions(-) diff --git a/CHANGELOG.md b/CHANGELOG.md index 2f514941e..de7d13ab6 100644 --- a/CHANGELOG.md +++ b/CHANGELOG.md @@ -28,7 +28,8 @@ * Refactored the helpsystem code and added support for using an arbitrary amount of helpsystem elements * Added support for specifying which specific entries to display for the helpsystem elements * Added an "entryLayout" property to the helpsystem element to control the display order for the icons and text -* Added "rotation" and "rotationOrigin" properties to the helpsystem element +* Added "rotation", "rotationOrigin", "backgroundColor" and "backgroundColorEnd" properties to the helpsystem element +* Added "backgroundGradientType", "backgroundPadding" and "backgroundCornerRadius" properties to the helpsystem element * Added a "clock" element to make it possible to customize the layout and position of the clock * Added "imageSize", "imageMaxSize", "imageCropSize" and "imageCropPos" properties to the video element * Added a "fadeInType" property to the video element to fade in from black or from transparency diff --git a/THEMES-DEV.md b/THEMES-DEV.md index 10353068d..be8308cd8 100644 --- a/THEMES-DEV.md +++ b/THEMES-DEV.md @@ -3524,6 +3524,25 @@ Properties: * `letterCase` - type: STRING - Valid values are `uppercase`, `lowercase` or `capitalize` - Default is `uppercase` +* `backgroundColor` - type: COLOR + - Default is `00000000` (no background is drawn) +* `backgroundColorEnd` - type: COLOR + - Works in the exact same way as `backgroundColor` but can be set as the end color to apply a color gradient. + - Default is the same value as `backgroundColor` +* `backgroundGradientType` - type: STRING + - The direction to apply the color gradient if both `backgroundColor` and `backgroundColorEnd` have been defined. + - Valid values are `horizontal` or `vertical` + - Default is `horizontal` +* `backgroundPadding` - type: NORMALIZED_PAIR + - This property makes it possible to apply a padding around the element if `backgroundColor` has been defined. Note that this additional sizing will not have any effect on the `pos` and `origin` properties, these will remain constant. Or in other words, changing the `backgroundPadding` property value will not change the position of the overall element. An identical padding is applied to the left/right and top/bottom of the element. + - Minimum value per axis is `0` and maximum value per axis is `0.2` + - Default is `0 0` + - This property can only be used if `backgroundColor` has a value defined. +* `backgroundCornerRadius` - type: FLOAT + - Setting this property higher than zero applies rounded corners to the element background, assuming it has a color set. The radius is a percentage of the screen width. Note that the maximum allowed value is quite arbitrary as the renderer will in practice limit the maximum roundness so it can never go beyond half the background height. It means that setting this property sufficiently high will produce perfectly rounded sides for the background. You normally want to combine this property with `backgroundPadding` to add some extra space around the helpsystem. + - Minimum value is `0` and maximum value is `0.5` + - Default is `0` (corners are not rounded) + - This property can only be used if `backgroundColor` has a value defined. * `opacity` - type: FLOAT - Controls the level of transparency. - Minimum value is `0.2` and maximum value is `1` @@ -3597,13 +3616,20 @@ Properties: * `pos` - type: NORMALIZED_PAIR - Default is `0.982 0.016` * `height` - type: FLOAT - - The sizing for this element works a bit different compared to most other elements as the width is automatically calculated based on the aspect ratio of the indicator icons plus the value set for the `entrySpacing` property. In order to keep sizing consistent across horizontal and vertical screen orientations and to also align with the sizing logic used by the `helpsystem` and `clock` elements, the `height` property works similarly to the `fontSize` property used by those elements. This means the actual height calculation in pixels is made as a percentage of the screen height for horizontally oriented screens or the screen width for vertically oriented screens. + - The sizing for this element works a bit different compared to most other elements as the width is automatically calculated based on the aspect ratio of the indicator icons plus the value set for the `entrySpacing` property. And in order to keep sizing consistent across horizontal and vertical screen orientations and to also align with the sizing logic used by the `helpsystem` and `clock` elements, the `height` property works similarly to the `fontSize` property used by those elements. This means the actual height calculation in pixels is made as a percentage of the screen height for horizontally oriented screens or the screen width for vertically oriented screens. - Minimum value is `0.01` and maximum value is `0.5` - Default is `0.035` * `origin` - type: NORMALIZED_PAIR - Where on the element `pos` refers to. For example, an origin of `0.5 0.5` and a `pos` of `0.5 0.5` would place the element exactly in the middle of the screen. - Minimum value per axis is `0` and maximum value per axis is `1` - Default is `1 0` +* `rotation` - type: FLOAT + - Angle in degrees that the element should be rotated. Positive values will rotate clockwise, negative values will rotate counterclockwise. + - Default is `0` +* `rotationOrigin` - type: NORMALIZED_PAIR + - Point around which the element will be rotated. + - Minimum value per axis is `0` and maximum value per axis is `1` + - Default is `0.5 0.5`. * `fontPath` - type: PATH - Path to a TrueType or OpenType font (.ttf or .otf) which is used for the battery percentage indicator. * `textRelativeScale` - type: FLOAT. @@ -3689,10 +3715,10 @@ Properties: - Minimum value per axis is `0` and maximum value per axis is `1` - Default is `0 0` * `rotation` - type: FLOAT - - Angle in degrees that the text should be rotated. Positive values will rotate clockwise, negative values will rotate counterclockwise. + - Angle in degrees that the element should be rotated. Positive values will rotate clockwise, negative values will rotate counterclockwise. - Default is `0` * `rotationOrigin` - type: NORMALIZED_PAIR - - Point around which the text will be rotated. + - Point around which the element will be rotated. - Minimum value per axis is `0` and maximum value per axis is `1` - Default is `0.5 0.5`. * `fontPath` - type: PATH @@ -3713,20 +3739,23 @@ Properties: - Default is `FFFFFFFF` * `backgroundColor` - type: COLOR - Default is `00000000` (no background is drawn) -* `backgroundMargins` - type: NORMALIZED_PAIR - - Adds margins to the text background, assuming it has a color set. The first value of the pair is the left margin and the second value is the right margin, which means it's possible to set these margins completely independently. Margins are applied after all other positioning and sizing calculations and they are rendered outside the text debug rectangle boundaries. - - Minimum value per axis is `0` and maximum value per axis is `0.5` +* `backgroundColorEnd` - type: COLOR + - Works in the exact same way as `backgroundColor` but can be set as the end color to apply a color gradient. + - Default is the same value as `backgroundColor` +* `backgroundGradientType` - type: STRING + - The direction to apply the color gradient if both `backgroundColor` and `backgroundColorEnd` have been defined. + - Valid values are `horizontal` or `vertical` + - Default is `horizontal` +* `backgroundPadding` - type: NORMALIZED_PAIR + - This property makes it possible to apply a padding around the element if `backgroundColor` has been defined. Note that this additional sizing will not have any effect on the `pos` and `origin` properties, these will remain constant. Or in other words, changing the `backgroundPadding` property value will not change the position of the overall element. An identical padding is applied to the left/right and top/bottom of the element. + - Minimum value per axis is `0` and maximum value per axis is `0.2` - Default is `0 0` - This property can only be used if `backgroundColor` has a value defined. * `backgroundCornerRadius` - type: FLOAT - - Setting this property higher than zero applies rounded corners to the text background, assuming it has a color set. The radius is a percentage of the screen width. Note that the maximum allowed value is quite arbitrary as the renderer will in practice limit the maximum roundness so it can never go beyond half the text background height. It means that setting this property sufficiently high will produce perfectly rounded sides for the text background. You normally want to combine this property with `backgroundMargins` to add some extra margins. + - Setting this property higher than zero applies rounded corners to the element background, assuming it has a color set. The radius is a percentage of the screen width. Note that the maximum allowed value is quite arbitrary as the renderer will in practice limit the maximum roundness so it can never go beyond half the background height. It means that setting this property sufficiently high will produce perfectly rounded sides for the background. You normally want to combine this property with `backgroundPadding` to add some extra space around the clock. - Minimum value is `0` and maximum value is `0.5` - Default is `0` (corners are not rounded) - This property can only be used if `backgroundColor` has a value defined. -* `lineSpacing` - type: FLOAT - - Controls the space between lines (as a multiple of font height). - - Minimum value is `0.5` and maximum value is `3` - - Default is `1.5` * `format` - type: STRING - %Y: The year, including the century (1900) - %m: The month number [01,12] From 5183950015342364a64578d194f4399d7b7fffba Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Thu, 27 Feb 2025 13:17:24 +0100 Subject: [PATCH 134/284] Added libgallium to the TSAN_suppressions file --- tools/TSAN_suppressions | 1 + 1 file changed, 1 insertion(+) diff --git a/tools/TSAN_suppressions b/tools/TSAN_suppressions index badfaa088..01ec47318 100644 --- a/tools/TSAN_suppressions +++ b/tools/TSAN_suppressions @@ -1,2 +1,3 @@ race:libpulsecommon race:radeonsi_dri +race:libgallium From c9b56c5eb10f00599166c4e6b5833d85b98028e7 Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Thu, 27 Feb 2025 20:42:03 +0100 Subject: [PATCH 135/284] Added a compensation for a strange helpsystem sizing issue when drawing the element background --- es-core/src/components/HelpComponent.cpp | 8 +++++--- 1 file changed, 5 insertions(+), 3 deletions(-) diff --git a/es-core/src/components/HelpComponent.cpp b/es-core/src/components/HelpComponent.cpp index 3a963df93..d40ff0316 100644 --- a/es-core/src/components/HelpComponent.cpp +++ b/es-core/src/components/HelpComponent.cpp @@ -373,9 +373,11 @@ void HelpComponent::render(const glm::mat4& parentTrans) mRenderer->setMatrix(trans); mRenderer->drawRect( - 0.0f, 0.0f, mSize.x + mStyleBackgroundPadding.x, mSize.y + mStyleBackgroundPadding.y, - mStyleBackgroundColor, mStyleBackgroundColorEnd, mStyleColorGradientHorizontal, - mThemeOpacity, 1.0f, Renderer::BlendFactor::SRC_ALPHA, + 0.0f, 0.0f, + mSize.x + mStyleBackgroundPadding.x - + (mStyleEntrySpacing * mRenderer->getScreenWidth()), + mSize.y + mStyleBackgroundPadding.y, mStyleBackgroundColor, mStyleBackgroundColorEnd, + mStyleColorGradientHorizontal, mThemeOpacity, 1.0f, Renderer::BlendFactor::SRC_ALPHA, Renderer::BlendFactor::ONE_MINUS_SRC_ALPHA, mStyleBackgroundCornerRadius); mPosition = {0.0f, 0.0f, 0.0f}; From e769697bac70a71e3567ab8ef884e5a6972a5ebf Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Fri, 28 Feb 2025 15:16:18 +0100 Subject: [PATCH 136/284] Fixed an issue where the override for the 'battery_low' systemstatus icon did not work --- es-core/src/components/SystemStatusComponent.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/es-core/src/components/SystemStatusComponent.cpp b/es-core/src/components/SystemStatusComponent.cpp index f105aaf0a..ca3201045 100644 --- a/es-core/src/components/SystemStatusComponent.cpp +++ b/es-core/src/components/SystemStatusComponent.cpp @@ -285,7 +285,7 @@ void SystemStatusComponent::applyTheme(const std::shared_ptr& theme, if (elem->has(PREFIX "icon_battery_charging")) mIconPathMap["battery_charging"] = elem->get(PREFIX "icon_battery_charging"); if (elem->has(PREFIX "icon_battery_low")) - mIconPathMap["icon_battery_low"] = elem->get(PREFIX "icon_battery_low"); + mIconPathMap["battery_low"] = elem->get(PREFIX "icon_battery_low"); if (elem->has(PREFIX "icon_battery_medium")) mIconPathMap["battery_medium"] = elem->get(PREFIX "icon_battery_medium"); if (elem->has(PREFIX "icon_battery_high")) From a2fd36a7d22fdb01b9b7f773757bdc86fc96768b Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Sat, 1 Mar 2025 09:35:15 +0100 Subject: [PATCH 137/284] Added two sorting flags to make the translation update script generate identical output across different machines --- tools/update_translation_strings.sh | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/tools/update_translation_strings.sh b/tools/update_translation_strings.sh index 250c78cae..c277c9ead 100755 --- a/tools/update_translation_strings.sh +++ b/tools/update_translation_strings.sh @@ -23,7 +23,7 @@ if [ ! $(which xgettext 2>/dev/null) ]; then exit fi -find ../es-app/src/ ../es-core/src -name '*.cpp' -o -name '*.h' | sort | xgettext -f - -o ../locale/es-de.pot -k_ -k_n:1,2 -k_p:1c,2 -k_np:1c,2,3 \ +find ../es-app/src/ ../es-core/src -name '*.cpp' -o -name '*.h' | sort -f -d | xgettext -f - -o ../locale/es-de.pot -k_ -k_n:1,2 -k_p:1c,2 -k_np:1c,2,3 \ --no-location --copyright-holder="Northwestern Software AB" --package-name="ES-DE Frontend" --msgid-bugs-address "info@es-de.org" sed -i "1s/.*/# ES-DE Frontend translation strings./" ../locale/es-de.pot From 6ea8ff85cf74992b4808749bf706600142f39020 Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Sat, 1 Mar 2025 09:49:52 +0100 Subject: [PATCH 138/284] Changed the .po update script to not use fuzzy matching --- tools/update_translation_strings.sh | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/tools/update_translation_strings.sh b/tools/update_translation_strings.sh index c277c9ead..85e8e16f5 100755 --- a/tools/update_translation_strings.sh +++ b/tools/update_translation_strings.sh @@ -33,7 +33,7 @@ sed -i "s/Language-Team: LANGUAGE /Language-Team: LANGUAGE Date: Sat, 1 Mar 2025 09:51:21 +0100 Subject: [PATCH 139/284] Added a .continueignore entry to the .gitignore file --- .gitignore | 1 + 1 file changed, 1 insertion(+) diff --git a/.gitignore b/.gitignore index f77985e91..380afa5be 100644 --- a/.gitignore +++ b/.gitignore @@ -120,3 +120,4 @@ CPackSourceConfig.cmake # VSCode .vscode/ +.continueignore From 86a9be0a84f438c7b8a659755d8934136482bb98 Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Sat, 1 Mar 2025 09:54:47 +0100 Subject: [PATCH 140/284] Updated all .po files with the new translation messages --- locale/es-de.pot | 33 ++++++++++++++++++++++++++++++++- locale/po/ca_ES.po | 33 ++++++++++++++++++++++++++++++++- locale/po/de_DE.po | 33 ++++++++++++++++++++++++++++++++- locale/po/en_GB.po | 33 ++++++++++++++++++++++++++++++++- locale/po/en_US.po | 33 ++++++++++++++++++++++++++++++++- locale/po/es_ES.po | 33 ++++++++++++++++++++++++++++++++- locale/po/fr_FR.po | 33 ++++++++++++++++++++++++++++++++- locale/po/it_IT.po | 33 ++++++++++++++++++++++++++++++++- locale/po/ja_JP.po | 33 ++++++++++++++++++++++++++++++++- locale/po/ko_KR.po | 33 ++++++++++++++++++++++++++++++++- locale/po/nl_NL.po | 33 ++++++++++++++++++++++++++++++++- locale/po/pl_PL.po | 33 ++++++++++++++++++++++++++++++++- locale/po/pt_BR.po | 33 ++++++++++++++++++++++++++++++++- locale/po/ro_RO.po | 33 ++++++++++++++++++++++++++++++++- locale/po/ru_RU.po | 33 ++++++++++++++++++++++++++++++++- locale/po/sv_SE.po | 33 ++++++++++++++++++++++++++++++++- locale/po/zh_CN.po | 33 ++++++++++++++++++++++++++++++++- locale/po/zh_TW.po | 33 ++++++++++++++++++++++++++++++++- 18 files changed, 576 insertions(+), 18 deletions(-) diff --git a/locale/es-de.pot b/locale/es-de.pot index 361957afc..41eca4919 100644 --- a/locale/es-de.pot +++ b/locale/es-de.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: ES-DE Frontend\n" "Report-Msgid-Bugs-To: info@es-de.org\n" -"POT-Creation-Date: 2024-11-24 17:33+0100\n" +"POT-Creation-Date: 2025-03-01 09:47+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -745,6 +745,9 @@ msgstr "" msgid "LONG" msgstr "" +msgid "POPUP" +msgstr "" + msgid "UI MODE" msgstr "" @@ -789,6 +792,9 @@ msgstr "" msgid "GAMES AND SYSTEMS" msgstr "" +msgid "SYSTEM STATUS SETTINGS" +msgstr "" + msgid "MEDIA VIEWER SETTINGS" msgstr "" @@ -798,6 +804,9 @@ msgstr "" msgid "ENABLE THEME VARIANT TRIGGERS" msgstr "" +msgid "DISPLAY CLOCK" +msgstr "" + msgid "BLUR BACKGROUND WHEN MENU IS OPEN" msgstr "" @@ -1023,6 +1032,9 @@ msgstr "" msgid "ENABLE CUSTOM EVENT SCRIPTS" msgstr "" +msgid "BROWSING CUSTOM EVENTS" +msgstr "" + msgid "ONLY SHOW GAMES FROM GAMELIST.XML FILES" msgstr "" @@ -1092,6 +1104,10 @@ msgstr "" msgid "POWER OFF SYSTEM" msgstr "" +msgctxt "short" +msgid "SYSTEM STATUS SETTINGS" +msgstr "" + msgctxt "short" msgid "MEDIA VIEWER SETTINGS" msgstr "" @@ -1783,6 +1799,21 @@ msgstr "" msgid "RENDER BLUR" msgstr "" +msgid "DISPLAY BLUETOOTH STATUS INDICATOR" +msgstr "" + +msgid "DISPLAY WI-FI STATUS INDICATOR" +msgstr "" + +msgid "DISPLAY CELLULAR STATUS INDICATOR" +msgstr "" + +msgid "DISPLAY BATTERY STATUS INDICATOR" +msgstr "" + +msgid "DISPLAY BATTERY CHARGE PERCENTAGE" +msgstr "" + msgid "DOWNLOADING THEMES LIST 100%" msgstr "" diff --git a/locale/po/ca_ES.po b/locale/po/ca_ES.po index 93439e847..a77b84176 100644 --- a/locale/po/ca_ES.po +++ b/locale/po/ca_ES.po @@ -7,7 +7,7 @@ msgid "" msgstr "" "Project-Id-Version: ES-DE Frontend\n" "Report-Msgid-Bugs-To: info@es-de.org\n" -"POT-Creation-Date: 2024-11-24 17:33+0100\n" +"POT-Creation-Date: 2025-03-01 09:47+0100\n" "PO-Revision-Date: 2024-12-02 10:11+0100\n" "Last-Translator: Josep M \n" "Language-Team: Català \n" @@ -759,6 +759,9 @@ msgstr "BREU" msgid "LONG" msgstr "LLARGA" +msgid "POPUP" +msgstr "" + msgid "UI MODE" msgstr "MODE D'INTERFÍCIE" @@ -816,6 +819,9 @@ msgstr "NOMÉS JOCS" msgid "GAMES AND SYSTEMS" msgstr "JOCS I SISTEMES" +msgid "SYSTEM STATUS SETTINGS" +msgstr "" + msgid "MEDIA VIEWER SETTINGS" msgstr "OPCIONS DEL VISUALITZADOR MULTIMÈDIA" @@ -825,6 +831,9 @@ msgstr "OPCIONS DEL SALVAPANTALLES" msgid "ENABLE THEME VARIANT TRIGGERS" msgstr "HABILITAR ELS DISPARADORS DE LES VARIANTS DEL TEMA" +msgid "DISPLAY CLOCK" +msgstr "" + msgid "BLUR BACKGROUND WHEN MENU IS OPEN" msgstr "DESENFOCA EL FONS QUAN S'OBRE EL MENÚ" @@ -1058,6 +1067,9 @@ msgstr "MOSTRAR JOCS OCULTS" msgid "ENABLE CUSTOM EVENT SCRIPTS" msgstr "HABILITAR SCRIPTS PERSONALITZATS D'ESDEVENIMENT" +msgid "BROWSING CUSTOM EVENTS" +msgstr "" + msgid "ONLY SHOW GAMES FROM GAMELIST.XML FILES" msgstr "MOSTRAR NOMÉS JOCS DELS ARXIUS GAMELIST.XML" @@ -1136,6 +1148,10 @@ msgstr "APAGAR, SEGUR?" msgid "POWER OFF SYSTEM" msgstr "APAGAR EL SISTEMA" +msgctxt "short" +msgid "SYSTEM STATUS SETTINGS" +msgstr "" + msgctxt "short" msgid "MEDIA VIEWER SETTINGS" msgstr "OPCIONS DE VISUALITZADOR MULTIMÈDIA" @@ -1864,6 +1880,21 @@ msgstr "" msgid "RENDER BLUR" msgstr "RENDERITZAR DIFUMINAT" +msgid "DISPLAY BLUETOOTH STATUS INDICATOR" +msgstr "" + +msgid "DISPLAY WI-FI STATUS INDICATOR" +msgstr "" + +msgid "DISPLAY CELLULAR STATUS INDICATOR" +msgstr "" + +msgid "DISPLAY BATTERY STATUS INDICATOR" +msgstr "" + +msgid "DISPLAY BATTERY CHARGE PERCENTAGE" +msgstr "" + msgid "DOWNLOADING THEMES LIST 100%" msgstr "DESCARREGANT EL LLISTAT DE TEMES 100%" diff --git a/locale/po/de_DE.po b/locale/po/de_DE.po index fd3a67189..2ef183e6d 100644 --- a/locale/po/de_DE.po +++ b/locale/po/de_DE.po @@ -7,7 +7,7 @@ msgid "" msgstr "" "Project-Id-Version: ES-DE Frontend\n" "Report-Msgid-Bugs-To: info@es-de.org\n" -"POT-Creation-Date: 2024-11-24 17:33+0100\n" +"POT-Creation-Date: 2025-03-01 09:47+0100\n" "PO-Revision-Date: 2024-12-05 20:20+0100\n" "Last-Translator: Northwestern Software \n" "Language-Team: Deutsch \n" @@ -771,6 +771,9 @@ msgstr "KURZ" msgid "LONG" msgstr "LANG" +msgid "POPUP" +msgstr "" + msgid "UI MODE" msgstr "UI MODUS" @@ -830,6 +833,9 @@ msgstr "NUR SPIELE" msgid "GAMES AND SYSTEMS" msgstr "SPIELE UND PLATTFORMEN" +msgid "SYSTEM STATUS SETTINGS" +msgstr "" + msgid "MEDIA VIEWER SETTINGS" msgstr "MEDIENBETRACHTER-EINSTELLUNGEN" @@ -839,6 +845,9 @@ msgstr "BILDSCHIRMSCHONER-EINSTELLUNGEN" msgid "ENABLE THEME VARIANT TRIGGERS" msgstr "THEMEN-VARIANTEN-TRIGGER AKTIVIEREN" +msgid "DISPLAY CLOCK" +msgstr "" + msgid "BLUR BACKGROUND WHEN MENU IS OPEN" msgstr "HINTERGRUND TRÜBEN WENN MENÜ GEÖFFNET IST" @@ -1072,6 +1081,9 @@ msgstr "VERSTECKTE SPIELE ZEIGEN" msgid "ENABLE CUSTOM EVENT SCRIPTS" msgstr "BENUTZERDEFINIERTE EREIGNIS-SKRIPTE AKTIVIEREN" +msgid "BROWSING CUSTOM EVENTS" +msgstr "" + msgid "ONLY SHOW GAMES FROM GAMELIST.XML FILES" msgstr "NUR SPIELE AUS DER GAMELIST.XML-DATEI ANZEIGEN" @@ -1150,6 +1162,10 @@ msgstr "WIRKLICH HERUNTERFAHREN?" msgid "POWER OFF SYSTEM" msgstr "SYSTEM HERUNTERFAHREN" +msgctxt "short" +msgid "SYSTEM STATUS SETTINGS" +msgstr "" + msgctxt "short" msgid "MEDIA VIEWER SETTINGS" msgstr "MEDIENBETRACHTER EINSTELLUNGEN" @@ -1888,6 +1904,21 @@ msgstr "VIDEOS TAUSCHEN NACH (SEKUNDEN)" msgid "RENDER BLUR" msgstr "RENDER BLUR" +msgid "DISPLAY BLUETOOTH STATUS INDICATOR" +msgstr "" + +msgid "DISPLAY WI-FI STATUS INDICATOR" +msgstr "" + +msgid "DISPLAY CELLULAR STATUS INDICATOR" +msgstr "" + +msgid "DISPLAY BATTERY STATUS INDICATOR" +msgstr "" + +msgid "DISPLAY BATTERY CHARGE PERCENTAGE" +msgstr "" + msgid "DOWNLOADING THEMES LIST 100%" msgstr "HERUNTERLADEN DER THEMELISTE 100%" diff --git a/locale/po/en_GB.po b/locale/po/en_GB.po index a97947da9..c9b6794b7 100644 --- a/locale/po/en_GB.po +++ b/locale/po/en_GB.po @@ -7,7 +7,7 @@ msgid "" msgstr "" "Project-Id-Version: ES-DE Frontend\n" "Report-Msgid-Bugs-To: info@es-de.org\n" -"POT-Creation-Date: 2024-11-24 17:33+0100\n" +"POT-Creation-Date: 2025-03-01 09:47+0100\n" "PO-Revision-Date: 2024-11-24 17:35+0100\n" "Last-Translator: Northwestern Software \n" "Language-Team: English (United Kingdom) \n" @@ -755,6 +755,9 @@ msgstr "BRIEF" msgid "LONG" msgstr "LONG" +msgid "POPUP" +msgstr "" + msgid "UI MODE" msgstr "UI MODE" @@ -814,6 +817,9 @@ msgstr "GAMES ONLY" msgid "GAMES AND SYSTEMS" msgstr "GAMES AND SYSTEMS" +msgid "SYSTEM STATUS SETTINGS" +msgstr "" + msgid "MEDIA VIEWER SETTINGS" msgstr "MEDIA VIEWER SETTINGS" @@ -823,6 +829,9 @@ msgstr "SCREENSAVER SETTINGS" msgid "ENABLE THEME VARIANT TRIGGERS" msgstr "ENABLE THEME VARIANT TRIGGERS" +msgid "DISPLAY CLOCK" +msgstr "" + msgid "BLUR BACKGROUND WHEN MENU IS OPEN" msgstr "BLUR BACKGROUND WHEN MENU IS OPEN" @@ -1056,6 +1065,9 @@ msgstr "SHOW HIDDEN GAMES" msgid "ENABLE CUSTOM EVENT SCRIPTS" msgstr "ENABLE CUSTOM EVENT SCRIPTS" +msgid "BROWSING CUSTOM EVENTS" +msgstr "" + msgid "ONLY SHOW GAMES FROM GAMELIST.XML FILES" msgstr "ONLY SHOW GAMES FROM GAMELIST.XML FILES" @@ -1134,6 +1146,10 @@ msgstr "REALLY POWER OFF?" msgid "POWER OFF SYSTEM" msgstr "POWER OFF SYSTEM" +msgctxt "short" +msgid "SYSTEM STATUS SETTINGS" +msgstr "" + msgctxt "short" msgid "MEDIA VIEWER SETTINGS" msgstr "MEDIA VIEWER SETTINGS" @@ -1850,6 +1866,21 @@ msgstr "SWAP VIDEOS AFTER (SECONDS)" msgid "RENDER BLUR" msgstr "RENDER BLUR" +msgid "DISPLAY BLUETOOTH STATUS INDICATOR" +msgstr "" + +msgid "DISPLAY WI-FI STATUS INDICATOR" +msgstr "" + +msgid "DISPLAY CELLULAR STATUS INDICATOR" +msgstr "" + +msgid "DISPLAY BATTERY STATUS INDICATOR" +msgstr "" + +msgid "DISPLAY BATTERY CHARGE PERCENTAGE" +msgstr "" + msgid "DOWNLOADING THEMES LIST 100%" msgstr "DOWNLOADING THEMES LIST 100%" diff --git a/locale/po/en_US.po b/locale/po/en_US.po index 2ec336964..ed775d7d3 100644 --- a/locale/po/en_US.po +++ b/locale/po/en_US.po @@ -7,7 +7,7 @@ msgid "" msgstr "" "Project-Id-Version: ES-DE Frontend\n" "Report-Msgid-Bugs-To: info@es-de.org\n" -"POT-Creation-Date: 2024-11-24 17:33+0100\n" +"POT-Creation-Date: 2025-03-01 09:47+0100\n" "PO-Revision-Date: 2024-11-24 17:34+0100\n" "Last-Translator: Northwestern Software \n" "Language-Team: English (United States) \n" @@ -755,6 +755,9 @@ msgstr "BRIEF" msgid "LONG" msgstr "LONG" +msgid "POPUP" +msgstr "" + msgid "UI MODE" msgstr "UI MODE" @@ -814,6 +817,9 @@ msgstr "GAMES ONLY" msgid "GAMES AND SYSTEMS" msgstr "GAMES AND SYSTEMS" +msgid "SYSTEM STATUS SETTINGS" +msgstr "" + msgid "MEDIA VIEWER SETTINGS" msgstr "MEDIA VIEWER SETTINGS" @@ -823,6 +829,9 @@ msgstr "SCREENSAVER SETTINGS" msgid "ENABLE THEME VARIANT TRIGGERS" msgstr "ENABLE THEME VARIANT TRIGGERS" +msgid "DISPLAY CLOCK" +msgstr "" + msgid "BLUR BACKGROUND WHEN MENU IS OPEN" msgstr "BLUR BACKGROUND WHEN MENU IS OPEN" @@ -1056,6 +1065,9 @@ msgstr "SHOW HIDDEN GAMES" msgid "ENABLE CUSTOM EVENT SCRIPTS" msgstr "ENABLE CUSTOM EVENT SCRIPTS" +msgid "BROWSING CUSTOM EVENTS" +msgstr "" + msgid "ONLY SHOW GAMES FROM GAMELIST.XML FILES" msgstr "ONLY SHOW GAMES FROM GAMELIST.XML FILES" @@ -1134,6 +1146,10 @@ msgstr "REALLY POWER OFF?" msgid "POWER OFF SYSTEM" msgstr "POWER OFF SYSTEM" +msgctxt "short" +msgid "SYSTEM STATUS SETTINGS" +msgstr "" + msgctxt "short" msgid "MEDIA VIEWER SETTINGS" msgstr "MEDIA VIEWER SETTINGS" @@ -1850,6 +1866,21 @@ msgstr "SWAP VIDEOS AFTER (SECONDS)" msgid "RENDER BLUR" msgstr "RENDER BLUR" +msgid "DISPLAY BLUETOOTH STATUS INDICATOR" +msgstr "" + +msgid "DISPLAY WI-FI STATUS INDICATOR" +msgstr "" + +msgid "DISPLAY CELLULAR STATUS INDICATOR" +msgstr "" + +msgid "DISPLAY BATTERY STATUS INDICATOR" +msgstr "" + +msgid "DISPLAY BATTERY CHARGE PERCENTAGE" +msgstr "" + msgid "DOWNLOADING THEMES LIST 100%" msgstr "DOWNLOADING THEMES LIST 100%" diff --git a/locale/po/es_ES.po b/locale/po/es_ES.po index 7afd442d7..4af26f518 100644 --- a/locale/po/es_ES.po +++ b/locale/po/es_ES.po @@ -7,7 +7,7 @@ msgid "" msgstr "" "Project-Id-Version: ES-DE Frontend\n" "Report-Msgid-Bugs-To: info@es-de.org\n" -"POT-Creation-Date: 2024-11-24 17:33+0100\n" +"POT-Creation-Date: 2025-03-01 09:47+0100\n" "PO-Revision-Date: 2024-11-29 19:08+0100\n" "Last-Translator: Northwestern Software \n" "Language-Team: Español (España) \n" @@ -771,6 +771,9 @@ msgstr "BREVE" msgid "LONG" msgstr "LARGO" +msgid "POPUP" +msgstr "" + msgid "UI MODE" msgstr "MODO INTERFAZ" @@ -832,6 +835,9 @@ msgstr "SOLO JUEGOS" msgid "GAMES AND SYSTEMS" msgstr "JUEGOS Y SISTEMAS" +msgid "SYSTEM STATUS SETTINGS" +msgstr "" + msgid "MEDIA VIEWER SETTINGS" msgstr "CONFIGURACION DEL VISOR DE MEDIOS" @@ -841,6 +847,9 @@ msgstr "CONFIGURACION DEL SALVAPANTALLAS" msgid "ENABLE THEME VARIANT TRIGGERS" msgstr "ACTIVAR VARIANTES DE TEMA" +msgid "DISPLAY CLOCK" +msgstr "" + msgid "BLUR BACKGROUND WHEN MENU IS OPEN" msgstr "DIFUMINAR EL FONDO CUANDO EL MENÚ ESTÁ ABIERTO" @@ -1074,6 +1083,9 @@ msgstr "MOSTRAR JUEGOS OCULTOS" msgid "ENABLE CUSTOM EVENT SCRIPTS" msgstr "ACTIVAR SCRIPTS DE EVENTO PERSONALIZADOS" +msgid "BROWSING CUSTOM EVENTS" +msgstr "" + msgid "ONLY SHOW GAMES FROM GAMELIST.XML FILES" msgstr "SOLO MOSTRAR JUEGOS DE LOS FICHEROS GAMELIST.XML" @@ -1152,6 +1164,10 @@ msgstr "¿APAGAR?" msgid "POWER OFF SYSTEM" msgstr "APAGAR SISTEMA" +msgctxt "short" +msgid "SYSTEM STATUS SETTINGS" +msgstr "" + msgctxt "short" msgid "MEDIA VIEWER SETTINGS" msgstr "CONFIG. DEL VISOR DE MEDIOS" @@ -1893,6 +1909,21 @@ msgstr "CAMBIAR VIDEOS DESPUES DE (SEGUNDOS)" msgid "RENDER BLUR" msgstr "RENDERIZAR DIFUMINADO" +msgid "DISPLAY BLUETOOTH STATUS INDICATOR" +msgstr "" + +msgid "DISPLAY WI-FI STATUS INDICATOR" +msgstr "" + +msgid "DISPLAY CELLULAR STATUS INDICATOR" +msgstr "" + +msgid "DISPLAY BATTERY STATUS INDICATOR" +msgstr "" + +msgid "DISPLAY BATTERY CHARGE PERCENTAGE" +msgstr "" + msgid "DOWNLOADING THEMES LIST 100%" msgstr "DESCARGANDO LISTA DE TEMAS 100%" diff --git a/locale/po/fr_FR.po b/locale/po/fr_FR.po index 60f72797d..9e25cadd8 100644 --- a/locale/po/fr_FR.po +++ b/locale/po/fr_FR.po @@ -7,7 +7,7 @@ msgid "" msgstr "" "Project-Id-Version: ES-DE Frontend\n" "Report-Msgid-Bugs-To: info@es-de.org\n" -"POT-Creation-Date: 2024-12-04 20:29+0100\n" +"POT-Creation-Date: 2025-03-01 09:47+0100\n" "PO-Revision-Date: 2024-12-04 18:55+0100\n" "Last-Translator: Northwestern Software \n" "Language-Team: Français \n" @@ -773,6 +773,9 @@ msgstr "BREF" msgid "LONG" msgstr "LONG" +msgid "POPUP" +msgstr "" + msgid "UI MODE" msgstr "TYPE D'INTERFACE" @@ -832,6 +835,9 @@ msgstr "JEUX UNIQUEMENT" msgid "GAMES AND SYSTEMS" msgstr "JEUX ET SYSTÈMES" +msgid "SYSTEM STATUS SETTINGS" +msgstr "" + msgid "MEDIA VIEWER SETTINGS" msgstr "PARAMÈTRES DU VISIONNEUR DE MÉDIA" @@ -841,6 +847,9 @@ msgstr "PARAMÈTRES DE L'ÉCRAN DE VEILLE" msgid "ENABLE THEME VARIANT TRIGGERS" msgstr "ACTIVER LES VARIANTE DE THÈME AVEC LES GÂCHETTES" +msgid "DISPLAY CLOCK" +msgstr "" + msgid "BLUR BACKGROUND WHEN MENU IS OPEN" msgstr "ESTOMPER L'ARRIÈRE-PLAN LORSQUE LE MENU EST OUVERT" @@ -1075,6 +1084,9 @@ msgstr "AFFICHER LES JEUX CACHÉS" msgid "ENABLE CUSTOM EVENT SCRIPTS" msgstr "ACTIVER LES SCRIPTS PERSO" +msgid "BROWSING CUSTOM EVENTS" +msgstr "" + msgid "ONLY SHOW GAMES FROM GAMELIST.XML FILES" msgstr "MONTRER UNIQUEMENT LES JEUX DES FICHIERS GAMELIST.XML" @@ -1156,6 +1168,10 @@ msgstr "VOULEZ-VOUS VRAIMENT ÉTEINDRE?" msgid "POWER OFF SYSTEM" msgstr "ARRÊT DU SYSTÈME" +msgctxt "short" +msgid "SYSTEM STATUS SETTINGS" +msgstr "" + msgctxt "short" msgid "MEDIA VIEWER SETTINGS" msgstr "PARAMETRES DU VISUALISEUR DE MÉDIAS" @@ -1897,6 +1913,21 @@ msgstr "CHANGER DE VIDEOS APRÈS (SECONDES)" msgid "RENDER BLUR" msgstr "RENDU FLOU" +msgid "DISPLAY BLUETOOTH STATUS INDICATOR" +msgstr "" + +msgid "DISPLAY WI-FI STATUS INDICATOR" +msgstr "" + +msgid "DISPLAY CELLULAR STATUS INDICATOR" +msgstr "" + +msgid "DISPLAY BATTERY STATUS INDICATOR" +msgstr "" + +msgid "DISPLAY BATTERY CHARGE PERCENTAGE" +msgstr "" + msgid "DOWNLOADING THEMES LIST 100%" msgstr "TÉLÉCHARGEMENT LISTE DES THÈMES 100%" diff --git a/locale/po/it_IT.po b/locale/po/it_IT.po index 96a4418ad..1c855bf18 100644 --- a/locale/po/it_IT.po +++ b/locale/po/it_IT.po @@ -7,7 +7,7 @@ msgid "" msgstr "" "Project-Id-Version: ES-DE Frontend\n" "Report-Msgid-Bugs-To: info@es-de.org\n" -"POT-Creation-Date: 2024-11-24 17:33+0100\n" +"POT-Creation-Date: 2025-03-01 09:47+0100\n" "PO-Revision-Date: 2024-12-03 23:46+0200\n" "Last-Translator: Lorenzo Castelletta \n" "Language-Team: Italiano \n" @@ -771,6 +771,9 @@ msgstr "BREVE" msgid "LONG" msgstr "LUNGA" +msgid "POPUP" +msgstr "" + msgid "UI MODE" msgstr "MODALITÀ INTERFACCIA UTENTE" @@ -831,6 +834,9 @@ msgstr "SOLO GIOCHI" msgid "GAMES AND SYSTEMS" msgstr "GIOCHI E SISTEMI" +msgid "SYSTEM STATUS SETTINGS" +msgstr "" + msgid "MEDIA VIEWER SETTINGS" msgstr "IMPOSTAZIONI VISUALIZZIAZIONE MEDIA" @@ -840,6 +846,9 @@ msgstr "IMPOSTAZIONI SCREENSAVER" msgid "ENABLE THEME VARIANT TRIGGERS" msgstr "ABILITA GLI ATTIVATORI DELLE VARIANTI DEL TEMA" +msgid "DISPLAY CLOCK" +msgstr "" + msgid "BLUR BACKGROUND WHEN MENU IS OPEN" msgstr "OFFUSCA LO SFONDO QUANDO IL MENÙ È APERTO" @@ -1074,6 +1083,9 @@ msgstr "MOSTRA GIOCHI NASCOSTI" msgid "ENABLE CUSTOM EVENT SCRIPTS" msgstr "ABILITA GLI SCRIPT DEGLI EVENTI PERSONALIZZATI" +msgid "BROWSING CUSTOM EVENTS" +msgstr "" + msgid "ONLY SHOW GAMES FROM GAMELIST.XML FILES" msgstr "MOSTRA SOLO GIOCHI PRESENTI NEI GAMELIST.XML" @@ -1153,6 +1165,10 @@ msgstr "VUOI DAVVERO SPEGNERE?" msgid "POWER OFF SYSTEM" msgstr "SPEGNI IL SISTEMA" +msgctxt "short" +msgid "SYSTEM STATUS SETTINGS" +msgstr "" + msgctxt "short" msgid "MEDIA VIEWER SETTINGS" msgstr "IMPOSTAZIONI VISUALIZZ. MEDIA" @@ -1887,6 +1903,21 @@ msgstr "CAMBIA VIDEO DOPO (SECONDI)" msgid "RENDER BLUR" msgstr "RENDERIZZA L'OFFUSCAMENTO" +msgid "DISPLAY BLUETOOTH STATUS INDICATOR" +msgstr "" + +msgid "DISPLAY WI-FI STATUS INDICATOR" +msgstr "" + +msgid "DISPLAY CELLULAR STATUS INDICATOR" +msgstr "" + +msgid "DISPLAY BATTERY STATUS INDICATOR" +msgstr "" + +msgid "DISPLAY BATTERY CHARGE PERCENTAGE" +msgstr "" + msgid "DOWNLOADING THEMES LIST 100%" msgstr "STO SCARICANDO LA LISTA DEI TEMI 100%" diff --git a/locale/po/ja_JP.po b/locale/po/ja_JP.po index 999381eaf..4093525cc 100644 --- a/locale/po/ja_JP.po +++ b/locale/po/ja_JP.po @@ -7,7 +7,7 @@ msgid "" msgstr "" "Project-Id-Version: ES-DE Frontend\n" "Report-Msgid-Bugs-To: info@es-de.org\n" -"POT-Creation-Date: 2024-11-24 17:33+0100\n" +"POT-Creation-Date: 2025-03-01 09:47+0100\n" "PO-Revision-Date: 2024-11-26 21:59+0800\n" "Last-Translator: ice \n" "Language-Team: 日本語 \n" @@ -769,6 +769,9 @@ msgstr "簡単" msgid "LONG" msgstr "長い" +msgid "POPUP" +msgstr "" + msgid "UI MODE" msgstr "UIモード" @@ -828,6 +831,9 @@ msgstr "ゲームのみ" msgid "GAMES AND SYSTEMS" msgstr "ゲームとシステム" +msgid "SYSTEM STATUS SETTINGS" +msgstr "" + msgid "MEDIA VIEWER SETTINGS" msgstr "メディアビューアー設定" @@ -837,6 +843,9 @@ msgstr "スクリーンセーバー設定" msgid "ENABLE THEME VARIANT TRIGGERS" msgstr "テーマバリエーショントリガーを有効に" +msgid "DISPLAY CLOCK" +msgstr "" + msgid "BLUR BACKGROUND WHEN MENU IS OPEN" msgstr "メニューが開いているときに背景をぼかす" @@ -1070,6 +1079,9 @@ msgstr "非表示中のゲームを表示" msgid "ENABLE CUSTOM EVENT SCRIPTS" msgstr "カスタムイベントスクリプトを有効に" +msgid "BROWSING CUSTOM EVENTS" +msgstr "" + msgid "ONLY SHOW GAMES FROM GAMELIST.XML FILES" msgstr "GAMELIST.XML ファイルにあるゲームのみを表示" @@ -1149,6 +1161,10 @@ msgstr "本当に電源を切りますか?" msgid "POWER OFF SYSTEM" msgstr "電源を切る" +msgctxt "short" +msgid "SYSTEM STATUS SETTINGS" +msgstr "" + msgctxt "short" msgid "MEDIA VIEWER SETTINGS" msgstr "メディアビューアー設定" @@ -1882,6 +1898,21 @@ msgstr "(秒)経過後にビデオを交換" msgid "RENDER BLUR" msgstr "ぼかしをレンダリング" +msgid "DISPLAY BLUETOOTH STATUS INDICATOR" +msgstr "" + +msgid "DISPLAY WI-FI STATUS INDICATOR" +msgstr "" + +msgid "DISPLAY CELLULAR STATUS INDICATOR" +msgstr "" + +msgid "DISPLAY BATTERY STATUS INDICATOR" +msgstr "" + +msgid "DISPLAY BATTERY CHARGE PERCENTAGE" +msgstr "" + msgid "DOWNLOADING THEMES LIST 100%" msgstr "テーマリストのダウンロードが100% 完了しました" diff --git a/locale/po/ko_KR.po b/locale/po/ko_KR.po index 78a56b16d..b58a61140 100644 --- a/locale/po/ko_KR.po +++ b/locale/po/ko_KR.po @@ -7,7 +7,7 @@ msgid "" msgstr "" "Project-Id-Version: ES-DE Frontend\n" "Report-Msgid-Bugs-To: info@es-de.org\n" -"POT-Creation-Date: 2024-11-24 17:33+0100\n" +"POT-Creation-Date: 2025-03-01 09:47+0100\n" "PO-Revision-Date: 2024-11-25 18:29+0900\n" "Last-Translator: wakeboxer \n" "Language-Team: 한국어 \n" @@ -751,6 +751,9 @@ msgstr "짧게" msgid "LONG" msgstr "길게" +msgid "POPUP" +msgstr "" + msgid "UI MODE" msgstr "UI 모드" @@ -810,6 +813,9 @@ msgstr "게임만" msgid "GAMES AND SYSTEMS" msgstr "게임과 시스템" +msgid "SYSTEM STATUS SETTINGS" +msgstr "" + msgid "MEDIA VIEWER SETTINGS" msgstr "미디어 뷰어 설정" @@ -819,6 +825,9 @@ msgstr "화면보호기 설정" msgid "ENABLE THEME VARIANT TRIGGERS" msgstr "테마 변형 트리거 활성화" +msgid "DISPLAY CLOCK" +msgstr "" + msgid "BLUR BACKGROUND WHEN MENU IS OPEN" msgstr "메뉴 오픈시 배경 흐려짐 효과" @@ -1050,6 +1059,9 @@ msgstr "숨긴 게임 보이기" msgid "ENABLE CUSTOM EVENT SCRIPTS" msgstr "커스텀 이벤트 스크립트 사용가능" +msgid "BROWSING CUSTOM EVENTS" +msgstr "" + msgid "ONLY SHOW GAMES FROM GAMELIST.XML FILES" msgstr "GAMELIST.XML 파일에 있는 게임만 보이기" @@ -1127,6 +1139,10 @@ msgstr "정말로 전원을 끌까요?" msgid "POWER OFF SYSTEM" msgstr "시스템 전원 오프" +msgctxt "short" +msgid "SYSTEM STATUS SETTINGS" +msgstr "" + msgctxt "short" msgid "MEDIA VIEWER SETTINGS" msgstr "미디어 뷰어 설정" @@ -1836,6 +1852,21 @@ msgstr "비디오 교체 시간 (초)" msgid "RENDER BLUR" msgstr "블러 랜더링 적용" +msgid "DISPLAY BLUETOOTH STATUS INDICATOR" +msgstr "" + +msgid "DISPLAY WI-FI STATUS INDICATOR" +msgstr "" + +msgid "DISPLAY CELLULAR STATUS INDICATOR" +msgstr "" + +msgid "DISPLAY BATTERY STATUS INDICATOR" +msgstr "" + +msgid "DISPLAY BATTERY CHARGE PERCENTAGE" +msgstr "" + msgid "DOWNLOADING THEMES LIST 100%" msgstr "테마 리스트 다운로드 중 100%" diff --git a/locale/po/nl_NL.po b/locale/po/nl_NL.po index dba420c94..65fdecc6a 100644 --- a/locale/po/nl_NL.po +++ b/locale/po/nl_NL.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: ES-DE Frontend\n" "Report-Msgid-Bugs-To: info@es-de.org\n" -"POT-Creation-Date: 2024-11-24 17:33+0100\n" +"POT-Creation-Date: 2025-03-01 09:47+0100\n" "PO-Revision-Date: 2024-11-30 15:24+0100\n" "Last-Translator: Stefan \n" "Language-Team: Nederlands \n" @@ -761,6 +761,9 @@ msgstr "KORT" msgid "LONG" msgstr "LANG" +msgid "POPUP" +msgstr "" + msgid "UI MODE" msgstr "UI-MODUS" @@ -822,6 +825,9 @@ msgstr "ALLEEN SPELLETJES" msgid "GAMES AND SYSTEMS" msgstr "SPELLEN EN SYSTEMEN" +msgid "SYSTEM STATUS SETTINGS" +msgstr "" + msgid "MEDIA VIEWER SETTINGS" msgstr "MEDIA VIEWER-INSTELLINGEN" @@ -831,6 +837,9 @@ msgstr "SCREENSAVER-INSTELLINGEN" msgid "ENABLE THEME VARIANT TRIGGERS" msgstr "THEMA VARIANT TRIGGERS INSCHAKELEN" +msgid "DISPLAY CLOCK" +msgstr "" + msgid "BLUR BACKGROUND WHEN MENU IS OPEN" msgstr "ACHTERGROND VERVAGEN ALS HET MENU GEOPEND IS" @@ -1065,6 +1074,9 @@ msgstr "VERBORGEN SPELLETJES TONEN" msgid "ENABLE CUSTOM EVENT SCRIPTS" msgstr "AANGEPASTE EVENEMENTEN-SCRIPTS INSCHAKELEN" +msgid "BROWSING CUSTOM EVENTS" +msgstr "" + msgid "ONLY SHOW GAMES FROM GAMELIST.XML FILES" msgstr "ALLEEN GAMES UIT GAMELIST.XML-BESTANDEN TONEN" @@ -1143,6 +1155,10 @@ msgstr "ECHT UITSCHAKELEN?" msgid "POWER OFF SYSTEM" msgstr "SCHAKEL SYSTEEM UIT" +msgctxt "short" +msgid "SYSTEM STATUS SETTINGS" +msgstr "" + msgctxt "short" msgid "MEDIA VIEWER SETTINGS" msgstr "MEDIA VIEWER-INSTELLINGEN" @@ -1871,6 +1887,21 @@ msgstr "VIDEO'S WISSELEN NA (SECONDEN)" msgid "RENDER BLUR" msgstr "WISSEN WISSEN" +msgid "DISPLAY BLUETOOTH STATUS INDICATOR" +msgstr "" + +msgid "DISPLAY WI-FI STATUS INDICATOR" +msgstr "" + +msgid "DISPLAY CELLULAR STATUS INDICATOR" +msgstr "" + +msgid "DISPLAY BATTERY STATUS INDICATOR" +msgstr "" + +msgid "DISPLAY BATTERY CHARGE PERCENTAGE" +msgstr "" + msgid "DOWNLOADING THEMES LIST 100%" msgstr "DOWNLOAD THEMA LIJST 100%" diff --git a/locale/po/pl_PL.po b/locale/po/pl_PL.po index d77500252..9d3189858 100644 --- a/locale/po/pl_PL.po +++ b/locale/po/pl_PL.po @@ -7,7 +7,7 @@ msgid "" msgstr "" "Project-Id-Version: ES-DE Frontend\n" "Report-Msgid-Bugs-To: info@es-de.org\n" -"POT-Creation-Date: 2024-11-24 17:33+0100\n" +"POT-Creation-Date: 2025-03-01 09:47+0100\n" "PO-Revision-Date: 2024-11-25 18:12+0100\n" "Last-Translator: Northwestern Software \n" "Language-Team: Polski \n" @@ -771,6 +771,9 @@ msgstr "KRÓTKO" msgid "LONG" msgstr "DŁUGO" +msgid "POPUP" +msgstr "" + msgid "UI MODE" msgstr "TRYB INTERFEJSU" @@ -830,6 +833,9 @@ msgstr "TYLKO GRY" msgid "GAMES AND SYSTEMS" msgstr "GRY I SYSTEMY" +msgid "SYSTEM STATUS SETTINGS" +msgstr "" + msgid "MEDIA VIEWER SETTINGS" msgstr "USTAWIENIA PRZEGLĄDARKI MULTIMEDIÓW" @@ -839,6 +845,9 @@ msgstr "USTAWIENIA WYGASZACZA" msgid "ENABLE THEME VARIANT TRIGGERS" msgstr "WŁĄCZ WYZWALANIE WARIANTÓW MOTYWU" +msgid "DISPLAY CLOCK" +msgstr "" + msgid "BLUR BACKGROUND WHEN MENU IS OPEN" msgstr "ROZMYJ TŁO PO OTWARCIU MENU" @@ -1072,6 +1081,9 @@ msgstr "POKAŻ UKRYTE GRY" msgid "ENABLE CUSTOM EVENT SCRIPTS" msgstr "WŁĄCZ WŁASNE SKRYPTY ZDARZEŃ" +msgid "BROWSING CUSTOM EVENTS" +msgstr "" + msgid "ONLY SHOW GAMES FROM GAMELIST.XML FILES" msgstr "POKAŻ TYLKO GRY Z PLIKÓW GAMELIST.XML" @@ -1150,6 +1162,10 @@ msgstr "NAPRAWDĘ WYŁĄCZYĆ?" msgid "POWER OFF SYSTEM" msgstr "WYŁĄCZ SYSTEM" +msgctxt "short" +msgid "SYSTEM STATUS SETTINGS" +msgstr "" + msgctxt "short" msgid "MEDIA VIEWER SETTINGS" msgstr "USTAWIENIA PRZEGLĄDARKI MULTIMEDIÓW" @@ -1878,6 +1894,21 @@ msgstr "ZAMIEŃ WIDEO PO (SEKUNDACH)" msgid "RENDER BLUR" msgstr "RENDERUJ ROZMYCIE" +msgid "DISPLAY BLUETOOTH STATUS INDICATOR" +msgstr "" + +msgid "DISPLAY WI-FI STATUS INDICATOR" +msgstr "" + +msgid "DISPLAY CELLULAR STATUS INDICATOR" +msgstr "" + +msgid "DISPLAY BATTERY STATUS INDICATOR" +msgstr "" + +msgid "DISPLAY BATTERY CHARGE PERCENTAGE" +msgstr "" + msgid "DOWNLOADING THEMES LIST 100%" msgstr "POBIERANIE LISTY MOTYWÓW 100%" diff --git a/locale/po/pt_BR.po b/locale/po/pt_BR.po index 57a0a2d71..19d8e1164 100644 --- a/locale/po/pt_BR.po +++ b/locale/po/pt_BR.po @@ -7,7 +7,7 @@ msgid "" msgstr "" "Project-Id-Version: ES-DE Frontend\n" "Report-Msgid-Bugs-To: info@es-de.org\n" -"POT-Creation-Date: 2024-11-24 17:33+0100\n" +"POT-Creation-Date: 2025-03-01 09:47+0100\n" "PO-Revision-Date: 2024-11-25 09:36-0300\n" "Last-Translator: Northwestern Software \n" "Language-Team: Português (Brasil) \n" @@ -761,6 +761,9 @@ msgstr "BREVE" msgid "LONG" msgstr "DEMORADO" +msgid "POPUP" +msgstr "" + msgid "UI MODE" msgstr "MODO DA INTERFACE" @@ -820,6 +823,9 @@ msgstr "APENAS NOS JOGOS" msgid "GAMES AND SYSTEMS" msgstr "JOGOS E SISTEMAS" +msgid "SYSTEM STATUS SETTINGS" +msgstr "" + msgid "MEDIA VIEWER SETTINGS" msgstr "AJUSTES DO VISUALIZADOR DE MÍDIAS" @@ -829,6 +835,9 @@ msgstr "AJUSTES DO PROTETOR DE TELA" msgid "ENABLE THEME VARIANT TRIGGERS" msgstr "ATIVAR ACIONADORES DAS VARIANTES DO TEMA" +msgid "DISPLAY CLOCK" +msgstr "" + msgid "BLUR BACKGROUND WHEN MENU IS OPEN" msgstr "DESFOCAR O FUNDO AO ABRIR O MENU" @@ -1062,6 +1071,9 @@ msgstr "EXIBIR JOGOS OCULTOS" msgid "ENABLE CUSTOM EVENT SCRIPTS" msgstr "ATIVAR SCRIPTS DE EVENTOS ADAPTADOS" +msgid "BROWSING CUSTOM EVENTS" +msgstr "" + msgid "ONLY SHOW GAMES FROM GAMELIST.XML FILES" msgstr "EXIBIR APENAS OS JOGOS NOS ARQUIVOS GAMELIST.XML" @@ -1140,6 +1152,10 @@ msgstr "DESEJA MESMO DESLIGAR?" msgid "POWER OFF SYSTEM" msgstr "DESLIGAR O SISTEMA" +msgctxt "short" +msgid "SYSTEM STATUS SETTINGS" +msgstr "" + msgctxt "short" msgid "MEDIA VIEWER SETTINGS" msgstr "CONFIG. DO VIS. DE MÍDIAS" @@ -1870,6 +1886,21 @@ msgstr "TROCAR VÍDEOS APÓS (SEGUNDOS)" msgid "RENDER BLUR" msgstr "RENDERIZAR DESFOQUE" +msgid "DISPLAY BLUETOOTH STATUS INDICATOR" +msgstr "" + +msgid "DISPLAY WI-FI STATUS INDICATOR" +msgstr "" + +msgid "DISPLAY CELLULAR STATUS INDICATOR" +msgstr "" + +msgid "DISPLAY BATTERY STATUS INDICATOR" +msgstr "" + +msgid "DISPLAY BATTERY CHARGE PERCENTAGE" +msgstr "" + msgid "DOWNLOADING THEMES LIST 100%" msgstr "BAIXANDO LISTA DE TEMAS 100%" diff --git a/locale/po/ro_RO.po b/locale/po/ro_RO.po index 31a4520a0..ae5b0647a 100644 --- a/locale/po/ro_RO.po +++ b/locale/po/ro_RO.po @@ -7,7 +7,7 @@ msgid "" msgstr "" "Project-Id-Version: ES-DE Frontend\n" "Report-Msgid-Bugs-To: info@es-de.org\n" -"POT-Creation-Date: 2024-11-24 17:33+0100\n" +"POT-Creation-Date: 2025-03-01 09:47+0100\n" "PO-Revision-Date: 2024-11-25 23:56+0200\n" "Last-Translator: Mihai Vasiliu \n" "Language-Team: Română \n" @@ -767,6 +767,9 @@ msgstr "SCURTĂ" msgid "LONG" msgstr "LUNGĂ" +msgid "POPUP" +msgstr "" + msgid "UI MODE" msgstr "MOD INTERFAȚĂ" @@ -826,6 +829,9 @@ msgstr "DOAR JOCURI" msgid "GAMES AND SYSTEMS" msgstr "JOCURI ȘI SISTEME" +msgid "SYSTEM STATUS SETTINGS" +msgstr "" + msgid "MEDIA VIEWER SETTINGS" msgstr "SETĂRI VIZUALIZATOR MEDIA" @@ -835,6 +841,9 @@ msgstr "SETĂRI ECONOMIZOR DE ECRAN" msgid "ENABLE THEME VARIANT TRIGGERS" msgstr "ACTIVEAZĂ DECLANȘATORI VARIANTE TEMĂ" +msgid "DISPLAY CLOCK" +msgstr "" + msgid "BLUR BACKGROUND WHEN MENU IS OPEN" msgstr "BLUREAZĂ FUNDALUL CÂND MENIUL ESTE DESCHIS" @@ -1068,6 +1077,9 @@ msgstr "AFIȘEAZĂ JOCURILE ASCUNSE" msgid "ENABLE CUSTOM EVENT SCRIPTS" msgstr "ACTIVEAZĂ SCRIPTURI EVENIMENTE PERSONALIZATE" +msgid "BROWSING CUSTOM EVENTS" +msgstr "" + msgid "ONLY SHOW GAMES FROM GAMELIST.XML FILES" msgstr "AFIȘEAZĂ DOAR JOCURILE DIN FIȘIERELE GAMELIST.XML" @@ -1146,6 +1158,10 @@ msgstr "CHIAR ÎNCHIZI?" msgid "POWER OFF SYSTEM" msgstr "ÎNCHIDE SISTEMUL" +msgctxt "short" +msgid "SYSTEM STATUS SETTINGS" +msgstr "" + msgctxt "short" msgid "MEDIA VIEWER SETTINGS" msgstr "SETĂRI VIZUALIZATOR MEDIA" @@ -1875,6 +1891,21 @@ msgstr "SCHIMBĂ VIDEOCLIPUL DUPĂ" msgid "RENDER BLUR" msgstr "REDĂ BLUR" +msgid "DISPLAY BLUETOOTH STATUS INDICATOR" +msgstr "" + +msgid "DISPLAY WI-FI STATUS INDICATOR" +msgstr "" + +msgid "DISPLAY CELLULAR STATUS INDICATOR" +msgstr "" + +msgid "DISPLAY BATTERY STATUS INDICATOR" +msgstr "" + +msgid "DISPLAY BATTERY CHARGE PERCENTAGE" +msgstr "" + msgid "DOWNLOADING THEMES LIST 100%" msgstr "SE DESCARCĂ LISTA DE TEME 100%" diff --git a/locale/po/ru_RU.po b/locale/po/ru_RU.po index dc9a6b2be..8af6bf8cd 100644 --- a/locale/po/ru_RU.po +++ b/locale/po/ru_RU.po @@ -7,7 +7,7 @@ msgid "" msgstr "" "Project-Id-Version: ES-DE Frontend\n" "Report-Msgid-Bugs-To: info@es-de.org\n" -"POT-Creation-Date: 2024-11-24 17:33+0100\n" +"POT-Creation-Date: 2025-03-01 09:47+0100\n" "PO-Revision-Date: 2024-12-02 17:56+0400\n" "Last-Translator: Northwestern Software \n" "Language-Team: Русский \n" @@ -762,6 +762,9 @@ msgstr "КОРОТКАЯ" msgid "LONG" msgstr "ДЛИННАЯ" +msgid "POPUP" +msgstr "" + msgid "UI MODE" msgstr "РЕЖИМ ИНТЕРФЕЙСА" @@ -821,6 +824,9 @@ msgstr "ТОЛЬКО ИГРЫ" msgid "GAMES AND SYSTEMS" msgstr "ИГРЫ И СИСТЕМЫ" +msgid "SYSTEM STATUS SETTINGS" +msgstr "" + msgid "MEDIA VIEWER SETTINGS" msgstr "НАСТРОЙКИ ПРОСМОТРЩИКА МЕДИА" @@ -830,6 +836,9 @@ msgstr "НАСТРОЙКИ ЗАСТАВКИ" msgid "ENABLE THEME VARIANT TRIGGERS" msgstr "РАЗРЕШИТЬ СМЕНУ ВАРИАНТОВ ТЕМ ТРИГГЕРАМИ" +msgid "DISPLAY CLOCK" +msgstr "" + msgid "BLUR BACKGROUND WHEN MENU IS OPEN" msgstr "РАЗМЫТИЕ ФОНА ПРИ ОТКРЫТИИ МЕНЮ" @@ -1064,6 +1073,9 @@ msgstr "ПОКАЗЫВАТЬ СКРЫТЫЕ ИГРЫ" msgid "ENABLE CUSTOM EVENT SCRIPTS" msgstr "РАЗРЕШИТЬ ПОЛЬЗ. СЦЕНАРИИ СОБЫТИЙ" +msgid "BROWSING CUSTOM EVENTS" +msgstr "" + msgid "ONLY SHOW GAMES FROM GAMELIST.XML FILES" msgstr "ПОКАЗЫВАТЬ ИГРЫ ТОЛЬКО ИЗ GAMELIST.XML" @@ -1142,6 +1154,10 @@ msgstr "ДЕЙСТВИТЕЛЬНО ЗАВЕРШИТЬ РАБОТУ СИСТЕМ msgid "POWER OFF SYSTEM" msgstr "ВЫКЛЮЧИТЬ ПИТАНИЕ СИСТЕМЫ" +msgctxt "short" +msgid "SYSTEM STATUS SETTINGS" +msgstr "" + msgctxt "short" msgid "MEDIA VIEWER SETTINGS" msgstr "НАСТРОЙКИ ПРОСМОТРЩИКА МЕДИА" @@ -1868,6 +1884,21 @@ msgstr "СМЕНА ВИДЕО ЧЕРЕЗ (В СЕКУНДАХ)" msgid "RENDER BLUR" msgstr "РЕНДЕРИНГ РАЗМЫТИЯ" +msgid "DISPLAY BLUETOOTH STATUS INDICATOR" +msgstr "" + +msgid "DISPLAY WI-FI STATUS INDICATOR" +msgstr "" + +msgid "DISPLAY CELLULAR STATUS INDICATOR" +msgstr "" + +msgid "DISPLAY BATTERY STATUS INDICATOR" +msgstr "" + +msgid "DISPLAY BATTERY CHARGE PERCENTAGE" +msgstr "" + msgid "DOWNLOADING THEMES LIST 100%" msgstr "ЗАГРУЗКА СПИСКА ТЕМ 100%" diff --git a/locale/po/sv_SE.po b/locale/po/sv_SE.po index 21157d3d0..b4400ce2a 100644 --- a/locale/po/sv_SE.po +++ b/locale/po/sv_SE.po @@ -7,7 +7,7 @@ msgid "" msgstr "" "Project-Id-Version: ES-DE Frontend\n" "Report-Msgid-Bugs-To: info@es-de.org\n" -"POT-Creation-Date: 2024-11-24 17:33+0100\n" +"POT-Creation-Date: 2025-03-01 09:47+0100\n" "PO-Revision-Date: 2024-11-24 17:37+0100\n" "Last-Translator: Northwestern Software \n" "Language-Team: Swedish \n" @@ -758,6 +758,9 @@ msgstr "KORT" msgid "LONG" msgstr "LÅNG" +msgid "POPUP" +msgstr "" + msgid "UI MODE" msgstr "UI-LÄGE" @@ -819,6 +822,9 @@ msgstr "ENBART SPEL" msgid "GAMES AND SYSTEMS" msgstr "SPEL OCH SYSTEM" +msgid "SYSTEM STATUS SETTINGS" +msgstr "" + msgid "MEDIA VIEWER SETTINGS" msgstr "INSTÄLLNINGAR FÖR MEDIAVISARE" @@ -828,6 +834,9 @@ msgstr "INSTÄLLNINGAR FÖR SKÄRMSLÄCKARE" msgid "ENABLE THEME VARIANT TRIGGERS" msgstr "AKTIVERA VARIANTTRIGGERS FÖR TEMAN" +msgid "DISPLAY CLOCK" +msgstr "" + msgid "BLUR BACKGROUND WHEN MENU IS OPEN" msgstr "RENDERA OSKARP BAKGRUND NÄR MENYN VISAS" @@ -1062,6 +1071,9 @@ msgstr "VISA DOLDA SPEL" msgid "ENABLE CUSTOM EVENT SCRIPTS" msgstr "AKTIVERA ANPASSADE EVENT-SCRIPT" +msgid "BROWSING CUSTOM EVENTS" +msgstr "" + msgid "ONLY SHOW GAMES FROM GAMELIST.XML FILES" msgstr "VISA BARA SPEL FRÅN GAMELIST.XML FILERNA" @@ -1140,6 +1152,10 @@ msgstr "VERKLIGEN STÄNGA AV?" msgid "POWER OFF SYSTEM" msgstr "STÄNG AV SYSTEMET" +msgctxt "short" +msgid "SYSTEM STATUS SETTINGS" +msgstr "" + msgctxt "short" msgid "MEDIA VIEWER SETTINGS" msgstr "INSTÄLLNINGAR MEDIAVISARE" @@ -1857,6 +1873,21 @@ msgstr "BYT VIDEOR EFTER (SEKUNDER)" msgid "RENDER BLUR" msgstr "RENDERA OSKÄRPA" +msgid "DISPLAY BLUETOOTH STATUS INDICATOR" +msgstr "" + +msgid "DISPLAY WI-FI STATUS INDICATOR" +msgstr "" + +msgid "DISPLAY CELLULAR STATUS INDICATOR" +msgstr "" + +msgid "DISPLAY BATTERY STATUS INDICATOR" +msgstr "" + +msgid "DISPLAY BATTERY CHARGE PERCENTAGE" +msgstr "" + msgid "DOWNLOADING THEMES LIST 100%" msgstr "LADDAR NER TEMALISTAN 100%" diff --git a/locale/po/zh_CN.po b/locale/po/zh_CN.po index 430ff046e..7a11c5c93 100644 --- a/locale/po/zh_CN.po +++ b/locale/po/zh_CN.po @@ -7,7 +7,7 @@ msgid "" msgstr "" "Project-Id-Version: ES-DE Frontend\n" "Report-Msgid-Bugs-To: info@es-de.org\n" -"POT-Creation-Date: 2024-11-24 17:33+0100\n" +"POT-Creation-Date: 2025-03-01 09:47+0100\n" "PO-Revision-Date: 2024-11-26 15:50+0800\n" "Last-Translator: Northwestern Software \n" "Language-Team: 简体中文 \n" @@ -746,6 +746,9 @@ msgstr "短" msgid "LONG" msgstr "长" +msgid "POPUP" +msgstr "" + msgid "UI MODE" msgstr "界面显示模式" @@ -804,6 +807,9 @@ msgstr "仅游戏" msgid "GAMES AND SYSTEMS" msgstr "游戏和平台" +msgid "SYSTEM STATUS SETTINGS" +msgstr "" + msgid "MEDIA VIEWER SETTINGS" msgstr "媒体播放器设置" @@ -813,6 +819,9 @@ msgstr "屏保设置" msgid "ENABLE THEME VARIANT TRIGGERS" msgstr "启用主题变体触发器" +msgid "DISPLAY CLOCK" +msgstr "" + msgid "BLUR BACKGROUND WHEN MENU IS OPEN" msgstr "当菜单打开时模糊背景" @@ -1043,6 +1052,9 @@ msgstr "显示隐藏的游戏" msgid "ENABLE CUSTOM EVENT SCRIPTS" msgstr "启用自定义事件脚本" +msgid "BROWSING CUSTOM EVENTS" +msgstr "" + msgid "ONLY SHOW GAMES FROM GAMELIST.XML FILES" msgstr "仅显示 gamelist.xml 文件中的游戏" @@ -1117,6 +1129,10 @@ msgstr "真的要关机吗?" msgid "POWER OFF SYSTEM" msgstr "关机" +msgctxt "short" +msgid "SYSTEM STATUS SETTINGS" +msgstr "" + msgctxt "short" msgid "MEDIA VIEWER SETTINGS" msgstr "媒体播放器设置" @@ -1820,6 +1836,21 @@ msgstr "几秒后更换视频" msgid "RENDER BLUR" msgstr "渲染模糊" +msgid "DISPLAY BLUETOOTH STATUS INDICATOR" +msgstr "" + +msgid "DISPLAY WI-FI STATUS INDICATOR" +msgstr "" + +msgid "DISPLAY CELLULAR STATUS INDICATOR" +msgstr "" + +msgid "DISPLAY BATTERY STATUS INDICATOR" +msgstr "" + +msgid "DISPLAY BATTERY CHARGE PERCENTAGE" +msgstr "" + msgid "DOWNLOADING THEMES LIST 100%" msgstr "正在下载主题列表 100%" diff --git a/locale/po/zh_TW.po b/locale/po/zh_TW.po index aa4d7f8d8..336db59f2 100644 --- a/locale/po/zh_TW.po +++ b/locale/po/zh_TW.po @@ -7,7 +7,7 @@ msgid "" msgstr "" "Project-Id-Version: ES-DE Frontend\n" "Report-Msgid-Bugs-To: info@es-de.org\n" -"POT-Creation-Date: 2024-11-24 17:33+0100\n" +"POT-Creation-Date: 2025-03-01 09:47+0100\n" "PO-Revision-Date: 2024-11-26 15:50+0800\n" "Last-Translator: Northwestern Software \n" "Language-Team: 繁體中文 \n" @@ -746,6 +746,9 @@ msgstr "短" msgid "LONG" msgstr "長" +msgid "POPUP" +msgstr "" + msgid "UI MODE" msgstr "介面顯示模式" @@ -804,6 +807,9 @@ msgstr "僅遊戲" msgid "GAMES AND SYSTEMS" msgstr "遊戲和平台" +msgid "SYSTEM STATUS SETTINGS" +msgstr "" + msgid "MEDIA VIEWER SETTINGS" msgstr "媒體播放器設定" @@ -813,6 +819,9 @@ msgstr "屏保設定" msgid "ENABLE THEME VARIANT TRIGGERS" msgstr "啟用主題變體觸發器" +msgid "DISPLAY CLOCK" +msgstr "" + msgid "BLUR BACKGROUND WHEN MENU IS OPEN" msgstr "當選單開啟時模糊背景" @@ -1043,6 +1052,9 @@ msgstr "顯示隱藏的遊戲" msgid "ENABLE CUSTOM EVENT SCRIPTS" msgstr "啟用自定義事件指令碼" +msgid "BROWSING CUSTOM EVENTS" +msgstr "" + msgid "ONLY SHOW GAMES FROM GAMELIST.XML FILES" msgstr "僅顯示 gamelist.xml 檔案中的遊戲" @@ -1117,6 +1129,10 @@ msgstr "真的要關機嗎?" msgid "POWER OFF SYSTEM" msgstr "關機" +msgctxt "short" +msgid "SYSTEM STATUS SETTINGS" +msgstr "" + msgctxt "short" msgid "MEDIA VIEWER SETTINGS" msgstr "媒體播放器設定" @@ -1820,6 +1836,21 @@ msgstr "幾秒後更換影片" msgid "RENDER BLUR" msgstr "渲染模糊" +msgid "DISPLAY BLUETOOTH STATUS INDICATOR" +msgstr "" + +msgid "DISPLAY WI-FI STATUS INDICATOR" +msgstr "" + +msgid "DISPLAY CELLULAR STATUS INDICATOR" +msgstr "" + +msgid "DISPLAY BATTERY STATUS INDICATOR" +msgstr "" + +msgid "DISPLAY BATTERY CHARGE PERCENTAGE" +msgstr "" + msgid "DOWNLOADING THEMES LIST 100%" msgstr "正在下載主題列表 100%" From bf7f55e538fd6377e5a870ce2cc3d3b15b4d39a7 Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Sat, 1 Mar 2025 10:03:21 +0100 Subject: [PATCH 141/284] Updated the en_US and en_GB translations --- locale/po/en_GB.po | 22 +++++++++++----------- locale/po/en_US.po | 22 +++++++++++----------- 2 files changed, 22 insertions(+), 22 deletions(-) diff --git a/locale/po/en_GB.po b/locale/po/en_GB.po index c9b6794b7..b60ede98d 100644 --- a/locale/po/en_GB.po +++ b/locale/po/en_GB.po @@ -8,7 +8,7 @@ msgstr "" "Project-Id-Version: ES-DE Frontend\n" "Report-Msgid-Bugs-To: info@es-de.org\n" "POT-Creation-Date: 2025-03-01 09:47+0100\n" -"PO-Revision-Date: 2024-11-24 17:35+0100\n" +"PO-Revision-Date: 2025-03-01 10:02+0100\n" "Last-Translator: Northwestern Software \n" "Language-Team: English (United Kingdom) \n" "Language: en_GB\n" @@ -756,7 +756,7 @@ msgid "LONG" msgstr "LONG" msgid "POPUP" -msgstr "" +msgstr "POPUP" msgid "UI MODE" msgstr "UI MODE" @@ -818,7 +818,7 @@ msgid "GAMES AND SYSTEMS" msgstr "GAMES AND SYSTEMS" msgid "SYSTEM STATUS SETTINGS" -msgstr "" +msgstr "SYSTEM STATUS SETTINGS" msgid "MEDIA VIEWER SETTINGS" msgstr "MEDIA VIEWER SETTINGS" @@ -830,7 +830,7 @@ msgid "ENABLE THEME VARIANT TRIGGERS" msgstr "ENABLE THEME VARIANT TRIGGERS" msgid "DISPLAY CLOCK" -msgstr "" +msgstr "DISPLAY CLOCK" msgid "BLUR BACKGROUND WHEN MENU IS OPEN" msgstr "BLUR BACKGROUND WHEN MENU IS OPEN" @@ -1066,7 +1066,7 @@ msgid "ENABLE CUSTOM EVENT SCRIPTS" msgstr "ENABLE CUSTOM EVENT SCRIPTS" msgid "BROWSING CUSTOM EVENTS" -msgstr "" +msgstr "BROWSING CUSTOM EVENTS" msgid "ONLY SHOW GAMES FROM GAMELIST.XML FILES" msgstr "ONLY SHOW GAMES FROM GAMELIST.XML FILES" @@ -1148,7 +1148,7 @@ msgstr "POWER OFF SYSTEM" msgctxt "short" msgid "SYSTEM STATUS SETTINGS" -msgstr "" +msgstr "SYSTEM STATUS SETTINGS" msgctxt "short" msgid "MEDIA VIEWER SETTINGS" @@ -1867,19 +1867,19 @@ msgid "RENDER BLUR" msgstr "RENDER BLUR" msgid "DISPLAY BLUETOOTH STATUS INDICATOR" -msgstr "" +msgstr "DISPLAY BLUETOOTH STATUS INDICATOR" msgid "DISPLAY WI-FI STATUS INDICATOR" -msgstr "" +msgstr "DISPLAY WI-FI STATUS INDICATOR" msgid "DISPLAY CELLULAR STATUS INDICATOR" -msgstr "" +msgstr "DISPLAY CELLULAR STATUS INDICATOR" msgid "DISPLAY BATTERY STATUS INDICATOR" -msgstr "" +msgstr "DISPLAY BATTERY STATUS INDICATOR" msgid "DISPLAY BATTERY CHARGE PERCENTAGE" -msgstr "" +msgstr "DISPLAY BATTERY CHARGE PERCENTAGE" msgid "DOWNLOADING THEMES LIST 100%" msgstr "DOWNLOADING THEMES LIST 100%" diff --git a/locale/po/en_US.po b/locale/po/en_US.po index ed775d7d3..54679254c 100644 --- a/locale/po/en_US.po +++ b/locale/po/en_US.po @@ -8,7 +8,7 @@ msgstr "" "Project-Id-Version: ES-DE Frontend\n" "Report-Msgid-Bugs-To: info@es-de.org\n" "POT-Creation-Date: 2025-03-01 09:47+0100\n" -"PO-Revision-Date: 2024-11-24 17:34+0100\n" +"PO-Revision-Date: 2025-03-01 10:00+0100\n" "Last-Translator: Northwestern Software \n" "Language-Team: English (United States) \n" "Language: en_US\n" @@ -756,7 +756,7 @@ msgid "LONG" msgstr "LONG" msgid "POPUP" -msgstr "" +msgstr "POPUP" msgid "UI MODE" msgstr "UI MODE" @@ -818,7 +818,7 @@ msgid "GAMES AND SYSTEMS" msgstr "GAMES AND SYSTEMS" msgid "SYSTEM STATUS SETTINGS" -msgstr "" +msgstr "SYSTEM STATUS SETTINGS" msgid "MEDIA VIEWER SETTINGS" msgstr "MEDIA VIEWER SETTINGS" @@ -830,7 +830,7 @@ msgid "ENABLE THEME VARIANT TRIGGERS" msgstr "ENABLE THEME VARIANT TRIGGERS" msgid "DISPLAY CLOCK" -msgstr "" +msgstr "DISPLAY CLOCK" msgid "BLUR BACKGROUND WHEN MENU IS OPEN" msgstr "BLUR BACKGROUND WHEN MENU IS OPEN" @@ -1066,7 +1066,7 @@ msgid "ENABLE CUSTOM EVENT SCRIPTS" msgstr "ENABLE CUSTOM EVENT SCRIPTS" msgid "BROWSING CUSTOM EVENTS" -msgstr "" +msgstr "BROWSING CUSTOM EVENTS" msgid "ONLY SHOW GAMES FROM GAMELIST.XML FILES" msgstr "ONLY SHOW GAMES FROM GAMELIST.XML FILES" @@ -1148,7 +1148,7 @@ msgstr "POWER OFF SYSTEM" msgctxt "short" msgid "SYSTEM STATUS SETTINGS" -msgstr "" +msgstr "SYSTEM STATUS SETTINGS" msgctxt "short" msgid "MEDIA VIEWER SETTINGS" @@ -1867,19 +1867,19 @@ msgid "RENDER BLUR" msgstr "RENDER BLUR" msgid "DISPLAY BLUETOOTH STATUS INDICATOR" -msgstr "" +msgstr "DISPLAY BLUETOOTH STATUS INDICATOR" msgid "DISPLAY WI-FI STATUS INDICATOR" -msgstr "" +msgstr "DISPLAY WI-FI STATUS INDICATOR" msgid "DISPLAY CELLULAR STATUS INDICATOR" -msgstr "" +msgstr "DISPLAY CELLULAR STATUS INDICATOR" msgid "DISPLAY BATTERY STATUS INDICATOR" -msgstr "" +msgstr "DISPLAY BATTERY STATUS INDICATOR" msgid "DISPLAY BATTERY CHARGE PERCENTAGE" -msgstr "" +msgstr "DISPLAY BATTERY CHARGE PERCENTAGE" msgid "DOWNLOADING THEMES LIST 100%" msgstr "DOWNLOADING THEMES LIST 100%" From 9c341e167909b55c508ee394a24ae9198ae4ad9c Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Sat, 1 Mar 2025 10:14:46 +0100 Subject: [PATCH 142/284] Updated the sv_SE translations --- locale/po/sv_SE.po | 22 +++++++++++----------- 1 file changed, 11 insertions(+), 11 deletions(-) diff --git a/locale/po/sv_SE.po b/locale/po/sv_SE.po index b4400ce2a..4aa650817 100644 --- a/locale/po/sv_SE.po +++ b/locale/po/sv_SE.po @@ -8,7 +8,7 @@ msgstr "" "Project-Id-Version: ES-DE Frontend\n" "Report-Msgid-Bugs-To: info@es-de.org\n" "POT-Creation-Date: 2025-03-01 09:47+0100\n" -"PO-Revision-Date: 2024-11-24 17:37+0100\n" +"PO-Revision-Date: 2025-03-01 10:11+0100\n" "Last-Translator: Northwestern Software \n" "Language-Team: Swedish \n" "Language: sv_SE\n" @@ -759,7 +759,7 @@ msgid "LONG" msgstr "LÅNG" msgid "POPUP" -msgstr "" +msgstr "POPUP" msgid "UI MODE" msgstr "UI-LÄGE" @@ -823,7 +823,7 @@ msgid "GAMES AND SYSTEMS" msgstr "SPEL OCH SYSTEM" msgid "SYSTEM STATUS SETTINGS" -msgstr "" +msgstr "INSTÄLLNINGAR FÖR SYSTEMSTATUS" msgid "MEDIA VIEWER SETTINGS" msgstr "INSTÄLLNINGAR FÖR MEDIAVISARE" @@ -835,7 +835,7 @@ msgid "ENABLE THEME VARIANT TRIGGERS" msgstr "AKTIVERA VARIANTTRIGGERS FÖR TEMAN" msgid "DISPLAY CLOCK" -msgstr "" +msgstr "VISA KLOCKAN" msgid "BLUR BACKGROUND WHEN MENU IS OPEN" msgstr "RENDERA OSKARP BAKGRUND NÄR MENYN VISAS" @@ -1072,7 +1072,7 @@ msgid "ENABLE CUSTOM EVENT SCRIPTS" msgstr "AKTIVERA ANPASSADE EVENT-SCRIPT" msgid "BROWSING CUSTOM EVENTS" -msgstr "" +msgstr "ANPASSAT EVENT VID BLÄDDRING" msgid "ONLY SHOW GAMES FROM GAMELIST.XML FILES" msgstr "VISA BARA SPEL FRÅN GAMELIST.XML FILERNA" @@ -1154,7 +1154,7 @@ msgstr "STÄNG AV SYSTEMET" msgctxt "short" msgid "SYSTEM STATUS SETTINGS" -msgstr "" +msgstr "INSTÄLLNINGAR SYSTEMSTATUS" msgctxt "short" msgid "MEDIA VIEWER SETTINGS" @@ -1874,19 +1874,19 @@ msgid "RENDER BLUR" msgstr "RENDERA OSKÄRPA" msgid "DISPLAY BLUETOOTH STATUS INDICATOR" -msgstr "" +msgstr "VISA BLUETOOTH STATUSINDIKATOR" msgid "DISPLAY WI-FI STATUS INDICATOR" -msgstr "" +msgstr "VISA WI-FI STATUSINDIKATOR" msgid "DISPLAY CELLULAR STATUS INDICATOR" -msgstr "" +msgstr "VISA MOBILTRAFIK STATUSINDIKATOR" msgid "DISPLAY BATTERY STATUS INDICATOR" -msgstr "" +msgstr "VISA BATTERI STATUSINDIKATOR" msgid "DISPLAY BATTERY CHARGE PERCENTAGE" -msgstr "" +msgstr "VISA BATTERIETS LADDNIVÅ I PROCENT" msgid "DOWNLOADING THEMES LIST 100%" msgstr "LADDAR NER TEMALISTAN 100%" From 68e0b8df66204924ab0d1176d092121b42735ad6 Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Sat, 1 Mar 2025 15:10:41 +0100 Subject: [PATCH 143/284] (Android) Added MAME4droid Current emulator entries for all systems where MAME4droid 2024 was supported Also changed from MAME4droid 2024 to MAME4droid Current for all systems where only this emulator was supported --- resources/systems/android/es_find_rules.xml | 6 ++ resources/systems/android/es_systems.xml | 93 +++++++++++++++++---- 2 files changed, 84 insertions(+), 15 deletions(-) diff --git a/resources/systems/android/es_find_rules.xml b/resources/systems/android/es_find_rules.xml index 23b945d9d..d92bb68f6 100644 --- a/resources/systems/android/es_find_rules.xml +++ b/resources/systems/android/es_find_rules.xml @@ -197,6 +197,12 @@ org.mupen64plusae.v3.fzurita/paulscode.android.mupen64plusae.SplashActivity + + + + com.seleuco.mame4d2024/com.seleuco.mame4droid.MAME4droid + + diff --git a/resources/systems/android/es_systems.xml b/resources/systems/android/es_systems.xml index 85c480f45..4a7ab39ad 100644 --- a/resources/systems/android/es_systems.xml +++ b/resources/systems/android/es_systems.xml @@ -16,6 +16,10 @@ Coleco Adam %ROMPATH%/adam .1dd .1DD .bin .BIN .col .COL .cqi .CQI .cqm .CQM .d77 .D77 .d88 .D88 .ddp .DDP .dfi .DFI .dsk .DSK .hfe .HFE .imd .IMD .mfi .MFI .mfm .MFM .rom .ROM .td0 .TD0 .wav .WAV .7z .7Z .zip .ZIP + %EMULATOR_MAME4DROID-CURRENT %ACTION%=android.intent.action.VIEW %EXTRA_cli_params%="-rompath '%GAMEDIRRAW%;%ROMPATHRAW%/adam' -flop1 '%ROMRAW%'" %DATA%=adam + %EMULATOR_MAME4DROID-CURRENT% %ACTION%=android.intent.action.VIEW %EXTRA_cli_params%="-rompath '%GAMEDIRRAW%;%ROMPATHRAW%/adam' -cass1 '%ROMRAW%'" %DATA%=adam + %EMULATOR_MAME4DROID-CURRENT% %ACTION%=android.intent.action.VIEW %EXTRA_cli_params%="-rompath '%GAMEDIRRAW%;%ROMPATHRAW%/adam' -cart1 '%ROMRAW%'" %DATA%=adam + %EMULATOR_MAME4DROID-CURRENT% %ACTION%=android.intent.action.VIEW %EXTRA_cli_params%="-rompath '%GAMEDIRRAW%;%ROMPATHRAW%/adam'" %DATA%=%ROMPROVIDER% %EMULATOR_MAME4DROID-2024% %ACTION%=android.intent.action.VIEW %EXTRA_cli_params%="-rompath '%GAMEDIRRAW%;%ROMPATHRAW%/adam' -flop1 '%ROMRAW%'" %DATA%=adam %EMULATOR_MAME4DROID-2024% %ACTION%=android.intent.action.VIEW %EXTRA_cli_params%="-rompath '%GAMEDIRRAW%;%ROMPATHRAW%/adam' -cass1 '%ROMRAW%'" %DATA%=adam %EMULATOR_MAME4DROID-2024% %ACTION%=android.intent.action.VIEW %EXTRA_cli_params%="-rompath '%GAMEDIRRAW%;%ROMPATHRAW%/adam' -cart1 '%ROMRAW%'" %DATA%=adam @@ -80,6 +84,7 @@ .cdt .CDT .cpr .CPR .dsk .DSK .kcr .KCR .m3u .M3U .sna .SNA .tap .TAR .voc .VOC .7z .7Z .zip .ZIP %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/cap32_libretro_android.so %EXTRA_ROM%=%ROM% %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/crocods_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_MAME4DROID-CURRENT% %ACTION%=android.intent.action.VIEW %EXTRA_cli_params%="-rompath '%GAMEDIRRAW%;%ROMPATHRAW%/amstradcpc' -flop1 '%ROMRAW%'" %DATA%=cpc6128 %EMULATOR_MAME4DROID-2024% %ACTION%=android.intent.action.VIEW %EXTRA_cli_params%="-rompath '%GAMEDIRRAW%;%ROMPATHRAW%/amstradcpc' -flop1 '%ROMRAW%'" %DATA%=cpc6128 amstradcpc amstradcpc @@ -116,7 +121,7 @@ Apple II %ROMPATH%/apple2 .do .DO .dsk .DSK .nib .NIB .po .PO - %EMULATOR_MAME4DROID-2024% %ACTION%=android.intent.action.VIEW %EXTRA_cli_params%="-rompath '%GAMEDIRRAW%;%ROMPATHRAW%/apple2' -gameio joy -flop1 '%ROMRAW%'" %DATA%=apple2e + %EMULATOR_MAME4DROID-CURRENT% %ACTION%=android.intent.action.VIEW %EXTRA_cli_params%="-rompath '%GAMEDIRRAW%;%ROMPATHRAW%/apple2' -gameio joy -flop1 '%ROMRAW%'" %DATA%=apple2e apple2 apple2 @@ -125,7 +130,7 @@ Apple IIGS %ROMPATH%/apple2gs .2mg .2MG .7z .7z .zip .ZIP - %EMULATOR_MAME4DROID-2024% %ACTION%=android.intent.action.VIEW %EXTRA_cli_params%="-rompath '%GAMEDIRRAW%;%ROMPATHRAW%/apple2gs' -gameio joy -flop3 '%ROMRAW%'" %DATA%=apple2gs + %EMULATOR_MAME4DROID-CURRENT% %ACTION%=android.intent.action.VIEW %EXTRA_cli_params%="-rompath '%GAMEDIRRAW%;%ROMPATHRAW%/apple2gs' -gameio joy -flop3 '%ROMRAW%'" %DATA%=apple2gs apple2gs apple2gs @@ -139,6 +144,7 @@ %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/mame2003_plus_libretro_android.so %EXTRA_ROM%=%ROM% %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/mame2003_libretro_android.so %EXTRA_ROM%=%ROM% %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/mame2000_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_MAME4DROID-CURRENT% %ACTION%=android.intent.action.VIEW %EXTRA_cli_params%="-rompath '%GAMEDIRRAW%;%ROMPATHRAW%/arcade'" %DATA%=%ROMPROVIDER% %EMULATOR_MAME4DROID-2024% %ACTION%=android.intent.action.VIEW %EXTRA_cli_params%="-rompath '%GAMEDIRRAW%;%ROMPATHRAW%/arcade'" %DATA%=%ROMPROVIDER% %EMULATOR_MAME4DROID% %ACTION%=android.intent.action.VIEW %DATA%=%ROMPROVIDER% %EMULATOR_NEO-EMU% %DATA%=%ROMSAF% @@ -156,6 +162,7 @@ %ROMPATH%/arcadia .bin .BIN .7z .7Z .zip .ZIP %EMULATOR_DROIDARCADIA% %MIMETYPE%=application/zip %DATA%=%ROMPROVIDER% + %EMULATOR_MAME4DROID-CURRENT% %ACTION%=android.intent.action.VIEW %EXTRA_cli_params%="-rompath '%GAMEDIRRAW%;%ROMPATHRAW%/arcadia' -cart '%ROMRAW%'" %DATA%=arcadia %EMULATOR_MAME4DROID-2024% %ACTION%=android.intent.action.VIEW %EXTRA_cli_params%="-rompath '%GAMEDIRRAW%;%ROMPATHRAW%/arcadia' -cart '%ROMRAW%'" %DATA%=arcadia arcadia arcadia @@ -165,6 +172,10 @@ Acorn Archimedes %ROMPATH%/archimedes .1dd .1DD .360 .adf .ADF .adl .ADL .adm .ADM .ads .ADS .apd .APD .bbc .BBC .chd .CHD .cqi .CQI .cqm .CQM .d77 .D77 .d88 .D88 .dfi .DFI .dsd .DSD .dsk .DSK .hfe .HFE .ima .IMA .imd .IMD .img .IMG .ipf .IPF .jfd .JFD .mfi .MFI .mfm .MFM .msa .MSA .ssd .SSD .st .ST .td0 .TD0 .ufi .UFI .7z .7Z .zip .ZIP + %EMULATOR_MAME4DROID-CURRENT% %ACTION%=android.intent.action.VIEW %EXTRA_cli_params%="-rompath '%GAMEDIRRAW%;%ROMPATHRAW%/archimedes' -flop1 '%ROMRAW%'" %DATA%=aa4401 + %EMULATOR_MAME4DROID-CURRENT% %ACTION%=android.intent.action.VIEW %EXTRA_cli_params%="-rompath '%GAMEDIRRAW%;%ROMPATHRAW%/archimedes' -flop1 '%ROMRAW%'" %DATA%=aa3000 + %EMULATOR_MAME4DROID-CURRENT% %ACTION%=android.intent.action.VIEW %EXTRA_cli_params%="-rompath '%GAMEDIRRAW%;%ROMPATHRAW%/archimedes' -flop1 '%ROMRAW%'" %DATA%=aa310 + %EMULATOR_MAME4DROID-CURRENT% %ACTION%=android.intent.action.VIEW %EXTRA_cli_params%="-rompath '%GAMEDIRRAW%;%ROMPATHRAW%/archimedes' -flop1 '%ROMRAW%'" %DATA%=aa540 %EMULATOR_MAME4DROID-2024% %ACTION%=android.intent.action.VIEW %EXTRA_cli_params%="-rompath '%GAMEDIRRAW%;%ROMPATHRAW%/archimedes' -flop1 '%ROMRAW%'" %DATA%=aa4401 %EMULATOR_MAME4DROID-2024% %ACTION%=android.intent.action.VIEW %EXTRA_cli_params%="-rompath '%GAMEDIRRAW%;%ROMPATHRAW%/archimedes' -flop1 '%ROMRAW%'" %DATA%=aa3000 %EMULATOR_MAME4DROID-2024% %ACTION%=android.intent.action.VIEW %EXTRA_cli_params%="-rompath '%GAMEDIRRAW%;%ROMPATHRAW%/archimedes' -flop1 '%ROMRAW%'" %DATA%=aa310 @@ -187,7 +198,7 @@ Bally Astrocade %ROMPATH%/astrocde .7z .7Z .zip .ZIP - %EMULATOR_MAME4DROID-2024% %ACTION%=android.intent.action.VIEW %EXTRA_cli_params%="-rompath '%GAMEDIRRAW%;%ROMPATHRAW%/astrocde' -cart '%ROMRAW%'" %DATA%=astrocde + %EMULATOR_MAME4DROID-CURRENT% %ACTION%=android.intent.action.VIEW %EXTRA_cli_params%="-rompath '%GAMEDIRRAW%;%ROMPATHRAW%/astrocde' -cart '%ROMRAW%'" %DATA%=astrocde astrocde astrocade @@ -219,6 +230,7 @@ %ROMPATH%/atari7800 .a78 .A78 .bin .BIN .7z .7Z .zip .ZIP %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/prosystem_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_MAME4DROID-CURRENT% %ACTION%=android.intent.action.VIEW %EXTRA_cli_params%="-rompath '%GAMEDIRRAW%;%ROMPATHRAW%/atari7800' -cart '%ROMRAW%'" %DATA%=a7800 %EMULATOR_MAME4DROID-2024% %ACTION%=android.intent.action.VIEW %EXTRA_cli_params%="-rompath '%GAMEDIRRAW%;%ROMPATHRAW%/atari7800' -cart '%ROMRAW%'" %DATA%=a7800 atari7800 atari7800 @@ -239,6 +251,7 @@ .abs .ABS .bin .BIN .cdi .CDI .cof .COF .cue .CUE .j64 .J64 .jag .JAG .prg .PRG .rom .ROM .7z .7Z .zip .ZIP %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/virtualjaguar_libretro_android.so %EXTRA_ROM%=%ROM% %EMULATOR_IRATAJAGUAR% %DATA%=%ROMSAF% + %EMULATOR_MAME4DROID-CURRENT% %ACTION%=android.intent.action.VIEW %EXTRA_cli_params%="-rompath '%GAMEDIRRAW%;%ROMPATHRAW%/atarijaguar' -cart '%ROMRAW%'" %DATA%=jaguar %EMULATOR_MAME4DROID-2024% %ACTION%=android.intent.action.VIEW %EXTRA_cli_params%="-rompath '%GAMEDIRRAW%;%ROMPATHRAW%/atarijaguar' -cart '%ROMRAW%'" %DATA%=jaguar atarijaguar atarijaguar @@ -297,7 +310,7 @@ Acorn Computers BBC Micro %ROMPATH%/bbcmicro .dsd .DSD .img .IMG .ssd .SSD .7z .7Z .zip .ZIP - %EMULATOR_MAME4DROID-2024% %ACTION%=android.intent.action.VIEW %EXTRA_cli_params%="-rompath '%GAMEDIRRAW%;%ROMPATHRAW%/bbcmicro' -autoboot_delay '2' -autoboot_command '*cat\n\n*exec !boot\n' -analogue acornjoy -flop1 '%ROMRAW%'" %DATA%=bbcb + %EMULATOR_MAME4DROID-CURRENT% %ACTION%=android.intent.action.VIEW %EXTRA_cli_params%="-rompath '%GAMEDIRRAW%;%ROMPATHRAW%/bbcmicro' -autoboot_delay '2' -autoboot_command '*cat\n\n*exec !boot\n' -analogue acornjoy -flop1 '%ROMRAW%'" %DATA%=bbcb bbcmicro bbcmicro @@ -320,6 +333,7 @@ %ROMPATH%/cdimono1 .chd .CHD .cue .CUE .iso .ISO %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/same_cdi_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_MAME4DROID-CURRENT% %ACTION%=android.intent.action.VIEW %EXTRA_cli_params%="-rompath '%GAMEDIRRAW%;%ROMPATHRAW%/cdimono1' -cdrom '%ROMRAW%'" %DATA%=cdimono1 %EMULATOR_MAME4DROID-2024% %ACTION%=android.intent.action.VIEW %EXTRA_cli_params%="-rompath '%GAMEDIRRAW%;%ROMPATHRAW%/cdimono1' -cdrom '%ROMRAW%'" %DATA%=cdimono1 cdimono1 cdimono1 @@ -349,6 +363,7 @@ %ROMPATH%/channelf .bin .BIN .chf .CHF .7z .7Z .zip .ZIP %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/freechaf_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_MAME4DROID-CURRENT% %ACTION%=android.intent.action.VIEW %EXTRA_cli_params%="-rompath '%GAMEDIRRAW%;%ROMPATHRAW%/channelf' -cart '%ROMRAW%'" %DATA%=channelf %EMULATOR_MAME4DROID-2024% %ACTION%=android.intent.action.VIEW %EXTRA_cli_params%="-rompath '%GAMEDIRRAW%;%ROMPATHRAW%/channelf' -cart '%ROMRAW%'" %DATA%=channelf channelf channelf @@ -358,6 +373,8 @@ Tandy Color Computer %ROMPATH%/coco .cas .CAS .ccc .CCC .dsk .DSK .rom .ROM + %EMULATOR_MAME4DROID-CURRENT% %ACTION%=android.intent.action.VIEW %EXTRA_cli_params%="-rompath '%GAMEDIRRAW%;%ROMPATHRAW%/coco' -cart '%ROMRAW%'" %DATA%=coco + %EMULATOR_MAME4DROID-CURRENT% %ACTION%=android.intent.action.VIEW %EXTRA_cli_params%="-rompath '%GAMEDIRRAW%;%ROMPATHRAW%/coco' -autoboot_delay '2' -autoboot_command 'cloadm:exec\n' -cass '%ROMRAW%'" %DATA%=coco %EMULATOR_MAME4DROID-2024% %ACTION%=android.intent.action.VIEW %EXTRA_cli_params%="-rompath '%GAMEDIRRAW%;%ROMPATHRAW%/coco' -cart '%ROMRAW%'" %DATA%=coco %EMULATOR_MAME4DROID-2024% %ACTION%=android.intent.action.VIEW %EXTRA_cli_params%="-rompath '%GAMEDIRRAW%;%ROMPATHRAW%/coco' -autoboot_delay '2' -autoboot_command 'cloadm:exec\n' -cass '%ROMRAW%'" %DATA%=coco coco @@ -381,6 +398,7 @@ %ROMPATH%/consolearcade .arcadedef .iso .ISO .7z .7Z .zip .ZIP %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/mamearcade_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_MAME4DROID-CURRENT% %ACTION%=android.intent.action.VIEW %EXTRA_cli_params%="-rompath '%GAMEDIRRAW%;%ROMPATHRAW%/consolearcade'" %DATA%=%ROMPROVIDER% %EMULATOR_MAME4DROID-2024% %ACTION%=android.intent.action.VIEW %EXTRA_cli_params%="-rompath '%GAMEDIRRAW%;%ROMPATHRAW%/consolearcade'" %DATA%=%ROMPROVIDER% %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/flycast_libretro_android.so %EXTRA_ROM%=%ROM% %EMULATOR_FLYCAST% %ACTION%=android.intent.action.VIEW %DATA%=%ROMSAF% @@ -398,6 +416,7 @@ %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/mame2003_plus_libretro_android.so %EXTRA_ROM%=%ROM% %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/mame2003_libretro_android.so %EXTRA_ROM%=%ROM% %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/mame2000_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_MAME4DROID-CURRENT% %ACTION%=android.intent.action.VIEW %EXTRA_cli_params%="-rompath '%GAMEDIRRAW%;%ROMPATHRAW%/cps'" %DATA%=%ROMPROVIDER% %EMULATOR_MAME4DROID-2024% %ACTION%=android.intent.action.VIEW %EXTRA_cli_params%="-rompath '%GAMEDIRRAW%;%ROMPATHRAW%/cps'" %DATA%=%ROMPROVIDER% %EMULATOR_MAME4DROID% %ACTION%=android.intent.action.VIEW %DATA%=%ROMPROVIDER% %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/fbneo_libretro_android.so %EXTRA_ROM%=%ROM% @@ -418,6 +437,7 @@ %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/mame2003_plus_libretro_android.so %EXTRA_ROM%=%ROM% %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/mame2003_libretro_android.so %EXTRA_ROM%=%ROM% %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/mame2000_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_MAME4DROID-CURRENT% %ACTION%=android.intent.action.VIEW %EXTRA_cli_params%="-rompath '%GAMEDIRRAW%;%ROMPATHRAW%/cps1'" %DATA%=%ROMPROVIDER% %EMULATOR_MAME4DROID-2024% %ACTION%=android.intent.action.VIEW %EXTRA_cli_params%="-rompath '%GAMEDIRRAW%;%ROMPATHRAW%/cps1'" %DATA%=%ROMPROVIDER% %EMULATOR_MAME4DROID% %ACTION%=android.intent.action.VIEW %DATA%=%ROMPROVIDER% %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/fbneo_libretro_android.so %EXTRA_ROM%=%ROM% @@ -436,6 +456,7 @@ %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/mame2003_plus_libretro_android.so %EXTRA_ROM%=%ROM% %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/mame2003_libretro_android.so %EXTRA_ROM%=%ROM% %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/mame2000_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_MAME4DROID-CURRENT% %ACTION%=android.intent.action.VIEW %EXTRA_cli_params%="-rompath '%GAMEDIRRAW%;%ROMPATHRAW%/cps2'" %DATA%=%ROMPROVIDER% %EMULATOR_MAME4DROID-2024% %ACTION%=android.intent.action.VIEW %EXTRA_cli_params%="-rompath '%GAMEDIRRAW%;%ROMPATHRAW%/cps2'" %DATA%=%ROMPROVIDER% %EMULATOR_MAME4DROID% %ACTION%=android.intent.action.VIEW %DATA%=%ROMPROVIDER% %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/fbneo_libretro_android.so %EXTRA_ROM%=%ROM% @@ -454,6 +475,7 @@ %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/mame2003_plus_libretro_android.so %EXTRA_ROM%=%ROM% %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/mame2003_libretro_android.so %EXTRA_ROM%=%ROM% %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/mame2000_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_MAME4DROID-CURRENT% %ACTION%=android.intent.action.VIEW %EXTRA_cli_params%="-rompath '%GAMEDIRRAW%;%ROMPATHRAW%/cps3'" %DATA%=%ROMPROVIDER% %EMULATOR_MAME4DROID-2024% %ACTION%=android.intent.action.VIEW %EXTRA_cli_params%="-rompath '%GAMEDIRRAW%;%ROMPATHRAW%/cps3'" %DATA%=%ROMPROVIDER% %EMULATOR_MAME4DROID% %ACTION%=android.intent.action.VIEW %DATA%=%ROMPROVIDER% %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/fbneo_libretro_android.so %EXTRA_ROM%=%ROM% @@ -467,7 +489,7 @@ VTech CreatiVision %ROMPATH%/crvision .bin .BIN .rom .ROM .7z .7Z .zip .ZIP - %EMULATOR_MAME4DROID-2024% %ACTION%=android.intent.action.VIEW %EXTRA_cli_params%="-rompath '%GAMEDIRRAW%;%ROMPATHRAW%/crvision' -cart '%ROMRAW%'" %DATA%=crvision + %EMULATOR_MAME4DROID-CURRENT% %ACTION%=android.intent.action.VIEW %EXTRA_cli_params%="-rompath '%GAMEDIRRAW%;%ROMPATHRAW%/crvision' -cart '%ROMRAW%'" %DATA%=crvision crvision crvision @@ -476,6 +498,7 @@ Daphne Arcade LaserDisc Emulator %ROMPATH%/daphne .dirksimple .ogv .OGV .7z .7Z .zip .ZIP + %EMULATOR_MAME4DROID-CURRENT% %ACTION%=android.intent.action.VIEW %EXTRA_cli_params%="-rompath '%GAMEDIRRAW%;%ROMPATHRAW%/daphne'" %DATA%=%ROMPROVIDER% %EMULATOR_MAME4DROID-2024% %ACTION%=android.intent.action.VIEW %EXTRA_cli_params%="-rompath '%GAMEDIRRAW%;%ROMPATHRAW%/daphne'" %DATA%=%ROMPROVIDER% %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/dirksimple_libretro_android.so %EXTRA_ROM%=%ROM% daphne, arcade @@ -516,6 +539,10 @@ Dragon Data Dragon 32 %ROMPATH%/dragon32 .cas .CAS .ccc .CCC .dsk .DSK .rom .ROM .7z .7Z .zip .ZIP + %EMULATOR_MAME4DROID-CURRENT% %ACTION%=android.intent.action.VIEW %EXTRA_cli_params%="-rompath '%GAMEDIRRAW%;%ROMPATHRAW%/dragon32' -autoboot_delay '4' -autoboot_command 'cloadm\"\"\n' -cass '%ROMRAW%'" %DATA%=dragon32 + %EMULATOR_MAME4DROID-CURRENT% %ACTION%=android.intent.action.VIEW %EXTRA_cli_params%="-rompath '%GAMEDIRRAW%;%ROMPATHRAW%/dragon32' -cart '%ROMRAW%'" %DATA%=dragon32 + %EMULATOR_MAME4DROID-CURRENT% %ACTION%=android.intent.action.VIEW %EXTRA_cli_params%="-rompath '%GAMEDIRRAW%;%ROMPATHRAW%/dragon32' -autoboot_delay '4' -autoboot_command 'cloadm\"\"\n' -cass '%ROMRAW%'" %DATA%=dragon64 + %EMULATOR_MAME4DROID-CURRENT% %ACTION%=android.intent.action.VIEW %EXTRA_cli_params%="-rompath '%GAMEDIRRAW%;%ROMPATHRAW%/dragon32' -cart '%ROMRAW%'" %DATA%=dragon64 %EMULATOR_MAME4DROID-2024% %ACTION%=android.intent.action.VIEW %EXTRA_cli_params%="-rompath '%GAMEDIRRAW%;%ROMPATHRAW%/dragon32' -autoboot_delay '4' -autoboot_command 'cloadm\"\"\n' -cass '%ROMRAW%'" %DATA%=dragon32 %EMULATOR_MAME4DROID-2024% %ACTION%=android.intent.action.VIEW %EXTRA_cli_params%="-rompath '%GAMEDIRRAW%;%ROMPATHRAW%/dragon32' -cart '%ROMRAW%'" %DATA%=dragon32 %EMULATOR_MAME4DROID-2024% %ACTION%=android.intent.action.VIEW %EXTRA_cli_params%="-rompath '%GAMEDIRRAW%;%ROMPATHRAW%/dragon32' -autoboot_delay '4' -autoboot_command 'cloadm\"\"\n' -cass '%ROMRAW%'" %DATA%=dragon64 @@ -548,6 +575,9 @@ Acorn Electron %ROMPATH%/electron .1dd .1DD .adf .ADF .adl .ADL .adm .ADM .ads .ADS .bbc .BBC .bin .BIN .cqi .CQI .cqm .CQM .csw .CSW .d77 .D77 .d88 .D88 .dfi .DFI .dsd .DSD .dsk .DSK .hfe .HFE .imd .IMD .img .IMG .mfi .MFI .mfm .MFM .rom .ROM .ssd .SSD .td0 .TD0 .uef .UEF .wav .WAV .7z .7Z .zip .ZIP + %EMULATOR_MAME4DROID-CURRENT% %ACTION%=android.intent.action.VIEW %EXTRA_cli_params%="-rompath '%GAMEDIRRAW%;%ROMPATHRAW%/electron' -autoboot_delay '2' -autoboot_command '*T.\nCH.\"\"\n' -cass1 '%ROMRAW%'" %DATA%=electron64 + %EMULATOR_MAME4DROID-CURRENT% %ACTION%=android.intent.action.VIEW %EXTRA_cli_params%="-rompath '%GAMEDIRRAW%;%ROMPATHRAW%/electron' -exp plus1 -cart1 seds -autoboot_delay '2' -autoboot_command '*CAT\n\n\n\n\n\n*EXEC !BOOT\n' -flop1 '%ROMRAW%'" %DATA%=electron64 + %EMULATOR_MAME4DROID-CURRENT% %ACTION%=android.intent.action.VIEW %EXTRA_cli_params%="-rompath '%GAMEDIRRAW%;%ROMPATHRAW%/electron' -exp plus3 -exp:plus3:fdc:1 35dd -autoboot_delay '2' -autoboot_command '*CAT\n\n\n\n\n\n*RUN !BOOT\n' -flop1 '%ROMRAW%'" %DATA%=electron64 %EMULATOR_MAME4DROID-2024% %ACTION%=android.intent.action.VIEW %EXTRA_cli_params%="-rompath '%GAMEDIRRAW%;%ROMPATHRAW%/electron' -autoboot_delay '2' -autoboot_command '*T.\nCH.\"\"\n' -cass1 '%ROMRAW%'" %DATA%=electron64 %EMULATOR_MAME4DROID-2024% %ACTION%=android.intent.action.VIEW %EXTRA_cli_params%="-rompath '%GAMEDIRRAW%;%ROMPATHRAW%/electron' -exp plus1 -cart1 seds -autoboot_delay '2' -autoboot_command '*CAT\n\n\n\n\n\n*EXEC !BOOT\n' -flop1 '%ROMRAW%'" %DATA%=electron64 %EMULATOR_MAME4DROID-2024% %ACTION%=android.intent.action.VIEW %EXTRA_cli_params%="-rompath '%GAMEDIRRAW%;%ROMPATHRAW%/electron' -exp plus3 -exp:plus3:fdc:1 35dd -autoboot_delay '2' -autoboot_command '*CAT\n\n\n\n\n\n*RUN !BOOT\n' -flop1 '%ROMRAW%'" %DATA%=electron64 @@ -638,6 +668,12 @@ Fujitsu FM-7 %ROMPATH%/fm7 .1dd .1DD .cqi .CQI .cqm .CQM .d77 .D77 .d88 .D88 .dfi .DFI .dsk .DSK .hfe .HFE .imd .IMD .mfi .MFI .mfm .MFM .t77 .T77 .td0 .TD0 .wav .WAV .7z .7Z .zip .ZIP + %EMULATOR_MAME4DROID-CURRENT% %ACTION%=android.intent.action.VIEW %EXTRA_cli_params%="-rompath '%GAMEDIRRAW%;%ROMPATHRAW%/fm7' -flop1 '%ROMRAW%'" %DATA%=fm7 + %EMULATOR_MAME4DROID-CURRENT% %ACTION%=android.intent.action.VIEW %EXTRA_cli_params%="-rompath '%GAMEDIRRAW%;%ROMPATHRAW%/fm7' -autoboot_delay '5' -autoboot_command 'load\n\n\nrun\n' -cass1 '%ROMRAW%'" %DATA%=fm7 + %EMULATOR_MAME4DROID-CURRENT% %ACTION%=android.intent.action.VIEW %EXTRA_cli_params%="-rompath '%GAMEDIRRAW%;%ROMPATHRAW%/fm7'" %DATA%=%ROMPROVIDER% + %EMULATOR_MAME4DROID-CURRENT% %ACTION%=android.intent.action.VIEW %EXTRA_cli_params%="-rompath '%GAMEDIRRAW%;%ROMPATHRAW%/fm7' -flop1 '%ROMRAW%'" %DATA%=fm77av + %EMULATOR_MAME4DROID-CURRENT% %ACTION%=android.intent.action.VIEW %EXTRA_cli_params%="-rompath '%GAMEDIRRAW%;%ROMPATHRAW%/fm7' -autoboot_delay '5' -autoboot_command 'load\n\n\nrun\n' -cass1 '%ROMRAW%'" %DATA%=fm77av + %EMULATOR_MAME4DROID-CURRENT% %ACTION%=android.intent.action.VIEW %EXTRA_cli_params%="-rompath '%GAMEDIRRAW%;%ROMPATHRAW%/fm7'" %DATA%=%ROMPROVIDER% %EMULATOR_MAME4DROID-2024% %ACTION%=android.intent.action.VIEW %EXTRA_cli_params%="-rompath '%GAMEDIRRAW%;%ROMPATHRAW%/fm7' -flop1 '%ROMRAW%'" %DATA%=fm7 %EMULATOR_MAME4DROID-2024% %ACTION%=android.intent.action.VIEW %EXTRA_cli_params%="-rompath '%GAMEDIRRAW%;%ROMPATHRAW%/fm7' -autoboot_delay '5' -autoboot_command 'load\n\n\nrun\n' -cass1 '%ROMRAW%'" %DATA%=fm7 %EMULATOR_MAME4DROID-2024% %ACTION%=android.intent.action.VIEW %EXTRA_cli_params%="-rompath '%GAMEDIRRAW%;%ROMPATHRAW%/fm7'" %DATA%=%ROMPROVIDER% @@ -652,7 +688,7 @@ Fujitsu FM Towns %ROMPATH%/fmtowns .cdr .CDR .chd .CHD .cue .CUE .gdi .GDI .iso .ISO - %EMULATOR_MAME4DROID-2024% %ACTION%=android.intent.action.VIEW %EXTRA_cli_params%="-rompath '%GAMEDIRRAW%;%ROMPATHRAW%/fmtowns' -cdrom '%ROMRAW%'" %DATA%=fmtownshr + %EMULATOR_MAME4DROID-CURRENT% %ACTION%=android.intent.action.VIEW %EXTRA_cli_params%="-rompath '%GAMEDIRRAW%;%ROMPATHRAW%/fmtowns' -cdrom '%ROMRAW%'" %DATA%=fmtownshr fmtowns fmtowns @@ -670,7 +706,7 @@ Bit Corporation Gamate %ROMPATH%/gamate .bin .BIN .7z .7Z .zip .ZIP - %EMULATOR_MAME4DROID-2024% %ACTION%=android.intent.action.VIEW %EXTRA_cli_params%="-rompath '%GAMEDIRRAW%;%ROMPATHRAW%/gamate' -cart '%ROMRAW%'" %DATA%=gamate + %EMULATOR_MAME4DROID-CURRENT% %ACTION%=android.intent.action.VIEW %EXTRA_cli_params%="-rompath '%GAMEDIRRAW%;%ROMPATHRAW%/gamate' -cart '%ROMRAW%'" %DATA%=gamate gamate gamate @@ -680,6 +716,8 @@ %ROMPATH%/gameandwatch .mgw .MGW .7z .7Z .zip .ZIP %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/mamemess_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_MAME4DROID-CURRENT% %ACTION%=android.intent.action.VIEW %EXTRA_cli_params%="-artpath '%ROMPATHRAW%/gameandwatch/artwork'" %DATA%=%ROMPROVIDER% + %EMULATOR_MAME4DROID-CURRENT% %ACTION%=android.intent.action.VIEW %DATA%=%ROMPROVIDER% %EMULATOR_MAME4DROID-2024% %ACTION%=android.intent.action.VIEW %EXTRA_cli_params%="-artpath '%ROMPATHRAW%/gameandwatch/artwork'" %DATA%=%ROMPROVIDER% %EMULATOR_MAME4DROID-2024% %ACTION%=android.intent.action.VIEW %DATA%=%ROMPROVIDER% %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/gw_libretro_android.so %EXTRA_ROM%=%ROM% @@ -691,7 +729,7 @@ Tiger Electronics Game.com %ROMPATH%/gamecom .tgc .TGC .7z .7Z .zip .ZIP - %EMULATOR_MAME4DROID-2024% %ACTION%=android.intent.action.VIEW %EXTRA_cli_params%="-rompath '%GAMEDIRRAW%;%ROMPATHRAW%/gamecom' -cartridge1 '%ROMRAW%'" %DATA%=gamecom + %EMULATOR_MAME4DROID-CURRENT% %ACTION%=android.intent.action.VIEW %EXTRA_cli_params%="-rompath '%GAMEDIRRAW%;%ROMPATHRAW%/gamecom' -cartridge1 '%ROMRAW%'" %DATA%=gamecom gamecom gamecom @@ -797,7 +835,7 @@ Hartung Game Master %ROMPATH%/gmaster .bin .BIN .7z .7Z .zip .ZIP - %EMULATOR_MAME4DROID-2024% %ACTION%=android.intent.action.VIEW %EXTRA_cli_params%="-rompath '%GAMEDIRRAW%;%ROMPATHRAW%/gmaster' -cart '%ROMRAW%'" %DATA%=gmaster + %EMULATOR_MAME4DROID-CURRENT% %ACTION%=android.intent.action.VIEW %EXTRA_cli_params%="-rompath '%GAMEDIRRAW%;%ROMPATHRAW%/gmaster' -cart '%ROMRAW%'" %DATA%=gmaster gmaster gmaster @@ -808,6 +846,7 @@ .bin .BIN .cdt .CDT .cpr .CPR .dsk .DSK .kcr .KCR .m3u .M3U .sna .SNA .tap .TAR .voc .VOC .7z .7Z .zip .ZIP %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/cap32_libretro_android.so %EXTRA_ROM%=%ROM% %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/crocods_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_MAME4DROID-CURRENT% %ACTION%=android.intent.action.VIEW %EXTRA_cli_params%="-rompath '%GAMEDIRRAW%;%ROMPATHRAW%/gx4000' -cart '%ROMRAW%'" %DATA%=gx4000 %EMULATOR_MAME4DROID-2024% %ACTION%=android.intent.action.VIEW %EXTRA_cli_params%="-rompath '%GAMEDIRRAW%;%ROMPATHRAW%/gx4000' -cart '%ROMRAW%'" %DATA%=gx4000 gx4000 gx4000 @@ -818,6 +857,7 @@ %ROMPATH%/intellivision .bin .BIN .int .INT .rom .ROM .7z .7Z .zip .ZIP %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/freeintv_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_MAME4DROID-CURRENT% %ACTION%=android.intent.action.VIEW %EXTRA_cli_params%="-rompath '%GAMEDIRRAW%;%ROMPATHRAW%/intellivision' -cart '%ROMRAW%'" %DATA%=intv %EMULATOR_MAME4DROID-2024% %ACTION%=android.intent.action.VIEW %EXTRA_cli_params%="-rompath '%GAMEDIRRAW%;%ROMPATHRAW%/intellivision' -cart '%ROMRAW%'" %DATA%=intv intellivision intellivision @@ -847,6 +887,7 @@ LaserDisc Games %ROMPATH%/laserdisc .dirksimple .ogv .OGV .7z .7Z .zip .ZIP + %EMULATOR_MAME4DROID-CURRENT% %ACTION%=android.intent.action.VIEW %EXTRA_cli_params%="-rompath '%GAMEDIRRAW%;%ROMPATHRAW%/laserdisc'" %DATA%=%ROMPROVIDER% %EMULATOR_MAME4DROID-2024% %ACTION%=android.intent.action.VIEW %EXTRA_cli_params%="-rompath '%GAMEDIRRAW%;%ROMPATHRAW%/laserdisc'" %DATA%=%ROMPROVIDER% %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/dirksimple_libretro_android.so %EXTRA_ROM%=%ROM% daphne, arcade @@ -858,6 +899,8 @@ %ROMPATH%/lcdgames .mgw .MGW .7z .7Z .zip .ZIP %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/mamemess_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_MAME4DROID-CURRENT% %ACTION%=android.intent.action.VIEW %EXTRA_cli_params%="-artpath '%ROMPATHRAW%/lcdgames/artwork'" %DATA%=%ROMPROVIDER% + %EMULATOR_MAME4DROID-CURRENT% %ACTION%=android.intent.action.VIEW %DATA%=%ROMPROVIDER% %EMULATOR_MAME4DROID-2024% %ACTION%=android.intent.action.VIEW %EXTRA_cli_params%="-artpath '%ROMPATHRAW%/lcdgames/artwork'" %DATA%=%ROMPROVIDER% %EMULATOR_MAME4DROID-2024% %ACTION%=android.intent.action.VIEW %DATA%=%ROMPROVIDER% %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/gw_libretro_android.so %EXTRA_ROM%=%ROM% @@ -896,6 +939,10 @@ Apple Macintosh %ROMPATH%/macintosh .dsk .DSK + %EMULATOR_MAME4DROID-CURRENT% %ACTION%=android.intent.action.VIEW %EXTRA_cli_params%="-rompath '%GAMEDIRRAW%;%ROMPATHRAW%/macintosh' -flop1 '%ROMRAW%'" %DATA%=macse + %EMULATOR_MAME4DROID-CURRENT% %ACTION%=android.intent.action.VIEW %EXTRA_cli_params%="-rompath '%GAMEDIRRAW%;%ROMPATHRAW%/macintosh' -flop1 %GAMEDIRRAW%/boot.dsk -flop2 '%ROMRAW%'" %DATA%=macse + %EMULATOR_MAME4DROID-CURRENT% %ACTION%=android.intent.action.VIEW %EXTRA_cli_params%="-rompath '%GAMEDIRRAW%;%ROMPATHRAW%/macintosh' -flop1 '%ROMRAW%'" %DATA%=macplus + %EMULATOR_MAME4DROID-CURRENT% %ACTION%=android.intent.action.VIEW %EXTRA_cli_params%="-rompath '%GAMEDIRRAW%;%ROMPATHRAW%/macintosh' -flop1 %GAMEDIRRAW%/boot.dsk -flop2 '%ROMRAW%'" %DATA%=macplus %EMULATOR_MAME4DROID-2024% %ACTION%=android.intent.action.VIEW %EXTRA_cli_params%="-rompath '%GAMEDIRRAW%;%ROMPATHRAW%/macintosh' -flop1 '%ROMRAW%'" %DATA%=macse %EMULATOR_MAME4DROID-2024% %ACTION%=android.intent.action.VIEW %EXTRA_cli_params%="-rompath '%GAMEDIRRAW%;%ROMPATHRAW%/macintosh' -flop1 %GAMEDIRRAW%/boot.dsk -flop2 '%ROMRAW%'" %DATA%=macse %EMULATOR_MAME4DROID-2024% %ACTION%=android.intent.action.VIEW %EXTRA_cli_params%="-rompath '%GAMEDIRRAW%;%ROMPATHRAW%/macintosh' -flop1 '%ROMRAW%'" %DATA%=macplus @@ -913,6 +960,7 @@ %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/mame2003_plus_libretro_android.so %EXTRA_ROM%=%ROM% %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/mame2003_libretro_android.so %EXTRA_ROM%=%ROM% %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/mame2000_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_MAME4DROID-CURRENT% %ACTION%=android.intent.action.VIEW %EXTRA_cli_params%="-rompath '%GAMEDIRRAW%;%ROMPATHRAW%/mame'" %DATA%=%ROMPROVIDER% %EMULATOR_MAME4DROID-2024% %ACTION%=android.intent.action.VIEW %EXTRA_cli_params%="-rompath '%GAMEDIRRAW%;%ROMPATHRAW%/mame'" %DATA%=%ROMPROVIDER% %EMULATOR_MAME4DROID% %ACTION%=android.intent.action.VIEW %DATA%=%ROMPROVIDER% %EMULATOR_NEO-EMU% %DATA%=%ROMSAF% @@ -1005,6 +1053,7 @@ %ROMPATH%/megaduck .bin .BIN .7z .7Z .zip .ZIP %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/sameduck_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_MAME4DROID-CURRENT% %ACTION%=android.intent.action.VIEW %EXTRA_cli_params%="-rompath '%GAMEDIRRAW%;%ROMPATHRAW%/megaduck' -cart '%ROMRAW%'" %DATA%=megaduck %EMULATOR_MAME4DROID-2024% %ACTION%=android.intent.action.VIEW %EXTRA_cli_params%="-rompath '%GAMEDIRRAW%;%ROMPATHRAW%/megaduck' -cart '%ROMRAW%'" %DATA%=megaduck megaduck megaduck @@ -1024,6 +1073,7 @@ %ROMPATH%/model2 .7z .7Z .zip .ZIP %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/mamearcade_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_MAME4DROID-CURRENT% %ACTION%=android.intent.action.VIEW %EXTRA_cli_params%="-rompath '%GAMEDIRRAW%;%ROMPATHRAW%/model2'" %DATA%=%ROMPROVIDER% %EMULATOR_MAME4DROID-2024% %ACTION%=android.intent.action.VIEW %EXTRA_cli_params%="-rompath '%GAMEDIRRAW%;%ROMPATHRAW%/model2'" %DATA%=%ROMPROVIDER% arcade model2 @@ -1205,6 +1255,7 @@ %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/fbneo_libretro_android.so %EXTRA_ROM%=%ROM% %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/geolith_libretro_android.so %EXTRA_ROM%=%ROM% %EMULATOR_NEO-EMU% %DATA%=%ROMSAF% + %EMULATOR_MAME4DROID-CURRENT% %ACTION%=android.intent.action.VIEW %EXTRA_cli_params%="-rompath '%GAMEDIRRAW%;%ROMPATHRAW%/neogeo'" %DATA%=%ROMPROVIDER% %EMULATOR_MAME4DROID-2024% %ACTION%=android.intent.action.VIEW %EXTRA_cli_params%="-rompath '%GAMEDIRRAW%;%ROMPATHRAW%/neogeo'" %DATA%=%ROMPROVIDER% %EMULATOR_MAME4DROID% %ACTION%=android.intent.action.VIEW %DATA%=%ROMPROVIDER% neogeo @@ -1216,6 +1267,7 @@ %ROMPATH%/neogeocd .chd .CHD .cue .CUE %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/neocd_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_MAME4DROID-CURRENT% %ACTION%=android.intent.action.VIEW %EXTRA_cli_params%="-rompath '%GAMEDIRRAW%;%ROMPATHRAW%/neogeocd' -cdrm '%ROMRAW%'" %DATA%=neocdz %EMULATOR_MAME4DROID-2024% %ACTION%=android.intent.action.VIEW %EXTRA_cli_params%="-rompath '%GAMEDIRRAW%;%ROMPATHRAW%/neogeocd' -cdrm '%ROMRAW%'" %DATA%=neocdz neogeocd neogeocd @@ -1226,6 +1278,7 @@ %ROMPATH%/neogeocdjp .chd .CHD .cue .CUE %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/neocd_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_MAME4DROID-CURRENT% %ACTION%=android.intent.action.VIEW %EXTRA_cli_params%="-rompath '%GAMEDIRRAW%;%ROMPATHRAW%/neogeocdjp' -cdrm '%ROMRAW%'" %DATA%=neocdz %EMULATOR_MAME4DROID-2024% %ACTION%=android.intent.action.VIEW %EXTRA_cli_params%="-rompath '%GAMEDIRRAW%;%ROMPATHRAW%/neogeocdjp' -cdrm '%ROMRAW%'" %DATA%=neocdz neogeocd neogeocdjp @@ -1282,6 +1335,7 @@ %ROMPATH%/odyssey2 .bin .BIN .7z .7Z .zip .ZIP %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/o2em_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_MAME4DROID-CURRENT% %ACTION%=android.intent.action.VIEW %EXTRA_cli_params%="-rompath '%GAMEDIRRAW%;%ROMPATHRAW%/odyssey2' -cart '%ROMRAW%'" %DATA%=odyssey2 %EMULATOR_MAME4DROID-2024% %ACTION%=android.intent.action.VIEW %EXTRA_cli_params%="-rompath '%GAMEDIRRAW%;%ROMPATHRAW%/odyssey2' -cart '%ROMRAW%'" %DATA%=odyssey2 odyssey2 odyssey2 @@ -1300,7 +1354,7 @@ Tangerine Computer Systems Oric %ROMPATH%/oric .dsk .DSK .ort .ORT .tap .TAP .wav .WAV - %EMULATOR_MAME4DROID-2024% %ACTION%=android.intent.action.VIEW %EXTRA_cli_params%="-rompath '%GAMEDIRRAW%;%ROMPATHRAW%/oric' -autoboot_delay '4' -autoboot_command 'cload\"\"\n' -cass '%ROMRAW%'" %DATA%=oric1 + %EMULATOR_MAME4DROID-CURRENT% %ACTION%=android.intent.action.VIEW %EXTRA_cli_params%="-rompath '%GAMEDIRRAW%;%ROMPATHRAW%/oric' -autoboot_delay '4' -autoboot_command 'cload\"\"\n' -cass '%ROMRAW%'" %DATA%=oric1 oric oric @@ -1496,7 +1550,7 @@ Casio PV-1000 %ROMPATH%/pv1000 .bin .BIN .7z .7Z .zip .ZIP - %EMULATOR_MAME4DROID-2024% %ACTION%=android.intent.action.VIEW %EXTRA_cli_params%="-rompath '%GAMEDIRRAW%;%ROMPATHRAW%/pv1000' -cart '%ROMRAW%'" %DATA%=pv1000 + %EMULATOR_MAME4DROID-CURRENT% %ACTION%=android.intent.action.VIEW %EXTRA_cli_params%="-rompath '%GAMEDIRRAW%;%ROMPATHRAW%/pv1000' -cart '%ROMRAW%'" %DATA%=pv1000 pv1000 pv1000 @@ -1579,7 +1633,7 @@ Epoch Super Cassette Vision %ROMPATH%/scv .0 .bin .BIN .7z .7Z .zip .ZIP - %EMULATOR_MAME4DROID-2024% %ACTION%=android.intent.action.VIEW %EXTRA_cli_params%="-rompath '%GAMEDIRRAW%;%ROMPATHRAW%/scv' -cart '%ROMRAW%'" %DATA%=scv + %EMULATOR_MAME4DROID-CURRENT% %ACTION%=android.intent.action.VIEW %EXTRA_cli_params%="-rompath '%GAMEDIRRAW%;%ROMPATHRAW%/scv' -cart '%ROMRAW%'" %DATA%=scv scv scv @@ -1730,6 +1784,7 @@ %ROMPATH%/stv .7z .7Z .zip .ZIP %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/mamearcade_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_MAME4DROID-CURRENT% %ACTION%=android.intent.action.VIEW %EXTRA_cli_params%="-rompath '%GAMEDIRRAW%;%ROMPATHRAW%/stv'" %DATA%=%ROMPROVIDER% %EMULATOR_MAME4DROID-2024% %ACTION%=android.intent.action.VIEW %EXTRA_cli_params%="-rompath '%GAMEDIRRAW%;%ROMPATHRAW%/stv'" %DATA%=%ROMPROVIDER% %EMULATOR_MAME4DROID% %ACTION%=android.intent.action.VIEW %DATA%=%ROMPROVIDER% arcade @@ -1767,6 +1822,7 @@ %ROMPATH%/supervision .bin .BIN .sv .SV .7z .7Z .zip .ZIP %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/potator_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_MAME4DROID-CURRENT% %ACTION%=android.intent.action.VIEW %EXTRA_cli_params%="-rompath '%GAMEDIRRAW%;%ROMPATHRAW%/supervision' -cart '%ROMRAW%'" %DATA%=svision %EMULATOR_MAME4DROID-2024% %ACTION%=android.intent.action.VIEW %EXTRA_cli_params%="-rompath '%GAMEDIRRAW%;%ROMPATHRAW%/supervision' -cart '%ROMRAW%'" %DATA%=svision supervision supervision @@ -1776,7 +1832,7 @@ Funtech Super A'Can %ROMPATH%/supracan .bin .BIN .7z .7Z .zip .ZIP - %EMULATOR_MAME4DROID-2024% %ACTION%=android.intent.action.VIEW %EXTRA_cli_params%="-rompath '%GAMEDIRRAW%;%ROMPATHRAW%/supracan' -cart '%ROMRAW%'" %DATA%=supracan + %EMULATOR_MAME4DROID-CURRENT% %ACTION%=android.intent.action.VIEW %EXTRA_cli_params%="-rompath '%GAMEDIRRAW%;%ROMPATHRAW%/supracan' -cart '%ROMRAW%'" %DATA%=supracan supracan supracan @@ -1803,6 +1859,8 @@ Tano Dragon %ROMPATH%/tanodragon .cas .CAS .ccc .CCC .dsk .DSK .rom .ROM .7z .7Z .zip .ZIP + %EMULATOR_MAME4DROID-CURRENT% %ACTION%=android.intent.action.VIEW %EXTRA_cli_params%="-rompath '%GAMEDIRRAW%;%ROMPATHRAW%/dragon32' -autoboot_delay '4' -autoboot_command 'cloadm\"\"\n' -cass '%ROMRAW%'" %DATA%=tanodr64 + %EMULATOR_MAME4DROID-CURRENT% %ACTION%=android.intent.action.VIEW %EXTRA_cli_params%="-rompath '%GAMEDIRRAW%;%ROMPATHRAW%/dragon32' -cart '%ROMRAW%'" %DATA%=tanodr64 %EMULATOR_MAME4DROID-2024% %ACTION%=android.intent.action.VIEW %EXTRA_cli_params%="-rompath '%GAMEDIRRAW%;%ROMPATHRAW%/dragon32' -autoboot_delay '4' -autoboot_command 'cloadm\"\"\n' -cass '%ROMRAW%'" %DATA%=tanodr64 %EMULATOR_MAME4DROID-2024% %ACTION%=android.intent.action.VIEW %EXTRA_cli_params%="-rompath '%GAMEDIRRAW%;%ROMPATHRAW%/dragon32' -cart '%ROMRAW%'" %DATA%=tanodr64 dragon32 @@ -1837,7 +1895,7 @@ Texas Instruments TI-99 %ROMPATH%/ti99 .rpk .RPK .7z .7Z .zip .ZIP - %EMULATOR_MAME4DROID-2024% %ACTION%=android.intent.action.VIEW %EXTRA_cli_params%="-rompath '%GAMEDIRRAW%;%ROMPATHRAW%/ti99' -ioport peb -ioport:peb:slot3 speech -cart '%ROMRAW%'" %DATA%=ti99_4a + %EMULATOR_MAME4DROID-CURRENT% %ACTION%=android.intent.action.VIEW %EXTRA_cli_params%="-rompath '%GAMEDIRRAW%;%ROMPATHRAW%/ti99' -ioport peb -ioport:peb:slot3 speech -cart '%ROMRAW%'" %DATA%=ti99_4a ti99 ti99 @@ -1902,6 +1960,7 @@ %ROMPATH%/vectrex .bin .BIN .gam .GAM .vc .VC .vec .VEC .7z .7Z .zip .ZIP %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/vecx_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_MAME4DROID-CURRENT% %ACTION%=android.intent.action.VIEW %EXTRA_cli_params%="-rompath '%GAMEDIRRAW%;%ROMPATHRAW%/vectrex' -cart '%ROMRAW%'" %DATA%=vectrex %EMULATOR_MAME4DROID-2024% %ACTION%=android.intent.action.VIEW %EXTRA_cli_params%="-rompath '%GAMEDIRRAW%;%ROMPATHRAW%/vectrex' -cart '%ROMRAW%'" %DATA%=vectrex vectrex vectrex @@ -1921,6 +1980,7 @@ %ROMPATH%/videopac .bin .BIN .7z .7Z .zip .ZIP %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/o2em_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_MAME4DROID-CURRENT% %ACTION%=android.intent.action.VIEW %EXTRA_cli_params%="-rompath '%GAMEDIRRAW%;%ROMPATHRAW%/videopac' -cart '%ROMRAW%'" %DATA%=videopac %EMULATOR_MAME4DROID-2024% %ACTION%=android.intent.action.VIEW %EXTRA_cli_params%="-rompath '%GAMEDIRRAW%;%ROMPATHRAW%/videopac' -cart '%ROMRAW%'" %DATA%=videopac odyssey2 videopac @@ -1949,7 +2009,7 @@ VTech V.Smile %ROMPATH%/vsmile .bin .BIN .7z .7Z .zip .ZIP - %EMULATOR_MAME4DROID-2024% %ACTION%=android.intent.action.VIEW %EXTRA_cli_params%="-rompath '%GAMEDIRRAW%;%ROMPATHRAW%/vsmile' -cart '%ROMRAW%'" %DATA%=vsmile + %EMULATOR_MAME4DROID-CURRENT% %ACTION%=android.intent.action.VIEW %EXTRA_cli_params%="-rompath '%GAMEDIRRAW%;%ROMPATHRAW%/vsmile' -cart '%ROMRAW%'" %DATA%=vsmile vsmile vsmile @@ -2037,6 +2097,8 @@ %ROMPATH%/x1 .2d .2D .2hd .2HD .88d .88D .cmd .CMD .d88 .D88 .dup .DUP .dx1 .DX1 .hdm .HDM .tap .TAP .tfd .TFD .xdf .XDF .7z .7Z .zip .ZIP %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/x1_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_MAME4DROID-CURRENT% %ACTION%=android.intent.action.VIEW %EXTRA_cli_params%="-rompath '%GAMEDIRRAW%;%ROMPATHRAW%/x1' -flop1 '%ROMRAW%'" %DATA%=x1 + %EMULATOR_MAME4DROID-CURRENT% %ACTION%=android.intent.action.VIEW %EXTRA_cli_params%="-rompath '%GAMEDIRRAW%;%ROMPATHRAW%/x1' -cass1 '%ROMRAW%'" %DATA%=x1 %EMULATOR_MAME4DROID-2024% %ACTION%=android.intent.action.VIEW %EXTRA_cli_params%="-rompath '%GAMEDIRRAW%;%ROMPATHRAW%/x1' -flop1 '%ROMRAW%'" %DATA%=x1 %EMULATOR_MAME4DROID-2024% %ACTION%=android.intent.action.VIEW %EXTRA_cli_params%="-rompath '%GAMEDIRRAW%;%ROMPATHRAW%/x1' -cass1 '%ROMRAW%'" %DATA%=x1 x1 @@ -2048,6 +2110,7 @@ %ROMPATH%/x68000 .2hd .2HD .88d .88D .cmd .CMD .d88 .D88 .dim .DIM .dup .DUP .hdf .HDF .hdm .HDM .img .IMG .m3u .M3U .xdf .XDF .7z .7Z .zip .ZIP %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/px68k_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_MAME4DROID-CURRENT% %ACTION%=android.intent.action.VIEW %EXTRA_cli_params%="-rompath '%GAMEDIRRAW%;%ROMPATHRAW%/x68000' -flop1 '%ROMRAW%'" %DATA%=x68000 %EMULATOR_MAME4DROID-2024% %ACTION%=android.intent.action.VIEW %EXTRA_cli_params%="-rompath '%GAMEDIRRAW%;%ROMPATHRAW%/x68000' -flop1 '%ROMRAW%'" %DATA%=x68000 x68000 x68000 From fb8ec173bc7cc62513a013031d558fbd7e4b6e80 Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Sat, 1 Mar 2025 15:20:04 +0100 Subject: [PATCH 144/284] (Linux) Added a find rule entry for the new PCSX2 binary name (pcsx2) --- resources/systems/linux/es_find_rules.xml | 1 + 1 file changed, 1 insertion(+) diff --git a/resources/systems/linux/es_find_rules.xml b/resources/systems/linux/es_find_rules.xml index 8e104e9d5..9952d4aaf 100644 --- a/resources/systems/linux/es_find_rules.xml +++ b/resources/systems/linux/es_find_rules.xml @@ -716,6 +716,7 @@ pcsx2-qt + pcsx2 net.pcsx2.PCSX2 From 2b0f9bf6c390d534db4b292043311d763176a2d8 Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Sat, 1 Mar 2025 15:23:32 +0100 Subject: [PATCH 145/284] (Linux) Added a find rule entry for the new DuckStation binary name (duckstation) --- resources/systems/linux/es_find_rules.xml | 1 + resources/systems/unix/es_find_rules.xml | 1 + 2 files changed, 2 insertions(+) diff --git a/resources/systems/linux/es_find_rules.xml b/resources/systems/linux/es_find_rules.xml index 9952d4aaf..26a59c23c 100644 --- a/resources/systems/linux/es_find_rules.xml +++ b/resources/systems/linux/es_find_rules.xml @@ -309,6 +309,7 @@ duckstation-nogui duckstation-qt + duckstation org.duckstation.DuckStation diff --git a/resources/systems/unix/es_find_rules.xml b/resources/systems/unix/es_find_rules.xml index 6c58d1227..eda2f8916 100644 --- a/resources/systems/unix/es_find_rules.xml +++ b/resources/systems/unix/es_find_rules.xml @@ -144,6 +144,7 @@ duckstation-nogui duckstation-qt + duckstation From a31d004a06f88fa31432f54cd64ee5ea6c404039 Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Sat, 1 Mar 2025 16:30:00 +0100 Subject: [PATCH 146/284] Added the b2 RetroArch core as an alternative emulator for the bbcmicro system --- resources/systems/android/es_systems.xml | 1 + resources/systems/linux/es_systems.xml | 1 + resources/systems/macos/es_systems.xml | 1 + resources/systems/unix/es_systems.xml | 1 + resources/systems/windows/es_systems.xml | 1 + 5 files changed, 5 insertions(+) diff --git a/resources/systems/android/es_systems.xml b/resources/systems/android/es_systems.xml index 4a7ab39ad..2ce3d30ec 100644 --- a/resources/systems/android/es_systems.xml +++ b/resources/systems/android/es_systems.xml @@ -311,6 +311,7 @@ %ROMPATH%/bbcmicro .dsd .DSD .img .IMG .ssd .SSD .7z .7Z .zip .ZIP %EMULATOR_MAME4DROID-CURRENT% %ACTION%=android.intent.action.VIEW %EXTRA_cli_params%="-rompath '%GAMEDIRRAW%;%ROMPATHRAW%/bbcmicro' -autoboot_delay '2' -autoboot_command '*cat\n\n*exec !boot\n' -analogue acornjoy -flop1 '%ROMRAW%'" %DATA%=bbcb + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/b2_libretro_android.so %EXTRA_ROM%=%ROM% bbcmicro bbcmicro diff --git a/resources/systems/linux/es_systems.xml b/resources/systems/linux/es_systems.xml index 5525ada73..bbd856dff 100644 --- a/resources/systems/linux/es_systems.xml +++ b/resources/systems/linux/es_systems.xml @@ -328,6 +328,7 @@ %ROMPATH%/bbcmicro .dsd .DSD .img .IMG .ssd .SSD .7z .7Z .zip .ZIP %STARTDIR%=~/.mame %EMULATOR_MAME% -rompath %GAMEDIR%\;%ROMPATH%/bbcmicro bbcb -autoboot_delay "2" -autoboot_command "*cat\n\n*exec !boot\n" -analogue acornjoy -flop1 %ROM% + %EMULATOR_RETROARCH% -L %CORE_RETROARCH%/b2_libretro.so %ROM% bbcmicro bbcmicro diff --git a/resources/systems/macos/es_systems.xml b/resources/systems/macos/es_systems.xml index 0543bfc66..805cb7fd9 100644 --- a/resources/systems/macos/es_systems.xml +++ b/resources/systems/macos/es_systems.xml @@ -316,6 +316,7 @@ %ROMPATH%/bbcmicro .dsd .DSD .img .IMG .ssd .SSD .7z .7Z .zip .ZIP %STARTDIR%=~/.mame %EMULATOR_MAME% -rompath %GAMEDIR%\;%ROMPATH%/bbcmicro bbcb -autoboot_delay "2" -autoboot_command "*cat\n\n*exec !boot\n" -analogue acornjoy -flop1 %ROM% + %EMULATOR_RETROARCH% -L %CORE_RETROARCH%/b2_libretro.dylib %ROM% bbcmicro bbcmicro diff --git a/resources/systems/unix/es_systems.xml b/resources/systems/unix/es_systems.xml index b7c63bd46..2dab4bf59 100644 --- a/resources/systems/unix/es_systems.xml +++ b/resources/systems/unix/es_systems.xml @@ -320,6 +320,7 @@ %ROMPATH%/bbcmicro .dsd .DSD .img .IMG .ssd .SSD .7z .7Z .zip .ZIP %STARTDIR%=~/.mame %EMULATOR_MAME% -rompath %GAMEDIR%\;%ROMPATH%/bbcmicro bbcb -autoboot_delay "2" -autoboot_command "*cat\n\n*exec !boot\n" -analogue acornjoy -flop1 %ROM% + %EMULATOR_RETROARCH% -L %CORE_RETROARCH%/b2_libretro.so %ROM% bbcmicro bbcmicro diff --git a/resources/systems/windows/es_systems.xml b/resources/systems/windows/es_systems.xml index 47bc3fbeb..6ef924364 100644 --- a/resources/systems/windows/es_systems.xml +++ b/resources/systems/windows/es_systems.xml @@ -327,6 +327,7 @@ %ROMPATH%\bbcmicro .dsd .DSD .img .IMG .ssd .SSD .7z .7Z .zip .ZIP %HIDEWINDOW% %STARTDIR%=%EMUDIR% %EMULATOR_MAME% -rompath %GAMEDIR%\;%ROMPATH%\bbcmicro bbcb -autoboot_delay "2" -autoboot_command "*cat\n\n*exec !boot\n" -analogue acornjoy -flop1 %ROM% + %EMULATOR_RETROARCH% -L %CORE_RETROARCH%\b2_libretro.dll %ROM% %EMULATOR_BEEBEM% %INJECT%=%BASENAME%.commands -FullScreen %ROM% bbcmicro bbcmicro From ac8de4faff828cd572744d75b1cbc741653e51be Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Sat, 1 Mar 2025 16:32:39 +0100 Subject: [PATCH 147/284] Documentation update --- ANDROID-DEV.md | 118 +++++++++++++++++++++++------------------------ CHANGELOG.md | 5 ++ USERGUIDE-DEV.md | 2 +- 3 files changed, 65 insertions(+), 60 deletions(-) diff --git a/ANDROID-DEV.md b/ANDROID-DEV.md index c282bd82b..6d0473bf4 100644 --- a/ANDROID-DEV.md +++ b/ANDROID-DEV.md @@ -64,7 +64,7 @@ The following emulators are configured for FileProvider access: * J2ME Loader * JL-Mod * Lynx.emu -* MAME4droid 2024 (for most systems) +* MAME4droid Current (for most systems) * MAME4droid * MD.emu (genesis, mastersystem, megadrive, megadrivejp) * NES.emu @@ -386,18 +386,18 @@ This emulator which is forked from Citra can be downloaded from their GitHub sit https://github.com/Lime3DS/Lime3DS/releases -### MAME4droid 2024 and MAME4droid +### MAME4droid Current and MAME4droid -These emulators can be installed from the Play store or from their GitHub sites. It's strongly recommended to go for the _MAME4droid 2024_ version as this is updated with a recent MAME release while the older _MAME4droid_ is using an ancient MAME release. +These emulators can be installed from the Play store or from their GitHub sites. It's strongly recommended to go for the _MAME4droid Current_ version (previously named _MAME4droid 2024_) as this is updated with a recent MAME release while the older _MAME4droid_ is using an ancient MAME release. -Note that for MAME4droid 2024 there's an exception when it comes to setting up the ROM path. Instead of selecting each separate system directory (as is done on most other standalone emulators) you must select the root of the ROMs directory tree. To change the ROM path open _Settings_ in MAME4droid 2024, then select _General_ and then _Change ROMs path_. After restarting the emulator choose _External storage_ and then the ROMs directory which contains all your ES-DE system directories. If you instead choose a specific system directory like ROMs/arcade or ROMs/neogeo then only that specific system will work when launching games from ES-DE. +Note that for MAME4droid Current there's an exception when it comes to setting up the ROM path. Instead of selecting each separate system directory (as is done on most other standalone emulators) you must select the root of the ROMs directory tree. To change the ROM path open _Settings_ in MAME4droid Current, then select _General_ and then _Change ROMs path_. After restarting the emulator choose _External storage_ and then the ROMs directory which contains all your ES-DE system directories. If you instead choose a specific system directory like ROMs/arcade or ROMs/neogeo then only that specific system will work when launching games from ES-DE. https://play.google.com/store/apps/details?id=com.seleuco.mame4d2024 \ https://play.google.com/store/apps/details?id=com.seleuco.mame4droid \ https://github.com/seleuco/MAME4droid-2024/releases \ https://github.com/seleuco/MAME4droid-0.139u1-/releases -Be aware that MAME4droid 2024 requires specific input configuration for some systems. For instance to navigate the mouse cursor when using touch input you'll need to got into the _Settings_ menu, then _Input_, then _Touch controller_ and change _Mode_ to _Analog Stick_. +Be aware that MAME4droid Current requires specific input configuration for some systems. For instance to navigate the mouse cursor when using touch input you'll need to got into the _Settings_ menu, then _Input_, then _Touch controller_ and change _Mode_ to _Analog Stick_. If using a physical controller for mouse input (via the thumbstick) then you will need to map the mouse buttons to physical controller buttons. You do this via the MAME input settings. Bring up the MAME menu by pressing both thumbsticks, or by pressing the _Start_ and _Coin_ buttons on the touch overlay. Go into _Input Settings_ then _Input Assignments (this system)_ where you can assign physical buttons to the mouse buttons. @@ -727,55 +727,55 @@ The **@** symbol indicates that the emulator is _deprecated_ and will be removed | System name | Full name | Default emulator | Alternative emulators | Needs BIOS | Recommended game setup | | :-------------------- | :--------------------------------------------- | :-------------------------------- | :-------------------------------- | :----------- | :----------------------------------- | | 3do | 3DO Interactive Multiplayer | Opera | Real3DOPlayer **(Standalone)** | Yes | | -| adam | Coleco Adam | MAME4droid 2024 [Diskette] **(Standalone)** | MAME4droid 2024 [Tape] **(Standalone)**,
MAME4droid 2024 [Cartridge] **(Standalone)**,
MAME4droid 2024 [Software list] **(Standalone)**,
ColEm **(Standalone)** | Yes for MAME4droid 2024 | | +| adam | Coleco Adam | MAME4droid Current [Diskette] **(Standalone)** | MAME4droid Current [Tape] **(Standalone)**,
MAME4droid Current [Cartridge] **(Standalone)**,
MAME4droid Current [Software list] **(Standalone)**,
ColEm **(Standalone)** | Yes for MAME4droid Current | | | ags | Adventure Game Studio Game Engine | _Placeholder_ | | | | | amiga | Commodore Amiga | PUAE | PUAE 2021 | Yes | See the specific _Commodore Amiga and CDTV_ section in the user guide | | amiga1200 | Commodore Amiga 1200 | PUAE | PUAE 2021 | Yes | See the specific _Commodore Amiga and CDTV_ section in the user guide | | amiga600 | Commodore Amiga 600 | PUAE | PUAE 2021 | Yes | See the specific _Commodore Amiga and CDTV_ section in the user guide | | amigacd32 | Commodore Amiga CD32 | PUAE | PUAE 2021 | Yes | See the specific _Commodore Amiga and CDTV_ section in the user guide | -| amstradcpc | Amstrad CPC | Caprice32 | CrocoDS,
MAME4droid 2024 **(Standalone)** | Yes for MAME4droid 2024 | Single archive or disk file | +| amstradcpc | Amstrad CPC | Caprice32 | CrocoDS,
MAME4droid Current **(Standalone)** | Yes for MAME4droid Current | Single archive or disk file | | android | Google Android | _Placeholder_ | | | | | androidapps | Android Apps | _Native apps_ | | No | | | androidgames | Android Games | _Native apps_ | | No | | -| apple2 | Apple II | MAME4droid 2024 **(Standalone)** | | Yes | See the specific _Apple II_ section in the user guide | -| apple2gs | Apple IIGS | MAME4droid 2024 **(Standalone)** | | Yes | See the specific _Apple IIGS_ section in the user guide | -| arcade | Arcade | MAME - Current | MAME 2010,
MAME 2003-Plus,
MAME 2003,
MAME 2000,
MAME4droid 2024 **(Standalone)**,
MAME4droid **(Standalone)**,
NEO.emu **(Standalone)**,
FinalBurn Neo,
FB Alpha 2012,
Geolith,
Flycast,
Flycast **(Standalone)** | Depends | See the specific _Arcade and Neo Geo_ section in the user guide | -| arcadia | Emerson Arcadia 2001 | DroidArcadia **(Standalone**) | MAME4droid 2024 **(Standalone)** | No | Single archive or ROM file | -| archimedes | Acorn Archimedes | MAME4droid 2024 [Model A440/1] **(Standalone)** | MAME4droid 2024 [Model A3000] **(Standalone)**,
MAME4droid 2024 [Model A310] **(Standalone)**,
MAME4droid 2024 [Model A540] **(Standalone)** | Yes | | +| apple2 | Apple II | MAME4droid Current **(Standalone)** | | Yes | See the specific _Apple II_ section in the user guide | +| apple2gs | Apple IIGS | MAME4droid Current **(Standalone)** | | Yes | See the specific _Apple IIGS_ section in the user guide | +| arcade | Arcade | MAME - Current | MAME 2010,
MAME 2003-Plus,
MAME 2003,
MAME 2000,
MAME4droid Current **(Standalone)**,
MAME4droid **(Standalone)**,
NEO.emu **(Standalone)**,
FinalBurn Neo,
FB Alpha 2012,
Geolith,
Flycast,
Flycast **(Standalone)** | Depends | See the specific _Arcade and Neo Geo_ section in the user guide | +| arcadia | Emerson Arcadia 2001 | DroidArcadia **(Standalone**) | MAME4droid Current **(Standalone)** | No | Single archive or ROM file | +| archimedes | Acorn Archimedes | MAME4droid Current [Model A440/1] **(Standalone)** | MAME4droid Current [Model A3000] **(Standalone)**,
MAME4droid Current [Model A310] **(Standalone)**,
MAME4droid Current [Model A540] **(Standalone)** | Yes | | | arduboy | Arduboy Miniature Game System | Arduous | Ardens | No | Single archive or .hex file | -| astrocde | Bally Astrocade | MAME4droid 2024 **(Standalone)** | | Yes | Single archive or ROM file | +| astrocde | Bally Astrocade | MAME4droid Current **(Standalone)** | | Yes | Single archive or ROM file | | atari2600 | Atari 2600 | Stella | Stella 2014,
Stella 2023,
2600.emu **(Standalone)** | No | Single archive or ROM file | | atari5200 | Atari 5200 | a5200 | Atari800 | Yes | Single archive or ROM file | -| atari7800 | Atari 7800 ProSystem | ProSystem | MAME4droid 2024 **(Standalone)** | Yes | Single archive or ROM file | +| atari7800 | Atari 7800 ProSystem | ProSystem | MAME4droid Current **(Standalone)** | Yes | Single archive or ROM file | | atari800 | Atari 800 | Atari800 | | Yes | | -| atarijaguar | Atari Jaguar | Virtual Jaguar | IrataJaguar **(Standalone)**,
MAME4droid 2024 **(Standalone)** | Yes for MAME4droid 2024 | Single archive or ROM file | +| atarijaguar | Atari Jaguar | Virtual Jaguar | IrataJaguar **(Standalone)**,
MAME4droid Current **(Standalone)** | Yes for MAME4droid Current | Single archive or ROM file | | atarijaguarcd | Atari Jaguar CD | _Placeholder_ | | | | | atarilynx | Atari Lynx | Handy | Beetle Lynx,
Holani,
Lynx.emu **(Standalone)** | No | Single archive or ROM file | | atarist | Atari ST [also STE and Falcon] | Hatari | | Yes | Single archive or image file for single-diskette games, .m3u playlist for multi-diskette games | | atarixe | Atari XE | Atari800 | | Yes | | | atomiswave | Sammy Corporation Atomiswave | Flycast | Flycast **(Standalone)** | Depends | Single archive file | -| bbcmicro | Acorn Computers BBC Micro | MAME4droid 2024 **(Standalone)** | | Yes | Single archive or diskette image file | +| bbcmicro | Acorn Computers BBC Micro | MAME4droid Current **(Standalone)** | b2 | Yes | Single archive or diskette image file | | c64 | Commodore 64 | VICE x64sc Accurate | VICE x64 Fast,
VICE x64 SuperCPU,
VICE x128,
C64.emu **(Standalone)** | No | Single archive or image file for tape, cartridge or single-diskette games, .m3u playlist for multi-diskette games | -| cdimono1 | Philips CD-i | SAME CDi | MAME4droid 2024 **(Standalone)** | Yes | Single .bin/.cue pair | +| cdimono1 | Philips CD-i | SAME CDi | MAME4droid Current **(Standalone)** | Yes | Single .bin/.cue pair | | cdtv | Commodore CDTV | PUAE | PUAE 2021 | Yes | | | chailove | ChaiLove Game Engine | ChaiLove | | | | -| channelf | Fairchild Channel F | FreeChaF | MAME4droid 2024 **(Standalone)** | Yes | Single archive or ROM file | -| coco | Tandy Color Computer | MAME4droid 2024 [Cartridge] **(Standalone)** | MAME4droid 2024 [Tape] **(Standalone)** | Yes | See the specific _Tandy Color Computer_ section in the user guide | +| channelf | Fairchild Channel F | FreeChaF | MAME4droid Current **(Standalone)** | Yes | Single archive or ROM file | +| coco | Tandy Color Computer | MAME4droid Current [Cartridge] **(Standalone)** | MAME4droid Current [Tape] **(Standalone)** | Yes | See the specific _Tandy Color Computer_ section in the user guide | | colecovision | Coleco ColecoVision | blueMSX | Gearcoleco,
MSX.emu **(Standalone)**,
ColEm **(Standalone)** | Yes | Single archive or ROM file | -| consolearcade | Console Arcade Systems | MAME - Current | MAME4droid 2024 **(Standalone)**,
Flycast,
Flycast **(Standalone)**,
Play! **(Standalone)** | Depends | See the specific _Console Arcade Systems_ section in the user guide | -| cps | Capcom Play System | MAME - Current | MAME 2010,
MAME 2003-Plus,
MAME 2003,
MAME 2000,
MAME4droid 2024 **(Standalone)**,
MAME4droid **(Standalone)**,
FinalBurn Neo,
FB Alpha 2012,
FB Alpha 2012 CPS-1,
FB Alpha 2012 CPS-2,
FB Alpha 2012 CPS-3 | Depends | | -| cps1 | Capcom Play System I | MAME - Current | MAME 2010,
MAME 2003-Plus,
MAME 2003,
MAME 2000,
MAME4droid 2024 **(Standalone)**,
MAME4droid **(Standalone)**,
FinalBurn Neo,
FB Alpha 2012,
FB Alpha 2012 CPS-1 | Depends | | -| cps2 | Capcom Play System II | MAME - Current | MAME 2010,
MAME 2003-Plus,
MAME 2003,
MAME 2000,
MAME4droid 2024 **(Standalone)**,
MAME4droid **(Standalone)**,
FB Alpha 2012,
FB Alpha 2012 CPS-2 | Depends | | -| cps3 | Capcom Play System III | MAME - Current | MAME 2010,
MAME 2003-Plus,
MAME 2003,
MAME 2000,
MAME4droid 2024 **(Standalone)**,
MAME4droid **(Standalone)**,
FB Alpha 2012,
FB Alpha 2012 CPS-3 | Depends | | -| crvision | VTech CreatiVision | MAME4droid 2024 **(Standalone)** | | Yes | Single archive or ROM file | -| daphne | Daphne Arcade LaserDisc Emulator | MAME4droid 2024 **(Standalone)** | DirkSimple | Depends | See the specific _LaserDisc Games_ section in the user guide | +| consolearcade | Console Arcade Systems | MAME - Current | MAME4droid Current **(Standalone)**,
Flycast,
Flycast **(Standalone)**,
Play! **(Standalone)** | Depends | See the specific _Console Arcade Systems_ section in the user guide | +| cps | Capcom Play System | MAME - Current | MAME 2010,
MAME 2003-Plus,
MAME 2003,
MAME 2000,
MAME4droid Current **(Standalone)**,
MAME4droid **(Standalone)**,
FinalBurn Neo,
FB Alpha 2012,
FB Alpha 2012 CPS-1,
FB Alpha 2012 CPS-2,
FB Alpha 2012 CPS-3 | Depends | | +| cps1 | Capcom Play System I | MAME - Current | MAME 2010,
MAME 2003-Plus,
MAME 2003,
MAME 2000,
MAME4droid Current **(Standalone)**,
MAME4droid **(Standalone)**,
FinalBurn Neo,
FB Alpha 2012,
FB Alpha 2012 CPS-1 | Depends | | +| cps2 | Capcom Play System II | MAME - Current | MAME 2010,
MAME 2003-Plus,
MAME 2003,
MAME 2000,
MAME4droid Current **(Standalone)**,
MAME4droid **(Standalone)**,
FB Alpha 2012,
FB Alpha 2012 CPS-2 | Depends | | +| cps3 | Capcom Play System III | MAME - Current | MAME 2010,
MAME 2003-Plus,
MAME 2003,
MAME 2000,
MAME4droid Current **(Standalone)**,
MAME4droid **(Standalone)**,
FB Alpha 2012,
FB Alpha 2012 CPS-3 | Depends | | +| crvision | VTech CreatiVision | MAME4droid Current **(Standalone)** | | Yes | Single archive or ROM file | +| daphne | Daphne Arcade LaserDisc Emulator | MAME4droid Current **(Standalone)** | DirkSimple | Depends | See the specific _LaserDisc Games_ section in the user guide | | desktop | Desktop Applications | _Placeholder_ | | | | | doom | Doom | PrBoom | | No | | | dos | DOS (PC) | DOSBox-Pure | DOSBox-Core,
DOSBox-SVN,
VirtualXT | No | See the specific _DOS / PC_ section in the user guide | -| dragon32 | Dragon Data Dragon 32 | MAME4droid 2024 Dragon 32 [Tape] **(Standalone)** | MAME4droid 2024 Dragon 32 [Cartridge] **(Standalone)**,
MAME4droid 2024 Dragon 64 [Tape] **(Standalone)**,
MAME4droid 2024 Dragon 64 [Cartridge] **(Standalone)** | Yes | See the specific _Dragon 32 and Tano Dragon_ section in the user guide | +| dragon32 | Dragon Data Dragon 32 | MAME4droid Current Dragon 32 [Tape] **(Standalone)** | MAME4droid Current Dragon 32 [Cartridge] **(Standalone)**,
MAME4droid Current Dragon 64 [Tape] **(Standalone)**,
MAME4droid Current Dragon 64 [Cartridge] **(Standalone)** | Yes | See the specific _Dragon 32 and Tano Dragon_ section in the user guide | | dreamcast | Sega Dreamcast | Flycast | Flycast **(Standalone)**,
Redream **(Standalone)** | No | In separate folder interpreted as a file, with .m3u playlist if multi-disc game | | easyrpg | EasyRPG Game Engine | EasyRPG | | No | | -| electron | Acorn Electron | MAME4droid 2024 [Tape] **(Standalone)** | MAME4droid 2024 [Diskette DFS] **(Standalone)**,
MAME4droid 2024 [Diskette ADFS] **(Standalone)** | Yes | Single archive, or single tape or diskette image file | +| electron | Acorn Electron | MAME4droid Current [Tape] **(Standalone)** | MAME4droid Current [Diskette DFS] **(Standalone)**,
MAME4droid Current [Diskette ADFS] **(Standalone)** | Yes | Single archive, or single tape or diskette image file | | emulators | Emulators | _Native apps_ | | No | | | epic | Epic Games Store | _Placeholder_ | | | | | famicom | Nintendo Family Computer | Mesen | Nestopia UE,
FCEUmm,
QuickNES,
NES.emu **(Standalone)**,
iNES **(Standalone)**,
Nesoid **(Standalone)** | No | Single archive or ROM file | @@ -783,39 +783,39 @@ The **@** symbol indicates that the emulator is _deprecated_ and will be removed | fbneo | FinalBurn Neo | FinalBurn Neo | | Yes | | | fds | Nintendo Famicom Disk System | Mesen | Nestopia UE,
FCEUmm,
NES.emu **(Standalone)**,
iNES **(Standalone)**,
Nesoid **(Standalone)** | Yes | Single archive or ROM file | | flash | Adobe Flash | Ruffle **(Standalone)** | SWF Player **(Standalone)** | No | Single .swf file | -| fm7 | Fujitsu FM-7 | MAME4droid 2024 [FM-7 Diskette] **(Standalone)** | MAME4droid 2024 [FM-7 Tape] **(Standalone)**,
MAME4droid 2024 [FM-7 Software list] **(Standalone)**,
MAME4droid 2024 [FM77AV Diskette] **(Standalone)**,
MAME4droid 2024 [FM77AV Tape] **(Standalone)**,
MAME4droid 2024 [FM77AV Software list] **(Standalone)** | Yes | For tape files you need to manually start the cassette player from the MAME menu after the "load" command, as well as entering the "run" command after loading is complete | -| fmtowns | Fujitsu FM Towns | MAME4droid 2024 **(Standalone)** | | Yes | See the specific _Fujitsu FM Towns_ section in the user guide | +| fm7 | Fujitsu FM-7 | MAME4droid Current [FM-7 Diskette] **(Standalone)** | MAME4droid Current [FM-7 Tape] **(Standalone)**,
MAME4droid Current [FM-7 Software list] **(Standalone)**,
MAME4droid Current [FM77AV Diskette] **(Standalone)**,
MAME4droid Current [FM77AV Tape] **(Standalone)**,
MAME4droid Current [FM77AV Software list] **(Standalone)** | Yes | For tape files you need to manually start the cassette player from the MAME menu after the "load" command, as well as entering the "run" command after loading is complete | +| fmtowns | Fujitsu FM Towns | MAME4droid Current **(Standalone)** | | Yes | See the specific _Fujitsu FM Towns_ section in the user guide | | fpinball | Future Pinball | _Placeholder_ | | | | -| gamate | Bit Corporation Gamate | MAME4droid 2024 **(Standalone)** | | Yes | Single archive or ROM file | -| gameandwatch | Nintendo Game and Watch | Multi (MESS) | MAME4droid 2024 Local Artwork **(Standalone)**,
MAME4droid 2024 **(Standalone)**,
Handheld Electronic (GW) | No | See the specific _LCD handheld games_ section in the user guide | -| gamecom | Tiger Electronics Game.com | MAME4droid 2024 **(Standalone)** | | Yes | Single archive or ROM file | +| gamate | Bit Corporation Gamate | MAME4droid Current **(Standalone)** | | Yes | Single archive or ROM file | +| gameandwatch | Nintendo Game and Watch | Multi (MESS) | MAME4droid Current Local Artwork **(Standalone)**,
MAME4droid Current **(Standalone)**,
Handheld Electronic (GW) | No | See the specific _LCD handheld games_ section in the user guide | +| gamecom | Tiger Electronics Game.com | MAME4droid Current **(Standalone)** | | Yes | Single archive or ROM file | | gamegear | Sega Game Gear | Genesis Plus GX | Genesis Plus GX Wide,
Gearsystem,
SMS Plus GX,
PicoDrive,
Pizza Boy SC **(Standalone)**,
MasterGear **(Standalone)** | No | Single archive or ROM file | | gb | Nintendo Game Boy | Gambatte | SameBoy,
Gearboy,
TGB Dual,
DoubleCherryGB,
Mesen-S,
bsnes,
mGBA,
VBA-M,
GBC.emu **(Standalone)**,
My OldBoy! **(Standalone**),
Pizza Boy GBC **(Standalone)** | No | Single archive or ROM file | | gba | Nintendo Game Boy Advance | mGBA | VBA-M,
VBA Next,
gpSP,
NooDS,
NooDS **(Standalone)**,
GBA.emu **(Standalone)**,
My Boy! **(Standalone)**,
Pizza Boy GBA **(Standalone)** | No | Single archive or ROM file | | gbc | Nintendo Game Boy Color | Gambatte | SameBoy,
Gearboy,
TGB Dual,
DoubleCherryGB,
Mesen-S,
bsnes,
mGBA,
VBA-M,
GBC.emu **(Standalone)**,
My OldBoy! **(Standalone**),
Pizza Boy GBC **(Standalone)** | No | Single archive or ROM file | | gc | Nintendo GameCube | Dolphin | Dolphin **(Standalone)**,
Dolphin MMJR **(Standalone)**,
Dolphin MMJR2 **(Standalone)** | No | Disc image file for single-disc games, .m3u playlist for multi-disc games | | genesis | Sega Genesis | Genesis Plus GX | Genesis Plus GX Wide,
PicoDrive,
MD.emu **(Standalone)**,
Pizza Boy SC **(Standalone)** | No | Single archive or ROM file | -| gmaster | Hartung Game Master | MAME4droid 2024 **(Standalone)** | | Yes | Single archive or ROM file | -| gx4000 | Amstrad GX4000 | Caprice32 | CrocoDS,
MAME4droid 2024 **(Standalone)** | No | Single archive or ROM file | -| intellivision | Mattel Electronics Intellivision | FreeIntv | MAME4droid 2024 **(Standalone)** | Yes | Single archive or ROM file | +| gmaster | Hartung Game Master | MAME4droid Current **(Standalone)** | | Yes | Single archive or ROM file | +| gx4000 | Amstrad GX4000 | Caprice32 | CrocoDS,
MAME4droid Current **(Standalone)** | No | Single archive or ROM file | +| intellivision | Mattel Electronics Intellivision | FreeIntv | MAME4droid Current **(Standalone)** | Yes | Single archive or ROM file | | j2me | Java 2 Micro Edition (J2ME) | J2ME Loader **(Standalone)** | JL-Mod **(Standalone)**,
SquirrelJME | No | Single .jar file | | kodi | Kodi Home Theatre Software | _Placeholder_ | | | | -| laserdisc | LaserDisc Games | MAME4droid 2024 **(Standalone)** | DirkSimple | Depends | See the specific _LaserDisc Games_ section in the user guide | -| lcdgames | LCD Handheld Games | Multi (MESS) | MAME4droid 2024 Local Artwork **(Standalone)**,
MAME4droid 2024 **(Standalone)**,
Handheld Electronic (GW) | No | See the specific _LCD handheld games_ section in the user guide | +| laserdisc | LaserDisc Games | MAME4droid Current **(Standalone)** | DirkSimple | Depends | See the specific _LaserDisc Games_ section in the user guide | +| lcdgames | LCD Handheld Games | Multi (MESS) | MAME4droid Current Local Artwork **(Standalone)**,
MAME4droid Current **(Standalone)**,
Handheld Electronic (GW) | No | See the specific _LCD handheld games_ section in the user guide | | lowresnx | LowRes NX Fantasy Console | LowRes NX | | No | Single ROM file | | lutris | Lutris Open Gaming Platform | _Placeholder_ | | | | | lutro | Lutro Game Engine | Lutro | | | | -| macintosh | Apple Macintosh | MAME4droid 2024 Mac SE Bootable **(Standalone)** | MAME4droid 2024 Mac SE Boot Disk **(Standalone)**,
MAME4droid 2024 Mac Plus Bootable **(Standalone)**,
MAME4droid 2024 Mac Plus Boot Disk **(Standalone)** | Yes | See the specific _Apple Macintosh_ section in the user guide | -| mame | Multiple Arcade Machine Emulator | MAME - Current | MAME 2010,
MAME 2003-Plus,
MAME 2003,
MAME 2000,
MAME4droid 2024 **(Standalone)**,
MAME4droid **(Standalone)**,
NEO.emu **(Standalone)**,
FinalBurn Neo,
FB Alpha 2012,
Geolith,
Flycast,
Flycast **(Standalone)** | Depends | See the specific _Arcade and Neo Geo_ section in the user guide | +| macintosh | Apple Macintosh | MAME4droid Current Mac SE Bootable **(Standalone)** | MAME4droid Current Mac SE Boot Disk **(Standalone)**,
MAME4droid Current Mac Plus Bootable **(Standalone)**,
MAME4droid Current Mac Plus Boot Disk **(Standalone)** | Yes | See the specific _Apple Macintosh_ section in the user guide | +| mame | Multiple Arcade Machine Emulator | MAME - Current | MAME 2010,
MAME 2003-Plus,
MAME 2003,
MAME 2000,
MAME4droid Current **(Standalone)**,
MAME4droid **(Standalone)**,
NEO.emu **(Standalone)**,
FinalBurn Neo,
FB Alpha 2012,
Geolith,
Flycast,
Flycast **(Standalone)** | Depends | See the specific _Arcade and Neo Geo_ section in the user guide | | mame-advmame | AdvanceMAME | _Placeholder_ | | | | | mastersystem | Sega Master System | Genesis Plus GX | Genesis Plus GX Wide,
SMS Plus GX,
Gearsystem,
PicoDrive,
MD.emu **(Standalone)**,
Pizza Boy SC **(Standalone)**,
MasterGear **(Standalone)** | No | Single archive or ROM file | | megacd | Sega Mega-CD | Genesis Plus GX | Genesis Plus GX Wide,
PicoDrive,
MD.emu **(Standalone)** | Yes | | | megacdjp | Sega Mega-CD [Japan] | Genesis Plus GX | Genesis Plus GX Wide,
PicoDrive,
MD.emu **(Standalone)** | Yes | | | megadrive | Sega Mega Drive | Genesis Plus GX | Genesis Plus GX Wide,
PicoDrive,
MD.emu **(Standalone)**,
Pizza Boy SC **(Standalone)** | No | Single archive or ROM file | | megadrivejp | Sega Mega Drive [Japan] | Genesis Plus GX | Genesis Plus GX Wide,
PicoDrive,
MD.emu **(Standalone)**,
Pizza Boy SC **(Standalone)** | No | Single archive or ROM file | -| megaduck | Creatronic Mega Duck | SameDuck | MAME4droid 2024 **(Standalone)** | No | Single archive or ROM file | +| megaduck | Creatronic Mega Duck | SameDuck | MAME4droid Current **(Standalone)** | No | Single archive or ROM file | | mess | Multi Emulator Super System | Multi (MESS) | | Depends | | -| model2 | Sega Model 2 | MAME - Current | MAME4droid 2024 **(Standalone)** | Yes | See the specific _Arcade and Neo Geo_ section in the user guide | +| model2 | Sega Model 2 | MAME - Current | MAME4droid Current **(Standalone)** | Yes | See the specific _Arcade and Neo Geo_ section in the user guide | | model3 | Sega Model 3 | _Placeholder_ | | | | | moto | Thomson MO/TO Series | Theodore | | | | | msx | MSX | blueMSX | fMSX,
fMSX **(Standalone)**,
MSX.emu **(Standalone)** | Yes except for fMSX standalone | | @@ -831,16 +831,16 @@ The **@** symbol indicates that the emulator is _deprecated_ and will be removed | n64 | Nintendo 64 | Mupen64Plus-Next | M64Plus FZ **(Standalone)**,
Mupen64Plus AE **(Standalone)**,
ParaLLEl N64 | No | Single archive or ROM file | | n64dd | Nintendo 64DD | Mupen64Plus-Next | M64Plus FZ **(Standalone)**,
Mupen64Plus AE **(Standalone)**,
ParaLLEl N64 | Yes | | | nds | Nintendo DS | melonDS DS | melonDS,
melonDS **(Standalone)**,
melonDS Nightly **(Standalone)**,
DeSmuME,
DeSmuME 2015,
NooDS,
NooDS **(Standalone)**,
DraStic **(Standalone)** | No | Single archive or ROM file | -| neogeo | SNK Neo Geo | FinalBurn Neo | Geolith,
NEO.emu **(Standalone)**,
MAME4droid 2024 **(Standalone)**,
MAME4droid **(Standalone)** | Yes | See the specific _Arcade and Neo Geo_ section in the user guide | -| neogeocd | SNK Neo Geo CD | NeoCD | MAME4droid 2024 **(Standalone)** | Yes | .chd (NeoCD and MAME4droid 2024 only) or .cue file | -| neogeocdjp | SNK Neo Geo CD [Japan] | NeoCD | MAME4droid 2024 **(Standalone)** | Yes | .chd (NeoCD and MAME4droid 2024 only) or .cue file | +| neogeo | SNK Neo Geo | FinalBurn Neo | Geolith,
NEO.emu **(Standalone)**,
MAME4droid Current **(Standalone)**,
MAME4droid **(Standalone)** | Yes | See the specific _Arcade and Neo Geo_ section in the user guide | +| neogeocd | SNK Neo Geo CD | NeoCD | MAME4droid Current **(Standalone)** | Yes | .chd (NeoCD and MAME4droid Current only) or .cue file | +| neogeocdjp | SNK Neo Geo CD [Japan] | NeoCD | MAME4droid Current **(Standalone)** | Yes | .chd (NeoCD and MAME4droid Current only) or .cue file | | nes | Nintendo Entertainment System | Mesen | Nestopia UE,
FCEUmm,
QuickNES,
NES.emu **(Standalone)**,
iNES **(Standalone)**,
Nesoid **(Standalone)** | No | Single archive or ROM file | | ngage | Nokia N-Gage | EKA2L1 **(Standalone)** | | Yes | See the specific _Symbian and Nokia N-Gage_ section in the User guide | | ngp | SNK Neo Geo Pocket | Beetle NeoPop | RACE,
NGP.emu **(Standalone)** | No | Single archive or ROM file | | ngpc | SNK Neo Geo Pocket Color | Beetle NeoPop | RACE,
NGP.emu **(Standalone)** | No | Single archive or ROM file | -| odyssey2 | Magnavox Odyssey 2 | O2EM | MAME4droid 2024 **(Standalone)** | Yes | Single archive or ROM file | +| odyssey2 | Magnavox Odyssey 2 | O2EM | MAME4droid Current **(Standalone)** | Yes | Single archive or ROM file | | openbor | OpenBOR Game Engine | OpenBOR **(Standalone)** | | No | See the specific _OpenBOR_ section in the User guide | -| oric | Tangerine Computer Systems Oric | MAME4droid 2024 **(Standalone)** | | Yes | See the specific _Tangerine Computer Systems Oric_ section in the user guide | +| oric | Tangerine Computer Systems Oric | MAME4droid Current **(Standalone)** | | Yes | See the specific _Tangerine Computer Systems Oric_ section in the user guide | | palm | Palm OS | Mu | | | | | pc | IBM PC | DOSBox-Pure | DOSBox-Core,
DOSBox-SVN,
VirtualXT | No | See the specific _DOS / PC_ section in the user guide | | pc88 | NEC PC-8800 Series | QUASI88 | | Yes | | @@ -859,14 +859,14 @@ The **@** symbol indicates that the emulator is _deprecated_ and will be removed | psp | Sony PlayStation Portable | PPSSPP | PPSSPP **(Standalone)** | No | Single disc image file | | psvita | Sony PlayStation Vita | Vita3K **(Standalone)** | | Yes | See the specific _Sony PlayStation Vita_ section in the User guide | | psx | Sony PlayStation | Beetle PSX | Beetle PSX HW,
PCSX ReARMed,
SwanStation,
DuckStation **(Standalone)**,
ePSXe **(Standalone)**,
FPseNG **(Standalone)**,
FPse **(Standalone)** | Yes | .chd file for single-disc games, .m3u playlist for multi-disc games | -| pv1000 | Casio PV-1000 | MAME4droid 2024 **(Standalone)** | | No | Single archive or ROM file | +| pv1000 | Casio PV-1000 | MAME4droid Current **(Standalone)** | | No | Single archive or ROM file | | quake | Quake | TyrQuake | vitaQuake 2,
vitaQuake 2 [Rogue],
vitaQuake 2 [Xatrix],
vitaQuake 2 [Zaero] | No | | | samcoupe | MGT SAM Coupé | Speccy **(Standalone)** | | No | Single archive or ROM file | | satellaview | Nintendo Satellaview | Snes9x - Current | Snes9x 2010,
Snes9x 2005 Plus,
Snes9x EX+ **(Standalone)**,
bsnes,
bsnes-hd,
bsnes-mercury Accuracy,
Mesen-S | | | | saturn | Sega Saturn | Beetle Saturn | YabaSanshiro,
Yaba Sanshiro 2 **(Standalone)**,
Yabause,
Saturn.emu **(Standalone)** | Yes | .chd file for single-disc games, .m3u playlist for multi-disc games | | saturnjp | Sega Saturn [Japan] | Beetle Saturn | YabaSanshiro,
Yaba Sanshiro 2 **(Standalone)**,
Yabause,
Saturn.emu **(Standalone)** | Yes | .chd file for single-disc games, .m3u playlist for multi-disc games | | scummvm | ScummVM Game Engine | ScummVM | ScummVM **(Standalone)** | No | See the specific _ScummVM_ section in the user guide | -| scv | Epoch Super Cassette Vision | MAME4droid 2024 **(Standalone)** | | Yes | Single archive or ROM file | +| scv | Epoch Super Cassette Vision | MAME4droid Current **(Standalone)** | | Yes | Single archive or ROM file | | sega32x | Sega Mega Drive 32X | PicoDrive | | No | Single archive or ROM file | | sega32xjp | Sega Super 32X [Japan] | PicoDrive | | No | Single archive or ROM file | | sega32xna | Sega Genesis 32X [North America] | PicoDrive | | No | Single archive or ROM file | @@ -879,29 +879,29 @@ The **@** symbol indicates that the emulator is _deprecated_ and will be removed | solarus | Solarus Game Engine | _Placeholder_ | | | | | spectravideo | Spectravideo | blueMSX | | | | | steam | Valve Steam | _Placeholder_ | | | | -| stv | Sega Titan Video Game System | MAME - Current | MAME4droid 2024 **(Standalone)**,
MAME4droid **(Standalone)** | Yes | Single archive file | +| stv | Sega Titan Video Game System | MAME - Current | MAME4droid Current **(Standalone)**,
MAME4droid **(Standalone)** | Yes | Single archive file | | sufami | Bandai SuFami Turbo | Snes9x - Current | Snes9x 2010,
Snes9x 2005 Plus,
Snes9x EX+ **(Standalone)**,
bsnes,
bsnes-hd,
bsnes-mercury Accuracy | | | | supergrafx | NEC SuperGrafx | Beetle SuperGrafx | Beetle PCE,
PCE.emu **(Standalone)** | No | Single archive or ROM file | -| supervision | Watara Supervision | Potator | MAME4droid 2024 **(Standalone)** | No | Single archive or ROM file | -| supracan | Funtech Super A'Can | MAME4droid 2024 **(Standalone)** | | Yes | Single archive or ROM file. You need a supracan.zip archive that contains a valid internal_68k.bin file and an empty file named umc6650.bin | +| supervision | Watara Supervision | Potator | MAME4droid Current **(Standalone)** | No | Single archive or ROM file | +| supracan | Funtech Super A'Can | MAME4droid Current **(Standalone)** | | Yes | Single archive or ROM file. You need a supracan.zip archive that contains a valid internal_68k.bin file and an empty file named umc6650.bin | | switch | Nintendo Switch | Skyline **(Standalone)** | | Yes | | | symbian | Symbian | EKA2L1 **(Standalone)** | | Yes | See the specific _Symbian and Nokia N-Gage_ section in the User guide | -| tanodragon | Tano Dragon | MAME4droid 2024 [Tape] **(Standalone)** | MAME4droid 2024 [Cartridge] **(Standalone)** | Yes | See the specific _Dragon 32 and Tano Dragon_ section in the user guide | +| tanodragon | Tano Dragon | MAME4droid Current [Tape] **(Standalone)** | MAME4droid Current [Cartridge] **(Standalone)** | Yes | See the specific _Dragon 32 and Tano Dragon_ section in the user guide | | tg16 | NEC TurboGrafx-16 | Beetle PCE | Beetle PCE FAST,
Beetle SuperGrafx,
PCE.emu **(Standalone)** | No | Single archive or ROM file | | tg-cd | NEC TurboGrafx-CD | Beetle PCE | Beetle PCE FAST,
Beetle SuperGrafx,
PCE.emu **(Standalone)** | Yes | | -| ti99 | Texas Instruments TI-99 | MAME4droid 2024 **(Standalone)** | | Yes | See the specific _Texas Instruments TI-99_ section in the user guide | +| ti99 | Texas Instruments TI-99 | MAME4droid Current **(Standalone)** | | Yes | See the specific _Texas Instruments TI-99_ section in the user guide | | tic80 | TIC-80 Fantasy Computer | TIC-80 | | No | Single .tic file | | to8 | Thomson TO8 | Theodore | | | | | triforce | Namco-Sega-Nintendo Triforce | _Placeholder_ | | | | | trs-80 | Tandy TRS-80 | _Placeholder_ | | | | | type-x | Taito Type X | Winlator Cmod Glibc **(Standalone)** | Winlator Cmod PRoot **(Standalone)** | No | See the _Winlator_ section elsewhere in this document | | uzebox | Uzebox Open Source Console | Uzem | | | | -| vectrex | GCE Vectrex | vecx | MAME4droid 2024 **(Standalone)** | Yes for MAME4droid 2024 | Single archive or ROM file | +| vectrex | GCE Vectrex | vecx | MAME4droid Current **(Standalone)** | Yes for MAME4droid Current | Single archive or ROM file | | vic20 | Commodore VIC-20 | VICE xvic | | No | Single archive or tape, cartridge or diskette image file | -| videopac | Philips Videopac G7000 | O2EM | MAME4droid 2024 **(Standalone)** | Yes | Single archive or ROM file | +| videopac | Philips Videopac G7000 | O2EM | MAME4droid Current **(Standalone)** | Yes | Single archive or ROM file | | virtualboy | Nintendo Virtual Boy | Beetle VB | Virtual Virtual Boy **(Standalone)** | No | Single archive or ROM file | | vpinball | Visual Pinball | Visual Pinball **(Standalone)** | | No | See the specific _Visual Pinball_ section in the user guide | -| vsmile | VTech V.Smile | MAME4droid 2024 **(Standalone)** | | Yes | Single archive or ROM file | +| vsmile | VTech V.Smile | MAME4droid Current **(Standalone)** | | Yes | Single archive or ROM file | | wasm4 | WASM-4 Fantasy Console | WASM-4 | | No | Single .wasm file | | wii | Nintendo Wii | Dolphin | Dolphin **(Standalone)**,
Dolphin MMJR **(Standalone)**,
Dolphin MMJR2 **(Standalone)** | No | | | wiiu | Nintendo Wii U | Cemu **(Standalone)** | | No | See the specific _Nintendo Wii U_ section in the user guide | @@ -910,8 +910,8 @@ The **@** symbol indicates that the emulator is _deprecated_ and will be removed | windows9x | Microsoft Windows 9x | DOSBox-Pure | | No | | | wonderswan | Bandai WonderSwan | Beetle Cygne | Swan.emu **(Standalone)** | No | Single archive or ROM file | | wonderswancolor | Bandai WonderSwan Color | Beetle Cygne | Swan.emu **(Standalone)** | No | Single archive or ROM file | -| x1 | Sharp X1 | X Millennium | MAME4droid 2024 [Diskette] **(Standalone)**,
MAME4droid 2024 [Tape] **(Standalone)** | Yes for MAME4droid 2024 | Single archive or diskette/tape file | -| x68000 | Sharp X68000 | PX68k | MAME4droid 2024 **(Standalone)** | Yes | | +| x1 | Sharp X1 | X Millennium | MAME4droid Current [Diskette] **(Standalone)**,
MAME4droid Current [Tape] **(Standalone)** | Yes for MAME4droid Current | Single archive or diskette/tape file | +| x68000 | Sharp X68000 | PX68k | MAME4droid Current **(Standalone)** | Yes | | | xbox | Microsoft Xbox | _Placeholder_ | | | | | xbox360 | Microsoft Xbox 360 | _Placeholder_ | | | | | zmachine | Infocom Z-machine | MojoZork | | No | | diff --git a/CHANGELOG.md b/CHANGELOG.md index de7d13ab6..7959426cb 100644 --- a/CHANGELOG.md +++ b/CHANGELOG.md @@ -19,9 +19,14 @@ * Added game-select and system-select custom events and a corresponding "Browsing custom events" menu option * Added the NooDS RetroArch core as an alternative emulator for the gba and nds systems * Added the Holani RetroArch core as an alternative emulator for the atarilynx system +* Added the b2 RetroArch core as an alternative emulator for the bbcmicro system +* (Android) Changed from MAME4droid 2024 to MAME4droid Current for all systems where only this emulator was supported +* (Android) Added MAME4droid Current emulator entries for all systems where MAME4droid 2024 was supported * (Android) Added Pizza Boy SC standalone as an alternative emulator for the gamegear, genesis, mastersystem, megadrive and megadrivejp systems * (Android) Changed all RetroArch core entries to use absolute paths (this makes the ancient Play store release work correctly) * (Android) Changed the target SDK version to 35 (Android 15) +* (Linux) Added a find rule entry for the new PCSX2 binary name (pcsx2) +* (Linux) Added a find rule entry for the new DuckStation binary name (duckstation) * (Linux) Added support for the Flatpak release of Ruffle * (Linux) Changed the AppImage find rule for Mandarine to mandarine-qt*.AppImage * Added the .ruf file extension to the flash system diff --git a/USERGUIDE-DEV.md b/USERGUIDE-DEV.md index 6360867fc..de4ff8eef 100644 --- a/USERGUIDE-DEV.md +++ b/USERGUIDE-DEV.md @@ -4184,7 +4184,7 @@ The **@** symbol indicates that the emulator is _deprecated_ and will be removed | atarist | Atari ST [also STE and Falcon] | Hatari | Hatari **(Standalone)** | Yes | Single archive or image file for single-diskette games, .m3u playlist for multi-diskette games | | atarixe | Atari XE | Atari800 | Atari800 **(Standalone)**,
Altirra **(Standalone)** [W] | Yes except for Altirra | | | atomiswave | Sammy Corporation Atomiswave | Flycast | Flycast **(Standalone)**,
Flycast Dojo **(Standalone)**,
Demul **(Standalone)** [W] | Depends | Single archive file | -| bbcmicro | Acorn Computers BBC Micro | MAME **(Standalone)** | BeebEm **(Standalone)** [W] | Yes | Single archive (MAME only) or diskette image file | +| bbcmicro | Acorn Computers BBC Micro | MAME **(Standalone)** | b2,
BeebEm **(Standalone)** [W] | Yes | Single archive (MAME only) or diskette image file | | c64 | Commodore 64 | VICE x64sc Accurate | VICE x64sc Accurate **(Standalone)**,
VICE x64 Fast,
VICE x64 SuperCPU,
VICE x128,
Frodo | No | Single archive or image file for tape, cartridge or single-diskette games, .m3u playlist for multi-diskette games | | cdimono1 | Philips CD-i | SAME CDi | CDi 2015 @,
MAME **(Standalone)** | Yes | Single .bin/.cue pair | | cdtv | Commodore CDTV | PUAE | PUAE 2021,
FS-UAE **(Standalone)**,
Amiberry **(Standalone)** [LM] | Yes | See the specific _Commodore Amiga and CDTV_ section elsewhere in this guide | From fdf8aaee89ba96c05ece4432708dd8074a2c6b14 Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Mon, 3 Mar 2025 18:38:18 +0100 Subject: [PATCH 148/284] Updated SDL to 2.32.2 --- tools/Windows_dependencies_setup.bat | 16 ++++++++-------- tools/create_AppImage.sh | 4 ++-- tools/create_AppImage_SteamDeck.sh | 4 ++-- tools/macOS_dependencies_setup.sh | 2 +- 4 files changed, 13 insertions(+), 13 deletions(-) diff --git a/tools/Windows_dependencies_setup.bat b/tools/Windows_dependencies_setup.bat index ada9813b3..7ea0b171a 100644 --- a/tools/Windows_dependencies_setup.bat +++ b/tools/Windows_dependencies_setup.bat @@ -307,29 +307,29 @@ cd .. echo: echo Setting up SDL -if exist SDL2-2.30.9\ ( - rmdir /S /Q SDL2-2.30.9 +if exist SDL2-2.32.2\ ( + rmdir /S /Q SDL2-2.32.2 ) if exist SDL2\ ( rmdir /S /Q SDL2 ) -if exist SDL2-devel-2.30.9-VC.zip ( - del SDL2-devel-2.30.9-VC.zip +if exist SDL2-devel-2.32.2-VC.zip ( + del SDL2-devel-2.32.2-VC.zip ) -curl -LO https://libsdl.org/release/SDL2-devel-2.30.9-VC.zip +curl -LO https://libsdl.org/release/SDL2-devel-2.32.2-VC.zip -7z x SDL2-devel-2.30.9-VC.zip +7z x SDL2-devel-2.32.2-VC.zip -if not exist SDL2-2.30.9\ ( +if not exist SDL2-2.32.2\ ( echo SDL directory is missing, aborting. cd .. goto end ) -rename SDL2-2.30.9 SDL2 +rename SDL2-2.32.2 SDL2 cd SDL2 rename include SDL2 diff --git a/tools/create_AppImage.sh b/tools/create_AppImage.sh index 413fe7b64..00191e4b2 100755 --- a/tools/create_AppImage.sh +++ b/tools/create_AppImage.sh @@ -13,8 +13,8 @@ # How many CPU threads to use for the compilation. JOBS=4 -SDL_RELEASE_TAG=release-2.30.9 -SDL_SHARED_LIBRARY=libSDL2-2.0.so.0.3000.9 +SDL_RELEASE_TAG=release-2.32.2 +SDL_SHARED_LIBRARY=libSDL2-2.0.so.0.3200.2 echo "Building AppImage..." diff --git a/tools/create_AppImage_SteamDeck.sh b/tools/create_AppImage_SteamDeck.sh index 1f3b154eb..7244e12e9 100755 --- a/tools/create_AppImage_SteamDeck.sh +++ b/tools/create_AppImage_SteamDeck.sh @@ -13,8 +13,8 @@ # How many CPU threads to use for the compilation. JOBS=4 -SDL_RELEASE_TAG=release-2.30.9 -SDL_SHARED_LIBRARY=libSDL2-2.0.so.0.3000.9 +SDL_RELEASE_TAG=release-2.32.2 +SDL_SHARED_LIBRARY=libSDL2-2.0.so.0.3200.2 echo "Building Steam Deck AppImage..." diff --git a/tools/macOS_dependencies_setup.sh b/tools/macOS_dependencies_setup.sh index 9290a7846..41dedb338 100755 --- a/tools/macOS_dependencies_setup.sh +++ b/tools/macOS_dependencies_setup.sh @@ -333,7 +333,7 @@ if [ ! -d SDL ]; then fi cd SDL -git checkout release-2.30.9 +git checkout release-2.32.2 ln -s include SDL2 mkdir build cd .. From 660797c5bc58bbb5c18cd2b9ca01c1f6dd89e99b Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Mon, 3 Mar 2025 18:39:54 +0100 Subject: [PATCH 149/284] Updated the MAME index files to include ROMs up to MAME version 0.275 --- resources/MAME/mamebioses.xml | 3 +- resources/MAME/mamedevices.xml | 133 +- resources/MAME/mamenames.xml | 2610 ++++++++++++++++++++++++++++---- 3 files changed, 2375 insertions(+), 371 deletions(-) diff --git a/resources/MAME/mamebioses.xml b/resources/MAME/mamebioses.xml index 1af304a05..b9167094f 100644 --- a/resources/MAME/mamebioses.xml +++ b/resources/MAME/mamebioses.xml @@ -1,4 +1,4 @@ - + 3dobios airlbios aleck64 @@ -26,6 +26,7 @@ coh1001l coh1002e coh1002m +coh1002t coh1002v coh3002c coh3002t diff --git a/resources/MAME/mamedevices.xml b/resources/MAME/mamedevices.xml index 2e8dccf40..63e0f6052 100644 --- a/resources/MAME/mamedevices.xml +++ b/resources/MAME/mamedevices.xml @@ -1,4 +1,4 @@ - + 22vp931 3c505 3xtwin @@ -29,12 +29,12 @@ a2000kbd_us a2091 a2aevm80 -a2ap16a a2ap16 +a2ap16a a2aplcrd a2booti -a2bufgrapplerplusa a2bufgrapplerplus +a2bufgrapplerplusa a2cffa02 a2cffa2 a2corvus @@ -121,13 +121,13 @@ abc_db4112 abc_fd2 abc_hdc -abc_memcard abc_mem -abcsio +abc_memcard abc_slutprov abc_ssa abc_uni800 abc_unidisk +abcsio acb2072 ace_sp_reelctrl ace_sp_reelctrl_pcp @@ -146,29 +146,35 @@ agat840k_hle agat9_flop agat_fdc +aha1542 aha1542a aha1542b aha1542c aha1542cf aha1542cp -aha1542 aha1740 aha1742a aha2940au alice_mcx128 alto2_cpu altos2_kbd +amiga_a2091 +amiga_a570 +amiga_a590 amiga_ar1 amiga_ar2 amiga_ar3 +amiga_buddha +amiga_oktagon2008 +amiga_ripple amigakbd ampex230_kbd ap2000 aplcd150 aprikb aprissi -arc_a448b arc_a448 +arc_a448b arc_acejoy arc_armadeus arc_bbcio_aga30 @@ -187,7 +193,6 @@ arc_hdisc_cw arc_hdisc_morley arc_hdisc_we -archimedes_keyboard arc_ide_be arc_ide_rdev arc_iomidi_aka15 @@ -220,11 +225,12 @@ arc_uma_morley arc_upa_hccs arc_upmidi_aka12 +archimedes_keyboard asc88 ascsasi +at_keybc atari1050 atari810 -at_keybc atom_discpack ax208 ax208p @@ -285,8 +291,8 @@ bbc_tube_65c102 bbc_tube_80186 bbc_tube_80286 -bbc_tube_a500d bbc_tube_a500 +bbc_tube_a500d bbc_tube_arm7 bbc_tube_arm bbc_tube_casper @@ -323,17 +329,17 @@ bwtwo c1526 c1540 +c1541 c1541c c1541dd -c1541 c1541ii -c1541pdc c1541pd +c1541pdc c1551 c1563 c1570 -c1571cr c1571 +c1571cr c1581 c2031 c2040 @@ -391,8 +397,8 @@ cgenie_fdc cgthree chessmachine -cit101e_kbd cit101_kbd +cit101e_kbd cit220p_kbd clgd542x clgd5446_pci @@ -411,9 +417,9 @@ coco_orch90 coco_psg coco_rs232 +coco_scii coco_scii_cc1 coco_scii_cc3 -coco_scii coco_ssc coco_t4426 coco_wpk2 @@ -438,8 +444,8 @@ cpc_hd20 cpc_mf2 cpc_mface2 -cpc_serams cpc_ser +cpc_serams cpc_smartwatch cpc_ssa1 cpc_transtape @@ -462,8 +468,8 @@ db60xg dc320b dc320e -dc820b dc820 +dc820b dectalk_isa dg640 digilog_kbd @@ -473,6 +479,8 @@ dio98550 dio98603a dio98603b +dio98628 +dio98629 diskii13 dj2db djdma @@ -535,10 +543,12 @@ ep64_exdos epson_pf10 epson_qx_option_multifont +epson_rx80 epson_tf20 ergoline_kbd et4000 et4000_kasan16 +et4kw32i europc_kbd ev346 ex1280 @@ -546,14 +556,14 @@ executive10_102_kbd exorterm155_device f4431_kbd +fc_disksys fccpu20 +fccpu21 fccpu21a fccpu21b -fccpu21 fccpu21s fccpu21ya fccpu21yb -fc_disksys fcisio1 fcscsi1 fd148 @@ -567,18 +577,19 @@ fsd1 fsd2 g80_1500 -geforce256ddr geforce256 +geforce256ddr gfxultra gfxultrap gfxultrp gic grip gunsense +h89bus hardbox hcpu30 -hd44780_a00 hd44780 +hd44780_a00 hd44780u hd61830 hd63484 @@ -616,8 +627,8 @@ ibm_vga idpart_video ie15_device -ie15kbd ie15_keyboard +ie15kbd imds2ioc imi5000h indusgt @@ -641,9 +652,10 @@ isa_ibm_pgc isa_ibm_speech isa_pcmidi +isa_prose4001 isbc202 -isbc_215g isbc8024 +isbc_215g jaleco_vj_pc jasmin jc1310 @@ -654,11 +666,10 @@ k573mcr k573msu k573npu -k7659kb k7659_keyboard +k7659kb kaypro10kbd kb_3270pc -kbd_lle_en_us kb_ec1841 kb_iskr1030 kb_ms_natural @@ -666,12 +677,13 @@ kb_pcat101 kb_pcat84 kb_pcxt83 +kbd_lle_en_us kc_d004 kc_d004_gide kc_d004gide keytronic_l2207 -keytronic_pc3270_at keytronic_pc3270 +keytronic_pc3270_at km035 ks0066 ks0066_f00 @@ -704,16 +716,17 @@ m68705p5 m68705r3 m68705u3 +m68hc05pge m68hc705c4a m68hc705c8a mach64 mach64isa mackbd +mackbd_m0110 mackbd_m0110a mackbd_m0110a_f mackbd_m0110a_j mackbd_m0110b -mackbd_m0110 mackbd_m0110f mackbd_m0110j mackbd_m0110t @@ -736,6 +749,7 @@ mie mindset_sound_module minichif +mks3 mm1kb mm5740 mockingboardd @@ -763,6 +777,7 @@ mps1250 mpu401 ms7004 +ms_natural msdsd1 msdsd2 mshark @@ -772,7 +787,6 @@ msmt071 msmt081 msmt094 -ms_natural msx_cart_bm_012 msx_cart_easispeech msx_cart_sfg01 @@ -809,27 +823,28 @@ namco62 namco_amc namco_asca1 -namco_asca3a namco_asca3 +namco_asca3a namco_asca5 -namcoc65 -namcoc67 -namcoc68 -namcoc69 -namcoc70 -namcoc74 -namcoc75 -namcoc76 namco_csz1 -namco_cyberleada namco_cyberlead namco_cyberlead_led +namco_cyberleada namco_emio102 namco_fca10 namco_fca11 namco_fcb namco_tssio namco_xmiu1 +namcoc65 +namcoc67 +namcoc68 +namcoc69 +namcoc70 +namcoc71 +namcoc74 +namcoc75 +namcoc76 nanoreseau_mo nanoreseau_to nb_48gc @@ -862,8 +877,8 @@ nmk004 novell_dcb np600a3 -nsmdsad nsmdsa +nsmdsad nss_tvinterface o2_voice omniwave @@ -871,8 +886,8 @@ oric_jasmin oric_microdisc osa_analyst -osa_maestroa osa_maestro +osa_maestroa osa_sparc oti64111_pci p1_fdc @@ -905,8 +920,8 @@ pdc pds30_emac pds_hyper -pdslc_macconlc pds_sefp +pdslc_macconlc pet_softbox pet_superpet pg200 @@ -916,9 +931,9 @@ polyvti pr8210 premier_fdc +profighterq profighterqa profighterqb -profighterq profighterx promotion3210 ps2_keybc @@ -956,8 +971,8 @@ qsound_hle qts1 quadro -qx10_keyboard_ascii qx10_keyboard +qx10_keyboard_ascii qx10_keyboard_hasci rageiidvd rc2014_micro @@ -981,14 +996,15 @@ s100_am310 s100_djdma s100_mm65k16s -s100_nsmdsad s100_nsmdsa +s100_nsmdsad s100_sj2db s1410 s3_764 s3virge s3virgedx s97269pb +s_smp sa1403d saa5050 saa5051 @@ -1010,13 +1026,13 @@ sc119 scorpion_ic sdtandy_fdc +sed1200 sed1200da sed1200db -sed1200 sed1200fa sed1200fb -sed1278_0b sed1278 +sed1278_0b sed1330 sega837_14438 segaai_soundbox @@ -1030,6 +1046,7 @@ seta11leg sfd10001 sfd1001 +sgi_gm1 sgi_ip4 sgi_kbd side116 @@ -1097,10 +1114,10 @@ spectrum_uspeech spectrum_vtx5000 spectrum_wafa -s_smp +st_kbd stereo_fx stic -st_kbd +sun1cpu sv603 sv806 sw1000xg @@ -1108,17 +1125,17 @@ sx1541 sys68k_cpu1 sys68k_cpu20 +sys68k_cpu21 sys68k_cpu21a sys68k_cpu21b -sys68k_cpu21 sys68k_cpu21s sys68k_cpu21ya sys68k_cpu21yb -sys68k_cpu30be sys68k_cpu30 +sys68k_cpu30be sys68k_cpu30lite -sys68k_cpu30xa sys68k_cpu30x +sys68k_cpu30xa sys68k_cpu30za sys68k_cpu33 sys68k_iscsi1 @@ -1132,6 +1149,7 @@ tandberg_tdv2100_disp_logic tandberg_tdv2100_keyboard tandy2kb +tdl12 technica tek410x_kbd tek_msu_fdc @@ -1163,6 +1181,7 @@ to8_kbd to9_kbd to9p_kbd +tp880v tp881v trs80m2kb turbogx @@ -1178,8 +1197,8 @@ umc6650 uni800 unidisk -upd7220a upd7220 +upd7220a uts_400kbd uts_extw v102_kbd @@ -1192,18 +1211,18 @@ vic1520 vic20_fe3 vic20_videopak -victor9kb victor9k_fdc victor9k_kb -virgedx_pci +victor9kb virge_pci +virgedx_pci vision864 vision964 vision968 voicebox votrax -votrsc01a votrsc01 +votrsc01a vp700 vtech_fdc vtech_rs232 @@ -1212,19 +1231,19 @@ vtech_wordpro vz_rs232 vz_rtty -wangpckb wangpc_lic wangpc_rtc wangpc_tig wangpc_wdc +wangpckb wd1002a_wx1 wd1007a wd90c00_jk wd90c11_lr wd90c30_lr +wd90c31_lr wd90c31a_lr wd90c31a_zs -wd90c31_lr wd90c33_zz wd90c90_jk wd9710_pci diff --git a/resources/MAME/mamenames.xml b/resources/MAME/mamenames.xml index 0b784a213..a182658c5 100644 --- a/resources/MAME/mamenames.xml +++ b/resources/MAME/mamenames.xml @@ -1,4 +1,4 @@ - + 005 005 @@ -392,12 +392,16 @@ 3B2/600 - 3bagflnz + 3bagfull + 3 Bags Full (5VXFC790, Victoria) + + + 3bagfullnz 3 Bags Full (3VXFC5345, New Zealand) - 3bagflvt - 3 Bags Full (5VXFC790, Victoria) + 3bagfullu + 3 Bags Full (4XF5196I02, US) 3cdpoker @@ -467,6 +471,10 @@ 3wondersb Three Wonders (bootleg) + + 3wondersbi + Three Wonders (Italian bootleg) + 3wondersh Three Wonders (hack) @@ -681,15 +689,15 @@ 64street - 64th. Street - A Detective Story (World) + 64th. Street: A Detective Story (World) 64streetj - 64th. Street - A Detective Story (Japan, set 1) + 64th. Street: A Detective Story (Japan, set 1) 64streetja - 64th. Street - A Detective Story (Japan, set 2) + 64th. Street: A Detective Story (Japan, set 2) 68ksbc @@ -723,6 +731,10 @@ 7951om 7951om + + 7gold + 7 Gold + 7jigen 7jigen no Youseitachi - Mahjong 7 Dimensions (Japan) @@ -2939,6 +2951,10 @@ aerofgts Aero Fighters Special (USA) + + aerofgtsg + Aero Fighters Special (VER 1.00G) + aerofgtst Aero Fighters Special (Taiwan) @@ -2959,6 +2975,10 @@ afbm7800 Atari Flashback Mini 7800 + + afbp4 + Atari Flashback Portable (version 4) + afighter Action Fighter (FD1089A 317-0018) @@ -3483,6 +3503,10 @@ aliencr Alien Crush (United Amusements PC Engine) + + alienfev + Chibi Pachi: Alien Fever + alienfnt Alien Front (Rev T) @@ -3971,6 +3995,10 @@ amaztron Amaze-A-Tron + + amaztsk + Amazonia (Ming-Yang Electronic / TSK) + ambush Ambush @@ -3993,15 +4021,15 @@ amerdart - AmeriDarts (set 1) + Ameri Darts (set 1) amerdart2 - AmeriDarts (set 2) + Ameri Darts (set 2) amerdart3 - AmeriDarts (set 3) + Ameri Darts (set 3) america @@ -4431,6 +4459,10 @@ anpanmana Soreike! Anpanman Popcorn Koujou (Rev A) + + anpanmdx + Anpanman Kazoku de! Ikunou Mat DX (Japan) + anpantv Anpanman TV (Japan) @@ -4611,6 +4643,10 @@ aplscar Apricot LS Pro (Caracal Motherboard) + + apmj2009 + Anpanman Pyon-Pyon Ikunou Mat (Japan) + apocof Apollo Coffee (0151105, US) @@ -4667,26 +4703,98 @@ apple2c0 Apple //c (UniDisk 3.5) + + apple2c0de + Apple //c (UniDisk 3.5, Germany) + + + apple2c0fr + Apple //c (UniDisk 3.5, France) + + + apple2c0se + Apple //c (UniDisk 3.5, Sweden) + + + apple2c0uk + Apple //c (UniDisk 3.5, UK) + apple2c3 Apple //c (Original Memory Expansion) + + apple2c3de + Apple //c (Original Memory Expansion, Germany) + + + apple2c3fr + Apple //c (Original Memory Expansion, France) + + + apple2c3se + Apple //c (Original Memory Expansion, Sweden) + + + apple2c3uk + Apple //c (Original Memory Expansion, UK) + apple2c4 Apple //c (rev 4) + + apple2c4de + Apple //c (rev 4, Germany) + + + apple2c4fr + Apple //c (rev 4, France) + + + apple2c4se + Apple //c (rev 4, Sweden) + + + apple2c4uk + Apple //c (rev 4, UK) + + + apple2cde + Apple //c (Germany) + + + apple2cfr + Apple //c (France) + apple2cp Apple //c Plus + + apple2cse + Apple //c (Sweden) + + + apple2cuk + Apple //c (UK) + apple2e Apple //e + + apple2ede + Apple //e (Germany) + apple2ee Apple //e (enhanced) + + apple2eede + Apple //e (enhanced, Germany) + apple2eefr Apple //e (enhanced, France) @@ -4695,14 +4803,42 @@ apple2ees Apple //e (Spain) + + apple2eese + Apple //e (enhanced, Sweden) + apple2eeuk Apple //e (enhanced, UK) + + apple2efr + Apple //e (France) + apple2ep Apple //e (Platinum) + + apple2epde + Apple //e (Platinum, Germany) + + + apple2epfr + Apple //e (Platinum, France) + + + apple2epse + Apple //e (Platinum, Sweden) + + + apple2epuk + Apple //e (Platinum, UK) + + + apple2ese + Apple //e (Sweden) + apple2euk Apple //e (UK) @@ -5077,6 +5213,10 @@ arcwins + Arctic Wins (4XF5227H04, US) + + + arcwinsa Arctic Wins (4XF5227H03, US) @@ -5379,6 +5519,10 @@ arrball Arrange Ball + + arthurkn + Arthur's Knights + arwincm Arctic Wins - Mr. Cashman (0151065, US) @@ -6141,7 +6285,7 @@ asoccer - American Soccer + American Soccer (Japan) asr10 @@ -6167,6 +6311,14 @@ asst128 Assistent 128 + + ast6000 + Advantage! 6050d/6066d + + + ast611 + Advantage! 610/611 + astannie Asteroid Annie and the Aliens @@ -6239,6 +6391,10 @@ astinvad Astro Invader + + astinvadb + Astro Invader (bootleg) + astoneag Stone Age (Astro, Ver. EN.03.A, 2005/02/21) @@ -6315,6 +6471,10 @@ astrob2b Astro Blaster (version 2b) + + astrobf + Astro Blaster (French) + astrobg Astro Blaster (German) @@ -6591,6 +6751,10 @@ atetrisc2 Tetris (cocktail set 2) + + atgame40 + 40 Bonus Games in 1 (AtGames) + athena Athena @@ -6699,9 +6863,17 @@ atrbonpk Bonus Poker (Atronic) + + atrbtlma + Beetlemania (Atronic) + atricmon - I C Money (Atronic) + I C Money (Atronic) (set 1) + + + atricmona + I C Money (Atronic) (set 2) atronic @@ -6711,6 +6883,10 @@ atronica Atronic SetUp/Clear Chips (Russia, set 2) + + atronicb + Atronic SetUp/Clear Chips + atrwild Wild Thing (Atronic) @@ -6899,6 +7075,10 @@ auvip800 VIP 800 + + av20dev + Acorn V20 (Development) + av2mj1bb AV2Mahjong No.1 Bay Bridge no Seijo (Japan) @@ -7055,6 +7235,10 @@ aviion_4600 AViiON 4600 + + avmjts + AV-Mahjong Two Shot (Japan Ver 1.00 1990/05/21) + avrmax AVR-Max Chess Computer (English) @@ -7389,7 +7573,11 @@ baboshka - Baboshka (Russia) (Atronic) + Babooshka (Atronic) + + + baboshkar + Babooshka (Russia) (Atronic) babydad @@ -7527,6 +7715,10 @@ bagnardio Le Bagnard (Itisa, Spain, older) + + baile + Baile 2005 (V3.2 2005-01-12) + bakatono Bakatonosama Mahjong Manyuuki (MOM-002 ~ MOH-002) @@ -7589,12 +7781,36 @@ bam2 - Bust a Move 2 - Dance Tengoku Mix (Japanese ROM ver. 1999/07/17 10:00:00) + Bust a Move 2 - Dance Tengoku Mix (HDD Japanese ROM ver. 1999/07/17 10:00:00) + + + bam2a + Bust a Move 2 - Dance Tengoku Mix (CDROM Japanese ROM ver. 1999/07/17 10:00:00) bambball Dribble Away Basketball + + ban_bkgj + Let's! TV Play Narikiri Taikan Boukenger Hashire! Ute! Mission Start!! (Japan) + + + ban_db2j + Let's TV Play Dragon Ball Z Battle Experience Kamehameha 2 ~Ossu Ome Goku Tenkaichi Budokai~ (Japan) + + + ban_dn1j + Let's! TV Play Disney Characters Oto! Iro! Ton-Ton! Miracle Parade (Japan) + + + ban_kksj + Let's! TV Play Taikan Taitoku Kekkaishi: Houi! Jouso! Ketsu! Metsu! (Japan) + + + ban_krkk + Let's! TV Play Nou to Karada o Kitaeru Taikan Zunou Family Mattore (Japan) + ban_krrj Let's! TV Play Keroro Shoutai Dai Panic! Dotabata Daikessen de Arimasu (Japan) @@ -7605,7 +7821,19 @@ ban_onep - Let's! TV Play One Piece Punch Battle (Japan) + Let's! TV Play Taikan Kakutou One Piece Punch Battle - Kaizoku Ou ni Kimi ga Naru (Japan) + + + ban_ordj + Let's! TV Play Ongeki Battle! Kamen Rider Hibiki: Kimero! Ikki Kasei no Kata (Japan) + + + ban_ult + Let's! TV Play Narikiri Fight Ultraman - Ute! Hissatsu Kousen!! (Japan) + + + ban_utmj + Let's! TV Play Taikan Cast Off - Kamen Rider Kabuto Clock Up & Rider Kick!! (Japan) bananadr @@ -7997,15 +8225,15 @@ battlnts - Battlantis (program code G) + Battlantis (version G) battlntsa - Battlantis (program code F) + Battlantis (version F) battlntsj - Battlantis (Japan, program code E) + Battlantis (Japan, version E) battroad @@ -8673,7 +8901,7 @@ bejpoker - Bonanza Enterprises' Joker Poker + Bonanza's Joker Poker bel @@ -8707,6 +8935,10 @@ belslots Bel Slots Export (5.01) + + beluga + Beluga + benberob Ben Bero Beh (Japan) @@ -8997,7 +9229,11 @@ big10 - Big 10 + Big 10 (1985, Success) + + + big10a + Big 10 (1986, System Make) bigappg @@ -9483,6 +9719,10 @@ bk08 BK-08 + + bk139in1 + BornKid 32 Bit Preloaded 139-in-1 Handheld Game Console + bk2k_l4 Black Knight 2000 (L-4) @@ -9541,7 +9781,31 @@ bkarast - Karaoke Station (Japan) + Karaoke Station (Japan, set 1) + + + bkarasta + Karaoke Station (Japan, set 2) + + + bkarastb + Karaoke Station (Japan, set 3) + + + bkarastc + Karaoke Station (Japan, set 4) + + + bkarastd + Karaoke Station (Japan, set 5) + + + bkaraste + Karaoke Station (Japan, set 6) + + + bkarastf + Karaoke Station 'For Girls' (Japan) bkid218 @@ -9595,6 +9859,10 @@ blackbdb Black Beard (Russia, set 3) + + blackbdu + Black Beard (US.00, 2005/03/14) + blackblt Black Belt @@ -9615,6 +9883,10 @@ blackpnt Black Panther (0200818V, Victoria) + + blackpntu + Black Panther (FHG0949-01, US) + blackt96 Black Touch '96 @@ -10199,6 +10471,10 @@ bm7thmix beatmania 7th MIX (ver JA-B) + + bmanroul + Bomberman Misobon Roulette (961028 JPN) + bmaster Blade Master (World) @@ -10277,7 +10553,15 @@ bmf_it - Batman Forever (Italian) + Batman Forever (Italian, 4.0, Nov. 1 1995, Display Rev. 4.01) + + + bmf_ita + Batman Forever (Italian, 4.0, Sept. 26 1995, Display Rev. 4.00) + + + bmf_itb + Batman Forever (Italian, 4.0, Sept. 26 1995, Display Rev. 4.00, earlier sound ROM) bmf_jp @@ -10285,7 +10569,11 @@ bmf_nl - Batman Forever (Dutch) + Batman Forever (Dutch, 4.0) + + + bmf_nl302 + Batman Forever (Dutch, 3.02) bmf_no @@ -10437,7 +10725,7 @@ bnstars - Vs. Janshi Brandnew Stars (Ver 1.1, MegaSystem32 Version) + Vs. Janshi Brandnew Stars (Ver 1.1, MegaSystem 32 Version) bnstars1 @@ -10613,7 +10901,11 @@ bonusch - Bonus Chance (W-8) + Bonus Chance (W-8, set 1) + + + bonuscha + Bonus Chance (W-8, set 2) bonuscrd @@ -10709,15 +11001,23 @@ bootsctnu - Boot Scootin' (GHG1012-02, US) + Boot Scootin' (AHG1547, US) bootsctnua - Boot Scootin' (GHG1008-03, US) + Boot Scootin' (AHG1433, US) bootsctnub - Boot Scootin' (AHG1547, US) + Boot Scootin' (GHG1012-02, US) + + + bootsctnuc + Boot Scootin' (GHG1012-01, US) + + + bootsctnud + Boot Scootin' (GHG1008-03, US) bop_l2 @@ -10767,6 +11067,10 @@ borisdpl Boris Diplomat + + bornkidh + BornKid 16 Bit Handheld Games 100-in-1 (model GB-10X) + borntofi Born To Fight (set 1) @@ -10947,6 +11251,10 @@ bpartya Bachelorette Party (BHG1579, US) + + bpartyb + Bachelorette Party (BHG1247, US) + bpengo Pengo (Bandai) @@ -11087,6 +11395,10 @@ brglitz Ballroom Glitz + + brhino + Black Rhino (IGT) + brickppl Brick People / Block PeePoo (Ver 1.002) @@ -11219,6 +11531,10 @@ brvbladea Brave Blade (Asia) + + brvbladeg + Brave Blade (VER 1.40G) + brvbladej Brave Blade (Japan) @@ -11591,6 +11907,10 @@ bubbroul Bubblen Roulette (Japan, main ver. 1.8, video ver. 1.3) + + bubbroul17 + Bubblen Roulette (Japan, main ver. 1.7, video ver. 1.3) + bubl2000 Bubble 2000 @@ -11855,6 +12175,10 @@ bultrman Ultraman Monster Battle + + bumba + Bumba (bootleg of Head On) + bumblbug Bumble Bugs (0200510V, NSW/ACT) @@ -11869,6 +12193,10 @@ bumblbugua + Bumble Bugs (CHG0479-02, US) + + + bumblbugub Bumble Bugs (CHG0479-99, US) @@ -12283,6 +12611,10 @@ cabalbl2 Cabal (bootleg of Joystick version, set 2) + + cabalm + Cabal (Modular System) + cabaluk Cabal (UK, Trackball) @@ -12449,7 +12781,7 @@ cameltry - Cameltry (US, YM2610) + Cameltry (World, YM2610) cameltrya @@ -12463,6 +12795,10 @@ cameltryj Cameltry (Japan, YM2610) + + cameltryu + Cameltry (US, YM2610) + camlight Camel Lights @@ -12623,6 +12959,10 @@ capsnkb Capcom Vs. SNK: Millennium Fight 2000 + + captainx + Captain X + captaven Captain America and The Avengers (Asia Rev 1.4) @@ -12795,6 +13135,10 @@ carnivalha Carnival (Head On hardware, set 2) + + carnivalmm + Carnival (ManilaMatic bootleg) + carnking Carnival King (v1.00.11) @@ -13039,6 +13383,10 @@ cawingur1 Carrier Air Wing (USA 901012) + + cb2 + Cherry Bonus II (V2.00 06/01) + cb2001 Cherry Bonus 2001 (V1.1I) @@ -13079,14 +13427,42 @@ cb3g Cherry Bonus III (ver.1.40, set 6) + + cb3h + Cherry Bonus III (ver.1.40, set 7) + + + cb3s51 + Cherry Bonus III (ver.5.1) + + + cb4 + Cherry Bonus IV (V5.0) + + + cb4a + Cherry Bonus IV (V1.2) + cb5 Cherry Bonus V Five (V1.3) + + cb5_11 + Cherry Bonus V Five (V1.1) + + + cbaai + Cherry Bonus (A.A.I. bootleg) + cbaj Cool Boarders Arcade Jam (Export) + + cbajbl + Cool Boarders Arcade Jam (Export bootleg) + cball Cannonball (Atari, prototype) @@ -13603,6 +13979,10 @@ cecmatch ChuckECheese's Match Game + + cellage + Cellage + cencourt Center Court (World, 4 Players, prototype) (MC-8123B) @@ -13857,6 +14237,10 @@ cgold2 + Caribbean Gold II (4XF5182H04, US) + + + cgold2a Caribbean Gold II (3XF5182H04, US) @@ -13927,6 +14311,10 @@ ch2001 Chess 2001 + + ch3001r + Champion 3001 Regular + ch48633c CH-486-33C @@ -13955,6 +14343,10 @@ chaknpop Chack'n Pop + + chakumel + Chaku Melo Collection + chalgear Challenge Gear (Japan) @@ -14099,6 +14491,10 @@ chariotcpe Chariot Challenge (04J00714, Peru) + + chariotcu + Chariot Challenge (RHG0635-02, US) + charles Charleston (V2.1, Catalonia) @@ -14177,23 +14573,23 @@ chelnov - Chelnov - Atomic Runner (World) + Atomic Runner Chelnov (World) chelnovj - Chelnov - Atomic Runner (Japan) + Atomic Runner Chelnov (Japan) chelnovjbl - Chelnov - Atomic Runner (Japan, bootleg with I8031, set 1) + Atomic Runner Chelnov (Japan, bootleg with I8031, set 1) chelnovjbla - Chelnov - Atomic Runner (Japan, bootleg with I8031, set 2) + Atomic Runner Chelnov (Japan, bootleg with I8031, set 2) chelnovu - Chelnov - Atomic Runner (US) + Atomic Runner Chelnov (US) cherry96 @@ -14255,6 +14651,10 @@ cheyenne Cheyenne (version 1.0) + + chicdale + Chickendales (Atronic) + chicgum Chic Gum Video @@ -14499,6 +14899,10 @@ chukataiu Chuka Taisen (US) (P0-028-A PCB) + + chusenoh + Chusenoh + chwrestl Champion Pro Wrestling @@ -14853,7 +15257,7 @@ clcd - LCD (Prototype) + LCD (prototype) cleanswp @@ -15137,7 +15541,11 @@ cmast97 - Cherry Master '97 (V1.7) + Cherry Master '97 (V1.7, set 1) + + + cmast97a + Cherry Master '97 (V1.7, set 2) cmast97i @@ -15199,6 +15607,14 @@ cmasterk Cherry Master I (ver.1.01, set 11, TAKE stops all) + + cmasterl + Cherry Master I (ver.1.01, set 12) + + + cmcwa + Chibi Maruko-chan - Wanage de Asobo!! + cmehyou Mahjong Circuit no Mehyou (Japan) @@ -15207,6 +15623,14 @@ cmezspin Cherry Master I (E-Z Spin bootleg / hack) + + cmezspina + Cherry Master I (E-Z Spin Hands Count bootleg / hack, set 1) + + + cmezspinb + Cherry Master I (E-Z Spin Hands Count bootleg / hack, set 2) + cmfb55 Cherry Master (bootleg, Game FB55 Ver.2) @@ -15263,6 +15687,14 @@ cmpchess2 CompuChess: The Second Edition + + cmpmx10 + Classic Max Pocket Mx-10 - 12 in 1 (vertical) + + + cmpmx11 + Classic Max Pocket PCMX11 - 12 in 1 Colour Games Console (horizontal, France) + cmrltv75 Coinmaster Roulette P497 V75 (Y2K, Spanish) @@ -15347,6 +15779,10 @@ cncchess3 Computer Chess (Conic, model 7013) + + cnchess + Chinese Chess + cndypuzl Candy Puzzle (v1.0) @@ -15477,7 +15913,7 @@ cobrasd - Cobra Sport Dart / Tour Sport Dart (OKI M6376 sound) + Cobra Sport Dart / Tour Sport Dart (Oki MSM6376 sound) cobrasda @@ -15555,6 +15991,10 @@ code1db Code One Dispatch Ver 1.16 (ver UAB) + + codemagik + Code Magik (Ver 5.5) / Super 7 (stealth game) + coleco ColecoVision (NTSC) @@ -16655,6 +17095,10 @@ cpc88 CPC-88 (MSX1, Korea) + + cpchess2 + Computachess II + cpg120 Zemmix CPG-120 Normal (MSX2, Korea) @@ -16727,6 +17171,10 @@ cprogolfj Tournament Pro Golf (DECO Cassette) (Japan) + + cps1mult + CPS1 Multi Game + cps3boot CPS3 Multi-game bootleg for HD6417095 type SH2 (V4) @@ -17095,6 +17543,10 @@ crszonev2a Crisis Zone (World, CSZO2 Ver. A) + + crszonev2b + Crisis Zone (World, CSZO2 Ver. B) + crszonev3a Crisis Zone (US, CSZO3 Ver. A) @@ -17141,15 +17593,15 @@ crushbl - Crush Roller (bootleg set 1) + Crush Roller (bootleg, set 1) crushbl2 - Crush Roller (bootleg set 2) + Crush Roller (bootleg, set 2) crushbl3 - Crush Roller (bootleg set 3) + Crush Roller (bootleg, set 3) crusherm @@ -17161,7 +17613,7 @@ crushs - Crush Roller (bootleg set 4) + Crush Roller (bootleg, set 4) crusnexo @@ -17375,6 +17827,10 @@ crzrallyrf Crazy Rally (Recreativos Franco license) + + crzybell + Crazy Bell (V1.2D) + crzybugs Crazy Bugs (V204US) @@ -17487,6 +17943,10 @@ csc Champion Sensory Chess Challenger + + cscaoysd + Crayon Shin-chan - Arashi o Yobu! Sushitori Daigassen + csce Elite Champion Challenger @@ -17743,6 +18203,10 @@ ct65 CT-65 + + ct8000 + Casiotone 8000 + ctainv CTA Invader @@ -17763,6 +18227,10 @@ cterrani Terranean (DECO Cassette) (US) + + ctfk1 + Casiotone FK-1 + cthd2003 Crouching Tiger Hidden Dragon 2003 (hack of The King of Fighters 2001) @@ -17795,6 +18263,10 @@ ctk601 CTK-601 + + ctmb1 + Casiotone MB-1 + ctntune Name That Tune (Castle Toy) @@ -18003,6 +18475,18 @@ cuttherope Cut The Rope + + cutyline + Cuty Line (ver.1.01) + + + cutylinea + Cuty Line (LC-88 bootleg, ver.8.05C) + + + cutylineb + Cuty Line (LC-88 bootleg, ver.7C.14) + cv_10 Cirqus Voltaire (1.0) @@ -18463,6 +18947,10 @@ d9final Dream 9 Final (v2.24) + + d9flower + Dream 9 Flower (v1.00c) + dacholer Dacholer @@ -18471,6 +18959,10 @@ dadandrn Kyukyoku Sentai Dadandarn (ver JAA) + + dagenta6 + Double Agent (0152082, US) + dagz80 DAG Z80 Trainer @@ -18531,6 +19023,10 @@ daiohp3 Daioh (prototype, earliest) + + daireach + Mahjong Dai-Reach (Japan, TSM012-C01) + daireika Mahjong Daireikai (Japan) @@ -18921,7 +19417,7 @@ dblagent - Double Agent (0152082, US) + Double Agent (3XF5287H04, US) dblaxle @@ -18967,6 +19463,10 @@ dbldolphq Double Dolphins (40003211, Queensland) + + dbldolphu + Double Dolphins (0351006, US) + dbldynj The Double Dynamites (Japan, 13NOV89) @@ -19021,7 +19521,7 @@ dbridgec - Bridge Computer (Diamond) + Diamond Bridge Computer dbz @@ -19039,6 +19539,10 @@ dbza Dragon Ball Z (rev A) + + dbzbgck + Dragon Ball Z - Bucchigiri no Chou Kessen + dbzonep Dragon Ball Z x One Piece: Battle Taikan Gum-Gum no Kamehameha: Omee no Koe de Ora o Yobu (Japan) @@ -19527,6 +20031,10 @@ ddragonja Double Dragon (Japan set 2) + + ddragonm + Double Dragon (Modular System) + ddragonu Double Dragon (US set 1) @@ -19681,11 +20189,11 @@ ddsomjr1 - Dungeons & Dragons: Shadow over Mystara (Japan 960206) + Dungeons & Dragons: Shadow over Mystara (Japan 960223) ddsomjr2 - Dungeons & Dragons: Shadow over Mystara (Japan 960223) + Dungeons & Dragons: Shadow over Mystara (Japan 960206) ddsomr1 @@ -20045,27 +20553,27 @@ demonwld - Demon's World / Horror Story (set 1) + Demon's World (World) / Horror Story (Japan) (set 1) demonwld1 - Demon's World / Horror Story (set 2) + Demon's World (World) / Horror Story (Japan) (set 2) demonwld2 - Demon's World / Horror Story (set 3) + Demon's World (World) / Horror Story (Japan) (set 3) demonwld3 - Demon's World / Horror Story (set 4) + Demon's World (World) / Horror Story (Japan) (set 4) demonwld4 - Demon's World / Horror Story (set 5) + Demon's World (World) / Horror Story (Japan) (set 5) demonwld5 - Demon's World / Horror Story (set 6) + Demon's World (World) / Horror Story (Japan) (set 6) dendego @@ -20407,6 +20915,10 @@ dgunl3227 My Arcade Pac-Man Pocket Player (DGUNL-3227) + + dgunl3227a + My Arcade Pac-Man Pocket Player (DGUNL-3227, older) + dh_lf2 Dirty Harry (LF-2) @@ -20455,6 +20967,10 @@ diablo68b Diablo 68000 (set 3) + + diablo68c + Diablo 68000 (set 4) + diaelite Diana Elite @@ -20643,6 +21159,22 @@ digilog400 400 + + digimon + Digital Monster (Japan) + + + digimonv2 + Digital Monster Ver. 2 (Japan) + + + digimonv3 + Digital Monster Ver. 3 (Japan) + + + digixar + Digimon X Arena (Japan) + digsid Dig Dug (manufactured by Sidam) @@ -21267,13 +21799,21 @@ dmax8000 Datamax 8000 + + dmbtjunc + Let's! TV Play Digital Monster Battle Junction (Japan) + dmdfever Diamond Fever (0200302V, NSW/ACT) dmndhrt - Diamond Heart (v1.0) + Diamond Heart (v1.06) + + + dmndhrtn + Diamond Heart New (v20.0) dmndrby @@ -21551,6 +22091,10 @@ dogyuunto Dogyuun (8/25/1992 location test) + + dojokkot + Dojokko Tsukami (Japan, ver 1.02) + dokaben Dokaben (Japan) @@ -21625,6 +22169,10 @@ dolphntru + Dolphin Treasure (FHG4076-02, US) + + + dolphntrua Dolphin Treasure (FHG4077-02, US) @@ -21747,6 +22295,10 @@ dorachan Dora-chan (Japan) + + doradraw + Doraemon Ugoku! Oekaki (Japan) + doraemon Doraemon no Eawase Montage (prototype) @@ -21837,7 +22389,7 @@ douni - Mr. Do vs. Unicorns + Mr. Do! vs. Unicorns (Japan) dowild @@ -22035,6 +22587,14 @@ dragon64h Dragon 64 (HD6309E CPU) + + dragonmj + Dragon Mahjong (Ver 1.20) + + + dragonmj103 + Dragon Mahjong (Ver 1.03) + dragonsh Dragon's Heaven (development board) @@ -22099,6 +22659,10 @@ drdunk Dr. Dunk + + dream9 + Dream 9 (v1.52) + dreambal Dream Ball (Japan V2.4) @@ -22213,7 +22777,7 @@ drgnwrldv40k - Dragon World (Korea, V040K) + Dongbang Jiju (Korea, V040K) drgpunch @@ -22313,7 +22877,7 @@ driveout - Drive Out (bootleg) + Drive Out (bootleg of Drift Out) driveyes @@ -22369,6 +22933,10 @@ drmmake + Dream Maker (Atronic) + + + drmmaker Dream Maker (Russia) (Atronic) @@ -22727,6 +23295,10 @@ dt486 DT486 + + dt7 + DT7 (prototype) + dtc DTC @@ -23061,7 +23633,11 @@ dynasty - Dynasty (Ver. 1.02) + Dynasty (2009, Ver. 1.02) + + + dynastye + Dynasty (1992, V5.1G) dyndeka2 @@ -23187,6 +23763,10 @@ earthst EarthStation-I + + easports + EA Sports Classics: NHL 95 & FIFA Soccer 96 (JAKKS Pacific TV Game) + eastland Easter Island - Cash Express (0151117, US) @@ -25301,23 +25881,23 @@ edf - E.D.F. : Earth Defense Force (set 1) + E.D.F.: Earth Defense Force (set 1) edfa - E.D.F. : Earth Defense Force (set 2) + E.D.F.: Earth Defense Force (set 2) edfbl - E.D.F. : Earth Defense Force (bootleg) + E.D.F.: Earth Defense Force (bootleg) edfp - E.D.F. : Earth Defense Force (Japan, prototype) + E.D.F.: Earth Defense Force (Japan, prototype) edfu - E.D.F. : Earth Defense Force (North America) + E.D.F.: Earth Defense Force (North America) edmv035f @@ -25387,14 +25967,6 @@ eforsta5 Enchanted Forest (0400122V, NSW/ACT) - - eforsta5ce - Enchanted Forest - Cash Express (CHG1536, US) - - - eforsta5cea - Enchanted Forest - Cash Express (AHG1615, US) - eforsta5u Enchanted Forest (JHG0415-03, US) @@ -25403,6 +25975,14 @@ eforsta5ua Enchanted Forest (JHG0415-99, US) + + eforstce + Enchanted Forest - Cash Express (AHG1615, US) + + + eforstcea + Enchanted Forest - Cash Express (CHG1536, US) + eg3003 Video Genie EG3003 @@ -25447,6 +26027,10 @@ eggventr2 Egg Venture (Release 2) + + eggventr4 + Egg Venture (Release 4) + eggventr7 Egg Venture (Release 7) @@ -25595,6 +26179,10 @@ elanht286 Elan High Tech 286 + + elbaskb + Basketbol (Elektronika) + elcirculo El Circulo @@ -25611,6 +26199,14 @@ eldoraddoa El Dorado (V1.4D) + + eldoraddob + El Dorado (V2.0D) + + + eldoraddoc + El Dorado (V1.1J) + eldorado El Dorado City of Gold @@ -25979,6 +26575,10 @@ endrichsa Endless Riches (Ver 1.20) + + endrichsb + Endless Riches (Ver 1.10) + endurob2 Enduro Racer (bootleg set 2) @@ -29247,10 +29847,22 @@ epo_crok Croket! Itada Kinka! Banker Battle!! (Japan) + + epo_dabj + TV de Asobou! Manabou! Chou Nouryoku AIUEO Zukan (Japan) + epo_dmon Doraemon Wakuwaku Kuukihou (Japan) + + epo_doka + Doko Demo Doraemon Nihon Ryokou Game DX Taikan! Doko Dora Grand Prix! (Japan) + + + epo_dtcj + Doraemon Taikan Take-copter! Sora Tobu Daibouken (Japan) + epo_ebox Excite Boxing (Japan) @@ -29311,6 +29923,10 @@ epo_hamd Ham-chans Dai Shuugou Dance Surunoda! Hashirunoda! (Japan) + + epo_mail + TV Mail PC mail*cot (Japan) + epo_mini mini-moni Party! Rhythm de Pyon! (Japan) @@ -29327,10 +29943,18 @@ epo_mmsp mini-moni Stage! Dance Dapyon! Plus (Japan) + + epo_ntpj + Hello Kitty Piano PC (Japan) + epo_quiz All-Star Kansha-sai Chou Gouka! Quiz Kettieban: Akasaka 5-choume Taikan Studio (Japan) + + epo_rgfj + Ishikawa Ryou Excite Golf (Japan) + epo_sdb Super Dash Ball (Japan) @@ -29343,17 +29967,25 @@ epo_strk Goal Kimeruze! Excite Striker (Japan) + + epo_strkp + Let's Play Excite Striker (UK) + epo_tenn Ace Kimeruze! Excite Tennis (Japan) + + epo_tetr + Minna no Tetris (Japan) + epo_tfit Excite Sports Tennis x Fitness (Japan) epo_tfp2 - Tokyo Friend Park 2 (Japan) + Tokyo Friend Park II (Japan) epo_tp2p @@ -29601,43 +30233,43 @@ eswat - E-Swat - Cyber Police (set 4, World) (FD1094 317-0130) + Cyber Police ESWAT (set 4, World) (FD1094 317-0130) eswatbl - E-Swat - Cyber Police (bootleg, set 1) + Cyber Police ESWAT (bootleg, set 1) eswatbl2 - E-Swat - Cyber Police (bootleg, set 2) + Cyber Police ESWAT (bootleg, set 2) eswatd - E-Swat - Cyber Police (set 4, World) (bootleg of FD1094 317-0130 set) + Cyber Police ESWAT (set 4, World) (bootleg of FD1094 317-0130 set) eswatj - E-Swat - Cyber Police (set 2, Japan) (FD1094 317-0128) + Cyber Police ESWAT (set 2, Japan) (FD1094 317-0128) eswatj1 - E-Swat - Cyber Police (set 1, Japan) (FD1094 317-0131) + Cyber Police ESWAT (set 1, Japan) (FD1094 317-0131) eswatj1d - E-Swat - Cyber Police (set 1, Japan) (bootleg of FD1094 317-0131 set) + Cyber Police ESWAT (set 1, Japan) (bootleg of FD1094 317-0131 set) eswatjd - E-Swat - Cyber Police (set 2, Japan) (bootleg of FD1094 317-0128 set) + Cyber Police ESWAT (set 2, Japan) (bootleg of FD1094 317-0128 set) eswatu - E-Swat - Cyber Police (set 3, US) (FD1094 317-0129) + Cyber Police ESWAT (set 3, US) (FD1094 317-0129) eswatud - E-Swat - Cyber Police (set 3, US) (bootleg of FD1094 317-0129 set) + Cyber Police ESWAT (set 3, US) (bootleg of FD1094 317-0129 set) et3400 @@ -29795,21 +30427,29 @@ ex8000 EX-8000 Programmable Polyphonic Synthe Module + + excal + Mephisto Excalibur + excali64 Excalibur 64 excalibr - Excalibur + Excalibur (Gottlieb) excalibrf - Excalibur (French) + Excalibur (Gottlieb, French) excalibrg - Excalibur (German) + Excalibur (Gottlieb, German) + + + excaltm + Mephisto Excalibur (WCCC 1983 New York TM) excelsr @@ -30097,15 +30737,15 @@ eyes - Eyes (US set 1) + Eyes (US, set 1) eyes2 - Eyes (US set 2) + Eyes (US, set 2) eyesb - Eyes (bootleg set 1) + Eyes (bootleg, set 1) eyeszac @@ -30113,7 +30753,7 @@ eyeszacb - Eyes (bootleg set 2, decrypted) + Eyes (bootleg, set 2, decrypted) ez2d2m @@ -30159,6 +30799,10 @@ f15se22 F-15 Strike Eagle (rev. 2.2 02/25/91, 29K ver. 2.2a) + + f16s8l + F-16 Super 8 Lines + f1dream F-1 Dream @@ -30345,6 +30989,10 @@ falcnwldc + Falcons Wild - World Wide Poker (Falcon original, protected) + + + falcnwldd Falcons Wild - World Wide Poker (Falcon original) @@ -30371,6 +31019,10 @@ falcon40 Falcon040 (prototype) + + falconun + unknown Falcon gambling machine + falconz Falcon (bootleg of Phoenix) (Z80 CPU) @@ -30651,6 +31303,10 @@ fathom Fathom + + fatman + FatMan + fax FAX @@ -30665,7 +31321,11 @@ fb2010 - Fruit Bonus 2010 + Fruit Bonus 2010 (v. 2.0.1.3) + + + fb2010a + Fruit Bonus 2010 (v. 2.0.1.0) fb2gen @@ -30739,6 +31399,10 @@ fb4 Fruit Bonus 2004 (Version 1.5R, set 1) + + fb4_14 + Fruit Bonus 2004 (Version 1.4) + fb4b2 Fruit Bonus 2004 (Version 1.5LT, set 1) @@ -31211,6 +31875,10 @@ feag2100a Elite Avant Garde 2100 (set 2) + + feagpriv + Elite Private Line (EAG 6081 conversion) + feagv10 Elite Avant Garde 2325 (model 6117-10) @@ -31339,13 +32007,33 @@ fenixn Fenix (Niemer bootleg of Phoenix) + + ferieki + Ferie Kitten + + + feriepu + Ferie Puppy + + + feriewt + Ferie World Travel + fever13 Fever 13 (Japan, v1.3) feverch - Fever Chance (W-6) + Fever Chance (W-6, Japan, set 1) + + + fevercha + Fever Chance (W-6, Japan, set 2) + + + feverchtw + Fever Chance (W-6, Taiwan) feversoc @@ -31389,7 +32077,11 @@ fex68km4 - Excel 68000 Mach IV 68020 Master 2325 + Excel 68000 Mach IV 68020 Master 2325 (set 1) + + + fex68km4a + Excel 68000 Mach IV 68020 Master 2325 (set 2) fexcel @@ -32263,6 +32955,10 @@ flamegun Flame Gunner (Export) + + flamegung + Flame Gunner (VER 1.40G) + flamegunj Flame Gunner (Japan) @@ -32823,6 +33519,10 @@ fpresgla Prestige Challenger (Glasgow program) + + fpsport + 3-in-1 Smart Sports! (US) + fpwr2_l2 Firepower II (L-2) @@ -33139,6 +33839,10 @@ fruitbun Fruits & Bunny (World?) + + fruitcat + Fruit Cat (v2.00) + fruitpar Fruit Paradise (V214US) @@ -33455,6 +34159,10 @@ ftimpact Fighters' Impact (Ver 2.02O) + + ftimpactg + Fighters' Impact (VER 2.10G) + ftimpactj Fighters' Impact (Ver 2.02J) @@ -33661,7 +34369,11 @@ futflash - Future Flash + Future Flash (set 1) + + + futflasha + Future Flash (set 2) futrquen @@ -33999,10 +34711,6 @@ galaxiab Galaxia (set 3) - - galaxiac - Galaxia (set 4) - galaxiamv Diviertate Galaxia (Multivideo, Spanish bootleg of Galaxian) @@ -34457,6 +35165,10 @@ gambler + The Gambler (11XF528902, US) + + + gamblra5 The Gambler (EHG0916-02, US) @@ -34515,10 +35227,18 @@ gametree Game Tree + + gameu108 + Play Portable Color GameU+ (108-in-1) (Japan) + gameu50 Play Portable Color GameU+ (50-in-1) (Japan) + + gameu90 + Play Portable Color GameU+ (90-in-1) (Japan) + gamezn2 Game Zone II 128-in-1 @@ -35507,6 +36227,10 @@ gdarius2 G-Darius Ver.2 (Ver 2.03J) + + gdariusg + G-Darius (VER 2.70G) + gdariusj G-Darius (Ver 2.01J) @@ -35569,7 +36293,7 @@ geisha - Geisha (0101408V, New Zealand) + Geisha (0101153V, NSW/ACT) geishaa6 @@ -35587,6 +36311,10 @@ geishajc Geisha - Jackpot Carnival (0351033, US) + + geishanz + Geisha (0101408V, New Zealand) + gekimaka Geki Makaimura @@ -35711,6 +36439,10 @@ genius6b Genius 6 (V132F) + + geniuscps + Genio Color Pocket (Spanish) + genix Genix Family @@ -35729,7 +36461,7 @@ gensitou - Genshitou 1930's + Genshitou 1930's (Japan) geostorm @@ -36019,6 +36751,10 @@ gigandesa Gigandes (earlier) + + gigapets + Giga Pets Explorer (Version 1.34.1, Mar 17 2006) + gigas Gigas (MC-8123, 317-5002) @@ -36181,7 +36917,11 @@ gk2000 - Kasparov GK 2000 + Kasparov GK 2000 (H8/3212 version) + + + gk2000a + Kasparov GK 2000 (H8/323 version) gk2100 @@ -36759,6 +37499,10 @@ gnr_300f Guns N Roses (French 3.00, display F3.00) + + gnumber + Golden Number + gnw_ball Game & Watch: Ball @@ -37263,6 +38007,14 @@ goldnpkf Golden Poker Double Up (bootleg, set 4) + + goldnpkg + Golden Poker Double Up (bootleg, set 5) + + + goldnpkh + Golden Poker Double Up (tearoom*sara hack) + goldnpkr Golden Poker Double Up (Big Boy) @@ -37277,15 +38029,15 @@ goldpyr - Golden Pyramids (AHG1205-03, US) + Golden Pyramids (0100878V, ASP) - goldpyra + goldpyru Golden Pyramids (AHG1206-99, US) - goldpyrb - Golden Pyramids (0100878V, ASP) + goldpyrua + Golden Pyramids (AHG1205-03, US) goldsam @@ -37455,6 +38207,10 @@ gpgolfa Golden Par Golf (Joystick, V1.0) + + gpi1200 + GPi 1200 + gpilots Ghost Pilots (NGM-020 ~ NGH-020) @@ -37637,19 +38393,19 @@ gradius2 - Gradius II - GOFER no Yabou (Japan New Ver.) + Gradius II: GOFER no Yabou (Japan, new) gradius2a - Gradius II - GOFER no Yabou (Japan Old Ver.) + Gradius II: GOFER no Yabou (Japan, old) gradius2b - Gradius II - GOFER no Yabou (Japan Older Ver.) + Gradius II: GOFER no Yabou (Japan, older) gradius3 - Gradius III (World, program code R) + Gradius III (World, version R) gradius3a @@ -37657,11 +38413,15 @@ gradius3j - Gradius III (Japan, program code S) + Gradius III: Densetsu kara Shinwa e (Japan, version 3, newer) - gradius3js - Gradius III (Japan, program code S, split) + gradius3ja + Gradius III: Densetsu kara Shinwa e (Japan, version S) + + + gradius3jas + Gradius III: Densetsu kara Shinwa e (Japan, version S, split) gradius4 @@ -37875,6 +38635,10 @@ greenber Green Beret (Irem) + + gregular + Golden Regular (version 388/2000) + grescue Galaxy Rescue @@ -38019,6 +38783,10 @@ gryzor1 Gryzor (set 2) + + gryzorm + Gryzor (Modular System) + gs4002 Selection (Version 40.02TMB, set 1) @@ -38823,6 +39591,10 @@ guitrbus Guitar Buster + + gujtv108 + GameU Joint TV Bank 108-in-1 (model AH9069) + gulfstrm Gulf Storm (set 1) @@ -39263,6 +40035,10 @@ gwarrior Galactic Warriors + + gwasu + Gwasuwon (Korea) + gwing2 Giga Wing 2 @@ -39287,6 +40063,10 @@ gx700 Boss GX-700 Guitar Effects Processor + + gyakyu + Ginga Yakyu + gynotai Gynotai (Japan) @@ -39376,12 +40156,12 @@ H-89 - h89_mms - H-89 with MMS Equipment + h89_cdr + H-89 with CDR Equipment - h89_sigmasoft - H-89 with SigmaSoft IGC + h89_mms + H-89 with MMS Equipment hachamf @@ -39459,6 +40239,10 @@ halleyscjp Halley's Comet (Japan, prototype) + + halltsk + Halloween (Ming-Yang Electronic / TSK, version 1.0) + hamaway Hammer Away (Japan, prototype) @@ -39491,6 +40275,14 @@ hanaawas Hana Awase + + hanadojo + Hana Doujou (set 1) + + + hanadojoa + Hana Doujou (set 2) + hanagumi Sakura Taisen - Hanagumi Taisen Columns (J 971007 V1.010) @@ -39519,6 +40311,10 @@ hanaojia Hana to Ojisan (ver 1.00, 1991/08/23) + + hanaren2 + Hana no Ren-Chan II (Japan) + hanaroku Hanaroku @@ -39583,6 +40379,10 @@ hapfarm Happy Farm (Ver. US.01.02.B) + + haphippy + Happy Happy Hippy (Atronic) + haplucky Happy Lucky! @@ -39615,6 +40415,10 @@ hapytour Happy Tour + + harashi + Hana Arashi (Japan) + hardbody Hardbody (rev. D) @@ -39751,6 +40555,10 @@ haremchl Harem Challenge + + harikiri + Harikiri Junior Baseball (Japan, main ver. 1.0, video ver. 1.3) + harl_a10 Harley Davidson (Sega, CPU 1.03, display A1.00) @@ -39905,7 +40713,7 @@ hayaosi1 - Hayaoshi Quiz Ouza Ketteisen - The King Of Quiz + Hayaoshi Quiz Ouza Ketteisen: The King Of Quiz hayaosi2 @@ -40699,6 +41507,10 @@ hedpanic Head Panic (ver. 0117, 17/01/2000) + + hedpanic830 + Head Panic (ver. 8.30) + hedpanica Head Panic (ver. 0702, 02/07/1999) @@ -40845,7 +41657,11 @@ hgokou - Hanafuda Hana Gokou (Japan) + Hanafuda Hana Gokou (Japan, ver. B) + + + hgokoua + Hanafuda Hana Gokou (Japan, ver. A) hh @@ -40871,6 +41687,10 @@ hharryu Hammerin' Harry (US, M84 hardware) + + hhgc319 + Handheld Game Console 319-in-1 + hhhippos Hungry Hungry Hippos (redemption game) @@ -40883,6 +41703,10 @@ hhtiger H/H Tiger + + hhunter + Haunted Hunter (Japan, ver 1.00) + hidctch2 Hidden Catch 2 (pcb ver 3.03) (Kor/Eng) (AT89c52 protected) @@ -40971,6 +41795,10 @@ hikcheck Hikaru Check ROM Board + + hilice + Hi Lice (V102FA) + himesiki Himeshikibu (Japan) @@ -41227,14 +42055,14 @@ hnkochou Hana Kochou (Japan) - - hnktonku - Honky Tonk (BHG1455, US) - hnoridur Hana Oriduru (Japan) + + hnrose + Hanafuda Night Rose (Japan, TSM008-04) + hnxmasev AV Hanafuda Hana no Christmas Eve (Japan 901204) @@ -41331,6 +42159,10 @@ homura Homura (v2.04J) + + honeybee + Honey-Bee (v3.0) + honeydol Honey Doll @@ -41339,6 +42171,10 @@ honeypot Honey Pot (03J00241, NSW/ACT) + + honktonk + Honky Tonk (BHG1455, US) + honooinv Honoo no Invader (Japan, main ver. 1.35, video ver. 1.35) @@ -42707,6 +43543,10 @@ ibm3153 IBM 3153 Terminal + + ibm3477 + InfoWindow 3477 + ibm5100 IBM 5100 @@ -42763,6 +43603,18 @@ icatel TPCI (Brazilian public payphone) + + icb_car + Interactive Coloring Book: Disney / Pixar Cars + + + icb_dp + Interactive Coloring Book: Disney Princess + + + icb_ts + Interactive Coloring Book: Disney / Pixar Toy Story + iccash I C Cash (Russia) (Atronic) @@ -42847,6 +43699,10 @@ icm3216 ICM-3216 + + icproul + Roulette (ICP-1 PCB) + ics8080 ICS8080 @@ -42885,7 +43741,7 @@ idsoccert - Indoor Soccer (Tecfri license PCB) + Indoor Soccer (Tecfri) iemoto @@ -42947,10 +43803,50 @@ igstet342 Tetris (v342R) + + igtmg133 + Multi Game (IGT, M0000133) + + + igtmg156 + Multi Game (IGT, M0000156) + + + igtmg159 + Multi Game (IGT, M0000159) + + + igtmg164 + Multi Game (IGT, M0000164) + + + igtmg166 + Multi Game (IGT, M0000166) + + + igtmg214 + Multi Game (IGT, M0000214) + + + igtmg247 + Multi Game (IGT, M0000247) + + + igtmg394 + Multi Game (IGT, M0000394) + + + igtmg535 + Multi Game (IGT, M0000535) + igtsc Super Cherry + + igtvp + Vision printer + ii32in1 InterAct 32-in-1 @@ -43205,11 +44101,11 @@ incasunu - Inca Sun (CHG1458, US) + Inca Sun (DHG1577, US) incasunua - Inca Sun (DHG1577, US) + Inca Sun (CHG1458, US) incasunv @@ -43497,7 +44393,15 @@ inquiztr - Inquizitor + Inquizitor (V1.2) + + + inquiztr11 + Inquizitor (V1.1) + + + inquiztr12a + Inquizitor (V1.2, alt) insector @@ -43569,7 +44473,11 @@ intlc8 - Intellec 8 MCS + intellec 8 + + + intlc8m80 + intellec 8/Mod 80 intrepid @@ -44067,6 +44975,10 @@ isbc8630 iSBC 86/30 + + isinger + i-Singer (Korea) + iskr1030m Iskra 1030M @@ -44203,6 +45115,10 @@ itaten Itazura Tenshi (Japan) + + itazurac + Itazura Cockroach (Japan, ver 1.02) + itazuram Itazura Monkey @@ -49963,6 +50879,10 @@ jak_bbsf Big Buck Safari (JAKKS Pacific TV Game) + + jak_bobb + Bob the Builder - Project: Build It (JAKKS Pacific TV Game) (JUN 2 2006 14:42:01) + jak_camp Camp Rock - Guitar Video Game (JAKKS Pacific TV Game) @@ -50079,10 +50999,22 @@ jak_pf Phineas and Ferb: Best Game Ever! (JAKKS Pacific TV Motion Game) + + jak_pix + Disney Pixar Classics (JAKKS Pacific TV Game) + jak_pooh Winnie the Pooh - Piglet's Special Day (JAKKS Pacific TV Game, Game-Key Ready) + + jak_potc + Pirates of the Caribbean - Islands of Fortune (JAKKS Pacific TV Game) (Jun 1 2007 12:34:28) + + + jak_powr + Power Rangers S.P.D. (JAKKS Pacific TV Game) + jak_prft Power Rangers Force In Time (JAKKS Pacific TV Motion Game) @@ -50091,6 +51023,10 @@ jak_prhp Power Rangers Super Megaforce Hero Portal + + jak_prr + Power Rangers to the Rescue (JAKKS Pacific TV Game) (Aug 8 2008 16:46:59) + jak_s500 SpongeBob SquarePants Bikini Bottom 500 (JAKKS Pacific TV Motion Game) @@ -50119,6 +51055,10 @@ jak_smwm Spider-Man Web Master (JAKKS Pacific TV Motion Game) + + jak_spd3 + Spider-Man 3 (JAKKS Pacific TV Game) + jak_spdm Spider-Man (JAKKS Pacific TV Game, Game-Key Ready) @@ -50131,10 +51071,18 @@ jak_spdmoa Spider-Man (JAKKS Pacific TV Game) (older hardware, set 2) + + jak_spmm + The Amazing Spider-Man and The Masked Menace (JAKKS Pacific TV Game) + jak_sspop Sing Scene Pop (JAKKS Pacific TV Game) + + jak_supm + Superman in Super Villain Showdown (JAKKS Pacific TV Game) (26 Jan 2006 A) + jak_swbstrik Star Wars Blaster Strike @@ -50247,6 +51195,10 @@ janoha Jan Oh (set 2) + + janohb + Jan Oh (set 3) + janptr96 Janputer '96 (Japan) @@ -50257,7 +51209,11 @@ janputer - New Double Bet Mahjong (bootleg of Royal Mahjong) + New Double Bet Mahjong (bootleg of Royal Mahjong, set 1) + + + janputera + New Double Bet Mahjong (bootleg of Royal Mahjong, set 2) janshi @@ -50291,6 +51247,14 @@ janyoup2 Janyou Part II (ver 7.03, July 1 1983) + + janyoup2702 + Janyou Part II (ver 7.02, July 1 1983) + + + janyoup2a + Janyou Part II (ver 7.03, July 1 1983, no title screen) + janyuki Jong Yu Ki (Japan) @@ -50403,6 +51367,18 @@ jcrossa Jumping Cross (set 2) + + jd363 + Picky Talk - Super Denshi Techou + + + jd364 + Color Picky Talk - Super Denshi Techou + + + jd368 + Super Picky Talk - Access Pet + jd800 JD-800 Programmable Synthesizer @@ -50491,6 +51467,10 @@ jgakuen1 Shiritsu Justice Gakuen: Legion of Heroes (Japan 971117) + + jhzb + Jin Hua Zhengba (V113CN) + jigkmgri Jigoku Meguri (Japan, rev 1) @@ -50515,6 +51495,10 @@ jinhulu2 Jin Hu Lu 2 (v412GS) + + jinpaish + Jinpai Suoha - Show Hand (Chinese version 2004-09-22) + jitsupro Jitsuryoku!! Pro Yakyuu (Japan) @@ -50571,10 +51555,18 @@ jking103a Jungle King (V103A) + + jking200pr + Jungle King (V200PR) + jking302us Jungle King (V302US) + + jkrbonus + Joker Bonus + jkrmast Joker Master 2000 Special Edition (V515) @@ -50583,6 +51575,10 @@ jkrmasta Joker Master 2000 Special Edition (V512) + + jkrpkra5 + Joker Poker (0301477V, New Zealand) + jl2050 Cyber Console Center 200-in-1 (JL2050) @@ -50787,6 +51783,10 @@ jokercrd Joker Card 300 (Ver.A267BC, encrypted) + + jokercrdf + Joker Card (encrypted) + jokpoker Joker Poker (Version 16.03B) @@ -51249,12 +52249,16 @@ juku - Juku E5101 + Juku E5104 jumanji Jumanji (V502) + + jumanjia + Jumanji (V113) + jumbogod Jumbo Godzilla @@ -51271,6 +52275,10 @@ jumpbugb Jump Bug (bootleg, set 1) + + jumpbugbc + Jump Bug (bootleg, set 3) + jumpbugbrf Jump Bug (bootleg, set 2) @@ -51307,6 +52315,10 @@ jumpjoey Jumpin' Joeys (0100383V, NSW/ACT) + + jumpjoeyu + Jumpin' Joeys (DHG4735-02, US) + jumpjump Jump Jump @@ -51503,6 +52515,10 @@ jx8po JX-8P Polyphonic Synthesizer (Ver. 2.x) + + jxry + Jixiang Ruyi (V116CN) + jxzh Jinxiu Zhonghua @@ -51709,7 +52725,7 @@ kangarool - Kangaroo (Loewen-Automaten) + Kangaroo (Löwen-Automaten) kaos @@ -51757,7 +52773,7 @@ karatevs - Taisen Karate Dou (Japan VS version) + Taisen Karate Dou (Japan) karatour @@ -52005,19 +53021,23 @@ kchampvs - Karate Champ (US VS version, set 1) + Karate Champ: Player Vs Player (US, set 1) kchampvs2 - Karate Champ (US VS version, set 2) + Karate Champ: Player Vs Player (US, set 2) kchampvs3 - Karate Champ (US VS version, set 3) + Karate Champ: Player Vs Player (US, set 3) kchampvs4 - Karate Champ (US VS version, set 4) + Karate Champ: Player Vs Player (US, set 4) + + + kchqflag + Chequered Flag (handheld) kcontra @@ -52317,16 +53337,20 @@ kgbird - K.G. Bird (4VXFC5341, New Zealand, 5c) - - - kgbirda - K.G. Bird (4VXFC5341, New Zealand, 10c) + K.G. Bird (3XF5264H04, US) kgbirda5 K.G. Bird (0200024V, NSW/ACT) + + kgbirdnz + K.G. Bird (4VXFC5341, New Zealand, 5c) + + + kgbirdnza + K.G. Bird (4VXFC5341, New Zealand, 10c) + kgradius Gradius (handheld) @@ -52385,11 +53409,11 @@ kickoff - Kick Off - Jaleco Cup (Japan) + Kick Off: Jaleco Cup (Japan) kickoffb - Kick Off - World Cup (bootleg) + Kick Off: World Cup (bootleg) kickridr @@ -52555,6 +53579,10 @@ kingrt66p The King of Route 66 (prototype) + + kingsran + King's Ransom (0301689V, New Zealand) + kingt_l1 King Tut (Shuffle) (L-1) @@ -53273,11 +54301,15 @@ kotbinsp - Kkot Bi Nyo Special (Korea) + Kkotbinyeo Special (Korea) kotbinyo - Kkot Bi Nyo (Korea) + Kkotbinyeo (Korea) + + + kotbinyosu + Speed Up / Kkotbinyeo (Korea) kothello @@ -53447,6 +54479,10 @@ kovqhsgs Quanhuang Sanguo Tebie Ban (bootleg of Knights of Valour Super Heroes, V303CN, Nov 21 2008 19:03:49) + + kovqhsgs302 + Quanhuang Sanguo Tebie Ban (bootleg of Knights of Valour Super Heroes, V302CN, Dec 29 2010 16:31:32) + kovsgqyz Sanguo Qunying Zhuan Zhengzong Plus (bootleg of Knights of Valour Plus, set 1) @@ -53499,10 +54535,18 @@ kozure Kozure Ookami (Japan) + + kpchess + Kasparov Pocket Chess + kpontoon Pontoon (Konami) + + kpplus + Kasparov Pocket Plus + kpv106 Kingpin (Pinball) @@ -53736,7 +54780,7 @@ Kvaka-zadavaka - kyhatonu + kyhaton Keep Your Hat On (BHG1204, US) @@ -54401,7 +55445,11 @@ ldrun3j - Lode Runner III - Majin no Fukkatsu (Japan) + Lode Runner III - Majin no Fukkatsu (Japan, rev. A) + + + ldrun3jc + Lode Runner III - Majin no Fukkatsu (Japan, rev. C) ldrun4 @@ -54435,6 +55483,10 @@ leadera Leader (version Z 2F, Greece) + + leadsng2 + Leadsinger II (LS-K2) + leaguemn Yakyuu Kakutou League-Man (Japan, set 1) @@ -54699,6 +55751,10 @@ letsdnce Let's Dance + + letsgof + Let's Go Fishing (5XF5196I02, US) + letsgoju Let's Go Jungle (Export) @@ -54715,6 +55771,10 @@ levers Levers + + lexi30 + Arcade Center (JL1800_01) + lexiart Lexibook Junior My 1st Drawing Studio @@ -54911,6 +55971,10 @@ lhdmgp Long Hu Da Manguan Duizhan Jiaqiang Ban (V400C3M) + + lhdmgp200c3m + Long Hu Da Manguan Duizhan Jiaqiang Ban (V200C3M) + lhfy Long Hu Feng Yun Gao Qing Ban (V206CN) @@ -55051,6 +56115,10 @@ linkypip Linky Pipe + + linndrum + LinnDrum + lion3500 3500 @@ -55801,7 +56869,7 @@ ltv_naru - Let's TV Play Naruto + Let's TV Play Naruto (Japan) ltv_tam @@ -55821,7 +56889,7 @@ luckgrln - Lucky Girl (newer Z180 based hardware) + Lucky Girl (newer Z180-based hardware) luckshel @@ -55831,6 +56899,10 @@ luckshela Lucky Shell (Ukraine, V. 42.10) + + luckstrn + Lucky Star (newer Z180-based hardware) + lucky21 Lucky 21 @@ -55859,6 +56931,10 @@ lucky74b Lucky 74 (bootleg, set 2) + + lucky75 + Lucky 75 + lucky7i Lucky 7 (Impera, V04/91a, set 1) @@ -55875,6 +56951,10 @@ lucky88 Lucky 88 (10241411, NSW/ACT) + + lucky88w + Lucky 88 (Wing) + lucky8a New Lucky 8 Lines (set 2, W-4) @@ -55927,6 +57007,18 @@ lucky8m New Lucky 8 Lines (set 12, W-4, encrypted) + + lucky8n + New Lucky 8 Lines (set 13) + + + lucky8o + New Lucky 8 Lines (set 14, W-4, Yamate) + + + lucky8p + New Lucky 8 Lines (set 15, W-4, Cleco bootleg) + lucky_l1 Lucky Seven (L-1) @@ -55995,6 +57087,10 @@ luckyseven Lucky Seven + + luckystr + Lucky Star + luckyvl Lucky V Line @@ -56263,6 +57359,10 @@ lxcmcy Compact Cyber Arcade + + lxcmcyba + Compact Cyber Arcade - Barbie + lxcmcycr Compact Cyber Arcade - Cars @@ -86431,6 +87531,14 @@ macpb160 Macintosh PowerBook 160 + + macpb165 + Macintosh PowerBook 165 + + + macpb165c + Macintosh PowerBook 165c + macpb170 Macintosh PowerBook 170 @@ -86447,6 +87555,26 @@ macpd210 Macintosh PowerBook Duo 210 + + macpd230 + Macintosh PowerBook Duo 230 + + + macpd250 + Macintosh PowerBook Duo 250 + + + macpd270c + Macintosh PowerBook Duo 270c + + + macpd280 + Macintosh PowerBook Duo 280 + + + macpd280c + Macintosh PowerBook Duo 280c + macplus Macintosh Plus @@ -86605,7 +87733,11 @@ madmotor - Mad Motor (prototype) + Mad Motor (prototype, set 1) + + + madmotora + Mad Motor (prototype, set 2) madrace @@ -86743,6 +87875,26 @@ magibombj Magic Bomb (Ver. AA.72.C, 25/05/05) + + magibombk + Magic Bomb (Ver. A3.0) + + + magibombl + Magic Bomb (Ver. AB4.3A, 10/30/01S) + + + magibombm + Magic Bomb (Ver. AB5.3, 20/06/03) + + + magibombn + Magic Bomb (Ver. EB4.0, 05/04/01) + + + magibooksp + MagiBook (Spanish) + magic Magic @@ -86885,7 +88037,11 @@ magictch - Magic Touch + Magic Touch (v. 28.05) + + + magictcha + Magic Touch (v. 24.03) magictg @@ -86907,6 +88063,10 @@ magimaskb Magic Mask (DHG1309, US) + + magimaskc + Magic Mask (AHG1207, US) + magipur Magic Purple @@ -86949,7 +88109,11 @@ magkengo - Magical Kengo + Magical Kengo 2005 (Ver. 1.2) + + + magkengou + Magical Kengo 2005 (Ver. USA 1.10) maglord @@ -87193,15 +88357,19 @@ makaimurb - Makaimura (Japan Revision B) + Makaimura (Japan revision B) + + + makaimurbbl + Makaimura (Japan revision B bootleg) makaimurc - Makaimura (Japan Revision C) + Makaimura (Japan revision C) makaimurg - Makaimura (Japan Revision G) + Makaimura (Japan revision G) maketrax @@ -87453,11 +88621,11 @@ marmagicu - Margarita Magic (EHG1558, US) + Margarita Magic (EHG1559, US) marmagicua - Margarita Magic (EHG1559, US) + Margarita Magic (EHG1558, US) marqueen @@ -87703,6 +88871,18 @@ matchnum Match Number + + matet + My Arcade Tetris (DGUNL-7028, Pocket Player Pro) + + + matet10 + My Arcade Tetris (DGUNL-7083, Pixel Pocket, with 10 bonus games) + + + matet300 + My Arcade Tetris (DGUNL-7029, Go Gamer, with 300 bonus games) + mathmagi Mathemagician @@ -87767,6 +88947,10 @@ maverik Maverik + + mawasunda + Mawasunda!! (V2.08J 2000/02/01 11:02:54) + max10in1 Vs Maxx 10-in-1 Casino / Senario Card & Casino Games @@ -87787,6 +88971,10 @@ maxforce Maximum Force v1.05 + + maxheart + Let's! TV Play Futari wa PreCure MaxHeart Mat de Dance MaxHeart ni Odotchaou (Japan) + maxidbl Maxi Double Poker (Ver. 1.10) @@ -88143,10 +89331,18 @@ mc1702 Elektronika MC-1702 + + mc200 + MC 200 + mc300 MC-300 Micro Composer + + mc400 + MC 400 + mc50 MC-50 Micro Composer @@ -88305,7 +89501,7 @@ mcheonru - Ma Cheon Ru + Ma Cheon Ru (Korea) mchess @@ -88375,6 +89571,14 @@ mcwars Macro-Cosm Wars (bootleg of Galaxian) + + mcword + MC Word + + + mcword_de + MC Word (German) + md2 Micro Decision MD-2 @@ -88865,27 +90069,27 @@ megazone - Mega Zone (program code L) + Mega Zone (version L) megazonea - Mega Zone (unknown program code 1) + Mega Zone (unknown version 1) megazoneb - Mega Zone (unknown program code 2) + Mega Zone (unknown version 2) megazoneh - Mega Zone (program code H) + Mega Zone (version H) megazonei - Mega Zone (program code I) + Mega Zone (version I) megazonej - Mega Zone (program code J) + Mega Zone (version J) megrescu @@ -88955,6 +90159,10 @@ memoquiz Memoquiz + + memorymoog + Memorymoog + menghong Meng Hong Lou @@ -89497,6 +90705,10 @@ mgarden + Magic Garden (AHG1211-03, US) + + + mgardena Magic Garden (AHG1211-99, US) @@ -89645,7 +90857,7 @@ miaj - M.I.A. - Missing in Action (version R) (Japan) + M.I.A.: Missing in Action (Japan, version R) mice2_6502 @@ -89751,6 +90963,18 @@ mideartha Middle Earth (alternate) + + midi2cv8 + midi2cv8 + + + midi2cv8_vhz + midi2cv8 V/Hz + + + midiverb + MIDIverb + midnrun Midnight Run: Road Fighter 2 (EAA, Euro v1.11) @@ -89937,6 +91161,10 @@ minemineua + Mine, Mine, Mine (NHG0416-02, US) + + + minemineub Mine, Mine, Mine (NHG0416-99, US) @@ -90195,6 +91423,10 @@ mistrum Mistrum + + miteshin + Mite Shinzeyou + mits680b Altair 680b @@ -90301,11 +91533,15 @@ mjcamera - Mahjong Camera Kozou (set 1) (Japan 881109) + Mahjong Camera Kozou (Japan 881109, newer hardware) - mjcamerb - Mahjong Camera Kozou (set 2) (Japan 881109) + mjcameram + Mahjong Camera Kozou (Japan 890509, medal) + + + mjcamerao + Mahjong Camera Kozou (Japan 881109, older hardware) mjchuuka @@ -90525,7 +91761,7 @@ mjnquestb - Mahjong Quest (No Nudity) + Mahjong Quest (Japan, No Nudity) mjprivat @@ -90583,6 +91819,10 @@ mjsiyoub Mahjong Shiyou (Japan) + + mjtenho + Mahjong Tenho (Japan, P016B-000) + mjtensin Mahjong Tensinhai (Japan) @@ -90599,6 +91839,10 @@ mjvegasa Mahjong Vegas (Japan, unprotected) + + mjxy2 + Majiang Xueyuan 2 - Mahjong School (V108TW) + mjyarou Mahjong Yarou (Japan, set 1) @@ -91139,10 +92383,6 @@ mmbo4088 486MMBO4088 (TI TX486SLC/E) - - mmcamera - Mahjong Camera Kozou (Japan 890509, medal) - mmd1 MMD-1 Mini-Micro Designer @@ -91495,6 +92735,18 @@ monkeyla Monkey Land (Ver. AA.13.B) + + monkeylb + Monkey Land (Ver. AA.21.B) + + + monkeylc + Monkey Land (Ver. AA.21.C) + + + monkeyld + Monkey Land (Ver. A1.2) + monkeysee Monkey See (1982 version) @@ -91691,6 +92943,10 @@ monzagpa Monza GP (set 2) + + moogsource + Moog Source + moomesa Wild West C.O.W.-Boys of Moo Mesa (ver EAB) @@ -92243,6 +93499,18 @@ mplanetsuk Mad Planets (UK) + + mpoker2 + Major Poker 2 (set 1) + + + mpoker2a + Major Poker 2 (set 2) + + + mpoker2b + Major Poker 2 (set 3) + mprof3 Microprofessor III @@ -92385,12 +93653,16 @@ mrisc - Mephisto Risc 1MB + Mephisto Risc 1MB (v1.2) mrisc2 Mephisto Risc II + + mrisca + Mephisto Risc 1MB (v1.0) + mrjong Mr. Jong (Japan) @@ -92813,11 +94085,11 @@ mspacii - Ms. Pac-Man II (Orca bootleg set 1) + Ms. Pac-Man II (Orca bootleg, set 1) mspacii2 - Ms. Pac-Man II (Orca bootleg set 2) + Ms. Pac-Man II (Orca bootleg, set 2) mspackpls @@ -92995,6 +94267,10 @@ mswordu Magic Sword: Heroic Fantasy (USA 900725) + + mt100 + MT-100 + mt32 MT-32 @@ -93447,6 +94723,10 @@ multchmpk Multi Champ (Korea, older) + + multgmxl + Multi GAME XL + multi16 MULTI 16-II MP-1645 @@ -93515,6 +94795,10 @@ mundial Mundial 90 + + munsters + The Munsters + mupid2 Post-Mupid C2A2 @@ -94823,6 +96107,10 @@ ndongmul2 New DongmulDongmul 2 (V1.2N) + + ndpbj + Dontore da bei - Donbei-kun to Training (Japan) + nds DS @@ -94889,7 +96177,7 @@ nemoj - Nemo (Japan 901120, 89622B-3 ROM board) + Nemo (Japan 901120, 88622B-3 ROM board) nemoja @@ -95293,11 +96581,11 @@ nfm - New Fruit Machine (Ming-Yang Electronic, vFB02-07A) + Fruit Bonus 2002 (Ming-Yang Electronic / TSK, vFB02-07A) nfma - New Fruit Machine (Ming-Yang Electronic, vFB02-01A) + Fruit Bonus 2002 (Ming-Yang Electronic / TSK, vFB02-01A) nforcepc @@ -95583,6 +96871,10 @@ ninjemak Ninja Emaki (US) + + ninjemat + Ninja Emaki (Tecfri license) + nitd Nightmare in the Dark @@ -95659,6 +96951,10 @@ nmicro2 Micro II (Novag) + + nmondop + New Mondo Plus (V0.6I) + nmouse Naughty Mouse (set 1) @@ -95875,6 +97171,10 @@ norautub Noraut Joker Poker (console, set 2) + + nordle2x + Nord Lead 2X + nost Nostradamus @@ -96055,6 +97355,18 @@ ns8linewa New Lucky 8 Lines / New Super 8 Lines (W-4, Witch Bonus) + + ns8linewb + New Lucky 8 Lines / New Super 8 Lines (F-5, Witch Bonus, Yamate, 1985) + + + ns8linewc + New Lucky 8 Lines / New Super 8 Lines (W-4, Witch Bonus, Yamate, 1988, set 1) + + + ns8linewd + New Lucky 8 Lines / New Super 8 Lines (W-4, Witch Bonus, Yamate, 1988, set 2) + nshort Mephisto Nigel Short @@ -96187,6 +97499,10 @@ nsub N-Sub (upright) + + nsubc + N-Sub (cocktail) + nsupertr3 New Super Triv III @@ -96209,7 +97525,11 @@ ntcash - NtCash + NtCash (set 1) + + + ntcasha + NtCash (set 2) ntopstar @@ -96339,6 +97659,10 @@ nws5000x NET WORK STATION NWS-5000X + + nws831 + NWS-831 + nyanpani Nyan Nyan Panic (Japan) @@ -96387,6 +97711,10 @@ ob68k1a OB68K1A Single Board Computer + + ob8 + OB8 + obaoba Oba-Oba (set 1) @@ -96399,6 +97727,10 @@ obaobao Oba-Oba (old hardware) + + obdmx + DMX + oceanhun The Ocean Hunter (Japan, Revision A) @@ -97385,19 +98717,19 @@ ougonhai - Mahjong Ougon no Hai (Japan) + Mahjong Ougon no Pai (Japan) ougonhaib1 - Mahjong Ougon no Hai (Japan bootleg set 1, medal) + Mahjong Ougon no Pai (Japan bootleg set 1, medal) ougonhaib2 - Mahjong Ougon no Hai (Japan bootleg set 2, medal) + Mahjong Ougon no Pai (Japan bootleg set 2, medal) ougonhaib3 - Mahjong Ougon no Hai (Japan bootleg set 3, medal) + Mahjong Ougon no Pai (Japan bootleg set 3, medal) outbackj @@ -97547,6 +98879,14 @@ owlcap Owl Capone (10008711, NSW/ACT, Show Program) + + oygt + Omatsuri Yasan: Ganso Takoyaki + + + oyks + Omatsuri Yasan: Kingyo Sukui + oz750 Wizard OZ-750 @@ -97589,11 +98929,11 @@ p47 - P-47 - The Phantom Fighter (World) + P-47: The Phantom Fighter (World) p47a - P-47 - The Freedom Fighter (World) + P-47: The Freedom Fighter (World) p47aces @@ -97605,15 +98945,15 @@ p47bl - P-47 - The Freedom Fighter (World, bootleg) + P-47: The Freedom Fighter (World, bootleg) p47j - P-47 - The Freedom Fighter (Japan) + P-47: The Freedom Fighter (Japan) p47je - P-47 - The Freedom Fighter (Japan, Export) + P-47: The Freedom Fighter (Japan, Export) p500 @@ -97879,6 +99219,10 @@ pacslot Pac-Slot + + pactin + Pac-Man Arcade in a Tin + pacuman Pacu-Man (Spanish bootleg of Puck Man) @@ -97919,6 +99263,10 @@ pairsa Pairs (V1, 09/07/94) + + pairsh8 + Pairs (Italian gambling game) + pairsnb Pairs (Nichibutsu) (Japan 890822) @@ -98407,6 +99755,10 @@ patocar Hashire Patrol Car (J 990326 V1.000) + + pawmoviesp + Paw Patrol: The Movie Learning Tablet (Spanish) + pb1000 PB-1000 @@ -98731,6 +100083,10 @@ pc2386 PC2386 + + pc286u + PC-286U + pc286vs PC-286VS @@ -98959,10 +100315,6 @@ pc9801vm PC-9801VM - - pc9801vm11 - PC-9801VM11 - pc9801vx PC-9801VX @@ -99393,7 +100745,7 @@ pchess - Kasparov Pocket Chess + Pocketchess (CXG) pci48af @@ -99563,10 +100915,6 @@ pcmostw Player's Choice - Most Wanted (20234911, NSW/ACT) - - pcmx11 - Classic Max Pocket PCMX11 - 12 in 1 Colour Games Console (France) - pcnfrk Percussion Freaks (GQ881 VER. EAB) @@ -100179,22 +101527,30 @@ pengpayce Penguin Pays - Cash Express (AHG1544, US) + + pengpaycea + Penguin Pays - Cash Express (AHG1295, US) + pengpayd Penguin Pays (0300113V, NSW/ACT) - pengpayu - Penguin Pays (BHI0417-03, US) + pengpaydx + Penguin Pays Deluxe (AHG1198, US) - pengpayua + pengpayu Penguin Pays (OHG0417-03, US) - pengpayub + pengpayua Penguin Pays (OHG0417-02, US) + + pengpayub + Penguin Pays (BHI0417-03, US) + pengprty Penguin Party @@ -100247,6 +101603,10 @@ pentacup2 Pentacup (rev. 2) + + pentacups + Pentacup (rev. S) + pentacupt Pentacup (rev. T) @@ -100517,23 +101877,35 @@ pepp0045 - Player's Edge Plus (PP0045) 10's or Better + Player's Edge Plus (PP0045) 10's or Better (set 1) pepp0045a - Player's Edge Plus (PP0045) 10's or Better (Gambler Downtown Reno) + Player's Edge Plus (PP0045) 10's or Better (set 2, Gambler Downtown Reno) pepp0045b - Player's Edge Plus (PP0045) 10's or Better (Par-A-Dice Riverboat Casino) + Player's Edge Plus (PP0045) 10's or Better (set 3, Par-A-Dice Riverboat Casino) pepp0045c - Player's Edge Plus (PP0045) 10's or Better (Annie Oakley's Central City) + Player's Edge Plus (PP0045) 10's or Better (set 4, Annie Oakley's Central City) pepp0045d - Player's Edge Plus (PP0045) 10's or Better (Las Vegas Rio) + Player's Edge Plus (PP0045) 10's or Better (set 5, Las Vegas Rio) + + + pepp0045e + Player's Edge Plus (PP0045) 10's or Better (set 6, Circus Circus) + + + pepp0045f + Player's Edge Plus (PP0045) 10's or Better (set 7, Old Reno Casino) + + + pepp0045g + Player's Edge Plus (PP0045) 10's or Better (set 8, Harrah's) pepp0046 @@ -100581,7 +101953,11 @@ pepp0050c - Player's Edge Plus (PP0050) Joker Poker (set 4, El Cortez) + Player's Edge Plus (PP0050) Joker Poker (set 4) + + + pepp0050d + Player's Edge Plus (PP0050) Joker Poker (set 5, El Cortez) pepp0051 @@ -100609,12 +101985,16 @@ pepp0055b - Player's Edge Plus (PP0055) Deuces Wild Poker (set 3) + Player's Edge Plus (PP0055) Deuces Wild Poker (set 3, Casino Rouge) pepp0055c Player's Edge Plus (PP0055) Deuces Wild Poker (set 4) + + pepp0055d + Player's Edge Plus (PP0055) Deuces Wild Poker (set 5) + pepp0057 Player's Edge Plus (PP0057) Deuces Wild Poker (set 1) @@ -100703,6 +102083,10 @@ pepp0094a Player's Edge Plus (PP0094) Standard Draw Poker (set 2) + + pepp0102 + Player's Edge Plus (PP0102) Standard Draw Poker + pepp0103 Player's Edge Plus (PP0103) Deuces Wild Poker (set 1) @@ -100751,6 +102135,10 @@ pepp0122 Player's Edge Plus (PP0122) Deuces Wild Poker + + pepp0123 + Player's Edge Plus (PP0123) Deuces Wild Poker + pepp0125 Player's Edge Plus (PP0125) Deuces Wild Poker (set 1) @@ -100789,7 +102177,7 @@ pepp0130 - Player's Edge Plus (PP0130) Aces and Faces Bonus Poker + Player's Edge Plus (PP0130) Aces and Faces Bonus Poker (Grand Casino) pepp0132 @@ -100903,6 +102291,10 @@ pepp0197e Player's Edge Plus (PP0197) Standard Draw Poker (Cruise) + + pepp0197f + Player's Edge Plus (PP0197) Standard Draw Poker (International) + pepp0203 Player's Edge Plus (PP0203) 4 of a Kind Bonus Poker (set 1) @@ -100963,12 +102355,20 @@ pepp0230 Player's Edge Plus (PP0230) Standard Draw Poker + + pepp0231 + Player's Edge Plus (PP0231) Deuces Joker Wild Poker + pepp0232 Player's Edge Plus (PP0232) Patriot Poker pepp0242 + Player's Edge Plus (PP0242) Deuces Wild Poker + + + pepp0242a Player's Edge Plus (PP0242) Deuces Wild Poker (International English/Spanish) @@ -101307,6 +102707,10 @@ pepp0540a Player's Edge Plus (PP0540) Double Bonus Poker (set 2) + + pepp0540b + Player's Edge Plus (PP0540) Double Bonus Poker (set 3) + pepp0542 Player's Edge Plus (PP0542) One Eyed Jacks Wild Poker (CG2243) @@ -101393,7 +102797,7 @@ pepp0733 - Player's Edge Plus (PP0733) Double Aces and Faces Bonus Poker + Player's Edge Plus (PP0733) Double Aces and Faces Bonus Poker (Grand Casino) pepp0750 @@ -101543,6 +102947,10 @@ peps0275a Player's Edge Plus (PS0275) 4th of July Slots (set 2) + + peps0278 + Player's Edge Plus (PS0278) 4th of July Slots + peps0280 Player's Edge Plus (PS0280) 4th of July Slots (set 1) @@ -101987,9 +103395,13 @@ pex0124p Player's Edge Plus (X000124P+XP000038) Deuces Wild Poker + + pex0126p + Player's Edge Plus (X000126P+XP000038) Deuces Wild Poker + pex0127p - Player's Edge Plus (X000127P+XP000038) Deuces Wild Poker + Player's Edge Plus (X000127P+XP000038) Deuces Joker Wild Poker pex0150p @@ -102199,6 +103611,10 @@ pex1087s Player's Edge Plus (X001087S+XS000006) Double Double Diamond Slots + + pex2001p + Player's Edge Plus (X002001P+XP000038) Double Double Bonus Poker + pex2002p Player's Edge Plus (X002002P+XP000038) Double Double Bonus Poker @@ -102343,6 +103759,10 @@ pex2127p Player's Edge Plus (X002127P+XP000043) Double Bonus Poker featuring 'Your Property' Royals + + pex2133p + Player's Edge Plus (X002133P+XP000043) Faces 'n' Deuces Double Bonus Poker + pex2134p Player's Edge Plus (X002134P+XP000043) Faces 'n' Deuces Double Bonus Poker @@ -102447,6 +103867,10 @@ pex2276p Player's Edge Plus (X002276P+XP000055) Black Jack Bonus Poker + + pex2278p + Player's Edge Plus (X002278P+XP000038) Joker Poker (Two Pair or Better) + pex2279p Player's Edge Plus (X002279P+XP000057) Ace$ Bonus @@ -103131,6 +104555,10 @@ pickwinvt Pick 'n Win (Version 2.8T, Dual) + + pickydis + Disney Characters - Tegaki Electronic Note + pickytlk Super Picky Talk - Forest of Gurutan @@ -103637,11 +105065,11 @@ pitagjr - Pitagorin Junior + Pitagorín Junior pitagor - Pitagorin + Pitagorín pitapat @@ -103871,6 +105299,10 @@ pkm0038s PKM-0038S aka Gemlight GMB-486SG + + pkrboram + PK Rainbow (v 1.5) + pkrdewin Poker De Win @@ -104139,6 +105571,14 @@ pleiadss Pleiads (Famaresa, Spanish bootleg) + + plets300 + Plet's (MK-300) + + + plets350 + Plet's (MK-350) + plgirls Play Girls @@ -104283,6 +105723,10 @@ pmonster Gamushara Battle! Puchi Monster (Japan 990519) + + pmp11 + PMP-11 + pmpoker PlayMan Poker (German) @@ -104955,6 +106399,10 @@ popira2 Popira 2 (Japan) + + popirak + PoPiRa - Finger Sports (Korea) + popn1 Pop'n Music 1 (ver TA-A, HDD 1.01) @@ -105283,6 +106731,22 @@ potnpkrl Jack Potten's Poker (set 13, ICP-1 PCB) + + potnpkrm + Jack Potten's Poker (set 14, ICP-1 PCB) + + + potnpkrn + Jack Potten's Poker (set 15, w/fever, ICP-1 PCB) + + + potnpkro + Jack Potten's Poker (set 16, ICP-1 PCB) + + + potnpkrp + Jack Potten's Poker (set 17, ICP-1 PCB) + poto_a29 The Phantom of the Opera (2.9) @@ -105467,10 +106931,6 @@ ppking Ping-Pong King - - pplus - Kasparov Pocket Plus - ppm3333p PPM-3333P @@ -106047,6 +107507,10 @@ pr_wnstk Winning Streak (Version 1.1) (Coinworld) + + prail + Boku wa Plarail Untenshi - Shinkansen de Ikou! (Japan) + prailpls Boku wa Plarail Untenshi Shinkansen de Ikou! Plus (Japan) @@ -106185,7 +107649,7 @@ primrag2 - Primal Rage 2 (Ver 0.36a) + Primal Rage II (Test Version 0.36a) primrage @@ -106945,7 +108409,7 @@ puckman - Puck Man (Japan set 1) + Puck Man (Japan, set 1) puckmana @@ -106953,7 +108417,11 @@ puckmanb - Puck Man (bootleg set 1) + Puck Man (bootleg, set 1) + + + puckmanb3 + Puck Man (bootleg, set 3) puckmanf @@ -106961,11 +108429,11 @@ puckmanh - Puck Man (bootleg set 2) + Puck Man (bootleg, set 2) puckmod - Puck Man (Japan set 2) + Puck Man (Japan, set 2) puckpepl @@ -107015,10 +108483,94 @@ pumpactv TV Pump Active + + pumpipx2 + Pump it Up The PREX 2 (Premiere 2/2003) + + + pumpipx2p + Pump it Up EXTRA + Plus (Premiere 2/2003) + + + pumpipx3 + Pump it Up The PREX 3: The International 4th Dance Floor (X3.2MK3) + + + pumpipx3a + Pump it Up The PREX 3: The International 4th Dance Floor (INT X3.1MK3) + + + pumpipx3b + Pump it Up The PREX 3: The International 4th Dance Floor (Korea X3.1MK3) + pumpit1 Pump It Up: The 1st Dance Floor (ver 0.53.1999.9.31) + + pumpit2 + Pump it Up: The 2nd Dance Floor (Feb 28 2000) + + + pumpit2a + Pump it Up: The 2nd Dance Floor (Dec 27 1999) + + + pumpit3 + Pump it Up The O.B.G: The 3rd Dance Floor (v3.04 - Jun 02 2000) + + + pumpit3a + Pump it Up The O.B.G: The 3rd Dance Floor (v3.03 - May 07 2000) + + + pumpit8 + Pump it Up The Rebirth: The 8th Dance Floor (Rebirth/2002) + + + pumpitc + Pump it Up: The Collection (R5/v3.43 - Nov 14 2000) + + + pumpite + Pump it Up Extra (Mar 21 2001) + + + pumpitea + Pump it Up Extra (Mar 08 2001) + + + pumpito + Pump it Up The O.B.G: The Season Evolution Dance Floor (R4/v3.25 - Aug 27 2000) + + + pumpitp2 + Pump it Up The Premiere 2: The International 2nd Dance Floor (Premiere 2/2002) + + + pumpitp3 + Pump it Up The Premiere 3: The International 3rd Dance Floor (Premiere 3/2003 - 28th Mar 2003) + + + pumpitp3a + Pump it Up The Premiere 3: The International 3rd Dance Floor (Premiere 3/2003 - 17th Mar 2003) + + + pumpitpc + Pump it Up: The Perfect Collection (R5/v3.52 - Dec 18 2000) + + + pumpitpr + Pump it Up The Premiere: The International Dance Floor (R6/v4.01 - Feb 22 2001) + + + pumpitpru + Pump it Up The Premiere: The International Dance Floor (R6/v4.01 - Feb 22 2001 USA) + + + pumpitpx + Pump it Up The PREX: The International Dance Floor (REV2 / 101) + punchita Punch-Out!! (Italian bootleg) @@ -107091,6 +108643,10 @@ punkshot2 Punk Shot (US 2 Players) + + punkshot2a + Punk Shot (Asia 2 Players, hacked?) + punkshot2e Punk Shot (World 2 Players) @@ -107459,6 +109015,10 @@ pyros Pyros (US) + + pyutakun + Pyuuta-kun (Japan) + pyuuta Tomy Pyuuta @@ -107627,6 +109187,10 @@ qi900 Apricot Qi 900 (Scorpion Motherboard) + + qiwang + Qi Wang + qix Qix (Rev 2) @@ -107725,11 +109289,11 @@ qncrash - Quick & Crash (set 1, V2.200) + Quick & Crash (Japan, V2.200) qncrasha - Quick & Crash (set 2) + Quick & Crash (US) qndream @@ -108139,10 +109703,6 @@ quizardi Quizard (v1.8, Italian, i8751 IT 11 I2) - - quizardi_10 - Quizard (v1.0, Italian, i8751 IT 11 I2) - quizardi_12 Quizard (v1.2, Italian, i8751 IT 11 I2) @@ -108713,7 +110273,7 @@ rackemup - Rack 'em Up (program code L) + Rack 'em Up (version L) racknrol @@ -108839,6 +110399,10 @@ rad_md2uk Mega Drive Collection Volume 2 (Radica, Arcade Legends) (UK) + + rad_mncr + Menacer (Radica Plug & Play) + rad_mtrk Play TV Monster Truck (NTSC) @@ -108851,6 +110415,14 @@ rad_opus Play TV Opus (NTSC) + + rad_opusa + Plug & Play Opus (NTSC) + + + rad_opusp + ConnecTV Opus (PAL) + rad_orun Out Run 2019 (Radica Plug & Play, UK) @@ -108873,7 +110445,11 @@ rad_rsgp - Connectv Real Swing Golf + Connectv Real Swing Golf (set 1) + + + rad_rsgpa + Connectv Real Swing Golf (set 2) rad_sbw @@ -109337,7 +110913,7 @@ rallybik - Rally Bike / Dash Yarou + Rally Bike (Europe, US) / Dash Yarou (Japan) rallypnt2 @@ -109579,6 +111155,10 @@ raystorm Ray Storm (Ver 2.06A) + + raystormg + Ray Storm (VER 2.60G) + raystormj Ray Storm (Ver 2.05J) @@ -109977,7 +111557,11 @@ rdftadi - Raiden Fighters (Korea) + Raiden Fighters (Korea, SUB4 cart) + + + rdftadia + Raiden Fighters (Korea, SUB2 cart) rdftam @@ -111093,11 +112677,11 @@ rm480z - LINK RM-480Z (set 1) + LINK 480Z (set 1) rm480za - LINK RM-480Z (set 2) + LINK 480Z (set 2) rmancp2j @@ -111115,6 +112699,10 @@ rmhaihai2 Real Mahjong Haihai (Japan, older) + + rmhaihaibl + Real Mahjong Haihai (Japan, bootleg) + rmhaihib Real Mahjong Haihai (Japan, medal) @@ -111571,6 +113159,10 @@ rockstar Plug 'N' Play Rockstar Guitar / Guitar Rock (PAL) + + rocktcnvy + Rocket Convoy + rocktris Rock Tris @@ -111599,6 +113191,10 @@ rodent Rodent Exterminator + + rodeokng + Rodeo King (Japan, ver 1.00) + rodland Rod-Land (World, set 1) @@ -111817,11 +113413,23 @@ ronjan - Ron Jan + Ron Jan (set 1) + + + ronjana + Ron Jan (set 2) ronjans - Ron Jan Super + Ron Jan Super (set 1) + + + ronjansa + Ron Jan Super (set 2) + + + ronjansb + Ron Jan Super (set 3) ropeman @@ -112311,6 +113919,10 @@ rulechan Super Ball (Version EC-3.50 N322) + + ruletamag + Ruleta Mágica + rumba Rumba Lumber (rev 1) @@ -112380,17 +113992,21 @@ Run and Gun (ver EAA 1993 10.8) (dual screen with demux adapter) - rungunua + rungunuaad + Run and Gun (ver UAB 1993 9.10, dedicated twin cabinet) + + + rungunuabd + Run and Gun (ver UAB 1993 10.12, dedicated twin cabinet) + + + rungunuba Run and Gun (ver UBA 1993 10.8) - rungunuad + rungunubad Run and Gun (ver UBA 1993 10.8) (dual screen with demux adapter) - - rungunud - Run and Gun (ver UAB 1993 10.12, dedicated twin cabinet) - runpuppy Run Run Puppy @@ -112893,11 +114509,11 @@ samesame - Same! Same! Same! (1P set) + Same! Same! Same! (Japan, 1P set) samesame2 - Same! Same! Same! (2P set) + Same! Same! Same! (Japan, 2P set) samesamecn @@ -112905,7 +114521,7 @@ samesamenh - Same! Same! Same! (1P set, NEW VER! hack) + Same! Same! Same! (Japan, 1P set, NEW VER! hack) sams64 @@ -113043,6 +114659,10 @@ santam Santa Maria (Russia) (Atronic) + + sanxpet + Sumikko Gurashi - Sumikko Sagashi + sapi1 SAPI-1 ZPS 1 @@ -113127,6 +114747,10 @@ sathena Super Athena (bootleg) + + satoyama + Satoyama Grand Prix + satsf3d Saturn: Space Fighter 3D @@ -113251,6 +114875,10 @@ sbagmans Super Bagman (Stern Electronics) + + sball2k1 + Super Ball 2001 (Italy version 5.23) + sbasebal Super Champion Baseball (US) @@ -135645,7 +137273,7 @@ scontraj - Super Contra - Alien no Gyakushuu (Japan) + Super Contra: Alien no Gyakushuu (Japan) score5 @@ -135891,6 +137519,10 @@ scsxaio 386sx Ver. 2.0 motherboard SCsxAIO + + sctmagce + Scatter Magic - Cash Express (0251026, US) + scud Scud Race / Sega Super GT - Twin/DX (Export) @@ -135937,7 +137569,7 @@ scyclone - Space Cyclone + Space Cyclone (Japan) sd1 @@ -136055,6 +137687,10 @@ sdtor Sphinx Dominator (v2.05) + + sdtora + Sphinx Dominator (v2.04) + sdungeon Space Dungeon @@ -136197,11 +137833,11 @@ sectrzona - Sector Zone (set 3) + Sector Zone (set 2) sectrzont - Sector Zone (set 2, Tecfri hardware) + Sector Zone (bootleg) segaai @@ -136391,6 +138027,10 @@ senspeed Speed Racer (Senario) + + senspid + The Amazing Spider-Man (Senario, floor mat) + senstriv Sports Trivia Professional Edition (Senario, Plug and Play) @@ -136443,6 +138083,10 @@ setaroula Super Ruleta 36 (Spanish hack of The Roulette) + + setaroulm + The Roulette (Visco, medal) + sevenlnd Seven Land @@ -137691,6 +139335,10 @@ shadowwa Shadow Warriors (World, set 2) + + shadowwm + Shadow Warriors (Modular System) + shaktam Shakatto Tambourine (Rev B) (GDS-0002B) @@ -138035,6 +139683,10 @@ shngmtkb Shanghai Matekibuyuu (Japan) + + shngmtkbg + Shanghai Matekibuyuu (VER 1.20G) + shock Shock @@ -138239,10 +139891,6 @@ shpeng Sea Hunter Penguin - - shpinxii - Sphinx II (Russia) (Atronic) - shredmjr Shredmaster Jr (NTSC) @@ -138373,7 +140021,7 @@ sianniv - Space Invaders Anniversary (V2.02J) + Space Invaders Anniversary (V2.02J 2003/09/12 20:00) sichuan2 @@ -138831,6 +140479,10 @@ sjryuko1 Sukeban Jansi Ryuko (set 1, System 16A, FD1089B 317-5021) + + sjunior + Sphinx Junior + sk1 SK-1 @@ -138907,6 +140559,14 @@ skill98 Skill '98 (Talking ver. s98-1.33) + + skillch + Skill Chance (W-7, set 1) + + + skillcha + Skill Chance (W-7, set 2) + skilldrp Skill Drop Georgia (Ver. G1.01S, Oct 1 2002) @@ -139303,6 +140963,10 @@ slqz3 Shuang Long Qiang Zhu 3 (China, VS107C) + + slqzsp + Shuang Long Qiang Zhu Tebie Ban (V104CN) + slrasslt Solar Assault (ver UAA) @@ -143211,6 +144875,10 @@ spec80k ZX Spectrum 80K + + specd9 + Special Dream 9 (v1.0.5G) + specforc Special Force @@ -143471,6 +145139,14 @@ sphinx40 Sphinx 40 + + sphinxii + Sphinx II (Atronic) + + + sphinxiir + Sphinx II (Russia) (Atronic) + spi7000 ExpertPad PI-7000 @@ -143619,6 +145295,10 @@ spk100 Super Poker (v100) + + spk102u + Super Poker (v102U) + spk102ua Super Poker (v102UA) @@ -143639,6 +145319,18 @@ spk116itmx Super Poker (v116IT-MX) + + spk120in + Super Poker (v120IN) + + + spk130 + Super Poker (v130) + + + spk200 + Super Poker (v200) + spk200ua Super Poker (v200UA) @@ -143875,6 +145567,10 @@ sprint2a Sprint 2 (set 2) + + sprint2bl + Sprint 2 (bootleg) + sprint2h Sprint 2 (color kit, Italy) @@ -143981,7 +145677,7 @@ spuzboblj - Super Puzzle Bobble (V2.04J 1999/2/27 02:10) + Super Puzzle Bobble (V2.04J 1999/2/17 02:10) spy @@ -144149,11 +145845,15 @@ srdarwin - Super Real Darwin (World) + SRD: Super Real Darwin (World) + + + srdarwinb + SRD: Super Real Darwin (Japan, bootleg) srdarwinj - Super Real Darwin (Japan) + SRD: Super Real Darwin (Japan) srdchamp @@ -144657,7 +146357,11 @@ sshot - Super Shot + Super Shot (set 1) + + + sshota + Super Shot (set 2) sshtl_l3 @@ -145071,6 +146775,10 @@ st_vulkn Vulkan (Stella) + + stackch + Stack Challenge + stactics Space Tactics @@ -146265,7 +147973,7 @@ suhosong - Su Ho Seong + Su Ho Seong (Korea) suikoenb @@ -146283,10 +147991,6 @@ sumospin Sumo Spins (0200606V, NSW/ACT) - - sun1 - Sun-1 - sun2_120 Sun 2/120 @@ -146407,6 +148111,10 @@ suntac6 286 motherboards with 6-chip SUNTAC chipset + + sup8race + Super 8 Race + supbtime Super Burger Time (World, set 1) @@ -146533,7 +148241,7 @@ superbikg - Superbike (bootleg on Galaxian hardware) + Superbike (Galaxian hardware) superbon @@ -146773,7 +148481,11 @@ suprgolfj - Super Crowns Golf (Japan) + Super Crowns Golf (Japan, set 1) + + + suprgolfja + Super Crowns Golf (Japan, set 2) suprheli @@ -146861,15 +148573,15 @@ suprtvpc - Super TV-PC + Super TV-PC (Japan) suprtvpcdo - Super TV-PC - Doraemon + Super TV-PC - Doraemon (Japan) suprtvpchk - Super TV-PC - Hello Kitty + Super TV-PC - Hello Kitty (Japan) supst834 @@ -146973,7 +148685,7 @@ sutjarod - Sutjaro Haeyo Deluxe + Sutjaro Haeyo Deluxe (Korea) suzuk8h2 @@ -147009,11 +148721,11 @@ svcpcb - SNK vs. Capcom - SVC Chaos (JAMMA PCB, set 1) + SNK vs. Capcom - SVC Chaos (JAMMA PCB, NEO-MVH MVO PCB) svcpcba - SNK vs. Capcom - SVC Chaos (JAMMA PCB, set 2) + SNK vs. Capcom - SVC Chaos (JAMMA PCB, NEO-MVH MVOB PCB) svcplus @@ -147153,7 +148865,7 @@ swclone - Star Wars - The Clone Wars + Star Wars: The Clone Wars - Clone Trooper Blaster Game swcourt @@ -147515,6 +149227,10 @@ sybaby386 Baby AT 386 + + sydh + Shayu Daheng (V104CN) + sym1 SYM-1/SY-VIM-1 @@ -147903,6 +149619,10 @@ tajmah Tajmahal (Russia) (Atronic) + + tak_beyb + Beyblade Ultimate Shooter (Japan) + tak_chq Choro-Q Byun Byun Racer (Japan) @@ -147927,6 +149647,18 @@ tak_hamr Poko Poko Hammers (Japan) + + tak_town + Machi o Tsukurou: Kouji no Kuruma 5 (Japan) + + + tak_wdg + Webdiver DX W-05 Gladion (Japan) + + + tak_zuba + Zuba Zuba Blade (Japan) + take5 Take 5 @@ -147969,7 +149701,23 @@ tama - Tamagotchi (USA) + Tamagotchi (Gen. 1, World) + + + tamaang + Tenshitchi no Tamagotchi (Japan) + + + tamag2 + Tamagotchi (Gen. 2, Japan) + + + tamamot + Mothra no Tamagotchi (Japan) + + + tamapix + Tamagotchi Pix tandy102 @@ -147987,6 +149735,10 @@ tandy2khd Tandy 2000HD + + tangramq + Tangram Q + tangtang Tang Tang (ver. 0526, 26/05/2000) @@ -148143,6 +149895,14 @@ tarzan Tarzan Chuang Tian Guan (China, V109C, set 2) + + tarzan103m + Tarzan (V103M) + + + tarzan202fa + Tarzan (V202FA) + tarzana Tarzan (V107) @@ -148291,6 +150051,10 @@ tblkkuzu The Block Kuzushi (Japan) + + tblkkuzug + The Block Kuzushi (VER 1.10G) + tbonusal Treasure Bonus (American Alpha, Ver. 1.6) @@ -148611,6 +150375,10 @@ teedoffp1 Tee'd Off (pinball, rev.1) + + teentit + Interactive M.A.G. Motion Activated Gear: Teen Titans Arena Showdown + teetert Teeter Torture (prototype) @@ -148907,6 +150675,10 @@ tengai Tengai (World) + + tengaibl + Tengai (bootleg) + tengaij Sengoku Blade: Sengoku Ace Episode II (Japan) / Tengai (World) @@ -149247,6 +151019,10 @@ tetrsark2 Tetris (D.R. Korea, set 2) + + tetrtin + Tetris Arcade in a Tin + texasrls Texas Reels (Ver. 2.00) @@ -149485,7 +151261,7 @@ theglobme - The Glob (Pacman hardware, Magic Electronics Inc. license) + The Glob (Pac-Man hardware, Magic Electronics) theglobp @@ -149517,11 +151293,11 @@ thehustl - The Hustler (Japan, program code M) + The Hustler (Japan, version M) thehustlj - The Hustler (Japan, program code J) + The Hustler (Japan, version J) themj @@ -149581,7 +151357,11 @@ theroes - Thunder Heroes + Thunder Heroes (set 1) + + + theroesa + Thunder Heroes (set 2) thetogyu @@ -149871,6 +151651,10 @@ thundfoxu Thunder Fox (US, rev 1) + + thundhrt + Thunder Heart (13XF528902, US) + thunt Puzzle & Action: Treasure Hunt (JUET 970901 V2.00E) @@ -151051,9 +152835,13 @@ tmwrp_t2 Time Warp (Williams, T-2) + + tmy_rkmj + Ryuusei no Rockman: Denpa Henkan! On Air! (Japan) + tmy_thom - Thomas and Friends (Tomy) + Soreike Thomas - Sodor Tou no Nakamatachi / Thomas & Friends on the Island of Sodor (Japan) tndrcade @@ -151323,6 +153111,14 @@ tom_dpgm Disney Princess Kirakira Mahou no Lesson (Japan) + + tom_jump + IDATEN Jump: Gekisou IDATEN Battle (Japan) + + + tom_tvho + TV Hockey (Japan) + tomagic Tom Tom Magic @@ -151443,6 +153239,14 @@ top21 Top XXI (Version 1.2) + + top7 + Top-7 (V8.8, set 1) + + + top7a + Top-7 (V8.8, set 2) + topaliens Operation: Aliens (Tiger) @@ -151653,7 +153457,11 @@ toride2j - Toride II (Japan) + Toride II (Japan, revision K) + + + toride2ji + Toride II (Japan, revision I) tornado1 @@ -151915,6 +153723,10 @@ toypop Toypop + + toyshop + Toy Shop + toysmarch Toy's March (E00:J:A:A:2005011602) @@ -151953,11 +153765,15 @@ tpkboram - Turbo PK + PK Turbo tpkborama - Turbo PK (Ver 2.3B2, encrypted) + PK Turbo (Ver 2.3B2, encrypted) + + + tpkg2 + PK Turbo Great 2 tpoker2 @@ -152071,6 +153887,14 @@ trckydoca Tricky Doc (set 2) + + trclchick + Clever Chicken + + + trdivadv + Diver's Adventure + treacity Treasure City (Ver. 208) @@ -152367,6 +154191,10 @@ trkfldch Track & Field Challenge + + trktreat + Trick or Treat (7XF5183H04, US) + trmavia TRMA VIA @@ -152563,6 +154391,10 @@ trsm100 TRS-80 Model 100 + + trspacadv + Space Adventure + trspacmis Space Mission (Tronica) @@ -152609,7 +154441,7 @@ truckk - Truck Kyosokyoku (Japan, TKK2/VER.A) + Truck Kyosokyoku (US?, TKK2/VER.A) trucksp2 @@ -152629,7 +154461,7 @@ truxton - Truxton / Tatsujin + Truxton (Europe, US) / Tatsujin (Japan) truxton2 @@ -153047,6 +154879,10 @@ tt_game unknown Toptronic pinball game + + ttactoe + Tic Tac Toe (Sundance bootleg of New Lucky 8 Lines) + ttblock T.T Block @@ -153109,7 +154945,7 @@ ttv_lotr - Lord Of The Rings - Warrior of Middle-Earth + Lord of the Rings - Warrior of Middle-Earth ttv_mx @@ -153303,6 +155139,10 @@ turpin Turpin + + turpinnv + Turpin (Novatronic bootleg) + turpins Turpin (bootleg on Super Cobra hardware) @@ -153499,6 +155339,10 @@ tvpc_ham TV-PC Tottoko Hamutaro (Japan) + + tvpc_hk + TV-PC Hello Kitty (Japan) + tvpc_tom TV-PC Thomas & Friends (Japan) @@ -153783,6 +155627,10 @@ tygn Te Yi Gong Neng (China, V632C) + + tylagoon + Typhoon Lagoon (Atronic) + tylz Tylz (prototype) @@ -153871,6 +155719,10 @@ uboat65 U-boat 65 + + ubox30 + NubSup TV Interactive Extreme u-box / Extreme u-box Game Station 32Bit Interactive System - New 30 + uccops Undercover Cops (World) @@ -153967,6 +155819,10 @@ uk2086 UK-2086 ver. 1.2 + + ukiyobox + Ukiyo Box (Japan, v1.3.7) + uknc UKNC / MS-0511 @@ -154179,6 +156035,10 @@ uniwb4407 486 WB 4407 REV 1.0 + + unk128vt + unknown VT369 based 128-in-1 (GC31-369-20210702-V2) + unk1682 unknown VT1682-based 101-in-1 handheld (PAL) @@ -154207,6 +156067,18 @@ unkanyw unknown AnyWorks / Sega medal game BIOS + + unkbel + unknown Belatra slot machine + + + unkboram + unknown Boram poker game + + + unkbpmed + unknown Banpresto medal game + unkch1 New Cherry Gold '99 (bootleg of Super Cherry Master) (set 1) @@ -154327,6 +156199,10 @@ unksmk unknown SMK game + + unktax + unknown TAX game + unktop unknown Top game @@ -156245,11 +158121,11 @@ vanvanb - Van-Van Car (Karateco set 2) + Van-Van Car (Karateco, set 2) vanvank - Van-Van Car (Karateco set 1) + Van-Van Car (Karateco, set 1) vaportra @@ -156583,6 +158459,10 @@ venom Venom & Spider-Man - Separation Anxiety (SNES bootleg) + + venteta + Venteta + ventur25 Venturer '25 Games' 25-in-1 @@ -156607,6 +158487,10 @@ venus Venus (bootleg of Gyruss) + + venusdm + Beans Collection: Venus Diet Monogatari + verbena Verbena (bootleg of Carnival) @@ -156871,6 +158755,10 @@ via4386vio Via 4386 VIO / Highscreen universal board + + vibes240 + Vibes Retro Pocket Gamer 240-in-1 + vic10 VIC-10 / Max Machine / UltiMax (NTSC) @@ -158153,15 +160041,15 @@ vulcan - Vulcan Venture (New) + Vulcan Venture (new) vulcana - Vulcan Venture (Old) + Vulcan Venture (old) vulcanb - Vulcan Venture (Oldest) + Vulcan Venture (older) vulgus @@ -158212,7 +160100,7 @@ Wacky Gator (US) - wafricau + wafrica Wild Africa (AHG1535, US) @@ -158307,6 +160195,10 @@ wanpakup Wanpaku Pirates (Japan, ver 1.00) + + wanpunch + Wanikko Punch (Japan, ver 1.20) + wanted Wanted @@ -158315,6 +160207,10 @@ wantgman Wanted G-Man + + wantouch + Wantouchable + wantsega Wanted (Sega) @@ -158549,47 +160445,51 @@ wbml - Wonder Boy - Monster Land (Japan New Ver., MC-8123, 317-0043) + Wonder Boy: Monster Land (Japan New Ver., MC-8123, 317-0043) wbmlb - Wonder Boy - Monster Land (English bootleg set 1) + Wonder Boy: Monster Land (English bootleg set 1) + + + wbmlb2 + Wonder Boy: Monster Land (English bootleg set 4) wbmlbg - Wonder Boy - Monster Land (English bootleg set 2) + Wonder Boy: Monster Land (English bootleg set 2) wbmlbge - Wonder Boy - Monster Land (English bootleg set 3) + Wonder Boy: Monster Land (English bootleg set 3) wbmld - Wonder Boy - Monster Land (decrypted bootleg of Japan New Ver., MC-8123, 317-0043) + Wonder Boy: Monster Land (decrypted bootleg of Japan New Ver., MC-8123, 317-0043) wbmlh - Wonder Boy - Monster Land (English, difficulty hack) + Wonder Boy: Monster Land (English, difficulty hack) wbmljb - Wonder Boy - Monster Land (Japan bootleg) + Wonder Boy: Monster Land (Japan bootleg) wbmljo - Wonder Boy - Monster Land (Japan Old Ver., MC-8123, 317-0043) + Wonder Boy: Monster Land (Japan Old Ver., MC-8123, 317-0043) wbmljod - Wonder Boy - Monster Land (decrypted bootleg of Japan Old Ver., MC-8123, 317-0043) + Wonder Boy: Monster Land (decrypted bootleg of Japan Old Ver., MC-8123, 317-0043) wbmlvc - Wonder Boy - Monster Land (English, Virtual Console) + Wonder Boy: Monster Land (English, Virtual Console) wbmlvcd - Wonder Boy - Monster Land (decrypted bootleg of English, Virtual Console release) + Wonder Boy: Monster Land (decrypted bootleg of English, Virtual Console release) wboy @@ -158643,6 +160543,10 @@ wboyub Wonder Boy (US bootleg) + + wcat + Wild Cat + wcat3 Wild Cat 3 @@ -158763,6 +160667,10 @@ wcherry Win Cherry (ver 0.16 - 19990219) + + wcircus + Wonder Circus (Japan, v1.1.1) + wcombat World Combat (ver AAD:B) @@ -158785,7 +160693,7 @@ wcougaru - Wild Cougar (NHG0296-04, US) + Wild Cougar (AHG1531, US) wcougarua @@ -158793,11 +160701,15 @@ wcougarub - Wild Cougar (NHG0296-99, US) + Wild Cougar (NHG0296-04, US) wcougaruc - Wild Cougar (AHG1531, US) + Wild Cougar (NHG0296-99, US) + + + wcougarud + Wild Cougar (NHG0632-07, US) wcougpp @@ -158971,6 +160883,10 @@ wexpressb3 Western Express (bootleg set 3) + + wfart + TV Art Design Center + wfcentro Centro TV de Diseno Artistico (Spain) @@ -159507,6 +161423,14 @@ wjammers Windjammers / Flying Power Disc + + wk1600 + WK-1600 + + + wk1800 + WK-1800 + wlcc Wanli Changcheng (China, V638C) @@ -159519,6 +161443,10 @@ wldangel Wild Angels (0100337V, NSW/ACT) + + wldangelu + Wild Angels (QHG0477-04, US) + wldarrow Wild Arrow (color, Standard V4.8) @@ -159871,6 +161799,10 @@ wofhfh Huo Feng Huang (Chinese bootleg of Sangokushi II) + + wofigt + Wheel of Fortune (IGT) + wofj Tenchi wo Kurau II: Sekiheki no Tatakai (Japan 921031) @@ -160169,7 +162101,7 @@ wrally - World Rally (Version 1.0, Checksum 0E56) + World Rally (version 1.0, checksum 0E56) wrally2 @@ -160181,19 +162113,23 @@ wrallya - World Rally (Version 1.0, Checksum 3873) + World Rally (version 1.0, checksum 3873) wrallyat - World Rally (US, 930217) + World Rally (US, version 1.0, checksum 2CC1) + + + wrallyata + World Rally (US, version 1.0, checksum 75A5) wrallyb - World Rally (Version 1.0, Checksum 8AA2) + World Rally (version 1.0, checksum 8AA2) wrallyc - World Rally (Version 1.0, Checksum E586) + World Rally (version 1.0, checksum E586) wrecking @@ -160401,6 +162337,10 @@ wtiger + White Tiger (4XF5139I08, US) + + + wtigerc White Tiger Classic (0200954V, NSW/ACT) @@ -160499,6 +162439,10 @@ wwanpanm Waku Waku Anpanman (Rev A) + + wwanpanmo + Waku Waku Anpanman + wwaratah Wild Waratah (10215911, NSW/ACT) @@ -160791,6 +162735,10 @@ x820ii Xerox 820-II + + xavaero + XaviX Aerostep (XaviXPORT, Japan) + xavbaseb XaviX Baseball (XaviXPORT) @@ -161175,6 +163123,10 @@ xorworld Xor World (prototype) + + xpander + Xpander + xplan X-Plan (Ver. 101) @@ -161263,6 +163215,10 @@ xybotsg Xybots (German, rev 3) + + xyddz + Xiaoyao Dou Dizhu + xymg Xingyun Man Guan (China, V651C) @@ -161319,17 +163275,25 @@ yachtmn Yachtsman + + yakyuken + The Yakyuken (bootleg) + yamagchi Go Go Mr. Yamaguchi / Yuke Yuke Yamaguchi-kun yamato - Yamato (US) + Yamato (set 1) - yamato2 - Yamato (World?) + yamatoa + Yamato (set 2) + + + yamatou + Yamato (US) yamyam @@ -161377,11 +163341,11 @@ yiear - Yie Ar Kung-Fu (program code I) + Yie Ar Kung-Fu (version I) yiear2 - Yie Ar Kung-Fu (program code G) + Yie Ar Kung-Fu (version G) yieartf @@ -161439,6 +163403,10 @@ youjyudn Youjyuden (Japan) + + youkai + Youkai VS Uchuujin + youkaidk1 Youkai Douchuuki (Japan, old version (YD1)) @@ -161471,6 +163439,10 @@ yujan Yu-Jan + + yujogs + Yujo Gattai Shishigami-o + yuka Yu-Ka @@ -161511,6 +163483,10 @@ yuyuhaku The Battle of Yu Yu Hakusho: Shitou! Ankoku Bujutsukai! + + yyhm + Yuanyang Hudie Meng (Version 8.8A 2005-09-25) + z100 Z-100 @@ -161965,11 +163941,11 @@ znpwfv - Zen Nippon Pro-Wrestling Featuring Virtua (J 971123 V1.000) + Zen Nippon Pro-Wres Featuring Virtua (J 971123 V1.000) znpwfvt - Zen Nippon Pro-Wrestling Featuring Virtua (T 971123 V1.000) + All Japan Pro-Wrestling Featuring Virtua (T 971123 V1.000) zoar @@ -161987,6 +163963,10 @@ zoidiexp Zoids Infinity EX Plus (ver. 2.10) + + zoids + Zoids + zoidsinf Zoids Infinity @@ -162195,6 +164175,10 @@ zupapa Zupapa! + + zupapah8 + Zupapa (Italian gambling game) + zvenezia Venezia (coffee vending machine) From ac3691f8e4fade692b07190b18b37a3e8972ca4e Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Mon, 3 Mar 2025 18:40:33 +0100 Subject: [PATCH 150/284] Bundled the February 2025 release of the Mozilla TLS/SSL certificates --- resources/certificates/curl-ca-bundle.crt | 212 ++++++++++------------ 1 file changed, 94 insertions(+), 118 deletions(-) diff --git a/resources/certificates/curl-ca-bundle.crt b/resources/certificates/curl-ca-bundle.crt index f2c24a589..584af3c0b 100644 --- a/resources/certificates/curl-ca-bundle.crt +++ b/resources/certificates/curl-ca-bundle.crt @@ -1,7 +1,7 @@ ## ## Bundle of CA Root Certificates ## -## Certificate data from Mozilla as of: Tue Sep 24 03:12:04 2024 GMT +## Certificate data from Mozilla as of: Tue Feb 25 04:12:03 2025 GMT ## ## Find updated versions here: https://curl.se/docs/caextract.html ## @@ -16,7 +16,7 @@ ## Just configure this file as the SSLCACertificateFile. ## ## Conversion done with mk-ca-bundle.pl version 1.29. -## SHA256: 36105b01631f9fc03b1eca779b44a30a1a5890b9bf8dc07ccb001a07301e01cf +## SHA256: 620fd89c02acb0019f1899dab7907db5d20735904f5a9a0d3a8771a5857ac482 ## @@ -371,37 +371,6 @@ NU0LbbqhPcCT4H8js1WtciVORvnSFu+wZMEBnunKoGqYDs/YYPIvSbjkQuE4NRb0yG5P94FW6Lqj viOvrv1vA+ACOzB2+httQc8Bsem4yWb02ybzOqR08kkkW8mw0FfB+j564ZfJ -----END CERTIFICATE----- -SwissSign Silver CA - G2 -======================== ------BEGIN CERTIFICATE----- -MIIFvTCCA6WgAwIBAgIITxvUL1S7L0swDQYJKoZIhvcNAQEFBQAwRzELMAkGA1UEBhMCQ0gxFTAT -BgNVBAoTDFN3aXNzU2lnbiBBRzEhMB8GA1UEAxMYU3dpc3NTaWduIFNpbHZlciBDQSAtIEcyMB4X -DTA2MTAyNTA4MzI0NloXDTM2MTAyNTA4MzI0NlowRzELMAkGA1UEBhMCQ0gxFTATBgNVBAoTDFN3 -aXNzU2lnbiBBRzEhMB8GA1UEAxMYU3dpc3NTaWduIFNpbHZlciBDQSAtIEcyMIICIjANBgkqhkiG -9w0BAQEFAAOCAg8AMIICCgKCAgEAxPGHf9N4Mfc4yfjDmUO8x/e8N+dOcbpLj6VzHVxumK4DV644 -N0MvFz0fyM5oEMF4rhkDKxD6LHmD9ui5aLlV8gREpzn5/ASLHvGiTSf5YXu6t+WiE7brYT7QbNHm -+/pe7R20nqA1W6GSy/BJkv6FCgU+5tkL4k+73JU3/JHpMjUi0R86TieFnbAVlDLaYQ1HTWBCrpJH -6INaUFjpiou5XaHc3ZlKHzZnu0jkg7Y360g6rw9njxcH6ATK72oxh9TAtvmUcXtnZLi2kUpCe2Uu -MGoM9ZDulebyzYLs2aFK7PayS+VFheZteJMELpyCbTapxDFkH4aDCyr0NQp4yVXPQbBH6TCfmb5h -qAaEuSh6XzjZG6k4sIN/c8HDO0gqgg8hm7jMqDXDhBuDsz6+pJVpATqJAHgE2cn0mRmrVn5bi4Y5 -FZGkECwJMoBgs5PAKrYYC51+jUnyEEp/+dVGLxmSo5mnJqy7jDzmDrxHB9xzUfFwZC8I+bRHHTBs -ROopN4WSaGa8gzj+ezku01DwH/teYLappvonQfGbGHLy9YR0SslnxFSuSGTfjNFusB3hB48IHpmc 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Styhre Date: Mon, 3 Mar 2025 21:04:25 +0100 Subject: [PATCH 152/284] Updated the nl_NL translations --- locale/po/nl_NL.po | 26 +++++++++++++------------- 1 file changed, 13 insertions(+), 13 deletions(-) diff --git a/locale/po/nl_NL.po b/locale/po/nl_NL.po index 65fdecc6a..780921924 100644 --- a/locale/po/nl_NL.po +++ b/locale/po/nl_NL.po @@ -9,7 +9,7 @@ msgstr "" "Project-Id-Version: ES-DE Frontend\n" "Report-Msgid-Bugs-To: info@es-de.org\n" "POT-Creation-Date: 2025-03-01 09:47+0100\n" -"PO-Revision-Date: 2024-11-30 15:24+0100\n" +"PO-Revision-Date: 2025-03-03 20:53+0100\n" "Last-Translator: Stefan \n" "Language-Team: Nederlands \n" "Language: nl_NL\n" @@ -762,7 +762,7 @@ msgid "LONG" msgstr "LANG" msgid "POPUP" -msgstr "" +msgstr "POPUP" msgid "UI MODE" msgstr "UI-MODUS" @@ -826,7 +826,7 @@ msgid "GAMES AND SYSTEMS" msgstr "SPELLEN EN SYSTEMEN" msgid "SYSTEM STATUS SETTINGS" -msgstr "" +msgstr "INSTELLINGEN SYSTEEMSTATUS" msgid "MEDIA VIEWER SETTINGS" msgstr "MEDIA VIEWER-INSTELLINGEN" @@ -838,7 +838,7 @@ msgid "ENABLE THEME VARIANT TRIGGERS" msgstr "THEMA VARIANT TRIGGERS INSCHAKELEN" msgid "DISPLAY CLOCK" -msgstr "" +msgstr "KLOK WEERGEVEN" msgid "BLUR BACKGROUND WHEN MENU IS OPEN" msgstr "ACHTERGROND VERVAGEN ALS HET MENU GEOPEND IS" @@ -1075,7 +1075,7 @@ msgid "ENABLE CUSTOM EVENT SCRIPTS" msgstr "AANGEPASTE EVENEMENTEN-SCRIPTS INSCHAKELEN" msgid "BROWSING CUSTOM EVENTS" -msgstr "" +msgstr "BLADEREN DOOR AANGEPASTE EVENEMENTEN" msgid "ONLY SHOW GAMES FROM GAMELIST.XML FILES" msgstr "ALLEEN GAMES UIT GAMELIST.XML-BESTANDEN TONEN" @@ -1157,7 +1157,7 @@ msgstr "SCHAKEL SYSTEEM UIT" msgctxt "short" msgid "SYSTEM STATUS SETTINGS" -msgstr "" +msgstr "INSTELLINGEN SYSTEEMSTATUS" msgctxt "short" msgid "MEDIA VIEWER SETTINGS" @@ -1888,19 +1888,19 @@ msgid "RENDER BLUR" msgstr "WISSEN WISSEN" msgid "DISPLAY BLUETOOTH STATUS INDICATOR" -msgstr "" +msgstr "BLUETOOTH-STATUSINDICATOR WEERGEVEN" msgid "DISPLAY WI-FI STATUS INDICATOR" -msgstr "" +msgstr "WI-FI STATUSINDICATOR WEERGEVEN" msgid "DISPLAY CELLULAR STATUS INDICATOR" -msgstr "" +msgstr "CELLULAIRE STATUSINDICATOR WEERGEVEN" msgid "DISPLAY BATTERY STATUS INDICATOR" -msgstr "" +msgstr "WEERGAVE BATTERIJSTATUSINDICATOR" msgid "DISPLAY BATTERY CHARGE PERCENTAGE" -msgstr "" +msgstr "PERCENTAGE BATTERIJLADING WEERGEVEN" msgid "DOWNLOADING THEMES LIST 100%" msgstr "DOWNLOAD THEMA LIJST 100%" @@ -2065,7 +2065,7 @@ msgid "THEME WAS DELETED" msgstr "THEMA IS VERWIJDERD" msgid "view screenshots" -msgstr "bekijk screenshots " +msgstr "bekijk screenshots" msgid "fetch updates" msgstr "updates ophalen" @@ -2610,7 +2610,7 @@ msgstr "" #, c-format msgid "LAUNCHING GAME '%s'" -msgstr "SPEL '%s' STARTEN" +msgstr "SPEL '%s' OPSTARTEN" msgid "menu" msgstr "menu" From 3e5637fa3361b3a0abb730b0bf8557515336eaf5 Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Mon, 3 Mar 2025 22:22:21 +0100 Subject: [PATCH 153/284] Updated the ro_RO translations --- locale/po/ro_RO.po | 24 ++++++++++++------------ 1 file changed, 12 insertions(+), 12 deletions(-) diff --git a/locale/po/ro_RO.po b/locale/po/ro_RO.po index ae5b0647a..52f807272 100644 --- a/locale/po/ro_RO.po +++ b/locale/po/ro_RO.po @@ -8,7 +8,7 @@ msgstr "" "Project-Id-Version: ES-DE Frontend\n" "Report-Msgid-Bugs-To: info@es-de.org\n" "POT-Creation-Date: 2025-03-01 09:47+0100\n" -"PO-Revision-Date: 2024-11-25 23:56+0200\n" +"PO-Revision-Date: 2025-03-03 22:12+0200\n" "Last-Translator: Mihai Vasiliu \n" "Language-Team: Română \n" "Language: ro_RO\n" @@ -768,7 +768,7 @@ msgid "LONG" msgstr "LUNGĂ" msgid "POPUP" -msgstr "" +msgstr "POPUP" msgid "UI MODE" msgstr "MOD INTERFAȚĂ" @@ -830,7 +830,7 @@ msgid "GAMES AND SYSTEMS" msgstr "JOCURI ȘI SISTEME" msgid "SYSTEM STATUS SETTINGS" -msgstr "" +msgstr "SETĂRI INDICATORI SISTEM" msgid "MEDIA VIEWER SETTINGS" msgstr "SETĂRI VIZUALIZATOR MEDIA" @@ -842,7 +842,7 @@ msgid "ENABLE THEME VARIANT TRIGGERS" msgstr "ACTIVEAZĂ DECLANȘATORI VARIANTE TEMĂ" msgid "DISPLAY CLOCK" -msgstr "" +msgstr "AFIȘEAZĂ CEASUL" msgid "BLUR BACKGROUND WHEN MENU IS OPEN" msgstr "BLUREAZĂ FUNDALUL CÂND MENIUL ESTE DESCHIS" @@ -1075,10 +1075,10 @@ msgid "SHOW HIDDEN GAMES" msgstr "AFIȘEAZĂ JOCURILE ASCUNSE" msgid "ENABLE CUSTOM EVENT SCRIPTS" -msgstr "ACTIVEAZĂ SCRIPTURI EVENIMENTE PERSONALIZATE" +msgstr "ACTIVEAZĂ SCRIPT EVENIMENTE PERSONALIZATE" msgid "BROWSING CUSTOM EVENTS" -msgstr "" +msgstr "EVENIMENTE PERSONALIZATE LA NAVIGARE" msgid "ONLY SHOW GAMES FROM GAMELIST.XML FILES" msgstr "AFIȘEAZĂ DOAR JOCURILE DIN FIȘIERELE GAMELIST.XML" @@ -1160,7 +1160,7 @@ msgstr "ÎNCHIDE SISTEMUL" msgctxt "short" msgid "SYSTEM STATUS SETTINGS" -msgstr "" +msgstr "SETĂRI INDICATORI SISTEM" msgctxt "short" msgid "MEDIA VIEWER SETTINGS" @@ -1892,19 +1892,19 @@ msgid "RENDER BLUR" msgstr "REDĂ BLUR" msgid "DISPLAY BLUETOOTH STATUS INDICATOR" -msgstr "" +msgstr "AFIȘEAZĂ INDICATOR STARE BLUETOOTH" msgid "DISPLAY WI-FI STATUS INDICATOR" -msgstr "" +msgstr "AFIȘEAZĂ INDICATOR STARE WI-FI" msgid "DISPLAY CELLULAR STATUS INDICATOR" -msgstr "" +msgstr "AFIȘEAZĂ INDICATOR STARE DATE MOBILE" msgid "DISPLAY BATTERY STATUS INDICATOR" -msgstr "" +msgstr "AFIȘEAZĂ INDICATOR STARE BATERIE" msgid "DISPLAY BATTERY CHARGE PERCENTAGE" -msgstr "" +msgstr "AFIȘEAZĂ PROCENT ÎNCĂRCARE BATERIE" msgid "DOWNLOADING THEMES LIST 100%" msgstr "SE DESCARCĂ LISTA DE TEME 100%" From 33d67146e97717d2c45bf30ddaf8b64c3a390fc7 Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Mon, 3 Mar 2025 22:27:15 +0100 Subject: [PATCH 154/284] Updated the fr_FR translations --- locale/po/fr_FR.po | 26 +++++++++++++------------- 1 file changed, 13 insertions(+), 13 deletions(-) diff --git a/locale/po/fr_FR.po b/locale/po/fr_FR.po index 9e25cadd8..42f56aca4 100644 --- a/locale/po/fr_FR.po +++ b/locale/po/fr_FR.po @@ -8,7 +8,7 @@ msgstr "" "Project-Id-Version: ES-DE Frontend\n" "Report-Msgid-Bugs-To: info@es-de.org\n" "POT-Creation-Date: 2025-03-01 09:47+0100\n" -"PO-Revision-Date: 2024-12-04 18:55+0100\n" +"PO-Revision-Date: 2025-03-03 21:39+0100\n" "Last-Translator: Northwestern Software \n" "Language-Team: Français \n" "Language: fr_FR\n" @@ -774,7 +774,7 @@ msgid "LONG" msgstr "LONG" msgid "POPUP" -msgstr "" +msgstr "FENÊTRE CONTEXTUELLE" msgid "UI MODE" msgstr "TYPE D'INTERFACE" @@ -836,7 +836,7 @@ msgid "GAMES AND SYSTEMS" msgstr "JEUX ET SYSTÈMES" msgid "SYSTEM STATUS SETTINGS" -msgstr "" +msgstr "PARAMÈTRES D’ÉTAT DU SYSTÈME" msgid "MEDIA VIEWER SETTINGS" msgstr "PARAMÈTRES DU VISIONNEUR DE MÉDIA" @@ -848,7 +848,7 @@ msgid "ENABLE THEME VARIANT TRIGGERS" msgstr "ACTIVER LES VARIANTE DE THÈME AVEC LES GÂCHETTES" msgid "DISPLAY CLOCK" -msgstr "" +msgstr "AFFICHER L'HORLOGE" msgid "BLUR BACKGROUND WHEN MENU IS OPEN" msgstr "ESTOMPER L'ARRIÈRE-PLAN LORSQUE LE MENU EST OUVERT" @@ -1085,7 +1085,7 @@ msgid "ENABLE CUSTOM EVENT SCRIPTS" msgstr "ACTIVER LES SCRIPTS PERSO" msgid "BROWSING CUSTOM EVENTS" -msgstr "" +msgstr "NAVIGATION DANS LES ÉVÉNEMENTS PERSONNALISÉS" msgid "ONLY SHOW GAMES FROM GAMELIST.XML FILES" msgstr "MONTRER UNIQUEMENT LES JEUX DES FICHIERS GAMELIST.XML" @@ -1170,7 +1170,7 @@ msgstr "ARRÊT DU SYSTÈME" msgctxt "short" msgid "SYSTEM STATUS SETTINGS" -msgstr "" +msgstr "CONFIGURATION BARRE D'ÉTAT" msgctxt "short" msgid "MEDIA VIEWER SETTINGS" @@ -1914,19 +1914,19 @@ msgid "RENDER BLUR" msgstr "RENDU FLOU" msgid "DISPLAY BLUETOOTH STATUS INDICATOR" -msgstr "" +msgstr "AFFICHAGE DE L’INDICATEUR D’ÉTAT BLUETOOTH" msgid "DISPLAY WI-FI STATUS INDICATOR" -msgstr "" +msgstr "AFFICHAGE DE L’INDICATEUR D’ÉTAT WI-FI" msgid "DISPLAY CELLULAR STATUS INDICATOR" -msgstr "" +msgstr "AFFICHAGE DE L’INDICATEUR D’ÉTAT CELLULAIRE" msgid "DISPLAY BATTERY STATUS INDICATOR" -msgstr "" +msgstr "AFFICHAGE DE L’INDICATEUR D’ÉTAT DE LA BATTERIE" msgid "DISPLAY BATTERY CHARGE PERCENTAGE" -msgstr "" +msgstr "AFFICHER LE POURCCENTAGE DE CHARGE DE LA BATTERIE" msgid "DOWNLOADING THEMES LIST 100%" msgstr "TÉLÉCHARGEMENT LISTE DES THÈMES 100%" @@ -2604,8 +2604,8 @@ msgid "" msgstr "" "AU MOINS UN DE VOS SYSTÈMES A UN ÉMULATEUR ALTERNATIF AVEC UNE CONFIGURATION " "INVALIDE SANS ENTREE CORRESPONDANTE DANS LE FICHIER DE CONFIGURATION DU " -"SYSTÈME, VEUILLEZ RÉVISER VOTRE CONFIGURATION À L'AIDE DE L'INTERFACE « " -"ÉMULATEURS ALTERNATIFS » DANS LE MENU « AUTRES PARAMÈTRES »" +"SYSTÈME, VEUILLEZ RÉVISER VOTRE CONFIGURATION À L'AIDE DE L'INTERFACE " +"« ÉMULATEURS ALTERNATIFS » DANS LE MENU « AUTRES PARAMÈTRES »" msgid "UPDATE" msgstr "MISE À JOUR" From 0381b217a6b8c2d866dc1c84246233c3c7a8001a Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Mon, 3 Mar 2025 22:29:15 +0100 Subject: [PATCH 155/284] Updated the pt_BR translations --- locale/po/pt_BR.po | 28 ++++++++++++++-------------- 1 file changed, 14 insertions(+), 14 deletions(-) diff --git a/locale/po/pt_BR.po b/locale/po/pt_BR.po index 19d8e1164..6a02192e1 100644 --- a/locale/po/pt_BR.po +++ b/locale/po/pt_BR.po @@ -8,7 +8,7 @@ msgstr "" "Project-Id-Version: ES-DE Frontend\n" "Report-Msgid-Bugs-To: info@es-de.org\n" "POT-Creation-Date: 2025-03-01 09:47+0100\n" -"PO-Revision-Date: 2024-11-25 09:36-0300\n" +"PO-Revision-Date: 2025-03-03 18:27-0300\n" "Last-Translator: Northwestern Software \n" "Language-Team: Português (Brasil) \n" "Language: pt_BR\n" @@ -16,10 +16,10 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=2; plural=(n > 1);\n" -"X-Generator: Poedit 3.4.4\n" +"X-Generator: Poedit 3.5\n" msgid "Network error (status:" -msgstr "Erro de rede (status:" +msgstr "Erro de rede (estado:" msgid "New prerelease available:" msgstr "Nova versão prévia disponível:" @@ -352,7 +352,7 @@ msgid "QUIT AND MANUALLY UPGRADE ES-DE" msgstr "SAIR E ATUALIZAR MANUALMENTE O ES-DE" msgid "STATUS MESSAGE:" -msgstr "MENSAGEM DE STATUS:" +msgstr "MENSAGEM DE ESTADO:" msgid "DOWNLOAD" msgstr "BAIXAR" @@ -762,7 +762,7 @@ msgid "LONG" msgstr "DEMORADO" msgid "POPUP" -msgstr "" +msgstr "POPUP" msgid "UI MODE" msgstr "MODO DA INTERFACE" @@ -824,7 +824,7 @@ msgid "GAMES AND SYSTEMS" msgstr "JOGOS E SISTEMAS" msgid "SYSTEM STATUS SETTINGS" -msgstr "" +msgstr "AJUSTES DOS ESTADOS DO SISTEMA" msgid "MEDIA VIEWER SETTINGS" msgstr "AJUSTES DO VISUALIZADOR DE MÍDIAS" @@ -836,7 +836,7 @@ msgid "ENABLE THEME VARIANT TRIGGERS" msgstr "ATIVAR ACIONADORES DAS VARIANTES DO TEMA" msgid "DISPLAY CLOCK" -msgstr "" +msgstr "MOSTRAR O RELÓGIO" msgid "BLUR BACKGROUND WHEN MENU IS OPEN" msgstr "DESFOCAR O FUNDO AO ABRIR O MENU" @@ -1072,7 +1072,7 @@ msgid "ENABLE CUSTOM EVENT SCRIPTS" msgstr "ATIVAR SCRIPTS DE EVENTOS ADAPTADOS" msgid "BROWSING CUSTOM EVENTS" -msgstr "" +msgstr "PESQUISANDO EVENTOS ADAPTADOS" msgid "ONLY SHOW GAMES FROM GAMELIST.XML FILES" msgstr "EXIBIR APENAS OS JOGOS NOS ARQUIVOS GAMELIST.XML" @@ -1154,7 +1154,7 @@ msgstr "DESLIGAR O SISTEMA" msgctxt "short" msgid "SYSTEM STATUS SETTINGS" -msgstr "" +msgstr "CONFIG. DOS EST. DO SISTEMA" msgctxt "short" msgid "MEDIA VIEWER SETTINGS" @@ -1887,19 +1887,19 @@ msgid "RENDER BLUR" msgstr "RENDERIZAR DESFOQUE" msgid "DISPLAY BLUETOOTH STATUS INDICATOR" -msgstr "" +msgstr "EXIBIR INDICADOR DE ESTADO DO BLUETOOTH" msgid "DISPLAY WI-FI STATUS INDICATOR" -msgstr "" +msgstr "EXIBIR INDICADOR DE ESTADO DO WI-FI" msgid "DISPLAY CELLULAR STATUS INDICATOR" -msgstr "" +msgstr "EXIBIR INDICADOR DE ESTADO DA REDE MÓVEL" msgid "DISPLAY BATTERY STATUS INDICATOR" -msgstr "" +msgstr "EXIBIR INDICADOR DE ESTADO DA BATERIA" msgid "DISPLAY BATTERY CHARGE PERCENTAGE" -msgstr "" +msgstr "EXIBIR PORCENTAGEM DA CARGA DA BATERIA" msgid "DOWNLOADING THEMES LIST 100%" msgstr "BAIXANDO LISTA DE TEMAS 100%" From bde73b40c7f8e92d1c5d11833b31bcdc72fd0fa6 Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Mon, 3 Mar 2025 22:32:12 +0100 Subject: [PATCH 156/284] Updated the it_IT translations --- locale/po/it_IT.po | 22 +++++++++++----------- 1 file changed, 11 insertions(+), 11 deletions(-) diff --git a/locale/po/it_IT.po b/locale/po/it_IT.po index 1c855bf18..1aa0707dd 100644 --- a/locale/po/it_IT.po +++ b/locale/po/it_IT.po @@ -8,7 +8,7 @@ msgstr "" "Project-Id-Version: ES-DE Frontend\n" "Report-Msgid-Bugs-To: info@es-de.org\n" "POT-Creation-Date: 2025-03-01 09:47+0100\n" -"PO-Revision-Date: 2024-12-03 23:46+0200\n" +"PO-Revision-Date: 2025-03-03 23:16+0200\n" "Last-Translator: Lorenzo Castelletta \n" "Language-Team: Italiano \n" "Language: it_IT\n" @@ -772,7 +772,7 @@ msgid "LONG" msgstr "LUNGA" msgid "POPUP" -msgstr "" +msgstr "POPUP" msgid "UI MODE" msgstr "MODALITÀ INTERFACCIA UTENTE" @@ -835,7 +835,7 @@ msgid "GAMES AND SYSTEMS" msgstr "GIOCHI E SISTEMI" msgid "SYSTEM STATUS SETTINGS" -msgstr "" +msgstr "IMPOSTAZIONI STATO SISTEMA" msgid "MEDIA VIEWER SETTINGS" msgstr "IMPOSTAZIONI VISUALIZZIAZIONE MEDIA" @@ -847,7 +847,7 @@ msgid "ENABLE THEME VARIANT TRIGGERS" msgstr "ABILITA GLI ATTIVATORI DELLE VARIANTI DEL TEMA" msgid "DISPLAY CLOCK" -msgstr "" +msgstr "OROLOGIO" msgid "BLUR BACKGROUND WHEN MENU IS OPEN" msgstr "OFFUSCA LO SFONDO QUANDO IL MENÙ È APERTO" @@ -1084,7 +1084,7 @@ msgid "ENABLE CUSTOM EVENT SCRIPTS" msgstr "ABILITA GLI SCRIPT DEGLI EVENTI PERSONALIZZATI" msgid "BROWSING CUSTOM EVENTS" -msgstr "" +msgstr "SCORRIMENTO EVENTI PERS." msgid "ONLY SHOW GAMES FROM GAMELIST.XML FILES" msgstr "MOSTRA SOLO GIOCHI PRESENTI NEI GAMELIST.XML" @@ -1167,7 +1167,7 @@ msgstr "SPEGNI IL SISTEMA" msgctxt "short" msgid "SYSTEM STATUS SETTINGS" -msgstr "" +msgstr "IMPOSTAZIONI STATO SISTEMA" msgctxt "short" msgid "MEDIA VIEWER SETTINGS" @@ -1904,19 +1904,19 @@ msgid "RENDER BLUR" msgstr "RENDERIZZA L'OFFUSCAMENTO" msgid "DISPLAY BLUETOOTH STATUS INDICATOR" -msgstr "" +msgstr "MOSTRA INDICATORE STATO BLUETOOTH" msgid "DISPLAY WI-FI STATUS INDICATOR" -msgstr "" +msgstr "MOSTRA INDICATORE STATO WI-FI" msgid "DISPLAY CELLULAR STATUS INDICATOR" -msgstr "" +msgstr "MOSTRA INDICATORE STATO CELLULARE" msgid "DISPLAY BATTERY STATUS INDICATOR" -msgstr "" +msgstr "MOSTRA INDICATORE STATO BATTERIA" msgid "DISPLAY BATTERY CHARGE PERCENTAGE" -msgstr "" +msgstr "MOSTRA PERCENTUALE CARICA BATTERIA" msgid "DOWNLOADING THEMES LIST 100%" msgstr "STO SCARICANDO LA LISTA DEI TEMI 100%" From 7a43d54b1d7fa98467dc9f3dd150400150733ec8 Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Mon, 3 Mar 2025 23:09:51 +0100 Subject: [PATCH 157/284] Updated the fr_FR translations --- locale/po/fr_FR.po | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/locale/po/fr_FR.po b/locale/po/fr_FR.po index 42f56aca4..e46807752 100644 --- a/locale/po/fr_FR.po +++ b/locale/po/fr_FR.po @@ -1926,7 +1926,7 @@ msgid "DISPLAY BATTERY STATUS INDICATOR" msgstr "AFFICHAGE DE L’INDICATEUR D’ÉTAT DE LA BATTERIE" msgid "DISPLAY BATTERY CHARGE PERCENTAGE" -msgstr "AFFICHER LE POURCCENTAGE DE CHARGE DE LA BATTERIE" +msgstr "AFFICHER LE POURCENTAGE DE CHARGE DE LA BATTERIE" msgid "DOWNLOADING THEMES LIST 100%" msgstr "TÉLÉCHARGEMENT LISTE DES THÈMES 100%" From 9e20f6b90dfe39d9a0377dda855587c118e1aefe Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Tue, 4 Mar 2025 21:13:30 +0100 Subject: [PATCH 158/284] Updated the ko_KR translations --- locale/po/ko_KR.po | 28 ++++++++++++++-------------- 1 file changed, 14 insertions(+), 14 deletions(-) diff --git a/locale/po/ko_KR.po b/locale/po/ko_KR.po index b58a61140..f297a4f20 100644 --- a/locale/po/ko_KR.po +++ b/locale/po/ko_KR.po @@ -8,7 +8,7 @@ msgstr "" "Project-Id-Version: ES-DE Frontend\n" "Report-Msgid-Bugs-To: info@es-de.org\n" "POT-Creation-Date: 2025-03-01 09:47+0100\n" -"PO-Revision-Date: 2024-11-25 18:29+0900\n" +"PO-Revision-Date: 2025-03-04 11:39+0900\n" "Last-Translator: wakeboxer \n" "Language-Team: 한국어 \n" "Language: ko_KR\n" @@ -752,7 +752,7 @@ msgid "LONG" msgstr "길게" msgid "POPUP" -msgstr "" +msgstr "팝업" msgid "UI MODE" msgstr "UI 모드" @@ -814,7 +814,7 @@ msgid "GAMES AND SYSTEMS" msgstr "게임과 시스템" msgid "SYSTEM STATUS SETTINGS" -msgstr "" +msgstr "시스템 상태 설정" msgid "MEDIA VIEWER SETTINGS" msgstr "미디어 뷰어 설정" @@ -826,7 +826,7 @@ msgid "ENABLE THEME VARIANT TRIGGERS" msgstr "테마 변형 트리거 활성화" msgid "DISPLAY CLOCK" -msgstr "" +msgstr "시계 표시" msgid "BLUR BACKGROUND WHEN MENU IS OPEN" msgstr "메뉴 오픈시 배경 흐려짐 효과" @@ -1048,7 +1048,7 @@ msgid "UPSCALE VIDEO FRAME RATE TO 60 FPS" msgstr "60FPS까지 비디오 프레임 레이트 업스케일링" msgid "ENABLE ALTERNATIVE EMULATORS PER GAME" -msgstr "게임별 대체 에뮬레이터 사용가능" +msgstr "게임별 대체 에뮬레이터 사용 가능" msgid "SHOW HIDDEN FILES AND FOLDERS" msgstr "숨긴 파일 및 폴더 보이기" @@ -1057,10 +1057,10 @@ msgid "SHOW HIDDEN GAMES" msgstr "숨긴 게임 보이기" msgid "ENABLE CUSTOM EVENT SCRIPTS" -msgstr "커스텀 이벤트 스크립트 사용가능" +msgstr "커스텀 이벤트 스크립트 사용 가능" msgid "BROWSING CUSTOM EVENTS" -msgstr "" +msgstr "커스텀 이벤트 탐색" msgid "ONLY SHOW GAMES FROM GAMELIST.XML FILES" msgstr "GAMELIST.XML 파일에 있는 게임만 보이기" @@ -1081,7 +1081,7 @@ msgid "DISPLAY GPU STATISTICS OVERLAY" msgstr "GPU 통계 오버레이 표시" msgid "ENABLE MENU IN KID MODE" -msgstr "아동용 모드에서 메뉴 사용가능" +msgstr "아동용 모드에서 메뉴 사용 가능" msgid "SHOW QUIT MENU (REBOOT AND POWER OFF ENTRIES)" msgstr "종료 메뉴에 리부트와 전원오프 엔트리 보이기" @@ -1141,7 +1141,7 @@ msgstr "시스템 전원 오프" msgctxt "short" msgid "SYSTEM STATUS SETTINGS" -msgstr "" +msgstr "시스템 상태 설정" msgctxt "short" msgid "MEDIA VIEWER SETTINGS" @@ -1853,19 +1853,19 @@ msgid "RENDER BLUR" msgstr "블러 랜더링 적용" msgid "DISPLAY BLUETOOTH STATUS INDICATOR" -msgstr "" +msgstr "블루투스 상태 표시" msgid "DISPLAY WI-FI STATUS INDICATOR" -msgstr "" +msgstr "와이파이 상태 표시" msgid "DISPLAY CELLULAR STATUS INDICATOR" -msgstr "" +msgstr "셀룰러 상태 표시" msgid "DISPLAY BATTERY STATUS INDICATOR" -msgstr "" +msgstr "배터리 상태 표시" msgid "DISPLAY BATTERY CHARGE PERCENTAGE" -msgstr "" +msgstr "배터리 충전 상태 표시" msgid "DOWNLOADING THEMES LIST 100%" msgstr "테마 리스트 다운로드 중 100%" From 85be1030a2386ba3264327ab1e20bbb6c3d3f460 Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Tue, 4 Mar 2025 21:15:52 +0100 Subject: [PATCH 159/284] Updated the es_ES translations --- locale/po/es_ES.po | 22 +++++++++++----------- 1 file changed, 11 insertions(+), 11 deletions(-) diff --git a/locale/po/es_ES.po b/locale/po/es_ES.po index 4af26f518..ae2d274ff 100644 --- a/locale/po/es_ES.po +++ b/locale/po/es_ES.po @@ -8,7 +8,7 @@ msgstr "" "Project-Id-Version: ES-DE Frontend\n" "Report-Msgid-Bugs-To: info@es-de.org\n" "POT-Creation-Date: 2025-03-01 09:47+0100\n" -"PO-Revision-Date: 2024-11-29 19:08+0100\n" +"PO-Revision-Date: 2025-03-04 18:19+0100\n" "Last-Translator: Northwestern Software \n" "Language-Team: Español (España) \n" "Language: es_ES\n" @@ -772,7 +772,7 @@ msgid "LONG" msgstr "LARGO" msgid "POPUP" -msgstr "" +msgstr "POPUP" msgid "UI MODE" msgstr "MODO INTERFAZ" @@ -836,7 +836,7 @@ msgid "GAMES AND SYSTEMS" msgstr "JUEGOS Y SISTEMAS" msgid "SYSTEM STATUS SETTINGS" -msgstr "" +msgstr "CONFIGURACIÓN DEL ESTADO DEL SISTEMA" msgid "MEDIA VIEWER SETTINGS" msgstr "CONFIGURACION DEL VISOR DE MEDIOS" @@ -848,7 +848,7 @@ msgid "ENABLE THEME VARIANT TRIGGERS" msgstr "ACTIVAR VARIANTES DE TEMA" msgid "DISPLAY CLOCK" -msgstr "" +msgstr "MOSTRAR RELOJ" msgid "BLUR BACKGROUND WHEN MENU IS OPEN" msgstr "DIFUMINAR EL FONDO CUANDO EL MENÚ ESTÁ ABIERTO" @@ -1084,7 +1084,7 @@ msgid "ENABLE CUSTOM EVENT SCRIPTS" msgstr "ACTIVAR SCRIPTS DE EVENTO PERSONALIZADOS" msgid "BROWSING CUSTOM EVENTS" -msgstr "" +msgstr "NAVEGACIÓN POR EVENTOS PERSONALIZADOS" msgid "ONLY SHOW GAMES FROM GAMELIST.XML FILES" msgstr "SOLO MOSTRAR JUEGOS DE LOS FICHEROS GAMELIST.XML" @@ -1166,7 +1166,7 @@ msgstr "APAGAR SISTEMA" msgctxt "short" msgid "SYSTEM STATUS SETTINGS" -msgstr "" +msgstr "CONF. DEL ESTADO DEL SISTEMA" msgctxt "short" msgid "MEDIA VIEWER SETTINGS" @@ -1910,19 +1910,19 @@ msgid "RENDER BLUR" msgstr "RENDERIZAR DIFUMINADO" msgid "DISPLAY BLUETOOTH STATUS INDICATOR" -msgstr "" +msgstr "INDICADOR DE ESTADO DEL BLUETOOTH" msgid "DISPLAY WI-FI STATUS INDICATOR" -msgstr "" +msgstr "INDICADOR DE ESTADO WI-FI" msgid "DISPLAY CELLULAR STATUS INDICATOR" -msgstr "" +msgstr "INDICADOR DEL ESTADO DEL MÓVIL" msgid "DISPLAY BATTERY STATUS INDICATOR" -msgstr "" +msgstr "INDICADOR DEL ESTADO DE LA BATERÍA" msgid "DISPLAY BATTERY CHARGE PERCENTAGE" -msgstr "" +msgstr "VISUALIZACIÓN DEL PORCENTAJE DE CARGA DE LA BATERÍA" msgid "DOWNLOADING THEMES LIST 100%" msgstr "DESCARGANDO LISTA DE TEMAS 100%" From f92c7d946e6494d4f879bec35a7d878084ab8597 Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Tue, 4 Mar 2025 21:27:31 +0100 Subject: [PATCH 160/284] Updated the de_DE translations --- locale/po/de_DE.po | 22 +++++++++++----------- 1 file changed, 11 insertions(+), 11 deletions(-) diff --git a/locale/po/de_DE.po b/locale/po/de_DE.po index 2ef183e6d..ab90eed3a 100644 --- a/locale/po/de_DE.po +++ b/locale/po/de_DE.po @@ -8,7 +8,7 @@ msgstr "" "Project-Id-Version: ES-DE Frontend\n" "Report-Msgid-Bugs-To: info@es-de.org\n" "POT-Creation-Date: 2025-03-01 09:47+0100\n" -"PO-Revision-Date: 2024-12-05 20:20+0100\n" +"PO-Revision-Date: 2025-03-04 21:21+0100\n" "Last-Translator: Northwestern Software \n" "Language-Team: Deutsch \n" "Language: de_DE\n" @@ -772,7 +772,7 @@ msgid "LONG" msgstr "LANG" msgid "POPUP" -msgstr "" +msgstr "POPUP" msgid "UI MODE" msgstr "UI MODUS" @@ -834,7 +834,7 @@ msgid "GAMES AND SYSTEMS" msgstr "SPIELE UND PLATTFORMEN" msgid "SYSTEM STATUS SETTINGS" -msgstr "" +msgstr "SYSTEMSTATUS-EINSTELLUNGEN" msgid "MEDIA VIEWER SETTINGS" msgstr "MEDIENBETRACHTER-EINSTELLUNGEN" @@ -846,7 +846,7 @@ msgid "ENABLE THEME VARIANT TRIGGERS" msgstr "THEMEN-VARIANTEN-TRIGGER AKTIVIEREN" msgid "DISPLAY CLOCK" -msgstr "" +msgstr "UHR ANZEIGEN" msgid "BLUR BACKGROUND WHEN MENU IS OPEN" msgstr "HINTERGRUND TRÜBEN WENN MENÜ GEÖFFNET IST" @@ -1082,7 +1082,7 @@ msgid "ENABLE CUSTOM EVENT SCRIPTS" msgstr "BENUTZERDEFINIERTE EREIGNIS-SKRIPTE AKTIVIEREN" msgid "BROWSING CUSTOM EVENTS" -msgstr "" +msgstr "BENUTZERDEFINIERTE EVENTS DURCSUCHEN" msgid "ONLY SHOW GAMES FROM GAMELIST.XML FILES" msgstr "NUR SPIELE AUS DER GAMELIST.XML-DATEI ANZEIGEN" @@ -1164,7 +1164,7 @@ msgstr "SYSTEM HERUNTERFAHREN" msgctxt "short" msgid "SYSTEM STATUS SETTINGS" -msgstr "" +msgstr "SYSTEMSTATUS-EINSTELLUNGEN" msgctxt "short" msgid "MEDIA VIEWER SETTINGS" @@ -1905,19 +1905,19 @@ msgid "RENDER BLUR" msgstr "RENDER BLUR" msgid "DISPLAY BLUETOOTH STATUS INDICATOR" -msgstr "" +msgstr "ANZEIGE DES BT STATUS" msgid "DISPLAY WI-FI STATUS INDICATOR" -msgstr "" +msgstr "ANZEIGE DES WIFI STATUS" msgid "DISPLAY CELLULAR STATUS INDICATOR" -msgstr "" +msgstr "ANZEIGE DES MOBILFUNKSTATUS" msgid "DISPLAY BATTERY STATUS INDICATOR" -msgstr "" +msgstr "ANZEIGE DES AKKUSTATUS" msgid "DISPLAY BATTERY CHARGE PERCENTAGE" -msgstr "" +msgstr "ANZEIGE DER AKKULADUNG IN PROZENT" msgid "DOWNLOADING THEMES LIST 100%" msgstr "HERUNTERLADEN DER THEMELISTE 100%" From 0257e4187c7c8011b5eacd7466f1e5a2ddbe79b1 Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Wed, 5 Mar 2025 18:24:49 +0100 Subject: [PATCH 161/284] Updated the es_ES translations --- locale/po/es_ES.po | 12 ++++++------ 1 file changed, 6 insertions(+), 6 deletions(-) diff --git a/locale/po/es_ES.po b/locale/po/es_ES.po index ae2d274ff..e6534a6d5 100644 --- a/locale/po/es_ES.po +++ b/locale/po/es_ES.po @@ -8,7 +8,7 @@ msgstr "" "Project-Id-Version: ES-DE Frontend\n" "Report-Msgid-Bugs-To: info@es-de.org\n" "POT-Creation-Date: 2025-03-01 09:47+0100\n" -"PO-Revision-Date: 2025-03-04 18:19+0100\n" +"PO-Revision-Date: 2025-03-04 22:15+0100\n" "Last-Translator: Northwestern Software \n" "Language-Team: Español (España) \n" "Language: es_ES\n" @@ -1910,19 +1910,19 @@ msgid "RENDER BLUR" msgstr "RENDERIZAR DIFUMINADO" msgid "DISPLAY BLUETOOTH STATUS INDICATOR" -msgstr "INDICADOR DE ESTADO DEL BLUETOOTH" +msgstr "MOSTRAR INDICADOR ESTADO BLUETOOTH" msgid "DISPLAY WI-FI STATUS INDICATOR" -msgstr "INDICADOR DE ESTADO WI-FI" +msgstr "MOSTRAR INDICADOR ESTADO WI-FI" msgid "DISPLAY CELLULAR STATUS INDICATOR" -msgstr "INDICADOR DEL ESTADO DEL MÓVIL" +msgstr "MOSTRAR INDICADOR ESTADO RED MÓVIL" msgid "DISPLAY BATTERY STATUS INDICATOR" -msgstr "INDICADOR DEL ESTADO DE LA BATERÍA" +msgstr "MOSTRAR INDICADOR ESTADO DE LA BATERÍA" msgid "DISPLAY BATTERY CHARGE PERCENTAGE" -msgstr "VISUALIZACIÓN DEL PORCENTAJE DE CARGA DE LA BATERÍA" +msgstr "MOSTRAR PORCENTAJE DE CARGA DE LA BATERÍA" msgid "DOWNLOADING THEMES LIST 100%" msgstr "DESCARGANDO LISTA DE TEMAS 100%" From d16f2c84e3e2f61d5ef40263df380c472378095f Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Wed, 5 Mar 2025 18:25:42 +0100 Subject: [PATCH 162/284] Updated the ro_RO translations --- locale/po/ro_RO.po | 14 +++++++------- 1 file changed, 7 insertions(+), 7 deletions(-) diff --git a/locale/po/ro_RO.po b/locale/po/ro_RO.po index 52f807272..5fa9be73a 100644 --- a/locale/po/ro_RO.po +++ b/locale/po/ro_RO.po @@ -8,7 +8,7 @@ msgstr "" "Project-Id-Version: ES-DE Frontend\n" "Report-Msgid-Bugs-To: info@es-de.org\n" "POT-Creation-Date: 2025-03-01 09:47+0100\n" -"PO-Revision-Date: 2025-03-03 22:12+0200\n" +"PO-Revision-Date: 2025-03-05 00:20+0200\n" "Last-Translator: Mihai Vasiliu \n" "Language-Team: Română \n" "Language: ro_RO\n" @@ -1778,16 +1778,16 @@ msgstr "NICIO INFORMAȚIE NU A FOST PRELUATĂ" #, c-format msgid "%i GAME SUCCESSFULLY SCRAPED" msgid_plural "%i GAMES SUCCESSFULLY SCRAPED" -msgstr[0] "INFORMAȚIE PENTRU %i JOC A FOST PRELUATĂ" -msgstr[1] "INFORMAȚII PENTRU %i JOCURI AU FOST PRELUATE" -msgstr[2] "INFORMAȚII PENTRU %i DE JOCURI AU FOST PRELUATE" +msgstr[0] "AU FOST PRELUATE INFORMAȚII PENTRU 1 JOC" +msgstr[1] "AU FOST PRELUATE INFORMAȚII PENTRU %i JOCURI" +msgstr[2] "AU FOST PRELUATE INFORMAȚII PENTRU %i DE JOCURI" #, c-format msgid "%i GAME SKIPPED" msgid_plural "%i GAMES SKIPPED" -msgstr[0] "%i JOC A FOST OMIS" -msgstr[1] "%i JOCURI AU FOST OMISE" -msgstr[2] "%i DE JOCURI AU FOST OMISE" +msgstr[0] "A FOST OMIS %i JOC" +msgstr[1] "AU FOST OMISE %i JOCURI" +msgstr[2] "AU FOST OMISE %i DE JOCURI" msgid "RATING:" msgstr "SCOR:" From 26d09f333ff3e8ed903dab3232688649637166f7 Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Wed, 5 Mar 2025 18:27:20 +0100 Subject: [PATCH 163/284] Updated the ru_RU translations --- locale/po/ru_RU.po | 22 +++++++++++----------- 1 file changed, 11 insertions(+), 11 deletions(-) diff --git a/locale/po/ru_RU.po b/locale/po/ru_RU.po index 8af6bf8cd..75a837dd7 100644 --- a/locale/po/ru_RU.po +++ b/locale/po/ru_RU.po @@ -8,7 +8,7 @@ msgstr "" "Project-Id-Version: ES-DE Frontend\n" "Report-Msgid-Bugs-To: info@es-de.org\n" "POT-Creation-Date: 2025-03-01 09:47+0100\n" -"PO-Revision-Date: 2024-12-02 17:56+0400\n" +"PO-Revision-Date: 2025-03-05 19:28+0400\n" "Last-Translator: Northwestern Software \n" "Language-Team: Русский \n" "Language: ru_RU\n" @@ -763,7 +763,7 @@ msgid "LONG" msgstr "ДЛИННАЯ" msgid "POPUP" -msgstr "" +msgstr "ВСПЛЫВАЮЩЕЕ УВЕДОМЛЕНИЕ" msgid "UI MODE" msgstr "РЕЖИМ ИНТЕРФЕЙСА" @@ -825,7 +825,7 @@ msgid "GAMES AND SYSTEMS" msgstr "ИГРЫ И СИСТЕМЫ" msgid "SYSTEM STATUS SETTINGS" -msgstr "" +msgstr "НАСТРОЙКИ СТАТУСА СИСТЕМЫ" msgid "MEDIA VIEWER SETTINGS" msgstr "НАСТРОЙКИ ПРОСМОТРЩИКА МЕДИА" @@ -837,7 +837,7 @@ msgid "ENABLE THEME VARIANT TRIGGERS" msgstr "РАЗРЕШИТЬ СМЕНУ ВАРИАНТОВ ТЕМ ТРИГГЕРАМИ" msgid "DISPLAY CLOCK" -msgstr "" +msgstr "ОТОБРАЖАТЬ ЧАСЫ" msgid "BLUR BACKGROUND WHEN MENU IS OPEN" msgstr "РАЗМЫТИЕ ФОНА ПРИ ОТКРЫТИИ МЕНЮ" @@ -1074,7 +1074,7 @@ msgid "ENABLE CUSTOM EVENT SCRIPTS" msgstr "РАЗРЕШИТЬ ПОЛЬЗ. СЦЕНАРИИ СОБЫТИЙ" msgid "BROWSING CUSTOM EVENTS" -msgstr "" +msgstr "ПОЛЬЗ. СОБЫТИЯ ПРИ НАВИГАЦИИ" msgid "ONLY SHOW GAMES FROM GAMELIST.XML FILES" msgstr "ПОКАЗЫВАТЬ ИГРЫ ТОЛЬКО ИЗ GAMELIST.XML" @@ -1156,7 +1156,7 @@ msgstr "ВЫКЛЮЧИТЬ ПИТАНИЕ СИСТЕМЫ" msgctxt "short" msgid "SYSTEM STATUS SETTINGS" -msgstr "" +msgstr "НАСТРОЙКИ СТАТУСА СИСТЕМЫ" msgctxt "short" msgid "MEDIA VIEWER SETTINGS" @@ -1885,19 +1885,19 @@ msgid "RENDER BLUR" msgstr "РЕНДЕРИНГ РАЗМЫТИЯ" msgid "DISPLAY BLUETOOTH STATUS INDICATOR" -msgstr "" +msgstr "ОТОБРАЖАТЬ СТАТУС BLUETOOTH" msgid "DISPLAY WI-FI STATUS INDICATOR" -msgstr "" +msgstr "ОТОБРАЖАТЬ СТАТУС WI-FI" msgid "DISPLAY CELLULAR STATUS INDICATOR" -msgstr "" +msgstr "ОТОБРАЖАТЬ СТАТУС СЕТИ" msgid "DISPLAY BATTERY STATUS INDICATOR" -msgstr "" +msgstr "ОТОБРАЖАТЬ СТАТУС БАТАРЕИ" msgid "DISPLAY BATTERY CHARGE PERCENTAGE" -msgstr "" +msgstr "ОТОБРАЖАТЬ ПРОЦЕНТ ЗАРЯДА БАТАРЕИ" msgid "DOWNLOADING THEMES LIST 100%" msgstr "ЗАГРУЗКА СПИСКА ТЕМ 100%" From e0d8b698f0087484495bf4be92bdfaaedfab058b Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Thu, 6 Mar 2025 17:01:44 +0100 Subject: [PATCH 164/284] Updated the ja_JP translations --- locale/po/ja_JP.po | 34 +++++++++++++++++----------------- 1 file changed, 17 insertions(+), 17 deletions(-) diff --git a/locale/po/ja_JP.po b/locale/po/ja_JP.po index 4093525cc..13c7c1d7e 100644 --- a/locale/po/ja_JP.po +++ b/locale/po/ja_JP.po @@ -8,7 +8,7 @@ msgstr "" "Project-Id-Version: ES-DE Frontend\n" "Report-Msgid-Bugs-To: info@es-de.org\n" "POT-Creation-Date: 2025-03-01 09:47+0100\n" -"PO-Revision-Date: 2024-11-26 21:59+0800\n" +"PO-Revision-Date: 2025-03-06 23:38+0800\n" "Last-Translator: ice \n" "Language-Team: 日本語 \n" "Language: ja_JP\n" @@ -16,7 +16,7 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=1; plural=0;\n" -"X-Generator: Poedit 3.4.2\n" +"X-Generator: Poedit 3.5\n" msgid "Network error (status:" msgstr "ネットワークエラー(ステータス:" @@ -770,7 +770,7 @@ msgid "LONG" msgstr "長い" msgid "POPUP" -msgstr "" +msgstr "ポップアップ" msgid "UI MODE" msgstr "UIモード" @@ -832,7 +832,7 @@ msgid "GAMES AND SYSTEMS" msgstr "ゲームとシステム" msgid "SYSTEM STATUS SETTINGS" -msgstr "" +msgstr "システム状態設定" msgid "MEDIA VIEWER SETTINGS" msgstr "メディアビューアー設定" @@ -844,7 +844,7 @@ msgid "ENABLE THEME VARIANT TRIGGERS" msgstr "テーマバリエーショントリガーを有効に" msgid "DISPLAY CLOCK" -msgstr "" +msgstr "時計を表示" msgid "BLUR BACKGROUND WHEN MENU IS OPEN" msgstr "メニューが開いているときに背景をぼかす" @@ -1080,7 +1080,7 @@ msgid "ENABLE CUSTOM EVENT SCRIPTS" msgstr "カスタムイベントスクリプトを有効に" msgid "BROWSING CUSTOM EVENTS" -msgstr "" +msgstr "カスタムイベントを閲覧" msgid "ONLY SHOW GAMES FROM GAMELIST.XML FILES" msgstr "GAMELIST.XML ファイルにあるゲームのみを表示" @@ -1163,7 +1163,7 @@ msgstr "電源を切る" msgctxt "short" msgid "SYSTEM STATUS SETTINGS" -msgstr "" +msgstr "システム状態設定" msgctxt "short" msgid "MEDIA VIEWER SETTINGS" @@ -1899,19 +1899,19 @@ msgid "RENDER BLUR" msgstr "ぼかしをレンダリング" msgid "DISPLAY BLUETOOTH STATUS INDICATOR" -msgstr "" +msgstr "Bluetoothの状態インジケーターを表示" msgid "DISPLAY WI-FI STATUS INDICATOR" -msgstr "" +msgstr "WI-FIの状態インジケーターを表示" msgid "DISPLAY CELLULAR STATUS INDICATOR" -msgstr "" +msgstr "CELLULARの状態インジケーターを表示" msgid "DISPLAY BATTERY STATUS INDICATOR" -msgstr "" +msgstr "バッテリーの状態インジケーターを表示" msgid "DISPLAY BATTERY CHARGE PERCENTAGE" -msgstr "" +msgstr "バッテリーの残量パーセンテージを表示" msgid "DOWNLOADING THEMES LIST 100%" msgstr "テーマリストのダウンロードが100% 完了しました" @@ -2482,11 +2482,11 @@ msgid "" "YOU DON'T HAVE A CUSTOM SYSTEMS FILE, THEN THE ES-DE INSTALLATION IS BROKEN. " "SEE THE APPLICATION LOG FILE es_log.txt FOR ADDITIONAL INFO" msgstr "" -"システムの設定ファイルを解析できませんでした。カスタマイズされたes_systems." -"xmlファイルがすでに存在している場合、おそらくXML構文に問題がある可能性があり" -"ます。カスタムシステムファイルが存在しない場合、ES-DEのインストールに問題があ" -"る可能性があります。詳細情報については、アプリのログファイルであるes_log.txt" -"を参照してください" +"システムの設定ファイルを解析できませんでした。カスタマイズされた" +"es_systems.xmlファイルがすでに存在している場合、おそらくXML構文に問題がある可" +"能性があります。カスタムシステムファイルが存在しない場合、ES-DEのインストール" +"に問題がある可能性があります。詳細情報については、アプリのログファイルである" +"es_log.txtを参照してください" msgid "" "NO GAME FILES WERE FOUND, PLEASE PLACE YOUR GAMES IN THE CONFIGURED ROM " From 17a8a9ff12b4b5f6cc964deb6623d997e92483e2 Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Thu, 6 Mar 2025 17:02:32 +0100 Subject: [PATCH 165/284] Updated the zh_CN translations --- locale/po/zh_CN.po | 24 ++++++++++++------------ 1 file changed, 12 insertions(+), 12 deletions(-) diff --git a/locale/po/zh_CN.po b/locale/po/zh_CN.po index 7a11c5c93..77353b1de 100644 --- a/locale/po/zh_CN.po +++ b/locale/po/zh_CN.po @@ -8,7 +8,7 @@ msgstr "" "Project-Id-Version: ES-DE Frontend\n" "Report-Msgid-Bugs-To: info@es-de.org\n" "POT-Creation-Date: 2025-03-01 09:47+0100\n" -"PO-Revision-Date: 2024-11-26 15:50+0800\n" +"PO-Revision-Date: 2025-03-06 23:50+0800\n" "Last-Translator: Northwestern Software \n" "Language-Team: 简体中文 \n" "Language: zh_CN\n" @@ -16,7 +16,7 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=1; plural=0;\n" -"X-Generator: Poedit 3.4.2\n" +"X-Generator: Poedit 3.5\n" msgid "Network error (status:" msgstr "网络错误(状态:" @@ -747,7 +747,7 @@ msgid "LONG" msgstr "长" msgid "POPUP" -msgstr "" +msgstr "弹窗" msgid "UI MODE" msgstr "界面显示模式" @@ -808,7 +808,7 @@ msgid "GAMES AND SYSTEMS" msgstr "游戏和平台" msgid "SYSTEM STATUS SETTINGS" -msgstr "" +msgstr "系统状态设定" msgid "MEDIA VIEWER SETTINGS" msgstr "媒体播放器设置" @@ -820,7 +820,7 @@ msgid "ENABLE THEME VARIANT TRIGGERS" msgstr "启用主题变体触发器" msgid "DISPLAY CLOCK" -msgstr "" +msgstr "显示时钟" msgid "BLUR BACKGROUND WHEN MENU IS OPEN" msgstr "当菜单打开时模糊背景" @@ -1053,7 +1053,7 @@ msgid "ENABLE CUSTOM EVENT SCRIPTS" msgstr "启用自定义事件脚本" msgid "BROWSING CUSTOM EVENTS" -msgstr "" +msgstr "浏览自定义事件" msgid "ONLY SHOW GAMES FROM GAMELIST.XML FILES" msgstr "仅显示 gamelist.xml 文件中的游戏" @@ -1131,7 +1131,7 @@ msgstr "关机" msgctxt "short" msgid "SYSTEM STATUS SETTINGS" -msgstr "" +msgstr "系统状态设定" msgctxt "short" msgid "MEDIA VIEWER SETTINGS" @@ -1837,19 +1837,19 @@ msgid "RENDER BLUR" msgstr "渲染模糊" msgid "DISPLAY BLUETOOTH STATUS INDICATOR" -msgstr "" +msgstr "显示蓝牙状态图标" msgid "DISPLAY WI-FI STATUS INDICATOR" -msgstr "" +msgstr "显示WI-FI状态图标" msgid "DISPLAY CELLULAR STATUS INDICATOR" -msgstr "" +msgstr "显示移动网络状态图标" msgid "DISPLAY BATTERY STATUS INDICATOR" -msgstr "" +msgstr "显示电池状态图标" msgid "DISPLAY BATTERY CHARGE PERCENTAGE" -msgstr "" +msgstr "显示电量百分比" msgid "DOWNLOADING THEMES LIST 100%" msgstr "正在下载主题列表 100%" From 7110aea332cf27ae1b571f9468513d73f11fcf14 Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Thu, 6 Mar 2025 17:06:06 +0100 Subject: [PATCH 166/284] Updated the sv_SE translations --- locale/po/sv_SE.po | 519 +++++++++++++++++++++++---------------------- 1 file changed, 260 insertions(+), 259 deletions(-) diff --git a/locale/po/sv_SE.po b/locale/po/sv_SE.po index 4aa650817..475b0f106 100644 --- a/locale/po/sv_SE.po +++ b/locale/po/sv_SE.po @@ -8,7 +8,7 @@ msgstr "" "Project-Id-Version: ES-DE Frontend\n" "Report-Msgid-Bugs-To: info@es-de.org\n" "POT-Creation-Date: 2025-03-01 09:47+0100\n" -"PO-Revision-Date: 2025-03-01 10:11+0100\n" +"PO-Revision-Date: 2025-03-02 16:07+0100\n" "Last-Translator: Northwestern Software \n" "Language-Team: Swedish \n" "Language: sv_SE\n" @@ -16,16 +16,16 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=2; plural=(n != 1);\n" -"X-Generator: Poedit 3.4.4\n" +"X-Generator: Poedit 3.5\n" msgid "Network error (status:" msgstr "Network error (status:" msgid "New prerelease available:" -msgstr "Ny prerelease tillgänglig:" +msgstr "Ny förhandsutgåva tillgänglig:" msgid "New release available:" -msgstr "Ny release tillgänglig:" +msgstr "Ny utgåva tillgänglig:" msgid "For more information visit" msgstr "För mer information besök" @@ -44,15 +44,15 @@ msgstr "samlingar" #, c-format msgid "DISABLED '%s' IN '%s'" -msgstr "DEAKTIVERADE '%s' I '%s'" +msgstr "INAKTIVERADE '%s' I '%s'" #, c-format msgid "EDITING '%s' COLLECTION, ADD/REMOVE GAMES WITH %s" -msgstr "REDIGERAR '%s' SAMLINGEN, LÄGG TILL/TA BORT SPEL MED %s" +msgstr "REDIGERAR '%s'-SAMLINGEN, LÄGG TILL/TA BORT SPEL MED %s" #, c-format msgid "FINISHED EDITING '%s' COLLECTION" -msgstr "AVSLUTADE REDIGERINGEN AV '%s' SAMLINGEN" +msgstr "AVSLUTADE REDIGERINGEN AV '%s'-SAMLINGEN" msgid "Favorites" msgstr "Favoriter" @@ -131,7 +131,7 @@ msgstr "'%s' är filtrerad så det kan finnas fler spel tillgängliga" #, c-format msgid "DELETED COLLECTION '%s'" -msgstr "RADERADE SAMLINGEN '%s'" +msgstr "TOG BORT SAMLINGEN '%s'" #, c-format msgid "ERROR: MISSING PRE-COMMAND FIND RULES CONFIGURATION FOR '%s'" @@ -177,22 +177,22 @@ msgstr "FEL: SAKNAR KÄRN-KONFIGURATION FÖR '%s'" #, c-format msgid "ERROR: INVALID %s VARIABLE ENTRY" -msgstr "FEL: OGILTIG %s VARIABELPOST" +msgstr "FEL: OGILTIG VARIABELPOST FÖR %s" #, c-format msgid "" "ERROR: DIRECTORY DEFINED BY %s COULD NOT BE CREATED, PERMISSION PROBLEMS?" msgstr "" -"FEL: KATALOGEN SOM DEFINIERATS VIA %s KUNDE INTE SKAPAS, ÅTKOMSTPROBLEM?" +"FEL: KATALOGEN SOM DEFINIERATS VIA %s KUNDE INTE SKAPAS, BEHÖRIGHETSPROBLEM?" msgid "ERROR: APP OR ALIAS FILE DOESN'T EXIST OR IS UNREADABLE" -msgstr "FEL: APP- ELLER ALIASFIL EXISTERAR INTE ELLER ÄR OLÄSBAR" +msgstr "FEL: APP- ELLER ALIASFIL FINNS INTE ELLER ÄR OLÄSBAR" msgid "ERROR: DESKTOP FILE IS INVALID OR UNREADABLE" -msgstr "FEL: DESKTOP FILEN ÄR OGILTIG ELLER OLÄSBAR" +msgstr "FEL: SKRIVBORDSFILEN ÄR OGILTIG ELLER OLÄSBAR" msgid "ERROR: DESKTOP FILE DOESN'T EXIST OR IS UNREADABLE" -msgstr "FEL: DESKTOP FILEN EXISTERAR INTE ELLER ÄR OLÄSBAR" +msgstr "FEL: SKRIVBORDSFILEN FINNS INTE ELLER ÄR OLÄSBAR" #, c-format msgid "ERROR LAUNCHING GAME '%s' (ERROR CODE %i)" @@ -316,16 +316,16 @@ msgid "back" msgstr "tillbaka" msgid "INVALID ENTRY" -msgstr "OGILTIGT VÄRDE" +msgstr "OGILTIG POST" msgid "CLEARED ENTRY" -msgstr "RENSADE VÄRDET" +msgstr "RENSADE POSTEN" msgid "NO ALTERNATIVE EMULATORS DEFINED" msgstr "INGA ALTERNATIVA EMULATORER DEFINIERADE" msgid "CLEAR INVALID ENTRY" -msgstr "RENSA OGILTIGT VÄRDE" +msgstr "RENSA OGILTIG POST" msgid "DEFAULT" msgstr "STANDARDVÄRDE" @@ -340,10 +340,10 @@ msgid "INSTALLATION STEPS:" msgstr "INSTALLATIONSSTEG:" msgid "DOWNLOAD NEW RELEASE" -msgstr "LADDA NER NY RELEASE" +msgstr "HÄMTA NER NY UTGÅVA" msgid "DOWNLOAD NEW RELEASE TO THIS DIRECTORY:" -msgstr "LADDA NER NY RELEASE TILL DEN HÄR KATALOGEN:" +msgstr "HÄMTA NER NY UTGÅVA TILL DEN HÄR KATALOGEN:" msgid "INSTALL PACKAGE" msgstr "INSTALLERA PAKET" @@ -358,22 +358,22 @@ msgid "STATUS MESSAGE:" msgstr "STATUSMEDDELANDE:" msgid "DOWNLOAD" -msgstr "LADDA NER" +msgstr "HÄMTA NER" msgid "download new release" -msgstr "ladda ner ny release" +msgstr "hämta ner ny utgåva" msgid "Download directory does not exist" -msgstr "Nedladdningskatalogen existerar inte" +msgstr "Hämtningskatalogen finns inte" msgid "CHANGE DIRECTORY" msgstr "BYT KATALOG" msgid "change download directory" -msgstr "byt nedladdningskatalog" +msgstr "byt hämtningskatalog" msgid "ENTER DOWNLOAD DIRECTORY" -msgstr "SKRIV IN NEDLADDNINGSKATALOG" +msgstr "SKRIV IN HÄMTNINGSKATALOG" msgid "CANCEL" msgstr "AVBRYT" @@ -382,7 +382,7 @@ msgid "cancel" msgstr "avbryt" msgid "DOWNLOAD ABORTED" -msgstr "NEDLADDNING AVBRUTEN" +msgstr "HÄMTNINGEN AVBRUTEN" msgid "NO PACKAGE SAVED TO DISK" msgstr "INGET PAKET SPARAT TILL DISK" @@ -391,45 +391,45 @@ msgid "OK" msgstr "OK" msgid "PACKAGE WAS DOWNLOADED AND CAN BE MANUALLY INSTALLED" -msgstr "PAKETET LADDADES NER OCH KAN INSTALLERAS MANUELLT" +msgstr "PAKETET HÄMTADES NER OCH KAN INSTALLERAS MANUELLT" msgid "DOWNLOADING 100%" -msgstr "LADDAR NER 100%" +msgstr "HÄMTAR NER 100%" msgid "Downloaded file does not match expected MD5 checksum" -msgstr "Den nedladdade filen stämmer inte överens med MD5 checksumvärdet" +msgstr "Den hämtade filen stämmer inte överens med MD5-kontrollsumman" msgid "Error: Couldn't delete temporary package file, permission problems?" -msgstr "Fel: Kunde inte radera temporär paketfil, åtkomstproblem?" +msgstr "Fel: Kunde inte ta bort temporär paketfil, behörighetsproblem?" msgid "Error: Couldn't write package file, permission problems?" -msgstr "Fel: Kunde inte skriva ner paketfil, åtkomstproblem?" +msgstr "Fel: Kunde inte skriva paketfilen, behörighetsproblem?" msgid "Error: Couldn't set permissions on AppImage file" -msgstr "Fel: Kunde inte sätta rättigheterna på AppImage filen" +msgstr "Fel: Kunde inte ställa in rättigheterna på AppImage-filen" #, c-format msgid "Downloaded %s" -msgstr "Laddade ner %s" +msgstr "Hämtade ner %s" msgid "Error: Couldn't open AppImage update file for reading" -msgstr "Fel: Kunde inte läsa från AppImage uppdateringsfilen" +msgstr "Fel: Kunde inte öppna AppImage-uppdateringsfilen för läsning" msgid "Error: Downloaded file does not match expected MD5 checksum" -msgstr "Fel: Nedladdad fil stämmer inte överens med MD5 checksum" +msgstr "Fel: Hämtad fil stämmer inte överens med MD5-kontrollsumman" msgid "Error: Couldn't rename running AppImage file, permission problems?" -msgstr "Fel: Kunde inte byta namn på körande AppImage file, åtkomstproblem?" +msgstr "Fel: Kunde inte byta namn på körande AppImage-fil, behörighetsproblem?" msgid "Error: Couldn't replace running AppImage file, permission problems?" -msgstr "Fel: Kunde inte ersätta körande AppImage fil, åtkomstproblem?" +msgstr "Fel: Kunde inte ersätta körande AppImage-fil, behörighetsproblem?" #, c-format msgid "Successfully installed as %s" msgstr "Installerades som %s" msgid "DOWNLOADING" -msgstr "LADDAR NER" +msgstr "HÄMTAR NER" msgid "INSTALL" msgstr "INSTALLERA" @@ -448,7 +448,7 @@ msgstr "avsluta applikationen" #, c-format msgid "FINISH EDITING '%s' COLLECTION" -msgstr "AVSLUTA REDIGERING AV '%s' SAMLINGEN" +msgstr "AVSLUTA REDIGERING AV '%s'-SAMLINGEN" msgid "SELECT COLLECTIONS" msgstr "VÄLJ SAMLINGAR" @@ -478,10 +478,10 @@ msgid "CREATE COLLECTION?" msgstr "SKAPA SAMLING?" msgid "DELETE CUSTOM COLLECTION" -msgstr "RADERA ANPASSAD SAMLING" +msgstr "TA BORT ANPASSAD SAMLING" msgid "COLLECTION TO DELETE" -msgstr "SAMLING ATT RADERA" +msgstr "SAMLING ATT TA BORT" #, c-format msgid "" @@ -527,7 +527,7 @@ msgid "GAME NAME" msgstr "SPELNAMN" msgid "APPLY CHANGES?" -msgstr "TILLÄMPA ÄNDRINGARNA?" +msgstr "TILLÄMPA ÄNDRINGAR?" msgid "NOTHING TO FILTER" msgstr "INGET ATT FILTRERA" @@ -554,7 +554,7 @@ msgid "EDIT THIS GAME'S METADATA" msgstr "REDIGERA DET HÄR SPELETS METADATA" msgid "ENTER FOLDER (OVERRIDE FOLDER LINK)" -msgstr "GÅ IN I MAPP (OVERRIDE AV MAPPLÄNK)" +msgstr "GÅ IN I MAPP (ÅSIDOSÄTT MAPPLÄNK)" msgid "CLOSE" msgstr "STÄNG" @@ -614,7 +614,7 @@ msgid "SCRAPER" msgstr "SCRAPER" msgid "UI SETTINGS" -msgstr "UI INSTÄLLNINGAR" +msgstr "INSTÄLLNINGAR FÖR GRÄNSSNITT" msgid "SOUND SETTINGS" msgstr "LJUDINSTÄLLNINGAR" @@ -623,7 +623,7 @@ msgid "INPUT DEVICE SETTINGS" msgstr "INPUTINSTÄLLNINGAR" msgid "GAME COLLECTION SETTINGS" -msgstr "SPELSAMLINGSINSTÄLLNINGAR" +msgstr "INSTÄLLNINGAR FÖR SPELSAMLING" msgid "OTHER SETTINGS" msgstr "ANDRA INSTÄLLNINGAR" @@ -638,31 +638,31 @@ msgid "THEME" msgstr "TEMA" msgid "THEME DOWNLOADER" -msgstr "TEMANEDLADDARE" +msgstr "TEMAHÄMTARE" msgid "THEME VARIANT" -msgstr "TEMA VARIANT" +msgstr "TEMAVARIANT" msgid "NONE DEFINED" msgstr "INGET DEFINIERAT" msgid "THEME COLOR SCHEME" -msgstr "TEMA FÄRGSCHEMA" +msgstr "FÄRGSCHEMA FÖR TEMA" msgid "THEME FONT SIZE" -msgstr "TEMA FONTSTORLEK" +msgstr "TYPSNITTSSTORLEK FÖR TEMA" msgid "THEME ASPECT RATIO" -msgstr "TEMA BILDFÖRHÅLLANDE" +msgstr "BILDFÖRHÅLLANDE FÖR TEMA" msgid "THEME TRANSITIONS" -msgstr "TEMA ÖVERGÅNGAR" +msgstr "TEMAÖVERGÅNGAR" msgid "AUTOMATIC" msgstr "AUTOMATISKT" msgid "THEME PROFILE" -msgstr "TEMA PROFIL" +msgstr "TEMAPROFIL" msgid "INSTANT (BUILT-IN)" msgstr "DIREKT (INBYGGD)" @@ -674,7 +674,7 @@ msgid "FADE (BUILT-IN)" msgstr "UTTONING (INBYGGD)" msgid "THEME LANGUAGE" -msgstr "TEMA SPRÅK" +msgstr "TEMASPRÅK" msgid "APPLICATION LANGUAGE" msgstr "APPLIKATIONENS SPRÅK" @@ -686,13 +686,13 @@ msgid "LEFT/RIGHT OR SHOULDERS" msgstr "VÄ/HÖ ELLER AXELKNAPPAR" msgid "LEFT/RIGHT OR TRIGGERS" -msgstr "VÄ/HÖ ELLER TRIGGERS" +msgstr "VÄ/HÖ ELLER AVTRYCKARE" msgid "SHOULDERS" msgstr "AXELKNAPPAR" msgid "TRIGGERS" -msgstr "TRIGGERS" +msgstr "AVTRYCKARE" msgid "LEFT/RIGHT" msgstr "VÄNSTER/HÖGER" @@ -723,13 +723,13 @@ msgstr "TILLVK, HÅRDVTYP, UTGIVNINGSÅR" msgctxt "short" msgid "GAMES DEFAULT SORT ORDER" -msgstr "SPEL STANDARDSORTERING" +msgstr "STANDARDSORTERING FÖR SPEL" msgid "GAMES DEFAULT SORT ORDER" -msgstr "SPEL STANDARDSORTERING" +msgstr "STANDARDSORTERING FÖR SPEL" msgid "MENU COLOR SCHEME" -msgstr "MENY FÄRGSCHEMA" +msgstr "FÄRGSCHEMA FÖR MENY" msgid "DARK" msgstr "MÖRKT" @@ -741,7 +741,7 @@ msgid "LIGHT" msgstr "LJUST" msgid "MENU OPENING ANIMATION" -msgstr "MENY ÖPPNINGSANIMERING" +msgstr "ÖPPNINGSANIMERING FÖR MENY" msgid "SCALE-UP" msgstr "UPPSKALNING" @@ -762,7 +762,7 @@ msgid "POPUP" msgstr "POPUP" msgid "UI MODE" -msgstr "UI-LÄGE" +msgstr "GRÄNSSNITTSLÄGE" msgid "FULL" msgstr "FULLT" @@ -832,16 +832,16 @@ msgid "SCREENSAVER SETTINGS" msgstr "INSTÄLLNINGAR FÖR SKÄRMSLÄCKARE" msgid "ENABLE THEME VARIANT TRIGGERS" -msgstr "AKTIVERA VARIANTTRIGGERS FÖR TEMAN" +msgstr "AKTIVERA VARIANTUTLÖSARE FÖR TEMAN" msgid "DISPLAY CLOCK" -msgstr "VISA KLOCKAN" +msgstr "VISA KLOCKA" msgid "BLUR BACKGROUND WHEN MENU IS OPEN" -msgstr "RENDERA OSKARP BAKGRUND NÄR MENYN VISAS" +msgstr "OSKARP BAKGRUND NÄR MENYN ÄR ÖPPEN" msgid "SORT FOLDERS ON TOP OF GAMELISTS" -msgstr "SORTERA MAPPAR LÄNGST UPP PÅ SPELLISTORNA" +msgstr "SORTERA MAPPAR LÄNGST UPP I SPELLISTORNA" msgid "SORT FAVORITE GAMES ABOVE NON-FAVORITES" msgstr "SORTERA FAVORITSPEL OVANFÖR ICKE-FAVORITER" @@ -850,7 +850,7 @@ msgid "ADD STAR MARKINGS TO FAVORITE GAMES" msgstr "LÄGG TILL STJÄRNSYMBOL TILL FAVORITSPEL" msgid "ENABLE TEXTLIST QUICK SCROLLING OVERLAY" -msgstr "AKTIVERA SNABBSCROLLNINGS-OVERLAY FÖR TEXTLISTOR" +msgstr "AKTIVERA SNABBSRULLNINGSÖVERLÄGG FÖR TEXTLISTOR" msgid "ENABLE VIRTUAL KEYBOARD" msgstr "AKTIVERA VIRTUELLT TANGENTBORD" @@ -889,13 +889,13 @@ msgid "PLAY AUDIO FOR SCREENSAVER VIDEOS" msgstr "LJUD FÖR VIDEOR I SKÄRMSLÄCKAREN" msgid "ENABLE NAVIGATION SOUNDS" -msgstr "NAVIGERINGSLJUD" +msgstr "AKTIVERA NAVIGERINGSLJUD" msgid "CONTROLLER TYPE" msgstr "TYP AV HANDKONTROLL" msgid "TOUCH OVERLAY SIZE" -msgstr "TOUCH OVERLAY STORLEK" +msgstr "STORLEK FÖR TOUCH-ÖVERLÄGG" msgid "MEDIUM" msgstr "MEDIUM" @@ -910,7 +910,7 @@ msgid "EXTRA SMALL" msgstr "EXTRA LITEN" msgid "TOUCH OVERLAY OPACITY" -msgstr "TOUCH OVERLAY OPACITET" +msgstr "OPACITET FÖR TOUCH-ÖVERLÄGG" msgid "LOW" msgstr "LÅG" @@ -919,10 +919,10 @@ msgid "VERY LOW" msgstr "VÄLDIGT LÅG" msgid "TOUCH OVERLAY FADE-OUT TIME" -msgstr "TOUCH OVERLAY UTTONINGSTID" +msgstr "UTTONINGSTID FÖR TOUCH-ÖVERLÄGG" msgid "ENABLE TOUCH OVERLAY" -msgstr "AKTIVERA TOUCH OVERLAY" +msgstr "AKTIVERA TOUCH-ÖVERLÄGG" msgid "" "DON'T DISABLE THE TOUCH OVERLAY UNLESS YOU ARE USING A CONTROLLER OR YOU " @@ -931,7 +931,7 @@ msgid "" "OR YOU COULD CLEAR THE ES-DE STORAGE IN THE ANDROID APP SETTINGS TO FORCE " "THE CONFIGURATOR TO RUN ON NEXT STARTUP" msgstr "" -"DEAKTIVERA INTE TOUCH OVERLAY SÅVIDA DU INTE ANVÄNDER EN HANDKONTROLL FÖR " +"INAKTIVERA INTE TOUCH-ÖVERLÄGG SÅVIDA DU INTE ANVÄNDER EN HANDKONTROLL FÖR " "ANNARS LÅSER DU DIG UTE FRÅN APPEN. OM DETTA HÄNDER SÅ MÅSTE DU TEMPORÄRT " "KOPPLA IN EN HANDKONTROLL ELLER ETT TANGENTBORD FÖR ATT AKTIVERA DENNA " "INSTÄLLNING IGEN, ELLER SÅ KAN DU RENSA LAGRINGSUTRYMMET FÖR ES-DE I " @@ -939,13 +939,13 @@ msgstr "" "UPPSTART" msgid "ONLY ACCEPT INPUT FROM FIRST CONTROLLER" -msgstr "ENBART INPUT FRÅN DEN FÖRSTA HANDKONTROLLEN" +msgstr "ENBART INMATNING FRÅN FÖRSTA HANDKONTROLLEN" msgid "SWAP THE A/B AND X/Y BUTTONS" -msgstr "BYT PLATS PÅ A/B OCH X/Y KNAPPARNA" +msgstr "BYT PLATS PÅ A/B OCH X/Y-KNAPPARNA" msgid "IGNORE KEYBOARD INPUT" -msgstr "IGNORERA INPUT FRÅN TANGENTBORDET" +msgstr "IGNORERA TANGENTBORDSINMATNING" msgid "CONFIGURE KEYBOARD AND CONTROLLERS" msgstr "KONFIGURERA TANGENTBORD OCH HANDKONTROLLER" @@ -956,8 +956,8 @@ msgid "" "HELP PROMPTS)" msgstr "" "TANGENTBORD OCH HANDKONTROLLER KONFIGURERAS AUTOMATISKT, MEN VIA DET HÄR " -"VERKTYGET SÅ KAN DU GÖRA OVERRIDES FÖR KNAPPARNAS STANDARDMAPPNINGAR (DETTA " -"PÅVERKAR INTE HJÄLPPROMPTERNA)" +"VERKTYGET SÅ KAN DU GÖRA ÅSIDOSÄTTNINGAR FÖR KNAPPARNAS STANDARDMAPPNINGAR " +"(DETTA PÅVERKAR INTE HJÄLPPROMPTERNA)" msgid "PROCEED" msgstr "FORTSÄTT" @@ -975,16 +975,16 @@ msgid "SAVE" msgstr "SPARA" msgid "SAVE CHANGES?" -msgstr "SPARA ÄNDRINGARNA?" +msgstr "SPARA ÄNDRINGAR?" msgid "load default directory" msgstr "läs in standardkatalog" msgid "VRAM LIMIT" -msgstr "VRAM MAXVÄRDE" +msgstr "VRAM-GRÄNS" msgid "ANTI-ALIASING (MSAA)" -msgstr "ANTI-ALIASING (MSAA)" +msgstr "KANTUTJÄMNING (MSAA)" msgid "2X" msgstr "2X" @@ -993,13 +993,13 @@ msgid "4X" msgstr "4X" msgid "ANTI-ALIASING (MSAA) (REQUIRES RESTART)" -msgstr "ANTI-ALIASING (MSAA) (KRÄVER OMSTART)" +msgstr "KANTUTJÄMNING (MSAA) (KRÄVER OMSTART)" msgid "DISPLAY/MONITOR INDEX" -msgstr "DISPLAY/SKÄRM INDEX" +msgstr "DISPLAY/SKÄRMINDEX" msgid "DISPLAY/MONITOR INDEX (REQUIRES RESTART)" -msgstr "DISPLAY/SKÄRM INDEX (KRÄVER OMSTART)" +msgstr "DISPLAY/SKÄRMINDEX (KRÄVER OMSTART)" msgid "ROTATE SCREEN" msgstr "ROTERA SKÄRMEN" @@ -1021,13 +1021,13 @@ msgstr "TANGENTER FÖR ATT STÄNGA NER" msgctxt "short" msgid "WHEN TO SAVE GAME METADATA" -msgstr "NÄR SPEL-METADATA SKA SPARAS" +msgstr "NÄR METADATA SKA SPARAS" msgid "ON EXIT" msgstr "VID AVSLUT" msgid "WHEN TO SAVE GAME METADATA" -msgstr "NÄR SPEL-METADATA SKA SPARAS" +msgstr "NÄR METADATA FÖR SPEL SKA SPARAS" msgid "APPLICATION UPDATES" msgstr "APPLIKATIONSUPPDATERINGAR" @@ -1054,10 +1054,10 @@ msgid "RUN IN BACKGROUND (WHILE GAME IS LAUNCHED)" msgstr "KÖR I BAKGRUNDEN (NÄR SPEL ÄR STARTAT)" msgid "VIDEO HARDWARE DECODING (EXPERIMENTAL)" -msgstr "VIDEO HÅRDVARUAVKODNING (EXPERIMENTELLT)" +msgstr "HÅRDVARUAVKODNING FÖR VIDEO (EXPERIMENTELLT)" msgid "UPSCALE VIDEO FRAME RATE TO 60 FPS" -msgstr "UPPSKALNING AV VIDEO FRAME RATE TILL 60 FPS" +msgstr "UPPSKALNING AV VIDEOBILDFREKVENS TILL 60 BILDER/S" msgid "ENABLE ALTERNATIVE EMULATORS PER GAME" msgstr "AKTIVERA ALTERNATIVA EMULATORER PER SPEL" @@ -1069,16 +1069,16 @@ msgid "SHOW HIDDEN GAMES" msgstr "VISA DOLDA SPEL" msgid "ENABLE CUSTOM EVENT SCRIPTS" -msgstr "AKTIVERA ANPASSADE EVENT-SCRIPT" +msgstr "AKTIVERA ANPASSADE HÄNDELSESKRIPT" msgid "BROWSING CUSTOM EVENTS" -msgstr "ANPASSAT EVENT VID BLÄDDRING" +msgstr "ANPASSAD HÄNDELSE VID BLÄDDRING" msgid "ONLY SHOW GAMES FROM GAMELIST.XML FILES" -msgstr "VISA BARA SPEL FRÅN GAMELIST.XML FILERNA" +msgstr "VISA BARA SPEL FRÅN GAMELIST.XML-FILERNA" msgid "STRIP EXTRA MAME NAME INFO (REQUIRES RESTART)" -msgstr "TA BORT EXTRA MAME NAMNINFO (KRÄVER OMSTART)" +msgstr "TA BORT EXTRA MAME-NAMNINFO (KRÄVER OMSTART)" msgid "DISABLE DESKTOP COMPOSITION (REQUIRES RESTART)" msgstr "INAKTIVERA DESKTOP COMPOSITION (KRÄVER OMSTART)" @@ -1087,16 +1087,16 @@ msgid "BACK BUTTON/BACK SWIPE EXITS APP" msgstr "BAKÅTKNAPPEN/SVEPA BAKÅT AVSLUTAR APPLIKATIONEN" msgid "DEBUG MODE" -msgstr "DEBUG LÄGE" +msgstr "FELSÖKNINGSLÄGE" msgid "DISPLAY GPU STATISTICS OVERLAY" -msgstr "VISA GPU STATISTIK-OVERLAY" +msgstr "VISA ÖVERLÄGG MED GPU-STATISTIK" msgid "ENABLE MENU IN KID MODE" -msgstr "VISA MENYN I BARNLÄGE" +msgstr "AKTIVERA MENY I BARNLÄGE" msgid "SHOW QUIT MENU (REBOOT AND POWER OFF ENTRIES)" -msgstr "VISA AVSLUTA-MENYN (OMSTART OCH STÄNG AV POSTER)" +msgstr "VISA AVSLUTA-MENYN (OMSTART OCH STÄNG NER)" msgid "ORPHANED DATA CLEANUP" msgstr "UPPRENSNING AV AVSKUREN DATA" @@ -1111,11 +1111,11 @@ msgid "" "TIMES IT'S RECOMMENDED TO DELETE THE SYSTEM DIRECTORIES YOU DON'T NEED AFTER " "RUNNING THIS UTILITY" msgstr "" -"DET HÄR SKAPAR ALLA SYSTEMKATALOGERNA I DIN ROM MAPP OCH DET UPPDATERAR ÄVEN " -"SYSTEMINFO.TXT FILERNA. DETTA ÄR EN SÄKER OPERATION SOM INTE KOMMER RADERA " -"ELLER MODIFIERA DINA SPELFILER. FÖR ATT MINSKA UPPSTARTSTIDEN FÖR " -"APPLIKATIONEN SÅ ÄR DET REKOMMENDERAT ATT RADERA DE SYSTEMKATALOGER DU INTE " -"BEHÖVER EFTER ATT DU KÖRT DETTA VERKTYG" +"DET HÄR SKAPAR ALLA SYSTEMKATALOGERNA I DIN ROM-MAPP OCH DET UPPDATERAR ÄVEN " +"SYSTEMINFO.TXT-FILERNA. DETTA ÄR EN SÄKER ÅTGÄRD SOM INTE KOMMER RADERA " +"ELLER ÄNDRA DINA SPELFILER. FÖR ATT MINSKA UPPSTARTSTIDEN FÖR APPLIKATIONEN " +"SÅ ÄR DET REKOMMENDERAT ATT RADERA DE SYSTEMKATALOGER DU INTE BEHÖVER EFTER " +"ATT DU KÖRT DETTA VERKTYG" msgid "THE SYSTEM DIRECTORIES WERE SUCCESSFULLY CREATED" msgstr "SYSTEMKATALOGERNA SKAPADES UTAN PROBLEM" @@ -1124,17 +1124,17 @@ msgid "" "ERROR CREATING SYSTEM DIRECTORIES, PERMISSION PROBLEMS OR DISK FULL? SEE THE " "LOG FILE FOR MORE DETAILS" msgstr "" -"KUNDE INTE SKAPA SYSTEMKATALOGERNA, PROBLEM MED ÅTKOMST ELLER ÄR DISKEN " +"KUNDE INTE SKAPA SYSTEMKATALOGERNA, PROBLEM MED BEHÖRIGHET ELLER ÄR DISKEN " "FULL? SE LOGGFILEN FÖR MER INFORMATION" msgid "RESCAN ROM DIRECTORY" -msgstr "SKANNA OM ROM KATALOGEN" +msgstr "SKANNA OM ROM-KATALOGEN" msgid "" "THIS WILL RESCAN YOUR ROM DIRECTORY FOR CHANGES SUCH AS ADDED OR REMOVED " "GAMES AND SYSTEMS" msgstr "" -"DET HÄR SKANNAR OM DIN ROM KATALOG FÖR ÄNDRINGAR SÅSOM TILLAGDA ELLER " +"DET HÄR SKANNAR OM DIN ROM-KATALOG FÖR ÄNDRINGAR SÅSOM TILLAGDA ELLER " "BORTTAGNA SPEL OCH SYSTEM" msgid "REALLY QUIT?" @@ -1147,7 +1147,7 @@ msgid "REBOOT SYSTEM" msgstr "STARTA OM SYSTEMET" msgid "REALLY POWER OFF?" -msgstr "VERKLIGEN STÄNGA AV?" +msgstr "VERKLIGEN STÄNGA NER?" msgid "POWER OFF SYSTEM" msgstr "STÄNG AV SYSTEMET" @@ -1202,7 +1202,7 @@ msgid "" "BUT NEITHER THE DIRECTORY ITSELF OR ANY CONTENT INSIDE IT WILL BE REMOVED\n" "ARE YOU SURE?" msgstr "" -"DET HÄR RADERAR ALLA MEDIAFILER OCH GAMELIST.XML POSTEN FÖR MAPPEN, MEN " +"DET HÄR RADERAR ALLA MEDIAFILER OCH GAMELIST.XML-POSTEN FÖR MAPPEN, MEN " "VARKEN SJÄLVA KATALOGEN ELLER NÅGOT AV DESS INNEHÅLL KOMMER ATT TAS BORT\n" "ÄR DU SÄKER?" @@ -1217,7 +1217,7 @@ msgid "" "BUT THE GAME FILE ITSELF WILL NOT BE REMOVED\n" "ARE YOU SURE?" msgstr "" -"DET HÄR RADERAR ALLA MEDIAFILER OCH GAMELIST.XML POSTEN FÖR SPELET, MEN " +"DET HÄR RADERAR ALLA MEDIAFILER OCH GAMELIST.XML-POSTEN FÖR SPELET, MEN " "SJÄLVA SPELFILEN KOMMER INTE TAS BORT\n" "ÄR DU SÄKER?" @@ -1228,7 +1228,7 @@ msgid "" "THIS WILL DELETE THE GAME FILE, ANY MEDIA FILES AND THE GAMELIST.XML ENTRY\n" "ARE YOU SURE?" msgstr "" -"DET HÄR RADERAR SPELFILEN, ALLA DESS MEDIAFILER SAMT GAMELIST.XML POSTEN\n" +"DET HÄR RADERAR SPELFILEN, ALLA DESS MEDIAFILER SAMT GAMELIST.XML-POSTEN\n" "ÄR DU SÄKER?" msgid "DELETE" @@ -1238,7 +1238,7 @@ msgid "delete game" msgstr "radera spel" msgid "MIXIMAGE OFFLINE GENERATOR" -msgstr "MIXBILD OFFLINEGENERATOR" +msgstr "OFFLINE-GENERATOR FÖR MIXBILD" msgid "NOT STARTED" msgstr "INTE STARTAD" @@ -1246,8 +1246,8 @@ msgstr "INTE STARTAD" #, c-format msgid "%i OF %i GAME PROCESSED" msgid_plural "%i OF %i GAMES PROCESSED" -msgstr[0] "%i AV %i SPEL PROCESSAT" -msgstr[1] "%i AV %i SPEL PROCESSADE" +msgstr[0] "%i AV %i SPEL BEARBETAT" +msgstr[1] "%i AV %i SPEL BEARBETADE" msgid "Generated:" msgstr "Genererade:" @@ -1256,10 +1256,10 @@ msgid "Overwritten:" msgstr "Överskrivna:" msgid "Skipped:" -msgstr "Hoppat över:" +msgstr "Hoppade över:" msgid "Skipped (existing):" -msgstr "Hoppat över (exist.):" +msgstr "Hoppade över (finns):" msgid "Failed:" msgstr "Misslyckade:" @@ -1274,7 +1274,7 @@ msgid "START" msgstr "STARTA" msgid "start processing" -msgstr "påbörja processning" +msgstr "starta bearbetning" msgid "PAUSE" msgstr "PAUSA" @@ -1298,7 +1298,7 @@ msgid "DONE" msgstr "KLAR" msgid "done (close)" -msgstr "klar(stäng)" +msgstr "klar (stäng)" msgid "" "THIS WILL REMOVE ALL MEDIA FILES WHERE NO MATCHING GAME FILES CAN BE FOUND. " @@ -1307,7 +1307,7 @@ msgid "" "LONGER NEEDED." msgstr "" "DET HÄR TAR BORT ALLA MEDIAFILER DÄR DET INTE FINNS NÅGRA MATCHANDE " -"SPELFILER. FILERNA FLYTTAS TILL EN CLEANUP MAPP INUTI DIN SPELMEDIA KATALOG. " +"SPELFILER. FILERNA FLYTTAS TILL EN CLEANUP-MAPP INUTI DIN SPELMEDIAKATALOG. " "DU KAN MANUELLT TA BORT DENNA MAPP NÄR DU ÄR SÄKER PÅ ATT DU INTE LÄNGRE " "BEHÖVER DEN." @@ -1317,9 +1317,9 @@ msgid "" "CLEANUP FOLDER INSIDE YOUR GAMELISTS DIRECTORY. YOU CAN MANUALLY DELETE THIS " "FOLDER WHEN YOU ARE SURE IT'S NO LONGER NEEDED." msgstr "" -"DET HÄR TAR BORT ALLA POSTER FRÅN DINA GAMELIST.XML FILER DÄR DET INTE FINNS " -"NÅGRA MATCHANDE SPELFILER. BACKUPER AV ORIGINALFILERNA SPARAS TILL EN " -"CLEANUP MAPP INUTI DIN GAMELISTS KATALOG. DU KAN MANUELLT TA BORT DENNA MAPP " +"DET HÄR TAR BORT ALLA POSTER FRÅN DINA GAMELIST.XML-FILER DÄR DET INTE FINNS " +"NÅGRA MATCHANDE SPELFILER. SÄKERHETSKOPIOR AV ORIGINALFILERNA SPARAS TILL EN " +"CLEANUP-MAPP INUTI DIN GAMELISTS-KATALOG. DU KAN MANUELLT TA BORT DENNA MAPP " "NÄR DU ÄR SÄKER PÅ ATT DU INTE LÄNGRE BEHÖVER DEN." msgid "" @@ -1329,8 +1329,8 @@ msgid "" "ONLY CURRENTLY ENABLED COLLECTIONS WILL BE PROCESSED." msgstr "" "DET HÄR TAR BORT ALLA POSTER FRÅN DINA ANPASSADE SAMLINGAR DÄR DET INTE " -"FINNS NÅGRA MATCHANDE SPELFILER. BACKUPER AV ORIGINALFILERNA SPARAS TILL EN " -"CLEANUP MAPP INUTI DIN COLLECTIONS KATALOG. BARA SAMLINGAR SOM FÖR " +"FINNS NÅGRA MATCHANDE SPELFILER. SÄKERHETSKOPIOR AV ORIGINALFILERNA SPARAS " +"TILL EN CLEANUP-MAPP INUTI DIN SAMLINGSKATALOG. BARA SAMLINGAR SOM FÖR " "NÄRVARANDE ÄR AKTIVERADE KOMMER ATT HANTERAS." msgid "DESCRIPTION:" @@ -1355,7 +1355,7 @@ msgid "STOP" msgstr "STOPPA" msgid "stop processing" -msgstr "stoppa processning" +msgstr "stoppa bearbetning" msgid "GAMELISTS" msgstr "SPELLISTOR" @@ -1376,40 +1376,40 @@ msgid "RUNNING COLLECTIONS CLEANUP" msgstr "KÖR UPPRENSNING AV SAMLINGAR" msgid "PROCESSING" -msgstr "PROCESSAR" +msgstr "BEARBETAR" #, c-format msgid "A flatten.txt file was found, skipping \"%s\"" -msgstr "En flatten.txt fil hittades, hoppar över \"%s\"" +msgstr "En flatten.txt-fil hittades, hoppar över \"%s\"" msgid "Couldn't create target directory, permission problems?" -msgstr "Kunde inte skapa målkatalog, åtkomstproblem?" +msgstr "Kunde inte skapa målkatalog, behörighetsproblem?" msgid "Couldn't move media file, permission problems?" -msgstr "Kunde inte flytta mediafil, åtkomstproblem?" +msgstr "Kunde inte flytta mediafil, behörighetsproblem?" #, c-format msgid "Couldn't parse gamelist.xml file for \"%s\"" -msgstr "Kunde inte tolka gamelist.xml filen för \"%s\"" +msgstr "Kunde inte tolka gamelist.xml-filen för \"%s\"" #, c-format msgid "Couldn't find a gamelist tag in file for \"%s\"" -msgstr "Kunde inte hitta en gamelist tagg i filen för \"%s\"" +msgstr "Kunde inte hitta en gamelist-tagg i filen för \"%s\"" msgid "Couldn't delete temporary gamelist file, permission problems?" -msgstr "Kunde inte radera temporär spellist-fil, åtkomstproblem?" +msgstr "Kunde inte ta bort temporär spellistfil, behörighetsproblem?" msgid "Couldn't write to temporary gamelist file, permission problems?" -msgstr "Kunde inte skriva till temporär spellist-fil, åtkomstproblem?" +msgstr "Kunde inte skriva till temporär spellistfil, behörighetsproblem?" msgid "Couldn't create backup directory, permission problems?" -msgstr "Kunde inte skapa backupkatalog, åtkomstproblem?" +msgstr "Kunde inte skapa backupkatalog, behörighetsproblem?" msgid "Couldn't move old gamelist file, permission problems?" -msgstr "Kunde inte flytta den gamla spellist-filen, åtkomstproblem?" +msgstr "Kunde inte flytta den gamla spellistfilen, behörighetsproblem?" msgid "Couldn't move temporary gamelist file, permission problems?" -msgstr "Kunde inte flytta den temporära spellist-filen, åtkomstproblem?" +msgstr "Kunde inte flytta den temporära spellistfilen, behörighetsproblem?" msgid "Couldn't find custom collection configuration file" msgstr "Kunde inte hitta konfigurationsfilen för den anpassade samlingen" @@ -1418,16 +1418,16 @@ msgid "Couldn't open custom collection configuration file" msgstr "Kunde inte öppna konfigurationsfilen för den anpassade samlingen" msgid "Couldn't delete temporary collection file, permission problems?" -msgstr "Kunde inte radera den temporära samlings-filen, åtkomstproblem?" +msgstr "Kunde inte ta bort den temporära samlingsfilen, behörighetsproblem?" msgid "Couldn't write to temporary collection configuration file" -msgstr "Kunde inte skriva till den temporära samlings-filen" +msgstr "Kunde inte skriva till den temporära samlingens konfigurationsfil" msgid "Couldn't move old collection file, permission problems?" -msgstr "Kunde inte flytta den gamla samlings-filen, åtkomstproblem?" +msgstr "Kunde inte flytta den gamla samlingsfilen, behörighetsproblem?" msgid "Couldn't move temporary collection file, permission problems?" -msgstr "Kunde inte flytta den temporära samlings-filen, åtkomstproblem?" +msgstr "Kunde inte flytta den temporära samlingsfilen, behörighetsproblem?" msgid "ABORTED MEDIA CLEANUP" msgstr "AVBRÖT UPPRENSNING AV MEDIA" @@ -1454,7 +1454,7 @@ msgid "GAMELISTS CLEANUP FAILED" msgstr "UPPRENSNING AV SPELLISTOR MISSLYCKADES" msgid "THE APPLICATION WILL RELOAD WHEN CLOSING THIS UTILITY." -msgstr "APPLIKATIONEN KOMMER LADDAS OM NÄR DETTA VERKTYG STÄNGS." +msgstr "APPLIKATIONEN KOMMER LÄSAS OM NÄR DETTA VERKTYG STÄNGS." msgid "SCRAPE FROM" msgstr "SCRAPING FRÅN" @@ -1490,16 +1490,16 @@ msgid "CONTENT SETTINGS" msgstr "INNEHÅLLSINSTÄLLNINGAR" msgid "MIXIMAGE SETTINGS" -msgstr "MIXBILDINSTÄLLNINGAR" +msgstr "INSTÄLLNINGAR FÖR MIXBILD" msgid "start scraper" msgstr "starta scrapern" msgid "SCREENSCRAPER USERNAME" -msgstr "SCREENSCRAPER ANVÄNDARE" +msgstr "ANVÄNDARE FÖR SCREENSCRAPER" msgid "SCREENSCRAPER PASSWORD" -msgstr "SCREENSCRAPER LÖSENORD" +msgstr "LÖSENORD FÖR SCREENSCRAPER" msgid "USE THIS ACCOUNT FOR SCREENSCRAPER" msgstr "ANVÄND DET HÄR KONTOT FÖR SCREENSCRAPER" @@ -1517,25 +1517,25 @@ msgid "VIDEOS" msgstr "VIDEOR" msgid "SCREENSHOT IMAGES" -msgstr "SKÄRMDUMP BILDER" +msgstr "SKÄRMDUMPSBILDER" msgid "TITLE SCREEN IMAGES" -msgstr "TITELSKÄRM BILDER" +msgstr "BILDER FÖR TITELSKÄRM" msgid "BOX COVER IMAGES" -msgstr "LÅDA OMSLAG BILDER" +msgstr "BILDER FÖR LÅDOMSLAG" msgid "BOX BACK COVER IMAGES" -msgstr "LÅDA BAKSIDA BILDER" +msgstr "OMSLAGSBILDER FÖR LÅDBAKSIDA" msgid "MARQUEE (WHEEL) IMAGES" -msgstr "MARQUEE (HJUL) BILDER" +msgstr "MARQUEE-BILDER (HJUL)" msgid "3D BOX IMAGES" -msgstr "3D LÅDA BILDER" +msgstr "3D-LÅDBILDER" msgid "PHYSICAL MEDIA IMAGES" -msgstr "FYSISKT MEDIA BILDER" +msgstr "FYSISKA MEDIABILDER" msgid "FAN ART IMAGES" msgstr "FAN-SKAPADE BILDER" @@ -1544,7 +1544,7 @@ msgid "GAME MANUALS" msgstr "SPELMANUALER" msgid "MIXIMAGE RESOLUTION" -msgstr "MIXBILD UPPLÖSNING" +msgstr "UPPLÖSNING FÖR MIXBILD" msgctxt "short" msgid "HORIZONTAL SCREENSHOT FIT" @@ -1605,37 +1605,37 @@ msgid "BOX SIZE" msgstr "STORLEK FÖR LÅDA" msgid "PHYSICAL MEDIA SIZE" -msgstr "STORLEK FÖR FYSISK MEDIA" +msgstr "STORLEK FÖR FYSISKT MEDIA" msgid "GENERATE MIXIMAGES WHEN SCRAPING" msgstr "GENERERA MIXBILDER VID SCRAPING" msgid "OVERWRITE MIXIMAGES (SCRAPER/OFFLINE GENERATOR)" -msgstr "SKRIV ÖVER MIXBILDER (SCRAPER/OFFLINEGENERATOR)" +msgstr "SKRIV ÖVER MIXBILDER (SCRAPER/OFFLINE-GENERATOR)" msgid "REMOVE LETTERBOXES FROM SCREENSHOTS" -msgstr "TA BORT LETTERBOXES FRÅN SKÄRMDUMPAR" +msgstr "TA BORT LETTERBOXAR FRÅN SKÄRMDUMPAR" msgid "REMOVE PILLARBOXES FROM SCREENSHOTS" -msgstr "TA BORT PILLARBOXES FRÅN SKÄRMDUMPAR" +msgstr "TA BORT PILLARBOXAR FRÅN SKÄRMDUMPAR" msgid "ROTATE HORIZONTALLY ORIENTED BOXES" msgstr "ROTERA HORISONTELLT ORIENTERADE LÅDOR" msgid "INCLUDE MARQUEE IMAGE" -msgstr "INKLUDERA MARQUEE BILD" +msgstr "INKLUDERA MARQUEE-BILD" msgid "INCLUDE BOX IMAGE" msgstr "INKLUDERA BILD PÅ LÅDA" msgid "USE COVER IMAGE IF 3D BOX IS MISSING" -msgstr "ANVÄND OMSLAG IFALL 3D LÅDA SAKNAS" +msgstr "ANVÄND OMSLAG IFALL 3D-LÅDA SAKNAS" msgid "INCLUDE PHYSICAL MEDIA IMAGE" msgstr "INKLUDERA BILD PÅ FYSISKT MEDIA" msgid "OFFLINE GENERATOR" -msgstr "OFFLINEGENERATOR" +msgstr "OFFLINE-GENERATOR" msgid "" "THE OFFLINE GENERATOR USES THE SAME SYSTEM SELECTIONS AS THE SCRAPER, SO " @@ -1666,7 +1666,7 @@ msgid "AUTOMATIC RETRIES ON ERROR" msgstr "AUTOMATISKA FÖRSÖK VID FEL" msgid "RETRY ATTEMPT TIMER" -msgstr "TIMER FÖR UPPREPADE FÖRSÖK" +msgstr "TIDSGRÄNS FÖR UPPREPADE FÖRSÖK" msgid "HASH SEARCHES MAX FILE SIZE" msgstr "MAX FILSTORLEK VID HASHSÖKNING" @@ -1678,7 +1678,7 @@ msgid "SEARCH USING FILE HASHES (NON-INTERACTIVE MODE)" msgstr "SÖK VIA FILHASHER (ICKE-INTERAKTIVT LÄGE)" msgid "SEARCH USING METADATA NAMES" -msgstr "SÖK MED METADATA NAMN" +msgstr "SÖK MED METADATANAMN" msgid "SCRAPE ACTUAL FOLDERS" msgstr "SCRAPING AV KATALOGER" @@ -1693,7 +1693,7 @@ msgid "RESPECT PER-FILE SCRAPER EXCLUSIONS" msgstr "RESPEKTERA SCRAPERNS PER-FIL EXKLUDERINGAR" msgid "EXCLUDE FOLDERS RECURSIVELY" -msgstr "EXKLUDERA KATALOGER REKURSIVT" +msgstr "EXKLUDERA MAPPAR REKURSIVT" msgid "CONVERT UNDERSCORES TO SPACES WHEN SEARCHING" msgstr "BYT UNDERSTRECK TILL BLANKSTEG VID SÖKNING" @@ -1796,7 +1796,7 @@ msgid "RETRY" msgstr "FÖRSÖK IGEN" msgid "Error downloading thumbnail:" -msgstr "Fel vid nedladdning av miniatyrbild:" +msgstr "Fel vid hämtning av miniatyrbild:" msgid "SEARCH" msgstr "SÖK" @@ -1850,7 +1850,7 @@ msgid "STRETCH IMAGES TO SCREEN RESOLUTION" msgstr "STRÄCK UT BILDERNA TILL SKÄRMENS UPPLÖSNING" msgid "DISPLAY GAME INFO OVERLAY" -msgstr "VISA SPELINFO OVERLAY" +msgstr "VISA ÖVERLÄGG MED SPELINFO" msgid "RENDER SCANLINES" msgstr "RENDERA SCANLINES" @@ -1859,7 +1859,7 @@ msgid "USE CUSTOM IMAGES" msgstr "ANVÄND ANPASSADE BILDER" msgid "CUSTOM IMAGE DIRECTORY RECURSIVE SEARCH" -msgstr "REKURSIV SÖKNING EFTER ANPASSADE BILDER" +msgstr "REKURSIV SÖKNING FÖR ANPASSAD BILDKATALOG" msgid "CUSTOM IMAGE DIRECTORY" msgstr "KATALOG FÖR ANPASSADE BILDER" @@ -1874,22 +1874,22 @@ msgid "RENDER BLUR" msgstr "RENDERA OSKÄRPA" msgid "DISPLAY BLUETOOTH STATUS INDICATOR" -msgstr "VISA BLUETOOTH STATUSINDIKATOR" +msgstr "VISA STATUSINDIKATOR FÖR BLUETOOTH" msgid "DISPLAY WI-FI STATUS INDICATOR" -msgstr "VISA WI-FI STATUSINDIKATOR" +msgstr "VISA STATUSINDIKATOR FÖR WI-FI" msgid "DISPLAY CELLULAR STATUS INDICATOR" -msgstr "VISA MOBILTRAFIK STATUSINDIKATOR" +msgstr "VISA STATUSINDIKATOR FÖR MOBILTRAFIK" msgid "DISPLAY BATTERY STATUS INDICATOR" -msgstr "VISA BATTERI STATUSINDIKATOR" +msgstr "VISA STATUSINDIKATOR FÖR BATTERI" msgid "DISPLAY BATTERY CHARGE PERCENTAGE" msgstr "VISA BATTERIETS LADDNIVÅ I PROCENT" msgid "DOWNLOADING THEMES LIST 100%" -msgstr "LADDAR NER TEMALISTAN 100%" +msgstr "HÄMTAR NER TEMALISTAN 100%" msgid "THEME ALREADY UP TO DATE" msgstr "TEMAT ÄR REDAN UPPDATERAT" @@ -1902,8 +1902,8 @@ msgid "" "COULDN'T RENAME DIRECTORY \"%s\"\n" "PERMISSION PROBLEMS?" msgstr "" -"KUNDE INTE DÖPA OM KATALOGEN \"%s\"\n" -"ÅTKOMSTPROBLEM?" +"KUNDE INTE BYTA NAMN PÅ KATALOGEN \"%s\"\n" +"BEHÖRIGHETSPROBLEM?" msgid "COULDN'T FIND THE THEMES LIST CONFIGURATION FILE" msgstr "KUNDE INTE HITTA TEMALISTANS KONFIGURATIONSFIL" @@ -1913,7 +1913,7 @@ msgid "" "REPOSITORY IS CORRUPT?" msgstr "" "KUNDE INTE TOLKA TEMALISTANS KONFIGURATIONSFIL, KANSKE ÄR DET LOKALA ARKIVET " -"KORRUPT?" +"SKADAT?" msgid "" "IT SEEMS AS IF YOU'RE NOT RUNNING THE LATEST ES-DE RELEASE, PLEASE UPGRADE " @@ -1931,12 +1931,12 @@ msgid "" "THEME DOWNLOADER. A FRESH DOWNLOAD IS REQUIRED AND THE OLD THEME DIRECTORY " "\"%s\" WILL BE RENAMED TO \"%s_DISABLED\"" msgstr "" -"DET VERKAR SOM ATT DET HÄR TEMAT HAR LADDATS NER MANUELLT ISTÄLLET FÖR VIA " -"TEMANEDLADDAREN. EN NY NEDLADDNING KRÄVS OCH DEN GAMLA TEMAKATALOGEN KOMMER " -"DÖPAS OM FRÅN \"%s\" TILL \"%s_DISABLED\"" +"DET VERKAR SOM ATT DET HÄR TEMAT HAR HÄMTATS NER MANUELLT ISTÄLLET FÖR VIA " +"TEMAHÄMTAREN. EN NY HÄMTNING KRÄVS OCH DEN GAMLA TEMAKATALOGEN KOMMER DÖPAS " +"OM FRÅN \"%s\" TILL \"%s_DISABLED\"" msgid "DOWNLOADING THEME" -msgstr "LADDAR NER TEMAT" +msgstr "HÄMTAR NER TEMAT" #, c-format msgid "" @@ -1945,10 +1945,10 @@ msgid "" "THE ES-DE PROCESS WAS KILLED. A FRESH DOWNLOAD IS REQUIRED AND THE OLD THEME " "DIRECTORY \"%s\" WILL BE RENAMED TO \"%s_CORRUPT_DISABLED\"" msgstr "" -"DET VERKAR SOM ATT DET HÄR TEMA-ARKIVET ÄR KORRUPT, VILKET KAN BERO PÅ ATT " -"EN TIDIGARE NEDLADDNING ELLER UPPDATERING BLEV AVBRUTEN, T.EX. OM ES-DE " -"PROCESSEN DÖDADES. EN NY NEDLADDNING KRÄVS OCH DEN GAMLA TEMAKATALOGEN " -"KOMMER DÖPAS OM FRÅN \"%s\" TILL \"%s_CORRUPT_DISABLED\"" +"DET VERKAR SOM ATT DET HÄR TEMAARKIVET ÄR SKADAT, VILKET KAN BERO PÅ ATT EN " +"TIDIGARE HÄMTNING ELLER UPPDATERING BLEV AVBRUTEN, T.EX. OM ES-DE-PROCESSEN " +"DÖDADES. EN NY HÄMTNING KRÄVS OCH DEN GAMLA TEMAKATALOGEN KOMMER DÖPAS OM " +"FRÅN \"%s\" TILL \"%s_CORRUPT_DISABLED\"" #, c-format msgid "" @@ -1958,9 +1958,9 @@ msgid "" "\"%s_DISABLED\"" msgstr "" "DET VERKAR SOM ATT DET HÄR ÄR ETT GRUNT TEMA-ARKIV VILKET BETYDER ATT DET " -"HAR LADDATS NED MED ETT ANNAT VERKTYG ÄN DEN HÄR TEMANEDLADDAREN. EN NY " -"NEDLADDNING KRÄVS OCH DEN GAMLA TEMAKATALOGEN KOMMER DÖPAS OM FRÅN \"%s\" " -"TILL \"%s_DISABLED\"" +"HAR HÄMTATS NED MED ETT ANNAT VERKTYG ÄN DEN HÄR TEMAHÄMTAREN. EN NY " +"HÄMTNING KRÄVS OCH DEN GAMLA TEMAKATALOGEN KOMMER DÖPAS OM FRÅN \"%s\" TILL " +"\"%s_DISABLED\"" #, c-format msgid "" @@ -1969,7 +1969,7 @@ msgid "" "THE OLD THEME DIRECTORY \"%s\" WILL BE RENAMED TO \"%s_WRONG_URL_DISABLED\"" msgstr "" "DET LOKALT KLONADE ARKIVET INNEHÅLLER EN FELAKTIG URL VILKET NORMALT BETYDER " -"ATT TEMAT HAR FLYTTATS TILL EN NY GIT SITE. EN NY NEDLADDNING KRÄVS OCH DEN " +"ATT TEMAT HAR FLYTTATS TILL EN NY GIT-SITE. EN NY HÄMTNING KRÄVS OCH DEN " "GAMLA TEMAKATALOGEN KOMMER DÖPAS OM FRÅN \"%s\" TILL " "\"%s_WRONG_URL_DISABLED\"" @@ -1978,7 +1978,7 @@ msgid "" "THEME REPOSITORY \"%s\" CONTAINS LOCAL CHANGES. PROCEED TO OVERWRITE YOUR " "CHANGES OR CANCEL TO SKIP ALL UPDATES FOR THIS THEME" msgstr "" -"TEMA-ARKIVET \"%s\" INNEHÅLLER LOKALA MODIFIERINGAR. VÄLJ FORTSÄTT FÖR ATT " +"TEMA-ARKIVET \"%s\" INNEHÅLLER LOKALA ÄNDRINGAR. VÄLJ FORTSÄTT FÖR ATT " "SKRIVA ÖVER DINA ÄNDRINGAR ELLER AVBRYT FÖR ATT HOPPA ÖVER ALLA " "UPPDATERINGAR FÖR DET HÄR TEMAT" @@ -2001,7 +2001,7 @@ msgid "INSTALLED" msgstr "INSTALLERAD" msgid "MANUAL DOWNLOAD" -msgstr "MANUELL NEDLADDNING" +msgstr "MANUELL HÄMTNING" msgid "CORRUPT" msgstr "KORRUPT" @@ -2031,10 +2031,10 @@ msgid "ERROR:" msgstr "FEL:" msgid "COULDN'T DOWNLOAD THEMES LIST" -msgstr "KUNDE INTE LADDA NER TEMALISTAN" +msgstr "KUNDE INTE HÄMTA NER TEMALISTAN" msgid "DOWNLOADING THEMES LIST" -msgstr "LADDAR NER TEMALISTAN" +msgstr "HÄMTAR NER TEMALISTAN" msgid "THIS WILL COMPLETELY DELETE THE THEME" msgstr "DET HÄR KOMMER HELT OCH HÅLLET TA BORT TEMAT" @@ -2045,22 +2045,22 @@ msgstr "" "DET HÄR KOMMER HELT OCH HÅLLET TA BORT TEMAT INKLUSIVE ALLA LOKALA ÄNDRINGAR" msgid "COULDN'T DELETE THEME, PERMISSION PROBLEMS?" -msgstr "KUNDE INTE RADERA TEMAT, PROBLEM MED ÅTKOMST?" +msgstr "KUNDE INTE TA BORT TEMAT, PROBLEM MED BEHÖRIGHET?" msgid "THEME WAS DELETED" -msgstr "TEMAT RADERADES" +msgstr "TEMAT TOGS BORT" msgid "view screenshots" -msgstr "se skärmdumpar" +msgstr "visa skärmdumpar" msgid "fetch updates" msgstr "hämta uppdateringar" msgid "delete" -msgstr "radera" +msgstr "ta bort" msgid "download" -msgstr "ladda ner" +msgstr "hämta ner" msgid "" "IT SEEMS AS IF THE THEMES LIST REPOSITORY IS CORRUPT, WHICH COULD HAVE BEEN " @@ -2068,10 +2068,10 @@ msgid "" "THE ES-DE PROCESS WAS KILLED. A FRESH DOWNLOAD IS REQUIRED AND THE OLD " "DIRECTORY \"themes-list\" WILL BE RENAMED TO \"themes-list_CORRUPT_DISABLED\"" msgstr "" -"DET VERKAR SOM ATT ARKIVET FÖR TEMALISTAN ÄR KORRUPT, VILKET KAN HA ORSAKATS " -"AV ATT FÖREGÅENDE NEDLADDNING BLEV AVBRUTEN, T.EX. ATT ES-DE PROCESSEN " -"DÖDADES. EN NY NEDLADDNING KRÄVS OCH DEN GAMLA KATALOGEN \"themes-list\" " -"KOMMER DÖPAS OM TILL \"themes-list_CORRUPT_DISABLED\"" +"DET VERKAR SOM ATT ARKIVET FÖR TEMALISTAN ÄR SKADAT, VILKET KAN HA ORSAKATS " +"AV ATT FÖREGÅENDE HÄMTNING BLEV AVBRUTEN, T.EX. ATT ES-DE-PROCESSEN DÖDADES. " +"EN NY HÄMTNING KRÄVS OCH DEN GAMLA KATALOGEN \"themes-list\" KOMMER DÖPAS OM " +"TILL \"themes-list_CORRUPT_DISABLED\"" msgid "UPDATING THEMES LIST" msgstr "UPPDATERAR TEMALISTAN" @@ -2084,18 +2084,17 @@ msgid "" "THAT YOU CAN'T ABORT AN ONGOING DOWNLOAD AS THAT COULD LEAD TO DATA " "CORRUPTION." msgstr "" -"DET VERKAR SOM ATT DU KÖR TEMANEDLADDAREN FÖR FÖRSTA GÅNGEN. DÄRFÖR BEHÖVS " -"TEMALISTANS ARKIV LADDAS NER VILKET TAR EN LITEN STUND. EFTERFÖLJANDE " -"NEDLADDNINGAR KOMMER DOCK GÅ MYCKET SNABBARE DÅ ENBART NYA OCH MODIFIERADE " -"FILER HÄMTAS. DETSAMMA ÄR FALLET FÖR DE TEMAN DU LADDAR NER. NOTERA ATT DU " -"INTE KAN AVBRYTA EN PÅGÅENDE NEDLADDNING DÅ DETTA SKULLE KUNNA LEDA TILL " -"DATAKORRUPTION." +"DET VERKAR SOM ATT DU KÖR TEMAHÄMTAREN FÖR FÖRSTA GÅNGEN. DÄRFÖR BEHÖVS " +"TEMALISTANS ARKIV HÄMTAS NER VILKET TAR EN LITEN STUND. EFTERFÖLJANDE " +"HÄMTNINGAR KOMMER DOCK GÅ MYCKET SNABBARE DÅ ENBART NYA OCH ÄNDRADE FILER " +"HÄMTAS. DETSAMMA ÄR FALLET FÖR DE TEMAN DU HÄMTAR NER. NOTERA ATT DU INTE " +"KAN AVBRYTA EN PÅGÅENDE HÄMTNING DÅ DETTA SKULLE KUNNA LEDA TILL SKADAT DATA." msgid "browse" msgstr "bläddra" msgid "pdf manual" -msgstr "pdf manual" +msgstr "pdf-manual" msgid "first" msgstr "första" @@ -2107,10 +2106,10 @@ msgid "SCREENSHOT" msgstr "SKÄRMDUMP" msgid "BOX COVER" -msgstr "LÅDA OMSLAG" +msgstr "LÅDOMSLAG" msgid "BOX BACK COVER" -msgstr "LÅDA BAKSIDA" +msgstr "OMSLAG FÖR LÅDBAKSIDA" msgid "TITLE SCREEN" msgstr "TITELSKÄRM" @@ -2146,7 +2145,7 @@ msgstr "SORTERING ANPASSADE SAMLINGAR" msgctxt "metadata" msgid "ENTER COLLECTIONS SORTNAME" -msgstr "SKRIV IN SORTERINGSNAMN" +msgstr "SKRIV IN SORTERINGSNAMN FÖR SAMLINGAR" msgctxt "metadata" msgid "DESCRIPTION" @@ -2218,7 +2217,7 @@ msgstr "DOLD" msgctxt "metadata" msgid "BROKEN/NOT WORKING" -msgstr "TRASIGT/FUNGERAR INTE" +msgstr "TRASIG/FUNGERAR INTE" msgctxt "metadata" msgid "EXCLUDE FROM GAME COUNTER" @@ -2279,22 +2278,22 @@ msgid "Screenshot in unknown format, couldn't generate miximage" msgstr "Skärmdump i okänt format, kunde inte generera mixbild" msgid "Screenshot in unsupported format, couldn't generate miximage" -msgstr "Skärmdump i icke supportat format, kunde inte generera mixbild" +msgstr "Skärmdump i icke-supportat format, kunde inte generera mixbild" msgid "Error loading screenshot, couldn't generate miximage" msgstr "Fel vid läsning av skärmdump, kunde inte generera mixbild" msgid "Error loading marquee image, corrupt file?" -msgstr "Fel vid läsning av marquee bild, korrupt fil?" +msgstr "Fel vid läsning av marquee-bild, skadad fil?" msgid "Error loading 3d box image, corrupt file?" -msgstr "Fel vid läsning av 3D låda bild, korrupt fil?" +msgstr "Fel vid läsning av 3D-lådsbild, skadad fil?" msgid "Error loading box cover image, corrupt file?" -msgstr "Fel vid läsning av låda omslag bild, korrupt fil?" +msgstr "Fel vid läsning av lådomslagsbild, skadad fil?" msgid "Error loading physical media image, corrupt file?" -msgstr "Fel vid läsning av fysiskt media bild, korrupt fil?" +msgstr "Fel vid läsning av fysisk mediabild, skadad fil?" #, c-format msgid "PAGE %s OF %s" @@ -2316,28 +2315,30 @@ msgid "Network error:" msgstr "Nätverksfel:" msgid "Media directory does not exist and can't be created." -msgstr "Mediakatalogen existerar inte och kunde inte skapas." +msgstr "Mediakatalogen finns inte och kunde inte skapas." msgid "Permission problems?" -msgstr "Åtkomstproblem?" +msgstr "Behörighetsproblem?" msgid "Failed to open path for writing media file." msgstr "Kunde inte öppna sökvägen för skrivning av mediafilen." msgid "Couldn't save media file, permission problems or is the disk full?" -msgstr "Kunde inte spara mediafil, åtkomstproblem eller är disken full?" +msgstr "Kunde inte spara mediafil, behörighetsproblem eller är disken full?" msgid "Couldn't save resized image, permission problems or is the disk full?" -msgstr "Kunde inte spara skalad bild, åtkomstproblem eller är disken full?" +msgstr "" +"Kunde inte spara storleksändrad bild, behörighetsproblem eller är disken " +"full?" msgid "ScreenScraper error:" -msgstr "ScreenScraper fel:" +msgstr "ScreenScraper-fel:" msgid "ScreenScraper: Wrong username or password" msgstr "ScreenScraper: Fel användarnamn eller lösenord" msgid "No Entries Found" -msgstr "Inga Poster" +msgstr "Inga poster hittades" msgctxt "theme" msgid "all" @@ -2374,11 +2375,11 @@ msgstr "KAN INTE LÄGGA TILL MAPPAR TILL ANPASSADE SAMLINGAR" #, c-format msgid "MARKED FOLDER '%s' AS FAVORITE" -msgstr "MARKERADE MAPP '%s' SOM FAVORIT" +msgstr "MARKERADE MAPPEN '%s' SOM FAVORIT" #, c-format msgid "REMOVED FAVORITE MARKING FOR FOLDER '%s'" -msgstr "TOG BORT FAVORITMARKERING FÖR MAPP '%s'" +msgstr "TOG BORT FAVORITMARKERING FÖR MAPPEN '%s'" msgid "CAN'T ADD ENTRIES THAT ARE NOT COUNTED AS GAMES TO CUSTOM COLLECTIONS" msgstr "" @@ -2443,9 +2444,9 @@ msgid "" "DIRECTORY." msgstr "" "DET VERKAR SOM ATT EN OSÄKER UPPGRADERING HAR GENOMFÖRTS, MÖJLIGEN GENOM ATT " -"DEN NYA RELEASEN PACKADES UPP OVANPÅ DEN GAMLA? DETTA KAN SKAPA EN RAD " +"DEN NYA UTGÅVAN PACKADES UPP OVANPÅ DEN GAMLA? DETTA KAN SKAPA EN RAD " "PROBLEM, VARAV EN DEL INTE ÄR DIREKT UPPENBARA. SÄKERSTÄLL ATT DU ALLTID " -"FÖLJER INSTRUKTIONERNA FÖR UPPGRADERINGAR I README.TXT FILEN SOM DU KAN " +"FÖLJER INSTRUKTIONERNA FÖR UPPGRADERINGAR I README.TXT-FILEN SOM DU KAN " "HITTA I ES-DE KATALOGEN." msgid "" @@ -2455,7 +2456,7 @@ msgid "" "SEE THE APPLICATION LOG FILE es_log.txt FOR ADDITIONAL INFO" msgstr "" "KUNDE INTE TOLKA SYSTEM-KONFIGURATIONSFILEN. OM DU HAR EN ANPASSAD " -"es_systems.xml FIL SÅ ÄR NÅGONTING SANNOLIKT FEL MED DIN XML SYNTAX. OM DU " +"es_systems.xml FIL SÅ ÄR NÅGONTING SANNOLIKT FEL MED DIN XML-SYNTAX. OM DU " "INTE HAR EN ANPASSAD SYSTEMFIL SÅ ÄR ES-DE INSTALLATIONEN TRASIG. SE " "APPLIKATIONENS LOGGFIL es_log.txt FÖR MER INFORMATION" @@ -2466,11 +2467,11 @@ msgid "" "THE SUPPORTED FILE EXTENSIONS.\n" "THIS IS THE CURRENTLY CONFIGURED ROM DIRECTORY:\n" msgstr "" -"INGA SPELFILER HITTADES. PLACERA DINA SPEL I DEN KONFIGURERADE ROM " +"INGA SPELFILER HITTADES. PLACERA DINA SPEL I DEN KONFIGURERADE ROM-" "KATALOGEN. ALTERNATIVT SÅ KAN DU GENERERA KATALOGSTRUKTUREN VILKET SKAPAR EN " "TEXTFIL FÖR VARJE SYSTEM SOM INNEHÅLLER INFORMATION SÅSOM VILKA FILÄNDELSER " "SOM STÖDS.\n" -"DET HÄR ÄR DEN KONFIGURERADE ROM KATALOGEN:\n" +"DET HÄR ÄR DEN KONFIGURERADE ROM-KATALOGEN:\n" msgid "" "NO GAME FILES WERE FOUND. EITHER PLACE YOUR GAMES IN THE CURRENTLY " @@ -2480,23 +2481,23 @@ msgid "" "FILE EXTENSIONS.\n" "THIS IS THE CURRENTLY CONFIGURED ROM DIRECTORY:\n" msgstr "" -"INGA SPELFILER HITTADES. PLACERA ANTINGEN DINA SPEL I DEN KONFIGURERADE ROM " +"INGA SPELFILER HITTADES. PLACERA ANTINGEN DINA SPEL I DEN KONFIGURERADE ROM-" "KATALOGEN ELLER ÄNDRA DESS SÖKVÄG MED KNAPPEN HÄR NEDANFÖR. ALTERNATIVT SÅ " "KAN DU GENERERA KATALOGSTRUKTUREN VILKET SKAPAR EN TEXTFIL FÖR VARJE SYSTEM " "SOM INNEHÅLLER INFORMATION SÅSOM VILKA FILÄNDELSER SOM STÖDS.\n" -"DET HÄR ÄR DEN KONFIGURERADE ROM KATALOGEN:\n" +"DET HÄR ÄR DEN KONFIGURERADE ROM-KATALOGEN:\n" msgid "CHANGE ROM DIRECTORY" -msgstr "ÄNDRA ROM KATALOGEN" +msgstr "ÄNDRA ROM-KATALOG" msgid "ENTER ROM DIRECTORY PATH" -msgstr "ROM KATALOGENS SÖKVÄG" +msgstr "ANGE ROM-KATALOGENS SÖKVÄG" msgid "" "ROM DIRECTORY SETTING SAVED, RESTART THE APPLICATION TO RESCAN THE SYSTEMS" msgstr "" -"INSTÄLLNINGEN FÖR ROM KATALOGEN SPARADES, STARTA OM APPLIKATIONEN FÖR ATT " -"SKANNA OM SYSTEMEN" +"INSTÄLLNINGEN FÖR ROM-KATALOGEN SPARADES, STARTA OM APPLIKATIONEN FÖR ATT " +"SÖKA IGENOM SYSTEMEN" msgid "Currently configured path:" msgstr "Nuvarande konfigurerad sökväg:" @@ -2508,7 +2509,7 @@ msgid "CLEAR (LEAVE BLANK TO RESET TO DEFAULT PATH)" msgstr "RENSA (LÄMNA TOMT FÖR STANDARDSÖKVÄG)" msgid "CREATE DIRECTORIES" -msgstr "SKAPA KATALOGERNA" +msgstr "SKAPA KATALOGER" msgid "" "THIS WILL CREATE DIRECTORIES FOR ALL THE GAME SYSTEMS DEFINED IN es_systems." @@ -2535,7 +2536,7 @@ msgid "" "\n" "SEE THE LOG FILE FOR MORE DETAILS" msgstr "" -"KUNDE INTE SKAPA SYSTEMKATALOGERNA, PROBLEM MED ÅTKOMST ELLER ÄR DISKEN " +"KUNDE INTE SKAPA SYSTEMKATALOGERNA, PROBLEM MED BEHÖRIGHET ELLER ÄR DISKEN " "FULL?\n" "\n" "SE LOGGFILEN FÖR MER INFORMATION" @@ -2548,8 +2549,8 @@ msgid "" msgstr "" "MINST ETT AV DINA SYSTEM HAR EN OGILTIG ALTERNATIV EMULATOR KONFIGURERAD SOM " "SAKNAR EN MATCHANDE POST I SYSTEM-KONFIGURATIONSFILEN, SE ÖVER DIN " -"KONFIGURATION MED HJÄLP AV 'ALTERNATIVA EMULATORER' INTERFACET I 'ANDRA " -"INSTÄLLNINGAR' MENYN" +"KONFIGURATION MED HJÄLP AV 'ALTERNATIVA EMULATORER' I MENYN 'ANDRA " +"INSTÄLLNINGAR'" msgid "UPDATE" msgstr "UPPDATERA" @@ -2561,11 +2562,11 @@ msgid "" "ACCOMPLISHED. AS IS ALSO DESCRIBED IN THAT DOCUMENT, NEVER UNPACK A NEW " "RELEASE ON TOP OF AN OLD INSTALLATION AS THAT MAY BREAK THE APPLICATION." msgstr "" -"APPLIKATIONSUPPDATERAREN KOMMER LADDA NER DEN SENASTE PORTABLA WINDOWS " +"APPLIKATIONSUPPDATERAREN KOMMER HÄMTA NER DEN SENASTE PORTABLA WINDOWS-" "VERSIONEN ÅT DIG, MEN DU MÅSTE MANUELLT GENOMFÖRA UPPGRADERINGEN. SE README." -"TXT FILEN I DEN NEDLADDADE ZIP FILEN FÖR INSTRUKTIONER OM HUR DETTA GÅR " +"TXT FILEN I DEN HÄMTADE ZIP-FILEN FÖR INSTRUKTIONER OM HUR DETTA GÅR " "TILLVÄGA. SOM ÄVEN BESKRIVS I DETTA DOKUMENT SÅ SKA DU ALDRIG PACKA UPP DEN " -"NYA RELEASEN OVANPÅ DEN GAMLA DÅ DETTA KAN FÖRSTÖRA APPLIKATIONEN." +"NYA UTGÅVAN OVANPÅ DEN GAMLA DÅ DETTA KAN FÖRSTÖRA APPLIKATIONEN." msgid "" "THE APPLICATION UPDATER WILL DOWNLOAD THE LATEST WINDOWS INSTALLER RELEASE " @@ -2573,7 +2574,7 @@ msgid "" "DOING THIS, MAKE SURE THAT YOU ANSWER YES TO THE QUESTION OF WHETHER TO " "UNINSTALL THE OLD VERSION, OR YOU MAY END UP WITH A BROKEN SETUP." msgstr "" -"APPLIKATIONSUPPDATERAREN KOMMER LADDA NER DEN SENASTE WINDOWS INSTALLER " +"APPLIKATIONSUPPDATERAREN KOMMER HÄMTA NER DEN SENASTE WINDOWS INSTALLER-" "VERSIONEN ÅT DIG, MEN DU MÅSTE GENOMFÖRA UPPGRADERINGEN MANUELLT. NÄR DU GÖR " "DETTA SÅ SÄKERSTÄLL ATT DU SVARAR JA PÅ FRÅGAN OM DU VILL AVINSTALLERA DEN " "GAMLA VERSIONEN, ANNARS KAN DU FÅ EN TRASIG INSTALLATION." @@ -2582,8 +2583,8 @@ msgid "" "THE APPLICATION UPDATER WILL DOWNLOAD THE LATEST RELEASE FOR YOU, BUT YOU " "WILL NEED TO MANUALLY INSTALL THE DMG FILE TO PERFORM THE UPGRADE." msgstr "" -"APPLIKATIONSUPPDATERAREN KOMMER LADDA NER DEN SENASTE VERSIONEN ÅT DIG, MEN " -"DU MÅSTE INSTALLERA DMG FILEN MANUELLT FÖR ATT GENOMFÖRA UPPGRADERINGEN." +"APPLIKATIONSUPPDATERAREN KOMMER HÄMTA NER DEN SENASTE VERSIONEN ÅT DIG, MEN " +"DU MÅSTE INSTALLERA DMG-FILEN MANUELLT FÖR ATT GENOMFÖRA UPPGRADERINGEN." #, c-format msgid "LAUNCHING GAME '%s'" @@ -2634,7 +2635,7 @@ msgid "Y-M-D" msgstr "Å-M-D" msgid "modify" -msgstr "modifiera" +msgstr "ändra" #, c-format msgid "%i (OF %i)" @@ -2668,7 +2669,7 @@ msgid "select none" msgstr "välj inga" msgid "add half star" -msgstr "addera halv stjärna" +msgstr "lägg till halv stjärna" msgid "toggle" msgstr "växla" @@ -2683,19 +2684,19 @@ msgid "WELCOME" msgstr "VÄLKOMMEN" msgid "CONFIGURE INPUT DEVICE" -msgstr "KONFIGURERA INPUTENHET" +msgstr "KONFIGURERA INMATNINGSENHET" #, c-format msgid "%i GAMEPAD DETECTED" msgid_plural "%i GAMEPADS DETECTED" -msgstr[0] "%i HANDKONTROLL DETEKTERAD" -msgstr[1] "%i HANDKONTROLLER DETEKTERADE" +msgstr[0] "%i HANDKONTROLL IDENTIFIERAD" +msgstr[1] "%i HANDKONTROLLER IDENTIFIERADE" msgid "NO GAMEPADS DETECTED" -msgstr "INGA HANDKONTROLLER DETEKTERADE" +msgstr "INGA HANDKONTROLLER IDENTIFIERADES" msgid "(ONLY ACCEPTING INPUT FROM FIRST CONTROLLER)" -msgstr "(ACCEPTERAR ENBART INPUT FRÅN DEN FÖRSTA HANDKONTROLLEN)" +msgstr "(ACCEPTERAR ENBART INMATNING FRÅN FÖRSTA HANDKONTROLLEN)" msgid "HOLD A BUTTON ON YOUR DEVICE TO CONFIGURE IT" msgstr "HÅLL INNE EN KNAPP PÅ DIN ENHET FÖR ATT KONFIGURERA DEN" @@ -2730,16 +2731,16 @@ msgid "ok" msgstr "ok" msgid "D-PAD UP" -msgstr "D-PAD UPP" +msgstr "RIKTNINGSKNAPP UPP" msgid "D-PAD DOWN" -msgstr "D-PAD NER" +msgstr "RIKTNINGSKNAPP NER" msgid "D-PAD LEFT" -msgstr "D-PAD VÄNSTER" +msgstr "RIKTNINGSKNAPP VÄNSTER" msgid "D-PAD RIGHT" -msgstr "D-PAD HÖGER" +msgstr "RIKTNINGSKNAPP HÖGER" msgid "MINUS" msgstr "MINUS" @@ -2775,10 +2776,10 @@ msgid "RIGHT SHOULDER" msgstr "HÖGER AXELKNAPP" msgid "LEFT TRIGGER" -msgstr "VÄNSTER TRIGGER" +msgstr "VÄNSTER AVTRYCKARE" msgid "RIGHT TRIGGER" -msgstr "HÖGER TRIGGER" +msgstr "HÖGER AVTRYCKARE" msgid "LEFT THUMBSTICK UP" msgstr "VÄNSTER STYRSPAK UPP" @@ -2838,28 +2839,28 @@ msgid "space" msgstr "blanksteg" msgid "LOAD DEFAULT" -msgstr "LADDA STANDARDVÄRDEN" +msgstr "LÄS IN STANDARDVÄRDEN" msgid "DISCARD CHANGES" -msgstr "KASSERA ÄNDRINGARNA" +msgstr "FÖRKASTA ÄNDRINGAR" msgid "discard changes" -msgstr "kassera ändringarna" +msgstr "förkasta ändringar" msgid "You have exceeded your daily scrape quota" -msgstr "Du har överskridit din dagliga scraping kvot" +msgstr "Du har överskridit din dagliga scraping-kvot" #, c-format msgid "Server returned HTTP error code %s" -msgstr "Servern returnerade HTTP felkod %s" +msgstr "Servern returnerade HTTP-felkoden %s" #, c-format msgid "ADDED INPUT DEVICE '%s'" -msgstr "LADE TILL INPUT ENHET '%s'" +msgstr "LADE TILL INMATNINGSENHETEN '%s'" #, c-format msgid "REMOVED INPUT DEVICE '%s'" -msgstr "TOG BORT INPUT ENHET '%s'" +msgstr "TOG BORT INMATNINGSENHETEN '%s'" msgid "medium" msgstr "medium" @@ -2910,10 +2911,10 @@ msgid "Searching for games..." msgstr "Söker efter spel..." msgid "Loading systems..." -msgstr "Laddar system..." +msgstr "Läser in system..." msgid "Reloading..." -msgstr "Laddar om..." +msgstr "Läser om..." msgid "Copying resources..." msgstr "Kopierar resurser..." @@ -2922,4 +2923,4 @@ msgid "Creating system directories..." msgstr "Skapar systemkataloger..." msgid "ERROR: COULDN'T RENDER PDF FILE" -msgstr "FEL: KUNDE INTE RENDERA PDF FIL" +msgstr "FEL: KUNDE INTE RENDERA PDF-FIL" From 7a96f88f8807a594163460b8dfd288f9d61e8bec Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Sun, 9 Mar 2025 12:52:43 +0100 Subject: [PATCH 167/284] Updated the ca_ES translations --- locale/po/ca_ES.po | 22 +++++++++++----------- 1 file changed, 11 insertions(+), 11 deletions(-) diff --git a/locale/po/ca_ES.po b/locale/po/ca_ES.po index a77b84176..9f79ef06b 100644 --- a/locale/po/ca_ES.po +++ b/locale/po/ca_ES.po @@ -8,7 +8,7 @@ msgstr "" "Project-Id-Version: ES-DE Frontend\n" "Report-Msgid-Bugs-To: info@es-de.org\n" "POT-Creation-Date: 2025-03-01 09:47+0100\n" -"PO-Revision-Date: 2024-12-02 10:11+0100\n" +"PO-Revision-Date: 2025-03-07 00:41+0100\n" "Last-Translator: Josep M \n" "Language-Team: Català \n" "Language: ca_ES\n" @@ -760,7 +760,7 @@ msgid "LONG" msgstr "LLARGA" msgid "POPUP" -msgstr "" +msgstr "EMERGENT" msgid "UI MODE" msgstr "MODE D'INTERFÍCIE" @@ -820,7 +820,7 @@ msgid "GAMES AND SYSTEMS" msgstr "JOCS I SISTEMES" msgid "SYSTEM STATUS SETTINGS" -msgstr "" +msgstr "OPCIONS D'ESTAT DE SISTEMA" msgid "MEDIA VIEWER SETTINGS" msgstr "OPCIONS DEL VISUALITZADOR MULTIMÈDIA" @@ -832,7 +832,7 @@ msgid "ENABLE THEME VARIANT TRIGGERS" msgstr "HABILITAR ELS DISPARADORS DE LES VARIANTS DEL TEMA" msgid "DISPLAY CLOCK" -msgstr "" +msgstr "MOSTRAR RELLOTGE" msgid "BLUR BACKGROUND WHEN MENU IS OPEN" msgstr "DESENFOCA EL FONS QUAN S'OBRE EL MENÚ" @@ -1068,7 +1068,7 @@ msgid "ENABLE CUSTOM EVENT SCRIPTS" msgstr "HABILITAR SCRIPTS PERSONALITZATS D'ESDEVENIMENT" msgid "BROWSING CUSTOM EVENTS" -msgstr "" +msgstr "VEIENT ESDEVENIMENTS PERSONALITZATS" msgid "ONLY SHOW GAMES FROM GAMELIST.XML FILES" msgstr "MOSTRAR NOMÉS JOCS DELS ARXIUS GAMELIST.XML" @@ -1150,7 +1150,7 @@ msgstr "APAGAR EL SISTEMA" msgctxt "short" msgid "SYSTEM STATUS SETTINGS" -msgstr "" +msgstr "OPCIONS D'ESTAT DE SISTEMA" msgctxt "short" msgid "MEDIA VIEWER SETTINGS" @@ -1881,19 +1881,19 @@ msgid "RENDER BLUR" msgstr "RENDERITZAR DIFUMINAT" msgid "DISPLAY BLUETOOTH STATUS INDICATOR" -msgstr "" +msgstr "MOSTRA L'INDICADOR D'ESTAT BLUETOOTH" msgid "DISPLAY WI-FI STATUS INDICATOR" -msgstr "" +msgstr "MOSTRA L'INDICADOR D'ESTAT WI-FI" msgid "DISPLAY CELLULAR STATUS INDICATOR" -msgstr "" +msgstr "MOSTRA L'INDICADOR D'ESTAT DE LA XARXA MÒBIL" msgid "DISPLAY BATTERY STATUS INDICATOR" -msgstr "" +msgstr "MOSTRA L'INDICADOR D'ESTAT DE LA BATERIA" msgid "DISPLAY BATTERY CHARGE PERCENTAGE" -msgstr "" +msgstr "MOSTRA EL PERCENTATGE DE CÀRREGA DE LA BATERIA" msgid "DOWNLOADING THEMES LIST 100%" msgstr "DESCARREGANT EL LLISTAT DE TEMES 100%" From db726fa1de8e40f897e00c16ad2af533339dd44a Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Sun, 9 Mar 2025 15:50:40 +0100 Subject: [PATCH 168/284] Added a 'scope' property to the systemstatus and clock elements --- es-core/src/GuiComponent.cpp | 2 +- es-core/src/GuiComponent.h | 6 +-- es-core/src/ThemeData.cpp | 2 + es-core/src/Window.cpp | 37 +++++++++++++------ es-core/src/components/DateTimeComponent.cpp | 22 +++++++++++ es-core/src/components/HelpComponent.cpp | 8 ++-- .../src/components/SystemStatusComponent.cpp | 21 +++++++++++ 7 files changed, 79 insertions(+), 19 deletions(-) diff --git a/es-core/src/GuiComponent.cpp b/es-core/src/GuiComponent.cpp index 7b734e662..ccefb5bff 100644 --- a/es-core/src/GuiComponent.cpp +++ b/es-core/src/GuiComponent.cpp @@ -31,7 +31,7 @@ GuiComponent::GuiComponent() , mRotationOrigin {0.5f, 0.5f} , mSize {0.0f, 0.0f} , mStationary {Stationary::NEVER} - , mHelpComponentScope {HelpComponentScope::SHARED} + , mComponentScope {ComponentScope::SHARED} , mRenderDuringTransitions {true} , mBrightness {0.0f} , mOpacity {1.0f} diff --git a/es-core/src/GuiComponent.h b/es-core/src/GuiComponent.h index a49ffd397..2c154e8f7 100644 --- a/es-core/src/GuiComponent.h +++ b/es-core/src/GuiComponent.h @@ -65,7 +65,7 @@ enum class Stationary { BETWEEN_VIEWS }; -enum class HelpComponentScope { +enum class ComponentScope { SHARED, VIEW, MENU, @@ -125,7 +125,7 @@ public: void setRotationOrigin(glm::vec2 origin) { setRotationOrigin(origin.x, origin.y); } const Stationary getStationary() const { return mStationary; } - const HelpComponentScope getHelpComponentScope() const { return mHelpComponentScope; } + const ComponentScope getComponentScope() const { return mComponentScope; } const bool getRenderDuringTransitions() const { return mRenderDuringTransitions; } virtual glm::vec2 getSize() const { return mSize; } @@ -414,7 +414,7 @@ protected: glm::vec2 mRotationOrigin; glm::vec2 mSize; Stationary mStationary; - HelpComponentScope mHelpComponentScope; + ComponentScope mComponentScope; bool mRenderDuringTransitions; float mBrightness; diff --git a/es-core/src/ThemeData.cpp b/es-core/src/ThemeData.cpp index 3ccaf82bd..ca31cfa94 100644 --- a/es-core/src/ThemeData.cpp +++ b/es-core/src/ThemeData.cpp @@ -585,6 +585,7 @@ std::map> {"origin", NORMALIZED_PAIR}, {"rotation", FLOAT}, {"rotationOrigin", NORMALIZED_PAIR}, + {"scope", STRING}, {"fontPath", PATH}, {"textRelativeScale", FLOAT}, {"color", COLOR}, @@ -603,6 +604,7 @@ std::map> {"origin", NORMALIZED_PAIR}, {"rotation", FLOAT}, {"rotationOrigin", NORMALIZED_PAIR}, + {"scope", STRING}, {"fontPath", PATH}, {"fontSize", FLOAT}, {"horizontalAlignment", STRING}, diff --git a/es-core/src/Window.cpp b/es-core/src/Window.cpp index f93b9f886..8d872bae9 100644 --- a/es-core/src/Window.cpp +++ b/es-core/src/Window.cpp @@ -494,6 +494,7 @@ void Window::render() glm::mat4 trans {mRenderer->getIdentity()}; mRenderedHelpPrompts = false; + bool menuIsOpen {false}; // Draw only bottom and top of GuiStack (if they are different). if (!mGuiStack.empty()) { @@ -534,6 +535,8 @@ void Window::render() bottom->render(trans); if (bottom != top || mRenderLaunchScreen) { + if (!mRenderLaunchScreen) + menuIsOpen = true; if (!mCachedBackground && mInvalidateCacheTimer == 0) { // Generate a cache texture of the shaded background when opening the menu, which // will remain valid until the menu is closed. This is way faster than having to @@ -640,9 +643,9 @@ void Window::render() if (!mRenderedHelpPrompts) { if (mHelpComponents != nullptr) { for (auto& helpComponent : *mHelpComponents) { - if (helpComponent->getHelpComponentScope() == HelpComponentScope::NONE) + if (helpComponent->getComponentScope() == ComponentScope::NONE) continue; - if (helpComponent->getHelpComponentScope() != HelpComponentScope::VIEW) { + if (helpComponent->getComponentScope() != ComponentScope::VIEW) { helpComponent->setVisible(true); helpComponent->render(trans); } @@ -694,13 +697,27 @@ void Window::render() } if (mClockComponents != nullptr) { - for (auto& clockComponent : *mClockComponents) + for (auto& clockComponent : *mClockComponents) { + if (clockComponent->getComponentScope() == ComponentScope::NONE) + continue; + if (menuIsOpen && clockComponent->getComponentScope() == ComponentScope::VIEW) + continue; + if (!menuIsOpen && clockComponent->getComponentScope() == ComponentScope::MENU) + continue; clockComponent->render(trans); + } } if (mSystemStatusComponents != nullptr) { - for (auto& systemStatusComponent : *mSystemStatusComponents) + for (auto& systemStatusComponent : *mSystemStatusComponents) { + if (systemStatusComponent->getComponentScope() == ComponentScope::NONE) + continue; + if (menuIsOpen && systemStatusComponent->getComponentScope() == ComponentScope::VIEW) + continue; + if (!menuIsOpen && systemStatusComponent->getComponentScope() == ComponentScope::MENU) + continue; systemStatusComponent->render(trans); + } } if (mInfoPopup) @@ -817,9 +834,9 @@ void Window::renderHelpPromptsEarly() { if (mHelpComponents != nullptr) { for (auto& helpComponent : *mHelpComponents) { - if (helpComponent->getHelpComponentScope() == HelpComponentScope::NONE) + if (helpComponent->getComponentScope() == ComponentScope::NONE) continue; - if (helpComponent->getHelpComponentScope() != HelpComponentScope::MENU) { + if (helpComponent->getComponentScope() != ComponentScope::MENU) { helpComponent->setVisible(true); helpComponent->render(mRenderer->getIdentity()); } @@ -901,13 +918,11 @@ void Window::setHelpPrompts(const std::vector& prompts) if (mHelpComponents != nullptr) { for (auto& helpComponent : *mHelpComponents) { - if (helpComponent->getHelpComponentScope() == HelpComponentScope::NONE) + if (helpComponent->getComponentScope() == ComponentScope::NONE) continue; - if (mGuiStack.size() == 1 && - helpComponent->getHelpComponentScope() == HelpComponentScope::MENU) + if (mGuiStack.size() == 1 && helpComponent->getComponentScope() == ComponentScope::MENU) continue; - if (mGuiStack.size() > 1 && - helpComponent->getHelpComponentScope() == HelpComponentScope::VIEW) + if (mGuiStack.size() > 1 && helpComponent->getComponentScope() == ComponentScope::VIEW) continue; helpComponent->clearPrompts(); helpComponent->setPrompts(addPrompts); diff --git a/es-core/src/components/DateTimeComponent.cpp b/es-core/src/components/DateTimeComponent.cpp index 108a4c13b..40e97280c 100644 --- a/es-core/src/components/DateTimeComponent.cpp +++ b/es-core/src/components/DateTimeComponent.cpp @@ -207,6 +207,28 @@ void DateTimeComponent::applyTheme(const std::shared_ptr& theme, if (!elem) return; + if (mClockMode && elem->has("scope")) { + const std::string& scope {elem->get("scope")}; + if (scope == "shared") { + mComponentScope = ComponentScope::SHARED; + } + else if (scope == "view") { + mComponentScope = ComponentScope::VIEW; + } + else if (scope == "menu") { + mComponentScope = ComponentScope::MENU; + } + else if (scope == "none") { + mComponentScope = ComponentScope::NONE; + } + else { + LOG(LogWarning) << componentName + << ": Invalid theme configuration, property " + "\"scope\" for element \"" + << element.substr(6) << "\" defined as \"" << scope << "\""; + } + } + if (properties & ThemeFlags::POSITION && elem->has("stationary")) { const std::string& stationary {elem->get("stationary")}; if (stationary == "never") diff --git a/es-core/src/components/HelpComponent.cpp b/es-core/src/components/HelpComponent.cpp index d40ff0316..d6614d13b 100644 --- a/es-core/src/components/HelpComponent.cpp +++ b/es-core/src/components/HelpComponent.cpp @@ -178,16 +178,16 @@ void HelpComponent::applyTheme(const std::shared_ptr& theme, if (elem->has("scope")) { const std::string& scope {elem->get("scope")}; if (scope == "shared") { - mHelpComponentScope = HelpComponentScope::SHARED; + mComponentScope = ComponentScope::SHARED; } else if (scope == "view") { - mHelpComponentScope = HelpComponentScope::VIEW; + mComponentScope = ComponentScope::VIEW; } else if (scope == "menu") { - mHelpComponentScope = HelpComponentScope::MENU; + mComponentScope = ComponentScope::MENU; } else if (scope == "none") { - mHelpComponentScope = HelpComponentScope::NONE; + mComponentScope = ComponentScope::NONE; } else { LOG(LogWarning) << "HelpComponent: Invalid theme configuration, property " diff --git a/es-core/src/components/SystemStatusComponent.cpp b/es-core/src/components/SystemStatusComponent.cpp index ca3201045..38cd8c55a 100644 --- a/es-core/src/components/SystemStatusComponent.cpp +++ b/es-core/src/components/SystemStatusComponent.cpp @@ -192,6 +192,27 @@ void SystemStatusComponent::applyTheme(const std::shared_ptr& theme, std::round(glm::clamp(elem->get("height") * scale, 0.01f * scale, 0.5f * scale)); } + if (elem->has("scope")) { + const std::string& scope {elem->get("scope")}; + if (scope == "shared") { + mComponentScope = ComponentScope::SHARED; + } + else if (scope == "view") { + mComponentScope = ComponentScope::VIEW; + } + else if (scope == "menu") { + mComponentScope = ComponentScope::MENU; + } + else if (scope == "none") { + mComponentScope = ComponentScope::NONE; + } + else { + LOG(LogWarning) << "SystemStatusComponent: Invalid theme configuration, property " + "\"scope\" for element \"" + << element.substr(13) << "\" defined as \"" << scope << "\""; + } + } + if (elem->has("textRelativeScale")) textRelativeScale = glm::clamp(elem->get("textRelativeScale"), 0.5f, 1.0f); From 0881fc54b9092e003c6348a776a19d85f12e49ee Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Sun, 9 Mar 2025 15:51:49 +0100 Subject: [PATCH 169/284] Documentation update --- CHANGELOG.md | 1 + CREDITS.md | 1 + THEMES-DEV.md | 8 ++++++++ 3 files changed, 10 insertions(+) diff --git a/CHANGELOG.md b/CHANGELOG.md index 1c27ab5b0..37bf7f46c 100644 --- a/CHANGELOG.md +++ b/CHANGELOG.md @@ -47,6 +47,7 @@ * Updated SDL to 2.32.2 on Android, Windows, macOS and the Linux AppImage builds * Updated the MAME index files to include ROMs up to MAME version 0.275 * Bundled the February 2025 release of the Mozilla TLS/SSL certificates +* Translation updates for multiple languages ### Bug fixes diff --git a/CREDITS.md b/CREDITS.md index a2394de46..21a83d043 100644 --- a/CREDITS.md +++ b/CREDITS.md @@ -42,6 +42,7 @@ SilverGreen93 \ Lulzee \ **Swedish** \ Leon Styhre \ +Daniel Nylander \ **Japanese** \ 冰棍 \ **Korean** \ diff --git a/THEMES-DEV.md b/THEMES-DEV.md index be8308cd8..efa3e22d3 100644 --- a/THEMES-DEV.md +++ b/THEMES-DEV.md @@ -3630,6 +3630,10 @@ Properties: - Point around which the element will be rotated. - Minimum value per axis is `0` and maximum value per axis is `1` - Default is `0.5 0.5`. +* `scope` - type: STRING + - This property makes it possible to specify when the systemstatus element should be displayed. If it's set to `view` then it will only be displayed in the system and gamelist views and will be hidden when the menu is open. The opposite is true if it's set to `menu`, in this case the element will only be shown when the menu is open. Setting the property to `shared` will display the element both in the system and gamelist views and when the menu is open. Finally, setting it to `none` will not display the element at all, which is useful for special cases where there is shared configuration between multiple elements and you wish to disable one or more of these elements per view. + - Valid values are `shared`, `view`, `menu` or `none` + - Default is `shared` * `fontPath` - type: PATH - Path to a TrueType or OpenType font (.ttf or .otf) which is used for the battery percentage indicator. * `textRelativeScale` - type: FLOAT. @@ -3721,6 +3725,10 @@ Properties: - Point around which the element will be rotated. - Minimum value per axis is `0` and maximum value per axis is `1` - Default is `0.5 0.5`. +* `scope` - type: STRING + - This property makes it possible to specify when the clock element should be displayed. If it's set to `view` then it will only be displayed in the system and gamelist views and will be hidden when the menu is open. The opposite is true if it's set to `menu`, in this case the element will only be shown when the menu is open. Setting the property to `shared` will display the element both in the system and gamelist views and when the menu is open. Finally, setting it to `none` will not display the element at all, which is useful for special cases where there is shared configuration between multiple elements and you wish to disable one or more of these elements per view. + - Valid values are `shared`, `view`, `menu` or `none` + - Default is `shared` * `fontPath` - type: PATH - Path to a TrueType or OpenType font (.ttf or .otf) * `fontSize` - type: FLOAT From d83079fa725d31f87ad27010dd1b1e712ec1fd47 Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Sun, 9 Mar 2025 21:16:15 +0100 Subject: [PATCH 170/284] Updated the pl_PL translations --- locale/po/pl_PL.po | 26 +++++++++++++------------- 1 file changed, 13 insertions(+), 13 deletions(-) diff --git a/locale/po/pl_PL.po b/locale/po/pl_PL.po index 9d3189858..55ac46df4 100644 --- a/locale/po/pl_PL.po +++ b/locale/po/pl_PL.po @@ -8,7 +8,7 @@ msgstr "" "Project-Id-Version: ES-DE Frontend\n" "Report-Msgid-Bugs-To: info@es-de.org\n" "POT-Creation-Date: 2025-03-01 09:47+0100\n" -"PO-Revision-Date: 2024-11-25 18:12+0100\n" +"PO-Revision-Date: 2025-03-09 20:06+0100\n" "Last-Translator: Northwestern Software \n" "Language-Team: Polski \n" "Language: pl_PL\n" @@ -772,7 +772,7 @@ msgid "LONG" msgstr "DŁUGO" msgid "POPUP" -msgstr "" +msgstr "POP-UP" msgid "UI MODE" msgstr "TRYB INTERFEJSU" @@ -834,7 +834,7 @@ msgid "GAMES AND SYSTEMS" msgstr "GRY I SYSTEMY" msgid "SYSTEM STATUS SETTINGS" -msgstr "" +msgstr "USTAWIENIA STANU SYSTEMU" msgid "MEDIA VIEWER SETTINGS" msgstr "USTAWIENIA PRZEGLĄDARKI MULTIMEDIÓW" @@ -846,7 +846,7 @@ msgid "ENABLE THEME VARIANT TRIGGERS" msgstr "WŁĄCZ WYZWALANIE WARIANTÓW MOTYWU" msgid "DISPLAY CLOCK" -msgstr "" +msgstr "POKAŻ ZEGAR" msgid "BLUR BACKGROUND WHEN MENU IS OPEN" msgstr "ROZMYJ TŁO PO OTWARCIU MENU" @@ -1079,10 +1079,10 @@ msgid "SHOW HIDDEN GAMES" msgstr "POKAŻ UKRYTE GRY" msgid "ENABLE CUSTOM EVENT SCRIPTS" -msgstr "WŁĄCZ WŁASNE SKRYPTY ZDARZEŃ" +msgstr "WŁĄCZ SKRYPTY ZDARZEŃ" msgid "BROWSING CUSTOM EVENTS" -msgstr "" +msgstr "PRZEGLĄDANIE ZDARZEŃ WŁASNYCH" msgid "ONLY SHOW GAMES FROM GAMELIST.XML FILES" msgstr "POKAŻ TYLKO GRY Z PLIKÓW GAMELIST.XML" @@ -1100,7 +1100,7 @@ msgid "DEBUG MODE" msgstr "TRYB DEBUG" msgid "DISPLAY GPU STATISTICS OVERLAY" -msgstr "WYŚWIETL NAKŁADKĘ STATYSTYK GPU" +msgstr "POKAŻ NAKŁADKĘ STATYSTYK GPU" msgid "ENABLE MENU IN KID MODE" msgstr "WŁĄCZ MENU W TRYBIE DZIECKA" @@ -1164,7 +1164,7 @@ msgstr "WYŁĄCZ SYSTEM" msgctxt "short" msgid "SYSTEM STATUS SETTINGS" -msgstr "" +msgstr "USTAWIENIA STANU SYSTEMU" msgctxt "short" msgid "MEDIA VIEWER SETTINGS" @@ -1895,19 +1895,19 @@ msgid "RENDER BLUR" msgstr "RENDERUJ ROZMYCIE" msgid "DISPLAY BLUETOOTH STATUS INDICATOR" -msgstr "" +msgstr "POKAŻ WSKAŹNIK STANU BLUETOOTH" msgid "DISPLAY WI-FI STATUS INDICATOR" -msgstr "" +msgstr "POKAŻ WSKAŹNIK STANU WIFI" msgid "DISPLAY CELLULAR STATUS INDICATOR" -msgstr "" +msgstr "POKAŻ WSKAŹNIK STANU SIECI KOMÓRKOWEJ" msgid "DISPLAY BATTERY STATUS INDICATOR" -msgstr "" +msgstr "POKAŻ WSKAŹNIK STANU BATERII" msgid "DISPLAY BATTERY CHARGE PERCENTAGE" -msgstr "" +msgstr "POKAŻ PROCENT NAŁADOWANIA BATERII" msgid "DOWNLOADING THEMES LIST 100%" msgstr "POBIERANIE LISTY MOTYWÓW 100%" From 1674853750d32a4a81813bf8c25e40c61c48666a Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Mon, 10 Mar 2025 21:29:58 +0100 Subject: [PATCH 171/284] (linear-es-de) Added system metadata translations for 15 languages --- themes/linear-es-de/system/metadata/3do.xml | 86 +++++++- themes/linear-es-de/system/metadata/README.md | 2 +- .../linear-es-de/system/metadata/_default.xml | 117 ++++++++-- themes/linear-es-de/system/metadata/adam.xml | 82 ++++++- themes/linear-es-de/system/metadata/ags.xml | 84 +++++++- themes/linear-es-de/system/metadata/amiga.xml | 82 ++++++- .../system/metadata/amiga1200.xml | 82 ++++++- .../linear-es-de/system/metadata/amiga600.xml | 82 ++++++- .../system/metadata/amigacd32.xml | 82 ++++++- .../system/metadata/amstradcpc.xml | 82 ++++++- .../linear-es-de/system/metadata/android.xml | 84 +++++++- .../system/metadata/androidapps.xml | 104 +++++++-- .../system/metadata/androidgames.xml | 104 +++++++-- .../linear-es-de/system/metadata/apple2.xml | 82 ++++++- .../linear-es-de/system/metadata/apple2gs.xml | 82 ++++++- themes/linear-es-de/system/metadata/apps.xml | 102 +++++++++ .../linear-es-de/system/metadata/arcade.xml | 86 +++++++- .../linear-es-de/system/metadata/arcadia.xml | 82 ++++++- .../system/metadata/archimedes.xml | 82 ++++++- .../linear-es-de/system/metadata/arduboy.xml | 82 ++++++- .../system/metadata/astrocade.xml | 129 ++++++++++- .../system/metadata/atari2600.xml | 82 ++++++- .../system/metadata/atari5200.xml | 82 ++++++- .../system/metadata/atari7800.xml | 82 ++++++- .../linear-es-de/system/metadata/atari800.xml | 112 +++++++++- .../system/metadata/atarijaguar.xml | 82 ++++++- .../system/metadata/atarijaguarcd.xml | 82 ++++++- .../system/metadata/atarilynx.xml | 82 ++++++- .../linear-es-de/system/metadata/atarist.xml | 142 +++++++++++- .../linear-es-de/system/metadata/atarixe.xml | 86 +++++++- .../system/metadata/atomiswave.xml | 82 ++++++- .../system/metadata/auto-allgames.xml | 90 +++++++- .../system/metadata/auto-favorites.xml | 91 +++++++- .../system/metadata/auto-lastplayed.xml | 91 +++++++- .../linear-es-de/system/metadata/bbcmicro.xml | 84 +++++++- themes/linear-es-de/system/metadata/c64.xml | 82 ++++++- .../system/metadata/cavestory.xml | 112 ++++++++-- .../linear-es-de/system/metadata/cdimono1.xml | 82 ++++++- themes/linear-es-de/system/metadata/cdtv.xml | 82 ++++++- .../linear-es-de/system/metadata/chailove.xml | 84 +++++++- .../linear-es-de/system/metadata/channelf.xml | 84 +++++++- themes/linear-es-de/system/metadata/coco.xml | 84 +++++++- .../system/metadata/colecovision.xml | 82 ++++++- .../linear-es-de/system/metadata/colors.xml | 64 ++++++ .../system/metadata/completed.xml | 86 +++++++- .../system/metadata/consolearcade.xml | 86 +++++++- themes/linear-es-de/system/metadata/cps.xml | 112 +++++++++- themes/linear-es-de/system/metadata/cps1.xml | 112 +++++++++- themes/linear-es-de/system/metadata/cps2.xml | 82 ++++++- themes/linear-es-de/system/metadata/cps3.xml | 82 ++++++- .../linear-es-de/system/metadata/crvision.xml | 82 ++++++- .../system/metadata/custom-collections.xml | 89 +++++++- .../linear-es-de/system/metadata/daphne.xml | 84 +++++++- .../linear-es-de/system/metadata/desktop.xml | 86 +++++++- themes/linear-es-de/system/metadata/doom.xml | 84 +++++++- themes/linear-es-de/system/metadata/dos.xml | 84 +++++++- .../linear-es-de/system/metadata/dragon32.xml | 114 +++++++++- .../system/metadata/dreamcast.xml | 112 +++++++++- .../linear-es-de/system/metadata/easyrpg.xml | 86 +++++++- .../linear-es-de/system/metadata/electron.xml | 82 ++++++- .../system/metadata/emulators.xml | 86 +++++++- themes/linear-es-de/system/metadata/epic.xml | 82 ++++++- .../linear-es-de/system/metadata/famicom.xml | 91 +++++++- themes/linear-es-de/system/metadata/fba.xml | 144 ++++++++++++- themes/linear-es-de/system/metadata/fbneo.xml | 144 ++++++++++++- themes/linear-es-de/system/metadata/fds.xml | 89 +++++++- themes/linear-es-de/system/metadata/flash.xml | 84 +++++++- themes/linear-es-de/system/metadata/fm7.xml | 82 ++++++- .../linear-es-de/system/metadata/fmtowns.xml | 112 +++++++++- .../linear-es-de/system/metadata/fpinball.xml | 86 +++++++- .../linear-es-de/system/metadata/gamate.xml | 84 +++++++- .../system/metadata/gameandwatch.xml | 147 ++++++++++++- .../linear-es-de/system/metadata/gamecom.xml | 130 ++++++++++- .../linear-es-de/system/metadata/gamegear.xml | 112 +++++++++- themes/linear-es-de/system/metadata/gb.xml | 87 +++++++- themes/linear-es-de/system/metadata/gba.xml | 82 ++++++- themes/linear-es-de/system/metadata/gbah.xml | 102 +++++++++ themes/linear-es-de/system/metadata/gbc.xml | 82 ++++++- themes/linear-es-de/system/metadata/gbch.xml | 102 +++++++++ themes/linear-es-de/system/metadata/gbh.xml | 102 +++++++++ themes/linear-es-de/system/metadata/gc.xml | 112 +++++++++- .../linear-es-de/system/metadata/genesis.xml | 82 ++++++- themes/linear-es-de/system/metadata/genh.xml | 102 +++++++++ .../linear-es-de/system/metadata/gmaster.xml | 112 +++++++++- .../linear-es-de/system/metadata/gx4000.xml | 82 ++++++- .../system/metadata/intellivision.xml | 82 ++++++- themes/linear-es-de/system/metadata/j2me.xml | 84 +++++++- themes/linear-es-de/system/metadata/kodi.xml | 84 +++++++- .../system/metadata/laserdisc.xml | 86 +++++++- .../linear-es-de/system/metadata/lcdgames.xml | 146 ++++++++++++- .../linear-es-de/system/metadata/lowresnx.xml | 86 +++++++- .../linear-es-de/system/metadata/lutris.xml | 118 +++++++++- themes/linear-es-de/system/metadata/lutro.xml | 84 +++++++- .../system/metadata/macintosh.xml | 112 +++++++++- .../system/metadata/mame-advmame.xml | 86 +++++++- themes/linear-es-de/system/metadata/mame.xml | 114 +++++++++- .../system/metadata/mastersystem.xml | 112 +++++++++- .../linear-es-de/system/metadata/megacd.xml | 116 +++++++++- .../linear-es-de/system/metadata/megacdjp.xml | 116 +++++++++- .../system/metadata/megadrive.xml | 82 ++++++- .../system/metadata/megadrivejp.xml | 82 ++++++- .../linear-es-de/system/metadata/megaduck.xml | 84 +++++++- themes/linear-es-de/system/metadata/mess.xml | 84 +++++++- .../linear-es-de/system/metadata/model2.xml | 82 ++++++- .../linear-es-de/system/metadata/model3.xml | 82 ++++++- .../system/metadata/moonlight.xml | 112 ++++++++-- themes/linear-es-de/system/metadata/moto.xml | 82 ++++++- themes/linear-es-de/system/metadata/msx.xml | 112 +++++++++- themes/linear-es-de/system/metadata/msx1.xml | 112 +++++++++- themes/linear-es-de/system/metadata/msx2.xml | 112 +++++++++- .../system/metadata/msxturbor.xml | 82 ++++++- themes/linear-es-de/system/metadata/mugen.xml | 84 +++++++- .../system/metadata/multivision.xml | 82 ++++++- themes/linear-es-de/system/metadata/n3ds.xml | 82 ++++++- themes/linear-es-de/system/metadata/n64.xml | 82 ++++++- themes/linear-es-de/system/metadata/n64dd.xml | 84 +++++++- themes/linear-es-de/system/metadata/naomi.xml | 112 +++++++++- .../linear-es-de/system/metadata/naomi2.xml | 112 +++++++++- .../linear-es-de/system/metadata/naomigd.xml | 112 +++++++++- themes/linear-es-de/system/metadata/nds.xml | 82 ++++++- .../linear-es-de/system/metadata/neogeo.xml | 82 ++++++- .../linear-es-de/system/metadata/neogeocd.xml | 82 ++++++- .../system/metadata/neogeocdjp.xml | 82 ++++++- themes/linear-es-de/system/metadata/nes.xml | 87 +++++++- themes/linear-es-de/system/metadata/nesh.xml | 102 +++++++++ themes/linear-es-de/system/metadata/ngage.xml | 112 +++++++++- themes/linear-es-de/system/metadata/ngp.xml | 114 +++++++++- themes/linear-es-de/system/metadata/ngpc.xml | 114 +++++++++- .../system/metadata/now-playing.xml | 86 +++++++- .../linear-es-de/system/metadata/odyssey2.xml | 84 +++++++- .../linear-es-de/system/metadata/openbor.xml | 84 +++++++- themes/linear-es-de/system/metadata/oric.xml | 82 ++++++- themes/linear-es-de/system/metadata/palm.xml | 84 +++++++- themes/linear-es-de/system/metadata/pc.xml | 142 +++++++++++- themes/linear-es-de/system/metadata/pc88.xml | 112 +++++++++- themes/linear-es-de/system/metadata/pc98.xml | 142 +++++++++++- .../linear-es-de/system/metadata/pcarcade.xml | 86 +++++++- .../linear-es-de/system/metadata/pcengine.xml | 112 +++++++++- .../system/metadata/pcenginecd.xml | 112 +++++++++- themes/linear-es-de/system/metadata/pcfx.xml | 112 +++++++++- themes/linear-es-de/system/metadata/pico8.xml | 84 +++++++- .../linear-es-de/system/metadata/playdate.xml | 82 ++++++- themes/linear-es-de/system/metadata/plus4.xml | 112 +++++++++- .../linear-es-de/system/metadata/pokemini.xml | 82 ++++++- themes/linear-es-de/system/metadata/ports.xml | 86 +++++++- themes/linear-es-de/system/metadata/ps2.xml | 112 +++++++++- themes/linear-es-de/system/metadata/ps3.xml | 114 +++++++++- themes/linear-es-de/system/metadata/ps4.xml | 82 ++++++- themes/linear-es-de/system/metadata/psp.xml | 114 +++++++++- .../linear-es-de/system/metadata/psvita.xml | 82 ++++++- themes/linear-es-de/system/metadata/psx.xml | 112 +++++++++- .../linear-es-de/system/metadata/pv1000.xml | 142 +++++++++++- themes/linear-es-de/system/metadata/quake.xml | 84 +++++++- .../linear-es-de/system/metadata/samcoupe.xml | 82 ++++++- .../system/metadata/satellaview.xml | 84 +++++++- .../linear-es-de/system/metadata/saturn.xml | 114 +++++++++- .../linear-es-de/system/metadata/saturnjp.xml | 112 +++++++++- .../linear-es-de/system/metadata/scummvm.xml | 84 +++++++- themes/linear-es-de/system/metadata/scv.xml | 82 ++++++- .../linear-es-de/system/metadata/sega32x.xml | 118 +++++++++- .../system/metadata/sega32xjp.xml | 116 +++++++++- .../system/metadata/sega32xna.xml | 118 +++++++++- .../linear-es-de/system/metadata/segacd.xml | 118 +++++++++- themes/linear-es-de/system/metadata/sfc.xml | 82 ++++++- .../linear-es-de/system/metadata/sg-1000.xml | 112 +++++++++- themes/linear-es-de/system/metadata/sgb.xml | 144 ++++++++++++- themes/linear-es-de/system/metadata/snes.xml | 84 +++++++- themes/linear-es-de/system/metadata/snesh.xml | 102 +++++++++ .../linear-es-de/system/metadata/snesna.xml | 84 +++++++- .../linear-es-de/system/metadata/snesnah.xml | 102 +++++++++ .../linear-es-de/system/metadata/solarus.xml | 204 +++++++++++++++++- .../system/metadata/spectravideo.xml | 82 ++++++- themes/linear-es-de/system/metadata/steam.xml | 82 ++++++- .../system/metadata/stratagus.xml | 112 ++++++++-- themes/linear-es-de/system/metadata/stv.xml | 112 +++++++++- .../linear-es-de/system/metadata/sufami.xml | 144 ++++++++++++- .../system/metadata/supergrafx.xml | 112 +++++++++- .../system/metadata/supervision.xml | 82 ++++++- .../linear-es-de/system/metadata/supracan.xml | 82 ++++++- .../linear-es-de/system/metadata/switch.xml | 84 +++++++- .../linear-es-de/system/metadata/symbian.xml | 84 +++++++- .../system/metadata/tanodragon.xml | 84 +++++++- themes/linear-es-de/system/metadata/tg-cd.xml | 112 +++++++++- themes/linear-es-de/system/metadata/tg16.xml | 112 +++++++++- themes/linear-es-de/system/metadata/ti99.xml | 114 +++++++++- themes/linear-es-de/system/metadata/tic80.xml | 84 +++++++- themes/linear-es-de/system/metadata/to8.xml | 84 +++++++- themes/linear-es-de/system/metadata/tools.xml | 86 +++++++- .../linear-es-de/system/metadata/triforce.xml | 84 +++++++- .../linear-es-de/system/metadata/trs-80.xml | 84 +++++++- .../linear-es-de/system/metadata/type-x.xml | 114 +++++++++- .../linear-es-de/system/metadata/uzebox.xml | 114 +++++++++- .../linear-es-de/system/metadata/vectrex.xml | 114 +++++++++- themes/linear-es-de/system/metadata/vic20.xml | 112 +++++++++- .../linear-es-de/system/metadata/videopac.xml | 142 +++++++++++- .../system/metadata/virtualboy.xml | 112 +++++++++- .../linear-es-de/system/metadata/vpinball.xml | 86 +++++++- .../linear-es-de/system/metadata/vsmile.xml | 142 +++++++++++- themes/linear-es-de/system/metadata/wasm4.xml | 84 +++++++- themes/linear-es-de/system/metadata/wii.xml | 112 +++++++++- themes/linear-es-de/system/metadata/wiiu.xml | 112 +++++++++- .../linear-es-de/system/metadata/windows.xml | 114 +++++++++- .../system/metadata/windows3x.xml | 114 +++++++++- .../system/metadata/windows9x.xml | 114 +++++++++- .../system/metadata/wonderswan.xml | 112 +++++++++- .../system/metadata/wonderswancolor.xml | 112 +++++++++- themes/linear-es-de/system/metadata/x1.xml | 202 ++++++++++++++++- .../linear-es-de/system/metadata/x68000.xml | 112 +++++++++- themes/linear-es-de/system/metadata/xbox.xml | 112 +++++++++- .../linear-es-de/system/metadata/xbox360.xml | 112 +++++++++- .../linear-es-de/system/metadata/zmachine.xml | 86 +++++++- themes/linear-es-de/system/metadata/zx81.xml | 144 ++++++++++++- .../linear-es-de/system/metadata/zxnext.xml | 84 +++++++- .../system/metadata/zxspectrum.xml | 85 +++++++- 214 files changed, 20424 insertions(+), 561 deletions(-) create mode 100644 themes/linear-es-de/system/metadata/apps.xml create mode 100644 themes/linear-es-de/system/metadata/colors.xml create mode 100644 themes/linear-es-de/system/metadata/gbah.xml create mode 100644 themes/linear-es-de/system/metadata/gbch.xml create mode 100644 themes/linear-es-de/system/metadata/gbh.xml create mode 100644 themes/linear-es-de/system/metadata/genh.xml create mode 100644 themes/linear-es-de/system/metadata/nesh.xml create mode 100644 themes/linear-es-de/system/metadata/snesh.xml create mode 100644 themes/linear-es-de/system/metadata/snesnah.xml diff --git a/themes/linear-es-de/system/metadata/3do.xml b/themes/linear-es-de/system/metadata/3do.xml index bf62611bb..6bbca235a 100644 --- a/themes/linear-es-de/system/metadata/3do.xml +++ b/themes/linear-es-de/system/metadata/3do.xml @@ -1,22 +1,102 @@ - + - 3DO Interactive Multiplayer + 3DO The 3DO Interactive Multiplayer (often called simply 3DO) is a video game console originally produced by Panasonic in 1993. Further renditions of the hardware were released in 1994 by Sanyo and Goldstar. The consoles were manufactured according to specifications created by The 3DO Company, and were originally designed by Dave Needle and RJ Mical of New Technology Group. The system was conceived by entrepreneur and Electronic Arts founder Trip Hawkins. Panasonic 1993 1993-10-04 October 4, 1993 Console - 1-2 + 752-1440 CFA83E FF0000 0000A0 FFE41B 23B14D + 1-1 + + + El multijugador 3DO Interactive (sovint anomenat Simply 3DO) és una consola de videojocs produïda originalment per Panasonic el 1993. Les rendicions del maquinari es van publicar el 1994 per Sanyo i Goldstar. Les consoles es van fabricar segons les especificacions creades per la Companyia 3DO i van ser dissenyades originalment per Dave Needle i RJ mical de New Technology Group. El sistema va ser concebut per l'emprenedor i el fundador d'Electronic Arts, Trip Hawkins. + Console + + + + + Der 3DO Interactive Multiplayer (oft einfach 3DO genannt) ist eine Videospielkonsole, die ursprünglich 1993 von Panasonic hergestellt wurde. Weitere Versionen der Hardware wurden 1994 von Sanyo und Goldstar herausgebracht. Die Konsolen wurden nach den Spezifikationen von The 3DO Company hergestellt und ursprünglich von Dave Needle und RJ Mical von der New Technology Group entworfen. Das System wurde von dem Unternehmer und Electronic Arts-Gründer Trip Hawkins entwickelt. + Konsole + + + + + La 3DO Interactive Multiplayer (a menudo llamada simplemente 3DO) es una videoconsola producida originalmente por Panasonic en 1993. En 1994, Sanyo y Goldstar lanzaron nuevas versiones del hardware. Las consolas se fabricaron de acuerdo con las especificaciones creadas por The 3DO Company, y fueron diseñadas originalmente por Dave Needle y RJ Mical de New Technology Group. El sistema fue concebido por el empresario y fundador de Electronic Arts Trip Hawkins. + Consola + + + + + La 3DO Interactive Multiplayer (souvent appelée simplement 3DO) est une console de jeux vidéo produite à l'origine par Panasonic en 1993. D'autres versions du matériel ont été commercialisées en 1994 par Sanyo et Goldstar. Les consoles ont été fabriquées selon les spécifications de la 3DO Company et ont été conçues à l'origine par Dave Needle et RJ Mical du New Technology Group. Le système a été conçu par Trip Hawkins, entrepreneur et fondateur d'Electronic Arts. + Console + + + + + Il 3DO Interactive Multiplayer (spesso chiamato semplicemente 3DO) è una console per videogiochi prodotta originariamente da Panasonic nel 1993. Ulteriori versioni dell'hardware sono state rilasciate nel 1994 da Sanyo e Goldstar. Le console sono state prodotte secondo le specifiche create da The 3DO Company e sono state originariamente progettate da Dave Needle e RJ Mical di New Technology Group. Il sistema è stato concepito dall'imprenditore e fondatore di Electronic Arts Trip Hawkins. + Console + + + + + De 3DO Interactive Multiplayer (vaak kortweg 3DO genoemd) is een videospelconsole die oorspronkelijk in 1993 werd geproduceerd door Panasonic. Verdere versies van de hardware werden in 1994 uitgebracht door Sanyo en Goldstar. De consoles werden geproduceerd volgens de specificaties van The 3DO Company en werden oorspronkelijk ontworpen door Dave Needle en RJ Mical van New Technology Group. Het systeem werd bedacht door ondernemer en Electronic Arts oprichter Trip Hawkins. + Console + + + + + 3DO Interactive Multiplayer (często nazywana po prostu 3DO) to konsola do gier wideo pierwotnie wyprodukowana przez Panasonic w 1993 roku. Kolejne wersje sprzętu zostały wydane w 1994 roku przez Sanyo i Goldstar. Konsole zostały wyprodukowane zgodnie ze specyfikacjami stworzonymi przez The 3DO Company i zostały pierwotnie zaprojektowane przez Dave'a Needle'a i RJ Micala z New Technology Group. Pomysłodawcą systemu był przedsiębiorca i założyciel Electronic Arts, Trip Hawkins. + Konsola + + + + + O 3DO Interactive Multiplayer (geralmente chamado simplesmente de 3DO) é um console de videogame produzido originalmente pela Panasonic em 1993. Outras versões do hardware foram lançadas em 1994 pela Sanyo e pela Goldstar. Os consoles foram fabricados de acordo com as especificações criadas pela The 3DO Company e foram originalmente projetados por Dave Needle e RJ Mical do New Technology Group. O sistema foi concebido pelo empresário e fundador da Electronic Arts, Trip Hawkins. + Console + + + + + 3DO Interactive Multiplayer (adesea numită simplu 3DO) este o consolă de jocuri video produsă inițial de Panasonic în 1993. Alte versiuni ale hardware-ului au fost lansate în 1994 de Sanyo și Goldstar. Consolele au fost fabricate în conformitate cu specificațiile create de The 3DO Company și au fost proiectate inițial de Dave Needle și RJ Mical de la New Technology Group. Sistemul a fost conceput de antreprenorul și fondatorul Electronic Arts Trip Hawkins. + Consolă + + + + + 3DO Interactive Multiplayer (часто называемая просто 3DO) - это игровая консоль, первоначально выпущенная компанией Panasonic в 1993 году. Дальнейшие версии приставки были выпущены в 1994 году компаниями Sanyo и Goldstar. Консоли производились в соответствии со спецификациями, созданными компанией The 3DO Company, и были первоначально разработаны Дэйвом Нидлом и Р. Дж. Микалом из New Technology Group. Система была задумана предпринимателем и основателем Electronic Arts Трипом Хокинсом. + Консоль + + + 3DO Interactive Multiplayer (ofta bara kallad 3DO) är en videospelskonsol som ursprungligen tillverkades av Panasonic 1993. Ytterligare versioner av hårdvaran släpptes 1994 av Sanyo och Goldstar. Konsolerna tillverkades enligt specifikationer skapade av The 3DO Company och designades ursprungligen av Dave Needle och RJ Mical från New Technology Group. Systemet utformades av entreprenören och Electronic Arts-grundaren Trip Hawkins. Konsol + + + 3DO Interactive Multiplayer(単に3DOと呼ばれることが多い)は、1993年にパナソニックが製造したビデオゲーム機である。1994年には三洋電機とゴールドスターからも発売された。コンソールは3DOカンパニーが作成した仕様に従って製造され、当初はニューテクノロジー・グループのデイブ・ニードルとRJ・ミカルが設計した。このシステムは、起業家でエレクトロニック・アーツ創業者のトリップ・ホーキンスによって考案された。 + コンソール + + + + + 3DO 인터랙티브 멀티플레이어(간단히 3DO라고도 함)는 1993년 파나소닉에서 처음 생산한 비디오 게임 콘솔입니다. 하드웨어의 추가 버전은 1994년 산요와 골드스타에 의해 출시되었습니다. 이 콘솔은 3DO Company에서 만든 사양에 따라 제조되었으며, 원래는 New Technology Group의 Dave Needle과 RJ Mical이 설계했습니다. 이 시스템은 기업가이자 일렉트로닉 아츠의 창립자인 트립 호킨스가 고안했습니다. + 콘솔 + + + + + 3DO Interactive Multiplayer(通常简称为 3DO)是松下公司于 1993 年推出的一款视频游戏机。1994 年,三洋(Sanyo)和金星(Goldstar)又推出了该硬件的其他版本。这些游戏机是根据 3DO 公司制定的规格制造的,最初由新技术集团的 Dave Needle 和 RJ Mical 设计。该系统由企业家和电子艺术公司创始人特里普-霍金斯构思。 + 控制台 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/README.md b/themes/linear-es-de/system/metadata/README.md index 3ecbee999..7556650ec 100644 --- a/themes/linear-es-de/system/metadata/README.md +++ b/themes/linear-es-de/system/metadata/README.md @@ -15,7 +15,7 @@ Each file provides the following metadata variables: - `systemColor` - A hex value to represent a systems primary color (can be used for things like backgrounds or navigation highlights) - `systemColorPalette1...4` - 4 different hex values to represent other colors that can be used for a system (useful for things like color bands) - `systemCoverSize` - Represents the common aspect ratio for a given system's cover artwork. Can be used to customize the size of grids and carousels that display cover art. - - Current set of sizes: `4-3`, `1-1`, `3-4`, `1-2`, `3-5`, `5-7`, `243-340`, `257-229` + - Current set of sizes: `landscape`, `square`, `portrait`, `1-2`, `3-5`, `5-7`. - Using these values you can define width/height for just this set and those sizes will apply automatically to a given system. ## **Usage** diff --git a/themes/linear-es-de/system/metadata/_default.xml b/themes/linear-es-de/system/metadata/_default.xml index e4f64add3..96403c7fc 100644 --- a/themes/linear-es-de/system/metadata/_default.xml +++ b/themes/linear-es-de/system/metadata/_default.xml @@ -1,17 +1,102 @@ - - - ${system.fullName} - - - - - - System - 1-1 - 222222 - 999999 - 777777 - 555555 - 333333 - + + + ${system.fullName} + View and play the ${system.fullName} + + + + + System + 1-1 + 222222 + 999999 + 777777 + 555555 + 333333 + 1-1 + + + + Veure i reproduir $ {System. FullName} + System + + + + + Anzeigen und Abspielen des ${system.fullName} + System + + + + + Ver y reproducir el ${system.fullName} + Sistema + + + + + Voir et jouer le ${system.fullName} + Système + + + + + Visualizzare e riprodurre il file ${system.fullName} + Sistema + + + + + Bekijk en speel de ${system.fullName} + Systeem + + + + + Wyświetlanie i odtwarzanie ${system.fullName} + System + + + + + Visualizar e reproduzir o ${system.fullName} + Sistema + + + + + Vizualizați și jucați ${system.fullName} + Sistemul + + + + + Просмотр и воспроизведение ${system.fullName} + Система + + + + + Visa och spela ${system.fullName} + System + + + + + system.fullName}の表示と再生 + システム + + + + + 시스템.전체이름}을 보고 재생합니다. + 시스템 + + + + + 查看并播放 ${system.fullName} + 系统 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/adam.xml b/themes/linear-es-de/system/metadata/adam.xml index cba756898..8e80a224c 100644 --- a/themes/linear-es-de/system/metadata/adam.xml +++ b/themes/linear-es-de/system/metadata/adam.xml @@ -1,4 +1,4 @@ - + Coleco Adam The Coleco Adam is a home computer and expansion device for the ColecoVision by American toy and video game manufacturer Coleco. The Adam was an attempt to follow on the success of the company's ColecoVision video game console. It was available as Expansion Module #3 for the ColecoVision, converting it into a home computer, and as a standalone unit. As such, it had the benefit of being entirely compatible with all ColecoVision games and peripherals. The computer came with 64 KB of memory, a tape drive for a proprietary medium called Digital Data Packs, a daisy wheel printer, and productivity applications, along with two DDPs for SmartBASIC and Buck Rogers: Planet of Zoom Super Game. It was released in October 1983 with the initial price of $700. @@ -13,10 +13,90 @@ 777777 555555 333333 + 1-1 + + + El Coleco Adam és un ordinador domèstic i un dispositiu d’expansió per a la colecovisió del fabricant de joguines i videojocs nord -americans Coleco. L’Adam va ser un intent de seguir l’èxit de la consola de videojocs Colecovision de la companyia. Estava disponible com a mòdul d’expansió #3 per a la colecovisió, convertint -lo en un ordinador domèstic i com a unitat autònoma. Com a tal, tenia el benefici de ser completament compatible amb tots els jocs i perifèrics de Colecovisió. L’ordinador tenia 64 kb de memòria, una unitat de cinta per a un medi propietari anomenat Digital Data Packs, una impressora de rodes de margarides i aplicacions de productivitat, juntament amb dos DDP per a SmartBasic i Buck Rogers: Planet of Zoom Super Game. Va ser llançat a l'octubre de 1983 amb un preu inicial de 700 dòlars. + Computer + + + + + Der Coleco Adam ist ein Heimcomputer und Erweiterungsgerät für das ColecoVision des amerikanischen Spielzeug- und Videospielherstellers Coleco. Der Adam war ein Versuch, an den Erfolg der ColecoVision-Videospielkonsole des Unternehmens anzuknüpfen. Er war sowohl als Erweiterungsmodul Nr. 3 für das ColecoVision, das es in einen Heimcomputer verwandelte, als auch als eigenständiges Gerät erhältlich. Als solches hatte er den Vorteil, dass er mit allen ColecoVision-Spielen und Peripheriegeräten vollständig kompatibel war. Der Computer verfügte über 64 KB Speicher, ein Bandlaufwerk für ein proprietäres Medium namens Digital Data Packs, einen Daisy-Wheel-Drucker und Produktivitätsanwendungen sowie zwei DDPs für SmartBASIC und Buck Rogers: Planet of Zoom Super Game. Er wurde im Oktober 1983 zum Preis von 700 Dollar auf den Markt gebracht. + Computer + + + + + El Coleco Adam es un ordenador doméstico y un dispositivo de expansión para la ColecoVision del fabricante estadounidense de juguetes y videojuegos Coleco. El Adam fue un intento de continuar el éxito de la consola de videojuegos ColecoVision de la empresa. Estaba disponible como módulo de expansión nº 3 para la ColecoVision, convirtiéndola en un ordenador doméstico, y como unidad independiente. Como tal, tenía la ventaja de ser totalmente compatible con todos los juegos y periféricos de la ColecoVision. El ordenador venía con 64 KB de memoria, una unidad de cinta para un soporte propietario llamado Digital Data Packs, una impresora daisy wheel y aplicaciones de productividad, junto con dos DDP para SmartBASIC y Buck Rogers: Planet of Zoom Super Game. Salió a la venta en octubre de 1983 con un precio inicial de 700 dólares. + Ordenador + + + + + Le Coleco Adam est un ordinateur domestique et un dispositif d'extension pour la ColecoVision du fabricant américain de jouets et de jeux vidéo Coleco. L'Adam était une tentative de suivre le succès de la console de jeux vidéo ColecoVision de la société. Il était disponible en tant que module d'extension n°3 pour la ColecoVision, la transformant en ordinateur domestique, et en tant qu'unité autonome. En tant que tel, il avait l'avantage d'être entièrement compatible avec tous les jeux et périphériques ColecoVision. L'ordinateur était livré avec 64 Ko de mémoire, un lecteur de bande pour un support propriétaire appelé Digital Data Packs, une imprimante à marguerite et des applications de productivité, ainsi que deux DDP pour SmartBASIC et Buck Rogers : Planet of Zoom Super Game. Il est sorti en octobre 1983 au prix initial de 700 dollars. + Ordinateur + + + + + Il Coleco Adam è un home computer e un dispositivo di espansione per il ColecoVision del produttore americano di giocattoli e videogiochi Coleco. L'Adam era un tentativo di dare seguito al successo della console per videogiochi ColecoVision dell'azienda. Era disponibile come modulo di espansione n. 3 per il ColecoVision, che lo trasformava in un home computer, e come unità indipendente. Come tale, aveva il vantaggio di essere completamente compatibile con tutti i giochi e le periferiche ColecoVision. Il computer era dotato di 64 KB di memoria, un lettore di nastri per un supporto proprietario chiamato Digital Data Packs, una stampante a margherita e applicazioni di produttività, oltre a due DDP per SmartBASIC e Buck Rogers: Planet of Zoom Super Game. Fu commercializzato nell'ottobre 1983 al prezzo iniziale di 700 dollari. + Computer + + + + + De Coleco Adam is een thuiscomputer en uitbreidingsapparaat voor de ColecoVision van de Amerikaanse speelgoed- en videospellenfabrikant Coleco. De Adam was een poging om het succes van de ColecoVision videogameconsole van het bedrijf op te volgen. Hij was verkrijgbaar als uitbreidingsmodule #3 voor de ColecoVision, waardoor het een thuiscomputer werd, en als zelfstandige unit. Als zodanig had het het voordeel dat het volledig compatibel was met alle ColecoVision spellen en randapparatuur. De computer werd geleverd met 64 KB geheugen, een tapedrive voor een eigen medium genaamd Digital Data Packs, een daisy wheel printer en productiviteitstoepassingen, samen met twee DDP's voor SmartBASIC en Buck Rogers: Planet of Zoom Super Game. Het werd uitgebracht in oktober 1983 met een initiële prijs van $700. + Computer + + + + + Coleco Adam to komputer domowy i urządzenie rozszerzające dla ColecoVision amerykańskiego producenta zabawek i gier wideo Coleco. Adam był próbą kontynuacji sukcesu konsoli do gier wideo ColecoVision. Był dostępny jako moduł rozszerzający nr 3 dla ColecoVision, przekształcając go w komputer domowy, a także jako samodzielna jednostka. Jego zaletą była pełna kompatybilność ze wszystkimi grami i urządzeniami peryferyjnymi ColecoVision. Komputer był wyposażony w 64 KB pamięci, napęd taśmowy dla zastrzeżonego nośnika o nazwie Digital Data Packs, drukarkę daisy wheel i aplikacje zwiększające produktywność, wraz z dwoma DDP dla SmartBASIC i Buck Rogers: Planet of Zoom Super Game. Został wydany w październiku 1983 roku z początkową ceną 700 USD. + Komputer + + + + + O Coleco Adam é um computador doméstico e dispositivo de expansão para o ColecoVision do fabricante americano de brinquedos e videogames Coleco. O Adam foi uma tentativa de dar continuidade ao sucesso do console de videogame ColecoVision da empresa. Ele estava disponível como Módulo de Expansão nº 3 para o ColecoVision, convertendo-o em um computador doméstico, e como uma unidade autônoma. Como tal, tinha a vantagem de ser totalmente compatível com todos os jogos e periféricos do ColecoVision. O computador vinha com 64 KB de memória, uma unidade de fita para uma mídia proprietária chamada Digital Data Packs, uma impressora de roda em margarida e aplicativos de produtividade, além de dois DDPs para SmartBASIC e Buck Rogers: Planet of Zoom Super Game. Foi lançado em outubro de 1983 com o preço inicial de US$ 700. + Computador + + + + + Coleco Adam este un computer de casă și un dispozitiv de expansiune pentru ColecoVision al producătorului american de jucării și jocuri video Coleco. Adam a fost o încercare de a continua succesul consolei de jocuri video ColecoVision a companiei. A fost disponibil ca modul de expansiune nr. 3 pentru ColecoVision, transformându-l într-un computer de casă, și ca unitate independentă. Ca atare, avea avantajul de a fi complet compatibil cu toate jocurile și perifericele ColecoVision. Computerul a fost livrat cu 64 KB de memorie, o unitate de bandă pentru un mediu proprietar numit Digital Data Packs, o imprimantă cu roată de margaretă și aplicații de productivitate, împreună cu două DDP-uri pentru SmartBASIC și Buck Rogers: Planet of Zoom Super Game. A fost lansat în octombrie 1983 cu prețul inițial de 700 $. + Computer + + + + + Coleco Adam - это домашний компьютер и устройство расширения для консоли ColecoVision от американского производителя игрушек и видеоигр Coleco. Приставка Adam была попыткой развить успех видеоигровой консоли ColecoVision. Она выпускалась как модуль расширения № 3 для ColecoVision, превращающий ее в домашний компьютер, и как самостоятельное устройство. Преимущество компьютера в том, что он полностью совместим со всеми играми и периферийными устройствами ColecoVision. Компьютер поставлялся с 64 КБ памяти, ленточным накопителем для проприетарного носителя под названием Digital Data Packs, принтером с гирляндами, приложениями для повышения производительности, а также двумя DDP для SmartBASIC и Buck Rogers: Planet of Zoom Super Game. Он был выпущен в октябре 1983 года по начальной цене 700 долларов. + Компьютер + + + Coleco Adam är en hemdator och expansionsenhet för ColecoVision från den amerikanska leksaks- och videospeltillverkaren Coleco. Adam var ett försök att följa upp framgången med företagets videospelskonsol ColecoVision. Den fanns tillgänglig som expansionsmodul #3 för ColecoVision, som omvandlade den till en hemdator, och som en fristående enhet. Som sådan hade den fördelen att den var helt kompatibel med alla ColecoVision-spel och all kringutrustning. Datorn levererades med 64 KB minne, en bandstation för ett eget medium kallat Digital Data Packs, en Daisy Wheel-skrivare och produktivitetsapplikationer, tillsammans med två DDP:er för SmartBASIC och Buck Rogers: Planet of Zoom Super Game. Den släpptes i oktober 1983 med ett ursprungligt pris på 700 dollar. Dator + + + Coleco Adamは、アメリカの玩具・ビデオゲームメーカーColecoによるColecoVision用の家庭用コンピュータおよび拡張デバイスである。アダムは、同社のビデオゲーム機ColecoVisionの成功に続く試みであった。ColecoVisionの拡張モジュール3号機として発売され、家庭用コンピューターに変身させたほか、単体でも発売された。そのため、すべてのColecoVisionのゲームや周辺機器と完全に互換性があるという利点があった。このコンピュータには64KBのメモリ、デジタル・データ・パックと呼ばれる独自のメディア用のテープ・ドライブ、デイジーホイール・プリンタ、生産性アプリケーション、SmartBASICとバック・ロジャース用の2つのDDPが付属していた:プラネット・オブ・ズーム・スーパーゲーム1983年10月に発売され、当初の価格は700ドルだった。 + コンピューター + + + + + 콜코 아담은 미국 장난감 및 비디오 게임 제조업체인 콜코의 콜코비전용 가정용 컴퓨터이자 확장 장치입니다. 아담은 콜코의 비디오 게임 콘솔인 콜코비전의 성공을 이어가기 위한 시도였습니다. 아담은 콜코비전의 확장 모듈 #3으로 가정용 컴퓨터로 변환하거나 독립형 장치로 사용할 수 있었습니다. 따라서 모든 콜코비전 게임 및 주변기기와 완벽하게 호환된다는 장점이 있었습니다. 이 컴퓨터에는 64KB의 메모리, 디지털 데이터 팩이라는 독점 매체용 테이프 드라이브, 데이지 휠 프린터, 생산성 애플리케이션과 함께 SmartBASIC 및 Buck Rogers용 DDP 두 개가 함께 제공되었습니다: 플래닛 오브 줌 슈퍼 게임. 이 제품은 1983년 10월에 700달러의 초기 가격으로 출시되었습니다. + 컴퓨터 + + + + + Coleco Adam 是美国玩具和视频游戏制造商 Coleco 推出的一款家用电脑和 ColecoVision 的扩展设备。Adam 是继该公司的 ColecoVision 视频游戏机之后的又一次成功尝试。它既可作为 ColecoVision 的 3 号扩展模块,将其转换为家用电脑,也可作为独立设备使用。因此,它与所有 ColecoVision 游戏和外设完全兼容。该电脑配有 64 KB 内存、一个名为 "数字数据包"(Digital Data Packs)的专用介质磁带驱动器、一台菊轮打印机和生产力应用程序,以及两个用于 SmartBASIC 和 "巴克-罗杰斯"(Buck Rogers)的 DDP:Planet of Zoom 超级游戏。它于 1983 年 10 月发布,最初售价为 700 美元。 + 计算机 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/ags.xml b/themes/linear-es-de/system/metadata/ags.xml index 36ae51c0a..e02d34871 100644 --- a/themes/linear-es-de/system/metadata/ags.xml +++ b/themes/linear-es-de/system/metadata/ags.xml @@ -1,4 +1,4 @@ - + Adventure Game Studio Adventure Game Studio (AGS) is an open source development tool primarily used to create graphic adventure games. It is aimed at intermediate-level game designers, and combines an integrated development environment (IDE) with a scripting language based on the C programming language to process game logic. @@ -13,10 +13,90 @@ 63B6FF 2C90FF 9FCFFF + 1-1 + + + Adventure Game Studio (AGS) és una eina de desenvolupament de codi obert que s’utilitza principalment per crear jocs d’aventura gràfiques. Està dirigit a dissenyadors de jocs de nivell intermedi i combina un entorn integrat de desenvolupament (IDE) amb un llenguatge de script basat en el llenguatge de programació C per processar la lògica del joc. + Engine + + + + + Adventure Game Studio (AGS) ist ein Open-Source-Entwicklungstool, das in erster Linie zur Erstellung von grafischen Abenteuerspielen verwendet wird. Es richtet sich an fortgeschrittene Spieleentwickler und kombiniert eine integrierte Entwicklungsumgebung (IDE) mit einer auf der Programmiersprache C basierenden Skriptsprache zur Verarbeitung der Spiellogik. + Motor + + + + + Adventure Game Studio (AGS) es una herramienta de desarrollo de código abierto utilizada principalmente para crear aventuras gráficas. Está dirigida a diseñadores de juegos de nivel intermedio y combina un entorno de desarrollo integrado (IDE) con un lenguaje de scripting basado en el lenguaje de programación C para procesar la lógica del juego. + Motor + + + + + Adventure Game Studio (AGS) est un outil de développement open source principalement utilisé pour créer des jeux d'aventure graphiques. Il s'adresse aux concepteurs de jeux de niveau intermédiaire et combine un environnement de développement intégré (IDE) avec un langage de script basé sur le langage de programmation C pour traiter la logique du jeu. + Moteur + + + + + Adventure Game Studio (AGS) è uno strumento di sviluppo open source utilizzato principalmente per creare giochi di avventura grafica. Si rivolge a progettisti di giochi di livello intermedio e combina un ambiente di sviluppo integrato (IDE) con un linguaggio di scripting basato sul linguaggio di programmazione C per elaborare la logica di gioco. + Motore + + + + + Adventure Game Studio (AGS) is een open source ontwikkeltool die voornamelijk wordt gebruikt om grafische avonturenspellen te maken. Het is gericht op gamedesigners van gemiddeld niveau en combineert een geïntegreerde ontwikkelomgeving (IDE) met een scripttaal gebaseerd op de programmeertaal C om gamelogica te verwerken. + Motor + + + + + Adventure Game Studio (AGS) to narzędzie programistyczne typu open source, wykorzystywane głównie do tworzenia graficznych gier przygodowych. Jest przeznaczone dla średnio zaawansowanych projektantów gier i łączy zintegrowane środowisko programistyczne (IDE) z językiem skryptowym opartym na języku programowania C do przetwarzania logiki gry. + Silnik + + + + + O Adventure Game Studio (AGS) é uma ferramenta de desenvolvimento de código aberto usada principalmente para criar jogos gráficos de aventura. Destina-se a designers de jogos de nível intermediário e combina um ambiente de desenvolvimento integrado (IDE) com uma linguagem de script baseada na linguagem de programação C para processar a lógica do jogo. + Motor + + + + + Adventure Game Studio (AGS) este un instrument de dezvoltare open source utilizat în principal pentru a crea jocuri de aventuri grafice. Acesta se adresează designerilor de jocuri de nivel mediu și combină un mediu de dezvoltare integrat (IDE) cu un limbaj de scripting bazat pe limbajul de programare C pentru a procesa logica jocului. + Motor + + + + + Adventure Game Studio (AGS) - это инструмент разработки с открытым исходным кодом, используемый в основном для создания графических приключенческих игр. Он ориентирован на гейм-дизайнеров среднего уровня и сочетает в себе интегрированную среду разработки (IDE) и скриптовый язык, основанный на языке программирования C, для обработки игровой логики. + Двигатель + + - Spelmotor + Adventure Game Studio (AGS) är ett utvecklingsverktyg med öppen källkod som främst används för att skapa grafiska äventyrsspel. Det riktar sig till speldesigners på mellannivå och kombinerar en integrerad utvecklingsmiljö (IDE) med ett skriptspråk baserat på programmeringsspråket C för att bearbeta spellogik. + Motor + + + + + Adventure Game Studio(AGS)は、主にグラフィックアドベンチャーゲームの制作に使用されるオープンソースの開発ツールである。中級レベルのゲームデザイナーを対象としており、統合開発環境(IDE)と、ゲームロジックを処理するためのCプログラミング言語をベースとしたスクリプト言語を組み合わせています。 + エンジン + + + + + 어드벤처 게임 스튜디오(AGS)는 주로 그래픽 어드벤처 게임을 제작하는 데 사용되는 오픈 소스 개발 도구입니다. 중급 수준의 게임 디자이너를 대상으로 하며, 통합 개발 환경(IDE)과 게임 로직을 처리하는 C 프로그래밍 언어 기반의 스크립팅 언어를 결합한 툴입니다. + 엔진 + + + + + Adventure Game Studio(AGS)是一款开源开发工具,主要用于创建图形冒险游戏。它面向中级游戏设计师,将集成开发环境(IDE)与基于 C 编程语言的脚本语言相结合,用于处理游戏逻辑。 + 发动机 \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/amiga.xml b/themes/linear-es-de/system/metadata/amiga.xml index 224bf816b..b2394720f 100644 --- a/themes/linear-es-de/system/metadata/amiga.xml +++ b/themes/linear-es-de/system/metadata/amiga.xml @@ -1,4 +1,4 @@ - + Amiga The Amiga is a family of personal computers marketed by Commodore in the 1980s and 1990s. The first model was launched in 1985 as a high-end home computer and became popular for its graphical, audio and multi-tasking abilities. The Amiga provided a significant upgrade from 8-bit computers, such as the Commodore 64, and the platform quickly grew in popularity among computer enthusiasts. The best selling model, the Amiga 500, was introduced in 1987 and became the leading home computer of the late 1980s and early 1990s in much of Western Europe. @@ -13,10 +13,90 @@ 82B030 F3EB08 E85629 + 1-1 + + + L’Amiga és una família d’ordinadors personals comercialitzats per Commodore als anys vuitanta i noranta. El primer model es va llançar el 1985 com a ordinador domèstic de gamma alta i es va fer popular per les seves habilitats gràfiques, d'àudio i de tasques múltiples. L’AMIGA va proporcionar una actualització important d’ordinadors de 8 bits, com el Commodore 64, i la plataforma va créixer ràpidament en popularitat entre els aficionats a l’ordinador. El model més venut, l’Amiga 500, es va introduir el 1987 i es va convertir en el principal ordinador domèstic de finals dels anys vuitanta i principis dels anys 90 a bona part d’Europa occidental. + Computer + + + + + Der Amiga ist eine Familie von Personal Computern, die von Commodore in den 1980er und 1990er Jahren vermarktet wurde. Das erste Modell wurde 1985 als High-End-Heimcomputer auf den Markt gebracht und wurde wegen seiner Grafik-, Audio- und Multitasking-Fähigkeiten beliebt. Der Amiga stellte eine deutliche Verbesserung gegenüber 8-Bit-Computern wie dem Commodore 64 dar, und die Plattform erfreute sich unter Computerenthusiasten schnell wachsender Beliebtheit. Das meistverkaufte Modell, der Amiga 500, kam 1987 auf den Markt und wurde in weiten Teilen Westeuropas der führende Heimcomputer der späten 1980er und frühen 1990er Jahre. + Computer + + + + + Amiga es una familia de ordenadores personales comercializados por Commodore en las décadas de 1980 y 1990. El primer modelo se lanzó en 1985 como ordenador doméstico de gama alta y se hizo popular por sus capacidades gráficas, de audio y multitarea. El Amiga supuso una mejora significativa con respecto a los ordenadores de 8 bits, como el Commodore 64, y la plataforma creció rápidamente en popularidad entre los entusiastas de la informática. El modelo más vendido, el Amiga 500, se presentó en 1987 y se convirtió en el principal ordenador doméstico de finales de los 80 y principios de los 90 en gran parte de Europa Occidental. + Ordenador + + + + + L'Amiga est une famille d'ordinateurs personnels commercialisés par Commodore dans les années 1980 et 1990. Le premier modèle a été lancé en 1985 en tant qu'ordinateur domestique haut de gamme et est devenu populaire pour ses capacités graphiques, audio et multitâches. L'Amiga représentait une amélioration significative par rapport aux ordinateurs 8 bits, tels que le Commodore 64, et la plate-forme a rapidement gagné en popularité parmi les passionnés d'informatique. Le modèle le plus vendu, l'Amiga 500, a été lancé en 1987 et est devenu l'ordinateur domestique le plus populaire de la fin des années 1980 et du début des années 1990 dans une grande partie de l'Europe occidentale. + Ordinateur + + + + + Amiga è una famiglia di personal computer commercializzata da Commodore negli anni '80 e '90. Il primo modello fu lanciato nel 1985 come home computer di fascia alta e divenne popolare per le sue capacità grafiche, audio e multi-tasking. Il primo modello fu lanciato nel 1985 come home computer di fascia alta e divenne popolare per le sue capacità grafiche, audio e di multitasking. L'Amiga rappresentava un aggiornamento significativo rispetto ai computer a 8 bit, come il Commodore 64, e la piattaforma crebbe rapidamente di popolarità tra gli appassionati di computer. Il modello più venduto, l'Amiga 500, fu introdotto nel 1987 e divenne il principale home computer della fine degli anni '80 e dell'inizio degli anni '90 in gran parte dell'Europa occidentale. + Computer + + + + + De Amiga is een familie van personal computers die Commodore in de jaren 1980 en 1990 op de markt bracht. Het eerste model werd in 1985 gelanceerd als een high-end thuiscomputer en werd populair vanwege de grafische, audio- en multitaskingmogelijkheden. De Amiga betekende een aanzienlijke upgrade ten opzichte van 8-bit computers, zoals de Commodore 64, en het platform groeide snel in populariteit onder computerliefhebbers. Het best verkopende model, de Amiga 500, werd geïntroduceerd in 1987 en werd de toonaangevende thuiscomputer van de late jaren 1980 en vroege jaren 1990 in een groot deel van West-Europa. + Computer + + + + + Amiga to rodzina komputerów osobistych sprzedawanych przez firmę Commodore w latach 80. i 90. ubiegłego wieku. Pierwszy model został wprowadzony na rynek w 1985 roku jako wysokiej klasy komputer domowy i stał się popularny ze względu na swoje możliwości graficzne, dźwiękowe i wielozadaniowe. Amiga stanowiła znaczące ulepszenie w stosunku do komputerów 8-bitowych, takich jak Commodore 64, a platforma szybko zyskała popularność wśród entuzjastów komputerów. Najlepiej sprzedający się model, Amiga 500, został wprowadzony w 1987 roku i stał się wiodącym komputerem domowym późnych lat 80-tych i wczesnych 90-tych w większości krajów Europy Zachodniej. + Komputer + + + + + O Amiga é uma família de computadores pessoais comercializados pela Commodore nas décadas de 1980 e 1990. O primeiro modelo foi lançado em 1985 como um computador doméstico de ponta e tornou-se popular por suas capacidades gráficas, de áudio e de multitarefa. O Amiga proporcionou uma atualização significativa em relação aos computadores de 8 bits, como o Commodore 64, e a plataforma cresceu rapidamente em popularidade entre os entusiastas de computadores. O modelo mais vendido, o Amiga 500, foi lançado em 1987 e se tornou o principal computador doméstico do final da década de 1980 e início da década de 1990 em grande parte da Europa Ocidental. + Computador + + + + + Amiga este o familie de computere personale comercializate de Commodore în anii 1980 și 1990. Primul model a fost lansat în 1985 ca un computer de casă high-end și a devenit popular pentru abilitățile sale grafice, audio și multi-tasking. Amiga a reprezentat un upgrade semnificativ față de computerele pe 8 biți, cum ar fi Commodore 64, iar popularitatea platformei a crescut rapid în rândul pasionaților de computere. Cel mai bine vândut model, Amiga 500, a fost introdus în 1987 și a devenit principalul computer de acasă de la sfârșitul anilor 1980 și începutul anilor 1990 în mare parte din Europa de Vest. + Computer + + + + + Amiga - семейство персональных компьютеров, выпускавшихся компанией Commodore в 1980-х и 1990-х годах. Первая модель была выпущена в 1985 году в качестве домашнего компьютера высокого класса и стала популярной благодаря своим графическим, аудио и многозадачным возможностям. Amiga представляла собой значительный шаг вперед по сравнению с 8-битными компьютерами, такими как Commodore 64, и платформа быстро завоевала популярность среди компьютерных энтузиастов. Самая продаваемая модель, Amiga 500, была представлена в 1987 году и стала ведущим домашним компьютером конца 1980-х и начала 1990-х годов в большинстве стран Западной Европы. + Компьютер + + + Amiga är en familj av persondatorer som marknadsfördes av Commodore under 1980- och 1990-talen. Den första modellen lanserades 1985 som en avancerad hemdator och blev populär för sina grafiska och ljudmässiga egenskaper samt för sin förmåga att hantera flera uppgifter samtidigt. Amiga innebar en betydande uppgradering från 8-bitarsdatorer, som Commodore 64, och plattformen blev snabbt populär bland datorentusiaster. Den mest sålda modellen, Amiga 500, introducerades 1987 och blev den ledande hemdatorn under slutet av 1980-talet och början av 1990-talet i stora delar av Västeuropa. Dator + + + アミーガは、1980年代から1990年代にかけてコモドール社が販売したパーソナルコンピュータのファミリーである。最初のモデルはハイエンドの家庭用コンピュータとして1985年に発売され、そのグラフィック、オーディオ、マルチタスク能力で人気を博した。アミーガは、コモドール64などの8ビットコンピュータからの大幅なアップグレードを提供し、このプラットフォームはコンピュータ愛好家の間で急速に人気が高まった。最も売れたモデルであるAmiga 500は1987年に発売され、1980年代後半から1990年代前半にかけて西ヨーロッパの多くの地域で主要な家庭用コンピュータとなった。 + コンピューター + + + + + 아미가는 1980년대와 1990년대에 Commodore에서 판매한 개인용 컴퓨터 제품군입니다. 첫 번째 모델은 1985년 고급 가정용 컴퓨터로 출시되었으며 그래픽, 오디오 및 멀티태스킹 기능으로 인기를 얻었습니다. 아미가는 Commodore 64와 같은 8비트 컴퓨터에서 크게 업그레이드된 플랫폼으로, 컴퓨터 애호가들 사이에서 빠르게 인기를 얻었습니다. 베스트셀러 모델인 Amiga 500은 1987년에 출시되어 1980년대 후반과 1990년대 초반 서유럽 대부분에서 가정용 컴퓨터의 선두 주자가 되었습니다. + 컴퓨터 + + + + + Amiga 是 Commodore 在 20 世纪 80 年代和 90 年代推出的个人电脑系列。第一款机型于 1985 年推出,是一款高端家用电脑,因其图形、音频和多任务处理能力而广受欢迎。与 Commodore 64 等 8 位计算机相比,Amiga 是一个重大升级,该平台迅速受到计算机爱好者的欢迎。最畅销的机型 Amiga 500 于 1987 年推出,成为 20 世纪 80 年代末和 90 年代初西欧大部分地区最主要的家用电脑。 + 计算机 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/amiga1200.xml b/themes/linear-es-de/system/metadata/amiga1200.xml index 4edd27fe6..0a75d652f 100644 --- a/themes/linear-es-de/system/metadata/amiga1200.xml +++ b/themes/linear-es-de/system/metadata/amiga1200.xml @@ -1,4 +1,4 @@ - + Amiga 1200 The Amiga is a family of personal computers marketed by Commodore in the 1980s and 1990s. The first model was launched in 1985 as a high-end home computer and became popular for its graphical, audio and multi-tasking abilities. The Amiga provided a significant upgrade from 8-bit computers, such as the Commodore 64, and the platform quickly grew in popularity among computer enthusiasts. The best selling model, the Amiga 500, was introduced in 1987 and became the leading home computer of the late 1980s and early 1990s in much of Western Europe. @@ -13,10 +13,90 @@ 5F87C0 F3AD2D ED2224 + 1-1 + + + L’Amiga és una família d’ordinadors personals comercialitzats per Commodore als anys vuitanta i noranta. El primer model es va llançar el 1985 com a ordinador domèstic de gamma alta i es va fer popular per les seves habilitats gràfiques, d'àudio i de tasques múltiples. L’AMIGA va proporcionar una actualització important d’ordinadors de 8 bits, com el Commodore 64, i la plataforma va créixer ràpidament en popularitat entre els aficionats a l’ordinador. El model més venut, l’Amiga 500, es va introduir el 1987 i es va convertir en el principal ordinador domèstic de finals dels anys vuitanta i principis dels anys 90 a bona part d’Europa occidental. + Computer + + + + + Der Amiga ist eine Familie von Personal Computern, die von Commodore in den 1980er und 1990er Jahren vermarktet wurde. Das erste Modell wurde 1985 als High-End-Heimcomputer auf den Markt gebracht und wurde wegen seiner Grafik-, Audio- und Multitasking-Fähigkeiten beliebt. Der Amiga stellte eine deutliche Verbesserung gegenüber 8-Bit-Computern wie dem Commodore 64 dar, und die Plattform erfreute sich unter Computerenthusiasten schnell wachsender Beliebtheit. Das meistverkaufte Modell, der Amiga 500, kam 1987 auf den Markt und wurde in weiten Teilen Westeuropas der führende Heimcomputer der späten 1980er und frühen 1990er Jahre. + Computer + + + + + Amiga es una familia de ordenadores personales comercializados por Commodore en las décadas de 1980 y 1990. El primer modelo se lanzó en 1985 como ordenador doméstico de gama alta y se hizo popular por sus capacidades gráficas, de audio y multitarea. El Amiga supuso una mejora significativa con respecto a los ordenadores de 8 bits, como el Commodore 64, y la plataforma creció rápidamente en popularidad entre los entusiastas de la informática. El modelo más vendido, el Amiga 500, se presentó en 1987 y se convirtió en el principal ordenador doméstico de finales de los 80 y principios de los 90 en gran parte de Europa Occidental. + Ordenador + + + + + L'Amiga est une famille d'ordinateurs personnels commercialisés par Commodore dans les années 1980 et 1990. Le premier modèle a été lancé en 1985 en tant qu'ordinateur domestique haut de gamme et est devenu populaire pour ses capacités graphiques, audio et multitâches. L'Amiga représentait une amélioration significative par rapport aux ordinateurs 8 bits, tels que le Commodore 64, et la plate-forme a rapidement gagné en popularité parmi les passionnés d'informatique. Le modèle le plus vendu, l'Amiga 500, a été lancé en 1987 et est devenu l'ordinateur domestique le plus populaire de la fin des années 1980 et du début des années 1990 dans une grande partie de l'Europe occidentale. + Ordinateur + + + + + Amiga è una famiglia di personal computer commercializzata da Commodore negli anni '80 e '90. Il primo modello fu lanciato nel 1985 come home computer di fascia alta e divenne popolare per le sue capacità grafiche, audio e multi-tasking. Il primo modello fu lanciato nel 1985 come home computer di fascia alta e divenne popolare per le sue capacità grafiche, audio e di multitasking. L'Amiga rappresentava un aggiornamento significativo rispetto ai computer a 8 bit, come il Commodore 64, e la piattaforma crebbe rapidamente di popolarità tra gli appassionati di computer. Il modello più venduto, l'Amiga 500, fu introdotto nel 1987 e divenne il principale home computer della fine degli anni '80 e dell'inizio degli anni '90 in gran parte dell'Europa occidentale. + Computer + + + + + De Amiga is een familie van personal computers die Commodore in de jaren 1980 en 1990 op de markt bracht. Het eerste model werd in 1985 gelanceerd als een high-end thuiscomputer en werd populair vanwege de grafische, audio- en multitaskingmogelijkheden. De Amiga betekende een aanzienlijke upgrade ten opzichte van 8-bit computers, zoals de Commodore 64, en het platform groeide snel in populariteit onder computerliefhebbers. Het best verkopende model, de Amiga 500, werd geïntroduceerd in 1987 en werd de toonaangevende thuiscomputer van de late jaren 1980 en vroege jaren 1990 in een groot deel van West-Europa. + Computer + + + + + Amiga to rodzina komputerów osobistych sprzedawanych przez firmę Commodore w latach 80. i 90. ubiegłego wieku. Pierwszy model został wprowadzony na rynek w 1985 roku jako wysokiej klasy komputer domowy i stał się popularny ze względu na swoje możliwości graficzne, dźwiękowe i wielozadaniowe. Amiga stanowiła znaczące ulepszenie w stosunku do komputerów 8-bitowych, takich jak Commodore 64, a platforma szybko zyskała popularność wśród entuzjastów komputerów. Najlepiej sprzedający się model, Amiga 500, został wprowadzony w 1987 roku i stał się wiodącym komputerem domowym późnych lat 80-tych i wczesnych 90-tych w większości krajów Europy Zachodniej. + Komputer + + + + + O Amiga é uma família de computadores pessoais comercializados pela Commodore nas décadas de 1980 e 1990. O primeiro modelo foi lançado em 1985 como um computador doméstico de ponta e tornou-se popular por suas capacidades gráficas, de áudio e de multitarefa. O Amiga proporcionou uma atualização significativa em relação aos computadores de 8 bits, como o Commodore 64, e a plataforma cresceu rapidamente em popularidade entre os entusiastas de computadores. O modelo mais vendido, o Amiga 500, foi lançado em 1987 e se tornou o principal computador doméstico do final da década de 1980 e início da década de 1990 em grande parte da Europa Ocidental. + Computador + + + + + Amiga este o familie de computere personale comercializate de Commodore în anii 1980 și 1990. Primul model a fost lansat în 1985 ca un computer de casă high-end și a devenit popular pentru abilitățile sale grafice, audio și multi-tasking. Amiga a reprezentat un upgrade semnificativ față de computerele pe 8 biți, cum ar fi Commodore 64, iar popularitatea platformei a crescut rapid în rândul pasionaților de computere. Cel mai bine vândut model, Amiga 500, a fost introdus în 1987 și a devenit principalul computer de acasă de la sfârșitul anilor 1980 și începutul anilor 1990 în mare parte din Europa de Vest. + Computer + + + + + Amiga - семейство персональных компьютеров, выпускавшихся компанией Commodore в 1980-х и 1990-х годах. Первая модель была выпущена в 1985 году в качестве домашнего компьютера высокого класса и стала популярной благодаря своим графическим, аудио и многозадачным возможностям. Amiga представляла собой значительный шаг вперед по сравнению с 8-битными компьютерами, такими как Commodore 64, и платформа быстро завоевала популярность среди компьютерных энтузиастов. Самая продаваемая модель, Amiga 500, была представлена в 1987 году и стала ведущим домашним компьютером конца 1980-х и начала 1990-х годов в большинстве стран Западной Европы. + Компьютер + + + Amiga är en familj av persondatorer som marknadsfördes av Commodore under 1980- och 1990-talen. Den första modellen lanserades 1985 som en avancerad hemdator och blev populär för sina grafiska och ljudmässiga egenskaper samt för sin förmåga att hantera flera uppgifter samtidigt. Amiga innebar en betydande uppgradering från 8-bitarsdatorer, som Commodore 64, och plattformen blev snabbt populär bland datorentusiaster. Den mest sålda modellen, Amiga 500, introducerades 1987 och blev den ledande hemdatorn under slutet av 1980-talet och början av 1990-talet i stora delar av Västeuropa. Dator + + + アミーガは、1980年代から1990年代にかけてコモドール社が販売したパーソナルコンピュータのファミリーである。最初のモデルはハイエンドの家庭用コンピュータとして1985年に発売され、そのグラフィック、オーディオ、マルチタスク能力で人気を博した。アミーガは、コモドール64などの8ビットコンピュータからの大幅なアップグレードを提供し、このプラットフォームはコンピュータ愛好家の間で急速に人気が高まった。最も売れたモデルであるAmiga 500は1987年に発売され、1980年代後半から1990年代前半にかけて西ヨーロッパの多くの地域で主要な家庭用コンピュータとなった。 + コンピューター + + + + + 아미가는 1980년대와 1990년대에 Commodore에서 판매한 개인용 컴퓨터 제품군입니다. 첫 번째 모델은 1985년 고급 가정용 컴퓨터로 출시되었으며 그래픽, 오디오 및 멀티태스킹 기능으로 인기를 얻었습니다. 아미가는 Commodore 64와 같은 8비트 컴퓨터에서 크게 업그레이드된 플랫폼으로, 컴퓨터 애호가들 사이에서 빠르게 인기를 얻었습니다. 베스트셀러 모델인 Amiga 500은 1987년에 출시되어 1980년대 후반과 1990년대 초반 서유럽 대부분에서 가정용 컴퓨터의 선두 주자가 되었습니다. + 컴퓨터 + + + + + Amiga 是 Commodore 在 20 世纪 80 年代和 90 年代推出的个人电脑系列。第一款机型于 1985 年推出,是一款高端家用电脑,因其图形、音频和多任务处理能力而广受欢迎。与 Commodore 64 等 8 位计算机相比,Amiga 是一个重大升级,该平台迅速受到计算机爱好者的欢迎。最畅销的机型 Amiga 500 于 1987 年推出,成为 20 世纪 80 年代末和 90 年代初西欧大部分地区最主要的家用电脑。 + 计算机 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/amiga600.xml b/themes/linear-es-de/system/metadata/amiga600.xml index 0aa3c2b00..f1ca5928b 100644 --- a/themes/linear-es-de/system/metadata/amiga600.xml +++ b/themes/linear-es-de/system/metadata/amiga600.xml @@ -1,4 +1,4 @@ - + Amiga 600 The Amiga is a family of personal computers marketed by Commodore in the 1980s and 1990s. The first model was launched in 1985 as a high-end home computer and became popular for its graphical, audio and multi-tasking abilities. The Amiga provided a significant upgrade from 8-bit computers, such as the Commodore 64, and the platform quickly grew in popularity among computer enthusiasts. The best selling model, the Amiga 500, was introduced in 1987 and became the leading home computer of the late 1980s and early 1990s in much of Western Europe. @@ -13,10 +13,90 @@ 5BA079 F9EA38 ED2224 + 1-1 + + + L’Amiga és una família d’ordinadors personals comercialitzats per Commodore als anys vuitanta i noranta. El primer model es va llançar el 1985 com a ordinador domèstic de gamma alta i es va fer popular per les seves habilitats gràfiques, d'àudio i de tasques múltiples. L’AMIGA va proporcionar una actualització important d’ordinadors de 8 bits, com el Commodore 64, i la plataforma va créixer ràpidament en popularitat entre els aficionats a l’ordinador. El model més venut, l’Amiga 500, es va introduir el 1987 i es va convertir en el principal ordinador domèstic de finals dels anys vuitanta i principis dels anys 90 a bona part d’Europa occidental. + Computer + + + + + Der Amiga ist eine Familie von Personal Computern, die von Commodore in den 1980er und 1990er Jahren vermarktet wurde. Das erste Modell wurde 1985 als High-End-Heimcomputer auf den Markt gebracht und wurde wegen seiner Grafik-, Audio- und Multitasking-Fähigkeiten beliebt. Der Amiga stellte eine deutliche Verbesserung gegenüber 8-Bit-Computern wie dem Commodore 64 dar, und die Plattform erfreute sich unter Computerenthusiasten schnell wachsender Beliebtheit. Das meistverkaufte Modell, der Amiga 500, kam 1987 auf den Markt und wurde in weiten Teilen Westeuropas der führende Heimcomputer der späten 1980er und frühen 1990er Jahre. + Computer + + + + + Amiga es una familia de ordenadores personales comercializados por Commodore en las décadas de 1980 y 1990. El primer modelo se lanzó en 1985 como ordenador doméstico de gama alta y se hizo popular por sus capacidades gráficas, de audio y multitarea. El Amiga supuso una mejora significativa con respecto a los ordenadores de 8 bits, como el Commodore 64, y la plataforma creció rápidamente en popularidad entre los entusiastas de la informática. El modelo más vendido, el Amiga 500, se presentó en 1987 y se convirtió en el principal ordenador doméstico de finales de los 80 y principios de los 90 en gran parte de Europa Occidental. + Ordenador + + + + + L'Amiga est une famille d'ordinateurs personnels commercialisés par Commodore dans les années 1980 et 1990. Le premier modèle a été lancé en 1985 en tant qu'ordinateur domestique haut de gamme et est devenu populaire pour ses capacités graphiques, audio et multitâches. L'Amiga représentait une amélioration significative par rapport aux ordinateurs 8 bits, tels que le Commodore 64, et la plate-forme a rapidement gagné en popularité parmi les passionnés d'informatique. Le modèle le plus vendu, l'Amiga 500, a été lancé en 1987 et est devenu l'ordinateur domestique le plus populaire de la fin des années 1980 et du début des années 1990 dans une grande partie de l'Europe occidentale. + Ordinateur + + + + + Amiga è una famiglia di personal computer commercializzata da Commodore negli anni '80 e '90. Il primo modello fu lanciato nel 1985 come home computer di fascia alta e divenne popolare per le sue capacità grafiche, audio e multi-tasking. Il primo modello fu lanciato nel 1985 come home computer di fascia alta e divenne popolare per le sue capacità grafiche, audio e di multitasking. L'Amiga rappresentava un aggiornamento significativo rispetto ai computer a 8 bit, come il Commodore 64, e la piattaforma crebbe rapidamente di popolarità tra gli appassionati di computer. Il modello più venduto, l'Amiga 500, fu introdotto nel 1987 e divenne il principale home computer della fine degli anni '80 e dell'inizio degli anni '90 in gran parte dell'Europa occidentale. + Computer + + + + + De Amiga is een familie van personal computers die Commodore in de jaren 1980 en 1990 op de markt bracht. Het eerste model werd in 1985 gelanceerd als een high-end thuiscomputer en werd populair vanwege de grafische, audio- en multitaskingmogelijkheden. De Amiga betekende een aanzienlijke upgrade ten opzichte van 8-bit computers, zoals de Commodore 64, en het platform groeide snel in populariteit onder computerliefhebbers. Het best verkopende model, de Amiga 500, werd geïntroduceerd in 1987 en werd de toonaangevende thuiscomputer van de late jaren 1980 en vroege jaren 1990 in een groot deel van West-Europa. + Computer + + + + + Amiga to rodzina komputerów osobistych sprzedawanych przez firmę Commodore w latach 80. i 90. ubiegłego wieku. Pierwszy model został wprowadzony na rynek w 1985 roku jako wysokiej klasy komputer domowy i stał się popularny ze względu na swoje możliwości graficzne, dźwiękowe i wielozadaniowe. Amiga stanowiła znaczące ulepszenie w stosunku do komputerów 8-bitowych, takich jak Commodore 64, a platforma szybko zyskała popularność wśród entuzjastów komputerów. Najlepiej sprzedający się model, Amiga 500, został wprowadzony w 1987 roku i stał się wiodącym komputerem domowym późnych lat 80-tych i wczesnych 90-tych w większości krajów Europy Zachodniej. + Komputer + + + + + O Amiga é uma família de computadores pessoais comercializados pela Commodore nas décadas de 1980 e 1990. O primeiro modelo foi lançado em 1985 como um computador doméstico de ponta e tornou-se popular por suas capacidades gráficas, de áudio e de multitarefa. O Amiga proporcionou uma atualização significativa em relação aos computadores de 8 bits, como o Commodore 64, e a plataforma cresceu rapidamente em popularidade entre os entusiastas de computadores. O modelo mais vendido, o Amiga 500, foi lançado em 1987 e se tornou o principal computador doméstico do final da década de 1980 e início da década de 1990 em grande parte da Europa Ocidental. + Computador + + + + + Amiga este o familie de computere personale comercializate de Commodore în anii 1980 și 1990. Primul model a fost lansat în 1985 ca un computer de casă high-end și a devenit popular pentru abilitățile sale grafice, audio și multi-tasking. Amiga a reprezentat un upgrade semnificativ față de computerele pe 8 biți, cum ar fi Commodore 64, iar popularitatea platformei a crescut rapid în rândul pasionaților de computere. Cel mai bine vândut model, Amiga 500, a fost introdus în 1987 și a devenit principalul computer de acasă de la sfârșitul anilor 1980 și începutul anilor 1990 în mare parte din Europa de Vest. + Computer + + + + + Amiga - семейство персональных компьютеров, выпускавшихся компанией Commodore в 1980-х и 1990-х годах. Первая модель была выпущена в 1985 году в качестве домашнего компьютера высокого класса и стала популярной благодаря своим графическим, аудио и многозадачным возможностям. Amiga представляла собой значительный шаг вперед по сравнению с 8-битными компьютерами, такими как Commodore 64, и платформа быстро завоевала популярность среди компьютерных энтузиастов. Самая продаваемая модель, Amiga 500, была представлена в 1987 году и стала ведущим домашним компьютером конца 1980-х и начала 1990-х годов в большинстве стран Западной Европы. + Компьютер + + + Amiga är en familj av persondatorer som marknadsfördes av Commodore under 1980- och 1990-talen. Den första modellen lanserades 1985 som en avancerad hemdator och blev populär för sina grafiska och ljudmässiga egenskaper samt för sin förmåga att hantera flera uppgifter samtidigt. Amiga innebar en betydande uppgradering från 8-bitarsdatorer, som Commodore 64, och plattformen blev snabbt populär bland datorentusiaster. Den mest sålda modellen, Amiga 500, introducerades 1987 och blev den ledande hemdatorn under slutet av 1980-talet och början av 1990-talet i stora delar av Västeuropa. Dator + + + アミーガは、1980年代から1990年代にかけてコモドール社が販売したパーソナルコンピュータのファミリーである。最初のモデルはハイエンドの家庭用コンピュータとして1985年に発売され、そのグラフィック、オーディオ、マルチタスク能力で人気を博した。アミーガは、コモドール64などの8ビットコンピュータからの大幅なアップグレードを提供し、このプラットフォームはコンピュータ愛好家の間で急速に人気が高まった。最も売れたモデルであるAmiga 500は1987年に発売され、1980年代後半から1990年代前半にかけて西ヨーロッパの多くの地域で主要な家庭用コンピュータとなった。 + コンピューター + + + + + 아미가는 1980년대와 1990년대에 Commodore에서 판매한 개인용 컴퓨터 제품군입니다. 첫 번째 모델은 1985년 고급 가정용 컴퓨터로 출시되었으며 그래픽, 오디오 및 멀티태스킹 기능으로 인기를 얻었습니다. 아미가는 Commodore 64와 같은 8비트 컴퓨터에서 크게 업그레이드된 플랫폼으로, 컴퓨터 애호가들 사이에서 빠르게 인기를 얻었습니다. 베스트셀러 모델인 Amiga 500은 1987년에 출시되어 1980년대 후반과 1990년대 초반 서유럽 대부분에서 가정용 컴퓨터의 선두 주자가 되었습니다. + 컴퓨터 + + + + + Amiga 是 Commodore 在 20 世纪 80 年代和 90 年代推出的个人电脑系列。第一款机型于 1985 年推出,是一款高端家用电脑,因其图形、音频和多任务处理能力而广受欢迎。与 Commodore 64 等 8 位计算机相比,Amiga 是一个重大升级,该平台迅速受到计算机爱好者的欢迎。最畅销的机型 Amiga 500 于 1987 年推出,成为 20 世纪 80 年代末和 90 年代初西欧大部分地区最主要的家用电脑。 + 计算机 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/amigacd32.xml b/themes/linear-es-de/system/metadata/amigacd32.xml index 4e3fa7428..38eef29fd 100644 --- a/themes/linear-es-de/system/metadata/amigacd32.xml +++ b/themes/linear-es-de/system/metadata/amigacd32.xml @@ -1,4 +1,4 @@ - + Amiga CD32 The Amiga CD32, styled "CD32" and code-named "Spellbound", is the first 32-bit home video game console released in western Europe, Australia, Canada and Brazil. It was first announced at the Science Museum in London on July 16, 1993, and was released in September of the same year. The CD32 uses CD-ROM media, and was developed by Commodore, creator of the Commodore Amiga computer. It was based on Commodore's Advanced Graphics Architecture chipset, and is of similar specification to the Amiga 1200 computer. Using third party devices, it is possible to upgrade the CD32 with keyboard, floppy drive, hard drive, RAM and mouse, turning it into the equivalent of an Amiga 1200 personal computer. A hardware MPEG decompression module for playing Video CD was also released. In the Christmas period following its launch, the CD32 accounted for 38% of all CD-ROM drive sales in the UK, exceeding sales of the Mega-CD; however, it was soon overshadowed by CD-ROM based games consoles from other companies, and was discontinued as Commodore went into bankruptcy. @@ -13,10 +13,90 @@ 47DEBA FFDF46 4A9BE4 + 1-1 + + + El CD32 Amiga, dissenyat "CD32" i anomenat "Spellbound", és la primera consola de videojocs de 32 bits llançada a Europa occidental, Austràlia, Canadà i Brasil. Es va anunciar per primera vegada al Museu de la Ciència de Londres el 16 de juliol de 1993 i es va publicar al setembre del mateix any. El CD32 utilitza Media CD-ROM i va ser desenvolupat per Commodore, creador de l’ordinador Commodore Amiga. Es va basar en el chipset de l’arquitectura gràfica avançada de Commodore i té una especificació similar a l’ordinador Amiga 1200. Utilitzant dispositius de tercers, és possible actualitzar el CD32 amb teclat, disquet, disc dur, RAM i ratolí, convertint -lo en l’equivalent a un ordinador personal Amiga 1200. També es va publicar un mòdul de descompressió MPEG de maquinari per reproduir CD de vídeo. En el període de Nadal següent al seu llançament, el CD32 va representar el 38% de totes les vendes de CD-ROM al Regne Unit, superant les vendes del Mega-CD;Tot i això, aviat va ser eclipsat per les consoles de jocs basades en CD-ROM d'altres empreses i es va suspendre quan Commodore va entrar en fallida. + Console + + + + + Der Amiga CD32, genannt "CD32" und mit dem Codenamen "Spellbound", ist die erste 32-Bit-Heimvideospielkonsole, die in Westeuropa, Australien, Kanada und Brasilien veröffentlicht wurde. Sie wurde erstmals am 16. Juli 1993 im Science Museum in London angekündigt und kam im September desselben Jahres auf den Markt. Das CD32 verwendet CD-ROM-Medien und wurde von Commodore entwickelt, dem Erfinder des Commodore Amiga-Computers. Es basiert auf dem Commodore Advanced Graphics Architecture Chipsatz und hat ähnliche Spezifikationen wie der Amiga 1200 Computer. Mit Geräten von Drittanbietern ist es möglich, das CD32 mit Tastatur, Diskettenlaufwerk, Festplatte, RAM und Maus aufzurüsten, wodurch es zum Äquivalent eines Amiga 1200 Personal Computers wird. Ein Hardware-MPEG-Dekomprimierungsmodul zum Abspielen von Video-CDs wurde ebenfalls veröffentlicht. In der Weihnachtszeit nach seiner Markteinführung machte das CD32 38% aller Verkäufe von CD-ROM-Laufwerken in Großbritannien aus und übertraf damit die Verkäufe des Mega-CD; es wurde jedoch bald von CD-ROM-basierten Spielkonsolen anderer Firmen überschattet und wurde eingestellt, als Commodore in Konkurs ging. + Konsole + + + + + La Amiga CD32, conocida como "CD32" y con el nombre en clave "Spellbound", es la primera videoconsola doméstica de 32 bits comercializada en Europa occidental, Australia, Canadá y Brasil. Se anunció por primera vez en el Museo de la Ciencia de Londres el 16 de julio de 1993 y salió a la venta en septiembre del mismo año. La CD32 utiliza CD-ROM y fue desarrollada por Commodore, creadora del ordenador Commodore Amiga. Se basa en el chipset de Arquitectura Gráfica Avanzada de Commodore y tiene especificaciones similares al ordenador Amiga 1200. Utilizando dispositivos de terceros, es posible actualizar el CD32 con teclado, disquetera, disco duro, RAM y ratón, convirtiéndolo en el equivalente de un ordenador personal Amiga 1200. También se lanzó un módulo de descompresión MPEG por hardware para reproducir Video CD. En el periodo navideño posterior a su lanzamiento, el CD32 representó el 38% de todas las ventas de unidades de CD-ROM en el Reino Unido, superando las ventas del Mega-CD; sin embargo, pronto se vio eclipsado por las consolas de juegos basadas en CD-ROM de otras empresas, y se dejó de fabricar cuando Commodore entró en bancarrota. + Consola + + + + + L'Amiga CD32, appelé "CD32" et sous le nom de code "Spellbound", est la première console de jeu vidéo domestique 32 bits commercialisée en Europe occidentale, en Australie, au Canada et au Brésil. Elle a été annoncée pour la première fois au Science Museum de Londres le 16 juillet 1993 et est sortie en septembre de la même année. Le CD32 utilise un support CD-ROM et a été développé par Commodore, créateur de l'ordinateur Commodore Amiga. Il est basé sur le chipset Advanced Graphics Architecture de Commodore et présente des spécifications similaires à celles de l'ordinateur Amiga 1200. En utilisant des périphériques tiers, il est possible de doter le CD32 d'un clavier, d'un lecteur de disquettes, d'un disque dur, d'une mémoire vive et d'une souris, le transformant ainsi en l'équivalent d'un ordinateur personnel Amiga 1200. Un module matériel de décompression MPEG pour la lecture de CD vidéo a également été mis sur le marché. Pendant la période de Noël qui a suivi son lancement, le CD32 a représenté 38 % de toutes les ventes de lecteurs de CD-ROM au Royaume-Uni, dépassant les ventes du Mega-CD ; cependant, il a rapidement été éclipsé par les consoles de jeux sur CD-ROM d'autres sociétés, et a été abandonné lorsque Commodore a fait faillite. + Console + + + + + L'Amiga CD32, con lo stile "CD32" e il nome in codice "Spellbound", è la prima console per videogiochi domestica a 32 bit rilasciata in Europa occidentale, Australia, Canada e Brasile. Fu annunciata per la prima volta al Museo della Scienza di Londra il 16 luglio 1993 e fu messa in commercio nel settembre dello stesso anno. Il CD32 utilizza supporti CD-ROM ed è stato sviluppato da Commodore, creatore del computer Commodore Amiga. È basato sul chipset Advanced Graphics Architecture di Commodore e presenta specifiche simili a quelle del computer Amiga 1200. Utilizzando dispositivi di terze parti, è possibile aggiornare il CD32 con tastiera, unità floppy, disco rigido, RAM e mouse, trasformandolo nell'equivalente di un personal computer Amiga 1200. È stato inoltre rilasciato un modulo hardware di decompressione MPEG per la riproduzione di Video CD. Nel periodo natalizio successivo al lancio, il CD32 rappresentò il 38% di tutte le vendite di unità CD-ROM nel Regno Unito, superando le vendite del Mega-CD; tuttavia, fu presto messo in ombra dalle console di gioco basate su CD-ROM di altre aziende, e fu dismesso quando Commodore andò in bancarotta. + Console + + + + + De Amiga CD32, met de naam "CD32" en codenaam "Spellbound", is de eerste 32-bits videogameconsole voor thuisgebruik die werd uitgebracht in West-Europa, Australië, Canada en Brazilië. Hij werd voor het eerst aangekondigd in het Science Museum in Londen op 16 juli 1993 en werd uitgebracht in september van datzelfde jaar. De CD32 gebruikt CD-ROM media en werd ontwikkeld door Commodore, de maker van de Commodore Amiga computer. Het was gebaseerd op Commodore's Advanced Graphics Architecture chipset en heeft dezelfde specificaties als de Amiga 1200 computer. Met behulp van apparaten van derden is het mogelijk om de CD32 te upgraden met een toetsenbord, floppy drive, harde schijf, RAM en muis, waardoor hij gelijkwaardig wordt aan een Amiga 1200 personal computer. Een hardware MPEG decompressiemodule voor het afspelen van Video CD werd ook uitgebracht. In de kerstperiode na de lancering was de CD32 goed voor 38% van alle CD-ROM drive verkopen in de UK en overtrof daarmee de verkoop van de Mega-CD; het apparaat werd echter al snel overschaduwd door CD-ROM gebaseerde spelconsoles van andere bedrijven en werd stopgezet toen Commodore failliet ging. + Console + + + + + Amiga CD32, stylizowana na "CD32" i o nazwie kodowej "Spellbound", to pierwsza 32-bitowa domowa konsola do gier wideo wydana w Europie Zachodniej, Australii, Kanadzie i Brazylii. Została po raz pierwszy ogłoszona w Science Museum w Londynie 16 lipca 1993 roku i wydana we wrześniu tego samego roku. CD32 wykorzystuje nośniki CD-ROM i została opracowana przez firmę Commodore, twórcę komputera Commodore Amiga. Został on oparty na chipsecie Commodore Advanced Graphics Architecture i ma podobną specyfikację do komputera Amiga 1200. Korzystając z urządzeń innych firm, można rozbudować CD32 o klawiaturę, stację dyskietek, dysk twardy, pamięć RAM i mysz, zamieniając go w odpowiednik komputera osobistego Amiga 1200. Wydano również sprzętowy moduł dekompresji MPEG do odtwarzania płyt Video CD. W okresie świątecznym po premierze, CD32 stanowił 38% sprzedaży wszystkich napędów CD-ROM w Wielkiej Brytanii, przewyższając sprzedaż Mega-CD; jednak wkrótce został przyćmiony przez konsole do gier oparte na CD-ROM innych firm i został wycofany, gdy Commodore ogłosiło upadłość. + Konsola + + + + + O Amiga CD32, denominado "CD32" e com o codinome "Spellbound", é o primeiro console de videogame doméstico de 32 bits lançado na Europa Ocidental, Austrália, Canadá e Brasil. Ele foi anunciado pela primeira vez no Science Museum, em Londres, em 16 de julho de 1993, e foi lançado em setembro do mesmo ano. O CD32 usa mídia de CD-ROM e foi desenvolvido pela Commodore, criadora do computador Commodore Amiga. Ele foi baseado no chipset Advanced Graphics Architecture da Commodore e tem especificações semelhantes às do computador Amiga 1200. Usando dispositivos de terceiros, é possível atualizar o CD32 com teclado, unidade de disquete, disco rígido, RAM e mouse, transformando-o no equivalente a um computador pessoal Amiga 1200. Também foi lançado um módulo de descompressão MPEG por hardware para reproduzir Video CD. No período de Natal após seu lançamento, o CD32 foi responsável por 38% de todas as vendas de unidades de CD-ROM no Reino Unido, superando as vendas do Mega-CD; no entanto, logo foi ofuscado por consoles de jogos baseados em CD-ROM de outras empresas e foi descontinuado quando a Commodore entrou em falência. + Console + + + + + Amiga CD32, denumită "CD32" și cu numele de cod "Spellbound", este prima consolă de jocuri video pe 32 de biți lansată în Europa de Vest, Australia, Canada și Brazilia. A fost anunțată pentru prima dată la Science Museum din Londra la 16 iulie 1993 și a fost lansată în septembrie același an. CD32 utilizează suporturi CD-ROM și a fost dezvoltată de Commodore, creatorul computerului Commodore Amiga. Acesta se bazează pe chipset-ul Commodore Advanced Graphics Architecture și are specificații similare cu cele ale computerului Amiga 1200. Folosind dispozitive terțe, CD32 poate fi actualizat cu tastatură, unitate de dischetă, hard disk, memorie RAM și mouse, devenind astfel echivalentul unui computer personal Amiga 1200. De asemenea, a fost lansat un modul hardware de decompresie MPEG pentru redarea CD-urilor video. În perioada de Crăciun care a urmat lansării sale, CD32 a reprezentat 38% din totalul vânzărilor de unități CD-ROM în Regatul Unit, depășind vânzările Mega-CD; cu toate acestea, a fost în curând eclipsat de consolele de jocuri bazate pe CD-ROM ale altor companii și a fost abandonat odată cu intrarea Commodore în faliment. + Consolă + + + + + Amiga CD32, стилизованная под CD32 и имеющая кодовое название "Spellbound", - первая 32-битная домашняя видеоигровая консоль, выпущенная в Западной Европе, Австралии, Канаде и Бразилии. Впервые она была анонсирована в Музее науки в Лондоне 16 июля 1993 года и выпущена в сентябре того же года. CD32 использует носитель CD-ROM и была разработана компанией Commodore, создателем компьютера Commodore Amiga. Он основан на чипсете Advanced Graphics Architecture компании Commodore и по своим техническим характеристикам аналогичен компьютеру Amiga 1200. Используя устройства сторонних производителей, можно дооснастить CD32 клавиатурой, флоппи-дисководом, жестким диском, оперативной памятью и мышью, превратив его в аналог персонального компьютера Amiga 1200. Также был выпущен модуль аппаратной MPEG-декомпрессии для воспроизведения Video CD. В рождественский период после запуска CD32 составил 38 % всех продаж приводов CD-ROM в Великобритании, превысив продажи Mega-CD; однако вскоре его затмили игровые консоли на базе CD-ROM от других компаний, и он был снят с производства, так как Commodore обанкротилась. + Консоль + + + Amiga CD32, kallad "CD32" och med kodnamnet "Spellbound", är den första 32-bitars hemkonsolen för videospel som släpptes i Västeuropa, Australien, Kanada och Brasilien. Den presenterades första gången på Science Museum i London den 16 juli 1993 och släpptes i september samma år. CD32 använder CD-ROM-media och utvecklades av Commodore, skaparen av Commodore Amiga-datorn. Den var baserad på Commodores Advanced Graphics Architecture-chipset och har liknande specifikationer som Amiga 1200-datorn. Med hjälp av tredjepartsenheter är det möjligt att uppgradera CD32 med tangentbord, diskettenhet, hårddisk, RAM och mus, vilket gör den till en motsvarighet till en Amiga 1200 persondator. En hårdvarumodul för MPEG-dekomprimering för uppspelning av Video CD släpptes också. Under julperioden efter lanseringen stod CD32 för 38% av all försäljning av CD-ROM-diskar i Storbritannien, vilket överträffade försäljningen av Mega-CD. CD32 hamnade dock snart i skuggan av CD-ROM-baserade spelkonsoler från andra företag och avvecklades när Commodore gick i konkurs. Konsol + + + AmigaのCD32は「CD32」というスタイルで、コードネームは「Spellbound」、西ヨーロッパ、オーストラリア、カナダ、ブラジルで発売された最初の32ビット家庭用ゲーム機である。1993年7月16日にロンドンの科学博物館で発表され、同年9月に発売された。CD32はCD-ROMメディアを使用し、コモドール・アミーガを開発したコモドール社によって開発された。コモドールのアドバンスト・グラフィックス・アーキテクチャ・チップセットをベースにしており、アミーガ1200コンピュータと同様の仕様である。サードパーティのデバイスを使用することで、CD32にキーボード、フロッピードライブ、ハードドライブ、RAM、マウスをアップグレードし、Amiga 1200パーソナルコンピュータと同等のものにすることが可能です。ビデオCDを再生するためのハードウェアMPEG解凍モジュールも発売されました。発売後のクリスマス期間には、CD32は英国におけるCD-ROMドライブの全売上の38%を占め、メガCDの売上を上回ったが、すぐに他社のCD-ROMベースのゲーム機の影に隠れ、コモドールの倒産とともに販売終了となった。 + コンソール + + + + + "CD32"라는 스타일과 코드명 "스펠바운드"로 불리는 Amiga CD32는 서유럽, 호주, 캐나다, 브라질에서 출시된 최초의 32비트 가정용 비디오 게임 콘솔입니다. 1993년 7월 16일 런던의 과학 박물관에서 처음 발표되었고 같은 해 9월에 출시되었습니다. CD32는 CD-ROM 미디어를 사용하며, 코머도어 아미가 컴퓨터를 만든 코머도어에서 개발했습니다. Commodore의 고급 그래픽 아키텍처 칩셋을 기반으로 하며, 아미가 1200 컴퓨터와 비슷한 사양입니다. 타사 장치를 사용하여 키보드, 플로피 드라이브, 하드 드라이브, RAM 및 마우스로 CD32를 업그레이드하여 Amiga 1200 개인용 컴퓨터와 동등한 사양으로 만들 수 있습니다. 비디오 CD 재생을 위한 하드웨어 MPEG 압축 해제 모듈도 출시되었습니다. 출시 후 크리스마스 기간 동안 CD32는 영국 전체 CD-ROM 드라이브 판매량의 38%를 차지하며 메가 CD의 판매량을 넘어섰지만, 곧 다른 회사의 CD-ROM 기반 게임 콘솔에 밀려났고 코모도가 파산하면서 생산이 중단되었습니다. + 콘솔 + + + + + Amiga CD32,型号为 "CD32",代号为 "Spellbound",是第一款在西欧、澳大利亚、加拿大和巴西发布的 32 位家用视频游戏机。它于 1993 年 7 月 16 日在伦敦科学博物馆首次发布,并于同年 9 月发售。CD32 使用 CD-ROM 介质,由 Commodore Amiga 计算机的制造商 Commodore 开发。它基于 Commodore 高级图形架构芯片组,规格与 Amiga 1200 计算机相似。使用第三方设备可以升级 CD32,使其配备键盘、软驱、硬盘、内存和鼠标,相当于一台 Amiga 1200 个人电脑。此外,还发布了用于播放视频 CD 的硬件 MPEG 解压缩模块。上市后的圣诞节期间,CD32 占英国所有 CD-ROM 驱动器销售量的 38%,超过了 Mega-CD 的销售量;但很快就被其他公司基于 CD-ROM 的游戏机所掩盖,并随着 Commodore 的破产而停产。 + 控制台 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/amstradcpc.xml b/themes/linear-es-de/system/metadata/amstradcpc.xml index 2b701c35e..e42ad9720 100644 --- a/themes/linear-es-de/system/metadata/amstradcpc.xml +++ b/themes/linear-es-de/system/metadata/amstradcpc.xml @@ -1,4 +1,4 @@ - + Amstrad CPC The Amstrad Colour Personal Computer, better known as the Amstrad CPC, is a series of 8-bit home computers designed by Amstrad. The first models were released in April 1984 in Europe at a retail price ranging from £199 to £299, depending on the package bought. The computers were not released outside of Europe. The CPC series had five distinct models: The CPC464, CPC664, CPC6128, 464plus, and 6128plus. The computers were manufactured until an unspecified time in 1990. @@ -13,10 +13,90 @@ 00A651 1C75BC 3E3E3E + 1-1 + + + L’ordinador personal d’Amstrad Color, més conegut com a Amstrad CPC, és una sèrie d’ordinadors domèstics de 8 bits dissenyats per Amstrad. Els primers models es van publicar a l'abril de 1984 a Europa a un preu al detall que oscil·la entre 199 i 299 £, segons el paquet comprat. Els ordinadors no es van alliberar fora d'Europa. La sèrie CPC tenia cinc models diferents: els CPC464, CPC664, CPC6128, 464Plus i 6128Plus. Els ordinadors es van fabricar fins a un temps no especificat el 1990. + Computer + + + + + Der Amstrad Colour Personal Computer, besser bekannt als Amstrad CPC, ist eine von Amstrad entwickelte Serie von 8-Bit-Heimcomputern. Die ersten Modelle kamen im April 1984 in Europa auf den Markt und kosteten je nach Ausstattung zwischen 199 und 299 £. Die Computer wurden außerhalb Europas nicht veröffentlicht. Die CPC-Serie umfasste fünf verschiedene Modelle: CPC464, CPC664, CPC6128, 464plus und 6128plus. Die Computer wurden bis zu einem unbestimmten Zeitpunkt im Jahr 1990 hergestellt. + Computer + + + + + El Amstrad Colour Personal Computer, más conocido como Amstrad CPC, es una serie de ordenadores domésticos de 8 bits diseñados por Amstrad. Los primeros modelos salieron a la venta en abril de 1984 en Europa a un precio de venta al público que oscilaba entre 199 y 299 libras, dependiendo del paquete adquirido. Los ordenadores no salieron a la venta fuera de Europa. La serie CPC tenía cinco modelos distintos: CPC464, CPC664, CPC6128, 464plus y 6128plus. Los ordenadores se fabricaron hasta una fecha no especificada de 1990. + Ordenador + + + + + L'Amstrad Colour Personal Computer, mieux connu sous le nom d'Amstrad CPC, est une série d'ordinateurs domestiques 8 bits conçus par Amstrad. Les premiers modèles ont été commercialisés en avril 1984 en Europe à un prix de détail allant de 199 à 299 livres sterling, selon le pack acheté. Les ordinateurs n'ont pas été commercialisés en dehors de l'Europe. La série CPC comprenait cinq modèles distincts : CPC464, CPC664, CPC6128, 464plus et 6128plus. Les ordinateurs ont été fabriqués jusqu'à une date non précisée en 1990. + Ordinateur + + + + + L'Amstrad Colour Personal Computer, meglio noto come Amstrad CPC, è una serie di home computer a 8 bit progettati da Amstrad. I primi modelli furono commercializzati in Europa nell'aprile del 1984 a un prezzo al dettaglio che variava da 199 a 299 sterline, a seconda della confezione acquistata. I computer non sono stati commercializzati al di fuori dell'Europa. La serie CPC comprendeva cinque modelli distinti: CPC464, CPC664, CPC6128, 464plus e 6128plus. I computer sono stati prodotti fino a un momento imprecisato del 1990. + Computer + + + + + De Amstrad Colour Personal Computer, beter bekend als de Amstrad CPC, is een serie 8-bit thuiscomputers ontworpen door Amstrad. De eerste modellen werden in april 1984 uitgebracht in Europa voor een verkoopprijs variërend van £199 tot £299, afhankelijk van het gekochte pakket. De computers werden niet buiten Europa uitgebracht. De CPC serie had vijf verschillende modellen: De CPC464, CPC664, CPC6128, 464plus en 6128plus. De computers werden gemaakt tot een onbepaald tijdstip in 1990. + Computer + + + + + Amstrad Colour Personal Computer, lepiej znany jako Amstrad CPC, to seria 8-bitowych komputerów domowych zaprojektowanych przez firmę Amstrad. Pierwsze modele zostały wydane w kwietniu 1984 roku w Europie w cenie detalicznej od 199 do 299 funtów, w zależności od zakupionego pakietu. Komputery nie zostały wydane poza Europą. Seria CPC składała się z pięciu różnych modeli: CPC464, CPC664, CPC6128, 464plus i 6128plus. Komputery były produkowane do nieokreślonego czasu w 1990 roku. + Komputer + + + + + O Amstrad Colour Personal Computer, mais conhecido como Amstrad CPC, é uma série de computadores domésticos de 8 bits projetados pela Amstrad. Os primeiros modelos foram lançados em abril de 1984 na Europa a um preço de varejo que variava de £199 a £299, dependendo do pacote adquirido. Os computadores não foram lançados fora da Europa. A série CPC tinha cinco modelos distintos: CPC464, CPC664, CPC6128, 464plus e 6128plus. Os computadores foram fabricados até uma data não especificada em 1990. + Computador + + + + + Amstrad Colour Personal Computer, mai bine cunoscut sub numele de Amstrad CPC, este o serie de computere de acasă pe 8 biți concepute de Amstrad. Primele modele au fost lansate în aprilie 1984 în Europa la un preț de vânzare cu amănuntul variind între £199 și £299, în funcție de pachetul cumpărat. Calculatoarele nu au fost lansate în afara Europei. Seria CPC a avut cinci modele distincte: CPC464, CPC664, CPC6128, 464plus și 6128plus. Calculatoarele au fost fabricate până la o dată nespecificată în 1990. + Computer + + + + + Amstrad Colour Personal Computer, более известный как Amstrad CPC, - серия 8-битных домашних компьютеров, разработанных компанией Amstrad. Первые модели были выпущены в апреле 1984 года в Европе по розничной цене от £199 до £299 в зависимости от комплектации. За пределами Европы компьютеры не выпускались. Серия CPC состояла из пяти отдельных моделей: CPC464, CPC664, CPC6128, 464plus и 6128plus. Компьютеры выпускались до неопределенного времени в 1990 году. + Компьютер + + + Amstrad Colour Personal Computer, mer känd som Amstrad CPC, är en serie 8-bitars hemdatorer som designats av Amstrad. De första modellerna släpptes i april 1984 i Europa till ett detaljhandelspris på mellan £199 och £299, beroende på vilket paket som köptes. Datorerna släpptes inte utanför Europa. CPC-serien bestod av fem olika modeller: CPC464, CPC664, CPC6128, 464plus och 6128plus. Datorerna tillverkades fram till en ospecificerad tidpunkt under 1990. Dator + + + アムストラッドCPCとして知られるアムストラッド・カラー・パーソナル・コンピュータは、アムストラッドが設計した8ビット家庭用コンピュータのシリーズである。最初のモデルは1984年4月にヨーロッパで発売され、小売価格はパッケージによって199ポンドから299ポンドであった。ヨーロッパ以外では発売されなかった。CPCシリーズには5つのモデルがあった:CPC464、CPC664、CPC6128、464plus、6128plusである。コンピュータは1990年の特定できない時期まで製造された。 + コンピューター + + + + + 암스트래드 CPC로 더 잘 알려진 암스트래드 컬러 개인용 컴퓨터는 암스트래드에서 설계한 8비트 가정용 컴퓨터 시리즈입니다. 첫 번째 모델은 1984년 4월 유럽에서 구입한 패키지에 따라 199파운드에서 299파운드 사이의 소매가로 출시되었습니다. 이 컴퓨터는 유럽 이외 지역에는 출시되지 않았습니다. CPC 시리즈에는 다섯 가지 모델이 있었습니다: CPC464, CPC664, CPC6128, 464플러스, 6128플러스. 이 컴퓨터는 1990년 지정되지 않은 시기까지 제조되었습니다. + 컴퓨터 + + + + + Amstrad 彩色个人电脑(又称 Amstrad CPC)是 Amstrad 设计的一系列 8 位家用电脑。首批机型于 1984 年 4 月在欧洲发布,零售价从 199 英镑到 299 英镑不等,具体取决于所购买的套餐。这些计算机未在欧洲以外的地区发布。CPC 系列有五种不同的型号:CPC464、CPC664、CPC6128、464plus 和 6128plus。这些计算机一直生产到 1990 年,具体时间不详。 + 计算机 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/android.xml b/themes/linear-es-de/system/metadata/android.xml index 7a61c8aa2..5411356d8 100644 --- a/themes/linear-es-de/system/metadata/android.xml +++ b/themes/linear-es-de/system/metadata/android.xml @@ -1,4 +1,4 @@ - + Google Android Android is a mobile operating system based on a modified version of the Linux kernel and other open-source software, designed primarily for touchscreen mobile devices such as smartphones and tablets. Android is developed by a consortium of developers known as the Open Handset Alliance, though its most widely used version is primarily developed by Google. It was unveiled in November 2007, with the first commercial Android device, the HTC Dream, being launched in September 2008. @@ -13,10 +13,90 @@ EB4132 FBBD00 31AA52 + 1-1 + + + Android és un sistema operatiu mòbil basat en una versió modificada del nucli Linux i un altre programari de codi obert, dissenyat principalment per a dispositius mòbils de pantalla tàctil com telèfons intel·ligents i tauletes. Android està desenvolupat per un consorci de desenvolupadors conegut com The Open Helpach Alliance, tot i que la seva versió més utilitzada és desenvolupada principalment per Google. Es va donar a conèixer el novembre de 2007, amb el primer dispositiu Android comercial, el HTC Dream, llançat el setembre del 2008. + OS + + + + + Android ist ein mobiles Betriebssystem, das auf einer modifizierten Version des Linux-Kernels und anderer Open-Source-Software basiert und hauptsächlich für mobile Touchscreen-Geräte wie Smartphones und Tablets konzipiert ist. Android wird von einem Konsortium von Entwicklern entwickelt, das als Open Handset Alliance bekannt ist, obwohl die am weitesten verbreitete Version hauptsächlich von Google entwickelt wird. Es wurde im November 2007 vorgestellt, und das erste kommerzielle Android-Gerät, das HTC Dream, wurde im September 2008 auf den Markt gebracht. + OS + + + + + Android es un sistema operativo móvil basado en una versión modificada del núcleo de Linux y otro software de código abierto, diseñado principalmente para dispositivos móviles con pantalla táctil, como teléfonos inteligentes y tabletas. Android es desarrollado por un consorcio de desarrolladores conocido como Open Handset Alliance, aunque su versión más utilizada es desarrollada principalmente por Google. Se presentó en noviembre de 2007 y el primer dispositivo comercial con Android, el HTC Dream, salió al mercado en septiembre de 2008. + OS + + + + + Android est un système d'exploitation mobile basé sur une version modifiée du noyau Linux et d'autres logiciels libres, conçu principalement pour les appareils mobiles à écran tactile tels que les smartphones et les tablettes. Android est développé par un consortium de développeurs connu sous le nom d'Open Handset Alliance, bien que sa version la plus largement utilisée soit principalement développée par Google. Il a été dévoilé en novembre 2007, et le premier appareil Android commercial, le HTC Dream, a été lancé en septembre 2008. + OS + + + + + Android è un sistema operativo mobile basato su una versione modificata del kernel Linux e su altri software open-source, progettato principalmente per dispositivi mobili touchscreen come smartphone e tablet. Android è sviluppato da un consorzio di sviluppatori noto come Open Handset Alliance, anche se la sua versione più diffusa è sviluppata principalmente da Google. È stato presentato nel novembre 2007 e il primo dispositivo Android commerciale, l'HTC Dream, è stato lanciato nel settembre 2008. + OS + + + + + Android is een mobiel besturingssysteem gebaseerd op een aangepaste versie van de Linux kernel en andere open-source software, voornamelijk ontworpen voor mobiele apparaten met aanraakscherm zoals smartphones en tablets. Android wordt ontwikkeld door een consortium van ontwikkelaars dat bekend staat als de Open Handset Alliance, hoewel de meest gebruikte versie voornamelijk door Google wordt ontwikkeld. Het werd in november 2007 onthuld en het eerste commerciële Android-toestel, de HTC Dream, werd in september 2008 gelanceerd. + OS + + + + + Android to mobilny system operacyjny oparty na zmodyfikowanej wersji jądra Linux i innym oprogramowaniu open-source, przeznaczony głównie dla urządzeń mobilnych z ekranem dotykowym, takich jak smartfony i tablety. Android jest rozwijany przez konsorcjum deweloperów znane jako Open Handset Alliance, choć jego najczęściej używana wersja jest rozwijana głównie przez Google. Został zaprezentowany w listopadzie 2007 roku, a pierwsze komercyjne urządzenie z Androidem, HTC Dream, zostało wprowadzone na rynek we wrześniu 2008 roku. + OS + + + + + O Android é um sistema operacional móvel baseado em uma versão modificada do kernel do Linux e em outros softwares de código aberto, projetado principalmente para dispositivos móveis com tela sensível ao toque, como smartphones e tablets. O Android é desenvolvido por um consórcio de desenvolvedores conhecido como Open Handset Alliance, embora sua versão mais usada seja desenvolvida principalmente pelo Google. Ele foi apresentado em novembro de 2007, e o primeiro dispositivo Android comercial, o HTC Dream, foi lançado em setembro de 2008. + SO + + + + + Android este un sistem de operare mobil bazat pe o versiune modificată a nucleului Linux și pe alte programe open-source, conceput în principal pentru dispozitive mobile cu ecran tactil, cum ar fi smartphone-urile și tabletele. Android este dezvoltat de un consorțiu de dezvoltatori cunoscut sub numele de Open Handset Alliance, deși versiunea sa cea mai răspândită este dezvoltată în principal de Google. Acesta a fost prezentat în noiembrie 2007, iar primul dispozitiv comercial Android, HTC Dream, a fost lansat în septembrie 2008. + SO + + + + + Android - это мобильная операционная система, основанная на модифицированной версии ядра Linux и другом программном обеспечении с открытым исходным кодом, предназначенная в первую очередь для мобильных устройств с сенсорным экраном, таких как смартфоны и планшеты. Android разрабатывается консорциумом разработчиков, известным как Open Handset Alliance, хотя ее наиболее распространенная версия в основном разрабатывается компанией Google. Она была представлена в ноябре 2007 года, а первое коммерческое устройство на базе Android, HTC Dream, было выпущено в сентябре 2008 года. + OS + + - Operativsystem + Android är ett mobilt operativsystem baserat på en modifierad version av Linux-kärnan och annan programvara med öppen källkod, främst avsett för mobila enheter med pekskärm, t.ex. smartphones och surfplattor. Android utvecklas av ett konsortium av utvecklare som kallas Open Handset Alliance, även om den mest använda versionen främst utvecklas av Google. Android presenterades i november 2007 och den första kommersiella Android-enheten, HTC Dream, lanserades i september 2008. + OS + + + + + Androidは、Linuxカーネルの改良版とその他のオープンソースソフトウェアをベースにしたモバイルオペレーティングシステムで、主にスマートフォンやタブレットなどのタッチスクリーンモバイルデバイス向けに設計されている。アンドロイドは、オープンハンドセットアライアンスとして知られる開発者のコンソーシアムによって開発されているが、最も広く使われているバージョンは主にグーグルによって開発されている。アンドロイドは2007年11月に発表され、最初の商用アンドロイド端末であるHTCドリームは2008年9月に発売された。 + OS + + + + + Android는 주로 스마트폰 및 태블릿과 같은 터치스크린 모바일 디바이스용으로 설계된 Linux 커널 및 기타 오픈 소스 소프트웨어의 수정 버전을 기반으로 하는 모바일 운영 체제입니다. Android는 오픈 핸드셋 연합으로 알려진 개발자 컨소시엄에서 개발했지만, 가장 널리 사용되는 버전은 주로 Google에서 개발했습니다. 2007년 11월에 공개되었으며, 2008년 9월에 최초의 상용 안드로이드 디바이스인 HTC 드림이 출시되었습니다. + OS + + + + + 安卓(Android)是一种移动操作系统,基于修改版的 Linux 内核和其他开源软件,主要为触摸屏移动设备(如智能手机和平板电脑)而设计。安卓系统由一个名为 "开放手机联盟"(Open Handset Alliance)的开发者联盟开发,但其最广泛使用的版本主要由谷歌开发。它于 2007 年 11 月发布,首款商用安卓设备 HTC Dream 于 2008 年 9 月推出。 + 操作系统 \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/androidapps.xml b/themes/linear-es-de/system/metadata/androidapps.xml index 0574401c0..661d10229 100644 --- a/themes/linear-es-de/system/metadata/androidapps.xml +++ b/themes/linear-es-de/system/metadata/androidapps.xml @@ -1,22 +1,102 @@ - + - Android Apps - View and use your favorite Android apps - Various - Various - Various - Various - Folder + Google Android + Android is a mobile operating system based on a modified version of the Linux kernel and other open-source software, designed primarily for touchscreen mobile devices such as smartphones and tablets. Android is developed by a consortium of developers known as the Open Handset Alliance, though its most widely used version is primarily developed by Google. It was unveiled in November 2007, with the first commercial Android device, the HTC Dream, being launched in September 2008. + Google + 2008 + 2008-09-23 + September 23, 2008 + OS 1-1 5A9035 + 4086F4 + EB4132 + FBBD00 + 31AA52 + 1-1 + + + Android és un sistema operatiu mòbil basat en una versió modificada del nucli Linux i un altre programari de codi obert, dissenyat principalment per a dispositius mòbils de pantalla tàctil com telèfons intel·ligents i tauletes. Android està desenvolupat per un consorci de desenvolupadors conegut com The Open Helpach Alliance, tot i que la seva versió més utilitzada és desenvolupada principalment per Google. Es va donar a conèixer el novembre de 2007, amb el primer dispositiu Android comercial, el HTC Dream, llançat el setembre del 2008. + OS + + + + + Android ist ein mobiles Betriebssystem, das auf einer modifizierten Version des Linux-Kernels und anderer Open-Source-Software basiert und hauptsächlich für mobile Touchscreen-Geräte wie Smartphones und Tablets konzipiert ist. Android wird von einem Konsortium von Entwicklern entwickelt, das als Open Handset Alliance bekannt ist, obwohl die am weitesten verbreitete Version hauptsächlich von Google entwickelt wird. Es wurde im November 2007 vorgestellt, und das erste kommerzielle Android-Gerät, das HTC Dream, wurde im September 2008 auf den Markt gebracht. + OS + + + + + Android es un sistema operativo móvil basado en una versión modificada del núcleo de Linux y otro software de código abierto, diseñado principalmente para dispositivos móviles con pantalla táctil, como teléfonos inteligentes y tabletas. Android es desarrollado por un consorcio de desarrolladores conocido como Open Handset Alliance, aunque su versión más utilizada es desarrollada principalmente por Google. Se presentó en noviembre de 2007 y el primer dispositivo comercial con Android, el HTC Dream, salió al mercado en septiembre de 2008. + OS + + + + + Android est un système d'exploitation mobile basé sur une version modifiée du noyau Linux et d'autres logiciels libres, conçu principalement pour les appareils mobiles à écran tactile tels que les smartphones et les tablettes. Android est développé par un consortium de développeurs connu sous le nom d'Open Handset Alliance, bien que sa version la plus largement utilisée soit principalement développée par Google. Il a été dévoilé en novembre 2007, et le premier appareil Android commercial, le HTC Dream, a été lancé en septembre 2008. + OS + + + + + Android è un sistema operativo mobile basato su una versione modificata del kernel Linux e su altri software open-source, progettato principalmente per dispositivi mobili touchscreen come smartphone e tablet. Android è sviluppato da un consorzio di sviluppatori noto come Open Handset Alliance, anche se la sua versione più diffusa è sviluppata principalmente da Google. È stato presentato nel novembre 2007 e il primo dispositivo Android commerciale, l'HTC Dream, è stato lanciato nel settembre 2008. + OS + + + + + Android is een mobiel besturingssysteem gebaseerd op een aangepaste versie van de Linux kernel en andere open-source software, voornamelijk ontworpen voor mobiele apparaten met aanraakscherm zoals smartphones en tablets. Android wordt ontwikkeld door een consortium van ontwikkelaars dat bekend staat als de Open Handset Alliance, hoewel de meest gebruikte versie voornamelijk door Google wordt ontwikkeld. Het werd in november 2007 onthuld en het eerste commerciële Android-toestel, de HTC Dream, werd in september 2008 gelanceerd. + OS + + + + + Android to mobilny system operacyjny oparty na zmodyfikowanej wersji jądra Linux i innym oprogramowaniu open-source, przeznaczony głównie dla urządzeń mobilnych z ekranem dotykowym, takich jak smartfony i tablety. Android jest rozwijany przez konsorcjum deweloperów znane jako Open Handset Alliance, choć jego najczęściej używana wersja jest rozwijana głównie przez Google. Został zaprezentowany w listopadzie 2007 roku, a pierwsze komercyjne urządzenie z Androidem, HTC Dream, zostało wprowadzone na rynek we wrześniu 2008 roku. + OS + + + + + O Android é um sistema operacional móvel baseado em uma versão modificada do kernel do Linux e em outros softwares de código aberto, projetado principalmente para dispositivos móveis com tela sensível ao toque, como smartphones e tablets. O Android é desenvolvido por um consórcio de desenvolvedores conhecido como Open Handset Alliance, embora sua versão mais usada seja desenvolvida principalmente pelo Google. Ele foi apresentado em novembro de 2007, e o primeiro dispositivo Android comercial, o HTC Dream, foi lançado em setembro de 2008. + SO + + + + + Android este un sistem de operare mobil bazat pe o versiune modificată a nucleului Linux și pe alte programe open-source, conceput în principal pentru dispozitive mobile cu ecran tactil, cum ar fi smartphone-urile și tabletele. Android este dezvoltat de un consorțiu de dezvoltatori cunoscut sub numele de Open Handset Alliance, deși versiunea sa cea mai răspândită este dezvoltată în principal de Google. Acesta a fost prezentat în noiembrie 2007, iar primul dispozitiv comercial Android, HTC Dream, a fost lansat în septembrie 2008. + SO + + + + + Android - мобильная операционная система, основанная на модифицированной версии ядра Linux и другом программном обеспечении с открытым исходным кодом, предназначенная в первую очередь для мобильных устройств с сенсорным экраном, таких как смартфоны и планшеты. Android разрабатывается консорциумом разработчиков, известным как Open Handset Alliance, хотя ее наиболее распространенная версия в основном разрабатывается компанией Google. Она была представлена в ноябре 2007 года, а первое коммерческое устройство на базе Android, HTC Dream, было выпущено в сентябре 2008 года. + OS + + - Diverse - Diverse - Diverse - Diverse + Visa och använd dina favoritappar för Android Mapp + + + Androidは、Linuxカーネルの改良版とその他のオープンソースソフトウェアをベースにしたモバイルオペレーティングシステムで、主にスマートフォンやタブレットなどのタッチスクリーンモバイルデバイス向けに設計されている。アンドロイドは、オープンハンドセットアライアンスとして知られる開発者のコンソーシアムによって開発されているが、最も広く使われているバージョンは主にグーグルによって開発されている。アンドロイドは2007年11月に発表され、最初の商用アンドロイド端末であるHTCドリームは2008年9月に発売された。 + OS + + + + + Android는 주로 스마트폰 및 태블릿과 같은 터치스크린 모바일 디바이스용으로 설계된 Linux 커널 및 기타 오픈 소스 소프트웨어의 수정 버전을 기반으로 하는 모바일 운영 체제입니다. Android는 오픈 핸드셋 연합으로 알려진 개발자 컨소시엄에서 개발했지만, 가장 널리 사용되는 버전은 주로 Google에서 개발했습니다. 2007년 11월에 공개되었으며, 2008년 9월에 최초의 상용 안드로이드 디바이스인 HTC 드림이 출시되었습니다. + OS + + + + + 安卓(Android)是一种移动操作系统,基于修改版的 Linux 内核和其他开源软件,主要为触摸屏移动设备(如智能手机和平板电脑)而设计。安卓系统由一个名为 "开放手机联盟"(Open Handset Alliance)的开发者联盟开发,但其最广泛使用的版本主要由谷歌开发。它于 2007 年 11 月发布,首款商用安卓设备 HTC Dream 于 2008 年 9 月推出。 + 操作系统 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/androidgames.xml b/themes/linear-es-de/system/metadata/androidgames.xml index f5161e4d9..a998355a1 100644 --- a/themes/linear-es-de/system/metadata/androidgames.xml +++ b/themes/linear-es-de/system/metadata/androidgames.xml @@ -1,22 +1,102 @@ - + - Android Games - View and play your favorite Android games - Various - Various - Various - Various - Folder + Google Android + Android is a mobile operating system based on a modified version of the Linux kernel and other open-source software, designed primarily for touchscreen mobile devices such as smartphones and tablets. Android is developed by a consortium of developers known as the Open Handset Alliance, though its most widely used version is primarily developed by Google. It was unveiled in November 2007, with the first commercial Android device, the HTC Dream, being launched in September 2008. + Google + 2008 + 2008-09-23 + September 23, 2008 + OS 1-1 5A9035 + 4086F4 + EB4132 + FBBD00 + 31AA52 + 1-1 + + + Android és un sistema operatiu mòbil basat en una versió modificada del nucli Linux i un altre programari de codi obert, dissenyat principalment per a dispositius mòbils de pantalla tàctil com telèfons intel·ligents i tauletes. Android està desenvolupat per un consorci de desenvolupadors conegut com The Open Helpach Alliance, tot i que la seva versió més utilitzada és desenvolupada principalment per Google. Es va donar a conèixer el novembre de 2007, amb el primer dispositiu Android comercial, el HTC Dream, llançat el setembre del 2008. + OS + + + + + Android ist ein mobiles Betriebssystem, das auf einer modifizierten Version des Linux-Kernels und anderer Open-Source-Software basiert und hauptsächlich für mobile Touchscreen-Geräte wie Smartphones und Tablets konzipiert ist. Android wird von einem Konsortium von Entwicklern entwickelt, das als Open Handset Alliance bekannt ist, obwohl die am weitesten verbreitete Version hauptsächlich von Google entwickelt wird. Es wurde im November 2007 vorgestellt, und das erste kommerzielle Android-Gerät, das HTC Dream, wurde im September 2008 auf den Markt gebracht. + OS + + + + + Android es un sistema operativo móvil basado en una versión modificada del núcleo de Linux y otro software de código abierto, diseñado principalmente para dispositivos móviles con pantalla táctil, como teléfonos inteligentes y tabletas. Android es desarrollado por un consorcio de desarrolladores conocido como Open Handset Alliance, aunque su versión más utilizada es desarrollada principalmente por Google. Se presentó en noviembre de 2007 y el primer dispositivo comercial con Android, el HTC Dream, salió al mercado en septiembre de 2008. + OS + + + + + Android est un système d'exploitation mobile basé sur une version modifiée du noyau Linux et d'autres logiciels libres, conçu principalement pour les appareils mobiles à écran tactile tels que les smartphones et les tablettes. Android est développé par un consortium de développeurs connu sous le nom d'Open Handset Alliance, bien que sa version la plus largement utilisée soit principalement développée par Google. Il a été dévoilé en novembre 2007, et le premier appareil Android commercial, le HTC Dream, a été lancé en septembre 2008. + OS + + + + + Android è un sistema operativo mobile basato su una versione modificata del kernel Linux e su altri software open-source, progettato principalmente per dispositivi mobili touchscreen come smartphone e tablet. Android è sviluppato da un consorzio di sviluppatori noto come Open Handset Alliance, anche se la sua versione più diffusa è sviluppata principalmente da Google. È stato presentato nel novembre 2007 e il primo dispositivo Android commerciale, l'HTC Dream, è stato lanciato nel settembre 2008. + OS + + + + + Android is een mobiel besturingssysteem gebaseerd op een aangepaste versie van de Linux kernel en andere open-source software, voornamelijk ontworpen voor mobiele apparaten met aanraakscherm zoals smartphones en tablets. Android wordt ontwikkeld door een consortium van ontwikkelaars dat bekend staat als de Open Handset Alliance, hoewel de meest gebruikte versie voornamelijk door Google wordt ontwikkeld. Het werd in november 2007 onthuld en het eerste commerciële Android-toestel, de HTC Dream, werd in september 2008 gelanceerd. + OS + + + + + Android to mobilny system operacyjny oparty na zmodyfikowanej wersji jądra Linux i innym oprogramowaniu open-source, przeznaczony głównie dla urządzeń mobilnych z ekranem dotykowym, takich jak smartfony i tablety. Android jest rozwijany przez konsorcjum deweloperów znane jako Open Handset Alliance, choć jego najczęściej używana wersja jest rozwijana głównie przez Google. Został zaprezentowany w listopadzie 2007 roku, a pierwsze komercyjne urządzenie z Androidem, HTC Dream, zostało wprowadzone na rynek we wrześniu 2008 roku. + OS + + + + + O Android é um sistema operacional móvel baseado em uma versão modificada do kernel do Linux e em outros softwares de código aberto, projetado principalmente para dispositivos móveis com tela sensível ao toque, como smartphones e tablets. O Android é desenvolvido por um consórcio de desenvolvedores conhecido como Open Handset Alliance, embora sua versão mais usada seja desenvolvida principalmente pelo Google. Ele foi apresentado em novembro de 2007, e o primeiro dispositivo Android comercial, o HTC Dream, foi lançado em setembro de 2008. + SO + + + + + Android este un sistem de operare mobil bazat pe o versiune modificată a nucleului Linux și pe alte programe open-source, conceput în principal pentru dispozitive mobile cu ecran tactil, cum ar fi smartphone-urile și tabletele. Android este dezvoltat de un consorțiu de dezvoltatori cunoscut sub numele de Open Handset Alliance, deși versiunea sa cea mai răspândită este dezvoltată în principal de Google. Acesta a fost prezentat în noiembrie 2007, iar primul dispozitiv comercial Android, HTC Dream, a fost lansat în septembrie 2008. + SO + + + + + Android - это мобильная операционная система, основанная на модифицированной версии ядра Linux и другом программном обеспечении с открытым исходным кодом, предназначенная в первую очередь для мобильных устройств с сенсорным экраном, таких как смартфоны и планшеты. Android разрабатывается консорциумом разработчиков, известным как Open Handset Alliance, хотя ее наиболее распространенная версия в основном разрабатывается компанией Google. Она была представлена в ноябре 2007 года, а первое коммерческое устройство на базе Android, HTC Dream, было выпущено в сентябре 2008 года. + OS + + - Diverse - Diverse - Diverse - Diverse + Visa och spela dina favorit Android-spel Mapp + + + Androidは、Linuxカーネルの改良版とその他のオープンソースソフトウェアをベースにしたモバイルオペレーティングシステムで、主にスマートフォンやタブレットなどのタッチスクリーンモバイルデバイス向けに設計されている。アンドロイドは、オープンハンドセットアライアンスとして知られる開発者のコンソーシアムによって開発されているが、最も広く使われているバージョンは主にグーグルによって開発されている。アンドロイドは2007年11月に発表され、最初の商用アンドロイド端末であるHTCドリームは2008年9月に発売された。 + OS + + + + + Android는 주로 스마트폰 및 태블릿과 같은 터치스크린 모바일 디바이스용으로 설계된 Linux 커널 및 기타 오픈 소스 소프트웨어의 수정 버전을 기반으로 하는 모바일 운영 체제입니다. Android는 오픈 핸드셋 연합으로 알려진 개발자 컨소시엄에서 개발했지만, 가장 널리 사용되는 버전은 주로 Google에서 개발했습니다. 2007년 11월에 공개되었으며, 2008년 9월에 최초의 상용 안드로이드 디바이스인 HTC 드림이 출시되었습니다. + OS + + + + + 安卓(Android)是一种移动操作系统,基于修改版的 Linux 内核和其他开源软件,主要为触摸屏移动设备(如智能手机和平板电脑)而设计。安卓系统由一个名为 "开放手机联盟"(Open Handset Alliance)的开发者联盟开发,但其最广泛使用的版本主要由谷歌开发。它于 2007 年 11 月发布,首款商用安卓设备 HTC Dream 于 2008 年 9 月推出。 + 操作系统 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/apple2.xml b/themes/linear-es-de/system/metadata/apple2.xml index f31552665..6c85dfaf8 100644 --- a/themes/linear-es-de/system/metadata/apple2.xml +++ b/themes/linear-es-de/system/metadata/apple2.xml @@ -1,4 +1,4 @@ - + Apple II In 1976, computer pioneers Steve Wozniak and Steve Jobs began selling their Apple I computer in kit form to computer stores. A month later, Wozniak was working on a design for an improved version, the Apple II. They demonstrated a prototype in December, and then introduced it to the public in April 1977. The Apple II started the boom in personal computer sales in the late 1970s, and pushed Apple into the lead among personal computer makers. @@ -13,10 +13,90 @@ E03A3E FDB827 61BB46 + 1-1 + + + El 1976, els pioners informàtics Steve Wozniak i Steve Jobs van començar a vendre el seu ordinador Apple I en forma de kit a botigues informàtiques. Un mes després, Wozniak treballava en un disseny per a una versió millorada, l'Apple II. Van demostrar un prototip al desembre i després el van presentar al públic a l’abril de 1977. L’Apple II va iniciar el boom en les vendes d’ordinadors personals a finals dels anys 70 i van empènyer Apple al lideratge entre els fabricants d’ordinadors personals. + Computer + + + + + 1976 begannen die Computerpioniere Steve Wozniak und Steve Jobs damit, ihren Apple I Computer als Bausatz in Computerläden zu verkaufen. Einen Monat später arbeitete Wozniak an einem Entwurf für eine verbesserte Version, den Apple II. Im Dezember führten sie einen Prototyp vor und stellten ihn im April 1977 der Öffentlichkeit vor. Der Apple II löste Ende der 1970er Jahre einen Boom beim Verkauf von Personalcomputern aus und brachte Apple an die Spitze der Computerhersteller. + Computer + + + + + En 1976, los pioneros de la informática Steve Wozniak y Steve Jobs empezaron a vender su ordenador Apple I en forma de kit a las tiendas de informática. Un mes después, Wozniak ya estaba trabajando en el diseño de una versión mejorada, el Apple II. En diciembre hicieron una demostración del prototipo y lo presentaron al público en abril de 1977. El Apple II inició el auge de las ventas de ordenadores personales a finales de la década de 1970 y colocó a Apple a la cabeza de los fabricantes de ordenadores personales. + Ordenador + + + + + En 1976, les pionniers de l'informatique Steve Wozniak et Steve Jobs ont commencé à vendre leur ordinateur Apple I en kit dans les magasins d'informatique. Un mois plus tard, Wozniak travaille à la conception d'une version améliorée, l'Apple II. Ils font la démonstration d'un prototype en décembre, puis le présentent au public en avril 1977. L'Apple II a déclenché le boom des ventes d'ordinateurs personnels à la fin des années 1970 et a propulsé Apple en tête des fabricants d'ordinateurs personnels. + Ordinateur + + + + + Nel 1976, i pionieri del computer Steve Wozniak e Steve Jobs iniziarono a vendere il loro computer Apple I in kit nei negozi di informatica. Un mese dopo, Wozniak lavorava al progetto di una versione migliorata, l'Apple II. A dicembre dimostrarono un prototipo e lo presentarono al pubblico nell'aprile del 1977. L'Apple II diede il via al boom delle vendite di personal computer alla fine degli anni Settanta e spinse Apple in testa alla classifica dei produttori di personal computer. + Computer + + + + + In 1976 begonnen computerpioniers Steve Wozniak en Steve Jobs hun Apple I computer in kitvorm te verkopen aan computerwinkels. Een maand later werkte Wozniak aan een ontwerp voor een verbeterde versie, de Apple II. Ze demonstreerden een prototype in december en introduceerden het aan het publiek in april 1977. De Apple II startte de hausse in de verkoop van personal computers aan het eind van de jaren 1970 en zorgde ervoor dat Apple de leiding nam onder de fabrikanten van personal computers. + Computer + + + + + W 1976 roku pionierzy komputerowi Steve Wozniak i Steve Jobs zaczęli sprzedawać swój komputer Apple I w formie zestawu do sklepów komputerowych. Miesiąc później Wozniak pracował nad projektem ulepszonej wersji, Apple II. Zademonstrowali prototyp w grudniu, a następnie zaprezentowali go publicznie w kwietniu 1977 roku. Apple II zapoczątkował boom na sprzedaż komputerów osobistych pod koniec lat 70. i wysunął Apple na pozycję lidera wśród producentów komputerów osobistych. + Komputer + + + + + Em 1976, os pioneiros da computação Steve Wozniak e Steve Jobs começaram a vender seu computador Apple I em forma de kit para lojas de informática. Um mês depois, Wozniak estava trabalhando em um projeto para uma versão aprimorada, o Apple II. Eles demonstraram um protótipo em dezembro e o apresentaram ao público em abril de 1977. O Apple II deu início ao boom de vendas de computadores pessoais no final da década de 1970 e colocou a Apple na liderança entre os fabricantes de computadores pessoais. + Computador + + + + + În 1976, pionierii calculatoarelor Steve Wozniak și Steve Jobs au început să vândă computerul lor Apple I sub formă de kit în magazinele de calculatoare. O lună mai târziu, Wozniak lucra la un proiect pentru o versiune îmbunătățită, Apple II. Ei au demonstrat un prototip în decembrie, iar apoi l-au prezentat publicului în aprilie 1977. Apple II a declanșat boom-ul vânzărilor de calculatoare personale la sfârșitul anilor 1970 și a propulsat Apple în fruntea producătorilor de calculatoare personale. + Computer + + + + + В 1976 году компьютерные пионеры Стив Возняк и Стив Джобс начали продавать свой компьютер Apple I в виде набора в компьютерных магазинах. Месяц спустя Возняк уже работал над дизайном улучшенной версии Apple II. В декабре они продемонстрировали прототип, а в апреле 1977 года представили его публике. Apple II положил начало буму продаж персональных компьютеров в конце 1970-х годов и вывел Apple в лидеры среди производителей персональных компьютеров. + Компьютер + + + 1976 började datorpionjärerna Steve Wozniak och Steve Jobs sälja sin Apple I-dator i byggsatsform till datorbutiker. En månad senare arbetade Wozniak med att ta fram en design för en förbättrad version, Apple II. De demonstrerade en prototyp i december och presenterade den sedan för allmänheten i april 1977. Apple II startade boomen i försäljningen av persondatorer i slutet av 1970-talet och gav Apple en ledande position bland tillverkarna av persondatorer. Dator + + + 1976年、コンピューターのパイオニアであるスティーブ・ウォズニアックとスティーブ・ジョブズは、アップルIをキットにしてコンピューターショップに売り始めた。その1ヵ月後、ウォズニアックは改良版アップルIIの設計に取り組んでいた。彼らは12月にプロトタイプのデモンストレーションを行い、1977年4月に一般に発表した。アップルIIは1970年代後半のパソコン販売ブームの火付け役となり、アップルをパソコンメーカーのトップに押し上げた。 + コンピューター + + + + + 1976년, 컴퓨터의 선구자 스티브 워즈니악과 스티브 잡스는 컴퓨터 매장에 키트 형태로 Apple I 컴퓨터를 판매하기 시작했습니다. 한 달 후, 워즈니악은 개선된 버전인 Apple II의 디자인을 작업하고 있었습니다. 그들은 12월에 프로토타입을 시연하고 1977년 4월에 대중에게 공개했습니다. Apple II는 1970년대 후반 개인용 컴퓨터 판매의 붐을 일으키며 Apple을 개인용 컴퓨터 제조업체 중 선두로 밀어 올렸습니다. + 컴퓨터 + + + + + 1976 年,电脑先驱史蒂夫-沃兹尼亚克和史蒂夫-乔布斯开始向电脑商店出售他们的套装版 Apple I 电脑。一个月后,沃兹尼亚克开始设计改进版 Apple II。他们在 12 月展示了原型机,并于 1977 年 4 月向公众推出。Apple II 在 20 世纪 70 年代末掀起了个人电脑销售的热潮,并将苹果公司推向了个人电脑制造商的前列。 + 计算机 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/apple2gs.xml b/themes/linear-es-de/system/metadata/apple2gs.xml index b0f873ba4..50a02f8f0 100644 --- a/themes/linear-es-de/system/metadata/apple2gs.xml +++ b/themes/linear-es-de/system/metadata/apple2gs.xml @@ -1,4 +1,4 @@ - + Apple IIGS The Apple IIGS is a personal computer released by Apple Computer on September 15, 1986 that's compatible with the Apple II series, but otherwise has capabilities comparable to the Atari ST, Commodore Amiga, and Macintosh. The "GS" in the name stands for "Graphics" and "Sound," referring to its enhanced multimedia hardware, especially its state of the art sound and music synthesis. The machine is a radical departure from any previous Apple II, with its 16-bit processor, direct access to megabytes of RAM, and mouse. It's the first computer produced by Apple to use a color graphical user interface (color was introduced on the Macintosh II six months later) and Apple Desktop Bus interface for keyboards, mice, and other input devices. It is the first personal computer to come with a built-in wavetable synthesis chip, utilizing technology from Ensoniq. @@ -13,10 +13,90 @@ C44243 E3AD3A 8C3E8C + 1-1 + + + L’Apple IIGS és un ordinador personal publicat per Apple Computer el 15 de setembre de 1986 que és compatible amb la sèrie Apple II, però d’altra manera té capacitats comparables a l’Atari St, Commodore Amiga i Macintosh. El "GS" del nom significa "gràfics" i "so", referint -se al seu maquinari multimèdia millorat, especialment el seu so i la síntesi de la música. La màquina és una sortida radical de qualsevol Apple II anterior, amb el seu processador de 16 bits, accés directe a megabytes de memòria RAM i ratolí.És el primer ordinador produït per Apple a utilitzar una interfície d'usuari gràfica en color (el color es va introduir a la Macintosh II sis mesos després) i la interfície de bus d'escriptori d'Apple per a teclats, ratolins i altres dispositius d'entrada.És el primer ordinador personal que inclou un xip de síntesi ondulable integrat, que utilitza tecnologia d'Ensoniq. + Computer + + + + + Der Apple IIGS ist ein Personal Computer, der am 15. September 1986 von Apple Computer auf den Markt gebracht wurde. Er ist kompatibel mit der Apple II Serie, hat aber ansonsten vergleichbare Fähigkeiten wie der Atari ST, Commodore Amiga und Macintosh. Das "GS" im Namen steht für "Graphics" und "Sound" und bezieht sich auf die verbesserte Multimedia-Hardware, insbesondere die hochmoderne Sound- und Musiksynthese. Mit seinem 16-Bit-Prozessor, dem direkten Zugriff auf ein Megabyte Arbeitsspeicher und der Maus unterscheidet sich der Computer radikal von allen bisherigen Apple II. Er ist der erste von Apple hergestellte Computer mit einer farbigen grafischen Benutzeroberfläche (Farbe wurde sechs Monate später beim Macintosh II eingeführt) und einer Apple Desktop Bus-Schnittstelle für Tastaturen, Mäuse und andere Eingabegeräte. Er ist der erste Personal Computer mit einem eingebauten Wavetable-Synthese-Chip, der auf der Technologie von Ensoniq basiert. + Computer + + + + + El Apple IIGS es un ordenador personal lanzado por Apple Computer el 15 de septiembre de 1986, compatible con la serie Apple II, pero con capacidades comparables a las del Atari ST, Commodore Amiga y Macintosh. El "GS" del nombre significa "Graphics" (gráficos) y "Sound" (sonido), en referencia a su hardware multimedia mejorado, especialmente su síntesis de sonido y música de última generación. La máquina se aleja radicalmente de cualquier Apple II anterior, con su procesador de 16 bits, acceso directo a megabytes de RAM y ratón. Es el primer ordenador fabricado por Apple que utiliza una interfaz gráfica de usuario en color (el color se introdujo en el Macintosh II seis meses después) y la interfaz Apple Desktop Bus para teclados, ratones y otros dispositivos de entrada. Es el primer ordenador personal que incorpora un chip de síntesis de tabla de ondas, con tecnología de Ensoniq. + Ordenador + + + + + L'Apple IIGS est un ordinateur personnel commercialisé par Apple Computer le 15 septembre 1986. Il est compatible avec la série Apple II, mais possède des capacités comparables à celles de l'Atari ST, du Commodore Amiga et du Macintosh. Le "GS" dans le nom signifie "Graphics" et "Sound", en référence à son matériel multimédia amélioré, en particulier sa synthèse sonore et musicale de pointe. La machine se démarque radicalement de tous les Apple II précédents, avec son processeur 16 bits, son accès direct aux mégaoctets de mémoire vive et sa souris. C'est le premier ordinateur produit par Apple à utiliser une interface graphique couleur (la couleur a été introduite sur le Macintosh II six mois plus tard) et l'interface Apple Desktop Bus pour les claviers, souris et autres périphériques d'entrée. C'est le premier ordinateur personnel à être équipé d'une puce de synthèse à table d'ondes intégrée, utilisant la technologie d'Ensoniq. + Ordinateur + + + + + L'Apple IIGS è un personal computer rilasciato da Apple Computer il 15 settembre 1986, compatibile con la serie Apple II, ma con funzionalità paragonabili a quelle dell'Atari ST, del Commodore Amiga e del Macintosh. La sigla "GS" sta per "Graphics" (grafica) e "Sound" (suono) e si riferisce all'hardware multimediale potenziato, in particolare alla sintesi sonora e musicale all'avanguardia. La macchina si discosta radicalmente da qualsiasi Apple II precedente, con il suo processore a 16 bit, l'accesso diretto ai megabyte di RAM e il mouse. È il primo computer prodotto da Apple a utilizzare un'interfaccia grafica a colori (il colore fu introdotto sul Macintosh II sei mesi dopo) e l'interfaccia Apple Desktop Bus per tastiere, mouse e altri dispositivi di input. È il primo personal computer dotato di un chip di sintesi wavetable incorporato, che utilizza la tecnologia di Ensoniq. + Computer + + + + + De Apple IIGS is een personal computer uitgebracht door Apple Computer op 15 september 1986 die compatibel is met de Apple II serie, maar verder mogelijkheden heeft die vergelijkbaar zijn met de Atari ST, Commodore Amiga en Macintosh. De "GS" in de naam staat voor "Graphics" en "Sound", verwijzend naar de verbeterde multimedia hardware, vooral de geavanceerde geluids- en muzieksynthese. De machine wijkt radicaal af van alle voorgaande Apple II's, met zijn 16-bits processor, directe toegang tot megabytes RAM en muis. Het is de eerste computer van Apple met een grafische gebruikersinterface in kleur (kleur werd zes maanden later geïntroduceerd op de Macintosh II) en een Apple Desktop Bus-interface voor toetsenborden, muizen en andere invoerapparaten. Het is de eerste personal computer met een ingebouwde chip voor wavetable synthese, met technologie van Ensoniq. + Computer + + + + + Apple IIGS to komputer osobisty wydany przez Apple Computer 15 września 1986 roku, który jest kompatybilny z serią Apple II, ale poza tym ma możliwości porównywalne z Atari ST, Commodore Amiga i Macintosh. "GS" w nazwie oznacza "Graphics" i "Sound", odnosząc się do ulepszonego sprzętu multimedialnego, w szczególności najnowocześniejszej syntezy dźwięku i muzyki. Dzięki 16-bitowemu procesorowi, bezpośredniemu dostępowi do megabajtów pamięci RAM i myszy, maszyna ta radykalnie różni się od wszystkich poprzednich komputerów Apple II. Jest to pierwszy komputer wyprodukowany przez Apple, który wykorzystuje kolorowy graficzny interfejs użytkownika (kolor został wprowadzony na Macintosh II sześć miesięcy później) i interfejs Apple Desktop Bus dla klawiatur, myszy i innych urządzeń wejściowych. Jest to pierwszy komputer osobisty z wbudowanym układem syntezy wavetable, wykorzystującym technologię firmy Ensoniq. + Komputer + + + + + O Apple IIGS é um computador pessoal lançado pela Apple Computer em 15 de setembro de 1986, compatível com a série Apple II, mas com recursos comparáveis aos do Atari ST, Commodore Amiga e Macintosh. O "GS" no nome significa "Graphics" (Gráficos) e "Sound" (Som), referindo-se ao seu hardware multimídia aprimorado, especialmente sua síntese de som e música de última geração. A máquina é uma mudança radical em relação a qualquer Apple II anterior, com seu processador de 16 bits, acesso direto a megabytes de RAM e mouse. É o primeiro computador produzido pela Apple a usar uma interface gráfica de usuário colorida (a cor foi introduzida no Macintosh II seis meses depois) e a interface Apple Desktop Bus para teclados, mouses e outros dispositivos de entrada. É o primeiro computador pessoal a vir com um chip de síntese de wavetable integrado, utilizando a tecnologia da Ensoniq. + Computador + + + + + Apple IIGS este un computer personal lansat de Apple Computer la 15 septembrie 1986, care este compatibil cu seria Apple II, dar în rest are capabilități comparabile cu Atari ST, Commodore Amiga și Macintosh. "GS" din nume înseamnă "Graphics" (grafică) și "Sound" (sunet), referindu-se la hardware-ul său multimedia îmbunătățit, în special la sinteza de sunet și muzică de ultimă generație. Echipamentul reprezintă o diferență radicală față de orice Apple II anterior, cu procesorul său pe 16 biți, acces direct la megabytes de RAM și mouse. Este primul computer produs de Apple care utilizează o interfață grafică color pentru utilizator (culoarea a fost introdusă pe Macintosh II șase luni mai târziu) și o interfață Apple Desktop Bus pentru tastaturi, șoareci și alte dispozitive de intrare. Este primul computer personal care vine cu un cip de sinteză wavetable încorporat, utilizând tehnologia de la Ensoniq. + Computer + + + + + Apple IIGS - персональный компьютер, выпущенный компанией Apple Computer 15 сентября 1986 года, совместимый с серией Apple II, но по своим возможностям сопоставимый с Atari ST, Commodore Amiga и Macintosh. Буквы "GS" в названии означают "Graphics" и "Sound", что говорит об улучшенном мультимедийном оборудовании, особенно о современном синтезе звука и музыки. Эта машина радикально отличается от всех предыдущих Apple II: 16-битный процессор, прямой доступ к мегабайтам оперативной памяти и мышь. Это первый компьютер Apple с цветным графическим интерфейсом пользователя (цвет появился в Macintosh II шестью месяцами позже) и интерфейсом Apple Desktop Bus для клавиатуры, мыши и других устройств ввода. Это первый персональный компьютер со встроенным чипом волнового синтеза, использующим технологию Ensoniq. + Компьютер + + + Apple IIGS är en persondator som lanserades av Apple Computer den 15 september 1986 och som är kompatibel med Apple II-serien, men i övrigt har funktioner som kan jämföras med Atari ST, Commodore Amiga och Macintosh. "GS" i namnet står för "Graphics" och "Sound" och syftar på den förbättrade multimediahårdvaran, särskilt den avancerade ljud- och musiksyntesen. Maskinen skiljer sig radikalt från alla tidigare Apple II-datorer med sin 16-bitars processor, direktåtkomst till megabyte RAM-minne och mus. Det är den första dator som Apple tillverkar med ett grafiskt användargränssnitt i färg (färg introducerades på Macintosh II ett halvår senare) och Apple Desktop Bus-gränssnitt för tangentbord, möss och andra inmatningsenheter. Det är den första persondatorn med ett inbyggt wavetable-synteschip, som använder teknik från Ensoniq. Dator + + + アップルIIGSは、アップルコンピュータが1986年9月15日に発売したパーソナルコンピュータで、アップルIIシリーズと互換性があるが、それ以外はアタリST、コモドール・アミーガ、マッキントッシュに匹敵する性能を持つ。名前の「GS」は「グラフィックス」と「サウンド」の頭文字で、強化されたマルチメディア・ハードウェア、特に最先端のサウンドと音楽合成を意味している。このマシンは、16ビットのプロセッサ、メガバイトのRAMへの直接アクセス、マウスなど、これまでのアップルIIとは根本的に異なるものである。カラーのグラフィカル・ユーザー・インターフェイス(カラーは6ヵ月後のマッキントッシュIIで採用)と、キーボード、マウス、その他の入力デバイス用のアップル・デスクトップ・バス・インターフェイスを採用したアップル社初のコンピュータでもある。エンソニックの技術を利用したウェーブテーブル・シンセシス・チップを内蔵した最初のパソコンでもある。 + コンピューター + + + + + Apple IIGS는 1986년 9월 15일에 Apple Computer에서 출시한 개인용 컴퓨터로, Apple II 시리즈와 호환되지만 그 외에는 Atari ST, Commodore Amiga, Macintosh와 비슷한 기능을 갖추고 있습니다. 이름에서 'GS'는 '그래픽'과 '사운드'의 약자로, 향상된 멀티미디어 하드웨어, 특히 최첨단 사운드 및 음악 합성 기능을 나타냅니다. 이 컴퓨터는 16비트 프로세서, 메가바이트의 RAM에 대한 직접 액세스, 마우스를 통해 이전의 Apple II와는 완전히 다른 새로운 컴퓨터입니다. 컬러 그래픽 사용자 인터페이스(컬러는 6개월 후 매킨토시 II에 도입됨)와 키보드, 마우스 및 기타 입력 장치를 위한 Apple 데스크탑 버스 인터페이스를 사용한 최초의 컴퓨터입니다. 이 컴퓨터는 엔소닉의 기술을 활용하여 웨이브테이블 합성 칩을 내장한 최초의 개인용 컴퓨터입니다. + 컴퓨터 + + + + + 苹果 IIGS 是苹果电脑公司于 1986 年 9 月 15 日发布的一款个人电脑,它与苹果 II 系列兼容,但在其他方面的性能可与 Atari ST、Commodore Amiga 和 Macintosh 相媲美。名称中的 "GS "代表 "Graphics(图形)"和 "Sound(声音)",指的是其增强的多媒体硬件,尤其是其最先进的声音和音乐合成技术。该机采用 16 位处理器,可直接访问兆字节的 RAM 和鼠标,与以前的 Apple II 完全不同。它是苹果公司生产的第一台使用彩色图形用户界面(六个月后的 Macintosh II 才开始使用彩色图形用户界面)和用于键盘、鼠标和其他输入设备的苹果桌面总线接口的电脑。它是第一台内置波形合成芯片的个人电脑,采用了 Ensoniq 公司的技术。 + 计算机 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/apps.xml b/themes/linear-es-de/system/metadata/apps.xml new file mode 100644 index 000000000..5411356d8 --- /dev/null +++ b/themes/linear-es-de/system/metadata/apps.xml @@ -0,0 +1,102 @@ + + + Google Android + Android is a mobile operating system based on a modified version of the Linux kernel and other open-source software, designed primarily for touchscreen mobile devices such as smartphones and tablets. Android is developed by a consortium of developers known as the Open Handset Alliance, though its most widely used version is primarily developed by Google. It was unveiled in November 2007, with the first commercial Android device, the HTC Dream, being launched in September 2008. + Google + 2008 + 2008-09-23 + September 23, 2008 + OS + 1-1 + 5A9035 + 4086F4 + EB4132 + FBBD00 + 31AA52 + 1-1 + + + + Android és un sistema operatiu mòbil basat en una versió modificada del nucli Linux i un altre programari de codi obert, dissenyat principalment per a dispositius mòbils de pantalla tàctil com telèfons intel·ligents i tauletes. Android està desenvolupat per un consorci de desenvolupadors conegut com The Open Helpach Alliance, tot i que la seva versió més utilitzada és desenvolupada principalment per Google. Es va donar a conèixer el novembre de 2007, amb el primer dispositiu Android comercial, el HTC Dream, llançat el setembre del 2008. + OS + + + + + Android ist ein mobiles Betriebssystem, das auf einer modifizierten Version des Linux-Kernels und anderer Open-Source-Software basiert und hauptsächlich für mobile Touchscreen-Geräte wie Smartphones und Tablets konzipiert ist. Android wird von einem Konsortium von Entwicklern entwickelt, das als Open Handset Alliance bekannt ist, obwohl die am weitesten verbreitete Version hauptsächlich von Google entwickelt wird. Es wurde im November 2007 vorgestellt, und das erste kommerzielle Android-Gerät, das HTC Dream, wurde im September 2008 auf den Markt gebracht. + OS + + + + + Android es un sistema operativo móvil basado en una versión modificada del núcleo de Linux y otro software de código abierto, diseñado principalmente para dispositivos móviles con pantalla táctil, como teléfonos inteligentes y tabletas. Android es desarrollado por un consorcio de desarrolladores conocido como Open Handset Alliance, aunque su versión más utilizada es desarrollada principalmente por Google. Se presentó en noviembre de 2007 y el primer dispositivo comercial con Android, el HTC Dream, salió al mercado en septiembre de 2008. + OS + + + + + Android est un système d'exploitation mobile basé sur une version modifiée du noyau Linux et d'autres logiciels libres, conçu principalement pour les appareils mobiles à écran tactile tels que les smartphones et les tablettes. Android est développé par un consortium de développeurs connu sous le nom d'Open Handset Alliance, bien que sa version la plus largement utilisée soit principalement développée par Google. Il a été dévoilé en novembre 2007, et le premier appareil Android commercial, le HTC Dream, a été lancé en septembre 2008. + OS + + + + + Android è un sistema operativo mobile basato su una versione modificata del kernel Linux e su altri software open-source, progettato principalmente per dispositivi mobili touchscreen come smartphone e tablet. Android è sviluppato da un consorzio di sviluppatori noto come Open Handset Alliance, anche se la sua versione più diffusa è sviluppata principalmente da Google. È stato presentato nel novembre 2007 e il primo dispositivo Android commerciale, l'HTC Dream, è stato lanciato nel settembre 2008. + OS + + + + + Android is een mobiel besturingssysteem gebaseerd op een aangepaste versie van de Linux kernel en andere open-source software, voornamelijk ontworpen voor mobiele apparaten met aanraakscherm zoals smartphones en tablets. Android wordt ontwikkeld door een consortium van ontwikkelaars dat bekend staat als de Open Handset Alliance, hoewel de meest gebruikte versie voornamelijk door Google wordt ontwikkeld. Het werd in november 2007 onthuld en het eerste commerciële Android-toestel, de HTC Dream, werd in september 2008 gelanceerd. + OS + + + + + Android to mobilny system operacyjny oparty na zmodyfikowanej wersji jądra Linux i innym oprogramowaniu open-source, przeznaczony głównie dla urządzeń mobilnych z ekranem dotykowym, takich jak smartfony i tablety. Android jest rozwijany przez konsorcjum deweloperów znane jako Open Handset Alliance, choć jego najczęściej używana wersja jest rozwijana głównie przez Google. Został zaprezentowany w listopadzie 2007 roku, a pierwsze komercyjne urządzenie z Androidem, HTC Dream, zostało wprowadzone na rynek we wrześniu 2008 roku. + OS + + + + + O Android é um sistema operacional móvel baseado em uma versão modificada do kernel do Linux e em outros softwares de código aberto, projetado principalmente para dispositivos móveis com tela sensível ao toque, como smartphones e tablets. O Android é desenvolvido por um consórcio de desenvolvedores conhecido como Open Handset Alliance, embora sua versão mais usada seja desenvolvida principalmente pelo Google. Ele foi apresentado em novembro de 2007, e o primeiro dispositivo Android comercial, o HTC Dream, foi lançado em setembro de 2008. + SO + + + + + Android este un sistem de operare mobil bazat pe o versiune modificată a nucleului Linux și pe alte programe open-source, conceput în principal pentru dispozitive mobile cu ecran tactil, cum ar fi smartphone-urile și tabletele. Android este dezvoltat de un consorțiu de dezvoltatori cunoscut sub numele de Open Handset Alliance, deși versiunea sa cea mai răspândită este dezvoltată în principal de Google. Acesta a fost prezentat în noiembrie 2007, iar primul dispozitiv comercial Android, HTC Dream, a fost lansat în septembrie 2008. + SO + + + + + Android - это мобильная операционная система, основанная на модифицированной версии ядра Linux и другом программном обеспечении с открытым исходным кодом, предназначенная в первую очередь для мобильных устройств с сенсорным экраном, таких как смартфоны и планшеты. Android разрабатывается консорциумом разработчиков, известным как Open Handset Alliance, хотя ее наиболее распространенная версия в основном разрабатывается компанией Google. Она была представлена в ноябре 2007 года, а первое коммерческое устройство на базе Android, HTC Dream, было выпущено в сентябре 2008 года. + OS + + + + + Android är ett mobilt operativsystem baserat på en modifierad version av Linux-kärnan och annan programvara med öppen källkod, främst avsett för mobila enheter med pekskärm, t.ex. smartphones och surfplattor. Android utvecklas av ett konsortium av utvecklare som kallas Open Handset Alliance, även om den mest använda versionen främst utvecklas av Google. Android presenterades i november 2007 och den första kommersiella Android-enheten, HTC Dream, lanserades i september 2008. + OS + + + + + Androidは、Linuxカーネルの改良版とその他のオープンソースソフトウェアをベースにしたモバイルオペレーティングシステムで、主にスマートフォンやタブレットなどのタッチスクリーンモバイルデバイス向けに設計されている。アンドロイドは、オープンハンドセットアライアンスとして知られる開発者のコンソーシアムによって開発されているが、最も広く使われているバージョンは主にグーグルによって開発されている。アンドロイドは2007年11月に発表され、最初の商用アンドロイド端末であるHTCドリームは2008年9月に発売された。 + OS + + + + + Android는 주로 스마트폰 및 태블릿과 같은 터치스크린 모바일 디바이스용으로 설계된 Linux 커널 및 기타 오픈 소스 소프트웨어의 수정 버전을 기반으로 하는 모바일 운영 체제입니다. Android는 오픈 핸드셋 연합으로 알려진 개발자 컨소시엄에서 개발했지만, 가장 널리 사용되는 버전은 주로 Google에서 개발했습니다. 2007년 11월에 공개되었으며, 2008년 9월에 최초의 상용 안드로이드 디바이스인 HTC 드림이 출시되었습니다. + OS + + + + + 安卓(Android)是一种移动操作系统,基于修改版的 Linux 内核和其他开源软件,主要为触摸屏移动设备(如智能手机和平板电脑)而设计。安卓系统由一个名为 "开放手机联盟"(Open Handset Alliance)的开发者联盟开发,但其最广泛使用的版本主要由谷歌开发。它于 2007 年 11 月发布,首款商用安卓设备 HTC Dream 于 2008 年 9 月推出。 + 操作系统 + + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/arcade.xml b/themes/linear-es-de/system/metadata/arcade.xml index c144ddb5c..7760e8329 100644 --- a/themes/linear-es-de/system/metadata/arcade.xml +++ b/themes/linear-es-de/system/metadata/arcade.xml @@ -1,4 +1,4 @@ - + Arcade An arcade game or coin-op is a coin-operated entertainment machine typically installed in public businesses such as restaurants, bars and amusement arcades. Most arcade games are video games, pinball machines, electro-mechanical games, redemption games or merchandisers. While exact dates are debated, the golden age of arcade video games is usually defined as a period beginning sometime in the late 1970s and ending sometime in the mid-1980s. Excluding a brief resurgence in the early 1990s, the arcade industry subsequently declined in the Western hemisphere as competing home-based video game consoles such as Playstation and Xbox increased in their graphics and game-play capability and decreased in cost. @@ -13,14 +13,90 @@ FCCD0A 032EC0 459FD0 + 1-1 + + + Un joc d’arcades o monedes és una màquina d’entreteniment operada en monedes que normalment s’instal·la en empreses públiques com restaurants, bars i arcades d’atraccions. La majoria dels jocs d’arcades són videojocs, màquines de pinball, jocs electromecànics, jocs de redempció o comerciants. Si bé es debaten les dates exactes, l’època daurada dels videojocs Arcade es defineix generalment com un període que comença en algun moment a finals dels anys 70 i acaba en algun moment a mitjans dels anys vuitanta. Excloent un breu ressorgiment a principis dels anys 90, la indústria de les arcades va disminuir posteriorment a l’hemisferi occidental, ja que les consoles de videojocs a casa competint com PlayStation i Xbox van augmentar en els seus gràfics i la capacitat de joc de joc i van disminuir en el cost. + Collection + + + + + Eine Spielhalle oder ein Münzautomat ist ein münzbetriebenes Unterhaltungsgerät, das in der Regel in öffentlichen Einrichtungen wie Restaurants, Bars und Spielhallen aufgestellt wird. Bei den meisten Spielhallen handelt es sich um Videospiele, Flipperautomaten, elektromechanische Spiele, Rücknahmespiele oder Merchandiser. Obwohl die genauen Daten umstritten sind, wird das goldene Zeitalter der Spielhallen-Videospiele gewöhnlich als ein Zeitraum definiert, der irgendwann in den späten 1970er Jahren begann und irgendwann Mitte der 1980er Jahre endete. Abgesehen von einem kurzen Aufschwung Anfang der 1990er Jahre ging die Spielhallenindustrie in der westlichen Hemisphäre zurück, als konkurrierende Videospielkonsolen für den Heimgebrauch wie die Playstation und die Xbox ihre Grafik- und Spielfunktionen verbesserten und ihre Kosten senkten. + Sammlung + + + + + Un juego arcade o coin-op es una máquina de entretenimiento que funciona con monedas y que suele instalarse en negocios públicos como restaurantes, bares y salones recreativos. La mayoría de los juegos arcade son videojuegos, máquinas de pinball, juegos electromecánicos, juegos de canje o merchandisers. Aunque las fechas exactas son objeto de debate, la edad de oro de los videojuegos arcade suele definirse como un periodo que comienza a finales de la década de 1970 y termina a mediados de la década de 1980. Salvo un breve resurgimiento a principios de la década de 1990, la industria de los salones recreativos decayó posteriormente en el hemisferio occidental a medida que las consolas de videojuegos domésticas de la competencia, como la Playstation y la Xbox, aumentaban su capacidad gráfica y de juego y disminuían su coste. + Colección + + + + + Un jeu d'arcade ou coin-op est une machine de divertissement fonctionnant avec des pièces de monnaie, généralement installée dans des établissements publics tels que des restaurants, des bars et des salles de jeux. La plupart des jeux d'arcade sont des jeux vidéo, des flippers, des jeux électromécaniques, des jeux de rachat ou des présentoirs. Bien que les dates exactes soient controversées, l'âge d'or des jeux vidéo d'arcade est généralement défini comme une période commençant à la fin des années 1970 et se terminant au milieu des années 1980. À l'exception d'une brève résurgence au début des années 1990, l'industrie des salles d'arcade a ensuite décliné dans l'hémisphère occidental à mesure que les consoles de jeux vidéo domestiques concurrentes, telles que la Playstation et la Xbox, augmentaient leurs capacités graphiques et ludiques et diminuaient leurs coûts. + Collection + + + + + Una sala giochi o coin-op è una macchina per l'intrattenimento a gettoni tipicamente installata in esercizi pubblici come ristoranti, bar e sale giochi. La maggior parte dei giochi arcade sono videogiochi, flipper, giochi elettromeccanici, giochi a premio o merchandiser. Sebbene le date esatte siano discusse, l'età d'oro dei videogiochi arcade è solitamente definita come un periodo che inizia alla fine degli anni Settanta e termina alla metà degli anni Ottanta. Se si esclude una breve ripresa all'inizio degli anni Novanta, l'industria delle sale giochi è successivamente decaduta nell'emisfero occidentale a causa dell'aumento della grafica e delle capacità di gioco delle console casalinghe concorrenti, come Playstation e Xbox, e della riduzione dei costi. + Collezione + + + + + Een arcadespel of coin-op is een amusementsmachine die op munten werkt en die meestal geïnstalleerd is in openbare bedrijven zoals restaurants, bars en amusementshallen. De meeste arcadespellen zijn videospellen, flipperkasten, elektromechanische spellen, inwisselspellen of merchandisers. Over de exacte data wordt gediscussieerd, maar de gouden eeuw van arcade videospellen wordt meestal gedefinieerd als een periode die ergens eind jaren 1970 begon en ergens midden jaren 1980 eindigde. Met uitzondering van een korte opleving in het begin van de jaren 1990, daalde de arcade-industrie vervolgens in het westelijk halfrond naarmate concurrerende videogameconsoles voor thuisgebruik, zoals Playstation en Xbox, steeds meer graphics en spelmogelijkheden kregen en steeds goedkoper werden. + Collectie + + + + + Gra zręcznościowa lub automat na monety to urządzenie rozrywkowe na monety, zwykle instalowane w miejscach publicznych, takich jak restauracje, bary i salony gier. Większość gier zręcznościowych to gry wideo, automaty do pinballa, gry elektromechaniczne, gry na monety lub merchandisery. Chociaż dokładne daty są przedmiotem dyskusji, złoty wiek zręcznościowych gier wideo jest zwykle definiowany jako okres rozpoczynający się pod koniec lat 70. i kończący się w połowie lat 80. ubiegłego wieku. Z wyjątkiem krótkiego odrodzenia we wczesnych latach 90-tych, przemysł gier zręcznościowych następnie podupadł na półkuli zachodniej, ponieważ konkurencyjne domowe konsole do gier wideo, takie jak Playstation i Xbox, zwiększyły swoją grafikę i możliwości gry oraz zmniejszyły koszty. + Kolekcja + + + + + Um jogo de fliperama ou coin-op é uma máquina de entretenimento operada por moedas, normalmente instalada em estabelecimentos públicos, como restaurantes, bares e fliperamas. A maioria dos jogos de fliperama é composta por videogames, máquinas de pinball, jogos eletromecânicos, jogos de resgate ou merchandisers. Embora as datas exatas sejam debatidas, a era de ouro dos videogames de fliperama é geralmente definida como um período que começou no final da década de 1970 e terminou em meados da década de 1980. Com exceção de um breve ressurgimento no início da década de 1990, o setor de fliperama entrou em declínio no hemisfério ocidental à medida que os consoles de videogame domésticos concorrentes, como o Playstation e o Xbox, aumentaram sua capacidade gráfica e de jogo e diminuíram seu custo. + Coleção + + + + + Un joc arcade sau coin-op este un aparat de divertisment care funcționează cu monede, instalat de obicei în întreprinderi publice, cum ar fi restaurante, baruri și săli de jocuri. Majoritatea jocurilor arcade sunt jocuri video, aparate pinball, jocuri electromecanice, jocuri de răscumpărare sau merchandisers. Deși datele exacte sunt dezbătute, epoca de aur a jocurilor video arcade este de obicei definită ca o perioadă care începe undeva la sfârșitul anilor 1970 și se încheie undeva la mijlocul anilor 1980. Cu excepția unei scurte reveniri la începutul anilor 1990, industria de arcade a cunoscut ulterior un declin în emisfera vestică, pe măsură ce consolele de jocuri video de acasă concurente, precum Playstation și Xbox, și-au mărit capacitatea grafică și de joc și și-au redus costurile. + Colecție + + + + + Аркадная игра или монетоприемник - это развлекательный автомат, работающий на монетах, обычно устанавливаемый в общественных заведениях, таких как рестораны, бары и аркады развлечений. Большинство аркадных игр - это видеоигры, пинбольные автоматы, электромеханические игры, выкупные игры или мерчендайзеры. Несмотря на то, что точные даты проведения игр обсуждаются, золотой век аркадных видеоигр обычно определяется как период, начинающийся где-то в конце 1970-х и заканчивающийся где-то в середине 1980-х годов. За исключением кратковременного возрождения в начале 1990-х годов, впоследствии индустрия аркадных игр в Западном полушарии пришла в упадок, поскольку конкурирующие домашние игровые консоли, такие как Playstation и Xbox, увеличили свои графические и игровые возможности и снизили стоимость. + Коллекция + + - Diverse - Diverse - Diverse - Diverse + Ett arkadspel eller coin-op är en myntdriven underhållningsmaskin som vanligtvis installeras i offentliga verksamheter som restauranger, barer och nöjesarkader. De flesta arkadspel är videospel, flipperspel, elektromekaniska spel, inlösningsspel eller merchandisers. Även om exakta datum är omdiskuterade brukar arkadvideospelens guldålder definieras som en period som började någon gång i slutet av 1970-talet och slutade någon gång i mitten av 1980-talet. Med undantag för ett kort uppsving i början av 1990-talet minskade arkadindustrin därefter i västra hemisfären i takt med att konkurrerande hemmabaserade videospelskonsoler som Playstation och Xbox fick bättre grafik och spelkapacitet och blev billigare. Samling + + + アーケード・ゲームまたはコイン・ショップ(coin-op)とは、レストラン、バー、アミューズメント・アーケードなどの公共施設に一般的に設置されている、コインで作動する娯楽機器のことである。ほとんどのアーケードゲームは、ビデオゲーム、ピンボールマシン、エレクトロメカニカルゲーム、リデンプションゲーム、またはマーチャンダイザーである。正確な年代については議論があるが、通常、アーケードゲームの黄金期は1970年代後半から1980年代半ばまでの期間と定義されている。1990年代初頭の一時的な復活を除けば、その後、プレイステーションやXboxなどの競合する家庭用ゲーム機がグラフィックやゲームプレイ能力を向上させ、コストを下げるにつれて、西半球ではアーケード産業は衰退していった。 + コレクション + + + + + 아케이드 게임 또는 코인 게임은 일반적으로 레스토랑, 바, 오락실과 같은 공공 사업장에 설치된 동전으로 작동하는 엔터테인먼트 기계입니다. 대부분의 아케이드 게임은 비디오 게임, 핀볼 머신, 전자 기계식 게임, 교환 게임 또는 머천다이저입니다. 정확한 날짜에 대해서는 논란이 있지만, 아케이드 비디오 게임의 황금기는 일반적으로 1970년대 후반부터 1980년대 중반까지로 정의됩니다. 1990년대 초의 잠깐의 부활을 제외하면, 아케이드 산업은 이후 서반구에서 플레이스테이션과 Xbox와 같은 경쟁 가정용 비디오 게임 콘솔의 그래픽과 게임 플레이 기능이 향상되고 비용이 낮아지면서 쇠퇴했습니다. + 컬렉션 + + + + + 街机游戏或投币机是一种投币式娱乐机器,通常安装在餐馆、酒吧和游乐场等公共场所。大多数街机游戏都是视频游戏、弹球机、电子机械游戏、兑换游戏或商品销售机。虽然确切的时间尚有争议,但街机视频游戏的黄金时代通常被定义为从 20 世纪 70 年代末开始到 20 世纪 80 年代中期结束的一段时期。除去 20 世纪 90 年代初的短暂复苏,随着 Playstation 和 Xbox 等家用视频游戏机的图形和游戏功能的增强以及成本的降低,街机业随后在西半球衰落。 + 收藏品 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/arcadia.xml b/themes/linear-es-de/system/metadata/arcadia.xml index 839c3ac10..4ba3ff64e 100644 --- a/themes/linear-es-de/system/metadata/arcadia.xml +++ b/themes/linear-es-de/system/metadata/arcadia.xml @@ -1,4 +1,4 @@ - + Arcadia 2001 The Arcadia 2001 is a second-generation 8-bit home video game console released by Emerson Radio in May 1982 for a price of US$ 99, several months before the release of ColecoVision. It was discontinued only 18 months later, with a total of 35 games having been released. Emerson licensed the Arcadia 2001 to Bandai, which released it in Japan. Over 30 Arcadia 2001 clones exist. @@ -13,10 +13,90 @@ 2FBB37 C70A11 000000 + 1-1 + + + L’Arcadia 2001 és una consola de videojocs a casa de 8 bits de segona generació publicada per Emerson Radio el maig de 1982 per un preu de 99 dòlars americans, diversos mesos abans del llançament de Colecovision. Es va suspendre només 18 mesos després, amb un total de 35 partits. Emerson va llicenciar l'Arcadia 2001 a Bandai, que la va llançar al Japó. Existeixen més de 30 clons Arcadia 2001. + Console + + + + + Das Arcadia 2001 ist eine 8-Bit-Videospielkonsole der zweiten Generation, die von Emerson Radio im Mai 1982 zum Preis von 99 US-Dollar auf den Markt gebracht wurde, einige Monate vor der Veröffentlichung des ColecoVision. Sie wurde nur 18 Monate später eingestellt, nachdem insgesamt 35 Spiele veröffentlicht worden waren. Emerson lizenzierte das Arcadia 2001 an Bandai, die es in Japan herausbrachten. Es existieren über 30 Arcadia 2001-Klone. + Konsole + + + + + La Arcadia 2001 es una videoconsola doméstica de 8 bits de segunda generación lanzada por Emerson Radio en mayo de 1982 por un precio de 99 dólares, varios meses antes del lanzamiento de la ColecoVision. Fue descatalogada sólo 18 meses después, con un total de 35 juegos lanzados. Emerson concedió la licencia del Arcadia 2001 a Bandai, que lo lanzó en Japón. Existen más de 30 clones del Arcadia 2001. + Consola + + + + + L'Arcadia 2001 est une console de jeux vidéo domestique 8 bits de deuxième génération commercialisée par Emerson Radio en mai 1982 au prix de 99 dollars, plusieurs mois avant la sortie de la ColecoVision. Elle a été arrêtée seulement 18 mois plus tard, avec un total de 35 jeux sortis. Emerson a concédé une licence pour l'Arcadia 2001 à Bandai, qui l'a commercialisé au Japon. Il existe plus de 30 clones de l'Arcadia 2001. + Console + + + + + L'Arcadia 2001 è una console per videogiochi domestici a 8 bit di seconda generazione, rilasciata da Emerson Radio nel maggio 1982 al prezzo di 99 dollari, alcuni mesi prima dell'uscita del ColecoVision. Fu dismessa solo 18 mesi dopo, con un totale di 35 giochi pubblicati. Emerson concesse in licenza l'Arcadia 2001 a Bandai, che lo distribuì in Giappone. Esistono oltre 30 cloni dell'Arcadia 2001. + Console + + + + + De Arcadia 2001 is een tweede generatie 8-bit home video game console uitgebracht door Emerson Radio in mei 1982 voor een prijs van US$ 99, enkele maanden voor de release van ColecoVision. De console werd slechts 18 maanden later stopgezet, nadat er in totaal 35 spellen waren uitgebracht. Emerson gaf de Arcadia 2001 in licentie aan Bandai, die het uitbracht in Japan. Er bestaan meer dan 30 Arcadia 2001 klonen. + Console + + + + + Arcadia 2001 to 8-bitowa domowa konsola do gier wideo drugiej generacji wydana przez Emerson Radio w maju 1982 roku w cenie 99 USD, kilka miesięcy przed premierą ColecoVision. Została wycofana z produkcji zaledwie 18 miesięcy później, po wydaniu łącznie 35 gier. Emerson udzielił licencji na Arcadię 2001 firmie Bandai, która wydała ją w Japonii. Istnieje ponad 30 klonów Arcadia 2001. + Konsola + + + + + O Arcadia 2001 é um console de videogame doméstico de 8 bits de segunda geração lançado pela Emerson Radio em maio de 1982 pelo preço de US$ 99, vários meses antes do lançamento do ColecoVision. Ele foi descontinuado apenas 18 meses depois, com um total de 35 jogos lançados. A Emerson licenciou o Arcadia 2001 para a Bandai, que o lançou no Japão. Existem mais de 30 clones do Arcadia 2001. + Console + + + + + Arcadia 2001 este o consolă de jocuri video pe 8 biți de a doua generație lansată de Emerson Radio în mai 1982 la prețul de 99 USD, cu câteva luni înainte de lansarea ColecoVision. A fost întreruptă doar 18 luni mai târziu, cu un total de 35 de jocuri care au fost lansate. Emerson a licențiat Arcadia 2001 către Bandai, care l-a lansat în Japonia. Există peste 30 de clone ale Arcadia 2001. + Consolă + + + + + Arcadia 2001 - это 8-битная домашняя игровая консоль второго поколения, выпущенная компанией Emerson Radio в мае 1982 года по цене 99 долларов США, за несколько месяцев до выхода ColecoVision. Консоль была снята с производства только через 18 месяцев, всего было выпущено 35 игр. Компания Emerson лицензировала Arcadia 2001 компании Bandai, которая выпустила ее в Японии. Существует более 30 клонов Arcadia 2001. + Консоль + + + Arcadia 2001 är en andra generationens 8-bitars hemkonsol för videospel som släpptes av Emerson Radio i maj 1982 till ett pris av 99 USD, flera månader innan ColecoVision lanserades. Den slutade säljas bara 18 månader senare, då totalt 35 spel hade släppts. Emerson licensierade Arcadia 2001 till Bandai, som släppte den i Japan. Det finns över 30 kloner av Arcadia 2001. Konsol + + + Arcadia 2001は、Emerson Radio社から1982年5月に発売された第2世代の8ビット家庭用ゲーム機で、ColecoVisionが発売される数ヶ月前に99米ドルで発売された。そのわずか1年半後に販売終了となり、合計35本のゲームが発売された。エマーソンはアルカディア2001をバンダイにライセンス供与し、バンダイはこれを日本で発売した。30以上のアルカディア2001のクローンが存在する。 + コンソール + + + + + 아카디아 2001은 콜코비전이 출시되기 몇 달 전인 1982년 5월 에머슨 라디오에서 99달러에 출시한 2세대 8비트 가정용 비디오 게임 콘솔입니다. 총 35개의 게임이 출시되었으나 18개월 만에 단종되었습니다. 에머슨은 아카디아 2001의 라이선스를 반다이에 넘겼고, 반다이는 아카디아 2001을 일본에 출시했습니다. 30개가 넘는 아카디아 2001 클론이 존재합니다. + 콘솔 + + + + + Arcadia 2001 是 Emerson Radio 于 1982 年 5 月发布的第二代 8 位家用视频游戏机,售价 99 美元,比 ColecoVision 早几个月发布。18 个月后,该产品停产,共发布了 35 款游戏。Emerson 将 Arcadia 2001 授权给万代公司,由后者在日本发行。目前有 30 多款 Arcadia 2001 克隆机。 + 控制台 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/archimedes.xml b/themes/linear-es-de/system/metadata/archimedes.xml index e67dfe1e7..07b96f71f 100644 --- a/themes/linear-es-de/system/metadata/archimedes.xml +++ b/themes/linear-es-de/system/metadata/archimedes.xml @@ -1,4 +1,4 @@ - + Acorn Archimedes The Acorn Archimedes is a family of personal computers designed by Acorn Computers of Cambridge, England. The systems are based on Acorn's own ARM architecture processors and the proprietary operating systems Arthur and RISC OS. The first models were introduced in 1987, and systems in the Archimedes family were sold until the mid-1990s. @@ -13,10 +13,90 @@ 777777 555555 333333 + 1-1 + + + The Acorn Archimedes és una família d’ordinadors personals dissenyats per Acorn Computers de Cambridge, Anglaterra. Els sistemes es basen en els propis processadors d’arquitectura ARM d’Acorn i els sistemes operatius propietaris Arthur i RISC OS. Els primers models es van introduir el 1987 i els sistemes de la família Archimedes es van vendre fins a mitjan anys noranta. + Computer + + + + + Der Acorn Archimedes ist eine Familie von Personal Computern, die von Acorn Computers in Cambridge, England, entwickelt wurde. Die Systeme basieren auf Acorns eigenen Prozessoren der ARM-Architektur und den proprietären Betriebssystemen Arthur und RISC OS. Die ersten Modelle wurden 1987 auf den Markt gebracht, und die Systeme der Archimedes-Familie wurden bis Mitte der 1990er Jahre verkauft. + Computer + + + + + El Acorn Archimedes es una familia de ordenadores personales diseñados por Acorn Computers de Cambridge, Inglaterra. Los sistemas se basan en procesadores de arquitectura ARM propios de Acorn y en los sistemas operativos propietarios Arthur y RISC OS. Los primeros modelos se presentaron en 1987, y los sistemas de la familia Archimedes se vendieron hasta mediados de la década de 1990. + Ordenador + + + + + L'Acorn Archimedes est une famille d'ordinateurs personnels conçus par Acorn Computers de Cambridge, en Angleterre. Les systèmes sont basés sur les processeurs d'architecture ARM propres à Acorn et sur les systèmes d'exploitation propriétaires Arthur et RISC OS. Les premiers modèles ont été introduits en 1987 et les systèmes de la famille Archimedes ont été vendus jusqu'au milieu des années 1990. + Ordinateur + + + + + Acorn Archimedes è una famiglia di personal computer progettati da Acorn Computers di Cambridge, Inghilterra. I sistemi sono basati sui processori di architettura ARM di Acorn e sui sistemi operativi proprietari Arthur e RISC OS. I primi modelli sono stati introdotti nel 1987 e i sistemi della famiglia Archimedes sono stati venduti fino alla metà degli anni Novanta. + Computer + + + + + De Acorn Archimedes is een familie van personal computers ontworpen door Acorn Computers uit Cambridge, Engeland. De systemen zijn gebaseerd op Acorn's eigen ARM architectuurprocessors en de eigen besturingssystemen Arthur en RISC OS. De eerste modellen werden geïntroduceerd in 1987 en systemen uit de Archimedes familie werden verkocht tot het midden van de jaren 1990. + Computer + + + + + Acorn Archimedes to rodzina komputerów osobistych zaprojektowanych przez firmę Acorn Computers z Cambridge w Anglii. Systemy oparte są na własnych procesorach architektury ARM firmy Acorn oraz zastrzeżonych systemach operacyjnych Arthur i RISC OS. Pierwsze modele zostały wprowadzone w 1987 roku, a systemy z rodziny Archimedes były sprzedawane do połowy lat 90-tych. + Komputer + + + + + O Acorn Archimedes é uma família de computadores pessoais projetados pela Acorn Computers de Cambridge, Inglaterra. Os sistemas são baseados nos processadores de arquitetura ARM da própria Acorn e nos sistemas operacionais proprietários Arthur e RISC OS. Os primeiros modelos foram lançados em 1987, e os sistemas da família Archimedes foram vendidos até meados da década de 1990. + Computador + + + + + Acorn Archimedes este o familie de calculatoare personale concepute de Acorn Computers din Cambridge, Anglia. Sistemele se bazează pe procesoarele cu arhitectură ARM proprii Acorn și pe sistemele de operare brevetate Arthur și RISC OS. Primele modele au fost introduse în 1987, iar sistemele din familia Archimedes au fost vândute până la mijlocul anilor 1990. + Computer + + + + + Acorn Archimedes - семейство персональных компьютеров, разработанных компанией Acorn Computers из Кембриджа, Англия. Системы построены на базе собственных процессоров архитектуры ARM и фирменных операционных систем Arthur и RISC OS. Первые модели были представлены в 1987 году, и системы семейства Archimedes продавались до середины 1990-х годов. + Компьютер + + + Acorn Archimedes är en familj av persondatorer som designats av Acorn Computers i Cambridge, England. Systemen är baserade på Acorns egna processorer med ARM-arkitektur och de egenutvecklade operativsystemen Arthur och RISC OS. De första modellerna introducerades 1987 och system i Archimedes-familjen såldes fram till mitten av 1990-talet. Dator + + + Acorn Archimedesは、イギリスのケンブリッジにあるAcorn Computersが設計したパーソナルコンピュータのファミリーである。このシステムは、エイコーン独自のARMアーキテクチャ・プロセッサと、独自のオペレーティング・システムArthurとRISC OSをベースにしている。最初のモデルは1987年に発売され、アルキメデス・ファミリーのシステムは1990年代半ばまで販売された。 + コンピューター + + + + + Acorn Archimedes는 영국 케임브리지에 있는 Acorn Computers에서 설계한 개인용 컴퓨터 제품군입니다. 이 시스템은 Acorn의 자체 ARM 아키텍처 프로세서와 독점 운영 체제인 Arthur 및 RISC OS를 기반으로 합니다. 첫 번째 모델은 1987년에 출시되었으며, 아르키메데스 제품군의 시스템은 1990년대 중반까지 판매되었습니다. + 컴퓨터 + + + + + Acorn Archimedes 是英国剑桥 Acorn Computers 公司设计的个人电脑系列。该系统基于 Acorn 自己的 ARM 架构处理器以及专有操作系统 Arthur 和 RISC OS。首批机型于 1987 年推出,阿基米德系列系统一直销售到 20 世纪 90 年代中期。 + 计算机 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/arduboy.xml b/themes/linear-es-de/system/metadata/arduboy.xml index b8c9082fb..309f059b6 100644 --- a/themes/linear-es-de/system/metadata/arduboy.xml +++ b/themes/linear-es-de/system/metadata/arduboy.xml @@ -1,4 +1,4 @@ - + Arduboy The Arduboy is a handheld game console with open source software, based on the Arduino hardware platform. @@ -13,10 +13,90 @@ 8B2DB4 8664E3 6442C1 + 1-1 + + + L’Arduboy és una consola de joc de mà amb programari de codi obert, basada en la plataforma de maquinari Arduino. + Portable + + + + + Der Arduboy ist eine tragbare Spielkonsole mit Open-Source-Software, die auf der Arduino-Hardwareplattform basiert. + Tragbar + + + + + El Arduboy es una videoconsola portátil con software de código abierto, basada en la plataforma de hardware Arduino. + Portátil + + + + + L'Arduboy est une console de jeu portable dotée d'un logiciel libre, basée sur la plate-forme matérielle Arduino. + Portable + + + + + Arduboy è una console di gioco portatile con software open source, basata sulla piattaforma hardware Arduino. + Portatile + + + + + De Arduboy is een draagbare spelconsole met open source software, gebaseerd op het Arduino-hardwareplatform. + Draagbaar + + + + + Arduboy to przenośna konsola do gier z oprogramowaniem open source, oparta na platformie sprzętowej Arduino. + Przenośny + + + + + O Arduboy é um console de jogos portátil com software de código aberto, baseado na plataforma de hardware Arduino. + Portátil + + + + + Arduboy este o consolă de jocuri portabilă cu software open source, bazată pe platforma hardware Arduino. + Portabil + + + + + Arduboy - это портативная игровая консоль с открытым исходным кодом, основанная на аппаратной платформе Arduino. + Портативный + + + Arduboy är en handhållen spelkonsol med programvara med öppen källkod, baserad på hårdvaruplattformen Arduino. Bärbar + + + Arduboyは、Arduinoハードウェアプラットフォームをベースにしたオープンソースソフトウェアの携帯ゲーム機です。 + ポータブル + + + + + 아두보이는 아두이노 하드웨어 플랫폼에 기반한 오픈 소스 소프트웨어가 탑재된 휴대용 게임 콘솔입니다. + 휴대성 + + + + + Arduboy 是一款基于 Arduino 硬件平台的掌上游戏机,采用开源软件。 + 便携式 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/astrocade.xml b/themes/linear-es-de/system/metadata/astrocade.xml index 33180b05b..413cc51f1 100644 --- a/themes/linear-es-de/system/metadata/astrocade.xml +++ b/themes/linear-es-de/system/metadata/astrocade.xml @@ -1,10 +1,10 @@ - + Bally Astrocade The Bally Astrocade (also known as Bally Arcade or initially as Bally ABA-1000) is a second-generation home video game console and simple computer system designed by a team at Midway, at that time the videogame division of Bally. - It was originally announced as the "Bally Home Library Computer" in October 1977 and initially made available for mail order in December 1977. But due to production delays, the units were first released to stores in April 1978 and its branding changed to "Bally Professional Arcade". +It was originally announced as the "Bally Home Library Computer" in October 1977 and initially made available for mail order in December 1977. But due to production delays, the units were first released to stores in April 1978 and its branding changed to "Bally Professional Arcade". - It was marketed only for a limited time before Bally decided to exit the market. The rights were later picked up by a third-party company, who re-released it and sold it until around 1984. The Astrocade is particularly notable for its very powerful graphics capabilities for the time of release and for the difficulty in accessing those capabilities. +It was marketed only for a limited time before Bally decided to exit the market. The rights were later picked up by a third-party company, who re-released it and sold it until around 1984. The Astrocade is particularly notable for its very powerful graphics capabilities for the time of release and for the difficulty in accessing those capabilities. Bally 1977 1977-12-01 @@ -16,10 +16,133 @@ FA0105 F8F6EA C47401 + 1-1 + + + La Bally Astrocade (també coneguda com Bally Arcade o inicialment com a Bally ABA-1000) és una consola de videojocs de segona generació i un sistema informàtic senzill dissenyat per un equip a Midway, en aquell moment la divisió de videojocs de Bally. +Es va anunciar originalment com a "Computer Bally Home Library" a l'octubre de 1977 i inicialment es va posar a disposició per a la comanda de correu el desembre de 1977. Però, a causa dels retards de producció, les unitats van ser llançades per primera vegada a les botigues l'abril de 1978 i la seva marca va canviar a "Bally ProfessionalArcade ". + +Es va comercialitzar només per un temps limitat abans que Bally decidís sortir del mercat. Posteriorment, els drets van ser recollits per una empresa de tercers, que la va tornar a publicar i la va vendre fins al voltant del 1984. L'astrocade és particularment destacable per les seves molt potents capacitats gràfiques per al moment de l'alliberament i per la dificultat per accedir a aquestes capacitats. + Console + + + + + Der Bally Astrocade (auch bekannt als Bally Arcade oder ursprünglich als Bally ABA-1000) ist eine Videospielkonsole der zweiten Generation für den Heimgebrauch und ein einfaches Computersystem, das von einem Team bei Midway, der damaligen Videospielabteilung von Bally, entwickelt wurde. +Ursprünglich wurde es im Oktober 1977 als "Bally Home Library Computer" angekündigt und war ab Dezember 1977 im Versandhandel erhältlich. Aufgrund von Produktionsverzögerungen wurden die Geräte jedoch erst im April 1978 in die Läden gebracht und der Markenname in "Bally Professional Arcade" geändert. + +Das Gerät wurde nur für eine begrenzte Zeit vermarktet, bevor Bally beschloss, sich aus dem Markt zurückzuziehen. Die Rechte wurden später von einer Drittfirma übernommen, die das Gerät wieder auf den Markt brachte und bis etwa 1984 verkaufte. Das Astrocade zeichnet sich besonders durch seine für die damalige Zeit sehr leistungsfähigen Grafikfunktionen und die Schwierigkeit aus, auf diese Funktionen zuzugreifen. + Konsole + + + + + La Bally Astrocade (también conocida como Bally Arcade o inicialmente como Bally ABA-1000) es una videoconsola doméstica de segunda generación y un sencillo sistema informático diseñado por un equipo de Midway, en aquel momento la división de videojuegos de Bally. +Se anunció originalmente como "Bally Home Library Computer" en octubre de 1977 y se puso inicialmente a la venta por correo en diciembre de 1977. Pero debido a retrasos en la producción, las unidades se pusieron a la venta por primera vez en las tiendas en abril de 1978 y su marca cambió a "Bally Professional Arcade". + +Sólo se comercializó durante un tiempo limitado antes de que Bally decidiera abandonar el mercado. Posteriormente, los derechos fueron adquiridos por una tercera empresa, que volvió a comercializarla y venderla hasta 1984 aproximadamente. El Astrocade destaca especialmente por sus capacidades gráficas muy potentes para la época de su lanzamiento y por la dificultad para acceder a esas capacidades. + Consola + + + + + L'Astrocade de Bally (également connu sous le nom de Bally Arcade ou initialement sous le nom de Bally ABA-1000) est une console de jeux vidéo domestique de deuxième génération et un système informatique simple conçu par une équipe de Midway, à l'époque la division jeux vidéo de Bally. +Elle a été initialement annoncée sous le nom de "Bally Home Library Computer" en octobre 1977 et mise en vente par correspondance en décembre 1977. Mais en raison de retards de production, les unités ont d'abord été mises en vente dans les magasins en avril 1978 et leur marque a été modifiée en "Bally Professional Arcade". + +Il n'a été commercialisé que pendant une période limitée avant que Bally ne décide de se retirer du marché. Les droits ont ensuite été repris par une société tierce, qui l'a réédité et vendu jusqu'en 1984 environ. L'Astrocade est particulièrement remarquable pour ses capacités graphiques très puissantes pour l'époque de sa sortie et pour la difficulté d'accès à ces capacités. + Console + + + + + Il Bally Astrocade (noto anche come Bally Arcade o inizialmente come Bally ABA-1000) è una console per videogiochi domestici di seconda generazione e un semplice sistema informatico progettato da un team di Midway, all'epoca la divisione videogiochi di Bally. +Fu annunciata originariamente come "Bally Home Library Computer" nell'ottobre 1977 e resa disponibile per la vendita per corrispondenza nel dicembre 1977. Ma a causa di ritardi nella produzione, le unità furono distribuite per la prima volta nei negozi nell'aprile del 1978 e il marchio fu cambiato in "Bally Professional Arcade". + +Fu commercializzato solo per un periodo limitato prima che Bally decidesse di uscire dal mercato. I diritti vennero poi acquisiti da un'azienda terza, che lo ripubblicò e lo vendette fino al 1984 circa. L'Astrocade è particolarmente degno di nota per le sue capacità grafiche molto potenti per l'epoca di uscita e per la difficoltà di accesso a tali capacità. + Console + + + + + De Bally Astrocade (ook bekend als Bally Arcade of aanvankelijk als Bally ABA-1000) is een tweede generatie home video game console en eenvoudig computersysteem ontworpen door een team bij Midway, destijds de videogame divisie van Bally. +Het werd oorspronkelijk aangekondigd als de "Bally Home Library Computer" in oktober 1977 en in eerste instantie beschikbaar gesteld voor postorderverkoop in december 1977. Maar door vertragingen in de productie werden de apparaten pas in april 1978 in de winkels uitgebracht en werd de naam veranderd in "Bally Professional Arcade". + +Het spel werd slechts korte tijd op de markt gebracht voordat Bally besloot de markt te verlaten. De rechten werden later overgenomen door een ander bedrijf, dat de Astrocade opnieuw uitbracht en verkocht tot ongeveer 1984. De Astrocade is vooral opmerkelijk vanwege de zeer krachtige grafische mogelijkheden voor de tijd waarin het werd uitgebracht en vanwege de moeilijkheid om toegang te krijgen tot deze mogelijkheden. + Console + + + + + Bally Astrocade (znany również jako Bally Arcade lub początkowo jako Bally ABA-1000) to domowa konsola do gier wideo drugiej generacji i prosty system komputerowy zaprojektowany przez zespół Midway, ówczesnego działu gier wideo firmy Bally. +Pierwotnie została zapowiedziana jako "Bally Home Library Computer" w październiku 1977 roku i początkowo udostępniona do sprzedaży wysyłkowej w grudniu 1977 roku. Jednak ze względu na opóźnienia w produkcji, urządzenia zostały po raz pierwszy wypuszczone do sklepów w kwietniu 1978 roku, a jego marka została zmieniona na "Bally Professional Arcade". + +Był on sprzedawany tylko przez ograniczony czas, zanim firma Bally zdecydowała się opuścić rynek. Prawa zostały później przejęte przez firmę zewnętrzną, która ponownie wydała urządzenie i sprzedawała je do około 1984 roku. Astrocade jest szczególnie godny uwagi ze względu na bardzo potężne możliwości graficzne jak na czas premiery i trudności w dostępie do tych możliwości. + Konsola + + + + + O Bally Astrocade (também conhecido como Bally Arcade ou inicialmente como Bally ABA-1000) é um console de videogame doméstico de segunda geração e um sistema de computador simples projetado por uma equipe da Midway, na época a divisão de videogames da Bally. +Ele foi originalmente anunciado como "Bally Home Library Computer" em outubro de 1977 e inicialmente disponibilizado para encomenda pelo correio em dezembro de 1977. Mas, devido a atrasos na produção, as unidades foram lançadas nas lojas em abril de 1978 e sua marca foi alterada para "Bally Professional Arcade". + +Ele foi comercializado apenas por um período limitado antes de a Bally decidir sair do mercado. Os direitos foram posteriormente adquiridos por uma empresa terceirizada, que o relançou e o vendeu até por volta de 1984. O Astrocade é particularmente notável por seus recursos gráficos muito poderosos para a época do lançamento e pela dificuldade de acesso a esses recursos. + Console + + + + + Bally Astrocade (cunoscut și ca Bally Arcade sau inițial ca Bally ABA-1000) este o consolă de jocuri video pentru acasă de a doua generație și un sistem simplu de calculator proiectat de o echipă de la Midway, la acea vreme divizia de jocuri video a Bally. +Acesta a fost inițial anunțat ca "Bally Home Library Computer" în octombrie 1977 și inițial a fost disponibil pentru comandă prin poștă în decembrie 1977. Dar din cauza întârzierilor de producție, unitățile au fost lansate pentru prima dată în magazine în aprilie 1978, iar marca sa a fost schimbată în "Bally Professional Arcade". + +Acesta a fost comercializat doar pentru o perioadă limitată de timp înainte ca Bally să decidă să iasă de pe piață. Drepturile au fost preluate ulterior de o companie terță, care a relansat-o și a vândut-o până în jurul anului 1984. Astrocade este deosebit de notabilă pentru capacitățile sale grafice foarte puternice pentru momentul lansării și pentru dificultatea accesului la aceste capacități. + Consolă + + + + + Bally Astrocade (также известная как Bally Arcade или первоначально как Bally ABA-1000) - это домашняя игровая консоль второго поколения и простая компьютерная система, разработанная командой Midway, в то время видеоигрового подразделения Bally. +Первоначально она была анонсирована как "Bally Home Library Computer" в октябре 1977 года и поступила в продажу по почте в декабре 1977 года. Но из-за задержек в производстве, устройства впервые поступили в магазины в апреле 1978 года, а их название было изменено на "Bally Professional Arcade". + +Они продавались лишь ограниченное время, после чего Bally решила уйти с рынка. Позднее права на нее перешли к сторонней компании, которая переиздала ее и продавала примерно до 1984 года. Astrocade особенно примечательна своими очень мощными графическими возможностями для того времени, когда она была выпущена, и сложностью доступа к этим возможностям. + Консоль + + + Bally Astrocade (även känd som Bally Arcade eller ursprungligen som Bally ABA-1000) är en andra generationens hemkonsol för videospel och ett enkelt datorsystem som designades av ett team på Midway, vid den tiden Ballys division för videospel. + Den presenterades ursprungligen som "Bally Home Library Computer" i oktober 1977 och blev tillgänglig för postorderförsäljning i december 1977. Men på grund av produktionsförseningar släpptes enheterna först till butikerna i april 1978 och dess varumärke ändrades till "Bally Professional Arcade". + + Den marknadsfördes endast under en begränsad tid innan Bally beslutade sig för att lämna marknaden. Rättigheterna plockades senare upp av ett tredjepartsföretag, som släppte den på nytt och sålde den fram till omkring 1984. Astrocade är särskilt anmärkningsvärd för sina mycket kraftfulla grafikfunktioner för den tid då den släpptes och för svårigheten att få tillgång till dessa funktioner. Konsol + Consola + + + + + Bally Astrocade(バリー・アストロケード、または当初はBally ABA-1000とも呼ばれた)は、当時Ballyのビデオゲーム部門であったMidwayのチームによって設計された第2世代の家庭用ビデオゲーム機および簡易コンピュータシステムである。 +当初は1977年10月に「Bally Home Library Computer」として発表され、1977年12月に通信販売が開始された。しかし、生産が遅れたため、1978年4月に初めて店頭発売され、ブランド名も「Bally Professional Arcade」に変更された。 + +Ballyが市場からの撤退を決定するまでの限られた期間のみ販売された。その後、サードパーティ企業が権利を取得し、1984年頃まで再販・販売された。アストロケードは、発売当時としては非常に強力なグラフィック機能と、その機能にアクセスすることの難しさで特に注目されている。 + コンソール + + + + + Bally 아스트로케이드(Bally 아케이드 또는 초기에는 Bally ABA-1000이라고도 함)는 2세대 가정용 비디오 게임 콘솔이자 간단한 컴퓨터 시스템으로, 당시 Bally의 비디오 게임 사업부였던 Midway의 팀이 설계했습니다. +1977년 10월에 "Bally 홈 라이브러리 컴퓨터"라는 이름으로 처음 발표되었고, 1977년 12월에 우편 주문이 가능해졌습니다. 그러나 생산 지연으로 인해 1978년 4월에야 매장에 처음 출시되었고 브랜드는 "Bally Professional Arcade"로 변경되었습니다. + +이 제품은 한정된 기간 동안만 판매되다가 Bally가 시장에서 철수하기로 결정했습니다. 이후 타사에서 판권을 인수하여 1984년경까지 재출시하여 판매했습니다. 아스트로케이드는 출시 당시 매우 강력한 그래픽 기능과 이러한 기능에 접근하기 어려웠다는 점에서 특히 유명합니다. + 콘솔 + + + + + Bally Astrocade(又称 Bally Arcade 或最初的 Bally ABA-1000)是第二代家用视频游戏机和简单的计算机系统,由 Midway(当时的 Bally 电子游戏部门)的一个团队设计。 +它最初于 1977 年 10 月以 "Bally 家庭图书馆计算机 "的名称发布,并于 1977 年 12 月开始邮购。但由于生产延误,该产品于 1978 年 4 月首次在商店发售,其品牌也改为 "Bally Professional Arcade"。 + +在 Bally 决定退出市场之前,该产品仅在市场上销售了一段时间。后来,一家第三方公司买下了它的版权,并重新发布和销售,直到 1984 年左右。Astrocade 的特别之处在于,它在发布之初拥有非常强大的图形处理能力,而且很难获得这些能力。 + 控制台 \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/atari2600.xml b/themes/linear-es-de/system/metadata/atari2600.xml index f31a154f5..f0d0459f0 100644 --- a/themes/linear-es-de/system/metadata/atari2600.xml +++ b/themes/linear-es-de/system/metadata/atari2600.xml @@ -1,4 +1,4 @@ - + Atari 2600 The Atari Video Computer System (VCS), later named the Atari 2600, is a second generation (1976–1992) home video game console developed and distributed by Atari, Inc. It was released on September 11, 1977 in North America at a retail price of $199. The console was later released in Europe (1978) and Japan (1983 - as the Atari 2800). The Atari 2600 popularized the use of microprocessor-based hardware and games contained on ROM cartridges. The console was discontinued on January 1, 1992. @@ -13,10 +13,90 @@ D4282D D1E0EE 222222 + 1-1 + + + El sistema informàtic de vídeo Atari (VCS), més tard anomenat Atari 2600, és una consola de videojocs de segona generació (1976–1992) desenvolupada i distribuïda per Atari, Inc. Va ser llançada l’11 de setembre de 1977 a Amèrica del Nord en un comerç al detall en un comerç al detall en un comerç al detall en un comerç al detall en un comerç. Preu de 199 dòlars. La consola es va publicar més tard a Europa (1978) i Japó (1983 - com a Atari 2800). L’Atari 2600 va popularitzar l’ús de maquinari i jocs basats en microprocessadors continguts en cartutxos de ROM. La consola es va suspendre l'1 de gener de 1992. + Console + + + + + Das Atari Video Computer System (VCS), später Atari 2600 genannt, ist eine Heimvideospielkonsole der zweiten Generation (1976-1992), die von Atari, Inc. entwickelt und vertrieben wurde. Sie wurde am 11. September 1977 in Nordamerika zu einem Verkaufspreis von 199 $ veröffentlicht. Die Konsole wurde später auch in Europa (1978) und Japan (1983 - als Atari 2800) veröffentlicht. Der Atari 2600 machte die Verwendung von mikroprozessorgesteuerter Hardware und von Spielen auf ROM-Cartridges populär. Die Konsole wurde am 1. Januar 1992 aus dem Programm genommen. + Konsole + + + + + El Atari Video Computer System (VCS), posteriormente denominado Atari 2600, es una videoconsola doméstica de segunda generación (1976-1992) desarrollada y distribuida por Atari, Inc. Salió a la venta el 11 de septiembre de 1977 en Norteamérica a un precio de 199 dólares. La consola se lanzó posteriormente en Europa (1978) y Japón (1983, como Atari 2800). La Atari 2600 popularizó el uso de hardware basado en microprocesadores y juegos contenidos en cartuchos ROM. La consola dejó de fabricarse el 1 de enero de 1992. + Consola + + + + + L'Atari Video Computer System (VCS), plus tard appelé Atari 2600, est une console de jeux vidéo de salon de deuxième génération (1976-1992) développée et distribuée par Atari, Inc. Elle est sortie le 11 septembre 1977 en Amérique du Nord au prix de 199 dollars. La console a ensuite été commercialisée en Europe (1978) et au Japon (1983 - sous le nom d'Atari 2800). L'Atari 2600 a popularisé l'utilisation de matériel à microprocesseur et de jeux contenus dans des cartouches ROM. La console a été abandonnée le 1er janvier 1992. + Console + + + + + L'Atari Video Computer System (VCS), successivamente denominato Atari 2600, è una console per videogiochi domestica di seconda generazione (1976-1992) sviluppata e distribuita da Atari, Inc. È stata rilasciata l'11 settembre 1977 in Nord America a un prezzo al dettaglio di 199 dollari. La console è stata successivamente distribuita in Europa (1978) e in Giappone (1983 - come Atari 2800). L'Atari 2600 ha reso popolare l'uso di hardware basato su microprocessore e giochi contenuti in cartucce ROM. La console è stata dismessa il 1° gennaio 1992. + Console + + + + + Het Atari Video Computer System (VCS), later Atari 2600 genoemd, is een tweede generatie (1976-1992) videogameconsole voor thuisgebruik, ontwikkeld en gedistribueerd door Atari, Inc. Hij werd op 11 september 1977 uitgebracht in Noord-Amerika voor een verkoopprijs van $199. De console werd later uitgebracht in Europa (1978) en Japan (1983 - als de Atari 2800). De Atari 2600 populariseerde het gebruik van microprocessor-gebaseerde hardware en spellen op ROM-cartridges. De console werd stopgezet op 1 januari 1992. + Console + + + + + Atari Video Computer System (VCS), później nazwany Atari 2600, to domowa konsola do gier wideo drugiej generacji (1976-1992) opracowana i dystrybuowana przez Atari, Inc. Została wydana 11 września 1977 roku w Ameryce Północnej w cenie detalicznej 199 USD. Konsola została później wydana w Europie (1978) i Japonii (1983 - jako Atari 2800). Atari 2600 spopularyzowało użycie sprzętu opartego na mikroprocesorach i gier zawartych na kartridżach ROM. Konsola została wycofana z produkcji 1 stycznia 1992 roku. + Konsola + + + + + O Atari Video Computer System (VCS), mais tarde chamado de Atari 2600, é um console de videogame doméstico de segunda geração (1976-1992) desenvolvido e distribuído pela Atari, Inc. Foi lançado em 11 de setembro de 1977 na América do Norte a um preço de varejo de US$ 199. O console foi lançado posteriormente na Europa (1978) e no Japão (1983 - como Atari 2800). O Atari 2600 popularizou o uso de hardware baseado em microprocessador e jogos contidos em cartuchos ROM. O console foi descontinuado em 1º de janeiro de 1992. + Console + + + + + Atari Video Computer System (VCS), numit ulterior Atari 2600, este o a doua generație (1976-1992) de console de jocuri video pentru acasă dezvoltate și distribuite de Atari, Inc. A fost lansată pe 11 septembrie 1977 în America de Nord la un preț de vânzare cu amănuntul de 199 $. Consola a fost lansată ulterior în Europa (1978) și Japonia (1983 - ca Atari 2800). Atari 2600 a popularizat utilizarea hardware-ului bazat pe microprocesor și a jocurilor conținute pe cartușe ROM. Consola a fost abandonată la 1 ianuarie 1992. + Consolă + + + + + Atari Video Computer System (VCS), позже названная Atari 2600, - это домашняя игровая консоль второго поколения (1976-1992), разработанная и распространяемая компанией Atari, Inc. Она была выпущена 11 сентября 1977 года в Северной Америке по розничной цене 199 долларов. Позже консоль была выпущена в Европе (1978) и Японии (1983 - как Atari 2800). Atari 2600 положила начало использованию микропроцессорного оборудования и игр на картриджах с ПЗУ. Консоль была снята с производства 1 января 1992 года. + Консоль + + + Atari Video Computer System (VCS), senare kallad Atari 2600, är en andra generationens (1976-1992) videospelskonsol för hemmabruk som utvecklades och distribuerades av Atari, Inc. Den släpptes den 11 september 1977 i Nordamerika till ett detaljhandelspris av 199 dollar. Konsolen släpptes senare i Europa (1978) och Japan (1983 - som Atari 2800). Atari 2600 populariserade användningen av mikroprocessorbaserad hårdvara och spel på ROM-kassetter. Konsolen slutade säljas den 1 januari 1992. Konsol + + + アタリ・ビデオ・コンピュータ・システム(VCS)は、後にアタリ2600と名付けられ、アタリ社が開発・販売した第2世代(1976年~1992年)の家庭用ビデオゲーム機である。北米では1977年9月11日に199ドルの小売価格で発売された。後にヨーロッパ(1978年)と日本(1983年 - アタリ2800として)でも発売された。アタリ2600は、マイクロプロセッサベースのハードウェアとROMカートリッジに収録されたゲームの使用を普及させた。このゲーム機は1992年1月1日に販売終了となった。 + コンソール + + + + + 아타리 비디오 컴퓨터 시스템(VCS)은 나중에 아타리 2600으로 명명된 2세대(1976-1992) 가정용 비디오 게임 콘솔로, 아타리에서 개발 및 배포했습니다. 1977년 9월 11일 북미에서 199달러의 소매가로 출시되었습니다. 이 콘솔은 이후 유럽(1978년)과 일본(1983년 - 아타리 2800)에서도 출시되었습니다. Atari 2600은 마이크로프로세서 기반 하드웨어와 ROM 카트리지에 포함된 게임의 사용을 대중화했습니다. 이 콘솔은 1992년 1월 1일에 단종되었습니다. + 콘솔 + + + + + 雅达利视频计算机系统(VCS),后被命名为雅达利 2600,是雅达利公司开发和销售的第二代(1976-1992 年)家用视频游戏机。它于 1977 年 9 月 11 日在北美发布,零售价为 199 美元。该游戏机后来在欧洲(1978 年)和日本(1983 年--作为雅达利 2800)发布。雅达利 2600 普及了基于微处理器的硬件和 ROM 盒装游戏的使用。该控制台于 1992 年 1 月 1 日停产。 + 控制台 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/atari5200.xml b/themes/linear-es-de/system/metadata/atari5200.xml index 3887b0005..68cc74334 100644 --- a/themes/linear-es-de/system/metadata/atari5200.xml +++ b/themes/linear-es-de/system/metadata/atari5200.xml @@ -1,4 +1,4 @@ - + Atari 5200 The Atari 5200 SuperSystem, commonly known as the Atari 5200, is a second generation (1976–1992) video game console developed and distributed by Atari, Inc. It was released in November 1982 in North America at a retail price of $269. It was not released outside North America. The 5200's internal hardware was almost identical to Atari's 8-bit computers however it came with an innovative controller featuring a 360-degree non-centering joystick with a numeric keypad, start, pause, and reset buttons. The console was discontinued on May 21, 1984. @@ -13,10 +13,90 @@ CFA634 973E3A 1C6EB8 + 1-1 + + + El SuperSystem Atari 5200, conegut comunament com a Atari 5200, és una consola de videojocs de segona generació (1976–1992) desenvolupada i distribuïda per Atari, Inc. Es va publicar el novembre de 1982 a Amèrica del Nord a un preu al detall de 269 dòlars. No es va alliberar fora d'Amèrica del Nord. El maquinari intern del 5200 era gairebé idèntic als ordinadors de 8 bits d’Atari, però va arribar amb un controlador innovador amb un joystick de 360 ​​graus que no centrava amb un teclat numèric, l’inici, la pausa i els botons de restabliment. La consola es va suspendre el 21 de maig de 1984. + Console + + + + + Das Atari 5200 SuperSystem, allgemein bekannt als Atari 5200, ist eine Videospielkonsole der zweiten Generation (1976-1992), die von Atari, Inc. entwickelt und vertrieben wurde. Es wurde im November 1982 in Nordamerika zu einem Einzelhandelspreis von 269 $ veröffentlicht. Außerhalb Nordamerikas wurde es nicht veröffentlicht. Die interne Hardware des 5200 war fast identisch mit den 8-Bit-Computern von Atari, jedoch war sie mit einem innovativen Controller ausgestattet, der einen nicht zentrierbaren 360-Grad-Joystick mit einem numerischen Tastenfeld sowie Start-, Pause- und Reset-Tasten enthielt. Die Konsole wurde am 21. Mai 1984 aus dem Programm genommen. + Konsole + + + + + La Atari 5200 SuperSystem, comúnmente conocida como Atari 5200, es una videoconsola de segunda generación (1976-1992) desarrollada y distribuida por Atari, Inc. Salió a la venta en noviembre de 1982 en Norteamérica a un precio de venta al público de 269 dólares. No salió a la venta fuera de Norteamérica. El hardware interno de la 5200 era casi idéntico al de los ordenadores de 8 bits de Atari, pero incluía un innovador mando con un joystick no centrado de 360 grados, teclado numérico y botones de inicio, pausa y reinicio. La consola dejó de fabricarse el 21 de mayo de 1984. + Consola + + + + + L'Atari 5200 SuperSystem, communément appelé Atari 5200, est une console de jeux vidéo de deuxième génération (1976-1992) développée et distribuée par Atari, Inc. Elle est sortie en novembre 1982 en Amérique du Nord au prix de détail de 269 dollars. Elle n'a pas été commercialisée en dehors de l'Amérique du Nord. Le matériel interne de la 5200 était presque identique à celui des ordinateurs 8 bits d'Atari, mais elle était équipée d'une manette innovante comprenant un joystick non centré à 360 degrés, un clavier numérique et des boutons de démarrage, de pause et de réinitialisation. La console a été abandonnée le 21 mai 1984. + Console + + + + + L'Atari 5200 SuperSystem, comunemente noto come Atari 5200, è una console per videogiochi di seconda generazione (1976-1992) sviluppata e distribuita da Atari, Inc. È stata rilasciata nel novembre 1982 in Nord America a un prezzo al dettaglio di 269 dollari. Non è stata distribuita al di fuori del Nord America. L'hardware interno del 5200 era quasi identico a quello dei computer a 8 bit di Atari, ma era dotato di un innovativo controller con joystick non centrato a 360 gradi, tastierino numerico, pulsanti di avvio, pausa e reset. La console fu dismessa il 21 maggio 1984. + Console + + + + + De Atari 5200 SuperSystem, beter bekend als de Atari 5200, is een videospelconsole van de tweede generatie (1976-1992), ontwikkeld en gedistribueerd door Atari, Inc. Hij werd in november 1982 uitgebracht in Noord-Amerika voor een verkoopprijs van $269. Buiten Noord-Amerika werd hij niet uitgebracht. Hij werd niet buiten Noord-Amerika uitgebracht. De interne hardware van de 5200 was bijna identiek aan de 8-bit computers van Atari, maar er zat een innovatieve controller bij met een 360-graden niet-centrerende joystick met een numeriek toetsenblok, start-, pauze- en resetknoppen. De console werd gestopt op 21 mei 1984. + Console + + + + + Atari 5200 SuperSystem, powszechnie znany jako Atari 5200, to konsola do gier wideo drugiej generacji (1976-1992) opracowana i dystrybuowana przez Atari, Inc. Została wydana w listopadzie 1982 roku w Ameryce Północnej w cenie detalicznej 269 USD. Nie została wydana poza Ameryką Północną. Wewnętrzny sprzęt 5200 był prawie identyczny z 8-bitowymi komputerami Atari, jednak był wyposażony w innowacyjny kontroler z 360-stopniowym niecentrującym joystickiem z klawiaturą numeryczną, przyciskami startu, pauzy i resetowania. Konsola została wycofana z produkcji 21 maja 1984 roku. + Konsola + + + + + O Atari 5200 SuperSystem, comumente conhecido como Atari 5200, é um console de videogame de segunda geração (1976-1992) desenvolvido e distribuído pela Atari, Inc. Foi lançado em novembro de 1982 na América do Norte a um preço de varejo de US$ 269. Não foi lançado fora da América do Norte. O hardware interno do 5200 era quase idêntico ao dos computadores de 8 bits da Atari, mas ele vinha com um controle inovador com um joystick não centralizado de 360 graus com um teclado numérico e botões de início, pausa e reinicialização. O console foi descontinuado em 21 de maio de 1984. + Console + + + + + Atari 5200 SuperSystem, cunoscut în mod obișnuit ca Atari 5200, este o consolă de jocuri video din a doua generație (1976-1992) dezvoltată și distribuită de Atari, Inc. A fost lansată în noiembrie 1982 în America de Nord la un preț de vânzare cu amănuntul de 269 $. Nu a fost lansată în afara Americii de Nord. Hardware-ul intern al 5200 a fost aproape identic cu cel al computerelor Atari pe 8 biți, însă a venit cu un controler inovator, cu un joystick necentrat la 360 de grade cu o tastatură numerică, butoane de pornire, pauză și resetare. Consola a fost abandonată la 21 mai 1984. + Consolă + + + + + Atari 5200 SuperSystem, широко известная как Atari 5200, - игровая приставка второго поколения (1976-1992), разработанная и распространяемая компанией Atari, Inc. Она была выпущена в ноябре 1982 года в Северной Америке по розничной цене 269 долларов. За пределами Северной Америки она не выпускалась. Внутреннее устройство 5200 было практически идентично 8-битным компьютерам Atari, однако в комплект поставки входил инновационный контроллер с 360-градусным нецентрируемым джойстиком, цифровой клавиатурой, кнопками запуска, паузы и сброса. Консоль была снята с производства 21 мая 1984 года. + Консоль + + + Atari 5200 SuperSystem, allmänt känd som Atari 5200, är en andra generationens (1976-1992) videospelskonsol som utvecklades och distribuerades av Atari, Inc. Den släpptes i november 1982 i Nordamerika till ett detaljhandelspris av 269 dollar. Den släpptes inte utanför Nordamerika. Den interna hårdvaran i 5200 var nästan identisk med Ataris 8-bitarsdatorer, men den hade en innovativ handkontroll med en 360-graders icke-centrerad joystick med numeriskt tangentbord, start-, paus- och återställningsknappar. Konsolen slutade säljas den 21 maj 1984. Konsol + + + アタリ5200スーパーシステム(Atari 5200 SuperSystem)、通称アタリ5200は、アタリ社が開発・販売した第2世代(1976年~1992年)のビデオゲーム機である。1982年11月に北米で発売され、小売価格は269ドル。北米以外では発売されなかった。5200の内部ハードウェアはアタリの8ビットコンピュータとほぼ同じであったが、テンキー、スタート、一時停止、リセットボタンを備えた360度非中心ジョイスティックを特徴とする革新的なコントローラが付属していた。このゲーム機は1984年5月21日に販売終了となった。 + コンソール + + + + + 일반적으로 아타리 5200으로 알려진 아타리 5200 슈퍼시스템은 아타리에서 개발하고 배포한 2세대(1976~1992) 비디오 게임 콘솔입니다. 1982년 11월 북미에서 269달러의 소매가로 출시되었습니다. 북미 이외 지역에는 출시되지 않았습니다. 5200의 내부 하드웨어는 Atari의 8비트 컴퓨터와 거의 동일했지만 숫자 키패드, 시작, 일시 중지, 재설정 버튼이 있는 360도 비중심 조이스틱을 갖춘 혁신적인 컨트롤러가 함께 제공되었습니다. 이 콘솔은 1984년 5월 21일에 단종되었습니다. + 콘솔 + + + + + 雅达利 5200 超级系统(Atari 5200)是雅达利公司开发和销售的第二代(1976-1992 年)视频游戏机。它于 1982 年 11 月在北美发布,零售价为 269 美元。它没有在北美以外的地区发行。5200 的内部硬件与雅达利的 8 位计算机几乎完全相同,但它配备了一个创新的控制器,具有 360 度无中心操纵杆、数字键盘、开始、暂停和重置按钮。该控制台于 1984 年 5 月 21 日停产。 + 控制台 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/atari7800.xml b/themes/linear-es-de/system/metadata/atari7800.xml index 29caf8c90..be42d2e09 100644 --- a/themes/linear-es-de/system/metadata/atari7800.xml +++ b/themes/linear-es-de/system/metadata/atari7800.xml @@ -1,4 +1,4 @@ - + Atari 7800 The Atari 7800 Pro System, commonly known as the Atari 7800, is a third generation (1983-2003) video game console developed and distributed by Atari Corporation. It was released in May 1986 in North America at a retail price of $79.95. The console was later released in Europe (1987). The 7800 is considered one of the first backward-compatible consoles as it could play Atari 2600 games without the use of additional modules. The console was discontinued on January 1, 1992. @@ -13,10 +13,90 @@ AA2C39 A7B0B5 333333 + 1-1 + + + El sistema Atari 7800 Pro, conegut comunament com a Atari 7800, és una consola de videojocs de tercera generació (1983-2003) desenvolupada i distribuïda per Atari Corporation. Va ser llançat el maig de 1986 a Amèrica del Nord a un preu al detall de 79,95 dòlars. La consola es va publicar més tard a Europa (1987). El 7800 es considera una de les primeres consoles compatibles amb el retrocés, ja que podria jugar a Atari 2600 jocs sense utilitzar mòduls addicionals. La consola es va suspendre l'1 de gener de 1992. + Console + + + + + Das Atari 7800 Pro System, allgemein bekannt als Atari 7800, ist eine Videospielkonsole der dritten Generation (1983-2003), die von der Atari Corporation entwickelt und vertrieben wurde. Sie wurde im Mai 1986 in Nordamerika zu einem Verkaufspreis von 79,95 $ veröffentlicht. Die Konsole wurde später auch in Europa (1987) veröffentlicht. Der 7800 gilt als eine der ersten abwärtskompatiblen Konsolen, da er Atari-2600-Spiele ohne zusätzliche Module abspielen konnte. Die Konsole wurde am 1. Januar 1992 aus dem Programm genommen. + Konsole + + + + + La Atari 7800 Pro System, comúnmente conocida como Atari 7800, es una videoconsola de tercera generación (1983-2003) desarrollada y distribuida por Atari Corporation. Salió a la venta en mayo de 1986 en Norteamérica a un precio de venta al público de 79,95 dólares. La consola se lanzó posteriormente en Europa (1987). La 7800 se considera una de las primeras consolas retrocompatibles, ya que podía reproducir juegos de Atari 2600 sin necesidad de módulos adicionales. La consola dejó de fabricarse el 1 de enero de 1992. + Consola + + + + + L'Atari 7800 Pro System, communément appelé Atari 7800, est une console de jeux vidéo de troisième génération (1983-2003) développée et distribuée par Atari Corporation. Elle est sortie en mai 1986 en Amérique du Nord au prix de 79,95 dollars. La console a été commercialisée plus tard en Europe (1987). La 7800 est considérée comme l'une des premières consoles rétrocompatibles car elle pouvait jouer aux jeux Atari 2600 sans utiliser de modules supplémentaires. La console a été arrêtée le 1er janvier 1992. + Console + + + + + L'Atari 7800 Pro System, comunemente noto come Atari 7800, è una console per videogiochi di terza generazione (1983-2003) sviluppata e distribuita da Atari Corporation. È stata rilasciata nel maggio 1986 in Nord America a un prezzo al dettaglio di 79,95 dollari. La console è stata successivamente rilasciata in Europa (1987). La 7800 è considerata una delle prime console retrocompatibili, in quanto poteva giocare ai giochi dell'Atari 2600 senza l'uso di moduli aggiuntivi. La console fu dismessa il 1° gennaio 1992. + Console + + + + + Het Atari 7800 Pro System, beter bekend als de Atari 7800, is een videospelconsole van de derde generatie (1983-2003), ontwikkeld en gedistribueerd door Atari Corporation. Hij werd in mei 1986 uitgebracht in Noord-Amerika voor een verkoopprijs van 79,95 dollar. De console werd later in Europa uitgebracht (1987). De 7800 wordt beschouwd als een van de eerste achterwaarts compatibele consoles omdat het Atari 2600 spellen kon spelen zonder het gebruik van extra modules. De console werd stopgezet op 1 januari 1992. + Console + + + + + Atari 7800 Pro System, powszechnie znany jako Atari 7800, to konsola do gier wideo trzeciej generacji (1983-2003) opracowana i dystrybuowana przez Atari Corporation. Została wydana w maju 1986 roku w Ameryce Północnej w cenie detalicznej 79,95 USD. Konsola została później wydana w Europie (1987). Model 7800 jest uważany za jedną z pierwszych konsol kompatybilnych wstecz, ponieważ mógł odtwarzać gry Atari 2600 bez użycia dodatkowych modułów. Konsola została wycofana z produkcji 1 stycznia 1992 roku. + Konsola + + + + + O Atari 7800 Pro System, comumente conhecido como Atari 7800, é um console de videogame de terceira geração (1983-2003) desenvolvido e distribuído pela Atari Corporation. Foi lançado em maio de 1986 na América do Norte a um preço de varejo de US$ 79,95. O console foi lançado posteriormente na Europa (1987). O 7800 é considerado um dos primeiros consoles compatíveis com versões anteriores, pois podia jogar jogos do Atari 2600 sem o uso de módulos adicionais. O console foi descontinuado em 1º de janeiro de 1992. + Console + + + + + Atari 7800 Pro System, cunoscut în mod obișnuit ca Atari 7800, este o consolă de jocuri video din a treia generație (1983-2003) dezvoltată și distribuită de Atari Corporation. A fost lansată în mai 1986 în America de Nord la un preț de vânzare cu amănuntul de 79,95 $. Consola a fost lansată ulterior în Europa (1987). 7800 este considerată una dintre primele console retrocompatibile, deoarece putea reda jocuri Atari 2600 fără utilizarea de module suplimentare. Consola a fost întreruptă la 1 ianuarie 1992. + Consolă + + + + + Atari 7800 Pro System, широко известная как Atari 7800, - игровая консоль третьего поколения (1983-2003), разработанная и распространяемая корпорацией Atari. Она была выпущена в мае 1986 года в Северной Америке по розничной цене $79,95. Позже консоль была выпущена в Европе (1987). 7800 считается одной из первых обратно совместимых консолей, так как она могла играть в игры Atari 2600 без использования дополнительных модулей. Консоль была снята с производства 1 января 1992 года. + Консоль + + + Atari 7800 Pro System, allmänt känt som Atari 7800, är en tredje generationens (1983-2003) videospelskonsol som utvecklades och distribuerades av Atari Corporation. Den släpptes i maj 1986 i Nordamerika till ett detaljhandelspris av 79,95 dollar. Konsolen släpptes senare i Europa (1987). 7800 anses vara en av de första bakåtkompatibla konsolerna eftersom den kunde spela Atari 2600-spel utan att använda extra moduler. Konsolen slutade säljas den 1 januari 1992. Konsol + + + アタリ7800プロシステム、通称アタリ7800は、アタリ社が開発・販売した第3世代(1983年~2003年)のビデオゲーム機です。1986年5月に北米で発売され、小売価格は79.95ドル。後にヨーロッパでも発売された(1987年)。7800は、追加モジュールを使用せずにアタリ2600のゲームをプレイすることができたため、最初の下位互換コンソールの1つと考えられている。このゲーム機は1992年1月1日に販売終了となった。 + コンソール + + + + + 아타리 7800 프로 시스템은 일반적으로 아타리 7800으로 알려진 3세대(1983-2003) 비디오 게임 콘솔로, 아타리 코퍼레이션에서 개발 및 배포한 제품입니다. 1986년 5월 북미에서 79.95달러의 소매가로 출시되었습니다. 이 콘솔은 나중에 유럽(1987년)에서 출시되었습니다. 7800은 추가 모듈을 사용하지 않고도 Atari 2600 게임을 플레이할 수 있어 최초의 하위 호환 콘솔 중 하나로 꼽힙니다. 이 콘솔은 1992년 1월 1일에 단종되었습니다. + 콘솔 + + + + + 雅达利 7800 Pro 系统,俗称雅达利 7800,是雅达利公司开发和销售的第三代(1983-2003 年)视频游戏机。它于 1986 年 5 月在北美发布,零售价为 79.95 美元。该游戏机随后(1987 年)在欧洲发布。7800 被认为是首批向后兼容的游戏机之一,因为它可以在不使用额外模块的情况下播放雅达利 2600 游戏。该控制台于 1992 年 1 月 1 日停产。 + 控制台 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/atari800.xml b/themes/linear-es-de/system/metadata/atari800.xml index b1e5be2fa..6b1e9f55f 100644 --- a/themes/linear-es-de/system/metadata/atari800.xml +++ b/themes/linear-es-de/system/metadata/atari800.xml @@ -1,9 +1,9 @@ - + Atari 800 The Atari 8-bit family is a series of 8-bit home computers introduced by Atari, Inc. in 1979 as the Atari 400 and Atari 800 and manufactured until 1992. All of the machines in the family are technically similar and differ primarily in packaging. They are based on the MOS Technology 6502 CPU running at 1.79 MHz, and were the first home computers designed with custom coprocessor chips. This architecture enabled graphics and sound more advanced than contemporary machines, and gaming was a major draw. First-person space combat simulator Star Raiders is considered the platform's killer app. The systems launched with plug and play peripherals using the Atari SIO serial bus, an early analog of USB. - The Atari 400 was initially almost half the cost of the Atari 800. Instead of the 800's full-sized keyboard, the 400 has a pressure-sensitive panel. The 800 has a second cartridge slot and a larger case allowing RAM upgrades to 48K. Both models were replaced by the XL series in 1983, then–after the company was sold and reestablished as Atari Corporation–the XE models in 1985. The XL and XE are lighter in construction while having Atari BASIC built-in and 2 joystick ports instead of 4. The 130XE increased the memory to 128 KB of bank-switched RAM. +The Atari 400 was initially almost half the cost of the Atari 800. Instead of the 800's full-sized keyboard, the 400 has a pressure-sensitive panel. The 800 has a second cartridge slot and a larger case allowing RAM upgrades to 48K. Both models were replaced by the XL series in 1983, then–after the company was sold and reestablished as Atari Corporation–the XE models in 1985. The XL and XE are lighter in construction while having Atari BASIC built-in and 2 joystick ports instead of 4. The 130XE increased the memory to 128 KB of bank-switched RAM. Atari 1979 1979-11-01 @@ -15,10 +15,118 @@ EBD335 5D3615 BF9438 + 373-436 + + + La família Atari de 8 bits és una sèrie d’ordinadors domèstics de 8 bits introduïts per Atari, Inc. el 1979 com a Atari 400 i Atari 800 i fabricats fins al 1992. Totes les màquines de la família són tècnicament similars i difereixen principalment en els envasos. Es basen en la CPU MOS Technology 6502 amb 1,79 MHz i van ser els primers ordinadors domèstics dissenyats amb xips de coprocessador personalitzats. Aquesta arquitectura va permetre gràfics i so més avançats que les màquines contemporànies, i el joc va ser un sorteig important. Star Raiders de combat espacial en primera persona es considera l’aplicació assassina de la plataforma. Els sistemes llançats amb perifèrics de plug i reproducció mitjançant el bus en sèrie Atari SiO, un analògic precoç de la USB. + +L'Atari 400 va suposar inicialment la meitat del cost de l'Atari 800. En lloc del teclat de mida completa del 800, el 400 té un panell sensible a la pressió. El 800 té una segona ranura de cartutx i una funda més gran que permeten actualitzar la memòria RAM a 48K. Els dos models van ser substituïts per la sèrie XL el 1983, després, després de la companyia es va vendre i es va restablir com a Atari Corporation-els models XE el 1985. Els XL i XE són més lleugers en la construcció mentre tenien Atari Basic integrat i 2 ports de joystick en lloc seu.de 4. El 130Xe va augmentar la memòria a 128 kb de memòria RAM. + Computer + + + + + Die Atari 8-Bit-Familie ist eine Serie von 8-Bit-Heimcomputern, die 1979 von Atari, Inc. als Atari 400 und Atari 800 eingeführt und bis 1992 hergestellt wurde. Alle Geräte der Familie sind technisch ähnlich und unterscheiden sich hauptsächlich in der Verpackung. Sie basieren auf der 6502-CPU von MOS Technology mit einer Taktfrequenz von 1,79 MHz und waren die ersten Heimcomputer, die mit speziellen Coprozessor-Chips ausgestattet waren. Diese Architektur ermöglichte eine fortschrittlichere Grafik und einen besseren Sound als bei zeitgenössischen Computern, und Spiele waren eine große Attraktion. Der First-Person-Weltraumkampfsimulator Star Raiders gilt als die "Killer-App" der Plattform. Die Systeme wurden mit Plug-and-Play-Peripheriegeräten auf den Markt gebracht, die den seriellen Atari SIO-Bus nutzten, ein frühes Analogon von USB. + +Der Atari 400 war anfangs fast halb so teuer wie der Atari 800. Anstelle der vollwertigen Tastatur des 800 hat der 400er ein druckempfindliches Bedienfeld. Der 800 hat einen zweiten Kassettenschacht und ein größeres Gehäuse, das eine Aufrüstung des Arbeitsspeichers auf 48K ermöglicht. Beide Modelle wurden 1983 durch die XL-Serie und 1985 - nach dem Verkauf und der Neugründung der Firma als Atari Corporation - durch die XE-Modelle ersetzt. Die XL- und XE-Modelle sind leichter gebaut, haben Atari BASIC eingebaut und verfügen über 2 statt 4 Joystick-Anschlüsse. Der 130XE erhöhte den Speicher auf 128 KB bank-switched RAM. + Computer + + + + + La familia Atari de 8 bits es una serie de ordenadores domésticos de 8 bits presentada por Atari, Inc. en 1979 como Atari 400 y Atari 800 y fabricada hasta 1992. Todas las máquinas de la familia son técnicamente similares y difieren principalmente en el embalaje. Se basan en la CPU MOS Technology 6502 que funciona a 1,79 MHz, y fueron los primeros ordenadores domésticos diseñados con chips coprocesadores personalizados. Esta arquitectura permitía unos gráficos y un sonido más avanzados que los de las máquinas contemporáneas, y los juegos eran uno de sus principales atractivos. El simulador de combate espacial en primera persona Star Raiders se considera la aplicación estrella de la plataforma. Los sistemas se lanzaron con periféricos plug and play que utilizaban el bus serie SIO de Atari, un análogo temprano del USB. + +En un principio, el Atari 400 costaba casi la mitad que el Atari 800. En lugar del teclado de tamaño normal del 800, el 400 tiene un panel sensible a la presión. El 800 tiene una segunda ranura para cartuchos y una carcasa más grande que permite ampliar la RAM a 48K. Ambos modelos fueron sustituidos por la serie XL en 1983 y, tras la venta de la empresa y su refundación como Atari Corporation, por los modelos XE en 1985. El XL y el XE son más ligeros en su construcción y tienen Atari BASIC incorporado y 2 puertos para joystick en lugar de 4. El 130XE aumentó la memoria a 128 KB de RAM conmutada por bancos. + Ordenador + + + + + La famille Atari 8-bit est une série d'ordinateurs domestiques 8-bit introduits par Atari, Inc. en 1979 sous le nom d'Atari 400 et Atari 800 et fabriqués jusqu'en 1992. Toutes les machines de la famille sont techniquement similaires et diffèrent principalement par leur emballage. Elles sont basées sur le processeur MOS Technology 6502 cadencé à 1,79 MHz, et ont été les premiers ordinateurs domestiques conçus avec des coprocesseurs personnalisés. Cette architecture permettait des graphismes et des sons plus avancés que ceux des machines contemporaines, et les jeux ont constitué un attrait majeur. Le simulateur de combat spatial à la première personne Star Raiders est considéré comme la "killer app" de la plate-forme. Les systèmes ont été lancés avec des périphériques plug and play utilisant le bus série Atari SIO, un analogue précoce de l'USB. + +L'Atari 400 coûtait initialement près de la moitié du prix de l'Atari 800. Au lieu du clavier de taille normale de l'Atari 800, l'Atari 400 dispose d'un panneau sensible à la pression. Le 800 dispose d'une deuxième fente pour cartouche et d'un boîtier plus grand permettant d'augmenter la RAM jusqu'à 48K. Les deux modèles ont été remplacés par la série XL en 1983, puis - après la vente de la société et sa reconstitution sous le nom d'Atari Corporation - par les modèles XE en 1985. Les modèles XL et XE sont plus légers, intègrent Atari BASIC et disposent de 2 ports joystick au lieu de 4. Le modèle 130XE augmente la mémoire à 128 Ko de RAM commutée par banque. + Ordinateur + + + + + La famiglia Atari 8-bit è una serie di home computer a 8 bit introdotta da Atari, Inc. nel 1979 come Atari 400 e Atari 800 e prodotta fino al 1992. Tutte le macchine della famiglia sono tecnicamente simili e si differenziano principalmente per la confezione. Si basano sulla CPU MOS Technology 6502 a 1,79 MHz e sono stati i primi home computer progettati con chip coprocessori personalizzati. Questa architettura consentiva una grafica e un suono più avanzati rispetto alle macchine contemporanee e i giochi erano una delle principali attrazioni. Il simulatore di combattimento spaziale in prima persona Star Raiders è considerato la killer app della piattaforma. I sistemi furono lanciati con periferiche plug and play che utilizzavano il bus seriale Atari SIO, un primo analogo dell'USB. + +L'Atari 400 costava inizialmente quasi la metà dell'Atari 800. Al posto della tastiera a grandezza naturale dell'800, il 400 ha un pannello sensibile alla pressione. L'800 ha un secondo slot per cartucce e un case più grande che consente di aggiornare la RAM a 48K. Entrambi i modelli furono sostituiti dalla serie XL nel 1983 e poi, dopo la vendita dell'azienda e la sua ricostituzione come Atari Corporation, dai modelli XE nel 1985. L'XL e l'XE sono più leggeri e hanno l'Atari BASIC integrato e 2 porte joystick invece di 4. Il 130XE aumenta la memoria a 128 KB di RAM commutata in banchi. + Computer + + + + + De Atari 8-bit familie is een serie 8-bit thuiscomputers die Atari, Inc. in 1979 introduceerde als de Atari 400 en Atari 800 en produceerde tot 1992. Alle machines in de familie zijn technisch gelijk en verschillen voornamelijk in verpakking. Ze zijn gebaseerd op de MOS Technology 6502 CPU die draait op 1,79 MHz, en waren de eerste thuiscomputers ontworpen met aangepaste coprocessorchips. Dankzij deze architectuur waren de graphics en het geluid geavanceerder dan die van hedendaagse machines en gaming was een grote aantrekkingskracht. First-person ruimtegevechtsimulator Star Raiders wordt beschouwd als de killer app van het platform. De systemen werden gelanceerd met plug-and-play randapparatuur die gebruik maakte van de Atari SIO seriële bus, een vroege analogie van USB. + +De Atari 400 was aanvankelijk bijna de helft goedkoper dan de Atari 800. In plaats van het grote toetsenbord van de 800, heeft de 400 een drukgevoelig paneel. De 800 heeft een tweede cartridge slot en een grotere behuizing waardoor RAM upgrades tot 48K mogelijk waren. Beide modellen werden in 1983 vervangen door de XL-serie en daarna - nadat het bedrijf was verkocht en opnieuw was opgericht als Atari Corporation - door de XE-modellen in 1985. De XL en XE zijn lichter gebouwd, hebben Atari BASIC ingebouwd en 2 joystickpoorten in plaats van 4. De 130XE breidde het geheugen uit tot 128 KB bankgeschakeld RAM. + Computer + + + + + Rodzina Atari 8-bit to seria 8-bitowych komputerów domowych wprowadzonych przez Atari, Inc. w 1979 roku jako Atari 400 i Atari 800 i produkowanych do 1992 roku. Wszystkie komputery z tej rodziny są technicznie podobne i różnią się głównie opakowaniem. Są one oparte na procesorze MOS Technology 6502 pracującym z częstotliwością 1,79 MHz i były pierwszymi komputerami domowymi zaprojektowanymi z niestandardowymi układami koprocesorowymi. Architektura ta umożliwiała grafikę i dźwięk bardziej zaawansowane niż współczesne maszyny, a gry były główną atrakcją. Pierwszoosobowy symulator walki kosmicznej Star Raiders jest uważany za zabójczą aplikację platformy. Systemy zostały wprowadzone na rynek z urządzeniami peryferyjnymi typu plug and play wykorzystującymi magistralę szeregową Atari SIO, będącą wczesnym odpowiednikiem USB. + +Atari 400 było początkowo prawie o połowę tańsze od Atari 800. Zamiast pełnowymiarowej klawiatury 800, 400 posiada panel wrażliwy na nacisk. Atari 800 posiadało drugi slot na kartridże i większą obudowę, pozwalającą na rozbudowę pamięci RAM do 48K. Oba modele zostały zastąpione serią XL w 1983 roku, a następnie - po sprzedaży firmy i ponownym założeniu Atari Corporation - modelami XE w 1985 roku. Modele XL i XE mają lżejszą konstrukcję, wbudowany Atari BASIC i 2 porty joysticka zamiast 4. W modelu 130XE zwiększono pamięć do 128 KB przełączanej bankowo pamięci RAM. + Komputer + + + + + A família Atari de 8 bits é uma série de computadores domésticos de 8 bits lançada pela Atari, Inc. em 1979 como Atari 400 e Atari 800 e fabricada até 1992. Todas as máquinas da família são tecnicamente semelhantes e diferem principalmente na embalagem. Elas se baseiam na CPU MOS Technology 6502, que funciona a 1,79 MHz, e foram os primeiros computadores domésticos projetados com chips coprocessadores personalizados. Essa arquitetura permitiu gráficos e sons mais avançados do que os das máquinas contemporâneas, e os jogos foram uma grande atração. O simulador de combate espacial em primeira pessoa Star Raiders é considerado o aplicativo matador da plataforma. Os sistemas foram lançados com periféricos plug and play usando o barramento serial Atari SIO, um análogo inicial do USB. + +Inicialmente, o Atari 400 custava quase metade do preço do Atari 800. Em vez do teclado de tamanho normal do 800, o 400 tem um painel sensível à pressão. O 800 tem um segundo slot de cartucho e um gabinete maior que permite atualizações de RAM para 48K. Ambos os modelos foram substituídos pela série XL em 1983 e, depois que a empresa foi vendida e restabelecida como Atari Corporation, pelos modelos XE em 1985. O XL e o XE são mais leves e têm o Atari BASIC integrado e 2 portas de joystick em vez de 4. O 130XE aumentou a memória para 128 KB de RAM comutada por banco. + Computador + + + + + Familia Atari pe 8 biți este o serie de calculatoare de acasă pe 8 biți introduse de Atari, Inc. în 1979 ca Atari 400 și Atari 800 și fabricate până în 1992. Toate mașinile din familie sunt similare din punct de vedere tehnic și diferă în principal în ceea ce privește ambalajul. Acestea se bazează pe procesorul MOS Technology 6502 care rulează la 1,79 MHz și au fost primele computere de acasă proiectate cu cipuri de coprocesare personalizate. Această arhitectură a permis grafică și sunet mai avansate decât mașinile contemporane, iar jocurile au fost o atracție majoră. Simulatorul de luptă spațială la persoana întâi Star Raiders este considerat aplicația de succes a platformei. Sistemele au fost lansate cu periferice plug and play folosind magistrala serială Atari SIO, un analog timpuriu al USB. + +Atari 400 a costat inițial aproape jumătate din Atari 800. În locul tastaturii de dimensiuni mari a modelului 800, 400 are un panou sensibil la presiune. Modelul 800 are un al doilea slot pentru cartușe și o carcasă mai mare care permite upgrade-uri RAM la 48K. Ambele modele au fost înlocuite de seria XL în 1983, apoi - după ce compania a fost vândută și reînființată ca Atari Corporation - de modelele XE în 1985. Modelele XL și XE au o construcție mai ușoară, având Atari BASIC încorporat și 2 porturi de joystick în loc de 4. Modelul 130XE a mărit memoria la 128 KB de RAM cu comutare de bancă. + Computer + + + + + Семейство Atari 8-bit - серия 8-битных домашних компьютеров, представленная компанией Atari, Inc. в 1979 году под названиями Atari 400 и Atari 800 и выпускавшаяся до 1992 года. Все компьютеры семейства технически схожи и отличаются в основном комплектацией. Они основаны на процессоре MOS Technology 6502, работающем на частоте 1,79 МГц, и были первыми домашними компьютерами, разработанными с использованием собственных микросхем сопроцессоров. Эта архитектура позволила создать графику и звук, более совершенные, чем у современных машин, и игры стали главным развлечением. Симулятор космических боев от первого лица Star Raiders считается "убийцей" платформы. Системы выпускались с подключаемыми периферийными устройствами, использующими последовательную шину Atari SIO - ранний аналог USB. + +Изначально Atari 400 стоила почти в два раза дешевле Atari 800. Вместо полноразмерной клавиатуры 800-й модели 400-я оснащена чувствительной к нажатию панелью. У 800-й модели есть второй слот для картриджей и более просторный корпус, позволяющий увеличить объем оперативной памяти до 48 Кбайт. Обе модели были заменены серией XL в 1983 году, а затем - после того, как компания была продана и восстановлена как Atari Corporation - моделями XE в 1985 году. XL и XE имеют более легкую конструкцию, встроенный Atari BASIC и 2 порта для джойстиков вместо 4. В модели 130XE память увеличена до 128 КБ с переключением банков. + Компьютер + + + Atari 8-bitarsfamiljen är en serie 8-bitars hemdatorer som introducerades av Atari, Inc. 1979 som Atari 400 och Atari 800 och tillverkades fram till 1992. Alla maskinerna i familjen är tekniskt lika och skiljer sig främst åt i förpackningen. De är baserade på MOS Technology 6502 CPU som körs i 1,79 MHz och var de första hemdatorerna som utformades med anpassade coprocessorchips. Denna arkitektur möjliggjorde grafik och ljud som var mer avancerade än i samtida maskiner och spel var ett stort dragplåster. Rymdstridssimulatorn Star Raiders, som spelas i första person, anses vara plattformens "killer app". Systemen lanserades med plug and play-kringutrustning som använde Atari SIO-seriebussen, en tidig motsvarighet till USB. + + Atari 400 kostade till en början nästan hälften så mycket som Atari 800. Istället för 800:ans fullstora tangentbord har 400:an en tryckkänslig panel. 800 har en andra kassettplats och ett större hölje som möjliggör RAM-uppgraderingar till 48K. Båda modellerna ersattes av XL-serien 1983, och sedan - efter att företaget sålts och återupprättats som Atari Corporation - XE-modellerna 1985. XL och XE är lättare i konstruktionen samtidigt som de har Atari BASIC inbyggt och 2 joystickportar istället för 4. 130XE ökade minnet till 128 KB bank-switched RAM. Dator + + + アタリ8ビットファミリーは、アタリ社が1979年にアタリ400とアタリ800として発表し、1992年まで製造した8ビット家庭用コンピュータのシリーズである。同シリーズのマシンはすべて技術的に類似しており、主にパッケージが異なります。これらは1.79MHzで動作するMOSテクノロジー6502 CPUをベースにしており、カスタムコプロセッサチップを使用して設計された最初の家庭用コンピュータでした。このアーキテクチャは、現代のマシンよりも高度なグラフィックとサウンドを可能にし、ゲームは大きな注目を集めた。一人称視点の宇宙戦闘シミュレーター『スターレイダース』は、このプラットフォームのキラーアプリと考えられている。システムは、USBの初期のアナログであるアタリSIOシリアルバスを使用したプラグアンドプレイの周辺機器とともに発売された。 + +アタリ400は当初、アタリ800のほぼ半分の価格だった。800のフルサイズのキーボードの代わりに、400には感圧式パネルが搭載されています。800には2つ目のカートリッジスロットがあり、より大きなケースでRAMを48Kにアップグレードできました。両機種は1983年にXLシリーズに置き換わり、会社が売却されてアタリ・コーポレーションとして再出発した後、1985年にXEモデルに置き換わった。XLとXEは軽量化され、Atari BASICが内蔵され、ジョイスティックポートが4つから2つになりました。 + コンピューター + + + + + 아타리 8비트 제품군은 1979년 아타리 400 및 아타리 800으로 출시되어 1992년까지 생산된 일련의 8비트 가정용 컴퓨터입니다. 이 제품군의 모든 컴퓨터는 기술적으로 유사하며 주로 패키징에서 차이가 있습니다. 이 제품들은 1.79MHz로 작동하는 MOS 기술 6502 CPU를 기반으로 하며, 맞춤형 코프로세서 칩으로 설계된 최초의 가정용 컴퓨터였습니다. 이 아키텍처는 최신 컴퓨터보다 더 발전된 그래픽과 사운드를 구현했으며, 게임이 큰 인기를 끌었습니다. 1인칭 우주 전투 시뮬레이터 스타 레이더즈는 이 플랫폼의 킬러 앱으로 꼽힙니다. 이 시스템은 USB의 초기 아날로그인 Atari SIO 직렬 버스를 사용하는 플러그 앤 플레이 주변 장치와 함께 출시되었습니다. + +Atari 400은 처음에 Atari 800의 거의 절반에 불과했습니다. 800의 풀사이즈 키보드 대신 400에는 압력 감지 패널이 있습니다. 800에는 두 번째 카트리지 슬롯과 더 큰 케이스가 있어 램을 48K로 업그레이드할 수 있습니다. 두 모델 모두 1983년에 XL 시리즈로 교체되었고, 회사가 매각되어 Atari Corporation으로 재설립된 후 1985년에 XE 모델로 교체되었습니다. XL과 XE는 구조가 더 가벼워지고 Atari BASIC이 내장되었으며 조이스틱 포트가 4개가 아닌 2개로 늘어났습니다. 130XE는 메모리를 128KB의 뱅크 스위치 RAM으로 늘렸습니다. + 컴퓨터 + + + + + 雅达利 8 位系列是雅达利公司于 1979 年推出的 8 位家用电脑系列,名为雅达利 400 和雅达利 800,一直生产到 1992 年。该系列的所有机器在技术上都很相似,主要区别在于包装。它们基于 MOS Technology 6502 中央处理器,运行频率为 1.79 MHz,是第一款采用定制协处理器芯片设计的家用电脑。这种结构使图形和音效比当代机器更先进,游戏是其一大亮点。第一人称太空战斗模拟器《星际争霸》(Star Raiders)被认为是该平台的杀手级应用。这些系统使用雅达利 SIO 串行总线(USB 的早期类似产品)推出了即插即用外设。 + +雅达利 400 最初的成本几乎是雅达利 800 的一半。400 没有 800 的全尺寸键盘,只有一个压感面板。800 有第二个卡匣插槽和更大的机箱,可将内存升级到 48K。1983 年,这两种型号都被 XL 系列所取代,1985 年,雅达利公司被出售并重新组建为雅达利公司后,XE 型号又取代了这两种型号。XL 和 XE 结构更轻,同时内置 Atari BASIC 和 2 个操纵杆端口(而不是 4 个)。 + 计算机 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/atarijaguar.xml b/themes/linear-es-de/system/metadata/atarijaguar.xml index c2e6b6afd..c61f0f7d1 100644 --- a/themes/linear-es-de/system/metadata/atarijaguar.xml +++ b/themes/linear-es-de/system/metadata/atarijaguar.xml @@ -1,4 +1,4 @@ - + Atari Jaguar The Atari Jaguar is a fifth generation (1993–2005) video game console developed and distributed by Atari Corporation. It was released in November 1993 in North America at a retail price of $249.99. The console was later released in Europe (1994), Australia (1994), and Japan (1994). The Jaguar was marketed as being the first 64-bit video game console; however this claim was widely criticized. The console was discontinued in early 1996, possibly at the time of the company's sale on April 8, 1996. @@ -13,10 +13,90 @@ FDC007 232326 0F0E0E + 1-1 + + + L’Atari Jaguar és una consola de videojocs de cinquena generació (1993–2005) desenvolupada i distribuïda per Atari Corporation. Va ser llançat el novembre de 1993 a Amèrica del Nord a un preu al detall de 249,99 dòlars. La consola es va publicar més tard a Europa (1994), Austràlia (1994) i Japó (1994). El Jaguar es va comercialitzar com la primera consola de videojocs de 64 bits;Tanmateix, aquesta afirmació va ser àmpliament criticada. La consola es va suspendre a principis de 1996, possiblement en el moment de la venda de la companyia el 8 d'abril de 1996. + Console + + + + + Der Atari Jaguar ist eine Videospielkonsole der fünften Generation (1993-2005), die von der Atari Corporation entwickelt und vertrieben wurde. Sie wurde im November 1993 in Nordamerika zu einem Verkaufspreis von 249,99 $ veröffentlicht. Die Konsole wurde später auch in Europa (1994), Australien (1994) und Japan (1994) veröffentlicht. Der Jaguar wurde als die erste 64-Bit-Videospielkonsole vermarktet; diese Behauptung wurde jedoch weithin kritisiert. Die Konsole wurde Anfang 1996 eingestellt, möglicherweise zum Zeitpunkt des Verkaufs des Unternehmens am 8. April 1996. + Konsole + + + + + La Atari Jaguar es una videoconsola de quinta generación (1993-2005) desarrollada y distribuida por Atari Corporation. Salió a la venta en noviembre de 1993 en Norteamérica a un precio de venta al público de 249,99 dólares. La consola se comercializó posteriormente en Europa (1994), Australia (1994) y Japón (1994). La Jaguar se comercializó como la primera videoconsola de 64 bits, pero esta afirmación fue muy criticada. La consola se dejó de fabricar a principios de 1996, posiblemente en el momento de la venta de la empresa el 8 de abril de 1996. + Consola + + + + + L'Atari Jaguar est une console de jeux vidéo de cinquième génération (1993-2005) développée et distribuée par Atari Corporation. Elle est sortie en novembre 1993 en Amérique du Nord au prix de détail de 249,99 dollars. La console a ensuite été commercialisée en Europe (1994), en Australie (1994) et au Japon (1994). La Jaguar a été commercialisée comme étant la première console de jeux vidéo 64 bits, mais cette affirmation a été largement critiquée. La console a été abandonnée au début de 1996, peut-être au moment de la vente de la société le 8 avril 1996. + Console + + + + + L'Atari Jaguar è una console per videogiochi di quinta generazione (1993-2005) sviluppata e distribuita da Atari Corporation. È stata rilasciata nel novembre 1993 in Nord America a un prezzo di vendita di 249,99 dollari. La console è stata successivamente distribuita in Europa (1994), Australia (1994) e Giappone (1994). Il Jaguar fu commercializzato come la prima console per videogiochi a 64 bit, ma questa affermazione fu ampiamente criticata. La console è stata dismessa all'inizio del 1996, forse al momento della vendita dell'azienda l'8 aprile 1996. + Console + + + + + De Atari Jaguar is een videospelconsole van de vijfde generatie (1993-2005), ontwikkeld en verdeeld door Atari Corporation. Hij werd in november 1993 uitgebracht in Noord-Amerika voor een verkoopprijs van 249,99 dollar. De console werd later uitgebracht in Europa (1994), Australië (1994) en Japan (1994). De Jaguar werd op de markt gebracht als de eerste 64-bit videospelconsole; deze claim werd echter alom bekritiseerd. De console werd begin 1996 uit productie genomen, mogelijk ten tijde van de verkoop van het bedrijf op 8 april 1996. + Console + + + + + Atari Jaguar to konsola do gier wideo piątej generacji (1993-2005) opracowana i dystrybuowana przez Atari Corporation. Została wydana w listopadzie 1993 roku w Ameryce Północnej w cenie detalicznej 249,99 USD. Konsola została później wydana w Europie (1994), Australii (1994) i Japonii (1994). Jaguar był sprzedawany jako pierwsza 64-bitowa konsola do gier wideo; jednak twierdzenie to było szeroko krytykowane. Konsola została wycofana z produkcji na początku 1996 roku, prawdopodobnie w momencie sprzedaży firmy 8 kwietnia 1996 roku. + Konsola + + + + + O Atari Jaguar é um console de videogame de quinta geração (1993-2005) desenvolvido e distribuído pela Atari Corporation. Foi lançado em novembro de 1993 na América do Norte a um preço de varejo de US$ 249,99. O console foi lançado posteriormente na Europa (1994), Austrália (1994) e Japão (1994). O Jaguar foi comercializado como sendo o primeiro console de videogame de 64 bits; no entanto, essa afirmação foi amplamente criticada. O console foi descontinuado no início de 1996, possivelmente no momento da venda da empresa em 8 de abril de 1996. + Console + + + + + Atari Jaguar este o a cincea generație (1993-2005) de console de jocuri video dezvoltate și distribuite de Atari Corporation. A fost lansată în noiembrie 1993 în America de Nord la un preț de vânzare cu amănuntul de 249,99 $. Consola a fost lansată ulterior în Europa (1994), Australia (1994) și Japonia (1994). Jaguar a fost comercializată ca fiind prima consolă de jocuri video pe 64 de biți; totuși, această afirmație a fost criticată pe scară largă. Consola a fost abandonată la începutul anului 1996, posibil în momentul vânzării companiei la 8 aprilie 1996. + Consolă + + + + + Atari Jaguar - игровая консоль пятого поколения (1993-2005), разработанная и распространяемая корпорацией Atari. Она была выпущена в ноябре 1993 года в Северной Америке по розничной цене $249,99. Позже консоль была выпущена в Европе (1994), Австралии (1994) и Японии (1994). Jaguar рекламировалась как первая 64-битная игровая консоль, однако это утверждение было подвергнуто широкой критике. Консоль была снята с производства в начале 1996 года, возможно, во время продажи компании 8 апреля 1996 года. + Консоль + + + Atari Jaguar är en femte generationens (1993-2005) videospelskonsol som utvecklades och distribuerades av Atari Corporation. Den släpptes i november 1993 i Nordamerika till ett detaljhandelspris av 249,99 dollar. Konsolen släpptes senare i Europa (1994), Australien (1994) och Japan (1994). Jaguaren marknadsfördes som den första 64-bitars videospelskonsolen, men detta påstående kritiserades av många. Konsolen slutade säljas i början av 1996, möjligen i samband med företagets försäljning den 8 april 1996. Konsol + + + アタリ・ジャガー(Atari Jaguar)は、アタリ社が開発・販売した第5世代(1993年〜2005年)のビデオゲーム機。1993年11月に北米で発売され、小売価格は249.99ドル。その後、ヨーロッパ(1994年)、オーストラリア(1994年)、日本(1994年)でも発売された。ジャガーは初の64ビットビデオゲーム機として販売されたが、この主張は広く批判された。このゲーム機は1996年初めに製造中止となり、おそらく1996年4月8日の会社売却時に製造中止となった。 + コンソール + + + + + 아타리 재규어는 아타리 코퍼레이션에서 개발 및 유통한 5세대(1993-2005) 비디오 게임 콘솔입니다. 1993년 11월 북미에서 249.99달러의 소매가로 출시되었습니다. 이 콘솔은 이후 유럽(1994), 호주(1994), 일본(1994)에서도 출시되었습니다. 재규어는 최초의 64비트 비디오 게임 콘솔이라고 홍보했지만, 이 주장은 널리 비판을 받았습니다. 이 콘솔은 1996년 초, 아마도 1996년 4월 8일 판매 당시 단종되었습니다. + 콘솔 + + + + + 雅达利美洲虎是由雅达利公司开发和销售的第五代(1993-2005 年)视频游戏机。它于 1993 年 11 月在北美发布,零售价为 249.99 美元。该游戏机随后在欧洲(1994 年)、澳大利亚(1994 年)和日本(1994 年)发售。美洲虎 "游戏机在市场上被称为首款 64 位视频游戏机,但这一说法受到广泛批评。该游戏机于 1996 年初停产,可能是在 1996 年 4 月 8 日公司出售时停产的。 + 控制台 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/atarijaguarcd.xml b/themes/linear-es-de/system/metadata/atarijaguarcd.xml index 66fc454cb..53f56e7ff 100644 --- a/themes/linear-es-de/system/metadata/atarijaguarcd.xml +++ b/themes/linear-es-de/system/metadata/atarijaguarcd.xml @@ -1,4 +1,4 @@ - + Atari Jaguar CD The Atari Jaguar CD is a fifth generation (1993–2005) CD-ROM peripheral for the Atari Jaguar video game console developed and distributed by Atari Corporation. It was released in September 1995 in North America at a retail price of $149.95. The peripheral was also released in Europe (1995). The Jaguar CD unit featured a double-speed (2×) drive and its own cartridge slot to allow cartridge games to be played without removing the CD drive. The peripheral was discontinued in early 1996, possibly at the time of the company's sale on April 8, 1996. @@ -13,10 +13,90 @@ 3F3E3E FDC007 232326 + 1-1 + + + El CD Atari Jaguar és una cinquena generació (1993–2005) perifèric CD-ROM per a la consola de videojocs Atari Jaguar desenvolupada i distribuïda per Atari Corporation. Va ser llançat el setembre de 1995 a Amèrica del Nord a un preu al detall de 149,95 dòlars. El perifèric també es va publicar a Europa (1995). La unitat de CD Jaguar presentava una unitat de doble velocitat (2 ×) i la seva pròpia ranura de cartutx per permetre que els jocs de cartutx es juguessin sense eliminar la unitat de CD. El perifèric es va suspendre a principis de 1996, possiblement en el moment de la venda de la companyia el 8 d'abril de 1996. + Console + + + + + Der Atari Jaguar CD ist ein CD-ROM-Peripheriegerät der fünften Generation (1993-2005) für die Videospielkonsole Atari Jaguar, das von der Atari Corporation entwickelt und vertrieben wird. Es wurde im September 1995 in Nordamerika zu einem Verkaufspreis von 149,95 $ veröffentlicht. Das Peripheriegerät wurde auch in Europa (1995) veröffentlicht. Die Jaguar-CD-Einheit verfügte über ein Laufwerk mit doppelter Geschwindigkeit (2×) und einen eigenen Kassettenschacht, so dass Kassettenspiele gespielt werden konnten, ohne das CD-Laufwerk zu entfernen. Das Peripheriegerät wurde Anfang 1996 eingestellt, möglicherweise zum Zeitpunkt des Verkaufs des Unternehmens am 8. April 1996. + Konsole + + + + + El Atari Jaguar CD es un periférico CD-ROM de quinta generación (1993-2005) para la videoconsola Atari Jaguar desarrollado y distribuido por Atari Corporation. Salió a la venta en septiembre de 1995 en Norteamérica a un precio de 149,95 dólares. El periférico también salió a la venta en Europa (1995). La unidad de CD Jaguar contaba con una unidad de doble velocidad (2×) y su propia ranura para cartuchos que permitía jugar a juegos de cartucho sin necesidad de extraer la unidad de CD. El periférico se dejó de fabricar a principios de 1996, posiblemente en el momento de la venta de la empresa el 8 de abril de 1996. + Consola + + + + + L'Atari Jaguar CD est un périphérique CD-ROM de cinquième génération (1993-2005) pour la console de jeux vidéo Atari Jaguar, développé et distribué par Atari Corporation. Il est sorti en septembre 1995 en Amérique du Nord au prix de 149,95 dollars. Le périphérique a également été commercialisé en Europe (1995). L'unité CD de la Jaguar était dotée d'un lecteur à double vitesse (2×) et de son propre emplacement pour cartouche afin de permettre de jouer à des jeux en cartouche sans retirer le lecteur CD. Le périphérique a été abandonné au début de 1996, peut-être au moment de la vente de la société le 8 avril 1996. + Console + + + + + L'Atari Jaguar CD è una periferica CD-ROM di quinta generazione (1993-2005) per la console per videogiochi Atari Jaguar, sviluppata e distribuita da Atari Corporation. È stata rilasciata nel settembre 1995 in Nord America a un prezzo al dettaglio di 149,95 dollari. La periferica è stata rilasciata anche in Europa (1995). L'unità CD Jaguar era dotata di un'unità a doppia velocità (2×) e di un proprio slot per cartucce che consentiva di giocare con le cartucce senza rimuovere l'unità CD. La periferica è stata dismessa all'inizio del 1996, probabilmente al momento della vendita dell'azienda l'8 aprile 1996. + Console + + + + + De Atari Jaguar CD is een vijfde generatie (1993-2005) CD-ROM randapparaat voor de Atari Jaguar video game console ontwikkeld en gedistribueerd door Atari Corporation. Het werd in september 1995 uitgebracht in Noord-Amerika voor een verkoopprijs van 149,95 dollar. Het randapparaat werd ook uitgebracht in Europa (1995). De Jaguar CD-unit had een station met dubbele snelheid (2×) en een eigen cartridge-sleuf om cartridge-games te kunnen spelen zonder het CD-station te verwijderen. De randapparatuur werd begin 1996 stopgezet, mogelijk ten tijde van de verkoop van de onderneming op 8 april 1996. + Console + + + + + Atari Jaguar CD to urządzenie peryferyjne CD-ROM piątej generacji (1993-2005) dla konsoli do gier wideo Atari Jaguar, opracowane i dystrybuowane przez Atari Corporation. Został wydany we wrześniu 1995 roku w Ameryce Północnej w cenie detalicznej 149,95 USD. Urządzenie peryferyjne zostało również wydane w Europie (1995). Urządzenie Jaguar CD było wyposażone w napęd o podwójnej prędkości (2×) i własne gniazdo na kartridże, umożliwiające granie w gry na kartridżach bez konieczności wyjmowania napędu CD. Urządzenie peryferyjne zostało wycofane z produkcji na początku 1996 roku, prawdopodobnie w momencie sprzedaży firmy 8 kwietnia 1996 roku. + Konsola + + + + + O Atari Jaguar CD é um periférico de CD-ROM de quinta geração (1993-2005) para o console de videogame Atari Jaguar, desenvolvido e distribuído pela Atari Corporation. Foi lançado em setembro de 1995 na América do Norte a um preço de varejo de US$ 149,95. O periférico também foi lançado na Europa (1995). A unidade de CD do Jaguar contava com uma unidade de velocidade dupla (2×) e seu próprio slot de cartucho para permitir a reprodução de jogos em cartucho sem remover a unidade de CD. O periférico foi descontinuado no início de 1996, possivelmente no momento da venda da empresa em 8 de abril de 1996. + Console + + + + + Atari Jaguar CD este un periferic CD-ROM din a cincea generație (1993-2005) pentru consola de jocuri video Atari Jaguar dezvoltat și distribuit de Atari Corporation. A fost lansat în septembrie 1995 în America de Nord la un preț de vânzare cu amănuntul de $149.95. Perifericul a fost lansat și în Europa (1995). Unitatea CD Jaguar avea o unitate cu viteză dublă (2×) și propriul slot pentru cartușe pentru a permite redarea jocurilor cu cartușe fără a scoate unitatea CD. Perifericul a fost abandonat la începutul anului 1996, posibil în momentul vânzării companiei la 8 aprilie 1996. + Consolă + + + + + Atari Jaguar CD - периферийное устройство CD-ROM пятого поколения (1993-2005) для игровой консоли Atari Jaguar, разработанное и распространяемое корпорацией Atari. Она была выпущена в сентябре 1995 года в Северной Америке по розничной цене $149,95. Периферийное устройство также было выпущено в Европе (1995). Устройство Jaguar CD оснащено двухскоростным (2×) приводом и собственным слотом для картриджей, что позволяет играть в игры на картриджах без извлечения CD-привода. Периферийное устройство было снято с производства в начале 1996 года, возможно, во время продажи компании 8 апреля 1996 года. + Консоль + + + Atari Jaguar CD är en femte generationens (1993-2005) CD-ROM-kringutrustning för videospelskonsolen Atari Jaguar, utvecklad och distribuerad av Atari Corporation. Den släpptes i september 1995 i Nordamerika till ett detaljhandelspris av 149,95 dollar. Kringutrustningen släpptes även i Europa (1995). Jaguars CD-enhet hade en dubbelhastighets (2×) enhet och en egen kassettplats så att kassettspel kunde spelas utan att CD-enheten behövde tas bort. Kringutrustningen upphörde att säljas i början av 1996, möjligen i samband med företagets försäljning den 8 april 1996. Konsol + + + Atari Jaguar CDは、Atari Corporationが開発・販売する第5世代(1993年~2005年)のAtari Jaguarビデオゲーム機用CD-ROM周辺機器です。1995年9月に北米で発売され、小売価格は149.95ドルでした。ヨーロッパでも発売されました(1995年)。ジャガーCDユニットは倍速(2×)ドライブと専用のカートリッジスロットを備え、CDドライブを取り外すことなくカートリッジゲームをプレイすることができた。この周辺機器は1996年初めに製造中止となり、おそらく1996年4月8日の会社売却時に製造中止となったものと思われる。 + コンソール + + + + + 아타리 재규어 CD는 아타리 코퍼레이션에서 개발 및 배포한 아타리 재규어 비디오 게임 콘솔용 5세대(1993-2005) CD-ROM 주변기기입니다. 1995년 9월 북미에서 소매가 $149.95에 출시되었습니다. 이 주변기기는 유럽(1995년)에서도 출시되었습니다. 재규어 CD 유닛은 더블 스피드(2×) 드라이브와 자체 카트리지 슬롯을 갖추고 있어 CD 드라이브를 분리하지 않고도 카트리지 게임을 플레이할 수 있었습니다. 이 주변기기는 1996년 초에 단종되었는데, 아마도 1996년 4월 8일에 회사가 매각될 무렵에 단종된 것으로 보입니다. + 콘솔 + + + + + Atari Jaguar CD 是 Atari Corporation 为 Atari Jaguar 视频游戏机开发和销售的第五代(1993-2005 年)CD-ROM 外围设备。它于 1995 年 9 月在北美发布,零售价为 149.95 美元。该外设还在欧洲发行(1995 年)。捷豹 CD 设备配备了双速(2×)驱动器和独立的盒式游戏卡槽,可以在不拆卸 CD 驱动器的情况下玩盒式游戏。该外设于 1996 年初停产,可能是在 1996 年 4 月 8 日公司出售时停产的。 + 控制台 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/atarilynx.xml b/themes/linear-es-de/system/metadata/atarilynx.xml index 342a14f40..36bf0a499 100644 --- a/themes/linear-es-de/system/metadata/atarilynx.xml +++ b/themes/linear-es-de/system/metadata/atarilynx.xml @@ -1,4 +1,4 @@ - + Atari Lynx The Atari Lynx, usually just referred to as Lynx, is a fourth generation (1987-2004) handheld video game console developed in partnership with Epyx, Inc. and distributed by the Atari Corporation. It was released in September 1989 in North America at a retail price of $149.95. The handheld was also released in Europe (1990) and Japan (1990). The Lynx was the world's first handheld electronic game with a color LCD screen. The console was discontinued in early 1996, possibly at the time of the company's sale on April 8, 1996. @@ -13,10 +13,90 @@ 404040 F38900 262626 + 1-1 + + + L’Atari Lynx, generalment anomenat Lynx, és una consola de videojocs de quarta generació (1987-2004) desenvolupada en col·laboració amb Epyx, Inc. i distribuïda per la Corporació Atari. Va ser llançat el setembre de 1989 a Amèrica del Nord a un preu al detall de 149,95 dòlars. El portàtil també es va publicar a Europa (1990) i Japó (1990). El Lynx va ser el joc electrònic de primera mà del món amb una pantalla LCD en color. La consola es va suspendre a principis de 1996, possiblement en el moment de la venda de la companyia el 8 d'abril de 1996. + Portable + + + + + Der Atari Lynx, meist nur als Lynx bezeichnet, ist eine Handheld-Videospielkonsole der vierten Generation (1987-2004), die in Zusammenarbeit mit Epyx, Inc. entwickelt und von der Atari Corporation vertrieben wurde. Er wurde im September 1989 in Nordamerika zu einem Einzelhandelspreis von 149,95 $ veröffentlicht. Der Handheld wurde auch in Europa (1990) und Japan (1990) veröffentlicht. Der Lynx war das erste elektronische Handheld-Spiel der Welt mit einem LCD-Farbbildschirm. Die Konsole wurde Anfang 1996 eingestellt, möglicherweise zum Zeitpunkt des Verkaufs des Unternehmens am 8. April 1996. + Tragbar + + + + + La Atari Lynx, normalmente conocida como Lynx, es una videoconsola portátil de cuarta generación (1987-2004) desarrollada en colaboración con Epyx, Inc. y distribuida por Atari Corporation. Salió a la venta en septiembre de 1989 en Norteamérica a un precio de 149,95 dólares. También salió a la venta en Europa (1990) y Japón (1990). La Lynx fue el primer juego electrónico portátil del mundo con pantalla LCD en color. La consola se dejó de fabricar a principios de 1996, posiblemente en el momento de la venta de la empresa el 8 de abril de 1996. + Portátil + + + + + L'Atari Lynx, généralement appelée Lynx, est une console de jeux vidéo portable de quatrième génération (1987-2004) développée en partenariat avec Epyx, Inc. et distribuée par l'Atari Corporation. Elle est sortie en septembre 1989 en Amérique du Nord au prix de 149,95 dollars. La console a également été commercialisée en Europe (1990) et au Japon (1990). Le Lynx a été le premier jeu électronique portable au monde doté d'un écran LCD couleur. La console a été abandonnée au début de 1996, peut-être au moment de la vente de la société le 8 avril 1996. + Portable + + + + + L'Atari Lynx, solitamente indicato come Lynx, è una console portatile per videogiochi di quarta generazione (1987-2004) sviluppata in collaborazione con Epyx, Inc. e distribuita da Atari Corporation. È stata rilasciata nel settembre 1989 in Nord America a un prezzo al dettaglio di 149,95 dollari. La console portatile è stata rilasciata anche in Europa (1990) e in Giappone (1990). Il Lynx è stato il primo gioco elettronico portatile al mondo con schermo LCD a colori. La console è stata dismessa all'inizio del 1996, forse al momento della vendita dell'azienda l'8 aprile 1996. + Portatile + + + + + De Atari Lynx, meestal Lynx genoemd, is een handheld videospelconsole van de vierde generatie (1987-2004), ontwikkeld in samenwerking met Epyx, Inc. en gedistribueerd door Atari Corporation. De Lynx werd in september 1989 uitgebracht in Noord-Amerika voor een verkoopprijs van 149,95 dollar. De handheld werd ook uitgebracht in Europa (1990) en Japan (1990). De Lynx was 's werelds eerste draagbare elektronische spelcomputer met een LCD-kleurenscherm. De console werd begin 1996 uit productie genomen, mogelijk bij de verkoop van het bedrijf op 8 april 1996. + Draagbaar + + + + + Atari Lynx, zwykle określany po prostu jako Lynx, to przenośna konsola do gier wideo czwartej generacji (1987-2004) opracowana we współpracy z Epyx, Inc. i dystrybuowana przez Atari Corporation. Został wydany we wrześniu 1989 roku w Ameryce Północnej w cenie detalicznej 149,95 USD. Konsola została również wydana w Europie (1990) i Japonii (1990). Lynx był pierwszą na świecie przenośną grą elektroniczną z kolorowym ekranem LCD. Konsola została wycofana z produkcji na początku 1996 roku, prawdopodobnie w momencie sprzedaży firmy 8 kwietnia 1996 roku. + Przenośny + + + + + O Atari Lynx, geralmente chamado apenas de Lynx, é um console de videogame portátil de quarta geração (1987-2004) desenvolvido em parceria com a Epyx, Inc. e distribuído pela Atari Corporation. Foi lançado em setembro de 1989 na América do Norte a um preço de varejo de US$ 149,95. O console portátil também foi lançado na Europa (1990) e no Japão (1990). O Lynx foi o primeiro jogo eletrônico portátil do mundo com uma tela LCD colorida. O console foi descontinuado no início de 1996, possivelmente no momento da venda da empresa em 8 de abril de 1996. + Portátil + + + + + Atari Lynx, denumit de obicei doar Lynx, este o consolă de jocuri video portabilă din a patra generație (1987-2004) dezvoltată în parteneriat cu Epyx, Inc. și distribuită de Atari Corporation. A fost lansată în septembrie 1989 în America de Nord la un preț de vânzare cu amănuntul de 149,95 $. Handheld-ul a fost lansat și în Europa (1990) și Japonia (1990). Lynx a fost primul joc electronic portabil din lume cu un ecran LCD color. Consola a fost întreruptă la începutul anului 1996, posibil la momentul vânzării companiei pe 8 aprilie 1996. + Portabil + + + + + Atari Lynx, обычно называемая просто Lynx, - портативная игровая консоль четвертого поколения (1987-2004), разработанная в сотрудничестве с Epyx, Inc. и распространяемая корпорацией Atari. Она была выпущена в сентябре 1989 года в Северной Америке по розничной цене $149,95. Она также была выпущена в Европе (1990) и Японии (1990). Lynx стала первой в мире портативной электронной игрой с цветным ЖК-экраном. Консоль была снята с производства в начале 1996 года, возможно, во время продажи компании 8 апреля 1996 года. + Портативный + + + Atari Lynx, vanligtvis bara kallad Lynx, är en fjärde generationens (1987-2004) handhållen videospelskonsol som utvecklades i samarbete med Epyx, Inc. och distribuerades av Atari Corporation. Den släpptes i september 1989 i Nordamerika till ett detaljhandelspris av 149,95 dollar. Den handhållna konsolen släpptes även i Europa (1990) och Japan (1990). Lynx var världens första handhållna elektroniska spel med en LCD-skärm i färg. Konsolen lades ned i början av 1996, möjligen i samband med att företaget såldes den 8 april 1996. Bärbar + + + アタリ・リンクス(Atari Lynx)は通常リンクスと呼ばれ、第4世代(1987年~2004年)の携帯ゲーム機で、エピックス社(Epyx, Inc)と共同で開発され、アタリ社(Atari Corporation)によって販売されました。1989年9月に北米で発売され、小売価格は149.95ドルでした。このハンドヘルド機はヨーロッパ(1990年)と日本(1990年)でも発売された。Lynxは世界で初めてカラー液晶画面を搭載した携帯型電子ゲーム機だった。このゲーム機は1996年初めに製造中止となり、おそらく1996年4月8日の会社売却時に製造中止となったものと思われる。 + ポータブル + + + + + 일반적으로 링스라고 불리는 아타리 링스는 엑시스와 제휴하여 개발한 4세대(1987-2004) 휴대용 비디오 게임 콘솔로, 아타리 코퍼레이션에서 유통했습니다. 1989년 9월 북미에서 149.95달러의 소매가로 출시되었습니다. 이 핸드헬드는 유럽(1990년)과 일본(1990년)에서도 출시되었습니다. Lynx는 컬러 LCD 화면을 갖춘 세계 최초의 휴대용 전자 게임기였습니다. 이 콘솔은 1996년 초에 단종되었는데, 아마도 1996년 4월 8일에 판매된 것으로 추정됩니다. + 휴대성 + + + + + 雅达利 Lynx(通常简称 Lynx)是与 Epyx 公司合作开发的第四代(1987-2004 年)掌上视频游戏机,由雅达利公司发行。它于 1989 年 9 月在北美发布,零售价为 149.95 美元。该掌上游戏机还在欧洲(1990 年)和日本(1990 年)发行。Lynx 是世界上第一款配备彩色液晶屏幕的掌上电子游戏机。该游戏机于 1996 年初停产,可能是在 1996 年 4 月 8 日公司出售时停产的。 + 便携式 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/atarist.xml b/themes/linear-es-de/system/metadata/atarist.xml index c21fd9886..78d097e65 100644 --- a/themes/linear-es-de/system/metadata/atarist.xml +++ b/themes/linear-es-de/system/metadata/atarist.xml @@ -1,11 +1,11 @@ - + Atari ST The Atari ST is a line of home computers from Atari Corporation and the successor to the Atari 8-bit family. The initial model, the 520ST, saw limited release in April–June 1985 and was widely available in July. The 520ST is the first personal computer to come with a bitmapped color GUI, using a version of Digital Research's GEM released in February 1985. The 1040ST, released in 1986, is the first personal computer to ship with a megabyte of RAM in the base configuration and also the first with a cost-per-kilobyte of less than US$1. - The Atari ST is part of a mid-1980s generation of home computers that have 16 or 32-bit processors, 256 KB or more of RAM, and mouse-controlled graphical user interfaces. This generation includes the Macintosh, Amiga, Apple IIGS, and in some markets the Acorn Archimedes. "ST" officially stands for "Sixteen/Thirty-two", which refers to the Motorola 68000's 16-bit external bus and 32-bit internals. +The Atari ST is part of a mid-1980s generation of home computers that have 16 or 32-bit processors, 256 KB or more of RAM, and mouse-controlled graphical user interfaces. This generation includes the Macintosh, Amiga, Apple IIGS, and in some markets the Acorn Archimedes. "ST" officially stands for "Sixteen/Thirty-two", which refers to the Motorola 68000's 16-bit external bus and 32-bit internals. - The ST was sold with either Atari's color monitor or the less expensive monochrome monitor. The system's color graphics modes are only available on the former while the highest-resolution mode needs the monochrome monitor. +The ST was sold with either Atari's color monitor or the less expensive monochrome monitor. The system's color graphics modes are only available on the former while the highest-resolution mode needs the monochrome monitor. Atari 1985 1985-06-01 @@ -17,10 +17,146 @@ 3C62A7 000000 ECECEC + 1-1 + + + L’Atari St és una línia d’ordinadors domèstics d’Atari Corporation i el successor de la família Atari de 8 bits. El model inicial, el 520SST, va veure un llançament limitat a l'abril a juny de 1985 i va estar àmpliament disponible al juliol. El 520SST és el primer ordinador personal que inclou una GUI de colors amb bits, que utilitza una versió de Digital Research's Gem llançada el febrer de 1985. El 1040st, llançat el 1986, és el primer ordinador personal que enviava amb un megabyte de memòria RAM a la configuració de la basei també el primer amb un cost per quilobyte inferior a 1 dòlars americans. + +L’Atari ST forma part d’una generació d’ordinadors domèstics de mitjan anys vuitanta que tenen processadors de 16 o 32 bits, 256 kb o més de RAM i interfícies d’usuari gràfiques controlades pel ratolí. Aquesta generació inclou Macintosh, Amiga, Apple iiGs i, en alguns mercats, les Acorn Archimedes."St" significa "setze/trenta-dos", que fa referència al bus extern de 16 bits de Motorola 68000 i interns de 32 bits. + +El ST es va vendre amb el monitor de colors d'Atari o el monitor monocrom menys costós. Els modes gràfics de colors del sistema només estan disponibles a les primeres, mentre que el mode de màxima resolució necessita el monitor monocroma. + Computer + + + + + Der Atari ST ist eine Reihe von Heimcomputern der Atari Corporation und der Nachfolger der Atari 8-Bit-Familie. Das erste Modell, der 520ST, war von April bis Juni 1985 in begrenzter Stückzahl erhältlich und wurde im Juli auf den Markt gebracht. Der 520ST ist der erste Personal Computer, der mit einer Bitmap-Farb-GUI ausgestattet ist und eine Version von Digital Researchs GEM verwendet, die im Februar 1985 veröffentlicht wurde. Der 1040ST, der 1986 auf den Markt kam, war der erste Personal Computer, der mit einem Megabyte Arbeitsspeicher in der Basiskonfiguration ausgeliefert wurde, und auch der erste mit einem Preis pro Kilobyte von weniger als 1 US-Dollar. + +Der Atari ST gehört zu einer Generation von Heimcomputern aus der Mitte der 1980er Jahre, die über 16- oder 32-Bit-Prozessoren, 256 KB oder mehr Arbeitsspeicher und mausgesteuerte grafische Benutzeroberflächen verfügen. Zu dieser Generation gehören auch der Macintosh, der Amiga, der Apple IIGS und in einigen Märkten der Acorn Archimedes. "ST" steht offiziell für "Sixteen/Thirty-two" (Sechzehn/Zweiunddreißig), was sich auf den externen 16-Bit-Bus und das 32-Bit-Innenleben des Motorola 68000 bezieht. + +Der ST wurde entweder mit dem Farbmonitor von Atari oder dem preiswerteren Monochrommonitor verkauft. Die Farbgrafikmodi des Systems sind nur auf dem Farbmonitor verfügbar, während der Modus mit der höchsten Auflösung den Monochrommonitor benötigt. + Computer + + + + + El Atari ST es una línea de ordenadores domésticos de Atari Corporation y el sucesor de la familia Atari 8-bit. El modelo inicial, el 520ST, salió a la venta de forma limitada entre abril y junio de 1985, y estuvo disponible de forma generalizada en julio. El 520ST es el primer ordenador personal que incorpora una interfaz gráfica de usuario en color con mapa de bits, utilizando una versión del GEM de Digital Research lanzada en febrero de 1985. El 1040ST, lanzado en 1986, es el primer ordenador personal con un megabyte de RAM en la configuración básica y también el primero con un coste por kilobyte inferior a 1 dólar. + +El Atari ST forma parte de una generación de ordenadores domésticos de mediados de los 80 con procesadores de 16 o 32 bits, 256 KB o más de RAM e interfaces gráficas de usuario controladas por ratón. Esta generación incluye el Macintosh, el Amiga, el Apple IIGS y, en algunos mercados, el Acorn Archimedes. "ST" son las siglas oficiales de "Sixteen/Thirty-two" (dieciséis/treinta y dos), que hacen referencia al bus externo de 16 bits y a los componentes internos de 32 bits del Motorola 68000. + +El ST se vendía con el monitor en color de Atari o con el monitor monocromo más económico. Los modos gráficos en color del sistema sólo están disponibles en el primero, mientras que el modo de mayor resolución necesita el monitor monocromo. + Ordenador + + + + + L'Atari ST est une gamme d'ordinateurs domestiques d'Atari Corporation et le successeur de la famille Atari 8-bit. Le modèle initial, le 520ST, a fait l'objet d'une distribution limitée entre avril et juin 1985 et a été largement disponible en juillet. Le 520ST est le premier ordinateur personnel à être équipé d'une interface graphique en couleurs bitmap, utilisant une version du GEM de Digital Research publiée en février 1985. Le 1040ST, sorti en 1986, est le premier ordinateur personnel à être livré avec un mégaoctet de mémoire vive dans la configuration de base et aussi le premier dont le coût par kilooctet est inférieur à 1 USD. + +L'Atari ST fait partie d'une génération d'ordinateurs personnels datant du milieu des années 1980, dotés de processeurs 16 ou 32 bits, d'une mémoire vive de 256 Ko ou plus et d'interfaces utilisateur graphiques contrôlées par la souris. Cette génération comprend le Macintosh, l'Amiga, l'Apple IIGS et, sur certains marchés, l'Acorn Archimedes. "ST" signifie officiellement "Sixteen/Thirty-two", ce qui fait référence au bus externe 16 bits et aux composants internes 32 bits du Motorola 68000. + +Le ST était vendu avec le moniteur couleur d'Atari ou le moniteur monochrome, moins cher. Les modes graphiques couleur du système ne sont disponibles que sur le premier, tandis que le mode haute résolution nécessite le moniteur monochrome. + Ordinateur + + + + + L'Atari ST è una linea di home computer di Atari Corporation e il successore della famiglia Atari 8-bit. Il modello iniziale, il 520ST, è stato distribuito in maniera limitata tra aprile e giugno 1985, per poi essere ampiamente disponibile a luglio. Il 520ST è il primo personal computer dotato di un'interfaccia grafica a colori bitmap, che utilizza una versione di GEM di Digital Research rilasciata nel febbraio 1985. Il 1040ST, rilasciato nel 1986, è il primo personal computer a essere fornito con un megabyte di RAM nella configurazione base e anche il primo con un costo per kilobyte inferiore a 1 dollaro USA. + +L'Atari ST fa parte di una generazione di home computer della metà degli anni '80 con processori a 16 o 32 bit, 256 KB o più di RAM e interfacce grafiche controllate dal mouse. Questa generazione comprende il Macintosh, l'Amiga, l'Apple IIGS e, in alcuni mercati, l'Acorn Archimedes. "ST" è ufficialmente l'acronimo di "Sixteen/Thirty-two", che si riferisce al bus esterno a 16 bit e agli interni a 32 bit del Motorola 68000. + +L'ST veniva venduto con il monitor a colori di Atari o con il meno costoso monitor monocromatico. Le modalità grafiche a colori del sistema sono disponibili solo sul primo, mentre la modalità a più alta risoluzione richiede il monitor monocromatico. + Computer + + + + + De Atari ST is een lijn van thuiscomputers van Atari Corporation en de opvolger van de Atari 8-bit familie. Het eerste model, de 520ST, werd beperkt uitgebracht in april-juni 1985 en was in juli overal verkrijgbaar. De 520ST is de eerste personal computer met een bitmap kleuren-GUI, waarbij gebruik werd gemaakt van een versie van Digital Research's GEM die in februari 1985 werd uitgebracht. De 1040ST, uitgebracht in 1986, is de eerste personal computer met een megabyte RAM in de basisconfiguratie en ook de eerste met een prijs per kilobyte van minder dan US$1. + +De Atari ST maakt deel uit van een generatie thuiscomputers uit het midden van de jaren 1980 met 16- of 32-bits processors, 256 KB of meer RAM en muisgestuurde grafische gebruikersinterfaces. Tot deze generatie behoren ook de Macintosh, Amiga, Apple IIGS en op sommige markten de Acorn Archimedes. "ST" staat officieel voor "Sixteen/Thirty-two", wat verwijst naar de 16-bits externe bus en 32-bits interne onderdelen van de Motorola 68000. + +De ST werd verkocht met Atari's kleurenmonitor of de goedkopere monochrome monitor. De grafische kleurenmodi van het systeem zijn alleen beschikbaar op de kleurenmonitor, terwijl voor de modus met de hoogste resolutie de monochrome monitor nodig is. + Computer + + + + + Atari ST to linia komputerów domowych firmy Atari Corporation i następca rodziny Atari 8-bit. Początkowy model, 520ST, został wydany w ograniczonym zakresie w kwietniu-czerwcu 1985 roku i był powszechnie dostępny w lipcu. 520ST to pierwszy komputer osobisty wyposażony w kolorowy interfejs graficzny z mapą bitową, wykorzystujący wersję GEM firmy Digital Research wydaną w lutym 1985 roku. 1040ST, wydany w 1986 roku, jest pierwszym komputerem osobistym wyposażonym w megabajt pamięci RAM w konfiguracji podstawowej, a także pierwszym, którego koszt za kilobajt wynosi mniej niż 1 USD. + +Atari ST jest częścią generacji komputerów domowych z połowy lat 80-tych, które mają 16 lub 32-bitowe procesory, 256 KB lub więcej pamięci RAM i sterowane myszą graficzne interfejsy użytkownika. Generacja ta obejmuje komputery Macintosh, Amiga, Apple IIGS, a na niektórych rynkach Acorn Archimedes. "ST" oficjalnie oznacza "Sixteen/Thirty-two", co odnosi się do 16-bitowej magistrali zewnętrznej Motoroli 68000 i 32-bitowych elementów wewnętrznych. + +ST był sprzedawany z kolorowym monitorem Atari lub tańszym monitorem monochromatycznym. Kolorowe tryby graficzne systemu są dostępne tylko na tym pierwszym, podczas gdy tryb najwyższej rozdzielczości wymaga monitora monochromatycznego. + Komputer + + + + + O Atari ST é uma linha de computadores domésticos da Atari Corporation e o sucessor da família Atari de 8 bits. O modelo inicial, o 520ST, teve lançamento limitado em abril-junho de 1985 e foi amplamente disponibilizado em julho. O 520ST é o primeiro computador pessoal a vir com uma GUI colorida com bitmap, usando uma versão do GEM da Digital Research, lançado em fevereiro de 1985. O 1040ST, lançado em 1986, é o primeiro computador pessoal a ser fornecido com um megabyte de RAM na configuração básica e também o primeiro com um custo por kilobyte inferior a US$ 1. + +O Atari ST faz parte de uma geração de computadores domésticos de meados da década de 1980 com processadores de 16 ou 32 bits, 256 KB ou mais de RAM e interfaces gráficas de usuário controladas por mouse. Essa geração inclui o Macintosh, o Amiga, o Apple IIGS e, em alguns mercados, o Acorn Archimedes. "ST" significa oficialmente "Sixteen/Thirty-two" (dezesseis/trinta e dois), que se refere ao barramento externo de 16 bits do Motorola 68000 e aos componentes internos de 32 bits. + +O ST era vendido com o monitor colorido da Atari ou com o monitor monocromático, mais barato. Os modos gráficos coloridos do sistema só estão disponíveis no primeiro, enquanto o modo de resolução mais alta precisa do monitor monocromático. + Computador + + + + + Atari ST este o linie de computere de acasă de la Atari Corporation și succesorul familiei Atari pe 8 biți. Modelul inițial, 520ST, a avut o lansare limitată în aprilie-iunie 1985 și a fost disponibil pe scară largă în iulie. 520ST este primul computer personal care vine cu o interfață grafică grafică color bitmap, folosind o versiune a GEM de la Digital Research lansată în februarie 1985. 1040ST, lansat în 1986, este primul computer personal livrat cu un megabyte de RAM în configurația de bază și, de asemenea, primul cu un cost per-kilobyte mai mic de 1 USD. + +Atari ST face parte dintr-o generație de computere personale de la mijlocul anilor 1980 care au procesoare pe 16 sau 32 de biți, 256 KB sau mai mult de memorie RAM și interfețe grafice cu utilizatorul controlate de mouse. Această generație include Macintosh, Amiga, Apple IIGS și, pe anumite piețe, Acorn Archimedes. "ST" înseamnă oficial "Sixteen/Thirty-two", care se referă la magistrala externă pe 16 biți și la componentele interne pe 32 de biți ale Motorola 68000. + +ST a fost vândut fie cu monitorul color de la Atari, fie cu monitorul monocrom mai puțin costisitor. Modurile grafice color ale sistemului sunt disponibile numai pe primul, în timp ce modul cu cea mai mare rezoluție necesită monitorul monocrom. + Computer + + + + + Atari ST - линейка домашних компьютеров корпорации Atari и преемник семейства Atari 8-bit. Первая модель, 520ST, была выпущена в ограниченном количестве в апреле-июне 1985 года и поступила в широкую продажу в июле. 520ST стал первым персональным компьютером с растровым цветным графическим интерфейсом, в котором использовалась версия GEM от Digital Research, выпущенная в феврале 1985 года. Модель 1040ST, выпущенная в 1986 году, стала первым персональным компьютером с мегабайтом оперативной памяти в базовой конфигурации, а также первым компьютером со стоимостью одного килобайта менее 1 доллара США. + +Atari ST относится к поколению домашних компьютеров середины 1980-х годов с 16- или 32-разрядными процессорами, 256 КБ или более оперативной памяти и графическими пользовательскими интерфейсами, управляемыми мышью. К этому поколению относятся Macintosh, Amiga, Apple IIGS, а на некоторых рынках - Acorn Archimedes. Официально "ST" означает "Sixteen/Thirty-two", что относится к 16-битной внешней шине и 32-битным внутренним компонентам Motorola 68000. + +ST продавалась либо с цветным монитором Atari, либо с менее дорогим монохромным монитором. Цветные графические режимы системы доступны только на первом, в то время как для режима с самым высоким разрешением требуется монохромный монитор. + Компьютер + + + Atari ST är en serie hemdatorer från Atari Corporation och efterföljaren till Atari 8-bitarsfamiljen. Den första modellen, 520ST, släpptes i begränsad upplaga under april-juni 1985 och blev allmänt tillgänglig i juli. 520ST är den första persondatorn med ett grafiskt användargränssnitt i bitmappad färg, som använder en version av Digital Researchs GEM som släpptes i februari 1985. 1040ST, som släpptes 1986, är den första persondatorn som levereras med en megabyte RAM-minne i grundkonfigurationen och även den första med en kostnad per kilobyte på mindre än 1 US-dollar. + +Atari ST ingår i en generation av hemdatorer från mitten av 1980-talet som har 16- eller 32-bitars processorer, 256 KB RAM eller mer och musstyrda grafiska användargränssnitt. I den här generationen ingår Macintosh, Amiga, Apple IIGS och på vissa marknader Acorn Archimedes. "ST" står officiellt för "Sixteen/Thirty-two", vilket syftar på Motorola 68000:s 16-bitars externa buss och 32-bitars interna system. + +ST såldes med antingen Ataris färgmonitor eller den billigare monokroma monitorn. Systemets färggrafiklägen är endast tillgängliga på den förstnämnda medan det högupplösta läget kräver den svartvita monitorn. Dator + + + アタリSTはアタリ社の家庭用コンピュータで、アタリ8ビットファミリーの後継機種である。初期モデルの520STは1985年4月から6月にかけて限定発売され、7月には広く販売されるようになった。520STは、1985年2月にリリースされたDigital Research社のGEMのバージョンを使用した、ビットマップカラーGUIを搭載した最初のパーソナルコンピュータです。1986年に発売された1040STは、基本構成に1メガバイトのRAMを搭載した最初のパソコンであり、1キロバイトあたりのコストが1米ドル未満の最初のパソコンでもある。 + +アタリSTは、16ビットまたは32ビットのプロセッサ、256KB以上のRAM、マウス操作のグラフィカル・ユーザー・インターフェイスを搭載した1980年代半ばの家庭用コンピュータの世代の一部である。この世代には、Macintosh、Amiga、Apple IIGS、一部の市場ではAcorn Archimedesが含まれる。「ST」は正式には「Sixteen/Thirty-two」の略で、モトローラ68000の16ビット外部バスと32ビット内部を指す。 + +STはアタリのカラーモニターか、より安価なモノクロモニターとセットで販売された。システムのカラーグラフィックモードは前者でのみ利用でき、最高解像度モードはモノクロモニターを必要とした。 + コンピューター + + + + + 아타리 ST는 아타리 코퍼레이션의 가정용 컴퓨터 라인으로, 아타리 8비트 제품군의 후속 모델입니다. 초기 모델인 520ST는 1985년 4~6월에 한정 출시되어 7월에 널리 보급되었습니다. 520ST는 1985년 2월에 출시된 Digital Research의 GEM 버전을 사용한 최초의 비트맵 컬러 GUI가 탑재된 개인용 컴퓨터입니다. 1986년에 출시된 1040ST는 기본 구성에 메가바이트의 RAM을 탑재한 최초의 개인용 컴퓨터이자 킬로바이트당 비용이 1달러 미만인 최초의 컴퓨터입니다. + +Atari ST는 16비트 또는 32비트 프로세서, 256KB 이상의 RAM, 마우스 제어 그래픽 사용자 인터페이스를 갖춘 1980년대 중반 가정용 컴퓨터 세대의 일부입니다. 이 세대에는 매킨토시, 아미가, 애플 IIGS, 일부 시장에서는 도토리 아르키메데스가 포함됩니다. "ST"는 공식적으로 "16/32"의 약자로, 모토로라 68000의 16비트 외부 버스와 32비트 내부를 나타냅니다. + +ST는 Atari의 컬러 모니터 또는 더 저렴한 흑백 모니터와 함께 판매되었습니다. 시스템의 컬러 그래픽 모드는 전자의 모니터에서만 사용할 수 있으며, 최고 해상도 모드는 흑백 모니터가 필요합니다. + 컴퓨터 + + + + + 雅达利 ST 是雅达利公司推出的家用电脑系列,也是雅达利 8 位系列的后续产品。首款机型 520ST 于 1985 年 4 月至 6 月限量发售,7 月开始广泛销售。520ST 是首款配备位映射彩色图形用户界面的个人电脑,使用的是 Digital Research 于 1985 年 2 月发布的 GEM 版本。1986 年发布的 1040ST 是第一款在基本配置中配备一百万字节内存的个人电脑,也是第一款每千字节成本低于 1 美元的个人电脑。 + +雅达利 ST 属于 20 世纪 80 年代中期的一代家用电脑,这些电脑配备 16 或 32 位处理器、256 KB 或更大的内存以及鼠标控制的图形用户界面。这一代产品包括 Macintosh、Amiga、Apple IIGS 以及某些市场上的 Acorn Archimedes。"ST "是 "Sixteen/Thirty-two "的正式缩写,指的是摩托罗拉 68000 的 16 位外部总线和 32 位内部结构。 + +ST 与雅达利的彩色显示器或价格较低的单色显示器一起销售。系统的彩色图形模式只能在前者上使用,而最高分辨率模式则需要单色显示器。 + 计算机 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/atarixe.xml b/themes/linear-es-de/system/metadata/atarixe.xml index c5a9c0317..89291eb3d 100644 --- a/themes/linear-es-de/system/metadata/atarixe.xml +++ b/themes/linear-es-de/system/metadata/atarixe.xml @@ -1,4 +1,4 @@ - + Atari XE The Atari XE Video Game System (Atari XEGS) is an industrial redesign of the Atari 65XE home computer and the final model in the Atari 8-bit family. It was released by Atari Corporation in 1987 and marketed as a home video game console alongside the Nintendo Entertainment System, Sega's Master System, and Atari's own Atari 7800. The XEGS is compatible with existing Atari 8-bit family hardware and software. Without keyboard, the system operates as a stand-alone game console. With the keyboard, it boots identically to the Atari XE computers. Atari packaged the XEGS as a basic set consisting of only the console and joystick, and as a deluxe set consisting of the console, keyboard, CX40 joystick, and XG-1 light gun. @@ -6,17 +6,97 @@ 1987 1987 1987 - Computer + Console 1-1 2F7BC7 E1D095 ADC7EF 8F8F91 B9A9CE + 1-1 + + + El sistema de videojocs Atari Xe (Atari XEGS) és un redisseny industrial de l’ordinador domèstic Atari 65XE i el model final de la família Atari de 8 bits. Va ser llançat per Atari Corporation el 1987 i es va comercialitzar com a consola de videojocs a casa al costat del Nintendo Entertainment System, el sistema mestre de Sega i el propi Atari 7800 Atari. El XEGS és compatible amb el programari i el programari de la família Atari de 8 bits existents. Sense teclat, el sistema funciona com a consola de jocs autònoma. Amb el teclat, es presenta de manera idèntica als ordinadors Atari Xe. Atari va empaquetar els XEGS com a conjunt bàsic que consisteix només en la consola i el joystick, i com a conjunt de luxe format per la consola, el teclat, el joystick CX40 i la pistola de llum XG-1. + Console + + + + + Das Atari XE Video Game System (Atari XEGS) ist ein industrielles Redesign des Atari 65XE Heimcomputers und das letzte Modell der Atari 8-bit Familie. Es wurde 1987 von der Atari Corporation auf den Markt gebracht und als Heimvideospielkonsole neben dem Nintendo Entertainment System, dem Master System von Sega und dem Atari 7800 vermarktet. Der XEGS ist mit der vorhandenen Hardware und Software der Atari 8-Bit-Familie kompatibel. Ohne Tastatur arbeitet das System wie eine eigenständige Spielkonsole. Mit der Tastatur bootet es identisch zu den Atari XE-Computern. Atari bot den XEGS als Basisset an, das nur aus der Konsole und dem Joystick bestand, und als Luxusset, das aus der Konsole, der Tastatur, dem CX40-Joystick und der XG-1-Lichtpistole bestand. + Konsole + + + + + El Atari XE Video Game System (Atari XEGS) es un rediseño industrial del ordenador doméstico Atari 65XE y el último modelo de la familia Atari de 8 bits. Fue lanzada por Atari Corporation en 1987 y comercializada como consola de videojuegos doméstica junto con la Nintendo Entertainment System, la Master System de Sega y la propia Atari 7800. La XEGS es compatible con el hardware y el software existentes de la familia de 8 bits de Atari. Sin teclado, el sistema funciona como una videoconsola independiente. Con el teclado, arranca de forma idéntica a los ordenadores Atari XE. Atari empaquetó el XEGS como un juego básico que consistía sólo en la consola y el joystick, y como un juego de lujo que consistía en la consola, el teclado, el joystick CX40, y la pistola de luz XG-1. + Consola + + + + + Le système de jeu vidéo Atari XE (Atari XEGS) est une refonte industrielle de l'ordinateur domestique Atari 65XE et le dernier modèle de la famille Atari 8-bit. Elle a été lancée par Atari Corporation en 1987 et commercialisée en tant que console de jeux vidéo domestique, aux côtés de la Nintendo Entertainment System, de la Master System de Sega et de l'Atari 7800 d'Atari. Le XEGS est compatible avec le matériel et les logiciels existants de la famille Atari 8 bits. Sans clavier, le système fonctionne comme une console de jeu autonome. Avec le clavier, il démarre de la même manière que les ordinateurs Atari XE. Atari a conditionné le XEGS comme un ensemble de base composé uniquement de la console et du joystick, et comme un ensemble de luxe composé de la console, du clavier, du joystick CX40 et du pistolet lumineux XG-1. + Console + + + + + L'Atari XE Video Game System (Atari XEGS) è una riprogettazione industriale dell'home computer Atari 65XE e il modello finale della famiglia Atari 8-bit. È stato rilasciato da Atari Corporation nel 1987 e commercializzato come console per videogiochi domestici insieme al Nintendo Entertainment System, al Master System di Sega e all'Atari 7800. L'XEGS è compatibile con l'hardware e il software esistenti della famiglia Atari 8-bit. Senza tastiera, il sistema funziona come una console di gioco indipendente. Con la tastiera, si avvia in modo identico ai computer Atari XE. Atari ha confezionato l'XEGS in un set di base che comprende solo la console e il joystick e in un set deluxe che comprende la console, la tastiera, il joystick CX40 e la pistola luminosa XG-1. + Console + + + + + Het Atari XE Video Game System (Atari XEGS) is een industrieel herontwerp van de Atari 65XE thuiscomputer en het laatste model in de Atari 8-bit familie. Het werd in 1987 uitgebracht door Atari Corporation en op de markt gebracht als een videogameconsole voor thuisgebruik naast het Nintendo Entertainment System, Sega's Master System en Atari's eigen Atari 7800. De XEGS is compatibel met bestaande Atari 8-bit hardware en software. Zonder toetsenbord werkt het systeem als een stand-alone spelconsole. Met toetsenbord start het identiek op als de Atari XE computers. Atari verpakte de XEGS als een basisset bestaande uit alleen de console en de joystick, en als een deluxe set bestaande uit de console, het toetsenbord, de CX40 joystick en het XG-1 lichtpistool. + Console + + + + + Atari XE Video Game System (Atari XEGS) to przemysłowe przeprojektowanie komputera domowego Atari 65XE i ostatni model z rodziny Atari 8-bit. Został wydany przez Atari Corporation w 1987 roku i sprzedawany jako domowa konsola do gier wideo obok Nintendo Entertainment System, Sega Master System i Atari 7800. XEGS jest kompatybilny z istniejącym 8-bitowym sprzętem i oprogramowaniem Atari. Bez klawiatury system działa jako samodzielna konsola do gier. Z klawiaturą uruchamia się identycznie jak komputery Atari XE. Atari pakowało XEGS jako podstawowy zestaw składający się tylko z konsoli i joysticka oraz jako zestaw deluxe składający się z konsoli, klawiatury, joysticka CX40 i pistoletu świetlnego XG-1. + Konsola + + + + + O Atari XE Video Game System (Atari XEGS) é um redesenho industrial do computador doméstico Atari 65XE e o modelo final da família Atari de 8 bits. Foi lançado pela Atari Corporation em 1987 e comercializado como um console de videogame doméstico, juntamente com o Nintendo Entertainment System, o Master System da Sega e o Atari 7800 da própria Atari. O XEGS é compatível com o hardware e o software existentes da família Atari de 8 bits. Sem o teclado, o sistema funciona como um console de jogos autônomo. Com o teclado, ele é inicializado de forma idêntica aos computadores Atari XE. A Atari embalou o XEGS como um conjunto básico composto apenas pelo console e joystick, e como um conjunto de luxo composto pelo console, teclado, joystick CX40 e pistola de luz XG-1. + Console + + + + + Atari XE Video Game System (Atari XEGS) este o reproiectare industrială a computerului de casă Atari 65XE și ultimul model din familia Atari pe 8 biți. A fost lansat de Atari Corporation în 1987 și comercializat ca o consolă de jocuri video pentru acasă alături de Nintendo Entertainment System, Master System de la Sega și Atari 7800 de la Atari. XEGS este compatibil cu hardware-ul și software-ul existent al familiei Atari pe 8 biți. Fără tastatură, sistemul funcționează ca o consolă de jocuri autonomă. Cu tastatură, sistemul pornește identic cu calculatoarele Atari XE. Atari a împachetat XEGS ca un set de bază constând doar din consolă și joystick, și ca un set de lux constând din consolă, tastatură, joystick CX40 și pistol cu lumină XG-1. + Consolă + + + + + Atari XE Video Game System (Atari XEGS) - промышленная модификация домашнего компьютера Atari 65XE и последняя модель семейства 8-битных компьютеров Atari. Она была выпущена корпорацией Atari в 1987 году и продавалась как домашняя игровая консоль наряду с Nintendo Entertainment System, Sega Master System и Atari 7800. XEGS совместима с существующим аппаратным и программным обеспечением семейства Atari 8-bit. Без клавиатуры система работает как автономная игровая консоль. С клавиатурой она загружается так же, как и компьютеры Atari XE. Atari упаковывала XEGS как в базовую комплектацию, состоящую только из консоли и джойстика, так и в делюкс-комплектацию, состоящую из консоли, клавиатуры, джойстика CX40 и светового пистолета XG-1. + Консоль + + - Dator + Atari XE Video Game System (Atari XEGS) är en industriell omdesign av hemdatorn Atari 65XE och den sista modellen i Atari 8-bitarsfamiljen. Den släpptes av Atari Corporation 1987 och marknadsfördes som en videospelskonsol för hemmabruk tillsammans med Nintendo Entertainment System, Segas Master System och Ataris egen Atari 7800. XEGS är kompatibel med befintlig hård- och mjukvara från Atari 8-bitarsfamiljen. Utan tangentbord fungerar systemet som en fristående spelkonsol. Med tangentbord startar den på samma sätt som Atari XE-datorerna. Atari förpackade XEGS som en basuppsättning bestående av endast konsol och joystick, och som en deluxe-uppsättning bestående av konsol, tangentbord, CX40 joystick och XG-1 light gun. + Konsol + + + + + アタリXEビデオゲームシステム(Atari XEGS)は、アタリ65XEホームコンピュータの工業的再設計であり、アタリ8ビットファミリーの最終モデルである。1987年にアタリ社から発売され、ニンテンドーエンターテインメントシステム、セガのマスターシステム、アタリ社のアタリ7800と並ぶ家庭用ゲーム機として販売されました。XEGSは既存のアタリ8ビットファミリーのハードウェアとソフトウェアと互換性がある。キーボードがない場合、システムはスタンドアロンのゲーム機として動作します。キーボードがあれば、アタリXEコンピュータと同じように起動します。アタリはXEGSをコンソールとジョイスティックだけのベーシックセットと、コンソール、キーボード、CX40ジョイスティック、XG-1ライトガンのデラックスセットとしてパッケージした。 + コンソール + + + + + 아타리 XE 비디오 게임 시스템(아타리 XEGS)은 아타리 65XE 가정용 컴퓨터를 산업적으로 재설계한 것으로, 아타리 8비트 제품군의 마지막 모델입니다. 1987년 아타리 코퍼레이션에서 출시하여 닌텐도 엔터테인먼트 시스템, 세가의 마스터 시스템, 아타리 자체 제품인 아타리 7800과 함께 가정용 비디오 게임 콘솔로 판매되었습니다. XEGS는 기존 아타리 8비트 제품군 하드웨어 및 소프트웨어와 호환됩니다. 키보드가 없으면 독립형 게임 콘솔로 작동합니다. 키보드를 사용하면 Atari XE 컴퓨터와 동일하게 부팅됩니다. Atari는 콘솔과 조이스틱으로만 구성된 기본 세트와 콘솔, 키보드, CX40 조이스틱, XG-1 라이트 건으로 구성된 디럭스 세트로 XEGS를 패키지화했습니다. + 콘솔 + + + + + 雅达利 XE 视频游戏系统(Atari XEGS)是对雅达利 65XE 家用电脑的工业重新设计,也是雅达利 8 位系列的最后一个型号。它由 Atari Corporation 于 1987 年发布,作为家用视频游戏机与任天堂娱乐系统、世嘉的 Master System 和 Atari 自己的 Atari 7800 一起销售。XEGS 兼容雅达利现有的 8 位系列硬件和软件。不使用键盘时,该系统可作为独立的游戏机运行。使用键盘时,系统启动与雅达利 XE 计算机相同。雅达利将 XEGS 包装成基本套装和豪华套装,基本套装包括控制台和操纵杆,豪华套装包括控制台、键盘、CX40 操纵杆和 XG-1 光枪。 + 控制台 \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/atomiswave.xml b/themes/linear-es-de/system/metadata/atomiswave.xml index 5e89f301d..5776ada32 100644 --- a/themes/linear-es-de/system/metadata/atomiswave.xml +++ b/themes/linear-es-de/system/metadata/atomiswave.xml @@ -1,4 +1,4 @@ - + Atomiswave The Atomiswave is a custom arcade system board and cabinet from Sammy Corporation. It is based on Sega's NAOMI system board (thus it's common to see the "Sega" logo on its boot up screen). The Atomiswave uses interchangeable game cartridges and the cabinet's control panel can be easily switched out with different control sets, including dual joysticks, dual lightguns and a steering wheel. With the retirement of the aging Neo Geo MVS system, SNK Playmore chose the Atomiswave as its next system to develop games for. In a contract with Sammy, SNK Playmore agreed to develop five games for the Atomiswave system. Metal Slug 6 was SNK Playmore's fifth game for the Atomiswave, after which SNK moved on to a Taito Type X2 arcade board. @@ -13,10 +13,90 @@ FF6B00 04EF94 029205 + 1-1 + + + The Atomiswave és un tauler de sistemes d'arcades personalitzat i un gabinet de Sammy Corporation. Es basa en la placa del sistema Naomi de Sega (per tant és habitual veure el logotip "Sega" a la pantalla d'arrencada). L’Atomiswave utilitza cartutxos de joc intercanviables i el tauler de control de l’armari es pot canviar fàcilment amb diferents conjunts de control, inclosos els dos dos goigs, les pistoles de llum doble i un volant. Amb la jubilació del sistema Neo Geo MVS envellit, SNK Playmore va triar The Atomiswave com el seu proper sistema per desenvolupar jocs. En un contracte amb Sammy, SNK Playmore va acordar desenvolupar cinc jocs per al sistema Atomiswave. Metal Slug 6 va ser el cinquè partit de SNK Playmore per a l'Atomiswave, després del qual SNK es va traslladar a un tauler d'arcades de Taito Type X2. + Arcade + + + + + Das Atomiswave ist ein maßgeschneidertes Arcade-System-Board und -Gehäuse der Sammy Corporation. Es basiert auf der NAOMI-Systemplatine von Sega (daher sieht man häufig das "Sega"-Logo auf dem Startbildschirm). Der Atomiswave verwendet austauschbare Spielkassetten, und das Bedienfeld des Gehäuses kann leicht gegen verschiedene Steuersets ausgetauscht werden, darunter zwei Joysticks, zwei Lightguns und ein Lenkrad. Mit der Ausmusterung des alternden Neo Geo MVS-Systems wählte SNK Playmore das Atomiswave als nächstes System für die Entwicklung von Spielen. In einem Vertrag mit Sammy stimmte SNK Playmore zu, fünf Spiele für das Atomiswave-System zu entwickeln. Metal Slug 6 war das fünfte Spiel von SNK Playmore für das Atomiswave-System, woraufhin SNK auf ein Taito Type X2 Arcade Board umstieg. + Spielhalle + + + + + El Atomiswave es un sistema arcade personalizado de Sammy Corporation. Se basa en la placa del sistema NAOMI de Sega (por lo que es habitual ver el logotipo de "Sega" en su pantalla de arranque). El Atomiswave utiliza cartuchos de juego intercambiables y el panel de control de la carcasa se puede cambiar fácilmente con diferentes conjuntos de control, incluyendo joysticks duales, pistolas de luz duales y un volante. Tras la retirada de Neo Geo MVS, SNK Playmore eligió Atomiswave como su próximo sistema para desarrollar juegos. En un contrato con Sammy, SNK Playmore acordó desarrollar cinco juegos para el sistema Atomiswave. Metal Slug 6 fue el quinto juego de SNK Playmore para el Atomiswave, tras lo cual SNK pasó a una placa arcade Taito Type X2. + Arcade + + + + + L'Atomiswave est un système d'arcade personnalisé de Sammy Corporation. Il est basé sur la carte système NAOMI de Sega (c'est pourquoi il est courant de voir le logo "Sega" sur l'écran de démarrage). L'Atomiswave utilise des cartouches de jeu interchangeables et le panneau de commande du boîtier peut être facilement remplacé par différents jeux de commande, y compris deux manettes, deux pistolets à lumière et un volant. Avec le retrait du système Neo Geo MVS vieillissant, SNK Playmore a choisi l'Atomiswave comme prochain système pour lequel développer des jeux. Dans un contrat avec Sammy, SNK Playmore a accepté de développer cinq jeux pour le système Atomiswave. Metal Slug 6 a été le cinquième jeu de SNK Playmore pour l'Atomiswave, après quoi SNK est passé à une carte d'arcade Taito Type X2. + Arcade + + + + + Atomiswave è una scheda e un cabinet per sistemi arcade personalizzati di Sammy Corporation. È basato sulla scheda di sistema NAOMI di Sega (per questo è comune vedere il logo "Sega" sulla schermata di avvio). L'Atomiswave utilizza cartucce di gioco intercambiabili e il pannello di controllo del cabinet può essere facilmente sostituito con diversi set di comandi, tra cui due joystick, due lightgun e un volante. Con il pensionamento del vecchio sistema Neo Geo MVS, SNK Playmore scelse Atomiswave come prossimo sistema per il quale sviluppare giochi. In un contratto con Sammy, SNK Playmore accettò di sviluppare cinque giochi per il sistema Atomiswave. Metal Slug 6 fu il quinto gioco di SNK Playmore per Atomiswave, dopodiché SNK passò a una scheda arcade Taito Type X2. + Arcade + + + + + De Atomiswave is een op maat gemaakt arcadesysteembord en -kast van Sammy Corporation. Het is gebaseerd op het NAOMI systeembord van Sega (daarom zie je vaak het "Sega" logo op het opstartscherm). De Atomiswave gebruikt verwisselbare spelcassettes en het bedieningspaneel van de kast kan eenvoudig worden omgewisseld met verschillende besturingssets, waaronder dubbele joysticks, dubbele lightguns en een stuurwiel. Met de pensionering van het verouderde Neo Geo MVS-systeem koos SNK Playmore de Atomiswave als het volgende systeem om spellen voor te ontwikkelen. In een contract met Sammy stemde SNK Playmore ermee in om vijf spellen te ontwikkelen voor het Atomiswave-systeem. Metal Slug 6 was SNK Playmore's vijfde spel voor de Atomiswave, waarna SNK overstapte naar een Taito Type X2 arcadebord. + Arcade + + + + + Atomiswave to niestandardowa płyta i obudowa systemu arcade od Sammy Corporation. Jest ona oparta na płycie systemowej NAOMI firmy Sega (dlatego też często można zobaczyć logo "Sega" na ekranie startowym). Atomiswave wykorzystuje wymienne kartridże z grami, a panel kontrolny obudowy można łatwo przełączać za pomocą różnych zestawów kontrolnych, w tym dwóch joysticków, dwóch pistoletów świetlnych i kierownicy. Po wycofaniu starzejącego się systemu Neo Geo MVS, SNK Playmore wybrało Atomiswave jako kolejny system do tworzenia gier. W umowie z Sammy, SNK Playmore zgodziło się opracować pięć gier dla systemu Atomiswave. Metal Slug 6 był piątą grą SNK Playmore na Atomiswave, po czym SNK przeniosło się na konsolę Taito Type X2. + Arcade + + + + + O Atomiswave é uma placa e um gabinete de sistema de arcade personalizados da Sammy Corporation. Ele é baseado na placa de sistema NAOMI da Sega (portanto, é comum ver o logotipo "Sega" na tela de inicialização). O Atomiswave usa cartuchos de jogos intercambiáveis e o painel de controle do gabinete pode ser facilmente trocado por diferentes conjuntos de controles, incluindo joysticks duplos, pistolas de luz duplas e um volante. Com a aposentadoria do antigo sistema Neo Geo MVS, a SNK Playmore escolheu o Atomiswave como seu próximo sistema para desenvolver jogos. Em um contrato com a Sammy, a SNK Playmore concordou em desenvolver cinco jogos para o sistema Atomiswave. Metal Slug 6 foi o quinto jogo da SNK Playmore para o Atomiswave, depois do qual a SNK passou a usar uma placa de fliperama Taito Type X2. + Fliperama + + + + + Atomiswave este o placă de sistem arcade și un cabinet personalizat de la Sammy Corporation. Se bazează pe placa sistemului NAOMI de la Sega (de aceea este obișnuit să se vadă logo-ul "Sega" pe ecranul de pornire). Atomiswave utilizează cartușe de jocuri interschimbabile, iar panoul de control al cabinetului poate fi ușor schimbat cu diferite seturi de control, inclusiv joystick-uri duble, pistoale luminoase duble și un volan. Odată cu retragerea sistemului Neo Geo MVS, SNK Playmore a ales Atomiswave ca următorul său sistem pentru care să dezvolte jocuri. Într-un contract cu Sammy, SNK Playmore a fost de acord să dezvolte cinci jocuri pentru sistemul Atomiswave. Metal Slug 6 a fost al cincilea joc SNK Playmore pentru Atomiswave, după care SNK a trecut la o placă de arcade Taito Type X2. + Arcade + + + + + Atomiswave - это пользовательская плата и корпус для аркадной системы от Sammy Corporation. Она основана на системной плате NAOMI компании Sega (поэтому на ее загрузочном экране часто можно увидеть логотип Sega). В Atomiswave используются сменные игровые картриджи, а панель управления корпуса можно легко заменить на различные наборы элементов управления, включая два джойстика, два световых пистолета и руль. После выхода из эксплуатации устаревшей системы Neo Geo MVS компания SNK Playmore выбрала Atomiswave в качестве следующей системы для разработки игр. По контракту с Сэмми, SNK Playmore согласилась разработать пять игр для системы Atomiswave. Metal Slug 6 стала пятой игрой SNK Playmore для Atomiswave, после чего SNK перешла на аркадную плату Taito Type X2. + Аркада + + + Atomiswave är ett specialtillverkat arkadsystemkort och skåp från Sammy Corporation. Det är baserat på Segas NAOMI-systemkort (därför är det vanligt att se "Sega"-logotypen på dess uppstartsskärm). Atomiswave använder utbytbara spelkassetter och skåpets kontrollpanel kan enkelt bytas ut mot olika kontrolluppsättningar, inklusive dubbla joysticks, dubbla ljuspistoler och en ratt. När det åldrande Neo Geo MVS-systemet pensionerades valde SNK Playmore Atomiswave som sitt nästa system att utveckla spel för. I ett kontrakt med Sammy gick SNK Playmore med på att utveckla fem spel för Atomiswave-systemet. Metal Slug 6 var SNK Playmores femte spel för Atomiswave, varefter SNK gick vidare till ett Taito Type X2 arkadbräde. Arkad + + + アトミスウェーブは、サミー株式会社のカスタムアーケードシステムボードとキャビネットである。セガのNAOMIシステム基板をベースにしている(そのため、起動画面に「Sega」のロゴをよく見かける)。アトミスウェーブは交換可能なゲームカートリッジを使用し、キャビネットのコントロールパネルは、デュアルジョイスティック、デュアルライトガン、ステアリングホイールなどの異なるコントロールセットと簡単に交換することができる。老朽化したネオジオMVSシステムの引退に伴い、SNKプレイモアは次のゲーム開発システムとしてアトミスウェーブを選んだ。サミーとの契約で、SNKプレイモアはアトミスウェーブ・システム向けに5本のゲームを開発することに合意した。メタルスラッグ6』はSNKプレイモアの5作目のアトミスウェーブ用ゲームで、その後SNKはタイトーのタイプX2アーケードボードに移行した。 + アーケード + + + + + 아토미스웨이브는 Sammy Corporation의 맞춤형 아케이드 시스템 보드 및 캐비닛입니다. 이 제품은 세가의 NAOMI 시스템 보드를 기반으로 합니다(따라서 부팅 화면에 "Sega" 로고가 표시되는 것이 일반적입니다). 아토미스웨이브는 교체 가능한 게임 카트리지를 사용하며 캐비닛의 컨트롤 패널은 듀얼 조이스틱, 듀얼 라이트건, 스티어링 휠 등 다양한 컨트롤 세트로 쉽게 교체할 수 있습니다. SNK 플레이모어는 노후화된 네오 지오 MVS 시스템을 폐기하면서 게임 개발을 위한 차기 시스템으로 아토미스웨이브를 선택했습니다. SNK 플레이모어는 새미와의 계약을 통해 아토미스웨이브 시스템용 게임 5종을 개발하기로 합의했습니다. 메탈 슬러그 6는 SNK 플레이모어의 다섯 번째 아토미스웨이브용 게임이었으며, 이후 SNK는 타이토 타입 X2 아케이드 보드로 넘어갔습니다. + 아케이드 + + + + + Atomiswave 是 Sammy 公司定制的街机系统板和机箱。它以世嘉的 NAOMI 系统板为基础(因此在启动屏幕上经常可以看到 "Sega "标志)。Atomiswave 使用可互换的游戏盒,机箱的控制面板可轻松更换成不同的控制装置,包括双操纵杆、双光枪和方向盘。随着老旧的 Neo Geo MVS 系统退役,SNK Playmore 选择 Atomiswave 作为下一个开发游戏的系统。在与 Sammy 签订的合同中,SNK Playmore 同意为 Atomiswave 系统开发五款游戏。合金弹头 6》是 SNK Playmore 为 Atomiswave 开发的第五款游戏,之后,SNK 转而使用 Taito Type X2 拱廊板。 + 商场 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/auto-allgames.xml b/themes/linear-es-de/system/metadata/auto-allgames.xml index 371bcdec0..ecb4c8d86 100644 --- a/themes/linear-es-de/system/metadata/auto-allgames.xml +++ b/themes/linear-es-de/system/metadata/auto-allgames.xml @@ -1,4 +1,4 @@ - + All Games View and play every game across your entire library. @@ -6,16 +6,92 @@ Various Various Various - Collection + All 1-1 + 1-1 + + + Veure i jugar a tots els jocs a tota la biblioteca. + All + + + + + Sie können jedes Spiel in Ihrer gesamten Bibliothek anzeigen und spielen. + Alle + + + + + Visualiza y juega a todos los juegos de tu biblioteca. + Todos + + + + + Visualisez et jouez à tous les jeux de votre bibliothèque. + Tous + + + + + Visualizzate e giocate a tutti i giochi della vostra libreria. + Tutti + + + + + Bekijk en speel elke game in je hele bibliotheek. + Alle + + + + + Przeglądaj i graj w każdą grę w całej swojej bibliotece. + Wszystkie + + + + + Visualize e jogue todos os jogos de toda a sua biblioteca. + Todos + + + + + Vizualizați și jucați fiecare joc din întreaga dvs. bibliotecă. + Toate + + + + + Просматривайте и играйте в каждую игру из всей вашей библиотеки. + Все + + - Diverse - Diverse - Diverse - Diverse - Samling + Visa och spela varje spel i hela ditt bibliotek. + Alla + + + + + ライブラリ全体のすべてのゲームを表示し、再生します。 + すべて + + + + + 전체 라이브러리에서 모든 게임을 보고 플레이하세요. + 모두 + + + + + 查看并玩遍整个游戏库中的每款游戏。 + 全部 \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/auto-favorites.xml b/themes/linear-es-de/system/metadata/auto-favorites.xml index f4c5751c2..9274b1807 100644 --- a/themes/linear-es-de/system/metadata/auto-favorites.xml +++ b/themes/linear-es-de/system/metadata/auto-favorites.xml @@ -1,4 +1,4 @@ - + Favorites View and play your favorite games across the entire library. @@ -6,16 +6,93 @@ Various Various Various - Collection + Favorites 1-1 + marquee + 1-1 + + + Veure i jugar els teus jocs preferits a tota la biblioteca. + Favorites + + + + + Sie können Ihre Lieblingsspiele in der gesamten Bibliothek anzeigen und spielen. + Favoriten + + + + + Vea y juegue a sus juegos favoritos en toda la biblioteca. + Favoritos + + + + + Affichez et jouez à vos jeux préférés dans l'ensemble de la bibliothèque. + Favoris + + + + + Visualizzate e giocate ai vostri giochi preferiti nell'intera libreria. + Preferiti + + + + + Bekijk en speel je favoriete games in de hele bibliotheek. + Favorieten + + + + + Przeglądaj i graj w swoje ulubione gry w całej bibliotece. + Ulubione + + + + + Visualize e jogue seus jogos favoritos em toda a biblioteca. + Favoritos + + + + + Vizualizați și jucați jocurile dvs. preferate în întreaga bibliotecă. + Favorite + + + + + Просматривайте и играйте в любимые игры во всей библиотеке. + Избранное + + - Diverse - Diverse - Diverse - Diverse - Samling + Visa och spela dina favoritspel i hela biblioteket. + Favoriter + + + + + ライブラリ全体でお気に入りのゲームを表示、プレイできます。 + お気に入り + + + + + 전체 라이브러리에서 좋아하는 게임을 보고 플레이하세요. + 즐겨 찾기 + + + + + 在整个游戏库中查看和玩你最喜欢的游戏。 + 收藏夹 \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/auto-lastplayed.xml b/themes/linear-es-de/system/metadata/auto-lastplayed.xml index baee67426..b2635b97a 100644 --- a/themes/linear-es-de/system/metadata/auto-lastplayed.xml +++ b/themes/linear-es-de/system/metadata/auto-lastplayed.xml @@ -1,4 +1,4 @@ - + Last Played View your recently played games across the entire library. @@ -6,16 +6,93 @@ Various Various Various - Collection + Recent 1-1 + marquee + 1-1 + + + Consulteu els jocs recentment jugats a tota la biblioteca. + Recent + + + + + Zeigen Sie Ihre zuletzt gespielten Spiele in der gesamten Bibliothek an. + Neueste + + + + + Consulta los juegos que has jugado recientemente en toda la biblioteca. + Recientes + + + + + Affichez vos jeux récents dans l'ensemble de la bibliothèque. + Récents + + + + + Visualizzare i giochi giocati di recente nell'intera libreria. + Recente + + + + + Bekijk je recent gespeelde games in de hele bibliotheek. + Recent + + + + + Wyświetlanie ostatnio granych gier w całej bibliotece. + Najnowsze + + + + + Veja seus jogos jogados recentemente em toda a biblioteca. + Recentes + + + + + Vizualizați jocurile jucate recent în întreaga bibliotecă. + Recent + + + + + Просматривайте недавно сыгранные игры во всей библиотеке. + Последние + + - Diverse - Diverse - Diverse - Diverse - Samling + Visa dina senast spelade spel i hela biblioteket. + Senaste + + + + + 最近プレイしたゲームをライブラリ全体で表示。 + 最近 + + + + + 전체 라이브러리에서 최근에 플레이한 게임을 확인합니다. + 최근 + + + + + 在整个游戏库中查看最近玩过的游戏。 + 最近 \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/bbcmicro.xml b/themes/linear-es-de/system/metadata/bbcmicro.xml index cd0dcb67f..0d91feedf 100644 --- a/themes/linear-es-de/system/metadata/bbcmicro.xml +++ b/themes/linear-es-de/system/metadata/bbcmicro.xml @@ -1,8 +1,8 @@ - + BBC Micro The British Broadcasting Corporation Microcomputer System, BBC Microcomputer System, or best known as the BBC Micro is a series of microcomputers designed by Acorn Computers Ltd. and distributed by the BBC. The first models were released in December 1981 in Europe for £235 or £335, depending on the model. The computers were also released in North America (1983). The computers were designed with an emphasis on education, and being more rugged then other brands. The computers were manufactured until an unspecified time in 1994. - Acorn Computers + Acorn 1981 1981-12-01 December 1, 1981 @@ -13,10 +13,90 @@ F9F8E1 AE492D 635B4F + 1-1 + + + El sistema de microordinadors British Broadcasting Corporation, el sistema de microordinadors de la BBC, o més conegut com a BBC Micro és una sèrie de microordinadors dissenyats per Acorn Computers Ltd. i distribuïts per la BBC. Els primers models es van publicar el desembre de 1981 a Europa per 235 £ o 335 £, segons el model. Els ordinadors també es van publicar a Amèrica del Nord (1983). Els ordinadors van ser dissenyats amb un èmfasi en l'educació i ser més resistents i altres marques. Els ordinadors es van fabricar fins a un temps no especificat el 1994. + Computer + + + + + Das British Broadcasting Corporation Microcomputer System, BBC Microcomputer System oder besser bekannt als BBC Micro ist eine Serie von Mikrocomputern, die von Acorn Computers Ltd. entwickelt und von der BBC vertrieben wurden. Die ersten Modelle kamen im Dezember 1981 in Europa auf den Markt und kosteten je nach Modell 235 £ oder 335 £. Die Computer kamen auch in Nordamerika auf den Markt (1983). Die Computer wurden mit dem Schwerpunkt auf Bildung entwickelt und waren robuster als andere Marken. Die Computer wurden bis zu einem unbestimmten Zeitpunkt im Jahr 1994 hergestellt. + Computer + + + + + El British Broadcasting Corporation Microcomputer System, BBC Microcomputer System, o más conocido como BBC Micro es una serie de microordenadores diseñados por Acorn Computers Ltd. y distribuidos por la BBC. Los primeros modelos salieron a la venta en diciembre de 1981 en Europa por 235 o 335 libras, según el modelo. Los ordenadores también salieron a la venta en Norteamérica (1983). Los ordenadores fueron diseñados con un énfasis en la educación, y siendo más resistentes que otras marcas. Los ordenadores se fabricaron hasta una fecha no especificada de 1994. + Ordenador + + + + + Le British Broadcasting Corporation Microcomputer System, BBC Microcomputer System, ou plus connu sous le nom de BBC Micro, est une série de micro-ordinateurs conçus par Acorn Computers Ltd. et distribués par la BBC. Les premiers modèles ont été commercialisés en décembre 1981 en Europe au prix de 235 ou 335 livres sterling, selon le modèle. Les ordinateurs ont également été commercialisés en Amérique du Nord (1983). Les ordinateurs ont été conçus en mettant l'accent sur l'éducation et en étant plus robustes que les autres marques. Les ordinateurs ont été fabriqués jusqu'à une date non précisée en 1994. + Ordinateur + + + + + Il British Broadcasting Corporation Microcomputer System, BBC Microcomputer System, o meglio conosciuto come BBC Micro, è una serie di microcomputer progettati da Acorn Computers Ltd. e distribuiti dalla BBC. I primi modelli furono commercializzati in Europa nel dicembre 1981 al prezzo di 235 o 335 sterline, a seconda del modello. I computer furono distribuiti anche in Nord America (1983). I computer sono stati progettati con un'attenzione particolare all'istruzione e alla robustezza rispetto alle altre marche. I computer sono stati prodotti fino a un momento imprecisato del 1994. + Computer + + + + + Het British Broadcasting Corporation Microcomputer System, BBC Microcomputer System, of beter bekend als de BBC Micro is een serie microcomputers ontworpen door Acorn Computers Ltd. en gedistribueerd door de BBC. De eerste modellen werden uitgebracht in december 1981 in Europa voor £ 235 of £ 335, afhankelijk van het model. De computers werden ook uitgebracht in Noord-Amerika (1983). De computers werden ontworpen met de nadruk op onderwijs en waren robuuster dan andere merken. De computers werden gemaakt tot een onbepaalde tijd in 1994. + Computer + + + + + British Broadcasting Corporation Microcomputer System, BBC Microcomputer System lub najlepiej znany jako BBC Micro to seria mikrokomputerów zaprojektowanych przez Acorn Computers Ltd. i dystrybuowanych przez BBC. Pierwsze modele zostały wydane w grudniu 1981 roku w Europie w cenie 235 lub 335 funtów, w zależności od modelu. Komputery zostały również wydane w Ameryce Północnej (1983). Komputery zostały zaprojektowane z naciskiem na edukację i były bardziej wytrzymałe niż inne marki. Komputery były produkowane do nieokreślonego czasu w 1994 roku. + Komputer + + + + + O Sistema de Microcomputadores da British Broadcasting Corporation, Sistema de Microcomputadores da BBC, ou mais conhecido como BBC Micro, é uma série de microcomputadores projetados pela Acorn Computers Ltd. e distribuídos pela BBC. Os primeiros modelos foram lançados em dezembro de 1981 na Europa por £235 ou £335, dependendo do modelo. Os computadores também foram lançados na América do Norte (1983). Os computadores foram projetados com ênfase na educação e eram mais robustos do que os de outras marcas. Os computadores foram fabricados até uma data não especificada em 1994. + Computador + + + + + British Broadcasting Corporation Microcomputer System, BBC Microcomputer System, sau mai bine cunoscut ca BBC Micro este o serie de microcomputere proiectate de Acorn Computers Ltd. și distribuite de BBC. Primele modele au fost lansate în decembrie 1981 în Europa la prețul de 235£ sau 335£, în funcție de model. Calculatoarele au fost lansate și în America de Nord (1983). Calculatoarele au fost concepute cu accent pe educație și fiind mai robuste decât alte mărci. Calculatoarele au fost fabricate până la o dată nespecificată în 1994. + Computer + + + + + Микрокомпьютер British Broadcasting Corporation Microcomputer System, BBC Microcomputer System или более известный как BBC Micro - это серия микрокомпьютеров, разработанных компанией Acorn Computers Ltd. и распространяемых BBC. Первые модели были выпущены в декабре 1981 года в Европе по цене £235 или £335, в зависимости от модели. Компьютеры также были выпущены в Северной Америке (1983 год). Компьютеры были разработаны с акцентом на образование и были более прочными по сравнению с другими брендами. Компьютеры выпускались до неопределенного времени в 1994 году. + Компьютер + + + British Broadcasting Corporation Microcomputer System, BBC Microcomputer System, eller mest känt som BBC Micro, är en serie mikrodatorer som designats av Acorn Computers Ltd. och distribueras av BBC. De första modellerna släpptes i december 1981 i Europa för £235 eller £335, beroende på modell. Datorerna släpptes även i Nordamerika (1983). Datorerna designades med tonvikt på utbildning och för att vara mer robusta än andra märken. Datorerna tillverkades fram till en ospecificerad tidpunkt 1994. Dator + + + 英国放送協会マイクロコンピュータ・システム、BBCマイクロコンピュータ・システム、またはBBCマイクロとして最もよく知られているのは、エイコーン・コンピュータ社によって設計され、BBCによって販売されたマイクロコンピュータのシリーズである。最初のモデルは1981年12月にヨーロッパで発売され、モデルによって235ポンドまたは335ポンドであった。北米でも発売された(1983年)。コンピュータは教育に重点を置き、他のブランドよりも頑丈に設計された。コンピュータは1994年の特定できない時期まで製造された。 + コンピューター + + + + + 영국 방송 공사 마이크로컴퓨터 시스템, BBC 마이크로컴퓨터 시스템 또는 BBC 마이크로로 더 잘 알려진 영국 방송 공사 마이크로컴퓨터는 Acorn Computers Ltd.에서 설계하고 BBC에서 배포한 일련의 마이크로컴퓨터입니다. 첫 번째 모델은 1981년 12월 유럽에서 모델에 따라 235파운드 또는 335파운드에 출시되었습니다. 이 컴퓨터는 북미(1983년)에서도 출시되었습니다. 이 컴퓨터는 교육에 중점을 두고 설계되었으며 다른 브랜드보다 더 견고하게 제작되었습니다. 이 컴퓨터는 1994년 지정되지 않은 시기까지 생산되었습니다. + 컴퓨터 + + + + + 英国广播公司微型计算机系统、BBC 微型计算机系统或最著名的 BBC Micro 是由 Acorn 计算机有限公司设计并由 BBC 经销的一系列微型计算机。首批机型于 1981 年 12 月在欧洲发布,根据机型不同售价为 235 英镑或 335 英镑。该系列计算机还在北美市场发售(1983 年)。这些计算机的设计侧重于教育,比其他品牌的计算机更加坚固耐用。这款电脑一直生产到 1994 年,具体时间不详。 + 计算机 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/c64.xml b/themes/linear-es-de/system/metadata/c64.xml index 0da958560..3c55870bd 100644 --- a/themes/linear-es-de/system/metadata/c64.xml +++ b/themes/linear-es-de/system/metadata/c64.xml @@ -1,4 +1,4 @@ - + Commodore 64 The Commodore 64 is an 8-bit home computer introduced in January 1982 by Commodore International. It is listed in the Guinness World Records as the highest-selling single computer model of all time, with independent estimates placing the number sold between 10 and 17 million units. Volume production started in early 1982, marketing in August for US$595 (equivalent to $1,461 in 2015). Preceded by the Commodore VIC-20 and Commodore PET, the C64 took its name from its 64 kilobytes (65,536 bytes) of RAM. It had superior sound and graphical specifications compared to other earlier systems such as the Apple II and Atari 800, with multi-color sprites and a more advanced sound processor. @@ -13,10 +13,90 @@ 968971 FD4120 00A0C6 + 1-1 + + + El Commodore 64 és un ordinador domèstic de 8 bits introduït el gener de 1982 per Commodore International. Es mostra als Guinness World Records com el model informàtic únic més venut de tots els temps, amb estimacions independents situant el nombre venut entre 10 i 17 milions d'unitats. La producció de volum va començar a principis de 1982, màrqueting a l’agost per 595 dòlars americans (equivalent a 1.461 dòlars el 2015). Precedit pel Commodore Vic-20 i Commodore Pet, el C64 va prendre el seu nom dels seus 64 quilobytes (65.536 bytes) de RAM. Tenia especificacions gràfiques i so superiors en comparació amb altres sistemes anteriors com Apple II i Atari 800, amb sprites multicolors i un processador de so més avançat. + Computer + + + + + Der Commodore 64 ist ein 8-Bit-Heimcomputer, der im Januar 1982 von Commodore International eingeführt wurde. Er ist im Guinness-Buch der Rekorde als das meistverkaufte einzelne Computermodell aller Zeiten aufgeführt, wobei unabhängige Schätzungen die Zahl der verkauften Geräte auf 10 bis 17 Millionen beziffern. Die Serienproduktion begann Anfang 1982 und wurde im August für 595 US-Dollar (entspricht 1.461 US-Dollar im Jahr 2015) auf den Markt gebracht. Vor dem C64 gab es bereits den Commodore VIC-20 und den Commodore PET. Der C64 erhielt seinen Namen aufgrund seiner 64 Kilobyte (65.536 Byte) RAM. Im Vergleich zu früheren Systemen wie dem Apple II und dem Atari 800 verfügte er über bessere Sound- und Grafikeigenschaften mit mehrfarbigen Sprites und einem fortschrittlicheren Soundprozessor. + Computer + + + + + El Commodore 64 es un ordenador doméstico de 8 bits presentado en enero de 1982 por Commodore International. Figura en la lista Guinness de los Récords como el modelo de ordenador más vendido de todos los tiempos, con estimaciones independientes que sitúan el número de unidades vendidas entre 10 y 17 millones. La producción en serie comenzó a principios de 1982, comercializándose en agosto por 595 dólares (equivalentes a 1.461 dólares en 2015). Precedido por el Commodore VIC-20 y el Commodore PET, el C64 tomó su nombre de sus 64 kilobytes (65.536 bytes) de RAM. Tenía unas especificaciones gráficas y de sonido superiores a las de otros sistemas anteriores como el Apple II y el Atari 800, con sprites multicolor y un procesador de sonido más avanzado. + Ordenador + + + + + Le Commodore 64 est un ordinateur domestique 8 bits lancé en janvier 1982 par Commodore International. Il figure dans le Guinness World Records comme le modèle d'ordinateur le plus vendu de tous les temps, des estimations indépendantes situant le nombre d'unités vendues entre 10 et 17 millions. La production en série a commencé au début de l'année 1982 et le produit a été commercialisé en août au prix de 595 dollars américains (équivalent à 1 461 dollars en 2015). Précédé par le Commodore VIC-20 et le Commodore PET, le C64 tire son nom de ses 64 kilo-octets (65 536 octets) de mémoire vive. Il possédait des caractéristiques sonores et graphiques supérieures à celles d'autres systèmes antérieurs tels que l'Apple II et l'Atari 800, avec des sprites multicolores et un processeur sonore plus avancé. + Ordinateur + + + + + Il Commodore 64 è un home computer a 8 bit introdotto nel gennaio 1982 da Commodore International. È elencato nel Guinness World Records come il modello di computer singolo più venduto di tutti i tempi, con stime indipendenti che collocano il numero di unità vendute tra i 10 e i 17 milioni. La produzione in serie è iniziata all'inizio del 1982, con la commercializzazione in agosto al prezzo di 595 dollari (equivalenti a 1.461 dollari nel 2015). Preceduto dal Commodore VIC-20 e dal Commodore PET, il C64 prende il nome dai suoi 64 kilobyte (65.536 byte) di RAM. Aveva specifiche sonore e grafiche superiori rispetto ad altri sistemi precedenti come l'Apple II e l'Atari 800, con sprite multicolore e un processore sonoro più avanzato. + Computer + + + + + De Commodore 64 is een 8-bit thuiscomputer die in januari 1982 werd geïntroduceerd door Commodore International. Hij staat in het Guinness World Records als het best verkochte model computer aller tijden, volgens onafhankelijke schattingen tussen de 10 en 17 miljoen verkochte exemplaren. De serieproductie begon begin 1982 en kwam in augustus op de markt voor US$595 (gelijk aan $1.461 in 2015). Voorafgegaan door de Commodore VIC-20 en Commodore PET, ontleende de C64 zijn naam aan zijn 64 kilobytes (65.536 bytes) RAM geheugen. Het had superieure geluids- en grafische specificaties in vergelijking met andere eerdere systemen zoals de Apple II en Atari 800, met meerkleurige sprites en een geavanceerdere geluidsprocessor. + Computer + + + + + Commodore 64 to 8-bitowy komputer domowy wprowadzony na rynek w styczniu 1982 roku przez firmę Commodore International. Jest on wymieniony w Światowych Rekordach Guinnessa jako najlepiej sprzedający się pojedynczy model komputera wszechczasów, z niezależnymi szacunkami umieszczającymi liczbę sprzedanych między 10 a 17 milionami sztuk. Produkcja seryjna rozpoczęła się na początku 1982 roku, a w sierpniu trafił na rynek w cenie 595 USD (równowartość 1461 USD w 2015 roku). Poprzedzony przez Commodore VIC-20 i Commodore PET, C64 wziął swoją nazwę od 64 kilobajtów (65 536 bajtów) pamięci RAM. Charakteryzował się lepszymi parametrami dźwiękowymi i graficznymi w porównaniu do innych wcześniejszych systemów, takich jak Apple II i Atari 800, z wielokolorowymi sprite'ami i bardziej zaawansowanym procesorem dźwięku. + Komputer + + + + + O Commodore 64 é um computador doméstico de 8 bits lançado em janeiro de 1982 pela Commodore International. Ele está listado no Guinness World Records como o modelo de computador individual mais vendido de todos os tempos, com estimativas independentes que colocam o número de unidades vendidas entre 10 e 17 milhões. A produção em volume começou no início de 1982, sendo comercializado em agosto por US$ 595 (equivalente a US$ 1.461 em 2015). Precedido pelo Commodore VIC-20 e pelo Commodore PET, o C64 recebeu seu nome devido aos 64 kilobytes (65.536 bytes) de RAM. Ele tinha especificações gráficas e de som superiores às de outros sistemas anteriores, como o Apple II e o Atari 800, com sprites multicoloridos e um processador de som mais avançado. + Computador + + + + + Commodore 64 este un computer de casă pe 8 biți introdus în ianuarie 1982 de Commodore International. Acesta este listat în Guinness World Records ca fiind cel mai bine vândut model de computer din toate timpurile, estimările independente plasând numărul de unități vândute între 10 și 17 milioane. Producția în serie a început la începutul anului 1982, fiind comercializat în august la prețul de 595 USD (echivalentul a 1 461 USD în 2015). Precedat de Commodore VIC-20 și Commodore PET, C64 și-a luat numele de la cei 64 de kilobiți (65.536 bytes) de RAM. Avea specificații grafice și de sunet superioare față de alte sisteme anterioare, cum ar fi Apple II și Atari 800, cu sprite multicolore și un procesor de sunet mai avansat. + Computer + + + + + Commodore 64 - 8-битный домашний компьютер, представленный в январе 1982 года компанией Commodore International. Он занесен в Книгу рекордов Гиннесса как самая продаваемая модель компьютера всех времен и народов. По независимым оценкам, количество проданных компьютеров составляет от 10 до 17 миллионов штук. Серийное производство началось в начале 1982 года, в августе он поступил в продажу по цене 595 долларов США (эквивалентно 1461 доллару США в 2015 году). Предшественник Commodore VIC-20 и Commodore PET, C64 получил свое название от 64 килобайт (65 536 байт) оперативной памяти. Она обладала лучшими звуковыми и графическими характеристиками по сравнению с другими ранними системами, такими как Apple II и Atari 800, с многоцветными спрайтами и более совершенным звуковым процессором. + Компьютер + + + Commodore 64 är en 8-bitars hemdator som introducerades i januari 1982 av Commodore International. Den är listad i Guinness World Records som den mest sålda enskilda datormodellen genom tiderna, med oberoende uppskattningar som placerar antalet sålda mellan 10 och 17 miljoner enheter. Volymproduktionen startade i början av 1982 och marknadsfördes i augusti för 595 USD (motsvarande 1 461 USD år 2015). C64 föregicks av Commodore VIC-20 och Commodore PET och fick sitt namn från sitt 64 kilobyte (65.536 bytes) RAM-minne. Den hade överlägsna ljud- och grafikspecifikationer jämfört med andra tidigare system som Apple II och Atari 800, med sprites i flera färger och en mer avancerad ljudprocessor. Dator + + + コモドール64は、コモドールインターナショナルが1982年1月に発売した8ビットの家庭用コンピューターである。コモドール64は、コモドール・インターナショナルが1982年1月に発売した8ビットの家庭用コンピュータであり、単一のコンピュータとしては史上最高の販売台数を記録したモデルとしてギネス世界記録に登録されている。1982年初頭に量産が開始され、8月に595米ドル(2015年の1,461ドルに相当)で販売された。コモドールVIC-20やコモドールPETに先立つC64は、64キロバイト(65,536バイト)のRAMを搭載していたことからその名がついた。アップルIIやアタリ800のような初期のシステムと比べて、サウンドとグラフィックの仕様が優れており、マルチカラースプライトやより高度なサウンドプロセッサーを搭載していた。 + コンピューター + + + + + 코머도어 64는 1982년 1월 코머도어 인터내셔널에서 출시한 8비트 가정용 컴퓨터입니다. 역대 가장 많이 팔린 단일 컴퓨터 모델로 기네스 세계 기록에 등재되어 있으며, 독립적인 추산에 따르면 1,000만 대에서 1,700만 대가 판매된 것으로 알려져 있습니다. 1982년 초에 대량 생산이 시작되어 8월에 미화 595달러(2015년 기준 1,461달러 상당)에 판매되었습니다. 커머도어 VIC-20과 커머도어 PET에 앞서 출시된 C64는 64킬로바이트(65,536바이트)의 램에서 그 이름을 따왔습니다. 멀티컬러 스프라이트와 고급 사운드 프로세서를 탑재하여 Apple II 및 Atari 800과 같은 다른 초기 시스템에 비해 뛰어난 사운드 및 그래픽 사양을 갖추고 있었습니다. + 컴퓨터 + + + + + 准将 64 是准将国际公司于 1982 年 1 月推出的一款 8 位家用电脑。它被列入吉尼斯世界纪录,是有史以来销量最高的单一计算机型号,据独立估计,其销量在 1,000 万至 1,700 万台之间。1982 年初开始批量生产,8 月上市,售价 595 美元(相当于 2015 年的 1461 美元)。C64 的前身是 Commodore VIC-20 和 Commodore PET,其名称源于 64 千字节(65,536 字节)的 RAM。与其他早期系统(如 Apple II 和 Atari 800)相比,C64 拥有更出色的声音和图形规格,配备了多色精灵和更先进的声音处理器。 + 计算机 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/cavestory.xml b/themes/linear-es-de/system/metadata/cavestory.xml index 64575a234..628aa303f 100644 --- a/themes/linear-es-de/system/metadata/cavestory.xml +++ b/themes/linear-es-de/system/metadata/cavestory.xml @@ -1,15 +1,99 @@ - - - Cave Story, originally released as Dōkutsu Monogatari, is a 2004 Metroidvania platform-adventure game for Microsoft Windows. It was developed over five years by Japanese independent developer Daisuke "Pixel" Amaya in his free time. Cave Story features 2D platform mechanics and is reminiscent of the games Amaya played in his youth, such as Metroid and Castlevania. After its initial self-published release, the game slowly gained popularity on the internet. It received widespread critical acclaim for many polished aspects of its design, such as its compelling characters, setting, story, and gameplay. Cave Story is considered by many as the quintessential indie game because of its one-person development team and influence on the video gaming world. NXENGINE is a complete open-source clone/rewrite of the masterpiece jump-and-run platformer Doukutsu Monogatari (also known as Cave Story) - Studio Pixel - 2004 - 2004-12-20 - December 20, 2004 - Engine - CE413E - 648DBD - B63523 - 6F1312 - 182142 - + + + Cave Story, originally released as Dōkutsu Monogatari, is a 2004 Metroidvania platform-adventure game for Microsoft Windows. It was developed over five years by Japanese independent developer Daisuke "Pixel" Amaya in his free time. Cave Story features 2D platform mechanics and is reminiscent of the games Amaya played in his youth, such as Metroid and Castlevania. After its initial self-published release, the game slowly gained popularity on the internet. It received widespread critical acclaim for many polished aspects of its design, such as its compelling characters, setting, story, and gameplay. Cave Story is considered by many as the quintessential indie game because of its one-person development team and influence on the video gaming world. NXENGINE is a complete open-source clone/rewrite of the masterpiece jump-and-run platformer Doukutsu Monogatari (also known as Cave Story) + Studio Pixel + 2004 + 2004-12-20 + December 20, 2004 + Engine + CE413E + 648DBD + B63523 + 6F1312 + 182142 + + + + Cave Story, originalment llançat com a Dōkutsu Monogatari, és un joc de Metroidvania de Metroidvania del 2004 per a Microsoft Windows. Va ser desenvolupat durant cinc anys pel desenvolupador independent japonès Daisuke "Pixel" Amaya en el seu temps lliure. Cave Story compta amb la mecànica de la plataforma 2D i recorda els jocs que Amaya va jugar a la seva joventut, com Metroid i Castlevania. Després del seu llançament inicial per autoeditat, el joc va guanyar lentament popularitat a Internet. Va rebre una gran aclamació crítica per molts aspectes polits del seu disseny, com ara els seus personatges convincents, la configuració, la història i el joc. Cave Story és considerat per molts com el joc indie per excel·lència a causa del seu equip de desenvolupament d’una sola persona i la influència en el món dels videojocs. NxEngine és un clon/reescriptura complet de codi obert de la plataforma de salt i executada Doukutsu Monogatari (també coneguda com a Cave Story) + Engine + + + + + Cave Story, ursprünglich als Dōkutsu Monogatari veröffentlicht, ist ein Metroidvania-Plattform-Abenteuer aus dem Jahr 2004 für Microsoft Windows. Es wurde über fünf Jahre von dem japanischen unabhängigen Entwickler Daisuke "Pixel" Amaya in seiner Freizeit entwickelt. Cave Story zeichnet sich durch eine 2D-Plattformmechanik aus und erinnert an die Spiele, die Amaya in seiner Jugend gespielt hat, wie Metroid und Castlevania. Nach seiner ersten Veröffentlichung im Eigenverlag wurde das Spiel im Internet langsam populär. Es erhielt viel Lob von der Kritik für die vielen ausgefeilten Aspekte seines Designs, wie die fesselnden Charaktere, das Setting, die Geschichte und das Gameplay. Cave Story wird von vielen als der Inbegriff eines Indie-Spiels angesehen, weil es von einem Ein-Mann-Entwicklerteam entwickelt wurde und die Videospielwelt beeinflusst hat. NXENGINE ist ein vollständiger Open-Source-Klon/eine Neufassung des meisterhaften Jump-and-Run-Plattformer Doukutsu Monogatari (auch bekannt als Cave Story). + Motor + + + + + Cave Story, publicado originalmente como Dōkutsu Monogatari, es un juego de aventuras y plataformas metroidvania de 2004 para Microsoft Windows. Fue desarrollado durante cinco años por el desarrollador independiente japonés Daisuke "Pixel" Amaya en su tiempo libre. Cave Story presenta una mecánica de plataformas en 2D y recuerda a los juegos a los que Amaya jugó en su juventud, como Metroid y Castlevania. Tras su publicación inicial, el juego fue ganando popularidad poco a poco en Internet. Recibió elogios generalizados de la crítica por muchos aspectos pulidos de su diseño, como sus atractivos personajes, ambientación, historia y jugabilidad. Cave Story es considerado por muchos como el juego indie por excelencia debido a su equipo de desarrollo unipersonal y a su influencia en el mundo de los videojuegos. NXENGINE es un clon/reescritura completa de código abierto de la obra maestra del juego de plataformas de saltar y correr Doukutsu Monogatari (también conocido como Cave Story). + Motor + + + + + Cave Story, initialement publié sous le nom de Dōkutsu Monogatari, est un jeu d'aventure et de plateforme Metroidvania de 2004 pour Microsoft Windows. Il a été développé pendant cinq ans par le développeur indépendant japonais Daisuke "Pixel" Amaya pendant son temps libre. Cave Story présente des mécanismes de plate-forme en 2D et rappelle les jeux auxquels Amaya a joué dans sa jeunesse, tels que Metroid et Castlevania. Après sa sortie initiale en auto-publication, le jeu a lentement gagné en popularité sur Internet. Il a été largement salué par la critique pour les nombreux aspects soignés de sa conception, tels que les personnages, le cadre, l'histoire et la jouabilité. Cave Story est considéré par beaucoup comme la quintessence du jeu indépendant en raison de son équipe de développement composée d'une seule personne et de son influence sur le monde du jeu vidéo. NXENGINE est un clone/réécriture open-source complet du chef-d'œuvre de plateforme de type "jump and run" Doukutsu Monogatari (également connu sous le nom de Cave Story). + Moteur + + + + + Cave Story, originariamente pubblicato come Dōkutsu Monogatari, è un gioco di piattaforma-avventura Metroidvania del 2004 per Microsoft Windows. È stato sviluppato nell'arco di cinque anni dallo sviluppatore indipendente giapponese Daisuke "Pixel" Amaya nel suo tempo libero. Cave Story è caratterizzato da meccaniche platform 2D e ricorda i giochi a cui Amaya giocava in gioventù, come Metroid e Castlevania. Dopo l'iniziale pubblicazione autonoma, il gioco ha lentamente guadagnato popolarità su Internet. Ha ricevuto ampi consensi dalla critica per molti aspetti curati del suo design, come i personaggi, l'ambientazione, la storia e il gameplay. Cave Story è considerato da molti come la quintessenza del gioco indie, grazie al suo team di sviluppo composto da una sola persona e alla sua influenza sul mondo dei videogiochi. NXENGINE è un clone/riscrittura completamente open-source del capolavoro platform a salto e corsa Doukutsu Monogatari (noto anche come Cave Story). + Motore + + + + + Cave Story, oorspronkelijk uitgebracht als Dōkutsu Monogatari, is een metroidvania platform-avonturenspel uit 2004 voor Microsoft Windows. Het spel werd vijf jaar lang in zijn vrije tijd ontwikkeld door de Japanse onafhankelijke ontwikkelaar Daisuke "Pixel" Amaya. Cave Story bevat 2D-platformmechanica en doet denken aan de spellen die Amaya in zijn jeugd speelde, zoals Metroid en Castlevania. Na de eerste zelfgepubliceerde release werd het spel langzaam populair op het internet. Het kreeg veel lovende kritieken voor de vele gepolijste aspecten van het ontwerp, zoals de meeslepende personages, de setting, het verhaal en de gameplay. Cave Story wordt door velen beschouwd als de typische indiegame vanwege het ontwikkelteam van één persoon en de invloed op de wereld van videogames. NXENGINE is een volledige open-source kloon/herschrijving van de meesterlijke jump-and-run-platformgame Doukutsu Monogatari (ook bekend als Cave Story). + Motor + + + + + Cave Story, pierwotnie wydana jako Dōkutsu Monogatari, to platformowo-przygodowa gra Metroidvania z 2004 roku dla systemu Microsoft Windows. Była ona rozwijana przez pięć lat przez japońskiego niezależnego dewelopera Daisuke "Pixel" Amaya w jego wolnym czasie. Cave Story oferuje mechanikę platformową 2D i przypomina gry, w które Amaya grał w młodości, takie jak Metroid i Castlevania. Po początkowym samodzielnym wydaniu, gra powoli zyskiwała popularność w Internecie. Otrzymała ona szerokie uznanie krytyków za wiele dopracowanych aspektów jej projektu, takich jak atrakcyjne postacie, sceneria, fabuła i rozgrywka. Cave Story jest uważane przez wielu za kwintesencję gier niezależnych ze względu na jednoosobowy zespół deweloperski i wpływ na świat gier wideo. NXENGINE to kompletny open-source'owy klon/przepis arcydzieła platformówki typu jump-and-run Doukutsu Monogatari (znanej również jako Cave Story) + Silnik + + + + + Cave Story, originalmente lançado como Dōkutsu Monogatari, é um jogo de plataforma e aventura Metroidvania de 2004 para Microsoft Windows. Ele foi desenvolvido ao longo de cinco anos pelo desenvolvedor independente japonês Daisuke "Pixel" Amaya em seu tempo livre. Cave Story apresenta mecânica de plataforma 2D e lembra os jogos que Amaya jogou em sua juventude, como Metroid e Castlevania. Depois de seu lançamento inicial, publicado por conta própria, o jogo ganhou popularidade lentamente na Internet. Ele foi amplamente aclamado pela crítica por muitos aspectos refinados de seu design, como personagens atraentes, cenário, história e jogabilidade. Cave Story é considerado por muitos como o jogo indie por excelência devido à sua equipe de desenvolvimento de uma só pessoa e à sua influência no mundo dos videogames. O NXENGINE é um clone/reescrita de código aberto completo da obra-prima de plataforma de salto e corrida Doukutsu Monogatari (também conhecido como Cave Story) + Motor + + + + + Cave Story, lansat inițial ca Dōkutsu Monogatari, este un joc de aventură și platformă Metroidvania 2004 pentru Microsoft Windows. Acesta a fost dezvoltat pe parcursul a cinci ani de către dezvoltatorul independent japonez Daisuke "Pixel" Amaya în timpul său liber. Cave Story are o mecanică de platformă 2D și amintește de jocurile pe care Amaya le-a jucat în tinerețe, cum ar fi Metroid și Castlevania. După lansarea sa inițială auto-publicată, jocul a câștigat încet popularitate pe internet. Acesta a primit o largă apreciere critică pentru multe aspecte lustruite ale designului său, cum ar fi personajele sale convingătoare, setarea, povestea și gameplay-ul. Cave Story este considerat de mulți ca fiind chintesența jocurilor indie datorită echipei sale de dezvoltare formate dintr-o singură persoană și a influenței sale asupra lumii jocurilor video. NXENGINE este o clonă/rescriere open-source completă a capodoperei de platformă jump-and-run Doukutsu Monogatari (cunoscută și sub numele de Cave Story) + Motor + + + + + Cave Story, первоначально выпущенная под названием Dōkutsu Monogatari, - это приключенческая игра в жанре Metroidvania для Microsoft Windows 2004 года. Она разрабатывалась в течение пяти лет японским независимым разработчиком Дайсуке "Пикселем" Амайей в свободное от работы время. Cave Story имеет механику 2D-платформера и напоминает игры, в которые Амайя играл в юности, такие как Metroid и Castlevania. После первоначального самоиздания игра постепенно завоевала популярность в интернете. Она получила широкое признание критиков за множество отточенных аспектов своего дизайна, таких как убедительные персонажи, сеттинг, сюжет и геймплей. Многие считают Cave Story квинтэссенцией инди-игр, ведь ее разработкой занималась команда из одного человека, и она оказала влияние на мир видеоигр. NXENGINE - это полный клон/переработка шедеврального платформера Doukutsu Monogatari (также известного как Cave Story) с открытым исходным кодом. + Двигатель + + + + + Cave Story, som ursprungligen släpptes som Dōkutsu Monogatari, är ett Metroidvania-plattformsäventyrsspel från 2004 för Microsoft Windows. Det utvecklades under fem år av den japanska oberoende utvecklaren Daisuke "Pixel" Amaya på hans fritid. Cave Story har 2D-plattformsmekanik och påminner om de spel som Amaya spelade i sin ungdom, som Metroid och Castlevania. Efter den första egenpublicerade utgåvan blev spelet långsamt populärt på internet. Det fick omfattande kritikerros för många polerade aspekter av dess design, till exempel dess övertygande karaktärer, miljö, berättelse och gameplay. Cave Story anses av många vara det mest typiska indiespelet på grund av sitt enmansutvecklingsteam och sitt inflytande på videospelvärlden. NXENGINE är en komplett kloning/omskrivning med öppen källkod av mästerverket Doukutsu Monogatari (även känt som Cave Story) + Motor + + + + + 洞窟物語』(どうくつものがたり)は、2004年に発売されたMicrosoft Windows用のメトロイドヴァニア・プラットフォーム・アドベンチャーゲームである。日本のインディーズ開発者である天谷 "ピクセル "大輔が、自由な時間に5年かけて開発した。ケイブストーリーは2Dプラットフォームのメカニクスが特徴で、メトロイドや悪魔城ドラキュラなど、天谷氏が若い頃にプレイしたゲームを彷彿とさせる。最初に自費出版でリリースされた後、このゲームはインターネット上で徐々に人気を博した。魅力的なキャラクター、設定、ストーリー、ゲームプレイなど、洗練されたデザインの数々が広く称賛された。Cave Storyは、その一人の開発チームとビデオゲーム界への影響力から、多くの人からインディーゲームの真髄と見なされています。NXENGINEは傑作ジャンプ&ランプラットフォーマー「洞窟物語」の完全なオープンソースクローン/リライトです。 + エンジン + + + + + 원래 도쿠츠 모노가타리라는 이름으로 출시된 케이브 스토리는 2004년 출시된 Microsoft Windows용 메트로배니아 플랫폼 어드벤처 게임입니다. 이 게임은 일본의 독립 개발자 Daisuke "Pixel" Amaya가 여가 시간에 5년에 걸쳐 개발했습니다. 케이브 스토리는 2D 플랫폼 메커니즘을 특징으로 하며, 아마야가 어린 시절에 플레이했던 메트로이드와 캐슬바니아 같은 게임을 연상시킵니다. 이 게임은 처음 자체 퍼블리싱으로 출시된 후 인터넷에서 서서히 인기를 얻었습니다. 매력적인 캐릭터, 설정, 스토리, 게임플레이 등 디자인의 여러 가지 세련된 측면에 대해 광범위한 비평가들의 찬사를 받았습니다. 케이브 스토리는 1인 개발팀과 비디오 게임 업계에 미친 영향력으로 인해 많은 사람들에게 인디 게임의 정수로 여겨지고 있습니다. NXENGINE은 명작 점프 앤 런 플랫포머인 동굴의 모노가타리(일명 케이브 스토리)의 완전한 오픈 소스 클론/재작성입니다. + 엔진 + + + + + 洞穴物语》(Cave Story)原名为《洞穴物语》(Dōkutsu Monogatari),是一款于 2004 年在微软 Windows 平台上推出的 Metroidvania 平台冒险游戏。该游戏由日本独立开发商天谷大辅(Daisuke "Pixel" Amaya)利用业余时间历时五年开发完成。Cave Story》采用 2D 平台机制,让人想起天谷年轻时玩过的游戏,如《Metroid》和《恶魔城》。这款游戏最初是自行发布的,后来慢慢在互联网上流行起来。这款游戏在设计上有许多精妙之处,如引人入胜的人物、场景、故事和游戏性等,因此获得了广泛的好评。洞穴物语》因其单人开发团队和在视频游戏界的影响力,被许多人视为典型的独立游戏。NXENGINE 是对《斗破苍穹》(又名《洞穴物语》)这款跳跃式跑酷平台游戏杰作的完全开源克隆/重写。 + 发动机 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/cdimono1.xml b/themes/linear-es-de/system/metadata/cdimono1.xml index 5e5d78d74..9b9f66386 100644 --- a/themes/linear-es-de/system/metadata/cdimono1.xml +++ b/themes/linear-es-de/system/metadata/cdimono1.xml @@ -1,4 +1,4 @@ - + Philips CD-i The Philips CD-i (Compact Disc Interactive) is an interactive multimedia CD player developed and marketed by Royal Philips Electronics N.V. This category of device was created to provide more functionality than an audio CD player or game console, but at a lower price than a personal computer with CD-ROM drive at the time. The cost savings were due to the lack of a hard drive, floppy drive, keyboard, mouse, monitor (a standard television was used), and less operating system software. In addition to games, educational and multimedia reference titles were produced, such as interactive encyclopedias, museum tours, etc. before public Internet access was widespread. Competitors included the Tandy VIS and Commodore CDTV. Seen as a game console, the CD-i format proved to be a commercial failure. The company lost nearly one billion dollars on the entire project. The failure of the CD-i caused Philips to leave the video game industry after it was discontinued. The CD-i is also one of the earliest consoles to implement internet features, including subscriptions, web browsing, downloading, e-mail, and online play. This was facilitated by the use of an additional hardware modem that Philips released in 1996. @@ -13,10 +13,90 @@ E70000 FFFFFF 0B5ED8 + 1-1 + + + El Philips CD-I (Compact Disc Interactive) és un reproductor de CD multimèdia interactiu desenvolupat i comercialitzat per Royal Philips Electronics N. V. Aquesta categoria de dispositiu va ser creada per proporcionar més funcionalitat que un reproductor de CD o consola de jocs d'àudioordinador personal amb unitat de CD-ROM en aquell moment. L’estalvi de costos es va deure a la manca d’un disc dur, disquet, teclat, ratolí, monitor (es va utilitzar un televisor estàndard) i menys programari del sistema operatiu. A més dels jocs, es van produir títols de referència educatius i multimèdia, com enciclopèdies interactives, visites museístiques, etc. abans que l’accés públic a Internet fos generalitzat. Entre els competidors es van incloure el CDTV de Tandy Vis i Commodore. Vist com una consola de jocs, el format CD-I va resultar ser un fracàs comercial. La companyia va perdre prop de mil milions de dòlars en tot el projecte. El fracàs del CD-I va fer que Philips abandonés la indústria dels videojocs un cop es va suspendre. El CD-I també és una de les primeres consoles per implementar funcions a Internet, incloses subscripcions, navegació web, descàrrega, correu electrònic i joc en línia. Això es va facilitar per l’ús d’un mòdem de maquinari addicional que Philips va publicar el 1996. + Console + + + + + Der Philips CD-i (Compact Disc Interactive) ist ein interaktiver Multimedia-CD-Spieler, der von der Royal Philips Electronics N.V. entwickelt und vermarktet wurde. Diese Gerätekategorie wurde geschaffen, um mehr Funktionen als ein Audio-CD-Spieler oder eine Spielkonsole zu bieten, aber zu einem niedrigeren Preis als ein Personal Computer mit CD-ROM-Laufwerk zu dieser Zeit. Die Kosteneinsparungen ergaben sich aus dem Fehlen einer Festplatte, eines Diskettenlaufwerks, einer Tastatur, einer Maus, eines Monitors (es wurde ein Standardfernseher verwendet) und einer geringeren Anzahl von Betriebssystemen. Neben Spielen wurden auch Bildungs- und Multimedia-Nachschlagewerke produziert, wie z. B. interaktive Enzyklopädien, Museumsführungen usw., bevor der öffentliche Internetzugang weit verbreitet war. Zu den Konkurrenten gehörten der Tandy VIS und der Commodore CDTV. Als Spielkonsole betrachtet, erwies sich das CD-i-Format als kommerzieller Misserfolg. Das Unternehmen verlor fast eine Milliarde Dollar mit dem gesamten Projekt. Der Misserfolg des CD-i veranlasste Philips, die Videospielindustrie zu verlassen, nachdem das Produkt eingestellt wurde. Die CD-i ist auch eine der ersten Konsolen, die Internetfunktionen wie Abonnements, Surfen im Internet, Herunterladen, E-Mail und Online-Spielen bietet. Dies wurde durch die Verwendung eines zusätzlichen Hardware-Modems ermöglicht, das Philips 1996 auf den Markt brachte. + Konsole + + + + + El Philips CD-i (Compact Disc Interactive) es un reproductor de CD multimedia interactivo desarrollado y comercializado por Royal Philips Electronics N.V. Esta categoría de dispositivo se creó para ofrecer más funciones que un reproductor de CD de audio o una consola de juegos, pero a un precio inferior al de un ordenador personal con unidad de CD-ROM de la época. El ahorro de costes se debía a la ausencia de disco duro, disquetera, teclado, ratón, monitor (se utilizaba un televisor estándar) y menos software del sistema operativo. Además de juegos, se produjeron títulos de referencia educativos y multimedia, como enciclopedias interactivas, visitas a museos, etc., antes de que se generalizara el acceso público a Internet. Entre sus competidores se encontraban el Tandy VIS y el Commodore CDTV. Considerado como una consola de juegos, el formato CD-i resultó ser un fracaso comercial. La empresa perdió casi mil millones de dólares en todo el proyecto. El fracaso del CD-i hizo que Philips abandonara la industria del videojuego tras su interrupción. El CD-i fue también una de las primeras consolas en incorporar funciones de Internet, como suscripciones, navegación web, descargas, correo electrónico y juego en línea. Esto se vio facilitado por el uso de un módem de hardware adicional que Philips puso a la venta en 1996. + Consola + + + + + Le Philips CD-i (Compact Disc Interactive) est un lecteur de CD multimédia interactif développé et commercialisé par Royal Philips Electronics N.V. Cette catégorie d'appareils a été créée pour offrir plus de fonctionnalités qu'un lecteur de CD audio ou une console de jeu, mais à un prix inférieur à celui d'un ordinateur personnel doté d'un lecteur de CD-ROM à l'époque. Les économies réalisées sont dues à l'absence de disque dur, de lecteur de disquette, de clavier, de souris, d'écran (un téléviseur standard était utilisé) et de logiciel d'exploitation. Outre les jeux, des titres de référence éducatifs et multimédias ont été produits, tels que des encyclopédies interactives, des visites de musées, etc. avant que l'accès public à l'internet ne soit largement répandu. Les concurrents comprenaient le Tandy VIS et le Commodore CDTV. Considéré comme une console de jeu, le format CD-i s'est avéré être un échec commercial. La société a perdu près d'un milliard de dollars sur l'ensemble du projet. L'échec du CD-i a poussé Philips à quitter l'industrie du jeu vidéo après son abandon. Le CD-i est également l'une des premières consoles à intégrer des fonctions Internet, notamment des abonnements, la navigation sur le web, le téléchargement, le courrier électronique et le jeu en ligne. Cela a été facilité par l'utilisation d'un modem matériel supplémentaire que Philips a mis sur le marché en 1996. + Console + + + + + Il Philips CD-i (Compact Disc Interactive) è un lettore CD multimediale interattivo sviluppato e commercializzato da Royal Philips Electronics N.V. Questa categoria di dispositivi è stata creata per fornire più funzionalità di un lettore CD audio o di una console per videogiochi, ma a un prezzo inferiore rispetto a quello di un personal computer con unità CD-ROM dell'epoca. La riduzione dei costi era dovuta all'assenza di disco rigido, unità floppy, tastiera, mouse, monitor (si utilizzava un televisore standard) e una minore quantità di software del sistema operativo. Oltre ai giochi, furono prodotti titoli di riferimento educativi e multimediali, come enciclopedie interattive, visite ai musei, ecc. prima che l'accesso pubblico a Internet fosse diffuso. Tra i concorrenti vi erano il Tandy VIS e il Commodore CDTV. Considerato come una console per videogiochi, il formato CD-i si rivelò un fallimento commerciale. L'azienda perse quasi un miliardo di dollari per l'intero progetto. L'insuccesso del CD-i portò Philips ad abbandonare il settore dei videogiochi dopo la sua dismissione. Il CD-i è anche una delle prime console a implementare le funzionalità di Internet, tra cui abbonamenti, navigazione sul Web, download, e-mail e gioco online. Ciò è stato facilitato dall'uso di un modem hardware aggiuntivo che Philips ha rilasciato nel 1996. + Console + + + + + De Philips CD-i (Compact Disc Interactive) is een interactieve multimedia CD-speler, ontwikkeld en op de markt gebracht door Koninklijke Philips Electronics N.V. Deze categorie apparaten was bedoeld om meer functionaliteit te bieden dan een audio CD-speler of spelconsole, maar tegen een lagere prijs dan een personal computer met CD-ROM drive in die tijd. De kostenbesparing was te danken aan het ontbreken van een harde schijf, floppy drive, toetsenbord, muis, monitor (er werd een standaard televisie gebruikt) en minder besturingssysteemsoftware. Naast spelletjes werden er ook educatieve en multimediale naslagwerken geproduceerd, zoals interactieve encyclopedieën, museumtours, etc., nog voordat internet wijdverspreid was. Concurrenten waren onder andere de Tandy VIS en Commodore CDTV. Het CD-i formaat, gezien als een spelconsole, bleek een commerciële mislukking te zijn. Het bedrijf verloor bijna een miljard dollar op het hele project. De mislukking van de CD-i zorgde ervoor dat Philips de videogame-industrie verliet nadat het werd stopgezet. De CD-i is ook een van de eerste consoles met internetfuncties, zoals abonnementen, surfen op het web, downloaden, e-mail en online spelen. Dit werd mogelijk gemaakt door het gebruik van een extra hardwaremodem die Philips in 1996 uitbracht. + Console + + + + + Philips CD-i (Compact Disc Interactive) to interaktywny multimedialny odtwarzacz CD opracowany i sprzedawany przez Royal Philips Electronics N.V. Ta kategoria urządzeń została stworzona, aby zapewnić większą funkcjonalność niż odtwarzacz audio CD lub konsola do gier, ale w niższej cenie niż komputer osobisty z napędem CD-ROM w tamtym czasie. Oszczędność kosztów wynikała z braku dysku twardego, stacji dyskietek, klawiatury, myszy, monitora (używano standardowego telewizora) i mniejszej ilości oprogramowania systemu operacyjnego. Oprócz gier, produkowano również edukacyjne i multimedialne tytuły referencyjne, takie jak interaktywne encyklopedie, wycieczki po muzeach itp. zanim publiczny dostęp do Internetu stał się powszechny. Konkurenci obejmowali Tandy VIS i Commodore CDTV. Postrzegany jako konsola do gier, format CD-i okazał się komercyjną porażką. Firma straciła prawie miliard dolarów na całym projekcie. Niepowodzenie CD-i spowodowało, że Philips opuścił branżę gier wideo po zaprzestaniu jej produkcji. CD-i jest również jedną z najwcześniejszych konsol, które wdrożyły funkcje internetowe, w tym subskrypcje, przeglądanie stron internetowych, pobieranie, e-mail i grę online. Było to ułatwione dzięki zastosowaniu dodatkowego modemu sprzętowego, który Philips wypuścił w 1996 roku. + Konsola + + + + + O Philips CD-i (Compact Disc Interactive) é um CD player multimídia interativo desenvolvido e comercializado pela Royal Philips Electronics N.V. Essa categoria de dispositivo foi criada para oferecer mais funcionalidade do que um CD player de áudio ou um console de jogos, mas a um preço mais baixo do que um computador pessoal com unidade de CD-ROM na época. A economia de custos deveu-se à falta de um disco rígido, unidade de disquete, teclado, mouse, monitor (foi usada uma televisão padrão) e menos software de sistema operacional. Além de jogos, foram produzidos títulos de referência educacionais e multimídia, como enciclopédias interativas, visitas a museus etc., antes da disseminação do acesso público à Internet. Os concorrentes eram o Tandy VIS e o Commodore CDTV. Visto como um console de jogos, o formato CD-i provou ser um fracasso comercial. A empresa perdeu quase um bilhão de dólares em todo o projeto. O fracasso do CD-i fez com que a Philips deixasse o setor de videogames depois que ele foi descontinuado. O CD-i também é um dos primeiros consoles a implementar recursos de Internet, incluindo assinaturas, navegação na Web, download, e-mail e jogos on-line. Isso foi facilitado pelo uso de um modem de hardware adicional que a Philips lançou em 1996. + Console + + + + + Philips CD-i (Compact Disc Interactive) este un CD player multimedia interactiv dezvoltat și comercializat de Royal Philips Electronics N.V. Această categorie de dispozitive a fost creată pentru a oferi mai multe funcționalități decât un CD player audio sau o consolă de jocuri, dar la un preț mai mic decât un computer personal cu unitate CD-ROM la acea vreme. Reducerea costurilor se datora lipsei unui hard disk, a unei unități de dischetă, a unei tastaturi, a unui mouse, a unui monitor (se folosea un televizor standard) și a mai puțin software pentru sistemul de operare. În plus față de jocuri, au fost produse titluri de referință educaționale și multimedia, cum ar fi enciclopedii interactive, tururi ale muzeelor etc. înainte ca accesul public la internet să fie larg răspândit. Printre concurenți se numărau Tandy VIS și Commodore CDTV. Văzut ca o consolă de jocuri, formatul CD-i s-a dovedit a fi un eșec comercial. Compania a pierdut aproape un miliard de dolari pe întregul proiect. Eșecul CD-i a determinat Philips să părăsească industria jocurilor video după ce a fost abandonat. CD-i este, de asemenea, una dintre primele console care a implementat funcții de internet, inclusiv abonamente, navigare pe internet, descărcare, e-mail și jocuri online. Acest lucru a fost facilitat de utilizarea unui modem hardware suplimentar pe care Philips l-a lansat în 1996. + Consolă + + + + + Philips CD-i (Compact Disc Interactive) - интерактивный мультимедийный CD-плеер, разработанный и продаваемый компанией Royal Philips Electronics N.V. Эта категория устройств была создана, чтобы обеспечить большую функциональность, чем проигрыватель аудио CD или игровая консоль, но по более низкой цене, чем персональный компьютер с приводом CD-ROM в то время. Экономия объяснялась отсутствием жесткого диска, флоппи-дисковода, клавиатуры, мыши, монитора (использовался обычный телевизор) и меньшим количеством программного обеспечения операционной системы. Помимо игр, до широкого распространения Интернета выпускались образовательные и мультимедийные справочные издания, такие как интерактивные энциклопедии, музейные экскурсии и т. д. Среди конкурентов были Tandy VIS и Commodore CDTV. Рассматриваемый как игровая консоль, формат CD-i оказался коммерческим провалом. Компания потеряла около миллиарда долларов на всем проекте. Неудача CD-i заставила Philips покинуть индустрию видеоигр после того, как она была снята с производства. CD-i - одна из самых ранних консолей, в которой были реализованы интернет-функции, включая подписку, просмотр веб-страниц, загрузку файлов, электронную почту и онлайн-игры. Этому способствовало использование дополнительного аппаратного модема, который Philips выпустила в 1996 году. + Консоль + + + Philips CD-i (Compact Disc Interactive) är en interaktiv multimedia-CD-spelare som utvecklats och marknadsförs av Royal Philips Electronics N.V. Denna typ av enhet skapades för att erbjuda fler funktioner än en ljud-CD-spelare eller spelkonsol, men till ett lägre pris än en persondator med CD-ROM-enhet på den tiden. Kostnadsbesparingarna berodde på avsaknaden av hårddisk, diskettenhet, tangentbord, mus, bildskärm (en vanlig TV användes) och mindre programvara för operativsystemet. Förutom spel producerades även utbildnings- och multimediareferenser, t.ex. interaktiva uppslagsverk, museiturer m.m. innan Internet var allmänt tillgängligt för allmänheten. Konkurrenter var bland annat Tandy VIS och Commodore CDTV. CD-iformatet, som sågs som en spelkonsol, visade sig vara ett kommersiellt misslyckande. Företaget förlorade nästan en miljard dollar på hela projektet. Misslyckandet med CD-i ledde till att Philips lämnade videospelbranschen efter att den tagits ur drift. CD-i är också en av de första konsolerna med internetfunktioner, inklusive prenumerationer, webbsurfning, nedladdning, e-post och onlinespel. Detta underlättades genom att använda ett extra hårdvarumodem som Philips släppte 1996. Konsol + + + Philips CD-i(Compact Disc Interactive)は、Royal Philips Electronics N.V.が開発・販売したインタラクティブ・マルチメディアCDプレーヤーである。このカテゴリの機器は、オーディオCDプレーヤーやゲーム機よりも高機能でありながら、当時のCD-ROMドライブ付きパソコンよりも低価格を実現するために作られた。ハードドライブ、フロッピードライブ、キーボード、マウス、モニター(標準的なテレビが使われた)がなく、オペレーティングシステムソフトウェアも少なかったため、コスト削減ができた。ゲームだけでなく、インタラクティブな百科事典や博物館ツアーなど、教育的でマルチメディアなレファレンス・タイトルも、一般のインターネット・アクセスが普及する前に制作された。競合機種としては、タンディVISやコモドールCDTVがあった。ゲーム機として見られたCD-iフォーマットは、商業的には失敗に終わった。同社はプロジェクト全体で10億ドル近い損失を出した。CD-iの失敗により、フィリップスは製造中止後、ビデオゲーム業界から撤退した。CD-iはまた、定額制、ウェブブラウジング、ダウンロード、電子メール、オンラインプレイなどのインターネット機能を実装した初期のゲーム機のひとつでもある。これは、フィリップスが1996年に発売した追加ハードウェアモデムの使用によって実現した。 + コンソール + + + + + 필립스 CD-i(컴팩트 디스크 인터랙티브)는 로열 필립스 일렉트로닉스에서 개발 및 판매한 대화형 멀티미디어 CD 플레이어로, 오디오 CD 플레이어나 게임 콘솔보다 더 많은 기능을 제공하면서도 당시 CD-ROM 드라이브가 장착된 개인용 컴퓨터보다 저렴한 가격으로 제작되었습니다. 하드 드라이브, 플로피 드라이브, 키보드, 마우스, 모니터(표준 텔레비전이 사용됨)가 없고 운영 체제 소프트웨어가 적었기 때문에 비용을 절감할 수 있었습니다. 공용 인터넷이 보급되기 전에는 게임 외에도 대화형 백과사전, 박물관 투어 등 교육용 및 멀티미디어 참고용 타이틀이 제작되었습니다. 경쟁 제품으로는 탠디 VIS와 코모도어 CDTV가 있었습니다. 게임 콘솔로 여겨졌던 CD-i 포맷은 상업적으로 실패로 돌아갔습니다. 회사는 전체 프로젝트에서 10억 달러에 가까운 손실을 입었습니다. CD-i의 실패로 인해 필립스는 단종 후 비디오 게임 산업에서 철수했습니다. CD-i는 구독, 웹 브라우징, 다운로드, 이메일, 온라인 플레이 등 인터넷 기능을 가장 먼저 구현한 콘솔 중 하나이기도 합니다. 이는 필립스가 1996년에 출시한 추가 하드웨어 모뎀을 사용함으로써 가능했습니다. + 콘솔 + + + + + 飞利浦 CD-i(交互式光盘)是一种交互式多媒体 CD 播放器,由皇家飞利浦电子公司开发和销售。这类设备的诞生是为了提供比音频 CD 播放器或游戏机更多的功能,但价格却低于当时带有 CD-ROM 驱动器的个人电脑。节省成本的原因是没有硬盘、软驱、键盘、鼠标、显示器(使用标准电视机)和较少的操作系统软件。除游戏外,在公共互联网接入普及之前,还制作了教育和多媒体参考资料,如交互式百科全书、博物馆导览等。竞争对手包括 Tandy VIS 和 Commodore CDTV。作为一种游戏机,CD-i 格式被证明是商业上的失败。公司在整个项目上损失了近 10 亿美元。CD-i 的失败导致飞利浦公司在其停产后退出了视频游戏行业。CD-i 也是最早实现互联网功能的游戏机之一,包括订阅、网页浏览、下载、电子邮件和在线游戏。飞利浦公司于 1996 年发布了一款附加硬件调制解调器,为实现这一功能提供了便利。 + 控制台 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/cdtv.xml b/themes/linear-es-de/system/metadata/cdtv.xml index 7d6898137..f5aec555b 100644 --- a/themes/linear-es-de/system/metadata/cdtv.xml +++ b/themes/linear-es-de/system/metadata/cdtv.xml @@ -1,4 +1,4 @@ - + CDTV The CDTV (an acronym for "Commodore Dynamic Total Vision", a backronym of an acronym for "Compact Disc Television", giving it a double meaning) is a multimedia platform developed by Commodore International and launched in March 1991. The CDTV was intended as a media appliance rather than a personal computer. @@ -13,10 +13,90 @@ 6F62E8 1CA6F1 F62717 + 1-1 + + + El CDTV (un acrònim de "Commodore Dynamic Total Vision", un backrimy d'un acrònim de "Televisió de disc compacta", donant -li un doble significat) és una plataforma multimèdia desenvolupada per Commodore International i llançada el març de 1991. El CDTV estava pensat com aUn dispositiu de mitjans més que un ordinador personal. + Console + + + + + Das CDTV (ein Akronym für "Commodore Dynamic Total Vision", ein Backronym eines Akronyms für "Compact Disc Television", wodurch es eine doppelte Bedeutung erhält) ist eine von Commodore International entwickelte Multimedia-Plattform, die im März 1991 auf den Markt kam. Das CDTV war als Mediengerät und nicht als Personal Computer gedacht. + Konsole + + + + + El CDTV (acrónimo de "Commodore Dynamic Total Vision", acrónimo de "Compact Disc Television", lo que le confiere un doble significado) es una plataforma multimedia desarrollada por Commodore International y lanzada al mercado en marzo de 1991. El CDTV se concibió como un aparato multimedia más que como un ordenador personal. + Consola + + + + + Le CDTV (un acronyme pour "Commodore Dynamic Total Vision", un backronyme d'un acronyme pour "Compact Disc Television", lui donnant une double signification) est une plate-forme multimédia développée par Commodore International et lancée en mars 1991. Le CDTV a été conçu comme un appareil multimédia plutôt que comme un ordinateur personnel. + Console + + + + + Il CDTV (acronimo di "Commodore Dynamic Total Vision", un backronym di un acronimo per "Compact Disc Television", che gli conferisce un doppio significato) è una piattaforma multimediale sviluppata da Commodore International e lanciata nel marzo 1991. Il CDTV è stato concepito come un dispositivo multimediale piuttosto che come un personal computer. + Console + + + + + De CDTV (een acroniem voor "Commodore Dynamic Total Vision", een backroniem van een acroniem voor "Compact Disc Television", waardoor het een dubbele betekenis krijgt) is een multimedia platform ontwikkeld door Commodore International en gelanceerd in maart 1991. De CDTV was bedoeld als een media-apparaat in plaats van een personal computer. + Console + + + + + CDTV (akronim od "Commodore Dynamic Total Vision", backronim akronimu "Compact Disc Television", nadający mu podwójne znaczenie) to platforma multimedialna opracowana przez Commodore International i wprowadzona na rynek w marcu 1991 roku. CDTV miał być urządzeniem multimedialnym, a nie komputerem osobistym. + Konsola + + + + + A CDTV (um acrônimo para "Commodore Dynamic Total Vision", um acrônimo de um acrônimo para "Compact Disc Television", o que lhe confere um duplo significado) é uma plataforma multimídia desenvolvida pela Commodore International e lançada em março de 1991. A CDTV foi concebida como um aparelho de mídia e não como um computador pessoal. + Console + + + + + CDTV (un acronim pentru "Commodore Dynamic Total Vision", un backronim al unui acronim pentru "Compact Disc Television", oferindu-i un dublu sens) este o platformă multimedia dezvoltată de Commodore International și lansată în martie 1991. CDTV a fost conceput mai degrabă ca un aparat multimedia decât ca un computer personal. + Consolă + + + + + CDTV (аббревиатура от "Commodore Dynamic Total Vision", обратная аббревиатура от "Compact Disc Television", что придает ей двойной смысл) - мультимедийная платформа, разработанная компанией Commodore International и выпущенная в марте 1991 года. CDTV задумывался как мультимедийное устройство, а не как персональный компьютер. + Консоль + + + CDTV (en akronym för "Commodore Dynamic Total Vision", en förkortning av en akronym för "Compact Disc Television", vilket ger den en dubbel betydelse) är en multimedia-plattform som utvecklats av Commodore International och lanserades i mars 1991. CDTV var avsedd att vara en mediaapparat snarare än en persondator. Konsol + + + CDTV(「コモドール・ダイナミック・トータル・ビジョン」の頭文字をとったもので、「コンパクト・ディスク・テレビジョン」の頭文字をとった二重の意味がある)は、コモドールインターナショナルが開発し、1991年3月に発売されたマルチメディア・プラットフォームである。CDTVは、パーソナルコンピュータというよりはむしろメディア家電として意図されていた。 + コンソール + + + + + CDTV("콤팩트 디스크 텔레비전"의 약어인 "Commodore Dynamic Total Vision"의 약자로 이중적인 의미를 지닌)는 코머도어 인터내셔널에서 개발하여 1991년 3월에 출시한 멀티미디어 플랫폼입니다. CDTV는 개인용 컴퓨터가 아닌 미디어 기기로 고안되었습니다. + 콘솔 + + + + + CDTV ("Commodore Dynamic Total Vision "的缩写,是 "Compact Disc Television "的缩写,具有双重含义)是由 Commodore International 开发的多媒体平台,于 1991 年 3 月推出。CDTV 是一种媒体设备,而不是个人电脑。 + 控制台 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/chailove.xml b/themes/linear-es-de/system/metadata/chailove.xml index 03d8c77c7..af51152aa 100644 --- a/themes/linear-es-de/system/metadata/chailove.xml +++ b/themes/linear-es-de/system/metadata/chailove.xml @@ -1,4 +1,4 @@ - + ChaiLove Framework ChaiLove is an awesome framework you can use to make 2D games in ChaiScript. It's free, open-source, and works on Windows, Mac OS X, Linux, Android, and ARM through libretro/RetroArch. @@ -13,10 +13,90 @@ AEE7FF EA316E 25AAE1 + 1-1 + + + Chailove és un marc impressionant que podeu utilitzar per fer jocs en 2D a Chaiscript.És gratuït, de codi obert i funciona a Windows, Mac OS X, Linux, Android i Arm a través de Libretro/Retroarch. + Engine + + + + + ChaiLove ist ein großartiges Framework, mit dem Sie 2D-Spiele in ChaiScript erstellen können. Es ist kostenlos, Open-Source und funktioniert auf Windows, Mac OS X, Linux, Android und ARM durch libretro/RetroArch. + Motor + + + + + ChaiLove es un impresionante framework que puedes usar para hacer juegos 2D en ChaiScript. Es gratuito, de código abierto y funciona en Windows, Mac OS X, Linux, Android y ARM a través de libretro/RetroArch. + Motor + + + + + ChaiLove est un framework génial que vous pouvez utiliser pour créer des jeux 2D en ChaiScript. Il est gratuit, open-source, et fonctionne sur Windows, Mac OS X, Linux, Android, et ARM à travers libretro/RetroArch. + Moteur + + + + + ChaiLove è un framework fantastico che si può usare per creare giochi 2D in ChaiScript. È gratuito, open-source e funziona su Windows, Mac OS X, Linux, Android e ARM tramite libretro/RetroArch. + Motore + + + + + ChaiLove is een geweldig framework dat je kunt gebruiken om 2D spellen te maken in ChaiScript. Het is gratis, open-source en werkt op Windows, Mac OS X, Linux, Android en ARM via libretro/RetroArch. + Motor + + + + + ChaiLove to niesamowity framework, którego można używać do tworzenia gier 2D w ChaiScript. Jest darmowy, open-source'owy i działa w systemach Windows, Mac OS X, Linux, Android i ARM dzięki libretro/RetroArch. + Silnik + + + + + O ChaiLove é uma estrutura incrível que você pode usar para criar jogos 2D em ChaiScript. Ele é gratuito, de código aberto e funciona no Windows, Mac OS X, Linux, Android e ARM por meio da libretro/RetroArch. + Motor + + + + + ChaiLove este un cadru minunat pe care îl puteți utiliza pentru a crea jocuri 2D în ChaiScript. Este gratuit, open-source și funcționează pe Windows, Mac OS X, Linux, Android și ARM prin libretro/RetroArch. + Motor + + + + + ChaiLove - это потрясающий фреймворк, который можно использовать для создания 2D-игр на ChaiScript. Он бесплатный, с открытым исходным кодом и работает на Windows, Mac OS X, Linux, Android и ARM через libretro/RetroArch. + Двигатель + + - Spelmotor + ChaiLove är ett fantastiskt ramverk som du kan använda för att skapa 2D-spel i ChaiScript. Det är gratis, har öppen källkod och fungerar på Windows, Mac OS X, Linux, Android och ARM via libretro/RetroArch. + Motor + + + + + ChaiLoveはChaiScriptで2Dゲームを作るための素晴らしいフレームワークです。フリー、オープンソースで、libretro/RetroArchを通じてWindows、Mac OS X、Linux、Android、ARMで動作します。 + エンジン + + + + + ChaiLove는 ChaiScript로 2D 게임을 만드는 데 사용할 수 있는 멋진 프레임워크입니다. 무료 오픈 소스이며 libretro/RetroArch를 통해 Windows, Mac OS X, Linux, Android 및 ARM에서 작동합니다. + 엔진 + + + + + ChaiLove 是一个超棒的框架,你可以用它在 ChaiScript 中制作 2D 游戏。它免费、开源,通过 libretro/RetroArch 可在 Windows、Mac OS X、Linux、Android 和 ARM 上运行。 + 发动机 \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/channelf.xml b/themes/linear-es-de/system/metadata/channelf.xml index 11a64abb5..884d25b4d 100644 --- a/themes/linear-es-de/system/metadata/channelf.xml +++ b/themes/linear-es-de/system/metadata/channelf.xml @@ -1,8 +1,8 @@ - + Fairchild Channel F The Fairchild Channel F is a home video game console released by Fairchild Semiconductor in November 1976.
It has the distinction of being the first programmable ROM cartridge–based video game console, and the first console to use a microprocessor. It was launched as the Video Entertainment System, or VES, but when Atari released their VCS the next year, Fairchild renamed it's machine.
- Fairchild Semiconductor + Fairchild 1976 1976-11-01 November 1, 1976 @@ -13,10 +13,90 @@ 91FFA6 CED0FF 4B3FF3 + 1-1
+ + + El Fairchild Channel F és una consola de videojocs a casa publicada per Fairchild Semiconductor el novembre de 1976.
It has the distinction of being the first programmable ROM cartridge–based video game console, and the first console to use a microprocessor. It was launched as the Video Entertainment System, or VES, but when Atari released their VCS the next year, Fairchild renamed it's machine.
+ Console +
+
+ + + Die Fairchild Channel F ist eine Videospielkonsole für den Heimgebrauch, die von Fairchild Semiconductor im November 1976 auf den Markt gebracht wurde.
It has the distinction of being the first programmable ROM cartridge–based video game console, and the first console to use a microprocessor. It was launched as the Video Entertainment System, or VES, but when Atari released their VCS the next year, Fairchild renamed it's machine.
+ Konsole +
+
+ + + La Fairchild Channel F es una videoconsola doméstica lanzada por Fairchild Semiconductor en noviembre de 1976.
It has the distinction of being the first programmable ROM cartridge–based video game console, and the first console to use a microprocessor. It was launched as the Video Entertainment System, or VES, but when Atari released their VCS the next year, Fairchild renamed it's machine.
+ Consola +
+
+ + + La Fairchild Channel F est une console de jeu vidéo domestique commercialisée par Fairchild Semiconductor en novembre 1976.
It has the distinction of being the first programmable ROM cartridge–based video game console, and the first console to use a microprocessor. It was launched as the Video Entertainment System, or VES, but when Atari released their VCS the next year, Fairchild renamed it's machine.
+ Console +
+
+ + + Il Fairchild Channel F è una console per videogiochi domestica rilasciata da Fairchild Semiconductor nel novembre 1976.
It has the distinction of being the first programmable ROM cartridge–based video game console, and the first console to use a microprocessor. It was launched as the Video Entertainment System, or VES, but when Atari released their VCS the next year, Fairchild renamed it's machine.
+ Console +
+
+ + + De Fairchild Channel F is een videogameconsole voor thuisgebruik die in november 1976 werd uitgebracht door Fairchild Semiconductor.
It has the distinction of being the first programmable ROM cartridge–based video game console, and the first console to use a microprocessor. It was launched as the Video Entertainment System, or VES, but when Atari released their VCS the next year, Fairchild renamed it's machine.
+ Console +
+
+ + + Fairchild Channel F to domowa konsola do gier wideo wydana przez Fairchild Semiconductor w listopadzie 1976 roku.
It has the distinction of being the first programmable ROM cartridge–based video game console, and the first console to use a microprocessor. It was launched as the Video Entertainment System, or VES, but when Atari released their VCS the next year, Fairchild renamed it's machine.
+ Konsola +
+
+ + + O Fairchild Channel F é um console de videogame doméstico lançado pela Fairchild Semiconductor em novembro de 1976.
It has the distinction of being the first programmable ROM cartridge–based video game console, and the first console to use a microprocessor. It was launched as the Video Entertainment System, or VES, but when Atari released their VCS the next year, Fairchild renamed it's machine.
+ Console +
+
+ + + Fairchild Channel F este o consolă de jocuri video pentru acasă lansată de Fairchild Semiconductor în noiembrie 1976.
It has the distinction of being the first programmable ROM cartridge–based video game console, and the first console to use a microprocessor. It was launched as the Video Entertainment System, or VES, but when Atari released their VCS the next year, Fairchild renamed it's machine.
+ Consolă +
+
+ + + Fairchild Channel F - это домашняя игровая консоль, выпущенная компанией Fairchild Semiconductor в ноябре 1976 года.
It has the distinction of being the first programmable ROM cartridge–based video game console, and the first console to use a microprocessor. It was launched as the Video Entertainment System, or VES, but when Atari released their VCS the next year, Fairchild renamed it's machine.
+ Консоль +
+
+ Fairchild Channel F är en hemkonsol för videospel som släpptes av Fairchild Semiconductor i november 1976.
It has the distinction of being the first programmable ROM cartridge–based video game console, and the first console to use a microprocessor. It was launched as the Video Entertainment System, or VES, but when Atari released their VCS the next year, Fairchild renamed it's machine.
Konsol
+ + + フェアチャイルド・チャンネルFは、フェアチャイルド・セミコンダクターが1976年11月に発売した家庭用ビデオゲーム機。
It has the distinction of being the first programmable ROM cartridge–based video game console, and the first console to use a microprocessor. It was launched as the Video Entertainment System, or VES, but when Atari released their VCS the next year, Fairchild renamed it's machine.
+ コンソール +
+
+ + + 페어차일드 채널 F는 1976년 11월 페어차일드 반도체에서 출시한 가정용 비디오 게임 콘솔입니다.
It has the distinction of being the first programmable ROM cartridge–based video game console, and the first console to use a microprocessor. It was launched as the Video Entertainment System, or VES, but when Atari released their VCS the next year, Fairchild renamed it's machine.
+ 콘솔 +
+
+ + + Fairchild Channel F 是 Fairchild Semiconductor 于 1976 年 11 月发布的一款家用视频游戏机。
It has the distinction of being the first programmable ROM cartridge–based video game console, and the first console to use a microprocessor. It was launched as the Video Entertainment System, or VES, but when Atari released their VCS the next year, Fairchild renamed it's machine.
+ 控制台 +
+
\ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/coco.xml b/themes/linear-es-de/system/metadata/coco.xml index f5c6d092e..2f542f0bf 100644 --- a/themes/linear-es-de/system/metadata/coco.xml +++ b/themes/linear-es-de/system/metadata/coco.xml @@ -1,6 +1,6 @@ - + - Tandy Color Computer + Tandy CoCo The RadioShack TRS-80 Color Computer, later marketed as the Tandy Color Computer and sometimes nicknamed the CoCo, is a line of home computers developed and sold by Tandy Corporation. Despite sharing a name with the earlier TRS-80, the Color Computer is a completely different, incompatible system and a radical departure in design and compatibility with its Motorola 6809E processor rather than the Zilog Z80 earlier models were built around. Tandy Corporation 1980 @@ -13,10 +13,90 @@ 197123 555555 AE1F19 + 1-1 + + + L’ordinador de color Radioshack TRS-80, que es va comercialitzar més tard com a ordinador de color tandy i, de vegades, sobrenomenat COCO, és una línia d’ordinadors domèstics desenvolupats i venuts per Tandy Corporation. Tot i compartir un nom amb l’anterior TRS-80, l’ordinador en color és un sistema completament diferent, incompatible i una sortida radical en disseny i compatibilitat amb el seu processador Motorola 6809E en lloc dels models anteriors Zilog Z80. + Computer + + + + + Der RadioShack TRS-80 Color Computer, später als Tandy Color Computer vermarktet und manchmal auch als CoCo bezeichnet, ist eine Reihe von Heimcomputern, die von der Tandy Corporation entwickelt und verkauft wurden. Trotz der Namensgleichheit mit dem früheren TRS-80 ist der Color Computer ein völlig anderes, inkompatibles System und eine radikale Abweichung in Bezug auf Design und Kompatibilität mit seinem Motorola 6809E-Prozessor anstelle des Zilog Z80, um den frühere Modelle gebaut wurden. + Computer + + + + + El RadioShack TRS-80 Color Computer, posteriormente comercializado como Tandy Color Computer y a veces apodado CoCo, es una línea de ordenadores domésticos desarrollados y vendidos por Tandy Corporation. A pesar de compartir nombre con el anterior TRS-80, el Color Computer es un sistema completamente diferente e incompatible, y supone un cambio radical en cuanto a diseño y compatibilidad con su procesador Motorola 6809E, en lugar del Zilog Z80 con el que se construían los modelos anteriores. + Ordenador + + + + + Le RadioShack TRS-80 Color Computer, commercialisé plus tard sous le nom de Tandy Color Computer et parfois surnommé CoCo, est une gamme d'ordinateurs domestiques développés et vendus par Tandy Corporation. Bien qu'il partage le même nom que l'ancien TRS-80, le Color Computer est un système complètement différent, incompatible et radicalement différent en termes de conception et de compatibilité avec son processeur Motorola 6809E plutôt qu'avec le Zilog Z80 sur lequel les modèles précédents étaient construits. + Ordinateur + + + + + Il RadioShack TRS-80 Color Computer, successivamente commercializzato come Tandy Color Computer e talvolta soprannominato CoCo, è una linea di home computer sviluppata e venduta da Tandy Corporation. Nonostante il nome in comune con il precedente TRS-80, il Color Computer è un sistema completamente diverso e incompatibile, che si discosta radicalmente dal design e dalla compatibilità grazie al processore Motorola 6809E piuttosto che allo Zilog Z80 su cui erano costruiti i modelli precedenti. + Computer + + + + + De RadioShack TRS-80 Color Computer, later op de markt gebracht als de Tandy Color Computer en soms de bijnaam CoCo, is een lijn van thuiscomputers ontwikkeld en verkocht door Tandy Corporation. Ondanks het delen van een naam met de eerdere TRS-80, is de Color Computer een compleet ander, incompatibel systeem en een radicale verandering in ontwerp en compatibiliteit met zijn Motorola 6809E processor in plaats van de Zilog Z80 waar eerdere modellen op gebouwd waren. + Computer + + + + + RadioShack TRS-80 Color Computer, później sprzedawany jako Tandy Color Computer i czasami nazywany CoCo, to linia komputerów domowych opracowanych i sprzedawanych przez Tandy Corporation. Pomimo dzielenia nazwy z wcześniejszym TRS-80, Color Computer jest zupełnie innym, niekompatybilnym systemem i radykalnym odejściem w projektowaniu i kompatybilności z procesorem Motorola 6809E, a nie Zilog Z80, na którym zbudowane były wcześniejsze modele. + Komputer + + + + + O RadioShack TRS-80 Color Computer, posteriormente comercializado como Tandy Color Computer e às vezes apelidado de CoCo, é uma linha de computadores domésticos desenvolvida e vendida pela Tandy Corporation. Apesar de compartilhar o nome com o TRS-80 anterior, o Color Computer é um sistema completamente diferente e incompatível, além de ser radicalmente diferente em termos de design e compatibilidade com seu processador Motorola 6809E, em vez do Zilog Z80, com o qual os modelos anteriores eram construídos. + Computador + + + + + RadioShack TRS-80 Color Computer, comercializat ulterior ca Tandy Color Computer și uneori poreclit CoCo, este o linie de computere de acasă dezvoltate și vândute de Tandy Corporation. În ciuda împărțirii numelui cu modelul anterior TRS-80, Color Computer este un sistem complet diferit, incompatibil și o abatere radicală în ceea ce privește designul și compatibilitatea cu procesorul său Motorola 6809E, mai degrabă decât Zilog Z80 în jurul căruia au fost construite modelele anterioare. + Computer + + + + + RadioShack TRS-80 Color Computer, позже продававшийся как Tandy Color Computer и иногда прозванный CoCo, - это линейка домашних компьютеров, разработанных и продаваемых корпорацией Tandy. Несмотря на общее название с более ранней моделью TRS-80, Color Computer - это совершенно другая, несовместимая система, радикально отличающаяся по дизайну и совместимости с процессором Motorola 6809E, а не Zilog Z80, на котором были построены предыдущие модели. + Компьютер + + + RadioShack TRS-80 Color Computer, senare marknadsförd som Tandy Color Computer och ibland med smeknamnet CoCo, är en serie hemdatorer som utvecklats och sålts av Tandy Corporation. Trots att Color Computer delar namn med den tidigare TRS-80 är den ett helt annat, inkompatibelt system och en radikal avvikelse i design och kompatibilitet med sin Motorola 6809E-processor i stället för Zilog Z80 som tidigare modeller var uppbyggda kring. Dator + + + ラジオシャックTRS-80カラーコンピュータ(後にタンディカラーコンピュータとして販売され、CoCoの愛称で呼ばれることもある)は、タンディ社が開発・販売した家庭用コンピュータのラインである。以前のTRS-80と名前を共有しているにもかかわらず、カラーコンピュータは全く異なる互換性のないシステムであり、以前のモデルが搭載していたZilog Z80ではなく、Motorola 6809Eプロセッサを搭載しているため、設計と互換性において根本的に異なっている。 + コンピューター + + + + + 나중에 탠디 컬러 컴퓨터로 판매되고 CoCo라는 별명으로도 불리는 라디오쉑 TRS-80 컬러 컴퓨터는 탠디 코퍼레이션에서 개발 및 판매한 가정용 컴퓨터 제품군입니다. 컬러 컴퓨터는 이전 TRS-80과 이름을 공유하지만 완전히 다른 호환되지 않는 시스템으로, 이전 모델의 기반이 되었던 Zilog Z80이 아닌 모토로라 6809E 프로세서를 기반으로 디자인 및 호환성 면에서 급진적으로 출발했습니다. + 컴퓨터 + + + + + RadioShack TRS-80 彩色电脑,后来被称为 Tandy 彩色电脑,有时也被昵称为 CoCo,是 Tandy 公司开发和销售的家用电脑系列。尽管与早期的 TRS-80 计算机同名,但彩色计算机是一个完全不同的、不兼容的系统,其设计和兼容性与摩托罗拉 6809E 处理器而非早期的 Zilog Z80 截然不同。 + 计算机 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/colecovision.xml b/themes/linear-es-de/system/metadata/colecovision.xml index dafab3c45..91e0e32c7 100644 --- a/themes/linear-es-de/system/metadata/colecovision.xml +++ b/themes/linear-es-de/system/metadata/colecovision.xml @@ -1,4 +1,4 @@ - + ColecoVision The ColecoVision is a second generation (1976–1992) home video game console developed and distributed by Coleco Industries. It was released in August 1982 in North America at a retail price of $175. The console was later released in Europe (1983). The ColecoVision offered a closer experience to arcade games than its competitors at the time. The console was discontinued in mid-1985. @@ -13,10 +13,90 @@ F3994B FADD2F A4DDF0 + 1-1 + + + La Colecovisió és una consola de videojocs a casa de segona generació (1976–1992) desenvolupada i distribuïda per Coleco Industries. Va ser llançat a l'agost de 1982 a Amèrica del Nord a un preu al detall de 175 dòlars. La consola es va publicar més tard a Europa (1983). La Colecovisió va oferir una experiència més estreta als jocs d'arcades que els seus competidors en aquell moment. La consola es va suspendre a mitjan 1985. + Console + + + + + Das ColecoVision ist eine Videospielkonsole der zweiten Generation (1976-1992), die von Coleco Industries entwickelt und vertrieben wurde. Sie wurde im August 1982 in Nordamerika zu einem Einzelhandelspreis von 175 $ veröffentlicht. Die Konsole wurde später auch in Europa (1983) veröffentlicht. Das ColecoVision bot ein näheres Spielhallenerlebnis als seine damaligen Konkurrenten. Die Konsole wurde Mitte 1985 aus dem Programm genommen. + Konsole + + + + + La ColecoVision es una videoconsola doméstica de segunda generación (1976-1992) desarrollada y distribuida por Coleco Industries. Salió a la venta en agosto de 1982 en Norteamérica a un precio de 175 dólares. La consola se lanzó posteriormente en Europa (1983). La ColecoVision ofrecía una experiencia más cercana a los juegos arcade que sus competidoras de la época. La consola dejó de fabricarse a mediados de 1985. + Consola + + + + + La ColecoVision est une console de jeux vidéo de salon de deuxième génération (1976-1992) développée et distribuée par Coleco Industries. Elle est sortie en août 1982 en Amérique du Nord au prix de 175 dollars. La console a été commercialisée plus tard en Europe (1983). La ColecoVision offrait une expérience plus proche des jeux d'arcade que ses concurrents de l'époque. La console a été abandonnée à la mi-1985. + Console + + + + + Il ColecoVision è una console per videogiochi domestici di seconda generazione (1976-1992) sviluppata e distribuita da Coleco Industries. È stata rilasciata nell'agosto 1982 in Nord America a un prezzo al dettaglio di 175 dollari. La console è stata successivamente rilasciata in Europa (1983). Il ColecoVision offriva un'esperienza più vicina ai giochi arcade rispetto ai suoi concorrenti dell'epoca. La console fu dismessa a metà del 1985. + Console + + + + + De ColecoVision is een tweede generatie (1976-1992) videogameconsole voor thuisgebruik, ontwikkeld en gedistribueerd door Coleco Industries. De console werd in augustus 1982 uitgebracht in Noord-Amerika voor een verkoopprijs van 175 dollar. De console werd later ook in Europa uitgebracht (1983). De ColecoVision stond dichter bij arcadespellen dan zijn concurrenten in die tijd. De console werd halverwege 1985 uit productie genomen. + Console + + + + + ColecoVision to domowa konsola do gier wideo drugiej generacji (1976-1992) opracowana i dystrybuowana przez Coleco Industries. Została wydana w sierpniu 1982 roku w Ameryce Północnej w cenie detalicznej 175 USD. Konsola została później wydana w Europie (1983). ColecoVision oferowała wrażenia bliższe grom zręcznościowym niż jej konkurenci w tamtym czasie. Konsola została wycofana z produkcji w połowie 1985 roku. + Konsola + + + + + O ColecoVision é um console de videogame doméstico de segunda geração (1976-1992) desenvolvido e distribuído pela Coleco Industries. Foi lançado em agosto de 1982 na América do Norte a um preço de varejo de US$ 175. O console foi lançado posteriormente na Europa (1983). O ColecoVision oferecia uma experiência mais próxima dos jogos de fliperama do que seus concorrentes na época. O console foi descontinuado em meados de 1985. + Console + + + + + ColecoVision este o a doua generație (1976-1992) de console de jocuri video dezvoltate și distribuite de Coleco Industries. A fost lansată în august 1982 în America de Nord la un preț de vânzare cu amănuntul de 175 $. Consola a fost lansată ulterior în Europa (1983). ColecoVision a oferit o experiență mai apropiată de jocurile arcade decât concurenții săi de la acea vreme. Consola a fost abandonată la mijlocul anului 1985. + Consolă + + + + + ColecoVision - это домашняя игровая консоль второго поколения (1976-1992), разработанная и распространяемая компанией Coleco Industries. Она была выпущена в августе 1982 года в Северной Америке по розничной цене 175 долларов. Позже консоль была выпущена в Европе (1983). ColecoVision была ближе к аркадным играм, чем ее конкуренты в то время. Консоль была снята с производства в середине 1985 года. + Консоль + + + ColecoVision är en andra generationens (1976-1992) hemkonsol för videospel som utvecklades och distribuerades av Coleco Industries. Den släpptes i augusti 1982 i Nordamerika till ett detaljhandelspris av 175 dollar. Konsolen släpptes senare i Europa (1983). ColecoVision erbjöd en närmare upplevelse av arkadspel än sina konkurrenter vid den tiden. Konsolen slutade tillverkas i mitten av 1985. Konsol + + + ColecoVisionは、Coleco Industriesが開発・販売した第2世代(1976年〜1992年)の家庭用ビデオゲーム機である。1982年8月に北米で発売され、小売価格は175ドルであった。後にヨーロッパでも発売された(1983年)。ColecoVisionは、当時の競合他社よりもアーケードゲームに近い体験を提供した。このゲーム機は1985年半ばに製造中止となった。 + コンソール + + + + + 콜코비전은 콜코 산업에서 개발 및 유통한 2세대(1976~1992년) 가정용 비디오 게임 콘솔입니다. 1982년 8월 북미에서 175달러의 소매가로 출시되었습니다. 이 콘솔은 나중에 유럽(1983년)에서 출시되었습니다. 콜코비전은 당시 경쟁사보다 아케이드 게임에 더 가까운 경험을 제공했습니다. 이 콘솔은 1985년 중반에 단종되었습니다. + 콘솔 + + + + + ColecoVision 是 Coleco Industries 开发和销售的第二代(1976-1992 年)家用视频游戏机。它于 1982 年 8 月在北美发布,零售价为 175 美元。该游戏机随后(1983 年)在欧洲发布。与当时的竞争对手相比,ColecoVision 提供了更接近街机游戏的体验。该游戏机于 1985 年中期停产。 + 控制台 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/colors.xml b/themes/linear-es-de/system/metadata/colors.xml new file mode 100644 index 000000000..a6d43a374 --- /dev/null +++ b/themes/linear-es-de/system/metadata/colors.xml @@ -0,0 +1,64 @@ + + + + 999999 + bbbbbb + aaaaaa + aaaaaa + 2d2d2d + background-art-gradient-dark.png + cccccc + eeeeee + 000000 + cccccc + gamelist-background-dark + 0.04 + gamelist-metadata-background-dark + 777777 + ffffff + 777777 + 777777 + ffffff + bbbbbb + + + + + 999999 + 777777 + 333333 + 333333 + fbfbfb + background-art-gradient-light.png + 555555 + ffffff + 111111 + 555555 + gamelist-background-light + 0.3 + gamelist-metadata-background-light + 404040 + ffffff + a0a0a0 + a0a0a0 + 000000 + 555555 + + + + + 00C3E3 + ./_inc/systems/carousel-icons/${system.theme}.png + ./_inc/systems/backgrounds/${system.theme}.jpg + ./_inc/systems/backgrounds/_default.jpg + + + + + 00C3E3 + ~/ES-DE/theme-customizations/alekfull-nx/carousel-icons/${system.theme}.png + ~/ES-DE/theme-customizations/alekfull-nx/backgrounds/${system.theme}.jpg + ~/ES-DE/theme-customizations/alekfull-nx/backgrounds/_default.jpg + + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/completed.xml b/themes/linear-es-de/system/metadata/completed.xml index 497935d59..70448ac3a 100644 --- a/themes/linear-es-de/system/metadata/completed.xml +++ b/themes/linear-es-de/system/metadata/completed.xml @@ -1,4 +1,4 @@ - + Completed Keep track of the games you've finished. @@ -9,14 +9,90 @@ Collection 222222 1-1 + 1-1 + + + Feu un seguiment dels jocs que heu acabat. + Collection + + + + + Behalten Sie den Überblick über die Spiele, die Sie beendet haben. + Sammlung + + + + + Lleva la cuenta de los juegos que has terminado. + Colección + + + + + Gardez une trace des jeux que vous avez terminés. + Collection + + + + + Tenere traccia dei giochi completati. + Collezione + + + + + Houd bij welke games je hebt uitgespeeld. + Collectie + + + + + Śledź ukończone gry. + Kolekcja + + + + + Mantenha o controle dos jogos que você terminou. + Coleção + + + + + Țineți evidența jocurilor pe care le-ați terminat. + Colecție + + + + + Следите за играми, которые вы закончили. + Коллекция + + - Diverse - Diverse - Diverse - Diverse + Håll reda på vilka spel du har spelat klart. Samling + + + 終了したゲームを記録する。 + コレクション + + + + + 완료한 게임을 추적하세요. + 컬렉션 + + + + + 记录您已完成的游戏。 + 收藏品 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/consolearcade.xml b/themes/linear-es-de/system/metadata/consolearcade.xml index 65e705fb8..b318da13c 100644 --- a/themes/linear-es-de/system/metadata/consolearcade.xml +++ b/themes/linear-es-de/system/metadata/consolearcade.xml @@ -1,4 +1,4 @@ - + Console Arcade Games While arcade boards have traditionally been custom designs, there have been a number of systems that were instead based on home console platforms. The first such board was the Nintendo VS. System, based on the Famicom and released in 1984. The last console-based board was Namco System 369 which was released in 2011 and based on the Sony PlayStation 3. @@ -13,14 +13,90 @@ 800000 FF0000 303030 + 1-1 + + + Si bé els taulers Arcade han estat tradicionalment dissenys personalitzats, hi ha hagut diversos sistemes basats en plataformes de consoles domèstiques. El primer tauler d'aquest tipus va ser la Nintendo Vs. System, basat en Famicom i llançat el 1984. L’última junta basada en consoles va ser Namco System 369, que es va publicar el 2011 i basat en la Sony Playstation 3. + Folder + + + + + Während Arcade-Boards traditionell individuell gestaltet wurden, gab es eine Reihe von Systemen, die stattdessen auf Heimkonsolen-Plattformen basierten. Das erste System dieser Art war das Nintendo VS. System, das auf dem Famicom basierte und 1984 veröffentlicht wurde. Das letzte konsolenbasierte Board war das Namco System 369, das 2011 veröffentlicht wurde und auf der Sony PlayStation 3 basiert. + Mappe + + + + + Aunque los tableros arcade han sido tradicionalmente diseños personalizados, ha habido una serie de sistemas basados en plataformas de consolas domésticas. La primera de estas consolas fue la Nintendo VS. System, basada en la Famicom y lanzada en 1984. La última placa basada en una consola fue Namco System 369, lanzada en 2011 y basada en la PlayStation 3 de Sony. + Carpeta + + + + + Alors que les bornes d'arcade sont traditionnellement conçues sur mesure, un certain nombre de systèmes ont été basés sur des plates-formes de consoles de salon. La première console de ce type a été la Nintendo VS. System, basée sur la Famicom et sortie en 1984. Le dernier jeu basé sur une console est le Namco System 369, sorti en 2011 et basé sur la PlayStation 3 de Sony. + Dossier + + + + + Sebbene i tabelloni arcade siano stati tradizionalmente progettati su misura, sono stati realizzati diversi sistemi basati sulle piattaforme delle console domestiche. La prima console di questo tipo è stata la Nintendo VS. System, basato sul Famicom e rilasciato nel 1984. L'ultima scheda basata su una console è stata Namco System 369, uscita nel 2011 e basata sulla PlayStation 3 di Sony. + Cartella + + + + + Hoewel arcadeborden van oudsher zelf ontworpen zijn, zijn er ook een aantal systemen geweest die gebaseerd waren op thuisconsoles. Het eerste bord van dit type was het Nintendo VS. System, gebaseerd op de Famicom en uitgebracht in 1984. Het laatste bord dat gebaseerd was op een console was Namco System 369, dat in 2011 werd uitgebracht en gebaseerd was op de Sony PlayStation 3. + Map + + + + + Podczas gdy deski arcade tradycyjnie były niestandardowymi projektami, istniało wiele systemów, które zamiast tego były oparte na platformach konsol domowych. Pierwszą taką konsolą był Nintendo VS. System, oparta na Famicom i wydana w 1984 roku. Ostatnim systemem opartym na konsoli był Namco System 369, który został wydany w 2011 roku i bazował na Sony PlayStation 3. + Folder + + + + + Embora as placas de fliperama tenham sido tradicionalmente projetadas de forma personalizada, houve uma série de sistemas que foram baseados em plataformas de console doméstico. A primeira placa desse tipo foi o Nintendo VS. System, baseado no Famicom e lançado em 1984. A última placa baseada em console foi a Namco System 369, lançada em 2011 e baseada no Sony PlayStation 3. + Pasta + + + + + În timp ce plăcile arcade au fost în mod tradițional modele personalizate, au existat o serie de sisteme care s-au bazat în schimb pe platformele consolelor de acasă. Prima astfel de placă a fost Nintendo VS. System, bazat pe Famicom și lansat în 1984. Ultima placă bazată pe consolă a fost Namco System 369, lansată în 2011 și bazată pe Sony PlayStation 3. + Dosar + + + + + Хотя аркадные платы традиционно создавались по индивидуальному заказу, было создано несколько систем, основанных на платформах домашних консолей. Первой такой доской стала Nintendo VS. System, основанная на Famicom и выпущенная в 1984 году. Последней консольной доской стала Namco System 369, выпущенная в 2011 году и основанная на Sony PlayStation 3. + Папка + + - Diverse - Diverse - Diverse - Diverse + Även om arkadbrädor traditionellt har varit specialdesignade har det funnits ett antal system som istället baserats på hemkonsolplattformar. Det första sådana brädet var Nintendo VS. System, som baserades på Famicom och släpptes 1984. Det senaste konsolbaserade brädet var Namco System 369 som släpptes 2011 och var baserat på Sony PlayStation 3. Mapp + + + アーケードボードは伝統的にカスタムデザインであったが、代わりに家庭用ゲーム機のプラットフォームをベースにしたシステムが数多く存在した。そのような最初の基板は、任天堂VS.システムで、ファミコンをベースに1984年に発売された。最後のゲーム機ベースの基板は、2011年に発売されたナムコシステム369で、ソニーのプレイステーション3をベースにしている。 + フォルダ + + + + + 아케이드 보드는 전통적으로 맞춤형 디자인이었지만, 가정용 콘솔 플랫폼을 기반으로 한 시스템도 다수 존재했습니다. 최초의 보드는 1984년에 출시된 패미컴 기반의 닌텐도 VS. 1984년에 출시된 패미컴을 기반으로 한 시스템입니다. 마지막 콘솔 기반 보드는 2011년에 출시된 소니 플레이스테이션 3를 기반으로 한 남코 시스템 369였습니다. + 폴더 + + + + + 虽然街机板传统上都是定制设计,但也有一些系统是基于家用游戏机平台的。第一款此类游戏机是任天堂 VS.系统,基于 Famicom,于 1984 年发布。最后一款基于游戏机的游戏机是 2011 年发布的 Namco System 369,它基于索尼 PlayStation 3。 + 文件夹 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/cps.xml b/themes/linear-es-de/system/metadata/cps.xml index ee9f33bdb..2f1e39645 100644 --- a/themes/linear-es-de/system/metadata/cps.xml +++ b/themes/linear-es-de/system/metadata/cps.xml @@ -1,9 +1,9 @@ - + Capcom Play System The CP System (CPシステム, shīpī shisutemu, CPS for short) is an arcade system board developed by Capcom that ran game software stored on removable daughterboards. More than two dozen arcade titles were released for CPS-1, before Capcom shifted game development over to its successor, the CP System II. - Among the 33 titles released for the original CP System included Street Fighter II: The World Warrior and its first two follow-ups, Street Fighter II: Champion Edition and Street Fighter II: Hyper Fighting. +Among the 33 titles released for the original CP System included Street Fighter II: The World Warrior and its first two follow-ups, Street Fighter II: Champion Edition and Street Fighter II: Hyper Fighting. Capcom 1988 1988-05-13 @@ -15,10 +15,118 @@ 034EA2 FAFAFA 111111 + 1-1 + + + El sistema CP (CP システム, Shīpī Shisutemu, CPS per a curtmetratge) és un tauler de sistemes d'arcades desenvolupat per Capcom que va executar programari de jocs emmagatzemat en taulers de filla extraïbles. Es van publicar més de dues dotzenes de títols Arcade per a CPS-1, abans que Capcom canviés el desenvolupament del joc al seu successor, el CP System II. + +Entre els 33 títols publicats per al sistema CP original hi havia Street Fighter II: The World Warrior i els seus dos primers seguiments, Street Fighter II: Champion Edition i Street Fighter II: Hyper Fighting. + Arcade + + + + + Das CP System (CPシステム, shīpī shisutemu, kurz CPS) ist ein von Capcom entwickeltes Arcade-System-Board, auf dem Spielesoftware auf austauschbaren Tochterkarten gespeichert wurde. Mehr als zwei Dutzend Arcade-Titel wurden für das CPS-1 veröffentlicht, bevor Capcom die Spieleentwicklung auf den Nachfolger, das CP System II, verlagerte. + +Zu den 33 Titeln, die für das ursprüngliche CP-System veröffentlicht wurden, gehörten Street Fighter II: The World Warrior und seine ersten beiden Nachfolger, Street Fighter II: Champion Edition und Street Fighter II: Hyper Fighting. + Spielhalle + + + + + El CP System (CPシステム, shīpī shisutemu, CPS para abreviar) es una placa de sistema arcade desarrollada por Capcom que ejecutaba software de juego almacenado en placas hijas extraíbles. Más de dos docenas de títulos arcade fueron lanzados para la CPS-1, antes de que Capcom cambiara el desarrollo de juegos a su sucesora, la CP System II. + +Entre los 33 títulos lanzados para el CP System original se encontraban Street Fighter II: The World Warrior y sus dos primeras secuelas, Street Fighter II: Champion Edition y Street Fighter II: Hyper Fighting. + Arcade + + + + + Le CP System (CPシステム, shīpī shisutemu, CPS en abrégé) est un système d'arcade développé par Capcom qui exécutait des logiciels de jeu stockés sur des cartes filles amovibles. Plus de deux douzaines de titres d'arcade sont sortis sur le CPS-1, avant que Capcom ne transfère le développement des jeux sur son successeur, le CP System II. + +Parmi les 33 titres sortis sur le CP System original figuraient Street Fighter II : The World Warrior et ses deux premières suites, Street Fighter II : Champion Edition et Street Fighter II : Hyper Fighting. + Arcade + + + + + Il CP System (CPシステム, shīpī shisutemu, CPS in breve) è una scheda di sistema arcade sviluppata da Capcom che eseguiva software di gioco memorizzato su schede secondarie rimovibili. Più di due dozzine di titoli arcade sono stati rilasciati per il CPS-1, prima che Capcom spostasse lo sviluppo dei giochi sul suo successore, il CP System II. + +Tra i 33 titoli usciti per il CP System originale vi sono Street Fighter II: The World Warrior e i suoi primi due seguiti, Street Fighter II: Champion Edition e Street Fighter II: Hyper Fighting. + Arcade + + + + + Het CP System (CPシステム, shīpī shisutemu, afgekort CPS) is een arcadesysteemkaart ontwikkeld door Capcom waarop spelsoftware stond die was opgeslagen op verwisselbare dochterkaarten. Er werden meer dan twee dozijn arcadetitels uitgebracht voor de CPS-1, voordat Capcom de spelontwikkeling verschoof naar de opvolger, het CP System II. + +Onder de 33 titels die voor het originele CP System werden uitgebracht, bevonden zich Street Fighter II: The World Warrior en de eerste twee opvolgers, Street Fighter II: Champion Edition en Street Fighter II: Hyper Fighting. + Arcade + + + + + CP System (CPシステム, shīpī shisutemu, w skrócie CPS) to system zręcznościowy opracowany przez Capcom, który obsługiwał oprogramowanie do gier przechowywane na wymiennych płytach głównych. Na CPS-1 wydano ponad dwa tuziny tytułów zręcznościowych, zanim Capcom przeniósł rozwój gier na jego następcę, CP System II. + +Wśród 33 tytułów wydanych na oryginalny CP System znalazły się Street Fighter II: The World Warrior i jego dwie pierwsze kontynuacje, Street Fighter II: Champion Edition i Street Fighter II: Hyper Fighting. + Arcade + + + + + O CP System (CPシステム, shīpī shisutemu, CPS para abreviar) é uma placa de sistema de fliperama desenvolvida pela Capcom que executava softwares de jogos armazenados em placas filhas removíveis. Mais de duas dúzias de títulos de arcade foram lançados para a CPS-1, antes que a Capcom transferisse o desenvolvimento de jogos para seu sucessor, o CP System II. + +Entre os 33 títulos lançados para o CP System original estavam Street Fighter II: The World Warrior e suas duas primeiras continuações, Street Fighter II: Champion Edition e Street Fighter II: Hyper Fighting. + Fliperama + + + + + Sistemul CP (CPシステム, shīpī shisutemu, CPS pe scurt) este o placă de sistem arcade dezvoltată de Capcom care a rulat software-ul jocului stocat pe plăci fiice detașabile. Mai mult de două duzini de titluri arcade au fost lansate pentru CPS-1, înainte ca Capcom să mute dezvoltarea jocurilor pe succesorul său, CP System II. + +Printre cele 33 de titluri lansate pentru sistemul CP original se numără Street Fighter II: The World Warrior și primele sale două continuări, Street Fighter II: Champion Edition și Street Fighter II: Hyper Fighting. + Arcade + + + + + CP System (CPシステム, shīpī shisutemu, сокращенно CPS) - аркадная системная плата, разработанная компанией Capcom, которая управляла игровым программным обеспечением, хранящимся на съемных дочерних платах. Для CPS-1 было выпущено более двух десятков аркадных игр, после чего Capcom перенесла разработку игр на ее преемницу, CP System II. + +Среди 33 игр, выпущенных для оригинальной CP System, были Street Fighter II: The World Warrior и два первых продолжения, Street Fighter II: Champion Edition и Street Fighter II: Hyper Fighting. + Аркада + + + CP System (CPシステム, shīpī shisutemu, förkortat CPS) är ett arkadsystemkort utvecklat av Capcom som körde spelprogramvara lagrad på löstagbara dotterkort. Mer än två dussin arkadtitlar släpptes för CPS-1, innan Capcom flyttade över spelutvecklingen till dess efterföljare CP System II. + +Bland de 33 titlar som släpptes till det ursprungliga CP-systemet fanns bland annat Street Fighter II: The World Warrior och dess två första uppföljare, Street Fighter II: Champion Edition och Street Fighter II: Hyper Fighting. Arkad + + + CPシステム(シーピーシステム、shīpī shisutemu、略してCPS)は、カプコンが開発した、着脱可能なドーターボードに格納されたゲームソフトを動作させるアーケードシステムボードである。カプコンが後継機のCPシステムIIに移行するまで、CPS-1では20数タイトルのアーケードゲームが発売された。 + +初代CPシステムで発売された33タイトルの中には、『ストリートファイターII』が含まれる:ザ・ワールドウォーリアー』、そしてその続編となる『ストリートファイターII』である:チャンピオンエディション』と『ストリートファイターII ハイパーファイティング』である。 + アーケード + + + + + CP 시스템(CPシステム, 시피 시슈테무, 줄여서 CPS)은 캡콤에서 개발한 아케이드 시스템 보드로, 이동식 도터보드에 저장된 게임 소프트웨어를 실행하는 아케이드 게임기입니다. 캡콤이 게임 개발을 후속작인 CP 시스템 II로 전환하기 전까지 CPS-1용으로 출시된 아케이드 타이틀은 20개 이상입니다. + +오리지널 CP 시스템용으로 출시된 33개의 타이틀 중에는 스트리트 파이터 II도 포함되어 있습니다: 더 월드 워리어와 그 첫 두 후속작인 스트리트 파이터 II: 챔피언 에디션과 스트리트 파이터 II: 하이퍼 파이팅이 포함되었습니다. + 아케이드 + + + + + CP System(CPシステム,shīpī shisutemu,简称 CPS)是卡普空公司开发的一种街机系统板卡,可运行存储在可移动子板上的游戏软件。在卡普空将游戏开发工作转移到其后续产品 CP System II 之前,CPS-1 推出了二十多款街机游戏。 + +最初的 CP System 共发行了 33 款游戏,其中包括《街头霸王 II》(Street Fighter II:世界战士》及其前两款后续游戏《街头霸王 II:冠军版》和《街头霸王 II:超级版》:Champion Edition》和《Street Fighter II: Hyper Fighting》。 + 商场 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/cps1.xml b/themes/linear-es-de/system/metadata/cps1.xml index 82582d928..4bc14d94c 100644 --- a/themes/linear-es-de/system/metadata/cps1.xml +++ b/themes/linear-es-de/system/metadata/cps1.xml @@ -1,9 +1,9 @@ - + CPS-I The CP System (CPシステム, shīpī shisutemu, CPS for short) is an arcade system board developed by Capcom that ran game software stored on removable daughterboards. More than two dozen arcade titles were released for CPS-1, before Capcom shifted game development over to its successor, the CP System II. - Among the 33 titles released for the original CP System included Street Fighter II: The World Warrior and its first two follow-ups, Street Fighter II: Champion Edition and Street Fighter II: Hyper Fighting. +Among the 33 titles released for the original CP System included Street Fighter II: The World Warrior and its first two follow-ups, Street Fighter II: Champion Edition and Street Fighter II: Hyper Fighting. Capcom 1988 1988-05-13 @@ -15,10 +15,118 @@ FFCB04 034EA2 111111 + 1-1 + + + El sistema CP (CP システム, Shīpī Shisutemu, CPS per a curtmetratge) és un tauler de sistemes d'arcades desenvolupat per Capcom que va executar programari de jocs emmagatzemat en taulers de filla extraïbles. Es van publicar més de dues dotzenes de títols Arcade per a CPS-1, abans que Capcom canviés el desenvolupament del joc al seu successor, el CP System II. + +Entre els 33 títols publicats per al sistema CP original hi havia Street Fighter II: The World Warrior i els seus dos primers seguiments, Street Fighter II: Champion Edition i Street Fighter II: Hyper Fighting. + Arcade + + + + + Das CP System (CPシステム, shīpī shisutemu, kurz CPS) ist ein von Capcom entwickeltes Arcade-System-Board, auf dem Spielesoftware auf austauschbaren Tochterkarten gespeichert wurde. Mehr als zwei Dutzend Arcade-Titel wurden für das CPS-1 veröffentlicht, bevor Capcom die Spieleentwicklung auf den Nachfolger, das CP System II, verlagerte. + +Zu den 33 Titeln, die für das ursprüngliche CP-System veröffentlicht wurden, gehörten Street Fighter II: The World Warrior und seine ersten beiden Nachfolger, Street Fighter II: Champion Edition und Street Fighter II: Hyper Fighting. + Spielhalle + + + + + El CP System (CPシステム, shīpī shisutemu, CPS para abreviar) es una placa de sistema arcade desarrollada por Capcom que ejecutaba software de juego almacenado en placas hijas extraíbles. Más de dos docenas de títulos arcade fueron lanzados para la CPS-1, antes de que Capcom cambiara el desarrollo de juegos a su sucesora, la CP System II. + +Entre los 33 títulos lanzados para el CP System original se encontraban Street Fighter II: The World Warrior y sus dos primeras secuelas, Street Fighter II: Champion Edition y Street Fighter II: Hyper Fighting. + Arcade + + + + + Le CP System (CPシステム, shīpī shisutemu, CPS en abrégé) est un système d'arcade développé par Capcom qui exécutait des logiciels de jeu stockés sur des cartes filles amovibles. Plus de deux douzaines de titres d'arcade sont sortis sur le CPS-1, avant que Capcom ne transfère le développement des jeux sur son successeur, le CP System II. + +Parmi les 33 titres sortis sur le CP System original figuraient Street Fighter II : The World Warrior et ses deux premières suites, Street Fighter II : Champion Edition et Street Fighter II : Hyper Fighting. + Arcade + + + + + Il CP System (CPシステム, shīpī shisutemu, CPS in breve) è una scheda di sistema arcade sviluppata da Capcom che eseguiva software di gioco memorizzato su schede secondarie rimovibili. Più di due dozzine di titoli arcade sono stati rilasciati per il CPS-1, prima che Capcom spostasse lo sviluppo dei giochi sul suo successore, il CP System II. + +Tra i 33 titoli usciti per il CP System originale vi sono Street Fighter II: The World Warrior e i suoi primi due seguiti, Street Fighter II: Champion Edition e Street Fighter II: Hyper Fighting. + Arcade + + + + + Het CP System (CPシステム, shīpī shisutemu, afgekort CPS) is een arcadesysteemkaart ontwikkeld door Capcom waarop spelsoftware stond die was opgeslagen op verwisselbare dochterkaarten. Er werden meer dan twee dozijn arcadetitels uitgebracht voor de CPS-1, voordat Capcom de spelontwikkeling verschoof naar de opvolger, het CP System II. + +Onder de 33 titels die voor het originele CP System werden uitgebracht, bevonden zich Street Fighter II: The World Warrior en de eerste twee opvolgers, Street Fighter II: Champion Edition en Street Fighter II: Hyper Fighting. + Arcade + + + + + CP System (CPシステム, shīpī shisutemu, w skrócie CPS) to system zręcznościowy opracowany przez Capcom, który obsługiwał oprogramowanie do gier przechowywane na wymiennych płytach głównych. Na CPS-1 wydano ponad dwa tuziny tytułów zręcznościowych, zanim Capcom przeniósł rozwój gier na jego następcę, CP System II. + +Wśród 33 tytułów wydanych na oryginalny CP System znalazły się Street Fighter II: The World Warrior i jego dwie pierwsze kontynuacje, Street Fighter II: Champion Edition i Street Fighter II: Hyper Fighting. + Arcade + + + + + O CP System (CPシステム, shīpī shisutemu, CPS para abreviar) é uma placa de sistema de fliperama desenvolvida pela Capcom que executava softwares de jogos armazenados em placas filhas removíveis. Mais de duas dúzias de títulos de arcade foram lançados para a CPS-1, antes que a Capcom transferisse o desenvolvimento de jogos para seu sucessor, o CP System II. + +Entre os 33 títulos lançados para o CP System original estavam Street Fighter II: The World Warrior e suas duas primeiras continuações, Street Fighter II: Champion Edition e Street Fighter II: Hyper Fighting. + Fliperama + + + + + Sistemul CP (CPシステム, shīpī shisutemu, CPS pe scurt) este o placă de sistem arcade dezvoltată de Capcom care a rulat software-ul jocului stocat pe plăci fiice detașabile. Mai mult de două duzini de titluri arcade au fost lansate pentru CPS-1, înainte ca Capcom să mute dezvoltarea jocurilor pe succesorul său, CP System II. + +Printre cele 33 de titluri lansate pentru sistemul CP original se numără Street Fighter II: The World Warrior și primele sale două continuări, Street Fighter II: Champion Edition și Street Fighter II: Hyper Fighting. + Arcade + + + + + CP System (CPシステム, shīpī shisutemu, сокращенно CPS) - аркадная системная плата, разработанная компанией Capcom, которая управляла игровым программным обеспечением, хранящимся на съемных дочерних платах. Для CPS-1 было выпущено более двух десятков аркадных игр, после чего Capcom перенесла разработку игр на ее преемницу, CP System II. + +Среди 33 игр, выпущенных для оригинальной CP System, были Street Fighter II: The World Warrior и два первых продолжения, Street Fighter II: Champion Edition и Street Fighter II: Hyper Fighting. + Аркада + + + CP System (CPシステム, shīpī shisutemu, förkortat CPS) är ett arkadsystemkort utvecklat av Capcom som körde spelprogramvara lagrad på löstagbara dotterkort. Mer än två dussin arkadtitlar släpptes för CPS-1, innan Capcom flyttade över spelutvecklingen till dess efterföljare CP System II. + +Bland de 33 titlar som släpptes till det ursprungliga CP-systemet fanns bland annat Street Fighter II: The World Warrior och dess två första uppföljare, Street Fighter II: Champion Edition och Street Fighter II: Hyper Fighting. Arkad + + + CPシステム(シーピーシステム、shīpī shisutemu、略してCPS)は、カプコンが開発した、着脱可能なドーターボードに格納されたゲームソフトを動作させるアーケードシステムボードである。カプコンが後継機のCPシステムIIに移行するまで、CPS-1では20数タイトルのアーケードゲームが発売された。 + +初代CPシステムで発売された33タイトルの中には、『ストリートファイターII』が含まれる:ザ・ワールドウォーリアー』、そしてその続編となる『ストリートファイターII』である:チャンピオンエディション』と『ストリートファイターII ハイパーファイティング』である。 + アーケード + + + + + CP 시스템(CPシステム, 시피 시슈테무, 줄여서 CPS)은 캡콤에서 개발한 아케이드 시스템 보드로, 이동식 도터보드에 저장된 게임 소프트웨어를 실행하는 아케이드 게임기입니다. 캡콤이 게임 개발을 후속작인 CP 시스템 II로 전환하기 전까지 CPS-1용으로 출시된 아케이드 타이틀은 20개 이상입니다. + +오리지널 CP 시스템용으로 출시된 33개의 타이틀 중에는 스트리트 파이터 II도 포함되어 있습니다: 더 월드 워리어와 그 첫 두 후속작인 스트리트 파이터 II: 챔피언 에디션과 스트리트 파이터 II: 하이퍼 파이팅이 포함되었습니다. + 아케이드 + + + + + CP System(CPシステム,shīpī shisutemu,简称 CPS)是卡普空公司开发的一种街机系统板卡,可运行存储在可移动子板上的游戏软件。在卡普空将游戏开发工作转移到其后续产品 CP System II 之前,CPS-1 推出了二十多款街机游戏。 + +最初的 CP System 共发行了 33 款游戏,其中包括《街头霸王 II》(Street Fighter II:世界战士》及其前两款后续游戏《街头霸王 II:冠军版》和《街头霸王 II:超级版》:Champion Edition》和《Street Fighter II: Hyper Fighting》。 + 商场 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/cps2.xml b/themes/linear-es-de/system/metadata/cps2.xml index 354a59d4a..e9f22d0c3 100644 --- a/themes/linear-es-de/system/metadata/cps2.xml +++ b/themes/linear-es-de/system/metadata/cps2.xml @@ -1,4 +1,4 @@ - + CPS-II The CP System II (CPシステムII, shīpī shisutemu tsū) or CPS-2 is an arcade system board that Capcom first used in 1993 for Super Street Fighter II. It was the successor to their previous CP System and Capcom Power System Changer arcade hardware and was succeeded by the CP System III hardware in 1996, of which the CPS-2 would outlive by over four years. The arcade system had new releases for it until the end of 2003, ending with Hyper Street Fighter II. @@ -13,10 +13,90 @@ FAFAFA FFCB04 111111 + 1-1 + + + El CP System II (CP システム II, Shīpī Shisutemu Tsū) o CPS-2 és un tauler de sistemes d'arcades que Capcom va utilitzar per primera vegada el 1993 per a Super Street Fighter II. Va ser el successor del seu sistema CP anterior i del sistema de canviador de sistemes de potència Capcom i va ser succeït pel maquinari CP System III el 1996, del qual el CPS-2 superaria durant més de quatre anys. El sistema Arcade va tenir nous llançaments fins a finals del 2003, acabant amb Hyper Street Fighter II. + Arcade + + + + + Das CP System II (CPシステムII, shīpī shisutemu tsū) oder CPS-2 ist ein Arcade-System-Board, das Capcom erstmals 1993 für Super Street Fighter II verwendete. Es war der Nachfolger der früheren CP System- und Capcom Power System Changer-Arcade-Hardware und wurde 1996 durch die CP System III-Hardware abgelöst, die das CPS-2 um mehr als vier Jahre überleben sollte. Für das Arcade-System gab es bis Ende 2003 neue Versionen, die mit Hyper Street Fighter II endeten. + Spielhalle + + + + + El CP System II (CPシステムII, shīpī shisutemu tsū) o CPS-2 es una placa de sistema arcade que Capcom utilizó por primera vez en 1993 para Super Street Fighter II. Fue la sucesora de su anterior hardware arcade CP System y Capcom Power System Changer y fue sucedida por el hardware CP System III en 1996, del que la CPS-2 sobreviviría más de cuatro años. El sistema arcade tuvo nuevas versiones hasta finales de 2003, terminando con Hyper Street Fighter II. + Arcade + + + + + Le CP System II (CPシステムII, shīpī shisutemu tsū) ou CPS-2 est un système d'arcade que Capcom a utilisé pour la première fois en 1993 pour Super Street Fighter II. Il s'agit du successeur des systèmes d'arcade CP System et Capcom Power System Changer, remplacé par le CP System III en 1996, que le CPS-2 dépassera de plus de quatre ans. Le système d'arcade a eu de nouvelles versions jusqu'à la fin de l'année 2003, se terminant avec Hyper Street Fighter II. + Arcade + + + + + Il CP System II (CPシステムII, shīpī shisutemu tsū) o CPS-2 è una scheda di sistema arcade che Capcom utilizzò per la prima volta nel 1993 per Super Street Fighter II. Era il successore dei precedenti sistemi arcade CP System e Capcom Power System Changer ed è stato succeduto dal CP System III nel 1996, al quale il CPS-2 sarebbe sopravvissuto di oltre quattro anni. Il sistema arcade ha avuto nuove uscite fino alla fine del 2003, terminando con Hyper Street Fighter II. + Arcade + + + + + Het CP System II (CPシステムII, shīpī shisutemu tsū) of CPS-2 is een arcadesysteemkaart die Capcom in 1993 voor het eerst gebruikte voor Super Street Fighter II. Het was de opvolger van hun eerdere CP System en Capcom Power System Changer arcadehardware en werd in 1996 opgevolgd door de CP System III hardware, waarvan de CPS-2 ruim vier jaar langer zou bestaan. Het arcadesysteem had nieuwe releases tot eind 2003, eindigend met Hyper Street Fighter II. + Arcade + + + + + CP System II (CPシステムII, shīpī shisutemu tsū) lub CPS-2 to zręcznościowa płyta systemowa, której Capcom po raz pierwszy użył w 1993 roku w Super Street Fighter II. Był to następca poprzedniego sprzętu zręcznościowego CP System i Capcom Power System Changer, a w 1996 roku zastąpił go sprzęt CP System III, którego CPS-2 przeżył o ponad cztery lata. System arcade miał nowe wydania do końca 2003 roku, kończąc na Hyper Street Fighter II. + Arcade + + + + + O CP System II (CPシステムII, shīpī shisutemu tsū) ou CPS-2 é uma placa de sistema de arcade que a Capcom usou pela primeira vez em 1993 para o Super Street Fighter II. Foi a sucessora do hardware de arcade anterior CP System e Capcom Power System Changer e foi sucedida pelo hardware CP System III em 1996, do qual a CPS-2 sobreviveria por mais de quatro anos. O sistema de arcade teve novos lançamentos até o final de 2003, terminando com Hyper Street Fighter II. + Fliperama + + + + + CP System II (CPシステムII, shīpī shisutemu tsū) sau CPS-2 este o placă de sistem arcade pe care Capcom a folosit-o pentru prima dată în 1993 pentru Super Street Fighter II. Acesta a fost succesorul hardware-ului lor anterior CP System și Capcom Power System Changer arcade și a fost succedat de hardware-ul CP System III în 1996, din care CPS-2 ar supraviețui cu peste patru ani. Sistemul arcade a avut noi versiuni pentru el până la sfârșitul anului 2003, terminându-se cu Hyper Street Fighter II. + Arcade + + + + + CP System II (CPシステムII, shīpī shisutemu tsū) или CPS-2 - это системная плата для аркадных игр, которую компания Capcom впервые использовала в 1993 году для Super Street Fighter II. Она стала преемницей предыдущей аркадной системы CP System и Capcom Power System Changer и в 1996 году была заменена на CP System III, которая пережила CPS-2 более чем на четыре года. Для этой аркадной системы выходили новые версии до конца 2003 года, а закончилась она Hyper Street Fighter II. + Аркада + + + CP System II (CPシステムII, shīpī shisutemu tsū) eller CPS-2 är ett arkadsystemkort som Capcom först använde 1993 för Super Street Fighter II. Det var efterföljaren till deras tidigare CP System- och Capcom Power System Changer-arkadhårdvara och efterträddes av CP System III-hårdvaran 1996, som CPS-2 skulle överleva med över fyra år. Arkadsystemet hade nya utgåvor fram till slutet av 2003 och slutade med Hyper Street Fighter II. Arkad + + + CPシステムII(シーピーシステムツー、しーぴーしすてむつー)またはCPS-2は、カプコンが1993年に『スーパーストリートファイターII』で初めて採用したアーケードシステム基板である。それまでのCPシステム、カプコンパワーシステムチェンジャーの後継機であり、1996年にCPシステムIIIに引き継がれた。2003年末まで新作が発売され、『ハイパーストリートファイターII』で終了した。 + アーケード + + + + + CP 시스템 II(CPシステムII, 시피 시슈테무츠) 또는 CPS-2는 1993년 캡콤이 슈퍼 스트리트 파이터 II에 처음 사용한 아케이드 시스템 보드입니다. 이 아케이드 하드웨어는 이전 CP 시스템과 Capcom 파워 시스템 체인저 아케이드 하드웨어의 후속작으로, 1996년 CP 시스템 III 하드웨어로 이어졌으며, 이 중 CPS-2는 4년 이상 수명이 연장되었습니다. 이 아케이드 시스템은 2003년 말까지 새로운 게임이 출시되었으며, 하이퍼 스트리트 파이터 II를 끝으로 막을 내렸습니다. + 아케이드 + + + + + CP System II(CPシステムII,shīpī shisutemu tsū)或 CPS-2 是卡普空于 1993 年首次用于《超级街头霸王 II》的街机系统板。它是之前 CP System 和 Capcom Power System Changer 街机硬件的后续产品,并于 1996 年被 CP System III 硬件所取代,CPS-2 的寿命比 CP System III 长了四年多。直到 2003 年底,该街机系统一直有新版本推出,最后以《超级街霸 II》结束。 + 商场 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/cps3.xml b/themes/linear-es-de/system/metadata/cps3.xml index ba552efbf..47686dac6 100644 --- a/themes/linear-es-de/system/metadata/cps3.xml +++ b/themes/linear-es-de/system/metadata/cps3.xml @@ -1,4 +1,4 @@ - + CPS-III The CP System III (CPシステムIII, shīpī shisutemu surī) or CPS-3 is an arcade system board that was first used by Capcom in 1996 with the arcade game Red Earth. It was the second successor to the CP System arcade hardware, following the CP System II. It would be the last proprietary system board Capcom would produce before moving on to the Dreamcast-based Naomi platform. @@ -13,10 +13,90 @@ 034EA2 111111 FFCB04 + 1-1 + + + El CP System III (CP システム III, Shīpī Shisutemu Surī) o CPS-3 és un tauler de sistema d'arcades que va ser utilitzat per CAPCOM el 1996 amb el joc d'arcade Red Earth. Va ser el segon successor del maquinari Arcade del sistema CP, seguint el sistema CP II. Seria l’última junta de sistemes propietària que Capcom produiria abans de passar a la plataforma Naomi basada en Dreamcast. + Arcade + + + + + Das CP System III (CPシステムIII, shīpī shisutemu surī) oder CPS-3 ist ein Arcade-System-Board, das erstmals 1996 von Capcom mit dem Arcade-Spiel Red Earth verwendet wurde. Es war der zweite Nachfolger der CP-System-Arcade-Hardware, nach dem CP-System II. Es war die letzte proprietäre Systemplatine, die Capcom produzierte, bevor sie auf die Dreamcast-basierte Naomi-Plattform umstieg. + Spielhalle + + + + + El CP System III (CPシステムIII, shīpī shisutemu surī) o CPS-3 es una placa de sistema arcade que fue utilizada por primera vez por Capcom en 1996 con el juego arcade Red Earth. Fue la segunda sucesora del hardware arcade CP System, tras la CP System II. Sería la última placa de sistema propietaria que Capcom produciría antes de pasar a la plataforma Naomi basada en Dreamcast. + Arcade + + + + + Le CP System III (CPシステムIII, shīpī shisutemu surī) ou CPS-3 est une carte de système d'arcade qui a été utilisée pour la première fois par Capcom en 1996 avec le jeu d'arcade Red Earth. Il s'agit du deuxième successeur du matériel d'arcade CP System, après le CP System II. Il s'agit de la dernière carte système propriétaire que Capcom produira avant de passer à la plateforme Naomi basée sur la Dreamcast. + Arcade + + + + + Il CP System III (CPシステムIII, shīpī shisutemu surī) o CPS-3 è una scheda di sistema arcade utilizzata per la prima volta da Capcom nel 1996 con il gioco arcade Red Earth. È stato il secondo successore dell'hardware arcade CP System, dopo il CP System II. Sarebbe stata l'ultima scheda di sistema proprietaria che Capcom avrebbe prodotto prima di passare alla piattaforma Naomi basata su Dreamcast. + Arcade + + + + + De CP System III (CPシステムIII, shīpī shisutemu surī) of CPS-3 is een arcadesysteemkaart die voor het eerst werd gebruikt door Capcom in 1996 met het arcadespel Red Earth. Het was de tweede opvolger van de CP System arcadehardware, na de CP System II. Het zou het laatste propriëtaire systeembord zijn dat Capcom zou produceren voordat het overging op het Dreamcast-gebaseerde Naomi platform. + Arcade + + + + + CP System III (CPシステムIII, shīpī shisutemu surī) lub CPS-3 to zręcznościowa płyta systemowa, która została po raz pierwszy użyta przez Capcom w 1996 roku w grze zręcznościowej Red Earth. Był to drugi następca sprzętu zręcznościowego CP System, po CP System II. Była to ostatnia zastrzeżona płyta systemowa wyprodukowana przez Capcom przed przejściem na platformę Naomi opartą na Dreamcast. + Arcade + + + + + O CP System III (CPシステムIII, shīpī shisutemu surī) ou CPS-3 é uma placa de sistema de arcade que foi usada pela primeira vez pela Capcom em 1996 com o jogo de arcade Red Earth. Foi a segunda sucessora do hardware de arcade CP System, depois da CP System II. Seria a última placa de sistema proprietária que a Capcom produziria antes de passar para a plataforma Naomi, baseada no Dreamcast. + Fliperama + + + + + CP System III (CPシステムIII, shīpī shisutemu surī) sau CPS-3 este o placă de sistem arcade care a fost folosită pentru prima dată de Capcom în 1996 cu jocul arcade Red Earth. A fost al doilea succesor al hardware-ului arcade CP System, după CP System II. Ar fi ultima placă de sistem proprietară pe care Capcom ar produce-o înainte de a trece la platforma Naomi bazată pe Dreamcast. + Arcade + + + + + CP System III (CPシステムIII, shīpī shisutemu surī) или CPS-3 - это плата для аркадной системы, которая впервые была использована компанией Capcom в 1996 году в аркадной игре Red Earth. Она стала вторым преемником аркадного оборудования CP System, после CP System II. Это была последняя собственная системная плата, которую Capcom выпустила до перехода на платформу Naomi на базе Dreamcast. + Аркада + + + CP System III (CPシステムIII, shīpī shisutemu surī) eller CPS-3 är ett arkadsystemkort som först användes av Capcom 1996 med arkadspelet Red Earth. Det var den andra efterföljaren till CP System-arkadhårdvaran, efter CP System II. Det skulle bli det sista egenutvecklade systemkortet som Capcom skulle producera innan de gick över till den Dreamcast-baserade Naomi-plattformen. Arkad + + + CPシステムIII(シーピーシステムアイアイ、shīpī shisutemu surī)またはCPS-3は、1996年にカプコンがアーケードゲーム『レッドアース』で初めて採用したアーケードシステム基板である。CPシステムIIに続く、CPシステムの後継機である。カプコンがドリームキャストをベースとしたナオミプラットフォームに移行する前に製造した最後の独自システム基板となる。 + アーケード + + + + + CP 시스템 III(CPシステムIII, 시피 시슈테무 수리) 또는 CPS-3는 1996년 캡콤에서 아케이드 게임 Red Earth에 처음 사용한 아케이드 시스템 보드입니다. CP 시스템 아케이드 하드웨어의 두 번째 후속작으로 CP 시스템 II에 이어 출시되었습니다. 드림캐스트 기반의 나오미 플랫폼으로 넘어가기 전 캡콤이 생산한 마지막 독점 시스템 보드였습니다. + 아케이드 + + + + + CP System III(CPシステムIII,shīpī shisutemu surī)或 CPS-3 是一种街机系统板卡,卡普空公司于 1996 年首次将其用于街机游戏《红土地》。它是继 CP System II 之后,CP System 街机硬件的第二个后续产品。在转向基于 Dreamcast 的 Naomi 平台之前,它是 Capcom 生产的最后一款专有系统板。 + 商场 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/crvision.xml b/themes/linear-es-de/system/metadata/crvision.xml index b3f42d021..9d6595f41 100644 --- a/themes/linear-es-de/system/metadata/crvision.xml +++ b/themes/linear-es-de/system/metadata/crvision.xml @@ -1,4 +1,4 @@ - + CreatiVision The Video Technology CreatiVision is a hybrid computer and home video game console introduced by VTech in 1981 and released in 1982 during the Second generation of video game consoles. It was built by the Finnish company Salora. It cost $295 Australian Dollars. The hybrid unit was similar in concept to computers such as the APF Imagination Machine, the older VideoBrain Family Computer, and to a lesser extent the Intellivision game console and Coleco Adam computer, all of which anticipated the trend of video game consoles becoming more like low-end computers. It was discontinue in 1986. @@ -13,10 +13,90 @@ 9F7C64 E0CC75 F09734 + 1-1 + + + The Video Technology Creativision és una consola de videojocs informàtics i casolans introduït per VTech el 1981 i es va publicar el 1982 durant la segona generació de consoles de videojocs. Va ser construït per la companyia finlandesa Salora. Va costar 295 dòlars australians. La unitat híbrida era similar en concepte a ordinadors com la màquina d’imaginació APF, l’ordinador de la família de videobrain més antic i, en menor mesura-Dend ordinadors. Es va suspendre el 1986. + Console + + + + + Die Video Technology CreatiVision ist ein Hybrid aus Computer und Heimvideospielkonsole, der 1981 von VTech eingeführt und 1982 während der zweiten Generation von Videospielkonsolen veröffentlicht wurde. Sie wurde von dem finnischen Unternehmen Salora hergestellt. Sie kostete 295 australische Dollar. Das hybride Gerät ähnelte vom Konzept her Computern wie der APF Imagination Machine, dem älteren VideoBrain Family Computer und in geringerem Maße der Intellivision-Spielkonsole und dem Coleco Adam Computer, die alle den Trend vorwegnahmen, dass Videospielkonsolen immer mehr wie Low-End-Computer wurden. Sie wurde 1986 eingestellt. + Konsole + + + + + La Video Technology CreatiVision es una consola híbrida de ordenador y videojuego doméstico presentada por VTech en 1981 y lanzada al mercado en 1982, durante la Segunda generación de consolas de videojuegos. Fue fabricada por la empresa finlandesa Salora. Costaba 295 dólares australianos. La unidad híbrida era similar en concepto a ordenadores como la APF Imagination Machine, el antiguo VideoBrain Family Computer y, en menor medida, la consola de juegos Intellivision y el ordenador Coleco Adam, todos los cuales anticipaban la tendencia de las consolas de videojuegos a parecerse más a ordenadores de gama baja. Se dejó de fabricar en 1986. + Consola + + + + + La Video Technology CreatiVision est une console hybride d'ordinateur et de jeu vidéo domestique introduite par VTech en 1981 et commercialisée en 1982 pendant la deuxième génération de consoles de jeu vidéo. Elle a été construite par la société finlandaise Salora. Elle coûtait 295 dollars australiens. Le concept de cette unité hybride était similaire à celui d'ordinateurs tels que l'Imagination Machine d'APF, l'ancien VideoBrain Family Computer et, dans une moindre mesure, la console de jeu Intellivision et l'ordinateur Coleco Adam, qui anticipaient tous la tendance des consoles de jeux vidéo à devenir davantage des ordinateurs bas de gamme. Elle a été abandonnée en 1986. + Console + + + + + Il Video Technology CreatiVision è un computer ibrido e una console per videogiochi domestici introdotta da VTech nel 1981 e rilasciata nel 1982 durante la seconda generazione di console per videogiochi. È stata costruita dall'azienda finlandese Salora. Costava 295 dollari australiani. L'unità ibrida era simile per concetto a computer come l'APF Imagination Machine, il vecchio VideoBrain Family Computer e, in misura minore, alla console per videogiochi Intellivision e al computer Coleco Adam, che anticipavano la tendenza delle console per videogiochi a diventare più simili a computer di fascia bassa. Fu dismessa nel 1986. + Console + + + + + De Video Technology CreatiVision is een hybride computer en home video game console geïntroduceerd door VTech in 1981 en uitgebracht in 1982 tijdens de tweede generatie van video game consoles. Hij werd gebouwd door het Finse bedrijf Salora. Hij kostte 295 Australische dollar. De hybride unit leek qua concept op computers zoals de APF Imagination Machine, de oudere VideoBrain Family Computer en in mindere mate de Intellivision spelconsole en Coleco Adam computer, die allemaal vooruitliepen op de trend dat videogameconsoles meer op low-end computers gingen lijken. Het werd in 1986 stopgezet. + Console + + + + + Video Technology CreatiVision to hybryda komputera i domowej konsoli do gier wideo wprowadzona przez firmę VTech w 1981 roku i wydana w 1982 roku podczas drugiej generacji konsol do gier wideo. Została zbudowana przez fińską firmę Salora. Kosztowała 295 dolarów australijskich. Hybrydowa jednostka była podobna w koncepcji do komputerów takich jak APF Imagination Machine, starszego VideoBrain Family Computer oraz w mniejszym stopniu konsoli do gier Intellivision i komputera Coleco Adam, z których wszystkie przewidywały trend upodabniania się konsol do gier wideo do komputerów z niższej półki. Konsola została wycofana w 1986 roku. + Konsola + + + + + O Video Technology CreatiVision é um console híbrido de computador e videogame doméstico apresentado pela VTech em 1981 e lançado em 1982 durante a segunda geração de consoles de videogame. Ele foi construído pela empresa finlandesa Salora. Custava US$ 295 dólares australianos. O conceito da unidade híbrida era semelhante ao de computadores como o APF Imagination Machine, o antigo VideoBrain Family Computer e, em menor escala, o console de jogos Intellivision e o computador Coleco Adam, que anteciparam a tendência de os consoles de videogame se tornarem mais parecidos com computadores de baixo custo. Ele foi descontinuado em 1986. + Console + + + + + Video Technology CreatiVision este un computer hibrid și o consolă de jocuri video pentru acasă introdusă de VTech în 1981 și lansată în 1982 în timpul celei de-a doua generații de console de jocuri video. A fost construită de compania finlandeză Salora. A costat 295 de dolari australieni. Unitatea hibridă a fost similară în concept cu computere precum APF Imagination Machine, mai vechiul VideoBrain Family Computer și, într-o măsură mai mică, consola de jocuri Intellivision și computerul Coleco Adam, toate acestea anticipând tendința consolelor de jocuri video de a deveni mai asemănătoare computerelor low-end. A fost abandonat în 1986. + Consolă + + + + + Video Technology CreatiVision - это гибрид компьютера и домашней видеоигровой консоли, представленный компанией VTech в 1981 году и выпущенный в 1982 году в рамках второго поколения игровых приставок. Она была создана финской компанией Salora. Ее стоимость составляла 295 австралийских долларов. Гибридное устройство было похоже по концепции на такие компьютеры, как APF Imagination Machine, более старый VideoBrain Family Computer, и в меньшей степени на игровую приставку Intellivision и компьютер Coleco Adam, которые предвосхитили тенденцию превращения игровых приставок в компьютеры низкого класса. Она была снята с производства в 1986 году. + Консоль + + + Video Technology CreatiVision är en hybrid av en dator och en hemkonsol för videospel som introducerades av VTech 1981 och släpptes 1982 under den andra generationen av konsoler för videospel. Den byggdes av det finska företaget Salora. Den kostade 295 australiska dollar. Hybridenheten hade liknande koncept som datorer som APF Imagination Machine, den äldre VideoBrain Family Computer, och i mindre utsträckning Intellivision-spelkonsolen och Coleco Adam-datorn, som alla föregrep trenden att videospelkonsoler skulle bli mer lika avancerade datorer. Den slutade tillverkas 1986. Konsol + + + Video Technology CreatiVisionは、1981年にVTech社によって発表され、第2世代のビデオゲーム機として1982年に発売された、コンピュータと家庭用ビデオゲームのハイブリッドゲーム機である。フィンランドのSalora社によって製造された。価格は295オーストラリアドル。このハイブリッド・ユニットは、APF Imagination Machineや旧式のVideoBrain Family Computerなどのコンピュータとコンセプトが似ていた。1986年に製造中止となった。 + コンソール + + + + + 비디오 기술 크리에이티브 비전은 1981년 VTech가 소개한 하이브리드 컴퓨터 및 가정용 비디오 게임 콘솔로, 1982년 2세대 비디오 게임 콘솔로 출시되었습니다. 핀란드 회사 Salora에서 제작했습니다. 가격은 295호주달러였습니다. 이 하이브리드 장치는 비디오 게임 콘솔이 저가형 컴퓨터처럼 변해가는 추세를 예상한 APF Imagination Machine, 구형 비디오브레인 패밀리 컴퓨터, 인텔리비전 게임 콘솔 및 콜코 아담 컴퓨터와 같은 컴퓨터와 개념이 비슷했습니다. 1986년에 단종되었습니다. + 콘솔 + + + + + Video Technology CreatiVision 是伟易达于 1981 年推出的一款混合电脑和家用视频游戏机,于 1982 年第二代视频游戏机时期发布。它由芬兰公司 Salora 制造。它的售价为 295 澳元。这种混合装置在概念上与 APF Imagination Machine、较早的 VideoBrain Family Computer 等计算机相似,在较小程度上与 Intellivision 游戏机和 Coleco Adam 计算机相似,所有这些都预示着视频游戏机变得更像低端计算机的趋势。它于 1986 年停产。 + 控制台 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/custom-collections.xml b/themes/linear-es-de/system/metadata/custom-collections.xml index 78cdcddf9..a67a0166c 100644 --- a/themes/linear-es-de/system/metadata/custom-collections.xml +++ b/themes/linear-es-de/system/metadata/custom-collections.xml @@ -1,4 +1,4 @@ - + Custom Collections Organize your games into custom collections. @@ -7,15 +7,92 @@ Various Various Collection - 1-1 + 112-67 + marquee + 1-1 + + + Organitzeu els vostres jocs en col·leccions personalitzades. + Collection + + + + + Organisieren Sie Ihre Spiele in benutzerdefinierten Sammlungen. + Sammlung + + + + + Organiza tus juegos en colecciones personalizadas. + Colección + + + + + Organisez vos jeux dans des collections personnalisées. + Collection + + + + + Organizzate i vostri giochi in collezioni personalizzate. + Collezione + + + + + Organiseer je games in aangepaste collecties. + Collectie + + + + + Organizuj swoje gry w niestandardowe kolekcje. + Kolekcja + + + + + Organize seus jogos em coleções personalizadas. + Coleção + + + + + Organizați-vă jocurile în colecții personalizate. + Colecție + + + + + Организуйте игры в пользовательские коллекции. + Коллекция + + - Diverse - Diverse - Diverse - Diverse + Organisera dina spel i anpassade samlingar. Samling + + + ゲームをカスタムコレクションに整理。 + コレクション + + + + + 게임을 사용자 지정 컬렉션으로 정리하세요. + 컬렉션 + + + + + 将游戏整理成自定义收藏。 + 收藏品 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/daphne.xml b/themes/linear-es-de/system/metadata/daphne.xml index 2552949d6..472e275cc 100644 --- a/themes/linear-es-de/system/metadata/daphne.xml +++ b/themes/linear-es-de/system/metadata/daphne.xml @@ -1,4 +1,4 @@ - + Daphne Daphne is an arcade emulator application that emulates a variety of laserdisc video games with the intent of preserving these games and making the play experience as faithful to the originals as possible. The developer calls Daphne the "First Ever Multiple Arcade Laserdisc Emulator" ("FEMALE"). It derives its name from Princess Daphne, the heroine of Dragon's Lair. @@ -13,10 +13,90 @@ 856125 DC110B D8D3BD + 1-1 - + + Daphne és una aplicació emuladora d'arcades que emula una varietat de videojocs de Laserdisc amb la intenció de preservar aquests jocs i fer que l'experiència de joc sigui més fidel als originals. El desenvolupador anomena Daphne el "primer emulador de laserdisc múltiple" ("femenina"). Deriva el seu nom de la princesa Daphne, l'heroïna de la Lair de Dragon. Emulator + + + Daphne ist eine Arcade-Emulator-Anwendung, die eine Vielzahl von Laserdisc-Videospielen mit der Absicht emuliert, diese Spiele zu erhalten und das Spielerlebnis so originalgetreu wie möglich zu gestalten. Der Entwickler nennt Daphne den "First Ever Multiple Arcade Laserdisc Emulator" ("FEMALE"). Der Name leitet sich von Prinzessin Daphne ab, der Heldin von Dragon's Lair. + Emulator + + + + + Daphne es una aplicación emuladora de arcade que emula una gran variedad de videojuegos de laserdisc con la intención de preservar estos juegos y hacer que la experiencia de juego sea lo más fiel posible a los originales. El desarrollador llama a Daphne el "Primer Emulador Múltiple de Arcade Laserdisc" ("FEMALE"). Su nombre procede de la princesa Daphne, la heroína de Dragon's Lair. + Emulador + + + + + Daphne est une application d'émulation d'arcade qui émule une variété de jeux vidéo laserdisc avec l'intention de préserver ces jeux et de rendre l'expérience de jeu aussi fidèle que possible aux originaux. Le développeur appelle Daphne le "First Ever Multiple Arcade Laserdisc Emulator" ("FEMALE"). Il tire son nom de la princesse Daphné, l'héroïne de Dragon's Lair. + Emulateur + + + + + Daphne è un'applicazione di emulazione arcade che emula una serie di videogiochi laserdisc con l'intento di preservare questi giochi e rendere l'esperienza di gioco il più fedele possibile agli originali. Lo sviluppatore chiama Daphne "First Ever Multiple Arcade Laserdisc Emulator" ("FEMALE"). Il suo nome deriva dalla principessa Daphne, l'eroina di Dragon's Lair. + Emulatore + + + + + Daphne is een arcade-emulatortoepassing die verschillende laserdisc videogames emuleert met de bedoeling deze games te behouden en de speelervaring zo getrouw mogelijk te maken aan de originelen. De ontwikkelaar noemt Daphne de "First Ever Multiple Arcade Laserdisc Emulator" ("FEMALE"). De naam is afgeleid van Prinses Daphne, de heldin van Dragon's Lair. + Emulator + + + + + Daphne to emulator gier arcade, który emuluje różne gry wideo na dyskach laserowych z zamiarem zachowania tych gier i uczynienia rozgrywki tak wierną oryginałom, jak to tylko możliwe. Deweloper nazywa Daphne "Pierwszym Wielokrotnym Emulatorem Arcade Laserdisc" ("FEMALE"). Nazwa pochodzi od księżniczki Daphne, bohaterki Dragon's Lair. + Emulator + + + + + O Daphne é um aplicativo emulador de arcade que emula uma variedade de videogames de laserdisc com a intenção de preservar esses jogos e tornar a experiência de jogo o mais fiel possível aos originais. O desenvolvedor chama o Daphne de "First Ever Multiple Arcade Laserdisc Emulator" ("FEMALE"). Seu nome deriva da Princesa Daphne, a heroína de Dragon's Lair. + Emulador + + + + + Daphne este o aplicație de emulator arcade care emulează o varietate de jocuri video laserdisc cu intenția de a păstra aceste jocuri și de a face experiența de joc cât mai fidelă posibil față de originale. Dezvoltatorul numește Daphne "Primul emulator laserdisc Arcade Multiplu" ("FEMALE"). Își derivă numele de la Prințesa Daphne, eroina din Dragon's Lair. + Emulator + + + + + Daphne - это приложение-эмулятор аркады, эмулирующее различные видеоигры на лазерных дисках с целью сохранить эти игры и сделать игровой процесс как можно более точным по отношению к оригиналам. Разработчик называет Daphne "Первым многофункциональным аркадным эмулятором лазердиска" ("FEMALE"). Свое название он получил от имени принцессы Дафны, героини игры Dragon's Lair. + Эмулятор + + + + + Daphne är ett arkademulatorprogram som emulerar en mängd olika laserdisc-videospel i syfte att bevara dessa spel och göra spelupplevelsen så trogen originalen som möjligt. Utvecklaren kallar Daphne för "First Ever Multiple Arcade Laserdisc Emulator" ("FEMALE"). Den har fått sitt namn från prinsessan Daphne, hjältinnan i Dragon's Lair. + Emulator + + + + + Daphneは、様々なレーザーディスクビデオゲームをエミュレートするアーケードエミュレータアプリケーションです。開発者はダフネを「史上初のマルチアーケードレーザーディスクエミュレーター」(「FEMALE」)と呼んでいる。その名前はドラゴンズレアのヒロイン、ダフネ姫に由来する。 + エミュレータ + + + + + Daphne은 다양한 레이저디스크 비디오 게임을 에뮬레이션하는 아케이드 에뮬레이터 애플리케이션으로, 이러한 게임을 보존하고 가능한 한 원본에 충실한 플레이 경험을 제공하기 위해 개발되었습니다. 개발자는 다프네를 "최초의 다중 아케이드 레이저디스크 에뮬레이터"("FEMALE")라고 부릅니다. 드래곤의 은신처의 여주인공인 다프네 공주의 이름에서 따온 것입니다. + 에뮬레이터 + + + + + Daphne 是一款街机模拟器应用程序,可以模拟各种激光视盘视频游戏,目的是保存这些游戏,并使游戏体验尽可能忠实于原作。开发者称 Daphne 为 "史上首个多重街机激光视盘模拟器"("FEMALE")。它的名字来源于《龙之巢穴》的女主角达芙妮公主。 + 仿真器 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/desktop.xml b/themes/linear-es-de/system/metadata/desktop.xml index c47893baa..7496faf3c 100644 --- a/themes/linear-es-de/system/metadata/desktop.xml +++ b/themes/linear-es-de/system/metadata/desktop.xml @@ -1,4 +1,4 @@ - + Desktop Shorcuts View and run your Desktop shortcuts @@ -13,14 +13,90 @@ 503E7A A05745 5C5599 + 1-1 + + + Veure i executar les dreceres d'escriptori + Folder + + + + + Desktop-Verknüpfungen anzeigen und ausführen + Mappe + + + + + Ver y ejecutar los accesos directos del Escritorio + Carpeta + + + + + Afficher et exécuter les raccourcis de votre bureau + Dossier + + + + + Visualizzare ed eseguire i collegamenti al desktop + Cartella + + + + + Uw bureaubladsnelkoppelingen weergeven en uitvoeren + Map + + + + + Wyświetlanie i uruchamianie skrótów na pulpicie + Folder + + + + + Exibir e executar os atalhos da área de trabalho + Pasta + + + + + Vizualizați și rulați comenzile rapide de pe desktop + Dosar + + + + + Просмотр и запуск ярлыков на рабочем столе + Папка + + - Diverse - Diverse - Diverse - Diverse + Visa och kör dina genvägar på skrivbordet Mapp + + + デスクトップショートカットの表示と実行 + フォルダ + + + + + 데스크톱 바로 가기 보기 및 실행 + 폴더 + + + + + 查看和运行桌面快捷方式 + 文件夹 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/doom.xml b/themes/linear-es-de/system/metadata/doom.xml index 886a9c972..ba14da923 100644 --- a/themes/linear-es-de/system/metadata/doom.xml +++ b/themes/linear-es-de/system/metadata/doom.xml @@ -1,4 +1,4 @@ - + Doom Doom is a 1993 first-person shooter (FPS) game developed by id Software for MS-DOS. Players assume the role of a space marine, popularly known as Doomguy, fighting their way through hordes of invading demons from hell. Id began developing Doom after the release of their previous FPS, Wolfenstein 3D (1992). @@ -13,10 +13,90 @@ DFDED1 D37112 A63417 + 1-1 + + + DOOM és un joc de tirador en primera persona (FPS) de 1993 desenvolupat per programari ID per a MS-DOS. Els jugadors assumeixen el paper d’un espacial marí, conegut popularment com a Doomguy, lluitant pel seu camí a través de les hordes de dimonis invasors des de l’infern. La ID va començar a desenvolupar Doom després del llançament del seu FPS anterior, Wolfenstein 3D (1992). + Engine + + + + + Doom ist ein 1993 von id Software entwickeltes Ego-Shooter-Spiel (FPS) für MS-DOS. Der Spieler schlüpft in die Rolle eines Space Marines, im Volksmund Doomguy genannt, und kämpft sich durch Horden von Dämonen, die aus der Hölle einfallen. Id begann mit der Entwicklung von Doom nach der Veröffentlichung ihres vorherigen FPS, Wolfenstein 3D (1992). + Motor + + + + + Doom es un juego de disparos en primera persona (FPS) de 1993 desarrollado por id Software para MS-DOS. Los jugadores asumen el papel de un marine espacial, conocido popularmente como Doomguy, que lucha contra hordas de demonios invasores del infierno. Id comenzó a desarrollar Doom tras el lanzamiento de su anterior FPS, Wolfenstein 3D (1992). + Motor + + + + + Doom est un jeu de tir à la première personne (FPS) de 1993 développé par id Software pour MS-DOS. Le joueur incarne un marine de l'espace, connu sous le nom de Doomguy, qui doit se frayer un chemin à travers des hordes de démons venus de l'enfer. Id a commencé à développer Doom après la sortie de son précédent FPS, Wolfenstein 3D (1992). + Moteur + + + + + Doom è un gioco sparatutto in prima persona (FPS) del 1993 sviluppato da id Software per MS-DOS. I giocatori assumono il ruolo di un marine spaziale, noto come Doomguy, che combatte contro orde di demoni infernali. Id ha iniziato a sviluppare Doom dopo l'uscita del suo precedente FPS, Wolfenstein 3D (1992). + Motore + + + + + Doom is een first-person shooter (FPS) spel uit 1993, ontwikkeld door id Software voor MS-DOS. Spelers kruipen in de huid van een ruimtemarinier, in de volksmond Doomguy genoemd, die zich een weg vecht door hordes binnenvallende demonen uit de hel. Id begon met de ontwikkeling van Doom na de release van hun vorige FPS, Wolfenstein 3D (1992). + Motor + + + + + Doom to pierwszoosobowa strzelanka (FPS) z 1993 roku opracowana przez id Software dla systemu MS-DOS. Gracze wcielają się w rolę kosmicznego marine, popularnie znanego jako Doomguy, walczącego z hordami piekielnych demonów. Firma id rozpoczęła prace nad grą Doom po wydaniu swojego poprzedniego FPS-a, Wolfenstein 3D (1992). + Silnik + + + + + Doom é um jogo de tiro em primeira pessoa (FPS) de 1993 desenvolvido pela id Software para MS-DOS. Os jogadores assumem o papel de um fuzileiro espacial, popularmente conhecido como Doomguy, lutando contra hordas de demônios invasores do inferno. A id começou a desenvolver Doom após o lançamento de seu FPS anterior, Wolfenstein 3D (1992). + Motor + + + + + Doom este un joc 1993 first-person shooter (FPS) dezvoltat de id Software pentru MS-DOS. Jucătorii își asumă rolul unui marinar spațial, cunoscut popular sub numele de Doomguy, luptându-și drumul prin hoardele de demoni invadatori din iad. Id a început să dezvolte Doom după lansarea FPS-ului lor anterior, Wolfenstein 3D (1992). + Motor + + + + + Doom - это шутер от первого лица (FPS) 1993 года, разработанный id Software для MS-DOS. Игроки берут на себя роль космического морского пехотинца, известного как Doomguy, и пробиваются сквозь орды вторгшихся демонов из ада. Id начала разработку Doom после выхода предыдущего FPS, Wolfenstein 3D (1992). + Двигатель + + - Spelmotor + Doom är ett förstapersonsskjutspel (FPS) från 1993 som utvecklades av id Software för MS-DOS. Spelare antar rollen som en rymdmarinsoldat, populärt känd som Doomguy, som kämpar sig igenom horder av invaderande demoner från helvetet. Id började utveckla Doom efter lanseringen av deras tidigare FPS, Wolfenstein 3D (1992). + Motor + + + + + Doomは1993年にid SoftwareによってMS-DOS向けに開発された一人称視点のシューティングゲーム(FPS)である。プレイヤーはドゥームガイとして知られる宇宙海兵隊員となり、地獄から侵略してきた悪魔の大群と戦う。Id社は前作『ウルフェンシュタイン3D』(1992年)のリリース後に『Doom』の開発を開始した。 + エンジン + + + + + 둠은 1993년 id Software에서 MS-DOS용으로 개발한 1인칭 슈팅(FPS) 게임입니다. 플레이어는 둠가이라는 별명을 가진 우주 해병의 역할을 맡아 지옥에서 침입한 악마 무리를 물리쳐야 합니다. Id는 이전 FPS인 Wolfenstein 3D(1992년)를 출시한 후 둠 개발을 시작했습니다. + 엔진 + + + + + 毁灭战士》(Doom)是 id Software 公司于 1993 年在 MS-DOS 平台上开发的一款第一人称射击游戏(FPS)。玩家将扮演一名太空海军陆战队员(俗称 "毁灭战士"),与成群入侵的地狱恶魔展开殊死搏斗。Id 公司在推出前一款 FPS 游戏《Wolfenstein 3D》(1992 年)后开始开发《毁灭战士》。 + 发动机 \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/dos.xml b/themes/linear-es-de/system/metadata/dos.xml index 32e0d836a..c2abb0ff6 100644 --- a/themes/linear-es-de/system/metadata/dos.xml +++ b/themes/linear-es-de/system/metadata/dos.xml @@ -1,4 +1,4 @@ - + MS-DOS MS-DOS, short for Microsoft Disk Operating System, was an operating system for x86-based personal computers mostly developed by Microsoft. It was the most commonly used member of the DOS family of operating systems, and was the main operating system for IBM PC compatible personal computers during the 1980s to the mid-1990s, when it was gradually superseded by operating systems offering a graphical user interface (GUI), in various generations of the Microsoft Windows operating system. @@ -13,10 +13,90 @@ 8461A9 CA1A15 111111 + 1-1 + + + MS-DOS, curt per al sistema operatiu de disc de Microsoft, va ser un sistema operatiu per a ordinadors personals basats en x86 desenvolupats principalment per Microsoft. Va ser el membre més utilitzat de la família DOS de sistemes operatius i va ser el principal sistema operatiu per a ordinadors personals compatibles amb IBM PC durant la dècada de 1980 a mitjans dels anys 90, quan es va substituir gradualment per sistemes operatius que ofereixen una interfície gràfica d'usuari (GUI), en diverses generacions del sistema operatiu de Microsoft Windows. + OS + + + + + MS-DOS, kurz für Microsoft Disk Operating System, war ein Betriebssystem für x86-basierte Personal Computer, das hauptsächlich von Microsoft entwickelt wurde. Es war das am häufigsten verwendete Mitglied der DOS-Familie von Betriebssystemen und war das Hauptbetriebssystem für IBM PC-kompatible Personal Computer während der 1980er bis Mitte der 1990er Jahre, als es allmählich durch Betriebssysteme mit einer grafischen Benutzeroberfläche (GUI) in verschiedenen Generationen des Microsoft Windows-Betriebssystems abgelöst wurde. + OS + + + + + MS-DOS, abreviatura de Microsoft Disk Operating System, era un sistema operativo para ordenadores personales basados en x86 desarrollado principalmente por Microsoft. Fue el miembro más utilizado de la familia de sistemas operativos DOS, y fue el principal sistema operativo para ordenadores personales compatibles con IBM PC desde la década de 1980 hasta mediados de la década de 1990, cuando fue sustituido gradualmente por sistemas operativos que ofrecían una interfaz gráfica de usuario (GUI), en varias generaciones del sistema operativo Microsoft Windows. + OS + + + + + MS-DOS, abréviation de Microsoft Disk Operating System, était un système d'exploitation pour ordinateurs personnels à base de x86, principalement développé par Microsoft. C'était le membre le plus utilisé de la famille des systèmes d'exploitation DOS, et le principal système d'exploitation pour les ordinateurs personnels compatibles IBM PC pendant les années 1980 jusqu'au milieu des années 1990, lorsqu'il a été progressivement remplacé par des systèmes d'exploitation offrant une interface utilisateur graphique (GUI), dans les différentes générations du système d'exploitation Microsoft Windows. + OS + + + + + MS-DOS, abbreviazione di Microsoft Disk Operating System, era un sistema operativo per personal computer basati su x86, sviluppato principalmente da Microsoft. È stato il membro più comunemente usato della famiglia dei sistemi operativi DOS ed è stato il principale sistema operativo per i personal computer IBM PC compatibili tra gli anni '80 e la metà degli anni '90, quando è stato gradualmente sostituito da sistemi operativi che offrivano un'interfaccia grafica (GUI), in varie generazioni del sistema operativo Microsoft Windows. + OS + + + + + MS-DOS, afkorting van Microsoft Disk Operating System, was een besturingssysteem voor x86-gebaseerde pc's, voornamelijk ontwikkeld door Microsoft. Het was het meest gebruikte lid van de DOS-familie van besturingssystemen en was het belangrijkste besturingssysteem voor IBM PC-compatibele pc's van de jaren 1980 tot halverwege de jaren 1990, toen het geleidelijk werd verdrongen door besturingssystemen met een grafische gebruikersinterface (GUI), in verschillende generaties van het Microsoft Windows-besturingssysteem. + OS + + + + + MS-DOS, skrót od Microsoft Disk Operating System, był systemem operacyjnym dla komputerów osobistych opartych na architekturze x86, opracowanym głównie przez firmę Microsoft. Był to najczęściej używany członek rodziny systemów operacyjnych DOS i był głównym systemem operacyjnym dla komputerów osobistych kompatybilnych z IBM PC w latach 80-tych do połowy lat 90-tych, kiedy to był stopniowo zastępowany przez systemy operacyjne oferujące graficzny interfejs użytkownika (GUI), w różnych generacjach systemu operacyjnego Microsoft Windows. + OS + + + + + O MS-DOS, abreviação de Microsoft Disk Operating System, foi um sistema operacional para computadores pessoais baseados em x86, desenvolvido principalmente pela Microsoft. Era o membro mais comumente usado da família DOS de sistemas operacionais e foi o principal sistema operacional para computadores pessoais compatíveis com IBM PC durante a década de 1980 até meados da década de 1990, quando foi gradualmente substituído por sistemas operacionais que ofereciam uma interface gráfica do usuário (GUI), em várias gerações do sistema operacional Microsoft Windows. + SO + + + + + MS-DOS, prescurtarea de la Microsoft Disk Operating System, a fost un sistem de operare pentru calculatoare personale bazate pe x86, dezvoltat în principal de Microsoft. A fost cel mai utilizat membru al familiei de sisteme de operare DOS și a fost principalul sistem de operare pentru computerele personale compatibile IBM PC între anii 1980 și mijlocul anilor 1990, când a fost înlocuit treptat de sistemele de operare care oferă o interfață grafică cu utilizatorul (GUI), în diferite generații ale sistemului de operare Microsoft Windows. + SO + + + + + MS-DOS, сокращение от Microsoft Disk Operating System, - операционная система для персональных компьютеров на базе архитектуры x86, в основном разработанная компанией Microsoft. Она была наиболее распространенным представителем семейства операционных систем DOS и являлась основной операционной системой для IBM PC совместимых персональных компьютеров с 1980-х до середины 1990-х годов, когда ее постепенно вытеснили операционные системы с графическим интерфейсом пользователя (GUI), в различных поколениях операционной системы Microsoft Windows. + OS + + - Operativsystem + MS-DOS, en förkortning för Microsoft Disk Operating System, var ett operativsystem för x86-baserade persondatorer som huvudsakligen utvecklades av Microsoft. Det var den mest använda medlemmen av DOS-familjen av operativsystem och var det huvudsakliga operativsystemet för IBM PC-kompatibla persondatorer under 1980-talet till mitten av 1990-talet, då det gradvis ersattes av operativsystem som erbjuder ett grafiskt användargränssnitt (GUI), i olika generationer av operativsystemet Microsoft Windows. + OS + + + + + MS-DOS(エムエスドス)は、Microsoft Disk Operating System(マイクロソフト・ディスク・オペレーティング・システム)の略で、主にマイクロソフトが開発したx86ベースのパーソナルコンピュータ用のオペレーティングシステムである。DOSオペレーティングシステムファミリーの中で最も一般的に使用されており、1980年代から1990年代半ばにかけてIBM PC互換パーソナルコンピュータの主要なオペレーティングシステムであったが、Microsoft Windowsオペレーティングシステムの様々な世代において、グラフィカルユーザーインターフェイス(GUI)を提供するオペレーティングシステムに徐々に取って代わられた。 + OS + + + + + Microsoft 디스크 운영 체제의 약자인 MS-DOS는 주로 Microsoft에서 개발한 x86 기반 개인용 컴퓨터용 운영 체제입니다. DOS 운영 체제 제품군 중 가장 일반적으로 사용되는 운영 체제로, 1980년대부터 1990년대 중반까지 다양한 세대의 Microsoft Windows 운영 체제에서 그래픽 사용자 인터페이스(GUI)를 제공하는 운영 체제로 점차 대체되기 전까지 IBM PC 호환 개인용 컴퓨터의 주요 운영 체제였습니다. + OS + + + + + MS-DOS 是 Microsoft Disk Operating System(微软磁盘操作系统)的简称,是主要由微软公司开发的基于 x86 的个人计算机操作系统。它是 DOS 操作系统家族中最常用的成员,也是 20 世纪 80 年代至 90 年代中期 IBM PC 兼容个人电脑的主要操作系统,后来逐渐被提供图形用户界面(GUI)的操作系统(如各代微软视窗操作系统)所取代。 + 操作系统 \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/dragon32.xml b/themes/linear-es-de/system/metadata/dragon32.xml index 9ceba3acf..1928b3f78 100644 --- a/themes/linear-es-de/system/metadata/dragon32.xml +++ b/themes/linear-es-de/system/metadata/dragon32.xml @@ -1,10 +1,10 @@ - + Dragon 32 The Dragon 32 and Dragon 64 are home computers that were built in the 1980s. The Dragons are very similar to the TRS-80 Color Computer, and were produced for the European market by Dragon Data, Ltd., initially in Swansea, Wales before moving to Port Talbot, Wales (until 1984) and by Eurohard S.A. in Casar de Cáceres, Spain (from 1984 to 1987), and for the US market by Tano of New Orleans, Louisiana. - The model numbers reflect the primary difference between the two machines, which have 32 and 64 kilobytes (32,768 and 65,536 bytes) of RAM, respectively. - Dragon Data, Ltd. +The model numbers reflect the primary difference between the two machines, which have 32 and 64 kilobytes (32,768 and 65,536 bytes) of RAM, respectively. + Dragon Data 1982 1982-08 August 1982 @@ -15,10 +15,118 @@ FBFA35 74B719 3262D9 + 1-1 + + + El Dragon 32 i Dragon 64 són ordinadors domèstics construïts a la dècada de 1980. Els dracs són molt similars a l’ordinador de color TRS-80 i van ser produïts per al mercat europeu per Dragon Data, Ltd., inicialment a Swansea, Gal·les abans de traslladar-se a Port Talbot, Gal·les (fins al 1984) i per Eurohard S. A. a Casar deCáceres, Espanya (de 1984 a 1987), i per al mercat nord -americà de Tano de Nova Orleans, Louisiana. + +Els números de model reflecteixen la diferència primària entre les dues màquines, que tenen 32 i 64 quilobytes (32.768 i 65.536 bytes) de RAM, respectivament. + Computer + + + + + Der Dragon 32 und der Dragon 64 sind Heimcomputer, die in den 1980er Jahren gebaut wurden. Die Dragons sind dem TRS-80 Color Computer sehr ähnlich und wurden für den europäischen Markt von Dragon Data, Ltd. zunächst in Swansea, Wales, dann in Port Talbot, Wales (bis 1984) und von Eurohard S.A. in Casar de Cáceres, Spanien (von 1984 bis 1987) und für den US-Markt von Tano in New Orleans, Louisiana, hergestellt. + +Die Modellnummern spiegeln den Hauptunterschied zwischen den beiden Maschinen wider, die über 32 bzw. 64 Kilobyte (32.768 bzw. 65.536 Byte) RAM verfügen. + Computer + + + + + Los Dragon 32 y Dragon 64 son ordenadores domésticos fabricados en la década de 1980. Los Dragon son muy similares al TRS-80 Color Computer, y fueron fabricados para el mercado europeo por Dragon Data, Ltd., inicialmente en Swansea, Gales, antes de trasladarse a Port Talbot, Gales (hasta 1984) y por Eurohard S.A. en Casar de Cáceres, España (de 1984 a 1987), y para el mercado estadounidense por Tano de Nueva Orleans, Luisiana. + +Los números de modelo reflejan la principal diferencia entre ambas máquinas, que tienen 32 y 64 kilobytes (32.768 y 65.536 bytes) de RAM, respectivamente. + Ordenador + + + + + Le Dragon 32 et le Dragon 64 sont des ordinateurs domestiques construits dans les années 1980. Ils sont très similaires au TRS-80 Color Computer et ont été produits pour le marché européen par Dragon Data, Ltd, initialement à Swansea, au Pays de Galles, puis à Port Talbot, au Pays de Galles (jusqu'en 1984) et par Eurohard S.A. à Casar de Cáceres, en Espagne (de 1984 à 1987), et pour le marché américain par Tano, à la Nouvelle-Orléans, en Louisiane. + +Les numéros de modèle reflètent la principale différence entre les deux machines, qui disposent respectivement de 32 et 64 kilo-octets (32 768 et 65 536 octets) de mémoire vive. + Ordinateur + + + + + Il Dragon 32 e il Dragon 64 sono home computer costruiti negli anni '80. I Dragon sono molto simili al TRS-80 Color Computer e sono stati prodotti per il mercato europeo da Dragon Data, Ltd., inizialmente a Swansea, Galles, prima di trasferirsi a Port Talbot, Galles (fino al 1984) e da Eurohard S.A. a Casar de Cáceres, Spagna (dal 1984 al 1987), e per il mercato statunitense da Tano di New Orleans, Louisiana. + +I numeri di modello riflettono la differenza principale tra le due macchine, che hanno rispettivamente 32 e 64 kilobyte (32.768 e 65.536 byte) di RAM. + Computer + + + + + De Dragon 32 en Dragon 64 zijn thuiscomputers die werden gebouwd in de jaren 1980. De Dragons lijken erg op de TRS-80 Color Computer en werden voor de Europese markt geproduceerd door Dragon Data, Ltd., aanvankelijk in Swansea, Wales voordat ze verhuisden naar Port Talbot, Wales (tot 1984) en door Eurohard S.A. in Casar de Cáceres, Spanje (van 1984 tot 1987), en voor de Amerikaanse markt door Tano uit New Orleans, Louisiana. + +De modelnummers weerspiegelen het primaire verschil tussen de twee machines, die respectievelijk 32 en 64 kilobytes (32.768 en 65.536 bytes) RAM hebben. + Computer + + + + + Dragon 32 i Dragon 64 to komputery domowe, które powstały w latach 80-tych. Smoki są bardzo podobne do TRS-80 Color Computer i były produkowane na rynek europejski przez Dragon Data, Ltd., początkowo w Swansea w Walii, a następnie przeniesione do Port Talbot w Walii (do 1984 roku) i przez Eurohard S.A. w Casar de Cáceres w Hiszpanii (od 1984 do 1987 roku), a na rynek amerykański przez Tano z Nowego Orleanu w Luizjanie. + +Numery modeli odzwierciedlają podstawową różnicę między tymi dwoma maszynami, które mają odpowiednio 32 i 64 kilobajty (32 768 i 65 536 bajtów) pamięci RAM. + Komputer + + + + + O Dragon 32 e o Dragon 64 são computadores domésticos criados na década de 1980. Os Dragons são muito parecidos com o TRS-80 Color Computer e foram produzidos para o mercado europeu pela Dragon Data, Ltd., inicialmente em Swansea, País de Gales, antes de se mudar para Port Talbot, País de Gales (até 1984) e pela Eurohard S.A. em Casar de Cáceres, Espanha (de 1984 a 1987), e para o mercado dos EUA pela Tano de New Orleans, Louisiana. + +Os números dos modelos refletem a principal diferença entre as duas máquinas, que têm 32 e 64 kilobytes (32.768 e 65.536 bytes) de RAM, respectivamente. + Computador + + + + + Dragon 32 și Dragon 64 sunt computere de uz casnic care au fost construite în anii 1980. Dragonii sunt foarte asemănători cu TRS-80 Color Computer și au fost produși pentru piața europeană de Dragon Data, Ltd., inițial în Swansea, Țara Galilor înainte de a se muta în Port Talbot, Țara Galilor (până în 1984) și de Eurohard S.A. în Casar de Cáceres, Spania (din 1984 până în 1987), iar pentru piața americană de Tano din New Orleans, Louisiana. + +Numerele modelelor reflectă principala diferență dintre cele două mașini, care au 32 și 64 de kilobiți (32 768 și, respectiv, 65 536 de biți) de memorie RAM. + Computer + + + + + Dragon 32 и Dragon 64 - это домашние компьютеры, созданные в 1980-х годах. Они очень похожи на TRS-80 Color Computer и производились для европейского рынка компанией Dragon Data, Ltd., первоначально в Суонси, Уэльс, затем переехали в Порт-Толбот, Уэльс (до 1984 года) и Eurohard S.A. в Касар-де-Касерес, Испания (с 1984 по 1987 год), а для американского рынка - компанией Tano из Нового Орлеана, Луизиана. + +Номера моделей отражают основное различие между двумя машинами, которые имеют 32 и 64 килобайта (32 768 и 65 536 байт) оперативной памяти соответственно. + Компьютер + + + Dragon 32 och Dragon 64 är hemdatorer som byggdes på 1980-talet. Dragon-datorerna är mycket lika TRS-80 Color Computer och tillverkades för den europeiska marknaden av Dragon Data, Ltd., först i Swansea, Wales, sedan i Port Talbot, Wales (fram till 1984) och av Eurohard S.A. i Casar de Cáceres, Spanien (1984-1987), och för den amerikanska marknaden av Tano i New Orleans, Louisiana. + +Modellnumren återspeglar den primära skillnaden mellan de två maskinerna, som har 32 respektive 64 kilobyte (32.768 och 65.536 byte) RAM. Dator + + + ドラゴン32とドラゴン64は1980年代に作られた家庭用コンピュータである。ドラゴンはTRS-80カラーコンピュータによく似ており、ヨーロッパ市場向けには、当初ウェールズのスウォンジーにあったドラゴン・データ社が、その後ウェールズのポート・タルボットに移転し(1984年まで)、スペインのカサル・デ・カセレスにあったユーロハード社(1984年から1987年まで)によって生産され、アメリカ市場向けにはルイジアナ州ニューオーリンズのタノ社によって生産された。 + +型番は2つのマシンの主な違いを反映しており、それぞれ32キロバイトと64キロバイト(32,768バイトと65,536バイト)のRAMを搭載している。 + コンピューター + + + + + 드래곤 32와 드래곤 64는 1980년대에 제작된 가정용 컴퓨터입니다. 드래곤은 TRS-80 컬러 컴퓨터와 매우 유사하며, 처음에는 웨일즈 스완지에서 생산되다가 1984년까지 웨일즈 포트 탈봇으로 이전한 Dragon Data, Ltd.와 1984년부터 1987년까지 스페인 카사르 데 카세레스에 있는 Eurohard S.A.에서 유럽 시장을 위해, 미국 시장에서는 루이지애나주 뉴올리언스의 Tano에서 생산했습니다. + +모델 번호는 각각 32킬로바이트와 64킬로바이트(32,768바이트와 65,536바이트)의 RAM을 가진 두 기계 간의 주요 차이점을 반영합니다. + 컴퓨터 + + + + + Dragon 32 和 Dragon 64 是 20 世纪 80 年代制造的家用电脑。Dragon 32 和 Dragon 64 与 TRS-80 彩色计算机非常相似,由 Dragon Data 有限公司(最初位于威尔士斯旺西,后迁至威尔士塔尔伯特港(直至 1984 年))和位于西班牙卡萨尔德卡塞雷斯的 Eurohard S.A.公司(1984 年至 1987 年)生产,供应欧洲市场,并由路易斯安那州新奥尔良的 Tano 公司供应美国市场。 + +型号反映了两款机器的主要区别,它们的内存分别为 32 和 64 千字节(32,768 和 65,536 字节)。 + 计算机 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/dreamcast.xml b/themes/linear-es-de/system/metadata/dreamcast.xml index 83e85b1fc..ff15bb153 100644 --- a/themes/linear-es-de/system/metadata/dreamcast.xml +++ b/themes/linear-es-de/system/metadata/dreamcast.xml @@ -1,9 +1,9 @@ - + Dreamcast The Dreamcast is a home video game console released by Sega on November 27, 1998 in Japan, September 9, 1999 in North America, and October 14, 1999 in Europe. It was the first in the sixth generation of video game consoles, preceding Sony's PlayStation 2, Nintendo's GameCube, and Microsoft's Xbox. The Dreamcast was Sega's final home console, marking the end of the company's eighteen years in the console market. - In contrast to the expensive hardware of the unsuccessful Sega Saturn, the Dreamcast was designed to reduce costs with "off-the-shelf" components, including a Hitachi SH-4 CPU and an NEC PowerVR2 GPU. Released in Japan to a subdued reception, the Dreamcast enjoyed a successful U.S. launch backed by a large marketing campaign, but interest in the system steadily declined as Sony built hype for the upcoming PlayStation 2. Sales did not meet Sega's expectations despite several price cuts, and the company continued to incur significant financial losses. After a change in leadership, Sega discontinued the Dreamcast on March 31, 2001, withdrawing from the console business and restructuring itself as a third-party publisher. In total, 9.13 million Dreamcast units were sold worldwide. +In contrast to the expensive hardware of the unsuccessful Sega Saturn, the Dreamcast was designed to reduce costs with "off-the-shelf" components, including a Hitachi SH-4 CPU and an NEC PowerVR2 GPU. Released in Japan to a subdued reception, the Dreamcast enjoyed a successful U.S. launch backed by a large marketing campaign, but interest in the system steadily declined as Sony built hype for the upcoming PlayStation 2. Sales did not meet Sega's expectations despite several price cuts, and the company continued to incur significant financial losses. After a change in leadership, Sega discontinued the Dreamcast on March 31, 2001, withdrawing from the console business and restructuring itself as a third-party publisher. In total, 9.13 million Dreamcast units were sold worldwide. Sega 1998 1998-11-27 @@ -15,10 +15,118 @@ 3E649F 030303 E4E5E4 + 1-1 + + + The Dreamcast és una consola de videojocs a casa publicada per Sega el 27 de novembre de 1998 al Japó, el 9 de setembre de 1999 a Amèrica del Nord i el 14 d'octubre de 1999 a Europa. Va ser la primera de la sisena generació de consoles de videojocs, precedent a PlayStation 2 de Sony, Nintendo's Gamecube i Microsoft's Xbox. El Dreamcast va ser la consola final de Sega, marcant el final dels divuit anys de la companyia al mercat de les consoles. + +En contrast amb el costós maquinari del Sega Saturn infructuós, el Dreamcast va ser dissenyat per reduir costos amb components "fora de la plataforma", inclosa una CPU Hitachi SH-4 i una GPU NEC PowerVR2. Dreat al Japó a una recepció sotmesa, el Dreamcast va gaudir d'un èxit de llançament dels Estats Units avalat per una gran campanya de màrqueting, però l'interès pel sistema va disminuir constantment quan Sony va crear un bombo per a la propera PlayStation 2. Les vendes no van complir les expectatives de Sega malgrat diverses retallades de preus,I la companyia va continuar incorporant importants pèrdues financeres. Després d'un canvi de lideratge, Sega va suspendre el Dreamcast el 31 de març del 2001, retirant-se del negoci de la consola i reestructurant-se com a editor de tercers. En total, es van vendre 9,13 milions d’unitats de somni a tot el món. + Console + + + + + Die Dreamcast ist eine Videospielkonsole, die von Sega am 27. November 1998 in Japan, am 9. September 1999 in Nordamerika und am 14. Oktober 1999 in Europa auf den Markt gebracht wurde. Sie war die erste in der sechsten Generation von Videospielkonsolen, vor Sonys PlayStation 2, Nintendos GameCube und Microsofts Xbox. Die Dreamcast war die letzte Heimkonsole von Sega und markierte das Ende der achtzehnjährigen Präsenz des Unternehmens auf dem Konsolenmarkt. + +Im Gegensatz zu der teuren Hardware des erfolglosen Sega Saturn, wurde die Dreamcast entwickelt, um die Kosten mit "off-the-shelf" Komponenten zu reduzieren, einschließlich einer Hitachi SH-4 CPU und einer NEC PowerVR2 GPU. Die Dreamcast wurde in Japan mit gedämpfter Resonanz veröffentlicht und genoss einen erfolgreichen Start in den USA, der durch eine große Marketingkampagne unterstützt wurde, aber das Interesse an dem System nahm stetig ab, als Sony den Hype für die kommende PlayStation 2 aufbaute. Die Verkäufe entsprachen trotz mehrerer Preissenkungen nicht den Erwartungen von Sega, und das Unternehmen musste weiterhin erhebliche finanzielle Verluste hinnehmen. Nach einem Führungswechsel stellte Sega die Dreamcast am 31. März 2001 ein, zog sich aus dem Konsolengeschäft zurück und strukturierte sich als Third-Party-Publisher um. Insgesamt wurden weltweit 9,13 Millionen Dreamcast-Einheiten verkauft. + Konsole + + + + + La Dreamcast es una videoconsola doméstica lanzada por Sega el 27 de noviembre de 1998 en Japón, el 9 de septiembre de 1999 en Norteamérica y el 14 de octubre de 1999 en Europa. Fue la primera de la sexta generación de consolas de videojuegos, precediendo a la PlayStation 2 de Sony, la GameCube de Nintendo y la Xbox de Microsoft. La Dreamcast fue la última consola doméstica de Sega, marcando el final de los dieciocho años de la compañía en el mercado de las consolas. + +En contraste con el costoso hardware de la fracasada Sega Saturn, la Dreamcast se diseñó para reducir costes con componentes "listos para usar", como una CPU Hitachi SH-4 y una GPU NEC PowerVR2. Lanzada en Japón con escasa acogida, la Dreamcast tuvo un exitoso lanzamiento en EE.UU., respaldado por una gran campaña de marketing, pero el interés por el sistema fue decayendo a medida que Sony creaba expectación por la inminente PlayStation 2. Las ventas no alcanzaron los objetivos de Sega en el mercado. Las ventas no cumplieron las expectativas de Sega a pesar de varios recortes de precios, y la empresa siguió incurriendo en importantes pérdidas financieras. Tras un cambio de liderazgo, Sega dejó de comercializar Dreamcast el 31 de marzo de 2001, retirándose del negocio de las consolas y reestructurándose como editora de terceros. En total, se vendieron 9,13 millones de unidades de Dreamcast en todo el mundo. + Consola + + + + + La Dreamcast est une console de jeux vidéo de salon commercialisée par Sega le 27 novembre 1998 au Japon, le 9 septembre 1999 en Amérique du Nord et le 14 octobre 1999 en Europe. Elle était la première de la sixième génération de consoles de jeux vidéo, précédant la PlayStation 2 de Sony, la GameCube de Nintendo et la Xbox de Microsoft. La Dreamcast a été la dernière console de salon de Sega, marquant la fin des dix-huit années de présence de l'entreprise sur le marché des consoles. + +Contrairement au matériel coûteux de la Sega Saturn, qui n'a pas connu le succès escompté, la Dreamcast a été conçue pour réduire les coûts grâce à des composants "prêts à l'emploi", notamment un processeur Hitachi SH-4 et un processeur graphique NEC PowerVR2. Lancée au Japon avec un accueil mitigé, la Dreamcast a bénéficié d'un lancement réussi aux États-Unis, soutenu par une vaste campagne de marketing, mais l'intérêt pour la console a régulièrement décliné, Sony faisant de la publicité pour la future PlayStation 2. Les ventes n'ont pas répondu aux attentes de Sega malgré plusieurs baisses de prix, et la société a continué à subir des pertes financières importantes. Après un changement de direction, Sega a mis fin à la commercialisation de la Dreamcast le 31 mars 2001, se retirant du marché des consoles et se restructurant en tant qu'éditeur tiers. Au total, 9,13 millions d'unités Dreamcast ont été vendues dans le monde. + Console + + + + + Il Dreamcast è una console per videogiochi domestica rilasciata da Sega il 27 novembre 1998 in Giappone, il 9 settembre 1999 in Nord America e il 14 ottobre 1999 in Europa. È stata la prima della sesta generazione di console per videogiochi, preceduta dalla PlayStation 2 di Sony, dal GameCube di Nintendo e dalla Xbox di Microsoft. Il Dreamcast è stata l'ultima console domestica di Sega, segnando la fine dei diciotto anni di presenza dell'azienda nel mercato delle console. + +In contrasto con il costoso hardware del fallimentare Sega Saturn, il Dreamcast fu progettato per ridurre i costi con componenti "off-the-shelf", tra cui una CPU Hitachi SH-4 e una GPU NEC PowerVR2. Uscito in Giappone con un'accoglienza modesta, il Dreamcast ebbe un lancio di successo negli Stati Uniti, sostenuto da un'ampia campagna di marketing, ma l'interesse per il sistema diminuì costantemente mentre Sony creava un'atmosfera di entusiasmo per l'imminente PlayStation 2. Le vendite non raggiunsero i livelli di Sega Saturn. Le vendite non soddisfano le aspettative di Sega, nonostante i numerosi tagli di prezzo, e l'azienda continua a subire notevoli perdite finanziarie. Dopo un cambio di leadership, il 31 marzo 2001 Sega ha dismesso il Dreamcast, ritirandosi dal settore delle console e ristrutturandosi come editore di terze parti. In totale sono state vendute 9,13 milioni di unità Dreamcast in tutto il mondo. + Console + + + + + De Dreamcast is een videogameconsole voor thuisgebruik die op 27 november 1998 door Sega werd uitgebracht in Japan, op 9 september 1999 in Noord-Amerika en op 14 oktober 1999 in Europa. Het was de eerste van de zesde generatie videogameconsoles, voorafgaand aan Sony's PlayStation 2, Nintendo's GameCube en Microsoft's Xbox. De Dreamcast was de laatste thuisconsole van Sega en markeerde het einde van de achttien jaar van het bedrijf op de consolemarkt. + +In tegenstelling tot de dure hardware van de onsuccesvolle Sega Saturn, was de Dreamcast ontworpen om de kosten te drukken met "off-the-shelf" componenten, waaronder een Hitachi SH-4 CPU en een NEC PowerVR2 GPU. De Dreamcast werd in Japan uitgebracht met een matige ontvangst en kende een succesvolle lancering in de V.S. ondersteund door een grote marketingcampagne, maar de interesse in het systeem nam gestaag af terwijl Sony een hype opbouwde voor de PlayStation 2 die op stapel stond. De verkoop voldeed niet aan de verwachtingen van Sega ondanks verschillende prijsverlagingen en het bedrijf bleef aanzienlijke financiële verliezen lijden. Na een verandering in de leiding stopte Sega op 31 maart 2001 met de Dreamcast, trok zich terug uit de consolebusiness en herstructureerde zichzelf als uitgever van derden. In totaal werden er wereldwijd 9,13 miljoen Dreamcast-toestellen verkocht. + Console + + + + + Dreamcast to domowa konsola do gier wideo wydana przez firmę Sega 27 listopada 1998 roku w Japonii, 9 września 1999 roku w Ameryce Północnej i 14 października 1999 roku w Europie. Była to pierwsza konsola do gier wideo szóstej generacji, poprzedzająca PlayStation 2 Sony, GameCube Nintendo i Xbox Microsoftu. Dreamcast był ostatnią konsolą domową firmy Sega, oznaczającą koniec osiemnastoletniej obecności firmy na rynku konsol. + +W przeciwieństwie do drogiego sprzętu nieudanej Sega Saturn, Dreamcast został zaprojektowany w celu obniżenia kosztów dzięki "gotowym" komponentom, w tym procesorowi Hitachi SH-4 i procesorowi graficznemu NEC PowerVR2. Dreamcast został wydany w Japonii i spotkał się z niezbyt przychylnym przyjęciem, po czym z powodzeniem zadebiutował w Stanach Zjednoczonych, wspierany przez szeroko zakrojoną kampanię marketingową, ale zainteresowanie systemem stale spadało, w miarę jak Sony budowało szum wokół nadchodzącej konsoli PlayStation 2. Sprzedaż nie spełniła oczekiwań firmy Sega pomimo kilku obniżek cen, a firma nadal ponosiła znaczne straty finansowe. Po zmianie kierownictwa, Sega zaprzestała produkcji Dreamcast 31 marca 2001 roku, wycofując się z branży konsolowej i restrukturyzując się jako wydawca zewnętrzny. Łącznie na całym świecie sprzedano 9,13 miliona egzemplarzy Dreamcasta. + Konsola + + + + + O Dreamcast é um console de videogame doméstico lançado pela Sega em 27 de novembro de 1998 no Japão, em 9 de setembro de 1999 na América do Norte e em 14 de outubro de 1999 na Europa. Ele foi o primeiro da sexta geração de consoles de videogame, precedendo o PlayStation 2 da Sony, o GameCube da Nintendo e o Xbox da Microsoft. O Dreamcast foi o último console doméstico da Sega, marcando o fim dos dezoito anos da empresa no mercado de consoles. + +Em contraste com o hardware caro do fracassado Sega Saturn, o Dreamcast foi projetado para reduzir os custos com componentes "prontos para uso", incluindo uma CPU Hitachi SH-4 e uma GPU NEC PowerVR2. Lançado no Japão com uma recepção moderada, o Dreamcast teve um lançamento bem-sucedido nos EUA, apoiado por uma grande campanha de marketing, mas o interesse pelo sistema diminuiu constantemente à medida que a Sony criava um hype para o futuro PlayStation 2. As vendas não atenderam às expectativas da Sega, apesar de vários cortes de preços, e a empresa continuou a sofrer perdas financeiras significativas. Após uma mudança na liderança, a Sega descontinuou o Dreamcast em 31 de março de 2001, retirando-se do negócio de consoles e reestruturando-se como uma editora de terceiros. No total, 9,13 milhões de unidades do Dreamcast foram vendidas em todo o mundo. + Console + + + + + Dreamcast este o consolă de jocuri video pentru acasă lansată de Sega pe 27 noiembrie 1998 în Japonia, 9 septembrie 1999 în America de Nord și 14 octombrie 1999 în Europa. A fost prima din a șasea generație de console de jocuri video, precedând PlayStation 2 de la Sony, GameCube de la Nintendo și Xbox de la Microsoft. Dreamcast a fost ultima consolă de acasă Sega, marcând sfârșitul celor optsprezece ani ai companiei pe piața consolelor. + +Spre deosebire de hardware-ul costisitor al eșecului Sega Saturn, Dreamcast a fost proiectat pentru a reduce costurile cu componente "de pe raft", inclusiv un CPU Hitachi SH-4 și un GPU NEC PowerVR2. Lansat în Japonia cu o primire modestă, Dreamcast s-a bucurat de o lansare de succes în Statele Unite, susținută de o amplă campanie de marketing, dar interesul pentru sistem a scăzut în mod constant, pe măsură ce Sony făcea publicitate pentru viitorul PlayStation 2. Vânzările nu au îndeplinit așteptările Sega, în ciuda mai multor reduceri de preț, iar compania a continuat să înregistreze pierderi financiare semnificative. După o schimbare de conducere, Sega a renunțat la Dreamcast pe 31 martie 2001, retrăgându-se din afacerea cu console și restructurându-se ca editor terț. În total, 9,13 milioane de unități Dreamcast au fost vândute în întreaga lume. + Consolă + + + + + Dreamcast - домашняя игровая приставка, выпущенная компанией Sega 27 ноября 1998 года в Японии, 9 сентября 1999 года в Северной Америке и 14 октября 1999 года в Европе. Она стала первой в шестом поколении игровых приставок, предшествуя PlayStation 2 от Sony, GameCube от Nintendo и Xbox от Microsoft. Dreamcast стала последней домашней консолью Sega, ознаменовав конец восемнадцатилетнего существования компании на рынке консолей. + +В отличие от дорогостоящего оборудования неудачной Sega Saturn, Dreamcast была разработана с целью снижения стоимости за счет использования готовых компонентов, включая процессор Hitachi SH-4 и графический процессор NEC PowerVR2. Dreamcast был выпущен в Японии и получил сдержанный отклик, а в США успешно стартовал благодаря масштабной маркетинговой кампании, но интерес к системе неуклонно снижался по мере того, как Sony создавала шумиху вокруг грядущей PlayStation 2. Продажи не оправдали ожиданий Sega, несмотря на несколько снижений цен, и компания продолжала нести значительные финансовые потери. Сменив руководство, 31 марта 2001 года Sega прекратила выпуск Dreamcast, отказавшись от консольного бизнеса и перестроившись на издательство для сторонних разработчиков. Всего в мире было продано 9,13 миллиона Dreamcast. + Консоль + + + Dreamcast är en hemkonsol för videospel som släpptes av Sega den 27 november 1998 i Japan, den 9 september 1999 i Nordamerika och den 14 oktober 1999 i Europa. Den var den första i den sjätte generationen av videospelskonsoler och föregicks av Sonys PlayStation 2, Nintendos GameCube och Microsofts Xbox. Dreamcast var Segas sista hemkonsol och markerade slutet på företagets arton år på konsolmarknaden. + +I motsats till den dyra hårdvaran i den misslyckade Sega Saturn var Dreamcast utformad för att minska kostnaderna med "standard"-komponenter, inklusive en Hitachi SH-4 CPU och en NEC PowerVR2 GPU. Dreamcast släpptes i Japan med ett svalt mottagande och fick en framgångsrik lansering i USA med stöd av en stor marknadsföringskampanj, men intresset för systemet minskade stadigt i takt med att Sony byggde upp en hype kring den kommande PlayStation 2. Försäljningen nådde inte upp till Segas förväntningar trots flera prissänkningar och företaget fortsatte att göra betydande ekonomiska förluster. Efter ett ledarskapsbyte upphörde Sega med Dreamcast den 31 mars 2001, drog sig tillbaka från konsolbranschen och omstrukturerade sig till en tredjepartsutgivare. Totalt såldes 9,13 miljoner Dreamcast-enheter över hela världen. Konsol + + + ドリームキャストは、日本では1998年11月27日、北米では1999年9月9日、ヨーロッパでは1999年10月14日にセガから発売された家庭用ゲーム機である。ソニーの「プレイステーション2」、任天堂の「ゲームキューブ」、マイクロソフトの「Xbox」に先立つ、第6世代のビデオゲーム機の第1号機である。ドリームキャストはセガにとって最後の家庭用ゲーム機であり、18年間にわたる同社のゲーム機市場での歴史に幕を下ろした。 + +不成功に終わったセガ・サターンの高価なハードウェアとは対照的に、ドリームキャストは、日立のSH-4 CPUとNECのPowerVR2 GPUを含む「既製品」のコンポーネントでコストを削減するように設計された。日本で発売されたドリームキャストは地味な評判に終わり、大規模なマーケティングキャンペーンに支えられたアメリカでの発売は成功を収めたが、ソニーが発売予定のプレイステーション2の宣伝に力を入れたため、ドリームキャストへの関心は徐々に低下していった。何度かの値下げにもかかわらず売上はセガの期待に届かず、セガは大幅な赤字を出し続けた。指導者の交代後、セガは2001年3月31日にドリームキャストを生産終了し、ゲーム機事業から撤退、サードパーティ・パブリッシャーとして再建した。ドリームキャストは全世界で913万台が販売された。 + コンソール + + + + + 드림캐스트는 세가에서 1998년 11월 27일 일본, 1999년 9월 9일 북미, 1999년 10월 14일 유럽에 출시한 가정용 비디오 게임 콘솔입니다. 소니의 플레이스테이션 2, 닌텐도의 게임큐브, 마이크로소프트의 엑스박스보다 앞선 6세대 비디오 게임 콘솔의 첫 번째 제품입니다. 드림캐스트는 세가의 마지막 가정용 콘솔로, 18년간의 콘솔 시장 진출에 마침표를 찍는 제품입니다. + +실패한 세가 새턴의 고가 하드웨어와 달리 드림캐스트는 히타치 SH-4 CPU와 NEC PowerVR2 GPU를 비롯한 '기성품' 부품으로 비용을 절감하도록 설계되었습니다. 일본에서 차분한 반응 속에 출시된 드림캐스트는 대규모 마케팅 캠페인에 힘입어 미국에서도 성공적으로 출시되었지만, 소니가 곧 출시될 PlayStation 2에 대한 과대 광고로 인해 이 시스템에 대한 관심은 점차 감소했습니다. 여러 차례의 가격 인하에도 불구하고 판매량은 세가의 기대에 미치지 못했고, 세가는 계속해서 상당한 재정적 손실을 입었습니다. 경영진이 교체된 후 세가는 2001년 3월 31일에 드림캐스트를 단종하고 콘솔 사업에서 철수하여 타사 퍼블리셔로 재편했습니다. 드림캐스트는 전 세계적으로 총 913만 대가 판매되었습니다. + 콘솔 + + + + + Dreamcast 是世嘉公司于 1998 年 11 月 27 日在日本、1999 年 9 月 9 日在北美、1999 年 10 月 14 日在欧洲发布的家用视频游戏机。它是第六代视频游戏机中的第一款,在索尼的 PlayStation 2、任天堂的 GameCube 和微软的 Xbox 之前。Dreamcast 是世嘉公司的最后一款家用游戏机,标志着世嘉公司在游戏机市场 18 年的辉煌历史就此结束。 + +与不成功的世嘉土星(Sega Saturn)昂贵的硬件相比,Dreamcast 的设计采用了 "现成 "组件,包括日立 SH-4 CPU 和 NEC PowerVR2 GPU,以降低成本。梦幻卡斯特在日本发布时反响平平,在大规模营销活动的支持下,它在美国成功上市,但随着索尼为即将推出的 PlayStation 2 炒作,人们对该系统的兴趣逐渐下降。尽管世嘉多次降价促销,但销售额仍未达到预期,公司继续蒙受巨大的财务损失。在更换领导层后,世嘉于 2001 年 3 月 31 日停产了 Dreamcast,退出了游戏机业务,改组为第三方出版商。Dreamcast 在全球总共售出 913 万台。 + 控制台 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/easyrpg.xml b/themes/linear-es-de/system/metadata/easyrpg.xml index 6169eaf62..fcb272379 100644 --- a/themes/linear-es-de/system/metadata/easyrpg.xml +++ b/themes/linear-es-de/system/metadata/easyrpg.xml @@ -1,7 +1,7 @@ - + EasyRPG - EasyRPG is a free, open source engine to create RPG games, aiming to be also compatible with all RPG Maker 2000 and RPG Maker 2003 games. RPG Maker 2000/2003 games tend to have mechanics and visuals similar to 16-bit JRPGs, though custom scripts can be made by the creators to modify how the game feels and looks. + EasyRPG is a free, open source engine to create RPG games, aiming to be also compatible with all RPG Maker 2000 and RPG Maker 2003 games. RPG Maker 2000/2003 games tend to have mechanics and visuals similar to 16-bit JRPGs, though custom scripts can be made by the creators to modify how the game feels and looks. EasyRPG Team 2007 2007 @@ -13,10 +13,90 @@ 555554 838382 4B6D35 + 1-1 + + + EasyRPG és un motor de codi obert gratuït per crear jocs RPG, amb l'objectiu de ser també compatibles amb tots els jocs RPG Maker 2000 i RPG Maker 2003. Els jocs RPG Maker 2000/2003 solen tenir mecànics i visuals similars als JRPG de 16 bits, tot i que els creadors poden fer scripts personalitzats per modificar el seu aspecte i el joc. + Engine + + + + + EasyRPG ist eine kostenlose Open-Source-Engine zur Erstellung von RPG-Spielen, die auch mit allen RPG Maker 2000- und RPG Maker 2003-Spielen kompatibel sein soll. RPG Maker 2000/2003 Spiele neigen dazu, Mechanik und Optik ähnlich wie 16-Bit JRPGs zu haben, obwohl benutzerdefinierte Skripte von den Schöpfern gemacht werden können, um zu ändern, wie das Spiel fühlt und aussieht. + Motor + + + + + EasyRPG es un motor libre y de código abierto para crear juegos RPG, que pretende ser también compatible con todos los juegos RPG Maker 2000 y RPG Maker 2003. Los juegos RPG Maker 2000/2003 tienden a tener mecánicas y visuales similares a los JRPGs de 16 bits, aunque los creadores pueden crear scripts personalizados para modificar la sensación y el aspecto del juego. + Motor + + + + + EasyRPG est un moteur gratuit et open source pour créer des jeux RPG, visant à être également compatible avec tous les jeux RPG Maker 2000 et RPG Maker 2003. Les jeux RPG Maker 2000/2003 ont tendance à avoir des mécanismes et des visuels similaires aux JRPG 16 bits, bien que des scripts personnalisés puissent être créés par les créateurs pour modifier les sensations et l'apparence du jeu. + Moteur + + + + + EasyRPG è un motore gratuito e open source per la creazione di giochi RPG, con l'obiettivo di essere compatibile anche con tutti i giochi RPG Maker 2000 e RPG Maker 2003. I giochi RPG Maker 2000/2003 tendono ad avere meccaniche e visuali simili ai JRPG a 16 bit, anche se i creatori possono creare script personalizzati per modificare le sensazioni e l'aspetto del gioco. + Motore + + + + + EasyRPG is een gratis, open source engine om RPG-spellen te maken, met als doel om ook compatibel te zijn met alle RPG Maker 2000- en RPG Maker 2003-spellen. RPG Maker 2000/2003 spellen hebben de neiging om mechanieken en visuals te hebben die lijken op 16-bit JRPG's, hoewel aangepaste scripts kunnen worden gemaakt door de makers om aan te passen hoe het spel voelt en eruit ziet. + Motor + + + + + EasyRPG to darmowy, otwarty silnik do tworzenia gier RPG, który ma być kompatybilny ze wszystkimi grami RPG Maker 2000 i RPG Maker 2003. Gry RPG Maker 2000/2003 mają zwykle mechanikę i grafikę podobną do 16-bitowych JRPG, choć twórcy mogą tworzyć własne skrypty, aby modyfikować sposób działania i wygląd gry. + Silnik + + + + + O EasyRPG é um mecanismo gratuito e de código aberto para criar jogos de RPG, com o objetivo de ser compatível com todos os jogos do RPG Maker 2000 e do RPG Maker 2003. Os jogos do RPG Maker 2000/2003 tendem a ter mecânica e visual semelhantes aos JRPGs de 16 bits, embora os criadores possam criar scripts personalizados para modificar a sensação e a aparência do jogo. + Motor + + + + + EasyRPG este un motor gratuit, open source, pentru crearea de jocuri RPG, cu scopul de a fi compatibil și cu toate jocurile RPG Maker 2000 și RPG Maker 2003. Jocurile RPG Maker 2000/2003 tind să aibă mecanici și efecte vizuale similare cu JRPG-urile pe 16 biți, deși creatorii pot realiza scripturi personalizate pentru a modifica modul în care jocul se simte și arată. + Motor + + + + + EasyRPG - это бесплатный движок с открытым исходным кодом для создания ролевых игр, совместимый со всеми играми RPG Maker 2000 и RPG Maker 2003. Игры RPG Maker 2000/2003, как правило, имеют механику и визуальное оформление, схожее с 16-битными JRPG, хотя создатели могут создавать собственные скрипты, чтобы изменять ощущения и внешний вид игры. + Двигатель + + - Spelmotor + EasyRPG är en gratis motor med öppen källkod för att skapa RPG-spel, med målet att vara kompatibel med alla RPG Maker 2000- och RPG Maker 2003-spel. RPG Maker 2000/2003-spel tenderar att ha mekanik och grafik som liknar 16-bitars JRPG, även om anpassade skript kan göras av skaparna för att ändra hur spelet känns och ser ut. + Motor + + + + + EasyRPGはフリーでオープンソースのRPGゲーム作成エンジンで、RPGツクール2000とRPGツクール2003のすべてのゲームとの互換性を目指しています。 RPGツクール2000/2003のゲームは、16ビットJRPGに似たメカニズムとビジュアルを持つ傾向がありますが、カスタムスクリプトを作成することで、ゲームの感じ方や見た目を変更することができます。 + エンジン + + + + + EasyRPG는 RPG 게임을 제작할 수 있는 무료 오픈 소스 엔진으로, 모든 RPG Maker 2000 및 RPG Maker 2003 게임과도 호환되는 것을 목표로 합니다. RPG Maker 2000/2003 게임은 16비트 JRPG와 유사한 메커니즘과 비주얼을 가지고 있지만, 제작자가 커스텀 스크립트를 만들어 게임의 느낌과 모양을 수정할 수 있습니다. + 엔진 + + + + + EasyRPG 是一款用于创建 RPG 游戏的免费开源引擎,其目标是兼容所有 RPG Maker 2000 和 RPG Maker 2003 游戏。 RPG Maker 2000/2003 游戏的机制和视觉效果往往与 16 位 JRPG 相似,不过创作者可以制作自定义脚本来修改游戏的感觉和外观。 + 发动机 \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/electron.xml b/themes/linear-es-de/system/metadata/electron.xml index 35bef3a2b..a4a27836d 100644 --- a/themes/linear-es-de/system/metadata/electron.xml +++ b/themes/linear-es-de/system/metadata/electron.xml @@ -1,4 +1,4 @@ - + Acorn Electron The Acorn Electron (nicknamed the Elk inside Acorn and beyond) was a lower-cost alternative to the BBC Micro educational/home computer, also developed by Acorn Computers Ltd, to provide many of the features of that more expensive machine at a price more competitive with that of the ZX Spectrum. It had 32 kilobytes of RAM, and its ROM included BBC BASIC II together with the operating system. Announced in 1982 for a possible release the same year, it was eventually introduced on 25 August 1983 priced at £199 @@ -12,10 +12,90 @@ 777777 555555 333333 + 1-1 + + + L’electró Acorn (sobrenomenat The Elk Inside Acorn and Beyond) va ser una alternativa de baix cost a l’ordinador Micro Educational/Home de la BBC, també desenvolupat per Acorn Computers Ltd, per proporcionar moltes de les característiques d’aquesta màquina més cara a un preu més competitiuamb el de l’espectre ZX. Tenia 32 quilobytes de memòria RAM, i la seva ROM incloïa la BBC Basic II juntament amb el sistema operatiu. Anunciat el 1982 per a un possible llançament el mateix any, es va introduir el 25 d'agost de 1983 amb un preu de 199 £ + Computer + + + + + Der Acorn Electron (innerhalb von Acorn und darüber hinaus auch Elk genannt) war eine preisgünstige Alternative zum BBC Micro, der ebenfalls von Acorn Computers Ltd. entwickelt wurde, um viele der Funktionen dieses teureren Geräts zu einem Preis anzubieten, der mit dem des ZX Spectrum konkurrieren konnte. Er verfügte über 32 Kilobyte RAM, und sein ROM enthielt BBC BASIC II zusammen mit dem Betriebssystem. Er wurde 1982 für eine mögliche Veröffentlichung im selben Jahr angekündigt und schließlich am 25. August 1983 zu einem Preis von 199 £ auf den Markt gebracht. + Computer + + + + + El Acorn Electron (apodado Elk dentro de Acorn y más allá) era una alternativa de menor coste al ordenador educativo/doméstico BBC Micro, también desarrollado por Acorn Computers Ltd, para ofrecer muchas de las características de esa máquina más cara a un precio más competitivo con el del ZX Spectrum. Tenía 32 kilobytes de RAM, y su ROM incluía BBC BASIC II junto con el sistema operativo. Anunciado en 1982 para un posible lanzamiento ese mismo año, finalmente se presentó el 25 de agosto de 1983 con un precio de 199 libras esterlinas. + Ordenador + + + + + L'Acorn Electron (surnommé Elk inside Acorn and beyond) était une alternative moins coûteuse à l'ordinateur éducatif/domestique BBC Micro, également développé par Acorn Computers Ltd, pour offrir de nombreuses fonctionnalités de cette machine plus chère à un prix plus compétitif que celui du ZX Spectrum. Il disposait de 32 kilo-octets de mémoire vive et sa ROM comprenait BBC BASIC II ainsi que le système d'exploitation. Annoncé en 1982 pour une sortie possible la même année, il a finalement été introduit le 25 août 1983 au prix de 199 livres sterling. + Ordinateur + + + + + L'Acorn Electron (soprannominato Elk all'interno di Acorn e non solo) era un'alternativa a basso costo al computer educativo/casa BBC Micro, anch'esso sviluppato da Acorn Computers Ltd, per fornire molte delle caratteristiche di quella macchina più costosa a un prezzo più competitivo con quello dello ZX Spectrum. Aveva 32 kilobyte di RAM e la sua ROM comprendeva il BBC BASIC II e il sistema operativo. Annunciato nel 1982 per un possibile rilascio nello stesso anno, fu infine presentato il 25 agosto 1983 al prezzo di 199 sterline. + Computer + + + + + De Acorn Electron (bijnaam de Elk binnen Acorn en daarbuiten) was een goedkoper alternatief voor de BBC Micro educatieve / thuiscomputer, ook ontwikkeld door Acorn Computers Ltd, om veel van de functies van die duurdere machine te bieden tegen een prijs die meer concurrerend was met die van de ZX Spectrum. Het had 32 kilobytes RAM en zijn ROM bevatte BBC BASIC II samen met het besturingssysteem. Aangekondigd in 1982 voor een mogelijke release hetzelfde jaar, werd het uiteindelijk geïntroduceerd op 25 augustus 1983 voor £199 + Computer + + + + + Acorn Electron (nazywany Elk wewnątrz Acorn i poza nim) był tańszą alternatywą dla edukacyjnego/domowego komputera BBC Micro, również opracowanego przez Acorn Computers Ltd, aby zapewnić wiele funkcji tej droższej maszyny w cenie bardziej konkurencyjnej w stosunku do ZX Spectrum. Miał 32 kilobajty pamięci RAM, a jego pamięć ROM zawierała BBC BASIC II wraz z systemem operacyjnym. Zapowiedziany w 1982 roku do możliwego wydania w tym samym roku, został ostatecznie wprowadzony 25 sierpnia 1983 roku w cenie 199 funtów + Komputer + + + + + O Acorn Electron (apelidado de Elk dentro da Acorn e fora dela) foi uma alternativa de baixo custo ao computador educacional/doméstico BBC Micro, também desenvolvido pela Acorn Computers Ltd, para oferecer muitos dos recursos dessa máquina mais cara a um preço mais competitivo com o do ZX Spectrum. Ele tinha 32 kilobytes de RAM e sua ROM incluía o BBC BASIC II junto com o sistema operacional. Anunciado em 1982 para um possível lançamento no mesmo ano, foi finalmente lançado em 25 de agosto de 1983 ao preço de £199 + Computador + + + + + Acorn Electron (poreclit Elk inside Acorn and beyond) a fost o alternativă mai ieftină la computerul educațional/casnic BBC Micro, dezvoltat tot de Acorn Computers Ltd, pentru a oferi multe dintre caracteristicile acelui computer mai scump la un preț mai competitiv cu cel al ZX Spectrum. Avea 32 de kilobyți de memorie RAM, iar ROM-ul său includea BBC BASIC II împreună cu sistemul de operare. Anunțat în 1982 pentru o posibilă lansare în același an, acesta a fost în cele din urmă introdus pe 25 august 1983 la prețul de £199 + Computer + + + + + Acorn Electron (прозвище Elk внутри Acorn и за его пределами) был недорогой альтернативой учебному/домашнему компьютеру BBC Micro, также разработанному Acorn Computers Ltd., чтобы обеспечить многие функции этой более дорогой машины по цене, более конкурентоспособной по сравнению с ZX Spectrum. Он имел 32 килобайта оперативной памяти, а его ПЗУ включало BBC BASIC II вместе с операционной системой. Анонсированная в 1982 году для возможного выпуска в том же году, она была представлена 25 августа 1983 года по цене £199. + Компьютер + + + Acorn Electron (med smeknamnet Elk inside Acorn and beyond) var ett billigare alternativ till BBC Micro, även den utvecklad av Acorn Computers Ltd, för att erbjuda många av funktionerna i den dyrare datorn till ett pris som var mer konkurrenskraftigt än för ZX Spectrum. Den hade 32 kilobyte RAM-minne och dess ROM innehöll BBC BASIC II tillsammans med operativsystemet. Den annonserades 1982 för en möjlig lansering samma år, men introducerades slutligen den 25 augusti 1983 till ett pris av £199 Dator + + + エイコーン・エレクトロン(エイコーン社内およびそれ以外での愛称はエルク)は、同じくエイコーン・コンピュータ社によって開発された教育用/家庭用コンピュータBBC Microに代わる廉価版で、より高価なBBC Microの機能の多くを、ZX Spectrumに匹敵する価格で提供した。32キロバイトのRAMを搭載し、ROMにはオペレーティング・システムとともにBBC BASIC IIが含まれていた。1982年に発表され、同年発売される可能性があったが、最終的に1983年8月25日に199ポンドで発売された。 + コンピューター + + + + + 도토리 일렉트론(도토리 안팎에서는 엘크라는 별명을 가졌습니다)은 BBC 마이크로 교육용/가정용 컴퓨터의 저가형 대안으로, Acorn Computers Ltd에서 개발하여 더 비싼 컴퓨터의 많은 기능을 ZX 스펙트럼보다 경쟁력 있는 가격으로 제공했습니다. 이 컴퓨터는 32킬로바이트의 RAM을 가지고 있었고, 운영 체제와 함께 BBC BASIC II가 ROM에 포함되어 있었습니다. 1982년에 발표되어 같은 해에 출시될 수 있었던 이 제품은 결국 1983년 8월 25일 199파운드의 가격으로 출시되었습니다. + 컴퓨터 + + + + + Acorn Electron(在 Acorn 及其他公司绰号为 Elk)是 BBC Micro 教育/家用电脑的低成本替代产品,也是由 Acorn 计算机有限公司开发的,它提供了更昂贵机器的许多功能,价格却比 ZX Spectrum 更有竞争力。它有 32 千字节的 RAM,ROM 包括 BBC BASIC II 和操作系统。它于 1982 年宣布可能在同年发布,最终于 1983 年 8 月 25 日推出,售价 199 英镑。 + 计算机 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/emulators.xml b/themes/linear-es-de/system/metadata/emulators.xml index bd23d082a..98a918be3 100644 --- a/themes/linear-es-de/system/metadata/emulators.xml +++ b/themes/linear-es-de/system/metadata/emulators.xml @@ -1,4 +1,4 @@ - + Emulators Modify your Emulator settings and configurations @@ -13,14 +13,90 @@ 800000 FF0000 303030 + 1-1 + + + Modifiqueu la configuració i les configuracions de l'emulador + Folder + + + + + Ändern Sie die Einstellungen und Konfigurationen Ihres Emulators + Mappe + + + + + Modificar los ajustes y configuraciones del emulador + Carpeta + + + + + Modifier les paramètres et les configurations de l'émulateur + Dossier + + + + + Modificare le impostazioni e le configurazioni dell'emulatore + Cartella + + + + + De instellingen en configuraties van uw Emulator wijzigen + Map + + + + + Modyfikacja ustawień i konfiguracji emulatora + Folder + + + + + Modificar as definições e configurações do emulador + Pasta + + + + + Modificați setările și configurațiile emulatorului dvs. + Dosar + + + + + Изменение настроек и конфигураций эмулятора + Папка + + - Diverse - Diverse - Diverse - Diverse + Ändra Emulator-inställningar och -konfigurationer Mapp + + + エミュレータの設定と構成を変更する + フォルダ + + + + + 에뮬레이터 설정 및 구성 수정하기 + 폴더 + + + + + 修改模拟器设置和配置 + 文件夹 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/epic.xml b/themes/linear-es-de/system/metadata/epic.xml index eddd00ab3..802b80404 100644 --- a/themes/linear-es-de/system/metadata/epic.xml +++ b/themes/linear-es-de/system/metadata/epic.xml @@ -1,4 +1,4 @@ - + Epic Games Store The Epic Games Store is a digital video game storefront for Microsoft Windows and macOS, operated by Epic Games. It launched in December 2018 as both a website and a standalone launcher, of which the latter is required to download and play games. The storefront provides a basic catalog, friends list management, matchmaking, and other features. Epic Games has further plans to expand the feature set of the storefront but it does not plan to add as many features as other digital distribution platforms, such as discussion boards or user reviews, instead using existing social media platforms to support these. @@ -13,10 +13,90 @@ 777777 343434 35C4EE + 1-1 + + + The Epic Games Store és un aparador de videojocs digitals per a Microsoft Windows i MacOS, operat per Epic Games. Es va llançar el desembre de 2018 com a lloc web i un llançador autònom, del qual aquest últim ha de descarregar i jugar a jocs. El aparador proporciona un catàleg bàsic, gestió de llistes d'amics, confecció de partits i altres funcions. Epic Games té previst ampliar el conjunt de funcions del aparador, però no té previst afegir tantes funcions com altres plataformes de distribució digital, com ara taulers de discussió o ressenyes d’usuaris, en lloc d’utilitzar plataformes de xarxes socials existents per donar -los suport. + Folder + + + + + Der Epic Games Store ist ein digitales Schaufenster für Videospiele für Microsoft Windows und macOS, das von Epic Games betrieben wird. Er wurde im Dezember 2018 sowohl als Website als auch als eigenständiger Launcher gestartet, wobei letzterer zum Herunterladen und Spielen von Spielen erforderlich ist. Die Storefront bietet einen Basiskatalog, Freundeslistenverwaltung, Matchmaking und andere Funktionen. Epic Games plant, den Funktionsumfang des Schaufensters weiter auszubauen, will aber nicht so viele Funktionen wie andere digitale Vertriebsplattformen hinzufügen, wie z. B. Diskussionsforen oder Nutzerbewertungen, sondern nutzt stattdessen bestehende Social-Media-Plattformen, um diese zu unterstützen. + Mappe + + + + + Epic Games Store es una tienda digital de videojuegos para Microsoft Windows y macOS, operada por Epic Games. Se lanzó en diciembre de 2018 como un sitio web y un lanzador independiente, de los cuales este último es necesario para descargar y jugar juegos. El escaparate ofrece un catálogo básico, gestión de listas de amigos, matchmaking y otras funciones. Epic Games tiene más planes para ampliar el conjunto de funciones del escaparate, pero no tiene previsto añadir tantas funciones como otras plataformas de distribución digital, como foros de debate o reseñas de usuarios, sino que utilizará las plataformas de medios sociales existentes para respaldarlas. + Carpeta + + + + + L'Epic Games Store est une vitrine numérique de jeux vidéo pour Microsoft Windows et macOS, exploitée par Epic Games. Il a été lancé en décembre 2018 sous la forme d'un site web et d'un lanceur autonome, dont ce dernier est nécessaire pour télécharger et jouer à des jeux. La vitrine propose un catalogue de base, la gestion de la liste d'amis, le matchmaking et d'autres fonctionnalités. Epic Games prévoit d'étendre l'ensemble des fonctionnalités de la vitrine, mais ne prévoit pas d'ajouter autant de fonctionnalités que d'autres plateformes de distribution numérique, telles que des forums de discussion ou des avis d'utilisateurs, utilisant plutôt les plateformes de médias sociaux existantes pour les prendre en charge. + Dossier + + + + + L'Epic Games Store è un negozio digitale di videogiochi per Microsoft Windows e macOS, gestito da Epic Games. È stato lanciato nel dicembre 2018 sia come sito web che come launcher standalone, quest'ultimo necessario per scaricare e giocare. La vetrina fornisce un catalogo di base, la gestione della lista amici, il matchmaking e altre funzionalità. Epic Games ha in programma di espandere ulteriormente il set di funzionalità della vetrina, ma non intende aggiungere tante funzioni come altre piattaforme di distribuzione digitale, come le bacheche di discussione o le recensioni degli utenti, utilizzando invece le piattaforme di social media esistenti per supportarle. + Cartella + + + + + De Epic Games Store is een digitale winkel voor videogames voor Microsoft Windows en macOS, beheerd door Epic Games. Het werd in december 2018 gelanceerd als een website en een standalone launcher, waarbij de laatste vereist is om games te downloaden en te spelen. De storefront biedt een basiscatalogus, vriendenlijstbeheer, matchmaking en andere functies. Epic Games heeft verdere plannen om de functieset van de storefront uit te breiden, maar het is niet van plan om zoveel functies toe te voegen als andere digitale distributieplatforms, zoals discussieborden of gebruikersrecensies, in plaats daarvan gebruikt het bestaande sociale mediaplatforms om deze te ondersteunen. + Map + + + + + Epic Games Store to cyfrowy sklep z grami wideo dla systemów Microsoft Windows i macOS, obsługiwany przez Epic Games. Został on uruchomiony w grudniu 2018 roku zarówno jako strona internetowa, jak i samodzielny program uruchamiający, z których ten drugi jest wymagany do pobierania i grania w gry. Sklep zapewnia podstawowy katalog, zarządzanie listą znajomych, matchmaking i inne funkcje. Epic Games ma dalsze plany rozszerzenia zestawu funkcji witryny sklepowej, ale nie planuje dodawać tak wielu funkcji, jak inne platformy dystrybucji cyfrowej, takie jak fora dyskusyjne lub recenzje użytkowników, zamiast tego wykorzystując istniejące platformy mediów społecznościowych do ich obsługi. + Folder + + + + + A Epic Games Store é uma loja digital de videogames para Microsoft Windows e macOS, operada pela Epic Games. Ela foi lançada em dezembro de 2018 como um site e um inicializador autônomo, sendo que o último é necessário para baixar e jogar jogos. O storefront oferece um catálogo básico, gerenciamento de lista de amigos, criação de partidas e outros recursos. A Epic Games tem outros planos para expandir o conjunto de recursos da vitrine, mas não planeja adicionar tantos recursos quanto outras plataformas de distribuição digital, como fóruns de discussão ou avaliações de usuários, usando as plataformas de mídia social existentes para dar suporte a eles. + Pasta + + + + + Epic Games Store este un magazin digital de jocuri video pentru Microsoft Windows și macOS, operat de Epic Games. Acesta a fost lansat în decembrie 2018 atât ca un site web, cât și ca un lansator independent, dintre care acesta din urmă este necesar pentru a descărca și a juca jocuri. Storefront-ul oferă un catalog de bază, gestionarea listei de prieteni, matchmaking și alte caracteristici. Epic Games are planuri suplimentare de extindere a setului de caracteristici ale magazinului, dar nu intenționează să adauge la fel de multe caracteristici ca alte platforme de distribuție digitală, cum ar fi forumuri de discuții sau recenzii ale utilizatorilor, folosind în schimb platformele de social media existente pentru a le susține. + Dosar + + + + + Epic Games Store - цифровая витрина видеоигр для Microsoft Windows и macOS, управляемая компанией Epic Games. Он был запущен в декабре 2018 года как веб-сайт и автономная программа запуска, последняя из которых необходима для загрузки и игры. В магазине есть базовый каталог, управление списком друзей, матчмейкинг и другие функции. Epic Games планирует и дальше расширять набор функций витрины, но не планирует добавлять столько функций, как другие платформы цифровой дистрибуции, например, доски обсуждений или отзывы пользователей, вместо этого используя существующие платформы социальных сетей для их поддержки. + Папка + + + Epic Games Store är en digital butik för videospel för Microsoft Windows och macOS, som drivs av Epic Games. Den lanserades i december 2018 som både en webbplats och en fristående launcher, varav den senare krävs för att ladda ner och spela spel. Storefront tillhandahåller en grundläggande katalog, hantering av vänlistor, matchmaking och andra funktioner. Epic Games har ytterligare planer på att utöka funktionerna i butiksfronten men planerar inte att lägga till lika många funktioner som andra digitala distributionsplattformar, såsom diskussionsforum eller användarrecensioner, utan använder istället befintliga sociala medieplattformar för att stödja dessa. Mapp + + + Epic Games Storeは、Epic Gamesが運営するMicrosoft WindowsおよびmacOS向けのデジタルビデオゲームストアである。ウェブサイトとスタンドアロンランチャーの両方として2018年12月にローンチされ、そのうち後者はゲームをダウンロードしてプレイするために必要である。ストアフロントでは、基本的なカタログ、フレンドリスト管理、マッチメイキングなどの機能が提供されている。Epic Gamesはストアフロントの機能セットをさらに拡張する計画を持っているが、ディスカッションボードやユーザーレビューなど、他のデジタル配信プラットフォームほど多くの機能を追加する予定はなく、代わりに既存のソーシャルメディアプラットフォームを利用してこれらをサポートする。 + フォルダ + + + + + 에픽게임즈 스토어는 에픽게임즈에서 운영하는 Microsoft Windows 및 macOS용 디지털 비디오 게임 스토어입니다. 2018년 12월에 웹사이트와 독립 실행형 런처로 출시되었으며, 이 중 후자는 게임을 다운로드하고 플레이하는 데 필요합니다. 스토어 프론트에서는 기본 카탈로그, 친구 목록 관리, 매치메이킹 및 기타 기능을 제공합니다. 에픽게임즈는 향후 스토어프론트의 기능을 확장할 계획이지만, 토론 게시판이나 사용자 리뷰와 같은 다른 디지털 배포 플랫폼처럼 많은 기능을 추가하지는 않고 기존 소셜 미디어 플랫폼을 활용하여 지원할 계획입니다. + 폴더 + + + + + Epic Games Store 是由 Epic Games 运营的 Microsoft Windows 和 macOS 数字视频游戏店面。它于 2018 年 12 月以网站和独立启动器的形式推出,下载和玩游戏需要使用后者。店面提供基本目录、好友列表管理、匹配和其他功能。Epic Games 还计划进一步扩展店面的功能集,但并不打算像其他数字发行平台那样增加讨论区或用户评论等功能,而是利用现有的社交媒体平台来支持这些功能。 + 文件夹 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/famicom.xml b/themes/linear-es-de/system/metadata/famicom.xml index 1aaa7735b..948537095 100644 --- a/themes/linear-es-de/system/metadata/famicom.xml +++ b/themes/linear-es-de/system/metadata/famicom.xml @@ -1,14 +1,7 @@ - + Famicom - The Family Computer (ファミリーコンピュータ) or Famicom (ファミコン) hit the Japanese gaming market in 1983. The brainchild of Masayuki Uemura, Famicom was Nintendo’s first cartridge-based home video game console. It became an instant hit, with game titles like legendary designer Shigeru Miyamoto’s arcade classic Donkey Kong fueling sales. - - The Famicom began life as the “GameCom” before system designer Masayuki Uemura’s wife suggested the moniker we know and love today. During development several ideas were bandied about, including the concept of creating a powerful home computer complete with a keyboard and disk drive, but ultimately the console became the diminutive red-and-white wonder that has become so iconic over the years; the colour scheme was apparently chosen by Nintendo president Hiroshi Yamauchi after he spotted a billboard advertisement which used the same hues. - - The Famicom was designed to be both cheap and impressive. Nintendo aimed to be thrifty where possible but did not want to sacrifice performance. The aim was for their console to be unsurpassed in terms of quality and cost-effectiveness by their competitors for at least a year, if not longer. The console was purposefully designed to look like a toy – with a design scheme similar to the Game and Watch series of portable games they had released a couple of years prior to the Famicom. - - The only direct competition to the Famicom was Sega’s SG-1000, which the Famicom was easily outselling. Within two years the Famicom had already sold 2.5 million units in Japan. This success emboldened Nintendo, who started to look towards international markets. Overall Nintendo sold more than 10 million units in Japan. - https://www.museumofplay.org/blog/first-there-was-famicom/, https://retrogaming.tech.blog/2016/12/03/a-history-of-the-nintendo-famicom/, https://www.nintendolife.com/news/2013/07/feature_the_history_of_the_famicom_the_console_that_changed_nintendos_fortunes + The Nintendo Entertainment System is an 8-bit video game console that was released by Nintendo in North America during 1985, in Europe during 1986 and Australia in 1987. In most of Asia, including Japan (where it was first launched in 1983), China, Vietnam, Singapore, the Middle East and Hong Kong, it was released as the Family Computer, commonly shortened as either the romanized contraction Famicom, or abbreviated to FC. In South Korea, it was known as the Hyundai Comboy, and was distributed by Hynix which then was known as Hyundai Electronics. Nintendo 1983 1983-07-15 @@ -20,10 +13,90 @@ E6E7E8 C0A987 AA1A41 + 105-170 + + + El Nintendo Entertainment System és una consola de videojocs de 8 bits que va ser llançada per Nintendo a Amèrica del Nord durant el 1985, a Europa durant el 1986 i Austràlia el 1987. A la majoria d’Àsia, inclòs el Japó (on es va llançar per primera vegada el 1983), Xina), Xina, Vietnam, Singapur, Orient Mitjà i Hong Kong, es va publicar com a ordinador familiar, generalment escurçat com la contracció romanitzada Famicom, o abreujada a FC. A Corea del Sud, es coneixia com a Hyundai Comboy, i va ser distribuït per Hynix que llavors es coneixia com a Hyundai Electronics. + Console + + + + + Das Nintendo Entertainment System ist eine 8-Bit-Videospielkonsole, die von Nintendo 1985 in Nordamerika, 1986 in Europa und 1987 in Australien veröffentlicht wurde. In den meisten asiatischen Ländern, darunter Japan (wo es 1983 erstmals auf den Markt kam), China, Vietnam, Singapur, dem Nahen Osten und Hongkong, wurde es als Family Computer veröffentlicht, häufig abgekürzt mit der romanisierten Abkürzung Famicom oder mit FC. In Südkorea war er als Hyundai Comboy bekannt und wurde von Hynix vertrieben, das damals als Hyundai Electronics bekannt war. + Konsole + + + + + La Nintendo Entertainment System es una videoconsola de 8 bits lanzada por Nintendo en Norteamérica en 1985, en Europa en 1986 y en Australia en 1987. En la mayor parte de Asia, incluido Japón (donde se lanzó por primera vez en 1983), China, Vietnam, Singapur, Oriente Medio y Hong Kong, se comercializó con el nombre de Family Computer, comúnmente abreviado como Famicom o FC. En Corea del Sur, se conoció como Hyundai Comboy, y fue distribuido por Hynix, que entonces se conocía como Hyundai Electronics. + Consola + + + + + La Nintendo Entertainment System est une console de jeux vidéo 8 bits commercialisée par Nintendo en Amérique du Nord en 1985, en Europe en 1986 et en Australie en 1987. Dans la plupart des pays d'Asie, dont le Japon (où elle a été lancée en 1983), la Chine, le Viêt Nam, Singapour, le Moyen-Orient et Hong Kong, elle a été commercialisée sous le nom de Family Computer, couramment abrégé en Famicom, ou en FC. En Corée du Sud, il était connu sous le nom de Hyundai Comboy et était distribué par Hynix, qui s'appelait alors Hyundai Electronics. + Console + + + + + Il Nintendo Entertainment System è una console per videogiochi a 8 bit pubblicata da Nintendo in Nord America nel 1985, in Europa nel 1986 e in Australia nel 1987. Nella maggior parte dell'Asia, tra cui Giappone (dove è stata lanciata per la prima volta nel 1983), Cina, Vietnam, Singapore, Medio Oriente e Hong Kong, è stata distribuita come Family Computer, comunemente abbreviato con la contrazione romanizzata Famicom o con l'abbreviazione FC. In Corea del Sud era conosciuto come Hyundai Comboy ed era distribuito da Hynix, allora nota come Hyundai Electronics. + Console + + + + + Het Nintendo Entertainment System is een 8-bit videospelconsole die in 1985 door Nintendo werd uitgebracht in Noord-Amerika, in 1986 in Europa en in 1987 in Australië. In het grootste deel van Azië, waaronder Japan (waar het systeem voor het eerst werd gelanceerd in 1983), China, Vietnam, Singapore, het Midden-Oosten en Hongkong, werd het uitgebracht als de Family Computer, vaak afgekort als Famicom of FC. In Zuid-Korea stond hij bekend als de Hyundai Comboy en werd hij gedistribueerd door Hynix, dat toen Hyundai Electronics heette. + Console + + + + + Nintendo Entertainment System to 8-bitowa konsola do gier wideo, która została wydana przez Nintendo w Ameryce Północnej w 1985 roku, w Europie w 1986 roku i Australii w 1987 roku. W większości krajów azjatyckich, w tym w Japonii (gdzie została po raz pierwszy wprowadzona na rynek w 1983 roku), Chinach, Wietnamie, Singapurze, na Bliskim Wschodzie i w Hongkongu, została wydana jako Family Computer, powszechnie skracana jako zromanizowany skrót Famicom lub w skrócie FC. W Korei Południowej był znany jako Hyundai Comboy i był dystrybuowany przez firmę Hynix, która wówczas była znana jako Hyundai Electronics. + Konsola + + + + + O Nintendo Entertainment System é um console de videogame de 8 bits lançado pela Nintendo na América do Norte em 1985, na Europa em 1986 e na Austrália em 1987. Na maior parte da Ásia, incluindo o Japão (onde foi lançado pela primeira vez em 1983), China, Vietnã, Cingapura, Oriente Médio e Hong Kong, foi lançado como Family Computer, geralmente abreviado como a contração romanizada Famicom ou FC. Na Coreia do Sul, ele era conhecido como Hyundai Comboy e foi distribuído pela Hynix, que na época era conhecida como Hyundai Electronics. + Console + + + + + Nintendo Entertainment System este o consolă de jocuri video pe 8 biți care a fost lansată de Nintendo în America de Nord în 1985, în Europa în 1986 și în Australia în 1987. În cea mai mare parte a Asiei, inclusiv în Japonia (unde a fost lansată pentru prima dată în 1983), China, Vietnam, Singapore, Orientul Mijlociu și Hong Kong, a fost lansată sub numele de Family Computer, prescurtat în mod obișnuit fie prin contracția romanizată Famicom, fie prin abrevierea FC. În Coreea de Sud, a fost cunoscut sub numele de Hyundai Comboy și a fost distribuit de Hynix, care pe atunci era cunoscută sub numele de Hyundai Electronics. + Consolă + + + + + Nintendo Entertainment System - это 8-битная игровая приставка, выпущенная компанией Nintendo в Северной Америке в 1985 году, в Европе в 1986 году и в Австралии в 1987 году. В большинстве стран Азии, включая Японию (где она была впервые выпущена в 1983 году), Китай, Вьетнам, Сингапур, Ближний Восток и Гонконг, она была выпущена под названием Family Computer, обычно сокращенно называемым Famicom или FC. В Южной Корее он был известен как Hyundai Comboy и распространялся компанией Hynix, которая в то время была известна как Hyundai Electronics. + Консоль + + + Nintendo Entertainment System är en 8-bitars videospelskonsol som släpptes av Nintendo i Nordamerika under 1985, i Europa under 1986 och i Australien under 1987. I större delen av Asien, inklusive Japan (där den först lanserades 1983), Kina, Vietnam, Singapore, Mellanöstern och Hong Kong, släpptes den som Family Computer, ofta förkortad som antingen den romaniserade sammandragningen Famicom eller förkortad till FC. I Sydkorea var den känd som Hyundai Comboy och distribuerades av Hynix, som då var känt som Hyundai Electronics. Konsol + + + ニンテンドー・エンターテインメント・システムは、任天堂が1985年に北米で、1986年に欧州で、1987年にオーストラリアで発売した8ビットのビデオゲーム機である。日本(1983年に発売)、中国、ベトナム、シンガポール、中東、香港を含むアジアのほとんどの地域では、ファミリーコンピュータとして発売され、一般にローマ字の短縮形であるファミコン、またはFCと略された。韓国では「ヒュンダイ・コムボーイ」として知られ、当時ヒュンダイ・エレクトロニクスとして知られていたハイニックスによって販売された。 + コンソール + + + + + 닌텐도 엔터테인먼트 시스템은 닌텐도가 1985년 북미, 1986년 유럽, 1987년 호주에서 출시한 8비트 비디오 게임 콘솔입니다. 1983년에 처음 출시된 일본, 중국, 베트남, 싱가포르, 중동, 홍콩을 포함한 대부분의 아시아 지역에서는 패밀리 컴퓨터라는 이름으로 출시되었으며, 로마자식 축약어인 패미컴 또는 약칭으로 FC로 불렸습니다. 한국에서는 현대 컴보이로 알려졌으며 당시 현대전자로 알려진 하이닉스에서 유통했습니다. + 콘솔 + + + + + 任天堂娱乐系统是任天堂于 1985 年在北美、1986 年在欧洲、1987 年在澳大利亚推出的 8 位视频游戏机。在亚洲大部分地区,包括日本(1983 年首次在日本推出)、中国、越南、新加坡、中东和香港,它以家庭电脑(Family Computer)的名称发布,通常简称为罗马化缩写 Famicom 或 FC。在韩国,它被称为 "Hyundai Comboy",由当时的现代电子公司(Hyundai Electronics)旗下的海力士(Hynix)代理。 + 控制台 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/fba.xml b/themes/linear-es-de/system/metadata/fba.xml index bdbf3f426..a6b0149fa 100644 --- a/themes/linear-es-de/system/metadata/fba.xml +++ b/themes/linear-es-de/system/metadata/fba.xml @@ -1,11 +1,11 @@ - + FinalBurn Alpha This source-available project is based on FinalBurn, created by Dave in 2000. It has been programmed by a team composed of Barry Harris (Old username: TrebleWinner), Jan_Klaassen, KEV, LoopMaster, Mike Haggar, Hyper Yagami and Ayeye. - FinalBurn was one of the first Capcom CPS2 emulators. When this project came to a halt in 2001, its sources were widely disseminated, allowing the development of many unofficial versions, of which FBA is the most successful. +FinalBurn was one of the first Capcom CPS2 emulators. When this project came to a halt in 2001, its sources were widely disseminated, allowing the development of many unofficial versions, of which FBA is the most successful. - Differentiated from other emulators by a very large number of supported systems, FB Alpha also offers a clear interface (simple like that of Kawaks) and excellent performance. The icing on the cake; it's not resource-intensive, and you don't need to indulge in complex settings to take it in hand immediately, although its menus are natively in English. +Differentiated from other emulators by a very large number of supported systems, FB Alpha also offers a clear interface (simple like that of Kawaks) and excellent performance. The icing on the cake; it's not resource-intensive, and you don't need to indulge in complex settings to take it in hand immediately, although its menus are natively in English. FBA Team 2000 2000 @@ -17,10 +17,146 @@ FE7B07 231F20 FFFFFF + 1-1 - + + Aquest projecte disponible a la font es basa en Finalburn, creat per Dave el 2000. Ha estat programat per un equip format per Barry Harris (Old Username: Treblewinner), Jan_Klaassen, Kev, Loopmaster, Mike Haggar, Hyper Yagami i Ayeye. + +Finalburn va ser un dels primers emuladors de Capcom CPS2. Quan aquest projecte es va aturar el 2001, les seves fonts es van difondre àmpliament, permetent el desenvolupament de moltes versions no oficials, de les quals la FBA és la més reeixida. + +FB Alpha, diferenciat dels altres emuladors per un gran nombre de sistemes suportats, també ofereix una interfície clara (senzilla com la de Kawaks) i un excel·lent rendiment. La guinda del pastís;No és intensiu en recursos i no cal que us dediqueu a entorns complexos per agafar-lo immediatament a la mà, tot i que els seus menús són de forma nativa en anglès. Emulator + + + Dieses im Quellcode verfügbare Projekt basiert auf FinalBurn, das von Dave im Jahr 2000 entwickelt wurde. Es wurde von einem Team bestehend aus Barry Harris (Alter Benutzername: TrebleWinner), Jan_Klaassen, KEV, LoopMaster, Mike Haggar, Hyper Yagami und Ayeye programmiert. + +FinalBurn war einer der ersten Capcom CPS2-Emulatoren. Als dieses Projekt 2001 eingestellt wurde, wurden seine Quellen weit verbreitet und ermöglichten die Entwicklung vieler inoffizieller Versionen, von denen FBA die erfolgreichste ist. + +FB Alpha unterscheidet sich von anderen Emulatoren durch die große Anzahl der unterstützten Systeme, bietet aber auch eine übersichtliche Benutzeroberfläche (einfach wie die von Kawaks) und eine hervorragende Leistung. Das Tüpfelchen auf dem i: Er ist nicht ressourcenintensiv, und Sie müssen sich nicht mit komplexen Einstellungen beschäftigen, um ihn sofort in die Hand zu nehmen, obwohl seine Menüs von Haus aus auf Englisch sind. + Emulator + + + + + Este proyecto de código fuente disponible se basa en FinalBurn, creado por Dave en 2000. Ha sido programado por un equipo compuesto por Barry Harris (Antiguo nombre de usuario: TrebleWinner), Jan_Klaassen, KEV, LoopMaster, Mike Haggar, Hyper Yagami y Ayeye. + +FinalBurn fue uno de los primeros emuladores de CPS2 de Capcom. Cuando este proyecto se detuvo en 2001, sus fuentes se difundieron ampliamente, permitiendo el desarrollo de muchas versiones no oficiales, de las cuales FBA es la más exitosa. + +Diferenciado de otros emuladores por el gran número de sistemas compatibles, FB Alpha también ofrece una interfaz clara (sencilla como la de Kawaks) y un rendimiento excelente. La guinda del pastel: no consume muchos recursos y no es necesario recurrir a complejas configuraciones para hacerse con él de inmediato, aunque sus menús están nativamente en inglés. + Emulador + + + + + Ce projet dont les sources sont disponibles est basé sur FinalBurn, créé par Dave en 2000. Il a été programmé par une équipe composée de Barry Harris (Ancien nom d'utilisateur : TrebleWinner), Jan_Klaassen, KEV, LoopMaster, Mike Haggar, Hyper Yagami et Ayeye. + +FinalBurn était l'un des premiers émulateurs Capcom CPS2. Lorsque ce projet s'est arrêté en 2001, ses sources ont été largement diffusées, permettant le développement de nombreuses versions non officielles, dont FBA est la plus aboutie. + +Se distinguant des autres émulateurs par un très grand nombre de systèmes supportés, FB Alpha offre également une interface claire (simple comme celle de Kawaks) et d'excellentes performances. Cerise sur le gâteau, il n'est pas gourmand en ressources, et il n'est pas nécessaire de s'adonner à des paramétrages complexes pour le prendre en main immédiatement, bien que ses menus soient nativement en anglais. + Emulateur + + + + + Questo progetto disponibile in formato sorgente è basato su FinalBurn, creato da Dave nel 2000. È stato programmato da un team composto da Barry Harris (vecchio nome utente: TrebleWinner), Jan_Klaassen, KEV, LoopMaster, Mike Haggar, Hyper Yagami e Ayeye. + +FinalBurn è stato uno dei primi emulatori Capcom CPS2. Quando questo progetto si è interrotto nel 2001, i suoi sorgenti sono stati ampiamente diffusi, permettendo lo sviluppo di molte versioni non ufficiali, di cui FBA è la più riuscita. + +Differenziato dagli altri emulatori per il gran numero di sistemi supportati, FB Alpha offre anche un'interfaccia chiara (semplice come quella di Kawaks) e prestazioni eccellenti. La ciliegina sulla torta: non richiede un uso intensivo di risorse e non è necessario indulgere in impostazioni complesse per prenderlo subito in mano, anche se i suoi menu sono nativamente in inglese. + Emulatore + + + + + Dit broncodeproject is gebaseerd op FinalBurn, gemaakt door Dave in 2000. Het is geprogrammeerd door een team bestaande uit Barry Harris (oude gebruikersnaam: TrebleWinner), Jan_Klaassen, KEV, LoopMaster, Mike Haggar, Hyper Yagami en Ayeye. + +FinalBurn was een van de eerste Capcom CPS2 emulators. Toen dit project in 2001 stopte, werden de bronnen ervan wijd verspreid, waardoor er veel onofficiële versies konden worden ontwikkeld, waarvan FBA de meest succesvolle is. + +FB Alpha onderscheidt zich van andere emulators door een zeer groot aantal ondersteunde systemen en biedt ook een duidelijke interface (eenvoudig zoals die van Kawaks) en uitstekende prestaties. De kers op de taart; het is niet resource-intensief en je hoeft je niet in te leven in complexe instellingen om het direct ter hand te nemen, hoewel de menu's in het Engels zijn. + Emulator + + + + + Ten dostępny w źródłach projekt bazuje na FinalBurn, stworzonym przez Dave'a w 2000 roku. Został zaprogramowany przez zespół składający się z Barry'ego Harrisa (stara nazwa użytkownika: TrebleWinner), Jan_Klaassen, KEV, LoopMaster, Mike Haggar, Hyper Yagami i Ayeye. + +FinalBurn był jednym z pierwszych emulatorów Capcom CPS2. Kiedy projekt ten został zatrzymany w 2001 roku, jego źródła zostały szeroko rozpowszechnione, umożliwiając rozwój wielu nieoficjalnych wersji, z których FBA jest najbardziej udanym. + +Różni się od innych emulatorów bardzo dużą liczbą obsługiwanych systemów, FB Alpha oferuje również przejrzysty interfejs (prosty jak w Kawaks) i doskonałą wydajność. Wisienką na torcie jest to, że nie wymaga dużej ilości zasobów i nie trzeba zagłębiać się w skomplikowane ustawienia, aby od razu wziąć go do ręki, chociaż jego menu jest natywnie w języku angielskim. + Emulator + + + + + Esse projeto com código-fonte disponível é baseado no FinalBurn, criado por Dave em 2000. Ele foi programado por uma equipe composta por Barry Harris (antigo nome de usuário: TrebleWinner), Jan_Klaassen, KEV, LoopMaster, Mike Haggar, Hyper Yagami e Ayeye. + +O FinalBurn foi um dos primeiros emuladores de CPS2 da Capcom. Quando esse projeto foi interrompido em 2001, seus códigos-fonte foram amplamente divulgados, permitindo o desenvolvimento de muitas versões não oficiais, das quais o FBA é a mais bem-sucedida. + +Diferenciado de outros emuladores por um grande número de sistemas suportados, o FB Alpha também oferece uma interface clara (simples como a do Kawaks) e excelente desempenho. A cereja do bolo: ele não consome muitos recursos, e você não precisa se entregar a configurações complexas para usá-lo imediatamente, embora seus menus estejam nativamente em inglês. + Emulador + + + + + Acest proiect cu sursă disponibilă se bazează pe FinalBurn, creat de Dave în 2000. A fost programat de o echipă formată din Barry Harris (nume de utilizator vechi: TrebleWinner), Jan_Klaassen, KEV, LoopMaster, Mike Haggar, Hyper Yagami și Ayeye. + +FinalBurn a fost unul dintre primele emulatoare Capcom CPS2. Când acest proiect s-a oprit în 2001, sursele sale au fost diseminate pe scară largă, permițând dezvoltarea multor versiuni neoficiale, dintre care FBA este cel mai de succes. + +Diferențiat de alte emulatoare printr-un număr foarte mare de sisteme acceptate, FB Alpha oferă, de asemenea, o interfață clară (simplă ca cea a Kawaks) și performanțe excelente. Cireașa de pe tort; nu este consumatoare de resurse și nu trebuie să vă răsfățați cu setări complexe pentru a o lua imediat în mână, deși meniurile sale sunt nativ în limba engleză. + Emulator + + + + + Этот проект с доступными исходниками основан на FinalBurn, созданном Дейвом в 2000 году. Он был запрограммирован командой, состоящей из Барри Харриса (старое имя пользователя: TrebleWinner), Jan_Klaassen, KEV, LoopMaster, Mike Haggar, Hyper Yagami и Ayeye. + +FinalBurn был одним из первых эмуляторов Capcom CPS2. Когда в 2001 году этот проект был остановлен, его исходники получили широкое распространение, что позволило создать множество неофициальных версий, наиболее успешной из которых является FBA. + +Отличаясь от других эмуляторов очень большим количеством поддерживаемых систем, FB Alpha также предлагает понятный интерфейс (простой, как у Kawaks) и отличную производительность. Не требователен к ресурсам и не требует сложных настроек, чтобы сразу взять его в руки, хотя его меню на английском языке. + Эмулятор + + + + + Detta källkodstillgängliga projekt är baserat på FinalBurn, skapat av Dave år 2000. Det har programmerats av ett team bestående av Barry Harris (gammalt användarnamn: TrebleWinner), Jan_Klaassen, KEV, LoopMaster, Mike Haggar, Hyper Yagami och Ayeye. + +FinalBurn var en av de första Capcom CPS2-emulatorerna. När projektet stoppades 2001 fick källorna stor spridning, vilket möjliggjorde utvecklingen av många inofficiella versioner, varav FBA är den mest framgångsrika. + +FB Alpha skiljer sig från andra emulatorer genom ett mycket stort antal system som stöds, och erbjuder också ett tydligt gränssnitt (enkelt som Kawaks) och utmärkt prestanda. Glasyren på kakan; det är inte resurskrävande, och du behöver inte hänge dig åt komplexa inställningar för att ta det i handen omedelbart, även om dess menyer är inbyggda på engelska. + Emulator + + + + + このソース公開プロジェクトは、2000年にDaveによって作られたFinalBurnをベースにしています。Barry Harris(旧ユーザー名:TrebleWinner)、Jan_Klaassen、KEV、LoopMaster、Mike Haggar、Hyper Yagami、Ayeyeからなるチームによってプログラムされています。 + +FinalBurnは最初のカプコンCPS2エミュレータの一つでした。このプロジェクトが2001年に停止したとき、そのソースは広く普及し、多くの非公式バージョンの開発を可能にしたが、その中でもFBAは最も成功している。 + +FB Alphaは他のエミュレータと異なり、サポートされているシステムの数が非常に多く、明確なインターフェイス(Kawaksのようにシンプル)と優れたパフォーマンスを提供しています。ケーキの上のアイシング; リソースを必要とせず、複雑な設定に没頭しなくても、メニューはネイティブで英語だが、すぐに手に取ることができる。 + エミュレータ + + + + + 소스를 사용할 수 있는 이 프로젝트는 2000년에 Dave가 만든 FinalBurn을 기반으로 합니다. Barry Harris(이전 사용자명: TrebleWinner), Jan_Klaassen, KEV, LoopMaster, Mike Haggar, Hyper Yagami, Ayeye로 구성된 팀에 의해 프로그래밍되었습니다. + +FinalBurn은 최초의 Capcom CPS2 에뮬레이터 중 하나였습니다. 이 프로젝트가 2001년에 중단되었을 때 소스가 널리 배포되어 많은 비공식 버전이 개발되었으며, 그 중 FBA가 가장 성공적이었습니다. + +지원되는 시스템의 수가 매우 많다는 점에서 다른 에뮬레이터와 차별화되는 FB 알파는 명확한 인터페이스(Kawaks와 같이 단순함)와 뛰어난 성능도 제공합니다. 무엇보다도 리소스 집약적이지 않으며, 메뉴가 기본적으로 영어로 되어 있지만 복잡한 설정에 빠져들지 않아도 바로 사용할 수 있습니다. + 에뮬레이터 + + + + + 这个可获得源代码的项目基于 Dave 于 2000 年创建的 FinalBurn。由 Barry Harris(旧用户名:TrebleWinner)、Jan_Klaassen、KEV、LoopMaster、Mike Haggar、Hyper Yagami 和 Ayeye 组成的团队负责编程。 + +FinalBurn 是最早的 Capcom CPS2 模拟器之一。该项目于 2001 年停止后,其源代码被广泛传播,从而开发出许多非官方版本,其中 FBA 是最成功的版本。 + +与其他模拟器不同的是,FB Alpha 支持的系统非常多,而且界面清晰(像 Kawaks 一样简单),性能卓越。此外,FB Alpha 并不耗费资源,虽然菜单是英文的,但你不需要进行复杂的设置就能立即上手。 + 仿真器 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/fbneo.xml b/themes/linear-es-de/system/metadata/fbneo.xml index d57772582..3cc03df9f 100644 --- a/themes/linear-es-de/system/metadata/fbneo.xml +++ b/themes/linear-es-de/system/metadata/fbneo.xml @@ -1,11 +1,11 @@ - + FinalBurn Neo FinalBurn Neo is a Multiple Arcade Emulator most popular for emulating Neo-Geo, Capcom, Konami, and Cave games. It is developed by the FinalBurn team and originated from FinalBurn by Dave and old MAME versions. - FinalBurn Neo is an active fork of the FinalBurn Alpha emulator, created by many of the former FBA developers. +FinalBurn Neo is an active fork of the FinalBurn Alpha emulator, created by many of the former FBA developers. - The reason for the separation of the older branch, FB Alpha, and new spin-off branch, FB Neo, was due to an apparent disagreement between one Barry Harris and the rest of the main FBA team members over a licensing issue. +The reason for the separation of the older branch, FB Alpha, and new spin-off branch, FB Neo, was due to an apparent disagreement between one Barry Harris and the rest of the main FBA team members over a licensing issue. FBA Team 2002 2002 @@ -17,10 +17,146 @@ CF8A61 231F20 FFFFFF + 1-1 - + + Finalburn Neo és un emulador d'arcades múltiples més popular per emular Jocs Neo-Geo, Capcom, Konami i Cave. Està desenvolupat per l'equip Finalburn i es va originar a Finalburn per Dave i Old Mame versions. + +Finalburn Neo és una forquilla activa de l'emulador Finalburn Alpha, creat per molts dels antics desenvolupadors de la FBA. + +El motiu de la separació de la branca més antiga, FB Alpha i New Spin-of Spin-Off, FB NEO, es va deure a un aparent desacord entre un Barry Harris i la resta de membres principals de l'equip de l'FBA per un problema de llicència. Emulator + + + FinalBurn Neo ist ein Multiple-Arcade-Emulator, der sich vor allem für die Emulation von Neo-Geo, Capcom, Konami und Cave-Spielen eignet. Er wird vom FinalBurn-Team entwickelt und entstand aus FinalBurn by Dave und alten MAME-Versionen. + +FinalBurn Neo ist ein aktiver Fork des FinalBurn Alpha-Emulators, der von vielen der ehemaligen FBA-Entwickler erstellt wurde. + +Der Grund für die Trennung des älteren Zweigs, FB Alpha, und des neuen Ablegers, FB Neo, war eine offensichtliche Meinungsverschiedenheit zwischen einem gewissen Barry Harris und dem Rest der Hauptmitglieder des FBA-Teams wegen einer Lizenzfrage. + Emulator + + + + + FinalBurn Neo es un Emulador Arcade Múltiple más popular para emular juegos de Neo-Geo, Capcom, Konami y Cave. Está desarrollado por el equipo de FinalBurn y se originó a partir de FinalBurn de Dave y antiguas versiones de MAME. + +FinalBurn Neo es un fork activo del emulador FinalBurn Alpha, creado por muchos de los antiguos desarrolladores de FBA. + +La razón de la separación de la antigua rama, FB Alpha, y la nueva rama derivada, FB Neo, se debió a un aparente desacuerdo entre un tal Barry Harris y el resto de los principales miembros del equipo FBA sobre un asunto de licencias. + Emulador + + + + + FinalBurn Neo est un émulateur d'arcade multiple très populaire pour émuler les jeux Neo-Geo, Capcom, Konami et Cave. Il est développé par l'équipe de FinalBurn et provient de FinalBurn by Dave et des anciennes versions de MAME. + +FinalBurn Neo est un fork actif de l'émulateur FinalBurn Alpha, créé par de nombreux anciens développeurs de FBA. + +La raison de la séparation de l'ancienne branche, FB Alpha, et de la nouvelle branche dérivée, FB Neo, est due à un désaccord apparent entre Barry Harris et le reste des membres de l'équipe FBA sur une question de licence. + Emulateur + + + + + FinalBurn Neo è un emulatore arcade multiplo molto popolare per l'emulazione di giochi Neo-Geo, Capcom, Konami e Cave. È sviluppato dal team di FinalBurn ed è nato da FinalBurn by Dave e dalle vecchie versioni del MAME. + +FinalBurn Neo è un fork attivo dell'emulatore FinalBurn Alpha, creato da molti degli ex sviluppatori di FBA. + +La ragione della separazione tra il ramo più vecchio, FB Alpha, e il nuovo ramo spin-off, FB Neo, è dovuta a un apparente disaccordo tra Barry Harris e il resto dei membri principali del team FBA per una questione di licenze. + Emulatore + + + + + FinalBurn Neo is een Multiple Arcade Emulator die het meest populair is voor het emuleren van Neo-Geo, Capcom, Konami en Cave spellen. Het is ontwikkeld door het FinalBurn team en is ontstaan uit FinalBurn van Dave en oude MAME versies. + +FinalBurn Neo is een actieve fork van de FinalBurn Alpha emulator, gemaakt door veel van de voormalige FBA ontwikkelaars. + +De reden voor de scheiding van de oudere tak, FB Alpha, en de nieuwe spin-off tak, FB Neo, was te wijten aan een schijnbare onenigheid tussen ene Barry Harris en de rest van de belangrijkste FBA teamleden over een licentiekwestie. + Emulator + + + + + FinalBurn Neo to emulator wielu gier zręcznościowych, najbardziej popularny do emulacji gier Neo-Geo, Capcom, Konami i Cave. Został opracowany przez zespół FinalBurn i wywodzi się z FinalBurn by Dave i starych wersji MAME. + +FinalBurn Neo jest aktywnym forkiem emulatora FinalBurn Alpha, stworzonym przez wielu byłych programistów FBA. + +Powodem rozdzielenia starszej gałęzi, FB Alpha, i nowej gałęzi spin-off, FB Neo, była pozorna różnica zdań między Barrym Harrisem a resztą głównych członków zespołu FBA w kwestii licencji. + Emulator + + + + + O FinalBurn Neo é um emulador de arcade múltiplo mais popular para emular jogos Neo-Geo, Capcom, Konami e Cave. Ele foi desenvolvido pela equipe do FinalBurn e originou-se do FinalBurn by Dave e de versões antigas do MAME. + +O FinalBurn Neo é um fork ativo do emulador FinalBurn Alpha, criado por muitos dos antigos desenvolvedores do FBA. + +O motivo da separação do ramo mais antigo, FB Alpha, e do novo ramo derivado, FB Neo, foi devido a um aparente desacordo entre Barry Harris e o restante dos membros da equipe principal do FBA sobre uma questão de licenciamento. + Emulador + + + + + FinalBurn Neo este un emulator Arcade Multiplu cel mai popular pentru emularea jocurilor Neo-Geo, Capcom, Konami și Cave. Acesta este dezvoltat de echipa FinalBurn și provine de la FinalBurn by Dave și versiunile vechi MAME. + +FinalBurn Neo este un fork activ al emulatorului FinalBurn Alpha, creat de mulți dintre foștii dezvoltatori FBA. + +Motivul separării dintre ramura mai veche, FB Alpha, și noua ramură spin-off, FB Neo, s-a datorat unui dezacord aparent între un anume Barry Harris și restul membrilor echipei principale FBA cu privire la o problemă de licențiere. + Emulator + + + + + FinalBurn Neo - множественный эмулятор аркад, наиболее популярный для эмуляции игр Neo-Geo, Capcom, Konami и Cave. Он разработан командой FinalBurn и произошел от FinalBurn by Dave и старых версий MAME. + +FinalBurn Neo - это активный форк эмулятора FinalBurn Alpha, созданный многими бывшими разработчиками FBA. + +Причиной разделения старой ветки, FB Alpha, и новой ветки, FB Neo, стали явные разногласия между Барри Харрисом и остальными членами основной команды FBA по вопросу лицензирования. + Эмулятор + + + + + FinalBurn Neo är en Multiple Arcade Emulator som är mest populär för emulering av Neo-Geo-, Capcom-, Konami- och Cave-spel. Den är utvecklad av FinalBurn-teamet och härstammar från FinalBurn by Dave och gamla MAME-versioner. + +FinalBurn Neo är en aktiv gaffel av FinalBurn Alpha-emulatorn, skapad av många av de tidigare FBA-utvecklarna. + +Anledningen till separationen av den äldre grenen, FB Alpha, och den nya avknoppningsgrenen, FB Neo, berodde på en uppenbar oenighet mellan en Barry Harris och resten av huvudmedlemmarna i FBA-teamet om en licensfråga. + Emulator + + + + + FinalBurn Neoは、ネオジオ、カプコン、コナミ、ケイブのゲームをエミュレートするために最も人気のあるマルチアーケードエミュレータです。FinalBurnチームによって開発され、FinalBurn by Daveと古いMAMEバージョンから生まれました。 + +FinalBurn NeoはFinalBurn Alphaエミュレータのアクティブフォークで、かつてのFBA開発者の多くによって作成されました。 + +古いブランチであるFB Alphaと新しいスピンオフブランチであるFB Neoが分離された理由は、ライセンス問題をめぐるBarry Harrisの一人とFBAチームの残りのメンバーとの明らかな意見の相違によるものでした。 + エミュレータ + + + + + 파이널번 네오는 네오지오, 캡콤, 코나미, 케이브 게임을 에뮬레이션하는 데 가장 많이 사용되는 멀티 아케이드 에뮬레이터입니다. FinalBurn 팀이 개발했으며 FinalBurn by Dave와 이전 MAME 버전에서 시작되었습니다. + +FinalBurn Neo는 많은 이전 FBA 개발자들이 만든 FinalBurn Alpha 에뮬레이터의 활성 포크입니다. + +이전 브랜치인 FB Alpha와 새로운 스핀오프 브랜치인 FB Neo가 분리된 이유는 라이선스 문제에 대한 배리 해리스와 나머지 주요 FBA 팀원들 간의 의견 불일치 때문이었습니다. + 에뮬레이터 + + + + + FinalBurn Neo 是一款多街机模拟器,最常用于模拟 Neo-Geo、Capcom、Konami 和 Cave 游戏。它由 FinalBurn 团队开发,源于戴夫的 FinalBurn 和旧版 MAME。 + +FinalBurn Neo 是 FinalBurn Alpha 模拟器的主动分叉,由许多前 FBA 开发人员创建。 + +之所以将老的分支 FB Alpha 和新的衍生分支 FB Neo 分离开来,是因为 Barry Harris 与 FBA 团队的其他主要成员在授权问题上存在明显分歧。 + 仿真器 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/fds.xml b/themes/linear-es-de/system/metadata/fds.xml index 041cc785b..1643eea48 100644 --- a/themes/linear-es-de/system/metadata/fds.xml +++ b/themes/linear-es-de/system/metadata/fds.xml @@ -1,10 +1,7 @@ - + Famicom Disk System - The Family Computer Disk System, commonly shortened to the Famicom Disk System or just Disk System, is a peripheral for Nintendo's Family Computer home video game console, released only in Japan on February 21, 1986. It uses proprietary floppy disks called "Disk Cards" for cheaper data storage and it adds a new high-fidelity sound channel for supporting Disk System games. - - Fundamentally, the Disk System serves simply to enhance some aspects already inherent to the base Famicom system, with better sound and cheaper games—though with the disadvantages of high initial price, slow speed, and lower reliability. However, this boost to the market of affordable and writable mass storage temporarily served as an enabling technology for the creation of new types of video games. This includes the vast, open world, progress-saving adventures of the best-selling The Legend of Zelda (1986) and Metroid (1986), games with a cost-effective and swift release such as the best-selling Super Mario Bros. 2, and nationwide leaderboards and contests via the in-store Disk Fax kiosks, which are considered to be forerunners of today's online achievement and distribution systems. - https://en.wikipedia.org/wiki/Famicom_Disk_System + The Family Computer Disk System, sometimes shortened as the Famicom Disk System or simply the Disk System, and abbreviated as the FDS or FCD, is a peripheral for Nintendo's Family Computer home video game console, released in Japan on February 21, 1986. It uses proprietary floppy disks called "Disk Cards" for data storage. Through its entire production span, 1986–2003, 4.44 million units were sold. The device is connected to the Famicom deck by plugging a special cartridge known as the RAM Adapter into the system's cartridge port, and attaching that cartridge's cable to the disk drive. The RAM adapter contains 32 kilobytes (KB) of RAM for temporary program storage, 8 KB of RAM for tile and sprite data storage, and an ASIC known as the 2C33. The ASIC acts as a disk controller for the floppy drive, and also includes additional sound hardware featuring a single-cycle wavetable-lookup synthesizer. Finally, embedded in the 2C33 is an 8KB BIOS ROM. The Disk Cards used are double-sided, with a total capacity of 112 KB per disk. Many games span both sides of a disk, requiring the user to switch sides at some point during gameplay. A few games use two full disks, totaling four sides. The Disk System is capable of running on six C-cell batteries or the supplied AC adapter. Batteries usually last five months with daily game play. The battery option is due to the likelihood of a standard set of AC plugs already being occupied by a Famicom and a television. Nintendo 1986 1986-11 @@ -16,10 +13,90 @@ C7AF89 3C3C3B F4B600 + 1-1 + + + El sistema de disc de l’ordinador familiar, de vegades escurçat com el sistema de disc Famicom o simplement el sistema de disc, i abreujat com a FDS o FCD, és un perifèric per a la consola de videojocs de la llar familiar de Nintendo, publicat al Japó el 21 de febrer de 1986. Utilitzadisquets propietaris anomenats "targetes de disc" per a l'emmagatzematge de dades. A través de tota la seva producció de producció, 1986–2003, es van vendre 4,44 milions d’unitats. El dispositiu està connectat a la coberta Famicom connectant un cartutx especial conegut com a adaptador de memòria RAM al port del cartutx del sistema i adjuntant el cable del cartutx a la unitat de disc. L’adaptador RAM conté 32 quilobytes (KB) de RAM per a l’emmagatzematge temporal del programa, 8 kb de RAM per a l’emmagatzematge de dades de rajoles i sprite i un ASIC conegut com el 2C33. L’ASIC actua com a controlador de disc per a la unitat de disquet, i també inclou un maquinari de so addicional amb un sintetitzador d’aspecte ondulat d’un cicle d’un sol cicle. Finalment, incrustat al 2C33 és una ROM de BIOS de 8KB. Les targetes de disc utilitzades són de doble cara, amb una capacitat total de 112 kb per disc. Molts jocs abasten els dos costats d’un disc, exigint a l’usuari canviar de costat en algun moment durant el joc. Alguns jocs utilitzen dos discos complets, per un total de quatre cares. El sistema de disc és capaç de funcionar amb sis bateries de cèl·lules C o l'adaptador de CA subministrat. Les bateries solen durar cinc mesos amb un joc diari. L’opció de la bateria es deu a la probabilitat d’un conjunt estàndard de taps de CA que ja ocupen un Famicom i una televisió. + Peripheral + + + + + Das Family Computer Disk System, manchmal auch als Famicom Disk System oder einfach als Disk System abgekürzt und mit FDS oder FCD abgekürzt, ist ein Peripheriegerät für Nintendos Heimvideospielkonsole Family Computer, das am 21. Februar 1986 in Japan veröffentlicht wurde. Es verwendet proprietäre Disketten namens "Disk Cards" zur Datenspeicherung. Während der gesamten Produktionszeit (1986-2003) wurden 4,44 Millionen Einheiten verkauft. Das Gerät wird an das Famicom-Deck angeschlossen, indem eine spezielle Kassette, der so genannte RAM-Adapter, in den Kassettenanschluss des Systems gesteckt und das Kabel dieser Kassette mit dem Diskettenlaufwerk verbunden wird. Der RAM-Adapter enthält 32 Kilobytes (KB) RAM für die temporäre Programmspeicherung, 8 KB RAM für die Speicherung von Kachel- und Sprite-Daten und einen ASIC, der als 2C33 bekannt ist. Der ASIC fungiert als Diskettencontroller für das Diskettenlaufwerk und enthält außerdem zusätzliche Sound-Hardware mit einem Single-Cycle-Wavetable-Lookup-Synthesizer. Schließlich ist in den 2C33 ein 8KB großes BIOS-ROM integriert. Die verwendeten Diskettenkarten sind doppelseitig, mit einer Gesamtkapazität von 112 KB pro Diskette. Viele Spiele nutzen beide Seiten einer Diskette, so dass der Benutzer irgendwann während des Spiels die Seite wechseln muss. Einige wenige Spiele verwenden zwei volle Disketten, also insgesamt vier Seiten. Das Disk System kann mit sechs C-Zellen-Batterien oder dem mitgelieferten Netzgerät betrieben werden. Die Batterien halten in der Regel fünf Monate bei täglichem Spielbetrieb. Die Batterieoption ist darauf zurückzuführen, dass die Wahrscheinlichkeit besteht, dass ein Standard-Netzstecker bereits durch ein Famicom und einen Fernseher belegt ist. + Peripherie + + + + + El Family Computer Disk System, a veces abreviado como Famicom Disk System o simplemente Disk System, y abreviado como FDS o FCD, es un periférico para la videoconsola doméstica Family Computer de Nintendo, que salió a la venta en Japón el 21 de febrero de 1986. Utiliza disquetes patentados llamados "Disk Cards" para el almacenamiento de datos. Durante todo su periodo de producción, 1986-2003, se vendieron 4,44 millones de unidades. El dispositivo se conecta a la consola Famicom enchufando un cartucho especial conocido como adaptador de RAM al puerto de cartuchos del sistema y conectando el cable de dicho cartucho a la unidad de disco. El adaptador de RAM contiene 32 kilobytes (KB) de RAM para el almacenamiento temporal de programas, 8 KB de RAM para el almacenamiento de datos de tiles y sprites, y un ASIC conocido como 2C33. El ASIC actúa como controlador de disco para la disquetera e incluye hardware de sonido adicional con un sintetizador de un solo ciclo con tabla de ondas. Por último, el 2C33 incorpora una BIOS ROM de 8 KB. Las tarjetas de disco utilizadas son de doble cara, con una capacidad total de 112 KB por disco. Muchos juegos abarcan ambos lados de un disco, requiriendo que el usuario cambie de lado en algún momento durante el juego. Algunos juegos utilizan dos discos completos, con un total de cuatro caras. El Disk System puede funcionar con seis pilas C o con el adaptador de CA suministrado. Las pilas suelen durar cinco meses con juego diario. La opción de las pilas se debe a la probabilidad de que un juego estándar de enchufes de CA ya esté ocupado por una Famicom y un televisor. + Periférico + + + + + Le Family Computer Disk System, parfois abrégé en Famicom Disk System ou simplement Disk System, et abrégé en FDS ou FCD, est un périphérique pour la console de jeux vidéo Family Computer de Nintendo, sorti au Japon le 21 février 1986. Il utilise des disquettes propriétaires appelées "Disk Cards" pour le stockage des données. Pendant toute la durée de sa production, de 1986 à 2003, 4,44 millions d'unités ont été vendues. L'appareil est connecté à la platine Famicom en branchant une cartouche spéciale appelée adaptateur RAM dans le port cartouche du système, et en attachant le câble de cette cartouche au lecteur de disquettes. L'adaptateur RAM contient 32 kilo-octets (Ko) de RAM pour le stockage temporaire des programmes, 8 Ko de RAM pour le stockage des données des tuiles et des sprites, et un ASIC appelé 2C33. L'ASIC fait office de contrôleur de disque pour le lecteur de disquette et comprend également du matériel audio supplémentaire, notamment un synthétiseur à table d'ondes et à lookup à cycle unique. Enfin, le 2C33 intègre une ROM BIOS de 8 Ko. Les cartes-disques utilisées sont à double face, avec une capacité totale de 112 Ko par disque. De nombreux jeux utilisent les deux faces d'un disque, ce qui oblige l'utilisateur à changer de côté à un moment ou à un autre de la partie. Quelques jeux utilisent deux disques complets, soit quatre faces au total. Le Disk System peut fonctionner avec six piles C ou avec l'adaptateur secteur fourni. Les piles durent généralement cinq mois en cas de jeu quotidien. L'option des piles est due au fait qu'il est probable qu'un jeu de prises secteur standard soit déjà occupé par une Famicom et un téléviseur. + Périphérique + + + + + Il Family Computer Disk System, talvolta abbreviato in Famicom Disk System o semplicemente Disk System e abbreviato in FDS o FCD, è una periferica per la console per videogiochi domestica Family Computer di Nintendo, uscita in Giappone il 21 febbraio 1986. Utilizza dischi floppy proprietari chiamati "Disk Card" per la memorizzazione dei dati. Nel corso della sua intera produzione, dal 1986 al 2003, sono state vendute 4,44 milioni di unità. Il dispositivo viene collegato al deck del Famicom inserendo una cartuccia speciale, nota come RAM Adapter, nella porta cartucce del sistema e collegando il cavo della cartuccia all'unità disco. L'adattatore RAM contiene 32 kilobyte (KB) di RAM per la memorizzazione temporanea dei programmi, 8 KB di RAM per la memorizzazione dei dati di tile e sprite e un ASIC noto come 2C33. L'ASIC funge da controller del disco per l'unità floppy e include anche hardware audio aggiuntivo con un sintetizzatore wavetable-lookup a ciclo singolo. Infine, nel 2C33 è incorporata una ROM BIOS da 8KB. Le schede disco utilizzate sono a doppia faccia, con una capacità totale di 112 KB per disco. Molti giochi utilizzano entrambi i lati del disco, richiedendo all'utente di cambiare lato a un certo punto del gioco. Alcuni giochi utilizzano due dischi interi, per un totale di quattro lati. Il Disk System può funzionare con sei batterie C o con l'adattatore CA in dotazione. Le batterie durano in genere cinque mesi con un gioco quotidiano. L'opzione delle batterie è dovuta alla probabilità che un set standard di prese CA sia già occupato da un Famicom e da un televisore. + Periferica + + + + + Het Family Computer Disk System, soms afgekort als het Famicom Disk System of gewoon het Disk System, en afgekort als de FDS of FCD, is een randapparaat voor Nintendo's Family Computer home video game console, uitgebracht in Japan op 21 februari 1986. Het maakt gebruik van eigen floppydisks genaamd "Disk Cards" voor de opslag van gegevens. Tijdens de gehele productieperiode, 1986-2003, werden er 4,44 miljoen exemplaren van verkocht. Het apparaat wordt op de Famicom aangesloten door een speciale cartridge, de RAM-adapter, in de cartridgepoort van het systeem te steken en de kabel van de cartridge aan het diskettestation te bevestigen. De RAM-adapter bevat 32 kilobytes (KB) RAM voor tijdelijke programmaopslag, 8 KB RAM voor de opslag van tile- en spritegegevens en een ASIC die bekend staat als de 2C33. De ASIC fungeert als schijfcontroller voor het diskettestation en bevat ook extra geluidshardware met een single-cycle wavetable-lookup synthesizer. Tenslotte is in de 2C33 een 8KB BIOS ROM ingebouwd. De gebruikte schijfkaarten zijn dubbelzijdig, met een totale capaciteit van 112 KB per schijf. Veel spellen beslaan beide kanten van een schijf, waardoor de gebruiker op een bepaald moment tijdens het spelen van kant moet wisselen. Een paar spellen gebruiken twee volledige schijven, in totaal vier kanten. Het Disksysteem werkt op zes C-cel batterijen of de meegeleverde wisselstroomadapter. De batterijen gaan meestal vijf maanden mee bij dagelijks spelen. De batterijoptie is te wijten aan de kans dat een standaard set wisselstroomstekkers al bezet is door een Famicom en een televisie. + Perifeer + + + + + Family Computer Disk System, czasami skracany jako Famicom Disk System lub po prostu Disk System, a w skrócie FDS lub FCD, to urządzenie peryferyjne dla domowej konsoli do gier wideo Nintendo Family Computer, wydane w Japonii 21 lutego 1986 roku. Do przechowywania danych wykorzystuje opatentowane dyskietki zwane "Disk Cards". W całym okresie produkcji, 1986-2003, sprzedano 4,44 miliona sztuk. Urządzenie jest podłączane do konsoli Famicom poprzez podłączenie specjalnego kartridża znanego jako adapter RAM do portu kartridża systemu i podłączenie kabla tego kartridża do stacji dysków. Adapter RAM zawiera 32 kilobajty (KB) pamięci RAM do tymczasowego przechowywania programów, 8 KB pamięci RAM do przechowywania danych kafelków i sprite'ów oraz układ ASIC znany jako 2C33. ASIC działa jako kontroler dysku dla stacji dyskietek, a także zawiera dodatkowy sprzęt dźwiękowy z syntezatorem wavetable-lookup z pojedynczym cyklem. Wreszcie, wbudowany w 2C33 jest 8KB BIOS ROM. Używane karty dyskowe są dwustronne, o łącznej pojemności 112 KB na dysk. Wiele gier wykorzystuje obie strony dysku, wymagając od użytkownika przełączania stron w pewnym momencie rozgrywki. Kilka gier wykorzystuje dwa pełne dyski, w sumie cztery strony. Disk System może działać na sześciu bateriach typu C lub na dostarczonym zasilaczu sieciowym. Baterie zwykle wystarczają na pięć miesięcy codziennej gry. Opcja baterii wynika z prawdopodobieństwa, że standardowy zestaw wtyczek AC jest już zajęty przez Famicom i telewizor. + Peryferyjne + + + + + O Family Computer Disk System, às vezes abreviado como Famicom Disk System ou simplesmente Disk System, e abreviado como FDS ou FCD, é um periférico para o console de videogame doméstico Family Computer da Nintendo, lançado no Japão em 21 de fevereiro de 1986. Ele usa disquetes proprietários chamados "Disk Cards" para armazenamento de dados. Durante toda a sua produção, de 1986 a 2003, foram vendidas 4,44 milhões de unidades. O dispositivo é conectado ao deck do Famicom conectando um cartucho especial conhecido como adaptador de RAM na porta de cartucho do sistema e conectando o cabo desse cartucho à unidade de disco. O adaptador de RAM contém 32 kilobytes (KB) de RAM para armazenamento temporário de programas, 8 KB de RAM para armazenamento de dados de tile e sprite e um ASIC conhecido como 2C33. O ASIC atua como um controlador de disco para a unidade de disquete e também inclui hardware de som adicional com um sintetizador de ciclo único com aparência de tabela de ondas. Por fim, o 2C33 incorpora uma ROM de BIOS de 8 KB. Os cartões de disco usados são de dupla face, com uma capacidade total de 112 KB por disco. Muitos jogos abrangem os dois lados de um disco, exigindo que o usuário troque de lado em algum momento do jogo. Alguns jogos usam dois discos completos, totalizando quatro lados. O Disk System é capaz de funcionar com seis baterias de célula C ou com o adaptador CA fornecido. As baterias geralmente duram cinco meses com jogos diários. A opção de bateria se deve à probabilidade de um conjunto padrão de plugues CA já estar ocupado por um Famicom e uma televisão. + Periférico + + + + + Family Computer Disk System, uneori prescurtat ca Famicom Disk System sau pur și simplu Disk System, și prescurtat ca FDS sau FCD, este un periferic pentru consola de jocuri video de acasă Family Computer de la Nintendo, lansat în Japonia la 21 februarie 1986. Folosește dischete brevetate numite "Disk Cards" pentru stocarea datelor. De-a lungul întregii sale perioade de producție, 1986-2003, au fost vândute 4,44 milioane de unități. Dispozitivul este conectat la puntea Famicom prin conectarea unui cartuș special cunoscut sub numele de adaptor RAM în portul de cartușe al sistemului și prin atașarea cablului cartușului la unitatea de disc. Adaptorul RAM conține 32 kilobytes (KB) de RAM pentru stocarea temporară a programului, 8 KB de RAM pentru stocarea datelor tile și sprite și un ASIC cunoscut sub numele de 2C33. ASIC-ul acționează ca un controler de disc pentru unitatea de dischetă și include, de asemenea, hardware de sunet suplimentar cu un sintetizator cu un singur ciclu wavetable-lookup. În cele din urmă, în 2C33 este încorporat un BIOS ROM de 8KB. Cardurile de disc utilizate sunt cu două fețe, cu o capacitate totală de 112 KB pe disc. Multe jocuri utilizează ambele fețe ale unui disc, cerând utilizatorului să schimbe partea la un moment dat în timpul jocului. Câteva jocuri utilizează două discuri complete, totalizând patru fețe. Disk System poate funcționa cu șase baterii C-cell sau cu adaptorul AC furnizat. Bateriile durează, de obicei, cinci luni cu jocuri zilnice. Opțiunea bateriei se datorează probabilității ca un set standard de prize AC să fie deja ocupat de un Famicom și un televizor. + Periferic + + + + + Family Computer Disk System, иногда сокращенно называемая Famicom Disk System или просто Disk System, а также сокращенно FDS или FCD, - периферийное устройство для домашней видеоигровой консоли Family Computer от Nintendo, выпущенное в Японии 21 февраля 1986 года. Для хранения данных в нем используются фирменные дискеты под названием "Disk Cards". За все время производства, с 1986 по 2003 год, было продано 4,44 миллиона устройств. Устройство подключается к деке Famicom путем установки специального картриджа, известного как RAM Adapter, в порт картриджа системы и подключения кабеля картриджа к дисководу. Адаптер RAM содержит 32 килобайта (КБ) оперативной памяти для временного хранения программ, 8 КБ оперативной памяти для хранения данных тайлов и спрайтов, а также ASIC, известный как 2C33. ASIC выполняет функции дискового контроллера для флоппи-дисковода, а также содержит дополнительное звуковое оборудование с одноцикличным синтезатором. Наконец, в 2C33 встроено 8 КБ ПЗУ BIOS. Дисковые карты используются двусторонние, общая емкость одного диска составляет 112 КБ. Многие игры занимают обе стороны диска, требуя от пользователя переключать стороны в определенный момент игры. Некоторые игры используют два полных диска, в общей сложности четыре стороны. Дисковая система может работать от шести батареек типа C или от прилагаемого адаптера переменного тока. Батареи обычно хватает на пять месяцев при ежедневной игре. Вариант с батареями объясняется тем, что стандартный набор сетевых вилок может быть занят Famicom и телевизором. + Периферийное устройство + + - Tillbehör + Family Computer Disk System, ibland förkortat Famicom Disk System eller bara Disk System, och förkortat FDS eller FCD, är en kringutrustning till Nintendos Family Computer-videospelskonsol som släpptes i Japan den 21 februari 1986. Den använder egenutvecklade disketter som kallas "Disk Cards" för datalagring. Under hela produktionsperioden, 1986-2003, såldes 4,44 miljoner enheter. Enheten ansluts till Famicom genom att en speciell kassett, RAM-adaptern, sätts in i systemets kassettport och kassettens kabel ansluts till diskettenheten. RAM-adaptern innehåller 32 kilobyte (KB) RAM-minne för tillfällig programlagring, 8 KB RAM-minne för lagring av data från tiles och sprites samt en ASIC som kallas 2C33. ASIC:en fungerar som diskettkontroll för diskettenheten och innehåller också extra ljudhårdvara med en encykels wavetable-lookup-synthesizer. Slutligen finns ett 8KB BIOS ROM inbäddat i 2C33. De diskettkort som används är dubbelsidiga och har en total kapacitet på 112 KB per diskett. Många spel använder båda sidorna av en diskett, vilket innebär att användaren måste byta sida någon gång under spelets gång. Några få spel använder två hela diskar, totalt fyra sidor. Disk System kan drivas med sex C-cellsbatterier eller den medföljande nätadaptern. Batterierna håller vanligtvis i fem månader vid dagligt spelande. Batterialternativet beror på att det är troligt att en vanlig uppsättning nätkontakter redan är upptagna av en Famicom och en TV. + Perifer + + + + + ファミリーコンピュータ ディスクシステム(Family Computer Disk System)は、1986年2月21日に日本で発売された任天堂の家庭用ゲーム機「ファミリーコンピュータ」の周辺機器である。データ保存用に「ディスクカード」と呼ばれる独自のフロッピーディスクを使用している。1986年から2003年までの全生産期間を通じて、444万台が販売された。ファミコンのカートリッジポートにRAMアダプタと呼ばれる特殊なカートリッジを差し込み、そのカートリッジのケーブルをディスクドライブに取り付けることで、ファミコンのデッキに接続される。RAMアダプターには、プログラムの一時保存用に32キロバイト(KB)のRAM、タイルとスプライトのデータ保存用に8KBのRAM、そして2C33として知られるASICが搭載されている。このASICは、フロッピードライブ用のディスクコントローラとして機能するほか、シングルサイクルのウェーブテーブル・ルックアップ・シンセサイザを備えたサウンドハードウェアも搭載しています。最後に、2C33には8KBのBIOS ROMが内蔵されている。使用されるディスクカードは両面タイプで、ディスク1枚あたりの総容量は112KBである。多くのゲームは、ディスクの両面にまたがっており、ゲームプレイ中に両面を切り替える必要がある。2枚のディスクをフルに使い、合計4面を使用するゲームもある。ディスク・システムは、6本の単二電池または付属のACアダプターで動作する。電池は通常、毎日のゲームプレイで5ヶ月持つ。乾電池を選択するのは、標準的なACプラグのセットがすでにファミコンとテレビで占められている可能性が高いためである。 + ペリフェラル + + + + + 패미컴 디스크 시스템 또는 간단히 디스크 시스템으로 줄여서 FDS 또는 FCD로 약칭하기도 하는 패밀리 컴퓨터 디스크 시스템은 1986년 2월 21일 일본에서 출시된 닌텐도의 패밀리 컴퓨터 가정용 비디오 게임 콘솔용 주변기기입니다. 데이터 저장을 위해 "디스크 카드"라는 독점 플로피 디스크를 사용합니다. 1986년부터 2003년까지 전체 생산 기간 동안 444만 대가 판매되었습니다. 이 장치는 RAM 어댑터라고 하는 특수 카트리지를 시스템의 카트리지 포트에 꽂고 해당 카트리지의 케이블을 디스크 드라이브에 연결하여 패미컴 데크에 연결합니다. RAM 어댑터에는 임시 프로그램 저장을 위한 32KB의 RAM, 타일 및 스프라이트 데이터 저장을 위한 8KB의 RAM, 2C33으로 알려진 ASIC이 포함되어 있습니다. 이 ASIC은 플로피 드라이브의 디스크 컨트롤러 역할을 하며, 단일 사이클 웨이브테이블 룩업 신디사이저를 갖춘 추가 사운드 하드웨어도 포함되어 있습니다. 마지막으로 2C33에는 8KB 바이오스 롬이 내장되어 있습니다. 사용된 디스크 카드는 양면으로, 디스크당 총 용량은 112KB입니다. 많은 게임이 디스크의 양면에 걸쳐 있기 때문에 게임 플레이 중 어느 시점에서 사용자가 양면을 전환해야 합니다. 일부 게임은 2개의 전체 디스크를 사용하여 총 4개의 면을 사용합니다. 디스크 시스템은 6개의 C셀 배터리 또는 제공된 AC 어댑터로 작동할 수 있습니다. 배터리는 보통 매일 게임을 플레이할 경우 5개월 동안 지속됩니다. 배터리 옵션은 표준 AC 플러그 세트가 이미 패미컴과 TV에 의해 점유되고 있을 가능성이 있기 때문입니다. + 주변기기 + + + + + 家庭电脑磁盘系统(Family Computer Disk System),有时简称为 "Famicom Disk System "或 "Disk System",缩写为 "FDS "或 "FCD",是任天堂家庭电脑家用视频游戏机的外围设备,于 1986 年 2 月 21 日在日本发布。它使用名为 "磁盘卡 "的专有软盘来存储数据。在 1986-2003 年的整个生产过程中,共售出 444 万台。将一个名为 "RAM 适配器 "的特殊盒式磁带插入系统的盒式磁带端口,并将该盒式磁带的电缆连接到磁盘驱动器,即可将该设备连接到 Famicom 主机。RAM 适配器包含用于临时程序存储的 32 KB RAM、用于磁贴和精灵数据存储的 8 KB RAM,以及一个名为 2C33 的 ASIC。ASIC 充当软驱的磁盘控制器,还包括额外的声音硬件,具有单周期波表查找合成器。最后,2C33 内嵌有一个 8KB BIOS ROM。使用的磁盘卡是双面的,每个磁盘的总容量为 112KB。许多游戏都是双面磁盘,要求用户在游戏过程中随时切换磁盘。少数游戏使用两个完整的磁盘,共计四面。磁盘系统可使用六节 C 型电池或随附的交流适配器运行。在每天玩游戏的情况下,电池通常可以使用五个月。选择使用电池是因为 Famicom 和电视机可能已经占用了一套标准的交流电插头。 + 外围设备 \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/flash.xml b/themes/linear-es-de/system/metadata/flash.xml index 025ac15bc..be118ec8c 100644 --- a/themes/linear-es-de/system/metadata/flash.xml +++ b/themes/linear-es-de/system/metadata/flash.xml @@ -1,4 +1,4 @@ - + Adobe Flash Adobe Flash (formerly Macromedia Flash and FutureSplash) was a multimedia software platform used for production of animations, rich web applications, desktop applications, mobile apps, mobile games, and embedded web browser video players. Flash displays text, vector graphics, and raster graphics to provide animations, video games, and applications. It allows streaming of audio and video, and can capture mouse, keyboard, microphone, and camera input. @@ -13,10 +13,90 @@ 4A0000 B11313 710000 + 1-1 + + + Adobe Flash (abans Macromedia Flash i FuturesPlash) va ser una plataforma de programari multimèdia usada per a la producció d’animacions, aplicacions web riques, aplicacions d’escriptori, aplicacions mòbils, jocs mòbils i reproductors de vídeo del navegador web incrustats. Flash mostra text, gràfics vectorials i gràfics de ràster per proporcionar animacions, videojocs i aplicacions. Permet la transmissió d’àudio i vídeo i pot capturar l’entrada de ratolí, teclat, micròfon i càmera. + Engine + + + + + Adobe Flash (früher Macromedia Flash und FutureSplash) war eine Multimedia-Softwareplattform, die für die Erstellung von Animationen, Rich-Web-Anwendungen, Desktop-Anwendungen, mobilen Anwendungen, mobilen Spielen und eingebetteten Webbrowser-Videoplayern verwendet wurde. Flash zeigt Text, Vektorgrafiken und Rastergrafiken an, um Animationen, Videospiele und Anwendungen zu erstellen. Es ermöglicht das Streaming von Audio und Video und kann Maus-, Tastatur-, Mikrofon- und Kameraeingaben erfassen. + Motor + + + + + Adobe Flash (anteriormente Macromedia Flash y FutureSplash) era una plataforma de software multimedia utilizada para la producción de animaciones, aplicaciones web sofisticadas, aplicaciones de escritorio, aplicaciones para móviles, juegos para móviles y reproductores de vídeo integrados en navegadores web. Flash muestra texto, gráficos vectoriales y gráficos de trama para ofrecer animaciones, videojuegos y aplicaciones. Permite la transmisión de audio y vídeo, y puede capturar entradas de ratón, teclado, micrófono y cámara. + Motor + + + + + Adobe Flash (anciennement Macromedia Flash et FutureSplash) était une plateforme logicielle multimédia utilisée pour la production d'animations, d'applications web riches, d'applications de bureau, d'applications mobiles, de jeux mobiles et de lecteurs vidéo intégrés dans les navigateurs web. Flash affiche du texte, des graphiques vectoriels et des graphiques tramés pour produire des animations, des jeux vidéo et des applications. Il permet la diffusion en continu d'audio et de vidéo, et peut capturer les entrées de la souris, du clavier, du microphone et de la caméra. + Moteur + + + + + Adobe Flash (precedentemente Macromedia Flash e FutureSplash) è una piattaforma software multimediale utilizzata per la produzione di animazioni, applicazioni web ricche, applicazioni desktop, applicazioni mobili, giochi mobili e lettori video incorporati nei browser web. Flash visualizza testo, grafica vettoriale e grafica raster per fornire animazioni, videogiochi e applicazioni. Consente lo streaming di audio e video e può acquisire input da mouse, tastiera, microfono e fotocamera. + Motore + + + + + Adobe Flash (voorheen Macromedia Flash en FutureSplash) was een multimediasoftwareplatform dat werd gebruikt voor de productie van animaties, rijke webtoepassingen, desktoptoepassingen, mobiele apps, mobiele games en ingebedde videospelers voor webbrowsers. Flash geeft tekst, vectorafbeeldingen en rastergrafieken weer om animaties, videogames en toepassingen te maken. Het kan audio en video streamen en muis-, toetsenbord-, microfoon- en camera-invoer vastleggen. + Motor + + + + + Adobe Flash (wcześniej Macromedia Flash i FutureSplash) to platforma oprogramowania multimedialnego wykorzystywana do produkcji animacji, rozbudowanych aplikacji internetowych, aplikacji desktopowych, aplikacji mobilnych, gier mobilnych i wbudowanych odtwarzaczy wideo w przeglądarkach internetowych. Flash wyświetla tekst, grafikę wektorową i rastrową w celu tworzenia animacji, gier wideo i aplikacji. Umożliwia strumieniowanie audio i wideo oraz przechwytywanie danych wejściowych z myszy, klawiatury, mikrofonu i kamery. + Silnik + + + + + O Adobe Flash (anteriormente Macromedia Flash e FutureSplash) foi uma plataforma de software multimídia usada para a produção de animações, aplicativos avançados da Web, aplicativos de desktop, aplicativos móveis, jogos móveis e players de vídeo incorporados ao navegador da Web. O Flash exibe texto, gráficos vetoriais e gráficos rasterizados para fornecer animações, videogames e aplicativos. Ele permite o streaming de áudio e vídeo e pode capturar entradas de mouse, teclado, microfone e câmera. + Motor + + + + + Adobe Flash (anterior Macromedia Flash și FutureSplash) a fost o platformă software multimedia utilizată pentru producția de animații, aplicații web bogate, aplicații desktop, aplicații mobile, jocuri mobile și playere video încorporate în browserul web. Flash afișează text, grafică vectorială și grafică raster pentru a furniza animații, jocuri video și aplicații. Acesta permite streamingul audio și video și poate capta intrările de la mouse, tastatură, microfon și cameră. + Motor + + + + + Adobe Flash (ранее Macromedia Flash и FutureSplash) - мультимедийная программная платформа, используемая для создания анимации, насыщенных веб-приложений, настольных приложений, мобильных приложений, мобильных игр и встроенных в веб-браузер видеоплееров. Flash отображает текст, векторную и растровую графику для создания анимации, видеоигр и приложений. Он позволяет передавать потоковое аудио и видео, а также захватывать ввод с мыши, клавиатуры, микрофона и камеры. + Двигатель + + - Spelmotor + Adobe Flash (tidigare Macromedia Flash och FutureSplash) var en programvaruplattform för multimedia som användes för att skapa animationer, rika webbapplikationer, skrivbordsapplikationer, mobilappar, mobilspel och inbäddade videospelare för webbläsare. Flash visar text, vektorgrafik och rastergrafik för att skapa animationer, videospel och applikationer. Det möjliggör streaming av ljud och video och kan fånga in mus-, tangentbords-, mikrofon- och kamerainmatning. + Motor + + + + + Adobe Flash(旧Macromedia FlashおよびFutureSplash)は、アニメーション、リッチWebアプリケーション、デスクトップアプリケーション、モバイルアプリケーション、モバイルゲーム、組み込みWebブラウザビデオプレーヤーの制作に使用されるマルチメディアソフトウェアプラットフォームである。Flashはテキスト、ベクターグラフィックス、ラスターグラフィックスを表示し、アニメーション、ビデオゲーム、アプリケーションを提供する。音声やビデオのストリーミングが可能で、マウス、キーボード、マイク、カメラからの入力を取り込むことができます。 + エンジン + + + + + Adobe Flash(이전의 Macromedia Flash 및 FutureSplash)는 애니메이션, 리치 웹 애플리케이션, 데스크톱 애플리케이션, 모바일 앱, 모바일 게임 및 임베디드 웹 브라우저 비디오 플레이어 제작에 사용되는 멀티미디어 소프트웨어 플랫폼입니다. 플래시는 텍스트, 벡터 그래픽, 래스터 그래픽을 표시하여 애니메이션, 비디오 게임, 애플리케이션을 제공합니다. 오디오 및 비디오 스트리밍이 가능하며 마우스, 키보드, 마이크 및 카메라 입력을 캡처할 수 있습니다. + 엔진 + + + + + Adobe Flash(前身为 Macromedia Flash 和 FutureSplash)是一个多媒体软件平台,用于制作动画、丰富的网络应用程序、桌面应用程序、移动应用程序、移动游戏和嵌入式网络浏览器视频播放器。Flash 可显示文本、矢量图形和光栅图形,提供动画、视频游戏和应用程序。它允许音频和视频流,并能捕捉鼠标、键盘、麦克风和摄像头输入。 + 发动机 \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/fm7.xml b/themes/linear-es-de/system/metadata/fm7.xml index 764bef370..7147cfc03 100644 --- a/themes/linear-es-de/system/metadata/fm7.xml +++ b/themes/linear-es-de/system/metadata/fm7.xml @@ -1,4 +1,4 @@ - + FM-7 The FM-7 ("Fujitsu Micro 7") is a home computer created by Fujitsu. It was first released in 1982 and was sold in Japan and Spain. It is a stripped-down version of Fujitsu's earlier FM-8 computer, and during development it was referred to as the "FM-8 Jr.". @@ -13,10 +13,90 @@ 777777 555555 333333 + 1-1 + + + El FM-7 ("Fujitsu Micro 7") és un ordinador domèstic creat per Fujitsu. Va ser llançat per primera vegada el 1982 i es va vendre al Japó i Espanya.És una versió despullada de l'anterior ordinador FM-8 de Fujitsu, i durant el desenvolupament es coneixia com a "FM-8 Jr.". + Computer + + + + + Der FM-7 ("Fujitsu Micro 7") ist ein von Fujitsu entwickelter Heimcomputer. Er wurde erstmals 1982 veröffentlicht und in Japan und Spanien verkauft. Er ist eine abgespeckte Version des früheren FM-8-Computers von Fujitsu und wurde während der Entwicklung als "FM-8 Jr." bezeichnet. + Computer + + + + + El FM-7 ("Fujitsu Micro 7") es un ordenador doméstico creado por Fujitsu. Salió al mercado en 1982 y se vendió en Japón y España. Se trata de una versión reducida del anterior ordenador FM-8 de Fujitsu, y durante su desarrollo se le denominó "FM-8 Jr". + Ordenador + + + + + Le FM-7 ("Fujitsu Micro 7") est un ordinateur domestique créé par Fujitsu. Il a été commercialisé pour la première fois en 1982 au Japon et en Espagne. Il s'agit d'une version simplifiée de l'ordinateur FM-8 de Fujitsu, et pendant son développement, il a été appelé "FM-8 Jr". + Ordinateur + + + + + L'FM-7 ("Fujitsu Micro 7") è un home computer creato da Fujitsu. È stato rilasciato per la prima volta nel 1982 ed è stato venduto in Giappone e in Spagna. Si tratta di una versione ridotta del precedente computer FM-8 di Fujitsu, e durante lo sviluppo veniva chiamato "FM-8 Jr.". + Computer + + + + + De FM-7 ("Fujitsu Micro 7") is een thuiscomputer gemaakt door Fujitsu. Hij werd voor het eerst uitgebracht in 1982 en werd verkocht in Japan en Spanje. Het is een uitgeklede versie van Fujitsu's eerdere FM-8 computer, die tijdens de ontwikkeling de "FM-8 Jr." werd genoemd. + Computer + + + + + FM-7 ("Fujitsu Micro 7") to komputer domowy stworzony przez firmę Fujitsu. Po raz pierwszy został wydany w 1982 roku i był sprzedawany w Japonii i Hiszpanii. Jest to okrojona wersja wcześniejszego komputera Fujitsu FM-8, a podczas rozwoju był określany jako "FM-8 Jr.". + Komputer + + + + + O FM-7 ("Fujitsu Micro 7") é um computador doméstico criado pela Fujitsu. Foi lançado pela primeira vez em 1982 e foi vendido no Japão e na Espanha. É uma versão reduzida do computador FM-8 anterior da Fujitsu e, durante o desenvolvimento, foi chamado de "FM-8 Jr.". + Computador + + + + + FM-7 ("Fujitsu Micro 7") este un computer de casă creat de Fujitsu. A fost lansat pentru prima dată în 1982 și a fost vândut în Japonia și Spania. Este o versiune simplificată a computerului Fujitsu FM-8, iar în timpul dezvoltării a fost denumit "FM-8 Jr.". + Computer + + + + + FM-7 ("Fujitsu Micro 7") - домашний компьютер, созданный компанией Fujitsu. Впервые он был выпущен в 1982 году и продавался в Японии и Испании. Он является урезанной версией более раннего компьютера Fujitsu FM-8, и во время разработки его называли "FM-8 Jr.". + Компьютер + + + FM-7 ("Fujitsu Micro 7") är en hemdator som skapades av Fujitsu. Den släpptes första gången 1982 och såldes i Japan och Spanien. Den är en nedbantad version av Fujitsus tidigare FM-8-dator och under utvecklingen kallades den för "FM-8 Jr.". Dator + + + FM-7(「富士通マイクロ7」)は富士通が作った家庭用コンピュータである。1982年に発売され、日本とスペインで販売された。富士通の初期のコンピュータFM-8の縮小版であり、開発中は「FM-8 Jr.」と呼ばれていた。 + コンピューター + + + + + FM-7("후지쯔 마이크로 7")은 후지쯔에서 만든 가정용 컴퓨터입니다. 1982년에 처음 출시되어 일본과 스페인에서 판매되었습니다. 이 제품은 후지쯔의 초기 FM-8 컴퓨터의 축소 버전으로, 개발 당시에는 "FM-8 주니어"라고 불렸습니다. + 컴퓨터 + + + + + FM-7("Fujitsu Micro 7")是富士通公司推出的一款家用电脑。它于 1982 年首次发布,在日本和西班牙销售。它是富士通早期 FM-8 计算机的精简版,在开发过程中被称为 "FM-8 Jr."。 + 计算机 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/fmtowns.xml b/themes/linear-es-de/system/metadata/fmtowns.xml index 94cb08fbb..c6a05b0f4 100644 --- a/themes/linear-es-de/system/metadata/fmtowns.xml +++ b/themes/linear-es-de/system/metadata/fmtowns.xml @@ -1,9 +1,9 @@ - + FM Towns The FM Towns (Japanese: エフエムタウンズ, Hepburn: Efu Emu Taunzu) is a Japanese personal computer built by Fujitsu from February 1989 to the summer of 1997. It started as a proprietary PC variant intended for multimedia applications and PC games, but later became more compatible with IBM PC compatibles. In 1993, the FM Towns Marty was released, a game console compatible with existing FM Towns games. - The "FM" part of the name means "Fujitsu Micro" like their earlier products, while the "Towns" part is derived from the code name the system was assigned while in development, "Townes". This refers to Charles Townes, one of the winners of the 1964 Nobel Prize in Physics, following a custom of Fujitsu at the time to code name PC products after Nobel Prize winners. The e in "Townes" was dropped when the system went into production to make it clearer that the term was to be pronounced like the word "towns" rather than the potential "tow-nes". +The "FM" part of the name means "Fujitsu Micro" like their earlier products, while the "Towns" part is derived from the code name the system was assigned while in development, "Townes". This refers to Charles Townes, one of the winners of the 1964 Nobel Prize in Physics, following a custom of Fujitsu at the time to code name PC products after Nobel Prize winners. The e in "Townes" was dropped when the system went into production to make it clearer that the term was to be pronounced like the word "towns" rather than the potential "tow-nes". Fujitsu 1989 1989-02-28 @@ -15,10 +15,118 @@ 009971 606875 151619 + 1-1 + + + The FM Towns (japonès: エフエムタウンズ, Hepburn: EFU EMU Taunzu) és un ordinador personal japonès construït per Fujitsu des de febrer de 1989 fins a l'estiu de 1997. Va començar com una variant de PC propietària destinada a aplicacions multimèdia i jocs de PC, però després es va convertirMés compatible amb els compatibles IBM PC. El 1993, la FM Towns Marty va ser llançada, una consola de jocs compatible amb els jocs existents de FM Towns. + +La part "FM" del nom significa "Fujitsu Micro" com els seus productes anteriors, mentre que la part de "ciutats" deriva del nom del codi que el sistema estava assignat mentre estava en desenvolupament, "Towns". Es refereix a Charles Townes, un dels guanyadors del Premi Nobel de Physics de 1964, seguint un costum de Fujitsu en aquell moment per codificar els productes de PC després dels guanyadors del premi Nobel. La E a "Townes" es va deixar caure quan el sistema va entrar a la producció per deixar més clar que el terme s'havia de pronunciar com la paraula "ciutats" en lloc del potencial "remolc-nes". + Computer + + + + + Der FM Towns (japanisch: エフエムタウンズ, Hepburn: Efu Emu Taunzu) ist ein japanischer Personal Computer, der von Fujitsu von Februar 1989 bis Sommer 1997 gebaut wurde. Er begann als proprietäre PC-Variante, die für Multimedia-Anwendungen und PC-Spiele gedacht war, wurde aber später mit IBM PC-kompatiblen Geräten kompatibel. 1993 wurde der FM Towns Marty veröffentlicht, eine Spielkonsole, die mit bestehenden FM Towns-Spielen kompatibel war. + +Der "FM"-Teil des Namens steht wie bei den früheren Produkten für "Fujitsu Micro", während der "Towns"-Teil von dem Codenamen abgeleitet ist, der dem System während der Entwicklung zugewiesen wurde: "Townes". Dies bezieht sich auf Charles Townes, einen der Gewinner des Nobelpreises für Physik im Jahr 1964, und folgt damit einem Brauch von Fujitsu zu dieser Zeit, PC-Produkte nach Nobelpreisträgern zu benennen. Das e in "Townes" wurde gestrichen, als das System in Produktion ging, um zu verdeutlichen, dass der Begriff wie das Wort "Townes" und nicht wie das mögliche "Tow-nes" ausgesprochen werden sollte. + Computer + + + + + El FM Towns (japonés: エフエムタウンズ, Hepburn: Efu Emu Taunzu) es un ordenador personal japonés fabricado por Fujitsu desde febrero de 1989 hasta el verano de 1997. Comenzó como una variante de PC propietario destinado a aplicaciones multimedia y juegos de PC, pero más tarde se hizo más compatible con los compatibles IBM PC. En 1993, se lanzó la FM Towns Marty, una videoconsola compatible con los juegos FM Towns existentes. + +La parte "FM" del nombre significa "Fujitsu Micro", como sus productos anteriores, mientras que la parte "Towns" se deriva del nombre en clave que se asignó al sistema mientras estaba en desarrollo, "Townes". Esto hace referencia a Charles Townes, uno de los ganadores del Premio Nobel de Física de 1964, siguiendo la costumbre de Fujitsu en aquella época de asignar a los productos de PC nombres de ganadores del Premio Nobel. La e de "Townes" se suprimió cuando el sistema entró en producción para que quedara más claro que el término debía pronunciarse como la palabra "towns" en lugar del potencial "tow-nes". + Ordenador + + + + + Le FM Towns (japonais : エフエムタウンズ, Hepburn : Efu Emu Taunzu) est un ordinateur personnel japonais construit par Fujitsu de février 1989 à l'été 1997. Il a commencé comme une variante PC propriétaire destinée aux applications multimédia et aux jeux PC, mais il est devenu plus tard plus compatible avec les compatibles IBM PC. En 1993 est sorti le FM Towns Marty, une console de jeu compatible avec les jeux FM Towns existants. + +La partie "FM" du nom signifie "Fujitsu Micro", comme pour les produits précédents, tandis que la partie "Towns" est dérivée du nom de code attribué au système pendant son développement, "Townes". Ce nom fait référence à Charles Townes, l'un des lauréats du prix Nobel de physique de 1964, conformément à une coutume de Fujitsu qui consistait à donner aux produits PC des noms de code correspondant à des lauréats du prix Nobel. Le e de "Townes" a été supprimé lorsque le système a été mis en production afin de préciser que le terme devait être prononcé comme le mot "towns" plutôt que comme le potentiel "tow-nes". + Ordinateur + + + + + L'FM Towns (giapponese: エフエムタウンズ, Hepburn: Efu Emu Taunzu) è un personal computer giapponese costruito da Fujitsu dal febbraio 1989 all'estate 1997. Inizialmente era una variante proprietaria del PC destinata alle applicazioni multimediali e ai giochi per PC, ma in seguito divenne più compatibile con i PC IBM compatibili. Nel 1993 è stato rilasciato FM Towns Marty, una console di gioco compatibile con i giochi FM Towns esistenti. + +La parte "FM" del nome significa "Fujitsu Micro" come i prodotti precedenti, mentre la parte "Towns" deriva dal nome in codice assegnato al sistema durante lo sviluppo, "Townes". Questo si riferisce a Charles Townes, uno dei vincitori del Premio Nobel per la Fisica del 1964, seguendo una consuetudine di Fujitsu dell'epoca di assegnare ai prodotti PC nomi in codice di vincitori del Premio Nobel. La e di "Townes" fu eliminata quando il sistema entrò in produzione per rendere più chiaro che il termine doveva essere pronunciato come la parola "towns" piuttosto che come il potenziale "tow-nes". + Computer + + + + + De FM Towns (Japans: エフエムタウンズ, Hepburn: Efu Emu Taunzu) is een Japanse personal computer gebouwd door Fujitsu van februari 1989 tot de zomer van 1997. Hij begon als een eigen PC-variant bedoeld voor multimediatoepassingen en PC-spellen, maar werd later meer compatibel met IBM PC-compatibles. In 1993 werd de FM Towns Marty uitgebracht, een spelconsole die compatibel was met bestaande FM Towns spellen. + +Het "FM" deel van de naam betekent "Fujitsu Micro" zoals hun eerdere producten, terwijl het "Towns" deel is afgeleid van de codenaam die het systeem kreeg tijdens de ontwikkeling, "Townes". Dit verwijst naar Charles Townes, een van de winnaars van de Nobelprijs voor natuurkunde in 1964, volgens een gewoonte van Fujitsu in die tijd om PC-producten te codenamen naar Nobelprijswinnaars. De e in "Townes" werd weggelaten toen het systeem in productie ging om duidelijker te maken dat de term moest worden uitgesproken als het woord "towns" in plaats van het potentiële "tow-nes". + Computer + + + + + FM Towns (jap. エフエムタウンズ, Hepburn: Efu Emu Taunzu) to japoński komputer osobisty zbudowany przez Fujitsu od lutego 1989 roku do lata 1997 roku. Początkowo był to zastrzeżony wariant komputera przeznaczony do aplikacji multimedialnych i gier komputerowych, ale później stał się bardziej kompatybilny z komputerami IBM PC. W 1993 roku wydano FM Towns Marty, konsolę do gier kompatybilną z istniejącymi grami FM Towns. + +Część nazwy "FM" oznacza "Fujitsu Micro", podobnie jak ich wcześniejsze produkty, podczas gdy część "Towns" pochodzi od nazwy kodowej, którą system otrzymał podczas opracowywania, "Townes". Odnosi się to do Charlesa Townesa, jednego z laureatów Nagrody Nobla w dziedzinie fizyki w 1964 roku, zgodnie ze zwyczajem Fujitsu w tamtym czasie, aby nadawać nazwy kodowe produktom PC po laureatach Nagrody Nobla. E w "Townes" zostało usunięte, gdy system wszedł do produkcji, aby było jasne, że termin ma być wymawiany jak słowo "towns", a nie potencjalne "tow-nes". + Komputer + + + + + O FM Towns (em japonês: エフエムタウンズ, Hepburn: Efu Emu Taunzu) é um computador pessoal japonês desenvolvido pela Fujitsu de fevereiro de 1989 até o verão de 1997. Começou como uma variante proprietária de PC destinada a aplicativos multimídia e jogos de PC, mas depois se tornou mais compatível com os compatíveis com o IBM PC. Em 1993, foi lançado o FM Towns Marty, um console de jogos compatível com os jogos FM Towns existentes. + +A parte "FM" do nome significa "Fujitsu Micro", como seus produtos anteriores, enquanto a parte "Towns" é derivada do codinome atribuído ao sistema durante o desenvolvimento, "Townes". Isso se refere a Charles Townes, um dos ganhadores do Prêmio Nobel de Física de 1964, seguindo um costume da Fujitsu na época de nomear os produtos de PC com nomes de ganhadores do Prêmio Nobel. O e em "Townes" foi retirado quando o sistema entrou em produção para deixar mais claro que o termo deveria ser pronunciado como a palavra "towns" em vez do potencial "tow-nes". + Computador + + + + + FM Towns (japoneză: エフエムタウンズ, Hepburn: Efu Emu Taunzu) este un computer personal japonez construit de Fujitsu din februarie 1989 până în vara anului 1997. A început ca o variantă de PC proprietar destinat aplicațiilor multimedia și jocurilor PC, dar mai târziu a devenit mai compatibil cu compatibilele IBM PC. În 1993, a fost lansat FM Towns Marty, o consolă de jocuri compatibilă cu jocurile FM Towns existente. + +Partea "FM" a numelui înseamnă "Fujitsu Micro", la fel ca produsele lor anterioare, în timp ce partea "Towns" este derivată din numele de cod care a fost atribuit sistemului în timpul dezvoltării, "Townes". Aceasta se referă la Charles Townes, unul dintre câștigătorii Premiului Nobel pentru Fizică din 1964, urmând un obicei al Fujitsu de la acea vreme de a denumi produsele PC după câștigătorii Premiului Nobel. E-ul din "Townes" a fost eliminat atunci când sistemul a intrat în producție pentru a clarifica faptul că termenul trebuia pronunțat ca și cuvântul "towns", mai degrabă decât potențialul "tow-nes". + Computer + + + + + FM Towns (японский: エフエムタウンズ, хепберн: Efu Emu Taunzu) - японский персональный компьютер, созданный компанией Fujitsu с февраля 1989 по лето 1997 года. Он начинался как собственный вариант ПК, предназначенный для мультимедийных приложений и компьютерных игр, но позже стал более совместим с IBM PC. В 1993 году была выпущена игровая консоль FM Towns Marty, совместимая с существующими играми FM Towns. + +Часть "FM" в названии означает "Fujitsu Micro", как и в предыдущих продуктах компании, а часть "Towns" происходит от кодового имени, которое было присвоено системе во время разработки, - "Townes". Это отсылка к Чарльзу Таунсу, одному из лауреатов Нобелевской премии по физике 1964 года, в соответствии с обычаем Fujitsu того времени давать продуктам ПК кодовые названия в честь лауреатов Нобелевской премии. После запуска системы в производство буква "e" в названии "Townes" была убрана, чтобы было понятнее, что название должно произноситься как слово "towns", а не как потенциальное "tow-nes". + Компьютер + + + FM Towns (japanska: エフエムタウンズ, Hepburn: Efu Emu Taunzu) är en japansk persondator som byggdes av Fujitsu från februari 1989 till sommaren 1997. Den började som en egenutvecklad PC-variant avsedd för multimediaapplikationer och PC-spel, men blev senare mer kompatibel med IBM PC-kompatibla datorer. År 1993 släpptes FM Towns Marty, en spelkonsol som är kompatibel med befintliga FM Towns-spel. + +"FM"-delen av namnet betyder "Fujitsu Micro", precis som deras tidigare produkter, medan "Towns"-delen kommer från kodnamnet som systemet tilldelades under utvecklingen, "Townes". Detta syftar på Charles Townes, en av 1964 års nobelpristagare i fysik, och var en följd av Fujitsus dåvarande vana att ge PC-produkter kodnamn efter nobelpristagare. E:et i "Townes" togs bort när systemet gick i produktion för att göra det tydligare att termen skulle uttalas som ordet "towns" snarare än som det potentiella "tow-nes". Dator + + + FMタウンズ(日本語:エフエムタウンズ、ヘボン:えふえむたうんず)は、1989年2月から1997年夏にかけて富士通が製造した日本のパーソナルコンピューターである。1989年2月から1997年夏まで富士通によって製造された日本製のパーソナルコンピューターで、当初はマルチメディア・アプリケーションやPCゲーム向けの独自のPCだったが、後にIBM PC互換機との互換性が高まった。1993年には、既存のFMタウンズのゲームと互換性のあるゲーム機「FMタウンズマーティ」が発売された。 + +名称の「FM」の部分は以前の製品と同じく「富士通マイクロ」を意味し、「タウンズ」の部分は開発中に付けられたコードネーム「タウンズ」に由来する。これは、1964年にノーベル物理学賞を受賞したチャールズ・タウンズ(Charles Townes)にちなんだもので、ノーベル賞受賞者の名前をパソコン製品のコードネームにする当時の富士通の慣習に従ったものである。Townes」のeは、「トウネス」ではなく「タウンズ」と発音することを明確にするため、生産開始時に削除された。 + コンピューター + + + + + FM 타운즈(일본어: エフエムタウンズ, 헵번: 에후 에무 툰즈)는 1989년 2월부터 1997년 여름까지 후지쯔에서 제작한 일본 개인용 컴퓨터입니다. 멀티미디어 애플리케이션과 PC 게임을 위한 독점적인 PC 변형으로 시작되었지만 나중에 IBM PC 호환 장치와 더 많이 호환되었습니다. 1993년에는 기존 FM 타운즈 게임과 호환되는 게임 콘솔인 FM 타운즈 마티가 출시되었습니다. + +이름에서 "FM"은 이전 제품과 마찬가지로 "Fujitsu Micro"를 의미하며, "Towns"는 시스템 개발 당시 부여된 코드명인 "Townes"에서 파생된 것입니다. 이는 1964년 노벨 물리학상 수상자 중 한 명인 찰스 타운스의 이름을 딴 것으로, 당시 후지쯔는 노벨상 수상자의 이름을 따서 PC 제품의 코드명을 짓는 관습을 따랐습니다. 이 용어가 잠재적인 '타운스'가 아닌 '타운스'라는 단어처럼 발음되어야 한다는 점을 명확히 하기 위해 '타운스'에서 e는 시스템이 생산될 때 삭제되었습니다. + 컴퓨터 + + + + + FM Towns(日语:エフエムタウンズ,合本:Efu Emu Taunzu)是富士通公司在 1989 年 2 月至 1997 年夏季期间制造的一款日本个人电脑。它最初是一款专有的个人电脑变体,用于多媒体应用和个人电脑游戏,但后来变得与 IBM PC 兼容机更加兼容。1993 年,FM Towns Marty 发布,这是一款与现有 FM Towns 游戏兼容的游戏控制台。 + +FM "的意思是 "富士通微型",就像他们早期的产品一样,而 "Towns "则来自于系统开发时的代号 "Townes"。这指的是 1964 年诺贝尔物理学奖得主之一查尔斯-汤斯(Charles Townes),富士通当时的习惯是用诺贝尔奖得主的名字为个人电脑产品命名。系统投产后,"Townes "中的 "e "被去掉,以便更清楚地表明该词的发音类似于 "towns",而不是潜在的 "tow-nes"。 + 计算机 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/fpinball.xml b/themes/linear-es-de/system/metadata/fpinball.xml index 2b0187901..ec7187b07 100644 --- a/themes/linear-es-de/system/metadata/fpinball.xml +++ b/themes/linear-es-de/system/metadata/fpinball.xml @@ -1,8 +1,8 @@ - + Future Pinball Future Pinball ("FP") is a freeware 3D pinball editing and gaming application for Microsoft Windows. It is similar to Visual Pinball ("VP") and other modern pinball simulation applications. Just as with VP's partnership with Visual PinMAME, FP uses partner applications to emulate original pinball ROM code. In FP's case, the end results of ROM code are simulated by Better Arcade Mode ("BAM") and tools such as "Pinball Browser" and dot-matrix display software plugins. Core FP development was discontinued in 2010, but resumed in 2013 via BAM. BAM features many new developments, such as enhanced physics, optics, and virtual reality support. - Christopher Leathley + C. Leathley 2005 2005-10-22 October 22, 2005 @@ -13,10 +13,90 @@ 800000 FF0000 303030 + 1-1 + + + Future Pinball ("FP") és una aplicació d'edició i joc de Pinball 3D gratuït per a Microsoft Windows.És similar al pinball visual ("VP") i altres aplicacions modernes de simulació de pinball. De la mateixa manera que amb la col·laboració de VP amb PinMame Visual, FP utilitza aplicacions de socis per emular el codi ROM de Pinball Original. En el cas de FP, els resultats finals del codi ROM es simulen mitjançant un millor mode arcade ("BAM") i eines com "Pinball Browser" i plugins de programari de visualització de dot-matriu. El desenvolupament principal de la FP es va suspendre el 2010, però es va reprendre el 2013 a través de BAM. BAM ofereix molts nous desenvolupaments, com ara la física millorada, l’òptica i el suport de la realitat virtual. + Engine + + + + + Future Pinball ("FP") ist eine Freeware-Anwendung zur Bearbeitung und zum Spielen von 3D-Flippern für Microsoft Windows. Es ist ähnlich wie Visual Pinball ("VP") und andere moderne Flipper-Simulationsanwendungen. Genau wie bei der Partnerschaft von VP mit Visual PinMAME verwendet FP Partneranwendungen, um den ursprünglichen Flipper-ROM-Code zu emulieren. Im Fall von FP werden die Endresultate des ROM-Codes durch Better Arcade Mode ("BAM") und Tools wie "Pinball Browser" und Dot-Matrix-Display-Software-Plugins simuliert. Die FP-Kernentwicklung wurde 2010 eingestellt, aber 2013 über BAM wieder aufgenommen. BAM bietet viele neue Entwicklungen, wie z. B. eine verbesserte Physik, Optik und Virtual-Reality-Unterstützung. + Motor + + + + + Future Pinball ("FP") es una aplicación gratuita de edición y juego de pinball en 3D para Microsoft Windows. Es similar a Visual Pinball ("VP") y otras aplicaciones modernas de simulación de pinball. Al igual que VP con Visual PinMAME, FP utiliza aplicaciones asociadas para emular el código ROM original del pinball. En el caso de FP, los resultados finales del código ROM son simulados por Better Arcade Mode ("BAM") y herramientas como "Pinball Browser" y plugins de software de visualización de matriz de puntos. El desarrollo de Core FP se interrumpió en 2010, pero se reanudó en 2013 a través de BAM. BAM presenta muchas novedades, como mejoras en la física, la óptica y la compatibilidad con la realidad virtual. + Motor + + + + + Future Pinball ("FP") est une application gratuite d'édition et de jeu de flipper en 3D pour Microsoft Windows. Il est similaire à Visual Pinball ("VP") et à d'autres applications modernes de simulation de flipper. Tout comme le partenariat de VP avec Visual PinMAME, FP utilise des applications partenaires pour émuler le code ROM original du flipper. Dans le cas de FP, les résultats finaux du code ROM sont simulés par Better Arcade Mode ("BAM") et des outils tels que "Pinball Browser" et des plugins logiciels d'affichage matriciel. Le développement du Core FP a été interrompu en 2010, mais a repris en 2013 via le BAM. Le BAM comporte de nombreux nouveaux développements, tels que l'amélioration de la physique, de l'optique et de la prise en charge de la réalité virtuelle. + Moteur + + + + + Future Pinball ("FP") è un'applicazione freeware di editing e gioco di flipper 3D per Microsoft Windows. È simile a Visual Pinball ("VP") e ad altre moderne applicazioni di simulazione di flipper. Come nel caso della collaborazione di VP con Visual PinMAME, FP utilizza applicazioni partner per emulare il codice ROM originale dei flipper. Nel caso di FP, i risultati finali del codice ROM sono simulati da Better Arcade Mode ("BAM") e da strumenti come "Pinball Browser" e i plugin software per la visualizzazione a matrice di punti. Lo sviluppo del Core FP è stato interrotto nel 2010, ma è ripreso nel 2013 attraverso il BAM. La BAM presenta molti nuovi sviluppi, come il miglioramento della fisica, dell'ottica e il supporto alla realtà virtuale. + Motore + + + + + Future Pinball ("FP") is een freeware 3D flipperkastbewerkings- en speltoepassing voor Microsoft Windows. Het is vergelijkbaar met Visual Pinball ("VP") en andere moderne flipperkastsimulatietoepassingen. Net zoals bij VP's samenwerking met Visual PinMAME, gebruikt FP partner applicaties om originele flipper ROM code te emuleren. In FP's geval worden de eindresultaten van ROM code gesimuleerd door Better Arcade Mode ("BAM") en tools zoals "Pinball Browser" en dot-matrix display software plugins. De ontwikkeling van Core FP werd in 2010 stopgezet, maar in 2013 hervat via BAM. BAM bevat veel nieuwe ontwikkelingen, zoals verbeterde fysica, optica en ondersteuning voor virtual reality. + Motor + + + + + Future Pinball ("FP") to darmowa aplikacja do edycji i gry w pinball 3D dla systemu Microsoft Windows. Jest ona podobna do Visual Pinball ("VP") i innych nowoczesnych aplikacji do symulacji pinballa. Podobnie jak w przypadku partnerstwa VP z Visual PinMAME, FP wykorzystuje aplikacje partnerskie do emulacji oryginalnego kodu ROM pinballa. W przypadku FP, końcowe wyniki kodu ROM są symulowane przez Better Arcade Mode ("BAM") i narzędzia takie jak "Pinball Browser" i wtyczki oprogramowania do wyświetlania matryc punktowych. Rozwój Core FP został przerwany w 2010 roku, ale wznowiony w 2013 roku za pośrednictwem BAM. BAM zawiera wiele nowych rozwiązań, takich jak ulepszona fizyka, optyka i obsługa rzeczywistości wirtualnej. + Silnik + + + + + O Future Pinball ("FP") é um aplicativo freeware de edição e jogo de pinball 3D para o Microsoft Windows. Ele é semelhante ao Visual Pinball ("VP") e a outros aplicativos modernos de simulação de pinball. Assim como a parceria do VP com o Visual PinMAME, o FP usa aplicativos de parceiros para emular o código ROM original do pinball. No caso da FP, os resultados finais do código ROM são simulados pelo Better Arcade Mode ("BAM") e por ferramentas como o "Pinball Browser" e plug-ins de software de exibição de matriz de pontos. O desenvolvimento do FP principal foi interrompido em 2010, mas foi retomado em 2013 por meio do BAM. O BAM apresenta muitos novos desenvolvimentos, como física aprimorada, ótica e suporte à realidade virtual. + Motor + + + + + Future Pinball ("FP") este o aplicație freeware de editare și joc de pinball 3D pentru Microsoft Windows. Este similar cu Visual Pinball ("VP") și cu alte aplicații moderne de simulare a pinball-urilor. La fel ca în cazul parteneriatului dintre VP și Visual PinMAME, FP utilizează aplicații partenere pentru a emula codul ROM original de pinball. În cazul FP, rezultatele finale ale codului ROM sunt simulate de Better Arcade Mode ("BAM") și de instrumente precum "Pinball Browser" și plugin-uri software pentru afișaj cu matrice de puncte. Dezvoltarea Core FP a fost întreruptă în 2010, dar reluată în 2013 prin intermediul BAM. BAM prezintă multe dezvoltări noi, cum ar fi fizică îmbunătățită, optică și suport pentru realitate virtuală. + Motor + + + + + Future Pinball ("FP") - это бесплатное приложение для редактирования и игры в 3D пинбол для Microsoft Windows. Оно похоже на Visual Pinball ("VP") и другие современные приложения для моделирования пинбола. Как и в случае с VP и Visual PinMAME, FP использует партнерские приложения для эмуляции оригинального ROM-кода пинбола. В случае FP конечные результаты ROM-кода моделируются с помощью Better Arcade Mode ("BAM") и таких инструментов, как "Pinball Browser" и плагины для матричных дисплеев. Разработка основной части FP была прекращена в 2010 году, но возобновилась в 2013 году с помощью BAM. В BAM реализовано множество новых разработок, таких как улучшенная физика, оптика и поддержка виртуальной реальности. + Двигатель + + - Spelmotor + Future Pinball ("FP") är en freeware-applikation för redigering och spelande av 3D-flipperspel för Microsoft Windows. Det liknar Visual Pinball ("VP") och andra moderna applikationer för flippersimulering. Precis som i VP:s partnerskap med Visual PinMAME använder FP partnerapplikationer för att emulera original ROM-kod för flipperspel. I FP:s fall simuleras ROM-kodens slutresultat genom Better Arcade Mode ("BAM") och verktyg som "Pinball Browser" och plugins för matrisdisplayer. Utvecklingen av Core FP avbröts 2010, men återupptogs 2013 via BAM. BAM innehåller många nya utvecklingar, till exempel förbättrad fysik, optik och stöd för virtuell verklighet. + Motor + + + + + Future Pinball ("FP") は、Microsoft Windows用のフリーウェアの3Dピンボール編集・ゲームアプリケーションです。Visual Pinball (VP) や他の最新のピンボールシミュレーションアプリケーションに似ています。VPがVisual PinMAMEと提携しているように、FPもパートナーアプリケーションを使ってオリジナルのピンボールROMコードをエミュレートします。FPの場合、ROMコードの最終結果はBetter Arcade Mode(「BAM」)や「Pinball Browser」、ドットマトリックスディスプレイソフトウェアのプラグインなどのツールによってシミュレートされる。コアFPの開発は2010年に中止されたが、2013年にBAMによって再開された。BAMは、強化された物理学、光学、バーチャルリアリティのサポートなど、多くの新しい開発を特徴としている。 + エンジン + + + + + Future Pinball("FP")은 Microsoft Windows용 프리웨어 3D 핀볼 편집 및 게임 애플리케이션입니다. 비주얼 핀볼("VP") 및 기타 최신 핀볼 시뮬레이션 애플리케이션과 유사합니다. VP와 Visual PinMAME의 파트너십과 마찬가지로 FP는 파트너 애플리케이션을 사용하여 원본 핀볼 ROM 코드를 에뮬레이션합니다. FP의 경우, ROM 코드의 최종 결과물은 Better Arcade Mode("BAM")와 "핀볼 브라우저" 및 도트 매트릭스 디스플레이 소프트웨어 플러그인 같은 툴을 통해 시뮬레이션됩니다. 핵심 FP 개발은 2010년에 중단되었으나 2013년에 BAM을 통해 재개되었습니다. BAM에는 향상된 물리, 광학, 가상 현실 지원 등 많은 새로운 개발 기능이 포함되어 있습니다. + 엔진 + + + + + Future Pinball("FP")是一款适用于 Microsoft Windows 的免费 3D 弹球编辑和游戏应用程序。它类似于 Visual Pinball("VP")和其他现代弹球模拟应用程序。正如 VP 与 Visual PinMAME 的合作一样,FP 使用合作伙伴的应用程序来模拟原始弹球 ROM 代码。在 FP 中,ROM 代码的最终结果由 Better Arcade Mode("BAM")和 "Pinball Browser "等工具以及点阵显示软件插件进行模拟。核心 FP 开发于 2010 年停止,但在 2013 年通过 BAM 恢复。BAM 具有许多新开发功能,例如增强的物理、光学和虚拟现实支持。 + 发动机 \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/gamate.xml b/themes/linear-es-de/system/metadata/gamate.xml index ee5f5e6b6..7ff295aa5 100644 --- a/themes/linear-es-de/system/metadata/gamate.xml +++ b/themes/linear-es-de/system/metadata/gamate.xml @@ -1,8 +1,8 @@ - + Gamate The Gamate, known as 超級小子 (pinyin: chāojí xiǎozi, literally "Super Boy") in Taiwan and 超级神童 (pinyin: chāojí shéntóng, literally "Super Child Prodigy") in China, is a handheld game console manufactured by Bit Corporation in the early 1990s, and released in Australia, some parts of Europe, Asia (Taiwan and China), Argentina, and the United States. - Bit Corporation + Bit Corp. 1990 1990 1990 @@ -13,10 +13,90 @@ 777777 555555 333333 + 1-1 + + + El joc, conegut com 超級小子 (pinyin: chāojí xiǎozi, literalment "super noi") a Taiwan i 超级神童 (Pinyin: Chāojí Shéntóng, literalment "superchidy super child") a la Xina, és una consola de joc de mà fabricada per Bit Corporation aA principis dels anys 90, i llançat a Austràlia, algunes parts d’Europa, Àsia (Taiwan i Xina), Argentina i Estats Units. + Portable + + + + + Der Gamate, bekannt als 超級小子 (pinyin: chāojí xiǎozi, wörtlich "Super Boy") in Taiwan und 超级神童 (pinyin: chāojí shéntóng, wörtlich "Super Child Prodigy") in China, ist eine Handheld-Spielkonsole, die in den frühen 1990er Jahren von der Bit Corporation hergestellt und in Australien, einigen Teilen Europas, Asiens (Taiwan und China), Argentinien und den Vereinigten Staaten veröffentlicht wurde. + Tragbar + + + + + La Gamate, conocida como 超級小子 (pinyin: chāojí xiǎozi, literalmente "Súper Niño") en Taiwán y 超级神童 (pinyin: chāojí shéntóng, literalmente "Super Niño Prodigio") en China, es una videoconsola portátil fabricada por Bit Corporation a principios de la década de 1990 y lanzada en Australia, algunas partes de Europa, Asia (Taiwán y China), Argentina y Estados Unidos. + Portátil + + + + + Le Gamate, connu sous le nom de 超級小子 (pinyin : chāojí xiǎozi, littéralement "Super Boy") à Taïwan et 超级神童 (pinyin : chāojí shéntóng, littéralement "Super Child Prodigy") en Chine, est une console de jeu portable fabriquée par Bit Corporation au début des années 1990 et commercialisée en Australie, dans certaines régions d'Europe, en Asie (Taïwan et Chine), en Argentine et aux États-Unis. + Portable + + + + + Il Gamate, noto come 超級小子 (pinyin: chāojí xiǎozi, letteralmente "Super Boy") a Taiwan e 超级神童 (pinyin: chāojí shéntóng, letteralmente "Super Child Prodigy") in Cina, è una console portatile per videogiochi prodotta da Bit Corporation all'inizio degli anni '90 e distribuita in Australia, in alcune parti d'Europa, in Asia (Taiwan e Cina), in Argentina e negli Stati Uniti. + Portatile + + + + + De Gamate, bekend als 超級小子 (pinyin: chāojí xiǎozi, letterlijk "Super Boy") in Taiwan en 超级神童 (pinyin: chāojí shéntóng, letterlijk "Super Child Prodigy") in China, is een draagbare spelconsole die begin jaren negentig werd geproduceerd door Bit Corporation en werd uitgebracht in Australië, sommige delen van Europa, Azië (Taiwan en China), Argentinië en de Verenigde Staten. + Draagbaar + + + + + Gamate, znana jako 超級小子 (pinyin: chāojí xiǎozi, dosłownie "Super Boy") na Tajwanie i 超级神童 (pinyin: chāojí shéntóng, dosłownie "Super Child Prodigy") w Chinach, to przenośna konsola do gier wyprodukowana przez Bit Corporation na początku lat 90. i wydana w Australii, niektórych częściach Europy, Azji (Tajwan i Chiny), Argentynie i Stanach Zjednoczonych. + Przenośny + + + + + O Gamate, conhecido como 超級小子 (pinyin: chāojí xiǎozi, literalmente "Super Boy") em Taiwan e 超级神童 (pinyin: chāojí shéntóng, literalmente "Super Child Prodigy") na China, é um console de jogos portátil fabricado pela Bit Corporation no início da década de 1990 e lançado na Austrália, em algumas partes da Europa, na Ásia (Taiwan e China), na Argentina e nos Estados Unidos. + Portátil + + + + + Gamate, cunoscută ca 超級小子 (pinyin: chāojí xiǎozi, literal "Super Boy") în Taiwan și 超级神童 (pinyin: chāojí shéntóng, literal "Super Child Prodigy") în China, este o consolă de jocuri portabilă fabricată de Bit Corporation la începutul anilor 1990 și lansată în Australia, unele părți ale Europei, Asia (Taiwan și China), Argentina și Statele Unite. + Portabil + + + + + Gamate, известная как 超級小子 (пиньинь: chāojí xiǎozi, буквально "Супер мальчик") на Тайване и 超级神童 (пиньинь: chāojí shéntóng, дословно "Super Child Prodigy") в Китае - портативная игровая консоль, произведенная компанией Bit Corporation в начале 1990-х годов и выпущенная в Австралии, некоторых частях Европы, Азии (Тайвань и Китай), Аргентине и США. + Портативный + + + Gamate, känd som 超級小子 (pinyin: chāojí xiǎozi, bokstavligen "Super Boy") i Taiwan och 超级神童 (pinyin: chāojí shéntóng, ordagrant "Super Child Prodigy") i Kina, är en handhållen spelkonsol som tillverkades av Bit Corporation i början av 1990-talet och släpptes i Australien, vissa delar av Europa, Asien (Taiwan och Kina), Argentina och USA. Bärbar + + + Gamateは、台湾では超級小子(ピンイン:chāojí xiǎozi)、中国では超级神童(ピンイン:chāojí shéntóng)として知られている:台湾では「超級小児」、中国では「超神童」(ピンイン:chāojí shéntóng)と呼ばれ、1990年代初頭にビット社によって製造され、オーストラリア、ヨーロッパの一部、アジア(台湾、中国)、アルゼンチン、アメリカで発売された携帯ゲーム機である。 + ポータブル + + + + + 대만에서는 超級小子(병음: 차오지시아오지, 문자 그대로 "슈퍼보이"), 중국에서는 超级神童(병음: 차오지셴퉁, 문자 그대로 "슈퍼 차일드 프로디지")는 1990년대 초 비트 코퍼레이션에서 제조한 휴대용 게임 콘솔로 호주, 유럽 일부 지역, 아시아(대만 및 중국), 아르헨티나 및 미국에서 출시되었습니다. + 휴대성 + + + + + Gamate 在台湾被称为 "超級小子",在中国被称为 "超级神童":超级神童(拼音:chāojí shéntóng,字面意思为 "超级神童")是 Bit Corporation 在 20 世纪 90 年代初生产的一款掌上游戏机,在澳大利亚、欧洲部分地区、亚洲(台湾和中国)、阿根廷和美国发行。 + 便携式 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/gameandwatch.xml b/themes/linear-es-de/system/metadata/gameandwatch.xml index f0dfea300..f9dc54fa1 100644 --- a/themes/linear-es-de/system/metadata/gameandwatch.xml +++ b/themes/linear-es-de/system/metadata/gameandwatch.xml @@ -1,27 +1,162 @@ - + Game & Watch - The Game & Watch is a series of handheld electronic games developed, manufactured, released and marketed by Nintendo from 1980 to 1991. Created by game designer Gunpei Yokoi, the product derived its name from its featuring a single game as well as a clock on a LCD screen. The models from 1981 onwards featured an alarm in addition. It was the earliest Nintendo video game product to gain major success. + The Game & Watch brand is a series of handheld electronic games developed, manufactured, released and marketed by Nintendo from 1980 to 1991. Created by game designer Gunpei Yokoi, the product derived its name from its featuring a single game as well as a clock on a LCD screen. The models from 1981 onwards featured an alarm in addition. It was the earliest Nintendo video game product to gain major success. - The units are based on a 4-bit CPU, from the Sharp SM5xx family, that include a small ROM and RAM area and an LCD screen driver circuit, although, prior to its simulation in MAME, there was a misconception in that every unit used a custom ASIC instead of a proper microcontroller. +The units are based on a 4-bit CPU, from the Sharp SM5xx family, that include a small ROM and RAM area and an LCD screen driver circuit, although, prior to its simulation in MAME, there was a misconception in that every unit used a custom ASIC instead of a proper microcontroller. - The series sold a combined of 43.4 million units worldwide. - https://en.wikipedia.org/wiki/Game_%26_Watch +The series sold a combined of 43.4 million units worldwide. Nintendo 1980 1980-04-28 April 28, 1980 Portable - 4-3 + 112-67 8DA6AD C4353D C2904A 853641 4C301C + 1-1 + + + The Game & Watch Brand és una sèrie de jocs electrònics de mà desenvolupats, fabricats, publicats i comercialitzats per Nintendo de 1980 a 1991. Creat pel dissenyador de jocs Gunpei Yokoi, el producte va derivar el seu nom de la seva presentació d’un sol joc i també d’un rellotge auna pantalla LCD. Els models del 1981 van presentar una alarma a més. Va ser el primer producte de videojocs de Nintendo per obtenir un gran èxit. + +Les unitats es basen en una CPU de 4 bits, de la família Sharp SM5XX, que inclouen una petita zona de ROM i RAM i un circuit de controlador de pantalla LCD, tot i que, abans de la seva simulació a Mame, hi va haver una concepció errònia en què totes les unitats utilitzavenUn ASIC personalitzat en lloc d’un microcontrolador adequat. + +La sèrie va vendre un combinat de 43,4 milions d'unitats a tot el món. + Portable + + + + + Die Marke Game & Watch ist eine Reihe von elektronischen Handheld-Spielen, die von 1980 bis 1991 von Nintendo entwickelt, hergestellt, veröffentlicht und vermarktet wurden. Das vom Spieldesigner Gunpei Yokoi entworfene Produkt erhielt seinen Namen, weil es sowohl ein einzelnes Spiel als auch eine Uhr auf einem LCD-Bildschirm enthielt. Die Modelle ab 1981 verfügten zusätzlich über einen Wecker. Es war das erste Nintendo-Videospielprodukt, das großen Erfolg hatte. + +Die Geräte basieren auf einer 4-Bit-CPU aus der Sharp SM5xx-Familie, die einen kleinen ROM- und RAM-Bereich sowie eine LCD-Bildschirmtreiberschaltung enthält. Vor der Simulation in MAME herrschte jedoch der Irrglaube, dass jedes Gerät einen kundenspezifischen ASIC anstelle eines richtigen Mikrocontrollers verwendet. + +Von dieser Serie wurden weltweit insgesamt 43,4 Millionen Stück verkauft. + Tragbar + + + + + La marca Game & Watch es una serie de juegos electrónicos portátiles desarrollados, fabricados, lanzados y comercializados por Nintendo entre 1980 y 1991. Creado por el diseñador de juegos Gunpei Yokoi, el producto debe su nombre a que incluía un único juego y un reloj en una pantalla LCD. Los modelos de 1981 en adelante incorporaban además una alarma. Fue el primer producto de videojuegos de Nintendo que obtuvo un gran éxito. + +Las unidades se basan en una CPU de 4 bits, de la familia SM5xx de Sharp, que incluye una pequeña zona de ROM y RAM y un circuito controlador de pantalla LCD, aunque, antes de su simulación en MAME, existía la idea errónea de que todas las unidades utilizaban un ASIC personalizado en lugar de un microcontrolador propiamente dicho. + +La serie vendió un total de 43,4 millones de unidades en todo el mundo. + Portátil + + + + + La marque Game & Watch est une série de jeux électroniques portables développés, fabriqués, commercialisés et mis en vente par Nintendo de 1980 à 1991. Créé par le concepteur de jeux Gunpei Yokoi, le produit tire son nom du fait qu'il comporte un seul jeu ainsi qu'une horloge sur un écran LCD. Les modèles à partir de 1981 comportaient en outre une alarme. Il s'agit du premier jeu vidéo Nintendo à connaître un succès important. + +Les unités sont basées sur un CPU 4-bit, de la famille Sharp SM5xx, qui inclut une petite zone de ROM et RAM et un circuit de pilotage d'écran LCD, bien que, avant sa simulation dans MAME, il y avait une idée fausse selon laquelle chaque unité utilisait un ASIC personnalisé au lieu d'un véritable microcontrôleur. + +La série s'est vendue à 43,4 millions d'exemplaires dans le monde. + Portable + + + + + Il marchio Game & Watch è una serie di giochi elettronici portatili sviluppati, prodotti, distribuiti e commercializzati da Nintendo dal 1980 al 1991. Creato dal designer di giochi Gunpei Yokoi, il prodotto deve il suo nome alla presenza di un singolo gioco e di un orologio su uno schermo LCD. I modelli dal 1981 in poi erano dotati anche di una sveglia. È stato il primo prodotto videoludico Nintendo a riscuotere un grande successo. + +Le unità sono basate su una CPU a 4 bit, della famiglia Sharp SM5xx, che include una piccola area ROM e RAM e un circuito di pilotaggio dello schermo LCD, anche se, prima della sua simulazione in MAME, c'era un'idea sbagliata secondo cui ogni unità utilizzava un ASIC personalizzato invece di un microcontrollore vero e proprio. + +La serie ha venduto complessivamente 43,4 milioni di unità in tutto il mondo. + Portatile + + + + + Het Game & Watch-merk is een serie draagbare elektronische spellen die van 1980 tot 1991 door Nintendo werd ontwikkeld, geproduceerd, uitgebracht en op de markt gebracht. Het product werd ontworpen door spelontwerper Gunpei Yokoi en ontleende zijn naam aan het feit dat het zowel een enkel spel als een klok op een LCD-scherm bevatte. De modellen vanaf 1981 hadden ook een wekker. Het was het eerste videospelproduct van Nintendo dat een groot succes werd. + +De apparaten zijn gebaseerd op een 4-bit CPU, uit de Sharp SM5xx familie, met een klein ROM- en RAM-gebied en een LCD-scherm driver circuit, hoewel er, voorafgaand aan de simulatie in MAME, een misverstand was dat elk apparaat een aangepaste ASIC gebruikte in plaats van een echte microcontroller. + +De serie verkocht wereldwijd in totaal 43,4 miljoen stuks. + Draagbaar + + + + + Marka Game & Watch to seria przenośnych gier elektronicznych opracowanych, wyprodukowanych, wydanych i sprzedawanych przez Nintendo w latach 1980-1991. Stworzony przez projektanta gier Gunpei Yokoi, produkt zawdzięcza swoją nazwę pojedynczej grze oraz zegarowi na ekranie LCD. Modele od 1981 roku posiadały dodatkowo alarm. Był to najwcześniejszy produkt Nintendo do gier wideo, który odniósł duży sukces. + +Jednostki oparte są na 4-bitowym procesorze z rodziny Sharp SM5xx, który zawiera niewielki obszar pamięci ROM i RAM oraz obwód sterownika ekranu LCD, chociaż przed symulacją w MAME istniało błędne przekonanie, że każda jednostka używała niestandardowego układu ASIC zamiast odpowiedniego mikrokontrolera. + +Seria ta sprzedała się łącznie w 43,4 milionach egzemplarzy na całym świecie. + Przenośny + + + + + A marca Game & Watch é uma série de jogos eletrônicos portáteis desenvolvidos, fabricados, lançados e comercializados pela Nintendo de 1980 a 1991. Criado pelo designer de jogos Gunpei Yokoi, o produto recebeu esse nome porque apresentava um único jogo e um relógio em uma tela LCD. Os modelos de 1981 em diante apresentavam um alarme adicional. Foi o primeiro produto de videogame da Nintendo a obter grande sucesso. + +As unidades são baseadas em uma CPU de 4 bits, da família Sharp SM5xx, que inclui uma pequena área de ROM e RAM e um circuito de driver de tela LCD, embora, antes de sua simulação no MAME, houvesse um equívoco de que cada unidade usava um ASIC personalizado em vez de um microcontrolador adequado. + +A série vendeu um total de 43,4 milhões de unidades em todo o mundo. + Portátil + + + + + Marca Game & Watch este o serie de jocuri electronice portabile dezvoltate, fabricate, lansate și comercializate de Nintendo din 1980 până în 1991. Creat de designerul de jocuri Gunpei Yokoi, produsul și-a derivat numele din faptul că prezenta un singur joc, precum și un ceas pe un ecran LCD. Modelele începând cu 1981 aveau în plus o alarmă. Acesta a fost cel mai timpuriu produs de jocuri video Nintendo care a obținut un succes major. + +Unitățile se bazează pe un CPU pe 4 biți, din familia Sharp SM5xx, care include o mică zonă ROM și RAM și un circuit de comandă a ecranului LCD, deși, înainte de simularea sa în MAME, a existat o concepție greșită conform căreia fiecare unitate folosea un ASIC personalizat în loc de un microcontroler adecvat. + +Seria a vândut un combinat de 43,4 milioane de unități în întreaga lume. + Portabil + + + + + Game & Watch - серия портативных электронных игр, разработанных, произведенных, выпущенных и проданных компанией Nintendo с 1980 по 1991 год. Созданная игровым дизайнером Гунпеем Йокои, она получила свое название благодаря тому, что в ней была одна игра, а также часы на ЖК-экране. В моделях, начиная с 1981 года, был добавлен будильник. Это был самый ранний продукт Nintendo для видеоигр, добившийся большого успеха. + +В основе устройств лежит 4-битный процессор семейства Sharp SM5xx, включающий небольшую область ПЗУ и ОЗУ, а также схему драйвера ЖК-экрана, хотя до появления симулятора в MAME существовало заблуждение, что в каждом устройстве вместо настоящего микроконтроллера использовался собственный ASIC. + +Всего по всему миру было продано 43,4 миллиона устройств этой серии. + Портативный + + + Varumärket Game & Watch är en serie handhållna elektroniska spel som utvecklades, tillverkades, släpptes och marknadsfördes av Nintendo mellan 1980 och 1991. Produkten skapades av speldesignern Gunpei Yokoi och fick sitt namn av att den innehöll ett enda spel samt en klocka på en LCD-skärm. Modellerna från 1981 och framåt hade dessutom ett alarm. Det var den av Nintendos videospelprodukter som tidigast nådde stora framgångar. + +Enheterna är baserade på en 4-bitars CPU, från Sharp SM5xx-familjen, som inkluderar ett litet ROM- och RAM-område och en LCD-skärmdrivkrets, även om det före simuleringen i MAME fanns en missuppfattning om att varje enhet använde en anpassad ASIC istället för en riktig mikrokontroller. + +Serien såldes i sammanlagt 43,4 miljoner exemplar över hela världen. Bärbar + + + ゲーム&ウォッチブランドは、1980年から1991年まで任天堂が開発、製造、発売、販売した携帯型電子ゲームのシリーズである。ゲームデザイナーの横井軍平によって開発され、1つのゲームに加え、液晶画面に時計が表示されることからその名がついた。1981年以降のモデルにはアラームも搭載された。任天堂のゲーム機の中で最も早く大成功を収めた製品である。 + +シャープのSM5xxファミリーの4ビットCPUをベースにしており、小さなROMとRAMエリア、液晶画面ドライバ回路を含んでいる。しかし、MAMEでシミュレーションされる以前は、すべてのユニットが適切なマイクロコントローラの代わりにカスタムASICを使用しているという誤解があった。 + +シリーズ合計で全世界に4,340万台を販売した。 + ポータブル + + + + + 게임 & 워치 브랜드는 1980년부터 1991년까지 닌텐도에서 개발, 제조, 출시 및 판매한 휴대용 전자 게임기 시리즈입니다. 게임 디자이너 요코이 군페이가 만든 이 제품은 LCD 화면에 하나의 게임과 시계가 탑재되어 있다는 점에서 그 이름이 유래되었습니다. 1981년 이후 모델에는 알람 기능이 추가되었습니다. 이 제품은 닌텐도 비디오 게임 제품 중 가장 먼저 큰 성공을 거둔 제품입니다. + +이 장치는 작은 ROM 및 RAM 영역과 LCD 화면 드라이버 회로를 포함하는 Sharp SM5xx 제품군의 4비트 CPU를 기반으로 하지만, MAME에서 시뮬레이션하기 전에는 모든 장치가 적절한 마이크로 컨트롤러 대신 맞춤형 ASIC을 사용한다는 오해가 있었습니다. + +이 시리즈는 전 세계적으로 총 4,340만 대가 판매되었습니다. + 휴대성 + + + + + Game & Watch 品牌是任天堂于 1980 年至 1991 年间开发、制造、发行和销售的一系列掌上电子游戏。该产品由游戏设计师横井群平(Gunpei Yokoi)设计,因在液晶屏幕上显示单个游戏和时钟而得名。1981 年以后的型号还增加了闹钟功能。它是任天堂最早获得巨大成功的视频游戏产品。 + +这些设备基于夏普 SM5xx 系列的 4 位 CPU,包括一个小的 ROM 和 RAM 区域以及一个 LCD 屏幕驱动电路,不过,在 MAME 模拟之前,有一种误解是每台设备都使用了定制的 ASIC,而不是真正的微控制器。 + +该系列在全球共售出 4340 万台。 + 便携式 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/gamecom.xml b/themes/linear-es-de/system/metadata/gamecom.xml index 3b7016b20..59d47d070 100644 --- a/themes/linear-es-de/system/metadata/gamecom.xml +++ b/themes/linear-es-de/system/metadata/gamecom.xml @@ -1,11 +1,11 @@ - + Game.com The Game.com is a fifth-generation handheld game console released by Tiger Electronics in August 1997. A smaller version, the Game.com Pocket Pro, was released in mid-1999. - The first version of the Game.com can be connected to a 14.4 kbit/s modem for Internet connectivity, hence its name referencing the top level domain .com. +The first version of the Game.com can be connected to a 14.4 kbit/s modem for Internet connectivity, hence its name referencing the top level domain .com. - It was the first video game console to include a touchscreen and the first handheld console to include Internet connectivity. - Tiger Electronics +It was the first video game console to include a touchscreen and the first handheld console to include Internet connectivity. + Tiger Elec. 1997 1997-08 August 1997 @@ -16,10 +16,132 @@ 293039 AE2B2B 186DA4 + 1-1 + + + El Game.com és una consola de joc de cinquena generació de mà publicada per Tiger Electronics l’agost de 1997. Una versió més petita, el Game.com Pocket Pro, es va publicar a mitjan 1999. +La primera versió del joc.com es pot connectar a un mòdem de 14,4 kbit/s per a la connectivitat a Internet, per tant, el seu nom fa referència al domini de primer nivell .com. + +Va ser la primera consola de videojocs que va incloure una pantalla tàctil i la primera consola de mà que va incloure la connectivitat a Internet. + Portable + + + + + Der Game.com ist eine Handheld-Spielkonsole der fünften Generation, die von Tiger Electronics im August 1997 auf den Markt gebracht wurde. Eine kleinere Version, der Game.com Pocket Pro, wurde Mitte 1999 auf den Markt gebracht. +Die erste Version des Game.com kann mit einem 14,4 kbit/s-Modem an das Internet angeschlossen werden, daher auch der Name, der sich auf die Top Level Domain .com bezieht. + +Es war die erste Videospielkonsole mit einem Touchscreen und die erste Handheld-Konsole mit Internet-Anschlussmöglichkeit. + Tragbar + + + + + La Game.com es una videoconsola portátil de quinta generación lanzada por Tiger Electronics en agosto de 1997. A mediados de 1999 salió al mercado una versión más pequeña, la Game.com Pocket Pro. +La primera versión de la Game.com puede conectarse a un módem de 14,4 kbit/s para conectarse a Internet, de ahí que su nombre haga referencia al dominio de primer nivel .com. + +Fue la primera videoconsola en incluir una pantalla táctil y la primera consola portátil en incluir conectividad a Internet. + Portátil + + + + + Le Game.com est une console de jeu portable de cinquième génération lancée par Tiger Electronics en août 1997. Une version plus petite, le Game.com Pocket Pro, a été lancée à la mi-1999. +La première version du Game.com peut être connectée à un modem de 14,4 kbit/s pour la connectivité Internet, d'où son nom qui fait référence au domaine de premier niveau .com. + +C'est la première console de jeux vidéo à inclure un écran tactile et la première console portable à inclure une connectivité Internet. + Portable + + + + + Game.com è una console portatile di quinta generazione rilasciata da Tiger Electronics nell'agosto 1997. Una versione più piccola, il Game.com Pocket Pro, è stata rilasciata a metà del 1999. +La prima versione del Game.com può essere collegata a un modem a 14,4 kbit/s per la connettività a Internet, da cui il nome che fa riferimento al dominio di primo livello .com. + +È stata la prima console per videogiochi a includere un touchscreen e la prima console portatile a includere la connettività Internet. + Portatile + + + + + De Game.com is een handheld spelconsole van de vijfde generatie die in augustus 1997 werd uitgebracht door Tiger Electronics. Een kleinere versie, de Game.com Pocket Pro, werd midden 1999 uitgebracht. +De eerste versie van de Game.com kan worden aangesloten op een 14,4 kbit/s modem voor internetverbinding, vandaar de naam die verwijst naar het top level domein .com. + +Het was de eerste videogameconsole met een aanraakscherm en de eerste handheldconsole met internetconnectiviteit. + Draagbaar + + + + + Game.com to przenośna konsola do gier piątej generacji wydana przez Tiger Electronics w sierpniu 1997 roku. Mniejsza wersja, Game.com Pocket Pro, została wydana w połowie 1999 roku. +Pierwsza wersja Game.com może być podłączona do modemu 14,4 kbit/s w celu połączenia z Internetem, stąd jej nazwa nawiązująca do domeny najwyższego poziomu .com. + +Była to pierwsza konsola do gier wideo z ekranem dotykowym i pierwsza konsola przenośna z łącznością z Internetem. + Przenośny + + + + + O Game.com é um console de jogos portátil de quinta geração lançado pela Tiger Electronics em agosto de 1997. Uma versão menor, o Game.com Pocket Pro, foi lançada em meados de 1999. +A primeira versão do Game.com pode ser conectada a um modem de 14,4 kbit/s para conectividade com a Internet, daí seu nome fazer referência ao domínio de nível superior .com. + +Foi o primeiro console de videogame a incluir uma tela sensível ao toque e o primeiro console portátil a incluir conectividade com a Internet. + Portátil + + + + + Game.com este o consolă de jocuri portabilă de generația a cincea lansată de Tiger Electronics în august 1997. O versiune mai mică, Game.com Pocket Pro, a fost lansată la mijlocul anului 1999. +Prima versiune a Game.com poate fi conectată la un modem de 14,4 kbit/s pentru conectivitate la internet, de unde și numele său care face referire la domeniul de nivel superior .com. + +A fost prima consolă de jocuri video care a inclus un ecran tactil și prima consolă portabilă care a inclus conectivitate la internet. + Portabil + + + + + Game.com - это портативная игровая консоль пятого поколения, выпущенная компанией Tiger Electronics в августе 1997 года. Уменьшенная версия, Game.com Pocket Pro, была выпущена в середине 1999 года. +Первая версия Game.com может быть подключена к модему со скоростью 14,4 кбит/с для выхода в Интернет, поэтому ее название отсылает к домену верхнего уровня .com. + +Это была первая игровая консоль с сенсорным экраном и первая портативная консоль с возможностью подключения к Интернету. + Портативный + + + Game.com är en femte generationens handhållen spelkonsol som lanserades av Tiger Electronics i augusti 1997. En mindre version, Game.com Pocket Pro, släpptes i mitten av 1999. +Den första versionen av Game.com kan anslutas till ett 14,4 kbit/s modem för Internetuppkoppling, därav namnet som refererar till toppdomänen .com. + +Det var den första videospelskonsolen med pekskärm och den första handhållna konsolen med Internetanslutning. Bärbar + + + ゲームコムは、1997年8月にタイガー魔法瓶から発売された第5世代の携帯ゲーム機。1999年半ばには、より小型の「ゲーム・コム・ポケット・プロ」が発売された。 +ゲーム・ドット・コムの最初のバージョンは、インターネット接続用に14.4kビット/秒のモデムに接続することができ、これがトップ・レベル・ドメイン.comにちなんだ名前の由来となっている。 + +タッチスクリーンを搭載した初のゲーム機であり、インターネット接続機能を搭載した初の携帯ゲーム機でもある。 + ポータブル + + + + + Game.com은 1997년 8월에 타이거 일렉트로닉스에서 출시한 5세대 휴대용 게임 콘솔입니다. 더 작은 버전인 Game.com 포켓 프로는 1999년 중반에 출시되었습니다. +Game.com의 첫 번째 버전은 인터넷 연결을 위해 14.4kbit/s 모뎀에 연결할 수 있었기 때문에 최상위 도메인 .com을 참조하여 이름이 붙여졌습니다. + +이 제품은 터치스크린이 포함된 최초의 비디오 게임 콘솔이자 인터넷 연결 기능이 포함된 최초의 휴대용 콘솔이었습니다. + 휴대성 + + + + + Game.com 是虎牌电子公司于 1997 年 8 月发布的第五代掌上游戏机。1999 年年中发布了一个较小的版本 Game.com Pocket Pro。 +Game.com 的第一个版本可以连接到 14.4 kbit/s 的调制解调器上进行互联网连接,因此其名称引用了顶级域名 .com。 + +它是第一款带有触摸屏的视频游戏机,也是第一款带有互联网连接功能的掌上游戏机。 + 便携式 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/gamegear.xml b/themes/linear-es-de/system/metadata/gamegear.xml index 544be52be..e953af6e0 100644 --- a/themes/linear-es-de/system/metadata/gamegear.xml +++ b/themes/linear-es-de/system/metadata/gamegear.xml @@ -1,9 +1,9 @@ - + Game Gear The Game Gear is an 8-bit fourth generation handheld game console released by Sega on October 6, 1990 in Japan, in April 1991 throughout North America and Europe, and during 1992 in Australia. The Game Gear primarily competed with Nintendo's Game Boy, the Atari Lynx, and NEC's TurboExpress. It shares much of its hardware with the Master System, and can play Master System games by the use of an adapter. Sega positioned the Game Gear, which had a full-color backlit screen with a landscape format, as a technologically superior handheld to the Game Boy. - Though the Game Gear was rushed to market, its unique game library and price point gave it an edge over the Atari Lynx and TurboExpress. However, due to its short battery life, lack of original games, and weak support from Sega, the Game Gear was unable to surpass the Game Boy, selling 10.62 million units by March 1996. The Game Gear was discontinued on April 30, 1997. It was re-released as a budget system by Majesco Entertainment in 2000, under license from Sega. +Though the Game Gear was rushed to market, its unique game library and price point gave it an edge over the Atari Lynx and TurboExpress. However, due to its short battery life, lack of original games, and weak support from Sega, the Game Gear was unable to surpass the Game Boy, selling 10.62 million units by March 1996. The Game Gear was discontinued on April 30, 1997. It was re-released as a budget system by Majesco Entertainment in 2000, under license from Sega. Sega 1990 1990-10-06 @@ -15,10 +15,118 @@ D41808 008200 0000FE + 1-1 + + + El Game Gear és una consola de joc de quarta generació de 8 bits que es va publicar per Sega el 6 d'octubre de 1990 al Japó, a l'abril de 1991 a tot Amèrica del Nord i Europa i durant el 1992 a Austràlia. L’equip de joc va competir principalment amb el joc de Nintendo, l’Atari Lynx i el Turboexpress de NEC. Comparteix gran part del seu maquinari amb el sistema mestre i pot jugar a jocs de sistemes mestres mitjançant l’ús d’un adaptador. Sega va situar l’engranatge del joc, que tenia una pantalla retroil·luminada a tot color amb format paisatgístic, com a mà de mà tecnològicament superior al Game Boy. + +Tot i que l’engranatge del joc es va precipitar al mercat, la seva biblioteca de jocs única i el seu preu van donar un avantatge sobre l’Atari Lynx i el turboexpress. Tot i això, a causa de la seva curta durada de la bateria, la manca de jocs originals i el dèbil suport de Sega, l’engranatge del joc no va poder superar el Game Boy, venent 10,62 milions d’unitats el març de 1996. L’engranatge del joc es va suspendre el 30 d’abril de 1997. Va ser reeditat com a sistema pressupostari per Majesco Entertainment el 2000, sota llicència de Sega. + Portable + + + + + Der Game Gear ist eine 8-Bit-Handheld-Spielkonsole der vierten Generation, die von Sega am 6. Oktober 1990 in Japan, im April 1991 in Nordamerika und Europa und 1992 in Australien veröffentlicht wurde. Der Game Gear konkurrierte in erster Linie mit dem Game Boy von Nintendo, dem Atari Lynx und dem TurboExpress von NEC. Er teilt einen Großteil seiner Hardware mit dem Master System und kann mit Hilfe eines Adapters Master System-Spiele spielen. Sega positionierte den Game Gear, der über einen hintergrundbeleuchteten Vollfarbbildschirm im Querformat verfügte, als ein dem Game Boy technologisch überlegenes Handheld. + +Obwohl der Game Gear in aller Eile auf den Markt gebracht wurde, verschaffte ihm seine einzigartige Spielebibliothek und sein Preis einen Vorteil gegenüber dem Atari Lynx und dem TurboExpress. Aufgrund der kurzen Akkulaufzeit, des Mangels an Originalspielen und des schwachen Supports von Sega konnte der Game Gear den Game Boy jedoch nicht übertreffen. Bis März 1996 wurden 10,62 Millionen Einheiten verkauft. Der Game Gear wurde am 30. April 1997 aus dem Programm genommen. Im Jahr 2000 wurde er von Majesco Entertainment unter Lizenz von Sega als Budget-System wiederveröffentlicht. + Tragbar + + + + + La Game Gear es una videoconsola portátil de 8 bits de cuarta generación lanzada por Sega el 6 de octubre de 1990 en Japón, en abril de 1991 en Norteamérica y Europa, y durante 1992 en Australia. La Game Gear compitió principalmente con la Game Boy de Nintendo, la Atari Lynx y la TurboExpress de NEC. Comparte gran parte de su hardware con la Master System, y puede reproducir juegos de ésta mediante el uso de un adaptador. Sega posicionó la Game Gear, que tenía una pantalla retroiluminada a todo color con formato apaisado, como una consola portátil tecnológicamente superior a la Game Boy. + +Aunque la Game Gear salió al mercado con prisas, su exclusiva biblioteca de juegos y su precio la situaron por delante de la Atari Lynx y la TurboExpress. Sin embargo, debido a la corta duración de su batería, la falta de juegos originales y el escaso apoyo de Sega, la Game Gear no pudo superar a la Game Boy, vendiendo 10,62 millones de unidades en marzo de 1996. La Game Gear dejó de venderse el 30 de abril de 1997. En 2000, Majesco Entertainment volvió a comercializarla bajo licencia de Sega. + Portátil + + + + + La Game Gear est une console de jeu portable 8 bits de quatrième génération commercialisée par Sega le 6 octobre 1990 au Japon, en avril 1991 en Amérique du Nord et en Europe, et en 1992 en Australie. La Game Gear était principalement en concurrence avec la Game Boy de Nintendo, l'Atari Lynx et la TurboExpress de NEC. Elle partage une grande partie de son matériel avec la Master System et peut jouer aux jeux de la Master System à l'aide d'un adaptateur. Sega a positionné la Game Gear, dotée d'un écran rétroéclairé en couleur et d'un format paysage, comme une console portable technologiquement supérieure à la Game Boy. + +Bien que la Game Gear ait été mise sur le marché en toute hâte, sa bibliothèque de jeux unique et son prix lui ont donné un avantage sur l'Atari Lynx et le TurboExpress. Cependant, en raison de la faible autonomie de sa batterie, du manque de jeux originaux et du faible soutien de Sega, la Game Gear n'a pas réussi à surpasser la Game Boy, se vendant à 10,62 millions d'unités en mars 1996. La Game Gear a été abandonnée le 30 avril 1997. Elle a été rééditée en 2000 par Majesco Entertainment, sous licence de Sega, sous la forme d'une console économique. + Portable + + + + + Il Game Gear è una console portatile a 8 bit di quarta generazione, rilasciata da Sega il 6 ottobre 1990 in Giappone, nell'aprile 1991 in Nord America e in Europa e nel 1992 in Australia. Il Game Gear competeva principalmente con il Game Boy di Nintendo, l'Atari Lynx e il TurboExpress di NEC. Condivide gran parte dell'hardware con il Master System e può giocare ai giochi del Master System utilizzando un adattatore. Sega ha posizionato il Game Gear, che aveva uno schermo retroilluminato a colori e un formato orizzontale, come una console portatile tecnologicamente superiore al Game Boy. + +Sebbene il Game Gear sia stato lanciato sul mercato in fretta e furia, la sua libreria di giochi unica e il suo prezzo gli hanno permesso di avere un vantaggio rispetto all'Atari Lynx e al TurboExpress. Tuttavia, a causa della breve durata della batteria, della mancanza di giochi originali e del debole supporto di Sega, il Game Gear non riuscì a superare il Game Boy, vendendo 10,62 milioni di unità nel marzo 1996. Il Game Gear fu dismesso il 30 aprile 1997. È stato ripresentato come sistema economico da Majesco Entertainment nel 2000, su licenza di Sega. + Portatile + + + + + De Game Gear is een 8-bit draagbare spelconsole van de vierde generatie die op 6 oktober 1990 door Sega werd uitgebracht in Japan, in april 1991 in Noord-Amerika en Europa, en in 1992 in Australië. De Game Gear concurreerde voornamelijk met Nintendo's Game Boy, de Atari Lynx en NEC's TurboExpress. Hij deelt veel van zijn hardware met het Master System en kan Master System-spellen spelen met behulp van een adapter. Sega positioneerde de Game Gear, die een full-color verlicht scherm had met een liggend formaat, als een technologisch superieure handheld ten opzichte van de Game Boy. + +Hoewel de Game Gear overhaast op de markt werd gebracht, gaven de unieke spelbibliotheek en het prijspunt het een voorsprong op de Atari Lynx en TurboExpress. Door de korte levensduur van de batterij, het gebrek aan originele spellen en de zwakke ondersteuning van Sega slaagde de Game Gear er echter niet in om de Game Boy te overtreffen en werden er in maart 1996 10,62 miljoen exemplaren verkocht. De Game Gear werd stopgezet op 30 april 1997. Het werd opnieuw uitgebracht als een budgetsysteem door Majesco Entertainment in 2000, onder licentie van Sega. + Draagbaar + + + + + Game Gear to 8-bitowa przenośna konsola do gier czwartej generacji wydana przez firmę Sega 6 października 1990 roku w Japonii, w kwietniu 1991 roku w Ameryce Północnej i Europie oraz w 1992 roku w Australii. Game Gear konkurował przede wszystkim z Game Boy firmy Nintendo, Atari Lynx i TurboExpress firmy NEC. Dzieli większość swojego sprzętu z Master System i może grać w gry Master System za pomocą adaptera. Sega pozycjonowała Game Gear, który miał pełnokolorowy podświetlany ekran w formacie poziomym, jako technologicznie lepszy handheld niż Game Boy. + +Chociaż Game Gear został wprowadzony na rynek w pośpiechu, jego unikalna biblioteka gier i cena dały mu przewagę nad Atari Lynx i TurboExpress. Jednak ze względu na krótką żywotność baterii, brak oryginalnych gier i słabe wsparcie ze strony firmy Sega, Game Gear nie był w stanie przewyższyć Game Boya, sprzedając się w liczbie 10,62 miliona sztuk do marca 1996 roku. Game Gear został wycofany z produkcji 30 kwietnia 1997 roku. Został ponownie wydany jako system budżetowy przez Majesco Entertainment w 2000 roku, na licencji firmy Sega. + Przenośny + + + + + O Game Gear é um console de jogos portátil de 8 bits de quarta geração lançado pela Sega em 6 de outubro de 1990 no Japão, em abril de 1991 na América do Norte e Europa e em 1992 na Austrália. O Game Gear competiu principalmente com o Game Boy da Nintendo, o Atari Lynx e o TurboExpress da NEC. Ele compartilha grande parte de seu hardware com o Master System e pode jogar jogos do Master System com o uso de um adaptador. A Sega posicionou o Game Gear, que tinha uma tela retroiluminada colorida com formato de paisagem, como um dispositivo portátil tecnologicamente superior ao Game Boy. + +Embora o Game Gear tenha sido lançado às pressas no mercado, sua biblioteca de jogos exclusiva e sua faixa de preço lhe deram uma vantagem sobre o Atari Lynx e o TurboExpress. Entretanto, devido à curta duração da bateria, à falta de jogos originais e ao fraco suporte da Sega, o Game Gear não conseguiu superar o Game Boy, vendendo 10,62 milhões de unidades até março de 1996. O Game Gear foi descontinuado em 30 de abril de 1997. Ele foi relançado como um sistema econômico pela Majesco Entertainment em 2000, sob licença da Sega. + Portátil + + + + + Game Gear este o consolă de jocuri portabilă pe 8 biți din a patra generație, lansată de Sega pe 6 octombrie 1990 în Japonia, în aprilie 1991 în America de Nord și Europa, și în 1992 în Australia. Game Gear a concurat în principal cu Game Boy de la Nintendo, Atari Lynx și TurboExpress de la NEC. Acesta împarte o mare parte din hardware-ul său cu Master System și poate reda jocuri Master System prin utilizarea unui adaptor. Sega a poziționat Game Gear, care avea un ecran retroiluminat în culori și un format orizontal, ca un dispozitiv portabil superior din punct de vedere tehnologic față de Game Boy. + +Deși Game Gear a fost lansat pe piață în grabă, biblioteca sa unică de jocuri și prețul său i-au oferit un avantaj față de Atari Lynx și TurboExpress. Cu toate acestea, din cauza duratei scurte de viață a bateriei, a lipsei de jocuri originale și a sprijinului slab din partea Sega, Game Gear nu a reușit să depășească Game Boy, vânzând 10,62 milioane de unități până în martie 1996. Game Gear a fost abandonat pe 30 aprilie 1997. A fost relansat ca un sistem de buget de către Majesco Entertainment în 2000, sub licență de la Sega. + Portabil + + + + + Game Gear - 8-битная портативная игровая консоль четвертого поколения, выпущенная компанией Sega 6 октября 1990 года в Японии, в апреле 1991 года в Северной Америке и Европе и в 1992 году в Австралии. Game Gear в первую очередь конкурировала с Game Boy от Nintendo, Atari Lynx и TurboExpress от NEC. Она имеет общую аппаратную часть с Master System и может играть в игры Master System с помощью адаптера. Sega позиционировала Game Gear с полноцветным экраном с подсветкой и альбомным форматом как технологически более совершенную портативную консоль, чем Game Boy. + +Несмотря на то, что Game Gear была выпущена на рынок в спешке, уникальная библиотека игр и низкая цена обеспечили ей преимущество перед Atari Lynx и TurboExpress. Однако из-за короткого времени автономной работы, отсутствия оригинальных игр и слабой поддержки со стороны Sega, Game Gear не смогла превзойти Game Boy, продав к марту 1996 года 10,62 миллиона устройств. Game Gear была снята с производства 30 апреля 1997 года. В 2000 году компания Majesco Entertainment по лицензии Sega переиздала ее в качестве бюджетной системы. + Портативный + + + Game Gear är en 8-bitars handhållen spelkonsol av fjärde generationen som släpptes av Sega den 6 oktober 1990 i Japan, i april 1991 i Nordamerika och Europa och under 1992 i Australien. Game Gear konkurrerade främst med Nintendos Game Boy, Atari Lynx och NEC:s TurboExpress. Den delar mycket av sin hårdvara med Master System och kan spela Master System-spel med hjälp av en adapter. Sega positionerade Game Gear, som hade en bakgrundsbelyst fullfärgsskärm i liggande format, som en tekniskt överlägsen handdator jämfört med Game Boy. + +Även om Game Gear kom ut snabbt på marknaden, gav dess unika spelbibliotek och prispunkt den en fördel gentemot Atari Lynx och TurboExpress. Men på grund av den korta batteritiden, bristen på originalspel och det svaga stödet från Sega kunde Game Gear inte överträffa Game Boy och sålde 10,62 miljoner enheter i mars 1996. Game Gear lades ned den 30 april 1997. Den återlanserades som ett budgetsystem av Majesco Entertainment år 2000, under licens från Sega. Bärbar + + + ゲームギアは、セガが1990年10月6日に日本で、1991年4月に北米とヨーロッパで、1992年中にオーストラリアで発売した8ビットの第4世代携帯ゲーム機である。ゲームギアは主に任天堂のゲームボーイ、アタリリンクス、NECのターボエクスプレスと競合した。ハードウェアの多くをマスターシステムと共有しており、アダプターを使用することでマスターシステムのゲームをプレイすることができる。セガは、横長フォーマットのフルカラーバックライトスクリーンを持つゲームギアを、ゲームボーイよりも技術的に優れた携帯ゲーム機と位置づけた。 + +ゲームギアは市場投入を急いだが、そのユニークなゲームライブラリと価格帯により、アタリリンクスやターボエクスプレスよりも優位に立った。しかし、バッテリー駆動時間の短さ、オリジナルゲームの少なさ、セガのサポートの弱さなどから、ゲームギアはゲームボーイを超えることはできず、1996年3月までに1,062万台を販売した。ゲームギアは1997年4月30日に生産終了。2000年にマジェスコ・エンタテインメントがセガからのライセンスを受けて格安システムとして再リリースした。 + ポータブル + + + + + 게임 기어는 1990년 10월 6일 일본, 1991년 4월 북미와 유럽, 1992년 호주에서 세가가 출시한 8비트 4세대 휴대용 게임 콘솔입니다. 게임 기어는 주로 닌텐도의 게임보이, 아타리 링스, NEC의 터보익스프레스와 경쟁했습니다. 하드웨어의 상당 부분을 마스터 시스템과 공유하며 어댑터를 사용하여 마스터 시스템 게임을 플레이할 수 있습니다. 세가는 가로 형식의 풀컬러 백라이트 스크린을 갖춘 게임 기어가 게임보이보다 기술적으로 우월한 핸드헬드라고 포지셔닝했습니다. + +게임 기어는 서둘러 출시되었지만, 독특한 게임 라이브러리와 가격대로 아타리 링스와 터보익스프레스에 비해 우위를 점했습니다. 하지만 짧은 배터리 수명, 오리지널 게임의 부족, 세가의 미약한 지원으로 인해 Game Gear는 1996년 3월까지 1,062만 대가 판매되는 데 그치며 Game Boy를 뛰어넘지 못했습니다. 게임 기어는 1997년 4월 30일에 단종되었습니다. 2000년에 Majesco Entertainment가 세가의 라이선스를 받아 저예산 시스템으로 재출시했습니다. + 휴대성 + + + + + Game Gear 是世嘉公司于 1990 年 10 月 6 日在日本发布的一款 8 位第四代掌上游戏机,1991 年 4 月在北美和欧洲发布,1992 年在澳大利亚发布。Game Gear 主要与任天堂的 Game Boy、Atari Lynx 和 NEC 的 TurboExpress 竞争。它与 Master System 共享大部分硬件,通过使用适配器可播放 Master System 游戏。世嘉将 Game Gear 定位为在技术上优于 Game Boy 的掌上游戏机,Game Gear 有一个横向全彩背光屏幕。 + +虽然 Game Gear 仓促上市,但其独特的游戏库和价格优势使其在雅达利 Lynx 和 TurboExpress 上占据了优势。然而,由于电池寿命短、缺乏原创游戏以及世嘉公司的支持不力,Game Gear 的销量未能超过 Game Boy,到 1996 年 3 月仅售出 1062 万台。Game Gear 于 1997 年 4 月 30 日停产。2000 年,在世嘉的授权下,Majesco Entertainment 将其作为经济型系统重新推出。 + 便携式 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/gb.xml b/themes/linear-es-de/system/metadata/gb.xml index 799654459..7bab20f8d 100644 --- a/themes/linear-es-de/system/metadata/gb.xml +++ b/themes/linear-es-de/system/metadata/gb.xml @@ -1,10 +1,7 @@ - + Game Boy - The Game Boy is an 8-bit handheld game console developed and manufactured by Nintendo. It was first released in Japan on April 21, 1989, in North America later the same year, and in Europe in late 1990. It was designed by the same team that developed the Game & Watch series of handheld electronic games and several Nintendo Entertainment System (NES) games: Satoru Okada, Gunpei Yokoi, and Nintendo Research & Development 1. - - It was the first handheld game to use video game cartridges since Milton Bradley's Microvision handheld console. Despite many other, technologically superior handheld consoles introduced during its lifetime, the Game Boy was a tremendous success. The Game Boy and Game Boy Color combined have sold 118 million units worldwide. Upon its release in the United States, it sold its entire shipment of one million units within weeks. - https://en.wikipedia.org/wiki/Game_Boy + The Game Boy is an 8-bit handheld video game console developed and manufactured by Nintendo. It was released in Japan on April 21, 1989, in North America in August 1989, and in Europe in 1990. In Southern Asia, it is known as the "Tata Game Boy" It is the first handheld console in the Game Boy line. It was created by Gunpei Yokoi and Nintendo's Research and Development — the same staff who had designed the Game & Watch series as well as several popular games for the NES. The Game Boy was Nintendo's second handheld system following the Game & Watch series introduced in 1980, and it combined features from both the Nintendo Entertainment System and Game and Watch. It was also the first handheld game to use video game cartridges since Milton Bradley's Microvision handheld console. It was originally bundled with the puzzle game Tetris. Despite many other, technologically superior handheld consoles introduced during its lifetime, the Game Boy was a tremendous success. The Game Boy and Game Boy Color combined have sold 118.69 million units worldwide. Upon its release in the United States, it sold its entire shipment of one million units within weeks. Nintendo 1989 1989-04-21 @@ -16,10 +13,90 @@ 2D308E D9D9D9 A3A3A3 + 373-436 + + + The Game Boy és una consola de videojocs de 8 bits desenvolupada i fabricada per Nintendo. Va ser llançat al Japó el 21 d'abril de 1989 a Amèrica del Nord l'agost de 1989 i a Europa el 1990. Al sud d'Àsia, es coneix com el "Tata Game Boy" És la primera consola de mà de la línia de nois. Va ser creat per Gunpei Yokoi i la investigació i desenvolupament de Nintendo: el mateix personal que havia dissenyat la sèrie Game & Watch, així com diversos jocs populars per a la NES. El Game Boy va ser el segon sistema de mà de Nintendo després de la sèrie Game & Watch introduïda el 1980, i va combinar funcions tant del Nintendo Entertainment System com del Game and Watch. Va ser també el primer joc de mà que va utilitzar cartutxos de videojocs des de la consola de mà de Microvision de Milton Bradley. Es va agrupar originalment amb el joc de trencaclosques Tetris. Malgrat moltes altres, les consoles de mà tecnològicament superiors introduïdes durant la seva vida, The Game Boy va tenir un èxit enorme. El Game Boy i Game Boy Color combinats han venut 118,69 milions d’unitats a tot el món. En el seu alliberament als Estats Units, va vendre tot el seu enviament d’un milió d’unitats en unes setmanes. + Portable + + + + + Der Game Boy ist eine 8-Bit-Handheld-Videospielkonsole, die von Nintendo entwickelt und hergestellt wurde. Er wurde in Japan am 21. April 1989, in Nordamerika im August 1989 und in Europa im Jahr 1990 veröffentlicht. In Südasien ist er als "Tata Game Boy" bekannt. Er ist die erste Handheld-Konsole der Game Boy-Reihe. Er wurde von Gunpei Yokoi und Nintendos Forschungs- und Entwicklungsabteilung entwickelt - denselben Mitarbeitern, die auch die Game & Watch-Reihe und mehrere beliebte Spiele für das NES entworfen hatten. Der Game Boy war Nintendos zweites Handheld-System nach der 1980 eingeführten Game & Watch-Serie und kombinierte Funktionen des Nintendo Entertainment Systems und der Game & Watch-Serie. Es war auch das erste Handheld-Spiel, das seit der Microvision-Handheld-Konsole von Milton Bradley Videospielkassetten verwendete. Ursprünglich wurde es zusammen mit dem Puzzlespiel Tetris ausgeliefert. Trotz vieler anderer, technologisch besserer Handheld-Konsolen, die während seiner Lebensdauer auf den Markt kamen, war der Game Boy ein enormer Erfolg. Der Game Boy und der Game Boy Color zusammen haben sich weltweit 118,69 Millionen Mal verkauft. Bei seinem Erscheinen in den Vereinigten Staaten war die gesamte Lieferung von einer Million Stück innerhalb weniger Wochen verkauft. + Tragbar + + + + + La Game Boy es una videoconsola portátil de 8 bits desarrollada y fabricada por Nintendo. Salió a la venta en Japón el 21 de abril de 1989, en Norteamérica en agosto de 1989 y en Europa en 1990. En el sur de Asia se la conoce como "Tata Game Boy". Es la primera consola portátil de la línea Game Boy. Fue creada por Gunpei Yokoi y el departamento de Investigación y Desarrollo de Nintendo, el mismo personal que había diseñado la serie Game & Watch, así como varios juegos populares para la NES. La Game Boy fue la segunda consola portátil de Nintendo tras la serie Game & Watch presentada en 1980, y combinaba características tanto de la Nintendo Entertainment System como de Game and Watch. También fue la primera consola portátil que utilizaba cartuchos de videojuegos desde la consola Microvision de Milton Bradley. Al principio se vendía con el juego de puzzle Tetris. A pesar de que durante su vida se introdujeron muchas otras consolas portátiles tecnológicamente superiores, la Game Boy fue un tremendo éxito. La Game Boy y la Game Boy Color juntas han vendido 118,69 millones de unidades en todo el mundo. Cuando salió a la venta en Estados Unidos, vendió todo su cargamento de un millón de unidades en cuestión de semanas. + Portátil + + + + + Le Game Boy est une console de jeux vidéo portable 8 bits développée et fabriquée par Nintendo. Elle est sortie au Japon le 21 avril 1989, en Amérique du Nord en août 1989 et en Europe en 1990. En Asie du Sud, elle est connue sous le nom de "Tata Game Boy". Il s'agit de la première console portable de la gamme Game Boy. Elle a été créée par Gunpei Yokoi et le département Recherche et Développement de Nintendo - les mêmes personnes qui avaient conçu la série Game & Watch ainsi que plusieurs jeux populaires pour la NES. La Game Boy était la deuxième console portable de Nintendo après la série Game & Watch lancée en 1980, et elle combinait les caractéristiques de la Nintendo Entertainment System et de la série Game & Watch. C'est également le premier jeu portable à utiliser des cartouches de jeux vidéo depuis la console portable Microvision de Milton Bradley. À l'origine, elle était livrée avec le jeu de puzzle Tetris. Malgré l'introduction de nombreuses autres consoles portables technologiquement supérieures, le Game Boy a connu un énorme succès. La Game Boy et la Game Boy Color combinées se sont vendues à 118,69 millions d'exemplaires dans le monde. Lors de sa sortie aux États-Unis, la totalité de la livraison d'un million d'unités a été vendue en l'espace de quelques semaines. + Portable + + + + + Il Game Boy è una console portatile per videogiochi a 8 bit sviluppata e prodotta da Nintendo. È stato rilasciato in Giappone il 21 aprile 1989, in Nord America nell'agosto 1989 e in Europa nel 1990. Nell'Asia meridionale è conosciuto come "Tata Game Boy". È la prima console portatile della linea Game Boy. È stata creata da Gunpei Yokoi e dal reparto Ricerca e Sviluppo di Nintendo, lo stesso staff che aveva progettato la serie Game & Watch e diversi giochi popolari per il NES. Il Game Boy fu la seconda console portatile di Nintendo dopo la serie Game & Watch, introdotta nel 1980, e combinava caratteristiche sia del Nintendo Entertainment System che del Game and Watch. È stato anche il primo gioco portatile a utilizzare cartucce di videogiochi dopo la console portatile Microvision di Milton Bradley. Inizialmente fu venduto in bundle con il rompicapo Tetris. Nonostante l'introduzione di molte altre console portatili tecnologicamente superiori, il Game Boy ebbe un enorme successo. Il Game Boy e il Game Boy Color insieme hanno venduto 118,69 milioni di unità in tutto il mondo. Al momento dell'uscita negli Stati Uniti, il Game Boy ha venduto l'intero carico di un milione di unità in poche settimane. + Portatile + + + + + De Game Boy is een 8-bit draagbare videogameconsole ontwikkeld en geproduceerd door Nintendo. Het spel werd uitgebracht in Japan op 21 april 1989, in Noord-Amerika in augustus 1989 en in Europa in 1990. In Zuid-Azië staat het bekend als de "Tata Game Boy". Het is de eerste draagbare console in de Game Boy-lijn. Hij is gemaakt door Gunpei Yokoi en Nintendo's Research and Development - dezelfde medewerkers die de Game & Watch-serie en verschillende populaire spellen voor de NES hadden ontworpen. De Game Boy was Nintendo's tweede draagbare systeem na de Game & Watch-serie die in 1980 werd geïntroduceerd, en het combineerde functies van zowel het Nintendo Entertainment System als Game & Watch. Het was ook het eerste draagbare spel dat gebruik maakte van videogamecartridges sinds de Microvision-handheldconsole van Milton Bradley. Het werd oorspronkelijk gebundeld met het puzzelspel Tetris. Ondanks de vele andere, technologisch superieure handheld consoles die tijdens zijn levensduur werden geïntroduceerd, was de Game Boy een enorm succes. De Game Boy en Game Boy Color zijn samen wereldwijd 118,69 miljoen keer verkocht. Bij de lancering in de Verenigde Staten was de hele lading van een miljoen stuks binnen enkele weken verkocht. + Draagbaar + + + + + Game Boy to 8-bitowa przenośna konsola do gier wideo opracowana i wyprodukowana przez Nintendo. Została wydana w Japonii 21 kwietnia 1989 roku, w Ameryce Północnej w sierpniu 1989 roku, a w Europie w 1990 roku. W południowej Azji znana jest jako "Tata Game Boy". Jest to pierwsza przenośna konsola z linii Game Boy. Została stworzona przez Gunpei Yokoi i dział badań i rozwoju Nintendo - ten sam personel, który zaprojektował serię Game & Watch, a także kilka popularnych gier na NES. Game Boy był drugim przenośnym systemem Nintendo po serii Game & Watch wprowadzonej w 1980 roku i łączył w sobie cechy zarówno Nintendo Entertainment System, jak i Game and Watch. Była to również pierwsza gra przenośna wykorzystująca kartridże z grami wideo od czasu przenośnej konsoli Microvision firmy Milton Bradley. Pierwotnie była ona sprzedawana w zestawie z grą logiczną Tetris. Pomimo wielu innych, technologicznie lepszych konsol przenośnych wprowadzonych w czasie jego życia, Game Boy odniósł ogromny sukces. Game Boy i Game Boy Color sprzedały się łącznie w liczbie 118,69 miliona sztuk na całym świecie. Po premierze w Stanach Zjednoczonych, w ciągu kilku tygodni sprzedał się w całości w liczbie miliona sztuk. + Przenośny + + + + + O Game Boy é um console de videogame portátil de 8 bits desenvolvido e fabricado pela Nintendo. Foi lançado no Japão em 21 de abril de 1989, na América do Norte em agosto de 1989 e na Europa em 1990. No sul da Ásia, é conhecido como "Tata Game Boy". É o primeiro console portátil da linha Game Boy. Foi criado por Gunpei Yokoi e pela equipe de Pesquisa e Desenvolvimento da Nintendo - a mesma equipe que projetou a série Game & Watch, bem como vários jogos populares para o NES. O Game Boy foi o segundo sistema portátil da Nintendo após a série Game & Watch, lançada em 1980, e combinava recursos do Nintendo Entertainment System e do Game and Watch. Foi também o primeiro jogo portátil a usar cartuchos de videogame desde o console portátil Microvision da Milton Bradley. Originalmente, foi empacotado com o jogo de quebra-cabeça Tetris. Apesar de muitos outros consoles portáteis tecnologicamente superiores terem sido lançados durante sua vida útil, o Game Boy foi um tremendo sucesso. O Game Boy e o Game Boy Color combinados venderam 118,69 milhões de unidades em todo o mundo. Quando foi lançado nos Estados Unidos, vendeu toda a remessa de um milhão de unidades em poucas semanas. + Portátil + + + + + Game Boy este o consolă portabilă de jocuri video pe 8 biți dezvoltată și fabricată de Nintendo. A fost lansată în Japonia pe 21 aprilie 1989, în America de Nord în august 1989, iar în Europa în 1990. În Asia de Sud, este cunoscut sub numele de "Tata Game Boy" Este prima consolă portabilă din linia Game Boy. A fost creată de Gunpei Yokoi și Cercetare și Dezvoltare Nintendo - același personal care a proiectat seria Game & Watch, precum și mai multe jocuri populare pentru NES. Game Boy a fost a doua consolă portabilă Nintendo, după seria Game & Watch introdusă în 1980, și a combinat caracteristici de la Nintendo Entertainment System și Game & Watch. A fost, de asemenea, primul joc portabil care a utilizat cartușe de jocuri video de la consola portabilă Microvision a lui Milton Bradley. Inițial a fost livrat împreună cu jocul de puzzle Tetris. În ciuda multor alte console portabile, superioare din punct de vedere tehnologic, introduse în timpul vieții sale, Game Boy a avut un succes extraordinar. Game Boy și Game Boy Color împreună au vândut 118,69 milioane de unități în întreaga lume. La lansarea sa în Statele Unite, Boy Boy Color a vândut întregul lot de un milion de unități în câteva săptămâni. + Portabil + + + + + Game Boy - это 8-битная портативная игровая приставка, разработанная и выпущенная компанией Nintendo. Она была выпущена в Японии 21 апреля 1989 года, в Северной Америке - в августе 1989 года, а в Европе - в 1990 году. В Южной Азии она известна как "Tata Game Boy". Это первая портативная консоль в линейке Game Boy. Она была создана Гунпеем Йокои и отделом исследований и разработок Nintendo - теми же сотрудниками, которые разработали серию Game & Watch, а также несколько популярных игр для NES. Game Boy стал второй портативной системой Nintendo после серии Game & Watch, представленной в 1980 году, и объединил в себе функции Nintendo Entertainment System и Game and Watch. Кроме того, это была первая портативная игра, использующая картриджи для видеоигр, со времен портативной консоли Microvision компании Milton Bradley. Изначально она поставлялась в комплекте с игрой-головоломкой Tetris. Несмотря на множество других, технологически более совершенных портативных консолей, появившихся за время существования Game Boy, она имела огромный успех. Game Boy и Game Boy Color вместе взятые были проданы по всему миру в количестве 118,69 миллиона штук. После выхода в США вся партия в один миллион экземпляров была продана в течение нескольких недель. + Портативный + + + Game Boy är en 8-bitars handhållen videospelskonsol som utvecklats och tillverkats av Nintendo. Den släpptes i Japan den 21 april 1989, i Nordamerika i augusti 1989 och i Europa 1990. I södra Asien är den känd som "Tata Game Boy" Det är den första handhållna konsolen i Game Boy-serien. Den skapades av Gunpei Yokoi och Nintendos Research and Development - samma personal som hade designat Game & Watch-serien samt flera populära spel för NES. Game Boy var Nintendos andra handhållna system efter Game & Watch-serien som introducerades 1980, och det kombinerade funktioner från både Nintendo Entertainment System och Game and Watch. Det var också det första handhållna spelet som använde videospelskassetter sedan Milton Bradleys handhållna konsol Microvision. Den levererades ursprungligen tillsammans med pusselspelet Tetris. Trots att många andra, tekniskt överlägsna handhållna konsoler introducerades under dess livstid blev Game Boy en enorm framgång. Game Boy och Game Boy Color har tillsammans sålts i 118,69 miljoner exemplar världen över. När den lanserades i USA såldes hela leveransen på en miljon enheter inom några veckor. Bärbar + + + ゲームボーイは任天堂が開発・製造した8ビット携帯ゲーム機。日本では1989年4月21日に、北米では1989年8月に、ヨーロッパでは1990年に発売された。南アジアでは「タタ・ゲームボーイ」として知られている。横井軍平と任天堂の研究開発部-ゲーム&ウォッチシリーズやファミコン用の人気ゲームをデザインしたのと同じスタッフ-によって作られた。ゲームボーイは、1980年に発売されたゲーム&ウォッチシリーズに続く任天堂の2番目の携帯型システムで、ニンテンドーエンターテインメントシステムとゲーム&ウォッチの両方の特徴を併せ持っていた。また、ミルトン・ブラッドリーの携帯ゲーム機「マイクロビジョン」以来、ビデオゲームカートリッジを使用した初の携帯ゲーム機でもあった。当初はパズルゲーム『テトリス』が同梱されていた。ゲームボーイの存命中には、技術的に優れた他の携帯ゲーム機が数多く登場したにもかかわらず、ゲームボーイは大成功を収めた。ゲームボーイとゲームボーイ・カラーを合わせた全世界での販売台数は1億1869万台。米国での発売時には、100万台の出荷台数を数週間ですべて売り切った。 + ポータブル + + + + + 게임 보이는 닌텐도에서 개발 및 제조한 8비트 휴대용 비디오 게임기입니다. 1989년 4월 21일 일본, 1989년 8월 북미, 1990년 유럽에서 출시되었습니다. 남아시아에서는 "타타 게임보이"로 알려져 있으며, 게임보이 라인의 첫 번째 휴대용 콘솔입니다. Game & Watch 시리즈와 NES의 여러 인기 게임을 디자인한 요코이 군페이와 닌텐도의 연구 개발팀이 만들었습니다. 게임 보이는 1980년에 출시된 게임 & 워치 시리즈에 이은 닌텐도의 두 번째 휴대용 시스템으로, 닌텐도 엔터테인먼트 시스템과 게임 및 워치의 기능을 결합한 제품입니다. 또한 밀턴 브래들리의 마이크로비전 핸드헬드 콘솔 이후 비디오 게임 카트리지를 사용한 최초의 핸드헬드 게임기이기도 했습니다. 원래는 퍼즐 게임인 테트리스와 함께 번들로 제공되었습니다. 게임보이 출시 이후 기술적으로 뛰어난 다른 휴대용 콘솔이 많이 출시되었지만, 게임보이는 엄청난 성공을 거두었습니다. 게임 보이와 게임 보이 컬러는 전 세계적으로 1억 1,869만 대가 판매되었습니다. 미국에서는 출시되자마자 몇 주 만에 100만 대의 물량이 모두 판매되었습니다. + 휴대성 + + + + + Game Boy 是任天堂开发和制造的一款 8 位掌上视频游戏机。它于 1989 年 4 月 21 日在日本发布,1989 年 8 月在北美发布,1990 年在欧洲发布。在南亚,它被称为 "Tata Game Boy",是 Game Boy 系列的第一款掌上游戏机。它是由横井群平(Gunpei Yokoi)和任天堂研发部门设计的。Game Boy 是任天堂继 1980 年推出 Game & Watch 系列之后的第二款掌上系统,它融合了任天堂娱乐系统和 Game and Watch 的功能。它也是自 Milton Bradley 的 Microvision 掌上游戏机以来第一款使用视频游戏盒的掌上游戏。它最初与益智游戏《俄罗斯方块》捆绑在一起。尽管在其生命周期内推出了许多其他技术更优越的掌上游戏机,但 Game Boy 还是获得了巨大的成功。Game Boy 和 Game Boy Color 的全球总销量达到 1.1869 亿台。在美国发售时,几周内就售出了全部 100 万台。 + 便携式 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/gba.xml b/themes/linear-es-de/system/metadata/gba.xml index 4154fec34..f67bd2a12 100644 --- a/themes/linear-es-de/system/metadata/gba.xml +++ b/themes/linear-es-de/system/metadata/gba.xml @@ -1,4 +1,4 @@ - + Game Boy Advance The Game Boy Advance (abbreviated as GBA) is a 32-bit handheld video game console developed, manufactured and marketed by Nintendo as the successor to the Game Boy Color. It was released in Japan on March 21, 2001, in North America on June 11, 2001, in Australia and Europe on June 22, 2001, and in mainland China on June 8, 2004 (iQue Player). Nintendo's competitors in the handheld market at the time were the Neo Geo Pocket Color, WonderSwan, GP32, Tapwave Zodiac, and the N-Gage. Despite the competitors' best efforts, Nintendo maintained a majority market share with the Game Boy Advance. As of June 30, 2010, the Game Boy Advance series has sold 81.51 million units worldwide. Its successor, the Nintendo DS, was released in November 2004 and is also compatible with Game Boy Advance software. @@ -13,10 +13,90 @@ 280FBE BCBCBC 212121 + 112-67 + + + El Game Boy Advance (abreujat com a GBA) és una consola de videojocs de 32 bits de mà desenvolupada, fabricada i comercialitzada per Nintendo com a successor del Game Boy Color. Va ser llançat al Japó el 21 de març del 2001 a Amèrica del Nord l'11 de juny de 2001 a Austràlia i Europa el 22 de juny de 2001 i a la Xina continental el 8 de juny de 2004 (jugador IQUE). Els competidors de Nintendo al mercat de mà en aquell moment eren el Neo Geo Pocket Color, Wonderswan, GP32, Tapwave Zodiac i N-EG. Malgrat els millors esforços dels competidors, Nintendo va mantenir una quota de mercat majoritària amb el Game Boy Advance. Al 30 de juny de 2010, la Game Boy Advance Series ha venut 81,51 milions d'unitats a tot el món. El seu successor, la Nintendo DS, es va publicar el novembre de 2004 i també és compatible amb el programari Game Boy Advance. + Portable + + + + + Der Game Boy Advance (abgekürzt GBA) ist eine 32-Bit-Handheld-Videospielkonsole, die von Nintendo als Nachfolger des Game Boy Color entwickelt, hergestellt und vermarktet wird. Er wurde in Japan am 21. März 2001, in Nordamerika am 11. Juni 2001, in Australien und Europa am 22. Juni 2001 und auf dem chinesischen Festland am 8. Juni 2004 (iQue Player) veröffentlicht. Nintendos Konkurrenten auf dem Handheld-Markt waren zu dieser Zeit der Neo Geo Pocket Color, der WonderSwan, der GP32, der Tapwave Zodiac und der N-Gage. Trotz der Bemühungen der Konkurrenten konnte Nintendo mit dem Game Boy Advance die Mehrheit der Marktanteile halten. Bis zum 30. Juni 2010 wurden von der Game Boy Advance-Serie weltweit 81,51 Millionen Geräte verkauft. Sein Nachfolger, der Nintendo DS, wurde im November 2004 veröffentlicht und ist ebenfalls mit der Software des Game Boy Advance kompatibel. + Tragbar + + + + + La Game Boy Advance (abreviada como GBA) es una videoconsola portátil de 32 bits desarrollada, fabricada y comercializada por Nintendo como sucesora de la Game Boy Color. Salió a la venta en Japón el 21 de marzo de 2001, en Norteamérica el 11 de junio de 2001, en Australia y Europa el 22 de junio de 2001, y en China continental el 8 de junio de 2004 (iQue Player). Los competidores de Nintendo en el mercado de las consolas portátiles eran Neo Geo Pocket Color, WonderSwan, GP32, Tapwave Zodiac y N-Gage. A pesar de los esfuerzos de los competidores, Nintendo mantuvo una cuota de mercado mayoritaria con la Game Boy Advance. A 30 de junio de 2010, la serie Game Boy Advance había vendido 81,51 millones de unidades en todo el mundo. Su sucesora, la Nintendo DS, salió a la venta en noviembre de 2004 y también es compatible con el software de Game Boy Advance. + Portátil + + + + + Le Game Boy Advance (abrégé en GBA) est une console de jeux vidéo portable 32 bits développée, fabriquée et commercialisée par Nintendo pour succéder au Game Boy Color. Elle est sortie au Japon le 21 mars 2001, en Amérique du Nord le 11 juin 2001, en Australie et en Europe le 22 juin 2001, et en Chine continentale le 8 juin 2004 (iQue Player). À l'époque, les concurrents de Nintendo sur le marché des consoles portables étaient la Neo Geo Pocket Color, la WonderSwan, la GP32, la Tapwave Zodiac et la N-Gage. Malgré les efforts de ses concurrents, Nintendo a conservé une part de marché majoritaire avec le Game Boy Advance. Au 30 juin 2010, la série Game Boy Advance s'était vendue à 81,51 millions d'exemplaires dans le monde. Son successeur, la Nintendo DS, est sorti en novembre 2004 et est également compatible avec les logiciels Game Boy Advance. + Portable + + + + + Il Game Boy Advance (abbreviato in GBA) è una console portatile per videogiochi a 32 bit sviluppata, prodotta e commercializzata da Nintendo come successore del Game Boy Color. È stata rilasciata in Giappone il 21 marzo 2001, in Nord America l'11 giugno 2001, in Australia e in Europa il 22 giugno 2001 e nella Cina continentale l'8 giugno 2004 (iQue Player). All'epoca i concorrenti di Nintendo nel mercato delle console portatili erano Neo Geo Pocket Color, WonderSwan, GP32, Tapwave Zodiac e N-Gage. Nonostante gli sforzi dei concorrenti, Nintendo ha mantenuto una quota di mercato maggioritaria con il Game Boy Advance. Al 30 giugno 2010, la serie Game Boy Advance ha venduto 81,51 milioni di unità in tutto il mondo. Il suo successore, il Nintendo DS, è uscito nel novembre 2004 ed è anch'esso compatibile con il software del Game Boy Advance. + Portatile + + + + + De Game Boy Advance (afgekort GBA) is een 32-bit handheld videospelconsole ontwikkeld, geproduceerd en op de markt gebracht door Nintendo als opvolger van de Game Boy Color. Het spel werd uitgebracht in Japan op 21 maart 2001, in Noord-Amerika op 11 juni 2001, in Australië en Europa op 22 juni 2001 en op het Chinese vasteland op 8 juni 2004 (iQue Player). De concurrenten van Nintendo op de handheldmarkt waren op dat moment de Neo Geo Pocket Color, WonderSwan, GP32, Tapwave Zodiac en de N-Gage. Ondanks de inspanningen van de concurrenten behield Nintendo met de Game Boy Advance het grootste marktaandeel. Op 30 juni 2010 zijn er wereldwijd 81,51 miljoen Game Boy Advance-spelers verkocht. De opvolger, de Nintendo DS, werd uitgebracht in november 2004 en is ook compatibel met Game Boy Advance-software. + Draagbaar + + + + + Game Boy Advance (w skrócie GBA) to 32-bitowa przenośna konsola do gier wideo opracowana, wyprodukowana i sprzedawana przez Nintendo jako następca Game Boy Color. Została wydana w Japonii 21 marca 2001 roku, w Ameryce Północnej 11 czerwca 2001 roku, w Australii i Europie 22 czerwca 2001 roku, a w Chinach kontynentalnych 8 czerwca 2004 roku (iQue Player). Konkurentami Nintendo na rynku handheldów w tamtym czasie były Neo Geo Pocket Color, WonderSwan, GP32, Tapwave Zodiac i N-Gage. Pomimo starań konkurentów, Nintendo utrzymało większościowy udział w rynku dzięki Game Boy Advance. Na dzień 30 czerwca 2010 roku, seria Game Boy Advance sprzedała się na całym świecie w ilości 81,51 miliona sztuk. Jej następca, Nintendo DS, został wydany w listopadzie 2004 roku i jest również kompatybilny z oprogramowaniem Game Boy Advance. + Przenośny + + + + + O Game Boy Advance (abreviado como GBA) é um console de videogame portátil de 32 bits desenvolvido, fabricado e comercializado pela Nintendo como sucessor do Game Boy Color. Foi lançado no Japão em 21 de março de 2001, na América do Norte em 11 de junho de 2001, na Austrália e na Europa em 22 de junho de 2001 e na China continental em 8 de junho de 2004 (iQue Player). Os concorrentes da Nintendo no mercado de computadores de mão na época eram o Neo Geo Pocket Color, WonderSwan, GP32, Tapwave Zodiac e o N-Gage. Apesar dos esforços dos concorrentes, a Nintendo manteve uma participação majoritária no mercado com o Game Boy Advance. Em 30 de junho de 2010, a série Game Boy Advance havia vendido 81,51 milhões de unidades em todo o mundo. Seu sucessor, o Nintendo DS, foi lançado em novembro de 2004 e também é compatível com o software do Game Boy Advance. + Portátil + + + + + Game Boy Advance (abreviat ca GBA) este o consolă portabilă de jocuri video pe 32 de biți dezvoltată, fabricată și comercializată de Nintendo ca succesor al Game Boy Color. A fost lansată în Japonia la 21 martie 2001, în America de Nord la 11 iunie 2001, în Australia și Europa la 22 iunie 2001, iar în China continentală la 8 iunie 2004 (iQue Player). Concurenții Nintendo pe piața consolelor portabile la acea vreme erau Neo Geo Pocket Color, WonderSwan, GP32, Tapwave Zodiac și N-Gage. În ciuda eforturilor concurenților, Nintendo a menținut o cotă de piață majoritară cu Game Boy Advance. La data de 30 iunie 2010, seria Game Boy Advance a vândut 81,51 milioane de unități în întreaga lume. Succesorul său, Nintendo DS, a fost lansat în noiembrie 2004 și este, de asemenea, compatibil cu software-ul Game Boy Advance. + Portabil + + + + + Game Boy Advance (сокращенно GBA) - 32-битная портативная игровая консоль, разработанная, производимая и продаваемая компанией Nintendo как преемник Game Boy Color. Она была выпущена в Японии 21 марта 2001 года, в Северной Америке - 11 июня 2001 года, в Австралии и Европе - 22 июня 2001 года, а в континентальном Китае - 8 июня 2004 года (iQue Player). Конкурентами Nintendo на рынке портативных консолей в то время были Neo Geo Pocket Color, WonderSwan, GP32, Tapwave Zodiac и N-Gage. Несмотря на все усилия конкурентов, Nintendo сохранила за собой большую долю рынка, выпустив Game Boy Advance. По состоянию на 30 июня 2010 года продажи серии Game Boy Advance составили 81,51 миллиона единиц по всему миру. Ее преемница, Nintendo DS, была выпущена в ноябре 2004 года и также совместима с программным обеспечением Game Boy Advance. + Портативный + + + Game Boy Advance (förkortad GBA) är en 32-bitars handhållen videospelskonsol som utvecklats, tillverkats och marknadsförts av Nintendo som efterföljare till Game Boy Color. Den släpptes i Japan den 21 mars 2001, i Nordamerika den 11 juni 2001, i Australien och Europa den 22 juni 2001 och på det kinesiska fastlandet den 8 juni 2004 (iQue Player). Nintendos konkurrenter på den handhållna marknaden var vid den tiden Neo Geo Pocket Color, WonderSwan, GP32, Tapwave Zodiac och N-Gage. Trots konkurrenternas ansträngningar behöll Nintendo en majoritet av marknadsandelarna med Game Boy Advance. Den 30 juni 2010 hade Game Boy Advance-serien sålts i 81,51 miljoner exemplar världen över. Efterföljaren Nintendo DS släpptes i november 2004 och är också kompatibel med Game Boy Advance-mjukvara. Bärbar + + + ゲームボーイアドバンス(略称:GBA)は、任天堂がゲームボーイカラーの後継機として開発・製造・販売した32ビット携帯型ゲーム機である。日本では2001年3月21日に、北米では2001年6月11日に、オーストラリアとヨーロッパでは2001年6月22日に、中国本土では2004年6月8日に発売された(iQue Player)。当時の携帯ゲーム機市場における任天堂の競合他社は、ネオジオポケットカラー、ワンダースワン、GP32、タップウェーブ・ゾディアック、Nゲージであった。競合他社の最善の努力にもかかわらず、任天堂はゲームボーイアドバンスで過半数の市場シェアを維持した。2010年6月30日現在、ゲームボーイアドバンスシリーズは全世界で8,151万台を販売している。後継機のニンテンドーDSは2004年11月に発売され、ゲームボーイアドバンスのソフトとも互換性がある。 + ポータブル + + + + + 게임보이 어드밴스(약칭 GBA)는 게임보이 컬러의 후속작으로 닌텐도에서 개발, 제조 및 판매한 32비트 휴대용 비디오 게임 콘솔입니다. 일본에서는 2001년 3월 21일, 북미에서는 2001년 6월 11일, 호주와 유럽에서는 2001년 6월 22일, 중국 본토에서는 2004년 6월 8일에 출시되었습니다(아이큐 플레이어). 당시 휴대용 게임기 시장에서 닌텐도의 경쟁자는 네오 지오 포켓 컬러, 원더스완, GP32, 탭웨이브 조디악, N-Gage 등이었습니다. 경쟁사의 노력에도 불구하고 닌텐도는 게임보이 어드밴스로 시장 점유율 과반을 유지했습니다. 2010년 6월 30일 기준, 게임보이 어드밴스 시리즈는 전 세계적으로 8151만 대가 판매되었습니다. 후속작인 닌텐도 DS는 2004년 11월에 출시되었으며, 역시 게임보이 어드밴스 소프트웨어와 호환됩니다. + 휴대성 + + + + + Game Boy Advance(简称 GBA)是任天堂开发、制造和销售的 32 位掌上视频游戏机,是 Game Boy Color 的后继机。它于 2001 年 3 月 21 日在日本发售,2001 年 6 月 11 日在北美发售,2001 年 6 月 22 日在澳大利亚和欧洲发售,2004 年 6 月 8 日在中国大陆发售(iQue Player)。任天堂当时在掌上电脑市场的竞争对手有 Neo Geo Pocket Color、WonderSwan、GP32、Tapwave Zodiac 和 N-Gage。尽管竞争对手竭尽全力,任天堂仍凭借 Game Boy Advance 保持了大部分市场份额。截至 2010 年 6 月 30 日,Game Boy Advance 系列已在全球售出 8 151 万台。其后续产品任天堂 DS 于 2004 年 11 月发布,也兼容 Game Boy Advance 软件。 + 便携式 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/gbah.xml b/themes/linear-es-de/system/metadata/gbah.xml new file mode 100644 index 000000000..e7c2e3211 --- /dev/null +++ b/themes/linear-es-de/system/metadata/gbah.xml @@ -0,0 +1,102 @@ + + + GBA Hacks + The Game Boy Advance (abbreviated as GBA) is a 32-bit handheld video game console developed, manufactured and marketed by Nintendo as the successor to the Game Boy Color. It was released in Japan on March 21, 2001, in North America on June 11, 2001, in Australia and Europe on June 22, 2001, and in mainland China on June 8, 2004 (iQue Player). Nintendo's competitors in the handheld market at the time were the Neo Geo Pocket Color, WonderSwan, GP32, Tapwave Zodiac, and the N-Gage. Despite the competitors' best efforts, Nintendo maintained a majority market share with the Game Boy Advance. As of June 30, 2010, the Game Boy Advance series has sold 81.51 million units worldwide. Its successor, the Nintendo DS, was released in November 2004 and is also compatible with Game Boy Advance software. + Nintendo + 2001 + 2001-06-11 + June 11, 2001 + Portable + 1-1 + 4C74D6 + 5C67A9 + 280FBE + BCBCBC + 212121 + 112-67 + + + + El Game Boy Advance (abreujat com a GBA) és una consola de videojocs de 32 bits de mà desenvolupada, fabricada i comercialitzada per Nintendo com a successor del Game Boy Color. Va ser llançat al Japó el 21 de març del 2001 a Amèrica del Nord l'11 de juny de 2001 a Austràlia i Europa el 22 de juny de 2001 i a la Xina continental el 8 de juny de 2004 (jugador IQUE). Els competidors de Nintendo al mercat de mà en aquell moment eren el Neo Geo Pocket Color, Wonderswan, GP32, Tapwave Zodiac i N-EG. Malgrat els millors esforços dels competidors, Nintendo va mantenir una quota de mercat majoritària amb el Game Boy Advance. Al 30 de juny de 2010, la Game Boy Advance Series ha venut 81,51 milions d'unitats a tot el món. El seu successor, la Nintendo DS, es va publicar el novembre de 2004 i també és compatible amb el programari Game Boy Advance. + Portable + + + + + Der Game Boy Advance (abgekürzt GBA) ist eine 32-Bit-Handheld-Videospielkonsole, die von Nintendo als Nachfolger des Game Boy Color entwickelt, hergestellt und vermarktet wird. Er wurde in Japan am 21. März 2001, in Nordamerika am 11. Juni 2001, in Australien und Europa am 22. Juni 2001 und auf dem chinesischen Festland am 8. Juni 2004 (iQue Player) veröffentlicht. Nintendos Konkurrenten auf dem Handheld-Markt waren zu dieser Zeit der Neo Geo Pocket Color, der WonderSwan, der GP32, der Tapwave Zodiac und der N-Gage. Trotz der Bemühungen der Konkurrenten konnte Nintendo mit dem Game Boy Advance die Mehrheit der Marktanteile halten. Bis zum 30. Juni 2010 wurden von der Game Boy Advance-Serie weltweit 81,51 Millionen Geräte verkauft. Sein Nachfolger, der Nintendo DS, wurde im November 2004 veröffentlicht und ist ebenfalls mit der Software des Game Boy Advance kompatibel. + Tragbar + + + + + La Game Boy Advance (abreviada como GBA) es una videoconsola portátil de 32 bits desarrollada, fabricada y comercializada por Nintendo como sucesora de la Game Boy Color. Salió a la venta en Japón el 21 de marzo de 2001, en Norteamérica el 11 de junio de 2001, en Australia y Europa el 22 de junio de 2001, y en China continental el 8 de junio de 2004 (iQue Player). Los competidores de Nintendo en el mercado de las consolas portátiles eran Neo Geo Pocket Color, WonderSwan, GP32, Tapwave Zodiac y N-Gage. A pesar de los esfuerzos de los competidores, Nintendo mantuvo una cuota de mercado mayoritaria con la Game Boy Advance. A 30 de junio de 2010, la serie Game Boy Advance había vendido 81,51 millones de unidades en todo el mundo. Su sucesora, la Nintendo DS, salió a la venta en noviembre de 2004 y también es compatible con el software de Game Boy Advance. + Portátil + + + + + Le Game Boy Advance (abrégé en GBA) est une console de jeux vidéo portable 32 bits développée, fabriquée et commercialisée par Nintendo pour succéder au Game Boy Color. Elle est sortie au Japon le 21 mars 2001, en Amérique du Nord le 11 juin 2001, en Australie et en Europe le 22 juin 2001, et en Chine continentale le 8 juin 2004 (iQue Player). À l'époque, les concurrents de Nintendo sur le marché des consoles portables étaient la Neo Geo Pocket Color, la WonderSwan, la GP32, la Tapwave Zodiac et la N-Gage. Malgré les efforts de ses concurrents, Nintendo a conservé une part de marché majoritaire avec le Game Boy Advance. Au 30 juin 2010, la série Game Boy Advance s'était vendue à 81,51 millions d'exemplaires dans le monde. Son successeur, la Nintendo DS, est sorti en novembre 2004 et est également compatible avec les logiciels Game Boy Advance. + Portable + + + + + Il Game Boy Advance (abbreviato in GBA) è una console portatile per videogiochi a 32 bit sviluppata, prodotta e commercializzata da Nintendo come successore del Game Boy Color. È stata rilasciata in Giappone il 21 marzo 2001, in Nord America l'11 giugno 2001, in Australia e in Europa il 22 giugno 2001 e nella Cina continentale l'8 giugno 2004 (iQue Player). All'epoca i concorrenti di Nintendo nel mercato delle console portatili erano Neo Geo Pocket Color, WonderSwan, GP32, Tapwave Zodiac e N-Gage. Nonostante gli sforzi dei concorrenti, Nintendo ha mantenuto una quota di mercato maggioritaria con il Game Boy Advance. Al 30 giugno 2010, la serie Game Boy Advance ha venduto 81,51 milioni di unità in tutto il mondo. Il suo successore, il Nintendo DS, è uscito nel novembre 2004 ed è anch'esso compatibile con il software del Game Boy Advance. + Portatile + + + + + De Game Boy Advance (afgekort GBA) is een 32-bit handheld videospelconsole ontwikkeld, geproduceerd en op de markt gebracht door Nintendo als opvolger van de Game Boy Color. Het spel werd uitgebracht in Japan op 21 maart 2001, in Noord-Amerika op 11 juni 2001, in Australië en Europa op 22 juni 2001 en op het Chinese vasteland op 8 juni 2004 (iQue Player). De concurrenten van Nintendo op de handheldmarkt waren op dat moment de Neo Geo Pocket Color, WonderSwan, GP32, Tapwave Zodiac en de N-Gage. Ondanks de inspanningen van de concurrenten behield Nintendo met de Game Boy Advance het grootste marktaandeel. Op 30 juni 2010 zijn er wereldwijd 81,51 miljoen Game Boy Advance-spelers verkocht. De opvolger, de Nintendo DS, werd uitgebracht in november 2004 en is ook compatibel met Game Boy Advance-software. + Draagbaar + + + + + Game Boy Advance (w skrócie GBA) to 32-bitowa przenośna konsola do gier wideo opracowana, wyprodukowana i sprzedawana przez Nintendo jako następca Game Boy Color. Została wydana w Japonii 21 marca 2001 roku, w Ameryce Północnej 11 czerwca 2001 roku, w Australii i Europie 22 czerwca 2001 roku, a w Chinach kontynentalnych 8 czerwca 2004 roku (iQue Player). Konkurentami Nintendo na rynku handheldów w tamtym czasie były Neo Geo Pocket Color, WonderSwan, GP32, Tapwave Zodiac i N-Gage. Pomimo starań konkurentów, Nintendo utrzymało większościowy udział w rynku dzięki Game Boy Advance. Na dzień 30 czerwca 2010 roku, seria Game Boy Advance sprzedała się na całym świecie w ilości 81,51 miliona sztuk. Jej następca, Nintendo DS, został wydany w listopadzie 2004 roku i jest również kompatybilny z oprogramowaniem Game Boy Advance. + Przenośny + + + + + O Game Boy Advance (abreviado como GBA) é um console de videogame portátil de 32 bits desenvolvido, fabricado e comercializado pela Nintendo como sucessor do Game Boy Color. Foi lançado no Japão em 21 de março de 2001, na América do Norte em 11 de junho de 2001, na Austrália e na Europa em 22 de junho de 2001 e na China continental em 8 de junho de 2004 (iQue Player). Os concorrentes da Nintendo no mercado de computadores de mão na época eram o Neo Geo Pocket Color, WonderSwan, GP32, Tapwave Zodiac e o N-Gage. Apesar dos esforços dos concorrentes, a Nintendo manteve uma participação majoritária no mercado com o Game Boy Advance. Em 30 de junho de 2010, a série Game Boy Advance havia vendido 81,51 milhões de unidades em todo o mundo. Seu sucessor, o Nintendo DS, foi lançado em novembro de 2004 e também é compatível com o software do Game Boy Advance. + Portátil + + + + + Game Boy Advance (abreviat ca GBA) este o consolă portabilă de jocuri video pe 32 de biți dezvoltată, fabricată și comercializată de Nintendo ca succesor al Game Boy Color. A fost lansată în Japonia la 21 martie 2001, în America de Nord la 11 iunie 2001, în Australia și Europa la 22 iunie 2001, iar în China continentală la 8 iunie 2004 (iQue Player). Concurenții Nintendo pe piața consolelor portabile la acea vreme erau Neo Geo Pocket Color, WonderSwan, GP32, Tapwave Zodiac și N-Gage. În ciuda eforturilor concurenților, Nintendo a menținut o cotă de piață majoritară cu Game Boy Advance. La data de 30 iunie 2010, seria Game Boy Advance a vândut 81,51 milioane de unități în întreaga lume. Succesorul său, Nintendo DS, a fost lansat în noiembrie 2004 și este, de asemenea, compatibil cu software-ul Game Boy Advance. + Portabil + + + + + Game Boy Advance (сокращенно GBA) - 32-битная портативная игровая консоль, разработанная, производимая и продаваемая компанией Nintendo как преемник Game Boy Color. Она была выпущена в Японии 21 марта 2001 года, в Северной Америке - 11 июня 2001 года, в Австралии и Европе - 22 июня 2001 года, а в континентальном Китае - 8 июня 2004 года (iQue Player). Конкурентами Nintendo на рынке портативных консолей в то время были Neo Geo Pocket Color, WonderSwan, GP32, Tapwave Zodiac и N-Gage. Несмотря на все усилия конкурентов, Nintendo сохранила за собой большую долю рынка, выпустив Game Boy Advance. По состоянию на 30 июня 2010 года продажи серии Game Boy Advance составили 81,51 миллиона единиц по всему миру. Ее преемница, Nintendo DS, была выпущена в ноябре 2004 года и также совместима с программным обеспечением Game Boy Advance. + Портативный + + + + + Game Boy Advance (förkortad GBA) är en 32-bitars handhållen videospelskonsol som utvecklats, tillverkats och marknadsförts av Nintendo som efterföljare till Game Boy Color. Den släpptes i Japan den 21 mars 2001, i Nordamerika den 11 juni 2001, i Australien och Europa den 22 juni 2001 och på det kinesiska fastlandet den 8 juni 2004 (iQue Player). Nintendos konkurrenter på den handhållna marknaden var vid den tiden Neo Geo Pocket Color, WonderSwan, GP32, Tapwave Zodiac och N-Gage. Trots konkurrenternas ansträngningar behöll Nintendo en majoritet av marknadsandelarna med Game Boy Advance. Den 30 juni 2010 hade Game Boy Advance-serien sålts i 81,51 miljoner exemplar världen över. Efterföljaren Nintendo DS släpptes i november 2004 och är också kompatibel med Game Boy Advance-mjukvara. + Bärbar + + + + + ゲームボーイアドバンス(略称:GBA)は、任天堂がゲームボーイカラーの後継機として開発・製造・販売した32ビット携帯型ゲーム機である。日本では2001年3月21日に、北米では2001年6月11日に、オーストラリアとヨーロッパでは2001年6月22日に、中国本土では2004年6月8日に発売された(iQue Player)。当時の携帯ゲーム機市場における任天堂の競合他社は、ネオジオポケットカラー、ワンダースワン、GP32、タップウェーブ・ゾディアック、Nゲージであった。競合他社の最善の努力にもかかわらず、任天堂はゲームボーイアドバンスで過半数の市場シェアを維持した。2010年6月30日現在、ゲームボーイアドバンスシリーズは全世界で8,151万台を販売している。後継機のニンテンドーDSは2004年11月に発売され、ゲームボーイアドバンスのソフトとも互換性がある。 + ポータブル + + + + + 게임보이 어드밴스(약칭 GBA)는 게임보이 컬러의 후속작으로 닌텐도에서 개발, 제조 및 판매한 32비트 휴대용 비디오 게임 콘솔입니다. 일본에서는 2001년 3월 21일, 북미에서는 2001년 6월 11일, 호주와 유럽에서는 2001년 6월 22일, 중국 본토에서는 2004년 6월 8일에 출시되었습니다(아이큐 플레이어). 당시 휴대용 게임기 시장에서 닌텐도의 경쟁자는 네오 지오 포켓 컬러, 원더스완, GP32, 탭웨이브 조디악, N-Gage 등이었습니다. 경쟁사의 노력에도 불구하고 닌텐도는 게임보이 어드밴스로 시장 점유율 과반을 유지했습니다. 2010년 6월 30일 기준, 게임보이 어드밴스 시리즈는 전 세계적으로 8151만 대가 판매되었습니다. 후속작인 닌텐도 DS는 2004년 11월에 출시되었으며, 역시 게임보이 어드밴스 소프트웨어와 호환됩니다. + 휴대성 + + + + + Game Boy Advance(简称 GBA)是任天堂开发、制造和销售的 32 位掌上视频游戏机,是 Game Boy Color 的后继机。它于 2001 年 3 月 21 日在日本发售,2001 年 6 月 11 日在北美发售,2001 年 6 月 22 日在澳大利亚和欧洲发售,2004 年 6 月 8 日在中国大陆发售(iQue Player)。任天堂当时在掌上电脑市场的竞争对手有 Neo Geo Pocket Color、WonderSwan、GP32、Tapwave Zodiac 和 N-Gage。尽管竞争对手竭尽全力,任天堂仍凭借 Game Boy Advance 保持了大部分市场份额。截至 2010 年 6 月 30 日,Game Boy Advance 系列已在全球售出 8 151 万台。其后续产品任天堂 DS 于 2004 年 11 月发布,也兼容 Game Boy Advance 软件。 + 便携式 + + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/gbc.xml b/themes/linear-es-de/system/metadata/gbc.xml index 6cf081bef..f0c01d5cd 100644 --- a/themes/linear-es-de/system/metadata/gbc.xml +++ b/themes/linear-es-de/system/metadata/gbc.xml @@ -1,4 +1,4 @@ - + Game Boy Color The Game Boy Color, (abbreviated as GBC) is a handheld game console manufactured by Nintendo, which was released on October 21, 1998 in Japan and was released in November of the same year in international markets. It is the successor of the Game Boy. The Game Boy Color, as suggested by the name, features a color screen, but no backlight. It is slightly thicker and taller than the Game Boy Pocket, which is a redesigned Game Boy released in 1996. As with the original Game Boy, it has a custom 8-bit processor somewhat related to a Zilog Z80 central processing unit (CPU). The original name - with its American English spelling of "color" - remained unchanged even in markets where "colour" was the accepted English spelling. The Game Boy Color's primary competitors were the much more advanced Neo Geo Pocket by SNK and the WonderSwan by Bandai (both released in Japan only), though the Game Boy Color outsold these by a wide margin. The Game Boy and Game Boy Color combined have sold 118.69 million units worldwide. It was discontinued in 2003, shortly after the release of the Game Boy Advance SP. @@ -13,10 +13,90 @@ 2D308E 00B3DE 7642B6 + 373-436 + + + El Game Boy Color (abreujat com a GBC) és una consola de joc de mà fabricada per Nintendo, que es va publicar el 21 d'octubre de 1998 al Japó i que es va publicar el novembre del mateix any als mercats internacionals.És el successor del Game Boy. El color Game Boy, tal com suggereix el nom, presenta una pantalla de colors, però no té llum.És lleugerament més gruixut i alt que el Game Boy Pocket, que és un Game Boy redissenyat llançat el 1996. Igual que amb el Game Boy original, té un processador personalitzat de 8 bits una mica relacionat amb una unitat de processament central de Zilog Z80 (CPU). El nom original, amb la seva ortografia anglesa nord -americana de "Color", es va mantenir sense canvis fins i tot en mercats on "Color" era l'ortografia anglesa acceptada. Els principals competidors de Game Boy Color van ser els molt més avançats Neo Geo Pocket de SNK i The Wonderswan de Bandai (tots dos llançats al Japó), tot i que el Game Boy Color els va subministrar per un ampli marge. El Game Boy i Game Boy Color combinats han venut 118,69 milions d’unitats a tot el món. Es va suspendre el 2003, poc després del llançament del Game Boy Advance SP. + Portable + + + + + Der Game Boy Color (abgekürzt GBC) ist eine von Nintendo hergestellte Handheld-Spielkonsole, die am 21. Oktober 1998 in Japan und im November desselben Jahres auf den internationalen Märkten veröffentlicht wurde. Er ist der Nachfolger des Game Boy. Der Game Boy Color verfügt, wie der Name schon sagt, über einen Farbbildschirm, aber keine Hintergrundbeleuchtung. Er ist etwas dicker und höher als der Game Boy Pocket, der 1996 als überarbeiteter Game Boy auf den Markt kam. Wie der ursprüngliche Game Boy verfügt er über einen speziellen 8-Bit-Prozessor, der mit der Zilog Z80 Central Processing Unit (CPU) verwandt ist. Der ursprüngliche Name - mit seiner amerikanisch-englischen Schreibweise "color" - blieb unverändert, auch in Märkten, in denen "colour" die akzeptierte englische Schreibweise war. Die Hauptkonkurrenten des Game Boy Color waren der wesentlich fortschrittlichere Neo Geo Pocket von SNK und der WonderSwan von Bandai (beide nur in Japan erhältlich), obwohl der Game Boy Color diese bei weitem übertraf. Der Game Boy und der Game Boy Color zusammen haben weltweit 118,69 Millionen Einheiten verkauft. Der Game Boy Color wurde 2003, kurz nach der Veröffentlichung des Game Boy Advance SP, aus dem Programm genommen. + Tragbar + + + + + La Game Boy Color, (abreviada como GBC) es una videoconsola portátil fabricada por Nintendo, que salió a la venta el 21 de octubre de 1998 en Japón y en noviembre del mismo año en los mercados internacionales. Es la sucesora de la Game Boy. La Game Boy Color, como sugiere su nombre, cuenta con una pantalla en color, pero sin retroiluminación. Es ligeramente más gruesa y alta que la Game Boy Pocket, que es una Game Boy rediseñada lanzada en 1996. Al igual que la Game Boy original, cuenta con un procesador de 8 bits personalizado similar a una unidad central de procesamiento (CPU) Zilog Z80. El nombre original, "color" en inglés americano, se mantuvo sin cambios incluso en mercados en los que "color" era la grafía inglesa aceptada. Los principales competidores de la Game Boy Color fueron la mucho más avanzada Neo Geo Pocket de SNK y la WonderSwan de Bandai (ambas lanzadas sólo en Japón), aunque la Game Boy Color las superó en ventas por un amplio margen. La Game Boy y la Game Boy Color juntas han vendido 118,69 millones de unidades en todo el mundo. Se dejó de fabricar en 2003, poco después del lanzamiento de la Game Boy Advance SP. + Portátil + + + + + Le Game Boy Color (abrégé en GBC) est une console de jeu portable fabriquée par Nintendo, sortie le 21 octobre 1998 au Japon et en novembre de la même année sur les marchés internationaux. Elle est le successeur de la Game Boy. La Game Boy Color, comme son nom l'indique, dispose d'un écran couleur, mais pas de rétroéclairage. Elle est légèrement plus épaisse et plus grande que la Game Boy Pocket, qui est une Game Boy redessinée sortie en 1996. Comme la Game Boy originale, elle est équipée d'un processeur 8 bits personnalisé qui s'apparente à une unité centrale de traitement Zilog Z80. Le nom original - avec son orthographe anglaise américaine de "color" - est resté inchangé même sur les marchés où "colour" était l'orthographe anglaise acceptée. Les principaux concurrents de la Game Boy Color étaient la Neo Geo Pocket de SNK, bien plus avancée, et la WonderSwan de Bandai (toutes deux commercialisées au Japon uniquement), mais la Game Boy Color les a largement dépassées. La Game Boy et la Game Boy Color combinées se sont vendues à 118,69 millions d'exemplaires dans le monde. Le Game Boy Color a été abandonné en 2003, peu après la sortie du Game Boy Advance SP. + Portable + + + + + Il Game Boy Color (abbreviato in GBC) è una console portatile prodotta da Nintendo, uscita il 21 ottobre 1998 in Giappone e nel novembre dello stesso anno nei mercati internazionali. È il successore del Game Boy. Il Game Boy Color, come suggerisce il nome, è dotato di uno schermo a colori, ma senza retroilluminazione. È leggermente più spesso e più alto del Game Boy Pocket, che è un Game Boy ridisegnato uscito nel 1996. Come il Game Boy originale, è dotato di un processore a 8 bit personalizzato, in qualche modo simile a un'unità di elaborazione centrale (CPU) Zilog Z80. Il nome originale, con l'ortografia inglese americana di "color", è rimasto invariato anche nei mercati in cui "colour" era l'ortografia inglese accettata. I principali concorrenti del Game Boy Color erano il Neo Geo Pocket di SNK, molto più avanzato, e il WonderSwan di Bandai (entrambi usciti solo in Giappone), anche se il Game Boy Color li superò con un ampio margine di vendite. Il Game Boy e il Game Boy Color insieme hanno venduto 118,69 milioni di unità in tutto il mondo. È stato dismesso nel 2003, poco dopo l'uscita del Game Boy Advance SP. + Portatile + + + + + De Game Boy Color, (afgekort als GBC) is een draagbare spelconsole van Nintendo, die op 21 oktober 1998 werd uitgebracht in Japan en in november van hetzelfde jaar op internationale markten. Het is de opvolger van de Game Boy. Zoals de naam al doet vermoeden, heeft de Game Boy Color een kleurenscherm, maar geen achtergrondverlichting. Hij is iets dikker en langer dan de Game Boy Pocket, een opnieuw ontworpen Game Boy die in 1996 werd uitgebracht. Net als de originele Game Boy heeft het een aangepaste 8-bit processor die enigszins verwant is aan een Zilog Z80 centrale verwerkingseenheid (CPU). De oorspronkelijke naam - met de Amerikaans-Engelse spelling van "color" - bleef ongewijzigd, zelfs in markten waar "colour" de geaccepteerde Engelse spelling was. De belangrijkste concurrenten van de Game Boy Color waren de veel geavanceerdere Neo Geo Pocket van SNK en de WonderSwan van Bandai (beide alleen in Japan uitgebracht), hoewel de Game Boy Color deze met een ruime marge overtrof. De Game Boy en Game Boy Color zijn samen wereldwijd 118,69 miljoen keer verkocht. De Game Boy Color werd uit het assortiment gehaald in 2003, kort na de release van de Game Boy Advance SP. + Draagbaar + + + + + Game Boy Color (w skrócie GBC) to przenośna konsola do gier wyprodukowana przez Nintendo, która została wydana 21 października 1998 roku w Japonii i została wydana w listopadzie tego samego roku na rynkach międzynarodowych. Jest to następca Game Boya. Game Boy Color, jak sugeruje nazwa, posiada kolorowy ekran, ale bez podświetlenia. Jest nieco grubszy i wyższy niż Game Boy Pocket, który jest przeprojektowanym Game Boyem wydanym w 1996 roku. Podobnie jak w przypadku oryginalnego Game Boya, ma on niestandardowy 8-bitowy procesor nieco związany z jednostką centralną Zilog Z80 (CPU). Oryginalna nazwa - z amerykańską angielską pisownią "color" - pozostała niezmieniona nawet na rynkach, na których "kolor" był akceptowaną angielską pisownią. Głównymi konkurentami Game Boy Color były znacznie bardziej zaawansowane Neo Geo Pocket firmy SNK i WonderSwan firmy Bandai (oba wydane tylko w Japonii), choć Game Boy Color wyprzedał je z dużym marginesem. Łącznie Game Boy i Game Boy Color sprzedały się na całym świecie w liczbie 118,69 miliona sztuk. Zostały wycofane z produkcji w 2003 roku, wkrótce po premierze Game Boy Advance SP. + Przenośny + + + + + O Game Boy Color, (abreviado como GBC) é um console de jogos portátil fabricado pela Nintendo, lançado em 21 de outubro de 1998 no Japão e em novembro do mesmo ano nos mercados internacionais. Ele é o sucessor do Game Boy. O Game Boy Color, como sugere o nome, tem uma tela colorida, mas sem luz de fundo. Ele é um pouco mais grosso e mais alto que o Game Boy Pocket, que é um Game Boy redesenhado lançado em 1996. Assim como o Game Boy original, ele tem um processador de 8 bits personalizado, de certa forma relacionado a uma unidade central de processamento (CPU) Zilog Z80. O nome original - com a grafia "color" em inglês americano - permaneceu inalterado mesmo nos mercados em que "colour" era a grafia aceita em inglês. Os principais concorrentes do Game Boy Color eram o muito mais avançado Neo Geo Pocket, da SNK, e o WonderSwan, da Bandai (ambos lançados apenas no Japão), embora o Game Boy Color os tenha superado por uma ampla margem de vendas. O Game Boy e o Game Boy Color combinados venderam 118,69 milhões de unidades em todo o mundo. Ele foi descontinuado em 2003, logo após o lançamento do Game Boy Advance SP. + Portátil + + + + + Game Boy Color, (abreviat ca GBC) este o consolă portabilă de jocuri fabricată de Nintendo, care a fost lansată pe 21 octombrie 1998 în Japonia și a fost lansată în luna noiembrie a aceluiași an pe piețele internaționale. Este succesorul lui Game Boy. Game Boy Color, așa cum sugerează și numele, are un ecran color, dar fără lumină de fundal. Este puțin mai gros și mai înalt decât Game Boy Pocket, care este un Game Boy reproiectat lansat în 1996. Ca și Game Boy-ul original, acesta are un procesor personalizat pe 8 biți, oarecum înrudit cu unitatea centrală de procesare (CPU) Zilog Z80. Numele original - cu ortografia sa în engleză americană "color" - a rămas neschimbat chiar și pe piețele unde "color" era ortografia engleză acceptată. Principalii concurenți ai Game Boy Color au fost mult mai avansatul Neo Geo Pocket de la SNK și WonderSwan de la Bandai (ambele lansate doar în Japonia), deși Game Boy Color a depășit cu mult vânzările acestora. Game Boy și Game Boy Color împreună au vândut 118,69 milioane de unități în întreaga lume. A fost abandonat în 2003, la scurt timp după lansarea Game Boy Advance SP. + Portabil + + + + + Game Boy Color (сокращенно GBC) - портативная игровая приставка производства компании Nintendo, которая была выпущена 21 октября 1998 года в Японии и в ноябре того же года на международных рынках. Она является преемником Game Boy. Game Boy Color, как следует из названия, имеет цветной экран, но без подсветки. Он немного толще и выше, чем Game Boy Pocket, который представляет собой обновленный Game Boy, выпущенный в 1996 году. Как и оригинальный Game Boy, он оснащен 8-битным процессором, несколько похожим на центральный процессор Zilog Z80. Оригинальное название - с его американским английским написанием "color" - осталось неизменным даже на тех рынках, где было принято английское написание "color". Основными конкурентами Game Boy Color были гораздо более продвинутые Neo Geo Pocket от SNK и WonderSwan от Bandai (обе выпущены только в Японии), хотя Game Boy Color продавался с большим отрывом. Game Boy и Game Boy Color вместе взятые были проданы по всему миру в количестве 118,69 миллиона штук. Выпуск консоли был прекращен в 2003 году, вскоре после выхода Game Boy Advance SP. + Портативный + + + Game Boy Color, (förkortat GBC) är en handhållen spelkonsol tillverkad av Nintendo, som släpptes den 21 oktober 1998 i Japan och släpptes i november samma år på internationella marknader. Det är efterföljaren till Game Boy. Game Boy Color har, som namnet antyder, en färgskärm men ingen bakgrundsbelysning. Den är något tjockare och högre än Game Boy Pocket, som är en omdesignad Game Boy som släpptes 1996. Liksom den ursprungliga Game Boy har den en egenutvecklad 8-bitars processor som är besläktad med en Zilog Z80 central processing unit (CPU). Det ursprungliga namnet - med den amerikansk-engelska stavningen "color" - förblev oförändrat även på marknader där "colour" var den vedertagna engelska stavningen. Game Boy Colors främsta konkurrenter var den mycket mer avancerade Neo Geo Pocket från SNK och WonderSwan från Bandai (båda släpptes endast i Japan), men Game Boy Color sålde mycket bättre än dessa. Game Boy och Game Boy Color har tillsammans sålts i 118,69 miljoner exemplar världen över. Den lades ned 2003, strax efter lanseringen av Game Boy Advance SP. Bärbar + + + ゲームボーイカラー(略称GBC)は、任天堂製の携帯型ゲーム機で、日本では1998年10月21日に発売され、海外では同年11月に発売された。ゲームボーイの後継機である。ゲームボーイカラーという名前から想像できるように、カラー画面を搭載しているが、バックライトはない。1996年に発売されたゲームボーイのデザインを一新したゲームボーイ・ポケットよりも若干厚く、背も高い。初代ゲームボーイと同様、Zilog Z80中央演算処理装置(CPU)にやや関連したカスタム8ビットプロセッサを搭載している。オリジナルの名称は、アメリカ英語の綴りである "color "で、"color "が英語の綴りとして受け入れられている市場でも変更されなかった。ゲームボーイカラーの主な競合機種は、SNKのネオジオポケットとバンダイのワンダースワン(いずれも日本限定発売)だったが、ゲームボーイカラーはこれらを大差で上回った。ゲームボーイとゲームボーイカラーを合わせた世界累計販売台数は1億1869万台。ゲームボーイアドバンスSP発売直後の2003年に生産終了。 + ポータブル + + + + + 게임보이 컬러(약칭 GBC)는 닌텐도에서 제조한 휴대용 게임 콘솔로, 1998년 10월 21일 일본에서 출시되어 같은 해 11월에 해외 시장에 출시되었습니다. 게임 보이의 후속작입니다. 게임보이 컬러는 이름에서 알 수 있듯이 컬러 화면이 특징이지만 백라이트는 없습니다. 1996년에 출시된 게임 보이 포켓보다 약간 더 두껍고 키가 큽니다. 오리지널 Game Boy와 마찬가지로 Zilog Z80 중앙 처리 장치(CPU)와 다소 유사한 맞춤형 8비트 프로세서가 탑재되어 있습니다. '컬러'라는 미국식 영어 철자를 사용한 원래 이름은 '컬러'가 일반적인 영어 철자인 시장에서도 변경되지 않았습니다. 게임보이 컬러의 주요 경쟁 제품은 훨씬 더 진보한 SNK의 네오 지오 포켓과 반다이의 원더스완(둘 다 일본에서만 출시)이었지만, 게임보이 컬러가 큰 차이로 판매량을 앞섰습니다. 게임 보이와 게임 보이 컬러는 전 세계적으로 1억 1,869만 대가 판매되었습니다. 게임보이 어드밴스 SP가 출시된 직후인 2003년에 단종되었습니다. + 휴대성 + + + + + Game Boy Color(简称 GBC)是任天堂公司生产的一款掌上游戏机,1998 年 10 月 21 日在日本发布,同年 11 月在国际市场发布。它是 Game Boy 的后继机。顾名思义,Game Boy Color 具有彩色屏幕,但没有背光。它比 Game Boy Pocket(1996 年发布的重新设计的 Game Boy)稍厚、稍高。与最初的 Game Boy 一样,它配备了一个定制的 8 位处理器,与 Zilog Z80 中央处理器(CPU)有些相似。其原名--美式英语拼写为 "color"--保持不变,即使在以 "color "为通用英语拼写的市场上也是如此。Game Boy Color 的主要竞争对手是 SNK 推出的更先进的 Neo Geo Pocket 和 Bandai 推出的 WonderSwan(均只在日本发行),但 Game Boy Color 的销量远远超过了这两款产品。Game Boy 和 Game Boy Color 的全球总销量为 1.1869 亿台。2003 年,Game Boy Advance SP 发布后不久,Game Boy Color 便停产了。 + 便携式 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/gbch.xml b/themes/linear-es-de/system/metadata/gbch.xml new file mode 100644 index 000000000..db7735ef6 --- /dev/null +++ b/themes/linear-es-de/system/metadata/gbch.xml @@ -0,0 +1,102 @@ + + + GBC Hacks + The Game Boy Color, (abbreviated as GBC) is a handheld game console manufactured by Nintendo, which was released on October 21, 1998 in Japan and was released in November of the same year in international markets. It is the successor of the Game Boy. The Game Boy Color, as suggested by the name, features a color screen, but no backlight. It is slightly thicker and taller than the Game Boy Pocket, which is a redesigned Game Boy released in 1996. As with the original Game Boy, it has a custom 8-bit processor somewhat related to a Zilog Z80 central processing unit (CPU). The original name - with its American English spelling of "color" - remained unchanged even in markets where "colour" was the accepted English spelling. The Game Boy Color's primary competitors were the much more advanced Neo Geo Pocket by SNK and the WonderSwan by Bandai (both released in Japan only), though the Game Boy Color outsold these by a wide margin. The Game Boy and Game Boy Color combined have sold 118.69 million units worldwide. It was discontinued in 2003, shortly after the release of the Game Boy Advance SP. + Nintendo + 1998 + 1998-10-21 + October 21, 1998 + Portable + 1-1 + F3B92A + F63B77 + 2D308E + 00B3DE + 7642B6 + 373-436 + + + + El Game Boy Color (abreujat com a GBC) és una consola de joc de mà fabricada per Nintendo, que es va publicar el 21 d'octubre de 1998 al Japó i que es va publicar el novembre del mateix any als mercats internacionals.És el successor del Game Boy. El color Game Boy, tal com suggereix el nom, presenta una pantalla de colors, però no té llum.És lleugerament més gruixut i alt que el Game Boy Pocket, que és un Game Boy redissenyat llançat el 1996. Igual que amb el Game Boy original, té un processador personalitzat de 8 bits una mica relacionat amb una unitat de processament central de Zilog Z80 (CPU). El nom original, amb la seva ortografia anglesa nord -americana de "Color", es va mantenir sense canvis fins i tot en mercats on "Color" era l'ortografia anglesa acceptada. Els principals competidors de Game Boy Color van ser els molt més avançats Neo Geo Pocket de SNK i The Wonderswan de Bandai (tots dos llançats al Japó), tot i que el Game Boy Color els va subministrar per un ampli marge. El Game Boy i Game Boy Color combinats han venut 118,69 milions d’unitats a tot el món. Es va suspendre el 2003, poc després del llançament del Game Boy Advance SP. + Portable + + + + + Der Game Boy Color (abgekürzt GBC) ist eine von Nintendo hergestellte Handheld-Spielkonsole, die am 21. Oktober 1998 in Japan und im November desselben Jahres auf den internationalen Märkten veröffentlicht wurde. Er ist der Nachfolger des Game Boy. Der Game Boy Color verfügt, wie der Name schon sagt, über einen Farbbildschirm, aber keine Hintergrundbeleuchtung. Er ist etwas dicker und höher als der Game Boy Pocket, der 1996 als überarbeiteter Game Boy auf den Markt kam. Wie der ursprüngliche Game Boy verfügt er über einen speziellen 8-Bit-Prozessor, der mit der Zilog Z80 Central Processing Unit (CPU) verwandt ist. Der ursprüngliche Name - mit seiner amerikanisch-englischen Schreibweise "color" - blieb unverändert, auch in Märkten, in denen "colour" die akzeptierte englische Schreibweise war. Die Hauptkonkurrenten des Game Boy Color waren der wesentlich fortschrittlichere Neo Geo Pocket von SNK und der WonderSwan von Bandai (beide nur in Japan erhältlich), obwohl der Game Boy Color diese bei weitem übertraf. Der Game Boy und der Game Boy Color zusammen haben weltweit 118,69 Millionen Einheiten verkauft. Der Game Boy Color wurde 2003, kurz nach der Veröffentlichung des Game Boy Advance SP, aus dem Programm genommen. + Tragbar + + + + + La Game Boy Color, (abreviada como GBC) es una videoconsola portátil fabricada por Nintendo, que salió a la venta el 21 de octubre de 1998 en Japón y en noviembre del mismo año en los mercados internacionales. Es la sucesora de la Game Boy. La Game Boy Color, como sugiere su nombre, cuenta con una pantalla en color, pero sin retroiluminación. Es ligeramente más gruesa y alta que la Game Boy Pocket, que es una Game Boy rediseñada lanzada en 1996. Al igual que la Game Boy original, cuenta con un procesador de 8 bits personalizado similar a una unidad central de procesamiento (CPU) Zilog Z80. El nombre original, "color" en inglés americano, se mantuvo sin cambios incluso en mercados en los que "color" era la grafía inglesa aceptada. Los principales competidores de la Game Boy Color fueron la mucho más avanzada Neo Geo Pocket de SNK y la WonderSwan de Bandai (ambas lanzadas sólo en Japón), aunque la Game Boy Color las superó en ventas por un amplio margen. La Game Boy y la Game Boy Color juntas han vendido 118,69 millones de unidades en todo el mundo. Se dejó de fabricar en 2003, poco después del lanzamiento de la Game Boy Advance SP. + Portátil + + + + + Le Game Boy Color (abrégé en GBC) est une console de jeu portable fabriquée par Nintendo, sortie le 21 octobre 1998 au Japon et en novembre de la même année sur les marchés internationaux. Elle est le successeur de la Game Boy. La Game Boy Color, comme son nom l'indique, dispose d'un écran couleur, mais pas de rétroéclairage. Elle est légèrement plus épaisse et plus grande que la Game Boy Pocket, qui est une Game Boy redessinée sortie en 1996. Comme la Game Boy originale, elle est équipée d'un processeur 8 bits personnalisé qui s'apparente à une unité centrale de traitement Zilog Z80. Le nom original - avec son orthographe anglaise américaine de "color" - est resté inchangé même sur les marchés où "colour" était l'orthographe anglaise acceptée. Les principaux concurrents de la Game Boy Color étaient la Neo Geo Pocket de SNK, bien plus avancée, et la WonderSwan de Bandai (toutes deux commercialisées au Japon uniquement), mais la Game Boy Color les a largement dépassées. La Game Boy et la Game Boy Color combinées se sont vendues à 118,69 millions d'exemplaires dans le monde. Le Game Boy Color a été abandonné en 2003, peu après la sortie du Game Boy Advance SP. + Portable + + + + + Il Game Boy Color (abbreviato in GBC) è una console portatile prodotta da Nintendo, uscita il 21 ottobre 1998 in Giappone e nel novembre dello stesso anno nei mercati internazionali. È il successore del Game Boy. Il Game Boy Color, come suggerisce il nome, è dotato di uno schermo a colori, ma senza retroilluminazione. È leggermente più spesso e più alto del Game Boy Pocket, che è un Game Boy ridisegnato uscito nel 1996. Come il Game Boy originale, è dotato di un processore a 8 bit personalizzato, in qualche modo simile a un'unità di elaborazione centrale (CPU) Zilog Z80. Il nome originale, con l'ortografia inglese americana di "color", è rimasto invariato anche nei mercati in cui "colour" era l'ortografia inglese accettata. I principali concorrenti del Game Boy Color erano il Neo Geo Pocket di SNK, molto più avanzato, e il WonderSwan di Bandai (entrambi usciti solo in Giappone), anche se il Game Boy Color li superò con un ampio margine di vendite. Il Game Boy e il Game Boy Color insieme hanno venduto 118,69 milioni di unità in tutto il mondo. È stato dismesso nel 2003, poco dopo l'uscita del Game Boy Advance SP. + Portatile + + + + + De Game Boy Color, (afgekort als GBC) is een draagbare spelconsole van Nintendo, die op 21 oktober 1998 werd uitgebracht in Japan en in november van hetzelfde jaar op internationale markten. Het is de opvolger van de Game Boy. Zoals de naam al doet vermoeden, heeft de Game Boy Color een kleurenscherm, maar geen achtergrondverlichting. Hij is iets dikker en langer dan de Game Boy Pocket, een opnieuw ontworpen Game Boy die in 1996 werd uitgebracht. Net als de originele Game Boy heeft het een aangepaste 8-bit processor die enigszins verwant is aan een Zilog Z80 centrale verwerkingseenheid (CPU). De oorspronkelijke naam - met de Amerikaans-Engelse spelling van "color" - bleef ongewijzigd, zelfs in markten waar "colour" de geaccepteerde Engelse spelling was. De belangrijkste concurrenten van de Game Boy Color waren de veel geavanceerdere Neo Geo Pocket van SNK en de WonderSwan van Bandai (beide alleen in Japan uitgebracht), hoewel de Game Boy Color deze met een ruime marge overtrof. De Game Boy en Game Boy Color zijn samen wereldwijd 118,69 miljoen keer verkocht. De Game Boy Color werd uit het assortiment gehaald in 2003, kort na de release van de Game Boy Advance SP. + Draagbaar + + + + + Game Boy Color (w skrócie GBC) to przenośna konsola do gier wyprodukowana przez Nintendo, która została wydana 21 października 1998 roku w Japonii i została wydana w listopadzie tego samego roku na rynkach międzynarodowych. Jest to następca Game Boya. Game Boy Color, jak sugeruje nazwa, posiada kolorowy ekran, ale bez podświetlenia. Jest nieco grubszy i wyższy niż Game Boy Pocket, który jest przeprojektowanym Game Boyem wydanym w 1996 roku. Podobnie jak w przypadku oryginalnego Game Boya, ma on niestandardowy 8-bitowy procesor nieco związany z jednostką centralną Zilog Z80 (CPU). Oryginalna nazwa - z amerykańską angielską pisownią "color" - pozostała niezmieniona nawet na rynkach, na których "kolor" był akceptowaną angielską pisownią. Głównymi konkurentami Game Boy Color były znacznie bardziej zaawansowane Neo Geo Pocket firmy SNK i WonderSwan firmy Bandai (oba wydane tylko w Japonii), choć Game Boy Color wyprzedał je z dużym marginesem. Łącznie Game Boy i Game Boy Color sprzedały się na całym świecie w liczbie 118,69 miliona sztuk. Zostały wycofane z produkcji w 2003 roku, wkrótce po premierze Game Boy Advance SP. + Przenośny + + + + + O Game Boy Color, (abreviado como GBC) é um console de jogos portátil fabricado pela Nintendo, lançado em 21 de outubro de 1998 no Japão e em novembro do mesmo ano nos mercados internacionais. Ele é o sucessor do Game Boy. O Game Boy Color, como sugere o nome, tem uma tela colorida, mas sem luz de fundo. Ele é um pouco mais grosso e mais alto que o Game Boy Pocket, que é um Game Boy redesenhado lançado em 1996. Assim como o Game Boy original, ele tem um processador de 8 bits personalizado, de certa forma relacionado a uma unidade central de processamento (CPU) Zilog Z80. O nome original - com a grafia "color" em inglês americano - permaneceu inalterado mesmo nos mercados em que "colour" era a grafia aceita em inglês. Os principais concorrentes do Game Boy Color eram o muito mais avançado Neo Geo Pocket, da SNK, e o WonderSwan, da Bandai (ambos lançados apenas no Japão), embora o Game Boy Color os tenha superado por uma ampla margem de vendas. O Game Boy e o Game Boy Color combinados venderam 118,69 milhões de unidades em todo o mundo. Ele foi descontinuado em 2003, logo após o lançamento do Game Boy Advance SP. + Portátil + + + + + Game Boy Color, (abreviat ca GBC) este o consolă portabilă de jocuri fabricată de Nintendo, care a fost lansată pe 21 octombrie 1998 în Japonia și a fost lansată în luna noiembrie a aceluiași an pe piețele internaționale. Este succesorul lui Game Boy. Game Boy Color, așa cum sugerează și numele, are un ecran color, dar fără lumină de fundal. Este puțin mai gros și mai înalt decât Game Boy Pocket, care este un Game Boy reproiectat lansat în 1996. Ca și Game Boy-ul original, acesta are un procesor personalizat pe 8 biți, oarecum înrudit cu unitatea centrală de procesare (CPU) Zilog Z80. Numele original - cu ortografia sa în engleză americană "color" - a rămas neschimbat chiar și pe piețele unde "color" era ortografia engleză acceptată. Principalii concurenți ai Game Boy Color au fost mult mai avansatul Neo Geo Pocket de la SNK și WonderSwan de la Bandai (ambele lansate doar în Japonia), deși Game Boy Color a depășit cu mult vânzările acestora. Game Boy și Game Boy Color împreună au vândut 118,69 milioane de unități în întreaga lume. A fost abandonat în 2003, la scurt timp după lansarea Game Boy Advance SP. + Portabil + + + + + Game Boy Color (сокращенно GBC) - портативная игровая приставка производства компании Nintendo, которая была выпущена 21 октября 1998 года в Японии и в ноябре того же года на международных рынках. Она является преемником Game Boy. Game Boy Color, как следует из названия, имеет цветной экран, но без подсветки. Он немного толще и выше, чем Game Boy Pocket, который представляет собой обновленный Game Boy, выпущенный в 1996 году. Как и оригинальный Game Boy, он оснащен 8-битным процессором, несколько похожим на центральный процессор Zilog Z80. Оригинальное название - с его американским английским написанием "color" - осталось неизменным даже на тех рынках, где было принято английское написание "color". Основными конкурентами Game Boy Color были гораздо более продвинутые Neo Geo Pocket от SNK и WonderSwan от Bandai (обе выпущены только в Японии), хотя Game Boy Color продавался с большим отрывом. Game Boy и Game Boy Color вместе взятые были проданы по всему миру в количестве 118,69 миллиона штук. Выпуск консоли был прекращен в 2003 году, вскоре после выхода Game Boy Advance SP. + Портативный + + + + + Game Boy Color, (förkortat GBC) är en handhållen spelkonsol tillverkad av Nintendo, som släpptes den 21 oktober 1998 i Japan och släpptes i november samma år på internationella marknader. Det är efterföljaren till Game Boy. Game Boy Color har, som namnet antyder, en färgskärm men ingen bakgrundsbelysning. Den är något tjockare och högre än Game Boy Pocket, som är en omdesignad Game Boy som släpptes 1996. Liksom den ursprungliga Game Boy har den en egenutvecklad 8-bitars processor som är besläktad med en Zilog Z80 central processing unit (CPU). Det ursprungliga namnet - med den amerikansk-engelska stavningen "color" - förblev oförändrat även på marknader där "colour" var den vedertagna engelska stavningen. Game Boy Colors främsta konkurrenter var den mycket mer avancerade Neo Geo Pocket från SNK och WonderSwan från Bandai (båda släpptes endast i Japan), men Game Boy Color sålde mycket bättre än dessa. Game Boy och Game Boy Color har tillsammans sålts i 118,69 miljoner exemplar världen över. Den lades ned 2003, strax efter lanseringen av Game Boy Advance SP. + Bärbar + + + + + ゲームボーイカラー(略称GBC)は、任天堂製の携帯型ゲーム機で、日本では1998年10月21日に発売され、海外では同年11月に発売された。ゲームボーイの後継機である。ゲームボーイカラーという名前から想像できるように、カラー画面を搭載しているが、バックライトはない。1996年に発売されたゲームボーイのデザインを一新したゲームボーイ・ポケットよりも若干厚く、背も高い。初代ゲームボーイと同様、Zilog Z80中央演算処理装置(CPU)にやや関連したカスタム8ビットプロセッサを搭載している。オリジナルの名称は、アメリカ英語の綴りである "color "で、"color "が英語の綴りとして受け入れられている市場でも変更されなかった。ゲームボーイカラーの主な競合機種は、SNKのネオジオポケットとバンダイのワンダースワン(いずれも日本限定発売)だったが、ゲームボーイカラーはこれらを大差で上回った。ゲームボーイとゲームボーイカラーを合わせた世界累計販売台数は1億1869万台。ゲームボーイアドバンスSP発売直後の2003年に生産終了。 + ポータブル + + + + + 게임보이 컬러(약칭 GBC)는 닌텐도에서 제조한 휴대용 게임 콘솔로, 1998년 10월 21일 일본에서 출시되어 같은 해 11월에 해외 시장에 출시되었습니다. 게임 보이의 후속작입니다. 게임보이 컬러는 이름에서 알 수 있듯이 컬러 화면이 특징이지만 백라이트는 없습니다. 1996년에 출시된 게임 보이 포켓보다 약간 더 두껍고 키가 큽니다. 오리지널 Game Boy와 마찬가지로 Zilog Z80 중앙 처리 장치(CPU)와 다소 유사한 맞춤형 8비트 프로세서가 탑재되어 있습니다. '컬러'라는 미국식 영어 철자를 사용한 원래 이름은 '컬러'가 일반적인 영어 철자인 시장에서도 변경되지 않았습니다. 게임보이 컬러의 주요 경쟁 제품은 훨씬 더 진보한 SNK의 네오 지오 포켓과 반다이의 원더스완(둘 다 일본에서만 출시)이었지만, 게임보이 컬러가 큰 차이로 판매량을 앞섰습니다. 게임 보이와 게임 보이 컬러는 전 세계적으로 1억 1,869만 대가 판매되었습니다. 게임보이 어드밴스 SP가 출시된 직후인 2003년에 단종되었습니다. + 휴대성 + + + + + Game Boy Color(简称 GBC)是任天堂公司生产的一款掌上游戏机,1998 年 10 月 21 日在日本发布,同年 11 月在国际市场发布。它是 Game Boy 的后继机。顾名思义,Game Boy Color 具有彩色屏幕,但没有背光。它比 Game Boy Pocket(1996 年发布的重新设计的 Game Boy)稍厚、稍高。与最初的 Game Boy 一样,它配备了一个定制的 8 位处理器,与 Zilog Z80 中央处理器(CPU)有些相似。其原名--美式英语拼写为 "color"--保持不变,即使在以 "color "为通用英语拼写的市场上也是如此。Game Boy Color 的主要竞争对手是 SNK 推出的更先进的 Neo Geo Pocket 和 Bandai 推出的 WonderSwan(均只在日本发行),但 Game Boy Color 的销量远远超过了这两款产品。Game Boy 和 Game Boy Color 的全球总销量为 1.1869 亿台。2003 年,Game Boy Advance SP 发布后不久,Game Boy Color 便停产了。 + 便携式 + + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/gbh.xml b/themes/linear-es-de/system/metadata/gbh.xml new file mode 100644 index 000000000..bf4a4c1c2 --- /dev/null +++ b/themes/linear-es-de/system/metadata/gbh.xml @@ -0,0 +1,102 @@ + + + Game Boy Hacks + The Game Boy is an 8-bit handheld video game console developed and manufactured by Nintendo. It was released in Japan on April 21, 1989, in North America in August 1989, and in Europe in 1990. In Southern Asia, it is known as the "Tata Game Boy" It is the first handheld console in the Game Boy line. It was created by Gunpei Yokoi and Nintendo's Research and Development — the same staff who had designed the Game & Watch series as well as several popular games for the NES. The Game Boy was Nintendo's second handheld system following the Game & Watch series introduced in 1980, and it combined features from both the Nintendo Entertainment System and Game and Watch. It was also the first handheld game to use video game cartridges since Milton Bradley's Microvision handheld console. It was originally bundled with the puzzle game Tetris. Despite many other, technologically superior handheld consoles introduced during its lifetime, the Game Boy was a tremendous success. The Game Boy and Game Boy Color combined have sold 118.69 million units worldwide. Upon its release in the United States, it sold its entire shipment of one million units within weeks. + Nintendo + 1989 + 1989-04-21 + April 21, 1989 + Portable + 1-1 + 3E518A + 9B2063 + 2D308E + D9D9D9 + A3A3A3 + 373-436 + + + + The Game Boy és una consola de videojocs de 8 bits desenvolupada i fabricada per Nintendo. Va ser llançat al Japó el 21 d'abril de 1989 a Amèrica del Nord l'agost de 1989 i a Europa el 1990. Al sud d'Àsia, es coneix com el "Tata Game Boy" És la primera consola de mà de la línia de nois. Va ser creat per Gunpei Yokoi i la investigació i desenvolupament de Nintendo: el mateix personal que havia dissenyat la sèrie Game & Watch, així com diversos jocs populars per a la NES. El Game Boy va ser el segon sistema de mà de Nintendo després de la sèrie Game & Watch introduïda el 1980, i va combinar funcions tant del Nintendo Entertainment System com del Game and Watch. Va ser també el primer joc de mà que va utilitzar cartutxos de videojocs des de la consola de mà de Microvision de Milton Bradley. Es va agrupar originalment amb el joc de trencaclosques Tetris. Malgrat moltes altres, les consoles de mà tecnològicament superiors introduïdes durant la seva vida, The Game Boy va tenir un èxit enorme. El Game Boy i Game Boy Color combinats han venut 118,69 milions d’unitats a tot el món. En el seu alliberament als Estats Units, va vendre tot el seu enviament d’un milió d’unitats en unes setmanes. + Portable + + + + + Der Game Boy ist eine 8-Bit-Handheld-Videospielkonsole, die von Nintendo entwickelt und hergestellt wurde. Er wurde in Japan am 21. April 1989, in Nordamerika im August 1989 und in Europa im Jahr 1990 veröffentlicht. In Südasien ist er als "Tata Game Boy" bekannt. Er ist die erste Handheld-Konsole der Game Boy-Reihe. Er wurde von Gunpei Yokoi und Nintendos Forschungs- und Entwicklungsabteilung entwickelt - denselben Mitarbeitern, die auch die Game & Watch-Reihe und mehrere beliebte Spiele für das NES entworfen hatten. Der Game Boy war Nintendos zweites Handheld-System nach der 1980 eingeführten Game & Watch-Serie und kombinierte Funktionen des Nintendo Entertainment Systems und der Game & Watch-Serie. Es war auch das erste Handheld-Spiel, das seit der Microvision-Handheld-Konsole von Milton Bradley Videospielkassetten verwendete. Ursprünglich wurde es zusammen mit dem Puzzlespiel Tetris ausgeliefert. Trotz vieler anderer, technologisch besserer Handheld-Konsolen, die während seiner Lebensdauer auf den Markt kamen, war der Game Boy ein enormer Erfolg. Der Game Boy und der Game Boy Color zusammen haben sich weltweit 118,69 Millionen Mal verkauft. Bei seinem Erscheinen in den Vereinigten Staaten war die gesamte Lieferung von einer Million Stück innerhalb weniger Wochen verkauft. + Tragbar + + + + + La Game Boy es una videoconsola portátil de 8 bits desarrollada y fabricada por Nintendo. Salió a la venta en Japón el 21 de abril de 1989, en Norteamérica en agosto de 1989 y en Europa en 1990. En el sur de Asia se la conoce como "Tata Game Boy". Es la primera consola portátil de la línea Game Boy. Fue creada por Gunpei Yokoi y el departamento de Investigación y Desarrollo de Nintendo, el mismo personal que había diseñado la serie Game & Watch, así como varios juegos populares para la NES. La Game Boy fue la segunda consola portátil de Nintendo tras la serie Game & Watch presentada en 1980, y combinaba características tanto de la Nintendo Entertainment System como de Game and Watch. También fue la primera consola portátil que utilizaba cartuchos de videojuegos desde la consola Microvision de Milton Bradley. Al principio se vendía con el juego de puzzle Tetris. A pesar de que durante su vida se introdujeron muchas otras consolas portátiles tecnológicamente superiores, la Game Boy fue un tremendo éxito. La Game Boy y la Game Boy Color juntas han vendido 118,69 millones de unidades en todo el mundo. Cuando salió a la venta en Estados Unidos, vendió todo su cargamento de un millón de unidades en cuestión de semanas. + Portátil + + + + + Le Game Boy est une console de jeux vidéo portable 8 bits développée et fabriquée par Nintendo. Elle est sortie au Japon le 21 avril 1989, en Amérique du Nord en août 1989 et en Europe en 1990. En Asie du Sud, elle est connue sous le nom de "Tata Game Boy". Il s'agit de la première console portable de la gamme Game Boy. Elle a été créée par Gunpei Yokoi et le département Recherche et Développement de Nintendo - les mêmes personnes qui avaient conçu la série Game & Watch ainsi que plusieurs jeux populaires pour la NES. La Game Boy était la deuxième console portable de Nintendo après la série Game & Watch lancée en 1980, et elle combinait les caractéristiques de la Nintendo Entertainment System et de la série Game & Watch. C'est également le premier jeu portable à utiliser des cartouches de jeux vidéo depuis la console portable Microvision de Milton Bradley. À l'origine, elle était livrée avec le jeu de puzzle Tetris. Malgré l'introduction de nombreuses autres consoles portables technologiquement supérieures, le Game Boy a connu un énorme succès. La Game Boy et la Game Boy Color combinées se sont vendues à 118,69 millions d'exemplaires dans le monde. Lors de sa sortie aux États-Unis, la totalité de la livraison d'un million d'unités a été vendue en l'espace de quelques semaines. + Portable + + + + + Il Game Boy è una console portatile per videogiochi a 8 bit sviluppata e prodotta da Nintendo. È stato rilasciato in Giappone il 21 aprile 1989, in Nord America nell'agosto 1989 e in Europa nel 1990. Nell'Asia meridionale è conosciuto come "Tata Game Boy". È la prima console portatile della linea Game Boy. È stata creata da Gunpei Yokoi e dal reparto Ricerca e Sviluppo di Nintendo, lo stesso staff che aveva progettato la serie Game & Watch e diversi giochi popolari per il NES. Il Game Boy fu la seconda console portatile di Nintendo dopo la serie Game & Watch, introdotta nel 1980, e combinava caratteristiche sia del Nintendo Entertainment System che del Game and Watch. È stato anche il primo gioco portatile a utilizzare cartucce di videogiochi dopo la console portatile Microvision di Milton Bradley. Inizialmente fu venduto in bundle con il rompicapo Tetris. Nonostante l'introduzione di molte altre console portatili tecnologicamente superiori, il Game Boy ebbe un enorme successo. Il Game Boy e il Game Boy Color insieme hanno venduto 118,69 milioni di unità in tutto il mondo. Al momento dell'uscita negli Stati Uniti, il Game Boy ha venduto l'intero carico di un milione di unità in poche settimane. + Portatile + + + + + De Game Boy is een 8-bit draagbare videogameconsole ontwikkeld en geproduceerd door Nintendo. Het spel werd uitgebracht in Japan op 21 april 1989, in Noord-Amerika in augustus 1989 en in Europa in 1990. In Zuid-Azië staat het bekend als de "Tata Game Boy". Het is de eerste draagbare console in de Game Boy-lijn. Hij is gemaakt door Gunpei Yokoi en Nintendo's Research and Development - dezelfde medewerkers die de Game & Watch-serie en verschillende populaire spellen voor de NES hadden ontworpen. De Game Boy was Nintendo's tweede draagbare systeem na de Game & Watch-serie die in 1980 werd geïntroduceerd, en het combineerde functies van zowel het Nintendo Entertainment System als Game & Watch. Het was ook het eerste draagbare spel dat gebruik maakte van videogamecartridges sinds de Microvision-handheldconsole van Milton Bradley. Het werd oorspronkelijk gebundeld met het puzzelspel Tetris. Ondanks de vele andere, technologisch superieure handheld consoles die tijdens zijn levensduur werden geïntroduceerd, was de Game Boy een enorm succes. De Game Boy en Game Boy Color zijn samen wereldwijd 118,69 miljoen keer verkocht. Bij de lancering in de Verenigde Staten was de hele lading van een miljoen stuks binnen enkele weken verkocht. + Draagbaar + + + + + Game Boy to 8-bitowa przenośna konsola do gier wideo opracowana i wyprodukowana przez Nintendo. Została wydana w Japonii 21 kwietnia 1989 roku, w Ameryce Północnej w sierpniu 1989 roku, a w Europie w 1990 roku. W południowej Azji znana jest jako "Tata Game Boy". Jest to pierwsza przenośna konsola z linii Game Boy. Została stworzona przez Gunpei Yokoi i dział badań i rozwoju Nintendo - ten sam personel, który zaprojektował serię Game & Watch, a także kilka popularnych gier na NES. Game Boy był drugim przenośnym systemem Nintendo po serii Game & Watch wprowadzonej w 1980 roku i łączył w sobie cechy zarówno Nintendo Entertainment System, jak i Game and Watch. Była to również pierwsza gra przenośna wykorzystująca kartridże z grami wideo od czasu przenośnej konsoli Microvision firmy Milton Bradley. Pierwotnie była ona sprzedawana w zestawie z grą logiczną Tetris. Pomimo wielu innych, technologicznie lepszych konsol przenośnych wprowadzonych w czasie jego życia, Game Boy odniósł ogromny sukces. Game Boy i Game Boy Color sprzedały się łącznie w liczbie 118,69 miliona sztuk na całym świecie. Po premierze w Stanach Zjednoczonych, w ciągu kilku tygodni sprzedał się w całości w liczbie miliona sztuk. + Przenośny + + + + + O Game Boy é um console de videogame portátil de 8 bits desenvolvido e fabricado pela Nintendo. Foi lançado no Japão em 21 de abril de 1989, na América do Norte em agosto de 1989 e na Europa em 1990. No sul da Ásia, é conhecido como "Tata Game Boy". É o primeiro console portátil da linha Game Boy. Foi criado por Gunpei Yokoi e pela equipe de Pesquisa e Desenvolvimento da Nintendo - a mesma equipe que projetou a série Game & Watch, bem como vários jogos populares para o NES. O Game Boy foi o segundo sistema portátil da Nintendo após a série Game & Watch, lançada em 1980, e combinava recursos do Nintendo Entertainment System e do Game and Watch. Foi também o primeiro jogo portátil a usar cartuchos de videogame desde o console portátil Microvision da Milton Bradley. Originalmente, foi empacotado com o jogo de quebra-cabeça Tetris. Apesar de muitos outros consoles portáteis tecnologicamente superiores terem sido lançados durante sua vida útil, o Game Boy foi um tremendo sucesso. O Game Boy e o Game Boy Color combinados venderam 118,69 milhões de unidades em todo o mundo. Quando foi lançado nos Estados Unidos, vendeu toda a remessa de um milhão de unidades em poucas semanas. + Portátil + + + + + Game Boy este o consolă portabilă de jocuri video pe 8 biți dezvoltată și fabricată de Nintendo. A fost lansată în Japonia pe 21 aprilie 1989, în America de Nord în august 1989, iar în Europa în 1990. În Asia de Sud, este cunoscut sub numele de "Tata Game Boy" Este prima consolă portabilă din linia Game Boy. A fost creată de Gunpei Yokoi și Cercetare și Dezvoltare Nintendo - același personal care a proiectat seria Game & Watch, precum și mai multe jocuri populare pentru NES. Game Boy a fost a doua consolă portabilă Nintendo, după seria Game & Watch introdusă în 1980, și a combinat caracteristici de la Nintendo Entertainment System și Game & Watch. A fost, de asemenea, primul joc portabil care a utilizat cartușe de jocuri video de la consola portabilă Microvision a lui Milton Bradley. Inițial a fost livrat împreună cu jocul de puzzle Tetris. În ciuda multor alte console portabile, superioare din punct de vedere tehnologic, introduse în timpul vieții sale, Game Boy a avut un succes extraordinar. Game Boy și Game Boy Color împreună au vândut 118,69 milioane de unități în întreaga lume. La lansarea sa în Statele Unite, Boy Boy Color a vândut întregul lot de un milion de unități în câteva săptămâni. + Portabil + + + + + Game Boy - это 8-битная портативная игровая приставка, разработанная и выпущенная компанией Nintendo. Она была выпущена в Японии 21 апреля 1989 года, в Северной Америке - в августе 1989 года, а в Европе - в 1990 году. В Южной Азии она известна как "Tata Game Boy". Это первая портативная консоль в линейке Game Boy. Она была создана Гунпеем Йокои и отделом исследований и разработок Nintendo - теми же сотрудниками, которые разработали серию Game & Watch, а также несколько популярных игр для NES. Game Boy стал второй портативной системой Nintendo после серии Game & Watch, представленной в 1980 году, и объединил в себе функции Nintendo Entertainment System и Game and Watch. Кроме того, это была первая портативная игра, использующая картриджи для видеоигр, со времен портативной консоли Microvision компании Milton Bradley. Изначально она поставлялась в комплекте с игрой-головоломкой Tetris. Несмотря на множество других, технологически более совершенных портативных консолей, появившихся за время существования Game Boy, она имела огромный успех. Game Boy и Game Boy Color вместе взятые были проданы по всему миру в количестве 118,69 миллиона штук. После выхода в США вся партия в один миллион экземпляров была продана в течение нескольких недель. + Портативный + + + + + Game Boy är en 8-bitars handhållen videospelskonsol som utvecklats och tillverkats av Nintendo. Den släpptes i Japan den 21 april 1989, i Nordamerika i augusti 1989 och i Europa 1990. I södra Asien är den känd som "Tata Game Boy" Det är den första handhållna konsolen i Game Boy-serien. Den skapades av Gunpei Yokoi och Nintendos Research and Development - samma personal som hade designat Game & Watch-serien samt flera populära spel för NES. Game Boy var Nintendos andra handhållna system efter Game & Watch-serien som introducerades 1980, och det kombinerade funktioner från både Nintendo Entertainment System och Game and Watch. Det var också det första handhållna spelet som använde videospelskassetter sedan Milton Bradleys handhållna konsol Microvision. Den levererades ursprungligen tillsammans med pusselspelet Tetris. Trots att många andra, tekniskt överlägsna handhållna konsoler introducerades under dess livstid blev Game Boy en enorm framgång. Game Boy och Game Boy Color har tillsammans sålts i 118,69 miljoner exemplar världen över. När den lanserades i USA såldes hela leveransen på en miljon enheter inom några veckor. + Bärbar + + + + + ゲームボーイは任天堂が開発・製造した8ビット携帯ゲーム機。日本では1989年4月21日に、北米では1989年8月に、ヨーロッパでは1990年に発売された。南アジアでは「タタ・ゲームボーイ」として知られている。横井軍平と任天堂の研究開発部-ゲーム&ウォッチシリーズやファミコン用の人気ゲームをデザインしたのと同じスタッフ-によって作られた。ゲームボーイは、1980年に発売されたゲーム&ウォッチシリーズに続く任天堂の2番目の携帯型システムで、ニンテンドーエンターテインメントシステムとゲーム&ウォッチの両方の特徴を併せ持っていた。また、ミルトン・ブラッドリーの携帯ゲーム機「マイクロビジョン」以来、ビデオゲームカートリッジを使用した初の携帯ゲーム機でもあった。当初はパズルゲーム『テトリス』が同梱されていた。ゲームボーイの存命中には、技術的に優れた他の携帯ゲーム機が数多く登場したにもかかわらず、ゲームボーイは大成功を収めた。ゲームボーイとゲームボーイ・カラーを合わせた全世界での販売台数は1億1869万台。米国での発売時には、100万台の出荷台数を数週間ですべて売り切った。 + ポータブル + + + + + 게임 보이는 닌텐도에서 개발 및 제조한 8비트 휴대용 비디오 게임기입니다. 1989년 4월 21일 일본, 1989년 8월 북미, 1990년 유럽에서 출시되었습니다. 남아시아에서는 "타타 게임보이"로 알려져 있으며, 게임보이 라인의 첫 번째 휴대용 콘솔입니다. Game & Watch 시리즈와 NES의 여러 인기 게임을 디자인한 요코이 군페이와 닌텐도의 연구 개발팀이 만들었습니다. 게임 보이는 1980년에 출시된 게임 & 워치 시리즈에 이은 닌텐도의 두 번째 휴대용 시스템으로, 닌텐도 엔터테인먼트 시스템과 게임 및 워치의 기능을 결합한 제품입니다. 또한 밀턴 브래들리의 마이크로비전 핸드헬드 콘솔 이후 비디오 게임 카트리지를 사용한 최초의 핸드헬드 게임기이기도 했습니다. 원래는 퍼즐 게임인 테트리스와 함께 번들로 제공되었습니다. 게임보이 출시 이후 기술적으로 뛰어난 다른 휴대용 콘솔이 많이 출시되었지만, 게임보이는 엄청난 성공을 거두었습니다. 게임 보이와 게임 보이 컬러는 전 세계적으로 1억 1,869만 대가 판매되었습니다. 미국에서는 출시되자마자 몇 주 만에 100만 대의 물량이 모두 판매되었습니다. + 휴대성 + + + + + Game Boy 是任天堂开发和制造的一款 8 位掌上视频游戏机。它于 1989 年 4 月 21 日在日本发布,1989 年 8 月在北美发布,1990 年在欧洲发布。在南亚,它被称为 "Tata Game Boy",是 Game Boy 系列的第一款掌上游戏机。它是由横井群平(Gunpei Yokoi)和任天堂研发部门设计的。Game Boy 是任天堂继 1980 年推出 Game & Watch 系列之后的第二款掌上系统,它融合了任天堂娱乐系统和 Game and Watch 的功能。它也是自 Milton Bradley 的 Microvision 掌上游戏机以来第一款使用视频游戏盒的掌上游戏。它最初与益智游戏《俄罗斯方块》捆绑在一起。尽管在其生命周期内推出了许多其他技术更优越的掌上游戏机,但 Game Boy 还是获得了巨大的成功。Game Boy 和 Game Boy Color 的全球总销量达到 1.1869 亿台。在美国发售时,几周内就售出了全部 100 万台。 + 便携式 + + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/gc.xml b/themes/linear-es-de/system/metadata/gc.xml index cdc19b668..4d57065fd 100644 --- a/themes/linear-es-de/system/metadata/gc.xml +++ b/themes/linear-es-de/system/metadata/gc.xml @@ -1,9 +1,9 @@ - + GameCube The Nintendo GameCube is a home video game console released by Nintendo in Japan and North America in 2001 and in PAL territories in 2002. The GameCube is Nintendo's entry in the sixth generation of video game consoles and is the successor to their previous console, the Nintendo 64. The GameCube competed with Sony's PlayStation 2 and Microsoft's Xbox. - The GameCube is the first Nintendo console to use optical discs as its primary storage medium. The discs are in a miniDVD-based format but the system was not designed to play full-sized DVDs or audio CDs unlike its competitors, and mainly focused on gaming instead. The console supports limited online gaming for a small number of games via a GameCube broadband or modem adapter and can connect to a Game Boy Advance with a link cable, which allows players to access exclusive in-game features using the handheld as a second screen and controller like a Wii U. +The GameCube is the first Nintendo console to use optical discs as its primary storage medium. The discs are in a miniDVD-based format but the system was not designed to play full-sized DVDs or audio CDs unlike its competitors, and mainly focused on gaming instead. The console supports limited online gaming for a small number of games via a GameCube broadband or modem adapter and can connect to a Game Boy Advance with a link cable, which allows players to access exclusive in-game features using the handheld as a second screen and controller like a Wii U. Nintendo 2001 2001-08-14 @@ -15,10 +15,118 @@ 524C82 CBC9E0 1E1C11 + 1-1 + + + La Nintendo Gamecube és una consola de videojocs a casa llançada per Nintendo a Japó i Amèrica del Nord el 2001 i als territoris PAL el 2002. El Gamecube és l’entrada de Nintendo a la sisena generació de consoles de videojocs i és el successor de la seva consola anterior, la Nintendo, la Nintendo64. El GameCube va competir amb PlayStation 2 de Sony i Microsoft's Xbox. + +El GameCube és la primera consola de Nintendo a utilitzar discos òptics com a mitjà d'emmagatzematge principal. Els discos es troben en un format basat en MINIDVD, però el sistema no va ser dissenyat per reproduir DVD de mida completa o CD d'àudio a diferència dels seus competidors i es va centrar principalment en el joc. La consola admet un joc en línia limitat per a un nombre reduït de jocs mitjançant un adaptador de banda ampla o mòdem GameCube i pot connectar-se a un Game Boy Advance amb un cable d’enllaç, que permet als jugadors accedir a funcions exclusives del joc mitjançant el Handheld com a segona pantalla icontrolador com un wii U. + Console + + + + + Der Nintendo GameCube ist eine Videospielkonsole für den Heimgebrauch, die von Nintendo 2001 in Japan und Nordamerika und 2002 in PAL-Gebieten auf den Markt gebracht wurde. Der GameCube ist Nintendos Einstieg in die sechste Generation von Videospielkonsolen und ist der Nachfolger der vorherigen Konsole, des Nintendo 64. Der GameCube konkurrierte mit der PlayStation 2 von Sony und der Xbox von Microsoft. + +Der GameCube ist die erste Nintendo-Konsole, die optische Discs als primäres Speichermedium verwendet. Die Discs sind in einem miniDVD-basierten Format, aber das System wurde im Gegensatz zu seinen Konkurrenten nicht zum Abspielen von DVDs oder Audio-CDs in voller Größe entwickelt und konzentrierte sich stattdessen auf das Spielen. Die Konsole unterstützt begrenztes Online-Gaming für eine kleine Anzahl von Spielen über einen GameCube-Breitband- oder -Modemadapter und kann mit einem Link-Kabel an einen Game Boy Advance angeschlossen werden, was es den Spielern ermöglicht, auf exklusive In-Game-Funktionen zuzugreifen, indem sie den Handheld als zweiten Bildschirm und Controller wie eine Wii U verwenden. + Konsole + + + + + La Nintendo GameCube es una videoconsola doméstica lanzada por Nintendo en Japón y Norteamérica en 2001 y en territorios PAL en 2002. La GameCube es la entrada de Nintendo en la sexta generación de consolas de videojuegos y es la sucesora de su anterior consola, la Nintendo 64. La GameCube compitió con la PlayStation 2 de Sony y la Xbox de Microsoft. La GameCube compitió con la PlayStation 2 de Sony y la Xbox de Microsoft. + +La GameCube es la primera consola de Nintendo que utiliza discos ópticos como principal medio de almacenamiento. Los discos tienen un formato basado en miniDVD, pero la consola no se diseñó para reproducir DVD de tamaño completo ni CD de audio, como sus competidoras, y se centró principalmente en los juegos. La consola admite un número limitado de juegos en línea a través de un adaptador de banda ancha o módem para GameCube y puede conectarse a una Game Boy Advance con un cable de enlace, lo que permite a los jugadores acceder a funciones exclusivas del juego utilizando la consola portátil como segunda pantalla y mando, al igual que una Wii U. + Consola + + + + + La Nintendo GameCube est une console de jeux vidéo de salon commercialisée par Nintendo au Japon et en Amérique du Nord en 2001 et dans les territoires PAL en 2002. La GameCube est l'entrée de Nintendo dans la sixième génération de consoles de jeux vidéo et le successeur de la console précédente, la Nintendo 64. La GameCube était en concurrence avec la PlayStation 2 de Sony et la Xbox de Microsoft. + +La GameCube est la première console Nintendo à utiliser des disques optiques comme principal support de stockage. Les disques sont au format miniDVD, mais la console n'a pas été conçue pour lire des DVD ou des CD audio de taille normale, contrairement à ses concurrents, et s'est plutôt concentrée sur les jeux. La console prend en charge un nombre limité de jeux en ligne via un adaptateur modem ou large bande GameCube et peut se connecter à un Game Boy Advance à l'aide d'un câble de liaison, ce qui permet aux joueurs d'accéder à des fonctions exclusives en jeu en utilisant l'ordinateur de poche comme second écran et manette, à l'instar d'une Wii U. + Console + + + + + Il Nintendo GameCube è una console per videogiochi domestica pubblicata da Nintendo in Giappone e Nord America nel 2001 e nei territori PAL nel 2002. Il GameCube rappresenta l'ingresso di Nintendo nella sesta generazione di console per videogiochi ed è il successore della console precedente, il Nintendo 64. Il GameCube ha fatto concorrenza alla PlayStation 2 di Sony e alla Xbox di Microsoft. + +Il GameCube è la prima console Nintendo a utilizzare dischi ottici come supporto di memorizzazione principale. I dischi sono in formato miniDVD, ma la console non è stata progettata per riprodurre DVD o CD audio a grandezza naturale, a differenza dei suoi concorrenti, e si è concentrata principalmente sul gioco. La console supporta un numero limitato di giochi online tramite un adattatore GameCube a banda larga o modem e può essere collegata a un Game Boy Advance con un cavo di collegamento, che consente ai giocatori di accedere a funzioni esclusive del gioco utilizzando il palmare come secondo schermo e controller come una Wii U. + Console + + + + + De Nintendo GameCube is een videogameconsole voor thuisgebruik die in 2001 door Nintendo werd uitgebracht in Japan en Noord-Amerika en in 2002 in PAL-gebieden. De GameCube is Nintendo's entree in de zesde generatie videogameconsoles en is de opvolger van hun vorige console, de Nintendo 64. De GameCube concurreerde met Sony's PlayStation 2 en Microsoft's Xbox. + +De GameCube is de eerste Nintendo-console die optische schijven gebruikt als primair opslagmedium. De schijven zijn in een miniDVD-gebaseerd formaat, maar het systeem was niet ontworpen om full-sized DVD's of audio CD's af te spelen, in tegenstelling tot zijn concurrenten, en richtte zich voornamelijk op gaming. Het systeem ondersteunt beperkt online gamen voor een klein aantal spellen via een GameCube breedband- of modemadapter en kan worden aangesloten op een Game Boy Advance met een linkkabel, waardoor spelers toegang krijgen tot exclusieve functies in het spel door de handheld te gebruiken als een tweede scherm en controller, zoals bij een Wii U. + Console + + + + + Nintendo GameCube to domowa konsola do gier wideo wydana przez Nintendo w Japonii i Ameryce Północnej w 2001 roku oraz na terytoriach PAL w 2002 roku. GameCube to wejście Nintendo do szóstej generacji konsol do gier wideo i jest następcą ich poprzedniej konsoli, Nintendo 64. GameCube konkurował z konsolami PlayStation 2 firmy Sony i Xbox firmy Microsoft. + +GameCube jest pierwszą konsolą Nintendo, która wykorzystuje dyski optyczne jako główny nośnik pamięci. Dyski są w formacie miniDVD, ale system nie został zaprojektowany do odtwarzania pełnowymiarowych płyt DVD lub audio CD, w przeciwieństwie do swoich konkurentów, i skupiał się głównie na grach. Konsola obsługuje ograniczoną liczbę gier online dla niewielkiej liczby gier za pośrednictwem adaptera szerokopasmowego lub modemu GameCube i może łączyć się z Game Boy Advance za pomocą kabla łączącego, który umożliwia graczom dostęp do ekskluzywnych funkcji w grze przy użyciu handhelda jako drugiego ekranu i kontrolera, takiego jak Wii U. + Konsola + + + + + O Nintendo GameCube é um console de videogame doméstico lançado pela Nintendo no Japão e na América do Norte em 2001 e nos territórios PAL em 2002. O GameCube é a entrada da Nintendo na sexta geração de consoles de videogame e é o sucessor do console anterior, o Nintendo 64. O GameCube competiu com o PlayStation 2 da Sony e o Xbox da Microsoft. + +O GameCube é o primeiro console da Nintendo a usar discos ópticos como seu principal meio de armazenamento. Os discos estão em um formato baseado em miniDVD, mas o sistema não foi projetado para reproduzir DVDs de tamanho normal ou CDs de áudio, ao contrário de seus concorrentes, e se concentrou principalmente em jogos. O console suporta jogos on-line limitados para um pequeno número de jogos por meio de um adaptador de banda larga ou modem GameCube e pode se conectar a um Game Boy Advance com um cabo de conexão, o que permite que os jogadores acessem recursos exclusivos do jogo usando o dispositivo portátil como uma segunda tela e controle, como um Wii U. + Console + + + + + Nintendo GameCube este o consolă de jocuri video pentru acasă lansată de Nintendo în Japonia și America de Nord în 2001 și în teritoriile PAL în 2002. GameCube este intrarea Nintendo în a șasea generație de console de jocuri video și este succesorul consolei lor anterioare, Nintendo 64. GameCube a concurat cu PlayStation 2 de la Sony și Xbox de la Microsoft. + +GameCube este prima consolă Nintendo care utilizează discuri optice ca mediu principal de stocare. Discurile sunt în format miniDVD, dar consola nu a fost concepută pentru a reda DVD-uri de dimensiuni normale sau CD-uri audio, spre deosebire de concurenții săi, și s-a axat în principal pe jocuri. Consola acceptă jocuri online limitate pentru un număr mic de jocuri prin intermediul unui adaptor GameCube de bandă largă sau modem și se poate conecta la un Game Boy Advance cu un cablu de legătură, ceea ce permite jucătorilor să acceseze funcții exclusive în jocuri folosind consola portabilă ca un al doilea ecran și controler, precum un Wii U. + Consolă + + + + + Nintendo GameCube - домашняя игровая приставка, выпущенная компанией Nintendo в Японии и Северной Америке в 2001 году, а в странах PAL - в 2002 году. GameCube является представителем шестого поколения игровых приставок Nintendo и преемником предыдущей консоли, Nintendo 64. GameCube конкурировала с PlayStation 2 от Sony и Xbox от Microsoft. + +GameCube - первая консоль Nintendo, в которой в качестве основного носителя информации используются оптические диски. Диски имеют формат miniDVD, но в отличие от своих конкурентов консоль не предназначалась для воспроизведения полноразмерных DVD или аудио CD, а была ориентирована в основном на игры. Консоль поддерживает ограниченный онлайн-гейминг для небольшого количества игр через широкополосный или модемный адаптер GameCube и может подключаться к Game Boy Advance с помощью соединительного кабеля, что позволяет игрокам получать доступ к эксклюзивным игровым функциям, используя портативную консоль в качестве второго экрана и контроллера, как Wii U. + Консоль + + + Nintendo GameCube är en hemkonsol för videospel som släpptes av Nintendo i Japan och Nordamerika 2001 och i PAL-områden 2002. GameCube är Nintendos inträde i den sjätte generationen av videospelskonsoler och är efterföljaren till deras tidigare konsol, Nintendo 64. GameCube konkurrerade med Sonys PlayStation 2 och Microsofts Xbox. + +GameCube är den första Nintendo-konsolen som använder optiska skivor som sitt primära lagringsmedium. Skivorna är i ett miniDVD-baserat format men systemet var inte utformat för att spela fullstora DVD-skivor eller ljud-CD-skivor till skillnad från sina konkurrenter, utan fokuserade främst på spel istället. Konsolen stöder begränsat onlinespelande för ett litet antal spel via en GameCube bredbands- eller modemadapter och kan anslutas till en Game Boy Advance med en länkkabel, vilket gör att spelarna kan få tillgång till exklusiva funktioner i spelet genom att använda handenheten som en andra skärm och handkontroll som en Wii U. Konsol + + + ニンテンドーゲームキューブは、任天堂が2001年に日本と北米で、2002年にPAL地域で発売した家庭用ゲーム機である。ゲームキューブは任天堂の第6世代ビデオゲーム機への参入であり、以前のゲーム機であるNINTENDO64の後継機である。ゲームキューブはソニーのプレイステーション2とマイクロソフトのXboxと競合した。 + +ゲームキューブは、主記憶媒体として光ディスクを採用した任天堂初のゲーム機である。ディスクはminiDVDベースのフォーマットだが、競合他社とは異なり、フルサイズのDVDやオーディオCDを再生するようには設計されておらず、代わりにゲームに主眼を置いていた。また、ゲームボーイアドバンスとリンクケーブルで接続することができ、ゲームボーイアドバンスをWii Uのようなセカンドスクリーンやコントローラーとして使用することで、専用のゲーム内機能にアクセスすることができる。 + コンソール + + + + + 닌텐도 게임큐브는 닌텐도가 2001년 일본과 북미에서, 2002년 PAL 지역에서 출시한 가정용 비디오 게임 콘솔입니다. 게임큐브는 닌텐도의 6세대 비디오 게임 콘솔로, 이전 콘솔인 닌텐도 64의 후속작입니다. 게임큐브는 소니의 플레이스테이션 2와 마이크로소프트의 엑스박스와 경쟁했습니다. + +게임큐브는 광 디스크를 기본 저장 매체로 사용한 최초의 닌텐도 콘솔입니다. 디스크는 미니DVD 기반 형식이지만 경쟁사와 달리 풀 사이즈 DVD나 오디오 CD를 재생하도록 설계되지 않았고, 대신 주로 게임에 중점을 두었습니다. 이 콘솔은 GameCube 광대역 또는 모뎀 어댑터를 통해 소수의 게임에 대한 제한된 온라인 게임을 지원하며, 링크 케이블로 Game Boy Advance에 연결하면 플레이어가 핸드헬드를 Wii U처럼 세컨드 스크린 및 컨트롤러로 사용하여 게임 내 독점 기능에 액세스할 수 있습니다. + 콘솔 + + + + + 任天堂 GameCube 是任天堂于 2001 年在日本和北美地区推出的家用视频游戏机,2002 年在 PAL 地区推出。GameCube 是任天堂推出的第六代视频游戏机,也是上一代游戏机任天堂 64 的后继机。GameCube 与索尼的 PlayStation 2 和微软的 Xbox 竞争。 + +GameCube 是任天堂第一款使用光盘作为主要存储介质的游戏机。光盘采用迷你 DVD 格式,但与竞争对手不同的是,该系统并不设计用于播放全尺寸 DVD 或音频 CD,而是主要侧重于游戏。该游戏机通过 GameCube 宽带或调制解调器适配器支持少量游戏的有限在线游戏,并可通过连接线与 Game Boy Advance 连接,这样玩家就可以像 Wii U 一样将手持设备作为第二屏幕和控制器来访问独有的游戏功能。 + 控制台 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/genesis.xml b/themes/linear-es-de/system/metadata/genesis.xml index 02aa8a85b..1783d1e3f 100644 --- a/themes/linear-es-de/system/metadata/genesis.xml +++ b/themes/linear-es-de/system/metadata/genesis.xml @@ -1,4 +1,4 @@ - + Sega Genesis The Sega Genesis, known as the Mega Drive in most regions outside North America, is a 16-bit home video game console which was developed and sold by Sega Enterprises, Ltd. The Genesis was Sega's third console and the successor to the Master System. Sega first released the console as the Mega Drive in Japan in 1988, followed by a North American debut under the Genesis moniker in 1989. In 1990, the console was distributed as the Mega Drive by Virgin Mastertronic in Europe, by Ozisoft in Australasia, and by Tec Toy in Brazil. In South Korea, the systems were distributed by Samsung and were known as the Super Gam*Boy, and later the Super Aladdin Boy. The main microprocessor of the Genesis is a 16/32-bit Motorola 68000 CPU clocked at 7.6 MHz. The console also includes a Zilog Z80 sub-processor, which was mainly used to control the sound hardware and also provides backwards compatibility with the Master System. @@ -13,10 +13,90 @@ 488277 3E64AE 811B15 + 112-67 + + + El Sega Genesis, conegut com el Mega Drive a la majoria de regions de fora d’Amèrica del Nord, és una consola de videojocs a casa de 16 bits que va ser desenvolupada i venuda per Sega Enterprises, Ltd. El Genesis va ser la tercera consola de Sega i el successor del sistema mestre. Sega va llançar per primera vegada la consola com a Mega Drive al Japó el 1988, seguida d'un debut nord -americà sota el Genesis Moniker el 1989. El 1990, la consola es va distribuir com a Mega Drive per Virgin Mastertronic a Europa, per Ozisoft a Australàsia ide Tec Toy al Brasil. A Corea del Sud, els sistemes van ser distribuïts per Samsung i eren coneguts com el Super Gam*Boy, i més tard el Super Aladdin Boy. El microprocessador principal del Gènesi és una CPU de 16/32 bits de 68000 CPU amb 7,6 MHz. La consola també inclou un subprocessador Zilog Z80, que es va utilitzar principalment per controlar el maquinari de so i també proporciona una compatibilitat enrere amb el sistema mestre. + Console + + + + + Der Sega Genesis, in den meisten Regionen außerhalb Nordamerikas als Mega Drive bekannt, ist eine 16-Bit-Videospielkonsole für den Heimgebrauch, die von Sega Enterprises, Ltd. entwickelt und verkauft wurde. Die Genesis war die dritte Konsole von Sega und der Nachfolger des Master Systems. Sega brachte die Konsole 1988 zunächst als Mega Drive in Japan auf den Markt, 1989 folgte das Debüt in Nordamerika unter dem Namen Genesis. 1990 wurde die Konsole als Mega Drive von Virgin Mastertronic in Europa, von Ozisoft in Australasien und von Tec Toy in Brasilien vertrieben. In Südkorea wurden die Systeme von Samsung vertrieben und waren als Super Gam*Boy und später als Super Aladdin Boy bekannt. Der Hauptmikroprozessor der Genesis ist ein 16/32-Bit Motorola 68000 CPU mit einer Taktfrequenz von 7,6 MHz. Die Konsole enthält auch einen Zilog Z80-Subprozessor, der hauptsächlich zur Steuerung der Sound-Hardware verwendet wurde und außerdem Abwärtskompatibilität mit dem Master System bietet. + Konsole + + + + + La Sega Genesis, conocida como Mega Drive en la mayoría de las regiones fuera de Norteamérica, es una videoconsola doméstica de 16 bits desarrollada y comercializada por Sega Enterprises, Ltd. (SCE). La Genesis fue la tercera consola de Sega y la sucesora de la Master System. Sega lanzó por primera vez la consola como Mega Drive en Japón en 1988, y en 1989 debutó en Norteamérica con el nombre de Genesis. En 1990, la consola fue distribuida como Mega Drive por Virgin Mastertronic en Europa, por Ozisoft en Australasia y por Tec Toy en Brasil. En Corea del Sur, los sistemas fueron distribuidos por Samsung y se conocieron como Super Gam*Boy y, más tarde, Super Aladdin Boy. El microprocesador principal de la Genesis es una CPU Motorola 68000 de 16/32 bits a 7,6 MHz. La consola también incluye un subprocesador Zilog Z80, que se utilizaba principalmente para controlar el hardware de sonido y también proporciona compatibilidad con la Master System. + Consola + + + + + La Sega Genesis, connue sous le nom de Mega Drive dans la plupart des régions en dehors de l'Amérique du Nord, est une console de jeux vidéo de salon 16 bits développée et vendue par Sega Enterprises, Ltd. La Genesis était la troisième console de Sega et le successeur du Master System. Sega a d'abord commercialisé la console sous le nom de Mega Drive au Japon en 1988, puis en Amérique du Nord sous le nom de Genesis en 1989. En 1990, la console a été distribuée sous le nom de Mega Drive par Virgin Mastertronic en Europe, par Ozisoft en Australasie et par Tec Toy au Brésil. En Corée du Sud, les systèmes ont été distribués par Samsung et étaient connus sous le nom de Super Gam*Boy, puis Super Aladdin Boy. Le microprocesseur principal de la Genesis est un processeur Motorola 68000 16/32 bits cadencé à 7,6 MHz. La console comprend également un sous-processeur Zilog Z80, qui était principalement utilisé pour contrôler le matériel audio et qui assure également la rétrocompatibilité avec le Master System. + Console + + + + + Il Sega Genesis, noto come Mega Drive nella maggior parte delle regioni al di fuori del Nord America, è una console per videogiochi domestica a 16 bit sviluppata e venduta dalla Sega Enterprises, Ltd. Il Genesis è stata la terza console di Sega e il successore del Master System. La console è stata distribuita per la prima volta come Mega Drive in Giappone nel 1988, seguita da un debutto in Nord America con il nome Genesis nel 1989. Nel 1990, la console fu distribuita come Mega Drive da Virgin Mastertronic in Europa, da Ozisoft in Australasia e da Tec Toy in Brasile. In Corea del Sud, i sistemi furono distribuiti da Samsung e furono conosciuti come Super Gam*Boy e successivamente Super Aladdin Boy. Il microprocessore principale del Genesis è una CPU Motorola 68000 a 16/32 bit con clock a 7,6 MHz. La console include anche un sottoprocessore Zilog Z80, utilizzato principalmente per controllare l'hardware audio e per garantire la retrocompatibilità con il Master System. + Console + + + + + De Sega Genesis, bekend als de Mega Drive in de meeste regio's buiten Noord-Amerika, is een 16-bit videogameconsole voor thuisgebruik die werd ontwikkeld en verkocht door Sega Enterprises, Ltd.. De Genesis was de derde console van Sega en de opvolger van het Master System. Sega bracht de console voor het eerst uit als de Mega Drive in Japan in 1988, gevolgd door een Noord-Amerikaans debuut onder de naam Genesis in 1989. In 1990 werd de console gedistribueerd als de Mega Drive door Virgin Mastertronic in Europa, door Ozisoft in Australië en door Tec Toy in Brazilië. In Zuid-Korea werden de systemen verdeeld door Samsung en stonden ze bekend als de Super Gam*Boy en later de Super Aladdin Boy. De belangrijkste microprocessor van de Genesis is een 16/32-bit Motorola 68000 CPU geklokt op 7,6 MHz. De console bevat ook een Zilog Z80 subprocessor, die voornamelijk werd gebruikt om de geluidshardware aan te sturen en die ook achterwaartse compatibiliteit met het Master System biedt. + Console + + + + + Sega Genesis, znana jako Mega Drive w większości regionów poza Ameryką Północną, to 16-bitowa domowa konsola do gier wideo, która została opracowana i sprzedawana przez Sega Enterprises, Ltd.. Genesis była trzecią konsolą firmy Sega i następcą Master System. Sega po raz pierwszy wydała konsolę jako Mega Drive w Japonii w 1988 roku, a następnie zadebiutowała w Ameryce Północnej pod nazwą Genesis w 1989 roku. W 1990 roku konsola była dystrybuowana jako Mega Drive przez Virgin Mastertronic w Europie, przez Ozisoft w Australazji i przez Tec Toy w Brazylii. W Korei Południowej systemy były dystrybuowane przez Samsunga i były znane jako Super Gam*Boy, a później Super Aladdin Boy. Głównym mikroprocesorem Genesis jest 16/32-bitowy procesor Motorola 68000 taktowany zegarem 7,6 MHz. Konsola zawiera również podprocesor Zilog Z80, który był używany głównie do sterowania sprzętem dźwiękowym, a także zapewnia wsteczną kompatybilność z Master System. + Konsola + + + + + O Sega Genesis, conhecido como Mega Drive na maioria das regiões fora da América do Norte, é um console de videogame doméstico de 16 bits que foi desenvolvido e vendido pela Sega Enterprises, Ltd. O Genesis foi o terceiro console da Sega e o sucessor do Master System. A Sega lançou o console pela primeira vez como Mega Drive no Japão em 1988, seguido de uma estreia na América do Norte com o nome Genesis em 1989. Em 1990, o console foi distribuído como Mega Drive pela Virgin Mastertronic na Europa, pela Ozisoft na Australásia e pela Tec Toy no Brasil. Na Coreia do Sul, os sistemas foram distribuídos pela Samsung e eram conhecidos como Super Gam*Boy e, posteriormente, como Super Aladdin Boy. O microprocessador principal do Genesis é uma CPU Motorola 68000 de 16/32 bits com clock de 7,6 MHz. O console também inclui um subprocessador Zilog Z80, que foi usado principalmente para controlar o hardware de som e também oferece compatibilidade com versões anteriores do Master System. + Console + + + + + Sega Genesis, cunoscută sub numele de Mega Drive în majoritatea regiunilor din afara Americii de Nord, este o consolă de jocuri video pe 16 biți care a fost dezvoltată și vândută de Sega Enterprises, Ltd. Genesis a fost a treia consolă Sega și succesoarea Master System. Sega a lansat prima dată consola ca Mega Drive în Japonia în 1988, urmată de un debut în America de Nord sub denumirea Genesis în 1989. În 1990, consola a fost distribuită ca Mega Drive de Virgin Mastertronic în Europa, de Ozisoft în Australasia și de Tec Toy în Brazilia. În Coreea de Sud, sistemele au fost distribuite de Samsung și erau cunoscute sub numele de Super Gam*Boy, iar mai târziu Super Aladdin Boy. Microprocesorul principal al Genesis este un CPU Motorola 68000 pe 16/32 de biți tactat la 7,6 MHz. Consola include, de asemenea, un subprocesor Zilog Z80, care a fost folosit în principal pentru a controla hardware-ul de sunet și oferă, de asemenea, compatibilitate retroactivă cu Master System. + Consolă + + + + + Sega Genesis, известная как Mega Drive в большинстве регионов за пределами Северной Америки, - это 16-битная домашняя игровая приставка, разработанная и продаваемая компанией Sega Enterprises, Ltd. Genesis стала третьей консолью Sega и преемницей Master System. Впервые Sega выпустила консоль под названием Mega Drive в Японии в 1988 году, а в 1989 году состоялся североамериканский дебют под названием Genesis. В 1990 году консоль распространялась как Mega Drive компанией Virgin Mastertronic в Европе, Ozisoft в Австралазии и Tec Toy в Бразилии. В Южной Корее консоли распространялись компанией Samsung и были известны как Super Gam*Boy, а позже - Super Aladdin Boy. Основным микропроцессором Genesis является 16/32-битный процессор Motorola 68000, работающий на частоте 7,6 МГц. Консоль также оснащена субпроцессором Zilog Z80, который использовался в основном для управления звуковым оборудованием, а также обеспечивает обратную совместимость с Master System. + Консоль + + + Sega Genesis, känd som Mega Drive i de flesta regioner utanför Nordamerika, är en 16-bitars hemkonsol för videospel som utvecklades och såldes av Sega Enterprises, Ltd. Genesis var Segas tredje konsol och efterföljaren till Master System. Sega släppte konsolen först som Mega Drive i Japan 1988, följt av en nordamerikansk debut under namnet Genesis 1989. Under 1990 distribuerades konsolen som Mega Drive av Virgin Mastertronic i Europa, av Ozisoft i Australasien och av Tec Toy i Brasilien. I Sydkorea distribuerades systemen av Samsung och var kända som Super Gam*Boy, och senare Super Aladdin Boy. Huvudmikroprocessorn i Genesis är en 16/32-bitars Motorola 68000 CPU med en klockfrekvens på 7,6 MHz. Konsolen innehåller också en Zilog Z80-subprocessor, som främst användes för att styra ljudhårdvaran och som också ger bakåtkompatibilitet med Master System. Konsol + + + セガ・ジェネシス(北米以外のほとんどの地域ではメガドライブとして知られている)は、セガ・エンタープライゼス社が開発・販売した16ビットの家庭用ゲーム機である。ジェネシスはセガにとって3番目のゲーム機であり、マスターシステムの後継機である。1988年に日本でメガドライブとして発売され、1989年に北米でジェネシスとして発売された。1990年、ヨーロッパではヴァージン・マスタートロニック社、オーストラレーシアではオジソフト社、ブラジルではテック・トイ社からメガドライブとして発売された。韓国ではサムスンからスーパーガムボーイ、後にスーパーアラジンボーイとして販売された。ジェネシスのメイン・マイクロプロセッサは、7.6MHzの16/32ビット・モトローラ68000 CPUである。このゲーム機にはZilog Z80サブプロセッサーも搭載されており、主にサウンドハードウェアの制御に使用され、マスターシステムとの後方互換性も提供した。 + コンソール + + + + + 북미 외 대부분의 지역에서 메가 드라이브라고 알려진 세가 제네시스는 세가 엔터프라이즈에서 개발 및 판매한 16비트 가정용 비디오 게임 콘솔입니다. 제네시스는 세가의 세 번째 콘솔이자 마스터 시스템의 후속작입니다. 세가는 1988년 일본에서 메가 드라이브라는 이름으로 콘솔을 처음 출시한 후 1989년 제네시스라는 이름으로 북미에 데뷔했습니다. 1990년에는 유럽에서는 버진 마스터트로닉, 오스트랄라시아에서는 오지소프트, 브라질에서는 테크 토이가 메가 드라이브라는 이름으로 콘솔을 유통했습니다. 한국에서는 삼성에서 이 시스템을 배포하여 슈퍼 감*보이, 이후에는 슈퍼 알라딘 보이로 알려졌습니다. 제네시스의 메인 마이크로프로세서는 7.6MHz로 클럭된 16/32비트 모토로라 68000 CPU입니다. 콘솔에는 주로 사운드 하드웨어를 제어하는 데 사용되며 마스터 시스템과의 하위 호환성을 제공하는 Zilog Z80 서브 프로세서도 포함되어 있습니다. + 콘솔 + + + + + 世嘉 Genesis(在北美以外的大多数地区称为 Mega Drive)是世嘉企业有限公司(Sega Enterprises, Ltd.)开发和销售的一款 16 位家用视频游戏机。Genesis 是世嘉的第三款游戏机,也是 Master System 的后继机。1988 年,世嘉首次在日本以 Mega Drive 的名义发布了这款游戏机,随后于 1989 年在北美以 Genesis 的名称首次亮相。1990 年,该控制台作为 Mega Drive 在欧洲由 Virgin Mastertronic 代理,在澳大拉西亚由 Ozisoft 代理,在巴西由 Tec Toy 代理。在韩国,该系统由三星经销,被称为超级 Gam*Boy,后来又被称为超级阿拉丁男孩。Genesis 的主微处理器是一个 16/32 位摩托罗拉 68000 CPU,时钟频率为 7.6 MHz。控制台还包括一个 Zilog Z80 子处理器,主要用于控制音效硬件,并提供与 Master System 的向后兼容性。 + 控制台 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/genh.xml b/themes/linear-es-de/system/metadata/genh.xml new file mode 100644 index 000000000..e7eaaf931 --- /dev/null +++ b/themes/linear-es-de/system/metadata/genh.xml @@ -0,0 +1,102 @@ + + + Sega Genesis Hacks + The Sega Genesis, known as the Mega Drive in most regions outside North America, is a 16-bit home video game console which was developed and sold by Sega Enterprises, Ltd. The Genesis was Sega's third console and the successor to the Master System. Sega first released the console as the Mega Drive in Japan in 1988, followed by a North American debut under the Genesis moniker in 1989. In 1990, the console was distributed as the Mega Drive by Virgin Mastertronic in Europe, by Ozisoft in Australasia, and by Tec Toy in Brazil. In South Korea, the systems were distributed by Samsung and were known as the Super Gam*Boy, and later the Super Aladdin Boy. The main microprocessor of the Genesis is a 16/32-bit Motorola 68000 CPU clocked at 7.6 MHz. The console also includes a Zilog Z80 sub-processor, which was mainly used to control the sound hardware and also provides backwards compatibility with the Master System. + Sega + 1989 + 1989-08-14 + August 14, 1989 + Console + 243-340 + B52D2E + D2D2D2 + 488277 + 3E64AE + 811B15 + 112-67 + + + + El Sega Genesis, conegut com el Mega Drive a la majoria de regions de fora d’Amèrica del Nord, és una consola de videojocs a casa de 16 bits que va ser desenvolupada i venuda per Sega Enterprises, Ltd. El Genesis va ser la tercera consola de Sega i el successor del sistema mestre. Sega va llançar per primera vegada la consola com a Mega Drive al Japó el 1988, seguida d'un debut nord -americà sota el Genesis Moniker el 1989. El 1990, la consola es va distribuir com a Mega Drive per Virgin Mastertronic a Europa, per Ozisoft a Australàsia ide Tec Toy al Brasil. A Corea del Sud, els sistemes van ser distribuïts per Samsung i eren coneguts com el Super Gam*Boy, i més tard el Super Aladdin Boy. El microprocessador principal del Gènesi és una CPU de 16/32 bits de 68000 CPU amb 7,6 MHz. La consola també inclou un subprocessador Zilog Z80, que es va utilitzar principalment per controlar el maquinari de so i també proporciona una compatibilitat enrere amb el sistema mestre. + Console + + + + + Der Sega Genesis, in den meisten Regionen außerhalb Nordamerikas als Mega Drive bekannt, ist eine 16-Bit-Videospielkonsole für den Heimgebrauch, die von Sega Enterprises, Ltd. entwickelt und verkauft wurde. Die Genesis war die dritte Konsole von Sega und der Nachfolger des Master Systems. Sega brachte die Konsole 1988 zunächst als Mega Drive in Japan auf den Markt, 1989 folgte das Debüt in Nordamerika unter dem Namen Genesis. 1990 wurde die Konsole als Mega Drive von Virgin Mastertronic in Europa, von Ozisoft in Australasien und von Tec Toy in Brasilien vertrieben. In Südkorea wurden die Systeme von Samsung vertrieben und waren als Super Gam*Boy und später als Super Aladdin Boy bekannt. Der Hauptmikroprozessor der Genesis ist ein 16/32-Bit Motorola 68000 CPU mit einer Taktfrequenz von 7,6 MHz. Die Konsole enthält auch einen Zilog Z80-Subprozessor, der hauptsächlich zur Steuerung der Sound-Hardware verwendet wurde und außerdem Abwärtskompatibilität mit dem Master System bietet. + Konsole + + + + + La Sega Genesis, conocida como Mega Drive en la mayoría de las regiones fuera de Norteamérica, es una videoconsola doméstica de 16 bits desarrollada y comercializada por Sega Enterprises, Ltd. (SCE). La Genesis fue la tercera consola de Sega y la sucesora de la Master System. Sega lanzó por primera vez la consola como Mega Drive en Japón en 1988, y en 1989 debutó en Norteamérica con el nombre de Genesis. En 1990, la consola fue distribuida como Mega Drive por Virgin Mastertronic en Europa, por Ozisoft en Australasia y por Tec Toy en Brasil. En Corea del Sur, los sistemas fueron distribuidos por Samsung y se conocieron como Super Gam*Boy y, más tarde, Super Aladdin Boy. El microprocesador principal de la Genesis es una CPU Motorola 68000 de 16/32 bits a 7,6 MHz. La consola también incluye un subprocesador Zilog Z80, que se utilizaba principalmente para controlar el hardware de sonido y también proporciona compatibilidad con la Master System. + Consola + + + + + La Sega Genesis, connue sous le nom de Mega Drive dans la plupart des régions en dehors de l'Amérique du Nord, est une console de jeux vidéo de salon 16 bits développée et vendue par Sega Enterprises, Ltd. La Genesis était la troisième console de Sega et le successeur du Master System. Sega a d'abord commercialisé la console sous le nom de Mega Drive au Japon en 1988, puis en Amérique du Nord sous le nom de Genesis en 1989. En 1990, la console a été distribuée sous le nom de Mega Drive par Virgin Mastertronic en Europe, par Ozisoft en Australasie et par Tec Toy au Brésil. En Corée du Sud, les systèmes ont été distribués par Samsung et étaient connus sous le nom de Super Gam*Boy, puis Super Aladdin Boy. Le microprocesseur principal de la Genesis est un processeur Motorola 68000 16/32 bits cadencé à 7,6 MHz. La console comprend également un sous-processeur Zilog Z80, qui était principalement utilisé pour contrôler le matériel audio et qui assure également la rétrocompatibilité avec le Master System. + Console + + + + + Il Sega Genesis, noto come Mega Drive nella maggior parte delle regioni al di fuori del Nord America, è una console per videogiochi domestica a 16 bit sviluppata e venduta dalla Sega Enterprises, Ltd. Il Genesis è stata la terza console di Sega e il successore del Master System. La console è stata distribuita per la prima volta come Mega Drive in Giappone nel 1988, seguita da un debutto in Nord America con il nome Genesis nel 1989. Nel 1990, la console fu distribuita come Mega Drive da Virgin Mastertronic in Europa, da Ozisoft in Australasia e da Tec Toy in Brasile. In Corea del Sud, i sistemi furono distribuiti da Samsung e furono conosciuti come Super Gam*Boy e successivamente Super Aladdin Boy. Il microprocessore principale del Genesis è una CPU Motorola 68000 a 16/32 bit con clock a 7,6 MHz. La console include anche un sottoprocessore Zilog Z80, utilizzato principalmente per controllare l'hardware audio e per garantire la retrocompatibilità con il Master System. + Console + + + + + De Sega Genesis, bekend als de Mega Drive in de meeste regio's buiten Noord-Amerika, is een 16-bit videogameconsole voor thuisgebruik die werd ontwikkeld en verkocht door Sega Enterprises, Ltd.. De Genesis was de derde console van Sega en de opvolger van het Master System. Sega bracht de console voor het eerst uit als de Mega Drive in Japan in 1988, gevolgd door een Noord-Amerikaans debuut onder de naam Genesis in 1989. In 1990 werd de console gedistribueerd als de Mega Drive door Virgin Mastertronic in Europa, door Ozisoft in Australië en door Tec Toy in Brazilië. In Zuid-Korea werden de systemen verdeeld door Samsung en stonden ze bekend als de Super Gam*Boy en later de Super Aladdin Boy. De belangrijkste microprocessor van de Genesis is een 16/32-bit Motorola 68000 CPU geklokt op 7,6 MHz. De console bevat ook een Zilog Z80 subprocessor, die voornamelijk werd gebruikt om de geluidshardware aan te sturen en die ook achterwaartse compatibiliteit met het Master System biedt. + Console + + + + + Sega Genesis, znana jako Mega Drive w większości regionów poza Ameryką Północną, to 16-bitowa domowa konsola do gier wideo, która została opracowana i sprzedawana przez Sega Enterprises, Ltd.. Genesis była trzecią konsolą firmy Sega i następcą Master System. Sega po raz pierwszy wydała konsolę jako Mega Drive w Japonii w 1988 roku, a następnie zadebiutowała w Ameryce Północnej pod nazwą Genesis w 1989 roku. W 1990 roku konsola była dystrybuowana jako Mega Drive przez Virgin Mastertronic w Europie, przez Ozisoft w Australazji i przez Tec Toy w Brazylii. W Korei Południowej systemy były dystrybuowane przez Samsunga i były znane jako Super Gam*Boy, a później Super Aladdin Boy. Głównym mikroprocesorem Genesis jest 16/32-bitowy procesor Motorola 68000 taktowany zegarem 7,6 MHz. Konsola zawiera również podprocesor Zilog Z80, który był używany głównie do sterowania sprzętem dźwiękowym, a także zapewnia wsteczną kompatybilność z Master System. + Konsola + + + + + O Sega Genesis, conhecido como Mega Drive na maioria das regiões fora da América do Norte, é um console de videogame doméstico de 16 bits que foi desenvolvido e vendido pela Sega Enterprises, Ltd. O Genesis foi o terceiro console da Sega e o sucessor do Master System. A Sega lançou o console pela primeira vez como Mega Drive no Japão em 1988, seguido de uma estreia na América do Norte com o nome Genesis em 1989. Em 1990, o console foi distribuído como Mega Drive pela Virgin Mastertronic na Europa, pela Ozisoft na Australásia e pela Tec Toy no Brasil. Na Coreia do Sul, os sistemas foram distribuídos pela Samsung e eram conhecidos como Super Gam*Boy e, posteriormente, como Super Aladdin Boy. O microprocessador principal do Genesis é uma CPU Motorola 68000 de 16/32 bits com clock de 7,6 MHz. O console também inclui um subprocessador Zilog Z80, que foi usado principalmente para controlar o hardware de som e também oferece compatibilidade com versões anteriores do Master System. + Console + + + + + Sega Genesis, cunoscută sub numele de Mega Drive în majoritatea regiunilor din afara Americii de Nord, este o consolă de jocuri video pe 16 biți care a fost dezvoltată și vândută de Sega Enterprises, Ltd. Genesis a fost a treia consolă Sega și succesoarea Master System. Sega a lansat prima dată consola ca Mega Drive în Japonia în 1988, urmată de un debut în America de Nord sub denumirea Genesis în 1989. În 1990, consola a fost distribuită ca Mega Drive de Virgin Mastertronic în Europa, de Ozisoft în Australasia și de Tec Toy în Brazilia. În Coreea de Sud, sistemele au fost distribuite de Samsung și erau cunoscute sub numele de Super Gam*Boy, iar mai târziu Super Aladdin Boy. Microprocesorul principal al Genesis este un CPU Motorola 68000 pe 16/32 de biți tactat la 7,6 MHz. Consola include, de asemenea, un subprocesor Zilog Z80, care a fost folosit în principal pentru a controla hardware-ul de sunet și oferă, de asemenea, compatibilitate retroactivă cu Master System. + Consolă + + + + + Sega Genesis, известная как Mega Drive в большинстве регионов за пределами Северной Америки, - это 16-битная домашняя игровая приставка, разработанная и продаваемая компанией Sega Enterprises, Ltd. Genesis стала третьей консолью Sega и преемницей Master System. Впервые Sega выпустила консоль под названием Mega Drive в Японии в 1988 году, а в 1989 году состоялся североамериканский дебют под названием Genesis. В 1990 году консоль распространялась как Mega Drive компанией Virgin Mastertronic в Европе, Ozisoft в Австралазии и Tec Toy в Бразилии. В Южной Корее консоли распространялись компанией Samsung и были известны как Super Gam*Boy, а позже - Super Aladdin Boy. Основным микропроцессором Genesis является 16/32-битный процессор Motorola 68000, работающий на частоте 7,6 МГц. Консоль также оснащена субпроцессором Zilog Z80, который использовался в основном для управления звуковым оборудованием, а также обеспечивает обратную совместимость с Master System. + Консоль + + + + + Sega Genesis, känd som Mega Drive i de flesta regioner utanför Nordamerika, är en 16-bitars hemkonsol för videospel som utvecklades och såldes av Sega Enterprises, Ltd. Genesis var Segas tredje konsol och efterföljaren till Master System. Sega släppte konsolen först som Mega Drive i Japan 1988, följt av en nordamerikansk debut under namnet Genesis 1989. Under 1990 distribuerades konsolen som Mega Drive av Virgin Mastertronic i Europa, av Ozisoft i Australasien och av Tec Toy i Brasilien. I Sydkorea distribuerades systemen av Samsung och var kända som Super Gam*Boy, och senare Super Aladdin Boy. Huvudmikroprocessorn i Genesis är en 16/32-bitars Motorola 68000 CPU med en klockfrekvens på 7,6 MHz. Konsolen innehåller också en Zilog Z80-subprocessor, som främst användes för att styra ljudhårdvaran och som också ger bakåtkompatibilitet med Master System. + Konsol + + + + + セガ・ジェネシス(北米以外のほとんどの地域ではメガドライブとして知られている)は、セガ・エンタープライゼス社が開発・販売した16ビットの家庭用ゲーム機である。ジェネシスはセガにとって3番目のゲーム機であり、マスターシステムの後継機である。1988年に日本でメガドライブとして発売され、1989年に北米でジェネシスとして発売された。1990年、ヨーロッパではヴァージン・マスタートロニック社、オーストラレーシアではオジソフト社、ブラジルではテック・トイ社からメガドライブとして発売された。韓国ではサムスンからスーパーガムボーイ、後にスーパーアラジンボーイとして販売された。ジェネシスのメイン・マイクロプロセッサは、7.6MHzの16/32ビット・モトローラ68000 CPUである。このゲーム機にはZilog Z80サブプロセッサーも搭載されており、主にサウンドハードウェアの制御に使用され、マスターシステムとの後方互換性も提供した。 + コンソール + + + + + 북미 외 대부분의 지역에서 메가 드라이브라고 알려진 세가 제네시스는 세가 엔터프라이즈에서 개발 및 판매한 16비트 가정용 비디오 게임 콘솔입니다. 제네시스는 세가의 세 번째 콘솔이자 마스터 시스템의 후속작입니다. 세가는 1988년 일본에서 메가 드라이브라는 이름으로 콘솔을 처음 출시한 후 1989년 제네시스라는 이름으로 북미에 데뷔했습니다. 1990년에는 유럽에서는 버진 마스터트로닉, 오스트랄라시아에서는 오지소프트, 브라질에서는 테크 토이가 메가 드라이브라는 이름으로 콘솔을 유통했습니다. 한국에서는 삼성에서 이 시스템을 배포하여 슈퍼 감*보이, 이후에는 슈퍼 알라딘 보이로 알려졌습니다. 제네시스의 메인 마이크로프로세서는 7.6MHz로 클럭된 16/32비트 모토로라 68000 CPU입니다. 콘솔에는 주로 사운드 하드웨어를 제어하는 데 사용되며 마스터 시스템과의 하위 호환성을 제공하는 Zilog Z80 서브 프로세서도 포함되어 있습니다. + 콘솔 + + + + + 世嘉 Genesis(在北美以外的大多数地区称为 Mega Drive)是世嘉企业有限公司(Sega Enterprises, Ltd.)开发和销售的一款 16 位家用视频游戏机。Genesis 是世嘉的第三款游戏机,也是 Master System 的后继机。1988 年,世嘉首次在日本以 Mega Drive 的名义发布了这款游戏机,随后于 1989 年在北美以 Genesis 的名称首次亮相。1990 年,该控制台作为 Mega Drive 在欧洲由 Virgin Mastertronic 代理,在澳大拉西亚由 Ozisoft 代理,在巴西由 Tec Toy 代理。在韩国,该系统由三星经销,被称为超级 Gam*Boy,后来又被称为超级阿拉丁男孩。Genesis 的主微处理器是一个 16/32 位摩托罗拉 68000 CPU,时钟频率为 7.6 MHz。控制台还包括一个 Zilog Z80 子处理器,主要用于控制音效硬件,并提供与 Master System 的向后兼容性。 + 控制台 + + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/gmaster.xml b/themes/linear-es-de/system/metadata/gmaster.xml index 206efb16d..f67fc80eb 100644 --- a/themes/linear-es-de/system/metadata/gmaster.xml +++ b/themes/linear-es-de/system/metadata/gmaster.xml @@ -1,9 +1,9 @@ - + Game Master The Game Master is a handheld game console manufactured by Hartung, and designed to compete with the Nintendo Game Boy. In Germany, it was marketed by Hartung itself, while in the UK it was released as the Systema 2000 by the already well-established maker of cheap LCD games Systema. It was also sold a few under alternate names in France, including the Videojet Game Master as well as for a few released by Hartung as the Hartung Super Game and the Hartung Game Tronic. The Game Master has a 64x64 monochrome LCD screen. - The design was much like the Game Gear with a D-Pad and two action buttons, although another variation, the Game Plus, features a more Game Boy-like design which is backed by a company called Caterpillar and was sold by Delplay in France. The cartridges resemble those used by the Watara Supervision, with the card edge of the cartridge jutted out past the plastic of the cartridge. The Game Master utilizes a 40-pin cartridge port like the Supervision but is not compatible with Supervision games. +The design was much like the Game Gear with a D-Pad and two action buttons, although another variation, the Game Plus, features a more Game Boy-like design which is backed by a company called Caterpillar and was sold by Delplay in France. The cartridges resemble those used by the Watara Supervision, with the card edge of the cartridge jutted out past the plastic of the cartridge. The Game Master utilizes a 40-pin cartridge port like the Supervision but is not compatible with Supervision games. Hartung 1990 1990 @@ -15,10 +15,118 @@ 800000 FF0000 303030 + 1-1 + + + El Game Master és una consola de joc de mà fabricada per Hartung i dissenyada per competir amb el Nintendo Game Boy. A Alemanya, va ser comercialitzat per Hartung mateix, mentre que al Regne Unit va ser llançat com a Systema 2000 pel ja ben establert fabricant de jocs LCD Cheap Games Systema. També es va vendre uns quants amb noms alternatius a França, inclòs el videojoc Game Master, així com per a uns quants llançats per Hartung com el Hartung Super Game i el Hartung Game Tronic. El Game Master té una pantalla LCD monocrom de 64x64. + +El disseny s’assemblava molt a l’engranatge de joc amb un D-Pad i dos botons d’acció, tot i que una altra variació, el Game Plus, presenta un disseny més semblant a un noi que té el suport d’una empresa anomenada Caterpillar i va ser venuda per Delplay a França. Els cartutxos s’assemblen als utilitzats per la supervisió de Watara, amb la vora de la targeta del cartutx que es va llançar per sobre del plàstic del cartutx. El Game Master utilitza un port de cartutx de 40 pins com la supervisió, però no és compatible amb els jocs de supervisió. + Portable + + + + + Der Game Master ist eine von Hartung hergestellte Handheld-Spielkonsole, die als Konkurrenz zum Nintendo Game Boy gedacht war. In Deutschland wurde er von Hartung selbst vermarktet, während er im Vereinigten Königreich unter dem Namen Systema 2000 von dem bereits etablierten Hersteller von billigen LCD-Spielen Systema herausgebracht wurde. Auch in Frankreich wurde er unter verschiedenen Namen verkauft, darunter der Videojet Game Master sowie für einige wenige von Hartung als Hartung Super Game und Hartung Game Tronic. Der Game Master hat einen 64x64 monochromen LCD-Bildschirm. + +Das Design ähnelte dem des Game Gear mit einem D-Pad und zwei Aktionstasten, obwohl eine andere Variante, der Game Plus, ein eher Game Boy-ähnliches Design aufweist, das von einer Firma namens Caterpillar unterstützt und von Delplay in Frankreich verkauft wurde. Die Kassetten ähneln denen des Watara Supervision, wobei der Kartenrand der Kassette über das Plastik der Kassette hinausragt. Der Game Master verwendet einen 40-poligen Kassettenanschluss wie der Supervision, ist aber nicht mit Supervision-Spielen kompatibel. + Tragbar + + + + + La Game Master es una consola portátil fabricada por Hartung y diseñada para competir con la Nintendo Game Boy. En Alemania, fue comercializada por la propia Hartung, mientras que en el Reino Unido fue lanzada como Systema 2000 por el ya consolidado fabricante de juegos LCD baratos Systema. En Francia también se vendió con otros nombres, como Videojet Game Master y Hartung Super Game y Hartung Game Tronic. El Game Master tiene una pantalla LCD monocroma de 64x64. + +El diseño era muy parecido al de la Game Gear, con un D-Pad y dos botones de acción, aunque otra variante, la Game Plus, presenta un diseño más parecido al de la Game Boy, respaldada por una empresa llamada Caterpillar y comercializada por Delplay en Francia. Los cartuchos se parecen a los utilizados por la Watara Supervision, con el borde de la tarjeta sobresaliendo del plástico del cartucho. La Game Master utiliza un puerto para cartuchos de 40 patillas, como la Supervision, pero no es compatible con los juegos de esta última. + Portátil + + + + + Le Game Master est une console de jeu portable fabriquée par Hartung et conçue pour concurrencer le Nintendo Game Boy. En Allemagne, elle a été commercialisée par Hartung elle-même, tandis qu'au Royaume-Uni, elle a été commercialisée sous le nom de Systema 2000 par le fabricant déjà bien établi de jeux LCD bon marché Systema. Il a également été vendu sous d'autres noms en France, notamment sous le nom de Videojet Game Master, ainsi que sous les noms de Hartung Super Game et Hartung Game Tronic. Le Game Master possède un écran LCD monochrome 64x64. + +Son design ressemble beaucoup à celui de la Game Gear avec un D-Pad et deux boutons d'action, bien qu'une autre variante, la Game Plus, présente un design plus proche de celui de la Game Boy, soutenue par une société appelée Caterpillar et vendue par Delplay en France. Les cartouches ressemblent à celles utilisées par la Watara Supervision, avec le bord de la carte de la cartouche dépassant du plastique de la cartouche. Le Game Master utilise un port cartouche à 40 broches comme le Supervision mais n'est pas compatible avec les jeux Supervision. + Portable + + + + + Il Game Master è una console portatile prodotta da Hartung e progettata per competere con il Nintendo Game Boy. In Germania è stata commercializzata dalla stessa Hartung, mentre nel Regno Unito è stata distribuita con il nome di Systema 2000 dal già affermato produttore di giochi LCD economici Systema. Anche in Francia è stato commercializzato con nomi alternativi, tra cui Videojet Game Master, e per alcuni prodotti da Hartung come Hartung Super Game e Hartung Game Tronic. Il Game Master ha uno schermo LCD monocromatico 64x64. + +Il design è molto simile a quello del Game Gear, con un D-Pad e due pulsanti d'azione, anche se un'altra variante, il Game Plus, presenta un design più simile a quello del Game Boy, sostenuto da una società chiamata Caterpillar e venduto da Delplay in Francia. Le cartucce assomigliano a quelle utilizzate dalla Watara Supervision, con il bordo della scheda che sporge dalla plastica della cartuccia. Il Game Master utilizza una porta per cartucce a 40 pin come il Supervision, ma non è compatibile con i giochi del Supervision. + Portatile + + + + + De Game Master is een draagbare spelconsole geproduceerd door Hartung, en ontworpen om te concurreren met de Nintendo Game Boy. In Duitsland werd het op de markt gebracht door Hartung zelf, terwijl het in het Verenigd Koninkrijk werd uitgebracht als de Systema 2000 door de reeds gevestigde maker van goedkope LCD-spellen Systema. Er werden er ook een paar verkocht onder andere namen in Frankrijk, waaronder de Videojet Game Master en een paar door Hartung als de Hartung Super Game en de Hartung Game Tronic. De Game Master heeft een 64x64 monochroom LCD-scherm. + +Het ontwerp leek veel op dat van de Game Gear met een D-Pad en twee actieknoppen, hoewel een andere variant, de Game Plus, een meer Game Boy-achtig ontwerp heeft dat wordt ondersteund door een bedrijf genaamd Caterpillar en werd verkocht door Delplay in Frankrijk. De cartridges lijken op die van de Watara Supervision, waarbij de kaartrand van de cartridge voorbij het plastic van de cartridge steekt. De Game Master gebruikt een 40-pins cartridgepoort zoals de Supervision, maar is niet compatibel met Supervision-spellen. + Draagbaar + + + + + Game Master to przenośna konsola do gier wyprodukowana przez firmę Hartung i zaprojektowana w celu konkurowania z Nintendo Game Boy. W Niemczech była sprzedawana przez samą firmę Hartung, podczas gdy w Wielkiej Brytanii została wydana jako Systema 2000 przez już dobrze znanego producenta tanich gier LCD Systema. Był również sprzedawany pod innymi nazwami we Francji, w tym Videojet Game Master, a także dla kilku wydanych przez Hartung jako Hartung Super Game i Hartung Game Tronic. Game Master posiada monochromatyczny ekran LCD 64x64. + +Konstrukcja była bardzo podobna do Game Gear z D-Padem i dwoma przyciskami akcji, chociaż inna odmiana, Game Plus, ma konstrukcję bardziej podobną do Game Boya, za którą stoi firma Caterpillar i była sprzedawana przez Delplay we Francji. Kartridże przypominają te używane przez Watara Supervision, z krawędzią karty wystającą poza plastikową część kartridża. Game Master wykorzystuje 40-pinowy port kartridża, podobnie jak Supervision, ale nie jest kompatybilny z grami Supervision. + Przenośny + + + + + O Game Master é um console de jogos portátil fabricado pela Hartung e projetado para competir com o Nintendo Game Boy. Na Alemanha, foi comercializado pela própria Hartung, enquanto no Reino Unido foi lançado como Systema 2000 pelo já bem estabelecido fabricante de jogos baratos de LCD Systema. Também foi vendido com nomes alternativos na França, incluindo o Videojet Game Master e alguns lançados pela Hartung como Hartung Super Game e Hartung Game Tronic. O Game Master tem uma tela LCD monocromática de 64x64. + +O design era muito parecido com o do Game Gear, com um D-Pad e dois botões de ação, embora outra variação, o Game Plus, tenha um design mais parecido com o do Game Boy, apoiado por uma empresa chamada Caterpillar e vendido pela Delplay na França. Os cartuchos se assemelham aos usados pela Watara Supervision, com a borda do cartão do cartucho projetada para fora do plástico do cartucho. O Game Master utiliza uma porta de cartucho de 40 pinos como o Supervision, mas não é compatível com os jogos do Supervision. + Portátil + + + + + Game Master este o consolă de jocuri portabilă fabricată de Hartung și concepută pentru a concura cu Nintendo Game Boy. În Germania, a fost comercializată chiar de Hartung, în timp ce în Marea Britanie a fost lansată ca Systema 2000 de către producătorul deja bine stabilit de jocuri LCD ieftine Systema. De asemenea, a fost vândut câteva sub nume alternative în Franța, inclusiv Videojet Game Master, precum și pentru câteva lansate de Hartung ca Hartung Super Game și Hartung Game Tronic. Game Master are un ecran LCD monocrom 64x64. + +Designul era foarte asemănător cu Game Gear, cu un D-Pad și două butoane de acțiune, deși o altă variantă, Game Plus, are un design mai asemănător cu Game Boy, care este susținut de o companie numită Caterpillar și a fost vândut de Delplay în Franța. Cartușele seamănă cu cele utilizate de Watara Supervision, cu marginea cardului cartușului ieșind în afară de plasticul cartușului. Game Master utilizează un port de cartuș cu 40 de pini ca și Supervision, dar nu este compatibil cu jocurile Supervision. + Portabil + + + + + Game Master - это портативная игровая приставка, произведенная компанией Hartung и призванная конкурировать с Nintendo Game Boy. В Германии ее продавала сама компания Hartung, а в Великобритании она была выпущена под названием Systema 2000 уже хорошо известным производителем дешевых ЖК-игр Systema. Во Франции она также продавалась под другими названиями, в том числе Videojet Game Master, а также несколько раз выпускалась компанией Hartung под названиями Hartung Super Game и Hartung Game Tronic. Game Master имеет монохромный ЖК-экран 64x64. + +Дизайн был очень похож на Game Gear с D-Pad и двумя кнопками действий, хотя другая разновидность, Game Plus, имеет более похожий на Game Boy дизайн, который был создан компанией Caterpillar и продавался Delplay во Франции. Картриджи похожи на те, что использовались в Watara Supervision, с краем карты, выступающим за пластик картриджа. В Game Master используется 40-контактный порт для картриджей, как и в Supervision, но он не совместим с играми Supervision. + Портативный + + + Game Master är en handhållen spelkonsol tillverkad av Hartung och utformad för att konkurrera med Nintendo Game Boy. I Tyskland marknadsfördes den av Hartung själva, medan den i Storbritannien släpptes som Systema 2000 av den redan väletablerade tillverkaren av billiga LCD-spel Systema. Den såldes också under några andra namn i Frankrike, bland annat Videojet Game Master, samt under några andra namn av Hartung, bland annat Hartung Super Game och Hartung Game Tronic. Game Master har en 64x64 monokrom LCD-skärm. + +Designen var mycket lik Game Gear med en D-Pad och två actionknappar, även om en annan variant, Game Plus, har en mer Game Boy-liknande design som stöds av ett företag som heter Caterpillar och såldes av Delplay i Frankrike. Kassetterna liknar de som användes av Watara Supervision, med kortkanten på kassetten utskjutande utanför kassettens plast. Game Master använder en 40-polig kassettport som Supervision men är inte kompatibel med Supervision-spel. Bärbar + + + ゲームマスターは、任天堂ゲームボーイに対抗するために設計された、ハルトゥング社製の携帯ゲーム機である。ドイツではHartung社によって販売され、イギリスではすでに定評のある安価な液晶ゲーム機メーカーSystema社からSystema 2000として発売された。また、フランスでは「Videojet Game Master」、Hartung社からは「Hartung Super Game」、「Hartung Game Tronic」などの別称で販売された。ゲームマスターは64x64のモノクロ液晶画面を持つ。 + +デザインはDパッドと2つのアクションボタンを備えたゲームギアによく似ているが、別のバリエーションであるゲームプラスはよりゲームボーイに近いデザインを特徴としており、キャタピラーという会社がバックアップし、フランスのデルプレイ社が販売していた。カートリッジはワタラスーパーバイザーが使用していたものに似ており、カートリッジのカードの端がカートリッジのプラスチックより飛び出している。ゲームマスターはスーパービジョンと同じ40ピンのカートリッジポートを使用しているが、スーパービジョンのゲームとは互換性がない。 + ポータブル + + + + + 게임 마스터는 하퉁에서 제조한 휴대용 게임 콘솔로, 닌텐도 게임 보이와 경쟁하기 위해 설계되었습니다. 독일에서는 하퉁이 직접 판매했고, 영국에서는 이미 잘 알려진 저가형 LCD 게임기 제조업체인 Systema에서 Systema 2000으로 출시했습니다. 또한 프랑스에서는 비디오젯 게임 마스터, 하트퉁이 출시한 하트퉁 슈퍼 게임, 하트퉁 게임 트로닉 등 다른 이름으로도 판매되었습니다. 게임 마스터에는 64x64 흑백 LCD 화면이 있습니다. + +D-패드와 두 개의 액션 버튼이 있는 게임 기어와 비슷한 디자인이었지만, 또 다른 변형 제품인 게임 플러스는 캐터필러라는 회사가 후원하고 프랑스의 델플레이에서 판매한 게임 보이 같은 디자인이 특징입니다. 카트리지는 와타라 수퍼비전에서 사용하는 것과 비슷하며, 카트리지의 카드 가장자리가 플라스틱을 지나 튀어나와 있습니다. 게임 마스터는 슈퍼비전과 같은 40핀 카트리지 포트를 사용하지만 슈퍼비전 게임과 호환되지 않습니다. + 휴대성 + + + + + Game Master 是哈同公司生产的一款掌上游戏机,旨在与任天堂的 Game Boy 竞争。在德国,它由哈同公司自行销售,而在英国,它则作为 Systema 2000 由早已声名远播的廉价液晶游戏机制造商 Systema 推出。在法国,也有一些游戏机以其他名称销售,包括 Videojet Game Master 以及 Hartung 推出的 Hartung Super Game 和 Hartung Game Tronic。Game Master 有一个 64x64 的单色液晶屏。 + +它的设计很像 Game Gear,有一个 D-Pad 和两个操作按钮,但另一种变体 Game Plus 的设计更像 Game Boy,由一家名为 Caterpillar 的公司支持,并由法国的 Delplay 公司销售。这种盒式磁带与 Watara Supervision 使用的盒式磁带相似,磁带卡的边缘突出于盒式磁带的塑料边缘。Game Master 与 Supervision 一样使用 40 针卡匣接口,但与 Supervision 游戏不兼容。 + 便携式 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/gx4000.xml b/themes/linear-es-de/system/metadata/gx4000.xml index 6044a30a3..242a68aeb 100644 --- a/themes/linear-es-de/system/metadata/gx4000.xml +++ b/themes/linear-es-de/system/metadata/gx4000.xml @@ -1,4 +1,4 @@ - + GX4000 The Amstrad GX4000, commonly known as the GX4000, is a third generation (1983-2003) video game console developed and distributed by Amstrad. It was released in September of 1990 in Europe at a retail price of £99.99. The console was not released outside Europe. The GX4000 was Amstrad's short-lived attempt to enter the games console market, being primarily a home computer manufacturer. The console was discontinued in late 1991. @@ -13,10 +13,90 @@ 9E4968 DBD9D4 C02520 + 1-1 + + + La AMSTRAD GX4000, coneguda comunament com a GX4000, és una consola de videojocs de tercera generació (1983-2003) desenvolupada i distribuïda per Amstrad. Va ser llançat el setembre de 1990 a Europa a un preu al detall de 99,99 £. La consola no va ser alliberada fora d'Europa. El GX4000 va ser l’intent de curta durada d’Amstrad per entrar al mercat de la consola de jocs, essent principalment un fabricant d’ordinadors domèstics. La consola es va suspendre a finals de 1991. + Console + + + + + Das Amstrad GX4000, allgemein bekannt als GX4000, ist eine Videospielkonsole der dritten Generation (1983-2003), die von Amstrad entwickelt und vertrieben wurde. Sie wurde im September 1990 in Europa zu einem Verkaufspreis von 99,99 £ veröffentlicht. Die Konsole wurde außerhalb Europas nicht veröffentlicht. Das GX4000 war Amstrads kurzlebiger Versuch, in den Markt für Spielkonsolen einzutreten, da das Unternehmen hauptsächlich Heimcomputer herstellte. Die Konsole wurde Ende 1991 aus dem Programm genommen. + Konsole + + + + + La Amstrad GX4000, comúnmente conocida como GX4000, es una videoconsola de tercera generación (1983-2003) desarrollada y distribuida por Amstrad. Fue lanzada en septiembre de 1990 en Europa a un precio de venta al público de 99,99 libras esterlinas. La consola no salió a la venta fuera de Europa. La GX4000 fue el efímero intento de Amstrad de introducirse en el mercado de las videoconsolas, siendo principalmente un fabricante de ordenadores domésticos. La consola dejó de fabricarse a finales de 1991. + Consola + + + + + L'Amstrad GX4000, communément appelée GX4000, est une console de jeux vidéo de troisième génération (1983-2003) développée et distribuée par Amstrad. Elle est sortie en septembre 1990 en Europe au prix de 99,99 livres sterling. La console n'a pas été commercialisée en dehors de l'Europe. La GX4000 a été la tentative éphémère d'Amstrad d'entrer sur le marché des consoles de jeux, étant principalement un fabricant d'ordinateurs domestiques. La console a été abandonnée à la fin de l'année 1991. + Console + + + + + L'Amstrad GX4000, comunemente noto come GX4000, è una console per videogiochi di terza generazione (1983-2003) sviluppata e distribuita da Amstrad. È stata rilasciata nel settembre del 1990 in Europa a un prezzo di vendita al dettaglio di 99,99 sterline. La console non è stata distribuita al di fuori dell'Europa. Il GX4000 è stato il breve tentativo di Amstrad di entrare nel mercato delle console per videogiochi, essendo principalmente un produttore di home computer. La console fu dismessa alla fine del 1991. + Console + + + + + De Amstrad GX4000, beter bekend als de GX4000, is een derde generatie (1983-2003) videogameconsole ontwikkeld en gedistribueerd door Amstrad. De console werd in september 1990 uitgebracht in Europa voor een verkoopprijs van 99,99 pond. De console werd niet buiten Europa uitgebracht. De GX4000 was Amstrad's kortstondige poging om de markt voor spelconsoles te betreden, aangezien het voornamelijk een fabrikant van thuiscomputers was. De console werd eind 1991 uit de handel genomen. + Console + + + + + Amstrad GX4000, powszechnie znana jako GX4000, to konsola do gier wideo trzeciej generacji (1983-2003) opracowana i dystrybuowana przez firmę Amstrad. Została wydana we wrześniu 1990 roku w Europie w cenie detalicznej 99,99 GBP. Konsola nie została wydana poza Europą. GX4000 była krótkotrwałą próbą wejścia firmy Amstrad na rynek konsol do gier, będąc przede wszystkim producentem komputerów domowych. Konsola została wycofana pod koniec 1991 roku. + Konsola + + + + + O Amstrad GX4000, comumente conhecido como GX4000, é um console de videogame de terceira geração (1983-2003) desenvolvido e distribuído pela Amstrad. Foi lançado em setembro de 1990 na Europa a um preço de varejo de £99,99. O console não foi lançado fora da Europa. O GX4000 foi a tentativa de curta duração da Amstrad de entrar no mercado de consoles de jogos, sendo principalmente um fabricante de computadores domésticos. O console foi descontinuado no final de 1991. + Console + + + + + Amstrad GX4000, cunoscut în mod obișnuit ca GX4000, este o consolă de jocuri video din a treia generație (1983-2003) dezvoltată și distribuită de Amstrad. A fost lansată în septembrie 1990 în Europa la un preț de vânzare cu amănuntul de £99.99. Consola nu a fost lansată în afara Europei. GX4000 a fost încercarea de scurtă durată a Amstrad de a intra pe piața consolelor de jocuri, fiind în primul rând un producător de calculatoare de acasă. Consola a fost abandonată la sfârșitul anului 1991. + Consolă + + + + + Amstrad GX4000, широко известная как GX4000, - это игровая консоль третьего поколения (1983-2003), разработанная и распространяемая компанией Amstrad. Она была выпущена в сентябре 1990 года в Европе по розничной цене 99,99 фунтов стерлингов. За пределами Европы консоль не выпускалась. GX4000 была недолгой попыткой компании Amstrad выйти на рынок игровых консолей, поскольку она в основном производила домашние компьютеры. Консоль была снята с производства в конце 1991 года. + Консоль + + + Amstrad GX4000, allmänt känd som GX4000, är en tredje generationens (1983-2003) videospelskonsol som utvecklats och distribueras av Amstrad. Den släpptes i september 1990 i Europa till ett detaljhandelspris av £99,99. Konsolen släpptes inte utanför Europa. GX4000 var Amstrads kortlivade försök att komma in på marknaden för spelkonsoler, eftersom företaget i första hand var en tillverkare av hemdatorer. Konsolen slutade säljas i slutet av 1991. Konsol + + + アムストラッドGX4000、通称GX4000は、アムストラッドが開発・販売した第3世代(1983年~2003年)のビデオゲーム機である。ヨーロッパでは1990年9月に発売され、小売価格は99.99ポンドだった。ヨーロッパ以外では発売されなかった。GX4000は、主に家庭用コンピュータメーカーであったアムストラッドがゲーム機市場に参入しようとした短期間の試みであった。このゲーム機は1991年末に製造中止となった。 + コンソール + + + + + 일반적으로 GX4000으로 알려진 Amstrad GX4000은 Amstrad에서 개발 및 배포한 3세대(1983-2003) 비디오 게임 콘솔입니다. 1990년 9월에 유럽에서 99.99파운드의 소매가로 출시되었습니다. 이 콘솔은 유럽 외 지역에는 출시되지 않았습니다. GX4000은 주로 가정용 컴퓨터 제조업체였던 암스트래드가 게임 콘솔 시장에 진출하기 위해 단기간에 시도한 제품입니다. 이 콘솔은 1991년 말에 단종되었습니다. + 콘솔 + + + + + Amstrad GX4000,俗称 GX4000,是 Amstrad 开发和销售的第三代(1983-2003 年)视频游戏机。它于 1990 年 9 月在欧洲发布,零售价为 99.99 英镑。该游戏机未在欧洲以外的地区发售。GX4000 是 Amstrad 进军游戏机市场的一次短暂尝试,当时 Amstrad 主要生产家用电脑。该游戏机于 1991 年底停产。 + 控制台 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/intellivision.xml b/themes/linear-es-de/system/metadata/intellivision.xml index e2ef5bf0c..ec3c8b1e0 100644 --- a/themes/linear-es-de/system/metadata/intellivision.xml +++ b/themes/linear-es-de/system/metadata/intellivision.xml @@ -1,4 +1,4 @@ - + Intellivision The Mattel Intellivision is a second generation (1976–1992) home video game console developed and distributed by Mattel Electronics. It was released in summer 1979 in North America at a retail price of $299. The console was later released in Europe (1981), South America (1982), and Japan (1982). The Intellivision was the first home console to use a tile based playfield and was the first game console to provide real-time human voices in the middle of gameplay, courtesy of the IntelliVoice module. The console was discontinued in early-1990. @@ -13,10 +13,90 @@ 2B201D C81A7C C8D463 + 135-172 + + + La Mattel Intellivision és una consola de videojocs a casa de segona generació (1976–1992) desenvolupada i distribuïda per Mattel Electronics. Va ser llançat a l'estiu de 1979 a Amèrica del Nord a un preu al detall de 299 dòlars. La consola es va publicar més tard a Europa (1981), Amèrica del Sud (1982) i Japó (1982). La Intellivision va ser la primera consola de casa que va utilitzar un camp de joc basat en rajoles i va ser la primera consola de jocs que va proporcionar veus humanes en temps real enmig del joc, cortesia del mòdul Intellivoice. La consola es va suspendre a principis de 1990. + Console + + + + + Das Mattel Intellivision ist eine Heimvideospielkonsole der zweiten Generation (1976-1992), die von Mattel Electronics entwickelt und vertrieben wurde. Sie wurde im Sommer 1979 in Nordamerika zu einem Einzelhandelspreis von 299 $ veröffentlicht. Die Konsole wurde später auch in Europa (1981), Südamerika (1982) und Japan (1982) veröffentlicht. Die Intellivision war die erste Heimkonsole, die ein kachelbasiertes Spielfeld verwendete, und war die erste Spielkonsole, die dank des IntelliVoice-Moduls menschliche Stimmen in Echtzeit mitten im Spiel bot. Die Konsole wurde Anfang 1990 aus dem Programm genommen. + Konsole + + + + + La Mattel Intellivision es una videoconsola doméstica de segunda generación (1976-1992) desarrollada y distribuida por Mattel Electronics. Salió a la venta en el verano de 1979 en Norteamérica a un precio de 299 dólares. La consola se lanzó posteriormente en Europa (1981), Sudamérica (1982) y Japón (1982). La Intellivision fue la primera consola doméstica en utilizar un campo de juego basado en fichas y fue la primera consola de juegos en proporcionar voces humanas en tiempo real en medio del juego, cortesía del módulo IntelliVoice. La consola dejó de fabricarse a principios de 1990. + Consola + + + + + La Mattel Intellivision est une console de jeux vidéo de salon de deuxième génération (1976-1992) développée et distribuée par Mattel Electronics. Elle est sortie à l'été 1979 en Amérique du Nord au prix de détail de 299 dollars. La console a ensuite été commercialisée en Europe (1981), en Amérique du Sud (1982) et au Japon (1982). L'Intellivision a été la première console de salon à utiliser un terrain de jeu à base de tuiles et la première console de jeu à fournir des voix humaines en temps réel au milieu du jeu, grâce au module IntelliVoice. La console a été abandonnée au début de l'année 1990. + Console + + + + + Il Mattel Intellivision è una console per videogiochi domestici di seconda generazione (1976-1992) sviluppata e distribuita da Mattel Electronics. È stata rilasciata nell'estate del 1979 in Nord America a un prezzo al dettaglio di 299 dollari. La console è stata successivamente distribuita in Europa (1981), Sud America (1982) e Giappone (1982). L'Intellivision è stata la prima console domestica a utilizzare un campo di gioco a mattonelle ed è stata la prima console a fornire voci umane in tempo reale durante il gioco, grazie al modulo IntelliVoice. La console è stata dismessa all'inizio del 1990. + Console + + + + + De Mattel Intellivision is een tweede generatie (1976-1992) home video game console ontwikkeld en gedistribueerd door Mattel Electronics. Hij werd in de zomer van 1979 uitgebracht in Noord-Amerika voor een verkoopprijs van 299 dollar. De console werd later uitgebracht in Europa (1981), Zuid-Amerika (1982) en Japan (1982). De Intellivision was de eerste thuisconsole met een speelveld op basis van tegels en was de eerste spelconsole met menselijke stemmen in realtime tijdens het spelen, dankzij de IntelliVoice-module. De console werd begin 1990 uit productie genomen. + Console + + + + + Mattel Intellivision to domowa konsola do gier wideo drugiej generacji (1976-1992) opracowana i dystrybuowana przez Mattel Electronics. Została wydana latem 1979 roku w Ameryce Północnej w cenie detalicznej 299 USD. Konsola została później wydana w Europie (1981), Ameryce Południowej (1982) i Japonii (1982). Intellivision była pierwszą konsolą domową wykorzystującą pole gry oparte na kafelkach i pierwszą konsolą do gier, która zapewniała ludzkie głosy w czasie rzeczywistym w trakcie rozgrywki, dzięki modułowi IntelliVoice. Konsola została wycofana z produkcji na początku 1990 roku. + Konsola + + + + + O Mattel Intellivision é um console de videogame doméstico de segunda geração (1976-1992) desenvolvido e distribuído pela Mattel Electronics. Foi lançado no verão de 1979 na América do Norte a um preço de varejo de US$ 299. O console foi lançado posteriormente na Europa (1981), na América do Sul (1982) e no Japão (1982). O Intellivision foi o primeiro console doméstico a usar um campo de jogo baseado em blocos e foi o primeiro console de jogos a fornecer vozes humanas em tempo real no meio do jogo, cortesia do módulo IntelliVoice. O console foi descontinuado no início de 1990. + Console + + + + + Mattel Intellivision este o a doua generație (1976-1992) de console de jocuri video dezvoltate și distribuite de Mattel Electronics. A fost lansată în vara anului 1979 în America de Nord la un preț de vânzare cu amănuntul de 299 $. Consola a fost lansată ulterior în Europa (1981), America de Sud (1982) și Japonia (1982). Intellivision a fost prima consolă de acasă care a folosit un câmp de joc bazat pe plăci și a fost prima consolă de jocuri care a oferit voci umane în timp real în mijlocul jocului, grație modulului IntelliVoice. Consola a fost abandonată la începutul anului 1990. + Consolă + + + + + Mattel Intellivision - это домашняя игровая приставка второго поколения (1976-1992), разработанная и распространяемая компанией Mattel Electronics. Она была выпущена летом 1979 года в Северной Америке по розничной цене 299 долларов. Позже консоль была выпущена в Европе (1981), Южной Америке (1982) и Японии (1982). Intellivision стала первой домашней консолью с плиточным игровым полем и первой игровой приставкой, в которой человеческие голоса звучали в реальном времени в середине игрового процесса благодаря модулю IntelliVoice. Консоль была снята с производства в начале 1990 года. + Консоль + + + Mattel Intellivision är en andra generationens (1976-1992) videospelskonsol för hemmabruk som utvecklades och distribuerades av Mattel Electronics. Den lanserades sommaren 1979 i Nordamerika till ett detaljhandelspris av 299 dollar. Konsolen släpptes senare i Europa (1981), Sydamerika (1982) och Japan (1982). Intellivision var den första hemkonsolen som använde en kakelbaserad spelplan och var den första spelkonsolen som gav mänskliga röster i realtid mitt i spelet, tack vare IntelliVoice-modulen. Konsolen slutade säljas i början av 1990. Konsol + + + マテル・インテリビジョンは、マテル・エレクトロニクスが開発・販売した第2世代(1976年~1992年)の家庭用ビデオゲーム機である。1979年夏に北米で発売され、小売価格は299ドルであった。後にヨーロッパ(1981年)、南米(1982年)、日本(1982年)でも発売された。インテリビジョンは、タイルベースのプレイフィールドを採用した最初の家庭用ゲーム機であり、インテリボイスモジュールにより、ゲームプレイ中にリアルタイムで人の声が聞こえる最初のゲーム機であった。このゲーム機は1990年初めに販売終了となった。 + コンソール + + + + + 마텔 인텔리비전은 마텔 일렉트로닉스에서 개발 및 유통한 2세대(1976-1992) 가정용 비디오 게임 콘솔입니다. 1979년 여름 북미에서 299달러의 소매가로 출시되었습니다. 이 콘솔은 이후 유럽(1981), 남미(1982), 일본(1982)에서 출시되었습니다. 인텔리비전은 타일 기반 플레이필드를 사용한 최초의 가정용 콘솔이었으며, 인텔리보이스 모듈을 통해 게임 플레이 도중 사람의 음성을 실시간으로 제공하는 최초의 게임 콘솔이었습니다. 이 콘솔은 1990년 초에 단종되었습니다. + 콘솔 + + + + + 美泰 Intellivision 是美泰电子公司开发和销售的第二代(1976-1992 年)家用视频游戏机。它于 1979 年夏季在北美发布,零售价为 299 美元。该游戏机随后在欧洲(1981 年)、南美(1982 年)和日本(1982 年)发售。Intellivision 是第一款使用基于瓷砖的游戏场地的家用游戏机,也是第一款通过 IntelliVoice 模块在游戏过程中提供实时人声的游戏机。该游戏机于 1990 年初停产。 + 控制台 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/j2me.xml b/themes/linear-es-de/system/metadata/j2me.xml index 864cbee2f..6c36b9bc3 100644 --- a/themes/linear-es-de/system/metadata/j2me.xml +++ b/themes/linear-es-de/system/metadata/j2me.xml @@ -1,4 +1,4 @@ - + J2ME Java Platform, Micro Edition or Java ME is a computing platform for development and deployment of portable code for embedded and mobile devices (micro-controllers, sensors, gateways, mobile phones, personal digital assistants, TV set-top boxes, printers). Java ME was formerly known as Java 2 Platform, Micro Edition or J2ME. As of December 22, 2006, the Java ME source code is licensed under the GNU General Public License, and is released under the project name phoneME. @@ -13,10 +13,90 @@ 4E7896 EE3537 1F4394 + 1-1 + + + Java Platform, Micro Edition o Java Me és una plataforma informàtica per al desenvolupament i el desplegament de codi portàtil per a dispositius incrustats i mòbils (micro-controladors, sensors, passarel·les, telèfons mòbils, assistents digitals personals, caixes de televisió, impressores). Java Me era coneguda antigament com Java 2 Platform, Micro Edition o J2Me. Al 22 de desembre de 2006, el Codi de la font Java Me té llicència sota la llicència pública general de la GNU i es publica amb el nom del projecte Phoneme. + OS + + + + + Java Platform, Micro Edition oder Java ME ist eine Computerplattform für die Entwicklung und den Einsatz von tragbarem Code für eingebettete und mobile Geräte (Mikrocontroller, Sensoren, Gateways, Mobiltelefone, persönliche digitale Assistenten, TV-Set-Top-Boxen, Drucker). Java ME war früher als Java 2 Platform, Micro Edition oder J2ME bekannt. Seit dem 22. Dezember 2006 steht der Quellcode von Java ME unter der GNU General Public License und wird unter dem Projektnamen phoneME veröffentlicht. + OS + + + + + Java Platform, Micro Edition o Java ME es una plataforma informática para el desarrollo y despliegue de código portátil para dispositivos embebidos y móviles (microcontroladores, sensores, pasarelas, teléfonos móviles, asistentes digitales personales, descodificadores de TV, impresoras). Java ME se conocía antes como Java 2 Platform, Micro Edition o J2ME. Desde el 22 de diciembre de 2006, el código fuente de Java ME está sujeto a la Licencia Pública General de GNU y se publica con el nombre de proyecto phoneME. + OS + + + + + Java Platform, Micro Edition ou Java ME est une plateforme informatique pour le développement et le déploiement de codes portables pour les appareils embarqués et mobiles (microcontrôleurs, capteurs, passerelles, téléphones mobiles, assistants numériques personnels, décodeurs TV, imprimantes). Java ME était auparavant connu sous le nom de Java 2 Platform, Micro Edition ou J2ME. Depuis le 22 décembre 2006, le code source de Java ME est sous licence GNU General Public License et est publié sous le nom de projet phoneME. + OS + + + + + Java Platform, Micro Edition o Java ME è una piattaforma informatica per lo sviluppo e la distribuzione di codice portatile per dispositivi embedded e mobili (microcontrollori, sensori, gateway, telefoni cellulari, assistenti digitali personali, decoder TV, stampanti). Java ME era precedentemente noto come Java 2 Platform, Micro Edition o J2ME. Dal 22 dicembre 2006, il codice sorgente di Java ME è rilasciato sotto licenza GNU General Public License, con il nome di progetto phoneME. + OS + + + + + Java Platform, Micro Edition of Java ME is een computerplatform voor de ontwikkeling en implementatie van draagbare code voor ingebedde en mobiele apparaten (microcontrollers, sensoren, gateways, mobiele telefoons, persoonlijke digitale assistenten, tv-settopboxen, printers). Java ME stond vroeger bekend als Java 2 Platform, Micro Edition of J2ME. Vanaf 22 december 2006 is de Java ME broncode gelicenseerd onder de GNU General Public License, en wordt vrijgegeven onder de projectnaam phoneME. + OS + + + + + Java Platform, Micro Edition lub Java ME to platforma obliczeniowa do opracowywania i wdrażania przenośnego kodu dla urządzeń wbudowanych i mobilnych (mikrokontrolery, czujniki, bramki, telefony komórkowe, osobiste asystenty cyfrowe, dekodery telewizyjne, drukarki). Java ME była wcześniej znana jako Java 2 Platform, Micro Edition lub J2ME. Od 22 grudnia 2006 roku kod źródłowy Java ME jest dostępny na licencji GNU General Public License pod nazwą projektu phoneME. + OS + + + + + Java Platform, Micro Edition ou Java ME é uma plataforma de computação para desenvolvimento e implantação de código portátil para dispositivos móveis e incorporados (microcontroladores, sensores, gateways, telefones celulares, assistentes pessoais digitais, decodificadores de TV, impressoras). O Java ME era conhecido anteriormente como Java 2 Platform, Micro Edition ou J2ME. Desde 22 de dezembro de 2006, o código-fonte do Java ME está licenciado sob a GNU General Public License e é lançado sob o nome de projeto phoneME. + SO + + + + + Java Platform, Micro Edition sau Java ME este o platformă de calcul pentru dezvoltarea și implementarea de cod portabil pentru dispozitive mobile și încorporate (microcontrolere, senzori, gateway-uri, telefoane mobile, asistenți personali digitali, set-top box-uri TV, imprimante). Java ME era cunoscut anterior ca Java 2 Platform, Micro Edition sau J2ME. Începând cu 22 decembrie 2006, codul sursă Java ME este licențiat conform GNU General Public License și este lansat sub numele de proiect phoneME. + SO + + + + + Java Platform, Micro Edition или Java ME - это вычислительная платформа для разработки и развертывания переносимого кода для встраиваемых и мобильных устройств (микроконтроллеров, датчиков, шлюзов, мобильных телефонов, персональных цифровых помощников, ТВ-приставок, принтеров). Java ME ранее была известна как Java 2 Platform, Micro Edition или J2ME. По состоянию на 22 декабря 2006 года исходный код Java ME лицензируется по лицензии GNU General Public License и выпускается под именем проекта phoneME. + OS + + - Operativsystem + Java Platform, Micro Edition eller Java ME är en datorplattform för utveckling och driftsättning av portabel kod för inbyggda och mobila enheter (mikrokontroller, sensorer, gateways, mobiltelefoner, personliga digitala assistenter, TV set-top boxar, skrivare). Java ME var tidigare känd under namnet Java 2 Platform, Micro Edition eller J2ME. Sedan den 22 december 2006 är källkoden för Java ME licensierad under GNU General Public License och lanseras under projektnamnet phoneME. + OS + + + + + Java Platform, Micro EditionまたはJava MEは、組み込み機器やモバイル機器(マイクロコントローラー、センサー、ゲートウェイ、携帯電話、パーソナルデジタルアシスタント、TVセットトップボックス、プリンター)向けのポータブルコードを開発・展開するためのコンピューティングプラットフォームである。Java MEは、以前はJava 2 Platform, Micro EditionまたはJ2MEとして知られていた。2006年12月22日現在、Java MEのソースコードはGNU General Public Licenseの下でライセンスされており、phoneMEというプロジェクト名でリリースされている。 + OS + + + + + 자바 플랫폼, 마이크로 에디션 또는 자바 ME는 임베디드 및 모바일 기기(마이크로 컨트롤러, 센서, 게이트웨이, 휴대폰, 개인 디지털 비서, TV 셋톱박스, 프린터)를 위한 휴대용 코드의 개발 및 배포를 위한 컴퓨팅 플랫폼입니다. Java ME는 이전에 Java 2 플랫폼, 마이크로 에디션 또는 J2ME로 알려졌습니다. 2006년 12월 22일부터 Java ME 소스 코드는 GNU General Public License에 따라 라이센스가 부여되었으며, 프로젝트명 phoneME로 릴리즈되었습니다. + OS + + + + + Java Platform, Micro Edition 或 Java ME 是一个计算平台,用于为嵌入式和移动设备(微控制器、传感器、网关、手机、个人数字助理、电视机顶盒、打印机)开发和部署可移植代码。Java ME 的前身是 Java 2 Platform, Micro Edition 或 J2ME。截至 2006 年 12 月 22 日,Java ME 源代码已获得 GNU 通用公共许可证,并以项目名称 phoneME 发布。 + 操作系统 \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/kodi.xml b/themes/linear-es-de/system/metadata/kodi.xml index 10e9b3da4..a6438fede 100644 --- a/themes/linear-es-de/system/metadata/kodi.xml +++ b/themes/linear-es-de/system/metadata/kodi.xml @@ -1,8 +1,8 @@ - + Kodi Kodi is a free and open-source media player software application developed by the XBMC Foundation, a non-profit technology consortium. Kodi is available for multiple operating systems and hardware platforms, with a software 10-foot user interface for use with televisions and remote controls. - XBMC Foundation + XBMC Fdn. 2002 2002 2002 @@ -13,10 +13,90 @@ 36A2CD 448F38 BF2E31 + 1-1 + + + Kodi és una aplicació de programari de reproductors de mitjans de comunicació gratuït i de codi obert desenvolupat per la XBMC Foundation, un consorci tecnològic sense ànim de lucre. Kodi està disponible per a diversos sistemes operatius i plataformes de maquinari, amb una interfície d'usuari de programari de 10 peus per utilitzar-los amb televisors i controls remots. + Folder + + + + + Kodi ist eine kostenlose und quelloffene Media-Player-Software, die von der XBMC Foundation, einem gemeinnützigen Technologiekonsortium, entwickelt wurde. Kodi ist für mehrere Betriebssysteme und Hardware-Plattformen verfügbar und verfügt über eine Software-Benutzeroberfläche für die Verwendung mit Fernsehern und Fernbedienungen. + Mappe + + + + + Kodi es una aplicación de software de reproducción multimedia gratuita y de código abierto desarrollada por la Fundación XBMC, un consorcio tecnológico sin ánimo de lucro. Kodi está disponible para múltiples sistemas operativos y plataformas de hardware, con una interfaz de usuario de 10 pies de software para su uso con televisores y mandos a distancia. + Carpeta + + + + + Kodi est un logiciel de lecture multimédia libre et gratuit développé par la Fondation XBMC, un consortium technologique à but non lucratif. Kodi est disponible pour plusieurs systèmes d'exploitation et plates-formes matérielles, avec une interface utilisateur logicielle à 10 pieds à utiliser avec les téléviseurs et les télécommandes. + Dossier + + + + + Kodi è un'applicazione software per lettori multimediali gratuita e open-source sviluppata dalla XBMC Foundation, un consorzio tecnologico senza scopo di lucro. Kodi è disponibile per diversi sistemi operativi e piattaforme hardware, con un'interfaccia utente software a 10 piedi da utilizzare con televisori e telecomandi. + Cartella + + + + + Kodi is een gratis en open-source softwaretoepassing voor mediaspelers, ontwikkeld door de XBMC Foundation, een non-profit technologieconsortium. Kodi is beschikbaar voor meerdere besturingssystemen en hardwareplatforms, met een software 10-voet gebruikersinterface voor gebruik met televisies en afstandsbedieningen. + Map + + + + + Kodi to darmowy odtwarzacz multimedialny o otwartym kodzie źródłowym, opracowany przez XBMC Foundation, konsorcjum technologiczne non-profit. Kodi jest dostępny dla wielu systemów operacyjnych i platform sprzętowych, z interfejsem użytkownika 10-foot do użytku z telewizorami i pilotami zdalnego sterowania. + Folder + + + + + O Kodi é um aplicativo de software reprodutor de mídia gratuito e de código aberto desenvolvido pela XBMC Foundation, um consórcio de tecnologia sem fins lucrativos. O Kodi está disponível para vários sistemas operacionais e plataformas de hardware, com uma interface de usuário de 10 pés de software para uso com televisores e controles remotos. + Pasta + + + + + Kodi este o aplicație software media player gratuită și open-source dezvoltată de Fundația XBMC, un consorțiu tehnologic non-profit. Kodi este disponibil pentru mai multe sisteme de operare și platforme hardware, cu o interfață utilizator software de 10 picioare pentru utilizarea cu televizoare și telecomenzi. + Dosar + + + + + Kodi - это бесплатный медиаплеер с открытым исходным кодом, разработанный некоммерческим технологическим консорциумом XBMC Foundation. Kodi доступен для различных операционных систем и аппаратных платформ, имеет программный 10-футовый пользовательский интерфейс для использования с телевизорами и пультами дистанционного управления. + Папка + + + Kodi är en mediaspelare med fri och öppen källkod som utvecklats av XBMC Foundation, ett icke vinstdrivande teknikkonsortium. Kodi finns tillgänglig för flera operativsystem och hårdvaruplattformar, med ett 10-fots användargränssnitt för användning med TV-apparater och fjärrkontroller. Mapp + + + Kodiは、非営利の技術コンソーシアムであるXBMC財団によって開発されたフリーでオープンソースのメディアプレーヤーソフトウェアアプリケーションです。Kodiは、複数のオペレーティングシステムとハードウェアプラットフォームで利用可能で、テレビやリモコンで使用するためのソフトウェア10フィートユーザーインターフェイスを備えています。 + フォルダ + + + + + Kodi는 비영리 기술 컨소시엄인 XBMC 재단에서 개발한 무료 오픈 소스 미디어 플레이어 소프트웨어 애플리케이션입니다. Kodi는 여러 운영 체제 및 하드웨어 플랫폼에서 사용할 수 있으며, TV 및 리모컨과 함께 사용할 수 있는 10피트 소프트웨어 사용자 인터페이스를 제공합니다. + 폴더 + + + + + Kodi 是由非营利技术联盟 XBMC 基金会开发的一款免费开源媒体播放器软件应用程序。Kodi 可用于多种操作系统和硬件平台,其软件用户界面为 10 英尺,可与电视机和遥控器配合使用。 + 文件夹 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/laserdisc.xml b/themes/linear-es-de/system/metadata/laserdisc.xml index 09a6617a8..3fa751f56 100644 --- a/themes/linear-es-de/system/metadata/laserdisc.xml +++ b/themes/linear-es-de/system/metadata/laserdisc.xml @@ -1,4 +1,4 @@ - + LaserDisc Games LaserDisc arcade games use pre-recorded video, either in combination with overlaid sprites or simply as sections of video controllable by the player. The first major LaserDisc game was Sega's Astron Belt, released in 1983. It was closely followed by Dragon's Lair the same year, which is doubtlessly the most famous LaserDisc game. A number of releases followed and to this day there is a community making similar homebrew games, although they no longer technically run on LaserDiscs. @@ -13,14 +13,90 @@ 800000 FF0000 303030 + 1-1 + + + Els jocs de Laserdisc Arcade utilitzen un vídeo pre-gravat, ja sigui en combinació amb Sprites sobreposades o simplement com a seccions de vídeo controlables pel jugador. El primer gran joc de Laserdisc va ser Astron Belt de Sega, llançat el 1983. Va ser seguit de prop de Dragon's Lair el mateix any, que és sens dubte el joc laserdisc més famós. S'han seguit diversos llançaments i fins avui hi ha una comunitat que fa jocs de casa similars, tot i que ja no funcionen tècnicament en Laserdiscs. + Folder + + + + + Bei LaserDisc-Arcade-Spielen werden voraufgezeichnete Videos verwendet, entweder in Kombination mit eingeblendeten Sprites oder einfach als vom Spieler steuerbare Videoabschnitte. Das erste große LaserDisc-Spiel war Astron Belt von Sega, das 1983 veröffentlicht wurde. Noch im selben Jahr folgte Dragon's Lair, das zweifellos das bekannteste LaserDisc-Spiel ist. Es folgte eine Reihe von Veröffentlichungen, und bis heute gibt es eine Gemeinschaft, die ähnliche Homebrew-Spiele herstellt, obwohl sie technisch gesehen nicht mehr auf LaserDiscs laufen. + Mappe + + + + + Los juegos arcade LaserDisc utilizan vídeo pregrabado, ya sea en combinación con sprites superpuestos o simplemente como secciones de vídeo controlables por el jugador. El primer gran juego de LaserDisc fue Astron Belt, de Sega, lanzado en 1983. Ese mismo año le siguió Dragon's Lair, sin duda el juego LaserDisc más famoso. Siguieron varios lanzamientos y, a día de hoy, existe una comunidad que crea juegos caseros similares, aunque técnicamente ya no funcionan en LaserDiscs. + Carpeta + + + + + Les jeux d'arcade LaserDisc utilisent de la vidéo préenregistrée, soit en combinaison avec des sprites superposés, soit simplement sous forme de sections de vidéo contrôlables par le joueur. Le premier grand jeu LaserDisc a été Astron Belt de Sega, sorti en 1983. Il a été suivi de près par Dragon's Lair la même année, qui est sans doute le jeu LaserDisc le plus célèbre. Un certain nombre de jeux ont suivi et il existe encore aujourd'hui une communauté qui fabrique des jeux maison similaires, bien qu'ils ne fonctionnent plus techniquement sur LaserDisc. + Dossier + + + + + I giochi arcade LaserDisc utilizzano video preregistrati, in combinazione con sprite sovrapposti o semplicemente come sezioni di video controllabili dal giocatore. Il primo gioco LaserDisc di rilievo fu Astron Belt di Sega, uscito nel 1983. Nello stesso anno fu seguito da Dragon's Lair, che è senza dubbio il gioco LaserDisc più famoso. Seguirono numerose uscite e ancora oggi esiste una comunità che produce giochi homebrew simili, anche se tecnicamente non funzionano più su LaserDisc. + Cartella + + + + + LaserDisc arcadegames maken gebruik van vooraf opgenomen video, in combinatie met overlappende sprites of gewoon als delen van de video die door de speler bestuurd kunnen worden. Het eerste grote LaserDisc-spel was Sega's Astron Belt, uitgebracht in 1983. Het werd op de voet gevolgd door Dragon's Lair in hetzelfde jaar, wat ongetwijfeld het bekendste LaserDisc-spel is. Er volgden een aantal releases en tot op de dag van vandaag is er een gemeenschap die soortgelijke zelfgemaakte spellen maakt, hoewel ze technisch gezien niet meer op LaserDiscs draaien. + Map + + + + + Gry zręcznościowe LaserDisc wykorzystują wcześniej nagrane wideo, albo w połączeniu z nałożonymi sprite'ami, albo po prostu jako sekcje wideo kontrolowane przez gracza. Pierwszą dużą grą na LaserDisc był Astron Belt firmy Sega, wydany w 1983 roku. Zaraz po niej, w tym samym roku, pojawiła się gra Dragon's Lair, która bez wątpienia jest najbardziej znaną grą na LaserDisc. Później pojawiło się wiele innych gier, a do dziś istnieje społeczność tworząca podobne gry homebrew, choć technicznie nie działają one już na dyskach LaserDisc. + Folder + + + + + Os jogos de arcade LaserDisc usam vídeo pré-gravado, seja em combinação com sprites sobrepostos ou simplesmente como seções de vídeo controláveis pelo jogador. O primeiro grande jogo em LaserDisc foi Astron Belt, da Sega, lançado em 1983. Ele foi seguido de perto por Dragon's Lair no mesmo ano, que é, sem dúvida, o jogo de LaserDisc mais famoso. Vários lançamentos se seguiram e, até hoje, há uma comunidade que cria jogos caseiros semelhantes, embora, tecnicamente, eles não funcionem mais em LaserDiscs. + Pasta + + + + + Jocurile arcade LaserDisc utilizează înregistrări video preînregistrate, fie în combinație cu sprite suprapuse, fie pur și simplu ca secțiuni video controlabile de către jucător. Primul joc LaserDisc important a fost Astron Belt de la Sega, lansat în 1983. Acesta a fost urmat îndeaproape de Dragon's Lair în același an, care este fără îndoială cel mai faimos joc LaserDisc. Au urmat o serie de lansări și, până în prezent, există o comunitate care produce jocuri homebrew similare, deși acestea nu mai rulează tehnic pe LaserDiscuri. + Dosar + + + + + В аркадных играх LaserDisc используется заранее записанное видео, либо в сочетании с наложенными спрайтами, либо просто в виде участков видео, управляемых игроком. Первой крупной игрой на LaserDisc стала игра Astron Belt от Sega, выпущенная в 1983 году. За ней последовала Dragon's Lair того же года, которая, несомненно, является самой известной игрой на LaserDisc. За ней последовал целый ряд релизов, и по сей день существует сообщество, создающее подобные самодельные игры, хотя технически они уже не работают на LaserDiscs. + Папка + + - Diverse - Diverse - Diverse - Diverse + LaserDisc-arkadspel använder förinspelad video, antingen i kombination med överlagrade sprites eller helt enkelt som delar av video som kan kontrolleras av spelaren. Det första stora LaserDisc-spelet var Segas Astron Belt, som släpptes 1983. Det följdes tätt av Dragon's Lair samma år, som utan tvekan är det mest kända LaserDisc-spelet. Ett antal releaser följde och än idag finns det en community som gör liknande homebrew-spel, även om de tekniskt sett inte längre går att köra på LaserDiscs. Mapp + + + レーザーディスクのアーケードゲームでは、録画済みのビデオが使用され、重ね合わせたスプライトと組み合わせたり、単にプレイヤーが操作可能なビデオのセクションとして使用される。最初のメジャーなレーザーディスクゲームは、1983年に発売されたセガの『アストロンベルト』である。同年に発売された『ドラゴンズ・レア』は、間違いなく最も有名なレーザーディスクゲームである。その後も数多くのゲームがリリースされ、今日に至るまで、同様の自作ゲームを作るコミュニティが存在する。 + フォルダ + + + + + LaserDisc 아케이드 게임은 오버레이된 스프라이트와 함께 또는 플레이어가 제어할 수 있는 비디오 섹션으로 미리 녹화된 비디오를 사용합니다. 최초의 주요 LaserDisc 게임은 1983년에 출시된 세가의 아스트론 벨트였습니다. 그 뒤를 이어 같은 해에 가장 유명한 레이저디스크 게임인 드래곤의 은신처가 출시되었습니다. 이후 수많은 게임이 출시되었고 오늘날까지도 유사한 자체 제작 게임을 만드는 커뮤니티가 있지만, 기술적으로 더 이상 LaserDisc에서 실행되지는 않습니다. + 폴더 + + + + + 激光视盘街机游戏使用预先录制的视频,可以与叠加精灵结合使用,也可以简单地作为玩家可以控制的视频部分。第一款大型激光视盘游戏是世嘉公司于 1983 年推出的《Astron Belt》。同年发行的《龙之巢穴》(Dragon's Lair)紧随其后,无疑是最著名的激光视盘游戏。之后又推出了许多游戏,直到今天,仍有一个社区在制作类似的自制游戏,尽管从技术上讲,这些游戏已不再能在激光视盘上运行。 + 文件夹 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/lcdgames.xml b/themes/linear-es-de/system/metadata/lcdgames.xml index 685417aa0..ff071888f 100644 --- a/themes/linear-es-de/system/metadata/lcdgames.xml +++ b/themes/linear-es-de/system/metadata/lcdgames.xml @@ -1,11 +1,11 @@ - + LCD Games Handheld electronic games are very small, portable devices for playing interactive electronic games, often miniaturized versions of video games. The controls, display and speakers are all part of a single unit. - Rather than a general-purpose screen made up of a grid of small pixels, they usually have custom displays designed to play one game. This simplicity means they can be made as small as a smartwatch, and sometimes are. The visual output of these games can range from a few small light bulbs or LED lights to calculator-like alphanumerical screens; later these were mostly displaced by liquid crystal and vacuum fluorescent display screens with detailed images and in the case of VFD games, color. +Rather than a general-purpose screen made up of a grid of small pixels, they usually have custom displays designed to play one game. This simplicity means they can be made as small as a smartwatch, and sometimes are. The visual output of these games can range from a few small light bulbs or LED lights to calculator-like alphanumerical screens; later these were mostly displaced by liquid crystal and vacuum fluorescent display screens with detailed images and in the case of VFD games, color. - Handhelds' popularity was at its peak from the late 1970s into the early 1990s before declining. They are the precursors to the handheld game console. +Handhelds' popularity was at its peak from the late 1970s into the early 1990s before declining. They are the precursors to the handheld game console. Various Various Various @@ -17,14 +17,146 @@ A24F41 C3C9C7 3D6F78 + 1-1 + + + Els jocs electrònics de mà són dispositius portàtils molt petits per jugar a jocs electrònics interactius, sovint versions miniaturitzades de videojocs. Els controls, la pantalla i els altaveus formen part d’una sola unitat. + +En lloc d'una pantalla de propòsit general formada per una graella de píxels petits, solen tenir pantalles personalitzades dissenyades per jugar un joc. Aquesta senzillesa significa que es poden fer tan petites com un smartwatch i, de vegades, ho són. La sortida visual d’aquests jocs pot anar des d’unes quantes bombetes petites o llums LED fins a pantalles alfanumèriques semblants a la calculadora;Més tard es van desplaçar majoritàriament per pantalles de visualització fluorescent de cristall líquid i de buit amb imatges detallades i en el cas de jocs VFD, color. + +La popularitat dels talls de mà va estar al seu punt àlgid des de finals dels anys 70 fins a principis dels anys 90 abans de declinar. Són els precursors de la consola de joc de mà. + Portable + + + + + Elektronische Handheld-Spiele sind sehr kleine, tragbare Geräte zum Spielen interaktiver elektronischer Spiele, oft miniaturisierte Versionen von Videospielen. Die Bedienelemente, das Display und die Lautsprecher sind in einem einzigen Gerät untergebracht. + +Anstelle eines allgemeinen Bildschirms, der aus einem Gitter aus kleinen Pixeln besteht, verfügen sie in der Regel über spezielle Displays, die für ein bestimmtes Spiel entwickelt wurden. Diese Einfachheit bedeutet, dass sie so klein wie eine Smartwatch sein können, was sie manchmal auch sind. Die visuelle Ausgabe dieser Spiele kann von einigen kleinen Glühbirnen oder LED-Leuchten bis hin zu taschenrechnerähnlichen alphanumerischen Bildschirmen reichen; später wurden diese meist durch Flüssigkristall- und Vakuumfluoreszenzbildschirme mit detaillierten Bildern und im Fall von VFD-Spielen auch Farbe ersetzt. + +Die Popularität von Handhelds erreichte Ende der 1970er bis Anfang der 1990er Jahre ihren Höhepunkt, bevor sie zurückging. Sie sind die Vorläufer der Handheld-Konsolen. + Tragbar + + + + + Los juegos electrónicos portátiles son dispositivos muy pequeños y portátiles para jugar a juegos electrónicos interactivos, a menudo versiones miniaturizadas de videojuegos. Los mandos, la pantalla y los altavoces forman parte de una sola unidad. + +En lugar de una pantalla de uso general formada por una cuadrícula de pequeños píxeles, suelen tener pantallas personalizadas diseñadas para jugar a un solo juego. Esta simplicidad hace que puedan ser tan pequeños como un smartwatch, y a veces lo son. La salida visual de estos juegos puede variar desde unas pequeñas bombillas o luces LED hasta pantallas alfanuméricas similares a las de las calculadoras; más tarde, éstas fueron desplazadas en su mayoría por pantallas de cristal líquido y fluorescentes al vacío con imágenes detalladas y, en el caso de los juegos VFD, en color. + +La popularidad de los dispositivos portátiles alcanzó su punto álgido entre finales de los años 70 y principios de los 90, antes de declinar. Son los precursores de las videoconsolas portátiles. + Portátil + + + + + Les jeux électroniques de poche sont de très petits appareils portables permettant de jouer à des jeux électroniques interactifs, souvent des versions miniaturisées de jeux vidéo. Les commandes, l'écran et les haut-parleurs font partie d'une seule unité. + +Plutôt qu'un écran polyvalent composé d'une grille de petits pixels, ils sont généralement dotés d'un affichage personnalisé conçu pour jouer à un seul jeu. Cette simplicité signifie qu'ils peuvent être aussi petits qu'une smartwatch, et le sont parfois. La sortie visuelle de ces jeux peut aller de quelques petites ampoules ou lumières LED à des écrans alphanumériques de type calculatrice. Plus tard, ces écrans ont été remplacés par des écrans à cristaux liquides et des écrans fluorescents à vide avec des images détaillées et, dans le cas des jeux VFD, en couleur. + +La popularité des ordinateurs de poche a atteint son apogée entre la fin des années 1970 et le début des années 1990, avant de décliner. Ils sont les précurseurs de la console de jeu portable. + Portable + + + + + I giochi elettronici portatili sono dispositivi molto piccoli e portatili per giocare a giochi elettronici interattivi, spesso versioni miniaturizzate di videogiochi. I comandi, il display e gli altoparlanti fanno parte di un'unica unità. + +Invece di uno schermo generico composto da una griglia di piccoli pixel, di solito hanno display personalizzati progettati per la riproduzione di un solo gioco. Grazie a questa semplicità, possono essere realizzati con le dimensioni di uno smartwatch, e a volte lo sono. L'output visivo di questi giochi può variare da alcune piccole lampadine o luci LED a schermi alfanumerici simili a quelli di una calcolatrice; in seguito questi schermi sono stati sostituiti da schermi a cristalli liquidi e a fluorescenza sottovuoto con immagini dettagliate e, nel caso dei giochi VFD, a colori. + +La popolarità dei palmari ha raggiunto il suo apice tra la fine degli anni '70 e l'inizio degli anni '90, prima di diminuire. Sono i precursori delle console di gioco portatili. + Portatile + + + + + Handheld elektronische spellen zijn zeer kleine, draagbare apparaten voor het spelen van interactieve elektronische spellen, vaak geminiaturiseerde versies van videospellen. De bediening, het scherm en de luidsprekers maken allemaal deel uit van één apparaat. + +In plaats van een algemeen scherm dat bestaat uit een raster van kleine pixels, hebben ze meestal aangepaste displays die ontworpen zijn om één spel te spelen. Door deze eenvoud kunnen ze zo klein worden gemaakt als een smartwatch, en soms zijn ze dat ook. De visuele output van deze spellen kan variëren van een paar kleine gloeilampjes of LED-lampjes tot rekenmachine-achtige alfanumerieke schermen; later werden deze meestal vervangen door schermen met vloeibare kristallen en vacuüm fluorescerende schermen met gedetailleerde beelden en, in het geval van VFD-spellen, kleur. + +De populariteit van handhelds bereikte een hoogtepunt van eind jaren 1970 tot begin jaren 1990, waarna ze weer afnamen. Ze zijn de voorlopers van de draagbare spelconsole. + Draagbaar + + + + + Ręczne gry elektroniczne to bardzo małe, przenośne urządzenia do grania w interaktywne gry elektroniczne, często zminiaturyzowane wersje gier wideo. Elementy sterujące, wyświetlacz i głośniki są częścią jednego urządzenia. + +Zamiast ekranu ogólnego przeznaczenia składającego się z siatki małych pikseli, mają one zwykle niestandardowe wyświetlacze zaprojektowane do grania w jedną grę. Ta prostota oznacza, że mogą być tak małe jak smartwatch, a czasami są. Efekt wizualny tych gier może wahać się od kilku małych żarówek lub świateł LED do podobnych do kalkulatorów ekranów alfanumerycznych; później zostały one w większości wyparte przez ciekłokrystaliczne i próżniowe wyświetlacze fluorescencyjne ze szczegółowymi obrazami, a w przypadku gier VFD - kolorami. + +Popularność handheldów była najwyższa od późnych lat 70-tych do wczesnych 90-tych, a następnie spadła. Są one prekursorami przenośnych konsol do gier. + Przenośny + + + + + Os jogos eletrônicos portáteis são dispositivos muito pequenos e portáteis para jogar jogos eletrônicos interativos, geralmente versões miniaturizadas de videogames. Os controles, a tela e os alto-falantes fazem parte de uma única unidade. + +Em vez de uma tela de uso geral composta por uma grade de pequenos pixels, eles geralmente têm telas personalizadas projetadas para jogar um jogo. Essa simplicidade significa que eles podem ser tão pequenos quanto um smartwatch, e às vezes são. A saída visual desses jogos pode variar de algumas pequenas lâmpadas ou luzes de LED a telas alfanuméricas semelhantes a calculadoras; mais tarde, essas telas foram substituídas principalmente por telas de cristal líquido e fluorescentes a vácuo com imagens detalhadas e, no caso dos jogos VFD, coloridas. + +A popularidade dos dispositivos portáteis atingiu seu auge entre o final da década de 1970 e o início da década de 1990, antes de entrar em declínio. Eles são os precursores do console de jogos portátil. + Portátil + + + + + Jocurile electronice portabile sunt dispozitive foarte mici, portabile pentru a juca jocuri electronice interactive, adesea versiuni miniaturizate ale jocurilor video. Comenzile, ecranul și difuzoarele fac parte dintr-o singură unitate. + +În loc de un ecran de uz general alcătuit dintr-o rețea de pixeli mici, acestea au, de obicei, ecrane personalizate concepute pentru a juca un singur joc. Această simplitate înseamnă că pot fi făcute la fel de mici ca un smartwatch, și uneori chiar sunt. Rezultatele vizuale ale acestor jocuri pot varia de la câteva becuri mici sau lumini LED la ecrane alfanumerice de tip calculator; ulterior, acestea au fost înlocuite în mare parte de ecrane cu cristale lichide și ecrane fluorescente în vid cu imagini detaliate și, în cazul jocurilor VFD, color. + +Popularitatea dispozitivelor portabile a fost la apogeu de la sfârșitul anilor 1970 până la începutul anilor 1990, înainte de a scădea. Acestea sunt precursorii consolelor de jocuri portabile. + Portabil + + + + + Портативные электронные игры - это очень маленькие, портативные устройства для игры в интерактивные электронные игры, часто миниатюрные версии видеоигр. Элементы управления, дисплей и динамики являются частью одного устройства. + +Вместо универсального экрана, состоящего из сетки мелких пикселей, в них обычно устанавливаются специальные дисплеи, предназначенные для игры в одну игру. Благодаря такой простоте они могут быть сделаны такими же маленькими, как смарт-часы, и иногда так и происходит. Визуальный ряд этих игр может варьироваться от нескольких маленьких лампочек или светодиодов до буквенно-цифровых экранов, похожих на калькулятор; позже они были в основном вытеснены жидкокристаллическими и вакуумными флуоресцентными дисплеями с детальным изображением и, в случае VFD-игр, цветом. + +Пик популярности карманных компьютеров пришелся на конец 1970-х - начало 1990-х годов, а затем пошел на спад. Они стали предшественниками портативных игровых консолей. + Портативный + + - Diverse - Diverse - Diverse - Diverse + Handhållna elektroniska spel är mycket små, bärbara enheter för att spela interaktiva elektroniska spel, ofta miniatyriserade versioner av videospel. Reglage, display och högtalare är alla delar av en och samma enhet. + +I stället för en vanlig skärm som består av ett rutnät av små pixlar har de vanligtvis specialanpassade skärmar som är utformade för att spela ett spel. Denna enkelhet innebär att de kan göras lika små som en smartklocka, vilket de ibland också är. Det visuella resultatet av dessa spel kan variera från några små glödlampor eller LED-lampor till miniräknarliknande alfanumeriska skärmar; senare ersattes dessa mestadels av flytande kristaller och vakuumfluorescerande skärmar med detaljerade bilder och i fallet med VFD-spel, färg. + +Handdatorernas popularitet nådde sin topp från slutet av 1970-talet till början av 1990-talet för att sedan minska. De är föregångare till den handhållna spelkonsolen. Bärbar + + + 携帯型電子ゲームは、インタラクティブな電子ゲームをプレイするための非常に小型の携帯機器であり、ビデオゲームの小型版であることが多い。操作部、ディスプレイ、スピーカーはすべて1つのユニットになっている。 + +小さなピクセルのグリッドで構成された汎用スクリーンではなく、通常、1つのゲームをプレイするために設計されたカスタム・ディスプレイを備えている。このシンプルさは、スマートウォッチのように小型化できることを意味し、実際に小型化されることもある。これらのゲームの視覚的な出力は、数個の小さな電球やLEDライトから電卓のような英数字の画面まで様々である。後にこれらは、詳細な画像とVFDゲームの場合にはカラーを備えた液晶ディスプレイや真空蛍光ディスプレイの画面にほとんど取って代わられた。 + +ハンドヘルド機の人気は1970年代後半から1990年代前半にかけてピークに達し、その後衰退した。携帯ゲーム機の前身である。 + ポータブル + + + + + 휴대용 전자 게임은 대화형 전자 게임을 플레이하기 위한 매우 작은 휴대용 장치로, 비디오 게임의 소형 버전인 경우가 많습니다. 컨트롤, 디스플레이, 스피커가 모두 하나의 장치에 포함되어 있습니다. + +작은 픽셀 그리드로 구성된 범용 화면이 아니라 일반적으로 하나의 게임을 플레이하도록 설계된 맞춤형 디스플레이가 있습니다. 이러한 단순성 덕분에 스마트워치만큼 작게 만들 수 있으며, 실제로 그렇게 만들기도 합니다. 이러한 게임의 시각적 출력은 작은 전구 몇 개나 LED 조명부터 계산기와 같은 영숫자 화면까지 다양하지만, 나중에는 대부분 액정 및 진공 형광 디스플레이 화면으로 대체되었고, VFD 게임의 경우 컬러로 바뀌었습니다. + +핸드헬드의 인기는 1970년대 후반부터 1990년대 초반까지 절정에 달했다가 하락세로 돌아섰습니다. 핸드헬드는 휴대용 게임 콘솔의 선구자입니다. + 휴대성 + + + + + 手持电子游戏机是一种非常小的便携式设备,用于玩互动电子游戏,通常是视频游戏的小型化版本。控制装置、显示屏和扬声器都是一个整体。 + +手持电子游戏机的显示屏不是由小像素网格组成的通用屏幕,而是专为玩一种游戏而设计的定制显示屏。这种简洁性意味着它们可以做得和智能手表一样小,有时甚至可以做得和智能手表一样小。这些游戏的视觉输出从几个小灯泡或 LED 灯到类似计算器的字母数字屏幕不等;后来,这些屏幕大多被液晶和真空荧光显示屏取代,液晶和真空荧光显示屏图像细腻,VFD 游戏还能显示色彩。 + +20 世纪 70 年代末到 90 年代初,掌上电脑的普及率达到顶峰,随后逐渐下降。它们是掌上游戏机的前身。 + 便携式 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/lowresnx.xml b/themes/linear-es-de/system/metadata/lowresnx.xml index 6342b8e05..ca86521cf 100644 --- a/themes/linear-es-de/system/metadata/lowresnx.xml +++ b/themes/linear-es-de/system/metadata/lowresnx.xml @@ -1,7 +1,7 @@ - + LowRes NX - LowRes NX was inspired by real 8-bit and 16-bit systems and simulates chips for graphics, sound and I/O, which actually work like classic hardware. It supports hardware sprites as well as hardware parallax scrolling, and even offers vertical blank and raster interrupts to create authentic retro effects. Imagine LowRes NX as a handheld game console with a d-pad, two action buttons and a little rubber keyboard below a slidable touchscreen. + LowRes NX was inspired by real 8-bit and 16-bit systems and simulates chips for graphics, sound and I/O, which actually work like classic hardware. It supports hardware sprites as well as hardware parallax scrolling, and even offers vertical blank and raster interrupts to create authentic retro effects. Imagine LowRes NX as a handheld game console with a d-pad, two action buttons and a little rubber keyboard below a slidable touchscreen. Timo Kloss 2017 2017 @@ -13,10 +13,90 @@ 56A0A2 F8EA32 FF5700 + 1-1 + + + Lowres NX es va inspirar en sistemes reals de 8 bits i 16 bits i simula xips per a gràfics, so i E/S, que realment funcionen com el maquinari clàssic.És compatible amb els sprites de maquinari, així com el desplaçament de paralaxis de maquinari i, fins i tot, ofereix interrupcions verticals en blanc i ràster per crear efectes retro autèntics. Imagineu-vos Lowres NX com una consola de joc de mà amb un Pad D, dos botons d’acció i un petit teclat de goma per sota d’una pantalla tàctil lliscant. + Engine + + + + + LowRes NX wurde von echten 8-Bit- und 16-Bit-Systemen inspiriert und simuliert Chips für Grafik, Sound und I/O, die tatsächlich wie klassische Hardware funktionieren. Es unterstützt Hardware-Sprites sowie Hardware-Parallax-Scrolling und bietet sogar vertikale Leer- und Rasterunterbrechungen, um authentische Retro-Effekte zu erzeugen. Stellen Sie sich LowRes NX als eine Handheld-Spielkonsole mit einem D-Pad, zwei Aktionstasten und einer kleinen Gummitastatur unter einem verschiebbaren Touchscreen vor. + Motor + + + + + LowRes NX se inspira en los sistemas reales de 8 y 16 bits y simula chips para gráficos, sonido y E/S, que funcionan realmente como el hardware clásico. Admite sprites por hardware, así como desplazamiento de paralaje por hardware, e incluso ofrece interrupciones verticales en blanco y de trama para crear auténticos efectos retro. Imagina LowRes NX como una videoconsola portátil con un d-pad, dos botones de acción y un pequeño teclado de goma debajo de una pantalla táctil deslizable. + Motor + + + + + LowRes NX s'inspire des systèmes 8 et 16 bits réels et simule des puces pour les graphiques, le son et les E/S, qui fonctionnent réellement comme du matériel classique. Il prend en charge les sprites matériels ainsi que le défilement parallaxe matériel, et offre même des interruptions de trame et de blanc vertical pour créer des effets rétro authentiques. Imaginez LowRes NX comme une console de jeu portable avec un d-pad, deux boutons d'action et un petit clavier en caoutchouc sous un écran tactile coulissant. + Moteur + + + + + LowRes NX si ispira ai sistemi reali a 8 e 16 bit e simula i chip per la grafica, il suono e l'I/O, che funzionano effettivamente come l'hardware classico. Supporta gli sprite hardware e lo scorrimento parallasse hardware, e offre anche interruzioni verticali e raster per creare autentici effetti retrò. Immaginate LowRes NX come una console di gioco portatile con un d-pad, due pulsanti di azione e una piccola tastiera di gomma sotto un touchscreen scorrevole. + Motore + + + + + LowRes NX is geïnspireerd op echte 8-bit en 16-bit systemen en simuleert chips voor graphics, geluid en I/O, die echt werken als klassieke hardware. Het ondersteunt zowel hardware sprites als hardware parallax scrolling, en biedt zelfs verticale blank en raster interrupts om authentieke retro-effecten te creëren. Stel je LowRes NX voor als een handheld spelconsole met een d-pad, twee actieknoppen en een klein rubberen toetsenbord onder een verschuifbaar touchscreen. + Motor + + + + + LowRes NX został zainspirowany prawdziwymi 8-bitowymi i 16-bitowymi systemami i symuluje układy graficzne, dźwiękowe i wejścia/wyjścia, które faktycznie działają jak klasyczny sprzęt. Obsługuje sprzętowe sprite'y, a także sprzętowe przewijanie paralaksy, a nawet oferuje pionowe puste miejsca i przerwania rastrowe, aby stworzyć autentyczne efekty retro. Wyobraź sobie LowRes NX jako przenośną konsolę do gier z d-padem, dwoma przyciskami akcji i małą gumową klawiaturą pod wysuwanym ekranem dotykowym. + Silnik + + + + + O LowRes NX foi inspirado em sistemas reais de 8 e 16 bits e simula chips para gráficos, som e E/S, que realmente funcionam como o hardware clássico. Ele suporta sprites de hardware, bem como rolagem de paralaxe de hardware, e ainda oferece interrupções verticais em branco e de rasterização para criar efeitos retrô autênticos. Imagine o LowRes NX como um console de jogos portátil com um d-pad, dois botões de ação e um pequeno teclado de borracha abaixo de uma tela sensível ao toque deslizante. + Motor + + + + + LowRes NX a fost inspirat de sistemele reale pe 8 și 16 biți și simulează cipuri pentru grafică, sunet și I/O, care funcționează efectiv ca hardware-ul clasic. Acesta acceptă sprite hardware, precum și defilare parallax hardware și oferă chiar blank vertical și întreruperi raster pentru a crea efecte retro autentice. Imaginați-vă LowRes NX ca o consolă de jocuri portabilă cu un d-pad, două butoane de acțiune și o tastatură mică din cauciuc sub un ecran tactil glisant. + Motor + + + + + LowRes NX был вдохновлен реальными 8- и 16-битными системами и имитирует чипы для графики, звука и ввода-вывода, которые действительно работают как классическое оборудование. Она поддерживает аппаратные спрайты, а также аппаратный параллакс-скроллинг и даже предлагает вертикальные пробелы и растровые прерывания для создания аутентичных ретро-эффектов. Представьте себе LowRes NX как портативную игровую консоль с d-pad, двумя кнопками управления и маленькой резиновой клавиатурой под выдвижным сенсорным экраном. + Двигатель + + - Spelmotor + LowRes NX har inspirerats av riktiga 8- och 16-bitars system och simulerar chip för grafik, ljud och I/O, som faktiskt fungerar som klassisk hårdvara. Den stöder sprites i hårdvara samt parallaxscrolling i hårdvara och erbjuder till och med vertikala blank- och rasteravbrott för att skapa autentiska retroeffekter. Föreställ dig LowRes NX som en handhållen spelkonsol med en d-pad, två actionknappar och ett litet gummitangentbord under en skjutbar pekskärm. + Motor + + + + + LowRes NXは、本物の8ビットおよび16ビットシステムにインスパイアされ、グラフィック、サウンド、I/O用のチップをシミュレートしており、実際にクラシックなハードウェアのように動作します。ハードウェア・スプライトやハードウェア視差スクロールをサポートし、本物のレトロエフェクトを作成するための垂直ブランクやラスター割り込みも提供します。 LowRes NXは、スライド可能なタッチスクリーンの下に、Dパッド、2つのアクションボタン、小さなラバーキーボードを備えた携帯ゲーム機と想像してください。 + エンジン + + + + + 저해상도 NX는 실제 8비트 및 16비트 시스템에서 영감을 받아 그래픽, 사운드 및 I/O용 칩을 시뮬레이션하여 실제로 클래식 하드웨어처럼 작동합니다. 하드웨어 스프라이트와 하드웨어 패럴랙스 스크롤을 지원하며 수직 블랭크 및 래스터 인터럽트까지 제공하여 진정한 레트로 효과를 연출할 수 있습니다. 저해상도 NX를 슬라이딩 가능한 터치스크린 아래에 D-패드, 액션 버튼 2개, 작은 고무 키보드가 있는 휴대용 게임 콘솔이라고 상상해 보세요. + 엔진 + + + + + LowRes NX 的灵感来源于真实的 8 位和 16 位系统,它模拟了图形、声音和输入/输出芯片,这些芯片的工作原理与经典硬件无异。它支持硬件精灵和硬件视差滚动,甚至提供垂直空白和光栅中断,以创建真实的复古效果。 把 LowRes NX 想象成一个掌上游戏机,在可滑动的触摸屏下面有一个手柄、两个操作按钮和一个小橡胶键盘。 + 发动机 \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/lutris.xml b/themes/linear-es-de/system/metadata/lutris.xml index e065885f5..fc26ab865 100644 --- a/themes/linear-es-de/system/metadata/lutris.xml +++ b/themes/linear-es-de/system/metadata/lutris.xml @@ -1,24 +1,132 @@ - + Lutris Lutris is a free and open source game manager for Linux-based operating systems developed and maintained by Mathieu Comandon and the community, released under the GNU General Public License. - Lutris began as a piece of software called Oblivion Launcher, which was created in 2009 by Mathieu Comandon. He wanted an easier way to manage his games running on Linux, especially the ones that ran using Wine. Lutris began development on Launchpad, with the repository being created on May 5th, 2009. The first public release, 0.1, was on November 29th, 2009.[8] In 2010, development moved to GitHub. - Mathieu Comandon +Lutris began as a piece of software called Oblivion Launcher, which was created in 2009 by Mathieu Comandon. He wanted an easier way to manage his games running on Linux, especially the ones that ran using Wine. Lutris began development on Launchpad, with the repository being created on May 5th, 2009. The first public release, 0.1, was on November 29th, 2009.[8] In 2010, development moved to GitHub. + M. Comandon 2010 2010-02-23 February 23, 2010 - Folder + Engine 3-4 AA9D96 FF9900 704631 222222 FFB700 + 1-1 + + + Lutris és un gestor de jocs de codi obert i gratuït per als sistemes operatius basats en Linux desenvolupats i mantinguts per Mathieu Comandon i la comunitat, publicat sota la llicència pública general de la GNU. + +Lutris va començar com un programari anomenat Oblivion Launcher, creat el 2009 per Mathieu Comandon. Volia una manera més fàcil de gestionar els seus jocs a Linux, especialment els que van funcionar amb vi. Lutris va començar el desenvolupament a LaunchPad, i es va crear el dipòsit el 5 de maig de 2009. El primer llançament públic, 0,1, va ser el 29 de novembre de 2009. [8]El 2010, el desenvolupament es va traslladar a GitHub. + Engine + + + + + Lutris ist ein freier und quelloffener Spielemanager für Linux-basierte Betriebssysteme, der von Mathieu Comandon und der Community entwickelt und gepflegt wird und unter der GNU General Public License veröffentlicht wird. + +Lutris begann als ein Stück Software namens Oblivion Launcher, das 2009 von Mathieu Comandon entwickelt wurde. Er wollte eine einfachere Möglichkeit, seine Spiele unter Linux zu verwalten, insbesondere die, die mit Wine liefen. Lutris begann mit der Entwicklung auf Launchpad, das Repository wurde am 5. Mai 2009 erstellt. Die erste öffentliche Version, 0.1, wurde am 29. November 2009 veröffentlicht.[8] Im Jahr 2010 wurde die Entwicklung auf GitHub verlagert. + Motor + + + + + Lutris es un gestor de juegos libre y de código abierto para sistemas operativos basados en Linux desarrollado y mantenido por Mathieu Comandon y la comunidad, publicado bajo la Licencia Pública General GNU. + +Lutris comenzó como un software llamado Oblivion Launcher, creado en 2009 por Mathieu Comandon. Quería una forma más fácil de gestionar sus juegos en Linux, especialmente los que se ejecutaban con Wine. Lutris comenzó el desarrollo en Launchpad, con la creación del repositorio el 5 de mayo de 2009. La primera versión pública, 0.1, fue el 29 de noviembre de 2009[8] En 2010, el desarrollo se trasladó a GitHub. + Motor + + + + + Lutris est un gestionnaire de jeux libre et gratuit pour les systèmes d'exploitation basés sur Linux, développé et maintenu par Mathieu Comandon et la communauté, sous la licence publique générale GNU. + +Lutris est né d'un logiciel appelé Oblivion Launcher, créé en 2009 par Mathieu Comandon. Il voulait un moyen plus facile de gérer ses jeux fonctionnant sous Linux, en particulier ceux qui fonctionnaient avec Wine. Lutris a commencé le développement sur Launchpad, le dépôt ayant été créé le 5 mai 2009. La première version publique, la 0.1, a été publiée le 29 novembre 2009[8]. En 2010, le développement a été transféré sur GitHub. + Moteur + + + + + Lutris è un gestore di giochi libero e open source per sistemi operativi basati su Linux, sviluppato e mantenuto da Mathieu Comandon e dalla comunità, rilasciato sotto la GNU General Public License. + +Lutris è nato come un software chiamato Oblivion Launcher, creato nel 2009 da Mathieu Comandon. Voleva un modo più semplice per gestire i suoi giochi in esecuzione su Linux, in particolare quelli che utilizzavano Wine. Lutris ha iniziato lo sviluppo su Launchpad, creando il repository il 5 maggio 2009. La prima versione pubblica, la 0.1, è stata rilasciata il 29 novembre 2009.[8] Nel 2010, lo sviluppo si è spostato su GitHub. + Motore + + + + + Lutris is een vrije en open source spelmanager voor Linux-gebaseerde besturingssystemen, ontwikkeld en onderhouden door Mathieu Comandon en de gemeenschap, vrijgegeven onder de GNU General Public License. + +Lutris begon als een stuk software genaamd Oblivion Launcher, dat in 2009 werd gemaakt door Mathieu Comandon. Hij wilde een eenvoudigere manier om zijn spellen te beheren die op Linux draaiden, vooral degene die op Wine draaiden. Lutris begon met de ontwikkeling op Launchpad en de repository werd aangemaakt op 5 mei 2009. De eerste publieke release, 0.1, was op 29 november 2009.[8] In 2010 verhuisde de ontwikkeling naar GitHub. + Motor + + + + + Lutris to darmowy i otwarty menedżer gier dla systemów operacyjnych opartych na Linuksie, opracowany i utrzymywany przez Mathieu Comandona i społeczność, wydany na licencji GNU General Public License. + +Lutris powstał jako oprogramowanie o nazwie Oblivion Launcher, które zostało stworzone w 2009 roku przez Mathieu Comandona. Chciał on w łatwiejszy sposób zarządzać swoimi grami uruchomionymi na Linuksie, zwłaszcza tymi, które korzystały z Wine. Lutris rozpoczął prace nad Launchpadem, tworząc repozytorium 5 maja 2009 roku. Pierwsze publiczne wydanie, 0.1, miało miejsce 29 listopada 2009 r.[8] W 2010 r. rozwój został przeniesiony na GitHub. + Silnik + + + + + O Lutris é um gerenciador de jogos gratuito e de código aberto para sistemas operacionais baseados em Linux, desenvolvido e mantido por Mathieu Comandon e pela comunidade, lançado sob a GNU General Public License. + +O Lutris começou como um software chamado Oblivion Launcher, criado em 2009 por Mathieu Comandon. Ele queria uma maneira mais fácil de gerenciar seus jogos executados no Linux, especialmente os que eram executados usando o Wine. Lutris iniciou o desenvolvimento no Launchpad, com o repositório sendo criado em 5 de maio de 2009. A primeira versão pública, 0.1, foi lançada em 29 de novembro de 2009.[8] Em 2010, o desenvolvimento foi transferido para o GitHub. + Motor + + + + + Lutris este un manager de jocuri gratuit și cu sursă deschisă pentru sistemele de operare bazate pe Linux, dezvoltat și întreținut de Mathieu Comandon și de comunitate, lansat sub licența GNU General Public License. + +Lutris a început ca un software numit Oblivion Launcher, care a fost creat în 2009 de Mathieu Comandon. Acesta dorea o modalitate mai ușoară de a-și gestiona jocurile care rulează pe Linux, în special cele care rulează folosind Wine. Lutris a început dezvoltarea pe Launchpad, depozitul fiind creat pe 5 mai 2009. Prima versiune publică, 0.1, a fost lansată pe 29 noiembrie 2009.[8] În 2010, dezvoltarea s-a mutat pe GitHub. + Motor + + + + + Lutris - это свободный игровой менеджер с открытым исходным кодом для операционных систем на базе Linux, разработанный и поддерживаемый Матье Командоном и сообществом, выпущенный под лицензией GNU General Public License. + +Lutris начинался как программа под названием Oblivion Launcher, созданная в 2009 году Матье Командоном. Ему нужен был более простой способ управления играми под Linux, особенно теми, которые запускались с помощью Wine. Лутрис начал разработку Launchpad, репозиторий был создан 5 мая 2009 года. Первый публичный релиз, 0.1, состоялся 29 ноября 2009 года.[8] В 2010 году разработка была перенесена на GitHub. + Двигатель + + - Mapp + Lutris är en spelhanterare med fri och öppen källkod för Linux-baserade operativsystem som utvecklas och underhålls av Mathieu Comandon och communityn, och som släpps under GNU General Public License. + +Lutris började som en programvara som heter Oblivion Launcher, som skapades 2009 av Mathieu Comandon. Han ville ha ett enklare sätt att hantera sina spel som kördes på Linux, särskilt de som kördes med Wine. Lutris började utveckla Launchpad och skapade ett repositorium den 5 maj 2009. Den första offentliga versionen, 0.1, släpptes den 29 november 2009.[8] Under 2010 flyttades utvecklingen till GitHub. + Motor + + + + + Lutrisは、Mathieu Comandonとコミュニティによって開発・保守されているLinuxベースのオペレーティングシステム用のフリーでオープンソースのゲームマネージャーであり、GNU General Public Licenseの下でリリースされています。 + +Lutrisは、2009年にMathieu Comandon氏によって作られたOblivion Launcherというソフトウェアから始まった。彼はLinux上で動作するゲーム、特にWineを使って動作するゲームを管理する簡単な方法を求めていました。LutrisはLaunchpadで開発を開始し、2009年5月5日にリポジトリが作成されました。最初のパブリックリリースである0.1は2009年11月29日にリリースされた[8]。 + エンジン + + + + + 루트리스는 마티유 코만동과 커뮤니티가 개발 및 유지 관리하는 Linux 기반 운영 체제용 무료 오픈 소스 게임 매니저로, GNU 일반 공중 사용 허가서에 따라 출시되었습니다. + +Lutris는 2009년에 Mathieu Comandon이 만든 Oblivion Launcher라는 소프트웨어로 시작되었습니다. 그는 Linux에서 실행되는 게임, 특히 Wine을 사용하여 실행되는 게임을 더 쉽게 관리할 수 있는 방법을 원했습니다. 루트리스는 2009년 5월 5일에 저장소를 생성하여 런치패드에서 개발을 시작했습니다. 첫 번째 공개 릴리스인 0.1은 2009년 11월 29일에 출시되었습니다.[8] 2010년에 개발은 GitHub로 이전되었습니다. + 엔진 + + + + + Lutris 是基于 Linux 操作系统的免费开源游戏管理器,由 Mathieu Comandon 和社区开发和维护,采用 GNU 通用公共许可证发布。 + +Lutris 最初是一款名为 Oblivion Launcher 的软件,由 Mathieu Comandon 于 2009 年创建。他希望有一种更简单的方法来管理他在 Linux 上运行的游戏,尤其是使用 Wine 运行的游戏。Lutris 开始在 Launchpad 上进行开发,并于 2009 年 5 月 5 日创建了软件源。第一个公开版本 0.1 于 2009 年 11 月 29 日发布。[8] 2010 年,开发工作转移到 GitHub。 + 发动机 \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/lutro.xml b/themes/linear-es-de/system/metadata/lutro.xml index 3a21a5f5b..0d5dac41e 100644 --- a/themes/linear-es-de/system/metadata/lutro.xml +++ b/themes/linear-es-de/system/metadata/lutro.xml @@ -1,4 +1,4 @@ - + Lutro Lutro is a 2D game framework that aims for simplicity and extreme portability. Using lutro, you can develop any kind of 2D retro games, like NES or Genesis games, and run them on a wide range of platforms through RetroArch. Lutro makes it easy to write games by using Lua and following the LÖVE API. Portability is achieved through the libretro API: Lutro is just loaded as a plugin in a frontend like RetroArch which takes care of display, audio and inputs. @@ -13,10 +13,90 @@ AE353A F2D8B5 00007F + 1-1 + + + Lutro és un marc de jocs en 2D que té com a objectiu la simplicitat i la portabilitat extrema. Utilitzant Lutro, podeu desenvolupar qualsevol tipus de jocs retro 2D, com NES o Genesis Games, i executar -los en una àmplia gamma de plataformes a través del retroarca. Lutro facilita l'escriptura de jocs mitjançant Lua i seguint l'API de Löve. La portabilitat s’aconsegueix a través de l’API de Libretro: el lutro només es carrega com a complement en un frontend com el retroarca que té cura de la pantalla, l’àudio i les entrades. + Engine + + + + + Lutro ist ein 2D-Spiele-Framework, das auf Einfachheit und extreme Portabilität abzielt. Mit Lutro können Sie jede Art von 2D-Retro-Spielen entwickeln, wie NES- oder Genesis-Spiele, und sie auf einer breiten Palette von Plattformen durch RetroArch ausführen. Lutro macht es einfach, Spiele zu schreiben, indem es Lua verwendet und der LÖVE API folgt. Die Portabilität wird durch die libretro API erreicht: Lutro wird einfach als Plugin in ein Frontend wie RetroArch geladen, das sich um Anzeige, Audio und Eingaben kümmert. + Motor + + + + + Lutro es un framework de juegos 2D que busca la simplicidad y la portabilidad extrema. Usando lutro, puedes desarrollar cualquier tipo de juegos retro 2D, como juegos de NES o Genesis, y ejecutarlos en una amplia gama de plataformas a través de RetroArch. Lutro facilita la escritura de juegos utilizando Lua y siguiendo la API LÖVE. La portabilidad se consigue a través de la API libretro: Lutro sólo se carga como un plugin en un frontend como RetroArch que se encarga de la pantalla, el audio y las entradas. + Motor + + + + + Lutro est un framework de jeu 2D qui vise la simplicité et la portabilité extrême. En utilisant Lutro, vous pouvez développer n'importe quel type de jeux rétro en 2D, comme les jeux NES ou Genesis, et les faire tourner sur une large gamme de plateformes grâce à RetroArch. Lutro facilite l'écriture de jeux en utilisant Lua et en suivant l'API LÖVE. La portabilité est assurée par l'API libretro : Lutro est simplement chargé comme un plugin dans un frontend comme RetroArch qui s'occupe de l'affichage, de l'audio et des entrées. + Moteur + + + + + Lutro è un framework per giochi 2D che punta alla semplicità e all'estrema portabilità. Utilizzando Lutro, è possibile sviluppare qualsiasi tipo di gioco 2D retrò, come quelli per NES o Genesis, ed eseguirli su un'ampia gamma di piattaforme attraverso RetroArch. Lutro semplifica la scrittura di giochi utilizzando Lua e seguendo le API LÖVE. La portabilità è ottenuta grazie all'API libretro: Lutro viene semplicemente caricato come plugin in un frontend come RetroArch che si occupa della visualizzazione, dell'audio e degli ingressi. + Motore + + + + + Lutro is een 2D game framework dat streeft naar eenvoud en extreme portabiliteit. Met lutro kun je elk soort 2D retro spel ontwikkelen, zoals NES of Genesis spellen, en ze uitvoeren op een groot aantal platformen via RetroArch. Lutro maakt het gemakkelijk om spellen te schrijven door Lua te gebruiken en de LÖVE API te volgen. Portabiliteit wordt bereikt door de libretro API: Lutro wordt gewoon geladen als een plugin in een frontend zoals RetroArch die zorgt voor weergave, audio en ingangen. + Motor + + + + + Lutro to framework dla gier 2D, którego celem jest prostota i ekstremalna przenośność. Korzystając z lutro, możesz tworzyć dowolne gry 2D retro, takie jak gry NES lub Genesis, i uruchamiać je na szerokiej gamie platform za pośrednictwem RetroArch. Lutro ułatwia pisanie gier przy użyciu języka Lua i interfejsu API LÖVE. Przenośność jest osiągana dzięki API libretro: Lutro jest po prostu ładowane jako wtyczka we frontendzie takim jak RetroArch, który zajmuje się wyświetlaniem, dźwiękiem i wejściami. + Silnik + + + + + O Lutro é uma estrutura de jogos 2D que visa à simplicidade e à portabilidade extrema. Com o Lutro, é possível desenvolver qualquer tipo de jogo retrô 2D, como jogos de NES ou Genesis, e executá-los em uma ampla variedade de plataformas por meio do RetroArch. O Lutro facilita a criação de jogos usando Lua e seguindo a API LÖVE. A portabilidade é obtida por meio da API libretro: O Lutro é carregado apenas como um plug-in em um front-end como o RetroArch, que cuida da exibição, do áudio e das entradas. + Motor + + + + + Lutro este un cadru de joc 2D care vizează simplitatea și portabilitatea extremă. Folosind lutro, puteți dezvolta orice fel de jocuri retro 2D, cum ar fi jocuri NES sau Genesis, și le puteți rula pe o gamă largă de platforme prin RetroArch. Lutro facilitează scrierea de jocuri prin utilizarea Lua și urmând API-ul LÖVE. Portabilitatea este realizată prin API-ul libretro: Lutro este doar încărcat ca un plugin într-un frontend precum RetroArch, care se ocupă de afișare, audio și intrări. + Motor + + + + + Lutro - это фреймворк для 2D-игр, который стремится к простоте и чрезвычайной портативности. Используя lutro, вы можете разрабатывать любые 2D ретро-игры, такие как игры для NES или Genesis, и запускать их на широком спектре платформ через RetroArch. Lutro позволяет легко писать игры, используя язык Lua и следуя API LÖVE. Переносимость достигается благодаря libretro API: Lutro просто загружается как плагин во фронтенд, такой как RetroArch, который заботится об отображении, звуке и входах. + Двигатель + + - Spelmotor + Lutro är ett ramverk för 2D-spel som strävar efter enkelhet och extrem portabilitet. Med Lutro kan du utveckla alla typer av 2D-retrospel, som NES- eller Genesis-spel, och köra dem på ett brett utbud av plattformar via RetroArch. Lutro gör det enkelt att skriva spel genom att använda Lua och följa LÖVE API. Portabilitet uppnås genom libretro API: Lutro laddas bara som ett plugin i en frontend som RetroArch som tar hand om display, ljud och ingångar. + Motor + + + + + ルトロは、シンプルで移植性の高い2Dゲームフレームワークです。Lutroを使えば、ファミコンやジェネシスのようなあらゆる2Dレトロゲームを開発し、RetroArchを通じて様々なプラットフォームで動作させることができます。Lutroでは、Luaを使用し、LÖVE APIに従うことで、簡単にゲームを書くことができます。ポータビリティはlibretro APIによって実現されます:Lutroは、RetroArchのようなフロントエンドにプラグインとしてロードするだけで、表示、オーディオ、入力を行います。 + エンジン + + + + + 루트로는 단순함과 뛰어난 휴대성을 목표로 하는 2D 게임 프레임워크입니다. 루트로를 사용하면 NES나 제네시스 게임과 같은 모든 종류의 2D 레트로 게임을 개발할 수 있으며 RetroArch를 통해 다양한 플랫폼에서 실행할 수 있습니다. 루트로는 Lua를 사용하고 LÖVE API를 따라 게임을 쉽게 제작할 수 있습니다. 이식성은 리브레트로 API를 통해 구현됩니다: Lutro는 디스플레이, 오디오 및 입력을 처리하는 RetroArch와 같은 프론트엔드에 플러그인으로 로드되기만 하면 됩니다. + 엔진 + + + + + Lutro 是一个 2D 游戏框架,旨在实现简单性和极高的可移植性。使用 Lutro,你可以开发任何类型的 2D 复古游戏,如 NES 或 Genesis 游戏,并通过 RetroArch 在各种平台上运行。通过使用 Lua 和遵循 LÖVE API,Lutro 可以轻松编写游戏。可移植性通过 libretro API 实现:Lutro 只需作为一个插件加载到 RetroArch 等前端软件中,由其负责显示、音频和输入。 + 发动机 \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/macintosh.xml b/themes/linear-es-de/system/metadata/macintosh.xml index ebad79195..a48fcbbaa 100644 --- a/themes/linear-es-de/system/metadata/macintosh.xml +++ b/themes/linear-es-de/system/metadata/macintosh.xml @@ -1,9 +1,9 @@ - + Macintosh The Macintosh (mainly Mac since 1998) is a family of personal computers designed, manufactured, and sold by Apple Inc. (originally as Apple Computer, Inc.) since January 1984. - The original Macintosh is the first successful mass-market all-in-one desktop personal computer to have featured a graphical user interface, built-in screen, and mouse. Apple sold the Macintosh alongside its popular Apple II, Apple IIGS, Apple III, and Apple Lisa families of computers until the other models were discontinued in the 1990s. +The original Macintosh is the first successful mass-market all-in-one desktop personal computer to have featured a graphical user interface, built-in screen, and mouse. Apple sold the Macintosh alongside its popular Apple II, Apple IIGS, Apple III, and Apple Lisa families of computers until the other models were discontinued in the 1990s. Apple 1984 1984-01 @@ -15,10 +15,118 @@ E19433 009DDD C45152 + 1-1 + + + El Macintosh (principalment Mac des de 1998) és una família d’ordinadors personals dissenyats, fabricats i venuts per Apple Inc. (originalment com Apple Computer, Inc.) des de gener de 1984. + +El Macintosh original és el primer ordinador personal d’escriptori en un mercat de masses amb èxit que ha presentat una interfície d’usuari gràfica, pantalla integrada i ratolí. Apple va vendre el Macintosh al costat de les seves famílies populars d'Apple II, Apple IIGS, Apple III i Apple Lisa d'ordinadors fins que els altres models es van suspendre a la dècada de 1990. + Computer + + + + + Der Macintosh (seit 1998 hauptsächlich Mac) ist eine Familie von Personal Computern, die von Apple Inc. (ursprünglich als Apple Computer, Inc.) seit Januar 1984 entwickelt, hergestellt und verkauft wird. + +Der ursprüngliche Macintosh ist der erste erfolgreiche All-in-One-Desktop-Personalcomputer für den Massenmarkt, der über eine grafische Benutzeroberfläche, einen eingebauten Bildschirm und eine Maus verfügte. Apple verkaufte den Macintosh zusammen mit seinen beliebten Computerfamilien Apple II, Apple IIGS, Apple III und Apple Lisa, bis die anderen Modelle in den 1990er Jahren eingestellt wurden. + Computer + + + + + El Macintosh (principalmente Mac desde 1998) es una familia de ordenadores personales diseñados, fabricados y vendidos por Apple Inc. (originalmente como Apple Computer, Inc.) desde enero de 1984. + +El Macintosh original es el primer ordenador personal de sobremesa "todo en uno" del mercado de masas que contó con una interfaz gráfica de usuario, una pantalla integrada y un ratón. Apple vendió el Macintosh junto con sus populares familias de ordenadores Apple II, Apple IIGS, Apple III y Apple Lisa hasta que los demás modelos dejaron de fabricarse en la década de 1990. + Ordenador + + + + + Le Macintosh (principalement Mac depuis 1998) est une famille d'ordinateurs personnels conçus, fabriqués et vendus par Apple Inc. (à l'origine sous le nom d'Apple Computer, Inc.) depuis janvier 1984. + +Le Macintosh original est le premier ordinateur de bureau de masse tout-en-un à avoir été doté d'une interface utilisateur graphique, d'un écran intégré et d'une souris. Apple a vendu le Macintosh aux côtés de ses populaires familles d'ordinateurs Apple II, Apple IIGS, Apple III et Apple Lisa jusqu'à ce que les autres modèles soient abandonnés dans les années 1990. + Ordinateur + + + + + Il Macintosh (principalmente Mac dal 1998) è una famiglia di personal computer progettati, prodotti e venduti da Apple Inc. (originariamente come Apple Computer, Inc.) dal gennaio 1984. + +Il Macintosh originale è il primo personal computer desktop all-in-one di successo sul mercato di massa a disporre di un'interfaccia utente grafica, di uno schermo integrato e di un mouse. Apple ha venduto il Macintosh insieme alle sue popolari famiglie di computer Apple II, Apple IIGS, Apple III e Apple Lisa fino a quando gli altri modelli sono stati dismessi negli anni '90. + Computer + + + + + De Macintosh (sinds 1998 voornamelijk Mac) is een familie van personal computers die sinds januari 1984 zijn ontworpen, geproduceerd en verkocht door Apple Inc. (oorspronkelijk Apple Computer, Inc.). + +De oorspronkelijke Macintosh is de eerste succesvolle alles-in-één desktopcomputer voor de massamarkt met een grafische gebruikersinterface, ingebouwd scherm en muis. Apple verkocht de Macintosh samen met de populaire Apple II, Apple IIGS, Apple III en Apple Lisa computerfamilies totdat de andere modellen in de jaren negentig uit productie werden genomen. + Computer + + + + + Macintosh (głównie Mac od 1998 roku) to rodzina komputerów osobistych zaprojektowanych, wyprodukowanych i sprzedawanych przez Apple Inc. (pierwotnie jako Apple Computer, Inc.) od stycznia 1984 roku. + +Oryginalny Macintosh to pierwszy udany masowy komputer osobisty typu all-in-one, który posiadał graficzny interfejs użytkownika, wbudowany ekran i mysz. Firma Apple sprzedawała komputery Macintosh wraz z popularnymi rodzinami komputerów Apple II, Apple IIGS, Apple III i Apple Lisa do czasu wycofania innych modeli w latach 90. ubiegłego wieku. + Komputer + + + + + O Macintosh (principalmente Mac desde 1998) é uma família de computadores pessoais projetados, fabricados e vendidos pela Apple Inc. (originalmente como Apple Computer, Inc.) desde janeiro de 1984. + +O Macintosh original é o primeiro computador pessoal de mesa tudo-em-um bem-sucedido do mercado de massa a apresentar uma interface gráfica de usuário, tela integrada e mouse. A Apple vendeu o Macintosh juntamente com suas populares famílias de computadores Apple II, Apple IIGS, Apple III e Apple Lisa até que os outros modelos foram descontinuados na década de 1990. + Computador + + + + + Macintosh (în principal Mac din 1998) este o familie de computere personale proiectate, fabricate și vândute de Apple Inc. (inițial Apple Computer, Inc.) din ianuarie 1984. + +Originalul Macintosh este primul computer personal desktop all-in-one de succes pe piața de masă care a avut o interfață grafică cu utilizatorul, ecran încorporat și mouse. Apple a vândut Macintosh alături de familiile sale populare de computere Apple II, Apple IIGS, Apple III și Apple Lisa până când celelalte modele au fost abandonate în anii 1990. + Computer + + + + + Macintosh (с 1998 года - Mac) - семейство персональных компьютеров, разработанных, производимых и продаваемых компанией Apple Inc. (первоначально называвшейся Apple Computer, Inc.) с января 1984 года. + +Оригинальный Macintosh стал первым успешным массовым настольным персональным компьютером "всё в одном", оснащённым графическим интерфейсом, встроенным экраном и мышью. Apple продавала Macintosh наряду с популярными семействами компьютеров Apple II, Apple IIGS, Apple III и Apple Lisa, пока другие модели не были сняты с производства в 1990-х годах. + Компьютер + + + Macintosh (huvudsakligen Mac sedan 1998) är en familj av persondatorer som designats, tillverkats och sålts av Apple Inc (ursprungligen Apple Computer, Inc) sedan januari 1984. + +Den ursprungliga Macintosh är den första framgångsrika massmarknaden allt-i-ett stationär persondator som har haft ett grafiskt användargränssnitt, inbyggd skärm och mus. Apple sålde Macintosh tillsammans med sina populära datorfamiljer Apple II, Apple IIGS, Apple III och Apple Lisa tills de andra modellerna slutade tillverkas på 1990-talet. Dator + + + マッキントッシュ(1998年以降は主にMac)は、アップル社(当初はアップルコンピュータ社)が1984年1月から設計・製造・販売しているパーソナルコンピュータのファミリー。 + +初代マッキントッシュは、グラフィカル・ユーザー・インターフェース、内蔵スクリーン、マウスを搭載した、初めて成功した大衆向けオールインワン・デスクトップ・パーソナル・コンピュータである。アップル社は、1990年代に他のモデルが製造中止となるまで、人気の高いApple II、Apple IIGS、Apple III、Apple LisaシリーズのコンピュータとともにMacintoshを販売していた。 + コンピューター + + + + + 매킨토시(1998년 이후 주로 Mac)는 1984년 1월부터 Apple Inc.(원래는 Apple Computer, Inc.)에서 설계, 제조 및 판매한 개인용 컴퓨터 제품군입니다. + +최초의 매킨토시는 그래픽 사용자 인터페이스, 내장 화면, 마우스를 갖춘 최초의 성공적인 대중 시장용 올인원 데스크톱 개인용 컴퓨터입니다. Apple은 1990년대에 다른 모델들이 단종될 때까지 매킨토시를 인기 있는 Apple II, Apple IIGS, Apple III, Apple Lisa 컴퓨터 제품군과 함께 판매했습니다. + 컴퓨터 + + + + + Macintosh (自 1998 年起主要称为 Mac)是苹果公司(原名为苹果电脑公司)自 1984 年 1 月起设计、制造和销售的个人电脑系列。 + +最初的 Macintosh 是第一款成功的大众市场一体化台式个人电脑,具有图形用户界面、内置屏幕和鼠标。苹果公司将 Macintosh 与广受欢迎的 Apple II、Apple IIGS、Apple III 和 Apple Lisa 系列电脑一起销售,直到 20 世纪 90 年代其他型号的电脑停产。 + 计算机 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/mame-advmame.xml b/themes/linear-es-de/system/metadata/mame-advmame.xml index b9a61a5ab..26c54a091 100644 --- a/themes/linear-es-de/system/metadata/mame-advmame.xml +++ b/themes/linear-es-de/system/metadata/mame-advmame.xml @@ -1,8 +1,8 @@ - + AdvanceMAME AdvanceMAME, is a port of the MAME 0.106 and MESS 0.106 emulators for Arcade Monitors and TVs but also for LCDs and PC monitors. - AdvanceMAME + MAME 1998 1998-05 May 1998 @@ -13,10 +13,90 @@ 84849C 231F20 FFFFFF + 1-1 - + + AdvanceMame, és un port de la MAME 0.106 i embolica 0.106 emuladors per a monitors i televisors d’arcades, però també per a monitors LCDs i PC. Emulator + + + AdvanceMAME, ist eine Portierung der MAME 0.106 und MESS 0.106 Emulatoren für Arcade Monitore und TVs aber auch für LCDs und PC Monitore. + Emulator + + + + + AdvanceMAME, es un port de los emuladores MAME 0.106 y MESS 0.106 para Monitores Arcade y TVs pero también para LCDs y monitores de PC. + Emulador + + + + + AdvanceMAME est un portage des émulateurs MAME 0.106 et MESS 0.106 pour les moniteurs d'arcade et les téléviseurs, mais aussi pour les écrans LCD et les moniteurs PC. + Emulateur + + + + + AdvanceMAME è un porting degli emulatori MAME 0.106 e MESS 0.106 per monitor e TV Arcade ma anche per LCD e monitor PC. + Emulatore + + + + + AdvanceMAME, is een port van de MAME 0.106 en MESS 0.106 emulators voor Arcade Monitoren en TV's maar ook voor LCD's en PC monitoren. + Emulator + + + + + AdvanceMAME, to port emulatorów MAME 0.106 i MESS 0.106 dla monitorów Arcade i telewizorów, ale także dla LCD i monitorów PC. + Emulator + + + + + O AdvanceMAME é uma porta dos emuladores MAME 0.106 e MESS 0.106 para monitores e TVs de fliperama, mas também para LCDs e monitores de PC. + Emulador + + + + + AdvanceMAME, este un port al emulatoarelor MAME 0.106 și MESS 0.106 pentru monitoare Arcade și televizoare, dar și pentru LCD-uri și monitoare PC. + Emulator + + + + + AdvanceMAME - это порт эмуляторов MAME 0.106 и MESS 0.106 для аркадных мониторов и телевизоров, а также для LCD и PC мониторов. + Эмулятор + + + + + AdvanceMAME, är en portning av emulatorerna MAME 0.106 och MESS 0.106 för arkadmonitorer och TV-apparater men även för LCD- och PC-monitorer. + Emulator + + + + + AdvanceMAMEは、MAME 0.106とMESS 0.106のエミュレーターをアーケードモニターとテレビ、LCDとPCモニター用に移植したものです。 + エミュレータ + + + + + AdvanceMAME는 아케이드 모니터 및 TV용 MAME 0.106 및 MESS 0.106 에뮬레이터뿐만 아니라 LCD 및 PC 모니터용 에뮬레이터의 포트입니다. + 에뮬레이터 + + + + + AdvanceMAME是MAME 0.106和MESS 0.106模拟器的移植版,适用于街机显示器和电视,也适用于液晶显示器和电脑显示器。 + 仿真器 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/mame.xml b/themes/linear-es-de/system/metadata/mame.xml index 32fc3714d..6e84fb93d 100644 --- a/themes/linear-es-de/system/metadata/mame.xml +++ b/themes/linear-es-de/system/metadata/mame.xml @@ -1,9 +1,9 @@ - + MAME MAME (formerly an acronym of Multiple Arcade Machine Emulator) is a free and open-source emulator designed to recreate the hardware of arcade game systems in software on modern personal computers and other platforms. Its intention is to preserve gaming history by preventing vintage games from being lost or forgotten. It does this by emulating the inner workings of the emulated arcade machines; the ability to actually play the games is considered "a nice side effect". Joystiq has listed MAME as an application that every Windows and Mac gamer should have. - The first public MAME release was by Nicola Salmoria on 5 February 1997. It now supports over 7,000 unique games and 10,000 actual ROM image sets, though not all of the games are playable. MESS, an emulator for many video game consoles and computer systems, based on the MAME core, was integrated into MAME in 2015. +The first public MAME release was by Nicola Salmoria on 5 February 1997. It now supports over 7,000 unique games and 10,000 actual ROM image sets, though not all of the games are playable. MESS, an emulator for many video game consoles and computer systems, based on the MAME core, was integrated into MAME in 2015. MAME Team 1997 1997-02-05 @@ -15,10 +15,118 @@ 84849C 231F20 FFFFFF + 1-1 - + + Mame (abans acrònim de múltiple emulador de màquines d'arcade) és un emulador gratuït i de codi obert dissenyat per recrear el maquinari dels sistemes de jocs d'arcades en programari en ordinadors personals moderns i altres plataformes. La seva intenció és preservar la història del joc impedint que els jocs vintage es perdin o s’oblidin. Això ho fa emulant el funcionament interior de les màquines d’arcades emulades;La capacitat de jugar als jocs es considera "un bon efecte secundari". Joystiq ha enumerat Mame com a aplicació que tots els Windows i Mac Gamer haurien de tenir. + +El primer llançament públic va ser de Nicola Salmoria el 5 de febrer de 1997. Ara admet més de 7.000 jocs únics i 10.000 conjunts d'imatges de ROM reals, tot i que no tots els jocs es poden jugar. Mess, un emulador de moltes consoles de videojocs i sistemes informàtics, basat en el Core Mame, es va integrar a Mame el 2015. Emulator + + + MAME (früher ein Akronym für Multiple Arcade Machine Emulator) ist ein freier und quelloffener Emulator, der entwickelt wurde, um die Hardware von Spielhallensystemen in Software auf modernen PCs und anderen Plattformen nachzubilden. Sein Ziel ist es, die Spielegeschichte zu bewahren, indem er verhindert, dass alte Spiele verloren gehen oder in Vergessenheit geraten. Dies geschieht durch die Emulation des Innenlebens der emulierten Arcade-Automaten; die Möglichkeit, die Spiele tatsächlich zu spielen, wird als "netter Nebeneffekt" betrachtet. Joystiq hat MAME als eine Anwendung aufgeführt, die jeder Windows- und Mac-Spieler haben sollte. + +Die erste öffentliche Veröffentlichung von MAME erfolgte durch Nicola Salmoria am 5. Februar 1997. Mittlerweile unterstützt MAME über 7.000 Spiele und 10.000 ROM-Images, obwohl nicht alle Spiele spielbar sind. MESS, ein Emulator für viele Videospielkonsolen und Computersysteme, der auf dem MAME-Kern basiert, wurde 2015 in MAME integriert. + Emulator + + + + + MAME (acrónimo de Multiple Arcade Machine Emulator) es un emulador gratuito y de código abierto diseñado para recrear el hardware de los sistemas de juegos arcade en software en ordenadores personales modernos y otras plataformas. Su intención es preservar la historia de los videojuegos evitando que los juegos antiguos se pierdan o caigan en el olvido. Para ello, emula el funcionamiento interno de las máquinas recreativas emuladas; la posibilidad de jugar realmente a los juegos se considera "un bonito efecto secundario". Joystiq considera que MAME es una aplicación que todo jugador de Windows y Mac debería tener. + +La primera versión pública de MAME la realizó Nicola Salmoria el 5 de febrero de 1997. Actualmente admite más de 7.000 juegos únicos y 10.000 conjuntos de imágenes ROM, aunque no todos los juegos son jugables. MESS, un emulador para muchas consolas de videojuegos y sistemas informáticos, basado en el núcleo de MAME, se integró en MAME en 2015. + Emulador + + + + + MAME (anciennement acronyme de Multiple Arcade Machine Emulator) est un émulateur libre et gratuit conçu pour recréer le matériel des systèmes de jeux d'arcade en logiciel sur les ordinateurs personnels modernes et d'autres plateformes. Son objectif est de préserver l'histoire du jeu en empêchant que des jeux anciens ne soient perdus ou oubliés. Pour ce faire, il émule le fonctionnement interne des machines d'arcade émulées ; la possibilité de jouer réellement aux jeux est considérée comme "un effet secondaire agréable". Joystiq a classé MAME parmi les applications que tout joueur Windows et Mac devrait posséder. + +La première version publique de MAME a été publiée par Nicola Salmoria le 5 février 1997. Il prend aujourd'hui en charge plus de 7 000 jeux uniques et 10 000 jeux d'images ROM, bien que tous les jeux ne soient pas jouables. MESS, un émulateur pour de nombreuses consoles de jeux vidéo et systèmes informatiques, basé sur le noyau MAME, a été intégré à MAME en 2015. + Emulateur + + + + + MAME (già acronimo di Multiple Arcade Machine Emulator) è un emulatore gratuito e open-source progettato per ricreare l'hardware dei sistemi di gioco arcade nel software dei moderni personal computer e di altre piattaforme. Il suo scopo è quello di preservare la storia del gioco, evitando che i giochi d'epoca vadano persi o dimenticati. Lo fa emulando il funzionamento interno delle macchine arcade emulate; la possibilità di giocare effettivamente ai giochi è considerata "un piacevole effetto collaterale". Joystiq ha indicato MAME come un'applicazione che ogni giocatore Windows e Mac dovrebbe avere. + +La prima versione pubblica del MAME è stata realizzata da Nicola Salmoria il 5 febbraio 1997. Attualmente supporta oltre 7.000 giochi unici e 10.000 immagini ROM, anche se non tutti i giochi sono giocabili. MESS, un emulatore per molte console di videogiochi e sistemi informatici, basato sul nucleo di MAME, è stato integrato in MAME nel 2015. + Emulatore + + + + + MAME (vroeger een acroniem voor Multiple Arcade Machine Emulator) is een gratis en open-source emulator die ontworpen is om de hardware van arcadegame-systemen na te maken in software op moderne pc's en andere platformen. De bedoeling is om de gamegeschiedenis te bewaren door te voorkomen dat vintage games verloren gaan of in de vergetelheid raken. Het doet dit door de innerlijke werking van de geëmuleerde arcademachines te emuleren; de mogelijkheid om de spellen daadwerkelijk te spelen wordt beschouwd als "een leuk neveneffect". Joystiq heeft MAME genoemd als een toepassing die elke Windows- en Mac-gamer zou moeten hebben. + +De eerste publieke release van MAME was van Nicola Salmoria op 5 februari 1997. Het ondersteunt nu meer dan 7.000 unieke spellen en 10.000 ROM image sets, hoewel niet alle spellen speelbaar zijn. MESS, een emulator voor veel videogameconsoles en computersystemen, gebaseerd op de MAME-kern, werd in 2015 in MAME geïntegreerd. + Emulator + + + + + MAME (dawniej skrót od Multiple Arcade Machine Emulator) to darmowy emulator o otwartym kodzie źródłowym, zaprojektowany w celu odtworzenia sprzętu systemów gier zręcznościowych w oprogramowaniu na nowoczesnych komputerach osobistych i innych platformach. Jego celem jest zachowanie historii gier poprzez zapobieganie utracie lub zapomnieniu starych gier. Czyni to poprzez emulowanie wewnętrznego działania emulowanych maszyn arcade; możliwość faktycznego grania w gry jest uważana za "miły efekt uboczny". Joystiq wymienił MAME jako aplikację, którą każdy gracz Windows i Mac powinien mieć. + +Pierwsza publiczna wersja MAME została wydana przez Nicolę Salmoria 5 lutego 1997 roku. Obecnie obsługuje ponad 7000 unikalnych gier i 10 000 rzeczywistych zestawów obrazów ROM, choć nie wszystkie gry są grywalne. MESS, emulator wielu konsol do gier wideo i systemów komputerowych, oparty na rdzeniu MAME, został zintegrowany z MAME w 2015 roku. + Emulator + + + + + O MAME (antigo acrônimo de Multiple Arcade Machine Emulator) é um emulador gratuito e de código aberto projetado para recriar o hardware dos sistemas de jogos de fliperama em software nos computadores pessoais modernos e em outras plataformas. Sua intenção é preservar a história dos jogos, evitando que os jogos antigos sejam perdidos ou esquecidos. Ele faz isso emulando o funcionamento interno das máquinas de fliperama emuladas; a capacidade de realmente jogar os jogos é considerada "um bom efeito colateral". A Joystiq listou o MAME como um aplicativo que todo jogador de Windows e Mac deve ter. + +A primeira versão pública do MAME foi lançada por Nicola Salmoria em 5 de fevereiro de 1997. Atualmente, ele suporta mais de 7.000 jogos exclusivos e 10.000 conjuntos de imagens ROM reais, embora nem todos os jogos sejam jogáveis. O MESS, um emulador para muitos consoles de videogame e sistemas de computador, baseado no núcleo do MAME, foi integrado ao MAME em 2015. + Emulador + + + + + MAME (fostul acronim Multiple Arcade Machine Emulator) este un emulator gratuit și open-source conceput pentru a recrea hardware-ul sistemelor de jocuri arcade în software pe calculatoare personale moderne și alte platforme. Intenția sa este de a păstra istoria jocurilor prin prevenirea pierderii sau uitării jocurilor de epocă. Acest lucru se realizează prin emularea funcționării interne a aparatelor arcade emulate; capacitatea de a juca efectiv jocurile este considerată "un efect secundar plăcut". Joystiq a catalogat MAME drept o aplicație pe care fiecare jucător de jocuri Windows și Mac ar trebui să o aibă. + +Prima versiune publică a MAME a fost lansată de Nicola Salmoria pe 5 februarie 1997. În prezent acceptă peste 7 000 de jocuri unice și 10 000 de seturi de imagini ROM reale, deși nu toate jocurile sunt jucabile. MESS, un emulator pentru multe console de jocuri video și sisteme informatice, bazat pe nucleul MAME, a fost integrat în MAME în 2015. + Emulator + + + + + MAME (ранее аббревиатура Multiple Arcade Machine Emulator) - это бесплатный эмулятор с открытым исходным кодом, предназначенный для воссоздания аппаратной части аркадных игровых систем в программном обеспечении на современных персональных компьютерах и других платформах. Его цель - сохранить историю игр, предотвратив потерю или забвение винтажных игр. Для этого она эмулирует внутреннюю работу эмулируемых аркадных автоматов; возможность играть в игры считается "приятным побочным эффектом". Joystiq назвал MAME приложением, которое должно быть у каждого геймера Windows и Mac. + +Первый публичный релиз MAME был сделан Николой Салмориа 5 февраля 1997 года. Сейчас он поддерживает более 7 000 уникальных игр и 10 000 реальных наборов образов ROM, хотя не во все игры можно играть. MESS, эмулятор многих игровых приставок и компьютерных систем, основанный на ядре MAME, был интегрирован в MAME в 2015 году. + Эмулятор + + + + + MAME (tidigare en akronym för Multiple Arcade Machine Emulator) är en emulator med fri och öppen källkod som är utformad för att återskapa hårdvaran i arkadspelssystem i programvara på moderna persondatorer och andra plattformar. Avsikten är att bevara spelhistorien genom att förhindra att gamla spel går förlorade eller glöms bort. Detta görs genom att emulera de emulerade arkadmaskinernas inre funktioner; möjligheten att faktiskt spela spelen anses vara "en trevlig bieffekt". Joystiq har listat MAME som en applikation som alla Windows- och Mac-spelare bör ha. + +Den första offentliga MAME-versionen släpptes av Nicola Salmoria den 5 februari 1997. Programmet stöder nu över 7.000 unika spel och 10.000 faktiska ROM-imageuppsättningar, även om inte alla spel är spelbara. MESS, en emulator för många videospelskonsoler och datorsystem, baserad på MAME-kärnan, integrerades i MAME 2015. + Emulator + + + + + MAME(旧称:Multiple Arcade Machine Emulator)は、アーケードゲームシステムのハードウェアを、現代のパソコンやその他のプラットフォーム上でソフトウェア的に再現するために設計された、フリーでオープンソースのエミュレータである。その目的は、ビンテージゲームが失われたり忘れ去られたりするのを防ぎ、ゲームの歴史を保存することである。これは、エミュレートされたアーケード・マシンの内部構造をエミュレートすることで実現され、実際にゲームをプレイする機能は「良い副次的効果」と考えられている。Joystiqは、MAMEをWindowsとMacゲーマーが持つべきアプリケーションとして挙げている。 + +ニコラ・サルモリアが1997年2月5日にMAMEを初めて公開した。現在では、7,000以上のユニークなゲームと10,000以上の実際のROMイメージセットをサポートしていますが、すべてのゲームがプレイ可能というわけではありません。MAMEコアをベースにした多くのゲーム機やコンピュータシステム用のエミュレータであるMESSは、2015年にMAMEに統合された。 + エミュレータ + + + + + MAME(이전의 다중 아케이드 머신 에뮬레이터의 약자)는 아케이드 게임 시스템의 하드웨어를 최신 개인용 컴퓨터 및 기타 플랫폼에서 소프트웨어로 재현하도록 설계된 무료 오픈 소스 에뮬레이터입니다. 빈티지 게임이 분실되거나 잊혀지는 것을 방지하여 게임 역사를 보존하는 것이 목적입니다. 에뮬레이트된 아케이드 게임기의 내부 작동을 모방하여 이를 수행하며, 실제로 게임을 플레이할 수 있는 기능은 "좋은 부수적 효과"로 간주됩니다. 조이스틱은 MAME를 모든 Windows 및 Mac 게이머에게 꼭 필요한 애플리케이션으로 선정했습니다. + +1997년 2월 5일에 니콜라 살모리아가 MAME를 처음 공개했습니다. 현재 7,000개 이상의 고유 게임과 10,000개의 실제 ROM 이미지 세트를 지원하지만 모든 게임을 플레이할 수 있는 것은 아닙니다. MAME 코어를 기반으로 하는 다양한 비디오 게임 콘솔 및 컴퓨터 시스템용 에뮬레이터인 MESS는 2015년에 MAME에 통합되었습니다. + 에뮬레이터 + + + + + MAME(原为 Multiple Arcade Machine Emulator 的缩写)是一款免费开源模拟器,旨在通过软件在现代个人电脑和其他平台上重现街机游戏系统的硬件。其目的是保护游戏历史,防止老游戏丢失或被遗忘。它通过模拟仿真街机的内部工作原理来实现这一目的;实际玩游戏的能力被认为是 "一个很好的副作用"。Joystiq 将 MAME 列为每个 Windows 和 Mac 游戏玩家都应该拥有的应用程序。 + +尼古拉-萨尔莫里亚(Nicola Salmoria)于 1997 年 2 月 5 日首次公开发布了 MAME。它现在支持 7,000 多款独特的游戏和 10,000 多套实际 ROM 映像,但并非所有游戏都能玩。MESS 是一款基于 MAME 核心的模拟器,适用于许多视频游戏控制台和计算机系统,已于 2015 年集成到 MAME 中。 + 仿真器 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/mastersystem.xml b/themes/linear-es-de/system/metadata/mastersystem.xml index e2b6aebd1..ff33cc411 100644 --- a/themes/linear-es-de/system/metadata/mastersystem.xml +++ b/themes/linear-es-de/system/metadata/mastersystem.xml @@ -1,9 +1,9 @@ - + Master System The Sega Master System is a third-generation 8-bit home video game console manufactured by Sega. It was originally a remodeled export version of the Sega Mark III, the third iteration of the SG-1000 series of consoles, which was released in Japan in 1985 and featured enhanced graphical capabilities over its predecessors. The Master System launched in North America in 1986, followed by Europe in 1987, and Brazil in 1989. A Japanese version of the Master System was also launched in 1987, which features a few enhancements over the export models (and by proxy the original Mark III): a built-in FM audio chip, a rapid-fire switch, and a dedicated port for the 3D glasses. The Master System II, a cheaper model, was released in 1990 in North America and Europe. - The original Master System models use both cartridges and a credit card-sized format known as Sega Cards. Accessories for the consoles include a light gun and 3D glasses that work with a range of specially designed games. The later Master System II redesign removed the card slot, turning it into a strictly cartridge-only system and is incompatible with the 3D glasses. +The original Master System models use both cartridges and a credit card-sized format known as Sega Cards. Accessories for the consoles include a light gun and 3D glasses that work with a range of specially designed games. The later Master System II redesign removed the card slot, turning it into a strictly cartridge-only system and is incompatible with the 3D glasses. Sega 1986 1986-09-01 @@ -15,10 +15,118 @@ 165193 E60000 1A1A1A + 112-67 + + + El SEGA Master System és una consola de videojocs domèstica de 8 bits de tercera generació fabricada per Sega. Originalment va ser una versió d’exportació remodelada del Sega Mark III, la tercera iteració de la sèrie SG-1000 de consoles, que es va publicar al Japó el 1985 i va comptar amb capacitats gràfiques millorades sobre els seus predecessors. The Master System llançat a Amèrica del Nord el 1986, seguit d’Europa el 1987, i Brasil el 1989. Una versió japonesa del sistema mestre també es va llançar el 1987, que presenta algunes millores sobre els models d’exportació (i per representació de la marca originalIii): un xip d'àudio FM integrat, un interruptor de foc ràpid i un port dedicat per a les ulleres 3D. El Master System II, un model més barat, es va publicar el 1990 a Amèrica del Nord i Europa. + +Els models originals del sistema mestre utilitzen els dos cartutxos i un format de mida de targeta de crèdit conegut com a targetes SEGA. Els accessoris per a les consoles inclouen una pistola lleugera i ulleres 3D que funcionen amb diversos jocs especialment dissenyats. El redisseny posterior del sistema Master II va eliminar la ranura de la targeta, convertint-la en un sistema estrictament de cartutx i és incompatible amb les ulleres 3D. + Console + + + + + Das Sega Master System ist eine 8-Bit-Heimvideospielkonsole der dritten Generation, die von Sega hergestellt wurde. Ursprünglich war es eine umgestaltete Exportversion des Sega Mark III, der dritten Generation der SG-1000-Konsolenreihe, die 1985 in Japan auf den Markt kam und im Vergleich zu ihren Vorgängern über verbesserte grafische Möglichkeiten verfügte. Das Master System kam 1986 in Nordamerika auf den Markt, gefolgt von Europa im Jahr 1987 und Brasilien im Jahr 1989. Eine japanische Version des Master System wurde ebenfalls 1987 auf den Markt gebracht, die gegenüber den Exportmodellen (und damit auch gegenüber dem ursprünglichen Mark III) einige Verbesserungen aufwies: einen eingebauten FM-Audio-Chip, einen Schnellfeuerschalter und einen eigenen Anschluss für die 3D-Brille. Das Master System II, ein billigeres Modell, wurde 1990 in Nordamerika und Europa veröffentlicht. + +Die ursprünglichen Master System-Modelle verwenden sowohl Cartridges als auch ein kreditkartengroßes Format, die so genannten Sega Cards. Das Zubehör für die Konsolen umfasst eine Lichtpistole und eine 3D-Brille, die mit einer Reihe von speziell entwickelten Spielen funktioniert. Bei der späteren Überarbeitung des Master System II wurde der Kartensteckplatz entfernt, wodurch es zu einem reinen Kassettensystem wurde, das nicht mit der 3D-Brille kompatibel ist. + Konsole + + + + + La Sega Master System es una videoconsola doméstica de 8 bits de tercera generación fabricada por Sega. Originalmente, era una versión de exportación remodelada de la Sega Mark III, la tercera iteración de la serie SG-1000 de consolas, que se lanzó en Japón en 1985 y presentaba capacidades gráficas mejoradas con respecto a sus predecesoras. La Master System se lanzó en Norteamérica en 1986, seguida de Europa en 1987 y Brasil en 1989. En 1987 también se lanzó una versión japonesa de la Master System, que incorporaba algunas mejoras con respecto a los modelos de exportación (y, por poder, a la Mark III original): un chip de audio FM integrado, un interruptor de disparo rápido y un puerto dedicado para las gafas 3D. La Master System II, un modelo más barato, salió a la venta en 1990 en Norteamérica y Europa. + +Los modelos originales de Master System utilizan tanto cartuchos como un formato del tamaño de una tarjeta de crédito conocido como Sega Cards. Entre los accesorios de las consolas se incluyen una pistola de luz y gafas 3D que funcionan con una serie de juegos especialmente diseñados. El posterior rediseño de Master System II eliminó la ranura para tarjetas, convirtiéndola en un sistema estrictamente de cartuchos, y es incompatible con las gafas 3D. + Consola + + + + + Le Sega Master System est une console de jeux vidéo de salon 8 bits de troisième génération fabriquée par Sega. Il s'agissait à l'origine d'une version export remodelée de la Sega Mark III, la troisième itération de la série de consoles SG-1000, sortie au Japon en 1985 et dotée de capacités graphiques améliorées par rapport à ses prédécesseurs. Le Master System a été lancé en Amérique du Nord en 1986, puis en Europe en 1987 et au Brésil en 1989. Une version japonaise du Master System a également été lancée en 1987, avec quelques améliorations par rapport aux modèles d'exportation (et par procuration au Mark III original) : une puce audio FM intégrée, un commutateur de tir rapide et un port dédié pour les lunettes 3D. Le Master System II, un modèle moins cher, est sorti en 1990 en Amérique du Nord et en Europe. + +Les modèles originaux du Master System utilisent à la fois des cartouches et un format de carte de crédit connu sous le nom de Sega Cards. Les accessoires pour les consoles comprennent un pistolet à lumière et des lunettes 3D qui fonctionnent avec une gamme de jeux spécialement conçus. La version ultérieure du Master System II a supprimé l'emplacement pour carte, ce qui en a fait un système exclusivement à cartouches, incompatible avec les lunettes 3D. + Console + + + + + Il Sega Master System è una console per videogiochi domestici a 8 bit di terza generazione prodotta da Sega. Originariamente era una versione da esportazione rimaneggiata del Sega Mark III, la terza iterazione della serie di console SG-1000, uscita in Giappone nel 1985 e dotata di capacità grafiche migliorate rispetto ai suoi predecessori. Il Master System fu lanciato in Nord America nel 1986, seguito dall'Europa nel 1987 e dal Brasile nel 1989. Nel 1987 fu lanciata anche una versione giapponese del Master System, che presentava alcuni miglioramenti rispetto ai modelli per l'esportazione (e per procura al Mark III originale): un chip audio FM integrato, un interruttore a fuoco rapido e una porta dedicata per gli occhiali 3D. Il Master System II, un modello più economico, fu lanciato nel 1990 in Nord America e in Europa. + +I modelli originali di Master System utilizzano sia cartucce che un formato di carta di credito noto come Sega Card. Gli accessori per le console includono una pistola luminosa e occhiali 3D che funzionano con una serie di giochi appositamente progettati. La successiva riprogettazione del Master System II ha eliminato lo slot per le schede, trasformandolo in un sistema esclusivamente a cartucce ed è incompatibile con gli occhiali 3D. + Console + + + + + Het Sega Master System is een derde generatie 8-bit videogameconsole voor thuisgebruik, geproduceerd door Sega. Het was oorspronkelijk een aangepaste exportversie van de Sega Mark III, de derde versie van de SG-1000-serie consoles, die in 1985 in Japan werd uitgebracht en verbeterde grafische mogelijkheden bood ten opzichte van zijn voorgangers. Het Master System kwam in 1986 uit in Noord-Amerika, gevolgd door Europa in 1987 en Brazilië in 1989. In 1987 werd ook een Japanse versie van het Master System gelanceerd, met een aantal verbeteringen ten opzichte van de exportmodellen (en daarmee de originele Mark III): een ingebouwde FM-audiochip, een snelvuurschakelaar en een speciale poort voor de 3D-bril. De Master System II, een goedkoper model, werd in 1990 uitgebracht in Noord-Amerika en Europa. + +De originele Master System-modellen gebruiken zowel cartridges als een formaat ter grootte van een creditcard, bekend als Sega Cards. Accessoires voor de consoles zijn onder andere een lichtpistool en 3D-brillen die werken met een reeks speciaal ontworpen spellen. Het latere Master System II herontwerp verwijderde de kaartsleuf, waardoor het een strikt cartridge-only systeem werd en niet compatibel is met de 3D-bril. + Console + + + + + Sega Master System to 8-bitowa domowa konsola do gier wideo trzeciej generacji wyprodukowana przez firmę Sega. Pierwotnie była to przebudowana wersja eksportowa Sega Mark III, trzeciej iteracji serii konsol SG-1000, która została wydana w Japonii w 1985 roku i charakteryzowała się ulepszonymi możliwościami graficznymi w stosunku do swoich poprzedników. Master System pojawił się w Ameryce Północnej w 1986 roku, a następnie w Europie w 1987 roku i Brazylii w 1989 roku. Japońska wersja Master System została również wydana w 1987 roku, która zawiera kilka ulepszeń w stosunku do modeli eksportowych (i przez proxy oryginalnego Mark III): wbudowany układ audio FM, przełącznik szybkiego ognia i dedykowany port dla okularów 3D. Master System II, tańszy model, został wydany w 1990 roku w Ameryce Północnej i Europie. + +Oryginalne modele Master System wykorzystują zarówno kartridże, jak i format wielkości karty kredytowej znany jako Sega Cards. Akcesoria do konsol obejmują pistolet świetlny i okulary 3D, które współpracują z szeregiem specjalnie zaprojektowanych gier. Późniejsze przeprojektowanie Master System II usunęło gniazdo kart, zmieniając go w system wyłącznie kartridżowy i jest niekompatybilny z okularami 3D. + Konsola + + + + + O Sega Master System é um console de videogame doméstico de 8 bits de terceira geração fabricado pela Sega. Originalmente, era uma versão de exportação remodelada do Sega Mark III, a terceira iteração da série de consoles SG-1000, que foi lançada no Japão em 1985 e apresentava recursos gráficos aprimorados em relação aos seus antecessores. O Master System foi lançado na América do Norte em 1986, seguido pela Europa em 1987 e pelo Brasil em 1989. Uma versão japonesa do Master System também foi lançada em 1987, com alguns aprimoramentos em relação aos modelos de exportação (e, por aproximação, ao Mark III original): um chip de áudio FM integrado, um interruptor de disparo rápido e uma porta dedicada para os óculos 3D. O Master System II, um modelo mais barato, foi lançado em 1990 na América do Norte e na Europa. + +Os modelos originais do Master System usam cartuchos e um formato do tamanho de um cartão de crédito conhecido como Sega Cards. Os acessórios para os consoles incluem uma pistola de luz e óculos 3D que funcionam com uma variedade de jogos especialmente projetados. O redesenho posterior do Master System II removeu o slot de cartão, transformando-o em um sistema estritamente de cartucho e incompatível com os óculos 3D. + Console + + + + + Sega Master System este o consolă de jocuri video pe 8 biți de a treia generație fabricată de Sega. Acesta a fost inițial o versiune de export remodelată a Sega Mark III, a treia iterație a seriei de console SG-1000, care a fost lansată în Japonia în 1985 și a prezentat capabilități grafice îmbunătățite față de predecesorii săi. Master System a fost lansat în America de Nord în 1986, urmat de Europa în 1987 și Brazilia în 1989. O versiune japoneză a Master System a fost, de asemenea, lansată în 1987, care prezintă câteva îmbunătățiri față de modelele de export (și, prin urmare, față de originalul Mark III): un cip audio FM încorporat, un comutator rapid și un port dedicat pentru ochelarii 3D. Master System II, un model mai ieftin, a fost lansat în 1990 în America de Nord și Europa. + +Modelele originale Master System folosesc atât cartușe, cât și un format de mărimea unui card de credit cunoscut sub numele de Sega Cards. Accesoriile pentru console includ un pistol cu lumină și ochelari 3D care funcționează cu o gamă de jocuri special concepute. Redesenarea ulterioară a Master System II a eliminat slotul pentru carduri, transformându-l într-un sistem strict bazat pe cartușe și este incompatibil cu ochelarii 3D. + Consolă + + + + + Sega Master System - это домашняя 8-битная игровая приставка третьего поколения, выпущенная компанией Sega. Изначально это была переделанная экспортная версия Sega Mark III, третьей итерации серии консолей SG-1000, которая была выпущена в Японии в 1985 году и отличалась улучшенными графическими возможностями по сравнению со своими предшественницами. В 1986 году Master System появилась в Северной Америке, в 1987 году - в Европе, а в 1989 году - в Бразилии. В 1987 году была выпущена японская версия Master System, которая получила несколько улучшений по сравнению с экспортными моделями (и, соответственно, с оригинальной Mark III): встроенный FM-аудиочип, переключатель скорострельности и специальный порт для 3D-очков. Master System II, более дешевая модель, была выпущена в 1990 году в Северной Америке и Европе. + +Оригинальные модели Master System используют как картриджи, так и формат кредитных карт, известных как Sega Cards. Среди аксессуаров для консолей - световой пистолет и 3D-очки, которые работают с рядом специально разработанных игр. В более поздней модификации Master System II слот для карт был удален, и консоль стала исключительно картриджной и несовместимой с 3D-очками. + Консоль + + + Sega Master System är en tredje generationens 8-bitars hemkonsol för videospel, tillverkad av Sega. Den var ursprungligen en ombyggd exportversion av Sega Mark III, den tredje iterationen av SG-1000-serien av konsoler, som släpptes i Japan 1985 och hade förbättrade grafiska funktioner jämfört med sina föregångare. Master System lanserades i Nordamerika 1986, följt av Europa 1987 och Brasilien 1989. En japansk version av Master System lanserades också 1987, med några förbättringar jämfört med exportmodellerna (och därmed den ursprungliga Mark III): ett inbyggt FM-ljudchip, en snabbavfyrningsknapp och en särskild port för 3D-glasögonen. Master System II, en billigare modell, lanserades 1990 i Nordamerika och Europa. + +De ursprungliga Master System-modellerna använder både kassetter och ett format i kreditkortsstorlek som kallas Sega Cards. Bland tillbehören till konsolerna finns en ljuspistol och 3D-glasögon som fungerar med en rad specialdesignade spel. I den senare Master System II-modellen togs kortplatsen bort, vilket gjorde konsolen till ett system som enbart använde kassetter och som inte är kompatibelt med 3D-glasögonen. Konsol + + + セガ・マスターシステムは、セガが製造した第3世代の8ビット家庭用ゲーム機である。元々は、1985年に日本で発売されたSG-1000シリーズの第3世代機であるセガ・マークIIIを輸出用に改造したもので、前世代機よりもグラフィック機能が強化されている。マスターシステムは1986年に北米、1987年に欧州、1989年にブラジルで発売された。日本版マスターシステムも1987年に発売され、輸出モデル(そして初代マークIII)よりもいくつかの改良が施された。FMオーディオチップの内蔵、連射スイッチ、3Dメガネ用の専用ポートなどである。廉価版のマスターシステムIIは1990年に北米と欧州で発売された。 + +マスターシステムの初代モデルは、カートリッジと、セガカードとして知られるクレジットカードサイズのフォーマットの両方を使用している。ゲーム機用のアクセサリーには、ライトガンと3Dメガネがあり、特別にデザインされたさまざまなゲームと連動する。後のマスターシステムIIの再設計では、カードスロットが削除され、厳密にカートリッジのみのシステムとなり、3Dメガネとは互換性がない。 + コンソール + + + + + 세가 마스터 시스템은 세가에서 제조한 3세대 8비트 가정용 비디오 게임 콘솔입니다. 원래는 1985년 일본에서 출시된 SG-1000 시리즈 콘솔의 세 번째 버전인 Sega Mark III의 수출용 버전을 개조한 것으로, 이전 버전보다 향상된 그래픽 기능을 갖추고 있습니다. 마스터 시스템은 1986년 북미에 이어 1987년 유럽, 1989년 브라질에서 출시되었습니다. 1987년에는 수출용 모델(그리고 오리지널 Mark III)에 비해 몇 가지 기능이 개선된 일본 버전의 Master System도 출시되었는데, 내장 FM 오디오 칩, 빠른 발사 스위치, 3D 안경 전용 포트가 추가되었습니다. 더 저렴한 모델인 마스터 시스템 II는 1990년에 북미와 유럽에 출시되었습니다. + +오리지널 마스터 시스템 모델은 카트리지와 신용카드 크기의 세가 카드로 알려진 포맷을 모두 사용했습니다. 콘솔용 액세서리로는 특수 설계된 다양한 게임과 함께 작동하는 라이트 건과 3D 안경이 있습니다. 이후 재설계된 마스터 시스템 II는 카드 슬롯을 제거하여 카트리지 전용 시스템으로 바뀌었고 3D 안경과 호환되지 않습니다. + 콘솔 + + + + + 世嘉 Master System 是世嘉公司生产的第三代 8 位家用视频游戏机。它最初是 Sega Mark III(Sega Mark III 是 SG-1000 系列游戏机的第三代产品,于 1985 年在日本发布)的改装出口版本,与前代产品相比具有更强的图形处理能力。Master System 于 1986 年在北美上市,1987 年在欧洲上市,1989 年在巴西上市。Master System 的日文版也于 1987 年推出,与出口机型(也就是最初的 Mark III)相比,它有一些改进:内置调频音频芯片、快速开关和 3D 眼镜专用端口。1990 年在北美和欧洲发布了更便宜的 Master System II。 + +最初的 Master System 型号同时使用卡带和信用卡大小的世嘉卡。游戏机的配件包括光枪和 3D 眼镜,可配合一系列专门设计的游戏使用。后来重新设计的 Master System II 取消了卡槽,使其成为严格意义上的卡带系统,并且与 3D 眼镜不兼容。 + 控制台 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/megacd.xml b/themes/linear-es-de/system/metadata/megacd.xml index 087c269ba..0c38205df 100644 --- a/themes/linear-es-de/system/metadata/megacd.xml +++ b/themes/linear-es-de/system/metadata/megacd.xml @@ -1,24 +1,132 @@ - + Mega CD The Sega CD, released as the Mega-CD in most regions outside North America and Brazil, is a CD-ROM accessory for the Mega Drive/Genesis designed and produced by Sega as part of the fourth generation of video game consoles. It was released on December 12, 1991 in Japan, October 15, 1992 in North America, and April 2, 1993 in Europe. The Sega CD plays CD-based games and adds hardware functionality such as a faster central processing unit and graphic enhancements like sprite scaling and rotation. It can also play audio CDs and CD+G discs. - The main benefit of CD technology was greater storage, which allowed for games to be nearly 320 times larger than Genesis cartridges. This benefit manifested as full motion video (FMV) games such as the controversial Night Trap, which became a focus of the 1993 congressional hearings on issues of video game violence and ratings. Sega of Japan partnered with JVC to design the Sega CD and refused to consult with Sega of America until the project was complete. Sega of America assembled parts from various "dummy" units to obtain a working prototype. It was redesigned several times by Sega and licensed third-party developers. +The main benefit of CD technology was greater storage, which allowed for games to be nearly 320 times larger than Genesis cartridges. This benefit manifested as full motion video (FMV) games such as the controversial Night Trap, which became a focus of the 1993 congressional hearings on issues of video game violence and ratings. Sega of Japan partnered with JVC to design the Sega CD and refused to consult with Sega of America until the project was complete. Sega of America assembled parts from various "dummy" units to obtain a working prototype. It was redesigned several times by Sega and licensed third-party developers. Sega 1993 1993-04-02 April 2, 1993 - Console + Peripheral 1-1 0C7BCB DCE3E6 D5202C C0C1C4 212122 + 1-1 + + + El CD SEGA, publicat com a Mega-CD a la majoria de regions de fora d’Amèrica del Nord i Brasil, és un accessori de CD-ROM per al Mega Drive/Genesis dissenyat i produït per Sega com a part de la quarta generació de consoles de videojocs. Va ser llançat el 12 de desembre de 1991 al Japó, el 15 d'octubre de 1992 a Amèrica del Nord i el 2 d'abril de 1993 a Europa. El CD SEGA juga a jocs basats en CD i afegeix una funcionalitat de maquinari, com ara una unitat de processament central més ràpida i millores gràfiques com l'escalat i la rotació de Sprite. També es pot reproduir CD d'àudio i discos CD+G. + +El principal avantatge de la tecnologia de CD va ser l’emmagatzematge més gran, cosa que va permetre que els jocs fossin gairebé 320 vegades més grans que els cartutxos de Genesis. Aquest benefici es va manifestar com a jocs de vídeo de moviment complet (FMV) com la controvertida trampa nocturna, que es va convertir en un focus de les audiències del Congrés de 1993 en qüestions de violència i qualificacions de videojocs. Sega del Japó es va associar amb JVC per dissenyar el CD SEGA i es va negar a consultar amb Sega d'Amèrica fins que el projecte fos complet. Sega d'Amèrica va muntar parts de diverses unitats "maniquí" per obtenir un prototip de treball. Va ser redissenyat diverses vegades per Sega i desenvolupadors de tercers amb llicència. + Peripheral + + + + + Die Sega CD, die in den meisten Regionen außerhalb Nordamerikas und Brasiliens als Mega-CD veröffentlicht wurde, ist ein CD-ROM-Zubehör für das Mega Drive/Genesis, das von Sega als Teil der vierten Generation von Videospielkonsolen entwickelt und produziert wurde. Es wurde am 12. Dezember 1991 in Japan, am 15. Oktober 1992 in Nordamerika und am 2. April 1993 in Europa veröffentlicht. Die Sega CD spielt CD-basierte Spiele und bietet zusätzliche Hardwarefunktionen wie eine schnellere Zentraleinheit und grafische Verbesserungen wie die Skalierung und Rotation von Sprites. Sie kann auch Audio-CDs und CD+G-Discs abspielen. + +Der Hauptvorteil der CD-Technologie war die größere Speicherkapazität, die es ermöglichte, Spiele fast 320 Mal größer zu machen als bei den Genesis-Cartridges. Dieser Vorteil manifestierte sich in Full-Motion-Video-Spielen (FMV) wie dem umstrittenen Night Trap, das 1993 im Mittelpunkt der Kongressanhörungen zum Thema Gewalt in Videospielen und deren Bewertung stand. Sega of Japan arbeitete bei der Entwicklung der Sega CD mit JVC zusammen und weigerte sich, Sega of America zu konsultieren, bis das Projekt abgeschlossen war. Sega of America baute Teile aus verschiedenen "Dummy"-Geräten zusammen, um einen funktionierenden Prototyp zu erhalten. Die CD wurde von Sega und lizenzierten Drittentwicklern mehrmals umgestaltet. + Peripherie + + + + + El Sega CD, lanzado como Mega-CD en la mayoría de las regiones fuera de Norteamérica y Brasil, es un accesorio de CD-ROM para la Mega Drive/Genesis diseñado y producido por Sega como parte de la cuarta generación de consolas de videojuegos. Salió a la venta el 12 de diciembre de 1991 en Japón, el 15 de octubre de 1992 en Norteamérica y el 2 de abril de 1993 en Europa. La Sega CD reproduce juegos basados en CD y añade funciones de hardware, como una unidad central de procesamiento más rápida y mejoras gráficas, como el escalado y la rotación de sprites. También puede reproducir CD de audio y discos CD+G. + +La principal ventaja de la tecnología de CD era su mayor capacidad de almacenamiento, que permitía que los juegos fueran casi 320 veces más grandes que los cartuchos de Genesis. Esta ventaja se manifestó en juegos de vídeo de movimiento completo (FMV), como el controvertido Night Trap, que se convirtió en el centro de atención de las audiencias del Congreso de 1993 sobre cuestiones de violencia y clasificación de videojuegos. Sega of Japan se asoció con JVC para diseñar el Sega CD y se negó a consultar con Sega of America hasta que el proyecto estuvo terminado. Sega of America ensambló piezas de varias unidades "ficticias" para obtener un prototipo funcional. Fue rediseñado varias veces por Sega y terceros desarrolladores bajo licencia. + Periférico + + + + + Le Sega CD, commercialisé sous le nom de Mega-CD dans la plupart des régions en dehors de l'Amérique du Nord et du Brésil, est un accessoire CD-ROM pour la Mega Drive/Genesis conçu et produit par Sega dans le cadre de la quatrième génération de consoles de jeux vidéo. Il est sorti le 12 décembre 1991 au Japon, le 15 octobre 1992 en Amérique du Nord et le 2 avril 1993 en Europe. Le Sega CD joue à des jeux sur CD et ajoute des fonctionnalités matérielles telles qu'une unité centrale de traitement plus rapide et des améliorations graphiques telles que la mise à l'échelle et la rotation des sprites. Il peut également lire les CD audio et les disques CD+G. + +Le principal avantage de la technologie CD est l'augmentation de la capacité de stockage, qui permet aux jeux d'être près de 320 fois plus volumineux que les cartouches Genesis. Cet avantage s'est traduit par des jeux vidéo à mouvement complet (FMV) tels que le controversé Night Trap, qui a été au centre des auditions du Congrès en 1993 sur les questions de la violence dans les jeux vidéo et de leur classification. Sega of Japan s'est associé à JVC pour concevoir le Sega CD et a refusé de consulter Sega of America jusqu'à ce que le projet soit terminé. Sega of America a assemblé des pièces provenant de diverses unités "factices" pour obtenir un prototype fonctionnel. Le CD a été remanié à plusieurs reprises par Sega et par des développeurs tiers sous licence. + Périphérique + + + + + Il Sega CD, pubblicato come Mega-CD nella maggior parte delle regioni al di fuori del Nord America e del Brasile, è un accessorio CD-ROM per il Mega Drive/Genesis progettato e prodotto da Sega come parte della quarta generazione di console per videogiochi. È stato rilasciato il 12 dicembre 1991 in Giappone, il 15 ottobre 1992 in Nord America e il 2 aprile 1993 in Europa. Il Sega CD riproduce giochi basati su CD e aggiunge funzionalità hardware come un'unità di elaborazione centrale più veloce e miglioramenti grafici come la scalatura e la rotazione degli sprite. Può anche riprodurre CD audio e dischi CD+G. + +Il principale vantaggio della tecnologia CD era la maggiore capacità di memorizzazione, che consentiva ai giochi di essere quasi 320 volte più grandi delle cartucce Genesis. Questo vantaggio si è manifestato nei giochi full motion video (FMV), come il controverso Night Trap, che è stato al centro delle audizioni del Congresso del 1993 sulle questioni relative alla violenza e alla classificazione dei videogiochi. Sega of Japan si associò a JVC per progettare il Sega CD e rifiutò di consultarsi con Sega of America fino al completamento del progetto. Sega of America assemblò parti di varie unità "fittizie" per ottenere un prototipo funzionante. Il CD fu riprogettato più volte da Sega e da sviluppatori di terze parti su licenza. + Periferica + + + + + De Sega CD, uitgebracht als de Mega-CD in de meeste regio's buiten Noord-Amerika en Brazilië, is een CD-ROM accessoire voor de Mega Drive/Genesis ontworpen en geproduceerd door Sega als onderdeel van de vierde generatie videospelconsoles. Het werd uitgebracht op 12 december 1991 in Japan, 15 oktober 1992 in Noord-Amerika en 2 april 1993 in Europa. De Sega CD speelt CD-gebaseerde spellen en voegt hardwarefunctionaliteit toe zoals een snellere centrale verwerkingseenheid en grafische verbeteringen zoals sprite scaling en rotatie. Het kan ook audio-CD's en CD+G discs afspelen. + +Het grootste voordeel van CD-technologie was de grotere opslagcapaciteit, waardoor spellen bijna 320 keer groter konden zijn dan Genesis-cartridges. Dit voordeel kwam tot uiting in full motion video (FMV) games zoals het controversiële Night Trap, dat in 1993 het onderwerp werd van hoorzittingen in het Congres over geweld in videogames en classificaties. Sega of Japan werkte samen met JVC om de Sega CD te ontwerpen en weigerde Sega of America te raadplegen tot het project klaar was. Sega of America assembleerde onderdelen van verschillende "dummy" eenheden om een werkend prototype te krijgen. Het werd verschillende keren opnieuw ontworpen door Sega en gelicentieerde externe ontwikkelaars. + Perifeer + + + + + Sega CD, wydana jako Mega-CD w większości regionów poza Ameryką Północną i Brazylią, to akcesorium CD-ROM dla Mega Drive/Genesis zaprojektowane i wyprodukowane przez firmę Sega w ramach czwartej generacji konsol do gier wideo. Został wydany 12 grudnia 1991 roku w Japonii, 15 października 1992 roku w Ameryce Północnej i 2 kwietnia 1993 roku w Europie. Sega CD odtwarza gry oparte na płytach CD i dodaje funkcje sprzętowe, takie jak szybszy procesor centralny i ulepszenia graficzne, takie jak skalowanie i obracanie sprite'ów. Może również odtwarzać płyty audio CD i CD+G. + +Główną zaletą technologii CD była większa pamięć masowa, dzięki czemu gry mogły być prawie 320 razy większe niż na kartridżach Genesis. Korzyść ta przejawiała się w postaci gier wideo w pełnym ruchu (FMV), takich jak kontrowersyjna gra Night Trap, która stała się przedmiotem przesłuchań kongresowych w 1993 roku w sprawie przemocy w grach wideo i ocen. Sega of Japan współpracowała z JVC przy projektowaniu Sega CD i odmówiła konsultacji z Sega of America do czasu ukończenia projektu. Sega of America zmontowała części z różnych "atrap" jednostek, aby uzyskać działający prototyp. Został on kilkakrotnie przeprojektowany przez firmę Sega i licencjonowanych deweloperów zewnętrznych. + Peryferyjne + + + + + O Sega CD, lançado como Mega-CD na maioria das regiões fora da América do Norte e do Brasil, é um acessório de CD-ROM para o Mega Drive/Genesis projetado e produzido pela Sega como parte da quarta geração de consoles de videogame. Foi lançado em 12 de dezembro de 1991 no Japão, em 15 de outubro de 1992 na América do Norte e em 2 de abril de 1993 na Europa. O Sega CD reproduz jogos baseados em CD e acrescenta funcionalidades de hardware, como uma unidade de processamento central mais rápida e melhorias gráficas, como escalonamento e rotação de sprite. Ele também pode reproduzir CDs de áudio e discos CD+G. + +O principal benefício da tecnologia de CD foi o maior armazenamento, que permitiu que os jogos fossem quase 320 vezes maiores do que os cartuchos do Genesis. Esse benefício se manifestou em jogos de vídeo de movimento completo (FMV), como o polêmico Night Trap, que se tornou o foco das audiências do congresso de 1993 sobre questões de violência e classificação de videogames. A Sega do Japão fez uma parceria com a JVC para projetar o Sega CD e se recusou a consultar a Sega da América até que o projeto estivesse concluído. A Sega of America montou peças de várias unidades "fictícias" para obter um protótipo funcional. Ele foi redesenhado várias vezes pela Sega e por desenvolvedores terceirizados licenciados. + Periférico + + + + + Sega CD, lansat ca Mega-CD în majoritatea regiunilor din afara Americii de Nord și Braziliei, este un accesoriu CD-ROM pentru Mega Drive/Genesis proiectat și produs de Sega ca parte a celei de-a patra generații de console de jocuri video. A fost lansat pe 12 decembrie 1991 în Japonia, 15 octombrie 1992 în America de Nord și 2 aprilie 1993 în Europa. Sega CD redă jocuri bazate pe CD și adaugă funcționalități hardware precum o unitate centrală de procesare mai rapidă și îmbunătățiri grafice precum scalarea și rotația spritelor. De asemenea, poate reda CD-uri audio și discuri CD+G. + +Principalul beneficiu al tehnologiei CD a fost creșterea capacității de stocare, care a permis ca jocurile să fie de aproape 320 de ori mai mari decât cartușele Genesis. Acest avantaj s-a manifestat prin jocuri video cu mișcare completă (FMV), cum ar fi controversatul Night Trap, care a devenit punctul central al audierilor congresionale din 1993 pe probleme de violență și clasificare a jocurilor video. Sega of Japan s-a asociat cu JVC pentru a proiecta Sega CD și a refuzat să se consulte cu Sega of America până la finalizarea proiectului. Sega of America a asamblat piese din diferite unități "fictive" pentru a obține un prototip funcțional. Acesta a fost reproiectat de mai multe ori de către Sega și dezvoltatori terți licențiați. + Periferic + + + + + Sega CD, выпущенный как Mega-CD в большинстве регионов за пределами Северной Америки и Бразилии, - это аксессуар CD-ROM для Mega Drive/Genesis, разработанный и выпущенный компанией Sega в рамках четвертого поколения игровых консолей. Он был выпущен 12 декабря 1991 года в Японии, 15 октября 1992 года в Северной Америке и 2 апреля 1993 года в Европе. Sega CD воспроизводит игры на базе компакт-дисков, а также добавляет аппаратные функции, такие как более быстрый центральный процессор и графические улучшения, такие как масштабирование и вращение спрайтов. Она также может воспроизводить аудио-CD и CD+G диски. + +Основным преимуществом технологии CD стало увеличение объема памяти, что позволило увеличить размер игр почти в 320 раз по сравнению с картриджами Genesis. Это преимущество проявилось в создании игр с полным движением (FMV), таких как спорная игра Night Trap, которая в 1993 году стала предметом слушаний в Конгрессе по вопросам насилия и рейтингов видеоигр. Японская компания Sega сотрудничала с JVC для разработки Sega CD и отказалась консультироваться с Sega of America до завершения проекта. Чтобы получить рабочий прототип, Sega of America собрала детали из различных "манекенов". Он был несколько раз переработан Sega и лицензированными сторонними разработчиками. + Периферийное устройство + + - Konsol + Sega CD, som släpptes som Mega-CD i de flesta regioner utanför Nordamerika och Brasilien, är ett CD-ROM-tillbehör för Mega Drive/Genesis som designats och producerats av Sega som en del av den fjärde generationens videospelskonsoler. Den släpptes den 12 december 1991 i Japan, den 15 oktober 1992 i Nordamerika och den 2 april 1993 i Europa. Sega CD spelar CD-baserade spel och lägger till hårdvarufunktioner som en snabbare centralprocessor och grafiska förbättringar som skalning och rotation av sprite. Den kan också spela ljud-CD-skivor och CD+G-skivor. + +Den största fördelen med CD-tekniken var den större lagringsmöjligheten, som gjorde att spelen kunde vara nästan 320 gånger större än Genesis-kassetterna. Denna fördel manifesterades i full motion video (FMV)-spel som det kontroversiella Night Trap, som blev ett fokus för 1993 års kongressutfrågningar om frågor som rörde våld och klassificering av videospel. Sega of Japan samarbetade med JVC för att utforma Sega CD och vägrade att rådgöra med Sega of America förrän projektet var slutfört. Sega of America monterade delar från olika "dummy"-enheter för att få fram en fungerande prototyp. Den omdesignades flera gånger av Sega och licensierade tredjepartsutvecklare. + Perifer + + + + + セガCDは、北米とブラジル以外のほとんどの地域ではメガCDとして発売され、ビデオゲーム機の第4世代の一部としてセガによって設計され、製造されたメガドライブ/ジェネシス用のCD-ROMアクセサリーである。日本では1991年12月12日、北米では1992年10月15日、ヨーロッパでは1993年4月2日に発売された。セガCDはCDベースのゲームをプレイすることができ、より高速な中央処理装置やスプライトの拡大縮小や回転などのグラフィック強化などのハードウェア機能が追加されている。また、オーディオCDやCD+Gディスクも再生できる。 + +CD技術の主な利点は、ストレージが大きくなったことで、ジェネシスのカートリッジの320倍近い容量のゲームが可能になった。この利点は、物議を醸した『ナイトトラップ』のようなフルモーションビデオ(FMV)ゲームとして現れ、ビデオゲームの暴力性とレーティングの問題をめぐる1993年の議会公聴会の焦点となった。日本のセガは日本ビクターと組んでセガCDを設計し、プロジェクトが完了するまでアメリカのセガとの協議を拒否した。セガ・オブ・アメリカは、さまざまな「ダミー」ユニットのパーツを組み立て、実用的なプロトタイプを完成させた。セガとライセンスを受けたサードパーティの開発者によって、何度も設計し直された。 + ペリフェラル + + + + + 북미와 브라질을 제외한 대부분의 지역에서 Mega-CD로 발매된 Sega CD는 4세대 비디오 게임 콘솔의 일부로 Sega에서 설계 및 제작한 Mega Drive/Genesis용 CD-ROM 액세서리입니다. 일본에서는 1991년 12월 12일, 북미에서는 1992년 10월 15일, 유럽에서는 1993년 4월 2일에 출시되었습니다. 세가 CD는 CD 기반 게임을 재생하고 더 빠른 중앙 처리 장치와 스프라이트 크기 조정 및 회전과 같은 그래픽 향상과 같은 하드웨어 기능을 추가했습니다. 또한 오디오 CD와 CD+G 디스크도 재생할 수 있습니다. + +CD 기술의 가장 큰 장점은 더 큰 저장 공간으로, 제네시스 카트리지보다 게임을 320배 가까이 더 크게 저장할 수 있다는 점입니다. 이러한 이점은 1993년 비디오 게임 폭력 및 등급 문제에 대한 의회 청문회에서 논란이 되었던 나이트 트랩(Night Trap)과 같은 풀 모션 비디오(FMV) 게임에서 두드러지게 나타났습니다. 일본 세가는 JVC와 협력하여 세가 CD를 설계하고 프로젝트가 완료될 때까지 미국 세가와는 협의를 거부했습니다. 세가 오브 아메리카는 다양한 '더미' 유닛의 부품을 조립하여 작동하는 프로토타입을 만들었습니다. Sega와 라이선스를 받은 타사 개발자가 여러 차례 재설계했습니다. + 주변기기 + + + + + 世嘉 CD(在北美和巴西以外的大多数地区以 Mega-CD 的名称发布)是世嘉设计和生产的 Mega Drive/Genesis 的 CD-ROM 附件,是第四代视频游戏机的一部分。它于 1991 年 12 月 12 日在日本发布,1992 年 10 月 15 日在北美发布,1993 年 4 月 2 日在欧洲发布。世嘉 CD 可播放基于 CD 的游戏,并增加了硬件功能,如更快的中央处理器和图形增强功能,如精灵缩放和旋转。它还可以播放音频 CD 和 CD+G 光盘。 + +CD 技术的主要优点是存储空间更大,游戏容量是 Genesis 盒式的近 320 倍。这种优势体现在全动态视频(FMV)游戏上,如备受争议的《黑夜陷阱》(Night Trap),该游戏在 1993 年国会听证会上成为电子游戏暴力和分级问题的焦点。日本世嘉与 JVC 合作设计世嘉 CD,在项目完成之前拒绝与美国世嘉协商。美国世嘉公司从各种 "假 "设备上组装部件,以获得一个可工作的原型。世嘉和获得授权的第三方开发商对 CD 进行了多次重新设计。 + 外围设备 \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/megacdjp.xml b/themes/linear-es-de/system/metadata/megacdjp.xml index 5e327218e..72a769af8 100644 --- a/themes/linear-es-de/system/metadata/megacdjp.xml +++ b/themes/linear-es-de/system/metadata/megacdjp.xml @@ -1,24 +1,132 @@ - + Mega-CD The Sega CD, released as the Mega-CD in most regions outside North America and Brazil, is a CD-ROM accessory for the Mega Drive/Genesis designed and produced by Sega as part of the fourth generation of video game consoles. It was released on December 12, 1991 in Japan, October 15, 1992 in North America, and April 2, 1993 in Europe. The Sega CD plays CD-based games and adds hardware functionality such as a faster central processing unit and graphic enhancements like sprite scaling and rotation. It can also play audio CDs and CD+G discs. - The main benefit of CD technology was greater storage, which allowed for games to be nearly 320 times larger than Genesis cartridges. This benefit manifested as full motion video (FMV) games such as the controversial Night Trap, which became a focus of the 1993 congressional hearings on issues of video game violence and ratings. Sega of Japan partnered with JVC to design the Sega CD and refused to consult with Sega of America until the project was complete. Sega of America assembled parts from various "dummy" units to obtain a working prototype. It was redesigned several times by Sega and licensed third-party developers. +The main benefit of CD technology was greater storage, which allowed for games to be nearly 320 times larger than Genesis cartridges. This benefit manifested as full motion video (FMV) games such as the controversial Night Trap, which became a focus of the 1993 congressional hearings on issues of video game violence and ratings. Sega of Japan partnered with JVC to design the Sega CD and refused to consult with Sega of America until the project was complete. Sega of America assembled parts from various "dummy" units to obtain a working prototype. It was redesigned several times by Sega and licensed third-party developers. Sega 1991 1991-12-12 December 12, 1991 - Console + Peripheral 1-1 0C7BCB 5A97D0 1D46A5 DEAD2C 732A46 + 1-1 + + + El CD SEGA, publicat com a Mega-CD a la majoria de regions de fora d’Amèrica del Nord i Brasil, és un accessori de CD-ROM per al Mega Drive/Genesis dissenyat i produït per Sega com a part de la quarta generació de consoles de videojocs. Va ser llançat el 12 de desembre de 1991 al Japó, el 15 d'octubre de 1992 a Amèrica del Nord i el 2 d'abril de 1993 a Europa. El CD SEGA juga a jocs basats en CD i afegeix una funcionalitat de maquinari, com ara una unitat de processament central més ràpida i millores gràfiques com l'escalat i la rotació de Sprite. També es pot reproduir CD d'àudio i discos CD+G. + +El principal avantatge de la tecnologia de CD va ser l’emmagatzematge més gran, cosa que va permetre que els jocs fossin gairebé 320 vegades més grans que els cartutxos de Genesis. Aquest benefici es va manifestar com a jocs de vídeo de moviment complet (FMV) com la controvertida trampa nocturna, que es va convertir en un focus de les audiències del Congrés de 1993 en qüestions de violència i qualificacions de videojocs. Sega del Japó es va associar amb JVC per dissenyar el CD SEGA i es va negar a consultar amb Sega d'Amèrica fins que el projecte fos complet. Sega d'Amèrica va muntar parts de diverses unitats "maniquí" per obtenir un prototip de treball. Va ser redissenyat diverses vegades per Sega i desenvolupadors de tercers amb llicència. + Peripheral + + + + + Die Sega CD, die in den meisten Regionen außerhalb Nordamerikas und Brasiliens als Mega-CD veröffentlicht wurde, ist ein CD-ROM-Zubehör für das Mega Drive/Genesis, das von Sega als Teil der vierten Generation von Videospielkonsolen entwickelt und produziert wurde. Es wurde am 12. Dezember 1991 in Japan, am 15. Oktober 1992 in Nordamerika und am 2. April 1993 in Europa veröffentlicht. Die Sega CD spielt CD-basierte Spiele und bietet zusätzliche Hardwarefunktionen wie eine schnellere Zentraleinheit und grafische Verbesserungen wie die Skalierung und Rotation von Sprites. Sie kann auch Audio-CDs und CD+G-Discs abspielen. + +Der Hauptvorteil der CD-Technologie war die größere Speicherkapazität, die es ermöglichte, Spiele fast 320 Mal größer zu machen als bei den Genesis-Cartridges. Dieser Vorteil manifestierte sich in Full-Motion-Video-Spielen (FMV) wie dem umstrittenen Night Trap, das 1993 im Mittelpunkt der Kongressanhörungen zum Thema Gewalt in Videospielen und deren Bewertung stand. Sega of Japan arbeitete bei der Entwicklung der Sega CD mit JVC zusammen und weigerte sich, Sega of America zu konsultieren, bis das Projekt abgeschlossen war. Sega of America baute Teile aus verschiedenen "Dummy"-Geräten zusammen, um einen funktionierenden Prototyp zu erhalten. Die CD wurde von Sega und lizenzierten Drittentwicklern mehrmals umgestaltet. + Peripherie + + + + + El Sega CD, lanzado como Mega-CD en la mayoría de las regiones fuera de Norteamérica y Brasil, es un accesorio de CD-ROM para la Mega Drive/Genesis diseñado y producido por Sega como parte de la cuarta generación de consolas de videojuegos. Salió a la venta el 12 de diciembre de 1991 en Japón, el 15 de octubre de 1992 en Norteamérica y el 2 de abril de 1993 en Europa. La Sega CD reproduce juegos basados en CD y añade funciones de hardware, como una unidad central de procesamiento más rápida y mejoras gráficas, como el escalado y la rotación de sprites. También puede reproducir CD de audio y discos CD+G. + +La principal ventaja de la tecnología de CD era su mayor capacidad de almacenamiento, que permitía que los juegos fueran casi 320 veces más grandes que los cartuchos de Genesis. Esta ventaja se manifestó en juegos de vídeo de movimiento completo (FMV), como el controvertido Night Trap, que se convirtió en el centro de atención de las audiencias del Congreso de 1993 sobre cuestiones de violencia y clasificación de videojuegos. Sega of Japan se asoció con JVC para diseñar el Sega CD y se negó a consultar con Sega of America hasta que el proyecto estuvo terminado. Sega of America ensambló piezas de varias unidades "ficticias" para obtener un prototipo funcional. Fue rediseñado varias veces por Sega y terceros desarrolladores bajo licencia. + Periférico + + + + + Le Sega CD, commercialisé sous le nom de Mega-CD dans la plupart des régions en dehors de l'Amérique du Nord et du Brésil, est un accessoire CD-ROM pour la Mega Drive/Genesis conçu et produit par Sega dans le cadre de la quatrième génération de consoles de jeux vidéo. Il est sorti le 12 décembre 1991 au Japon, le 15 octobre 1992 en Amérique du Nord et le 2 avril 1993 en Europe. Le Sega CD joue à des jeux sur CD et ajoute des fonctionnalités matérielles telles qu'une unité centrale de traitement plus rapide et des améliorations graphiques telles que la mise à l'échelle et la rotation des sprites. Il peut également lire les CD audio et les disques CD+G. + +Le principal avantage de la technologie CD est l'augmentation de la capacité de stockage, qui permet aux jeux d'être près de 320 fois plus volumineux que les cartouches Genesis. Cet avantage s'est traduit par des jeux vidéo à mouvement complet (FMV) tels que le controversé Night Trap, qui a été au centre des auditions du Congrès en 1993 sur les questions de la violence dans les jeux vidéo et de leur classification. Sega of Japan s'est associé à JVC pour concevoir le Sega CD et a refusé de consulter Sega of America jusqu'à ce que le projet soit terminé. Sega of America a assemblé des pièces provenant de diverses unités "factices" pour obtenir un prototype fonctionnel. Le CD a été remanié à plusieurs reprises par Sega et par des développeurs tiers sous licence. + Périphérique + + + + + Il Sega CD, pubblicato come Mega-CD nella maggior parte delle regioni al di fuori del Nord America e del Brasile, è un accessorio CD-ROM per il Mega Drive/Genesis progettato e prodotto da Sega come parte della quarta generazione di console per videogiochi. È stato rilasciato il 12 dicembre 1991 in Giappone, il 15 ottobre 1992 in Nord America e il 2 aprile 1993 in Europa. Il Sega CD riproduce giochi basati su CD e aggiunge funzionalità hardware come un'unità di elaborazione centrale più veloce e miglioramenti grafici come la scalatura e la rotazione degli sprite. Può anche riprodurre CD audio e dischi CD+G. + +Il principale vantaggio della tecnologia CD era la maggiore capacità di memorizzazione, che consentiva ai giochi di essere quasi 320 volte più grandi delle cartucce Genesis. Questo vantaggio si è manifestato nei giochi full motion video (FMV), come il controverso Night Trap, che è stato al centro delle audizioni del Congresso del 1993 sulle questioni relative alla violenza e alla classificazione dei videogiochi. Sega of Japan si associò a JVC per progettare il Sega CD e rifiutò di consultarsi con Sega of America fino al completamento del progetto. Sega of America assemblò parti di varie unità "fittizie" per ottenere un prototipo funzionante. Il CD fu riprogettato più volte da Sega e da sviluppatori di terze parti su licenza. + Periferica + + + + + De Sega CD, uitgebracht als de Mega-CD in de meeste regio's buiten Noord-Amerika en Brazilië, is een CD-ROM accessoire voor de Mega Drive/Genesis ontworpen en geproduceerd door Sega als onderdeel van de vierde generatie videospelconsoles. Het werd uitgebracht op 12 december 1991 in Japan, 15 oktober 1992 in Noord-Amerika en 2 april 1993 in Europa. De Sega CD speelt CD-gebaseerde spellen en voegt hardwarefunctionaliteit toe zoals een snellere centrale verwerkingseenheid en grafische verbeteringen zoals sprite scaling en rotatie. Het kan ook audio-CD's en CD+G discs afspelen. + +Het grootste voordeel van CD-technologie was de grotere opslagcapaciteit, waardoor spellen bijna 320 keer groter konden zijn dan Genesis-cartridges. Dit voordeel kwam tot uiting in full motion video (FMV) games zoals het controversiële Night Trap, dat in 1993 het onderwerp werd van hoorzittingen in het Congres over geweld in videogames en classificaties. Sega of Japan werkte samen met JVC om de Sega CD te ontwerpen en weigerde Sega of America te raadplegen tot het project klaar was. Sega of America assembleerde onderdelen van verschillende "dummy" eenheden om een werkend prototype te krijgen. Het werd verschillende keren opnieuw ontworpen door Sega en gelicentieerde externe ontwikkelaars. + Perifeer + + + + + Sega CD, wydana jako Mega-CD w większości regionów poza Ameryką Północną i Brazylią, to akcesorium CD-ROM dla Mega Drive/Genesis zaprojektowane i wyprodukowane przez firmę Sega w ramach czwartej generacji konsol do gier wideo. Został wydany 12 grudnia 1991 roku w Japonii, 15 października 1992 roku w Ameryce Północnej i 2 kwietnia 1993 roku w Europie. Sega CD odtwarza gry oparte na płytach CD i dodaje funkcje sprzętowe, takie jak szybszy procesor centralny i ulepszenia graficzne, takie jak skalowanie i obracanie sprite'ów. Może również odtwarzać płyty audio CD i CD+G. + +Główną zaletą technologii CD była większa pamięć masowa, dzięki czemu gry mogły być prawie 320 razy większe niż na kartridżach Genesis. Korzyść ta przejawiała się w postaci gier wideo w pełnym ruchu (FMV), takich jak kontrowersyjna gra Night Trap, która stała się przedmiotem przesłuchań kongresowych w 1993 roku w sprawie przemocy w grach wideo i ocen. Sega of Japan współpracowała z JVC przy projektowaniu Sega CD i odmówiła konsultacji z Sega of America do czasu ukończenia projektu. Sega of America zmontowała części z różnych "atrap" jednostek, aby uzyskać działający prototyp. Został on kilkakrotnie przeprojektowany przez firmę Sega i licencjonowanych deweloperów zewnętrznych. + Peryferyjne + + + + + O Sega CD, lançado como Mega-CD na maioria das regiões fora da América do Norte e do Brasil, é um acessório de CD-ROM para o Mega Drive/Genesis projetado e produzido pela Sega como parte da quarta geração de consoles de videogame. Foi lançado em 12 de dezembro de 1991 no Japão, em 15 de outubro de 1992 na América do Norte e em 2 de abril de 1993 na Europa. O Sega CD reproduz jogos baseados em CD e acrescenta funcionalidades de hardware, como uma unidade de processamento central mais rápida e melhorias gráficas, como escalonamento e rotação de sprite. Ele também pode reproduzir CDs de áudio e discos CD+G. + +O principal benefício da tecnologia de CD foi o maior armazenamento, que permitiu que os jogos fossem quase 320 vezes maiores do que os cartuchos do Genesis. Esse benefício se manifestou em jogos de vídeo de movimento completo (FMV), como o polêmico Night Trap, que se tornou o foco das audiências do congresso de 1993 sobre questões de violência e classificação de videogames. A Sega do Japão fez uma parceria com a JVC para projetar o Sega CD e se recusou a consultar a Sega da América até que o projeto estivesse concluído. A Sega of America montou peças de várias unidades "fictícias" para obter um protótipo funcional. Ele foi redesenhado várias vezes pela Sega e por desenvolvedores terceirizados licenciados. + Periférico + + + + + Sega CD, lansat ca Mega-CD în majoritatea regiunilor din afara Americii de Nord și Braziliei, este un accesoriu CD-ROM pentru Mega Drive/Genesis proiectat și produs de Sega ca parte a celei de-a patra generații de console de jocuri video. A fost lansat pe 12 decembrie 1991 în Japonia, 15 octombrie 1992 în America de Nord și 2 aprilie 1993 în Europa. Sega CD redă jocuri bazate pe CD și adaugă funcționalități hardware precum o unitate centrală de procesare mai rapidă și îmbunătățiri grafice precum scalarea și rotația spritelor. De asemenea, poate reda CD-uri audio și discuri CD+G. + +Principalul beneficiu al tehnologiei CD a fost creșterea capacității de stocare, care a permis ca jocurile să fie de aproape 320 de ori mai mari decât cartușele Genesis. Acest avantaj s-a manifestat prin jocuri video cu mișcare completă (FMV), cum ar fi controversatul Night Trap, care a devenit punctul central al audierilor congresionale din 1993 pe probleme de violență și clasificare a jocurilor video. Sega of Japan s-a asociat cu JVC pentru a proiecta Sega CD și a refuzat să se consulte cu Sega of America până la finalizarea proiectului. Sega of America a asamblat piese din diferite unități "fictive" pentru a obține un prototip funcțional. Acesta a fost reproiectat de mai multe ori de către Sega și dezvoltatori terți licențiați. + Periferic + + + + + Sega CD, выпущенный как Mega-CD в большинстве регионов за пределами Северной Америки и Бразилии, - это аксессуар CD-ROM для Mega Drive/Genesis, разработанный и выпущенный компанией Sega в рамках четвертого поколения игровых консолей. Он был выпущен 12 декабря 1991 года в Японии, 15 октября 1992 года в Северной Америке и 2 апреля 1993 года в Европе. Sega CD воспроизводит игры на базе компакт-дисков, а также добавляет аппаратные функции, такие как более быстрый центральный процессор и графические улучшения, такие как масштабирование и вращение спрайтов. Она также может воспроизводить аудио-CD и CD+G диски. + +Основным преимуществом технологии CD стало увеличение объема памяти, что позволило увеличить размер игр почти в 320 раз по сравнению с картриджами Genesis. Это преимущество проявилось в создании игр с полным движением (FMV), таких как спорная игра Night Trap, которая в 1993 году стала предметом слушаний в Конгрессе по вопросам насилия и рейтингов видеоигр. Японская компания Sega сотрудничала с JVC для разработки Sega CD и отказалась консультироваться с Sega of America до завершения проекта. Чтобы получить рабочий прототип, Sega of America собрала детали из различных "манекенов". Он был несколько раз переработан Sega и лицензированными сторонними разработчиками. + Периферийное устройство + + - Konsol + Sega CD, som släpptes som Mega-CD i de flesta regioner utanför Nordamerika och Brasilien, är ett CD-ROM-tillbehör för Mega Drive/Genesis som designats och producerats av Sega som en del av den fjärde generationens videospelskonsoler. Den släpptes den 12 december 1991 i Japan, den 15 oktober 1992 i Nordamerika och den 2 april 1993 i Europa. Sega CD spelar CD-baserade spel och lägger till hårdvarufunktioner som en snabbare centralprocessor och grafiska förbättringar som skalning och rotation av sprite. Den kan också spela ljud-CD-skivor och CD+G-skivor. + +Den största fördelen med CD-tekniken var den större lagringsmöjligheten, som gjorde att spelen kunde vara nästan 320 gånger större än Genesis-kassetterna. Denna fördel manifesterades i full motion video (FMV)-spel som det kontroversiella Night Trap, som blev ett fokus för 1993 års kongressutfrågningar om frågor som rörde våld och klassificering av videospel. Sega of Japan samarbetade med JVC för att utforma Sega CD och vägrade att rådgöra med Sega of America förrän projektet var slutfört. Sega of America monterade delar från olika "dummy"-enheter för att få fram en fungerande prototyp. Den omdesignades flera gånger av Sega och licensierade tredjepartsutvecklare. + Perifer + + + + + セガCDは、北米とブラジル以外のほとんどの地域ではメガCDとして発売され、ビデオゲーム機の第4世代の一部としてセガによって設計され、製造されたメガドライブ/ジェネシス用のCD-ROMアクセサリーである。日本では1991年12月12日、北米では1992年10月15日、ヨーロッパでは1993年4月2日に発売された。セガCDはCDベースのゲームをプレイすることができ、より高速な中央処理装置やスプライトの拡大縮小や回転などのグラフィック強化などのハードウェア機能が追加されている。また、オーディオCDやCD+Gディスクも再生できる。 + +CD技術の主な利点は、ストレージが大きくなったことで、ジェネシスのカートリッジの320倍近い容量のゲームが可能になった。この利点は、物議を醸した『ナイトトラップ』のようなフルモーションビデオ(FMV)ゲームとして現れ、ビデオゲームの暴力性とレーティングの問題をめぐる1993年の議会公聴会の焦点となった。日本のセガは日本ビクターと組んでセガCDを設計し、プロジェクトが完了するまでアメリカのセガとの協議を拒否した。セガ・オブ・アメリカは、さまざまな「ダミー」ユニットのパーツを組み立て、実用的なプロトタイプを完成させた。セガとライセンスを受けたサードパーティの開発者によって、何度も設計し直された。 + ペリフェラル + + + + + 북미와 브라질을 제외한 대부분의 지역에서 Mega-CD로 발매된 Sega CD는 4세대 비디오 게임 콘솔의 일부로 Sega에서 설계 및 제작한 Mega Drive/Genesis용 CD-ROM 액세서리입니다. 일본에서는 1991년 12월 12일, 북미에서는 1992년 10월 15일, 유럽에서는 1993년 4월 2일에 출시되었습니다. 세가 CD는 CD 기반 게임을 재생하고 더 빠른 중앙 처리 장치와 스프라이트 크기 조정 및 회전과 같은 그래픽 향상과 같은 하드웨어 기능을 추가했습니다. 또한 오디오 CD와 CD+G 디스크도 재생할 수 있습니다. + +CD 기술의 가장 큰 장점은 더 큰 저장 공간으로, 제네시스 카트리지보다 게임을 320배 가까이 더 크게 저장할 수 있다는 점입니다. 이러한 이점은 1993년 비디오 게임 폭력 및 등급 문제에 대한 의회 청문회에서 논란이 되었던 나이트 트랩(Night Trap)과 같은 풀 모션 비디오(FMV) 게임에서 두드러지게 나타났습니다. 일본 세가는 JVC와 협력하여 세가 CD를 설계하고 프로젝트가 완료될 때까지 미국 세가와는 협의를 거부했습니다. 세가 오브 아메리카는 다양한 '더미' 유닛의 부품을 조립하여 작동하는 프로토타입을 만들었습니다. Sega와 라이선스를 받은 타사 개발자가 여러 차례 재설계했습니다. + 주변기기 + + + + + 世嘉 CD(在北美和巴西以外的大多数地区以 Mega-CD 的名称发布)是世嘉设计和生产的 Mega Drive/Genesis 的 CD-ROM 附件,是第四代视频游戏机的一部分。它于 1991 年 12 月 12 日在日本发布,1992 年 10 月 15 日在北美发布,1993 年 4 月 2 日在欧洲发布。世嘉 CD 可播放基于 CD 的游戏,并增加了硬件功能,如更快的中央处理器和图形增强功能,如精灵缩放和旋转。它还可以播放音频 CD 和 CD+G 光盘。 + +CD 技术的主要优点是存储空间更大,游戏容量是 Genesis 盒式的近 320 倍。这种优势体现在全动态视频(FMV)游戏上,如备受争议的《黑夜陷阱》(Night Trap),该游戏在 1993 年国会听证会上成为电子游戏暴力和分级问题的焦点。日本世嘉与 JVC 合作设计世嘉 CD,在项目完成之前拒绝与美国世嘉协商。美国世嘉公司从各种 "假 "设备上组装部件,以获得一个可工作的原型。世嘉和获得授权的第三方开发商对 CD 进行了多次重新设计。 + 外围设备 \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/megadrive.xml b/themes/linear-es-de/system/metadata/megadrive.xml index 12a84bd1d..7657aa0fa 100644 --- a/themes/linear-es-de/system/metadata/megadrive.xml +++ b/themes/linear-es-de/system/metadata/megadrive.xml @@ -1,4 +1,4 @@ - + Mega Drive The Mega Drive is a 16-bit fourth-generation home video game console developed and sold by Sega. It's Sega's third console and the successor to the Master System. The Mega Drive was adapted from Sega's System 16 arcade board. @@ -9,10 +9,90 @@ Console 243-340 0C7BCB + 112-67 + + + El Mega Drive és una consola de videojocs a casa de quarta generació de 16 bits desenvolupada i venuda per Sega.És la tercera consola de Sega i el successor del sistema mestre. La Mega Drive es va adaptar del Sistema 16 Arcade Board. + Console + + + + + Das Mega Drive ist eine 16-Bit-Videospielkonsole der vierten Generation, die von Sega entwickelt und verkauft wurde. Es ist die dritte Konsole von Sega und der Nachfolger des Master System. Das Mega Drive wurde von Segas System 16 Arcade-Board übernommen. + Konsole + + + + + La Mega Drive es una videoconsola doméstica de 16 bits de cuarta generación desarrollada y comercializada por Sega. Es la tercera consola de Sega y la sucesora de la Master System. La Mega Drive fue una adaptación de la placa arcade System 16 de Sega. + Consola + + + + + La Mega Drive est une console de jeux vidéo de salon 16 bits de quatrième génération développée et vendue par Sega. C'est la troisième console de Sega et le successeur du Master System. La Mega Drive a été adaptée de la console d'arcade System 16 de Sega. + Console + + + + + Il Mega Drive è una console per videogiochi domestici di quarta generazione a 16 bit sviluppata e venduta da Sega. È la terza console di Sega e il successore del Master System. Il Mega Drive è stato adattato dalla scheda arcade System 16 di Sega. + Console + + + + + De Mega Drive is een 16-bit vierde generatie spelcomputer voor thuisgebruik, ontwikkeld en verkocht door Sega. Het is de derde console van Sega en de opvolger van het Master System. De Mega Drive werd aangepast van Sega's System 16 arcadebord. + Console + + + + + Mega Drive to 16-bitowa domowa konsola do gier wideo czwartej generacji opracowana i sprzedawana przez firmę Sega. Jest to trzecia konsola firmy Sega i następca Master System. Konsola Mega Drive została zaadaptowana z konsoli zręcznościowej System 16 firmy Sega. + Konsola + + + + + O Mega Drive é um console de videogame doméstico de quarta geração de 16 bits desenvolvido e vendido pela Sega. É o terceiro console da Sega e o sucessor do Master System. O Mega Drive foi adaptado da placa de arcade System 16 da Sega. + Console + + + + + Mega Drive este o consolă de jocuri video pe 16 biți din a patra generație dezvoltată și vândută de Sega. Este a treia consolă Sega și succesorul lui Master System. Mega Drive a fost adaptat de la placa arcade System 16 a Sega. + Consolă + + + + + Mega Drive - 16-битная игровая приставка четвертого поколения, разработанная и продаваемая компанией Sega. Это третья консоль Sega и преемница Master System. Mega Drive была адаптирована на основе аркадной платы System 16 компании Sega. + Консоль + + + Mega Drive är en 16-bitars fjärde generationens hemkonsol för videospel som utvecklats och säljs av Sega. Det är Segas tredje konsol och efterföljaren till Master System. Mega Drive anpassades från Segas System 16 arkadkort. Konsol + + + メガドライブは、セガが開発・販売した16ビットの第4世代家庭用ゲーム機。セガにとって3番目のゲーム機であり、マスターシステムの後継機である。メガドライブはセガのアーケード基板「システム16」を流用した。 + コンソール + + + + + 메가 드라이브는 세가에서 개발 및 판매한 16비트 4세대 가정용 비디오 게임 콘솔입니다. 메가 드라이브는 세가의 세 번째 콘솔이자 마스터 시스템의 후속 제품입니다. 메가 드라이브는 세가의 시스템 16 아케이드 보드를 개조한 것입니다. + 콘솔 + + + + + Mega Drive 是世嘉开发和销售的 16 位第四代家用视频游戏机。它是世嘉的第三台游戏机,也是 Master System 的后继机。Mega Drive 由世嘉的 System 16 街机板改装而成。 + 控制台 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/megadrivejp.xml b/themes/linear-es-de/system/metadata/megadrivejp.xml index 63cd99d93..2a71c3e62 100644 --- a/themes/linear-es-de/system/metadata/megadrivejp.xml +++ b/themes/linear-es-de/system/metadata/megadrivejp.xml @@ -1,4 +1,4 @@ - + Mega Drive The Mega Drive is a 16-bit fourth-generation home video game console developed and sold by Sega. It's Sega's third console and the successor to the Master System. The Mega Drive was adapted from Sega's System 16 arcade board. @@ -9,10 +9,90 @@ Console 243-340 0C7BCB + 112-67 + + + El Mega Drive és una consola de videojocs a casa de quarta generació de 16 bits desenvolupada i venuda per Sega.És la tercera consola de Sega i el successor del sistema mestre. La Mega Drive es va adaptar del Sistema 16 Arcade Board. + Console + + + + + Das Mega Drive ist eine 16-Bit-Videospielkonsole der vierten Generation, die von Sega entwickelt und verkauft wurde. Es ist die dritte Konsole von Sega und der Nachfolger des Master System. Das Mega Drive wurde von Segas System 16 Arcade-Board übernommen. + Konsole + + + + + La Mega Drive es una videoconsola doméstica de 16 bits de cuarta generación desarrollada y comercializada por Sega. Es la tercera consola de Sega y la sucesora de la Master System. La Mega Drive fue una adaptación de la placa arcade System 16 de Sega. + Consola + + + + + La Mega Drive est une console de jeux vidéo de salon 16 bits de quatrième génération développée et vendue par Sega. C'est la troisième console de Sega et le successeur du Master System. La Mega Drive a été adaptée de la console d'arcade System 16 de Sega. + Console + + + + + Il Mega Drive è una console per videogiochi domestici di quarta generazione a 16 bit sviluppata e venduta da Sega. È la terza console di Sega e il successore del Master System. Il Mega Drive è stato adattato dalla scheda arcade System 16 di Sega. + Console + + + + + De Mega Drive is een 16-bit vierde generatie spelcomputer voor thuisgebruik, ontwikkeld en verkocht door Sega. Het is de derde console van Sega en de opvolger van het Master System. De Mega Drive werd aangepast van Sega's System 16 arcadebord. + Console + + + + + Mega Drive to 16-bitowa domowa konsola do gier wideo czwartej generacji opracowana i sprzedawana przez firmę Sega. Jest to trzecia konsola firmy Sega i następca Master System. Konsola Mega Drive została zaadaptowana z konsoli zręcznościowej System 16 firmy Sega. + Konsola + + + + + O Mega Drive é um console de videogame doméstico de quarta geração de 16 bits desenvolvido e vendido pela Sega. É o terceiro console da Sega e o sucessor do Master System. O Mega Drive foi adaptado da placa de arcade System 16 da Sega. + Console + + + + + Mega Drive este o consolă de jocuri video pe 16 biți din a patra generație dezvoltată și vândută de Sega. Este a treia consolă Sega și succesorul lui Master System. Mega Drive a fost adaptat de la placa arcade System 16 a Sega. + Consolă + + + + + Mega Drive - 16-битная игровая приставка четвертого поколения, разработанная и продаваемая компанией Sega. Это третья консоль Sega и преемница Master System. Mega Drive была адаптирована на основе аркадной платы System 16 компании Sega. + Консоль + + + Mega Drive är en 16-bitars fjärde generationens hemkonsol för videospel som utvecklats och säljs av Sega. Det är Segas tredje konsol och efterföljaren till Master System. Mega Drive anpassades från Segas System 16 arkadkort. Konsol + + + メガドライブは、セガが開発・販売した16ビットの第4世代家庭用ゲーム機。セガにとって3番目のゲーム機であり、マスターシステムの後継機である。メガドライブはセガのアーケード基板「システム16」を流用した。 + コンソール + + + + + 메가 드라이브는 세가에서 개발 및 판매한 16비트 4세대 가정용 비디오 게임 콘솔입니다. 메가 드라이브는 세가의 세 번째 콘솔이자 마스터 시스템의 후속 제품입니다. 메가 드라이브는 세가의 시스템 16 아케이드 보드를 개조한 것입니다. + 콘솔 + + + + + Mega Drive 是世嘉开发和销售的 16 位第四代家用视频游戏机。它是世嘉的第三台游戏机,也是 Master System 的后继机。Mega Drive 由世嘉的 System 16 街机板改装而成。 + 控制台 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/megaduck.xml b/themes/linear-es-de/system/metadata/megaduck.xml index f76cd1da3..5019a5ba0 100644 --- a/themes/linear-es-de/system/metadata/megaduck.xml +++ b/themes/linear-es-de/system/metadata/megaduck.xml @@ -1,8 +1,8 @@ - + Mega Duck The Welback Holdings Mega Duck, usually just referred to as Mega Duck, is a fourth generation (1987-2004) handheld video game console developed and distributed by Welback Holdings, but marketed under different names like Creatronic, Videojet, Cougar USA, and Hartung. It was released in August 1993 in Netherlands at a retail price of fl 129 as the Creatronic Mega Duck. The console was also released in Germany (1993) distributed by Hartung, France (1993) distributed by Videojet, and Brazil (1993) but as the Cougar USA Cougar Boy. The Mega Duck was an obvious clone of the Game Boy in looks, and it sadly lacked any innovative games to set it apart to become a competitor. The console was discontinued quietly sometime in early 1995. - Welback Holdings + Welback 1993 1993 1993 @@ -13,10 +13,90 @@ EAEAEA 51BABB 819B73 + 1-1 + + + El Welback Holdings Mega Duck, generalment anomenat Mega Duck, és una consola de videojocs de la quarta generació (1987-2004) desenvolupada i distribuïda per Welback Holdings, però comercialitzada amb diferents noms com Creatronic, Videojet, Cougar USA i Hartung. Va ser llançat a l'agost de 1993 als Països Baixos a un preu al detall de FL 129 com a Mega Duck Creaconic. La consola també es va publicar a Alemanya (1993) distribuïda per Hartung, França (1993) distribuïda per Videojet, i Brasil (1993), però com a Cougar USA Cougar Boy. El Mega Duck era un clon evident del Game Boy a Looks i, malauradament, mancava de jocs innovadors per distingir -lo per convertir -se en competidor. La consola es va suspendre tranquil·lament en algun moment a principis de 1995. + Portable + + + + + Die Welback Holdings Mega Duck, meist nur als Mega Duck bezeichnet, ist eine Handheld-Videospielkonsole der vierten Generation (1987-2004), die von Welback Holdings entwickelt und vertrieben, aber unter verschiedenen Namen wie Creatronic, Videojet, Cougar USA und Hartung vermarktet wurde. Sie wurde im August 1993 in den Niederlanden unter dem Namen Creatronic Mega Duck zu einem Verkaufspreis von 129 fl veröffentlicht. Die Konsole wurde auch in Deutschland (1993) von Hartung, in Frankreich (1993) von Videojet und in Brasilien (1993) unter dem Namen Cougar USA Cougar Boy vertrieben. Der Mega Duck war ein offensichtlicher Klon des Game Boy, und leider fehlten ihm innovative Spiele, die ihn von der Konkurrenz abheben konnten. Die Konsole wurde irgendwann Anfang 1995 still und leise eingestellt. + Tragbar + + + + + La Mega Duck de Welback Holdings, normalmente conocida como Mega Duck, es una videoconsola portátil de cuarta generación (1987-2004) desarrollada y distribuida por Welback Holdings, pero comercializada bajo diferentes nombres como Creatronic, Videojet, Cougar USA y Hartung. Salió a la venta en agosto de 1993 en los Países Bajos a un precio de venta al público de 129 fl como Creatronic Mega Duck. La consola también salió a la venta en Alemania (1993) distribuida por Hartung, Francia (1993) distribuida por Videojet, y Brasil (1993) pero como Cougar USA Cougar Boy. La Mega Duck era un clon evidente de la Game Boy en cuanto a aspecto, y lamentablemente carecía de juegos innovadores que la diferenciaran para convertirse en un competidor. La consola se dejó de fabricar discretamente a principios de 1995. + Portátil + + + + + La Mega Duck de Welback Holdings, généralement appelée Mega Duck, est une console de jeu vidéo portable de quatrième génération (1987-2004) développée et distribuée par Welback Holdings, mais commercialisée sous différents noms tels que Creatronic, Videojet, Cougar USA et Hartung. Elle est sortie en août 1993 aux Pays-Bas au prix de 129 fl sous le nom de Creatronic Mega Duck. La console a également été commercialisée en Allemagne (1993) par Hartung, en France (1993) par Videojet et au Brésil (1993) sous le nom de Cougar USA Cougar Boy. La Mega Duck était un clone évident de la Game Boy en termes d'apparence, et elle manquait malheureusement de jeux innovants pour se démarquer et devenir un concurrent. La console a été abandonnée discrètement au début de l'année 1995. + Portable + + + + + Il Welback Holdings Mega Duck, solitamente indicato solo come Mega Duck, è una console per videogiochi portatile di quarta generazione (1987-2004) sviluppata e distribuita da Welback Holdings, ma commercializzata con nomi diversi come Creatronic, Videojet, Cougar USA e Hartung. È stata rilasciata nell'agosto 1993 nei Paesi Bassi a un prezzo al dettaglio di 129 euro come Creatronic Mega Duck. La console fu distribuita anche in Germania (1993) da Hartung, in Francia (1993) da Videojet e in Brasile (1993) con il nome di Cougar USA Cougar Boy. Il Mega Duck era un evidente clone del Game Boy per quanto riguarda l'aspetto, e purtroppo mancava di giochi innovativi che lo distinguessero per diventare un concorrente. La console fu dismessa in sordina all'inizio del 1995. + Portatile + + + + + De Welback Holdings Mega Duck, meestal Mega Duck genoemd, is een handheld video game console van de vierde generatie (1987-2004), ontwikkeld en gedistribueerd door Welback Holdings, maar op de markt gebracht onder verschillende namen zoals Creatronic, Videojet, Cougar USA en Hartung. Hij werd in augustus 1993 in Nederland uitgebracht voor een verkoopprijs van fl 129 als de Creatronic Mega Duck. De console werd ook uitgebracht in Duitsland (1993) gedistribueerd door Hartung, Frankrijk (1993) gedistribueerd door Videojet, en Brazilië (1993) maar dan als de Cougar USA Cougar Boy. De Mega Duck was qua uiterlijk een duidelijke kloon van de Game Boy en het ontbrak helaas aan vernieuwende spellen om het tot een concurrent te maken. De console werd stilletjes gestopt ergens begin 1995. + Draagbaar + + + + + Welback Holdings Mega Duck, zwykle określana po prostu jako Mega Duck, to przenośna konsola do gier wideo czwartej generacji (1987-2004) opracowana i dystrybuowana przez Welback Holdings, ale sprzedawana pod różnymi nazwami, takimi jak Creatronic, Videojet, Cougar USA i Hartung. Została wydana w sierpniu 1993 roku w Holandii w cenie detalicznej 129 fl jako Creatronic Mega Duck. Konsola została również wydana w Niemczech (1993) dystrybuowana przez Hartung, Francji (1993) dystrybuowana przez Videojet i Brazylii (1993), ale jako Cougar USA Cougar Boy. Mega Duck był oczywistym klonem Game Boya pod względem wyglądu i niestety brakowało mu jakichkolwiek innowacyjnych gier, które mogłyby go wyróżnić i stać się konkurentem. Konsola została wycofana po cichu na początku 1995 roku. + Przenośny + + + + + O Welback Holdings Mega Duck, geralmente chamado apenas de Mega Duck, é um console de videogame portátil de quarta geração (1987-2004) desenvolvido e distribuído pela Welback Holdings, mas comercializado sob diferentes nomes, como Creatronic, Videojet, Cougar USA e Hartung. Ele foi lançado em agosto de 1993 na Holanda a um preço de varejo de fl. 129 como Creatronic Mega Duck. O console também foi lançado na Alemanha (1993), distribuído pela Hartung, na França (1993), distribuído pela Videojet, e no Brasil (1993), mas como Cougar USA Cougar Boy. O Mega Duck era um clone óbvio do Game Boy em termos de aparência e, infelizmente, não tinha nenhum jogo inovador que o diferenciasse para se tornar um concorrente. O console foi descontinuado discretamente no início de 1995. + Portátil + + + + + Welback Holdings Mega Duck, denumită de obicei Mega Duck, este o consolă de jocuri video portabilă din a patra generație (1987-2004) dezvoltată și distribuită de Welback Holdings, dar comercializată sub diferite denumiri precum Creatronic, Videojet, Cougar USA și Hartung. A fost lansată în august 1993 în Olanda la un preț de vânzare cu amănuntul de fl 129 ca Creatronic Mega Duck. Consola a fost, de asemenea, lansată în Germania (1993) distribuită de Hartung, Franța (1993) distribuită de Videojet și Brazilia (1993), dar ca Cougar USA Cougar Boy. Mega Duck a fost o clonă evidentă a Game Boy în ceea ce privește aspectul și, din păcate, a fost lipsită de jocuri inovatoare care să o diferențieze pentru a deveni un concurent. Consola a fost întreruptă în liniște cândva la începutul anului 1995. + Portabil + + + + + Welback Holdings Mega Duck, обычно называемая просто Mega Duck, - это портативная игровая консоль четвертого поколения (1987-2004), разработанная и распространяемая компанией Welback Holdings, но продававшаяся под разными названиями, такими как Creatronic, Videojet, Cougar USA и Hartung. Консоль Creatronic Mega Duck была выпущена в августе 1993 года в Нидерландах по розничной цене fl 129. Консоль также была выпущена в Германии (1993) под маркой Hartung, во Франции (1993) под маркой Videojet и в Бразилии (1993) под маркой Cougar USA Cougar Boy. Внешне Mega Duck была явным клоном Game Boy, а инновационных игр, которые могли бы составить ей конкуренцию, к сожалению, не было. Консоль была тихо снята с производства где-то в начале 1995 года. + Портативный + + + Welback Holdings Mega Duck, vanligtvis bara kallad Mega Duck, är en fjärde generationens (1987-2004) handhållen videospelskonsol som utvecklades och distribuerades av Welback Holdings, men marknadsfördes under olika namn som Creatronic, Videojet, Cougar USA och Hartung. Den släpptes i augusti 1993 i Nederländerna till ett detaljhandelspris av fl 129 som Creatronic Mega Duck. Konsolen släpptes också i Tyskland (1993) distribuerad av Hartung, Frankrike (1993) distribuerad av Videojet, och Brasilien (1993) men då som Cougar USA Cougar Boy. Mega Duck var en uppenbar klon av Game Boy till utseendet, och den saknade tyvärr innovativa spel som skulle kunna göra den till en konkurrent. Konsolen slutade säljas i tysthet någon gång i början av 1995. Bärbar + + + Welback Holdings Mega Duck(ウェルバック・ホールディングス・メガ・ダック)は、Welback Holdingsが開発・販売した第4世代(1987年~2004年)の携帯ゲーム機であるが、Creatronic、Videojet、Cougar USA、Hartungといった異なる名称で販売された。1993年8月にオランダでCreatronic Mega Duckとして小売価格129フランで発売された。また、ドイツ(1993年)ではHartung、フランス(1993年)ではVideojet、ブラジル(1993年)ではCougar USA Cougar Boyとして発売された。メガダックは、見た目は明らかにゲームボーイのクローンであり、悲しいかな、ライバルとなるような革新的なゲームもなかった。このゲーム機は1995年初頭にひっそりと販売終了となった。 + ポータブル + + + + + 일반적으로 메가덕이라고 불리는 웰백 홀딩스 메가덕은 웰백 홀딩스에서 개발 및 유통한 4세대(1987-2004) 휴대용 비디오 게임 콘솔로, 크리에트로닉, 비디오젯, 쿠거 USA, 하퉁 등 다양한 이름으로 판매되었습니다. 1993년 8월 네덜란드에서 크리에트로닉 메가덕이라는 이름으로 129유로의 소매가로 출시되었습니다. 이 콘솔은 독일(1993년)에서는 Hartung이, 프랑스(1993년)에서는 Videojet이, 브라질(1993년)에서는 쿠거 USA 쿠거 보이라는 이름으로도 출시되었습니다. 메가 덕은 외관상 게임 보이의 명백한 복제품이었으며, 안타깝게도 경쟁자가 될 만한 혁신적인 게임이 부족했습니다. 이 콘솔은 1995년 초에 조용히 단종되었습니다. + 휴대성 + + + + + Welback Holdings Mega Duck,通常简称为 Mega Duck,是由 Welback Holdings 开发和发行的第四代(1987-2004 年)掌上视频游戏机,但在市场上以不同的名称销售,如 Creatronic、Videojet、Cougar USA 和 Hartung。它于 1993 年 8 月在荷兰以 Creatronic Mega Duck 的名义发布,零售价为 129 弗林。此外,该控制台还在德国(1993 年)由 Hartung 分销,在法国(1993 年)由 Videojet 分销,以及在巴西(1993 年)以美洲狮美国美洲狮男孩的名义发售。Mega Duck 在外观上明显是 Game Boy 的克隆版,遗憾的是它缺乏任何创新游戏,无法成为竞争对手。该游戏机于 1995 年初悄然停产。 + 便携式 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/mess.xml b/themes/linear-es-de/system/metadata/mess.xml index 213456094..f98d445cd 100644 --- a/themes/linear-es-de/system/metadata/mess.xml +++ b/themes/linear-es-de/system/metadata/mess.xml @@ -1,4 +1,4 @@ - + MESS Multi Emulator Super System (MESS) is an emulator for various consoles and computer systems, based on the MAME core. It used to be a standalone program (which has since been discontinued), but is now integrated into MAME (which is actively developed). MESS emulates portable and console gaming systems, computer platforms, and calculators. The project strives for accuracy and portability and therefore is not always the fastest emulator for any one particular system. Its accuracy makes it also useful for homebrew game development. @@ -13,10 +13,90 @@ A05F00 FFEFD5 FFD183 + 1-1 - + + Multi Emulator Super System (Mess) és un emulador per a diverses consoles i sistemes informàtics, basat en el nucli MAME. Solia ser un programa autònom (que des de llavors s'ha deixat de ser), però ara s'integra a MAME (que es desenvolupa activament). El desastre emula sistemes de jocs portàtils i de consoles, plataformes informàtiques i calculadores. El projecte s’esforça a la precisió i la portabilitat i, per tant, no sempre és l’emulador més ràpid per a un sistema en concret. La seva precisió la fa útil també per al desenvolupament de jocs homebrew. Emulator + + + Multi Emulator Super System (MESS) ist ein Emulator für verschiedene Konsolen und Computersysteme, der auf dem MAME-Kern basiert. Früher war es ein eigenständiges Programm (das inzwischen eingestellt wurde), aber jetzt ist es in MAME integriert (das aktiv weiterentwickelt wird). MESS emuliert tragbare und Konsolenspiele, Computerplattformen und Taschenrechner. Das Projekt strebt nach Genauigkeit und Portabilität und ist daher nicht immer der schnellste Emulator für ein bestimmtes System. Aufgrund seiner Genauigkeit ist er auch für die Entwicklung von Eigenentwicklungen von Spielen geeignet. + Emulator + + + + + Multi Emulator Super System (MESS) es un emulador para varias consolas y sistemas informáticos, basado en el núcleo de MAME. Antes era un programa independiente (que ya no existe), pero ahora está integrado en MAME (que se desarrolla activamente). MESS emula sistemas de juego portátiles y de consola, plataformas informáticas y calculadoras. El proyecto busca la precisión y la portabilidad, por lo que no siempre es el emulador más rápido para un sistema concreto. Su precisión lo hace también útil para el desarrollo de juegos caseros. + Emulador + + + + + Multi Emulator Super System (MESS) est un émulateur pour diverses consoles et systèmes informatiques, basé sur le noyau MAME. Il s'agissait auparavant d'un programme autonome (qui a depuis été abandonné), mais il est désormais intégré à MAME (qui est activement développé). MESS émule des systèmes de jeux portables et de consoles, des plates-formes informatiques et des calculatrices. Le projet s'efforce d'être précis et portable et n'est donc pas toujours l'émulateur le plus rapide pour un système particulier. Sa précision le rend également utile pour le développement de jeux homebrew. + Emulateur + + + + + Multi Emulator Super System (MESS) è un emulatore per varie console e sistemi informatici, basato sul nucleo del MAME. Un tempo era un programma autonomo (che nel frattempo è stato dismesso), ma ora è integrato in MAME (che viene sviluppato attivamente). MESS emula sistemi di gioco portatili e console, piattaforme informatiche e calcolatori. Il progetto cerca di ottenere precisione e portabilità e quindi non è sempre l'emulatore più veloce per un particolare sistema. La sua precisione lo rende utile anche per lo sviluppo di giochi homebrew. + Emulatore + + + + + Multi Emulator Super System (MESS) is een emulator voor verschillende consoles en computersystemen, gebaseerd op de kern van MAME. Het was vroeger een op zichzelf staand programma (dat sindsdien niet meer bestaat), maar is nu geïntegreerd in MAME (dat actief wordt ontwikkeld). MESS emuleert draagbare en consolegamesystemen, computerplatforms en rekenmachines. Het project streeft naar nauwkeurigheid en draagbaarheid en is daarom niet altijd de snelste emulator voor een bepaald systeem. De nauwkeurigheid maakt het ook nuttig voor de ontwikkeling van zelfgemaakte spellen. + Emulator + + + + + Multi Emulator Super System (MESS) to emulator dla różnych konsol i systemów komputerowych, oparty na rdzeniu MAME. Kiedyś był to samodzielny program (który od tego czasu został wycofany), ale obecnie jest zintegrowany z MAME (który jest aktywnie rozwijany). MESS emuluje przenośne i konsolowe systemy gier, platformy komputerowe i kalkulatory. Projekt dąży do dokładności i przenośności, dlatego też nie zawsze jest najszybszym emulatorem dla konkretnego systemu. Jego dokładność sprawia, że jest również przydatny do tworzenia gier homebrew. + Emulator + + + + + O Multi Emulator Super System (MESS) é um emulador para vários consoles e sistemas de computador, baseado no núcleo do MAME. Ele costumava ser um programa autônomo (que foi descontinuado), mas agora está integrado ao MAME (que está sendo desenvolvido ativamente). O MESS emula sistemas de jogos portáteis e de console, plataformas de computador e calculadoras. O projeto busca a precisão e a portabilidade e, portanto, nem sempre é o emulador mais rápido para um sistema específico. Sua precisão também o torna útil para o desenvolvimento de jogos caseiros. + Emulador + + + + + Multi Emulator Super System (MESS) este un emulator pentru diferite console și sisteme informatice, bazat pe nucleul MAME. Acesta a fost un program independent (care a fost întrerupt de atunci), dar este acum integrat în MAME (care este dezvoltat în mod activ). MESS emulează sisteme de jocuri portabile și console, platforme de calculator și calculatoare. Proiectul urmărește acuratețea și portabilitatea și, prin urmare, nu este întotdeauna cel mai rapid emulator pentru un anumit sistem. Precizia sa îl face util și pentru dezvoltarea de jocuri homebrew. + Emulator + + + + + Multi Emulator Super System (MESS) - это эмулятор для различных консолей и компьютерных систем, основанный на ядре MAME. Раньше он был отдельной программой (с тех пор прекратил свое существование), а теперь интегрирован в MAME (активно развивается). MESS эмулирует портативные и консольные игровые системы, компьютерные платформы и калькуляторы. Проект стремится к точности и портативности, поэтому не всегда является самым быстрым эмулятором для какой-либо конкретной системы. Благодаря своей точности он также полезен для разработки домашних игр. + Эмулятор + + + + + Multi Emulator Super System (MESS) är en emulator för olika konsoler och datorsystem, baserad på MAME-kärnan. Det var tidigare ett fristående program (som sedan dess har upphört), men är nu integrerat i MAME (som utvecklas aktivt). MESS emulerar bärbara och konsolbaserade spelsystem, datorplattformar och miniräknare. Projektet strävar efter noggrannhet och portabilitet och är därför inte alltid den snabbaste emulatorn för ett visst system. Dess noggrannhet gör den också användbar för utveckling av hemmagjorda spel. + Emulator + + + + + マルチエミュレータスーパーシステム(MESS)はMAMEコアをベースにした、様々なゲーム機やコンピュータシステム用のエミュレータです。以前はスタンドアロンのプログラムでしたが(現在は開発中止)、現在はMAMEに統合されています(活発に開発されています)。MESSは携帯ゲーム機やコンソールゲーム機、コンピュータプラットフォーム、電卓をエミュレートします。このプロジェクトは正確さと移植性を追求しているため、特定のシステムに対して常に最速のエミュレータというわけではありません。その精度の高さから、自作ゲーム開発にも有用です。 + エミュレータ + + + + + 멀티 에뮬레이터 슈퍼 시스템(MESS)은 MAME 코어를 기반으로 하는 다양한 콘솔 및 컴퓨터 시스템용 에뮬레이터입니다. 예전에는 독립형 프로그램이었으나(현재는 단종됨) 현재는 활발히 개발 중인 MAME에 통합되어 있습니다. MESS는 휴대용 및 콘솔 게임 시스템, 컴퓨터 플랫폼, 계산기를 에뮬레이션합니다. 이 프로젝트는 정확성과 휴대성을 위해 노력하고 있으므로 특정 시스템에 대해 항상 가장 빠른 에뮬레이터는 아닙니다. 하지만 정확도가 높기 때문에 자체 게임 개발에도 유용합니다. + 에뮬레이터 + + + + + 多模拟器超级系统(MESS)是一款基于 MAME 核心的模拟器,适用于各种游戏机和计算机系统。它曾是一个独立程序(现已停用),但现在已集成到 MAME 中(MAME 正在积极开发中)。MESS 可模拟便携式和控制台游戏系统、计算机平台和计算器。该项目力求精确性和可移植性,因此并不总是任何特定系统的最快模拟器。它的准确性使其也适用于自制游戏的开发。 + 仿真器 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/model2.xml b/themes/linear-es-de/system/metadata/model2.xml index 128b0f26f..a4b0192c2 100644 --- a/themes/linear-es-de/system/metadata/model2.xml +++ b/themes/linear-es-de/system/metadata/model2.xml @@ -1,4 +1,4 @@ - + Sega Model 2 The Sega Model 2 is an arcade system board originally debuted by Sega in 1993 as a successor to the Sega Model 1 board. It is an extension of the Model 1 hardware, most notably introducing the concept of texture-mapped polygons, allowing for more realistic 3D graphics (for its time). The Model 2 board was an important milestone for the arcade industry, and helped launch several key arcade franchises of the 90s, including Daytona USA, Virtua Cop, Sega Rally Championship, Dead or Alive, Virtua Striker, Cyber Troopers Virtual-On and The House of the Dead. The Model 2 was engineered with help from GE Aerospace (acquired by Martin Marietta in 1993, now part of Lockheed Martin), who designed the texture-mapping technology incorporated by the Model 2. The Model 2's development was led by famed game designer Yu Suzuki. The Model 2 arcade board debuted along with Daytona USA, a game which was finished, copyrighted and debuted at the JAMMA arcade show in 1993. There four versions of the system: the original Model 2 and the Model 2A-CRX, Model 2B-CRX and Model 2C-CRX variants. Model 2 and 2A-CRX used a custom DSP with internal code for the geometrizer while 2B-CRX and 2C-CRX used well documented DSPs and uploaded the geometrizer code at startup to the DSP. @@ -13,10 +13,90 @@ F7ED18 F4133D 199A40 + 1-1 + + + El SEGA Model 2 és una junta de sistemes d'arcades debutat originalment per SEGA el 1993 com a successor de la junta SEGA Model 1.És una extensió del maquinari Model 1, que introdueix sobretot el concepte de polígons basats en textures, que permeten gràfics 3D més realistes (per al seu temps). El Model 2 Board va ser una fita important per a la indústria de les arcades i va ajudar a llançar diverses franquícies d'arcades clau dels anys 90, incloses Daytona USA, Virtua Cop, Campionat de Rally Sega, Dead Or Alive, Virtua Striker, Cibers Topers Virtual-on i la casa i la casadels morts. El Model 2 va ser dissenyat amb l'ajuda de Ge Aerospace (adquirit per Martin Marietta el 1993, que ara forma part de Lockheed Martin), que va dissenyar la tecnologia de mapatge de textures incorporada pel model 2. El desenvolupament del model 2 va ser dirigit pel famós dissenyador de jocs Yu Suzuki. El Model 2 Arcade Board va debutar juntament amb Daytona USA, un joc que es va acabar, es va acabar amb copyright i va debutar al Jamma Arcade Show el 1993. Hi ha quatre versions del sistema: el Model 2 original i el Model 2A-CRX, Model 2B-CRX-CRXi variants del model 2C-CRX. El model 2 i 2A-CRX van utilitzar un DSP personalitzat amb codi intern per al geometritzador, mentre que 2B-CRX i 2C-CRX utilitzaven DSPs ben documentats i van penjar el codi de geometritzador en startup al DSP. + Arcade + + + + + Das Sega Model 2 ist eine Spielhallen-Systemplatine, die 1993 von Sega als Nachfolger des Sega Model 1 vorgestellt wurde. Es ist eine Erweiterung der Modell 1-Hardware, vor allem die Einführung des Konzepts der texturierten Polygone, die eine realistischere 3D-Grafik (für die damalige Zeit) ermöglichte. Das Model 2 Board war ein wichtiger Meilenstein für die Arcade-Industrie und trug zum Start mehrerer wichtiger Arcade-Franchises der 90er Jahre bei, darunter Daytona USA, Virtua Cop, Sega Rally Championship, Dead or Alive, Virtua Striker, Cyber Troopers Virtual-On und The House of the Dead. Das Model 2 wurde mit Hilfe von GE Aerospace (1993 von Martin Marietta übernommen, heute Teil von Lockheed Martin) entwickelt, das die Texture-Mapping-Technologie für das Model 2 entworfen hat. Die Entwicklung des Modells 2 wurde von dem berühmten Spieldesigner Yu Suzuki geleitet. Das Arcade-Board des Modells 2 wurde zusammen mit Daytona USA vorgestellt, einem Spiel, das fertiggestellt und urheberrechtlich geschützt war und 1993 auf der JAMMA Arcade Show vorgestellt wurde. Es gab vier Versionen des Systems: das ursprüngliche Modell 2 und die Varianten Modell 2A-CRX, Modell 2B-CRX und Modell 2C-CRX. Modell 2 und 2A-CRX verwendeten einen benutzerdefinierten DSP mit internem Code für den Geometrizer, während 2B-CRX und 2C-CRX gut dokumentierte DSPs verwendeten und den Geometrizer-Code beim Starten in den DSP hochluden. + Spielhalle + + + + + La Sega Model 2 es una placa de sistema arcade originalmente debutada por Sega en 1993 como sucesora de la Sega Model 1. Se trata de una ampliación del hardware del Model 1, en la que destaca la introducción del concepto de polígonos mapeados con texturas, que permite gráficos 3D más realistas (para su época). La placa Model 2 fue un hito importante para la industria arcade y ayudó a lanzar varias franquicias arcade clave de los 90, como Daytona USA, Virtua Cop, Sega Rally Championship, Dead or Alive, Virtua Striker, Cyber Troopers Virtual-On y The House of the Dead. El Model 2 se diseñó con la ayuda de GE Aerospace (adquirida por Martin Marietta en 1993, ahora parte de Lockheed Martin), que diseñó la tecnología de mapeado de texturas que incorpora el Model 2. El desarrollo del Model 2 corrió a cargo del famoso diseñador de juegos Yu Suzuki. La placa arcade del Model 2 debutó junto con Daytona USA, un juego que se terminó, obtuvo los derechos de autor y debutó en la feria arcade JAMMA de 1993. Hubo cuatro versiones del sistema: el Modelo 2 original y las variantes Modelo 2A-CRX, Modelo 2B-CRX y Modelo 2C-CRX. El Modelo 2 y el 2A-CRX utilizaban un DSP personalizado con código interno para el geometrizador, mientras que el 2B-CRX y el 2C-CRX utilizaban DSP bien documentados y cargaban el código del geometrizador al arrancar en el DSP. + Arcade + + + + + Le Sega Model 2 est une carte de système d'arcade lancée par Sega en 1993 pour succéder à la carte Sega Model 1. Il s'agit d'une extension du matériel du modèle 1, qui introduit notamment le concept de polygones texturés, permettant des graphismes 3D plus réalistes (pour l'époque). La carte Model 2 a constitué une étape importante pour l'industrie de l'arcade et a contribué au lancement de plusieurs franchises d'arcade clés des années 90, notamment Daytona USA, Virtua Cop, Sega Rally Championship, Dead or Alive, Virtua Striker, Cyber Troopers Virtual-On et The House of the Dead. Le modèle 2 a été conçu avec l'aide de GE Aerospace (racheté par Martin Marietta en 1993, qui fait aujourd'hui partie de Lockheed Martin), qui a mis au point la technologie de cartographie des textures incorporée dans le modèle 2. Le développement de la Model 2 a été dirigé par le célèbre concepteur de jeux Yu Suzuki. La carte d'arcade Model 2 a été lancée en même temps que Daytona USA, un jeu qui a été terminé, protégé par des droits d'auteur et présenté pour la première fois au salon de l'arcade JAMMA en 1993. Il existe quatre versions du système : le Model 2 original et les variantes Model 2A-CRX, Model 2B-CRX et Model 2C-CRX. Les modèles 2 et 2A-CRX utilisaient un DSP personnalisé avec un code interne pour le geometrizer tandis que les modèles 2B-CRX et 2C-CRX utilisaient des DSP bien documentés et téléchargeaient le code du geometrizer au démarrage sur le DSP. + Arcade + + + + + Il Sega Model 2 è una scheda di sistema arcade originariamente presentata da Sega nel 1993 come successore della scheda Sega Model 1. Si tratta di un'estensione dell'hardware del Model 1, che introduce in particolare il concetto di poligoni mappati con texture, consentendo una grafica 3D più realistica (per l'epoca). La scheda Model 2 è stata un'importante pietra miliare per l'industria arcade e ha contribuito al lancio di diversi franchise arcade chiave degli anni '90, tra cui Daytona USA, Virtua Cop, Sega Rally Championship, Dead or Alive, Virtua Striker, Cyber Troopers Virtual-On e The House of the Dead. Il Model 2 è stato progettato con l'aiuto di GE Aerospace (acquisita da Martin Marietta nel 1993, ora parte di Lockheed Martin), che ha ideato la tecnologia di texture-mapping incorporata nel Model 2. Lo sviluppo del Model 2 è stato guidato dal famoso game designer Yu Suzuki. La scheda arcade del Model 2 debuttò insieme a Daytona USA, un gioco finito, protetto da copyright e presentato alla fiera arcade JAMMA nel 1993. Esistono quattro versioni del sistema: il Model 2 originale e le varianti Model 2A-CRX, Model 2B-CRX e Model 2C-CRX. Il Modello 2 e il Modello 2A-CRX utilizzavano un DSP personalizzato con codice interno per il geometrizzatore, mentre il Modello 2B-CRX e il Modello 2C-CRX utilizzavano DSP ben documentati e caricavano il codice del geometrizzatore all'avvio del DSP. + Arcade + + + + + Het Sega Model 2 is een arcadesysteembord dat oorspronkelijk door Sega werd uitgebracht in 1993 als opvolger van het Sega Model 1-bord. Het is een uitbreiding van de Model 1 hardware, met name de introductie van het concept van texture-mapped polygonen, waardoor realistischere 3D-graphics mogelijk werden (voor die tijd). Het Model 2-bord was een belangrijke mijlpaal voor de arcade-industrie en hielp bij de lancering van verschillende belangrijke arcadefranchises in de jaren 90, waaronder Daytona USA, Virtua Cop, Sega Rally Championship, Dead or Alive, Virtua Striker, Cyber Troopers Virtual-On en The House of the Dead. De Model 2 werd ontwikkeld met hulp van GE Aerospace (overgenomen door Martin Marietta in 1993, nu onderdeel van Lockheed Martin), die de texture-mapping technologie in de Model 2 ontwierp. De ontwikkeling van Model 2 werd geleid door de beroemde game ontwerper Yu Suzuki. Het Model 2 arcade bord debuteerde samen met Daytona USA, een spel dat was voltooid, auteursrechtelijk beschermd en debuteerde op de JAMMA arcade show in 1993. Er waren vier versies van het systeem: het originele Model 2 en de Model 2A-CRX, Model 2B-CRX en Model 2C-CRX varianten. Model 2 en 2A-CRX gebruikten een eigen DSP met interne code voor de geometrizer, terwijl 2B-CRX en 2C-CRX goed gedocumenteerde DSP's gebruikten en de geometrizercode bij het opstarten uploadden naar de DSP. + Arcade + + + + + Sega Model 2 to zręcznościowa konsola systemowa zadebiutowana przez firmę Sega w 1993 roku jako następca konsoli Sega Model 1. Jest to rozszerzenie sprzętu Model 1, w szczególności wprowadzające koncepcję wielokątów mapowanych teksturami, pozwalając na bardziej realistyczną grafikę 3D (jak na swoje czasy). Płyta Model 2 była kamieniem milowym dla branży gier arcade i pomogła w uruchomieniu kilku kluczowych serii gier arcade w latach 90-tych, w tym Daytona USA, Virtua Cop, Sega Rally Championship, Dead or Alive, Virtua Striker, Cyber Troopers Virtual-On i The House of the Dead. Model 2 został opracowany z pomocą firmy GE Aerospace (przejętej przez Martin Marietta w 1993 roku, obecnie część Lockheed Martin), która zaprojektowała technologię mapowania tekstur zastosowaną w Modelu 2. Rozwój Modelu 2 był prowadzony przez słynnego projektanta gier Yu Suzuki. Płytka zręcznościowa Model 2 zadebiutowała wraz z grą Daytona USA, która została ukończona, objęta prawami autorskimi i zadebiutowała na pokazie gier zręcznościowych JAMMA w 1993 roku. Istniały cztery wersje systemu: oryginalny Model 2 oraz warianty Model 2A-CRX, Model 2B-CRX i Model 2C-CRX. Modele 2 i 2A-CRX korzystały z niestandardowego procesora DSP z wewnętrznym kodem geometryzatora, podczas gdy 2B-CRX i 2C-CRX korzystały z dobrze udokumentowanych procesorów DSP i przesyłały kod geometryzatora podczas uruchamiania do procesora DSP. + Arcade + + + + + O Sega Model 2 é uma placa de sistema de arcade originalmente lançada pela Sega em 1993 como sucessora da placa Sega Model 1. Ela é uma extensão do hardware do Modelo 1, introduzindo principalmente o conceito de polígonos mapeados por textura, permitindo gráficos 3D mais realistas (para a época). A placa Model 2 foi um marco importante para a indústria de fliperama e ajudou a lançar várias franquias importantes de fliperama dos anos 90, incluindo Daytona USA, Virtua Cop, Sega Rally Championship, Dead or Alive, Virtua Striker, Cyber Troopers Virtual-On e The House of the Dead. O Model 2 foi projetado com a ajuda da GE Aerospace (adquirida pela Martin Marietta em 1993, hoje parte da Lockheed Martin), que projetou a tecnologia de mapeamento de textura incorporada ao Model 2. O desenvolvimento do Model 2 foi liderado pelo famoso designer de jogos Yu Suzuki. A placa de fliperama Model 2 foi lançada junto com Daytona USA, um jogo que foi finalizado, protegido por direitos autorais e lançado na feira de fliperama JAMMA em 1993. Existem quatro versões do sistema: o Modelo 2 original e as variantes Modelo 2A-CRX, Modelo 2B-CRX e Modelo 2C-CRX. O Modelo 2 e o 2A-CRX usavam um DSP personalizado com código interno para o geometrizador, enquanto o 2B-CRX e o 2C-CRX usavam DSPs bem documentados e carregavam o código do geometrizador na inicialização para o DSP. + Fliperama + + + + + Sega Model 2 este o placă de sistem arcade debutat inițial de Sega în 1993 ca succesor al plăcii Sega Model 1. Este o extensie a hardware-ului Model 1, cel mai notabil introducând conceptul de poligoane cu textură, permițând o grafică 3D mai realistă (pentru vremea sa). Placa Model 2 a fost o piatră de hotar importantă pentru industria de arcade și a contribuit la lansarea mai multor francize arcade cheie ale anilor '90, inclusiv Daytona USA, Virtua Cop, Sega Rally Championship, Dead or Alive, Virtua Striker, Cyber Troopers Virtual-On și The House of the Dead. Modelul 2 a fost proiectat cu ajutorul GE Aerospace (achiziționat de Martin Marietta în 1993, în prezent parte a Lockheed Martin), care a proiectat tehnologia de mapare a texturilor încorporată de Modelul 2. Dezvoltarea Modelului 2 a fost condusă de celebrul designer de jocuri Yu Suzuki. Placa arcade Model 2 a debutat împreună cu Daytona USA, un joc care a fost finalizat, protejat prin drepturi de autor și a debutat la expoziția arcade JAMMA din 1993. Au existat patru versiuni ale sistemului: Modelul 2 original și variantele Model 2A-CRX, Model 2B-CRX și Model 2C-CRX. Modelul 2 și 2A-CRX foloseau un DSP personalizat cu cod intern pentru geometrizer, în timp ce 2B-CRX și 2C-CRX foloseau DSP-uri bine documentate și încărcau codul geometrizerului la pornire în DSP. + Arcade + + + + + Sega Model 2 - это системная плата для аркадных игр, дебютировавшая в 1993 году в качестве преемника платы Sega Model 1. Она стала продолжением аппаратной части Model 1, в частности, ввела концепцию текстурирования полигонов, что позволило создать более реалистичную 3D-графику (для своего времени). Плата Model 2 стала важной вехой для аркадной индустрии и помогла запустить несколько ключевых аркадных франшиз 90-х годов, включая Daytona USA, Virtua Cop, Sega Rally Championship, Dead or Alive, Virtua Striker, Cyber Troopers Virtual-On и The House of the Dead. В разработке Model 2 принимала участие компания GE Aerospace (приобретенная Martin Marietta в 1993 году, ныне часть Lockheed Martin), которая разработала технологию текстурирования, использованную в Model 2. Разработкой Model 2 руководил известный игровой дизайнер Ю Судзуки. Дебют аркадной платы Model 2 состоялся вместе с игрой Daytona USA, которая была закончена, защищена авторскими правами и дебютировала на выставке аркадных игр JAMMA в 1993 году. Существует четыре версии системы: оригинальная Model 2 и варианты Model 2A-CRX, Model 2B-CRX и Model 2C-CRX. Модели 2 и 2A-CRX использовали пользовательский DSP с внутренним кодом для геометризатора, в то время как 2B-CRX и 2C-CRX использовали хорошо документированные DSP и загружали код геометризатора при запуске в DSP. + Аркада + + + Sega Model 2 är ett arkadsystemkort som ursprungligen lanserades av Sega 1993 som en efterföljare till Sega Model 1-kortet. Det är en förlängning av Model 1-hårdvaran och introducerade framför allt konceptet med texturmappade polygoner, vilket möjliggjorde mer realistisk 3D-grafik (för sin tid). Model 2-kortet var en viktig milstolpe för arkadindustrin och hjälpte till att lansera flera viktiga arkadserier på 90-talet, bland annat Daytona USA, Virtua Cop, Sega Rally Championship, Dead or Alive, Virtua Striker, Cyber Troopers Virtual-On och The House of the Dead. Model 2 konstruerades med hjälp av GE Aerospace (som 1993 förvärvades av Martin Marietta, numera en del av Lockheed Martin), som utformade den texturmappningsteknik som Model 2 bygger på. Utvecklingen av Model 2 leddes av den berömde speldesignern Yu Suzuki. Model 2 arkadkort debuterade tillsammans med Daytona USA, ett spel som var färdigt, upphovsrättsskyddat och debuterade på arkadmässan JAMMA 1993. Det fanns fyra versioner av systemet: den ursprungliga Model 2 och varianterna Model 2A-CRX, Model 2B-CRX och Model 2C-CRX. Model 2 och 2A-CRX använde en egen DSP med intern kod för geometrizer medan 2B-CRX och 2C-CRX använde väldokumenterade DSP:er och laddade upp geometrizerkoden vid start till DSP:en. Arkad + + + セガ・モデル2は、セガ・モデル1の後継機として1993年にセガからデビューしたアーケードシステム基板である。1型のハードウェアを拡張したもので、特にテクスチャマップポリゴンの概念を導入し、(当時としては)よりリアルな3Dグラフィックを可能にした。Model 2基板はアーケード業界にとって重要なマイルストーンであり、Daytona USA、Virtua Cop、Sega Rally Championship、Dead or Alive、Virtua Striker、Cyber Troopers Virtual-On、The House of the Deadなど、90年代の主要なアーケードフランチャイズの立ち上げに貢献した。Model 2は、GEエアロスペース(1993年にマーティン・マリエッタが買収、現在はロッキード・マーティンの傘下)の協力を得て設計され、Model 2で採用されたテクスチャマッピング技術を設計した。モデル2の開発は、有名なゲームデザイナーの鈴木裕氏が主導した。モデル2のアーケードボードは、1993年のJAMMAアーケードショーで完成し、版権を取得し、デビューしたゲーム「デイトナUSA」とともにデビューした。初代2型と2A-CRX型、2B-CRX型、2C-CRX型の4種類があった。モデル2と2A-CRXはジオメトライザー用の内部コードを持つカスタムDSPを使用し、2B-CRXと2C-CRXはよく文書化されたDSPを使用し、起動時にジオメトライザーのコードをDSPにアップロードした。 + アーケード + + + + + 세가 모델 2는 1993년 세가에서 세가 모델 1 보드의 후속작으로 처음 선보인 아케이드 시스템 보드입니다. 모델 1 하드웨어의 확장판으로, 특히 텍스처 매핑 폴리곤 개념을 도입하여 당시로서는 더욱 사실적인 3D 그래픽을 구현할 수 있었습니다. 모델 2 보드는 아케이드 업계에 중요한 이정표가 되었으며, 90년대의 주요 아케이드 프랜차이즈인 데이토나 USA, 버추어 캅, 세가 랠리 챔피언십, 데드 오어 얼라이브, 버추어 스트라이커, 사이버 트루퍼스 가상 온, 더 하우스 오브 더 데드 등 여러 게임을 출시하는 데 기여했습니다. 모델 2에 적용된 텍스처 매핑 기술을 설계한 GE Aerospace(1993년 마틴 마리에타에 인수되어 현재 록히드 마틴의 일부가 됨)의 도움을 받아 모델 2를 설계했습니다. 모델 2의 개발은 유명한 게임 디자이너 스즈키 유가 주도했습니다. Model 2 아케이드 보드는 1993년 JAMMA 아케이드 쇼에서 완성되어 저작권을 획득하고 데뷔한 게임인 Daytona USA와 함께 데뷔했습니다. 이 시스템에는 오리지널 모델 2와 모델 2A-CRX, 모델 2B-CRX, 모델 2C-CRX 변형 등 네 가지 버전이 있습니다. 모델 2와 2A-CRX는 지오메트리저용 내부 코드가 포함된 맞춤형 DSP를 사용했고, 2B-CRX와 2C-CRX는 잘 문서화된 DSP를 사용했으며 시작 시 지오메트리저 코드를 DSP에 업로드했습니다. + 아케이드 + + + + + 世嘉 Model 2 是世嘉公司于 1993 年首次推出的一款街机系统板卡,是世嘉 Model 1 板卡的后续产品。它是 Model 1 硬件的延伸,最显著的特点是引入了纹理映射多边形的概念,使 3D 图形更加逼真(在当时)。Model 2 游戏板是街机行业的一个重要里程碑,帮助推出了 90 年代的几款重要街机特许经营产品,包括《美国代托纳》、《Virtua Cop》、《世嘉拉力锦标赛》、《死或生》、《Virtua Striker》、《虚拟网络部队》和《死亡之屋》。Model 2 的设计得到了通用电气航空航天公司(1993 年被马丁-玛丽埃塔公司收购,现为洛克希德-马丁公司的一部分)的帮助,该公司设计了 Model 2 所采用的纹理映射技术。Model 2 的开发由著名游戏设计师铃木裕领导。Model 2 街机板与《美国代托纳》(Daytona USA)一起首次亮相,该游戏已完成并获得版权,于 1993 年在 JAMMA 街机展上首次亮相。该系统有四个版本:原始的 Model 2 以及 Model 2A-CRX、Model 2B-CRX 和 Model 2C-CRX 变体。2 型和 2A-CRX 使用的是定制的 DSP,带有几何裁剪器的内部代码,而 2B-CRX 和 2C-CRX 使用的是有据可查的 DSP,并在启动时将几何裁剪器代码上传到 DSP。 + 商场 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/model3.xml b/themes/linear-es-de/system/metadata/model3.xml index f4f3017aa..1b26015fd 100644 --- a/themes/linear-es-de/system/metadata/model3.xml +++ b/themes/linear-es-de/system/metadata/model3.xml @@ -1,4 +1,4 @@ - + Sega Model 3 The Sega Model 3 is an arcade platform produced by Sega in partnership with Lockheed Martin. It is a successor to the Sega Model 2 platform, and was released in 1996. The Model 3 hardware is very different to the Model 1 and Model 2 boards which preceded it. It was desinged with one purpose in mind - to push as many textured polygons as possible for as least money as possible. Upon release, the Model 3 board was more powerful than any other arcade platform on the market, as well as any home console or computer. @@ -13,10 +13,90 @@ FFFFFF 000000 4C9EFB + 1-1 + + + El SEGA Model 3 és una plataforma d'arcades produïda per Sega en col·laboració amb Lockheed Martin.És un successor de la plataforma SEGA Model 2 i es va publicar el 1996. El maquinari Model 3 és molt diferent al de les juntes Model 1 i Model 2 que el van precedir. Es va preocupar amb un propòsit en ment: empènyer el màxim de polígons amb textures possibles per al mínim de diners possible. Al llançar -se, la placa Model 3 era més potent que qualsevol altra plataforma d'arcades del mercat, així com qualsevol consola o ordinador domèstic. + Arcade + + + + + Das Sega Model 3 ist eine Arcade-Plattform, die von Sega in Zusammenarbeit mit Lockheed Martin entwickelt wurde. Es ist ein Nachfolger der Sega Model 2 Plattform und wurde 1996 veröffentlicht. Die Hardware des Model 3 unterscheidet sich stark von den Vorgängermodellen Model 1 und Model 2. Sie wurde mit einem Ziel vor Augen entwickelt - so viele texturierte Polygone wie möglich für so wenig Geld wie möglich zu produzieren. Bei der Veröffentlichung war das Modell 3 leistungsfähiger als jede andere Arcade-Plattform auf dem Markt sowie jede Heimkonsole oder jeder Computer. + Spielhalle + + + + + La Sega Model 3 es una plataforma arcade producida por Sega en colaboración con Lockheed Martin. Es sucesora de la plataforma Sega Model 2, y salió a la venta en 1996. El hardware del Model 3 es muy diferente de las plataformas Model 1 y Model 2 que lo precedieron. Se diseñó con un único objetivo: ofrecer la mayor cantidad de polígonos texturizados por el menor coste posible. En el momento de su lanzamiento, la placa Model 3 era más potente que cualquier otra plataforma arcade del mercado, así como que cualquier consola doméstica u ordenador. + Arcade + + + + + Le Sega Model 3 est une plate-forme d'arcade produite par Sega en partenariat avec Lockheed Martin. Elle succède à la Sega Model 2 et est sortie en 1996. Le matériel de la Model 3 est très différent de celui des Model 1 et Model 2 qui l'ont précédée. Il a été conçu dans un seul but : produire autant de polygones texturés que possible pour un prix aussi bas que possible. À sa sortie, la carte Model 3 était plus puissante que n'importe quelle autre plate-forme d'arcade sur le marché, ainsi que n'importe quelle console de salon ou ordinateur. + Arcade + + + + + Il Sega Model 3 è una piattaforma arcade prodotta da Sega in collaborazione con Lockheed Martin. È il successore della piattaforma Sega Model 2 ed è stato rilasciato nel 1996. L'hardware del Model 3 è molto diverso da quello delle schede Model 1 e Model 2 che lo hanno preceduto. È stata progettata con un unico scopo: spingere il maggior numero possibile di poligoni texturizzati spendendo il meno possibile. Al momento dell'uscita, la scheda Model 3 era più potente di qualsiasi altra piattaforma arcade sul mercato, nonché di qualsiasi console o computer domestico. + Arcade + + + + + De Sega Model 3 is een arcadeplatform geproduceerd door Sega in samenwerking met Lockheed Martin. Het is een opvolger van het Sega Model 2 platform en werd uitgebracht in 1996. De Model 3 hardware is heel anders dan de Model 1 en Model 2 borden die eraan voorafgingen. Het werd ontworpen met één doel voor ogen - zoveel mogelijk getextureerde polygonen pushen voor zo min mogelijk geld. Bij de release was het Model 3-bord krachtiger dan elk ander arcadeplatform op de markt, en ook krachtiger dan elke thuisconsole of computer. + Arcade + + + + + Sega Model 3 to platforma zręcznościowa wyprodukowana przez firmę Sega we współpracy z Lockheed Martin. Jest następcą platformy Sega Model 2 i została wydana w 1996 roku. Sprzęt Model 3 bardzo różni się od poprzedzających go platform Model 1 i Model 2. Został zaprojektowany w jednym celu - aby wypchnąć jak najwięcej teksturowanych wielokątów za jak najmniejsze pieniądze. W momencie premiery płyta Model 3 była potężniejsza niż jakakolwiek inna platforma arcade na rynku, a także jakakolwiek domowa konsola lub komputer. + Arcade + + + + + O Sega Model 3 é uma plataforma de fliperama produzida pela Sega em parceria com a Lockheed Martin. Ela é a sucessora da plataforma Sega Model 2 e foi lançada em 1996. O hardware da Model 3 é muito diferente das placas Model 1 e Model 2 que a precederam. Ela foi projetada com um único objetivo em mente: produzir o maior número possível de polígonos texturizados pelo menor custo possível. Após o lançamento, a placa Model 3 era mais potente do que qualquer outra plataforma de arcade no mercado, bem como do que qualquer console doméstico ou computador. + Fliperama + + + + + Sega Model 3 este o platformă arcade produsă de Sega în parteneriat cu Lockheed Martin. Este un succesor al platformei Sega Model 2, și a fost lansat în 1996. Hardware-ul Model 3 este foarte diferit de plăcile Model 1 și Model 2 care l-au precedat. A fost proiectat cu un singur scop în minte - să împingă cât mai mulți poligoane texturate pentru cât mai puțini bani posibil. La lansare, placa Model 3 era mai puternică decât orice altă platformă arcade de pe piață, precum și decât orice consolă de acasă sau computer. + Arcade + + + + + Sega Model 3 - это аркадная платформа, выпущенная компанией Sega совместно с Lockheed Martin. Она является преемником платформы Sega Model 2 и была выпущена в 1996 году. Аппаратная часть Model 3 сильно отличается от предшествующих ей платформ Model 1 и Model 2. Она была спроектирована с одной целью - выжать как можно больше текстурных полигонов за как можно меньшие деньги. На момент выпуска плата Model 3 была мощнее любой другой аркадной платформы на рынке, а также любой домашней консоли или компьютера. + Аркада + + + Sega Model 3 är en arkadplattform som tillverkas av Sega i samarbete med Lockheed Martin. Den är en efterföljare till Sega Model 2-plattformen och släpptes 1996. Model 3-hårdvaran skiljer sig mycket från Model 1- och Model 2-korten som föregick den. Den designades med ett enda syfte i åtanke - att trycka så många texturerade polygoner som möjligt för så lite pengar som möjligt. Vid lanseringen var Model 3-kortet kraftfullare än någon annan arkadplattform på marknaden, liksom någon hemkonsol eller dator. Arkad + + + セガ・モデル3は、セガがロッキード・マーチンと提携して製作したアーケード・プラットフォームである。セガ・モデル2の後継機であり、1996年に発売された。Model 3のハードウェアは、それ以前のModel 1やModel 2の基板とは大きく異なっている。それは、できるだけお金をかけずに、できるだけ多くのテクスチャ・ポリゴンを押し出すことだった。発売当初、Model 3ボードは、市場の他のどのアーケード・プラットフォームよりも、またどの家庭用ゲーム機やコンピューターよりもパワフルだった。 + アーケード + + + + + 세가 모델 3는 세가가 록히드 마틴과 제휴하여 제작한 아케이드 플랫폼입니다. Sega Model 2 플랫폼의 후속작으로 1996년에 출시되었습니다. 모델 3 하드웨어는 그 이전의 모델 1 및 모델 2 보드와는 매우 다릅니다. 가능한 한 적은 비용으로 가능한 한 많은 텍스처 폴리곤을 밀어 넣는다는 한 가지 목적을 염두에 두고 설계되었습니다. 출시 당시 Model 3 보드는 가정용 콘솔이나 컴퓨터는 물론 시중의 어떤 아케이드 플랫폼보다 강력했습니다. + 아케이드 + + + + + 世嘉 Model 3 是世嘉公司与洛克希德-马丁公司合作生产的一款街机平台。它是世嘉 Model 2 平台的后续产品,于 1996 年发布。Model 3 的硬件与之前的 Model 1 和 Model 2 截然不同。它的设计目的只有一个--用尽可能少的钱制作尽可能多的纹理多边形。Model 3 游戏板一经推出,其功能就比市场上任何其他街机平台以及任何家用游戏机或电脑都要强大。 + 商场 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/moonlight.xml b/themes/linear-es-de/system/metadata/moonlight.xml index 70b6f3b6e..14fb06d7c 100644 --- a/themes/linear-es-de/system/metadata/moonlight.xml +++ b/themes/linear-es-de/system/metadata/moonlight.xml @@ -1,15 +1,99 @@ - - - Moonlight (formerly Limelight) is an open source implementation of NVIDIA's GameStream protocol. We implemented the protocol used by the NVIDIA Shield and wrote a set of 3rd party clients. Moonlight allows you to play your PC games on almost any device, whether you're in another room or miles away from your gaming rig. - CWR University - 2014 - 2014 - 2014 - Folder - 738092 - 82BD0F - 003366 - A4A1A4 - DEDDDE - + + + Moonlight (formerly Limelight) is an open source implementation of NVIDIA's GameStream protocol. We implemented the protocol used by the NVIDIA Shield and wrote a set of 3rd party clients. Moonlight allows you to play your PC games on almost any device, whether you're in another room or miles away from your gaming rig. + CWR University + 2014 + 2014 + 2014 + Folder + 738092 + 82BD0F + 003366 + A4A1A4 + DEDDDE + + + + Moonlight (abans Limelight) és una implementació de codi obert del protocol GameStream de Nvidia. Vam implementar el protocol utilitzat per Nvidia Shield i vam escriure un conjunt de clients de tercers. Moonlight us permet jugar els jocs de PC en gairebé qualsevol dispositiu, ja sigui a una altra habitació o a quilòmetres de la vostra plataforma de jocs. + Folder + + + + + Moonlight (früher Limelight) ist eine Open-Source-Implementierung von NVIDIAs GameStream-Protokoll. Wir haben das von der NVIDIA Shield verwendete Protokoll implementiert und eine Reihe von Drittanbieter-Clients geschrieben. Mit Moonlight können Sie Ihre PC-Spiele auf fast jedem Gerät spielen, egal ob Sie sich in einem anderen Raum oder meilenweit von Ihrer Spielkonsole entfernt befinden. + Mappe + + + + + Moonlight (antes Limelight) es una implementación de código abierto del protocolo GameStream de NVIDIA. Implementamos el protocolo utilizado por la NVIDIA Shield y escribimos un conjunto de clientes de terceros. Moonlight te permite jugar a tus juegos de PC en casi cualquier dispositivo, ya estés en otra habitación o a kilómetros de distancia de tu equipo de juego. + Carpeta + + + + + Moonlight (anciennement Limelight) est une implémentation open source du protocole GameStream de NVIDIA. Nous avons implémenté le protocole utilisé par le NVIDIA Shield et écrit un ensemble de clients tiers. Moonlight vous permet de jouer à vos jeux PC sur presque tous les appareils, que vous soyez dans une autre pièce ou à des kilomètres de votre plate-forme de jeu. + Dossier + + + + + Moonlight (ex Limelight) è un'implementazione open source del protocollo GameStream di NVIDIA. Abbiamo implementato il protocollo utilizzato da NVIDIA Shield e scritto una serie di client di terze parti. Moonlight permette di giocare ai propri giochi per PC su quasi tutti i dispositivi, sia che ci si trovi in un'altra stanza o a chilometri di distanza dal proprio impianto di gioco. + Cartella + + + + + Moonlight (voorheen Limelight) is een open source implementatie van NVIDIA's GameStream protocol. We hebben het protocol geïmplementeerd dat door het NVIDIA Shield wordt gebruikt en we hebben een set clients voor derden geschreven. Moonlight stelt je in staat om je PC-games op bijna elk apparaat te spelen, of je nu in een andere kamer bent of kilometers verwijderd van je gaming rig. + Map + + + + + Moonlight (dawniej Limelight) to open source'owa implementacja protokołu NVIDIA GameStream. Zaimplementowaliśmy protokół używany przez NVIDIA Shield i napisaliśmy zestaw klientów innych firm. Moonlight umożliwia granie w gry PC na prawie każdym urządzeniu, niezależnie od tego, czy znajdujesz się w innym pokoju, czy daleko od swojego sprzętu do gier. + Folder + + + + + O Moonlight (anteriormente Limelight) é uma implementação de código aberto do protocolo GameStream da NVIDIA. Implementamos o protocolo usado pelo NVIDIA Shield e escrevemos um conjunto de clientes de terceiros. O Moonlight permite que você jogue seus jogos de PC em praticamente qualquer dispositivo, esteja você em outra sala ou a quilômetros de distância do seu equipamento de jogos. + Pasta + + + + + Moonlight (anterior Limelight) este o implementare open source a protocolului GameStream de la NVIDIA. Am implementat protocolul utilizat de NVIDIA Shield și am scris un set de clienți terță parte. Moonlight vă permite să vă jucați jocurile pe PC pe aproape orice dispozitiv, indiferent dacă vă aflați în altă cameră sau la kilometri distanță de echipamentul dvs. de joc. + Dosar + + + + + Moonlight (ранее Limelight) - это реализация протокола GameStream от NVIDIA с открытым исходным кодом. Мы реализовали протокол, используемый NVIDIA Shield, и написали набор сторонних клиентов. Moonlight позволяет играть в компьютерные игры практически на любом устройстве, независимо от того, находитесь ли вы в другой комнате или за много миль от своей игровой установки. + Папка + + + + + Moonlight (tidigare Limelight) är en implementering med öppen källkod av NVIDIA:s GameStream-protokoll. Vi implementerade det protokoll som används av NVIDIA Shield och skrev en uppsättning tredjepartsklienter. Med Moonlight kan du spela dina PC-spel på nästan vilken enhet som helst, oavsett om du befinner dig i ett annat rum eller långt från din spelrigg. + Mapp + + + + + Moonlight(旧Limelight)は、NVIDIAのGameStreamプロトコルのオープンソース実装です。我々は、NVIDIA Shieldで使用されるプロトコルを実装し、サードパーティクライアントのセットを書きました。 Moonlightは、あなたが別の部屋にいても、ゲーム機器から何マイルも離れていても、ほとんど全てのデバイスでPCゲームをプレイすることを可能にします。 + フォルダ + + + + + 문라이트(이전 라임라이트)는 NVIDIA의 GameStream 프로토콜을 오픈 소스로 구현한 것입니다. NVIDIA Shield에서 사용하는 프로토콜을 구현하고 타사 클라이언트 세트를 작성했습니다. 문라이트를 사용하면 다른 방에 있든 게임 장비에서 멀리 떨어져 있든 거의 모든 기기에서 PC 게임을 플레이할 수 있습니다. + 폴더 + + + + + Moonlight(前身为 Limelight)是英伟达 GameStream 协议的开源实现。我们实现了英伟达 Shield 使用的协议,并编写了一套第三方客户端。 Moonlight 允许您在几乎任何设备上玩 PC 游戏,无论您是在另一个房间还是在离游戏机数英里之外的地方。 + 文件夹 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/moto.xml b/themes/linear-es-de/system/metadata/moto.xml index 40f94b2e9..aaad99387 100644 --- a/themes/linear-es-de/system/metadata/moto.xml +++ b/themes/linear-es-de/system/metadata/moto.xml @@ -1,4 +1,4 @@ - + Thomson MOTO The Thomson MOTO line of computers were a series of 8-bit computers sold in the 1980s by French electronics company Thomson, which has been nationalized in 1982. The MOTO computers became an integral part of the French Government's plan informatique pour tous (IPT) to make computers widespread throughout France by bringing computers and programming classes to French school children. A number of computer makers, including Apple, were considered before Thomson won the contract. @@ -13,10 +13,90 @@ F0C73B 4F8E5C 2C2D2C + 1-1 + + + La línia d'ordinadors Thomson Moto va ser una sèrie d'ordinadors de 8 bits venuts a la dècada de 1980 per la companyia d'electrònica francesa Thomson, que ha estat nacionalitzada el 1982. Els ordinadors de Moto es van convertir en part integrant del pla del govern francès Informatique Pour Tous (IPT) per aFeu que els ordinadors siguin generalitzats a tota França, portant ordinadors i classes de programació als escolars francesos. Alguns fabricants informàtics, inclòs Apple, es van considerar abans que Thomson guanyés el contracte. + Computer + + + + + Die Thomson MOTO-Reihe war eine Serie von 8-Bit-Computern, die in den 1980er Jahren vom französischen Elektronikunternehmen Thomson verkauft wurden, das 1982 verstaatlicht wurde. Die MOTO-Computer wurden zu einem integralen Bestandteil des Plans "Informatique pour tous" (IPT) der französischen Regierung, der darauf abzielte, Computer in ganz Frankreich zu verbreiten, indem den französischen Schulkindern Computer und Programmierunterricht angeboten wurden. Eine Reihe von Computerherstellern, darunter Apple, wurden in Betracht gezogen, bevor Thomson den Zuschlag erhielt. + Computer + + + + + La línea de ordenadores Thomson MOTO fue una serie de ordenadores de 8 bits vendidos en los años 80 por la empresa francesa de electrónica Thomson, nacionalizada en 1982. Los ordenadores MOTO se convirtieron en parte integrante del plan del Gobierno francés "informatique pour tous" (IPT) para generalizar el uso de ordenadores en toda Francia, llevando ordenadores y clases de programación a los escolares franceses. Varios fabricantes de ordenadores, entre ellos Apple, fueron considerados antes de que Thomson obtuviera el contrato. + Ordenador + + + + + La gamme d'ordinateurs Thomson MOTO était une série d'ordinateurs 8 bits vendus dans les années 1980 par la société française d'électronique Thomson, qui a été nationalisée en 1982. Les ordinateurs MOTO ont fait partie intégrante du plan informatique pour tous (IPT) du gouvernement français, qui visait à généraliser les ordinateurs dans toute la France en offrant des ordinateurs et des cours de programmation aux écoliers français. Plusieurs fabricants d'ordinateurs, dont Apple, ont été envisagés avant que Thomson ne remporte le contrat. + Ordinateur + + + + + La linea di computer Thomson MOTO era una serie di computer a 8 bit venduti negli anni '80 dall'azienda elettronica francese Thomson, nazionalizzata nel 1982. I computer MOTO divennero parte integrante del piano informatique pour tous (IPT) del governo francese, che mirava a diffondere i computer in tutta la Francia portando computer e corsi di programmazione ai bambini delle scuole francesi. Prima che Thomson si aggiudicasse il contratto sono stati presi in considerazione diversi produttori di computer, tra cui Apple. + Computer + + + + + De Thomson MOTO-lijn van computers was een serie 8-bit computers die in de jaren 1980 werd verkocht door het Franse elektronicabedrijf Thomson, dat in 1982 werd genationaliseerd. De MOTO-computers werden een integraal onderdeel van het plan informatique pour tous (IPT) van de Franse regering om computers in heel Frankrijk te verspreiden door Franse schoolkinderen computers en programmeerlessen te geven. Een aantal computerfabrikanten, waaronder Apple, werden overwogen voordat Thomson het contract in de wacht sleepte. + Computer + + + + + Linia komputerów Thomson MOTO była serią 8-bitowych komputerów sprzedawanych w latach 80. przez francuską firmę elektroniczną Thomson, która została znacjonalizowana w 1982 roku. Komputery MOTO stały się integralną częścią francuskiego rządowego planu informatique pour tous (IPT), mającego na celu rozpowszechnienie komputerów w całej Francji poprzez wprowadzenie komputerów i lekcji programowania dla francuskich dzieci w wieku szkolnym. Wielu producentów komputerów, w tym Apple, było branych pod uwagę, zanim Thomson wygrał kontrakt. + Komputer + + + + + A linha de computadores Thomson MOTO era uma série de computadores de 8 bits vendidos na década de 1980 pela empresa francesa de eletrônicos Thomson, que foi nacionalizada em 1982. Os computadores MOTO tornaram-se parte integrante do plano informatique pour tous (IPT) do governo francês para difundir os computadores em toda a França, levando computadores e aulas de programação às crianças das escolas francesas. Vários fabricantes de computadores, incluindo a Apple, foram considerados antes de a Thomson ganhar o contrato. + Computador + + + + + Linia de calculatoare Thomson MOTO a fost o serie de calculatoare pe 8 biți vândute în anii 1980 de compania franceză de electronice Thomson, care a fost naționalizată în 1982. Computerele MOTO au devenit parte integrantă a planului guvernului francez "informatique pour tous" (IPT) de răspândire a computerelor în toată Franța prin oferirea de computere și cursuri de programare elevilor francezi. O serie de producători de calculatoare, inclusiv Apple, au fost luați în considerare înainte ca Thomson să câștige contractul. + Computer + + + + + Линейка компьютеров Thomson MOTO - это серия 8-битных компьютеров, продававшихся в 1980-х годах французской компанией Thomson, которая была национализирована в 1982 году. Компьютеры MOTO стали неотъемлемой частью плана французского правительства "Информатика для всех" (IPT), направленного на повсеместное распространение компьютеров во Франции путем предоставления компьютеров и уроков программирования французским школьникам. Прежде чем Thomson выиграла контракт, рассматривались кандидатуры нескольких производителей компьютеров, включая Apple. + Компьютер + + + Thomson MOTO-serien var en serie 8-bitarsdatorer som såldes under 1980-talet av det franska elektronikföretaget Thomson, som förstatligades 1982. MOTO-datorerna blev en integrerad del av den franska regeringens plan informatique pour tous (IPT) för att sprida datorer i hela Frankrike genom att ge franska skolbarn tillgång till datorer och programmeringskurser. Ett antal datortillverkare, inklusive Apple, övervägdes innan Thomson vann kontraktet. Dator + + + トムソンMOTOシリーズは、1982年に国有化されたフランスのエレクトロニクス企業トムソンが1980年代に販売した8ビットコンピュータのシリーズである。MOTOコンピュータは、フランスの小学生にコンピュータとプログラミングの授業を提供することによって、フランス全土にコンピュータを普及させるというフランス政府の「Informatique pour tous(IPT)」計画の不可欠な一部となった。トムソンが契約を勝ち取るまでには、アップルを含む多くのコンピューター・メーカーが検討された。 + コンピューター + + + + + 톰슨 모토 컴퓨터는 프랑스 전자 회사 톰슨이 1980년대에 판매한 8비트 컴퓨터 시리즈로, 1982년 국유화되었습니다. MOTO 컴퓨터는 프랑스 정부가 프랑스 학교에 컴퓨터와 프로그래밍 수업을 도입하여 프랑스 전역에 컴퓨터를 보급하기 위한 IPT(Plan Informatique pour tous)의 필수적인 부분이 되었습니다. 톰슨이 계약을 따내기 전에는 Apple을 비롯한 여러 컴퓨터 제조업체가 고려되었습니다. + 컴퓨터 + + + + + 汤姆逊 MOTO 系列计算机是法国电子公司汤姆逊在 20 世纪 80 年代销售的一系列 8 位计算机,该公司已于 1982 年国有化。MOTO 电脑是法国政府 "全民信息化计划"(IPT)的重要组成部分,该计划旨在通过为法国中小学生提供电脑和编程课程,使电脑在全法国得到普及。在汤姆逊赢得合同之前,包括苹果公司在内的许多计算机制造商都曾被考虑过。 + 计算机 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/msx.xml b/themes/linear-es-de/system/metadata/msx.xml index ca1a3d056..cc592c773 100644 --- a/themes/linear-es-de/system/metadata/msx.xml +++ b/themes/linear-es-de/system/metadata/msx.xml @@ -1,9 +1,9 @@ - + MSX MSX is a standardized home computer architecture, announced by Microsoft and ASCII Corporation on June 16, 1983. It was initially conceived by Microsoft as a product for the Eastern sector, and jointly marketed by Kazuhiko Nishi, then vice-president at Microsoft and director at ASCII Corporation. Microsoft and Nishi conceived the project as an attempt to create unified standards among various home computing system manufacturers of the period, in the same fashion as the VHS standard for home video tape machines. - MSX systems were popular in Japan and several other countries. Sony was the primary manufacturer of MSX systems at the time of release, and throughout most of the products lifespan, producing more units than any other manufacturer. Eventually 5 million MSX-based units were sold in Japan alone. Despite Microsoft's involvement, few MSX-based machines were released in the United States. +MSX systems were popular in Japan and several other countries. Sony was the primary manufacturer of MSX systems at the time of release, and throughout most of the products lifespan, producing more units than any other manufacturer. Eventually 5 million MSX-based units were sold in Japan alone. Despite Microsoft's involvement, few MSX-based machines were released in the United States. Microsoft 1983 1983-16-27 @@ -15,10 +15,118 @@ 212324 656266 DEE0E0 + 1-1 + + + MSX és una arquitectura informàtica domèstica normalitzada, anunciada per Microsoft i Ascii Corporation el 16 de juny de 1983. Va ser inicialment concebuda per Microsoft com a producte del sector oriental i comercialitzat conjuntament per Kazuhiko Nishi, llavors vicepresident de Microsoft i Director aASCII Corporation. Microsoft i Nishi van concebre el projecte com un intent de crear estàndards unificats entre diversos fabricants de sistemes informàtics domèstics del període, de la mateixa manera que la norma VHS per a les màquines de cinta de vídeo domèstica. + +Els sistemes MSX eren populars al Japó i a diversos països. Sony va ser el principal fabricant de sistemes MSX en el moment del llançament, i durant la major part dels productes de vida, produint més unitats que qualsevol altre fabricant. Finalment, 5 milions d'unitats basades en MSX es van vendre només al Japó. Malgrat la participació de Microsoft, poques màquines basades en MSX es van publicar als Estats Units. + Computer + + + + + MSX ist eine standardisierte Heimcomputerarchitektur, die von Microsoft und der ASCII Corporation am 16. Juni 1983 angekündigt wurde. Ursprünglich wurde es von Microsoft als Produkt für den Ostsektor konzipiert und von Kazuhiko Nishi, damals Vizepräsident bei Microsoft und Direktor bei der ASCII Corporation, gemeinsam vermarktet. Microsoft und Nishi betrachteten das Projekt als einen Versuch, einheitliche Standards für die verschiedenen Hersteller von Heimcomputersystemen jener Zeit zu schaffen, ähnlich wie der VHS-Standard für Heimvideogeräte. + +MSX-Systeme waren in Japan und einigen anderen Ländern sehr beliebt. Sony war der wichtigste Hersteller von MSX-Systemen zum Zeitpunkt der Markteinführung und während des größten Teils der Lebensdauer des Produkts, da er mehr Geräte als jeder andere Hersteller produzierte. Schließlich wurden allein in Japan 5 Millionen MSX-basierte Geräte verkauft. Trotz der Beteiligung von Microsoft wurden nur wenige MSX-basierte Geräte in den Vereinigten Staaten veröffentlicht. + Computer + + + + + MSX es una arquitectura estandarizada de ordenadores domésticos, anunciada por Microsoft y ASCII Corporation el 16 de junio de 1983. Fue concebido inicialmente por Microsoft como un producto para el sector oriental, y comercializado conjuntamente por Kazuhiko Nishi, entonces vicepresidente de Microsoft y director de ASCII Corporation. Microsoft y Nishi concibieron el proyecto como un intento de crear estándares unificados entre los distintos fabricantes de sistemas informáticos domésticos de la época, al igual que el estándar VHS para las máquinas de cintas de vídeo domésticas. + +Los sistemas MSX fueron populares en Japón y otros países. Sony fue el principal fabricante de sistemas MSX en el momento de su lanzamiento y durante la mayor parte de la vida útil del producto, produciendo más unidades que ningún otro fabricante. Sólo en Japón se llegaron a vender 5 millones de unidades basadas en MSX. A pesar de la implicación de Microsoft, en Estados Unidos se lanzaron pocas máquinas basadas en MSX. + Ordenador + + + + + Le MSX est une architecture d'ordinateur domestique standardisée, annoncée par Microsoft et ASCII Corporation le 16 juin 1983. Il a été initialement conçu par Microsoft comme un produit destiné au secteur oriental, et commercialisé conjointement par Kazuhiko Nishi, alors vice-président de Microsoft et directeur d'ASCII Corporation. Microsoft et Nishi ont conçu le projet comme une tentative de créer des normes unifiées entre les différents fabricants de systèmes informatiques domestiques de l'époque, à l'instar de la norme VHS pour les magnétoscopes domestiques. + +Les systèmes MSX étaient populaires au Japon et dans plusieurs autres pays. Sony a été le principal fabricant de systèmes MSX au moment de leur sortie et pendant la majeure partie de leur durée de vie, produisant plus d'unités que n'importe quel autre fabricant. Au final, 5 millions d'unités MSX ont été vendues rien qu'au Japon. Malgré l'implication de Microsoft, peu de machines basées sur le MSX ont été commercialisées aux États-Unis. + Ordinateur + + + + + MSX è un'architettura standardizzata per home computer, annunciata da Microsoft e ASCII Corporation il 16 giugno 1983. Fu inizialmente concepito da Microsoft come prodotto per il settore orientale e commercializzato congiuntamente da Kazuhiko Nishi, allora vicepresidente di Microsoft e direttore di ASCII Corporation. Microsoft e Nishi concepirono il progetto come un tentativo di creare standard unificati tra i vari produttori di sistemi informatici domestici dell'epoca, alla stregua dello standard VHS per le macchine videofonografiche domestiche. + +I sistemi MSX erano popolari in Giappone e in diversi altri paesi. Sony fu il principale produttore di sistemi MSX al momento del lancio e per la maggior parte della durata del prodotto, producendo più unità di qualsiasi altro produttore. Solo in Giappone furono venduti 5 milioni di unità basate su MSX. Nonostante il coinvolgimento di Microsoft, negli Stati Uniti furono rilasciate poche macchine basate su MSX. + Computer + + + + + MSX is een gestandaardiseerde architectuur voor thuiscomputers, aangekondigd door Microsoft en ASCII Corporation op 16 juni 1983. Het werd aanvankelijk door Microsoft bedacht als een product voor de oosterse sector en gezamenlijk op de markt gebracht door Kazuhiko Nishi, toen vice-president bij Microsoft en directeur bij ASCII Corporation. Microsoft en Nishi zagen het project als een poging om uniforme standaarden te creëren voor de verschillende fabrikanten van thuiscomputersystemen in die tijd, op dezelfde manier als de VHS-standaard voor videobandmachines voor thuisgebruik. + +MSX-systemen waren populair in Japan en verschillende andere landen. Sony was de belangrijkste fabrikant van MSX-systemen ten tijde van de release, en gedurende het grootste deel van de levensduur van het product, en produceerde meer eenheden dan enige andere fabrikant. Uiteindelijk werden er alleen al in Japan 5 miljoen MSX-gebaseerde eenheden verkocht. Ondanks de betrokkenheid van Microsoft werden er maar weinig MSX-gebaseerde machines uitgebracht in de Verenigde Staten. + Computer + + + + + MSX to ustandaryzowana architektura komputera domowego, ogłoszona przez Microsoft i ASCII Corporation 16 czerwca 1983 roku. Początkowo został pomyślany przez Microsoft jako produkt dla sektora wschodniego i wspólnie wprowadzony na rynek przez Kazuhiko Nishi, ówczesnego wiceprezesa Microsoftu i dyrektora ASCII Corporation. Microsoft i Nishi stworzyli projekt jako próbę stworzenia ujednoliconych standardów wśród różnych producentów domowych systemów komputerowych w tym okresie, w taki sam sposób, jak standard VHS dla domowych kaset wideo. + +Systemy MSX były popularne w Japonii i kilku innych krajach. Sony było głównym producentem systemów MSX w momencie premiery i przez większość okresu życia produktu, produkując więcej jednostek niż jakikolwiek inny producent. Ostatecznie w samej Japonii sprzedano 5 milionów jednostek opartych na MSX. Pomimo zaangażowania Microsoftu, niewiele maszyn opartych na MSX zostało wydanych w Stanach Zjednoczonych. + Komputer + + + + + O MSX é uma arquitetura padronizada de computador doméstico, anunciada pela Microsoft e pela ASCII Corporation em 16 de junho de 1983. Foi inicialmente concebido pela Microsoft como um produto para o setor oriental e comercializado em conjunto por Kazuhiko Nishi, então vice-presidente da Microsoft e diretor da ASCII Corporation. A Microsoft e Nishi conceberam o projeto como uma tentativa de criar padrões unificados entre vários fabricantes de sistemas de computação doméstica da época, da mesma forma que o padrão VHS para máquinas de fita de vídeo domésticas. + +Os sistemas MSX eram populares no Japão e em vários outros países. A Sony foi a principal fabricante de sistemas MSX na época do lançamento e durante a maior parte da vida útil dos produtos, produzindo mais unidades do que qualquer outro fabricante. Eventualmente, 5 milhões de unidades baseadas em MSX foram vendidas somente no Japão. Apesar do envolvimento da Microsoft, poucas máquinas baseadas em MSX foram lançadas nos Estados Unidos. + Computador + + + + + MSX este o arhitectură standardizată de computer de casă, anunțată de Microsoft și ASCII Corporation la 16 iunie 1983. Acesta a fost inițial conceput de Microsoft ca un produs pentru sectorul estic și comercializat în comun de Kazuhiko Nishi, pe atunci vicepreședinte la Microsoft și director la ASCII Corporation. Microsoft și Nishi au conceput proiectul ca o încercare de a crea standarde unificate între diferiții producători de sisteme de calcul de acasă din acea perioadă, în același mod ca standardul VHS pentru aparatele de bandă video de acasă. + +Sistemele MSX au fost populare în Japonia și în alte câteva țări. Sony a fost principalul producător de sisteme MSX la momentul lansării și pe parcursul celei mai mari părți a duratei de viață a produselor, producând mai multe unități decât orice alt producător. În cele din urmă, numai în Japonia au fost vândute 5 milioane de unități bazate pe MSX. În ciuda implicării Microsoft, în Statele Unite au fost lansate puține aparate bazate pe MSX. + Computer + + + + + MSX - это стандартизированная архитектура домашнего компьютера, анонсированная Microsoft и ASCII Corporation 16 июня 1983 года. Изначально он был задуман Microsoft как продукт для восточного сектора, а его продвижением совместно занимался Казухико Ниши, который в то время был вице-президентом Microsoft и директором ASCII Corporation. Microsoft и Ниши задумывали проект как попытку создать единые стандарты для различных производителей домашних компьютерных систем того времени, подобно стандарту VHS для домашних видеокассет. + +Системы MSX были популярны в Японии и некоторых других странах. Компания Sony была основным производителем систем MSX на момент выпуска и на протяжении всего периода существования продукта, выпустив больше устройств, чем любой другой производитель. В конце концов, только в Японии было продано 5 миллионов устройств на базе MSX. Несмотря на участие Microsoft, в Соединенных Штатах было выпущено мало машин на базе MSX. + Компьютер + + + MSX är en standardiserad arkitektur för hemdatorer som presenterades av Microsoft och ASCII Corporation den 16 juni 1983. Den var ursprungligen tänkt av Microsoft som en produkt för den östra sektorn och marknadsfördes gemensamt av Kazuhiko Nishi, då vice VD på Microsoft och direktör på ASCII Corporation. Microsoft och Nishi tänkte sig projektet som ett försök att skapa enhetliga standarder för olika tillverkare av hemdatorsystem, på samma sätt som VHS-standarden för videobandspelare. + +MSX-systemen var populära i Japan och i flera andra länder. Sony var den största tillverkaren av MSX-system vid lanseringen och under större delen av produktens livstid och tillverkade fler enheter än någon annan tillverkare. Så småningom såldes 5 miljoner MSX-baserade enheter bara i Japan. Trots Microsofts engagemang släpptes få MSX-baserade maskiner i USA. Dator + + + MSXは、1983年6月16日にマイクロソフトと株式会社アスキーによって発表された、標準化された家庭用コンピュータのアーキテクチャである。当初はマイクロソフトが東部向けの製品として構想し、当時マイクロソフトの副社長で株式会社アスキーの取締役であった西和彦が共同で販売した。マイクロソフトと西は、家庭用ビデオテープ・マシンのVHS規格と同じように、当時のさまざまな家庭用コンピュータ・システム・メーカー間で統一規格を作る試みとして、このプロジェクトを構想した。 + +MSXシステムは日本をはじめいくつかの国で人気を博した。ソニーはMSX発売当時、そして製品寿命のほとんどを通じて、MSXシステムの主要メーカーであり、他のどのメーカーよりも多くのユニットを生産した。最終的には、日本だけで500万台のMSXベースのユニットが販売された。マイクロソフトの関与にもかかわらず、MSXベースのマシンは米国ではほとんど発売されなかった。 + コンピューター + + + + + MSX는 1983년 6월 16일 Microsoft와 ASCII Corporation이 발표한 표준화된 가정용 컴퓨터 아키텍처입니다. 처음에는 Microsoft가 동부 지역을 위한 제품으로 구상했으며, 당시 Microsoft의 부사장이자 ASCII Corporation의 이사였던 니시 카즈히코가 공동으로 마케팅을 담당했습니다. Microsoft와 니시는 이 프로젝트를 가정용 비디오 테이프 기계의 VHS 표준과 같은 방식으로 당시의 다양한 가정용 컴퓨팅 시스템 제조업체 간에 통합된 표준을 만들려는 시도로 생각했습니다. + +MSX 시스템은 일본과 다른 여러 나라에서 인기를 끌었습니다. 출시 당시 소니는 MSX 시스템의 주요 제조업체였으며, 제품 수명의 대부분을 다른 어떤 제조업체보다 많은 유닛을 생산했습니다. 결국 일본에서만 5백만 대의 MSX 기반 장치가 판매되었습니다. Microsoft의 참여에도 불구하고 미국에서는 MSX 기반 컴퓨터가 거의 출시되지 않았습니다. + 컴퓨터 + + + + + MSX 是微软和 ASCII 公司于 1983 年 6 月 16 日发布的一种标准化家用电脑架构。微软最初将其视为面向东方领域的产品,并由时任微软副总裁和 ASCII 公司董事的西和彦(Kazuhiko Nishi)共同负责营销。微软和 Nishi 设想该项目是为了在当时的各种家用计算系统制造商之间建立统一标准,就像家用录像机的 VHS 标准一样。 + +MSX 系统在日本和其他一些国家很受欢迎。索尼是当时 MSX 系统的主要制造商,在产品的大部分生命周期内,索尼的产量都超过了其他任何制造商。最终,仅在日本就售出了 500 万套 MSX 系统。尽管有微软公司的参与,但在美国发行的基于 MSX 的机器寥寥无几。 + 计算机 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/msx1.xml b/themes/linear-es-de/system/metadata/msx1.xml index fd0ce67c0..df8ff67bb 100644 --- a/themes/linear-es-de/system/metadata/msx1.xml +++ b/themes/linear-es-de/system/metadata/msx1.xml @@ -1,9 +1,9 @@ - + MSX 1 MSX is a standardized home computer architecture, announced by Microsoft and ASCII Corporation on June 16, 1983. It was initially conceived by Microsoft as a product for the Eastern sector, and jointly marketed by Kazuhiko Nishi, then vice-president at Microsoft and director at ASCII Corporation. Microsoft and Nishi conceived the project as an attempt to create unified standards among various home computing system manufacturers of the period, in the same fashion as the VHS standard for home video tape machines. - MSX systems were popular in Japan and several other countries. Sony was the primary manufacturer of MSX systems at the time of release, and throughout most of the products lifespan, producing more units than any other manufacturer. Eventually 5 million MSX-based units were sold in Japan alone. Despite Microsoft's involvement, few MSX-based machines were released in the United States. +MSX systems were popular in Japan and several other countries. Sony was the primary manufacturer of MSX systems at the time of release, and throughout most of the products lifespan, producing more units than any other manufacturer. Eventually 5 million MSX-based units were sold in Japan alone. Despite Microsoft's involvement, few MSX-based machines were released in the United States. Microsoft 1983 1983-16-27 @@ -15,10 +15,118 @@ 212324 656266 DEE0E0 + 1-1 + + + MSX és una arquitectura informàtica domèstica normalitzada, anunciada per Microsoft i Ascii Corporation el 16 de juny de 1983. Va ser inicialment concebuda per Microsoft com a producte del sector oriental i comercialitzat conjuntament per Kazuhiko Nishi, llavors vicepresident de Microsoft i Director aASCII Corporation. Microsoft i Nishi van concebre el projecte com un intent de crear estàndards unificats entre diversos fabricants de sistemes informàtics domèstics del període, de la mateixa manera que la norma VHS per a les màquines de cinta de vídeo domèstica. + +Els sistemes MSX eren populars al Japó i a diversos països. Sony va ser el principal fabricant de sistemes MSX en el moment del llançament, i durant la major part dels productes de vida, produint més unitats que qualsevol altre fabricant. Finalment, 5 milions d'unitats basades en MSX es van vendre només al Japó. Malgrat la participació de Microsoft, poques màquines basades en MSX es van publicar als Estats Units. + Computer + + + + + MSX ist eine standardisierte Heimcomputerarchitektur, die von Microsoft und der ASCII Corporation am 16. Juni 1983 angekündigt wurde. Ursprünglich wurde es von Microsoft als Produkt für den Ostsektor konzipiert und von Kazuhiko Nishi, damals Vizepräsident bei Microsoft und Direktor bei der ASCII Corporation, gemeinsam vermarktet. Microsoft und Nishi betrachteten das Projekt als einen Versuch, einheitliche Standards für die verschiedenen Hersteller von Heimcomputersystemen jener Zeit zu schaffen, ähnlich wie der VHS-Standard für Heimvideogeräte. + +MSX-Systeme waren in Japan und einigen anderen Ländern sehr beliebt. Sony war der wichtigste Hersteller von MSX-Systemen zum Zeitpunkt der Markteinführung und während des größten Teils der Lebensdauer des Produkts, da er mehr Geräte als jeder andere Hersteller produzierte. Schließlich wurden allein in Japan 5 Millionen MSX-basierte Geräte verkauft. Trotz der Beteiligung von Microsoft wurden nur wenige MSX-basierte Geräte in den Vereinigten Staaten veröffentlicht. + Computer + + + + + MSX es una arquitectura estandarizada de ordenadores domésticos, anunciada por Microsoft y ASCII Corporation el 16 de junio de 1983. Fue concebido inicialmente por Microsoft como un producto para el sector oriental, y comercializado conjuntamente por Kazuhiko Nishi, entonces vicepresidente de Microsoft y director de ASCII Corporation. Microsoft y Nishi concibieron el proyecto como un intento de crear estándares unificados entre los distintos fabricantes de sistemas informáticos domésticos de la época, al igual que el estándar VHS para las máquinas de cintas de vídeo domésticas. + +Los sistemas MSX fueron populares en Japón y otros países. Sony fue el principal fabricante de sistemas MSX en el momento de su lanzamiento y durante la mayor parte de la vida útil del producto, produciendo más unidades que ningún otro fabricante. Sólo en Japón se llegaron a vender 5 millones de unidades basadas en MSX. A pesar de la implicación de Microsoft, en Estados Unidos se lanzaron pocas máquinas basadas en MSX. + Ordenador + + + + + Le MSX est une architecture d'ordinateur domestique standardisée, annoncée par Microsoft et ASCII Corporation le 16 juin 1983. Il a été initialement conçu par Microsoft comme un produit destiné au secteur oriental, et commercialisé conjointement par Kazuhiko Nishi, alors vice-président de Microsoft et directeur d'ASCII Corporation. Microsoft et Nishi ont conçu le projet comme une tentative de créer des normes unifiées entre les différents fabricants de systèmes informatiques domestiques de l'époque, à l'instar de la norme VHS pour les magnétoscopes domestiques. + +Les systèmes MSX étaient populaires au Japon et dans plusieurs autres pays. Sony a été le principal fabricant de systèmes MSX au moment de leur sortie et pendant la majeure partie de leur durée de vie, produisant plus d'unités que n'importe quel autre fabricant. Au final, 5 millions d'unités MSX ont été vendues rien qu'au Japon. Malgré l'implication de Microsoft, peu de machines basées sur le MSX ont été commercialisées aux États-Unis. + Ordinateur + + + + + MSX è un'architettura standardizzata per home computer, annunciata da Microsoft e ASCII Corporation il 16 giugno 1983. Fu inizialmente concepito da Microsoft come prodotto per il settore orientale e commercializzato congiuntamente da Kazuhiko Nishi, allora vicepresidente di Microsoft e direttore di ASCII Corporation. Microsoft e Nishi concepirono il progetto come un tentativo di creare standard unificati tra i vari produttori di sistemi informatici domestici dell'epoca, alla stregua dello standard VHS per le macchine videofonografiche domestiche. + +I sistemi MSX erano popolari in Giappone e in diversi altri paesi. Sony fu il principale produttore di sistemi MSX al momento del lancio e per la maggior parte della durata del prodotto, producendo più unità di qualsiasi altro produttore. Solo in Giappone furono venduti 5 milioni di unità basate su MSX. Nonostante il coinvolgimento di Microsoft, negli Stati Uniti furono rilasciate poche macchine basate su MSX. + Computer + + + + + MSX is een gestandaardiseerde architectuur voor thuiscomputers, aangekondigd door Microsoft en ASCII Corporation op 16 juni 1983. Het werd aanvankelijk door Microsoft bedacht als een product voor de oosterse sector en gezamenlijk op de markt gebracht door Kazuhiko Nishi, toen vice-president bij Microsoft en directeur bij ASCII Corporation. Microsoft en Nishi zagen het project als een poging om uniforme standaarden te creëren voor de verschillende fabrikanten van thuiscomputersystemen in die tijd, op dezelfde manier als de VHS-standaard voor videobandmachines voor thuisgebruik. + +MSX-systemen waren populair in Japan en verschillende andere landen. Sony was de belangrijkste fabrikant van MSX-systemen ten tijde van de release, en gedurende het grootste deel van de levensduur van het product, en produceerde meer eenheden dan enige andere fabrikant. Uiteindelijk werden er alleen al in Japan 5 miljoen MSX-gebaseerde eenheden verkocht. Ondanks de betrokkenheid van Microsoft werden er maar weinig MSX-gebaseerde machines uitgebracht in de Verenigde Staten. + Computer + + + + + MSX to ustandaryzowana architektura komputera domowego, ogłoszona przez Microsoft i ASCII Corporation 16 czerwca 1983 roku. Początkowo został pomyślany przez Microsoft jako produkt dla sektora wschodniego i wspólnie wprowadzony na rynek przez Kazuhiko Nishi, ówczesnego wiceprezesa Microsoftu i dyrektora ASCII Corporation. Microsoft i Nishi stworzyli projekt jako próbę stworzenia ujednoliconych standardów wśród różnych producentów domowych systemów komputerowych w tym okresie, w taki sam sposób, jak standard VHS dla domowych kaset wideo. + +Systemy MSX były popularne w Japonii i kilku innych krajach. Sony było głównym producentem systemów MSX w momencie premiery i przez większość okresu życia produktu, produkując więcej jednostek niż jakikolwiek inny producent. Ostatecznie w samej Japonii sprzedano 5 milionów jednostek opartych na MSX. Pomimo zaangażowania Microsoftu, niewiele maszyn opartych na MSX zostało wydanych w Stanach Zjednoczonych. + Komputer + + + + + O MSX é uma arquitetura padronizada de computador doméstico, anunciada pela Microsoft e pela ASCII Corporation em 16 de junho de 1983. Foi inicialmente concebido pela Microsoft como um produto para o setor oriental e comercializado em conjunto por Kazuhiko Nishi, então vice-presidente da Microsoft e diretor da ASCII Corporation. A Microsoft e Nishi conceberam o projeto como uma tentativa de criar padrões unificados entre vários fabricantes de sistemas de computação doméstica da época, da mesma forma que o padrão VHS para máquinas de fita de vídeo domésticas. + +Os sistemas MSX eram populares no Japão e em vários outros países. A Sony foi a principal fabricante de sistemas MSX na época do lançamento e durante a maior parte da vida útil dos produtos, produzindo mais unidades do que qualquer outro fabricante. Eventualmente, 5 milhões de unidades baseadas em MSX foram vendidas somente no Japão. Apesar do envolvimento da Microsoft, poucas máquinas baseadas em MSX foram lançadas nos Estados Unidos. + Computador + + + + + MSX este o arhitectură standardizată de computer de casă, anunțată de Microsoft și ASCII Corporation la 16 iunie 1983. Acesta a fost inițial conceput de Microsoft ca un produs pentru sectorul estic și comercializat în comun de Kazuhiko Nishi, pe atunci vicepreședinte la Microsoft și director la ASCII Corporation. Microsoft și Nishi au conceput proiectul ca o încercare de a crea standarde unificate între diferiții producători de sisteme de calcul de acasă din acea perioadă, în același mod ca standardul VHS pentru aparatele de bandă video de acasă. + +Sistemele MSX au fost populare în Japonia și în alte câteva țări. Sony a fost principalul producător de sisteme MSX la momentul lansării și pe parcursul celei mai mari părți a duratei de viață a produselor, producând mai multe unități decât orice alt producător. În cele din urmă, numai în Japonia au fost vândute 5 milioane de unități bazate pe MSX. În ciuda implicării Microsoft, în Statele Unite au fost lansate puține aparate bazate pe MSX. + Computer + + + + + MSX - это стандартизированная архитектура домашнего компьютера, анонсированная Microsoft и ASCII Corporation 16 июня 1983 года. Изначально он был задуман Microsoft как продукт для восточного сектора, а его продвижением совместно занимался Казухико Ниши, который в то время был вице-президентом Microsoft и директором ASCII Corporation. Microsoft и Ниши задумывали проект как попытку создать единые стандарты для различных производителей домашних компьютерных систем того времени, подобно стандарту VHS для домашних видеокассет. + +Системы MSX были популярны в Японии и некоторых других странах. Компания Sony была основным производителем систем MSX на момент выпуска и на протяжении всего периода существования продукта, выпустив больше устройств, чем любой другой производитель. В конце концов, только в Японии было продано 5 миллионов устройств на базе MSX. Несмотря на участие Microsoft, в Соединенных Штатах было выпущено мало машин на базе MSX. + Компьютер + + + MSX är en standardiserad arkitektur för hemdatorer som presenterades av Microsoft och ASCII Corporation den 16 juni 1983. Den var ursprungligen tänkt av Microsoft som en produkt för den östra sektorn och marknadsfördes gemensamt av Kazuhiko Nishi, då vice VD på Microsoft och direktör på ASCII Corporation. Microsoft och Nishi tänkte sig projektet som ett försök att skapa enhetliga standarder för olika tillverkare av hemdatorsystem, på samma sätt som VHS-standarden för videobandspelare. + +MSX-systemen var populära i Japan och i flera andra länder. Sony var den största tillverkaren av MSX-system vid lanseringen och under större delen av produktens livstid och tillverkade fler enheter än någon annan tillverkare. Så småningom såldes 5 miljoner MSX-baserade enheter bara i Japan. Trots Microsofts engagemang släpptes få MSX-baserade maskiner i USA. Dator + + + MSXは、1983年6月16日にマイクロソフトと株式会社アスキーによって発表された、標準化された家庭用コンピュータのアーキテクチャである。当初はマイクロソフトが東部向けの製品として構想し、当時マイクロソフトの副社長で株式会社アスキーの取締役であった西和彦が共同で販売した。マイクロソフトと西は、家庭用ビデオテープ・マシンのVHS規格と同じように、当時のさまざまな家庭用コンピュータ・システム・メーカー間で統一規格を作る試みとして、このプロジェクトを構想した。 + +MSXシステムは日本をはじめいくつかの国で人気を博した。ソニーはMSX発売当時、そして製品寿命のほとんどを通じて、MSXシステムの主要メーカーであり、他のどのメーカーよりも多くのユニットを生産した。最終的には、日本だけで500万台のMSXベースのユニットが販売された。マイクロソフトの関与にもかかわらず、MSXベースのマシンは米国ではほとんど発売されなかった。 + コンピューター + + + + + MSX는 1983년 6월 16일 Microsoft와 ASCII Corporation이 발표한 표준화된 가정용 컴퓨터 아키텍처입니다. 처음에는 Microsoft가 동부 지역을 위한 제품으로 구상했으며, 당시 Microsoft의 부사장이자 ASCII Corporation의 이사였던 니시 카즈히코가 공동으로 마케팅을 담당했습니다. Microsoft와 니시는 이 프로젝트를 가정용 비디오 테이프 기계의 VHS 표준과 같은 방식으로 당시의 다양한 가정용 컴퓨팅 시스템 제조업체 간에 통합된 표준을 만들려는 시도로 생각했습니다. + +MSX 시스템은 일본과 다른 여러 나라에서 인기를 끌었습니다. 출시 당시 소니는 MSX 시스템의 주요 제조업체였으며, 제품 수명의 대부분을 다른 어떤 제조업체보다 많은 유닛을 생산했습니다. 결국 일본에서만 5백만 대의 MSX 기반 장치가 판매되었습니다. Microsoft의 참여에도 불구하고 미국에서는 MSX 기반 컴퓨터가 거의 출시되지 않았습니다. + 컴퓨터 + + + + + MSX 是微软和 ASCII 公司于 1983 年 6 月 16 日发布的一种标准化家用电脑架构。微软最初将其视为面向东方领域的产品,并由时任微软副总裁和 ASCII 公司董事的西和彦(Kazuhiko Nishi)共同负责营销。微软和 Nishi 设想该项目是为了在当时的各种家用计算系统制造商之间建立统一标准,就像家用录像机的 VHS 标准一样。 + +MSX 系统在日本和其他一些国家很受欢迎。索尼是当时 MSX 系统的主要制造商,在产品的大部分生命周期内,索尼的产量都超过了其他任何制造商。最终,仅在日本就售出了 500 万套 MSX 系统。尽管有微软公司的参与,但在美国发行的基于 MSX 的机器寥寥无几。 + 计算机 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/msx2.xml b/themes/linear-es-de/system/metadata/msx2.xml index 3be4c3bba..7aa3b45e8 100644 --- a/themes/linear-es-de/system/metadata/msx2.xml +++ b/themes/linear-es-de/system/metadata/msx2.xml @@ -1,9 +1,9 @@ - + MSX 2 MSX is a standardized home computer architecture, announced by Microsoft and ASCII Corporation on June 16, 1983. It was initially conceived by Microsoft as a product for the Eastern sector, and jointly marketed by Kazuhiko Nishi, then vice-president at Microsoft and director at ASCII Corporation. Microsoft and Nishi conceived the project as an attempt to create unified standards among various home computing system manufacturers of the period, in the same fashion as the VHS standard for home video tape machines. - MSX systems were popular in Japan and several other countries. Sony was the primary manufacturer of MSX systems at the time of release, and throughout most of the products lifespan, producing more units than any other manufacturer. Eventually 5 million MSX-based units were sold in Japan alone. Despite Microsoft's involvement, few MSX-based machines were released in the United States. +MSX systems were popular in Japan and several other countries. Sony was the primary manufacturer of MSX systems at the time of release, and throughout most of the products lifespan, producing more units than any other manufacturer. Eventually 5 million MSX-based units were sold in Japan alone. Despite Microsoft's involvement, few MSX-based machines were released in the United States. Microsoft 1985 1985-01-01 @@ -15,10 +15,118 @@ B7B7B7 515050 2323DC + 1-1 + + + MSX és una arquitectura informàtica domèstica normalitzada, anunciada per Microsoft i Ascii Corporation el 16 de juny de 1983. Va ser inicialment concebuda per Microsoft com a producte del sector oriental i comercialitzat conjuntament per Kazuhiko Nishi, llavors vicepresident de Microsoft i Director aASCII Corporation. Microsoft i Nishi van concebre el projecte com un intent de crear estàndards unificats entre diversos fabricants de sistemes informàtics domèstics del període, de la mateixa manera que la norma VHS per a les màquines de cinta de vídeo domèstica. + +Els sistemes MSX eren populars al Japó i a diversos països. Sony va ser el principal fabricant de sistemes MSX en el moment del llançament, i durant la major part dels productes de vida, produint més unitats que qualsevol altre fabricant. Finalment, 5 milions d'unitats basades en MSX es van vendre només al Japó. Malgrat la participació de Microsoft, poques màquines basades en MSX es van publicar als Estats Units. + Computer + + + + + MSX ist eine standardisierte Heimcomputerarchitektur, die von Microsoft und der ASCII Corporation am 16. Juni 1983 angekündigt wurde. Ursprünglich wurde es von Microsoft als Produkt für den Ostsektor konzipiert und von Kazuhiko Nishi, damals Vizepräsident bei Microsoft und Direktor bei der ASCII Corporation, gemeinsam vermarktet. Microsoft und Nishi betrachteten das Projekt als einen Versuch, einheitliche Standards für die verschiedenen Hersteller von Heimcomputersystemen jener Zeit zu schaffen, ähnlich wie der VHS-Standard für Heimvideogeräte. + +MSX-Systeme waren in Japan und einigen anderen Ländern sehr beliebt. Sony war der wichtigste Hersteller von MSX-Systemen zum Zeitpunkt der Markteinführung und während des größten Teils der Lebensdauer des Produkts, da er mehr Geräte als jeder andere Hersteller produzierte. Schließlich wurden allein in Japan 5 Millionen MSX-basierte Geräte verkauft. Trotz der Beteiligung von Microsoft wurden nur wenige MSX-basierte Geräte in den Vereinigten Staaten veröffentlicht. + Computer + + + + + MSX es una arquitectura estandarizada de ordenadores domésticos, anunciada por Microsoft y ASCII Corporation el 16 de junio de 1983. Fue concebido inicialmente por Microsoft como un producto para el sector oriental, y comercializado conjuntamente por Kazuhiko Nishi, entonces vicepresidente de Microsoft y director de ASCII Corporation. Microsoft y Nishi concibieron el proyecto como un intento de crear estándares unificados entre los distintos fabricantes de sistemas informáticos domésticos de la época, al igual que el estándar VHS para las máquinas de cintas de vídeo domésticas. + +Los sistemas MSX fueron populares en Japón y otros países. Sony fue el principal fabricante de sistemas MSX en el momento de su lanzamiento y durante la mayor parte de la vida útil del producto, produciendo más unidades que ningún otro fabricante. Sólo en Japón se llegaron a vender 5 millones de unidades basadas en MSX. A pesar de la implicación de Microsoft, en Estados Unidos se lanzaron pocas máquinas basadas en MSX. + Ordenador + + + + + Le MSX est une architecture d'ordinateur domestique standardisée, annoncée par Microsoft et ASCII Corporation le 16 juin 1983. Il a été initialement conçu par Microsoft comme un produit destiné au secteur oriental, et commercialisé conjointement par Kazuhiko Nishi, alors vice-président de Microsoft et directeur d'ASCII Corporation. Microsoft et Nishi ont conçu le projet comme une tentative de créer des normes unifiées entre les différents fabricants de systèmes informatiques domestiques de l'époque, à l'instar de la norme VHS pour les magnétoscopes domestiques. + +Les systèmes MSX étaient populaires au Japon et dans plusieurs autres pays. Sony a été le principal fabricant de systèmes MSX au moment de leur sortie et pendant la majeure partie de leur durée de vie, produisant plus d'unités que n'importe quel autre fabricant. Au final, 5 millions d'unités MSX ont été vendues rien qu'au Japon. Malgré l'implication de Microsoft, peu de machines basées sur le MSX ont été commercialisées aux États-Unis. + Ordinateur + + + + + MSX è un'architettura standardizzata per home computer, annunciata da Microsoft e ASCII Corporation il 16 giugno 1983. Fu inizialmente concepito da Microsoft come prodotto per il settore orientale e commercializzato congiuntamente da Kazuhiko Nishi, allora vicepresidente di Microsoft e direttore di ASCII Corporation. Microsoft e Nishi concepirono il progetto come un tentativo di creare standard unificati tra i vari produttori di sistemi informatici domestici dell'epoca, alla stregua dello standard VHS per le macchine videofonografiche domestiche. + +I sistemi MSX erano popolari in Giappone e in diversi altri paesi. Sony fu il principale produttore di sistemi MSX al momento del lancio e per la maggior parte della durata del prodotto, producendo più unità di qualsiasi altro produttore. Solo in Giappone furono venduti 5 milioni di unità basate su MSX. Nonostante il coinvolgimento di Microsoft, negli Stati Uniti furono rilasciate poche macchine basate su MSX. + Computer + + + + + MSX is een gestandaardiseerde architectuur voor thuiscomputers, aangekondigd door Microsoft en ASCII Corporation op 16 juni 1983. Het werd aanvankelijk door Microsoft bedacht als een product voor de oosterse sector en gezamenlijk op de markt gebracht door Kazuhiko Nishi, toen vice-president bij Microsoft en directeur bij ASCII Corporation. Microsoft en Nishi zagen het project als een poging om uniforme standaarden te creëren voor de verschillende fabrikanten van thuiscomputersystemen in die tijd, op dezelfde manier als de VHS-standaard voor videobandmachines voor thuisgebruik. + +MSX-systemen waren populair in Japan en verschillende andere landen. Sony was de belangrijkste fabrikant van MSX-systemen ten tijde van de release, en gedurende het grootste deel van de levensduur van het product, en produceerde meer eenheden dan enige andere fabrikant. Uiteindelijk werden er alleen al in Japan 5 miljoen MSX-gebaseerde eenheden verkocht. Ondanks de betrokkenheid van Microsoft werden er maar weinig MSX-gebaseerde machines uitgebracht in de Verenigde Staten. + Computer + + + + + MSX to ustandaryzowana architektura komputera domowego, ogłoszona przez Microsoft i ASCII Corporation 16 czerwca 1983 roku. Początkowo został pomyślany przez Microsoft jako produkt dla sektora wschodniego i wspólnie wprowadzony na rynek przez Kazuhiko Nishi, ówczesnego wiceprezesa Microsoftu i dyrektora ASCII Corporation. Microsoft i Nishi stworzyli projekt jako próbę stworzenia ujednoliconych standardów wśród różnych producentów domowych systemów komputerowych w tym okresie, w taki sam sposób, jak standard VHS dla domowych kaset wideo. + +Systemy MSX były popularne w Japonii i kilku innych krajach. Sony było głównym producentem systemów MSX w momencie premiery i przez większość okresu życia produktu, produkując więcej jednostek niż jakikolwiek inny producent. Ostatecznie w samej Japonii sprzedano 5 milionów jednostek opartych na MSX. Pomimo zaangażowania Microsoftu, niewiele maszyn opartych na MSX zostało wydanych w Stanach Zjednoczonych. + Komputer + + + + + O MSX é uma arquitetura padronizada de computador doméstico, anunciada pela Microsoft e pela ASCII Corporation em 16 de junho de 1983. Foi inicialmente concebido pela Microsoft como um produto para o setor oriental e comercializado em conjunto por Kazuhiko Nishi, então vice-presidente da Microsoft e diretor da ASCII Corporation. A Microsoft e Nishi conceberam o projeto como uma tentativa de criar padrões unificados entre vários fabricantes de sistemas de computação doméstica da época, da mesma forma que o padrão VHS para máquinas de fita de vídeo domésticas. + +Os sistemas MSX eram populares no Japão e em vários outros países. A Sony foi a principal fabricante de sistemas MSX na época do lançamento e durante a maior parte da vida útil dos produtos, produzindo mais unidades do que qualquer outro fabricante. Eventualmente, 5 milhões de unidades baseadas em MSX foram vendidas somente no Japão. Apesar do envolvimento da Microsoft, poucas máquinas baseadas em MSX foram lançadas nos Estados Unidos. + Computador + + + + + MSX este o arhitectură standardizată de computer de casă, anunțată de Microsoft și ASCII Corporation la 16 iunie 1983. Acesta a fost inițial conceput de Microsoft ca un produs pentru sectorul estic și comercializat în comun de Kazuhiko Nishi, pe atunci vicepreședinte la Microsoft și director la ASCII Corporation. Microsoft și Nishi au conceput proiectul ca o încercare de a crea standarde unificate între diferiții producători de sisteme de calcul de acasă din acea perioadă, în același mod ca standardul VHS pentru aparatele de bandă video de acasă. + +Sistemele MSX au fost populare în Japonia și în alte câteva țări. Sony a fost principalul producător de sisteme MSX la momentul lansării și pe parcursul celei mai mari părți a duratei de viață a produselor, producând mai multe unități decât orice alt producător. În cele din urmă, numai în Japonia au fost vândute 5 milioane de unități bazate pe MSX. În ciuda implicării Microsoft, în Statele Unite au fost lansate puține aparate bazate pe MSX. + Computer + + + + + MSX - это стандартизированная архитектура домашнего компьютера, анонсированная Microsoft и ASCII Corporation 16 июня 1983 года. Изначально он был задуман Microsoft как продукт для восточного сектора, а его продвижением совместно занимался Казухико Ниши, который в то время был вице-президентом Microsoft и директором ASCII Corporation. Microsoft и Ниши задумывали проект как попытку создать единые стандарты для различных производителей домашних компьютерных систем того времени, подобно стандарту VHS для домашних видеокассет. + +Системы MSX были популярны в Японии и некоторых других странах. Компания Sony была основным производителем систем MSX на момент выпуска и на протяжении всего периода существования продукта, выпустив больше устройств, чем любой другой производитель. В конце концов, только в Японии было продано 5 миллионов устройств на базе MSX. Несмотря на участие Microsoft, в Соединенных Штатах было выпущено мало машин на базе MSX. + Компьютер + + + MSX är en standardiserad arkitektur för hemdatorer som presenterades av Microsoft och ASCII Corporation den 16 juni 1983. Den var ursprungligen tänkt av Microsoft som en produkt för den östra sektorn och marknadsfördes gemensamt av Kazuhiko Nishi, då vice VD på Microsoft och direktör på ASCII Corporation. Microsoft och Nishi tänkte sig projektet som ett försök att skapa enhetliga standarder för olika tillverkare av hemdatorsystem, på samma sätt som VHS-standarden för videobandspelare. + +MSX-systemen var populära i Japan och i flera andra länder. Sony var den största tillverkaren av MSX-system vid lanseringen och under större delen av produktens livstid och tillverkade fler enheter än någon annan tillverkare. Så småningom såldes 5 miljoner MSX-baserade enheter bara i Japan. Trots Microsofts engagemang släpptes få MSX-baserade maskiner i USA. Dator + + + MSXは、1983年6月16日にマイクロソフトと株式会社アスキーによって発表された、標準化された家庭用コンピュータのアーキテクチャである。当初はマイクロソフトが東部向けの製品として構想し、当時マイクロソフトの副社長で株式会社アスキーの取締役であった西和彦が共同で販売した。マイクロソフトと西は、家庭用ビデオテープ・マシンのVHS規格と同じように、当時のさまざまな家庭用コンピュータ・システム・メーカー間で統一規格を作る試みとして、このプロジェクトを構想した。 + +MSXシステムは日本をはじめいくつかの国で人気を博した。ソニーはMSX発売当時、そして製品寿命のほとんどを通じて、MSXシステムの主要メーカーであり、他のどのメーカーよりも多くのユニットを生産した。最終的には、日本だけで500万台のMSXベースのユニットが販売された。マイクロソフトの関与にもかかわらず、MSXベースのマシンは米国ではほとんど発売されなかった。 + コンピューター + + + + + MSX는 1983년 6월 16일 Microsoft와 ASCII Corporation이 발표한 표준화된 가정용 컴퓨터 아키텍처입니다. 처음에는 Microsoft가 동부 지역을 위한 제품으로 구상했으며, 당시 Microsoft의 부사장이자 ASCII Corporation의 이사였던 니시 카즈히코가 공동으로 마케팅을 담당했습니다. Microsoft와 니시는 이 프로젝트를 가정용 비디오 테이프 기계의 VHS 표준과 같은 방식으로 당시의 다양한 가정용 컴퓨팅 시스템 제조업체 간에 통합된 표준을 만들려는 시도로 생각했습니다. + +MSX 시스템은 일본과 다른 여러 나라에서 인기를 끌었습니다. 출시 당시 소니는 MSX 시스템의 주요 제조업체였으며, 제품 수명의 대부분을 다른 어떤 제조업체보다 많은 유닛을 생산했습니다. 결국 일본에서만 5백만 대의 MSX 기반 장치가 판매되었습니다. Microsoft의 참여에도 불구하고 미국에서는 MSX 기반 컴퓨터가 거의 출시되지 않았습니다. + 컴퓨터 + + + + + MSX 是微软和 ASCII 公司于 1983 年 6 月 16 日发布的一种标准化家用电脑架构。微软最初将其视为面向东方领域的产品,并由时任微软副总裁和 ASCII 公司董事的西和彦(Kazuhiko Nishi)共同负责营销。微软和 Nishi 设想该项目是为了在当时的各种家用计算系统制造商之间建立统一标准,就像家用录像机的 VHS 标准一样。 + +MSX 系统在日本和其他一些国家很受欢迎。索尼是当时 MSX 系统的主要制造商,在产品的大部分生命周期内,索尼的产量都超过了其他任何制造商。最终,仅在日本就售出了 500 万套 MSX 系统。尽管有微软公司的参与,但在美国发行的基于 MSX 的机器寥寥无几。 + 计算机 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/msxturbor.xml b/themes/linear-es-de/system/metadata/msxturbor.xml index fbc41d3f4..41b4468c5 100644 --- a/themes/linear-es-de/system/metadata/msxturbor.xml +++ b/themes/linear-es-de/system/metadata/msxturbor.xml @@ -1,4 +1,4 @@ - + MSX Turbo R The MSX Turbo R is the last generation of MSX computers that was put to market by a household electronic brand. Only Panasonic was brave enough to put faith in the standard once again, by releasing two different models: the Panasonic FS-A1ST and the Panasonic FS-A1GT. MSX Turbo R computers were produced until 1994. @@ -13,10 +13,90 @@ 28292B 99784B 32100F + 1-1 + + + El MSX Turbo R és l’última generació d’ordinadors MSX que van ser publicats per una marca electrònica domèstica. Només Panasonic va ser prou valent per tornar a posar la fe en la norma, alliberant dos models diferents: el Panasonic FS-A1 i el Panasonic FS-A1GT. Els ordinadors MSX Turbo R es van produir fins al 1994. + Computer + + + + + Der MSX Turbo R ist die letzte Generation von MSX-Computern, die von einer bekannten Elektronikmarke auf den Markt gebracht wurde. Nur Panasonic war mutig genug, noch einmal auf den Standard zu setzen, indem es zwei verschiedene Modelle herausbrachte: den Panasonic FS-A1ST und den Panasonic FS-A1GT. Die MSX Turbo R-Computer wurden bis 1994 produziert. + Computer + + + + + El MSX Turbo R es la última generación de ordenadores MSX que sacó al mercado una marca de electrónica doméstica. Sólo Panasonic fue lo suficientemente valiente como para volver a confiar en el estándar, lanzando dos modelos diferentes: el Panasonic FS-A1ST y el Panasonic FS-A1GT. Los ordenadores MSX Turbo R se fabricaron hasta 1994. + Ordenador + + + + + Le MSX Turbo R est la dernière génération d'ordinateurs MSX à avoir été mise sur le marché par une marque d'électronique grand public. Seul Panasonic a eu le courage de faire à nouveau confiance au standard, en sortant deux modèles différents : le Panasonic FS-A1ST et le Panasonic FS-A1GT. Les ordinateurs MSX Turbo R ont été produits jusqu'en 1994. + Ordinateur + + + + + L'MSX Turbo R è l'ultima generazione di computer MSX immessa sul mercato da un marchio di elettronica familiare. Solo Panasonic ebbe il coraggio di puntare ancora una volta sullo standard, rilasciando due modelli diversi: il Panasonic FS-A1ST e il Panasonic FS-A1GT. I computer MSX Turbo R furono prodotti fino al 1994. + Computer + + + + + De MSX Turbo R is de laatste generatie MSX-computers die door een bekend elektronicamerk op de markt is gebracht. Alleen Panasonic was dapper genoeg om opnieuw in de standaard te geloven, door twee verschillende modellen uit te brengen: de Panasonic FS-A1ST en de Panasonic FS-A1GT. MSX Turbo R computers werden geproduceerd tot 1994. + Computer + + + + + MSX Turbo R to ostatnia generacja komputerów MSX, która została wprowadzona na rynek przez domową markę elektroniczną. Tylko Panasonic był na tyle odważny, aby ponownie uwierzyć w ten standard, wypuszczając dwa różne modele: Panasonic FS-A1ST i Panasonic FS-A1GT. Komputery MSX Turbo R były produkowane do 1994 roku. + Komputer + + + + + O MSX Turbo R é a última geração de computadores MSX que foi colocada no mercado por uma marca de eletrônicos doméstica. Somente a Panasonic foi corajosa o suficiente para acreditar no padrão mais uma vez, lançando dois modelos diferentes: o Panasonic FS-A1ST e o Panasonic FS-A1GT. Os computadores MSX Turbo R foram produzidos até 1994. + Computador + + + + + MSX Turbo R este ultima generație de computere MSX care a fost scoasă pe piață de un brand de electronice de uz casnic. Doar Panasonic a fost suficient de curajoasă pentru a avea din nou încredere în acest standard, lansând două modele diferite: Panasonic FS-A1ST și Panasonic FS-A1GT. Computerele MSX Turbo R au fost produse până în 1994. + Computer + + + + + MSX Turbo R - это последнее поколение компьютеров MSX, которое было выпущено на рынок бытовым электронным брендом. Только компания Panasonic оказалась достаточно смелой, чтобы вновь поверить в стандарт, выпустив две разные модели: Panasonic FS-A1ST и Panasonic FS-A1GT. Компьютеры MSX Turbo R выпускались до 1994 года. + Компьютер + + + MSX Turbo R är den sista generationen MSX-datorer som släpptes på marknaden av ett välkänt elektronikmärke. Det var bara Panasonic som var modig nog att satsa på standarden igen, genom att släppa två olika modeller: Panasonic FS-A1ST och Panasonic FS-A1GT. MSX Turbo R-datorer tillverkades fram till 1994. Dator + + + MSXターボRは、家庭用電子機器ブランドによって市場に投入されたMSXコンピュータの最後の世代である。パナソニックだけが、2つの異なるモデル、パナソニックFS-A1STとパナソニックFS-A1GTをリリースすることで、もう一度標準に信頼を置く勇気があった。MSXターボRコンピュータは1994年まで生産された。 + コンピューター + + + + + MSX Turbo R은 가정용 전자 브랜드가 시장에 내놓은 마지막 세대의 MSX 컴퓨터입니다. 파나소닉만이 파나소닉 FS-A1ST와 파나소닉 FS-A1GT의 두 가지 모델을 출시하여 다시 한번 표준에 대한 믿음을 가질 만큼 용감했습니다. MSX Turbo R 컴퓨터는 1994년까지 생산되었습니다. + 컴퓨터 + + + + + MSX Turbo R 是最后一代由家用电子品牌投放市场的 MSX 电脑。只有松下公司敢于再次对这一标准寄予厚望,推出了两种不同的型号:松下 FS-A1ST 和松下 FS-A1GT。MSX Turbo R 电脑一直生产到 1994 年。 + 计算机 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/mugen.xml b/themes/linear-es-de/system/metadata/mugen.xml index b1cb72eda..a9359794a 100644 --- a/themes/linear-es-de/system/metadata/mugen.xml +++ b/themes/linear-es-de/system/metadata/mugen.xml @@ -1,4 +1,4 @@ - + M.U.G.E.N Mugen (stylized as M.U.G.E.N) is a freeware 2D fighting game engine designed by Elecbyte. Content is created by the community, and thousands of fighters, both original and from popular fiction, have been created. It is written in C and originally used the Allegro library. The latest versions of the engine use the SDL library. @@ -13,10 +13,90 @@ E5F5FE FFFFFF A1B687 + 1-1 + + + Mugen (estilitzat com M. U. G. E. N) és un motor de jocs de lluita 2D gratuït dissenyat per Elecbyte. El contingut és creat per la comunitat i s’han creat milers de combatents, tant originals com des de la ficció popular. Està escrit a C i s’utilitza originalment la Biblioteca Allegro. Les darreres versions del motor utilitzen la biblioteca SDL. + Engine + + + + + Mugen (stilisiert als M.U.G.E.N) ist eine Freeware 2D Kampfspiel-Engine, die von Elecbyte entwickelt wurde. Die Inhalte werden von der Community erstellt, und es wurden Tausende von Kämpfern, sowohl originale als auch aus populären Romanen, erstellt. Sie ist in C geschrieben und verwendete ursprünglich die Allegro-Bibliothek. Die neuesten Versionen der Engine verwenden die SDL-Bibliothek. + Motor + + + + + Mugen (estilizado como M.U.G.E.N) es un motor gratuito de juegos de lucha en 2D diseñado por Elecbyte. El contenido es creado por la comunidad, y se han creado miles de luchadores, tanto originales como de ficción popular. Está escrito en C y originalmente utilizaba la biblioteca Allegro. Las últimas versiones del motor utilizan la biblioteca SDL. + Motor + + + + + Mugen (stylisé en M.U.G.E.N) est un moteur de jeu de combat 2D gratuit conçu par Elecbyte. Le contenu est créé par la communauté, et des milliers de combattants, originaux ou issus de la fiction populaire, ont été créés. Il est écrit en C et utilisait à l'origine la bibliothèque Allegro. Les dernières versions du moteur utilisent la bibliothèque SDL. + Moteur + + + + + Mugen (stilizzato come M.U.G.E.N) è un motore freeware per giochi di combattimento 2D progettato da Elecbyte. I contenuti sono creati dalla comunità e sono stati creati migliaia di combattenti, sia originali che tratti da fiction popolari. È scritto in C e originariamente utilizzava la libreria Allegro. Le ultime versioni del motore utilizzano la libreria SDL. + Motore + + + + + Mugen (gestileerd als M.U.G.E.N) is een freeware 2D vechtgame engine ontworpen door Elecbyte. Inhoud wordt gemaakt door de community en er zijn duizenden vechters gemaakt, zowel originele als uit populaire fictie. Het is geschreven in C en gebruikte oorspronkelijk de Allegro bibliotheek. De nieuwste versies van de engine gebruiken de SDL-bibliotheek. + Motor + + + + + Mugen (stylizowany na M.U.G.E.N) to darmowa bijatyka 2D zaprojektowana przez firmę Elecbyte. Zawartość jest tworzona przez społeczność, a tysiące wojowników, zarówno oryginalnych, jak i pochodzących z popularnej fikcji, zostało stworzonych. Jest on napisany w języku C i pierwotnie wykorzystywał bibliotekę Allegro. Najnowsze wersje silnika wykorzystują bibliotekę SDL. + Silnik + + + + + Mugen (estilizado como M.U.G.E.N) é um mecanismo de jogo de luta 2D gratuito desenvolvido pela Elecbyte. O conteúdo é criado pela comunidade, e milhares de lutadores, tanto originais quanto de ficção popular, foram criados. Ele é escrito em C e originalmente usava a biblioteca Allegro. As versões mais recentes do mecanismo usam a biblioteca SDL. + Motor + + + + + Mugen (stilizat ca M.U.G.E.N) este un motor de joc de lupte 2D freeware proiectat de Elecbyte. Conținutul este creat de comunitate și au fost creați mii de luptători, atât originali, cât și din ficțiunea populară. Acesta este scris în C și a folosit inițial biblioteca Allegro. Cele mai recente versiuni ale motorului utilizează biblioteca SDL. + Motor + + + + + Mugen (стилизованный под M.U.G.E.N) - это бесплатный движок для 2D-файтингов, разработанный компанией Elecbyte. Контент создается сообществом, были созданы тысячи бойцов, как оригинальных, так и взятых из популярной фантастики. Он написан на языке C и первоначально использовал библиотеку Allegro. В последних версиях движка используется библиотека SDL. + Двигатель + + - Spelmotor + Mugen (stiliserat som M.U.G.E.N) är en freeware 2D fighting game engine designad av Elecbyte. Innehållet skapas av communityt och tusentals fighters, både original och från populärfiktion, har skapats. Den är skriven i C och använde ursprungligen Allegro-biblioteket. De senaste versionerna av motorn använder SDL-biblioteket. + Motor + + + + + Mugen(M.U.G.E.Nの略)はElecbyteによってデザインされたフリーウェアの2D格闘ゲームエンジンである。コンテンツはコミュニティによって作成され、オリジナルと人気のあるフィクションの両方で何千ものファイターが作成されています。C言語で書かれており、当初はAllegroライブラリを使用していた。最新バージョンではSDLライブラリを使用している。 + エンジン + + + + + Mugen(M.U.G.E.N으로 표기)은 일렉바이트에서 개발한 프리웨어 2D 격투 게임 엔진입니다. 커뮤니티에서 콘텐츠를 제작하고 있으며, 오리지널 및 인기 소설에 등장하는 수천 명의 파이터들이 만들어졌습니다. C로 작성되었으며 원래 Allegro 라이브러리를 사용했습니다. 최신 버전의 엔진은 SDL 라이브러리를 사용합니다. + 엔진 + + + + + Mugen(文体为 M.U.G.E.N)是 Elecbyte 设计的一款免费 2D 格斗游戏引擎。游戏内容由社区创建,目前已创建了数以千计的格斗游戏,包括原创格斗游戏和流行小说中的格斗游戏。该引擎用 C 语言编写,最初使用 Allegro 库。最新版本的引擎使用 SDL 库。 + 发动机 \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/multivision.xml b/themes/linear-es-de/system/metadata/multivision.xml index b1695acc1..7d4fa3b10 100644 --- a/themes/linear-es-de/system/metadata/multivision.xml +++ b/themes/linear-es-de/system/metadata/multivision.xml @@ -1,4 +1,4 @@ - + Othello Multivision The Othello Multivision (オセロマルチビジョン) is a licensed SG-1000 clone manufactured by Tsukuda Original. It exists because Sega's original intention for the SC-3000 computer was to allow other manufacturers to produce compatible computers in the hope of having a worldwide standard. Unfortunately, possibly with the emergance of the MSX, this tactic failed, and very few SG-1000/SC-3000 compatible machines were produced. The Othello Multivision was one of those machines. @@ -13,10 +13,90 @@ 571229 183B67 E8E342 + 1-1 + + + L’Othello Multivision (オセロマルチビジョン) és un clon SG-1000 amb llicència fabricat per Tsukuda Original. Existeix perquè la intenció original de Sega per a l’ordinador SC-3000 era permetre a altres fabricants produir ordinadors compatibles amb l’esperança de tenir un estàndard mundial. Malauradament, possiblement amb l’aparició del MSX, aquesta tàctica va fallar i es van produir molt poques màquines compatibles amb SG-1000/SC-3000. La multivisió Othello va ser una d'aquestes màquines. + Console + + + + + Der Othello Multivision (オセロマルチビジョン) ist ein lizenzierter SG-1000-Klon, der von Tsukuda Original hergestellt wird. Er existiert, weil Segas ursprüngliche Absicht für den SC-3000-Computer darin bestand, anderen Herstellern die Herstellung kompatibler Computer zu ermöglichen, in der Hoffnung, einen weltweiten Standard zu haben. Leider schlug diese Taktik fehl, möglicherweise mit dem Aufkommen des MSX, und es wurden nur sehr wenige SG-1000/SC-3000-kompatible Computer produziert. Der Othello Multivision war einer dieser Computer. + Konsole + + + + + El Othello Multivision (オセロマルチビジョン) es un clon licenciado del SG-1000 fabricado por Tsukuda Original. Existe porque la intención original de Sega para el ordenador SC-3000 era permitir a otros fabricantes producir ordenadores compatibles con la esperanza de tener un estándar mundial. Por desgracia, posiblemente con la aparición del MSX, esta táctica fracasó, y se produjeron muy pocas máquinas compatibles SG-1000/SC-3000. El Othello Multivision fue una de esas máquinas. + Consola + + + + + L'Othello Multivision (オセロマルチビジョン) est un clone sous licence du SG-1000 fabriqué par Tsukuda Original. Il existe parce que l'intention originale de Sega pour l'ordinateur SC-3000 était de permettre à d'autres fabricants de produire des ordinateurs compatibles dans l'espoir d'avoir un standard mondial. Malheureusement, peut-être à cause de l'émergence du MSX, cette tactique a échoué et très peu de machines compatibles SG-1000/SC-3000 ont été produites. L'Othello Multivision était l'une de ces machines. + Console + + + + + L'Othello Multivision (オセロマルチビジョン) è un clone dell'SG-1000 prodotto su licenza da Tsukuda Original. Esiste perché l'intenzione originale di Sega per il computer SC-3000 era quella di consentire ad altri produttori di produrre computer compatibili, nella speranza di avere uno standard mondiale. Purtroppo, forse a causa della comparsa dell'MSX, questa tattica fallì e furono prodotte pochissime macchine compatibili con l'SG-1000/SC-3000. L'Othello Multivision era una di queste macchine. + Console + + + + + De Othello Multivision (オセロマルチビジョン) is een gelicentieerde SG-1000-kloon gemaakt door Tsukuda Original. Hij bestaat omdat Sega's oorspronkelijke bedoeling met de SC-3000 computer was om andere fabrikanten compatibele computers te laten maken in de hoop op een wereldwijde standaard. Helaas, mogelijk met de opkomst van de MSX, mislukte deze tactiek en werden er maar weinig SG-1000/SC-3000 compatibele machines geproduceerd. De Othello Multivision was één van die machines. + Console + + + + + Othello Multivision (オセロマルチビジョン) to licencjonowany klon SG-1000 wyprodukowany przez Tsukuda Original. Istnieje, ponieważ pierwotnym zamiarem Sega dla komputera SC-3000 było umożliwienie innym producentom produkcji kompatybilnych komputerów w nadziei na posiadanie światowego standardu. Niestety, prawdopodobnie wraz z pojawieniem się MSX, ta taktyka zawiodła i wyprodukowano bardzo niewiele kompatybilnych maszyn SG-1000/SC-3000. Othello Multivision był jedną z takich maszyn. + Konsola + + + + + O Othello Multivision (オセロマルチビジョン) é um clone licenciado do SG-1000 fabricado pela Tsukuda Original. Ele existe porque a intenção original da Sega para o computador SC-3000 era permitir que outros fabricantes produzissem computadores compatíveis, na esperança de ter um padrão mundial. Infelizmente, possivelmente com o surgimento do MSX, essa tática falhou e pouquíssimas máquinas compatíveis com o SG-1000/SC-3000 foram produzidas. O Othello Multivision foi uma dessas máquinas. + Console + + + + + Othello Multivision (オセロマルチビジョン) este o clonă SG-1000 cu licență fabricată de Tsukuda Original. Acesta există deoarece intenția inițială a Sega pentru computerul SC-3000 a fost de a permite altor producători să producă computere compatibile în speranța de a avea un standard mondial. Din păcate, probabil odată cu apariția MSX, această tactică a eșuat și au fost produse foarte puține aparate compatibile SG-1000/SC-3000. Othello Multivision a fost unul dintre aceste aparate. + Consolă + + + + + Othello Multivision (オセロマルチビジョン) - лицензионный клон SG-1000, произведенный компанией Tsukuda Original. Он существует потому, что по первоначальному замыслу Sega компьютер SC-3000 должен был позволить другим производителям выпускать совместимые компьютеры в надежде на мировой стандарт. К сожалению, возможно, с появлением MSX, эта тактика провалилась, и было выпущено очень мало совместимых с SG-1000/SC-3000 компьютеров. Othello Multivision был одной из таких машин. + Консоль + + + Othello Multivision (オセロマルチビジョン) är en licensierad SG-1000-klon som tillverkas av Tsukuda Original. Den existerar eftersom Segas ursprungliga avsikt med SC-3000-datorn var att låta andra tillverkare tillverka kompatibla datorer i hopp om att få en världsomspännande standard. Tyvärr misslyckades denna taktik, möjligen i och med MSX:s framväxt, och mycket få SG-1000/SC-3000-kompatibla maskiner tillverkades. Othello Multivision var en av dessa maskiner. Konsol + + + オセロマルチビジョン(Othello Multivision)は、ツクダオリジナルが製造したSG-1000クローンのライセンス製品である。セガがSC-3000コンピュータを開発した当初の意図は、世界標準のコンピュータを作るために、他のメーカーが互換性のあるコンピュータを製造できるようにすることであった。残念ながら、MSXの登場もあってか、この作戦は失敗し、SG-1000/SC-3000互換機はほとんど生産されなかった。オセロマルチビジョンもその1つである。 + コンソール + + + + + 오셀로 멀티비전(オセロマルチビジョン)은 츠쿠다 오리지널에서 제조한 라이선스 SG-1000 복제품입니다. SC-3000 컴퓨터에 대한 세가의 원래 의도는 다른 제조업체가 호환 가능한 컴퓨터를 생산하여 전 세계 표준을 만들 수 있도록 하는 것이었기 때문에 존재합니다. 안타깝게도 MSX의 등장으로 이 전략은 실패로 돌아갔고, SG-1000/SC-3000 호환 컴퓨터는 거의 생산되지 않았습니다. 오델로 멀티비전도 그 중 하나였습니다. + 콘솔 + + + + + Othello Multivision(オセロマルチビジョン)是由 Tsukuda Original 生产的 SG-1000 授权克隆机。它之所以存在,是因为世嘉设计 SC-3000 电脑的初衷是让其他制造商也能生产兼容电脑,以实现全球统一标准。不幸的是,可能是由于 MSX 的出现,这一策略失败了,生产出的 SG-1000/SC-3000 兼容机寥寥无几。Othello Multivision 就是其中之一。 + 控制台 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/n3ds.xml b/themes/linear-es-de/system/metadata/n3ds.xml index 5c613cee7..3a3050ab0 100644 --- a/themes/linear-es-de/system/metadata/n3ds.xml +++ b/themes/linear-es-de/system/metadata/n3ds.xml @@ -1,4 +1,4 @@ - + Nintendo 3DS The Nintendo 3DS, abbreviated to 3DS, is a portable game console produced by Nintendo. It is capable of displaying stereoscopic 3D effects without the use of 3D glasses or additional accessories. Nintendo announced the device in March 2010 and officially unveiled it at E3 2010 on June 15, 2010. The console succeeds the Nintendo DS, featuring backward compatibility with older Nintendo DS and Nintendo DSi video games. @@ -13,10 +13,90 @@ C02424 221D1F 347A7A + 1-1 + + + La Nintendo 3DS, abreujada a 3DS, és una consola de jocs portàtil produïda per Nintendo.És capaç de mostrar efectes 3D estereoscòpics sense l’ús de ulleres 3D ni accessoris addicionals. Nintendo va anunciar el dispositiu el març del 2010 i el va donar a conèixer oficialment a E3 2010 el 15 de juny de 2010. La consola succeeix a la Nintendo DS, amb una compatibilitat endarrerida amb videojocs Nintendo DS i Nintendo DSI més antics. + Portable + + + + + Der Nintendo 3DS, abgekürzt 3DS, ist eine tragbare Spielkonsole, die von Nintendo hergestellt wird. Sie ist in der Lage, stereoskopische 3D-Effekte ohne 3D-Brille oder zusätzliches Zubehör darzustellen. Nintendo kündigte das Gerät im März 2010 an und stellte es offiziell auf der E3 2010 am 15. Juni 2010 vor. Die Konsole ist der Nachfolger des Nintendo DS und bietet Abwärtskompatibilität mit älteren Nintendo DS- und Nintendo DSi-Videospielen. + Tragbar + + + + + La Nintendo 3DS, abreviada 3DS, es una videoconsola portátil fabricada por Nintendo. Es capaz de mostrar efectos 3D estereoscópicos sin necesidad de utilizar gafas 3D ni accesorios adicionales. Nintendo anunció el dispositivo en marzo de 2010 y lo presentó oficialmente en el E3 2010 el 15 de junio de 2010. La consola sucede a la Nintendo DS y es retrocompatible con los videojuegos anteriores de Nintendo DS y Nintendo DSi. + Portátil + + + + + La Nintendo 3DS, abrégée en 3DS, est une console de jeu portable produite par Nintendo. Elle est capable d'afficher des effets 3D stéréoscopiques sans utiliser de lunettes 3D ou d'accessoires supplémentaires. Nintendo a annoncé la console en mars 2010 et l'a officiellement dévoilée à l'E3 2010 le 15 juin 2010. La console succède à la Nintendo DS et offre une rétrocompatibilité avec les anciens jeux vidéo de la Nintendo DS et de la Nintendo DSi. + Portable + + + + + Il Nintendo 3DS, abbreviato in 3DS, è una console di gioco portatile prodotta da Nintendo. È in grado di visualizzare effetti 3D stereoscopici senza l'uso di occhiali 3D o accessori aggiuntivi. Nintendo ha annunciato il dispositivo nel marzo 2010 e lo ha presentato ufficialmente all'E3 2010 il 15 giugno 2010. La console succede al Nintendo DS e presenta la retrocompatibilità con i vecchi videogiochi per Nintendo DS e Nintendo DSi. + Portatile + + + + + De Nintendo 3DS, afgekort 3DS, is een draagbare spelconsole geproduceerd door Nintendo. Het kan stereoscopische 3D-effecten weergeven zonder het gebruik van een 3D-bril of extra accessoires. Nintendo kondigde het apparaat aan in maart 2010 en onthulde het officieel op de E3 2010 op 15 juni 2010. De console volgt de Nintendo DS op en biedt achterwaartse compatibiliteit met oudere Nintendo DS- en Nintendo DSi-videospellen. + Draagbaar + + + + + Nintendo 3DS, w skrócie 3DS, to przenośna konsola do gier wyprodukowana przez Nintendo. Jest ona w stanie wyświetlać stereoskopowe efekty 3D bez użycia okularów 3D lub dodatkowych akcesoriów. Nintendo zapowiedziało urządzenie w marcu 2010 roku i oficjalnie zaprezentowało je na targach E3 2010 w dniu 15 czerwca 2010 roku. Konsola jest następcą Nintendo DS, oferując wsteczną kompatybilność ze starszymi grami wideo Nintendo DS i Nintendo DSi. + Przenośny + + + + + O Nintendo 3DS, abreviado como 3DS, é um console de jogos portátil produzido pela Nintendo. Ele é capaz de exibir efeitos 3D estereoscópicos sem o uso de óculos 3D ou acessórios adicionais. A Nintendo anunciou o dispositivo em março de 2010 e o apresentou oficialmente na E3 2010 em 15 de junho de 2010. O console sucede o Nintendo DS, apresentando compatibilidade com versões anteriores dos videogames Nintendo DS e Nintendo DSi. + Portátil + + + + + Nintendo 3DS, abreviat 3DS, este o consolă de jocuri portabilă produsă de Nintendo. Aceasta este capabilă să afișeze efecte 3D stereoscopice fără a utiliza ochelari 3D sau accesorii suplimentare. Nintendo a anunțat dispozitivul în martie 2010 și l-a prezentat oficial la E3 2010 pe 15 iunie 2010. Consola succede Nintendo DS, oferind retrocompatibilitate cu jocurile video mai vechi Nintendo DS și Nintendo DSi. + Portabil + + + + + Nintendo 3DS (сокращенно 3DS) - портативная игровая консоль, выпущенная компанией Nintendo. Она способна отображать стереоскопические 3D-эффекты без использования 3D-очков или дополнительных аксессуаров. Nintendo анонсировала устройство в марте 2010 года, а 15 июня 2010 года официально представила его на выставке E3 2010. Консоль пришла на смену Nintendo DS и обладает обратной совместимостью со старыми видеоиграми Nintendo DS и Nintendo DSi. + Портативный + + + Nintendo 3DS, förkortat 3DS, är en bärbar spelkonsol som tillverkas av Nintendo. Den kan visa stereoskopiska 3D-effekter utan att man behöver använda 3D-glasögon eller andra tillbehör. Nintendo tillkännagav enheten i mars 2010 och presenterade den officiellt på E3 2010 den 15 juni 2010. Konsolen är en efterföljare till Nintendo DS och har bakåtkompatibilitet med äldre videospel från Nintendo DS och Nintendo DSi. Bärbar + + + ニンテンドー3DS、略称3DSは、任天堂が製造する携帯ゲーム機である。3Dメガネや追加のアクセサリーを使用せずに立体視効果を表示することができる。任天堂は2010年3月に発表し、2010年6月15日のE3 2010で正式に発表した。このゲーム機はニンテンドーDSの後継機であり、旧型のニンテンドーDSやニンテンドーDSiのビデオゲームとの後方互換性を特徴としている。 + ポータブル + + + + + 약칭 3DS로 불리는 닌텐도 3DS는 닌텐도에서 제작한 휴대용 게임 콘솔입니다. 3D 안경이나 추가 액세서리 없이도 입체적인 3D 효과를 표시할 수 있습니다. 닌텐도는 2010년 3월에 이 기기를 발표하고 2010년 6월 15일에 열린 E3 2010에서 공식적으로 공개했습니다. 이 콘솔은 닌텐도 DS의 후속 제품으로, 구형 닌텐도 DS 및 닌텐도 DSi 비디오 게임과의 하위 호환성이 특징입니다. + 휴대성 + + + + + 任天堂 3DS,简称 3DS,是任天堂公司生产的一款便携式游戏机。它能够显示立体 3D 效果,无需使用 3D 眼镜或其他配件。任天堂于 2010 年 3 月宣布推出该设备,并于 2010 年 6 月 15 日在 E3 2010 上正式发布。该游戏机接替了任天堂 DS,具有向后兼容旧版任天堂 DS 和任天堂 DSi 视频游戏的特点。 + 便携式 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/n64.xml b/themes/linear-es-de/system/metadata/n64.xml index 98d76f0f3..fe9d1596c 100644 --- a/themes/linear-es-de/system/metadata/n64.xml +++ b/themes/linear-es-de/system/metadata/n64.xml @@ -1,4 +1,4 @@ - + Nintendo 64 Named for its 64-bit central processing unit, it was released in June 1996 in Japan, September 1996 in North America, March 1997 in Europe and Australia, September 1997 in France and December 1997 in Brazil. As part of the fifth generation of gaming, the N64 competed primarily with the PlayStation and the Sega Saturn. The Nintendo 64 was launched with three games: Super Mario 64 and Pilotwings 64, released worldwide; and Saikyo Habu Shogi, released only in Japan. While the N64 was succeeded by Nintendo's MiniDVD-based GameCube in November 2001, N64 consoles remained available until the system was retired in late 2003. @@ -13,10 +13,90 @@ 00935C CA2E39 E1C245 + 112-67 + + + Nomenat per la seva unitat de processament central de 64 bits, es va publicar el juny de 1996 al Japó, setembre de 1996 a Amèrica del Nord, març de 1997 a Europa i Austràlia, setembre de 1997 a França i desembre de 1997 al Brasil. Com a part de la cinquena generació de jocs, el N64 va competir principalment amb la PlayStation i la Sega Saturn. El Nintendo 64 es va llançar amb tres partits: Super Mario 64 i Pilotwings 64, llançat a tot el món;i Saikyo Habu Shogi, alliberat només al Japó. Mentre que el N64 va ser succeït per GameCube basat en MinIDVD de Nintendo el novembre de 2001, les consoles N64 van romandre disponibles fins que el sistema es va retirar a finals del 2003. + Console + + + + + Benannt nach seiner 64-Bit-Zentraleinheit, wurde es im Juni 1996 in Japan, im September 1996 in Nordamerika, im März 1997 in Europa und Australien, im September 1997 in Frankreich und im Dezember 1997 in Brasilien veröffentlicht. Als Teil der fünften Generation von Spielen konkurrierte das N64 hauptsächlich mit der PlayStation und dem Sega Saturn. Das Nintendo 64 wurde mit drei Spielen auf den Markt gebracht: Super Mario 64 und Pilotwings 64, die weltweit veröffentlicht wurden, sowie Saikyo Habu Shogi, das nur in Japan veröffentlicht wurde. Während das N64 im November 2001 von Nintendos MiniDVD-basiertem GameCube abgelöst wurde, blieben die N64-Konsolen bis zur Einstellung des Systems Ende 2003 erhältlich. + Konsole + + + + + Llamada así por su unidad central de procesamiento de 64 bits, salió a la venta en junio de 1996 en Japón, septiembre de 1996 en Norteamérica, marzo de 1997 en Europa y Australia, septiembre de 1997 en Francia y diciembre de 1997 en Brasil. Como parte de la quinta generación de videojuegos, la N64 competía principalmente con la PlayStation y la Sega Saturn. La Nintendo 64 se lanzó con tres juegos: Super Mario 64 y Pilotwings 64, lanzados en todo el mundo; y Saikyo Habu Shogi, lanzado sólo en Japón. Aunque la N64 fue sucedida por la GameCube de Nintendo, basada en MiniDVD, en noviembre de 2001, las consolas N64 siguieron estando disponibles hasta que la consola fue retirada a finales de 2003. + Consola + + + + + Nommé d'après son unité centrale de 64 bits, il est sorti en juin 1996 au Japon, en septembre 1996 en Amérique du Nord, en mars 1997 en Europe et en Australie, en septembre 1997 en France et en décembre 1997 au Brésil. Faisant partie de la cinquième génération de jeux, la N64 était principalement en concurrence avec la PlayStation et la Sega Saturn. La Nintendo 64 a été lancée avec trois jeux : Super Mario 64 et Pilotwings 64, sortis dans le monde entier, et Saikyo Habu Shogi, sorti uniquement au Japon. Bien que la N64 ait été remplacée par la GameCube de Nintendo, basée sur le MiniDVD, en novembre 2001, les consoles N64 sont restées disponibles jusqu'à ce que la console soit retirée du marché à la fin de l'année 2003. + Console + + + + + Chiamato così per la sua unità di elaborazione centrale a 64 bit, è stato rilasciato nel giugno 1996 in Giappone, nel settembre 1996 in Nord America, nel marzo 1997 in Europa e Australia, nel settembre 1997 in Francia e nel dicembre 1997 in Brasile. Come parte della quinta generazione di videogiochi, l'N64 competeva principalmente con la PlayStation e il Sega Saturn. Il Nintendo 64 fu lanciato con tre giochi: Super Mario 64 e Pilotwings 64, pubblicati in tutto il mondo, e Saikyo Habu Shogi, pubblicato solo in Giappone. Mentre l'N64 è stato sostituito dal GameCube basato su MiniDVD di Nintendo nel novembre 2001, le console N64 sono rimaste disponibili fino al ritiro della console alla fine del 2003. + Console + + + + + Vernoemd naar de 64-bit centrale verwerkingseenheid, werd het uitgebracht in juni 1996 in Japan, september 1996 in Noord-Amerika, maart 1997 in Europa en Australië, september 1997 in Frankrijk en december 1997 in Brazilië. Als onderdeel van de vijfde generatie games concurreerde de N64 voornamelijk met de PlayStation en de Sega Saturn. De Nintendo 64 werd gelanceerd met drie spellen: Super Mario 64 en Pilotwings 64, wereldwijd uitgebracht, en Saikyo Habu Shogi, alleen in Japan uitgebracht. Hoewel de N64 in november 2001 werd opgevolgd door Nintendo's op MiniDVD gebaseerde GameCube, bleven de N64-consoles verkrijgbaar totdat het systeem eind 2003 uit productie werd genomen. + Console + + + + + Nazwany ze względu na 64-bitowy procesor centralny, został wydany w czerwcu 1996 roku w Japonii, we wrześniu 1996 roku w Ameryce Północnej, w marcu 1997 roku w Europie i Australii, we wrześniu 1997 roku we Francji i w grudniu 1997 roku w Brazylii. Jako część piątej generacji gier, N64 konkurowało głównie z PlayStation i Sega Saturn. Nintendo 64 zostało wprowadzone na rynek z trzema grami: Super Mario 64 i Pilotwings 64, wydanymi na całym świecie; oraz Saikyo Habu Shogi, wydaną tylko w Japonii. Podczas gdy N64 zostało zastąpione przez GameCube oparte na MiniDVD Nintendo w listopadzie 2001 roku, konsole N64 pozostały dostępne aż do wycofania systemu pod koniec 2003 roku. + Konsola + + + + + Batizado com o nome de sua unidade central de processamento de 64 bits, foi lançado em junho de 1996 no Japão, setembro de 1996 na América do Norte, março de 1997 na Europa e na Austrália, setembro de 1997 na França e dezembro de 1997 no Brasil. Como parte da quinta geração de jogos, o N64 competiu principalmente com o PlayStation e o Sega Saturn. O Nintendo 64 foi lançado com três jogos: Super Mario 64 e Pilotwings 64, lançados mundialmente; e Saikyo Habu Shogi, lançado somente no Japão. Embora o N64 tenha sido sucedido pelo GameCube da Nintendo, baseado em MiniDVD, em novembro de 2001, os consoles N64 continuaram disponíveis até que o sistema foi aposentado no final de 2003. + Console + + + + + Numit după unitatea sa centrală de procesare pe 64 de biți, a fost lansat în iunie 1996 în Japonia, septembrie 1996 în America de Nord, martie 1997 în Europa și Australia, septembrie 1997 în Franța și decembrie 1997 în Brazilia. Ca parte a celei de-a cincea generații de jocuri, N64 a concurat în principal cu PlayStation și Sega Saturn. Nintendo 64 a fost lansat cu trei jocuri: Super Mario 64 și Pilotwings 64, lansate la nivel mondial; și Saikyo Habu Shogi, lansat doar în Japonia. În timp ce N64 a fost urmat de GameCube, bazat pe MiniDVD, în noiembrie 2001, consolele N64 au rămas disponibile până când consola a fost retrasă la sfârșitul anului 2003. + Consolă + + + + + Названная так за свой 64-битный центральный процессор, она была выпущена в июне 1996 года в Японии, в сентябре 1996 года в Северной Америке, в марте 1997 года в Европе и Австралии, в сентябре 1997 года во Франции и в декабре 1997 года в Бразилии. Являясь частью пятого поколения игр, N64 конкурировала в первую очередь с PlayStation и Sega Saturn. На рынок Nintendo 64 вышла с тремя играми: Super Mario 64 и Pilotwings 64, выпущенные по всему миру, и Saikyo Habu Shogi, выпущенная только в Японии. Хотя в ноябре 2001 года N64 сменила GameCube на базе MiniDVD от Nintendo, консоли N64 оставались в продаже вплоть до снятия системы с производства в конце 2003 года. + Консоль + + + Den har fått sitt namn efter sin 64-bitars centralprocessor och släpptes i juni 1996 i Japan, september 1996 i Nordamerika, mars 1997 i Europa och Australien, september 1997 i Frankrike och december 1997 i Brasilien. Som en del av den femte generationens spel konkurrerade N64 främst med PlayStation och Sega Saturn. Nintendo 64 lanserades med tre spel: Super Mario 64 och Pilotwings 64, som släpptes över hela världen, och Saikyo Habu Shogi, som bara släpptes i Japan. N64 efterträddes av Nintendos MiniDVD-baserade GameCube i november 2001, men N64-konsoler fanns kvar tills systemet pensionerades i slutet av 2003. Konsol + + + 64ビットの中央演算処理装置を搭載していることから名づけられ、日本では1996年6月、北米では1996年9月、ヨーロッパとオーストラリアでは1997年3月、フランスでは1997年9月、ブラジルでは1997年12月に発売された。ゲームの第5世代の一部として、N64は主にプレイステーションとセガサターンと競合した。ニンテンドー64は3つのゲームとともに発売された:全世界で発売された『スーパーマリオ64』と『パイロットウイングス64』、そして日本でのみ発売された『最強土下座将棋』である。N64は2001年11月に任天堂のMiniDVDベースのゲームキューブに引き継がれたが、N64コンソールは2003年末にシステムが引退するまで販売され続けた。 + コンソール + + + + + 64비트 중앙처리장치의 이름을 딴 이 제품은 1996년 6월 일본, 1996년 9월 북미, 1997년 3월 유럽과 호주, 1997년 9월 프랑스, 1997년 12월 브라질에서 출시되었습니다. 5세대 게임기의 일부인 N64는 주로 플레이스테이션과 세가 새턴과 경쟁했습니다. 닌텐도 64는 세 가지 게임과 함께 출시되었습니다: 전 세계에 출시된 슈퍼 마리오 64와 파일럿 윙스 64, 그리고 일본에서만 출시된 사이쿄 하부 쇼기. N64는 2001년 11월에 닌텐도의 미니DVD 기반 게임큐브가 그 뒤를 이었지만, 2003년 말 시스템이 단종될 때까지 N64 콘솔은 계속 사용 가능했습니다. + 콘솔 + + + + + N64 因其 64 位中央处理器而得名,于 1996 年 6 月在日本发布,1996 年 9 月在北美发布,1997 年 3 月在欧洲和澳大利亚发布,1997 年 9 月在法国发布,1997 年 12 月在巴西发布。作为第五代游戏的一部分,N64 主要与 PlayStation 和世嘉土星竞争。任天堂 64 推出了三款游戏:超级马里奥 64》和《飞行员之翼 64》在全球发行;《Saikyo Habu Shogi》仅在日本发行。2001 年 11 月,任天堂基于 MiniDVD 的 GameCube 取代了 N64,但 N64 游戏机仍在销售,直到 2003 年底该系统退役。 + 控制台 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/n64dd.xml b/themes/linear-es-de/system/metadata/n64dd.xml index 4b1b84e91..a265c9641 100644 --- a/themes/linear-es-de/system/metadata/n64dd.xml +++ b/themes/linear-es-de/system/metadata/n64dd.xml @@ -1,4 +1,4 @@ - + 64DD The 64DD, colloquially referred to as the Nintendo 64DD, is a magnetic disk drive peripheral for the Nintendo 64 game console developed by Nintendo. It was originally announced in 1995, prior to the Nintendo 64's 1996 launch, and after numerous delays was finally released only in Japan on December 1, 1999. Only ten software titles were released until the unit was discontinued in February 2001. It was a commercial failure, with at least 15,000 total units sold and another 85,000 units unsold. @@ -13,10 +13,90 @@ 268340 20317F B73E3A + 1-1 + + + El 64DD, anomenat col·loquialment com a Nintendo 64DD, és un perifèric de disc magnètic per a la consola de jocs Nintendo 64 desenvolupada per Nintendo. Es va anunciar originalment el 1995, abans del llançament de 1996 de Nintendo 64, i després de nombrosos retards només es van publicar només al Japó l'1 de desembre de 1999. Només es van publicar deu títols de programari fins que la unitat es va suspendre el febrer del 2001. Va ser comercialFalla, amb almenys 15.000 unitats venudes i altres 85.000 unitats no venudes. + Peripheral + + + + + Das 64DD, umgangssprachlich als Nintendo 64DD bezeichnet, ist ein von Nintendo entwickeltes Magnetplattenlaufwerk für die Spielkonsole Nintendo 64. Ursprünglich wurde es 1995, vor der Markteinführung des Nintendo 64 im Jahr 1996, angekündigt und nach zahlreichen Verzögerungen schließlich am 1. Dezember 1999 nur in Japan veröffentlicht. Es wurden nur zehn Software-Titel veröffentlicht, bis das Gerät im Februar 2001 eingestellt wurde. Es war ein kommerzieller Misserfolg mit insgesamt nur 15.000 verkauften Einheiten und weiteren 85.000 unverkauften Einheiten. + Peripherie + + + + + El 64DD, coloquialmente conocido como Nintendo 64DD, es un periférico de unidad de disco magnético para la videoconsola Nintendo 64 desarrollado por Nintendo. Se anunció originalmente en 1995, antes del lanzamiento de Nintendo 64 en 1996, y tras numerosos retrasos, se puso a la venta en Japón el 1 de diciembre de 1999. Sólo se lanzaron diez títulos de software hasta que la unidad dejó de fabricarse en febrero de 2001. Fue un fracaso comercial, con al menos 15.000 unidades vendidas y otras 85.000 sin vender. + Periférico + + + + + Le 64DD, familièrement appelé Nintendo 64DD, est un périphérique de disque magnétique pour la console de jeu Nintendo 64 développé par Nintendo. Il a été annoncé en 1995, avant le lancement de la Nintendo 64 en 1996, et après de nombreux retards, il n'a finalement été commercialisé qu'au Japon le 1er décembre 1999. Seuls dix logiciels ont été publiés jusqu'à l'arrêt de la commercialisation de l'appareil en février 2001. Ce fut un échec commercial, avec au moins 15 000 unités vendues au total et 85 000 unités invendues. + Périphérique + + + + + Il 64DD, colloquialmente chiamato Nintendo 64DD, è una periferica a disco magnetico per la console Nintendo 64 sviluppata da Nintendo. Fu annunciato originariamente nel 1995, prima del lancio del Nintendo 64 nel 1996, e dopo numerosi ritardi fu finalmente rilasciato solo in Giappone il 1° dicembre 1999. Vennero rilasciati solo dieci titoli software fino a quando l'unità venne dismessa nel febbraio 2001. Fu un fallimento commerciale, con almeno 15.000 unità totali vendute e altre 85.000 invendute. + Periferica + + + + + De 64DD, in de volksmond de Nintendo 64DD genoemd, is een randapparaat met magnetische schijf voor de Nintendo 64-spelconsole, ontwikkeld door Nintendo. Het apparaat werd oorspronkelijk aangekondigd in 1995, voor de lancering van de Nintendo 64 in 1996, en werd na veel vertragingen uiteindelijk alleen in Japan uitgebracht op 1 december 1999. Er werden slechts tien softwaretitels uitgebracht totdat het apparaat in februari 2001 uit productie werd genomen. Het was een commerciële mislukking, met ten minste 15.000 verkochte eenheden en nog eens 85.000 onverkochte eenheden. + Perifeer + + + + + 64DD, potocznie określany jako Nintendo 64DD, to urządzenie peryferyjne z dyskiem magnetycznym dla konsoli do gier Nintendo 64 opracowane przez Nintendo. Został pierwotnie ogłoszony w 1995 roku, przed premierą Nintendo 64 w 1996 roku, a po licznych opóźnieniach został ostatecznie wydany tylko w Japonii 1 grudnia 1999 roku. Do momentu wycofania urządzenia z produkcji w lutym 2001 roku wydano na nie zaledwie dziesięć tytułów. Była to komercyjna porażka, z co najmniej 15 000 sprzedanych egzemplarzy i kolejnymi 85 000 niesprzedanych. + Peryferyjne + + + + + O 64DD, coloquialmente chamado de Nintendo 64DD, é um periférico de unidade de disco magnético para o console de jogos Nintendo 64 desenvolvido pela Nintendo. Ele foi anunciado originalmente em 1995, antes do lançamento do Nintendo 64 em 1996, e, após vários atrasos, foi finalmente lançado apenas no Japão em 1º de dezembro de 1999. Apenas dez títulos de software foram lançados até que a unidade foi descontinuada em fevereiro de 2001. Foi um fracasso comercial, com um total de pelo menos 15.000 unidades vendidas e outras 85.000 unidades não vendidas. + Periférico + + + + + 64DD, denumit în mod colocvial Nintendo 64DD, este o unitate de disc magnetic periferică pentru consola de jocuri Nintendo 64 dezvoltată de Nintendo. Acesta a fost anunțat inițial în 1995, înainte de lansarea Nintendo 64 în 1996 și, după numeroase amânări, a fost lansat în cele din urmă numai în Japonia la 1 decembrie 1999. Doar zece titluri software au fost lansate până când unitatea a fost întreruptă în februarie 2001. A fost un eșec comercial, cu cel puțin 15.000 de unități vândute în total și alte 85.000 de unități nevândute. + Periferic + + + + + 64DD, в просторечии называемый Nintendo 64DD, - периферийное устройство на магнитном диске для игровой консоли Nintendo 64, разработанное компанией Nintendo. Изначально он был анонсирован в 1995 году, перед выходом Nintendo 64 в 1996 году, и после многочисленных задержек был выпущен только в Японии 1 декабря 1999 года. До февраля 2001 года было выпущено всего десять игр, а в феврале 2001 года консоль была снята с производства. Это был коммерческий провал: было продано не менее 15 000 единиц, а еще 85 000 единиц остались непроданными. + Периферийное устройство + + - Tillbehör + 64DD, i dagligt tal kallad Nintendo 64DD, är en magnetisk hårddisk för spelkonsolen Nintendo 64 som utvecklats av Nintendo. Den presenterades ursprungligen 1995, före Nintendo 64:s lansering 1996, och efter många förseningar släpptes den slutligen endast i Japan den 1 december 1999. Endast tio mjukvarutitlar släpptes fram till dess att enheten avvecklades i februari 2001. Den var ett kommersiellt misslyckande, med minst 15.000 sålda enheter och ytterligare 85.000 osålda enheter. + Perifer + + + + + 64DD、俗称ニンテンドー64DDは、任天堂が開発したNINTENDO64ゲーム機用の磁気ディスクドライブ周辺機器である。当初はNINTENDO64の1996年の発売前の1995年に発表され、何度も延期された後、1999年12月1日にようやく日本でのみ発売された。2001年2月に販売終了となるまで、発売されたソフトはわずか10タイトル。商業的には失敗作で、総販売台数は少なくとも15,000台、さらに85,000台が売れ残った。 + ペリフェラル + + + + + 구어체로 닌텐도 64DD라고 불리는 64DD는 닌텐도에서 개발한 닌텐도 64 게임 콘솔용 마그네틱 디스크 드라이브 주변기기입니다. 닌텐도 64의 1996년 출시에 앞서 1995년에 처음 발표되었으며, 여러 차례의 연기 끝에 1999년 12월 1일에야 일본에서만 출시되었습니다. 2001년 2월 단종될 때까지 단 10개의 소프트웨어 타이틀만 출시되었습니다. 총 판매량은 최소 15,000대, 나머지 85,000대는 미판매되는 등 상업적으로 실패했습니다. + 주변기기 + + + + + 64DD,俗称任天堂 64DD,是任天堂为任天堂 64 游戏机开发的磁盘驱动器外设。它最初于 1995 年任天堂 64 于 1996 年推出之前发布,经过多次推迟后,最终于 1999 年 12 月 1 日仅在日本发布。在 2001 年 2 月停产之前,只发行了 10 款软件。它在商业上是失败的,总销量至少为 15,000 台,另有 85,000 台未售出。 + 外围设备 \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/naomi.xml b/themes/linear-es-de/system/metadata/naomi.xml index f7d17f5b9..5d634355f 100644 --- a/themes/linear-es-de/system/metadata/naomi.xml +++ b/themes/linear-es-de/system/metadata/naomi.xml @@ -1,9 +1,9 @@ - + Naomi The NAOMI (New Arcade Operation Machine Idea) is an arcade system released by Sega in 1998. It was designed as a successor to Sega Model 3 hardware, using a similar architecture to the Sega Dreamcast. - The NAOMI was succeeded by the Sega Hikaru and Sega NAOMI 2 boards, though having out-lasted the NAOMI 2, Hikaru and Sega Aurora. The Sega Chihiro, or possibly even the Sega Lindbergh, could also be seen as successors. +The NAOMI was succeeded by the Sega Hikaru and Sega NAOMI 2 boards, though having out-lasted the NAOMI 2, Hikaru and Sega Aurora. The Sega Chihiro, or possibly even the Sega Lindbergh, could also be seen as successors. Sega 1998 1998-01-01 @@ -15,10 +15,118 @@ FD95B0 48B3EB 35FF90 + 1-1 + + + Naomi (New Arcade Operation Machine Idea) és un sistema d’arcades llançat per Sega el 1998. Va ser dissenyat com a successor del maquinari Sega Model 3, utilitzant una arquitectura similar a la Sega Dreamcast. + +El Naomi va ser succeït pels consells de Sega Hikaru i Sega Naomi 2, tot i que després d'haver-se deixat fora de Naomi 2, Hikaru i Sega Aurora. El Sega Chihiro, o possiblement fins i tot la Sega Lindbergh, també es podria veure com a successors. + Arcade + + + + + Die NAOMI (New Arcade Operation Machine Idea) ist ein Spielhallensystem, das 1998 von Sega veröffentlicht wurde. Es wurde als Nachfolger der Sega Model 3-Hardware entwickelt und verwendet eine ähnliche Architektur wie der Sega Dreamcast. + +Das NAOMI wurde von den Sega Hikaru und Sega NAOMI 2 Boards abgelöst, obwohl es das NAOMI 2, Hikaru und Sega Aurora überdauert hat. Der Sega Chihiro oder möglicherweise sogar der Sega Lindbergh könnten ebenfalls als Nachfolger angesehen werden. + Spielhalle + + + + + El NAOMI (New Arcade Operation Machine Idea) es un sistema arcade lanzado por Sega en 1998. Fue diseñado como sucesor del hardware Sega Model 3, utilizando una arquitectura similar a la Sega Dreamcast. + +La NAOMI fue sucedida por las placas Sega Hikaru y Sega NAOMI 2, aunque habiendo superado a la NAOMI 2, la Hikaru y la Sega Aurora. La Sega Chihiro, o posiblemente incluso la Sega Lindbergh, también podrían considerarse sucesoras. + Arcade + + + + + Le NAOMI (New Arcade Operation Machine Idea) est un système d'arcade commercialisé par Sega en 1998. Il a été conçu comme le successeur du matériel Sega Model 3, utilisant une architecture similaire à celle de la Sega Dreamcast. + +La NAOMI a été remplacée par les cartes Sega Hikaru et Sega NAOMI 2, qui ont cependant survécu à la NAOMI 2, à la Hikaru et à la Sega Aurora. Le Sega Chihiro, ou peut-être même le Sega Lindbergh, pourraient également être considérés comme des successeurs. + Arcade + + + + + Il NAOMI (New Arcade Operation Machine Idea) è un sistema arcade rilasciato da Sega nel 1998. È stato progettato come successore dell'hardware del Sega Model 3, utilizzando un'architettura simile a quella del Sega Dreamcast. + +Il NAOMI è stato succeduto dalle schede Sega Hikaru e Sega NAOMI 2, pur avendo superato il NAOMI 2, la Hikaru e il Sega Aurora. Anche la Sega Chihiro, o forse anche la Sega Lindbergh, potrebbero essere considerate dei successori. + Arcade + + + + + De NAOMI (New Arcade Operation Machine Idea) is een arcadesysteem dat in 1998 door Sega werd uitgebracht. Het werd ontworpen als een opvolger van de Sega Model 3 hardware, met behulp van een soortgelijke architectuur als de Sega Dreamcast. + +De NAOMI werd opgevolgd door de Sega Hikaru en Sega NAOMI 2 boards, hoewel deze de NAOMI 2, Hikaru en Sega Aurora hebben overleefd. De Sega Chihiro, of mogelijk zelfs de Sega Lindbergh, kunnen ook gezien worden als opvolgers. + Arcade + + + + + NAOMI (New Arcade Operation Machine Idea) to system zręcznościowy wydany przez firmę Sega w 1998 roku. Został zaprojektowany jako następca sprzętu Sega Model 3, wykorzystując podobną architekturę do Sega Dreamcast. + +NAOMI został zastąpiony przez płyty Sega Hikaru i Sega NAOMI 2, choć prześcignął NAOMI 2, Hikaru i Sega Aurora. Sega Chihiro, a być może nawet Sega Lindbergh, również mogą być postrzegane jako następcy. + Arcade + + + + + O NAOMI (New Arcade Operation Machine Idea) é um sistema de arcade lançado pela Sega em 1998. Ele foi projetado como sucessor do hardware do Sega Model 3, usando uma arquitetura semelhante à do Sega Dreamcast. + +O NAOMI foi sucedido pelas placas Sega Hikaru e Sega NAOMI 2, embora tenha durado mais que o NAOMI 2, o Hikaru e o Sega Aurora. A Sega Chihiro, ou possivelmente até a Sega Lindbergh, também podem ser vistas como sucessoras. + Fliperama + + + + + NAOMI (New Arcade Operation Machine Idea) este un sistem arcade lansat de Sega în 1998. A fost proiectat ca un succesor al hardware-ului Sega Model 3, folosind o arhitectură similară cu cea a Sega Dreamcast. + +NAOMI a fost succedat de plăcile Sega Hikaru și Sega NAOMI 2, deși a depășit NAOMI 2, Hikaru și Sega Aurora. Sega Chihiro, sau posibil chiar Sega Lindbergh, ar putea fi de asemenea considerate succesoare. + Arcade + + + + + NAOMI (New Arcade Operation Machine Idea) - аркадная система, выпущенная компанией Sega в 1998 году. Она была разработана как преемник Sega Model 3 и использовала архитектуру, схожую с Sega Dreamcast. + +На смену NAOMI пришли платы Sega Hikaru и Sega NAOMI 2, которые, однако, превзошли NAOMI 2, Hikaru и Sega Aurora. В качестве преемников также можно рассматривать Sega Chihiro и, возможно, даже Sega Lindbergh. + Аркада + + + NAOMI (New Arcade Operation Machine Idea) är ett arkadsystem som lanserades av Sega 1998. Det var utformat som en efterföljare till Sega Model 3-hårdvaran och hade en liknande arkitektur som Sega Dreamcast. + +NAOMI efterträddes av Sega Hikaru och Sega NAOMI 2, som dock hade överlevt NAOMI 2, Hikaru och Sega Aurora. Sega Chihiro, eller möjligen till och med Sega Lindbergh, kan också ses som efterföljare. Arkad + + + NAOMI(New Arcade Operation Machine Idea)は、1998年にセガから発売されたアーケードシステム。セガ3号機の後継機として設計され、セガ・ドリームキャストと同様のアーキテクチャを採用している。 + +NAOMIはセガ光、セガNAOMI 2基板に引き継がれたが、NAOMI 2、光、セガオーロラを凌駕した。セガちひろ、あるいはセガ・リンドバーグも後継機と言えるかもしれない。 + アーケード + + + + + NAOMI(새로운 아케이드 오퍼레이션 머신 아이디어)는 1998년 Sega에서 출시한 아케이드 시스템입니다. 세가 모델 3 하드웨어의 후속작으로 설계되었으며, 세가 드림캐스트와 유사한 아키텍처를 사용했습니다. + +나오미는 세가 히카루와 세가 나오미 2 보드에 의해 계승되었지만 나오미 2, 히카루, 세가 오로라보다 오래 지속되었습니다. 세가 치히로 또는 세가 린드버그도 후속 기종으로 볼 수 있습니다. + 아케이드 + + + + + NAOMI(New Arcade Operation Machine Idea)是世嘉于 1998 年发布的一款街机系统。它被设计为世嘉 Model 3 硬件的后续机型,采用与世嘉 Dreamcast 相似的结构。 + +NAOMI 的后继者是 Sega Hikaru 和 Sega NAOMI 2 机板,但其寿命超过了 NAOMI 2、Hikaru 和 Sega Aurora。Sega Chihiro 甚至 Sega Lindbergh 也可视为其继承者。 + 商场 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/naomi2.xml b/themes/linear-es-de/system/metadata/naomi2.xml index 49189e775..163b0db35 100644 --- a/themes/linear-es-de/system/metadata/naomi2.xml +++ b/themes/linear-es-de/system/metadata/naomi2.xml @@ -1,9 +1,9 @@ - + Naomi 2 The Sega NAOMI 2 is an arcade board developed by Sega and is a successor to Sega NAOMI hardware. It was originally released in 2000. Since it uses similar NAOMI architecture (but significantly beefed up), it is also fully backwards compatible with its predecessor. - The NAOMI 2 is significantly more powerful than the NAOMI, including a dual CPU setup, new T&L GPU, dual rasterizer GPU, increased memory, and faster bandwidth. This leads to games with much more polygons than a NAOMI game, rendered at much faster speeds, while the new T&L GPU adds advanced lighting and particle effects. It was also more affordable than the very expensive (and difficult to program) Sega Hikaru arcade system that preceded it. The NAOMI 2 was nevertheless more powerful than home systems at the time. +The NAOMI 2 is significantly more powerful than the NAOMI, including a dual CPU setup, new T&L GPU, dual rasterizer GPU, increased memory, and faster bandwidth. This leads to games with much more polygons than a NAOMI game, rendered at much faster speeds, while the new T&L GPU adds advanced lighting and particle effects. It was also more affordable than the very expensive (and difficult to program) Sega Hikaru arcade system that preceded it. The NAOMI 2 was nevertheless more powerful than home systems at the time. Sega 2000 2000 @@ -15,10 +15,118 @@ FD95B0 48B3EB 35FF90 + 1-1 + + + El Sega Naomi 2 és un tauler d’arcades desenvolupat per Sega i és successor del maquinari de Sega Naomi. Es va publicar originalment el 2000. Com que utilitza una arquitectura naomi similar (però significativament reforçada), també és totalment compatible amb el seu predecessor. + +El Naomi 2 és significativament més potent que el Naomi, incloent una configuració de CPU dual, nova T&L GPU, GPU de doble rasteritzador, augment de la memòria i amplada de banda més ràpida. Això condueix a jocs amb molt més polígons que un joc Naomi, que es presenta a velocitats molt més ràpides, mentre que la nova GPU T&L afegeix efectes avançats d’il·luminació i partícules. També va ser més assequible que el sistema de Sega Hikaru Arcade, molt car (i difícil de programar). El Naomi 2 era tanmateix més potent que els sistemes domèstics en aquell moment. + Arcade + + + + + Das Sega NAOMI 2 ist ein Arcade-Board, das von Sega entwickelt wurde und ein Nachfolger der Sega NAOMI-Hardware ist. Es wurde ursprünglich im Jahr 2000 veröffentlicht. Da es eine ähnliche NAOMI-Architektur verwendet (aber deutlich verbessert), ist es auch vollständig rückwärtskompatibel mit seinem Vorgänger. + +Der NAOMI 2 ist wesentlich leistungsfähiger als der NAOMI, einschließlich eines Dual-CPU-Setups, einer neuen T&L-GPU, einer Dual-Rasterizer-GPU, mehr Speicher und einer schnelleren Bandbreite. Dies führt zu Spielen mit viel mehr Polygonen als ein NAOMI-Spiel, die mit viel höherer Geschwindigkeit gerendert werden, während der neue T&L-Grafikprozessor erweiterte Beleuchtungs- und Partikeleffekte ermöglicht. Es war auch erschwinglicher als das sehr teure (und schwer zu programmierende) Sega Hikaru Arcade-System, das ihm vorausging. Dennoch war der NAOMI 2 leistungsfähiger als die damaligen Heimsysteme. + Spielhalle + + + + + La Sega NAOMI 2 es una placa arcade desarrollada por Sega y sucesora del hardware Sega NAOMI. Salió a la venta en el año 2000. Dado que utiliza una arquitectura NAOMI similar (pero significativamente reforzada), también es totalmente compatible con su predecesor. + +El NAOMI 2 es mucho más potente que el NAOMI, ya que incluye una configuración de doble CPU, una nueva GPU T&L, una GPU rasterizadora doble, más memoria y un ancho de banda más rápido. Esto permite crear juegos con muchos más polígonos que un NAOMI, renderizados a velocidades mucho mayores, mientras que la nueva GPU T&L añade efectos avanzados de iluminación y partículas. También era más asequible que el carísimo (y difícil de programar) sistema arcade Sega Hikaru que lo precedió. No obstante, el NAOMI 2 era más potente que los sistemas domésticos de la época. + Arcade + + + + + Le Sega NAOMI 2 est une carte d'arcade développée par Sega et qui succède au matériel Sega NAOMI. Elle est sortie en 2000. Comme il utilise une architecture NAOMI similaire (mais considérablement améliorée), il est également entièrement rétrocompatible avec son prédécesseur. + +Le NAOMI 2 est nettement plus puissant que le NAOMI, avec notamment une configuration à double CPU, un nouveau GPU T&L, un double GPU rasterizer, une mémoire accrue et une bande passante plus rapide. Cela permet d'obtenir des jeux avec beaucoup plus de polygones qu'un jeu NAOMI, rendus à des vitesses beaucoup plus rapides, tandis que le nouveau GPU T&L ajoute des effets d'éclairage et de particules avancés. Il était également plus abordable que le système d'arcade Sega Hikaru, très coûteux (et difficile à programmer), qui l'avait précédé. NAOMI 2 était néanmoins plus puissant que les systèmes domestiques de l'époque. + Arcade + + + + + Il Sega NAOMI 2 è una scheda arcade sviluppata da Sega ed è il successore dell'hardware Sega NAOMI. È stata originariamente rilasciata nel 2000. Poiché utilizza un'architettura NAOMI simile (ma notevolmente potenziata), è anche completamente retrocompatibile con il suo predecessore. + +Il NAOMI 2 è significativamente più potente del NAOMI, con una configurazione a doppia CPU, una nuova GPU T&L, una GPU a doppio rasterizzatore, una memoria maggiore e una larghezza di banda più veloce. Questo porta a giochi con un numero di poligoni molto maggiore rispetto a un gioco NAOMI, renderizzati a velocità molto più elevate, mentre la nuova GPU T&L aggiunge effetti di illuminazione e particellari avanzati. Il NAOMI 2 era anche più conveniente del costosissimo (e difficile da programmare) sistema arcade Sega Hikaru che lo aveva preceduto. Il NAOMI 2 era comunque più potente dei sistemi domestici dell'epoca. + Arcade + + + + + De Sega NAOMI 2 is een arcadebord ontwikkeld door Sega en is een opvolger van de Sega NAOMI hardware. Het werd oorspronkelijk uitgebracht in 2000. Omdat het dezelfde NAOMI architectuur gebruikt (maar aanzienlijk verbeterd), is het ook volledig achterwaarts compatibel met zijn voorganger. + +De NAOMI 2 is aanzienlijk krachtiger dan de NAOMI, inclusief een dual CPU setup, nieuwe T&L GPU, dual rasterizer GPU, meer geheugen en snellere bandbreedte. Dit leidt tot games met veel meer polygonen dan een NAOMI game, gerenderd op veel hogere snelheden, terwijl de nieuwe T & L GPU voegt geavanceerde verlichting en particle effecten. Het was ook betaalbaarder dan het zeer dure (en moeilijk te programmeren) Sega Hikaru arcadesysteem dat eraan voorafging. De NAOMI 2 was niettemin krachtiger dan thuissystemen in die tijd. + Arcade + + + + + Sega NAOMI 2 to płyta arcade opracowana przez firmę Sega i jest następcą sprzętu Sega NAOMI. Pierwotnie została wydana w 2000 roku. Ponieważ wykorzystuje podobną architekturę NAOMI (ale znacznie wzmocnioną), jest również w pełni kompatybilna wstecz ze swoim poprzednikiem. + +NAOMI 2 jest znacznie potężniejszy niż NAOMI, w tym konfigurację z dwoma procesorami, nowy procesor graficzny T&L, podwójny rasteryzator GPU, zwiększoną pamięć i szybszą przepustowość. Prowadzi to do gier o znacznie większej liczbie wielokątów niż gry NAOMI, renderowanych z dużo większą prędkością, podczas gdy nowy procesor graficzny T&L dodaje zaawansowane oświetlenie i efekty cząsteczkowe. Był również bardziej przystępny cenowo niż bardzo drogi (i trudny do zaprogramowania) system arcade Sega Hikaru, który go poprzedzał. NAOMI 2 był jednak potężniejszy niż ówczesne systemy domowe. + Arcade + + + + + A Sega NAOMI 2 é uma placa de fliperama desenvolvida pela Sega e é a sucessora do hardware Sega NAOMI. Ela foi lançada originalmente em 2000. Como usa uma arquitetura NAOMI semelhante (mas significativamente reforçada), ela também é totalmente compatível com as versões anteriores de seu antecessor. + +O NAOMI 2 é significativamente mais potente que o NAOMI, incluindo uma configuração de CPU dupla, nova GPU T&L, GPU rasterizadora dupla, mais memória e largura de banda mais rápida. Isso resulta em jogos com muito mais polígonos do que um jogo NAOMI, renderizados em velocidades muito mais rápidas, enquanto a nova GPU T&L adiciona efeitos avançados de iluminação e partículas. Ele também era mais acessível do que o sistema de arcade Sega Hikaru, muito caro (e difícil de programar), que o precedeu. No entanto, o NAOMI 2 era mais poderoso do que os sistemas domésticos da época. + Fliperama + + + + + Sega NAOMI 2 este o placă arcade dezvoltată de Sega și este un succesor al hardware-ului Sega NAOMI. Acesta a fost lansat inițial în 2000. Deoarece utilizează arhitectura similară NAOMI (dar semnificativ întărită), este, de asemenea, complet compatibilă cu predecesorul său. + +NAOMI 2 este semnificativ mai puternic decât NAOMI, incluzând o configurație CPU duală, un nou GPU T&L, un GPU rasterizator dual, memorie sporită și lățime de bandă mai rapidă. Acest lucru duce la jocuri cu mult mai multe poligoane decât un joc NAOMI, redate la viteze mult mai mari, în timp ce noul GPU T&L adaugă efecte avansate de iluminare și particule. A fost, de asemenea, mai accesibil decât sistemul arcade Sega Hikaru foarte scump (și dificil de programat) care l-a precedat. NAOMI 2 era totuși mai puternic decât sistemele de acasă de la acea vreme. + Arcade + + + + + Sega NAOMI 2 - это настольная аркада, разработанная компанией Sega и являющаяся преемником аппаратной части Sega NAOMI. Первоначально она была выпущена в 2000 году. Поскольку она использует аналогичную архитектуру NAOMI (но значительно усиленную), она также полностью обратно совместима со своей предшественницей. + +NAOMI 2 значительно мощнее, чем NAOMI, включая двойной процессор, новый GPU T&L, двойной GPU растеризатора, увеличенную память и более высокую пропускную способность. Благодаря этому игры с гораздо большим количеством полигонов, чем в играх NAOMI, рендерились с гораздо большей скоростью, а новый GPU T&L добавлял расширенные эффекты освещения и частиц. Кроме того, она была более доступной, чем предшествовавшая ей дорогая (и сложная в программировании) аркадная система Sega Hikaru. Тем не менее NAOMI 2 была мощнее домашних систем того времени. + Аркада + + + Sega NAOMI 2 är ett arkadkort som utvecklats av Sega och är en efterföljare till Sega NAOMI-hårdvaran. Den släpptes ursprungligen år 2000. Eftersom den använder liknande NAOMI-arkitektur (men är betydligt förstärkt) är den också helt bakåtkompatibel med sin föregångare. + +NAOMI 2 är betydligt mer kraftfull än NAOMI, inklusive en dubbel CPU-installation, ny T&L GPU, dubbel rasterizer GPU, ökat minne och snabbare bandbredd. Detta leder till spel med mycket fler polygoner än ett NAOMI-spel, som renderas i mycket snabbare hastigheter, medan den nya T&L GPU:n ger avancerade ljus- och partikeleffekter. Den var också mer prisvärd än det mycket dyra (och svårprogrammerade) Sega Hikaru arkadsystem som föregick den. NAOMI 2 var ändå mer kraftfull än den tidens hemsystem. Arkad + + + セガNAOMI2はセガが開発したアーケード基板で、セガNAOMIハードの後継機である。2000年に発売された。同様のNAOMIアーキテクチャを採用しているため(ただし大幅に強化されている)、前作との完全な後方互換性もある。 + +NAOMI 2は、デュアルCPUセットアップ、新しいT&L GPU、デュアルラスタライザーGPU、増加したメモリ、より高速な帯域幅など、NAOMIよりも大幅にパワーアップしている。これにより、NAOMIのゲームよりもはるかに多くのポリゴンを使用したゲームが、はるかに高速でレンダリングされ、新しいT&L GPUは高度なライティングとパーティクル効果を追加しました。また、NAOMI 2は、その前に発売されていた非常に高価な(そしてプログラミングが困難な)セガ光アーケードシステムよりも手頃な価格であった。それでもNAOMI 2は、当時の家庭用システムよりも高性能だった。 + アーケード + + + + + 세가 나오미 2는 세가에서 개발한 아케이드 보드이며, 세가 나오미 하드웨어의 후속작입니다. 원래는 2000년에 출시되었습니다. 유사한 NAOMI 아키텍처를 사용하지만 기능이 크게 강화되었기 때문에 이전 버전과도 완벽하게 호환됩니다. + +나오미 2는 듀얼 CPU 설정, 새로운 T&L GPU, 듀얼 래스터라이저 GPU, 메모리 증가, 더 빠른 대역폭 등 나오미보다 훨씬 더 강력해졌습니다. 따라서 나오미 게임보다 훨씬 더 많은 폴리곤이 포함된 게임을 훨씬 더 빠른 속도로 렌더링할 수 있으며, 새로운 T&L GPU는 고급 조명과 파티클 효과를 추가합니다. 또한 그 이전의 매우 비싸고 프로그래밍하기 어려웠던 세가 히카루 아케이드 시스템보다 더 저렴했습니다. 그럼에도 불구하고 NAOMI 2는 당시 가정용 시스템보다 더 강력했습니다. + 아케이드 + + + + + 世嘉 NAOMI 2 是世嘉公司开发的一款街机游戏板,是世嘉 NAOMI 硬件的后续产品。它最初于 2000 年发布。由于它使用类似的 NAOMI 架构(但经过大幅改进),因此也完全向后兼容其前身。 + +NAOMI 2 比 NAOMI 强大得多,包括双 CPU 设置、新的 T&L GPU、双光栅 GPU、更大的内存和更快的带宽。这使得游戏的多边形数量比NAOMI游戏多得多,渲染速度也快得多,而新的T&L GPU则增加了先进的光照和粒子效果。此外,NAOMI 2的价格也比之前非常昂贵(而且难以编程)的世嘉Hikaru街机系统更实惠。尽管如此,NAOMI 2 仍比当时的家用系统更加强大。 + 商场 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/naomigd.xml b/themes/linear-es-de/system/metadata/naomigd.xml index ffd621005..01cc923b1 100644 --- a/themes/linear-es-de/system/metadata/naomigd.xml +++ b/themes/linear-es-de/system/metadata/naomigd.xml @@ -1,9 +1,9 @@ - + Naomi GD-ROM The NAOMI (New Arcade Operation Machine Idea) is an arcade system released by Sega in 1998. It was designed as a successor to Sega Model 3 hardware, using a similar architecture to the Sega Dreamcast. - The NAOMI was succeeded by the Sega Hikaru and Sega NAOMI 2 boards, though having out-lasted the NAOMI 2, Hikaru and Sega Aurora. The Sega Chihiro, or possibly even the Sega Lindbergh, could also be seen as successors. +The NAOMI was succeeded by the Sega Hikaru and Sega NAOMI 2 boards, though having out-lasted the NAOMI 2, Hikaru and Sega Aurora. The Sega Chihiro, or possibly even the Sega Lindbergh, could also be seen as successors. Sega 1998 1998-01-01 @@ -15,10 +15,118 @@ A39B7C C75433 243551 + 1-1 + + + Naomi (New Arcade Operation Machine Idea) és un sistema d’arcades publicat per Sega el 1998. Va ser dissenyat com a successor del maquinari Sega Model 3, utilitzant una arquitectura similar a la Sega Dreamcast. + +El Naomi va ser succeït pels consells de Sega Hikaru i Sega Naomi 2, tot i que després d'haver-se deixat fora de Naomi 2, Hikaru i Sega Aurora. El Sega Chihiro, o possiblement fins i tot la Sega Lindbergh, també es podria veure com a successors. + Arcade + + + + + Die NAOMI (New Arcade Operation Machine Idea) ist ein Spielhallensystem, das 1998 von Sega veröffentlicht wurde. Es wurde als Nachfolger der Sega Model 3-Hardware entwickelt und verwendet eine ähnliche Architektur wie der Sega Dreamcast. + +Das NAOMI wurde von den Sega Hikaru und Sega NAOMI 2 Boards abgelöst, obwohl es das NAOMI 2, Hikaru und Sega Aurora überdauert hat. Der Sega Chihiro oder möglicherweise sogar der Sega Lindbergh könnten ebenfalls als Nachfolger angesehen werden. + Spielhalle + + + + + El NAOMI (New Arcade Operation Machine Idea) es un sistema arcade lanzado por Sega en 1998. Fue diseñado como sucesor del hardware Sega Model 3, utilizando una arquitectura similar a la Sega Dreamcast. + +La NAOMI fue sucedida por las placas Sega Hikaru y Sega NAOMI 2, aunque habiendo superado a la NAOMI 2, la Hikaru y la Sega Aurora. La Sega Chihiro, o posiblemente incluso la Sega Lindbergh, también podrían considerarse sucesoras. + Arcade + + + + + Le NAOMI (New Arcade Operation Machine Idea) est un système d'arcade commercialisé par Sega en 1998. Il a été conçu comme le successeur du matériel Sega Model 3, utilisant une architecture similaire à celle de la Sega Dreamcast. + +La NAOMI a été remplacée par les cartes Sega Hikaru et Sega NAOMI 2, qui ont cependant survécu à la NAOMI 2, à la Hikaru et à la Sega Aurora. Le Sega Chihiro, ou peut-être même le Sega Lindbergh, pourraient également être considérés comme des successeurs. + Arcade + + + + + Il NAOMI (New Arcade Operation Machine Idea) è un sistema arcade rilasciato da Sega nel 1998. È stato progettato come successore dell'hardware del Sega Model 3, utilizzando un'architettura simile a quella del Sega Dreamcast. + +Il NAOMI è stato succeduto dalle schede Sega Hikaru e Sega NAOMI 2, pur avendo superato il NAOMI 2, la Hikaru e il Sega Aurora. Anche la Sega Chihiro, o forse anche la Sega Lindbergh, potrebbero essere considerate dei successori. + Arcade + + + + + De NAOMI (New Arcade Operation Machine Idea) is een arcadesysteem dat in 1998 door Sega werd uitgebracht. Het werd ontworpen als een opvolger van de Sega Model 3 hardware, met behulp van een soortgelijke architectuur als de Sega Dreamcast. + +De NAOMI werd opgevolgd door de Sega Hikaru en Sega NAOMI 2 boards, hoewel deze de NAOMI 2, Hikaru en Sega Aurora hebben overleefd. De Sega Chihiro, of mogelijk zelfs de Sega Lindbergh, kunnen ook gezien worden als opvolgers. + Arcade + + + + + NAOMI (New Arcade Operation Machine Idea) to system zręcznościowy wydany przez firmę Sega w 1998 roku. Został zaprojektowany jako następca sprzętu Sega Model 3, wykorzystując podobną architekturę do Sega Dreamcast. + +NAOMI został zastąpiony przez płyty Sega Hikaru i Sega NAOMI 2, choć prześcignął NAOMI 2, Hikaru i Sega Aurora. Sega Chihiro, a być może nawet Sega Lindbergh, również mogą być postrzegane jako następcy. + Arcade + + + + + O NAOMI (New Arcade Operation Machine Idea) é um sistema de arcade lançado pela Sega em 1998. Ele foi projetado como sucessor do hardware do Sega Model 3, usando uma arquitetura semelhante à do Sega Dreamcast. + +O NAOMI foi sucedido pelas placas Sega Hikaru e Sega NAOMI 2, embora tenha durado mais que o NAOMI 2, o Hikaru e o Sega Aurora. A Sega Chihiro, ou possivelmente até a Sega Lindbergh, também podem ser vistas como sucessoras. + Fliperama + + + + + NAOMI (New Arcade Operation Machine Idea) este un sistem arcade lansat de Sega în 1998. A fost proiectat ca un succesor al hardware-ului Sega Model 3, folosind o arhitectură similară cu cea a Sega Dreamcast. + +NAOMI a fost succedat de plăcile Sega Hikaru și Sega NAOMI 2, deși a depășit NAOMI 2, Hikaru și Sega Aurora. Sega Chihiro, sau posibil chiar Sega Lindbergh, ar putea fi de asemenea considerate succesoare. + Arcade + + + + + NAOMI (New Arcade Operation Machine Idea) - аркадная система, выпущенная компанией Sega в 1998 году. Она была разработана как преемник Sega Model 3 и использовала архитектуру, схожую с Sega Dreamcast. + +На смену NAOMI пришли платы Sega Hikaru и Sega NAOMI 2, которые, однако, превзошли NAOMI 2, Hikaru и Sega Aurora. В качестве преемников также можно рассматривать Sega Chihiro и, возможно, даже Sega Lindbergh. + Аркада + + + NAOMI (New Arcade Operation Machine Idea) är ett arkadsystem som lanserades av Sega 1998. Det var utformat som en efterföljare till Sega Model 3-hårdvaran och hade en liknande arkitektur som Sega Dreamcast. + +NAOMI efterträddes av Sega Hikaru och Sega NAOMI 2, som dock hade överlevt NAOMI 2, Hikaru och Sega Aurora. Sega Chihiro, eller möjligen till och med Sega Lindbergh, kan också ses som efterföljare. Arkad + + + NAOMI(New Arcade Operation Machine Idea)は、1998年にセガから発売されたアーケードシステム。セガ3号機の後継機として設計され、セガ・ドリームキャストと同様のアーキテクチャを採用している。 + +NAOMIはセガ光、セガNAOMI 2基板に引き継がれたが、NAOMI 2、光、セガオーロラを凌駕した。セガちひろ、あるいはセガ・リンドバーグも後継機と言えるかもしれない。 + アーケード + + + + + NAOMI(새로운 아케이드 오퍼레이션 머신 아이디어)는 1998년 Sega에서 출시한 아케이드 시스템입니다. 세가 모델 3 하드웨어의 후속작으로 설계되었으며, 세가 드림캐스트와 유사한 아키텍처를 사용했습니다. + +나오미는 세가 히카루와 세가 나오미 2 보드에 의해 계승되었지만 나오미 2, 히카루, 세가 오로라보다 오래 지속되었습니다. 세가 치히로 또는 세가 린드버그도 후속 기종으로 볼 수 있습니다. + 아케이드 + + + + + NAOMI(New Arcade Operation Machine Idea)是世嘉于 1998 年发布的一款街机系统。它被设计为世嘉 Model 3 硬件的后续机型,采用与世嘉 Dreamcast 相似的结构。 + +NAOMI 的后继者是 Sega Hikaru 和 Sega NAOMI 2 机板,但其寿命超过了 NAOMI 2、Hikaru 和 Sega Aurora。Sega Chihiro 甚至 Sega Lindbergh 也可视为其继承者。 + 商场 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/nds.xml b/themes/linear-es-de/system/metadata/nds.xml index c216749fa..79cf0c56f 100644 --- a/themes/linear-es-de/system/metadata/nds.xml +++ b/themes/linear-es-de/system/metadata/nds.xml @@ -1,4 +1,4 @@ - + Nintendo DS The Nintendo DS or simply, DS, is a 32-bit dual-screen handheld game console developed and released by Nintendo. The device went on sale in North America on November 21, 2004. The DS, short for "Developers' System" or "Dual Screen", introduced distinctive new features to handheld gaming: two LCD screens working in tandem (the bottom one featuring a touchscreen), a built-in microphone, and support for wireless connectivity. Both screens are encompassed within a clamshell design similar to the Game Boy Advance SP. The Nintendo DS also features the ability for multiple DS consoles to directly interact with each other over Wi-Fi within a short range without the need to connect to an existing wireless network. Alternatively, they could interact online using the now-closed Nintendo Wi-Fi Connection service. @@ -13,10 +13,90 @@ 280FBE BCBCBC 212121 + 1-1 + + + La Nintendo DS o simplement, DS, és una consola de joc de mà de doble pantalla de 32 bits desenvolupada i llançada per Nintendo. El dispositiu va sortir a la venda a Amèrica del Nord el 21 de novembre de 2004. El DS, curt per a "Sistema de desenvolupadors" o "Pantalla Dual", va introduir noves funcions per a jocs de mà: dues pantalles LCD que funcionen en conjunt (la part inferior amb unTouchscreen), un micròfon integrat i suport per a la connectivitat sense fils. Les dues pantalles s’inclouen dins d’un disseny de clamshell similar al Game Boy Advance SP. La Nintendo DS també ofereix la capacitat de diverses consoles DS per interactuar directament entre elles sobre Wi-Fi dins d’un curt abast sense necessitat de connectar-se a una xarxa sense fils existent. Alternativament, podrien interactuar en línia mitjançant el servei de connexió Wi-Fi de Nintendo ara tancat. + Portable + + + + + Der Nintendo DS oder einfach DS ist eine von Nintendo entwickelte und herausgegebene 32-Bit-Handheld-Spielkonsole mit zwei Bildschirmen. Das Gerät kam in Nordamerika am 21. November 2004 in den Handel. Der DS, eine Abkürzung für "Developers' System" oder "Dual Screen", führte neue Merkmale für Handheld-Spiele ein: zwei LCD-Bildschirme, die zusammen arbeiten (der untere ist ein Touchscreen), ein eingebautes Mikrofon und Unterstützung für drahtlose Verbindungen. Beide Bildschirme sind in einem Klappgehäuse untergebracht, das dem des Game Boy Advance SP ähnelt. Der Nintendo DS bietet auch die Möglichkeit, dass mehrere DS-Konsolen über Wi-Fi innerhalb einer kurzen Reichweite direkt miteinander interagieren können, ohne dass eine Verbindung zu einem bestehenden drahtlosen Netzwerk erforderlich ist. Alternativ könnten sie auch online über den inzwischen eingestellten Dienst Nintendo Wi-Fi Connection interagieren. + Tragbar + + + + + The Nintendo DS or simply, DS, is a 32-bit dual-screen handheld game console developed and released by Nintendo. The device went on sale in North America on November 21, 2004. The DS, short for "Developers' System" or "Dual Screen", introduced distinctive new features to handheld gaming: two LCD screens working in tandem (the bottom one featuring a touchscreen), a built-in microphone, and support for wireless connectivity. Both screens are encompassed within a clamshell design similar to the Game Boy Advance SP. The Nintendo DS also features the ability for multiple DS consoles to directly interact with each other over Wi-Fi within a short range without the need to connect to an existing wireless network. Alternatively, they could interact online using the now-closed Nintendo Wi-Fi Connection service. + Portátil + + + + + La Nintendo DS, ou plus simplement DS, est une console de jeu portable 32 bits à double écran développée et commercialisée par Nintendo. L'appareil a été mis en vente en Amérique du Nord le 21 novembre 2004. La DS, abréviation de "Developers' System" ou "Dual Screen", a introduit de nouvelles caractéristiques distinctives dans les jeux portables : deux écrans LCD fonctionnant en tandem (l'écran du bas étant tactile), un microphone intégré et la prise en charge de la connectivité sans fil. Les deux écrans sont intégrés dans une coque semblable à celle de la Game Boy Advance SP. La Nintendo DS permet également à plusieurs consoles DS d'interagir directement par Wi-Fi à courte distance, sans qu'il soit nécessaire de se connecter à un réseau sans fil existant. Il est également possible d'interagir en ligne en utilisant le service Nintendo Wi-Fi Connection, aujourd'hui fermé. + Portable + + + + + Il Nintendo DS, o semplicemente DS, è una console portatile a doppio schermo a 32 bit sviluppata e pubblicata da Nintendo. Il dispositivo è stato messo in vendita in Nord America il 21 novembre 2004. Il DS, abbreviazione di "Developers' System" o "Dual Screen", ha introdotto nuove caratteristiche distintive nei giochi portatili: due schermi LCD che lavorano in tandem (quello inferiore è dotato di touchscreen), un microfono integrato e il supporto per la connettività wireless. Entrambi gli schermi sono racchiusi in un design a conchiglia simile a quello del Game Boy Advance SP. Il Nintendo DS offre inoltre la possibilità a più console DS di interagire direttamente tra loro tramite Wi-Fi a breve distanza, senza la necessità di collegarsi a una rete wireless esistente. In alternativa, possono interagire online utilizzando il servizio Nintendo Wi-Fi Connection, ora chiuso. + Portatile + + + + + De Nintendo DS of kortweg DS is een 32-bit handheld spelconsole met twee schermen, ontwikkeld en uitgebracht door Nintendo. Het apparaat ging op 21 november 2004 in de verkoop in Noord-Amerika. De DS, een afkorting van "Developers' System" of "Dual Screen", introduceerde opvallende nieuwe functies in draagbare games: twee LCD-schermen die samen werken (het onderste scherm heeft een aanraakscherm), een ingebouwde microfoon en ondersteuning voor draadloze connectiviteit. Beide schermen bevinden zich in een clamshell ontwerp, vergelijkbaar met de Game Boy Advance SP. De Nintendo DS biedt ook de mogelijkheid voor meerdere DS-consoles om direct met elkaar te communiceren via Wi-Fi binnen een kort bereik, zonder de noodzaak om verbinding te maken met een bestaand draadloos netwerk. Als alternatief konden ze ook online communiceren via de nu gesloten Nintendo Wi-Fi Connection-dienst. + Draagbaar + + + + + Nintendo DS lub po prostu DS to 32-bitowa przenośna konsola do gier z dwoma ekranami, opracowana i wydana przez Nintendo. Urządzenie trafiło do sprzedaży w Ameryce Północnej 21 listopada 2004 roku. DS, skrót od "Developers' System" lub "Dual Screen", wprowadził charakterystyczne nowe funkcje do gier przenośnych: dwa ekrany LCD pracujące w tandemie (dolny z ekranem dotykowym), wbudowany mikrofon i obsługę łączności bezprzewodowej. Oba ekrany zostały umieszczone w obudowie przypominającej Game Boy Advance SP. Nintendo DS oferuje również możliwość bezpośredniej interakcji wielu konsol DS przez Wi-Fi w niewielkim zasięgu, bez konieczności łączenia się z istniejącą siecią bezprzewodową. Alternatywnie, konsole te mogły współpracować ze sobą online, korzystając z zamkniętej już usługi Nintendo Wi-Fi Connection. + Przenośny + + + + + O Nintendo DS, ou simplesmente DS, é um console de jogos portátil com tela dupla de 32 bits desenvolvido e lançado pela Nintendo. O dispositivo foi colocado à venda na América do Norte em 21 de novembro de 2004. O DS, abreviação de "Developers' System" ou "Dual Screen", introduziu novos recursos distintos nos jogos portáteis: duas telas LCD funcionando em conjunto (a inferior com tela sensível ao toque), um microfone embutido e suporte para conectividade sem fio. Ambas as telas são englobadas em um design de concha semelhante ao do Game Boy Advance SP. O Nintendo DS também oferece a possibilidade de vários consoles DS interagirem diretamente entre si por Wi-Fi em um curto alcance, sem a necessidade de se conectar a uma rede sem fio existente. Como alternativa, eles poderiam interagir on-line usando o serviço Nintendo Wi-Fi Connection, agora fechado. + Portátil + + + + + Nintendo DS sau pur și simplu, DS, este o consolă portabilă de jocuri cu ecran dublu pe 32 de biți dezvoltată și lansată de Nintendo. Dispozitivul a fost pus în vânzare în America de Nord pe 21 noiembrie 2004. DS, prescurtarea de la "Developers' System" sau "Dual Screen", a introdus noi caracteristici distinctive pentru jocurile portabile: două ecrane LCD care funcționează în tandem (cel de jos având un ecran tactil), un microfon încorporat și suport pentru conectivitate fără fir. Ambele ecrane sunt înglobate într-un design cu clapetă similar cu Game Boy Advance SP. Nintendo DS oferă, de asemenea, posibilitatea ca mai multe console DS să interacționeze direct între ele prin Wi-Fi pe o rază scurtă, fără a fi nevoie să se conecteze la o rețea wireless existentă. Alternativ, acestea ar putea interacționa online utilizând serviciul Nintendo Wi-Fi Connection, acum închis. + Portabil + + + + + Nintendo DS или просто DS - 32-битная портативная игровая консоль с двумя экранами, разработанная и выпущенная компанией Nintendo. Устройство поступило в продажу в Северной Америке 21 ноября 2004 года. DS, сокращение от "Developers' System" или "Dual Screen", привнесла в портативные игры новые отличительные черты: два ЖК-экрана, работающих в тандеме (нижний - сенсорный), встроенный микрофон и поддержку беспроводного подключения. Оба экрана заключены в корпус, похожий на Game Boy Advance SP. Nintendo DS также поддерживает возможность прямого взаимодействия нескольких консолей DS друг с другом по Wi-Fi на небольшом расстоянии без необходимости подключения к существующей беспроводной сети. Кроме того, они могут взаимодействовать в режиме онлайн с помощью закрытого сервиса Nintendo Wi-Fi Connection. + Портативный + + + Nintendo DS, eller helt enkelt DS, är en 32-bitars handhållen spelkonsol med dubbla skärmar som utvecklats och släppts av Nintendo. Enheten började säljas i Nordamerika den 21 november 2004. DS, en förkortning för "Developers' System" eller "Dual Screen", introducerade nya funktioner för handhållna spel: två LCD-skärmar som arbetar tillsammans (den nedre har en pekskärm), en inbyggd mikrofon och stöd för trådlös anslutning. Båda skärmarna är inrymda i en clamshell-design som liknar Game Boy Advance SP. Nintendo DS har också möjlighet för flera DS-konsoler att direkt interagera med varandra via Wi-Fi inom en kort räckvidd utan att behöva ansluta till ett befintligt trådlöst nätverk. Alternativt kunde de interagera online med hjälp av den numera nedlagda tjänsten Nintendo Wi-Fi Connection. Bärbar + + + ニンテンドーDS(Nintendo DS)は、任天堂が開発・発売した32ビット2画面携帯ゲーム機である。2004年11月21日に北米で発売された。DSは "Developers' System "または "Dual Screen "の略で、携帯ゲーム機に特徴的な新機能を導入した。2つのLCDスクリーンが同時に動作し(下側のスクリーンはタッチスクリーンを搭載)、内蔵マイクを搭載し、ワイヤレス接続に対応した。両画面はゲームボーイアドバンスSPに似たクラムシェルデザインに収められている。また、ニンテンドーDSは、既存のワイヤレスネットワークに接続しなくても、近距離であればWi-Fi経由で複数のDSコンソールが相互に直接通信できる機能を備えている。あるいは、現在は終了しているニンテンドーWi-Fiコネクションサービスを利用して、オンラインでやりとりすることもできる。 + ポータブル + + + + + 닌텐도 DS 또는 간단히 DS는 닌텐도에서 개발 및 출시한 32비트 듀얼 스크린 휴대용 게임 콘솔입니다. 이 장치는 2004년 11월 21일 북미에서 판매되기 시작했습니다. "개발자 시스템" 또는 "듀얼 스크린"의 줄임말인 DS는 두 개의 LCD 화면(하단에는 터치스크린이 있음), 내장 마이크, 무선 연결 지원 등 핸드헬드 게임에 독특한 새로운 기능을 도입했습니다. 두 화면 모두 Game Boy Advance SP와 유사한 클램셸 디자인에 포함되어 있습니다. 또한 Nintendo DS는 기존 무선 네트워크에 연결할 필요 없이 근거리에서 여러 대의 DS 콘솔이 Wi-Fi를 통해 직접 상호 작용할 수 있는 기능을 갖추고 있습니다. 또는 지금은 종료된 Nintendo Wi-Fi 연결 서비스를 사용하여 온라인으로 상호 작용할 수도 있습니다. + 휴대성 + + + + + 任天堂 DS 或简称 DS,是任天堂开发并发布的 32 位双屏幕掌上游戏机。该设备于 2004 年 11 月 21 日在北美上市。DS 是 "开发者系统 "或 "双屏幕 "的简称,它为掌上游戏引入了与众不同的新功能:两个液晶屏幕同时工作(底部的屏幕是触摸屏)、内置麦克风并支持无线连接。两个屏幕都采用类似 Game Boy Advance SP 的蛤壳式设计。任天堂 DS 还能让多台 DS 游戏机在短距离内通过 Wi-Fi 直接互动,而无需连接到现有的无线网络。另外,它们还可以使用现已关闭的任天堂 Wi-Fi 连接服务进行在线互动。 + 便携式 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/neogeo.xml b/themes/linear-es-de/system/metadata/neogeo.xml index 5f75e868b..dd32b9b8b 100644 --- a/themes/linear-es-de/system/metadata/neogeo.xml +++ b/themes/linear-es-de/system/metadata/neogeo.xml @@ -1,4 +1,4 @@ - + Neo Geo The Advanced Entertainment System (AES), originally known just as the Neo Geo, is the first video game console in the family. The hardware features comparatively colorful 2D graphics. The hardware was in part designed by Alpha Denshi (later ADK). Initially, the home system was only available for rent to commercial establishments, such as hotel chains, bars and restaurants, and other venues. When customer response indicated that some gamers were willing to buy a US$650 console, SNK expanded sales and marketing into the home console market. The Neo Geo console was officially launched on 31 January 1990 in Osaka, Japan. The AES is identical to its arcade counterpart, the MVS, so arcade games released for the home market are nearly identical conversions. @@ -13,10 +13,90 @@ 494949 2D2D2D E8E2E9 + 4-3 + + + El sistema d’entreteniment avançat (AES), originalment conegut com el Neo Geo, és la primera consola de videojocs de la família. El maquinari presenta gràfics 2D relativament vistosos. El maquinari va ser en part dissenyat per Alpha Denshi (més tard ADK). Inicialment, el sistema domèstic només estava disponible per a lloguer a establiments comercials, com ara cadenes hoteleres, bars i restaurants i altres llocs. Quan la resposta del client va indicar que alguns jugadors estaven disposats a comprar una consola de 650 dòlars americans, SNK va ampliar les vendes i el màrqueting al mercat de la consola domèstica. La consola Neo Geo es va llançar oficialment el 31 de gener de 1990 a Osaka, Japó. Els AES són idèntics al seu homòleg Arcade, els MVS, de manera que Arcade Games llançats per al mercat natal són conversions gairebé idèntiques. + Console + + + + + Das Advanced Entertainment System (AES), ursprünglich nur als Neo Geo bekannt, ist die erste Videospielkonsole der Familie. Die Hardware zeichnet sich durch vergleichsweise bunte 2D-Grafiken aus. Die Hardware wurde zum Teil von Alpha Denshi (später ADK) entwickelt. Ursprünglich wurde das Heimsystem nur an kommerzielle Einrichtungen wie Hotelketten, Bars und Restaurants und andere Veranstaltungsorte vermietet. Als die Reaktionen der Kunden zeigten, dass einige Spieler bereit waren, eine Konsole für 650 US-Dollar zu kaufen, weitete SNK den Verkauf und das Marketing auf den Heimkonsolenmarkt aus. Die Neo Geo-Konsole wurde am 31. Januar 1990 in Osaka, Japan, offiziell vorgestellt. Das AES ist identisch mit seinem Arcade-Gegenstück, dem MVS, so dass Arcade-Spiele, die für den Heimmarkt veröffentlicht wurden, nahezu identische Umsetzungen sind. + Konsole + + + + + La Advanced Entertainment System (AES), originalmente conocida sólo como Neo Geo, es la primera videoconsola de la familia. El hardware presenta gráficos 2D comparativamente coloridos. El hardware fue diseñado en parte por Alpha Denshi (más tarde ADK). Inicialmente, el sistema doméstico sólo se podía alquilar a establecimientos comerciales, como cadenas hoteleras, bares y restaurantes, y otros locales. Cuando la respuesta de los clientes indicó que algunos jugadores estaban dispuestos a comprar una consola de 650 dólares, SNK amplió las ventas y el marketing al mercado de las consolas domésticas. La consola Neo Geo se lanzó oficialmente el 31 de enero de 1990 en Osaka, Japón. La AES es idéntica a su homóloga de arcade, la MVS, por lo que los juegos de arcade lanzados para el mercado doméstico son conversiones casi idénticas. + Consola + + + + + L'Advanced Entertainment System (AES), connu à l'origine sous le nom de Neo Geo, est la première console de jeux vidéo de la famille. Le matériel présente des graphismes 2D relativement colorés. Le matériel a été en partie conçu par Alpha Denshi (plus tard ADK). Au départ, le système domestique n'était disponible qu'en location pour les établissements commerciaux, tels que les chaînes d'hôtels, les bars et les restaurants, et d'autres lieux. Lorsque les réactions des clients ont indiqué que certains joueurs étaient prêts à acheter une console à 650 dollars, SNK a étendu ses ventes et son marketing au marché des consoles de salon. La console Neo Geo a été officiellement lancée le 31 janvier 1990 à Osaka, au Japon. L'AES est identique à son homologue d'arcade, le MVS, de sorte que les jeux d'arcade commercialisés pour le marché domestique sont des conversions presque identiques. + Console + + + + + L'Advanced Entertainment System (AES), originariamente noto solo come Neo Geo, è la prima console per videogiochi della famiglia. L'hardware presenta una grafica 2D relativamente colorata. L'hardware è stato in parte progettato da Alpha Denshi (in seguito ADK). Inizialmente, il sistema domestico era disponibile solo per il noleggio in strutture commerciali, come catene alberghiere, bar e ristoranti e altri locali. Quando la risposta dei clienti indicò che alcuni giocatori erano disposti ad acquistare una console da 650 dollari, SNK ampliò le vendite e il marketing nel mercato delle console domestiche. La console Neo Geo fu lanciata ufficialmente il 31 gennaio 1990 a Osaka, in Giappone. L'AES è identico alla sua controparte arcade, l'MVS, quindi i giochi arcade rilasciati per il mercato domestico sono conversioni quasi identiche. + Console + + + + + Het Advanced Entertainment System (AES), oorspronkelijk bekend als de Neo Geo, is de eerste videospelconsole in de familie. De hardware heeft relatief kleurrijke 2D graphics. De hardware werd gedeeltelijk ontworpen door Alpha Denshi (later ADK). Aanvankelijk was het thuissysteem alleen te huur voor commerciële bedrijven, zoals hotelketens, bars en restaurants en andere gelegenheden. Toen uit de reacties van klanten bleek dat sommige gamers bereid waren een console van US$650 te kopen, breidde SNK de verkoop en marketing uit naar de markt voor thuissystemen. De Neo Geo console werd officieel gelanceerd op 31 januari 1990 in Osaka, Japan. De AES is identiek aan zijn tegenhanger in de arcadehal, de MVS, dus arcadespellen voor de thuismarkt zijn bijna identieke conversies. + Console + + + + + Advanced Entertainment System (AES), pierwotnie znany jako Neo Geo, to pierwsza konsola do gier wideo w rodzinie. Sprzęt charakteryzuje się stosunkowo kolorową grafiką 2D. Sprzęt został częściowo zaprojektowany przez Alpha Denshi (później ADK). Początkowo system domowy był dostępny tylko do wypożyczenia w placówkach komercyjnych, takich jak sieci hoteli, bary i restauracje oraz inne miejsca. Kiedy reakcja klientów wskazała, że niektórzy gracze są skłonni kupić konsolę za 650 USD, SNK rozszerzyło sprzedaż i marketing na rynek konsol domowych. Konsola Neo Geo została oficjalnie zaprezentowana 31 stycznia 1990 roku w Osace, w Japonii. Konsola AES jest identyczna z jej zręcznościowym odpowiednikiem, MVS, więc gry zręcznościowe wydane na rynek domowy są niemal identycznymi konwersjami. + Konsola + + + + + O Advanced Entertainment System (AES), originalmente conhecido apenas como Neo Geo, é o primeiro console de videogame da família. O hardware apresenta gráficos 2D comparativamente coloridos. O hardware foi projetado em parte pela Alpha Denshi (mais tarde ADK). Inicialmente, o sistema doméstico estava disponível apenas para aluguel em estabelecimentos comerciais, como redes de hotéis, bares e restaurantes e outros locais. Quando a resposta dos clientes indicou que alguns jogadores estavam dispostos a comprar um console de US$ 650, a SNK expandiu as vendas e o marketing para o mercado de consoles domésticos. O console Neo Geo foi lançado oficialmente em 31 de janeiro de 1990 em Osaka, Japão. O AES é idêntico ao seu equivalente de arcade, o MVS, portanto, os jogos de arcade lançados para o mercado doméstico são conversões quase idênticas. + Console + + + + + Advanced Entertainment System (AES), cunoscut inițial doar ca Neo Geo, este prima consolă de jocuri video din familie. Hardware-ul dispune de grafică 2D comparativ colorată. Hardware-ul a fost în parte proiectat de Alpha Denshi (ulterior ADK). Inițial, sistemul de acasă a fost disponibil numai pentru închiriere la unități comerciale, cum ar fi lanțuri hoteliere, baruri și restaurante și alte locuri. Când răspunsul clienților a indicat că unii jucători erau dispuși să cumpere o consolă de 650 USD, SNK a extins vânzările și marketingul pe piața consolelor de acasă. Consola Neo Geo a fost lansată oficial pe 31 ianuarie 1990 în Osaka, Japonia. AES este identic cu omologul său de arcade, MVS, astfel încât jocurile arcade lansate pentru piața de acasă sunt conversii aproape identice. + Consolă + + + + + Advanced Entertainment System (AES), изначально известная как Neo Geo, - первая игровая консоль в семействе. Аппараты отличаются сравнительно красочной 2D-графикой. Аппаратура была частично разработана компанией Alpha Denshi (позже ADK). Изначально домашняя система была доступна только для аренды в коммерческих заведениях, таких как сети отелей, бары и рестораны, а также другие заведения. Когда реакция покупателей показала, что некоторые геймеры готовы купить консоль за 650 долларов США, SNK расширила продажи и маркетинг на рынке домашних консолей. Консоль Neo Geo была официально представлена 31 января 1990 года в Осаке, Япония. Консоль AES идентична своему аркадному аналогу MVS, поэтому аркадные игры, выпущенные для домашнего рынка, являются практически идентичными конверсиями. + Консоль + + + Advanced Entertainment System (AES), ursprungligen bara känd som Neo Geo, är den första videospelskonsolen i familjen. Hårdvaran har jämförelsevis färgglad 2D-grafik. Hårdvaran designades delvis av Alpha Denshi (senare ADK). Till en början fanns hemsystemet endast tillgängligt för uthyrning till kommersiella inrättningar, såsom hotellkedjor, barer och restauranger och andra platser. När kundresponsen visade att vissa spelare var villiga att köpa en konsol för 650 USD, utökade SNK försäljning och marknadsföring till hemkonsolmarknaden. Neo Geo-konsolen lanserades officiellt den 31 januari 1990 i Osaka, Japan. AES är identisk med dess motsvarighet för arkadspel, MVS, så de arkadspel som släpps för hemmamarknaden är nästan identiska konverteringar. Konsol + + + アドバンスド・エンターテインメント・システム(AES)は、当初ネオジオの名で知られていた最初のビデオゲーム機である。比較的カラフルな2Dグラフィックが特徴。ハードウェアの設計の一部はアルファ電子(後のADK)が担当した。当初、家庭用システムはホテルチェーンやバー、レストランなどの商業施設にのみレンタルされていた。顧客の反応から、650米ドルのゲーム機を購入したいというゲーマーがいることがわかると、SNKは家庭用ゲーム機市場に販売とマーケティングを拡大した。ネオジオ・コンソールは1990年1月31日に大阪で正式に発売された。AESは、そのアーケード版であるMVSと同一であるため、家庭市場向けに発売されたアーケードゲームは、ほぼ同一のコンバージョンである。 + コンソール + + + + + 원래 네오 지오로만 알려진 고급 엔터테인먼트 시스템(AES)은 이 제품군 최초의 비디오 게임 콘솔입니다. 하드웨어는 비교적 화려한 2D 그래픽이 특징입니다. 이 하드웨어는 부분적으로 알파 덴시(이후 ADK)가 설계했습니다. 처음에 가정용 시스템은 호텔 체인, 바, 레스토랑 등 상업 시설에만 대여할 수 있었습니다. 일부 게이머가 650달러짜리 콘솔을 구매할 의향이 있다는 고객 반응이 나타나자 SNK는 가정용 콘솔 시장으로 영업 및 마케팅을 확대했습니다. 네오 지오 콘솔은 1990년 1월 31일 일본 오사카에서 공식 출시되었습니다. 네오 지오 콘솔은 아케이드 게임기인 MVS와 동일하기 때문에 가정용 시장용으로 출시된 아케이드 게임은 거의 동일하게 변환되었습니다. + 콘솔 + + + + + 高级娱乐系统(AES)最初仅称为 Neo Geo,是该家族的第一款视频游戏机。该硬件采用色彩相对丰富的 2D 图形。硬件部分由 Alpha Denshi(后来的 ADK)设计。起初,家用系统只向连锁酒店、酒吧和餐馆等商业机构出租。当客户反应表明一些玩家愿意购买 650 美元的游戏机时,SNK 将销售和营销范围扩大到家用游戏机市场。Neo Geo 游戏机于 1990 年 1 月 31 日在日本大阪正式发布。AES 与街机游戏机 MVS 完全相同,因此面向家用市场推出的街机游戏几乎都是相同的转换版本。 + 控制台 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/neogeocd.xml b/themes/linear-es-de/system/metadata/neogeocd.xml index 45fc9b7de..3451c34c8 100644 --- a/themes/linear-es-de/system/metadata/neogeocd.xml +++ b/themes/linear-es-de/system/metadata/neogeocd.xml @@ -1,4 +1,4 @@ - + Neo Geo CD The Neo Geo CD (Japanese: ネオジオCD, Hepburn: Neo Jio Shī Dī) is the second home video game console of SNK Corporation's Neo Geo family, released in September 9, 1994, four years after its cartridge-based equivalent. This is the same platform, converted to the cheaper CD format retailing at $49 to $79 per title, compared to the $300 cartridges. The system was originally priced at US$399, or £399 in the UK. The unit's 1× CD-ROM drive is slow, with very long loading times. The system can also play Audio CDs. All three versions of the system have no region-lock. The Neo Geo CD was launched bundled with a control pad instead of a joystick like the AES version. However, the original AES joystick can be used with all three Neo Geo CD models. @@ -13,10 +13,90 @@ FFD400 0088CD 24241E + 1-1 + + + El Neo Geo CD (japonès: ネオジオ CD, Hepburn: Neo Jio Shī Dī) és la segona consola de videojocs a casa de la família Neo Geo de SNK Corporation, publicada el 9 de setembre de 1994, quatre anys després del seu equivalent basat en cartutxos. Aquesta és la mateixa plataforma, convertida en el format CD més barat al detall de 49 a 79 dòlars per títol, en comparació amb els cartutxos de 300 dòlars. El sistema tenia un preu inicial de 399 dòlars americans o 399 £ al Regne Unit. La unitat 1 × CD-ROM de la unitat és lenta, amb temps de càrrega molt llargs. El sistema també pot reproduir CD d’àudio. Les tres versions del sistema no tenen bloqueig de regió. El Neo Geo CD es va llançar agrupat amb un coixinet de control en lloc d’un joystick com la versió AES. Tot i això, el joystick original es pot utilitzar amb els tres models Neo Geo CD. + Console + + + + + Die Neo Geo CD (japanisch: ネオジオCD, Hepburn: Neo Jio Shī Dī) ist die zweite Heimvideospielkonsole der Neo Geo-Familie der SNK Corporation, die am 9. September 1994, vier Jahre nach ihrem kassettenbasierten Pendant, veröffentlicht wurde. Es handelt sich um dieselbe Plattform, die auf das billigere CD-Format umgestellt wurde, das im Vergleich zu den 300 $ teuren Cartridges 49 bis 79 $ pro Titel kostet. Der ursprüngliche Preis für das System lag bei 399 US-Dollar bzw. 399 Pfund in Großbritannien. Das 1× CD-ROM-Laufwerk des Geräts ist langsam und hat sehr lange Ladezeiten. Das System kann auch Audio-CDs abspielen. Alle drei Versionen des Systems haben keinen Region-Lock. Das Neo Geo CD wurde mit einem Steuerkreuz anstelle eines Joysticks wie bei der AES-Version ausgeliefert. Der ursprüngliche AES-Joystick kann jedoch mit allen drei Neo Geo CD-Modellen verwendet werden. + Konsole + + + + + La Neo Geo CD (japonés: ネオジオCD, Hepburn: Neo Jio Shī Dī) es la segunda videoconsola doméstica de la familia Neo Geo de SNK Corporation, lanzada el 9 de septiembre de 1994, cuatro años después de su equivalente basada en cartuchos. Se trata de la misma plataforma, convertida al formato más barato de CD que se vende al por menor entre 49 y 79 dólares por título, en comparación con los cartuchos de 300 dólares. El precio original del sistema era de 399 dólares, o 399 libras en el Reino Unido. La unidad de CD-ROM 1× de la unidad es lenta, con tiempos de carga muy largos. El sistema también puede reproducir CD de audio. Las tres versiones del sistema no tienen bloqueo regional. La Neo Geo CD se lanzó con un mando de control en lugar de un joystick como la versión AES. Sin embargo, el joystick original de AES puede utilizarse con los tres modelos de Neo Geo CD. + Consola + + + + + La Neo Geo CD (japonais : ネオジオCD, Hepburn : Neo Jio Shī Dī) est la deuxième console de jeux vidéo de salon de la famille Neo Geo de SNK Corporation, sortie le 9 septembre 1994, quatre ans après son équivalent à cartouches. Il s'agit de la même plate-forme, convertie au format CD, moins cher, dont le prix de vente est compris entre 49 et 79 dollars par titre, contre 300 dollars pour les cartouches. Le prix initial du système était de 399 dollars, ou 399 livres sterling au Royaume-Uni. Le lecteur de CD-ROM 1× de l'unité est lent, avec des temps de chargement très longs. Le système peut également lire des CD audio. Les trois versions du système n'ont pas de verrouillage régional. Le Neo Geo CD a été lancé avec un pavé de commande au lieu d'un joystick comme la version AES. Cependant, le joystick original de l'AES peut être utilisé avec les trois modèles de Neo Geo CD. + Console + + + + + Il Neo Geo CD (giapponese: ネオジオCD, Hepburn: Neo Jio Shī Dī) è la seconda console per videogiochi domestici della famiglia Neo Geo di SNK Corporation, uscita il 9 settembre 1994, quattro anni dopo l'equivalente a cartucce. Si tratta della stessa piattaforma, convertita nel più economico formato CD che viene venduto a 49-79 dollari per titolo, rispetto alle cartucce da 300 dollari. Il prezzo iniziale del sistema era di 399 dollari, o 399 sterline nel Regno Unito. Il lettore CD-ROM 1× dell'unità è lento, con tempi di caricamento molto lunghi. Il sistema può anche riprodurre CD audio. Tutte e tre le versioni del sistema non sono dotate di region-lock. Il Neo Geo CD è stato lanciato con un pad di controllo invece di un joystick come la versione AES. Tuttavia, il joystick originale AES può essere utilizzato con tutti e tre i modelli di Neo Geo CD. + Console + + + + + De Neo Geo CD (Japans: ネオジオCD, Hepburn: Neo Jio Shī Dī) is de tweede home video game console van SNK Corporation's Neo Geo familie, uitgebracht in 9 september 1994, vier jaar na zijn cartridge-gebaseerde equivalent. Dit is hetzelfde platform, omgebouwd naar het goedkopere CD formaat dat verkocht wordt voor $49 tot $79 per titel, vergeleken met de $300 cartridges. De oorspronkelijke prijs van het systeem was US$ 399, of £ 399 in de UK. De 1× CD-ROM drive van het apparaat is traag, met zeer lange laadtijden. Het systeem kan ook Audio CD's afspelen. Alle drie de versies van het systeem hebben geen regioslot. De Neo Geo CD werd op de markt gebracht met een bedieningspaneel in plaats van een joystick zoals bij de AES-versie. De originele AES-joystick kan echter met alle drie Neo Geo CD-modellen worden gebruikt. + Console + + + + + Neo Geo CD (jap. ネオジオCD, Hepburn: Neo Jio Shī Dī) to druga domowa konsola do gier wideo z rodziny Neo Geo firmy SNK Corporation, wydana 9 września 1994 roku, cztery lata po jej odpowiedniku opartym na kartridżach. Jest to ta sama platforma, przekonwertowana do tańszego formatu CD w cenie od 49 do 79 USD za tytuł, w porównaniu do kartridży o wartości 300 USD. System został pierwotnie wyceniony na 399 USD lub 399 GBP w Wielkiej Brytanii. Napęd CD-ROM 1× urządzenia jest powolny, z bardzo długim czasem ładowania. System może również odtwarzać płyty Audio CD. Wszystkie trzy wersje systemu nie mają blokady regionalnej. Neo Geo CD został wprowadzony w zestawie z padem sterującym zamiast joysticka, jak wersja AES. Jednak oryginalny joystick AES może być używany ze wszystkimi trzema modelami Neo Geo CD. + Konsola + + + + + O Neo Geo CD (japonês: ネオジオCD, Hepburn: Neo Jio Shī Dī) é o segundo console de videogame doméstico da família Neo Geo da SNK Corporation, lançado em 9 de setembro de 1994, quatro anos após seu equivalente baseado em cartucho. Essa é a mesma plataforma, convertida para o formato de CD mais barato, vendido no varejo por US$ 49 a US$ 79 por título, em comparação com os cartuchos de US$ 300. O preço original do sistema era de US$ 399, ou £ 399 no Reino Unido. A unidade de CD-ROM 1× da unidade é lenta, com tempos de carregamento muito longos. O sistema também pode reproduzir CDs de áudio. Todas as três versões do sistema não têm bloqueio de região. O Neo Geo CD foi lançado com um painel de controle em vez de um joystick, como na versão AES. No entanto, o joystick original do AES pode ser usado com todos os três modelos do Neo Geo CD. + Console + + + + + Neo Geo CD (japoneză: ネオジオCD, Hepburn: Neo Jio Shī Dī) este a doua consolă de jocuri video pentru acasă din familia Neo Geo a SNK Corporation, lansată în 9 septembrie 1994, la patru ani după echivalentul său bazat pe cartușe. Aceasta este aceeași platformă, convertită la formatul CD mai ieftin, cu prețuri de vânzare cu amănuntul de la 49 $ la 79 $ pe titlu, în comparație cu cartușele de 300 $. Prețul inițial al sistemului a fost de 399 USD, sau 399 £ în Regatul Unit. Unitatea 1× CD-ROM a unității este lentă, cu timpi de încărcare foarte lungi. Sistemul poate reda și CD-uri audio. Toate cele trei versiuni ale sistemului nu au blocare regională. Neo Geo CD a fost lansat la pachet cu un pad de control în loc de un joystick ca versiunea AES. Cu toate acestea, joystick-ul AES original poate fi utilizat cu toate cele trei modele Neo Geo CD. + Consolă + + + + + Neo Geo CD (японский: ネオジオCD, хепберн: Neo Jio Shī Dī) - вторая домашняя игровая консоль семейства Neo Geo от SNK Corporation, выпущенная 9 сентября 1994 года, через четыре года после своего картриджного аналога. Это та же платформа, но переведенная в более дешевый формат CD, который продается в розницу по цене от $49 до $79 за игру, по сравнению с картриджами за $300. Первоначальная цена системы составляла 399 долларов США, или 399 фунтов стерлингов в Великобритании. Привод 1× CD-ROM работает медленно и очень долго загружается. Система также может воспроизводить Audio CD. Все три версии системы не имеют региональной блокировки. В комплект поставки Neo Geo CD входила панель управления, а не джойстик, как в версии AES. Однако оригинальный джойстик AES можно использовать со всеми тремя моделями Neo Geo CD. + Консоль + + + Neo Geo CD (japanska: ネオジオCD, Hepburn: Neo Jio Shī Dī) är den andra videospelskonsolen för hemmabruk i SNK Corporations Neo Geo-familj och släpptes den 9 september 1994, fyra år efter dess kassettbaserade motsvarighet. Detta är samma plattform, konverterad till det billigare CD-formatet som säljs för 49-79 dollar per titel, jämfört med kassetterna som kostade 300 dollar. Systemet kostade ursprungligen 399 US-dollar, eller 399 pund i Storbritannien. Enhetens 1× CD-ROM-enhet är långsam med mycket långa laddningstider. Systemet kan även spela Audio-CD-skivor. Alla tre versionerna av systemet har inget regionlås. Neo Geo CD lanserades med en styrplatta istället för en joystick som i AES-versionen. Den ursprungliga AES-joysticken kan dock användas med alla tre Neo Geo CD-modellerna. Konsol + + + ネオジオCD(日本語: ネオジオCD、ヘボン: Neo Jio Shī Dī)は、株式会社SNKのネオジオファミリーの2番目の家庭用ゲーム機で、カートリッジ式の同等機種から4年後の1994年9月9日に発売された。これは同じプラットフォームで、300ドルのカートリッジに比べ、1タイトルあたり49ドルから79ドルの安価なCDフォーマットに変換されたものである。システムの価格は当初399米ドル、英国では399ポンドだった。本機の1×CD-ROMドライブは遅く、ローディング時間が非常に長い。システムはオーディオCDも再生できる。システムの3つのバージョンすべてにリージョンロックはない。ネオジオCDには、AES版のようなジョイスティックではなく、コントロールパッドが同梱されて発売された。しかし、オリジナルのAESジョイスティックは、ネオジオCDの3モデルすべてで使用できる。 + コンソール + + + + + 네오지오 CD(일본어: ネオジオCD, 헵번: 네오 지오시디)는 카트리지 기반 제품보다 4년 뒤인 1994년 9월 9일에 출시된 SNK Corporation의 네오지오 제품군의 두 번째 가정용 비디오 게임 콘솔입니다. 동일한 플랫폼으로, 300달러짜리 카트리지에 비해 타이틀당 49~79달러의 저렴한 CD 포맷으로 변환되었습니다. 이 시스템의 원래 가격은 미화 399달러, 영국에서는 399파운드였습니다. 이 장치의 1× CD-ROM 드라이브는 로딩 시간이 매우 길고 속도가 느립니다. 이 시스템은 오디오 CD도 재생할 수 있습니다. 세 가지 버전의 시스템 모두 지역 잠금 기능이 없습니다. 네오 지오 CD는 AES 버전과 같은 조이스틱 대신 컨트롤 패드와 함께 출시되었습니다. 그러나 원래의 AES 조이스틱은 세 가지 Neo Geo CD 모델 모두에서 사용할 수 있습니다. + 콘솔 + + + + + Neo Geo CD(日语:ネオジオCD,合本:Neo Jio Shī Dī)是 SNK 公司的 Neo Geo 系列的第二款家用视频游戏机,于 1994 年 9 月 9 日发布,比同类卡带游戏机晚了四年。这是相同的平台,与 300 美元的卡带相比,转换为更便宜的 CD 格式,每款游戏的零售价为 49 至 79 美元。该系统的原价为 399 美元,或英国的 399 英镑。该设备的 1× CD-ROM 驱动器速度很慢,加载时间很长。该系统还可以播放音频 CD。所有三个版本的系统都没有区域锁定。Neo Geo CD 推出时捆绑的是控制板,而不是像 AES 版本那样的操纵杆。不过,原始的 AES 操纵杆可用于所有三种型号的 Neo Geo CD。 + 控制台 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/neogeocdjp.xml b/themes/linear-es-de/system/metadata/neogeocdjp.xml index 45fc9b7de..3451c34c8 100644 --- a/themes/linear-es-de/system/metadata/neogeocdjp.xml +++ b/themes/linear-es-de/system/metadata/neogeocdjp.xml @@ -1,4 +1,4 @@ - + Neo Geo CD The Neo Geo CD (Japanese: ネオジオCD, Hepburn: Neo Jio Shī Dī) is the second home video game console of SNK Corporation's Neo Geo family, released in September 9, 1994, four years after its cartridge-based equivalent. This is the same platform, converted to the cheaper CD format retailing at $49 to $79 per title, compared to the $300 cartridges. The system was originally priced at US$399, or £399 in the UK. The unit's 1× CD-ROM drive is slow, with very long loading times. The system can also play Audio CDs. All three versions of the system have no region-lock. The Neo Geo CD was launched bundled with a control pad instead of a joystick like the AES version. However, the original AES joystick can be used with all three Neo Geo CD models. @@ -13,10 +13,90 @@ FFD400 0088CD 24241E + 1-1 + + + El Neo Geo CD (japonès: ネオジオ CD, Hepburn: Neo Jio Shī Dī) és la segona consola de videojocs a casa de la família Neo Geo de SNK Corporation, publicada el 9 de setembre de 1994, quatre anys després del seu equivalent basat en cartutxos. Aquesta és la mateixa plataforma, convertida en el format CD més barat al detall de 49 a 79 dòlars per títol, en comparació amb els cartutxos de 300 dòlars. El sistema tenia un preu inicial de 399 dòlars americans o 399 £ al Regne Unit. La unitat 1 × CD-ROM de la unitat és lenta, amb temps de càrrega molt llargs. El sistema també pot reproduir CD d’àudio. Les tres versions del sistema no tenen bloqueig de regió. El Neo Geo CD es va llançar agrupat amb un coixinet de control en lloc d’un joystick com la versió AES. Tot i això, el joystick original es pot utilitzar amb els tres models Neo Geo CD. + Console + + + + + Die Neo Geo CD (japanisch: ネオジオCD, Hepburn: Neo Jio Shī Dī) ist die zweite Heimvideospielkonsole der Neo Geo-Familie der SNK Corporation, die am 9. September 1994, vier Jahre nach ihrem kassettenbasierten Pendant, veröffentlicht wurde. Es handelt sich um dieselbe Plattform, die auf das billigere CD-Format umgestellt wurde, das im Vergleich zu den 300 $ teuren Cartridges 49 bis 79 $ pro Titel kostet. Der ursprüngliche Preis für das System lag bei 399 US-Dollar bzw. 399 Pfund in Großbritannien. Das 1× CD-ROM-Laufwerk des Geräts ist langsam und hat sehr lange Ladezeiten. Das System kann auch Audio-CDs abspielen. Alle drei Versionen des Systems haben keinen Region-Lock. Das Neo Geo CD wurde mit einem Steuerkreuz anstelle eines Joysticks wie bei der AES-Version ausgeliefert. Der ursprüngliche AES-Joystick kann jedoch mit allen drei Neo Geo CD-Modellen verwendet werden. + Konsole + + + + + La Neo Geo CD (japonés: ネオジオCD, Hepburn: Neo Jio Shī Dī) es la segunda videoconsola doméstica de la familia Neo Geo de SNK Corporation, lanzada el 9 de septiembre de 1994, cuatro años después de su equivalente basada en cartuchos. Se trata de la misma plataforma, convertida al formato más barato de CD que se vende al por menor entre 49 y 79 dólares por título, en comparación con los cartuchos de 300 dólares. El precio original del sistema era de 399 dólares, o 399 libras en el Reino Unido. La unidad de CD-ROM 1× de la unidad es lenta, con tiempos de carga muy largos. El sistema también puede reproducir CD de audio. Las tres versiones del sistema no tienen bloqueo regional. La Neo Geo CD se lanzó con un mando de control en lugar de un joystick como la versión AES. Sin embargo, el joystick original de AES puede utilizarse con los tres modelos de Neo Geo CD. + Consola + + + + + La Neo Geo CD (japonais : ネオジオCD, Hepburn : Neo Jio Shī Dī) est la deuxième console de jeux vidéo de salon de la famille Neo Geo de SNK Corporation, sortie le 9 septembre 1994, quatre ans après son équivalent à cartouches. Il s'agit de la même plate-forme, convertie au format CD, moins cher, dont le prix de vente est compris entre 49 et 79 dollars par titre, contre 300 dollars pour les cartouches. Le prix initial du système était de 399 dollars, ou 399 livres sterling au Royaume-Uni. Le lecteur de CD-ROM 1× de l'unité est lent, avec des temps de chargement très longs. Le système peut également lire des CD audio. Les trois versions du système n'ont pas de verrouillage régional. Le Neo Geo CD a été lancé avec un pavé de commande au lieu d'un joystick comme la version AES. Cependant, le joystick original de l'AES peut être utilisé avec les trois modèles de Neo Geo CD. + Console + + + + + Il Neo Geo CD (giapponese: ネオジオCD, Hepburn: Neo Jio Shī Dī) è la seconda console per videogiochi domestici della famiglia Neo Geo di SNK Corporation, uscita il 9 settembre 1994, quattro anni dopo l'equivalente a cartucce. Si tratta della stessa piattaforma, convertita nel più economico formato CD che viene venduto a 49-79 dollari per titolo, rispetto alle cartucce da 300 dollari. Il prezzo iniziale del sistema era di 399 dollari, o 399 sterline nel Regno Unito. Il lettore CD-ROM 1× dell'unità è lento, con tempi di caricamento molto lunghi. Il sistema può anche riprodurre CD audio. Tutte e tre le versioni del sistema non sono dotate di region-lock. Il Neo Geo CD è stato lanciato con un pad di controllo invece di un joystick come la versione AES. Tuttavia, il joystick originale AES può essere utilizzato con tutti e tre i modelli di Neo Geo CD. + Console + + + + + De Neo Geo CD (Japans: ネオジオCD, Hepburn: Neo Jio Shī Dī) is de tweede home video game console van SNK Corporation's Neo Geo familie, uitgebracht in 9 september 1994, vier jaar na zijn cartridge-gebaseerde equivalent. Dit is hetzelfde platform, omgebouwd naar het goedkopere CD formaat dat verkocht wordt voor $49 tot $79 per titel, vergeleken met de $300 cartridges. De oorspronkelijke prijs van het systeem was US$ 399, of £ 399 in de UK. De 1× CD-ROM drive van het apparaat is traag, met zeer lange laadtijden. Het systeem kan ook Audio CD's afspelen. Alle drie de versies van het systeem hebben geen regioslot. De Neo Geo CD werd op de markt gebracht met een bedieningspaneel in plaats van een joystick zoals bij de AES-versie. De originele AES-joystick kan echter met alle drie Neo Geo CD-modellen worden gebruikt. + Console + + + + + Neo Geo CD (jap. ネオジオCD, Hepburn: Neo Jio Shī Dī) to druga domowa konsola do gier wideo z rodziny Neo Geo firmy SNK Corporation, wydana 9 września 1994 roku, cztery lata po jej odpowiedniku opartym na kartridżach. Jest to ta sama platforma, przekonwertowana do tańszego formatu CD w cenie od 49 do 79 USD za tytuł, w porównaniu do kartridży o wartości 300 USD. System został pierwotnie wyceniony na 399 USD lub 399 GBP w Wielkiej Brytanii. Napęd CD-ROM 1× urządzenia jest powolny, z bardzo długim czasem ładowania. System może również odtwarzać płyty Audio CD. Wszystkie trzy wersje systemu nie mają blokady regionalnej. Neo Geo CD został wprowadzony w zestawie z padem sterującym zamiast joysticka, jak wersja AES. Jednak oryginalny joystick AES może być używany ze wszystkimi trzema modelami Neo Geo CD. + Konsola + + + + + O Neo Geo CD (japonês: ネオジオCD, Hepburn: Neo Jio Shī Dī) é o segundo console de videogame doméstico da família Neo Geo da SNK Corporation, lançado em 9 de setembro de 1994, quatro anos após seu equivalente baseado em cartucho. Essa é a mesma plataforma, convertida para o formato de CD mais barato, vendido no varejo por US$ 49 a US$ 79 por título, em comparação com os cartuchos de US$ 300. O preço original do sistema era de US$ 399, ou £ 399 no Reino Unido. A unidade de CD-ROM 1× da unidade é lenta, com tempos de carregamento muito longos. O sistema também pode reproduzir CDs de áudio. Todas as três versões do sistema não têm bloqueio de região. O Neo Geo CD foi lançado com um painel de controle em vez de um joystick, como na versão AES. No entanto, o joystick original do AES pode ser usado com todos os três modelos do Neo Geo CD. + Console + + + + + Neo Geo CD (japoneză: ネオジオCD, Hepburn: Neo Jio Shī Dī) este a doua consolă de jocuri video pentru acasă din familia Neo Geo a SNK Corporation, lansată în 9 septembrie 1994, la patru ani după echivalentul său bazat pe cartușe. Aceasta este aceeași platformă, convertită la formatul CD mai ieftin, cu prețuri de vânzare cu amănuntul de la 49 $ la 79 $ pe titlu, în comparație cu cartușele de 300 $. Prețul inițial al sistemului a fost de 399 USD, sau 399 £ în Regatul Unit. Unitatea 1× CD-ROM a unității este lentă, cu timpi de încărcare foarte lungi. Sistemul poate reda și CD-uri audio. Toate cele trei versiuni ale sistemului nu au blocare regională. Neo Geo CD a fost lansat la pachet cu un pad de control în loc de un joystick ca versiunea AES. Cu toate acestea, joystick-ul AES original poate fi utilizat cu toate cele trei modele Neo Geo CD. + Consolă + + + + + Neo Geo CD (японский: ネオジオCD, хепберн: Neo Jio Shī Dī) - вторая домашняя игровая консоль семейства Neo Geo от SNK Corporation, выпущенная 9 сентября 1994 года, через четыре года после своего картриджного аналога. Это та же платформа, но переведенная в более дешевый формат CD, который продается в розницу по цене от $49 до $79 за игру, по сравнению с картриджами за $300. Первоначальная цена системы составляла 399 долларов США, или 399 фунтов стерлингов в Великобритании. Привод 1× CD-ROM работает медленно и очень долго загружается. Система также может воспроизводить Audio CD. Все три версии системы не имеют региональной блокировки. В комплект поставки Neo Geo CD входила панель управления, а не джойстик, как в версии AES. Однако оригинальный джойстик AES можно использовать со всеми тремя моделями Neo Geo CD. + Консоль + + + Neo Geo CD (japanska: ネオジオCD, Hepburn: Neo Jio Shī Dī) är den andra videospelskonsolen för hemmabruk i SNK Corporations Neo Geo-familj och släpptes den 9 september 1994, fyra år efter dess kassettbaserade motsvarighet. Detta är samma plattform, konverterad till det billigare CD-formatet som säljs för 49-79 dollar per titel, jämfört med kassetterna som kostade 300 dollar. Systemet kostade ursprungligen 399 US-dollar, eller 399 pund i Storbritannien. Enhetens 1× CD-ROM-enhet är långsam med mycket långa laddningstider. Systemet kan även spela Audio-CD-skivor. Alla tre versionerna av systemet har inget regionlås. Neo Geo CD lanserades med en styrplatta istället för en joystick som i AES-versionen. Den ursprungliga AES-joysticken kan dock användas med alla tre Neo Geo CD-modellerna. Konsol + + + ネオジオCD(日本語: ネオジオCD、ヘボン: Neo Jio Shī Dī)は、株式会社SNKのネオジオファミリーの2番目の家庭用ゲーム機で、カートリッジ式の同等機種から4年後の1994年9月9日に発売された。これは同じプラットフォームで、300ドルのカートリッジに比べ、1タイトルあたり49ドルから79ドルの安価なCDフォーマットに変換されたものである。システムの価格は当初399米ドル、英国では399ポンドだった。本機の1×CD-ROMドライブは遅く、ローディング時間が非常に長い。システムはオーディオCDも再生できる。システムの3つのバージョンすべてにリージョンロックはない。ネオジオCDには、AES版のようなジョイスティックではなく、コントロールパッドが同梱されて発売された。しかし、オリジナルのAESジョイスティックは、ネオジオCDの3モデルすべてで使用できる。 + コンソール + + + + + 네오지오 CD(일본어: ネオジオCD, 헵번: 네오 지오시디)는 카트리지 기반 제품보다 4년 뒤인 1994년 9월 9일에 출시된 SNK Corporation의 네오지오 제품군의 두 번째 가정용 비디오 게임 콘솔입니다. 동일한 플랫폼으로, 300달러짜리 카트리지에 비해 타이틀당 49~79달러의 저렴한 CD 포맷으로 변환되었습니다. 이 시스템의 원래 가격은 미화 399달러, 영국에서는 399파운드였습니다. 이 장치의 1× CD-ROM 드라이브는 로딩 시간이 매우 길고 속도가 느립니다. 이 시스템은 오디오 CD도 재생할 수 있습니다. 세 가지 버전의 시스템 모두 지역 잠금 기능이 없습니다. 네오 지오 CD는 AES 버전과 같은 조이스틱 대신 컨트롤 패드와 함께 출시되었습니다. 그러나 원래의 AES 조이스틱은 세 가지 Neo Geo CD 모델 모두에서 사용할 수 있습니다. + 콘솔 + + + + + Neo Geo CD(日语:ネオジオCD,合本:Neo Jio Shī Dī)是 SNK 公司的 Neo Geo 系列的第二款家用视频游戏机,于 1994 年 9 月 9 日发布,比同类卡带游戏机晚了四年。这是相同的平台,与 300 美元的卡带相比,转换为更便宜的 CD 格式,每款游戏的零售价为 49 至 79 美元。该系统的原价为 399 美元,或英国的 399 英镑。该设备的 1× CD-ROM 驱动器速度很慢,加载时间很长。该系统还可以播放音频 CD。所有三个版本的系统都没有区域锁定。Neo Geo CD 推出时捆绑的是控制板,而不是像 AES 版本那样的操纵杆。不过,原始的 AES 操纵杆可用于所有三种型号的 Neo Geo CD。 + 控制台 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/nes.xml b/themes/linear-es-de/system/metadata/nes.xml index d6c2d0653..e1bce9e7b 100644 --- a/themes/linear-es-de/system/metadata/nes.xml +++ b/themes/linear-es-de/system/metadata/nes.xml @@ -1,8 +1,7 @@ - + - Nintendo Entertainment System - The history of the Nintendo Entertainment System (NES) spans the 1982 development of the Family Computer, to the 1985 launch of the NES, to Nintendo's rise to global dominance based upon this platform throughout the late 1980s. The Family Computer (ファミリーコンピュータ) or Famicom (ファミコン) was developed in 1982 and launched in 1983 in Japan. Following the North American video game crash of 1983, the Famicom was adapted into the NES which was launched in North America in 1985. Transitioning the company from its arcade game history into this combined global 8-bit home video game console platform, the Famicom and NES continued to aggressively compete with the next-generation 16-bit consoles including the 1988 Sega Genesis. The platform was succeeded by the Super Famicom in 1990 and the Super Nintendo Entertainment System in 1991, but its support and production continued until 1995. Interest in the NES has been renewed by collectors and emulators, including Nintendo's own Virtual Console platform. - https://en.wikipedia.org/wiki/History_of_the_Nintendo_Entertainment_System + Nintendo + The Nintendo Entertainment System is an 8-bit video game console that was released by Nintendo in North America during 1985, in Europe during 1986 and Australia in 1987. In most of Asia, including Japan (where it was first launched in 1983), China, Vietnam, Singapore, the Middle East and Hong Kong, it was released as the Family Computer, commonly shortened as either the romanized contraction Famicom, or abbreviated to FC. In South Korea, it was known as the Hyundai Comboy, and was distributed by Hynix which then was known as Hyundai Electronics. Nintendo 1985 1985-10-18 @@ -14,10 +13,90 @@ FFFFFF 666666 212121 + 373-436 + + + El Nintendo Entertainment System és una consola de videojocs de 8 bits que va ser llançada per Nintendo a Amèrica del Nord durant el 1985, a Europa durant el 1986 i Austràlia el 1987. A la majoria d’Àsia, inclòs el Japó (on es va llançar per primera vegada el 1983), Xina), Xina, Vietnam, Singapur, Orient Mitjà i Hong Kong, es va publicar com a ordinador familiar, generalment escurçat com la contracció romanitzada Famicom, o abreujada a FC. A Corea del Sud, es coneixia com a Hyundai Comboy, i va ser distribuït per Hynix que llavors es coneixia com a Hyundai Electronics. + Console + + + + + Das Nintendo Entertainment System ist eine 8-Bit-Videospielkonsole, die von Nintendo 1985 in Nordamerika, 1986 in Europa und 1987 in Australien veröffentlicht wurde. In den meisten asiatischen Ländern, darunter Japan (wo es 1983 erstmals auf den Markt kam), China, Vietnam, Singapur, dem Nahen Osten und Hongkong, wurde es als Family Computer veröffentlicht, häufig abgekürzt mit der romanisierten Abkürzung Famicom oder mit FC. In Südkorea war er als Hyundai Comboy bekannt und wurde von Hynix vertrieben, das damals als Hyundai Electronics bekannt war. + Konsole + + + + + La Nintendo Entertainment System es una videoconsola de 8 bits lanzada por Nintendo en Norteamérica en 1985, en Europa en 1986 y en Australia en 1987. En la mayor parte de Asia, incluido Japón (donde se lanzó por primera vez en 1983), China, Vietnam, Singapur, Oriente Medio y Hong Kong, se comercializó con el nombre de Family Computer, comúnmente abreviado como Famicom o FC. En Corea del Sur, se conoció como Hyundai Comboy, y fue distribuido por Hynix, que entonces se conocía como Hyundai Electronics. + Consola + + + + + La Nintendo Entertainment System est une console de jeux vidéo 8 bits commercialisée par Nintendo en Amérique du Nord en 1985, en Europe en 1986 et en Australie en 1987. Dans la plupart des pays d'Asie, dont le Japon (où elle a été lancée en 1983), la Chine, le Viêt Nam, Singapour, le Moyen-Orient et Hong Kong, elle a été commercialisée sous le nom de Family Computer, couramment abrégé en Famicom, ou en FC. En Corée du Sud, il était connu sous le nom de Hyundai Comboy et était distribué par Hynix, qui s'appelait alors Hyundai Electronics. + Console + + + + + Il Nintendo Entertainment System è una console per videogiochi a 8 bit pubblicata da Nintendo in Nord America nel 1985, in Europa nel 1986 e in Australia nel 1987. Nella maggior parte dell'Asia, tra cui Giappone (dove è stata lanciata per la prima volta nel 1983), Cina, Vietnam, Singapore, Medio Oriente e Hong Kong, è stata distribuita come Family Computer, comunemente abbreviato con la contrazione romanizzata Famicom o con l'abbreviazione FC. In Corea del Sud era conosciuto come Hyundai Comboy ed era distribuito da Hynix, allora nota come Hyundai Electronics. + Console + + + + + Het Nintendo Entertainment System is een 8-bit videospelconsole die in 1985 door Nintendo werd uitgebracht in Noord-Amerika, in 1986 in Europa en in 1987 in Australië. In het grootste deel van Azië, waaronder Japan (waar het systeem voor het eerst werd gelanceerd in 1983), China, Vietnam, Singapore, het Midden-Oosten en Hongkong, werd het uitgebracht als de Family Computer, vaak afgekort als Famicom of FC. In Zuid-Korea stond hij bekend als de Hyundai Comboy en werd hij gedistribueerd door Hynix, dat toen Hyundai Electronics heette. + Console + + + + + Nintendo Entertainment System to 8-bitowa konsola do gier wideo, która została wydana przez Nintendo w Ameryce Północnej w 1985 roku, w Europie w 1986 roku i Australii w 1987 roku. W większości krajów azjatyckich, w tym w Japonii (gdzie została po raz pierwszy wprowadzona na rynek w 1983 roku), Chinach, Wietnamie, Singapurze, na Bliskim Wschodzie i w Hongkongu, została wydana jako Family Computer, powszechnie skracana jako zromanizowany skrót Famicom lub w skrócie FC. W Korei Południowej był znany jako Hyundai Comboy i był dystrybuowany przez firmę Hynix, która wówczas była znana jako Hyundai Electronics. + Konsola + + + + + O Nintendo Entertainment System é um console de videogame de 8 bits lançado pela Nintendo na América do Norte em 1985, na Europa em 1986 e na Austrália em 1987. Na maior parte da Ásia, incluindo o Japão (onde foi lançado pela primeira vez em 1983), China, Vietnã, Cingapura, Oriente Médio e Hong Kong, foi lançado como Family Computer, geralmente abreviado como a contração romanizada Famicom ou FC. Na Coreia do Sul, ele era conhecido como Hyundai Comboy e foi distribuído pela Hynix, que na época era conhecida como Hyundai Electronics. + Console + + + + + Nintendo Entertainment System este o consolă de jocuri video pe 8 biți care a fost lansată de Nintendo în America de Nord în 1985, în Europa în 1986 și în Australia în 1987. În cea mai mare parte a Asiei, inclusiv în Japonia (unde a fost lansată pentru prima dată în 1983), China, Vietnam, Singapore, Orientul Mijlociu și Hong Kong, a fost lansată sub numele de Family Computer, prescurtat în mod obișnuit fie prin contracția romanizată Famicom, fie prin abrevierea FC. În Coreea de Sud, a fost cunoscut sub numele de Hyundai Comboy și a fost distribuit de Hynix, care pe atunci era cunoscută sub numele de Hyundai Electronics. + Consolă + + + + + Nintendo Entertainment System - это 8-битная игровая приставка, выпущенная компанией Nintendo в Северной Америке в 1985 году, в Европе в 1986 году и в Австралии в 1987 году. В большинстве стран Азии, включая Японию (где она была впервые выпущена в 1983 году), Китай, Вьетнам, Сингапур, Ближний Восток и Гонконг, она была выпущена под названием Family Computer, обычно сокращенно называемым Famicom или FC. В Южной Корее он был известен как Hyundai Comboy и распространялся компанией Hynix, которая в то время была известна как Hyundai Electronics. + Консоль + + + Nintendo Entertainment System är en 8-bitars videospelskonsol som släpptes av Nintendo i Nordamerika under 1985, i Europa under 1986 och i Australien under 1987. I större delen av Asien, inklusive Japan (där den först lanserades 1983), Kina, Vietnam, Singapore, Mellanöstern och Hong Kong, släpptes den som Family Computer, ofta förkortad som antingen den romaniserade sammandragningen Famicom eller förkortad till FC. I Sydkorea var den känd som Hyundai Comboy och distribuerades av Hynix, som då var känt som Hyundai Electronics. Konsol + + + ニンテンドー・エンターテインメント・システムは、任天堂が1985年に北米で、1986年に欧州で、1987年にオーストラリアで発売した8ビットのビデオゲーム機である。日本(1983年に発売)、中国、ベトナム、シンガポール、中東、香港を含むアジアのほとんどの地域では、ファミリーコンピュータとして発売され、一般にローマ字の短縮形であるファミコン、またはFCと略された。韓国では「ヒュンダイ・コムボーイ」として知られ、当時ヒュンダイ・エレクトロニクスとして知られていたハイニックスによって販売された。 + コンソール + + + + + 닌텐도 엔터테인먼트 시스템은 닌텐도가 1985년 북미, 1986년 유럽, 1987년 호주에서 출시한 8비트 비디오 게임 콘솔입니다. 1983년에 처음 출시된 일본, 중국, 베트남, 싱가포르, 중동, 홍콩을 포함한 대부분의 아시아 지역에서는 패밀리 컴퓨터라는 이름으로 출시되었으며, 로마자식 축약어인 패미컴 또는 약칭으로 FC로 불렸습니다. 한국에서는 현대 컴보이로 알려졌으며 당시 현대전자로 알려진 하이닉스에서 유통했습니다. + 콘솔 + + + + + 任天堂娱乐系统是任天堂于 1985 年在北美、1986 年在欧洲、1987 年在澳大利亚推出的 8 位视频游戏机。在亚洲大部分地区,包括日本(1983 年首次在日本推出)、中国、越南、新加坡、中东和香港,它以家庭电脑(Family Computer)的名称发布,通常简称为罗马化缩写 Famicom 或 FC。在韩国,它被称为 "Hyundai Comboy",由当时的现代电子公司(Hyundai Electronics)旗下的海力士(Hynix)代理。 + 控制台 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/nesh.xml b/themes/linear-es-de/system/metadata/nesh.xml new file mode 100644 index 000000000..969269e9b --- /dev/null +++ b/themes/linear-es-de/system/metadata/nesh.xml @@ -0,0 +1,102 @@ + + + Nintendo Hacks + The Nintendo Entertainment System is an 8-bit video game console that was released by Nintendo in North America during 1985, in Europe during 1986 and Australia in 1987. In most of Asia, including Japan (where it was first launched in 1983), China, Vietnam, Singapore, the Middle East and Hong Kong, it was released as the Family Computer, commonly shortened as either the romanized contraction Famicom, or abbreviated to FC. In South Korea, it was known as the Hyundai Comboy, and was distributed by Hynix which then was known as Hyundai Electronics. + Nintendo + 1985 + 1985-10-18 + October 18, 1985 + Console + 3-4 + B93041 + CD3332 + FFFFFF + 666666 + 212121 + 373-436 + + + + El Nintendo Entertainment System és una consola de videojocs de 8 bits que va ser llançada per Nintendo a Amèrica del Nord durant el 1985, a Europa durant el 1986 i Austràlia el 1987. A la majoria d’Àsia, inclòs el Japó (on es va llançar per primera vegada el 1983), Xina), Xina, Vietnam, Singapur, Orient Mitjà i Hong Kong, es va publicar com a ordinador familiar, generalment escurçat com la contracció romanitzada Famicom, o abreujada a FC. A Corea del Sud, es coneixia com a Hyundai Comboy, i va ser distribuït per Hynix que llavors es coneixia com a Hyundai Electronics. + Console + + + + + Das Nintendo Entertainment System ist eine 8-Bit-Videospielkonsole, die von Nintendo 1985 in Nordamerika, 1986 in Europa und 1987 in Australien veröffentlicht wurde. In den meisten asiatischen Ländern, darunter Japan (wo es 1983 erstmals auf den Markt kam), China, Vietnam, Singapur, dem Nahen Osten und Hongkong, wurde es als Family Computer veröffentlicht, häufig abgekürzt mit der romanisierten Abkürzung Famicom oder mit FC. In Südkorea war er als Hyundai Comboy bekannt und wurde von Hynix vertrieben, das damals als Hyundai Electronics bekannt war. + Konsole + + + + + La Nintendo Entertainment System es una videoconsola de 8 bits lanzada por Nintendo en Norteamérica en 1985, en Europa en 1986 y en Australia en 1987. En la mayor parte de Asia, incluido Japón (donde se lanzó por primera vez en 1983), China, Vietnam, Singapur, Oriente Medio y Hong Kong, se comercializó con el nombre de Family Computer, comúnmente abreviado como Famicom o FC. En Corea del Sur, se conoció como Hyundai Comboy, y fue distribuido por Hynix, que entonces se conocía como Hyundai Electronics. + Consola + + + + + La Nintendo Entertainment System est une console de jeux vidéo 8 bits commercialisée par Nintendo en Amérique du Nord en 1985, en Europe en 1986 et en Australie en 1987. Dans la plupart des pays d'Asie, dont le Japon (où elle a été lancée en 1983), la Chine, le Viêt Nam, Singapour, le Moyen-Orient et Hong Kong, elle a été commercialisée sous le nom de Family Computer, couramment abrégé en Famicom, ou en FC. En Corée du Sud, il était connu sous le nom de Hyundai Comboy et était distribué par Hynix, qui s'appelait alors Hyundai Electronics. + Console + + + + + Il Nintendo Entertainment System è una console per videogiochi a 8 bit pubblicata da Nintendo in Nord America nel 1985, in Europa nel 1986 e in Australia nel 1987. Nella maggior parte dell'Asia, tra cui Giappone (dove è stata lanciata per la prima volta nel 1983), Cina, Vietnam, Singapore, Medio Oriente e Hong Kong, è stata distribuita come Family Computer, comunemente abbreviato con la contrazione romanizzata Famicom o con l'abbreviazione FC. In Corea del Sud era conosciuto come Hyundai Comboy ed era distribuito da Hynix, allora nota come Hyundai Electronics. + Console + + + + + Het Nintendo Entertainment System is een 8-bit videospelconsole die in 1985 door Nintendo werd uitgebracht in Noord-Amerika, in 1986 in Europa en in 1987 in Australië. In het grootste deel van Azië, waaronder Japan (waar het systeem voor het eerst werd gelanceerd in 1983), China, Vietnam, Singapore, het Midden-Oosten en Hongkong, werd het uitgebracht als de Family Computer, vaak afgekort als Famicom of FC. In Zuid-Korea stond hij bekend als de Hyundai Comboy en werd hij gedistribueerd door Hynix, dat toen Hyundai Electronics heette. + Console + + + + + Nintendo Entertainment System to 8-bitowa konsola do gier wideo, która została wydana przez Nintendo w Ameryce Północnej w 1985 roku, w Europie w 1986 roku i Australii w 1987 roku. W większości krajów azjatyckich, w tym w Japonii (gdzie została po raz pierwszy wprowadzona na rynek w 1983 roku), Chinach, Wietnamie, Singapurze, na Bliskim Wschodzie i w Hongkongu, została wydana jako Family Computer, powszechnie skracana jako zromanizowany skrót Famicom lub w skrócie FC. W Korei Południowej był znany jako Hyundai Comboy i był dystrybuowany przez firmę Hynix, która wówczas była znana jako Hyundai Electronics. + Konsola + + + + + O Nintendo Entertainment System é um console de videogame de 8 bits lançado pela Nintendo na América do Norte em 1985, na Europa em 1986 e na Austrália em 1987. Na maior parte da Ásia, incluindo o Japão (onde foi lançado pela primeira vez em 1983), China, Vietnã, Cingapura, Oriente Médio e Hong Kong, foi lançado como Family Computer, geralmente abreviado como a contração romanizada Famicom ou FC. Na Coreia do Sul, ele era conhecido como Hyundai Comboy e foi distribuído pela Hynix, que na época era conhecida como Hyundai Electronics. + Console + + + + + Nintendo Entertainment System este o consolă de jocuri video pe 8 biți care a fost lansată de Nintendo în America de Nord în 1985, în Europa în 1986 și în Australia în 1987. În cea mai mare parte a Asiei, inclusiv în Japonia (unde a fost lansată pentru prima dată în 1983), China, Vietnam, Singapore, Orientul Mijlociu și Hong Kong, a fost lansată sub numele de Family Computer, prescurtat în mod obișnuit fie prin contracția romanizată Famicom, fie prin abrevierea FC. În Coreea de Sud, a fost cunoscut sub numele de Hyundai Comboy și a fost distribuit de Hynix, care pe atunci era cunoscută sub numele de Hyundai Electronics. + Consolă + + + + + Nintendo Entertainment System - это 8-битная игровая приставка, выпущенная компанией Nintendo в Северной Америке в 1985 году, в Европе в 1986 году и в Австралии в 1987 году. В большинстве стран Азии, включая Японию (где она была впервые выпущена в 1983 году), Китай, Вьетнам, Сингапур, Ближний Восток и Гонконг, она была выпущена под названием Family Computer, обычно сокращенно называемым Famicom или FC. В Южной Корее он был известен как Hyundai Comboy и распространялся компанией Hynix, которая в то время была известна как Hyundai Electronics. + Консоль + + + + + Nintendo Entertainment System är en 8-bitars videospelskonsol som släpptes av Nintendo i Nordamerika under 1985, i Europa under 1986 och i Australien under 1987. I större delen av Asien, inklusive Japan (där den först lanserades 1983), Kina, Vietnam, Singapore, Mellanöstern och Hong Kong, släpptes den som Family Computer, ofta förkortad som antingen den romaniserade sammandragningen Famicom eller förkortad till FC. I Sydkorea var den känd som Hyundai Comboy och distribuerades av Hynix, som då var känt som Hyundai Electronics. + Konsol + + + + + ニンテンドー・エンターテインメント・システムは、任天堂が1985年に北米で、1986年に欧州で、1987年にオーストラリアで発売した8ビットのビデオゲーム機である。日本(1983年に発売)、中国、ベトナム、シンガポール、中東、香港を含むアジアのほとんどの地域では、ファミリーコンピュータとして発売され、一般にローマ字の短縮形であるファミコン、またはFCと略された。韓国では「ヒュンダイ・コムボーイ」として知られ、当時ヒュンダイ・エレクトロニクスとして知られていたハイニックスによって販売された。 + コンソール + + + + + 닌텐도 엔터테인먼트 시스템은 닌텐도가 1985년 북미, 1986년 유럽, 1987년 호주에서 출시한 8비트 비디오 게임 콘솔입니다. 1983년에 처음 출시된 일본, 중국, 베트남, 싱가포르, 중동, 홍콩을 포함한 대부분의 아시아 지역에서는 패밀리 컴퓨터라는 이름으로 출시되었으며, 로마자식 축약어인 패미컴 또는 약칭으로 FC로 불렸습니다. 한국에서는 현대 컴보이로 알려졌으며 당시 현대전자로 알려진 하이닉스에서 유통했습니다. + 콘솔 + + + + + 任天堂娱乐系统是任天堂于 1985 年在北美、1986 年在欧洲、1987 年在澳大利亚推出的 8 位视频游戏机。在亚洲大部分地区,包括日本(1983 年首次在日本推出)、中国、越南、新加坡、中东和香港,它以家庭电脑(Family Computer)的名称发布,通常简称为罗马化缩写 Famicom 或 FC。在韩国,它被称为 "Hyundai Comboy",由当时的现代电子公司(Hyundai Electronics)旗下的海力士(Hynix)代理。 + 控制台 + + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/ngage.xml b/themes/linear-es-de/system/metadata/ngage.xml index 2217ed2f1..cdd1b6f70 100644 --- a/themes/linear-es-de/system/metadata/ngage.xml +++ b/themes/linear-es-de/system/metadata/ngage.xml @@ -1,9 +1,9 @@ - + N-Gage The N-Gage is a smartphone combining features of a mobile phone and a handheld game system developed by Nokia, announced on 4 November 2002 and released on 7 October 2003. It runs the original Series 60 platform on Symbian OS v6.1. - N-Gage attempted to lure gamers away from the Game Boy Advance by including telephone functionality. This was unsuccessful, partly because the buttons, designed for a telephone, were not well-suited for gaming. The original N-Gage was described as resembling a taco, which led to its mocking nickname "taco phone". +N-Gage attempted to lure gamers away from the Game Boy Advance by including telephone functionality. This was unsuccessful, partly because the buttons, designed for a telephone, were not well-suited for gaming. The original N-Gage was described as resembling a taco, which led to its mocking nickname "taco phone". Nokia 2003 2003-10-07 @@ -15,10 +15,118 @@ 800000 FF0000 303030 + 1-1 + + + El N-GAG és un telèfon intel·ligent que combina les funcions d’un telèfon mòbil i un sistema de jocs de mà desenvolupat per Nokia, anunciat el 4 de novembre de 2002 i publicat el 7 d’octubre de 2003. Executa la plataforma original de la sèrie 60 a Symbian OS V6.1. + +N-GAGE va intentar atraure els jugadors allunyats del Game Boy Advance incloent la funcionalitat telefònica. Això no va tenir èxit, en part perquè els botons, dissenyats per a un telèfon, no eren adequats per als jocs. L'etiqueta original N es va descriure com a un taco, que va provocar el seu sobrenom de "telèfon Taco". + Portable + + + + + Das N-Gage ist ein von Nokia entwickeltes Smartphone, das die Funktionen eines Mobiltelefons und eines Handheld-Spielsystems kombiniert. Es wurde am 4. November 2002 angekündigt und am 7. Oktober 2003 veröffentlicht. Es läuft auf der ursprünglichen Series 60-Plattform unter Symbian OS v6.1. + +N-Gage versuchte, die Spieler vom Game Boy Advance wegzulocken, indem es Telefonfunktionen enthielt. Dies war jedoch nicht erfolgreich, unter anderem weil die Tasten, die für ein Telefon konzipiert waren, sich nicht gut für Spiele eigneten. Das ursprüngliche N-Gage wurde als einem Taco ähnelnd beschrieben, was ihm den spöttischen Spitznamen "Taco-Telefon" einbrachte. + Tragbar + + + + + El N-Gage es un teléfono inteligente que combina características de un teléfono móvil y un sistema de juegos portátil desarrollado por Nokia, anunciado el 4 de noviembre de 2002 y lanzado el 7 de octubre de 2003. Utiliza la plataforma original Series 60 en Symbian OS v6.1. + +N-Gage trató de alejar a los jugadores de Game Boy Advance incluyendo funciones telefónicas. No tuvo éxito, en parte porque los botones, diseñados para un teléfono, no se adaptaban bien a los juegos. Se dijo que el N-Gage original se parecía a un taco, lo que le valió el apodo de "teléfono taco". + Portátil + + + + + Le N-Gage est un smartphone combinant les caractéristiques d'un téléphone mobile et d'une console de jeu portable, développé par Nokia, annoncé le 4 novembre 2002 et commercialisé le 7 octobre 2003. Il fonctionne sur la plate-forme Series 60 originale sous Symbian OS v6.1. + +N-Gage a tenté de détourner les joueurs du Game Boy Advance en incluant une fonctionnalité téléphonique. Cette tentative a échoué, en partie parce que les boutons, conçus pour un téléphone, n'étaient pas adaptés aux jeux. Le N-Gage original a été décrit comme ressemblant à un taco, ce qui lui a valu le surnom moqueur de "téléphone taco". + Portable + + + + + L'N-Gage è uno smartphone che combina le caratteristiche di un telefono cellulare e di un sistema di gioco portatile sviluppato da Nokia, annunciato il 4 novembre 2002 e rilasciato il 7 ottobre 2003. Esegue la piattaforma originale Series 60 su Symbian OS v6.1. + +N-Gage ha cercato di attirare i giocatori lontano dal Game Boy Advance includendo la funzionalità di telefono. L'operazione non ha avuto successo, in parte perché i pulsanti, progettati per un telefono, non erano adatti al gioco. L'N-Gage originale è stato descritto come simile a un taco, il che ha portato al soprannome beffardo di "taco phone". + Portatile + + + + + De N-Gage is een smartphone die functies van een mobiele telefoon en een draagbaar spelsysteem combineert, ontwikkeld door Nokia. Het toestel werd aangekondigd op 4 november 2002 en uitgebracht op 7 oktober 2003. Het draait op het originele Series 60-platform op Symbian OS v6.1. + +N-Gage probeerde gamers weg te lokken van de Game Boy Advance door telefoonfunctionaliteit toe te voegen. Dit was geen succes, deels omdat de knoppen, ontworpen voor een telefoon, niet goed geschikt waren voor gaming. De originele N-Gage werd beschreven als lijkend op een taco, wat leidde tot de spottende bijnaam "taco phone". + Draagbaar + + + + + N-Gage to smartfon łączący cechy telefonu komórkowego i przenośnego systemu gier opracowany przez firmę Nokia, ogłoszony 4 listopada 2002 roku i wydany 7 października 2003 roku. Działa na oryginalnej platformie Series 60 z systemem Symbian OS v6.1. + +N-Gage próbował zwabić graczy od Game Boy Advance poprzez włączenie funkcji telefonu. Nie powiodło się to, częściowo dlatego, że przyciski, zaprojektowane dla telefonu, nie były dobrze przystosowane do gier. Oryginalny N-Gage został opisany jako przypominający taco, co doprowadziło do jego prześmiewczego przydomka "taco phone". + Przenośny + + + + + O N-Gage é um smartphone que combina recursos de um telefone celular e um sistema de jogos portátil desenvolvido pela Nokia, anunciado em 4 de novembro de 2002 e lançado em 7 de outubro de 2003. Ele executa a plataforma original Series 60 no Symbian OS v6.1. + +O N-Gage tentou atrair os jogadores para longe do Game Boy Advance ao incluir a funcionalidade de telefone. Isso não teve sucesso, em parte porque os botões, projetados para um telefone, não eram adequados para jogos. O N-Gage original foi descrito como semelhante a um taco, o que levou ao apelido de "taco phone". + Portátil + + + + + N-Gage este un smartphone care combină caracteristicile unui telefon mobil și ale unui sistem de jocuri portabil dezvoltat de Nokia, anunțat pe 4 noiembrie 2002 și lansat pe 7 octombrie 2003. Acesta rulează platforma originală Series 60 pe Symbian OS v6.1. + +N-Gage a încercat să atragă jucătorii departe de Game Boy Advance prin includerea funcționalității de telefon. Acest lucru nu a avut succes, în parte deoarece butoanele, concepute pentru un telefon, nu erau potrivite pentru jocuri. Originalul N-Gage a fost descris ca semănând cu un taco, ceea ce a dus la porecla sa batjocoritoare "telefonul taco". + Portabil + + + + + N-Gage - смартфон, сочетающий в себе функции мобильного телефона и портативной игровой системы, разработанный компанией Nokia, анонсированный 4 ноября 2002 года и выпущенный 7 октября 2003 года. Он работает на оригинальной платформе Series 60 под управлением Symbian OS v6.1. + +N-Gage пыталась переманить геймеров у Game Boy Advance, включив в нее функцию телефона. Эта попытка оказалась неудачной, в том числе потому, что кнопки, предназначенные для телефона, не очень подходили для игр. Оригинальный N-Gage описывали как похожий на тако, что привело к его насмешливому прозвищу "такофон". + Портативный + + + N-Gage är en smartphone som kombinerar funktioner från en mobiltelefon och ett handhållet spelsystem, utvecklad av Nokia, presenterad den 4 november 2002 och lanserad den 7 oktober 2003. Den kör den ursprungliga Series 60-plattformen på Symbian OS v6.1. + +N-Gage försökte locka bort spelare från Game Boy Advance genom att inkludera telefonfunktionalitet. Detta misslyckades, delvis på grund av att knapparna, som var utformade för en telefon, inte var särskilt väl lämpade för spel. Den ursprungliga N-Gage beskrevs som lik en taco, vilket ledde till det hånfulla smeknamnet "taco phone". Bärbar + + + N-Gageは、ノキアが開発した携帯電話と携帯ゲーム機の機能を併せ持つスマートフォンで、2002年11月4日に発表され、2003年10月7日に発売された。Symbian OS v6.1上でオリジナルのSeries 60プラットフォームを搭載している。 + +N-Gageは電話機能を搭載することで、ゲームボーイアドバンスからゲーマーを引き離そうとした。電話用に設計されたボタンがゲームに適していなかったこともあり、これは失敗に終わった。初代N-Gageはタコスに似ていると評され、「タコス・フォン」と揶揄されるようになった。 + ポータブル + + + + + N-Gage는 노키아에서 개발한 휴대폰과 휴대용 게임기의 기능을 결합한 스마트폰으로, 2002년 11월 4일에 발표되어 2003년 10월 7일에 출시되었습니다. 심비안 OS v6.1에서 원래 시리즈 60 플랫폼을 실행합니다. + +N-Gage는 전화 기능을 포함시켜 게이머들을 게임보이 어드밴스에서 유인하려 했습니다. 전화기용으로 설계된 버튼이 게임용으로 적합하지 않았기 때문에 성공하지 못했습니다. 오리지널 N-Gage는 타코를 닮았다고 묘사되어 '타코폰'이라는 조롱 섞인 별명을 얻기도 했습니다. + 휴대성 + + + + + N-Gage 是诺基亚开发的一款集手机和掌上游戏系统功能于一身的智能手机,于 2002 年 11 月 4 日发布,2003 年 10 月 7 日上市。它在 Symbian OS v6.1 上运行原始的 Series 60 平台。 + +N-Gage 试图通过加入电话功能来吸引玩家离开 Game Boy Advance。但这并不成功,部分原因是为电话设计的按键并不适合游戏。最初的 N-Gage 被描述为像一个墨西哥卷饼,因此被戏称为 "墨西哥卷饼手机"。 + 便携式 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/ngp.xml b/themes/linear-es-de/system/metadata/ngp.xml index 5677ff646..03d069383 100644 --- a/themes/linear-es-de/system/metadata/ngp.xml +++ b/themes/linear-es-de/system/metadata/ngp.xml @@ -1,24 +1,132 @@ - + Neo Geo Pocket The Neo Geo Pocket is a monochrome handheld game console released by SNK. It was the company's first handheld system and is part of the Neo Geo family. It debuted in Japan in late 1998 but never saw an American release, being exclusive to Japan, Asia and Europe. - The Neo Geo Pocket is considered to be an unsuccessful console. Lower than expected sales resulted in its discontinuation in 1999, and was immediately succeeded by the Neo Geo Pocket Color, a full color device allowing the system to compete more easily with the dominant Game Boy Color handheld, and which also saw an American release. Though the system enjoyed only a short life, there were some significant games released on the system such as Samurai Shodown, and King of Fighters R-1. +The Neo Geo Pocket is considered to be an unsuccessful console. Lower than expected sales resulted in its discontinuation in 1999, and was immediately succeeded by the Neo Geo Pocket Color, a full color device allowing the system to compete more easily with the dominant Game Boy Color handheld, and which also saw an American release. Though the system enjoyed only a short life, there were some significant games released on the system such as Samurai Shodown, and King of Fighters R-1. SNK 1998 1998-12-31 December 31, 1998 Portable - 1-1 + 373-436 ECA045 B2B8BD E92A30 25374A 0F1520 + 257-229 + + + La Neo Geo Pocket és una consola de joc de mà monocroma llançada per SNK. Va ser el sistema de primera mà de la companyia i forma part de la família Neo Geo. Va debutar al Japó a finals de 1998, però mai va veure un llançament nord -americà, sent exclusiu del Japó, Àsia i Europa. + +Es considera que la butxaca Neo Geo és una consola infructuosa. Les vendes inferiors a les esperades van suposar la seva interrupció el 1999, i va ser immediatament succeït pel Neo Geo Pocket Color, un dispositiu de color a tot color que permetia al sistema competir amb més facilitat amb el Dominant Game Boy Color Handheld, i que també va veure un llançament nord -americà. Tot i que el sistema va gaudir només d’una vida curta, hi va haver alguns jocs significatius publicats al sistema com Samurai Shodown i King of Fighters R-1. + Portable + + + + + Das Neo Geo Pocket ist eine monochrome Handheld-Spielkonsole, die von SNK herausgegeben wurde. Es war das erste Handheld-System des Unternehmens und ist Teil der Neo Geo-Familie. Es kam Ende 1998 in Japan auf den Markt, wurde aber nie in den USA veröffentlicht, da es exklusiv in Japan, Asien und Europa erhältlich war. + +Das Neo Geo Pocket gilt als eine erfolglose Konsole. Geringere Verkaufszahlen als erwartet führten dazu, dass das System 1999 eingestellt wurde. Es wurde sofort vom Neo Geo Pocket Color abgelöst, einem Vollfarbgerät, das es dem System ermöglichte, leichter mit dem dominierenden Game Boy Color Handheld zu konkurrieren, und das auch in Amerika veröffentlicht wurde. Obwohl das System nur eine kurze Lebensdauer hatte, wurden einige bedeutende Spiele wie Samurai Shodown und King of Fighters R-1 auf dem System veröffentlicht. + Tragbar + + + + + La Neo Geo Pocket es una consola portátil monocroma lanzada por SNK. Fue el primer sistema portátil de la compañía y forma parte de la familia Neo Geo. Debutó en Japón a finales de 1998, pero nunca salió a la venta en América, siendo exclusiva de Japón, Asia y Europa. + +La Neo Geo Pocket se considera una consola poco exitosa. Sus ventas, inferiores a las esperadas, provocaron su interrupción en 1999, e inmediatamente fue sustituida por la Neo Geo Pocket Color, un dispositivo a todo color que permitía al sistema competir más fácilmente con la Game Boy Color, la consola portátil dominante, y que también vio la luz en Estados Unidos. Aunque el sistema tuvo una vida corta, se lanzaron algunos juegos importantes, como Samurai Shodown y King of Fighters R-1. + Portátil + + + + + La Neo Geo Pocket est une console de jeu portable monochrome éditée par SNK. C'est la première console portable de la société et elle fait partie de la famille Neo Geo. Elle a fait ses débuts au Japon à la fin de l'année 1998, mais n'a jamais été commercialisée aux États-Unis, étant exclusive au Japon, à l'Asie et à l'Europe. + +La Neo Geo Pocket est considérée comme un échec. Des ventes inférieures aux prévisions ont entraîné son abandon en 1999, et elle a été immédiatement remplacée par la Neo Geo Pocket Color, une console couleur permettant au système de concurrencer plus facilement la console portable dominante Game Boy Color, et qui a également été commercialisée aux États-Unis. Bien que le système n'ait eu qu'une courte durée de vie, quelques jeux importants sont sortis sur la console, comme Samurai Shodown et King of Fighters R-1. + Portable + + + + + Il Neo Geo Pocket è una console di gioco portatile monocromatica pubblicata da SNK. È stata la prima console portatile dell'azienda e fa parte della famiglia Neo Geo. Ha debuttato in Giappone alla fine del 1998, ma non ha mai visto un'uscita americana, essendo un'esclusiva di Giappone, Asia ed Europa. + +Il Neo Geo Pocket è considerato una console di scarso successo. Le vendite inferiori alle aspettative ne determinarono l'interruzione nel 1999 e fu immediatamente sostituito dal Neo Geo Pocket Color, un dispositivo a colori che permetteva al sistema di competere più facilmente con la console portatile Game Boy Color, anch'essa dominante, e che vide un'uscita americana. Sebbene il sistema abbia avuto una vita breve, vi sono stati pubblicati alcuni giochi significativi come Samurai Shodown e King of Fighters R-1. + Portatile + + + + + De Neo Geo Pocket is een monochrome handheld spelconsole uitgebracht door SNK. Het was het eerste handheldsysteem van het bedrijf en maakt deel uit van de Neo Geo-familie. Het spel debuteerde eind 1998 in Japan, maar is nooit in Amerika uitgebracht, omdat het exclusief was voor Japan, Azië en Europa. + +De Neo Geo Pocket wordt beschouwd als een onsuccesvol systeem. Lagere verkoopcijfers dan verwacht leidden tot de stopzetting van het systeem in 1999 en het werd onmiddellijk opgevolgd door de Neo Geo Pocket Color, een kleurenconsole waarmee het systeem beter kon concurreren met de dominante Game Boy Color, die ook in Amerika werd uitgebracht. Hoewel het systeem maar een kort leven beschoren was, werden er toch enkele belangrijke spellen op uitgebracht, zoals Samurai Shodown en King of Fighters R-1. + Draagbaar + + + + + Neo Geo Pocket to monochromatyczna przenośna konsola do gier wydana przez SNK. Był to pierwszy system przenośny firmy i jest częścią rodziny Neo Geo. Zadebiutowała w Japonii pod koniec 1998 roku, ale nigdy nie doczekała się amerykańskiej premiery, będąc dostępną wyłącznie w Japonii, Azji i Europie. + +Neo Geo Pocket jest uważana za nieudaną konsolę. Niższa niż oczekiwano sprzedaż spowodowała zaprzestanie jej produkcji w 1999 roku, a jej następcą został Neo Geo Pocket Color, w pełni kolorowe urządzenie pozwalające systemowi łatwiej konkurować z dominującym handheldem Game Boy Color, które również doczekało się amerykańskiej premiery. Chociaż system cieszył się tylko krótkim życiem, wydano na niego kilka znaczących gier, takich jak Samurai Shodown i King of Fighters R-1. + Przenośny + + + + + O Neo Geo Pocket é um console de jogos portátil monocromático lançado pela SNK. Foi o primeiro sistema portátil da empresa e faz parte da família Neo Geo. Ele estreou no Japão no final de 1998, mas nunca foi lançado nos Estados Unidos, sendo exclusivo do Japão, da Ásia e da Europa. + +O Neo Geo Pocket é considerado um console sem sucesso. As vendas abaixo do esperado resultaram em sua descontinuação em 1999 e foi imediatamente sucedido pelo Neo Geo Pocket Color, um dispositivo totalmente colorido que permitiu que o sistema competisse mais facilmente com o Game Boy Color, um dispositivo portátil dominante, e que também foi lançado nos Estados Unidos. Embora o sistema tenha tido uma vida curta, houve alguns jogos importantes lançados no sistema, como Samurai Shodown e King of Fighters R-1. + Portátil + + + + + Neo Geo Pocket este o consolă de jocuri portabilă monocromă lansată de SNK. A fost primul sistem portabil al companiei și face parte din familia Neo Geo. A debutat în Japonia la sfârșitul anului 1998, dar nu a văzut niciodată o lansare americană, fiind exclusiv pentru Japonia, Asia și Europa. + +Neo Geo Pocket este considerată a fi o consolă fără succes. Vânzările mai mici decât se așteptau au dus la abandonarea sa în 1999 și a fost imediat succedată de Neo Geo Pocket Color, un dispozitiv complet color care a permis sistemului să concureze mai ușor cu consola portabilă dominantă Game Boy Color și care a văzut, de asemenea, o lansare americană. Deși sistemul s-a bucurat doar de o viață scurtă, au fost lansate câteva jocuri semnificative pe sistem, cum ar fi Samurai Shodown și King of Fighters R-1. + Portabil + + + + + Neo Geo Pocket - монохромная портативная игровая консоль, выпущенная компанией SNK. Это была первая портативная система компании, входящая в семейство Neo Geo. Она дебютировала в Японии в конце 1998 года, но так и не была выпущена в Америке, являясь эксклюзивом для Японии, Азии и Европы. + +Neo Geo Pocket считается неудачной консолью. Более низкие, чем ожидалось, продажи привели к ее снятию с производства в 1999 году, и на смену ей сразу же пришла Neo Geo Pocket Color, полноцветное устройство, позволяющее системе легче конкурировать с доминирующей портативной консолью Game Boy Color, которая также увидела американский релиз. Несмотря на то, что система просуществовала совсем недолго, на ней было выпущено несколько значимых игр, таких как Samurai Shodown и King of Fighters R-1. + Портативный + + + Neo Geo Pocket är en monokrom handhållen spelkonsol utgiven av SNK. Det var företagets första handhållna system och är en del av Neo Geo-familjen. Den lanserades i Japan i slutet av 1998 men släpptes aldrig i USA utan var exklusiv för Japan, Asien och Europa. + +Neo Geo Pocket anses vara en misslyckad konsol. Lägre försäljning än väntat ledde till att den lades ned 1999 och omedelbart efterträddes av Neo Geo Pocket Color, en enhet i fullfärg som gjorde det lättare för systemet att konkurrera med den dominerande handhållna Game Boy Color, och som också släpptes i USA. Trots att systemet bara fick en kort livslängd släpptes några viktiga spel på systemet, till exempel Samurai Shodown och King of Fighters R-1. Bärbar + + + ネオジオポケットはSNKから発売されたモノクロの携帯ゲーム機である。同社初の携帯ゲーム機で、ネオジオファミリーのひとつ。日本では1998年末に発売されたが、アメリカでは発売されず、日本、アジア、ヨーロッパでの独占販売となった。 + +ネオジオポケットは成功しなかったゲーム機と考えられている。販売台数が予想を下回ったため、1999年に販売終了となり、すぐにフルカラー機で、優勢だった携帯ゲーム機「ゲームボーイカラー」に対抗しやすくなった「ネオジオポケットカラー」が後継機として発売された。システムの寿命は短かったが、『サムライショーダウン』や『キング・オブ・ファイターズR-1』など、重要なゲームがいくつか発売された。 + ポータブル + + + + + 네오 지오 포켓은 SNK에서 출시한 흑백 핸드헬드 게임 콘솔입니다. 네오 지오 포켓은 네오 지오의 첫 번째 핸드헬드 시스템으로 네오 지오 제품군의 일부입니다. 1998년 말 일본에서 출시되었지만 미국에는 출시되지 않았고 일본, 아시아, 유럽에만 독점 출시되었습니다. + +네오 지오 포켓은 실패한 콘솔로 간주됩니다. 예상보다 낮은 판매량으로 인해 1999년에 단종되었고, 곧바로 풀 컬러 기기인 네오 지오 포켓 컬러가 후속작으로 출시되어 이 시스템이 지배적인 게임보이 컬러 핸드헬드와 더 쉽게 경쟁할 수 있게 되었으며, 이 역시 미국 출시가 이루어졌습니다. 비록 수명은 짧았지만 사무라이 쇼다운, 킹 오브 파이터즈 R-1과 같은 중요한 게임들이 이 시스템으로 출시되었습니다. + 휴대성 + + + + + Neo Geo Pocket 是 SNK 推出的一款单色掌上游戏机。它是该公司的第一款掌上系统,属于 Neo Geo 系列。它于 1998 年底在日本首次亮相,但从未在美国发行,仅在日本、亚洲和欧洲独占。 + +Neo Geo Pocket 被认为是一款不成功的游戏机。由于销量低于预期,它于 1999 年停产,紧随其后的是 Neo Geo Pocket Color,这是一款全彩设备,使该系统更容易与占主导地位的 Game Boy Color 掌上电脑竞争,它也在美国发行。虽然该系统的寿命很短,但还是推出了一些重要的游戏,如《武士 Shodown》和《格斗之王 R-1》。 + 便携式 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/ngpc.xml b/themes/linear-es-de/system/metadata/ngpc.xml index b8d4f5902..90e4dcad0 100644 --- a/themes/linear-es-de/system/metadata/ngpc.xml +++ b/themes/linear-es-de/system/metadata/ngpc.xml @@ -1,24 +1,132 @@ - + Neo Geo Pocket Color The Neo Geo Pocket Color is a 16-bit color handheld video game console manufactured by SNK. It is a successor to SNK's monochrome Neo Geo Pocket handheld which debuted in 1998 in Japan, with the Color being fully backward compatible. The Neo Geo Pocket Color was released on March 16, 1999 in Japan, August 6, 1999 in North America, and on October 1, 1999 in Europe, entering markets all dominated by Nintendo, competing with Nintendo's Game Boy Color. - After a good sales start in both the U.S. and Japan with 14 launch titles (a record at the time), subsequent low retail support in the U.S., lack of communication with third-party developers by SNK's American management, the popularity of Nintendo's Pokémon franchise and anticipation of the 32-bit Game Boy Advance, and strong competition from Bandai's WonderSwan in Japan, led to a sales decline in both regions. +After a good sales start in both the U.S. and Japan with 14 launch titles (a record at the time), subsequent low retail support in the U.S., lack of communication with third-party developers by SNK's American management, the popularity of Nintendo's Pokémon franchise and anticipation of the 32-bit Game Boy Advance, and strong competition from Bandai's WonderSwan in Japan, led to a sales decline in both regions. SNK 1999 1999-03-16 March 16, 1999 Portable - 1-1 + 373-436 ECA045 E92A30 18A94E 1D9ED8 25374A + 257-229 + + + El color Neo Geo Pocket és una consola de videojocs de 16 bits de color fabricada per SNK.És un successor de la mà monocrom de SNK Neo Geo Pocket Handeld que va debutar el 1998 al Japó, amb el color completament compatible. El color Neo Geo Pocket es va publicar el 16 de març de 1999 al Japó, el 6 d'agost de 1999 a Amèrica del Nord i l'1 d'octubre de 1999 a Europa, entrant a mercats tots dominats per Nintendo, competint amb el Game Boy Color de Nintendo. + +Després d'un bon començament de vendes tant als EUA com al Japó amb 14 títols de llançament (un rècord en aquell moment), posterior suport al detall baix als EUA, falta de comunicació amb desenvolupadors de tercers per part de la direcció nord-americana de SNK, la popularitat de la franquícia Pokémon de NintendoI l’anticipació del Game Boy Advance de 32 bits, i la forta competència de Wonderswan de Bandai al Japó, va provocar un descens de vendes a les dues regions. + Portable + + + + + Das Neo Geo Pocket Color ist eine 16-Bit-Farb-Handheld-Videospielkonsole, die von SNK hergestellt wird. Es ist der Nachfolger von SNKs monochromem Neo Geo Pocket Handheld, der 1998 in Japan auf den Markt kam, wobei der Color vollständig abwärtskompatibel ist. Der Neo Geo Pocket Color wurde am 16. März 1999 in Japan, am 6. August 1999 in Nordamerika und am 1. Oktober 1999 in Europa veröffentlicht und trat damit in die von Nintendo dominierten Märkte ein und konkurrierte mit dem Game Boy Color von Nintendo. + +Nach einem guten Verkaufsstart sowohl in den USA als auch in Japan mit 14 Launch-Titeln (damals ein Rekord), führten die geringe Unterstützung des Einzelhandels in den USA, die mangelnde Kommunikation mit Drittentwicklern durch das amerikanische Management von SNK, die Popularität von Nintendos Pokémon-Franchise und die Vorfreude auf den 32-Bit Game Boy Advance sowie die starke Konkurrenz durch Bandais WonderSwan in Japan zu einem Verkaufsrückgang in beiden Regionen. + Tragbar + + + + + La Neo Geo Pocket Color es una videoconsola portátil en color de 16 bits fabricada por SNK. Es la sucesora de la consola monocroma Neo Geo Pocket de SNK, que debutó en 1998 en Japón, y es totalmente compatible con versiones anteriores. La Neo Geo Pocket Color salió a la venta el 16 de marzo de 1999 en Japón, el 6 de agosto de 1999 en Norteamérica y el 1 de octubre de 1999 en Europa, entrando así en los mercados dominados por Nintendo y compitiendo con la Game Boy Color de Nintendo. + +Tras un buen comienzo de ventas tanto en EE.UU. como en Japón, con 14 títulos de lanzamiento (un récord en aquella época), el escaso apoyo posterior de los minoristas en EE.UU., la falta de comunicación con los desarrolladores de terceros por parte de la dirección estadounidense de SNK, la popularidad de la franquicia Pokémon de Nintendo y la anticipación de la Game Boy Advance de 32 bits, así como la fuerte competencia de WonderSwan de Bandai en Japón, provocaron un descenso de las ventas en ambas regiones. + Portátil + + + + + La Neo Geo Pocket Color est une console de jeu vidéo portable couleur 16 bits fabriquée par SNK. Elle succède à la console de poche monochrome Neo Geo Pocket de SNK qui a fait ses débuts en 1998 au Japon, la Color étant entièrement rétrocompatible. La Neo Geo Pocket Color est sortie le 16 mars 1999 au Japon, le 6 août 1999 en Amérique du Nord et le 1er octobre 1999 en Europe, sur des marchés dominés par Nintendo, en concurrence avec la Game Boy Color de Nintendo. + +Après un bon démarrage des ventes aux États-Unis et au Japon avec 14 titres de lancement (un record à l'époque), le faible soutien des détaillants aux États-Unis, le manque de communication avec les développeurs tiers de la part de la direction américaine de SNK, la popularité de la franchise Pokémon de Nintendo et l'anticipation de la Game Boy Advance 32 bits, ainsi que la forte concurrence de la WonderSwan de Bandai au Japon, ont entraîné une baisse des ventes dans les deux régions. + Portable + + + + + Il Neo Geo Pocket Color è una console per videogiochi portatile a colori a 16 bit prodotta da SNK. È il successore della console portatile monocromatica Neo Geo Pocket di SNK, che ha debuttato nel 1998 in Giappone, e il Color è completamente retrocompatibile. Il Neo Geo Pocket Color è stato rilasciato il 16 marzo 1999 in Giappone, il 6 agosto 1999 in Nord America e il 1° ottobre 1999 in Europa, entrando nei mercati dominati da Nintendo e facendo concorrenza al Game Boy Color di Nintendo. + +Dopo un buon inizio di vendite sia negli Stati Uniti che in Giappone, con 14 titoli di lancio (un record all'epoca), il successivo scarso supporto al dettaglio negli Stati Uniti, la mancanza di comunicazione con gli sviluppatori di terze parti da parte della dirigenza americana di SNK, la popolarità del franchise Pokémon di Nintendo e l'anticipazione del Game Boy Advance a 32 bit, nonché la forte concorrenza del WonderSwan di Bandai in Giappone, portarono a un calo delle vendite in entrambe le regioni. + Portatile + + + + + De Neo Geo Pocket Color is een 16-bit kleuren handheld video game console geproduceerd door SNK. Het is de opvolger van SNK's monochrome Neo Geo Pocket handheld die in 1998 debuteerde in Japan, waarbij de Color volledig achterwaarts compatibel is. De Neo Geo Pocket Color werd uitgebracht op 16 maart 1999 in Japan, op 6 augustus 1999 in Noord-Amerika en op 1 oktober 1999 in Europa, op markten die allemaal gedomineerd werden door Nintendo, en concurreerde met Nintendo's Game Boy Color. + +Na een goede verkoopstart in zowel de VS als Japan met 14 launchtitels (een record op dat moment), leidde de daaropvolgende lage ondersteuning in de VS, het gebrek aan communicatie met externe ontwikkelaars door het Amerikaanse management van SNK, de populariteit van Nintendo's Pokémon-franchise en de verwachting van de 32-bit Game Boy Advance, en de sterke concurrentie van Bandai's WonderSwan in Japan, tot een daling van de verkoop in beide regio's. + Draagbaar + + + + + Neo Geo Pocket Color to 16-bitowa kolorowa przenośna konsola do gier wideo wyprodukowana przez SNK. Jest to następca monochromatycznego handhelda Neo Geo Pocket firmy SNK, który zadebiutował w 1998 roku w Japonii, przy czym Color jest w pełni kompatybilny wstecz. Neo Geo Pocket Color został wydany 16 marca 1999 roku w Japonii, 6 sierpnia 1999 roku w Ameryce Północnej i 1 października 1999 roku w Europie, wchodząc na rynki zdominowane przez Nintendo, konkurując z Game Boy Color Nintendo. + +Po dobrym starcie sprzedaży w USA i Japonii z 14 tytułami premierowymi (rekord w tamtym czasie), późniejsze niskie wsparcie detaliczne w USA, brak komunikacji z zewnętrznymi deweloperami przez amerykański zarząd SNK, popularność serii Pokémon Nintendo i oczekiwanie na 32-bitowy Game Boy Advance oraz silna konkurencja ze strony WonderSwan Bandai w Japonii, doprowadziły do spadku sprzedaży w obu regionach. + Przenośny + + + + + O Neo Geo Pocket Color é um console de videogame portátil colorido de 16 bits fabricado pela SNK. É o sucessor do console portátil monocromático Neo Geo Pocket da SNK, lançado em 1998 no Japão, sendo o Color totalmente compatível com as versões anteriores. O Neo Geo Pocket Color foi lançado em 16 de março de 1999 no Japão, em 6 de agosto de 1999 na América do Norte e em 1º de outubro de 1999 na Europa, entrando nos mercados dominados pela Nintendo, competindo com o Game Boy Color da Nintendo. + +Após um bom início de vendas nos EUA e no Japão, com 14 títulos de lançamento (um recorde na época), o baixo suporte de varejo subsequente nos EUA, a falta de comunicação com desenvolvedores de terceiros por parte da gerência americana da SNK, a popularidade da franquia Pokémon da Nintendo e a antecipação do Game Boy Advance de 32 bits, além da forte concorrência do WonderSwan da Bandai no Japão, levaram a um declínio nas vendas em ambas as regiões. + Portátil + + + + + Neo Geo Pocket Color este o consolă de jocuri video portabilă color pe 16 biți fabricată de SNK. Este un succesor al consolei portabile monocrome Neo Geo Pocket a SNK, care a debutat în 1998 în Japonia, Color fiind pe deplin retrocompatibilă. Neo Geo Pocket Color a fost lansat pe 16 martie 1999 în Japonia, 6 august 1999 în America de Nord și pe 1 octombrie 1999 în Europa, intrând pe piețele dominate de Nintendo, concurând cu Game Boy Color de la Nintendo. + +După un început bun al vânzărilor atât în SUA, cât și în Japonia, cu 14 titluri de lansare (un record la acea vreme), suportul ulterior scăzut de vânzare cu amănuntul în SUA, lipsa de comunicare cu dezvoltatorii terți de către conducerea americană a SNK, popularitatea francizei Pokémon a Nintendo și anticiparea Game Boy Advance pe 32 de biți, precum și concurența puternică a WonderSwan-ului Bandai în Japonia, au dus la o scădere a vânzărilor în ambele regiuni. + Portabil + + + + + Neo Geo Pocket Color - это 16-битная цветная портативная игровая консоль производства компании SNK. Она является преемницей монохромной портативной консоли Neo Geo Pocket, дебютировавшей в 1998 году в Японии, и имеет полную обратную совместимость. Neo Geo Pocket Color была выпущена 16 марта 1999 года в Японии, 6 августа 1999 года в Северной Америке и 1 октября 1999 года в Европе, выйдя на рынки, где доминирует Nintendo, и конкурируя с Game Boy Color от Nintendo. + +После хорошего старта продаж в США и Японии с 14 стартовыми играми (рекорд на тот момент), последующая низкая розничная поддержка в США, отсутствие связи со сторонними разработчиками со стороны американского руководства SNK, популярность франшизы Pokémon от Nintendo и ожидание 32-битной Game Boy Advance, а также сильная конкуренция со стороны WonderSwan от Bandai в Японии, привели к снижению продаж в обоих регионах. + Портативный + + + Neo Geo Pocket Color är en 16-bitars handhållen videospelskonsol i färg tillverkad av SNK. Den är en efterföljare till SNK:s monokroma handhållna Neo Geo Pocket som lanserades 1998 i Japan, och Color är helt bakåtkompatibel. Neo Geo Pocket Color släpptes den 16 mars 1999 i Japan, den 6 augusti 1999 i Nordamerika och den 1 oktober 1999 i Europa, på marknader som alla dominerades av Nintendo, och konkurrerade med Nintendos Game Boy Color. + +Efter en bra försäljningsstart i både USA och Japan med 14 lanseringstitlar (ett rekord på den tiden), ledde det låga stödet från detaljhandeln i USA, SNK:s amerikanska lednings bristande kommunikation med tredjepartsutvecklare, populariteten hos Nintendos Pokémon-serie och väntan på 32-bitars Game Boy Advance, samt stark konkurrens från Bandais WonderSwan i Japan, till en försäljningsnedgång i båda regionerna. Bärbar + + + ネオジオポケットカラーは、SNK製の16ビットカラー携帯ゲーム機である。1998年に日本でデビューしたSNKのモノクロ携帯ゲーム機「ネオジオポケット」の後継機であり、カラーは完全下位互換である。日本では1999年3月16日、北米では1999年8月6日、欧州では1999年10月1日に発売され、任天堂が支配する市場に参入し、任天堂のゲームボーイカラーと競合した。 + +日米ともに14本のローンチタイトル(当時としては記録的)を発売し、好調な滑り出しを見せたが、その後のアメリカでの小売店のサポートの低さ、SNKのアメリカ経営陣によるサードパーティ開発者とのコミュニケーション不足、任天堂の「ポケットモンスター」フランチャイズの人気と32ビット版ゲームボーイアドバンスへの期待、日本でのバンダイのワンダースワンとの強力な競合などにより、両地域とも販売台数は減少した。 + ポータブル + + + + + 네오 지오 포켓 컬러는 SNK에서 제조한 16비트 컬러 핸드헬드 비디오 게임 콘솔입니다. 1998년 일본에서 첫 선을 보인 SNK의 흑백 네오 지오 포켓 핸드헬드의 후속작으로, 컬러는 이전 버전과 완벽하게 호환됩니다. 네오 지오 포켓 컬러는 일본에서는 1999년 3월 16일, 북미에서는 1999년 8월 6일, 유럽에서는 1999년 10월 1일에 출시되어 닌텐도의 게임보이 컬러와 경쟁하며 닌텐도가 지배하는 모든 시장에 진출했습니다. + +미국과 일본 모두에서 14개의 출시 타이틀(당시 기록)으로 순조로운 판매 시작을 보였으나, 이후 미국에서의 낮은 소매 지원, SNK 미국 경영진의 타사 개발자와의 소통 부족, 닌텐도 포켓몬 프랜차이즈의 인기와 32비트 게임보이 어드밴스에 대한 기대, 일본 내 반다이 원더스완과의 강력한 경쟁으로 인해 두 지역에서 판매 감소를 겪게 됩니다. + 휴대성 + + + + + Neo Geo Pocket Color 是 SNK 生产的一款 16 位彩色掌上视频游戏机。它是 SNK 于 1998 年在日本推出的单色 Neo Geo Pocket 掌上游戏机的后继机,Color 完全向后兼容。Neo Geo Pocket Color 于 1999 年 3 月 16 日在日本发布,1999 年 8 月 6 日在北美发布,1999 年 10 月 1 日在欧洲发布,进入了任天堂主导的市场,与任天堂的 Game Boy Color 展开竞争。 + +在美国和日本上市之初都取得了不错的销售业绩,共推出了 14 款游戏(创下了当时的记录),但随后由于美国的零售支持率较低、SNK 的美国管理层缺乏与第三方开发商的沟通、任天堂的《口袋妖怪》系列游戏的流行和对 32 位 Game Boy Advance 的期待,以及日本 Bandai 的 WonderSwan 的强劲竞争,导致这两个地区的销售下滑。 + 便携式 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/now-playing.xml b/themes/linear-es-de/system/metadata/now-playing.xml index 5996769fb..fd42a7c2c 100644 --- a/themes/linear-es-de/system/metadata/now-playing.xml +++ b/themes/linear-es-de/system/metadata/now-playing.xml @@ -1,4 +1,4 @@ - + Now Playing Play and complete the games on your backlog. @@ -8,14 +8,90 @@ Various Collection 1-1 + 1-1 + + + Juga i completa els jocs al back -back. + Collection + + + + + Spiele und schließe die Spiele in deiner Warteschlange ab. + Sammlung + + + + + Juega y completa los juegos pendientes. + Colección + + + + + Jouez et terminez les jeux de votre carnet de commandes. + Collection + + + + + Giocate e completate i giochi in arretrato. + Collezione + + + + + Speel en voltooi de games in je achterstand. + Collectie + + + + + Graj i ukończ gry z listy zaległości. + Kolekcja + + + + + Jogue e conclua os jogos em sua lista de pendências. + Coleção + + + + + Joacă și finalizează jocurile din portofoliul tău. + Colecție + + + + + Играйте и завершайте игры, находящиеся в вашем запасе. + Коллекция + + - Diverse - Diverse - Diverse - Diverse + Spela och slutför spelen i din backlog. Samling + + + バックログにあるゲームをプレイしてクリアする。 + コレクション + + + + + 백로그에 있는 게임을 플레이하고 완료하세요. + 컬렉션 + + + + + 玩并完成积压的游戏。 + 收藏品 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/odyssey2.xml b/themes/linear-es-de/system/metadata/odyssey2.xml index 7e0dd9301..07be491de 100644 --- a/themes/linear-es-de/system/metadata/odyssey2.xml +++ b/themes/linear-es-de/system/metadata/odyssey2.xml @@ -1,8 +1,8 @@ - + Odyssey² The Magnavox Odyssey 2 is a second generation (1976–1992) home video game console developed and distributed by Magnavox. It was released in February 1979 in North America at a retail price of $179. The console was also released in Europe (1979), and later South America (1983), and Japan (1982). The Odyssey 2 included a full alphanumeric membrane keyboard, which was to be used for educational games, selecting options, or programming. The console was discontinued on March 20, 1984. - Magnavox & Philips + Magnavox 1978 1978-12-01 December 1, 1978 @@ -13,10 +13,90 @@ 89918F DC3114 F8D239 + 105-170 + + + La Magnavox Odyssey 2 és una consola de videojocs de segona generació (1976–1992) desenvolupada i distribuïda per Magnavox. Va ser llançat el febrer de 1979 a Amèrica del Nord a un preu al detall de 179 dòlars. La consola també es va publicar a Europa (1979), i després a Amèrica del Sud (1983) i Japó (1982). L’Odyssey 2 va incloure un teclat de membrana alfanumèric complet, que s’havia d’utilitzar per a jocs educatius, selecció d’opcions o programació. La consola es va suspendre el 20 de març de 1984. + Console + + + + + Die Magnavox Odyssey 2 ist eine Videospielkonsole der zweiten Generation (1976-1992), die von Magnavox entwickelt und vertrieben wurde. Sie wurde im Februar 1979 in Nordamerika zu einem Einzelhandelspreis von 179 $ veröffentlicht. Die Konsole wurde auch in Europa (1979), später in Südamerika (1983) und Japan (1982) veröffentlicht. Die Odyssey 2 verfügte über eine vollständige alphanumerische Membrantastatur, die für Lernspiele, die Auswahl von Optionen oder die Programmierung verwendet werden sollte. Die Konsole wurde am 20. März 1984 aus dem Programm genommen. + Konsole + + + + + La Magnavox Odyssey 2 es una videoconsola doméstica de segunda generación (1976-1992) desarrollada y distribuida por Magnavox. Salió a la venta en febrero de 1979 en Norteamérica a un precio de venta al público de 179 dólares. La consola también salió a la venta en Europa (1979), y más tarde en Sudamérica (1983) y Japón (1982). La Odyssey 2 incluía un teclado de membrana alfanumérico completo, que debía utilizarse para juegos educativos, seleccionar opciones o programar. La consola dejó de fabricarse el 20 de marzo de 1984. + Consola + + + + + La Magnavox Odyssey 2 est une console de jeux vidéo de salon de deuxième génération (1976-1992) développée et distribuée par Magnavox. Elle est sortie en février 1979 en Amérique du Nord au prix de 179 dollars. La console a également été commercialisée en Europe (1979), puis en Amérique du Sud (1983) et au Japon (1982). L'Odyssey 2 comprenait un clavier alphanumérique à membrane, qui devait être utilisé pour les jeux éducatifs, la sélection d'options ou la programmation. La console a été arrêtée le 20 mars 1984. + Console + + + + + Il Magnavox Odyssey 2 è una console per videogiochi domestici di seconda generazione (1976-1992) sviluppata e distribuita da Magnavox. È stata rilasciata nel febbraio 1979 in Nord America a un prezzo al dettaglio di 179 dollari. La console è stata distribuita anche in Europa (1979) e successivamente in Sud America (1983) e in Giappone (1982). L'Odyssey 2 includeva una tastiera alfanumerica completa a membrana, da utilizzare per i giochi educativi, la selezione delle opzioni o la programmazione. La console fu dismessa il 20 marzo 1984. + Console + + + + + De Magnavox Odyssey 2 is een tweede generatie (1976-1992) home video game console ontwikkeld en gedistribueerd door Magnavox. Hij werd in februari 1979 uitgebracht in Noord-Amerika voor een verkoopprijs van 179 dollar. De console werd ook uitgebracht in Europa (1979) en later in Zuid-Amerika (1983) en Japan (1982). De Odyssey 2 bevatte een volledig alfanumeriek membraantoetsenbord, dat gebruikt kon worden voor educatieve spelletjes, het selecteren van opties of programmeren. De console werd gestopt op 20 maart 1984. + Console + + + + + Magnavox Odyssey 2 to domowa konsola do gier wideo drugiej generacji (1976-1992) opracowana i dystrybuowana przez firmę Magnavox. Została wydana w lutym 1979 roku w Ameryce Północnej w cenie detalicznej 179 USD. Konsola została również wydana w Europie (1979), a później w Ameryce Południowej (1983) i Japonii (1982). Odyssey 2 zawierała pełną alfanumeryczną klawiaturę membranową, która miała być używana do gier edukacyjnych, wybierania opcji lub programowania. Konsola została wycofana z produkcji 20 marca 1984 roku. + Konsola + + + + + O Magnavox Odyssey 2 é um console de videogame doméstico de segunda geração (1976-1992) desenvolvido e distribuído pela Magnavox. Foi lançado em fevereiro de 1979 na América do Norte a um preço de varejo de US$ 179. O console também foi lançado na Europa (1979) e, posteriormente, na América do Sul (1983) e no Japão (1982). O Odyssey 2 incluía um teclado de membrana alfanumérico completo, que deveria ser usado para jogos educativos, seleção de opções ou programação. O console foi descontinuado em 20 de março de 1984. + Console + + + + + Magnavox Odyssey 2 este o a doua generație (1976-1992) de console de jocuri video pentru acasă dezvoltată și distribuită de Magnavox. A fost lansată în februarie 1979 în America de Nord la un preț de vânzare cu amănuntul de 179 $. Consola a fost lansată și în Europa (1979), iar mai târziu în America de Sud (1983) și Japonia (1982). Odyssey 2 a inclus o tastatură cu membrană alfanumerică completă, care urma să fie utilizată pentru jocuri educaționale, selectarea opțiunilor sau programare. Consola a fost întreruptă pe 20 martie 1984. + Consolă + + + + + Magnavox Odyssey 2 - домашняя игровая консоль второго поколения (1976-1992), разработанная и распространяемая компанией Magnavox. Она была выпущена в феврале 1979 года в Северной Америке по розничной цене $179. Консоль также была выпущена в Европе (1979), а затем в Южной Америке (1983) и Японии (1982). В комплект поставки Odyssey 2 входила полная алфавитно-цифровая мембранная клавиатура, которая должна была использоваться для обучающих игр, выбора опций или программирования. Консоль была снята с производства 20 марта 1984 года. + Консоль + + + Magnavox Odyssey 2 är en andra generationens (1976-1992) videospelskonsol för hemmabruk som utvecklades och distribuerades av Magnavox. Den släpptes i februari 1979 i Nordamerika till ett detaljhandelspris av 179 dollar. Konsolen släpptes även i Europa (1979) och senare i Sydamerika (1983) och Japan (1982). Odyssey 2 hade ett fullständigt alfanumeriskt membrantangentbord, som skulle användas för utbildningsspel, val av alternativ eller programmering. Konsolen slutade säljas den 20 mars 1984. Konsol + + + マグナボックス・オデッセイ2は、マグナボックスが開発・販売した第2世代(1976年〜1992年)の家庭用ゲーム機である。1979年2月に北米で発売され、小売価格は179ドルであった。このゲーム機はヨーロッパ(1979年)でも発売され、後に南米(1983年)、日本(1982年)でも発売された。オデッセイ2にはフル英数字メンブレンキーボードが付属しており、教育用ゲームやオプションの選択、プログラミングなどに使用された。このゲーム機は1984年3月20日に生産終了となった。 + コンソール + + + + + 마그네박스 오디세이 2는 마그네박스에서 개발 및 유통한 2세대(1976~1992년) 가정용 비디오 게임기입니다. 1979년 2월 북미에서 179달러의 소매가로 출시되었습니다. 이 콘솔은 유럽(1979년)과 이후 남미(1983년), 일본(1982년)에서도 출시되었습니다. 오디세이 2에는 교육용 게임, 옵션 선택 또는 프로그래밍에 사용되는 풀 영숫자 멤브레인 키보드가 포함되어 있었습니다. 이 콘솔은 1984년 3월 20일에 단종되었습니다. + 콘솔 + + + + + Magnavox Odyssey 2 是由 Magnavox 开发和销售的第二代(1976-1992 年)家用视频游戏机。它于 1979 年 2 月在北美发布,零售价为 179 美元。该游戏机还在欧洲(1979 年)、南美(1983 年)和日本(1982 年)发行。奥德赛 2 包括一个全字母数字薄膜键盘,可用于教学游戏、选择选项或编程。该控制台于 1984 年 3 月 20 日停产。 + 控制台 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/openbor.xml b/themes/linear-es-de/system/metadata/openbor.xml index 0e63bf5cb..d99745add 100644 --- a/themes/linear-es-de/system/metadata/openbor.xml +++ b/themes/linear-es-de/system/metadata/openbor.xml @@ -1,4 +1,4 @@ - + Open Beats of Rage Beats of Rage is a fan-made tribute game to Sega's Streets of Rage series. It supplants the original graphics and characters with resources taken from The King of Fighters series, albeit with tongue-in-cheek renames. Originally developed by Senile Team, the underlying engine powering Beats of Rage later went on to become the Open Beats of Rage (OpenBOR) game engine project. @@ -13,10 +13,90 @@ 407AC0 EBE470 404040 + 1-1 + + + Beats of Rage és un joc d’homenatge fet als fanàtics a la sèrie Strets of Rage de Sega. Supera els gràfics i els personatges originals amb recursos extrets de la sèrie King of Fighters, tot i que amb els noms de llengua en galta. Originalment desenvolupat per Senile Team, els motors subjacents del motor de Rage després es van convertir en el projecte de motors de joc de Rage (Openbor) de Rage (Openbor). + Engine + + + + + Beats of Rage ist ein von Fans entwickeltes Tributspiel zu Segas Streets of Rage-Serie. Es ersetzt die Originalgrafiken und -charaktere durch Ressourcen aus der The King of Fighters-Serie, wenn auch mit augenzwinkernden Umbenennungen. Ursprünglich von Senile Team entwickelt, wurde die zugrunde liegende Engine, die Beats of Rage antreibt, später in das Open Beats of Rage (OpenBOR) Game Engine Projekt umgewandelt. + Motor + + + + + Beats of Rage es un juego tributo a la serie Streets of Rage de Sega hecho por fans. Sustituye los gráficos y personajes originales por recursos tomados de la serie The King of Fighters, aunque con cambios de nombre irónicos. Originalmente desarrollado por Senile Team, el motor subyacente de Beats of Rage se convirtió más tarde en el proyecto Open Beats of Rage (OpenBOR). + Motor + + + + + Beats of Rage est un jeu créé par des fans en hommage à la série Streets of Rage de Sega. Il remplace les graphismes et les personnages originaux par des ressources tirées de la série The King of Fighters, bien qu'avec des renoms humoristiques. Développé à l'origine par Senile Team, le moteur sous-jacent de Beats of Rage est devenu par la suite le projet de moteur de jeu Open Beats of Rage (OpenBOR). + Moteur + + + + + Beats of Rage è un gioco tributo fatto dai fan alla serie Streets of Rage di Sega. Sostituisce la grafica e i personaggi originali con risorse tratte dalla serie di The King of Fighters, anche se con nomi ironici. Originariamente sviluppato da Senile Team, il motore di Beats of Rage è poi diventato il progetto Open Beats of Rage (OpenBOR). + Motore + + + + + Beats of Rage is een door fans gemaakt eerbetoon aan Sega's Streets of Rage-serie. Het vervangt de originele graphics en personages met middelen uit The King of Fighters-serie, zij het met een ironische naamsverandering. De onderliggende engine van Beats of Rage werd oorspronkelijk ontwikkeld door Senile Team en werd later het Open Beats of Rage (OpenBOR) game engine project. + Motor + + + + + Beats of Rage to stworzona przez fanów gra będąca hołdem dla serii Streets of Rage firmy Sega. Zastępuje ona oryginalną grafikę i postacie zasobami zaczerpniętymi z serii The King of Fighters, aczkolwiek z żartobliwymi zmianami nazw. Pierwotnie opracowany przez Senile Team, podstawowy silnik napędzający Beats of Rage stał się później projektem silnika gry Open Beats of Rage (OpenBOR). + Silnik + + + + + Beats of Rage é um jogo tributo feito por fãs à série Streets of Rage da Sega. Ele substitui os gráficos e personagens originais por recursos retirados da série The King of Fighters, embora com nomes irônicos. Originalmente desenvolvido pela Senile Team, o mecanismo subjacente que alimenta o Beats of Rage mais tarde se tornou o projeto de mecanismo de jogo Open Beats of Rage (OpenBOR). + Motor + + + + + Beats of Rage este un joc tribut făcut de fani pentru seria Streets of Rage de la Sega. Acesta înlocuiește grafica și personajele originale cu resurse preluate din seria The King of Fighters, deși cu redenumiri ironice. Dezvoltat inițial de Senile Team, motorul care stă la baza Beats of Rage a devenit ulterior proiectul de motor de joc Open Beats of Rage (OpenBOR). + Motor + + + + + Beats of Rage - это фанатская игра, посвященная серии Streets of Rage от Sega. В ней оригинальная графика и персонажи заменены ресурсами, взятыми из серии The King of Fighters, хотя и со смешными переименованиями. Изначально игра была разработана Senile Team, а движок, лежащий в основе Beats of Rage, впоследствии стал проектом игрового движка Open Beats of Rage (OpenBOR). + Двигатель + + - Spelmotor + Beats of Rage är ett fan-skapat hyllningsspel till Segas Streets of Rage-serie. Det ersätter originalgrafiken och karaktärerna med resurser hämtade från The King of Fighters-serien, om än med ironiska namnbyten. Spelet utvecklades ursprungligen av Senile Team, men den underliggande spelmotorn i Beats of Rage blev senare Open Beats of Rage (OpenBOR). + Motor + + + + + Beats of Rage』は、セガの『ストリート・オブ・レイジ』シリーズのファンメイド・トリビュートゲームである。オリジナルのグラフィックとキャラクターを、『ザ・キング・オブ・ファイターズ』シリーズから引用したリソースで置き換えている。元々はSenile Teamによって開発され、Beats of Rageの基盤となるエンジンは後にOpen Beats of Rage (OpenBOR)ゲームエンジンプロジェクトとなった。 + エンジン + + + + + 비츠 오브 레이지 게임은 팬들이 세가의 스트리트 오브 레이지 시리즈에 헌정하기 위해 만든 게임입니다. 킹 오브 파이터즈 시리즈에서 가져온 리소스로 오리지널 그래픽과 캐릭터를 대체했지만, 이름만 살짝 바꿨습니다. 원래 세닐 팀이 개발했던 Beats of Rage의 기본 엔진은 나중에 Open Beats of Rage(OpenBOR) 게임 엔진 프로젝트로 발전했습니다. + 엔진 + + + + + Beats of Rage》是一款粉丝制作的向世嘉《Streets of Rage》系列致敬的游戏。该游戏以《格斗之王》系列的资源取代了原版的图形和角色,尽管名称的改动颇具讽刺意味。Beats of Rage》最初由 Senile Team 开发,其底层引擎后来成为 Open Beats of Rage(OpenBOR)游戏引擎项目。 + 发动机 \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/oric.xml b/themes/linear-es-de/system/metadata/oric.xml index d621419c2..bcfda5381 100644 --- a/themes/linear-es-de/system/metadata/oric.xml +++ b/themes/linear-es-de/system/metadata/oric.xml @@ -1,4 +1,4 @@ - + Oric Oric was the name used by UK-based Tangerine Computer Systems for a series of 6502-based home computers sold in the 1980s, primarily in Europe. With the success of the ZX Spectrum from Sinclair Research, Tangerine's backers suggested a home computer and Tangerine formed Oric Products International Ltd to develop the Oric-1. The computer was introduced in 1982.[5] During 1983, approximately 160,000 Oric-1 computers were sold in the UK, plus another 50,000 in France (where it was the year's top-selling machine). This resulted in Oric being acquired and given funding for a successor model, the 1984 Oric Atmos. @@ -13,10 +13,90 @@ 207EA4 77776D 9E9C8F + 1-1 + + + ORIC era el nom que utilitzaven els sistemes informàtics de mandarina basats en el Regne Unit per a una sèrie d’ordinadors domèstics basats en 6502 venuts a la dècada de 1980, principalment a Europa. Amb l’èxit de l’espectre ZX de Sinclair Research, els patrocinadors de Tangerine van suggerir un ordinador domèstic i la mandarina va formar Oric Products International Ltd per desenvolupar l’ORIC-1. L’ordinador es va introduir el 1982. [5]Durant el 1983, es van vendre aproximadament 160.000 ordinadors ORIC-1 al Regne Unit, a més de 50.000 altres a França (on era la màquina més venuda de l'any). Això va donar lloc a que ORIC fos adquirit i donat finançament per a un model successor, els ARIC Atmos de 1984. + Computer + + + + + Oric war der Name, den das britische Unternehmen Tangerine Computer Systems für eine Reihe von 6502-basierten Heimcomputern verwendete, die in den 1980er Jahren hauptsächlich in Europa verkauft wurden. Nach dem Erfolg des ZX Spectrum von Sinclair Research schlugen die Geldgeber von Tangerine einen Heimcomputer vor, und Tangerine gründete Oric Products International Ltd, um den Oric-1 zu entwickeln. Der Computer wurde 1982 auf den Markt gebracht.[5] Im Laufe des Jahres 1983 wurden etwa 160.000 Oric-1-Computer im Vereinigten Königreich verkauft, plus weitere 50.000 in Frankreich (wo er der meistverkaufte Computer des Jahres war). Dies führte dazu, dass Oric aufgekauft wurde und die Finanzierung für ein Nachfolgemodell, den Oric Atmos von 1984, erhielt. + Computer + + + + + Oric fue el nombre utilizado por Tangerine Computer Systems, con sede en el Reino Unido, para una serie de ordenadores domésticos basados en 6502 que se vendieron en la década de 1980, principalmente en Europa. Con el éxito del ZX Spectrum de Sinclair Research, los patrocinadores de Tangerine sugirieron un ordenador doméstico y Tangerine formó Oric Products International Ltd para desarrollar el Oric-1. El ordenador se presentó en 1982[5]. Durante 1983, se vendieron aproximadamente 160.000 ordenadores Oric-1 en el Reino Unido y otros 50.000 en Francia (donde fue la máquina más vendida del año). El resultado fue la adquisición de Oric y la financiación de un modelo sucesor, el Oric Atmos de 1984. + Ordenador + + + + + Oric est le nom utilisé par la société britannique Tangerine Computer Systems pour une série d'ordinateurs familiaux à base de 6502 vendus dans les années 1980, principalement en Europe. Avec le succès du ZX Spectrum de Sinclair Research, les bailleurs de fonds de Tangerine ont suggéré un ordinateur domestique et Tangerine a formé Oric Products International Ltd pour développer l'Oric-1, qui a été introduit en 1982[5]. L'ordinateur a été lancé en 1982[5] En 1983, environ 160 000 ordinateurs Oric-1 ont été vendus au Royaume-Uni, plus 50 000 en France (où il a été la machine la plus vendue de l'année). Oric a donc été racheté et a reçu des fonds pour la création d'un nouveau modèle, l'Oric Atmos, en 1984. + Ordinateur + + + + + Oric è il nome utilizzato da Tangerine Computer Systems, società con sede nel Regno Unito, per una serie di home computer basati su 6502 venduti negli anni '80, principalmente in Europa. Con il successo dello ZX Spectrum di Sinclair Research, i finanziatori di Tangerine suggerirono un home computer e Tangerine formò Oric Products International Ltd per sviluppare l'Oric-1. Il computer fu presentato nel 1982. Il computer fu presentato nel 1982.[5] Nel corso del 1983 furono venduti circa 160.000 computer Oric-1 nel Regno Unito, più altri 50.000 in Francia (dove fu la macchina più venduta dell'anno). Questo ha portato all'acquisizione di Oric e al finanziamento di un modello successivo, l'Oric Atmos del 1984. + Computer + + + + + Oric was de naam die het Britse Tangerine Computer Systems gebruikte voor een serie 6502-gebaseerde thuiscomputers die in de jaren 80 werden verkocht, voornamelijk in Europa. Na het succes van de ZX Spectrum van Sinclair Research stelden de geldschieters van Tangerine een thuiscomputer voor en Tangerine richtte Oric Products International Ltd op om de Oric-1 te ontwikkelen. De computer werd geïntroduceerd in 1982.[5] In 1983 werden er ongeveer 160.000 Oric-1 computers verkocht in de UK, plus nog eens 50.000 in Frankrijk (waar het de best verkochte machine van het jaar was). Dit resulteerde in de overname van Oric en de financiering van een opvolger, de Oric Atmos uit 1984. + Computer + + + + + Oric to nazwa używana przez brytyjską firmę Tangerine Computer Systems dla serii komputerów domowych opartych na 6502, sprzedawanych w latach 80-tych, głównie w Europie. Wraz z sukcesem ZX Spectrum od Sinclair Research, zwolennicy Tangerine zasugerowali komputer domowy, a Tangerine utworzyło Oric Products International Ltd w celu opracowania Oric-1. Komputer został wprowadzony na rynek w 1982 r.[5] W 1983 r. sprzedano około 160 000 komputerów Oric-1 w Wielkiej Brytanii oraz kolejne 50 000 we Francji (gdzie był najlepiej sprzedającym się urządzeniem w roku). Spowodowało to, że firma Oric została przejęta i otrzymała fundusze na kolejny model, Oric Atmos z 1984 roku. + Komputer + + + + + Oric foi o nome usado pela Tangerine Computer Systems, sediada no Reino Unido, para uma série de computadores domésticos baseados em 6502 vendidos na década de 1980, principalmente na Europa. Com o sucesso do ZX Spectrum da Sinclair Research, os patrocinadores da Tangerine sugeriram um computador doméstico e a Tangerine formou a Oric Products International Ltd para desenvolver o Oric-1. O computador foi lançado em 1982.[5] Em 1983, aproximadamente 160.000 computadores Oric-1 foram vendidos no Reino Unido, além de outros 50.000 na França (onde foi a máquina mais vendida do ano). Isso fez com que a Oric fosse adquirida e recebesse financiamento para um modelo sucessor, o Oric Atmos, de 1984. + Computador + + + + + Oric a fost numele folosit de Tangerine Computer Systems, cu sediul în Marea Britanie, pentru o serie de computere de uz casnic bazate pe 6502 vândute în anii 1980, în special în Europa. Odată cu succesul ZX Spectrum de la Sinclair Research, susținătorii Tangerine au sugerat un computer pentru acasă, iar Tangerine a format Oric Products International Ltd pentru a dezvolta Oric-1. Computerul a fost introdus pe piață în 1982[5]. În cursul anului 1983, aproximativ 160 000 de computere Oric-1 au fost vândute în Regatul Unit, plus alte 50 000 în Franța (unde a fost cel mai bine vândut computer al anului). Acest lucru a dus la achiziționarea Oric și la acordarea de fonduri pentru un model succesor, Oric Atmos din 1984. + Computer + + + + + Oric - это название, которым британская компания Tangerine Computer Systems назвала серию домашних компьютеров на базе 6502, продававшихся в 1980-х годах, в основном в Европе. После успеха ZX Spectrum от Sinclair Research сторонники Tangerine предложили создать домашний компьютер, и Tangerine основала компанию Oric Products International Ltd для разработки Oric-1. Компьютер был представлен в 1982 г.[5] В 1983 г. в Великобритании было продано около 160 000 компьютеров Oric-1, еще 50 000 - во Франции (где он стал самым продаваемым в этом году). В результате компания Oric была приобретена и получила финансирование на создание преемника, Oric Atmos 1984 года. + Компьютер + + + Oric var namnet som användes av brittiska Tangerine Computer Systems för en serie 6502-baserade hemdatorer som såldes under 1980-talet, främst i Europa. Med framgången för ZX Spectrum från Sinclair Research föreslog Tangerines finansiärer en hemdator och Tangerine bildade Oric Products International Ltd för att utveckla Oric-1. Datorn introducerades 1982[5]. 1983 såldes cirka 160.000 Oric-1-datorer i Storbritannien och ytterligare 50.000 i Frankrike (där den var årets mest sålda dator). Detta ledde till att Oric blev uppköpt och fick finansiering för en efterföljare, Oric Atmos från 1984. Dator + + + Oricは、イギリスのTangerine Computer Systemsが1980年代に主にヨーロッパで販売した6502ベースの家庭用コンピュータのシリーズに使用した名前である。シンクレア・リサーチのZXスペクトラムの成功に伴い、タンジェリンの後援者は家庭用コンピュータを提案し、タンジェリンはOric-1を開発するためにOric Products International Ltdを設立した。このコンピュータは1982年に発売され[5]、1983年にはイギリスで約160,000台のOric-1コンピュータが販売され、フランスでも50,000台が販売された(フランスではこの年のトップセラーとなった)。この結果、Oricは買収され、後継モデルである1984年版Oric Atmosのための資金を得ることになった。 + コンピューター + + + + + Oric은 1980년대에 주로 유럽에서 판매된 6502 기반 가정용 컴퓨터 시리즈에 영국에 본사를 둔 Tangerine Computer Systems가 사용한 이름입니다. 싱클레어 리서치의 ZX 스펙트럼이 성공하자 탠저린의 후원자들은 가정용 컴퓨터를 제안했고, 탠저린은 Oric Products International Ltd를 설립하여 Oric-1을 개발했습니다. 이 컴퓨터는 1982년에 출시되었습니다.[5] 1983년에 영국에서 약 16만 대, 프랑스에서 5만 대(그 해 가장 많이 팔린 컴퓨터)의 Oric-1 컴퓨터가 판매되었습니다. 이로 인해 Oric은 인수되었고 후속 모델인 1984년형 Oric Atmos를 위한 자금을 지원받게 되었습니다. + 컴퓨터 + + + + + Oric 是英国 Tangerine Computer Systems 公司在 20 世纪 80 年代主要在欧洲销售的一系列基于 6502 的家用电脑的名称。随着辛克莱研究公司的 ZX Spectrum 取得成功,Tangerine 的支持者建议推出家用电脑,于是 Tangerine 成立了 Oric Products International Ltd,开发出 Oric-1。1983 年,Oric-1 电脑在英国售出约 160,000 台,在法国售出 50,000 台(是当年最畅销的电脑)。因此,Oric 被收购并获得资金,用于生产后继型号,即 1984 年的 Oric Atmos。 + 计算机 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/palm.xml b/themes/linear-es-de/system/metadata/palm.xml index 09da1261e..b0553cd02 100644 --- a/themes/linear-es-de/system/metadata/palm.xml +++ b/themes/linear-es-de/system/metadata/palm.xml @@ -1,4 +1,4 @@ - + Palm The PalmPilot Personal and PalmPilot Professional are the second generation of Palm PDA devices produced by Palm Inc (then a subsidiary of U.S. Robotics, later 3Com). These devices were launched on March 10, 1997 @@ -13,10 +13,90 @@ 242443 345A89 363636 + 1-1 + + + El PalmPilot Personal i PalmPilot Professional són la segona generació de dispositius PDA PDA produïts per Palm Inc (llavors filial de la robòtica dels Estats Units, més tard 3Com). Aquests dispositius es van llançar el 10 de març de 1997 + OS + + + + + Der PalmPilot Personal und der PalmPilot Professional sind die zweite Generation der Palm-PDA-Geräte, die von Palm Inc. (damals eine Tochtergesellschaft von U.S. Robotics, später 3Com) hergestellt wurden. Diese Geräte wurden am 10. März 1997 auf den Markt gebracht. + OS + + + + + PalmPilot Personal y PalmPilot Professional son la segunda generación de dispositivos PDA Palm producidos por Palm Inc (entonces filial de U.S. Robotics, más tarde 3Com). Estos dispositivos se lanzaron el 10 de marzo de 1997 + OS + + + + + Le PalmPilot Personal et le PalmPilot Professional sont la deuxième génération d'appareils Palm PDA produits par Palm Inc (alors filiale de U.S. Robotics, plus tard 3Com). Ces appareils ont été lancés le 10 mars 1997 + OS + + + + + Il PalmPilot Personal e il PalmPilot Professional sono la seconda generazione di dispositivi Palm PDA prodotti da Palm Inc (allora filiale di U.S. Robotics, poi 3Com). Questi dispositivi sono stati lanciati il 10 marzo 1997 + OS + + + + + De PalmPilot Personal en PalmPilot Professional zijn de tweede generatie Palm PDA's geproduceerd door Palm Inc (toen een dochteronderneming van U.S. Robotics, later 3Com). Deze apparaten werden gelanceerd op 10 maart 1997 + OS + + + + + PalmPilot Personal i PalmPilot Professional to druga generacja urządzeń Palm PDA produkowanych przez Palm Inc (wówczas spółkę zależną U.S. Robotics, później 3Com). Urządzenia te zostały wprowadzone na rynek 10 marca 1997 roku + OS + + + + + O PalmPilot Personal e o PalmPilot Professional são a segunda geração de dispositivos Palm PDA produzidos pela Palm Inc (na época uma subsidiária da U.S. Robotics, mais tarde 3Com). Esses dispositivos foram lançados em 10 de março de 1997 + SO + + + + + PalmPilot Personal și PalmPilot Professional sunt a doua generație de dispozitive Palm PDA produse de Palm Inc (atunci o filială a U.S. Robotics, ulterior 3Com). Aceste dispozitive au fost lansate pe 10 martie 1997 + SO + + + + + PalmPilot Personal и PalmPilot Professional - это второе поколение КПК Palm, выпущенных компанией Palm Inc (в то время дочерней компанией U.S. Robotics, позже 3Com). Эти устройства были выпущены 10 марта 1997 года. + OS + + - Operativsystem + PalmPilot Personal och PalmPilot Professional är den andra generationen Palm PDA-enheter som tillverkas av Palm Inc (då ett dotterbolag till U.S. Robotics, senare 3Com). Dessa enheter lanserades den 10 mars 1997. + OS + + + + + PalmPilot PersonalとPalmPilot Professionalは、Palm Inc(当時はU.S.Roboticsの子会社、後に3Com)が製造したPalm PDAの第2世代デバイスである。これらのデバイスは1997年3月10日に発売された。 + OS + + + + + PalmPilot Personal 및 PalmPilot Professional은 Palm Inc(당시 U.S. Robotics의 자회사, 이후 3Com)에서 생산한 2세대 Palm PDA 장치입니다. 이 장치는 1997년 3월 10일에 출시되었습니다. + OS + + + + + PalmPilot Personal 和 PalmPilot Professional 是 Palm 公司(当时是 U.S. Robotics 的子公司,后来成为 3Com 公司)生产的第二代 Palm PDA 设备。这些设备于 1997 年 3 月 10 日推出 + 操作系统 \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/pc.xml b/themes/linear-es-de/system/metadata/pc.xml index f6c296835..7f0e882f1 100644 --- a/themes/linear-es-de/system/metadata/pc.xml +++ b/themes/linear-es-de/system/metadata/pc.xml @@ -1,11 +1,11 @@ - + IBM PC The IBM Personal Computer (model 5150, commonly known as the IBM PC) is the first microcomputer released in the IBM PC model line and the basis for the IBM PC compatible de facto standard. Released on August 12, 1981, it was created by a team of engineers and designers directed by Don Estridge in Boca Raton, Florida. - The machine was based on open architecture and third-party peripherals. Over time, expansion cards and software technology increased to support it. +The machine was based on open architecture and third-party peripherals. Over time, expansion cards and software technology increased to support it. - The PC had a substantial influence on the personal computer market. The specifications of the IBM PC became one of the most popular computer design standards in the world. The only significant competition it faced from a non-compatible platform throughout the 1980s was from the Apple Macintosh product line. The majority of modern personal computers are distant descendants of the IBM PC. +The PC had a substantial influence on the personal computer market. The specifications of the IBM PC became one of the most popular computer design standards in the world. The only significant competition it faced from a non-compatible platform throughout the 1980s was from the Apple Macintosh product line. The majority of modern personal computers are distant descendants of the IBM PC. IBM 1981 1981-08-12 @@ -17,10 +17,146 @@ FFFFFF 666870 201D1D + 1-1 + + + L’ordinador personal d’IBM (Model 5150, conegut comunament com a IBM PC) és el primer microordinador llançat a la línia de model IBM PC i la base per a l’estàndard de facto compatible amb IBM PC. Llançat el 12 d'agost de 1981, va ser creat per un equip d'enginyers i dissenyadors dirigits per Don Estridge a Boca Raton, Florida. + +La màquina es basava en arquitectura oberta i perifèrics de tercers. Amb el pas del temps, les targetes d’expansió i la tecnologia de programari van augmentar per suportar -la. + +El PC va tenir una influència substancial en el mercat informàtic personal. Les especificacions de l’IBM PC es van convertir en un dels estàndards de disseny informàtic més populars del món. L’única competència significativa que va afrontar des d’una plataforma no compatible durant la dècada de 1980 va ser de la línia de productes d’Apple Macintosh. La majoria dels ordinadors personals moderns són descendents llunyans de l’IBM PC. + Computer + + + + + Der IBM Personal Computer (Modell 5150, gemeinhin als IBM PC bekannt) ist der erste Mikrocomputer der IBM PC-Modellreihe und die Grundlage für den IBM PC-kompatiblen De-facto-Standard. Er kam am 12. August 1981 auf den Markt und wurde von einem Team von Ingenieuren und Designern unter der Leitung von Don Estridge in Boca Raton, Florida, entwickelt. + +Der Rechner basierte auf einer offenen Architektur und Peripheriegeräten von Drittanbietern. Im Laufe der Zeit wurden die Erweiterungskarten und die Softwaretechnologie erweitert, um ihn zu unterstützen. + +Der PC hatte einen erheblichen Einfluss auf den Markt für Personal Computer. Die Spezifikationen des IBM PC wurden zu einem der beliebtesten Computerdesignstandards der Welt. Die einzige nennenswerte Konkurrenz durch eine nicht kompatible Plattform war in den 1980er Jahren die Apple Macintosh-Produktlinie. Die meisten modernen Personal Computer sind entfernte Nachfahren des IBM PC. + Computer + + + + + El IBM Personal Computer (modelo 5150, comúnmente conocido como IBM PC) es el primer microordenador lanzado en la línea de modelos IBM PC y la base del estándar de facto IBM PC compatible. Lanzado el 12 de agosto de 1981, fue creado por un equipo de ingenieros y diseñadores dirigido por Don Estridge en Boca Ratón, Florida. + +La máquina se basaba en una arquitectura abierta y periféricos de terceros. Con el tiempo, aumentaron las tarjetas de expansión y la tecnología de software compatibles. + +El PC tuvo una influencia sustancial en el mercado de los ordenadores personales. Las especificaciones del IBM PC se convirtieron en uno de los estándares de diseño informático más populares del mundo. La única competencia significativa a la que se enfrentó desde una plataforma no compatible a lo largo de la década de 1980 fue la de la línea de productos Apple Macintosh. La mayoría de los ordenadores personales modernos son descendientes lejanos del IBM PC. + Ordenador + + + + + L'ordinateur personnel IBM (modèle 5150, communément appelé IBM PC) est le premier micro-ordinateur de la gamme IBM PC et la base du standard de facto de la compatibilité IBM PC. Sorti le 12 août 1981, il a été créé par une équipe d'ingénieurs et de concepteurs dirigée par Don Estridge à Boca Raton, en Floride. + +La machine était basée sur une architecture ouverte et des périphériques tiers. Au fil du temps, les cartes d'extension et la technologie logicielle se sont développées pour la prendre en charge. + +Le PC a eu une influence considérable sur le marché des ordinateurs personnels. Les spécifications du PC d'IBM sont devenues l'une des normes de conception d'ordinateurs les plus populaires au monde. La seule concurrence significative à laquelle il a été confronté à partir d'une plate-forme non compatible tout au long des années 1980 a été celle de la ligne de produits Apple Macintosh. La majorité des ordinateurs personnels modernes sont de lointains descendants du PC d'IBM. + Ordinateur + + + + + L'IBM Personal Computer (modello 5150, comunemente noto come IBM PC) è il primo microcomputer della linea IBM PC e la base dello standard IBM PC compatibile. Rilasciato il 12 agosto 1981, è stato creato da un team di ingegneri e progettisti diretti da Don Estridge a Boca Raton, in Florida. + +La macchina era basata su un'architettura aperta e su periferiche di terze parti. Nel corso del tempo, le schede di espansione e la tecnologia software sono aumentate per supportarla. + +Il PC ha avuto un'influenza sostanziale sul mercato dei personal computer. Le specifiche del PC IBM sono diventate uno degli standard di progettazione di computer più diffusi al mondo. L'unica concorrenza significativa che ha dovuto affrontare negli anni '80 da parte di una piattaforma non compatibile è stata quella della linea di prodotti Apple Macintosh. La maggior parte dei personal computer moderni sono lontani discendenti del PC IBM. + Computer + + + + + De IBM Personal Computer (model 5150, beter bekend als de IBM PC) is de eerste microcomputer in de IBM PC-modellijn en de basis voor de de facto compatibele IBM PC-standaard. Hij werd uitgebracht op 12 augustus 1981 en werd gemaakt door een team van ingenieurs en ontwerpers onder leiding van Don Estridge in Boca Raton, Florida. + +De machine was gebaseerd op een open architectuur en randapparatuur van derden. Na verloop van tijd kwamen er meer uitbreidingskaarten en softwaretechnologie om de machine te ondersteunen. + +De PC had een aanzienlijke invloed op de personal computermarkt. De specificaties van de IBM PC werden een van de populairste computerontwerpstandaarden ter wereld. De enige concurrentie van betekenis van een niet-compatibel platform in de jaren 1980 was de Apple Macintosh-productlijn. De meeste moderne personal computers zijn verre afstammelingen van de IBM PC. + Computer + + + + + IBM Personal Computer (model 5150, powszechnie znany jako IBM PC) to pierwszy mikrokomputer wydany w linii modeli IBM PC i podstawa faktycznego standardu kompatybilności IBM PC. Wydany 12 sierpnia 1981 roku, został stworzony przez zespół inżynierów i projektantów kierowanych przez Dona Estridge'a w Boca Raton na Florydzie. + +Maszyna opierała się na otwartej architekturze i urządzeniach peryferyjnych innych firm. Z czasem pojawiły się karty rozszerzeń i technologia oprogramowania, które ją wspierały. + +PC miał znaczący wpływ na rynek komputerów osobistych. Specyfikacja IBM PC stała się jednym z najpopularniejszych standardów projektowania komputerów na świecie. Jedyną znaczącą konkurencją dla niekompatybilnej platformy w latach 80. była linia produktów Apple Macintosh. Większość współczesnych komputerów osobistych to dalecy potomkowie IBM PC. + Komputer + + + + + O IBM Personal Computer (modelo 5150, comumente conhecido como IBM PC) é o primeiro microcomputador lançado na linha de modelos IBM PC e a base para o padrão de fato compatível com o IBM PC. Lançado em 12 de agosto de 1981, foi criado por uma equipe de engenheiros e designers dirigida por Don Estridge em Boca Raton, Flórida. + +A máquina era baseada em arquitetura aberta e periféricos de terceiros. Com o tempo, as placas de expansão e a tecnologia de software aumentaram para dar suporte a ela. + +O PC teve uma influência significativa no mercado de computadores pessoais. As especificações do IBM PC se tornaram um dos padrões de design de computador mais populares do mundo. A única concorrência significativa enfrentada por uma plataforma não compatível durante a década de 1980 foi a linha de produtos Apple Macintosh. A maioria dos computadores pessoais modernos são descendentes distantes do IBM PC. + Computador + + + + + IBM Personal Computer (model 5150, cunoscut în mod obișnuit ca IBM PC) este primul microcomputer lansat în linia de modele IBM PC și baza pentru standardul de facto IBM PC compatibil. Lansat pe 12 august 1981, a fost creat de o echipă de ingineri și designeri condusă de Don Estridge în Boca Raton, Florida. + +Mașina se baza pe o arhitectură deschisă și pe periferice terțe. În timp, cardurile de expansiune și tehnologia software au crescut pentru a-l susține. + +PC-ul a avut o influență substanțială asupra pieței calculatoarelor personale. Specificațiile PC-ului IBM au devenit unul dintre cele mai populare standarde de proiectare a calculatoarelor din lume. Singura concurență semnificativă cu care s-a confruntat din partea unei platforme necompatibile de-a lungul anilor 1980 a fost din partea liniei de produse Apple Macintosh. Majoritatea computerelor personale moderne sunt descendente îndepărtate ale IBM PC. + Computer + + + + + IBM Personal Computer (модель 5150, широко известная как IBM PC) - первый микрокомпьютер, выпущенный в модельном ряду IBM PC, и основа для стандарта IBM PC compatible de facto. Выпущенный 12 августа 1981 года, он был создан группой инженеров и дизайнеров под руководством Дона Эстриджа в Бока-Ратоне, штат Флорида. + +Машина базировалась на открытой архитектуре и периферийных устройствах сторонних производителей. Со временем для ее поддержки были расширены карты расширения и программное обеспечение. + +ПК оказал существенное влияние на рынок персональных компьютеров. Спецификации IBM PC стали одним из самых популярных стандартов проектирования компьютеров в мире. Единственным серьезным конкурентом несовместимой платформы на протяжении 1980-х годов была линейка продуктов Apple Macintosh. Большинство современных персональных компьютеров являются далекими потомками IBM PC. + Компьютер + + + IBM Personal Computer (modell 5150, allmänt känd som IBM PC) är den första mikrodatorn som släpptes i IBM PC-modellserien och grunden för de facto-standarden för IBM PC-kompatibla datorer. Den släpptes den 12 augusti 1981 och skapades av ett team av ingenjörer och designers under ledning av Don Estridge i Boca Raton, Florida. + +Maskinen byggde på öppen arkitektur och kringutrustning från tredje part. Med tiden ökade expansionskort och mjukvaruteknik för att stödja den. + +PC hade ett betydande inflytande på marknaden för persondatorer. Specifikationerna för IBM PC blev en av de mest populära standarderna för datordesign i världen. Den enda betydande konkurrensen från en icke-kompatibel plattform under hela 1980-talet var från Apple Macintosh produktlinje. De flesta moderna persondatorer är avlägsna ättlingar till IBM PC. Dator + + + IBMパーソナルコンピュータ(モデル5150、通称IBM PC)は、IBM PCのモデルラインの中で最初にリリースされたマイクロコンピュータであり、IBM PC互換機のデファクトスタンダードのベースである。1981年8月12日に発売され、フロリダ州ボカラトンのドン・エストリッジが指揮するエンジニアとデザイナーのチームによって作られた。 + +このマシンはオープン・アーキテクチャとサードパーティの周辺機器に基づいていた。時間の経過とともに、拡張カードやソフトウェア技術もサポートするものが増えていった。 + +PCはパーソナルコンピューター市場に大きな影響を与えた。IBM PCの仕様は、世界で最も一般的なコンピュータ設計標準のひとつとなった。1980年代を通じて、互換性のないプラットフォームとの間で唯一大きな競争に直面したのは、アップル社のマッキントッシュ製品ラインだった。現代のパソコンの大半は、IBM PCの遠い子孫である。 + コンピューター + + + + + IBM 개인용 컴퓨터(모델 5150, 일반적으로 IBM PC로 알려짐)는 IBM PC 모델 라인에서 최초로 출시된 마이크로컴퓨터이자 IBM PC 호환 사실상의 표준의 기초가 된 제품입니다. 1981년 8월 12일에 출시된 이 제품은 플로리다주 보카 레이턴에 있는 돈 에스트리지(Don Estridge)가 이끄는 엔지니어 및 디자이너 팀이 만들었습니다. + +이 컴퓨터는 개방형 아키텍처와 타사 주변기기를 기반으로 했습니다. 시간이 지남에 따라 확장 카드와 소프트웨어 기술이 이를 지원하기 위해 증가했습니다. + +PC는 개인용 컴퓨터 시장에 상당한 영향을 미쳤습니다. IBM PC의 사양은 세계에서 가장 널리 사용되는 컴퓨터 설계 표준 중 하나가 되었습니다. 1980년대 내내 호환되지 않는 플랫폼과의 유일한 중요한 경쟁은 Apple 매킨토시 제품군뿐이었습니다. 현대 개인용 컴퓨터의 대부분은 IBM PC의 먼 후손입니다. + 컴퓨터 + + + + + IBM 个人电脑(型号 5150,通常称为 IBM PC)是 IBM PC 型号系列中发布的第一款微型计算机,也是 IBM PC 兼容事实标准的基础。它于 1981 年 8 月 12 日发布,由位于佛罗里达州博卡拉顿的工程师和设计师团队在唐-埃斯特里奇(Don Estridge)的指导下设计完成。 + +该机基于开放式架构和第三方外设。随着时间的推移,扩展卡和软件技术也在不断增加以支持它。 + +PC 对个人电脑市场产生了重大影响。IBM PC 的规格成为世界上最流行的计算机设计标准之一。在整个 20 世纪 80 年代,IBM PC 面临的唯一来自非兼容平台的重大竞争是来自苹果 Macintosh 产品线。大多数现代个人电脑都是 IBM PC 的后代。 + 计算机 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/pc88.xml b/themes/linear-es-de/system/metadata/pc88.xml index 2b93ac77b..e53f2eb60 100644 --- a/themes/linear-es-de/system/metadata/pc88.xml +++ b/themes/linear-es-de/system/metadata/pc88.xml @@ -1,9 +1,9 @@ - + PC-88 The PC-8800 series (Japanese: PC-8800シリーズ, Hepburn: Pī Shī Hassen Happyaku Shirīzu), commonly shortened to PC-88, are a brand of Zilog Z80-based 8-bit home computers released by Nippon Electric Company (NEC) in 1981 and primarily sold in Japan. - The PC-8800 series sold extremely well and became one of the four major Japanese home computers of the 1980s, along with the Fujitsu FM-7, Sharp X1 and the MSX computers. It was later eclipsed by NEC's 16-bit PC-9800 series, although it still maintained strong sales up until the early 90s. +The PC-8800 series sold extremely well and became one of the four major Japanese home computers of the 1980s, along with the Fujitsu FM-7, Sharp X1 and the MSX computers. It was later eclipsed by NEC's 16-bit PC-9800 series, although it still maintained strong sales up until the early 90s. NEC 1981 1981-11 @@ -15,10 +15,118 @@ 342B22 938CAA 77B7C6 + 1-1 + + + La sèrie PC-8800 (japonès: PC-8800 シリーズ, Hepburn: Pī Shī Hassen Happyaku Shirīzu), generalment escurçada a PC-88, és una marca d'ordinadors domèstics de 8 bits de Zilog Z80 publicats per Nippon Electric Company (NEC)El 1981 i es va vendre principalment al Japó. + +La sèrie PC-8800 es va vendre molt bé i es va convertir en un dels quatre grans ordinadors domèstics japonesos de la dècada de 1980, juntament amb el Fujitsu FM-7, Sharp X1 i els ordinadors MSX. Posteriorment va ser eclipsada per la sèrie PC-9800 de NEC de 16 bits, tot i que encara va mantenir unes vendes fortes fins a principis dels anys 90. + Computer + + + + + Die PC-8800-Serie (japanisch: PC-8800シリーズ, Hepburn: Pī Shī Hassen Happyaku Shirīzu), die üblicherweise mit PC-88 abgekürzt wird, ist eine Marke von Zilog Z80-basierten 8-Bit-Heimcomputern, die 1981 von der Nippon Electric Company (NEC) herausgebracht und hauptsächlich in Japan verkauft wurde. + +Die PC-8800-Serie verkaufte sich sehr gut und wurde zu einem der vier wichtigsten japanischen Heimcomputer der 1980er Jahre, zusammen mit dem Fujitsu FM-7, dem Sharp X1 und den MSX-Computern. Später wurde sie von der 16-Bit-PC-9800-Serie von NEC verdrängt, obwohl sie sich bis Anfang der 90er Jahre noch gut verkaufte. + Computer + + + + + La serie PC-8800 (en japonés: PC-8800シリーズ, en hepburn: Pī Shī Hassen Happyaku Shirīzu), comúnmente abreviada como PC-88, es una marca de ordenadores domésticos de 8 bits basados en Z80 de Zilog lanzados por Nippon Electric Company (NEC) en 1981 y vendidos principalmente en Japón. + +La serie PC-8800 se vendió muy bien y se convirtió en uno de los cuatro principales ordenadores domésticos japoneses de la década de 1980, junto con el Fujitsu FM-7, el Sharp X1 y los ordenadores MSX. Más tarde fue eclipsada por la serie PC-9800 de 16 bits de NEC, aunque mantuvo unas fuertes ventas hasta principios de los años 90. + Ordenador + + + + + La série PC-8800 (Japonais : PC-8800シリーズ, Hepburn : Pī Shī Hassen Happyaku Shirīzu), communément abrégée en PC-88, est une marque d'ordinateurs domestiques 8 bits basés sur le Zilog Z80, commercialisés par Nippon Electric Company (NEC) en 1981 et principalement vendus au Japon. + +La série PC-8800 s'est extrêmement bien vendue et est devenue l'un des quatre principaux ordinateurs domestiques japonais des années 1980, avec le Fujitsu FM-7, le Sharp X1 et les ordinateurs MSX. Elle a ensuite été éclipsée par la série PC-9800 16 bits de NEC, bien qu'elle ait maintenu des ventes importantes jusqu'au début des années 90. + Ordinateur + + + + + La serie PC-8800 (giapponese: PC-8800シリーズ, Hepburn: Pī Shī Hassen Happyaku Shirīzu), comunemente abbreviata in PC-88, è una marca di home computer a 8 bit basati su Zilog Z80, rilasciati da Nippon Electric Company (NEC) nel 1981 e venduti principalmente in Giappone. + +La serie PC-8800 ebbe un ottimo successo di vendite e divenne uno dei quattro principali home computer giapponesi degli anni '80, insieme al Fujitsu FM-7, allo Sharp X1 e ai computer MSX. In seguito fu eclissato dalla serie PC-9800 a 16 bit di NEC, anche se mantenne forti vendite fino agli inizi degli anni '90. + Computer + + + + + De PC-8800 serie (Japans: PC-8800シリーズ, Hepburn: Pī Shī Hassen Happyaku Shirīzu), meestal afgekort tot PC-88, is een merk van Zilog Z80-gebaseerde 8-bit thuiscomputers uitgebracht door Nippon Electric Company (NEC) in 1981 en voornamelijk verkocht in Japan. + +De PC-8800 serie verkocht bijzonder goed en werd een van de vier belangrijkste Japanse thuiscomputers van de jaren 1980, samen met de Fujitsu FM-7, Sharp X1 en de MSX computers. Later werd het overschaduwd door NEC's 16-bit PC-9800 serie, hoewel het nog steeds een sterke verkoop had tot het begin van de jaren '90. + Computer + + + + + Seria PC-8800 (jap. PC-8800シリーズ, Hepburn: Pī Shī Hassen Happyaku Shirīzu), powszechnie skracana do PC-88, to marka 8-bitowych komputerów domowych opartych na Zilog Z80, wydanych przez Nippon Electric Company (NEC) w 1981 roku i sprzedawanych głównie w Japonii. + +Seria PC-8800 sprzedawała się bardzo dobrze i stała się jednym z czterech głównych japońskich komputerów domowych lat 80-tych, wraz z Fujitsu FM-7, Sharp X1 i komputerami MSX. Później została przyćmiona przez 16-bitową serię PC-9800 firmy NEC, choć nadal utrzymywała wysoką sprzedaż aż do wczesnych lat 90-tych. + Komputer + + + + + A série PC-8800 (em japonês: PC-8800シリーズ, Hepburn: Pī Shī Hassen Happyaku Shirīzu), comumente abreviada para PC-88, é uma marca de computadores domésticos de 8 bits baseados no Zilog Z80, lançada pela Nippon Electric Company (NEC) em 1981 e vendida principalmente no Japão. + +A série PC-8800 vendeu muito bem e se tornou um dos quatro principais computadores domésticos japoneses da década de 1980, juntamente com o Fujitsu FM-7, o Sharp X1 e os computadores MSX. Posteriormente, foi eclipsado pela série PC-9800 de 16 bits da NEC, embora ainda mantivesse fortes vendas até o início dos anos 90. + Computador + + + + + Seria PC-8800 (japoneză: PC-8800シリーズ, Hepburn: Pī Shī Hassen Happyaku Shirīzu), prescurtată în mod obișnuit la PC-88, este o marcă de computere de uz casnic pe 8 biți bazate pe Zilog Z80 lansate de Nippon Electric Company (NEC) în 1981 și vândute în principal în Japonia. + +Seria PC-8800 s-a vândut extrem de bine și a devenit unul dintre cele patru computere japoneze majore din anii 1980, alături de Fujitsu FM-7, Sharp X1 și computerele MSX. Acesta a fost eclipsat ulterior de seria PC-9800 pe 16 biți de la NEC, deși a menținut vânzări puternice până la începutul anilor '90. + Computer + + + + + Серия PC-8800 (японский: PC-8800シリーズ, хепберн: Pī Shī Hassen Happyaku Shirīzu), обычно сокращаемая до PC-88, - это марка 8-битных домашних компьютеров на базе Zilog Z80, выпущенных компанией Nippon Electric Company (NEC) в 1981 году и продававшихся в основном в Японии. + +Серия PC-8800 продавалась очень хорошо и стала одним из четырех основных японских домашних компьютеров 1980-х годов, наряду с Fujitsu FM-7, Sharp X1 и MSX. Позже ее затмила 16-битная серия PC-9800 от NEC, хотя она сохраняла высокие продажи вплоть до начала 90-х годов. + Компьютер + + + PC-8800-serien (japanska: PC-8800シリーズ, Hepburn: Pī Shī Hassen Happyaku Shirīzu), ofta förkortad till PC-88, är ett märke av Zilog Z80-baserade 8-bitars hemdatorer som lanserades av Nippon Electric Company (NEC) 1981 och främst såldes i Japan. + +PC-8800-serien sålde extremt bra och blev en av de fyra största japanska hemdatorerna på 1980-talet, tillsammans med Fujitsu FM-7, Sharp X1 och MSX-datorerna. Den hamnade senare i skuggan av NEC:s 16-bitars PC-9800-serie, även om den fortfarande hade en stark försäljning ända fram till början av 90-talet. Dator + + + PC-8800シリーズ(日本語:PC-8800シリーズ、ヘボン:Pī Shī Hassen Happyaku Shirīzu)は、1981年に日本電気(NEC)が発売し、主に日本で販売されたZilog Z80ベースの8ビット家庭用コンピュータのブランドである。 + +PC-8800シリーズは非常によく売れ、富士通FM-7、シャープX1、MSXコンピュータとともに1980年代の日本の4大ホームコンピュータの1つとなった。その後、NECの16ビットPC-9800シリーズに駆逐されたが、90年代初頭まで好調な売れ行きを維持した。 + コンピューター + + + + + PC-8800 시리즈(일본어: PC-8800シリーズ, 헵번: 피시 하센 히야쿠 시리즈)는 일반적으로 PC-88로 줄여서 부르는데, 1981년 일본 전기 회사(NEC)에서 출시하여 주로 일본에서 판매된 Zilog Z80 기반 8비트 가정용 컴퓨터의 브랜드입니다. + +PC-8800 시리즈는 매우 잘 팔렸고 후지쯔 FM-7, 샤프 X1, MSX 컴퓨터와 함께 1980년대 일본의 4대 가정용 컴퓨터 중 하나가 되었습니다. 이후 NEC의 16비트 PC-9800 시리즈에 가려졌지만 90년대 초반까지 여전히 높은 판매량을 유지했습니다. + 컴퓨터 + + + + + PC-8800 系列(日语:PC-8800シリーズ,合本:Pī Shī Hassen Happyaku Shirīzu),通常简称为 PC-88,是日本电气公司(NEC)于 1981 年发布的基于 Zilog Z80 的 8 位家用电脑品牌,主要在日本销售。 + +PC-8800 系列销量极佳,与富士通 FM-7、夏普 X1 和 MSX 计算机一起成为 20 世纪 80 年代日本四大家用电脑之一。后来,NEC 的 16 位 PC-9800 系列使其黯然失色,不过直到 90 年代初,它仍保持着强劲的销售势头。 + 计算机 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/pc98.xml b/themes/linear-es-de/system/metadata/pc98.xml index faa418c5f..5af1dace5 100644 --- a/themes/linear-es-de/system/metadata/pc98.xml +++ b/themes/linear-es-de/system/metadata/pc98.xml @@ -1,11 +1,11 @@ - + PC-98 The NEC PC-9800 was line of personal computers developed in 1982 in Japan by NEC Corporation based on IBM, aimed exclusively at the Japanese market. - The first model was a 16-bit architecture with an Intel 8086 processor clocked at 5 MHz and 128 KB of RAM. It shipped with graphics cards capable of displaying 8 colors at 640x400 resolution - a clear performance differentiator compared to PCs of the time. +The first model was a 16-bit architecture with an Intel 8086 processor clocked at 5 MHz and 128 KB of RAM. It shipped with graphics cards capable of displaying 8 colors at 640x400 resolution - a clear performance differentiator compared to PCs of the time. - Initially conceived as a solution for industrial and office applications, by 1987 the PC-9801 series captured nearly 90% of the Japanese personal computer market. Over time, as power increased and graphics and sound effects were appreciated by home users (especially gamers), it also became popular for non-commercial applications - the Touhou Project series, for example, made its debut. +Initially conceived as a solution for industrial and office applications, by 1987 the PC-9801 series captured nearly 90% of the Japanese personal computer market. Over time, as power increased and graphics and sound effects were appreciated by home users (especially gamers), it also became popular for non-commercial applications - the Touhou Project series, for example, made its debut. NEC 1982 1982-10-01 @@ -17,10 +17,146 @@ 16643C 00499A 3B3431 + 1-1 + + + La NEC PC-9800 va ser una línia d’ordinadors personals desenvolupats el 1982 al Japó per NEC Corporation basada en IBM, dirigida exclusivament al mercat japonès. + +El primer model va ser una arquitectura de 16 bits amb un processador Intel 8086 amb 5 MHz i 128 KB de RAM. Es va enviar amb targetes gràfiques capaces de mostrar 8 colors a la resolució 640x400: un clar diferenciador de rendiment en comparació amb els ordinadors del temps. + +Inicialment concebuda com una solució per a aplicacions industrials i d’oficina, el 1987 la sèrie PC-9801 va capturar gairebé el 90% del mercat d’informàtica personal japonès. Amb el pas del temps, a mesura que la potència augmentada i els gràfics i els efectes sonors van ser apreciats pels usuaris de la llar (especialment els jugadors), també es va fer popular per a aplicacions no comercials: la sèrie del projecte Touhou, per exemple, va debutar. + Computer + + + + + Der NEC PC-9800 war eine Reihe von Personal Computern, die 1982 in Japan von der NEC Corporation auf der Grundlage von IBM entwickelt wurden und ausschließlich für den japanischen Markt bestimmt waren. + +Das erste Modell verfügte über eine 16-Bit-Architektur mit einem mit 5 MHz getakteten Intel 8086-Prozessor und 128 KB RAM. Es wurde mit Grafikkarten ausgeliefert, die 8 Farben bei einer Auflösung von 640x400 darstellen konnten - ein deutliches Leistungsmerkmal im Vergleich zu den PCs jener Zeit. + +Ursprünglich als Lösung für Industrie- und Büroanwendungen konzipiert, eroberte die PC-9801-Serie bis 1987 fast 90 % des japanischen PC-Marktes. Im Laufe der Zeit, als die Leistung zunahm und Grafik- und Soundeffekte von Heimanwendern (vor allem von Spielern) geschätzt wurden, wurden sie auch für nicht-kommerzielle Anwendungen beliebt - die Touhou Project-Serie zum Beispiel feierte ihr Debüt. + Computer + + + + + El NEC PC-9800 fue una línea de ordenadores personales desarrollada en 1982 en Japón por NEC Corporation basándose en IBM, dirigida exclusivamente al mercado japonés. + +El primer modelo tenía una arquitectura de 16 bits con un procesador Intel 8086 a 5 MHz y 128 KB de RAM. Se suministraba con tarjetas gráficas capaces de mostrar 8 colores a una resolución de 640x400, un claro diferenciador de rendimiento en comparación con los PC de la época. + +Concebida inicialmente como una solución para aplicaciones industriales y de oficina, en 1987 la serie PC-9801 acaparaba casi el 90% del mercado japonés de ordenadores personales. Con el tiempo, a medida que aumentaba la potencia y los gráficos y efectos de sonido eran apreciados por los usuarios domésticos (especialmente los jugadores), también se hizo popular para aplicaciones no comerciales: debutó, por ejemplo, la serie Touhou Project. + Ordenador + + + + + Le NEC PC-9800 était une gamme d'ordinateurs personnels développée en 1982 au Japon par NEC Corporation sur la base d'IBM, destinée exclusivement au marché japonais. + +Le premier modèle était une architecture 16 bits avec un processeur Intel 8086 cadencé à 5 MHz et 128 Ko de mémoire vive. Il était livré avec des cartes graphiques capables d'afficher 8 couleurs à une résolution de 640x400, ce qui constituait une nette différence de performance par rapport aux PC de l'époque. + +Conçue à l'origine comme une solution pour les applications industrielles et bureautiques, la série PC-9801 a conquis en 1987 près de 90 % du marché japonais des ordinateurs personnels. Au fil du temps, avec l'augmentation de la puissance et l'appréciation des graphiques et des effets sonores par les particuliers (en particulier les joueurs), elle est également devenue populaire pour les applications non commerciales - la série Touhou Project, par exemple, a fait ses débuts. + Ordinateur + + + + + Il NEC PC-9800 era una linea di personal computer sviluppata nel 1982 in Giappone da NEC Corporation sulla base di IBM, destinata esclusivamente al mercato giapponese. + +Il primo modello aveva un'architettura a 16 bit con processore Intel 8086 a 5 MHz e 128 KB di RAM. Veniva fornito con schede grafiche in grado di visualizzare 8 colori a una risoluzione di 640x400, un chiaro elemento di differenziazione delle prestazioni rispetto ai PC dell'epoca. + +Inizialmente concepita come soluzione per applicazioni industriali e d'ufficio, nel 1987 la serie PC-9801 aveva conquistato quasi il 90% del mercato giapponese dei personal computer. Nel corso del tempo, con l'aumento della potenza e l'apprezzamento della grafica e degli effetti sonori da parte degli utenti domestici (in particolare i giocatori), divenne popolare anche per le applicazioni non commerciali - la serie Touhou Project, ad esempio, fece il suo debutto. + Computer + + + + + De NEC PC-9800 was een lijn van personal computers die in 1982 in Japan werd ontwikkeld door NEC Corporation op basis van IBM, uitsluitend gericht op de Japanse markt. + +Het eerste model was een 16-bit architectuur met een Intel 8086 processor geklokt op 5 MHz en 128 KB RAM. Het werd geleverd met grafische kaarten die 8 kleuren konden weergeven met een resolutie van 640x400 - een duidelijk verschil in prestaties ten opzichte van pc's uit die tijd. + +Aanvankelijk ontworpen als een oplossing voor industriële en kantoortoepassingen, veroverde de PC-9801 serie tegen 1987 bijna 90% van de Japanse personal computermarkt. Na verloop van tijd, toen het vermogen toenam en grafische en geluidseffecten werden gewaardeerd door thuisgebruikers (vooral gamers), werd het ook populair voor niet-commerciële toepassingen - de Touhou Project-serie maakte bijvoorbeeld zijn debuut. + Computer + + + + + NEC PC-9800 był linią komputerów osobistych opracowanych w 1982 roku w Japonii przez NEC Corporation w oparciu o IBM, przeznaczonych wyłącznie na rynek japoński. + +Pierwszy model posiadał 16-bitową architekturę z procesorem Intel 8086 taktowanym zegarem 5 MHz i 128 KB pamięci RAM. Był dostarczany z kartami graficznymi zdolnymi do wyświetlania 8 kolorów w rozdzielczości 640x400 - co stanowiło wyraźny wyróżnik wydajności w porównaniu z ówczesnymi komputerami PC. + +Początkowo pomyślana jako rozwiązanie do zastosowań przemysłowych i biurowych, do 1987 roku seria PC-9801 zdobyła prawie 90% japońskiego rynku komputerów osobistych. Z czasem, wraz ze wzrostem mocy i docenieniem grafiki i efektów dźwiękowych przez użytkowników domowych (zwłaszcza graczy), stała się ona popularna również w zastosowaniach niekomercyjnych - zadebiutowała na przykład seria Touhou Project. + Komputer + + + + + O NEC PC-9800 foi uma linha de computadores pessoais desenvolvida em 1982 no Japão pela NEC Corporation com base na IBM, voltada exclusivamente para o mercado japonês. + +O primeiro modelo tinha arquitetura de 16 bits com um processador Intel 8086 com clock de 5 MHz e 128 KB de RAM. Ele era fornecido com placas gráficas capazes de exibir 8 cores com resolução de 640x400, um claro diferencial de desempenho em relação aos PCs da época. + +Inicialmente concebido como uma solução para aplicativos industriais e de escritório, em 1987 a série PC-9801 conquistou quase 90% do mercado japonês de computadores pessoais. Com o passar do tempo, à medida que a potência aumentava e os gráficos e efeitos sonoros eram apreciados pelos usuários domésticos (especialmente os jogadores), ele também se tornou popular para aplicativos não comerciais - a série Touhou Project, por exemplo, fez sua estreia. + Computador + + + + + NEC PC-9800 a fost o linie de calculatoare personale dezvoltate în 1982 în Japonia de NEC Corporation pe baza IBM, destinată exclusiv pieței japoneze. + +Primul model avea o arhitectură pe 16 biți cu un procesor Intel 8086 tactat la 5 MHz și 128 KB de RAM. A fost livrat cu plăci grafice capabile să afișeze 8 culori la o rezoluție de 640x400 - un diferențiator clar de performanță în comparație cu PC-urile de la acea vreme. + +Concepută inițial ca o soluție pentru aplicații industriale și de birou, până în 1987 seria PC-9801 a cucerit aproape 90% din piața japoneză de calculatoare personale. Cu timpul, pe măsură ce puterea a crescut, iar grafica și efectele sonore au fost apreciate de utilizatorii casnici (în special de gameri), a devenit popular și pentru aplicații necomerciale - seria Touhou Project, de exemplu, și-a făcut debutul. + Computer + + + + + NEC PC-9800 - линейка персональных компьютеров, разработанная в 1982 году в Японии компанией NEC Corporation на базе IBM и ориентированная исключительно на японский рынок. + +Первая модель имела 16-разрядную архитектуру с процессором Intel 8086, работающим на частоте 5 МГц, и 128 КБ оперативной памяти. Она поставлялась с графическими картами, способными отображать 8 цветов при разрешении 640x400 - явное преимущество перед ПК того времени. + +Изначально задуманные как решение для промышленных и офисных приложений, к 1987 году ПК серии PC-9801 заняли почти 90 % японского рынка персональных компьютеров. Со временем, по мере увеличения мощности и повышения ценности графики и звуковых эффектов для домашних пользователей (особенно геймеров), они стали популярны и для некоммерческих приложений - например, дебютировала серия Touhou Project. + Компьютер + + + NEC PC-9800 var en serie persondatorer som utvecklades 1982 i Japan av NEC Corporation, baserade på IBM, och som uteslutande var avsedda för den japanska marknaden. + +Den första modellen hade en 16-bitars arkitektur med en Intel 8086-processor som klockades till 5 MHz och 128 KB RAM. Den levererades med grafikkort som kunde visa 8 färger i 640x400-upplösning - en tydlig prestandadifferentiator jämfört med dåtidens PC-datorer. + +PC-9801-serien, som ursprungligen var tänkt som en lösning för industri- och kontorsapplikationer, hade 1987 nästan 90% av den japanska marknaden för persondatorer. Med tiden, när kraften ökade och grafik och ljudeffekter uppskattades av hemanvändare (särskilt spelare), blev den också populär för icke-kommersiella applikationer - Touhou Project-serien, till exempel, gjorde sin debut. Dator + + + NEC PC-9800は、日本電気株式会社が1982年にIBMをベースに開発した日本市場専用のパーソナルコンピュータである。 + +最初のモデルは、5MHzのインテル8086プロセッサと128KBのRAMを搭載した16ビットアーキテクチャだった。640x400の解像度で8色表示が可能なグラフィックカードを搭載しており、当時のパソコンと比較すると明らかに性能面で差別化されていた。 + +当初、PC-9801シリーズは産業用およびオフィス用のソリューションとして考案され、1987年までに日本のパソコン市場の90%近くを占めるに至った。その後、性能が向上し、グラフィックやサウンドエフェクトがホームユーザー(特にゲーマー)に評価されるようになると、非商用用途にも普及し、例えば東方Projectシリーズがデビューした。 + コンピューター + + + + + NEC PC-9800은 1982년 일본에서 IBM을 기반으로 NEC Corporation이 일본 시장만을 겨냥해 개발한 개인용 컴퓨터 제품군입니다. + +첫 번째 모델은 16비트 아키텍처에 5MHz로 클럭된 Intel 8086 프로세서와 128KB RAM이 장착된 모델입니다. 640x400 해상도에서 8가지 색상을 표시할 수 있는 그래픽 카드가 함께 제공되어 당시의 PC와 비교했을 때 확실한 성능 차별화를 이루었습니다. + +처음에는 산업 및 사무용 애플리케이션을 위한 솔루션으로 고안된 PC-9801 시리즈는 1987년까지 일본 개인용 컴퓨터 시장의 거의 90%를 점유했습니다. 시간이 지나면서 성능이 향상되고 그래픽과 음향 효과가 가정 사용자(특히 게이머)에게 인정받으면서 비상업적 용도로도 인기를 얻게 되었는데, 예를 들어 동방 프로젝트 시리즈가 그 첫 선을 보였습니다. + 컴퓨터 + + + + + NEC PC-9800 是日本 NEC 公司 1982 年在 IBM 基础上开发的个人电脑系列,专门面向日本市场。 + +第一款机型采用 16 位架构,配备频率为 5 MHz 的英特尔 8086 处理器和 128 KB 内存。它配备的图形卡能以 640x400 分辨率显示 8 种颜色,与当时的个人电脑相比,性能优势明显。 + +PC-9801 系列最初被视为工业和办公应用的解决方案,到 1987 年已占据日本个人电脑市场近 90% 的份额。随着时间的推移,PC-9801 系列的性能不断提高,图形和音效也受到家庭用户(尤其是游戏玩家)的青睐,它在非商业应用领域也大受欢迎,例如,"Touhou Project "系列就是其首款产品。 + 计算机 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/pcarcade.xml b/themes/linear-es-de/system/metadata/pcarcade.xml index 6e0c9bb39..246ae407f 100644 --- a/themes/linear-es-de/system/metadata/pcarcade.xml +++ b/themes/linear-es-de/system/metadata/pcarcade.xml @@ -1,4 +1,4 @@ - + PC Arcade Games In the beginning of the 2000s arcade system manufacturers started to move away from custom board designs, and as part of this change many instead adapted the standard PC architecture. There were numerous such designs running Linux or Windows, for instance Sega Lindbergh, Namco System N2 and Taito Type X. @@ -13,14 +13,90 @@ 800000 FF0000 303030 + 1-1 + + + Al començament dels anys 2000, els fabricants del sistema Arcade van començar a allunyar -se dels dissenys de taulers personalitzats i, com a part d’aquest canvi, molts van adaptar l’arquitectura de PC estàndard. Hi havia nombrosos dissenys que funcionaven Linux o Windows, per exemple, Sega Lindbergh, Namco System N2 i Taito Type X. + Folder + + + + + Anfang der 2000er Jahre begannen die Hersteller von Spielhallensystemen, sich von kundenspezifischen Board-Designs zu verabschieden, und als Teil dieser Veränderung adaptierten viele stattdessen die Standard-PC-Architektur. Es gab zahlreiche solcher Designs, die unter Linux oder Windows liefen, zum Beispiel Sega Lindbergh, Namco System N2 und Taito Type X. + Mappe + + + + + A principios de la década de 2000, los fabricantes de sistemas arcade empezaron a alejarse de los diseños de placas personalizadas y, como parte de este cambio, muchos adaptaron la arquitectura estándar de los PC. Hubo numerosos diseños de este tipo que ejecutaban Linux o Windows, por ejemplo Sega Lindbergh, Namco System N2 y Taito Type X. + Carpeta + + + + + Au début des années 2000, les fabricants de systèmes d'arcade ont commencé à s'éloigner de la conception de cartes personnalisées et, dans le cadre de ce changement, nombre d'entre eux ont adapté l'architecture PC standard. Il existe de nombreux modèles de ce type fonctionnant sous Linux ou Windows, par exemple Sega Lindbergh, Namco System N2 et Taito Type X. + Dossier + + + + + All'inizio degli anni 2000 i produttori di sistemi arcade hanno iniziato ad abbandonare la progettazione di schede personalizzate e, nell'ambito di questo cambiamento, molti hanno adattato l'architettura standard dei PC. Esistono numerosi progetti di questo tipo che funzionano con Linux o Windows, ad esempio Sega Lindbergh, Namco System N2 e Taito Type X. + Cartella + + + + + In het begin van de jaren 2000 begonnen fabrikanten van arcadesystemen af te stappen van zelfontworpen bordontwerpen en als onderdeel van deze verandering pasten veel fabrikanten in plaats daarvan de standaard PC-architectuur toe. Er waren veel van zulke ontwerpen die Linux of Windows draaiden, bijvoorbeeld Sega Lindbergh, Namco System N2 en Taito Type X. + Map + + + + + Na początku XXI wieku producenci systemów arcade zaczęli odchodzić od niestandardowych projektów płyt, a w ramach tej zmiany wielu z nich zaadaptowało standardową architekturę PC. Istniało wiele takich projektów działających pod kontrolą systemu Linux lub Windows, na przykład Sega Lindbergh, Namco System N2 i Taito Type X. + Folder + + + + + No início dos anos 2000, os fabricantes de sistemas de fliperama começaram a se afastar dos projetos de placas personalizadas e, como parte dessa mudança, muitos adaptaram a arquitetura padrão do PC. Havia vários projetos desse tipo que executavam Linux ou Windows, por exemplo, Sega Lindbergh, Namco System N2 e Taito Type X. + Pasta + + + + + La începutul anilor 2000, producătorii de sisteme arcade au început să renunțe la plăcile personalizate și, ca parte a acestei schimbări, mulți au adaptat arhitectura PC standard. Au existat numeroase astfel de modele care rulează Linux sau Windows, de exemplu Sega Lindbergh, Namco System N2 și Taito Type X. + Dosar + + + + + В начале 2000-х годов производители аркадных систем начали отказываться от индивидуальных разработок плат, и многие из них перешли на стандартную архитектуру ПК. Было создано множество таких систем, работающих под управлением Linux или Windows, например Sega Lindbergh, Namco System N2 и Taito Type X. + Папка + + - Diverse - Diverse - Diverse - Diverse + I början av 2000-talet började tillverkarna av arkadsystem att gå ifrån specialdesignade kort och som en del av denna förändring anpassade många istället standardarkitekturen för PC. Det fanns många sådana konstruktioner som körde Linux eller Windows, till exempel Sega Lindbergh, Namco System N2 och Taito Type X. Mapp + + + 2000年代初頭、アーケード・システム・メーカーはカスタム基板設計から脱却し始め、その一環として多くのメーカーが標準的なPCアーキテクチャを採用した。例えば、セガ・リンドバーグ、ナムコ・システムN2、タイトー・タイプXなど、LinuxやWindowsを実行するそのような設計が数多くあった。 + フォルダ + + + + + 2000년대 초 아케이드 시스템 제조업체들은 맞춤형 보드 설계에서 벗어나기 시작했고, 이러한 변화의 일환으로 많은 업체들이 표준 PC 아키텍처를 채택했습니다. 예를 들어 세가 린드버그, 남코 시스템 N2, 타이토 타입 X와 같이 Linux 또는 Windows를 실행하는 수많은 디자인이 있었습니다. + 폴더 + + + + + 2000 年代初,街机系统制造商开始放弃定制板卡设计,许多公司转而采用标准 PC 架构。运行 Linux 或 Windows 的此类设计不胜枚举,例如世嘉林白(Sega Lindbergh)、Namco System N2 和 Taito Type X。 + 文件夹 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/pcengine.xml b/themes/linear-es-de/system/metadata/pcengine.xml index 6c44eee59..67f3aa504 100644 --- a/themes/linear-es-de/system/metadata/pcengine.xml +++ b/themes/linear-es-de/system/metadata/pcengine.xml @@ -1,9 +1,9 @@ - + PC Engine The PC Engine is a 16-bit fourth-generation home video game console designed by Hudson Soft and sold by NEC Home Electronics. It was released in Japan in 1987 and in North America in 1989. The Japanese model was imported and distributed in France in 1989, and the United Kingdom and Spain received a version based on the American model known as simply TurboGrafx. It was the first console released in the 16-bit era, although it used a modified 8-bit CPU. In Japan, the system was launched as a competitor to the Famicom, but the delayed United States release meant that it ended up competing with the Sega Genesis and later the Super Nintendo Entertainment System. - The PC Engine has an 8-bit CPU, a 16-bit video color encoder, and a 16-bit video display controller. The GPUs are capable of displaying 482 colors simultaneously, out of 512. With dimensions of just 14 cm × 14 cm × 3.8 cm (5.5 in × 5.5 in × 1.5 in), the Japanese PC Engine is the smallest major home game console ever made. Games were released on HuCard cartridges and later the CD-ROM optical format. +The PC Engine has an 8-bit CPU, a 16-bit video color encoder, and a 16-bit video display controller. The GPUs are capable of displaying 482 colors simultaneously, out of 512. With dimensions of just 14 cm × 14 cm × 3.8 cm (5.5 in × 5.5 in × 1.5 in), the Japanese PC Engine is the smallest major home game console ever made. Games were released on HuCard cartridges and later the CD-ROM optical format. NEC 1987 1987-10-30 @@ -15,10 +15,118 @@ FE0000 333333 D9D9D9 + 3-5 + + + El PC Engine és una consola de videojocs de quarta generació de 16 bits dissenyada per Hudson Soft i venuda per NEC Home Electronics. Va ser llançat al Japó el 1987 i a Amèrica del Nord el 1989. El model japonès es va importar i distribuir a França el 1989, i el Regne Unit i Espanya va rebre una versió basada en el model nord -americà conegut com a simplement Turbografx. Va ser la primera consola alliberada a l'era de 16 bits, tot i que va utilitzar una CPU modificada de 8 bits. Al Japó, el sistema es va llançar com a competidor a la Famicom, però el retard de la publicació dels Estats Units va fer que acabés competint amb el Sega Genesis i més tard el Super Nintendo Entertainment System. + +El motor PC té una CPU de 8 bits, un codificador de colors de vídeo de 16 bits i un controlador de pantalla de vídeo de 16 bits. Les GPU són capaces de mostrar 482 colors simultàniament, de 512. Amb dimensions de només 14 cm × 14 cm × 3,8 cm (5,5 en × 5,5 en × 1,5 in). Els jocs es van publicar en cartutxos de Hucard i més tard el format òptic CD-ROM. + Console + + + + + Die PC Engine ist eine 16-Bit-Videospielkonsole der vierten Generation, die von Hudson Soft entwickelt und von NEC Home Electronics verkauft wurde. Sie wurde 1987 in Japan und 1989 in Nordamerika veröffentlicht. Das japanische Modell wurde 1989 nach Frankreich importiert und dort vertrieben, und das Vereinigte Königreich und Spanien erhielten eine Version, die auf dem amerikanischen Modell basierte und einfach als TurboGrafx bekannt war. Es war die erste Konsole, die in der 16-Bit-Ära veröffentlicht wurde, obwohl sie eine modifizierte 8-Bit-CPU verwendete. In Japan wurde das System als Konkurrent des Famicom auf den Markt gebracht, aber die verzögerte Veröffentlichung in den USA bedeutete, dass es schließlich mit dem Sega Genesis und später dem Super Nintendo Entertainment System konkurrierte. + +Die PC-Engine verfügt über eine 8-Bit-CPU, einen 16-Bit-Videofarbcodierer und einen 16-Bit-Video-Display-Controller. Die Grafikprozessoren sind in der Lage, 482 von 512 Farben gleichzeitig darzustellen. Mit Abmessungen von nur 14 cm × 14 cm × 3,8 cm ist die japanische PC Engine die kleinste große Heimspielkonsole, die je hergestellt wurde. Die Spiele wurden auf HuCard-Kassetten und später im optischen CD-ROM-Format veröffentlicht. + Konsole + + + + + La PC Engine es una videoconsola doméstica de 16 bits de cuarta generación diseñada por Hudson Soft y comercializada por NEC Home Electronics. Salió a la venta en Japón en 1987 y en Norteamérica en 1989. El modelo japonés se importó y distribuyó en Francia en 1989, y el Reino Unido y España recibieron una versión basada en el modelo americano conocida simplemente como TurboGrafx. Fue la primera consola lanzada en la era de los 16 bits, aunque utilizaba una CPU modificada de 8 bits. En Japón, la consola se lanzó como competidora de la Famicom, pero el retraso en su lanzamiento en Estados Unidos hizo que acabara compitiendo con la Sega Genesis y, más tarde, con la Super Nintendo Entertainment System. + +El PC Engine tiene una CPU de 8 bits, un codificador de color de vídeo de 16 bits y un controlador de pantalla de vídeo de 16 bits. La GPU es capaz de mostrar 482 colores simultáneamente, de un total de 512. Con unas dimensiones de sólo 14 cm × 14 cm × 3,8 cm (5,5 in × 5,5 in × 1,5 in), la PC Engine japonesa es la videoconsola doméstica más pequeña jamás fabricada. Los juegos se lanzaron en cartuchos HuCard y, más tarde, en formato óptico CD-ROM. + Consola + + + + + La PC Engine est une console de jeu vidéo 16 bits de quatrième génération conçue par Hudson Soft et vendue par NEC Home Electronics. Elle est sortie au Japon en 1987 et en Amérique du Nord en 1989. Le modèle japonais a été importé et distribué en France en 1989, et le Royaume-Uni et l'Espagne ont reçu une version basée sur le modèle américain, connue sous le nom de TurboGrafx. Il s'agit de la première console de l'ère 16 bits, bien qu'elle utilise un processeur 8 bits modifié. Au Japon, la console a été lancée pour concurrencer la Famicom, mais sa sortie retardée aux États-Unis l'a mise en concurrence avec la Sega Genesis et, plus tard, avec la Super Nintendo Entertainment System. + +Le PC Engine est doté d'un processeur 8 bits, d'un encodeur de couleurs vidéo 16 bits et d'un contrôleur d'affichage vidéo 16 bits. Les GPU sont capables d'afficher simultanément 482 couleurs sur 512. Avec des dimensions de seulement 14 cm × 14 cm × 3,8 cm (5,5 in × 5,5 in × 1,5 in), la PC Engine japonaise est la plus petite console de jeu de salon jamais fabriquée. Les jeux ont été publiés sur des cartouches HuCard et, plus tard, sur le format optique CD-ROM. + Console + + + + + Il PC Engine è una console per videogiochi domestici di quarta generazione a 16 bit progettata da Hudson Soft e venduta da NEC Home Electronics. È stata rilasciata in Giappone nel 1987 e in Nord America nel 1989. Il modello giapponese fu importato e distribuito in Francia nel 1989, mentre il Regno Unito e la Spagna ricevettero una versione basata sul modello americano, nota semplicemente come TurboGrafx. Fu la prima console rilasciata nell'era dei 16 bit, sebbene utilizzasse una CPU modificata a 8 bit. In Giappone, la console fu lanciata come concorrente del Famicom, ma il ritardo nell'uscita negli Stati Uniti fece sì che finisse per competere con il Sega Genesis e successivamente con il Super Nintendo Entertainment System. + +Il PC Engine è dotato di una CPU a 8 bit, un codificatore di colori video a 16 bit e un controller di visualizzazione video a 16 bit. Le GPU sono in grado di visualizzare 482 colori simultaneamente, su 512. Con dimensioni di soli 14 cm × 14 cm × 3,8 cm, il PC Engine giapponese è la più piccola console per videogiochi mai realizzata. I giochi sono stati rilasciati su cartucce HuCard e successivamente sul formato ottico CD-ROM. + Console + + + + + De PC Engine is een 16-bit vierde generatie spelconsole voor thuisgebruik, ontworpen door Hudson Soft en verkocht door NEC Home Electronics. Hij werd in 1987 uitgebracht in Japan en in 1989 in Noord-Amerika. Het Japanse model werd geïmporteerd en gedistribueerd in Frankrijk in 1989, en het Verenigd Koninkrijk en Spanje ontvingen een versie die gebaseerd was op het Amerikaanse model en gewoon TurboGrafx werd genoemd. Het was de eerste console die werd uitgebracht in het 16-bit tijdperk, hoewel het een aangepaste 8-bit CPU gebruikte. In Japan werd het systeem gelanceerd als concurrent voor de Famicom, maar de vertraagde release in de Verenigde Staten betekende dat het uiteindelijk moest concurreren met de Sega Genesis en later het Super Nintendo Entertainment System. + +De PC Engine heeft een 8-bits CPU, een 16-bits videokleurencoder en een 16-bits videodisplaycontroller. De GPU's kunnen 482 van de 512 kleuren tegelijkertijd weergeven. Met afmetingen van slechts 14 cm × 14 cm × 3,8 cm (5,5 in × 5,5 in × 1,5 in) is de Japanse PC Engine de kleinste grote spelcomputer voor thuisgebruik die ooit is gemaakt. Spellen werden uitgebracht op HuCard-cartridges en later op het optische CD-ROM-formaat. + Console + + + + + PC Engine to 16-bitowa domowa konsola do gier wideo czwartej generacji zaprojektowana przez Hudson Soft i sprzedawana przez NEC Home Electronics. Została wydana w Japonii w 1987 roku i w Ameryce Północnej w 1989 roku. Japoński model był importowany i dystrybuowany we Francji w 1989 roku, a Wielka Brytania i Hiszpania otrzymały wersję opartą na amerykańskim modelu znanym po prostu jako TurboGrafx. Była to pierwsza konsola wydana w erze 16-bitowej, choć korzystała ze zmodyfikowanego 8-bitowego procesora. W Japonii system został wprowadzony na rynek jako konkurent Famicom, ale opóźnienie premiery w Stanach Zjednoczonych oznaczało, że ostatecznie konkurował z Sega Genesis, a później Super Nintendo Entertainment System. + +PC Engine posiada 8-bitowy procesor, 16-bitowy koder kolorów wideo i 16-bitowy kontroler wyświetlania wideo. Procesory graficzne są w stanie wyświetlać jednocześnie 482 kolory z 512. Przy wymiarach zaledwie 14 cm × 14 cm × 3,8 cm (5,5 cala × 5,5 cala × 1,5 cala), japoński PC Engine jest najmniejszą dużą konsolą do gier domowych, jaką kiedykolwiek wyprodukowano. Gry były wydawane na kartridżach HuCard, a później w formacie optycznym CD-ROM. + Konsola + + + + + O PC Engine é um console de videogame doméstico de quarta geração de 16 bits projetado pela Hudson Soft e vendido pela NEC Home Electronics. Foi lançado no Japão em 1987 e na América do Norte em 1989. O modelo japonês foi importado e distribuído na França em 1989, e o Reino Unido e a Espanha receberam uma versão baseada no modelo americano, conhecida simplesmente como TurboGrafx. Foi o primeiro console lançado na era dos 16 bits, embora usasse uma CPU de 8 bits modificada. No Japão, o sistema foi lançado como concorrente do Famicom, mas o atraso no lançamento nos Estados Unidos fez com que ele acabasse competindo com o Sega Genesis e, posteriormente, com o Super Nintendo Entertainment System. + +O PC Engine tem uma CPU de 8 bits, um codificador de cores de vídeo de 16 bits e um controlador de exibição de vídeo de 16 bits. As GPUs são capazes de exibir 482 cores simultaneamente, de um total de 512. Com dimensões de apenas 14 cm × 14 cm × 3,8 cm (5,5 pol. × 5,5 pol. × 1,5 pol.), o PC Engine japonês é o menor console de jogos domésticos já fabricado. Os jogos foram lançados em cartuchos HuCard e, posteriormente, no formato óptico de CD-ROM. + Console + + + + + PC Engine este o consolă de jocuri video pe 16 biți de a patra generație proiectată de Hudson Soft și vândută de NEC Home Electronics. A fost lansată în Japonia în 1987 și în America de Nord în 1989. Modelul japonez a fost importat și distribuit în Franța în 1989, iar Regatul Unit și Spania au primit o versiune bazată pe modelul american cunoscut sub numele simplu de TurboGrafx. A fost prima consolă lansată în era pe 16 biți, deși folosea un CPU modificat pe 8 biți. În Japonia, sistemul a fost lansat ca un concurent pentru Famicom, dar lansarea întârziată în Statele Unite a însemnat că a ajuns să concureze cu Sega Genesis și mai târziu cu Super Nintendo Entertainment System. + +PC Engine are un CPU pe 8 biți, un codificator de culori video pe 16 biți și un controler de afișare video pe 16 biți. GPU-urile sunt capabile să afișeze 482 de culori simultan, din 512. Cu dimensiuni de doar 14 cm × 14 cm × 3,8 cm (5,5 in × 5,5 in × 1,5 in), PC Engine japonez este cea mai mică consolă majoră de jocuri pentru acasă realizată vreodată. Jocurile au fost lansate pe cartușe HuCard și mai târziu în format optic CD-ROM. + Consolă + + + + + PC Engine - это 16-битная домашняя игровая консоль четвертого поколения, разработанная компанией Hudson Soft и продаваемая NEC Home Electronics. Она была выпущена в Японии в 1987 году и в Северной Америке в 1989 году. Японская модель была импортирована и распространена во Франции в 1989 году, а Великобритания и Испания получили версию, основанную на американской модели, известную как TurboGrafx. Это была первая консоль, выпущенная в 16-битную эру, хотя в ней использовался модифицированный 8-битный процессор. В Японии система была выпущена как конкурент Famicom, но из-за задержки с выпуском в США она стала конкурировать с Sega Genesis, а затем и с Super Nintendo Entertainment System. + +PC Engine имеет 8-битный процессор, 16-битный кодер цвета видео и 16-битный контроллер видеодисплея. Графические процессоры способны одновременно отображать 482 цвета из 512. Имея размеры всего 14 см × 14 см × 3,8 см (5,5 дюйма × 5,5 дюйма × 1,5 дюйма), японская PC Engine является самой маленькой из когда-либо созданных домашних игровых консолей. Игры выпускались на картриджах HuCard, а позже - в оптическом формате CD-ROM. + Консоль + + + PC Engine är en 16-bitars fjärde generationens hemkonsol för videospel som designades av Hudson Soft och såldes av NEC Home Electronics. Den släpptes i Japan 1987 och i Nordamerika 1989. Den japanska modellen importerades och distribuerades i Frankrike 1989, och Storbritannien och Spanien fick en version baserad på den amerikanska modellen som helt enkelt kallades TurboGrafx. Det var den första konsolen som släpptes under 16-bitars-eran, även om den använde en modifierad 8-bitars CPU. I Japan lanserades systemet som en konkurrent till Famicom, men den försenade lanseringen i USA innebar att det kom att konkurrera med Sega Genesis och senare Super Nintendo Entertainment System. + +PC Engine har en 8-bitars CPU, en 16-bitars färgkodare för video och en 16-bitars styrenhet för videodisplay. GPU:erna kan visa 482 färger samtidigt, av 512 möjliga. Med sina mått på endast 14 cm × 14 cm × 3,8 cm (5,5 in × 5,5 in × 1,5 in) är den japanska PC Engine den minsta större hemspelskonsolen som någonsin tillverkats. Spelen släpptes på HuCard-kassetter och senare i det optiska formatet CD-ROM. Konsol + + + PCエンジンは、ハドソンソフトが設計し、NECホームエレクトロニクスが販売した16ビットの第4世代家庭用ゲーム機である。日本では1987年、北米では1989年に発売された。フランスでは1989年に日本モデルが輸入販売され、イギリスとスペインではアメリカモデルをベースとしたターボグラフィックスが販売された。16ビット時代に発売された最初のゲーム機であったが、8ビットCPUを改造して使用していた。日本では、ファミコンの競合機として発売されたが、米国での発売が遅れたため、セガ・ジェネシス、後のスーパーファミコンと競合することになった。 + +PCエンジンは、8ビットのCPU、16ビットのビデオカラーエンコーダー、16ビットのビデオディスプレイコントローラーを搭載している。GPUは512色のうち482色を同時に表示できる。外形寸法はわずか14cm×14cm×3.8cm(5.5インチ×5.5インチ×1.5インチ)で、日本のPCエンジンは主要な家庭用ゲーム機の中で最も小さい。ゲームはHuCardカートリッジで発売され、後にCD-ROM光学フォーマットで発売された。 + コンソール + + + + + PC 엔진은 허드슨 소프트가 설계하고 NEC 홈 일렉트로닉스에서 판매한 16비트 4세대 가정용 비디오 게임 콘솔입니다. 1987년 일본과 1989년 북미에서 출시되었습니다. 일본 모델은 1989년 프랑스에서 수입되어 유통되었고, 영국과 스페인에서는 미국 모델을 기반으로 한 버전인 터보그래프엑스가 유통되었습니다. 개조된 8비트 CPU를 사용했지만 16비트 시대에 출시된 최초의 콘솔이었습니다. 일본에서는 패미컴의 경쟁 제품으로 출시되었지만 미국 출시가 지연되면서 결국 세가 제네시스, 이후 슈퍼 닌텐도 엔터테인먼트 시스템과 경쟁하게 되었습니다. + +PC 엔진에는 8비트 CPU, 16비트 비디오 컬러 인코더, 16비트 비디오 디스플레이 컨트롤러가 탑재되어 있습니다. GPU는 512개 색상 중 482개 색상을 동시에 표시할 수 있습니다. 크기가 14cm × 14cm × 3.8cm(5.5인치 × 5.5인치 × 1.5인치)에 불과한 일본 PC 엔진은 지금까지 출시된 주요 가정용 게임 콘솔 중 가장 작은 크기입니다. 게임은 HuCard 카트리지로 출시되었고 이후 CD-ROM 광학 포맷으로 출시되었습니다. + 콘솔 + + + + + PC Engine 是由 Hudson Soft 设计、NEC Home Electronics 销售的 16 位第四代家用视频游戏机。它于 1987 年在日本发布,1989 年在北美发布。日本的型号于 1989 年进口并在法国销售,英国和西班牙则收到了基于美国型号的版本,简称为 TurboGrafx。它是第一款在 16 位时代发布的游戏机,尽管它使用的是经过改进的 8 位 CPU。在日本,该系统是作为 Famicom 的竞争对手推出的,但在美国的延迟发布意味着它最终要与世嘉创世纪以及后来的超级任天堂娱乐系统竞争。 + +PC 引擎有一个 8 位 CPU、一个 16 位视频彩色编码器和一个 16 位视频显示控制器。图形处理器能够同时显示 512 种颜色中的 482 种。日本 PC Engine 的尺寸仅为 14 厘米 × 14 厘米 × 3.8 厘米(5.5 英寸 × 5.5 英寸 × 1.5 英寸),是有史以来最小的大型家用游戏机。游戏通过 HuCard 盒式磁带发布,后来又采用了 CD-ROM 光学格式。 + 控制台 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/pcenginecd.xml b/themes/linear-es-de/system/metadata/pcenginecd.xml index ca4b5e90e..c26f38faf 100644 --- a/themes/linear-es-de/system/metadata/pcenginecd.xml +++ b/themes/linear-es-de/system/metadata/pcenginecd.xml @@ -1,9 +1,9 @@ - + PC Engine CD-ROM² The CD-ROM² (pronounced CD-ROM-ROM) is an add-on attachment for the PC Engine that was released in Japan on December 4, 1988. The add-on allows the core versions of the console to play PC Engine games in CD-ROM format in addition to standard HuCards. This made the PC Engine the first video game console to use CD-ROMs as a storage media. The add-on consisted of two devices - the CD player itself and the interface unit, which connects the CD player to the console and provides a unified power supply and output for both. - It was later released as the TurboGrafx-CD in the United States in November 1989, with a remodeled interface unit in order to suit the different shape of the TurboGrafx-16 console. The TurboGrafx-CD had a launch price of $399.99 and did not include any bundled games. Fighting Street and Monster Lair were the TurboGrafx-CD launch titles; Ys Book I and II soon followed. +It was later released as the TurboGrafx-CD in the United States in November 1989, with a remodeled interface unit in order to suit the different shape of the TurboGrafx-16 console. The TurboGrafx-CD had a launch price of $399.99 and did not include any bundled games. Fighting Street and Monster Lair were the TurboGrafx-CD launch titles; Ys Book I and II soon followed. NEC 1988 1988-12-04 @@ -15,10 +15,118 @@ FE0000 333333 D9D9D9 + 1-1 + + + El CD-ROM² (pronunciat CD-ROM-ROM) és un complement addicional per al motor de PC que es va llançar al Japó el 4 de desembre de 1988. El complement permet que les versions bàsiques de la consola reprodueixin jocs de motor de PC aFormat CD-ROM A més de les hucards estàndard. Això va fer que el motor PC sigui la primera consola de videojocs que utilitzés CD-ROM com a suports d’emmagatzematge. El complement constava de dos dispositius: el propi reproductor de CD i la unitat d'interfície, que connecta el reproductor de CD a la consola i proporciona una font d'alimentació i una sortida unificada per a tots dos. + +Posteriorment es va publicar com a turbografx-CD als Estats Units el novembre de 1989, amb una unitat d'interfície remodelada per adaptar-se a la diferent forma de la consola Turbografx-16. El Turbografx-CD tenia un preu de llançament de 399,99 dòlars i no va incloure cap joc agrupat. Fighting Street i Monster Lair van ser els títols de llançament Turbografx-CD;YS Book I i II aviat van seguir. + Console + + + + + Die CD-ROM² (ausgesprochen CD-ROM-ROM) ist ein Zusatzgerät für die PC Engine, das am 4. Dezember 1988 in Japan veröffentlicht wurde. Das Add-on ermöglicht es den Kernversionen der Konsole, PC-Engine-Spiele im CD-ROM-Format zusätzlich zu den Standard-HuCards zu spielen. Damit war die PC Engine die erste Videospielkonsole, die CD-ROMs als Speichermedium verwendete. Das Add-on bestand aus zwei Geräten - dem CD-Player selbst und der Schnittstelleneinheit, die den CD-Player mit der Konsole verbindet und eine einheitliche Stromversorgung und einen einheitlichen Ausgang für beide bereitstellt. + +Es wurde später als TurboGrafx-CD in den Vereinigten Staaten im November 1989 veröffentlicht, mit einer umgestalteten Interface-Einheit, um der unterschiedlichen Form der TurboGrafx-16-Konsole gerecht zu werden. Die TurboGrafx-CD hatte einen Einführungspreis von $399,99 und enthielt keine Spiele im Paket. Fighting Street und Monster Lair waren die TurboGrafx-CD-Einführungstitel; Ys Book I und II folgten bald. + Konsole + + + + + El CD-ROM² (pronunciado CD-ROM-ROM) es un complemento para la PC Engine que salió a la venta en Japón el 4 de diciembre de 1988. Este complemento permite que las versiones básicas de la consola reproduzcan juegos de PC Engine en formato CD-ROM, además de las HuCards estándar. Esto convirtió a la PC Engine en la primera videoconsola en utilizar CD-ROM como medio de almacenamiento. El complemento constaba de dos dispositivos: el reproductor de CD propiamente dicho y la unidad de interfaz, que conecta el reproductor de CD a la consola y proporciona una fuente de alimentación y una salida unificadas para ambos. + +Posteriormente, en noviembre de 1989, salió a la venta en Estados Unidos como TurboGrafx-CD, con una unidad de interfaz remodelada para adaptarse a la forma diferente de la consola TurboGrafx-16. El TurboGrafx-CD tuvo un precio de lanzamiento de 399,99 dólares y no incluía ningún juego. Fighting Street y Monster Lair fueron los títulos de lanzamiento del TurboGrafx-CD; pronto le siguieron Ys Book I y II. + Consola + + + + + Le CD-ROM² (prononcé CD-ROM-ROM) est un module d'extension pour le PC Engine qui est sorti au Japon le 4 décembre 1988. Cet accessoire permet aux versions principales de la console de jouer à des jeux PC Engine au format CD-ROM en plus des cartes HuCards standard. La PC Engine est ainsi devenue la première console de jeux vidéo à utiliser des CD-ROM comme support de stockage. Le module complémentaire se compose de deux appareils : le lecteur de CD lui-même et l'unité d'interface, qui relie le lecteur de CD à la console et fournit une alimentation et une sortie unifiées pour les deux. + +Il a été commercialisé sous le nom de TurboGrafx-CD aux États-Unis en novembre 1989, avec une unité d'interface remodelée pour s'adapter à la forme différente de la console TurboGrafx-16. Le TurboGrafx-CD a été lancé au prix de 399,99 dollars et n'incluait aucun jeu. Fighting Street et Monster Lair ont été les titres de lancement du TurboGrafx-CD ; Ys Book I et II ont suivi peu après. + Console + + + + + Il CD-ROM² (pronuncia CD-ROM-ROM) è un componente aggiuntivo per il PC Engine, rilasciato in Giappone il 4 dicembre 1988. Il componente aggiuntivo consente alle versioni principali della console di riprodurre i giochi del PC Engine in formato CD-ROM, oltre alle HuCard standard. Questo rendeva il PC Engine la prima console per videogiochi a utilizzare i CD-ROM come supporto di memorizzazione. Il componente aggiuntivo è costituito da due dispositivi: il lettore CD stesso e l'unità di interfaccia, che collega il lettore CD alla console e fornisce un'alimentazione e un'uscita unificate per entrambi. + +Il TurboGrafx-CD è stato successivamente rilasciato negli Stati Uniti nel novembre 1989, con un'unità di interfaccia modificata per adattarsi alla diversa forma della console TurboGrafx-16. Il TurboGrafx-CD aveva un prezzo di lancio di 399,99 dollari e non includeva alcun gioco in bundle. Fighting Street e Monster Lair furono i titoli di lancio del TurboGrafx-CD; Ys Book I e II seguirono presto. + Console + + + + + De CD-ROM² (uitgesproken als CD-ROM-ROM) is een uitbreiding voor de PC Engine die op 4 december 1988 in Japan werd uitgebracht. Met de add-on kunnen de kernversies van de console PC Engine-spellen afspelen in CD-ROM-formaat, naast de standaard HuCards. Dit maakte van de PC Engine de eerste videogameconsole die CD-ROM's als opslagmedium gebruikte. De add-on bestond uit twee apparaten - de cd-speler zelf en de interface-eenheid, die de cd-speler met de console verbindt en voor een uniforme voeding en uitgang voor beide zorgt. + +Het werd later uitgebracht als de TurboGrafx-CD in de Verenigde Staten in november 1989, met een aangepaste interface-eenheid om te passen bij de andere vorm van de TurboGrafx-16 console. De TurboGrafx-CD had een lanceringsprijs van 399,99 dollar en bevatte geen gebundelde spellen. Fighting Street en Monster Lair waren de TurboGrafx-CD launchtitels; Ys Book I en II volgden snel. + Console + + + + + CD-ROM² (wymawiane jako CD-ROM-ROM) to dodatek do konsoli PC Engine, który został wydany w Japonii 4 grudnia 1988 roku. Dodatek umożliwia podstawowym wersjom konsoli odtwarzanie gier PC Engine w formacie CD-ROM oprócz standardowych kart HuCard. Dzięki temu PC Engine stała się pierwszą konsolą do gier wideo wykorzystującą CD-ROM jako nośnik pamięci. Dodatek składał się z dwóch urządzeń - samego odtwarzacza CD i modułu interfejsu, który łączył odtwarzacz CD z konsolą i zapewniał zunifikowane zasilanie i wyjście dla obu urządzeń. + +Został on później wydany jako TurboGrafx-CD w Stanach Zjednoczonych w listopadzie 1989 roku, z przebudowanym modułem interfejsu w celu dopasowania do innego kształtu konsoli TurboGrafx-16. Cena premierowa TurboGrafx-CD wynosiła 399,99 USD i nie zawierała żadnych dołączonych gier. Fighting Street i Monster Lair były tytułami startowymi TurboGrafx-CD; Ys Book I i II wkrótce potem. + Konsola + + + + + O CD-ROM² (pronuncia-se CD-ROM-ROM) é um acessório complementar para o PC Engine que foi lançado no Japão em 4 de dezembro de 1988. O complemento permite que as versões principais do console reproduzam jogos do PC Engine no formato de CD-ROM, além dos HuCards padrão. Isso tornou o PC Engine o primeiro console de videogame a usar CD-ROMs como mídia de armazenamento. O complemento consistia em dois dispositivos: o próprio CD player e a unidade de interface, que conecta o CD player ao console e fornece uma fonte de alimentação e saída unificadas para ambos. + +Posteriormente, foi lançado como TurboGrafx-CD nos Estados Unidos em novembro de 1989, com uma unidade de interface remodelada para se adequar ao formato diferente do console TurboGrafx-16. O TurboGrafx-CD tinha um preço de lançamento de US$ 399,99 e não incluía nenhum jogo. Fighting Street e Monster Lair foram os títulos de lançamento do TurboGrafx-CD; Ys Book I e II vieram logo em seguida. + Console + + + + + CD-ROM² (pronunțat CD-ROM-ROM) este un accesoriu suplimentar pentru PC Engine care a fost lansat în Japonia pe 4 decembrie 1988. Accesoriul permite versiunilor de bază ale consolei să redea jocuri PC Engine în format CD-ROM în plus față de cardurile HuCard standard. Acest lucru a făcut din PC Engine prima consolă de jocuri video care a utilizat CD-ROM-uri ca suport de stocare. Componenta suplimentară a constat din două dispozitive - CD playerul în sine și unitatea de interfață, care conectează CD playerul la consolă și asigură o sursă de alimentare și o ieșire unificate pentru ambele. + +Acesta a fost lansat ulterior în Statele Unite în noiembrie 1989 sub numele de TurboGrafx-CD, cu o unitate de interfață remodelată pentru a se potrivi formei diferite a consolei TurboGrafx-16. TurboGrafx-CD a avut un preț de lansare de 399,99 $ și nu a inclus niciun joc la pachet. Fighting Street și Monster Lair au fost titlurile de lansare TurboGrafx-CD; Ys Book I și II au urmat în curând. + Consolă + + + + + CD-ROM² (произносится как CD-ROM-ROM) - это дополнение для PC Engine, которое было выпущено в Японии 4 декабря 1988 года. Это дополнение позволяет основным версиям консоли воспроизводить игры PC Engine в формате CD-ROM в дополнение к стандартным картам HuCards. Таким образом, PC Engine стала первой игровой консолью, использующей CD-ROM в качестве носителя информации. Дополнение состоит из двух устройств - самого CD-плеера и интерфейсного блока, который соединяет CD-плеер с консолью и обеспечивает единый источник питания и выход для обоих. + +Позже, в ноябре 1989 года, оно было выпущено в США под названием TurboGrafx-CD, с измененным интерфейсным блоком, чтобы соответствовать другой форме консоли TurboGrafx-16. Стартовая цена TurboGrafx-CD составляла $399,99, и в комплект поставки не входило ни одной игры. Стартовыми играми для TurboGrafx-CD стали Fighting Street и Monster Lair; вскоре за ними последовали Ys Book I и II. + Консоль + + + CD-ROM² (uttalas CD-ROM-ROM) är en tilläggsutrustning för PC Engine som släpptes i Japan den 4 december 1988. Tillägget gör det möjligt för konsolens grundversioner att spela PC Engine-spel i CD-ROM-format utöver vanliga HuCards. Detta gjorde PC Engine till den första videospelskonsolen som använde CD-ROM som lagringsmedium. Tillägget består av två enheter - själva CD-spelaren och gränssnittsenheten, som ansluter CD-spelaren till konsolen och ger en enhetlig strömförsörjning och utgång för båda. + +Den släpptes senare som TurboGrafx-CD i USA i november 1989, med en ombyggd gränssnittsenhet för att passa den annorlunda formen på TurboGrafx-16-konsolen. TurboGrafx-CD hade ett lanseringspris på 399,99 dollar och innehöll inte några medföljande spel. Fighting Street och Monster Lair var lanseringstitlarna för TurboGrafx-CD; Ys Book I och II följde snart efter. Konsol + + + CD-ROM²(読み:シーディーロムロム)は、1988年12月4日に日本で発売されたPCエンジン用のアドオンアタッチメントである。このアドオンにより、ゲーム機のコアバージョンは、標準のHuカードに加えて、CD-ROMフォーマットでPCエンジンのゲームをプレイできるようになった。これにより、PCエンジンは記憶媒体としてCD-ROMを使用する最初のゲーム機となった。このアドオンは、CDプレーヤー本体と、CDプレーヤーをゲーム機に接続し、両方の電源と出力を統一するインターフェイスユニットの2つのデバイスで構成されている。 + +その後、1989年11月にTurboGrafx-CDとして米国で発売され、TurboGrafx-16コンソールの形状の違いに合わせてインターフェイスユニットが改造された。TurboGrafx-CDの発売価格は399.99ドルで、同梱ゲームはなかった。Fighting Street』と『Monster Lair』がTurboGrafx-CDのローンチタイトルで、すぐに『Ys Book I』と『II』が続いた。 + コンソール + + + + + CD-ROM²(CD-ROM-ROM으로 발음)은 1988년 12월 4일에 일본에서 출시된 PC 엔진용 애드온입니다. 이 애드온을 사용하면 콘솔의 핵심 버전에서 표준 HuCard 외에 CD-ROM 형식의 PC Engine 게임을 플레이할 수 있습니다. 이로써 PC Engine은 CD-ROM을 저장 매체로 사용한 최초의 비디오 게임 콘솔이 되었습니다. 애드온은 CD 플레이어 자체와 CD 플레이어를 콘솔에 연결하고 두 장치에 통합된 전원 공급 및 출력을 제공하는 인터페이스 유닛의 두 가지 장치로 구성되었습니다. + +이후 1989년 11월 미국에서 TurboGrafx-CD로 출시되었으며, TurboGrafx-16 콘솔의 다른 모양에 맞게 인터페이스 유닛을 개조하여 출시되었습니다. 출시 가격은 399.99달러였으며 번들 게임은 포함되지 않았습니다. 파이팅 스트리트와 몬스터 레어가 TurboGrafx-CD 출시 타이틀이었으며, 곧이어 Ys Book I과 II가 출시되었습니다. + 콘솔 + + + + + CD-ROM²(读作 CD-ROM-ROM)是 PC 引擎的一个附加附件,于 1988 年 12 月 4 日在日本发布。除了标准的 HuCard 外,该附件还允许控制台的核心版本以 CD-ROM 格式播放 PC 引擎游戏。这使得 PC 引擎成为第一款使用光盘作为存储介质的视频游戏机。该插件包括两个设备--CD 播放器本身和接口装置,后者将 CD 播放器连接到控制台,并为两者提供统一的电源和输出。 + +它后来于 1989 年 11 月在美国以 TurboGrafx-CD 的名义发布,接口装置经过改造,以适应 TurboGrafx-16 控制台的不同形状。TurboGrafx-CD 的上市价格为 399.99 美元,不包括任何捆绑游戏。Fighting Street》和《Monster Lair》是 TurboGrafx-CD 的首发游戏;《Ys Book I》和《Ys Book II》很快就上市了。 + 控制台 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/pcfx.xml b/themes/linear-es-de/system/metadata/pcfx.xml index c52b73334..42d67230f 100644 --- a/themes/linear-es-de/system/metadata/pcfx.xml +++ b/themes/linear-es-de/system/metadata/pcfx.xml @@ -1,9 +1,9 @@ - + PC-FX The PC-FX is a 32-bit home video game console developed by both NEC and Hudson Soft and released in Japan in 1994. Powered by an NEC V810 CPU and using CD-ROMs, the PC-FX was intended as the successor to the PC Engine and its international counterpart the TurboGrafx-16, two successful video game consoles from the late 1980s. It is NEC's final foray into the home console market. - The console is shaped like a tower PC and was meant to be similarly upgradeable. However the PC-FX lacked a 3D polygon-based graphics chip which rendered the system underpowered in comparison to its competitors. It was also expensive and lacked developer support, and as a result it was unable to compete effectively with its fifth generation peers. The PC-FX was NEC's last home video game console, and was discontinued in February 1998. It was considered a commercial failure. +The console is shaped like a tower PC and was meant to be similarly upgradeable. However the PC-FX lacked a 3D polygon-based graphics chip which rendered the system underpowered in comparison to its competitors. It was also expensive and lacked developer support, and as a result it was unable to compete effectively with its fifth generation peers. The PC-FX was NEC's last home video game console, and was discontinued in February 1998. It was considered a commercial failure. NEC 1994 1994-12-23 @@ -15,10 +15,118 @@ 01015B 5C3073 F00020 + 1-1 + + + El PC-FX és una consola de videojocs domèstica de 32 bits desenvolupada tant per NEC com per Hudson Soft i llançada al Japó el 1994. PC Engine i el seu homòleg internacional Turbografx-16, dues consoles de videojocs amb èxit de finals dels anys vuitanta.És la darrera incursió del NEC al mercat de la consola domèstica. + +La consola té forma de PC de torre i es volia actualitzar de manera similar. No obstant això, el PC-FX no tenia un xip gràfic basat en polígons en 3D que va fer que el sistema subratllava en comparació amb els seus competidors. També va ser costós i mancava de suport als desenvolupadors i, per tant, no va poder competir eficaçment amb els seus companys de cinquena generació. El PC-FX va ser l'última consola de videojocs a casa del NEC i es va suspendre el febrer de 1998. Es va considerar un fracàs comercial. + Console + + + + + Der PC-FX ist eine 32-Bit-Videospielkonsole für den Heimgebrauch, die sowohl von NEC als auch von Hudson Soft entwickelt und 1994 in Japan veröffentlicht wurde. Angetrieben von einer NEC V810 CPU und unter Verwendung von CD-ROMs war der PC-FX als Nachfolger der PC Engine und seines internationalen Gegenstücks, dem TurboGrafx-16, zwei erfolgreichen Videospielkonsolen aus den späten 1980er Jahren, gedacht. Es ist der letzte Vorstoß von NEC in den Heimkonsolenmarkt. + +Die Konsole hat die Form eines Tower-PCs und sollte in ähnlicher Weise aufrüstbar sein. Dem PC-FX fehlte jedoch ein auf 3D-Polygonen basierender Grafikchip, wodurch das System im Vergleich zu seinen Konkurrenten zu schwach war. Außerdem war das System teuer und es fehlte ihm an Entwicklerunterstützung, so dass es nicht in der Lage war, mit seinen Konkurrenten der fünften Generation zu konkurrieren. Der PC-FX war die letzte Heimvideospielkonsole von NEC und wurde im Februar 1998 eingestellt. Sie wurde als kommerzieller Misserfolg betrachtet. + Konsole + + + + + La PC-FX es una videoconsola doméstica de 32 bits desarrollada por NEC y Hudson Soft y lanzada en Japón en 1994. Equipada con una CPU NEC V810 y CD-ROM, la PC-FX se concibió como sucesora de la PC Engine y de su homóloga internacional, la TurboGrafx-16, dos exitosas consolas de videojuegos de finales de la década de 1980. Se trata de la última incursión de NEC en el mercado de las consolas domésticas. + +La consola tiene la forma de un PC de torre y se pretendía que fuera igualmente actualizable. Sin embargo, la PC-FX carecía de un chip gráfico basado en polígonos 3D, lo que la convertía en un sistema poco potente en comparación con sus competidoras. Además, era caro y carecía de soporte para desarrolladores, por lo que no pudo competir eficazmente con sus homólogos de quinta generación. La PC-FX fue la última videoconsola doméstica de NEC y dejó de fabricarse en febrero de 1998. Se consideró un fracaso comercial. + Consola + + + + + Le PC-FX est une console de jeu vidéo domestique 32 bits développée par NEC et Hudson Soft et commercialisée au Japon en 1994. Alimentée par un processeur NEC V810 et utilisant des CD-ROM, la PC-FX a été conçue comme le successeur de la PC Engine et de son homologue internationale la TurboGrafx-16, deux consoles de jeux vidéo à succès de la fin des années 1980. Il s'agit de la dernière incursion de NEC sur le marché des consoles de salon. + +La console a la forme d'un PC à tour et devait pouvoir être mise à niveau de la même manière. Cependant, le PC-FX ne disposait pas d'une puce graphique 3D à base de polygones, ce qui rendait le système sous-puissant par rapport à ses concurrents. Il était également cher et ne bénéficiait pas du soutien des développeurs, ce qui l'a empêché de rivaliser efficacement avec ses homologues de la cinquième génération. La PC-FX a été la dernière console de jeux vidéo de salon de NEC et a été abandonnée en février 1998. Elle a été considérée comme un échec commercial. + Console + + + + + Il PC-FX è una console per videogiochi domestici a 32 bit sviluppata da NEC e Hudson Soft e rilasciata in Giappone nel 1994. Alimentata da una CPU NEC V810 e con l'utilizzo di CD-ROM, il PC-FX doveva essere il successore del PC Engine e della sua controparte internazionale TurboGrafx-16, due console per videogiochi di successo della fine degli anni Ottanta. È l'ultima incursione di NEC nel mercato delle console domestiche. + +La console ha la forma di un PC a torre e doveva essere aggiornabile in modo simile. Tuttavia, il PC-FX non disponeva di un chip grafico 3D basato su poligoni, il che rendeva il sistema poco potente rispetto ai suoi concorrenti. Inoltre, era costoso e mancava di supporto agli sviluppatori, e di conseguenza non era in grado di competere efficacemente con i suoi colleghi di quinta generazione. Il PC-FX fu l'ultima console per videogiochi domestica di NEC e venne dismessa nel febbraio 1998. Fu considerata un fallimento commerciale. + Console + + + + + De PC-FX is een 32-bit home video game console ontwikkeld door zowel NEC als Hudson Soft en uitgebracht in Japan in 1994. Aangedreven door een NEC V810 CPU en gebruikmakend van CD-ROM's, was de PC-FX bedoeld als opvolger van de PC Engine en zijn internationale tegenhanger de TurboGrafx-16, twee succesvolle videogameconsoles uit de late jaren 1980. Het is NEC's laatste stap op de markt voor thuisconsoles. + +De console heeft de vorm van een tower PC en was bedoeld om op dezelfde manier te kunnen worden opgewaardeerd. De PC-FX had echter geen 3D polygoon-gebaseerde grafische chip, waardoor het systeem te weinig kracht had in vergelijking met zijn concurrenten. Het was ook duur en had geen ondersteuning van ontwikkelaars, waardoor het niet effectief kon concurreren met zijn vijfde generatie concurrenten. De PC-FX was NEC's laatste videogameconsole voor thuisgebruik en werd in februari 1998 uit productie genomen. Het werd beschouwd als een commerciële mislukking. + Console + + + + + PC-FX to 32-bitowa domowa konsola do gier wideo opracowana przez firmy NEC i Hudson Soft i wydana w Japonii w 1994 roku. Napędzana procesorem NEC V810 i wykorzystująca CD-ROM, PC-FX miała być następcą PC Engine i jej międzynarodowego odpowiednika TurboGrafx-16, dwóch udanych konsol do gier wideo z końca lat 80-tych. Jest to ostatni krok firmy NEC na rynku konsol domowych. + +Konsola ma kształt komputera typu tower i miała być podobnie rozbudowywana. Jednak PC-FX nie posiadała układu graficznego 3D opartego na wielokątach, co sprawiło, że system był słabszy w porównaniu do swoich konkurentów. Był również drogi i brakowało mu wsparcia deweloperów, w wyniku czego nie był w stanie skutecznie konkurować ze swoimi rówieśnikami piątej generacji. PC-FX była ostatnią domową konsolą do gier wideo firmy NEC i została wycofana z produkcji w lutym 1998 roku. Uznano ją za komercyjną porażkę. + Konsola + + + + + O PC-FX é um console de videogame doméstico de 32 bits desenvolvido pela NEC e pela Hudson Soft e lançado no Japão em 1994. Alimentado por uma CPU NEC V810 e usando CD-ROMs, o PC-FX foi concebido como o sucessor do PC Engine e de seu equivalente internacional, o TurboGrafx-16, dois consoles de videogame bem-sucedidos do final da década de 1980. É a última incursão da NEC no mercado de consoles domésticos. + +O console tem o formato de um PC em torre e foi projetado para ser atualizado de forma semelhante. No entanto, o PC-FX não tinha um chip gráfico 3D baseado em polígonos, o que tornava o sistema pouco potente em comparação com seus concorrentes. Ele também era caro e não tinha suporte para desenvolvedores e, como resultado, não conseguiu competir efetivamente com seus pares de quinta geração. O PC-FX foi o último console de videogame doméstico da NEC e foi descontinuado em fevereiro de 1998. Foi considerado um fracasso comercial. + Console + + + + + PC-FX este o consolă de jocuri video pe 32 de biți dezvoltată de NEC și Hudson Soft și lansată în Japonia în 1994. Motorizată de un CPU NEC V810 și utilizând CD-ROM-uri, PC-FX a fost concepută ca succesor al PC Engine și al omologului său internațional TurboGrafx-16, două console de jocuri video de succes de la sfârșitul anilor 1980. Este ultima incursiune a NEC pe piața consolelor de acasă. + +Consola are forma unui PC turn și a fost concepută pentru a putea fi actualizată în mod similar. Cu toate acestea, PC-FX nu dispunea de un cip grafic bazat pe poligoane 3D, ceea ce a făcut ca sistemul să nu fie suficient de puternic în comparație cu concurenții săi. Era, de asemenea, scump și nu beneficia de suport din partea dezvoltatorilor și, prin urmare, nu a putut concura eficient cu colegii săi din a cincea generație. PC-FX a fost ultima consolă de jocuri video de acasă NEC și a fost abandonată în februarie 1998. A fost considerată un eșec comercial. + Consolă + + + + + PC-FX - это 32-битная домашняя игровая консоль, разработанная компаниями NEC и Hudson Soft и выпущенная в Японии в 1994 году. Работающая на процессоре NEC V810 и использующая CD-ROM, PC-FX была задумана как преемница PC Engine и ее международного аналога TurboGrafx-16, двух успешных игровых консолей конца 1980-х годов. Это последняя попытка NEC выйти на рынок домашних консолей. + +Консоль по форме напоминает башенный ПК и должна была иметь такую же возможность модернизации. Однако в PC-FX отсутствовал графический чип, основанный на 3D-полигонах, что делало систему недостаточно мощной по сравнению с конкурентами. Кроме того, она была дорогой и не имела поддержки разработчиков, в результате чего не могла эффективно конкурировать с аналогами пятого поколения. PC-FX стала последней домашней видеоигровой консолью NEC и была снята с производства в феврале 1998 года. Она была признана коммерческим провалом. + Консоль + + + PC-FX är en 32-bitars hemkonsol för videospel som utvecklades av både NEC och Hudson Soft och släpptes i Japan 1994. PC-FX, som drivs av en NEC V810 CPU och använder CD-ROM, var tänkt som en efterföljare till PC Engine och dess internationella motsvarighet TurboGrafx-16, två framgångsrika videospelskonsoler från slutet av 1980-talet. Det är NEC:s sista försök att ta sig in på hemkonsolmarknaden. + +Konsolen är formad som en PC-torndator och var tänkt att vara uppgraderingsbar på samma sätt. PC-FX saknade dock ett 3D-polygonbaserat grafikchip vilket gjorde att systemet var underdimensionerat i jämförelse med konkurrenterna. Den var också dyr och saknade stöd för utvecklare, vilket gjorde att den inte kunde konkurrera effektivt med sina motsvarigheter i femte generationen. PC-FX var NEC:s sista hemkonsol för videospel och togs ur produktion i februari 1998. Den ansågs vara ett kommersiellt misslyckande. Konsol + + + PC-FXは、NECとハドソンソフトの両社によって開発され、1994年に日本で発売された32ビットの家庭用ゲーム機である。NECのV810 CPUを搭載し、CD-ROMを使用したPC-FXは、1980年代後半に成功を収めた2つのビデオゲーム機、PCエンジンとその海外版であるTurboGrafx-16の後継機として開発された。NECの家庭用ゲーム機市場への最後の進出となった。 + +このゲーム機はタワー型PCのような形をしており、同様にアップグレードが可能であることを意図していた。しかし、PC-FXは3Dポリゴンベースのグラフィックチップを搭載していなかったため、競合他社に比べてパワー不足だった。また、価格も高く、開発者のサポートも不足していたため、第5世代の同世代機と効果的に競争することはできなかった。PC-FXはNECの最後の家庭用ゲーム機となり、1998年2月に販売終了となった。商業的には失敗だったと考えられている。 + コンソール + + + + + PC-FX는 NEC와 허드슨 소프트가 개발한 32비트 가정용 비디오 게임 콘솔로, 1994년 일본에서 출시되었습니다. NEC V810 CPU로 구동되고 CD-ROM을 사용하는 PC-FX는 1980년대 후반에 출시된 비디오 게임 콘솔인 PC 엔진과 그 해외 버전인 TurboGrafx-16의 후속작으로 설계되었습니다. 이 제품은 NEC의 마지막 가정용 콘솔 시장 진출작입니다. + +이 콘솔은 타워형 PC처럼 생겼으며 비슷한 방식으로 업그레이드가 가능했습니다. 하지만 PC-FX에는 3D 폴리곤 기반 그래픽 칩이 없어 경쟁사에 비해 시스템 성능이 떨어졌습니다. 또한 가격이 비싸고 개발자 지원이 부족했기 때문에 5세대 경쟁 제품들과 효과적으로 경쟁할 수 없었습니다. PC-FX는 NEC의 마지막 가정용 비디오 게임 콘솔이었으며 1998년 2월에 단종되었습니다. 상업적 실패작으로 간주되었습니다. + 콘솔 + + + + + PC-FX 是由 NEC 和 Hudson Soft 共同开发的 32 位家用视频游戏机,于 1994 年在日本发布。PC-FX 由 NEC V810 CPU 驱动,使用 CD-ROM,是 20 世纪 80 年代后期两款成功的视频游戏机 PC Engine 及其国际同类产品 TurboGrafx-16 的后继机。它是 NEC 进军家用游戏机市场的最后一次尝试。 + +该控制台外形酷似塔式 PC,并具有类似的可升级性。然而,PC-FX 缺乏基于 3D 多边形的图形芯片,这使得该系统与其竞争对手相比显得性能不足。此外,PC-FX 价格昂贵,缺乏开发人员的支持,因此无法与第五代同类产品展开有效竞争。PC-FX 是 NEC 的最后一款家用视频游戏机,于 1998 年 2 月停产。它被认为是一款失败的商业产品。 + 控制台 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/pico8.xml b/themes/linear-es-de/system/metadata/pico8.xml index 1214cba5c..6834eaa96 100644 --- a/themes/linear-es-de/system/metadata/pico8.xml +++ b/themes/linear-es-de/system/metadata/pico8.xml @@ -1,4 +1,4 @@ - + PICO-8 PICO-8 is a virtual machine and game engine created by Lexaloffle Games. It is a fantasy video game console that mimics the limited graphical and sound capabilities of 8-bit systems of the 1980s. @@ -13,10 +13,90 @@ 77DF41 F0D7BD DF739E + 373-436 + + + PICO-8 és una màquina virtual i un motor de jocs creat per Lexaloffle Games.És una consola de videojocs de fantasia que imita les limitades capacitats gràfiques i sonores dels sistemes de 8 bits de la dècada de 1980. + Engine + + + + + PICO-8 ist eine virtuelle Maschine und Spiel-Engine, die von Lexaloffle Games entwickelt wurde. Es handelt sich um eine Fantasy-Videospielkonsole, die die begrenzten grafischen und akustischen Möglichkeiten der 8-Bit-Systeme der 1980er Jahre nachahmt. + Motor + + + + + PICO-8 es una máquina virtual y un motor de juego creados por Lexaloffle Games. Se trata de una videoconsola de fantasía que imita las limitadas capacidades gráficas y de sonido de los sistemas de 8 bits de la década de 1980. + Motor + + + + + PICO-8 est une machine virtuelle et un moteur de jeu créés par Lexaloffle Games. Il s'agit d'une console de jeu vidéo fantastique qui imite les capacités graphiques et sonores limitées des systèmes 8 bits des années 1980. + Moteur + + + + + PICO-8 è una macchina virtuale e un motore di gioco creato da Lexaloffle Games. È una console per videogiochi di fantasia che imita le limitate capacità grafiche e sonore dei sistemi a 8 bit degli anni Ottanta. + Motore + + + + + PICO-8 is een virtuele machine en game engine gemaakt door Lexaloffle Games. Het is een fantasie-videogameconsole die de beperkte grafische en geluidsmogelijkheden van 8-bit systemen uit de jaren 80 nabootst. + Motor + + + + + PICO-8 to wirtualna maszyna i silnik gry stworzony przez Lexaloffle Games. Jest to fantastyczna konsola do gier wideo, która naśladuje ograniczone możliwości graficzne i dźwiękowe 8-bitowych systemów z lat 80-tych. + Silnik + + + + + O PICO-8 é uma máquina virtual e um mecanismo de jogo criado pela Lexaloffle Games. É um console de videogame de fantasia que imita os recursos gráficos e sonoros limitados dos sistemas de 8 bits da década de 1980. + Motor + + + + + PICO-8 este o mașină virtuală și un motor de joc creat de Lexaloffle Games. Este o consolă de jocuri video fantastică care imită capacitățile grafice și sonore limitate ale sistemelor pe 8 biți din anii 1980. + Motor + + + + + PICO-8 - виртуальная машина и игровой движок, созданный компанией Lexaloffle Games. Это фантастическая игровая консоль, имитирующая ограниченные графические и звуковые возможности 8-битных систем 1980-х годов. + Двигатель + + - Spelmotor + PICO-8 är en virtuell maskin och spelmotor som skapats av Lexaloffle Games. Det är en fantasy-konsol för videospel som efterliknar den begränsade grafiska och ljudmässiga kapaciteten hos 8-bitars system på 1980-talet. + Motor + + + + + PICO-8は、Lexaloffle Gamesによって作られた仮想マシンとゲームエンジンです。1980年代の8ビットシステムの限られたグラフィックとサウンド機能を模倣したファンタジーゲーム機である。 + エンジン + + + + + PICO-8은 렉살로플 게임즈에서 만든 가상 머신이자 게임 엔진입니다. 1980년대 8비트 시스템의 제한된 그래픽 및 사운드 기능을 모방한 판타지 비디오 게임 콘솔입니다. + 엔진 + + + + + PICO-8 是 Lexaloffle Games 制作的虚拟机和游戏引擎。它是一个幻想视频游戏控制台,模仿了 20 世纪 80 年代 8 位系统有限的图形和声音功能。 + 发动机 \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/playdate.xml b/themes/linear-es-de/system/metadata/playdate.xml index d2219da72..61dec6327 100644 --- a/themes/linear-es-de/system/metadata/playdate.xml +++ b/themes/linear-es-de/system/metadata/playdate.xml @@ -1,4 +1,4 @@ - + Playdate Playdate is a handheld video game console developed by Panic. As well as buttons and a directional pad, the device has a mechanical crank on its side. The console was first announced on May 22, 2019 on the cover of Edge magazine, and was released on April 18, 2022. The name references its weekly release schedule of games. @@ -12,11 +12,91 @@ 6c00ff ffc833 6c00ff + 1-1 ffc833 + + + Playdate és una consola de videojocs de mà desenvolupada per Panic. A més dels botons i un coixinet direccional, el dispositiu té una manivela mecànica al seu costat. La consola es va anunciar per primera vegada el 22 de maig de 2019 a la portada de la revista Edge i es va publicar el 18 d'abril de 2022. El nom fa referència a la seva programació setmanal de llançament de jocs. + Portable + + + + + Playdate ist eine von Panic entwickelte Handheld-Videospielkonsole. Neben Tasten und einem Steuerkreuz verfügt das Gerät über eine mechanische Kurbel an der Seite. Die Konsole wurde erstmals am 22. Mai 2019 auf der Titelseite des Magazins Edge angekündigt und kam am 18. April 2022 auf den Markt. Der Name bezieht sich auf den wöchentlichen Veröffentlichungszeitplan der Spiele. + Tragbar + + + + + Playdate es una videoconsola portátil desarrollada por Panic. Además de botones y un pad direccional, el dispositivo cuenta con una manivela mecánica en su lateral. La consola se anunció por primera vez el 22 de mayo de 2019 en la portada de la revista Edge, y salió a la venta el 18 de abril de 2022. El nombre hace referencia a su calendario semanal de lanzamiento de juegos. + Portátil + + + + + Playdate est une console de jeu vidéo portable développée par Panic. En plus de boutons et d'un pavé directionnel, l'appareil possède une manivelle mécanique sur le côté. La console a été annoncée pour la première fois le 22 mai 2019 en couverture du magazine Edge, et est sortie le 18 avril 2022. Le nom fait référence à son calendrier de sortie hebdomadaire de jeux. + Portable + + + + + Playdate è una console portatile per videogiochi sviluppata da Panic. Oltre ai pulsanti e al pad direzionale, il dispositivo è dotato di una manovella meccanica sul lato. La console è stata annunciata per la prima volta il 22 maggio 2019 sulla copertina della rivista Edge ed è stata rilasciata il 18 aprile 2022. Il nome fa riferimento alla programmazione settimanale dei giochi. + Portatile + + + + + Playdate is een handheld videospelconsole ontwikkeld door Panic. Naast knoppen en een richtingspad heeft het apparaat een mechanische slinger aan de zijkant. De console werd voor het eerst aangekondigd op 22 mei 2019 op de cover van het tijdschrift Edge en werd uitgebracht op 18 april 2022. De naam verwijst naar het wekelijkse releaseschema van games. + Draagbaar + + + + + Playdate to przenośna konsola do gier wideo opracowana przez firmę Panic. Oprócz przycisków i pada kierunkowego, urządzenie posiada mechaniczną korbę z boku. Konsola została po raz pierwszy ogłoszona 22 maja 2019 r. na okładce magazynu Edge i została wydana 18 kwietnia 2022 r. Nazwa nawiązuje do cotygodniowego harmonogramu wydawania gier. + Przenośny + + + + + O Playdate é um console de videogame portátil desenvolvido pela Panic. Além de botões e um teclado direcional, o dispositivo tem uma manivela mecânica na lateral. O console foi anunciado pela primeira vez em 22 de maio de 2019 na capa da revista Edge e foi lançado em 18 de abril de 2022. O nome faz referência ao cronograma de lançamento semanal de jogos. + Portátil + + + + + Playdate este o consolă de jocuri video portabilă dezvoltată de Panic. Pe lângă butoane și un pad direcțional, dispozitivul are o manivelă mecanică pe partea sa. Consola a fost anunțată pentru prima dată pe 22 mai 2019, pe coperta revistei Edge, și a fost lansată pe 18 aprilie 2022. Numele face referire la programul său săptămânal de lansare a jocurilor. + Portabil + + + + + Playdate - это портативная игровая консоль, разработанная компанией Panic. Наряду с кнопками и панелью управления, устройство оснащено механической рукояткой на боку. Впервые консоль была анонсирована 22 мая 2019 года на обложке журнала Edge, а выпущена 18 апреля 2022 года. Название консоли указывает на еженедельный график выхода игр. + Портативный + + + Playdate är en handhållen videospelskonsol som utvecklats av Panic. Förutom knappar och en styrplatta har enheten en mekanisk vev på sidan. Konsolen presenterades för första gången den 22 maj 2019 på omslaget till tidningen Edge och släpptes den 18 april 2022. Namnet refererar till dess veckovisa utgivningsschema för spel. Bärbar + + + プレイデートはパニック社が開発した携帯ゲーム機。ボタンや方向パッドのほか、側面に機械式クランクを備えている。このゲーム機は2019年5月22日に雑誌『Edge』の表紙で初めて発表され、2022年4月18日に発売された。この名前は、毎週発売されるゲームのスケジュールを表している。 + ポータブル + + + + + 플레이데이트는 패닉에서 개발한 휴대용 비디오 게임 콘솔입니다. 버튼과 방향 패드뿐만 아니라 측면에 기계식 크랭크가 있습니다. 이 콘솔은 2019년 5월 22일 Edge 매거진 표지를 통해 처음 발표되었으며, 2022년 4월 18일에 출시되었습니다. 이 이름은 매주 출시되는 게임 일정을 나타냅니다. + 휴대성 + + + + + Playdate 是 Panic 开发的一款掌上视频游戏机。除了按钮和方向键外,该设备的侧面还有一个机械曲柄。该游戏机于 2019 年 5 月 22 日在《边缘》杂志封面上首次公布,并于 2022 年 4 月 18 日发布。该名称参考了其每周发布游戏的时间表。 + 便携式 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/plus4.xml b/themes/linear-es-de/system/metadata/plus4.xml index e81bb7bbd..490057f59 100644 --- a/themes/linear-es-de/system/metadata/plus4.xml +++ b/themes/linear-es-de/system/metadata/plus4.xml @@ -1,9 +1,9 @@ - + Commodore Plus/4 The Commodore Plus/4 is a home computer released by Commodore International in 1984. The "Plus/4" name refers to the four-application ROM-resident office suite (word processor, spreadsheet, database, and graphing); it was billed as "the productivity computer with software built in". - Internally, the Plus/4 shared the same basic architecture as the lower-end Commodore 16 and 116 models, and was able to use software and peripherals designed for them. The Plus/4 was incompatible with the Commodore 64's software and some of its hardware. Although the Commodore 64 was more established, the Plus/4 was aimed at the more business-oriented part of the personal computer market. +Internally, the Plus/4 shared the same basic architecture as the lower-end Commodore 16 and 116 models, and was able to use software and peripherals designed for them. The Plus/4 was incompatible with the Commodore 64's software and some of its hardware. Although the Commodore 64 was more established, the Plus/4 was aimed at the more business-oriented part of the personal computer market. Commodore 1984 1984 @@ -12,13 +12,121 @@ 3-4 5891AE BBAD93 + 1-1 968971 FD4120 00A0C6 + + + El Commodore Plus/4 és un ordinador domèstic publicat per Commodore International el 1984. El nom "Plus/4" fa referència a la suite d'oficines de quatre aplicacions ROM resident (processador de paraules, full de càlcul, base de dades i gràfics);Es va facturar com a "l'ordinador de productivitat amb programari integrat". + +Internament, el Plus/4 va compartir la mateixa arquitectura bàsica que els models de Commodore 16 i 116 de gamma baixa i va poder utilitzar programari i perifèrics dissenyats per a ells. El Plus/4 va ser incompatible amb el programari de Commodore 64 i alguns dels seus maquinari. Tot i que el Commodore 64 estava més establert, el Plus/4 tenia com a objectiu la part més orientada al negoci del mercat informàtic personal. + Computer + + + + + Der Commodore Plus/4 ist ein Heimcomputer, der 1984 von Commodore International auf den Markt gebracht wurde. Der Name "Plus/4" bezieht sich auf das im ROM gespeicherte Office-Paket mit vier Anwendungen (Textverarbeitung, Tabellenkalkulation, Datenbank und Grafik); er wurde als "Produktivitätscomputer mit eingebauter Software" angepriesen. + +Intern verfügte der Plus/4 über dieselbe Grundarchitektur wie die preiswerteren Commodore 16- und 116-Modelle und war in der Lage, Software und Peripheriegeräte zu verwenden, die für diese Modelle entwickelt worden waren. Der Plus/4 war mit der Software und einem Teil der Hardware des Commodore 64 nicht kompatibel. Obwohl der Commodore 64 besser etabliert war, richtete sich der Plus/4 an den eher geschäftsorientierten Teil des Personalcomputermarktes. + Computer + + + + + El Commodore Plus/4 es un ordenador doméstico lanzado por Commodore International en 1984. El nombre "Plus/4" hace referencia al paquete ofimático de cuatro aplicaciones residentes en ROM (procesador de textos, hoja de cálculo, base de datos y gráficos); se anunciaba como "el ordenador de productividad con software integrado". + +Internamente, el Plus/4 compartía la misma arquitectura básica que los modelos Commodore 16 y 116 de gama baja, y podía utilizar software y periféricos diseñados para ellos. El Plus/4 era incompatible con el software del Commodore 64 y con parte de su hardware. Aunque el Commodore 64 estaba más consolidado, el Plus/4 se dirigía a la parte más empresarial del mercado de los ordenadores personales. + Ordenador + + + + + Le Commodore Plus/4 est un ordinateur domestique commercialisé par Commodore International en 1984. Le nom "Plus/4" fait référence à la suite bureautique à quatre applications résidant dans la ROM (traitement de texte, tableur, base de données et graphique) ; il a été présenté comme "l'ordinateur de productivité avec logiciel intégré". + +En interne, le Plus/4 partageait la même architecture de base que les modèles bas de gamme Commodore 16 et 116, et pouvait utiliser les logiciels et périphériques conçus pour eux. Le Plus/4 était incompatible avec les logiciels et certains matériels du Commodore 64. Bien que le Commodore 64 ait été mieux établi, le Plus/4 était destiné à la partie du marché des ordinateurs personnels plus orientée vers les entreprises. + Ordinateur + + + + + Il Commodore Plus/4 è un home computer rilasciato da Commodore International nel 1984. Il nome "Plus/4" si riferisce alla suite da ufficio con quattro applicazioni residenti nella ROM (elaboratore di testi, foglio di calcolo, database e grafici); fu presentato come "il computer per la produttività con software integrato". + +Internamente, il Plus/4 condivideva la stessa architettura di base dei modelli Commodore 16 e 116 di fascia bassa ed era in grado di utilizzare software e periferiche progettati per questi ultimi. Il Plus/4 era incompatibile con il software del Commodore 64 e con parte del suo hardware. Sebbene il Commodore 64 fosse più affermato, il Plus/4 si rivolgeva alla parte del mercato dei personal computer più orientata al business. + Computer + + + + + De Commodore Plus/4 is een thuiscomputer uitgebracht door Commodore International in 1984. De "Plus/4" naam verwijst naar het ROM-gebaseerde kantoorpakket met vier applicaties (tekstverwerker, spreadsheet, database en grafieken); het werd aangekondigd als "de productiviteitscomputer met ingebouwde software". + +Intern deelde de Plus/4 dezelfde basisarchitectuur als de goedkopere Commodore 16 en 116 modellen en kon software en randapparatuur gebruiken die daarvoor ontworpen was. De Plus/4 was incompatibel met de software en sommige hardware van de Commodore 64. Hoewel de Commodore 64 meer ingeburgerd was, was de Plus/4 gericht op het meer zakelijk georiënteerde deel van de personal computermarkt. + Computer + + + + + Commodore Plus/4 to komputer domowy wydany przez Commodore International w 1984 roku. Nazwa "Plus/4" odnosi się do pakietu biurowego z czterema aplikacjami w pamięci ROM (edytor tekstu, arkusz kalkulacyjny, baza danych i wykresy); był on reklamowany jako "komputer produktywny z wbudowanym oprogramowaniem". + +Wewnętrznie, Plus/4 dzielił tę samą podstawową architekturę z niższymi modelami Commodore 16 i 116 i był w stanie korzystać z oprogramowania i urządzeń peryferyjnych zaprojektowanych dla nich. Plus/4 był niekompatybilny z oprogramowaniem i niektórymi urządzeniami Commodore 64. Mimo że Commodore 64 miał bardziej ugruntowaną pozycję, Plus/4 był skierowany do bardziej biznesowej części rynku komputerów osobistych. + Komputer + + + + + O Commodore Plus/4 é um computador doméstico lançado pela Commodore International em 1984. O nome "Plus/4" refere-se ao conjunto de quatro aplicativos de escritório residentes na ROM (processador de texto, planilha eletrônica, banco de dados e gráficos); ele foi anunciado como "o computador de produtividade com software integrado". + +Internamente, o Plus/4 compartilhava a mesma arquitetura básica dos modelos Commodore 16 e 116 de baixo custo e podia usar software e periféricos projetados para eles. O Plus/4 era incompatível com o software do Commodore 64 e com alguns de seus hardwares. Embora o Commodore 64 estivesse mais estabelecido, o Plus/4 visava à parte mais voltada para negócios do mercado de computadores pessoais. + Computador + + + + + Commodore Plus/4 este un computer de acasă lansat de Commodore International în 1984. Numele "Plus/4" se referă la suita office cu patru aplicații rezidente în ROM (procesor de text, foaie de calcul, bază de date și grafică); a fost promovat ca "computerul de productivitate cu software încorporat". + +Din punct de vedere intern, Plus/4 avea aceeași arhitectură de bază ca și modelele Commodore 16 și 116 din gama inferioară și putea utiliza software-ul și perifericele concepute pentru acestea. Plus/4 era incompatibil cu software-ul și o parte din hardware-ul Commodore 64. Deși Commodore 64 era mai bine stabilit, Plus/4 era destinat părții mai orientate spre afaceri a pieței calculatoarelor personale. + Computer + + + + + Commodore Plus/4 - домашний компьютер, выпущенный компанией Commodore International в 1984 году. Название "Plus/4" относится к офисному пакету с четырьмя приложениями в ПЗУ (текстовый процессор, электронные таблицы, база данных и графики); компьютер называли "производительным компьютером со встроенным программным обеспечением". + +Внутри Plus/4 имел ту же базовую архитектуру, что и младшие модели Commodore 16 и 116, и мог использовать программное обеспечение и периферийные устройства, разработанные для них. Plus/4 был несовместим с программным обеспечением Commodore 64 и некоторыми его аппаратными средствами. Хотя Commodore 64 был более популярным, Plus/4 был нацелен на более бизнес-ориентированную часть рынка персональных компьютеров. + Компьютер + + + Commodore Plus/4 är en hemdator som släpptes av Commodore International 1984. Namnet "Plus/4" syftar på den ROM-baserade kontorssviten med fyra applikationer (ordbehandlare, kalkylblad, databas och grafritning); den marknadsfördes som "produktivitetsdatorn med inbyggd programvara". + +Internt delade Plus/4 samma grundläggande arkitektur som de lägre Commodore 16- och 116-modellerna, och kunde använda programvara och kringutrustning som utformats för dem. Plus/4 var inkompatibel med Commodore 64:s programvara och en del av dess hårdvara. Även om Commodore 64 var mer etablerad var Plus/4 inriktad på den mer affärsinriktade delen av persondatormarknaden. Dator + + + コモドールプラス/4は、コモドールインターナショナルが1984年に発売した家庭用コンピュータ。Plus/4」という名前は、4つのアプリケーション(ワープロ、表計算、データベース、グラフ作成)をROMに内蔵したオフィススイートのことで、「ソフトウェアを内蔵した生産性コンピュータ」と謳われた。 + +内部的には、Plus/4は下位モデルのコモドール16や116と同じ基本アーキテクチャを共有しており、それら用に設計されたソフトウェアや周辺機器を使用することができた。Plus/4はコモドール64のソフトウェアや一部のハードウェアとは互換性がなかった。コモドール64の方がより確立されていたが、Plus/4はパーソナルコンピュータ市場のよりビジネス志向の部分を狙ったものであった。 + コンピューター + + + + + Commodore Plus/4는 1984년 Commodore International에서 출시한 가정용 컴퓨터입니다. "Plus/4"라는 이름은 4개의 응용 프로그램(워드 프로세서, 스프레드시트, 데이터베이스, 그래프)이 탑재된 ROM 상주 오피스 제품군을 의미하며, "소프트웨어가 내장된 생산성 컴퓨터"로 청구되었습니다. + +내부적으로 Plus/4는 저가형 Commodore 16 및 116 모델과 동일한 기본 아키텍처를 공유했으며, 해당 모델용으로 설계된 소프트웨어 및 주변기기를 사용할 수 있었습니다. Plus/4는 Commodore 64의 소프트웨어 및 일부 하드웨어와 호환되지 않았습니다. Commodore 64가 더 확고하게 자리를 잡았지만 Plus/4는 개인용 컴퓨터 시장의 비즈니스 지향적인 부분을 겨냥했습니다. + 컴퓨터 + + + + + Commodore Plus/4 是 Commodore International 于 1984 年发布的一款家用电脑。Plus/4 "这个名字指的是内置四个应用程序的 ROM 办公套件(文字处理器、电子表格、数据库和图形处理);它被誉为 "内置软件的生产力计算机"。 + +在内部,Plus/4 与低端的 Commodore 16 和 116 型号共享相同的基本架构,可以使用为它们设计的软件和外围设备。Plus/4 与 Commodore 64 的软件和部分硬件不兼容。虽然 Commodore 64 更加成熟,但 Plus/4 的目标市场是个人电脑市场中更加以商业为导向的部分。 + 计算机 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/pokemini.xml b/themes/linear-es-de/system/metadata/pokemini.xml index d3fd09b86..1300d77c3 100644 --- a/themes/linear-es-de/system/metadata/pokemini.xml +++ b/themes/linear-es-de/system/metadata/pokemini.xml @@ -1,4 +1,4 @@ - + Pokémon Mini The Pokémon Mini is a handheld game console that was designed and manufactured by Nintendo and themed around the Pokémon media franchise. It is the smallest game system with interchangeable cartridges ever produced by Nintendo, weighing just under two and a half ounces (70 grams). It was first released in North America on November 16, 2001, then in Japan on December 14, 2001, and in Europe on March 15, 2002. The systems were released in three colors: Wooper Blue, Chikorita Green, and Smoochum Purple. Features of the Pokémon mini include an internal real-time clock, an infrared port used to facilitate multiplayer gaming, a reed switch for detecting shakes, and a motor used to implement force feedback. The GameCube game Pokémon Channel features playable demo versions of several Pokémon mini games via console emulation. Also included in the game is Snorlax's Lunch Time, a Pokémon Channel exclusive. Some games were only released in Japan, such as Togepi's Adventure. @@ -11,12 +11,92 @@ 3F5088 FCE200 004F8A + 1-1 999998 8C8C8C + + + El Pokémon Mini és una consola de jocs de mà dissenyada i fabricada per Nintendo i temàtica al voltant de la franquícia Pokémon Media.És el sistema de jocs més petit amb cartutxos intercanviables mai produïts per Nintendo, que pesen poc menys de dues unces i mitja (70 grams). Va ser llançat per primera vegada a Amèrica del Nord el 16 de novembre de 2001, després al Japó el 14 de desembre de 2001 i a Europa el 15 de març de 2002. Els sistemes es van publicar en tres colors: Wooper Blue, Chikorita Green i Smoochum Purple. Les característiques del Pokémon Mini inclouen un rellotge en temps real intern, un port infraroig utilitzat per facilitar els jocs multijugador, un interruptor de canya per detectar batuts i un motor utilitzat per implementar la retroalimentació de la força. El GameCube Game Pokémon Channel compta amb versions de demostració jugables de diversos jocs de Pokémon Mini mitjançant l'emulació de la consola. També s’inclou al joc l’hora de dinar de Snorlax, un canal de Pokémon exclusiu. Alguns jocs només es van publicar al Japó, com ara l'aventura de Togepi. + Portable + + + + + Pokémon Mini ist eine tragbare Spielkonsole, die von Nintendo entwickelt und hergestellt wurde und sich an der Pokémon-Medienserie orientiert. Mit einem Gewicht von knapp 70 Gramm ist es das kleinste jemals von Nintendo hergestellte Spielsystem mit austauschbaren Kassetten. Es wurde zuerst in Nordamerika am 16. November 2001, dann in Japan am 14. Dezember 2001 und in Europa am 15. März 2002 veröffentlicht. Die Systeme wurden in drei Farben angeboten: Wooper Blue, Chikorita Green und Smoochum Purple. Zu den Merkmalen des Pokémon mini gehören eine interne Echtzeituhr, eine Infrarotschnittstelle zur Erleichterung von Multiplayer-Spielen, ein Reed-Schalter zur Erkennung von Erschütterungen und ein Motor zur Umsetzung von Force Feedback. Das GameCube-Spiel Pokémon Channel enthält spielbare Demoversionen mehrerer Pokémon-Mini-Spiele über Konsolenemulation. Außerdem enthält das Spiel Snorlax's Lunch Time, ein Pokémon Channel-Exklusivspiel. Einige Spiele wurden nur in Japan veröffentlicht, z. B. Togepi's Adventure. + Tragbar + + + + + La Pokémon Mini es una videoconsola portátil diseñada y fabricada por Nintendo en torno a la franquicia Pokémon. Es la consola más pequeña con cartuchos intercambiables jamás fabricada por Nintendo, con un peso de 70 gramos. Salió a la venta en Norteamérica el 16 de noviembre de 2001, en Japón el 14 de diciembre de 2001 y en Europa el 15 de marzo de 2002. Salió a la venta en tres colores: Azul Wooper, Verde Chikorita y Morado Smoochum. Entre las características del Pokémon mini se incluyen un reloj interno en tiempo real, un puerto de infrarrojos utilizado para facilitar el juego multijugador, un interruptor de láminas para detectar las sacudidas y un motor utilizado para implementar la retroalimentación de fuerza. El juego Canal Pokémon de GameCube incluye versiones demo jugables de varios minijuegos Pokémon mediante emulación de consola. También se incluye Snorlax's Lunch Time, una exclusiva de Canal Pokémon. Algunos juegos sólo se lanzaron en Japón, como Togepi's Adventure. + Portátil + + + + + La Pokémon Mini est une console de jeu portable conçue et fabriquée par Nintendo sur le thème de la franchise médiatique Pokémon. Il s'agit de la plus petite console de jeu à cartouches interchangeables jamais produite par Nintendo, pesant un peu moins de 70 grammes. Elle est sortie pour la première fois en Amérique du Nord le 16 novembre 2001, puis au Japon le 14 décembre 2001 et en Europe le 15 mars 2002. Les systèmes ont été commercialisés en trois couleurs : Bleu Wooper, Vert Chikorita et Violet Smoochum. Les caractéristiques du Pokémon mini comprennent une horloge interne en temps réel, un port infrarouge utilisé pour faciliter les jeux multijoueurs, un interrupteur à lames pour détecter les secousses et un moteur utilisé pour mettre en œuvre le retour de force. Le jeu GameCube Pokémon Channel propose des versions de démonstration jouables de plusieurs jeux Pokémon mini via l'émulation de la console. Le jeu comprend également Snorlax's Lunch Time, une exclusivité de Pokémon Channel. Certains jeux ne sont sortis qu'au Japon, comme Togepi's Adventure. + Portable + + + + + Pokémon Mini è una console portatile progettata e prodotta da Nintendo e incentrata sul franchise mediatico dei Pokémon. È la più piccola console di gioco con cartucce intercambiabili mai prodotta da Nintendo, con un peso di poco inferiore alle due once e mezzo (70 grammi). È stata rilasciata per la prima volta in Nord America il 16 novembre 2001, poi in Giappone il 14 dicembre 2001 e in Europa il 15 marzo 2002. I sistemi sono stati distribuiti in tre colori: Blu Wooper, Verde Chikorita e Viola Smoochum. Le caratteristiche del Pokémon mini includono un orologio interno in tempo reale, una porta a infrarossi utilizzata per facilitare il gioco multigiocatore, un interruttore reed per rilevare gli scuotimenti e un motore utilizzato per implementare il force feedback. Il gioco per GameCube Pokémon Channel contiene versioni demo giocabili di diversi giochi Pokémon mini tramite emulazione della console. Il gioco include anche Snorlax's Lunch Time, un'esclusiva di Pokémon Channel. Alcuni giochi sono stati rilasciati solo in Giappone, come Togepi's Adventure. + Portatile + + + + + De Pokémon Mini is een draagbare spelconsole die is ontworpen en geproduceerd door Nintendo met als thema de Pokémon-franchise. Het is het kleinste spelsysteem met verwisselbare cartridges ooit geproduceerd door Nintendo, met een gewicht van iets minder dan twee en een halve ons (70 gram). Het werd voor het eerst uitgebracht in Noord-Amerika op 16 november 2001, daarna in Japan op 14 december 2001 en in Europa op 15 maart 2002. De systemen werden uitgebracht in drie kleuren: Wooper Blue, Chikorita Green en Smoochum Purple. Kenmerken van de Pokémon mini zijn onder andere een interne real-time klok, een infraroodpoort die wordt gebruikt om spelen met meerdere spelers mogelijk te maken, een rietschakelaar voor het detecteren van trillingen en een motor die wordt gebruikt om force feedback te implementeren. Het GameCube-spel Pokémon Channel bevat speelbare demoversies van verschillende Pokémon mini-games via console-emulatie. Het spel bevat ook Snorlax's Lunch Time, een Pokémon Channel exclusive. Sommige spellen zijn alleen in Japan uitgebracht, zoals Togepi's Adventure. + Draagbaar + + + + + Pokémon Mini to przenośna konsola do gier, która została zaprojektowana i wyprodukowana przez Nintendo i jest związana z serią medialną Pokémon. Jest to najmniejszy system gier z wymiennymi kartridżami kiedykolwiek wyprodukowany przez Nintendo, ważący nieco poniżej dwóch i pół uncji (70 gramów). Po raz pierwszy został wydany w Ameryce Północnej 16 listopada 2001 roku, następnie w Japonii 14 grudnia 2001 roku, a w Europie 15 marca 2002 roku. Systemy zostały wydane w trzech kolorach: Wooper Blue, Chikorita Green i Smoochum Purple. Funkcje Pokémon mini obejmują wewnętrzny zegar czasu rzeczywistego, port podczerwieni używany do ułatwienia gry wieloosobowej, przełącznik kontaktronowy do wykrywania wstrząsów oraz silnik używany do implementacji siłowego sprzężenia zwrotnego. Gra Pokémon Channel na GameCube zawiera grywalne wersje demonstracyjne kilku mini gier Pokémon poprzez emulację konsoli. W grze znajduje się również Snorlax's Lunch Time, gra dostępna wyłącznie w Pokémon Channel. Niektóre gry zostały wydane tylko w Japonii, takie jak Togepi's Adventure. + Przenośny + + + + + O Pokémon Mini é um console de jogos portátil projetado e fabricado pela Nintendo e tem como tema a franquia de mídia Pokémon. É o menor sistema de jogos com cartuchos intercambiáveis já produzido pela Nintendo, pesando pouco menos de 70 gramas. Foi lançado pela primeira vez na América do Norte em 16 de novembro de 2001, depois no Japão em 14 de dezembro de 2001 e na Europa em 15 de março de 2002. Os sistemas foram lançados em três cores: Wooper Blue, Chikorita Green e Smoochum Purple. Os recursos do Pokémon mini incluem um relógio interno em tempo real, uma porta de infravermelho usada para facilitar os jogos com vários jogadores, um interruptor de palheta para detectar tremores e um motor usado para implementar o feedback de força. O jogo Pokémon Channel para GameCube apresenta versões de demonstração jogáveis de vários minijogos Pokémon por meio de emulação de console. Também está incluído no jogo o Snorlax's Lunch Time, um exclusivo do Pokémon Channel. Alguns jogos foram lançados apenas no Japão, como Togepi's Adventure. + Portátil + + + + + Pokémon Mini este o consolă de jocuri portabilă proiectată și fabricată de Nintendo și având ca temă franciza media Pokémon. Este cea mai mică consolă de jocuri cu cartușe interschimbabile produsă vreodată de Nintendo, cântărind puțin sub două uncii și jumătate (70 de grame). A fost lansat pentru prima dată în America de Nord pe 16 noiembrie 2001, apoi în Japonia pe 14 decembrie 2001 și în Europa pe 15 martie 2002. Sistemele au fost lansate în trei culori: Wooper Blue, Chikorita Green, și Smoochum Purple. Caracteristicile Pokémon mini includ un ceas intern în timp real, un port cu infraroșu utilizat pentru a facilita jocurile multiplayer, un comutator reed pentru detectarea tremurăturilor și un motor utilizat pentru a implementa feedback-ul forței. Jocul Pokémon Channel pentru GameCube conține versiuni demo jucabile ale mai multor jocuri Pokémon mini prin emulare de consolă. De asemenea, în joc este inclus Snorlax's Lunch Time, o exclusivitate Pokémon Channel. Unele jocuri au fost lansate numai în Japonia, cum ar fi Togepi's Adventure. + Portabil + + + + + Pokémon Mini - портативная игровая приставка, разработанная и выпущенная компанией Nintendo по мотивам медиафраншизы Pokémon. Это самая маленькая игровая система со сменными картриджами, когда-либо выпускавшаяся Nintendo, весом чуть менее двух с половиной унций (70 граммов). Впервые она была выпущена в Северной Америке 16 ноября 2001 года, затем в Японии 14 декабря 2001 года и в Европе 15 марта 2002 года. Системы были выпущены в трех цветах: Wooper Blue, Chikorita Green и Smoochum Purple. Среди особенностей Pokémon mini - внутренние часы реального времени, инфракрасный порт для многопользовательской игры, герконовый переключатель для обнаружения встрясок и мотор для реализации обратной связи. Игра Pokémon Channel для GameCube включает в себя демо-версии нескольких игр Pokémon mini с помощью эмуляции консоли. Также в игру включена игра Snorlax's Lunch Time, эксклюзив Pokémon Channel. Некоторые игры были выпущены только в Японии, например, Togepi's Adventure. + Портативный + + + Pokémon Mini är en handhållen spelkonsol som designades och tillverkades av Nintendo och vars tema är Pokémon-mediefranchisen. Det är det minsta spelsystemet med utbytbara kassetter som någonsin producerats av Nintendo, med en vikt på knappt 70 gram (2,5 ounces). Det släpptes först i Nordamerika den 16 november 2001, sedan i Japan den 14 december 2001 och i Europa den 15 mars 2002. Systemen släpptes i tre färger: Wooper Blue, Chikorita Green och Smoochum Purple. Pokémon mini har bland annat en intern realtidsklocka, en infraröd port som används för att underlätta multiplayer-spel, en reed-omkopplare för att känna av skakningar och en motor som används för att implementera force feedback. GameCube-spelet Pokémon Channel innehåller spelbara demoversioner av flera Pokémon minispel via konsolemulering. I spelet ingår också Snorlax's Lunch Time, ett exklusivt spel för Pokémon Channel. Vissa spel släpptes bara i Japan, till exempel Togepi's Adventure. Bärbar + + + ポケモンミニは、任天堂が企画・製造した、ポケモンをテーマにした携帯ゲーム機である。任天堂が製造した交換可能なカートリッジ付きのゲームシステムの中で最も小さく、重さは2.5オンス(70グラム)弱である。北米では2001年11月16日に、日本では2001年12月14日に、ヨーロッパでは2002年3月15日に発売された。カラーは3色:ウーパー・ブルー、チコリータ・グリーン、スモウ・パープルの3色である。ポケモンminiの特徴は、内蔵リアルタイムクロック、マルチプレイヤーゲームを容易にするために使用される赤外線ポート、揺れを検出するためのリードスイッチ、フォースフィードバックを実装するために使用されるモーターなどである。ゲームキューブのゲーム「ポケモンチャンネル」では、ゲーム機のエミュレーションによって、いくつかのポケモンminiのゲームの体験版がプレイできる。また、ポケモンチャンネル限定の「スノーラックスのランチタイム」も収録されている。トゲピーの冒険」など、日本でのみ発売されたゲームもある。 + ポータブル + + + + + 포켓몬 미니는 닌텐도에서 설계 및 제조한 포켓몬스터 미디어 프랜차이즈를 테마로 한 휴대용 게임 콘솔입니다. 2.5온스(70그램) 미만의 무게로, 닌텐도에서 생산한 카트리지 교환식 게임기 중 가장 작은 게임 시스템입니다. 2001년 11월 16일 북미에서 처음 출시되었고, 2001년 12월 14일 일본, 2002년 3월 15일 유럽에서 출시되었습니다. 시스템은 세 가지 색상으로 출시되었습니다: 우퍼블루, 치코리타그린, 스무첨퍼플. 포켓몬 미니의 특징으로는 내부 실시간 시계, 멀티플레이어 게임을 용이하게 하는 적외선 포트, 흔들림을 감지하는 리드 스위치, 포스 피드백을 구현하는 데 사용되는 모터 등이 있습니다. GameCube 게임 포켓몬 채널에서는 콘솔 에뮬레이션을 통해 여러 포켓몬 미니 게임의 데모 버전을 플레이할 수 있습니다. 이 게임에는 포켓몬 채널 독점 게임인 스노락스의 런치타임도 포함되어 있습니다. 토게피의 모험과 같은 일부 게임은 일본에서만 출시되었습니다. + 휴대성 + + + + + Pokémon Mini 是任天堂设计和制造的一款掌上游戏机,以 Pokémon 媒体特许经营为主题。它是任天堂有史以来生产的可更换盒式磁带的最小游戏系统,重量不到 2.5 盎司(70 克)。它于 2001 年 11 月 16 日首次在北美发售,2001 年 12 月 14 日在日本发售,2002 年 3 月 15 日在欧洲发售。该系统有三种颜色:Wooper Blue、Chikorita Green 和 Smoochum Purple。Pokémon mini 的功能包括一个内部实时时钟、一个用于多人游戏的红外线端口、一个用于检测抖动的簧片开关和一个用于实现力反馈的电机。GameCube 游戏 "神奇宝贝频道"(Pokémon Channel)通过控制台仿真技术提供了多款神奇宝贝迷你游戏的试玩版。游戏中还包括 Snorlax 的午餐时间,这是神奇宝贝频道的独家游戏。有些游戏只在日本发行,如《Togepi's Adventure》。 + 便携式 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/ports.xml b/themes/linear-es-de/system/metadata/ports.xml index 35ed7c9b8..019d5d92b 100644 --- a/themes/linear-es-de/system/metadata/ports.xml +++ b/themes/linear-es-de/system/metadata/ports.xml @@ -1,4 +1,4 @@ - + Ports View and play all of your favorite game ports. @@ -9,18 +9,94 @@ Folder 3-4 3161BC + 1-1 4F5054 737375 F4BE46 E45B12 + + + Veure i jugar a tots els ports de joc preferits. + Folder + + + + + Sie können alle Ihre Lieblingsspielportarten anzeigen und spielen. + Mappe + + + + + Vea y juegue a todos sus puertos de juegos favoritos. + Carpeta + + + + + Visualisez et jouez à tous vos jeux préférés. + Dossier + + + + + Visualizzate e giocate a tutte le vostre porte di gioco preferite. + Cartella + + + + + Bekijk en speel al je favoriete game ports. + Map + + + + + Przeglądaj i graj we wszystkie swoje ulubione porty gier. + Folder + + + + + Visualize e jogue todas as portas de seus jogos favoritos. + Pasta + + + + + Vizualizați și jucați toate porturile jocurilor dvs. preferate. + Dosar + + + + + Просматривайте и играйте во все свои любимые игровые порты. + Папка + + - Diverse - Diverse - Diverse - Diverse + Visa och spela alla dina favoritspelportar. Mapp + + + お気に入りのゲームポートをすべて表示してプレイできます。 + フォルダ + + + + + 좋아하는 게임 포트를 모두 보고 플레이하세요. + 폴더 + + + + + 查看并玩转您喜爱的所有游戏端口。 + 文件夹 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/ps2.xml b/themes/linear-es-de/system/metadata/ps2.xml index c34b267b2..40c742b18 100644 --- a/themes/linear-es-de/system/metadata/ps2.xml +++ b/themes/linear-es-de/system/metadata/ps2.xml @@ -1,9 +1,9 @@ - + PlayStation 2 The PlayStation 2 (PS2) is a home video game console developed and marketed by Sony Computer Entertainment. It was first released in Japan on March 4, 2000, in North America on October 26, 2000, in Europe on November 24, 2000, and Australia on November 24, 2000. It is the successor to the original PlayStation, as well as the second installment in the PlayStation console line-up. A sixth-generation console, it competed with Sega's Dreamcast, Nintendo's GameCube, and Microsoft's original Xbox. - Announced in 1999, the PS2 offered backward-compatibility for its predecessor's DualShock controller, as well as its games. The PS2 is the best-selling video game console of all time, having sold over 155 million units worldwide. Over 3,800 game titles have been released for the PS2, with over 1.5 billion copies sold. Sony later manufactured several smaller, lighter revisions of the console known as Slimline models in 2004. +Announced in 1999, the PS2 offered backward-compatibility for its predecessor's DualShock controller, as well as its games. The PS2 is the best-selling video game console of all time, having sold over 155 million units worldwide. Over 3,800 game titles have been released for the PS2, with over 1.5 billion copies sold. Sony later manufactured several smaller, lighter revisions of the console known as Slimline models in 2004. Sony 2000 2000-03-04 @@ -13,12 +13,120 @@ 2E69BE 33438A 0098DF + 1-1 40A9A8 849DCA + + + La PlayStation 2 (PS2) és una consola de videojocs a casa desenvolupada i comercialitzada per Sony Computer Entertainment. Va ser llançat per primera vegada al Japó el 4 de març del 2000, a Amèrica del Nord el 26 d'octubre de 2000, a Europa el 24 de novembre de 2000 i Austràlia el 24 de novembre del 2000. És el successor de la PlayStation original, així com a laSegona entrega a la línia de la consola de PlayStation. Una consola de sisena generació, va competir amb Dreamcast de Sega, Nintendo's Gamecube i la Xbox original de Microsoft. + +Anunciat el 1999, la PS2 va oferir compatibilitat endarrerida per al controlador DualShock del seu predecessor, així com els seus jocs. La PS2 és la consola de videojocs més venuda de tots els temps, després d’haver venut més de 155 milions d’unitats a tot el món. S'han publicat més de 3.800 títols de jocs per a la PS2, amb més de 1.500 milions de còpies venudes. Posteriorment, Sony va fabricar diverses revisions més petites i més lleugeres de la consola coneguda com a models Slimline el 2004. + Console + + + + + Die PlayStation 2 (PS2) ist eine Videospielkonsole für den Heimgebrauch, die von Sony Computer Entertainment entwickelt und vermarktet wird. Sie wurde erstmals in Japan am 4. März 2000, in Nordamerika am 26. Oktober 2000, in Europa am 24. November 2000 und in Australien am 24. November 2000 veröffentlicht. Sie ist der Nachfolger der ursprünglichen PlayStation und der zweite Teil der PlayStation-Konsolenreihe. Als Konsole der sechsten Generation konkurrierte sie mit der Dreamcast von Sega, dem GameCube von Nintendo und der ursprünglichen Xbox von Microsoft. + +Die 1999 auf den Markt gebrachte PS2 bot Abwärtskompatibilität für den DualShock-Controller des Vorgängers sowie für dessen Spiele. Die PS2 ist die meistverkaufte Videospielkonsole aller Zeiten, von der weltweit über 155 Millionen Stück verkauft wurden. Für die PS2 wurden über 3.800 Spieletitel veröffentlicht und über 1,5 Milliarden Exemplare verkauft. Später stellte Sony mehrere kleinere, leichtere Versionen der Konsole her, die als Slimline-Modelle im Jahr 2004 bekannt wurden. + Konsole + + + + + La PlayStation 2 (PS2) es una videoconsola doméstica desarrollada y comercializada por Sony Computer Entertainment. Salió a la venta en Japón el 4 de marzo de 2000, en Norteamérica el 26 de octubre de 2000, en Europa el 24 de noviembre de 2000 y en Australia el 24 de noviembre de 2000. Es la sucesora de la PlayStation original y la segunda entrega de la gama de consolas PlayStation. Esta consola de sexta generación compitió con la Dreamcast de Sega, la GameCube de Nintendo y la Xbox original de Microsoft. + +Anunciada en 1999, la PS2 ofrecía retrocompatibilidad con el mando DualShock de su predecesora, así como con sus juegos. La PS2 es la videoconsola más vendida de todos los tiempos, con más de 155 millones de unidades vendidas en todo el mundo. Se han publicado más de 3.800 títulos para la PS2, con más de 1.500 millones de copias vendidas. Más tarde, en 2004, Sony fabricó varias revisiones más pequeñas y ligeras de la consola, conocidas como modelos Slimline. + Consola + + + + + La PlayStation 2 (PS2) est une console de jeux vidéo de salon développée et commercialisée par Sony Computer Entertainment. Elle est sortie pour la première fois au Japon le 4 mars 2000, en Amérique du Nord le 26 octobre 2000, en Europe le 24 novembre 2000 et en Australie le 24 novembre 2000. Il s'agit du successeur de la PlayStation originale, ainsi que du deuxième opus de la gamme de consoles PlayStation. Console de sixième génération, elle était en concurrence avec la Dreamcast de Sega, la GameCube de Nintendo et la Xbox originale de Microsoft. + +Annoncée en 1999, la PS2 offrait une compatibilité ascendante pour la manette DualShock de son prédécesseur, ainsi que pour ses jeux. La PS2 est la console de jeux vidéo la plus vendue de tous les temps, avec plus de 155 millions d'unités vendues dans le monde. Plus de 3 800 titres de jeux ont été publiés pour la PS2, et plus de 1,5 milliard d'exemplaires ont été vendus. En 2004, Sony a fabriqué plusieurs versions plus petites et plus légères de la console, connues sous le nom de modèles Slimline. + Console + + + + + La PlayStation 2 (PS2) è una console per videogiochi domestica sviluppata e commercializzata da Sony Computer Entertainment. È stata rilasciata per la prima volta in Giappone il 4 marzo 2000, in Nord America il 26 ottobre 2000, in Europa il 24 novembre 2000 e in Australia il 24 novembre 2000. È il successore della PlayStation originale e il secondo capitolo della linea di console PlayStation. È una console di sesta generazione, in concorrenza con il Dreamcast di Sega, il GameCube di Nintendo e la Xbox originale di Microsoft. + +Annunciata nel 1999, la PS2 offriva la retrocompatibilità per il controller DualShock del suo predecessore e per i suoi giochi. La PS2 è la console per videogiochi più venduta di tutti i tempi, avendo venduto oltre 155 milioni di unità in tutto il mondo. Per la PS2 sono stati pubblicati oltre 3.800 titoli di gioco, con oltre 1,5 miliardi di copie vendute. Nel 2004 Sony ha prodotto diverse versioni più piccole e leggere della console, note come modelli Slimline. + Console + + + + + De PlayStation 2 (PS2) is een videogameconsole voor thuisgebruik die is ontwikkeld en op de markt gebracht door Sony Computer Entertainment. Het werd voor het eerst uitgebracht in Japan op 4 maart 2000, in Noord-Amerika op 26 oktober 2000, in Europa op 24 november 2000 en in Australië op 24 november 2000. Het is de opvolger van de originele PlayStation en het tweede deel van de PlayStation-console. Als console van de zesde generatie concurreerde het met Sega's Dreamcast, Nintendo's GameCube en Microsoft's originele Xbox. + +De PS2 werd in 1999 aangekondigd en bood achterwaartse compatibiliteit voor de DualShock-controller en de games van zijn voorganger. De PS2 is de best verkochte videogameconsole aller tijden, met meer dan 155 miljoen verkochte exemplaren wereldwijd. Er zijn meer dan 3.800 gametitels uitgebracht voor de PS2, met meer dan 1,5 miljard verkochte exemplaren. Sony produceerde later verschillende kleinere, lichtere versies van de console die bekend staan als Slimline-modellen in 2004. + Console + + + + + PlayStation 2 (PS2) to domowa konsola do gier wideo opracowana i sprzedawana przez Sony Computer Entertainment. Po raz pierwszy została wydana w Japonii 4 marca 2000 roku, w Ameryce Północnej 26 października 2000 roku, w Europie 24 listopada 2000 roku i w Australii 24 listopada 2000 roku. Jest to następca oryginalnego PlayStation, a także druga odsłona w gamie konsol PlayStation. Jako konsola szóstej generacji, konkurowała z Dreamcast firmy Sega, GameCube firmy Nintendo i oryginalną konsolą Xbox firmy Microsoft. + +Zapowiedziana w 1999 roku, PS2 oferowała wsteczną kompatybilność z kontrolerem DualShock swojego poprzednika, a także z jego grami. PS2 jest najlepiej sprzedającą się konsolą do gier wideo wszech czasów, sprzedaną w ponad 155 milionach egzemplarzy na całym świecie. Na PS2 wydano ponad 3800 tytułów gier i sprzedano ponad 1,5 miliarda kopii. Sony wyprodukowało później kilka mniejszych, lżejszych wersji konsoli znanych jako modele Slimline w 2004 roku. + Konsola + + + + + O PlayStation 2 (PS2) é um console de videogame doméstico desenvolvido e comercializado pela Sony Computer Entertainment. Foi lançado pela primeira vez no Japão em 4 de março de 2000, na América do Norte em 26 de outubro de 2000, na Europa em 24 de novembro de 2000 e na Austrália em 24 de novembro de 2000. É o sucessor do PlayStation original, bem como a segunda parcela da linha de consoles PlayStation. Um console de sexta geração, ele competiu com o Dreamcast da Sega, o GameCube da Nintendo e o Xbox original da Microsoft. + +Anunciado em 1999, o PS2 oferecia compatibilidade com versões anteriores do controle DualShock de seu antecessor, bem como de seus jogos. O PS2 é o console de videogame mais vendido de todos os tempos, tendo vendido mais de 155 milhões de unidades em todo o mundo. Mais de 3.800 títulos de jogos foram lançados para o PS2, com mais de 1,5 bilhão de cópias vendidas. Posteriormente, a Sony fabricou várias revisões menores e mais leves do console, conhecidas como modelos Slimline, em 2004. + Console + + + + + PlayStation 2 (PS2) este o consolă de jocuri video pentru acasă dezvoltată și comercializată de Sony Computer Entertainment. A fost lansată pentru prima dată în Japonia pe 4 martie 2000, în America de Nord pe 26 octombrie 2000, în Europa pe 24 noiembrie 2000 și în Australia pe 24 noiembrie 2000. Este succesorul PlayStation-ului original, precum și a doua tranșă a gamei de console PlayStation. O consolă de a șasea generație, a concurat cu Dreamcast de la Sega, GameCube de la Nintendo, și Xbox original de la Microsoft. + +Anunțată în 1999, PS2 oferea compatibilitate retroactivă pentru controlerul DualShock al predecesorului său, precum și pentru jocurile sale. PS2 este cea mai bine vândută consolă de jocuri video din toate timpurile, cu peste 155 de milioane de unități vândute în întreaga lume. Peste 3 800 de titluri de jocuri au fost lansate pentru PS2, cu peste 1,5 miliarde de copii vândute. Sony a fabricat ulterior, în 2004, mai multe revizuiri mai mici și mai ușoare ale consolei, cunoscute sub numele de modele Slimline. + Consolă + + + + + PlayStation 2 (PS2) - это домашняя игровая консоль, разработанная и продаваемая компанией Sony Computer Entertainment. Впервые она была выпущена в Японии 4 марта 2000 года, в Северной Америке - 26 октября 2000 года, в Европе - 24 ноября 2000 года, а в Австралии - 24 ноября 2000 года. Это преемник оригинальной PlayStation, а также вторая часть линейки консолей PlayStation. Консоль шестого поколения, она конкурировала с Dreamcast от Sega, GameCube от Nintendo и оригинальной Xbox от Microsoft. + +Анонсированная в 1999 году, PS2 обеспечивала обратную совместимость с контроллером DualShock своей предшественницы, а также с ее играми. PS2 - самая продаваемая игровая консоль всех времен и народов, проданная по всему миру в количестве более 155 миллионов экземпляров. Для PS2 было выпущено более 3800 игр, продано более 1,5 миллиарда копий. Позднее, в 2004 году, Sony выпустила несколько более компактных и легких версий консоли, известных как Slimline-модели. + Консоль + + + PlayStation 2 (PS2) är en hemkonsol för videospel som utvecklats och marknadsförs av Sony Computer Entertainment. Den släpptes första gången i Japan den 4 mars 2000, i Nordamerika den 26 oktober 2000, i Europa den 24 november 2000 och i Australien den 24 november 2000. Det är efterföljaren till den ursprungliga PlayStation, samt den andra delen i PlayStation-konsolserien. Den var en sjätte generationens konsol och konkurrerade med Segas Dreamcast, Nintendos GameCube och Microsofts ursprungliga Xbox. + +PS2 lanserades 1999 och erbjöd bakåtkompatibilitet för föregångarens DualShock-kontroller och dess spel. PS2 är den mest sålda konsolen för videospel genom tiderna och har sålts i över 155 miljoner exemplar världen över. Över 3.800 speltitlar har släppts till PS2 och den har sålts i över 1,5 miljarder exemplar. Sony tillverkade senare flera mindre och lättare versioner av konsolen, så kallade Slimline-modeller, under 2004. Konsol + + + プレイステーション2(PS2)は、ソニー・コンピュータエンタテインメントが開発・販売する家庭用ゲーム機である。日本では2000年3月4日に、北米では2000年10月26日に、ヨーロッパでは2000年11月24日に、オーストラリアでは2000年11月24日に発売された。初代プレイステーションの後継機であり、プレイステーション本体のラインナップの第2弾でもある。第6世代のゲーム機で、セガのドリームキャスト、任天堂のゲームキューブ、マイクロソフトの初代Xboxと競合した。 + +1999年に発表されたPS2は、前モデルのデュアルショックコントローラーやゲームソフトの後方互換性を提供した。PS2は、全世界で1億5500万台以上を売り上げた、史上最も売れたゲーム機である。PS2向けに発売されたゲームタイトルは3,800を超え、15億本以上が販売された。ソニーはその後、2004年にスリムライン・モデルとして知られる、より小型で軽量な改良型ゲーム機を製造した。 + コンソール + + + + + 플레이스테이션 2(PS2)는 소니 컴퓨터 엔터테인먼트에서 개발 및 판매하는 가정용 비디오 게임 콘솔입니다. 2000년 3월 4일 일본, 2000년 10월 26일 북미, 2000년 11월 24일 유럽, 2000년 11월 24일 호주에서 처음 출시되었습니다. 오리지널 플레이스테이션의 후속작이자 플레이스테이션 콘솔 라인업의 두 번째 작품입니다. 6세대 콘솔인 이 제품은 세가의 드림캐스트, 닌텐도의 게임큐브, 마이크로소프트의 오리지널 Xbox와 경쟁했습니다. + +1999년에 출시된 PS2는 게임뿐만 아니라 전작의 듀얼쇼크 컨트롤러와도 하위 호환성을 제공했습니다. PS2는 전 세계적으로 1억 5,500만 대 이상 판매된 역사상 가장 많이 팔린 비디오 게임 콘솔입니다. PS2용 게임 타이틀은 3,800개 이상 출시되었으며, 15억 장 이상 판매되었습니다. 이후 소니는 2004년에 슬림라인 모델이라 불리는 더 작고 가벼운 버전의 콘솔을 여러 차례 생산했습니다. + 콘솔 + + + + + PlayStation 2(PS2)是索尼电脑娱乐公司开发和销售的家用视频游戏机。它于 2000 年 3 月 4 日首次在日本发售,2000 年 10 月 26 日在北美发售,2000 年 11 月 24 日在欧洲发售,2000 年 11 月 24 日在澳大利亚发售。它是原 PlayStation 的后继机,也是 PlayStation 游戏机系列的第二款产品。作为第六代游戏机,它与世嘉的 Dreamcast、任天堂的 GameCube 和微软最初的 Xbox 竞争。 + +PS2 于 1999 年发布,提供了对前代产品 DualShock 控制器及其游戏的向后兼容性。PS2 是有史以来最畅销的视频游戏机,全球销量超过 1.55 亿台。PS2 已推出 3,800 多款游戏,销量超过 15 亿份。索尼公司后来在 2004 年生产了几款体积更小、重量更轻的改版游戏机,被称为 "超薄机型"。 + 控制台 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/ps3.xml b/themes/linear-es-de/system/metadata/ps3.xml index ce5594be6..b671e7251 100644 --- a/themes/linear-es-de/system/metadata/ps3.xml +++ b/themes/linear-es-de/system/metadata/ps3.xml @@ -1,24 +1,132 @@ - + PlayStation 3 The PlayStation 3 (PS3) is a home video game console developed by Sony Computer Entertainment. It is the successor to PlayStation 2, and is part of the PlayStation brand of consoles. It was first released on November 11, 2006 in Japan, November 17, 2006 in North America, and March 23, 2007 in Europe and Australia. The PlayStation 3 competed primarily against Microsoft's Xbox 360 and Nintendo's Wii as part of the seventh generation of video game consoles. - The console was first officially announced at E3 2005, and was released at the end of 2006. It was the first console to use Blu-ray Disc as its primary storage medium. The console was the first PlayStation to integrate social gaming services, including the PlayStation Network, as well as the first to be controllable from a handheld console, through its remote connectivity with PlayStation Portable and PlayStation Vita. In September 2009, the Slim model of the PlayStation 3 was released. It no longer provided the hardware ability to run PS2 games. It was lighter and thinner than the original version, and featured a redesigned logo and marketing design, as well as a minor start-up change in software. A Super Slim variation was then released in late 2012, further refining and redesigning the console. +The console was first officially announced at E3 2005, and was released at the end of 2006. It was the first console to use Blu-ray Disc as its primary storage medium. The console was the first PlayStation to integrate social gaming services, including the PlayStation Network, as well as the first to be controllable from a handheld console, through its remote connectivity with PlayStation Portable and PlayStation Vita. In September 2009, the Slim model of the PlayStation 3 was released. It no longer provided the hardware ability to run PS2 games. It was lighter and thinner than the original version, and featured a redesigned logo and marketing design, as well as a minor start-up change in software. A Super Slim variation was then released in late 2012, further refining and redesigning the console. Sony 2006 2006-11-11 November 11, 2006 Console - 3-4 + 135-172 367EDB 94B8F2 1A15FF 0095D5 3DD3C8 + 1-1 + + + La PlayStation 3 (PS3) és una consola de videojocs a casa desenvolupada per Sony Computer Entertainment.És el successor de PlayStation 2 i forma part de la marca de PlayStation of Consoles. Va ser llançat per primera vegada l'11 de novembre de 2006 al Japó, el 17 de novembre de 2006, a Amèrica del Nord i el 23 de març de 2007 a Europa i Austràlia. La PlayStation 3 va competir principalment contra la Xbox 360 de Microsoft i la Wii de Nintendo com a part de la setena generació de consoles de videojocs. + +La consola es va anunciar oficialment a l'E3 2005 i es va publicar a finals del 2006. Va ser la primera consola que va utilitzar disc Blu-ray com a mitjà d'emmagatzematge principal. La consola va ser la primera PlayStation a integrar els serveis de jocs socials, inclosa la PlayStation Network, així com la primera que es pot controlar des d’una consola de mà, a través de la seva connectivitat remota amb PlayStation Portable i PlayStation Vita. Al setembre de 2009, es va publicar el model esvelt de PlayStation 3. Ja no proporcionava la capacitat de maquinari per executar jocs PS2. Era més lleuger i més prim que la versió original i presentava un logotip i un disseny de màrqueting redissenyat, així com un canvi menor de start-up en el programari. A finals del 2012 es va publicar una variació super fina, perfeccionant i redissenyant la consola. + Console + + + + + Die PlayStation 3 (PS3) ist eine von Sony Computer Entertainment entwickelte Videospielkonsole für den Heimgebrauch. Sie ist der Nachfolger der PlayStation 2 und gehört zur Konsolenmarke PlayStation. Sie wurde erstmals am 11. November 2006 in Japan, am 17. November 2006 in Nordamerika und am 23. März 2007 in Europa und Australien veröffentlicht. Die PlayStation 3 konkurrierte vor allem mit der Xbox 360 von Microsoft und der Wii von Nintendo als Teil der siebten Generation von Videospielkonsolen. + +Die Konsole wurde erstmals auf der E3 2005 offiziell angekündigt und kam Ende 2006 auf den Markt. Sie war die erste Konsole, die Blu-ray Disc als primäres Speichermedium verwendete. Sie war die erste PlayStation-Konsole, die Social-Gaming-Dienste wie das PlayStation Network integrierte, und die erste Konsole, die über eine Remote-Verbindung mit PlayStation Portable und PlayStation Vita von einem Handheld aus gesteuert werden konnte. Im September 2009 wurde das Slim-Modell der PlayStation 3 veröffentlicht. Es bot nicht mehr die Hardware-Fähigkeit, PS2-Spiele auszuführen. Es war leichter und dünner als die ursprüngliche Version und verfügte über ein neu gestaltetes Logo und Marketingdesign sowie eine geringfügige Änderung bei der Software. Ende 2012 wurde dann eine Super-Slim-Variante veröffentlicht, die die Konsole weiter verfeinerte und neu gestaltete. + Konsole + + + + + La PlayStation 3 (PS3) es una videoconsola doméstica desarrollada por Sony Computer Entertainment. Es la sucesora de la PlayStation 2 y forma parte de la marca de consolas PlayStation. Salió a la venta el 11 de noviembre de 2006 en Japón, el 17 de noviembre de 2006 en Norteamérica y el 23 de marzo de 2007 en Europa y Australia. La PlayStation 3 compitió principalmente con la Xbox 360 de Microsoft y la Wii de Nintendo como parte de la séptima generación de consolas de videojuegos. + +La consola se anunció oficialmente por primera vez en el E3 de 2005 y salió a la venta a finales de 2006. Fue la primera consola en utilizar discos Blu-ray como medio de almacenamiento principal. La consola fue la primera PlayStation en integrar servicios de juegos sociales, incluyendo PlayStation Network, así como la primera en ser controlable desde una consola portátil, a través de su conectividad remota con PlayStation Portable y PlayStation Vita. En septiembre de 2009, salió a la venta el modelo Slim de la PlayStation 3. Ya no ofrecía la capacidad de ejecutar juegos de PS2. Era más ligera y delgada que la versión original, y presentaba un logotipo y un diseño de marketing rediseñados, así como un pequeño cambio de arranque en el software. A finales de 2012 se lanzó una variante Super Slim, que refinaba y rediseñaba aún más la consola. + Consola + + + + + La PlayStation 3 (PS3) est une console de jeux vidéo de salon développée par Sony Computer Entertainment. Elle succède à la PlayStation 2 et fait partie de la gamme de consoles PlayStation. Elle est sortie le 11 novembre 2006 au Japon, le 17 novembre 2006 en Amérique du Nord et le 23 mars 2007 en Europe et en Australie. La PlayStation 3 était principalement en concurrence avec la Xbox 360 de Microsoft et la Wii de Nintendo dans le cadre de la septième génération de consoles de jeux vidéo. + +La console a été officiellement annoncée pour la première fois à l'E3 2005 et est sortie à la fin de l'année 2006. Elle a été la première console à utiliser le disque Blu-ray comme principal support de stockage. La console a été la première PlayStation à intégrer des services de jeux sociaux, notamment le PlayStation Network, et la première à être contrôlable à partir d'une console portable, grâce à sa connectivité à distance avec la PlayStation Portable et la PlayStation Vita. En septembre 2009, le modèle Slim de la PlayStation 3 est sorti. Il n'offre plus la possibilité matérielle de faire tourner les jeux PS2. Plus légère et plus fine que la version originale, elle arbore un logo et un design marketing redessinés, ainsi qu'un changement logiciel mineur au démarrage. Une version Super Slim a ensuite été lancée fin 2012, affinant et redessinant encore la console. + Console + + + + + La PlayStation 3 (PS3) è una console per videogiochi domestica sviluppata da Sony Computer Entertainment. È il successore della PlayStation 2 e fa parte del marchio di console PlayStation. È stata rilasciata per la prima volta l'11 novembre 2006 in Giappone, il 17 novembre 2006 in Nord America e il 23 marzo 2007 in Europa e Australia. La PlayStation 3 ha gareggiato principalmente contro la Xbox 360 di Microsoft e la Wii di Nintendo come parte della settima generazione di console per videogiochi. + +La console è stata annunciata ufficialmente per la prima volta all'E3 2005 ed è stata rilasciata alla fine del 2006. È stata la prima console a utilizzare il Blu-ray Disc come supporto di memorizzazione principale. La console è stata la prima PlayStation a integrare servizi di social gaming, tra cui PlayStation Network, e la prima a poter essere controllata da una console portatile, grazie alla connettività remota con PlayStation Portable e PlayStation Vita. Nel settembre 2009, è stato rilasciato il modello Slim della PlayStation 3. Non offriva più la capacità hardware di eseguire i giochi PS2. Era più leggera e più sottile della versione originale e presentava un logo e un design di marketing ridisegnati, oltre a una piccola modifica al software. Alla fine del 2012 è stata rilasciata una variante Super Slim, che ha ulteriormente perfezionato e ridisegnato la console. + Console + + + + + De PlayStation 3 (PS3) is een videogameconsole voor thuisgebruik, ontwikkeld door Sony Computer Entertainment. Het is de opvolger van de PlayStation 2 en maakt deel uit van het PlayStation-merk van consoles. Het spel werd voor het eerst uitgebracht op 11 november 2006 in Japan, 17 november 2006 in Noord-Amerika en 23 maart 2007 in Europa en Australië. De PlayStation 3 nam het voornamelijk op tegen de Xbox 360 van Microsoft en de Wii van Nintendo als onderdeel van de zevende generatie videogameconsoles. + +De console werd voor het eerst officieel aangekondigd op de E3 van 2005 en werd eind 2006 uitgebracht. Het was de eerste console die Blu-ray Disc als primair opslagmedium gebruikte. De console was de eerste PlayStation die social gaming-services integreerde, waaronder PlayStation Network, en de eerste die vanaf een handheldconsole kon worden bestuurd dankzij de connectiviteit op afstand met PlayStation Portable en PlayStation Vita. In september 2009 werd het Slim-model van de PlayStation 3 uitgebracht. Deze bood niet langer de hardwarematige mogelijkheid om PS2-games uit te voeren. Het was lichter en dunner dan de originele versie en was voorzien van een nieuw ontworpen logo en marketingontwerp, evenals een kleine opstartwijziging in de software. Eind 2012 werd er een Super Slim-variant uitgebracht, waarmee de console verder werd verfijnd en opnieuw ontworpen. + Console + + + + + PlayStation 3 (PS3) to domowa konsola do gier wideo opracowana przez Sony Computer Entertainment. Jest to następca PlayStation 2 i jest częścią marki konsol PlayStation. Po raz pierwszy została wydana 11 listopada 2006 roku w Japonii, 17 listopada 2006 roku w Ameryce Północnej i 23 marca 2007 roku w Europie i Australii. PlayStation 3 konkurowała głównie z konsolami Xbox 360 firmy Microsoft i Wii firmy Nintendo w ramach siódmej generacji konsol do gier wideo. + +Konsola została po raz pierwszy oficjalnie ogłoszona na targach E3 2005 i została wydana pod koniec 2006 roku. Była to pierwsza konsola wykorzystująca Blu-ray Disc jako główny nośnik pamięci. Konsola była pierwszą konsolą PlayStation, która zintegrowała usługi gier społecznościowych, w tym PlayStation Network, a także pierwszą, którą można było kontrolować z konsoli przenośnej, dzięki zdalnej łączności z PlayStation Portable i PlayStation Vita. We wrześniu 2009 roku wydany został model Slim konsoli PlayStation 3. Nie zapewniał on już sprzętowej możliwości uruchamiania gier PS2. Był lżejszy i cieńszy niż oryginalna wersja, a także zawierał przeprojektowane logo i projekt marketingowy, a także niewielką zmianę w oprogramowaniu. Wersja Super Slim została następnie wydana pod koniec 2012 roku, jeszcze bardziej udoskonalając i przeprojektowując konsolę. + Konsola + + + + + O PlayStation 3 (PS3) é um console de videogame doméstico desenvolvido pela Sony Computer Entertainment. É o sucessor do PlayStation 2 e faz parte da marca de consoles PlayStation. Foi lançado pela primeira vez em 11 de novembro de 2006 no Japão, em 17 de novembro de 2006 na América do Norte e em 23 de março de 2007 na Europa e na Austrália. O PlayStation 3 competiu principalmente com o Xbox 360 da Microsoft e o Wii da Nintendo como parte da sétima geração de consoles de videogame. + +O console foi anunciado oficialmente pela primeira vez na E3 2005 e foi lançado no final de 2006. Foi o primeiro console a usar o Blu-ray Disc como seu principal meio de armazenamento. O console foi o primeiro PlayStation a integrar serviços de jogos sociais, incluindo a PlayStation Network, bem como o primeiro a ser controlável a partir de um console portátil, por meio de sua conectividade remota com o PlayStation Portable e o PlayStation Vita. Em setembro de 2009, foi lançado o modelo Slim do PlayStation 3. Ele não oferecia mais a capacidade de hardware para executar jogos do PS2. Era mais leve e mais fino do que a versão original e apresentava um logotipo e um design de marketing redesenhados, além de uma pequena mudança inicial no software. Uma variação Super Slim foi lançada no final de 2012, refinando e redesenhando ainda mais o console. + Console + + + + + PlayStation 3 (PS3) este o consolă de jocuri video pentru acasă dezvoltată de Sony Computer Entertainment. Este succesorul PlayStation 2 și face parte din marca de console PlayStation. Acesta a fost lansat pentru prima dată pe 11 noiembrie 2006 în Japonia, 17 noiembrie 2006 în America de Nord și 23 martie 2007 în Europa și Australia. PlayStation 3 a concurat în principal cu Xbox 360 de la Microsoft și Wii de la Nintendo ca parte a celei de-a șaptea generații de console de jocuri video. + +Consola a fost anunțată oficial pentru prima dată la E3 2005 și a fost lansată la sfârșitul anului 2006. A fost prima consolă care a utilizat Blu-ray Disc ca mediu principal de stocare. Consola a fost prima PlayStation care a integrat servicii de jocuri sociale, inclusiv PlayStation Network, precum și prima care a putut fi controlată de pe o consolă portabilă, prin conectivitatea sa de la distanță cu PlayStation Portable și PlayStation Vita. În septembrie 2009, a fost lansat modelul Slim al PlayStation 3. Acesta nu mai oferea capacitatea hardware de a rula jocuri PS2. A fost mai ușor și mai subțire decât versiunea originală și a prezentat un logo și un design de marketing redesenate, precum și o schimbare minoră de pornire în software. O variantă Super Slim a fost lansată apoi la sfârșitul anului 2012, rafinând și reproiectând consola în continuare. + Consolă + + + + + PlayStation 3 (PS3) - домашняя игровая консоль, разработанная компанией Sony Computer Entertainment. Она является преемницей PlayStation 2 и входит в линейку консолей PlayStation. Впервые она была выпущена 11 ноября 2006 года в Японии, 17 ноября 2006 года в Северной Америке и 23 марта 2007 года в Европе и Австралии. PlayStation 3 конкурировала в первую очередь с Xbox 360 от Microsoft и Wii от Nintendo, являясь частью седьмого поколения игровых приставок. + +Впервые консоль была официально анонсирована на выставке E3 2005, а в продажу поступила в конце 2006 года. Это была первая консоль, в которой в качестве основного носителя информации использовался Blu-ray Disc. Консоль стала первой PlayStation, в которую были интегрированы социальные игровые сервисы, включая PlayStation Network, а также первой консолью, которой можно было управлять с рук, благодаря возможности удаленного подключения к PlayStation Portable и PlayStation Vita. В сентябре 2009 года была выпущена Slim-модель PlayStation 3. В ней больше не было аппаратных возможностей для запуска игр PS2. Она была легче и тоньше оригинальной версии, отличалась обновленным логотипом и маркетинговым дизайном, а также незначительными изменениями в программном обеспечении. В конце 2012 года была выпущена модификация Super Slim, в которой консоль была еще более усовершенствована и переработана. + Консоль + + + PlayStation 3 (PS3) är en hemkonsol för videospel som utvecklats av Sony Computer Entertainment. Den är efterföljaren till PlayStation 2 och ingår i konsolmärket PlayStation. Den släpptes första gången den 11 november 2006 i Japan, den 17 november 2006 i Nordamerika och den 23 mars 2007 i Europa och Australien. PlayStation 3 konkurrerade främst mot Microsofts Xbox 360 och Nintendos Wii som en del av den sjunde generationen av videospelskonsoler. + +Konsolen presenterades för första gången officiellt på E3 2005 och släpptes i slutet av 2006. Det var den första konsolen som använde Blu-ray Disc som primärt lagringsmedium. Konsolen var den första PlayStation som integrerade sociala speltjänster, inklusive PlayStation Network, och den första som kunde styras från en handhållen konsol genom fjärranslutning till PlayStation Portable och PlayStation Vita. I september 2009 släpptes Slim-modellen av PlayStation 3. Den hade inte längre den hårdvara som krävdes för att köra PS2-spel. Den var lättare och tunnare än originalversionen och hade en omdesignad logotyp och marknadsföringsdesign, samt en mindre uppstartsändring i programvaran. En Super Slim-variant släpptes sedan i slutet av 2012, vilket ytterligare förfinade och omformade konsolen. Konsol + + + プレイステーション3(PS3)は、ソニー・コンピュータエンタテインメントが開発した家庭用ゲーム機。プレイステーション2の後継機であり、プレイステーションブランドのゲーム機の一つである。日本では2006年11月11日に、北米では2006年11月17日に、ヨーロッパとオーストラリアでは2007年3月23日に発売された。プレイステーション3は、主にマイクロソフトのXbox 360や任天堂のWiiと、ビデオゲーム機の第7世代の一部として競合した。 + +このゲーム機は2005年のE3で初めて公式に発表され、2006年末に発売された。ブルーレイディスクを主記憶媒体として使用した最初のゲーム機である。このゲーム機は、PlayStation Networkを含むソーシャルゲームサービスを統合した最初のPlayStationであり、PlayStation PortableおよびPlayStation Vitaとのリモート接続により、携帯ゲーム機から操作できる最初のPlayStationでもあった。2009年9月、プレイステーション3のスリムモデルが発売された。PS2のゲームを実行するハードウェア機能はなくなった。オリジナル版よりも軽量・薄型で、ロゴとマーケティングデザインが一新され、ソフトウェアもマイナーチェンジされた。その後、2012年後半にスーパースリムのバリエーションが発売され、ゲーム機はさらに洗練され、デザインも一新された。 + コンソール + + + + + 플레이스테이션 3(PS3)는 소니 컴퓨터 엔터테인먼트에서 개발한 가정용 비디오 게임 콘솔입니다. PlayStation 2의 후속작이며 PlayStation 콘솔 브랜드의 일부입니다. 일본에서는 2006년 11월 11일, 북미에서는 2006년 11월 17일, 유럽과 호주에서는 2007년 3월 23일에 처음 출시되었습니다. 플레이스테이션 3는 7세대 비디오 게임 콘솔의 일부로서 주로 마이크로소프트의 Xbox 360 및 닌텐도의 Wii와 경쟁했습니다. + +이 콘솔은 E3 2005에서 처음 공식적으로 발표되었으며 2006년 말에 출시되었습니다. 이 콘솔은 블루레이 디스크를 기본 저장 매체로 사용한 최초의 콘솔이었습니다. 이 콘솔은 PlayStation 네트워크와 같은 소셜 게임 서비스를 통합한 최초의 PlayStation이었으며, PlayStation 휴대용 및 PlayStation 비타와의 원격 연결을 통해 핸드헬드 콘솔에서 제어할 수 있는 최초의 콘솔이기도 합니다. 2009년 9월에는 PlayStation 3의 슬림 모델이 출시되었습니다. 이 모델은 더 이상 PS2 게임을 실행할 수 있는 하드웨어 기능을 제공하지 않았습니다. 기존 버전보다 더 가볍고 얇아졌으며, 로고와 마케팅 디자인이 새롭게 디자인되었고 소프트웨어도 약간 변경되었습니다. 그 후 2012년 말에 슈퍼 슬림 버전이 출시되어 콘솔을 더욱 개선하고 새롭게 디자인했습니다. + 콘솔 + + + + + PlayStation 3(PS3)是索尼电脑娱乐公司开发的一款家用视频游戏机。它是 PlayStation 2 的后继机,是 PlayStation 品牌游戏机的一部分。它于 2006 年 11 月 11 日在日本首次发布,2006 年 11 月 17 日在北美首次发布,2007 年 3 月 23 日在欧洲和澳大利亚首次发布。作为第七代视频游戏机的一部分,PlayStation 3 主要与微软的 Xbox 360 和任天堂的 Wii 竞争。 + +该游戏机在 2005 年 E3 游戏展上首次正式公布,并于 2006 年底发布。它是第一款使用蓝光光盘作为主要存储介质的游戏机。该游戏机是第一款整合了社交游戏服务(包括 PlayStation Network)的 PlayStation 游戏机,也是第一款可通过远程连接 PlayStation Portable 和 PlayStation Vita 控制的掌上游戏机。2009 年 9 月,PlayStation 3 的超薄机型发布。它不再提供运行 PS2 游戏的硬件能力。它比原版更轻、更薄,徽标和营销设计也进行了重新设计,软件也进行了小幅升级。随后在 2012 年底又发布了超薄版,进一步完善和重新设计了游戏机。 + 控制台 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/ps4.xml b/themes/linear-es-de/system/metadata/ps4.xml index 933846c79..8be03133a 100644 --- a/themes/linear-es-de/system/metadata/ps4.xml +++ b/themes/linear-es-de/system/metadata/ps4.xml @@ -1,4 +1,4 @@ - + PlayStation 4 The PlayStation 4 (PS4) is a home video game console developed by Sony Interactive Entertainment. Announced as the successor to the PlayStation 3 in February 2013, it was launched on November 15, 2013, in North America, November 29, 2013 in Europe, South America and Australia, and on February 22, 2014 in Japan. A console of the eighth generation, it competes with Microsoft's Xbox One and Nintendo's Wii U and Switch. @@ -13,10 +13,90 @@ 5B6171 0123A1 EBECEE + 1-1 + + + La PlayStation 4 (PS4) és una consola de videojocs a casa desenvolupada per Sony Interactive Entertainment. Anunciat com a successor de la PlayStation 3 el febrer de 2013, es va llançar el 15 de novembre de 2013 a Amèrica del Nord, el 29 de novembre de 2013 a Europa, Amèrica del Sud i Austràlia i el 22 de febrer de 2014 al Japó. Una consola de la vuitena generació, competeix amb Xbox One de Microsoft i Wii U i Switch de Nintendo. + Console + + + + + Die PlayStation 4 (PS4) ist eine von Sony Interactive Entertainment entwickelte Videospielkonsole für den Heimgebrauch. Sie wurde im Februar 2013 als Nachfolgerin der PlayStation 3 angekündigt und kam am 15. November 2013 in Nordamerika, am 29. November 2013 in Europa, Südamerika und Australien und am 22. Februar 2014 in Japan auf den Markt. Als Konsole der achten Generation konkurriert sie mit der Xbox One von Microsoft sowie der Wii U und der Switch von Nintendo. + Konsole + + + + + La PlayStation 4 (PS4) es una videoconsola doméstica desarrollada por Sony Interactive Entertainment. Anunciada como sucesora de la PlayStation 3 en febrero de 2013, fue lanzada el 15 de noviembre de 2013 en Norteamérica, el 29 de noviembre de 2013 en Europa, Sudamérica y Australia, y el 22 de febrero de 2014 en Japón. Consola de la octava generación, compite con la Xbox One de Microsoft y la Wii U y la Switch de Nintendo. + Consola + + + + + La PlayStation 4 (PS4) est une console de jeux vidéo de salon développée par Sony Interactive Entertainment. Annoncée comme le successeur de la PlayStation 3 en février 2013, elle a été lancée le 15 novembre 2013 en Amérique du Nord, le 29 novembre 2013 en Europe, en Amérique du Sud et en Australie, et le 22 février 2014 au Japon. Console de huitième génération, elle est en concurrence avec la Xbox One de Microsoft et les Wii U et Switch de Nintendo. + Console + + + + + La PlayStation 4 (PS4) è una console per videogiochi domestica sviluppata da Sony Interactive Entertainment. Annunciata come successore della PlayStation 3 nel febbraio 2013, è stata lanciata il 15 novembre 2013 in Nord America, il 29 novembre 2013 in Europa, Sud America e Australia e il 22 febbraio 2014 in Giappone. È una console di ottava generazione e compete con la Xbox One di Microsoft e le console Wii U e Switch di Nintendo. + Console + + + + + De PlayStation 4 (PS4) is een videogameconsole voor thuisgebruik, ontwikkeld door Sony Interactive Entertainment. Hij werd in februari 2013 aangekondigd als de opvolger van de PlayStation 3 en werd op 15 november 2013 gelanceerd in Noord-Amerika, op 29 november 2013 in Europa, Zuid-Amerika en Australië, en op 22 februari 2014 in Japan. Het is een console van de achtste generatie en concurreert met de Xbox One van Microsoft en de Wii U en Switch van Nintendo. + Console + + + + + PlayStation 4 (PS4) to domowa konsola do gier wideo opracowana przez Sony Interactive Entertainment. Zapowiedziana jako następca PlayStation 3 w lutym 2013 roku, została wprowadzona na rynek 15 listopada 2013 roku w Ameryce Północnej, 29 listopada 2013 roku w Europie, Ameryce Południowej i Australii oraz 22 lutego 2014 roku w Japonii. Jest to konsola ósmej generacji, konkurująca z Xbox One Microsoftu oraz Wii U i Switch Nintendo. + Konsola + + + + + O PlayStation 4 (PS4) é um console de videogame doméstico desenvolvido pela Sony Interactive Entertainment. Anunciado como o sucessor do PlayStation 3 em fevereiro de 2013, foi lançado em 15 de novembro de 2013 na América do Norte, em 29 de novembro de 2013 na Europa, América do Sul e Austrália, e em 22 de fevereiro de 2014 no Japão. Um console da oitava geração, ele compete com o Xbox One da Microsoft e com o Wii U e o Switch da Nintendo. + Console + + + + + PlayStation 4 (PS4) este o consolă de jocuri video pentru acasă dezvoltată de Sony Interactive Entertainment. Anunțată ca succesor al PlayStation 3 în februarie 2013, a fost lansată pe 15 noiembrie 2013 în America de Nord, pe 29 noiembrie 2013 în Europa, America de Sud și Australia, și pe 22 februarie 2014 în Japonia. O consolă din a opta generație, concurează cu Xbox One de la Microsoft și cu Wii U și Switch de la Nintendo. + Consolă + + + + + PlayStation 4 (PS4) - домашняя игровая консоль, разработанная компанией Sony Interactive Entertainment. Анонсированная как преемница PlayStation 3 в феврале 2013 года, она была представлена 15 ноября 2013 года в Северной Америке, 29 ноября 2013 года в Европе, Южной Америке и Австралии и 22 февраля 2014 года в Японии. Консоль восьмого поколения, конкурирующая с Xbox One от Microsoft, Wii U и Switch от Nintendo. + Консоль + + + PlayStation 4 (PS4) är en hemkonsol för videospel som utvecklats av Sony Interactive Entertainment. Den tillkännagavs som efterföljaren till PlayStation 3 i februari 2013 och lanserades den 15 november 2013 i Nordamerika, den 29 november 2013 i Europa, Sydamerika och Australien samt den 22 februari 2014 i Japan. Konsolen tillhör den åttonde generationen och konkurrerar med Microsofts Xbox One och Nintendos Wii U och Switch. Konsol + + + プレイステーション4(PS4)は、ソニー・インタラクティブエンタテインメントが開発した家庭用ゲーム機である。2013年2月にプレイステーション3の後継機として発表され、北米では2013年11月15日、欧州、南米、オーストラリアでは2013年11月29日、日本では2014年2月22日に発売された。第8世代のゲーム機で、マイクロソフトのXbox One、任天堂のWii U、Switchと競合する。 + コンソール + + + + + 플레이스테이션 4(PS4)는 소니 인터랙티브 엔터테인먼트에서 개발한 가정용 비디오 게임 콘솔입니다. 2013년 2월 PlayStation 3의 후속작으로 발표되었으며, 북미에서는 2013년 11월 15일, 유럽, 남미 및 호주에서는 2013년 11월 29일, 일본에서는 2014년 2월 22일에 출시되었습니다. 8세대 콘솔로 마이크로소프트의 Xbox One, 닌텐도의 Wii U 및 스위치와 경쟁합니다. + 콘솔 + + + + + PlayStation 4(PS4)是索尼互动娱乐公司开发的一款家用视频游戏机。它于 2013 年 2 月宣布成为 PlayStation 3 的后继机,2013 年 11 月 15 日在北美上市,2013 年 11 月 29 日在欧洲、南美和澳大利亚上市,2014 年 2 月 22 日在日本上市。作为第八代游戏机,它与微软的 Xbox One 以及任天堂的 Wii U 和 Switch 竞争。 + 控制台 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/psp.xml b/themes/linear-es-de/system/metadata/psp.xml index 01401e7a2..78f018a79 100644 --- a/themes/linear-es-de/system/metadata/psp.xml +++ b/themes/linear-es-de/system/metadata/psp.xml @@ -1,24 +1,132 @@ - + PlayStation Portable The PlayStation Portable (PSP) is a handheld game console developed and marketed by Sony Computer Entertainment. It was first released in Japan on December 12, 2004, in North America on March 24, 2005, and in PAL regions on September 1, 2005, and is the first handheld installment in the PlayStation line of consoles. As a seventh generation console it competed with the Nintendo DS. - Development of the PSP was announced during E3 2003, and the console was unveiled at a Sony press conference on May 11, 2004. The system was the most powerful portable console when it was introduced, and was the first real competitor of Nintendo's handheld consoles after many challengers, such as Nokia's N-Gage, had failed. The PSP's advanced graphics capabilities made it a popular mobile entertainment device, which could connect to the PlayStation 2 and PlayStation 3 consoles, any computer with USB interface, other PSP systems, and the Internet. The PSP also had a vast array of multimedia features such as video playback, and so has been considered a portable media player as well. The PSP is the only handheld console to use an optical disc format – Universal Media Disc (UMD) – as its primary storage medium; both games and movies have been released on the format. +Development of the PSP was announced during E3 2003, and the console was unveiled at a Sony press conference on May 11, 2004. The system was the most powerful portable console when it was introduced, and was the first real competitor of Nintendo's handheld consoles after many challengers, such as Nokia's N-Gage, had failed. The PSP's advanced graphics capabilities made it a popular mobile entertainment device, which could connect to the PlayStation 2 and PlayStation 3 consoles, any computer with USB interface, other PSP systems, and the Internet. The PSP also had a vast array of multimedia features such as video playback, and so has been considered a portable media player as well. The PSP is the only handheld console to use an optical disc format – Universal Media Disc (UMD) – as its primary storage medium; both games and movies have been released on the format. Sony 2004 2004-12-12 December 12, 2004 Portable - 3-5 + 99-168 366DA7 313131 0F1012 97A9BA F9F7F7 + 1-1 + + + El PlayStation Portable (PSP) és una consola de jocs de mà desenvolupada i comercialitzada per Sony Computer Entertainment. Va ser llançat per primera vegada al Japó el 12 de desembre de 2004 a Amèrica del Nord el 24 de març del 2005 i a les regions PAL l'1 de setembre de 2005 i és la primera entrega de la línia de consoles de PlayStation. Com a consola de setena generació va competir amb la Nintendo DS. + +El desenvolupament de la PSP es va anunciar durant l'E3 2003 i es va presentar la consola en una conferència de premsa de Sony l'11 de maig de 2004. El sistema va ser la consola portàtil més potent quan es va introduir i va ser el primer competidor real de les consoles de mà de Nintendo després de les consoles de Nintendo desprésMolts desafiants, com el N-EG de Nokia, havien fallat. Les capacitats gràfiques avançades del PSP el van convertir en un popular dispositiu d'entreteniment mòbil, que podria connectar -se a les consoles PlayStation 2 i PlayStation 3, qualsevol ordinador amb interfície USB, altres sistemes PSP i Internet. El PSP també va tenir una àmplia gamma de funcions multimèdia com ara la reproducció de vídeo, per la qual cosa també s'ha considerat un reproductor de mitjans portàtils. El PSP és l’única consola de mà que utilitza un format de disc òptic - Universal Media Disc (UMD) - com a mitjà d’emmagatzematge principal;Tant els jocs com les pel·lícules s’han publicat en format. + Portable + + + + + Die PlayStation Portable (PSP) ist eine Handheld-Spielkonsole, die von Sony Computer Entertainment entwickelt und vermarktet wird. Sie wurde erstmals am 12. Dezember 2004 in Japan, am 24. März 2005 in Nordamerika und am 1. September 2005 in den PAL-Regionen veröffentlicht und ist der erste Handheld der PlayStation-Konsolenreihe. Als Konsole der siebten Generation konkurrierte sie mit dem Nintendo DS. + +Die Entwicklung der PSP wurde auf der E3 2003 angekündigt, und die Konsole wurde auf einer Sony-Pressekonferenz am 11. Mai 2004 vorgestellt. Das System war bei seiner Einführung die leistungsstärkste tragbare Konsole und der erste echte Konkurrent für Nintendos Handheld-Konsolen, nachdem viele Herausforderer, wie z. B. Nokias N-Gage, gescheitert waren. Die fortschrittlichen Grafikfunktionen der PSP machten sie zu einem beliebten mobilen Unterhaltungsgerät, das mit den Konsolen PlayStation 2 und PlayStation 3, jedem Computer mit USB-Schnittstelle, anderen PSP-Systemen und dem Internet verbunden werden konnte. Die PSP verfügte außerdem über eine Vielzahl von Multimedia-Funktionen, wie z. B. die Videowiedergabe, und wurde daher auch als tragbarer Media-Player betrachtet. Die PSP ist die einzige Handheld-Konsole, die ein optisches Disc-Format - Universal Media Disc (UMD) - als primäres Speichermedium verwendet; sowohl Spiele als auch Filme wurden in diesem Format veröffentlicht. + Tragbar + + + + + La PlayStation Portable (PSP) es una consola portátil desarrollada y comercializada por Sony Computer Entertainment. Salió a la venta por primera vez en Japón el 12 de diciembre de 2004, en Norteamérica el 24 de marzo de 2005 y en las regiones PAL el 1 de septiembre de 2005, y es la primera entrega portátil de la línea de consolas PlayStation. Como consola de séptima generación, compitió con la Nintendo DS. + +El desarrollo de la PSP se anunció durante el E3 2003, y la consola se presentó en una conferencia de prensa de Sony el 11 de mayo de 2004. En el momento de su presentación, la consola era la más potente de las consolas portátiles, y fue el primer competidor real de las consolas portátiles de Nintendo tras el fracaso de muchos aspirantes, como la N-Gage de Nokia. Las avanzadas capacidades gráficas de la PSP la convirtieron en un popular dispositivo de entretenimiento móvil, que podía conectarse a las consolas PlayStation 2 y PlayStation 3, a cualquier ordenador con interfaz USB, a otros sistemas PSP y a Internet. La PSP también disponía de una amplia gama de funciones multimedia, como la reproducción de vídeo, por lo que también se ha considerado un reproductor multimedia portátil. La PSP es la única consola portátil que utiliza un formato de disco óptico -Universal Media Disc (UMD)- como principal medio de almacenamiento; en este formato se han publicado tanto juegos como películas. + Portátil + + + + + La PlayStation Portable (PSP) est une console de jeu portable développée et commercialisée par Sony Computer Entertainment. Elle est sortie pour la première fois au Japon le 12 décembre 2004, en Amérique du Nord le 24 mars 2005 et dans les régions PAL le 1er septembre 2005. Elle est la première console portable de la gamme PlayStation. En tant que console de septième génération, elle était en concurrence avec la Nintendo DS. + +Le développement de la PSP a été annoncé lors de l'E3 2003 et la console a été dévoilée lors d'une conférence de presse de Sony le 11 mai 2004. La console était la console portable la plus puissante au moment de son lancement, et constituait le premier véritable concurrent des consoles portables de Nintendo, après l'échec de nombreux challengers, tels que la N-Gage de Nokia. Les capacités graphiques avancées de la PSP en ont fait un appareil de divertissement mobile populaire, qui pouvait se connecter aux consoles PlayStation 2 et PlayStation 3, à n'importe quel ordinateur doté d'une interface USB, à d'autres systèmes PSP et à l'internet. La PSP disposait également d'une vaste gamme de fonctions multimédias telles que la lecture de vidéos, ce qui lui a valu d'être considérée comme un lecteur multimédia portable. La PSP est la seule console portable à utiliser un format de disque optique - Universal Media Disc (UMD) - comme principal support de stockage ; des jeux et des films ont été publiés sur ce format. + Portable + + + + + La PlayStation Portable (PSP) è una console portatile sviluppata e commercializzata da Sony Computer Entertainment. È stata rilasciata per la prima volta in Giappone il 12 dicembre 2004, in Nord America il 24 marzo 2005 e nelle regioni PAL il 1° settembre 2005 ed è la prima console portatile della linea PlayStation. Come console di settima generazione è stata in concorrenza con il Nintendo DS. + +Lo sviluppo della PSP è stato annunciato durante l'E3 2003 e la console è stata presentata durante una conferenza stampa di Sony l'11 maggio 2004. Al momento della sua presentazione, la console era la più potente tra quelle portatili e rappresentava il primo vero concorrente delle console portatili di Nintendo dopo il fallimento di molti concorrenti, come N-Gage di Nokia. Le avanzate capacità grafiche della PSP la resero un popolare dispositivo di intrattenimento mobile, in grado di connettersi alle console PlayStation 2 e PlayStation 3, a qualsiasi computer dotato di interfaccia USB, ad altre console PSP e a Internet. La PSP disponeva anche di una vasta gamma di funzioni multimediali, come la riproduzione di video, e per questo è stata considerata anche un lettore multimediale portatile. La PSP è l'unica console portatile a utilizzare un formato di disco ottico - Universal Media Disc (UMD) - come supporto di memorizzazione principale; su questo formato sono stati pubblicati sia giochi che film. + Portatile + + + + + De PlayStation Portable (PSP) is een draagbare gameconsole die is ontwikkeld en op de markt gebracht door Sony Computer Entertainment. Het spel werd voor het eerst uitgebracht in Japan op 12 december 2004, in Noord-Amerika op 24 maart 2005 en in PAL-regio's op 1 september 2005 en is het eerste draagbare deel in de PlayStation-lijn van consoles. Als console van de zevende generatie concurreerde het met de Nintendo DS. + +De ontwikkeling van de PSP werd aangekondigd tijdens de E3 van 2003 en de console werd onthuld tijdens een persconferentie van Sony op 11 mei 2004. Het systeem was de krachtigste draagbare console toen het werd geïntroduceerd, en was de eerste echte concurrent van Nintendo's handheld consoles nadat vele uitdagers, zoals Nokia's N-Gage, hadden gefaald. De geavanceerde grafische mogelijkheden van de PSP maakten het een populair mobiel entertainmentapparaat dat verbinding kon maken met de PlayStation 2- en PlayStation 3-consoles, elke computer met USB-interface, andere PSP-systemen en het internet. De PSP beschikte ook over een groot aantal multimediafuncties, zoals het afspelen van video, en werd daarom ook als draagbare mediaspeler beschouwd. De PSP is de enige draagbare console die gebruik maakt van een optisch schijfformaat - Universal Media Disc (UMD) - als primair opslagmedium; zowel games als films zijn op dit formaat uitgebracht. + Draagbaar + + + + + PlayStation Portable (PSP) to przenośna konsola do gier opracowana i sprzedawana przez Sony Computer Entertainment. Po raz pierwszy została wydana w Japonii 12 grudnia 2004 roku, w Ameryce Północnej 24 marca 2005 roku, a w regionach PAL 1 września 2005 roku i jest pierwszą przenośną konsolą z linii PlayStation. Jako konsola siódmej generacji konkurowała z Nintendo DS. + +Rozwój PSP został ogłoszony podczas targów E3 2003, a konsola została zaprezentowana na konferencji prasowej Sony 11 maja 2004 roku. System był najpotężniejszą konsolą przenośną w momencie jego wprowadzenia i był pierwszym prawdziwym konkurentem konsol przenośnych Nintendo po tym, jak wielu pretendentów, takich jak N-Gage Nokii, zawiodło. Zaawansowane możliwości graficzne PSP sprawiły, że stało się ono popularnym mobilnym urządzeniem rozrywkowym, które mogło łączyć się z konsolami PlayStation 2 i PlayStation 3, dowolnym komputerem z interfejsem USB, innymi systemami PSP i Internetem. PSP posiadało również szeroką gamę funkcji multimedialnych, takich jak odtwarzanie wideo, dzięki czemu zostało również uznane za przenośny odtwarzacz multimedialny. PSP jest jedyną konsolą przenośną, która wykorzystuje format dysku optycznego - Universal Media Disc (UMD) - jako główny nośnik pamięci; zarówno gry, jak i filmy zostały wydane w tym formacie. + Przenośny + + + + + O PlayStation Portable (PSP) é um console de jogos portátil desenvolvido e comercializado pela Sony Computer Entertainment. Foi lançado pela primeira vez no Japão em 12 de dezembro de 2004, na América do Norte em 24 de março de 2005 e nas regiões PAL em 1º de setembro de 2005, e é o primeiro console portátil da linha de consoles PlayStation. Como um console de sétima geração, competiu com o Nintendo DS. + +O desenvolvimento do PSP foi anunciado durante a E3 2003, e o console foi apresentado em uma conferência de imprensa da Sony em 11 de maio de 2004. O sistema era o console portátil mais poderoso quando foi lançado e foi o primeiro concorrente real dos consoles portáteis da Nintendo, depois que muitos concorrentes, como o N-Gage da Nokia, fracassaram. Os recursos gráficos avançados do PSP o tornaram um dispositivo de entretenimento móvel popular, que podia se conectar aos consoles PlayStation 2 e PlayStation 3, a qualquer computador com interface USB, a outros sistemas PSP e à Internet. O PSP também tinha uma vasta gama de recursos multimídia, como reprodução de vídeo, e por isso também foi considerado um reprodutor de mídia portátil. O PSP é o único console portátil a usar um formato de disco óptico - Universal Media Disc (UMD) - como seu principal meio de armazenamento; jogos e filmes foram lançados nesse formato. + Portátil + + + + + PlayStation Portable (PSP) este o consolă portabilă de jocuri dezvoltată și comercializată de Sony Computer Entertainment. A fost lansată pentru prima dată în Japonia pe 12 decembrie 2004, în America de Nord pe 24 martie 2005, iar în regiunile PAL pe 1 septembrie 2005, și este prima tranșă portabilă din linia de console PlayStation. Ca o consolă de a șaptea generație, a concurat cu Nintendo DS. + +Dezvoltarea PSP a fost anunțată în timpul E3 2003, iar consola a fost prezentată la o conferință de presă Sony pe 11 mai 2004. Sistemul a fost cea mai puternică consolă portabilă atunci când a fost prezentat și a fost primul concurent real al consolelor portabile ale Nintendo, după ce mulți concurenți, cum ar fi Nokia N-Gage, au eșuat. Capacitățile grafice avansate ale PSP au făcut din acesta un dispozitiv de divertisment mobil popular, care se putea conecta la consolele PlayStation 2 și PlayStation 3, la orice computer cu interfață USB, la alte sisteme PSP și la internet. PSP a avut, de asemenea, o gamă largă de caracteristici multimedia, cum ar fi redarea video, și astfel a fost considerat și un player media portabil. PSP este singura consolă portabilă care utilizează un format de disc optic - Universal Media Disc (UMD) - ca mediu principal de stocare; atât jocuri, cât și filme au fost lansate pe acest format. + Portabil + + + + + PlayStation Portable (PSP) - это портативная игровая консоль, разработанная и продаваемая компанией Sony Computer Entertainment. Она была впервые выпущена в Японии 12 декабря 2004 года, в Северной Америке - 24 марта 2005 года, а в регионах PAL - 1 сентября 2005 года и является первой портативной приставкой в линейке консолей PlayStation. Как консоль седьмого поколения она конкурировала с Nintendo DS. + +О разработке PSP было объявлено на выставке E3 2003, а сама консоль была представлена на пресс-конференции Sony 11 мая 2004 года. На момент своего появления система была самой мощной портативной консолью и стала первым реальным конкурентом портативных консолей Nintendo после того, как многие претенденты, такие как N-Gage от Nokia, потерпели неудачу. Передовые графические возможности PSP сделали ее популярным мобильным развлекательным устройством, которое могло подключаться к консолям PlayStation 2 и PlayStation 3, любому компьютеру с интерфейсом USB, другим системам PSP и Интернету. PSP также обладала широким набором мультимедийных функций, таких как воспроизведение видео, и поэтому считалась портативным медиаплеером. PSP - единственная портативная консоль, использующая в качестве основного носителя информации оптический диск формата Universal Media Disc (UMD); на нем были выпущены как игры, так и фильмы. + Портативный + + + PlayStation Portable (PSP) är en handhållen spelkonsol som utvecklats och marknadsförs av Sony Computer Entertainment. Den släpptes för första gången i Japan den 12 december 2004, i Nordamerika den 24 mars 2005 och i PAL-regionerna den 1 september 2005 och är den första handhållna delen av PlayStation-konsolserien. Som en sjunde generationens konsol konkurrerade den med Nintendo DS. + +Utvecklingen av PSP tillkännagavs under E3 2003 och konsolen presenterades vid en presskonferens hos Sony den 11 maj 2004. Systemet var den mest kraftfulla bärbara konsolen när den introducerades och var den första riktiga konkurrenten till Nintendos handhållna konsoler efter att många utmanare, som Nokias N-Gage, hade misslyckats. PSP:s avancerade grafikfunktioner gjorde den till en populär mobil underhållningsenhet som kunde anslutas till PlayStation 2- och PlayStation 3-konsolerna, alla datorer med USB-gränssnitt, andra PSP-system och Internet. PSP hade också ett stort utbud av multimediafunktioner, t.ex. videouppspelning, och har därför också betraktats som en portabel mediaspelare. PSP är den enda handhållna konsolen som använder ett optiskt skivformat - Universal Media Disc (UMD) - som sitt primära lagringsmedium; både spel och filmer har släppts på formatet. Bärbar + + + プレイステーション・ポータブル(PSP)は、ソニー・コンピュータエンタテインメントが開発・販売する携帯型ゲーム機である。日本では2004年12月12日に、北米では2005年3月24日に、PAL地域では2005年9月1日に発売された。第7世代ゲーム機としてニンテンドーDSと競合した。 + +PSPの開発は2003年のE3で発表され、2004年5月11日のソニーの記者会見で発表された。PSPは発表当時、最もパワフルな携帯ゲーム機であり、ノキアのN-Gageなど多くの挑戦者が失敗した後、任天堂の携帯ゲーム機の最初の真の競争相手となった。PSPの高度なグラフィック機能は、プレイステーション2やプレイステーション3、USBインターフェイスを持つあらゆるコンピューター、他のPSPシステム、そしてインターネットに接続できるモバイル・エンターテインメント・デバイスとして人気を博した。PSPはまた、ビデオ再生などの膨大なマルチメディア機能を備えていたため、ポータブルメディアプレーヤーとしても考えられてきた。PSPは、光ディスクフォーマットであるユニバーサル・メディア・ディスク(UMD)を主要な記憶媒体として使用する唯一の携帯型ゲーム機であり、ゲームと映画の両方がこのフォーマットでリリースされている。 + ポータブル + + + + + 플레이스테이션 포터블(PSP)은 소니 컴퓨터 엔터테인먼트에서 개발 및 판매한 휴대용 게임 콘솔입니다. 2004년 12월 12일에 일본에서, 2005년 3월 24일에 북미에서, 2005년 9월 1일에 PAL 지역에서 처음 출시되었으며, PlayStation 콘솔 제품군 중 최초의 휴대용 게임기입니다. 7세대 콘솔로서 닌텐도 DS와 경쟁했습니다. + +PSP의 개발은 E3 2003에서 발표되었고, 2004년 5월 11일 소니 기자 회견에서 콘솔이 공개되었습니다. 이 시스템은 출시 당시 가장 강력한 휴대용 콘솔이었으며, 노키아의 N-Gage와 같은 많은 도전자들이 실패한 후 닌텐도의 휴대용 콘솔의 실질적인 첫 번째 경쟁자였습니다. PSP의 고급 그래픽 기능 덕분에 PlayStation 2 및 PlayStation 3 콘솔, USB 인터페이스가 있는 모든 컴퓨터, 다른 PSP 시스템 및 인터넷에 연결할 수 있는 인기 있는 모바일 엔터테인먼트 기기로 자리 잡았습니다. 또한 PSP는 비디오 재생과 같은 다양한 멀티미디어 기능도 갖추고 있어 휴대용 미디어 플레이어로도 여겨졌습니다. PSP는 광 디스크 포맷인 UMD(Universal Media Disc)를 기본 저장 매체로 사용하는 유일한 휴대용 콘솔이며, 게임과 영화 모두 이 포맷으로 출시되었습니다. + 휴대성 + + + + + PlayStation Portable(PSP)是索尼电脑娱乐公司开发和销售的掌上游戏机。它于 2004 年 12 月 12 日首次在日本发售,2005 年 3 月 24 日在北美发售,2005 年 9 月 1 日在 PAL 地区发售,是 PlayStation 系列游戏机的首款掌上游戏机。作为第七代游戏机,它与任天堂 DS 竞争。 + +PSP 的开发于 2003 年 E3 期间宣布,并于 2004 年 5 月 11 日在索尼新闻发布会上亮相。该系统是当时功能最强大的便携式游戏机,也是任天堂掌上游戏机的第一个真正的竞争对手,在此之前,诺基亚的 N-Gage 等许多挑战者都失败了。PSP 先进的图形处理能力使其成为一款广受欢迎的移动娱乐设备,它可以连接 PlayStation 2 和 PlayStation 3 游戏机、任何带 USB 接口的电脑、其他 PSP 系统和互联网。PSP 还具有视频播放等大量多媒体功能,因此也被视为便携式媒体播放器。PSP 是唯一使用光盘格式--通用媒体光盘(UMD)--作为主要存储介质的掌上游戏机;游戏和电影都是以这种格式发布的。 + 便携式 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/psvita.xml b/themes/linear-es-de/system/metadata/psvita.xml index 6521e25e4..375e1b4f5 100644 --- a/themes/linear-es-de/system/metadata/psvita.xml +++ b/themes/linear-es-de/system/metadata/psvita.xml @@ -1,4 +1,4 @@ - + PlayStation Vita The PlayStation Vita (PS Vita, or Vita) is a handheld video game console developed and marketed by Sony Interactive Entertainment. It was first released in Japan on December 17, 2011, and in North America, Europe, and other international territories beginning on February 22, 2012. The console is the successor to the PlayStation Portable, and a part of the PlayStation brand of gaming devices; as part of the eighth generation of video game consoles, it primarily competed with the Nintendo 3DS. @@ -13,10 +13,90 @@ 6CAAD8 D0DFF2 2C2C2C + 5-7 + + + La PlayStation Vita (PS Vita o Vita) és una consola de videojocs de mà desenvolupada i comercialitzada per Sony Interactive Entertainment. Va ser llançat per primera vegada al Japó el 17 de desembre de 2011 i a Amèrica del Nord, Europa i altres territoris internacionals a partir del 22 de febrer de 2012. La consola és la successora del PlayStation Portable i una part de la marca PlayStation of Gaming Devices Devices;Com a part de la vuitena generació de consoles de videojocs, va competir principalment amb la Nintendo 3DS. + Portable + + + + + Die PlayStation Vita (PS Vita, oder Vita) ist eine Handheld-Videospielkonsole, die von Sony Interactive Entertainment entwickelt und vermarktet wird. Sie wurde erstmals in Japan am 17. Dezember 2011 und in Nordamerika, Europa und anderen internationalen Gebieten ab dem 22. Februar 2012 veröffentlicht. Die Konsole ist der Nachfolger der PlayStation Portable und ein Teil der PlayStation-Marke von Gaming-Geräten; als Teil der achten Generation von Videospielkonsolen, konkurrierte es in erster Linie mit dem Nintendo 3DS. + Tragbar + + + + + La PlayStation Vita (PS Vita o Vita) es una videoconsola portátil desarrollada y comercializada por Sony Interactive Entertainment. Salió a la venta por primera vez en Japón el 17 de diciembre de 2011, y en Norteamérica, Europa y otros territorios internacionales a partir del 22 de febrero de 2012. La consola es la sucesora de la PlayStation Portable, y forma parte de la marca PlayStation de dispositivos de juego; como parte de la octava generación de consolas de videojuegos, compitió principalmente con la Nintendo 3DS. + Portátil + + + + + La PlayStation Vita (PS Vita ou Vita) est une console de jeux vidéo portable développée et commercialisée par Sony Interactive Entertainment. Elle a été commercialisée pour la première fois au Japon le 17 décembre 2011, puis en Amérique du Nord, en Europe et dans d'autres territoires internationaux à partir du 22 février 2012. La console est le successeur de la PlayStation Portable, et fait partie de la marque PlayStation d'appareils de jeu ; en tant qu'élément de la huitième génération de consoles de jeux vidéo, elle est principalement en concurrence avec la Nintendo 3DS. + Portable + + + + + La PlayStation Vita (PS Vita o Vita) è una console portatile per videogiochi sviluppata e commercializzata da Sony Interactive Entertainment. È stata rilasciata per la prima volta in Giappone il 17 dicembre 2011 e in Nord America, Europa e altri territori internazionali a partire dal 22 febbraio 2012. La console è il successore della PlayStation Portable e fa parte del marchio di dispositivi di gioco PlayStation; fa parte dell'ottava generazione di console per videogiochi e compete principalmente con il Nintendo 3DS. + Portatile + + + + + De PlayStation Vita (PS Vita, of Vita) is een draagbare videogameconsole die is ontwikkeld en op de markt gebracht door Sony Interactive Entertainment. De Vita werd voor het eerst uitgebracht in Japan op 17 december 2011 en in Noord-Amerika, Europa en andere internationale gebieden vanaf 22 februari 2012. De console is de opvolger van de PlayStation Portable en maakt deel uit van het PlayStation-merk van spelcomputers. Als onderdeel van de achtste generatie videogameconsoles concurreerde het voornamelijk met de Nintendo 3DS. + Draagbaar + + + + + PlayStation Vita (PS Vita lub Vita) to przenośna konsola do gier wideo opracowana i sprzedawana przez Sony Interactive Entertainment. Po raz pierwszy została wydana w Japonii 17 grudnia 2011 roku, a w Ameryce Północnej, Europie i innych terytoriach międzynarodowych od 22 lutego 2012 roku. Konsola jest następcą PlayStation Portable i częścią marki urządzeń do gier PlayStation; jako część ósmej generacji konsol do gier wideo, konkurowała przede wszystkim z Nintendo 3DS. + Przenośny + + + + + O PlayStation Vita (PS Vita, ou Vita) é um console de videogame portátil desenvolvido e comercializado pela Sony Interactive Entertainment. Foi lançado pela primeira vez no Japão em 17 de dezembro de 2011, e na América do Norte, Europa e outros territórios internacionais a partir de 22 de fevereiro de 2012. O console é o sucessor do PlayStation Portable e faz parte da marca PlayStation de dispositivos de jogos; como parte da oitava geração de consoles de videogame, ele competiu principalmente com o Nintendo 3DS. + Portátil + + + + + PlayStation Vita (PS Vita, sau Vita) este o consolă portabilă de jocuri video dezvoltată și comercializată de Sony Interactive Entertainment. A fost lansată pentru prima dată în Japonia pe 17 decembrie 2011, iar în America de Nord, Europa și alte teritorii internaționale începând cu 22 februarie 2012. Consola este succesoarea PlayStation Portable și face parte din marca PlayStation de dispozitive de jocuri; ca parte a celei de-a opta generații de console de jocuri video, a concurat în principal cu Nintendo 3DS. + Portabil + + + + + PlayStation Vita (PS Vita, или Vita) - портативная игровая консоль, разработанная и продаваемая компанией Sony Interactive Entertainment. Впервые она была выпущена в Японии 17 декабря 2011 года, а в Северной Америке, Европе и на других международных территориях - 22 февраля 2012 года. Консоль является преемницей PlayStation Portable и входит в линейку игровых устройств PlayStation; как часть восьмого поколения игровых консолей, она в первую очередь конкурирует с Nintendo 3DS. + Портативный + + + PlayStation Vita (PS Vita, eller Vita) är en handhållen videospelskonsol som utvecklats och marknadsförs av Sony Interactive Entertainment. Den släpptes för första gången i Japan den 17 december 2011 och i Nordamerika, Europa och andra internationella territorier från och med den 22 februari 2012. Konsolen är efterföljaren till PlayStation Portable och en del av PlayStation-varumärket för spelkonsoler; som en del av den åttonde generationen av videospelskonsoler konkurrerade den främst med Nintendo 3DS. Bärbar + + + プレイステーション ヴィータ(PS Vita、Vita)は、ソニー・インタラクティブエンタテインメントが開発・販売する携帯型ゲーム機である。2011年12月17日に日本で初めて発売され、2012年2月22日から北米、欧州、その他の国際地域で発売された。このゲーム機はプレイステーション・ポータブルの後継機であり、プレイステーションブランドのゲーム機の一部である。ビデオゲーム機の第8世代の一部として、主にニンテンドー3DSと競合していた。 + ポータブル + + + + + 플레이스테이션 비타(PS Vita, 또는 비타)는 소니 인터랙티브 엔터테인먼트에서 개발 및 판매하는 휴대용 비디오 게임 콘솔입니다. 2011년 12월 17일 일본에서 처음 출시되었으며, 2012년 2월 22일부터 북미, 유럽 및 기타 해외 지역에서 출시되었습니다. 이 콘솔은 플레이스테이션 포터블의 후속작이자 플레이스테이션 게임기 브랜드의 일부로, 8세대 비디오 게임 콘솔의 일부로서 주로 닌텐도 3DS와 경쟁했습니다. + 휴대성 + + + + + PlayStation Vita(PS Vita 或 Vita)是索尼互动娱乐公司开发和销售的一款掌上视频游戏机。它于 2011 年 12 月 17 日首次在日本发售,并于 2012 年 2 月 22 日开始在北美、欧洲和其他国际地区发售。该游戏机是 PlayStation Portable 的后继机,也是 PlayStation 品牌游戏设备的一部分;作为第八代视频游戏机的一部分,它主要与任天堂 3DS 竞争。 + 便携式 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/psx.xml b/themes/linear-es-de/system/metadata/psx.xml index 5594d86fa..b8d72489a 100644 --- a/themes/linear-es-de/system/metadata/psx.xml +++ b/themes/linear-es-de/system/metadata/psx.xml @@ -1,9 +1,9 @@ - + PlayStation The Sony PlayStation, or PS for short, is a fifth generation (1993–2005) home video game console developed and distributed by Sony Interactive Entertainment. It was released on December 3, 1994 in Japan at a retail price of ¥37,000. The console was later released in North America (1995), Europe (1995), Australia (1995), and Korea (1996). The PlayStation was known for standardizing disc based games over cartridges, as well as controllers with two analog sticks and vibration feedback. The console was discontinued on March 23, 2006. - PlayStation (Japanese: プレイステーション, Hepburn: Pureisutēshon, officially abbreviated as PS) is a Japanese video game brand that consists of five home video game consoles, as well as a media center, an online service, a line of controllers, two handhelds and a phone, as well as multiple magazines. The brand is produced by Sony Interactive Entertainment, a division of Sony, with the first console releasing as the PlayStation in Japan released in December 1994, and worldwide the following year. +PlayStation (Japanese: プレイステーション, Hepburn: Pureisutēshon, officially abbreviated as PS) is a Japanese video game brand that consists of five home video game consoles, as well as a media center, an online service, a line of controllers, two handhelds and a phone, as well as multiple magazines. The brand is produced by Sony Interactive Entertainment, a division of Sony, with the first console releasing as the PlayStation in Japan released in December 1994, and worldwide the following year. Sony 1994 1994-12-03 @@ -15,10 +15,118 @@ F1C002 00A79B 326BB1 + 1-1 + + + La Sony PlayStation, o PS, per a breus, és una consola de videojocs de cinquena generació (1993–2005) desenvolupada i distribuïda per Sony Interactive Entertainment. Va ser llançat el 3 de desembre de 1994 al Japó a un preu al detall de 37.000 ¥. La consola es va publicar més tard a Amèrica del Nord (1995), Europa (1995), Austràlia (1995) i Corea (1996). La PlayStation era coneguda per estandarditzar els jocs basats en disc sobre cartutxos, així com controladors amb dos pals analògics i feedback de vibracions. La consola es va suspendre el 23 de març del 2006. + +PlayStation (japonès: プレイステーション, Hepburn: pureisutēshon, oficialment abreujat com PS) és una marca de videojocs japonesa que consta de cinc consoles de videojocs a casa, així com un centre de mitjans, un servei en línia, una línia de controladors, dos talls de mà i unTelèfon, així com diverses revistes. La marca és produïda per Sony Interactive Entertainment, una divisió de Sony, amb la primera consola que es llança com a PlayStation al Japó llançada el desembre de 1994 i a tot el món l'any següent. + Console + + + + + Die Sony PlayStation, kurz PS, ist eine Videospielkonsole der fünften Generation (1993-2005), die von Sony Interactive Entertainment entwickelt und vertrieben wird. Sie wurde am 3. Dezember 1994 in Japan zu einem Verkaufspreis von ¥37.000 veröffentlicht. Die Konsole wurde später auch in Nordamerika (1995), Europa (1995), Australien (1995) und Korea (1996) veröffentlicht. Die PlayStation war bekannt für die Standardisierung von Disc-basierten Spielen anstelle von Cartridges sowie für Controller mit zwei Analogsticks und Vibrationsrückmeldung. Die Konsole wurde am 23. März 2006 aus dem Programm genommen. + +PlayStation (japanisch: プレイステーション, Hepburn: Pureisutēshon, offiziell abgekürzt als PS) ist eine japanische Videospielmarke, die aus fünf Videospielkonsolen für den Heimgebrauch, einem Media Center, einem Online-Dienst, einer Reihe von Controllern, zwei Handhelds und einem Telefon sowie mehreren Zeitschriften besteht. Die Marke wird von Sony Interactive Entertainment, einer Abteilung von Sony, hergestellt. Die erste Konsole wurde als PlayStation im Dezember 1994 in Japan und im folgenden Jahr weltweit veröffentlicht. + Konsole + + + + + La Sony PlayStation, o PS para abreviar, es una videoconsola doméstica de quinta generación (1993-2005) desarrollada y distribuida por Sony Interactive Entertainment. Salió a la venta el 3 de diciembre de 1994 en Japón a un precio de venta al público de 37.000 yenes. La consola se lanzó posteriormente en Norteamérica (1995), Europa (1995), Australia (1995) y Corea (1996). La PlayStation fue conocida por estandarizar los juegos basados en discos en lugar de cartuchos, así como por sus mandos con dos sticks analógicos y retroalimentación por vibración. La consola dejó de fabricarse el 23 de marzo de 2006. + +PlayStation (japonés: プレイステーション, Hepburn: Pureisutēshon, abreviado oficialmente como PS) es una marca japonesa de videojuegos que consta de cinco videoconsolas domésticas, así como un centro multimedia, un servicio en línea, una línea de mandos, dos dispositivos portátiles y un teléfono, además de múltiples revistas. La marca está producida por Sony Interactive Entertainment, una división de Sony, y la primera consola se lanzó como PlayStation en Japón en diciembre de 1994, y en todo el mundo al año siguiente. + Consola + + + + + La Sony PlayStation, ou PS en abrégé, est une console de jeux vidéo de salon de cinquième génération (1993-2005) développée et distribuée par Sony Interactive Entertainment. Elle est sortie le 3 décembre 1994 au Japon au prix de détail de 37 000 ¥. La console a ensuite été commercialisée en Amérique du Nord (1995), en Europe (1995), en Australie (1995) et en Corée (1996). La PlayStation était connue pour avoir standardisé les jeux sur disque par rapport aux cartouches, ainsi que pour ses manettes à deux sticks analogiques et à retour de vibration. La console a été arrêtée le 23 mars 2006. + +PlayStation (japonais : プレイステーション, Hepburn : Pureisutēshon, officiellement abrégé en PS) est une marque japonaise de jeux vidéo qui se compose de cinq consoles de jeux vidéo de salon, ainsi que d'un centre multimédia, d'un service en ligne, d'une gamme de contrôleurs, de deux ordinateurs de poche et d'un téléphone, ainsi que de plusieurs magazines. La marque est produite par Sony Interactive Entertainment, une division de Sony. La première console est sortie sous le nom de PlayStation au Japon en décembre 1994, et dans le monde entier l'année suivante. + Console + + + + + La Sony PlayStation, o PS in breve, è una console per videogiochi domestica di quinta generazione (1993-2005) sviluppata e distribuita da Sony Interactive Entertainment. È stata rilasciata il 3 dicembre 1994 in Giappone a un prezzo al dettaglio di 37.000 ¥. La console è stata successivamente distribuita in Nord America (1995), Europa (1995), Australia (1995) e Corea (1996). La PlayStation era nota per la standardizzazione dei giochi su disco rispetto alle cartucce, nonché per i controller con due stick analogici e feedback a vibrazione. La console è stata dismessa il 23 marzo 2006. + +PlayStation (giapponese: プレイステーション, Hepburn: Pureisutēshon, ufficialmente abbreviato in PS) è un marchio giapponese di videogiochi che consiste in cinque console per videogiochi domestici, oltre a un media center, un servizio online, una linea di controller, due palmari e un telefono, oltre a diverse riviste. Il marchio è prodotto da Sony Interactive Entertainment, una divisione di Sony, e la prima console è stata rilasciata come PlayStation in Giappone nel dicembre 1994 e in tutto il mondo l'anno successivo. + Console + + + + + De Sony PlayStation, kortweg PS, is een vijfde generatie (1993-2005) videogameconsole voor thuisgebruik, ontwikkeld en verdeeld door Sony Interactive Entertainment. De console werd op 3 december 1994 in Japan uitgebracht voor een verkoopprijs van 37.000 yen. De console werd later uitgebracht in Noord-Amerika (1995), Europa (1995), Australië (1995) en Korea (1996). De PlayStation stond bekend om de standaardisatie van disc-gebaseerde games in plaats van cartridges, evenals controllers met twee analoge sticks en trilfeedback. De console werd op 23 maart 2006 uit productie genomen. + +PlayStation (Japans: プレイテーション, Hepburn: Pureisutēshon, officieel afgekort als PS) is een Japans videogamemerk dat bestaat uit vijf videogameconsoles voor thuisgebruik, evenals een mediacenter, een online service, een lijn controllers, twee handhelds en een telefoon, evenals meerdere tijdschriften. Het merk wordt geproduceerd door Sony Interactive Entertainment, een divisie van Sony. De eerste console kwam uit als PlayStation in Japan in december 1994 en wereldwijd het jaar daarop. + Console + + + + + Sony PlayStation, w skrócie PS, to domowa konsola do gier wideo piątej generacji (1993-2005), opracowana i dystrybuowana przez Sony Interactive Entertainment. Została wydana 3 grudnia 1994 roku w Japonii w cenie detalicznej 37 000 jenów. Konsola została później wydana w Ameryce Północnej (1995), Europie (1995), Australii (1995) i Korei (1996). PlayStation było znane ze standaryzacji gier opartych na płytach zamiast kartridży, a także kontrolerów z dwoma analogowymi drążkami i wibracjami. Konsola została wycofana z produkcji 23 marca 2006 roku. + +PlayStation (jap. プレイステーション, Hepburn: Pureisutēshon, oficjalnie w skrócie PS) to japońska marka gier wideo, która składa się z pięciu domowych konsol do gier wideo, a także centrum multimedialnego, usługi online, linii kontrolerów, dwóch handheldów i telefonu, a także wielu czasopism. Marka jest produkowana przez Sony Interactive Entertainment, oddział Sony, a pierwsza konsola została wydana jako PlayStation w Japonii w grudniu 1994 roku, a na całym świecie w następnym roku. + Konsola + + + + + O Sony PlayStation, ou PS, é um console de videogame doméstico de quinta geração (1993-2005) desenvolvido e distribuído pela Sony Interactive Entertainment. Foi lançado em 3 de dezembro de 1994 no Japão a um preço de varejo de ¥37.000. O console foi lançado posteriormente na América do Norte (1995), Europa (1995), Austrália (1995) e Coreia (1996). O PlayStation ficou conhecido por padronizar os jogos baseados em disco em vez de cartuchos, bem como os controles com duas alavancas analógicas e feedback de vibração. O console foi descontinuado em 23 de março de 2006. + +PlayStation (em japonês: プレイステーション, Hepburn: Pureisutēshon, oficialmente abreviado como PS) é uma marca japonesa de videogame que consiste em cinco consoles de videogame domésticos, além de um centro de mídia, um serviço on-line, uma linha de controles, dois dispositivos portáteis e um telefone, bem como várias revistas. A marca é produzida pela Sony Interactive Entertainment, uma divisão da Sony, com o lançamento do primeiro console como PlayStation no Japão, em dezembro de 1994, e mundialmente no ano seguinte. + Console + + + + + Sony PlayStation, sau pe scurt PS, este o consolă de jocuri video pentru acasă din a cincea generație (1993-2005) dezvoltată și distribuită de Sony Interactive Entertainment. A fost lansată pe 3 decembrie 1994 în Japonia la un preț de vânzare cu amănuntul de ¥37,000. Consola a fost lansată ulterior în America de Nord (1995), Europa (1995), Australia (1995) și Coreea (1996). PlayStation a fost cunoscută pentru standardizarea jocurilor pe bază de disc în detrimentul cartușelor, precum și pentru controllerele cu două stick-uri analogice și feedback prin vibrații. Consola a fost întreruptă pe 23 martie 2006. + +PlayStation (japoneză: プレイステーション, Hepburn: Pureisutēshon, abreviat oficial ca PS) este o marcă japoneză de jocuri video care constă în cinci console de jocuri video pentru acasă, precum și un centru media, un serviciu online, o linie de controlere, două console portabile și un telefon, precum și mai multe reviste. Marca este produsă de Sony Interactive Entertainment, o divizie a Sony, cu prima consolă lansată ca PlayStation în Japonia lansat în decembrie 1994, și la nivel mondial în anul următor. + Consolă + + + + + Sony PlayStation (сокращенно PS) - домашняя игровая консоль пятого поколения (1993-2005), разработанная и распространяемая компанией Sony Interactive Entertainment. Она была выпущена 3 декабря 1994 года в Японии по розничной цене ¥37 000. Позже консоль была выпущена в Северной Америке (1995), Европе (1995), Австралии (1995) и Корее (1996). PlayStation была известна тем, что игры на дисках стали стандартом, а не картриджами, а также контроллерами с двумя аналоговыми стиками и вибрационной обратной связью. Консоль была снята с производства 23 марта 2006 года. + +PlayStation (японский язык: プレイステーション, написание: Pureisutēshon, официальное сокращение - PS) - японский бренд видеоигр, включающий в себя пять домашних игровых консолей, а также медиацентр, онлайн-сервис, линейку контроллеров, два портативных устройства и телефон, а также множество журналов. Бренд выпускается компанией Sony Interactive Entertainment, подразделением Sony. Первая консоль PlayStation была выпущена в Японии в декабре 1994 года, а в следующем году - по всему миру. + Консоль + + + Sony PlayStation, eller PS som den förkortas, är en femte generationens (1993-2005) hemkonsol för videospel som utvecklats och distribueras av Sony Interactive Entertainment. Den släpptes den 3 december 1994 i Japan till ett detaljhandelspris av 37.000 yen. Konsolen släpptes senare i Nordamerika (1995), Europa (1995), Australien (1995) och Korea (1996). PlayStation var känd för att standardisera skivbaserade spel i stället för kassetter, samt för kontroller med två analoga spakar och vibrationsfeedback. Konsolen slutade säljas den 23 mars 2006. + +PlayStation (japanska: プレイステーション, Hepburn: Pureisutēshon, officiellt förkortat PS) är ett japanskt varumärke för videospel som består av fem hemkonsoler för videospel, ett mediecenter, en onlinetjänst, en serie handkontroller, två handdatorer och en telefon samt flera tidningar. Varumärket produceras av Sony Interactive Entertainment, en division inom Sony, och den första konsolen släpptes som PlayStation i Japan i december 1994 och i hela världen året därpå. Konsol + + + ソニーのプレイステーション、略してPSは、ソニー・インタラクティブエンタテインメントが開発・販売する第5世代(1993年~2005年)の家庭用ゲーム機である。日本では1994年12月3日に37,000円で発売された。その後、北米(1995年)、欧州(1995年)、オーストラリア(1995年)、韓国(1996年)でも発売された。プレイステーションは、カートリッジではなくディスクベースのゲームを標準化し、2つのアナログスティックと振動フィードバックを備えたコントローラーを採用したことで知られる。このゲーム機は2006年3月23日に販売終了となった。 + +プレイステーション」(日本語: プレイステーション、ヘボン: ぷれいすてーしょん、正式略称: PS)は、日本のビデオゲームブランドであり、5つの家庭用ゲーム機、メディアセンター、オンラインサービス、コントローラーのラインアップ、2つの携帯ゲーム機、携帯電話、複数の雑誌で構成されている。ブランドはソニーの一部門であるソニー・インタラクティブエンタテインメントがプロデュースしており、最初のゲーム機は1994年12月に日本で発売され、翌年には全世界で「プレイステーション」として発売された。 + コンソール + + + + + 소니 플레이스테이션 또는 줄여서 PS는 소니 인터랙티브 엔터테인먼트에서 개발 및 배포한 5세대(1993-2005) 가정용 비디오 게임 콘솔입니다. 1994년 12월 3일 일본에서 37,000엔의 소매가로 출시되었습니다. 이후 북미(1995), 유럽(1995), 호주(1995), 한국(1996)에서 출시되었습니다. 플레이스테이션은 카트리지 대신 디스크 기반 게임과 두 개의 아날로그 스틱과 진동 피드백이 있는 컨트롤러를 표준화한 것으로 유명했습니다. 이 콘솔은 2006년 3월 23일에 단종되었습니다. + +플레이스테이션(일본어: プレイステーション, 헵번: 퓨레이수테숀, 공식 약칭: PS)은 5대의 가정용 비디오 게임 콘솔과 미디어 센터, 온라인 서비스, 컨트롤러 라인, 핸드헬드 2대와 휴대폰, 그리고 여러 잡지로 구성된 일본의 비디오 게임 브랜드입니다. 이 브랜드는 소니의 한 사업부인 소니 인터랙티브 엔터테인먼트에서 제작하며, 1994년 12월 일본과 이듬해 전 세계에 PlayStation이라는 이름으로 첫 번째 콘솔을 출시했습니다. + 콘솔 + + + + + 索尼 PlayStation,简称 PS,是索尼互动娱乐公司开发和发行的第五代(1993-2005 年)家用视频游戏机。它于 1994 年 12 月 3 日在日本发布,零售价为 37,000 日元。该游戏机随后在北美(1995 年)、欧洲(1995 年)、澳大利亚(1995 年)和韩国(1996 年)发售。PlayStation 以光盘游戏标准化而非卡带游戏标准化而著称,同时还采用了带有两个模拟摇杆和振动反馈的控制器。该游戏机于 2006 年 3 月 23 日停产。 + +PlayStation(日语:プレイステーション,合本:Pureisutēshon,正式缩写为 PS)是一个日本视频游戏品牌,由五台家用视频游戏机、一个媒体中心、一个在线服务、一系列控制器、两台掌上电脑和一部手机以及多种杂志组成。该品牌由索尼旗下的索尼互动娱乐公司生产,第一台游戏机于 1994 年 12 月以 PlayStation 的名义在日本发布,次年在全球发布。 + 控制台 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/pv1000.xml b/themes/linear-es-de/system/metadata/pv1000.xml index 1f7626e67..e1004d990 100644 --- a/themes/linear-es-de/system/metadata/pv1000.xml +++ b/themes/linear-es-de/system/metadata/pv1000.xml @@ -1,11 +1,11 @@ - + PV-1000 The Casio PV-1000 (ぴーぶいせん, Pi Bui-Sen) is a third-generation home video game console manufactured by Casio and released in Japan in 1983. It was discontinued less than a year after release. - The PV-1000 was released in October 1983. It was only released in Japan where it sold for 14,800 yen. Casio failed to achieve a significant market share. According to retrogames.co.uk the console was pulled after several weeks; due to low sales. +The PV-1000 was released in October 1983. It was only released in Japan where it sold for 14,800 yen. Casio failed to achieve a significant market share. According to retrogames.co.uk the console was pulled after several weeks; due to low sales. - The PV-1000 is powered by a Zilog Z80 CPU, with 2 KB RAM, with 1 KB allocated as VRAM. It also has an additional 1 KB devoted to a character generator. Graphics were provided by a Texas Instruments TMS9918, generating a 256x192 pixel resolution with 8 colours. The console contains a NEC D65010G031 chip used to output video and sound. It had three square wave voices with 6 bits to control the period. +The PV-1000 is powered by a Zilog Z80 CPU, with 2 KB RAM, with 1 KB allocated as VRAM. It also has an additional 1 KB devoted to a character generator. Graphics were provided by a Texas Instruments TMS9918, generating a 256x192 pixel resolution with 8 colours. The console contains a NEC D65010G031 chip used to output video and sound. It had three square wave voices with 6 bits to control the period. Casio 1983 1983-10-01 @@ -17,10 +17,146 @@ 4FBBB2 DCD9D1 D13931 + 1-1 + + + El Casio PV-1000 (ぴーぶいせん, Pi Bui-Sen) és una consola de videojocs de tercera generació fabricada per Casio i llançada al Japó el 1983. Es va suspendre menys d’un any després del llançament. + +El PV-1000 es va publicar a l'octubre de 1983. Només es va publicar al Japó on es va vendre per 14.800 iens. Casio no va aconseguir una quota de mercat important. Segons Retrogames.co.uk, la consola es va treure al cap de diverses setmanes;A causa de les baixes vendes. + +El PV-1000 està alimentat per una CPU Zilog Z80, amb 2 kb de RAM, amb 1 kb assignat com a VRAM. També té 1 kb addicional dedicat a un generador de caràcters. Els gràfics van ser proporcionats per un Texas Instruments TMS9918, generant una resolució de 256x192 píxels amb 8 colors. La consola conté un xip NEC D65010G031 que s’utilitza per emetre vídeo i so. Tenia tres veus d’ones quadrades amb 6 bits per controlar el període. + Console + + + + + Das Casio PV-1000 (ぴーぶいせん, Pi Bui-Sen) ist eine Heimvideospielkonsole der dritten Generation, die von Casio hergestellt und 1983 in Japan veröffentlicht wurde. Sie wurde weniger als ein Jahr nach der Veröffentlichung eingestellt. + +Der PV-1000 wurde im Oktober 1983 veröffentlicht. Es wurde nur in Japan veröffentlicht, wo es für 14.800 Yen verkauft wurde. Casio gelang es nicht, einen bedeutenden Marktanteil zu erreichen. Nach Angaben von retrogames.co.uk wurde die Konsole aufgrund der geringen Verkaufszahlen nach einigen Wochen vom Markt genommen. + +Der PV-1000 wird von einer Zilog Z80-CPU angetrieben und verfügt über 2 KB RAM, von denen 1 KB als VRAM zugewiesen sind. Außerdem verfügt es über 1 KB für einen Zeichengenerator. Für die Grafik sorgt ein Texas Instruments TMS9918, der eine Auflösung von 256x192 Pixeln mit 8 Farben erzeugt. Die Konsole enthält einen NEC D65010G031 Chip, der für die Ausgabe von Video und Ton verwendet wird. Er verfügte über drei Rechteckwellen-Stimmen mit 6 Bits zur Steuerung der Periode. + Konsole + + + + + La Casio PV-1000 (ぴーぶいせん, Pi Bui-Sen) es una videoconsola doméstica de tercera generación fabricada por Casio y lanzada en Japón en 1983. Se dejó de fabricar menos de un año después de su lanzamiento. + +La PV-1000 salió a la venta en octubre de 1983. Sólo salió a la venta en Japón, donde se vendió por 14.800 yenes. Casio no consiguió una cuota de mercado significativa. Según retrogames.co.uk, la consola se retiró después de varias semanas debido a las bajas ventas. + +La PV-1000 funciona con una CPU Zilog Z80, 2 KB de RAM y 1 KB de VRAM. También tiene 1 KB adicional dedicado a un generador de caracteres. Los gráficos fueron proporcionados por un Texas Instruments TMS9918, generando una resolución de 256x192 píxeles con 8 colores. La consola contiene un chip NEC D65010G031 utilizado para la salida de vídeo y sonido. Tenía tres voces de onda cuadrada con 6 bits para controlar el periodo. + Consola + + + + + La Casio PV-1000 (ぴーぶいせん, Pi Bui-Sen) est une console de jeu vidéo de salon de troisième génération fabriquée par Casio et commercialisée au Japon en 1983. Elle a été abandonnée moins d'un an après sa sortie. + +Le PV-1000 est sorti en octobre 1983. Elle n'a été commercialisée qu'au Japon, où elle a été vendue au prix de 14 800 yens. Casio n'a pas réussi à obtenir une part de marché significative. Selon retrogames.co.uk, la console a été retirée du marché après plusieurs semaines en raison des faibles ventes. + +Le PV-1000 est équipé d'un processeur Zilog Z80, d'une mémoire vive de 2 Ko, dont 1 Ko est alloué à la VRAM. Il dispose également d'une mémoire supplémentaire de 1 Ko consacrée à un générateur de caractères. Les graphiques sont fournis par un Texas Instruments TMS9918, générant une résolution de 256x192 pixels avec 8 couleurs. La console contient une puce NEC D65010G031 utilisée pour produire de la vidéo et du son. Elle disposait de trois voix d'ondes carrées avec 6 bits pour contrôler la période. + Console + + + + + Il Casio PV-1000 (ぴーぶいせん, Pi Bui-Sen) è una console per videogiochi di terza generazione prodotta da Casio e rilasciata in Giappone nel 1983. È stata dismessa meno di un anno dopo l'uscita. + +Il PV-1000 è stato rilasciato nell'ottobre 1983. Venne commercializzata solo in Giappone, dove fu venduta al prezzo di 14.800 yen. Casio non riuscì a raggiungere una quota di mercato significativa. Secondo retrogames.co.uk, la console fu ritirata dopo alcune settimane a causa delle scarse vendite. + +Il PV-1000 è alimentato da una CPU Zilog Z80, con 2 KB di RAM, di cui 1 KB allocato come VRAM. Dispone inoltre di un ulteriore 1 KB dedicato a un generatore di caratteri. La grafica è stata fornita da un Texas Instruments TMS9918, che genera una risoluzione di 256x192 pixel a 8 colori. La console contiene un chip NEC D65010G031 utilizzato per l'uscita video e audio. Disponeva di tre voci a onda quadra con 6 bit per il controllo del periodo. + Console + + + + + De Casio PV-1000 (ぴーぶいせん, Pi Bui-Sen) is een derde generatie home video game console geproduceerd door Casio en uitgebracht in Japan in 1983. De console werd minder dan een jaar na de release uit productie genomen. + +De PV-1000 werd uitgebracht in oktober 1983. Hij werd alleen in Japan uitgebracht en kostte daar 14.800 yen. Casio slaagde er niet in een significant marktaandeel te verwerven. Volgens retrogames.co.uk werd de console na enkele weken uit de handel genomen vanwege de lage verkoopcijfers. + +De PV-1000 wordt aangedreven door een Zilog Z80 CPU, met 2 KB RAM, waarvan 1 KB is toegewezen als VRAM. Het heeft ook een extra 1 KB gewijd aan een karaktergenerator. De graphics worden geleverd door een Texas Instruments TMS9918, die een resolutie genereert van 256x192 pixels met 8 kleuren. De console bevat een NEC D65010G031 chip die wordt gebruikt om video en geluid uit te voeren. Deze had drie blokgolfstemmen met 6 bits om de periode te regelen. + Console + + + + + Casio PV-1000 (ぴーぶいせん, Pi Bui-Sen) to domowa konsola do gier wideo trzeciej generacji wyprodukowana przez Casio i wydana w Japonii w 1983 roku. Została wycofana z produkcji niecały rok po premierze. + +PV-1000 została wydana w październiku 1983 roku. Została wydana tylko w Japonii, gdzie była sprzedawana za 14 800 jenów. Casio nie udało się osiągnąć znaczącego udziału w rynku. Według retrogames.co.uk konsola została wycofana po kilku tygodniach z powodu niskiej sprzedaży. + +PV-1000 jest zasilany przez procesor Zilog Z80, z 2 KB pamięci RAM, z 1 KB przydzielonym jako VRAM. Posiada również dodatkowy 1 KB przeznaczony na generator znaków. Za grafikę odpowiada układ Texas Instruments TMS9918, generujący obraz w rozdzielczości 256x192 pikseli i 8 kolorach. Konsola zawiera układ NEC D65010G031 używany do odtwarzania obrazu i dźwięku. Posiadał on trzy głosy fali prostokątnej z 6 bitami do kontroli okresu. + Konsola + + + + + O Casio PV-1000 (ぴーぶいせん, Pi Bui-Sen) é um console de videogame doméstico de terceira geração fabricado pela Casio e lançado no Japão em 1983. Foi descontinuado menos de um ano após o lançamento. + +O PV-1000 foi lançado em outubro de 1983. Foi lançado apenas no Japão, onde foi vendido por 14.800 ienes. A Casio não conseguiu obter uma participação significativa no mercado. De acordo com o site retrogames.co.uk, o console foi retirado do mercado após várias semanas, devido às baixas vendas. + +O PV-1000 é alimentado por uma CPU Zilog Z80, com 2 KB de RAM, sendo 1 KB alocado como VRAM. Ele também tem 1 KB adicional dedicado a um gerador de caracteres. Os gráficos foram fornecidos por um TMS9918 da Texas Instruments, gerando uma resolução de 256x192 pixels com 8 cores. O console contém um chip NEC D65010G031 usado para saída de vídeo e som. Ele tinha três vozes de onda quadrada com 6 bits para controlar o período. + Console + + + + + Casio PV-1000 (ぴーぶいせん, Pi Bui-Sen) este o consolă de jocuri video de a treia generație fabricată de Casio și lansată în Japonia în 1983. A fost discontinuată la mai puțin de un an de la lansare. + +PV-1000 a fost lansat în octombrie 1983. A fost lansată doar în Japonia, unde a fost vândută pentru 14.800 yeni. Casio nu a reușit să obțină o cotă de piață semnificativă. Potrivit retrogames.co.uk consola a fost retrasă după câteva săptămâni; din cauza vânzărilor scăzute. + +PV-1000 este alimentat de un CPU Zilog Z80, cu 2 KB RAM, cu 1 KB alocat ca VRAM. Are, de asemenea, 1 KB suplimentar dedicat unui generator de caractere. Grafica a fost asigurată de un Texas Instruments TMS9918, generând o rezoluție de 256x192 pixeli cu 8 culori. Consola conține un cip NEC D65010G031 utilizat pentru a emite video și sunet. Acesta avea trei voci cu unde pătrate cu 6 biți pentru a controla perioada. + Consolă + + + + + Casio PV-1000 (ぴーぶいせん, Pi Bui-Sen) - домашняя игровая приставка третьего поколения, выпущенная компанией Casio в Японии в 1983 году. Она была снята с производства менее чем через год после выпуска. + +PV-1000 была выпущена в октябре 1983 года. Она была выпущена только в Японии, где продавалась по цене 14 800 иен. Casio не удалось завоевать значительную долю рынка. По данным сайта retrogames.co.uk, консоль была снята с продажи через несколько недель из-за низких продаж. + +PV-1000 работает на процессоре Zilog Z80, имеет 2 КБ оперативной памяти, из которых 1 КБ отводится под VRAM. Еще 1 КБ отведен под генератор символов. Графика обеспечивается процессором Texas Instruments TMS9918 с разрешением 256x192 пикселя и 8 цветами. Консоль содержит чип NEC D65010G031, используемый для вывода видео и звука. Она имела три голоса квадратных волн с 6 битами для управления периодом. + Консоль + + + Casio PV-1000 (ぴーぶいせん, Pi Bui-Sen) är en tredje generationens hemkonsol för videospel som tillverkades av Casio och släpptes i Japan 1983. Den slutade säljas mindre än ett år efter lanseringen. + +PV-1000 släpptes i oktober 1983. Den släpptes endast i Japan där den såldes för 14.800 yen. Casio lyckades inte uppnå en betydande marknadsandel. Enligt retrogames.co.uk drogs konsolen tillbaka efter flera veckor på grund av låg försäljning. + +PV-1000 drivs av en Zilog Z80 CPU, med 2 KB RAM, varav 1 KB är allokerat som VRAM. Den har också ytterligare 1 KB som ägnas åt en teckengenerator. Grafiken levererades av en Texas Instruments TMS9918, som genererade en upplösning på 256x192 pixlar med 8 färger. Konsolen innehåller ett NEC D65010G031-chip som används för att mata ut video och ljud. Den hade tre fyrkantsvågröster med 6 bitar för att kontrollera perioden. Konsol + + + カシオPV-1000(ぴーぶいせん、ぴーぶいせん)は、1983年に日本で発売されたカシオ製の第3世代家庭用ゲーム機。発売から1年足らずで生産終了となった。 + +PV-1000は1983年10月に発売された。日本でのみ発売され、14,800円で販売された。カシオは大きなシェアを獲得できなかった。retrogames.co.ukによると、販売台数が少なかったため、このゲーム機は数週間後に撤去された。 + +PV-1000はZilog Z80CPUを搭載し、2KBのRAMと1KBのVRAMを備えている。さらに1KBがキャラクタジェネレータに割り当てられている。グラフィックはテキサス・インスツルメンツのTMS9998で、256×192ピクセル、8色の解像度を持つ。コンソールには、ビデオとサウンドを出力するためのNEC D65010G031チップが搭載されている。6ビットで周期を制御する3つの矩形波ボイスを備えていた。 + コンソール + + + + + 카시오 PV-1000(ぴーぶいせん, 파이 부이 센)은 카시오에서 제조한 3세대 가정용 비디오 게임 콘솔로 1983년 일본에서 출시되었습니다. 출시 후 1년도 채 되지 않아 단종되었습니다. + +PV-1000은 1983년 10월에 출시되었습니다. 일본에서만 출시되어 14,800엔에 판매되었습니다. 카시오는 큰 시장 점유율을 달성하지 못했습니다. retrogames.co.uk에 따르면 이 콘솔은 판매량 저조로 인해 몇 주 만에 단종되었습니다. + +PV-1000은 2KB RAM과 1KB가 VRAM으로 할당된 Zilog Z80 CPU로 구동됩니다. 또한 캐릭터 생성기에 1KB가 추가로 할당되어 있습니다. 그래픽은 텍사스 인스트루먼트 TMS9918로 256x192픽셀 해상도와 8가지 색상을 생성합니다. 콘솔에는 비디오 및 사운드 출력에 사용되는 NEC D65010G031 칩이 포함되어 있습니다. 이 칩은 6비트의 구형파 음성 세 개를 사용하여 주기를 제어했습니다. + 콘솔 + + + + + 卡西欧 PV-1000 (ぴーぶいせん,Pi Bui-Sen )是卡西欧公司生产的第三代家用视频游戏机,1983 年在日本发布。发售不到一年即停产。 + +PV-1000 于 1983 年 10 月发布。它仅在日本发售,售价为 14,800 日元。卡西欧公司未能获得很大的市场份额。根据 retrogames.co.uk 的报道,由于销量低迷,该控制台在几周后就被撤下。 + +PV-1000 采用 Zilog Z80 CPU、2 KB RAM 和 1 KB VRAM。另外还有 1 KB 专用于字符生成器。图形由德州仪器公司的 TMS9918 提供,分辨率为 256x192 像素,有 8 种颜色。控制台包含一个用于输出视频和声音的 NEC D65010G031 芯片。它有三个方波声音,用 6 位来控制周期。 + 控制台 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/quake.xml b/themes/linear-es-de/system/metadata/quake.xml index 392bc221f..64450d986 100644 --- a/themes/linear-es-de/system/metadata/quake.xml +++ b/themes/linear-es-de/system/metadata/quake.xml @@ -1,4 +1,4 @@ - + Quake Quake is a first-person shooter game developed by id Software and published by GT Interactive. The first game in the Quake series, it was originally released for MS-DOS, Microsoft Windows and Linux in 1996, followed by Mac OS and Sega Saturn in 1997 and Nintendo 64 in 1998. In the game, players must find their way through various maze-like, medieval environments while battling monsters using an array of weaponry. The overall atmosphere is dark and gritty, with many stone textures and a rusty, capitalized font. Quake takes inspiration from gothic fiction and the works of H. P. Lovecraft. @@ -13,10 +13,90 @@ 6A3822 3A0901 111111 + 1-1 + + + Quake és un joc de tiradors en primera persona desenvolupat per programari ID i publicat per GT Interactive. El primer joc de la sèrie Quake, es va publicar originalment per a MS-DOS, Microsoft Windows i Linux el 1996, seguit de Mac OS i Sega Saturn el 1997 i Nintendo 64 el 1998. En el joc, els jugadors han de trobar el seu camí a través de diversosAmbients medievals semblants a laberint mentre lluiten contra monstres que utilitzen una gran quantitat d'armes. L’atmosfera general és fosc i agredit, amb moltes textures de pedra i un tipus de lletra rovellat i capitalitzat. Quake s’inspira en la ficció gòtica i les obres de H. P. Lovecraft. + Engine + + + + + Quake ist ein Ego-Shooter-Spiel, das von id Software entwickelt und von GT Interactive veröffentlicht wurde. Das erste Spiel der Quake-Reihe wurde ursprünglich 1996 für MS-DOS, Microsoft Windows und Linux veröffentlicht, gefolgt von Mac OS und Sega Saturn im Jahr 1997 und Nintendo 64 im Jahr 1998. In dem Spiel müssen sich die Spieler einen Weg durch verschiedene labyrinthartige, mittelalterliche Umgebungen bahnen, während sie mit einer Reihe von Waffen gegen Monster kämpfen. Die Gesamtatmosphäre ist dunkel und düster, mit vielen Steintexturen und einer rostigen, groß geschriebenen Schrift. Quake ist inspiriert von der Gothic-Fiction und den Werken von H. P. Lovecraft. + Motor + + + + + Quake es un juego de disparos en primera persona desarrollado por id Software y publicado por GT Interactive. Fue el primer juego de la serie Quake y se lanzó originalmente para MS-DOS, Microsoft Windows y Linux en 1996, seguido de Mac OS y Sega Saturn en 1997 y Nintendo 64 en 1998. En el juego, los jugadores deben abrirse camino a través de laberínticos entornos medievales mientras luchan contra monstruos utilizando una gran variedad de armas. La atmósfera general es oscura y arenosa, con muchas texturas de piedra y un tipo de letra oxidado y en mayúsculas. Quake se inspira en la ficción gótica y en las obras de H. P. Lovecraft. + Motor + + + + + Quake est un jeu de tir à la première personne développé par id Software et publié par GT Interactive. Premier jeu de la série Quake, il est sorti pour MS-DOS, Microsoft Windows et Linux en 1996, puis pour Mac OS et Sega Saturn en 1997 et Nintendo 64 en 1998. Dans ce jeu, les joueurs doivent se frayer un chemin dans divers environnements médiévaux ressemblant à des labyrinthes, tout en combattant des monstres à l'aide d'une panoplie d'armes. L'atmosphère générale est sombre et grinçante, avec de nombreuses textures de pierre et une police rouillée en majuscules. Quake s'inspire de la fiction gothique et des œuvres de H. P. Lovecraft. + Moteur + + + + + Quake è uno sparatutto in prima persona sviluppato da id Software e pubblicato da GT Interactive. Primo gioco della serie Quake, è stato originariamente pubblicato per MS-DOS, Microsoft Windows e Linux nel 1996, seguito da Mac OS e Sega Saturn nel 1997 e da Nintendo 64 nel 1998. Nel gioco, i giocatori devono farsi strada attraverso vari ambienti medievali simili a labirinti, mentre combattono i mostri utilizzando una serie di armi. L'atmosfera generale è cupa e grintosa, con molte texture in pietra e un carattere arrugginito e maiuscolo. Quake si ispira alla narrativa gotica e alle opere di H. P. Lovecraft. + Motore + + + + + Quake is een first-person shooter game ontwikkeld door id Software en uitgegeven door GT Interactive. Het eerste spel in de Quake-serie werd oorspronkelijk uitgebracht voor MS-DOS, Microsoft Windows en Linux in 1996, gevolgd door Mac OS en Sega Saturn in 1997 en Nintendo 64 in 1998. In het spel moeten spelers hun weg vinden door verschillende doolhofachtige, middeleeuwse omgevingen terwijl ze met een scala aan wapens tegen monsters vechten. De algehele sfeer is donker en korrelig, met veel stenen texturen en een roestig lettertype met hoofdletters. Quake haalt zijn inspiratie uit gotische fictie en de werken van H.P. Lovecraft. + Motor + + + + + Quake to strzelanka pierwszoosobowa stworzona przez id Software i wydana przez GT Interactive. Pierwsza gra z serii Quake została pierwotnie wydana dla systemów MS-DOS, Microsoft Windows i Linux w 1996 roku, a następnie Mac OS i Sega Saturn w 1997 roku oraz Nintendo 64 w 1998 roku. W grze gracze muszą znaleźć drogę przez różne labiryntowe, średniowieczne środowiska, walcząc z potworami za pomocą szeregu broni. Ogólna atmosfera jest mroczna i szorstka, z wieloma kamiennymi teksturami i zardzewiałą czcionką pisaną wielkimi literami. Quake czerpie inspirację z gotyckiej fikcji i twórczości H. P. Lovecrafta. + Silnik + + + + + Quake é um jogo de tiro em primeira pessoa desenvolvido pela id Software e publicado pela GT Interactive. O primeiro jogo da série Quake foi lançado originalmente para MS-DOS, Microsoft Windows e Linux em 1996, seguido pelo Mac OS e Sega Saturn em 1997 e Nintendo 64 em 1998. No jogo, os jogadores devem encontrar seu caminho em vários ambientes medievais semelhantes a labirintos enquanto lutam contra monstros usando uma variedade de armas. A atmosfera geral é sombria e corajosa, com muitas texturas de pedra e uma fonte enferrujada e em letras maiúsculas. O Quake se inspira na ficção gótica e nas obras de H. P. Lovecraft. + Motor + + + + + Quake este un joc de tip first-person shooter dezvoltat de id Software și publicat de GT Interactive. Primul joc din seria Quake, a fost lansat inițial pentru MS-DOS, Microsoft Windows și Linux în 1996, urmat de Mac OS și Sega Saturn în 1997 și Nintendo 64 în 1998. În joc, jucătorii trebuie să-și găsească drumul prin diverse medii medievale asemănătoare labirintului, în timp ce se luptă cu monștrii folosind o serie de arme. Atmosfera generală este întunecată și granuloasă, cu multe texturi de piatră și un font ruginit, cu majuscule. Quake se inspiră din ficțiunea gotică și din lucrările lui H. P. Lovecraft. + Motor + + + + + Quake - шутер от первого лица, разработанный id Software и изданный GT Interactive. Первая игра в серии Quake, она была выпущена для MS-DOS, Microsoft Windows и Linux в 1996 году, затем для Mac OS и Sega Saturn в 1997 году и Nintendo 64 в 1998 году. В игре игрокам предстоит пробираться через различные средневековые лабиринты, сражаясь с монстрами с помощью разнообразного оружия. Общая атмосфера игры мрачная и мрачная, с множеством каменных текстур и ржавым шрифтом с большими буквами. Quake черпает вдохновение в готической фантастике и произведениях Г. П. Лавкрафта. + Двигатель + + - Spelmotor + Quake är ett förstapersonsskjutspel som utvecklats av id Software och publicerats av GT Interactive. Det är det första spelet i Quake-serien och släpptes ursprungligen för MS-DOS, Microsoft Windows och Linux 1996, följt av Mac OS och Sega Saturn 1997 och Nintendo 64 1998. I spelet måste spelarna hitta vägen genom olika labyrintliknande, medeltida miljöer medan de kämpar mot monster med hjälp av en rad olika vapen. Den övergripande atmosfären är mörk och grusig, med många stenstrukturer och ett rostigt teckensnitt med stora bokstäver. Quake hämtar inspiration från gotisk fiktion och H.P. Lovecrafts verk. + Motor + + + + + Quakeはid Softwareが開発し、GT Interactiveが発売したファーストパーソンシューティングゲームである。Quakeシリーズの第1作で、1996年にMS-DOS、Microsoft Windows、Linux向けに発売され、1997年にMac OSとセガサターン、1998年にNINTENDO64向けに発売された。このゲームでは、プレイヤーはさまざまな武器を駆使してモンスターと戦いながら、迷路のような中世の環境の中で自分の進むべき道を見つけなければならない。全体的な雰囲気は暗く硬質で、石のテクスチャが多用され、錆びた大文字のフォントが使われている。Quakeはゴシック小説やH・P・ラヴクラフトの作品からインスピレーションを得ている。 + エンジン + + + + + 퀘이크는 id 소프트웨어에서 개발하고 GT 인터랙티브에서 퍼블리싱한 1인칭 슈팅 게임입니다. 퀘이크 시리즈의 첫 번째 게임인 이 게임은 1996년 MS-DOS, Microsoft Windows 및 Linux용으로 처음 출시되었고, 1997년에는 Mac OS와 세가 새턴, 1998년에는 닌텐도 64용으로 출시되었습니다. 이 게임에서 플레이어는 다양한 무기를 사용하여 몬스터와 싸우면서 미로와 같은 중세 환경 속에서 길을 찾아야 합니다. 전체적인 분위기는 어둡고 투박하며, 돌 질감이 많고 녹슨 대문자 글꼴이 사용됩니다. 퀘이크는 고딕 소설과 H. P. 러브크래프트의 작품에서 영감을 받았습니다. + 엔진 + + + + + Quake 是一款第一人称射击游戏,由 id Software 开发,GT Interactive 发行。它是 Quake 系列的第一款游戏,最初于 1996 年在 MS-DOS、Microsoft Windows 和 Linux 上发布,随后于 1997 年在 Mac OS 和世嘉土星上发布,1998 年在任天堂 64 上发布。在游戏中,玩家必须在各种迷宫般的中世纪环境中寻找出路,同时使用各种武器与怪物作战。游戏的整体氛围黑暗阴森,有许多石头纹理和生锈的大写字体。Quake 的灵感来自哥特式小说和 H. P. Lovecraft 的作品。 + 发动机 \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/samcoupe.xml b/themes/linear-es-de/system/metadata/samcoupe.xml index c35ab1139..71f72faf2 100644 --- a/themes/linear-es-de/system/metadata/samcoupe.xml +++ b/themes/linear-es-de/system/metadata/samcoupe.xml @@ -1,4 +1,4 @@ - + SAM Coupé The SAM Coupé (pronounced /sæm ku:peɪ/ from its original British English branding) is an 8-bit British home computer that was first released in late 1989. It was based on and designed to have compatibility with the ZX Spectrum 48K and marketed as a logical upgrade from the Spectrum. It was originally manufactured by Miles Gordon Technology (MGT), based in Swansea in the United Kingdom. @@ -13,10 +13,90 @@ C60000 D3D8D3 96958C + 1-1 + + + El Sam Coupé (pronunciat / sæm ku: Peɪ / de la seva original marca britànica anglesa) és un ordinador de casa britànic de 8 bits que es va publicar per primeracom a actualització lògica de l’espectre. Va ser fabricat originalment per Miles Gordon Technology (MGT), amb seu a Swansea al Regne Unit. + Computer + + + + + Der SAM Coupé (ausgesprochen /sæm ku:peɪ/ nach seinem ursprünglichen britischen Namen) ist ein britischer 8-Bit-Heimcomputer, der Ende 1989 auf den Markt kam. Er basierte auf dem ZX Spectrum 48K, war mit diesem kompatibel und wurde als logische Weiterentwicklung des Spectrum vermarktet. Er wurde ursprünglich von Miles Gordon Technology (MGT) mit Sitz in Swansea im Vereinigten Königreich hergestellt. + Computer + + + + + El SAM Coupé (pronunciado /sæm ku:peɪ/ por su marca original en inglés británico) es un ordenador doméstico británico de 8 bits que salió a la venta a finales de 1989. Estaba basado y diseñado para ser compatible con el ZX Spectrum 48K y se comercializó como una actualización lógica del Spectrum. Fue fabricado originalmente por Miles Gordon Technology (MGT), con sede en Swansea (Reino Unido). + Ordenador + + + + + Le SAM Coupé (prononcé /sæm ku:peɪ/ à partir de son nom anglais original) est un ordinateur domestique britannique 8 bits qui a été commercialisé pour la première fois à la fin de l'année 1989. Il était basé sur le ZX Spectrum 48K et conçu pour être compatible avec celui-ci, et il a été commercialisé comme une évolution logique du Spectrum. Il a été fabriqué à l'origine par Miles Gordon Technology (MGT), basé à Swansea au Royaume-Uni. + Ordinateur + + + + + Il SAM Coupé (pronunciato /sæm ku:peɪ/ dal suo marchio originale in inglese britannico) è un home computer britannico a 8 bit rilasciato per la prima volta alla fine del 1989. Era basato e progettato per essere compatibile con lo ZX Spectrum 48K e commercializzato come un logico upgrade dello Spectrum. Fu originariamente prodotto da Miles Gordon Technology (MGT), con sede a Swansea, nel Regno Unito. + Computer + + + + + De SAM Coupé (uitgesproken als /sæm ku:peɪ/ van de originele Brits-Engelse merknaam) is een 8-bit Britse thuiscomputer die eind 1989 voor het eerst werd uitgebracht. Hij was gebaseerd op en ontworpen om compatibel te zijn met de ZX Spectrum 48K en werd op de markt gebracht als een logische upgrade van de Spectrum. Hij werd oorspronkelijk gemaakt door Miles Gordon Technology (MGT), gevestigd in Swansea in het Verenigd Koninkrijk. + Computer + + + + + SAM Coupé (wymawiane jako /sæm ku:peɪ/ od oryginalnego brytyjskiego angielskiego brandingu) to 8-bitowy brytyjski komputer domowy, który został po raz pierwszy wydany pod koniec 1989 roku. Był on oparty i zaprojektowany tak, aby był kompatybilny z ZX Spectrum 48K i sprzedawany jako logiczne ulepszenie Spectrum. Pierwotnie został wyprodukowany przez Miles Gordon Technology (MGT) z siedzibą w Swansea w Wielkiej Brytanii. + Komputer + + + + + O SAM Coupé (pronuncia-se /sæm ku:peɪ/ de sua marca original em inglês britânico) é um computador doméstico britânico de 8 bits que foi lançado pela primeira vez no final de 1989. Ele foi baseado e projetado para ser compatível com o ZX Spectrum 48K e comercializado como uma atualização lógica do Spectrum. Foi originalmente fabricado pela Miles Gordon Technology (MGT), com sede em Swansea, no Reino Unido. + Computador + + + + + SAM Coupé (pronunțat /sæm ku:peɪ/ de la brandingul său original din engleza britanică) este un computer de casă britanic pe 8 biți care a fost lansat pentru prima dată la sfârșitul anului 1989. Acesta a fost bazat pe și proiectat pentru a avea compatibilitate cu ZX Spectrum 48K și comercializat ca un upgrade logic de la Spectrum. Acesta a fost inițial fabricat de Miles Gordon Technology (MGT), cu sediul în Swansea, Regatul Unit. + Computer + + + + + SAM Coupé (произносится /sæm ku:peɪ/ от оригинального британского английского названия) - это 8-битный британский домашний компьютер, впервые выпущенный в конце 1989 года. Он был основан на ZX Spectrum 48K и разработан для совместимости с ним, а также продавался как логическое обновление Spectrum. Изначально он производился компанией Miles Gordon Technology (MGT), расположенной в городе Суонси в Великобритании. + Компьютер + + + SAM Coupé (uttalas /sæm ku:peɪ/ från dess ursprungliga brittisk-engelska varumärke) är en brittisk 8-bitars hemdator som först släpptes i slutet av 1989. Den var baserad på och utformad för att vara kompatibel med ZX Spectrum 48K och marknadsfördes som en logisk uppgradering från Spectrum. Den tillverkades ursprungligen av Miles Gordon Technology (MGT), baserat i Swansea i Storbritannien. Dator + + + SAMクーペ(発音:/sæm ku:pe↪Ll_26A/元のイギリス英語のブランド名から)は、1989年後半に発売されたイギリスの8ビット家庭用コンピュータである。ZX Spectrum 48Kをベースに設計され、Spectrumからの論理的なアップグレードとして販売された。当初はイギリスのスワンシーに本社を置くマイルズ・ゴードン・テクノロジー(MGT)が製造していた。 + コンピューター + + + + + 샘 쿠페(원래 영국식 영어 브랜드에서 /sæm ku:peɪ/로 발음)는 1989년 말에 처음 출시된 8비트 영국 가정용 컴퓨터입니다. ZX Spectrum 48K를 기반으로 하고 호환성을 갖도록 설계되었으며 Spectrum의 논리적 업그레이드로 판매되었습니다. 원래는 영국 스완지에 본사를 둔 마일즈 고든 테크놀로지(MGT)에서 제조했습니다. + 컴퓨터 + + + + + SAM Coupé(发音为/sæm ku:peɪ/,源自其最初的英式英语品牌)是一款 8 位英国家用电脑,于 1989 年底首次发布。它以 ZX Spectrum 48K 为基础设计,与 ZX Spectrum 48K 兼容,是 Spectrum 的合理升级版。它最初由位于英国斯旺西的迈尔斯-戈登技术公司(MGT)生产。 + 计算机 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/satellaview.xml b/themes/linear-es-de/system/metadata/satellaview.xml index d426066c9..d8f6fc70f 100644 --- a/themes/linear-es-de/system/metadata/satellaview.xml +++ b/themes/linear-es-de/system/metadata/satellaview.xml @@ -1,4 +1,4 @@ - + Satellaview The Satellaview is a satellite modem peripheral for Nintendo's Super Famicom system that was released in Japan in 1995. Available for pre-release orders beginning February 13, 1995, the Satellaview retailed for between ¥14,000 and 18,000 (at the time between USD$141 and 182) and came bundled with the BS-X Game Pak and an 8M Memory Pak. The Satellaview system was developed and released by Nintendo to receive signals broadcast from satellite TV station WOWOW's satellite radio subsidiary, St.GIGA. St.GIGA was responsible for file server management, maintenance, and vocalization for "SoundLink" games. Nintendo data broadcasts were given a fixed time slot known as the Super Famicom Hour during which scrambled Satellaview-related data was streamed via radio waves to be unscrambled by St.GIGA's "BS digital hi-vision TV." As a subscription-based station for ambient and New Age music, St.GIGA listeners were already equipped with "BS tuners" prior to St.GIGA's contract with Nintendo. Satellaview owners who lacked a "BS tuner" had to purchase one separately from St.GIGA at a price of ¥33,000, as well as sign up for Nintendo's and St.GIGA's monthly joint membership fees. Alternatively, users could rent "BS tuners" from St.GIGA for a 6-month period at a price of ¥5,400. Even at this premium price, St.GIGA reported subscriptions peaking at 116,378 households by March 1997, and dropping to around 46,000 by June 2001. @@ -13,10 +13,90 @@ CD2943 FFDF68 647A54 + 1-1 + + + The SatellaView és un perifèric de mòdem per satèl·lit per al sistema Super Famicom de Nintendo que es va publicar al Japó el 1995. Disponible per a les comandes pre-llançament a partir del 13 de febrer de 1995, el SatellaView es venia entre 14.000 i 18.000 ¥ (en aquell moment entre 141 i 182 dòlars USD i 182 USD) i es va incloure amb el joc BS-X Pak i un Pak de 8 m de memòria. El sistema SatellaView va ser desenvolupat i llançat per Nintendo per rebre senyals emeses de la filial de ràdio Satellite de Satellite TV Wowow, St. Giga. St. Giga es va fer responsable de la gestió, el manteniment i la vocalització del servidor de fitxers per als jocs "SoundLink". Les emissions de dades de Nintendo van rebre una ranura fixa coneguda com la Super Famicom Hour durant la qual es van transmetre les dades relacionades amb SatellaView a través de les ones de ràdio que es van desfer per la "BS Digital Hi-Vision TV" de St. Giga. Com a estació basada en subscripcions per a la música ambiental i la nova era, els oients de St. Giga ja estaven equipats amb "sintonitzadors BS" abans del contracte de St. Giga amb Nintendo. Els propietaris de SatellaView que no tenien un "sintonitzador BS" van haver de comprar -ne un per separat de St. Giga a un preu de 33.000 ¥, a més de registrar -se en les taxes mensuals de membres mensuals de Nintendo i St. Giga. De forma alternativa, els usuaris podrien llogar "sintonitzadors BS" de St. Giga per un període de 6 mesos a un preu de 5.400 ¥. Fins i tot a aquest preu premium, St. Giga va informar de subscripcions a 116.378 llars el març de 1997 i va caure a uns 46.000 al juny del 2001. + Peripheral + + + + + Das Satellaview ist ein Satellitenmodem-Peripheriegerät für Nintendos Super Famicom-System, das 1995 in Japan veröffentlicht wurde. Der Satellaview war ab dem 13. Februar 1995 für Vorbestellungen erhältlich und kostete zwischen ¥14.000 und 18.000 (damals zwischen USD$141 und 182) und wurde zusammen mit dem BS-X Game Pak und einem 8M Memory Pak ausgeliefert. Das Satellaview-System wurde von Nintendo entwickelt und herausgegeben, um Signale zu empfangen, die vom Satellitenfernsehsender WOWOW, der Satellitenradio-Tochtergesellschaft von St.GIGA, ausgestrahlt wurden. St.GIGA war für die Verwaltung der Dateiserver, die Wartung und die Vertonung der "SoundLink"-Spiele zuständig. Nintendo-Datensendungen erhielten ein festes Zeitfenster, die so genannte Super Famicom Hour, in der verschlüsselte Satellaview-bezogene Daten über Radiowellen gestreamt wurden, um von St.GIGAs "BS digital hi-vision TV" entschlüsselt zu werden. Als Abonnement-Sender für Ambient- und New-Age-Musik waren die Hörer von St.GIGA bereits vor dem Vertrag von St.GIGA mit "BS-Tunern" ausgestattet. Satellaview-Besitzer, die keinen "BS-Tuner" hatten, mussten einen solchen separat von St.GIGA zum Preis von 33.000 Yen kaufen und sich für die monatlichen gemeinsamen Mitgliedsbeiträge von Nintendo und St.GIGA anmelden. Alternativ können Nutzer BS-Tuner von St.GIGA für einen Zeitraum von 6 Monaten zum Preis von 5.400 Yen mieten. Selbst bei diesem Höchstpreis meldete St.GIGA, dass die Zahl der Abonnements im März 1997 mit 116.378 Haushalten ihren Höchststand erreichte und bis Juni 2001 auf etwa 46.000 zurückging. + Peripherie + + + + + El Satellaview es un periférico de módem por satélite para la consola Super Famicom de Nintendo que salió a la venta en Japón en 1995. Disponible para pedidos anticipados a partir del 13 de febrero de 1995, el Satellaview se vendía por un precio de entre 14.000 y 18.000 yenes (en aquel momento, entre 141 y 182 dólares) y venía con el cartucho BS-X y un cartucho de memoria de 8 millones. La consola Satellaview fue desarrollada y comercializada por Nintendo para recibir las señales emitidas por la filial de radio por satélite de WOWOW, St.GIGA. St.GIGA se encargaba de la gestión del servidor de archivos, el mantenimiento y la vocalización de los juegos "SoundLink". Las emisiones de datos de Nintendo tenían una franja horaria fija conocida como la "hora de la Super Famicom", durante la cual se emitían por ondas de radio datos codificados relacionados con Satellaview para ser descifrados por la "BS digital hi-vision TV" de St.GIGA. Como emisora de música ambiental y New Age por suscripción, los oyentes de St.GIGA ya estaban equipados con "sintonizadores BS" antes del contrato de St.GIGA con Nintendo. Los propietarios de Satellaview que carecían de un "sintonizador BS" tenían que comprar uno por separado a St.GIGA a un precio de 33.000 yenes, además de suscribirse a las cuotas mensuales conjuntas de Nintendo y St.GIGA. Como alternativa, los usuarios pueden alquilar los "BS tuners" de St.GIGA durante 6 meses a un precio de 5.400 yenes. Incluso a este precio superior, St.GIGA informó de que las suscripciones alcanzaron un máximo de 116.378 hogares en marzo de 1997, y cayeron a unos 46.000 en junio de 2001. + Periférico + + + + + Le Satellaview est un modem satellite périphérique pour la console Super Famicom de Nintendo, sorti au Japon en 1995. Disponible en pré-commande à partir du 13 février 1995, le Satellaview se vendait entre 14 000 et 18 000 ¥ (à l'époque entre 141 et 182 USD) et était livré avec la cartouche de jeu BS-X et une cartouche de mémoire de 8M. La console Satellaview a été développée et commercialisée par Nintendo pour recevoir les signaux diffusés par la filiale radio par satellite de la chaîne de télévision WOWOW, St.GIGA. St.GIGA était responsable de la gestion des serveurs de fichiers, de la maintenance et de la vocalisation des jeux "SoundLink". Les diffusions de données Nintendo ont bénéficié d'un créneau horaire fixe connu sous le nom de "Super Famicom Hour" pendant lequel des données brouillées liées à Satellaview ont été diffusées par ondes radio pour être décodées par la "BS digital hi-vision TV" de St.GIGA. Les auditeurs de St.GIGA, station de musique ambiante et New Age par abonnement, étaient déjà équipés de "tuners BS" avant le contrat de St.GIGA avec Nintendo. Les propriétaires de Satellaview qui n'avaient pas de "BS tuner" devaient en acheter un séparément auprès de St.GIGA au prix de 33 000 ¥, et s'inscrire aux cotisations mensuelles communes de Nintendo et de St.GIGA. GIGA pour une période de 6 mois au prix de 5 400 ¥. Même à ce prix élevé, St.GIGA a indiqué que les abonnements avaient atteint un maximum de 116 378 ménages en mars 1997, pour retomber à environ 46 000 en juin 2001. + Périphérique + + + + + Il Satellaview è una periferica per modem satellitare per la console Super Famicom di Nintendo, rilasciata in Giappone nel 1995. Disponibile per gli ordini di pre-release a partire dal 13 febbraio 1995, il Satellaview era venduto a un prezzo compreso tra 14.000 e 18.000 ¥ (all'epoca tra 141 e 182 dollari USA) e veniva fornito in bundle con il BS-X Game Pak e un 8M Memory Pak. La console Satellaview fu sviluppata e rilasciata da Nintendo per ricevere i segnali trasmessi dalla filiale radiofonica satellitare della stazione televisiva WOWOW, St.GIGA. St.GIGA era responsabile della gestione dei file server, della manutenzione e della vocalizzazione dei giochi "SoundLink". Le trasmissioni di dati Nintendo avevano una fascia oraria fissa, nota come Super Famicom Hour, durante la quale i dati criptati relativi a Satellaview venivano trasmessi via onde radio per essere decodificati dalla "BS digital hi-vision TV" di St.GIGA. Essendo una stazione in abbonamento per musica ambient e New Age, gli ascoltatori di St.GIGA erano già dotati di "sintonizzatori BS" prima del contratto di St.GIGA con Nintendo. I possessori di Satellaview che non disponevano di un "sintonizzatore BS" dovevano acquistarne uno separatamente da St.GIGA al prezzo di 33.000 ¥, oltre a sottoscrivere un abbonamento mensile congiunto con Nintendo e St.GIGA. In alternativa, gli utenti possono noleggiare i "sintonizzatori BS" da St.GIGA per un periodo di 6 mesi al prezzo di 5.400 ¥. Anche a questo prezzo maggiorato, St.GIGA ha riferito che gli abbonamenti hanno raggiunto un picco di 116.378 famiglie nel marzo 1997, per poi scendere a circa 46.000 nel giugno 2001. + Periferica + + + + + De Satellaview is een satellietmodem-randapparaat voor Nintendo's Super Famicom-systeem dat in 1995 in Japan werd uitgebracht. De Satellaview was vanaf 13 februari 1995 verkrijgbaar voor pre-release bestellingen en kostte tussen de 14.000 en 18.000 yen (destijds tussen de 141 en 182 USD). De Satellaview werd geleverd met het BS-X Game Pak en een 8M Memory Pak. Het Satellaview-systeem werd ontwikkeld en uitgebracht door Nintendo om signalen te ontvangen die werden uitgezonden door de satellietradio-dochteronderneming van WOWOW, St.GIGA. St.GIGA was verantwoordelijk voor het beheer van de bestandsserver, het onderhoud en de vocalisatie voor "SoundLink"-spellen. De gegevensuitzendingen van Nintendo kregen een vast tijdslot dat bekend stond als het Super Famicom Uur. Tijdens dit uur werden gecodeerde Satellaview-gerelateerde gegevens via radiogolven gestreamd om te worden gedecodeerd door St.GIGA's "BS digital hi-vision TV". Als abonneestation voor ambient en New Age muziek waren St.GIGA-luisteraars al uitgerust met "BS-tuners" voordat St.GIGA een contract sloot met Nintendo. Satellaview-eigenaars die geen BS-tuner hadden, moesten er een kopen bij St.GIGA voor een prijs van 33.000 yen en zich inschrijven voor de maandelijkse gezamenlijke lidmaatschapskosten van Nintendo en St.GIGA. Als alternatief kunnen gebruikers voor een periode van 6 maanden BS-tuners huren bij St.GIGA voor een prijs van 5.400 yen. Zelfs tegen deze hoge prijs meldde St.GIGA abonnementen met een piek van 116.378 huishoudens in maart 1997, om vervolgens te dalen tot ongeveer 46.000 in juni 2001. + Perifeer + + + + + Satellaview to modem satelitarny do systemu Super Famicom firmy Nintendo, który został wydany w Japonii w 1995 roku. Dostępny w przedsprzedaży od 13 lutego 1995 roku, Satellaview sprzedawany był w cenie od 14 000 do 18 000 jenów (w tamtym czasie od 141 do 182 USD) i był dostarczany w zestawie z BS-X Game Pak i 8M Memory Pak. System Satellaview został opracowany i wydany przez Nintendo w celu odbierania sygnałów nadawanych przez satelitarną stację telewizyjną WOWOW, spółkę zależną radia satelitarnego St.GIGA. St.GIGA była odpowiedzialna za zarządzanie serwerami plików, konserwację i wokalizację dla gier "SoundLink". Transmisje danych Nintendo miały ustalony przedział czasowy znany jako Godzina Super Famicom, podczas której zakodowane dane związane z Satellaview były przesyłane strumieniowo za pośrednictwem fal radiowych w celu ich odkodowania przez "BS digital hi-vision TV" St.GIGA. Jako oparta na subskrypcji stacja muzyki ambient i New Age, słuchacze St.GIGA byli już wyposażeni w "tunery BS" przed zawarciem umowy St.GIGA z Nintendo. Właściciele Satellaview, którzy nie posiadali "tunera BS", musieli zakupić go oddzielnie od St.GIGA w cenie 33 000 jenów, a także zapisać się na comiesięczne wspólne opłaty członkowskie Nintendo i St.GIGA. Alternatywnie, użytkownicy mogą wypożyczyć "tunery BS" od St.GIGA na okres 6 miesięcy w cenie 5 400 jenów. Nawet przy tak wysokiej cenie, St.GIGA zgłosiła, że liczba subskrypcji osiągnęła szczytowy poziom 116 378 gospodarstw domowych w marcu 1997 roku i spadła do około 46 000 w czerwcu 2001 roku. + Peryferyjne + + + + + O Satellaview é um periférico de modem via satélite para o sistema Super Famicom da Nintendo, lançado no Japão em 1995. Disponível para pedidos de pré-lançamento a partir de 13 de fevereiro de 1995, o Satellaview era vendido no varejo por ¥14.000 a 18.000 (na época, entre US$ 141 e 182) e vinha com o BS-X Game Pak e um 8M Memory Pak. O sistema Satellaview foi desenvolvido e lançado pela Nintendo para receber sinais transmitidos pela subsidiária de rádio por satélite da estação de TV WOWOW, a St.GIGA. A St.GIGA era responsável pelo gerenciamento, manutenção e vocalização do servidor de arquivos para os jogos "SoundLink". As transmissões de dados da Nintendo recebiam um intervalo de tempo fixo conhecido como Super Famicom Hour, durante o qual os dados codificados relacionados ao Satellaview eram transmitidos por ondas de rádio para serem descodificados pela "BS digital hi-vision TV" da St.GIGA. Como uma estação baseada em assinatura para música ambiente e New Age, os ouvintes da St.GIGA já estavam equipados com "sintonizadores BS" antes do contrato da St.GIGA com a Nintendo. Os proprietários de Satellaview que não tinham um "sintonizador BS" precisavam comprar um separadamente da St.GIGA ao preço de ¥33.000, além de se inscreverem nas taxas mensais de associação conjunta da Nintendo e da St.GIGA. Como alternativa, os usuários poderiam alugar "sintonizadores BS" da St.GIGA por um período de 6 meses ao preço de ¥5.400. Mesmo com esse preço premium, a St.GIGA informou que as assinaturas atingiram o pico de 116.378 residências em março de 1997 e caíram para cerca de 46.000 em junho de 2001. + Periférico + + + + + Satellaview este un modem de satelit periferic pentru sistemul Super Famicom al Nintendo care a fost lansat în Japonia în 1995. Disponibil pentru comenzi de pre-lansare începând cu 13 februarie 1995, Satellaview a fost vândut la un preț cuprins între ¥14,000 și 18,000 (la acea vreme între USD$141 și 182) și a venit la pachet cu BS-X Game Pak și un 8M Memory Pak. Sistemul Satellaview a fost dezvoltat și lansat de Nintendo pentru a recepționa semnalele transmise de filiala de radio prin satelit a postului de televiziune prin satelit WOWOW, St.GIGA. St.GIGA a fost responsabilă pentru gestionarea serverului de fișiere, întreținere și vocalizare pentru jocurile "SoundLink". Emisiunile de date Nintendo au beneficiat de un interval de timp fix, cunoscut sub numele de Ora Super Famicom, în timpul căruia datele codificate legate de Satellaview au fost transmise prin unde radio pentru a fi decriptate de "BS digital hi-vision TV" al St.GIGA. Fiind un post pe bază de abonament pentru muzică ambientală și New Age, ascultătorii St.GIGA erau deja dotați cu "tunere BS" înainte de contractul St.GIGA cu Nintendo. Proprietarii Satellaview care nu aveau un "BS tuner" trebuiau să achiziționeze unul separat de la St.GIGA, la un preț de 33 000 ¥, precum și să se înscrie la cotizațiile lunare comune ale Nintendo și St.GIGA. Ca alternativă, utilizatorii pot închiria "BS tuners" de la St.GIGA pentru o perioadă de 6 luni, la un preț de 5.400 de yeni. Chiar și la acest preț premium, St.GIGA a raportat că abonamentele au atins un maxim de 116 378 de gospodării până în martie 1997 și au scăzut la aproximativ 46 000 până în iunie 2001. + Periferic + + + + + Satellaview - периферийное устройство со спутниковым модемом для системы Super Famicom от Nintendo, выпущенное в Японии в 1995 году. Satellaview был доступен для предварительного заказа с 13 февраля 1995 года и продавался по цене от 14 000 до 18 000 иен (в то время от 141 до 182 долларов США) в комплекте с игровым пакетом BS-X и пакетом памяти 8M. Система Satellaview была разработана и выпущена Nintendo для приема сигналов, транслируемых спутниковой телестанцией WOWOW, дочерней компанией St.GIGA, занимающейся спутниковым радио. St.GIGA отвечала за управление файловым сервером, техническое обслуживание и озвучивание игр "SoundLink". Трансляции данных Nintendo отводился фиксированный временной интервал, известный как "Час Super Famicom", в течение которого скремблированные данные, связанные с Satellaview, передавались по радиоволнам, чтобы затем быть дешифрованными "BS digital hi-vision TV" St.GIGA. Слушатели St.GIGA, являющейся станцией эмбиент- и нью-эйдж-музыки по подписке, уже были оснащены "BS-тюнерами" до заключения контракта St.GIGA с Nintendo. Владельцы Satellaview, у которых не было "BS-тюнера", должны были приобретать его отдельно у St.GIGA по цене ¥33 000, а также подписываться на ежемесячные совместные членские взносы Nintendo и St.GIGA. В качестве альтернативы пользователи могут арендовать "BS-тюнеры" у St.GIGA на 6 месяцев по цене ¥5 400. Даже при такой высокой цене St.GIGA сообщила, что к марту 1997 года число подписчиков достигло 116 378, а к июню 2001 года снизилось примерно до 46 000. + Периферийное устройство + + - Tillbehör + Satellaview är en satellitmodemutrustning för Nintendos Super Famicom-system som släpptes i Japan 1995. Satellaview kunde förbeställas från och med den 13 februari 1995 och såldes för mellan 14 000 och 18 000 yen (vid den tiden mellan 141 och 182 USD) och levererades tillsammans med BS-X Game Pak och ett 8M Memory Pak. Satellaview-systemet utvecklades och släpptes av Nintendo för att ta emot signaler som sändes från satellit-TV-stationen WOWOW:s satellitradiodotterbolag St.GIGA. St.GIGA ansvarade för hantering av filservern, underhåll och sång för "SoundLink"-spelen. Nintendos datasändningar gavs en fast tidslucka som kallades Super Famicom Hour under vilken krypterad Satellaview-relaterad data strömmade via radiovågor för att avkrypteras av St.GIGAs "BS digital hi-vision TV". Som en abonnemangsbaserad station för ambient och New Age-musik var St.GIGAs lyssnare redan utrustade med "BS-tuners" före St.GIGAs kontrakt med Nintendo. Satellaview-ägare som saknade en "BS-tuner" var tvungna att köpa en separat från St.GIGA till ett pris av 33.000 yen, samt anmäla sig till Nintendos och St.GIGAs gemensamma månatliga medlemsavgifter. Alternativt kunde användare hyra "BS-tuners" från St.GIGA under en 6-månadersperiod till ett pris av 5 400 yen. Även till detta premiumpris rapporterade St.GIGA att abonnemangen nådde en topp på 116.378 hushåll i mars 1997 och sjönk till cirka 46.000 i juni 2001. + Perifer + + + + + Satellaviewは、1995年に日本で発売された任天堂のスーパーファミコン用の衛星モデム周辺機器である。1995年2月13日から先行予約販売され、価格は14,000円から18,000円(当時141ドルから182ドル)で、BS-Xゲームパックと8Mメモリーパックが同梱されていた。衛星放送WOWOWの衛星ラジオ子会社St.GIGAから放送される信号を受信するために任天堂が開発・発売したシステム。St.GIGAはファイルサーバーの管理、メンテナンス、「サウンドリンク」ゲームの発声を担当した。任天堂のデータ放送は、「スーパーファミコンアワー」と呼ばれる決まった時間帯に、スクランブルされたサテラビュー関連のデータを電波で流し、St.GIGAの "BSデジタルハイビジョンTV "でスクランブルを解除していた。St.GIGAはアンビエントやニューエイジの音楽を扱う定額制の放送局であるため、St.GIGAのリスナーは任天堂と契約する以前から "BSチューナー "を持っていた。BSチューナー」を持っていないサテラビューオーナーは、St.GIGAから別途33,000円の「BSチューナー」を購入し、任天堂とSt.GIGAの月額共同会費に加入する必要があった。また、St.GIGAから「BSチューナー」を6ヶ月間、5,400円でレンタルすることもできる。この割高な価格でも、St.GIGAによれば1997年3月までに116,378世帯が加入し、2001年6月には46,000世帯にまで減少した。 + ペリフェラル + + + + + Satellaview는 1995년 일본에서 출시된 닌텐도의 슈퍼 패미컴 시스템용 위성 모뎀 주변기기입니다. 1995년 2월 13일부터 사전 예약 주문이 가능했던 Satellaview는 14,000~18,000엔(당시 미화 141~182달러)에 판매되었으며, BS-X 게임 팩과 8M 메모리 팩이 번들로 제공되었습니다. 위성 TV 방송국 WOWOW의 위성 라디오 자회사인 St.GIGA에서 방송하는 신호를 수신하기 위해 닌텐도가 개발하여 출시한 시스템이 바로 Satellaview 시스템입니다. 세인트가가는 파일 서버 관리, 유지보수, '사운드링크' 게임의 음성화 작업을 담당했습니다. 닌텐도 데이터 방송은 '슈퍼 패미컴 아워'라는 고정된 시간대를 지정하여 이 시간대에 스크램블된 위성방송 관련 데이터를 전파를 통해 스트리밍하여 St.GIGA의 "BS 디지털 하이비전 TV"에서 스크램블을 해제하는 방식으로 진행되었습니다. 앰비언트 및 뉴에이지 음악에 대한 구독 기반 방송국으로서 St.GIGA 청취자들은 St.GIGA가 Nintendo와 계약하기 전에 이미 "BS 튜너"를 장착하고 있었습니다. 'BS 튜너'가 없는 Satellaview 소유자는 33,000엔의 가격으로 St.GIGA에서 별도로 구매해야 했고, Nintendo와 St.GIGA의 월 공동 회비에도 가입해야 했습니다. 또는 6개월 동안 5,400엔의 가격으로 St.GIGA에서 'BS 튜너'를 대여할 수도 있습니다. 이러한 프리미엄 가격에도 불구하고 St.GIGA는 1997년 3월에 116,378가구로 정점을 찍고 2001년 6월에는 약 46,000가구로 감소했습니다. + 주변기기 + + + + + Satellaview 是任天堂超级 Famicom 系统的卫星调制解调器外设,于 1995 年在日本发售。Satellaview 于 1995 年 2 月 13 日开始接受预售订单,零售价在 14,000 日元至 18,000 日元之间(当时为 141 美元至 182 美元),与 BS-X 游戏包和 8M 内存包捆绑销售。任天堂开发并发布的 Satellaview 系统可接收卫星电视台 WOWOW 的卫星广播子公司 St.GIGA 播放的信号。St.GIGA 负责 "SoundLink "游戏的文件服务器管理、维护和发声。任天堂的数据广播有一个固定的时段,被称为 "超级 Famicom 小时",在此期间,与卫星电视相关的加解密数据通过无线电波串流,由 St.GIGA 的 "BS 数字高清电视 "解码。作为一个提供氛围音乐和新世纪音乐的收费电台,St.GIGA 的听众在 St.GIGA 与任天堂签约之前就已经配备了 "BS 调谐器"。没有 "BS 调谐器 "的 Satellaview 用户必须以 3.3 万日元的价格向 St.GIGA 单独购买一个,并每月缴纳任天堂和 St.GIGA 的联合会员费。另外,用户也可以向 St.GIGA 租用为期 6 个月的 "BS 调谐器",价格为 5400 日元。据 St.GIGA 报告,即使按这一高价计算,到 1997 年 3 月,用户数量也达到了 116,378 户,到 2001 年 6 月,用户数量下降到 46,000 户左右。 + 外围设备 \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/saturn.xml b/themes/linear-es-de/system/metadata/saturn.xml index 2d46300ec..19d66a909 100644 --- a/themes/linear-es-de/system/metadata/saturn.xml +++ b/themes/linear-es-de/system/metadata/saturn.xml @@ -1,24 +1,132 @@ - + Sega Saturn The Sega Saturn is a home video game console developed by Sega and released on November 22, 1994 in Japan, May 11, 1995 in North America, and July 8, 1995 in Europe. Part of the fifth generation of video game consoles, it was the successor to the successful Sega Genesis. The Saturn has a dual-CPU architecture and eight processors. Its games are in CD-ROM format, and its game library contains several ports of arcade games as well as original games. - Development of the Saturn began in 1992, the same year Sega's groundbreaking 3D Model 1 arcade hardware debuted. The Saturn was designed around a new CPU from Japanese electronics company Hitachi. Sega added another video display processor in early 1994 to better compete with Sony's forthcoming PlayStation. +Development of the Saturn began in 1992, the same year Sega's groundbreaking 3D Model 1 arcade hardware debuted. The Saturn was designed around a new CPU from Japanese electronics company Hitachi. Sega added another video display processor in early 1994 to better compete with Sony's forthcoming PlayStation. Sega 1995 1995-05-11 May 11, 1995 Console - 3-4 + 145-205 597BD8 0D7176 D1AE44 2740A5 86254A + 1-1 + + + La Sega Saturn és una consola de videojocs a casa desenvolupada per Sega i publicada el 22 de novembre de 1994 al Japó, 11 de maig de 1995 a Amèrica del Nord i el 8 de juliol de 1995 a Europa. Com a part de la cinquena generació de consoles de videojocs, va ser el successor de l’èxit de Sega Genesis. El Saturn té una arquitectura de doble CPU i vuit processadors. Els seus jocs són en format CD-ROM i la seva biblioteca de jocs conté diversos ports de jocs Arcade, així com jocs originals. + +El desenvolupament de Saturn va començar el 1992, el mateix any va debutar el maquinari de l'arcade 3D Model 1 de Sega. El Saturn va ser dissenyat al voltant d'una nova CPU de la companyia d'electrònica japonesa Hitachi. Sega va afegir un altre processador de pantalla de vídeo a principis de 1994 per competir millor amb la propera PlayStation de Sony. + Console + + + + + Der Sega Saturn ist eine von Sega entwickelte Videospielkonsole für den Heimgebrauch, die am 22. November 1994 in Japan, am 11. Mai 1995 in Nordamerika und am 8. Juli 1995 in Europa veröffentlicht wurde. Er gehörte zur fünften Generation von Videospielkonsolen und war der Nachfolger des erfolgreichen Sega Genesis. Der Saturn hat eine Dual-CPU-Architektur und acht Prozessoren. Seine Spiele sind im CD-ROM-Format, und seine Spielebibliothek enthält mehrere Portierungen von Arcade-Spielen sowie Originalspiele. + +Die Entwicklung des Saturn begann 1992, im selben Jahr, in dem Segas bahnbrechende 3D Model 1 Arcade-Hardware auf den Markt kam. Der Saturn wurde mit einer neuen CPU des japanischen Elektronikunternehmens Hitachi entwickelt. Anfang 1994 fügte Sega einen weiteren Videoprozessor hinzu, um besser mit Sonys kommender PlayStation konkurrieren zu können. + Konsole + + + + + La Sega Saturn es una videoconsola doméstica desarrollada por Sega y lanzada el 22 de noviembre de 1994 en Japón, el 11 de mayo de 1995 en Norteamérica y el 8 de julio de 1995 en Europa. Perteneciente a la quinta generación de consolas de videojuegos, fue la sucesora de la exitosa Sega Genesis. La Saturn tiene una arquitectura de doble CPU y ocho procesadores. Sus juegos están en formato CD-ROM, y su biblioteca contiene varios ports de juegos arcade, así como juegos originales. + +El desarrollo de la Saturn comenzó en 1992, el mismo año en que debutó la innovadora máquina recreativa 3D Model 1 de Sega. La Saturn se diseñó en torno a una nueva CPU de la empresa electrónica japonesa Hitachi. Sega añadió otro procesador de visualización de vídeo a principios de 1994 para competir mejor con la futura PlayStation de Sony. + Consola + + + + + La Sega Saturn est une console de jeux vidéo de salon développée par Sega et commercialisée le 22 novembre 1994 au Japon, le 11 mai 1995 en Amérique du Nord et le 8 juillet 1995 en Europe. Faisant partie de la cinquième génération de consoles de jeux vidéo, elle a succédé à la Sega Genesis. La Saturn est dotée d'une architecture à double CPU et de huit processeurs. Ses jeux sont au format CD-ROM et sa ludothèque contient plusieurs portages de jeux d'arcade ainsi que des jeux originaux. + +Le développement de la Saturn a commencé en 1992, l'année même où le matériel d'arcade 3D Model 1 de Sega a fait ses débuts. La Saturn a été conçue autour d'un nouveau processeur de la société japonaise d'électronique Hitachi. Sega a ajouté un autre processeur d'affichage vidéo au début de l'année 1994 pour mieux concurrencer la future PlayStation de Sony. + Console + + + + + Il Sega Saturn è una console per videogiochi domestica sviluppata da Sega e rilasciata il 22 novembre 1994 in Giappone, l'11 maggio 1995 in Nord America e l'8 luglio 1995 in Europa. Appartenente alla quinta generazione di console per videogiochi, è il successore della fortunata Sega Genesis. Il Saturn ha un'architettura dual-CPU e otto processori. I suoi giochi sono in formato CD-ROM e la sua libreria di giochi contiene diversi porting di giochi arcade e giochi originali. + +Lo sviluppo del Saturn iniziò nel 1992, lo stesso anno in cui debuttò l'innovativo hardware arcade 3D Model 1 di Sega. Il Saturn fu progettato con una nuova CPU dell'azienda elettronica giapponese Hitachi. All'inizio del 1994 Sega aggiunse un altro processore di visualizzazione video per competere meglio con l'imminente PlayStation di Sony. + Console + + + + + De Sega Saturn is een videogameconsole voor thuisgebruik, ontwikkeld door Sega en uitgebracht op 22 november 1994 in Japan, 11 mei 1995 in Noord-Amerika en 8 juli 1995 in Europa. Het maakt deel uit van de vijfde generatie videogameconsoles en is de opvolger van de succesvolle Sega Genesis. De Saturn heeft een dual-CPU architectuur en acht processors. De spellen zijn in CD-ROM formaat en de spelbibliotheek bevat verschillende ports van arcade spellen en originele spellen. + +De ontwikkeling van de Saturn begon in 1992, hetzelfde jaar waarin de baanbrekende 3D Model 1 arcadehardware van Sega uitkwam. De Saturn werd ontworpen rond een nieuwe CPU van het Japanse elektronicabedrijf Hitachi. Sega voegde begin 1994 nog een beeldschermprocessor toe om beter te kunnen concurreren met Sony's PlayStation. + Console + + + + + Sega Saturn to domowa konsola do gier wideo opracowana przez firmę Sega i wydana 22 listopada 1994 roku w Japonii, 11 maja 1995 roku w Ameryce Północnej i 8 lipca 1995 roku w Europie. Należąca do piątej generacji konsol do gier wideo, była następcą udanej Sega Genesis. Saturn posiada architekturę dual-CPU i osiem procesorów. Jego gry są w formacie CD-ROM, a jego biblioteka gier zawiera kilka portów gier zręcznościowych, a także oryginalne gry. + +Prace nad Saturnem rozpoczęły się w 1992 roku, w tym samym roku, w którym zadebiutował przełomowy sprzęt zręcznościowy 3D Model 1 firmy Sega. Saturn został zaprojektowany w oparciu o nowy procesor japońskiej firmy Hitachi. Sega dodała kolejny procesor wyświetlacza wideo na początku 1994 roku, aby lepiej konkurować z nadchodzącym PlayStation firmy Sony. + Konsola + + + + + O Sega Saturn é um console de videogame doméstico desenvolvido pela Sega e lançado em 22 de novembro de 1994 no Japão, em 11 de maio de 1995 na América do Norte e em 8 de julho de 1995 na Europa. Parte da quinta geração de consoles de videogame, ele foi o sucessor do bem-sucedido Sega Genesis. O Saturn tem uma arquitetura dual-CPU e oito processadores. Seus jogos estão no formato CD-ROM e sua biblioteca de jogos contém várias versões de jogos de arcade, bem como jogos originais. + +O desenvolvimento do Saturn começou em 1992, no mesmo ano em que foi lançado o inovador hardware de arcade 3D Model 1 da Sega. O Saturn foi projetado com base em uma nova CPU da empresa japonesa de eletrônicos Hitachi. A Sega acrescentou outro processador de tela de vídeo no início de 1994 para competir melhor com o futuro PlayStation da Sony. + Console + + + + + Sega Saturn este o consolă de jocuri video pentru acasă dezvoltată de Sega și lansată pe 22 noiembrie 1994 în Japonia, 11 mai 1995 în America de Nord și 8 iulie 1995 în Europa. Parte a celei de-a cincea generații de console de jocuri video, a fost succesorul succesului Sega Genesis. Saturn are o arhitectură dual-CPU și opt procesoare. Jocurile sale sunt în format CD-ROM, iar biblioteca sa de jocuri conține mai multe porturi ale jocurilor arcade, precum și jocuri originale. + +Dezvoltarea lui Saturn a început în 1992, în același an în care a debutat revoluționarul hardware arcade 3D Model 1 al Sega. Saturn a fost proiectat în jurul unui nou procesor de la compania japoneză de electronice Hitachi. Sega a adăugat un alt procesor de afișare video la începutul anului 1994 pentru a concura mai bine cu viitorul PlayStation de la Sony. + Consolă + + + + + Sega Saturn - домашняя игровая приставка, разработанная компанией Sega и выпущенная 22 ноября 1994 года в Японии, 11 мая 1995 года в Северной Америке и 8 июля 1995 года в Европе. Принадлежащая к пятому поколению игровых приставок, она стала преемницей успешной Sega Genesis. Saturn имеет двухпроцессорную архитектуру и восемь процессоров. Игры для нее выпускаются в формате CD-ROM, а игровая библиотека содержит несколько портов аркадных игр, а также оригинальные игры. + +Разработка Saturn началась в 1992 году, в тот же год, когда дебютировало революционное аркадное оборудование Sega 3D Model 1. Saturn был разработан на базе нового процессора от японской компании Hitachi. В начале 1994 года Sega добавила еще один процессор для видеодисплеев, чтобы лучше конкурировать с готовящейся к выпуску PlayStation от Sony. + Консоль + + + Sega Saturn är en hemkonsol för videospel som utvecklats av Sega och släpptes den 22 november 1994 i Japan, den 11 maj 1995 i Nordamerika och den 8 juli 1995 i Europa. Den ingår i den femte generationen av videospelskonsoler och var efterföljaren till den framgångsrika Sega Genesis. Saturn har en dual-CPU-arkitektur och åtta processorer. Spelen är i CD-ROM-format och spelbiblioteket innehåller flera portningar av arkadspel samt originalspel. + +Utvecklingen av Saturn började 1992, samma år som Segas banbrytande arkadmaskin 3D Model 1 lanserades. Saturn konstruerades kring en ny CPU från det japanska elektronikföretaget Hitachi. Sega lade till ytterligare en videoskärmsprocessor i början av 1994 för att bättre kunna konkurrera med Sonys kommande PlayStation. Konsol + + + セガサターンはセガが開発した家庭用ゲーム機で、日本では1994年11月22日、北米では1995年5月11日、ヨーロッパでは1995年7月8日に発売された。第5世代のビデオゲーム機の一部で、成功したセガ・ジェネシスの後継機である。サターンはデュアルCPUアーキテクチャで、8つのプロセッサを搭載している。ゲームはCD-ROM形式で、ゲームライブラリにはオリジナルゲームだけでなく、アーケードゲームの移植もいくつか含まれている。 + +サターンの開発は、セガの画期的な3Dモデル1アーケードハードがデビューしたのと同じ1992年に始まった。サターンは、日本の電機メーカー日立の新しいCPUを中心に設計された。1994年初めには、ソニーのプレイステーションに対抗するため、ビデオ・ディスプレイ・プロセッサーが追加された。 + コンソール + + + + + 세가 새턴은 세가에서 개발한 가정용 비디오 게임 콘솔로 일본에서는 1994년 11월 22일, 북미에서는 1995년 5월 11일, 유럽에서는 1995년 7월 8일에 출시되었습니다. 5세대 비디오 게임 콘솔의 일부인 이 제품은 성공적인 세가 제네시스의 후속작입니다. 새턴은 듀얼 CPU 아키텍처와 8개의 프로세서를 탑재했습니다. 게임은 CD-ROM 형식으로 제공되며 게임 라이브러리에는 오리지널 게임뿐만 아니라 여러 아케이드 게임 포트가 포함되어 있습니다. + +새턴의 개발은 1992년에 시작되었는데, 이는 세가의 획기적인 3D 모델 1 아케이드 하드웨어가 출시된 해와 같은 해였습니다. 새턴은 일본 전자 회사 히타치의 새로운 CPU를 중심으로 설계되었습니다. 1994년 초, 세가는 곧 출시될 소니의 플레이스테이션과 더 나은 경쟁을 위해 비디오 디스플레이 프로세서를 추가했습니다. + 콘솔 + + + + + 世嘉土星(Sega Saturn)是世嘉开发的家用视频游戏机,于 1994 年 11 月 22 日在日本、1995 年 5 月 11 日在北美、1995 年 7 月 8 日在欧洲发布。作为第五代视频游戏机的一部分,它是成功的世嘉创世纪(Sega Genesis)的后继机。土星采用双 CPU 架构和八个处理器。它的游戏采用 CD-ROM 格式,游戏库中有多款街机游戏的移植版和原创游戏。 + +土星的开发始于 1992 年,同年世嘉公司开创性的 3D Model 1 街机硬件首次亮相。土星是围绕日本电子公司日立(Hitachi)的新型 CPU 设计的。1994 年初,世嘉又增加了一个视频显示处理器,以便更好地与索尼即将推出的 PlayStation 竞争。 + 控制台 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/saturnjp.xml b/themes/linear-es-de/system/metadata/saturnjp.xml index e8b24c7fa..c79ef1ebd 100644 --- a/themes/linear-es-de/system/metadata/saturnjp.xml +++ b/themes/linear-es-de/system/metadata/saturnjp.xml @@ -1,9 +1,9 @@ - + Sega Saturn The Sega Saturn is a home video game console developed by Sega and released on November 22, 1994 in Japan, May 11, 1995 in North America, and July 8, 1995 in Europe. Part of the fifth generation of video game consoles, it was the successor to the successful Sega Genesis. The Saturn has a dual-CPU architecture and eight processors. Its games are in CD-ROM format, and its game library contains several ports of arcade games as well as original games. - Development of the Saturn began in 1992, the same year Sega's groundbreaking 3D Model 1 arcade hardware debuted. The Saturn was designed around a new CPU from Japanese electronics company Hitachi. Sega added another video display processor in early 1994 to better compete with Sony's forthcoming PlayStation. +Development of the Saturn began in 1992, the same year Sega's groundbreaking 3D Model 1 arcade hardware debuted. The Saturn was designed around a new CPU from Japanese electronics company Hitachi. Sega added another video display processor in early 1994 to better compete with Sony's forthcoming PlayStation. Sega 1994 1994-11-22 @@ -15,10 +15,118 @@ FDE862 2E5CCF BD3786 + 1-1 + + + La Sega Saturn és una consola de videojocs a casa desenvolupada per Sega i publicada el 22 de novembre de 1994 al Japó, 11 de maig de 1995 a Amèrica del Nord i el 8 de juliol de 1995 a Europa. Com a part de la cinquena generació de consoles de videojocs, va ser el successor de l’èxit de Sega Genesis. El Saturn té una arquitectura de doble CPU i vuit processadors. Els seus jocs són en format CD-ROM i la seva biblioteca de jocs conté diversos ports de jocs Arcade, així com jocs originals. + +El desenvolupament de Saturn va començar el 1992, el mateix any va debutar el maquinari de l'arcade 3D Model 1 de Sega. El Saturn va ser dissenyat al voltant d'una nova CPU de la companyia d'electrònica japonesa Hitachi. Sega va afegir un altre processador de pantalla de vídeo a principis de 1994 per competir millor amb la propera PlayStation de Sony. + Console + + + + + Der Sega Saturn ist eine von Sega entwickelte Videospielkonsole für den Heimgebrauch, die am 22. November 1994 in Japan, am 11. Mai 1995 in Nordamerika und am 8. Juli 1995 in Europa veröffentlicht wurde. Er gehörte zur fünften Generation von Videospielkonsolen und war der Nachfolger des erfolgreichen Sega Genesis. Der Saturn hat eine Dual-CPU-Architektur und acht Prozessoren. Seine Spiele sind im CD-ROM-Format, und seine Spielebibliothek enthält mehrere Portierungen von Arcade-Spielen sowie Originalspiele. + +Die Entwicklung des Saturn begann 1992, im selben Jahr, in dem Segas bahnbrechende 3D Model 1 Arcade-Hardware auf den Markt kam. Der Saturn wurde mit einer neuen CPU des japanischen Elektronikunternehmens Hitachi entwickelt. Anfang 1994 fügte Sega einen weiteren Videoprozessor hinzu, um besser mit Sonys kommender PlayStation konkurrieren zu können. + Konsole + + + + + La Sega Saturn es una videoconsola doméstica desarrollada por Sega y lanzada el 22 de noviembre de 1994 en Japón, el 11 de mayo de 1995 en Norteamérica y el 8 de julio de 1995 en Europa. Perteneciente a la quinta generación de consolas de videojuegos, fue la sucesora de la exitosa Sega Genesis. La Saturn tiene una arquitectura de doble CPU y ocho procesadores. Sus juegos están en formato CD-ROM, y su biblioteca contiene varios ports de juegos arcade, así como juegos originales. + +El desarrollo de la Saturn comenzó en 1992, el mismo año en que debutó la innovadora máquina recreativa 3D Model 1 de Sega. La Saturn se diseñó en torno a una nueva CPU de la empresa electrónica japonesa Hitachi. Sega añadió otro procesador de visualización de vídeo a principios de 1994 para competir mejor con la futura PlayStation de Sony. + Consola + + + + + La Sega Saturn est une console de jeux vidéo de salon développée par Sega et commercialisée le 22 novembre 1994 au Japon, le 11 mai 1995 en Amérique du Nord et le 8 juillet 1995 en Europe. Faisant partie de la cinquième génération de consoles de jeux vidéo, elle a succédé à la Sega Genesis. La Saturn est dotée d'une architecture à double CPU et de huit processeurs. Ses jeux sont au format CD-ROM et sa ludothèque contient plusieurs portages de jeux d'arcade ainsi que des jeux originaux. + +Le développement de la Saturn a commencé en 1992, l'année même où le matériel d'arcade 3D Model 1 de Sega a fait ses débuts. La Saturn a été conçue autour d'un nouveau processeur de la société japonaise d'électronique Hitachi. Sega a ajouté un autre processeur d'affichage vidéo au début de l'année 1994 pour mieux concurrencer la future PlayStation de Sony. + Console + + + + + Il Sega Saturn è una console per videogiochi domestica sviluppata da Sega e rilasciata il 22 novembre 1994 in Giappone, l'11 maggio 1995 in Nord America e l'8 luglio 1995 in Europa. Appartenente alla quinta generazione di console per videogiochi, è il successore della fortunata Sega Genesis. Il Saturn ha un'architettura dual-CPU e otto processori. I suoi giochi sono in formato CD-ROM e la sua libreria di giochi contiene diversi porting di giochi arcade e giochi originali. + +Lo sviluppo del Saturn iniziò nel 1992, lo stesso anno in cui debuttò l'innovativo hardware arcade 3D Model 1 di Sega. Il Saturn fu progettato con una nuova CPU dell'azienda elettronica giapponese Hitachi. All'inizio del 1994 Sega aggiunse un altro processore di visualizzazione video per competere meglio con l'imminente PlayStation di Sony. + Console + + + + + De Sega Saturn is een videogameconsole voor thuisgebruik, ontwikkeld door Sega en uitgebracht op 22 november 1994 in Japan, 11 mei 1995 in Noord-Amerika en 8 juli 1995 in Europa. Het maakt deel uit van de vijfde generatie videogameconsoles en is de opvolger van de succesvolle Sega Genesis. De Saturn heeft een dual-CPU architectuur en acht processors. De spellen zijn in CD-ROM formaat en de spelbibliotheek bevat verschillende ports van arcade spellen en originele spellen. + +De ontwikkeling van de Saturn begon in 1992, hetzelfde jaar waarin de baanbrekende 3D Model 1 arcadehardware van Sega uitkwam. De Saturn werd ontworpen rond een nieuwe CPU van het Japanse elektronicabedrijf Hitachi. Sega voegde begin 1994 nog een beeldschermprocessor toe om beter te kunnen concurreren met Sony's PlayStation. + Console + + + + + Sega Saturn to domowa konsola do gier wideo opracowana przez firmę Sega i wydana 22 listopada 1994 roku w Japonii, 11 maja 1995 roku w Ameryce Północnej i 8 lipca 1995 roku w Europie. Należąca do piątej generacji konsol do gier wideo, była następcą udanej Sega Genesis. Saturn posiada architekturę dual-CPU i osiem procesorów. Jego gry są w formacie CD-ROM, a jego biblioteka gier zawiera kilka portów gier zręcznościowych, a także oryginalne gry. + +Prace nad Saturnem rozpoczęły się w 1992 roku, w tym samym roku, w którym zadebiutował przełomowy sprzęt zręcznościowy 3D Model 1 firmy Sega. Saturn został zaprojektowany w oparciu o nowy procesor japońskiej firmy Hitachi. Sega dodała kolejny procesor wyświetlacza wideo na początku 1994 roku, aby lepiej konkurować z nadchodzącym PlayStation firmy Sony. + Konsola + + + + + O Sega Saturn é um console de videogame doméstico desenvolvido pela Sega e lançado em 22 de novembro de 1994 no Japão, em 11 de maio de 1995 na América do Norte e em 8 de julho de 1995 na Europa. Parte da quinta geração de consoles de videogame, ele foi o sucessor do bem-sucedido Sega Genesis. O Saturn tem uma arquitetura dual-CPU e oito processadores. Seus jogos estão no formato CD-ROM e sua biblioteca de jogos contém várias versões de jogos de arcade, bem como jogos originais. + +O desenvolvimento do Saturn começou em 1992, no mesmo ano em que foi lançado o inovador hardware de arcade 3D Model 1 da Sega. O Saturn foi projetado com base em uma nova CPU da empresa japonesa de eletrônicos Hitachi. A Sega acrescentou outro processador de tela de vídeo no início de 1994 para competir melhor com o futuro PlayStation da Sony. + Console + + + + + Sega Saturn este o consolă de jocuri video pentru acasă dezvoltată de Sega și lansată pe 22 noiembrie 1994 în Japonia, 11 mai 1995 în America de Nord și 8 iulie 1995 în Europa. Parte a celei de-a cincea generații de console de jocuri video, a fost succesorul succesului Sega Genesis. Saturn are o arhitectură dual-CPU și opt procesoare. Jocurile sale sunt în format CD-ROM, iar biblioteca sa de jocuri conține mai multe porturi ale jocurilor arcade, precum și jocuri originale. + +Dezvoltarea lui Saturn a început în 1992, în același an în care a debutat revoluționarul hardware arcade 3D Model 1 al Sega. Saturn a fost proiectat în jurul unui nou procesor de la compania japoneză de electronice Hitachi. Sega a adăugat un alt procesor de afișare video la începutul anului 1994 pentru a concura mai bine cu viitorul PlayStation de la Sony. + Consolă + + + + + Sega Saturn - домашняя игровая приставка, разработанная компанией Sega и выпущенная 22 ноября 1994 года в Японии, 11 мая 1995 года в Северной Америке и 8 июля 1995 года в Европе. Принадлежащая к пятому поколению игровых приставок, она стала преемницей успешной Sega Genesis. Saturn имеет двухпроцессорную архитектуру и восемь процессоров. Игры для нее выпускаются в формате CD-ROM, а игровая библиотека содержит несколько портов аркадных игр, а также оригинальные игры. + +Разработка Saturn началась в 1992 году, в тот же год, когда дебютировало революционное аркадное оборудование Sega 3D Model 1. Saturn был разработан на базе нового процессора от японской компании Hitachi. В начале 1994 года Sega добавила еще один процессор для видеодисплеев, чтобы лучше конкурировать с готовящейся к выпуску PlayStation от Sony. + Консоль + + + Sega Saturn är en hemkonsol för videospel som utvecklats av Sega och släpptes den 22 november 1994 i Japan, den 11 maj 1995 i Nordamerika och den 8 juli 1995 i Europa. Den ingår i den femte generationen av videospelskonsoler och var efterföljaren till den framgångsrika Sega Genesis. Saturn har en dual-CPU-arkitektur och åtta processorer. Spelen är i CD-ROM-format och spelbiblioteket innehåller flera portningar av arkadspel samt originalspel. + +Utvecklingen av Saturn började 1992, samma år som Segas banbrytande arkadmaskin 3D Model 1 lanserades. Saturn konstruerades kring en ny CPU från det japanska elektronikföretaget Hitachi. Sega lade till ytterligare en videoskärmsprocessor i början av 1994 för att bättre kunna konkurrera med Sonys kommande PlayStation. Konsol + + + セガサターンはセガが開発した家庭用ゲーム機で、日本では1994年11月22日、北米では1995年5月11日、ヨーロッパでは1995年7月8日に発売された。第5世代のビデオゲーム機の一部で、成功したセガ・ジェネシスの後継機である。サターンはデュアルCPUアーキテクチャで、8つのプロセッサを搭載している。ゲームはCD-ROM形式で、ゲームライブラリにはオリジナルゲームだけでなく、アーケードゲームの移植もいくつか含まれている。 + +サターンの開発は、セガの画期的な3Dモデル1アーケードハードがデビューしたのと同じ1992年に始まった。サターンは、日本の電機メーカー日立の新しいCPUを中心に設計された。1994年初めには、ソニーのプレイステーションに対抗するため、ビデオ・ディスプレイ・プロセッサーが追加された。 + コンソール + + + + + 세가 새턴은 세가에서 개발한 가정용 비디오 게임 콘솔로 일본에서는 1994년 11월 22일, 북미에서는 1995년 5월 11일, 유럽에서는 1995년 7월 8일에 출시되었습니다. 5세대 비디오 게임 콘솔의 일부인 이 제품은 성공적인 세가 제네시스의 후속작입니다. 새턴은 듀얼 CPU 아키텍처와 8개의 프로세서를 탑재했습니다. 게임은 CD-ROM 형식으로 제공되며 게임 라이브러리에는 오리지널 게임뿐만 아니라 여러 아케이드 게임 포트가 포함되어 있습니다. + +새턴의 개발은 1992년에 시작되었는데, 이는 세가의 획기적인 3D 모델 1 아케이드 하드웨어가 출시된 해와 같은 해였습니다. 새턴은 일본 전자 회사 히타치의 새로운 CPU를 중심으로 설계되었습니다. 1994년 초, 세가는 곧 출시될 소니의 플레이스테이션과 더 나은 경쟁을 위해 비디오 디스플레이 프로세서를 추가했습니다. + 콘솔 + + + + + 世嘉土星(Sega Saturn)是世嘉开发的家用视频游戏机,于 1994 年 11 月 22 日在日本、1995 年 5 月 11 日在北美、1995 年 7 月 8 日在欧洲发布。作为第五代视频游戏机的一部分,它是成功的世嘉创世纪(Sega Genesis)的后继机。土星采用双 CPU 架构和八个处理器。它的游戏采用 CD-ROM 格式,游戏库中有多款街机游戏的移植版和原创游戏。 + +土星的开发始于 1992 年,同年世嘉公司开创性的 3D Model 1 街机硬件首次亮相。土星是围绕日本电子公司日立(Hitachi)的新型 CPU 设计的。1994 年初,世嘉又增加了一个视频显示处理器,以便更好地与索尼即将推出的 PlayStation 竞争。 + 控制台 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/scummvm.xml b/themes/linear-es-de/system/metadata/scummvm.xml index 4faf95de2..27a7a303e 100644 --- a/themes/linear-es-de/system/metadata/scummvm.xml +++ b/themes/linear-es-de/system/metadata/scummvm.xml @@ -1,4 +1,4 @@ - + ScummVM Script Creation Utility for Maniac Mansion Virtual Machine (ScummVM) is a set of game engine recreations. Originally designed to play LucasArts adventure games that use the SCUMM system, it also supports a variety of non-SCUMM games by companies like Revolution Software and Adventure Soft. It was originally written by Ludvig Strigeus. Released under the terms of the GNU General Public License, ScummVM is free software. ScummVM is a reimplementation of the part of the software used to interpret the scripting languages such games used to describe the game world rather than emulating the hardware the games ran on; as such, ScummVM allows the games it supports to be played on platforms other than those for which they were originally released. @@ -12,11 +12,91 @@ FFEB32 F17C38 EFEDE3 + 1-1 95C93E + + + La utilitat de creació de scripts per a la màquina virtual de Maniac Mansion (SCUMMVM) és un conjunt de recreacions de motors de joc. Originalment dissenyat per jugar a jocs d’aventura de Lucasarts que utilitzen el sistema SCUMM, també admet una varietat de jocs que no siguin de Scumm per empreses com Revolution Software i Adventure Soft. Va ser escrit originalment per Ludvig Strigeus. ScummVM, publicat sota els termes de la llicència pública general de la GNU, SCUMMVM és programari gratuït. SCUMMVM és una reimplementació de la part del programari que s’utilitza per interpretar els idiomes de script, aquests jocs utilitzats per descriure el món del joc en lloc d’emular el maquinari sobre els que van fer els jocs;Com a tal, SCUMMVM permet que els jocs que admetin es reprodueixen en plataformes diferents de les que es van publicar originalment. + Engine + + + + + Script Creation Utility for Maniac Mansion Virtual Machine (ScummVM) ist ein Satz von Spiel-Engine-Nachbildungen. Ursprünglich entwickelt, um LucasArts-Abenteuerspiele zu spielen, die das SCUMM-System verwenden, unterstützt es auch eine Vielzahl von Nicht-SCUMM-Spielen von Firmen wie Revolution Software und Adventure Soft. Es wurde ursprünglich von Ludvig Strigeus geschrieben. ScummVM wird unter den Bedingungen der GNU General Public License veröffentlicht und ist freie Software. ScummVM ist eine Neuimplementierung des Teils der Software, der dazu dient, die Skriptsprachen zu interpretieren, die solche Spiele zur Beschreibung der Spielwelt verwenden, und nicht die Hardware zu emulieren, auf der die Spiele laufen; daher ermöglicht ScummVM, dass die von ihm unterstützten Spiele auf anderen Plattformen gespielt werden können als denen, für die sie ursprünglich veröffentlicht wurden. + Motor + + + + + Script Creation Utility for Maniac Mansion Virtual Machine (ScummVM) es un conjunto de recreaciones de motores de juego. Originalmente diseñado para reproducir juegos de aventuras de LucasArts que utilizan el sistema SCUMM, también es compatible con una variedad de juegos que no son SCUMM de compañías como Revolution Software y Adventure Soft. Fue escrito originalmente por Ludvig Strigeus. Publicado bajo los términos de la Licencia Pública General GNU, ScummVM es software libre. ScummVM es una reimplementación de la parte del software utilizada para interpretar los lenguajes de scripting que tales juegos utilizaban para describir el mundo del juego, en lugar de emular el hardware en el que se ejecutaban los juegos; como tal, ScummVM permite que los juegos que soporta puedan ser jugados en plataformas distintas de aquellas para las que fueron lanzados originalmente. + Motor + + + + + Script Creation Utility for Maniac Mansion Virtual Machine (ScummVM) est un ensemble de recréations de moteurs de jeux. Conçu à l'origine pour jouer aux jeux d'aventure de LucasArts qui utilisent le système SCUMM, il supporte également une variété de jeux non-SCUMM de sociétés telles que Revolution Software et Adventure Soft. Il a été écrit à l'origine par Ludvig Strigeus. Publié sous les termes de la licence publique générale GNU, ScummVM est un logiciel libre. ScummVM est une réimplémentation de la partie du logiciel utilisée pour interpréter les langages de script que ces jeux utilisent pour décrire le monde du jeu plutôt que d'émuler le matériel sur lequel les jeux tournent ; en tant que tel, ScummVM permet aux jeux qu'il supporte d'être joués sur des plates-formes autres que celles pour lesquelles ils ont été publiés à l'origine. + Moteur + + + + + Script Creation Utility for Maniac Mansion Virtual Machine (ScummVM) è un insieme di ricreazioni di motori di gioco. Originariamente progettato per riprodurre i giochi di avventura LucasArts che utilizzano il sistema SCUMM, supporta anche una serie di giochi non SCUMM di aziende come Revolution Software e Adventure Soft. È stato originariamente scritto da Ludvig Strigeus. Rilasciato secondo i termini della GNU General Public License, ScummVM è software libero. ScummVM è una reimplementazione della parte del software utilizzata per interpretare i linguaggi di scripting usati per descrivere il mondo di gioco, piuttosto che emulare l'hardware su cui i giochi giravano; per questo motivo, ScummVM permette di giocare ai giochi che supporta su piattaforme diverse da quelle per cui sono stati originariamente rilasciati. + Motore + + + + + Script Creation Utility for Maniac Mansion Virtual Machine (ScummVM) is een set van game engine herscheppingen. Het is oorspronkelijk ontworpen om LucasArts avonturenspellen te spelen die het SCUMM systeem gebruiken, maar het ondersteunt ook een verscheidenheid aan niet-SCUMM spellen van bedrijven zoals Revolution Software en Adventure Soft. Het is oorspronkelijk geschreven door Ludvig Strigeus. Uitgebracht onder de voorwaarden van de GNU General Public License, is ScummVM vrije software. ScummVM is een herimplementatie van het deel van de software dat wordt gebruikt om de scripttalen te interpreteren die dergelijke spellen gebruikten om de spelwereld te beschrijven in plaats van de hardware te emuleren waar de spellen op draaiden; daardoor maakt ScummVM het mogelijk om de spellen die het ondersteunt op andere platformen te spelen dan die waarvoor ze oorspronkelijk waren uitgebracht. + Motor + + + + + Script Creation Utility for Maniac Mansion Virtual Machine (ScummVM) to zestaw programów do odtwarzania silnika gry. Pierwotnie zaprojektowany do odtwarzania gier przygodowych LucasArts wykorzystujących system SCUMM, obsługuje również wiele gier innych firm, takich jak Revolution Software i Adventure Soft. Pierwotnie został napisany przez Ludviga Strigeusa. Wydany na warunkach Powszechnej Licencji Publicznej GNU, ScummVM jest wolnym oprogramowaniem. ScummVM jest reimplementacją części oprogramowania używanego do interpretowania języków skryptowych używanych przez gry do opisywania świata gry, a nie emulowania sprzętu, na którym działały gry; jako takie, ScummVM pozwala na granie w gry, które obsługuje, na platformach innych niż te, dla których zostały pierwotnie wydane. + Silnik + + + + + O Script Creation Utility for Maniac Mansion Virtual Machine (ScummVM) é um conjunto de recriações de mecanismos de jogos. Originalmente projetado para jogar os jogos de aventura da LucasArts que usam o sistema SCUMM, ele também oferece suporte a uma variedade de jogos que não são do SCUMM de empresas como Revolution Software e Adventure Soft. Foi originalmente escrito por Ludvig Strigeus. Lançado sob os termos da GNU General Public License, o ScummVM é um software livre. O ScummVM é uma reimplementação da parte do software usada para interpretar as linguagens de script que esses jogos usavam para descrever o mundo do jogo, em vez de emular o hardware em que os jogos eram executados; dessa forma, o ScummVM permite que os jogos que ele suporta sejam jogados em plataformas diferentes daquelas para as quais foram originalmente lançados. + Motor + + + + + Script Creation Utility for Maniac Mansion Virtual Machine (ScummVM) este un set de recreări de motoare de jocuri. Proiectat inițial pentru a reda jocurile de aventură LucasArts care utilizează sistemul SCUMM, acesta acceptă, de asemenea, o varietate de jocuri non-SCUMM de la companii precum Revolution Software și Adventure Soft. Acesta a fost scris inițial de Ludvig Strigeus. Lansat sub termenii Licenței Publice Generale GNU, ScummVM este software liber. ScummVM este o reimplementare a părții de software utilizate pentru interpretarea limbajelor de scripting utilizate de astfel de jocuri pentru a descrie lumea jocului, mai degrabă decât emularea hardware-ului pe care rulează jocurile; ca atare, ScummVM permite jocurilor pe care le susține să fie jucate pe alte platforme decât cele pentru care au fost lansate inițial. + Motor + + + + + Script Creation Utility for Maniac Mansion Virtual Machine (ScummVM) - это набор воссозданий игровых движков. Изначально он был разработан для воспроизведения приключенческих игр LucasArts, использующих систему SCUMM, но также поддерживает множество не-SCUMM игр от таких компаний, как Revolution Software и Adventure Soft. Изначально она была написана Людвигом Стригеусом. ScummVM выпускается на условиях GNU General Public License и является свободным программным обеспечением. ScummVM - это переработка той части программного обеспечения, которая используется для интерпретации скриптовых языков, применяемых в играх для описания игрового мира, а не для эмуляции аппаратного обеспечения, на котором работают игры; таким образом, ScummVM позволяет играть в игры, которые он поддерживает, на платформах, отличных от тех, для которых они были изначально выпущены. + Двигатель + + - Spelmotor + Script Creation Utility for Maniac Mansion Virtual Machine (ScummVM) är en uppsättning spelmotoråterskapningar. Ursprungligen utformad för att spela LucasArts äventyrsspel som använder SCUMM-systemet, stöder den också en mängd olika icke-SCUMM-spel från företag som Revolution Software och Adventure Soft. Det skrevs ursprungligen av Ludvig Strigeus. ScummVM släpps under villkoren i GNU General Public License och är fri programvara. ScummVM är en omimplementering av den del av programvaran som används för att tolka de skriptspråk som sådana spel använde för att beskriva spelvärlden snarare än att emulera den hårdvara som spelen kördes på; som sådan tillåter ScummVM att de spel som den stöder kan spelas på andra plattformar än de som de ursprungligen släpptes för. + Motor + + + + + Script Creation Utility for Maniac Mansion Virtual Machine (ScummVM) は、ゲームエンジンの再現セットです。元々はSCUMMシステムを使用したルーカスアーツのアドベンチャーゲームをプレイするために設計されましたが、Revolution Software社やAdventure Soft社などの様々な非SCUMMゲームもサポートしています。元々は Ludvig Strigeus によって書かれました。GNU General Public Licenseの下でリリースされたScummVMはフリーソフトウェアです。ScummVMは、ゲームが動作するハードウェアをエミュレートするのではなく、ゲームの世界を記述するために使用されるスクリプト言語を解釈するために使用されるソフトウェアの一部を再実装したものである。 + エンジン + + + + + 매니악 맨션 가상 머신용 스크립트 생성 유틸리티(ScummVM)는 게임 엔진 레크리에이션 세트입니다. 원래는 SCUMM 시스템을 사용하는 루카스아트 어드벤처 게임을 플레이하기 위해 설계되었지만, Revolution Software 및 Adventure Soft와 같은 회사의 다양한 비 SCUMM 게임도 지원합니다. 원래 루드빅 스트리게우스가 작성했습니다. GNU 일반 공중 사용 허가서 조건에 따라 출시된 ScummVM은 무료 소프트웨어입니다. ScummVM은 게임이 실행되는 하드웨어를 에뮬레이션하는 것이 아니라 게임 세계를 설명하는 데 사용된 스크립팅 언어를 해석하는 데 사용되는 소프트웨어의 일부를 재구현한 것으로, ScummVM이 지원하는 게임을 원래 출시된 플랫폼이 아닌 다른 플랫폼에서도 플레이할 수 있도록 합니다. + 엔진 + + + + + 狂人虚拟机脚本创建实用程序(ScummVM)是一套游戏引擎重现程序。它最初设计用于播放使用 SCUMM 系统的 LucasArts 冒险游戏,但也支持 Revolution Software 和 Adventure Soft 等公司的各种非 SCUMM 游戏。它最初由 Ludvig Strigeus 编写。ScummVM 根据 GNU 通用公共许可证条款发布,是一款自由软件。ScummVM 是对用于解释此类游戏描述游戏世界的脚本语言的软件部分的重新实现,而不是模拟游戏运行的硬件;因此,ScummVM 允许在其支持的游戏发布平台之外的平台上运行这些游戏。 + 发动机 \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/scv.xml b/themes/linear-es-de/system/metadata/scv.xml index b32fde456..f74a396ad 100644 --- a/themes/linear-es-de/system/metadata/scv.xml +++ b/themes/linear-es-de/system/metadata/scv.xml @@ -1,4 +1,4 @@ - + Super Cassette Vision Epoch's original Cassette Vision was introduced in Japan by Epoch in 1981, which had steady sales and took over 70% of the Japanese home console market at the time, with around 400,000 units sold. However, the introduction of next-generation systems from Nintendo, Casio and Sega quickly pushed back the original Cassette Vision, leading Epoch to quickly develop a successor. The Super Cassette Vision was released in 1984 at a cost of ¥14,800 yen, featuring an 8-bit processor and better performance more in line with its competitors. It was later released in France by ITMC under the Yeno branding. At least 16 games were brought over from Japan for a European release. A version of the system targeted the young female market, the Super Lady Cassette Vision. The console came packed in a pink carrying case, alongside the game Milky Princess. The system did not take off, and was unable to match the massive popularity of the Nintendo Famicom, leading Epoch to drop out of the console market by 1987. @@ -13,10 +13,90 @@ 56A0A2 F8EA32 FF5700 + 1-1 + + + La visió original de Cassette d'Epoch va ser introduïda al Japó per Epoch el 1981, que va tenir vendes constants i va assumir el 70% del mercat de la consola domèstica japonesa en aquell moment, amb unes 400.000 unitats venudes. No obstant això, la introducció de sistemes de nova generació de Nintendo, Casio i Sega van retrocedir ràpidament la visió original de Cassette, portant a Epoch a desenvolupar ràpidament un successor. La Super Cassette Vision es va publicar el 1984 amb un cost de 14.800 iens de ¥, amb un processador de 8 bits i un millor rendiment més d'acord amb els seus competidors. Posteriorment va ser llançat a França per ITMC sota la marca Yeno. Almenys 16 partits es van produir del Japó per a un llançament europeu. Una versió del sistema va dirigir -se al jove mercat femení, la Super Lady Cassette Vision. La consola es va envasar en una funda de transport de rosa, al costat del joc Princesa Làctia. El sistema no es va enlairar i no va poder igualar la popularitat massiva de la Nintendo Famicom, que va portar a l'època a abandonar el mercat de les consoles el 1987. + Console + + + + + Die ursprüngliche Cassette Vision von Epoch wurde 1981 in Japan eingeführt. Sie verkaufte sich gut und eroberte mit rund 400.000 verkauften Geräten 70 % des japanischen Heimkonsolenmarktes. Die Einführung von Systemen der nächsten Generation von Nintendo, Casio und Sega drängte die ursprüngliche Cassette Vision jedoch schnell zurück, so dass Epoch schnell einen Nachfolger entwickelte. Die Super Cassette Vision kam 1984 zum Preis von 14.800 Yen auf den Markt. Sie verfügte über einen 8-Bit-Prozessor und eine bessere Leistung, die derjenigen der Konkurrenz entsprach. Sie wurde später in Frankreich von ITMC unter dem Markennamen Yeno veröffentlicht. Mindestens 16 Spiele wurden für die europäische Veröffentlichung aus Japan mitgebracht. Eine Version des Systems, die Super Lady Cassette Vision, richtete sich an den jungen weiblichen Markt. Die Konsole wurde in einer rosafarbenen Tragetasche zusammen mit dem Spiel Milky Princess ausgeliefert. Das System konnte sich nicht durchsetzen und war nicht in der Lage, mit der großen Popularität des Nintendo Famicom mitzuhalten, was Epoch dazu veranlasste, sich 1987 aus dem Konsolenmarkt zurückzuziehen. + Konsole + + + + + El Cassette Vision original de Epoch fue introducido en Japón por Epoch en 1981, tuvo unas ventas constantes y se hizo con el 70% del mercado japonés de consolas domésticas de la época, con unas 400.000 unidades vendidas. Sin embargo, la introducción de las consolas de nueva generación de Nintendo, Casio y Sega hizo retroceder rápidamente a la Cassette Vision original, lo que llevó a Epoch a desarrollar rápidamente una sucesora. El Super Cassette Vision salió a la venta en 1984 a un precio de 14.800 yenes, con un procesador de 8 bits y un rendimiento más acorde con el de sus competidores. Posteriormente, ITMC lo lanzó en Francia con la marca Yeno. Al menos 16 juegos se trajeron de Japón para su lanzamiento en Europa. Hubo una versión de la consola dirigida al mercado femenino, la Super Lady Cassette Vision. La consola venía embalada en un estuche rosa, junto con el juego Milky Princess. La consola no despegó y fue incapaz de igualar la enorme popularidad de la Nintendo Famicom, lo que llevó a Epoch a abandonar el mercado de las consolas en 1987. + Consola + + + + + La Cassette Vision originale d'Epoch a été introduite au Japon par Epoch en 1981. Elle a connu des ventes régulières et a conquis 70 % du marché japonais des consoles de salon à l'époque, avec environ 400 000 unités vendues. Cependant, l'introduction des consoles de nouvelle génération de Nintendo, Casio et Sega a rapidement fait reculer le Cassette Vision original, ce qui a conduit Epoch à développer rapidement un successeur. Le Super Cassette Vision est sorti en 1984 au prix de 14 800 yens, avec un processeur 8 bits et des performances plus proches de celles de ses concurrents. Elle a ensuite été commercialisée en France par ITMC sous la marque Yeno. Au moins 16 jeux ont été importés du Japon pour une sortie européenne. Une version de la console destinée au marché des jeunes femmes, la Super Lady Cassette Vision, a été commercialisée. La console était livrée dans une mallette de transport rose, avec le jeu Milky Princess. La console n'a pas décollé et n'a pas pu rivaliser avec la popularité massive de la Nintendo Famicom, ce qui a conduit Epoch à abandonner le marché des consoles en 1987. + Console + + + + + L'originale Cassette Vision è stato introdotto in Giappone da Epoch nel 1981 e ha registrato vendite costanti, conquistando il 70% del mercato giapponese delle console domestiche dell'epoca, con circa 400.000 unità vendute. Tuttavia, l'introduzione delle console di nuova generazione di Nintendo, Casio e Sega fece rapidamente retrocedere il Cassette Vision originale, portando Epoch a sviluppare rapidamente un successore. Il Super Cassette Vision fu rilasciato nel 1984 al costo di 14.800 yen, con un processore a 8 bit e prestazioni migliori, più in linea con la concorrenza. In seguito fu distribuito in Francia da ITMC con il marchio Yeno. Almeno 16 giochi furono portati dal Giappone per l'uscita europea. Una versione del sistema era destinata al mercato femminile, la Super Lady Cassette Vision. La console era confezionata in una custodia rosa, insieme al gioco Milky Princess. La console non decollò e non fu in grado di eguagliare l'enorme popolarità del Nintendo Famicom, portando Epoch ad abbandonare il mercato delle console nel 1987. + Console + + + + + De oorspronkelijke Cassette Vision werd in 1981 door Epoch in Japan geïntroduceerd. De verkoopcijfers waren goed en Epoch veroverde 70% van de Japanse markt voor thuisconsoles in die tijd, met ongeveer 400.000 verkochte exemplaren. De introductie van de volgende generatie systemen van Nintendo, Casio en Sega zorgde er echter voor dat de originele Cassette Vision snel op de markt verdween, waardoor Epoch snel een opvolger moest ontwikkelen. De Super Cassette Vision werd uitgebracht in 1984 voor een prijs van ¥14.800 yen, met een 8-bit processor en betere prestaties die meer in lijn lagen met de concurrentie. Het werd later in Frankrijk uitgebracht door ITMC onder de merknaam Yeno. Er werden minstens 16 spellen uit Japan meegenomen voor een Europese release. Een versie van het systeem was gericht op de jonge vrouwenmarkt, de Super Lady Cassette Vision. De console werd geleverd in een roze draagtas, samen met het spel Milky Princess. Het systeem sloeg niet aan en kon de enorme populariteit van de Nintendo Famicom niet evenaren, waardoor Epoch zich in 1987 terugtrok uit de consolemarkt. + Console + + + + + Oryginalna konsola Cassette Vision została wprowadzona na rynek japoński przez firmę Epoch w 1981 roku, osiągając stałą sprzedaż i przejmując 70% japońskiego rynku konsol domowych w tamtym czasie, z około 400 000 sprzedanych egzemplarzy. Jednak wprowadzenie systemów nowej generacji od Nintendo, Casio i Sega szybko wypchnęło oryginalną Cassette Vision, co skłoniło Epoch do szybkiego opracowania jej następcy. Super Cassette Vision został wydany w 1984 roku w cenie 14 800 jenów, wyposażony w 8-bitowy procesor i lepszą wydajność, bardziej zgodną z konkurencją. Został on później wydany we Francji przez ITMC pod marką Yeno. Co najmniej 16 gier zostało sprowadzonych z Japonii na europejską premierę. Wersja systemu skierowana na rynek młodych kobiet, Super Lady Cassette Vision. Konsola była zapakowana w różowe etui wraz z grą Milky Princess. System nie przyjął się i nie był w stanie dorównać ogromnej popularności Nintendo Famicom, co doprowadziło do wycofania się Epoch z rynku konsol w 1987 roku. + Konsola + + + + + O Cassette Vision original da Epoch foi lançado no Japão pela Epoch em 1981, que teve vendas estáveis e conquistou 70% do mercado japonês de consoles domésticos na época, com cerca de 400.000 unidades vendidas. No entanto, a introdução de sistemas de última geração da Nintendo, Casio e Sega rapidamente atrasou o Cassette Vision original, levando a Epoch a desenvolver rapidamente um sucessor. O Super Cassette Vision foi lançado em 1984 ao custo de ¥14.800 ienes, com um processador de 8 bits e melhor desempenho, mais alinhado com seus concorrentes. Posteriormente, foi lançado na França pela ITMC com a marca Yeno. Pelo menos 16 jogos foram trazidos do Japão para o lançamento europeu. Uma versão do sistema voltada para o mercado feminino jovem, o Super Lady Cassette Vision. O console vinha embalado em um estojo de transporte rosa, junto com o jogo Milky Princess. O sistema não decolou e não conseguiu igualar a enorme popularidade do Nintendo Famicom, levando a Epoch a abandonar o mercado de consoles em 1987. + Console + + + + + Cassette Vision original al Epoch a fost introdus în Japonia de Epoch în 1981, care a avut vânzări constante și a preluat 70% din piața japoneză de console de acasă la momentul respectiv, cu aproximativ 400.000 de unități vândute. Cu toate acestea, introducerea sistemelor de generație următoare de la Nintendo, Casio și Sega a respins rapid Cassette Vision original, determinând Epoch să dezvolte rapid un succesor. Super Cassette Vision a fost lansat în 1984 la un cost de 14.800 yeni, având un procesor pe 8 biți și o performanță mai bună, mai apropiată de cea a concurenților săi. Acesta a fost lansat ulterior în Franța de ITMC sub marca Yeno. Cel puțin 16 jocuri au fost aduse din Japonia pentru o lansare europeană. O versiune a sistemului a vizat piața femeilor tinere, Super Lady Cassette Vision. Consola a fost livrată ambalată într-o cutie de transport roz, alături de jocul Milky Princess. Sistemul nu a decolat și nu a putut egala popularitatea masivă a Nintendo Famicom, determinând Epoch să renunțe la piața consolelor în 1987. + Consolă + + + + + Оригинальная консоль Cassette Vision была представлена компанией Epoch в Японии в 1981 году. Она имела стабильные продажи и заняла 70% японского рынка домашних консолей того времени, было продано около 400 000 единиц. Однако появление систем нового поколения от Nintendo, Casio и Sega быстро оттеснило оригинальную Cassette Vision, что заставило Epoch быстро разработать преемника. Super Cassette Vision была выпущена в 1984 году по цене ¥14 800 иен, имела 8-битный процессор и более высокую производительность, чем у конкурентов. Позже она была выпущена во Франции компанией ITMC под брендом Yeno. Для европейского релиза из Японии было привезено не менее 16 игр. Версия системы, ориентированная на молодой женский рынок, - Super Lady Cassette Vision. Консоль поставлялась в розовом футляре вместе с игрой Milky Princess. Система не получила широкого распространения и не смогла сравниться по популярности с Nintendo Famicom, в результате чего Epoch ушла с рынка консолей в 1987 году. + Консоль + + + Epochs ursprungliga Cassette Vision introducerades i Japan av Epoch 1981 och hade en stabil försäljning och tog över 70% av den japanska hemkonsolmarknaden vid den tiden, med cirka 400.000 sålda enheter. Introduktionen av nästa generations system från Nintendo, Casio och Sega ledde dock till att den ursprungliga Cassette Vision snabbt föll tillbaka, vilket fick Epoch att snabbt utveckla en efterföljare. Super Cassette Vision släpptes 1984 till en kostnad av 14.800 yen, med en 8-bitars processor och bättre prestanda mer i linje med sina konkurrenter. Den släpptes senare i Frankrike av ITMC under varumärket Yeno. Minst 16 spel fördes över från Japan för en europeisk lansering. En version av systemet riktade sig till den unga kvinnliga marknaden, Super Lady Cassette Vision. Konsolen levererades i en rosa bärväska tillsammans med spelet Milky Princess. Systemet blev ingen succé och kunde inte mäta sig med Nintendo Famicoms enorma popularitet, vilket ledde till att Epoch lämnade konsolmarknaden 1987. Konsol + + + 1981年にエポック社から発売された初代カセットビジョンは安定したセールスを記録し、当時の日本の家庭用ゲーム機市場の7割を占め、約40万台を販売した。しかし、任天堂、カシオ、セガなどの次世代機の登場により、初代カセットビジョンは急速に後退し、エポック社は後継機の開発を急ぐことになった。スーパーカセットビジョンは1984年に14,800円で発売され、8ビットプロセッサーを搭載し、競合他社より性能が向上した。後にフランスでもITMCからYenoブランドで発売された。少なくとも16のゲームが日本から持ち込まれ、ヨーロッパで発売された。若い女性市場をターゲットにしたバージョンとして、スーパーレディカセットビジョンが発売された。このゲーム機はピンクのキャリングケースに入れられ、『ミルキー・プリンセス』というゲームと一緒に発売された。このシステムは普及せず、ニンテンドーファミコンの大人気には及ばなかったため、エポック社は1987年までにゲーム機市場から撤退した。 + コンソール + + + + + 1981년 에포크가 일본에서 출시한 오리지널 카세트 비전은 약 40만 대가 판매되며 당시 일본 가정용 콘솔 시장의 70% 이상을 차지할 정도로 꾸준한 판매고를 올렸습니다. 하지만 닌텐도, 카시오, 세가의 차세대 시스템 출시로 인해 오리지널 카세트 비전은 빠르게 밀려났고, 에포크는 빠르게 후속작을 개발하게 됩니다. 슈퍼 카세트 비전은 1984년 14,800엔의 가격으로 출시되었으며, 8비트 프로세서와 경쟁사보다 더 나은 성능을 갖춘 것이 특징입니다. 이후 프랑스에서는 ITMC가 예노 브랜드로 출시했습니다. 유럽 출시를 위해 최소 16개의 게임이 일본에서 가져왔습니다. 젊은 여성 시장을 겨냥한 슈퍼 레이디 카세트 비전이라는 버전도 있었습니다. 이 콘솔은 분홍색 휴대용 케이스에 밀키 프린세스 게임과 함께 포장되어 제공되었습니다. 이 시스템은 큰 성공을 거두지 못했고, 닌텐도 패미컴의 엄청난 인기를 따라잡지 못해 1987년 에포크는 콘솔 시장에서 철수하게 됩니다. + 콘솔 + + + + + Epoch 的原版 Cassette Vision 于 1981 年由 Epoch 在日本推出,销量稳定,占据了当时日本家用游戏机市场的 70%,销量约为 40 万台。然而,任天堂、卡西欧和世嘉推出的下一代系统迅速将最初的 Cassette Vision 打回原形,导致 Epoch 不得不迅速开发后续产品。1984 年,Super Cassette Vision 发布,售价为 14,800 日元,配备了 8 位处理器,性能更接近竞争对手。后来,它以 Yeno 品牌由 ITMC 在法国发布。至少有 16 款游戏从日本带到欧洲发行。该系统的一个版本是针对年轻女性市场的 "Super Lady Cassette Vision"。这款游戏机装在一个粉红色的手提箱里,还附带游戏《Milky Princess》。该系统并未大受欢迎,无法与大受欢迎的任天堂 Famicom 相提并论,导致 Epoch 在 1987 年退出了游戏机市场。 + 控制台 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/sega32x.xml b/themes/linear-es-de/system/metadata/sega32x.xml index f9cffd505..6c4090bc3 100644 --- a/themes/linear-es-de/system/metadata/sega32x.xml +++ b/themes/linear-es-de/system/metadata/sega32x.xml @@ -1,24 +1,132 @@ - + Mega Drive 32X The 32X is an add-on for the Sega Mega Drive/Genesis video game console. Codenamed "Project Mars", the 32X was designed to expand the power of the Mega Drive/Genesis and serve as a transitional console into the 32-bit era until the release of the Sega Saturn. Independent of the console, the 32X uses its own ROM cartridges and has its own library of games. It was distributed under the name Super 32X in Japan, Genesis 32X in North America, Mega Drive 32X in the PAL region, and Mega 32X in Brazil. - Unveiled by Sega at June 1994's Consumer Electronics Show, the 32X was presented as a low-cost option for consumers looking to play 32-bit games. It was developed in response to the Atari Jaguar and concerns that the Saturn would not make it to market by the end of 1994. Though it was conceived as an entirely new console, at the suggestion of Sega of America executive Joe Miller and his team, it was converted into an add-on for the Genesis and made more powerful. The final design contained two 32-bit central processing units and a 3D graphics processor. +Unveiled by Sega at June 1994's Consumer Electronics Show, the 32X was presented as a low-cost option for consumers looking to play 32-bit games. It was developed in response to the Atari Jaguar and concerns that the Saturn would not make it to market by the end of 1994. Though it was conceived as an entirely new console, at the suggestion of Sega of America executive Joe Miller and his team, it was converted into an add-on for the Genesis and made more powerful. The final design contained two 32-bit central processing units and a 3D graphics processor. Sega 1994 1994-12-03 December 3, 1994 - Console - 3-4 + Peripheral + 143-207 0C7BCB DCE3E6 D5202C C0C1C4 212122 + 112-67 + + + El 32x és un complement per a la consola de videojocs Sega Mega Drive/Genesis. El nom de "Projecte Mart", el 32x va ser dissenyat per ampliar la potència de la Mega Drive/Genesis i servir de consola de transició a l'era de 32 bits fins al llançament del Sega Saturn. Independentment de la consola, el 32X utilitza els seus propis cartutxos ROM i té la seva pròpia biblioteca de jocs. Es va distribuir amb el nom de Super 32x al Japó, Genesis 32x a Amèrica del Nord, Mega Drive 32x a la regió PAL i Mega 32X al Brasil. + +Presentat per Sega al Saló de l'electrònica de consum de juny de 1994, el 32x es va presentar com una opció de baix cost per als consumidors que busquen jugar a jocs de 32 bits. Es va desenvolupar com a resposta a l'Atari Jaguar i es preocupa que el Saturn no el faria al mercat a finals de 1994. Tot i que va ser concebuda com una consola completament nova, per suggeriment de l'executiu de Sega d'Amèrica, Joe Miller i el seu equip,Es va convertir en un complement per al Gènesi i es va fer més potent. El disseny final contenia dues unitats de processament central de 32 bits i un processador gràfic 3D. + Peripheral + + + + + Der 32X ist ein Zusatzgerät für die Videospielkonsole Sega Mega Drive/Genesis. Unter dem Codenamen "Project Mars" wurde der 32X entwickelt, um die Leistung des Mega Drive/Genesis zu erweitern und als Übergangskonsole in die 32-Bit-Ära bis zur Veröffentlichung des Sega Saturn zu dienen. Unabhängig von der Konsole verwendet der 32X seine eigenen ROM-Cartridges und verfügt über eine eigene Spielebibliothek. Es wurde unter dem Namen Super 32X in Japan, Genesis 32X in Nordamerika, Mega Drive 32X in der PAL-Region und Mega 32X in Brasilien vertrieben. + +Der 32X wurde von Sega auf der Consumer Electronics Show im Juni 1994 vorgestellt und war eine preisgünstige Option für Verbraucher, die 32-Bit-Spiele spielen wollten. Es wurde als Antwort auf den Atari Jaguar und die Befürchtung entwickelt, dass der Saturn bis Ende 1994 nicht auf den Markt kommen würde. Obwohl sie als völlig neue Konsole konzipiert war, wurde sie auf Anregung des Geschäftsführers von Sega of America, Joe Miller, und seines Teams in ein Add-on für die Genesis umgewandelt und leistungsfähiger gemacht. Das endgültige Design enthielt zwei 32-Bit-Zentraleinheiten und einen 3D-Grafikprozessor. + Peripherie + + + + + La 32X es un complemento para la videoconsola Sega Mega Drive/Genesis. Con el nombre en clave de "Proyecto Marte", la 32X fue diseñada para ampliar la potencia de la Mega Drive/Genesis y servir como consola de transición a la era de los 32 bits hasta el lanzamiento de la Sega Saturn. Independiente de la consola, la 32X utiliza sus propios cartuchos ROM y tiene su propia biblioteca de juegos. Se distribuyó con el nombre de Super 32X en Japón, Genesis 32X en Norteamérica, Mega Drive 32X en la región PAL y Mega 32X en Brasil. + +Presentada por Sega en el Consumer Electronics Show de junio de 1994, la 32X se presentaba como una opción de bajo coste para los consumidores que quisieran jugar a juegos de 32 bits. Se desarrolló como respuesta a la Atari Jaguar y a la preocupación de que la Saturn no llegara al mercado a finales de 1994. Aunque se concibió como una consola completamente nueva, a sugerencia del ejecutivo de Sega of America Joe Miller y su equipo, se convirtió en un complemento de la Genesis y se hizo más potente. El diseño final contenía dos unidades centrales de procesamiento de 32 bits y un procesador de gráficos 3D. + Periférico + + + + + La 32X est une extension de la console de jeu vidéo Sega Mega Drive/Genesis. Sous le nom de code "Project Mars", le 32X a été conçu pour augmenter la puissance de la Mega Drive/Genesis et servir de console de transition vers l'ère 32 bits jusqu'à la sortie de la Sega Saturn. Indépendante de la console, la 32X utilise ses propres cartouches ROM et possède sa propre bibliothèque de jeux. Elle a été distribuée sous le nom de Super 32X au Japon, Genesis 32X en Amérique du Nord, Mega Drive 32X dans la région PAL et Mega 32X au Brésil. + +Dévoilé par Sega lors du Consumer Electronics Show de juin 1994, le 32X a été présenté comme une option bon marché pour les consommateurs souhaitant jouer à des jeux 32 bits. Il a été développé en réponse à l'Atari Jaguar et à la crainte que la Saturn ne soit pas commercialisée avant la fin de l'année 1994. Bien qu'elle ait été conçue comme une console entièrement nouvelle, à la suggestion de Joe Miller, cadre de Sega of America, et de son équipe, elle a été convertie en un module complémentaire pour la Genesis et rendue plus puissante. La conception finale contenait deux unités centrales de traitement 32 bits et un processeur graphique 3D. + Périphérique + + + + + Il 32X è un componente aggiuntivo per la console per videogiochi Sega Mega Drive/Genesis. Con il nome in codice "Project Mars", il 32X è stato progettato per espandere la potenza del Mega Drive/Genesis e fungere da console di transizione nell'era dei 32 bit fino all'uscita del Sega Saturn. Indipendente dalla console, il 32X utilizza le proprie cartucce ROM e dispone di una propria libreria di giochi. È stata distribuita con il nome di Super 32X in Giappone, Genesis 32X in Nord America, Mega Drive 32X nella regione PAL e Mega 32X in Brasile. + +Presentato da Sega al Consumer Electronics Show del giugno 1994, il 32X fu presentato come un'opzione a basso costo per i consumatori che volevano giocare a 32 bit. Fu sviluppato in risposta all'Atari Jaguar e alle preoccupazioni che il Saturn non sarebbe arrivato sul mercato entro la fine del 1994. Sebbene fosse stata concepita come una console completamente nuova, su suggerimento di Joe Miller, dirigente di Sega of America, e del suo team, fu convertita in un componente aggiuntivo per il Genesis e resa più potente. Il progetto finale conteneva due unità di elaborazione centrale a 32 bit e un processore grafico 3D. + Periferica + + + + + De 32X is een uitbreiding voor de Sega Mega Drive/Genesis videogameconsole. Met de codenaam "Project Mars" werd de 32X ontworpen om de kracht van de Mega Drive/Genesis uit te breiden en te dienen als overgangsconsole naar het 32-bit tijdperk tot de release van de Sega Saturn. Onafhankelijk van de console gebruikt de 32X zijn eigen ROM-cartridges en heeft het zijn eigen spelbibliotheek. Het werd gedistribueerd onder de naam Super 32X in Japan, Genesis 32X in Noord-Amerika, Mega Drive 32X in de PAL-regio en Mega 32X in Brazilië. + +De 32X werd onthuld door Sega op de Consumer Electronics Show in juni 1994 en werd gepresenteerd als een voordelige optie voor consumenten die 32-bits games wilden spelen. De 32X werd ontwikkeld als antwoord op de Atari Jaguar en de vrees dat de Saturn eind 1994 niet op de markt zou komen. Hoewel het was ontworpen als een geheel nieuwe console, werd het op voorstel van Joe Miller, een leidinggevende van Sega of America, en zijn team, omgebouwd tot een add-on voor de Genesis en krachtiger gemaakt. Het uiteindelijke ontwerp bevatte twee 32-bits centrale verwerkingseenheden en een 3D grafische processor. + Perifeer + + + + + 32X to dodatek do konsoli do gier wideo Sega Mega Drive/Genesis. Oznaczony kryptonimem "Project Mars", 32X został zaprojektowany, aby rozszerzyć moc Mega Drive/Genesis i służyć jako konsola przejściowa do ery 32-bitowej do czasu wydania Sega Saturn. Niezależnie od konsoli, 32X wykorzystuje własne kartridże ROM i posiada własną bibliotekę gier. Był dystrybuowany pod nazwą Super 32X w Japonii, Genesis 32X w Ameryce Północnej, Mega Drive 32X w regionie PAL i Mega 32X w Brazylii. + +Zaprezentowany przez firmę Sega na targach Consumer Electronics Show w czerwcu 1994 roku, 32X został przedstawiony jako niedroga opcja dla konsumentów chcących grać w 32-bitowe gry. Został opracowany w odpowiedzi na Atari Jaguar i obawy, że Saturn nie trafi na rynek przed końcem 1994 roku. Choć w założeniu miała to być zupełnie nowa konsola, to zgodnie z sugestią dyrektora wykonawczego Sega of America Joe Millera i jego zespołu, została ona przekształcona w dodatek do Genesis i stała się bardziej wydajna. Ostateczny projekt zawierał dwie 32-bitowe jednostki centralne i procesor graficzny 3D. + Peryferyjne + + + + + O 32X é um complemento para o console de videogame Sega Mega Drive/Genesis. Com o codinome "Project Mars", o 32X foi projetado para expandir o poder do Mega Drive/Genesis e servir como um console de transição para a era de 32 bits até o lançamento do Sega Saturn. Independente do console, o 32X usa seus próprios cartuchos de ROM e tem sua própria biblioteca de jogos. Ele foi distribuído com o nome de Super 32X no Japão, Genesis 32X na América do Norte, Mega Drive 32X na região PAL e Mega 32X no Brasil. + +Revelado pela Sega na Consumer Electronics Show de junho de 1994, o 32X foi apresentado como uma opção de baixo custo para os consumidores que queriam jogar jogos de 32 bits. Ele foi desenvolvido em resposta ao Atari Jaguar e às preocupações de que o Saturn não chegaria ao mercado até o final de 1994. Embora tenha sido concebido como um console totalmente novo, por sugestão do executivo da Sega of America, Joe Miller, e sua equipe, ele foi convertido em um complemento para o Genesis e ficou mais potente. O projeto final continha duas unidades de processamento central de 32 bits e um processador gráfico 3D. + Periférico + + + + + 32X este un add-on pentru consola de jocuri video Sega Mega Drive/Genesis. Cu numele de cod "Project Mars", 32X a fost proiectat să extindă puterea Mega Drive/Genesis și să servească drept consolă de tranziție în era pe 32 de biți până la lansarea lui Sega Saturn. Independent de consolă, 32X utilizează propriile cartușe ROM și are propria sa bibliotecă de jocuri. A fost distribuită sub numele Super 32X în Japonia, Genesis 32X în America de Nord, Mega Drive 32X în regiunea PAL și Mega 32X în Brazilia. + +Prezentat de Sega la Consumer Electronics Show din iunie 1994, 32X a fost prezentat ca o opțiune low-cost pentru consumatorii care doresc să joace jocuri pe 32 de biți. A fost dezvoltat ca răspuns la Atari Jaguar și la îngrijorarea că Saturn nu va ajunge pe piață până la sfârșitul anului 1994. Deși a fost concepută ca o consolă complet nouă, la sugestia executivului Sega of America Joe Miller și a echipei sale, a fost transformată într-un add-on pentru Genesis și a devenit mai puternică. Designul final conținea două unități centrale de procesare pe 32 de biți și un procesor grafic 3D. + Periferic + + + + + 32X - это дополнение для игровой приставки Sega Mega Drive/Genesis. Кодовое название "Project Mars", 32X была разработана для расширения возможностей Mega Drive/Genesis и служила переходной консолью в 32-битную эру до выхода Sega Saturn. Независимо от консоли, 32X использует собственные ROM-картриджи и имеет собственную библиотеку игр. В Японии она распространялась под названиями Super 32X, в Северной Америке - Genesis 32X, в PAL-регионе - Mega Drive 32X, в Бразилии - Mega 32X. + +Представленная компанией Sega на выставке Consumer Electronics Show в июне 1994 года, 32X была представлена как недорогой вариант для потребителей, желающих играть в 32-битные игры. Она была разработана в ответ на появление Atari Jaguar и опасения, что Saturn не выйдет на рынок до конца 1994 года. Хотя консоль задумывалась как совершенно новая, по предложению руководителя Sega of America Джо Миллера и его команды она была переделана в дополнение к Genesis и стала более мощной. В окончательном варианте она содержала два 32-битных центральных процессора и процессор 3D-графики. + Периферийное устройство + + - Konsol + 32X är ett tillägg till Sega Mega Drive/Genesis videospelskonsol. Med kodnamnet "Project Mars" utformades 32X för att utöka kraften i Mega Drive/Genesis och fungera som en övergångskonsol till 32-bitars-eran fram till lanseringen av Sega Saturn. 32X är oberoende av konsolen och använder sina egna ROM-kassetter och har sitt eget spelbibliotek. Den distribuerades under namnet Super 32X i Japan, Genesis 32X i Nordamerika, Mega Drive 32X i PAL-regionen och Mega 32X i Brasilien. + +32X presenterades av Sega på Consumer Electronics Show i juni 1994 och var ett lågprisalternativ för konsumenter som ville spela 32-bitarsspel. Den utvecklades som ett svar på Atari Jaguar och farhågorna om att Saturn inte skulle hinna ut på marknaden före slutet av 1994. Konsolen var tänkt som en helt ny konsol, men på förslag av Joe Miller, chef för Sega of America, och hans team omvandlades den till ett tillägg till Genesis och gjordes mer kraftfull. Den slutliga designen innehöll två 32-bitars centralenheter och en 3D-grafikprocessor. + Perifer + + + + + 32Xは、セガのゲーム機メガドライブ/ジェネシス用のアドオンである。コードネーム "Project Mars "と呼ばれた32Xは、メガドライブ/ジェネシスのパワーを拡張し、セガサターンが発売されるまでの32ビット時代への過渡的なコンソールとして機能するように設計された。ゲーム機から独立した32Xは、独自のROMカートリッジを使用し、独自のゲームライブラリを持っている。日本では「スーパー32X」、北米では「ジェネシス32X」、PAL地域では「メガドライブ32X」、ブラジルでは「メガ32X」の名称で販売された。 + +1994年6月のコンシューマー・エレクトロニクス・ショーでセガから発表された32Xは、32ビットゲームをプレイしたい消費者向けの低価格な選択肢として紹介された。アタリ・ジャガーと、サターンが1994年末までに市場に投入されないのではないかという懸念に応えて開発された。全く新しいゲーム機として構想されたものの、セガ・オブ・アメリカの重役ジョー・ミラーと彼のチームの提案により、ジェネシスのアドオンに改造され、より強力になった。最終的な設計では、32ビットの中央演算処理装置2つと3Dグラフィックプロセッサが搭載された。 + ペリフェラル + + + + + 32X는 세가 메가 드라이브/제네시스 비디오 게임 콘솔의 애드온입니다. 코드명 "프로젝트 화성"인 32X는 메가 드라이브/제네시스의 성능을 확장하고 세가 새턴이 출시될 때까지 32비트 시대로의 과도기적 콘솔 역할을 하도록 설계되었습니다. 콘솔과 독립적으로 32X는 자체 ROM 카트리지를 사용하며 자체 게임 라이브러리가 있습니다. 일본에서는 슈퍼 32X, 북미에서는 제네시스 32X, PAL 지역에서는 메가 드라이브 32X, 브라질에서는 메가 32X라는 이름으로 배포되었습니다. + +1994년 6월 소비자 가전 박람회에서 세가가 공개한 32X는 32비트 게임을 즐기려는 소비자를 위한 저렴한 옵션으로 선보였습니다. 이 게임은 1994년 말까지 새턴이 출시되지 못할 것이라는 우려와 아타리 재규어에 대응하기 위해 개발되었습니다. 완전히 새로운 콘솔로 구상되었지만, 세가 오브 아메리카의 임원 조 밀러와 그의 팀의 제안으로 제네시스를 위한 애드온으로 개조하여 더욱 강력하게 만들었습니다. 최종 설계에는 2개의 32비트 중앙 처리 장치와 3D 그래픽 프로세서가 포함되었습니다. + 주변기기 + + + + + 32X 是世嘉 Mega Drive/Genesis 视频游戏机的附加设备。32X 代号为 "火星计划",旨在扩展 Mega Drive/Genesis 的功能,并作为世嘉土星发布前进入 32 位时代的过渡控制台。32X 独立于控制台,使用自己的 ROM 卡带,拥有自己的游戏库。它在日本以 Super 32X 的名称销售,在北美以 Genesis 32X 的名称销售,在 PAL 地区以 Mega Drive 32X 的名称销售,在巴西以 Mega 32X 的名称销售。 + +32X 由世嘉公司在 1994 年 6 月的消费电子产品展上推出,是希望玩 32 位游戏的消费者的低成本选择。它的开发是为了应对 Atari Jaguar 和土星无法在 1994 年底上市的担忧。虽然它被视为一个全新的游戏机,但在世嘉美国公司高管乔-米勒(Joe Miller)及其团队的建议下,它被转换成了 "创世纪"(Genesis)的附加设备,而且功能更加强大。最终设计包含两个 32 位中央处理器和一个 3D 图形处理器。 + 外围设备 \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/sega32xjp.xml b/themes/linear-es-de/system/metadata/sega32xjp.xml index 2cbad3d4a..b15c9a01e 100644 --- a/themes/linear-es-de/system/metadata/sega32xjp.xml +++ b/themes/linear-es-de/system/metadata/sega32xjp.xml @@ -1,24 +1,132 @@ - + Super 32X The 32X is an add-on for the Sega Mega Drive/Genesis video game console. Codenamed "Project Mars", the 32X was designed to expand the power of the Mega Drive/Genesis and serve as a transitional console into the 32-bit era until the release of the Sega Saturn. Independent of the console, the 32X uses its own ROM cartridges and has its own library of games. It was distributed under the name Super 32X in Japan, Genesis 32X in North America, Mega Drive 32X in the PAL region, and Mega 32X in Brazil. - Unveiled by Sega at June 1994's Consumer Electronics Show, the 32X was presented as a low-cost option for consumers looking to play 32-bit games. It was developed in response to the Atari Jaguar and concerns that the Saturn would not make it to market by the end of 1994. Though it was conceived as an entirely new console, at the suggestion of Sega of America executive Joe Miller and his team, it was converted into an add-on for the Genesis and made more powerful. The final design contained two 32-bit central processing units and a 3D graphics processor. +Unveiled by Sega at June 1994's Consumer Electronics Show, the 32X was presented as a low-cost option for consumers looking to play 32-bit games. It was developed in response to the Atari Jaguar and concerns that the Saturn would not make it to market by the end of 1994. Though it was conceived as an entirely new console, at the suggestion of Sega of America executive Joe Miller and his team, it was converted into an add-on for the Genesis and made more powerful. The final design contained two 32-bit central processing units and a 3D graphics processor. Sega 1994 1994-12-03 December 3, 1994 - Console + Peripheral 3-4 0C7BCB 6177B3 1D46A5 F2BA5C FBE627 + 112-67 + + + El 32x és un complement per a la consola de videojocs Sega Mega Drive/Genesis. El nom de "Projecte Mart", el 32x va ser dissenyat per ampliar la potència de la Mega Drive/Genesis i servir de consola de transició a l'era de 32 bits fins al llançament del Sega Saturn. Independentment de la consola, el 32X utilitza els seus propis cartutxos ROM i té la seva pròpia biblioteca de jocs. Es va distribuir amb el nom de Super 32x al Japó, Genesis 32x a Amèrica del Nord, Mega Drive 32x a la regió PAL i Mega 32X al Brasil. + +Presentat per Sega al Saló de l'electrònica de consum de juny de 1994, el 32x es va presentar com una opció de baix cost per als consumidors que busquen jugar a jocs de 32 bits. Es va desenvolupar com a resposta a l'Atari Jaguar i es preocupa que el Saturn no el faria al mercat a finals de 1994. Tot i que va ser concebuda com una consola completament nova, per suggeriment de l'executiu de Sega d'Amèrica, Joe Miller i el seu equip,Es va convertir en un complement per al Gènesi i es va fer més potent. El disseny final contenia dues unitats de processament central de 32 bits i un processador gràfic 3D. + Peripheral + + + + + Der 32X ist ein Zusatzgerät für die Videospielkonsole Sega Mega Drive/Genesis. Unter dem Codenamen "Project Mars" wurde der 32X entwickelt, um die Leistung des Mega Drive/Genesis zu erweitern und als Übergangskonsole in die 32-Bit-Ära bis zur Veröffentlichung des Sega Saturn zu dienen. Unabhängig von der Konsole verwendet der 32X seine eigenen ROM-Cartridges und verfügt über eine eigene Spielebibliothek. Es wurde unter dem Namen Super 32X in Japan, Genesis 32X in Nordamerika, Mega Drive 32X in der PAL-Region und Mega 32X in Brasilien vertrieben. + +Der 32X wurde von Sega auf der Consumer Electronics Show im Juni 1994 vorgestellt und war eine preisgünstige Option für Verbraucher, die 32-Bit-Spiele spielen wollten. Es wurde als Antwort auf den Atari Jaguar und die Befürchtung entwickelt, dass der Saturn bis Ende 1994 nicht auf den Markt kommen würde. Obwohl sie als völlig neue Konsole konzipiert war, wurde sie auf Vorschlag von Joe Miller, dem Geschäftsführer von Sega of America, und seinem Team in ein Add-on für die Genesis umgewandelt und leistungsstärker gemacht. Das endgültige Design enthielt zwei 32-Bit-Zentraleinheiten und einen 3D-Grafikprozessor. + Peripherie + + + + + La 32X es un complemento para la videoconsola Sega Mega Drive/Genesis. Con el nombre en clave de "Proyecto Marte", la 32X fue diseñada para ampliar la potencia de la Mega Drive/Genesis y servir como consola de transición a la era de los 32 bits hasta el lanzamiento de la Sega Saturn. Independiente de la consola, la 32X utiliza sus propios cartuchos ROM y tiene su propia biblioteca de juegos. Se distribuyó con el nombre de Super 32X en Japón, Genesis 32X en Norteamérica, Mega Drive 32X en la región PAL y Mega 32X en Brasil. + +Presentada por Sega en el Consumer Electronics Show de junio de 1994, la 32X se presentaba como una opción de bajo coste para los consumidores que quisieran jugar a juegos de 32 bits. Se desarrolló como respuesta a la Atari Jaguar y a la preocupación de que la Saturn no llegara al mercado a finales de 1994. Aunque se concibió como una consola completamente nueva, a sugerencia del ejecutivo de Sega of America Joe Miller y su equipo, se convirtió en un complemento de la Genesis y se hizo más potente. El diseño final contenía dos unidades centrales de procesamiento de 32 bits y un procesador de gráficos 3D. + Periférico + + + + + La 32X est une extension de la console de jeu vidéo Sega Mega Drive/Genesis. Sous le nom de code "Project Mars", le 32X a été conçu pour augmenter la puissance de la Mega Drive/Genesis et servir de console de transition vers l'ère 32 bits jusqu'à la sortie de la Sega Saturn. Indépendante de la console, la 32X utilise ses propres cartouches ROM et possède sa propre bibliothèque de jeux. Elle a été distribuée sous le nom de Super 32X au Japon, Genesis 32X en Amérique du Nord, Mega Drive 32X dans la région PAL et Mega 32X au Brésil. + +Dévoilé par Sega lors du Consumer Electronics Show de juin 1994, le 32X a été présenté comme une option bon marché pour les consommateurs souhaitant jouer à des jeux 32 bits. Il a été développé en réponse à l'Atari Jaguar et à la crainte que la Saturn ne soit pas commercialisée avant la fin de l'année 1994. Bien qu'elle ait été conçue comme une console entièrement nouvelle, à la suggestion de Joe Miller, cadre de Sega of America, et de son équipe, elle a été convertie en un module complémentaire pour la Genesis et rendue plus puissante. La conception finale contenait deux unités centrales de traitement 32 bits et un processeur graphique 3D. + Périphérique + + + + + Il 32X è un componente aggiuntivo per la console per videogiochi Sega Mega Drive/Genesis. Con il nome in codice "Project Mars", il 32X è stato progettato per espandere la potenza del Mega Drive/Genesis e fungere da console di transizione nell'era dei 32 bit fino all'uscita del Sega Saturn. Indipendente dalla console, il 32X utilizza le proprie cartucce ROM e dispone di una propria libreria di giochi. È stata distribuita con il nome di Super 32X in Giappone, Genesis 32X in Nord America, Mega Drive 32X nella regione PAL e Mega 32X in Brasile. + +Presentato da Sega al Consumer Electronics Show del giugno 1994, il 32X fu presentato come un'opzione a basso costo per i consumatori che volevano giocare a 32 bit. Fu sviluppato in risposta all'Atari Jaguar e alle preoccupazioni che il Saturn non sarebbe arrivato sul mercato entro la fine del 1994. Sebbene fosse stata concepita come una console completamente nuova, su suggerimento di Joe Miller, dirigente di Sega of America, e del suo team, fu convertita in un componente aggiuntivo per il Genesis e resa più potente. Il progetto finale conteneva due unità di elaborazione centrale a 32 bit e un processore grafico 3D. + Periferica + + + + + De 32X is een uitbreiding voor de Sega Mega Drive/Genesis videogameconsole. Met de codenaam "Project Mars" werd de 32X ontworpen om de kracht van de Mega Drive/Genesis uit te breiden en te dienen als overgangsconsole naar het 32-bit tijdperk tot de release van de Sega Saturn. Onafhankelijk van de console gebruikt de 32X zijn eigen ROM-cartridges en heeft het zijn eigen spelbibliotheek. Het werd gedistribueerd onder de naam Super 32X in Japan, Genesis 32X in Noord-Amerika, Mega Drive 32X in de PAL-regio en Mega 32X in Brazilië. + +De 32X werd onthuld door Sega op de Consumer Electronics Show in juni 1994 en werd gepresenteerd als een voordelige optie voor consumenten die 32-bits games wilden spelen. De 32X werd ontwikkeld als antwoord op de Atari Jaguar en de vrees dat de Saturn eind 1994 niet op de markt zou komen. Hoewel het was ontworpen als een geheel nieuwe console, werd het op voorstel van Joe Miller, een leidinggevende van Sega of America, en zijn team, omgebouwd tot een add-on voor de Genesis en krachtiger gemaakt. Het uiteindelijke ontwerp bevatte twee 32-bits centrale verwerkingseenheden en een 3D grafische processor. + Perifeer + + + + + 32X to dodatek do konsoli do gier wideo Sega Mega Drive/Genesis. Oznaczony kryptonimem "Project Mars", 32X został zaprojektowany, aby rozszerzyć moc Mega Drive/Genesis i służyć jako konsola przejściowa do ery 32-bitowej do czasu wydania Sega Saturn. Niezależnie od konsoli, 32X wykorzystuje własne kartridże ROM i posiada własną bibliotekę gier. Był dystrybuowany pod nazwą Super 32X w Japonii, Genesis 32X w Ameryce Północnej, Mega Drive 32X w regionie PAL i Mega 32X w Brazylii. + +Zaprezentowany przez firmę Sega na targach Consumer Electronics Show w czerwcu 1994 roku, 32X został przedstawiony jako niedroga opcja dla konsumentów chcących grać w 32-bitowe gry. Został opracowany w odpowiedzi na Atari Jaguar i obawy, że Saturn nie trafi na rynek przed końcem 1994 roku. Choć w założeniu miała to być zupełnie nowa konsola, to zgodnie z sugestią dyrektora wykonawczego Sega of America Joe Millera i jego zespołu, została ona przekształcona w dodatek do Genesis i stała się bardziej wydajna. Ostateczny projekt zawierał dwie 32-bitowe jednostki centralne i procesor graficzny 3D. + Peryferyjne + + + + + O 32X é um complemento para o console de videogame Sega Mega Drive/Genesis. Com o codinome "Project Mars", o 32X foi projetado para expandir o poder do Mega Drive/Genesis e servir como um console de transição para a era de 32 bits até o lançamento do Sega Saturn. Independente do console, o 32X usa seus próprios cartuchos de ROM e tem sua própria biblioteca de jogos. Ele foi distribuído com o nome de Super 32X no Japão, Genesis 32X na América do Norte, Mega Drive 32X na região PAL e Mega 32X no Brasil. + +Revelado pela Sega na Consumer Electronics Show de junho de 1994, o 32X foi apresentado como uma opção de baixo custo para os consumidores que queriam jogar jogos de 32 bits. Ele foi desenvolvido em resposta ao Atari Jaguar e às preocupações de que o Saturn não chegaria ao mercado até o final de 1994. Embora tenha sido concebido como um console totalmente novo, por sugestão do executivo da Sega of America, Joe Miller, e sua equipe, ele foi convertido em um complemento para o Genesis e ficou mais potente. O projeto final continha duas unidades de processamento central de 32 bits e um processador gráfico 3D. + Periférico + + + + + 32X este un add-on pentru consola de jocuri video Sega Mega Drive/Genesis. Cu numele de cod "Project Mars", 32X a fost proiectat să extindă puterea Mega Drive/Genesis și să servească drept consolă de tranziție în era pe 32 de biți până la lansarea lui Sega Saturn. Independent de consolă, 32X utilizează propriile cartușe ROM și are propria sa bibliotecă de jocuri. A fost distribuită sub numele Super 32X în Japonia, Genesis 32X în America de Nord, Mega Drive 32X în regiunea PAL și Mega 32X în Brazilia. + +Prezentat de Sega la Consumer Electronics Show din iunie 1994, 32X a fost prezentat ca o opțiune low-cost pentru consumatorii care doresc să joace jocuri pe 32 de biți. A fost dezvoltat ca răspuns la Atari Jaguar și la îngrijorarea că Saturn nu va ajunge pe piață până la sfârșitul anului 1994. Deși a fost concepută ca o consolă complet nouă, la sugestia executivului Sega of America Joe Miller și a echipei sale, a fost transformată într-un add-on pentru Genesis și a devenit mai puternică. Designul final conținea două unități centrale de procesare pe 32 de biți și un procesor grafic 3D. + Periferic + + + + + 32X - это дополнение для игровой приставки Sega Mega Drive/Genesis. Кодовое название "Project Mars", 32X была разработана для расширения возможностей Mega Drive/Genesis и служила переходной консолью в 32-битную эру до выхода Sega Saturn. Независимо от консоли, 32X использует собственные ROM-картриджи и имеет собственную библиотеку игр. В Японии она распространялась под названиями Super 32X, в Северной Америке - Genesis 32X, в PAL-регионе - Mega Drive 32X, в Бразилии - Mega 32X. + +Представленная компанией Sega на выставке Consumer Electronics Show в июне 1994 года, 32X была представлена как недорогой вариант для потребителей, желающих играть в 32-битные игры. Она была разработана в ответ на появление Atari Jaguar и опасения, что Saturn не выйдет на рынок до конца 1994 года. Хотя консоль задумывалась как совершенно новая, по предложению руководителя Sega of America Джо Миллера и его команды она была переделана в дополнение к Genesis и стала более мощной. В окончательном варианте она содержала два 32-битных центральных процессора и процессор 3D-графики. + Периферийное устройство + + - Konsol + 32X är ett tillägg till Sega Mega Drive/Genesis videospelskonsol. Med kodnamnet "Project Mars" utformades 32X för att utöka kraften i Mega Drive/Genesis och fungera som en övergångskonsol till 32-bitars-eran fram till lanseringen av Sega Saturn. 32X är oberoende av konsolen och använder sina egna ROM-kassetter och har sitt eget spelbibliotek. Den distribuerades under namnet Super 32X i Japan, Genesis 32X i Nordamerika, Mega Drive 32X i PAL-regionen och Mega 32X i Brasilien. + +32X presenterades av Sega på Consumer Electronics Show i juni 1994 och var ett lågprisalternativ för konsumenter som ville spela 32-bitarsspel. Den utvecklades som ett svar på Atari Jaguar och farhågorna om att Saturn inte skulle hinna ut på marknaden före slutet av 1994. Konsolen var tänkt som en helt ny konsol, men på förslag av Joe Miller, chef för Sega of America, och hans team omvandlades den till ett tillägg till Genesis och gjordes mer kraftfull. Den slutliga designen innehöll två 32-bitars centralenheter och en 3D-grafikprocessor. + Perifer + + + + + 32Xは、セガのゲーム機メガドライブ/ジェネシス用のアドオンである。コードネーム "Project Mars "と呼ばれた32Xは、メガドライブ/ジェネシスのパワーを拡張し、セガサターンが発売されるまでの32ビット時代への過渡的なコンソールとして機能するように設計された。ゲーム機から独立した32Xは、独自のROMカートリッジを使用し、独自のゲームライブラリを持っている。日本では「スーパー32X」、北米では「ジェネシス32X」、PAL地域では「メガドライブ32X」、ブラジルでは「メガ32X」の名称で販売された。 + +1994年6月のコンシューマー・エレクトロニクス・ショーでセガから発表された32Xは、32ビットゲームをプレイしたい消費者向けの低価格な選択肢として紹介された。アタリ・ジャガーと、サターンが1994年末までに市場に投入されないのではないかという懸念に応えて開発された。全く新しいゲーム機として構想されたものの、セガ・オブ・アメリカの重役ジョー・ミラーと彼のチームの提案により、ジェネシスのアドオンに改造され、より強力になった。最終的な設計では、32ビットの中央演算処理装置2つと3Dグラフィックプロセッサが搭載された。 + ペリフェラル + + + + + 32X는 세가 메가 드라이브/제네시스 비디오 게임 콘솔의 애드온입니다. 코드명 "프로젝트 화성"인 32X는 메가 드라이브/제네시스의 성능을 확장하고 세가 새턴이 출시될 때까지 32비트 시대로의 과도기적 콘솔 역할을 하도록 설계되었습니다. 콘솔과 독립적으로 32X는 자체 ROM 카트리지를 사용하며 자체 게임 라이브러리가 있습니다. 일본에서는 슈퍼 32X, 북미에서는 제네시스 32X, PAL 지역에서는 메가 드라이브 32X, 브라질에서는 메가 32X라는 이름으로 배포되었습니다. + +1994년 6월 소비자 가전 박람회에서 세가가 공개한 32X는 32비트 게임을 즐기려는 소비자를 위한 저렴한 옵션으로 선보였습니다. 이 게임은 1994년 말까지 새턴이 출시되지 못할 것이라는 우려와 아타리 재규어에 대응하기 위해 개발되었습니다. 완전히 새로운 콘솔로 구상되었지만, 세가 오브 아메리카의 임원 조 밀러와 그의 팀의 제안으로 제네시스를 위한 애드온으로 개조하여 더욱 강력하게 만들었습니다. 최종 설계에는 2개의 32비트 중앙 처리 장치와 3D 그래픽 프로세서가 포함되었습니다. + 주변기기 + + + + + 32X 是世嘉 Mega Drive/Genesis 视频游戏机的附加设备。32X 代号为 "火星计划",旨在扩展 Mega Drive/Genesis 的功能,并作为世嘉土星发布前进入 32 位时代的过渡控制台。32X 独立于控制台,使用自己的 ROM 卡带,拥有自己的游戏库。它在日本以 Super 32X 的名称销售,在北美以 Genesis 32X 的名称销售,在 PAL 地区以 Mega Drive 32X 的名称销售,在巴西以 Mega 32X 的名称销售。 + +32X 由世嘉公司在 1994 年 6 月的消费电子产品展上推出,是希望玩 32 位游戏的消费者的低成本选择。它的开发是为了应对 Atari Jaguar 和土星无法在 1994 年底上市的担忧。虽然它被视为一个全新的游戏机,但在世嘉美国公司高管乔-米勒(Joe Miller)及其团队的建议下,它被转换成了 "创世纪"(Genesis)的附加设备,而且功能更加强大。最终设计包含两个 32 位中央处理器和一个 3D 图形处理器。 + 外围设备 \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/sega32xna.xml b/themes/linear-es-de/system/metadata/sega32xna.xml index 81cdfa1c5..6ef623b87 100644 --- a/themes/linear-es-de/system/metadata/sega32xna.xml +++ b/themes/linear-es-de/system/metadata/sega32xna.xml @@ -1,24 +1,132 @@ - + Sega 32X The 32X is an add-on for the Sega Mega Drive/Genesis video game console. Codenamed "Project Mars", the 32X was designed to expand the power of the Mega Drive/Genesis and serve as a transitional console into the 32-bit era until the release of the Sega Saturn. Independent of the console, the 32X uses its own ROM cartridges and has its own library of games. It was distributed under the name Super 32X in Japan, Genesis 32X in North America, Mega Drive 32X in the PAL region, and Mega 32X in Brazil. - Unveiled by Sega at June 1994's Consumer Electronics Show, the 32X was presented as a low-cost option for consumers looking to play 32-bit games. It was developed in response to the Atari Jaguar and concerns that the Saturn would not make it to market by the end of 1994. Though it was conceived as an entirely new console, at the suggestion of Sega of America executive Joe Miller and his team, it was converted into an add-on for the Genesis and made more powerful. The final design contained two 32-bit central processing units and a 3D graphics processor. +Unveiled by Sega at June 1994's Consumer Electronics Show, the 32X was presented as a low-cost option for consumers looking to play 32-bit games. It was developed in response to the Atari Jaguar and concerns that the Saturn would not make it to market by the end of 1994. Though it was conceived as an entirely new console, at the suggestion of Sega of America executive Joe Miller and his team, it was converted into an add-on for the Genesis and made more powerful. The final design contained two 32-bit central processing units and a 3D graphics processor. Sega 1994 1994-11-21 November 21, 1994 - Console - 3-4 + Peripheral + 143-207 0C7BCB 0084E2 ED0A0A FFE607 212122 + 112-67 + + + El 32x és un complement per a la consola de videojocs Sega Mega Drive/Genesis. El nom de "Projecte Mart", el 32x va ser dissenyat per ampliar la potència de la Mega Drive/Genesis i servir de consola de transició a l'era de 32 bits fins al llançament del Sega Saturn. Independentment de la consola, el 32X utilitza els seus propis cartutxos ROM i té la seva pròpia biblioteca de jocs. Es va distribuir amb el nom de Super 32x al Japó, Genesis 32x a Amèrica del Nord, Mega Drive 32x a la regió PAL i Mega 32X al Brasil. + +Presentat per Sega al Saló de l'electrònica de consum de juny de 1994, el 32x es va presentar com una opció de baix cost per als consumidors que busquen jugar a jocs de 32 bits. Es va desenvolupar com a resposta a l'Atari Jaguar i es preocupa que el Saturn no el faria al mercat a finals de 1994. Tot i que va ser concebuda com una consola completament nova, per suggeriment de l'executiu de Sega d'Amèrica, Joe Miller i el seu equip,Es va convertir en un complement per al Gènesi i es va fer més potent. El disseny final contenia dues unitats de processament central de 32 bits i un processador gràfic 3D. + Peripheral + + + + + Der 32X ist ein Zusatzgerät für die Videospielkonsole Sega Mega Drive/Genesis. Unter dem Codenamen "Project Mars" wurde der 32X entwickelt, um die Leistung des Mega Drive/Genesis zu erweitern und als Übergangskonsole in die 32-Bit-Ära bis zur Veröffentlichung des Sega Saturn zu dienen. Unabhängig von der Konsole verwendet der 32X seine eigenen ROM-Cartridges und verfügt über eine eigene Spielebibliothek. Es wurde unter dem Namen Super 32X in Japan, Genesis 32X in Nordamerika, Mega Drive 32X in der PAL-Region und Mega 32X in Brasilien vertrieben. + +Der 32X wurde von Sega auf der Consumer Electronics Show im Juni 1994 vorgestellt und war eine preisgünstige Option für Verbraucher, die 32-Bit-Spiele spielen wollten. Es wurde als Antwort auf den Atari Jaguar und die Befürchtung entwickelt, dass der Saturn bis Ende 1994 nicht auf den Markt kommen würde. Obwohl sie als völlig neue Konsole konzipiert war, wurde sie auf Vorschlag von Joe Miller, dem Geschäftsführer von Sega of America, und seinem Team in ein Add-on für die Genesis umgewandelt und leistungsstärker gemacht. Das endgültige Design enthielt zwei 32-Bit-Zentraleinheiten und einen 3D-Grafikprozessor. + Peripherie + + + + + La 32X es un complemento para la videoconsola Sega Mega Drive/Genesis. Con el nombre en clave de "Proyecto Marte", la 32X fue diseñada para ampliar la potencia de la Mega Drive/Genesis y servir como consola de transición a la era de los 32 bits hasta el lanzamiento de la Sega Saturn. Independiente de la consola, la 32X utiliza sus propios cartuchos ROM y tiene su propia biblioteca de juegos. Se distribuyó con el nombre de Super 32X en Japón, Genesis 32X en Norteamérica, Mega Drive 32X en la región PAL y Mega 32X en Brasil. + +Presentada por Sega en el Consumer Electronics Show de junio de 1994, la 32X se presentaba como una opción de bajo coste para los consumidores que quisieran jugar a juegos de 32 bits. Se desarrolló como respuesta a la Atari Jaguar y a la preocupación de que la Saturn no llegara al mercado a finales de 1994. Aunque se concibió como una consola completamente nueva, a sugerencia del ejecutivo de Sega of America Joe Miller y su equipo, se convirtió en un complemento de la Genesis y se hizo más potente. El diseño final contenía dos unidades centrales de procesamiento de 32 bits y un procesador de gráficos 3D. + Periférico + + + + + La 32X est une extension de la console de jeu vidéo Sega Mega Drive/Genesis. Sous le nom de code "Project Mars", le 32X a été conçu pour augmenter la puissance de la Mega Drive/Genesis et servir de console de transition vers l'ère 32 bits jusqu'à la sortie de la Sega Saturn. Indépendante de la console, la 32X utilise ses propres cartouches ROM et possède sa propre bibliothèque de jeux. Elle a été distribuée sous le nom de Super 32X au Japon, Genesis 32X en Amérique du Nord, Mega Drive 32X dans la région PAL et Mega 32X au Brésil. + +Dévoilé par Sega lors du Consumer Electronics Show de juin 1994, le 32X a été présenté comme une option bon marché pour les consommateurs souhaitant jouer à des jeux 32 bits. Il a été développé en réponse à l'Atari Jaguar et à la crainte que la Saturn ne soit pas commercialisée avant la fin de l'année 1994. Bien qu'elle ait été conçue comme une console entièrement nouvelle, à la suggestion de Joe Miller, cadre de Sega of America, et de son équipe, elle a été convertie en un module complémentaire pour la Genesis et rendue plus puissante. La conception finale contenait deux unités centrales de traitement 32 bits et un processeur graphique 3D. + Périphérique + + + + + Il 32X è un componente aggiuntivo per la console per videogiochi Sega Mega Drive/Genesis. Con il nome in codice "Project Mars", il 32X è stato progettato per espandere la potenza del Mega Drive/Genesis e fungere da console di transizione nell'era dei 32 bit fino all'uscita del Sega Saturn. Indipendente dalla console, il 32X utilizza le proprie cartucce ROM e dispone di una propria libreria di giochi. È stata distribuita con il nome di Super 32X in Giappone, Genesis 32X in Nord America, Mega Drive 32X nella regione PAL e Mega 32X in Brasile. + +Presentato da Sega al Consumer Electronics Show del giugno 1994, il 32X fu presentato come un'opzione a basso costo per i consumatori che volevano giocare a 32 bit. Fu sviluppato in risposta all'Atari Jaguar e alle preoccupazioni che il Saturn non sarebbe arrivato sul mercato entro la fine del 1994. Sebbene fosse stata concepita come una console completamente nuova, su suggerimento di Joe Miller, dirigente di Sega of America, e del suo team, fu convertita in un componente aggiuntivo per il Genesis e resa più potente. Il progetto finale conteneva due unità di elaborazione centrale a 32 bit e un processore grafico 3D. + Periferica + + + + + De 32X is een uitbreiding voor de Sega Mega Drive/Genesis videogameconsole. Met de codenaam "Project Mars" werd de 32X ontworpen om de kracht van de Mega Drive/Genesis uit te breiden en te dienen als overgangsconsole naar het 32-bit tijdperk tot de release van de Sega Saturn. Onafhankelijk van de console gebruikt de 32X zijn eigen ROM-cartridges en heeft het zijn eigen spelbibliotheek. Het werd gedistribueerd onder de naam Super 32X in Japan, Genesis 32X in Noord-Amerika, Mega Drive 32X in de PAL-regio en Mega 32X in Brazilië. + +De 32X werd onthuld door Sega op de Consumer Electronics Show in juni 1994 en werd gepresenteerd als een voordelige optie voor consumenten die 32-bits games wilden spelen. De 32X werd ontwikkeld als antwoord op de Atari Jaguar en de vrees dat de Saturn eind 1994 niet op de markt zou komen. Hoewel het was ontworpen als een geheel nieuwe console, werd het op voorstel van Joe Miller, een leidinggevende van Sega of America, en zijn team, omgebouwd tot een add-on voor de Genesis en krachtiger gemaakt. Het uiteindelijke ontwerp bevatte twee 32-bits centrale verwerkingseenheden en een 3D grafische processor. + Perifeer + + + + + 32X to dodatek do konsoli do gier wideo Sega Mega Drive/Genesis. Oznaczony kryptonimem "Project Mars", 32X został zaprojektowany, aby rozszerzyć moc Mega Drive/Genesis i służyć jako konsola przejściowa do ery 32-bitowej do czasu wydania Sega Saturn. Niezależnie od konsoli, 32X wykorzystuje własne kartridże ROM i posiada własną bibliotekę gier. Był dystrybuowany pod nazwą Super 32X w Japonii, Genesis 32X w Ameryce Północnej, Mega Drive 32X w regionie PAL i Mega 32X w Brazylii. + +Zaprezentowany przez firmę Sega na targach Consumer Electronics Show w czerwcu 1994 roku, 32X został przedstawiony jako niedroga opcja dla konsumentów chcących grać w 32-bitowe gry. Został opracowany w odpowiedzi na Atari Jaguar i obawy, że Saturn nie trafi na rynek przed końcem 1994 roku. Choć w założeniu miała to być zupełnie nowa konsola, to zgodnie z sugestią dyrektora wykonawczego Sega of America Joe Millera i jego zespołu, została ona przekształcona w dodatek do Genesis i stała się bardziej wydajna. Ostateczny projekt zawierał dwie 32-bitowe jednostki centralne i procesor graficzny 3D. + Peryferyjne + + + + + O 32X é um complemento para o console de videogame Sega Mega Drive/Genesis. Com o codinome "Project Mars", o 32X foi projetado para expandir o poder do Mega Drive/Genesis e servir como um console de transição para a era de 32 bits até o lançamento do Sega Saturn. Independente do console, o 32X usa seus próprios cartuchos de ROM e tem sua própria biblioteca de jogos. Ele foi distribuído com o nome de Super 32X no Japão, Genesis 32X na América do Norte, Mega Drive 32X na região PAL e Mega 32X no Brasil. + +Revelado pela Sega na Consumer Electronics Show de junho de 1994, o 32X foi apresentado como uma opção de baixo custo para os consumidores que queriam jogar jogos de 32 bits. Ele foi desenvolvido em resposta ao Atari Jaguar e às preocupações de que o Saturn não chegaria ao mercado até o final de 1994. Embora tenha sido concebido como um console totalmente novo, por sugestão do executivo da Sega of America, Joe Miller, e sua equipe, ele foi convertido em um complemento para o Genesis e ficou mais potente. O projeto final continha duas unidades de processamento central de 32 bits e um processador gráfico 3D. + Periférico + + + + + 32X este un add-on pentru consola de jocuri video Sega Mega Drive/Genesis. Cu numele de cod "Project Mars", 32X a fost proiectat să extindă puterea Mega Drive/Genesis și să servească drept consolă de tranziție în era pe 32 de biți până la lansarea lui Sega Saturn. Independent de consolă, 32X utilizează propriile cartușe ROM și are propria sa bibliotecă de jocuri. A fost distribuită sub numele Super 32X în Japonia, Genesis 32X în America de Nord, Mega Drive 32X în regiunea PAL și Mega 32X în Brazilia. + +Prezentat de Sega la Consumer Electronics Show din iunie 1994, 32X a fost prezentat ca o opțiune low-cost pentru consumatorii care doresc să joace jocuri pe 32 de biți. A fost dezvoltat ca răspuns la Atari Jaguar și la îngrijorarea că Saturn nu va ajunge pe piață până la sfârșitul anului 1994. Deși a fost concepută ca o consolă complet nouă, la sugestia executivului Sega of America Joe Miller și a echipei sale, a fost transformată într-un add-on pentru Genesis și a devenit mai puternică. Designul final conținea două unități centrale de procesare pe 32 de biți și un procesor grafic 3D. + Periferic + + + + + 32X - это дополнение для игровой приставки Sega Mega Drive/Genesis. Кодовое название "Project Mars", 32X была разработана для расширения возможностей Mega Drive/Genesis и служила переходной консолью в 32-битную эру до выхода Sega Saturn. Независимо от консоли, 32X использует собственные ROM-картриджи и имеет собственную библиотеку игр. В Японии она распространялась под названиями Super 32X, в Северной Америке - Genesis 32X, в PAL-регионе - Mega Drive 32X, в Бразилии - Mega 32X. + +Представленная компанией Sega на выставке Consumer Electronics Show в июне 1994 года, 32X была представлена как недорогой вариант для потребителей, желающих играть в 32-битные игры. Она была разработана в ответ на появление Atari Jaguar и опасения, что Saturn не выйдет на рынок до конца 1994 года. Хотя консоль задумывалась как совершенно новая, по предложению руководителя Sega of America Джо Миллера и его команды она была переделана в дополнение к Genesis и стала более мощной. В окончательном варианте она содержала два 32-битных центральных процессора и процессор 3D-графики. + Периферийное устройство + + - Konsol + 32X är ett tillägg till Sega Mega Drive/Genesis videospelskonsol. Med kodnamnet "Project Mars" utformades 32X för att utöka kraften i Mega Drive/Genesis och fungera som en övergångskonsol till 32-bitars-eran fram till lanseringen av Sega Saturn. 32X är oberoende av konsolen och använder sina egna ROM-kassetter och har sitt eget spelbibliotek. Den distribuerades under namnet Super 32X i Japan, Genesis 32X i Nordamerika, Mega Drive 32X i PAL-regionen och Mega 32X i Brasilien. + +32X presenterades av Sega på Consumer Electronics Show i juni 1994 och var ett lågprisalternativ för konsumenter som ville spela 32-bitarsspel. Den utvecklades som ett svar på Atari Jaguar och farhågorna om att Saturn inte skulle hinna ut på marknaden före slutet av 1994. Konsolen var tänkt som en helt ny konsol, men på förslag av Joe Miller, chef för Sega of America, och hans team omvandlades den till ett tillägg till Genesis och gjordes mer kraftfull. Den slutliga designen innehöll två 32-bitars centralenheter och en 3D-grafikprocessor. + Perifer + + + + + 32Xは、セガのゲーム機メガドライブ/ジェネシス用のアドオンである。コードネーム "Project Mars "と呼ばれた32Xは、メガドライブ/ジェネシスのパワーを拡張し、セガサターンが発売されるまでの32ビット時代への過渡的なコンソールとして機能するように設計された。ゲーム機から独立した32Xは、独自のROMカートリッジを使用し、独自のゲームライブラリを持っている。日本では「スーパー32X」、北米では「ジェネシス32X」、PAL地域では「メガドライブ32X」、ブラジルでは「メガ32X」の名称で販売された。 + +1994年6月のコンシューマー・エレクトロニクス・ショーでセガから発表された32Xは、32ビットゲームをプレイしたい消費者向けの低価格な選択肢として紹介された。アタリ・ジャガーと、サターンが1994年末までに市場に投入されないのではないかという懸念に応えて開発された。全く新しいゲーム機として構想されたものの、セガ・オブ・アメリカの重役ジョー・ミラーと彼のチームの提案により、ジェネシスのアドオンに改造され、より強力になった。最終的な設計では、32ビットの中央演算処理装置2つと3Dグラフィックプロセッサが搭載された。 + ペリフェラル + + + + + 32X는 세가 메가 드라이브/제네시스 비디오 게임 콘솔의 애드온입니다. 코드명 "프로젝트 화성"인 32X는 메가 드라이브/제네시스의 성능을 확장하고 세가 새턴이 출시될 때까지 32비트 시대로의 과도기적 콘솔 역할을 하도록 설계되었습니다. 콘솔과 독립적으로 32X는 자체 ROM 카트리지를 사용하며 자체 게임 라이브러리가 있습니다. 일본에서는 슈퍼 32X, 북미에서는 제네시스 32X, PAL 지역에서는 메가 드라이브 32X, 브라질에서는 메가 32X라는 이름으로 배포되었습니다. + +1994년 6월 소비자 가전 박람회에서 세가가 공개한 32X는 32비트 게임을 즐기려는 소비자를 위한 저렴한 옵션으로 선보였습니다. 이 게임은 1994년 말까지 새턴이 출시되지 못할 것이라는 우려와 아타리 재규어에 대응하기 위해 개발되었습니다. 완전히 새로운 콘솔로 구상되었지만, 세가 오브 아메리카의 임원 조 밀러와 그의 팀의 제안으로 제네시스를 위한 애드온으로 개조하여 더욱 강력하게 만들었습니다. 최종 설계에는 2개의 32비트 중앙 처리 장치와 3D 그래픽 프로세서가 포함되었습니다. + 주변기기 + + + + + 32X 是世嘉 Mega Drive/Genesis 视频游戏机的附加设备。32X 代号为 "火星计划",旨在扩展 Mega Drive/Genesis 的功能,并作为世嘉土星发布前进入 32 位时代的过渡控制台。32X 独立于控制台,使用自己的 ROM 卡带,拥有自己的游戏库。它在日本以 Super 32X 的名称销售,在北美以 Genesis 32X 的名称销售,在 PAL 地区以 Mega Drive 32X 的名称销售,在巴西以 Mega 32X 的名称销售。 + +32X 由世嘉公司在 1994 年 6 月的消费电子产品展上推出,是希望玩 32 位游戏的消费者的低成本选择。它的开发是为了应对 Atari Jaguar 和土星无法在 1994 年底上市的担忧。虽然它被视为一个全新的游戏机,但在世嘉美国公司高管乔-米勒(Joe Miller)及其团队的建议下,它被转换成了 "创世纪"(Genesis)的附加设备,而且功能更加强大。最终设计包含两个 32 位中央处理器和一个 3D 图形处理器。 + 外围设备 \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/segacd.xml b/themes/linear-es-de/system/metadata/segacd.xml index 37d5580ab..5373fe0e3 100644 --- a/themes/linear-es-de/system/metadata/segacd.xml +++ b/themes/linear-es-de/system/metadata/segacd.xml @@ -1,24 +1,132 @@ - + Sega CD The Sega CD, released as the Mega-CD in most regions outside North America and Brazil, is a CD-ROM accessory for the Mega Drive/Genesis designed and produced by Sega as part of the fourth generation of video game consoles. It was released on December 12, 1991 in Japan, October 15, 1992 in North America, and April 2, 1993 in Europe. The Sega CD plays CD-based games and adds hardware functionality such as a faster central processing unit and graphic enhancements like sprite scaling and rotation. It can also play audio CDs and CD+G discs. - The main benefit of CD technology was greater storage, which allowed for games to be nearly 320 times larger than Genesis cartridges. This benefit manifested as full motion video (FMV) games such as the controversial Night Trap, which became a focus of the 1993 congressional hearings on issues of video game violence and ratings. Sega of Japan partnered with JVC to design the Sega CD and refused to consult with Sega of America until the project was complete. Sega of America assembled parts from various "dummy" units to obtain a working prototype. It was redesigned several times by Sega and licensed third-party developers. +The main benefit of CD technology was greater storage, which allowed for games to be nearly 320 times larger than Genesis cartridges. This benefit manifested as full motion video (FMV) games such as the controversial Night Trap, which became a focus of the 1993 congressional hearings on issues of video game violence and ratings. Sega of Japan partnered with JVC to design the Sega CD and refused to consult with Sega of America until the project was complete. Sega of America assembled parts from various "dummy" units to obtain a working prototype. It was redesigned several times by Sega and licensed third-party developers. Sega 1992 1992-10-15 October 15, 1992 - Console - 3-4 + Peripheral + 143-207 0C7BCB 4B95D1 2B83C5 B2AE85 212122 + 1-1 + + + El CD SEGA, publicat com a Mega-CD a la majoria de regions de fora d’Amèrica del Nord i Brasil, és un accessori de CD-ROM per al Mega Drive/Genesis dissenyat i produït per Sega com a part de la quarta generació de consoles de videojocs. Va ser llançat el 12 de desembre de 1991 al Japó, el 15 d'octubre de 1992 a Amèrica del Nord i el 2 d'abril de 1993 a Europa. El CD SEGA juga a jocs basats en CD i afegeix una funcionalitat de maquinari, com ara una unitat de processament central més ràpida i millores gràfiques com l'escalat i la rotació de Sprite. També es pot reproduir CD d'àudio i discos CD+G. + +El principal avantatge de la tecnologia de CD va ser l’emmagatzematge més gran, cosa que va permetre que els jocs fossin gairebé 320 vegades més grans que els cartutxos de Genesis. Aquest benefici es va manifestar com a jocs de vídeo de moviment complet (FMV) com la controvertida trampa nocturna, que es va convertir en un focus de les audiències del Congrés de 1993 en qüestions de violència i qualificacions de videojocs. Sega del Japó es va associar amb JVC per dissenyar el CD SEGA i es va negar a consultar amb Sega d'Amèrica fins que el projecte fos complet. Sega d'Amèrica va muntar parts de diverses unitats "maniquí" per obtenir un prototip de treball. Va ser redissenyat diverses vegades per Sega i desenvolupadors de tercers amb llicència. + Peripheral + + + + + Die Sega CD, die in den meisten Regionen außerhalb Nordamerikas und Brasiliens als Mega-CD veröffentlicht wurde, ist ein CD-ROM-Zubehör für das Mega Drive/Genesis, das von Sega als Teil der vierten Generation von Videospielkonsolen entwickelt und produziert wurde. Es wurde am 12. Dezember 1991 in Japan, am 15. Oktober 1992 in Nordamerika und am 2. April 1993 in Europa veröffentlicht. Die Sega CD spielt CD-basierte Spiele und bietet zusätzliche Hardwarefunktionen wie eine schnellere Zentraleinheit und grafische Verbesserungen wie die Skalierung und Rotation von Sprites. Sie kann auch Audio-CDs und CD+G-Discs abspielen. + +Der Hauptvorteil der CD-Technologie war die größere Speicherkapazität, die es ermöglichte, Spiele fast 320 Mal größer zu machen als bei den Genesis-Cartridges. Dieser Vorteil manifestierte sich in Full-Motion-Video-Spielen (FMV) wie dem umstrittenen Night Trap, das 1993 im Mittelpunkt der Kongressanhörungen zum Thema Gewalt in Videospielen und deren Bewertung stand. Sega of Japan arbeitete bei der Entwicklung der Sega CD mit JVC zusammen und weigerte sich, Sega of America zu konsultieren, bis das Projekt abgeschlossen war. Sega of America baute Teile aus verschiedenen "Dummy"-Geräten zusammen, um einen funktionierenden Prototyp zu erhalten. Die CD wurde von Sega und lizenzierten Drittentwicklern mehrmals umgestaltet. + Peripherie + + + + + El Sega CD, lanzado como Mega-CD en la mayoría de las regiones fuera de Norteamérica y Brasil, es un accesorio de CD-ROM para la Mega Drive/Genesis diseñado y producido por Sega como parte de la cuarta generación de consolas de videojuegos. Salió a la venta el 12 de diciembre de 1991 en Japón, el 15 de octubre de 1992 en Norteamérica y el 2 de abril de 1993 en Europa. La Sega CD reproduce juegos basados en CD y añade funciones de hardware, como una unidad central de procesamiento más rápida y mejoras gráficas, como el escalado y la rotación de sprites. También puede reproducir CD de audio y discos CD+G. + +La principal ventaja de la tecnología de CD era su mayor capacidad de almacenamiento, que permitía que los juegos fueran casi 320 veces más grandes que los cartuchos de Genesis. Esta ventaja se manifestó en juegos de vídeo de movimiento completo (FMV), como el controvertido Night Trap, que se convirtió en el centro de atención de las audiencias del Congreso de 1993 sobre cuestiones de violencia y clasificación de videojuegos. Sega of Japan se asoció con JVC para diseñar el Sega CD y se negó a consultar con Sega of America hasta que el proyecto estuvo terminado. Sega of America ensambló piezas de varias unidades "ficticias" para obtener un prototipo funcional. Fue rediseñado varias veces por Sega y terceros desarrolladores bajo licencia. + Periférico + + + + + Le Sega CD, commercialisé sous le nom de Mega-CD dans la plupart des régions en dehors de l'Amérique du Nord et du Brésil, est un accessoire CD-ROM pour la Mega Drive/Genesis conçu et produit par Sega dans le cadre de la quatrième génération de consoles de jeux vidéo. Il est sorti le 12 décembre 1991 au Japon, le 15 octobre 1992 en Amérique du Nord et le 2 avril 1993 en Europe. Le Sega CD joue à des jeux sur CD et ajoute des fonctionnalités matérielles telles qu'une unité centrale de traitement plus rapide et des améliorations graphiques telles que la mise à l'échelle et la rotation des sprites. Il peut également lire les CD audio et les disques CD+G. + +Le principal avantage de la technologie CD est l'augmentation de la capacité de stockage, qui permet aux jeux d'être près de 320 fois plus volumineux que les cartouches Genesis. Cet avantage s'est traduit par des jeux vidéo à mouvement complet (FMV) tels que le controversé Night Trap, qui a été au centre des auditions du Congrès en 1993 sur les questions de la violence dans les jeux vidéo et de leur classification. Sega of Japan s'est associé à JVC pour concevoir le Sega CD et a refusé de consulter Sega of America jusqu'à ce que le projet soit terminé. Sega of America a assemblé des pièces provenant de diverses unités "factices" pour obtenir un prototype fonctionnel. Le CD a été remanié à plusieurs reprises par Sega et par des développeurs tiers sous licence. + Périphérique + + + + + Il Sega CD, pubblicato come Mega-CD nella maggior parte delle regioni al di fuori del Nord America e del Brasile, è un accessorio CD-ROM per il Mega Drive/Genesis progettato e prodotto da Sega come parte della quarta generazione di console per videogiochi. È stato rilasciato il 12 dicembre 1991 in Giappone, il 15 ottobre 1992 in Nord America e il 2 aprile 1993 in Europa. Il Sega CD riproduce giochi basati su CD e aggiunge funzionalità hardware come un'unità di elaborazione centrale più veloce e miglioramenti grafici come la scalatura e la rotazione degli sprite. Può anche riprodurre CD audio e dischi CD+G. + +Il principale vantaggio della tecnologia CD era la maggiore capacità di memorizzazione, che consentiva ai giochi di essere quasi 320 volte più grandi delle cartucce Genesis. Questo vantaggio si è manifestato nei giochi full motion video (FMV), come il controverso Night Trap, che è stato al centro delle audizioni del Congresso del 1993 sulle questioni relative alla violenza e alla classificazione dei videogiochi. Sega of Japan si associò a JVC per progettare il Sega CD e rifiutò di consultarsi con Sega of America fino al completamento del progetto. Sega of America assemblò parti di varie unità "fittizie" per ottenere un prototipo funzionante. Il CD fu riprogettato più volte da Sega e da sviluppatori di terze parti su licenza. + Periferica + + + + + De Sega CD, uitgebracht als de Mega-CD in de meeste regio's buiten Noord-Amerika en Brazilië, is een CD-ROM accessoire voor de Mega Drive/Genesis ontworpen en geproduceerd door Sega als onderdeel van de vierde generatie videospelconsoles. Het werd uitgebracht op 12 december 1991 in Japan, 15 oktober 1992 in Noord-Amerika en 2 april 1993 in Europa. De Sega CD speelt CD-gebaseerde spellen en voegt hardwarefunctionaliteit toe zoals een snellere centrale verwerkingseenheid en grafische verbeteringen zoals sprite scaling en rotatie. Het kan ook audio-CD's en CD+G discs afspelen. + +Het grootste voordeel van CD-technologie was de grotere opslagcapaciteit, waardoor spellen bijna 320 keer groter konden zijn dan Genesis-cartridges. Dit voordeel kwam tot uiting in full motion video (FMV) games zoals het controversiële Night Trap, dat in 1993 het onderwerp werd van hoorzittingen in het Congres over geweld in videogames en classificaties. Sega of Japan werkte samen met JVC om de Sega CD te ontwerpen en weigerde Sega of America te raadplegen tot het project klaar was. Sega of America assembleerde onderdelen van verschillende "dummy" eenheden om een werkend prototype te krijgen. Het werd verschillende keren opnieuw ontworpen door Sega en gelicentieerde externe ontwikkelaars. + Perifeer + + + + + Sega CD, wydana jako Mega-CD w większości regionów poza Ameryką Północną i Brazylią, to akcesorium CD-ROM dla Mega Drive/Genesis zaprojektowane i wyprodukowane przez firmę Sega w ramach czwartej generacji konsol do gier wideo. Został wydany 12 grudnia 1991 roku w Japonii, 15 października 1992 roku w Ameryce Północnej i 2 kwietnia 1993 roku w Europie. Sega CD odtwarza gry oparte na płytach CD i dodaje funkcje sprzętowe, takie jak szybszy procesor centralny i ulepszenia graficzne, takie jak skalowanie i obracanie sprite'ów. Może również odtwarzać płyty audio CD i CD+G. + +Główną zaletą technologii CD była większa pamięć masowa, dzięki czemu gry mogły być prawie 320 razy większe niż na kartridżach Genesis. Korzyść ta przejawiała się w postaci gier wideo w pełnym ruchu (FMV), takich jak kontrowersyjna gra Night Trap, która stała się przedmiotem przesłuchań kongresowych w 1993 roku w sprawie przemocy w grach wideo i ocen. Sega of Japan współpracowała z JVC przy projektowaniu Sega CD i odmówiła konsultacji z Sega of America do czasu ukończenia projektu. Sega of America zmontowała części z różnych "atrap" jednostek, aby uzyskać działający prototyp. Został on kilkakrotnie przeprojektowany przez firmę Sega i licencjonowanych deweloperów zewnętrznych. + Peryferyjne + + + + + O Sega CD, lançado como Mega-CD na maioria das regiões fora da América do Norte e do Brasil, é um acessório de CD-ROM para o Mega Drive/Genesis projetado e produzido pela Sega como parte da quarta geração de consoles de videogame. Foi lançado em 12 de dezembro de 1991 no Japão, em 15 de outubro de 1992 na América do Norte e em 2 de abril de 1993 na Europa. O Sega CD reproduz jogos baseados em CD e acrescenta funcionalidades de hardware, como uma unidade de processamento central mais rápida e melhorias gráficas, como escalonamento e rotação de sprite. Ele também pode reproduzir CDs de áudio e discos CD+G. + +O principal benefício da tecnologia de CD foi o maior armazenamento, que permitiu que os jogos fossem quase 320 vezes maiores do que os cartuchos do Genesis. Esse benefício se manifestou em jogos de vídeo de movimento completo (FMV), como o polêmico Night Trap, que se tornou o foco das audiências do congresso de 1993 sobre questões de violência e classificação de videogames. A Sega do Japão fez uma parceria com a JVC para projetar o Sega CD e se recusou a consultar a Sega da América até que o projeto estivesse concluído. A Sega of America montou peças de várias unidades "fictícias" para obter um protótipo funcional. Ele foi redesenhado várias vezes pela Sega e por desenvolvedores terceirizados licenciados. + Periférico + + + + + Sega CD, lansat ca Mega-CD în majoritatea regiunilor din afara Americii de Nord și Braziliei, este un accesoriu CD-ROM pentru Mega Drive/Genesis proiectat și produs de Sega ca parte a celei de-a patra generații de console de jocuri video. A fost lansat pe 12 decembrie 1991 în Japonia, 15 octombrie 1992 în America de Nord și 2 aprilie 1993 în Europa. Sega CD redă jocuri bazate pe CD și adaugă funcționalități hardware precum o unitate centrală de procesare mai rapidă și îmbunătățiri grafice precum scalarea și rotația spritelor. De asemenea, poate reda CD-uri audio și discuri CD+G. + +Principalul beneficiu al tehnologiei CD a fost creșterea capacității de stocare, care a permis ca jocurile să fie de aproape 320 de ori mai mari decât cartușele Genesis. Acest avantaj s-a manifestat prin jocuri video cu mișcare completă (FMV), cum ar fi controversatul Night Trap, care a devenit punctul central al audierilor congresionale din 1993 pe probleme de violență și clasificare a jocurilor video. Sega of Japan s-a asociat cu JVC pentru a proiecta Sega CD și a refuzat să se consulte cu Sega of America până la finalizarea proiectului. Sega of America a asamblat piese din diferite unități "fictive" pentru a obține un prototip funcțional. Acesta a fost reproiectat de mai multe ori de către Sega și dezvoltatori terți licențiați. + Periferic + + + + + Sega CD, выпущенный как Mega-CD в большинстве регионов за пределами Северной Америки и Бразилии, - это аксессуар CD-ROM для Mega Drive/Genesis, разработанный и выпущенный компанией Sega в рамках четвертого поколения игровых консолей. Он был выпущен 12 декабря 1991 года в Японии, 15 октября 1992 года в Северной Америке и 2 апреля 1993 года в Европе. Sega CD воспроизводит игры на базе компакт-дисков, а также добавляет аппаратные функции, такие как более быстрый центральный процессор и графические улучшения, такие как масштабирование и вращение спрайтов. Она также может воспроизводить аудио-CD и CD+G диски. + +Основным преимуществом технологии CD стало увеличение объема памяти, что позволило увеличить размер игр почти в 320 раз по сравнению с картриджами Genesis. Это преимущество проявилось в создании игр с полным движением (FMV), таких как спорная игра Night Trap, которая в 1993 году стала предметом слушаний в Конгрессе по вопросам насилия и рейтингов видеоигр. Японская компания Sega сотрудничала с JVC для разработки Sega CD и отказалась консультироваться с Sega of America до завершения проекта. Чтобы получить рабочий прототип, Sega of America собрала детали из различных "манекенов". Он был несколько раз переработан Sega и лицензированными сторонними разработчиками. + Периферийное устройство + + - Konsol + Sega CD, som släpptes som Mega-CD i de flesta regioner utanför Nordamerika och Brasilien, är ett CD-ROM-tillbehör för Mega Drive/Genesis som designats och producerats av Sega som en del av den fjärde generationens videospelskonsoler. Den släpptes den 12 december 1991 i Japan, den 15 oktober 1992 i Nordamerika och den 2 april 1993 i Europa. Sega CD spelar CD-baserade spel och lägger till hårdvarufunktioner som en snabbare centralprocessor och grafiska förbättringar som skalning och rotation av sprite. Den kan också spela ljud-CD-skivor och CD+G-skivor. + +Den största fördelen med CD-tekniken var den större lagringsmöjligheten, som gjorde att spelen kunde vara nästan 320 gånger större än Genesis-kassetterna. Denna fördel manifesterades i full motion video (FMV)-spel som det kontroversiella Night Trap, som blev ett fokus för 1993 års kongressutfrågningar om frågor som rörde våld och klassificering av videospel. Sega of Japan samarbetade med JVC för att utforma Sega CD och vägrade att rådgöra med Sega of America förrän projektet var slutfört. Sega of America monterade delar från olika "dummy"-enheter för att få fram en fungerande prototyp. Den omdesignades flera gånger av Sega och licensierade tredjepartsutvecklare. + Perifer + + + + + セガCDは、北米とブラジル以外のほとんどの地域ではメガCDとして発売され、ビデオゲーム機の第4世代の一部としてセガによって設計され、製造されたメガドライブ/ジェネシス用のCD-ROMアクセサリーである。日本では1991年12月12日、北米では1992年10月15日、ヨーロッパでは1993年4月2日に発売された。セガCDはCDベースのゲームをプレイすることができ、より高速な中央処理装置やスプライトの拡大縮小や回転などのグラフィック強化などのハードウェア機能が追加されている。また、オーディオCDやCD+Gディスクも再生できる。 + +CD技術の主な利点は、ストレージが大きくなったことで、ジェネシスのカートリッジの320倍近い容量のゲームが可能になった。この利点は、物議を醸した『ナイトトラップ』のようなフルモーションビデオ(FMV)ゲームとして現れ、ビデオゲームの暴力性とレーティングの問題をめぐる1993年の議会公聴会の焦点となった。日本のセガは日本ビクターと組んでセガCDを設計し、プロジェクトが完了するまでアメリカのセガとの協議を拒否した。セガ・オブ・アメリカは、さまざまな「ダミー」ユニットのパーツを組み立て、実用的なプロトタイプを完成させた。セガとライセンスを受けたサードパーティの開発者によって、何度も設計し直された。 + ペリフェラル + + + + + 북미와 브라질을 제외한 대부분의 지역에서 Mega-CD로 발매된 Sega CD는 4세대 비디오 게임 콘솔의 일부로 Sega에서 설계 및 제작한 Mega Drive/Genesis용 CD-ROM 액세서리입니다. 일본에서는 1991년 12월 12일, 북미에서는 1992년 10월 15일, 유럽에서는 1993년 4월 2일에 출시되었습니다. 세가 CD는 CD 기반 게임을 재생하고 더 빠른 중앙 처리 장치와 스프라이트 크기 조정 및 회전과 같은 그래픽 향상과 같은 하드웨어 기능을 추가했습니다. 또한 오디오 CD와 CD+G 디스크도 재생할 수 있습니다. + +CD 기술의 가장 큰 장점은 더 큰 저장 공간으로, 제네시스 카트리지보다 게임을 320배 가까이 더 크게 저장할 수 있다는 점입니다. 이러한 이점은 1993년 비디오 게임 폭력 및 등급 문제에 대한 의회 청문회에서 논란이 되었던 나이트 트랩(Night Trap)과 같은 풀 모션 비디오(FMV) 게임에서 두드러지게 나타났습니다. 일본 세가는 JVC와 협력하여 세가 CD를 설계하고 프로젝트가 완료될 때까지 미국 세가와는 협의를 거부했습니다. 세가 오브 아메리카는 다양한 '더미' 유닛의 부품을 조립하여 작동하는 프로토타입을 만들었습니다. Sega와 라이선스를 받은 타사 개발자가 여러 차례 재설계했습니다. + 주변기기 + + + + + 世嘉 CD(在北美和巴西以外的大多数地区以 Mega-CD 的名称发布)是世嘉设计和生产的 Mega Drive/Genesis 的 CD-ROM 附件,是第四代视频游戏机的一部分。它于 1991 年 12 月 12 日在日本发布,1992 年 10 月 15 日在北美发布,1993 年 4 月 2 日在欧洲发布。世嘉 CD 可播放基于 CD 的游戏,并增加了硬件功能,如更快的中央处理器和图形增强功能,如精灵缩放和旋转。它还可以播放音频 CD 和 CD+G 光盘。 + +CD 技术的主要优点是存储空间更大,游戏容量是 Genesis 盒式的近 320 倍。这种优势体现在全动态视频(FMV)游戏上,如备受争议的《黑夜陷阱》(Night Trap),该游戏在 1993 年国会听证会上成为电子游戏暴力和分级问题的焦点。日本世嘉与 JVC 合作设计世嘉 CD,在项目完成之前拒绝与美国世嘉协商。美国世嘉公司从各种 "假 "设备上组装部件,以获得一个可工作的原型。世嘉和获得授权的第三方开发商对 CD 进行了多次重新设计。 + 外围设备 \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/sfc.xml b/themes/linear-es-de/system/metadata/sfc.xml index fa083b97b..d7e1ff127 100644 --- a/themes/linear-es-de/system/metadata/sfc.xml +++ b/themes/linear-es-de/system/metadata/sfc.xml @@ -1,4 +1,4 @@ - + Super Famicom The Super Famicom is a 16-bit home video game console developed by Nintendo that was released in 1990 in Japan, 1991 in North America, 1992 in Europe and Australasia (Oceania), and 1993 in South America. @@ -13,10 +13,90 @@ BA2318 0A2A8D 007544 + 112-67 + + + El Super Famicom és una consola de videojocs a casa de 16 bits desenvolupada per Nintendo que es va publicar el 1990 a Japó, 1991 a Amèrica del Nord, 1992 a Europa i Australàsia (Oceania) i 1993 a Amèrica del Sud. + Console + + + + + Das Super Famicom ist eine von Nintendo entwickelte 16-Bit-Videospielkonsole, die 1990 in Japan, 1991 in Nordamerika, 1992 in Europa und Australasien (Ozeanien) und 1993 in Südamerika auf den Markt kam. + Konsole + + + + + La Super Famicom es una videoconsola doméstica de 16 bits desarrollada por Nintendo que salió a la venta en 1990 en Japón, 1991 en Norteamérica, 1992 en Europa y Australasia (Oceanía) y 1993 en Sudamérica. + Consola + + + + + La Super Famicom est une console de jeux vidéo de salon 16 bits développée par Nintendo et sortie en 1990 au Japon, 1991 en Amérique du Nord, 1992 en Europe et en Australasie (Océanie), et 1993 en Amérique du Sud. + Console + + + + + Il Super Famicom è una console per videogiochi domestici a 16 bit sviluppata da Nintendo e pubblicata nel 1990 in Giappone, nel 1991 in Nord America, nel 1992 in Europa e Australasia (Oceania) e nel 1993 in Sud America. + Console + + + + + De Super Famicom is een 16-bit videogameconsole voor thuisgebruik, ontwikkeld door Nintendo, die werd uitgebracht in 1990 in Japan, 1991 in Noord-Amerika, 1992 in Europa en Australazië (Oceanië), en 1993 in Zuid-Amerika. + Console + + + + + Super Famicom to 16-bitowa domowa konsola do gier wideo opracowana przez Nintendo, która została wydana w 1990 roku w Japonii, w 1991 roku w Ameryce Północnej, w 1992 roku w Europie i Australazji (Oceanii) oraz w 1993 roku w Ameryce Południowej. + Konsola + + + + + O Super Famicom é um console de videogame doméstico de 16 bits desenvolvido pela Nintendo, lançado em 1990 no Japão, 1991 na América do Norte, 1992 na Europa e Australásia (Oceania) e 1993 na América do Sul. + Console + + + + + Super Famicom este o consolă de jocuri video de acasă pe 16 biți dezvoltată de Nintendo care a fost lansată în 1990 în Japonia, 1991 în America de Nord, 1992 în Europa și Australasia (Oceania) și 1993 în America de Sud. + Consolă + + + + + Super Famicom - 16-битная домашняя игровая приставка, разработанная компанией Nintendo, которая была выпущена в 1990 году в Японии, в 1991 году в Северной Америке, в 1992 году в Европе и Австралазии (Океании), а также в 1993 году в Южной Америке. + Консоль + + + Super Famicom är en 16-bitars hemkonsol för videospel som utvecklats av Nintendo och som släpptes 1990 i Japan, 1991 i Nordamerika, 1992 i Europa och Australasien (Oceanien) och 1993 i Sydamerika. Konsol + + + スーパーファミコンは任天堂が開発した16ビットの家庭用ゲーム機で、日本では1990年、北米では1991年、ヨーロッパとオーストラレーシア(オセアニア)では1992年、南米では1993年に発売された。 + コンソール + + + + + 슈퍼 패미컴은 닌텐도에서 개발한 16비트 가정용 비디오 게임 콘솔로 1990년 일본, 1991년 북미, 1992년 유럽 및 오세아니아, 1993년 남미에서 출시되었습니다. + 콘솔 + + + + + 超级 Famicom 是任天堂开发的一款 16 位家用视频游戏机,1990 年在日本发布,1991 年在北美发布,1992 年在欧洲和澳大拉西亚(大洋洲)发布,1993 年在南美发布。 + 控制台 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/sg-1000.xml b/themes/linear-es-de/system/metadata/sg-1000.xml index 70a1031a1..7aeb5236e 100644 --- a/themes/linear-es-de/system/metadata/sg-1000.xml +++ b/themes/linear-es-de/system/metadata/sg-1000.xml @@ -1,9 +1,9 @@ - + SG-1000 The SG-1000 is a home video game console manufactured by Sega and released in Japan, Australia, New Zealand, and other regions. It was Sega's first entry into the home video game hardware business. Introduced in 1983, the SG-1000 was released on the same day that Nintendo released the Family Computer in Japan. The SG-1000 was released in several forms, including the SC-3000 computer and the redesigned SG-1000 II released in 1984. A third iteration of the console, the Sega Mark III, was released in 1985. It provided a custom video display processor over previous iterations and served as the basis for the Master System in 1986, Sega's first internationally released console. - Developed in response to a downturn in arcades in 1982, the SG-1000 was created on the advice of Hayao Nakayama, president of Sega Enterprises, Ltd. Shortly after the release, Sega Enterprises was sold to CSK Corporation, which was followed by the release of the SG-1000 II. The SC-3000 and the SG-1000 line both support a library of 76 ROM cartridge games and 29 Sega My Card games, all of which are fully compatible with the Mark III and the Japanese version of the Master System. +Developed in response to a downturn in arcades in 1982, the SG-1000 was created on the advice of Hayao Nakayama, president of Sega Enterprises, Ltd. Shortly after the release, Sega Enterprises was sold to CSK Corporation, which was followed by the release of the SG-1000 II. The SC-3000 and the SG-1000 line both support a library of 76 ROM cartridge games and 29 Sega My Card games, all of which are fully compatible with the Mark III and the Japanese version of the Master System. Sega 1983 1983-07-15 @@ -15,10 +15,118 @@ 17569B D4D6C9 1A1E21 + 1-1 + + + El SG-1000 és una consola de videojocs a casa fabricada per Sega i llançada a Japó, Austràlia, Nova Zelanda i altres regions. Va ser la primera entrada de Sega al negoci de maquinari de videojocs a casa. Presentat el 1983, el SG-1000 es va publicar el mateix dia que Nintendo va llançar l'ordinador familiar al Japó. El SG-1000 es va publicar de diverses formes, inclòs l’ordinador SC-3000 i el redissenyat SG-1000 II publicat el 1984. Una tercera iteració de la consola, la Sega Mark III, es va publicar el 1985. Va proporcionar una pantalla de vídeo personalitzadaProcessador sobre iteracions anteriors i va servir de base per al sistema mestre el 1986, la primera consola llançada internacionalment de SEGA. + +Desenvolupat en resposta a una caiguda a Arcades el 1982, el SG-1000 es va crear per consell de Hayao Nakayama, president de Sega Enterprises, Ltd. Poc després del llançament, Sega Enterprises va ser venut a CSK Corporation, que va ser seguida pel llançamentdel SG-1000 II. La línia SC-3000 i SG-1000 admeten una biblioteca de 76 jocs de cartutx ROM i 29 jocs de cartes Sega, tots ells completament compatibles amb la versió Mark III i la versió japonesa del sistema mestre. + Console + + + + + Die SG-1000 ist eine Videospielkonsole für den Heimgebrauch, die von Sega hergestellt und in Japan, Australien, Neuseeland und anderen Regionen veröffentlicht wurde. Es war der erste Einstieg von Sega in das Geschäft mit Videospiel-Hardware für den Heimgebrauch. Das SG-1000 wurde 1983 eingeführt und kam am selben Tag auf den Markt, an dem Nintendo den Family Computer in Japan veröffentlichte. Das SG-1000 wurde in verschiedenen Formen veröffentlicht, darunter der SC-3000 Computer und das neu gestaltete SG-1000 II, das 1984 erschien. Eine dritte Version der Konsole, der Sega Mark III, kam 1985 auf den Markt. Sie verfügte über einen eigenen Videoprozessor und diente 1986 als Grundlage für das Master System, Segas erste international veröffentlichte Konsole. + +Das SG-1000 wurde als Reaktion auf den Rückgang der Spielhallen im Jahr 1982 auf Anraten von Hayao Nakayama, dem Präsidenten von Sega Enterprises, Ltd. entwickelt. Kurz nach der Veröffentlichung wurde Sega Enterprises an die CSK Corporation verkauft, woraufhin das SG-1000 II auf den Markt kam. Sowohl die SC-3000- als auch die SG-1000-Reihe unterstützen eine Bibliothek von 76 ROM-Cartridge-Spielen und 29 Sega-My-Card-Spielen, die alle vollständig mit dem Mark III und der japanischen Version des Master Systems kompatibel sind. + Konsole + + + + + La SG-1000 es una videoconsola doméstica fabricada por Sega y comercializada en Japón, Australia, Nueva Zelanda y otras regiones. Fue la primera entrada de Sega en el negocio del hardware de videojuegos domésticos. Presentada en 1983, la SG-1000 salió a la venta el mismo día que Nintendo lanzó el Family Computer en Japón. La SG-1000 fue lanzada en varias formas, incluyendo el ordenador SC-3000 y el rediseñado SG-1000 II lanzado en 1984. En 1985 se lanzó una tercera versión de la consola, la Sega Mark III. Proporcionaba un procesador de visualización de vídeo personalizado con respecto a las iteraciones anteriores y sirvió de base para la Master System en 1986, la primera consola de Sega lanzada internacionalmente. + +Desarrollada en respuesta al declive de los salones recreativos en 1982, la SG-1000 fue creada por consejo de Hayao Nakayama, presidente de Sega Enterprises, Ltd., quien se encargó de su desarrollo. Poco después de su lanzamiento, Sega Enterprises fue vendida a CSK Corporation, a lo que siguió el lanzamiento de la SG-1000 II. Tanto la línea SC-3000 como la SG-1000 admiten una biblioteca de 76 juegos de cartucho ROM y 29 juegos Sega My Card, todos ellos totalmente compatibles con la Mark III y la versión japonesa de la Master System. + Consola + + + + + La SG-1000 est une console de jeu vidéo de salon fabriquée par Sega et commercialisée au Japon, en Australie, en Nouvelle-Zélande et dans d'autres régions. Il s'agit de la première entrée de Sega dans le secteur des jeux vidéo de salon. Introduite en 1983, la SG-1000 est sortie le même jour que le Family Computer de Nintendo au Japon. La SG-1000 a été commercialisée sous plusieurs formes, notamment l'ordinateur SC-3000 et la SG-1000 II redessinée en 1984. Une troisième itération de la console, la Sega Mark III, est sortie en 1985. Elle était dotée d'un processeur d'affichage vidéo personnalisé par rapport aux itérations précédentes et a servi de base au Master System en 1986, la première console de Sega commercialisée à l'échelle internationale. + +Développé en réponse au déclin des salles d'arcade en 1982, le SG-1000 a été créé sur les conseils de Hayao Nakayama, président de Sega Enterprises, Ltd. Peu après sa sortie, Sega Enterprises a été vendu à CSK Corporation, ce qui a été suivi par la sortie du SG-1000 II. Les gammes SC-3000 et SG-1000 proposent toutes deux une bibliothèque de 76 jeux en cartouche ROM et 29 jeux Sega My Card, tous entièrement compatibles avec le Mark III et la version japonaise du Master System. + Console + + + + + L'SG-1000 è una console per videogiochi domestica prodotta da Sega e distribuita in Giappone, Australia, Nuova Zelanda e altre regioni. È stato il primo ingresso di Sega nel settore dei videogiochi domestici. Introdotto nel 1983, l'SG-1000 uscì lo stesso giorno in cui Nintendo rilasciò il Family Computer in Giappone. L'SG-1000 è stato distribuito in diverse forme, tra cui il computer SC-3000 e l'SG-1000 II ridisegnato nel 1984. Una terza iterazione della console, la Sega Mark III, fu rilasciata nel 1985. Questa console, dotata di un processore video personalizzato rispetto alle versioni precedenti, servì da base per il Master System del 1986, la prima console di Sega distribuita a livello internazionale. + +Sviluppato in risposta alla flessione delle sale giochi nel 1982, l'SG-1000 fu creato su consiglio di Hayao Nakayama, presidente di Sega Enterprises, Ltd. Poco dopo l'uscita, Sega Enterprises fu venduta a CSK Corporation, cui seguì l'uscita dell'SG-1000 II. La linea SC-3000 e la linea SG-1000 supportano entrambe una libreria di 76 giochi per cartucce ROM e 29 giochi Sega My Card, tutti pienamente compatibili con il Mark III e la versione giapponese del Master System. + Console + + + + + De SG-1000 is een videogameconsole voor thuisgebruik geproduceerd door Sega en uitgebracht in Japan, Australië, Nieuw-Zeeland en andere regio's. Het was de eerste keer dat Sega een videogameconsole voor thuisgebruik op de markt bracht. Het was Sega's eerste stap in de hardware-industrie voor videogames voor thuisgebruik. De SG-1000 werd geïntroduceerd in 1983, op dezelfde dag dat Nintendo de Family Computer uitbracht in Japan. De SG-1000 werd in verschillende vormen uitgebracht, waaronder de SC-3000 computer en de vernieuwde SG-1000 II die in 1984 werd uitgebracht. Een derde versie van de console, de Sega Mark III, werd uitgebracht in 1985. Deze console had een aangepaste videodisplayprocessor ten opzichte van de vorige versies en diende als basis voor het Master System in 1986, de eerste internationaal uitgebrachte console van Sega. + +De SG-1000 werd ontwikkeld als reactie op een terugval in de arcadehallen in 1982 en kwam tot stand op advies van Hayao Nakayama, president van Sega Enterprises, Ltd. (VS). Kort na de release werd Sega Enterprises verkocht aan CSK Corporation, wat werd gevolgd door de release van de SG-1000 II. De SC-3000 en de SG-1000-lijn ondersteunen beide een bibliotheek met 76 ROM-cartridgespellen en 29 Sega My Card-spellen, die allemaal volledig compatibel zijn met de Mark III en de Japanse versie van het Master System. + Console + + + + + SG-1000 to domowa konsola do gier wideo wyprodukowana przez firmę Sega i wydana w Japonii, Australii, Nowej Zelandii i innych regionach. Było to pierwsze wejście firmy Sega na rynek sprzętu do domowych gier wideo. Wprowadzony w 1983 roku SG-1000 został wydany tego samego dnia, w którym Nintendo wydało Family Computer w Japonii. SG-1000 został wydany w kilku formach, w tym jako komputer SC-3000 i przeprojektowany SG-1000 II wydany w 1984 roku. Trzecia iteracja konsoli, Sega Mark III, została wydana w 1985 roku. Zapewniała ona niestandardowy procesor wyświetlania wideo w stosunku do poprzednich iteracji i służyła jako podstawa dla Master System w 1986 roku, pierwszej konsoli Sega wydanej na całym świecie. + +Opracowany w odpowiedzi na spowolnienie w salonach gier w 1982 roku, SG-1000 został stworzony za radą Hayao Nakayamy, prezesa Sega Enterprises, Ltd.. Wkrótce po premierze, Sega Enterprises została sprzedana CSK Corporation, a następnie wydano SG-1000 II. Zarówno SC-3000, jak i SG-1000 obsługują bibliotekę 76 gier na kartridżach ROM i 29 gier Sega My Card, z których wszystkie są w pełni kompatybilne z Mark III i japońską wersją Master System. + Konsola + + + + + O SG-1000 é um console de videogame doméstico fabricado pela Sega e lançado no Japão, Austrália, Nova Zelândia e outras regiões. Foi a primeira entrada da Sega no mercado de hardware de videogame doméstico. Lançado em 1983, o SG-1000 foi lançado no mesmo dia em que a Nintendo lançou o Family Computer no Japão. O SG-1000 foi lançado em várias formas, incluindo o computador SC-3000 e o redesenhado SG-1000 II, lançado em 1984. Uma terceira iteração do console, o Sega Mark III, foi lançada em 1985. Ele forneceu um processador de exibição de vídeo personalizado em relação às iterações anteriores e serviu de base para o Master System em 1986, o primeiro console da Sega lançado internacionalmente. + +Desenvolvido em resposta a uma queda nos fliperamas em 1982, o SG-1000 foi criado sob a orientação de Hayao Nakayama, presidente da Sega Enterprises, Ltd. Pouco depois do lançamento, a Sega Enterprises foi vendida para a CSK Corporation, o que foi seguido pelo lançamento do SG-1000 II. Tanto a linha SC-3000 quanto a SG-1000 suportam uma biblioteca de 76 jogos de cartucho ROM e 29 jogos Sega My Card, todos totalmente compatíveis com o Mark III e a versão japonesa do Master System. + Console + + + + + SG-1000 este o consolă de jocuri video pentru acasă fabricată de Sega și lansată în Japonia, Australia, Noua Zeelandă și alte regiuni. A fost prima intrare a Sega în afacerea hardware a jocurilor video pentru acasă. Introdus în 1983, SG-1000 a fost lansat în aceeași zi în care Nintendo a lansat Family Computer în Japonia. SG-1000 a fost lansat în mai multe forme, inclusiv calculatorul SC-3000 și SG-1000 II reproiectat lansat în 1984. O a treia iterație a consolei, Sega Mark III, a fost lansată în 1985. Acesta a furnizat un procesor de afișare video personalizat față de iterațiile anterioare și a servit ca bază pentru Master System în 1986, prima consolă Sega lansată la nivel internațional. + +Dezvoltat ca răspuns la o scădere în arcade în 1982, SG-1000 a fost creat la sfatul lui Hayao Nakayama, președinte al Sega Enterprises, Ltd. La scurt timp după lansare, Sega Enterprises a fost vândută către CSK Corporation, care a fost urmată de lansarea SG-1000 II. Atât linia SC-3000, cât și linia SG-1000 suportă o bibliotecă de 76 de jocuri în cartușe ROM și 29 de jocuri Sega My Card, toate fiind complet compatibile cu Mark III și versiunea japoneză a Master System. + Consolă + + + + + SG-1000 - это домашняя игровая приставка, выпущенная компанией Sega в Японии, Австралии, Новой Зеландии и других регионах. Это был первый выход Sega на рынок домашнего видеоигрового оборудования. Представленная в 1983 году, SG-1000 была выпущена в тот же день, когда Nintendo выпустила Family Computer в Японии. SG-1000 была выпущена в нескольких формах, включая компьютер SC-3000 и обновленную SG-1000 II, выпущенную в 1984 году. Третья итерация консоли, Sega Mark III, была выпущена в 1985 году. По сравнению с предыдущими версиями, в ней был установлен специализированный процессор видеодисплея, и она послужила основой для Master System в 1986 году, первой консоли Sega, выпущенной на международном рынке. + +Разработанная в ответ на спад в игровых автоматах в 1982 году, SG-1000 была создана по совету Хаяо Накаямы, президента Sega Enterprises, Ltd. Вскоре после выхода приставки Sega Enterprises была продана корпорации CSK, после чего последовал выпуск SG-1000 II. Линейка SC-3000 и SG-1000 поддерживают библиотеку из 76 игр на картриджах ROM и 29 игр Sega My Card, которые полностью совместимы с Mark III и японской версией Master System. + Консоль + + + SG-1000 är en hemkonsol för videospel som tillverkades av Sega och släpptes i Japan, Australien, Nya Zeeland och andra regioner. Det var Segas första satsning på hårdvara för videospel för hemmabruk. SG-1000 introducerades 1983 och släpptes samma dag som Nintendo släppte Family Computer i Japan. SG-1000 släpptes i flera versioner, inklusive SC-3000-datorn och den omdesignade SG-1000 II som släpptes 1984. En tredje version av konsolen, Sega Mark III, släpptes 1985. Den hade en anpassad videoskärmsprocessor jämfört med tidigare versioner och låg till grund för Master System 1986, Segas första konsol som släpptes internationellt. + +SG-1000 utvecklades som svar på en nedgång i arkadhallarna 1982 och skapades på inrådan av Hayao Nakayama, VD för Sega Enterprises, Ltd. Strax efter lanseringen såldes Sega Enterprises till CSK Corporation, vilket följdes av lanseringen av SG-1000 II. Både SC-3000 och SG-1000-serien har ett bibliotek med 76 ROM-kassettspel och 29 Sega My Card-spel, som alla är fullt kompatibla med Mark III och den japanska versionen av Master System. Konsol + + + SG-1000は、セガが製造し、日本、オーストラリア、ニュージーランドなどで発売された家庭用ゲーム機である。セガが家庭用ゲームハード事業に参入した最初の製品である。1983年に発売されたSG-1000は、日本で任天堂がファミリーコンピュータを発売したのと同じ日に発売された。SG-1000は、SC-3000コンピュータや1984年に発売された再設計されたSG-1000 IIなど、いくつかの形で発売された。1985年には3代目となるセガ・マークIIIが発売された。セガ・マークIIIは、それまでのモデルよりもカスタムメイドのビデオ・ディスプレイ・プロセッサーを搭載し、1986年に発売されたセガ初の海外向けゲーム機「マスターシステム」のベースとなった。 + +SG-1000は、1982年のアーケード不況を受け、株式会社セガ・エンタープライゼスの中山隼雄社長のアドバイスにより開発された。発売直後にセガ・エンタープライゼスはCSK株式会社に売却され、その後SG-1000 IIが発売された。SC-3000とSG-1000の両ラインは、76本のROMカートリッジゲームと29本のセガマイカードゲームのライブラリをサポートしており、そのすべてがマークIIIと日本版マスターシステムに完全対応している。 + コンソール + + + + + SG-1000은 세가에서 제조한 가정용 비디오 게임 콘솔로 일본, 호주, 뉴질랜드 및 기타 지역에서 출시되었습니다. 이 제품은 세가의 첫 가정용 비디오 게임 하드웨어 사업 진출작이었습니다. 1983년에 출시된 SG-1000은 닌텐도가 패밀리 컴퓨터를 일본에서 출시한 것과 같은 날에 출시되었습니다. SG-1000은 SC-3000 컴퓨터와 1984년에 출시된 재설계된 SG-1000 II 등 여러 형태로 출시되었습니다. 세 번째 콘솔인 Sega Mark III는 1985년에 출시되었습니다. 이 제품은 이전 버전에 비해 커스텀 비디오 디스플레이 프로세서를 제공했으며 1986년 세가 최초의 해외 출시 콘솔인 마스터 시스템의 기반이 되었습니다. + +1982년 아케이드의 침체기에 대응하여 개발된 SG-1000은 세가 엔터프라이즈의 사장인 나카야마 하야오의 조언으로 탄생했습니다. 출시 직후 세가 엔터프라이즈는 CSK 코퍼레이션에 매각되었고, 그 후 SG-1000 II가 출시되었습니다. SC-3000과 SG-1000 라인은 모두 76개의 ROM 카트리지 게임과 29개의 Sega My Card 게임 라이브러리를 지원하며, 모두 Mark III 및 일본 버전의 마스터 시스템과 완벽하게 호환됩니다. + 콘솔 + + + + + SG-1000 是世嘉公司生产的家用视频游戏机,在日本、澳大利亚、新西兰和其他地区发行。它是世嘉首次进入家用视频游戏硬件领域。SG-1000 于 1983 年推出,与任天堂在日本发布家庭电脑的时间相同。SG-1000 曾以多种形式发布,包括 SC-3000 电脑和 1984 年发布的重新设计的 SG-1000 II。第三代控制台世嘉 Mark III 于 1985 年发布。与前几代产品相比,它提供了一个定制的视频显示处理器,并成为 1986 年世嘉首次在全球发布的游戏机 Master System 的基础。 + +SG-1000 是为了应对 1982 年街机市场的低迷,在世嘉企业有限公司(Sega Enterprises, Ltd.)总裁中山隼雄(Hayao Nakayama)的建议下开发的。发售后不久,世嘉企业被出售给 CSK 公司,随后又发售了 SG-1000 II。SC-3000 和 SG-1000 系列都支持 76 款 ROM 卡带游戏和 29 款世嘉 My Card 游戏,所有这些游戏都与 Mark III 和日版 Master System 完全兼容。 + 控制台 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/sgb.xml b/themes/linear-es-de/system/metadata/sgb.xml index a157661c2..6e2b946c6 100644 --- a/themes/linear-es-de/system/metadata/sgb.xml +++ b/themes/linear-es-de/system/metadata/sgb.xml @@ -1,11 +1,11 @@ - + Super Game Boy The Super Game Boy (スーパーゲームボーイ, Sūpā Gēmu Bōi) is a peripheral that allows Game Boy cartridges to be played on a Super Nintendo Entertainment System console, compatible with the same cartridges as the original Game Boy: original Game Boy cartridges, the Game Boy Camera, and dual-mode Game Boy Color cartridges (in Game Boy-mode). - The unit could map the four shades of green to various colors on the screen. Later Game Boy games that were optimized to use the Super Game Boy had additional color information and could override the on-screen colors, display a graphical border around the screen, and display special background sprites. Those games would have printed a small "Super Game Boy Game Pak" logo on the box and cartridge. The adaptor could support up to 64 colors for the border, and 12 colors for the screen. Static screens could display all 10 colors. Certain games can load multiple borders depending on the player's location in the game. +The unit could map the four shades of green to various colors on the screen. Later Game Boy games that were optimized to use the Super Game Boy had additional color information and could override the on-screen colors, display a graphical border around the screen, and display special background sprites. Those games would have printed a small "Super Game Boy Game Pak" logo on the box and cartridge. The adaptor could support up to 64 colors for the border, and 12 colors for the screen. Static screens could display all 10 colors. Certain games can load multiple borders depending on the player's location in the game. - It is also possible for Super Game Boy games to make use of the Super NES hardware for extra effects: these games had expanded sound when used with the Super Game Boy. Some titles even allowed the second Super NES controller to be used for two-player action; using the Super Multitap, some games even supported four players. +It is also possible for Super Game Boy games to make use of the Super NES hardware for extra effects: these games had expanded sound when used with the Super Game Boy. Some titles even allowed the second Super NES controller to be used for two-player action; using the Super Multitap, some games even supported four players. Nintendo 1994 1994-06-28 @@ -17,10 +17,146 @@ D9D9D9 EA2427 A3A3A3 + 1-1 + + + El Super Game Boy (スーパーゲームボーイ, Sūpā Gēmu Bōi) és un perifèric que permet jugar als cartutxos de Game Boy en una consola del sistema d'entreteniment Super Nintendo, compatible amb els mateixos cartutxos que el Game Boy: Original Game Boy Cartutx, The Game BoyCamera i cartutxos de color de joc de dos models de dos (en mode boy boy). + +La unitat podria mapar els quatre tons de verd a diversos colors de la pantalla. Els jocs de Game Boy més tard que es van optimitzar per utilitzar el Super Game Boy tenien informació addicional de colors i podrien anul·lar els colors a la pantalla, mostrar una vora gràfica al voltant de la pantalla i mostrar sprites especials de fons. Aquests jocs haurien imprès un petit logotip de "Super Game Boy Game Pak" a la caixa i el cartutx. L’adaptador podria suportar fins a 64 colors per a la vora i 12 colors per a la pantalla. Les pantalles estàtiques podrien mostrar els 10 colors. Alguns jocs poden carregar múltiples fronteres en funció de la ubicació del jugador al joc. + +També és possible que Super Game Boy Games faci ús del maquinari Super NES per a efectes addicionals: aquests jocs havien ampliat el so quan s’utilitzaven amb el Super Game Boy. Alguns títols fins i tot van permetre que el segon controlador Super NES s’utilitzés per a l’acció de dos jugadors;Utilitzant el super multitap, alguns jocs fins i tot van donar suport a quatre jugadors. + Peripheral + + + + + Der Super Game Boy (スーパーゲームボーイ, Sūpā Gēmu Bōi) ist ein Peripheriegerät, das es ermöglicht, Game Boy-Kassetten auf einer Super Nintendo Entertainment System-Konsole abzuspielen, und das mit denselben Kassetten wie der ursprüngliche Game Boy kompatibel ist: Original Game Boy-Kassetten, die Game Boy Camera und Dual-Mode Game Boy Color-Kassetten (im Game Boy-Modus). + +Das Gerät konnte die vier Grüntöne verschiedenen Farben auf dem Bildschirm zuordnen. Spätere Game Boy-Spiele, die für die Verwendung mit dem Super Game Boy optimiert waren, verfügten über zusätzliche Farbinformationen und konnten die Farben auf dem Bildschirm überschreiben, einen grafischen Rahmen um den Bildschirm anzeigen und spezielle Hintergrund-Sprites darstellen. Diese Spiele hatten ein kleines "Super Game Boy Game Pak"-Logo auf der Schachtel und der Kassette aufgedruckt. Der Adapter konnte bis zu 64 Farben für den Rand und 12 Farben für den Bildschirm unterstützen. Statische Bildschirme konnten alle 10 Farben anzeigen. Bestimmte Spiele können mehrere Rahmen laden, je nachdem, wo sich der Spieler im Spiel befindet. + +Es ist auch möglich, dass Super Game Boy-Spiele die Super NES-Hardware für zusätzliche Effekte nutzen: Diese Spiele hatten einen erweiterten Sound, wenn sie mit dem Super Game Boy verwendet wurden. Bei einigen Titeln konnte sogar der zweite Super NES-Controller für den Zweispieler-Modus verwendet werden; mit dem Super Multitap unterstützten einige Spiele sogar vier Spieler. + Peripherie + + + + + La Super Game Boy (スーパーゲームボーイ, Sūpā Gēmu Bōi) es un periférico que permite jugar con cartuchos de Game Boy en una consola Super Nintendo Entertainment System, compatible con los mismos cartuchos que la Game Boy original: cartuchos de Game Boy original, la Game Boy Camera y cartuchos de Game Boy Color de modo dual (en modo Game Boy). + +La unidad podía asignar los cuatro tonos de verde a varios colores en la pantalla. Los juegos posteriores de Game Boy que se optimizaron para usar la Super Game Boy tenían información de color adicional y podían anular los colores en pantalla, mostrar un borde gráfico alrededor de la pantalla y mostrar sprites de fondo especiales. Estos juegos llevaban impreso un pequeño logotipo "cartucho de Super Game Boy" en la caja y el cartucho. El adaptador admitía hasta 64 colores para el borde y 12 para la pantalla. Las pantallas estáticas podían mostrar los 10 colores. Algunos juegos podían cargar varios bordes en función de la posición del jugador en el juego. + +También es posible que los juegos de Super Game Boy hagan uso del hardware de Super NES para conseguir efectos extra: estos juegos tenían sonido expandido cuando se usaban con la Super Game Boy. Algunos títulos incluso permitían usar el segundo mando de Super NES para la acción de dos jugadores; usando el Super Multitap, algunos juegos incluso admitían cuatro jugadores. + Periférico + + + + + Le Super Game Boy (スーパーゲームボーイ, Sūpā Gēmu Bōi) est un périphérique qui permet de lire les cartouches Game Boy sur une console Super Nintendo Entertainment System, compatible avec les mêmes cartouches que la Game Boy originale : cartouches Game Boy originales, Game Boy Camera, et cartouches Game Boy Color bi-mode (en mode Game Boy). + +L'appareil pouvait associer les quatre nuances de vert à différentes couleurs sur l'écran. Les jeux Game Boy ultérieurs optimisés pour le Super Game Boy disposaient d'informations supplémentaires sur les couleurs et pouvaient remplacer les couleurs à l'écran, afficher une bordure graphique autour de l'écran et des sprites d'arrière-plan spéciaux. Ces jeux comportaient un petit logo "Super Game Boy Game Pak" sur la boîte et la cartouche. L'adaptateur pouvait prendre en charge jusqu'à 64 couleurs pour la bordure et 12 couleurs pour l'écran. Les écrans statiques pouvaient afficher les 10 couleurs. Certains jeux peuvent charger plusieurs bordures en fonction de la position du joueur dans le jeu. + +Il est également possible pour les jeux Super Game Boy d'utiliser le matériel Super NES pour des effets supplémentaires : ces jeux avaient un son étendu lorsqu'ils étaient utilisés avec le Super Game Boy. Certains titres permettaient même d'utiliser la deuxième manette de la Super NES pour jouer à deux ; en utilisant la Super Multitap, certains jeux permettaient même de jouer à quatre. + Périphérique + + + + + Il Super Game Boy (スーパーゲームボーイ, Sūpā Gēmu Bōi) è una periferica che consente di giocare con le cartucce Game Boy su una console Super Nintendo Entertainment System, compatibile con le stesse cartucce del Game Boy originale: cartucce Game Boy originali, Game Boy Camera e cartucce Game Boy Color dual-mode (in modalità Game Boy). + +L'unità poteva mappare le quattro tonalità di verde a vari colori sullo schermo. I giochi Game Boy successivi, ottimizzati per l'uso del Super Game Boy, disponevano di informazioni cromatiche aggiuntive e potevano sovrascrivere i colori sullo schermo, visualizzare un bordo grafico intorno allo schermo e visualizzare speciali sprite di sfondo. Questi giochi avrebbero stampato un piccolo logo "Super Game Boy Game Pak" sulla scatola e sulla cartuccia. L'adattatore poteva supportare fino a 64 colori per il bordo e 12 colori per lo schermo. Gli schermi statici potevano visualizzare tutti e 10 i colori. Alcuni giochi possono caricare più bordi a seconda della posizione del giocatore nel gioco. + +È anche possibile che i giochi per Super Game Boy utilizzino l'hardware del Super NES per ottenere effetti extra: questi giochi hanno un suono ampliato se utilizzati con il Super Game Boy. Alcuni titoli consentivano addirittura di utilizzare il secondo controller del Super NES per l'azione a due giocatori; utilizzando il Super Multitap, alcuni giochi supportavano addirittura quattro giocatori. + Periferica + + + + + De Super Game Boy (スパーゲームボーイ, Sūpā Gēmu Bōi) is een randapparaat waarmee Game Boy-cartridges kunnen worden afgespeeld op een Super Nintendo Entertainment System-console, compatibel met dezelfde cartridges als de originele Game Boy: originele Game Boy-cartridges, de Game Boy Camera en dual-mode Game Boy Color-cartridges (in Game Boy-mode). + +Het apparaat kon de vier tinten groen toewijzen aan verschillende kleuren op het scherm. Latere Game Boy-spellen die waren geoptimaliseerd voor de Super Game Boy hadden extra kleurinformatie en konden de kleuren op het scherm overschrijven, een grafische rand rond het scherm weergeven en speciale achtergrondsprites weergeven. Deze spellen hadden een klein "Super Game Boy Game Pak"-logo op de doos en de cartridge. De adapter kon tot 64 kleuren voor de rand en 12 kleuren voor het scherm ondersteunen. Statische schermen konden alle 10 kleuren weergeven. Bepaalde spellen kunnen meerdere randen laden, afhankelijk van de locatie van de speler in het spel. + +Het is ook mogelijk voor Super Game Boy spellen om gebruik te maken van de Super NES hardware voor extra effecten: deze spellen hadden uitgebreid geluid bij gebruik met de Super Game Boy. In sommige titels kon de tweede Super NES-controller zelfs worden gebruikt voor actie voor twee spelers; met de Super Multitap waren in sommige spellen zelfs vier spelers mogelijk. + Perifeer + + + + + Super Game Boy (スーパーゲームボーイ, Sūpā Gēmu Bōi) to urządzenie peryferyjne, które umożliwia odtwarzanie kartridży Game Boy na konsoli Super Nintendo Entertainment System, kompatybilne z tymi samymi kartridżami, co oryginalny Game Boy: oryginalne kartridże Game Boy, Game Boy Camera i podwójne kartridże Game Boy Color (w trybie Game Boy). + +Urządzenie mogło mapować cztery odcienie zieleni na różne kolory na ekranie. Późniejsze gry na Game Boya, które zostały zoptymalizowane do korzystania z Super Game Boya, miały dodatkowe informacje o kolorach i mogły zastąpić kolory na ekranie, wyświetlać graficzną ramkę wokół ekranu i wyświetlać specjalne sprite'y tła. Gry te miały nadrukowane małe logo "Super Game Boy Game Pak" na pudełku i kartridżu. Adapter mógł obsługiwać do 64 kolorów obramowania i 12 kolorów ekranu. Statyczne ekrany mogły wyświetlać wszystkie 10 kolorów. Niektóre gry mogą ładować wiele obramowań w zależności od lokalizacji gracza w grze. + +W grach na Super Game Boya możliwe było również wykorzystanie sprzętu Super NES w celu uzyskania dodatkowych efektów: gry te miały rozszerzony dźwięk, gdy były używane z Super Game Boyem. Niektóre tytuły pozwalały nawet na użycie drugiego kontrolera Super NES do rozgrywki dla dwóch graczy; przy użyciu Super Multitap niektóre gry obsługiwały nawet czterech graczy. + Peryferyjne + + + + + O Super Game Boy (スーパーゲームボーイ, Sūpā Gēmu Bōi) é um periférico que permite que os cartuchos de Game Boy sejam reproduzidos em um console Super Nintendo Entertainment System, compatível com os mesmos cartuchos do Game Boy original: cartuchos de Game Boy originais, a Game Boy Camera e cartuchos de Game Boy Color de modo duplo (no modo Game Boy). + +A unidade podia mapear os quatro tons de verde para várias cores na tela. Jogos posteriores para Game Boy que foram otimizados para usar o Super Game Boy tinham informações adicionais sobre cores e podiam substituir as cores na tela, exibir uma borda gráfica ao redor da tela e exibir sprites especiais de fundo. Esses jogos tinham um pequeno logotipo "Super Game Boy Game Pak" impresso na caixa e no cartucho. O adaptador podia suportar até 64 cores para a borda e 12 cores para a tela. As telas estáticas podiam exibir todas as 10 cores. Alguns jogos podem carregar várias bordas, dependendo da localização do jogador no jogo. + +Também é possível que os jogos do Super Game Boy usem o hardware do Super NES para efeitos extras: esses jogos tinham som expandido quando usados com o Super Game Boy. Alguns títulos permitiam até mesmo que o segundo controle do Super NES fosse usado para ação com dois jogadores; usando o Super Multitap, alguns jogos suportavam até mesmo quatro jogadores. + Periférico + + + + + Super Game Boy (スーパーゲームボーイ, Sūpā Gēmu Bōi) este un periferic care permite redarea cartușelor Game Boy pe o consolă Super Nintendo Entertainment System, compatibil cu aceleași cartușe ca și Game Boy original: cartușele Game Boy originale, Game Boy Camera și cartușele Game Boy Color dual-mode (în Game Boy-mode). + +Unitatea putea mapa cele patru nuanțe de verde la diferite culori de pe ecran. Jocurile Game Boy ulterioare, care au fost optimizate pentru a utiliza Super Game Boy, aveau informații suplimentare despre culori și puteau trece peste culorile de pe ecran, afișa o margine grafică în jurul ecranului și afișa sprite speciale de fundal. Aceste jocuri ar fi imprimat un mic logo "Super Game Boy Game Pak" pe cutie și pe cartuș. Adaptorul putea suporta până la 64 de culori pentru margine și 12 culori pentru ecran. Ecranele statice puteau afișa toate cele 10 culori. Anumite jocuri pot încărca mai multe margini în funcție de locația jucătorului în joc. + +De asemenea, este posibil ca jocurile Super Game Boy să utilizeze hardware-ul Super NES pentru efecte suplimentare: aceste jocuri aveau sunet extins atunci când erau utilizate cu Super Game Boy. Unele titluri au permis chiar utilizarea celui de-al doilea controler Super NES pentru acțiuni cu doi jucători; folosind Super Multitap, unele jocuri au acceptat chiar și patru jucători. + Periferic + + + + + Super Game Boy (スーパーゲームボーイ, Sūpā Gēmu Bōi) - периферийное устройство, позволяющее воспроизводить картриджи Game Boy на консоли Super Nintendo Entertainment System, совместимое с теми же картриджами, что и оригинальный Game Boy: оригинальные картриджи Game Boy, Game Boy Camera и двухрежимные картриджи Game Boy Color (в режиме Game Boy-mode). + +Устройство могло сопоставлять четыре оттенка зеленого с различными цветами на экране. Более поздние игры для Game Boy, оптимизированные для использования Super Game Boy, содержали дополнительную информацию о цвете и могли переопределять цвета на экране, отображать графическую рамку вокруг экрана и специальные фоновые спрайты. На коробке и картридже этих игр должен был быть напечатан небольшой логотип "Super Game Boy Game Pak". Адаптер поддерживал до 64 цветов для границы и 12 цветов для экрана. Статические экраны могли отображать все 10 цветов. Некоторые игры могут загружать несколько границ в зависимости от местоположения игрока в игре. + +Игры для Super Game Boy также могли использовать аппаратное обеспечение Super NES для дополнительных эффектов: эти игры имели расширенный звук при использовании Super Game Boy. Некоторые игры даже позволяли использовать второй контроллер Super NES для двух игроков, а с помощью Super Multitap некоторые игры поддерживали даже четырех игроков. + Периферийное устройство + + - Tillbehör + Super Game Boy (スーパーゲームボーイ, Sūpā Gēmu Bōi) är en kringutrustning som gör det möjligt att spela Game Boy-kassetter på en Super Nintendo Entertainment System-konsol, kompatibel med samma kassetter som den ursprungliga Game Boy: ursprungliga Game Boy-kassetter, Game Boy Camera och Game Boy Color-kassetter med dubbla lägen (i Game Boy-läge). + +Enheten kunde mappa de fyra gröna nyanserna till olika färger på skärmen. Senare Game Boy-spel som var optimerade för att använda Super Game Boy hade ytterligare färginformation och kunde åsidosätta färgerna på skärmen, visa en grafisk kant runt skärmen och visa speciella bakgrundssprites. Dessa spel skulle ha tryckt en liten "Super Game Boy Game Pak"-logotyp på lådan och kassetten. Adaptern kunde stödja upp till 64 färger för kanten och 12 färger för skärmen. Statiska skärmar kunde visa alla 10 färgerna. Vissa spel kan ladda in flera gränser beroende på var spelaren befinner sig i spelet. + +Det är också möjligt för Super Game Boy-spel att använda Super NES-hårdvaran för extra effekter: dessa spel hade utökat ljud när de användes med Super Game Boy. Vissa titlar tillät även att den andra Super NES-kontrollen användes för två spelare; med Super Multitap kunde vissa spel till och med stödja fyra spelare. + Perifer + + + + + スーパーゲームボーイ(スーパーゲームボーイ、Sūpā Gēmu Bôi)は、ゲームボーイカートリッジをスーパーファミコンで遊べるようにする周辺機器で、初代ゲームボーイと同じカートリッジ(初代ゲームボーイカートリッジ、ゲームボーイカメラ、デュアルモードのゲームボーイカラーカートリッジ(ゲームボーイモード))に対応している。 + +このユニットは、4つの緑の濃淡を画面上のさまざまな色にマッピングすることができた。スーパーゲームボーイ用に最適化された後のゲームボーイゲームには、さらに色情報が追加され、画面上の色を上書きしたり、画面の周囲にグラフィカルな境界線を表示したり、特別な背景スプライトを表示したりすることができた。それらのゲームには、箱とカートリッジに小さく「スーパーゲームボーイゲームパック」のロゴが印刷されていた。アダプターはボーダー用に64色、スクリーン用に12色までサポートできた。静止画面は10色すべてを表示できた。ゲームによっては、プレイヤーの位置によって複数のボーダーを読み込むことができる。 + +スーパーゲームボーイのゲームでは、スーパーファミコンのハードウェアを利用して追加効果を得ることも可能で、スーパーゲームボーイで使用するとサウンドが拡張された。また、スーパーファミコンのコントローラーを2つ使って2人プレイが可能なタイトルもあり、スーパーマルチタップを使えば4人プレイが可能なゲームもあった。 + ペリフェラル + + + + + 슈퍼 게임보이(スーパーゲームボーイ, 수파게무보이)는 슈퍼 닌텐도 엔터테인먼트 시스템 본체에서 게임보이 카트리지를 플레이할 수 있는 주변기기로, 오리지널 게임보이 카트리지, 게임보이 카메라, 듀얼 모드 게임보이 컬러 카트리지(게임보이 모드)와 같은 오리지널 게임보이 카트리지와 호환이 가능합니다. + +이 장치는 네 가지 녹색 음영을 화면의 다양한 색상에 매핑할 수 있었습니다. 이후 슈퍼 게임 보이 사용에 최적화된 게임 보이 게임에는 추가 색상 정보가 있었으며 화면 색상을 재정의하고 화면 주변에 그래픽 테두리를 표시하고 특수 배경 스프라이트를 표시할 수 있었습니다. 이러한 게임에는 상자와 카트리지에 작은 "Super Game Boy Game Pak" 로고가 인쇄되어 있었습니다. 어댑터는 테두리에는 최대 64가지 색상을, 화면에는 12가지 색상을 지원할 수 있었습니다. 정적 화면은 10가지 색상을 모두 표시할 수 있었습니다. 특정 게임은 게임 내 플레이어의 위치에 따라 여러 테두리를 로드할 수 있습니다. + +또한 슈퍼 게임보이 게임에서 추가 효과를 위해 슈퍼 NES 하드웨어를 사용할 수 있었는데, 이러한 게임들은 슈퍼 게임보이에서 사용할 때 확장된 사운드를 제공했습니다. 일부 게임에서는 두 번째 슈퍼 NES 컨트롤러를 2인 플레이에 사용할 수 있었고, 슈퍼 멀티탭을 사용하면 4인 플레이를 지원하는 게임도 있었습니다. + 주변기기 + + + + + 超级游戏男孩(Super Game Boy,Sūpā Gēmu Bōi)是一种外设,允许在超级任天堂娱乐系统游戏机上播放游戏男孩卡带,兼容与原始游戏男孩相同的卡带:原始游戏男孩卡带、游戏男孩相机和双模游戏男孩彩色卡带(游戏男孩模式)。 + +该设备可以将四种绿色映射到屏幕上的各种颜色。后来为使用超级 Game Boy 而优化的 Game Boy 游戏拥有额外的颜色信息,可以覆盖屏幕上的颜色,在屏幕周围显示图形边框,并显示特殊的背景精灵。这些游戏会在包装盒和盒式磁带上印上一个小的 "Super Game Boy Game Pak "标志。适配器可支持多达 64 种颜色的边框和 12 种颜色的屏幕。静态屏幕可显示全部 10 种颜色。某些游戏可以根据玩家在游戏中的位置加载多个边框。 + +超级 Game Boy 游戏还可以利用超级 NES 硬件实现额外的效果:这些游戏在与超级 Game Boy 一起使用时,可以扩大音效。有些游戏甚至允许使用第二个超级 NES 控制器进行双人游戏;使用超级 Multitap,有些游戏甚至支持四人游戏。 + 外围设备 \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/snes.xml b/themes/linear-es-de/system/metadata/snes.xml index b6ba697f0..fa1d1bb54 100644 --- a/themes/linear-es-de/system/metadata/snes.xml +++ b/themes/linear-es-de/system/metadata/snes.xml @@ -1,6 +1,6 @@ - + - Super Nintendo Entertainment System + Super Nintendo The Super Nintendo Entertainment System (also known as the Super NES, SNES or Super Nintendo) is a 16-bit home video game console developed by Nintendo that was released in 1990 in Japan, 1991 in North America, 1992 in Europe and Australasia (Oceania), and 1993 in South America. In Japan, the system is called the Super Famicom, officially adopting the abbreviated name of its predecessor, the Family Computer, or SFC for short. In South Korea, it is known as the Super Comboy and was distributed by Hyundai Electronics. Although each version is essentially the same, several forms of regional lockout prevent the different versions from being compatible with one another. Nintendo 1992 @@ -13,10 +13,90 @@ BA2318 0A2A8D 007544 + 112-67 + + + El Super Nintendo Entertainment System (també conegut com a Super NES, SNES o Super Nintendo) és una consola de videojocs a casa de 16 bits desenvolupada per Nintendo que es va publicar el 1990 a Japó, 1991 a Amèrica del Nord, 1992 a Europa i Australàsia (Oceania (Oceania (Oceania (Oceania (Oceania (Oceania (Oceania (Oceania (Oceania (Oceania (Oceania (Oceania), i 1993 a Amèrica del Sud. Al Japó, el sistema s’anomena Super Famicom, adoptant oficialment el nom abreujat del seu predecessor, l’ordinador familiar o SFC per resum. A Corea del Sud, es coneix com el Super Comboy i va ser distribuït per Hyundai Electronics. Tot i que cada versió és essencialment la mateixa, diverses formes de bloqueig regional impedeixen que les diferents versions siguin compatibles entre elles. + Console + + + + + Das Super Nintendo Entertainment System (auch bekannt als Super NES, SNES oder Super Nintendo) ist eine von Nintendo entwickelte 16-Bit-Videospielkonsole für den Heimgebrauch, die 1990 in Japan, 1991 in Nordamerika, 1992 in Europa und Australasien (Ozeanien) und 1993 in Südamerika auf den Markt kam. In Japan wird das System Super Famicom genannt, wobei es offiziell den abgekürzten Namen seines Vorgängers, des Family Computer, kurz SFC, übernommen hat. In Südkorea ist es unter dem Namen Super Comboy bekannt und wurde von Hyundai Electronics vertrieben. Obwohl jede Version im Wesentlichen gleich ist, verhindern verschiedene Formen der regionalen Sperre, dass die verschiedenen Versionen miteinander kompatibel sind. + Konsole + + + + + La Super Nintendo Entertainment System (también conocida como Super NES, SNES o Super Nintendo) es una videoconsola doméstica de 16 bits desarrollada por Nintendo que salió a la venta en 1990 en Japón, 1991 en Norteamérica, 1992 en Europa y Australasia (Oceanía) y 1993 en Sudamérica. En Japón, la consola se denomina Super Famicom, adoptando oficialmente el nombre abreviado de su predecesora, la Family Computer, o SFC para abreviar. En Corea del Sur, se conoce como Super Comboy y fue distribuida por Hyundai Electronics. Aunque cada versión es esencialmente la misma, varias formas de bloqueo regional impiden que las distintas versiones sean compatibles entre sí. + Consola + + + + + La Super Nintendo Entertainment System (également connue sous le nom de Super NES, SNES ou Super Nintendo) est une console de jeux vidéo de salon 16 bits développée par Nintendo et commercialisée en 1990 au Japon, 1991 en Amérique du Nord, 1992 en Europe et en Australasie (Océanie), et 1993 en Amérique du Sud. Au Japon, la console est appelée Super Famicom, adoptant officiellement le nom abrégé de son prédécesseur, le Family Computer, ou SFC en abrégé. En Corée du Sud, il est connu sous le nom de Super Comboy et a été distribué par Hyundai Electronics. Bien que chaque version soit essentiellement la même, plusieurs formes de verrouillage régional empêchent les différentes versions d'être compatibles les unes avec les autres. + Console + + + + + Il Super Nintendo Entertainment System (noto anche come Super NES, SNES o Super Nintendo) è una console per videogiochi domestici a 16 bit sviluppata da Nintendo e uscita nel 1990 in Giappone, nel 1991 in Nord America, nel 1992 in Europa e Australasia (Oceania) e nel 1993 in Sud America. In Giappone la console è chiamata Super Famicom, adottando ufficialmente il nome abbreviato del suo predecessore, il Family Computer, o SFC. In Corea del Sud è conosciuto come Super Comboy ed è stato distribuito da Hyundai Electronics. Sebbene ogni versione sia essenzialmente identica, diverse forme di blocco regionale impediscono alle diverse versioni di essere compatibili tra loro. + Console + + + + + Het Super Nintendo Entertainment System (ook bekend als Super NES, SNES of Super Nintendo) is een 16-bits videogameconsole voor thuisgebruik, ontwikkeld door Nintendo. Het werd in 1990 uitgebracht in Japan, in 1991 in Noord-Amerika, in 1992 in Europa en Australië (Oceanië), en in 1993 in Zuid-Amerika. In Japan heet het systeem de Super Famicom, officieel de afgekorte naam van zijn voorganger, de Family Computer, kortweg SFC. In Zuid-Korea staat het bekend als de Super Comboy en werd het gedistribueerd door Hyundai Electronics. Hoewel elke versie in essentie hetzelfde is, zorgen verschillende vormen van regionale uitsluiting ervoor dat de verschillende versies niet compatibel zijn met elkaar. + Console + + + + + Super Nintendo Entertainment System (znany również jako Super NES, SNES lub Super Nintendo) to 16-bitowa domowa konsola do gier wideo opracowana przez Nintendo, która została wydana w 1990 roku w Japonii, w 1991 roku w Ameryce Północnej, w 1992 roku w Europie i Australazji (Oceanii) oraz w 1993 roku w Ameryce Południowej. W Japonii system nosi nazwę Super Famicom, oficjalnie przyjmując skróconą nazwę swojego poprzednika, Family Computer lub w skrócie SFC. W Korei Południowej znany jest jako Super Comboy i był dystrybuowany przez Hyundai Electronics. Chociaż każda wersja jest zasadniczo taka sama, kilka form blokady regionalnej uniemożliwia kompatybilność różnych wersji. + Konsola + + + + + O Super Nintendo Entertainment System (também conhecido como Super NES, SNES ou Super Nintendo) é um console de videogame doméstico de 16 bits desenvolvido pela Nintendo, lançado em 1990 no Japão, 1991 na América do Norte, 1992 na Europa e Australásia (Oceania) e 1993 na América do Sul. No Japão, o sistema é chamado de Super Famicom, adotando oficialmente o nome abreviado de seu antecessor, o Family Computer, ou SFC, para abreviar. Na Coreia do Sul, ele é conhecido como Super Comboy e foi distribuído pela Hyundai Electronics. Embora cada versão seja essencialmente a mesma, várias formas de bloqueio regional impedem que as diferentes versões sejam compatíveis entre si. + Console + + + + + Super Nintendo Entertainment System (cunoscut și sub numele de Super NES, SNES sau Super Nintendo) este o consolă de jocuri video de acasă pe 16 biți dezvoltată de Nintendo, lansată în 1990 în Japonia, 1991 în America de Nord, 1992 în Europa și Australasia (Oceania) și 1993 în America de Sud. În Japonia, sistemul este numit Super Famicom, adoptând oficial numele prescurtat al predecesorului său, Family Computer, sau SFC pe scurt. În Coreea de Sud, este cunoscut sub numele de Super Comboy și a fost distribuit de Hyundai Electronics. Deși fiecare versiune este în esență aceeași, mai multe forme de blocare regională împiedică diferitele versiuni să fie compatibile între ele. + Consolă + + + + + Super Nintendo Entertainment System (также известная как Super NES, SNES или Super Nintendo) - 16-битная домашняя игровая приставка, разработанная компанией Nintendo, которая была выпущена в 1990 году в Японии, в 1991 году в Северной Америке, в 1992 году в Европе и Австралазии (Океании), а также в 1993 году в Южной Америке. В Японии система называется Super Famicom, официально приняв сокращенное название своего предшественника, Family Computer, или сокращенно SFC. В Южной Корее она известна как Super Comboy и распространялась компанией Hyundai Electronics. Несмотря на то, что все версии по сути одинаковы, несколько форм региональной блокировки не позволяют различным версиям быть совместимыми друг с другом. + Консоль + + + Super Nintendo Entertainment System (även känt som Super NES, SNES eller Super Nintendo) är en 16-bitars hemkonsol för videospel som utvecklats av Nintendo och som släpptes 1990 i Japan, 1991 i Nordamerika, 1992 i Europa och Australasien (Oceanien) och 1993 i Sydamerika. I Japan kallas systemet Super Famicom, och har officiellt antagit det förkortade namnet på sin föregångare, Family Computer, eller kort och gott SFC. I Sydkorea kallas den Super Comboy och distribuerades av Hyundai Electronics. Även om varje version är i stort sett densamma, förhindrar flera former av regional lockout att de olika versionerna är kompatibla med varandra. Konsol + + + スーパーファミコン(スーパーファミコン、SNES、スーパーファミコンとも)は、任天堂が開発した16ビットの家庭用ゲーム機で、日本では1990年、北米では1991年、ヨーロッパとオーストラレーシア(オセアニア)では1992年、南米では1993年に発売された。日本ではスーパーファミコンと呼ばれ、前身のファミリーコンピュータの略称であるSFCを正式名称としている。韓国ではスーパーコンボーイと呼ばれ、現代電子が販売していた。各バージョンは基本的に同じであるが、いくつかの地域ロックアウトにより、異なるバージョンが互いに互換性を持つことができない。 + コンソール + + + + + 슈퍼 닌텐도 엔터테인먼트 시스템(Super NES, SNES 또는 슈퍼 닌텐도라고도 함)은 닌텐도에서 개발한 16비트 가정용 비디오 게임 콘솔로 1990년 일본, 1991년 북미, 1992년 유럽 및 오세아니아, 1993년 남미에서 출시되었습니다. 일본에서는 슈퍼 패미컴이라고 불리며, 이전 모델인 패밀리 컴퓨터의 약칭을 공식적으로 채택하여 줄여서 SFC라고 부릅니다. 한국에서는 슈퍼컴보이로 알려져 있으며 현대전자에서 유통했습니다. 각 버전은 본질적으로 동일하지만, 여러 형태의 지역 잠금으로 인해 서로 다른 버전이 서로 호환되지 않습니다. + 콘솔 + + + + + 超级任天堂娱乐系统(Super Nintendo Entertainment System,又称超级 NES、SNES 或 Super Nintendo)是任天堂开发的一款 16 位家用视频游戏机,1990 年在日本发布,1991 年在北美发布,1992 年在欧洲和澳大拉西亚(大洋洲)发布,1993 年在南美发布。在日本,该系统被称为 "超级 Famicom",正式采用了其前身 "家庭电脑 "的缩写名称,简称 SFC。在韩国,它被称为 Super Comboy,由现代电子公司经销。虽然每个版本基本相同,但由于多种形式的地区封锁,不同版本无法相互兼容。 + 控制台 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/snesh.xml b/themes/linear-es-de/system/metadata/snesh.xml new file mode 100644 index 000000000..7740e36b4 --- /dev/null +++ b/themes/linear-es-de/system/metadata/snesh.xml @@ -0,0 +1,102 @@ + + + Super Nintendo Hacks + The Super Nintendo Entertainment System (also known as the Super NES, SNES or Super Nintendo) is a 16-bit home video game console developed by Nintendo that was released in 1990 in Japan, 1991 in North America, 1992 in Europe and Australasia (Oceania), and 1993 in South America. In Japan, the system is called the Super Famicom, officially adopting the abbreviated name of its predecessor, the Family Computer, or SFC for short. In South Korea, it is known as the Super Comboy and was distributed by Hyundai Electronics. Although each version is essentially the same, several forms of regional lockout prevent the different versions from being compatible with one another. + Nintendo + 1992 + 1992-04-11 + April 11, 1992 + Console + 4-3 + 3F549D + FED01B + BA2318 + 0A2A8D + 007544 + 112-67 + + + + El Super Nintendo Entertainment System (també conegut com a Super NES, SNES o Super Nintendo) és una consola de videojocs a casa de 16 bits desenvolupada per Nintendo que es va publicar el 1990 a Japó, 1991 a Amèrica del Nord, 1992 a Europa i Australàsia (Oceania (Oceania (Oceania (Oceania (Oceania (Oceania (Oceania (Oceania (Oceania (Oceania (Oceania (Oceania), i 1993 a Amèrica del Sud. Al Japó, el sistema s’anomena Super Famicom, adoptant oficialment el nom abreujat del seu predecessor, l’ordinador familiar o SFC per resum. A Corea del Sud, es coneix com el Super Comboy i va ser distribuït per Hyundai Electronics. Tot i que cada versió és essencialment la mateixa, diverses formes de bloqueig regional impedeixen que les diferents versions siguin compatibles entre elles. + Console + + + + + Das Super Nintendo Entertainment System (auch bekannt als Super NES, SNES oder Super Nintendo) ist eine von Nintendo entwickelte 16-Bit-Videospielkonsole für den Heimgebrauch, die 1990 in Japan, 1991 in Nordamerika, 1992 in Europa und Australasien (Ozeanien) und 1993 in Südamerika auf den Markt kam. In Japan wird das System Super Famicom genannt, wobei es offiziell den abgekürzten Namen seines Vorgängers, des Family Computer, kurz SFC, übernommen hat. In Südkorea ist es unter dem Namen Super Comboy bekannt und wurde von Hyundai Electronics vertrieben. Obwohl jede Version im Wesentlichen gleich ist, verhindern verschiedene Formen der regionalen Sperre, dass die verschiedenen Versionen miteinander kompatibel sind. + Konsole + + + + + La Super Nintendo Entertainment System (también conocida como Super NES, SNES o Super Nintendo) es una videoconsola doméstica de 16 bits desarrollada por Nintendo que salió a la venta en 1990 en Japón, 1991 en Norteamérica, 1992 en Europa y Australasia (Oceanía) y 1993 en Sudamérica. En Japón, la consola se denomina Super Famicom, adoptando oficialmente el nombre abreviado de su predecesora, la Family Computer, o SFC para abreviar. En Corea del Sur, se conoce como Super Comboy y fue distribuida por Hyundai Electronics. Aunque cada versión es esencialmente la misma, varias formas de bloqueo regional impiden que las distintas versiones sean compatibles entre sí. + Consola + + + + + La Super Nintendo Entertainment System (également connue sous le nom de Super NES, SNES ou Super Nintendo) est une console de jeux vidéo de salon 16 bits développée par Nintendo et commercialisée en 1990 au Japon, 1991 en Amérique du Nord, 1992 en Europe et en Australasie (Océanie), et 1993 en Amérique du Sud. Au Japon, la console est appelée Super Famicom, adoptant officiellement le nom abrégé de son prédécesseur, le Family Computer, ou SFC en abrégé. En Corée du Sud, il est connu sous le nom de Super Comboy et a été distribué par Hyundai Electronics. Bien que chaque version soit essentiellement la même, plusieurs formes de verrouillage régional empêchent les différentes versions d'être compatibles les unes avec les autres. + Console + + + + + Il Super Nintendo Entertainment System (noto anche come Super NES, SNES o Super Nintendo) è una console per videogiochi domestici a 16 bit sviluppata da Nintendo e uscita nel 1990 in Giappone, nel 1991 in Nord America, nel 1992 in Europa e Australasia (Oceania) e nel 1993 in Sud America. In Giappone la console è chiamata Super Famicom, adottando ufficialmente il nome abbreviato del suo predecessore, il Family Computer, o SFC. In Corea del Sud è conosciuto come Super Comboy ed è stato distribuito da Hyundai Electronics. Sebbene ogni versione sia essenzialmente identica, diverse forme di blocco regionale impediscono alle diverse versioni di essere compatibili tra loro. + Console + + + + + Het Super Nintendo Entertainment System (ook bekend als Super NES, SNES of Super Nintendo) is een 16-bits videogameconsole voor thuisgebruik, ontwikkeld door Nintendo. Het werd in 1990 uitgebracht in Japan, in 1991 in Noord-Amerika, in 1992 in Europa en Australië (Oceanië), en in 1993 in Zuid-Amerika. In Japan heet het systeem de Super Famicom, officieel de afgekorte naam van zijn voorganger, de Family Computer, kortweg SFC. In Zuid-Korea staat het bekend als de Super Comboy en werd het gedistribueerd door Hyundai Electronics. Hoewel elke versie in essentie hetzelfde is, zorgen verschillende vormen van regionale uitsluiting ervoor dat de verschillende versies niet compatibel zijn met elkaar. + Console + + + + + Super Nintendo Entertainment System (znany również jako Super NES, SNES lub Super Nintendo) to 16-bitowa domowa konsola do gier wideo opracowana przez Nintendo, która została wydana w 1990 roku w Japonii, w 1991 roku w Ameryce Północnej, w 1992 roku w Europie i Australazji (Oceanii) oraz w 1993 roku w Ameryce Południowej. W Japonii system nosi nazwę Super Famicom, oficjalnie przyjmując skróconą nazwę swojego poprzednika, Family Computer lub w skrócie SFC. W Korei Południowej znany jest jako Super Comboy i był dystrybuowany przez Hyundai Electronics. Chociaż każda wersja jest zasadniczo taka sama, kilka form blokady regionalnej uniemożliwia kompatybilność różnych wersji. + Konsola + + + + + O Super Nintendo Entertainment System (também conhecido como Super NES, SNES ou Super Nintendo) é um console de videogame doméstico de 16 bits desenvolvido pela Nintendo, lançado em 1990 no Japão, 1991 na América do Norte, 1992 na Europa e Australásia (Oceania) e 1993 na América do Sul. No Japão, o sistema é chamado de Super Famicom, adotando oficialmente o nome abreviado de seu antecessor, o Family Computer, ou SFC, para abreviar. Na Coreia do Sul, ele é conhecido como Super Comboy e foi distribuído pela Hyundai Electronics. Embora cada versão seja essencialmente a mesma, várias formas de bloqueio regional impedem que as diferentes versões sejam compatíveis entre si. + Console + + + + + Super Nintendo Entertainment System (cunoscut și sub numele de Super NES, SNES sau Super Nintendo) este o consolă de jocuri video de acasă pe 16 biți dezvoltată de Nintendo, lansată în 1990 în Japonia, 1991 în America de Nord, 1992 în Europa și Australasia (Oceania) și 1993 în America de Sud. În Japonia, sistemul este numit Super Famicom, adoptând oficial numele prescurtat al predecesorului său, Family Computer, sau SFC pe scurt. În Coreea de Sud, este cunoscut sub numele de Super Comboy și a fost distribuit de Hyundai Electronics. Deși fiecare versiune este în esență aceeași, mai multe forme de blocare regională împiedică diferitele versiuni să fie compatibile între ele. + Consolă + + + + + Super Nintendo Entertainment System (также известная как Super NES, SNES или Super Nintendo) - 16-битная домашняя игровая приставка, разработанная компанией Nintendo, которая была выпущена в 1990 году в Японии, в 1991 году в Северной Америке, в 1992 году в Европе и Австралазии (Океании), а также в 1993 году в Южной Америке. В Японии система называется Super Famicom, официально приняв сокращенное название своего предшественника, Family Computer, или сокращенно SFC. В Южной Корее она известна как Super Comboy и распространялась компанией Hyundai Electronics. Несмотря на то, что все версии по сути одинаковы, несколько форм региональной блокировки не позволяют различным версиям быть совместимыми друг с другом. + Консоль + + + + + Super Nintendo Entertainment System (även känt som Super NES, SNES eller Super Nintendo) är en 16-bitars hemkonsol för videospel som utvecklats av Nintendo och som släpptes 1990 i Japan, 1991 i Nordamerika, 1992 i Europa och Australasien (Oceanien) och 1993 i Sydamerika. I Japan kallas systemet Super Famicom, och har officiellt antagit det förkortade namnet på sin föregångare, Family Computer, eller kort och gott SFC. I Sydkorea kallas den Super Comboy och distribuerades av Hyundai Electronics. Även om varje version är i stort sett densamma, förhindrar flera former av regional lockout att de olika versionerna är kompatibla med varandra. + Konsol + + + + + スーパーファミコン(スーパーファミコン、SNES、スーパーファミコンとも)は、任天堂が開発した16ビットの家庭用ゲーム機で、日本では1990年、北米では1991年、ヨーロッパとオーストラレーシア(オセアニア)では1992年、南米では1993年に発売された。日本ではスーパーファミコンと呼ばれ、前身のファミリーコンピュータの略称であるSFCを正式名称としている。韓国ではスーパーコンボーイと呼ばれ、現代電子が販売していた。各バージョンは基本的に同じであるが、いくつかの地域ロックアウトにより、異なるバージョンが互いに互換性を持つことができない。 + コンソール + + + + + 슈퍼 닌텐도 엔터테인먼트 시스템(Super NES, SNES 또는 슈퍼 닌텐도라고도 함)은 닌텐도에서 개발한 16비트 가정용 비디오 게임 콘솔로 1990년 일본, 1991년 북미, 1992년 유럽 및 오세아니아, 1993년 남미에서 출시되었습니다. 일본에서는 슈퍼 패미컴이라고 불리며, 이전 모델인 패밀리 컴퓨터의 약칭을 공식적으로 채택하여 줄여서 SFC라고 부릅니다. 한국에서는 슈퍼컴보이로 알려져 있으며 현대전자에서 유통했습니다. 각 버전은 본질적으로 동일하지만, 여러 형태의 지역 잠금으로 인해 서로 다른 버전이 서로 호환되지 않습니다. + 콘솔 + + + + + 超级任天堂娱乐系统(Super Nintendo Entertainment System,又称超级 NES、SNES 或 Super Nintendo)是任天堂开发的一款 16 位家用视频游戏机,1990 年在日本发布,1991 年在北美发布,1992 年在欧洲和澳大拉西亚(大洋洲)发布,1993 年在南美发布。在日本,该系统被称为 "超级 Famicom",正式采用了其前身 "家庭电脑 "的缩写名称,简称 SFC。在韩国,它被称为 Super Comboy,由现代电子公司经销。虽然每个版本基本相同,但由于多种形式的地区封锁,不同版本无法相互兼容。 + 控制台 + + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/snesna.xml b/themes/linear-es-de/system/metadata/snesna.xml index 75d580bcf..36d42571d 100644 --- a/themes/linear-es-de/system/metadata/snesna.xml +++ b/themes/linear-es-de/system/metadata/snesna.xml @@ -1,6 +1,6 @@ - + - Super Nintendo Entertainment System + Super Nintendo The Super Nintendo Entertainment System (also known as the Super NES, SNES or Super Nintendo) is a 16-bit home video game console developed by Nintendo that was released in 1990 in Japan, 1991 in North America, 1992 in Europe and Australasia (Oceania), and 1993 in South America. In Japan, the system is called the Super Famicom, officially adopting the abbreviated name of its predecessor, the Family Computer, or SFC for short. In South Korea, it is known as the Super Comboy and was distributed by Hyundai Electronics. Although each version is essentially the same, several forms of regional lockout prevent the different versions from being compatible with one another. Nintendo 1991 @@ -13,10 +13,90 @@ 47449E CCCCCC 4C4C4C + 112-67 + + + El Super Nintendo Entertainment System (també conegut com a Super NES, SNES o Super Nintendo) és una consola de videojocs a casa de 16 bits desenvolupada per Nintendo que es va publicar el 1990 a Japó, 1991 a Amèrica del Nord, 1992 a Europa i Australàsia (Oceania (Oceania (Oceania (Oceania (Oceania (Oceania (Oceania (Oceania (Oceania (Oceania (Oceania (Oceania), i 1993 a Amèrica del Sud. Al Japó, el sistema s’anomena Super Famicom, adoptant oficialment el nom abreujat del seu predecessor, l’ordinador familiar o SFC per resum. A Corea del Sud, es coneix com el Super Comboy i va ser distribuït per Hyundai Electronics. Tot i que cada versió és essencialment la mateixa, diverses formes de bloqueig regional impedeixen que les diferents versions siguin compatibles entre elles. + Console + + + + + Das Super Nintendo Entertainment System (auch bekannt als Super NES, SNES oder Super Nintendo) ist eine von Nintendo entwickelte 16-Bit-Videospielkonsole für den Heimgebrauch, die 1990 in Japan, 1991 in Nordamerika, 1992 in Europa und Australasien (Ozeanien) und 1993 in Südamerika auf den Markt kam. In Japan wird das System Super Famicom genannt, wobei es offiziell den abgekürzten Namen seines Vorgängers, des Family Computer, kurz SFC, übernommen hat. In Südkorea ist es unter dem Namen Super Comboy bekannt und wurde von Hyundai Electronics vertrieben. Obwohl jede Version im Wesentlichen gleich ist, verhindern verschiedene Formen der regionalen Sperre, dass die verschiedenen Versionen miteinander kompatibel sind. + Konsole + + + + + La Super Nintendo Entertainment System (también conocida como Super NES, SNES o Super Nintendo) es una videoconsola doméstica de 16 bits desarrollada por Nintendo que salió a la venta en 1990 en Japón, 1991 en Norteamérica, 1992 en Europa y Australasia (Oceanía) y 1993 en Sudamérica. En Japón, la consola se denomina Super Famicom, adoptando oficialmente el nombre abreviado de su predecesora, la Family Computer, o SFC para abreviar. En Corea del Sur, se conoce como Super Comboy y fue distribuida por Hyundai Electronics. Aunque cada versión es esencialmente la misma, varias formas de bloqueo regional impiden que las distintas versiones sean compatibles entre sí. + Consola + + + + + La Super Nintendo Entertainment System (également connue sous le nom de Super NES, SNES ou Super Nintendo) est une console de jeux vidéo de salon 16 bits développée par Nintendo et commercialisée en 1990 au Japon, 1991 en Amérique du Nord, 1992 en Europe et en Australasie (Océanie), et 1993 en Amérique du Sud. Au Japon, la console est appelée Super Famicom, adoptant officiellement le nom abrégé de son prédécesseur, le Family Computer, ou SFC en abrégé. En Corée du Sud, il est connu sous le nom de Super Comboy et a été distribué par Hyundai Electronics. Bien que chaque version soit essentiellement la même, plusieurs formes de verrouillage régional empêchent les différentes versions d'être compatibles les unes avec les autres. + Console + + + + + Il Super Nintendo Entertainment System (noto anche come Super NES, SNES o Super Nintendo) è una console per videogiochi domestici a 16 bit sviluppata da Nintendo e uscita nel 1990 in Giappone, nel 1991 in Nord America, nel 1992 in Europa e Australasia (Oceania) e nel 1993 in Sud America. In Giappone la console è chiamata Super Famicom, adottando ufficialmente il nome abbreviato del suo predecessore, il Family Computer, o SFC. In Corea del Sud è conosciuto come Super Comboy ed è stato distribuito da Hyundai Electronics. Sebbene ogni versione sia essenzialmente identica, diverse forme di blocco regionale impediscono alle diverse versioni di essere compatibili tra loro. + Console + + + + + Het Super Nintendo Entertainment System (ook bekend als Super NES, SNES of Super Nintendo) is een 16-bits videogameconsole voor thuisgebruik, ontwikkeld door Nintendo. Het werd in 1990 uitgebracht in Japan, in 1991 in Noord-Amerika, in 1992 in Europa en Australië (Oceanië), en in 1993 in Zuid-Amerika. In Japan heet het systeem de Super Famicom, officieel de afgekorte naam van zijn voorganger, de Family Computer, kortweg SFC. In Zuid-Korea staat het bekend als de Super Comboy en werd het gedistribueerd door Hyundai Electronics. Hoewel elke versie in essentie hetzelfde is, zorgen verschillende vormen van regionale uitsluiting ervoor dat de verschillende versies niet compatibel zijn met elkaar. + Console + + + + + Super Nintendo Entertainment System (znany również jako Super NES, SNES lub Super Nintendo) to 16-bitowa domowa konsola do gier wideo opracowana przez Nintendo, która została wydana w 1990 roku w Japonii, w 1991 roku w Ameryce Północnej, w 1992 roku w Europie i Australazji (Oceanii) oraz w 1993 roku w Ameryce Południowej. W Japonii system nosi nazwę Super Famicom, oficjalnie przyjmując skróconą nazwę swojego poprzednika, Family Computer lub w skrócie SFC. W Korei Południowej znany jest jako Super Comboy i był dystrybuowany przez Hyundai Electronics. Chociaż każda wersja jest zasadniczo taka sama, kilka form blokady regionalnej uniemożliwia kompatybilność różnych wersji. + Konsola + + + + + O Super Nintendo Entertainment System (também conhecido como Super NES, SNES ou Super Nintendo) é um console de videogame doméstico de 16 bits desenvolvido pela Nintendo, lançado em 1990 no Japão, 1991 na América do Norte, 1992 na Europa e Australásia (Oceania) e 1993 na América do Sul. No Japão, o sistema é chamado de Super Famicom, adotando oficialmente o nome abreviado de seu antecessor, o Family Computer, ou SFC, para abreviar. Na Coreia do Sul, ele é conhecido como Super Comboy e foi distribuído pela Hyundai Electronics. Embora cada versão seja essencialmente a mesma, várias formas de bloqueio regional impedem que as diferentes versões sejam compatíveis entre si. + Console + + + + + Super Nintendo Entertainment System (cunoscut și sub numele de Super NES, SNES sau Super Nintendo) este o consolă de jocuri video de acasă pe 16 biți dezvoltată de Nintendo, lansată în 1990 în Japonia, 1991 în America de Nord, 1992 în Europa și Australasia (Oceania) și 1993 în America de Sud. În Japonia, sistemul este numit Super Famicom, adoptând oficial numele prescurtat al predecesorului său, Family Computer, sau SFC pe scurt. În Coreea de Sud, este cunoscut sub numele de Super Comboy și a fost distribuit de Hyundai Electronics. Deși fiecare versiune este în esență aceeași, mai multe forme de blocare regională împiedică diferitele versiuni să fie compatibile între ele. + Consolă + + + + + Super Nintendo Entertainment System (также известная как Super NES, SNES или Super Nintendo) - 16-битная домашняя игровая приставка, разработанная компанией Nintendo, которая была выпущена в 1990 году в Японии, в 1991 году в Северной Америке, в 1992 году в Европе и Австралазии (Океании), а также в 1993 году в Южной Америке. В Японии система называется Super Famicom, официально приняв сокращенное название своего предшественника, Family Computer, или сокращенно SFC. В Южной Корее она известна как Super Comboy и распространялась компанией Hyundai Electronics. Несмотря на то, что все версии по сути одинаковы, несколько форм региональной блокировки не позволяют различным версиям быть совместимыми друг с другом. + Консоль + + + Super Nintendo Entertainment System (även känt som Super NES, SNES eller Super Nintendo) är en 16-bitars hemkonsol för videospel som utvecklats av Nintendo och som släpptes 1990 i Japan, 1991 i Nordamerika, 1992 i Europa och Australasien (Oceanien) och 1993 i Sydamerika. I Japan kallas systemet Super Famicom, och har officiellt antagit det förkortade namnet på sin föregångare, Family Computer, eller kort och gott SFC. I Sydkorea kallas den Super Comboy och distribuerades av Hyundai Electronics. Även om varje version är i stort sett densamma, förhindrar flera former av regional lockout att de olika versionerna är kompatibla med varandra. Konsol + + + スーパーファミコン(スーパーファミコン、SNES、スーパーファミコンとも)は、任天堂が開発した16ビットの家庭用ゲーム機で、日本では1990年、北米では1991年、ヨーロッパとオーストラレーシア(オセアニア)では1992年、南米では1993年に発売された。日本ではスーパーファミコンと呼ばれ、前身のファミリーコンピュータの略称であるSFCを正式名称としている。韓国ではスーパーコンボーイと呼ばれ、現代電子が販売していた。各バージョンは基本的に同じであるが、いくつかの地域ロックアウトにより、異なるバージョンが互いに互換性を持つことができない。 + コンソール + + + + + 슈퍼 닌텐도 엔터테인먼트 시스템(Super NES, SNES 또는 슈퍼 닌텐도라고도 함)은 닌텐도에서 개발한 16비트 가정용 비디오 게임 콘솔로 1990년 일본, 1991년 북미, 1992년 유럽 및 오세아니아, 1993년 남미에서 출시되었습니다. 일본에서는 슈퍼 패미컴이라고 불리며, 이전 모델인 패밀리 컴퓨터의 약칭을 공식적으로 채택하여 줄여서 SFC라고 부릅니다. 한국에서는 슈퍼컴보이로 알려져 있으며 현대전자에서 유통했습니다. 각 버전은 본질적으로 동일하지만, 여러 형태의 지역 잠금으로 인해 서로 다른 버전이 서로 호환되지 않습니다. + 콘솔 + + + + + 超级任天堂娱乐系统(Super Nintendo Entertainment System,又称超级 NES、SNES 或 Super Nintendo)是任天堂开发的一款 16 位家用视频游戏机,1990 年在日本发布,1991 年在北美发布,1992 年在欧洲和澳大拉西亚(大洋洲)发布,1993 年在南美发布。在日本,该系统被称为 "超级 Famicom",正式采用了其前身 "家庭电脑 "的缩写名称,简称 SFC。在韩国,它被称为 Super Comboy,由现代电子公司经销。虽然每个版本基本相同,但由于多种形式的地区封锁,不同版本无法相互兼容。 + 控制台 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/snesnah.xml b/themes/linear-es-de/system/metadata/snesnah.xml new file mode 100644 index 000000000..b84cd148c --- /dev/null +++ b/themes/linear-es-de/system/metadata/snesnah.xml @@ -0,0 +1,102 @@ + + + Super Nintendo Hacks + The Super Nintendo Entertainment System (also known as the Super NES, SNES or Super Nintendo) is a 16-bit home video game console developed by Nintendo that was released in 1990 in Japan, 1991 in North America, 1992 in Europe and Australasia (Oceania), and 1993 in South America. In Japan, the system is called the Super Famicom, officially adopting the abbreviated name of its predecessor, the Family Computer, or SFC for short. In South Korea, it is known as the Super Comboy and was distributed by Hyundai Electronics. Although each version is essentially the same, several forms of regional lockout prevent the different versions from being compatible with one another. + Nintendo + 1991 + 1991-08-23 + August 23, 1991 + Console + 4-3 + 7365B0 + A59EF7 + 47449E + CCCCCC + 4C4C4C + 112-67 + + + + El Super Nintendo Entertainment System (també conegut com a Super NES, SNES o Super Nintendo) és una consola de videojocs a casa de 16 bits desenvolupada per Nintendo que es va publicar el 1990 a Japó, 1991 a Amèrica del Nord, 1992 a Europa i Australàsia (Oceania (Oceania (Oceania (Oceania (Oceania (Oceania (Oceania (Oceania (Oceania (Oceania (Oceania (Oceania), i 1993 a Amèrica del Sud. Al Japó, el sistema s’anomena Super Famicom, adoptant oficialment el nom abreujat del seu predecessor, l’ordinador familiar o SFC per resum. A Corea del Sud, es coneix com el Super Comboy i va ser distribuït per Hyundai Electronics. Tot i que cada versió és essencialment la mateixa, diverses formes de bloqueig regional impedeixen que les diferents versions siguin compatibles entre elles. + Console + + + + + Das Super Nintendo Entertainment System (auch bekannt als Super NES, SNES oder Super Nintendo) ist eine von Nintendo entwickelte 16-Bit-Videospielkonsole für den Heimgebrauch, die 1990 in Japan, 1991 in Nordamerika, 1992 in Europa und Australasien (Ozeanien) und 1993 in Südamerika auf den Markt kam. In Japan wird das System Super Famicom genannt, wobei es offiziell den abgekürzten Namen seines Vorgängers, des Family Computer, kurz SFC, übernommen hat. In Südkorea ist es unter dem Namen Super Comboy bekannt und wurde von Hyundai Electronics vertrieben. Obwohl jede Version im Wesentlichen gleich ist, verhindern verschiedene Formen der regionalen Sperre, dass die verschiedenen Versionen miteinander kompatibel sind. + Konsole + + + + + La Super Nintendo Entertainment System (también conocida como Super NES, SNES o Super Nintendo) es una videoconsola doméstica de 16 bits desarrollada por Nintendo que salió a la venta en 1990 en Japón, 1991 en Norteamérica, 1992 en Europa y Australasia (Oceanía) y 1993 en Sudamérica. En Japón, la consola se denomina Super Famicom, adoptando oficialmente el nombre abreviado de su predecesora, la Family Computer, o SFC para abreviar. En Corea del Sur, se conoce como Super Comboy y fue distribuida por Hyundai Electronics. Aunque cada versión es esencialmente la misma, varias formas de bloqueo regional impiden que las distintas versiones sean compatibles entre sí. + Consola + + + + + La Super Nintendo Entertainment System (également connue sous le nom de Super NES, SNES ou Super Nintendo) est une console de jeux vidéo de salon 16 bits développée par Nintendo et commercialisée en 1990 au Japon, 1991 en Amérique du Nord, 1992 en Europe et en Australasie (Océanie), et 1993 en Amérique du Sud. Au Japon, la console est appelée Super Famicom, adoptant officiellement le nom abrégé de son prédécesseur, le Family Computer, ou SFC en abrégé. En Corée du Sud, il est connu sous le nom de Super Comboy et a été distribué par Hyundai Electronics. Bien que chaque version soit essentiellement la même, plusieurs formes de verrouillage régional empêchent les différentes versions d'être compatibles les unes avec les autres. + Console + + + + + Il Super Nintendo Entertainment System (noto anche come Super NES, SNES o Super Nintendo) è una console per videogiochi domestici a 16 bit sviluppata da Nintendo e uscita nel 1990 in Giappone, nel 1991 in Nord America, nel 1992 in Europa e Australasia (Oceania) e nel 1993 in Sud America. In Giappone la console è chiamata Super Famicom, adottando ufficialmente il nome abbreviato del suo predecessore, il Family Computer, o SFC. In Corea del Sud è conosciuto come Super Comboy ed è stato distribuito da Hyundai Electronics. Sebbene ogni versione sia essenzialmente identica, diverse forme di blocco regionale impediscono alle diverse versioni di essere compatibili tra loro. + Console + + + + + Het Super Nintendo Entertainment System (ook bekend als Super NES, SNES of Super Nintendo) is een 16-bits videogameconsole voor thuisgebruik, ontwikkeld door Nintendo. Het werd in 1990 uitgebracht in Japan, in 1991 in Noord-Amerika, in 1992 in Europa en Australië (Oceanië), en in 1993 in Zuid-Amerika. In Japan heet het systeem de Super Famicom, officieel de afgekorte naam van zijn voorganger, de Family Computer, kortweg SFC. In Zuid-Korea staat het bekend als de Super Comboy en werd het gedistribueerd door Hyundai Electronics. Hoewel elke versie in essentie hetzelfde is, zorgen verschillende vormen van regionale uitsluiting ervoor dat de verschillende versies niet compatibel zijn met elkaar. + Console + + + + + Super Nintendo Entertainment System (znany również jako Super NES, SNES lub Super Nintendo) to 16-bitowa domowa konsola do gier wideo opracowana przez Nintendo, która została wydana w 1990 roku w Japonii, w 1991 roku w Ameryce Północnej, w 1992 roku w Europie i Australazji (Oceanii) oraz w 1993 roku w Ameryce Południowej. W Japonii system nosi nazwę Super Famicom, oficjalnie przyjmując skróconą nazwę swojego poprzednika, Family Computer lub w skrócie SFC. W Korei Południowej znany jest jako Super Comboy i był dystrybuowany przez Hyundai Electronics. Chociaż każda wersja jest zasadniczo taka sama, kilka form blokady regionalnej uniemożliwia kompatybilność różnych wersji. + Konsola + + + + + O Super Nintendo Entertainment System (também conhecido como Super NES, SNES ou Super Nintendo) é um console de videogame doméstico de 16 bits desenvolvido pela Nintendo, lançado em 1990 no Japão, 1991 na América do Norte, 1992 na Europa e Australásia (Oceania) e 1993 na América do Sul. No Japão, o sistema é chamado de Super Famicom, adotando oficialmente o nome abreviado de seu antecessor, o Family Computer, ou SFC, para abreviar. Na Coreia do Sul, ele é conhecido como Super Comboy e foi distribuído pela Hyundai Electronics. Embora cada versão seja essencialmente a mesma, várias formas de bloqueio regional impedem que as diferentes versões sejam compatíveis entre si. + Console + + + + + Super Nintendo Entertainment System (cunoscut și sub numele de Super NES, SNES sau Super Nintendo) este o consolă de jocuri video de acasă pe 16 biți dezvoltată de Nintendo, lansată în 1990 în Japonia, 1991 în America de Nord, 1992 în Europa și Australasia (Oceania) și 1993 în America de Sud. În Japonia, sistemul este numit Super Famicom, adoptând oficial numele prescurtat al predecesorului său, Family Computer, sau SFC pe scurt. În Coreea de Sud, este cunoscut sub numele de Super Comboy și a fost distribuit de Hyundai Electronics. Deși fiecare versiune este în esență aceeași, mai multe forme de blocare regională împiedică diferitele versiuni să fie compatibile între ele. + Consolă + + + + + Super Nintendo Entertainment System (также известная как Super NES, SNES или Super Nintendo) - 16-битная домашняя игровая приставка, разработанная компанией Nintendo, которая была выпущена в 1990 году в Японии, в 1991 году в Северной Америке, в 1992 году в Европе и Австралазии (Океании), а также в 1993 году в Южной Америке. В Японии система называется Super Famicom, официально приняв сокращенное название своего предшественника, Family Computer, или сокращенно SFC. В Южной Корее она известна как Super Comboy и распространялась компанией Hyundai Electronics. Несмотря на то, что все версии по сути одинаковы, несколько форм региональной блокировки не позволяют различным версиям быть совместимыми друг с другом. + Консоль + + + + + Super Nintendo Entertainment System (även känt som Super NES, SNES eller Super Nintendo) är en 16-bitars hemkonsol för videospel som utvecklats av Nintendo och som släpptes 1990 i Japan, 1991 i Nordamerika, 1992 i Europa och Australasien (Oceanien) och 1993 i Sydamerika. I Japan kallas systemet Super Famicom, och har officiellt antagit det förkortade namnet på sin föregångare, Family Computer, eller kort och gott SFC. I Sydkorea kallas den Super Comboy och distribuerades av Hyundai Electronics. Även om varje version är i stort sett densamma, förhindrar flera former av regional lockout att de olika versionerna är kompatibla med varandra. + Konsol + + + + + スーパーファミコン(スーパーファミコン、SNES、スーパーファミコンとも)は、任天堂が開発した16ビットの家庭用ゲーム機で、日本では1990年、北米では1991年、ヨーロッパとオーストラレーシア(オセアニア)では1992年、南米では1993年に発売された。日本ではスーパーファミコンと呼ばれ、前身のファミリーコンピュータの略称であるSFCを正式名称としている。韓国ではスーパーコンボーイと呼ばれ、現代電子が販売していた。各バージョンは基本的に同じであるが、いくつかの地域ロックアウトにより、異なるバージョンが互いに互換性を持つことができない。 + コンソール + + + + + 슈퍼 닌텐도 엔터테인먼트 시스템(Super NES, SNES 또는 슈퍼 닌텐도라고도 함)은 닌텐도에서 개발한 16비트 가정용 비디오 게임 콘솔로 1990년 일본, 1991년 북미, 1992년 유럽 및 오세아니아, 1993년 남미에서 출시되었습니다. 일본에서는 슈퍼 패미컴이라고 불리며, 이전 모델인 패밀리 컴퓨터의 약칭을 공식적으로 채택하여 줄여서 SFC라고 부릅니다. 한국에서는 슈퍼컴보이로 알려져 있으며 현대전자에서 유통했습니다. 각 버전은 본질적으로 동일하지만, 여러 형태의 지역 잠금으로 인해 서로 다른 버전이 서로 호환되지 않습니다. + 콘솔 + + + + + 超级任天堂娱乐系统(Super Nintendo Entertainment System,又称超级 NES、SNES 或 Super Nintendo)是任天堂开发的一款 16 位家用视频游戏机,1990 年在日本发布,1991 年在北美发布,1992 年在欧洲和澳大拉西亚(大洋洲)发布,1993 年在南美发布。在日本,该系统被称为 "超级 Famicom",正式采用了其前身 "家庭电脑 "的缩写名称,简称 SFC。在韩国,它被称为 Super Comboy,由现代电子公司经销。虽然每个版本基本相同,但由于多种形式的地区封锁,不同版本无法相互兼容。 + 控制台 + + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/solarus.xml b/themes/linear-es-de/system/metadata/solarus.xml index 8c85f4e7e..e0f2d49a8 100644 --- a/themes/linear-es-de/system/metadata/solarus.xml +++ b/themes/linear-es-de/system/metadata/solarus.xml @@ -1,15 +1,15 @@ - + Solarus Solarus was specifically designed with cult 2D action-RPG classics in mind, such as The Legend of Zelda: A Link to the Past and Secret of Mana on the Super Nintendo, or Soleil on the Sega Megadrive/Genesis. - The engine is programmed in C++, with the SDL library and an OpenGL backend. Games made with Solarus are called quests, and are programmed in Lua. +The engine is programmed in C++, with the SDL library and an OpenGL backend. Games made with Solarus are called quests, and are programmed in Lua. - The engine does all the heavy computations (for example, collision checks) and the low-level operations like drawing the screen, animating sprites and playing sounds. +The engine does all the heavy computations (for example, collision checks) and the low-level operations like drawing the screen, animating sprites and playing sounds. - As a quest maker, you are not much interested in implementing these algorithms. On the contrary, you want to define the game logic. Your Lua scripts describe the behavior of enemies, what happens when pressing a switch on a specific map. They will also implement such things as the title screen and the head-up display. +As a quest maker, you are not much interested in implementing these algorithms. On the contrary, you want to define the game logic. Your Lua scripts describe the behavior of enemies, what happens when pressing a switch on a specific map. They will also implement such things as the title screen and the head-up display. - Both parts (the C++ engine and the Lua scripts of your quest) communicate through the Solarus Lua API. The communication works in both ways: you can call functions of the engine (example: you want to move a non-playing character) and the engine calls your own functions (example: be informed that an enemy was just killed). But before using this Solarus API, you have to learn the basics of Lua (easy and minimal, yet powerful language). +Both parts (the C++ engine and the Lua scripts of your quest) communicate through the Solarus Lua API. The communication works in both ways: you can call functions of the engine (example: you want to move a non-playing character) and the engine calls your own functions (example: be informed that an enemy was just killed). But before using this Solarus API, you have to learn the basics of Lua (easy and minimal, yet powerful language). Christopho 2021 2021-04-06 @@ -21,10 +21,202 @@ CD2943 FFDF68 647A54 + 1-1 + + + Solarus va ser dissenyat específicament amb els clàssics de culte 2D Action-RPG en ment, com la llegenda de Zelda: un enllaç al passat i secret de Mana a la Super Nintendo, o Soleil al Sega Megadrive/Genesis. + +El motor està programat en C ++, amb la biblioteca SDL i un backend OpenGL. Els jocs elaborats amb Solarus són anomenats missions i estan programats a Lua. + +El motor fa tots els càlculs pesats (per exemple, comprovacions de col·lisió) i les operacions de baix nivell, com ara dibuixar la pantalla, animar sprites i reproduir sons. + +Com a fabricant de cerques, no us interessa gaire implementar aquests algoritmes. Al contrari, voleu definir la lògica del joc. Els vostres scripts LUA descriuen el comportament dels enemics, què passa quan premeu un commutador sobre un mapa específic. També implementaran coses com la pantalla del títol i la pantalla de capçalera. + +Les dues parts (el motor C ++ i els scripts LUA de la vostra cerca) es comuniquen a través de l’API de Solarus Lua. La comunicació funciona d’ambdues maneres: podeu trucar a funcions del motor (exemple: voleu moure un personatge no joc) i el motor crida les vostres pròpies funcions (exemple: estigueu informats que un enemic acaba de matar). Però abans d’utilitzar aquesta API de Solarus, heu d’aprendre els fonaments bàsics de Lua (llenguatge fàcil i mínim, però potent). + Engine + + + + + Solarus wurde speziell mit Blick auf kultige 2D-Action-RPG-Klassiker wie The Legend of Zelda: A Link to the Past und Secret of Mana auf dem Super Nintendo oder Soleil auf dem Sega Megadrive/Genesis entwickelt. + +Die Engine ist in C++ programmiert, mit der SDL-Bibliothek und einem OpenGL-Backend. Die mit Solarus erstellten Spiele werden Quests genannt und sind in Lua programmiert. + +Die Engine übernimmt alle schweren Berechnungen (z. B. Kollisionsprüfungen) und die Low-Level-Operationen wie das Zeichnen des Bildschirms, die Animation von Sprites und die Wiedergabe von Sounds. + +Als Questersteller sind Sie nicht sehr daran interessiert, diese Algorithmen zu implementieren. Vielmehr wollen Sie die Spiellogik definieren. Ihre Lua-Skripte beschreiben das Verhalten von Gegnern und was passiert, wenn Sie einen Schalter auf einer bestimmten Karte drücken. Sie werden auch Dinge wie den Titelbildschirm und das Head-up-Display implementieren. + +Beide Teile (die C++-Engine und die Lua-Skripte Ihrer Quest) kommunizieren über die Solarus Lua API. Die Kommunikation funktioniert in beide Richtungen: Sie können Funktionen der Engine aufrufen (Beispiel: Sie wollen einen nicht spielenden Charakter bewegen) und die Engine ruft Ihre eigenen Funktionen auf (Beispiel: Sie wollen informiert werden, dass ein Gegner gerade getötet wurde). Bevor Sie diese Solarus-API verwenden können, müssen Sie jedoch die Grundlagen von Lua erlernen (eine einfache und minimale, aber leistungsstarke Sprache). + Motor + + + + + Solarus se diseñó específicamente pensando en los clásicos RPG de acción en 2D de culto, como The Legend of Zelda: A Link to the Past y Secret of Mana para Super Nintendo, o Soleil para Sega Megadrive/Genesis. + +El motor está programado en C++, con la biblioteca SDL y un backend OpenGL. Los juegos hechos con Solarus se llaman quests, y están programados en Lua. + +El motor realiza todos los cálculos pesados (por ejemplo, las comprobaciones de colisión) y las operaciones de bajo nivel, como dibujar la pantalla, animar los sprites y reproducir los sonidos. + +Como creador de quest, no estás muy interesado en implementar estos algoritmos. Al contrario, quieres definir la lógica del juego. Tus scripts Lua describen el comportamiento de los enemigos, lo que ocurre al pulsar un interruptor en un mapa concreto. También implementarán cosas como la pantalla de título y el head-up display. + +Ambas partes (el motor C++ y los scripts Lua de tu búsqueda) se comunican a través de la API Solarus Lua. La comunicación funciona en ambos sentidos: puedes llamar a funciones del motor (ejemplo: quieres mover a un personaje no jugador) y el motor llama a tus propias funciones (ejemplo: ser informado de que un enemigo acaba de ser eliminado). Pero antes de usar esta API de Solarus, tienes que aprender lo básico de Lua (lenguaje fácil y mínimo, pero potente). + Motor + + + + + Solarus a été spécialement conçu en pensant aux classiques de l'action-RPG en 2D, tels que The Legend of Zelda : A Link to the Past et Secret of Mana sur la Super Nintendo, ou Soleil sur la Sega Megadrive/Genesis. + +Le moteur est programmé en C++, avec la bibliothèque SDL et un backend OpenGL. Les jeux réalisés avec Solarus sont appelés quêtes et sont programmés en Lua. + +Le moteur effectue tous les calculs lourds (par exemple, les vérifications de collision) et les opérations de bas niveau comme le dessin de l'écran, l'animation des sprites et les sons. + +En tant que créateur de quêtes, vous n'êtes pas très intéressé par la mise en œuvre de ces algorithmes. Au contraire, vous souhaitez définir la logique du jeu. Vos scripts Lua décrivent le comportement des ennemis, ce qui se passe lorsqu'on appuie sur un interrupteur sur une carte spécifique. Ils implémenteront également des éléments tels que l'écran de titre et l'affichage tête haute. + +Les deux parties (le moteur C++ et les scripts Lua de votre quête) communiquent à travers l'API Lua de Solarus. La communication fonctionne dans les deux sens : vous pouvez appeler des fonctions du moteur (exemple : vous voulez déplacer un personnage qui ne joue pas) et le moteur appelle vos propres fonctions (exemple : être informé qu'un ennemi vient d'être tué). Mais avant d'utiliser cette API Solarus, vous devez apprendre les bases de Lua (langage simple et minimal, mais puissant). + Moteur + + + + + Solarus è stato progettato pensando ai classici action-RPG 2D di culto, come The Legend of Zelda: A Link to the Past e Secret of Mana per Super Nintendo, o Soleil per Sega Megadrive/Genesis. + +Il motore è programmato in C++, con la libreria SDL e un backend OpenGL. I giochi realizzati con Solarus sono chiamati quest e sono programmati in Lua. + +Il motore esegue tutti i calcoli pesanti (ad esempio, i controlli di collisione) e le operazioni di basso livello come il disegno dello schermo, l'animazione degli sprite e la riproduzione dei suoni. + +Come creatore di missioni, non siete molto interessati a implementare questi algoritmi. Al contrario, volete definire la logica di gioco. I vostri script Lua descrivono il comportamento dei nemici, cosa succede quando si preme un interruttore su una mappa specifica. Implementeranno anche elementi come la schermata del titolo e l'head-up display. + +Entrambe le parti (il motore C++ e gli script Lua della missione) comunicano attraverso l'API Solarus Lua. La comunicazione funziona in entrambi i modi: si possono chiamare funzioni del motore (ad esempio, si vuole muovere un personaggio non giocante) e il motore chiama le proprie funzioni (ad esempio, viene informato che un nemico è stato appena ucciso). Ma prima di utilizzare questa API di Solarus, è necessario imparare le basi di Lua (linguaggio semplice e minimale, ma potente). + Motore + + + + + Solarus is speciaal ontworpen met cult 2D actie-RPG-klassiekers in gedachten, zoals The Legend of Zelda: A Link to the Past en Secret of Mana op de Super Nintendo, of Soleil op de Sega Megadrive/Genesis. + +De engine is geprogrammeerd in C++, met de SDL-bibliotheek en een OpenGL backend. Spellen gemaakt met Solarus worden quests genoemd en zijn geprogrammeerd in Lua. + +De engine doet alle zware berekeningen (bijvoorbeeld botsingscontroles) en de low-level operaties zoals het tekenen van het scherm, het animeren van sprites en het afspelen van geluiden. + +Als questmaker ben je niet erg geïnteresseerd in het implementeren van deze algoritmes. Integendeel, je wilt de logica van het spel definiëren. Je Lua scripts beschrijven het gedrag van vijanden, wat er gebeurt als je op een schakelaar drukt op een specifieke kaart. Ze zullen ook dingen implementeren zoals het titelscherm en de head-up display. + +Beide onderdelen (de C++ engine en de Lua scripts van je zoektocht) communiceren via de Solarus Lua API. De communicatie werkt op twee manieren: je kunt functies van de engine aanroepen (voorbeeld: je wilt een niet-spelend personage verplaatsen) en de engine roept je eigen functies aan (voorbeeld: geïnformeerd worden dat een vijand zojuist is gedood). Maar voordat je deze Solarus API kunt gebruiken, moet je de basis van Lua leren (eenvoudige en minimale, maar krachtige taal). + Motor + + + + + Solarus został zaprojektowany specjalnie z myślą o kultowych klasykach RPG akcji 2D, takich jak The Legend of Zelda: A Link to the Past i Secret of Mana na Super Nintendo lub Soleil na Sega Megadrive/Genesis. + +Silnik jest zaprogramowany w C++, z biblioteką SDL i backendem OpenGL. Gry tworzone przy użyciu Solarusa nazywane są questami i programowane są w języku Lua. + +Silnik wykonuje wszystkie ciężkie obliczenia (na przykład sprawdzanie kolizji) i operacje niskiego poziomu, takie jak rysowanie ekranu, animowanie duszków i odtwarzanie dźwięków. + +Jako twórca questów nie jesteś zbytnio zainteresowany implementacją tych algorytmów. Wręcz przeciwnie, chcesz zdefiniować logikę gry. Twoje skrypty Lua opisują zachowanie wrogów, co dzieje się po naciśnięciu przełącznika na określonej mapie. Będą również implementować takie rzeczy jak ekran tytułowy i wyświetlacz head-up. + +Obie części (silnik C++ i skrypty Lua twojego zadania) komunikują się za pośrednictwem Solarus Lua API. Komunikacja działa w obie strony: możesz wywoływać funkcje silnika (na przykład: chcesz przenieść postać, którą nie grasz), a silnik wywołuje twoje własne funkcje (na przykład: zostaniesz poinformowany, że wróg został właśnie zabity). Zanim jednak zaczniesz korzystać z Solarus API, musisz nauczyć się podstaw Lua (prostego i minimalnego, ale potężnego języka). + Silnik + + + + + O Solarus foi projetado especificamente tendo em mente os clássicos de RPG de ação em 2D, como The Legend of Zelda: A Link to the Past e Secret of Mana no Super Nintendo, ou Soleil no Sega Megadrive/Genesis. + +O mecanismo é programado em C++, com a biblioteca SDL e um backend OpenGL. Os jogos criados com o Solarus são chamados de quests e são programados em Lua. + +O mecanismo faz todos os cálculos pesados (por exemplo, verificações de colisão) e as operações de baixo nível, como desenhar a tela, animar sprites e reproduzir sons. + +Como criador de missões, você não está muito interessado em implementar esses algoritmos. Pelo contrário, você quer definir a lógica do jogo. Seus scripts Lua descrevem o comportamento dos inimigos, o que acontece quando se pressiona um botão em um mapa específico. Eles também implementarão coisas como a tela de título e o head-up display. + +Ambas as partes (o mecanismo C++ e os scripts Lua da sua missão) se comunicam por meio da API Solarus Lua. A comunicação funciona de ambas as formas: você pode chamar funções do mecanismo (exemplo: você deseja mover um personagem que não está jogando) e o mecanismo chama suas próprias funções (exemplo: ser informado de que um inimigo acabou de ser morto). Mas antes de usar essa API do Solarus, você precisa aprender os conceitos básicos de Lua (linguagem fácil e mínima, mas poderosa). + Motor + + + + + Solarus a fost conceput special cu gândul la clasicele action-RPG 2D, precum The Legend of Zelda: A Link to the Past și Secret of Mana pe Super Nintendo sau Soleil pe Sega Megadrive/Genesis. + +Motorul este programat în C++, cu biblioteca SDL și un backend OpenGL. Jocurile realizate cu Solarus sunt numite quest-uri și sunt programate în Lua. + +Motorul efectuează toate calculele grele (de exemplu, verificarea coliziunilor) și operațiunile de nivel scăzut, cum ar fi desenarea ecranului, animarea spritelor și redarea sunetelor. + +În calitate de creator de misiuni, nu sunteți foarte interesat de implementarea acestor algoritmi. Dimpotrivă, doriți să definiți logica jocului. Scripturile tale Lua descriu comportamentul inamicilor, ce se întâmplă atunci când apeși un comutator pe o anumită hartă. Ele vor implementa, de asemenea, lucruri precum ecranul de titlu și head-up display-ul. + +Ambele părți (motorul C++ și scripturile Lua ale misiunii dvs.) comunică prin Solarus Lua API. Comunicarea funcționează în ambele sensuri: puteți apela funcții ale motorului (exemplu: doriți să mutați un personaj care nu joacă), iar motorul apelează propriile funcții (exemplu: fiți informat că un inamic tocmai a fost ucis). Dar înainte de a utiliza acest API Solarus, trebuie să învățați elementele de bază ale Lua (limbaj ușor și minimal, dar puternic). + Motor + + + + + Solarus была специально разработана с учетом культовых классических 2D action-RPG, таких как The Legend of Zelda: A Link to the Past и Secret of Mana на Super Nintendo или Soleil на Sega Megadrive/Genesis. + +Движок написан на C++, имеет библиотеку SDL и бэкенд OpenGL. Игры, созданные с помощью Solarus, называются квестами и программируются на языке Lua. + +Движок выполняет все тяжелые вычисления (например, проверку столкновений) и низкоуровневые операции, такие как отрисовка экрана, анимация спрайтов и воспроизведение звуков. + +Как создатель квестов, вы не очень заинтересованы в реализации этих алгоритмов. Напротив, вы хотите определить логику игры. Ваши Lua-скрипты описывают поведение врагов, то, что происходит при нажатии на переключатель на определенной карте. Они также будут реализовывать такие вещи, как титульный экран и дисплей на голове. + +Обе части (движок на C++ и Lua-скрипты вашего квеста) взаимодействуют через Solarus Lua API. Связь работает в обоих направлениях: вы можете вызывать функции движка (например, вы хотите переместить неигрового персонажа), а движок вызывает ваши собственные функции (например, получить информацию о том, что враг только что был убит). Но прежде чем использовать этот Solarus API, вам придется изучить основы Lua (простой и минимальный, но мощный язык). + Двигатель + + - Spelmotor + Solarus har utformats med tanke på kultförklarade 2D action-RPG-klassiker som The Legend of Zelda: A Link to the Past och Secret of Mana på Super Nintendo, eller Soleil på Sega Megadrive/Genesis. + +Motorn är programmerad i C++, med SDL-biblioteket och en OpenGL-backend. Spel som görs med Solarus kallas quests och är programmerade i Lua. + +Motorn gör alla tunga beräkningar (t.ex. kollisionskontroller) och lågnivåoperationer som att rita skärmen, animera sprites och spela upp ljud. + +Som uppdragsskapare är du inte särskilt intresserad av att implementera dessa algoritmer. Tvärtom vill du definiera spellogiken. Dina Lua-skript beskriver fiendernas beteende, vad som händer när du trycker på en knapp på en specifik karta. De kommer också att implementera sådana saker som titelskärmen och head-up-displayen. + +Båda delarna (C++-motorn och Lua-skripten för ditt uppdrag) kommunicerar via Solarus Lua API. Kommunikationen fungerar på båda sätten: du kan anropa funktioner i motorn (exempel: du vill flytta en icke-spelande karaktär) och motorn anropar dina egna funktioner (exempel: bli informerad om att en fiende just dödats). Men innan du använder Solarus API måste du lära dig grunderna i Lua (ett enkelt och minimalt, men ändå kraftfullt språk). + Motor + + + + + Solarusは、スーパーファミコンの『ゼルダの伝説 過去へのリンク』や『シークレット オブ マナ』、セガ・メガドライブ/ジェネシスの『ソレイユ』など、カルト的な2DアクションRPGの名作を念頭に置いて特別にデザインされた。 + +エンジンはC++でプログラムされ、SDLライブラリとOpenGLバックエンドを使用する。Solarusで作られたゲームはクエストと呼ばれ、Luaでプログラムされている。 + +エンジンは、重い計算(たとえば、コリジョンチェックなど)や、画面の描画、スプライトのアニメーション、サウンドの再生といった低レベルの処理をすべて行います。 + +クエストメーカーとしては、これらのアルゴリズムを実装することにはあまり興味がないだろう。それどころか、ゲームロジックを定義したいのです。Luaスクリプトは、敵の行動や、特定のマップのスイッチを押した時に何が起こるかなどを記述します。また、タイトル画面やヘッドアップディスプレイなども実装する。 + +両方の部分(C++エンジンとクエストのLuaスクリプト)は、Solarus Lua APIを通じて通信します。通信は、エンジンの関数を呼び出したり(例:プレイしていないキャラクターを動かしたい)、エンジンが自分の関数を呼び出したり(例:敵を倒したことを知らせる)します。しかし、このSolarus APIを使用する前に、Lua(簡単で最小限の、しかし強力な言語)の基礎を学ぶ必要があります。 + エンジン + + + + + 솔라리스는 슈퍼 닌텐도의 젤다의 전설: 과거로의 연결고리와 마나의 비밀, 세가 메가드라이브/제네시스의 솔레일과 같은 컬트 2D 액션 RPG 고전 게임을 염두에 두고 특별히 설계되었습니다. + +이 엔진은 SDL 라이브러리와 OpenGL 백엔드를 사용하여 C++로 프로그래밍되었습니다. 솔라루스로 만든 게임은 퀘스트라고 하며, Lua로 프로그래밍됩니다. + +엔진은 모든 무거운 계산(예: 충돌 검사)과 화면 그리기, 스프라이트 애니메이션, 사운드 재생과 같은 저수준 작업을 수행합니다. + +퀘스트 제작자는 이러한 알고리즘을 구현하는 데 큰 관심이 없습니다. 오히려 게임 로직을 정의하고 싶을 것입니다. Lua 스크립트는 적의 행동, 특정 맵에서 스위치를 누르면 어떤 일이 일어나는지 설명합니다. 또한 타이틀 화면과 헤드업 디스플레이 같은 것도 구현합니다. + +두 부분(퀘스트의 C++ 엔진과 루아 스크립트)은 모두 솔라루스 루아 API를 통해 통신합니다. 통신은 두 가지 방식으로 작동합니다. 엔진의 함수를 호출하거나(예: 플레이하지 않는 캐릭터를 이동하고 싶을 때) 엔진이 자체 함수를 호출합니다(예: 적을 방금 죽였다는 알림을 받고 싶을 때). 하지만 이 솔라루스 API를 사용하기 전에 쉽고 간단하지만 강력한 언어인 루아의 기초를 배워야 합니다. + 엔진 + + + + + Solarus 在设计时特别考虑到了经典的 2D 动作 RPG 游戏,如超级任天堂上的《塞尔达传说:前世之旅》和《玛娜秘境》,或世嘉 Megadrive/Genesis 上的《Soleil》。 + +该引擎使用 C++、SDL 库和 OpenGL 后端编程。使用 Solarus 制作的游戏称为任务,使用 Lua 编程。 + +引擎负责所有繁重的计算(如碰撞检查)和低级操作,如绘制屏幕、动画精灵和播放声音。 + +作为任务制作者,你对实现这些算法并不感兴趣。相反,您希望定义游戏逻辑。您的 Lua 脚本将描述敌人的行为,按下特定地图上的开关会发生什么。它们还将实现标题屏幕和抬头显示等功能。 + +两部分(C++ 引擎和任务的 Lua 脚本)都通过 Solarus Lua API 进行通信。通信以两种方式进行:您可以调用引擎的函数(例如:您想移动一个非游戏角色),引擎也可以调用您自己的函数(例如:通知您一个敌人刚刚被杀死)。但在使用 Solarus API 之前,您必须先学习 Lua 的基础知识(简单易学但功能强大的语言)。 + 发动机 \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/spectravideo.xml b/themes/linear-es-de/system/metadata/spectravideo.xml index cbb8290dd..d824d6645 100644 --- a/themes/linear-es-de/system/metadata/spectravideo.xml +++ b/themes/linear-es-de/system/metadata/spectravideo.xml @@ -1,4 +1,4 @@ - + Spectravideo Spectravideo International Limited (SVI) was an American computer manufacturer and software house. It was originally called SpectraVision, a company founded by Harry Fox in 1981. The company produced video games and other software for the VIC-20 home computer, the Atari 2600 home video game console, and its CompuMate peripheral. Some of their own computers were compatible with the Microsoft MSX or the IBM PC. @@ -13,10 +13,90 @@ C23435 D17733 E9E439 + 1-1 + + + Spectravideo International Limited (SVI) va ser un fabricant d’ordinadors i una casa de programari nord -americana. Es va anomenar originalment SpectraVision, una empresa fundada per Harry Fox el 1981. La companyia va produir videojocs i altres programes per a l’ordinador Home VIC-20, la consola de videojocs a casa Atari 2600 i el seu perifèric computat. Alguns dels seus propis ordinadors eren compatibles amb el Microsoft MSX o el PC IBM. + Console + + + + + Spectravideo International Limited (SVI) war ein amerikanischer Computerhersteller und Softwarehersteller. Ursprünglich hieß es SpectraVision, ein Unternehmen, das 1981 von Harry Fox gegründet wurde. Das Unternehmen produzierte Videospiele und andere Software für den Heimcomputer VIC-20, die Heimvideospielkonsole Atari 2600 und das Peripheriegerät CompuMate. Einige der eigenen Computer waren mit dem Microsoft MSX oder dem IBM PC kompatibel. + Konsole + + + + + Spectravideo International Limited (SVI) era un fabricante estadounidense de ordenadores y software. Su nombre original era SpectraVision, empresa fundada por Harry Fox en 1981. La empresa producía videojuegos y otros programas para el ordenador doméstico VIC-20, la videoconsola doméstica Atari 2600 y su periférico CompuMate. Algunos de sus ordenadores eran compatibles con el MSX de Microsoft o el PC de IBM. + Consola + + + + + Spectravideo International Limited (SVI) était un fabricant d'ordinateurs et un éditeur de logiciels américain. Elle s'appelait à l'origine SpectraVision, une société fondée par Harry Fox en 1981. La société a produit des jeux vidéo et d'autres logiciels pour l'ordinateur familial VIC-20, la console de jeux vidéo familiale Atari 2600 et son périphérique CompuMate. Certains de leurs propres ordinateurs étaient compatibles avec le MSX de Microsoft ou le PC d'IBM. + Console + + + + + Spectravideo International Limited (SVI) era un produttore di computer e software house americano. Originariamente si chiamava SpectraVision, una società fondata da Harry Fox nel 1981. L'azienda produceva videogiochi e altri software per l'home computer VIC-20, la console per videogiochi Atari 2600 e la sua periferica CompuMate. Alcuni dei suoi computer erano compatibili con il Microsoft MSX o l'IBM PC. + Console + + + + + Spectravideo International Limited (SVI) was een Amerikaanse computerfabrikant en softwarebedrijf. Het heette oorspronkelijk SpectraVision, een bedrijf dat in 1981 werd opgericht door Harry Fox. Het bedrijf produceerde videospellen en andere software voor de VIC-20 home computer, de Atari 2600 home video game console en de CompuMate randapparatuur. Sommige van hun eigen computers waren compatibel met de Microsoft MSX of de IBM PC. + Console + + + + + Spectravideo International Limited (SVI) był amerykańskim producentem komputerów i oprogramowania. Pierwotnie nosiła nazwę SpectraVision, firmy założonej przez Harry'ego Foxa w 1981 roku. Firma produkowała gry wideo i inne oprogramowanie dla komputera domowego VIC-20, domowej konsoli do gier wideo Atari 2600 i urządzenia peryferyjnego CompuMate. Niektóre z ich własnych komputerów były kompatybilne z Microsoft MSX lub IBM PC. + Konsola + + + + + A Spectravideo International Limited (SVI) era uma empresa americana fabricante de computadores e software. Originalmente, chamava-se SpectraVision, uma empresa fundada por Harry Fox em 1981. A empresa produzia videogames e outros softwares para o computador doméstico VIC-20, o console de videogame doméstico Atari 2600 e seu periférico CompuMate. Alguns de seus próprios computadores eram compatíveis com o Microsoft MSX ou o IBM PC. + Console + + + + + Spectravideo International Limited (SVI) a fost un producător american de calculatoare și software house. Inițial s-a numit SpectraVision, o companie fondată de Harry Fox în 1981. Compania a produs jocuri video și alte software-uri pentru computerul de casă VIC-20, consola de jocuri video de casă Atari 2600 și perifericul său CompuMate. Unele dintre calculatoarele proprii erau compatibile cu Microsoft MSX sau IBM PC. + Consolă + + + + + Spectravideo International Limited (SVI) - американский производитель компьютеров и программного обеспечения. Первоначально она называлась SpectraVision, компания была основана Гарри Фоксом в 1981 году. Компания выпускала видеоигры и другое программное обеспечение для домашнего компьютера VIC-20, домашней видеоигровой консоли Atari 2600 и периферийного устройства CompuMate. Некоторые из их собственных компьютеров были совместимы с Microsoft MSX или IBM PC. + Консоль + + + Spectravideo International Limited (SVI) var en amerikansk datortillverkare och programvaruhus. Det hette ursprungligen SpectraVision, ett företag som grundades av Harry Fox 1981. Företaget producerade videospel och annan programvara för hemdatorn VIC-20, videospelskonsolen Atari 2600 och dess CompuMate-kringutrustning. Vissa av deras egna datorer var kompatibla med Microsoft MSX eller IBM PC. Konsol + + + スペクトラビデオ・インターナショナル・リミテッド(SVI)はアメリカのコンピューターメーカーであり、ソフトウェアハウスである。もともとは1981年にハリー・フォックスが設立したスペクトラビジョンという会社だった。同社はVIC-20家庭用コンピュータ、アタリ2600家庭用ビデオゲーム機、コンピュメイト周辺機器向けにビデオゲームやその他のソフトウェアを製造していた。自社のコンピュータの中には、マイクロソフトMSXやIBM PCと互換性のあるものもあった。 + コンソール + + + + + 스펙트라비디오 인터내셔널 리미티드(SVI)는 미국의 컴퓨터 제조업체이자 소프트웨어 회사입니다. 원래는 1981년 해리 폭스가 설립한 회사로 스펙트라비전이라고 불렀습니다. 이 회사는 VIC-20 가정용 컴퓨터, Atari 2600 가정용 비디오 게임 콘솔, CompuMate 주변기기용 비디오 게임 및 기타 소프트웨어를 생산했습니다. 자체 컴퓨터 중 일부는 Microsoft MSX 또는 IBM PC와 호환되었습니다. + 콘솔 + + + + + Spectravideo 国际有限公司(SVI)是一家美国计算机制造商和软件公司。该公司原名 SpectraVision,由 Harry Fox 于 1981 年创立。该公司为 VIC-20 家用电脑、雅达利 2600 家用视频游戏机及其 CompuMate 外围设备生产视频游戏和其他软件。他们自己的一些电脑与微软 MSX 或 IBM PC 兼容。 + 控制台 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/steam.xml b/themes/linear-es-de/system/metadata/steam.xml index fcc1c65e3..4c916abe5 100644 --- a/themes/linear-es-de/system/metadata/steam.xml +++ b/themes/linear-es-de/system/metadata/steam.xml @@ -1,4 +1,4 @@ - + Steam Steam is a video game digital distribution service and storefront by Valve. It was launched as a software client in September 2003 as a way for Valve to provide automatic updates for their games, and expanded to distributing and offering third-party game publishers' titles in late 2005. @@ -13,10 +13,90 @@ 0A7CAF EEEEEE 2A2E33 + 1-1 + + + Steam és un servei de distribució digital de videojocs i aparador de Valve. Va ser llançat com a client de programari el setembre del 2003 com a forma de Valve per proporcionar actualitzacions automàtiques per als seus jocs i es va ampliar a distribuir i oferir títols de tercers editors de jocs a finals del 2005. + Folder + + + + + Steam ist ein digitaler Vertriebsdienst für Videospiele und ein Schaufenster von Valve. Es wurde im September 2003 als Software-Client gestartet, um Valve die Möglichkeit zu geben, automatische Updates für ihre Spiele bereitzustellen, und wurde Ende 2005 auf den Vertrieb und das Angebot von Titeln von Drittanbietern erweitert. + Mappe + + + + + Steam es un servicio de distribución digital de videojuegos y tienda de Valve. Se lanzó como cliente de software en septiembre de 2003 para que Valve pudiera ofrecer actualizaciones automáticas de sus juegos, y se amplió para distribuir y ofrecer títulos de otros editores a finales de 2005. + Carpeta + + + + + Steam est un service de distribution numérique de jeux vidéo et une vitrine de Valve. Il a été lancé en tant que client logiciel en septembre 2003 pour permettre à Valve de fournir des mises à jour automatiques pour ses jeux, et s'est étendu à la distribution et à l'offre de titres d'éditeurs de jeux tiers à la fin de l'année 2005. + Dossier + + + + + Steam è un servizio di distribuzione digitale di videogiochi e un negozio di Valve. È stato lanciato come client software nel settembre 2003, come modo per Valve di fornire aggiornamenti automatici per i propri giochi, e si è esteso alla distribuzione e all'offerta di titoli di editori di giochi terzi alla fine del 2005. + Cartella + + + + + Steam is een digitale distributieservice en winkel van Valve voor videogames. Het werd gelanceerd als een softwareclient in september 2003 als een manier voor Valve om automatische updates voor hun games aan te bieden en werd eind 2005 uitgebreid met het distribueren en aanbieden van titels van uitgevers van games. + Map + + + + + Steam to usługa cyfrowej dystrybucji gier wideo i witryna sklepowa firmy Valve. Został uruchomiony jako klient oprogramowania we wrześniu 2003 roku jako sposób na zapewnienie przez Valve automatycznych aktualizacji dla swoich gier, a pod koniec 2005 roku został rozszerzony na dystrybucję i oferowanie tytułów innych wydawców gier. + Folder + + + + + O Steam é um serviço de distribuição digital de videogames e uma loja da Valve. Foi lançado como um cliente de software em setembro de 2003, como uma forma de a Valve fornecer atualizações automáticas para seus jogos, e expandiu-se para a distribuição e oferta de títulos de editores de jogos de terceiros no final de 2005. + Pasta + + + + + Steam este un serviciu de distribuție digitală de jocuri video și o vitrină de magazin de la Valve. Acesta a fost lansat ca un client software în septembrie 2003, ca o modalitate prin care Valve să furnizeze actualizări automate pentru jocurile sale, și s-a extins la distribuirea și oferirea titlurilor editorilor de jocuri terțe la sfârșitul anului 2005. + Dosar + + + + + Steam - это сервис цифровой дистрибуции видеоигр и магазин компании Valve. Он был запущен в сентябре 2003 года как клиент программного обеспечения, позволяющий Valve автоматически обновлять свои игры, а в конце 2005 года был расширен до распространения и предложения игр сторонних издателей. + Папка + + + Steam är en digital distributionstjänst för videospel och ett skyltfönster från Valve. Den lanserades som en mjukvaruklient i september 2003 som ett sätt för Valve att tillhandahålla automatiska uppdateringar för sina spel, och utökades till att distribuera och erbjuda titlar från tredjepartsspelutgivare i slutet av 2005. Mapp + + + Steamは、Valveによるビデオゲームのデジタル配信サービスおよびストアフロントである。2003年9月、Valveが自社ゲームの自動アップデートを提供するためのソフトウェアクライアントとして開始され、2005年後半にはサードパーティゲームパブリッシャーのタイトルを配信・提供するまでに拡大した。 + フォルダ + + + + + Steam은 Valve의 비디오 게임 디지털 배포 서비스이자 스토어입니다. 2003년 9월에 Valve가 게임에 자동 업데이트를 제공하기 위해 소프트웨어 클라이언트로 출시되었으며, 2005년 말에는 타사 게임 퍼블리셔의 타이틀을 배포하고 제공하는 것으로 확장되었습니다. + 폴더 + + + + + Steam 是 Valve 推出的视频游戏数字发行服务和店面。它于 2003 年 9 月作为软件客户端推出,是 Valve 为其游戏提供自动更新的一种方式,并于 2005 年底扩展到分发和提供第三方游戏发行商的游戏。 + 文件夹 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/stratagus.xml b/themes/linear-es-de/system/metadata/stratagus.xml index 73e0cde4c..327c6bb63 100644 --- a/themes/linear-es-de/system/metadata/stratagus.xml +++ b/themes/linear-es-de/system/metadata/stratagus.xml @@ -1,15 +1,99 @@ - - - Stratagus is a free and open-source cross-platform game engine used to build real-time strategy video games. Licensed under the GNU GPL-2.0-only,[2] it is written mostly in C++ with the configuration language being Lua. - Stratagus Team - 1998 - 1998-06-15 - June 15, 1998 - Engine - CE3D3D - A40000 - DB4C4C - F57900 - 26353C - + + + Stratagus is a free and open-source cross-platform game engine used to build real-time strategy video games. Licensed under the GNU GPL-2.0-only,[2] it is written mostly in C++ with the configuration language being Lua. + Stratagus Team + 1998 + 1998-06-15 + June 15, 1998 + Engine + CE3D3D + A40000 + DB4C4C + F57900 + 26353C + + + + Stratagus és un motor de jocs creuat gratuït i de codi obert que s’utilitza per crear videojocs d’estratègia en temps real. Llicenciat sota el GNU GPL-2.0 només, [2] està escrit majoritàriament en C ++ amb el llenguatge de configuració LUA. + Engine + + + + + Stratagus ist eine freie und quelloffene plattformübergreifende Spiel-Engine, die zur Entwicklung von Echtzeit-Strategie-Videospielen verwendet wird. Lizenziert unter der GNU GPL-2.0-only,[2] es ist vor allem in C + + mit der Konfigurationssprache ist Lua geschrieben. + Motor + + + + + Stratagus es un motor de juegos multiplataforma, libre y de código abierto, utilizado para crear videojuegos de estrategia en tiempo real. Licenciado bajo la GNU GPL-2.0-only,[2] está escrito principalmente en C++ y su lenguaje de configuración es Lua. + Motor + + + + + Stratagus est un moteur de jeu multiplateforme libre et gratuit utilisé pour créer des jeux vidéo de stratégie en temps réel. Sous licence GNU GPL-2.0 uniquement[2], il est principalement écrit en C++, le langage de configuration étant Lua. + Moteur + + + + + Stratagus è un motore di gioco multipiattaforma gratuito e open-source utilizzato per costruire videogiochi di strategia in tempo reale. È concesso in licenza GNU GPL-2.0,[2] ed è scritto principalmente in C++, mentre il linguaggio di configurazione è Lua. + Motore + + + + + Stratagus is een vrije en open-source cross-platform game engine die wordt gebruikt om real-time strategy videogames te bouwen. Gelicenseerd onder de GNU GPL-2.0-only,[2] is het voornamelijk geschreven in C++ met als configuratietaal Lua. + Motor + + + + + Stratagus to darmowy i wieloplatformowy silnik gier o otwartym kodzie źródłowym, służący do tworzenia strategicznych gier wideo czasu rzeczywistego. Licencjonowany wyłącznie na licencji GNU GPL-2.0,[2] jest napisany głównie w języku C++, a językiem konfiguracji jest Lua. + Silnik + + + + + O Stratagus é um mecanismo de jogo de plataforma cruzada gratuito e de código aberto usado para criar videogames de estratégia em tempo real. Licenciado somente sob a GNU GPL-2.0,[2] ele é escrito principalmente em C++ e a linguagem de configuração é Lua. + Motor + + + + + Stratagus este un motor de joc cross-platform gratuit și open-source utilizat pentru a construi jocuri video de strategie în timp real. Licențiat sub GNU GPL-2.0-only,[2] este scris în principal în C++, limbajul de configurare fiind Lua. + Motor + + + + + Stratagus - свободный кроссплатформенный игровой движок с открытым исходным кодом, используемый для создания видеоигр в жанре стратегии в реальном времени. Лицензирован под GNU GPL-2.0-only,[2] написан в основном на C++, язык конфигурации - Lua. + Двигатель + + + + + Stratagus är en spelmotor med fri och öppen källkod för flera plattformar som används för att bygga strategispel i realtid. Den är licensierad under GNU GPL-2.0-only,[2] och är huvudsakligen skriven i C++ med konfigurationsspråket Lua. + Motor + + + + + Stratagusはフリーでオープンソースのクロスプラットフォームゲームエンジンであり、リアルタイムストラテジーゲームを構築するために使用される。GNU GPL-2.0オンリーでライセンスされており[2]、ほとんどがC++で書かれており、設定言語はLuaである。 + エンジン + + + + + 스트라타거스는 실시간 전략 비디오 게임을 제작하는 데 사용되는 무료 오픈소스 크로스 플랫폼 게임 엔진입니다. GNU GPL-2.0에 따라 라이선스가 부여되었으며,[2] 대부분 C++로 작성되고 구성 언어는 Lua입니다. + 엔진 + + + + + Stratagus 是一个免费开源的跨平台游戏引擎,用于制作即时战略视频游戏。它主要用 C++ 编写,配置语言为 Lua。 + 发动机 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/stv.xml b/themes/linear-es-de/system/metadata/stv.xml index 2899b01c0..52de877af 100644 --- a/themes/linear-es-de/system/metadata/stv.xml +++ b/themes/linear-es-de/system/metadata/stv.xml @@ -1,9 +1,9 @@ - + ST-V ST-V (Sega Titan Video) is an arcade system board released by Sega, in 1994 for Japan and 1995 worldwide. Departing from their usual process of building custom arcade hardware, Sega's ST-V is essentially identical to the Sega Saturn home console system. The only difference is the media; ST-V used ROM cartridges instead of CD-ROM discs to store games, with the exception of Sports Fishing 2. Being derived from the Saturn hardware, the ST-V was presumably named after the moon Titan, a satellite of Saturn. - The majority of ST-V titles were released only in Japan, but a notable exception was the port of Dynamite Deka, which became Die Hard Arcade. Games released for the ST-V include the arcade versions of Virtua Fighter Remix, Radiant Silvergun, Golden Axe: The Duel, and Final Fight Revenge. The shared hardware between Saturn and ST-V allowed for very "pure" ports for the Saturn console. +The majority of ST-V titles were released only in Japan, but a notable exception was the port of Dynamite Deka, which became Die Hard Arcade. Games released for the ST-V include the arcade versions of Virtua Fighter Remix, Radiant Silvergun, Golden Axe: The Duel, and Final Fight Revenge. The shared hardware between Saturn and ST-V allowed for very "pure" ports for the Saturn console. Sega 1994 1994 @@ -15,10 +15,118 @@ F7ED18 F4133D 199A40 + 1-1 + + + ST-V (SEGA Titan Video) és una junta de sistemes d’arcades publicat per Sega, el 1994 per a Japó i 1995 a tot el món. Sortint del seu procés habitual de crear maquinari d'arcades personalitzades, SEGA's ST-V és essencialment idèntic al sistema de consola domèstica de Sega Saturn. L’única diferència són els mitjans de comunicació;ST-V va utilitzar cartutxos ROM en lloc de discos CD-ROM per emmagatzemar jocs, a excepció de la pesca esportiva 2. Al ser derivat del maquinari de Saturn, el ST-V va ser presumptament nomenat després del Titan de la Lluna, un satèl·lit de Saturn. + +La majoria dels títols ST-V només es van publicar al Japó, però una excepció notable va ser el port de Dynamite Deka, que es va convertir en un arcade dur. Els jocs publicats per a la ST-V inclouen les versions Arcade de Virtua Fighter Remix, Radiant Silvergun, Golden Ax: The Duel i Final Fight Revenge. El maquinari compartit entre Saturn i ST-V va permetre ports molt "purs" per a la consola de Saturn. + Arcade + + + + + ST-V (Sega Titan Video) ist ein Spielhallensystem von Sega, das 1994 in Japan und 1995 weltweit auf den Markt kam. Abweichend von der üblichen Vorgehensweise, maßgeschneiderte Arcade-Hardware zu bauen, ist Segas ST-V im Wesentlichen identisch mit dem Heimkonsolensystem Sega Saturn. Der einzige Unterschied ist das Speichermedium: Der ST-V verwendet ROM-Kassetten anstelle von CD-ROMs zum Speichern von Spielen, mit Ausnahme von Sports Fishing 2. Da das ST-V von der Saturn-Hardware abgeleitet ist, wurde es vermutlich nach dem Mond Titan, einem Satelliten des Saturn, benannt. + +Die meisten ST-V-Titel wurden nur in Japan veröffentlicht, aber eine bemerkenswerte Ausnahme war die Portierung von Dynamite Deka, das zu Die Hard Arcade wurde. Zu den für den ST-V veröffentlichten Spielen gehören die Arcade-Versionen von Virtua Fighter Remix, Radiant Silvergun, Golden Axe: The Duel und Final Fight Revenge. Die gemeinsame Hardware von Saturn und ST-V ermöglichte sehr "reine" Portierungen für die Saturn-Konsole. + Spielhalle + + + + + ST-V (Sega Titan Video) es una placa de sistema arcade lanzada por Sega, en 1994 para Japón y 1995 en todo el mundo. Apartándose de su proceso habitual de construcción de hardware arcade personalizado, el ST-V de Sega es esencialmente idéntico al sistema de consola doméstica Sega Saturn. La única diferencia es el soporte: el ST-V utilizaba cartuchos ROM en lugar de discos CD-ROM para almacenar los juegos, con la excepción de Sports Fishing 2. Al derivar del hardware de Saturn, la ST-V recibió presumiblemente el nombre de la luna Titán, un satélite de Saturno. + +La mayoría de los títulos del ST-V se lanzaron sólo en Japón, pero una notable excepción fue el port de Dynamite Deka, que se convirtió en Die Hard Arcade. Entre los juegos lanzados para la ST-V se incluyen las versiones arcade de Virtua Fighter Remix, Radiant Silvergun, Golden Axe: The Duel y Final Fight Revenge. El hardware compartido entre Saturn y ST-V permitió realizar ports muy "puros" para la consola Saturn. + Arcade + + + + + Le ST-V (Sega Titan Video) est un système d'arcade commercialisé par Sega en 1994 au Japon et en 1995 dans le monde entier. S'écartant de son processus habituel de construction de matériel d'arcade personnalisé, la ST-V de Sega est essentiellement identique au système de console de salon Sega Saturn. La seule différence réside dans le support : le ST-V utilise des cartouches ROM au lieu de disques CD-ROM pour stocker les jeux, à l'exception de Sports Fishing 2. Dérivé du matériel Saturn, le ST-V a vraisemblablement été nommé d'après la lune Titan, un satellite de Saturne. + +La majorité des titres ST-V ne sont sortis qu'au Japon, à l'exception notable du portage de Dynamite Deka, qui est devenu Die Hard Arcade. Parmi les jeux sortis sur le ST-V figurent les versions arcade de Virtua Fighter Remix, Radiant Silvergun, Golden Axe : The Duel et Final Fight Revenge. Le matériel commun à la Saturn et à la ST-V a permis de réaliser des portages très "purs" pour la console Saturn. + Arcade + + + + + ST-V (Sega Titan Video) è una scheda di sistema arcade rilasciata da Sega, nel 1994 per il Giappone e nel 1995 in tutto il mondo. Discostandosi dal consueto processo di costruzione di hardware arcade personalizzato, l'ST-V di Sega è essenzialmente identico al sistema di console domestica Sega Saturn. L'unica differenza è il supporto: l'ST-V utilizzava cartucce ROM anziché dischi CD-ROM per memorizzare i giochi, con l'eccezione di Sports Fishing 2. Essendo derivato dall'hardware del Saturn, l'ST-V prende presumibilmente il nome dalla luna Titan, un satellite di Saturn. + +La maggior parte dei titoli per l'ST-V è stata rilasciata solo in Giappone, ma una notevole eccezione è stata il porting di Dynamite Deka, che è diventato Die Hard Arcade. I giochi rilasciati per l'ST-V includono le versioni arcade di Virtua Fighter Remix, Radiant Silvergun, Golden Axe: The Duel e Final Fight Revenge. L'hardware condiviso tra il Saturn e l'ST-V ha permesso di realizzare dei porting molto "puri" per la console Saturn. + Arcade + + + + + ST-V (Sega Titan Video) is een arcadesysteem dat werd uitgebracht door Sega, in 1994 voor Japan en in 1995 wereldwijd. Afwijkend van hun gebruikelijke proces om arcadehardware op maat te bouwen, is Sega's ST-V in wezen identiek aan het Sega Saturn-systeem voor thuisconsole. Het enige verschil is de media; ST-V gebruikte ROM cartridges in plaats van CD-ROM discs om games op te slaan, met uitzondering van Sports Fishing 2. De ST-V is afgeleid van de Saturn-hardware en is waarschijnlijk vernoemd naar de maan Titan, een satelliet van Saturnus. + +De meeste ST-V-titels werden alleen in Japan uitgebracht, maar een opvallende uitzondering was de port van Dynamite Deka, die Die Hard Arcade werd. Games die voor de ST-V zijn uitgebracht, zijn onder andere de arcadeversies van Virtua Fighter Remix, Radiant Silvergun, Golden Axe: The Duel en Final Fight Revenge. De gedeelde hardware tussen de Saturn en ST-V maakte zeer "pure" ports mogelijk voor de Saturn-console. + Arcade + + + + + ST-V (Sega Titan Video) to system zręcznościowy wydany przez firmę Sega w 1994 roku w Japonii i 1995 roku na całym świecie. Odchodząc od zwykłego procesu tworzenia niestandardowego sprzętu arcade, ST-V firmy Sega jest zasadniczo identyczny z systemem konsoli domowej Sega Saturn. Jedyną różnicą jest nośnik; ST-V używał kartridży ROM zamiast dysków CD-ROM do przechowywania gier, z wyjątkiem Sports Fishing 2. Wywodząc się ze sprzętu Saturn, ST-V został prawdopodobnie nazwany na cześć księżyca Titan, satelity Saturna. + +Większość tytułów ST-V została wydana tylko w Japonii, ale godnym uwagi wyjątkiem był port Dynamite Deka, który stał się Die Hard Arcade. Wśród gier wydanych na ST-V znalazły się zręcznościowe wersje Virtua Fighter Remix, Radiant Silvergun, Golden Axe: The Duel i Final Fight Revenge. Wspólny sprzęt Saturna i ST-V pozwolił na bardzo "czyste" porty na konsolę Saturn. + Arcade + + + + + ST-V (Sega Titan Video) é uma placa de sistema de arcade lançada pela Sega em 1994 no Japão e em 1995 no mundo todo. Diferente do seu processo habitual de construção de hardware de arcade personalizado, o ST-V da Sega é essencialmente idêntico ao sistema de console doméstico Sega Saturn. A única diferença é a mídia; o ST-V usava cartuchos de ROM em vez de discos de CD-ROM para armazenar jogos, com exceção do Sports Fishing 2. Por ser derivado do hardware do Saturn, o ST-V provavelmente recebeu o nome da lua Titan, um satélite de Saturno. + +A maioria dos títulos do ST-V foi lançada apenas no Japão, mas uma exceção notável foi a portabilidade do Dynamite Deka, que se tornou Die Hard Arcade. Os jogos lançados para o ST-V incluem as versões de arcade de Virtua Fighter Remix, Radiant Silvergun, Golden Axe: The Duel e Final Fight Revenge. O hardware compartilhado entre o Saturn e o ST-V permitia portas muito "puras" para o console Saturn. + Fliperama + + + + + ST-V (Sega Titan Video) este o placă de sistem arcade lansată de Sega, în 1994 pentru Japonia și 1995 la nivel mondial. Plecând de la procesul lor obișnuit de a construi hardware arcade personalizat, ST-V de la Sega este în esență identic cu sistemul de console de acasă Sega Saturn. Singura diferență este media; ST-V a folosit cartușe ROM în loc de discuri CD-ROM pentru a stoca jocurile, cu excepția Sports Fishing 2. Fiind derivat din hardware-ul Saturn, ST-V a fost probabil numit după luna Titan, un satelit al lui Saturn. + +Majoritatea titlurilor ST-V au fost lansate numai în Japonia, dar o excepție notabilă a fost portarea Dynamite Deka, care a devenit Die Hard Arcade. Jocurile lansate pentru ST-V includ versiunile arcade ale Virtua Fighter Remix, Radiant Silvergun, Golden Axe: The Duel, și Final Fight Revenge. Hardware-ul comun între Saturn și ST-V a permis porturi foarte "pure" pentru consola Saturn. + Arcade + + + + + ST-V (Sega Titan Video) - аркадная системная плата, выпущенная компанией Sega в 1994 году в Японии и в 1995 году по всему миру. Отходя от своего обычного процесса создания пользовательского аркадного оборудования, Sega ST-V по сути идентична домашней консоли Sega Saturn. Единственное отличие - носитель: в ST-V использовались картриджи ROM, а не диски CD-ROM для хранения игр, за исключением Sports Fishing 2. ST-V, созданная на базе Saturn, предположительно была названа в честь луны Титан, спутника Сатурна. + +Большинство игр для ST-V были выпущены только в Японии, но заметным исключением стал порт игры Dynamite Deka, которая стала Die Hard Arcade. Среди игр, выпущенных для ST-V, - аркадные версии Virtua Fighter Remix, Radiant Silvergun, Golden Axe: The Duel и Final Fight Revenge. Общее аппаратное обеспечение Saturn и ST-V позволило создать очень "чистые" порты для консоли Saturn. + Аркада + + + ST-V (Sega Titan Video) är ett arkadsystemkort som lanserades av Sega 1994 i Japan och 1995 i övriga världen. Segas ST-V avviker från deras vanliga process att bygga anpassad arkadhårdvara och är i stort sett identisk med hemkonsolsystemet Sega Saturn. Den enda skillnaden är media; ST-V använde ROM-kassetter istället för CD-ROM-skivor för att lagra spel, med undantag för Sports Fishing 2. ST-V härstammar från Saturnus hårdvara och har förmodligen fått sitt namn efter månen Titan, en satellit till Saturnus. + +Majoriteten av ST-V-titlarna släpptes endast i Japan, men ett anmärkningsvärt undantag var portningen av Dynamite Deka, som blev Die Hard Arcade. Spel som släpptes för ST-V inkluderar arkadversionerna av Virtua Fighter Remix, Radiant Silvergun, Golden Axe: The Duel och Final Fight Revenge. Den delade hårdvaran mellan Saturn och ST-V möjliggjorde mycket "rena" portningar för Saturn-konsolen. Arkad + + + ST-V(セガ・タイタン・ビデオ)は、セガが1994年に日本向けに、1995年に世界向けに発売したアーケードシステム基板である。セガのST-Vは、通常のカスタムアーケードハードウェアの製造過程から逸脱し、家庭用ゲーム機セガサターンと基本的に同一である。唯一の違いはメディアで、ST-Vは『スポーツフィッシング2』を除き、ゲームの保存にCD-ROMディスクではなくROMカートリッジを使用した。サターンのハードウェアから派生したことから、ST-Vはサターンの衛星である月タイタンにちなんで名付けられたと思われる。 + +ST-Vタイトルの大半は日本でのみ発売されたが、ダイナマイトデカが移植され、ダイハードアーケードとなったのは特筆すべき例外である。ST-V向けに発売されたゲームには、アーケード版の『バーチャファイターリミックス』、『ラジアントシルバーガン』、『ゴールデンアックス:ザ・デュエル』、『ファイナルファイトリベンジ』などがある。サターンとST-Vはハードウェアを共有していたため、サターン機向けに非常に "純粋な "移植が可能だった。 + アーケード + + + + + ST-V(세가 타이탄 비디오)는 1994년 일본과 1995년 전 세계에 출시된 세가의 아케이드 시스템 보드입니다. 맞춤형 아케이드 하드웨어를 제작하는 일반적인 프로세스에서 벗어난 세가의 ST-V는 세가 새턴 홈 콘솔 시스템과 본질적으로 동일합니다. 유일한 차이점은 미디어인데, ST-V는 스포츠 피싱 2를 제외하고는 게임을 저장하는 데 CD-ROM 디스크 대신 ROM 카트리지를 사용했습니다. 토성 하드웨어에서 파생된 ST-V는 토성의 위성인 타이탄의 이름을 따서 명명된 것으로 추정됩니다. + +대부분의 ST-V 타이틀은 일본에서만 출시되었지만, 다이하드 아케이드가 된 다이너마이트 데카의 포트는 주목할 만한 예외였습니다. ST-V용으로 출시된 게임으로는 버추어 파이터 리믹스, 래디언트 실버건, 골든 액스: 더 듀얼, 파이널 파이트 리벤지 등의 아케이드 버전이 있습니다. Saturn과 ST-V는 하드웨어를 공유했기 때문에 Saturn 콘솔에 매우 '순수한' 포트를 사용할 수 있었습니다. + 아케이드 + + + + + ST-V(世嘉泰坦视频)是世嘉公司于 1994 年在日本和 1995 年在全球发布的一款街机系统板卡。世嘉的 ST-V 一改其定制街机硬件的一贯做法,与世嘉土星家用游戏机系统基本相同。唯一不同的是媒体;ST-V 使用 ROM 盒而不是 CD-ROM 光盘来存储游戏,《体育钓鱼 2》除外。ST-V 由土星硬件衍生而来,可能是以土星的卫星 "泰坦 "命名的。 + +大多数 ST-V 游戏只在日本发行,但《Dynamite Deka》的移植版是一个显著的例外,该游戏后来成为了《Die Hard Arcade》。为 ST-V 发布的游戏包括《维塔战斗机重制版》(Virtua Fighter Remix)、《辐射银枪》(Radiant Silvergun)、《金斧:决斗》(Golden Axe: The Duel)和《最终格斗复仇》(Final Fight Revenge)的街机版。土星和 ST-V 硬件共享,因此土星游戏机的移植非常 "纯粹"。 + 商场 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/sufami.xml b/themes/linear-es-de/system/metadata/sufami.xml index d81c40d43..98e352772 100644 --- a/themes/linear-es-de/system/metadata/sufami.xml +++ b/themes/linear-es-de/system/metadata/sufami.xml @@ -1,11 +1,11 @@ - + SuFami Turbo The SuFami Turbo (スーファミターボ), often compared to the Aladdin Deck Enhancer, is an accessory released by Bandai for Nintendo's Super Famicom system and was released in 1996. - This device is designed to sit on top of the Super Famicom, and features two cartridge slots. The premise is that games could be produced at a much lower cost and development time, not having to rely on Nintendo for cartridge production. Unlike the Aladdin Deck Enhancer, this device was officially approved by Nintendo under the provision that Bandai handle all the hardware manufacturing itself. +This device is designed to sit on top of the Super Famicom, and features two cartridge slots. The premise is that games could be produced at a much lower cost and development time, not having to rely on Nintendo for cartridge production. Unlike the Aladdin Deck Enhancer, this device was officially approved by Nintendo under the provision that Bandai handle all the hardware manufacturing itself. - The two cartridge slots are designed to share data between the games. The cartridge placed in slot 1 is the game that will be played, while the cartridge in slot 2 supplies additional data for use in the main game. Of the thirteen games released, nine of them can link up, within each game series. +The two cartridge slots are designed to share data between the games. The cartridge placed in slot 1 is the game that will be played, while the cartridge in slot 2 supplies additional data for use in the main game. Of the thirteen games released, nine of them can link up, within each game series. Bandai 1996 1996-06-28 @@ -17,10 +17,146 @@ EDDFDE A0C0CF 1E2881 + 1-1 + + + El Sufami Turbo (スーファミターボ), sovint en comparació amb el Aladdin Deck Enhancer, és un accessori llançat per Bandai per al sistema Super Famicom de Nintendo i va ser llançat el 1996. + +Aquest dispositiu està dissenyat per seure a la part superior del Super Famicom i inclou dues ranures de cartutxos. La premissa és que els jocs es podrien produir a un temps de cost i desenvolupament molt inferior, sense haver de confiar en Nintendo per a la producció de cartutxos. A diferència del Aladdin Deck Enhancer, aquest dispositiu va ser aprovat oficialment per Nintendo sota la disposició que Bandai gestiona tota la fabricació de maquinari. + +Les dues ranures de cartutx estan dissenyades per compartir dades entre els jocs. El cartutx situat a la ranura 1 és el joc que es jugarà, mentre que el cartutx de la ranura 2 subministra dades addicionals per utilitzar -les en el joc principal. Dels tretze partits llançats, nou d’ells poden enllaçar -se dins de cada sèrie de jocs. + Peripheral + + + + + Der SuFami Turbo (スーファミターボ), der oft mit dem Aladdin Deck Enhancer verglichen wird, ist ein Zubehörteil, das von Bandai für das Super Famicom-System von Nintendo herausgegeben und 1996 veröffentlicht wurde. + +Das Gerät wird auf das Super Famicom aufgesetzt und verfügt über zwei Kassettenfächer. Der Grundgedanke war, dass Spiele zu wesentlich geringeren Kosten und in kürzerer Entwicklungszeit produziert werden konnten, da man nicht auf Nintendo für die Produktion von Kassetten angewiesen war. Anders als der Aladdin Deck Enhancer wurde dieses Gerät offiziell von Nintendo unter der Bedingung genehmigt, dass Bandai die gesamte Hardware-Produktion selbst übernimmt. + +Die beiden Kassettenschächte sind für den Datenaustausch zwischen den Spielen vorgesehen. Die Kassette in Steckplatz 1 ist das Spiel, das gespielt wird, während die Kassette in Steckplatz 2 zusätzliche Daten zur Verwendung im Hauptspiel liefert. Von den dreizehn veröffentlichten Spielen können neun innerhalb einer Spieleserie miteinander verbunden werden. + Peripherie + + + + + El SuFami Turbo (スーファミターボ), a menudo comparado con el Aladdin Deck Enhancer, es un accesorio lanzado por Bandai para la consola Super Famicom de Nintendo y fue lanzado en 1996. + +Este dispositivo está diseñado para colocarse encima de la Super Famicom, y cuenta con dos ranuras para cartuchos. La premisa es que los juegos podrían producirse con un coste y un tiempo de desarrollo mucho menores, al no tener que depender de Nintendo para la producción de cartuchos. A diferencia del Aladdin Deck Enhancer, este dispositivo fue aprobado oficialmente por Nintendo con la condición de que Bandai se encargara de la fabricación del hardware. + +Las dos ranuras para cartuchos están diseñadas para compartir datos entre los juegos. El cartucho colocado en la ranura 1 es el juego al que se jugará, mientras que el cartucho de la ranura 2 suministra datos adicionales para su uso en el juego principal. De los trece juegos lanzados, nueve de ellos pueden enlazarse, dentro de cada serie de juegos. + Periférico + + + + + Le SuFami Turbo (スーファミターボ), souvent comparé à l'Aladdin Deck Enhancer, est un accessoire édité par Bandai pour la console Super Famicom de Nintendo et sorti en 1996. + +Cet appareil est conçu pour être placé sur le dessus de la Super Famicom et dispose de deux fentes pour cartouches. Le principe est que les jeux peuvent être produits à un coût et un temps de développement bien moindres, sans avoir à dépendre de Nintendo pour la production de cartouches. Contrairement à l'Aladdin Deck Enhancer, cet appareil a été officiellement approuvé par Nintendo à condition que Bandai se charge lui-même de la fabrication du matériel. + +Les deux emplacements de cartouche sont conçus pour partager les données entre les jeux. La cartouche placée dans l'emplacement 1 est le jeu qui sera joué, tandis que la cartouche placée dans l'emplacement 2 fournit des données supplémentaires à utiliser dans le jeu principal. Sur les treize jeux commercialisés, neuf peuvent être reliés entre eux, au sein de chaque série de jeux. + Périphérique + + + + + Il SuFami Turbo (スーファミターボ), spesso paragonato all'Aladdin Deck Enhancer, è un accessorio pubblicato da Bandai per la console Super Famicom di Nintendo e uscito nel 1996. + +Questo dispositivo è stato progettato per essere posizionato sopra il Super Famicom e dispone di due slot per cartucce. La premessa è che i giochi potevano essere prodotti a costi e tempi di sviluppo molto più bassi, non dovendo dipendere da Nintendo per la produzione delle cartucce. A differenza dell'Aladdin Deck Enhancer, questo dispositivo è stato ufficialmente approvato da Nintendo a condizione che Bandai si occupasse direttamente della produzione dell'hardware. + +I due slot per le cartucce sono progettati per condividere i dati tra i giochi. La cartuccia inserita nello slot 1 è il gioco che verrà giocato, mentre la cartuccia nello slot 2 fornisce dati aggiuntivi da utilizzare nel gioco principale. Dei tredici giochi rilasciati, nove possono essere collegati tra loro, all'interno di ciascuna serie di giochi. + Periferica + + + + + De SuFami Turbo (ーファミターボ), vaak vergeleken met de Aladdin Deck Enhancer, is een accessoire uitgebracht door Bandai voor Nintendo's Super Famicom systeem en werd uitgebracht in 1996. + +Dit apparaat is ontworpen om bovenop de Super Famicom te zitten en heeft twee cartridge-sleuven. Het uitgangspunt is dat spellen tegen veel lagere kosten en ontwikkelingstijd kunnen worden geproduceerd, omdat Nintendo niet afhankelijk is van de productie van de cartridges. In tegenstelling tot de Aladdin Deck Enhancer, werd dit apparaat officieel goedgekeurd door Nintendo onder de voorwaarde dat Bandai alle hardware zelf zou produceren. + +De twee cartridge-sleuven zijn ontworpen om data te delen tussen de spellen. De cartridge in slot 1 is het spel dat wordt gespeeld, terwijl de cartridge in slot 2 extra gegevens levert voor gebruik in het hoofdspel. Van de dertien spellen die zijn uitgebracht, kunnen er negen aan elkaar worden gekoppeld, binnen elke spelserie. + Perifeer + + + + + SuFami Turbo (スーファミターボ), często porównywany do Aladdin Deck Enhancer, jest akcesorium wydanym przez Bandai dla systemu Super Famicom firmy Nintendo i został wydany w 1996 roku. + +Urządzenie to zostało zaprojektowane tak, aby można je było umieścić na Super Famicom i posiada dwa sloty na kartridże. Założeniem było, że gry mogą być produkowane przy znacznie niższych kosztach i czasie rozwoju, bez konieczności polegania na Nintendo w zakresie produkcji kartridży. W przeciwieństwie do Aladdin Deck Enhancer, urządzenie to zostało oficjalnie zatwierdzone przez Nintendo pod warunkiem, że Bandai samodzielnie zajmie się produkcją sprzętu. + +Dwa sloty na kartridże zostały zaprojektowane do współdzielenia danych między grami. Kartridż umieszczony w slocie 1 to gra, która będzie odtwarzana, podczas gdy kartridż w slocie 2 dostarcza dodatkowych danych do wykorzystania w głównej grze. Spośród trzynastu wydanych gier, dziewięć z nich można ze sobą łączyć w ramach każdej serii. + Peryferyjne + + + + + O SuFami Turbo (スーファミターボ), frequentemente comparado ao Aladdin Deck Enhancer, é um acessório lançado pela Bandai para o sistema Super Famicom da Nintendo e foi lançado em 1996. + +Esse dispositivo foi projetado para ser colocado em cima do Super Famicom e possui dois slots para cartuchos. A premissa é que os jogos poderiam ser produzidos a um custo e tempo de desenvolvimento muito menores, sem a necessidade de depender da Nintendo para a produção de cartuchos. Ao contrário do Aladdin Deck Enhancer, esse dispositivo foi oficialmente aprovado pela Nintendo com a condição de que a Bandai se encarregasse de toda a fabricação do hardware. + +Os dois slots de cartucho foram projetados para compartilhar dados entre os jogos. O cartucho colocado no slot 1 é o jogo que será jogado, enquanto o cartucho no slot 2 fornece dados adicionais para uso no jogo principal. Dos treze jogos lançados, nove deles podem se conectar, dentro de cada série de jogos. + Periférico + + + + + SuFami Turbo (スーファミターボ), adesea comparat cu Aladdin Deck Enhancer, este un accesoriu lansat de Bandai pentru sistemul Nintendo Super Famicom și a fost lansat în 1996. + +Acest dispozitiv este proiectat să stea pe partea de sus a Super Famicom și are două sloturi pentru cartușe. Premisa este că jocurile ar putea fi produse la un cost și timp de dezvoltare mult mai mici, nefiind nevoie să se bazeze pe Nintendo pentru producția de cartușe. Spre deosebire de Aladdin Deck Enhancer, acest dispozitiv a fost aprobat oficial de Nintendo cu condiția ca Bandai să se ocupe singură de fabricarea hardware-ului. + +Cele două sloturi pentru cartușe sunt concepute pentru a partaja date între jocuri. Cartușul plasat în slotul 1 este jocul care va fi jucat, în timp ce cartușul din slotul 2 furnizează date suplimentare pentru a fi utilizate în jocul principal. Dintre cele treisprezece jocuri lansate, nouă dintre ele se pot conecta între ele, în cadrul fiecărei serii de jocuri. + Periferic + + + + + SuFami Turbo (スーファミターボ), которую часто сравнивают с Aladdin Deck Enhancer, - это аксессуар, выпущенный компанией Bandai для системы Super Famicom от Nintendo и вышедший в 1996 году. + +Устройство предназначено для установки на Super Famicom и имеет два слота для картриджей. Предпосылкой послужило то, что игры можно было создавать с меньшими затратами времени и средств, не прибегая к помощи Nintendo в производстве картриджей. В отличие от Aladdin Deck Enhancer, это устройство было официально одобрено Nintendo при условии, что Bandai сама займется производством всего оборудования. + +Два слота для картриджей предназначены для обмена данными между играми. Картридж, установленный в слот 1, является игрой, в которую предстоит играть, а картридж в слоте 2 предоставляет дополнительные данные для использования в основной игре. Из тринадцати выпущенных игр девять могут соединяться между собой в рамках каждой игровой серии. + Периферийное устройство + + - Tillbehör + SuFami Turbo (スーファミターボ), ofta jämförd med Aladdin Deck Enhancer, är ett tillbehör som Bandai släppte till Nintendos Super Famicom-system och som släpptes 1996. + +Den här enheten är utformad för att sitta ovanpå Super Famicom och har två kassettplatser. Utgångspunkten var att spel skulle kunna produceras till en mycket lägre kostnad och utvecklingstid, eftersom man inte behövde förlita sig på Nintendo för produktion av kassetter. Till skillnad från Aladdin Deck Enhancer godkändes denna enhet officiellt av Nintendo under förutsättning att Bandai själva skötte all tillverkning av hårdvaran. + +De två kortplatserna är utformade för att dela data mellan spelen. Kassetten som placeras i fack 1 är det spel som ska spelas, medan kassetten i fack 2 levererar ytterligare data som ska användas i huvudspelet. Av de tretton spel som släppts kan nio av dem länkas samman inom varje spelserie. + Perifer + + + + + バンダイから1996年に発売されたスーパーファミコン用アクセサリー。 + +この装置はスーパーファミコンの上に置くように設計されており、2つのカートリッジスロットを備えている。その前提は、任天堂にカートリッジ生産を依存することなく、より低いコストと開発期間でゲームを制作できることである。アラジン・デッキ・エンハンサーとは異なり、この装置は任天堂から正式に認可されたもので、ハードウェアの製造はすべてバンダイが行うという条件付きであった。 + +つのカートリッジスロットは、ゲーム間でデータを共有するように設計されている。スロット1にセットされたカートリッジがプレイするゲームで、スロット2にセットされたカートリッジはメインゲームで使用する追加データを供給する。発売された13本のゲームのうち、9本は各シリーズ内で連動が可能。 + ペリフェラル + + + + + 알라딘 덱 인핸서와 자주 비교되는 스파미 터보(スーファミターボ)는 반다이에서 닌텐도의 슈퍼 패미컴 시스템용으로 출시한 액세서리로, 1996년에 출시되었습니다. + +이 장치는 슈퍼 패미컴 위에 장착할 수 있도록 설계되었으며, 두 개의 카트리지 슬롯이 있습니다. 카트리지 생산을 위해 닌텐도에 의존할 필요 없이 훨씬 적은 비용과 개발 시간으로 게임을 제작할 수 있다는 전제가 깔려 있습니다. 알라딘 덱 인핸서와 달리 이 장치는 반다이가 모든 하드웨어 제조를 직접 처리한다는 조건 하에 닌텐도의 공식 승인을 받았습니다. + +두 개의 카트리지 슬롯은 게임 간에 데이터를 공유하도록 설계되었습니다. 슬롯 1에 장착된 카트리지는 플레이할 게임이고 슬롯 2의 카트리지는 메인 게임에서 사용할 추가 데이터를 공급합니다. 출시된 13개의 게임 중 9개의 게임은 각 게임 시리즈 내에서 연결할 수 있습니다. + 주변기기 + + + + + SuFami Turbo(スーファミターボ)经常被拿来与阿拉丁 Deck Enhancer(甲板增强器)相比较,是 Bandai 于 1996 年为任天堂的 Super Famicom 系统推出的一款配件。 + +该设备设计用于放置在超级 Famicom 的顶部,有两个卡匣插槽。其前提是,无需依赖任天堂生产卡带,可以以更低的成本和开发时间生产游戏。与 "阿拉丁甲板增强器 "不同的是,该设备获得了任天堂的正式批准,规定由万代公司自行负责所有硬件的生产。 + +两个卡匣插槽的设计是为了在游戏之间共享数据。放置在插槽 1 中的盒式磁带是要玩的游戏,而插槽 2 中的盒式磁带则提供附加数据供主游戏使用。在已发布的 13 款游戏中,有 9 款可以在每个游戏系列中进行连接。 + 外围设备 \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/supergrafx.xml b/themes/linear-es-de/system/metadata/supergrafx.xml index 6cb251057..e7169169b 100644 --- a/themes/linear-es-de/system/metadata/supergrafx.xml +++ b/themes/linear-es-de/system/metadata/supergrafx.xml @@ -1,9 +1,9 @@ - + SuperGrafx The PC Engine SuperGrafx (PCエンジンスーパーグラフィックス, Pī Shī Enjin SūpāGurafikkusu), also known as simply the SuperGrafx, is a fourth-generation home video game console manufactured by NEC Home Electronics and released in Japan and France in 1989. It is the successor system to the PC Engine, released two years prior. Originally known as the PC Engine 2 during production stages, it was purported as a true 16-bit home console, featuring improved graphics and audio capabilities over its predecessor. - The console was rushed to market, released several months before its initial release date of 1990, only having modest updates to the hardware. With only six retail games released that took advantage of the console's hardware updates, the SuperGrafx was a commercial failure, selling only 75,000 units total in both regions. None of the hardware advancements it possessed were carried over to NEC's later consoles, such as the TurboDuo. +The console was rushed to market, released several months before its initial release date of 1990, only having modest updates to the hardware. With only six retail games released that took advantage of the console's hardware updates, the SuperGrafx was a commercial failure, selling only 75,000 units total in both regions. None of the hardware advancements it possessed were carried over to NEC's later consoles, such as the TurboDuo. NEC 1989 1989-12-08 @@ -15,10 +15,118 @@ 0091AD 000000 D9D9D9 + 1-1 + + + El motor PC Supergrafx (PC エンジンスーパーグラフィックス, Pī Shī Enjin Sūpāgurifikkusu), també conegut com simplement el Supergrafx, és una consola de videojocs de quarta generació fabricada per NEC Home Electronics i llançada al Japó i França el 1989. És elSistema successor del motor de PC, publicat dos anys abans. Originalment conegut com el PC Engine 2 durant les etapes de producció, es pretenia com una autèntica consola domèstica de 16 bits, amb capacitats gràfiques i àudio millorats sobre el seu predecessor. + +La consola es va precipitar al mercat, publicada diversos mesos abans de la data inicial de llançament de 1990, només tenint actualitzacions modestes del maquinari. Amb només sis jocs minoristes publicats que van aprofitar les actualitzacions de maquinari de la consola, el Supergrafx va ser un fracàs comercial, venent només 75.000 unitats en totes dues regions. Cap dels avenços del maquinari que va tenir es va portar a les consoles posteriors de NEC, com el Turboduo. + Console + + + + + Der PC Engine SuperGrafx (PCエンジンスーパーグラフィックス, Pī Shī Enjin SūpāGurafikkusu), auch einfach SuperGrafx genannt, ist eine Heimvideospielkonsole der vierten Generation, die von NEC Home Electronics hergestellt und 1989 in Japan und Frankreich veröffentlicht wurde. Sie ist das Nachfolgesystem der PC Engine, die zwei Jahre zuvor veröffentlicht wurde. Ursprünglich während der Produktionsphase als PC Engine 2 bekannt, wurde sie als echte 16-Bit-Heimkonsole mit verbesserten Grafik- und Audiofunktionen gegenüber ihrem Vorgänger angepriesen. + +Die Konsole wurde im Eiltempo auf den Markt gebracht und kam mehrere Monate vor dem ursprünglichen Erscheinungsdatum 1990 auf den Markt, wobei die Hardware nur geringfügig aktualisiert wurde. Mit nur sechs im Handel erhältlichen Spielen, die die Hardware-Updates der Konsole nutzten, war der SuperGrafx ein kommerzieller Misserfolg, von dem in beiden Regionen insgesamt nur 75.000 Stück verkauft wurden. Keiner der Hardware-Fortschritte, die sie besaß, wurde auf die späteren Konsolen von NEC übertragen, wie z. B. die TurboDuo. + Konsole + + + + + La PC Engine SuperGrafx (PCエンジンスーパーグラフィックス, Pī Shī Enjin SūpāGurafikkusu), también conocida simplemente como SuperGrafx, es una videoconsola doméstica de cuarta generación fabricada por NEC Home Electronics y lanzada en Japón y Francia en 1989. Es la sucesora de la PC Engine, lanzada dos años antes. Conocida originalmente como PC Engine 2 durante las fases de producción, se presentaba como una auténtica consola doméstica de 16 bits, con capacidades gráficas y de audio mejoradas respecto a su predecesora. + +La consola salió al mercado con prisas, varios meses antes de su fecha inicial de lanzamiento en 1990, y sólo contaba con modestas actualizaciones de hardware. Con sólo seis juegos comercializados que aprovechaban las actualizaciones de hardware de la consola, la SuperGrafx fue un fracaso comercial, vendiendo sólo 75.000 unidades en total en ambas regiones. Ninguno de los avances de hardware que poseía se trasladó a las consolas posteriores de NEC, como la TurboDuo. + Consola + + + + + La PC Engine SuperGrafx (PCエンジンスーパーグラフィックス, Pī Shī Enjin SūpāGurafikkusu), également connue sous le nom de SuperGrafx, est une console de jeux vidéo de salon de quatrième génération fabriquée par NEC Home Electronics et commercialisée au Japon et en France en 1989. Elle succède à la PC Engine, sortie deux ans plus tôt. Connue à l'origine sous le nom de PC Engine 2 pendant les phases de production, elle était présentée comme une véritable console de salon 16 bits, dotée de capacités graphiques et audio améliorées par rapport à son prédécesseur. + +La console a été commercialisée à la hâte, plusieurs mois avant sa date de sortie initiale, fixée à 1990, et n'a bénéficié que de modestes mises à jour matérielles. Avec seulement six jeux commercialisés qui profitaient des mises à jour matérielles de la console, le SuperGrafx a été un échec commercial, ne se vendant qu'à 75 000 exemplaires dans les deux régions. Aucune des améliorations matérielles apportées à la SuperGrafx n'a été reprise sur les consoles ultérieures de NEC, telles que la TurboDuo. + Console + + + + + Il PC Engine SuperGrafx (PCエンジンスーパーグラフィックス, Pī Shī Enjin SūpāGurafikkusu), noto anche come semplicemente SuperGrafx, è una console per videogiochi domestici di quarta generazione prodotta da NEC Home Electronics e rilasciata in Giappone e Francia nel 1989. È il successore del PC Engine, uscito due anni prima. Conosciuto originariamente come PC Engine 2 durante le fasi di produzione, è stato presentato come una vera console domestica a 16 bit, con capacità grafiche e audio migliorate rispetto al suo predecessore. + +La console è stata immessa sul mercato in fretta e furia, rilasciata diversi mesi prima della data di uscita iniziale del 1990, con solo modesti aggiornamenti all'hardware. Con solo sei giochi distribuiti al dettaglio che sfruttavano gli aggiornamenti hardware della console, il SuperGrafx fu un fallimento commerciale, vendendo solo 75.000 unità in totale in entrambe le regioni. Nessuno dei progressi hardware di cui disponeva fu trasferito alle console successive di NEC, come il TurboDuo. + Console + + + + + De PC Engine SuperGrafx (PCエンジンスーパーグラフィックス, Pī Shī Enjin SūpāGurafikkusu), ook bekend als simpelweg de SuperGrafx, is een vierde generatie home video game console geproduceerd door NEC Home Electronics en uitgebracht in Japan en Frankrijk in 1989. Het is de opvolger van de PC Engine, die twee jaar eerder werd uitgebracht. Oorspronkelijk stond het systeem tijdens de productie bekend als de PC Engine 2. Het werd beschouwd als een echte 16-bit thuisconsole, met verbeterde grafische en audiomogelijkheden ten opzichte van zijn voorganger. + +De console werd overhaast op de markt gebracht, enkele maanden voor de oorspronkelijke releasedatum van 1990, met slechts bescheiden updates voor de hardware. Met slechts zes retailgames die profiteerden van de hardware-updates van de console, was de SuperGrafx een commerciële mislukking, met een verkoop van slechts 75.000 eenheden in beide regio's. Geen van de hardware-updates van de SuperGrafx werd op de markt gebracht. Geen van de verbeteringen aan de hardware werd overgenomen in latere consoles van NEC, zoals de TurboDuo. + Console + + + + + PC Engine SuperGrafx (PCエンジンスーパーグラフィックス, Pī Shī Enjin SūpāGurafikkusu), znany również jako po prostu SuperGrafx, to domowa konsola do gier wideo czwartej generacji wyprodukowana przez NEC Home Electronics i wydana w Japonii i Francji w 1989 roku. Jest to następca konsoli PC Engine, wydanej dwa lata wcześniej. Pierwotnie znany jako PC Engine 2 na etapie produkcji, był rzekomo prawdziwą 16-bitową konsolą domową, oferującą ulepszoną grafikę i możliwości audio w porównaniu do swojego poprzednika. + +Konsola została wprowadzona na rynek w pośpiechu, kilka miesięcy przed początkową datą premiery w 1990 roku, zawierając jedynie skromne aktualizacje sprzętu. Z zaledwie sześcioma wydanymi grami detalicznymi, które wykorzystywały aktualizacje sprzętowe konsoli, SuperGrafx okazał się komercyjną porażką, sprzedając łącznie tylko 75 000 sztuk w obu regionach. Żadne z ulepszeń sprzętowych nie zostało przeniesione na późniejsze konsole NEC, takie jak TurboDuo. + Konsola + + + + + O PC Engine SuperGrafx (PCエンジンスーパーグラフィックス, Pī Shī Enjin SūpāGurafikkusu), também conhecido simplesmente como SuperGrafx, é um console de videogame doméstico de quarta geração fabricado pela NEC Home Electronics e lançado no Japão e na França em 1989. É o sistema sucessor do PC Engine, lançado dois anos antes. Originalmente conhecido como PC Engine 2 durante os estágios de produção, foi considerado um verdadeiro console doméstico de 16 bits, com recursos gráficos e de áudio aprimorados em relação ao seu antecessor. + +O console foi lançado às pressas no mercado, vários meses antes da data de lançamento inicial de 1990, com apenas atualizações modestas no hardware. Com apenas seis jogos de varejo lançados que aproveitaram as atualizações de hardware do console, o SuperGrafx foi um fracasso comercial, vendendo apenas 75.000 unidades no total em ambas as regiões. Nenhum dos avanços de hardware que ele possuía foi transferido para os consoles posteriores da NEC, como o TurboDuo. + Console + + + + + PC Engine SuperGrafx (PCエンジンスーパーグラフィックス, Pī Shī Enjin SūpāGurafikkusu), cunoscut și ca pur și simplu SuperGrafx, este o consolă de jocuri video de a patra generație fabricată de NEC Home Electronics și lansată în Japonia și Franța în 1989. Este sistemul succesor al PC Engine, lansat cu doi ani înainte. Cunoscut inițial ca PC Engine 2 în timpul etapelor de producție, a fost prezentat ca o adevărată consolă de acasă pe 16 biți, oferind capacități grafice și audio îmbunătățite față de predecesorul său. + +Consola a fost lansată pe piață în grabă, cu câteva luni înainte de data lansării sale inițiale din 1990, având doar actualizări modeste ale hardware-ului. Cu doar șase jocuri de vânzare cu amănuntul lansate care au profitat de actualizările hardware ale consolei, SuperGrafx a fost un eșec comercial, vânzând doar 75.000 de unități în total în ambele regiuni. Niciunul dintre progresele hardware pe care le deținea nu a fost transferat la consolele ulterioare ale NEC, cum ar fi TurboDuo. + Consolă + + + + + PC Engine SuperGrafx (PCエンジンスーパーグラフィックス, Pī Shī Enjin SūpāGurafikkusu), также известная как просто SuperGrafx, - домашняя игровая приставка четвертого поколения, выпущенная компанией NEC Home Electronics и появившаяся в Японии и Франции в 1989 году. Она является преемницей PC Engine, выпущенной двумя годами ранее. На этапе производства она была известна как PC Engine 2 и считалась настоящей 16-битной домашней консолью, обладающей улучшенными графическими и аудио возможностями по сравнению с предшественницей. + +Консоль была выпущена в спешке, за несколько месяцев до первоначальной даты релиза, назначенной на 1990 год, и получила лишь скромные обновления аппаратной части. Выпустив всего шесть игр, которые использовали преимущества аппаратных обновлений консоли, SuperGrafx потерпела коммерческий провал, продав всего 75 000 экземпляров в обоих регионах. Ни одно из аппаратных усовершенствований, которыми она обладала, не было перенесено на более поздние консоли NEC, такие как TurboDuo. + Консоль + + + PC Engine SuperGrafx (PCエンジンスーパーグラフィックス, Pī Shī Enjin SūpāGurafikkusu), även känd som SuperGrafx, är en fjärde generationens hemkonsol för videospel som tillverkas av NEC Home Electronics och släpptes i Japan och Frankrike 1989. Det är efterföljaren till PC Engine, som släpptes två år tidigare. Under produktionsstadierna var den ursprungligen känd som PC Engine 2 och presenterades som en äkta 16-bitars hemkonsol med förbättrad grafik och ljud jämfört med sin föregångare. + +Konsolen kom ut på marknaden i all hast, flera månader före det ursprungliga lanseringsdatumet 1990, och hade endast blygsamma uppdateringar av hårdvaran. Med endast sex spel som utnyttjade konsolens hårdvaruuppdateringar blev SuperGrafx ett kommersiellt misslyckande och sålde endast 75.000 enheter totalt i båda regionerna. Inga av de hårdvaruförbättringar som konsolen hade fördes över till NEC:s senare konsoler, som TurboDuo. Konsol + + + PCエンジンスーパーグラフィックス(PCエンジンスーパーグラフィックス、Pī Shī Enjin SūpāGurafikkusu)は、NECホームエレクトロニクス製の第4世代家庭用ゲーム機で、1989年に日本とフランスで発売された。その2年前に発売されたPCエンジンの後継機である。当初はPCエンジン2として製造され、16ビットの家庭用ゲーム機として開発された。 + +このゲーム機は発売を急がされ、当初の発売予定日であった1990年より数ヶ月早く発売され、ハードウェアにはささやかなアップデートが施されただけであった。このゲーム機のハードウェアのアップデートを利用した小売向けゲームはわずか6本しか発売されず、SuperGrafxは商業的に失敗し、両地域で合計75,000台しか売れなかった。このゲーム機が持っていたハードウェアの進歩は、TurboDuoのようなNECの後のゲーム機に引き継がれることはなかった。 + コンソール + + + + + 간단히 슈퍼그래픽스라고도 알려진 PC 엔진 슈퍼그래픽스(PCエンジンスーパーグラフィックス, 피시 엔진 스우파구라피쿠스)는 1989년 일본과 프랑스에서 출시된 NEC 홈 일렉트로닉스에서 제조한 4세대 가정용 비디오 게임 콘솔입니다. 2년 전에 출시된 PC 엔진의 후속 시스템입니다. 제작 단계에서는 PC 엔진 2로 알려졌지만, 전작보다 향상된 그래픽과 오디오 기능을 갖춘 진정한 16비트 가정용 콘솔이라는 평가를 받았습니다. + +이 콘솔은 서둘러 시장에 출시되어 1990년 출시일보다 몇 달 전에 출시되었고, 하드웨어 업데이트도 소폭만 이루어졌습니다. 콘솔의 하드웨어 업데이트를 활용한 리테일 게임은 단 6종에 불과했고, 슈퍼그래프엑스는 두 지역에서 총 75,000대밖에 판매되지 않아 상업적으로 실패했습니다. 슈퍼그래프엑스가 가지고 있던 하드웨어의 발전은 터보듀오와 같은 NEC의 후속 콘솔에 이어지지 않았습니다. + 콘솔 + + + + + PC Engine SuperGrafx(PC エンジンスーパーグラフィックス,Pī Shī Enjin SūpāGurafikkusu),又称 SuperGrafx,是 NEC 家庭电子公司制造的第四代家用视频游戏机,1989 年在日本和法国发布。它是两年前发布的 PC Engine 的后继系统。在生产阶段,它最初被称为 PC Engine 2,号称是真正的 16 位家用游戏机,其图形和音频功能都比前一代产品有所改进。 + +这款游戏机匆忙上市,比最初的发布日期(1990 年)提前了几个月,仅对硬件进行了适度更新。SuperGrafx 仅发布了 6 款利用控制台硬件更新的零售游戏,在商业上是失败的,在两个地区的总销量仅为 75,000 台。在 NEC 后来的游戏机(如 TurboDuo)上,SuperGrafx 硬件上的进步都没有得到延续。 + 控制台 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/supervision.xml b/themes/linear-es-de/system/metadata/supervision.xml index 2b69cba7b..0d2a2b1fd 100644 --- a/themes/linear-es-de/system/metadata/supervision.xml +++ b/themes/linear-es-de/system/metadata/supervision.xml @@ -1,4 +1,4 @@ - + Supervision The Watara Supervision, also known as the QuickShot Supervision in the UK, is a monochrome handheld game console, originating from Asia, and introduced in 1992 as a cut-price competitor for Nintendo's Game Boy. It came packaged with a game called Crystball, which is similar to Breakout. One unique feature of the Supervision was that it could be linked up to a television via a link cable. Games played in this way would display in four colors, much like Nintendo's Super Game Boy add-on for the SNES. A full color TV link was also in the works, but because of the Supervision's failure to make a major impression among gamers it was cancelled, along with the games which were in development for it. @@ -13,10 +13,90 @@ 718E2C 9A9A9A 00FFEE + 1-1 + + + La supervisió de Watara, també coneguda com la Supervisió de Quickshot al Regne Unit, és una consola de joc de mà monocromà, originària d'Àsia i introduïda el 1992 com a competidor de preus reduïts per a Nintendo's Game Boy. Va venir envasat amb un joc anomenat Crystball, que és similar al de la ruptura. Una de les característiques úniques de la supervisió era que es podia vincular a una televisió mitjançant un cable d’enllaç. Els jocs jugats d'aquesta manera es mostraran en quatre colors, de la mateixa manera que el Super Game Boy de Nintendo per a la SNES. Un enllaç de televisió a tot color també estava en obres, però a causa del fracàs de la supervisió de fer una impressió important entre els jugadors, es va cancel·lar, juntament amb els jocs que estaven en desenvolupament. + Portable + + + + + Der Watara Supervision, im Vereinigten Königreich auch als QuickShot Supervision bekannt, ist eine aus Asien stammende monochrome Handheld-Spielkonsole, die 1992 als preisgünstiger Konkurrent zum Game Boy von Nintendo eingeführt wurde. Zum Lieferumfang gehörte ein Spiel namens Crystball, das Breakout ähnelt. Eine Besonderheit des Supervision war, dass er über ein Verbindungskabel mit einem Fernseher verbunden werden konnte. Spiele, die auf diese Weise gespielt wurden, wurden in vier Farben angezeigt, ähnlich wie Nintendos Super Game Boy Add-on für das SNES. Eine Vollfarb-TV-Verbindung war ebenfalls in Arbeit, aber da der Supervision keinen großen Eindruck bei den Spielern hinterließ, wurde er zusammen mit den Spielen, die für ihn entwickelt wurden, eingestellt. + Tragbar + + + + + La Watara Supervision, también conocida como QuickShot Supervision en el Reino Unido, es una videoconsola portátil monocroma originaria de Asia que se presentó en 1992 como competidora a bajo precio de la Game Boy de Nintendo. Venía con un juego llamado Crystball, similar a Breakout. Una característica exclusiva del Supervision era que podía conectarse a un televisor mediante un cable de conexión. Los juegos se mostraban en cuatro colores, como la Super Game Boy de Nintendo para la SNES. También se estaba trabajando en una conexión a televisión a todo color, pero debido a que la Supervision no causó una gran impresión entre los jugadores, se canceló, junto con los juegos que se estaban desarrollando para ella. + Portátil + + + + + La Watara Supervision, également connue sous le nom de QuickShot Supervision au Royaume-Uni, est une console de jeu portable monochrome originaire d'Asie, lancée en 1992 pour concurrencer le Game Boy de Nintendo. Elle était livrée avec un jeu appelé Crystball, similaire à Breakout. L'une des caractéristiques uniques du Supervision était qu'il pouvait être relié à un téléviseur par un câble de liaison. Les jeux joués de cette manière s'affichaient en quatre couleurs, un peu comme le Super Game Boy de Nintendo pour la SNES. Une liaison TV en couleur était également en préparation, mais le Supervision n'ayant pas fait grande impression auprès des joueurs, elle a été annulée, de même que les jeux qui étaient en cours de développement pour lui. + Portable + + + + + Il Watara Supervision, noto anche come QuickShot Supervision nel Regno Unito, è una console portatile monocromatica di origine asiatica, introdotta nel 1992 come concorrente a prezzo ridotto del Game Boy di Nintendo. Veniva fornita con un gioco chiamato Crystball, simile a Breakout. Una caratteristica unica del Supervision era la possibilità di collegarlo a un televisore tramite un cavo di collegamento. I giochi giocati in questo modo venivano visualizzati in quattro colori, proprio come il Super Game Boy add-on di Nintendo per il SNES. Era in progetto anche un collegamento televisivo a colori, ma a causa dell'insuccesso del Supervision tra i giocatori fu cancellato, insieme ai giochi che erano in fase di sviluppo per esso. + Portatile + + + + + De Watara Supervision, ook bekend als de QuickShot Supervision in het Verenigd Koninkrijk, is een monochrome handheld spelconsole uit Azië die in 1992 werd geïntroduceerd als goedkope concurrent voor de Game Boy van Nintendo. De Supervision werd geleverd met het spel Crystball, dat lijkt op Breakout. Een unieke eigenschap van de Supervision was dat het via een linkkabel op een televisie kon worden aangesloten. Spellen die op deze manier werden gespeeld, werden in vier kleuren weergegeven, net als Nintendo's Super Game Boy add-on voor de SNES. Er werd ook gewerkt aan een full color TV-link, maar omdat de Supervision geen grote indruk maakte onder gamers werd deze geannuleerd, samen met de spellen die ervoor in ontwikkeling waren. + Draagbaar + + + + + Watara Supervision, znana również jako QuickShot Supervision w Wielkiej Brytanii, to monochromatyczna przenośna konsola do gier, pochodząca z Azji i wprowadzona w 1992 roku jako tani konkurent dla Nintendo Game Boy. W zestawie znajdowała się gra Crystball, podobna do Breakout. Unikalną cechą Supervision było to, że można go było podłączyć do telewizora za pomocą kabla połączeniowego. Gry odtwarzane w ten sposób były wyświetlane w czterech kolorach, podobnie jak dodatek Super Game Boy firmy Nintendo dla SNES. Pełnokolorowe łącze telewizyjne było również w przygotowaniu, ale z powodu niepowodzenia Supervision w wywarciu większego wrażenia na graczach, zostało ono anulowane, wraz z grami, które były dla niego opracowywane. + Przenośny + + + + + O Watara Supervision, também conhecido como QuickShot Supervision no Reino Unido, é um console de jogos portátil monocromático, originário da Ásia e lançado em 1992 como um concorrente de baixo custo para o Game Boy da Nintendo. Ele veio embalado com um jogo chamado Crystball, que é semelhante ao Breakout. Um recurso exclusivo do Supervision era que ele podia ser conectado a uma televisão por meio de um cabo de conexão. Os jogos jogados dessa forma eram exibidos em quatro cores, como o complemento Super Game Boy da Nintendo para o SNES. Um link de TV totalmente colorido também estava sendo trabalhado, mas, como o Supervision não causou uma boa impressão entre os jogadores, ele foi cancelado, juntamente com os jogos que estavam sendo desenvolvidos para ele. + Portátil + + + + + Watara Supervision, cunoscută și ca QuickShot Supervision în Marea Britanie, este o consolă de jocuri portabilă monocromă, originară din Asia și introdusă în 1992 ca un concurent la preț redus pentru Game Boy de la Nintendo. A fost livrată la pachet cu un joc numit Crystball, care este similar cu Breakout. O caracteristică unică a Supervision era că putea fi conectat la un televizor prin intermediul unui cablu de legătură. Jocurile jucate în acest fel ar afișa în patru culori, la fel ca Nintendo Super Game Boy add-on pentru SNES. O legătură TV color a fost, de asemenea, în lucru, dar din cauza eșecului Supervision de a face o impresie majoră în rândul jucătorilor a fost anulată, împreună cu jocurile care au fost în dezvoltare pentru ea. + Portabil + + + + + Watara Supervision, также известная как QuickShot Supervision в Великобритании, - монохромная портативная игровая приставка родом из Азии, представленная в 1992 году в качестве дешевого конкурента Game Boy от Nintendo. В комплект поставки входила игра Crystball, похожая на Breakout. Уникальной особенностью Supervision было то, что ее можно было подключить к телевизору с помощью соединительного кабеля. Игры, подключенные таким образом, отображались в четырех цветах, как в дополнении Super Game Boy от Nintendo для SNES. Полноцветная ТВ-связь также была в разработке, но из-за того, что Supervision не произвела большого впечатления на геймеров, она была отменена вместе с играми, которые разрабатывались для нее. + Портативный + + + Watara Supervision, även känd som QuickShot Supervision i Storbritannien, är en monokrom handhållen spelkonsol med ursprung i Asien som introducerades 1992 som en lågpriskonkurrent till Nintendos Game Boy. Den levererades med ett spel som heter Crystball, som liknar Breakout. En unik egenskap hos Supervision var att den kunde kopplas till en TV via en länkkabel. Spel som spelades på detta sätt visades i fyra färger, ungefär som Nintendos Super Game Boy-tillägg för SNES. En TV-länk i fullfärg var också på gång, men eftersom Supervision inte gjorde något större intryck på spelarna ställdes den in, liksom de spel som var under utveckling för den. Bärbar + + + ワタラ・スーパービジョンは、イギリスではクイックショット・スーパービジョンとも呼ばれる、アジア発祥のモノクロ携帯ゲーム機で、任天堂のゲームボーイの廉価版対抗馬として1992年に登場した。ブレイクアウトに似たクライストボールというゲームが同梱されていた。スーパービジョンのユニークな特徴のひとつは、リンクケーブルでテレビに接続できることだった。この方法でプレイしたゲームは、任天堂のスーパーファミコン用アドオン「スーパーゲームボーイ」のように4色で表示された。フルカラーのテレビとのリンクも計画されていたが、スーパービジョンはゲーマーの間で大きな印象を与えることができなかったため、そのために開発されていたゲームとともにキャンセルされた。 + ポータブル + + + + + 영국에서는 퀵샷 슈퍼비전이라고도 알려진 와타라 슈퍼비전은 아시아에서 시작된 흑백 휴대용 게임 콘솔로, 1992년 닌텐도 게임 보이의 저가형 경쟁 제품으로 출시되었습니다. 브레이크아웃과 유사한 크리스탈볼이라는 게임이 패키지로 제공되었습니다. 슈퍼비전의 독특한 특징 중 하나는 링크 케이블을 통해 TV에 연결할 수 있다는 점이었습니다. 이렇게 플레이한 게임은 닌텐도의 SNES용 슈퍼 게임보이 애드온처럼 4가지 색상으로 표시되었습니다. 풀 컬러 TV 링크도 개발 중이었지만 수퍼비전이 게이머들에게 큰 인상을 남기지 못하면서 개발 중이던 게임과 함께 취소되었습니다. + 휴대성 + + + + + Watara Supervision,在英国又称 QuickShot Supervision,是一种单色掌上游戏机,源自亚洲,于 1992 年推出,是任天堂 Game Boy 的廉价竞争对手。它的包装中附带了一款名为 "Crystball "的游戏,类似于 "突围"(Breakout)。Supervision 的独特之处在于它可以通过连接线与电视机连接。通过这种方式玩游戏可以显示四种颜色,就像任天堂为 SNES 推出的超级游戏男孩插件一样。全彩电视链接也在设计之中,但由于 Supervision 未能给玩家留下深刻印象,因此连同为其开发的游戏一起被取消了。 + 便携式 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/supracan.xml b/themes/linear-es-de/system/metadata/supracan.xml index 2888920c8..9fdcb7463 100644 --- a/themes/linear-es-de/system/metadata/supracan.xml +++ b/themes/linear-es-de/system/metadata/supracan.xml @@ -1,4 +1,4 @@ - + Super A'can The Super A'can is a home video game console released exclusively in Taiwan in 1995 by Funtech/Dunhuang Technology. It is based around the Motorola 68000 microchip, which is also used in the Sega Genesis and Neo Geo. Twelve games have been confirmed to exist for the system. @@ -13,10 +13,90 @@ 800000 FF0000 303030 + 1-1 + + + El Super A'Can és una consola de videojocs a casa llançada exclusivament a Taiwan el 1995 per FunTech/Dunhuang Technology. Es basa al voltant del microxip de Motorola 68000, que també s’utilitza en el Sega Genesis i Neo Geo. S'han confirmat que existeixen dotze jocs per al sistema. + Console + + + + + Die Super A'can ist eine Videospielkonsole für den Heimgebrauch, die 1995 von Funtech/Dunhuang Technology exklusiv in Taiwan veröffentlicht wurde. Sie basiert auf dem Motorola 68000 Mikrochip, der auch im Sega Genesis und Neo Geo verwendet wird. Zwölf Spiele wurden für das System bestätigt. + Konsole + + + + + La Super A'can es una videoconsola doméstica lanzada exclusivamente en Taiwán en 1995 por Funtech/Dunhuang Technology. Está basada en el microchip Motorola 68000, que también se utiliza en la Sega Genesis y la Neo Geo. Se ha confirmado la existencia de doce juegos para este sistema. + Consola + + + + + La Super A'can est une console de jeu vidéo de salon commercialisée exclusivement à Taiwan en 1995 par Funtech/Dunhuang Technology. Elle est basée sur la puce Motorola 68000, également utilisée dans la Sega Genesis et la Neo Geo. Douze jeux ont été confirmés pour ce système. + Console + + + + + Il Super A'can è una console per videogiochi domestica rilasciata esclusivamente a Taiwan nel 1995 da Funtech/Dunhuang Technology. È basata sul microchip Motorola 68000, utilizzato anche nel Sega Genesis e nel Neo Geo. È stata confermata l'esistenza di dodici giochi per il sistema. + Console + + + + + De Super A'can is een videogameconsole voor thuisgebruik die in 1995 exclusief in Taiwan werd uitgebracht door Funtech/Dunhuang Technology. Het is gebaseerd op de Motorola 68000 microchip, die ook wordt gebruikt in de Sega Genesis en Neo Geo. Het bestaan van twaalf spellen voor het systeem is bevestigd. + Console + + + + + Super A'can to domowa konsola do gier wideo wydana wyłącznie na Tajwanie w 1995 roku przez Funtech/Dunhuang Technology. Opiera się na mikroukładzie Motorola 68000, który jest również używany w Sega Genesis i Neo Geo. Potwierdzono istnienie dwunastu gier na ten system. + Konsola + + + + + O Super A'can é um console de videogame doméstico lançado exclusivamente em Taiwan em 1995 pela Funtech/Dunhuang Technology. Ele é baseado no microchip Motorola 68000, que também é usado no Sega Genesis e no Neo Geo. Foi confirmada a existência de doze jogos para o sistema. + Console + + + + + Super A'can este o consolă de jocuri video pentru acasă lansată exclusiv în Taiwan în 1995 de Funtech/Dunhuang Technology. Se bazează pe microcipul Motorola 68000, care este, de asemenea, utilizat în Sega Genesis și Neo Geo. A fost confirmată existența a douăsprezece jocuri pentru acest sistem. + Consolă + + + + + Super A'can - домашняя игровая консоль, выпущенная компанией Funtech/Dunhuang Technology эксклюзивно на Тайване в 1995 году. Она основана на микрочипе Motorola 68000, который также используется в Sega Genesis и Neo Geo. Было подтверждено существование двенадцати игр для этой системы. + Консоль + + + Super A'can är en hemkonsol för videospel som släpptes exklusivt i Taiwan 1995 av Funtech/Dunhuang Technology. Den är baserad på Motorola 68000-mikrochipet, som också används i Sega Genesis och Neo Geo. Tolv spel har bekräftats existera till systemet. Konsol + + + Super A'canは、Funtech/敦煌科技が1995年に台湾限定で発売した家庭用ゲーム機である。セガ・ジェネシスやネオジオにも採用されているモトローラ68000マイクロチップを搭載している。12本のゲームが確認されている。 + コンソール + + + + + 슈퍼 아캔은 1995년 펀테크/둔황 테크놀로지가 대만에서 독점적으로 출시한 가정용 비디오 게임기입니다. 세가 제네시스와 네오 지오에도 사용된 모토로라 68000 마이크로칩을 기반으로 합니다. 이 시스템에는 12개의 게임이 존재하는 것으로 확인되었습니다. + 콘솔 + + + + + Super A'can 是 Funtech/Dunhuang Technology 于 1995 年在台湾独家发布的一款家用视频游戏机。它以摩托罗拉 68000 微芯片为基础,该芯片也用于世嘉 Genesis 和 Neo Geo。该系统已确认有 12 款游戏。 + 控制台 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/switch.xml b/themes/linear-es-de/system/metadata/switch.xml index f5c26107c..b59fa2d83 100644 --- a/themes/linear-es-de/system/metadata/switch.xml +++ b/themes/linear-es-de/system/metadata/switch.xml @@ -1,4 +1,4 @@ - + Nintendo Switch The Nintendo Switch is an eighth generation (2012-present) home video game console developed and distributed by Nintendo. It was released on March 3, 2017 in North America at a retail price of $299.99. The console was simultaneously released in Japan (2017), Europe (2017), South America (2017), Australia (2017) and other World Wide Markets (2017). The Switch is designed to be a hybrid console, allowing games to be played at a TV, and then on the go by undocking the system and playing from the handheld unit itself. As of this date, the console is still in production. @@ -7,16 +7,96 @@ 2017-03-03 March 3, 2017 Console - 3-5 + 105-170 F95651 DA4A4B 65BADE 000000 EBECEE + 5-7 + + + El Nintendo Switch és una consola de videojocs a casa de la vuitena generació (2012) desenvolupada i distribuïda per Nintendo. Va ser llançat el 3 de març de 2017 a Amèrica del Nord a un preu al detall de 299,99 dòlars. La consola es va publicar simultàniament a Japó (2017), Europa (2017), South America (2017), Austràlia (2017) i altres mercats mundials (2017). L’interruptor està dissenyat per ser una consola híbrida, permetent jugar els jocs en un televisor i, a continuació, va desfer el sistema i jugar des de la unitat de mà. A partir d'aquesta data, la consola encara està en producció. + Console + + + + + Die Nintendo Switch ist eine Videospielkonsole der achten Generation (2012 bis heute), die von Nintendo entwickelt und vertrieben wird. Sie wurde am 3. März 2017 in Nordamerika zu einem Verkaufspreis von 299,99 $ veröffentlicht. Die Konsole wurde gleichzeitig in Japan (2017), Europa (2017), Südamerika (2017), Australien (2017) und anderen weltweiten Märkten (2017) veröffentlicht. Die Switch ist als Hybrid-Konsole konzipiert, die es ermöglicht, Spiele am Fernseher und unterwegs zu spielen, indem man das System abdockt und von der Handheld-Einheit selbst spielt. Zum jetzigen Zeitpunkt befindet sich die Konsole noch in der Produktion. + Konsole + + + + + La Nintendo Switch es una videoconsola doméstica de octava generación (2012-presente) desarrollada y distribuida por Nintendo. Salió a la venta el 3 de marzo de 2017 en Norteamérica a un precio de venta al público de 299,99 dólares. La consola se lanzó simultáneamente en Japón (2017), Europa (2017), Sudamérica (2017), Australia (2017) y otros mercados mundiales (2017). La Switch está diseñada para ser una consola híbrida, que permite jugar a los juegos en un televisor, y luego sobre la marcha desacoplando el sistema y jugando desde la propia unidad portátil. A fecha de hoy, la consola sigue en producción. + Consola + + + + + La Nintendo Switch est une console de jeux vidéo de salon de huitième génération (2012-présent) développée et distribuée par Nintendo. Elle est sortie le 3 mars 2017 en Amérique du Nord au prix de détail de 299,99 $. La console est sortie simultanément au Japon (2017), en Europe (2017), en Amérique du Sud (2017), en Australie (2017) et sur d'autres marchés mondiaux (2017). La Switch est conçue pour être une console hybride, permettant de jouer à des jeux devant un téléviseur, puis en déplacement en détachant le système et en jouant à partir de l'unité portable elle-même. À ce jour, la console est toujours en cours de production. + Console + + + + + Il Nintendo Switch è una console per videogiochi domestici di ottava generazione (2012-presente) sviluppata e distribuita da Nintendo. È stata rilasciata il 3 marzo 2017 in Nord America al prezzo di vendita al pubblico di 299,99 dollari. La console è stata rilasciata contemporaneamente in Giappone (2017), Europa (2017), Sud America (2017), Australia (2017) e altri mercati mondiali (2017). La Switch è stata progettata per essere una console ibrida, che consente di giocare a un televisore e poi in movimento, sganciando il sistema e giocando dall'unità portatile stessa. A tutt'oggi, la console è ancora in fase di produzione. + Console + + + + + De Nintendo Switch is een achtste generatie (2012-heden) videogameconsole voor thuisgebruik, ontwikkeld en gedistribueerd door Nintendo. Hij werd op 3 maart 2017 uitgebracht in Noord-Amerika voor een verkoopprijs van 299,99 dollar. De console werd tegelijkertijd uitgebracht in Japan (2017), Europa (2017), Zuid-Amerika (2017), Australië (2017) en andere wereldwijde markten (2017). De Switch is ontworpen als hybride console, die het mogelijk maakt om games te spelen op een tv en onderweg door het systeem los te koppelen en vanaf de handheld zelf te spelen. Op dit moment is de console nog steeds in productie. + Console + + + + + Nintendo Switch to domowa konsola do gier wideo ósmej generacji (2012-obecnie) opracowana i dystrybuowana przez Nintendo. Została wydana 3 marca 2017 roku w Ameryce Północnej w cenie detalicznej 299,99 USD. Konsola została jednocześnie wydana w Japonii (2017), Europie (2017), Ameryce Południowej (2017), Australii (2017) i na innych rynkach światowych (2017). Switch został zaprojektowany jako konsola hybrydowa, umożliwiająca granie w gry na telewizorze, a następnie w podróży poprzez odłączenie systemu i granie z samego urządzenia przenośnego. Na dzień dzisiejszy konsola jest nadal w produkcji. + Konsola + + + + + O Nintendo Switch é um console de videogame doméstico de oitava geração (2012-presente) desenvolvido e distribuído pela Nintendo. Foi lançado em 3 de março de 2017 na América do Norte a um preço de varejo de US$ 299,99. O console foi lançado simultaneamente no Japão (2017), Europa (2017), América do Sul (2017), Austrália (2017) e outros mercados mundiais (2017). O Switch foi projetado para ser um console híbrido, permitindo que os jogos sejam jogados em uma TV e, em seguida, em qualquer lugar, desacoplando o sistema e jogando na própria unidade portátil. Até a presente data, o console ainda está em produção. + Console + + + + + Nintendo Switch este o consolă de jocuri video de acasă din a opta generație (2012-prezent) dezvoltată și distribuită de Nintendo. A fost lansată pe 3 martie 2017 în America de Nord la un preț de vânzare cu amănuntul de 299,99 $. Consola a fost lansată simultan în Japonia (2017), Europa (2017), America de Sud (2017), Australia (2017) și alte piețe mondiale (2017). Switch este conceput pentru a fi o consolă hibridă, permițând redarea jocurilor la un televizor și apoi în deplasare prin desfacerea sistemului și redarea de pe unitatea portabilă în sine. Până la această dată, consola este încă în producție. + Consolă + + + + + Nintendo Switch - домашняя игровая консоль восьмого поколения (с 2012 года по настоящее время), разработанная и распространяемая компанией Nintendo. Она была выпущена 3 марта 2017 года в Северной Америке по розничной цене 299,99 доллара. Одновременно консоль была выпущена в Японии (2017), Европе (2017), Южной Америке (2017), Австралии (2017) и на других мировых рынках (2017). Switch задумана как гибридная консоль, позволяющая играть в игры на телевизоре, а затем на ходу, отсоединив систему и играя с портативного устройства. На данный момент консоль все еще находится в производстве. + Консоль + + + Nintendo Switch är en åttonde generationens (2012-nuvarande) hemkonsol för videospel som utvecklas och distribueras av Nintendo. Den släpptes den 3 mars 2017 i Nordamerika till ett detaljhandelspris på 299,99 USD. Konsolen släpptes samtidigt i Japan (2017), Europa (2017), Sydamerika (2017), Australien (2017) och på andra världsmarknader (2017). Switch är utformad för att vara en hybridkonsol som gör det möjligt att spela spel vid en TV och sedan på språng genom att koppla ur systemet och spela från själva den handhållna enheten. Vid denna tidpunkt är konsolen fortfarande under produktion. Konsol + + + Nintendo Switch(ニンテンドースイッチ)は、任天堂が開発・販売する第8世代(2012年~)の家庭用ゲーム機。北米では2017年3月3日に小売価格299.99ドルで発売された。日本(2017年)、欧州(2017年)、南米(2017年)、オーストラリア(2017年)、その他の世界市場(2017年)でも同時発売された。Switchはハイブリッド・コンソールとして設計されており、ゲームはテレビで、そして外出先ではシステムのドックを外して携帯機本体からプレイすることができる。現時点では、このゲーム機はまだ生産中である。 + コンソール + + + + + 닌텐도 스위치는 닌텐도에서 개발 및 유통하는 8세대(2012년 현재) 가정용 비디오 게임 콘솔입니다. 2017년 3월 3일 북미에서 299.99달러의 소매가로 출시되었습니다. 이 콘솔은 일본(2017년), 유럽(2017년), 남미(2017년), 호주(2017년) 및 기타 전 세계 시장에서 동시에 출시되었습니다. Switch는 하이브리드 콘솔로 설계되어 TV에서 게임을 플레이하다가 이동 중에 시스템을 도킹 해제하고 휴대용 장치 자체에서 게임을 플레이할 수 있습니다. 이 날짜 현재 이 콘솔은 아직 생산 중입니다. + 콘솔 + + + + + 任天堂 Switch 是任天堂开发和发行的第八代(2012 年至今)家用视频游戏机。它于 2017 年 3 月 3 日在北美发布,零售价为 299.99 美元。该游戏机同时在日本(2017 年)、欧洲(2017 年)、南美(2017 年)、澳大利亚(2017 年)和其他全球市场(2017 年)发布。Switch 被设计为混合型游戏机,可以在电视上玩游戏,也可以在旅途中解锁系统,通过手持设备本身玩游戏。截至目前,该游戏机仍在生产中。 + 控制台 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/symbian.xml b/themes/linear-es-de/system/metadata/symbian.xml index 1c8f132d7..6adc49142 100644 --- a/themes/linear-es-de/system/metadata/symbian.xml +++ b/themes/linear-es-de/system/metadata/symbian.xml @@ -1,4 +1,4 @@ - + Symbian Symbian is a discontinued mobile operating system (OS) and computing platform designed for smartphones. It was originally developed as a proprietary software OS for personal digital assistants in 1998 by the Symbian Ltd. consortium. Symbian OS is a descendant of Psion's EPOC, and was released exclusively on ARM processors, although an unreleased x86 port existed. Symbian was used by many major mobile phone brands, like Samsung, Motorola, Sony Ericsson, and above all by Nokia. It was also prevalent in Japan by brands including Fujitsu, Sharp and Mitsubishi. As a pioneer that established the smartphone industry, it was the most popular smartphone OS on a worldwide average until the end of 2010, at a time when smartphones were in limited use, when it was overtaken by iOS and Android. It was notably less popular in North America. @@ -13,10 +13,90 @@ FBAB18 1F4394 EE3537 + 1-1 + + + Symbian és un sistema operatiu mòbil (OS) i una plataforma informàtica dissenyada per a telèfons intel·ligents. Va ser desenvolupat originalment com a sistema operatiu de programari propietària per a assistents digitals personals el 1998 pel Symbian Ltd. Consorci. Symbian OS és descendent de l'EPOC de Psion i va ser alliberat exclusivament en processadors ARM, tot i que existia un port x86 inèdit. Symbian va ser utilitzat per moltes grans marques de telefonia mòbil, com Samsung, Motorola, Sony Ericsson, i sobretot per Nokia. També va prevaler al Japó per marques com Fujitsu, Sharp i Mitsubishi. Com a pioner que va establir la indústria dels telèfons intel·ligents, va ser el sistema operatiu intel·ligent més popular de la mitjana mundial fins a finals del 2010, en un moment en què els telèfons intel·ligents eren d’ús limitat, quan va ser superat per iOS i Android. Va ser notablement menys popular a Amèrica del Nord. + OS + + + + + Symbian ist ein auslaufendes mobiles Betriebssystem (OS) und eine Computerplattform für Smartphones. Es wurde ursprünglich als proprietäres Software-Betriebssystem für persönliche digitale Assistenten im Jahr 1998 vom Konsortium Symbian Ltd. entwickelt. Symbian OS ist ein Nachkomme von Psions EPOC und wurde ausschließlich auf ARM-Prozessoren veröffentlicht, obwohl es eine unveröffentlichte x86-Portierung gab. Symbian wurde von vielen großen Mobiltelefonherstellern wie Samsung, Motorola, Sony Ericsson und vor allem von Nokia verwendet. Auch in Japan war es bei Marken wie Fujitsu, Sharp und Mitsubishi weit verbreitet. Als Pionier der Smartphone-Industrie war es im weltweiten Durchschnitt bis Ende 2010 das beliebteste Smartphone-Betriebssystem, zu einer Zeit, als Smartphones nur in geringem Umfang genutzt wurden, und wurde dann von iOS und Android überholt. In Nordamerika war es deutlich weniger beliebt. + OS + + + + + Symbian es un sistema operativo móvil (SO) y una plataforma informática descatalogados diseñados para teléfonos inteligentes. Fue desarrollado originalmente en 1998 por el consorcio Symbian Ltd. como sistema operativo propietario para asistentes digitales personales. Symbian OS es descendiente del EPOC de Psion y se lanzó exclusivamente para procesadores ARM, aunque existía una versión x86. Symbian fue utilizado por muchas marcas importantes de teléfonos móviles, como Samsung, Motorola, Sony Ericsson y, sobre todo, Nokia. También lo utilizaron en Japón marcas como Fujitsu, Sharp y Mitsubishi. Como pionero que estableció la industria de los teléfonos inteligentes, fue el sistema operativo de teléfonos inteligentes más popular en promedio mundial hasta finales de 2010, en un momento en que los teléfonos inteligentes tenían un uso limitado, cuando fue superado por iOS y Android. Fue notablemente menos popular en Norteamérica. + OS + + + + + Symbian est un système d'exploitation mobile (OS) et une plateforme informatique abandonnés, conçus pour les smartphones. Il a été développé à l'origine comme un système d'exploitation logiciel propriétaire pour les assistants numériques personnels en 1998 par le consortium Symbian Ltd. Symbian OS est un descendant de l'EPOC de Psion, et a été publié exclusivement sur des processeurs ARM, bien qu'un portage x86 non publié ait existé. Symbian a été utilisé par de nombreuses grandes marques de téléphones mobiles, telles que Samsung, Motorola, Sony Ericsson, et surtout Nokia. Il a également été utilisé au Japon par des marques telles que Fujitsu, Sharp et Mitsubishi. Pionnier de l'industrie des smartphones, il a été le système d'exploitation le plus populaire au niveau mondial jusqu'à la fin de l'année 2010, à une époque où les smartphones étaient peu utilisés, lorsqu'il a été dépassé par iOS et Android. Il était nettement moins populaire en Amérique du Nord. + OS + + + + + Symbian è un sistema operativo (OS) e una piattaforma informatica per smartphone che non è più in commercio. È stato originariamente sviluppato come sistema operativo software proprietario per assistenti digitali personali nel 1998 dal consorzio Symbian Ltd.. Symbian OS è un discendente di EPOC di Psion ed è stato rilasciato esclusivamente su processori ARM, anche se esisteva una versione x86 non ancora rilasciata. Symbian è stato utilizzato da molti grandi marchi di telefonia mobile, come Samsung, Motorola, Sony Ericsson e soprattutto Nokia. Anche in Giappone era diffuso da marchi come Fujitsu, Sharp e Mitsubishi. In quanto pioniere dell'industria degli smartphone, è stato il sistema operativo più diffuso a livello mondiale fino alla fine del 2010, in un periodo in cui gli smartphone erano poco diffusi, quando è stato superato da iOS e Android. È stato notevolmente meno popolare in Nord America. + OS + + + + + Symbian is een stopgezet mobiel besturingssysteem (OS) en computerplatform ontworpen voor smartphones. Het werd oorspronkelijk ontwikkeld als een eigen software OS voor persoonlijke digitale assistenten in 1998 door het Symbian Ltd. consortium. Symbian OS is een afstammeling van Psion's EPOC en werd uitsluitend uitgebracht op ARM-processors, hoewel er ook een niet-uitgebrachte x86-versie bestond. Symbian werd gebruikt door veel grote merken mobiele telefoons, zoals Samsung, Motorola, Sony Ericsson en vooral door Nokia. Het was ook wijdverspreid in Japan door merken als Fujitsu, Sharp en Mitsubishi. Als pionier die de smartphone-industrie vestigde, was het wereldwijd gemiddeld het populairste smartphone OS tot eind 2010, toen smartphones nog maar beperkt werden gebruikt en het werd ingehaald door iOS en Android. Het was opvallend minder populair in Noord-Amerika. + OS + + + + + Symbian to wycofany z produkcji mobilny system operacyjny (OS) i platforma obliczeniowa przeznaczona dla smartfonów. Pierwotnie został opracowany jako zastrzeżony system operacyjny dla osobistych asystentów cyfrowych w 1998 roku przez konsorcjum Symbian Ltd.. Symbian OS jest potomkiem Psion's EPOC i został wydany wyłącznie na procesory ARM, chociaż istniał niewydany port x86. Symbian był używany przez wiele głównych marek telefonów komórkowych, takich jak Samsung, Motorola, Sony Ericsson, a przede wszystkim przez Nokię. Był również rozpowszechniony w Japonii przez takie marki jak Fujitsu, Sharp i Mitsubishi. Jako pionier, który ustanowił branżę smartfonów, był najpopularniejszym systemem operacyjnym dla smartfonów na całym świecie do końca 2010 roku, w czasie, gdy smartfony były w ograniczonym użyciu, kiedy to został wyprzedzony przez iOS i Androida. Był znacznie mniej popularny w Ameryce Północnej. + OS + + + + + O Symbian é um sistema operacional (SO) móvel descontinuado e uma plataforma de computação projetada para smartphones. Foi originalmente desenvolvido como um sistema operacional de software proprietário para assistentes pessoais digitais em 1998 pelo consórcio Symbian Ltd. O Symbian OS é um descendente do EPOC da Psion e foi lançado exclusivamente em processadores ARM, embora existisse uma versão x86 não lançada. O Symbian foi usado por muitas das principais marcas de telefones celulares, como Samsung, Motorola, Sony Ericsson e, acima de tudo, pela Nokia. Ele também era predominante no Japão, com marcas como Fujitsu, Sharp e Mitsubishi. Como pioneiro que estabeleceu o setor de smartphones, foi o sistema operacional mais popular para smartphones em uma média mundial até o final de 2010, em uma época em que os smartphones eram de uso limitado, quando foi ultrapassado pelo iOS e pelo Android. Era notavelmente menos popular na América do Norte. + SO + + + + + Symbian este un sistem de operare (SO) mobil discontinuu și o platformă de calcul concepută pentru smartphone-uri. Acesta a fost inițial dezvoltat ca un sistem de operare software proprietar pentru asistenți digitali personali în 1998 de către consorțiul Symbian Ltd. Symbian OS este un descendent al EPOC al Psion și a fost lansat exclusiv pe procesoare ARM, deși a existat un port x86 nelansat. Symbian a fost utilizat de multe mărci importante de telefoane mobile, precum Samsung, Motorola, Sony Ericsson și, mai ales, de Nokia. De asemenea, a fost răspândit în Japonia de mărci precum Fujitsu, Sharp și Mitsubishi. Ca pionier care a stabilit industria smartphone-urilor, a fost cel mai popular sistem de operare pentru smartphone-uri în medie la nivel mondial până la sfârșitul anului 2010, într-o perioadă în care smartphone-urile erau utilizate în mod limitat, când a fost depășit de iOS și Android. A fost cu mult mai puțin popular în America de Nord. + SO + + + + + Symbian - это снятая с производства мобильная операционная система (ОС) и вычислительная платформа, предназначенная для смартфонов. Изначально она была разработана в 1998 году консорциумом Symbian Ltd. как проприетарная ОС для персональных цифровых помощников. Symbian OS является потомком EPOC от Psion и была выпущена исключительно на процессорах ARM, хотя существовал и невыпущенный порт для x86. Symbian использовалась многими крупными брендами мобильных телефонов, такими как Samsung, Motorola, Sony Ericsson, и прежде всего Nokia. Она также была распространена в Японии такими брендами, как Fujitsu, Sharp и Mitsubishi. Будучи пионером, создавшим индустрию смартфонов, она была самой популярной ОС для смартфонов в среднем по миру до конца 2010 года, когда смартфоны были в ограниченном использовании, и тогда ее обогнали iOS и Android. В Северной Америке она была заметно менее популярна. + OS + + - Operativsystem + Symbian är ett mobilt operativsystem (OS) och en datorplattform för smartphones. Det utvecklades ursprungligen som ett proprietärt operativsystem för personliga digitala assistenter 1998 av konsortiet Symbian Ltd. Symbian OS är en ättling till Psion's EPOC och släpptes exklusivt på ARM-processorer, även om det fanns en outgiven x86-port. Symbian användes av många stora mobiltelefonmärken, som Samsung, Motorola, Sony Ericsson och framför allt Nokia. Symbian var också vanligt förekommande i Japan, bland annat hos Fujitsu, Sharp och Mitsubishi. Som en pionjär som etablerade smartphone-industrin var det det mest populära operativsystemet för smartphones i hela världen fram till slutet av 2010, vid en tidpunkt då smartphones användes i begränsad utsträckning, då det passerades av iOS och Android. Det var betydligt mindre populärt i Nordamerika. + OS + + + + + Symbian(シンビアン)は、スマートフォン用に設計された、生産終了したモバイルオペレーティングシステム(OS)およびコンピューティングプラットフォームである。当初は、1998年にSymbian Ltd.のコンソーシアムによってパーソナルデジタルアシスタント用のプロプライエタリなソフトウェアOSとして開発された。Symbian OSはPsionのEPOCの子孫であり、未発表のx86ポートも存在したが、ARMプロセッサのみでリリースされた。Symbianは、サムスン、モトローラ、ソニー・エリクソン、そして何よりもノキアなど、多くの主要携帯電話ブランドで使われた。また、日本では富士通、シャープ、三菱などのブランドにも普及していた。スマートフォン業界を確立したパイオニアとして、スマートフォンの利用が限られていた2010年末まで、世界平均で最も人気のあるスマートフォンOSであったが、iOSとアンドロイドに追い抜かれた。北米での人気は著しく低かった。 + OS + + + + + 심비안은 단종된 모바일 운영 체제(OS)이자 스마트폰용으로 설계된 컴퓨팅 플랫폼입니다. 원래는 1998년 Symbian Ltd. 컨소시엄에서 개인 디지털 비서용 독점 소프트웨어 OS로 개발되었습니다. 심비안 OS는 Psion의 EPOC의 후손으로, ARM 프로세서 전용으로 출시되었지만 미출시된 x86 포트도 존재했습니다. 심비안은 삼성, 모토로라, 소니 에릭슨, 그리고 무엇보다도 노키아를 비롯한 많은 주요 휴대폰 브랜드에서 사용되었습니다. 일본에서도 후지쯔, 샤프, 미쓰비시 등의 브랜드에서 널리 사용되었습니다. 스마트폰 산업을 구축한 선구자로서 스마트폰 사용이 제한적이었던 2010년 말까지 전 세계적으로 평균적으로 가장 인기 있는 스마트폰 OS였으나 iOS와 Android에 추월당했습니다. 북미에서는 특히 인기가 떨어졌습니다. + OS + + + + + Symbian 是一款已停产的移动操作系统(OS)和计算平台,专为智能手机设计。它最初是由 Symbian 有限公司联盟于 1998 年为个人数字助理开发的专有软件操作系统。Symbian OS 是 Psion 的 EPOC 的后代,只在 ARM 处理器上发布,但也有未发布的 x86 移植版本。许多主要手机品牌,如三星、摩托罗拉、索尼爱立信,尤其是诺基亚,都在使用 Symbian 系统。在日本,它也被富士通、夏普和三菱等品牌广泛使用。作为智能手机行业的先驱,它一直是全球平均最受欢迎的智能手机操作系统,直到 2010 年底,在智能手机使用有限的情况下,才被 iOS 和安卓超越。它在北美的受欢迎程度明显较低。 + 操作系统 \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/tanodragon.xml b/themes/linear-es-de/system/metadata/tanodragon.xml index 7b647a749..1c32e4ac1 100644 --- a/themes/linear-es-de/system/metadata/tanodragon.xml +++ b/themes/linear-es-de/system/metadata/tanodragon.xml @@ -1,8 +1,8 @@ - + Tano Dragon The Dragon 32 and Dragon 64 are home computers that were built in the 1980s. The Dragons are very similar to the TRS-80 Color Computer, and were produced for the European market by Dragon Data, Ltd., initially in Swansea, Wales before moving to Port Talbot, Wales (until 1984) and by Eurohard S.A. in Casar de Cáceres, Spain (from 1984 to 1987), and for the US market by Tano of New Orleans, Louisiana. The model numbers reflect the primary difference between the two machines, which have 32 and 64 kilobytes of RAM, respectively. - Dragon Data, Ltd. + Dragon Data 1984 1984 1984 @@ -13,10 +13,90 @@ FBFA35 74B719 3262D9 + 1-1 + + + El Dragon 32 i Dragon 64 són ordinadors domèstics construïts a la dècada de 1980. Els dracs són molt similars a l’ordinador de color TRS-80 i van ser produïts per al mercat europeu per Dragon Data, Ltd., inicialment a Swansea, Gal·les abans de traslladar-se a Port Talbot, Gal·les (fins al 1984) i per Eurohard S. A. a Casar deCáceres, Espanya (de 1984 a 1987), i per al mercat nord -americà de Tano de Nova Orleans, Louisiana. Els números de model reflecteixen la diferència primària entre les dues màquines, que tenen 32 i 64 quilobytes de RAM, respectivament. + Computer + + + + + Der Dragon 32 und der Dragon 64 sind Heimcomputer, die in den 1980er Jahren gebaut wurden. Die Dragons sind dem TRS-80 Color Computer sehr ähnlich und wurden für den europäischen Markt von Dragon Data, Ltd. zunächst in Swansea, Wales, dann in Port Talbot, Wales (bis 1984) und von Eurohard S.A. in Casar de Cáceres, Spanien (von 1984 bis 1987), und für den US-Markt von Tano in New Orleans, Louisiana, hergestellt. Die Modellnummern spiegeln den Hauptunterschied zwischen den beiden Maschinen wider, die über 32 bzw. 64 Kilobyte RAM verfügen. + Computer + + + + + Los Dragon 32 y Dragon 64 son ordenadores domésticos fabricados en la década de 1980. Los Dragon son muy similares al TRS-80 Color Computer, y fueron fabricados para el mercado europeo por Dragon Data, Ltd., inicialmente en Swansea, Gales, antes de trasladarse a Port Talbot, Gales (hasta 1984) y por Eurohard S.A. en Casar de Cáceres, España (de 1984 a 1987), y para el mercado estadounidense por Tano de Nueva Orleans, Luisiana. Los números de modelo reflejan la principal diferencia entre las dos máquinas, que tienen 32 y 64 kilobytes de RAM, respectivamente. + Ordenador + + + + + Le Dragon 32 et le Dragon 64 sont des ordinateurs domestiques construits dans les années 1980. Ils sont très similaires au TRS-80 Color Computer et ont été produits pour le marché européen par Dragon Data, Ltd, initialement à Swansea, au Pays de Galles, avant de déménager à Port Talbot, au Pays de Galles (jusqu'en 1984) et par Eurohard S.A. à Casar de Cáceres, en Espagne (de 1984 à 1987), et pour le marché américain par Tano, à la Nouvelle-Orléans, en Louisiane. Les numéros de modèle reflètent la principale différence entre les deux machines, qui disposent respectivement de 32 et 64 kilo-octets de mémoire vive. + Ordinateur + + + + + Il Dragon 32 e il Dragon 64 sono home computer costruiti negli anni '80. I Dragon sono molto simili al TRS-80 Color Computer e sono stati prodotti per il mercato europeo da Dragon Data, Ltd., inizialmente a Swansea, Galles, prima di trasferirsi a Port Talbot, Galles (fino al 1984) e da Eurohard S.A. a Casar de Cáceres, Spagna (dal 1984 al 1987), e per il mercato statunitense da Tano di New Orleans, Louisiana. I numeri di modello riflettono la differenza principale tra le due macchine, che hanno rispettivamente 32 e 64 kilobyte di RAM. + Computer + + + + + De Dragon 32 en Dragon 64 zijn thuiscomputers die werden gebouwd in de jaren 1980. De Dragons lijken erg op de TRS-80 Color Computer en werden geproduceerd voor de Europese markt door Dragon Data, Ltd., aanvankelijk in Swansea, Wales voordat ze verhuisden naar Port Talbot, Wales (tot 1984) en door Eurohard S.A. in Casar de Cáceres, Spanje (van 1984 tot 1987), en voor de Amerikaanse markt door Tano uit New Orleans, Louisiana. De modelnummers weerspiegelen het primaire verschil tussen de twee machines, die respectievelijk 32 en 64 kilobytes RAM hebben. + Computer + + + + + Dragon 32 i Dragon 64 to komputery domowe, które powstały w latach 80-tych. Smoki są bardzo podobne do TRS-80 Color Computer i były produkowane na rynek europejski przez Dragon Data, Ltd., początkowo w Swansea w Walii, a następnie przeniesione do Port Talbot w Walii (do 1984 roku) i przez Eurohard S.A. w Casar de Cáceres w Hiszpanii (od 1984 do 1987 roku), a na rynek amerykański przez Tano z Nowego Orleanu w Luizjanie. Numery modeli odzwierciedlają podstawową różnicę między tymi dwoma maszynami, które mają odpowiednio 32 i 64 kilobajty pamięci RAM. + Komputer + + + + + O Dragon 32 e o Dragon 64 são computadores domésticos criados na década de 1980. Os Dragons são muito parecidos com o TRS-80 Color Computer e foram produzidos para o mercado europeu pela Dragon Data, Ltd., inicialmente em Swansea, País de Gales, antes de se mudar para Port Talbot, País de Gales (até 1984) e pela Eurohard S.A. em Casar de Cáceres, Espanha (de 1984 a 1987), e para o mercado dos EUA pela Tano de Nova Orleans, Louisiana. Os números dos modelos refletem a principal diferença entre as duas máquinas, que têm 32 e 64 kilobytes de RAM, respectivamente. + Computador + + + + + Dragon 32 și Dragon 64 sunt computere de uz casnic care au fost construite în anii 1980. Dragonii sunt foarte asemănători cu TRS-80 Color Computer și au fost produși pentru piața europeană de Dragon Data, Ltd., inițial în Swansea, Țara Galilor înainte de a se muta în Port Talbot, Țara Galilor (până în 1984) și de Eurohard S.A. în Casar de Cáceres, Spania (din 1984 până în 1987), iar pentru piața americană de Tano din New Orleans, Louisiana. Numerele modelelor reflectă principala diferență dintre cele două mașini, care au 32 și, respectiv, 64 de kilobiți de RAM. + Computer + + + + + Dragon 32 и Dragon 64 - это домашние компьютеры, созданные в 1980-х годах. Они очень похожи на TRS-80 Color Computer и производились для европейского рынка компанией Dragon Data, Ltd., первоначально в Суонси, Уэльс, затем переехавшей в Порт-Толбот, Уэльс (до 1984 года), и компанией Eurohard S.A. в Касар-де-Касерес, Испания (с 1984 по 1987 год), а для американского рынка - компанией Tano из Нового Орлеана, Луизиана. Номера моделей отражают основное различие между двумя машинами, которые имеют 32 и 64 килобайта оперативной памяти соответственно. + Компьютер + + + Dragon 32 och Dragon 64 är hemdatorer som byggdes på 1980-talet. De är mycket lika TRS-80 Color Computer och tillverkades för den europeiska marknaden av Dragon Data, Ltd., först i Swansea, Wales, sedan i Port Talbot, Wales (fram till 1984) och av Eurohard S.A. i Casar de Cáceres, Spanien (1984-1987), och för den amerikanska marknaden av Tano i New Orleans, Louisiana. Modellnumren återspeglar den primära skillnaden mellan de två maskinerna, som har 32 respektive 64 kilobyte RAM. Dator + + + ドラゴン32とドラゴン64は1980年代に作られた家庭用コンピュータである。ドラゴンはTRS-80カラーコンピュータによく似ており、ヨーロッパ市場向けには、当初ウェールズのスウォンジーにあったドラゴン・データ社(1984年までウェールズのポートタルボットに移転)とスペインのカサル・デ・カセレスにあったユーロハード社(1984年から1987年まで)によって、またアメリカ市場向けにはルイジアナ州ニューオーリンズのタノ社によって製造された。型番は2つのマシンの主な違いを反映しており、それぞれ32キロバイトと64キロバイトのRAMを搭載している。 + コンピューター + + + + + 드래곤 32와 드래곤 64는 1980년대에 제작된 가정용 컴퓨터입니다. 드래곤은 TRS-80 컬러 컴퓨터와 매우 유사하며, 처음에는 웨일즈 스완지에서 생산되다가 1984년까지 웨일즈 포트 탈봇으로 이전한 Dragon Data, Ltd.와 스페인 카사르 데 카세레스에 있는 Eurohard S.A.에서 유럽 시장용으로, 1984년부터 1987년까지 미국 뉴올리언스에 있는 Tano에서 미국 시장용으로 생산되었습니다. 모델 번호는 각각 32킬로바이트와 64킬로바이트의 RAM을 가진 두 기계 간의 주요 차이점을 반영합니다. + 컴퓨터 + + + + + Dragon 32 和 Dragon 64 是 20 世纪 80 年代制造的家用电脑。Dragon 32 和 Dragon 64 与 TRS-80 彩色计算机非常相似,在欧洲市场由 Dragon Data 有限公司生产,该公司最初位于威尔士斯旺西,后迁至威尔士塔尔伯特港(直至 1984 年),在西班牙卡萨尔德卡塞雷斯由 Eurohard S.A.生产(1984 年至 1987 年),在美国市场由路易斯安那州新奥尔良的 Tano 生产。型号反映了两款机器的主要区别,它们的内存分别为 32 和 64 千字节。 + 计算机 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/tg-cd.xml b/themes/linear-es-de/system/metadata/tg-cd.xml index 042824e3c..9ab0bb1f1 100644 --- a/themes/linear-es-de/system/metadata/tg-cd.xml +++ b/themes/linear-es-de/system/metadata/tg-cd.xml @@ -1,9 +1,9 @@ - + TurboGrafx-CD The CD-ROM² (pronounced CD-ROM-ROM) is an add-on attachment for the PC Engine that was released in Japan on December 4, 1988. The add-on allows the core versions of the console to play PC Engine games in CD-ROM format in addition to standard HuCards. This made the PC Engine the first video game console to use CD-ROMs as a storage media. The add-on consisted of two devices - the CD player itself and the interface unit, which connects the CD player to the console and provides a unified power supply and output for both. - It was later released as the TurboGrafx-CD in the United States in November 1989, with a remodeled interface unit in order to suit the different shape of the TurboGrafx-16 console. The TurboGrafx-CD had a launch price of $399.99 and did not include any bundled games. Fighting Street and Monster Lair were the TurboGrafx-CD launch titles; Ys Book I and II soon followed. +It was later released as the TurboGrafx-CD in the United States in November 1989, with a remodeled interface unit in order to suit the different shape of the TurboGrafx-16 console. The TurboGrafx-CD had a launch price of $399.99 and did not include any bundled games. Fighting Street and Monster Lair were the TurboGrafx-CD launch titles; Ys Book I and II soon followed. NEC 1989 1989-11-01 @@ -15,10 +15,118 @@ D5E14D 604832 1E1C1A + 1-1 + + + El CD-ROM² (pronunciat CD-ROM-ROM) és un complement addicional per al motor de PC que es va llançar al Japó el 4 de desembre de 1988. El complement permet que les versions bàsiques de la consola reprodueixin jocs de motor de PC aFormat CD-ROM A més de les hucards estàndard. Això va fer que el motor PC sigui la primera consola de videojocs que utilitzés CD-ROM com a suports d’emmagatzematge. El complement constava de dos dispositius: el propi reproductor de CD i la unitat d'interfície, que connecta el reproductor de CD a la consola i proporciona una font d'alimentació i una sortida unificada per a tots dos. + +Posteriorment es va publicar com a turbografx-CD als Estats Units el novembre de 1989, amb una unitat d'interfície remodelada per adaptar-se a la diferent forma de la consola Turbografx-16. El Turbografx-CD tenia un preu de llançament de 399,99 dòlars i no va incloure cap joc agrupat. Fighting Street i Monster Lair van ser els títols de llançament Turbografx-CD;YS Book I i II aviat van seguir. + Console + + + + + Die CD-ROM² (ausgesprochen CD-ROM-ROM) ist ein Zusatzgerät für die PC Engine, das am 4. Dezember 1988 in Japan veröffentlicht wurde. Das Add-on ermöglicht es den Kernversionen der Konsole, PC-Engine-Spiele im CD-ROM-Format zusätzlich zu den Standard-HuCards zu spielen. Damit war die PC Engine die erste Videospielkonsole, die CD-ROMs als Speichermedium verwendete. Das Add-on bestand aus zwei Geräten - dem CD-Player selbst und der Schnittstelleneinheit, die den CD-Player mit der Konsole verbindet und eine einheitliche Stromversorgung und einen einheitlichen Ausgang für beide bereitstellt. + +Es wurde später als TurboGrafx-CD in den Vereinigten Staaten im November 1989 veröffentlicht, mit einer umgestalteten Interface-Einheit, um der unterschiedlichen Form der TurboGrafx-16-Konsole gerecht zu werden. Die TurboGrafx-CD hatte einen Einführungspreis von $399,99 und enthielt keine Spiele im Paket. Fighting Street und Monster Lair waren die TurboGrafx-CD-Einführungstitel; Ys Book I und II folgten bald. + Konsole + + + + + El CD-ROM² (pronunciado CD-ROM-ROM) es un complemento para la PC Engine que salió a la venta en Japón el 4 de diciembre de 1988. Este complemento permite que las versiones básicas de la consola reproduzcan juegos de PC Engine en formato CD-ROM, además de las HuCards estándar. Esto convirtió a la PC Engine en la primera videoconsola en utilizar CD-ROM como medio de almacenamiento. El complemento constaba de dos dispositivos: el reproductor de CD propiamente dicho y la unidad de interfaz, que conecta el reproductor de CD a la consola y proporciona una fuente de alimentación y una salida unificadas para ambos. + +Posteriormente, en noviembre de 1989, salió a la venta en Estados Unidos como TurboGrafx-CD, con una unidad de interfaz remodelada para adaptarse a la forma diferente de la consola TurboGrafx-16. El TurboGrafx-CD tuvo un precio de lanzamiento de 399,99 dólares y no incluía ningún juego. Fighting Street y Monster Lair fueron los títulos de lanzamiento del TurboGrafx-CD; pronto le siguieron Ys Book I y II. + Consola + + + + + Le CD-ROM² (prononcé CD-ROM-ROM) est un module d'extension pour le PC Engine qui est sorti au Japon le 4 décembre 1988. Cet accessoire permet aux versions principales de la console de jouer à des jeux PC Engine au format CD-ROM en plus des cartes HuCards standard. La PC Engine est ainsi devenue la première console de jeux vidéo à utiliser des CD-ROM comme support de stockage. Le module complémentaire se compose de deux appareils : le lecteur de CD lui-même et l'unité d'interface, qui relie le lecteur de CD à la console et fournit une alimentation et une sortie unifiées pour les deux. + +Il a été commercialisé sous le nom de TurboGrafx-CD aux États-Unis en novembre 1989, avec une unité d'interface remodelée pour s'adapter à la forme différente de la console TurboGrafx-16. Le TurboGrafx-CD a été lancé au prix de 399,99 dollars et n'incluait aucun jeu. Fighting Street et Monster Lair ont été les titres de lancement du TurboGrafx-CD ; Ys Book I et II ont suivi peu après. + Console + + + + + Il CD-ROM² (pronuncia CD-ROM-ROM) è un componente aggiuntivo per il PC Engine, rilasciato in Giappone il 4 dicembre 1988. Il componente aggiuntivo consente alle versioni principali della console di riprodurre i giochi del PC Engine in formato CD-ROM, oltre alle HuCard standard. Questo rendeva il PC Engine la prima console per videogiochi a utilizzare i CD-ROM come supporto di memorizzazione. Il componente aggiuntivo è costituito da due dispositivi: il lettore CD stesso e l'unità di interfaccia, che collega il lettore CD alla console e fornisce un'alimentazione e un'uscita unificate per entrambi. + +Il TurboGrafx-CD è stato successivamente rilasciato negli Stati Uniti nel novembre 1989, con un'unità di interfaccia modificata per adattarsi alla diversa forma della console TurboGrafx-16. Il TurboGrafx-CD aveva un prezzo di lancio di 399,99 dollari e non includeva alcun gioco in bundle. Fighting Street e Monster Lair furono i titoli di lancio del TurboGrafx-CD; Ys Book I e II seguirono presto. + Console + + + + + De CD-ROM² (uitgesproken als CD-ROM-ROM) is een uitbreiding voor de PC Engine die op 4 december 1988 in Japan werd uitgebracht. Met de add-on kunnen de kernversies van de console PC Engine-spellen afspelen in CD-ROM-formaat, naast de standaard HuCards. Dit maakte van de PC Engine de eerste videogameconsole die CD-ROM's als opslagmedium gebruikte. De add-on bestond uit twee apparaten - de cd-speler zelf en de interface-eenheid, die de cd-speler met de console verbindt en voor een uniforme voeding en uitgang voor beide zorgt. + +Het werd later uitgebracht als de TurboGrafx-CD in de Verenigde Staten in november 1989, met een aangepaste interface-eenheid om te passen bij de andere vorm van de TurboGrafx-16 console. De TurboGrafx-CD had een lanceringsprijs van 399,99 dollar en bevatte geen gebundelde spellen. Fighting Street en Monster Lair waren de TurboGrafx-CD launchtitels; Ys Book I en II volgden snel. + Console + + + + + CD-ROM² (wymawiane jako CD-ROM-ROM) to dodatek do konsoli PC Engine, który został wydany w Japonii 4 grudnia 1988 roku. Dodatek umożliwia podstawowym wersjom konsoli odtwarzanie gier PC Engine w formacie CD-ROM oprócz standardowych kart HuCard. Dzięki temu PC Engine stała się pierwszą konsolą do gier wideo wykorzystującą CD-ROM jako nośnik pamięci. Dodatek składał się z dwóch urządzeń - samego odtwarzacza CD i modułu interfejsu, który łączył odtwarzacz CD z konsolą i zapewniał zunifikowane zasilanie i wyjście dla obu urządzeń. + +Został on później wydany jako TurboGrafx-CD w Stanach Zjednoczonych w listopadzie 1989 roku, z przebudowanym modułem interfejsu w celu dopasowania do innego kształtu konsoli TurboGrafx-16. Cena premierowa TurboGrafx-CD wynosiła 399,99 USD i nie zawierała żadnych dołączonych gier. Fighting Street i Monster Lair były tytułami startowymi TurboGrafx-CD; Ys Book I i II wkrótce potem. + Konsola + + + + + O CD-ROM² (pronuncia-se CD-ROM-ROM) é um acessório complementar para o PC Engine que foi lançado no Japão em 4 de dezembro de 1988. O complemento permite que as versões principais do console reproduzam jogos do PC Engine no formato de CD-ROM, além dos HuCards padrão. Isso tornou o PC Engine o primeiro console de videogame a usar CD-ROMs como mídia de armazenamento. O complemento consistia em dois dispositivos: o próprio CD player e a unidade de interface, que conecta o CD player ao console e fornece uma fonte de alimentação e saída unificadas para ambos. + +Posteriormente, foi lançado como TurboGrafx-CD nos Estados Unidos em novembro de 1989, com uma unidade de interface remodelada para se adequar ao formato diferente do console TurboGrafx-16. O TurboGrafx-CD tinha um preço de lançamento de US$ 399,99 e não incluía nenhum jogo. Fighting Street e Monster Lair foram os títulos de lançamento do TurboGrafx-CD; Ys Book I e II vieram logo em seguida. + Console + + + + + CD-ROM² (pronunțat CD-ROM-ROM) este un accesoriu suplimentar pentru PC Engine care a fost lansat în Japonia pe 4 decembrie 1988. Accesoriul permite versiunilor de bază ale consolei să redea jocuri PC Engine în format CD-ROM în plus față de cardurile HuCard standard. Acest lucru a făcut din PC Engine prima consolă de jocuri video care a utilizat CD-ROM-uri ca suport de stocare. Componenta suplimentară a constat din două dispozitive - CD playerul în sine și unitatea de interfață, care conectează CD playerul la consolă și asigură o sursă de alimentare și o ieșire unificate pentru ambele. + +Acesta a fost lansat ulterior în Statele Unite în noiembrie 1989 sub numele de TurboGrafx-CD, cu o unitate de interfață remodelată pentru a se potrivi formei diferite a consolei TurboGrafx-16. TurboGrafx-CD a avut un preț de lansare de 399,99 $ și nu a inclus niciun joc la pachet. Fighting Street și Monster Lair au fost titlurile de lansare TurboGrafx-CD; Ys Book I și II au urmat în curând. + Consolă + + + + + CD-ROM² (произносится как CD-ROM-ROM) - это дополнение для PC Engine, которое было выпущено в Японии 4 декабря 1988 года. Это дополнение позволяет основным версиям консоли воспроизводить игры PC Engine в формате CD-ROM в дополнение к стандартным картам HuCards. Таким образом, PC Engine стала первой игровой консолью, использующей CD-ROM в качестве носителя информации. Дополнение состоит из двух устройств - самого CD-плеера и интерфейсного блока, который соединяет CD-плеер с консолью и обеспечивает единый источник питания и выход для обоих. + +Позже, в ноябре 1989 года, оно было выпущено в США под названием TurboGrafx-CD, с измененным интерфейсным блоком, чтобы соответствовать другой форме консоли TurboGrafx-16. Стартовая цена TurboGrafx-CD составляла $399,99, и в комплект поставки не входило ни одной игры. Стартовыми играми для TurboGrafx-CD стали Fighting Street и Monster Lair; вскоре за ними последовали Ys Book I и II. + Консоль + + + CD-ROM² (uttalas CD-ROM-ROM) är en tilläggsutrustning för PC Engine som släpptes i Japan den 4 december 1988. Tillägget gör det möjligt för konsolens grundversioner att spela PC Engine-spel i CD-ROM-format utöver vanliga HuCards. Detta gjorde PC Engine till den första videospelskonsolen som använde CD-ROM som lagringsmedium. Tillägget består av två enheter - själva CD-spelaren och gränssnittsenheten, som ansluter CD-spelaren till konsolen och ger en enhetlig strömförsörjning och utgång för båda. + +Den släpptes senare som TurboGrafx-CD i USA i november 1989, med en ombyggd gränssnittsenhet för att passa den annorlunda formen på TurboGrafx-16-konsolen. TurboGrafx-CD hade ett lanseringspris på 399,99 dollar och innehöll inte några medföljande spel. Fighting Street och Monster Lair var lanseringstitlarna för TurboGrafx-CD; Ys Book I och II följde snart efter. Konsol + + + CD-ROM²(読み:シーディーロムロム)は、1988年12月4日に日本で発売されたPCエンジン用のアドオンアタッチメントである。このアドオンにより、ゲーム機のコアバージョンは、標準のHuカードに加えて、CD-ROMフォーマットでPCエンジンのゲームをプレイできるようになった。これにより、PCエンジンは記憶媒体としてCD-ROMを使用する最初のゲーム機となった。このアドオンは、CDプレーヤー本体と、CDプレーヤーをゲーム機に接続し、両方の電源と出力を統一するインターフェイスユニットの2つのデバイスで構成されている。 + +その後、1989年11月にTurboGrafx-CDとして米国で発売され、TurboGrafx-16コンソールの形状の違いに合わせてインターフェイスユニットが改造された。TurboGrafx-CDの発売価格は399.99ドルで、同梱ゲームはなかった。Fighting Street』と『Monster Lair』がTurboGrafx-CDのローンチタイトルで、すぐに『Ys Book I』と『II』が続いた。 + コンソール + + + + + CD-ROM²(CD-ROM-ROM으로 발음)은 1988년 12월 4일에 일본에서 출시된 PC 엔진용 애드온입니다. 이 애드온을 사용하면 콘솔의 핵심 버전에서 표준 HuCard 외에 CD-ROM 형식의 PC Engine 게임을 플레이할 수 있습니다. 이로써 PC Engine은 CD-ROM을 저장 매체로 사용한 최초의 비디오 게임 콘솔이 되었습니다. 애드온은 CD 플레이어 자체와 CD 플레이어를 콘솔에 연결하고 두 장치에 통합된 전원 공급 및 출력을 제공하는 인터페이스 유닛의 두 가지 장치로 구성되었습니다. + +이후 1989년 11월 미국에서 TurboGrafx-CD로 출시되었으며, TurboGrafx-16 콘솔의 다른 모양에 맞게 인터페이스 유닛을 개조하여 출시되었습니다. 출시 가격은 399.99달러였으며 번들 게임은 포함되지 않았습니다. 파이팅 스트리트와 몬스터 레어가 TurboGrafx-CD 출시 타이틀이었으며, 곧이어 Ys Book I과 II가 출시되었습니다. + 콘솔 + + + + + CD-ROM²(读作 CD-ROM-ROM)是 PC 引擎的一个附加附件,于 1988 年 12 月 4 日在日本发布。除了标准的 HuCard 外,该附件还允许控制台的核心版本以 CD-ROM 格式播放 PC 引擎游戏。这使得 PC 引擎成为第一款使用光盘作为存储介质的视频游戏机。该插件包括两个设备--CD 播放器本身和接口装置,后者将 CD 播放器连接到控制台,并为两者提供统一的电源和输出。 + +它后来于 1989 年 11 月在美国以 TurboGrafx-CD 的名义发布,接口装置经过改造,以适应 TurboGrafx-16 控制台的不同形状。TurboGrafx-CD 的上市价格为 399.99 美元,不包括任何捆绑游戏。Fighting Street》和《Monster Lair》是 TurboGrafx-CD 的首发游戏;《Ys Book I》和《Ys Book II》很快就上市了。 + 控制台 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/tg16.xml b/themes/linear-es-de/system/metadata/tg16.xml index 182886818..292a771b0 100644 --- a/themes/linear-es-de/system/metadata/tg16.xml +++ b/themes/linear-es-de/system/metadata/tg16.xml @@ -1,9 +1,9 @@ - + TurboGrafx-16 The TurboGrafx-16, known as the PC Engine in Japan and France, is a 16-bit fourth-generation home video game console designed by Hudson Soft and sold by NEC Home Electronics. It was released in Japan in 1987 and in North America in 1989. The Japanese model was imported and distributed in France in 1989, and the United Kingdom and Spain received a version based on the American model known as simply TurboGrafx. It was the first console released in the 16-bit era, although it used a modified 8-bit CPU. In Japan, the system was launched as a competitor to the Famicom, but the delayed United States release meant that it ended up competing with the Sega Genesis and later the Super Nintendo Entertainment System. - The TurboGrafx-16 has an 8-bit CPU, a 16-bit video color encoder, and a 16-bit video display controller. The GPUs are capable of displaying 482 colors simultaneously, out of 512. With dimensions of just 14 cm × 14 cm × 3.8 cm (5.5 in × 5.5 in × 1.5 in), the Japanese PC Engine is the smallest major home game console ever made. Games were released on HuCard cartridges and later the CD-ROM optical format with the TurboGrafx-CD add-on. +The TurboGrafx-16 has an 8-bit CPU, a 16-bit video color encoder, and a 16-bit video display controller. The GPUs are capable of displaying 482 colors simultaneously, out of 512. With dimensions of just 14 cm × 14 cm × 3.8 cm (5.5 in × 5.5 in × 1.5 in), the Japanese PC Engine is the smallest major home game console ever made. Games were released on HuCard cartridges and later the CD-ROM optical format with the TurboGrafx-CD add-on. NEC 1989 1989-08-29 @@ -15,10 +15,118 @@ ECF332 FD5A17 D5E14D + 3-5 + + + El Turbografx-16, conegut com el motor de PC a Japó i França, és una consola de videojocs de quarta generació de 16 bits dissenyada per Hudson Soft i venuda per NEC Home Electronics. Va ser llançat al Japó el 1987 i a Amèrica del Nord el 1989. El model japonès es va importar i distribuir a França el 1989, i el Regne Unit i Espanya va rebre una versió basada en el model nord -americà conegut com a simplement Turbografx. Va ser la primera consola alliberada a l'era de 16 bits, tot i que va utilitzar una CPU modificada de 8 bits. Al Japó, el sistema es va llançar com a competidor a la Famicom, però el retard de la publicació dels Estats Units va fer que acabés competint amb el Sega Genesis i més tard el Super Nintendo Entertainment System. + +El Turbografx-16 té una CPU de 8 bits, un codificador de colors de vídeo de 16 bits i un controlador de pantalla de vídeo de 16 bits. Les GPU són capaces de mostrar 482 colors simultàniament, de 512. Amb dimensions de només 14 cm × 14 cm × 3,8 cm (5,5 en × 5,5 en × 1,5 in). Els jocs es van publicar en cartutxos de Hucard i més tard el format òptic CD-ROM amb el complement Turbografx-CD. + Console + + + + + Der TurboGrafx-16, in Japan und Frankreich als PC Engine bekannt, ist eine 16-Bit-Heimvideospielkonsole der vierten Generation, die von Hudson Soft entwickelt und von NEC Home Electronics verkauft wurde. Sie wurde 1987 in Japan und 1989 in Nordamerika veröffentlicht. Das japanische Modell wurde 1989 nach Frankreich importiert und dort vertrieben, und das Vereinigte Königreich und Spanien erhielten eine Version, die auf dem amerikanischen Modell basierte und einfach TurboGrafx genannt wurde. Es war die erste Konsole, die in der 16-Bit-Ära veröffentlicht wurde, obwohl sie eine modifizierte 8-Bit-CPU verwendete. In Japan wurde das System als Konkurrent des Famicom auf den Markt gebracht, aber die verzögerte Veröffentlichung in den USA bedeutete, dass es schließlich mit dem Sega Genesis und später dem Super Nintendo Entertainment System konkurrierte. + +Der TurboGrafx-16 hat eine 8-Bit-CPU, einen 16-Bit-Videofarbcodierer und einen 16-Bit-Videobildschirm-Controller. Die Grafikprozessoren sind in der Lage, 482 von 512 Farben gleichzeitig darzustellen. Mit Abmessungen von nur 14 cm × 14 cm × 3,8 cm ist die japanische PC-Engine die kleinste große Heimspielkonsole, die je hergestellt wurde. Die Spiele wurden auf HuCard-Kassetten und später im optischen CD-ROM-Format mit dem TurboGrafx-CD-Add-on veröffentlicht. + Konsole + + + + + La TurboGrafx-16, conocida como PC Engine en Japón y Francia, es una videoconsola doméstica de 16 bits de cuarta generación diseñada por Hudson Soft y comercializada por NEC Home Electronics. Salió a la venta en Japón en 1987 y en Norteamérica en 1989. El modelo japonés se importó y distribuyó en Francia en 1989, y el Reino Unido y España recibieron una versión basada en el modelo americano conocida simplemente como TurboGrafx. Fue la primera consola lanzada en la era de los 16 bits, aunque utilizaba una CPU modificada de 8 bits. En Japón, la consola se lanzó como competidora de la Famicom, pero el retraso en su lanzamiento en Estados Unidos hizo que acabara compitiendo con la Sega Genesis y, más tarde, con la Super Nintendo Entertainment System. + +El TurboGrafx-16 tiene una CPU de 8 bits, un codificador de color de vídeo de 16 bits y un controlador de pantalla de vídeo de 16 bits. La GPU es capaz de mostrar 482 colores simultáneamente, de un total de 512. Con unas dimensiones de sólo 14 cm × 14 cm × 3,8 cm (5,5 in × 5,5 in × 1,5 in), la PC Engine japonesa es la videoconsola doméstica más pequeña jamás fabricada. Los juegos se lanzaron en cartuchos HuCard y, más tarde, en formato óptico CD-ROM con el complemento TurboGrafx-CD. + Consola + + + + + La TurboGrafx-16, connue sous le nom de PC Engine au Japon et en France, est une console de jeux vidéo 16 bits de quatrième génération conçue par Hudson Soft et vendue par NEC Home Electronics. Elle est sortie au Japon en 1987 et en Amérique du Nord en 1989. Le modèle japonais a été importé et distribué en France en 1989, et le Royaume-Uni et l'Espagne ont reçu une version basée sur le modèle américain, connue sous le nom de TurboGrafx. Il s'agit de la première console de l'ère 16 bits, bien qu'elle utilise un processeur 8 bits modifié. Au Japon, la console a été lancée pour concurrencer la Famicom, mais sa sortie retardée aux États-Unis l'a mise en concurrence avec la Sega Genesis et, plus tard, avec la Super Nintendo Entertainment System. + +Le TurboGrafx-16 possède un processeur 8 bits, un encodeur de couleurs vidéo 16 bits et un contrôleur d'affichage vidéo 16 bits. Les GPU sont capables d'afficher 482 couleurs simultanément, sur 512. Avec des dimensions de seulement 14 cm × 14 cm × 3,8 cm (5,5 in × 5,5 in × 1,5 in), la PC Engine japonaise est la plus petite console de jeu de salon jamais fabriquée. Les jeux ont été publiés sur des cartouches HuCard et, plus tard, au format optique CD-ROM avec l'extension TurboGrafx-CD. + Console + + + + + Il TurboGrafx-16, noto come PC Engine in Giappone e Francia, è una console per videogiochi domestici di quarta generazione a 16 bit progettata da Hudson Soft e venduta da NEC Home Electronics. È stata rilasciata in Giappone nel 1987 e in Nord America nel 1989. Il modello giapponese è stato importato e distribuito in Francia nel 1989, mentre il Regno Unito e la Spagna hanno ricevuto una versione basata sul modello americano, nota semplicemente come TurboGrafx. Fu la prima console rilasciata nell'era dei 16 bit, sebbene utilizzasse una CPU modificata a 8 bit. In Giappone, la console fu lanciata come concorrente del Famicom, ma il ritardo nell'uscita negli Stati Uniti fece sì che finisse per competere con il Sega Genesis e successivamente con il Super Nintendo Entertainment System. + +Il TurboGrafx-16 è dotato di una CPU a 8 bit, un codificatore video a 16 bit e un controller video a 16 bit. Le GPU sono in grado di visualizzare 482 colori contemporaneamente, su 512. Con dimensioni di soli 14 cm × 14 cm × 3,8 cm (5,5 in × 5,5 in × 1,5 in), il PC Engine giapponese è la più piccola console per videogiochi mai realizzata. I giochi sono stati rilasciati su cartucce HuCard e successivamente sul formato ottico CD-ROM con il componente aggiuntivo TurboGrafx-CD. + Console + + + + + De TurboGrafx-16, bekend als de PC Engine in Japan en Frankrijk, is een 16-bit vierde generatie spelcomputer voor thuisgebruik, ontworpen door Hudson Soft en verkocht door NEC Home Electronics. Hij werd in 1987 in Japan uitgebracht en in 1989 in Noord-Amerika. Het Japanse model werd geïmporteerd en gedistribueerd in Frankrijk in 1989, en het Verenigd Koninkrijk en Spanje ontvingen een versie gebaseerd op het Amerikaanse model dat bekend staat als TurboGrafx. Het was de eerste console die werd uitgebracht in het 16-bit tijdperk, hoewel het een aangepaste 8-bit CPU gebruikte. In Japan werd het systeem gelanceerd als concurrent voor de Famicom, maar de vertraagde release in de Verenigde Staten betekende dat het uiteindelijk moest concurreren met de Sega Genesis en later het Super Nintendo Entertainment System. + +De TurboGrafx-16 heeft een 8-bits CPU, een 16-bits videokleurencoder en een 16-bits videodisplaycontroller. De GPU's kunnen 482 van de 512 kleuren tegelijk weergeven. Met afmetingen van slechts 14 cm × 14 cm × 3,8 cm (5,5 in × 5,5 in × 1,5 in) is de Japanse PC Engine de kleinste grote spelcomputer voor thuisgebruik die ooit is gemaakt. Spellen werden uitgebracht op HuCard-cartridges en later op het optische CD-ROM-formaat met de TurboGrafx-CD add-on. + Console + + + + + TurboGrafx-16, znany jako PC Engine w Japonii i Francji, to 16-bitowa domowa konsola do gier wideo czwartej generacji zaprojektowana przez Hudson Soft i sprzedawana przez NEC Home Electronics. Została wydana w Japonii w 1987 roku i w Ameryce Północnej w 1989 roku. Japoński model był importowany i dystrybuowany we Francji w 1989 roku, a Wielka Brytania i Hiszpania otrzymały wersję opartą na amerykańskim modelu znanym po prostu jako TurboGrafx. Była to pierwsza konsola wydana w erze 16-bitowej, choć korzystała ze zmodyfikowanego 8-bitowego procesora. W Japonii system został wprowadzony na rynek jako konkurent Famicom, ale opóźnienie premiery w Stanach Zjednoczonych oznaczało, że ostatecznie konkurował z Sega Genesis, a później Super Nintendo Entertainment System. + +TurboGrafx-16 posiada 8-bitowy procesor, 16-bitowy koder kolorów wideo i 16-bitowy kontroler wyświetlania wideo. Procesory graficzne są w stanie wyświetlać jednocześnie 482 kolory z 512. Przy wymiarach zaledwie 14 cm × 14 cm × 3,8 cm (5,5 cala × 5,5 cala × 1,5 cala), japoński PC Engine jest najmniejszą dużą konsolą do gier domowych, jaką kiedykolwiek wyprodukowano. Gry były wydawane na kartridżach HuCard, a później w formacie optycznym CD-ROM z dodatkiem TurboGrafx-CD. + Konsola + + + + + O TurboGrafx-16, conhecido como PC Engine no Japão e na França, é um console de videogame doméstico de quarta geração de 16 bits projetado pela Hudson Soft e vendido pela NEC Home Electronics. Foi lançado no Japão em 1987 e na América do Norte em 1989. O modelo japonês foi importado e distribuído na França em 1989, e o Reino Unido e a Espanha receberam uma versão baseada no modelo americano, conhecida simplesmente como TurboGrafx. Foi o primeiro console lançado na era dos 16 bits, embora usasse uma CPU de 8 bits modificada. No Japão, o sistema foi lançado como concorrente do Famicom, mas o atraso no lançamento nos Estados Unidos fez com que ele acabasse competindo com o Sega Genesis e, posteriormente, com o Super Nintendo Entertainment System. + +O TurboGrafx-16 tem uma CPU de 8 bits, um codificador de cores de vídeo de 16 bits e um controlador de exibição de vídeo de 16 bits. As GPUs são capazes de exibir 482 cores simultaneamente, de um total de 512. Com dimensões de apenas 14 cm × 14 cm × 3,8 cm (5,5 pol. × 5,5 pol. × 1,5 pol.), o PC Engine japonês é o menor console de jogos domésticos já fabricado. Os jogos foram lançados em cartuchos HuCard e, posteriormente, no formato óptico de CD-ROM com o complemento TurboGrafx-CD. + Console + + + + + TurboGrafx-16, cunoscut sub numele de PC Engine în Japonia și Franța, este o consolă de jocuri video pe 16 biți de a patra generație proiectată de Hudson Soft și vândută de NEC Home Electronics. A fost lansată în Japonia în 1987 și în America de Nord în 1989. Modelul japonez a fost importat și distribuit în Franța în 1989, iar Regatul Unit și Spania au primit o versiune bazată pe modelul american cunoscut sub numele simplu de TurboGrafx. A fost prima consolă lansată în era pe 16 biți, deși folosea un CPU modificat pe 8 biți. În Japonia, sistemul a fost lansat ca un concurent pentru Famicom, dar lansarea întârziată în Statele Unite a însemnat că a ajuns să concureze cu Sega Genesis și mai târziu cu Super Nintendo Entertainment System. + +TurboGrafx-16 are un CPU pe 8 biți, un codificator de culori video pe 16 biți și un controler de afișare video pe 16 biți. GPU-urile sunt capabile să afișeze 482 de culori simultan, din 512. Cu dimensiuni de doar 14 cm × 14 cm × 3,8 cm (5,5 in × 5,5 in × 1,5 in), PC Engine-ul japonez este cea mai mică consolă majoră de jocuri pentru acasă realizată vreodată. Jocurile au fost lansate pe cartușe HuCard și mai târziu în format optic CD-ROM cu add-on-ul TurboGrafx-CD. + Consolă + + + + + TurboGrafx-16, известная в Японии и Франции как PC Engine, - 16-битная домашняя игровая приставка четвертого поколения, разработанная компанией Hudson Soft и продаваемая NEC Home Electronics. Она была выпущена в Японии в 1987 году и в Северной Америке в 1989 году. Японская модель была импортирована и распространена во Франции в 1989 году, а Великобритания и Испания получили версию, основанную на американской модели, известную как просто TurboGrafx. Это была первая консоль, выпущенная в 16-битную эру, хотя в ней использовался модифицированный 8-битный процессор. В Японии система была выпущена как конкурент Famicom, но из-за задержки с выпуском в США она стала конкурировать с Sega Genesis, а затем и с Super Nintendo Entertainment System. + +TurboGrafx-16 имеет 8-битный процессор, 16-битный кодер цвета видео и 16-битный контроллер видеодисплея. Графический процессор способен одновременно отображать 482 цвета из 512. Имея размеры всего 14 см × 14 см × 3,8 см (5,5 дюйма × 5,5 дюйма × 1,5 дюйма), японская PC Engine является самой маленькой из когда-либо созданных домашних игровых консолей. Игры выпускались на картриджах HuCard, а позже - в оптическом формате CD-ROM с дополнением TurboGrafx-CD. + Консоль + + + TurboGrafx-16, känd som PC Engine i Japan och Frankrike, är en 16-bitars fjärde generationens hemkonsol för videospel designad av Hudson Soft och såld av NEC Home Electronics. Den släpptes i Japan 1987 och i Nordamerika 1989. Den japanska modellen importerades och distribuerades i Frankrike 1989, och Storbritannien och Spanien fick en version baserad på den amerikanska modellen som helt enkelt kallades TurboGrafx. Det var den första konsolen som släpptes under 16-bitars-eran, även om den använde en modifierad 8-bitars CPU. I Japan lanserades systemet som en konkurrent till Famicom, men den försenade lanseringen i USA innebar att det kom att konkurrera med Sega Genesis och senare Super Nintendo Entertainment System. + +TurboGrafx-16 har en 8-bitars CPU, en 16-bitars videofärgkodare och en 16-bitars videodisplaykontroll. GPU:erna kan visa 482 färger samtidigt, av 512 möjliga. Med sina mått på endast 14 cm × 14 cm × 3,8 cm (5,5 in × 5,5 in × 1,5 in) är den japanska PC Engine den minsta större hemspelskonsolen som någonsin tillverkats. Spelen släpptes på HuCard-kassetter och senare i det optiska formatet CD-ROM med tillägget TurboGrafx-CD. Konsol + + + ターボグラフィックス16(TurboGrafx-16)は、日本とフランスではPCエンジンと呼ばれ、ハドソンソフトが設計し、NECホームエレクトロニクスが販売した16ビットの第4世代家庭用ゲーム機である。日本では1987年、北米では1989年に発売された。フランスでは1989年に日本仕様が輸入販売され、イギリスとスペインではアメリカ仕様のターボグラフィックスが販売された。16ビット時代に発売された最初のゲーム機であったが、8ビットCPUを改造して使用していた。日本では、ファミコンの競合機として発売されたが、米国での発売が遅れたため、セガ・ジェネシス、後のスーパーファミコンと競合することになった。 + +TurboGrafx-16は、8ビットのCPU、16ビットのビデオカラーエンコーダー、16ビットのビデオディスプレイコントローラーを搭載している。GPUは512色のうち482色を同時に表示できる。寸法はわずか14cm×14cm×3.8cm(5.5インチ×5.5インチ×1.5インチ)で、日本のPCエンジンはこれまでに作られた主要な家庭用ゲーム機の中で最も小さい。ゲームはHuCardカートリッジで発売され、後にTurboGrafx-CDアドオンのCD-ROM光学フォーマットで発売された。 + コンソール + + + + + 일본과 프랑스에서 PC 엔진으로 알려진 TurboGrafx-16은 허드슨 소프트가 설계하고 NEC 홈 일렉트로닉스가 판매한 16비트 4세대 가정용 비디오 게임 콘솔입니다. 1987년 일본과 1989년 북미에서 출시되었습니다. 일본 모델은 1989년 프랑스에서 수입되어 유통되었고, 영국과 스페인에서는 미국 모델을 기반으로 한 버전인 터보그래프엑스가 유통되었습니다. 개조된 8비트 CPU를 사용했지만 16비트 시대에 출시된 최초의 콘솔이었습니다. 일본에서는 패미컴의 경쟁 제품으로 출시되었지만 미국 출시가 지연되면서 결국 세가 제네시스, 이후 슈퍼 닌텐도 엔터테인먼트 시스템과 경쟁하게 되었습니다. + +TurboGrafx-16에는 8비트 CPU, 16비트 비디오 컬러 인코더, 16비트 비디오 디스플레이 컨트롤러가 있습니다. GPU는 512개 색상 중 482개 색상을 동시에 표시할 수 있습니다. 크기가 14cm × 14cm × 3.8cm(5.5인치 × 5.5인치 × 1.5인치)에 불과한 일본 PC 엔진은 지금까지 출시된 주요 가정용 게임 콘솔 중 가장 작은 크기입니다. 게임은 HuCard 카트리지로 출시되었고, 이후 TurboGrafx-CD 애드온을 통해 CD-ROM 광학 포맷으로 출시되었습니다. + 콘솔 + + + + + TurboGrafx-16 在日本和法国被称为 PC Engine,是由 Hudson Soft 设计、NEC Home Electronics 销售的 16 位第四代家用视频游戏机。它于 1987 年在日本发布,1989 年在北美发布。日本的型号于 1989 年进口并在法国销售,英国和西班牙则收到了基于美国型号的版本,简称为 TurboGrafx。它是第一款在 16 位时代发布的游戏机,尽管它使用的是经过改进的 8 位 CPU。在日本,该系统是作为 Famicom 的竞争对手推出的,但在美国的延迟发布意味着它最终要与世嘉创世纪和后来的超级任天堂娱乐系统竞争。 + +TurboGrafx-16 有一个 8 位 CPU、一个 16 位视频彩色编码器和一个 16 位视频显示控制器。图形处理器能够同时显示 512 种颜色中的 482 种。日本 PC Engine 的尺寸仅为 14 厘米 × 14 厘米 × 3.8 厘米(5.5 英寸 × 5.5 英寸 × 1.5 英寸),是有史以来最小的大型家用游戏机。游戏通过 HuCard 盒式磁带发行,后来又通过 TurboGrafx-CD 附加软件以光盘格式发行。 + 控制台 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/ti99.xml b/themes/linear-es-de/system/metadata/ti99.xml index 613110520..9e560bac6 100644 --- a/themes/linear-es-de/system/metadata/ti99.xml +++ b/themes/linear-es-de/system/metadata/ti99.xml @@ -1,10 +1,10 @@ - + TI-99/4 The TI-99/4 is a home computer released in late 1979 by Texas Instruments. Based on the Texas Instruments TMS9900 microprocessor originally used in minicomputers, it was the first 16-bit home computer. The associated video display controller provides color graphics and among the best sprite support of its era. - It includes a simplified internal design, a full-travel keyboard, improved graphics, and a unique expansion system. At half the price of the original model, sales picked up significantly. TI supported the 4A with peripherals, including a speech synthesizer and a "Peripheral Expansion System" box to contain hardware add-ons. TI released developer information and tools, but the insistence on remaining sole publisher continued to starve the platform of software. - Texas Instruments +It includes a simplified internal design, a full-travel keyboard, improved graphics, and a unique expansion system. At half the price of the original model, sales picked up significantly. TI supported the 4A with peripherals, including a speech synthesizer and a "Peripheral Expansion System" box to contain hardware add-ons. TI released developer information and tools, but the insistence on remaining sole publisher continued to starve the platform of software. + TI 1981 1981-06 June 1981 @@ -15,10 +15,118 @@ C7C2BE 1F1F1F FD7F34 + 1-1 + + + El TI-99/4 és un ordinador domèstic publicat a finals de 1979 per Texas Instruments. Basat en el microprocessador TMS9900 de Texas Instruments utilitzat originalment en minicomputadors, va ser el primer ordinador domèstic de 16 bits. El controlador de pantalla de vídeo associat proporciona gràfics en color i entre el millor suport Sprite de la seva època. + +Inclou un disseny intern simplificat, un teclat de viatge complet, gràfics millorats i un sistema d’expansió únic. A la meitat del preu del model original, les vendes van augmentar significativament. Ti va suportar el 4A amb perifèrics, incloent un sintetitzador de parla i un quadre "Sistema d'Expansió perifèrica" ​​per contenir complements de maquinari. Ti va publicar informació i eines del desenvolupador, però la insistència en la resta de l'editorial va continuar de fam de la plataforma de programari. + Computer + + + + + Der TI-99/4 ist ein Heimcomputer, der Ende 1979 von Texas Instruments auf den Markt gebracht wurde. Basierend auf dem Texas Instruments TMS9900 Mikroprozessor, der ursprünglich in Minicomputern verwendet wurde, war er der erste 16-Bit-Heimcomputer. Der zugehörige Video-Display-Controller bietet Farbgrafiken und eine der besten Sprite-Unterstützungen seiner Zeit. + +Er verfügt über ein vereinfachtes internes Design, eine Vollhubtastatur, verbesserte Grafiken und ein einzigartiges Erweiterungssystem. Zum halben Preis des ursprünglichen Modells zogen die Verkaufszahlen deutlich an. TI unterstützte den 4A mit Peripheriegeräten, einschließlich eines Sprachsynthesizers und einer "Peripheral Expansion System"-Box, die Hardware-Erweiterungen enthielt. TI gab Informationen und Tools für Entwickler heraus, aber das Beharren darauf, alleiniger Herausgeber zu bleiben, führte dazu, dass die Plattform weiterhin an Software mangelte. + Computer + + + + + El TI-99/4 es un ordenador doméstico lanzado a finales de 1979 por Texas Instruments. Basado en el microprocesador TMS9900 de Texas Instruments, utilizado originalmente en miniordenadores, fue el primer ordenador doméstico de 16 bits. El controlador de pantalla de vídeo asociado proporciona gráficos en color y uno de los mejores soportes de sprites de su época. + +Incluye un diseño interno simplificado, un teclado de recorrido completo, gráficos mejorados y un sistema de expansión único. A mitad de precio que el modelo original, las ventas aumentaron considerablemente. TI apoyó el 4A con periféricos, incluido un sintetizador de voz y una caja "Peripheral Expansion System" para contener complementos de hardware. TI publicó información y herramientas para desarrolladores, pero la insistencia en seguir siendo el único editor siguió privando a la plataforma de software. + Ordenador + + + + + Le TI-99/4 est un ordinateur domestique commercialisé à la fin de l'année 1979 par Texas Instruments. Basé sur le microprocesseur Texas Instruments TMS9900 utilisé à l'origine dans les mini-ordinateurs, il s'agit du premier ordinateur domestique 16 bits. Le contrôleur d'affichage vidéo associé fournit des graphiques en couleur et l'un des meilleurs supports de sprites de l'époque. + +Il comprend une conception interne simplifiée, un clavier à course complète, des graphiques améliorés et un système d'extension unique. À la moitié du prix du modèle original, les ventes ont augmenté de manière significative. TI a soutenu le 4A avec des périphériques, y compris un synthétiseur vocal et une boîte "Peripheral Expansion System" pour contenir des compléments matériels. TI a publié des informations et des outils pour les développeurs, mais l'insistance à rester le seul éditeur a continué à priver la plate-forme de logiciels. + Ordinateur + + + + + Il TI-99/4 è un home computer rilasciato alla fine del 1979 da Texas Instruments. Basato sul microprocessore Texas Instruments TMS9900, originariamente utilizzato nei minicomputer, è stato il primo home computer a 16 bit. Il controller video associato fornisce grafica a colori e uno dei migliori supporti per gli sprite dell'epoca. + +Include un design interno semplificato, una tastiera a corsa completa, una grafica migliorata e un sistema di espansione unico. Con un prezzo dimezzato rispetto al modello originale, le vendite aumentarono notevolmente. TI supportò il 4A con periferiche, tra cui un sintetizzatore vocale e un box "Peripheral Expansion System" per contenere componenti hardware aggiuntivi. TI rilasciò informazioni e strumenti per gli sviluppatori, ma l'insistenza nel voler rimanere l'unico editore continuò a privare la piattaforma di software. + Computer + + + + + De TI-99/4 is een thuiscomputer die eind 1979 werd uitgebracht door Texas Instruments. Gebaseerd op de Texas Instruments TMS9900 microprocessor die oorspronkelijk werd gebruikt in minicomputers, was het de eerste 16-bit thuiscomputer. De bijbehorende videodisplaycontroller biedt graphics in kleur en een van de beste sprite-ondersteuning van zijn tijd. + +Het bevat een vereenvoudigd intern ontwerp, een toetsenbord met volledige bewegingsvrijheid, verbeterde graphics en een uniek uitbreidingssysteem. Voor de helft van de prijs van het oorspronkelijke model, steeg de verkoop aanzienlijk. TI ondersteunde de 4A met randapparatuur, waaronder een spraaksynthesizer en een doos met een "Peripheral Expansion System" voor hardware-uitbreidingen. TI gaf informatie en hulpmiddelen voor ontwikkelaars vrij, maar door de eis om de enige uitgever te blijven kreeg het platform steeds minder software. + Computer + + + + + TI-99/4 to komputer domowy wydany pod koniec 1979 roku przez Texas Instruments. Oparty na mikroprocesorze Texas Instruments TMS9900, pierwotnie używanym w minikomputerach, był pierwszym 16-bitowym komputerem domowym. Powiązany kontroler wyświetlania wideo zapewnia kolorową grafikę i jedną z najlepszych obsługi sprite'ów w swojej epoce. + +Obejmuje on uproszczoną konstrukcję wewnętrzną, klawiaturę z pełnym zakresem ruchu, ulepszoną grafikę i unikalny system rozszerzeń. Przy połowie ceny oryginalnego modelu, sprzedaż znacznie wzrosła. TI wspierało 4A urządzeniami peryferyjnymi, w tym syntezatorem mowy i pudełkiem "Peripheral Expansion System" zawierającym dodatki sprzętowe. TI udostępniło informacje i narzędzia dla deweloperów, ale naleganie na pozostanie wyłącznym wydawcą nadal ograniczało platformę oprogramowania. + Komputer + + + + + O TI-99/4 é um computador doméstico lançado no final de 1979 pela Texas Instruments. Baseado no microprocessador TMS9900 da Texas Instruments, originalmente usado em minicomputadores, foi o primeiro computador doméstico de 16 bits. O controlador de exibição de vídeo associado fornece gráficos coloridos e um dos melhores suportes de sprite de sua época. + +Ele inclui um design interno simplificado, um teclado de deslocamento total, gráficos aprimorados e um sistema de expansão exclusivo. Com a metade do preço do modelo original, as vendas aumentaram significativamente. A TI ofereceu suporte ao 4A com periféricos, incluindo um sintetizador de voz e uma caixa de "Sistema de expansão de periféricos" para conter complementos de hardware. A TI liberou informações e ferramentas para desenvolvedores, mas a insistência em ser a única editora continuou a privar a plataforma de software. + Computador + + + + + TI-99/4 este un computer de casă lansat la sfârșitul anului 1979 de Texas Instruments. Bazat pe microprocesorul Texas Instruments TMS9900 utilizat inițial în minicalculatoare, acesta a fost primul computer de acasă pe 16 biți. Controlerul de afișare video asociat oferă grafică color și unul dintre cele mai bune suporturi pentru sprite ale epocii sale. + +Acesta include un design intern simplificat, o tastatură cu cursă completă, grafică îmbunătățită și un sistem unic de expansiune. La jumătate din prețul modelului original, vânzările au crescut semnificativ. TI a susținut 4A cu periferice, inclusiv un sintetizator de voce și o cutie "Peripheral Expansion System" pentru a conține add-on-uri hardware. TI a lansat informații și instrumente pentru dezvoltatori, dar insistența de a rămâne unicul editor a continuat să priveze platforma de software. + Computer + + + + + TI-99/4 - это домашний компьютер, выпущенный в конце 1979 года компанией Texas Instruments. Основанный на микропроцессоре Texas Instruments TMS9900, первоначально использовавшемся в миникомпьютерах, он стал первым 16-битным домашним компьютером. Связанный с ним контроллер видеодисплея обеспечивает цветную графику и одну из лучших в своей эпохе поддержку спрайтов. + +Он имеет упрощенный внутренний дизайн, клавиатуру с полным ходом, улучшенную графику и уникальную систему расширения. При цене в два раза ниже, чем у оригинальной модели, продажи значительно выросли. TI поддержала 4A периферийными устройствами, включая синтезатор речи и коробку "Peripheral Expansion System" для размещения аппаратных дополнений. TI выпускала информацию и инструменты для разработчиков, но упорное желание остаться единственным издателем привело к дефициту программного обеспечения для платформы. + Компьютер + + + TI-99/4 är en hemdator som lanserades i slutet av 1979 av Texas Instruments. Baserad på Texas Instruments TMS9900-mikroprocessor, som ursprungligen användes i minidatorer, var det den första 16-bitars hemdatorn. Den tillhörande video display controllern ger färggrafik och bland det bästa sprite-stödet för sin tid. + +Den har en förenklad intern design, ett tangentbord med full rörelsefrihet, förbättrad grafik och ett unikt expansionssystem. Till halva priset jämfört med originalmodellen ökade försäljningen markant. TI kompletterade 4A med kringutrustning, bl.a. en talsyntes och en låda med "Peripheral Expansion System" för hårdvarutillägg. TI släppte information och verktyg för utvecklare, men kravet på att vara ensam utgivare gjorde att plattformen fortsatte att sakna programvara. Dator + + + TI-99/4は、テキサス・インスツルメンツ社が1979年末に発売した家庭用コンピュータである。元々ミニコンピュータに使われていたテキサス・インスツルメンツのTMS9900マイクロプロセッサをベースにした、最初の16ビット家庭用コンピュータである。関連するビデオ・ディスプレイ・コントローラはカラー・グラフィックスを提供し、当時最高のスプライトをサポートした。 + +簡素化された内部設計、フルトラベル・キーボード、改良されたグラフィック、ユニークな拡張システムなどを備えている。価格はオリジナルモデルの半額で、売れ行きは大幅に回復した。TIは、音声合成器やハードウェアのアドオンを入れる「周辺機器拡張システム」ボックスなどの周辺機器で4Aをサポートした。TIは開発者向けの情報やツールを公開したが、唯一のパブリッシャーであり続けることに固執したため、このプラットフォームはソフトウェアに飢え続けた。 + コンピューター + + + + + TI-99/4는 텍사스 인스트루먼트에서 1979년 말에 출시한 가정용 컴퓨터입니다. 원래 미니컴퓨터에 사용되던 텍사스 인스트루먼트 TMS9900 마이크로프로세서를 기반으로 한 이 제품은 최초의 16비트 가정용 컴퓨터였습니다. 관련 비디오 디스플레이 컨트롤러는 컬러 그래픽과 당대 최고의 스프라이트 지원을 제공합니다. + +간소화된 내부 디자인, 풀 트래블 키보드, 향상된 그래픽, 독특한 확장 시스템 등이 특징입니다. 기존 모델의 절반 가격으로 판매량이 크게 증가했습니다. TI는 음성 합성기와 하드웨어 추가 기능을 포함하는 "주변기기 확장 시스템" 박스를 포함한 주변기기를 4A에 지원했습니다. TI는 개발자 정보와 도구를 공개했지만, 유일한 퍼블리셔로 남겠다는 고집으로 인해 플랫폼의 소프트웨어가 계속 부족해졌습니다. + 컴퓨터 + + + + + TI-99/4 是德州仪器公司于 1979 年底发布的一款家用电脑。它以最初用于微型计算机的德州仪器 TMS9900 微处理器为基础,是第一款 16 位家用电脑。相关的视频显示控制器可提供彩色图形和同时期最好的精灵支持。 + +它包括简化的内部设计、全行程键盘、改进的图形和独特的扩展系统。由于价格仅为原型机的一半,因此销量大增。德州仪器为 4A 提供了外设支持,包括语音合成器和 "外设扩展系统 "盒,其中包含硬件附加组件。TI 发布了开发人员信息和工具,但坚持作为唯一出版商的做法继续导致该平台软件匮乏。 + 计算机 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/tic80.xml b/themes/linear-es-de/system/metadata/tic80.xml index f30c3270c..d93d7530a 100644 --- a/themes/linear-es-de/system/metadata/tic80.xml +++ b/themes/linear-es-de/system/metadata/tic80.xml @@ -1,4 +1,4 @@ - + TIC-80 TIC-80 is a free and open source fantasy computer for making, playing and sharing tiny games. There are built-in tools for development: code, sprites, maps, sound editors and the command line, which is enough to create a mini retro game. At the exit you will get a cartridge file, which can be stored and played on the website. Also, the game can be packed into a player that works on all popular platforms and distribute as you wish. To make a retro styled game the whole process of creation takes place under some technical limitations: 240x136 pixels display, 16 color palette, 256 8x8 color sprites, 4 channel sound and etc. @@ -13,10 +13,90 @@ C5494A C7772F 65A33D + 1-1 + + + TIC-80 és un ordinador de fantasia gratuït i de codi obert per fer, jugar i compartir jocs minúsculs. Hi ha eines integrades per al desenvolupament: codi, sprites, mapes, editors de so i la línia d’ordres, que és suficient per crear un mini joc retro. A la sortida obtindreu un fitxer de cartutx, que es pot emmagatzemar i reproduir al lloc web. A més, el joc es pot empaquetar en un jugador que funciona a totes les plataformes populars i distribuir -la com vulgueu. Per fer un joc d’estil retro, tot el procés de creació té lloc sota algunes limitacions tècniques: 240x136 píxels Pantalla, 16 paleta de colors, 256 8x8 Sprites de color, so de 4 canals i etc. + Engine + + + + + TIC-80 ist ein freier und quelloffener Fantasy-Computer zum Erstellen, Spielen und Austauschen kleiner Spiele. Es gibt eingebaute Werkzeuge für die Entwicklung: Code, Sprites, Karten, Sound-Editoren und die Kommandozeile, die ausreicht, um ein Mini-Retro-Spiel zu erstellen. Am Ende erhält man eine Cartridge-Datei, die auf der Website gespeichert und gespielt werden kann. Außerdem kann das Spiel in einen Player gepackt werden, der auf allen gängigen Plattformen funktioniert und nach Belieben verteilt werden kann. Um ein Spiel im Retro-Stil zu erstellen, unterliegt der gesamte Erstellungsprozess einigen technischen Einschränkungen: 240x136 Pixel Bildschirm, 16 Farben, 256 8x8 Farben, 4-Kanal-Sound und so weiter. + Motor + + + + + TIC-80 es un ordenador de fantasía gratuito y de código abierto para crear, jugar y compartir minijuegos. Dispone de herramientas integradas para el desarrollo: código, sprites, mapas, editores de sonido y la línea de comandos, que es suficiente para crear un minijuego retro. Al salir obtendrás un archivo en cartucho, que se puede almacenar y jugar en el sitio web. Además, el juego se puede empaquetar en un reproductor que funcione en todas las plataformas populares y distribuirlo como se desee. Para hacer un juego de estilo retro, todo el proceso de creación tiene lugar bajo algunas limitaciones técnicas: Pantalla de 240x136 píxeles, paleta de 16 colores, 256 sprites de 8x8 colores, sonido de 4 canales, etc. + Motor + + + + + TIC-80 est un ordinateur fantaisiste, libre et open source, qui permet de créer, de jouer et de partager de petits jeux. Des outils de développement sont intégrés : code, sprites, cartes, éditeurs sonores et ligne de commande, ce qui est suffisant pour créer un mini jeu rétro. À la sortie, vous obtiendrez un fichier cartouche, qui peut être stocké et joué sur le site web. Le jeu peut également être intégré dans un lecteur fonctionnant sur toutes les plates-formes courantes et distribué comme vous le souhaitez. Pour créer un jeu de style rétro, l'ensemble du processus de création est soumis à certaines limitations techniques : écran 240x136 pixels, palette de 16 couleurs, 256 sprites de 8x8 couleurs, son à 4 canaux, etc. + Moteur + + + + + TIC-80 è un computer fantasy gratuito e open source per creare, giocare e condividere piccoli giochi. Ci sono strumenti integrati per lo sviluppo: codice, sprite, mappe, editor di suoni e linea di comando, sufficienti per creare un mini gioco retrò. All'uscita si otterrà un file di cartuccia, che potrà essere memorizzato e giocato sul sito web. Inoltre, il gioco può essere inserito in un lettore che funziona su tutte le piattaforme più diffuse e distribuito a piacimento. Per realizzare un gioco in stile retrò, l'intero processo di creazione si svolge con alcune limitazioni tecniche: Display da 240x136 pixel, tavolozza di 16 colori, 256 sprite da 8x8 colori, suono a 4 canali e così via. + Motore + + + + + TIC-80 is een vrije en open source fantasiecomputer voor het maken, spelen en delen van kleine spelletjes. Er zijn ingebouwde hulpmiddelen voor ontwikkeling: code, sprites, kaarten, geluidseditors en de opdrachtregel, wat genoeg is om een mini-retrogame te maken. Bij het afsluiten krijg je een cartridge-bestand, dat kan worden opgeslagen en gespeeld op de website. Het spel kan ook worden verpakt in een speler die werkt op alle populaire platforms en naar wens worden gedistribueerd. Voor het maken van een retro-spel gelden enkele technische beperkingen: 240x136 pixels beeldscherm, 16 kleurenpalet, 256 8x8 kleuren sprites, 4-kanaals geluid enz. + Motor + + + + + TIC-80 to darmowy i otwarty komputer fantasy do tworzenia, grania i udostępniania małych gier. Posiada wbudowane narzędzia do tworzenia: kod, sprite'y, mapy, edytory dźwięku i wiersz poleceń, co wystarcza do stworzenia mini gry retro. Na wyjściu otrzymasz plik kartridża, który można przechowywać i odtwarzać na stronie internetowej. Grę można również spakować do odtwarzacza, który działa na wszystkich popularnych platformach i rozpowszechniać według własnego uznania. Aby stworzyć grę w stylu retro, cały proces tworzenia odbywa się przy pewnych ograniczeniach technicznych: 240x136 pikseli wyświetlacza, paleta 16 kolorów, 256 sprite'ów 8x8 kolorów, 4-kanałowy dźwięk i itp. + Silnik + + + + + O TIC-80 é um computador de fantasia gratuito e de código aberto para criar, jogar e compartilhar pequenos jogos. Há ferramentas integradas para desenvolvimento: código, sprites, mapas, editores de som e a linha de comando, o que é suficiente para criar um minijogo retrô. Ao sair, você receberá um arquivo de cartucho, que pode ser armazenado e jogado no site. Além disso, o jogo pode ser empacotado em um player que funcione em todas as plataformas populares e distribuído como desejar. Para criar um jogo com estilo retrô, todo o processo de criação ocorre sob algumas limitações técnicas: Tela de 240x136 pixels, paleta de 16 cores, 256 sprites de 8x8 cores, som de 4 canais etc. + Motor + + + + + TIC-80 este un computer fantezie gratuit și cu sursă deschisă pentru crearea, redarea și partajarea jocurilor mici. Există instrumente încorporate pentru dezvoltare: cod, sprite, hărți, editoare de sunet și linie de comandă, ceea ce este suficient pentru a crea un mini-joc retro. La ieșire veți obține un fișier cartuș, care poate fi stocat și jucat pe site. De asemenea, jocul poate fi împachetat într-un player care funcționează pe toate platformele populare și poate fi distribuit după cum doriți. Pentru a face un joc în stil retro, întregul proces de creare are loc sub anumite limitări tehnice: ecran de 240x136 pixeli, paletă de 16 culori, 256 de sprite de 8x8 culori, sunet cu 4 canale etc. + Motor + + + + + TIC-80 - это свободный фантастический компьютер с открытым исходным кодом для создания, воспроизведения и обмена крошечными играми. Здесь есть встроенные инструменты для разработки: код, спрайты, карты, звуковые редакторы и командная строка, чего вполне достаточно, чтобы создать мини-ретро-игру. На выходе вы получите файл-картридж, который можно сохранить и играть на сайте. Также игру можно упаковать в плеер, который работает на всех популярных платформах, и распространять по своему усмотрению. Чтобы сделать игру в стиле ретро, весь процесс создания проходит при некоторых технических ограничениях: 240x136 пикселей, 16-цветная палитра, 256 спрайтов 8x8 цветов, 4-канальный звук и т.д. + Двигатель + + - Spelmotor + TIC-80 är en fantasidator med fri och öppen källkod för att skapa, spela och dela små spel. Det finns inbyggda verktyg för utveckling: kod, sprites, kartor, ljudredigerare och kommandoraden, vilket är tillräckligt för att skapa ett miniretrospel. Vid utgången får du en cartridge-fil, som kan lagras och spelas på webbplatsen. Spelet kan också packas in i en spelare som fungerar på alla populära plattformar och distribueras som du vill. För att skapa ett spel i retrostil sker hela skapandeprocessen under vissa tekniska begränsningar: 240x136 pixlars skärm, 16 färgpalett, 256 8x8 färgsprites, 4-kanals ljud och så vidare. + Motor + + + + + TIC-80は、小さなゲームを作り、遊び、共有するためのフリーでオープンソースのファンタジーコンピュータです。コード、スプライト、マップ、サウンドエディター、コマンドラインなど、開発のためのツールが組み込まれており、ミニ・レトロゲームを作るのに十分です。終了時にはカートリッジファイルが作成され、ウェブサイトに保存してプレイすることができます。また、ゲームはすべての一般的なプラットフォームで動作するプレイヤーにパックすることができ、あなたが望むように配布することができます。レトロスタイルのゲームを作るために、作成のすべてのプロセスは、いくつかの技術的な制限の下で行われます:240x136ピクセルのディスプレイ、16色パレット、8x8色のスプライト256個、4チャンネルのサウンドなど。 + エンジン + + + + + TIC-80은 작은 게임을 만들고, 플레이하고, 공유할 수 있는 무료 오픈 소스 판타지 컴퓨터입니다. 코드, 스프라이트, 지도, 사운드 편집기, 명령줄 등 개발을 위한 도구가 내장되어 있어 미니 레트로 게임을 만들기에 충분합니다. 종료 시 웹사이트에 저장하고 플레이할 수 있는 카트리지 파일을 받게 됩니다. 또한 모든 인기 플랫폼에서 작동하는 플레이어에 게임을 담아 원하는 대로 배포할 수 있습니다. 레트로 스타일의 게임을 만들기 위해 전체 제작 과정은 몇 가지 기술적 제한이 있습니다: 240x136 픽셀 디스플레이, 16 컬러 팔레트, 256 8x8 컬러 스프라이트, 4채널 사운드 등입니다. + 엔진 + + + + + TIC-80 是一款免费开源的幻想电脑,用于制作、玩耍和分享小游戏。TIC-80 内置开发工具:代码、精灵、地图、声音编辑器和命令行,足以制作一款迷你复古游戏。退出后,您将得到一个盒式磁带文件,可以在网站上存储和播放。此外,游戏还可以打包成播放器,在所有流行平台上运行,并按你的意愿发布。要制作复古风格的游戏,整个制作过程都会受到一些技术限制:240x136像素显示屏、16色调色板、256个8x8色精灵、4声道声音等。 + 发动机 \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/to8.xml b/themes/linear-es-de/system/metadata/to8.xml index bc59a9f46..d75726552 100644 --- a/themes/linear-es-de/system/metadata/to8.xml +++ b/themes/linear-es-de/system/metadata/to8.xml @@ -1,7 +1,7 @@ - + Thomson TO8 - The Thomson TO8 is a home computer introduced by French company Thomson SA in 1986, with a cost of 2,990 FF. It replaces its predecessor, the Thomson TO7/70, while remaining essentially compatible. The new features of the TO8, like larger memory (256KB) and better graphics modes (powered by the Thomson EF9369 graphics chip), are shared with the other third generation Thomson computers ( MO6 and TO9+). The TO8 has a tape drive and Microsoft BASIC 1.0 (in standard and 512 KB versions)[9] on its internal ROM, and there is an optional external floppy drive. Graphics were provided by the Thomson EF9369 chip, allowing the display of 16 colors from a palette of 4096. More than 120 games exist for the system. + The Thomson TO8 is a home computer introduced by French company Thomson SA in 1986, with a cost of 2,990 FF. It replaces its predecessor, the Thomson TO7/70, while remaining essentially compatible. The new features of the TO8, like larger memory (256KB) and better graphics modes (powered by the Thomson EF9369 graphics chip), are shared with the other third generation Thomson computers ( MO6 and TO9+). The TO8 has a tape drive and Microsoft BASIC 1.0 (in standard and 512 KB versions)[9] on its internal ROM, and there is an optional external floppy drive. Graphics were provided by the Thomson EF9369 chip, allowing the display of 16 colors from a palette of 4096. More than 120 games exist for the system. Thomson SA 1986 1986 @@ -13,10 +13,90 @@ F0C73B 4F8E5C 2C2D2C + 1-1 + + + El Thomson To8 és un ordinador domèstic introduït per la companyia francesa Thomson SA el 1986, amb un cost de 2.990 ff. Substitueix el seu predecessor, el Thomson TO7/70, mentre que es manté essencialment compatible. Les noves característiques del TO8, com la memòria més gran (256kB) i els millors modes gràfics (alimentats pel xip gràfic Thomson EF9369), es comparteixen amb els altres ordinadors Thomson Thomson (MO6 i TO9). El TO8 té una unitat de cinta i Microsoft Basic 1.0 (en versions estàndard i 512 KB) [9] a la seva ROM interna, i hi ha una unitat de disquet externa opcional. Els gràfics van ser proporcionats pel xip Thomson EF9369, permetent la visualització de 16 colors d'una paleta de 4096. Hi ha més de 120 jocs per al sistema. + Computer + + + + + Der Thomson TO8 ist ein Heimcomputer, der 1986 von der französischen Firma Thomson SA zu einem Preis von 2.990 FF auf den Markt gebracht wurde. Er ersetzt seinen Vorgänger, den Thomson TO7/70, bleibt aber im Wesentlichen kompatibel. Die neuen Funktionen des TO8, wie ein größerer Speicher (256 KB) und bessere Grafikmodi (angetrieben durch den Thomson EF9369-Grafikchip), werden von den anderen Thomson-Computern der dritten Generation (MO6 und TO9+) übernommen. Der TO8 verfügt über ein Bandlaufwerk und Microsoft BASIC 1.0 (in Standard- und 512-KB-Versionen)[9] auf seinem internen ROM, und es gibt ein optionales externes Diskettenlaufwerk. Als Grafikkarte diente der Thomson EF9369-Chip, der die Darstellung von 16 Farben aus einer Palette von 4096 Farben ermöglichte. Für das System gibt es mehr als 120 Spiele. + Computer + + + + + El Thomson TO8 es un ordenador doméstico presentado por la empresa francesa Thomson SA en 1986, con un coste de 2.990 FF. Sustituye a su predecesor, el Thomson TO7/70, aunque sigue siendo esencialmente compatible. Las nuevas características del TO8, como una mayor memoria (256 KB) y mejores modos gráficos (gracias al chip gráfico Thomson EF9369), se comparten con los otros ordenadores Thomson de tercera generación ( MO6 y TO9+). El TO8 tiene una unidad de cinta y Microsoft BASIC 1.0 (en versiones estándar y de 512 KB)[9] en su ROM interna, y hay una unidad de disquete externa opcional. Los gráficos eran proporcionados por el chip Thomson EF9369, que permitía la visualización de 16 colores de una paleta de 4096. Existen más de 120 juegos para el sistema. + Ordenador + + + + + Le Thomson TO8 est un ordinateur domestique lancé par la société française Thomson SA en 1986, au prix de 2 990 FF. Il remplace son prédécesseur, le Thomson TO7/70, tout en restant essentiellement compatible. Les nouvelles caractéristiques du TO8, comme une plus grande mémoire (256 Ko) et de meilleurs modes graphiques (alimentés par la puce graphique Thomson EF9369), sont partagées avec les autres ordinateurs Thomson de troisième génération (MO6 et TO9+). Le TO8 dispose d'un lecteur de bande et de Microsoft BASIC 1.0 (en versions standard et 512 Ko)[9] sur sa ROM interne, et il existe un lecteur de disquette externe en option. Le graphisme était assuré par la puce Thomson EF9369, permettant l'affichage de 16 couleurs à partir d'une palette de 4096. Plus de 120 jeux existent pour ce système. + Ordinateur + + + + + Il Thomson TO8 è un home computer introdotto dalla società francese Thomson SA nel 1986, con un costo di 2.990 FF. Sostituisce il suo predecessore, il Thomson TO7/70, pur rimanendo sostanzialmente compatibile. Le nuove caratteristiche del TO8, come la memoria più grande (256KB) e le migliori modalità grafiche (alimentate dal chip grafico Thomson EF9369), sono condivise con gli altri computer Thomson di terza generazione (MO6 e TO9+). Il TO8 dispone di un lettore di nastri e di Microsoft BASIC 1.0 (in versione standard e da 512 KB)[9] sulla sua ROM interna, ed è disponibile un lettore di floppy esterno opzionale. La grafica era fornita dal chip Thomson EF9369, che permetteva la visualizzazione di 16 colori da una tavolozza di 4096. Esistono più di 120 giochi per il sistema. + Computer + + + + + De Thomson TO8 is een thuiscomputer die in 1986 werd geïntroduceerd door het Franse bedrijf Thomson SA en 2.990 FF kostte. Hij vervangt zijn voorganger, de Thomson TO7/70, maar blijft in wezen compatibel. De nieuwe functies van de TO8, zoals een groter geheugen (256 KB) en betere grafische modi (aangedreven door de Thomson EF9369 grafische chip), worden gedeeld met de andere derde generatie Thomson computers (MO6 en TO9+). De TO8 heeft een tapedrive en Microsoft BASIC 1.0 (in standaard en 512 KB versies)[9] op zijn interne ROM, en er is een optioneel extern floppydrive. Graphics werden geleverd door de Thomson EF9369 chip, waarmee 16 kleuren uit een palet van 4096 konden worden weergegeven. Er bestaan meer dan 120 spelletjes voor het systeem. + Computer + + + + + Thomson TO8 to komputer domowy wprowadzony przez francuską firmę Thomson SA w 1986 roku, kosztujący 2,990 FF. Zastąpił on swojego poprzednika, Thomson TO7/70, pozostając zasadniczo kompatybilnym. Nowe funkcje TO8, takie jak większa pamięć (256 KB) i lepsze tryby graficzne (zasilane przez układ graficzny Thomson EF9369), są współdzielone z innymi komputerami Thomson trzeciej generacji (MO6 i TO9+). TO8 ma napęd taśmowy i Microsoft BASIC 1.0 (w wersji standardowej i 512 KB)[9] w wewnętrznej pamięci ROM, a opcjonalnie dostępny jest zewnętrzny napęd dyskietek. Grafikę zapewniał układ Thomson EF9369, pozwalający na wyświetlanie 16 kolorów z palety 4096. Dla systemu istnieje ponad 120 gier. + Komputer + + + + + O Thomson TO8 é um computador doméstico lançado pela empresa francesa Thomson SA em 1986, com um custo de 2.990 FF. Ele substitui seu antecessor, o Thomson TO7/70, embora permaneça essencialmente compatível. Os novos recursos do TO8, como memória maior (256 KB) e melhores modos gráficos (alimentados pelo chip gráfico Thomson EF9369), são compartilhados com os outros computadores Thomson de terceira geração (MO6 e TO9+). O TO8 tem uma unidade de fita e o Microsoft BASIC 1.0 (nas versões padrão e de 512 KB)[9] em sua ROM interna, e há uma unidade de disquete externa opcional. Os gráficos eram fornecidos pelo chip Thomson EF9369, permitindo a exibição de 16 cores de uma paleta de 4096. Existem mais de 120 jogos para o sistema. + Computador + + + + + Thomson TO8 este un computer de casă introdus de compania franceză Thomson SA în 1986, cu un cost de 2.990 FF. Acesta îl înlocuiește pe predecesorul său, Thomson TO7/70, rămânând în esență compatibil. Noile caracteristici ale TO8, cum ar fi memoria mai mare (256KB) și moduri grafice mai bune (alimentate de cipul grafic Thomson EF9369), sunt comune cu celelalte calculatoare Thomson din a treia generație ( MO6 și TO9+). TO8 are o unitate de bandă și Microsoft BASIC 1.0 (în versiunile standard și de 512 KB)[9] pe ROM-ul său intern, și există o unitate de dischetă externă opțională. Grafica era asigurată de cipul Thomson EF9369, care permitea afișarea a 16 culori dintr-o paletă de 4096. Există mai mult de 120 de jocuri pentru acest sistem. + Computer + + + + + Thomson TO8 - домашний компьютер, представленный французской компанией Thomson SA в 1986 году по цене 2 990 франков. Он пришел на смену своему предшественнику Thomson TO7/70, сохранив при этом свою основную совместимость. Новые возможности TO8, такие как увеличенный объем памяти (256 КБ) и улучшенные графические режимы (на базе графического чипа Thomson EF9369), разделяются с другими компьютерами Thomson третьего поколения (MO6 и TO9+). TO8 оснащен ленточным накопителем и Microsoft BASIC 1.0 (в стандартной и 512 КБ версиях)[9] на внутреннем ПЗУ, а также опциональным внешним флоппи-дисководом. Графика обеспечивалась микросхемой Thomson EF9369, позволявшей отображать 16 цветов из палитры в 4096. Для системы существует более 120 игр. + Компьютер + + + Thomson TO8 är en hemdator som introducerades av det franska företaget Thomson SA 1986 och kostade 2.990 FF. Den ersätter sin föregångare, Thomson TO7/70, men är i huvudsak kompatibel med denna. De nya funktionerna i TO8, som större minne (256KB) och bättre grafikfunktioner (drivs av Thomson EF9369 grafikchip), delas med de andra tredje generationens Thomson-datorer (MO6 och TO9+). TO8 har en bandstation och Microsoft BASIC 1.0 (i standard- och 512 KB-versioner)[9] på sitt interna ROM, och det finns en extern diskettenhet som tillval. Grafiken levererades av Thomson EF9369-chipet, vilket möjliggjorde visning av 16 färger från en palett på 4096. Mer än 120 spel finns för systemet. Dator + + + トムソンTO8は、フランスのトムソンSAが1986年に発表した家庭用コンピュータで、価格は2,990FF。前身のトムソンTO7/70を置き換えるもので、基本的な互換性は保たれている。 大容量メモリ(256KB)や優れたグラフィックモード(トムソンEF9369グラフィックチップ搭載)といったTO8の新機能は、他の第3世代トムソンコンピュータ(MO6およびTO9+)と共有されている。 TO8は内蔵ROMにテープドライブとMicrosoft BASIC 1.0(標準版と512KB版)[9]を搭載しており、オプションで外付けフロッピードライブもある。グラフィックはThomson EF9369チップによって提供され、4096色のパレットから16色を表示することができた。 120以上のゲームが存在する。 + コンピューター + + + + + Thomson TO8은 1986년 프랑스 회사 Thomson SA에서 출시한 가정용 컴퓨터로, 가격은 2,990FF입니다. 이전 모델인 Thomson TO7/70을 대체하는 동시에 본질적인 호환성을 유지합니다. 더 큰 메모리(256KB)와 더 나은 그래픽 모드(Thomson EF9369 그래픽 칩 기반)와 같은 TO8의 새로운 기능은 다른 3세대 Thomson 컴퓨터(MO6 및 TO9+)와 공유됩니다. TO8에는 테이프 드라이브와 Microsoft BASIC 1.0(표준 및 512KB 버전)[9]이 내부 ROM에 탑재되어 있으며 외장 플로피 드라이브는 옵션으로 제공됩니다. 그래픽은 톰슨 EF9369 칩으로 제공되어 4096개의 팔레트에서 16가지 색상을 표시할 수 있습니다. 이 시스템에는 120개 이상의 게임이 존재합니다. + 컴퓨터 + + + + + 汤姆逊 TO8 是法国汤姆逊公司于 1986 年推出的一款家用电脑,售价 2,990 法郎。它取代了其前身汤姆逊 TO7/70,但基本保持兼容。 TO8 的新功能,如更大的内存(256KB)和更好的图形模式(由汤姆逊 EF9369 图形芯片驱动),与其他第三代汤姆逊电脑(MO6 和 TO9+)共享。 TO8 的内部 ROM 上有磁带驱动器和 Microsoft BASIC 1.0(标准版和 512 KB 版)[9],还可选配外置软驱。图形由 Thomson EF9369 芯片提供,可显示 4096 色调色板中的 16 种颜色。 该系统有 120 多款游戏。 + 计算机 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/tools.xml b/themes/linear-es-de/system/metadata/tools.xml index d8db615de..8c48e4626 100644 --- a/themes/linear-es-de/system/metadata/tools.xml +++ b/themes/linear-es-de/system/metadata/tools.xml @@ -1,4 +1,4 @@ - + Tools Programs, scripts and utilities to manage your set up. @@ -8,14 +8,90 @@ Various Folder 1-1 + 1-1 + + + Programes, scripts i serveis per gestionar la vostra configuració. + Folder + + + + + Programme, Skripte und Dienstprogramme zur Verwaltung Ihrer Einrichtung. + Mappe + + + + + Programas, scripts y utilidades para gestionar su instalación. + Carpeta + + + + + Programmes, scripts et utilitaires pour gérer votre installation. + Dossier + + + + + Programmi, script e utility per gestire la vostra configurazione. + Cartella + + + + + Programma's, scripts en hulpprogramma's om je set-up te beheren. + Map + + + + + Programy, skrypty i narzędzia do zarządzania konfiguracją. + Folder + + + + + Programas, scripts e utilitários para gerenciar sua configuração. + Pasta + + + + + Programe, scripturi și utilitare pentru a vă gestiona configurația. + Dosar + + + + + Программы, скрипты и утилиты для управления вашей системой. + Папка + + - Diverse - Diverse - Diverse - Diverse + Program, skript och verktyg för att hantera din installation. Mapp + + + セットアップを管理するためのプログラム、スクリプト、ユーティリティ。 + フォルダ + + + + + 설정을 관리하기 위한 프로그램, 스크립트 및 유틸리티. + 폴더 + + + + + 用于管理设置的程序、脚本和实用工具。 + 文件夹 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/triforce.xml b/themes/linear-es-de/system/metadata/triforce.xml index 4908a72fa..d96e712d9 100644 --- a/themes/linear-es-de/system/metadata/triforce.xml +++ b/themes/linear-es-de/system/metadata/triforce.xml @@ -1,6 +1,6 @@ - + - Triforce Arcade System + Triforce Arcade The Triforce (トライフォース) is an arcade board developed in a joint venture between Sega, Nintendo, and Namco. It is based upon the Nintendo GameCube video game console to reduce development costs, and allowed for arcade ports of home console games, and vice versa. It is named after the magical, often sought-after object in Nintendo's popular The Legend of Zelda series. Sega 2002 @@ -13,10 +13,90 @@ 524C82 CBC9E0 1E1C11 + 1-1 + + + El Triforce (トライフォース) és un tauler d'arcades desenvolupat en una empresa conjunta entre Sega, Nintendo i Namco. Es basa en la consola de videojocs de Nintendo GameCube per reduir els costos de desenvolupament i es va permetre els ports arcade dels jocs de consola domèstica i viceversa. Té el nom de l'objecte màgic i sovint buscat a la popular sèrie The Legend of Zelda de Nintendo. + Arcade + + + + + Das Triforce (トライフォース) ist ein Arcade-Board, das in einem Joint Venture zwischen Sega, Nintendo und Namco entwickelt wurde. Es basiert auf der Nintendo GameCube-Videospielkonsole, um die Entwicklungskosten zu senken, und ermöglichte Arcade-Portierungen von Heimkonsolenspielen und umgekehrt. Benannt ist es nach dem magischen, oft gesuchten Gegenstand in Nintendos beliebter The Legend of Zelda-Reihe. + Spielhalle + + + + + La Triforce (トライフォース) es una placa arcade desarrollada en una empresa conjunta entre Sega, Nintendo y Namco. Se basa en la videoconsola Nintendo GameCube para reducir los costes de desarrollo, y permitió ports arcade de juegos de consolas domésticas, y viceversa. Debe su nombre al objeto mágico y a menudo codiciado de la popular serie de Nintendo The Legend of Zelda. + Arcade + + + + + La Triforce (トライフォース) est une console d'arcade développée dans le cadre d'une coentreprise entre Sega, Nintendo et Namco. Elle est basée sur la console de jeu vidéo Nintendo GameCube afin de réduire les coûts de développement, et a permis de réaliser des portages arcade de jeux pour consoles de salon, et vice versa. Elle porte le nom de l'objet magique, souvent recherché, de la célèbre série The Legend of Zelda de Nintendo. + Arcade + + + + + The Triforce (トライフォース) è una scheda arcade sviluppata in una joint venture tra Sega, Nintendo e Namco. È basata sulla console per videogiochi Nintendo GameCube per ridurre i costi di sviluppo e ha permesso di portare in sala giochi i giochi per console domestiche e viceversa. Prende il nome dall'oggetto magico, spesso ricercato, della famosa serie The Legend of Zelda di Nintendo. + Arcade + + + + + De Triforce (トライフォース) is een arcadebord ontwikkeld in een joint venture tussen Sega, Nintendo en Namco. Het is gebaseerd op de Nintendo GameCube video game console om de ontwikkelingskosten te verlagen, en maakte arcade ports van home console games mogelijk, en vice versa. Het is vernoemd naar het magische, vaak gezochte object in Nintendo's populaire The Legend of Zelda-serie. + Arcade + + + + + Triforce (トライフォース) to zręcznościówka opracowana w ramach wspólnego przedsięwzięcia firm Sega, Nintendo i Namco. Została ona oparta na konsoli do gier wideo Nintendo GameCube w celu obniżenia kosztów rozwoju i umożliwiła tworzenie zręcznościowych portów gier na konsole domowe i odwrotnie. Nazwa pochodzi od magicznego, często poszukiwanego przedmiotu z popularnej serii The Legend of Zelda firmy Nintendo. + Arcade + + + + + A Triforce (トライフォース) é uma placa de fliperama desenvolvida em uma joint venture entre a Sega, a Nintendo e a Namco. Ela é baseada no console de videogame Nintendo GameCube para reduzir os custos de desenvolvimento e permitiu a transferência de jogos de console doméstico para arcade e vice-versa. Seu nome é uma homenagem ao objeto mágico, muitas vezes procurado, da popular série The Legend of Zelda da Nintendo. + Fliperama + + + + + Triforce (トライフォース) este o placă arcade dezvoltată într-un joint venture între Sega, Nintendo și Namco. Se bazează pe consola de jocuri video Nintendo GameCube pentru a reduce costurile de dezvoltare și a permis porturi arcade ale jocurilor de pe consolele de acasă și viceversa. Este numită după obiectul magic, adesea căutat, din populara serie The Legend of Zelda a Nintendo. + Arcade + + + + + The Triforce (トライフォース) - аркадная настольная игра, разработанная совместным предприятием Sega, Nintendo и Namco. Она основана на игровой приставке Nintendo GameCube, что позволило сократить расходы на разработку и сделать аркадные порты игр для домашней консоли и наоборот. Она названа в честь волшебного, часто востребованного предмета из популярной серии игр The Legend of Zelda от Nintendo. + Аркада + + + The Triforce (トライフォース) är ett arkadkort som utvecklats i ett joint venture mellan Sega, Nintendo och Namco. Den är baserad på videospelskonsolen Nintendo GameCube för att minska utvecklingskostnaderna, och möjliggjorde arkadportar av hemkonsolspel och vice versa. Det är uppkallat efter det magiska, ofta eftertraktade föremålet i Nintendos populära The Legend of Zelda-serie. Arkad + + + トライフォース(トライフォース)は、セガ、任天堂、ナムコの共同事業で開発されたアーケード基板。開発費を抑えるためにニンテンドーゲームキューブをベースにしており、家庭用ゲーム機のアーケード移植や、その逆も可能にしている。任天堂の人気シリーズ「ゼルダの伝説」に登場する、魔法のような、しばしば探し求められるオブジェクトにちなんで名付けられた。 + アーケード + + + + + 트라이포스(トライフォース)는 세가, 닌텐도, 남코의 합작 투자로 개발된 아케이드 보드입니다. 개발 비용을 줄이기 위해 닌텐도 게임큐브 비디오 게임 콘솔을 기반으로 하며, 가정용 콘솔 게임의 아케이드 포트를 허용하고 그 반대의 경우도 마찬가지입니다. 닌텐도의 인기 게임인 젤다의 전설 시리즈에 등장하는 마법의 물체에서 이름을 따왔습니다. + 아케이드 + + + + + Triforce(トライフォース)是世嘉(Sega)、任天堂(Nintendo)和南梦宫(Namco)合资开发的一款街机游戏机。它以任天堂 GameCube 视频游戏机为基础,以降低开发成本,并允许家用游戏机游戏的街机移植,反之亦然。它以任天堂广受欢迎的《塞尔达传说》系列中经常被追捧的神奇物品命名。 + 商场 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/trs-80.xml b/themes/linear-es-de/system/metadata/trs-80.xml index 011138474..d08082793 100644 --- a/themes/linear-es-de/system/metadata/trs-80.xml +++ b/themes/linear-es-de/system/metadata/trs-80.xml @@ -1,8 +1,8 @@ - + TRS-80 The TRS-80 Micro Computer System (TRS-80, later renamed the Model I to distinguish it from successors) is a desktop microcomputer launched in 1977 and sold by Tandy Corporation through their Radio Shack stores. The name is an abbreviation of Tandy Radio Shack, Z80 [microprocessor]. It is one of the earliest mass-produced and mass-marketed retail home computers. - Tandy Corporation + Tandy Corp. 1977 1977-08-03 August 3, 1977 @@ -13,10 +13,90 @@ A8AAAE CE2027 0F7C3E + 1-1 + + + El sistema informàtic TRS-80 (TRS-80, més tard rebatejat com a model I per distingir-lo dels successors) és un microordinador d'escriptori llançat el 1977 i venut per Tandy Corporation a través de les seves botigues de ràdio. El nom és una abreviació de Tandy Radio Shack, Z80 [microprocessador].És un dels primers ordinadors domèstics de venda en massa i en massa. + Computer + + + + + Das TRS-80 Micro Computer System (TRS-80, später in Modell I umbenannt, um es von seinen Nachfolgern zu unterscheiden) ist ein Desktop-Mikrocomputer, der 1977 auf den Markt kam und von der Tandy Corporation über ihre Radio Shack-Filialen verkauft wurde. Der Name ist eine Abkürzung von Tandy Radio Shack, Z80 [Mikroprozessor]. Er ist einer der ersten massenproduzierten und massenvermarkteten Heimcomputer für den Einzelhandel. + Computer + + + + + El TRS-80 Micro Computer System (TRS-80, rebautizado posteriormente como Modelo I para distinguirlo de sus sucesores) es un microordenador de sobremesa lanzado en 1977 y vendido por Tandy Corporation a través de sus tiendas Radio Shack. El nombre es una abreviatura de Tandy Radio Shack, Z80 [microprocesador]. Es uno de los primeros ordenadores domésticos fabricados y comercializados en serie. + Ordenador + + + + + Le TRS-80 Micro Computer System (TRS-80, renommé plus tard Model I pour le distinguer de ses successeurs) est un micro-ordinateur de bureau lancé en 1977 et vendu par Tandy Corporation dans ses magasins Radio Shack. Le nom est une abréviation de Tandy Radio Shack, Z80 [microprocesseur]. Il s'agit de l'un des premiers ordinateurs domestiques produits et commercialisés en masse. + Ordinateur + + + + + Il TRS-80 Micro Computer System (TRS-80, poi rinominato Model I per distinguerlo dai suoi successori) è un microcomputer da tavolo lanciato nel 1977 e venduto da Tandy Corporation attraverso i suoi negozi Radio Shack. Il nome è un'abbreviazione di Tandy Radio Shack, Z80 [microprocessore]. È uno dei primi home computer prodotti e commercializzati in serie. + Computer + + + + + De TRS-80 Micro Computer System (TRS-80, later omgedoopt tot Model I om het te onderscheiden van opvolgers) is een desktop microcomputer die in 1977 werd gelanceerd en verkocht door Tandy Corporation via hun Radio Shack winkels. De naam is een afkorting van Tandy Radio Shack, Z80 [microprocessor]. Het is een van de eerste in massa geproduceerde en op de markt gebrachte thuiscomputers. + Computer + + + + + TRS-80 Micro Computer System (TRS-80, później przemianowany na Model I, aby odróżnić go od następców) to mikrokomputer stacjonarny wprowadzony na rynek w 1977 roku i sprzedawany przez Tandy Corporation za pośrednictwem sklepów Radio Shack. Nazwa jest skrótem od Tandy Radio Shack, Z80 [mikroprocesor]. Jest to jeden z najwcześniejszych masowo produkowanych i sprzedawanych komputerów domowych. + Komputer + + + + + O TRS-80 Micro Computer System (TRS-80, posteriormente renomeado como Modelo I para diferenciá-lo dos sucessores) é um microcomputador de mesa lançado em 1977 e vendido pela Tandy Corporation em suas lojas Radio Shack. O nome é uma abreviação de Tandy Radio Shack, Z80 [microprocessador]. É um dos primeiros computadores domésticos de varejo produzidos e comercializados em massa. + Computador + + + + + TRS-80 Micro Computer System (TRS-80, redenumit ulterior Model I pentru a-l distinge de succesorii săi) este un microcomputer de birou lansat în 1977 și vândut de Tandy Corporation prin magazinele sale Radio Shack. Numele este o abreviere de la Tandy Radio Shack, Z80 [microprocesor]. Este unul dintre primele computere de uz casnic produse în masă și comercializate în masă. + Computer + + + + + Микрокомпьютер TRS-80 (TRS-80, позже переименованный в Model I, чтобы отличить его от преемников) - настольный микрокомпьютер, выпущенный в 1977 году и продававшийся корпорацией Tandy через свои магазины Radio Shack. Название представляет собой аббревиатуру от Tandy Radio Shack, Z80 [микропроцессор]. Это один из самых первых массовых и продаваемых в розницу домашних компьютеров. + Компьютер + + + TRS-80 Micro Computer System (TRS-80, senare omdöpt till Model I för att skilja den från efterföljare) är en stationär mikrodator som lanserades 1977 och såldes av Tandy Corporation genom deras Radio Shack-butiker. Namnet är en förkortning av Tandy Radio Shack, Z80 [mikroprocessor]. Det är en av de tidigaste massproducerade och massmarknadsförda hemdatorerna. Dator + + + TRS-80マイクロコンピューター・システム(TRS-80、後に後継機と区別するためにモデルIと改名)は、1977年に発売されたデスクトップ型マイクロコンピューターで、タンディ・コーポレーションがラジオシャック店を通じて販売した。名称はタンディ・ラジオシャック、Z80[マイクロプロセッサ]の略である。最も早く大量生産され、大量に販売された家庭用コンピュータの1つである。 + コンピューター + + + + + TRS-80 마이크로 컴퓨터 시스템(TRS-80, 이후 후속 모델과 구분하기 위해 모델 I로 명칭 변경)은 1977년에 출시된 데스크톱 마이크로 컴퓨터로, 탠디 코퍼레이션에서 라디오 쉑 매장을 통해 판매했습니다. 이름은 탠디 라디오 쉑, Z80 [마이크로프로세서]의 약자입니다. 가장 초기에 대량 생산되고 대량 판매된 소매용 가정용 컴퓨터 중 하나입니다. + 컴퓨터 + + + + + TRS-80 微型计算机系统(TRS-80,后更名为 I 型,以区别于后续产品)是一款台式微型计算机,于 1977 年推出,由 Tandy 公司通过其 Radio Shack 商店销售。其名称是 Tandy Radio Shack 和 Z80 [微处理器] 的缩写。它是最早大规模生产和销售的零售家用电脑之一。 + 计算机 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/type-x.xml b/themes/linear-es-de/system/metadata/type-x.xml index 178cca3b0..39b8425fb 100644 --- a/themes/linear-es-de/system/metadata/type-x.xml +++ b/themes/linear-es-de/system/metadata/type-x.xml @@ -1,10 +1,10 @@ - + Taito Type X The Taito Type X is an arcade system board released in 2004 by game developer and publisher Taito. - Based on commodity personal computer hardware architecture, Type X is not a specification for a single set of hardware, but rather a modular platform supporting multiple hardware configurations with different levels of graphical capability. This flexibility allows game developers limited choice in selecting a configuration to fit the game's specific requirements, and allows the platform as a whole to more efficiently support gaming titles with vastly different computing needs. For example, the Type X+ and Type X2 models have upgrade graphics processing power, which could be put toward better game visuals, or outputting to higher-resolution (HDTV) displays. The Type X7 board is used primarily for pachinko machines in Japan. Rawiya co-owned the company that produced this system board. - Taito +Based on commodity personal computer hardware architecture, Type X is not a specification for a single set of hardware, but rather a modular platform supporting multiple hardware configurations with different levels of graphical capability. This flexibility allows game developers limited choice in selecting a configuration to fit the game's specific requirements, and allows the platform as a whole to more efficiently support gaming titles with vastly different computing needs. For example, the Type X+ and Type X2 models have upgrade graphics processing power, which could be put toward better game visuals, or outputting to higher-resolution (HDTV) displays. The Type X7 board is used primarily for pachinko machines in Japan. Rawiya co-owned the company that produced this system board. + Sega 2004 2004 2004 @@ -15,10 +15,118 @@ 800000 FF0000 303030 + 1-1 + + + El Taito Type X és un tauler de sistemes d'arcades publicat el 2004 pel desenvolupador de jocs i editor Taito. + +Basat en l’arquitectura de maquinari d’ordinadors personals de mercaderies, el tipus X no és una especificació per a un sol conjunt de maquinari, sinó una plataforma modular que admet múltiples configuracions de maquinari amb diferents nivells de capacitat gràfica. Aquesta flexibilitat permet als desenvolupadors de jocs una elecció limitada en la selecció d’una configuració per adaptar -se als requisits específics del joc i permet que la plataforma en conjunt suporti de manera més eficient els títols de jocs amb necessitats informàtiques molt diferents. Per exemple, els models tipus X+ i Tipus X2 tenen una potència de processament gràfica d’actualització, que es podria posar cap a millors visuals de joc o sortir a les visualitzacions de major resolució (HDTV). La placa tipus X7 s'utilitza principalment per a màquines Pachinko al Japó. Rawiya, co-propietat de l'empresa que va produir aquest tauler de sistemes. + Arcade + + + + + Das Taito Type X ist ein Arcade-System-Board, das 2004 vom Spieleentwickler und -verleger Taito herausgegeben wurde. + +Basierend auf der Hardware-Architektur von Standard-Personalcomputern ist Type X keine Spezifikation für einen einzigen Satz von Hardware, sondern eine modulare Plattform, die mehrere Hardware-Konfigurationen mit unterschiedlichen grafischen Fähigkeiten unterstützt. Diese Flexibilität erlaubt es den Spieleentwicklern, eine Konfiguration auszuwählen, die den spezifischen Anforderungen des Spiels entspricht, und ermöglicht es der Plattform als Ganzes, Spiele mit sehr unterschiedlichen Anforderungen an die Rechenleistung effizienter zu unterstützen. Die Modelle Typ X+ und Typ X2 verfügen beispielsweise über eine höhere Grafikverarbeitungsleistung, die für eine bessere Spielvisualisierung oder die Ausgabe auf hochauflösenden (HDTV-)Displays genutzt werden kann. Der Typ X7 wird vor allem für Pachinko-Maschinen in Japan verwendet. Rawiya war Miteigentümer der Firma, die diese Systemplatine herstellte. + Spielhalle + + + + + La Taito Type X es una placa de sistema arcade lanzada en 2004 por el desarrollador y editor de juegos Taito. + +Basado en la arquitectura de hardware de ordenadores personales, el Type X no es una especificación para un único conjunto de hardware, sino una plataforma modular que admite múltiples configuraciones de hardware con diferentes niveles de capacidad gráfica. Esta flexibilidad permite a los desarrolladores de juegos elegir la configuración que mejor se adapte a los requisitos específicos de cada juego, y a la plataforma en su conjunto soportar con mayor eficacia títulos con necesidades informáticas muy diferentes. Por ejemplo, los modelos Type X+ y Type X2 disponen de una potencia de procesamiento gráfico superior, que podría destinarse a mejorar los efectos visuales de los juegos o a transmitirlos a pantallas de mayor resolución (HDTV). La placa Type X7 se utiliza principalmente en las máquinas pachinko de Japón. Rawiya era copropietaria de la empresa que fabricaba esta placa de sistema. + Arcade + + + + + Le Taito Type X est un système d'arcade sorti en 2004 par le développeur et éditeur de jeux Taito. + +Basé sur l'architecture matérielle d'un ordinateur personnel, le Type X n'est pas une spécification pour un ensemble unique de matériel, mais plutôt une plateforme modulaire supportant de multiples configurations matérielles avec différents niveaux de capacité graphique. Cette flexibilité permet aux développeurs de jeux d'avoir un choix limité dans la sélection d'une configuration adaptée aux exigences spécifiques du jeu, et permet à la plateforme dans son ensemble de supporter plus efficacement des titres de jeux ayant des besoins informatiques très différents. Par exemple, les modèles Type X+ et Type X2 disposent d'une puissance de traitement graphique supérieure, qui peut être utilisée pour améliorer les visuels des jeux ou la sortie sur des écrans haute résolution (HDTV). La carte de type X7 est principalement utilisée pour les machines de pachinko au Japon. Rawiya était copropriétaire de la société qui produisait cette carte système. + Arcade + + + + + Il Taito Type X è una scheda di sistema arcade rilasciata nel 2004 dallo sviluppatore ed editore di giochi Taito. + +Basato sull'architettura hardware dei personal computer, il Type X non è una specifica per un singolo set di hardware, ma piuttosto una piattaforma modulare che supporta molteplici configurazioni hardware con diversi livelli di capacità grafica. Questa flessibilità consente agli sviluppatori di giochi una scelta limitata nella selezione di una configurazione adatta ai requisiti specifici del gioco e permette alla piattaforma nel suo complesso di supportare in modo più efficiente titoli di gioco con esigenze di calcolo molto diverse. Ad esempio, i modelli Type X+ e Type X2 dispongono di una maggiore potenza di elaborazione grafica, che può essere utilizzata per migliorare la grafica dei giochi o per l'output su schermi ad alta risoluzione (HDTV). La scheda Type X7 è utilizzata principalmente per le macchine da pachinko in Giappone. Rawiya era co-proprietaria dell'azienda che produceva questa scheda di sistema. + Arcade + + + + + De Taito Type X is een arcadesysteemkaart die in 2004 werd uitgebracht door spelontwikkelaar en uitgever Taito. + +Type X is gebaseerd op de hardwarearchitectuur van gewone pc's. Het is geen specificatie voor een enkele set hardware, maar eerder een modulair platform dat meerdere hardwareconfiguraties met verschillende niveaus van grafische mogelijkheden ondersteunt. Dankzij deze flexibiliteit hebben ontwikkelaars van spellen een beperkte keuze bij het selecteren van een configuratie die past bij de specifieke vereisten van het spel en kan het platform als geheel efficiënter speltitels ondersteunen met zeer verschillende computerbehoeften. De Type X+ en Type X2 modellen hebben bijvoorbeeld meer grafische verwerkingskracht, die kan worden ingezet voor betere gamebeelden of uitvoer naar schermen met een hogere resolutie (HDTV). De Type X7-kaart wordt voornamelijk gebruikt voor pachinko-machines in Japan. Rawiya was mede-eigenaar van het bedrijf dat deze systeemkaart produceerde. + Arcade + + + + + Taito Type X to zręcznościowa płyta systemowa wydana w 2004 roku przez producenta i wydawcę gier Taito. + +Oparty na architekturze sprzętowej komputerów osobistych, Type X nie jest specyfikacją dla pojedynczego zestawu sprzętu, ale raczej modułową platformą obsługującą wiele konfiguracji sprzętowych o różnych poziomach możliwości graficznych. Elastyczność ta pozwala twórcom gier na ograniczony wybór konfiguracji dopasowanej do specyficznych wymagań gry, a także pozwala platformie jako całości na bardziej wydajną obsługę tytułów gier o bardzo różnych potrzebach obliczeniowych. Przykładowo, modele Type X+ i Type X2 mają zwiększoną moc przetwarzania grafiki, którą można wykorzystać do uzyskania lepszej grafiki w grach lub wyświetlania obrazu na wyświetlaczach o wyższej rozdzielczości (HDTV). Płyta Type X7 jest używana głównie w automatach pachinko w Japonii. Rawiya jest współwłaścicielem firmy, która wyprodukowała tę płytę systemową. + Arcade + + + + + O Taito Type X é uma placa de sistema de arcade lançada em 2004 pela desenvolvedora e editora de jogos Taito. + +Com base na arquitetura de hardware de computadores pessoais, o Type X não é uma especificação para um único conjunto de hardware, mas sim uma plataforma modular que suporta várias configurações de hardware com diferentes níveis de capacidade gráfica. Essa flexibilidade permite que os desenvolvedores de jogos tenham opções limitadas para selecionar uma configuração que atenda aos requisitos específicos do jogo e permite que a plataforma como um todo ofereça suporte mais eficiente a títulos de jogos com necessidades de computação muito diferentes. Por exemplo, os modelos Type X+ e Type X2 têm potência de processamento gráfico aprimorada, que pode ser usada para melhorar o visual do jogo ou a saída para telas de alta resolução (HDTV). A placa Type X7 é usada principalmente em máquinas de pachinko no Japão. A Rawiya foi coproprietária da empresa que produziu essa placa de sistema. + Fliperama + + + + + Taito Type X este o placă de sistem arcade lansată în 2004 de dezvoltatorul și editorul de jocuri Taito. + +Bazat pe arhitectura hardware a computerelor personale de bază, Type X nu este o specificație pentru un singur set de hardware, ci mai degrabă o platformă modulară care acceptă mai multe configurații hardware cu diferite niveluri de capacitate grafică. Această flexibilitate oferă dezvoltatorilor de jocuri o gamă limitată de opțiuni în selectarea unei configurații care să se potrivească cerințelor specifice ale jocului și permite platformei ca întreg să susțină mai eficient titluri de jocuri cu nevoi de calcul foarte diferite. De exemplu, modelele Type X+ și Type X2 au o putere de procesare grafică îmbunătățită, care ar putea fi utilizată pentru o imagine mai bună a jocurilor sau pentru ieșirea pe ecrane cu rezoluție mai mare (HDTV). Placa Type X7 este utilizată în principal pentru aparatele pachinko din Japonia. Rawiya a fost coproprietar al companiei care a produs această placă de sistem. + Arcade + + + + + Taito Type X - это настольная аркадная система, выпущенная в 2004 году разработчиком и издателем игр Taito. + +Основанная на аппаратной архитектуре персональных компьютеров, Type X не является спецификацией для одного набора оборудования, а скорее представляет собой модульную платформу, поддерживающую несколько аппаратных конфигураций с различными уровнями графических возможностей. Такая гибкость позволяет разработчикам игр ограничить выбор конфигурации под конкретные требования игры, а платформе в целом - более эффективно поддерживать игровые игры с совершенно разными вычислительными потребностями. Например, модели Type X+ и Type X2 имеют повышенную мощность графического процессора, которую можно использовать для улучшения визуального оформления игр или вывода изображения на дисплеи с более высоким разрешением (HDTV). Плата Type X7 используется в основном для автоматов пачинко в Японии. Равия была совладельцем компании, которая производила эту системную плату. + Аркада + + + Taito Type X är ett kort för arkadsystem som släpptes 2004 av spelutvecklaren och förläggaren Taito. + +Type X är baserat på en vanlig persondators hårdvaruarkitektur och är inte en specifikation för en enda uppsättning hårdvara, utan snarare en modulär plattform som stöder flera hårdvarukonfigurationer med olika nivåer av grafisk kapacitet. Denna flexibilitet ger spelutvecklare begränsade möjligheter att välja en konfiguration som passar spelets specifika krav, och gör att plattformen som helhet mer effektivt kan stödja speltitlar med mycket olika datorbehov. Modellerna Type X+ och Type X2 har t.ex. uppgraderad grafikprocessorkraft, som kan användas för att förbättra spelets grafik eller för att mata ut grafik till HDTV-skärmar med högre upplösning. Type X7-kortet används främst för pachinkomaskiner i Japan. Rawiya var delägare i det företag som tillverkade detta systemkort. Arkad + + + タイトータイプXは、ゲーム開発・発売元のタイトーが2004年に発売したアーケード用システム基板。 + +コモディティパソコンのハードウェアアーキテクチャーをベースとしたタイプXは、単一のハードウェアセットの仕様ではなく、異なるレベルのグラフィック機能を持つ複数のハードウェア構成をサポートするモジュール式プラットフォームである。この柔軟性により、ゲーム開発者はゲーム固有の要件に適合するコンフィギュレーションを限定的に選択することができ、プラットフォーム全体として、コンピューティングのニーズが大きく異なるゲームタイトルをより効率的にサポートすることができる。例えば、Type X+とType X2モデルはグラフィック処理能力をアップグレードしており、より優れたゲームビジュアルや高解像度(HDTV)ディスプレイへの出力に活用することができる。タイプX7の基板は、日本では主にパチンコ機に使用されている。Rawiyaは、このシステム基板を製造する会社を共同所有していた。 + アーケード + + + + + 타이토 타입 X는 게임 개발사이자 퍼블리셔인 타이토가 2004년에 출시한 아케이드 시스템 보드입니다. + +범용 개인용 컴퓨터 하드웨어 아키텍처를 기반으로 하는 Type X는 단일 하드웨어 세트에 대한 사양이 아니라 다양한 수준의 그래픽 기능을 갖춘 여러 하드웨어 구성을 지원하는 모듈식 플랫폼입니다. 이러한 유연성 덕분에 게임 개발자는 게임의 특정 요구 사항에 맞는 구성을 선택할 수 있으며, 플랫폼 전체가 컴퓨팅 요구 사항이 크게 다른 게임 타이틀을 보다 효율적으로 지원할 수 있습니다. 예를 들어, Type X+ 및 Type X2 모델은 업그레이드된 그래픽 처리 능력을 갖추고 있어 더 나은 게임 비주얼을 구현하거나 고해상도(HDTV) 디스플레이로 출력하는 데 활용할 수 있습니다. 타입 X7 보드는 주로 일본의 파친코 기계에 사용됩니다. 라위야는 이 시스템 보드를 생산한 회사를 공동 소유하고 있습니다. + 아케이드 + + + + + Taito Type X 是游戏开发商和发行商 Taito 于 2004 年发布的一款街机系统板卡。 + +Type X 基于商品化的个人计算机硬件架构,它不是一套单一硬件的规格,而是一个模块化平台,支持具有不同级别图形能力的多种硬件配置。这种灵活性使游戏开发者可以根据游戏的具体要求选择有限的配置,并使整个平台能够更有效地支持计算需求大相径庭的游戏作品。例如,Type X+ 和 Type X2 型号具有升级的图形处理能力,可用于改善游戏视觉效果或输出到更高分辨率(HDTV)显示器。Type X7 板主要用于日本的弹珠机。Rawiya 与他人共同拥有生产这种系统板的公司。 + 商场 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/uzebox.xml b/themes/linear-es-de/system/metadata/uzebox.xml index d489e5825..cf156c567 100644 --- a/themes/linear-es-de/system/metadata/uzebox.xml +++ b/themes/linear-es-de/system/metadata/uzebox.xml @@ -1,10 +1,10 @@ - + Uzebox The Uzebox is a retro-minimalist 8-bit open source game console. It is based on an AVR 8-bit general purpose microcontroller made by Atmel. The particularity of the system is that it uses an interrupt driven kernel and has no frame buffer. Functions such as video signal generation, tile rendering and music mixing is done in realtime by a background task so your game can easily be developed in C. - The design goal was to be as simple as possible yet have good enough sound and graphics to implement interesting games. Emphasis was put on making it easy and fun to assemble and program for any hobbyists. The final design contains only two chips: an ATmega644 and an AD725 RGB-to-NTSC converter. - Belogic Software + The design goal was to be as simple as possible yet have good enough sound and graphics to implement interesting games. Emphasis was put on making it easy and fun to assemble and program for any hobbyists. The final design contains only two chips: an ATmega644 and an AD725 RGB-to-NTSC converter. + Belogic 2008 2008-08-24 August 24, 2008 @@ -15,10 +15,118 @@ EDC63D C9C2BF 07336A + 1-1 + + + La UZebox és una consola de joc de codi obert de 8 bits retro-minimalista. Es basa en un microcontrolador de propòsits generals AVR de 8 bits elaborat per Atmel. La particularitat del sistema és que utilitza un nucli impulsat per interrompre i no té tampó de fotograma. Funcions com la generació de senyal de vídeo, la representació de rajoles i la barreja de música es fan en temps real mitjançant una tasca de fons perquè el vostre joc es pugui desenvolupar fàcilment a C. + +L’objectiu de disseny era ser el més senzill possible, però tenir un so i un so prou bons per implementar jocs interessants. Es va posar èmfasi en fer que sigui fàcil i divertit muntar i programar per a qualsevol aficionat. El disseny final només conté dos xips: un ATMEGA644 i un convertidor AD725 RGB-TO-NTSC. + Console + + + + + Die Uzebox ist eine retro-minimalistische 8-Bit-Open-Source-Spielekonsole. Sie basiert auf einem AVR 8-Bit Allzweck-Mikrocontroller von Atmel. Die Besonderheit des Systems besteht darin, dass es einen interruptgesteuerten Kernel verwendet und keinen Framebuffer hat. Funktionen wie die Erzeugung von Videosignalen, das Rendering von Kacheln und das Abmischen von Musik werden in Echtzeit von einem Hintergrund-Task ausgeführt, so dass Ihr Spiel leicht in C entwickelt werden kann. + + Das Designziel war, so einfach wie möglich zu sein, aber dennoch genug Sound und Grafik zu haben, um interessante Spiele zu entwickeln. Der Schwerpunkt lag darauf, dass der Zusammenbau und die Programmierung für jeden Bastler einfach und unterhaltsam sind. Das endgültige Design enthält nur zwei Chips: einen ATmega644 und einen AD725 RGB-zu-NTSC-Konverter. + Konsole + + + + + La Uzebox es una videoconsola retro-minimalista de 8 bits y código abierto. Está basada en un microcontrolador de propósito general AVR de 8 bits fabricado por Atmel. La particularidad del sistema es que utiliza un kernel controlado por interrupciones y no tiene frame buffer. Funciones como la generación de señales de vídeo, el renderizado de tiles y la mezcla de música se realiza en tiempo real mediante una tarea en segundo plano, por lo que tu juego puede desarrollarse fácilmente en C. + + El objetivo del diseño era ser lo más simple posible, pero con sonido y gráficos lo suficientemente buenos como para implementar juegos interesantes. Se puso énfasis en hacerlo fácil y divertido de montar y programar para cualquier aficionado. El diseño final contiene sólo dos chips: un ATmega644 y un convertidor RGB a NTSC AD725. + Consola + + + + + L'Uzebox est une console de jeu open source 8 bits rétro-minimaliste. Elle est basée sur un microcontrôleur AVR 8 bits à usage général fabriqué par Atmel. La particularité du système est qu'il utilise un noyau piloté par les interruptions et qu'il n'a pas de frame buffer. Les fonctions telles que la génération de signaux vidéo, le rendu des tuiles et le mixage de la musique sont effectuées en temps réel par une tâche d'arrière-plan, de sorte que votre jeu peut facilement être développé en C. + + L'objectif de la conception était d'être aussi simple que possible tout en ayant un son et des graphismes suffisamment bons pour mettre en œuvre des jeux intéressants. L'accent a été mis sur la facilité et l'amusement de l'assemblage et de la programmation pour tout amateur. Le design final ne contient que deux puces : un ATmega644 et un convertisseur AD725 RGB-to-NTSC. + Console + + + + + Uzebox è una console di gioco open source retro-minimalista a 8 bit. È basata su un microcontrollore generale a 8 bit AVR di Atmel. La particolarità del sistema è che utilizza un kernel guidato da interrupt e non ha frame buffer. Funzioni come la generazione del segnale video, il rendering dei tile e il mixaggio della musica vengono eseguite in tempo reale da un task in background, in modo che il gioco possa essere facilmente sviluppato in C. + + L'obiettivo del progetto era quello di essere il più semplice possibile, ma con un suono e una grafica sufficientemente buoni per implementare giochi interessanti. L'enfasi è stata posta sul fatto di renderlo facile e divertente da assemblare e programmare per qualsiasi hobbista. Il progetto finale contiene solo due chip: un ATmega644 e un convertitore RGB-NTSC AD725. + Console + + + + + De Uzebox is een retro-minimalistische 8-bit open-source spelconsole. Hij is gebaseerd op een AVR 8-bit general purpose microcontroller van Atmel. Het bijzondere van het systeem is dat het een interruptgestuurde kernel gebruikt en geen framebuffer heeft. Functies zoals het genereren van videosignalen, het renderen van tiles en het mixen van muziek worden in realtime uitgevoerd door een achtergrondtaak, zodat je spel eenvoudig in C kan worden ontwikkeld. + + Het ontwerpdoel was om zo eenvoudig mogelijk te zijn en toch goed genoeg geluid en graphics te hebben om interessante spellen te implementeren. De nadruk werd gelegd op het eenvoudig en leuk maken om te assembleren en programmeren voor hobbyisten. Het uiteindelijke ontwerp bevat slechts twee chips: een ATmega644 en een AD725 RGB-naar-NTSC converter. + Console + + + + + Uzebox to retro-minimalistyczna 8-bitowa konsola do gier typu open source. Opiera się na 8-bitowym mikrokontrolerze ogólnego przeznaczenia AVR firmy Atmel. Szczególną cechą systemu jest to, że wykorzystuje on jądro sterowane przerwaniami i nie posiada bufora ramki. Funkcje takie jak generowanie sygnału wideo, renderowanie kafelków i miksowanie muzyki są wykonywane w czasie rzeczywistym przez zadanie w tle, dzięki czemu grę można łatwo opracować w języku C. + + Celem projektowym była jak największa prostota, przy jednoczesnym zapewnieniu wystarczająco dobrego dźwięku i grafiki do implementacji interesujących gier. Nacisk położono na to, aby był łatwy i przyjemny w montażu i programowaniu dla każdego hobbysty. Ostateczny projekt zawiera tylko dwa układy: ATmega644 i konwerter AD725 RGB-to-NTSC. + Konsola + + + + + O Uzebox é um console de jogos de código aberto retro-minimalista de 8 bits. Ele é baseado em um microcontrolador de uso geral AVR de 8 bits fabricado pela Atmel. A particularidade do sistema é que ele usa um kernel acionado por interrupção e não tem buffer de quadros. Funções como geração de sinal de vídeo, renderização de blocos e mixagem de música são feitas em tempo real por uma tarefa em segundo plano, de modo que seu jogo pode ser facilmente desenvolvido em C. + + O objetivo do projeto era ser o mais simples possível, mas ter som e gráficos bons o suficiente para implementar jogos interessantes. A ênfase foi colocada em torná-lo fácil e divertido de montar e programar para qualquer amador. O projeto final contém apenas dois chips: um ATmega644 e um conversor AD725 RGB para NTSC. + Console + + + + + Uzebox este o consolă de jocuri open source retro-minimalistă pe 8 biți. Se bazează pe un microcontroler AVR pe 8 biți de uz general produs de Atmel. Particularitatea sistemului este că utilizează un nucleu condus de întreruperi și nu are frame buffer. Funcții precum generarea semnalului video, redarea plăcilor și mixarea muzicii sunt realizate în timp real de o sarcină de fundal, astfel încât jocul dvs. poate fi dezvoltat cu ușurință în C. + + Obiectivul de proiectare a fost să fie cât mai simplu posibil, dar să aibă sunet și grafică suficient de bune pentru a implementa jocuri interesante. Accentul a fost pus pe a fi ușor și distractiv de asamblat și programat pentru orice pasionat. Proiectul final conține doar două cipuri: un ATmega644 și un convertor RGB la NTSC AD725. + Consolă + + + + + Uzebox - это ретро-минималистская 8-битная игровая консоль с открытым исходным кодом. Она основана на 8-битном микроконтроллере общего назначения AVR производства Atmel. Особенностью системы является то, что она использует ядро, управляемое прерываниями, и не имеет кадрового буфера. Такие функции, как генерация видеосигнала, рендеринг тайлов и микширование музыки, выполняются в реальном времени фоновой задачей, поэтому вашу игру можно легко разработать на C. + + Цель разработки заключалась в том, чтобы быть как можно более простой, но при этом иметь достаточно хороший звук и графику для реализации интересных игр. Акцент был сделан на том, чтобы сделать его простым и веселым в сборке и программировании для любого любителя. Конечный дизайн содержит всего две микросхемы: ATmega644 и AD725 RGB-to-NTSC конвертер. + Консоль + + + Uzebox är en retro-minimalistisk 8-bitars spelkonsol med öppen källkod. Den är baserad på en AVR 8-bitars mikrokontroller för allmänt ändamål tillverkad av Atmel. Det speciella med systemet är att det använder en interruptdriven kärna och inte har någon rambuffert. Funktioner som generering av videosignaler, rendering av brickor och musikmixning görs i realtid av en bakgrundsuppgift så att ditt spel enkelt kan utvecklas i C. + + Designmålet var att vara så enkel som möjligt men ändå ha tillräckligt bra ljud och grafik för att kunna implementera intressanta spel. Tonvikten lades på att göra den enkel och rolig att montera och programmera för alla hobbyanvändare. Den slutliga designen innehåller endast två chip: en ATmega644 och en AD725 RGB-till-NTSC-omvandlare. Konsol + + + Uzeboxはレトロミニマリストの8ビットオープンソースゲーム機です。Atmel製のAVR 8ビット汎用マイクロコントローラをベースにしています。このシステムの特徴は、割り込み駆動のカーネルを使用し、フレームバッファを持たないことです。ビデオ信号の生成、タイルのレンダリング、音楽のミキシングなどの機能は、バックグラウンドタスクによってリアルタイムで行われるため、ゲームをC言語で簡単に開発することができます。 + + 設計目標は、できるだけシンプルでありながら、面白いゲームを実装するのに十分なサウンドとグラフィックを持つことでした。どんな趣味の人でも組み立てやすく、楽しくプログラミングできることを重視しました。最終的な設計には、ATmega644とAD725 RGB-NTSCコンバーターの2つのチップしか含まれていません。 + コンソール + + + + + Uzebox는 레트로 미니멀리즘 8비트 오픈 소스 게임 콘솔입니다. Atmel에서 만든 AVR 8비트 범용 마이크로컨트롤러를 기반으로 합니다. 이 시스템의 특징은 인터럽트 구동 커널을 사용하고 프레임 버퍼가 없다는 것입니다. 비디오 신호 생성, 타일 렌더링 및 음악 믹싱과 같은 기능은 백그라운드 작업에서 실시간으로 수행되므로 C로 게임을 쉽게 개발할 수 있습니다. + + 디자인 목표는 가능한 한 단순하면서도 재미있는 게임을 구현할 수 있는 충분한 사운드와 그래픽을 갖추는 것이었습니다. 취미로 게임을 즐기는 사람이라면 누구나 쉽고 재미있게 조립하고 프로그래밍할 수 있도록 하는 데 중점을 두었습니다. 최종 설계에는 ATmega644와 AD725 RGB-NTSC 컨버터라는 두 개의 칩만 포함되었습니다. + 콘솔 + + + + + Uzebox 是一款复古简约的 8 位开源游戏机。它基于 Atmel 公司生产的 AVR 8 位通用微控制器。该系统的特点是使用中断驱动内核,没有帧缓冲器。视频信号生成、磁贴渲染和音乐混音等功能由后台任务实时完成,因此您可以轻松地用 C 语言开发游戏。 + + 设计目标是尽可能简单,但要有足够好的音效和图形,以实现有趣的游戏。重点是让任何业余爱好者都能轻松愉快地组装和编程。最终设计只包含两个芯片:一个 ATmega644 和一个 AD725 RGB 转 NTSC 转换器。 + 控制台 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/vectrex.xml b/themes/linear-es-de/system/metadata/vectrex.xml index 6f6ec8819..4004d22a6 100644 --- a/themes/linear-es-de/system/metadata/vectrex.xml +++ b/themes/linear-es-de/system/metadata/vectrex.xml @@ -1,10 +1,10 @@ - + Vectrex The Vectrex is a vector display-based home video game console–the only one ever designed and released for the home market, developed by Smith Engineering. It was first released for the North America market in November 1982 and then Europe and Japan in 1983. Originally manufactured by General Consumer Electronics, it was later licensed to Milton Bradley after they acquired the company. Bandai released the system in Japan. - The Vectrex, in contrast to other video-game systems available at the time, featured an integrated monochrome CRT monitor and did not need to be hooked up to a television set as it provided its own built-in display. A detachable wired control pad was mounted at, and could be folded into, the lower base of the console. Games included translucent color sheet overlays that could be placed over the monochrome screen. A number of peripherals were produced, such as a pair of 3D goggles known as the "3D Imager" and a "light-pen" that allowed the player to draw directly on the screen. A built-in game, Mine Storm, was playable without inserting a cartridge. - Smith Engineering +The Vectrex, in contrast to other video-game systems available at the time, featured an integrated monochrome CRT monitor and did not need to be hooked up to a television set as it provided its own built-in display. A detachable wired control pad was mounted at, and could be folded into, the lower base of the console. Games included translucent color sheet overlays that could be placed over the monochrome screen. A number of peripherals were produced, such as a pair of 3D goggles known as the "3D Imager" and a "light-pen" that allowed the player to draw directly on the screen. A built-in game, Mine Storm, was playable without inserting a cartridge. + Smith Eng. 1982 1982-11 November 1982 @@ -15,10 +15,118 @@ EC1D25 11192E 166FC1 + 1-1 + + + El Vectrex és una consola de videojocs de casa basada en visualització vectorial, la única que mai ha estat dissenyada i llançada per al mercat domèstic, desenvolupada per Smith Engineering. Va ser llançat per primera vegada al mercat d'Amèrica del Nord el novembre de 1982 i després a Europa i Japó el 1983. Originalment fabricat pel general Consumer Electronics, després va ser llicenciat a Milton Bradley després d'adquirir la companyia. Bandai va llançar el sistema al Japó. + +El Vectorx, en contrast amb altres sistemes de videojocs disponibles en aquell moment, presentava un monitor Monocrom integrat CRT i no calia connectar-se a un televisor, ja que proporcionava la seva pròpia pantalla integrada. Es va muntar un coixinet de control per cable desmuntable i es va poder plegar a la base inferior de la consola. Els jocs van incloure superposicions de fulls de colors translúcids que es podrien col·locar a la pantalla monocroma. Es van produir diversos perifèrics, com ara un parell de ulleres 3D conegudes com a "Image 3D" i un "Light-Pen" que permetia al jugador dibuixar directament a la pantalla. Un joc integrat, Mine Storm, es va jugar sense inserir un cartutx. + Console + + + + + Das Vectrex ist eine auf einem Vektordisplay basierende Videospielkonsole für den Heimgebrauch - die einzige, die jemals für den Heimgebrauch entworfen und veröffentlicht wurde und von Smith Engineering entwickelt wurde. Es wurde erstmals im November 1982 für den nordamerikanischen Markt und 1983 für Europa und Japan veröffentlicht. Ursprünglich von General Consumer Electronics hergestellt, wurde es später an Milton Bradley lizenziert, nachdem diese das Unternehmen übernommen hatten. Bandai brachte das System in Japan heraus. + +Im Gegensatz zu anderen damals erhältlichen Videospielsystemen verfügte das Vectrex über einen integrierten monochromen CRT-Monitor und musste nicht an ein Fernsehgerät angeschlossen werden, da es über einen eigenen eingebauten Bildschirm verfügte. Ein abnehmbares kabelgebundenes Steuerkreuz war am unteren Ende der Konsole angebracht und konnte dort eingeklappt werden. Zu den Spielen gehörten durchsichtige Farbfolien, die über den monochromen Bildschirm gelegt werden konnten. Es wurde eine Reihe von Peripheriegeräten hergestellt, wie z. B. eine 3D-Brille, bekannt als "3D Imager", und ein "Lichtstift", mit dem der Spieler direkt auf dem Bildschirm zeichnen konnte. Ein eingebautes Spiel, Mine Storm, konnte ohne Einlegen einer Kassette gespielt werden. + Konsole + + + + + La Vectrex es una videoconsola doméstica con pantalla vectorial, la única diseñada y lanzada al mercado doméstico, desarrollada por Smith Engineering. Salió a la venta en Norteamérica en noviembre de 1982 y en Europa y Japón en 1983. Originalmente fabricada por General Consumer Electronics, fue posteriormente licenciada a Milton Bradley tras la adquisición de la empresa. Bandai lanzó el sistema en Japón. + +El Vectrex, a diferencia de otros sistemas de videojuegos disponibles en la época, contaba con un monitor CRT monocromo integrado y no necesitaba conectarse a un televisor, ya que disponía de su propia pantalla integrada. En la base inferior de la consola había un mando de control con cable desmontable que podía plegarse. Los juegos incluían láminas translúcidas en color que podían colocarse sobre la pantalla monocroma. Se fabricaron varios periféricos, como unas gafas 3D conocidas como "3D Imager" y un "lápiz óptico" que permitía al jugador dibujar directamente en la pantalla. Un juego incorporado, Mine Storm, permitía jugar sin necesidad de insertar un cartucho. + Consola + + + + + Le Vectrex est une console de jeu vidéo de salon à écran vectoriel, la seule jamais conçue et commercialisée pour le marché domestique, développée par Smith Engineering. Elle a été commercialisée pour la première fois en Amérique du Nord en novembre 1982, puis en Europe et au Japon en 1983. Fabriquée à l'origine par General Consumer Electronics, elle a ensuite fait l'objet d'une licence accordée à Milton Bradley après le rachat de la société. Bandai a commercialisé le système au Japon. + +Le Vectrex, contrairement aux autres systèmes de jeux vidéo disponibles à l'époque, était doté d'un écran CRT monochrome intégré et n'avait pas besoin d'être relié à un téléviseur puisqu'il fournissait son propre affichage intégré. Un pavé de commande filaire amovible était monté sur la base inférieure de la console et pouvait être replié dans celle-ci. Les jeux comprenaient des feuilles de couleur translucides qui pouvaient être placées sur l'écran monochrome. Un certain nombre de périphériques ont été produits, tels qu'une paire de lunettes 3D connue sous le nom de "3D Imager" et un "light-pen" qui permettait au joueur de dessiner directement sur l'écran. Un jeu intégré, Mine Storm, pouvait être joué sans insérer de cartouche. + Console + + + + + Il Vectrex è una console per videogiochi domestica basata su display vettoriali, l'unica mai progettata e rilasciata per il mercato domestico, sviluppata da Smith Engineering. È stata commercializzata per la prima volta in Nord America nel novembre 1982 e poi in Europa e Giappone nel 1983. Originariamente prodotta da General Consumer Electronics, fu poi data in licenza a Milton Bradley dopo l'acquisizione della società. Bandai distribuì il sistema in Giappone. + +Il Vectrex, a differenza di altri sistemi di videogiochi disponibili all'epoca, era dotato di un monitor CRT monocromatico integrato e non aveva bisogno di essere collegato a un televisore, in quanto forniva il proprio display incorporato. Un pad di controllo a filo staccabile era montato e poteva essere ripiegato sulla base inferiore della console. I giochi includevano fogli traslucidi a colori che potevano essere posizionati sopra lo schermo monocromatico. Furono prodotte diverse periferiche, come un paio di occhiali 3D noti come "3D Imager" e una "light-pen" che permetteva al giocatore di disegnare direttamente sullo schermo. Un gioco integrato, Mine Storm, era giocabile senza inserire una cartuccia. + Console + + + + + De Vectrex is een op vectordisplays gebaseerde spelconsole voor thuis - de enige die ooit is ontworpen en uitgebracht voor de thuismarkt - ontwikkeld door Smith Engineering. Hij werd voor het eerst uitgebracht voor de Noord-Amerikaanse markt in november 1982 en daarna voor Europa en Japan in 1983. De console werd oorspronkelijk geproduceerd door General Consumer Electronics, maar later in licentie gegeven aan Milton Bradley nadat zij het bedrijf hadden overgenomen. Bandai bracht het systeem uit in Japan. + +De Vectrex had, in tegenstelling tot andere videogamesystemen uit die tijd, een geïntegreerde monochrome CRT-monitor en hoefde niet te worden aangesloten op een televisietoestel omdat het zelf een ingebouwd scherm had. Een afneembaar bedraad bedieningspaneel was gemonteerd op en kon worden ingeklapt in de onderkant van de console. Bij de spellen werden doorschijnende overlappende kleurenplaten geleverd die over het monochrome scherm konden worden geplaatst. Er werden een aantal randapparaten gemaakt, zoals een 3D-bril die bekend stond als de "3D Imager" en een "light-pen" waarmee de speler direct op het scherm kon tekenen. Een ingebouwd spel, Mine Storm, was speelbaar zonder een cartridge te plaatsen. + Console + + + + + Vectrex to oparta na wyświetlaczu wektorowym domowa konsola do gier wideo - jedyna kiedykolwiek zaprojektowana i wydana na rynek domowy, opracowana przez Smith Engineering. Po raz pierwszy została wydana na rynek Ameryki Północnej w listopadzie 1982 roku, a następnie w Europie i Japonii w 1983 roku. Pierwotnie produkowany przez General Consumer Electronics, został później licencjonowany przez Milton Bradley po przejęciu firmy. Bandai wydało system w Japonii. + +Vectrex, w przeciwieństwie do innych systemów gier wideo dostępnych w tamtym czasie, posiadał zintegrowany monochromatyczny monitor CRT i nie musiał być podłączony do telewizora, ponieważ zapewniał własny wbudowany wyświetlacz. Odłączany przewodowy panel sterowania był zamontowany na dolnej podstawie konsoli i mógł być do niej składany. Gry zawierały półprzezroczyste kolorowe nakładki, które można było umieścić na monochromatycznym ekranie. Wyprodukowano szereg urządzeń peryferyjnych, takich jak para gogli 3D znanych jako "3D Imager" i "pióro świetlne", które pozwalało graczowi rysować bezpośrednio na ekranie. Wbudowana gra, Mine Storm, była dostępna bez konieczności wkładania kartridża. + Konsola + + + + + O Vectrex é um console de videogame doméstico baseado em tela vetorial - o único já projetado e lançado para o mercado doméstico, desenvolvido pela Smith Engineering. Foi lançado pela primeira vez para o mercado da América do Norte em novembro de 1982 e, em seguida, para a Europa e o Japão em 1983. Originalmente fabricado pela General Consumer Electronics, foi posteriormente licenciado para a Milton Bradley após a aquisição da empresa. A Bandai lançou o sistema no Japão. + +O Vectrex, em contraste com outros sistemas de videogame disponíveis na época, apresentava um monitor CRT monocromático integrado e não precisava ser conectado a um aparelho de televisão, pois fornecia sua própria tela embutida. Um painel de controle com fio removível era montado e podia ser dobrado na base inferior do console. Os jogos incluíam sobreposições de folhas coloridas translúcidas que podiam ser colocadas sobre a tela monocromática. Vários periféricos foram produzidos, como um par de óculos 3D conhecido como "3D Imager" e uma "caneta de luz" que permitia que o jogador desenhasse diretamente na tela. Um jogo embutido, Mine Storm, podia ser jogado sem a necessidade de inserir um cartucho. + Console + + + + + Vectrex este o consolă de jocuri video pentru acasă bazată pe afișaj vectorial - singura concepută și lansată vreodată pentru piața locală, dezvoltată de Smith Engineering. A fost lansată pentru prima dată pe piața din America de Nord în noiembrie 1982 și apoi în Europa și Japonia în 1983. Fabricat inițial de General Consumer Electronics, a fost ulterior licențiat de Milton Bradley după ce aceștia au achiziționat compania. Bandai a lansat sistemul în Japonia. + +Vectrex, spre deosebire de alte sisteme de jocuri video disponibile la acea vreme, avea un monitor CRT monocrom integrat și nu trebuia să fie conectat la un televizor, deoarece avea propriul său ecran încorporat. La baza inferioară a consolei era montat și putea fi pliat un pad de control detașabil cu fir. Jocurile includeau foi color translucide care puteau fi plasate peste ecranul monocrom. Au fost produse o serie de periferice, cum ar fi o pereche de ochelari 3D cunoscuți sub numele de "3D Imager" și un "light-pen" care permitea jucătorului să deseneze direct pe ecran. Un joc încorporat, Mine Storm, putea fi jucat fără a introduce un cartuș. + Consolă + + + + + Vectrex - это домашняя игровая консоль на основе векторного дисплея, единственная из когда-либо разработанных и выпущенных для домашнего рынка, разработанная компанией Smith Engineering. Впервые она была выпущена для рынка Северной Америки в ноябре 1982 года, а затем для Европы и Японии в 1983 году. Изначально консоль производилась компанией General Consumer Electronics, но затем была лицензирована Milton Bradley после приобретения этой компании. В Японии систему выпустила компания Bandai. + +Vectrex, в отличие от других видеоигровых систем, доступных в то время, имела встроенный монохромный ЭЛТ-монитор и не нуждалась в подключении к телевизору, поскольку имела свой собственный встроенный дисплей. Съемная проводная панель управления крепилась к нижнему основанию консоли и могла складываться в него. К играм прилагались полупрозрачные цветные листы-накладки, которые можно было поместить поверх монохромного экрана. Выпускался ряд периферийных устройств, таких как пара 3D-очков, известных как "3D Imager", и "световая ручка", позволявшая игроку рисовать прямо на экране. Встроенная игра, Mine Storm, позволяла играть без установки картриджа. + Консоль + + + Vectrex är en vektorbildskärmsbaserad hemkonsol för videospel - den enda som någonsin designats och släppts för hemmamarknaden, utvecklad av Smith Engineering. Den släpptes först för den nordamerikanska marknaden i november 1982 och sedan för Europa och Japan 1983. Den tillverkades ursprungligen av General Consumer Electronics, men licensierades senare till Milton Bradley efter att de förvärvat företaget. Bandai släppte systemet i Japan. + +Vectrex hade, i motsats till andra videospel som fanns tillgängliga vid den tiden, en integrerad monokrom CRT-monitor och behövde inte anslutas till en TV-apparat eftersom den hade sin egen inbyggda skärm. En löstagbar kabelansluten styrplatta var monterad på, och kunde fällas in i, konsolens nedre del. Spelen innehöll genomskinliga färgark som kunde placeras över den monokroma skärmen. Ett antal kringutrustningsprodukter tillverkades, t.ex. ett par 3D-glasögon som kallades "3D Imager" och en "light-pen" som gjorde det möjligt för spelaren att rita direkt på skärmen. Ett inbyggt spel, Mine Storm, kunde spelas utan att sätta in en kassett. Konsol + + + ベクトレックスは、スミス・エンジニアリング社によって開発された、ベクターディスプレイベースの家庭用ゲーム機である。1982年11月に北米市場で発売され、1983年にはヨーロッパと日本でも発売された。当初はゼネラル・コンシューマー・エレクトロニクス社が製造していたが、後にミルトン・ブラッドリー社が同社を買収したため、同社がライセンスを取得した。日本ではバンダイが発売した。 + +当時発売されていた他のビデオゲームシステムとは対照的に、ベクトレックスはモノクロCRTモニターを内蔵しており、テレビに接続する必要がなかった。取り外し可能な有線コントロールパッドは、ゲーム機の下部ベースに取り付けられており、折りたたむこともできた。ゲームには、モノクロ画面の上に置くことができる半透明のカラーシートオーバーレイが含まれていた。3Dイメージャー」と呼ばれる3Dゴーグルや、画面に直接絵を描くことができる「ライトペン」など、周辺機器も数多く製造された。内蔵ゲーム「マインストーム」はカートリッジを挿入しなくても遊べた。 + コンソール + + + + + 벡트렉스는 스미스 엔지니어링에서 개발한 벡터 디스플레이 기반의 가정용 비디오 게임 콘솔로, 가정용 시장을 위해 설계 및 출시된 유일한 제품입니다. 1982년 11월 북미 시장에 처음 출시된 후 1983년 유럽과 일본에 출시되었습니다. 원래 제너럴 컨슈머 일렉트로닉스에서 제조했지만, 나중에 밀턴 브래들리가 회사를 인수한 후 라이선스를 취득했습니다. 반다이는 일본에서 이 시스템을 출시했습니다. + +벡트렉스는 당시 출시된 다른 비디오 게임 시스템과 달리 흑백 CRT 모니터가 통합되어 있었고 자체 내장 디스플레이를 제공했기 때문에 텔레비전 세트에 연결할 필요가 없었습니다. 탈착식 유선 컨트롤 패드는 콘솔의 하단 베이스에 장착되어 접을 수 있었습니다. 게임에는 흑백 화면 위에 놓을 수 있는 반투명 컬러 시트 오버레이가 포함되었습니다. '3D 이미저'로 알려진 3D 고글과 플레이어가 화면에 직접 그림을 그릴 수 있는 '라이트 펜' 등 다양한 주변기기가 제작되었습니다. 내장 게임인 Mine Storm은 카트리지를 삽입하지 않고도 플레이할 수 있었습니다. + 콘솔 + + + + + Vectrex 是一款基于矢量显示器的家用视频游戏机,是史密斯工程公司开发的唯一一款为家用市场设计和发布的游戏机。它于 1982 年 11 月首次在北美市场发售,随后于 1983 年在欧洲和日本发售。它最初由通用消费电子公司生产,后来被米尔顿-布拉德利公司收购后,授权给该公司生产。万代(Bandai)在日本发行了该系统。 + +与当时的其他视频游戏系统不同,Vectrex 配备了一个集成的单色 CRT 显示器,无需连接电视机,因为它本身就有内置显示屏。一个可拆卸的有线控制板安装在控制台的下底座上,并可折叠。游戏包括半透明的彩色覆盖片,可以覆盖在单色屏幕上。此外,还生产了一些外围设备,如一副被称为 "3D 成像仪 "的 3D 护目镜和一支 "光笔",让玩家可以直接在屏幕上作画。内置游戏 "地雷风暴 "无需插入盒式磁带即可玩。 + 控制台 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/vic20.xml b/themes/linear-es-de/system/metadata/vic20.xml index 3a93e2c66..a30b551a2 100644 --- a/themes/linear-es-de/system/metadata/vic20.xml +++ b/themes/linear-es-de/system/metadata/vic20.xml @@ -1,9 +1,9 @@ - + VIC-20 The Commodore VIC-20 (known as the VC-20 in Germany and the VIC-1001 in Japan) is an 8-bit home computer that was sold by Commodore Business Machines. The VIC-20 was announced in 1980, roughly three years after Commodore's first personal computer, the PET. The VIC-20 was the first computer of any description to sell one million units. It was described as "one of the first anti-spectatorial, non-esoteric computers by design...no longer relegated to hobbyist/enthusiasts or those with money, the computer Commodore developed was the computer of the future. - The VIC-20 was called VC-20 in Germany because the pronunciation of VIC with a German accent sounds like the German expletives "fick" or "wichsen". The term VC was marketed as though it was an abbreviation of VolksComputer ("people's computer," similar to Volkswagen and Volksempfänger). +The VIC-20 was called VC-20 in Germany because the pronunciation of VIC with a German accent sounds like the German expletives "fick" or "wichsen". The term VC was marketed as though it was an abbreviation of VolksComputer ("people's computer," similar to Volkswagen and Volksempfänger). Commodore 1980 1980-06 @@ -15,10 +15,118 @@ D3D3C9 FFCD1C DC2770 + 99-168 + + + El Commodore VIC-20 (conegut com el VC-20 a Alemanya i el VIC-1001 al Japó) és un ordinador domèstic de 8 bits que va ser venut per Commodore Business Machines. El VIC-20 es va anunciar el 1980, aproximadament tres anys després del primer ordinador personal de Commodore, la mascota. El VIC-20 va ser el primer ordinador de qualsevol descripció que venia un milió d’unitats. Es va descriure com "un dels primers ordinadors anti-spectorial i no usotèrics per disseny ... ja no relegat a aficionats/entusiastes o a aquells amb diners, el Computer Commodore va ser l'ordinador del futur. + +El VIC-20 es va anomenar VC-20 a Alemanya perquè la pronunciació de Vic amb un accent alemany sona com els explosius alemanys "fick" o "wichsen". El terme VC es va comercialitzar com si es tractés d'una abreviació de Volkscomputer ("People's Computer", similar a Volkswagen i Volksempfänger). + Computer + + + + + Der Commodore VIC-20 (in Deutschland als VC-20 und in Japan als VIC-1001 bekannt) ist ein 8-Bit-Heimcomputer, der von Commodore Business Machines verkauft wurde. Der VIC-20 wurde 1980 angekündigt, etwa drei Jahre nach dem ersten Personal Computer von Commodore, dem PET. Der VIC-20 war der erste Computer, von dem eine Million Stück verkauft wurden. Er wurde als "einer der ersten antispektakulären, nicht-esoterischen Computer beschrieben... der von Commodore entwickelte Computer war der Computer der Zukunft und nicht mehr nur etwas für Hobbyisten/Enthusiasten oder Leute mit Geld. + +Der VIC-20 wurde in Deutschland VC-20 genannt, weil die Aussprache von VIC mit deutschem Akzent wie die deutschen Schimpfwörter "fick" oder "wichsen" klingt. Der Begriff VC wurde so vermarktet, als sei er eine Abkürzung für VolksComputer (ähnlich wie Volkswagen und Volksempfänger). + Computer + + + + + El Commodore VIC-20 (conocido como VC-20 en Alemania y VIC-1001 en Japón) es un ordenador doméstico de 8 bits comercializado por Commodore Business Machines. El VIC-20 fue anunciado en 1980, aproximadamente tres años después del primer ordenador personal de Commodore, el PET. El VIC-20 fue el primer ordenador de cualquier tipo en vender un millón de unidades. Fue descrito como "uno de los primeros ordenadores antiespectadores, no esotéricos por diseño... ya no relegado a los aficionados/entusiastas o a los que tienen dinero, el ordenador desarrollado por Commodore era el ordenador del futuro". + +El VIC-20 se llamó VC-20 en Alemania porque la pronunciación de VIC con acento alemán suena como los improperios alemanes "fick" o "wichsen". El término VC se comercializó como si fuera una abreviatura de VolksComputer ("ordenador del pueblo", similar a Volkswagen y Volksempfänger). + Ordenador + + + + + Le Commodore VIC-20 (connu sous le nom de VC-20 en Allemagne et de VIC-1001 au Japon) est un ordinateur domestique 8 bits vendu par Commodore Business Machines. Le VIC-20 a été annoncé en 1980, environ trois ans après le premier ordinateur personnel de Commodore, le PET. Le VIC-20 a été le premier ordinateur, toutes catégories confondues, à se vendre à un million d'exemplaires. Il a été décrit comme "l'un des premiers ordinateurs anti-spectateurs, non ésotériques de par sa conception... n'étant plus réservé aux amateurs/enthousiastes ou à ceux qui ont de l'argent, l'ordinateur développé par Commodore était l'ordinateur de l'avenir". + +Le VIC-20 était appelé VC-20 en Allemagne parce que la prononciation de VIC avec un accent allemand ressemble aux jurons allemands "fick" ou "wichsen". Le terme VC a été commercialisé comme s'il s'agissait d'une abréviation de VolksComputer ("ordinateur du peuple", similaire à Volkswagen et Volksempfänger). + Ordinateur + + + + + Il Commodore VIC-20 (noto come VC-20 in Germania e VIC-1001 in Giappone) è un home computer a 8 bit venduto da Commodore Business Machines. Il VIC-20 fu annunciato nel 1980, circa tre anni dopo il primo personal computer di Commodore, il PET. Il VIC-20 è stato il primo computer di qualsiasi tipo a vendere un milione di unità. È stato descritto come "uno dei primi computer anti-speculatori, non esoterici per concezione... non più relegato agli hobbisti/entusiasti o a chi ha soldi, il computer sviluppato da Commodore era il computer del futuro". + +Il VIC-20 era chiamato VC-20 in Germania perché la pronuncia di VIC con accento tedesco assomiglia alle imprecazioni tedesche "fick" o "wichsen". Il termine VC fu commercializzato come se fosse un'abbreviazione di VolksComputer ("computer del popolo", simile a Volkswagen e Volksempfänger). + Computer + + + + + De Commodore VIC-20 (bekend als de VC-20 in Duitsland en de VIC-1001 in Japan) is een 8-bit thuiscomputer die werd verkocht door Commodore Business Machines. De VIC-20 werd aangekondigd in 1980, ongeveer drie jaar na Commodore's eerste personal computer, de PET. De VIC-20 was de eerste computer die een miljoen keer verkocht werd. Het werd beschreven als "een van de eerste anti-spectatorische, niet-esoterische computers door het ontwerp...niet langer gedegradeerd tot hobbyisten/enthousiastelingen of mensen met geld, de computer die Commodore ontwikkelde was de computer van de toekomst. + +De VIC-20 werd in Duitsland VC-20 genoemd omdat de uitspraak van VIC met een Duits accent klinkt als de Duitse scheldwoorden "fick" of "wichsen". De term VC werd op de markt gebracht alsof het een afkorting was van VolksComputer ("computer van het volk", vergelijkbaar met Volkswagen en Volksempfänger). + Computer + + + + + Commodore VIC-20 (znany jako VC-20 w Niemczech i VIC-1001 w Japonii) to 8-bitowy komputer domowy sprzedawany przez Commodore Business Machines. VIC-20 został ogłoszony w 1980 roku, mniej więcej trzy lata po pierwszym komputerze osobistym Commodore, PET. VIC-20 był pierwszym komputerem dowolnego typu, który sprzedał się w liczbie miliona sztuk. Został opisany jako "jeden z pierwszych anty-eksperckich, nie-ezoterycznych komputerów z założenia... nie był już relegowany do hobbystów/entuzjastów lub tych z pieniędzmi, komputer opracowany przez Commodore był komputerem przyszłości". + +VIC-20 był nazywany VC-20 w Niemczech, ponieważ wymowa VIC z niemieckim akcentem brzmi jak niemieckie wykrzykniki "fick" lub "wichsen". Termin VC był sprzedawany jako skrót od VolksComputer ("komputer dla ludu", podobnie jak Volkswagen i Volksempfänger). + Komputer + + + + + O Commodore VIC-20 (conhecido como VC-20 na Alemanha e VIC-1001 no Japão) é um computador doméstico de 8 bits vendido pela Commodore Business Machines. O VIC-20 foi anunciado em 1980, cerca de três anos após o primeiro computador pessoal da Commodore, o PET. O VIC-20 foi o primeiro computador de qualquer descrição a vender um milhão de unidades. Ele foi descrito como "um dos primeiros computadores anti-especulativos e não-esotéricos por design... não mais relegado a amadores/entusiastas ou àqueles com dinheiro, o computador desenvolvido pela Commodore era o computador do futuro. + +O VIC-20 foi chamado de VC-20 na Alemanha porque a pronúncia de VIC com sotaque alemão soa como os palavrões alemães "fick" ou "wichsen". O termo VC foi comercializado como se fosse uma abreviação de VolksComputer ("computador do povo", semelhante a Volkswagen e Volksempfänger). + Computador + + + + + Commodore VIC-20 (cunoscut sub numele de VC-20 în Germania și VIC-1001 în Japonia) este un computer personal pe 8 biți care a fost vândut de Commodore Business Machines. VIC-20 a fost anunțat în 1980, la aproximativ trei ani după primul computer personal Commodore, PET. VIC-20 a fost primul computer de orice tip care a vândut un milion de unități. Acesta a fost descris ca fiind "unul dintre primele computere anti-spectaculare, non-esoterice prin design... nu mai era relegat la pasionați/entuziaști sau la cei cu bani, computerul dezvoltat de Commodore era computerul viitorului. + +VIC-20 a fost numit VC-20 în Germania, deoarece pronunția VIC cu accent german sună ca imprecațiile germane "fick" sau "wichsen". Termenul VC a fost comercializat ca și cum ar fi fost o abreviere de la VolksComputer ("calculatorul poporului", similar cu Volkswagen și Volksempfänger). + Computer + + + + + Commodore VIC-20 (известный как VC-20 в Германии и VIC-1001 в Японии) - это 8-битный домашний компьютер, который продавался компанией Commodore Business Machines. VIC-20 был анонсирован в 1980 году, примерно через три года после выхода первого персонального компьютера компании Commodore, PET. VIC-20 стал первым компьютером любого типа, проданным тиражом в один миллион единиц. Его описывали как "один из первых антиспекулятивных, неэзотерических по дизайну компьютеров... Больше не предназначенный для любителей/энтузиастов или тех, у кого есть деньги, компьютер, разработанный Commodore, был компьютером будущего". + +В Германии VIC-20 называли VC-20, потому что произношение VIC с немецким акцентом звучит как немецкие ругательства "fick" или "wichsen". Термин VC рекламировался как сокращение от VolksComputer ("народный компьютер", по аналогии с Volkswagen и Volksempfänger). + Компьютер + + + Commodore VIC-20 (känd som VC-20 i Tyskland och VIC-1001 i Japan) är en 8-bitars hemdator som såldes av Commodore Business Machines. VIC-20 lanserades 1980, ungefär tre år efter Commodores första persondator PET. VIC-20 var den första datorn av något slag som såldes i en miljon exemplar. Den beskrevs som "en av de första anti-spektatoriska, icke-esoteriska datorerna med design...inte längre förpassad till hobbyister/entusiaster eller de med pengar, datorn som Commodore utvecklade var framtidens dator. + +VIC-20 kallades VC-20 i Tyskland eftersom uttalet av VIC med tysk accent låter som de tyska svordomarna "fick" eller "wichsen". Termen VC marknadsfördes som om den var en förkortning av VolksComputer ("folkets dator", i likhet med Volkswagen och Volksempfänger). Dator + + + コモドールVIC-20(ドイツではVC-20、日本ではVIC-1001として知られる)は、コモドール・ビジネス・マシーンズが販売していた8ビットの家庭用コンピュータである。VIC-20は、コモドール初のパーソナルコンピュータであるPETからおよそ3年後の1980年に発表された。VIC-20は、あらゆるコンピュータの中で初めて100万台を売り上げた。コモドール社が開発したVIC-20は、「最初の反スペクタクル的な、デザイン的にエソテリックでないコンピュータのひとつであり、もはや趣味やマニア、お金のある人に追いやられるものではなく、コモドール社が開発したコンピュータは未来のコンピュータである」と評された。 + +VIC-20はドイツではVC-20と呼ばれていた。VICのドイツ語訛りの発音が、ドイツ語の "fick "や "wichsen "に似ていたからだ。VCという言葉は、VolksComputer(「人々のコンピュータ」、フォルクスワーゲンやフォルクスゼンプフェンガーに似ている)の略語であるかのように販売された。 + コンピューター + + + + + Commodore VIC-20(독일에서는 VC-20, 일본에서는 VIC-1001로 알려짐)은 Commodore Business Machines에서 판매한 8비트 가정용 컴퓨터입니다. VIC-20은 Commodore의 첫 번째 개인용 컴퓨터인 PET가 출시된 지 약 3년 후인 1980년에 발표되었습니다. VIC-20은 100만 대가 판매된 최초의 컴퓨터였습니다. 이 컴퓨터는 "최초의 반관람적이고 난해하지 않은 컴퓨터 중 하나로, 더 이상 취미/애호가나 돈 있는 사람들만의 전유물이 아닌 미래의 컴퓨터였다"고 묘사되었습니다. + +VIC-20은 독일에서 VC-20이라고 불렀는데, 독일 억양이 있는 VIC의 발음이 독일 비속어인 '픽' 또는 '빌센'과 비슷하게 들리기 때문입니다. VC라는 용어는 폭스바겐이나 폭스엠펭거와 비슷한 '인민 컴퓨터'인 VolksComputer의 줄임말인 것처럼 마케팅되었습니다. + 컴퓨터 + + + + + Commodore VIC-20(在德国称为 VC-20,在日本称为 VIC-1001)是 Commodore Business Machines 销售的一款 8 位家用电脑。VIC-20 发布于 1980 年,比 Commodore 的第一台个人电脑 PET 晚了大约三年。VIC-20 是第一款销量达到 100 万台的计算机。它被誉为 "首批反传统、非神秘设计的计算机之一......不再是业余爱好者或有钱人的专利,Commodore 开发的计算机是未来的计算机。 + +VIC-20 在德国被称为 VC-20,因为德国口音的 VIC 发音听起来像德国的脏话 "fick "或 "wichsen"。VC 这个词在市场上被认为是 VolksComputer("人民的计算机",类似于 Volkswagen 和 Volksempfänger)的缩写。 + 计算机 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/videopac.xml b/themes/linear-es-de/system/metadata/videopac.xml index 0a8309e48..f81aa71d2 100644 --- a/themes/linear-es-de/system/metadata/videopac.xml +++ b/themes/linear-es-de/system/metadata/videopac.xml @@ -1,11 +1,11 @@ - + Videopac The Magnavox Odyssey 2 (stylized as Magnavox Odyssey²), also known as Philips Odyssey 2, is a second generation home video game console that was released in 1978. It was sold in Europe as the Philips Videopac G7000, in Brazil as the Philips Odyssey and in Japan as Odyssey2 (オデッセイ2 odessei2). The Odyssey 2 was one of the major three home consoles prior to the 1983 video game market crash, along with Atari 2600 and Intellivision. - In the early 1970s, Magnavox pioneered the home video game industry by successfully bringing the first home console to market, the Odyssey, which was quickly followed by a number of later models, each with a few technological improvements. In 1978, Magnavox, now a subsidiary of North American Philips, decided to release an all-new successor, Odyssey 2. +In the early 1970s, Magnavox pioneered the home video game industry by successfully bringing the first home console to market, the Odyssey, which was quickly followed by a number of later models, each with a few technological improvements. In 1978, Magnavox, now a subsidiary of North American Philips, decided to release an all-new successor, Odyssey 2. - In 2009, the video game website IGN named the Odyssey 2 the 21st greatest video game console, out of its list of 25. +In 2009, the video game website IGN named the Odyssey 2 the 21st greatest video game console, out of its list of 25. Philips 1978 1978-12-01 @@ -17,10 +17,146 @@ 800000 FF0000 4C504E + 1-1 + + + L’Odyssey 2 de Magnavox (estilitzada com a Magnavox Odyssey²), també coneguda com Philips Odyssey 2, és una consola de videojocs de segona generació que es va publicar el 1978. Es va vendre a Europa com a Philips videopac G7000, al Brasil com a Philips Odyssey ial Japó com a Odyssey2 (オデッセイ 2 Odessei2). L’Odyssey 2 va ser una de les tres principals consoles domèstiques abans de la caiguda del mercat de videojocs de 1983, juntament amb Atari 2600 i Intellivision. + +A principis dels anys 70, Magnavox va ser pioner en la indústria dels videojocs a casa portant amb èxit la primera consola domèstica al mercat, l'Odissea, que va ser seguida ràpidament per diversos models posteriors, cadascun amb algunes millores tecnològiques. El 1978, Magnavox, ara filial de North American Philips, va decidir llançar un nou successor, Odyssey 2. + +El 2009, el lloc web de videojocs IGN va nomenar la 21a consola de videojocs Odyssey 2, fora de la seva llista de 25. + Console + + + + + Die Magnavox Odyssey 2 (stilisiert als Magnavox Odyssey²), auch bekannt als Philips Odyssey 2, ist eine Heimvideospielkonsole der zweiten Generation, die 1978 veröffentlicht wurde. Sie wurde in Europa als Philips Videopac G7000, in Brasilien als Philips Odyssey und in Japan als Odyssey2 (オデッセイ2 odessei2) verkauft. Der Odyssey 2 war neben dem Atari 2600 und dem Intellivision eine der drei wichtigsten Heimkonsolen vor dem Zusammenbruch des Videospielmarktes 1983. + +Anfang der 1970er Jahre leistete Magnavox Pionierarbeit in der Heimvideospielbranche, indem es die erste Heimkonsole, die Odyssey, auf den Markt brachte, auf die bald eine Reihe weiterer Modelle folgten, die jeweils einige technische Verbesserungen enthielten. 1978 beschloss Magnavox, inzwischen eine Tochtergesellschaft von North American Philips, ein völlig neues Nachfolgemodell, Odyssey 2, auf den Markt zu bringen. + +Im Jahr 2009 wurde die Odyssey 2 von der Videospiel-Website IGN als 21. von 25 besten Videospielkonsolen bezeichnet. + Konsole + + + + + La Magnavox Odyssey 2 (estilizada como Magnavox Odyssey²), también conocida como Philips Odyssey 2, es una videoconsola doméstica de segunda generación que salió a la venta en 1978. Se vendió en Europa como Philips Videopac G7000, en Brasil como Philips Odyssey y en Japón como Odyssey2 (オデッセイ2 odessei2). La Odyssey 2 fue una de las tres principales consolas domésticas antes de la caída del mercado de los videojuegos en 1983, junto con la Atari 2600 y la Intellivision. + +A principios de la década de 1970, Magnavox fue pionera en la industria de los videojuegos domésticos al sacar al mercado con éxito la primera consola doméstica, la Odyssey, a la que siguieron rápidamente varios modelos posteriores, cada uno con algunas mejoras tecnológicas. En 1978, Magnavox, ahora filial de la norteamericana Philips, decidió lanzar una sucesora totalmente nueva, la Odyssey 2. + +En 2009, el sitio web de videojuegos IGN nombró a la Odyssey 2 la 21ª mejor videoconsola, de su lista de 25. + Consola + + + + + La Magnavox Odyssey 2 (stylisée en Magnavox Odyssey²), également connue sous le nom de Philips Odyssey 2, est une console de jeux vidéo de salon de deuxième génération sortie en 1978. Elle a été vendue en Europe sous le nom de Philips Videopac G7000, au Brésil sous le nom de Philips Odyssey et au Japon sous le nom d'Odyssey2 (オデッセイ2 odessei2). L'Odyssey 2 était l'une des trois principales consoles de salon avant l'effondrement du marché des jeux vidéo en 1983, avec l'Atari 2600 et l'Intellivision. + +Au début des années 1970, Magnavox a fait œuvre de pionnier dans le secteur des jeux vidéo domestiques en commercialisant avec succès la première console de salon, l'Odyssey, qui a été rapidement suivie d'un certain nombre de modèles ultérieurs, chacun apportant quelques améliorations technologiques. En 1978, Magnavox, devenue une filiale de la société nord-américaine Philips, a décidé de lancer un tout nouveau successeur, l'Odyssey 2. + +En 2009, le site de jeux vidéo IGN a désigné l'Odyssey 2 comme la 21e plus grande console de jeux vidéo, sur une liste de 25. + Console + + + + + La Magnavox Odyssey 2 (stilizzata come Magnavox Odyssey²), nota anche come Philips Odyssey 2, è una console per videogiochi domestica di seconda generazione uscita nel 1978. È stata venduta in Europa come Philips Videopac G7000, in Brasile come Philips Odyssey e in Giappone come Odyssey2 (オデッセイ2 odessei2). L'Odyssey 2 è stata una delle tre principali console domestiche prima del crollo del mercato dei videogiochi del 1983, insieme all'Atari 2600 e all'Intellivision. + +All'inizio degli anni '70, Magnavox è stata pioniera dell'industria dei videogiochi domestici portando con successo sul mercato la prima console domestica, l'Odyssey, che è stata rapidamente seguita da una serie di modelli successivi, ciascuno con alcuni miglioramenti tecnologici. Nel 1978, Magnavox, ora sussidiaria di North American Philips, decise di lanciare sul mercato un successore completamente nuovo, Odyssey 2. + +Nel 2009, il sito web di videogiochi IGN ha nominato l'Odyssey 2 la 21esima più grande console per videogiochi, su una lista di 25. + Console + + + + + De Magnavox Odyssey 2 (gestileerd als Magnavox Odyssey²), ook bekend als Philips Odyssey 2, is een tweede generatie home video game console die werd uitgebracht in 1978. Hij werd in Europa verkocht als de Philips Videopac G7000, in Brazilië als de Philips Odyssey en in Japan als Odyssey2 (オデッセイ2 odessei2). De Odyssey 2 was een van de drie belangrijkste thuisconsoles voor de crash van de videogame markt in 1983, samen met Atari 2600 en Intellivision. + +In het begin van de jaren 1970 was Magnavox een pionier in de videogame-industrie voor thuisgebruik door met succes de eerste thuisconsole op de markt te brengen, de Odyssey, die snel werd gevolgd door een aantal latere modellen, elk met een paar technologische verbeteringen. In 1978 besloot Magnavox, nu een dochteronderneming van het Noord-Amerikaanse Philips, een geheel nieuwe opvolger uit te brengen, de Odyssey 2. + +In 2009 riep de videogamewebsite IGN de Odyssey 2 uit tot 21e beste videogameconsole uit een lijst van 25. + Console + + + + + Magnavox Odyssey 2 (stylizowana na Magnavox Odyssey²), znana również jako Philips Odyssey 2, to domowa konsola do gier wideo drugiej generacji, która została wydana w 1978 roku. Była sprzedawana w Europie jako Philips Videopac G7000, w Brazylii jako Philips Odyssey, a w Japonii jako Odyssey2 (オデッセイ2 odessei2). Odyssey 2 była jedną z trzech głównych konsol domowych przed krachem na rynku gier wideo w 1983 roku, obok Atari 2600 i Intellivision. + +We wczesnych latach 70. firma Magnavox była pionierem w branży domowych gier wideo, z powodzeniem wprowadzając na rynek pierwszą konsolę domową, Odyssey, po której szybko pojawiło się kilka późniejszych modeli, z których każdy zawierał kilka ulepszeń technologicznych. W 1978 roku Magnavox, obecnie spółka zależna północnoamerykańskiego Philipsa, zdecydowała się wypuścić zupełnie nowego następcę, Odyssey 2. + +W 2009 roku strona internetowa IGN poświęcona grom wideo uznała Odyssey 2 za 21. najlepszą konsolę do gier wideo na liście 25 konsol. + Konsola + + + + + O Magnavox Odyssey 2 (estilizado como Magnavox Odyssey²), também conhecido como Philips Odyssey 2, é um console de videogame doméstico de segunda geração lançado em 1978. Foi vendido na Europa como Philips Videopac G7000, no Brasil como Philips Odyssey e no Japão como Odyssey2 (オデッセイ2 odessei2). O Odyssey 2 foi um dos três principais consoles domésticos antes do colapso do mercado de videogames em 1983, juntamente com o Atari 2600 e o Intellivision. + +No início da década de 1970, a Magnavox foi pioneira no setor de videogames domésticos ao lançar com sucesso o primeiro console doméstico no mercado, o Odyssey, que foi rapidamente seguido por vários modelos posteriores, cada um com algumas melhorias tecnológicas. Em 1978, a Magnavox, agora uma subsidiária da Philips norte-americana, decidiu lançar um sucessor totalmente novo, o Odyssey 2. + +Em 2009, o site de videogames IGN nomeou o Odyssey 2 como o 21º maior console de videogame, de uma lista de 25. + Console + + + + + Magnavox Odyssey 2 (stilizat ca Magnavox Odyssey²), cunoscut și ca Philips Odyssey 2, este o a doua generație de console de jocuri video pentru acasă care a fost lansată în 1978. A fost vândută în Europa ca Philips Videopac G7000, în Brazilia ca Philips Odyssey și în Japonia ca Odyssey2 (オデッセイ2 odessei2). Odyssey 2 a fost una dintre cele mai importante trei console de acasă înainte de prăbușirea pieței jocurilor video din 1983, împreună cu Atari 2600 și Intellivision. + +La începutul anilor 1970, Magnavox a fost pionier în industria jocurilor video pentru acasă, reușind să introducă pe piață prima consolă pentru acasă, Odyssey, care a fost urmată rapid de o serie de modele ulterioare, fiecare cu câteva îmbunătățiri tehnologice. În 1978, Magnavox, acum o filială a companiei nord-americane Philips, a decis să lanseze un succesor complet nou, Odyssey 2. + +În 2009, site-ul de jocuri video IGN a numit Odyssey 2 a 21-a cea mai bună consolă de jocuri video, din lista sa de 25. + Consolă + + + + + Magnavox Odyssey 2 (стилизованное название Magnavox Odyssey²), также известная как Philips Odyssey 2, - домашняя игровая приставка второго поколения, выпущенная в 1978 году. В Европе она продавалась как Philips Videopac G7000, в Бразилии - как Philips Odyssey, а в Японии - как Odyssey2 (オデッセイ2 odessei2). Odyssey 2 была одной из трех основных домашних консолей до краха рынка видеоигр в 1983 году, наряду с Atari 2600 и Intellivision. + +В начале 1970-х годов компания Magnavox стала первопроходцем в индустрии домашних видеоигр, успешно выпустив на рынок первую домашнюю консоль Odyssey, за которой быстро последовал ряд последующих моделей, каждая из которых имела несколько технологических усовершенствований. В 1978 году компания Magnavox, ставшая дочерней компанией североамериканской Philips, решила выпустить совершенно новую приставку Odyssey 2. + +В 2009 году сайт IGN, посвященный видеоиграм, назвал Odyssey 2 21-й величайшей игровой консолью из списка 25. + Консоль + + + Magnavox Odyssey 2 (stiliserad som Magnavox Odyssey²), även känd som Philips Odyssey 2, är en andra generationens videospelskonsol för hemmabruk som släpptes 1978. Den såldes i Europa under namnet Philips Videopac G7000, i Brasilien under namnet Philips Odyssey och i Japan under namnet Odyssey2 (オデッセイ2 odessei2). Odyssey 2 var en av de tre största hemkonsolerna före 1983 års krasch på marknaden för videospel, tillsammans med Atari 2600 och Intellivision. + +I början av 1970-talet var Magnavox pionjär inom videospel för hemmabruk genom att framgångsrikt lansera den första hemkonsolen på marknaden, Odyssey, som snabbt följdes av ett antal senare modeller, var och en med några tekniska förbättringar. 1978 bestämde sig Magnavox, som nu var ett dotterbolag till nordamerikanska Philips, för att lansera en helt ny efterföljare, Odyssey 2. + +År 2009 utsåg videospelwebbplatsen IGN Odyssey 2 till den 21:a bästa videospelkonsolen, av en lista på 25. Konsol + + + マグナボックス・オデッセイ2(Magnavox Odyssey²)は、フィリップス・オデッセイ2としても知られ、1978年に発売された第2世代の家庭用ゲーム機である。ヨーロッパではフィリップスビデオパックG7000として、ブラジルではフィリップスオデッセイとして、日本ではオデッセイ2として販売された。オデッセイ2は、アタリ2600、インテリビジョンとともに、1983年のビデオゲーム市場大暴落前の家庭用3大ゲーム機のひとつであった。 + +1970年代初頭、マグナボックスは初の家庭用ゲーム機「オデッセイ」の市場投入に成功し、家庭用ゲーム業界のパイオニアとなった。1978年、マグナヴォックス(現在は北米フィリップスの子会社)は、まったく新しい後継機「オデッセイ2」の発売を決定した。 + +2009年、ビデオゲームサイト『IGN』はオデッセイ2を25機種中21番目に偉大なゲーム機に選出した。 + コンソール + + + + + 마그네박스 오디세이 2(마그네박스 오디세이²로 표기)는 필립스 오디세이 2라고도 하며 1978년에 출시된 2세대 가정용 비디오 게임 콘솔입니다. 유럽에서는 필립스 비디오팩 G7000, 브라질에서는 필립스 오디세이, 일본에서는 오디세이2(オデッセイ2 오데세이2)로 판매되었습니다. 오디세이2는 1983년 비디오 게임 시장이 붕괴되기 전까지 아타리 2600, 인텔리비전과 함께 3대 가정용 콘솔 중 하나였습니다. + +1970년대 초, Magnavox는 최초의 가정용 콘솔인 오디세이를 성공적으로 시장에 출시하여 가정용 비디오 게임 산업을 개척했으며, 이후 몇 가지 기술 개선이 이루어진 여러 후속 모델을 빠르게 출시했습니다. 1978년, 현재 북미 Philips의 자회사가 된 Magnavox는 완전히 새로운 후속작인 Odyssey 2를 출시하기로 결정했습니다. + +2009년, 비디오 게임 웹사이트 IGN은 25개의 비디오 게임 콘솔 중 21번째로 훌륭한 비디오 게임 콘솔로 Odyssey 2를 선정했습니다. + 콘솔 + + + + + Magnavox Odyssey 2(文体名称为 Magnavox Odyssey²),又称飞利浦 Odyssey 2,是 1978 年发布的第二代家用视频游戏机。它在欧洲以飞利浦 Videopac G7000 出售,在巴西以飞利浦 Odyssey 出售,在日本以 Odyssey2 (オデッセイ2 odessei2) 出售。在 1983 年电子游戏市场崩溃之前,奥德赛 2 与雅达利 2600 和 Intellivision 并列为三大家用游戏机。 + +20 世纪 70 年代初,Magnavox 成功地将第一台家用游戏机奥德赛推向市场,开创了家用视频游戏产业的先河。1978 年,Magnavox(现为北美飞利浦公司的子公司)决定推出全新的后继机--Odyssey 2。 + +2009 年,视频游戏网站 IGN 将奥德赛 2 评为最伟大的 25 款视频游戏机中的第 21 款。 + 控制台 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/virtualboy.xml b/themes/linear-es-de/system/metadata/virtualboy.xml index 689677e57..da24decb0 100644 --- a/themes/linear-es-de/system/metadata/virtualboy.xml +++ b/themes/linear-es-de/system/metadata/virtualboy.xml @@ -1,9 +1,9 @@ - + Virtual Boy The Virtual Boy is a 32-bit tabletop portable video game console developed and manufactured by Nintendo. Released in 1995, it was marketed as the first console capable of displaying stereoscopic "3D" graphics. The player uses the console like a head-mounted display, placing the head against the eyepiece to see a red monochrome display. - The games use a parallax effect to create the illusion of depth. Sales failed to meet targets, and Nintendo ceased distribution and game development in 1996, having released only 22 games for the system. +The games use a parallax effect to create the illusion of depth. Sales failed to meet targets, and Nintendo ceased distribution and game development in 1996, having released only 22 games for the system. Nintendo 1995 1995-07-21 @@ -15,10 +15,118 @@ FE0016 8A8C8E 232323 + 257-229 + + + The Virtual Boy és una consola de videojocs portàtils de 32 bits desenvolupada i fabricada per Nintendo. Estrenada el 1995, es va comercialitzar com la primera consola capaç de mostrar gràfics "3D" estereoscòpics. El jugador utilitza la consola com una pantalla muntada al cap, col·locant el cap contra l’ocular per veure una pantalla monocroma vermella. + +Els jocs utilitzen un efecte de paralaxi per crear la il·lusió de la profunditat. Les vendes no van complir els objectius i Nintendo va deixar de distribuir i desenvolupament de jocs el 1996, després de publicar només 22 jocs per al sistema. + Portable + + + + + Der Virtual Boy ist eine von Nintendo entwickelte und hergestellte tragbare 32-Bit-Videospielkonsole. Er kam 1995 auf den Markt und wurde als die erste Konsole vermarktet, die stereoskopische "3D"-Grafiken darstellen konnte. Der Spieler benutzt die Konsole wie ein Head-Mounted-Display, indem er den Kopf gegen das Okular hält, um eine rote Monochromanzeige zu sehen. + +Die Spiele nutzen einen Parallaxen-Effekt, um die Illusion von Tiefe zu erzeugen. Die Verkaufszahlen blieben hinter den Erwartungen zurück, und Nintendo stellte 1996 den Vertrieb und die Entwicklung von Spielen ein, nachdem nur 22 Spiele für das System veröffentlicht worden waren. + Tragbar + + + + + Virtual Boy es una videoconsola portátil de sobremesa de 32 bits desarrollada y fabricada por Nintendo. Lanzada en 1995, se comercializó como la primera consola capaz de mostrar gráficos "3D" estereoscópicos. El jugador utiliza la consola como una pantalla montada en la cabeza, colocando la cabeza contra el ocular para ver una pantalla monocroma roja. + +Los juegos utilizan un efecto de paralaje para crear la ilusión de profundidad. Las ventas no alcanzaron los objetivos y Nintendo dejó de distribuir y desarrollar juegos en 1996, tras haber lanzado sólo 22 juegos para la consola. + Portátil + + + + + Le Virtual Boy est une console de jeu vidéo portable 32 bits développée et fabriquée par Nintendo. Sortie en 1995, elle a été commercialisée comme la première console capable d'afficher des graphiques stéréoscopiques en "3D". Le joueur utilise la console comme un écran monté sur la tête, en plaçant sa tête contre l'oculaire pour voir un écran monochrome rouge. + +Les jeux utilisent un effet de parallaxe pour créer l'illusion de profondeur. Les ventes n'ont pas atteint les objectifs fixés et Nintendo a cessé la distribution et le développement des jeux en 1996, n'ayant sorti que 22 jeux pour la console. + Portable + + + + + Il Virtual Boy è una console portatile per videogiochi da tavolo a 32 bit sviluppata e prodotta da Nintendo. Rilasciata nel 1995, è stata commercializzata come la prima console in grado di visualizzare grafica stereoscopica "3D". Il giocatore utilizza la console come un display montato sulla testa, posizionando la testa contro l'oculare per vedere un display monocromatico rosso. + +I giochi utilizzano un effetto di parallasse per creare l'illusione della profondità. Le vendite non raggiunsero gli obiettivi prefissati e Nintendo cessò la distribuzione e lo sviluppo di giochi nel 1996, dopo aver pubblicato solo 22 giochi per la console. + Portatile + + + + + De Virtual Boy is een 32-bits draagbare videogameconsole, ontwikkeld en geproduceerd door Nintendo. Hij werd uitgebracht in 1995 en werd op de markt gebracht als de eerste console die stereoscopische "3D"-beelden kon weergeven. De speler gebruikt de console als een head-mounted display, waarbij hij zijn hoofd tegen het oculair plaatst om een rood monochroom scherm te zien. + +De spellen maken gebruik van een parallax-effect om de illusie van diepte te creëren. De verkoopcijfers haalden de doelstellingen niet en Nintendo stopte met de distributie en ontwikkeling van spellen in 1996, nadat er slechts 22 spellen voor het systeem waren uitgebracht. + Draagbaar + + + + + Virtual Boy to 32-bitowa przenośna konsola do gier wideo opracowana i wyprodukowana przez Nintendo. Wydana w 1995 roku, była sprzedawana jako pierwsza konsola zdolna do wyświetlania stereoskopowej grafiki "3D". Gracz używa konsoli jak wyświetlacza montowanego na głowie, umieszczając głowę przy okularze, aby zobaczyć czerwony monochromatyczny wyświetlacz. + +Gry wykorzystują efekt paralaksy, aby stworzyć iluzję głębi. Sprzedaż nie osiągnęła założonych celów, a Nintendo zaprzestało dystrybucji i tworzenia gier w 1996 roku, po wydaniu zaledwie 22 gier na ten system. + Przenośny + + + + + O Virtual Boy é um console de videogame portátil de mesa de 32 bits desenvolvido e fabricado pela Nintendo. Lançado em 1995, foi comercializado como o primeiro console capaz de exibir gráficos "3D" estereoscópicos. O jogador usa o console como um head-mounted display, colocando a cabeça contra a ocular para ver uma tela monocromática vermelha. + +Os jogos usam um efeito de paralaxe para criar a ilusão de profundidade. As vendas não atingiram as metas, e a Nintendo encerrou a distribuição e o desenvolvimento de jogos em 1996, tendo lançado apenas 22 jogos para o sistema. + Portátil + + + + + Virtual Boy este o consolă de jocuri video portabilă de 32 de biți, dezvoltată și fabricată de Nintendo. Lansată în 1995, a fost comercializată ca prima consolă capabilă să afișeze grafică stereoscopică "3D". Jucătorul utilizează consola ca pe un afișaj montat pe cap, punând capul pe ocular pentru a vedea un afișaj monocrom roșu. + +Jocurile folosesc un efect de paralaxă pentru a crea iluzia de adâncime. Vânzările nu au atins obiectivele, iar Nintendo a încetat distribuția și dezvoltarea jocurilor în 1996, după ce a lansat doar 22 de jocuri pentru consolă. + Portabil + + + + + Virtual Boy - 32-битная настольная портативная игровая консоль, разработанная и выпущенная компанией Nintendo. Выпущенная в 1995 году, она рекламировалась как первая консоль, способная отображать стереоскопическую "3D" графику. Игрок использует консоль как накладной дисплей, прикладывая голову к окуляру, чтобы увидеть красный монохромный экран. + +В играх используется эффект параллакса для создания иллюзии глубины. Продажи не оправдали ожиданий, и в 1996 году Nintendo прекратила распространение и разработку игр, выпустив для консоли всего 22 игры. + Портативный + + + Virtual Boy är en 32-bitars bärbar konsol för videospel som utvecklats och tillverkats av Nintendo. Den släpptes 1995 och marknadsfördes som den första konsolen som kunde visa stereoskopisk "3D"-grafik. Spelaren använder konsolen som en huvudmonterad bildskärm och placerar huvudet mot okularet för att se en röd monokrom bildskärm. + +Spelen använder en parallaxeffekt för att skapa en illusion av djup. Försäljningen nådde inte upp till målen och Nintendo upphörde med distribution och spelutveckling 1996, efter att endast ha släppt 22 spel till systemet. Bärbar + + + バーチャルボーイは、任天堂が開発・製造した32ビットの卓上型携帯ゲーム機である。1995年に発売され、立体的な「3D」グラフィックを表示できる最初のゲーム機として売り出された。プレイヤーはこのゲーム機をヘッドマウントディスプレイのように使い、接眼レンズに頭を当てて赤いモノクロディスプレイを見る。 + +ゲームは視差効果を利用して奥行きの錯覚を作り出す。売上は目標に届かず、任天堂は1996年に販売とゲーム開発を中止した。 + ポータブル + + + + + 버추얼 보이는 닌텐도에서 개발 및 제조한 32비트 테이블탑 휴대용 비디오 게임 콘솔입니다. 1995년에 출시된 이 콘솔은 입체적인 "3D" 그래픽을 표시할 수 있는 최초의 콘솔로 판매되었습니다. 플레이어는 콘솔을 헤드 마운트 디스플레이처럼 사용하여 아이피스에 머리를 대고 빨간색 단색 디스플레이를 볼 수 있습니다. + +이 게임은 시차 효과를 사용하여 깊이감이 느껴지는 착각을 불러일으킵니다. 판매량이 목표를 달성하지 못하자 닌텐도는 1996년 이 시스템용 게임 22개만 출시하고 유통 및 게임 개발을 중단했습니다. + 휴대성 + + + + + 虚拟男孩(Virtual Boy)是任天堂开发和制造的一款 32 位桌面便携式视频游戏机。它于 1995 年发布,作为第一款能够显示立体 "3D "图形的游戏机进行销售。玩家使用该游戏机时就像使用头戴式显示器一样,将头靠在目镜上即可看到红色单色显示屏。 + +游戏使用视差效果来制造深度错觉。由于销售未能达到预期目标,任天堂于 1996 年停止了该系统的发行和游戏开发,仅发行了 22 款游戏。 + 便携式 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/vpinball.xml b/themes/linear-es-de/system/metadata/vpinball.xml index 5db7e451e..741891dca 100644 --- a/themes/linear-es-de/system/metadata/vpinball.xml +++ b/themes/linear-es-de/system/metadata/vpinball.xml @@ -1,8 +1,8 @@ - + Visual Pinball Visual Pinball is a freeware and source available video game engine for pinball tables and similar games such as pachinko machines. It includes a table editor as well as the simulator itself, and runs on Microsoft Windows. It can be used with Visual PinMAME, an emulator for ROM images from real pinball machines. - Visual Pinball Team + Visual Pinball 2000 2000-12-19 December 19, 2000 @@ -13,10 +13,90 @@ 800000 FF0000 303030 + 1-1 + + + Visual Pinball és un motor de videojocs disponible de programes gratuïts i font per a taules de pinball i jocs similars, com ara les màquines Pachinko. Inclou un editor de taula i el simulador en si i funciona amb Microsoft Windows. Es pot utilitzar amb PinMame Visual, un emulador per a imatges de ROM de màquines de pinball reals. + Engine + + + + + Visual Pinball ist eine Freeware und quelloffene Videospiel-Engine für Flippertische und ähnliche Spiele wie Pachinko-Maschinen. Es enthält einen Tabelleneditor sowie den Simulator selbst und läuft unter Microsoft Windows. Es kann zusammen mit Visual PinMAME verwendet werden, einem Emulator für ROM-Images von echten Flipperautomaten. + Motor + + + + + Visual Pinball es un motor de videojuegos gratuito y de código fuente disponible para mesas de pinball y juegos similares, como las máquinas pachinko. Incluye un editor de mesas, así como el propio simulador, y se ejecuta en Microsoft Windows. Puede utilizarse con Visual PinMAME, un emulador de imágenes ROM de máquinas de pinball reales. + Motor + + + + + Visual Pinball est un moteur de jeu vidéo gratuit et disponible à l'origine pour les tables de flipper et les jeux similaires tels que les machines de pachinko. Il comprend un éditeur de tables ainsi que le simulateur lui-même, et fonctionne sous Microsoft Windows. Il peut être utilisé avec Visual PinMAME, un émulateur d'images ROM de flippers réels. + Moteur + + + + + Visual Pinball è un motore di videogiochi freeware e disponibile alla fonte per tavoli da flipper e giochi simili, come le macchine da pachinko. Include un editor di tavoli e il simulatore stesso e funziona su Microsoft Windows. Può essere utilizzato con Visual PinMAME, un emulatore di immagini ROM di flipper reali. + Motore + + + + + Visual Pinball is een freeware en broncode beschikbare videogame-engine voor flippertafels en soortgelijke spellen zoals pachinko machines. Het bevat een tafeleditor en de simulator zelf, en draait op Microsoft Windows. Het kan gebruikt worden met Visual PinMAME, een emulator voor ROM-afbeeldingen van echte flipperkasten. + Motor + + + + + Visual Pinball to darmowy i dostępny na licencji source silnik gier wideo dla stołów do pinballa i podobnych gier, takich jak automaty pachinko. Zawiera edytor stołów, a także sam symulator i działa w systemie Microsoft Windows. Może być używany z Visual PinMAME, emulatorem obrazów ROM z prawdziwych maszyn do pinballa. + Silnik + + + + + O Visual Pinball é um mecanismo de videogame gratuito e de código-fonte disponível para mesas de pinball e jogos semelhantes, como máquinas de pachinko. Ele inclui um editor de mesa, bem como o próprio simulador, e é executado no Microsoft Windows. Pode ser usado com o Visual PinMAME, um emulador de imagens ROM de máquinas de pinball reais. + Motor + + + + + Visual Pinball este un motor de joc video freeware și sursă disponibilă pentru mese de pinball și jocuri similare, cum ar fi mașinile pachinko. Acesta include un editor de mese, precum și simulatorul în sine, și rulează pe Microsoft Windows. Acesta poate fi utilizat cu Visual PinMAME, un emulator pentru imagini ROM de la mașini de pinball reale. + Motor + + + + + Visual Pinball - это свободно распространяемый видеоигровой движок для пинбольных столов и подобных игр, таких как автоматы пачинко. Он включает в себя редактор столов, а также сам симулятор, и работает под управлением Microsoft Windows. Его можно использовать вместе с Visual PinMAME, эмулятором ROM-образов настоящих пинбольных автоматов. + Двигатель + + - Spelmotor + Visual Pinball är en freeware och källkodstillgänglig videospelmotor för flipperspel och liknande spel som t.ex. pachinkomaskiner. Den innehåller en tabellredigerare samt själva simulatorn och körs på Microsoft Windows. Den kan användas med Visual PinMAME, en emulator för ROM-bilder från riktiga flipperspel. + Motor + + + + + Visual Pinballは、ピンボール台やパチンコ台のような類似ゲーム用の、フリーウェアでソースが利用可能なビデオゲームエンジンです。シミュレータだけでなく、テーブルエディタも含まれており、Microsoft Windows上で動作します。実際のピンボールマシンのROMイメージのエミュレータであるVisual PinMAMEと一緒に使うことができます。 + エンジン + + + + + 비주얼 핀볼은 핀볼 테이블 및 파친코 머신과 같은 유사 게임용 프리웨어 및 소스로 제공되는 비디오 게임 엔진입니다. 여기에는 시뮬레이터 자체뿐만 아니라 테이블 편집기가 포함되어 있으며 Microsoft Windows에서 실행됩니다. 실제 핀볼 머신의 ROM 이미지 에뮬레이터인 Visual PinMAME와 함께 사용할 수 있습니다. + 엔진 + + + + + Visual Pinball 是一款免费软件,可用于弹球台和弹珠机等类似游戏的视频游戏引擎。它包括桌面编辑器和模拟器本身,可在 Microsoft Windows 上运行。它可与 Visual PinMAME 一起使用,后者是一个模拟器,可模拟真实弹球机的 ROM 映像。 + 发动机 \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/vsmile.xml b/themes/linear-es-de/system/metadata/vsmile.xml index a029596e7..dbc81775a 100644 --- a/themes/linear-es-de/system/metadata/vsmile.xml +++ b/themes/linear-es-de/system/metadata/vsmile.xml @@ -1,11 +1,11 @@ - + V.Smile The V.Smile (stylized as V.SMILE TV LEARNING SYSTEM) is a sixth-generation educational home video game console manufactured and released by VTech. Titles are available on ROM cartridges called "Smartridges", to play off the system's educational nature. The graphics are primarily sprite-based. The console is often sold bundled with a particular game, with most of them having a game called Alphabet Park Adventure. - Several variants of the V.Smile console are sold including handheld versions, or models with added functionality such as touch tablet integrated controllers or microphones. The V-Motion is a major variant with its own software lineup that includes motion sensitive controllers, and has Smartriges designed to take advantage of motion-related "active learning". The V-Motion and Smartridges however, are fully backwards compatible with other V.Smile variants and V.Smile Smartridges, and a V-Motion Smartridge can also be played on V.Smile console or handheld, albeit with limited functionality. However, in 2010, the new and old models of the V.Smile were discontinued. VTech still made games for the V.Smile until 2012. +Several variants of the V.Smile console are sold including handheld versions, or models with added functionality such as touch tablet integrated controllers or microphones. The V-Motion is a major variant with its own software lineup that includes motion sensitive controllers, and has Smartriges designed to take advantage of motion-related "active learning". The V-Motion and Smartridges however, are fully backwards compatible with other V.Smile variants and V.Smile Smartridges, and a V-Motion Smartridge can also be played on V.Smile console or handheld, albeit with limited functionality. However, in 2010, the new and old models of the V.Smile were discontinued. VTech still made games for the V.Smile until 2012. - Some key differentiators between systems and the ability to fully utilize all game functions include the options of a microphone, touch tablet, additional joystick port (for 2-player gameplay), stylus-enhanced controller, or motion sensitive game pad (with V-Motion). +Some key differentiators between systems and the ability to fully utilize all game functions include the options of a microphone, touch tablet, additional joystick port (for 2-player gameplay), stylus-enhanced controller, or motion sensitive game pad (with V-Motion). VTech 2004 2004-08-04 @@ -17,10 +17,146 @@ 8A6AA2 CBCFD0 F0973A + 1-1 + + + El V. Smile (estilitzat com a V. Smile TV Learning System) és una consola de videojocs educatius de sisena generació fabricada i publicada per VTech. Els títols estan disponibles als cartutxos de ROM anomenats "Smartridges", per reproduir la naturalesa educativa del sistema. Els gràfics es basen principalment en Sprite. La consola es ven sovint agrupada amb un joc concret, amb la majoria d’ells amb un joc anomenat Alphabet Park Adventure. + +Es venen diverses variants de la consola V. Smile incloent versions de mà o models amb funcionalitat afegida com ara controladors integrats per tauletes o micròfons. El V-Motion és una variant important amb la seva pròpia línia de programari que inclou controladors sensibles al moviment i té Smartriges dissenyat per aprofitar el "aprenentatge actiu" relacionat amb el moviment. Els M-Motion i els Smartridges, però, són completament compatibles amb altres variants de V. Smile i V. Smile Smartridges, i un SMARtridge de M-Motion també es pot reproduir a la consola de V. Smile o a la mà, tot i que amb una funcionalitat limitada. No obstant això, el 2010 es van suspendre els nous i antics models del V. Smile. VTech encara va fer jocs per al V. Smile fins al 2012. + +Alguns diferenciadors clau entre els sistemes i la capacitat d’utilitzar plenament totes les funcions del joc inclouen les opcions d’un micròfon, tauleta tàctil, port de joystick addicional (per a joc de dos jugadors), controlador millorat per l’estil o un joc de joc sensible al moviment (amb M-Motion)). + Console + + + + + Das V.Smile (stilisiert als V.SMILE TV LEARNING SYSTEM) ist eine pädagogische Videospielkonsole der sechsten Generation, die von VTech hergestellt und herausgegeben wird. Die Titel sind auf ROM-Kassetten erhältlich, die "Smartridges" genannt werden, um den pädagogischen Charakter des Systems zu unterstreichen. Die Grafiken sind hauptsächlich sprite-basiert. Die Konsole wird oft im Paket mit einem bestimmten Spiel verkauft, wobei die meisten ein Spiel namens Alphabet Park Adventure enthalten. + +Es werden mehrere Varianten der V.Smile-Konsole verkauft, darunter Handheld-Versionen oder Modelle mit zusätzlichen Funktionen wie integrierten Touch-Tablet-Controllern oder Mikrofonen. Die V-Motion-Konsole ist eine Hauptvariante mit einer eigenen Softwarepalette, die bewegungsempfindliche Controller umfasst und Smartridges hat, die das bewegungsbezogene "aktive Lernen" nutzen. V-Motion und Smartridges sind jedoch vollständig abwärtskompatibel mit anderen V.Smile-Varianten und V.Smile-Smartridges, und ein V-Motion-Smartridge kann auch auf einer V.Smile-Konsole oder einem Handheld gespielt werden, wenn auch mit eingeschränkter Funktionalität. Im Jahr 2010 wurden jedoch die neuen und alten Modelle des V.Smile eingestellt. VTech produzierte noch bis 2012 Spiele für den V.Smile. + +Zu den wichtigsten Unterscheidungsmerkmalen zwischen den Systemen und der Möglichkeit, alle Spielfunktionen vollständig zu nutzen, gehören die Optionen Mikrofon, Touch-Tablet, zusätzlicher Joystick-Anschluss (für das Spiel mit zwei Spielern), stiftverstärkter Controller oder bewegungsempfindliches Gamepad (mit V-Motion). + Konsole + + + + + La V.Smile (estilizada como V.SMILE TV LEARNING SYSTEM) es una videoconsola doméstica educativa de sexta generación fabricada y comercializada por VTech. Los títulos están disponibles en cartuchos ROM llamados "Smartridges", para resaltar la naturaleza educativa del sistema. Los gráficos se basan principalmente en sprites. La consola suele venderse con un juego en particular, y la mayoría de ellas tienen un juego llamado Alphabet Park Adventure. + +Se venden varias variantes de la consola V.Smile, incluidas versiones portátiles o modelos con funciones añadidas, como controladores integrados en tabletas táctiles o micrófonos. La V-Motion es una variante importante con su propia línea de software que incluye controladores sensibles al movimiento, y cuenta con Smartriges diseñados para aprovechar el "aprendizaje activo" relacionado con el movimiento. Sin embargo, el V-Motion y los Smartridges son totalmente compatibles con otras variantes de V.Smile y V.Smile Smartridges, y también se puede jugar a un V-Motion Smartridge en la consola o el dispositivo portátil V.Smile, aunque con una funcionalidad limitada. Sin embargo, en 2010, los modelos nuevos y antiguos del V.Smile fueron descatalogados. VTech siguió fabricando juegos para el V.Smile hasta 2012. + +Algunas de las principales diferencias entre los sistemas y la capacidad de utilizar plenamente todas las funciones del juego incluyen las opciones de un micrófono, una tableta táctil, un puerto de joystick adicional (para el juego de 2 jugadores), un controlador mejorado con lápiz óptico o un game pad sensible al movimiento (con V-Motion). + Consola + + + + + Le V.Smile (stylisé en tant que V.SMILE TV LEARNING SYSTEM) est une console de jeux vidéo éducative de sixième génération fabriquée et commercialisée par VTech. Les titres sont disponibles sur des cartouches ROM appelées "Smartridges", afin de mettre en valeur la nature éducative du système. Les graphismes sont principalement basés sur des sprites. La console est souvent vendue avec un jeu particulier, la plupart des consoles étant équipées d'un jeu intitulé Alphabet Park Adventure. + +Plusieurs variantes de la console V.Smile sont vendues, notamment des versions portables ou des modèles dotés de fonctionnalités supplémentaires telles que des contrôleurs intégrés à une tablette tactile ou des microphones. La V-Motion est une variante majeure avec sa propre gamme de logiciels qui comprend des contrôleurs sensibles au mouvement et des Smartriges conçues pour tirer parti de l'"apprentissage actif" lié au mouvement. Le V-Motion et les Smartridges sont toutefois entièrement rétrocompatibles avec les autres variantes de V.Smile et les Smartridges V.Smile, et une Smartridge V-Motion peut également être jouée sur une console V.Smile ou sur un ordinateur de poche, bien qu'avec des fonctionnalités limitées. Cependant, en 2010, les nouveaux et anciens modèles de V.Smile ont été abandonnés. VTech a continué à fabriquer des jeux pour le V.Smile jusqu'en 2012. + +Parmi les principales différences entre les systèmes et la possibilité d'utiliser pleinement toutes les fonctions du jeu, on peut citer les options suivantes : microphone, tablette tactile, port pour manette supplémentaire (pour un jeu à deux joueurs), manette améliorée par un stylet ou pavé de jeu sensible aux mouvements (avec V-Motion). + Console + + + + + Il V.Smile (stilizzato come V.SMILE TV LEARNING SYSTEM) è una console per videogiochi educativi di sesta generazione prodotta e distribuita da VTech. I titoli sono disponibili su cartucce ROM chiamate "Smartridges", per sottolineare la natura educativa del sistema. La grafica è principalmente basata su sprite. La console viene spesso venduta in bundle con un gioco particolare, e la maggior parte di esse ha un gioco chiamato Alphabet Park Adventure. + +Vengono vendute diverse varianti della console V.Smile, tra cui versioni portatili o modelli con funzionalità aggiuntive, come i controller integrati nelle tavolette tattili o i microfoni. Il V-Motion è una variante importante con una propria linea di software che include controller sensibili al movimento e Smartriges progettate per sfruttare l'"apprendimento attivo" legato al movimento. Il V-Motion e le Smartridge, tuttavia, sono pienamente retrocompatibili con le altre varianti di V.Smile e con le Smartridge di V.Smile, e una Smartridge di V-Motion può essere giocata anche su una console o una console portatile di V.Smile, anche se con funzionalità limitate. Tuttavia, nel 2010, i nuovi e i vecchi modelli di V.Smile sono stati dismessi. VTech ha continuato a produrre giochi per il V.Smile fino al 2012. + +Tra i principali elementi di differenziazione tra i sistemi e la possibilità di utilizzare appieno tutte le funzioni di gioco vi sono le opzioni di un microfono, di una tavoletta tattile, di una porta joystick aggiuntiva (per il gioco a due giocatori), di un controller potenziato con stilo o di un game pad sensibile al movimento (con V-Motion). + Console + + + + + De V.Smile (gestileerd als V.SMILE TV LEARNING SYSTEM) is een zesde generatie educatieve videogameconsole voor thuisgebruik, geproduceerd en uitgebracht door VTech. Titels zijn verkrijgbaar op ROM-cartridges die "Smartridges" worden genoemd, om het educatieve karakter van het systeem tot zijn recht te laten komen. De graphics zijn voornamelijk gebaseerd op sprite. De console wordt vaak verkocht in combinatie met een bepaald spel, waarbij de meeste een spel hebben met de naam Alphabet Park Adventure. + +Er worden verschillende varianten van de V.Smile-console verkocht, waaronder handheld-versies of modellen met extra functionaliteit, zoals geïntegreerde touch-tabletcontrollers of microfoons. De V-Motion is een belangrijke variant met een eigen softwarepakket dat bewegingsgevoelige controllers bevat en Smartriges die zijn ontworpen om te profiteren van bewegingsgerelateerd "actief leren". De V-Motion en Smartridges zijn echter volledig achterwaarts compatibel met andere V.Smile-varianten en V.Smile Smartridges, en een V-Motion Smartridge kan ook worden afgespeeld op de V.Smile console of handheld, zij het met beperkte functionaliteit. In 2010 werden de nieuwe en oude modellen van de V.Smile echter stopgezet. VTech maakte nog tot 2012 spellen voor de V.Smile. + +Enkele belangrijke verschillen tussen systemen en de mogelijkheid om alle gamefuncties volledig te benutten, zijn de opties van een microfoon, touchtablet, extra joystickpoort (voor gamen met 2 spelers), controller met stylusondersteuning of bewegingsgevoelig gamepad (met V-Motion). + Console + + + + + V.Smile (stylizowany na V.SMILE TV LEARNING SYSTEM) to edukacyjna domowa konsola do gier wideo szóstej generacji wyprodukowana i wydana przez firmę VTech. Tytuły są dostępne na kartridżach ROM zwanych "Smartridges", aby wykorzystać edukacyjny charakter systemu. Grafika opiera się głównie na sprite'ach. Konsola jest często sprzedawana w zestawie z konkretną grą, a większość z nich posiada grę o nazwie Alphabet Park Adventure. + +Sprzedawanych jest kilka wariantów konsoli V.Smile, w tym wersje przenośne lub modele z dodatkowymi funkcjami, takimi jak kontrolery zintegrowane z tabletem dotykowym lub mikrofony. V-Motion jest głównym wariantem z własną linią oprogramowania, która zawiera kontrolery wrażliwe na ruch i posiada Smartridge zaprojektowane tak, aby wykorzystać "aktywne uczenie się" związane z ruchem. V-Motion i Smartridges są jednak w pełni wstecznie kompatybilne z innymi wariantami V.Smile i V.Smile Smartridges, a V-Motion Smartridge może być również odtwarzany na konsoli V.Smile lub handheld, choć z ograniczoną funkcjonalnością. Jednak w 2010 roku nowe i stare modele V.Smile zostały wycofane. VTech nadal produkował gry dla V.Smile do 2012 roku. + +Niektóre kluczowe różnice między systemami i możliwość pełnego wykorzystania wszystkich funkcji gry obejmują opcje mikrofonu, tabletu dotykowego, dodatkowego portu joysticka (dla rozgrywki dla 2 graczy), kontrolera z rysikiem lub czułego na ruch pada do gier (z V-Motion). + Konsola + + + + + O V.Smile (estilizado como V.SMILE TV LEARNING SYSTEM) é um console de videogame doméstico educacional de sexta geração fabricado e lançado pela VTech. Os títulos estão disponíveis em cartuchos de ROM chamados "Smartridges", para aproveitar a natureza educacional do sistema. Os gráficos são baseados principalmente em sprite. O console geralmente é vendido junto com um jogo específico, sendo que a maioria deles tem um jogo chamado Alphabet Park Adventure. + +Diversas variantes do console V.Smile são vendidas, incluindo versões portáteis ou modelos com funcionalidades adicionais, como controladores integrados a tablets sensíveis ao toque ou microfones. O V-Motion é uma variante importante com sua própria linha de software que inclui controladores sensíveis ao movimento e tem Smartriges projetados para aproveitar o "aprendizado ativo" relacionado ao movimento. O V-Motion e os Smartridges, no entanto, são totalmente compatíveis com outras variantes do V.Smile e com os V.Smile Smartridges, e um V-Motion Smartridge também pode ser reproduzido no console ou no dispositivo portátil V.Smile, embora com funcionalidade limitada. Entretanto, em 2010, os modelos novos e antigos do V.Smile foram descontinuados. A VTech ainda produziu jogos para o V.Smile até 2012. + +Alguns dos principais diferenciais entre os sistemas e a capacidade de utilizar plenamente todas as funções do jogo incluem as opções de microfone, tablet sensível ao toque, porta de joystick adicional (para jogos com dois jogadores), controle aprimorado com caneta ou game pad sensível ao movimento (com V-Motion). + Console + + + + + V.Smile (stilizat ca V.SMILE TV LEARNING SYSTEM) este o consolă de jocuri video educaționale de a șasea generație fabricată și lansată de VTech. Titlurile sunt disponibile pe cartușe ROM numite "Smartridges", pentru a juca pe natura educațională a sistemului. Grafica este în principal bazată pe sprite. Consola este adesea vândută la pachet cu un anumit joc, cele mai multe dintre ele având un joc numit Alphabet Park Adventure. + +Mai multe variante ale consolei V.Smile sunt vândute, inclusiv versiuni portabile, sau modele cu funcționalități adăugate, cum ar fi controllere integrate în tablete tactile sau microfoane. V-Motion este o variantă majoră cu propria gamă de software care include controlere sensibile la mișcare și are Smartriges concepute pentru a profita de "învățarea activă" legată de mișcare. Cu toate acestea, V-Motion și Smartridges sunt pe deplin retrocompatibile cu alte variante V.Smile și Smartridges V.Smile, iar un Smartridge V-Motion poate fi, de asemenea, jucat pe consola V.Smile sau handheld, deși cu funcționalitate limitată. Cu toate acestea, în 2010, modelele noi și vechi ale V.Smile au fost întrerupte. VTech a continuat să producă jocuri pentru V.Smile până în 2012. + +Unele diferențieri cheie între sisteme și capacitatea de a utiliza pe deplin toate funcțiile jocului includ opțiunile de microfon, tabletă tactilă, port joystick suplimentar (pentru jocul cu 2 jucători), controler îmbunătățit cu stylus sau pad de joc sensibil la mișcare (cu V-Motion). + Consolă + + + + + V.Smile (стилизованное название V.SMILE TV LEARNING SYSTEM) - это образовательная домашняя игровая приставка шестого поколения, выпускаемая компанией VTech. Игры выпускаются на картриджах ROM, называемых "Smartridges", чтобы подчеркнуть образовательный характер системы. Графика преимущественно спрайтовая. Консоль часто продается в комплекте с определенной игрой, в большинстве случаев это игра под названием Alphabet Park Adventure. + +Продается несколько вариантов консоли V.Smile, включая портативные версии или модели с дополнительными функциями, такими как встроенные в сенсорный планшет контроллеры или микрофоны. V-Motion - это основной вариант с собственной линейкой программного обеспечения, включающей контроллеры, чувствительные к движению, и Smartriges, разработанные для использования преимуществ "активного обучения", связанного с движением. V-Motion и смартриджи полностью совместимы с другими вариантами V.Smile и смартриджами V.Smile, а смартридж V-Motion также можно использовать на консоли V.Smile или портативном компьютере, хотя и с ограниченной функциональностью. Однако в 2010 году новые и старые модели V.Smile были сняты с производства. Компания VTech продолжала выпускать игры для V.Smile до 2012 года. + +К ключевым отличиям систем, позволяющим в полной мере использовать все игровые функции, относятся наличие микрофона, сенсорного планшета, дополнительного порта для джойстика (для игры двух игроков), контроллера со стилусом или чувствительной к движениям игровой панели (с V-Motion). + Консоль + + + V.Smile (stiliserat som V.SMILE TV LEARNING SYSTEM) är en sjätte generationens pedagogisk hemkonsol för videospel som tillverkas och släpps av VTech. Titlarna finns tillgängliga på ROM-kassetter som kallas "Smartridges", för att understryka systemets pedagogiska karaktär. Grafiken är främst sprite-baserad. Konsolen säljs ofta tillsammans med ett visst spel, och de flesta av dem har ett spel som heter Alphabet Park Adventure. + +Flera varianter av V.Smile-konsolen säljs, bland annat handhållna versioner eller modeller med extra funktioner som integrerade styrenheter med pekplatta eller mikrofoner. V-Motion är en viktig variant med en egen mjukvara som inkluderar rörelsekänsliga kontroller och har Smartriges som är utformade för att dra nytta av rörelserelaterad "aktiv inlärning". V-Motion och Smartridges är dock fullt bakåtkompatibla med andra V.Smile-varianter och V.Smile Smartridges, och en V-Motion Smartridge kan också spelas på V.Smile-konsolen eller handheld, om än med begränsad funktionalitet. Under 2010 upphörde dock tillverkningen av både den nya och den gamla modellen av V.Smile. VTech tillverkade fortfarande spel för V.Smile fram till 2012. + +Några viktiga skillnader mellan systemen och möjligheten att fullt ut utnyttja alla spelfunktioner är tillvalet av mikrofon, pekplatta, extra joystickport (för spel med två spelare), stylusförstärkt handkontroll eller rörelsekänslig spelplatta (med V-Motion). Konsol + + + V.スマイル(V.SMILE TV LEARNING SYSTEM)は、VTech社が製造・発売した第6世代の教育用家庭用ビデオゲーム機である。タイトルは「スマートカートリッジ」と呼ばれるROMカートリッジで提供され、システムの教育的性格をアピールしている。グラフィックは主にスプライトベース。このゲーム機は特定のゲームとバンドルされて販売されることが多く、ほとんどのゲームに「Alphabet Park Adventure」というゲームが付属している。 + +V.Smileコンソールには、携帯型や、タッチタブレット一体型コントローラーやマイクなどの機能を追加したモデルなど、いくつかのバリエーションが販売されている。V-Motionは、モーションセンシティブコントローラを含む独自のソフトウェアラインナップを持つ主要なバリエーションで、モーション関連の「アクティブラーニング」を活用するように設計されたSmartrigesを備えている。ただし、V-MotionとSmartridgesは、他のV.SmileのバリエーションやV.Smile Smartridgesと完全な後方互換性があり、V-Motion Smartridgeは、機能は制限されるものの、V.Smileコンソールやハンドヘルドでもプレイできる。しかし2010年、V.Smileの新旧モデルは販売終了となりました。VTechは2012年までV.Smile用のゲームを製造していました。 + +マイク、タッチタブレット、追加ジョイスティックポート(2人プレイ用)、スタイラス付きコントローラー、モーションセンサー付きゲームパッド(Vモーション付き)などのオプションがあり、すべてのゲーム機能をフルに活用することができます。 + コンソール + + + + + V.스마일(V.스마일 TV 학습 시스템으로 표기)은 브이테크에서 제조 및 출시한 6세대 교육용 가정용 비디오 게임 콘솔입니다. 시스템의 교육적 특성을 살리기 위해 "스마트리지"라는 ROM 카트리지에서 타이틀을 사용할 수 있습니다. 그래픽은 주로 스프라이트 기반입니다. 이 콘솔은 특정 게임과 함께 번들로 판매되는 경우가 많으며, 대부분 알파벳 파크 어드벤처라는 게임이 포함되어 있습니다. + +핸드헬드 버전이나 터치 태블릿 통합 컨트롤러 또는 마이크와 같은 기능이 추가된 모델을 포함하여 여러 가지 변형 V.Smile 콘솔이 판매되고 있습니다. V-Motion은 동작 감지 컨트롤러가 포함된 자체 소프트웨어 라인업과 동작 관련 '능동 학습'을 활용하도록 설계된 스마트리지가 포함된 주요 변형 모델입니다. 그러나 V-Motion과 스마트리지는 다른 V.Smile 변형 및 V.Smile 스마트리지와 완벽하게 호환되며, 기능이 제한되기는 하지만 V-Motion 스마트리지는 V.Smile 콘솔이나 핸드헬드에서도 재생할 수 있습니다. 하지만 2010년에 V.Smile의 신모델과 구모델은 모두 단종되었습니다. 브이테크는 2012년까지 V.스마일용 게임을 계속 만들었습니다. + +시스템 간의 주요 차별화 요소와 모든 게임 기능을 완벽하게 활용할 수 있는 기능에는 마이크, 터치 태블릿, 추가 조이스틱 포트(2인 게임 플레이용), 스타일러스 강화 컨트롤러 또는 동작 감지 게임 패드(V-Motion 포함) 옵션이 있습니다. + 콘솔 + + + + + V.Smile(文体名称为 V.SMILE TV LEARNING SYSTEM)是伟易达生产和发布的第六代教育家用视频游戏机。为了突出该系统的教育性,该系统通过名为 "Smartridges "的 ROM 盒提供各种游戏。游戏画面主要以精灵为基础。该游戏机通常与一款特定的游戏捆绑销售,其中大部分都有一款名为 "字母公园大冒险 "的游戏。 + +V.Smile控制台有几种变体,包括掌上型或带有触摸板集成控制器或麦克风等附加功能的型号。V-Motion 是一种主要的变体,它有自己的软件阵容,包括动作感应控制器,以及旨在利用与动作相关的 "主动学习 "功能的 Smartriges。不过,V-Motion 和 Smartridges 与其他 V.Smile 变体和 V.Smile Smartridges 完全向后兼容,V-Motion Smartridge 也可以在 V.Smile 控制台或手持设备上播放,尽管功能有限。不过,2010 年,V.Smile 的新旧型号均已停产。直到 2012 年,伟易达仍在为 V.Smile 制作游戏。 + +不同系统之间的一些关键区别以及充分利用所有游戏功能的能力包括麦克风、触摸板、额外的操纵杆端口(用于双人游戏)、手写笔增强控制器或动作感应游戏板(带 V-Motion)等选项。 + 控制台 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/wasm4.xml b/themes/linear-es-de/system/metadata/wasm4.xml index 84801acf5..9eaef9193 100644 --- a/themes/linear-es-de/system/metadata/wasm4.xml +++ b/themes/linear-es-de/system/metadata/wasm4.xml @@ -1,4 +1,4 @@ - + WASM-4 WASM-4 is a low-level fantasy game console for building small games with WebAssembly. Game cartridges (ROMs) are small, self-contained .wasm files that can be built with any programming language that compiles to WebAssembly. @@ -13,10 +13,90 @@ D3E3B7 4B5E2C 8FC038 + 1-1 + + + WASM-4 és una consola de joc de fantasia de baix nivell per crear jocs petits amb WebAssembly. Els cartutxos de jocs (ROM) són fitxers petits i autònoms. + Engine + + + + + WASM-4 ist eine Low-Level-Fantasy-Spielkonsole zur Erstellung kleiner Spiele mit WebAssembly. Spielkassetten (ROMs) sind kleine, in sich geschlossene .wasm-Dateien, die mit jeder Programmiersprache erstellt werden können, die sich mit WebAssembly kompilieren lässt. + Motor + + + + + WASM-4 es una consola de juegos de fantasía de bajo nivel para construir pequeños juegos con WebAssembly. Los cartuchos de juego (ROM) son pequeños archivos .wasm autocontenidos que pueden construirse con cualquier lenguaje de programación que compile con WebAssembly. + Motor + + + + + WASM-4 est une console de jeu fantastique de bas niveau permettant de créer de petits jeux avec WebAssembly. Les cartouches de jeu (ROM) sont de petits fichiers .wasm autonomes qui peuvent être créés avec n'importe quel langage de programmation compilant WebAssembly. + Moteur + + + + + WASM-4 è una console di gioco fantasy di basso livello per la creazione di piccoli giochi con WebAssembly. Le cartucce di gioco (ROM) sono piccoli file .wasm autocontenuti che possono essere costruiti con qualsiasi linguaggio di programmazione che compili WebAssembly. + Motore + + + + + WASM-4 is een fantasiespelconsole op laag niveau voor het bouwen van kleine spellen met WebAssembly. Spelcassettes (ROM's) zijn kleine, zelfstandige .wasm-bestanden die kunnen worden gebouwd met elke programmeertaal die compileert naar WebAssembly. + Motor + + + + + WASM-4 to niskopoziomowa konsola do gier fantasy do tworzenia małych gier za pomocą WebAssembly. Kartridże z grami (ROM) są małymi, samodzielnymi plikami .wasm, które można zbudować za pomocą dowolnego języka programowania, który kompiluje się do WebAssembly. + Silnik + + + + + O WASM-4 é um console de jogos de fantasia de baixo nível para a criação de pequenos jogos com o WebAssembly. Os cartuchos de jogos (ROMs) são arquivos .wasm pequenos e autônomos que podem ser criados com qualquer linguagem de programação que compile para o WebAssembly. + Motor + + + + + WASM-4 este o consolă de jocuri fantastice de nivel scăzut pentru construirea de jocuri mici cu WebAssembly. Cartușele de jocuri (ROM-uri) sunt fișiere .wasm mici, autonome, care pot fi construite cu orice limbaj de programare care compilează în WebAssembly. + Motor + + + + + WASM-4 - это низкоуровневая игровая консоль для создания небольших игр на WebAssembly. Игровые картриджи (ROM) представляют собой небольшие автономные файлы .wasm, которые могут быть созданы с помощью любого языка программирования, компилируемого в WebAssembly. + Двигатель + + - Spelmotor + WASM-4 är en lågnivåkonsol för fantasyspel där man kan bygga små spel med WebAssembly. Spelkassetterna (ROM) är små, fristående .wasm-filer som kan byggas med vilket programmeringsspråk som helst som kompilerar till WebAssembly. + Motor + + + + + WASM-4は、WebAssemblyで小さなゲームを作るための低レベルのファンタジーゲーム機です。ゲームカートリッジ(ROM)は小さな自己完結型の.wasmファイルで、WebAssemblyにコンパイル可能なプログラミング言語であれば、どんな言語でも構築することができます。 + エンジン + + + + + WASM-4는 웹어셈블리로 소규모 게임을 빌드하기 위한 로우레벨 판타지 게임 콘솔입니다. 게임 카트리지(ROM)는 웹어셈블리로 컴파일되는 모든 프로그래밍 언어로 빌드할 수 있는 작은 독립형 .wasm 파일입니다. + 엔진 + + + + + WASM-4 是一个低级幻想游戏控制台,用于使用 WebAssembly 构建小型游戏。游戏盒式磁带(ROM)是小型、独立的 .wasm 文件,可使用任何可编译为 WebAssembly 的编程语言构建。 + 发动机 \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/wii.xml b/themes/linear-es-de/system/metadata/wii.xml index dccab0b13..7c2f843bb 100644 --- a/themes/linear-es-de/system/metadata/wii.xml +++ b/themes/linear-es-de/system/metadata/wii.xml @@ -1,9 +1,9 @@ - + Wii The Wii (known unofficially as the Nintendo Wii) is a home video game console released by Nintendo on November 19, 2006. As a seventh generation console, the Wii competed with Microsoft's Xbox 360 and Sony's PlayStation 3. Nintendo stated that its console targets a broader demographic than that of the two others. - As of the first quarter of 2016, the Wii led its generation over the PlayStation 3 and Xbox 360 in worldwide sales, with more than 101 million units sold; in December 2009, the console broke the sales record for a single month in the United States. +As of the first quarter of 2016, the Wii led its generation over the PlayStation 3 and Xbox 360 in worldwide sales, with more than 101 million units sold; in December 2009, the console broke the sales record for a single month in the United States. Nintendo 2006 2006-12-02 @@ -15,10 +15,118 @@ D1D1D1 005C9A 1E1C1A + 1-1 + + + La Wii (coneguda no oficialment com la Nintendo Wii) és una consola de videojocs a casa publicada per Nintendo el 19 de novembre de 2006. Com a consola de setena generació, la Wii va competir amb la Xbox 360 de Microsoft i la PlayStation 3 de Sony.més ampli demogràfic que la dels altres. + +A partir del primer trimestre del 2016, la Wii va liderar la seva generació sobre PlayStation 3 i Xbox 360 en vendes mundials, amb més de 101 milions d’unitats venudes;Al desembre de 2009, la consola va batre el rècord de vendes durant un sol mes als Estats Units. + Console + + + + + Die Wii (inoffiziell auch als Nintendo Wii bekannt) ist eine Videospielkonsole für den Heimgebrauch, die von Nintendo am 19. November 2006 auf den Markt gebracht wurde. Als Konsole der siebten Generation konkurrierte die Wii mit der Xbox 360 von Microsoft und der PlayStation 3 von Sony. Nintendo erklärte, dass seine Konsole eine breitere Zielgruppe anspricht als die beiden anderen. + +Im ersten Quartal 2016 war die Wii mit mehr als 101 Millionen verkauften Exemplaren weltweit die meistverkaufte Konsole ihrer Generation vor der PlayStation 3 und der Xbox 360; im Dezember 2009 brach die Konsole den Verkaufsrekord für einen einzigen Monat in den Vereinigten Staaten. + Konsole + + + + + La Wii (conocida extraoficialmente como Nintendo Wii) es una videoconsola doméstica lanzada por Nintendo el 19 de noviembre de 2006. Como consola de séptima generación, la Wii competía con la Xbox 360 de Microsoft y la PlayStation 3 de Sony. Nintendo declaró que su consola se dirige a un grupo demográfico más amplio que el de las otras dos. + +En el primer trimestre de 2016, la Wii lideraba su generación por delante de la PlayStation 3 y la Xbox 360 en ventas mundiales, con más de 101 millones de unidades vendidas; en diciembre de 2009, la consola batió el récord de ventas en un solo mes en Estados Unidos. + Consola + + + + + La Wii (connue officieusement sous le nom de Nintendo Wii) est une console de jeux vidéo de salon lancée par Nintendo le 19 novembre 2006. En tant que console de septième génération, la Wii était en concurrence avec la Xbox 360 de Microsoft et la PlayStation 3 de Sony. Nintendo a déclaré que sa console visait un public plus large que celui des deux autres consoles. + +Au premier trimestre 2016, la Wii était en tête des ventes mondiales de sa génération par rapport à la PlayStation 3 et à la Xbox 360, avec plus de 101 millions d'unités vendues ; en décembre 2009, la console a battu le record de ventes pour un mois aux États-Unis. + Console + + + + + La Wii (conosciuta non ufficialmente come Nintendo Wii) è una console per videogiochi domestica rilasciata da Nintendo il 19 novembre 2006. Come console di settima generazione, la Wii compete con la Xbox 360 di Microsoft e la PlayStation 3 di Sony. Nintendo ha dichiarato che la sua console si rivolge a un pubblico più ampio di quello delle altre due. + +Nel primo trimestre del 2016, la console Wii ha superato la PlayStation 3 e la Xbox 360 nelle vendite mondiali, con oltre 101 milioni di unità vendute; nel dicembre 2009, la console ha battuto il record di vendite per un singolo mese negli Stati Uniti. + Console + + + + + De Wii (onofficieel bekend als de Nintendo Wii) is een spelcomputer voor thuisgebruik die op 19 november 2006 werd uitgebracht door Nintendo. Als zevende generatie console concurreerde de Wii met de Xbox 360 van Microsoft en de PlayStation 3 van Sony. Nintendo verklaarde dat het systeem zich richt op een bredere doelgroep dan de twee andere. + +In het eerste kwartaal van 2016 stond de Wii aan de leiding in de wereldwijde verkoop van zijn generatie ten opzichte van de PlayStation 3 en Xbox 360, met meer dan 101 miljoen verkochte exemplaren; in december 2009 brak het systeem het verkooprecord voor één maand in de Verenigde Staten. + Console + + + + + Wii (znana nieoficjalnie jako Nintendo Wii) to domowa konsola do gier wideo wydana przez Nintendo 19 listopada 2006 roku. Jako konsola siódmej generacji, Wii konkurowała z Xbox 360 Microsoftu i PlayStation 3 Sony. Nintendo stwierdziło, że jego konsola jest skierowana do szerszej grupy demograficznej niż dwie pozostałe. + +Od pierwszego kwartału 2016 roku Wii przewodziło swojej generacji nad PlayStation 3 i Xbox 360 pod względem sprzedaży na całym świecie, z ponad 101 milionami sprzedanych egzemplarzy; w grudniu 2009 roku konsola pobiła rekord sprzedaży w jednym miesiącu w Stanach Zjednoczonych. + Konsola + + + + + O Wii (conhecido não oficialmente como Nintendo Wii) é um console de videogame doméstico lançado pela Nintendo em 19 de novembro de 2006. Como um console de sétima geração, o Wii competiu com o Xbox 360 da Microsoft e o PlayStation 3 da Sony. A Nintendo declarou que seu console tem como alvo um público mais amplo do que o dos outros dois. + +No primeiro trimestre de 2016, o Wii liderava sua geração em relação ao PlayStation 3 e ao Xbox 360 em vendas mundiais, com mais de 101 milhões de unidades vendidas; em dezembro de 2009, o console bateu o recorde de vendas para um único mês nos Estados Unidos. + Console + + + + + Wii (cunoscută neoficial ca Nintendo Wii) este o consolă de jocuri video pentru acasă lansată de Nintendo pe 19 noiembrie 2006. Fiind a șaptea generație de console, Wii a concurat cu Xbox 360 de la Microsoft și PlayStation 3 de la Sony. Nintendo a declarat că consola sa se adresează unui segment demografic mai larg decât cel al celorlalte două. + +Începând cu primul trimestru al anului 2016, Wii a condus generația sa față de PlayStation 3 și Xbox 360 în ceea ce privește vânzările la nivel mondial, cu peste 101 milioane de unități vândute; în decembrie 2009, consola a depășit recordul de vânzări pentru o singură lună în Statele Unite. + Consolă + + + + + Wii (неофициально известная как Nintendo Wii) - домашняя игровая приставка, выпущенная компанией Nintendo 19 ноября 2006 года. Будучи консолью седьмого поколения, Wii конкурировала с Xbox 360 от Microsoft и PlayStation 3 от Sony. Nintendo заявила, что ее консоль ориентирована на более широкую демографическую аудиторию, чем две другие. + +По состоянию на первый квартал 2016 года Wii лидировала по мировым продажам среди консолей своего поколения, обогнав PlayStation 3 и Xbox 360 более чем на 101 миллион единиц; в декабре 2009 года консоль побила рекорд продаж за один месяц в США. + Консоль + + + Wii (inofficiellt känt som Nintendo Wii) är en hemkonsol för videospel som släpptes av Nintendo den 19 november 2006. Som en sjunde generationens konsol konkurrerade Wii med Microsofts Xbox 360 och Sonys PlayStation 3. Nintendo uppgav att dess konsol riktar sig till en bredare demografisk målgrupp än de två andra. + +Från och med första kvartalet 2016 ledde Wii sin generation över PlayStation 3 och Xbox 360 i världsomspännande försäljning, med mer än 101 miljoner sålda enheter; i december 2009 slog konsolen försäljningsrekordet för en enda månad i USA. Konsol + + + Wiiは、2006年11月19日に任天堂から発売された家庭用ゲーム機である。第7世代ゲーム機として、WiiはマイクロソフトのXbox 360とソニーのプレイステーション3と競合した。任天堂は、このゲーム機は他の2つのゲーム機よりも幅広い層をターゲットにしていると述べている。 + +2016年第1四半期の時点で、Wiiは全世界での販売台数が1億100万台を超え、プレイステーション3とXbox 360を抑えて同世代機のトップに立っている。 + コンソール + + + + + Wii(비공식적으로 닌텐도 Wii로 알려짐)는 2006년 11월 19일에 닌텐도에서 출시한 가정용 비디오 게임 콘솔입니다. 7세대 콘솔인 Wii는 마이크로소프트의 Xbox 360 및 소니의 플레이스테이션 3와 경쟁했습니다. 닌텐도는 자사의 콘솔이 다른 두 제품보다 더 폭넓은 연령층을 타겟으로 한다고 밝혔습니다. + +2016년 1분기 기준 Wii는 전 세계 판매량에서 1억 1,100만 대 이상이 판매되어 PlayStation 3와 Xbox 360을 제치고 1위를 차지했으며, 2009년 12월에는 미국에서 한 달 동안 판매량 기록을 경신했습니다. + 콘솔 + + + + + Wii(非官方名称为任天堂 Wii)是任天堂于 2006 年 11 月 19 日发布的一款家用视频游戏机。作为第七代游戏机,Wii 的竞争对手是微软的 Xbox 360 和索尼的 PlayStation 3。任天堂表示,它的游戏机比其他两款游戏机的目标人群更广泛。 + +截至 2016 年第一季度,Wii 的全球销量超过 1.01 亿台,领先于同代的 PlayStation 3 和 Xbox 360;2009 年 12 月,该游戏机打破了美国单月销售记录。 + 控制台 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/wiiu.xml b/themes/linear-es-de/system/metadata/wiiu.xml index 08e9e80be..10036f88e 100644 --- a/themes/linear-es-de/system/metadata/wiiu.xml +++ b/themes/linear-es-de/system/metadata/wiiu.xml @@ -1,9 +1,9 @@ - + Wii U The Wii U (WEE YOO) is a home video game console developed by Nintendo as the successor to the Wii. Released in late 2012, it is the first eighth-generation video game console and competed with Microsoft's Xbox One and Sony's PlayStation 4. - The Wii U is the first Nintendo console to support HD graphics. The system's primary controller is the Wii U GamePad, which features an embedded touchscreen, directional buttons, analog sticks, and action buttons. The screen can be used either as a supplement to the main display or in supported games to play the game directly on the GamePad. The Wii U Pro Controller can be used in its place as a more traditional alternative. The Wii U is backward compatible with all Wii software and accessories. Games can support any combination of the GamePad, Wii Remote, Nunchuk, Balance Board, or Nintendo's Classic Controller or Wii U Pro Controller. Online functionality centers around the Nintendo Network platform and Miiverse, an integrated social networking service which allows users to share content in game-specific communities. +The Wii U is the first Nintendo console to support HD graphics. The system's primary controller is the Wii U GamePad, which features an embedded touchscreen, directional buttons, analog sticks, and action buttons. The screen can be used either as a supplement to the main display or in supported games to play the game directly on the GamePad. The Wii U Pro Controller can be used in its place as a more traditional alternative. The Wii U is backward compatible with all Wii software and accessories. Games can support any combination of the GamePad, Wii Remote, Nunchuk, Balance Board, or Nintendo's Classic Controller or Wii U Pro Controller. Online functionality centers around the Nintendo Network platform and Miiverse, an integrated social networking service which allows users to share content in game-specific communities. Nintendo 2012 2012-11-18 @@ -15,10 +15,118 @@ 3783BC DDDCDC 9D8354 + 1-1 + + + La Wii U (Wee Yoo) és una consola de videojocs a casa desenvolupada per Nintendo com a successor de la Wii. Estrenada a finals del 2012, és la primera consola de videojocs de vuitena generació i va competir amb Xbox One de Microsoft i PlayStation 4 de Sony. + +El Wii U és la primera consola de Nintendo que admet gràfics en alta definició. El controlador principal del sistema és el Wii U GamePad, que inclou una pantalla tàctil incrustada, botons direccionals, pals analògics i botons d’acció. La pantalla es pot utilitzar com a suplement de la pantalla principal o en jocs compatibles per jugar directament al joc al GamePad. El controlador Wii U Pro es pot utilitzar al seu lloc com a alternativa més tradicional. El Wii U és compatible amb tots els programes i accessoris Wii. Els jocs poden donar suport a qualsevol combinació del GamePad, Wii Remote, Nunchuk, Balance Board o Controller Classic o Wii U Pro Controller. La funcionalitat en línia es centra al voltant de la plataforma de la xarxa de Nintendo i Miiverse, un servei integrat de xarxes socials que permet als usuaris compartir contingut en comunitats específiques del joc. + Console + + + + + Die Wii U (WEE YOO) ist eine Videospielkonsole für den Heimgebrauch, die von Nintendo als Nachfolgerin der Wii entwickelt wurde. Sie wurde Ende 2012 veröffentlicht und ist die erste Videospielkonsole der achten Generation. Sie konkurriert mit der Xbox One von Microsoft und der PlayStation 4 von Sony. + +Die Wii U ist die erste Nintendo-Konsole, die HD-Grafik unterstützt. Der wichtigste Controller des Systems ist das Wii U GamePad, das über einen integrierten Touchscreen, Richtungstasten, Analogsticks und Aktionstasten verfügt. Der Bildschirm kann entweder als Ergänzung zum Hauptdisplay verwendet werden oder in unterstützten Spielen, um das Spiel direkt auf dem GamePad zu spielen. Der Wii U Pro Controller kann anstelle des GamePads als traditionelle Alternative verwendet werden. Die Wii U ist abwärtskompatibel mit der gesamten Wii-Software und dem Zubehör. Die Spiele können jede Kombination aus GamePad, Wii-Fernbedienung, Nunchuk, Balance Board oder Nintendos Classic Controller oder Wii U Pro Controller unterstützen. Die Online-Funktionalität konzentriert sich auf die Nintendo Network-Plattform und Miiverse, einen integrierten Social-Networking-Service, der es den Nutzern ermöglicht, Inhalte in spielspezifischen Communities zu teilen. + Konsole + + + + + La Wii U (WEE YOO) es una videoconsola doméstica desarrollada por Nintendo como sucesora de la Wii. Lanzada a finales de 2012, es la primera videoconsola de octava generación y compitió con la Xbox One de Microsoft y la PlayStation 4 de Sony. + +La Wii U es la primera consola de Nintendo compatible con gráficos de alta definición. El mando principal de la consola es el Wii U GamePad, que incorpora una pantalla táctil, botones direccionales, sticks analógicos y botones de acción. La pantalla puede usarse como complemento de la pantalla principal o, en los juegos compatibles, para jugar directamente en el GamePad. El Wii U Pro Controller puede utilizarse en su lugar como una alternativa más tradicional. La Wii U es retrocompatible con todos los programas y accesorios de Wii. Los juegos son compatibles con cualquier combinación del GamePad, el mando de Wii, el Nunchuk, la tabla de equilibrio, el mando clásico de Nintendo o el mando profesional de Wii U. La funcionalidad en línea se centra en la plataforma Nintendo Network y Miiverse, un servicio integrado de redes sociales que permite a los usuarios compartir contenidos en comunidades específicas de juegos. + Consola + + + + + La Wii U (WEE YOO) est une console de jeu vidéo de salon développée par Nintendo pour succéder à la Wii. Sortie fin 2012, elle est la première console de jeux vidéo de huitième génération et était en concurrence avec la Xbox One de Microsoft et la PlayStation 4 de Sony. + +La Wii U est la première console Nintendo à prendre en charge les graphismes HD. La principale manette de la console est le Wii U GamePad, qui comprend un écran tactile intégré, des boutons directionnels, des sticks analogiques et des boutons d'action. L'écran peut être utilisé en complément de l'affichage principal ou, dans les jeux compatibles, pour jouer directement sur le GamePad. La manette Wii U Pro peut être utilisée à sa place comme alternative plus traditionnelle. La Wii U est rétrocompatible avec tous les logiciels et accessoires Wii. Les jeux peuvent prendre en charge n'importe quelle combinaison du GamePad, de la télécommande Wii, du Nunchuk, de la planche d'équilibre, de la manette classique de Nintendo ou de la manette Wii U Pro. Les fonctionnalités en ligne s'articulent autour de la plateforme Nintendo Network et de Miiverse, un service de réseau social intégré qui permet aux utilisateurs de partager du contenu dans des communautés spécifiques à un jeu. + Console + + + + + La Wii U (WEE YOO) è una console per videogiochi domestica sviluppata da Nintendo come successore della Wii. Rilasciata alla fine del 2012, è la prima console per videogiochi di ottava generazione e compete con la Xbox One di Microsoft e la PlayStation 4 di Sony. + +La Wii U è la prima console Nintendo a supportare la grafica HD. Il controller principale della console è il Wii U GamePad, dotato di touchscreen incorporato, tasti direzionali, stick analogici e tasti azione. Lo schermo può essere utilizzato come complemento del display principale o nei giochi supportati per giocare direttamente sul GamePad. Il Wii U Pro Controller può essere utilizzato al suo posto come alternativa più tradizionale. La console Wii U è retrocompatibile con tutti i software e gli accessori Wii. I giochi possono supportare qualsiasi combinazione di GamePad, telecomando Wii, Nunchuk, Balance Board, controller classico Nintendo o controller Wii U Pro. Le funzionalità online sono incentrate sulla piattaforma Nintendo Network e su Miiverse, un servizio di social networking integrato che consente agli utenti di condividere contenuti in comunità specifiche per i giochi. + Console + + + + + De Wii U (WEE YOO) is een videogameconsole voor thuisgebruik, ontwikkeld door Nintendo als opvolger van de Wii. Het spel werd eind 2012 uitgebracht en is het eerste achtste generatie videospelconsole dat concurreert met de Xbox One van Microsoft en de PlayStation 4 van Sony. + +De Wii U is het eerste Nintendo-systeem dat HD-graphics ondersteunt. De primaire controller van het systeem is de Wii U GamePad, met een ingebouwd touchscreen, richtingsknoppen, analoge sticks en actieknoppen. Het scherm kan worden gebruikt als aanvulling op het hoofdscherm of in ondersteunde spellen om het spel direct op de GamePad te spelen. De Wii U Pro Controller kan in plaats daarvan worden gebruikt als een meer traditioneel alternatief. De Wii U is achterwaarts compatibel met alle Wii-software en accessoires. Spellen kunnen elke combinatie van de GamePad, Wii-afstandsbediening, Nunchuk, Balance Board of Nintendo's Classic Controller of Wii U Pro Controller ondersteunen. Online functionaliteit concentreert zich rond het Nintendo Network platform en Miiverse, een geïntegreerde sociale netwerkdienst waarmee gebruikers content kunnen delen in spelspecifieke gemeenschappen. + Console + + + + + Wii U (WEE YOO) to domowa konsola do gier wideo opracowana przez Nintendo jako następca Wii. Wydana pod koniec 2012 roku, jest pierwszą konsolą do gier wideo ósmej generacji i konkurowała z Xbox One Microsoftu i PlayStation 4 Sony. + +Wii U jest pierwszą konsolą Nintendo obsługującą grafikę HD. Podstawowym kontrolerem systemu jest Wii U GamePad, który posiada wbudowany ekran dotykowy, przyciski kierunkowe, drążki analogowe i przyciski akcji. Ekran może być używany jako dodatek do głównego wyświetlacza lub w obsługiwanych grach do grania bezpośrednio na GamePadzie. Kontroler Wii U Pro może być używany zamiast niego jako bardziej tradycyjna alternatywa. Wii U jest wstecznie kompatybilne z całym oprogramowaniem i akcesoriami Wii. Gry mogą obsługiwać dowolną kombinację GamePada, Wii Remote, Nunchuk, Balance Board lub kontrolera Nintendo Classic Controller lub Wii U Pro Controller. Funkcjonalność online koncentruje się na platformie Nintendo Network i Miiverse, zintegrowanej usłudze społecznościowej, która umożliwia użytkownikom udostępnianie treści w społecznościach związanych z grami. + Konsola + + + + + O Wii U (WEE YOO) é um console de videogame doméstico desenvolvido pela Nintendo como sucessor do Wii. Lançado no final de 2012, é o primeiro console de videogame de oitava geração e competiu com o Xbox One da Microsoft e o PlayStation 4 da Sony. + +O Wii U é o primeiro console da Nintendo a suportar gráficos HD. O controle principal do sistema é o Wii U GamePad, que possui uma tela sensível ao toque integrada, botões direcionais, controles analógicos e botões de ação. A tela pode ser usada como um complemento da tela principal ou em jogos compatíveis para jogar diretamente no GamePad. O Wii U Pro Controller pode ser usado em seu lugar como uma alternativa mais tradicional. O Wii U é compatível com todos os softwares e acessórios do Wii. Os jogos podem ser compatíveis com qualquer combinação de GamePad, Wii Remote, Nunchuk, Balance Board ou o Classic Controller da Nintendo ou o Wii U Pro Controller. A funcionalidade on-line gira em torno da plataforma Nintendo Network e do Miiverse, um serviço integrado de rede social que permite aos usuários compartilhar conteúdo em comunidades específicas de jogos. + Console + + + + + Wii U (WEE YOO) este o consolă de jocuri video pentru acasă dezvoltată de Nintendo ca succesor al Wii. Lansată la sfârșitul anului 2012, este prima consolă de jocuri video din a opta generație și a concurat cu Xbox One de la Microsoft și PlayStation 4 de la Sony. + +Wii U este prima consolă Nintendo care suportă grafică HD. Controlerul principal al sistemului este Wii U GamePad, care dispune de un ecran tactil încorporat, butoane direcționale, stick-uri analogice și butoane de acțiune. Ecranul poate fi utilizat fie ca o completare a ecranului principal, fie în jocurile acceptate pentru a juca jocul direct pe GamePad. Wii U Pro Controller poate fi utilizat în locul său ca o alternativă mai tradițională. Wii U este retrocompatibil cu toate programele și accesoriile Wii. Jocurile pot suporta orice combinație de GamePad, telecomandă Wii, Nunchuk, Balance Board sau controler clasic Nintendo sau controler Wii U Pro. Funcționalitatea online se concentrează în jurul platformei Nintendo Network și Miiverse, un serviciu integrat de rețele sociale care permite utilizatorilor să partajeze conținut în comunități specifice jocurilor. + Consolă + + + + + Wii U (WEE YOO) - домашняя игровая приставка, разработанная компанией Nintendo в качестве преемника Wii. Выпущенная в конце 2012 года, она стала первой видеоигровой консолью восьмого поколения и конкурировала с Xbox One от Microsoft и PlayStation 4 от Sony. + +Wii U - первая консоль Nintendo с поддержкой HD-графики. Основным контроллером консоли является Wii U GamePad, оснащенный встроенным сенсорным экраном, кнопками направления, аналоговыми стиками и кнопками действий. Экран можно использовать как дополнение к основному дисплею или в поддерживаемых играх, чтобы играть непосредственно на GamePad. Вместо него можно использовать более традиционный контроллер Wii U Pro Controller. Wii U обратно совместима со всеми программами и аксессуарами для Wii. Игры могут поддерживать любую комбинацию из GamePad, Wii Remote, Nunchuk, Balance Board, классического контроллера Nintendo или контроллера Wii U Pro. Онлайн-функции основаны на платформе Nintendo Network и Miiverse, интегрированной социальной сети, которая позволяет пользователям обмениваться контентом в игровых сообществах. + Консоль + + + Wii U (WEE YOO) är en hemkonsol för videospel som utvecklats av Nintendo som efterföljare till Wii. Den släpptes i slutet av 2012 och är den första åttonde generationens TV-spelskonsol och konkurrerade med Microsofts Xbox One och Sonys PlayStation 4. + +Wii U är den första Nintendo-konsolen med stöd för HD-grafik. Systemets primära styrenhet är Wii U GamePad, som har en inbyggd pekskärm, riktningsknappar, analoga spakar och actionknappar. Skärmen kan användas antingen som ett komplement till huvudskärmen eller i spel som stöds för att spela spelet direkt på GamePad. Wii U Pro Controller kan användas i stället som ett mer traditionellt alternativ. Wii U är bakåtkompatibel med alla Wii-program och tillbehör. Spelen kan stödja alla kombinationer av GamePad, Wii-fjärrkontrollen, Nunchuk, Balance Board eller Nintendos Classic Controller eller Wii U Pro Controller. Online-funktionaliteten är centrerad kring Nintendo Network-plattformen och Miiverse, en integrerad social nätverkstjänst som gör det möjligt för användare att dela innehåll i spelspecifika communities. Konsol + + + Wii U(WEE YOO)は、任天堂がWiiの後継機として開発した家庭用ゲーム機。2012年末に発売され、初の第8世代ゲーム機としてマイクロソフトのXbox One、ソニーのPlayStation 4と競合した。 + +Wii Uは任天堂のゲーム機として初めてHDグラフィックスをサポートした。システムの主要コントローラはWii U GamePadで、タッチスクリーン、方向ボタン、アナログスティック、アクションボタンが内蔵されている。このスクリーンはメインディスプレイの補助として、または対応ゲームではGamePadで直接ゲームをプレイするために使用することができる。Wii U Proコントローラーは、より伝統的な代替品として代わりに使用できる。Wii Uは、すべてのWiiソフトウェアとアクセサリと下位互換性がある。ゲームはGamePad、Wiiリモコン、ヌンチャク、バランスボード、任天堂のクラシックコントローラー、Wii U Proコントローラーのどの組み合わせにも対応する。オンライン機能の中心は、Nintendo Networkプラットフォームと、ゲーム固有のコミュニティでコンテンツを共有できる統合ソーシャル・ネットワーキング・サービス「Miiverse」だ。 + コンソール + + + + + Wii U(위 유)는 닌텐도에서 Wii의 후속작으로 개발한 가정용 비디오 게임 콘솔입니다. 2012년 말에 출시된 최초의 8세대 비디오 게임 콘솔로, 마이크로소프트의 Xbox One 및 소니의 PlayStation 4와 경쟁했습니다. + +Wii U는 HD 그래픽을 지원하는 최초의 닌텐도 콘솔입니다. 시스템의 기본 컨트롤러는 내장형 터치스크린, 방향 버튼, 아날로그 스틱, 액션 버튼이 있는 Wii U 게임패드입니다. 이 화면은 메인 디스플레이를 보조하는 용도로 사용하거나 지원되는 게임에서 게임패드에서 직접 게임을 플레이하는 데 사용할 수 있습니다. Wii U Pro 컨트롤러는 기존 컨트롤러 대신 사용할 수 있습니다. Wii U는 모든 Wii 소프트웨어 및 액세서리와 역호환됩니다. 게임은 게임패드, Wii 리모컨, 쌍절곤, 밸런스 보드, 닌텐도의 클래식 컨트롤러 또는 Wii U Pro 컨트롤러를 조합하여 사용할 수 있습니다. 온라인 기능은 게임별 커뮤니티에서 콘텐츠를 공유할 수 있는 통합 소셜 네트워킹 서비스인 Miiverse와 닌텐도 네트워크 플랫폼을 중심으로 이루어집니다. + 콘솔 + + + + + Wii U(WEE YOO)是任天堂开发的家用视频游戏机,是 Wii 的后继机。它于 2012 年底发布,是第一款第八代视频游戏机,与微软的 Xbox One 和索尼的 PlayStation 4 竞争。 + +Wii U 是任天堂第一款支持高清图形的游戏机。该系统的主要控制器是 Wii U 游戏板,它具有嵌入式触摸屏、方向键、模拟摇杆和动作按钮。该屏幕既可作为主显示屏的补充,也可在支持的游戏中直接在游戏板上玩游戏。Wii U Pro 控制器可作为更传统的替代品。Wii U 向后兼容所有 Wii 软件和配件。游戏可以支持游戏手柄、Wii 遥控器、双节棍、平衡板、任天堂经典控制器或 Wii U 专业控制器的任意组合。在线功能以任天堂网络平台和 Miiverse 为中心,Miiverse 是一种集成的社交网络服务,允许用户在特定的游戏社区分享内容。 + 控制台 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/windows.xml b/themes/linear-es-de/system/metadata/windows.xml index 764835b68..5ee075b1d 100644 --- a/themes/linear-es-de/system/metadata/windows.xml +++ b/themes/linear-es-de/system/metadata/windows.xml @@ -1,9 +1,9 @@ - + Windows Windows is a group of several proprietary graphical operating system families developed and marketed by Microsoft. Each family caters to a certain sector of the computing industry. For example, Windows NT for consumers, Windows Server for servers, and Windows IoT for embedded systems. Defunct Windows families include Windows 9x, Windows Mobile, and Windows Phone. - The first version of Windows was released on November 20, 1985, as a graphical operating system shell for MS-DOS in response to the growing interest in graphical user interfaces (GUIs). +The first version of Windows was released on November 20, 1985, as a graphical operating system shell for MS-DOS in response to the growing interest in graphical user interfaces (GUIs). Microsoft 1985 1985-11-20 @@ -15,10 +15,118 @@ 91C300 00B4F1 FFC300 + 1-1 + + + Windows és un grup de diverses famílies de sistemes operatius gràfics propietaris desenvolupats i comercialitzats per Microsoft. Cada família s’adapta a un determinat sector de la indústria informàtica. Per exemple, Windows NT per a consumidors, Windows Server per a servidors i Windows IoT per a sistemes incrustats. Les famílies de Windows Defunct inclouen Windows 9x, Windows Mobile i Windows Phone. + +La primera versió de Windows es va publicar el 20 de novembre de 1985, com a sistema operatiu gràfic per a MS-DOS en resposta a l’interès creixent per les interfícies gràfiques d’usuaris (GUI). + OS + + + + + Windows ist eine Gruppe von mehreren proprietären grafischen Betriebssystemfamilien, die von Microsoft entwickelt und vermarktet werden. Jede Familie ist auf einen bestimmten Bereich der Computerindustrie ausgerichtet. Zum Beispiel Windows NT für Verbraucher, Windows Server für Server und Windows IoT für eingebettete Systeme. Zu den nicht mehr existierenden Windows-Familien gehören Windows 9x, Windows Mobile und Windows Phone. + +Die erste Version von Windows wurde am 20. November 1985 als grafische Betriebssystem-Shell für MS-DOS als Reaktion auf das wachsende Interesse an grafischen Benutzeroberflächen (GUIs) veröffentlicht. + OS + + + + + Windows es un grupo de varias familias de sistemas operativos gráficos patentados desarrollados y comercializados por Microsoft. Cada familia se dirige a un determinado sector de la industria informática. Por ejemplo, Windows NT para consumidores, Windows Server para servidores y Windows IoT para sistemas integrados. Entre las familias de Windows desaparecidas se encuentran Windows 9x, Windows Mobile y Windows Phone. + +La primera versión de Windows se lanzó el 20 de noviembre de 1985 como un shell de sistema operativo gráfico para MS-DOS en respuesta al creciente interés por las interfaces gráficas de usuario (GUI). + OS + + + + + Windows est un groupe de plusieurs familles de systèmes d'exploitation graphiques propriétaires développés et commercialisés par Microsoft. Chaque famille s'adresse à un certain secteur de l'industrie informatique. Par exemple, Windows NT pour les consommateurs, Windows Server pour les serveurs et Windows IoT pour les systèmes embarqués. Les familles Windows disparues comprennent Windows 9x, Windows Mobile et Windows Phone. + +La première version de Windows a été publiée le 20 novembre 1985 en tant que système d'exploitation graphique pour MS-DOS, en réponse à l'intérêt croissant pour les interfaces utilisateur graphiques (IUG). + OS + + + + + Windows è un gruppo di diverse famiglie di sistemi operativi grafici proprietari sviluppati e commercializzati da Microsoft. Ogni famiglia si rivolge a un determinato settore dell'industria informatica. Ad esempio, Windows NT per i consumatori, Windows Server per i server e Windows IoT per i sistemi embedded. Tra le famiglie di Windows non più attive vi sono Windows 9x, Windows Mobile e Windows Phone. + +La prima versione di Windows è stata rilasciata il 20 novembre 1985 come sistema operativo grafico shell per MS-DOS, in risposta al crescente interesse per le interfacce utente grafiche (GUI). + OS + + + + + Windows is een groep van verschillende eigen grafische besturingssystemen ontwikkeld en op de markt gebracht door Microsoft. Elke familie richt zich op een bepaalde sector van de computerindustrie. Bijvoorbeeld Windows NT voor consumenten, Windows Server voor servers en Windows IoT voor ingebedde systemen. Afgestoten Windows-families zijn Windows 9x, Windows Mobile en Windows Phone. + +De eerste versie van Windows werd uitgebracht op 20 november 1985 als een grafische besturingssysteemshell voor MS-DOS als reactie op de groeiende interesse in grafische gebruikersinterfaces (GUI's). + OS + + + + + Windows to grupa kilku zastrzeżonych rodzin graficznych systemów operacyjnych opracowanych i sprzedawanych przez firmę Microsoft. Każda rodzina jest przeznaczona dla określonego sektora branży komputerowej. Na przykład Windows NT dla konsumentów, Windows Server dla serwerów i Windows IoT dla systemów wbudowanych. Nieistniejące już rodziny Windows obejmują Windows 9x, Windows Mobile i Windows Phone. + +Pierwsza wersja systemu Windows została wydana 20 listopada 1985 r. jako graficzna powłoka systemu operacyjnego dla MS-DOS w odpowiedzi na rosnące zainteresowanie graficznymi interfejsami użytkownika (GUI). + OS + + + + + O Windows é um grupo de várias famílias de sistemas operacionais gráficos proprietários desenvolvidos e comercializados pela Microsoft. Cada família atende a um determinado setor da indústria de computação. Por exemplo, o Windows NT para consumidores, o Windows Server para servidores e o Windows IoT para sistemas incorporados. As famílias extintas do Windows incluem o Windows 9x, o Windows Mobile e o Windows Phone. + +A primeira versão do Windows foi lançada em 20 de novembro de 1985, como um shell de sistema operacional gráfico para o MS-DOS, em resposta ao crescente interesse em interfaces gráficas de usuário (GUIs). + SO + + + + + Windows este un grup de mai multe familii de sisteme de operare grafice proprietare dezvoltate și comercializate de Microsoft. Fiecare familie se adresează unui anumit sector al industriei informatice. De exemplu, Windows NT pentru consumatori, Windows Server pentru servere și Windows IoT pentru sisteme integrate. Familiile Windows dispărute includ Windows 9x, Windows Mobile și Windows Phone. + +Prima versiune a Windows a fost lansată la 20 noiembrie 1985, ca un sistem de operare grafic shell pentru MS-DOS, ca răspuns la interesul crescând pentru interfețele grafice cu utilizatorul (GUI). + SO + + + + + Windows - это несколько семейств графических операционных систем, разработанных и продаваемых компанией Microsoft. Каждое семейство ориентировано на определенный сектор компьютерной индустрии. Например, Windows NT предназначена для потребителей, Windows Server - для серверов, а Windows IoT - для встраиваемых систем. К не существующим семействам Windows относятся Windows 9x, Windows Mobile и Windows Phone. + +Первая версия Windows была выпущена 20 ноября 1985 года как графическая оболочка операционной системы для MS-DOS в ответ на растущий интерес к графическим пользовательским интерфейсам (GUI). + OS + + - Operativsystem + Windows är en grupp av flera proprietära grafiska operativsystemfamiljer som utvecklas och marknadsförs av Microsoft. Varje familj vänder sig till en viss sektor av datorindustrin. Till exempel Windows NT för konsumenter, Windows Server för servrar och Windows IoT för inbyggda system. Avvecklade Windows-familjer inkluderar Windows 9x, Windows Mobile och Windows Phone. + +Den första versionen av Windows släpptes den 20 november 1985 som ett grafiskt operativsystemskal för MS-DOS som svar på det växande intresset för grafiska användargränssnitt (GUI). + OS + + + + + ウィンドウズは、マイクロソフト社が開発・販売する、いくつかの独自のグラフィカル・オペレーティング・システム・ファミリーのグループである。各ファミリーは、コンピューティング業界の特定のセクターを対象としている。例えば、コンシューマー向けのウィンドウズNT、サーバー向けのウィンドウズサーバー、組み込みシステム向けのウィンドウズIoTなどである。廃止されたWindowsファミリーには、Windows 9x、Windows Mobile、Windows Phoneがある。 + +ウィンドウズの最初のバージョンは、グラフィカル・ユーザー・インターフェース(GUI)への関心の高まりを受けて、MS-DOS用のグラフィカル・オペレーティング・システム・シェルとして1985年11月20日にリリースされた。 + OS + + + + + Windows는 Microsoft에서 개발 및 판매하는 여러 독점 그래픽 운영 체제 제품군입니다. 각 제품군은 컴퓨팅 산업의 특정 부문을 지원합니다. 예를 들어, 일반 소비자용 Windows NT, 서버용 Windows Server, 임베디드 시스템용 Windows IoT가 있습니다. 더 이상 사용되지 않는 Windows 제품군에는 Windows 9x, Windows Mobile 및 Windows Phone이 있습니다. + +Windows의 첫 번째 버전은 1985년 11월 20일에 그래픽 사용자 인터페이스(GUI)에 대한 관심이 높아짐에 따라 MS-DOS용 그래픽 운영 체제 셸로 출시되었습니다. + OS + + + + + 视窗是微软公司开发和销售的几个专有图形操作系统系列的组合。每个系列面向计算机行业的某个领域。例如,Windows NT 面向消费者,Windows Server 面向服务器,Windows IoT 面向嵌入式系统。已停产的 Windows 系列包括 Windows 9x、Windows Mobile 和 Windows Phone。 + +Windows 的第一个版本于 1985 年 11 月 20 日发布,是 MS-DOS 的图形操作系统外壳,以响应人们对图形用户界面(GUI)日益增长的兴趣。 + 操作系统 \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/windows3x.xml b/themes/linear-es-de/system/metadata/windows3x.xml index a40ae9e15..09ba2365b 100644 --- a/themes/linear-es-de/system/metadata/windows3x.xml +++ b/themes/linear-es-de/system/metadata/windows3x.xml @@ -1,9 +1,9 @@ - + Windows 3.X Windows is a group of several proprietary graphical operating system families developed and marketed by Microsoft. Each family caters to a certain sector of the computing industry. For example, Windows NT for consumers, Windows Server for servers, and Windows IoT for embedded systems. Defunct Windows families include Windows 9x, Windows Mobile, and Windows Phone. - The first version of Windows was released on November 20, 1985, as a graphical operating system shell for MS-DOS in response to the growing interest in graphical user interfaces (GUIs). +The first version of Windows was released on November 20, 1985, as a graphical operating system shell for MS-DOS in response to the growing interest in graphical user interfaces (GUIs). Microsoft 1992 1992-04-06 @@ -15,10 +15,118 @@ 91C300 00B4F1 FFC300 + 1-1 + + + Windows és un grup de diverses famílies de sistemes operatius gràfics propietaris desenvolupats i comercialitzats per Microsoft. Cada família s’adapta a un determinat sector de la indústria informàtica. Per exemple, Windows NT per a consumidors, Windows Server per a servidors i Windows IoT per a sistemes incrustats. Les famílies de Windows Defunct inclouen Windows 9x, Windows Mobile i Windows Phone. + +La primera versió de Windows es va publicar el 20 de novembre de 1985, com a sistema operatiu gràfic per a MS-DOS en resposta a l’interès creixent per les interfícies gràfiques d’usuaris (GUI). + OS + + + + + Windows ist eine Gruppe von mehreren proprietären grafischen Betriebssystemfamilien, die von Microsoft entwickelt und vermarktet werden. Jede Familie ist auf einen bestimmten Bereich der Computerindustrie ausgerichtet. Zum Beispiel Windows NT für Verbraucher, Windows Server für Server und Windows IoT für eingebettete Systeme. Zu den nicht mehr existierenden Windows-Familien gehören Windows 9x, Windows Mobile und Windows Phone. + +Die erste Version von Windows wurde am 20. November 1985 als grafische Betriebssystem-Shell für MS-DOS als Reaktion auf das wachsende Interesse an grafischen Benutzeroberflächen (GUIs) veröffentlicht. + OS + + + + + Windows es un grupo de varias familias de sistemas operativos gráficos patentados desarrollados y comercializados por Microsoft. Cada familia se dirige a un determinado sector de la industria informática. Por ejemplo, Windows NT para consumidores, Windows Server para servidores y Windows IoT para sistemas integrados. Entre las familias de Windows desaparecidas se encuentran Windows 9x, Windows Mobile y Windows Phone. + +La primera versión de Windows se lanzó el 20 de noviembre de 1985 como un shell de sistema operativo gráfico para MS-DOS en respuesta al creciente interés por las interfaces gráficas de usuario (GUI). + OS + + + + + Windows est un groupe de plusieurs familles de systèmes d'exploitation graphiques propriétaires développés et commercialisés par Microsoft. Chaque famille s'adresse à un certain secteur de l'industrie informatique. Par exemple, Windows NT pour les consommateurs, Windows Server pour les serveurs et Windows IoT pour les systèmes embarqués. Les familles Windows disparues comprennent Windows 9x, Windows Mobile et Windows Phone. + +La première version de Windows a été publiée le 20 novembre 1985 en tant que système d'exploitation graphique pour MS-DOS, en réponse à l'intérêt croissant pour les interfaces utilisateur graphiques (IUG). + OS + + + + + Windows è un gruppo di diverse famiglie di sistemi operativi grafici proprietari sviluppati e commercializzati da Microsoft. Ogni famiglia si rivolge a un determinato settore dell'industria informatica. Ad esempio, Windows NT per i consumatori, Windows Server per i server e Windows IoT per i sistemi embedded. Tra le famiglie di Windows non più attive vi sono Windows 9x, Windows Mobile e Windows Phone. + +La prima versione di Windows è stata rilasciata il 20 novembre 1985 come sistema operativo grafico shell per MS-DOS, in risposta al crescente interesse per le interfacce utente grafiche (GUI). + OS + + + + + Windows is een groep van verschillende eigen grafische besturingssystemen ontwikkeld en op de markt gebracht door Microsoft. Elke familie richt zich op een bepaalde sector van de computerindustrie. Bijvoorbeeld Windows NT voor consumenten, Windows Server voor servers en Windows IoT voor ingebedde systemen. Afgestoten Windows-families zijn Windows 9x, Windows Mobile en Windows Phone. + +De eerste versie van Windows werd uitgebracht op 20 november 1985 als een grafische besturingssysteemshell voor MS-DOS als reactie op de groeiende interesse in grafische gebruikersinterfaces (GUI's). + OS + + + + + Windows to grupa kilku zastrzeżonych rodzin graficznych systemów operacyjnych opracowanych i sprzedawanych przez firmę Microsoft. Każda rodzina jest przeznaczona dla określonego sektora branży komputerowej. Na przykład Windows NT dla konsumentów, Windows Server dla serwerów i Windows IoT dla systemów wbudowanych. Nieistniejące już rodziny Windows obejmują Windows 9x, Windows Mobile i Windows Phone. + +Pierwsza wersja systemu Windows została wydana 20 listopada 1985 r. jako graficzna powłoka systemu operacyjnego dla MS-DOS w odpowiedzi na rosnące zainteresowanie graficznymi interfejsami użytkownika (GUI). + OS + + + + + O Windows é um grupo de várias famílias de sistemas operacionais gráficos proprietários desenvolvidos e comercializados pela Microsoft. Cada família atende a um determinado setor da indústria de computação. Por exemplo, o Windows NT para consumidores, o Windows Server para servidores e o Windows IoT para sistemas incorporados. As famílias extintas do Windows incluem o Windows 9x, o Windows Mobile e o Windows Phone. + +A primeira versão do Windows foi lançada em 20 de novembro de 1985, como um shell de sistema operacional gráfico para o MS-DOS, em resposta ao crescente interesse em interfaces gráficas de usuário (GUIs). + SO + + + + + Windows este un grup de mai multe familii de sisteme de operare grafice proprietare dezvoltate și comercializate de Microsoft. Fiecare familie se adresează unui anumit sector al industriei informatice. De exemplu, Windows NT pentru consumatori, Windows Server pentru servere și Windows IoT pentru sisteme integrate. Familiile Windows dispărute includ Windows 9x, Windows Mobile și Windows Phone. + +Prima versiune a Windows a fost lansată la 20 noiembrie 1985, ca un sistem de operare grafic shell pentru MS-DOS, ca răspuns la interesul crescând pentru interfețele grafice cu utilizatorul (GUI). + SO + + + + + Windows - это несколько семейств графических операционных систем, разработанных и продаваемых компанией Microsoft. Каждое семейство ориентировано на определенный сектор компьютерной индустрии. Например, Windows NT предназначена для потребителей, Windows Server - для серверов, а Windows IoT - для встраиваемых систем. К не существующим семействам Windows относятся Windows 9x, Windows Mobile и Windows Phone. + +Первая версия Windows была выпущена 20 ноября 1985 года как графическая оболочка операционной системы для MS-DOS в ответ на растущий интерес к графическим пользовательским интерфейсам (GUI). + OS + + - Operativsystem + Windows är en grupp av flera proprietära grafiska operativsystemfamiljer som utvecklas och marknadsförs av Microsoft. Varje familj vänder sig till en viss sektor av datorindustrin. Till exempel Windows NT för konsumenter, Windows Server för servrar och Windows IoT för inbyggda system. Avvecklade Windows-familjer inkluderar Windows 9x, Windows Mobile och Windows Phone. + +Den första versionen av Windows släpptes den 20 november 1985 som ett grafiskt operativsystemskal för MS-DOS som svar på det växande intresset för grafiska användargränssnitt (GUI). + OS + + + + + ウィンドウズは、マイクロソフト社が開発・販売する、いくつかの独自のグラフィカル・オペレーティング・システム・ファミリーのグループである。各ファミリーは、コンピューティング業界の特定のセクターを対象としている。例えば、コンシューマー向けのウィンドウズNT、サーバー向けのウィンドウズサーバー、組み込みシステム向けのウィンドウズIoTなどである。廃止されたWindowsファミリーには、Windows 9x、Windows Mobile、Windows Phoneがある。 + +ウィンドウズの最初のバージョンは、グラフィカル・ユーザー・インターフェース(GUI)への関心の高まりを受けて、MS-DOS用のグラフィカル・オペレーティング・システム・シェルとして1985年11月20日にリリースされた。 + OS + + + + + Windows는 Microsoft에서 개발 및 판매하는 여러 독점 그래픽 운영 체제 제품군입니다. 각 제품군은 컴퓨팅 산업의 특정 부문을 지원합니다. 예를 들어, 일반 소비자용 Windows NT, 서버용 Windows Server, 임베디드 시스템용 Windows IoT가 있습니다. 더 이상 사용되지 않는 Windows 제품군에는 Windows 9x, Windows Mobile 및 Windows Phone이 있습니다. + +Windows의 첫 번째 버전은 1985년 11월 20일에 그래픽 사용자 인터페이스(GUI)에 대한 관심이 높아짐에 따라 MS-DOS용 그래픽 운영 체제 셸로 출시되었습니다. + OS + + + + + 视窗是微软公司开发和销售的几个专有图形操作系统系列的组合。每个系列都面向计算机行业的某个领域。例如,Windows NT 面向消费者,Windows Server 面向服务器,Windows IoT 面向嵌入式系统。已停产的 Windows 系列包括 Windows 9x、Windows Mobile 和 Windows Phone。 + +Windows 的第一个版本于 1985 年 11 月 20 日发布,是 MS-DOS 的图形操作系统外壳,以响应人们对图形用户界面(GUI)日益增长的兴趣。 + 操作系统 \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/windows9x.xml b/themes/linear-es-de/system/metadata/windows9x.xml index c23488dce..320459cce 100644 --- a/themes/linear-es-de/system/metadata/windows9x.xml +++ b/themes/linear-es-de/system/metadata/windows9x.xml @@ -1,9 +1,9 @@ - + Windows 9X Windows is a group of several proprietary graphical operating system families developed and marketed by Microsoft. Each family caters to a certain sector of the computing industry. For example, Windows NT for consumers, Windows Server for servers, and Windows IoT for embedded systems. Defunct Windows families include Windows 9x, Windows Mobile, and Windows Phone. - The first version of Windows was released on November 20, 1985, as a graphical operating system shell for MS-DOS in response to the growing interest in graphical user interfaces (GUIs). +The first version of Windows was released on November 20, 1985, as a graphical operating system shell for MS-DOS in response to the growing interest in graphical user interfaces (GUIs). Microsoft 1998 1998-06-25 @@ -15,10 +15,118 @@ 91C300 00B4F1 FFC300 + 1-1 + + + Windows és un grup de diverses famílies de sistemes operatius gràfics propietaris desenvolupats i comercialitzats per Microsoft. Cada família s’adapta a un determinat sector de la indústria informàtica. Per exemple, Windows NT per a consumidors, Windows Server per a servidors i Windows IoT per a sistemes incrustats. Les famílies de Windows Defunct inclouen Windows 9x, Windows Mobile i Windows Phone. + +La primera versió de Windows es va publicar el 20 de novembre de 1985, com a sistema operatiu gràfic per a MS-DOS en resposta a l’interès creixent per les interfícies gràfiques d’usuaris (GUI). + OS + + + + + Windows ist eine Gruppe von mehreren proprietären grafischen Betriebssystemfamilien, die von Microsoft entwickelt und vermarktet werden. Jede Familie ist auf einen bestimmten Bereich der Computerindustrie ausgerichtet. Zum Beispiel Windows NT für Verbraucher, Windows Server für Server und Windows IoT für eingebettete Systeme. Zu den nicht mehr existierenden Windows-Familien gehören Windows 9x, Windows Mobile und Windows Phone. + +Die erste Version von Windows wurde am 20. November 1985 als grafische Betriebssystem-Shell für MS-DOS als Reaktion auf das wachsende Interesse an grafischen Benutzeroberflächen (GUIs) veröffentlicht. + OS + + + + + Windows es un grupo de varias familias de sistemas operativos gráficos patentados desarrollados y comercializados por Microsoft. Cada familia se dirige a un determinado sector de la industria informática. Por ejemplo, Windows NT para consumidores, Windows Server para servidores y Windows IoT para sistemas integrados. Entre las familias de Windows desaparecidas se encuentran Windows 9x, Windows Mobile y Windows Phone. + +La primera versión de Windows se lanzó el 20 de noviembre de 1985 como un shell de sistema operativo gráfico para MS-DOS en respuesta al creciente interés por las interfaces gráficas de usuario (GUI). + OS + + + + + Windows est un groupe de plusieurs familles de systèmes d'exploitation graphiques propriétaires développés et commercialisés par Microsoft. Chaque famille s'adresse à un certain secteur de l'industrie informatique. Par exemple, Windows NT pour les consommateurs, Windows Server pour les serveurs et Windows IoT pour les systèmes embarqués. Les familles Windows disparues comprennent Windows 9x, Windows Mobile et Windows Phone. + +La première version de Windows a été publiée le 20 novembre 1985 en tant que système d'exploitation graphique pour MS-DOS, en réponse à l'intérêt croissant pour les interfaces utilisateur graphiques (IUG). + OS + + + + + Windows è un gruppo di diverse famiglie di sistemi operativi grafici proprietari sviluppati e commercializzati da Microsoft. Ogni famiglia si rivolge a un determinato settore dell'industria informatica. Ad esempio, Windows NT per i consumatori, Windows Server per i server e Windows IoT per i sistemi embedded. Tra le famiglie di Windows non più attive vi sono Windows 9x, Windows Mobile e Windows Phone. + +La prima versione di Windows è stata rilasciata il 20 novembre 1985 come sistema operativo grafico shell per MS-DOS, in risposta al crescente interesse per le interfacce utente grafiche (GUI). + OS + + + + + Windows is een groep van verschillende eigen grafische besturingssystemen ontwikkeld en op de markt gebracht door Microsoft. Elke familie richt zich op een bepaalde sector van de computerindustrie. Bijvoorbeeld Windows NT voor consumenten, Windows Server voor servers en Windows IoT voor ingebedde systemen. Afgestoten Windows-families zijn Windows 9x, Windows Mobile en Windows Phone. + +De eerste versie van Windows werd uitgebracht op 20 november 1985 als een grafische besturingssysteemshell voor MS-DOS als reactie op de groeiende interesse in grafische gebruikersinterfaces (GUI's). + OS + + + + + Windows to grupa kilku zastrzeżonych rodzin graficznych systemów operacyjnych opracowanych i sprzedawanych przez firmę Microsoft. Każda rodzina jest przeznaczona dla określonego sektora branży komputerowej. Na przykład Windows NT dla konsumentów, Windows Server dla serwerów i Windows IoT dla systemów wbudowanych. Nieistniejące już rodziny Windows obejmują Windows 9x, Windows Mobile i Windows Phone. + +Pierwsza wersja systemu Windows została wydana 20 listopada 1985 r. jako graficzna powłoka systemu operacyjnego dla MS-DOS w odpowiedzi na rosnące zainteresowanie graficznymi interfejsami użytkownika (GUI). + OS + + + + + O Windows é um grupo de várias famílias de sistemas operacionais gráficos proprietários desenvolvidos e comercializados pela Microsoft. Cada família atende a um determinado setor da indústria de computação. Por exemplo, o Windows NT para consumidores, o Windows Server para servidores e o Windows IoT para sistemas incorporados. As famílias extintas do Windows incluem o Windows 9x, o Windows Mobile e o Windows Phone. + +A primeira versão do Windows foi lançada em 20 de novembro de 1985, como um shell de sistema operacional gráfico para o MS-DOS, em resposta ao crescente interesse em interfaces gráficas de usuário (GUIs). + SO + + + + + Windows este un grup de mai multe familii de sisteme de operare grafice proprietare dezvoltate și comercializate de Microsoft. Fiecare familie se adresează unui anumit sector al industriei informatice. De exemplu, Windows NT pentru consumatori, Windows Server pentru servere și Windows IoT pentru sisteme integrate. Familiile Windows dispărute includ Windows 9x, Windows Mobile și Windows Phone. + +Prima versiune a Windows a fost lansată la 20 noiembrie 1985, ca un sistem de operare grafic shell pentru MS-DOS, ca răspuns la interesul crescând pentru interfețele grafice cu utilizatorul (GUI). + SO + + + + + Windows - это несколько семейств графических операционных систем, разработанных и продаваемых компанией Microsoft. Каждое семейство ориентировано на определенный сектор компьютерной индустрии. Например, Windows NT предназначена для потребителей, Windows Server - для серверов, а Windows IoT - для встраиваемых систем. К не существующим семействам Windows относятся Windows 9x, Windows Mobile и Windows Phone. + +Первая версия Windows была выпущена 20 ноября 1985 года как графическая оболочка операционной системы для MS-DOS в ответ на растущий интерес к графическим пользовательским интерфейсам (GUI). + OS + + - Operativsystem + Windows är en grupp av flera proprietära grafiska operativsystemfamiljer som utvecklas och marknadsförs av Microsoft. Varje familj vänder sig till en viss sektor av datorindustrin. Till exempel Windows NT för konsumenter, Windows Server för servrar och Windows IoT för inbyggda system. Avvecklade Windows-familjer inkluderar Windows 9x, Windows Mobile och Windows Phone. + +Den första versionen av Windows släpptes den 20 november 1985 som ett grafiskt operativsystemskal för MS-DOS som svar på det växande intresset för grafiska användargränssnitt (GUI). + OS + + + + + ウィンドウズは、マイクロソフト社が開発・販売する、いくつかの独自のグラフィカル・オペレーティング・システム・ファミリーのグループである。各ファミリーは、コンピューティング業界の特定のセクターを対象としている。例えば、コンシューマー向けのウィンドウズNT、サーバー向けのウィンドウズサーバー、組み込みシステム向けのウィンドウズIoTなどである。廃止されたWindowsファミリーには、Windows 9x、Windows Mobile、Windows Phoneがある。 + +ウィンドウズの最初のバージョンは、グラフィカル・ユーザー・インターフェース(GUI)への関心の高まりを受けて、MS-DOS用のグラフィカル・オペレーティング・システム・シェルとして1985年11月20日にリリースされた。 + OS + + + + + Windows는 Microsoft에서 개발 및 판매하는 여러 독점 그래픽 운영 체제 제품군입니다. 각 제품군은 컴퓨팅 산업의 특정 부문을 지원합니다. 예를 들어, 일반 소비자용 Windows NT, 서버용 Windows Server, 임베디드 시스템용 Windows IoT가 있습니다. 더 이상 사용되지 않는 Windows 제품군에는 Windows 9x, Windows Mobile 및 Windows Phone이 있습니다. + +Windows의 첫 번째 버전은 1985년 11월 20일에 그래픽 사용자 인터페이스(GUI)에 대한 관심이 높아짐에 따라 MS-DOS용 그래픽 운영 체제 셸로 출시되었습니다. + OS + + + + + 视窗是微软公司开发和销售的几个专有图形操作系统系列的组合。每个系列都面向计算机行业的某个领域。例如,Windows NT 面向消费者,Windows Server 面向服务器,Windows IoT 面向嵌入式系统。已停产的 Windows 系列包括 Windows 9x、Windows Mobile 和 Windows Phone。 + +Windows 的第一个版本于 1985 年 11 月 20 日发布,是 MS-DOS 的图形操作系统外壳,以响应人们对图形用户界面(GUI)日益增长的兴趣。 + 操作系统 \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/wonderswan.xml b/themes/linear-es-de/system/metadata/wonderswan.xml index 32174a9a2..f34f350ee 100644 --- a/themes/linear-es-de/system/metadata/wonderswan.xml +++ b/themes/linear-es-de/system/metadata/wonderswan.xml @@ -1,9 +1,9 @@ - + WonderSwan The WonderSwan is a handheld game console released in Japan by Bandai. It was developed by Gunpei Yokoi's company Koto Laboratory and Bandai, and was the last piece of hardware Yokoi developed before his death in 1997. - Released in 1999 in the fifth generation of video game consoles, the WonderSwan and its two later models, the WonderSwan Color and SwanCrystal were officially supported until being discontinued by Bandai in 2003. During its lifespan, no variation of the WonderSwan was released outside of Japan. +Released in 1999 in the fifth generation of video game consoles, the WonderSwan and its two later models, the WonderSwan Color and SwanCrystal were officially supported until being discontinued by Bandai in 2003. During its lifespan, no variation of the WonderSwan was released outside of Japan. Bandai 1999 1999-03-04 @@ -15,10 +15,118 @@ DBE0E1 E72835 282827 + 112-67 + + + El Wonderswan és una consola de joc de mà llançada al Japó per Bandai. Va ser desenvolupat per la companyia de Gunpei Yokoi Koto Laboratory i Bandai, i va ser l'última peça de maquinari Yokoi desenvolupat abans de la seva mort el 1997. + +Estrenyat el 1999 a la cinquena generació de consoles de videojocs, els Wonderswan i els seus dos models posteriors, el color Wonderswan i el Swancrystal van ser recolzats oficialment fins que van ser abandonats per Bandai el 2003. Durant la seva vida, no es va publicar cap variació del Wonderswan fora del Japó. + Portable + + + + + Der WonderSwan ist eine Handheld-Spielkonsole, die in Japan von Bandai veröffentlicht wurde. Er wurde von Gunpei Yokois Firma Koto Laboratory und Bandai entwickelt und war das letzte Stück Hardware, das Yokoi vor seinem Tod im Jahr 1997 entwickelte. + +Der WonderSwan und seine beiden späteren Modelle, der WonderSwan Color und der SwanCrystal, wurden 1999 in der fünften Generation von Videospielkonsolen veröffentlicht und wurden offiziell unterstützt, bis sie 2003 von Bandai eingestellt wurden. Während seiner Lebensdauer wurde keine Variante des WonderSwan außerhalb von Japan veröffentlicht. + Tragbar + + + + + WonderSwan es una videoconsola portátil lanzada en Japón por Bandai. Fue desarrollada por Koto Laboratory, la empresa de Gunpei Yokoi, y Bandai, y fue la última pieza de hardware desarrollada por Yokoi antes de su muerte en 1997. + +Lanzada en 1999 en la quinta generación de consolas de videojuegos, la WonderSwan y sus dos modelos posteriores, la WonderSwan Color y la SwanCrystal, fueron compatibles oficialmente hasta que Bandai las dejó de fabricar en 2003. Durante su vida útil, no se lanzó ninguna variante de la WonderSwan fuera de Japón. + Portátil + + + + + Le WonderSwan est une console de jeu portable commercialisée au Japon par Bandai. Elle a été développée par la société Koto Laboratory de Gunpei Yokoi et Bandai, et a été le dernier matériel développé par Yokoi avant sa mort en 1997. + +Sorti en 1999 dans la cinquième génération de consoles de jeux vidéo, le WonderSwan et ses deux modèles ultérieurs, le WonderSwan Color et le SwanCrystal, ont été officiellement pris en charge jusqu'à ce qu'ils soient abandonnés par Bandai en 2003. Pendant toute sa durée de vie, aucune variante du WonderSwan n'a été commercialisée en dehors du Japon. + Portable + + + + + Il WonderSwan è una console portatile rilasciata in Giappone da Bandai. È stata sviluppata dall'azienda di Gunpei Yokoi, Koto Laboratory, e da Bandai, ed è stato l'ultimo hardware sviluppato da Yokoi prima della sua morte nel 1997. + +Uscito nel 1999 nella quinta generazione di console per videogiochi, il WonderSwan e i suoi due modelli successivi, il WonderSwan Color e lo SwanCrystal, sono stati ufficialmente supportati fino alla loro dismissione da parte di Bandai nel 2003. Durante la sua vita, nessuna variante del WonderSwan è stata rilasciata al di fuori del Giappone. + Portatile + + + + + De WonderSwan is een handheld spelconsole die in Japan werd uitgebracht door Bandai. Het werd ontwikkeld door Gunpei Yokoi's bedrijf Koto Laboratory en Bandai, en was het laatste stuk hardware dat Yokoi ontwikkelde voor zijn dood in 1997. + +De WonderSwan, die in 1999 werd uitgebracht in de vijfde generatie videogameconsoles, en de twee latere modellen, de WonderSwan Color en SwanCrystal, werden officieel ondersteund totdat ze in 2003 door Bandai werden stopgezet. Tijdens zijn levensduur werd er geen variatie van de WonderSwan uitgebracht buiten Japan. + Draagbaar + + + + + WonderSwan to przenośna konsola do gier wydana w Japonii przez Bandai. Została opracowana przez firmę Gunpei Yokoi Koto Laboratory i Bandai i była ostatnim sprzętem opracowanym przez Yokoi przed jego śmiercią w 1997 roku. + +Wydany w 1999 roku w piątej generacji konsol do gier wideo, WonderSwan i jego dwa późniejsze modele, WonderSwan Color i SwanCrystal, były oficjalnie wspierane aż do zaprzestania ich produkcji przez Bandai w 2003 roku. W czasie swojej żywotności żadna odmiana WonderSwan nie została wydana poza Japonią. + Przenośny + + + + + O WonderSwan é um console de jogos portátil lançado no Japão pela Bandai. Ele foi desenvolvido pela empresa de Gunpei Yokoi, a Koto Laboratory, e pela Bandai, e foi a última peça de hardware desenvolvida por Yokoi antes de sua morte em 1997. + +Lançado em 1999 na quinta geração de consoles de videogame, o WonderSwan e seus dois modelos posteriores, o WonderSwan Color e o SwanCrystal, foram oficialmente suportados até serem descontinuados pela Bandai em 2003. Durante sua vida útil, nenhuma variação do WonderSwan foi lançada fora do Japão. + Portátil + + + + + WonderSwan este o consolă de jocuri portabilă lansată în Japonia de Bandai. A fost dezvoltată de compania lui Gunpei Yokoi, Koto Laboratory și Bandai, și a fost ultima piesă hardware dezvoltată de Yokoi înainte de moartea sa în 1997. + +Lansat în 1999 în a cincea generație de console de jocuri video, WonderSwan și cele două modele ulterioare ale sale, WonderSwan Color și SwanCrystal, au fost susținute oficial până când au fost întrerupte de Bandai în 2003. În timpul duratei sale de viață, nicio variantă a WonderSwan nu a fost lansată în afara Japoniei. + Portabil + + + + + WonderSwan - это портативная игровая консоль, выпущенная в Японии компанией Bandai. Она была разработана компанией Koto Laboratory Гунпея Йокои и Bandai и стала последней разработкой Йокои перед его смертью в 1997 году. + +Выпущенная в 1999 году в пятом поколении игровых приставок, WonderSwan и две ее более поздние модели, WonderSwan Color и SwanCrystal, официально поддерживались до прекращения продаж компанией Bandai в 2003 году. За все время существования WonderSwan ни одна из его разновидностей не была выпущена за пределами Японии. + Портативный + + + WonderSwan är en handhållen spelkonsol som släpptes i Japan av Bandai. Den utvecklades av Gunpei Yokois företag Koto Laboratory och Bandai, och var den sista hårdvaran som Yokoi utvecklade före sin död 1997. + +WonderSwan och dess två senare modeller, WonderSwan Color och SwanCrystal, släpptes 1999 i den femte generationen av videospelskonsoler och fick officiellt stöd fram till dess att Bandai upphörde med tillverkningen 2003. Under dess livstid släpptes ingen variant av WonderSwan utanför Japan. Bärbar + + + ワンダースワンは、バンダイが日本で発売した携帯ゲーム機。横井軍平の会社「江東研究所」とバンダイが共同開発したもので、横井が1997年に亡くなる前に開発した最後のハードである。 + +1999年、第5世代ゲーム機として発売されたワンダースワンは、その後発売されたワンダースワンカラーとスワンクリスタルの2機種とともに、2003年にバンダイから販売終了となるまで公式サポートされた。なお、ワンダースワンのバリエーションは海外では発売されていない。 + ポータブル + + + + + 원더스완은 반다이가 일본에서 출시한 휴대용 게임 콘솔입니다. 요코이 군페이의 회사 코토 연구소와 반다이가 함께 개발했으며, 1997년 요코이가 사망하기 전 마지막으로 개발한 하드웨어입니다. + +1999년 5세대 비디오 게임 콘솔로 출시된 원더스완과 이후 두 가지 모델인 원더스완 컬러와 스완크리스탈은 2003년 반다이에서 단종될 때까지 공식적으로 지원되었습니다. 원더스완의 수명이 다하는 동안 일본 외 지역에서는 원더스완의 변형 모델이 출시되지 않았습니다. + 휴대성 + + + + + WonderSwan 是日本 Bandai 推出的一款掌上游戏机。它由横井群平的公司 Koto Laboratory 和 Bandai 共同开发,是横井群平在 1997 年去世前开发的最后一款硬件。 + +WonderSwan 于 1999 年在第五代视频游戏机中发布,其后的两个型号 WonderSwan Color 和 SwanCrystal 一直受到官方支持,直到 2003 年才由万代停产。在其生命周期内,WonderSwan 没有在日本以外的地区发布过任何变体。 + 便携式 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/wonderswancolor.xml b/themes/linear-es-de/system/metadata/wonderswancolor.xml index 4e1b9224f..2fefe3c79 100644 --- a/themes/linear-es-de/system/metadata/wonderswancolor.xml +++ b/themes/linear-es-de/system/metadata/wonderswancolor.xml @@ -1,9 +1,9 @@ - + WonderSwan Color The WonderSwan is a handheld game console released in Japan by Bandai. It was developed by Gunpei Yokoi's company Koto Laboratory and Bandai, and was the last piece of hardware Yokoi developed before his death in 1997. - Released in 1999 in the fifth generation of video game consoles, the WonderSwan and its two later models, the WonderSwan Color and SwanCrystal were officially supported until being discontinued by Bandai in 2003. During its lifespan, no variation of the WonderSwan was released outside of Japan. +Released in 1999 in the fifth generation of video game consoles, the WonderSwan and its two later models, the WonderSwan Color and SwanCrystal were officially supported until being discontinued by Bandai in 2003. During its lifespan, no variation of the WonderSwan was released outside of Japan. Bandai 2000 2000-12-09 @@ -15,10 +15,118 @@ EBA743 D65757 162B4F + 112-67 + + + El Wonderswan és una consola de joc de mà llançada al Japó per Bandai. Va ser desenvolupat per la companyia de Gunpei Yokoi Koto Laboratory i Bandai, i va ser l'última peça de maquinari Yokoi desenvolupat abans de la seva mort el 1997. + +Estrenyat el 1999 a la cinquena generació de consoles de videojocs, els Wonderswan i els seus dos models posteriors, el color Wonderswan i el Swancrystal van ser recolzats oficialment fins que van ser abandonats per Bandai el 2003. Durant la seva vida, no es va publicar cap variació del Wonderswan fora del Japó. + Portable + + + + + Der WonderSwan ist eine Handheld-Spielkonsole, die in Japan von Bandai veröffentlicht wurde. Er wurde von Gunpei Yokois Firma Koto Laboratory und Bandai entwickelt und war das letzte Stück Hardware, das Yokoi vor seinem Tod im Jahr 1997 entwickelte. + +Der WonderSwan und seine beiden späteren Modelle, der WonderSwan Color und der SwanCrystal, wurden 1999 in der fünften Generation von Videospielkonsolen veröffentlicht und wurden offiziell unterstützt, bis sie 2003 von Bandai eingestellt wurden. Während seiner Lebensdauer wurde keine Variante des WonderSwan außerhalb von Japan veröffentlicht. + Tragbar + + + + + WonderSwan es una videoconsola portátil lanzada en Japón por Bandai. Fue desarrollada por Koto Laboratory, la empresa de Gunpei Yokoi, y Bandai, y fue la última pieza de hardware desarrollada por Yokoi antes de su muerte en 1997. + +Lanzada en 1999 en la quinta generación de consolas de videojuegos, la WonderSwan y sus dos modelos posteriores, la WonderSwan Color y la SwanCrystal, fueron compatibles oficialmente hasta que Bandai las dejó de fabricar en 2003. Durante su vida útil, no se lanzó ninguna variante de la WonderSwan fuera de Japón. + Portátil + + + + + Le WonderSwan est une console de jeu portable commercialisée au Japon par Bandai. Elle a été développée par la société Koto Laboratory de Gunpei Yokoi et Bandai, et a été le dernier matériel développé par Yokoi avant sa mort en 1997. + +Sorti en 1999 dans la cinquième génération de consoles de jeux vidéo, le WonderSwan et ses deux modèles ultérieurs, le WonderSwan Color et le SwanCrystal, ont été officiellement pris en charge jusqu'à ce qu'ils soient abandonnés par Bandai en 2003. Pendant toute sa durée de vie, aucune variante du WonderSwan n'a été commercialisée en dehors du Japon. + Portable + + + + + Il WonderSwan è una console portatile rilasciata in Giappone da Bandai. È stata sviluppata dall'azienda di Gunpei Yokoi, Koto Laboratory, e da Bandai, ed è stato l'ultimo hardware sviluppato da Yokoi prima della sua morte nel 1997. + +Uscito nel 1999 nella quinta generazione di console per videogiochi, il WonderSwan e i suoi due modelli successivi, il WonderSwan Color e lo SwanCrystal, sono stati ufficialmente supportati fino alla loro dismissione da parte di Bandai nel 2003. Durante la sua vita, nessuna variante del WonderSwan è stata rilasciata al di fuori del Giappone. + Portatile + + + + + De WonderSwan is een handheld spelconsole die in Japan werd uitgebracht door Bandai. Het werd ontwikkeld door Gunpei Yokoi's bedrijf Koto Laboratory en Bandai, en was het laatste stuk hardware dat Yokoi ontwikkelde voor zijn dood in 1997. + +De WonderSwan, die in 1999 werd uitgebracht in de vijfde generatie videogameconsoles, en de twee latere modellen, de WonderSwan Color en SwanCrystal, werden officieel ondersteund totdat ze in 2003 door Bandai werden stopgezet. Tijdens zijn levensduur werd er geen variatie van de WonderSwan uitgebracht buiten Japan. + Draagbaar + + + + + WonderSwan to przenośna konsola do gier wydana w Japonii przez Bandai. Została opracowana przez firmę Gunpei Yokoi Koto Laboratory i Bandai i była ostatnim sprzętem opracowanym przez Yokoi przed jego śmiercią w 1997 roku. + +Wydany w 1999 roku w piątej generacji konsol do gier wideo, WonderSwan i jego dwa późniejsze modele, WonderSwan Color i SwanCrystal, były oficjalnie wspierane aż do zaprzestania ich produkcji przez Bandai w 2003 roku. W czasie swojej żywotności żadna odmiana WonderSwan nie została wydana poza Japonią. + Przenośny + + + + + O WonderSwan é um console de jogos portátil lançado no Japão pela Bandai. Ele foi desenvolvido pela empresa de Gunpei Yokoi, a Koto Laboratory, e pela Bandai, e foi a última peça de hardware desenvolvida por Yokoi antes de sua morte em 1997. + +Lançado em 1999 na quinta geração de consoles de videogame, o WonderSwan e seus dois modelos posteriores, o WonderSwan Color e o SwanCrystal, foram oficialmente suportados até serem descontinuados pela Bandai em 2003. Durante sua vida útil, nenhuma variação do WonderSwan foi lançada fora do Japão. + Portátil + + + + + WonderSwan este o consolă de jocuri portabilă lansată în Japonia de Bandai. A fost dezvoltată de compania lui Gunpei Yokoi, Koto Laboratory și Bandai, și a fost ultima piesă hardware dezvoltată de Yokoi înainte de moartea sa în 1997. + +Lansat în 1999 în a cincea generație de console de jocuri video, WonderSwan și cele două modele ulterioare ale sale, WonderSwan Color și SwanCrystal, au fost susținute oficial până când au fost întrerupte de Bandai în 2003. În timpul duratei sale de viață, nicio variantă a WonderSwan nu a fost lansată în afara Japoniei. + Portabil + + + + + WonderSwan - это портативная игровая консоль, выпущенная в Японии компанией Bandai. Она была разработана компанией Koto Laboratory Гунпея Йокои и Bandai и стала последней разработкой Йокои перед его смертью в 1997 году. + +Выпущенная в 1999 году в пятом поколении игровых консолей, WonderSwan и две ее более поздние модели, WonderSwan Color и SwanCrystal, официально поддерживались до тех пор, пока не были сняты с производства компанией Bandai в 2003 году. За все время существования WonderSwan ни одна из его разновидностей не была выпущена за пределами Японии. + Портативный + + + WonderSwan är en handhållen spelkonsol som släpptes i Japan av Bandai. Den utvecklades av Gunpei Yokois företag Koto Laboratory och Bandai, och var den sista hårdvaran som Yokoi utvecklade före sin död 1997. + +WonderSwan och dess två senare modeller, WonderSwan Color och SwanCrystal, släpptes 1999 i den femte generationen av videospelskonsoler och fick officiellt stöd fram till dess att Bandai upphörde med tillverkningen 2003. Under dess livstid släpptes ingen variant av WonderSwan utanför Japan. Bärbar + + + ワンダースワンは、バンダイが日本で発売した携帯ゲーム機。横井軍平の会社「江東研究所」とバンダイが共同開発したもので、横井が1997年に亡くなる前に開発した最後のハードである。 + +1999年、第5世代ゲーム機として発売されたワンダースワンは、その後発売されたワンダースワンカラーとスワンクリスタルの2機種とともに、2003年にバンダイから販売終了となるまで公式サポートされた。なお、ワンダースワンのバリエーションは海外では発売されていない。 + ポータブル + + + + + 원더스완은 반다이가 일본에서 출시한 휴대용 게임 콘솔입니다. 요코이 군페이의 회사 코토 연구소와 반다이가 함께 개발했으며, 1997년 요코이가 사망하기 전 마지막으로 개발한 하드웨어입니다. + +1999년 5세대 비디오 게임 콘솔로 출시된 원더스완과 이후 두 가지 모델인 원더스완 컬러와 스완크리스탈은 2003년 반다이에서 단종될 때까지 공식적으로 지원되었습니다. 원더스완의 수명이 다하는 동안 일본 외 지역에서는 원더스완의 변형 모델이 출시되지 않았습니다. + 휴대성 + + + + + WonderSwan 是日本 Bandai 推出的一款掌上游戏机。它由横井群平的公司 Koto Laboratory 和 Bandai 共同开发,是横井群平在 1997 年去世前开发的最后一款硬件。 + +WonderSwan 于 1999 年在第五代视频游戏机中发布,其后的两个型号 WonderSwan Color 和 SwanCrystal 一直受到官方支持,直到 2003 年才由万代停产。在其生命周期内,WonderSwan 没有在日本以外的地区发布过任何变体。 + 便携式 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/x1.xml b/themes/linear-es-de/system/metadata/x1.xml index a67534a4c..c0cd3de6c 100644 --- a/themes/linear-es-de/system/metadata/x1.xml +++ b/themes/linear-es-de/system/metadata/x1.xml @@ -1,15 +1,15 @@ - + X1 The X1 (エックスワン, Ekkusuwan), sometimes called the Sharp X1, is a series of home computers released by Sharp Corporation from 1982 to 1988. It was based on a Z80 CPU. - Despite the fact that the Computer Division of Sharp Corporation had released the MZ series, suddenly the Television Division released a new computer series called the X1. At the time the original X1 was released, all other home computers generally had a BASIC language in ROM. However the X1 did not have a BASIC ROM, and it had to load the Hu-BASIC interpreter from a cassette tape. On the plus side however, this concept meant that a free RAM area was available that was as big as possible when not using BASIC. This policy was originally copied from the Sharp MZ series, and they were called clean computers in Japan. The cabinet shape of X1 was also much more stylish than others at that time and a range of cabinet colors (including Red) was selectable. +Despite the fact that the Computer Division of Sharp Corporation had released the MZ series, suddenly the Television Division released a new computer series called the X1. At the time the original X1 was released, all other home computers generally had a BASIC language in ROM. However the X1 did not have a BASIC ROM, and it had to load the Hu-BASIC interpreter from a cassette tape. On the plus side however, this concept meant that a free RAM area was available that was as big as possible when not using BASIC. This policy was originally copied from the Sharp MZ series, and they were called clean computers in Japan. The cabinet shape of X1 was also much more stylish than others at that time and a range of cabinet colors (including Red) was selectable. - The RGB display monitor for the X1 had a television tuner, and a computer screen could be super-imposed on TV. All the TV functions could be controlled from a computer program. The character font was completely programmable (A.K.A. PCG) with 4bit color, and was effectively used in many games. The entirety of the VRAM memory was mapped on to the I/O area, so it was controlled without bank switching. Since X1 had these features, it was very powerful for game software. +The RGB display monitor for the X1 had a television tuner, and a computer screen could be super-imposed on TV. All the TV functions could be controlled from a computer program. The character font was completely programmable (A.K.A. PCG) with 4bit color, and was effectively used in many games. The entirety of the VRAM memory was mapped on to the I/O area, so it was controlled without bank switching. Since X1 had these features, it was very powerful for game software. - While X1 was struggling to sell, the PC8801 (from NEC) was quickly becoming popular in the Japanese market. In 1984, Sharp released the X1 turbo series with high resolution graphics (640x400, while X1 had 640x200). It had many improvements, but the clock speed was still only 4 MHz. In 1986, Sharp released the X1 turbo Z series with a 4096 color analog RGB monitor. An X1 twin, which had a PC-Engine in the cabinet, was finally released as the last machine of the X1 series in 1987. Then this series was succeeded by the X68000 series. +While X1 was struggling to sell, the PC8801 (from NEC) was quickly becoming popular in the Japanese market. In 1984, Sharp released the X1 turbo series with high resolution graphics (640x400, while X1 had 640x200). It had many improvements, but the clock speed was still only 4 MHz. In 1986, Sharp released the X1 turbo Z series with a 4096 color analog RGB monitor. An X1 twin, which had a PC-Engine in the cabinet, was finally released as the last machine of the X1 series in 1987. Then this series was succeeded by the X68000 series. - Sharp continues to sell desktop PC/TV combos in Japan through its Internet Aquos line, where an X1-style red color scheme is available. +Sharp continues to sell desktop PC/TV combos in Japan through its Internet Aquos line, where an X1-style red color scheme is available. Sharp 1982 1982 @@ -21,10 +21,202 @@ 4A90CB C1C3D1 28333D + 1-1 + + + La X1 (エックスワン, Ekkusuwan), de vegades anomenada Sharp X1, és una sèrie d’ordinadors domèstics publicats per Sharp Corporation de 1982 a 1988. Es va basar en una CPU Z80. + +Tot i que la divisió informàtica de Sharp Corporation havia llançat la sèrie MZ, de sobte, la divisió de televisió va llançar una nova sèrie informàtica anomenada X1. En el moment en què es va publicar l'original X1, la resta d'ordinadors domèstics generalment tenien un llenguatge bàsic a la ROM. Tot i això, la X1 no tenia una ROM bàsica i va haver de carregar l’intèrpret HU-bàsic d’una cinta de casset. Per tant, aquest concepte significava que hi havia una àrea de memòria RAM lliure disponible el més gran possible quan no utilitzava bàsic. Aquesta política es va copiar originalment de la sèrie Sharp MZ i es van anomenar ordinadors nets al Japó. La forma de l’armari de X1 també era molt més elegant que d’altres en aquell moment i una gamma de colors de l’armari (inclòs el vermell) era seleccionable. + +El monitor de pantalla RGB per a la X1 tenia un sintonitzador de televisió i una pantalla de l'ordinador es podria imposar a la televisió. Totes les funcions de televisió es podrien controlar a partir d’un programa informàtic. El tipus de caràcter era completament programable (per exemple, PCG) amb color 4bit, i es va utilitzar efectivament en molts jocs. La totalitat de la memòria VRAM es va associar a la zona d'E/S, de manera que es va controlar sense canviar bancari. Com que X1 tenia aquestes funcions, era molt potent per al programari de jocs. + +Mentre que X1 lluitava per vendre, el PC8801 (de NEC) es va popularitzar ràpidament al mercat japonès. El 1984, Sharp va llançar la sèrie X1 Turbo amb gràfics d'alta resolució (640x400, mentre que X1 tenia 640x200). Va tenir moltes millores, però la velocitat del rellotge era de només 4 MHz. El 1986, Sharp va llançar la sèrie X Turbo Z amb un monitor RGB analògic 4096. Un bessó X1, que tenia un motor de PC al gabinet, es va publicar finalment com a última màquina de la sèrie X1 el 1987. Aleshores aquesta sèrie va ser succeïda per la sèrie X68000. + +Sharp continua venent combos de PC/TV d’escriptori al Japó a través de la seva línia Internet Aquos, on hi ha un esquema de colors vermell d’estil X1 disponible. + Computer + + + + + Der X1 (エックスワン, Ekkusuwan), manchmal auch Sharp X1 genannt, ist eine Serie von Heimcomputern, die von 1982 bis 1988 von der Sharp Corporation herausgebracht wurde. Sie basierte auf einer Z80-CPU. + +Obwohl die Computerabteilung der Sharp Corporation die MZ-Serie herausgebracht hatte, brachte die Fernsehabteilung plötzlich eine neue Computerserie namens X1 heraus. Zu der Zeit, als der ursprüngliche X1 auf den Markt kam, hatten alle anderen Heimcomputer im Allgemeinen eine BASIC-Sprache im ROM. Der X1 verfügte jedoch nicht über ein BASIC-ROM, sondern musste den Hu-BASIC-Interpreter von einer Kassette laden. Auf der positiven Seite bedeutete dieses Konzept jedoch, dass ein möglichst großer freier RAM-Bereich zur Verfügung stand, wenn kein BASIC verwendet wurde. Dieses Konzept wurde ursprünglich von der Sharps MZ-Serie übernommen, die in Japan als "Clean Computer" bezeichnet wurde. Die Gehäuseform des X1 war auch viel eleganter als andere zu dieser Zeit und eine Reihe von Gehäusefarben (einschließlich Rot) war wählbar. + +Der RGB-Monitor des X1 verfügte über einen Fernsehtuner, und ein Computerbildschirm konnte über einen Fernseher gelegt werden. Alle TV-Funktionen konnten über ein Computerprogramm gesteuert werden. Der Zeichensatz war vollständig programmierbar (auch bekannt als PCG) mit 4-Bit-Farbe und wurde in vielen Spielen effektiv eingesetzt. Der gesamte VRAM-Speicher war auf den E/A-Bereich abgebildet, so dass er ohne Bankumschaltung gesteuert werden konnte. Da der X1 über diese Funktionen verfügte, war er für Spielesoftware sehr leistungsfähig. + +Während sich der X1 nur schwer verkaufen ließ, wurde der PC8801 (von NEC) auf dem japanischen Markt schnell populär. 1984 brachte Sharp die X1-Turboserie mit hochauflösender Grafik (640x400, während der X1 640x200 hatte) heraus. Sie wies viele Verbesserungen auf, aber die Taktrate betrug immer noch nur 4 MHz. 1986 brachte Sharp die X1 turbo Z-Serie mit einem analogen RGB-Monitor mit 4096 Farben heraus. Ein X1-Zwilling, der eine PC-Engine im Gehäuse hatte, wurde schließlich 1987 als letztes Gerät der X1-Serie veröffentlicht. Diese Serie wurde dann von der X68000-Serie abgelöst. + +Sharp verkauft in Japan weiterhin Desktop-PC/TV-Kombinationen über seine Internet-Aquos-Linie, für die ein rotes Farbschema im X1-Stil erhältlich ist. + Computer + + + + + El X1 (エックスワン, Ekkusuwan), a veces llamado Sharp X1, es una serie de ordenadores domésticos lanzados por Sharp Corporation entre 1982 y 1988. Se basaba en una CPU Z80. + +A pesar de que la División de Ordenadores de Sharp Corporation había lanzado la serie MZ, de repente la División de Televisión lanzó una nueva serie de ordenadores llamada X1. En el momento en que el X1 original fue lanzado, todos los demás ordenadores domésticos generalmente tenían un lenguaje BASIC en ROM. Sin embargo, el X1 no tenía una ROM BASIC, y tenía que cargar el intérprete Hu-BASIC desde una cinta de casete. En el lado positivo, sin embargo, este concepto significaba que se disponía de un área de RAM libre lo más grande posible cuando no se utilizaba BASIC. Esta política fue copiada originalmente de la serie MZ de Sharp, y en Japón se les llamaba ordenadores limpios. La forma de la carcasa del X1 también era mucho más elegante que la de otros ordenadores de la época y se podía elegir entre una gama de colores (incluido el rojo). + +El monitor de visualización RGB del X1 tenía un sintonizador de televisión, y se podía superponer una pantalla de ordenador a la televisión. Todas las funciones del televisor podían controlarse desde un programa informático. La fuente de caracteres era completamente programable (T.C.C. PCG) con color de 4 bits, y se utilizó eficazmente en muchos juegos. La totalidad de la memoria VRAM estaba mapeada en el área de E/S, por lo que se controlaba sin necesidad de cambiar de banco. Como el X1 tenía estas características, era muy potente para el software de juegos. + +Mientras el X1 luchaba por venderse, el PC8801 (de NEC) se hacía rápidamente popular en el mercado japonés. En 1984, Sharp lanzó la serie turbo X1 con gráficos de alta resolución (640x400, mientras que X1 tenía 640x200). Tenía muchas mejoras, pero la velocidad de reloj seguía siendo de sólo 4 MHz. En 1986, Sharp lanzó la serie X1 turbo Z con un monitor RGB analógico de 4096 colores. Un gemelo del X1, que tenía un PC-Engine en el gabinete, fue lanzado finalmente como la última máquina de la serie X1 en 1987. A esta serie le sucedió la serie X68000. + +Sharp sigue vendiendo combos PC/TV de sobremesa en Japón a través de su línea Internet Aquos, en la que está disponible una combinación de colores rojos al estilo X1. + Ordenador + + + + + Le X1 (エックスワン, Ekkusuwan), parfois appelé Sharp X1, est une série d'ordinateurs domestiques commercialisés par Sharp Corporation de 1982 à 1988. Il était basé sur un processeur Z80. + +Bien que la division informatique de Sharp Corporation ait sorti la série MZ, la division télévision a soudainement sorti une nouvelle série d'ordinateurs appelée X1. À l'époque de la sortie du X1 original, tous les autres ordinateurs domestiques disposaient généralement d'un langage BASIC en ROM. Cependant, le X1 n'avait pas de ROM BASIC et devait charger l'interpréteur Hu-BASIC à partir d'une cassette. L'avantage de ce concept est qu'il permet de disposer d'une zone de mémoire vive libre aussi grande que possible lorsque l'on n'utilise pas le langage BASIC. Cette politique a été copiée à l'origine sur la série Sharp MZ, qui était appelée "ordinateur propre" au Japon. La forme du boîtier du X1 était également beaucoup plus élégante que celle des autres ordinateurs de l'époque et une gamme de couleurs de boîtier (y compris le rouge) était sélectionnable. + +L'écran d'affichage RVB du X1 était équipé d'un tuner de télévision et un écran d'ordinateur pouvait être superposé à la télévision. Toutes les fonctions de la télévision pouvaient être contrôlées à partir d'un programme informatique. La police de caractères était entièrement programmable (A.K.A. PCG) avec des couleurs à 4 bits, et a été utilisée efficacement dans de nombreux jeux. La totalité de la mémoire VRAM était mappée sur la zone E/S, de sorte qu'elle pouvait être contrôlée sans changement de banque. Comme le X1 possédait ces caractéristiques, il était très puissant pour les logiciels de jeu. + +Alors que le X1 avait du mal à se vendre, le PC8801 (de NEC) devenait rapidement populaire sur le marché japonais. En 1984, Sharp a sorti la série X1 turbo avec des graphiques à haute résolution (640x400, alors que le X1 avait 640x200). Il comportait de nombreuses améliorations, mais la vitesse d'horloge n'était toujours que de 4 MHz. En 1986, Sharp sort la série X1 turbo Z avec un moniteur analogique RVB 4096 couleurs. Un X1 twin, qui avait un moteur PC dans le boîtier, a finalement été lancé comme la dernière machine de la série X1 en 1987. Cette série a ensuite été remplacée par la série X68000. + +Sharp continue de vendre des combinés PC/TV de bureau au Japon par l'intermédiaire de sa ligne Internet Aquos, où un modèle de couleur rouge de type X1 est disponible. + Ordinateur + + + + + L'X1 (エックスワン, Ekkusuwan), talvolta chiamato Sharp X1, è una serie di home computer rilasciati da Sharp Corporation dal 1982 al 1988. Era basato su una CPU Z80. + +Nonostante la Divisione Computer di Sharp Corporation avesse rilasciato la serie MZ, improvvisamente la Divisione Televisione rilasciò una nuova serie di computer chiamata X1. All'epoca dell'uscita dell'X1 originale, tutti gli altri home computer erano generalmente dotati di un linguaggio BASIC in ROM. Tuttavia, l'X1 non aveva una ROM BASIC e doveva caricare l'interprete Hu-BASIC da una cassetta. Il lato positivo è che questo concetto significava avere a disposizione un'area RAM libera il più grande possibile quando non si utilizzava il BASIC. Questa politica era stata originariamente copiata dalla serie Sharp MZ, che in Giappone veniva chiamata "computer pulito". La forma del cabinet dell'X1 era inoltre molto più elegante rispetto agli altri computer dell'epoca ed era possibile selezionare una gamma di colori del cabinet (tra cui il rosso). + +Il monitor RGB dell'X1 era dotato di sintonizzatore televisivo e lo schermo del computer poteva essere sovrapposto alla TV. Tutte le funzioni del televisore potevano essere controllate da un programma per computer. Il font dei caratteri era completamente programmabile (PCG) con colori a 4 bit e veniva utilizzato efficacemente in molti giochi. L'intera memoria VRAM era mappata nell'area I/O, in modo da poterla controllare senza dover cambiare banco. Poiché l'X1 aveva queste caratteristiche, era molto potente per il software di gioco. + +Mentre l'X1 faticava a vendere, il PC8801 (di NEC) stava rapidamente diventando popolare sul mercato giapponese. Nel 1984, Sharp rilasciò la serie X1 turbo con grafica ad alta risoluzione (640x400, mentre X1 aveva 640x200). Presentava molti miglioramenti, ma la velocità di clock era ancora di soli 4 MHz. Nel 1986, Sharp rilasciò la serie X1 turbo Z con un monitor RGB analogico a 4096 colori. Un gemello dell'X1, che aveva un PC-Engine nel cabinet, fu infine rilasciato come ultima macchina della serie X1 nel 1987. A questa serie successe poi la serie X68000. + +Sharp continua a vendere PC/TV combinati in Giappone attraverso la linea Internet Aquos, dove è disponibile una combinazione di colori rossi in stile X1. + Computer + + + + + De X1 (エックスワン, Ekkusuwan), soms de Sharp X1 genoemd, is een serie thuiscomputers uitgebracht door Sharp Corporation van 1982 tot 1988. Hij was gebaseerd op een Z80 CPU. + +Ondanks het feit dat de Computer Division van Sharp Corporation de MZ-serie had uitgebracht, bracht de Television Division plotseling een nieuwe computerserie uit met de naam X1. Toen de originele X1 werd uitgebracht, hadden alle andere thuiscomputers over het algemeen een BASIC-taal in ROM. De X1 had echter geen BASIC-ROM en moest de Hu-BASIC-interpreter laden vanaf een cassettebandje. Aan de positieve kant betekende dit concept echter dat er een zo groot mogelijk vrij RAM-gebied beschikbaar was wanneer BASIC niet werd gebruikt. Dit beleid was oorspronkelijk afgekeken van de Sharp MZ serie, die in Japan schone computers werden genoemd. De vorm van de behuizing van de X1 was ook veel stijlvoller dan die van andere computers in die tijd en er waren verschillende kleuren mogelijk (waaronder rood). + +De RGB-displaymonitor van de X1 had een televisietuner en een computerscherm kon op de TV worden geplaatst. Alle TV-functies konden via een computerprogramma worden bediend. Het lettertype was volledig programmeerbaar (A.K.A. PCG) met 4-bits kleuren en werd effectief gebruikt in veel games. Het volledige VRAM geheugen was toegewezen aan het I/O gebied, zodat het kon worden bestuurd zonder van bank te wisselen. Omdat de X1 deze eigenschappen had, was het erg krachtig voor spelsoftware. + +Terwijl de X1 moeite had om te verkopen, werd de PC8801 (van NEC) snel populair op de Japanse markt. In 1984 bracht Sharp de X1 turbo serie uit met hoge resolutie graphics (640x400, terwijl X1 640x200 had). Er waren veel verbeteringen, maar de kloksnelheid was nog steeds slechts 4 MHz. In 1986 bracht Sharp de X1 turbo Z-serie uit met een 4096 kleuren analoge RGB-monitor. Een X1 twin, met een PC-Engine in de behuizing, werd uiteindelijk uitgebracht als laatste machine van de X1 serie in 1987. Daarna werd deze serie opgevolgd door de X68000 serie. + +Sharp verkoopt nog steeds desktop PC/TV combo's in Japan via haar Internet Aquos lijn, waar een X1-stijl rood kleurenschema beschikbaar is. + Computer + + + + + X1 (エックスワン, Ekkusuwan), czasami nazywany Sharp X1, to seria komputerów domowych wydanych przez Sharp Corporation w latach 1982-1988. Oparta była na procesorze Z80. + +Pomimo faktu, że dział komputerowy Sharp Corporation wydał serię MZ, nagle dział telewizyjny wydał nową serię komputerów o nazwie X1. W czasie, gdy oryginalny X1 został wydany, wszystkie inne komputery domowe miały język BASIC w pamięci ROM. Jednak X1 nie miał pamięci ROM BASIC i musiał ładować interpreter Hu-BASIC z taśmy magnetofonowej. Z drugiej jednak strony, koncepcja ta oznaczała, że dostępny był wolny obszar pamięci RAM, który był tak duży, jak to tylko możliwe, gdy nie używano języka BASIC. Polityka ta została pierwotnie skopiowana z serii Sharp MZ i w Japonii nazywano je czystymi komputerami. Kształt obudowy X1 był również znacznie bardziej stylowy niż inne w tym czasie, a do wyboru była cała gama kolorów obudowy (w tym czerwony). + +Monitor RGB dla X1 posiadał tuner telewizyjny, a ekran komputera mógł być nałożony na ekran telewizora. Wszystkimi funkcjami telewizora można było sterować za pomocą programu komputerowego. Czcionka znaków była w pełni programowalna (A.K.A. PCG) z 4-bitowym kolorem i była efektywnie wykorzystywana w wielu grach. Cała pamięć VRAM została zmapowana do obszaru I/O, dzięki czemu można było nią sterować bez przełączania banków. Ponieważ X1 miał te cechy, był bardzo wydajny dla oprogramowania do gier. + +Podczas gdy X1 miał trudności ze sprzedażą, PC8801 (firmy NEC) szybko zyskiwał popularność na rynku japońskim. W 1984 roku firma Sharp wypuściła serię X1 turbo z grafiką o wysokiej rozdzielczości (640x400, podczas gdy X1 miał 640x200). Posiadał on wiele ulepszeń, ale prędkość zegara nadal wynosiła tylko 4 MHz. W 1986 roku firma Sharp wypuściła serię X1 turbo Z z analogowym monitorem RGB o 4096 kolorach. Bliźniak X1, który miał silnik PC w obudowie, został ostatecznie wydany jako ostatnia maszyna z serii X1 w 1987 roku. Następnie seria ta została zastąpiona przez serię X68000. + +Firma Sharp nadal sprzedaje stacjonarne komputery PC/TV w Japonii za pośrednictwem internetowej linii Aquos, w której dostępny jest czerwony schemat kolorów w stylu X1. + Komputer + + + + + O X1 (エックスワン, Ekkusuwan), às vezes chamado de Sharp X1, é uma série de computadores domésticos lançados pela Sharp Corporation de 1982 a 1988. Ele era baseado em uma CPU Z80. + +Apesar de a Divisão de Computadores da Sharp Corporation ter lançado a série MZ, de repente a Divisão de Televisão lançou uma nova série de computadores chamada X1. Na época em que o X1 original foi lançado, todos os outros computadores domésticos geralmente tinham uma linguagem BASIC na ROM. Entretanto, o X1 não tinha uma ROM BASIC e precisava carregar o interpretador Hu-BASIC a partir de uma fita cassete. No entanto, o lado positivo é que esse conceito significava que havia uma área livre de RAM tão grande quanto possível quando não se usava o BASIC. Essa política foi originalmente copiada da série Sharp MZ, que era chamada de computadores limpos no Japão. O formato do gabinete do X1 também era muito mais elegante do que os outros da época e era possível selecionar uma variedade de cores de gabinete (inclusive vermelho). + +O monitor RGB do X1 tinha um sintonizador de televisão e uma tela de computador podia ser sobreposta à TV. Todas as funções da TV podiam ser controladas por um programa de computador. A fonte de caracteres era totalmente programável (também conhecida como PCG) com cores de 4 bits e era usada com eficiência em muitos jogos. A totalidade da memória VRAM foi mapeada na área de E/S, portanto, era controlada sem troca de banco. Como o X1 tinha esses recursos, ele era muito poderoso para software de jogos. + +Enquanto o X1 estava tendo dificuldades para vender, o PC8801 (da NEC) estava se tornando popular rapidamente no mercado japonês. Em 1984, a Sharp lançou a série X1 turbo com gráficos de alta resolução (640x400, enquanto o X1 tinha 640x200). Ela tinha muitas melhorias, mas a velocidade do clock ainda era de apenas 4 MHz. Em 1986, a Sharp lançou a série X1 turbo Z com um monitor RGB analógico de 4096 cores. Um gêmeo do X1, que tinha um motor de PC no gabinete, foi finalmente lançado como a última máquina da série X1 em 1987. Em seguida, essa série foi sucedida pela série X68000. + +A Sharp continua a vender combinações de PC/TV de mesa no Japão por meio de sua linha Aquos para Internet, onde um esquema de cores vermelho no estilo do X1 está disponível. + Computador + + + + + X1 (エックスワン, Ekkusuwan), uneori numit Sharp X1, este o serie de computere de acasă lansate de Sharp Corporation din 1982 până în 1988. Acesta a fost bazat pe un CPU Z80. + +În ciuda faptului că divizia de calculatoare a Sharp Corporation lansase seria MZ, brusc divizia de televiziune a lansat o nouă serie de calculatoare numită X1. În momentul în care a fost lansat originalul X1, toate celelalte computere de acasă aveau în general un limbaj BASIC în ROM. Cu toate acestea, X1 nu avea un ROM BASIC și trebuia să încarce interpretorul Hu-BASIC de pe o casetă. Pe de altă parte, acest concept însemna că era disponibilă o zonă RAM liberă cât mai mare atunci când nu se folosea BASIC. Această politică a fost copiată inițial de la seria Sharp MZ, iar acestea au fost numite calculatoare curate în Japonia. Forma cabinetului X1 a fost, de asemenea, mult mai elegantă decât altele la acel moment și o gamă de culori ale cabinetului (inclusiv roșu) a fost selectabilă. + +Monitorul de afișare RGB pentru X1 avea un tuner de televiziune, iar un ecran de computer putea fi suprapus pe televizor. Toate funcțiile televizorului puteau fi controlate de la un program de calculator. Fontul de caractere era complet programabil (A.K.A. PCG) cu culori de 4bit, și a fost utilizat efectiv în multe jocuri. Întreaga memorie VRAM a fost mapată pe zona I/O, astfel încât a fost controlată fără schimbarea băncilor. Deoarece X1 avea aceste caracteristici, era foarte puternic pentru software-ul jocurilor. + +În timp ce X1 se lupta să se vândă, PC8801 (de la NEC) devenea rapid popular pe piața japoneză. În 1984, Sharp a lansat seria X1 turbo cu grafică de înaltă rezoluție (640x400, în timp ce X1 avea 640x200). Avea multe îmbunătățiri, dar viteza de ceas era încă de numai 4 MHz. În 1986, Sharp a lansat seria X1 turbo Z cu un monitor RGB analogic cu 4096 de culori. Un X1 twin, care avea un PC-Engine în cabinet, a fost lansat în cele din urmă ca ultima mașină din seria X1 în 1987. Apoi, această serie a fost succedată de seria X68000. + +Sharp continuă să vândă combinații desktop PC/TV în Japonia prin linia sa Internet Aquos, unde este disponibilă o schemă de culori roșii în stilul X1. + Computer + + + + + X1 (エックスワン, Ekkusuwan), иногда называемый Sharp X1, - серия домашних компьютеров, выпущенных корпорацией Sharp с 1982 по 1988 год. Они были построены на базе процессора Z80. + +Несмотря на то, что компьютерное подразделение корпорации Sharp уже выпустило серию MZ, внезапно телевизионное подразделение выпустило новую серию компьютеров под названием X1. В то время, когда был выпущен X1, все остальные домашние компьютеры, как правило, имели в ПЗУ язык BASIC. Однако в X1 не было ПЗУ BASIC, и ему приходилось загружать интерпретатор Hu-BASIC с кассетной ленты. Однако плюсом этой концепции было то, что при отсутствии BASIC свободная область оперативной памяти была максимально большой. Такая политика была изначально скопирована с серии Sharp MZ, и в Японии их называли "чистыми компьютерами". Форма корпуса X1 также была гораздо более стильной, чем у других компьютеров того времени, и можно было выбрать несколько цветов корпуса (включая красный). + +RGB-монитор для X1 был оснащен телевизионным тюнером, и экран компьютера мог накладываться на телевизор. Всеми функциями телевизора можно было управлять с помощью компьютерной программы. Шрифт символов был полностью программируемым (он же PCG) с 4-битным цветом и эффективно использовался во многих играх. Вся память VRAM была отображена на область ввода-вывода, что позволяло управлять ею без переключения банков. Поскольку X1 обладал такими возможностями, он был очень мощным для игрового программного обеспечения. + +В то время как X1 с трудом продавался, PC8801 (от NEC) быстро становился популярным на японском рынке. В 1984 году Sharp выпустила серию X1 turbo с высоким разрешением графики (640x400, в то время как у X1 было 640x200). В ней было много улучшений, но тактовая частота по-прежнему составляла всего 4 МГц. В 1986 году Sharp выпустила серию X1 turbo Z с аналоговым RGB-монитором с разрешением 4096 цветов. Близнец X1, в корпусе которого находился PC-Engine, был выпущен в качестве последней машины серии X1 в 1987 году. Затем на смену этой серии пришла серия X68000. + +Sharp продолжает продавать настольные ПК/телевизоры в Японии через свою интернет-линию Aquos, где доступна красная цветовая схема в стиле X1. + Компьютер + + + X1 (エックスワン, Ekkusuwan), ibland kallad Sharp X1, är en serie hemdatorer som släpptes av Sharp Corporation mellan 1982 och 1988. Den var baserad på en Z80-processor. + +Trots att Sharp Corporations Computer Division hade lanserat MZ-serien, lanserade Television Division plötsligt en ny datorserie som kallades X1. När den ursprungliga X1 släpptes hade alla andra hemdatorer i allmänhet ett BASIC-språk i ROM. X1 hade dock inget BASIC-rom, utan var tvungen att ladda Hu-BASIC-tolken från ett kassettband. Det positiva med detta koncept var dock att det fanns ett fritt RAM-område som var så stort som möjligt när BASIC inte användes. Denna policy kopierades ursprungligen från Sharp MZ-serien, och de kallades rena datorer i Japan. X1 hade också en mycket snyggare form än andra datorer på den tiden och det gick att välja mellan flera olika färger (inklusive röd). + +RGB-bildskärmen för X1 hade en TV-tuner och en datorskärm kunde läggas ovanpå TV:n. Alla TV-funktioner kunde styras från ett datorprogram. Teckensnittet var helt programmerbart (A.K.A. PCG) med 4bit färg och användes effektivt i många spel. Hela VRAM-minnet var mappat till I/O-området, så det kunde styras utan bankväxling. Eftersom X1 hade dessa funktioner var den mycket kraftfull för spelprogramvara. + +Medan X1 hade svårt att sälja blev PC8801 (från NEC) snabbt populär på den japanska marknaden. 1984 släppte Sharp X1 turbo-serien med högupplöst grafik (640x400, medan X1 hade 640x200). Den hade många förbättringar, men klockfrekvensen var fortfarande bara 4 MHz. 1986 lanserade Sharp X1 turbo Z-serien med en analog RGB-monitor med 4096 färger. En X1-tvilling, som hade en PC-motor i kabinettet, släpptes slutligen som den sista maskinen i X1-serien 1987. Därefter efterträddes denna serie av X68000-serien. + +Sharp fortsätter att sälja stationära PC/TV-kombinationer i Japan genom sin Internet Aquos-linje, där en röd färgskala i X1-stil finns tillgänglig. Dator + + + X1(エックスワン、えくすわん)は、シャープX1と呼ばれることもある、シャープ株式会社が1982年から1988年にかけて発売した家庭用コンピュータのシリーズである。Z80 CPUをベースにしている。 + +シャープのコンピュータ事業部はMZシリーズを発売していたにもかかわらず、突然テレビ事業部からX1という新しいコンピュータシリーズが発売された。初代X1が発売された当時、他の家庭用パソコンは一般的にROMにBASIC言語が入っていた。しかし、X1にはBASICのROMがなく、Hu-BASICインタプリタをカセットテープから読み込まなければならなかった。しかし、このコンセプトは、BASICを使用しないときに、可能な限り大きな空きRAM領域を確保できることを意味した。この方針は、もともとシャープのMZシリーズを真似たもので、日本ではクリーンコンピュータと呼ばれていた。また、X1の筐体形状は当時としてはかなりスタイリッシュなもので、筐体色(赤を含む)も選択可能であった。 + +X1のRGBディスプレイ・モニターにはテレビ・チューナーが搭載され、テレビにパソコンの画面を重ねることができた。すべてのテレビ機能はコンピューター・プログラムから制御できた。文字フォントは4ビットカラーで完全にプログラマブル(A.K.A. PCG)であり、多くのゲームで有効に使用された。VRAMメモリはI/Oエリアにすべてマッピングされていたため、バンク切り替えなしで制御できた。このような特徴を持つX1は、ゲームソフトとして非常に強力だった。 + +X1が苦戦していた頃、日本市場ではPC8801(NEC製)が急速に普及していた。1984年、シャープは高解像度のグラフィック(X1が640x200だったのに対し、X1は640x400)を搭載したX1ターボシリーズを発売した。多くの改良が加えられたが、クロックスピードはまだ4MHzだった。1986年、シャープは4096色のアナログRGBモニターを搭載したX1ターボZシリーズを発売した。1987年、X1シリーズ最後の機種として、キャビネットにPC-Engineを搭載したX1ツインが発売された。その後、このシリーズはX68000シリーズに引き継がれた。 + +シャープは、インターネット・アクオス・ラインを通じて、デスクトップPCとテレビのコンボ機を日本で販売し続けており、X1スタイルの赤のカラーリングが用意されている。 + コンピューター + + + + + 샤프 X1(エックスワン, 에쿠스완)은 1982년부터 1988년까지 샤프에서 출시한 가정용 컴퓨터 시리즈로, 샤프 X1이라고도 불립니다. Z80 CPU를 기반으로 했습니다. + +샤프 코퍼레이션의 컴퓨터 사업부에서 MZ 시리즈를 출시했음에도 불구하고 갑자기 텔레비전 사업부에서 X1이라는 새로운 컴퓨터 시리즈를 출시했습니다. 오리지널 X1이 출시될 당시 다른 모든 가정용 컴퓨터에는 일반적으로 ROM에 BASIC 언어가 탑재되어 있었습니다. 하지만 X1에는 BASIC ROM이 없었기 때문에 카세트 테이프에서 Hu-BASIC 인터프리터를 불러와야 했습니다. 그러나 이 개념의 장점은 BASIC을 사용하지 않을 때 가능한 한 큰 RAM 영역을 사용할 수 있다는 것을 의미했습니다. 이 정책은 원래 샤프 MZ 시리즈에서 복사한 것으로, 일본에서는 클린 컴퓨터라고 불렸습니다. X1의 캐비닛 모양도 당시 다른 제품보다 훨씬 세련되었으며 다양한 캐비닛 색상(레드 포함)을 선택할 수 있었습니다. + +X1의 RGB 디스플레이 모니터에는 텔레비전 튜너가 장착되어 있어 컴퓨터 화면을 TV에 겹쳐서 볼 수 있었습니다. 모든 TV 기능은 컴퓨터 프로그램에서 제어할 수 있었습니다. 문자 글꼴은 4비트 컬러로 완전히 프로그래밍할 수 있었고(일명 PCG), 많은 게임에서 효과적으로 사용되었습니다. VRAM 메모리 전체가 I/O 영역에 매핑되어 있어 뱅크 전환 없이 제어할 수 있었습니다. X1은 이러한 기능을 갖추고 있었기 때문에 게임 소프트웨어에 매우 강력했습니다. + +X1이 판매에 어려움을 겪고 있는 동안 일본 시장에서는 PC8801(NEC)이 빠르게 인기를 얻고 있었습니다. 1984년, 샤프는 고해상도 그래픽(640x400, X1은 640x200)을 갖춘 X1 터보 시리즈를 출시했습니다. 많은 개선이 이루어졌지만 클럭 속도는 여전히 4MHz에 불과했습니다. 1986년 샤프는 4096 컬러 아날로그 RGB 모니터를 장착한 X1 터보 Z 시리즈를 출시했습니다. 1987년에는 캐비닛에 PC 엔진이 탑재된 X1 트윈이 마침내 X1 시리즈의 마지막 제품으로 출시되었습니다. 그 후 이 시리즈는 X68000 시리즈로 이어졌습니다. + +샤프는 X1 스타일의 레드 색상을 제공하는 인터넷 아쿠오스 라인을 통해 일본에서 데스크톱 PC/TV 콤보를 계속 판매하고 있습니다. + 컴퓨터 + + + + + X1(エックスワン,Ekkusuwan),有时也称为夏普 X1,是夏普公司于 1982 年至 1988 年间推出的一系列家用电脑。它基于 Z80 CPU。 + +尽管夏普公司的计算机部门已经发布了 MZ 系列,但电视部门突然发布了名为 X1 的新计算机系列。在最初的 X1 发布时,所有其他家用电脑的 ROM 中一般都有 BASIC 语言。但 X1 却没有 BASIC ROM,它必须从磁带中加载 Hu-BASIC 解释器。不过,从好的方面看,这一概念意味着在不使用 BASIC 时,有尽可能大的可用 RAM 空间。这一政策最初是从夏普 MZ 系列中复制过来的,在日本被称为 "干净电脑"。此外,X1 的机箱外形也比当时的其他产品时尚得多,而且有多种机箱颜色(包括红色)可供选择。 + +X1 的 RGB 显示屏带有电视调谐器,可以在电视上叠加电脑屏幕。所有电视功能均可通过电脑程序控制。字符字体完全可编程(又称 PCG),颜色为 4 位,在许多游戏中都得到了有效应用。整个 VRAM 内存都映射到 I/O 区域,因此无需切换银行就能控制。由于 X1 具有这些功能,因此它在游戏软件方面非常强大。 + +就在 X1 销量惨淡的时候,PC8801(来自 NEC)在日本市场迅速走红。1984 年,夏普发布了具有高分辨率图形(640x400,而 X1 为 640x200)的 X1 turbo 系列。它有许多改进,但时钟速度仍然只有 4 MHz。1986 年,夏普发布了配备 4096 色模拟 RGB 显示器的 X1 turbo Z 系列。1987 年,X1 系列的最后一款机型 X1 twin 终于面世,它在机箱中安装了 PC 引擎。随后,X68000 系列接替了该系列。 + +夏普继续通过其 Internet Aquos 系列在日本销售台式 PC/TV 组合机,并提供 X1 风格的红色配色方案。 + 计算机 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/x68000.xml b/themes/linear-es-de/system/metadata/x68000.xml index 369ba411d..f36a3ed10 100644 --- a/themes/linear-es-de/system/metadata/x68000.xml +++ b/themes/linear-es-de/system/metadata/x68000.xml @@ -1,9 +1,9 @@ - + X68000 The X68000 (Japanese: エックス ろくまんはっせん, Hepburn: Ekkusu Rokuman Hassen) is a home computer created by Sharp Corporation, first released in 1987, sold only in Japan. - The first model features a 10 MHz Motorola 68000 CPU (hence the name), 1 MB of RAM, and no hard drive; the last model was released in 1993 with a 25 MHz Motorola 68030 CPU, 4 MB of RAM, and optional 80 MB SCSI hard drive. RAM in these systems is expandable to 12 MB, though most games and applications do not require more than 2 MB. +The first model features a 10 MHz Motorola 68000 CPU (hence the name), 1 MB of RAM, and no hard drive; the last model was released in 1993 with a 25 MHz Motorola 68030 CPU, 4 MB of RAM, and optional 80 MB SCSI hard drive. RAM in these systems is expandable to 12 MB, though most games and applications do not require more than 2 MB. Sharp 1987 1987-03-01 @@ -15,10 +15,118 @@ 838582 C25F7F 41BC83 + 1-1 + + + El X68000 (japonès: エックス ろくまんはっせん, Hepburn: Ekkusu Rokuman Hassen) és un ordinador domèstic creat per Sharp Corporation, llançat per primera vegada el 1987, venut només al Japó. + +El primer model presenta una CPU de 10 MHz Motorola 68000 (d’aquí el nom), 1 MB de RAM i sense disc dur;L’últim model es va publicar el 1993 amb una CPU de 25 MHz Motorola 68030, 4 MB de memòria RAM i un disc dur opcional de 80 MB SCSI. La RAM d’aquests sistemes és expandible a 12 MB, tot i que la majoria de jocs i aplicacions no requereixen més de 2 MB. + Computer + + + + + Der X68000 (japanisch: エックス ろくまんはっせん, Hepburn: Ekkusu Rokuman Hassen) ist ein von der Sharp Corporation entwickelter Heimcomputer, der erstmals 1987 veröffentlicht und nur in Japan verkauft wurde. + +Das erste Modell verfügt über eine 10-MHz-Motorola-68000-CPU (daher der Name), 1 MB RAM und keine Festplatte; das letzte Modell wurde 1993 mit einer 25-MHz-Motorola-68030-CPU, 4 MB RAM und einer optionalen 80-MB-SCSI-Festplatte herausgebracht. Der Arbeitsspeicher ist bei diesen Systemen auf 12 MB erweiterbar, obwohl die meisten Spiele und Anwendungen nicht mehr als 2 MB benötigen. + Computer + + + + + El X68000 (japonés: エックス ろくまんはっせん, Hepburn: Ekkusu Rokuman Hassen) es un ordenador doméstico creado por Sharp Corporation, lanzado por primera vez en 1987, vendido sólo en Japón. + +El primer modelo cuenta con una CPU Motorola 68000 a 10 MHz (de ahí el nombre), 1 MB de RAM y sin disco duro; el último modelo salió a la venta en 1993 con una CPU Motorola 68030 a 25 MHz, 4 MB de RAM y disco duro SCSI opcional de 80 MB. La RAM de estos sistemas se puede ampliar hasta 12 MB, aunque la mayoría de los juegos y aplicaciones no requieren más de 2 MB. + Ordenador + + + + + Le X68000 (japonais : エックス ろくまんはっせん, Hepburn : Ekkusu Rokuman Hassen) est un ordinateur domestique créé par Sharp Corporation, sorti pour la première fois en 1987 et vendu uniquement au Japon. + +Le premier modèle est équipé d'un processeur Motorola 68000 à 10 MHz (d'où son nom), de 1 Mo de RAM et d'aucun disque dur ; le dernier modèle est sorti en 1993 avec un processeur Motorola 68030 à 25 MHz, 4 Mo de RAM et un disque dur SCSI de 80 Mo en option. La mémoire vive de ces systèmes est extensible jusqu'à 12 Mo, bien que la plupart des jeux et applications ne nécessitent pas plus de 2 Mo. + Ordinateur + + + + + L'X68000 (giapponese: エックス ろくまんはっせん, Hepburn: Ekkusu Rokuman Hassen) è un home computer creato da Sharp Corporation, uscito per la prima volta nel 1987 e venduto solo in Giappone. + +Il primo modello è dotato di una CPU Motorola 68000 a 10 MHz (da cui il nome), 1 MB di RAM e nessun disco rigido; l'ultimo modello è stato rilasciato nel 1993 con una CPU Motorola 68030 a 25 MHz, 4 MB di RAM e un disco rigido SCSI opzionale da 80 MB. La RAM di questi sistemi è espandibile fino a 12 MB, anche se la maggior parte dei giochi e delle applicazioni non richiede più di 2 MB. + Computer + + + + + De X68000 (Japans: エックス ろくまんはっせん, Hepburn: Ekkusu Rokuman Hassen) is een thuiscomputer gemaakt door Sharp Corporation, voor het eerst uitgebracht in 1987 en alleen verkocht in Japan. + +Het eerste model heeft een 10 MHz Motorola 68000 CPU (vandaar de naam), 1 MB RAM en geen harde schijf; het laatste model werd uitgebracht in 1993 met een 25 MHz Motorola 68030 CPU, 4 MB RAM en optionele 80 MB SCSI harde schijf. Het RAM-geheugen in deze systemen is uitbreidbaar tot 12 MB, hoewel de meeste spellen en toepassingen niet meer dan 2 MB nodig hebben. + Computer + + + + + X68000 (jap. エックス ろくまんはっせん, Hepburn: Ekkusu Rokuman Hassen) to komputer domowy stworzony przez Sharp Corporation, wydany po raz pierwszy w 1987 roku, sprzedawany tylko w Japonii. + +Pierwszy model wyposażony jest w procesor Motorola 68000 10 MHz (stąd nazwa), 1 MB pamięci RAM i brak dysku twardego; ostatni model został wydany w 1993 roku z procesorem Motorola 68030 25 MHz, 4 MB pamięci RAM i opcjonalnym dyskiem twardym SCSI 80 MB. Pamięć RAM w tych systemach można rozszerzyć do 12 MB, choć większość gier i aplikacji nie wymaga więcej niż 2 MB. + Komputer + + + + + O X68000 (japonês: エックス ろくまんはっせん, Hepburn: Ekkusu Rokuman Hassen) é um computador doméstico criado pela Sharp Corporation, lançado pela primeira vez em 1987 e vendido apenas no Japão. + +O primeiro modelo apresenta uma CPU Motorola 68000 de 10 MHz (daí o nome), 1 MB de RAM e nenhum disco rígido; o último modelo foi lançado em 1993 com uma CPU Motorola 68030 de 25 MHz, 4 MB de RAM e um disco rígido SCSI opcional de 80 MB. A RAM nesses sistemas pode ser expandida até 12 MB, embora a maioria dos jogos e aplicativos não exija mais de 2 MB. + Computador + + + + + X68000 (japoneză: エックス ろくまんはっせん, Hepburn: Ekkusu Rokuman Hassen) este un computer de acasă creat de Sharp Corporation, lansat pentru prima dată în 1987, vândut numai în Japonia. + +Primul model are un CPU Motorola 68000 de 10 MHz (de unde și numele), 1 MB de RAM și niciun hard disk; ultimul model a fost lansat în 1993 cu un CPU Motorola 68030 de 25 MHz, 4 MB de RAM și un hard disk SCSI opțional de 80 MB. Memoria RAM din aceste sisteme poate fi extinsă la 12 MB, deși majoritatea jocurilor și aplicațiilor nu necesită mai mult de 2 MB. + Computer + + + + + X68000 (японский: エックス ろくまんはっせん, хепберн: Ekkusu Rokuman Hassen) - домашний компьютер, созданный компанией Sharp Corporation, впервые выпущенный в 1987 году и продававшийся только в Японии. + +Первая модель оснащена 10 МГц процессором Motorola 68000 (отсюда и название), 1 МБ оперативной памяти и не имеет жесткого диска; последняя модель была выпущена в 1993 году с 25 МГц процессором Motorola 68030, 4 МБ оперативной памяти и дополнительным 80 МБ SCSI жестким диском. Оперативная память в этих системах может быть расширена до 12 МБ, хотя большинство игр и приложений не требуют более 2 МБ. + Компьютер + + + X68000 (japanska: エックス ろくまんはっせん, Hepburn: Ekkusu Rokuman Hassen) är en hemdator skapad av Sharp Corporation, som först släpptes 1987 och endast såldes i Japan. + +Den första modellen har en 10 MHz Motorola 68000 CPU (därav namnet), 1 MB RAM och ingen hårddisk; den sista modellen släpptes 1993 med en 25 MHz Motorola 68030 CPU, 4 MB RAM och en 80 MB SCSI-hårddisk som tillval. RAM-minnet i dessa system kan utökas till 12 MB, men de flesta spel och applikationer kräver inte mer än 2 MB. Dator + + + X68000(エックス68000、日本語:エックスろくまんはっせん、英語:Ekkusu Rokuman Hassen)は、1987年に発売されたシャープ製の家庭用コンピュータで、日本でのみ販売された。 + +最初のモデルは10MHzのモトローラ68000 CPU(これが名前の由来)、1MBのRAM、ハードディスクドライブを搭載しておらず、最後のモデルは25MHzのモトローラ68030 CPU、4MBのRAM、オプションで80MBのSCSIハードディスクドライブを搭載し、1993年に発売された。これらのシステムのRAMは12MBまで拡張可能だが、ほとんどのゲームやアプリケーションは2MB以上を必要としない。 + コンピューター + + + + + X68000(일본어: エックス ろくまんはっせん, 헵번: 에쿠스 로쿠만 하센)은 샤프에서 만든 가정용 컴퓨터로 1987년에 처음 출시되어 일본에서만 판매되었습니다. + +첫 번째 모델은 10MHz 모토로라 68000 CPU(따라서 이름), 1MB RAM, 하드 드라이브가 없었고, 마지막 모델은 1993년에 25MHz 모토로라 68030 CPU, 4MB RAM, 80MB SCSI 하드 드라이브(옵션)를 탑재하여 출시되었습니다. 이러한 시스템의 RAM은 12MB까지 확장할 수 있지만 대부분의 게임과 애플리케이션은 2MB 이상을 필요로 하지 않습니다. + 컴퓨터 + + + + + X68000(日语:エックス ろくまんはっせん,合称:Ekusu Rokuman Hassen)是夏普公司制造的家用电脑,于 1987 年首次发布,仅在日本销售。 + +第一个型号配备 10 MHz 的摩托罗拉 68000 CPU(因此得名)、1 MB 内存和无硬盘驱动器;最后一个型号于 1993 年发布,配备 25 MHz 的摩托罗拉 68030 CPU、4 MB 内存和可选的 80 MB SCSI 硬盘驱动器。这些系统的内存可扩展至 12 MB,但大多数游戏和应用程序不需要超过 2 MB。 + 计算机 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/xbox.xml b/themes/linear-es-de/system/metadata/xbox.xml index a324d5670..a48e08e80 100644 --- a/themes/linear-es-de/system/metadata/xbox.xml +++ b/themes/linear-es-de/system/metadata/xbox.xml @@ -1,9 +1,9 @@ - + Xbox Xbox is a video gaming brand created and owned by Microsoft. It represents a series of video game consoles developed by Microsoft, with three consoles released in the sixth, seventh, and eighth generations, respectively. The brand also represents applications (games), streaming services, an online service by the name of Xbox Live, and the development arm by the name of Xbox Game Studios. - The brand was first introduced in the United States in November 2001, with the launch of the original Xbox console. +The brand was first introduced in the United States in November 2001, with the launch of the original Xbox console. Microsoft 2001 2001-11-15 @@ -15,10 +15,118 @@ 9ABF5E 534F57 000000 + 1-1 + + + Xbox és una marca de videojocs creada i propietat de Microsoft. Representa una sèrie de consoles de videojocs desenvolupades per Microsoft, amb tres consoles llançades a la sisena, setena i vuitena generacions, respectivament. La marca també representa aplicacions (jocs), Streaming Services, un servei en línia amb el nom de Xbox Live i el braç de desenvolupament amb el nom de Xbox Game Studios. + +La marca es va introduir per primera vegada als Estats Units el novembre del 2001, amb el llançament de la Xbox Console original. + Console + + + + + Xbox ist eine Videospielmarke, die von Microsoft entwickelt wurde und sich im Besitz von Microsoft befindet. Sie steht für eine Reihe von Videospielkonsolen, die von Microsoft entwickelt wurden, wobei drei Konsolen in der sechsten, siebten bzw. achten Generation veröffentlicht wurden. Die Marke steht auch für Anwendungen (Spiele), Streaming-Dienste, einen Online-Dienst namens Xbox Live und die Entwicklungsabteilung Xbox Game Studios. + +Die Marke wurde in den Vereinigten Staaten erstmals im November 2001 mit der Einführung der ursprünglichen Xbox-Konsole eingeführt. + Konsole + + + + + Xbox es una marca de videojuegos creada y propiedad de Microsoft. Representa una serie de consolas de videojuegos desarrolladas por Microsoft, con tres consolas lanzadas en las generaciones sexta, séptima y octava, respectivamente. La marca también representa aplicaciones (juegos), servicios de streaming, un servicio en línea con el nombre de Xbox Live, y el brazo de desarrollo con el nombre de Xbox Game Studios. + +La marca se introdujo por primera vez en Estados Unidos en noviembre de 2001, con el lanzamiento de la consola Xbox original. + Consola + + + + + Xbox est une marque de jeux vidéo créée et détenue par Microsoft. Elle représente une série de consoles de jeux vidéo développées par Microsoft, avec trois consoles sorties respectivement dans les sixième, septième et huitième générations. La marque représente également des applications (jeux), des services de streaming, un service en ligne appelé Xbox Live et la branche de développement appelée Xbox Game Studios. + +La marque a été introduite pour la première fois aux États-Unis en novembre 2001, avec le lancement de la console Xbox originale. + Console + + + + + Xbox è un marchio di videogiochi creato e di proprietà di Microsoft. Rappresenta una serie di console per videogiochi sviluppate da Microsoft, con tre console rilasciate rispettivamente nella sesta, settima e ottava generazione. Il marchio rappresenta anche applicazioni (giochi), servizi di streaming, un servizio online chiamato Xbox Live e il braccio di sviluppo chiamato Xbox Game Studios. + +Il marchio è stato introdotto per la prima volta negli Stati Uniti nel novembre 2001, con il lancio della console Xbox originale. + Console + + + + + Xbox is een merk voor videospellen dat is gemaakt en eigendom is van Microsoft. Het staat voor een serie videogameconsoles ontwikkeld door Microsoft, met drie consoles die respectievelijk in de zesde, zevende en achtste generatie zijn uitgebracht. Het merk staat ook voor toepassingen (spellen), streamingdiensten, een online dienst met de naam Xbox Live en de ontwikkelingstak met de naam Xbox Game Studios. + +Het merk werd voor het eerst geïntroduceerd in de Verenigde Staten in november 2001, met de lancering van de originele Xbox console. + Console + + + + + Xbox to marka gier wideo stworzona i należąca do firmy Microsoft. Reprezentuje serię konsol do gier wideo opracowanych przez Microsoft, z trzema konsolami wydanymi odpowiednio w szóstej, siódmej i ósmej generacji. Marka reprezentuje również aplikacje (gry), usługi przesyłania strumieniowego, usługę online o nazwie Xbox Live oraz ramię programistyczne o nazwie Xbox Game Studios. + +Marka została po raz pierwszy wprowadzona w Stanach Zjednoczonych w listopadzie 2001 roku, wraz z premierą oryginalnej konsoli Xbox. + Konsola + + + + + Xbox é uma marca de videogame criada e de propriedade da Microsoft. Ela representa uma série de consoles de videogame desenvolvidos pela Microsoft, com três consoles lançados na sexta, sétima e oitava gerações, respectivamente. A marca também representa aplicativos (jogos), serviços de streaming, um serviço on-line chamado Xbox Live e o braço de desenvolvimento chamado Xbox Game Studios. + +A marca foi introduzida pela primeira vez nos Estados Unidos em novembro de 2001, com o lançamento do console Xbox original. + Console + + + + + Xbox este un brand de jocuri video creat și deținut de Microsoft. Reprezintă o serie de console de jocuri video dezvoltate de Microsoft, cu trei console lansate în a șasea, a șaptea și, respectiv, a opta generație. Marca reprezintă, de asemenea, aplicații (jocuri), servicii de streaming, un serviciu online denumit Xbox Live și divizia de dezvoltare denumită Xbox Game Studios. + +Marca a fost introdusă pentru prima dată în Statele Unite în noiembrie 2001, odată cu lansarea consolei Xbox originale. + Consolă + + + + + Xbox - бренд видеоигр, созданный и принадлежащий компании Microsoft. Он представляет собой серию игровых приставок, разработанных компанией Microsoft, причем три приставки были выпущены в шестом, седьмом и восьмом поколениях соответственно. Под этим брендом также выпускаются приложения (игры), потоковые сервисы, онлайн-сервис Xbox Live и подразделение разработчиков Xbox Game Studios. + +Впервые бренд был представлен в США в ноябре 2001 года с выходом оригинальной консоли Xbox. + Консоль + + + Xbox är ett varumärke för videospel som skapats och ägs av Microsoft. Det representerar en serie videospelskonsoler som utvecklats av Microsoft, med tre konsoler som släpptes i den sjätte, sjunde respektive åttonde generationen. Varumärket representerar också applikationer (spel), streamingtjänster, en onlinetjänst vid namn Xbox Live och utvecklingsavdelningen vid namn Xbox Game Studios. + +Varumärket introducerades för första gången i USA i november 2001, i samband med lanseringen av den ursprungliga Xbox-konsolen. Konsol + + + Xboxは、マイクロソフトが開発・所有するビデオゲームブランド。マイクロソフトが開発したビデオゲーム機のシリーズを表し、第6世代、第7世代、第8世代にそれぞれ3つのゲーム機が発売された。このブランドは、アプリケーション(ゲーム)、ストリーミングサービス、Xbox Liveという名前のオンラインサービス、Xbox Game Studiosという名前の開発部門も表している。 + +ブランドは2001年11月、初代Xboxコンソールの発売とともに米国で初めて紹介された。 + コンソール + + + + + Xbox는 Microsoft가 만들고 소유한 비디오 게임 브랜드입니다. Microsoft에서 개발한 일련의 비디오 게임 콘솔을 나타내며, 각각 6세대, 7세대, 8세대에 걸쳐 세 가지 콘솔이 출시되었습니다. 이 브랜드는 또한 애플리케이션(게임), 스트리밍 서비스, Xbox Live라는 이름의 온라인 서비스, Xbox Game Studios라는 이름의 개발 부서를 나타냅니다. + +이 브랜드는 2001년 11월 오리지널 Xbox 콘솔 출시와 함께 미국에서 처음 소개되었습니다. + 콘솔 + + + + + Xbox 是微软公司创建并拥有的视频游戏品牌。它代表微软开发的一系列视频游戏机,分别在第六代、第七代和第八代发布了三款游戏机。该品牌还代表应用程序(游戏)、流媒体服务、名为 Xbox Live 的在线服务以及名为 Xbox Game Studios 的开发部门。 + +该品牌于 2001 年 11 月在美国首次推出,当时推出的是最初的 Xbox 游戏机。 + 控制台 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/xbox360.xml b/themes/linear-es-de/system/metadata/xbox360.xml index e1b3f182a..b4e1c9470 100644 --- a/themes/linear-es-de/system/metadata/xbox360.xml +++ b/themes/linear-es-de/system/metadata/xbox360.xml @@ -1,9 +1,9 @@ - + Xbox 360 The Xbox 360 is a home video game console developed by Microsoft. As the successor to the original Xbox, it is the second console in the Xbox series. It competed with Sony's PlayStation 3 and Nintendo's Wii as part of the seventh generation of video game consoles. It was officially unveiled on MTV on May 12, 2005, with detailed launch and game information announced later that month at the 2005 Electronic Entertainment Expo. - The Xbox 360 features an online service, Xbox Live, which was expanded from its previous iteration on the original Xbox and received regular updates during the console's lifetime. Available in free and subscription-based varieties, Xbox Live allows users to: play games online; download games (through Xbox Live Arcade) and game demos; purchase and stream music, television programs, and films through the Xbox Music and Xbox Video portals; and access third-party content services through media streaming applications. In addition to online multimedia features, it allows users to stream media from local PCs. Several peripherals have been released, including wireless controllers, expanded hard drive storage, and the Kinect motion sensing camera. The release of these additional services and peripherals helped the Xbox brand grow from gaming-only to encompassing all multimedia, turning it into a hub for living-room computing entertainment. +The Xbox 360 features an online service, Xbox Live, which was expanded from its previous iteration on the original Xbox and received regular updates during the console's lifetime. Available in free and subscription-based varieties, Xbox Live allows users to: play games online; download games (through Xbox Live Arcade) and game demos; purchase and stream music, television programs, and films through the Xbox Music and Xbox Video portals; and access third-party content services through media streaming applications. In addition to online multimedia features, it allows users to stream media from local PCs. Several peripherals have been released, including wireless controllers, expanded hard drive storage, and the Kinect motion sensing camera. The release of these additional services and peripherals helped the Xbox brand grow from gaming-only to encompassing all multimedia, turning it into a hub for living-room computing entertainment. Microsoft 2005 2005-11-22 @@ -15,10 +15,118 @@ CECECE 2FA74D 9D9FA2 + 1-1 + + + La Xbox 360 és una consola de videojocs a casa desenvolupada per Microsoft. Com a successor de la Xbox original, és la segona consola de la sèrie Xbox. Va competir amb PlayStation 3 de Sony i Wii de Nintendo com a part de la setena generació de consoles de videojocs. Es va presentar oficialment a MTV el 12 de maig de 2005, amb informació detallada de llançament i joc anunciada més tard aquell mes a la Electronic Entertainment Expo de 2005. + +El Xbox 360 compta amb un servei en línia, Xbox Live, que es va ampliar des de la seva iteració anterior a la Xbox original i va rebre actualitzacions periòdiques durant la vida de la consola. Disponible en varietats gratuïtes i basades en subscripcions, Xbox Live permet als usuaris: jugar a jocs en línia;Descarregueu jocs (a través de Xbox Live Arcade) i Demos de jocs;Compra i transmet música, programes de televisió i pel·lícules a través dels portals de vídeo Xbox Music i Xbox;i accedeix als serveis de contingut de tercers mitjançant aplicacions de transmissió de suports. A més de les funcions multimèdia en línia, permet als usuaris transmetre suports de PC locals. S'han publicat diversos perifèrics, incloent controladors sense fils, emmagatzematge del disc dur ampliat i la càmera de detecció de moviment de Kinect. El llançament d’aquests serveis i perifèrics addicionals va ajudar a la marca Xbox a créixer des de jocs només a abastar tots els multimèdia, convertint-la en un eix per a la computació de la sala d’entreteniment. + Console + + + + + Die Xbox 360 ist eine von Microsoft entwickelte Videospielkonsole für den Heimgebrauch. Als Nachfolgerin der ursprünglichen Xbox ist sie die zweite Konsole der Xbox-Reihe. Sie konkurrierte mit Sonys PlayStation 3 und Nintendos Wii als Teil der siebten Generation von Videospielkonsolen. Sie wurde am 12. Mai 2005 auf MTV offiziell vorgestellt. Detaillierte Informationen zur Markteinführung und zu den Spielen wurden später im selben Monat auf der Electronic Entertainment Expo 2005 bekannt gegeben. + +Die Xbox 360 verfügt über einen Online-Dienst, Xbox Live, der gegenüber der ursprünglichen Xbox erweitert wurde und während der Lebensdauer der Konsole regelmäßig aktualisiert wurde. Xbox Live, das in kostenlosen und abonnementbasierten Varianten verfügbar ist, ermöglicht es den Nutzern, Spiele online zu spielen, Spiele (über Xbox Live Arcade) und Spieledemos herunterzuladen, Musik, Fernsehsendungen und Filme über die Portale Xbox Music und Xbox Video zu kaufen und zu streamen sowie über Media-Streaming-Anwendungen auf Inhaltsdienste von Drittanbietern zuzugreifen. Zusätzlich zu den Online-Multimedia-Funktionen können die Benutzer auch Medien von lokalen PCs streamen. Es wurden mehrere Peripheriegeräte auf den Markt gebracht, darunter drahtlose Controller, erweiterter Festplattenspeicher und die Kinect-Kamera mit Bewegungssensor. Die Veröffentlichung dieser zusätzlichen Dienste und Peripheriegeräte hat dazu beigetragen, dass sich die Marke Xbox von einer reinen Spielekonsole zu einer Multimedia-Plattform entwickelt hat, die sich zu einem Zentrum für Computerunterhaltung im Wohnzimmer entwickelt hat. + Konsole + + + + + La Xbox 360 es una videoconsola doméstica desarrollada por Microsoft. Como sucesora de la Xbox original, es la segunda consola de la serie Xbox. Compitió con la PlayStation 3 de Sony y la Wii de Nintendo en la séptima generación de consolas de videojuegos. Se presentó oficialmente en MTV el 12 de mayo de 2005, y más tarde, en la Electronic Entertainment Expo 2005, se dio a conocer información detallada sobre el lanzamiento y los juegos. + +La Xbox 360 cuenta con un servicio en línea, Xbox Live, que se amplió con respecto a su versión anterior en la Xbox original y recibió actualizaciones periódicas durante la vida útil de la consola. Disponible en versiones gratuitas y de suscripción, Xbox Live permite a los usuarios: jugar en línea; descargar juegos (a través de Xbox Live Arcade) y demos de juegos; comprar y transmitir música, programas de televisión y películas a través de los portales Xbox Music y Xbox Video; y acceder a servicios de contenidos de terceros a través de aplicaciones de transmisión multimedia. Además de las funciones multimedia en línea, permite a los usuarios transmitir contenidos multimedia desde ordenadores locales. Se han lanzado varios periféricos, como mandos inalámbricos, almacenamiento en disco duro ampliado y la cámara de detección de movimiento Kinect. El lanzamiento de estos servicios y periféricos adicionales ha contribuido a que la marca Xbox pase de ser exclusiva para juegos a abarcar todos los contenidos multimedia, convirtiéndola en el centro neurálgico del entretenimiento informático en el salón. + Consola + + + + + La Xbox 360 est une console de jeux vidéo de salon développée par Microsoft. Succédant à la Xbox originale, elle est la deuxième console de la série Xbox. Elle était en concurrence avec la PlayStation 3 de Sony et la Wii de Nintendo dans le cadre de la septième génération de consoles de jeux vidéo. Elle a été officiellement dévoilée sur MTV le 12 mai 2005, et des informations détaillées sur le lancement et les jeux ont été annoncées plus tard dans le mois à l'occasion de l'Electronic Entertainment Expo 2005. + +La Xbox 360 est dotée d'un service en ligne, Xbox Live, qui a été étendu par rapport à sa précédente itération sur la Xbox originale et a fait l'objet de mises à jour régulières pendant la durée de vie de la console. Disponible gratuitement ou sur abonnement, Xbox Live permet aux utilisateurs de jouer à des jeux en ligne, de télécharger des jeux (via Xbox Live Arcade) et des démos de jeux, d'acheter et de diffuser de la musique, des programmes télévisés et des films via les portails Xbox Music et Xbox Video, et d'accéder à des services de contenu tiers par le biais d'applications de diffusion multimédia en continu. En plus des fonctions multimédias en ligne, il permet aux utilisateurs de diffuser des médias à partir de PC locaux. Plusieurs périphériques ont été lancés, notamment des contrôleurs sans fil, un disque dur de stockage étendu et la caméra de détection de mouvement Kinect. Le lancement de ces services et périphériques supplémentaires a permis à la marque Xbox de passer du jeu uniquement à l'ensemble du multimédia, la transformant en un centre de divertissement informatique pour le salon. + Console + + + + + La Xbox 360 è una console per videogiochi domestica sviluppata da Microsoft. Successore della Xbox originale, è la seconda console della serie Xbox. È in competizione con la PlayStation 3 di Sony e la Wii di Nintendo come parte della settima generazione di console per videogiochi. È stata presentata ufficialmente su MTV il 12 maggio 2005, mentre informazioni dettagliate sul lancio e sui giochi sono state annunciate nel corso dello stesso mese all'Electronic Entertainment Expo 2005. + +La Xbox 360 è dotata di un servizio online, Xbox Live, che è stato ampliato rispetto alla sua precedente iterazione sulla Xbox originale e ha ricevuto aggiornamenti regolari durante la vita della console. Disponibile in versione gratuita e in abbonamento, Xbox Live consente agli utenti di: giocare online; scaricare giochi (attraverso Xbox Live Arcade) e demo di giochi; acquistare e trasmettere musica, programmi televisivi e film attraverso i portali Xbox Music e Xbox Video; accedere a servizi di contenuti di terze parti attraverso applicazioni di media streaming. Oltre alle funzioni multimediali online, consente agli utenti di effettuare lo streaming di contenuti multimediali da PC locali. Sono state rilasciate diverse periferiche, tra cui i controller wireless, l'archiviazione su disco rigido ampliata e la telecamera di rilevamento del movimento Kinect. Il rilascio di questi servizi e periferiche aggiuntive ha aiutato il marchio Xbox a trasformarsi da gioco esclusivo a dispositivo multimediale completo, diventando un punto di riferimento per l'intrattenimento informatico in salotto. + Console + + + + + De Xbox 360 is een videogameconsole voor thuisgebruik, ontwikkeld door Microsoft. Als opvolger van de originele Xbox is het de tweede console in de Xbox-serie. Hij concurreerde met Sony's PlayStation 3 en Nintendo's Wii als onderdeel van de zevende generatie videogameconsoles. Het spel werd officieel onthuld op MTV op 12 mei 2005. Gedetailleerde informatie over de lancering en het spel werd later die maand bekendgemaakt op de Electronic Entertainment Expo 2005. + +De Xbox 360 heeft een online service, Xbox Live, die werd uitgebreid ten opzichte van zijn vorige versie op de originele Xbox en regelmatig updates kreeg tijdens de levensduur van de console. Xbox Live is beschikbaar in een gratis variant en met een abonnement, en stelt gebruikers in staat om: online games te spelen; games (via Xbox Live Arcade) en gamedemo's te downloaden; muziek, televisieprogramma's en films te kopen en te streamen via de portals Xbox Music en Xbox Video; en toegang te krijgen tot contentdiensten van derden via mediastreamingtoepassingen. Naast online multimediafuncties kunnen gebruikers ook media van lokale pc's streamen. Er zijn verschillende randapparaten uitgebracht, waaronder draadloze controllers, uitgebreide opslagruimte op de harde schijf en de bewegingsgevoelige Kinect-camera. De release van deze extra diensten en randapparatuur hielp het Xbox-merk uit te groeien van alleen gaming naar alle multimedia, waardoor het een centrum werd voor computerentertainment in de huiskamer. + Console + + + + + Xbox 360 to domowa konsola do gier wideo opracowana przez firmę Microsoft. Jako następca oryginalnego Xboxa, jest to druga konsola z serii Xbox. Konkurowała z PlayStation 3 firmy Sony i Wii firmy Nintendo w ramach siódmej generacji konsol do gier wideo. Została oficjalnie zaprezentowana w MTV 12 maja 2005 roku, a szczegółowe informacje na temat premiery i gier zostały ogłoszone jeszcze w tym samym miesiącu na targach Electronic Entertainment Expo 2005. + +Xbox 360 posiada usługę online, Xbox Live, która została rozszerzona w stosunku do poprzedniej wersji na oryginalnym Xbox i otrzymywała regularne aktualizacje w trakcie życia konsoli. Usługa Xbox Live, dostępna w wersji bezpłatnej i opartej na subskrypcji, umożliwia użytkownikom: granie w gry online; pobieranie gier (za pośrednictwem Xbox Live Arcade) i wersji demonstracyjnych gier; kupowanie i strumieniowe przesyłanie muzyki, programów telewizyjnych i filmów za pośrednictwem portali Xbox Music i Xbox Video; oraz dostęp do usług treści innych firm za pośrednictwem aplikacji do strumieniowego przesyłania multimediów. Oprócz funkcji multimedialnych online, pozwala użytkownikom na strumieniowe przesyłanie multimediów z lokalnych komputerów PC. Wydano kilka urządzeń peryferyjnych, w tym kontrolery bezprzewodowe, rozszerzoną pamięć masową na dysku twardym i kamerę z czujnikiem ruchu Kinect. Wydanie tych dodatkowych usług i urządzeń peryferyjnych pomogło marce Xbox rozwinąć się z wyłącznie gier do obejmujących wszystkie multimedia, przekształcając ją w centrum rozrywki komputerowej w salonie. + Konsola + + + + + O Xbox 360 é um console de videogame doméstico desenvolvido pela Microsoft. Como sucessor do Xbox original, é o segundo console da série Xbox. Ele competiu com o PlayStation 3 da Sony e o Wii da Nintendo como parte da sétima geração de consoles de videogame. Foi apresentado oficialmente na MTV em 12 de maio de 2005, com informações detalhadas sobre o lançamento e os jogos anunciadas no final do mesmo mês na Electronic Entertainment Expo 2005. + +O Xbox 360 apresenta um serviço on-line, o Xbox Live, que foi expandido a partir de sua iteração anterior no Xbox original e recebeu atualizações regulares durante a vida útil do console. Disponível em variedades gratuitas e baseadas em assinatura, o Xbox Live permite aos usuários: jogar jogos on-line; fazer download de jogos (por meio do Xbox Live Arcade) e demos de jogos; comprar e transmitir músicas, programas de televisão e filmes por meio dos portais Xbox Music e Xbox Video; e acessar serviços de conteúdo de terceiros por meio de aplicativos de transmissão de mídia. Além dos recursos multimídia on-line, ele permite que os usuários transmitam mídia de PCs locais. Vários periféricos foram lançados, incluindo controladores sem fio, armazenamento expandido no disco rígido e a câmera de detecção de movimento Kinect. O lançamento desses serviços e periféricos adicionais ajudou a marca Xbox a deixar de ser apenas para jogos e passar a abranger todos os tipos de multimídia, transformando-a em um centro de entretenimento de computação na sala de estar. + Console + + + + + Xbox 360 este o consolă de jocuri video pentru acasă dezvoltată de Microsoft. Ca succesor al Xbox-ului original, este a doua consolă din seria Xbox. Ea a concurat cu PlayStation 3 de la Sony și Wii de la Nintendo ca parte a celei de-a șaptea generații de console de jocuri video. A fost prezentată oficial la MTV pe 12 mai 2005, cu informații detaliate despre lansare și jocuri anunțate mai târziu în aceeași lună la Electronic Entertainment Expo 2005. + +Xbox 360 dispune de un serviciu online, Xbox Live, care a fost extins față de versiunea sa anterioară de pe Xbox original și a primit actualizări regulate pe durata de viață a consolei. Disponibil în variante gratuite și pe bază de abonament, Xbox Live permite utilizatorilor: să joace jocuri online; să descarce jocuri (prin Xbox Live Arcade) și demo-uri de jocuri; să achiziționeze și să difuzeze muzică, programe de televiziune și filme prin intermediul portalurilor Xbox Music și Xbox Video; și să acceseze servicii de conținut de la terți prin intermediul aplicațiilor de streaming media. În plus față de funcțiile multimedia online, Xbox permite utilizatorilor să transmită media de pe PC-urile locale. Au fost lansate mai multe periferice, inclusiv controlere fără fir, stocare extinsă pe hard disk și camera de detectare a mișcării Kinect. Lansarea acestor servicii și periferice suplimentare a contribuit la creșterea mărcii Xbox, care a trecut de la jocuri la multimedia, transformând-o într-un centru pentru divertismentul informatic din camera de zi. + Consolă + + + + + Xbox 360 - это домашняя игровая консоль, разработанная компанией Microsoft. Являясь преемницей оригинальной Xbox, она представляет собой вторую консоль в серии Xbox. Она конкурирует с PlayStation 3 от Sony и Wii от Nintendo, являясь частью седьмого поколения игровых приставок. Официально консоль была представлена на канале MTV 12 мая 2005 года, а подробная информация о запуске и играх была объявлена позднее в том же месяце на выставке Electronic Entertainment Expo 2005. + +Xbox 360 оснащена онлайн-сервисом Xbox Live, который был расширен по сравнению с предыдущей версией на оригинальной Xbox и регулярно обновлялся в течение всего срока службы консоли. Xbox Live, доступный в бесплатной версии и по подписке, позволяет пользователям: играть в онлайн-игры; загружать игры (через Xbox Live Arcade) и демо-версии игр; покупать и транслировать музыку, телевизионные программы и фильмы через порталы Xbox Music и Xbox Video; а также получать доступ к контенту сторонних производителей через приложения для потоковой передачи мультимедиа. Помимо онлайновых мультимедийных функций, консоль позволяет пользователям передавать мультимедиа с локальных компьютеров. Выпущено несколько периферийных устройств, в том числе беспроводные контроллеры, расширенный жесткий диск и камера Kinect с датчиком движения. Выпуск этих дополнительных сервисов и периферийных устройств помог бренду Xbox превратиться из исключительно игрового в мультимедийный, став центром компьютерных развлечений в гостиной. + Консоль + + + Xbox 360 är en hemkonsol för videospel som utvecklats av Microsoft. Som efterföljare till den ursprungliga Xbox är det den andra konsolen i Xbox-serien. Den konkurrerade med Sonys PlayStation 3 och Nintendos Wii som en del av den sjunde generationen av videospelskonsoler. Den presenterades officiellt på MTV den 12 maj 2005 och detaljerad information om lansering och spel tillkännagavs senare samma månad på 2005 Electronic Entertainment Expo. + +Xbox 360 har en onlinetjänst, Xbox Live, som utökades från sin tidigare version på den ursprungliga Xbox och fick regelbundna uppdateringar under konsolens livstid. Xbox Live, som är tillgänglig i gratis- och abonnemangsbaserade varianter, ger användarna möjlighet att: spela spel online; ladda ner spel (via Xbox Live Arcade) och speldemos; köpa och streama musik, TV-program och filmer via portalerna Xbox Music och Xbox Video; och få tillgång till innehållstjänster från tredje part via applikationer för mediastreaming. Förutom multimediafunktioner online kan användarna även strömma media från lokala datorer. Flera kringutrustningsprodukter har lanserats, inklusive trådlösa kontroller, utökad hårddisklagring och Kinect-kameran med rörelseavkänning. Lanseringen av dessa tilläggstjänster och kringutrustning bidrog till att varumärket Xbox växte från att enbart omfatta spel till att omfatta all multimedia, vilket gjorde den till ett nav för datorunderhållning i vardagsrummet. Konsol + + + Xbox 360は、マイクロソフトが開発した家庭用ゲーム機。初代Xboxの後継機として、Xboxシリーズの2番目のゲーム機である。ソニーのプレイステーション3、任天堂のWiiと第7世代のゲーム機として競い合った。2005年5月12日にMTVで正式に発表され、同月末に開催された2005 Electronic Entertainment Expoで詳細な発売日とゲーム情報が発表された。 + +Xbox 360は、オンラインサービスXbox Liveを搭載しており、初代Xboxから拡張され、ゲーム機の存続期間中に定期的なアップデートが行われた。無料と定額制の2種類があり、Xbox Liveでは、オンラインでゲームをプレイしたり、Xbox Live Arcadeを通じてゲームやゲームのデモをダウンロードしたり、Xbox MusicやXbox Videoポータルを通じて音楽やテレビ番組、映画を購入したりストリーミングしたり、メディアストリーミングアプリケーションを通じてサードパーティのコンテンツサービスにアクセスしたりすることができる。オンラインマルチメディア機能に加え、ローカルPCからのメディアストリーミングも可能。ワイヤレスコントローラ、拡張ハードディスクドライブ、Kinectモーションセンシングカメラなどの周辺機器も発売されている。これらの追加サービスと周辺機器のリリースにより、Xboxブランドはゲーム専用からあらゆるマルチメディアを網羅するブランドへと成長し、リビングルームでのコンピューティングエンターテイメントのハブへと変貌を遂げた。 + コンソール + + + + + Xbox 360은 Microsoft에서 개발한 가정용 비디오 게임 콘솔입니다. 오리지널 Xbox의 후속작으로 Xbox 시리즈의 두 번째 콘솔입니다. 7세대 비디오 게임 콘솔의 일부로 소니의 플레이스테이션 3 및 닌텐도의 Wii와 경쟁했습니다. 2005년 5월 12일 MTV에서 공식적으로 공개되었으며, 그 달 말 2005 전자 엔터테인먼트 엑스포에서 자세한 출시 및 게임 정보가 발표되었습니다. + +Xbox 360은 기존 Xbox에서 제공되던 온라인 서비스인 Xbox Live를 확장하여 콘솔의 수명 기간 동안 정기적으로 업데이트를 제공했습니다. 무료 및 구독 기반으로 제공되는 Xbox Live를 통해 사용자는 온라인 게임 플레이, Xbox Live 아케이드를 통한 게임 및 게임 데모 다운로드, Xbox Music 및 Xbox Video 포털을 통한 음악, TV 프로그램 및 영화 구매 및 스트리밍, 미디어 스트리밍 애플리케이션을 통한 타사 콘텐츠 서비스 액세스 등의 기능을 이용할 수 있습니다. 온라인 멀티미디어 기능 외에도 로컬 PC에서 미디어를 스트리밍할 수 있습니다. 무선 컨트롤러, 확장된 하드 드라이브 스토리지, Kinect 동작 감지 카메라 등 여러 가지 주변 장치가 출시되었습니다. 이러한 추가 서비스 및 주변 장치의 출시로 Xbox 브랜드는 게임 전용에서 모든 멀티미디어를 아우르는 거실용 컴퓨팅 엔터테인먼트의 허브로 성장했습니다. + 콘솔 + + + + + Xbox 360 是微软公司开发的家用视频游戏机。作为原 Xbox 的后继机,它是 Xbox 系列的第二款游戏机。作为第七代视频游戏机的一部分,它与索尼的 PlayStation 3 和任天堂的 Wii 竞争。它于 2005 年 5 月 12 日在 MTV 上正式亮相,并于当月晚些时候在 2005 年电子娱乐博览会上公布了详细的发布和游戏信息。 + +Xbox 360 配备了在线服务 "Xbox Live",该服务在原版 Xbox 的基础上进行了扩展,并在游戏机的生命周期内定期更新。Xbox Live 有免费和订阅两种,用户可以在线玩游戏;下载游戏(通过 Xbox Live Arcade)和游戏演示;通过 Xbox Music 和 Xbox Video 门户网站购买和播放音乐、电视节目和电影;以及通过媒体流应用程序访问第三方内容服务。除了在线多媒体功能外,它还允许用户从本地 PC 串流媒体。Xbox 还发布了一些外围设备,包括无线控制器、扩展硬盘存储和 Kinect 运动感应摄像头。这些附加服务和外围设备的发布帮助 Xbox 品牌从纯粹的游戏发展到涵盖所有多媒体,使其成为客厅计算娱乐的中心。 + 控制台 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/zmachine.xml b/themes/linear-es-de/system/metadata/zmachine.xml index 40c1315a4..e4cdfbf28 100644 --- a/themes/linear-es-de/system/metadata/zmachine.xml +++ b/themes/linear-es-de/system/metadata/zmachine.xml @@ -1,8 +1,8 @@ - + Z-machine The Z-machine is a virtual machine that was developed by Joel Berez and Marc Blank in 1979 and used by Infocom for its text adventure games. Infocom compiled game code to files containing Z-machine instructions (called story files or Z-code files) and could therefore port its text adventures to a new platform simply by writing a Z-machine implementation for that platform. With the large number of incompatible home computer systems in use at the time, this was an important advantage over using native code or developing a compiler for each system. - Joel Berez & Marc Blank + J. Berez & M. Blank 1979 1979 1979 @@ -13,10 +13,90 @@ 48DBCE C1C1BE 586C6D + 1-1 + + + La Z-Machine és una màquina virtual desenvolupada per Joel Berez i Marc Blank el 1979 i utilitzada per Infocom per als seus jocs d’aventura de text. El codi de joc compilat per Infocom als fitxers que contenen instruccions de mà-màquina (anomenades fitxers de contes o fitxers de codi Z) i, per tant, podrien portar les seves aventures de text a una nova plataforma simplement escrivint una implementació Z-Machine per a aquesta plataforma. Amb el gran nombre de sistemes informàtics domèstics incompatibles que s’utilitzen en aquell moment, aquest va ser un avantatge important per utilitzar el codi natiu o desenvolupar un compilador per a cada sistema. + Engine + + + + + Die Z-Maschine ist eine virtuelle Maschine, die 1979 von Joel Berez und Marc Blank entwickelt und von Infocom für seine Textadventures verwendet wurde. Infocom kompilierte den Spielcode in Dateien, die Z-machine-Anweisungen enthielten (so genannte Story-Dateien oder Z-Code-Dateien), und konnte so seine Textadventures auf eine neue Plattform portieren, indem es einfach eine Z-machine-Implementierung für diese Plattform schrieb. Angesichts der großen Anzahl inkompatibler Heimcomputersysteme, die damals im Einsatz waren, war dies ein wichtiger Vorteil gegenüber der Verwendung von nativem Code oder der Entwicklung eines Compilers für jedes System. + Motor + + + + + Z-machine es una máquina virtual desarrollada por Joel Berez y Marc Blank en 1979 y utilizada por Infocom para sus aventuras de texto. Infocom compilaba el código del juego en archivos que contenían instrucciones Z-machine (llamados archivos de historia o archivos Z-code) y, por tanto, podía portar sus aventuras de texto a una nueva plataforma simplemente escribiendo una implementación de Z-machine para esa plataforma. Con el gran número de sistemas informáticos incompatibles que se utilizaban en aquella época, esta era una ventaja importante frente al uso de código nativo o el desarrollo de un compilador para cada sistema. + Motor + + + + + La Z-machine est une machine virtuelle développée par Joel Berez et Marc Blank en 1979 et utilisée par Infocom pour ses jeux d'aventure textuels. Infocom compilait le code du jeu dans des fichiers contenant les instructions de la Z-machine (appelés "story files" ou "Z-code files") et pouvait donc porter ses aventures textuelles sur une nouvelle plate-forme en écrivant simplement une implémentation de la Z-machine pour cette plate-forme. Compte tenu du grand nombre de systèmes informatiques domestiques incompatibles utilisés à l'époque, il s'agissait d'un avantage important par rapport à l'utilisation d'un code natif ou au développement d'un compilateur pour chaque système. + Moteur + + + + + La Z-machine è una macchina virtuale sviluppata da Joel Berez e Marc Blank nel 1979 e utilizzata da Infocom per i suoi giochi di avventura testuale. Infocom compilava il codice di gioco in file contenenti le istruzioni della Z-machine (chiamati file storia o file Z-code) e poteva quindi portare le sue avventure testuali su una nuova piattaforma semplicemente scrivendo un'implementazione della Z-machine per quella piattaforma. Con il gran numero di sistemi di home computer incompatibili in uso all'epoca, questo era un vantaggio importante rispetto all'uso del codice nativo o allo sviluppo di un compilatore per ogni sistema. + Motore + + + + + De Z-machine is een virtuele machine die in 1979 werd ontwikkeld door Joel Berez en Marc Blank en door Infocom werd gebruikt voor zijn tekst-avonturenspellen. Infocom compileerde spelcode naar bestanden met Z-machine instructies (genaamd story files of Z-code bestanden) en kon daarom haar tekstavonturen overzetten naar een nieuw platform door simpelweg een Z-machine implementatie voor dat platform te schrijven. Met het grote aantal incompatibele thuiscomputersystemen die in die tijd in gebruik waren, was dit een belangrijk voordeel ten opzichte van het gebruik van native code of het ontwikkelen van een compiler voor elk systeem. + Motor + + + + + Z-machine to maszyna wirtualna, która została opracowana przez Joela Bereza i Marca Blanka w 1979 roku i była używana przez firmę Infocom w jej tekstowych grach przygodowych. Infocom kompilował kod gry do plików zawierających instrukcje Z-machine (zwanych plikami fabularnymi lub plikami Z-code), dzięki czemu mógł przenosić swoje przygodówki tekstowe na nową platformę, po prostu pisząc implementację Z-machine dla tej platformy. Przy dużej liczbie niekompatybilnych domowych systemów komputerowych w tamtym czasie, była to ważna zaleta w porównaniu do używania natywnego kodu lub tworzenia kompilatora dla każdego systemu. + Silnik + + + + + A Z-machine é uma máquina virtual desenvolvida por Joel Berez e Marc Blank em 1979 e usada pela Infocom para seus jogos de aventura de texto. A Infocom compilava o código do jogo em arquivos que continham instruções da Z-machine (chamados de arquivos de história ou arquivos de código Z) e, portanto, podia portar suas aventuras de texto para uma nova plataforma simplesmente escrevendo uma implementação da Z-machine para essa plataforma. Com o grande número de sistemas incompatíveis de computadores domésticos em uso na época, essa era uma vantagem importante em relação ao uso de código nativo ou ao desenvolvimento de um compilador para cada sistema. + Motor + + + + + Z-machine este o mașină virtuală care a fost dezvoltată de Joel Berez și Marc Blank în 1979 și utilizată de Infocom pentru jocurile sale de aventuri text. Infocom a compilat codul de joc în fișiere care conțineau instrucțiuni Z-machine (denumite fișiere de poveste sau fișiere Z-code) și, prin urmare, a putut transfera aventurile sale text pe o nouă platformă prin simpla scriere a unei implementări Z-machine pentru platforma respectivă. Având în vedere numărul mare de sisteme de calculatoare personale incompatibile utilizate la acea vreme, acesta era un avantaj important față de utilizarea codului nativ sau dezvoltarea unui compilator pentru fiecare sistem. + Motor + + + + + Z-машина - это виртуальная машина, разработанная Джоэлом Березом и Марком Бланком в 1979 году и использовавшаяся компанией Infocom для создания текстовых приключенческих игр. Infocom компилировала игровой код в файлы, содержащие инструкции Z-машины (называемые сюжетными файлами или файлами Z-кода), и поэтому могла переносить свои текстовые приключения на новую платформу, просто написав реализацию Z-машины для этой платформы. Учитывая большое количество несовместимых домашних компьютерных систем, используемых в то время, это было важным преимуществом по сравнению с использованием родного кода или разработкой компилятора для каждой системы. + Двигатель + + - Spelmotor + Z-machine är en virtuell maskin som utvecklades av Joel Berez och Marc Blank 1979 och som användes av Infocom för deras textäventyrsspel. Infocom kompilerade spelkoden till filer som innehöll Z-machine-instruktioner (så kallade storyfiler eller Z-code-filer) och kunde därför porta sina textäventyr till en ny plattform genom att helt enkelt skriva en Z-machine-implementation för den plattformen. Med tanke på det stora antalet inkompatibla hemdatorsystem som användes vid den här tiden var detta en viktig fördel jämfört med att använda inbyggd kod eller utveckla en kompilator för varje system. + Motor + + + + + Zマシンは、1979年にジョエル・ベレズとマーク・ブランクによって開発された仮想マシンで、インフォコムがテキストアドベンチャーゲームに使用していた。インフォコムは、Zマシンの命令を含むファイル(ストーリーファイルまたはZコードファイルと呼ばれる)にゲームコードをコンパイルしていたため、そのプラットフォーム用のZマシン実装を書くだけで、テキストアドベンチャーを新しいプラットフォームに移植することができた。当時は互換性のない家庭用コンピュータが多数普及していたため、ネイティブコードを使用したり、システムごとにコンパイラを開発したりするよりも、これは重要な利点であった。 + エンジン + + + + + Z-머신은 1979년 조엘 베레즈와 마크 블랭크가 개발한 가상 머신으로, Infocom에서 텍스트 어드벤처 게임에 사용했습니다. Infocom은 게임 코드를 Z-머신 지침이 포함된 파일(스토리 파일 또는 Z-코드 파일이라고 함)로 컴파일했기 때문에 해당 플랫폼에 대한 Z-머신 구현을 작성하기만 하면 텍스트 어드벤처 게임을 새로운 플랫폼으로 이식할 수 있었습니다. 당시에는 호환되지 않는 가정용 컴퓨터 시스템이 많았기 때문에 네이티브 코드를 사용하거나 각 시스템에 맞는 컴파일러를 개발하는 것보다 중요한 이점이었습니다. + 엔진 + + + + + Z-machine 是一种虚拟机,由 Joel Berez 和 Marc Blank 于 1979 年开发,被 Infocom 用于制作文字冒险游戏。Infocom 将游戏代码编译成包含 Z-machine 指令的文件(称为故事文件或 Z-code 文件),因此只需为新平台编写一个 Z-machine 实现,就能将文本冒险游戏移植到该平台。由于当时使用的家用电脑系统互不兼容,与使用本地代码或为每个系统开发编译器相比,这是一个重要的优势。 + 发动机 \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/zx81.xml b/themes/linear-es-de/system/metadata/zx81.xml index d554e0284..6257c2af6 100644 --- a/themes/linear-es-de/system/metadata/zx81.xml +++ b/themes/linear-es-de/system/metadata/zx81.xml @@ -1,12 +1,12 @@ - + ZX81 The ZX81 is a home computer that was produced by Sinclair Research and manufactured in Dundee, Scotland, by Timex Corporation. It was launched in the United Kingdom in March 1981 as the successor to Sinclair's ZX80 and designed to be a low-cost introduction to home computing for the general public. It was hugely successful; more than 1.5 million units were sold. In the United States it was initially sold as the ZX-81 under licence by Timex. Timex later produced its own versions of the ZX81: the Timex Sinclair 1000 and Timex Sinclair 1500. Unauthorized ZX81 clones were produced in several countries. - The ZX81 was designed to be small, simple, and above all, inexpensive, with as few components as possible. Video output is to a television set rather than a dedicated monitor. Programs and data are loaded and saved onto compact audio cassettes. It uses only four silicon chips and a mere 1 KB of memory. There is no power switch or any moving parts with the exception of a VHF TV channel selector switch present in some models. It has a pressure-sensitive membrane keyboard. The ZX81's limitations prompted a market in third-party peripherals to improve its capabilities. Its distinctive case and keyboard brought designer Rick Dickinson a Design Council award. +The ZX81 was designed to be small, simple, and above all, inexpensive, with as few components as possible. Video output is to a television set rather than a dedicated monitor. Programs and data are loaded and saved onto compact audio cassettes. It uses only four silicon chips and a mere 1 KB of memory. There is no power switch or any moving parts with the exception of a VHF TV channel selector switch present in some models. It has a pressure-sensitive membrane keyboard. The ZX81's limitations prompted a market in third-party peripherals to improve its capabilities. Its distinctive case and keyboard brought designer Rick Dickinson a Design Council award. - The ZX81 could be bought by mail order preassembled or, for a lower price, in kit form. It was the first inexpensive mass-market home computer to be sold by high street stores, led by W. H. Smith and soon many other retailers. The ZX81 marked the point when computing in Britain became an activity for the general public rather than the preserve of businessmen and electronics hobbyists. It produced a huge community of enthusiasts, some of whom founded their own businesses producing software and hardware for the ZX81. Many went on to play major roles in the British computer industry. The ZX81's commercial success made Sinclair Research one of Britain's leading computer manufacturers and earned a fortune and an eventual knighthood for the company's founder Sir Clive Sinclair. - Sinclair Research +The ZX81 could be bought by mail order preassembled or, for a lower price, in kit form. It was the first inexpensive mass-market home computer to be sold by high street stores, led by W. H. Smith and soon many other retailers. The ZX81 marked the point when computing in Britain became an activity for the general public rather than the preserve of businessmen and electronics hobbyists. It produced a huge community of enthusiasts, some of whom founded their own businesses producing software and hardware for the ZX81. Many went on to play major roles in the British computer industry. The ZX81's commercial success made Sinclair Research one of Britain's leading computer manufacturers and earned a fortune and an eventual knighthood for the company's founder Sir Clive Sinclair. + Sinclair 1981 1981-03-05 March 5, 1981 @@ -17,10 +17,146 @@ 403E4B D2CECD 191222 + 1-1 + + + El ZX81 és un ordinador domèstic produït per Sinclair Research i fabricat a Dundee, Escòcia, per Timex Corporation. Va ser llançat al Regne Unit el març de 1981 com a successor de la ZX80 de Sinclair i dissenyat per ser una introducció de baix cost a la informàtica domèstica per al públic en general. Va tenir un gran èxit;Es van vendre més d’1,5 milions d’unitats. Als Estats Units es va vendre inicialment com a ZX-81 sota llicència per TIMEX. Timex va produir més tard les seves pròpies versions del ZX81: Timex Sinclair 1000 i Timex Sinclair 1500. Els clons ZX81 no autoritzats es van produir en diversos països. + +El ZX81 va ser dissenyat per ser petit, senzill i sobretot, barat, amb el mínim de components possibles. La sortida de vídeo és a un televisor en lloc d’un monitor dedicat. Els programes i les dades es carreguen i es guarden en cassets d'àudio compactes. Utilitza només quatre xips de silici i només 1 kb de memòria. No hi ha cap interruptor de potència ni parts mòbils a excepció d’un commutador de selecció de canals VHF TV present en alguns models. Té un teclat de membrana sensible a la pressió. Les limitacions del ZX81 van provocar un mercat en perifèrics de tercers a millorar les seves capacitats. El seu estoig i el teclat distintiu van portar al dissenyador Rick Dickinson un premi del Consell de Disseny. + +El ZX81 es podria comprar per ordre de correu previsat o, per un preu més baix, en forma de kit. Va ser el primer ordinador domèstic de mercat massiu barat que va ser venut per botigues de carrer, dirigit per W. H. Smith i aviat molts altres minoristes. El ZX81 va marcar el punt en què la informàtica a Gran Bretanya es va convertir en una activitat per al públic en general en lloc de la preservació dels empresaris i els aficionats a l'electrònica. Va produir una enorme comunitat d'entusiastes, alguns dels quals van fundar els seus propis negocis produint programari i maquinari per al ZX81. Molts van continuar jugant a un paper important en la indústria informàtica britànica. L’èxit comercial del ZX81 va fer que Sinclair Research fos un dels principals fabricants d’ordinadors britànics i va obtenir una fortuna i un eventual cavaller per al fundador de la companyia, Sir Clive Sinclair. + Computer + + + + + Der ZX81 ist ein Heimcomputer, der von Sinclair Research produziert und in Dundee, Schottland, von der Timex Corporation hergestellt wurde. Er wurde im März 1981 im Vereinigten Königreich als Nachfolger des Sinclair ZX80 auf den Markt gebracht und war als preiswerter Einstieg in die Heimcomputertechnik für die breite Öffentlichkeit gedacht. Er war ein großer Erfolg; mehr als 1,5 Millionen Geräte wurden verkauft. In den Vereinigten Staaten wurde er zunächst als ZX-81 unter Lizenz von Timex verkauft. Später produzierte Timex seine eigenen Versionen des ZX81: den Timex Sinclair 1000 und den Timex Sinclair 1500. In mehreren Ländern wurden nicht autorisierte ZX81-Klone hergestellt. + +Der ZX81 wurde so konzipiert, dass er klein, einfach und vor allem preiswert ist und möglichst wenige Komponenten enthält. Die Videoausgabe erfolgt über ein Fernsehgerät und nicht über einen eigenen Monitor. Programme und Daten werden auf kompakte Audiokassetten geladen und gespeichert. Es werden nur vier Siliziumchips und ein Speicher von nur 1 KB verwendet. Es gibt keinen Netzschalter und keine beweglichen Teile, mit Ausnahme eines UKW-Fernsehkanal-Wahlschalters, der bei einigen Modellen vorhanden ist. Er hat eine druckempfindliche Membrantastatur. Die Einschränkungen des ZX81 führten dazu, dass ein Markt für Peripheriegeräte von Drittanbietern entstand, um seine Fähigkeiten zu verbessern. Das unverwechselbare Gehäuse und die Tastatur brachten dem Designer Rick Dickinson eine Auszeichnung des Design Council ein. + +Der ZX81 konnte im Versandhandel vormontiert oder zu einem niedrigeren Preis als Bausatz erworben werden. Er war der erste preisgünstige Heimcomputer für den Massenmarkt, der von großen Einzelhändlern verkauft wurde, allen voran von W. H. Smith und bald auch von vielen anderen Einzelhändlern. Der ZX81 markierte den Punkt, an dem der Computer in Großbritannien zu einer Aktivität für die breite Öffentlichkeit wurde und nicht mehr nur Geschäftsleuten und Elektronikhobbyisten vorbehalten war. Es entstand eine große Gemeinschaft von Enthusiasten, von denen einige ihre eigenen Unternehmen gründeten, die Software und Hardware für den ZX81 produzierten. Viele von ihnen spielten später eine wichtige Rolle in der britischen Computerindustrie. Der kommerzielle Erfolg des ZX81 machte Sinclair Research zu einem der führenden Computerhersteller Großbritanniens und brachte dem Firmengründer Sir Clive Sinclair ein Vermögen und schließlich den Ritterschlag ein. + Computer + + + + + El ZX81 es un ordenador doméstico producido por Sinclair Research y fabricado en Dundee, Escocia, por Timex Corporation. Fue lanzado en el Reino Unido en marzo de 1981 como sucesor del ZX80 de Sinclair y diseñado para ser una introducción de bajo coste a la informática doméstica para el público en general. Tuvo un gran éxito: se vendieron más de 1,5 millones de unidades. En Estados Unidos se vendió inicialmente como ZX-81 bajo licencia de Timex. Posteriormente, Timex fabricó sus propias versiones del ZX81: el Timex Sinclair 1000 y el Timex Sinclair 1500. En varios países se fabricaron clones no autorizados del ZX81. + +El ZX81 fue diseñado para ser pequeño, sencillo y, sobre todo, barato, con el menor número de componentes posible. La salida de vídeo se realiza a un televisor en lugar de a un monitor dedicado. Los programas y los datos se cargan y guardan en cintas de audio compactas. Sólo utiliza cuatro chips de silicio y 1 KB de memoria. No tiene interruptor de encendido ni piezas móviles, a excepción de un selector de canales de TV VHF presente en algunos modelos. Dispone de un teclado de membrana sensible a la presión. Las limitaciones del ZX81 impulsaron un mercado de periféricos de terceros para mejorar sus capacidades. Su distintiva carcasa y teclado valieron al diseñador Rick Dickinson un premio del Consejo de Diseño. + +El ZX81 podía adquirirse por correo ya montado o, por un precio inferior, en forma de kit. Fue el primer ordenador doméstico de bajo coste para el gran público que se vendió en las grandes superficies, encabezadas por W. H. Smith y pronto por muchos otros minoristas. El ZX81 marcó el momento en que la informática en Gran Bretaña se convirtió en una actividad para el público en general, en lugar de ser el coto privado de empresarios y aficionados a la electrónica. Generó una enorme comunidad de entusiastas, algunos de los cuales fundaron sus propias empresas para producir software y hardware para el ZX81. Muchos de ellos llegaron a desempeñar un papel importante en la industria informática británica. El éxito comercial del ZX81 convirtió a Sinclair Research en uno de los principales fabricantes británicos de ordenadores y le valió una fortuna y el título de caballero a su fundador, Sir Clive Sinclair. + Ordenador + + + + + Le ZX81 est un ordinateur domestique produit par Sinclair Research et fabriqué à Dundee, en Écosse, par Timex Corporation. Il a été lancé au Royaume-Uni en mars 1981 comme successeur du ZX80 de Sinclair et a été conçu pour être une introduction peu coûteuse à l'informatique domestique pour le grand public. Il a connu un énorme succès : plus de 1,5 million d'unités ont été vendues. Aux États-Unis, il a d'abord été vendu sous le nom de ZX-81, sous licence de Timex. Timex a ensuite produit ses propres versions du ZX81 : le Timex Sinclair 1000 et le Timex Sinclair 1500. Des clones non autorisés du ZX81 ont été produits dans plusieurs pays. + +Le ZX81 a été conçu pour être petit, simple et surtout bon marché, avec le moins de composants possible. La sortie vidéo se fait vers un téléviseur plutôt que vers un moniteur dédié. Les programmes et les données sont chargés et sauvegardés sur des cassettes audio compactes. Il n'utilise que quatre puces de silicium et seulement 1 Ko de mémoire. Il n'y a pas d'interrupteur d'alimentation ni de pièces mobiles, à l'exception d'un sélecteur de canal TV VHF présent sur certains modèles. Il est doté d'un clavier à membrane sensible à la pression. Les limites du ZX81 ont suscité l'apparition d'un marché de périphériques tiers destinés à améliorer ses capacités. Son boîtier et son clavier distinctifs ont valu au concepteur Rick Dickinson un prix du Design Council. + +Le ZX81 pouvait être acheté par correspondance préassemblé ou, pour un prix inférieur, en kit. Il a été le premier ordinateur domestique bon marché à être vendu dans les magasins à grande surface, à commencer par W. H. Smith et bientôt de nombreux autres détaillants. Le ZX81 a marqué le moment où l'informatique en Grande-Bretagne est devenue une activité pour le grand public plutôt que la chasse gardée des hommes d'affaires et des amateurs d'électronique. Il a donné naissance à une vaste communauté de passionnés, dont certains ont fondé leur propre entreprise de production de logiciels et de matériel pour le ZX81. Nombre d'entre eux ont ensuite joué un rôle majeur dans l'industrie informatique britannique. Le succès commercial du ZX81 a fait de Sinclair Research l'un des principaux fabricants britanniques d'ordinateurs et a permis à son fondateur, Sir Clive Sinclair, de gagner une fortune et d'être fait chevalier. + Ordinateur + + + + + Lo ZX81 è un home computer prodotto da Sinclair Research e fabbricato a Dundee, in Scozia, da Timex Corporation. Fu lanciato nel Regno Unito nel marzo 1981 come successore dello ZX80 di Sinclair e progettato per essere un'introduzione a basso costo all'home computing per il grande pubblico. Il successo fu enorme: ne furono vendute più di 1,5 milioni di unità. Negli Stati Uniti fu inizialmente venduto come ZX-81 su licenza di Timex. In seguito Timex produsse le proprie versioni dello ZX81: il Timex Sinclair 1000 e il Timex Sinclair 1500. In diversi paesi furono prodotti cloni non autorizzati dello ZX81. + +Lo ZX81 fu progettato per essere piccolo, semplice e soprattutto economico, con il minor numero possibile di componenti. L'uscita video è destinata a un televisore piuttosto che a un monitor dedicato. I programmi e i dati vengono caricati e salvati su cassette audio compatte. Utilizza solo quattro chip di silicio e una memoria di appena 1 KB. Non ci sono interruttori di accensione né parti mobili, ad eccezione di un selettore di canali televisivi VHF presente in alcuni modelli. Ha una tastiera a membrana sensibile alla pressione. Le limitazioni dello ZX81 hanno stimolato un mercato di periferiche di terze parti per migliorarne le capacità. Il suo caratteristico case e la sua tastiera sono valsi al progettista Rick Dickinson un premio del Design Council. + +Lo ZX81 poteva essere acquistato per corrispondenza già assemblato o, a un prezzo inferiore, in kit. Fu il primo home computer economico di massa a essere venduto nei negozi di strada, guidati da W. H. Smith e presto da molti altri rivenditori. Lo ZX81 segnò il momento in cui l'informatica in Gran Bretagna divenne un'attività per il grande pubblico, anziché essere appannaggio di uomini d'affari e hobbisti dell'elettronica. Si creò un'enorme comunità di appassionati, alcuni dei quali fondarono le proprie aziende producendo software e hardware per lo ZX81. Molti di loro hanno poi ricoperto ruoli importanti nell'industria informatica britannica. Il successo commerciale dello ZX81 rese Sinclair Research uno dei principali produttori di computer della Gran Bretagna e fece guadagnare una fortuna e un cavalierato al fondatore dell'azienda, Sir Clive Sinclair. + Computer + + + + + De ZX81 is een thuiscomputer die werd geproduceerd door Sinclair Research en vervaardigd in Dundee, Schotland, door Timex Corporation. Hij werd in maart 1981 in het Verenigd Koninkrijk gelanceerd als opvolger van de ZX80 van Sinclair en was bedoeld als een goedkope introductie tot thuiscomputers voor het grote publiek. Het was een enorm succes; er werden meer dan 1,5 miljoen exemplaren van verkocht. In de Verenigde Staten werd het in eerste instantie verkocht als de ZX-81 onder licentie door Timex. Timex produceerde later zijn eigen versies van de ZX81: de Timex Sinclair 1000 en Timex Sinclair 1500. Niet-geautoriseerde ZX81 klonen werden geproduceerd in verschillende landen. + +De ZX81 was ontworpen om klein, eenvoudig en vooral goedkoop te zijn, met zo weinig mogelijk componenten. De video-uitgang gaat naar een televisietoestel in plaats van naar een speciale monitor. Programma's en gegevens worden geladen en opgeslagen op compacte audiocassettes. Er worden slechts vier siliciumchips gebruikt en slechts 1 KB geheugen. Er zijn geen aan/uit-schakelaar of bewegende delen, met uitzondering van een VHF TV kanaalkeuzeschakelaar in sommige modellen. Het heeft een drukgevoelig membraantoetsenbord. De beperkingen van de ZX81 leidden tot een markt van randapparatuur van derden om de mogelijkheden te verbeteren. De opvallende behuizing en het toetsenbord leverden de ontwerper Rick Dickinson een Design Council award op. + +De ZX81 kon per postorder worden gekocht, voorgemonteerd of, voor een lagere prijs, in kitvorm. Het was de eerste goedkope thuiscomputer voor de massamarkt die door winkels in winkelstraten werd verkocht, aangevoerd door W. H. Smith en al snel door vele andere retailers. De ZX81 markeerde het punt waarop computergebruik in Groot-Brittannië een activiteit voor het grote publiek werd in plaats van het domein van zakenmensen en elektronicahobbyisten. Er ontstond een enorme gemeenschap van enthousiastelingen, waarvan sommigen hun eigen bedrijf oprichtten om software en hardware voor de ZX81 te produceren. Velen gingen een belangrijke rol spelen in de Britse computerindustrie. Het commerciële succes van de ZX81 maakte van Sinclair Research een van de belangrijkste computerfabrikanten van Groot-Brittannië en leverde de oprichter van het bedrijf, Sir Clive Sinclair, een fortuin en uiteindelijk een ridderorde op. + Computer + + + + + ZX81 to komputer domowy wyprodukowany przez Sinclair Research i wyprodukowany w Dundee w Szkocji przez Timex Corporation. Został wprowadzony na rynek w Wielkiej Brytanii w marcu 1981 roku jako następca ZX80 firmy Sinclair i zaprojektowany jako niedrogie wprowadzenie do komputerów domowych dla ogółu społeczeństwa. Odniósł ogromny sukces; sprzedano ponad 1,5 miliona sztuk. W Stanach Zjednoczonych był początkowo sprzedawany jako ZX-81 na licencji Timex. Później Timex wyprodukował własne wersje ZX81: Timex Sinclair 1000 i Timex Sinclair 1500. Nieautoryzowane klony ZX81 były produkowane w kilku krajach. + +ZX81 został zaprojektowany tak, aby był mały, prosty, a przede wszystkim niedrogi, z jak najmniejszą liczbą komponentów. Wyjście wideo jest kierowane do telewizora, a nie do dedykowanego monitora. Programy i dane są ładowane i zapisywane na kompaktowych kasetach audio. Wykorzystuje tylko cztery krzemowe chipy i zaledwie 1 KB pamięci. Nie ma wyłącznika zasilania ani żadnych ruchomych części, z wyjątkiem przełącznika wyboru kanału telewizyjnego VHF obecnego w niektórych modelach. Posiada czułą na nacisk klawiaturę membranową. Ograniczenia ZX81 doprowadziły do powstania rynku urządzeń peryferyjnych innych producentów, które poprawiły jego możliwości. Jego charakterystyczna obudowa i klawiatura przyniosły projektantowi Rickowi Dickinsonowi nagrodę Design Council. + +ZX81 można było kupić w sprzedaży wysyłkowej w postaci wstępnie zmontowanej lub, za niższą cenę, w formie zestawu. Był to pierwszy niedrogi komputer domowy przeznaczony na rynek masowy, który był sprzedawany przez sklepy wielkopowierzchniowe, na czele z W. H. Smith, a wkrótce także przez wielu innych sprzedawców detalicznych. ZX81 wyznaczył punkt, w którym informatyka w Wielkiej Brytanii stała się aktywnością dla ogółu społeczeństwa, a nie domeną biznesmenów i hobbystów elektroniki. Stworzyło to ogromną społeczność entuzjastów, z których niektórzy założyli własne firmy produkujące oprogramowanie i sprzęt dla ZX81. Wielu z nich odegrało następnie znaczące role w brytyjskim przemyśle komputerowym. Komercyjny sukces ZX81 sprawił, że Sinclair Research stał się jednym z wiodących brytyjskich producentów komputerów i dorobił się fortuny oraz tytułu szlacheckiego dla założyciela firmy, Sir Clive'a Sinclaira. + Komputer + + + + + O ZX81 é um computador doméstico produzido pela Sinclair Research e fabricado em Dundee, Escócia, pela Timex Corporation. Foi lançado no Reino Unido em março de 1981 como o sucessor do ZX80 da Sinclair e projetado para ser uma introdução de baixo custo à computação doméstica para o público em geral. Foi um enorme sucesso; mais de 1,5 milhão de unidades foram vendidas. Nos Estados Unidos, ele foi inicialmente vendido como ZX-81 sob licença da Timex. Posteriormente, a Timex produziu suas próprias versões do ZX81: o Timex Sinclair 1000 e o Timex Sinclair 1500. Clones não autorizados do ZX81 foram produzidos em vários países. + +O ZX81 foi projetado para ser pequeno, simples e, acima de tudo, barato, com o menor número possível de componentes. A saída de vídeo é para um aparelho de televisão em vez de um monitor dedicado. Os programas e dados são carregados e salvos em cassetes de áudio compactos. Ele usa apenas quatro chips de silício e apenas 1 KB de memória. Não há chave liga/desliga nem peças móveis, com exceção de uma chave seletora de canais de TV VHF presente em alguns modelos. Ele tem um teclado de membrana sensível à pressão. As limitações do ZX81 levaram a um mercado de periféricos de terceiros para melhorar seus recursos. Seu gabinete e teclado diferenciados renderam ao designer Rick Dickinson um prêmio do Design Council. + +O ZX81 podia ser comprado por correio, pré-montado ou, por um preço menor, em forma de kit. Foi o primeiro computador doméstico de baixo custo para o mercado de massa a ser vendido em lojas de rua, lideradas pela W. H. Smith e, em breve, por muitos outros varejistas. O ZX81 marcou o momento em que a computação na Grã-Bretanha se tornou uma atividade para o público em geral, em vez de ser uma exclusividade de empresários e entusiastas da eletrônica. Ele gerou uma enorme comunidade de entusiastas, alguns dos quais fundaram suas próprias empresas produzindo software e hardware para o ZX81. Muitos passaram a desempenhar papéis importantes no setor britânico de computadores. O sucesso comercial do ZX81 fez da Sinclair Research um dos principais fabricantes de computadores da Grã-Bretanha e rendeu uma fortuna e um título de cavaleiro ao fundador da empresa, Sir Clive Sinclair. + Computador + + + + + ZX81 este un computer de casă produs de Sinclair Research și fabricat în Dundee, Scoția, de Timex Corporation. Acesta a fost lansat în Regatul Unit în martie 1981 ca succesor al lui Sinclair ZX80 și a fost conceput pentru a fi o introducere la un cost redus la calculatoarele de acasă pentru publicul larg. A avut un succes enorm; au fost vândute mai mult de 1,5 milioane de unități. În Statele Unite a fost vândut inițial ca ZX-81 sub licență Timex. Timex a produs ulterior propriile sale versiuni ale ZX81: Timex Sinclair 1000 și Timex Sinclair 1500. Clone neautorizate ale ZX81 au fost produse în mai multe țări. + +ZX81 a fost proiectat să fie mic, simplu și, mai presus de toate, ieftin, cu cât mai puține componente posibil. Ieșirea video se face către un televizor și nu către un monitor dedicat. Programele și datele sunt încărcate și salvate pe casete audio compacte. Utilizează doar patru cipuri de siliciu și doar 1 KB de memorie. Nu are întrerupător de alimentare sau părți mobile, cu excepția unui comutator de selectare a canalului TV VHF prezent la unele modele. Are o tastatură cu membrană sensibilă la presiune. Limitările ZX81 au generat o piață a perifericelor terțe pentru îmbunătățirea capacităților sale. Carcasa distinctivă și tastatura i-au adus designerului Rick Dickinson un premiu Design Council. + +ZX81 putea fi cumpărat prin poștă preasamblat sau, pentru un preț mai mic, sub formă de kit. A fost primul computer de masă ieftin vândut de magazinele de top, conduse de W. H. Smith și, în curând, de mulți alți comercianți. ZX81 a marcat momentul în care calculul în Marea Britanie a devenit o activitate pentru publicul larg, mai degrabă decât apanajul oamenilor de afaceri și al pasionaților de electronică. Acesta a generat o comunitate imensă de entuziaști, dintre care unii și-au fondat propriile afaceri care produceau software și hardware pentru ZX81. Mulți au ajuns să joace roluri importante în industria britanică a calculatoarelor. Succesul comercial al ZX81 a făcut din Sinclair Research unul dintre cei mai importanți producători de computere din Marea Britanie și i-a adus fondatorului companiei, Sir Clive Sinclair, o avere și un titlu de cavaler. + Computer + + + + + ZX81 - это домашний компьютер, выпущенный компанией Sinclair Research и произведенный в Данди, Шотландия, корпорацией Timex. Он был выпущен в Великобритании в марте 1981 года как преемник Sinclair ZX80 и был задуман как недорогое введение в домашние компьютеры для широкой публики. Он пользовался огромным успехом; было продано более 1,5 миллиона устройств. В Соединенных Штатах он первоначально продавался под названием ZX-81 по лицензии компании Timex. Позже компания Timex выпустила свои собственные версии ZX81: Timex Sinclair 1000 и Timex Sinclair 1500. В некоторых странах выпускались неавторизованные клоны ZX81. + +ZX81 был разработан, чтобы быть маленьким, простым и, прежде всего, недорогим, с как можно меньшим количеством компонентов. Видеовыход выводится на телевизор, а не на специальный монитор. Программы и данные загружаются и сохраняются на компактных аудиокассетах. В устройстве используется всего четыре кремниевых чипа и всего 1 КБ памяти. Нет ни выключателя питания, ни каких-либо движущихся частей, за исключением переключателя селектора каналов УКВ-телевидения, присутствующего в некоторых моделях. Клавиатура выполнена в виде чувствительной к нажатию мембраны. Ограничения ZX81 привели к появлению рынка периферийных устройств сторонних производителей, призванных расширить его возможности. Его характерный корпус и клавиатура принесли дизайнеру Рику Дикинсону награду Совета по дизайну. + +ZX81 можно было купить по почте в собранном виде или, по более низкой цене, в виде набора. Это был первый недорогой домашний компьютер массового спроса, который продавался в магазинах на улицах, возглавляемых компанией W. H. Smith, а вскоре и многими другими ритейлерами. ZX81 ознаменовал собой момент, когда компьютерная техника в Британии стала занятием для широкой публики, а не уделом бизнесменов и любителей электроники. Она породила огромное сообщество энтузиастов, некоторые из которых основали собственные предприятия по производству программного и аппаратного обеспечения для ZX81. Многие из них в дальнейшем сыграли важную роль в британской компьютерной индустрии. Коммерческий успех ZX81 сделал Sinclair Research одним из ведущих британских производителей компьютеров и принес основателю компании сэру Клайву Синклеру состояние и рыцарское звание. + Компьютер + + + ZX81 är en hemdator som producerades av Sinclair Research och tillverkades i Dundee, Skottland, av Timex Corporation. Den lanserades i Storbritannien i mars 1981 som efterföljare till Sinclairs ZX80 och var utformad för att vara en billig introduktion till hemdatorer för den breda allmänheten. Den blev en stor framgång; mer än 1,5 miljoner enheter såldes. I USA såldes den ursprungligen som ZX-81 under licens av Timex. Timex tillverkade senare sina egna versioner av ZX81: Timex Sinclair 1000 och Timex Sinclair 1500. Oauktoriserade ZX81-kloner tillverkades i flera länder. + +ZX81 var konstruerad för att vara liten, enkel och framför allt billig, med så få komponenter som möjligt. Videoutgången går till en TV-apparat i stället för till en särskild bildskärm. Program och data laddas och sparas på kompakta ljudkassetter. Den använder endast fyra kiselchip och ett minne på endast 1 KB. Det finns ingen strömbrytare eller några rörliga delar med undantag för en VHF TV-kanalväljare som finns i vissa modeller. Den har ett tryckkänsligt membrantangentbord. ZX81:ans begränsningar ledde till att det uppstod en marknad för kringutrustning från tredje part för att förbättra dess kapacitet. Dess distinkta hölje och tangentbord gav designern Rick Dickinson en utmärkelse från Design Council. + +ZX81 kunde köpas via postorder färdigmonterad eller, till ett lägre pris, i byggsatser. Det var den första billiga hemdatorn för massmarknaden som såldes av stora butiker, med W. H. Smith i spetsen och snart även många andra återförsäljare. ZX81 markerade den punkt då databehandling i Storbritannien blev en aktivitet för allmänheten snarare än förbehållen affärsmän och elektronikhobbyister. Den gav upphov till en stor skara entusiaster, varav en del grundade egna företag som producerade mjukvara och hårdvara för ZX81. Många kom att spela en viktig roll inom den brittiska datorindustrin. ZX81:ans kommersiella framgångar gjorde Sinclair Research till en av Storbritanniens ledande datortillverkare och gav företagets grundare Sir Clive Sinclair en förmögenhet och så småningom en adelstitel. Dator + + + ZX81は、シンクレア・リサーチ社が製造し、タイメックス社がスコットランドのダンディーで製造した家庭用コンピュータである。1981年3月、シンクレアのZX80の後継機として英国で発売され、一般消費者向けの低価格なホームコンピューティング入門機として設計された。大成功を収め、150万台以上が販売された。米国では当初、タイメックスのライセンスによりZX-81として販売された。その後、タイメックスはZX81の独自バージョンであるTimex Sinclair 1000とTimex Sinclair 1500を製造した。いくつかの国でZX81のクローンが製造された。 + +ZX81は、小型でシンプル、そして何よりも安価で、部品点数をできるだけ少なくするように設計された。ビデオ出力は専用モニターではなくテレビに接続する。プログラムとデータはコンパクト・オーディオ・カセットにロードして保存する。使用するシリコンチップは4つだけで、メモリはわずか1KB。電源スイッチや可動部品はなく、一部のモデルにあるVHFテレビ・チャンネル・セレクタ・スイッチを除いては、何もない。キーボードは感圧式のメンブレン式である。ZX81の限界は、その機能を向上させるためにサードパーティの周辺機器市場を促した。その特徴的なケースとキーボードは、デザイナーのリック・ディッキンソンにデザイン・カウンシル賞をもたらした。 + +ZX81は通信販売で組み立てた状態で購入できたが、低価格のキット形式でも購入できた。ZX81は、W.H.スミスを筆頭とするハイストリートストアが販売した最初の安価な大衆向け家庭用コンピュータであり、やがて他の多くの小売店でも販売されるようになった。ZX81は、英国でコンピュータがビジネスマンや電子工学の趣味愛好家だけのものでなく、一般大衆の活動として定着するきっかけとなった。ZX81は巨大な熱狂的ファンを生み出し、その中にはZX81用のソフトウェアやハードウェアを製造するビジネスを立ち上げた者もいた。その多くは、英国のコンピューター産業で大きな役割を果たすようになった。ZX81の商業的成功により、シンクレア・リサーチは英国を代表するコンピューター・メーカーのひとつとなり、巨万の富を築き、創業者のクライヴ・シンクレア卿は爵位を授与された。 + コンピューター + + + + + ZX81은 싱클레어 리서치에서 생산하고 스코틀랜드 던디에 있는 티멕스 코퍼레이션에서 제조한 가정용 컴퓨터입니다. 1981년 3월 영국에서 Sinclair의 ZX80의 후속 제품으로 출시되었으며, 일반 대중을 위한 저렴한 가정용 컴퓨터 입문용으로 설계되었습니다. 이 제품은 150만 대 이상 판매되며 큰 성공을 거두었습니다. 미국에서는 처음에는 Timex의 라이선스를 받아 ZX-81이라는 이름으로 판매되었습니다. 이후 Timex는 자체적으로 ZX81 버전인 Timex Sinclair 1000과 Timex Sinclair 1500을 생산했습니다. 여러 국가에서 승인되지 않은 ZX81 복제품이 생산되었습니다. + +ZX81은 가능한 한 적은 수의 부품으로 작고 단순하며 무엇보다도 저렴하게 설계되었습니다. 비디오 출력은 전용 모니터가 아닌 텔레비전 세트에 연결됩니다. 프로그램과 데이터는 소형 오디오 카세트에 로드 및 저장됩니다. 4개의 실리콘 칩과 단 1KB의 메모리만 사용합니다. 일부 모델에 있는 VHF TV 채널 선택 스위치를 제외하고는 전원 스위치나 움직이는 부품이 없습니다. 감압식 멤브레인 키보드가 있습니다. ZX81의 한계로 인해 타사 주변기기 시장에서 기능을 개선한 제품이 출시되었습니다. 독특한 케이스와 키보드로 디자이너 릭 디킨슨은 디자인 위원회에서 상을 받았습니다. + +ZX81은 사전 조립된 상태로 우편 주문하거나 더 저렴한 가격으로 키트 형태로 구입할 수 있었습니다. 이 제품은 W. H. Smith를 필두로 곧 다른 많은 소매업체에서 판매하기 시작한 최초의 저렴한 대중 시장 가정용 컴퓨터였습니다. ZX81은 영국에서 컴퓨터가 사업가나 전자제품 애호가들의 전유물이 아닌 일반 대중을 위한 활동이 된 시점이었습니다. 이 제품은 거대한 매니아 커뮤니티를 형성했고, 그 중 일부는 ZX81용 소프트웨어와 하드웨어를 생산하는 회사를 설립했습니다. 많은 사람들이 영국 컴퓨터 산업에서 중요한 역할을 맡게 되었습니다. ZX81의 상업적 성공으로 Sinclair Research는 영국을 대표하는 컴퓨터 제조업체 중 하나가 되었고, 회사 설립자인 클라이브 싱클레어 경은 많은 부를 얻었으며 결국 기사 작위를 받았습니다. + 컴퓨터 + + + + + ZX81 是一款家用电脑,由辛克莱研究公司生产,Timex 公司在苏格兰邓迪制造。它于 1981 年 3 月在英国推出,是辛克莱 ZX80 的后继机,旨在以低成本向普通大众介绍家用电脑。该产品大获成功,销量超过 150 万台。在美国,它最初是作为 ZX-81 由 Timex 许可销售的。天美时后来生产了自己的 ZX81 版本:天美时 Sinclair 1000 和天美时 Sinclair 1500。一些国家生产了未经授权的 ZX81 克隆版。 + +ZX81 设计小巧、简单,最重要的是价格低廉,使用的组件越少越好。视频输出到电视机,而不是专用显示器。程序和数据加载并保存在小型录音磁带上。它仅使用四个硅芯片和 1 KB 的内存。除了某些型号的 VHF 电视频道选择开关外,没有电源开关或任何活动部件。它有一个压敏薄膜键盘。ZX81 的局限性催生了第三方外设市场,以提高其性能。其独特的外壳和键盘为设计者 Rick Dickinson 带来了设计委员会奖。 + +ZX81 可以通过邮购预先组装好,或者以较低的价格以套件形式购买。ZX81 是第一款由 W. H. Smith 和许多其他零售商主导的高街商店销售的廉价大众市场家用电脑。ZX81 标志着在英国,计算机已不再是商人和电子爱好者的专利,而成为一项大众活动。它造就了一个庞大的发烧友群体,其中一些人创办了自己的企业,为 ZX81 生产软件和硬件。许多人后来在英国计算机行业发挥了重要作用。ZX81 在商业上的成功使辛克莱研究公司成为英国领先的计算机制造商之一,并为公司创始人克莱夫-辛克莱爵士(Sir Clive Sinclair)赢得了一大笔财富和最终的爵士称号。 + 计算机 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/zxnext.xml b/themes/linear-es-de/system/metadata/zxnext.xml index 646f8510f..9359a05ce 100644 --- a/themes/linear-es-de/system/metadata/zxnext.xml +++ b/themes/linear-es-de/system/metadata/zxnext.xml @@ -1,7 +1,7 @@ - + ZX Spectrum Next - ZX Spectrum Next is an 8-bit home computer, initially released in 2017, which is compatible with software and hardware for the 1982 ZX Spectrum. It also has enhanced capabilities. It is intended to appeal to retrocomputing enthusiasts and to "encourage a new generation of bedroom coders", according to project member Jim Bagley. Despite the name, the machine is not directly affiliated with Sinclair Research Ltd., Sir Clive Sinclair or the current owner of the trademarks, Sky Group. + ZX Spectrum Next is an 8-bit home computer, initially released in 2017, which is compatible with software and hardware for the 1982 ZX Spectrum. It also has enhanced capabilities. It is intended to appeal to retrocomputing enthusiasts and to "encourage a new generation of bedroom coders", according to project member Jim Bagley. Despite the name, the machine is not directly affiliated with Sinclair Research Ltd., Sir Clive Sinclair or the current owner of the trademarks, Sky Group. SpecNext Ltd. 2017 2017 @@ -13,10 +13,90 @@ EDBA01 009C37 02559C + 1-1 + + + ZX Spectrum Next és un ordinador domèstic de 8 bits, publicat inicialment el 2017, compatible amb el programari i el maquinari per a l’espectre ZX de 1982. També té capacitats millorades. Es pretén apel·lar a la retrocés dels aficionats i a "fomentar una nova generació de codificadors de dormitoris", segons el membre del projecte Jim Bagley. Malgrat el nom, la màquina no està directament afiliada a Sinclair Research Ltd., Sir Clive Sinclair o el propietari actual de les marques comercials, Sky Group. + Computer + + + + + ZX Spectrum Next ist ein 8-Bit-Heimcomputer, der erstmals 2017 veröffentlicht wurde und mit der Software und Hardware des ZX Spectrum von 1982 kompatibel ist. Außerdem verfügt er über erweiterte Funktionen. Er soll Retrocomputing-Enthusiasten ansprechen und laut Projektmitglied Jim Bagley "eine neue Generation von Programmierern im Schlafzimmer anregen". Trotz des Namens steht die Maschine nicht in direkter Verbindung mit Sinclair Research Ltd., Sir Clive Sinclair oder dem derzeitigen Eigentümer der Markenzeichen, der Sky Group. + Computer + + + + + ZX Spectrum Next es un ordenador doméstico de 8 bits, lanzado inicialmente en 2017, que es compatible con el software y el hardware del ZX Spectrum de 1982. También tiene capacidades mejoradas. Su objetivo es atraer a los entusiastas de la retroinformática y "animar a una nueva generación de programadores de dormitorio", según Jim Bagley, miembro del proyecto. A pesar del nombre, la máquina no está directamente afiliada a Sinclair Research Ltd., Sir Clive Sinclair o el actual propietario de las marcas, Sky Group. + Ordenador + + + + + Le ZX Spectrum Next est un ordinateur domestique 8 bits, sorti initialement en 2017, qui est compatible avec les logiciels et le matériel du ZX Spectrum de 1982. Il possède également des capacités améliorées. Il est destiné à séduire les amateurs de rétro-informatique et à "encourager une nouvelle génération de codeurs de chambre", selon Jim Bagley, membre du projet. Malgré son nom, la machine n'est pas directement affiliée à Sinclair Research Ltd, à Sir Clive Sinclair ou au propriétaire actuel des marques, Sky Group. + Ordinateur + + + + + ZX Spectrum Next è un home computer a 8 bit, rilasciato inizialmente nel 2017, compatibile con software e hardware dello ZX Spectrum del 1982. Dispone inoltre di funzionalità migliorate. Secondo il membro del progetto Jim Bagley, è destinato a interessare gli appassionati di retrocomputing e a "incoraggiare una nuova generazione di codificatori da cameretta". Nonostante il nome, la macchina non è direttamente affiliata a Sinclair Research Ltd., a Sir Clive Sinclair o all'attuale proprietario dei marchi, Sky Group. + Computer + + + + + ZX Spectrum Next is een 8-bit thuiscomputer, oorspronkelijk uitgebracht in 2017, die compatibel is met software en hardware voor de ZX Spectrum uit 1982. Het heeft ook verbeterde mogelijkheden. Hij is bedoeld om liefhebbers van retrocomputing aan te spreken en om "een nieuwe generatie slaapkamercoders aan te moedigen", volgens projectlid Jim Bagley. Ondanks de naam is de machine niet direct gelieerd aan Sinclair Research Ltd., Sir Clive Sinclair of de huidige eigenaar van de handelsmerken, Sky Group. + Computer + + + + + ZX Spectrum Next to 8-bitowy komputer domowy, początkowo wydany w 2017 roku, który jest kompatybilny z oprogramowaniem i sprzętem dla ZX Spectrum z 1982 roku. Posiada również rozszerzone możliwości. Według członka projektu, Jima Bagleya, ma on przemawiać do entuzjastów retrokomputerów i "zachęcać nowe pokolenie koderów do sypialni". Pomimo nazwy, maszyna nie jest bezpośrednio powiązana z Sinclair Research Ltd., Sir Clive Sinclair lub obecnym właścicielem znaków towarowych, Sky Group. + Komputer + + + + + O ZX Spectrum Next é um computador doméstico de 8 bits, lançado inicialmente em 2017, que é compatível com o software e o hardware do ZX Spectrum de 1982. Ele também possui recursos aprimorados. Seu objetivo é atrair os entusiastas da retrocomputação e "incentivar uma nova geração de programadores de quarto", de acordo com Jim Bagley, membro do projeto. Apesar do nome, a máquina não é diretamente afiliada à Sinclair Research Ltd, a Sir Clive Sinclair ou ao atual proprietário das marcas registradas, o Sky Group. + Computador + + + + + ZX Spectrum Next este un computer de acasă pe 8 biți, lansat inițial în 2017, care este compatibil cu software-ul și hardware-ul pentru ZX Spectrum 1982. De asemenea, are capacități îmbunătățite. Acesta este destinat să atragă entuziaștii retroinformaticii și să "încurajeze o nouă generație de codificatori de dormitor", potrivit membrului proiectului Jim Bagley. În ciuda numelui, aparatul nu este afiliat direct cu Sinclair Research Ltd., Sir Clive Sinclair sau proprietarul actual al mărcilor comerciale, Sky Group. + Computer + + + + + ZX Spectrum Next - это 8-битный домашний компьютер, первоначально выпущенный в 2017 году, который совместим с программным и аппаратным обеспечением ZX Spectrum 1982 года. Он также обладает расширенными возможностями. По словам участника проекта Джима Бэгли, он должен понравиться любителям ретрокомпьютеров и "вдохновить новое поколение кодеров в спальне". Несмотря на название, машина не имеет прямого отношения к Sinclair Research Ltd., сэру Клайву Синклеру или нынешнему владельцу торговых марок, компании Sky Group. + Компьютер + + + ZX Spectrum Next är en 8-bitars hemdator, ursprungligen utgiven 2017, som är kompatibel med programvara och hårdvara för ZX Spectrum från 1982. Den har också förbättrade funktioner. Den är avsedd att tilltala entusiaster av retrodatorer och att "uppmuntra en ny generation av sovrumskodare", enligt projektmedlemmen Jim Bagley. Trots namnet har maskinen ingen direkt anknytning till Sinclair Research Ltd, Sir Clive Sinclair eller Sky Group, som är nuvarande ägare av varumärkena. Dator + + + ZX Spectrum Nextは、1982年発売のZX Spectrum用のソフトウェアとハードウェアと互換性のある、2017年に発売された8ビットの家庭用コンピューターである。また、機能も強化されている。プロジェクトメンバーのジム・バグリーによれば、レトロコンピューティング愛好家にアピールし、「新世代の寝室コーダーを奨励する」ことを目的としている。 その名前とは裏腹に、このマシンはシンクレア・リサーチ社やクライヴ・シンクレア卿、あるいは商標の現在の所有者であるスカイ・グループとは直接の関係はない。 + コンピューター + + + + + ZX Spectrum Next는 2017년에 처음 출시된 8비트 가정용 컴퓨터로, 1982년 출시된 ZX Spectrum의 소프트웨어 및 하드웨어와 호환됩니다. 또한 기능이 향상되었습니다. 이 제품은 레트로 컴퓨팅 애호가들에게 어필하고 "새로운 세대의 침실 코더를 장려"하기 위한 것이라고 프로젝트 멤버인 짐 배글리는 말합니다. 이름과는 달리 이 기계는 Sinclair Research Ltd, Clive Sinclair 경 또는 현재 상표권 소유자인 Sky Group과 직접적으로 관련이 없습니다. + 컴퓨터 + + + + + ZX Spectrum Next 是一款 8 位家用电脑,最初于 2017 年发布,兼容 1982 年 ZX Spectrum 的软件和硬件。它还具有增强的功能。据项目成员吉姆-巴格利(Jim Bagley)称,它旨在吸引复古计算爱好者,并 "鼓励新一代卧室编码员"。 尽管名为 "辛克莱",但它与辛克莱研究有限公司、克莱夫-辛克莱爵士(Sir Clive Sinclair)或目前的商标所有者 Sky Group 并无直接关联。 + 计算机 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/zxspectrum.xml b/themes/linear-es-de/system/metadata/zxspectrum.xml index 19225b54f..68bb04fe6 100644 --- a/themes/linear-es-de/system/metadata/zxspectrum.xml +++ b/themes/linear-es-de/system/metadata/zxspectrum.xml @@ -1,8 +1,8 @@ - + ZX Spectrum The ZX Spectrum is an 8-bit personal home computer released in the United Kingdom in 1982 by Sinclair Research Ltd. It was the follow-up to the Sinclair ZX81. The Spectrum was ultimately released as eight different models (although the models after the Spectrum 128K were technically developed and manufactured by Amstrad), ranging from the entry level model with 16 kB RAM released in 1982 to the ZX Spectrum +3 with 128 kB RAM and built in floppy disk drive. The Spectrum was among the first mainstream audience home computers in the UK, similar in significance to the Commodore 64 in the USA. The Commodore 64, BBC Microcomputer and later the Amstrad CPC range were major rivals to the Spectrum in the UK market during the early 1980s. - Sinclair Research + Sinclair 1982 1982-04-21 April 21, 1982 @@ -13,10 +13,91 @@ EDBA01 009C37 02559C + 1-1 + FF000000 + + + El ZX Spectrum és un ordinador domèstic personal de 8 bits publicat al Regne Unit el 1982 per Sinclair Research Ltd. Va ser el seguiment del Sinclair ZX81. L'espectre es va publicar finalment com a vuit models diferents (tot i que els models després de l'espectre 128K van ser desenvolupats i fabricats tècnicament per Amstrad), que van des del model de nivell d'entrada amb 16 kb de memòria RAM llançat el 1982 fins a l'espectre ZX +3 amb 128 kb de memòria RAM iConstruït en disquet. L’espectre es trobava entre els primers ordinadors domèstics de l’audiència del Regne Unit, similars en importància a la Commodore 64 als EUA. El Commodore 64, el microordinador de la BBC i més tard la gamma AMSTRAD CPC van ser els principals rivals de l'espectre al mercat del Regne Unit durant els primers anys vuitanta. + Computer + + + + + Der ZX Spectrum ist ein 8-Bit-Heimcomputer, der 1982 im Vereinigten Königreich von Sinclair Research Ltd. auf den Markt gebracht wurde. Er war der Nachfolger des Sinclair ZX81. Der Spectrum wurde schließlich in acht verschiedenen Modellen herausgebracht (obwohl die Modelle nach dem Spectrum 128K technisch gesehen von Amstrad entwickelt und hergestellt wurden), die vom 1982 herausgebrachten Einstiegsmodell mit 16 kB RAM bis zum ZX Spectrum +3 mit 128 kB RAM und eingebautem Diskettenlaufwerk reichten. Der Spectrum gehörte zu den ersten Heimcomputern für die breite Masse im Vereinigten Königreich und hatte eine ähnliche Bedeutung wie der Commodore 64 in den USA. Der Commodore 64, der BBC Microcomputer und später die Amstrad CPC-Reihe waren in den frühen 1980er Jahren wichtige Konkurrenten des Spectrum auf dem britischen Markt. + Computer + + + + + El ZX Spectrum es un ordenador personal doméstico de 8 bits lanzado en el Reino Unido en 1982 por Sinclair Research Ltd. Fue la continuación del Sinclair ZX81. Fue la continuación del Sinclair ZX81. El Spectrum se comercializó en ocho modelos diferentes (aunque los modelos posteriores al Spectrum 128K fueron desarrollados y fabricados técnicamente por Amstrad), que iban desde el modelo básico con 16 kB de RAM comercializado en 1982 hasta el ZX Spectrum +3 con 128 kB de RAM y disquetera integrada. El Spectrum fue uno de los primeros ordenadores domésticos de gran audiencia en el Reino Unido, con una importancia similar a la del Commodore 64 en Estados Unidos. El Commodore 64, el BBC Microcomputer y, más tarde, la gama Amstrad CPC fueron los principales rivales del Spectrum en el mercado británico a principios de la década de 1980. + Ordenador + + + + + Le ZX Spectrum est un ordinateur personnel 8 bits commercialisé au Royaume-Uni en 1982 par Sinclair Research Ltd. Il faisait suite au Sinclair ZX81. Le Spectrum a été commercialisé en huit modèles différents (bien que les modèles postérieurs au Spectrum 128K aient été techniquement développés et fabriqués par Amstrad), allant du modèle d'entrée de gamme avec 16 ko de RAM sorti en 1982 au ZX Spectrum +3 avec 128 ko de RAM et un lecteur de disquettes intégré. Le Spectrum a été l'un des premiers ordinateurs domestiques grand public au Royaume-Uni, d'une importance similaire à celle du Commodore 64 aux États-Unis. Le Commodore 64, le BBC Microcomputer et plus tard la gamme Amstrad CPC ont été les principaux rivaux du Spectrum sur le marché britannique au début des années 1980. + Ordinateur + + + + + Lo ZX Spectrum è un personal computer a 8 bit rilasciato nel Regno Unito nel 1982 dalla Sinclair Research Ltd. Era il seguito del Sinclair ZX81. Lo Spectrum è stato commercializzato in otto modelli diversi (anche se i modelli successivi allo Spectrum 128K sono stati tecnicamente sviluppati e prodotti da Amstrad), dal modello base con 16 kB di RAM rilasciato nel 1982 allo ZX Spectrum +3 con 128 kB di RAM e unità floppy disk integrata. Lo Spectrum è stato uno dei primi home computer per il pubblico mainstream nel Regno Unito, simile per importanza al Commodore 64 negli Stati Uniti. Il Commodore 64, il BBC Microcomputer e più tardi l'Amstrad CPC furono i principali rivali dello Spectrum sul mercato britannico all'inizio degli anni '80. + Computer + + + + + De ZX Spectrum is een 8-bit personal home computer die in 1982 in het Verenigd Koninkrijk werd uitgebracht door Sinclair Research Ltd.. Het was de opvolger van de Sinclair ZX81. De Spectrum werd uiteindelijk uitgebracht als acht verschillende modellen (hoewel de modellen na de Spectrum 128K technisch werden ontwikkeld en geproduceerd door Amstrad), variërend van het instapmodel met 16 kB RAM dat in 1982 werd uitgebracht tot de ZX Spectrum +3 met 128 kB RAM en ingebouwd floppydrive. De Spectrum was een van de eerste thuiscomputers voor het grote publiek in de UK, vergelijkbaar met de Commodore 64 in de VS. De Commodore 64, BBC Microcomputer en later de Amstrad CPC reeks waren belangrijke rivalen van de Spectrum op de Britse markt in het begin van de jaren 1980. + Computer + + + + + ZX Spectrum to 8-bitowy osobisty komputer domowy wydany w Wielkiej Brytanii w 1982 roku przez Sinclair Research Ltd.. Był to następca Sinclair ZX81. Spectrum został ostatecznie wydany jako osiem różnych modeli (chociaż modele po Spectrum 128K zostały technicznie opracowane i wyprodukowane przez Amstrad), począwszy od podstawowego modelu z 16 kB pamięci RAM wydanego w 1982 roku do ZX Spectrum +3 z 128 kB pamięci RAM i wbudowanym napędem dyskietek. Spectrum był jednym z pierwszych komputerów domowych głównego nurtu w Wielkiej Brytanii, o znaczeniu podobnym do Commodore 64 w USA. Commodore 64, BBC Microcomputer, a później Amstrad CPC były głównymi rywalami Spectrum na rynku brytyjskim we wczesnych latach 80-tych. + Komputer + + + + + O ZX Spectrum é um computador doméstico pessoal de 8 bits lançado no Reino Unido em 1982 pela Sinclair Research Ltd. Ele foi a continuação do Sinclair ZX81. O Spectrum foi lançado em oito modelos diferentes (embora os modelos após o Spectrum 128K tenham sido tecnicamente desenvolvidos e fabricados pela Amstrad), desde o modelo básico com 16 kB de RAM lançado em 1982 até o ZX Spectrum +3 com 128 kB de RAM e unidade de disquete integrada. O Spectrum foi um dos primeiros computadores domésticos do grande público no Reino Unido, com importância semelhante à do Commodore 64 nos EUA. O Commodore 64, o BBC Microcomputer e, mais tarde, a linha Amstrad CPC foram os principais rivais do Spectrum no mercado britânico durante o início da década de 1980. + Computador + + + + + ZX Spectrum este un computer personal pe 8 biți lansat în Regatul Unit în 1982 de Sinclair Research Ltd. A fost urmașul lui Sinclair ZX81. Spectrum a fost lansat în cele din urmă ca opt modele diferite (deși modelele după Spectrum 128K au fost dezvoltate și fabricate tehnic de Amstrad), variind de la modelul de bază cu 16 kB RAM lansat în 1982 la ZX Spectrum +3 cu 128 kB RAM și unitate de dischetă încorporată. Spectrum a fost printre primele computere de uz casnic destinate publicului larg din Regatul Unit, având o importanță similară cu Commodore 64 în SUA. Commodore 64, BBC Microcomputer și, mai târziu, gama Amstrad CPC au fost rivalii principali ai Spectrum pe piața britanică la începutul anilor 1980. + Computer + + + + + ZX Spectrum - это 8-битный персональный домашний компьютер, выпущенный в Великобритании в 1982 году компанией Sinclair Research Ltd. Он стал продолжением модели Sinclair ZX81. Всего было выпущено восемь различных моделей (хотя модели после Spectrum 128K технически разрабатывались и производились компанией Amstrad), начиная с модели начального уровня с 16 кб оперативной памяти, выпущенной в 1982 году, и заканчивая ZX Spectrum +3 с 128 кб оперативной памяти и встроенным дисководом для дискет. Spectrum стал одним из первых домашних компьютеров для основной аудитории в Великобритании, по значимости схожим с Commodore 64 в США. Commodore 64, BBC Microcomputer и позднее линейка Amstrad CPC были основными конкурентами Spectrum на британском рынке в начале 1980-х годов. + Компьютер + + + ZX Spectrum är en 8-bitars personlig hemdator som lanserades i Storbritannien 1982 av Sinclair Research Ltd. Den var uppföljaren till Sinclair ZX81. Spectrum släpptes i slutändan som åtta olika modeller (även om modellerna efter Spectrum 128K tekniskt sett utvecklades och tillverkades av Amstrad), från instegsmodellen med 16 kB RAM som släpptes 1982 till ZX Spectrum +3 med 128 kB RAM och inbyggd diskettenhet. Spectrum var en av de första hemdatorerna för den breda publiken i Storbritannien och hade samma betydelse som Commodore 64 i USA. Commodore 64, BBC Microcomputer och senare Amstrad CPC var stora konkurrenter till Spectrum på den brittiska marknaden under början av 1980-talet. Dator + + + ZX Spectrumは、Sinclair Research Ltd.が1982年にイギリスで発売した8ビットのパーソナル・ホーム・コンピューター。シンクレアZX81の後続機である。Spectrumは最終的に8つの異なるモデルとして発売され(ただし、Spectrum 128K以降のモデルは技術的にはアムストラッドが開発・製造した)、1982年に発売された16kB RAM搭載のエントリーモデルから、128kB RAMとフロッピーディスクドライブ内蔵のZX Spectrum +3まであった。スペクトラムは、英国で最初に主流となった家庭用コンピュータのひとつであり、米国におけるコモドール64と同様の意義を持っていた。コモドール64、BBCマイクロコンピュータ、後のアムストラッドCPCシリーズは、1980年代前半の英国市場でスペクトラムの主要なライバルだった。 + コンピューター + + + + + ZX Spectrum은 1982년 Sinclair Research Ltd에서 영국에서 출시한 8비트 개인용 가정용 컴퓨터입니다. 이 제품은 Sinclair ZX81의 후속작이었습니다. Spectrum은 1982년에 출시된 16kB RAM이 장착된 보급형 모델부터 128kB RAM과 플로피 디스크 드라이브가 내장된 ZX Spectrum +3까지 총 8가지 모델로 출시되었습니다(Spectrum 128K 이후의 모델은 기술적으로 Amstrad에서 개발 및 제조했지만). 스펙트럼은 영국 최초의 주류 가정용 컴퓨터 중 하나였으며, 미국의 Commodore 64와 비슷한 의미를 지니고 있습니다. 1980년대 초 영국 시장에서는 Commodore 64, BBC 마이크로컴퓨터, 이후 Amstrad CPC 제품군이 Spectrum의 주요 라이벌이었습니다. + 컴퓨터 + + + + + ZX Spectrum 是辛克莱研究有限公司于 1982 年在英国发布的一款 8 位个人家用电脑。它是 Sinclair ZX81 的后续机型。Spectrum 最终发布了 8 个不同型号(尽管 Spectrum 128K 之后的型号在技术上是由 Amstrad 开发和制造的),从 1982 年发布的配备 16 kB 内存的入门级型号到配备 128 kB 内存和内置软盘驱动器的 ZX Spectrum +3 不等。Spectrum 是英国第一批主流家用电脑,其重要性类似于美国的 Commodore 64。在 20 世纪 80 年代早期,Commodore 64、BBC Microcomputer 以及后来的 Amstrad CPC 系列都是 Spectrum 在英国市场上的主要竞争对手。 + 计算机 + + \ No newline at end of file From 93c1af6461ed1051c877c5b3bac99a95e0c7196a Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Mon, 10 Mar 2025 21:35:46 +0100 Subject: [PATCH 172/284] Added support for the Vircon32 Virtual Console (vircon32) game system --- es-app/assets/Windows_Portable_README.txt | 1 + es-app/src/PlatformId.cpp | 1 + es-app/src/PlatformId.h | 1 + es-app/src/scrapers/ScreenScraper.cpp | 1 + resources/systems/android/es_systems.xml | 9 +++++++++ resources/systems/linux/es_find_rules.xml | 6 ++++++ resources/systems/linux/es_systems.xml | 10 ++++++++++ resources/systems/macos/es_systems.xml | 9 +++++++++ resources/systems/unix/es_find_rules.xml | 6 ++++++ resources/systems/unix/es_systems.xml | 10 ++++++++++ resources/systems/windows/es_find_rules.xml | 10 ++++++++++ resources/systems/windows/es_find_rules_portable.xml | 7 +++++++ resources/systems/windows/es_systems.xml | 10 ++++++++++ 13 files changed, 81 insertions(+) diff --git a/es-app/assets/Windows_Portable_README.txt b/es-app/assets/Windows_Portable_README.txt index ee48a537e..16ea8b83d 100644 --- a/es-app/assets/Windows_Portable_README.txt +++ b/es-app/assets/Windows_Portable_README.txt @@ -138,6 +138,7 @@ Emulators\VICE\xplus4.exe Emulators\VICE\bin\xplus4.exe Emulators\VICE\xvic.exe Emulators\VICE\bin\xvic.exe +Emulators\Vircon32\Emulator\Vircon32.exe Emulators\VPinballX\VPinballX_GL64.exe Emulators\VPinballX\VPinballX64.exe Emulators\Vita3K\Vita3K.exe diff --git a/es-app/src/PlatformId.cpp b/es-app/src/PlatformId.cpp index c784c8562..c76ce25c7 100644 --- a/es-app/src/PlatformId.cpp +++ b/es-app/src/PlatformId.cpp @@ -143,6 +143,7 @@ namespace PlatformIds "uzebox", // Uzebox Open Source Console "vectrex", // GCE Vectrex "vic20", // Commodore VIC-20 + "vircon32", // Vircon32 Virtual Console "virtualboy", // Nintendo Virtual Boy "vpinball", // Visual Pinball "vsmile", // VTech V.Smile diff --git a/es-app/src/PlatformId.h b/es-app/src/PlatformId.h index 99d39a3c4..6a93c545c 100644 --- a/es-app/src/PlatformId.h +++ b/es-app/src/PlatformId.h @@ -142,6 +142,7 @@ namespace PlatformIds UZEBOX, VECTREX, COMMODORE_VIC20, + VIRCON32, NINTENDO_VIRTUAL_BOY, VISUAL_PINBALL, VTECH_VSMILE, diff --git a/es-app/src/scrapers/ScreenScraper.cpp b/es-app/src/scrapers/ScreenScraper.cpp index 0a9d8f23f..7e3fec8b8 100644 --- a/es-app/src/scrapers/ScreenScraper.cpp +++ b/es-app/src/scrapers/ScreenScraper.cpp @@ -162,6 +162,7 @@ namespace {THOMSON_MOTO, 141}, {UZEBOX, 216}, {FUTURE_PINBALL, 199}, + {VIRCON32, 272}, {VISUAL_PINBALL, 198}, {WATARA_SUPERVISION, 207}, {SPECTRAVIDEO, 218}, diff --git a/resources/systems/android/es_systems.xml b/resources/systems/android/es_systems.xml index 2ce3d30ec..66f88501e 100644 --- a/resources/systems/android/es_systems.xml +++ b/resources/systems/android/es_systems.xml @@ -1986,6 +1986,15 @@ odyssey2 videopac + + vircon32 + Vircon32 Virtual Console + %ROMPATH%/vircon32 + .v32 .V32 .7z .7Z .zip .ZIP + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/vircon32_libretro_android.so %EXTRA_ROM%=%ROM% + vircon32 + vircon32 + virtualboy Nintendo Virtual Boy diff --git a/resources/systems/linux/es_find_rules.xml b/resources/systems/linux/es_find_rules.xml index 26a59c23c..416997a11 100644 --- a/resources/systems/linux/es_find_rules.xml +++ b/resources/systems/linux/es_find_rules.xml @@ -1126,6 +1126,12 @@ ~/.local/share/flatpak/exports/bin/net.sf.VICE|flatpak run --command=xvic net.sf.VICE
+ + + + Vircon32 + + diff --git a/resources/systems/linux/es_systems.xml b/resources/systems/linux/es_systems.xml index bbd856dff..91b73bc09 100644 --- a/resources/systems/linux/es_systems.xml +++ b/resources/systems/linux/es_systems.xml @@ -2138,6 +2138,16 @@ odyssey2 videopac + + vircon32 + Vircon32 Virtual Console + %ROMPATH%/vircon32 + .v32 .V32 .7z .7Z .zip .ZIP + %EMULATOR_RETROARCH% -L %CORE_RETROARCH%/vircon32_libretro.so %ROM% + %EMULATOR_VIRCON32% %ROM% + vircon32 + vircon32 + virtualboy Nintendo Virtual Boy diff --git a/resources/systems/macos/es_systems.xml b/resources/systems/macos/es_systems.xml index 805cb7fd9..0cce7583b 100644 --- a/resources/systems/macos/es_systems.xml +++ b/resources/systems/macos/es_systems.xml @@ -2013,6 +2013,15 @@ odyssey2 videopac + + vircon32 + Vircon32 Virtual Console + %ROMPATH%/vircon32 + .v32 .V32 .7z .7Z .zip .ZIP + %EMULATOR_RETROARCH% -L %CORE_RETROARCH%/vircon32_libretro.dylib %ROM% + vircon32 + vircon32 + virtualboy Nintendo Virtual Boy diff --git a/resources/systems/unix/es_find_rules.xml b/resources/systems/unix/es_find_rules.xml index eda2f8916..df2d4929f 100644 --- a/resources/systems/unix/es_find_rules.xml +++ b/resources/systems/unix/es_find_rules.xml @@ -619,6 +619,12 @@ xvic + + + + Vircon32 + + diff --git a/resources/systems/unix/es_systems.xml b/resources/systems/unix/es_systems.xml index 2dab4bf59..e558923e1 100644 --- a/resources/systems/unix/es_systems.xml +++ b/resources/systems/unix/es_systems.xml @@ -2084,6 +2084,16 @@ odyssey2 videopac + + vircon32 + Vircon32 Virtual Console + %ROMPATH%/vircon32 + .v32 .V32 .7z .7Z .zip .ZIP + %EMULATOR_RETROARCH% -L %CORE_RETROARCH%/vircon32_libretro.so %ROM% + %EMULATOR_VIRCON32% %ROM% + vircon32 + vircon32 + virtualboy Nintendo Virtual Boy diff --git a/resources/systems/windows/es_find_rules.xml b/resources/systems/windows/es_find_rules.xml index d64df184a..69197d36e 100644 --- a/resources/systems/windows/es_find_rules.xml +++ b/resources/systems/windows/es_find_rules.xml @@ -1002,6 +1002,16 @@ %ESPATH%\..\Emulators\VICE\bin\xvic.exe + + + + Vircon32.exe + + + %ESPATH%\Emulators\Vircon32\Emulator\Vircon32.exe + %ESPATH%\..\Emulators\Vircon32\Emulator\Vircon32.exe + + diff --git a/resources/systems/windows/es_find_rules_portable.xml b/resources/systems/windows/es_find_rules_portable.xml index 91565b9b5..2973bdd07 100644 --- a/resources/systems/windows/es_find_rules_portable.xml +++ b/resources/systems/windows/es_find_rules_portable.xml @@ -672,6 +672,13 @@ %ESPATH%\..\Emulators\VICE\bin\xvic.exe + + + + %ESPATH%\Emulators\Vircon32\Emulator\Vircon32.exe + %ESPATH%\..\Emulators\Vircon32\Emulator\Vircon32.exe + + diff --git a/resources/systems/windows/es_systems.xml b/resources/systems/windows/es_systems.xml index 6ef924364..c9d5d9c02 100644 --- a/resources/systems/windows/es_systems.xml +++ b/resources/systems/windows/es_systems.xml @@ -2128,6 +2128,16 @@ odyssey2 videopac + + vircon32 + Vircon32 Virtual Console + %ROMPATH%\vircon32 + .v32 .V32 .7z .7Z .zip .ZIP + %EMULATOR_RETROARCH% -L %CORE_RETROARCH%\vircon32_libretro.dll %ROM% + %EMULATOR_VIRCON32% %ROM% + vircon32 + vircon32 + virtualboy Nintendo Virtual Boy From cf8606df49fa9a5b860920e01d68ed245343832c Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Mon, 10 Mar 2025 21:38:08 +0100 Subject: [PATCH 173/284] (linear-es-de) Added support for the Vircon32 Virtual Console (vircon32) game system --- themes/linear-es-de/system/logos/vircon32.svg | 51 ++++++++++ .../system/metadata-custom/vircon32.xml | 7 ++ .../linear-es-de/system/metadata/vircon32.xml | 88 ++++++++++++++++++ .../system/systemart/vircon32.webp | Bin 0 -> 18672 bytes 4 files changed, 146 insertions(+) create mode 100644 themes/linear-es-de/system/logos/vircon32.svg create mode 100644 themes/linear-es-de/system/metadata-custom/vircon32.xml create mode 100644 themes/linear-es-de/system/metadata/vircon32.xml create mode 100644 themes/linear-es-de/system/systemart/vircon32.webp diff --git a/themes/linear-es-de/system/logos/vircon32.svg b/themes/linear-es-de/system/logos/vircon32.svg new file mode 100644 index 000000000..64c0c04d2 --- /dev/null +++ b/themes/linear-es-de/system/logos/vircon32.svg @@ -0,0 +1,51 @@ + +image/svg+xml diff --git a/themes/linear-es-de/system/metadata-custom/vircon32.xml b/themes/linear-es-de/system/metadata-custom/vircon32.xml new file mode 100644 index 000000000..7e95c8bec --- /dev/null +++ b/themes/linear-es-de/system/metadata-custom/vircon32.xml @@ -0,0 +1,7 @@ + + + + ${systemManufacturer} / ${systemReleaseYear} / ${systemHardwareType} + + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/vircon32.xml b/themes/linear-es-de/system/metadata/vircon32.xml new file mode 100644 index 000000000..e84f6ee75 --- /dev/null +++ b/themes/linear-es-de/system/metadata/vircon32.xml @@ -0,0 +1,88 @@ + + + Vircon32 + Vircon32 is a virtual console inspired by classic 16- and 32-bit systems as well as the arcade era. + Carra + 2021 + 2021 + 2021 + Engine + 1-1 + 406270 + 80B3FF + 00FFFF + 5FD38D + 66FF00 + 1-1 + + + + Engine + + + + + Motor + + + + + Motor + + + + + Moteur + + + + + Motore + + + + + Motor + + + + + Silnik + + + + + Motor + + + + + Motor + + + + + Двигатель + + + + + Motor + + + + + エンジン + + + + + 엔진 + + + + + 发动机 + + + \ No newline at end of file diff --git a/themes/linear-es-de/system/systemart/vircon32.webp b/themes/linear-es-de/system/systemart/vircon32.webp new file mode 100644 index 0000000000000000000000000000000000000000..dd24540d900990a5c89a8023083d5a76be948696 GIT binary patch literal 18672 zcmeFYW0WROw4(?9_wHBa^F@4-&W=T!*2^=fGxlpp#Lv>z&|O922lbpQZ)765?O{CC{GW&g+lg)0Dn(s!(+ zrT~ES3;=-4^t)}X|H5y`Z-f6CxBo|-{~kX9DY;*LnBUn(8MY>&tSEnP&>0R?6_x_5 zJ^R8S95RS4gQ@E!(p-1d^V=>SLyLFz15^^YxblN3HE_53z-BQl*fg?R3=|ZOrfD$Y 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z8)a0Q=Fg}X>{cLU-dis`ll4$wEF0lirk-LD>Uas~b}pXx#(9$>f3ri)i2z3NA0AY- zCf*JPTki&m)>vBntig1NYpUBQ$&g0SXv)%2N@6g|7-^WU%zELhU0-gAIUSXCoDtd>GEOHhE&c^FWO}$y zV$Y`mLpvckjigGd00ibl5GGJ@BqIt*N}+|EB(TFL|7-4$)W;;{#%Eg9%2{Rpw14DUtAsa3f~E|X^Tkx#+2v+0N6Rho&W#< literal 0 HcmV?d00001 From ba7dbc197e919c2f06e4e2f9f88429ed8886a66d Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Mon, 10 Mar 2025 21:40:15 +0100 Subject: [PATCH 175/284] (slate-es-de) Added support for the Vircon32 Virtual Console (vircon32) game system --- themes/slate-es-de/vircon32/colors.xml | 16 +++++++ themes/slate-es-de/vircon32/images/logo.svg | 51 +++++++++++++++++++++ themes/slate-es-de/vircon32/systeminfo.xml | 22 +++++++++ 3 files changed, 89 insertions(+) create mode 100644 themes/slate-es-de/vircon32/colors.xml create mode 100644 themes/slate-es-de/vircon32/images/logo.svg create mode 100644 themes/slate-es-de/vircon32/systeminfo.xml diff --git a/themes/slate-es-de/vircon32/colors.xml b/themes/slate-es-de/vircon32/colors.xml new file mode 100644 index 000000000..3645e00a6 --- /dev/null +++ b/themes/slate-es-de/vircon32/colors.xml @@ -0,0 +1,16 @@ + + + + 80B3FF + + + 00FFFF + + + 5FD38D + + + 66FF00 + + + \ No newline at end of file diff --git a/themes/slate-es-de/vircon32/images/logo.svg b/themes/slate-es-de/vircon32/images/logo.svg new file mode 100644 index 000000000..50d634bd9 --- /dev/null +++ b/themes/slate-es-de/vircon32/images/logo.svg @@ -0,0 +1,51 @@ + +image/svg+xml diff --git a/themes/slate-es-de/vircon32/systeminfo.xml b/themes/slate-es-de/vircon32/systeminfo.xml new file mode 100644 index 000000000..624fad4e2 --- /dev/null +++ b/themes/slate-es-de/vircon32/systeminfo.xml @@ -0,0 +1,22 @@ + + + + Creator: Carra + + + Initial release: 2021 + + + Vircon32 is a virtual console inspired by classic 16- and + + + 32-bit systems as well as the arcade era. + + + Resolution: 640×360 pixels, 16.7 million colors + + + Sound: 16 channels, 16-bit stereo + + + \ No newline at end of file From c7207086a79eaafe11752916cfed57df1b5cdfd9 Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Mon, 10 Mar 2025 21:45:46 +0100 Subject: [PATCH 176/284] Documentation update --- ANDROID-DEV.md | 1 + CHANGELOG.md | 1 + USERGUIDE-DEV.md | 1 + 3 files changed, 3 insertions(+) diff --git a/ANDROID-DEV.md b/ANDROID-DEV.md index 6d0473bf4..075a9c378 100644 --- a/ANDROID-DEV.md +++ b/ANDROID-DEV.md @@ -899,6 +899,7 @@ The **@** symbol indicates that the emulator is _deprecated_ and will be removed | vectrex | GCE Vectrex | vecx | MAME4droid Current **(Standalone)** | Yes for MAME4droid Current | Single archive or ROM file | | vic20 | Commodore VIC-20 | VICE xvic | | No | Single archive or tape, cartridge or diskette image file | | videopac | Philips Videopac G7000 | O2EM | MAME4droid Current **(Standalone)** | Yes | Single archive or ROM file | +| vircon32 | Vircon32 Virtual Console | Vircon32 | | No | Single archive or ROM file | | virtualboy | Nintendo Virtual Boy | Beetle VB | Virtual Virtual Boy **(Standalone)** | No | Single archive or ROM file | | vpinball | Visual Pinball | Visual Pinball **(Standalone)** | | No | See the specific _Visual Pinball_ section in the user guide | | vsmile | VTech V.Smile | MAME4droid Current **(Standalone)** | | Yes | Single archive or ROM file | diff --git a/CHANGELOG.md b/CHANGELOG.md index 37bf7f46c..086e1c41c 100644 --- a/CHANGELOG.md +++ b/CHANGELOG.md @@ -11,6 +11,7 @@ * Added a system status element showing the Blueooth, Wi-Fi, cellular and battery status on screen * Added a "Display clock" setting to the UI settings menu to display an on screen clock (disabled by default) * Added translations for Traditional Chinese (zh_TW) +* Added support for the Vircon32 Virtual Console (vircon32) game system * Increased the roundness for all corners in the menu system and for the notification popups * Increased the background blur slightly when a menu is open * Added an option to completely disable the game launch screen (via the UI settings menu) diff --git a/USERGUIDE-DEV.md b/USERGUIDE-DEV.md index de4ff8eef..683d7e9ff 100644 --- a/USERGUIDE-DEV.md +++ b/USERGUIDE-DEV.md @@ -4329,6 +4329,7 @@ The **@** symbol indicates that the emulator is _deprecated_ and will be removed | vectrex | GCE Vectrex | vecx | MAME - Current,
MAME **(Standalone)** | Yes for MAME | Single archive or ROM file | | vic20 | Commodore VIC-20 | VICE xvic | VICE xvic **(Standalone)** | No | Single archive or tape, cartridge or diskette image file | | videopac | Philips Videopac G7000 | O2EM | MAME - Current,
MAME **(Standalone)** | Yes | Single archive or ROM file | +| vircon32 | Vircon32 Virtual Console | Vircon32 | Vircon32 **(Standalone)** [LW] | No | Single archive or ROM file | | virtualboy | Nintendo Virtual Boy | Beetle VB | Mednafen **(Standalone)** | No | Single archive or ROM file | | vpinball | Visual Pinball | Visual Pinball **(Standalone)** | | No | See the specific _Visual Pinball_ section elsewhere in this guide | | vsmile | VTech V.Smile | MAME - Current | MAME **(Standalone)** | Yes | Single archive or ROM file | From 59afbc23f00ee39c92b8e692c91837540ebacf34 Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Mon, 10 Mar 2025 22:43:55 +0100 Subject: [PATCH 177/284] Added the .m3u file extension to the sega32x, sega32xjp and sega32xna systems --- resources/systems/android/es_systems.xml | 6 +++--- resources/systems/haiku/es_systems.xml | 6 +++--- resources/systems/linux/es_systems.xml | 6 +++--- resources/systems/macos/es_systems.xml | 6 +++--- resources/systems/unix/es_systems.xml | 6 +++--- resources/systems/windows/es_systems.xml | 6 +++--- 6 files changed, 18 insertions(+), 18 deletions(-) diff --git a/resources/systems/android/es_systems.xml b/resources/systems/android/es_systems.xml index 66f88501e..fa3db20fd 100644 --- a/resources/systems/android/es_systems.xml +++ b/resources/systems/android/es_systems.xml @@ -1642,7 +1642,7 @@ sega32x Sega Mega Drive 32X %ROMPATH%/sega32x - .32x .32X .68k .68K .bin .BIN .chd .CHD .cue .CUE .gen .GEN .iso .ISO .md .MD .smd .SMD .sms .SMS .7z .7Z .zip .ZIP + .32x .32X .68k .68K .bin .BIN .chd .CHD .cue .CUE .gen .GEN .iso .ISO .m3u .M3U .md .MD .smd .SMD .sms .SMS .7z .7Z .zip .ZIP %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/picodrive_libretro_android.so %EXTRA_ROM%=%ROM% sega32x sega32x @@ -1651,7 +1651,7 @@ sega32xjp Sega Super 32X %ROMPATH%/sega32xjp - .32x .32X .68k .68K .bin .BIN .chd .CHD .cue .CUE .gen .GEN .iso .ISO .md .MD .smd .SMD .sms .SMS .7z .7Z .zip .ZIP + .32x .32X .68k .68K .bin .BIN .chd .CHD .cue .CUE .gen .GEN .iso .ISO .m3u .M3U .md .MD .smd .SMD .sms .SMS .7z .7Z .zip .ZIP %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/picodrive_libretro_android.so %EXTRA_ROM%=%ROM% sega32x sega32xjp @@ -1660,7 +1660,7 @@ sega32xna Sega Genesis 32X %ROMPATH%/sega32xna - .32x .32X .68k .68K .bin .BIN .chd .CHD .cue .CUE .gen .GEN .iso .ISO .md .MD .smd .SMD .sms .SMS .7z .7Z .zip .ZIP + .32x .32X .68k .68K .bin .BIN .chd .CHD .cue .CUE .gen .GEN .iso .ISO .m3u .M3U .md .MD .smd .SMD .sms .SMS .7z .7Z .zip .ZIP %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/picodrive_libretro_android.so %EXTRA_ROM%=%ROM% sega32x sega32xna diff --git a/resources/systems/haiku/es_systems.xml b/resources/systems/haiku/es_systems.xml index 3346581a4..d28240e31 100644 --- a/resources/systems/haiku/es_systems.xml +++ b/resources/systems/haiku/es_systems.xml @@ -1434,7 +1434,7 @@ sega32x Sega Mega Drive 32X %ROMPATH%/sega32x - .32x .32X .68k .68K .bin .BIN .chd .CHD .cue .CUE .gen .GEN .iso .ISO .md .MD .smd .SMD .sms .SMS .7z .7Z .zip .ZIP + .32x .32X .68k .68K .bin .BIN .chd .CHD .cue .CUE .gen .GEN .iso .ISO .m3u .M3U .md .MD .smd .SMD .sms .SMS .7z .7Z .zip .ZIP %EMULATOR_RETROARCH% -L %CORE_RETROARCH%/picodrive_libretro.so %ROM% sega32x sega32x @@ -1443,7 +1443,7 @@ sega32xjp Sega Super 32X %ROMPATH%/sega32xjp - .32x .32X .68k .68K .bin .BIN .chd .CHD .cue .CUE .gen .GEN .iso .ISO .md .MD .smd .SMD .sms .SMS .7z .7Z .zip .ZIP + .32x .32X .68k .68K .bin .BIN .chd .CHD .cue .CUE .gen .GEN .iso .ISO .m3u .M3U .md .MD .smd .SMD .sms .SMS .7z .7Z .zip .ZIP %EMULATOR_RETROARCH% -L %CORE_RETROARCH%/picodrive_libretro.so %ROM% sega32x sega32xjp @@ -1452,7 +1452,7 @@ sega32xna Sega Genesis 32X %ROMPATH%/sega32xna - .32x .32X .68k .68K .bin .BIN .chd .CHD .cue .CUE .gen .GEN .iso .ISO .md .MD .smd .SMD .sms .SMS .7z .7Z .zip .ZIP + .32x .32X .68k .68K .bin .BIN .chd .CHD .cue .CUE .gen .GEN .iso .ISO .m3u .M3U .md .MD .smd .SMD .sms .SMS .7z .7Z .zip .ZIP %EMULATOR_RETROARCH% -L %CORE_RETROARCH%/picodrive_libretro.so %ROM% sega32x sega32xna diff --git a/resources/systems/linux/es_systems.xml b/resources/systems/linux/es_systems.xml index 91b73bc09..676f2b916 100644 --- a/resources/systems/linux/es_systems.xml +++ b/resources/systems/linux/es_systems.xml @@ -1755,7 +1755,7 @@ sega32x Sega Mega Drive 32X %ROMPATH%/sega32x - .32x .32X .68k .68K .bin .BIN .chd .CHD .cue .CUE .gen .GEN .iso .ISO .md .MD .smd .SMD .sms .SMS .7z .7Z .zip .ZIP + .32x .32X .68k .68K .bin .BIN .chd .CHD .cue .CUE .gen .GEN .iso .ISO .m3u .M3U .md .MD .smd .SMD .sms .SMS .7z .7Z .zip .ZIP %EMULATOR_RETROARCH% -L %CORE_RETROARCH%/picodrive_libretro.so %ROM% %EMULATOR_ARES% --fullscreen --system "Mega 32X" %ROM% sega32x @@ -1765,7 +1765,7 @@ sega32xjp Sega Super 32X %ROMPATH%/sega32xjp - .32x .32X .68k .68K .bin .BIN .chd .CHD .cue .CUE .gen .GEN .iso .ISO .md .MD .smd .SMD .sms .SMS .7z .7Z .zip .ZIP + .32x .32X .68k .68K .bin .BIN .chd .CHD .cue .CUE .gen .GEN .iso .ISO .m3u .M3U .md .MD .smd .SMD .sms .SMS .7z .7Z .zip .ZIP %EMULATOR_RETROARCH% -L %CORE_RETROARCH%/picodrive_libretro.so %ROM% %EMULATOR_ARES% --fullscreen --system "Mega 32X" %ROM% sega32x @@ -1775,7 +1775,7 @@ sega32xna Sega Genesis 32X %ROMPATH%/sega32xna - .32x .32X .68k .68K .bin .BIN .chd .CHD .cue .CUE .gen .GEN .iso .ISO .md .MD .smd .SMD .sms .SMS .7z .7Z .zip .ZIP + .32x .32X .68k .68K .bin .BIN .chd .CHD .cue .CUE .gen .GEN .iso .ISO .m3u .M3U .md .MD .smd .SMD .sms .SMS .7z .7Z .zip .ZIP %EMULATOR_RETROARCH% -L %CORE_RETROARCH%/picodrive_libretro.so %ROM% %EMULATOR_ARES% --fullscreen --system "Mega 32X" %ROM% sega32x diff --git a/resources/systems/macos/es_systems.xml b/resources/systems/macos/es_systems.xml index 0cce7583b..5edd2ebb7 100644 --- a/resources/systems/macos/es_systems.xml +++ b/resources/systems/macos/es_systems.xml @@ -1655,7 +1655,7 @@ sega32x Sega Mega Drive 32X %ROMPATH%/sega32x - .32x .32X .68k .68K .bin .BIN .chd .CHD .cue .CUE .gen .GEN .iso .ISO .md .MD .smd .SMD .sms .SMS .7z .7Z .zip .ZIP + .32x .32X .68k .68K .bin .BIN .chd .CHD .cue .CUE .gen .GEN .iso .ISO .m3u .M3U .md .MD .smd .SMD .sms .SMS .7z .7Z .zip .ZIP %EMULATOR_RETROARCH% -L %CORE_RETROARCH%/picodrive_libretro.dylib %ROM% %EMULATOR_ARES% --fullscreen --system "Mega 32X" %ROM% sega32x @@ -1665,7 +1665,7 @@ sega32xjp Sega Super 32X %ROMPATH%/sega32xjp - .32x .32X .68k .68K .bin .BIN .chd .CHD .cue .CUE .gen .GEN .iso .ISO .md .MD .smd .SMD .sms .SMS .7z .7Z .zip .ZIP + .32x .32X .68k .68K .bin .BIN .chd .CHD .cue .CUE .gen .GEN .iso .ISO .m3u .M3U .md .MD .smd .SMD .sms .SMS .7z .7Z .zip .ZIP %EMULATOR_RETROARCH% -L %CORE_RETROARCH%/picodrive_libretro.dylib %ROM% %EMULATOR_ARES% --fullscreen --system "Mega 32X" %ROM% sega32x @@ -1675,7 +1675,7 @@ sega32xna Sega Genesis 32X %ROMPATH%/sega32xna - .32x .32X .68k .68K .bin .BIN .chd .CHD .cue .CUE .gen .GEN .iso .ISO .md .MD .smd .SMD .sms .SMS .7z .7Z .zip .ZIP + .32x .32X .68k .68K .bin .BIN .chd .CHD .cue .CUE .gen .GEN .iso .ISO .m3u .M3U .md .MD .smd .SMD .sms .SMS .7z .7Z .zip .ZIP %EMULATOR_RETROARCH% -L %CORE_RETROARCH%/picodrive_libretro.dylib %ROM% %EMULATOR_ARES% --fullscreen --system "Mega 32X" %ROM% sega32x diff --git a/resources/systems/unix/es_systems.xml b/resources/systems/unix/es_systems.xml index e558923e1..a5bfc66e6 100644 --- a/resources/systems/unix/es_systems.xml +++ b/resources/systems/unix/es_systems.xml @@ -1708,7 +1708,7 @@ sega32x Sega Mega Drive 32X %ROMPATH%/sega32x - .32x .32X .68k .68K .bin .BIN .chd .CHD .cue .CUE .gen .GEN .iso .ISO .md .MD .smd .SMD .sms .SMS .7z .7Z .zip .ZIP + .32x .32X .68k .68K .bin .BIN .chd .CHD .cue .CUE .gen .GEN .iso .ISO .m3u .M3U .md .MD .smd .SMD .sms .SMS .7z .7Z .zip .ZIP %EMULATOR_RETROARCH% -L %CORE_RETROARCH%/picodrive_libretro.so %ROM% %EMULATOR_ARES% --fullscreen --system "Mega 32X" %ROM% sega32x @@ -1718,7 +1718,7 @@ sega32xjp Sega Super 32X %ROMPATH%/sega32xjp - .32x .32X .68k .68K .bin .BIN .chd .CHD .cue .CUE .gen .GEN .iso .ISO .md .MD .smd .SMD .sms .SMS .7z .7Z .zip .ZIP + .32x .32X .68k .68K .bin .BIN .chd .CHD .cue .CUE .gen .GEN .iso .ISO .m3u .M3U .md .MD .smd .SMD .sms .SMS .7z .7Z .zip .ZIP %EMULATOR_RETROARCH% -L %CORE_RETROARCH%/picodrive_libretro.so %ROM% %EMULATOR_ARES% --fullscreen --system "Mega 32X" %ROM% sega32x @@ -1728,7 +1728,7 @@ sega32xna Sega Genesis 32X %ROMPATH%/sega32xna - .32x .32X .68k .68K .bin .BIN .chd .CHD .cue .CUE .gen .GEN .iso .ISO .md .MD .smd .SMD .sms .SMS .7z .7Z .zip .ZIP + .32x .32X .68k .68K .bin .BIN .chd .CHD .cue .CUE .gen .GEN .iso .ISO .m3u .M3U .md .MD .smd .SMD .sms .SMS .7z .7Z .zip .ZIP %EMULATOR_RETROARCH% -L %CORE_RETROARCH%/picodrive_libretro.so %ROM% %EMULATOR_ARES% --fullscreen --system "Mega 32X" %ROM% sega32x diff --git a/resources/systems/windows/es_systems.xml b/resources/systems/windows/es_systems.xml index c9d5d9c02..d0f3d5e87 100644 --- a/resources/systems/windows/es_systems.xml +++ b/resources/systems/windows/es_systems.xml @@ -1747,7 +1747,7 @@ sega32x Sega Mega Drive 32X %ROMPATH%\sega32x - .32x .32X .68k .68K .bin .BIN .chd .CHD .cue .CUE .gen .GEN .iso .ISO .md .MD .smd .SMD .sms .SMS .7z .7Z .zip .ZIP + .32x .32X .68k .68K .bin .BIN .chd .CHD .cue .CUE .gen .GEN .iso .ISO .m3u .M3U .md .MD .smd .SMD .sms .SMS .7z .7Z .zip .ZIP %EMULATOR_RETROARCH% -L %CORE_RETROARCH%\picodrive_libretro.dll %ROM% %EMULATOR_ARES% --fullscreen --system "Mega 32X" %ROM% sega32x @@ -1757,7 +1757,7 @@ sega32xjp Sega Super 32X %ROMPATH%\sega32xjp - .32x .32X .68k .68K .bin .BIN .chd .CHD .cue .CUE .gen .GEN .iso .ISO .md .MD .smd .SMD .sms .SMS .7z .7Z .zip .ZIP + .32x .32X .68k .68K .bin .BIN .chd .CHD .cue .CUE .gen .GEN .iso .ISO .m3u .M3U .md .MD .smd .SMD .sms .SMS .7z .7Z .zip .ZIP %EMULATOR_RETROARCH% -L %CORE_RETROARCH%\picodrive_libretro.dll %ROM% %EMULATOR_ARES% --fullscreen --system "Mega 32X" %ROM% sega32x @@ -1767,7 +1767,7 @@ sega32xna Sega Genesis 32X %ROMPATH%\sega32xna - .32x .32X .68k .68K .bin .BIN .chd .CHD .cue .CUE .gen .GEN .iso .ISO .md .MD .smd .SMD .sms .SMS .7z .7Z .zip .ZIP + .32x .32X .68k .68K .bin .BIN .chd .CHD .cue .CUE .gen .GEN .iso .ISO .m3u .M3U .md .MD .smd .SMD .sms .SMS .7z .7Z .zip .ZIP %EMULATOR_RETROARCH% -L %CORE_RETROARCH%\picodrive_libretro.dll %ROM% %EMULATOR_ARES% --fullscreen --system "Mega 32X" %ROM% sega32x From bcfaec3c7f62cc9a4ff1079f13578d3bdacb26b3 Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Tue, 11 Mar 2025 21:39:51 +0100 Subject: [PATCH 178/284] (Android) Added a find rule entry for the new Cemu package name --- resources/systems/android/es_find_rules.xml | 1 + 1 file changed, 1 insertion(+) diff --git a/resources/systems/android/es_find_rules.xml b/resources/systems/android/es_find_rules.xml index d92bb68f6..b5299aacc 100644 --- a/resources/systems/android/es_find_rules.xml +++ b/resources/systems/android/es_find_rules.xml @@ -31,6 +31,7 @@ + info.cemu.cemu/info.cemu.cemu.emulation.EmulationActivity info.cemu.Cemu/info.cemu.Cemu.emulation.EmulationActivity From 909cdfb579cc687f03641facc665f7e635eed3df Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Tue, 11 Mar 2025 21:45:20 +0100 Subject: [PATCH 179/284] Added A7800 standalone as an alternative emulator for the atari7800 system on Linux and Windows --- es-app/assets/Windows_Portable_README.txt | 1 + resources/systems/linux/es_find_rules.xml | 9 +++++++++ resources/systems/linux/es_systems.xml | 1 + resources/systems/windows/es_find_rules.xml | 10 ++++++++++ resources/systems/windows/es_find_rules_portable.xml | 7 +++++++ resources/systems/windows/es_systems.xml | 1 + 6 files changed, 29 insertions(+) diff --git a/es-app/assets/Windows_Portable_README.txt b/es-app/assets/Windows_Portable_README.txt index 16ea8b83d..8e2f559ab 100644 --- a/es-app/assets/Windows_Portable_README.txt +++ b/es-app/assets/Windows_Portable_README.txt @@ -42,6 +42,7 @@ Preconfigured emulator locations: Emulators\RetroArch-Win64\retroarch.exe Emulators\RetroArch\retroarch.exe Emulators\3dSen\3dSen.exe +Emulators\a7800\a7800.exe Emulators\AceDL\AceDL.exe Emulators\AdvanceMAME\advmame.exe Emulators\Altirra\Altirra64.exe diff --git a/resources/systems/linux/es_find_rules.xml b/resources/systems/linux/es_find_rules.xml index 416997a11..5db296888 100644 --- a/resources/systems/linux/es_find_rules.xml +++ b/resources/systems/linux/es_find_rules.xml @@ -52,6 +52,15 @@ ~/bin/3dSen/3dSen.exe + + + + ~/Applications/a7800-linux/a7800 + ~/.local/share/applications/a7800-linux/a7800 + ~/.local/bin/a7800-linux/a7800 + ~/bin/a7800-linux/a7800 + + diff --git a/resources/systems/linux/es_systems.xml b/resources/systems/linux/es_systems.xml index 676f2b916..b2a6f2066 100644 --- a/resources/systems/linux/es_systems.xml +++ b/resources/systems/linux/es_systems.xml @@ -242,6 +242,7 @@ %EMULATOR_RETROARCH% -L %CORE_RETROARCH%/prosystem_libretro.so %ROM% %EMULATOR_RETROARCH% -L %CORE_RETROARCH%/mame_libretro.so "a7800 -rompath \"%GAMEDIRRAW%;%ROMPATH%/atari7800\" -cart \"%ROMRAW%\"" %STARTDIR%=~/.mame %EMULATOR_MAME% -rompath %GAMEDIR%\;%ROMPATH%/atari7800 a7800 -cart %ROM% + %STARTDIR%=%EMUDIR% %EMULATOR_A7800% -rompath %GAMEDIR%\;%ROMPATH%/atari7800 a7800 -cart %ROM% atari7800 atari7800 diff --git a/resources/systems/windows/es_find_rules.xml b/resources/systems/windows/es_find_rules.xml index 69197d36e..15f0095b2 100644 --- a/resources/systems/windows/es_find_rules.xml +++ b/resources/systems/windows/es_find_rules.xml @@ -52,6 +52,16 @@ %ESPATH%\..\Emulators\3dSen\3dSen.exe + + + + a7800.exe + + + %ESPATH%\Emulators\a7800\a7800.exe + %ESPATH%\..\Emulators\a7800\a7800.exe + + diff --git a/resources/systems/windows/es_find_rules_portable.xml b/resources/systems/windows/es_find_rules_portable.xml index 2973bdd07..0c9bcfecf 100644 --- a/resources/systems/windows/es_find_rules_portable.xml +++ b/resources/systems/windows/es_find_rules_portable.xml @@ -28,6 +28,13 @@ %ESPATH%\..\Emulators\3dSen\3dSen.exe + + + + %ESPATH%\Emulators\a7800\a7800.exe + %ESPATH%\..\Emulators\a7800\a7800.exe + + diff --git a/resources/systems/windows/es_systems.xml b/resources/systems/windows/es_systems.xml index d0f3d5e87..291e39300 100644 --- a/resources/systems/windows/es_systems.xml +++ b/resources/systems/windows/es_systems.xml @@ -242,6 +242,7 @@ %EMULATOR_RETROARCH% -L %CORE_RETROARCH%\prosystem_libretro.dll %ROM% %EMULATOR_RETROARCH% -L %CORE_RETROARCH%\mame_libretro.dll "a7800 -rompath \"%GAMEDIRRAW%;%ROMPATH%\atari7800\" -cart \"%ROMRAW%\"" %HIDEWINDOW% %STARTDIR%=%EMUDIR% %EMULATOR_MAME% -rompath %GAMEDIR%\;%ROMPATH%\atari7800 a7800 -cart %ROM% + %STARTDIR%=%EMUDIR% %EMULATOR_A7800% -rompath %GAMEDIR%\;%ROMPATH%\atari7800 a7800 -cart %ROM% atari7800 atari7800 From 696fab1c8e644f6357acb8f9db294216094c9ce8 Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Tue, 11 Mar 2025 21:50:54 +0100 Subject: [PATCH 180/284] (Linux) Added XM6 TypeG Wine and XM6 TypeG Proton as alternative emulators for the x68000 system Also added XM6 TypeG standalone as an alternative emulator for the x68000 system on Windows --- es-app/assets/Windows_Portable_README.txt | 1 + resources/systems/linux/es_find_rules.xml | 9 +++++++++ resources/systems/linux/es_systems.xml | 2 ++ resources/systems/windows/es_find_rules.xml | 10 ++++++++++ resources/systems/windows/es_find_rules_portable.xml | 7 +++++++ resources/systems/windows/es_systems.xml | 1 + 6 files changed, 30 insertions(+) diff --git a/es-app/assets/Windows_Portable_README.txt b/es-app/assets/Windows_Portable_README.txt index 8e2f559ab..3ed688c45 100644 --- a/es-app/assets/Windows_Portable_README.txt +++ b/es-app/assets/Windows_Portable_README.txt @@ -148,6 +148,7 @@ Emulators\xemu\xemu.exe Emulators\xenia\xenia.exe Emulators\xenia_canary\xenia_canary.exe Emulators\XM6 Pro-68k\XM6.exe +Emulators\xm6_typeg\xm6g.exe Emulators\xroar\xroar.exe Emulators\yabasanshiro\yabasanshiro.exe Emulators\ZEsarUX\zesarux.exe diff --git a/resources/systems/linux/es_find_rules.xml b/resources/systems/linux/es_find_rules.xml index 5db296888..815323a9a 100644 --- a/resources/systems/linux/es_find_rules.xml +++ b/resources/systems/linux/es_find_rules.xml @@ -1216,6 +1216,15 @@ ~/bin/XM6 Pro-68k/XM6.exe + + + + ~/Applications/xm6_typeg/xm6g.exe + ~/.local/share/applications/xm6_typeg/xm6g.exe + ~/.local/bin/xm6_typeg/xm6g.exe + ~/bin/xm6_typeg/xm6g.exe + + diff --git a/resources/systems/linux/es_systems.xml b/resources/systems/linux/es_systems.xml index b2a6f2066..81e526eaa 100644 --- a/resources/systems/linux/es_systems.xml +++ b/resources/systems/linux/es_systems.xml @@ -2290,6 +2290,8 @@ %STARTDIR%=~/.mame %EMULATOR_MAME% -rompath %GAMEDIR%\;%ROMPATH%/x68000 x68000 -flop1 %ROM% %STARTDIR%=%GAMEDIR% %PRECOMMAND_WINE% %EMULATOR_XM6PRO68K-WINDOWS% "%FILENAME%" %STARTDIR%=%GAMEDIR% %PRECOMMAND_PROTON% %EMULATOR_XM6PRO68K-WINDOWS% "%FILENAME%" + %STARTDIR%=%GAMEDIR% %PRECOMMAND_WINE% %EMULATOR_XM6TYPEG-WINDOWS% "%FILENAME%" + %STARTDIR%=%GAMEDIR% %PRECOMMAND_PROTON% %EMULATOR_XM6TYPEG-WINDOWS% "%FILENAME%" x68000 x68000 diff --git a/resources/systems/windows/es_find_rules.xml b/resources/systems/windows/es_find_rules.xml index 15f0095b2..03e60f557 100644 --- a/resources/systems/windows/es_find_rules.xml +++ b/resources/systems/windows/es_find_rules.xml @@ -1091,6 +1091,16 @@ %ESPATH%\..\Emulators\XM6 Pro-68k\XM6.exe + + + + xm6g.exe + + + %ESPATH%\Emulators\xm6_typeg\xm6g.exe + %ESPATH%\..\Emulators\xm6_typeg\xm6g.exe + + diff --git a/resources/systems/windows/es_find_rules_portable.xml b/resources/systems/windows/es_find_rules_portable.xml index 0c9bcfecf..6958c3e1f 100644 --- a/resources/systems/windows/es_find_rules_portable.xml +++ b/resources/systems/windows/es_find_rules_portable.xml @@ -734,6 +734,13 @@ %ESPATH%\..\Emulators\XM6 Pro-68k\XM6.exe + + + + %ESPATH%\Emulators\xm6_typeg\xm6g.exe + %ESPATH%\..\Emulators\xm6_typeg\xm6g.exe + + diff --git a/resources/systems/windows/es_systems.xml b/resources/systems/windows/es_systems.xml index 291e39300..f5ee44687 100644 --- a/resources/systems/windows/es_systems.xml +++ b/resources/systems/windows/es_systems.xml @@ -2273,6 +2273,7 @@ %EMULATOR_RETROARCH% -L %CORE_RETROARCH%\px68k_libretro.dll %ROM% %HIDEWINDOW% %STARTDIR%=%EMUDIR% %EMULATOR_MAME% -rompath %GAMEDIR%\;%ROMPATH%\x68000 x68000 -flop1 %ROM% %STARTDIR%=%EMUDIR% %EMULATOR_XM6PRO68K% %ROM% + %STARTDIR%=%EMUDIR% %EMULATOR_XM6TYPEG% %ROM% x68000 x68000 From 65f70b90b6645b6e348446696877d89e61428953 Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Tue, 11 Mar 2025 21:57:08 +0100 Subject: [PATCH 181/284] (Android) Added Azahar standalone as an alternative emulator for the n3ds system --- resources/systems/android/es_find_rules.xml | 6 ++++++ resources/systems/android/es_systems.xml | 1 + 2 files changed, 7 insertions(+) diff --git a/resources/systems/android/es_find_rules.xml b/resources/systems/android/es_find_rules.xml index b5299aacc..6a494f1dd 100644 --- a/resources/systems/android/es_find_rules.xml +++ b/resources/systems/android/es_find_rules.xml @@ -22,6 +22,12 @@ xyz.aethersx2.android/.EmulationActivity + + + + io.github.lime3ds.android/org.citra.citra_emu.activities.EmulationActivity + + diff --git a/resources/systems/android/es_systems.xml b/resources/systems/android/es_systems.xml index fa3db20fd..7ac467ca5 100644 --- a/resources/systems/android/es_systems.xml +++ b/resources/systems/android/es_systems.xml @@ -1171,6 +1171,7 @@ %EMULATOR_CITRA% %ACTIVITY_CLEAR_TASK% %ACTIVITY_CLEAR_TOP% %DATA%=%ROMSAF% %EMULATOR_CITRA-CANARY% %ACTIVITY_CLEAR_TASK% %ACTIVITY_CLEAR_TOP% %DATA%=%ROMSAF% %EMULATOR_CITRA-MMJ% %EXTRA_GamePath%=%ROM% + %EMULATOR_AZAHAR% %ACTIVITY_CLEAR_TASK% %ACTIVITY_CLEAR_TOP% %DATA%=%ROMSAF% %EMULATOR_MANDARINE% %ACTIVITY_CLEAR_TASK% %ACTIVITY_CLEAR_TOP% %DATA%=%ROMSAF% %EMULATOR_LIME3DS% %ACTIVITY_CLEAR_TASK% %ACTIVITY_CLEAR_TOP% %DATA%=%ROMSAF% %EMULATOR_PANDA3DS% %DATA%=%ROMPROVIDER% From f5661d6e2881a130d52ed34bd9179003db2488ce Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Tue, 11 Mar 2025 22:01:30 +0100 Subject: [PATCH 182/284] Documentation update --- ANDROID-DEV.md | 8 +++++++- CHANGELOG.md | 8 +++++++- USERGUIDE-DEV.md | 6 ++++-- 3 files changed, 18 insertions(+), 4 deletions(-) diff --git a/ANDROID-DEV.md b/ANDROID-DEV.md index 075a9c378..d202cde3f 100644 --- a/ANDROID-DEV.md +++ b/ANDROID-DEV.md @@ -232,6 +232,12 @@ If you prefer to apply the NetherSX2 patch yourself (i.e. build the APK) then yo https://github.com/Trixarian/NetherSX2-patch +### Azahar + +This emulator which is forked from Citra and Lime3DS can be downloaded from their GitHub site. + +https://github.com/azahar-emu/azahar + ### Cemu This emulator can be downloaded from the following GitHub site. Note that this repository is not from the official Cemu project, we consider Cemu as experimental on Android for the time being. @@ -827,7 +833,7 @@ The **@** symbol indicates that the emulator is _deprecated_ and will be removed | naomi | Sega NAOMI | Flycast | Flycast **(Standalone)** | Yes | Single archive file + .chd file in subdirectory if GD-ROM game | | naomi2 | Sega NAOMI 2 | Flycast | Flycast **(Standalone)** | Yes | Single archive file + .chd file in subdirectory if GD-ROM game | | naomigd | Sega NAOMI GD-ROM | Flycast | Flycast **(Standalone)** | Yes | Single archive file + .chd file in subdirectory if GD-ROM game | -| n3ds | Nintendo 3DS | Citra | Citra **(Standalone)**,
Citra Canary **(Standalone)**,
Citra MMJ **(Standalone)**,
Mandarine **(Standalone)**,
Lime3DS **(Standalone)**,
Panda3DS **(Standalone)** | No | Single ROM file | +| n3ds | Nintendo 3DS | Citra | Citra **(Standalone)**,
Citra Canary **(Standalone)**,
Citra MMJ **(Standalone)**,
Azahar **(Standalone)**,
Mandarine **(Standalone)**,
Lime3DS **(Standalone)**,
Panda3DS **(Standalone)** | No | Single ROM file | | n64 | Nintendo 64 | Mupen64Plus-Next | M64Plus FZ **(Standalone)**,
Mupen64Plus AE **(Standalone)**,
ParaLLEl N64 | No | Single archive or ROM file | | n64dd | Nintendo 64DD | Mupen64Plus-Next | M64Plus FZ **(Standalone)**,
Mupen64Plus AE **(Standalone)**,
ParaLLEl N64 | Yes | | | nds | Nintendo DS | melonDS DS | melonDS,
melonDS **(Standalone)**,
melonDS Nightly **(Standalone)**,
DeSmuME,
DeSmuME 2015,
NooDS,
NooDS **(Standalone)**,
DraStic **(Standalone)** | No | Single archive or ROM file | diff --git a/CHANGELOG.md b/CHANGELOG.md index 086e1c41c..8fa7fef56 100644 --- a/CHANGELOG.md +++ b/CHANGELOG.md @@ -21,15 +21,20 @@ * Added the NooDS RetroArch core as an alternative emulator for the gba and nds systems * Added the Holani RetroArch core as an alternative emulator for the atarilynx system * Added the b2 RetroArch core as an alternative emulator for the bbcmicro system +* Added A7800 standalone as an alternative emulator for the atari7800 system on Linux and Windows * (Android) Changed from MAME4droid 2024 to MAME4droid Current for all systems where only this emulator was supported +* (Android) Added a find rule entry for the new Cemu package name * (Android) Added MAME4droid Current emulator entries for all systems where MAME4droid 2024 was supported +* (Android) Added Azahar standalone as an alternative emulator for the n3ds system * (Android) Added Pizza Boy SC standalone as an alternative emulator for the gamegear, genesis, mastersystem, megadrive and megadrivejp systems * (Android) Changed all RetroArch core entries to use absolute paths (this makes the ancient Play store release work correctly) -* (Android) Changed the target SDK version to 35 (Android 15) +* (Windows) Added XM6 TypeG standalone as an alternative emulator for the x68000 system +* (Linux) Added XM6 TypeG Wine and XM6 TypeG Proton as alternative emulators for the x68000 system * (Linux) Added a find rule entry for the new PCSX2 binary name (pcsx2) * (Linux) Added a find rule entry for the new DuckStation binary name (duckstation) * (Linux) Added support for the Flatpak release of Ruffle * (Linux) Changed the AppImage find rule for Mandarine to mandarine-qt*.AppImage +* Added the .m3u file extension to the sega32x, sega32xjp and sega32xna systems * Added the .ruf file extension to the flash system * Refactored the helpsystem code and added support for using an arbitrary amount of helpsystem elements * Added support for specifying which specific entries to display for the helpsystem elements @@ -41,6 +46,7 @@ * Added a "fadeInType" property to the video element to fade in from black or from transparency * Added support for a "none" value to the video element imageType property * Added a BackgroundComponent to replace NinePatchComponent for rendering menu and popup backgrounds +* (Android) Changed the target SDK version to 35 (Android 15) * (macOS) Added a build script for cross-compiling for x86_64 when using an ARM processor * (Linux) Added the BlueZ library as a dependency * Added support for building against libgit2 v1.9.0 and later diff --git a/USERGUIDE-DEV.md b/USERGUIDE-DEV.md index 683d7e9ff..977e93067 100644 --- a/USERGUIDE-DEV.md +++ b/USERGUIDE-DEV.md @@ -810,6 +810,7 @@ The following manually downloaded emulators are supported when using the bundled | amstradcpc | CPCemu | cpcemu/cpcemu | | apple2 | LinApple | linapple/linapple | | atari2600 | Gopher2600 | gopher2600/gopher2600_linux_amd64 | +| atari7800 | A7800 | a7800-linux/a7800 | | atarijaguar/atarijaguarcd | BigPEmu | bigpemu/bigpemu | | coco/dragon32/tanodragon | XRoar | xroar/xroar | | daphne | Hypseus Singe | hypseus-singe/hypseus.bin | @@ -928,6 +929,7 @@ The following Windows emulators are supported, and the setup for most of these i | famicom/nes | 3dSen | 3dSen/3dSen.exe | | model2 | Model 2 Emulator | m2emulator/EMULATOR.EXE | | x68000 | XM6 Pro-68k | XM6 Pro-68k/XM6.exe | +| x68000 | XM6 TypeG | xm6_typeg/xm6g.exe | | xbox360 | xenia | xenia/xenia.exe | | xbox360 | xenia | xenia/xenia_canary.exe | @@ -4176,7 +4178,7 @@ The **@** symbol indicates that the emulator is _deprecated_ and will be removed | astrocde | Bally Astrocade | MAME - Current | MAME **(Standalone)** | Yes | Single archive or ROM file | | atari2600 | Atari 2600 | Stella | Stella 2014,
Stella 2023,
Stella **(Standalone)**,
Gopher2600 **(Standalone)** [LW],
ares **(Standalone)** | No | Single archive or ROM file | | atari5200 | Atari 5200 | a5200 | Atari800,
Atari800 **(Standalone)**,
Altirra **(Standalone)** [W] | Yes except for Altirra | Single archive or ROM file | -| atari7800 | Atari 7800 ProSystem | ProSystem | MAME - Current,
MAME **(Standalone)** | Yes | Single archive or ROM file | +| atari7800 | Atari 7800 ProSystem | ProSystem | MAME - Current,
MAME **(Standalone)**,
A7800 **(Standalone)** [LW] | Yes | Single archive or ROM file | | atari800 | Atari 800 | Atari800 | Atari800 **(Standalone)**,
Altirra **(Standalone)** [W] | Yes except for Altirra | | | atarijaguar | Atari Jaguar | Virtual Jaguar | BigPEmu **(Standalone)** [LW],
BigPEmu **(Wine)** [L],
BigPEmu **(Proton)** [L],
MAME **(Standalone)** | Yes for MAME | See the specific _Atari Jaguar and Atari Jaguar CD_ section elsewhere in this guide | | atarijaguarcd | Atari Jaguar CD | BigPEmu **(Standalone)** [LW] | BigPEmu **(Wine)** [L],
BigPEmu **(Proton)** [L] | No | See the specific _Atari Jaguar and Atari Jaguar CD_ section elsewhere in this guide | @@ -4342,7 +4344,7 @@ The **@** symbol indicates that the emulator is _deprecated_ and will be removed | wonderswan | Bandai WonderSwan | Beetle Cygne | Mednafen **(Standalone)**,
ares **(Standalone)**,
ares [Benesse Pocket Challenge V2] **(Standalone)** | No | Single archive or ROM file | | wonderswancolor | Bandai WonderSwan Color | Beetle Cygne | Mednafen **(Standalone)**,
ares **(Standalone)** | No | Single archive or ROM file | | x1 | Sharp X1 | X Millennium | MAME [Diskette] **(Standalone)**,
MAME [Tape] **(Standalone)** | Yes for MAME | Single archive or diskette/tape file | -| x68000 | Sharp X68000 | PX68k | MAME **(Standalone)**,
XM6 Pro-68k **(Standalone)** [W],
XM6 Pro-68k **(Wine)** [L],
XM6 Pro-68k **(Proton)** [L] | Yes except for XM6 Pro-68k | | +| x68000 | Sharp X68000 | PX68k | MAME **(Standalone)**,
XM6 Pro-68k **(Standalone)** [W],
XM6 TypeG **(Standalone**) [W],
XM6 Pro-68k **(Wine)** [L],
XM6 Pro-68k **(Proton)** [L],
XM6 TypeG **(Wine)** [L],
XM6 TypeG **(Proton)** [L] | Yes for PX68k and MAME | | | xbox | Microsoft Xbox | xemu **(Standalone)** | Cxbx-Reloaded **(Standalone)** [W] | Yes for xemu | Single .iso file for xemu or unpacked .iso directory for Cxbx-Reloaded | | xbox360 | Microsoft Xbox 360 | xenia **(Standalone)** [W],
xenia **(Wine)** [L] | xenia **(Proton)** [L],
_Shortcut or script_ [L] | No | See the specific _Microsoft Xbox 360_ section elsewhere in this guide | | zmachine | Infocom Z-machine | MojoZork | Gargoyle **(Standalone)** | No | | From ee0030edc856ed1c41746e362684b0b555bac9b3 Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Wed, 12 Mar 2025 20:35:57 +0100 Subject: [PATCH 183/284] (Linux) Added MFME Wine and MFME Proton as alternative emulators for the arcade system Also added MFME standalone as an alternative emulator for the arcade system on Windows --- es-app/assets/Windows_Portable_README.txt | 1 + resources/systems/linux/es_find_rules.xml | 9 +++++++++ resources/systems/linux/es_systems.xml | 4 +++- resources/systems/windows/es_find_rules.xml | 10 ++++++++++ resources/systems/windows/es_find_rules_portable.xml | 7 +++++++ resources/systems/windows/es_systems.xml | 3 ++- 6 files changed, 32 insertions(+), 2 deletions(-) diff --git a/es-app/assets/Windows_Portable_README.txt b/es-app/assets/Windows_Portable_README.txt index 3ed688c45..5c7a30215 100644 --- a/es-app/assets/Windows_Portable_README.txt +++ b/es-app/assets/Windows_Portable_README.txt @@ -95,6 +95,7 @@ Emulators\mandarine\mandarine-qt.exe Emulators\mednafen\mednafen.exe Emulators\melonDS\melonDS.exe Emulators\Mesen\Mesen.exe +Emulators\MFME\MFME.exe Emulators\mGBA\mGBA.exe Emulators\mupen64plus\mupen64plus-ui-console.exe Emulators\noods\noods.exe diff --git a/resources/systems/linux/es_find_rules.xml b/resources/systems/linux/es_find_rules.xml index 815323a9a..01b65d6ad 100644 --- a/resources/systems/linux/es_find_rules.xml +++ b/resources/systems/linux/es_find_rules.xml @@ -643,6 +643,15 @@ ~/bin/Mesen*.AppImage
+ + + + ~/Applications/MFME/MFME.exe + ~/.local/share/applications/MFME/MFME.exe + ~/.local/bin/MFME/MFME.exe + ~/bin/MFME/MFME.exe + + diff --git a/resources/systems/linux/es_systems.xml b/resources/systems/linux/es_systems.xml index 81e526eaa..5d5f5d9a6 100644 --- a/resources/systems/linux/es_systems.xml +++ b/resources/systems/linux/es_systems.xml @@ -147,7 +147,7 @@ arcade Arcade %ROMPATH%/arcade - .cmd .CMD .desktop .neo .NEO .sh .7z .7Z .zip .ZIP + .cmd .CMD .desktop .gam .GAM .neo .NEO .sh .7z .7Z .zip .ZIP %EMULATOR_RETROARCH% -L %CORE_RETROARCH%/mame_libretro.so %ROM% %EMULATOR_RETROARCH% -L %CORE_RETROARCH%/mame2010_libretro.so %ROM% %EMULATOR_RETROARCH% -L %CORE_RETROARCH%/mame2003_plus_libretro.so %ROM% @@ -163,6 +163,8 @@ %EMULATOR_FLYCAST-DOJO% %ROM% %EMULATOR_RETROARCH% -L %CORE_RETROARCH%/kronos_libretro.so %ROM% %STARTDIR%=%GAMEDIR% %EMULATOR_SUPERMODEL% -log-output=%GAMEDIR%/Config/Supermodel.log %INJECT%=%BASENAME%.commands %ROM% + %PRECOMMAND_WINE% %EMULATOR_MFME-WINDOWS% "%ROMRAWWIN%" + %PRECOMMAND_PROTON% %EMULATOR_MFME-WINDOWS% "%ROMRAWWIN%" %ENABLESHORTCUTS% %EMULATOR_OS-SHELL% %ROM% arcade arcade diff --git a/resources/systems/windows/es_find_rules.xml b/resources/systems/windows/es_find_rules.xml index 03e60f557..c4aac485a 100644 --- a/resources/systems/windows/es_find_rules.xml +++ b/resources/systems/windows/es_find_rules.xml @@ -561,6 +561,16 @@ %ESPATH%\..\Emulators\Mesen\Mesen.exe + + + + MFME.exe + + + %ESPATH%\Emulators\MFME\MFME.exe + %ESPATH%\..\Emulators\MFME\MFME.exe + + diff --git a/resources/systems/windows/es_find_rules_portable.xml b/resources/systems/windows/es_find_rules_portable.xml index 6958c3e1f..fc014c951 100644 --- a/resources/systems/windows/es_find_rules_portable.xml +++ b/resources/systems/windows/es_find_rules_portable.xml @@ -378,6 +378,13 @@ %ESPATH%\..\Emulators\Mesen\Mesen.exe + + + + %ESPATH%\Emulators\MFME\MFME.exe + %ESPATH%\..\Emulators\MFME\MFME.exe + + diff --git a/resources/systems/windows/es_systems.xml b/resources/systems/windows/es_systems.xml index f5ee44687..fe6d7a9d3 100644 --- a/resources/systems/windows/es_systems.xml +++ b/resources/systems/windows/es_systems.xml @@ -143,7 +143,7 @@ arcade Arcade %ROMPATH%\arcade - .bat .BAT .cmd .CMD .lnk .LNK .neo .NEO .7z .7Z .zip .ZIP + .bat .BAT .cmd .CMD .gam .GAM .lnk .LNK .neo .NEO .7z .7Z .zip .ZIP %EMULATOR_RETROARCH% -L %CORE_RETROARCH%\mame_libretro.dll %ROM% %EMULATOR_RETROARCH% -L %CORE_RETROARCH%\mame2010_libretro.dll %ROM% %EMULATOR_RETROARCH% -L %CORE_RETROARCH%\mame2003_plus_libretro.dll %ROM% @@ -161,6 +161,7 @@ %RUNINBACKGROUND% %STARTDIR%=%EMUDIR% %EMULATOR_M2EMULATOR% %BASENAME% %STARTDIR%=%EMUDIR% %EMULATOR_M2EMULATOR% %BASENAME% %STARTDIR%=%EMUDIR% %EMULATOR_SUPERMODEL% %INJECT%=%BASENAME%.commands %ROM% + %STARTDIR%=%EMUDIR% %EMULATOR_MFME% %ROM% %HIDEWINDOW% %ESCAPESPECIALS% %EMULATOR_OS-SHELL% /C %ROM% arcade arcade From 679b1b96383c1879509cdcbac3b201103986c3eb Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Wed, 12 Mar 2025 20:39:30 +0100 Subject: [PATCH 184/284] Added a %ROMRAWWIN% variable --- es-app/src/FileData.cpp | 9 +++++++++ 1 file changed, 9 insertions(+) diff --git a/es-app/src/FileData.cpp b/es-app/src/FileData.cpp index 260b95f79..ad3478a66 100644 --- a/es-app/src/FileData.cpp +++ b/es-app/src/FileData.cpp @@ -904,6 +904,10 @@ void FileData::launchGame() std::string romPath {Utils::FileSystem::getEscapedPath(mPath)}; std::string baseName {Utils::FileSystem::getStem(mPath)}; std::string romRaw {Utils::FileSystem::getPreferredPath(mPath)}; +#if !defined(_WIN64) + std::string romRawWindows { + Utils::String::replace(Utils::FileSystem::getPreferredPath(mPath), "/", "\\")}; +#endif // For the special case where a directory has a supported file extension and is therefore // interpreted as a file, check if there is a matching filename inside the directory. @@ -1780,6 +1784,9 @@ void FileData::launchGame() command = Utils::String::replace(command, "%BASENAME%", baseName); command = Utils::String::replace(command, "%FILENAME%", fileName); command = Utils::String::replace(command, "%ROMRAW%", romRaw); +#if !defined(_WIN64) + command = Utils::String::replace(command, "%ROMRAWWIN%", romRawWindows); +#endif command = Utils::String::replace(command, "%ROMPATH%", Utils::FileSystem::getEscapedPath(getROMDirectory())); #else @@ -1909,6 +1916,8 @@ void FileData::launchGame() extraValue = Utils::String::replace(extraValue, "%ROMPATHRAW%", getROMDirectory()); extraValue = Utils::String::replace(extraValue, "%ROMRAW%", romRaw); + extraValue = + Utils::String::replace(extraValue, "%ROMRAWWIN%", romRawWindows); extraValue = Utils::String::replace(extraValue, "%BASENAME%", baseName); extraValue = Utils::String::replace(extraValue, "//", "/"); From 00512fd500d5b3e1f64e6411d5d6bc91c8f524c8 Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Wed, 12 Mar 2025 20:41:23 +0100 Subject: [PATCH 185/284] (Linux) Added support for the manually downloaded release of Mesen --- resources/systems/linux/es_find_rules.xml | 4 ++++ 1 file changed, 4 insertions(+) diff --git a/resources/systems/linux/es_find_rules.xml b/resources/systems/linux/es_find_rules.xml index 01b65d6ad..2731de6b3 100644 --- a/resources/systems/linux/es_find_rules.xml +++ b/resources/systems/linux/es_find_rules.xml @@ -641,6 +641,10 @@ ~/.local/share/applications/Mesen*.AppImage ~/.local/bin/Mesen*.AppImage ~/bin/Mesen*.AppImage + ~/Applications/Mesen/Mesen + ~/.local/share/applications/Mesen/Mesen + ~/.local/bin/Mesen/Mesen + ~/bin/Mesen/Mesen From 5706940a070036472f8064737ca74de6f0fd8a53 Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Wed, 12 Mar 2025 20:46:56 +0100 Subject: [PATCH 186/284] Added Mesen standalone as an alternative emulator for the colecovision, wonderswan and wonderswancolor systems on Linux and Windows --- resources/systems/linux/es_systems.xml | 3 +++ resources/systems/unix/es_systems.xml | 3 +++ resources/systems/windows/es_systems.xml | 3 +++ 3 files changed, 9 insertions(+) diff --git a/resources/systems/linux/es_systems.xml b/resources/systems/linux/es_systems.xml index 5d5f5d9a6..48b7b3956 100644 --- a/resources/systems/linux/es_systems.xml +++ b/resources/systems/linux/es_systems.xml @@ -413,6 +413,7 @@ %EMULATOR_RETROARCH% -L %CORE_RETROARCH%/gearcoleco_libretro.so %ROM% %EMULATOR_OPENMSX% -machine ColecoVision_SGM %INJECT%=%BASENAME%.commands -cart %ROM% %EMULATOR_ARES% --fullscreen --system "ColecoVision" %ROM% + %EMULATOR_MESEN% --fullscreen %ROM% %EMULATOR_COLEM% %INJECT%=%BASENAME%.commands -cv %ROM% colecovision colecovision @@ -2258,6 +2259,7 @@ %EMULATOR_MEDNAFEN% -force_module wswan %ROM% %EMULATOR_ARES% --fullscreen --system "WonderSwan" %ROM% %EMULATOR_ARES% --fullscreen --system "Pocket Challenge V2" %ROM% + %EMULATOR_MESEN% --fullscreen %ROM% wonderswan wonderswan @@ -2269,6 +2271,7 @@ %EMULATOR_RETROARCH% -L %CORE_RETROARCH%/mednafen_wswan_libretro.so %ROM% %EMULATOR_MEDNAFEN% -force_module wswan %ROM% %EMULATOR_ARES% --fullscreen --system "WonderSwan Color" %ROM% + %EMULATOR_MESEN% --fullscreen %ROM% wonderswancolor wonderswancolor diff --git a/resources/systems/unix/es_systems.xml b/resources/systems/unix/es_systems.xml index a5bfc66e6..12632cf77 100644 --- a/resources/systems/unix/es_systems.xml +++ b/resources/systems/unix/es_systems.xml @@ -402,6 +402,7 @@ %EMULATOR_RETROARCH% -L %CORE_RETROARCH%/gearcoleco_libretro.so %ROM% %EMULATOR_OPENMSX% -machine ColecoVision_SGM %INJECT%=%BASENAME%.commands -cart %ROM% %EMULATOR_ARES% --fullscreen --system "ColecoVision" %ROM% + %EMULATOR_MESEN% --fullscreen %ROM% colecovision colecovision @@ -2195,6 +2196,7 @@ %EMULATOR_MEDNAFEN% -force_module wswan %ROM% %EMULATOR_ARES% --fullscreen --system "WonderSwan" %ROM% %EMULATOR_ARES% --fullscreen --system "Pocket Challenge V2" %ROM% + %EMULATOR_MESEN% --fullscreen %ROM% wonderswan wonderswan @@ -2206,6 +2208,7 @@ %EMULATOR_RETROARCH% -L %CORE_RETROARCH%/mednafen_wswan_libretro.so %ROM% %EMULATOR_MEDNAFEN% -force_module wswan %ROM% %EMULATOR_ARES% --fullscreen --system "WonderSwan Color" %ROM% + %EMULATOR_MESEN% --fullscreen %ROM% wonderswancolor wonderswancolor diff --git a/resources/systems/windows/es_systems.xml b/resources/systems/windows/es_systems.xml index fe6d7a9d3..b854de51f 100644 --- a/resources/systems/windows/es_systems.xml +++ b/resources/systems/windows/es_systems.xml @@ -411,6 +411,7 @@ %EMULATOR_RETROARCH% -L %CORE_RETROARCH%\gearcoleco_libretro.dll %ROM% %EMULATOR_OPENMSX% -machine ColecoVision_SGM %INJECT%=%BASENAME%.commands -cart %ROM% %EMULATOR_ARES% --fullscreen --system "ColecoVision" %ROM% + %EMULATOR_MESEN% --fullscreen %ROM% %EMULATOR_COLEM% %INJECT%=%BASENAME%.commands -cv %ROM% colecovision colecovision @@ -2241,6 +2242,7 @@ %EMULATOR_MEDNAFEN% -force_module wswan %ROM% %EMULATOR_ARES% --fullscreen --system "WonderSwan" %ROM% %EMULATOR_ARES% --fullscreen --system "Pocket Challenge V2" %ROM% + %EMULATOR_MESEN% --fullscreen %ROM% wonderswan wonderswan @@ -2252,6 +2254,7 @@ %EMULATOR_RETROARCH% -L %CORE_RETROARCH%\mednafen_wswan_libretro.dll %ROM% %EMULATOR_MEDNAFEN% -force_module wswan %ROM% %EMULATOR_ARES% --fullscreen --system "WonderSwan Color" %ROM% + %EMULATOR_MESEN% --fullscreen %ROM% wonderswancolor wonderswancolor From 55d72ec88b0fa6c7a73ab7c04fea43dff3aefa55 Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Wed, 12 Mar 2025 21:16:37 +0100 Subject: [PATCH 187/284] Added Azahar standalone as an alternative emulator for the n3ds system on Linux and Windows --- es-app/assets/Windows_Portable_README.txt | 1 + resources/systems/linux/es_find_rules.xml | 9 +++++++++ resources/systems/linux/es_systems.xml | 1 + resources/systems/macos/es_find_rules.xml | 6 ++++++ resources/systems/macos/es_systems.xml | 1 + resources/systems/windows/es_find_rules.xml | 10 ++++++++++ resources/systems/windows/es_find_rules_portable.xml | 7 +++++++ resources/systems/windows/es_systems.xml | 1 + 8 files changed, 36 insertions(+) diff --git a/es-app/assets/Windows_Portable_README.txt b/es-app/assets/Windows_Portable_README.txt index 5c7a30215..5360492cf 100644 --- a/es-app/assets/Windows_Portable_README.txt +++ b/es-app/assets/Windows_Portable_README.txt @@ -51,6 +51,7 @@ Emulators\AppleWin\AppleWin.exe Emulators\ArcadeFlashWeb\ArcadeFlashWeb.exe Emulators\ares\ares.exe Emulators\atari800\atari800.exe +Emulators\azahar\azahar.exe Emulators\BasiliskII\BasiliskII.exe Emulators\BeebEm\BeebEm.exe Emulators\BigPEmu\BigPEmu.exe diff --git a/resources/systems/linux/es_find_rules.xml b/resources/systems/linux/es_find_rules.xml index 2731de6b3..9db664832 100644 --- a/resources/systems/linux/es_find_rules.xml +++ b/resources/systems/linux/es_find_rules.xml @@ -115,6 +115,15 @@ atari800-jz.atari800 + + + + ~/Applications/azahar*.AppImage + ~/.local/share/applications/azahar*.AppImage + ~/.local/bin/azahar*.AppImage + ~/bin/azahar*.AppImage + + diff --git a/resources/systems/linux/es_systems.xml b/resources/systems/linux/es_systems.xml index 48b7b3956..a237ca701 100644 --- a/resources/systems/linux/es_systems.xml +++ b/resources/systems/linux/es_systems.xml @@ -1245,6 +1245,7 @@ %EMULATOR_RETROARCH% -L %CORE_RETROARCH%/citra_libretro.so %ROM% %EMULATOR_RETROARCH% -L %CORE_RETROARCH%/citra2018_libretro.so %ROM% %EMULATOR_CITRA% %ROM% + %EMULATOR_AZAHAR% %ROM% %EMULATOR_MANDARINE% %ROM% %EMULATOR_LIME3DS% %ROM% %EMULATOR_PANDA3DS% %ROM% diff --git a/resources/systems/macos/es_find_rules.xml b/resources/systems/macos/es_find_rules.xml index 9b4af64a2..d12372d1c 100644 --- a/resources/systems/macos/es_find_rules.xml +++ b/resources/systems/macos/es_find_rules.xml @@ -52,6 +52,12 @@ /usr/local/bin/atari800 + + + + /Applications/azahar.app/Contents/MacOS/azahar + + diff --git a/resources/systems/macos/es_systems.xml b/resources/systems/macos/es_systems.xml index 5edd2ebb7..df636886e 100644 --- a/resources/systems/macos/es_systems.xml +++ b/resources/systems/macos/es_systems.xml @@ -1174,6 +1174,7 @@ %ROMPATH%/n3ds .3ds .3DS .3dsx .3DSX .app .APP .axf .AXF .cci .CCI .cxi .CXI .elf .ELF .7z .7Z .zip .ZIP %EMULATOR_CITRA% %ROM% + %EMULATOR_AZAHAR% %ROM% %EMULATOR_MANDARINE% %ROM% %EMULATOR_LIME3DS% %ROM% %EMULATOR_PANDA3DS% %ROM% diff --git a/resources/systems/windows/es_find_rules.xml b/resources/systems/windows/es_find_rules.xml index c4aac485a..1eb47fe28 100644 --- a/resources/systems/windows/es_find_rules.xml +++ b/resources/systems/windows/es_find_rules.xml @@ -135,6 +135,16 @@ %ESPATH%\..\Emulators\atari800\atari800.exe + + + + azahar.exe + + + %ESPATH%\Emulators\azahar\azahar.exe + %ESPATH%\..\Emulators\azahar\azahar.exe + + diff --git a/resources/systems/windows/es_find_rules_portable.xml b/resources/systems/windows/es_find_rules_portable.xml index fc014c951..5c1d10e42 100644 --- a/resources/systems/windows/es_find_rules_portable.xml +++ b/resources/systems/windows/es_find_rules_portable.xml @@ -86,6 +86,13 @@ %ESPATH%\..\Emulators\atari800\atari800.exe + + + + %ESPATH%\Emulators\azahar\azahar.exe + %ESPATH%\..\Emulators\azahar\azahar.exe + + diff --git a/resources/systems/windows/es_systems.xml b/resources/systems/windows/es_systems.xml index b854de51f..380fef24a 100644 --- a/resources/systems/windows/es_systems.xml +++ b/resources/systems/windows/es_systems.xml @@ -1238,6 +1238,7 @@ %EMULATOR_RETROARCH% -L %CORE_RETROARCH%\citra_libretro.dll %ROM% %EMULATOR_RETROARCH% -L %CORE_RETROARCH%\citra2018_libretro.dll %ROM% %EMULATOR_CITRA% %ROM% + %EMULATOR_AZAHAR% %ROM% %EMULATOR_MANDARINE% %ROM% %EMULATOR_LIME3DS% %ROM% %EMULATOR_PANDA3DS% %ROM% From 539ba2184a6b62159266678b47c2e13bb79039d6 Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Wed, 12 Mar 2025 21:24:58 +0100 Subject: [PATCH 188/284] Documentation update --- CHANGELOG.md | 8 +++++++- INSTALL-DEV.md | 8 +++++--- USERGUIDE-DEV.md | 13 ++++++++----- 3 files changed, 20 insertions(+), 9 deletions(-) diff --git a/CHANGELOG.md b/CHANGELOG.md index 8fa7fef56..dbed2ce35 100644 --- a/CHANGELOG.md +++ b/CHANGELOG.md @@ -21,21 +21,27 @@ * Added the NooDS RetroArch core as an alternative emulator for the gba and nds systems * Added the Holani RetroArch core as an alternative emulator for the atarilynx system * Added the b2 RetroArch core as an alternative emulator for the bbcmicro system +* Added Mesen standalone as an alternative emulator for the colecovision, wonderswan and wonderswancolor systems on Linux and Windows +* Added Azahar standalone as an alternative emulator for the n3ds system * Added A7800 standalone as an alternative emulator for the atari7800 system on Linux and Windows * (Android) Changed from MAME4droid 2024 to MAME4droid Current for all systems where only this emulator was supported * (Android) Added a find rule entry for the new Cemu package name * (Android) Added MAME4droid Current emulator entries for all systems where MAME4droid 2024 was supported -* (Android) Added Azahar standalone as an alternative emulator for the n3ds system * (Android) Added Pizza Boy SC standalone as an alternative emulator for the gamegear, genesis, mastersystem, megadrive and megadrivejp systems * (Android) Changed all RetroArch core entries to use absolute paths (this makes the ancient Play store release work correctly) +* (Windows) Added MFME standalone (fruit machine emulator) as an alternative emulator for the arcade system * (Windows) Added XM6 TypeG standalone as an alternative emulator for the x68000 system +* (Linux) Added MFME Wine and MFME Proton as alternative emulators for the arcade system * (Linux) Added XM6 TypeG Wine and XM6 TypeG Proton as alternative emulators for the x68000 system * (Linux) Added a find rule entry for the new PCSX2 binary name (pcsx2) * (Linux) Added a find rule entry for the new DuckStation binary name (duckstation) * (Linux) Added support for the Flatpak release of Ruffle +* (Linux) Added support for the manually downloaded release of Mesen * (Linux) Changed the AppImage find rule for Mandarine to mandarine-qt*.AppImage +* Added the .gam file extension to the arcade system on Linux and Windows * Added the .m3u file extension to the sega32x, sega32xjp and sega32xna systems * Added the .ruf file extension to the flash system +* Added a %ROMRAWWIN% variable to pass the game ROM path with Windows-style backslash directory separators * Refactored the helpsystem code and added support for using an arbitrary amount of helpsystem elements * Added support for specifying which specific entries to display for the helpsystem elements * Added an "entryLayout" property to the helpsystem element to control the display order for the icons and text diff --git a/INSTALL-DEV.md b/INSTALL-DEV.md index 7c557a8ef..4cfeb9f1a 100644 --- a/INSTALL-DEV.md +++ b/INSTALL-DEV.md @@ -1594,7 +1594,9 @@ The following variables are expanded for the `command` tag: `%ROM%` - Replaced with the absolute path to the selected ROM, with most special characters escaped with a backslash. -`%ROMRAW%` - Replaced with the unescaped, absolute path to the selected ROM. If your emulator is picky about paths, you might want to use this instead of %ROM%, but enclosed in quotes. +`%ROMRAW%` - Replaced with the unescaped, absolute path to the selected ROM. If your emulator is picky about paths, you might want to use this instead of %ROM%, but enclosed in quotes. + +`%ROMRAWWIN%` - Works just like `%ROMRAW%` except that the forward slashes as directory separators are replaced with backslashes (which is the directory separator used on the Windows operating system). This variable is not available on Windows. `%ROMPATH%` - Replaced with the path defined in the setting ROMDirectory in es_settings.xml. If combined with a path that contains blankspaces, then it must be surrounded by quotation marks, for example `%ROMPATH%"\Arcade Games"`. Note that the quotation mark must be located before the directory separator in this case. @@ -1795,9 +1797,9 @@ The es_systems.xml file on Android utilizes variables heavily to implement the _ There are two main ways to pass options to emulators, using _extras_ or using the _data_ URI. There can only be a single data URI but there can be an arbitrary amount of extras. To understand more about the way this works, you can read about the _putExtra()_ and and _setData()_ functions here:\ https://developer.android.com/reference/android/content/Intent -`%EXTRA_` - This passes an _extra_ which contains any additional information that the emulator may support. This is provided as a key/value pair where you define the key name following the literal %EXTRA_ string and terminate it with a % sign and then assign the value using an equal sign. For example %EXTRA_LIBRETRO%=puae_libretro_android.so will pass the extra named _LIBRETRO_ with its value set to _puae_libretro_android.so_. You can pass an unlimited number of extras and you can also use various ROM variables in combination with this as described below. It's also possible to use the `%BASENAME%`, `%GAMEDIRRAW%`, `%ROMPATHRAW%` and `%ROMRAW%` variables inside an `%EXTRA_` variable definition, which will expand to the basename of the game file, the directory of the game file, the ROM directory and the path to the game file respectively. +`%EXTRA_` - This passes an _extra_ which contains any additional information that the emulator may support. This is provided as a key/value pair where you define the key name following the literal %EXTRA_ string and terminate it with a % sign and then assign the value using an equal sign. For example %EXTRA_LIBRETRO%=puae_libretro_android.so will pass the extra named _LIBRETRO_ with its value set to _puae_libretro_android.so_. You can pass an unlimited number of extras and you can also use various ROM variables in combination with this as described below. It's also possible to use the `%BASENAME%`, `%GAMEDIRRAW%`, `%ROMPATHRAW%`, `%ROMRAW%` and `%ROMRAWWIN%` variables inside an `%EXTRA_` variable definition. This will expand to the basename of the game file, the directory of the game file, the ROM directory, the path to the game file with standard forward slashes as directory separators, and the path to the game file with Windows backslashes as directory separators, respectively. -`%EXTRAARRAY_` - Defines an array of comma-separated string values following the key name. Only literal strings and special variables are supported, so this can't be used in combination with any ROM variables. As commas are used as separator characters, you'll need to escape any comma signs that you want to include in the actual value. For example %EXTRAARRAY_Parameters%=pone,p\\,two,pthree will pass the extra named _Parameters_ with the three separate array entries _pone_, _p,two_ and _pthree_. It's also possible to use the `%BASENAME%`, `%GAMEDIRRAW%`, `%ROMPATHRAW%` and `%ROMRAW%` variables inside an `%EXTRAARRAY_` variable definition, which will expand to the basename of the game file, the directory of the game file, the ROM directory and the path to the game file respectively. +`%EXTRAARRAY_` - Defines an array of comma-separated string values following the key name. Only literal strings and special variables are supported, so this can't be used in combination with any ROM variables. As commas are used as separator characters, you'll need to escape any comma signs that you want to include in the actual value. For example %EXTRAARRAY_Parameters%=pone,p\\,two,pthree will pass the extra named _Parameters_ with the three separate array entries _pone_, _p,two_ and _pthree_. It's also possible to use the `%BASENAME%`, `%GAMEDIRRAW%`, `%ROMPATHRAW%`, `%ROMRAW%` and `%ROMRAWWIN%` variables inside an `%EXTRAARRAY_` variable definition. This will expand to the basename of the game file, the directory of the game file, the ROM directory, the path to the game file with standard forward slashes as directory separators, and the path to the game file with Windows backslashes as directory separators, respectively. `%EXTRABOOL_` - Sets an extra with a boolean value, i.e. true/1 or false/0. diff --git a/USERGUIDE-DEV.md b/USERGUIDE-DEV.md index 977e93067..ab07589c5 100644 --- a/USERGUIDE-DEV.md +++ b/USERGUIDE-DEV.md @@ -717,6 +717,7 @@ The following emulators are supported in AppImage format when using the bundled | gc | Triforce | dolphin-emu-triforce*.AppImage | | macintosh | Basilisk II | BasiliskII*.AppImage | | macintosh | SheepShaver | SheepShaver*.AppImage | +| n3ds | Azahar | azahar*.AppImage | | n3ds | Citra | citra-qt*.AppImage | | n3ds | Lime3DS | lime3ds.AppImage | | n3ds | Mandarine | mandarine-qt*.AppImage | @@ -804,6 +805,7 @@ The following manually downloaded emulators are supported when using the bundled | System name | Emulator | Filename | | :-------------------------------------- | :--------------- | :-------------------------------- | +| _Multiple_ | Mesen | Mesen/Mesen | | adam/colecovision | ColEm | colem/colem | | amiga/amiga1200/amiga600/amigacd32/cdtv | Amiberry | amiberry/amiberry | | amstradcpc | ACE-DL | AceDL/AceDL | @@ -925,6 +927,7 @@ The following Windows emulators are supported, and the setup for most of these i | System name | Emulator | Filename | | :------------------------ | :--------------- | :-----------------------| +| arcade | MFME | MFME/MFME.exe | | atarijaguar/atarijaguarcd | BigPEmu | BigPEmu/BigPEmu.exe | | famicom/nes | 3dSen | 3dSen/3dSen.exe | | model2 | Model 2 Emulator | m2emulator/EMULATOR.EXE | @@ -4171,7 +4174,7 @@ The **@** symbol indicates that the emulator is _deprecated_ and will be removed | androidgames | Android Games | _Placeholder_ | | | | | apple2 | Apple II | LinApple **(Standalone)** [L],
Mednafen **(Standalone)** [M],
AppleWin **(Standalone)** [W] | Mednafen **(Standalone)** [LW],
MAME - Current,
MAME **(Standalone)**,
izapple2 **(Standalone)** [LW] | Yes for Mednafen and MAME | See the specific _Apple II_ section elsewhere in this guide | | apple2gs | Apple IIGS | MAME - Current | MAME **(Standalone)** | Yes | See the specific _Apple IIGS_ section elsewhere in this guide | -| arcade | Arcade | MAME - Current | MAME 2010,
MAME 2003-Plus,
MAME 2003,
MAME 2000,
MAME **(Standalone)**,
FinalBurn Neo,
FinalBurn Neo **(Standalone)** [LW],
FB Alpha 2012,
Geolith,
Flycast,
Flycast **(Standalone)**,
Flycast Dojo **(Standalone)**,
Kronos [LW],
Model 2 Emulator **(Standalone)** [W],
Model 2 Emulator [Suspend ES-DE] **(Standalone)** [W],
Supermodel **(Standalone)** [LW],
_Shortcut or script_ | Depends | See the specific _Arcade and Neo Geo_ section elsewhere in this guide | +| arcade | Arcade | MAME - Current | MAME 2010,
MAME 2003-Plus,
MAME 2003,
MAME 2000,
MAME **(Standalone)**,
FinalBurn Neo,
FinalBurn Neo **(Standalone)** [LW],
FB Alpha 2012,
Geolith,
Flycast,
Flycast **(Standalone)**,
Flycast Dojo **(Standalone)**,
Kronos [LW],
Model 2 Emulator **(Standalone)** [W],
Model 2 Emulator [Suspend ES-DE] **(Standalone)** [W],
Supermodel **(Standalone)** [LW],
MFME **(Standalone)** [LW],
_Shortcut or script_ | Depends | See the specific _Arcade and Neo Geo_ section elsewhere in this guide | | arcadia | Emerson Arcadia 2001 | MAME - Current | MAME **(Standalone)**,
WinArcadia **(Standalone)** | No | Single archive or ROM file | | archimedes | Acorn Archimedes | MAME [Model A440/1] **(Standalone)** | MAME [Model A3000] **(Standalone)**,
MAME [Model A310] **(Standalone)**,
MAME [Model A540] **(Standalone)** | Yes | | | arduboy | Arduboy Miniature Game System | Arduous | Ardens | No | Single archive or .hex file | @@ -4193,7 +4196,7 @@ The **@** symbol indicates that the emulator is _deprecated_ and will be removed | chailove | ChaiLove Game Engine | ChaiLove | | | | | channelf | Fairchild Channel F | FreeChaF | MAME - Current,
MAME **(Standalone)** | Yes | Single archive or ROM file | | coco | Tandy Color Computer | XRoar CoCo 2 NTSC **(Standalone)** | XRoar CoCo 2 PAL **(Standalone)**,
MAME [Cartridge] **(Standalone)**,
MAME [Tape] **(Standalone)** | Yes | See the specific _Tandy Color Computer_ section elsewhere in this guide | -| colecovision | Coleco ColecoVision | blueMSX | Gearcoleco,
openMSX **(Standalone)**,
ares **(Standalone)**,
ColEm **(Standalone)** [LW] | Yes | Single archive or ROM file | +| colecovision | Coleco ColecoVision | blueMSX | Gearcoleco,
openMSX **(Standalone)**,
ares **(Standalone)**,
Mesen **(Standalone)** [LW],
ColEm **(Standalone)** [LW] | Yes | Single archive or ROM file | | consolearcade | Console Arcade Systems | MAME - Current | MAME **(Standalone)**,
Flycast,
Flycast **(Standalone)**,
Flycast Dojo **(Standalone)**,
Kronos [LW],
Mednafen [Sega Saturn] **(Standalone)**,
Play! **(Standalone)**,
RPCS3 Shortcut **(Standalone)**,
Triforce **(Standalone)** [LW],
xemu **(Standalone)**,
Cxbx-Reloaded **(Standalone)** [W],
_Shortcut or script_ | Depends | See the specific _Console Arcade Systems_ section elsewhere in this guide | | cps | Capcom Play System | MAME - Current | MAME 2010,
MAME 2003-Plus,
MAME 2003,
MAME 2000,
MAME **(Standalone)**,
FinalBurn Neo,
FinalBurn Neo **(Standalone)** [LW],
FB Alpha 2012,
FB Alpha 2012 CPS-1,
FB Alpha 2012 CPS-2,
FB Alpha 2012 CPS-3 | Depends | See the specific _Arcade and Neo Geo_ section elsewhere in this guide | | cps1 | Capcom Play System I | MAME - Current | MAME 2010,
MAME 2003-Plus,
MAME 2003,
MAME 2000,
MAME **(Standalone)**,
FinalBurn Neo,
FinalBurn Neo **(Standalone)** [LW],
FB Alpha 2012,
FB Alpha 2012 CPS-1 | Depends | See the specific _Arcade and Neo Geo_ section elsewhere in this guide | @@ -4256,7 +4259,7 @@ The **@** symbol indicates that the emulator is _deprecated_ and will be removed | msxturbor | MSX Turbo R | blueMSX | openMSX **(Standalone)**,
openMSX No Machine **(Standalone)** | Yes | | | mugen | M.U.G.E.N Game Engine | Ikemen GO **(Standalone)** | | No | See the specific _M.U.G.E.N Game Engine_ section elsewhere in this guide | | multivision | Othello Multivision | Gearsystem | Mesen **(Standalone)** [LW] | No | Single archive or ROM file | -| n3ds | Nintendo 3DS | Citra [LW],
Citra **(Standalone)** [M] | Citra 2018 [LW],
Citra **(Standalone)** [LW]
Mandarine **(Standalone)**,
Lime3DS **(Standalone)**,
Panda3DS **(Standalone)** | No | Single ROM file | +| n3ds | Nintendo 3DS | Citra [LW],
Citra **(Standalone)** [M] | Citra 2018 [LW],
Citra **(Standalone)** [LW],
Azahar **(Standalone)**,
Mandarine **(Standalone)**,
Lime3DS **(Standalone)**,
Panda3DS **(Standalone)** | No | Single ROM file | | n64 | Nintendo 64 | Mupen64Plus-Next | Mupen64Plus **(Standalone)**,
ParaLLEl N64,
simple64 **(Standalone)** [LW],
Rosalie's Mupen GUI **(Standalone)** [LW],
Project64 **(Standalone)** [W],
ares **(Standalone)**,
sixtyforce **(Standalone)** [M] | No | Single archive or ROM file | | n64dd | Nintendo 64DD | ParaLLEl N64 [LW],
Mupen64Plus-Next [M] | Mupen64Plus-Next [LW],
ParaLLEl N64 [M],
Rosalie's Mupen GUI **(Standalone)** [LW],
ares **(Standalone)** | Yes | See the specific _Nintendo 64DD_ section elsewhere in this guide | | naomi | Sega NAOMI | Flycast | Flycast **(Standalone)**,
Flycast Dojo **(Standalone)**,
Demul **(Standalone)** [W] | Yes | Single archive file + .chd file in subdirectory if GD-ROM game | @@ -4341,8 +4344,8 @@ The **@** symbol indicates that the emulator is _deprecated_ and will be removed | windows | Microsoft Windows | _Suspend ES-DE_ | _Keep ES-DE running_,
_AppImage (Suspend ES-DE)_ [L],
_AppImage (Keep ES-DE running)_ [L] | No | Shortcut (.desktop/.app/.lnk) file, script or AppImage | | windows3x | Microsoft Windows 3.x | DOSBox-X **(Standalone)** | DOSBox-Pure,
_Shortcut or script (Suspend ES-DE)_,
_Shortcut or script (Keep ES-DE running)_,
_AppImage (Suspend ES-DE)_ [L],
_AppImage (Keep ES-DE running)_ [L] | No | See the specific _Microsoft Windows 3.x and 9x_ section elsewhere in this guide | | windows9x | Microsoft Windows 9x | DOSBox-X **(Standalone)** | DOSBox-Pure,
_Shortcut or script (Suspend ES-DE)_,
_Shortcut or script (Keep ES-DE running)_,
_AppImage (Suspend ES-DE)_ [L],
_AppImage (Keep ES-DE running)_ [L] | No | See the specific _Microsoft Windows 3.x and 9x_ section elsewhere in this guide | -| wonderswan | Bandai WonderSwan | Beetle Cygne | Mednafen **(Standalone)**,
ares **(Standalone)**,
ares [Benesse Pocket Challenge V2] **(Standalone)** | No | Single archive or ROM file | -| wonderswancolor | Bandai WonderSwan Color | Beetle Cygne | Mednafen **(Standalone)**,
ares **(Standalone)** | No | Single archive or ROM file | +| wonderswan | Bandai WonderSwan | Beetle Cygne | Mednafen **(Standalone)**,
ares **(Standalone)**,
ares [Benesse Pocket Challenge V2] **(Standalone)**,
Mesen **(Standalone)** [LW] | No | Single archive or ROM file | +| wonderswancolor | Bandai WonderSwan Color | Beetle Cygne | Mednafen **(Standalone)**,
ares **(Standalone)**,
Mesen **(Standalone)** [LW] | No | Single archive or ROM file | | x1 | Sharp X1 | X Millennium | MAME [Diskette] **(Standalone)**,
MAME [Tape] **(Standalone)** | Yes for MAME | Single archive or diskette/tape file | | x68000 | Sharp X68000 | PX68k | MAME **(Standalone)**,
XM6 Pro-68k **(Standalone)** [W],
XM6 TypeG **(Standalone**) [W],
XM6 Pro-68k **(Wine)** [L],
XM6 Pro-68k **(Proton)** [L],
XM6 TypeG **(Wine)** [L],
XM6 TypeG **(Proton)** [L] | Yes for PX68k and MAME | | | xbox | Microsoft Xbox | xemu **(Standalone)** | Cxbx-Reloaded **(Standalone)** [W] | Yes for xemu | Single .iso file for xemu or unpacked .iso directory for Cxbx-Reloaded | From 6a39db2e830744f191d64f41be356335965a3550 Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Thu, 13 Mar 2025 22:43:23 +0100 Subject: [PATCH 189/284] Made a small adjustment to the button_y_PS helpsystem button --- resources/graphics/help/button_y_PS.svg | 27 +++++++++++++++++++++---- 1 file changed, 23 insertions(+), 4 deletions(-) diff --git a/resources/graphics/help/button_y_PS.svg b/resources/graphics/help/button_y_PS.svg index 716e02cff..e57ee2232 100644 --- a/resources/graphics/help/button_y_PS.svg +++ b/resources/graphics/help/button_y_PS.svg @@ -1,5 +1,24 @@ - - - - + + + + + From b5d6802450252c3a64634acaf40e11dfe6f59976 Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Thu, 13 Mar 2025 22:44:27 +0100 Subject: [PATCH 190/284] Updated the de_DE translations --- locale/po/de_DE.po | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) diff --git a/locale/po/de_DE.po b/locale/po/de_DE.po index ab90eed3a..91e67259d 100644 --- a/locale/po/de_DE.po +++ b/locale/po/de_DE.po @@ -2955,10 +2955,10 @@ msgid "32:9 vertical" msgstr "32:9 vertikal" msgid "Searching for games..." -msgstr "Suche nach Spielen.." +msgstr "Suche nach spielen.." msgid "Loading systems..." -msgstr "Lade Systeme..." +msgstr "Lade systeme..." msgid "Reloading..." msgstr "Lade neu..." @@ -2967,7 +2967,7 @@ msgid "Copying resources..." msgstr "Quellen kopieren..." msgid "Creating system directories..." -msgstr "Erzeuge System Verzeichnisse..." +msgstr "Erzeuge system serzeichnisse..." msgid "ERROR: COULDN'T RENDER PDF FILE" msgstr "FEHLER: PDF NICHT DARSTELLBAR" From 79d7cbe1cb3bcd4742955170353bd49cb9e9bed0 Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Thu, 13 Mar 2025 22:45:39 +0100 Subject: [PATCH 191/284] Updated the de_DE translations --- locale/po/de_DE.po | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/locale/po/de_DE.po b/locale/po/de_DE.po index 91e67259d..fe1824222 100644 --- a/locale/po/de_DE.po +++ b/locale/po/de_DE.po @@ -2967,7 +2967,7 @@ msgid "Copying resources..." msgstr "Quellen kopieren..." msgid "Creating system directories..." -msgstr "Erzeuge system serzeichnisse..." +msgstr "Erzeuge system verzeichnisse..." msgid "ERROR: COULDN'T RENDER PDF FILE" msgstr "FEHLER: PDF NICHT DARSTELLBAR" From 9ce4bec4eaa012897d60b6488dc2d615658973b2 Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Thu, 13 Mar 2025 22:46:34 +0100 Subject: [PATCH 192/284] Updated the zh_TW translations --- locale/po/zh_TW.po | 22 +++++++++++----------- 1 file changed, 11 insertions(+), 11 deletions(-) diff --git a/locale/po/zh_TW.po b/locale/po/zh_TW.po index 336db59f2..be6828305 100644 --- a/locale/po/zh_TW.po +++ b/locale/po/zh_TW.po @@ -8,7 +8,7 @@ msgstr "" "Project-Id-Version: ES-DE Frontend\n" "Report-Msgid-Bugs-To: info@es-de.org\n" "POT-Creation-Date: 2025-03-01 09:47+0100\n" -"PO-Revision-Date: 2024-11-26 15:50+0800\n" +"PO-Revision-Date: 2025-03-13 22:26+0800\n" "Last-Translator: Northwestern Software \n" "Language-Team: 繁體中文 \n" "Language: zh_TW\n" @@ -747,7 +747,7 @@ msgid "LONG" msgstr "長" msgid "POPUP" -msgstr "" +msgstr "彈跳窗" msgid "UI MODE" msgstr "介面顯示模式" @@ -808,7 +808,7 @@ msgid "GAMES AND SYSTEMS" msgstr "遊戲和平台" msgid "SYSTEM STATUS SETTINGS" -msgstr "" +msgstr "系統狀態設定" msgid "MEDIA VIEWER SETTINGS" msgstr "媒體播放器設定" @@ -820,7 +820,7 @@ msgid "ENABLE THEME VARIANT TRIGGERS" msgstr "啟用主題變體觸發器" msgid "DISPLAY CLOCK" -msgstr "" +msgstr "顯示時鐘" msgid "BLUR BACKGROUND WHEN MENU IS OPEN" msgstr "當選單開啟時模糊背景" @@ -1053,7 +1053,7 @@ msgid "ENABLE CUSTOM EVENT SCRIPTS" msgstr "啟用自定義事件指令碼" msgid "BROWSING CUSTOM EVENTS" -msgstr "" +msgstr "瀏覽自訂事件" msgid "ONLY SHOW GAMES FROM GAMELIST.XML FILES" msgstr "僅顯示 gamelist.xml 檔案中的遊戲" @@ -1131,7 +1131,7 @@ msgstr "關機" msgctxt "short" msgid "SYSTEM STATUS SETTINGS" -msgstr "" +msgstr "系統狀態設定" msgctxt "short" msgid "MEDIA VIEWER SETTINGS" @@ -1837,19 +1837,19 @@ msgid "RENDER BLUR" msgstr "渲染模糊" msgid "DISPLAY BLUETOOTH STATUS INDICATOR" -msgstr "" +msgstr "顯示藍牙狀態圖示" msgid "DISPLAY WI-FI STATUS INDICATOR" -msgstr "" +msgstr "顯示WI-FI狀態圖標" msgid "DISPLAY CELLULAR STATUS INDICATOR" -msgstr "" +msgstr "顯示行動網路狀態圖示" msgid "DISPLAY BATTERY STATUS INDICATOR" -msgstr "" +msgstr "顯示電池狀態圖示" msgid "DISPLAY BATTERY CHARGE PERCENTAGE" -msgstr "" +msgstr "顯示電量百分比" msgid "DOWNLOADING THEMES LIST 100%" msgstr "正在下載主題列表 100%" From c8661e5186d44bbe50991a891a449d5f9e91aab9 Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Thu, 13 Mar 2025 22:50:35 +0100 Subject: [PATCH 193/284] Documentation update --- ANDROID-DEV.md | 2 +- ANDROID.md | 2 +- CHANGELOG.md | 1 + USERGUIDE-DEV.md | 14 +++++++++----- USERGUIDE.md | 14 +++++++++----- 5 files changed, 21 insertions(+), 12 deletions(-) diff --git a/ANDROID-DEV.md b/ANDROID-DEV.md index d202cde3f..8a7043aa7 100644 --- a/ANDROID-DEV.md +++ b/ANDROID-DEV.md @@ -362,7 +362,7 @@ This PICO-8 game engine/emulator can be installed from the Play store. https://play.google.com/store/apps/details?id=me.dt2dev.infinity -Note that this emulator has a strange behavior where it will return to the home app whenever you exit a game, so unless ES-DE is set as your home app you'll need to manually switch back to it after exiting Infinity. +Note that since a recent emulator update it seems like individual games can no longer be launched from ES-DE, instead you'll just see the list of carts and you need to manually start the game from inside Infinity. ### IrataJaguar diff --git a/ANDROID.md b/ANDROID.md index c85192f5a..e001ede33 100644 --- a/ANDROID.md +++ b/ANDROID.md @@ -356,7 +356,7 @@ This PICO-8 game engine/emulator can be installed from the Play store. https://play.google.com/store/apps/details?id=me.dt2dev.infinity -Note that this emulator has a strange behavior where it will return to the home app whenever you exit a game, so unless ES-DE is set as your home app you'll need to manually switch back to it after exiting Infinity. +Note that since a recent emulator update it seems like individual games can no longer be launched from ES-DE, instead you'll just see the list of carts and you need to manually start the game from inside Infinity. ### IrataJaguar diff --git a/CHANGELOG.md b/CHANGELOG.md index dbed2ce35..35d8f05dd 100644 --- a/CHANGELOG.md +++ b/CHANGELOG.md @@ -60,6 +60,7 @@ * Updated SDL to 2.32.2 on Android, Windows, macOS and the Linux AppImage builds * Updated the MAME index files to include ROMs up to MAME version 0.275 * Bundled the February 2025 release of the Mozilla TLS/SSL certificates +* Made a small adjustment to the button_y_PS helpsystem button * Translation updates for multiple languages ### Bug fixes diff --git a/USERGUIDE-DEV.md b/USERGUIDE-DEV.md index ab07589c5..7e43c6eb6 100644 --- a/USERGUIDE-DEV.md +++ b/USERGUIDE-DEV.md @@ -267,6 +267,10 @@ On some GPUs with buggy drivers, ES-DE may only display a black screen on startu ES-DE.exe --resolution 1281 800 ``` +Another potential workaround for some buggy drivers is to set ES-DE to compatibility mode and/or select _Disable full-screen optimizations_. These options are available when right-clicking on ES-DE.exe in the file manager and chosing _Properties_ and then selecting the _Compatibility_ tab. + +Yet another issue with buggy GPU drivers is that for computers with multiple GPUs such as gaming laptops with integrated Intel graphics in addition to a discrete GPU (e.g. from Nvidia) there may be issues when window switching between ES-DE and other applications. In such cases severe screen flickering may get introduced. This is normally worked around by explicitly setting ES-DE to use the discrete GPU in the Windows graphics settings. + Some computers using Intel Iris Xe GPUs refuse to start ES-DE or display excessive graphics corruption. These problems are seemingly caused by driver bugs and do not occur when using Linux with the same hardware. There is no known solution or workaround to this issue other than switching to Linux or waiting for Intel to resolve the problem with a driver update. Some older games (and possibly emulators too) may not work correctly or even start at all if ES-DE is set to run in the background while a game is launched. So if you experience strange issues with some games, make sure that the setting _Run in background (while game is launched)_ is disabled. If launching any of these problematic games from the _desktop_ system, also make sure to use the default emulator entry _Suspend ES-DE_ and not the alternative emulator _Keep ES-DE running_. @@ -640,12 +644,12 @@ If ES-DE is unable to find an emulator when a game is launched, a notification p ## Using the Steam release of RetroArch -As this release of RetroArch is executed via the Steam application it's behaving a bit glitchy and strange with ES-DE (which is due to the nature of Steam). In addition to this there seem to be some bugs in either Steam or RetroArch, or both. The following issues have been observed: +As this release of RetroArch is executed via the Steam application it's behaving a bit glitchy and strange with ES-DE (which is due to the nature of Steam). The following issues have been observed: * ES-DE will continue to run in the background due to the way that Steam works -* Game launching is not seamless and there will be some flickering -* If the Steam GUI is visible, focus may not return to ES-DE when exiting a game. Minimizing Steam increases the chances of this working properly but it's not guaranteed to completely fix the problem -* Filenames containing apostrophes do not work, you need to rename these game files to be able to launch them +* Game launching may not be seamless, with screen flickering and similar on some devices and operating systems +* If the Steam GUI is visible, focus may not return to ES-DE when exiting a game (this seems to be caused by the Steam overlay) +* There may be additional focusing and window switching issues caused by the Steam overlay * Core searches will not work, if an emulator core is missing there will be no error notification inside ES-DE and game launching will just silently fail * Logging output from emulators is not possible due to ES-DE running in the background @@ -656,7 +660,7 @@ Simply add alternative emulator entries such as the following example (which ena %RUNINBACKGROUND% %EMULATOR_STEAM% -applaunch 1118310 -L nestopia_libretro %ROM% ``` -This will work on both Linux and Windows. +This will work on both Linux and Windows (and possibly macOS too). A complete entry for the nes system could look like the following: ```xml diff --git a/USERGUIDE.md b/USERGUIDE.md index 34ebb5d8f..d26c305d1 100644 --- a/USERGUIDE.md +++ b/USERGUIDE.md @@ -265,6 +265,10 @@ On some GPUs with buggy drivers, ES-DE may only display a black screen on startu ES-DE.exe --resolution 1281 800 ``` +Another potential workaround for some buggy drivers is to set ES-DE to compatibility mode and/or select _Disable full-screen optimizations_. These options are available when right-clicking on ES-DE.exe in the file manager and chosing _Properties_ and then selecting the _Compatibility_ tab. + +Yet another issue with buggy GPU drivers is that for computers with multiple GPUs such as gaming laptops with integrated Intel graphics in addition to a discrete GPU (e.g. from Nvidia) there may be issues when window switching between ES-DE and other applications. In such cases severe screen flickering may get introduced. This is normally worked around by explicitly setting ES-DE to use the discrete GPU in the Windows graphics settings. + Some computers using Intel Iris Xe GPUs refuse to start ES-DE or display excessive graphics corruption. These problems are seemingly caused by driver bugs and do not occur when using Linux with the same hardware. There is no known solution or workaround to this issue other than switching to Linux or waiting for Intel to resolve the problem with a driver update. Some older games (and possibly emulators too) may not work correctly or even start at all if ES-DE is set to run in the background while a game is launched. So if you experience strange issues with some games, make sure that the setting _Run in background (while game is launched)_ is disabled. If launching any of these problematic games from the _desktop_ system, also make sure to use the default emulator entry _Suspend ES-DE_ and not the alternative emulator _Keep ES-DE running_. @@ -638,12 +642,12 @@ If ES-DE is unable to find an emulator when a game is launched, a notification p ## Using the Steam release of RetroArch -As this release of RetroArch is executed via the Steam application it's behaving a bit glitchy and strange with ES-DE (which is due to the nature of Steam). In addition to this there seem to be some bugs in either Steam or RetroArch, or both. The following issues have been observed: +As this release of RetroArch is executed via the Steam application it's behaving a bit glitchy and strange with ES-DE (which is due to the nature of Steam). The following issues have been observed: * ES-DE will continue to run in the background due to the way that Steam works -* Game launching is not seamless and there will be some flickering -* If the Steam GUI is visible, focus may not return to ES-DE when exiting a game. Minimizing Steam increases the chances of this working properly but it's not guaranteed to completely fix the problem -* Filenames containing apostrophes do not work, you need to rename these game files to be able to launch them +* Game launching may not be seamless, with screen flickering and similar on some devices and operating systems +* If the Steam GUI is visible, focus may not return to ES-DE when exiting a game (this seems to be caused by the Steam overlay) +* There may be additional focusing and window switching issues caused by the Steam overlay * Core searches will not work, if an emulator core is missing there will be no error notification inside ES-DE and game launching will just silently fail * Logging output from emulators is not possible due to ES-DE running in the background @@ -654,7 +658,7 @@ Simply add alternative emulator entries such as the following example (which ena %RUNINBACKGROUND% %EMULATOR_STEAM% -applaunch 1118310 -L nestopia_libretro %ROM% ``` -This will work on both Linux and Windows. +This will work on both Linux and Windows (and possibly macOS too). A complete entry for the nes system could look like the following: ```xml From d7f3ee7f172097f1e0340141899d16d3f64dad4d Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Fri, 14 Mar 2025 21:13:46 +0100 Subject: [PATCH 194/284] Fixed some segfaults that could occur during emergency shutdown --- es-core/src/utils/PlatformUtil.cpp | 3 +++ 1 file changed, 3 insertions(+) diff --git a/es-core/src/utils/PlatformUtil.cpp b/es-core/src/utils/PlatformUtil.cpp index 5ae0dc12b..d0399445d 100644 --- a/es-core/src/utils/PlatformUtil.cpp +++ b/es-core/src/utils/PlatformUtil.cpp @@ -387,6 +387,9 @@ namespace Utils LOG(LogError) << "Critical - Performing emergency shutdown..."; Scripting::fireEvent("quit"); + while (Window::getInstance()->getGuiStackSize() > 1 && + Window::getInstance()->peekGui() != nullptr) + delete Window::getInstance()->peekGui(); Window::getInstance()->deinit(); Log::flush(); From 11bcf8d3f898e53ec63a59e9e0e038a3308f0c69 Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Fri, 14 Mar 2025 21:17:47 +0100 Subject: [PATCH 195/284] Improved the cleanup on window deinit --- es-core/src/Window.cpp | 9 ++++++++- 1 file changed, 8 insertions(+), 1 deletion(-) diff --git a/es-core/src/Window.cpp b/es-core/src/Window.cpp index 8d872bae9..fecf53107 100644 --- a/es-core/src/Window.cpp +++ b/es-core/src/Window.cpp @@ -217,6 +217,13 @@ void Window::deinit() (*it)->onHide(); mPostprocessedBackground.reset(); + mHelp.reset(); + mHelpComponents->clear(); + mHelpComponents = nullptr; + mClockComponents->clear(); + mClockComponents = nullptr; + mSystemStatusComponents->clear(); + mSystemStatusComponents = nullptr; InputManager::getInstance().deinit(); ResourceManager::getInstance().unloadAll(); @@ -928,7 +935,7 @@ void Window::setHelpPrompts(const std::vector& prompts) helpComponent->setPrompts(addPrompts); } } - else { + else if (mHelp != nullptr) { mHelp->setPrompts(addPrompts); } } From cd2d38a6d9976035cd6fdb681444146d7902834e Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Fri, 14 Mar 2025 21:59:57 +0100 Subject: [PATCH 196/284] Fixed a crash on window deinit --- es-core/src/Window.cpp | 18 ++++++++++++------ 1 file changed, 12 insertions(+), 6 deletions(-) diff --git a/es-core/src/Window.cpp b/es-core/src/Window.cpp index fecf53107..e144d806d 100644 --- a/es-core/src/Window.cpp +++ b/es-core/src/Window.cpp @@ -218,12 +218,18 @@ void Window::deinit() mPostprocessedBackground.reset(); mHelp.reset(); - mHelpComponents->clear(); - mHelpComponents = nullptr; - mClockComponents->clear(); - mClockComponents = nullptr; - mSystemStatusComponents->clear(); - mSystemStatusComponents = nullptr; + if (mHelpComponents != nullptr) { + mHelpComponents->clear(); + mHelpComponents = nullptr; + } + if (mClockComponents != nullptr) { + mClockComponents->clear(); + mClockComponents = nullptr; + } + if (mSystemStatusComponents != nullptr) { + mSystemStatusComponents->clear(); + mSystemStatusComponents = nullptr; + } InputManager::getInstance().deinit(); ResourceManager::getInstance().unloadAll(); From d8144314969eb7d4a91e2f99b21d94d806748faf Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Fri, 14 Mar 2025 22:09:40 +0100 Subject: [PATCH 197/284] Fixed a rare issue where reloading the application could lead to a crash --- es-app/src/views/ViewController.cpp | 3 +++ 1 file changed, 3 insertions(+) diff --git a/es-app/src/views/ViewController.cpp b/es-app/src/views/ViewController.cpp index ea8decac9..eac30a4f5 100644 --- a/es-app/src/views/ViewController.cpp +++ b/es-app/src/views/ViewController.cpp @@ -1659,6 +1659,9 @@ void ViewController::rescanROMDirectory() // It's possible that there are no longer any games. mWindow->setBlockInput(false); mWindow->invalidateCachedBackground(); + mWindow->passHelpComponents(nullptr); + mWindow->passClockComponents(nullptr); + mWindow->passSystemStatusComponents(nullptr); noGamesDialog(); } else { From 76423107ad46f0d001e42df102b19644cbece9fe Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Fri, 14 Mar 2025 22:50:00 +0100 Subject: [PATCH 198/284] Optimized HelpComponent updates by caching the icons --- es-app/src/guis/GuiMenu.cpp | 9 +++++++++ es-app/src/guis/GuiSettings.cpp | 4 ++++ es-app/src/guis/GuiSettings.h | 2 ++ es-core/src/Window.cpp | 1 + es-core/src/Window.h | 8 ++++++++ es-core/src/components/ComponentGrid.cpp | 1 - es-core/src/components/HelpComponent.cpp | 14 ++++++++++++-- 7 files changed, 36 insertions(+), 3 deletions(-) diff --git a/es-app/src/guis/GuiMenu.cpp b/es-app/src/guis/GuiMenu.cpp index 0d34e885f..97ee64cec 100644 --- a/es-app/src/guis/GuiMenu.cpp +++ b/es-app/src/guis/GuiMenu.cpp @@ -197,6 +197,7 @@ void GuiMenu::openUIOptions() s->setNeedsReloading(); s->setNeedsGoToStart(); s->setNeedsCollectionsUpdate(); + s->setNeedsClearHelpPromptsImageCache(); s->setInvalidateCachedBackground(); } }); @@ -211,6 +212,7 @@ void GuiMenu::openUIOptions() Settings::getInstance()->setString("ThemeVariant", themeVariant->getSelected()); s->setNeedsSaving(); s->setNeedsReloading(); + s->setNeedsClearHelpPromptsImageCache(); s->setInvalidateCachedBackground(); } }); @@ -271,6 +273,7 @@ void GuiMenu::openUIOptions() Settings::getInstance()->setString("ThemeColorScheme", themeColorScheme->getSelected()); s->setNeedsSaving(); s->setNeedsReloading(); + s->setNeedsClearHelpPromptsImageCache(); s->setInvalidateCachedBackground(); } }); @@ -323,6 +326,7 @@ void GuiMenu::openUIOptions() Settings::getInstance()->setString("ThemeFontSize", themeFontSize->getSelected()); s->setNeedsSaving(); s->setNeedsReloading(); + s->setNeedsClearHelpPromptsImageCache(); s->setInvalidateCachedBackground(); } }); @@ -366,6 +370,7 @@ void GuiMenu::openUIOptions() Settings::getInstance()->setString("ThemeAspectRatio", themeAspectRatio->getSelected()); s->setNeedsSaving(); s->setNeedsReloading(); + s->setNeedsClearHelpPromptsImageCache(); s->setInvalidateCachedBackground(); } }); @@ -524,6 +529,7 @@ void GuiMenu::openUIOptions() Settings::getInstance()->setString("ThemeLanguage", themeLanguage->getSelected()); s->setNeedsSaving(); s->setNeedsReloading(); + s->setNeedsClearHelpPromptsImageCache(); s->setInvalidateCachedBackground(); } }); @@ -601,6 +607,7 @@ void GuiMenu::openUIOptions() s->setNeedsRescanROMDirectory(); s->setNeedsReloading(); s->setNeedsCollectionsUpdate(); + s->setNeedsClearHelpPromptsImageCache(); } }); @@ -1356,6 +1363,7 @@ void GuiMenu::openInputDeviceOptions() Settings::getInstance()->setString("InputControllerType", inputControllerType->getSelected()); s->setNeedsSaving(); + s->setNeedsClearHelpPromptsImageCache(); } }); @@ -2395,6 +2403,7 @@ void GuiMenu::openThemeDownloader(GuiSettings* settings) } else { openUIOptions(); + mWindow->clearHelpPromptsImageCache(); mWindow->invalidateCachedBackground(); } }; diff --git a/es-app/src/guis/GuiSettings.cpp b/es-app/src/guis/GuiSettings.cpp index 13636a7c7..6120e5375 100644 --- a/es-app/src/guis/GuiSettings.cpp +++ b/es-app/src/guis/GuiSettings.cpp @@ -38,6 +38,7 @@ GuiSettings::GuiSettings(std::string title) , mNeedsGoToSystem {false} , mNeedsGoToGroupedCollections {false} , mNeedsUpdateStatusComponents {false} + , mNeedsClearHelpPromptsImageCache {false} , mInvalidateCachedBackground {false} { addChild(&mMenu); @@ -154,6 +155,9 @@ void GuiSettings::save() mWindow->updateSystemStatusComponents(); } + if (mNeedsClearHelpPromptsImageCache) + mWindow->clearHelpPromptsImageCache(); + if (mNeedsCollectionsUpdate) { auto state = ViewController::getInstance()->getState(); // If we're in any view other than the grouped custom collections, always jump to the diff --git a/es-app/src/guis/GuiSettings.h b/es-app/src/guis/GuiSettings.h index 7eae3caab..4ce62605a 100644 --- a/es-app/src/guis/GuiSettings.h +++ b/es-app/src/guis/GuiSettings.h @@ -59,6 +59,7 @@ public: }; void setNeedsGoToGroupedCollections() { mNeedsGoToGroupedCollections = true; } void setNeedsUpdateStatusComponents() { mNeedsUpdateStatusComponents = true; } + void setNeedsClearHelpPromptsImageCache() { mNeedsClearHelpPromptsImageCache = true; } void setNeedsCloseMenu(std::function closeFunction) { mCloseMenuFunction = closeFunction; @@ -86,6 +87,7 @@ private: bool mNeedsGoToSystem; bool mNeedsGoToGroupedCollections; bool mNeedsUpdateStatusComponents; + bool mNeedsClearHelpPromptsImageCache; bool mInvalidateCachedBackground; }; diff --git a/es-core/src/Window.cpp b/es-core/src/Window.cpp index e144d806d..918e8ff90 100644 --- a/es-core/src/Window.cpp +++ b/es-core/src/Window.cpp @@ -217,6 +217,7 @@ void Window::deinit() (*it)->onHide(); mPostprocessedBackground.reset(); + sHelpPromptsImageCache.clear(); mHelp.reset(); if (mHelpComponents != nullptr) { mHelpComponents->clear(); diff --git a/es-core/src/Window.h b/es-core/src/Window.h index 20d4c20e7..1b29b6de0 100644 --- a/es-core/src/Window.h +++ b/es-core/src/Window.h @@ -123,6 +123,12 @@ public: void renderHelpPromptsEarly(); // Used to render HelpPrompts before a fade. void setHelpPrompts(const std::vector& prompts); + std::map>& getHelpPromptsImageCache() + { + return sHelpPromptsImageCache; + } + void clearHelpPromptsImageCache() { sHelpPromptsImageCache.clear(); } + // GuiInfoPopup notifications. void queueInfoPopup(const std::string& message, const int& duration) { @@ -210,6 +216,8 @@ private: unsigned int color; }; + static inline std::map> sHelpPromptsImageCache; + Renderer* mRenderer; std::vector>* mHelpComponents; std::unique_ptr mHelp; diff --git a/es-core/src/components/ComponentGrid.cpp b/es-core/src/components/ComponentGrid.cpp index 3ba896330..b41d722d5 100644 --- a/es-core/src/components/ComponentGrid.cpp +++ b/es-core/src/components/ComponentGrid.cpp @@ -106,7 +106,6 @@ void ComponentGrid::setEntry(const std::shared_ptr& comp, { assert(pos.x >= 0 && pos.x < mGridSize.x && pos.y >= 0 && pos.y < mGridSize.y); assert(comp != nullptr); - assert(comp->getParent() == nullptr); comp->setAutoCalcExtent(autoCalcExtent); GridEntry entry {pos, size, comp, canFocus, resize, updateType, border}; diff --git a/es-core/src/components/HelpComponent.cpp b/es-core/src/components/HelpComponent.cpp index d6614d13b..914cbcd8c 100644 --- a/es-core/src/components/HelpComponent.cpp +++ b/es-core/src/components/HelpComponent.cpp @@ -611,8 +611,18 @@ void HelpComponent::updateGrid() std::find(mEntries.cbegin(), mEntries.cend(), (*it).first) == mEntries.cend()) continue; - std::shared_ptr icon {std::make_shared(false, true)}; - icon->setImage(mIconPathMap[it->first]); + std::shared_ptr icon; + auto& imageCache = mWindow->getHelpPromptsImageCache(); + + if (imageCache.find(mIconPathMap[it->first]) != imageCache.end()) { + icon = imageCache[mIconPathMap[it->first]]; + } + else { + icon = std::make_shared(false, true); + icon->setImage(mIconPathMap[it->first]); + imageCache[mIconPathMap[it->first]] = icon; + } + icon->setColorShift(isDimmed ? mStyleIconColorDimmed : mStyleIconColor); icon->setResize(0, height); icon->setOpacity(isDimmed ? mStyleOpacityDimmed : mStyleOpacity); From da111406264a0ec0bfae901b096df32f12e8f6d0 Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Fri, 14 Mar 2025 23:06:33 +0100 Subject: [PATCH 199/284] The HelpComponent icon cache is now cleared when pressing ctrl-r --- es-app/src/views/GamelistBase.cpp | 1 + es-app/src/views/SystemView.cpp | 1 + 2 files changed, 2 insertions(+) diff --git a/es-app/src/views/GamelistBase.cpp b/es-app/src/views/GamelistBase.cpp index ad9558a82..9fbfdffd4 100644 --- a/es-app/src/views/GamelistBase.cpp +++ b/es-app/src/views/GamelistBase.cpp @@ -513,6 +513,7 @@ bool GamelistBase::input(InputConfig* config, Input input) (SDL_GetModState() & (KMOD_LCTRL | KMOD_RCTRL)) && input.id == SDLK_r && input.value != 0) { LOG(LogDebug) << "GamelistView::input(): Reloading view"; + mWindow->clearHelpPromptsImageCache(); ViewController::getInstance()->reloadGamelistView(this->mRoot->getSystem(), true); return true; } diff --git a/es-app/src/views/SystemView.cpp b/es-app/src/views/SystemView.cpp index 3704f1e66..2b0386cbe 100644 --- a/es-app/src/views/SystemView.cpp +++ b/es-app/src/views/SystemView.cpp @@ -112,6 +112,7 @@ bool SystemView::input(InputConfig* config, Input input) if (config->getDeviceId() == DEVICE_KEYBOARD && input.value && input.id == SDLK_r && SDL_GetModState() & KMOD_LCTRL && Settings::getInstance()->getBool("Debug")) { LOG(LogDebug) << "SystemView::input(): Reloading all"; + mWindow->clearHelpPromptsImageCache(); TextureResource::manualUnloadAll(); ViewController::getInstance()->reloadAll(); return true; From fa503fef7af58fb0e85c73b1eb571bc585b0e414 Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Sat, 15 Mar 2025 13:19:58 +0100 Subject: [PATCH 200/284] Added an 'entryRelativeScale' property to the helpsystem element --- es-core/src/ThemeData.cpp | 1 + es-core/src/components/HelpComponent.cpp | 46 ++++++++++++++++++++---- es-core/src/components/HelpComponent.h | 3 ++ es-core/src/resources/Font.cpp | 15 ++++++-- es-core/src/resources/Font.h | 3 +- 5 files changed, 58 insertions(+), 10 deletions(-) diff --git a/es-core/src/ThemeData.cpp b/es-core/src/ThemeData.cpp index ca31cfa94..7dd7d6010 100644 --- a/es-core/src/ThemeData.cpp +++ b/es-core/src/ThemeData.cpp @@ -566,6 +566,7 @@ std::map> {"scope", STRING}, {"entries", STRING}, {"entryLayout", STRING}, + {"entryRelativeScale", FLOAT}, {"entrySpacing", FLOAT}, {"entrySpacingDimmed", FLOAT}, {"iconTextSpacing", FLOAT}, diff --git a/es-core/src/components/HelpComponent.cpp b/es-core/src/components/HelpComponent.cpp index 914cbcd8c..a16f2dd29 100644 --- a/es-core/src/components/HelpComponent.cpp +++ b/es-core/src/components/HelpComponent.cpp @@ -37,6 +37,9 @@ HelpComponent::HelpComponent(std::shared_ptr font) , mStyleBackgroundCornerRadius {0.0f} , mStyleColorGradientHorizontal {true} , mStyleEntryLayout {EntryLayout::ICON_FIRST} + , mEntryRelativeScale {1.0f} + , mLetterHeight {mStyleFont->getLetterHeight() * 1.25f} + , mLetterHeightDimmed {mLetterHeight} , mStyleRotation {0.0f} , mStyleEntrySpacing {0.00833f} , mStyleEntrySpacingDimmed {mStyleEntrySpacing} @@ -166,14 +169,38 @@ void HelpComponent::applyTheme(const std::shared_ptr& theme, mRenderer->getScreenWidth(); } + if (elem->has("entryRelativeScale")) + mEntryRelativeScale = glm::clamp(elem->get("entryRelativeScale"), 0.2f, 3.0f); + if (elem->has("fontPath") || elem->has("fontSize")) { - mStyleFont = Font::getFromTheme(elem, ThemeFlags::ALL, mStyleFont); - if (!elem->has("fontSizeDimmed")) - mStyleFontDimmed = Font::getFromTheme(elem, ThemeFlags::ALL, mStyleFont); + mStyleFont = Font::getFromTheme(elem, ThemeFlags::ALL, mStyleFont, 0.0f, 1.0f, false, true); + mLetterHeight = mStyleFont->getLetterHeight() * 1.25f; + if (!elem->has("fontSizeDimmed")) { + mStyleFontDimmed = Font::getFromTheme( + elem, ThemeFlags::ALL, mStyleFont, 0.0f, + (mEntryRelativeScale < 1.0f ? mEntryRelativeScale : 1.0f), true, true); + mLetterHeightDimmed = mLetterHeight; + } + if (mEntryRelativeScale < 1.0f) + mStyleFont = Font::getFromTheme(elem, ThemeFlags::ALL, mStyleFont, 0.0f, + mEntryRelativeScale, false, true); + } + else if (mEntryRelativeScale < 1.0f) { + mStyleFont = Font::getFromTheme(elem, ThemeFlags::ALL, mStyleFont, 0.0f, + mEntryRelativeScale, false, true); } - if (elem->has("fontSizeDimmed")) - mStyleFontDimmed = Font::getFromTheme(elem, ThemeFlags::ALL, mStyleFont, 0.0f, 1.0f, true); + if (elem->has("fontSizeDimmed")) { + mStyleFontDimmed = + Font::getFromTheme(elem, ThemeFlags::ALL, mStyleFont, 0.0f, 1.0f, true, true); + mLetterHeightDimmed = mStyleFontDimmed->getLetterHeight() * 1.25f; + if (mEntryRelativeScale < 1.0f) + mStyleFontDimmed = Font::getFromTheme(elem, ThemeFlags::ALL, mStyleFont, 0.0f, + mEntryRelativeScale, true, true); + } + else if (mEntryRelativeScale < 1.0f && !elem->has("fontPath") && !elem->has("fontSize")) { + mStyleFontDimmed = mStyleFont; + } if (elem->has("scope")) { const std::string& scope {elem->get("scope")}; @@ -604,7 +631,7 @@ void HelpComponent::updateGrid() std::vector> labels; float width {0.0f}; - float height {font->getLetterHeight() * 1.25f}; + const float height {isDimmed ? mLetterHeightDimmed : mLetterHeight}; for (auto it = mPrompts.cbegin(); it != mPrompts.cend(); ++it) { if (!mEntries.empty() && @@ -624,7 +651,12 @@ void HelpComponent::updateGrid() } icon->setColorShift(isDimmed ? mStyleIconColorDimmed : mStyleIconColor); - icon->setResize(0, height); + + if (mEntryRelativeScale < 1.0f) + icon->setResize(0, height); + else + icon->setResize(0, height / mEntryRelativeScale); + icon->setOpacity(isDimmed ? mStyleOpacityDimmed : mStyleOpacity); icons.push_back(icon); diff --git a/es-core/src/components/HelpComponent.h b/es-core/src/components/HelpComponent.h index 0e5f5e128..624f24c65 100644 --- a/es-core/src/components/HelpComponent.h +++ b/es-core/src/components/HelpComponent.h @@ -91,6 +91,9 @@ private: float mStyleBackgroundCornerRadius; bool mStyleColorGradientHorizontal; EntryLayout mStyleEntryLayout; + float mEntryRelativeScale; + float mLetterHeight; + float mLetterHeightDimmed; float mStyleRotation; float mStyleEntrySpacing; float mStyleEntrySpacingDimmed; diff --git a/es-core/src/resources/Font.cpp b/es-core/src/resources/Font.cpp index 624452a02..fb2200f04 100644 --- a/es-core/src/resources/Font.cpp +++ b/es-core/src/resources/Font.cpp @@ -204,7 +204,8 @@ std::shared_ptr Font::getFromTheme(const ThemeData::ThemeElement* elem, const std::shared_ptr& orig, const float maxHeight, const float sizeMultiplier, - const bool fontSizeDimmed) + const bool fontSizeDimmed, + const bool helpComponent) { using namespace ThemeFlags; if (!(properties & FONT_PATH) && !(properties & FONT_SIZE)) @@ -220,11 +221,21 @@ std::shared_ptr Font::getFromTheme(const ThemeData::ThemeElement* elem, if (fontSizeDimmed && properties & FONT_SIZE && elem->has("fontSizeDimmed")) { size = glm::clamp(screenSize * elem->get("fontSizeDimmed"), screenSize * 0.001f, screenSize * 1.5f); + // This is used by HelpComponent to set the relative size of the font compared to the icons. + size *= sizeMultiplier; } else if (properties & FONT_SIZE && elem->has("fontSize")) { size = glm::clamp(screenSize * elem->get("fontSize"), screenSize * 0.001f, screenSize * 1.5f); - // This is used by the carousel where the itemScale property also scales the font size. + // This is used by the carousel where the itemScale property also scales the font size, as + // well as by HelpComponent to set the relative size of the font compared to the icons. + size *= sizeMultiplier; + } + else if (helpComponent && sizeMultiplier != 1.0f && fontSizeDimmed && + !elem->has("fontSizeDimmed")) { + size *= sizeMultiplier; + } + else if (helpComponent && sizeMultiplier != 1.0f && !fontSizeDimmed && !elem->has("fontSize")) { size *= sizeMultiplier; } diff --git a/es-core/src/resources/Font.h b/es-core/src/resources/Font.h index 31be1b2e4..09360aff6 100644 --- a/es-core/src/resources/Font.h +++ b/es-core/src/resources/Font.h @@ -122,7 +122,8 @@ public: const std::shared_ptr& orig, const float maxHeight = 0.0f, const float sizeMultiplier = 1.0f, - const bool fontSizeDimmed = false); + const bool fontSizeDimmed = false, + const bool helpComponent = false); // Returns an approximation of VRAM used by the glyph atlas textures for this font object. size_t getMemUsage() const; From 22eeead5ba5e15a43af17a4e68abbbebc0ce9f91 Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Sat, 15 Mar 2025 13:21:40 +0100 Subject: [PATCH 201/284] Fixed a code comment typo --- es-core/src/components/primary/CarouselComponent.h | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/es-core/src/components/primary/CarouselComponent.h b/es-core/src/components/primary/CarouselComponent.h index f2876d0b7..17caa1ab1 100644 --- a/es-core/src/components/primary/CarouselComponent.h +++ b/es-core/src/components/primary/CarouselComponent.h @@ -1704,7 +1704,7 @@ void CarouselComponent::applyTheme(const std::shared_ptr& theme, if (elem->has("fastScrolling") && elem->get("fastScrolling")) List::mTierList = IList::LIST_SCROLL_STYLE_MEDIUM; - // Ccale the font size with the itemScale property value. + // Scale the font size with the itemScale property value. mFont = Font::getFromTheme(elem, properties, mFont, 0.0f, (mItemScale >= 1.0f ? mItemScale : 1.0f)); From 4a8d33984736a7aafc5ca1a8863927dd300fc0e2 Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Sat, 15 Mar 2025 13:23:24 +0100 Subject: [PATCH 202/284] Documentation update --- CHANGELOG.md | 1 + THEMES-DEV.md | 6 +++++- 2 files changed, 6 insertions(+), 1 deletion(-) diff --git a/CHANGELOG.md b/CHANGELOG.md index 35d8f05dd..3359bfbff 100644 --- a/CHANGELOG.md +++ b/CHANGELOG.md @@ -45,6 +45,7 @@ * Refactored the helpsystem code and added support for using an arbitrary amount of helpsystem elements * Added support for specifying which specific entries to display for the helpsystem elements * Added an "entryLayout" property to the helpsystem element to control the display order for the icons and text +* Added an "entryRelativeScale" property to the helpsystem element to control the relative scale between the icons and text * Added "rotation", "rotationOrigin", "backgroundColor" and "backgroundColorEnd" properties to the helpsystem element * Added "backgroundGradientType", "backgroundPadding" and "backgroundCornerRadius" properties to the helpsystem element * Added a "clock" element to make it possible to customize the layout and position of the clock diff --git a/THEMES-DEV.md b/THEMES-DEV.md index efa3e22d3..d288561b8 100644 --- a/THEMES-DEV.md +++ b/THEMES-DEV.md @@ -3468,7 +3468,7 @@ Properties: - Default is the same value as `iconColor` * `fontPath` - type: PATH * `fontSize` - type: FLOAT - - This property implicitly sets the icon size and is therefore the means to change the overall size of the helpsystem element. This calculation is based on the reference 'S' character so other glyphs may not fill this area, or they may exceed this area. + - This property implicitly sets the text and icon size and is therefore the means to change the overall size of the helpsystem element. This calculation is based on the reference 'S' character so other glyphs may not fill this area, or they may exceed this area. - Minimum value is `0.001` and maximum value is `1.5`. Note that when running at a really low resolution, the minimum value may get clamped to a larger relative size. - Default is `0.035` for horizontally oriented screens and `0.025` for vertically oriented screens * `fontSizeDimmed` - type: FLOAT @@ -3505,6 +3505,10 @@ Properties: - Controls the layout of the individual help element pairs. If set to `iconFirst` then the icon is shown to the left followed by the text, and if set to `textFirst` then the text is shown to the left followed by the icon. - Valid values are `iconFirst` or `textFirst` - Default is `iconFirst` +* `entryRelativeScale` - type: FLOAT + - Defines the relative scale between the text and icons. If set to a value higher than `1` then the text will maintain its default size and the icons will be scaled down, and if set to a value lower than `1` then the icons will maintain their default size and the text will be scaled down. Note that regardless of what value this property is set to, the overall height of the element will always be defined by the `fontSize` property. + - Minimum value is `0.2` and maximum value is `3` + - Default is `1` (text and icons are set to the same scale) * `entrySpacing` - type: FLOAT - Spacing between the help element pairs. - Minimum value is `0` and maximum value is `0.04` From 06889a2dbb8b16b50a0b0ad72f110047d51435c0 Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Sat, 15 Mar 2025 13:50:35 +0100 Subject: [PATCH 203/284] Updated the sv_SE translations --- locale/po/sv_SE.po | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/locale/po/sv_SE.po b/locale/po/sv_SE.po index 475b0f106..565934892 100644 --- a/locale/po/sv_SE.po +++ b/locale/po/sv_SE.po @@ -448,7 +448,7 @@ msgstr "avsluta applikationen" #, c-format msgid "FINISH EDITING '%s' COLLECTION" -msgstr "AVSLUTA REDIGERING AV '%s'-SAMLINGEN" +msgstr "AVSLUTA REDIGERING AV '%s'" msgid "SELECT COLLECTIONS" msgstr "VÄLJ SAMLINGAR" From 668d4626b5a61d277bac1bf0985a7c4d90356e81 Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Sat, 15 Mar 2025 13:52:30 +0100 Subject: [PATCH 204/284] (linear-es-de) Adjusted the relative scale between the icons and text for the helpsystem element --- themes/linear-es-de/aspect-ratio-16-10.xml | 4 ++-- themes/linear-es-de/aspect-ratio-16-9.xml | 4 ++-- themes/linear-es-de/aspect-ratio-21-9.xml | 4 ++-- themes/linear-es-de/aspect-ratio-4-3.xml | 4 ++-- themes/linear-es-de/theme.xml | 1 + 5 files changed, 9 insertions(+), 8 deletions(-) diff --git a/themes/linear-es-de/aspect-ratio-16-10.xml b/themes/linear-es-de/aspect-ratio-16-10.xml index 95be205d9..fef0f6ff6 100644 --- a/themes/linear-es-de/aspect-ratio-16-10.xml +++ b/themes/linear-es-de/aspect-ratio-16-10.xml @@ -1,13 +1,13 @@ - 0.032 + 0.034 1 0.057 - 0.036 + 0.038 1 0.061 diff --git a/themes/linear-es-de/aspect-ratio-16-9.xml b/themes/linear-es-de/aspect-ratio-16-9.xml index 6486c5329..ca1aa1d78 100644 --- a/themes/linear-es-de/aspect-ratio-16-9.xml +++ b/themes/linear-es-de/aspect-ratio-16-9.xml @@ -1,13 +1,13 @@ - 0.032 + 0.034 1 0.06 - 0.038 + 0.040 1 0.064 diff --git a/themes/linear-es-de/aspect-ratio-21-9.xml b/themes/linear-es-de/aspect-ratio-21-9.xml index 1f676dd1c..c5bbc3e9b 100644 --- a/themes/linear-es-de/aspect-ratio-21-9.xml +++ b/themes/linear-es-de/aspect-ratio-21-9.xml @@ -1,13 +1,13 @@ - 0.032 + 0.034 1 0.058 - 0.038 + 0.040 1 0.063 diff --git a/themes/linear-es-de/aspect-ratio-4-3.xml b/themes/linear-es-de/aspect-ratio-4-3.xml index 4cf91652b..7ede8e4f4 100644 --- a/themes/linear-es-de/aspect-ratio-4-3.xml +++ b/themes/linear-es-de/aspect-ratio-4-3.xml @@ -1,13 +1,13 @@ - 0.029 + 0.031 1 0.054 - 0.030 + 0.032 1 0.056 diff --git a/themes/linear-es-de/theme.xml b/themes/linear-es-de/theme.xml index 5d2d58599..1d59aa006 100644 --- a/themes/linear-es-de/theme.xml +++ b/themes/linear-es-de/theme.xml @@ -94,6 +94,7 @@ ${primaryColor} ${primaryColor} ${primaryFont} + 0.9 capitalize From 8feda8d37292ec71716f950676f9d1bd4e947cb7 Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Sun, 16 Mar 2025 11:10:09 +0100 Subject: [PATCH 205/284] Split the backgroundPadding property into backgroundHorizontalPadding and backgroundVerticalPadding properties for the helpsystem, systemstatus and clock elements --- es-core/src/ThemeData.cpp | 9 +++-- es-core/src/components/DateTimeComponent.cpp | 40 ++++++++++++------- es-core/src/components/DateTimeComponent.h | 3 +- es-core/src/components/HelpComponent.cpp | 35 +++++++++++----- es-core/src/components/HelpComponent.h | 3 +- .../src/components/SystemStatusComponent.cpp | 32 ++++++++++----- .../src/components/SystemStatusComponent.h | 3 +- 7 files changed, 85 insertions(+), 40 deletions(-) diff --git a/es-core/src/ThemeData.cpp b/es-core/src/ThemeData.cpp index 7dd7d6010..0a0598003 100644 --- a/es-core/src/ThemeData.cpp +++ b/es-core/src/ThemeData.cpp @@ -575,7 +575,8 @@ std::map> {"backgroundColor", COLOR}, {"backgroundColorEnd", COLOR}, {"backgroundGradientType", STRING}, - {"backgroundPadding", NORMALIZED_PAIR}, + {"backgroundHorizontalPadding", NORMALIZED_PAIR}, + {"backgroundVerticalPadding", NORMALIZED_PAIR}, {"backgroundCornerRadius", FLOAT}, {"opacity", FLOAT}, {"opacityDimmed", FLOAT}, @@ -593,7 +594,8 @@ std::map> {"backgroundColor", COLOR}, {"backgroundColorEnd", COLOR}, {"backgroundGradientType", STRING}, - {"backgroundPadding", NORMALIZED_PAIR}, + {"backgroundHorizontalPadding", NORMALIZED_PAIR}, + {"backgroundVerticalPadding", NORMALIZED_PAIR}, {"backgroundCornerRadius", FLOAT}, {"entries", STRING}, {"entrySpacing", FLOAT}, @@ -614,7 +616,8 @@ std::map> {"backgroundColor", COLOR}, {"backgroundColorEnd", COLOR}, {"backgroundGradientType", STRING}, - {"backgroundPadding", NORMALIZED_PAIR}, + {"backgroundHorizontalPadding", NORMALIZED_PAIR}, + {"backgroundVerticalPadding", NORMALIZED_PAIR}, {"backgroundCornerRadius", FLOAT}, {"format", STRING}, {"opacity", FLOAT}}}, diff --git a/es-core/src/components/DateTimeComponent.cpp b/es-core/src/components/DateTimeComponent.cpp index 40e97280c..24402323a 100644 --- a/es-core/src/components/DateTimeComponent.cpp +++ b/es-core/src/components/DateTimeComponent.cpp @@ -20,7 +20,8 @@ DateTimeComponent::DateTimeComponent() , mClockAccumulator {0} , mClockMode {false} , mDisplayRelative {false} - , mBackgroundPadding {0.0f, 0.0f} + , mBackgroundHorizontalPadding {0.0f, 0.0f} + , mBackgroundVerticalPadding {0.0f, 0.0f} , mClockBgColor {0x00000000} , mClockBgColorEnd {0x00000000} , mClockColorGradientHorizontal {true} @@ -42,7 +43,8 @@ DateTimeComponent::DateTimeComponent(const std::string& text, , mClockAccumulator {0} , mClockMode {false} , mDisplayRelative {false} - , mBackgroundPadding {0.0f, 0.0f} + , mBackgroundHorizontalPadding {0.0f, 0.0f} + , mBackgroundVerticalPadding {0.0f, 0.0f} , mClockBgColor {0x00000000} , mClockBgColorEnd {0x00000000} , mClockColorGradientHorizontal {true} @@ -160,15 +162,16 @@ void DateTimeComponent::render(const glm::mat4& parentTrans) if (mClockMode && mClockBgColor != 0x00000000) { glm::mat4 trans {parentTrans * getTransform()}; - trans = glm::translate( - trans, glm::vec3 {-mBackgroundPadding.x / 2.0f, -mBackgroundPadding.y / 2.0f, 0.0f}); + trans = glm::translate(trans, glm::vec3 {-mBackgroundHorizontalPadding.x, + -mBackgroundVerticalPadding.x, 0.0f}); mRenderer->setMatrix(trans); - mRenderer->drawRect(0.0f, 0.0f, mSize.x + mBackgroundPadding.x, - mSize.y + mBackgroundPadding.y, mClockBgColor, mClockBgColorEnd, - mClockColorGradientHorizontal, mThemeOpacity, 1.0f, - Renderer::BlendFactor::SRC_ALPHA, - Renderer::BlendFactor::ONE_MINUS_SRC_ALPHA, mBackgroundCornerRadius); + mRenderer->drawRect( + 0.0f, 0.0f, mSize.x + mBackgroundHorizontalPadding.x + mBackgroundHorizontalPadding.y, + mSize.y + mBackgroundVerticalPadding.x + mBackgroundVerticalPadding.y, mClockBgColor, + mClockBgColorEnd, mClockColorGradientHorizontal, mThemeOpacity, 1.0f, + Renderer::BlendFactor::SRC_ALPHA, Renderer::BlendFactor::ONE_MINUS_SRC_ALPHA, + mBackgroundCornerRadius); } // Render the component. @@ -288,11 +291,20 @@ void DateTimeComponent::applyTheme(const std::shared_ptr& theme, mRenderer->getScreenWidth()); } - if (mClockMode && elem->has("backgroundPadding")) { - const glm::vec2 backgroundPadding { - glm::clamp(elem->get("backgroundPadding"), 0.0f, 0.2f)}; - mBackgroundPadding.x = backgroundPadding.x * mRenderer->getScreenWidth(); - mBackgroundPadding.y = backgroundPadding.y * mRenderer->getScreenHeight(); + if (mClockMode && elem->has("backgroundHorizontalPadding")) { + const glm::vec2 backgroundHorizontalPadding { + glm::clamp(elem->get("backgroundHorizontalPadding"), 0.0f, 0.2f)}; + mBackgroundHorizontalPadding.x = + backgroundHorizontalPadding.x * mRenderer->getScreenWidth(); + mBackgroundHorizontalPadding.y = + backgroundHorizontalPadding.y * mRenderer->getScreenWidth(); + } + + if (mClockMode && elem->has("backgroundVerticalPadding")) { + const glm::vec2 backgroundVerticalPadding { + glm::clamp(elem->get("backgroundVerticalPadding"), 0.0f, 0.2f)}; + mBackgroundVerticalPadding.x = backgroundVerticalPadding.x * mRenderer->getScreenHeight(); + mBackgroundVerticalPadding.y = backgroundVerticalPadding.y * mRenderer->getScreenHeight(); } if (elem->has("backgroundCornerRadius")) { diff --git a/es-core/src/components/DateTimeComponent.h b/es-core/src/components/DateTimeComponent.h index d0b949ecc..07781b289 100644 --- a/es-core/src/components/DateTimeComponent.h +++ b/es-core/src/components/DateTimeComponent.h @@ -56,7 +56,8 @@ private: std::string mFormat; bool mClockMode; bool mDisplayRelative; - glm::vec2 mBackgroundPadding; + glm::vec2 mBackgroundHorizontalPadding; + glm::vec2 mBackgroundVerticalPadding; unsigned int mClockBgColor; unsigned int mClockBgColorEnd; bool mClockColorGradientHorizontal; diff --git a/es-core/src/components/HelpComponent.cpp b/es-core/src/components/HelpComponent.cpp index a16f2dd29..ca75ed69f 100644 --- a/es-core/src/components/HelpComponent.cpp +++ b/es-core/src/components/HelpComponent.cpp @@ -33,7 +33,8 @@ HelpComponent::HelpComponent(std::shared_ptr font) , mStyleIconColorDimmed {0x777777FF} , mStyleBackgroundColor {0x00000000} , mStyleBackgroundColorEnd {0x00000000} - , mStyleBackgroundPadding {0.0f, 0.0f} + , mStyleBackgroundHorizontalPadding {0.0f, 0.0f} + , mStyleBackgroundVerticalPadding {0.0f, 0.0f} , mStyleBackgroundCornerRadius {0.0f} , mStyleColorGradientHorizontal {true} , mStyleEntryLayout {EntryLayout::ICON_FIRST} @@ -156,11 +157,22 @@ void HelpComponent::applyTheme(const std::shared_ptr& theme, } } - if (elem->has("backgroundPadding")) { - const glm::vec2 backgroundPadding { - glm::clamp(elem->get("backgroundPadding"), 0.0f, 0.2f)}; - mStyleBackgroundPadding.x = backgroundPadding.x * mRenderer->getScreenWidth(); - mStyleBackgroundPadding.y = backgroundPadding.y * mRenderer->getScreenHeight(); + if (elem->has("backgroundHorizontalPadding")) { + const glm::vec2 backgroundHorizontalPadding { + glm::clamp(elem->get("backgroundHorizontalPadding"), 0.0f, 0.2f)}; + mStyleBackgroundHorizontalPadding.x = + backgroundHorizontalPadding.x * mRenderer->getScreenWidth(); + mStyleBackgroundHorizontalPadding.y = + backgroundHorizontalPadding.y * mRenderer->getScreenWidth(); + } + + if (elem->has("backgroundVerticalPadding")) { + const glm::vec2 backgroundVerticalPadding { + glm::clamp(elem->get("backgroundVerticalPadding"), 0.0f, 0.2f)}; + mStyleBackgroundVerticalPadding.x = + backgroundVerticalPadding.x * mRenderer->getScreenHeight(); + mStyleBackgroundVerticalPadding.y = + backgroundVerticalPadding.y * mRenderer->getScreenHeight(); } if (elem->has("backgroundCornerRadius")) { @@ -395,16 +407,17 @@ void HelpComponent::render(const glm::mat4& parentTrans) mRotationOrigin = mStyleRotationOrigin; glm::mat4 trans {parentTrans * getTransform()}; - trans = glm::translate(trans, glm::vec3 {-mStyleBackgroundPadding.x / 2.0f, - -mStyleBackgroundPadding.y / 2.0f, 0.0f}); + trans = glm::translate(trans, glm::vec3 {-mStyleBackgroundHorizontalPadding.x, + -mStyleBackgroundVerticalPadding.x, 0.0f}); mRenderer->setMatrix(trans); mRenderer->drawRect( 0.0f, 0.0f, - mSize.x + mStyleBackgroundPadding.x - + mSize.x + mStyleBackgroundHorizontalPadding.x + mStyleBackgroundHorizontalPadding.y - (mStyleEntrySpacing * mRenderer->getScreenWidth()), - mSize.y + mStyleBackgroundPadding.y, mStyleBackgroundColor, mStyleBackgroundColorEnd, - mStyleColorGradientHorizontal, mThemeOpacity, 1.0f, Renderer::BlendFactor::SRC_ALPHA, + mSize.y + mStyleBackgroundVerticalPadding.x + mStyleBackgroundVerticalPadding.y, + mStyleBackgroundColor, mStyleBackgroundColorEnd, mStyleColorGradientHorizontal, + mThemeOpacity, 1.0f, Renderer::BlendFactor::SRC_ALPHA, Renderer::BlendFactor::ONE_MINUS_SRC_ALPHA, mStyleBackgroundCornerRadius); mPosition = {0.0f, 0.0f, 0.0f}; diff --git a/es-core/src/components/HelpComponent.h b/es-core/src/components/HelpComponent.h index 624f24c65..339941ccd 100644 --- a/es-core/src/components/HelpComponent.h +++ b/es-core/src/components/HelpComponent.h @@ -87,7 +87,8 @@ private: unsigned int mStyleIconColorDimmed; unsigned int mStyleBackgroundColor; unsigned int mStyleBackgroundColorEnd; - glm::vec2 mStyleBackgroundPadding; + glm::vec2 mStyleBackgroundHorizontalPadding; + glm::vec2 mStyleBackgroundVerticalPadding; float mStyleBackgroundCornerRadius; bool mStyleColorGradientHorizontal; EntryLayout mStyleEntryLayout; diff --git a/es-core/src/components/SystemStatusComponent.cpp b/es-core/src/components/SystemStatusComponent.cpp index 38cd8c55a..9217a9208 100644 --- a/es-core/src/components/SystemStatusComponent.cpp +++ b/es-core/src/components/SystemStatusComponent.cpp @@ -30,7 +30,8 @@ SystemStatusComponent::SystemStatusComponent() , mBackgroundColorEnd {0x00000000} , mAccumulator {0} , mAccumulatorAndroid {0} - , mBackgroundPadding {0.0f, 0.0f} + , mBackgroundHorizontalPadding {0.0f, 0.0f} + , mBackgroundVerticalPadding {0.0f, 0.0f} , mBackgroundCornerRadius {0.0f} , mColorGradientHorizontal {true} , mEntrySpacing {0.005f * mRenderer->getScreenWidth()} @@ -255,11 +256,22 @@ void SystemStatusComponent::applyTheme(const std::shared_ptr& theme, } } - if (elem->has("backgroundPadding")) { - const glm::vec2 backgroundPadding { - glm::clamp(elem->get("backgroundPadding"), 0.0f, 0.2f)}; - mBackgroundPadding.x = backgroundPadding.x * mRenderer->getScreenWidth(); - mBackgroundPadding.y = backgroundPadding.y * mRenderer->getScreenHeight(); + if (elem->has("backgroundHorizontalPadding")) { + const glm::vec2 backgroundHorizontalPadding { + glm::clamp(elem->get("backgroundHorizontalPadding"), 0.0f, 0.2f)}; + mBackgroundHorizontalPadding.x = + backgroundHorizontalPadding.x * mRenderer->getScreenWidth(); + mBackgroundHorizontalPadding.y = + backgroundHorizontalPadding.y * mRenderer->getScreenWidth(); + } + + if (elem->has("backgroundVerticalPadding")) { + const glm::vec2 backgroundVerticalPadding { + glm::clamp(elem->get("backgroundVerticalPadding"), 0.0f, 0.2f)}; + mBackgroundVerticalPadding.x = + backgroundVerticalPadding.x * mRenderer->getScreenHeight(); + mBackgroundVerticalPadding.y = + backgroundVerticalPadding.y * mRenderer->getScreenHeight(); } if (elem->has("backgroundCornerRadius")) { @@ -432,12 +444,14 @@ void SystemStatusComponent::render(const glm::mat4& parentTrans) mRotationOrigin = mRotationOrigin; glm::mat4 trans {parentTrans * getTransform()}; - trans = glm::translate(trans, glm::vec3 {-mBackgroundPadding.x / 2.0f, - -mBackgroundPadding.y / 2.0f, 0.0f}); + trans = glm::translate(trans, glm::vec3 {-mBackgroundHorizontalPadding.x, + -mBackgroundVerticalPadding.x, 0.0f}); mRenderer->setMatrix(trans); mRenderer->drawRect( - 0.0f, 0.0f, mSize.x + mBackgroundPadding.x, mSize.y + mBackgroundPadding.y, + 0.0f, 0.0f, + mSize.x + mBackgroundHorizontalPadding.x + mBackgroundHorizontalPadding.y, + mSize.y + mBackgroundVerticalPadding.x + mBackgroundVerticalPadding.y, mBackgroundColor, mBackgroundColorEnd, mColorGradientHorizontal, mThemeOpacity, 1.0f, Renderer::BlendFactor::SRC_ALPHA, Renderer::BlendFactor::ONE_MINUS_SRC_ALPHA, mBackgroundCornerRadius); diff --git a/es-core/src/components/SystemStatusComponent.h b/es-core/src/components/SystemStatusComponent.h index 4e6909a57..0d770979b 100644 --- a/es-core/src/components/SystemStatusComponent.h +++ b/es-core/src/components/SystemStatusComponent.h @@ -59,7 +59,8 @@ private: unsigned int mBackgroundColorEnd; int mAccumulator; int mAccumulatorAndroid; - glm::vec2 mBackgroundPadding; + glm::vec2 mBackgroundHorizontalPadding; + glm::vec2 mBackgroundVerticalPadding; float mBackgroundCornerRadius; bool mColorGradientHorizontal; float mEntrySpacing; From 6351fb4e5b9146a181ca7d409b87c0cb43153db7 Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Sun, 16 Mar 2025 11:14:32 +0100 Subject: [PATCH 206/284] (slate-es-de) Updated to use the new backgroundHorizontalPadding and backgroundVerticalPadding properties for the systemstatus and clock elements --- themes/slate-es-de/theme.xml | 6 ++++-- 1 file changed, 4 insertions(+), 2 deletions(-) diff --git a/themes/slate-es-de/theme.xml b/themes/slate-es-de/theme.xml index 9006d9a87..3e74be33f 100644 --- a/themes/slate-es-de/theme.xml +++ b/themes/slate-es-de/theme.xml @@ -44,7 +44,8 @@ 0.8 ${statusColor} 00000066 - 0.008 0.008 + 0.004 0.005 + 0.004 0.004 0.003 0.005 @@ -53,7 +54,8 @@ 0.033 ${statusColor} 00000066 - 0.008 0.008 + 0.004 0.004 + 0.004 0.004 0.003 %H:%M From a34657db1a6598c37ca181b596901c8d6768c757 Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Sun, 16 Mar 2025 11:16:08 +0100 Subject: [PATCH 207/284] Documentation update --- CHANGELOG.md | 3 ++- THEMES-DEV.md | 33 ++++++++++++++++++++++++--------- 2 files changed, 26 insertions(+), 10 deletions(-) diff --git a/CHANGELOG.md b/CHANGELOG.md index 3359bfbff..0b9dc9e9d 100644 --- a/CHANGELOG.md +++ b/CHANGELOG.md @@ -47,7 +47,8 @@ * Added an "entryLayout" property to the helpsystem element to control the display order for the icons and text * Added an "entryRelativeScale" property to the helpsystem element to control the relative scale between the icons and text * Added "rotation", "rotationOrigin", "backgroundColor" and "backgroundColorEnd" properties to the helpsystem element -* Added "backgroundGradientType", "backgroundPadding" and "backgroundCornerRadius" properties to the helpsystem element +* Added "backgroundHorizontalPadding" and "backgroundVerticalPadding properties to the helpsystem element +* Added "backgroundGradientType" and "backgroundCornerRadius" properties to the helpsystem element * Added a "clock" element to make it possible to customize the layout and position of the clock * Added "imageSize", "imageMaxSize", "imageCropSize" and "imageCropPos" properties to the video element * Added a "fadeInType" property to the video element to fade in from black or from transparency diff --git a/THEMES-DEV.md b/THEMES-DEV.md index d288561b8..b1b64031b 100644 --- a/THEMES-DEV.md +++ b/THEMES-DEV.md @@ -3537,13 +3537,18 @@ Properties: - The direction to apply the color gradient if both `backgroundColor` and `backgroundColorEnd` have been defined. - Valid values are `horizontal` or `vertical` - Default is `horizontal` -* `backgroundPadding` - type: NORMALIZED_PAIR - - This property makes it possible to apply a padding around the element if `backgroundColor` has been defined. Note that this additional sizing will not have any effect on the `pos` and `origin` properties, these will remain constant. Or in other words, changing the `backgroundPadding` property value will not change the position of the overall element. An identical padding is applied to the left/right and top/bottom of the element. +* `backgroundHorizontalPadding` - type: NORMALIZED_PAIR + - This property makes it possible to apply a horizontal padding around the element if `backgroundColor` has been defined. Note that this additional sizing will not have any effect on the `pos` and `origin` properties, these will remain constant. Or in other words, changing the `backgroundHorizontalPadding` property value will not change the position of the overall element. The first value of the pair is the padding to the left of the element and the second value of the pair is the padding to the right of the element. + - Minimum value per axis is `0` and maximum value per axis is `0.2` + - Default is `0 0` + - This property can only be used if `backgroundColor` has a value defined. +* `backgroundVerticalPadding` - type: NORMALIZED_PAIR + - This property makes it possible to apply a vertical padding around the element if `backgroundColor` has been defined. Note that this additional sizing will not have any effect on the `pos` and `origin` properties, these will remain constant. Or in other words, changing the `backgroundVerticalPadding` property value will not change the position of the overall element. The first value of the pair is the padding at the top of the element and the second value of the pair is the padding at the bottom of the element. - Minimum value per axis is `0` and maximum value per axis is `0.2` - Default is `0 0` - This property can only be used if `backgroundColor` has a value defined. * `backgroundCornerRadius` - type: FLOAT - - Setting this property higher than zero applies rounded corners to the element background, assuming it has a color set. The radius is a percentage of the screen width. Note that the maximum allowed value is quite arbitrary as the renderer will in practice limit the maximum roundness so it can never go beyond half the background height. It means that setting this property sufficiently high will produce perfectly rounded sides for the background. You normally want to combine this property with `backgroundPadding` to add some extra space around the helpsystem. + - Setting this property higher than zero applies rounded corners to the element background, assuming it has a color set. The radius is a percentage of the screen width. Note that the maximum allowed value is quite arbitrary as the renderer will in practice limit the maximum roundness so it can never go beyond half the background height. It means that setting this property sufficiently high will produce perfectly rounded sides for the background. You normally want to combine this property with `backgroundHorizontalPadding` and `backgroundVerticalPadding` to first add some extra space around the helpsystem. - Minimum value is `0` and maximum value is `0.5` - Default is `0` (corners are not rounded) - This property can only be used if `backgroundColor` has a value defined. @@ -3657,13 +3662,18 @@ Properties: - The direction to apply the color gradient if both `backgroundColor` and `backgroundColorEnd` have been defined. - Valid values are `horizontal` or `vertical` - Default is `horizontal` -* `backgroundPadding` - type: NORMALIZED_PAIR - - This property makes it possible to apply a padding around the element if `backgroundColor` has been defined. Note that this additional sizing will not have any effect on the `pos` and `origin` properties, these will remain constant. Or in other words, changing the `backgroundPadding` property value will not change the position of the overall element. An identical padding is applied to the left/right and top/bottom of the element. +* `backgroundHorizontalPadding` - type: NORMALIZED_PAIR + - This property makes it possible to apply a horizontal padding around the element if `backgroundColor` has been defined. Note that this additional sizing will not have any effect on the `pos` and `origin` properties, these will remain constant. Or in other words, changing the `backgroundHorizontalPadding` property value will not change the position of the overall element. The first value of the pair is the padding to the left of the element and the second value of the pair is the padding to the right of the element. + - Minimum value per axis is `0` and maximum value per axis is `0.2` + - Default is `0 0` + - This property can only be used if `backgroundColor` has a value defined. +* `backgroundVerticalPadding` - type: NORMALIZED_PAIR + - This property makes it possible to apply a vertical padding around the element if `backgroundColor` has been defined. Note that this additional sizing will not have any effect on the `pos` and `origin` properties, these will remain constant. Or in other words, changing the `backgroundVerticalPadding` property value will not change the position of the overall element. The first value of the pair is the padding at the top of the element and the second value of the pair is the padding at the bottom of the element. - Minimum value per axis is `0` and maximum value per axis is `0.2` - Default is `0 0` - This property can only be used if `backgroundColor` has a value defined. * `backgroundCornerRadius` - type: FLOAT - - Setting this property higher than zero applies rounded corners to the element background, assuming `backgroundColor` has been defined. The radius is a percentage of the screen width. Note that the maximum allowed value is quite arbitrary as the renderer will in practice limit the maximum roundness so it can never go beyond half the background height. It means that setting this property sufficiently high will produce perfectly rounded sides for the element background. You normally want to combine this property with `backgroundPadding` to add some extra space around the system indicators. + - Setting this property higher than zero applies rounded corners to the element background, assuming `backgroundColor` has been defined. The radius is a percentage of the screen width. Note that the maximum allowed value is quite arbitrary as the renderer will in practice limit the maximum roundness so it can never go beyond half the background height. It means that setting this property sufficiently high will produce perfectly rounded sides for the element background. You normally want to combine this property with `backgroundHorizontalPadding` and `backgroundVerticalPadding` to first add some extra space around the system indicators. - Minimum value is `0` and maximum value is `0.5` - Default is `0` (corners are not rounded) - This property can only be used if `backgroundColor` has a value defined. @@ -3758,13 +3768,18 @@ Properties: - The direction to apply the color gradient if both `backgroundColor` and `backgroundColorEnd` have been defined. - Valid values are `horizontal` or `vertical` - Default is `horizontal` -* `backgroundPadding` - type: NORMALIZED_PAIR - - This property makes it possible to apply a padding around the element if `backgroundColor` has been defined. Note that this additional sizing will not have any effect on the `pos` and `origin` properties, these will remain constant. Or in other words, changing the `backgroundPadding` property value will not change the position of the overall element. An identical padding is applied to the left/right and top/bottom of the element. +* `backgroundHorizontalPadding` - type: NORMALIZED_PAIR + - This property makes it possible to apply a horizontal padding around the element if `backgroundColor` has been defined. Note that this additional sizing will not have any effect on the `pos` and `origin` properties, these will remain constant. Or in other words, changing the `backgroundHorizontalPadding` property value will not change the position of the overall element. The first value of the pair is the padding to the left of the element and the second value of the pair is the padding to the right of the element. + - Minimum value per axis is `0` and maximum value per axis is `0.2` + - Default is `0 0` + - This property can only be used if `backgroundColor` has a value defined. +* `backgroundVerticalPadding` - type: NORMALIZED_PAIR + - This property makes it possible to apply a vertical padding around the element if `backgroundColor` has been defined. Note that this additional sizing will not have any effect on the `pos` and `origin` properties, these will remain constant. Or in other words, changing the `backgroundVerticalPadding` property value will not change the position of the overall element. The first value of the pair is the padding at the top of the element and the second value of the pair is the padding at the bottom of the element. - Minimum value per axis is `0` and maximum value per axis is `0.2` - Default is `0 0` - This property can only be used if `backgroundColor` has a value defined. * `backgroundCornerRadius` - type: FLOAT - - Setting this property higher than zero applies rounded corners to the element background, assuming it has a color set. The radius is a percentage of the screen width. Note that the maximum allowed value is quite arbitrary as the renderer will in practice limit the maximum roundness so it can never go beyond half the background height. It means that setting this property sufficiently high will produce perfectly rounded sides for the background. You normally want to combine this property with `backgroundPadding` to add some extra space around the clock. + - Setting this property higher than zero applies rounded corners to the element background, assuming it has a color set. The radius is a percentage of the screen width. Note that the maximum allowed value is quite arbitrary as the renderer will in practice limit the maximum roundness so it can never go beyond half the background height. It means that setting this property sufficiently high will produce perfectly rounded sides for the background. You normally want to combine this property with `backgroundHorizontalPadding` and `backgroundVerticalPadding` to first add some extra space around the clock. - Minimum value is `0` and maximum value is `0.5` - Default is `0` (corners are not rounded) - This property can only be used if `backgroundColor` has a value defined. From 4c1c269f903f8c4bd5d24ff0df5a9cc7d9e19385 Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Sun, 16 Mar 2025 11:51:32 +0100 Subject: [PATCH 208/284] The LANG and LANGUAGE variables are now set explicitly to the UTF-8 character encoding on Linux, macOS and Android --- es-core/src/utils/LocalizationUtil.cpp | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/es-core/src/utils/LocalizationUtil.cpp b/es-core/src/utils/LocalizationUtil.cpp index f986edb17..98b774b22 100644 --- a/es-core/src/utils/LocalizationUtil.cpp +++ b/es-core/src/utils/LocalizationUtil.cpp @@ -244,8 +244,8 @@ namespace Utils LOCALE_ALLOW_NEUTRAL_NAMES); SetThreadLocale(sLocaleID); #else - setenv("LANGUAGE", locale.c_str(), 1); - setenv("LANG", locale.c_str(), 1); + setenv("LANGUAGE", std::string {locale + ".UTF-8"}.c_str(), 1); + setenv("LANG", std::string {locale + ".UTF-8"}.c_str(), 1); // For some bizarre reason we need to first set the locale to en_US.UTF-8 before // we set it to the requested locale as some specific locales like pt_BR and zh_CN // otherwise won't work consistently. This must be some kind of library or OS bug as From 01f1415cc766b9e888ed8a88e6eff0c823dc9a12 Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Sun, 16 Mar 2025 12:06:32 +0100 Subject: [PATCH 209/284] (modern-es-de) Adjusted the relative scale between the icons and text for the helpsystem element --- themes/modern-es-de/aspect-ratio-16-10.xml | 2 +- themes/modern-es-de/aspect-ratio-16-9.xml | 2 +- themes/modern-es-de/aspect-ratio-21-9.xml | 6 +++--- themes/modern-es-de/aspect-ratio-4-3.xml | 2 +- themes/modern-es-de/theme.xml | 1 + 5 files changed, 7 insertions(+), 6 deletions(-) diff --git a/themes/modern-es-de/aspect-ratio-16-10.xml b/themes/modern-es-de/aspect-ratio-16-10.xml index 0b3c7581c..ab924ae00 100644 --- a/themes/modern-es-de/aspect-ratio-16-10.xml +++ b/themes/modern-es-de/aspect-ratio-16-10.xml @@ -2,7 +2,7 @@ 0.96 0.9415 - 0.029 + 0.032 0.015 0.00516 diff --git a/themes/modern-es-de/aspect-ratio-16-9.xml b/themes/modern-es-de/aspect-ratio-16-9.xml index cad73d462..fdaba2a6e 100644 --- a/themes/modern-es-de/aspect-ratio-16-9.xml +++ b/themes/modern-es-de/aspect-ratio-16-9.xml @@ -2,7 +2,7 @@ 0.96 0.935 - 0.032 + 0.035 0.015 0.00516 diff --git a/themes/modern-es-de/aspect-ratio-21-9.xml b/themes/modern-es-de/aspect-ratio-21-9.xml index d6abfb97d..abdd045a2 100644 --- a/themes/modern-es-de/aspect-ratio-21-9.xml +++ b/themes/modern-es-de/aspect-ratio-21-9.xml @@ -2,9 +2,9 @@ 0.96 0.935 - 0.035 - 0.018 - 0.00516 + 0.038 + 0.012 + 0.00416 0.5 0.9 diff --git a/themes/modern-es-de/aspect-ratio-4-3.xml b/themes/modern-es-de/aspect-ratio-4-3.xml index f0476b3e0..a63572624 100644 --- a/themes/modern-es-de/aspect-ratio-4-3.xml +++ b/themes/modern-es-de/aspect-ratio-4-3.xml @@ -2,7 +2,7 @@ 0.96 0.935 - 0.026 + 0.0285 0.010 0.0041666 diff --git a/themes/modern-es-de/theme.xml b/themes/modern-es-de/theme.xml index 335cdce4f..272689c8c 100644 --- a/themes/modern-es-de/theme.xml +++ b/themes/modern-es-de/theme.xml @@ -115,6 +115,7 @@ ${secondaryColor} ${secondaryColor} ${mainFont} + 0.9 capitalize From e531907a9003c272283eafae3603ddd3d34a4c33 Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Sun, 16 Mar 2025 12:36:22 +0100 Subject: [PATCH 210/284] Added the bsnes-jg RetroArch core as an alternative emulator for the satellaview, sfc, snes, snesna and sufami systems --- resources/systems/android/es_systems.xml | 5 +++++ resources/systems/linux/es_systems.xml | 5 +++++ resources/systems/macos/es_systems.xml | 5 +++++ resources/systems/unix/es_systems.xml | 5 +++++ resources/systems/windows/es_systems.xml | 5 +++++ 5 files changed, 25 insertions(+) diff --git a/resources/systems/android/es_systems.xml b/resources/systems/android/es_systems.xml index 7ac467ca5..1e599f45b 100644 --- a/resources/systems/android/es_systems.xml +++ b/resources/systems/android/es_systems.xml @@ -1589,6 +1589,7 @@ %EMULATOR_SNES9X-EXPLUS% %DATA%=%ROMSAF% %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/bsnes_libretro_android.so %EXTRA_ROM%=%ROM% %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/bsnes_hd_beta_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/bsnes-jg_libretro_android.so %EXTRA_ROM%=%ROM% %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/bsnes_mercury_accuracy_libretro_android.so %EXTRA_ROM%=%ROM% %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/mesen-s_libretro_android.so %EXTRA_ROM%=%ROM% satellaview @@ -1689,6 +1690,7 @@ %EMULATOR_SNES9X-EXPLUS% %DATA%=%ROMSAF% %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/bsnes_libretro_android.so %EXTRA_ROM%=%ROM% %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/bsnes_hd_beta_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/bsnes-jg_libretro_android.so %EXTRA_ROM%=%ROM% %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/bsnes_mercury_accuracy_libretro_android.so %EXTRA_ROM%=%ROM% %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/mednafen_supafaust_libretro_android.so %EXTRA_ROM%=%ROM% %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/mesen-s_libretro_android.so %EXTRA_ROM%=%ROM% @@ -1730,6 +1732,7 @@ %EMULATOR_SNES9X-EXPLUS% %DATA%=%ROMSAF% %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/bsnes_libretro_android.so %EXTRA_ROM%=%ROM% %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/bsnes_hd_beta_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/bsnes-jg_libretro_android.so %EXTRA_ROM%=%ROM% %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/bsnes_mercury_accuracy_libretro_android.so %EXTRA_ROM%=%ROM% %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/mednafen_supafaust_libretro_android.so %EXTRA_ROM%=%ROM% %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/mesen-s_libretro_android.so %EXTRA_ROM%=%ROM% @@ -1747,6 +1750,7 @@ %EMULATOR_SNES9X-EXPLUS% %DATA%=%ROMSAF% %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/bsnes_libretro_android.so %EXTRA_ROM%=%ROM% %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/bsnes_hd_beta_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/bsnes-jg_libretro_android.so %EXTRA_ROM%=%ROM% %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/bsnes_mercury_accuracy_libretro_android.so %EXTRA_ROM%=%ROM% %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/mednafen_supafaust_libretro_android.so %EXTRA_ROM%=%ROM% %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/mesen-s_libretro_android.so %EXTRA_ROM%=%ROM% @@ -1803,6 +1807,7 @@ %EMULATOR_SNES9X-EXPLUS% %DATA%=%ROMSAF% %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/bsnes_libretro_android.so %EXTRA_ROM%=%ROM% %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/bsnes_hd_beta_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/bsnes-jg_libretro_android.so %EXTRA_ROM%=%ROM% %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/bsnes_mercury_accuracy_libretro_android.so %EXTRA_ROM%=%ROM% sufami sufami diff --git a/resources/systems/linux/es_systems.xml b/resources/systems/linux/es_systems.xml index a237ca701..eaee3554b 100644 --- a/resources/systems/linux/es_systems.xml +++ b/resources/systems/linux/es_systems.xml @@ -1699,6 +1699,7 @@ %EMULATOR_SNES9X% %ROM% %EMULATOR_RETROARCH% -L %CORE_RETROARCH%/bsnes_libretro.so %ROM% %EMULATOR_RETROARCH% -L %CORE_RETROARCH%/bsnes_hd_beta_libretro.so %ROM% + %EMULATOR_RETROARCH% -L %CORE_RETROARCH%/bsnes-jg_libretro.so %ROM% %EMULATOR_RETROARCH% -L %CORE_RETROARCH%/bsnes_mercury_accuracy_libretro.so %ROM% %EMULATOR_BSNES% --fullscreen %ROM% %EMULATOR_RETROARCH% -L %CORE_RETROARCH%/mesen-s_libretro.so %ROM% @@ -1810,6 +1811,7 @@ %EMULATOR_SNES9X% %ROM% %EMULATOR_RETROARCH% -L %CORE_RETROARCH%/bsnes_libretro.so %ROM% %EMULATOR_RETROARCH% -L %CORE_RETROARCH%/bsnes_hd_beta_libretro.so %ROM% + %EMULATOR_RETROARCH% -L %CORE_RETROARCH%/bsnes-jg_libretro.so %ROM% %EMULATOR_RETROARCH% -L %CORE_RETROARCH%/bsnes_mercury_accuracy_libretro.so %ROM% %EMULATOR_BSNES% --fullscreen %ROM% %EMULATOR_RETROARCH% -L %CORE_RETROARCH%/mednafen_supafaust_libretro.so %ROM% @@ -1859,6 +1861,7 @@ %EMULATOR_SNES9X% %ROM% %EMULATOR_RETROARCH% -L %CORE_RETROARCH%/bsnes_libretro.so %ROM% %EMULATOR_RETROARCH% -L %CORE_RETROARCH%/bsnes_hd_beta_libretro.so %ROM% + %EMULATOR_RETROARCH% -L %CORE_RETROARCH%/bsnes-jg_libretro.so %ROM% %EMULATOR_RETROARCH% -L %CORE_RETROARCH%/bsnes_mercury_accuracy_libretro.so %ROM% %EMULATOR_BSNES% --fullscreen %ROM% %EMULATOR_RETROARCH% -L %CORE_RETROARCH%/mednafen_supafaust_libretro.so %ROM% @@ -1881,6 +1884,7 @@ %EMULATOR_SNES9X% %ROM% %EMULATOR_RETROARCH% -L %CORE_RETROARCH%/bsnes_libretro.so %ROM% %EMULATOR_RETROARCH% -L %CORE_RETROARCH%/bsnes_hd_beta_libretro.so %ROM% + %EMULATOR_RETROARCH% -L %CORE_RETROARCH%/bsnes-jg_libretro.so %ROM% %EMULATOR_RETROARCH% -L %CORE_RETROARCH%/bsnes_mercury_accuracy_libretro.so %ROM% %EMULATOR_BSNES% --fullscreen %ROM% %EMULATOR_RETROARCH% -L %CORE_RETROARCH%/mednafen_supafaust_libretro.so %ROM% @@ -1942,6 +1946,7 @@ %EMULATOR_SNES9X% %ROM% %EMULATOR_RETROARCH% -L %CORE_RETROARCH%/bsnes_libretro.so %ROM% %EMULATOR_RETROARCH% -L %CORE_RETROARCH%/bsnes_hd_beta_libretro.so %ROM% + %EMULATOR_RETROARCH% -L %CORE_RETROARCH%/bsnes-jg_libretro.so %ROM% %EMULATOR_RETROARCH% -L %CORE_RETROARCH%/bsnes_mercury_accuracy_libretro.so %ROM% %EMULATOR_BSNES% --fullscreen %ROM% %EMULATOR_ARES% --fullscreen --system "Super Famicom" %ROM% diff --git a/resources/systems/macos/es_systems.xml b/resources/systems/macos/es_systems.xml index df636886e..69a95c210 100644 --- a/resources/systems/macos/es_systems.xml +++ b/resources/systems/macos/es_systems.xml @@ -1603,6 +1603,7 @@ %EMULATOR_SNES9X% %ROM% %EMULATOR_RETROARCH% -L %CORE_RETROARCH%/bsnes_libretro.dylib %ROM% %EMULATOR_RETROARCH% -L %CORE_RETROARCH%/bsnes_hd_beta_libretro.dylib %ROM% + %EMULATOR_RETROARCH% -L %CORE_RETROARCH%/bsnes-jg_libretro.dylib %ROM% %EMULATOR_RETROARCH% -L %CORE_RETROARCH%/bsnes_mercury_accuracy_libretro.dylib %ROM% %EMULATOR_RETROARCH% -L %CORE_RETROARCH%/mesen-s_libretro.dylib %ROM% %EMULATOR_ARES% --fullscreen --system "Super Famicom" %ROM% @@ -1705,6 +1706,7 @@ %EMULATOR_SNES9X% %ROM% %EMULATOR_RETROARCH% -L %CORE_RETROARCH%/bsnes_libretro.dylib %ROM% %EMULATOR_RETROARCH% -L %CORE_RETROARCH%/bsnes_hd_beta_libretro.dylib %ROM% + %EMULATOR_RETROARCH% -L %CORE_RETROARCH%/bsnes-jg_libretro.dylib %ROM% %EMULATOR_RETROARCH% -L %CORE_RETROARCH%/bsnes_mercury_accuracy_libretro.dylib %ROM% %EMULATOR_RETROARCH% -L %CORE_RETROARCH%/mesen-s_libretro.dylib %ROM% %EMULATOR_MEDNAFEN% -force_module snes %ROM% @@ -1748,6 +1750,7 @@ %EMULATOR_SNES9X% %ROM% %EMULATOR_RETROARCH% -L %CORE_RETROARCH%/bsnes_libretro.dylib %ROM% %EMULATOR_RETROARCH% -L %CORE_RETROARCH%/bsnes_hd_beta_libretro.dylib %ROM% + %EMULATOR_RETROARCH% -L %CORE_RETROARCH%/bsnes-jg_libretro.dylib %ROM% %EMULATOR_RETROARCH% -L %CORE_RETROARCH%/bsnes_mercury_accuracy_libretro.dylib %ROM% %EMULATOR_RETROARCH% -L %CORE_RETROARCH%/mesen-s_libretro.dylib %ROM% %EMULATOR_MEDNAFEN% -force_module snes %ROM% @@ -1766,6 +1769,7 @@ %EMULATOR_SNES9X% %ROM% %EMULATOR_RETROARCH% -L %CORE_RETROARCH%/bsnes_libretro.dylib %ROM% %EMULATOR_RETROARCH% -L %CORE_RETROARCH%/bsnes_hd_beta_libretro.dylib %ROM% + %EMULATOR_RETROARCH% -L %CORE_RETROARCH%/bsnes-jg_libretro.dylib %ROM% %EMULATOR_RETROARCH% -L %CORE_RETROARCH%/bsnes_mercury_accuracy_libretro.dylib %ROM% %EMULATOR_RETROARCH% -L %CORE_RETROARCH%/mesen-s_libretro.dylib %ROM% %EMULATOR_MEDNAFEN% -force_module snes %ROM% @@ -1822,6 +1826,7 @@ %EMULATOR_SNES9X% %ROM% %EMULATOR_RETROARCH% -L %CORE_RETROARCH%/bsnes_libretro.dylib %ROM% %EMULATOR_RETROARCH% -L %CORE_RETROARCH%/bsnes_hd_beta_libretro.dylib %ROM% + %EMULATOR_RETROARCH% -L %CORE_RETROARCH%/bsnes-jg_libretro.dylib %ROM% %EMULATOR_RETROARCH% -L %CORE_RETROARCH%/bsnes_mercury_accuracy_libretro.dylib %ROM% %EMULATOR_ARES% --fullscreen --system "Super Famicom" %ROM% sufami diff --git a/resources/systems/unix/es_systems.xml b/resources/systems/unix/es_systems.xml index 12632cf77..f6a830236 100644 --- a/resources/systems/unix/es_systems.xml +++ b/resources/systems/unix/es_systems.xml @@ -1651,6 +1651,7 @@ %EMULATOR_SNES9X% %ROM% %EMULATOR_RETROARCH% -L %CORE_RETROARCH%/bsnes_libretro.so %ROM% %EMULATOR_RETROARCH% -L %CORE_RETROARCH%/bsnes_hd_beta_libretro.so %ROM% + %EMULATOR_RETROARCH% -L %CORE_RETROARCH%/bsnes-jg_libretro.so %ROM% %EMULATOR_RETROARCH% -L %CORE_RETROARCH%/bsnes_mercury_accuracy_libretro.so %ROM% %EMULATOR_BSNES% --fullscreen %ROM% %EMULATOR_RETROARCH% -L %CORE_RETROARCH%/mesen-s_libretro.so %ROM% @@ -1758,6 +1759,7 @@ %EMULATOR_SNES9X% %ROM% %EMULATOR_RETROARCH% -L %CORE_RETROARCH%/bsnes_libretro.so %ROM% %EMULATOR_RETROARCH% -L %CORE_RETROARCH%/bsnes_hd_beta_libretro.so %ROM% + %EMULATOR_RETROARCH% -L %CORE_RETROARCH%/bsnes-jg_libretro.so %ROM% %EMULATOR_RETROARCH% -L %CORE_RETROARCH%/bsnes_mercury_accuracy_libretro.so %ROM% %EMULATOR_BSNES% --fullscreen %ROM% %EMULATOR_RETROARCH% -L %CORE_RETROARCH%/mednafen_supafaust_libretro.so %ROM% @@ -1806,6 +1808,7 @@ %EMULATOR_SNES9X% %ROM% %EMULATOR_RETROARCH% -L %CORE_RETROARCH%/bsnes_libretro.so %ROM% %EMULATOR_RETROARCH% -L %CORE_RETROARCH%/bsnes_hd_beta_libretro.so %ROM% + %EMULATOR_RETROARCH% -L %CORE_RETROARCH%/bsnes-jg_libretro.so %ROM% %EMULATOR_RETROARCH% -L %CORE_RETROARCH%/bsnes_mercury_accuracy_libretro.so %ROM% %EMULATOR_BSNES% --fullscreen %ROM% %EMULATOR_RETROARCH% -L %CORE_RETROARCH%/mednafen_supafaust_libretro.so %ROM% @@ -1827,6 +1830,7 @@ %EMULATOR_SNES9X% %ROM% %EMULATOR_RETROARCH% -L %CORE_RETROARCH%/bsnes_libretro.so %ROM% %EMULATOR_RETROARCH% -L %CORE_RETROARCH%/bsnes_hd_beta_libretro.so %ROM% + %EMULATOR_RETROARCH% -L %CORE_RETROARCH%/bsnes-jg_libretro.so %ROM% %EMULATOR_RETROARCH% -L %CORE_RETROARCH%/bsnes_mercury_accuracy_libretro.so %ROM% %EMULATOR_BSNES% --fullscreen %ROM% %EMULATOR_RETROARCH% -L %CORE_RETROARCH%/mednafen_supafaust_libretro.so %ROM% @@ -1887,6 +1891,7 @@ %EMULATOR_SNES9X% %ROM% %EMULATOR_RETROARCH% -L %CORE_RETROARCH%/bsnes_libretro.so %ROM% %EMULATOR_RETROARCH% -L %CORE_RETROARCH%/bsnes_hd_beta_libretro.so %ROM% + %EMULATOR_RETROARCH% -L %CORE_RETROARCH%/bsnes-jg_libretro.so %ROM% %EMULATOR_RETROARCH% -L %CORE_RETROARCH%/bsnes_mercury_accuracy_libretro.so %ROM% %EMULATOR_BSNES% --fullscreen %ROM% %EMULATOR_ARES% --fullscreen --system "Super Famicom" %ROM% diff --git a/resources/systems/windows/es_systems.xml b/resources/systems/windows/es_systems.xml index 380fef24a..be5853962 100644 --- a/resources/systems/windows/es_systems.xml +++ b/resources/systems/windows/es_systems.xml @@ -1686,6 +1686,7 @@ %EMULATOR_SNES9X% %ROM% %EMULATOR_RETROARCH% -L %CORE_RETROARCH%\bsnes_libretro.dll %ROM% %EMULATOR_RETROARCH% -L %CORE_RETROARCH%\bsnes_hd_beta_libretro.dll %ROM% + %EMULATOR_RETROARCH% -L %CORE_RETROARCH%\bsnes-jg_libretro.dll %ROM% %EMULATOR_RETROARCH% -L %CORE_RETROARCH%\bsnes_mercury_accuracy_libretro.dll %ROM% %EMULATOR_BSNES% --fullscreen %ROM% %EMULATOR_RETROARCH% -L %CORE_RETROARCH%\mesen-s_libretro.dll %ROM% @@ -1801,6 +1802,7 @@ %EMULATOR_SNES9X% %ROM% %EMULATOR_RETROARCH% -L %CORE_RETROARCH%\bsnes_libretro.dll %ROM% %EMULATOR_RETROARCH% -L %CORE_RETROARCH%\bsnes_hd_beta_libretro.dll %ROM% + %EMULATOR_RETROARCH% -L %CORE_RETROARCH%\bsnes-jg_libretro.dll %ROM% %EMULATOR_RETROARCH% -L %CORE_RETROARCH%\bsnes_mercury_accuracy_libretro.dll %ROM% %EMULATOR_BSNES% --fullscreen %ROM% %EMULATOR_RETROARCH% -L %CORE_RETROARCH%\mednafen_supafaust_libretro.dll %ROM% @@ -1850,6 +1852,7 @@ %EMULATOR_SNES9X% %ROM% %EMULATOR_RETROARCH% -L %CORE_RETROARCH%\bsnes_libretro.dll %ROM% %EMULATOR_RETROARCH% -L %CORE_RETROARCH%\bsnes_hd_beta_libretro.dll %ROM% + %EMULATOR_RETROARCH% -L %CORE_RETROARCH%\bsnes-jg_libretro.dll %ROM% %EMULATOR_RETROARCH% -L %CORE_RETROARCH%\bsnes_mercury_accuracy_libretro.dll %ROM% %EMULATOR_BSNES% --fullscreen %ROM% %EMULATOR_RETROARCH% -L %CORE_RETROARCH%\mednafen_supafaust_libretro.dll %ROM% @@ -1872,6 +1875,7 @@ %EMULATOR_SNES9X% %ROM% %EMULATOR_RETROARCH% -L %CORE_RETROARCH%\bsnes_libretro.dll %ROM% %EMULATOR_RETROARCH% -L %CORE_RETROARCH%\bsnes_hd_beta_libretro.dll %ROM% + %EMULATOR_RETROARCH% -L %CORE_RETROARCH%\bsnes-jg_libretro.dll %ROM% %EMULATOR_RETROARCH% -L %CORE_RETROARCH%\bsnes_mercury_accuracy_libretro.dll %ROM% %EMULATOR_BSNES% --fullscreen %ROM% %EMULATOR_RETROARCH% -L %CORE_RETROARCH%\mednafen_supafaust_libretro.dll %ROM% @@ -1933,6 +1937,7 @@ %EMULATOR_SNES9X% %ROM% %EMULATOR_RETROARCH% -L %CORE_RETROARCH%\bsnes_libretro.dll %ROM% %EMULATOR_RETROARCH% -L %CORE_RETROARCH%\bsnes_hd_beta_libretro.dll %ROM% + %EMULATOR_RETROARCH% -L %CORE_RETROARCH%\bsnes-jg_libretro.dll %ROM% %EMULATOR_RETROARCH% -L %CORE_RETROARCH%\bsnes_mercury_accuracy_libretro.dll %ROM% %EMULATOR_BSNES% --fullscreen %ROM% %EMULATOR_ARES% --fullscreen --system "Super Famicom" %ROM% From 68d462b7263da6742bd5d70fb9316d633b0caa9d Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Sun, 16 Mar 2025 15:01:12 +0100 Subject: [PATCH 211/284] (Windows) Fixed an issue where there could be double quotation marks added to the launch command under some special circumstances --- es-app/src/FileData.cpp | 3 +++ 1 file changed, 3 insertions(+) diff --git a/es-app/src/FileData.cpp b/es-app/src/FileData.cpp index ad3478a66..8e9574c5e 100644 --- a/es-app/src/FileData.cpp +++ b/es-app/src/FileData.cpp @@ -1943,6 +1943,9 @@ void FileData::launchGame() #endif #if defined(_WIN64) + // Hack to remove double quotation marks as these can occur under some special circumstances. + command = Utils::String::replace(command, "\"\"", "\""); + command = Utils::String::replace( command, "%ESPATH%", Utils::String::replace(Utils::FileSystem::getExePath(), "/", "\\")); command = Utils::String::replace(command, "%EMUDIR%", From d55606aef9438a317f57ec3e9e4a4dc8e72e0137 Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Sun, 16 Mar 2025 15:33:25 +0100 Subject: [PATCH 212/284] Enabled directories interpreted as files with MAME RetroArch for the apple2, apple2gs and fmtowns systems on Linux, macOS and Windows --- resources/systems/linux/es_systems.xml | 6 +++--- resources/systems/macos/es_systems.xml | 6 +++--- resources/systems/unix/es_systems.xml | 6 +++--- resources/systems/windows/es_systems.xml | 7 +++---- 4 files changed, 12 insertions(+), 13 deletions(-) diff --git a/resources/systems/linux/es_systems.xml b/resources/systems/linux/es_systems.xml index eaee3554b..5882a6cde 100644 --- a/resources/systems/linux/es_systems.xml +++ b/resources/systems/linux/es_systems.xml @@ -127,7 +127,7 @@ .do .DO .dsk .DSK .nib .NIB .po .PO %EMULATOR_LINAPPLE% -f -b --d1 %ROM% %EMULATOR_MEDNAFEN% -force_module apple2 %ROM% - %EMULATOR_RETROARCH% -L %CORE_RETROARCH%/mame_libretro.so "apple2e -rompath \"%GAMEDIRRAW%;%ROMPATH%/apple2\" -gameio joy -flop1 \"%ROMRAW%\"" + %EMULATOR_RETROARCH% -L %CORE_RETROARCH%/mame_libretro.so "apple2e -rompath \"%GAMEDIRRAW%;%ROMPATH%/apple2\" -gameio joy -flop1 \"%GAMEDIRRAW%/%FILENAME%\"" %STARTDIR%=~/.mame %EMULATOR_MAME% -rompath %GAMEDIR%\;%ROMPATH%/apple2 apple2e -gameio joy -flop1 %ROM% %EMULATOR_IZAPPLE2% %ROM% apple2 @@ -138,7 +138,7 @@ Apple IIGS %ROMPATH%/apple2gs .2mg .2MG .7z .7z .zip .ZIP - %EMULATOR_RETROARCH% -L %CORE_RETROARCH%/mame_libretro.so "apple2gs -rompath \"%GAMEDIRRAW%;%ROMPATH%/apple2gs\" -gameio joy -flop3 \"%ROMRAW%\"" + %EMULATOR_RETROARCH% -L %CORE_RETROARCH%/mame_libretro.so "apple2gs -rompath \"%GAMEDIRRAW%;%ROMPATH%/apple2gs\" -gameio joy -flop3 \"%GAMEDIRRAW%/%FILENAME%\"" %STARTDIR%=~/.mame %EMULATOR_MAME% -rompath %GAMEDIR%\;%ROMPATH%/apple2gs apple2gs -gameio joy -flop3 %ROM% apple2gs apple2gs @@ -731,7 +731,7 @@ Fujitsu FM Towns %ROMPATH%/fmtowns .cdr .CDR .chd .CHD .cue .CUE .gdi .GDI .iso .ISO - %EMULATOR_RETROARCH% -L %CORE_RETROARCH%/mame_libretro.so "fmtownshr -rompath \"%GAMEDIRRAW%;%ROMPATH%/fmtowns\" -cdrom \"%ROMRAW%\"" + %EMULATOR_RETROARCH% -L %CORE_RETROARCH%/mame_libretro.so "fmtownshr -rompath \"%GAMEDIRRAW%;%ROMPATH%/fmtowns\" -cdrom \"%GAMEDIRRAW%/%FILENAME%\"" %STARTDIR%=~/.mame %EMULATOR_MAME% -rompath %GAMEDIR%\;%ROMPATH%/fmtowns fmtownshr -cdrom %ROM% %EMULATOR_TSUGARU% %EMUDIR%/roms -HOSTSHORTCUT ESC 0 0 FORCEQUIT -FULLSCREEN -CD %ROM% %INJECT%=%BASENAME%.cfg fmtowns diff --git a/resources/systems/macos/es_systems.xml b/resources/systems/macos/es_systems.xml index 69a95c210..88418c7cb 100644 --- a/resources/systems/macos/es_systems.xml +++ b/resources/systems/macos/es_systems.xml @@ -125,7 +125,7 @@ %ROMPATH%/apple2 .do .DO .dsk .DSK .nib .NIB .po .PO %EMULATOR_MEDNAFEN% -force_module apple2 %ROM% - %EMULATOR_RETROARCH% -L %CORE_RETROARCH%/mame_libretro.dylib "apple2e -rompath \"%GAMEDIRRAW%;%ROMPATH%/apple2\" -gameio joy -flop1 \"%ROMRAW%\"" + %EMULATOR_RETROARCH% -L %CORE_RETROARCH%/mame_libretro.dylib "apple2e -rompath \"%GAMEDIRRAW%;%ROMPATH%/apple2\" -gameio joy -flop1 \"%GAMEDIRRAW%/%FILENAME%\"" %STARTDIR%=~/.mame %EMULATOR_MAME% -rompath %GAMEDIR%\;%ROMPATH%/apple2 apple2e -gameio joy -flop1 %ROM% apple2 apple2 @@ -135,7 +135,7 @@ Apple IIGS %ROMPATH%/apple2gs .2mg .2MG .7z .7z .zip .ZIP - %EMULATOR_RETROARCH% -L %CORE_RETROARCH%/mame_libretro.dylib "apple2gs -rompath \"%GAMEDIRRAW%;%ROMPATH%/apple2gs\" -gameio joy -flop3 \"%ROMRAW%\"" + %EMULATOR_RETROARCH% -L %CORE_RETROARCH%/mame_libretro.dylib "apple2gs -rompath \"%GAMEDIRRAW%;%ROMPATH%/apple2gs\" -gameio joy -flop3 \"%GAMEDIRRAW%/%FILENAME%\"" %STARTDIR%=~/.mame %EMULATOR_MAME% -rompath %GAMEDIR%\;%ROMPATH%/apple2gs apple2gs -gameio joy -flop3 %ROM% apple2gs apple2gs @@ -692,7 +692,7 @@ Fujitsu FM Towns %ROMPATH%/fmtowns .cdr .CDR .chd .CHD .cue .CUE .gdi .GDI .iso .ISO - %EMULATOR_RETROARCH% -L %CORE_RETROARCH%/mame_libretro.dylib "fmtownshr -rompath \"%GAMEDIRRAW%;%ROMPATH%/fmtowns\" -cdrom \"%ROMRAW%\"" + %EMULATOR_RETROARCH% -L %CORE_RETROARCH%/mame_libretro.dylib "fmtownshr -rompath \"%GAMEDIRRAW%;%ROMPATH%/fmtowns\" -cdrom \"%GAMEDIRRAW%/%FILENAME%\"" %STARTDIR%=~/.mame %EMULATOR_MAME% -rompath %GAMEDIR%\;%ROMPATH%/fmtowns fmtownshr -cdrom %ROM% fmtowns fmtowns diff --git a/resources/systems/unix/es_systems.xml b/resources/systems/unix/es_systems.xml index f6a830236..82b935e26 100644 --- a/resources/systems/unix/es_systems.xml +++ b/resources/systems/unix/es_systems.xml @@ -125,7 +125,7 @@ .do .DO .dsk .DSK .nib .NIB .po .PO %EMULATOR_LINAPPLE% -f -b --d1 %ROM% %EMULATOR_MEDNAFEN% -force_module apple2 %ROM% - %EMULATOR_RETROARCH% -L %CORE_RETROARCH%/mame_libretro.so "apple2e -rompath \"%GAMEDIRRAW%;%ROMPATH%/apple2\" -gameio joy -flop1 \"%ROMRAW%\"" + %EMULATOR_RETROARCH% -L %CORE_RETROARCH%/mame_libretro.so "apple2e -rompath \"%GAMEDIRRAW%;%ROMPATH%/apple2\" -gameio joy -flop1 \"%GAMEDIRRAW%/%FILENAME%\"" %STARTDIR%=~/.mame %EMULATOR_MAME% -rompath %GAMEDIR%\;%ROMPATH%/apple2 apple2e -gameio joy -flop1 %ROM% %EMULATOR_IZAPPLE2% %ROM% apple2 @@ -136,7 +136,7 @@ Apple IIGS %ROMPATH%/apple2gs .2mg .2MG .7z .7z .zip .ZIP - %EMULATOR_RETROARCH% -L %CORE_RETROARCH%/mame_libretro.so "apple2gs -rompath \"%GAMEDIRRAW%;%ROMPATH%/apple2gs\" -gameio joy -flop3 \"%ROMRAW%\"" + %EMULATOR_RETROARCH% -L %CORE_RETROARCH%/mame_libretro.so "apple2gs -rompath \"%GAMEDIRRAW%;%ROMPATH%/apple2gs\" -gameio joy -flop3 \"%GAMEDIRRAW%/%FILENAME%\"" %STARTDIR%=~/.mame %EMULATOR_MAME% -rompath %GAMEDIR%\;%ROMPATH%/apple2gs apple2gs -gameio joy -flop3 %ROM% apple2gs apple2gs @@ -710,7 +710,7 @@ Fujitsu FM Towns %ROMPATH%/fmtowns .cdr .CDR .chd .CHD .cue .CUE .gdi .GDI .iso .ISO - %EMULATOR_RETROARCH% -L %CORE_RETROARCH%/mame_libretro.so "fmtownshr -rompath \"%GAMEDIRRAW%;%ROMPATH%/fmtowns\" -cdrom \"%ROMRAW%\"" + %EMULATOR_RETROARCH% -L %CORE_RETROARCH%/mame_libretro.so "fmtownshr -rompath \"%GAMEDIRRAW%;%ROMPATH%/fmtowns\" -cdrom \"%GAMEDIRRAW%/%FILENAME%\"" %STARTDIR%=~/.mame %EMULATOR_MAME% -rompath %GAMEDIR%\;%ROMPATH%/fmtowns fmtownshr -cdrom %ROM% %EMULATOR_TSUGARU% %EMUDIR%/roms -HOSTSHORTCUT ESC 0 0 FORCEQUIT -FULLSCREEN -CD %ROM% %INJECT%=%BASENAME%.cfg fmtowns diff --git a/resources/systems/windows/es_systems.xml b/resources/systems/windows/es_systems.xml index be5853962..87e1f4768 100644 --- a/resources/systems/windows/es_systems.xml +++ b/resources/systems/windows/es_systems.xml @@ -123,8 +123,7 @@ .do .DO .dsk .DSK .nib .NIB .po .PO %EMULATOR_APPLEWIN% -f -d1 %ROM% %EMULATOR_MEDNAFEN% -force_module apple2 %ROM% - %EMULATOR_RETROARCH% -L %CORE_RETROARCH%\mame_libretro.dll "apple2e -rompath \"%GAMEDIRRAW%;%ROMPATH%\apple2\" -gameio joy -flop1 \"%ROMRAW%\"" - %HIDEWINDOW% %STARTDIR%=%EMUDIR% %EMULATOR_MAME% -rompath %GAMEDIR%\;%ROMPATH%\apple2 apple2e -gameio joy -flop1 %ROM% + %EMULATOR_RETROARCH% -L %CORE_RETROARCH%\mame_libretro.dll "apple2e -rompath \"%GAMEDIRRAW%;%ROMPATH%\apple2\" -gameio joy -flop1 \"%GAMEDIRRAW%\%FILENAME%\"" %EMULATOR_IZAPPLE2% %ROM% apple2 apple2 @@ -134,7 +133,7 @@ Apple IIGS %ROMPATH%\apple2gs .2mg .2MG .7z .7z .zip .ZIP - %EMULATOR_RETROARCH% -L %CORE_RETROARCH%\mame_libretro.dll "apple2gs -rompath \"%GAMEDIRRAW%;%ROMPATH%\apple2gs\" -gameio joy -flop3 \"%ROMRAW%\"" + %EMULATOR_RETROARCH% -L %CORE_RETROARCH%\mame_libretro.dll "apple2gs -rompath \"%GAMEDIRRAW%;%ROMPATH%\apple2gs\" -gameio joy -flop3 \"%GAMEDIRRAW%\%FILENAME%\"" %HIDEWINDOW% %STARTDIR%=%EMUDIR% %EMULATOR_MAME% -rompath %GAMEDIR%\;%ROMPATH%\apple2gs apple2gs -gameio joy -flop3 %ROM% apple2gs apple2gs @@ -724,7 +723,7 @@ Fujitsu FM Towns %ROMPATH%\fmtowns .cdr .CDR .chd .CHD .cue .CUE .gdi .GDI .iso .ISO - %EMULATOR_RETROARCH% -L %CORE_RETROARCH%\mame_libretro.dll "fmtownshr -rompath \"%GAMEDIRRAW%;%ROMPATH%\fmtowns\" -cdrom \"%ROMRAW%\"" + %EMULATOR_RETROARCH% -L %CORE_RETROARCH%\mame_libretro.dll "fmtownshr -rompath \"%GAMEDIRRAW%;%ROMPATH%\fmtowns\" -cdrom \"%GAMEDIRRAW%\%FILENAME%\"" %HIDEWINDOW% %STARTDIR%=%EMUDIR% %EMULATOR_MAME% -rompath %GAMEDIR%\;%ROMPATH%\fmtowns fmtownshr -cdrom %ROM% %EMULATOR_TSUGARU% %EMUDIR%\roms -HOSTSHORTCUT ESC 0 0 FORCEQUIT -FULLSCREEN -CD %ROM% %INJECT%=%BASENAME%.cfg fmtowns From f73852b2c27fb0ac0c1d4b63a34a85aba145815d Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Sun, 16 Mar 2025 15:41:04 +0100 Subject: [PATCH 213/284] (Windows) Added back accidentally deleted MAME standalone entry for the apple2 system --- resources/systems/windows/es_systems.xml | 1 + 1 file changed, 1 insertion(+) diff --git a/resources/systems/windows/es_systems.xml b/resources/systems/windows/es_systems.xml index 87e1f4768..14c5c4e32 100644 --- a/resources/systems/windows/es_systems.xml +++ b/resources/systems/windows/es_systems.xml @@ -124,6 +124,7 @@ %EMULATOR_APPLEWIN% -f -d1 %ROM% %EMULATOR_MEDNAFEN% -force_module apple2 %ROM% %EMULATOR_RETROARCH% -L %CORE_RETROARCH%\mame_libretro.dll "apple2e -rompath \"%GAMEDIRRAW%;%ROMPATH%\apple2\" -gameio joy -flop1 \"%GAMEDIRRAW%\%FILENAME%\"" + %HIDEWINDOW% %STARTDIR%=%EMUDIR% %EMULATOR_MAME% -rompath %GAMEDIR%\;%ROMPATH%\apple2 apple2e -gameio joy -flop1 %ROM% %EMULATOR_IZAPPLE2% %ROM% apple2 apple2 From 4dc5275303d1403bfd7f7c60f4eba091bcba37af Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Sun, 16 Mar 2025 15:45:15 +0100 Subject: [PATCH 214/284] Documentation update --- ANDROID-DEV.md | 10 +++++----- CHANGELOG.md | 4 ++++ USERGUIDE-DEV.md | 10 +++++----- 3 files changed, 14 insertions(+), 10 deletions(-) diff --git a/ANDROID-DEV.md b/ANDROID-DEV.md index 8a7043aa7..f5c0904ab 100644 --- a/ANDROID-DEV.md +++ b/ANDROID-DEV.md @@ -868,7 +868,7 @@ The **@** symbol indicates that the emulator is _deprecated_ and will be removed | pv1000 | Casio PV-1000 | MAME4droid Current **(Standalone)** | | No | Single archive or ROM file | | quake | Quake | TyrQuake | vitaQuake 2,
vitaQuake 2 [Rogue],
vitaQuake 2 [Xatrix],
vitaQuake 2 [Zaero] | No | | | samcoupe | MGT SAM Coupé | Speccy **(Standalone)** | | No | Single archive or ROM file | -| satellaview | Nintendo Satellaview | Snes9x - Current | Snes9x 2010,
Snes9x 2005 Plus,
Snes9x EX+ **(Standalone)**,
bsnes,
bsnes-hd,
bsnes-mercury Accuracy,
Mesen-S | | | +| satellaview | Nintendo Satellaview | Snes9x - Current | Snes9x 2010,
Snes9x 2005 Plus,
Snes9x EX+ **(Standalone)**,
bsnes,
bsnes-hd,
bsnes-jg,
bsnes-mercury Accuracy,
Mesen-S | | | | saturn | Sega Saturn | Beetle Saturn | YabaSanshiro,
Yaba Sanshiro 2 **(Standalone)**,
Yabause,
Saturn.emu **(Standalone)** | Yes | .chd file for single-disc games, .m3u playlist for multi-disc games | | saturnjp | Sega Saturn [Japan] | Beetle Saturn | YabaSanshiro,
Yaba Sanshiro 2 **(Standalone)**,
Yabause,
Saturn.emu **(Standalone)** | Yes | .chd file for single-disc games, .m3u playlist for multi-disc games | | scummvm | ScummVM Game Engine | ScummVM | ScummVM **(Standalone)** | No | See the specific _ScummVM_ section in the user guide | @@ -877,16 +877,16 @@ The **@** symbol indicates that the emulator is _deprecated_ and will be removed | sega32xjp | Sega Super 32X [Japan] | PicoDrive | | No | Single archive or ROM file | | sega32xna | Sega Genesis 32X [North America] | PicoDrive | | No | Single archive or ROM file | | segacd | Sega CD | Genesis Plus GX | Genesis Plus GX Wide,
PicoDrive,
MD.emu **(Standalone)** | Yes | | -| sfc | Nintendo SFC (Super Famicom) | Snes9x - Current | Snes9x 2010,
Snes9x 2005 Plus,
Snes9x EX+ **(Standalone)**,
bsnes,
bsnes-hd,
bsnes-mercury Accuracy,
Beetle Supafaust,
Mesen-S | No | Single archive or ROM file | +| sfc | Nintendo SFC (Super Famicom) | Snes9x - Current | Snes9x 2010,
Snes9x 2005 Plus,
Snes9x EX+ **(Standalone)**,
bsnes,
bsnes-hd,
bsnes-jg,
bsnes-mercury Accuracy,
Beetle Supafaust,
Mesen-S | No | Single archive or ROM file | | sg-1000 | Sega SG-1000 | Genesis Plus GX | Genesis Plus GX Wide,
Gearsystem,
blueMSX,
MasterGear **(Standalone)** | No | Single archive or ROM file | | sgb | Nintendo Super Game Boy | Mesen-S | SameBoy,
mGBA | | Single archive or ROM file | -| snes | Nintendo SNES (Super Nintendo) | Snes9x - Current | Snes9x 2010,
Snes9x 2005 Plus,
Snes9x EX+ **(Standalone)**,
bsnes,
bsnes-hd,
bsnes-mercury Accuracy,
Beetle Supafaust,
Mesen-S | No | Single archive or ROM file | -| snesna | Nintendo SNES (Super Nintendo) [North America] | Snes9x - Current | Snes9x 2010,
Snes9x 2005 Plus,
Snes9x EX+ **(Standalone)**,
bsnes,
bsnes-hd,
bsnes-mercury Accuracy,
Beetle Supafaust,
Mesen-S | No | Single archive or ROM file | +| snes | Nintendo SNES (Super Nintendo) | Snes9x - Current | Snes9x 2010,
Snes9x 2005 Plus,
Snes9x EX+ **(Standalone)**,
bsnes,
bsnes-hd,
bsnes-jg,
bsnes-mercury Accuracy,
Beetle Supafaust,
Mesen-S | No | Single archive or ROM file | +| snesna | Nintendo SNES (Super Nintendo) [North America] | Snes9x - Current | Snes9x 2010,
Snes9x 2005 Plus,
Snes9x EX+ **(Standalone)**,
bsnes,
bsnes-hd,
bsnes-jg,
bsnes-mercury Accuracy,
Beetle Supafaust,
Mesen-S | No | Single archive or ROM file | | solarus | Solarus Game Engine | _Placeholder_ | | | | | spectravideo | Spectravideo | blueMSX | | | | | steam | Valve Steam | _Placeholder_ | | | | | stv | Sega Titan Video Game System | MAME - Current | MAME4droid Current **(Standalone)**,
MAME4droid **(Standalone)** | Yes | Single archive file | -| sufami | Bandai SuFami Turbo | Snes9x - Current | Snes9x 2010,
Snes9x 2005 Plus,
Snes9x EX+ **(Standalone)**,
bsnes,
bsnes-hd,
bsnes-mercury Accuracy | | | +| sufami | Bandai SuFami Turbo | Snes9x - Current | Snes9x 2010,
Snes9x 2005 Plus,
Snes9x EX+ **(Standalone)**,
bsnes,
bsnes-hd,
bsnes-jg,
bsnes-mercury Accuracy | | | | supergrafx | NEC SuperGrafx | Beetle SuperGrafx | Beetle PCE,
PCE.emu **(Standalone)** | No | Single archive or ROM file | | supervision | Watara Supervision | Potator | MAME4droid Current **(Standalone)** | No | Single archive or ROM file | | supracan | Funtech Super A'Can | MAME4droid Current **(Standalone)** | | Yes | Single archive or ROM file. You need a supracan.zip archive that contains a valid internal_68k.bin file and an empty file named umc6650.bin | diff --git a/CHANGELOG.md b/CHANGELOG.md index 0b9dc9e9d..bd8f7e9a9 100644 --- a/CHANGELOG.md +++ b/CHANGELOG.md @@ -19,6 +19,7 @@ * Added a screensaver-game-select custom event * Added game-select and system-select custom events and a corresponding "Browsing custom events" menu option * Added the NooDS RetroArch core as an alternative emulator for the gba and nds systems +* Added the bsnes-jg RetroArch core as an alternative emulator for the satellaview, sfc, snes, snesna and sufami systems * Added the Holani RetroArch core as an alternative emulator for the atarilynx system * Added the b2 RetroArch core as an alternative emulator for the bbcmicro system * Added Mesen standalone as an alternative emulator for the colecovision, wonderswan and wonderswancolor systems on Linux and Windows @@ -38,6 +39,7 @@ * (Linux) Added support for the Flatpak release of Ruffle * (Linux) Added support for the manually downloaded release of Mesen * (Linux) Changed the AppImage find rule for Mandarine to mandarine-qt*.AppImage +* Enabled directories interpreted as files with MAME RetroArch for the apple2, apple2gs and fmtowns systems on Linux, macOS and Windows * Added the .gam file extension to the arcade system on Linux and Windows * Added the .m3u file extension to the sega32x, sega32xjp and sega32xna systems * Added the .ruf file extension to the flash system @@ -55,6 +57,7 @@ * Added support for a "none" value to the video element imageType property * Added a BackgroundComponent to replace NinePatchComponent for rendering menu and popup backgrounds * (Android) Changed the target SDK version to 35 (Android 15) +* The LANG and LANGUAGE variables are now set explicitly to the UTF-8 character encoding on Linux, macOS and Android * (macOS) Added a build script for cross-compiling for x86_64 when using an ARM processor * (Linux) Added the BlueZ library as a dependency * Added support for building against libgit2 v1.9.0 and later @@ -71,6 +74,7 @@ * The selectedItemOffset property did not work correctly for carousels with a single item * Returning from a game when running in the background ignored the video element delay property for the first playback * Applying rounded corners caused rendering artfifacts if the texture did not use premultiplied alpha +* (Windows) There could be double quotation marks added to the launch command under some special circumstances * (Android) There was a PLACEHOLDER entry present for the consolearcade system in the es_systems.xml file ## Version 3.1.1 / 3.1.1-39 diff --git a/USERGUIDE-DEV.md b/USERGUIDE-DEV.md index 7e43c6eb6..d962e6912 100644 --- a/USERGUIDE-DEV.md +++ b/USERGUIDE-DEV.md @@ -4301,7 +4301,7 @@ The **@** symbol indicates that the emulator is _deprecated_ and will be removed | pv1000 | Casio PV-1000 | MAME - Current | MAME **(Standalone)** | No | Single archive or ROM file | | quake | Quake | TyrQuake | vitaQuake 2,
vitaQuake 2 [Rogue],
vitaQuake 2 [Xatrix],
vitaQuake 2 [Zaero],
vitaQuake 3 [LW],
_Shortcut or script_ | No | | | samcoupe | MGT SAM Coupé | SimCoupé **(Standalone)** | | No | Single archive or ROM file | -| satellaview | Nintendo Satellaview | Snes9x - Current | Snes9x 2010,
Snes9x 2005 Plus,
Snes9x **(Standalone)**,
bsnes,
bsnes-hd,
bsnes-mercury Accuracy,
bsnes **(Standalone)** [LW],
Mesen-S,
Mesen **(Standalone)** [LW],
ares **(Standalone)** | | | +| satellaview | Nintendo Satellaview | Snes9x - Current | Snes9x 2010,
Snes9x 2005 Plus,
Snes9x **(Standalone)**,
bsnes,
bsnes-hd,
bsnes-jg,
bsnes-mercury Accuracy,
bsnes **(Standalone)** [LW],
Mesen-S,
Mesen **(Standalone)** [LW],
ares **(Standalone)** | | | | saturn | Sega Saturn | Beetle Saturn | Kronos [LW],
Kronos **(Standalone)** [LW],
YabaSanshiro [LW],
Yaba Sanshiro 2 **(Standalone)** [W],
Yabause,
Mednafen **(Standalone)**,
SSF **(Standalone)** [W] | Yes | .chd file for single-disc games, .m3u playlist for multi-disc games | | saturnjp | Sega Saturn [Japan] | Beetle Saturn | Kronos [LW],
Kronos **(Standalone)** [LW],
YabaSanshiro [LW],
Yaba Sanshiro 2 **(Standalone)** [W],
Yabause,
Mednafen **(Standalone)**,
SSF **(Standalone)** [W] | Yes | .chd file for single-disc games, .m3u playlist for multi-disc games | | scummvm | ScummVM Game Engine | ScummVM | ScummVM **(Standalone)**,
DREAMM **(Standalone)** | No | See the specific _ScummVM_ section elsewhere in this guide | @@ -4310,16 +4310,16 @@ The **@** symbol indicates that the emulator is _deprecated_ and will be removed | sega32xjp | Sega Super 32X [Japan] | PicoDrive | ares **(Standalone)** | No | Single archive or ROM file | | sega32xna | Sega Genesis 32X [North America] | PicoDrive | ares **(Standalone)** | No | Single archive or ROM file | | segacd | Sega CD | Genesis Plus GX | Genesis Plus GX Wide,
PicoDrive,
ares **(Standalone)**,
jgenesis **(Standalone)** [LW] | Yes | | -| sfc | Nintendo SFC (Super Famicom) | Snes9x - Current | Snes9x 2010,
Snes9x 2005 Plus,
Snes9x **(Standalone)**,
bsnes,
bsnes-hd,
bsnes-mercury Accuracy,
bsnes **(Standalone)** [LW],
Beetle Supafaust [LW],
Mesen-S,
Mesen **(Standalone)** [LW],
Mednafen **(Standalone)**,
ares **(Standalone)**,
jgenesis **(Standalone)** [LW] | No | Single archive or ROM file | +| sfc | Nintendo SFC (Super Famicom) | Snes9x - Current | Snes9x 2010,
Snes9x 2005 Plus,
Snes9x **(Standalone)**,
bsnes,
bsnes-hd,
bsnes-jg,
bsnes-mercury Accuracy,
bsnes **(Standalone)** [LW],
Beetle Supafaust [LW],
Mesen-S,
Mesen **(Standalone)** [LW],
Mednafen **(Standalone)**,
ares **(Standalone)**,
jgenesis **(Standalone)** [LW] | No | Single archive or ROM file | | sg-1000 | Sega SG-1000 | Genesis Plus GX | Genesis Plus GX Wide,
Gearsystem,
blueMSX,
Mesen **(Standalone)** [LW],
ares **(Standalone)** | No | Single archive or ROM file | | sgb | Nintendo Super Game Boy | Mesen-S | Mesen **(Standalone)** [LW],
SameBoy,
mGBA,
mGBA **(Standalone)** | | Single archive or ROM file | -| snes | Nintendo SNES (Super Nintendo) | Snes9x - Current | Snes9x 2010,
Snes9x 2005 Plus,
Snes9x **(Standalone)**,
bsnes,
bsnes-hd,
bsnes-mercury Accuracy,
bsnes **(Standalone)** [LW],
Beetle Supafaust [LW],
Mesen-S,
Mesen **(Standalone)** [LW],
Mednafen **(Standalone)**,
ares **(Standalone)**,
jgenesis **(Standalone)** [LW] | No | Single archive or ROM file | -| snesna | Nintendo SNES (Super Nintendo) [North America] | Snes9x - Current | Snes9x 2010,
Snes9x 2005 Plus,
Snes9x **(Standalone)**,
bsnes,
bsnes-hd,
bsnes-mercury Accuracy,
bsnes **(Standalone)** [LW],
Beetle Supafaust [LW],
Mesen-S,
Mesen **(Standalone)** [LW],
Mednafen **(Standalone)**,
ares **(Standalone)**,
jgenesis **(Standalone)** [LW] | No | Single archive or ROM file | +| snes | Nintendo SNES (Super Nintendo) | Snes9x - Current | Snes9x 2010,
Snes9x 2005 Plus,
Snes9x **(Standalone)**,
bsnes,
bsnes-hd,
bsnes-jg,
bsnes-mercury Accuracy,
bsnes **(Standalone)** [LW],
Beetle Supafaust [LW],
Mesen-S,
Mesen **(Standalone)** [LW],
Mednafen **(Standalone)**,
ares **(Standalone)**,
jgenesis **(Standalone)** [LW] | No | Single archive or ROM file | +| snesna | Nintendo SNES (Super Nintendo) [North America] | Snes9x - Current | Snes9x 2010,
Snes9x 2005 Plus,
Snes9x **(Standalone)**,
bsnes,
bsnes-hd,
bsnes-jg,
bsnes-mercury Accuracy,
bsnes **(Standalone)** [LW],
Beetle Supafaust [LW],
Mesen-S,
Mesen **(Standalone)** [LW],
Mednafen **(Standalone)**,
ares **(Standalone)**,
jgenesis **(Standalone)** [LW] | No | Single archive or ROM file | | solarus | Solarus Game Engine | Solarus **(Standalone)** | | No | Single .solarus game file | | spectravideo | Spectravideo | blueMSX | | | | | steam | Valve Steam | Steam **(Standalone)** | | No | See the specific _Steam_ section elsewhere in this guide | | stv | Sega Titan Video Game System | Kronos [LW],
MAME - Current [M] | MAME - Current [LW],
MAME **(Standalone)**,
Mednafen **(Standalone)** | Yes | Single archive file | -| sufami | Bandai SuFami Turbo | Snes9x - Current | Snes9x 2010,
Snes9x 2005 Plus,
Snes9x **(Standalone)**,
bsnes,
bsnes-hd,
bsnes-mercury Accuracy,
bsnes **(Standalone)** [LW],
ares **(Standalone)** | | | +| sufami | Bandai SuFami Turbo | Snes9x - Current | Snes9x 2010,
Snes9x 2005 Plus,
Snes9x **(Standalone)**,
bsnes,
bsnes-hd,
bsnes-jg,
bsnes-mercury Accuracy,
bsnes **(Standalone)** [LW],
ares **(Standalone)** | | | | supergrafx | NEC SuperGrafx | Beetle SuperGrafx | Beetle PCE,
Mednafen **(Standalone)**,
Mesen **(Standalone)** [LW],
ares **(Standalone)** | No | Single archive or ROM file | | supervision | Watara Supervision | Potator | MAME - Current,
MAME **(Standalone)** | No | Single archive or ROM file | | supracan | Funtech Super A'Can | MAME - Current | MAME **(Standalone)** | Yes | Single archive or ROM file. You need a supracan.zip archive that contains a valid internal_68k.bin file and an empty file named umc6650.bin | From 26472bccbcb91d3d01c12a4c1a789ccef1354420 Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Sun, 16 Mar 2025 17:35:19 +0100 Subject: [PATCH 215/284] (Windows) Made the hack to remove double quotation marks on game launch slightly less dangerous --- es-app/src/FileData.cpp | 5 ++++- 1 file changed, 4 insertions(+), 1 deletion(-) diff --git a/es-app/src/FileData.cpp b/es-app/src/FileData.cpp index 8e9574c5e..0cd8b5e25 100644 --- a/es-app/src/FileData.cpp +++ b/es-app/src/FileData.cpp @@ -1944,7 +1944,10 @@ void FileData::launchGame() #if defined(_WIN64) // Hack to remove double quotation marks as these can occur under some special circumstances. - command = Utils::String::replace(command, "\"\"", "\""); + const int quotationCount {static_cast( + std::count_if(command.cbegin(), command.cend(), [](char c) { return c == '\"'; }))}; + if (quotationCount % 2 != 0) + command = Utils::String::replace(command, "\"\"", "\""); command = Utils::String::replace( command, "%ESPATH%", Utils::String::replace(Utils::FileSystem::getExePath(), "/", "\\")); From bdcdbeca86100c626bcaeadef172bbe91be42a87 Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Sun, 16 Mar 2025 17:58:13 +0100 Subject: [PATCH 216/284] Simplified a number of HelpComponent function and variable names --- es-app/src/MediaViewer.cpp | 13 +- es-app/src/PDFViewer.cpp | 13 +- es-core/src/components/HelpComponent.cpp | 267 +++++++++++------------ es-core/src/components/HelpComponent.h | 60 ++--- 4 files changed, 172 insertions(+), 181 deletions(-) diff --git a/es-app/src/MediaViewer.cpp b/es-app/src/MediaViewer.cpp index 8712629f7..197f9955b 100644 --- a/es-app/src/MediaViewer.cpp +++ b/es-app/src/MediaViewer.cpp @@ -71,9 +71,9 @@ bool MediaViewer::startMediaViewer(FileData* game) Window::getInstance()->stopInfoPopup(); mHelp = std::make_unique(Font::get(FONT_SIZE_MINI)); - mHelp->setStyleOrigin(glm::vec2 {0.5, 0.5f}); - mHelp->setStyleTextColor(0xAAAAAAFF); - mHelp->setStyleIconColor(0xAAAAAAFF); + mHelp->setHelpOrigin(glm::vec2 {0.5, 0.5f}); + mHelp->setHelpTextColor(0xAAAAAAFF); + mHelp->setHelpIconColor(0xAAAAAAFF); mEntryCount = std::to_string(mImages.size() + (mVideo == nullptr ? 0 : 1)); @@ -84,14 +84,13 @@ bool MediaViewer::startMediaViewer(FileData* game) if (mHelpInfoPosition == HelpInfoPosition::TOP) { mMediaType->setPosition(mRenderer->getScreenWidth() * 0.01f, mFrameHeight / 2.0f); - mHelp->setStylePosition( - glm::vec2 {mRenderer->getScreenWidth() / 2.0f, mFrameHeight / 2.0f}); + mHelp->setHelpPosition(glm::vec2 {mRenderer->getScreenWidth() / 2.0f, mFrameHeight / 2.0f}); } else if (mHelpInfoPosition == HelpInfoPosition::BOTTOM) { mMediaType->setPosition(mRenderer->getScreenWidth() * 0.01f, mRenderer->getScreenHeight() - (mFrameHeight / 2.0f)); - mHelp->setStylePosition(glm::vec2 {mRenderer->getScreenWidth() / 2.0f, - mRenderer->getScreenHeight() - (mFrameHeight / 2.0f)}); + mHelp->setHelpPosition(glm::vec2 {mRenderer->getScreenWidth() / 2.0f, + mRenderer->getScreenHeight() - (mFrameHeight / 2.0f)}); } mHelp->setPrompts(getHelpPrompts()); diff --git a/es-app/src/PDFViewer.cpp b/es-app/src/PDFViewer.cpp index 0eaaf5deb..0583422e1 100644 --- a/es-app/src/PDFViewer.cpp +++ b/es-app/src/PDFViewer.cpp @@ -177,9 +177,9 @@ bool PDFViewer::startPDFViewer(FileData* game) mFrameHeight = Font::get(FONT_SIZE_MINI)->getLetterHeight() * 1.9f; mHelp = std::make_unique(Font::get(FONT_SIZE_MINI)); - mHelp->setStyleOrigin(glm::vec2 {0.5, 0.5f}); - mHelp->setStyleTextColor(0xAAAAAAFF); - mHelp->setStyleIconColor(0xAAAAAAFF); + mHelp->setHelpOrigin(glm::vec2 {0.5, 0.5f}); + mHelp->setHelpTextColor(0xAAAAAAFF); + mHelp->setHelpIconColor(0xAAAAAAFF); mEntryCount = std::to_string(mPages.size()); @@ -190,14 +190,13 @@ bool PDFViewer::startPDFViewer(FileData* game) if (mHelpInfoPosition == HelpInfoPosition::TOP) { mEntryNumText->setPosition(mRenderer->getScreenWidth() * 0.01f, mFrameHeight / 2.0f); - mHelp->setStylePosition( - glm::vec2 {mRenderer->getScreenWidth() / 2.0f, mFrameHeight / 2.0f}); + mHelp->setHelpPosition(glm::vec2 {mRenderer->getScreenWidth() / 2.0f, mFrameHeight / 2.0f}); } else if (mHelpInfoPosition == HelpInfoPosition::BOTTOM) { mEntryNumText->setPosition(mRenderer->getScreenWidth() * 0.01f, mRenderer->getScreenHeight() - (mFrameHeight / 2.0f)); - mHelp->setStylePosition(glm::vec2 {mRenderer->getScreenWidth() / 2.0f, - mRenderer->getScreenHeight() - (mFrameHeight / 2.0f)}); + mHelp->setHelpPosition(glm::vec2 {mRenderer->getScreenWidth() / 2.0f, + mRenderer->getScreenHeight() - (mFrameHeight / 2.0f)}); } mHelp->setPrompts(getHelpPrompts()); diff --git a/es-core/src/components/HelpComponent.cpp b/es-core/src/components/HelpComponent.cpp index ca75ed69f..f3128da72 100644 --- a/es-core/src/components/HelpComponent.cpp +++ b/es-core/src/components/HelpComponent.cpp @@ -18,37 +18,37 @@ HelpComponent::HelpComponent(std::shared_ptr font) : mRenderer {Renderer::getInstance()} - , mStyleFont {font} - , mStyleFontDimmed {font} - , mStylePosition {glm::vec2 {Renderer::getScreenWidth() * 0.012f, - Renderer::getScreenHeight() * - (Renderer::getIsVerticalOrientation() ? 0.975f : 0.9515f)}} - , mStylePositionDimmed {mStylePosition} - , mStyleOrigin {glm::vec2 {0.0f, 0.0f}} - , mStyleOriginDimmed {mStyleOrigin} - , mStyleRotationOrigin {0.5f, 0.5f} - , mStyleTextColor {0x777777FF} - , mStyleTextColorDimmed {0x777777FF} - , mStyleIconColor {0x777777FF} - , mStyleIconColorDimmed {0x777777FF} - , mStyleBackgroundColor {0x00000000} - , mStyleBackgroundColorEnd {0x00000000} - , mStyleBackgroundHorizontalPadding {0.0f, 0.0f} - , mStyleBackgroundVerticalPadding {0.0f, 0.0f} - , mStyleBackgroundCornerRadius {0.0f} - , mStyleColorGradientHorizontal {true} - , mStyleEntryLayout {EntryLayout::ICON_FIRST} + , mFont {font} + , mFontDimmed {font} + , mHelpPosition {glm::vec2 {Renderer::getScreenWidth() * 0.012f, + Renderer::getScreenHeight() * + (Renderer::getIsVerticalOrientation() ? 0.975f : 0.9515f)}} + , mHelpPositionDimmed {mHelpPosition} + , mHelpOrigin {glm::vec2 {0.0f, 0.0f}} + , mHelpOriginDimmed {mHelpOrigin} + , mHelpRotationOrigin {0.5f, 0.5f} + , mTextColor {0x777777FF} + , mTextColorDimmed {0x777777FF} + , mIconColor {0x777777FF} + , mIconColorDimmed {0x777777FF} + , mBackgroundColor {0x00000000} + , mBackgroundColorEnd {0x00000000} + , mBackgroundHorizontalPadding {0.0f, 0.0f} + , mBackgroundVerticalPadding {0.0f, 0.0f} + , mBackgroundCornerRadius {0.0f} + , mColorGradientHorizontal {true} + , mEntryLayout {EntryLayout::ICON_FIRST} , mEntryRelativeScale {1.0f} - , mLetterHeight {mStyleFont->getLetterHeight() * 1.25f} + , mLetterHeight {mFont->getLetterHeight() * 1.25f} , mLetterHeightDimmed {mLetterHeight} - , mStyleRotation {0.0f} - , mStyleEntrySpacing {0.00833f} - , mStyleEntrySpacingDimmed {mStyleEntrySpacing} - , mStyleIconTextSpacing {0.00416f} - , mStyleIconTextSpacingDimmed {mStyleIconTextSpacing} - , mStyleOpacity {1.0f} - , mStyleOpacityDimmed {mStyleOpacity} - , mStyleLetterCase {"uppercase"} + , mHelpRotation {0.0f} + , mEntrySpacing {0.00833f} + , mEntrySpacingDimmed {mEntrySpacing} + , mIconTextSpacing {0.00416f} + , mIconTextSpacingDimmed {mIconTextSpacing} + , mHelpOpacity {1.0f} + , mHelpOpacityDimmed {mHelpOpacity} + , mLetterCase {"uppercase"} { assignIcons(); updateGrid(); @@ -73,11 +73,11 @@ void HelpComponent::setOpacity(float opacity) return; GuiComponent::setOpacity(opacity * - (mWindow->isBackgroundDimmed() ? mStyleOpacityDimmed : mStyleOpacity)); + (mWindow->isBackgroundDimmed() ? mHelpOpacityDimmed : mHelpOpacity)); for (unsigned int i {0}; i < mGrid->getChildCount(); ++i) mGrid->getChild(i)->setOpacity( - opacity * (mWindow->isBackgroundDimmed() ? mStyleOpacityDimmed : mStyleOpacity)); + opacity * (mWindow->isBackgroundDimmed() ? mHelpOpacityDimmed : mHelpOpacity)); } void HelpComponent::applyTheme(const std::shared_ptr& theme, @@ -91,64 +91,64 @@ void HelpComponent::applyTheme(const std::shared_ptr& theme, return; if (elem->has("pos")) - mStylePosition = elem->get("pos") * - glm::vec2 {Renderer::getScreenWidth(), Renderer::getScreenHeight()}; + mHelpPosition = elem->get("pos") * + glm::vec2 {Renderer::getScreenWidth(), Renderer::getScreenHeight()}; if (elem->has("posDimmed")) - mStylePositionDimmed = elem->get("posDimmed") * - glm::vec2 {Renderer::getScreenWidth(), Renderer::getScreenHeight()}; + mHelpPositionDimmed = elem->get("posDimmed") * + glm::vec2 {Renderer::getScreenWidth(), Renderer::getScreenHeight()}; else - mStylePositionDimmed = mStylePosition; + mHelpPositionDimmed = mHelpPosition; if (elem->has("origin")) - mStyleOrigin = elem->get("origin"); + mHelpOrigin = elem->get("origin"); if (elem->has("originDimmed")) - mStyleOriginDimmed = elem->get("originDimmed"); + mHelpOriginDimmed = elem->get("originDimmed"); else - mStyleOriginDimmed = mStyleOrigin; + mHelpOriginDimmed = mHelpOrigin; if (elem->has("rotation")) - mStyleRotation = static_cast(glm::radians(elem->get("rotation"))); + mHelpRotation = static_cast(glm::radians(elem->get("rotation"))); if (elem->has("rotationOrigin")) - mStyleRotationOrigin = glm::clamp(elem->get("rotationOrigin"), 0.0f, 1.0f); + mHelpRotationOrigin = glm::clamp(elem->get("rotationOrigin"), 0.0f, 1.0f); if (elem->has("textColor")) - mStyleTextColor = elem->get("textColor"); + mTextColor = elem->get("textColor"); if (elem->has("textColorDimmed")) - mStyleTextColorDimmed = elem->get("textColorDimmed"); + mTextColorDimmed = elem->get("textColorDimmed"); else - mStyleTextColorDimmed = mStyleTextColor; + mTextColorDimmed = mTextColor; if (elem->has("iconColor")) - mStyleIconColor = elem->get("iconColor"); + mIconColor = elem->get("iconColor"); if (elem->has("iconColorDimmed")) - mStyleIconColorDimmed = elem->get("iconColorDimmed"); + mIconColorDimmed = elem->get("iconColorDimmed"); else - mStyleIconColorDimmed = mStyleIconColor; + mIconColorDimmed = mIconColor; if (elem->has("backgroundColor")) { - mStyleBackgroundColor = elem->get("backgroundColor"); + mBackgroundColor = elem->get("backgroundColor"); if (elem->has("backgroundColorEnd")) - mStyleBackgroundColorEnd = elem->get("backgroundColorEnd"); + mBackgroundColorEnd = elem->get("backgroundColorEnd"); else - mStyleBackgroundColorEnd = mStyleBackgroundColor; + mBackgroundColorEnd = mBackgroundColor; if (elem->has("backgroundGradientType")) { const std::string& backgroundGradientType { elem->get("backgroundGradientType")}; if (backgroundGradientType == "horizontal") { - mStyleColorGradientHorizontal = true; + mColorGradientHorizontal = true; } else if (backgroundGradientType == "vertical") { - mStyleColorGradientHorizontal = false; + mColorGradientHorizontal = false; } else { - mStyleColorGradientHorizontal = true; + mColorGradientHorizontal = true; LOG(LogWarning) << "HelpComponent: Invalid theme configuration, property " "\"backgroundGradientType\" for element \"" << element.substr(11) << "\" defined as \"" @@ -160,23 +160,21 @@ void HelpComponent::applyTheme(const std::shared_ptr& theme, if (elem->has("backgroundHorizontalPadding")) { const glm::vec2 backgroundHorizontalPadding { glm::clamp(elem->get("backgroundHorizontalPadding"), 0.0f, 0.2f)}; - mStyleBackgroundHorizontalPadding.x = + mBackgroundHorizontalPadding.x = backgroundHorizontalPadding.x * mRenderer->getScreenWidth(); - mStyleBackgroundHorizontalPadding.y = + mBackgroundHorizontalPadding.y = backgroundHorizontalPadding.y * mRenderer->getScreenWidth(); } if (elem->has("backgroundVerticalPadding")) { const glm::vec2 backgroundVerticalPadding { glm::clamp(elem->get("backgroundVerticalPadding"), 0.0f, 0.2f)}; - mStyleBackgroundVerticalPadding.x = - backgroundVerticalPadding.x * mRenderer->getScreenHeight(); - mStyleBackgroundVerticalPadding.y = - backgroundVerticalPadding.y * mRenderer->getScreenHeight(); + mBackgroundVerticalPadding.x = backgroundVerticalPadding.x * mRenderer->getScreenHeight(); + mBackgroundVerticalPadding.y = backgroundVerticalPadding.y * mRenderer->getScreenHeight(); } if (elem->has("backgroundCornerRadius")) { - mStyleBackgroundCornerRadius = + mBackgroundCornerRadius = glm::clamp(elem->get("backgroundCornerRadius"), 0.0f, 0.5f) * mRenderer->getScreenWidth(); } @@ -185,33 +183,32 @@ void HelpComponent::applyTheme(const std::shared_ptr& theme, mEntryRelativeScale = glm::clamp(elem->get("entryRelativeScale"), 0.2f, 3.0f); if (elem->has("fontPath") || elem->has("fontSize")) { - mStyleFont = Font::getFromTheme(elem, ThemeFlags::ALL, mStyleFont, 0.0f, 1.0f, false, true); - mLetterHeight = mStyleFont->getLetterHeight() * 1.25f; + mFont = Font::getFromTheme(elem, ThemeFlags::ALL, mFont, 0.0f, 1.0f, false, true); + mLetterHeight = mFont->getLetterHeight() * 1.25f; if (!elem->has("fontSizeDimmed")) { - mStyleFontDimmed = Font::getFromTheme( - elem, ThemeFlags::ALL, mStyleFont, 0.0f, + mFontDimmed = Font::getFromTheme( + elem, ThemeFlags::ALL, mFont, 0.0f, (mEntryRelativeScale < 1.0f ? mEntryRelativeScale : 1.0f), true, true); mLetterHeightDimmed = mLetterHeight; } if (mEntryRelativeScale < 1.0f) - mStyleFont = Font::getFromTheme(elem, ThemeFlags::ALL, mStyleFont, 0.0f, - mEntryRelativeScale, false, true); + mFont = Font::getFromTheme(elem, ThemeFlags::ALL, mFont, 0.0f, mEntryRelativeScale, + false, true); } else if (mEntryRelativeScale < 1.0f) { - mStyleFont = Font::getFromTheme(elem, ThemeFlags::ALL, mStyleFont, 0.0f, - mEntryRelativeScale, false, true); + mFont = Font::getFromTheme(elem, ThemeFlags::ALL, mFont, 0.0f, mEntryRelativeScale, false, + true); } if (elem->has("fontSizeDimmed")) { - mStyleFontDimmed = - Font::getFromTheme(elem, ThemeFlags::ALL, mStyleFont, 0.0f, 1.0f, true, true); - mLetterHeightDimmed = mStyleFontDimmed->getLetterHeight() * 1.25f; + mFontDimmed = Font::getFromTheme(elem, ThemeFlags::ALL, mFont, 0.0f, 1.0f, true, true); + mLetterHeightDimmed = mFontDimmed->getLetterHeight() * 1.25f; if (mEntryRelativeScale < 1.0f) - mStyleFontDimmed = Font::getFromTheme(elem, ThemeFlags::ALL, mStyleFont, 0.0f, - mEntryRelativeScale, true, true); + mFontDimmed = Font::getFromTheme(elem, ThemeFlags::ALL, mFont, 0.0f, + mEntryRelativeScale, true, true); } else if (mEntryRelativeScale < 1.0f && !elem->has("fontPath") && !elem->has("fontSize")) { - mStyleFontDimmed = mStyleFont; + mFontDimmed = mFont; } if (elem->has("scope")) { @@ -257,10 +254,10 @@ void HelpComponent::applyTheme(const std::shared_ptr& theme, if (elem->has("entryLayout")) { const std::string& entryLayout {elem->get("entryLayout")}; if (entryLayout == "iconFirst") { - mStyleEntryLayout = EntryLayout::ICON_FIRST; + mEntryLayout = EntryLayout::ICON_FIRST; } else if (entryLayout == "textFirst") { - mStyleEntryLayout = EntryLayout::TEXT_FIRST; + mEntryLayout = EntryLayout::TEXT_FIRST; } else { LOG(LogWarning) << "HelpComponent: Invalid theme configuration, property " @@ -270,32 +267,31 @@ void HelpComponent::applyTheme(const std::shared_ptr& theme, } if (elem->has("entrySpacing")) - mStyleEntrySpacing = glm::clamp(elem->get("entrySpacing"), 0.0f, 0.04f); + mEntrySpacing = glm::clamp(elem->get("entrySpacing"), 0.0f, 0.04f); if (elem->has("entrySpacingDimmed")) - mStyleEntrySpacingDimmed = glm::clamp(elem->get("entrySpacingDimmed"), 0.0f, 0.04f); + mEntrySpacingDimmed = glm::clamp(elem->get("entrySpacingDimmed"), 0.0f, 0.04f); else - mStyleEntrySpacingDimmed = mStyleEntrySpacing; + mEntrySpacingDimmed = mEntrySpacing; if (elem->has("iconTextSpacing")) - mStyleIconTextSpacing = glm::clamp(elem->get("iconTextSpacing"), 0.0f, 0.04f); + mIconTextSpacing = glm::clamp(elem->get("iconTextSpacing"), 0.0f, 0.04f); if (elem->has("iconTextSpacingDimmed")) - mStyleIconTextSpacingDimmed = - glm::clamp(elem->get("iconTextSpacingDimmed"), 0.0f, 0.04f); + mIconTextSpacingDimmed = glm::clamp(elem->get("iconTextSpacingDimmed"), 0.0f, 0.04f); else - mStyleIconTextSpacingDimmed = mStyleIconTextSpacing; + mIconTextSpacingDimmed = mIconTextSpacing; if (elem->has("letterCase")) - mStyleLetterCase = elem->get("letterCase"); + mLetterCase = elem->get("letterCase"); if (elem->has("opacity")) - mStyleOpacity = glm::clamp(elem->get("opacity"), 0.2f, 1.0f); + mHelpOpacity = glm::clamp(elem->get("opacity"), 0.2f, 1.0f); if (elem->has("opacityDimmed")) - mStyleOpacityDimmed = glm::clamp(elem->get("opacityDimmed"), 0.2f, 1.0f); + mHelpOpacityDimmed = glm::clamp(elem->get("opacityDimmed"), 0.2f, 1.0f); else - mStyleOpacityDimmed = mStyleOpacity; + mHelpOpacityDimmed = mHelpOpacity; // Load custom button icons. // The names may look a bit strange when combined with the PREFIX string "button_" but it's @@ -399,26 +395,26 @@ void HelpComponent::render(const glm::mat4& parentTrans) if (!mVisible) return; - if (mStyleBackgroundColor != 0x00000000) { + if (mBackgroundColor != 0x00000000) { mPosition = mGrid->getPosition(); mSize = mGrid->getSize(); mOrigin = mGrid->getOrigin(); - mRotation = mStyleRotation; - mRotationOrigin = mStyleRotationOrigin; + mRotation = mHelpRotation; + mRotationOrigin = mHelpRotationOrigin; glm::mat4 trans {parentTrans * getTransform()}; - trans = glm::translate(trans, glm::vec3 {-mStyleBackgroundHorizontalPadding.x, - -mStyleBackgroundVerticalPadding.x, 0.0f}); + trans = glm::translate(trans, glm::vec3 {-mBackgroundHorizontalPadding.x, + -mBackgroundVerticalPadding.x, 0.0f}); mRenderer->setMatrix(trans); - mRenderer->drawRect( - 0.0f, 0.0f, - mSize.x + mStyleBackgroundHorizontalPadding.x + mStyleBackgroundHorizontalPadding.y - - (mStyleEntrySpacing * mRenderer->getScreenWidth()), - mSize.y + mStyleBackgroundVerticalPadding.x + mStyleBackgroundVerticalPadding.y, - mStyleBackgroundColor, mStyleBackgroundColorEnd, mStyleColorGradientHorizontal, - mThemeOpacity, 1.0f, Renderer::BlendFactor::SRC_ALPHA, - Renderer::BlendFactor::ONE_MINUS_SRC_ALPHA, mStyleBackgroundCornerRadius); + mRenderer->drawRect(0.0f, 0.0f, + mSize.x + mBackgroundHorizontalPadding.x + + mBackgroundHorizontalPadding.y - + (mEntrySpacing * mRenderer->getScreenWidth()), + mSize.y + mBackgroundVerticalPadding.x + mBackgroundVerticalPadding.y, + mBackgroundColor, mBackgroundColorEnd, mColorGradientHorizontal, + mThemeOpacity, 1.0f, Renderer::BlendFactor::SRC_ALPHA, + Renderer::BlendFactor::ONE_MINUS_SRC_ALPHA, mBackgroundCornerRadius); mPosition = {0.0f, 0.0f, 0.0f}; mSize = {0.0f, 0.0f}; @@ -430,8 +426,8 @@ void HelpComponent::render(const glm::mat4& parentTrans) const glm::mat4 trans {parentTrans * getTransform()}; if (mGrid) { - mGrid->setRotationOrigin(mStyleRotationOrigin); - mGrid->setRotation(mStyleRotation); + mGrid->setRotationOrigin(mHelpRotationOrigin); + mGrid->setRotation(mHelpRotation); mGrid->render(trans); } } @@ -637,7 +633,7 @@ void HelpComponent::updateGrid() const bool isDimmed {mWindow->isBackgroundDimmed()}; - std::shared_ptr& font {isDimmed ? mStyleFontDimmed : mStyleFont}; + std::shared_ptr& font {isDimmed ? mFontDimmed : mFont}; mGrid = std::make_shared(glm::ivec2 {static_cast(mPrompts.size()) * 5, 1}); std::vector> icons; @@ -663,51 +659,49 @@ void HelpComponent::updateGrid() imageCache[mIconPathMap[it->first]] = icon; } - icon->setColorShift(isDimmed ? mStyleIconColorDimmed : mStyleIconColor); + icon->setColorShift(isDimmed ? mIconColorDimmed : mIconColor); if (mEntryRelativeScale < 1.0f) icon->setResize(0, height); else icon->setResize(0, height / mEntryRelativeScale); - icon->setOpacity(isDimmed ? mStyleOpacityDimmed : mStyleOpacity); + icon->setOpacity(isDimmed ? mHelpOpacityDimmed : mHelpOpacity); icons.push_back(icon); // Apply text style and color from the theme to the label and add it to the label list. std::string lblInput {it->second}; - if (mStyleLetterCase == "lowercase") + if (mLetterCase == "lowercase") lblInput = Utils::String::toLower(lblInput); - else if (mStyleLetterCase == "capitalize") + else if (mLetterCase == "capitalize") lblInput = Utils::String::toCapitalized(lblInput); else lblInput = Utils::String::toUpper(lblInput); - auto lbl = std::make_shared( - lblInput, font, isDimmed ? mStyleTextColorDimmed : mStyleTextColor); - lbl->setOpacity(isDimmed ? mStyleOpacityDimmed : mStyleOpacity); + auto lbl = std::make_shared(lblInput, font, + isDimmed ? mTextColorDimmed : mTextColor); + lbl->setOpacity(isDimmed ? mHelpOpacityDimmed : mHelpOpacity); labels.push_back(lbl); - width += icon->getSize().x + lbl->getSize().x + - (((isDimmed ? mStyleIconTextSpacingDimmed : mStyleIconTextSpacing) * - mRenderer->getScreenWidth() + - (isDimmed ? mStyleEntrySpacingDimmed : mStyleEntrySpacing) * - mRenderer->getScreenWidth())); + width += + icon->getSize().x + lbl->getSize().x + + (((isDimmed ? mIconTextSpacingDimmed : mIconTextSpacing) * mRenderer->getScreenWidth() + + (isDimmed ? mEntrySpacingDimmed : mEntrySpacing) * mRenderer->getScreenWidth())); } mGrid->setSize(width, height); - if (mStyleEntryLayout == EntryLayout::ICON_FIRST) { + if (mEntryLayout == EntryLayout::ICON_FIRST) { for (int i {0}; i < static_cast(icons.size()); ++i) { const int col {i * 5}; mGrid->setColWidthPerc(col, icons.at(i)->getSize().x / width); - mGrid->setColWidthPerc( - col + 1, ((isDimmed ? mStyleIconTextSpacingDimmed : mStyleIconTextSpacing) * - mRenderer->getScreenWidth()) / - width); - mGrid->setColWidthPerc(col + 2, labels.at(i)->getSize().x / width); - mGrid->setColWidthPerc(col + 3, - ((isDimmed ? mStyleEntrySpacingDimmed : mStyleEntrySpacing) * + mGrid->setColWidthPerc(col + 1, + ((isDimmed ? mIconTextSpacingDimmed : mIconTextSpacing) * mRenderer->getScreenWidth()) / width); + mGrid->setColWidthPerc(col + 2, labels.at(i)->getSize().x / width); + mGrid->setColWidthPerc(col + 3, ((isDimmed ? mEntrySpacingDimmed : mEntrySpacing) * + mRenderer->getScreenWidth()) / + width); mGrid->setEntry(icons.at(i), glm::ivec2 {col, 0}, false, false); mGrid->setEntry(labels.at(i), glm::ivec2 {col + 2, 0}, false, false); @@ -717,15 +711,14 @@ void HelpComponent::updateGrid() for (int i {0}; i < static_cast(icons.size()); ++i) { const int col {i * 5}; mGrid->setColWidthPerc(col, labels.at(i)->getSize().x / width); - mGrid->setColWidthPerc( - col + 1, ((isDimmed ? mStyleIconTextSpacingDimmed : mStyleIconTextSpacing) * - mRenderer->getScreenWidth()) / - width); - mGrid->setColWidthPerc(col + 2, icons.at(i)->getSize().x / width); - mGrid->setColWidthPerc(col + 3, - ((isDimmed ? mStyleEntrySpacingDimmed : mStyleEntrySpacing) * + mGrid->setColWidthPerc(col + 1, + ((isDimmed ? mIconTextSpacingDimmed : mIconTextSpacing) * mRenderer->getScreenWidth()) / width); + mGrid->setColWidthPerc(col + 2, icons.at(i)->getSize().x / width); + mGrid->setColWidthPerc(col + 3, ((isDimmed ? mEntrySpacingDimmed : mEntrySpacing) * + mRenderer->getScreenWidth()) / + width); mGrid->setEntry(labels.at(i), glm::ivec2 {col, 0}, false, false); mGrid->setEntry(icons.at(i), glm::ivec2 {col + 2, 0}, false, false); @@ -734,15 +727,15 @@ void HelpComponent::updateGrid() if (isDimmed) { mGrid->setPosition( - {mStylePositionDimmed.x + - ((mStyleEntrySpacingDimmed * mRenderer->getScreenWidth()) * mStyleOriginDimmed.x), - mStylePositionDimmed.y, 0.0f}); + {mHelpPositionDimmed.x + + ((mEntrySpacingDimmed * mRenderer->getScreenWidth()) * mHelpOriginDimmed.x), + mHelpPositionDimmed.y, 0.0f}); } else { - mGrid->setPosition({mStylePosition.x + ((mStyleEntrySpacing * mRenderer->getScreenWidth()) * - mStyleOrigin.x), - mStylePosition.y, 0.0f}); + mGrid->setPosition( + {mHelpPosition.x + ((mEntrySpacing * mRenderer->getScreenWidth()) * mHelpOrigin.x), + mHelpPosition.y, 0.0f}); } - mGrid->setOrigin(isDimmed ? mStyleOriginDimmed : mStyleOrigin); + mGrid->setOrigin(isDimmed ? mHelpOriginDimmed : mHelpOrigin); } diff --git a/es-core/src/components/HelpComponent.h b/es-core/src/components/HelpComponent.h index 339941ccd..2a6b02a2a 100644 --- a/es-core/src/components/HelpComponent.h +++ b/es-core/src/components/HelpComponent.h @@ -25,10 +25,10 @@ public: void setPrompts(const std::vector& prompts); void setOpacity(float opacity) override; - void setStylePosition(const glm::vec2 position) { mStylePosition = position; } - void setStyleOrigin(const glm::vec2 origin) { mStyleOrigin = origin; } - void setStyleTextColor(const unsigned int textColor) { mStyleTextColor = textColor; } - void setStyleIconColor(const unsigned int iconColor) { mStyleIconColor = iconColor; } + void setHelpPosition(const glm::vec2 position) { mHelpPosition = position; } + void setHelpOrigin(const glm::vec2 origin) { mHelpOrigin = origin; } + void setHelpTextColor(const unsigned int textColor) { mTextColor = textColor; } + void setHelpIconColor(const unsigned int iconColor) { mIconColor = iconColor; } void applyTheme(const std::shared_ptr& theme, const std::string& view, @@ -48,8 +48,8 @@ private: std::vector mPrompts; std::map mIconPathMap; - std::shared_ptr mStyleFont; - std::shared_ptr mStyleFontDimmed; + std::shared_ptr mFont; + std::shared_ptr mFontDimmed; std::vector mEntries; static inline std::vector sAllowedEntries {"thumbstickclick", @@ -76,33 +76,33 @@ private: TEXT_FIRST }; - glm::vec2 mStylePosition; - glm::vec2 mStylePositionDimmed; - glm::vec2 mStyleOrigin; - glm::vec2 mStyleOriginDimmed; - glm::vec2 mStyleRotationOrigin; - unsigned int mStyleTextColor; - unsigned int mStyleTextColorDimmed; - unsigned int mStyleIconColor; - unsigned int mStyleIconColorDimmed; - unsigned int mStyleBackgroundColor; - unsigned int mStyleBackgroundColorEnd; - glm::vec2 mStyleBackgroundHorizontalPadding; - glm::vec2 mStyleBackgroundVerticalPadding; - float mStyleBackgroundCornerRadius; - bool mStyleColorGradientHorizontal; - EntryLayout mStyleEntryLayout; + glm::vec2 mHelpPosition; + glm::vec2 mHelpPositionDimmed; + glm::vec2 mHelpOrigin; + glm::vec2 mHelpOriginDimmed; + glm::vec2 mHelpRotationOrigin; + unsigned int mTextColor; + unsigned int mTextColorDimmed; + unsigned int mIconColor; + unsigned int mIconColorDimmed; + unsigned int mBackgroundColor; + unsigned int mBackgroundColorEnd; + glm::vec2 mBackgroundHorizontalPadding; + glm::vec2 mBackgroundVerticalPadding; + float mBackgroundCornerRadius; + bool mColorGradientHorizontal; + EntryLayout mEntryLayout; float mEntryRelativeScale; float mLetterHeight; float mLetterHeightDimmed; - float mStyleRotation; - float mStyleEntrySpacing; - float mStyleEntrySpacingDimmed; - float mStyleIconTextSpacing; - float mStyleIconTextSpacingDimmed; - float mStyleOpacity; - float mStyleOpacityDimmed; - std::string mStyleLetterCase; + float mHelpRotation; + float mEntrySpacing; + float mEntrySpacingDimmed; + float mIconTextSpacing; + float mIconTextSpacingDimmed; + float mHelpOpacity; + float mHelpOpacityDimmed; + std::string mLetterCase; struct CustomButtonIcons { // Generic From 7f1f7b76638439f8bb2f274933b5cb3eb88dcfeb Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Sun, 16 Mar 2025 21:34:28 +0100 Subject: [PATCH 217/284] (Android) The launch sound is no longer played if the launch screen is set as disabled --- es-app/src/views/ViewController.cpp | 5 +++++ 1 file changed, 5 insertions(+) diff --git a/es-app/src/views/ViewController.cpp b/es-app/src/views/ViewController.cpp index eac30a4f5..c7977bf78 100644 --- a/es-app/src/views/ViewController.cpp +++ b/es-app/src/views/ViewController.cpp @@ -1049,7 +1049,12 @@ void ViewController::launch(FileData* game) if (durationString != "disabled" && durationString != "popup") mWindow->displayLaunchScreen(game->getSourceFileData()); +#if defined(__ANDROID__) + if (durationString != "disabled") + NavigationSounds::getInstance().playThemeNavigationSound(LAUNCHSOUND); +#else NavigationSounds::getInstance().playThemeNavigationSound(LAUNCHSOUND); +#endif // This is just a dummy animation in order for the launch screen or notification popup // to be displayed briefly, and for the navigation sound playing to be able to complete. From 8db3b59258773dd1f9af1b6440ff3ba5515e981a Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Sun, 16 Mar 2025 21:36:37 +0100 Subject: [PATCH 218/284] The launch sound is now always stopped when returning to ES-DE after a game launch --- es-app/src/views/ViewController.cpp | 1 + 1 file changed, 1 insertion(+) diff --git a/es-app/src/views/ViewController.cpp b/es-app/src/views/ViewController.cpp index c7977bf78..e2802ad0d 100644 --- a/es-app/src/views/ViewController.cpp +++ b/es-app/src/views/ViewController.cpp @@ -1061,6 +1061,7 @@ void ViewController::launch(FileData* game) // During this time period, all user input is blocked. setAnimation(new LambdaAnimation([](float t) {}, duration), 0, [this, game] { game->launchGame(); + AudioManager::getInstance().stop(); // If the launch screen is disabled then this will do nothing. mWindow->closeLaunchScreen(); onFileChanged(game, true); From 6f0b77b88faed88fbc8075e6d1e644698ffe4a8c Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Sun, 16 Mar 2025 21:41:29 +0100 Subject: [PATCH 219/284] The launch sound is no longer played if the launch screen is set as disabled when built with the DEINIT_ON_LAUNCH option --- es-app/src/views/ViewController.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/es-app/src/views/ViewController.cpp b/es-app/src/views/ViewController.cpp index e2802ad0d..2089dbd7d 100644 --- a/es-app/src/views/ViewController.cpp +++ b/es-app/src/views/ViewController.cpp @@ -1049,7 +1049,7 @@ void ViewController::launch(FileData* game) if (durationString != "disabled" && durationString != "popup") mWindow->displayLaunchScreen(game->getSourceFileData()); -#if defined(__ANDROID__) +#if defined(__ANDROID__) || defined(DEINIT_ON_LAUNCH) if (durationString != "disabled") NavigationSounds::getInstance().playThemeNavigationSound(LAUNCHSOUND); #else From e6259983872c54fb4ccf93bc9c4316e80e99a263 Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Sun, 16 Mar 2025 22:02:31 +0100 Subject: [PATCH 220/284] Prevented the launch sound from getting stopped when running in the background on game launch --- es-app/src/views/ViewController.cpp | 5 +++++ 1 file changed, 5 insertions(+) diff --git a/es-app/src/views/ViewController.cpp b/es-app/src/views/ViewController.cpp index 2089dbd7d..9c81cebe9 100644 --- a/es-app/src/views/ViewController.cpp +++ b/es-app/src/views/ViewController.cpp @@ -1061,7 +1061,12 @@ void ViewController::launch(FileData* game) // During this time period, all user input is blocked. setAnimation(new LambdaAnimation([](float t) {}, duration), 0, [this, game] { game->launchGame(); +#if defined(__ANDROID__) AudioManager::getInstance().stop(); +#else + if (!Settings::getInstance()->getBool("RunInBackground")) + AudioManager::getInstance().stop(); +#endif // If the launch screen is disabled then this will do nothing. mWindow->closeLaunchScreen(); onFileChanged(game, true); From 8ecc7cfce29d811bc79b8b5f560e725d06e9c1d3 Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Sun, 16 Mar 2025 22:19:45 +0100 Subject: [PATCH 221/284] Updated the de_DE translations --- locale/po/de_DE.po | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) diff --git a/locale/po/de_DE.po b/locale/po/de_DE.po index fe1824222..ab90eed3a 100644 --- a/locale/po/de_DE.po +++ b/locale/po/de_DE.po @@ -2955,10 +2955,10 @@ msgid "32:9 vertical" msgstr "32:9 vertikal" msgid "Searching for games..." -msgstr "Suche nach spielen.." +msgstr "Suche nach Spielen.." msgid "Loading systems..." -msgstr "Lade systeme..." +msgstr "Lade Systeme..." msgid "Reloading..." msgstr "Lade neu..." @@ -2967,7 +2967,7 @@ msgid "Copying resources..." msgstr "Quellen kopieren..." msgid "Creating system directories..." -msgstr "Erzeuge system verzeichnisse..." +msgstr "Erzeuge System Verzeichnisse..." msgid "ERROR: COULDN'T RENDER PDF FILE" msgstr "FEHLER: PDF NICHT DARSTELLBAR" From e13cac5f0bb3be0c2fca65526dac947ff4ac18b7 Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Mon, 17 Mar 2025 17:10:23 +0100 Subject: [PATCH 222/284] Fixed an issue where the menus would sometimes contain fractional rows --- es-core/src/components/ComponentList.cpp | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) diff --git a/es-core/src/components/ComponentList.cpp b/es-core/src/components/ComponentList.cpp index 84459f31f..b27d51a8e 100644 --- a/es-core/src/components/ComponentList.cpp +++ b/es-core/src/components/ComponentList.cpp @@ -239,9 +239,10 @@ void ComponentList::render(const glm::mat4& parentTrans) return; glm::mat4 trans {parentTrans * getTransform()}; + int overflow {(static_cast(std::round(mSize.y)) % static_cast(mRowHeight))}; // Clip everything to be inside our bounds. - glm::vec3 dim {mSize.x, mSize.y, 0.0f}; + glm::vec3 dim {mSize.x, mSize.y - overflow, 0.0f}; dim.x = (trans[0].x * dim.x + trans[3].x) - trans[3].x; dim.y = (trans[1].y * dim.y + trans[3].y) - trans[3].y; From 8758a75cda20834e5171b49e5b7c83af61be6d67 Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Mon, 17 Mar 2025 17:11:39 +0100 Subject: [PATCH 223/284] Updated the ko_KR translations --- locale/po/ko_KR.po | 26 +++++++++++++------------- 1 file changed, 13 insertions(+), 13 deletions(-) diff --git a/locale/po/ko_KR.po b/locale/po/ko_KR.po index f297a4f20..026619b6d 100644 --- a/locale/po/ko_KR.po +++ b/locale/po/ko_KR.po @@ -8,7 +8,7 @@ msgstr "" "Project-Id-Version: ES-DE Frontend\n" "Report-Msgid-Bugs-To: info@es-de.org\n" "POT-Creation-Date: 2025-03-01 09:47+0100\n" -"PO-Revision-Date: 2025-03-04 11:39+0900\n" +"PO-Revision-Date: 2025-03-17 18:10+0900\n" "Last-Translator: wakeboxer \n" "Language-Team: 한국어 \n" "Language: ko_KR\n" @@ -309,13 +309,13 @@ msgid "INVALID ENTRY" msgstr "잘못된 항목" msgid "CLEARED ENTRY" -msgstr "삭제된 항목" +msgstr "비운 항목" msgid "NO ALTERNATIVE EMULATORS DEFINED" msgstr "대체 에뮬레이터 정의되지 않음" msgid "CLEAR INVALID ENTRY" -msgstr "잘못된 항목 삭제" +msgstr "잘못된 항목 비우기" msgid "DEFAULT" msgstr "기본" @@ -538,7 +538,7 @@ msgid "THIS SYSTEM HAS NO GAMES" msgstr "현재 시스템에는 게임이 없습니다" msgid "ADD/REMOVE GAMES TO THIS COLLECTION" -msgstr "현재 게임 컬렉션에 게임 추가/삭제" +msgstr "현재 게임 컬렉션에 게임 추가/제거" msgid "EDIT THIS FOLDER'S METADATA" msgstr "현재 폴더 메타데이터 편집" @@ -925,7 +925,7 @@ msgstr "" "컨트롤러를 사용하지 않는 한 터치 오버레이를 비활성화하지 마십시오. 그렇지 않" "으면 앱이 잠기게 됩니다. 이런 일이 발생하는 경우 컨트롤러나 키보드를 일시적으" "로 연결하여 이 설정을 다시 활성화해야 하거나 Android 앱 설정에서 ES-DE 저장소" -"를 지워 다음 시작 시 구성자가 강제로 실행되도록 할 수 있습니다" +"를 비워 다음 시작 시 구성자가 강제로 실행되도록 할 수 있습니다" msgid "ONLY ACCEPT INPUT FROM FIRST CONTROLLER" msgstr "첫 번째 컨트롤러의 입력만 허용" @@ -1161,7 +1161,7 @@ msgid "EDIT METADATA" msgstr "메타데이터 편집" msgid "CLEAR ENTRY" -msgstr "항목 삭제" +msgstr "항목 비우기" msgid "SELECT EMULATOR" msgstr "에뮬레이터 선택" @@ -1190,14 +1190,14 @@ msgid "" "ARE YOU SURE?" msgstr "" "이렇게 하면 이 폴더의 모든 미디어 파일과 GAMELIST.XML 항목이 삭제되지만 디렉" -"터리 자체나 그 안에 있는 콘텐츠는 삭제되지 않습니다.\n" +"터리 자체나 그 안에 있는 콘텐츠는 제거되지 않습니다.\n" "확실합니까?" msgid "CLEAR" -msgstr "삭제" +msgstr "비우기" msgid "clear folder" -msgstr "폴더 삭제" +msgstr "폴더 비우기" msgid "" "THIS WILL DELETE ANY MEDIA FILES AND THE GAMELIST.XML ENTRY FOR THIS GAME, " @@ -1205,11 +1205,11 @@ msgid "" "ARE YOU SURE?" msgstr "" "이렇게 하면 이 게임의 모든 미디어 파일과 GAMELIST.XML 항목이 삭제되지만 게임 " -"파일 자체는 삭제되지 않습니다.\n" +"파일 자체는 제거되지 않습니다.\n" "확실합니까?" msgid "clear file" -msgstr "파일 삭제" +msgstr "파일 비우기" msgid "" "THIS WILL DELETE THE GAME FILE, ANY MEDIA FILES AND THE GAMELIST.XML ENTRY\n" @@ -1320,7 +1320,7 @@ msgid "DESCRIPTION:" msgstr "설명:" msgid "TOTAL ENTRIES REMOVED:" -msgstr "삭제된 총 항목 수:" +msgstr "제거된 총 항목 수:" msgid "LAST PROCESSED SYSTEM:" msgstr "마지막 처리된 시스템:" @@ -2474,7 +2474,7 @@ msgid "LOAD CURRENTLY CONFIGURED PATH" msgstr "현재 구성된 경로 로드" msgid "CLEAR (LEAVE BLANK TO RESET TO DEFAULT PATH)" -msgstr "지우기 (기본 경로로 재설정 위해 공란으로 비우기)" +msgstr "비우기 (기본 경로로 재설정 위해 공란으로 비우기)" msgid "CREATE DIRECTORIES" msgstr "디렉터리 생성" From 580e4ca48fc1d84daa5dc73e5856034db945d49f Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Mon, 17 Mar 2025 17:13:15 +0100 Subject: [PATCH 224/284] (Android) Added SkyEmu standalone as an alternative emulator for the gb, gba, gbc and nds systems --- resources/systems/android/es_find_rules.xml | 6 ++++++ resources/systems/android/es_systems.xml | 4 ++++ 2 files changed, 10 insertions(+) diff --git a/resources/systems/android/es_find_rules.xml b/resources/systems/android/es_find_rules.xml index 6a494f1dd..5e4a66ca6 100644 --- a/resources/systems/android/es_find_rules.xml +++ b/resources/systems/android/es_find_rules.xml @@ -388,6 +388,12 @@ org.scummvm.scummvm/org.scummvm.scummvm.SplashActivity
+ + + + com.sky.SkyEmu/.EnhancedNativeActivity + + diff --git a/resources/systems/android/es_systems.xml b/resources/systems/android/es_systems.xml index 1e599f45b..95571e626 100644 --- a/resources/systems/android/es_systems.xml +++ b/resources/systems/android/es_systems.xml @@ -764,6 +764,7 @@ %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/mgba_libretro_android.so %EXTRA_ROM%=%ROM% %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/vbam_libretro_android.so %EXTRA_ROM%=%ROM% %EMULATOR_GBC-EMU% %DATA%=%ROMPROVIDER% + %EMULATOR_SKYEMU% %ACTIVITY_CLEAR_TASK% %ACTIVITY_CLEAR_TOP% %ACTION%=android.intent.action.VIEW %DATA%=%ROMPROVIDER% %EMULATOR_MY-OLDBOY% %ACTION%=android.intent.action.VIEW %DATA%=%ROMSAF% %EMULATOR_PIZZA-BOY-GBC% %ACTIVITY_CLEAR_TASK% %ACTIVITY_CLEAR_TOP% %EXTRA_rom_uri%=%ROM% gb @@ -781,6 +782,7 @@ %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/noods_libretro_android.so %EXTRA_ROM%=%ROM% %EMULATOR_NOODS% %ACTIVITY_CLEAR_TASK% %ACTIVITY_CLEAR_TOP% %EXTRA_LaunchPath%=%ROM% %EMULATOR_GBA-EMU% %DATA%=%ROMPROVIDER% + %EMULATOR_SKYEMU% %ACTIVITY_CLEAR_TASK% %ACTIVITY_CLEAR_TOP% %ACTION%=android.intent.action.VIEW %DATA%=%ROMPROVIDER% %EMULATOR_MY-BOY% %ACTION%=android.intent.action.VIEW %DATA%=%ROMSAF% %EMULATOR_PIZZA-BOY-GBA% %ACTIVITY_CLEAR_TASK% %ACTIVITY_CLEAR_TOP% %EXTRA_rom_uri%=%ROM% gba @@ -801,6 +803,7 @@ %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/mgba_libretro_android.so %EXTRA_ROM%=%ROM% %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/vbam_libretro_android.so %EXTRA_ROM%=%ROM% %EMULATOR_GBC-EMU% %DATA%=%ROMPROVIDER% + %EMULATOR_SKYEMU% %ACTIVITY_CLEAR_TASK% %ACTIVITY_CLEAR_TOP% %ACTION%=android.intent.action.VIEW %DATA%=%ROMPROVIDER% %EMULATOR_MY-OLDBOY% %ACTION%=android.intent.action.VIEW %DATA%=%ROMSAF% %EMULATOR_PIZZA-BOY-GBC% %ACTIVITY_CLEAR_TASK% %ACTIVITY_CLEAR_TOP% %EXTRA_rom_uri%=%ROM% gbc @@ -1246,6 +1249,7 @@ %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/noods_libretro_android.so %EXTRA_ROM%=%ROM% %EMULATOR_NOODS% %ACTIVITY_CLEAR_TASK% %ACTIVITY_CLEAR_TOP% %EXTRA_LaunchPath%=%ROM% %EMULATOR_DRASTIC% %ACTIVITY_CLEAR_TASK% %ACTIVITY_CLEAR_TOP% %DATA%=%ROMSAF% + %EMULATOR_SKYEMU% %ACTIVITY_CLEAR_TASK% %ACTIVITY_CLEAR_TOP% %ACTION%=android.intent.action.VIEW %DATA%=%ROMPROVIDER% nds nds From e453f17db25476433460aa66d6d2716ac5ea4c61 Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Mon, 17 Mar 2025 17:15:42 +0100 Subject: [PATCH 225/284] Documentation update --- ANDROID-DEV.md | 17 +++++++++++++---- CHANGELOG.md | 2 ++ 2 files changed, 15 insertions(+), 4 deletions(-) diff --git a/ANDROID-DEV.md b/ANDROID-DEV.md index f5c0904ab..5fa713f08 100644 --- a/ANDROID-DEV.md +++ b/ANDROID-DEV.md @@ -72,6 +72,7 @@ The following emulators are configured for FileProvider access: * Panda3DS * PCE.emu (pcengine, supergrafx and tg16 systems) * Ruffle +* SkyEmu * Skyline * Swan.emu * SWF Player @@ -534,6 +535,14 @@ ScummVM can be installed from the Play store. There are also daily builds availa https://play.google.com/store/apps/details?id=org.scummvm.scummvm\ https://buildbot.scummvm.org/#/dailybuilds +### SkyEmu + +Note that frontend support was added to SkyEmu in version 4 so you need that to be able to use it with ES-DE. + +At the time of writing this version can only be downloaded from their GitHub automatic build system. + +https://github.com/skylersaleh/SkyEmu/actions + ### Skyline This emulator is not in active development any longer, but the latest release can be found on archive.org. @@ -796,9 +805,9 @@ The **@** symbol indicates that the emulator is _deprecated_ and will be removed | gameandwatch | Nintendo Game and Watch | Multi (MESS) | MAME4droid Current Local Artwork **(Standalone)**,
MAME4droid Current **(Standalone)**,
Handheld Electronic (GW) | No | See the specific _LCD handheld games_ section in the user guide | | gamecom | Tiger Electronics Game.com | MAME4droid Current **(Standalone)** | | Yes | Single archive or ROM file | | gamegear | Sega Game Gear | Genesis Plus GX | Genesis Plus GX Wide,
Gearsystem,
SMS Plus GX,
PicoDrive,
Pizza Boy SC **(Standalone)**,
MasterGear **(Standalone)** | No | Single archive or ROM file | -| gb | Nintendo Game Boy | Gambatte | SameBoy,
Gearboy,
TGB Dual,
DoubleCherryGB,
Mesen-S,
bsnes,
mGBA,
VBA-M,
GBC.emu **(Standalone)**,
My OldBoy! **(Standalone**),
Pizza Boy GBC **(Standalone)** | No | Single archive or ROM file | -| gba | Nintendo Game Boy Advance | mGBA | VBA-M,
VBA Next,
gpSP,
NooDS,
NooDS **(Standalone)**,
GBA.emu **(Standalone)**,
My Boy! **(Standalone)**,
Pizza Boy GBA **(Standalone)** | No | Single archive or ROM file | -| gbc | Nintendo Game Boy Color | Gambatte | SameBoy,
Gearboy,
TGB Dual,
DoubleCherryGB,
Mesen-S,
bsnes,
mGBA,
VBA-M,
GBC.emu **(Standalone)**,
My OldBoy! **(Standalone**),
Pizza Boy GBC **(Standalone)** | No | Single archive or ROM file | +| gb | Nintendo Game Boy | Gambatte | SameBoy,
Gearboy,
TGB Dual,
DoubleCherryGB,
Mesen-S,
bsnes,
mGBA,
VBA-M,
GBC.emu **(Standalone)**,
SkyEmu **(Standalone)**,
My OldBoy! **(Standalone**),
Pizza Boy GBC **(Standalone)** | No | Single archive or ROM file | +| gba | Nintendo Game Boy Advance | mGBA | VBA-M,
VBA Next,
gpSP,
NooDS,
NooDS **(Standalone)**,
GBA.emu **(Standalone)**,
SkyEmu **(Standalone)**,
My Boy! **(Standalone)**,
Pizza Boy GBA **(Standalone)** | No | Single archive or ROM file | +| gbc | Nintendo Game Boy Color | Gambatte | SameBoy,
Gearboy,
TGB Dual,
DoubleCherryGB,
Mesen-S,
bsnes,
mGBA,
VBA-M,
GBC.emu **(Standalone)**,
SkyEmu **(Standalone)**,
My OldBoy! **(Standalone**),
Pizza Boy GBC **(Standalone)** | No | Single archive or ROM file | | gc | Nintendo GameCube | Dolphin | Dolphin **(Standalone)**,
Dolphin MMJR **(Standalone)**,
Dolphin MMJR2 **(Standalone)** | No | Disc image file for single-disc games, .m3u playlist for multi-disc games | | genesis | Sega Genesis | Genesis Plus GX | Genesis Plus GX Wide,
PicoDrive,
MD.emu **(Standalone)**,
Pizza Boy SC **(Standalone)** | No | Single archive or ROM file | | gmaster | Hartung Game Master | MAME4droid Current **(Standalone)** | | Yes | Single archive or ROM file | @@ -836,7 +845,7 @@ The **@** symbol indicates that the emulator is _deprecated_ and will be removed | n3ds | Nintendo 3DS | Citra | Citra **(Standalone)**,
Citra Canary **(Standalone)**,
Citra MMJ **(Standalone)**,
Azahar **(Standalone)**,
Mandarine **(Standalone)**,
Lime3DS **(Standalone)**,
Panda3DS **(Standalone)** | No | Single ROM file | | n64 | Nintendo 64 | Mupen64Plus-Next | M64Plus FZ **(Standalone)**,
Mupen64Plus AE **(Standalone)**,
ParaLLEl N64 | No | Single archive or ROM file | | n64dd | Nintendo 64DD | Mupen64Plus-Next | M64Plus FZ **(Standalone)**,
Mupen64Plus AE **(Standalone)**,
ParaLLEl N64 | Yes | | -| nds | Nintendo DS | melonDS DS | melonDS,
melonDS **(Standalone)**,
melonDS Nightly **(Standalone)**,
DeSmuME,
DeSmuME 2015,
NooDS,
NooDS **(Standalone)**,
DraStic **(Standalone)** | No | Single archive or ROM file | +| nds | Nintendo DS | melonDS DS | melonDS,
melonDS **(Standalone)**,
melonDS Nightly **(Standalone)**,
DeSmuME,
DeSmuME 2015,
NooDS,
NooDS **(Standalone)**,
DraStic **(Standalone)**,
SkyEmu **(Standalone)** | No | Single archive or ROM file | | neogeo | SNK Neo Geo | FinalBurn Neo | Geolith,
NEO.emu **(Standalone)**,
MAME4droid Current **(Standalone)**,
MAME4droid **(Standalone)** | Yes | See the specific _Arcade and Neo Geo_ section in the user guide | | neogeocd | SNK Neo Geo CD | NeoCD | MAME4droid Current **(Standalone)** | Yes | .chd (NeoCD and MAME4droid Current only) or .cue file | | neogeocdjp | SNK Neo Geo CD [Japan] | NeoCD | MAME4droid Current **(Standalone)** | Yes | .chd (NeoCD and MAME4droid Current only) or .cue file | diff --git a/CHANGELOG.md b/CHANGELOG.md index bd8f7e9a9..188f44e72 100644 --- a/CHANGELOG.md +++ b/CHANGELOG.md @@ -28,6 +28,7 @@ * (Android) Changed from MAME4droid 2024 to MAME4droid Current for all systems where only this emulator was supported * (Android) Added a find rule entry for the new Cemu package name * (Android) Added MAME4droid Current emulator entries for all systems where MAME4droid 2024 was supported +* (Android) Added SkyEmu standalone as an alternative emulator for the gb, gba, gbc and nds systems * (Android) Added Pizza Boy SC standalone as an alternative emulator for the gamegear, genesis, mastersystem, megadrive and megadrivejp systems * (Android) Changed all RetroArch core entries to use absolute paths (this makes the ancient Play store release work correctly) * (Windows) Added MFME standalone (fruit machine emulator) as an alternative emulator for the arcade system @@ -74,6 +75,7 @@ * The selectedItemOffset property did not work correctly for carousels with a single item * Returning from a game when running in the background ignored the video element delay property for the first playback * Applying rounded corners caused rendering artfifacts if the texture did not use premultiplied alpha +* The menus would sometimes contain fractional rows at extreme resolutions such as 1080x1920 * (Windows) There could be double quotation marks added to the launch command under some special circumstances * (Android) There was a PLACEHOLDER entry present for the consolearcade system in the es_systems.xml file From 1dc27ff7e625ecba6790ba819bc6251d112d2e43 Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Tue, 18 Mar 2025 18:39:55 +0100 Subject: [PATCH 226/284] Added support for the 8:7 display aspect ratio --- es-core/src/ThemeData.cpp | 5 +++++ 1 file changed, 5 insertions(+) diff --git a/es-core/src/ThemeData.cpp b/es-core/src/ThemeData.cpp index 0a0598003..af6f76c8d 100644 --- a/es-core/src/ThemeData.cpp +++ b/es-core/src/ThemeData.cpp @@ -75,6 +75,8 @@ std::vector> ThemeData::sSupportedAspectRati {"4:3_vertical", "4:3 vertical"}, {"5:4", "5:4"}, {"5:4_vertical", "5:4 vertical"}, + {"8:7", "8:7"}, + {"8:7_vertical", "8:7 vertical"}, {"19.5:9", "19.5:9"}, {"19.5:9_vertical", "19.5:9 vertical"}, {"20:9", "20:9"}, @@ -96,6 +98,8 @@ std::map ThemeData::sAspectRatioMap { {"4:3_vertical", 0.75f}, {"5:4", 1.25f}, {"5:4_vertical", 0.8f}, + {"8:7", 1.1429f}, + {"8:7_vertical", 0.875f}, {"19.5:9", 2.1667f}, {"19.5:9_vertical", 0.4615f}, {"20:9", 2.2222f}, @@ -2411,6 +2415,7 @@ void ThemeData::gettextMessageCatalogEntries() _("3:2 vertical"); _("4:3 vertical"); _("5:4 vertical"); + _("8:7 vertical"); _("19.5:9 vertical"); _("20:9 vertical"); _("21:9 vertical"); From 273792e9b57927b77779c27534ad33c79e768ab3 Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Tue, 18 Mar 2025 18:44:05 +0100 Subject: [PATCH 227/284] Added translations for the '8:7 vertical' message --- locale/es-de.pot | 5 ++++- locale/po/ca_ES.po | 5 ++++- locale/po/de_DE.po | 5 ++++- locale/po/en_GB.po | 5 ++++- locale/po/en_US.po | 5 ++++- locale/po/es_ES.po | 5 ++++- locale/po/fr_FR.po | 9 ++++++--- locale/po/it_IT.po | 5 ++++- locale/po/ja_JP.po | 15 +++++++++------ locale/po/ko_KR.po | 5 ++++- locale/po/nl_NL.po | 5 ++++- locale/po/pl_PL.po | 5 ++++- locale/po/pt_BR.po | 5 ++++- locale/po/ro_RO.po | 5 ++++- locale/po/ru_RU.po | 5 ++++- locale/po/sv_SE.po | 5 ++++- locale/po/zh_CN.po | 5 ++++- locale/po/zh_TW.po | 5 ++++- 18 files changed, 79 insertions(+), 25 deletions(-) diff --git a/locale/es-de.pot b/locale/es-de.pot index 41eca4919..04815b81a 100644 --- a/locale/es-de.pot +++ b/locale/es-de.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: ES-DE Frontend\n" "Report-Msgid-Bugs-To: info@es-de.org\n" -"POT-Creation-Date: 2025-03-01 09:47+0100\n" +"POT-Creation-Date: 2025-03-18 18:28+0100\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -2735,6 +2735,9 @@ msgstr "" msgid "5:4 vertical" msgstr "" +msgid "8:7 vertical" +msgstr "" + msgid "19.5:9 vertical" msgstr "" diff --git a/locale/po/ca_ES.po b/locale/po/ca_ES.po index 9f79ef06b..7a75447c9 100644 --- a/locale/po/ca_ES.po +++ b/locale/po/ca_ES.po @@ -7,7 +7,7 @@ msgid "" msgstr "" "Project-Id-Version: ES-DE Frontend\n" "Report-Msgid-Bugs-To: info@es-de.org\n" -"POT-Creation-Date: 2025-03-01 09:47+0100\n" +"POT-Creation-Date: 2025-03-18 18:28+0100\n" "PO-Revision-Date: 2025-03-07 00:41+0100\n" "Last-Translator: Josep M \n" "Language-Team: Català \n" @@ -2908,6 +2908,9 @@ msgstr "4:3 vertical" msgid "5:4 vertical" msgstr "5:4 vertical" +msgid "8:7 vertical" +msgstr "8:7 vertical" + msgid "19.5:9 vertical" msgstr "19.5:9 vertical" diff --git a/locale/po/de_DE.po b/locale/po/de_DE.po index ab90eed3a..0a051d826 100644 --- a/locale/po/de_DE.po +++ b/locale/po/de_DE.po @@ -7,7 +7,7 @@ msgid "" msgstr "" "Project-Id-Version: ES-DE Frontend\n" "Report-Msgid-Bugs-To: info@es-de.org\n" -"POT-Creation-Date: 2025-03-01 09:47+0100\n" +"POT-Creation-Date: 2025-03-18 18:28+0100\n" "PO-Revision-Date: 2025-03-04 21:21+0100\n" "Last-Translator: Northwestern Software \n" "Language-Team: Deutsch \n" @@ -2942,6 +2942,9 @@ msgstr "4:3 vertikal" msgid "5:4 vertical" msgstr "5:4 vertikal" +msgid "8:7 vertical" +msgstr "8:7 vertikal" + msgid "19.5:9 vertical" msgstr "19,5:9 vertikal" diff --git a/locale/po/en_GB.po b/locale/po/en_GB.po index b60ede98d..1a5c54947 100644 --- a/locale/po/en_GB.po +++ b/locale/po/en_GB.po @@ -7,7 +7,7 @@ msgid "" msgstr "" "Project-Id-Version: ES-DE Frontend\n" "Report-Msgid-Bugs-To: info@es-de.org\n" -"POT-Creation-Date: 2025-03-01 09:47+0100\n" +"POT-Creation-Date: 2025-03-18 18:28+0100\n" "PO-Revision-Date: 2025-03-01 10:02+0100\n" "Last-Translator: Northwestern Software \n" "Language-Team: English (United Kingdom) \n" @@ -2881,6 +2881,9 @@ msgstr "4:3 vertical" msgid "5:4 vertical" msgstr "5:4 vertical" +msgid "8:7 vertical" +msgstr "8:7 vertical" + msgid "19.5:9 vertical" msgstr "19.5:9 vertical" diff --git a/locale/po/en_US.po b/locale/po/en_US.po index 54679254c..4a7448a7e 100644 --- a/locale/po/en_US.po +++ b/locale/po/en_US.po @@ -7,7 +7,7 @@ msgid "" msgstr "" "Project-Id-Version: ES-DE Frontend\n" "Report-Msgid-Bugs-To: info@es-de.org\n" -"POT-Creation-Date: 2025-03-01 09:47+0100\n" +"POT-Creation-Date: 2025-03-18 18:28+0100\n" "PO-Revision-Date: 2025-03-01 10:00+0100\n" "Last-Translator: Northwestern Software \n" "Language-Team: English (United States) \n" @@ -2881,6 +2881,9 @@ msgstr "4:3 vertical" msgid "5:4 vertical" msgstr "5:4 vertical" +msgid "8:7 vertical" +msgstr "8:7 vertical" + msgid "19.5:9 vertical" msgstr "19.5:9 vertical" diff --git a/locale/po/es_ES.po b/locale/po/es_ES.po index e6534a6d5..835cdc796 100644 --- a/locale/po/es_ES.po +++ b/locale/po/es_ES.po @@ -7,7 +7,7 @@ msgid "" msgstr "" "Project-Id-Version: ES-DE Frontend\n" "Report-Msgid-Bugs-To: info@es-de.org\n" -"POT-Creation-Date: 2025-03-01 09:47+0100\n" +"POT-Creation-Date: 2025-03-18 18:28+0100\n" "PO-Revision-Date: 2025-03-04 22:15+0100\n" "Last-Translator: Northwestern Software \n" "Language-Team: Español (España) \n" @@ -2948,6 +2948,9 @@ msgstr "4:3 vertical" msgid "5:4 vertical" msgstr "5:4 vertical" +msgid "8:7 vertical" +msgstr "8:7 vertical" + msgid "19.5:9 vertical" msgstr "19.5:9 vertical" diff --git a/locale/po/fr_FR.po b/locale/po/fr_FR.po index e46807752..8550af610 100644 --- a/locale/po/fr_FR.po +++ b/locale/po/fr_FR.po @@ -7,7 +7,7 @@ msgid "" msgstr "" "Project-Id-Version: ES-DE Frontend\n" "Report-Msgid-Bugs-To: info@es-de.org\n" -"POT-Creation-Date: 2025-03-01 09:47+0100\n" +"POT-Creation-Date: 2025-03-18 18:28+0100\n" "PO-Revision-Date: 2025-03-03 21:39+0100\n" "Last-Translator: Northwestern Software \n" "Language-Team: Français \n" @@ -2604,8 +2604,8 @@ msgid "" msgstr "" "AU MOINS UN DE VOS SYSTÈMES A UN ÉMULATEUR ALTERNATIF AVEC UNE CONFIGURATION " "INVALIDE SANS ENTREE CORRESPONDANTE DANS LE FICHIER DE CONFIGURATION DU " -"SYSTÈME, VEUILLEZ RÉVISER VOTRE CONFIGURATION À L'AIDE DE L'INTERFACE " -"« ÉMULATEURS ALTERNATIFS » DANS LE MENU « AUTRES PARAMÈTRES »" +"SYSTÈME, VEUILLEZ RÉVISER VOTRE CONFIGURATION À L'AIDE DE L'INTERFACE « " +"ÉMULATEURS ALTERNATIFS » DANS LE MENU « AUTRES PARAMÈTRES »" msgid "UPDATE" msgstr "MISE À JOUR" @@ -2951,6 +2951,9 @@ msgstr "4:3 vertical" msgid "5:4 vertical" msgstr "5:4 vertical" +msgid "8:7 vertical" +msgstr "8:7 vertical" + msgid "19.5:9 vertical" msgstr "19.5:9 vertical" diff --git a/locale/po/it_IT.po b/locale/po/it_IT.po index 1aa0707dd..1ea97db0c 100644 --- a/locale/po/it_IT.po +++ b/locale/po/it_IT.po @@ -7,7 +7,7 @@ msgid "" msgstr "" "Project-Id-Version: ES-DE Frontend\n" "Report-Msgid-Bugs-To: info@es-de.org\n" -"POT-Creation-Date: 2025-03-01 09:47+0100\n" +"POT-Creation-Date: 2025-03-18 18:28+0100\n" "PO-Revision-Date: 2025-03-03 23:16+0200\n" "Last-Translator: Lorenzo Castelletta \n" "Language-Team: Italiano \n" @@ -2943,6 +2943,9 @@ msgstr "4:3 verticale" msgid "5:4 vertical" msgstr "5:4 verticale" +msgid "8:7 vertical" +msgstr "8:7 verticale" + msgid "19.5:9 vertical" msgstr "19.5:9 verticale" diff --git a/locale/po/ja_JP.po b/locale/po/ja_JP.po index 13c7c1d7e..0a1641aff 100644 --- a/locale/po/ja_JP.po +++ b/locale/po/ja_JP.po @@ -7,7 +7,7 @@ msgid "" msgstr "" "Project-Id-Version: ES-DE Frontend\n" "Report-Msgid-Bugs-To: info@es-de.org\n" -"POT-Creation-Date: 2025-03-01 09:47+0100\n" +"POT-Creation-Date: 2025-03-18 18:28+0100\n" "PO-Revision-Date: 2025-03-06 23:38+0800\n" "Last-Translator: ice \n" "Language-Team: 日本語 \n" @@ -2482,11 +2482,11 @@ msgid "" "YOU DON'T HAVE A CUSTOM SYSTEMS FILE, THEN THE ES-DE INSTALLATION IS BROKEN. " "SEE THE APPLICATION LOG FILE es_log.txt FOR ADDITIONAL INFO" msgstr "" -"システムの設定ファイルを解析できませんでした。カスタマイズされた" -"es_systems.xmlファイルがすでに存在している場合、おそらくXML構文に問題がある可" -"能性があります。カスタムシステムファイルが存在しない場合、ES-DEのインストール" -"に問題がある可能性があります。詳細情報については、アプリのログファイルである" -"es_log.txtを参照してください" +"システムの設定ファイルを解析できませんでした。カスタマイズされたes_systems." +"xmlファイルがすでに存在している場合、おそらくXML構文に問題がある可能性があり" +"ます。カスタムシステムファイルが存在しない場合、ES-DEのインストールに問題があ" +"る可能性があります。詳細情報については、アプリのログファイルであるes_log.txt" +"を参照してください" msgid "" "NO GAME FILES WERE FOUND, PLEASE PLACE YOUR GAMES IN THE CONFIGURED ROM " @@ -2915,6 +2915,9 @@ msgstr "4:3 垂直" msgid "5:4 vertical" msgstr "5:4 垂直" +msgid "8:7 vertical" +msgstr "8:7 垂直" + msgid "19.5:9 vertical" msgstr "19.5:5 垂直" diff --git a/locale/po/ko_KR.po b/locale/po/ko_KR.po index 026619b6d..c3a0e54e4 100644 --- a/locale/po/ko_KR.po +++ b/locale/po/ko_KR.po @@ -7,7 +7,7 @@ msgid "" msgstr "" "Project-Id-Version: ES-DE Frontend\n" "Report-Msgid-Bugs-To: info@es-de.org\n" -"POT-Creation-Date: 2025-03-01 09:47+0100\n" +"POT-Creation-Date: 2025-03-18 18:28+0100\n" "PO-Revision-Date: 2025-03-17 18:10+0900\n" "Last-Translator: wakeboxer \n" "Language-Team: 한국어 \n" @@ -2853,6 +2853,9 @@ msgstr "4:3 수직" msgid "5:4 vertical" msgstr "5:4 수직" +msgid "8:7 vertical" +msgstr "8:7 수직" + msgid "19.5:9 vertical" msgstr "19.5:9 수직" diff --git a/locale/po/nl_NL.po b/locale/po/nl_NL.po index 780921924..2da5413d4 100644 --- a/locale/po/nl_NL.po +++ b/locale/po/nl_NL.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: ES-DE Frontend\n" "Report-Msgid-Bugs-To: info@es-de.org\n" -"POT-Creation-Date: 2025-03-01 09:47+0100\n" +"POT-Creation-Date: 2025-03-18 18:28+0100\n" "PO-Revision-Date: 2025-03-03 20:53+0100\n" "Last-Translator: Stefan \n" "Language-Team: Nederlands \n" @@ -2917,6 +2917,9 @@ msgstr "4:3 verticaal" msgid "5:4 vertical" msgstr "5:4 verticaal" +msgid "8:7 vertical" +msgstr "8:7 verticaal" + msgid "19.5:9 vertical" msgstr "19.5:9 verticaal" diff --git a/locale/po/pl_PL.po b/locale/po/pl_PL.po index 55ac46df4..69d86fbaf 100644 --- a/locale/po/pl_PL.po +++ b/locale/po/pl_PL.po @@ -7,7 +7,7 @@ msgid "" msgstr "" "Project-Id-Version: ES-DE Frontend\n" "Report-Msgid-Bugs-To: info@es-de.org\n" -"POT-Creation-Date: 2025-03-01 09:47+0100\n" +"POT-Creation-Date: 2025-03-18 18:28+0100\n" "PO-Revision-Date: 2025-03-09 20:06+0100\n" "Last-Translator: Northwestern Software \n" "Language-Team: Polski \n" @@ -2936,6 +2936,9 @@ msgstr "4:3 pionowo" msgid "5:4 vertical" msgstr "5:4 pionowo" +msgid "8:7 vertical" +msgstr "8:7 pionowo" + msgid "19.5:9 vertical" msgstr "19.5:9 pionowo" diff --git a/locale/po/pt_BR.po b/locale/po/pt_BR.po index 6a02192e1..edea16d0b 100644 --- a/locale/po/pt_BR.po +++ b/locale/po/pt_BR.po @@ -7,7 +7,7 @@ msgid "" msgstr "" "Project-Id-Version: ES-DE Frontend\n" "Report-Msgid-Bugs-To: info@es-de.org\n" -"POT-Creation-Date: 2025-03-01 09:47+0100\n" +"POT-Creation-Date: 2025-03-18 18:28+0100\n" "PO-Revision-Date: 2025-03-03 18:27-0300\n" "Last-Translator: Northwestern Software \n" "Language-Team: Português (Brasil) \n" @@ -2919,6 +2919,9 @@ msgstr "4:3 vertical" msgid "5:4 vertical" msgstr "5:4 vertical" +msgid "8:7 vertical" +msgstr "8:7 vertical" + msgid "19.5:9 vertical" msgstr "19.5:9 vertical" diff --git a/locale/po/ro_RO.po b/locale/po/ro_RO.po index 5fa9be73a..a104d6843 100644 --- a/locale/po/ro_RO.po +++ b/locale/po/ro_RO.po @@ -7,7 +7,7 @@ msgid "" msgstr "" "Project-Id-Version: ES-DE Frontend\n" "Report-Msgid-Bugs-To: info@es-de.org\n" -"POT-Creation-Date: 2025-03-01 09:47+0100\n" +"POT-Creation-Date: 2025-03-18 18:28+0100\n" "PO-Revision-Date: 2025-03-05 00:20+0200\n" "Last-Translator: Mihai Vasiliu \n" "Language-Team: Română \n" @@ -2936,6 +2936,9 @@ msgstr "4:3 vertical" msgid "5:4 vertical" msgstr "5:4 vertical" +msgid "8:7 vertical" +msgstr "8:7 vertical" + msgid "19.5:9 vertical" msgstr "19.5:9 vertical" diff --git a/locale/po/ru_RU.po b/locale/po/ru_RU.po index 75a837dd7..33d2c4957 100644 --- a/locale/po/ru_RU.po +++ b/locale/po/ru_RU.po @@ -7,7 +7,7 @@ msgid "" msgstr "" "Project-Id-Version: ES-DE Frontend\n" "Report-Msgid-Bugs-To: info@es-de.org\n" -"POT-Creation-Date: 2025-03-01 09:47+0100\n" +"POT-Creation-Date: 2025-03-18 18:28+0100\n" "PO-Revision-Date: 2025-03-05 19:28+0400\n" "Last-Translator: Northwestern Software \n" "Language-Team: Русский \n" @@ -2927,6 +2927,9 @@ msgstr "4:3 вертикальный" msgid "5:4 vertical" msgstr "5:4 вертикальный" +msgid "8:7 vertical" +msgstr "8:7 вертикальный" + msgid "19.5:9 vertical" msgstr "19.5:9 вертикальный" diff --git a/locale/po/sv_SE.po b/locale/po/sv_SE.po index 565934892..49288a227 100644 --- a/locale/po/sv_SE.po +++ b/locale/po/sv_SE.po @@ -7,7 +7,7 @@ msgid "" msgstr "" "Project-Id-Version: ES-DE Frontend\n" "Report-Msgid-Bugs-To: info@es-de.org\n" -"POT-Creation-Date: 2025-03-01 09:47+0100\n" +"POT-Creation-Date: 2025-03-18 18:28+0100\n" "PO-Revision-Date: 2025-03-02 16:07+0100\n" "Last-Translator: Northwestern Software \n" "Language-Team: Swedish \n" @@ -2895,6 +2895,9 @@ msgstr "4:3 vertikal" msgid "5:4 vertical" msgstr "5:4 vertikal" +msgid "8:7 vertical" +msgstr "8:7 vertikal" + msgid "19.5:9 vertical" msgstr "19.5:9 vertikal" diff --git a/locale/po/zh_CN.po b/locale/po/zh_CN.po index 77353b1de..6ea847a90 100644 --- a/locale/po/zh_CN.po +++ b/locale/po/zh_CN.po @@ -7,7 +7,7 @@ msgid "" msgstr "" "Project-Id-Version: ES-DE Frontend\n" "Report-Msgid-Bugs-To: info@es-de.org\n" -"POT-Creation-Date: 2025-03-01 09:47+0100\n" +"POT-Creation-Date: 2025-03-18 18:28+0100\n" "PO-Revision-Date: 2025-03-06 23:50+0800\n" "Last-Translator: Northwestern Software \n" "Language-Team: 简体中文 \n" @@ -2809,6 +2809,9 @@ msgstr "垂直方向 4:3" msgid "5:4 vertical" msgstr "垂直方向 5:4" +msgid "8:7 vertical" +msgstr "垂直方向 8:7" + msgid "19.5:9 vertical" msgstr "垂直方向 19.5:9" diff --git a/locale/po/zh_TW.po b/locale/po/zh_TW.po index be6828305..c0daaf841 100644 --- a/locale/po/zh_TW.po +++ b/locale/po/zh_TW.po @@ -7,7 +7,7 @@ msgid "" msgstr "" "Project-Id-Version: ES-DE Frontend\n" "Report-Msgid-Bugs-To: info@es-de.org\n" -"POT-Creation-Date: 2025-03-01 09:47+0100\n" +"POT-Creation-Date: 2025-03-18 18:28+0100\n" "PO-Revision-Date: 2025-03-13 22:26+0800\n" "Last-Translator: Northwestern Software \n" "Language-Team: 繁體中文 \n" @@ -2809,6 +2809,9 @@ msgstr "垂直方向 4:3" msgid "5:4 vertical" msgstr "垂直方向 5:4" +msgid "8:7 vertical" +msgstr "垂直方向 8:7" + msgid "19.5:9 vertical" msgstr "垂直方向 19.5:9" From 41848c1d32fe8e77dccdf5192dbb514b582f8069 Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Tue, 18 Mar 2025 18:44:58 +0100 Subject: [PATCH 228/284] Documentation update --- CHANGELOG.md | 1 + THEMES-DEV.md | 1 + 2 files changed, 2 insertions(+) diff --git a/CHANGELOG.md b/CHANGELOG.md index 188f44e72..64dd18d7b 100644 --- a/CHANGELOG.md +++ b/CHANGELOG.md @@ -59,6 +59,7 @@ * Added a BackgroundComponent to replace NinePatchComponent for rendering menu and popup backgrounds * (Android) Changed the target SDK version to 35 (Android 15) * The LANG and LANGUAGE variables are now set explicitly to the UTF-8 character encoding on Linux, macOS and Android +* Added support for the 8:7 display aspect ratio * (macOS) Added a build script for cross-compiling for x86_64 when using an ARM processor * (Linux) Added the BlueZ library as a dependency * Added support for building against libgit2 v1.9.0 and later diff --git a/THEMES-DEV.md b/THEMES-DEV.md index b1b64031b..da1a1393b 100644 --- a/THEMES-DEV.md +++ b/THEMES-DEV.md @@ -1209,6 +1209,7 @@ Unlike the types just mentioned, aspectRatio entries can not be set to arbitrary | 3:2 | 3:2_vertical | 2160x1440 | | 4:3 | 4:3_vertical | 320x240, 640x480, 800x600, 1024x768, 1600x1200 | | 5:4 | 5:4_vertical | 1280x1024 | +| 8:7 | 8:7_vertical | 1240x1080 | | 19.5:9 | 19.5:9_vertical | 2340x1080, 2532x1170 | | 20:9 | 20:9_vertical | 2400x1080, 1600x720 | | 21:9 | 21:9_vertical | 2560x1080, 3840x1600, 5120x2160 | From 599cb7c7a0bc6e811fb7af8c29c3d7445eb0d861 Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Tue, 18 Mar 2025 18:57:26 +0100 Subject: [PATCH 229/284] Documentation update --- ANDROID-DEV.md | 5 ++--- ANDROID.md | 5 ++--- 2 files changed, 4 insertions(+), 6 deletions(-) diff --git a/ANDROID-DEV.md b/ANDROID-DEV.md index 5fa713f08..ce3b525d4 100644 --- a/ANDROID-DEV.md +++ b/ANDROID-DEV.md @@ -297,12 +297,11 @@ https://play.google.com/store/apps/details?id=com.github.stenzek.duckstation ### EKA2L1 -This emulator can be downloaded from their GitHub site. +This emulator can be installed from the Play store or it can be downloaded from their GitHub site. +https://play.google.com/store/apps/details?id=com.github.eka2l1 \ https://github.com/EKA2L1/EKA2L1/releases -There does not seem to be a way to launch individual EKA2L1 games from a frontend application on Android, instead ES-DE will simply launch the EKA2L1 user interface and you'll have to manually start your game from there. - ### ePSXe This emulator can be installed from the Play store as a paid app. diff --git a/ANDROID.md b/ANDROID.md index e001ede33..2d16f0464 100644 --- a/ANDROID.md +++ b/ANDROID.md @@ -290,12 +290,11 @@ https://play.google.com/store/apps/details?id=com.github.stenzek.duckstation ### EKA2L1 -This emulator can be downloaded from their GitHub site. +This emulator can be installed from the Play store or it can be downloaded from their GitHub site. +https://play.google.com/store/apps/details?id=com.github.eka2l1 \ https://github.com/EKA2L1/EKA2L1/releases -There does not seem to be a way to launch individual EKA2L1 games from a frontend application on Android, instead ES-DE will simply launch the EKA2L1 user interface and you'll have to manually start your game from there. - ### ePSXe This emulator can be installed from the Play store as a paid app. From e19fbff6926f136050fc73f9939ee2802937243a Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Thu, 20 Mar 2025 19:50:46 +0100 Subject: [PATCH 230/284] Fixed an issue where a double free in GuiLaunchScreen could cause an unclean application shutdown --- es-app/src/guis/GuiLaunchScreen.cpp | 81 ++++++++++++++--------------- es-app/src/guis/GuiLaunchScreen.h | 2 +- 2 files changed, 39 insertions(+), 44 deletions(-) diff --git a/es-app/src/guis/GuiLaunchScreen.cpp b/es-app/src/guis/GuiLaunchScreen.cpp index 9c250e7b7..5880883dd 100644 --- a/es-app/src/guis/GuiLaunchScreen.cpp +++ b/es-app/src/guis/GuiLaunchScreen.cpp @@ -17,10 +17,11 @@ GuiLaunchScreen::GuiLaunchScreen() : mRenderer {Renderer::getInstance()} - , mGrid {nullptr} + , mGrid {glm::ivec2 {3, 8}} , mMarquee {nullptr} { addChild(&mBackground); + addChild(&mGrid); mWindow->setLaunchScreen(this); } @@ -32,9 +33,6 @@ GuiLaunchScreen::~GuiLaunchScreen() void GuiLaunchScreen::displayLaunchScreen(FileData* game) { - mGrid = new ComponentGrid(glm::ivec2 {3, 8}); - addChild(mGrid); - mImagePath = game->getMarqueePath(); // We need to unload the image first as it may be cached at a modified resolution @@ -50,8 +48,8 @@ void GuiLaunchScreen::displayLaunchScreen(FileData* game) const float gameNameFontSize {0.073f}; // Spacer row. - mGrid->setEntry(std::make_shared(), glm::ivec2 {1, 0}, false, false, - glm::ivec2 {1, 1}); + mGrid.setEntry(std::make_shared(), glm::ivec2 {1, 0}, false, false, + glm::ivec2 {1, 1}); // Title. mTitle = std::make_shared( @@ -59,19 +57,19 @@ void GuiLaunchScreen::displayLaunchScreen(FileData* game) Font::get(titleFontSize * std::min(Renderer::getScreenHeight(), Renderer::getScreenWidth())), mMenuColorTertiary, ALIGN_CENTER); - mGrid->setEntry(mTitle, glm::ivec2 {1, 1}, false, true, glm::ivec2 {1, 1}); + mGrid.setEntry(mTitle, glm::ivec2 {1, 1}, false, true, glm::ivec2 {1, 1}); // Spacer row. - mGrid->setEntry(std::make_shared(), glm::ivec2 {1, 2}, false, false, - glm::ivec2 {1, 1}); + mGrid.setEntry(std::make_shared(), glm::ivec2 {1, 2}, false, false, + glm::ivec2 {1, 1}); // Row for the marquee. - mGrid->setEntry(std::make_shared(), glm::ivec2 {1, 3}, false, false, - glm::ivec2 {1, 1}); + mGrid.setEntry(std::make_shared(), glm::ivec2 {1, 3}, false, false, + glm::ivec2 {1, 1}); // Spacer row. - mGrid->setEntry(std::make_shared(), glm::ivec2 {1, 4}, false, false, - glm::ivec2 {1, 1}); + mGrid.setEntry(std::make_shared(), glm::ivec2 {1, 4}, false, false, + glm::ivec2 {1, 1}); // Game name. mGameName = std::make_shared( @@ -79,24 +77,24 @@ void GuiLaunchScreen::displayLaunchScreen(FileData* game) Font::get(gameNameFontSize * std::min(Renderer::getScreenHeight(), Renderer::getScreenWidth())), mMenuColorTitle, ALIGN_CENTER); - mGrid->setEntry(mGameName, glm::ivec2 {1, 5}, false, true, glm::ivec2 {1, 1}); + mGrid.setEntry(mGameName, glm::ivec2 {1, 5}, false, true, glm::ivec2 {1, 1}); // System name. mSystemName = std::make_shared("SYSTEM NAME", Font::get(FONT_SIZE_MEDIUM), mMenuColorTertiary, ALIGN_CENTER); - mGrid->setEntry(mSystemName, glm::ivec2 {1, 6}, false, true, glm::ivec2 {1, 1}); + mGrid.setEntry(mSystemName, glm::ivec2 {1, 6}, false, true, glm::ivec2 {1, 1}); // Spacer row. - mGrid->setEntry(std::make_shared(), glm::ivec2 {1, 7}, false, false, - glm::ivec2 {1, 1}); + mGrid.setEntry(std::make_shared(), glm::ivec2 {1, 7}, false, false, + glm::ivec2 {1, 1}); // Left spacer. - mGrid->setEntry(std::make_shared(), glm::ivec2 {0, 0}, false, false, - glm::ivec2 {1, 8}); + mGrid.setEntry(std::make_shared(), glm::ivec2 {0, 0}, false, false, + glm::ivec2 {1, 8}); // Right spacer. - mGrid->setEntry(std::make_shared(), glm::ivec2 {2, 0}, false, false, - glm::ivec2 {1, 8}); + mGrid.setEntry(std::make_shared(), glm::ivec2 {2, 0}, false, false, + glm::ivec2 {1, 8}); // Adjust the width depending on the aspect ratio of the screen, to make the screen look // somewhat coherent regardless of screen type. The 1.778 aspect ratio value is the 16:9 @@ -135,30 +133,30 @@ void GuiLaunchScreen::displayLaunchScreen(FileData* game) // Set row heights. if (mImagePath != "") - mGrid->setRowHeightPerc(0, 0.09f, false); + mGrid.setRowHeightPerc(0, 0.09f, false); else - mGrid->setRowHeightPerc(0, 0.15f, false); - mGrid->setRowHeightPerc(1, mTitle->getFont()->getLetterHeight() * 1.70f / mSize.y, false); - mGrid->setRowHeightPerc(2, 0.05f, false); + mGrid.setRowHeightPerc(0, 0.15f, false); + mGrid.setRowHeightPerc(1, mTitle->getFont()->getLetterHeight() * 1.70f / mSize.y, false); + mGrid.setRowHeightPerc(2, 0.05f, false); if (mImagePath != "") - mGrid->setRowHeightPerc(3, 0.35f, false); + mGrid.setRowHeightPerc(3, 0.35f, false); else - mGrid->setRowHeightPerc(3, 0.01f, false); - mGrid->setRowHeightPerc(4, 0.05f, false); - mGrid->setRowHeightPerc(5, mGameName->getFont()->getHeight() * 0.80f / mSize.y, false); - mGrid->setRowHeightPerc(6, mSystemName->getFont()->getHeight() * 0.90f / mSize.y, false); + mGrid.setRowHeightPerc(3, 0.01f, false); + mGrid.setRowHeightPerc(4, 0.05f, false); + mGrid.setRowHeightPerc(5, mGameName->getFont()->getHeight() * 0.80f / mSize.y, false); + mGrid.setRowHeightPerc(6, mSystemName->getFont()->getHeight() * 0.90f / mSize.y, false); // Set left and right spacers column widths. - mGrid->setColWidthPerc(0, 0.025f); - mGrid->setColWidthPerc(2, 0.025f); + mGrid.setColWidthPerc(0, 0.025f); + mGrid.setColWidthPerc(2, 0.025f); - mGrid->setSize(mSize); + mGrid.setSize(mSize); float totalRowHeight {0.0f}; // Hack to adjust the window height to the row boundary. - for (int i = 0; i < 7; ++i) - totalRowHeight += mGrid->getRowHeight(i); + for (int i {0}; i < 7; ++i) + totalRowHeight += mGrid.getRowHeight(i); setSize(mSize.x, totalRowHeight); @@ -176,15 +174,15 @@ void GuiLaunchScreen::displayLaunchScreen(FileData* game) mMarquee->cropTransparentPadding( mRenderer->getScreenWidth() * (multiplier * (1.778f / mRenderer->getScreenAspectRatio())), - mGrid->getRowHeight(3)); + mGrid.getRowHeight(3)); mMarquee->setOrigin(0.5f, 0.5f); glm::vec3 currentPos {mMarquee->getPosition()}; // Position the image in the middle of row four. currentPos.x = mSize.x / 2.0f; - currentPos.y = mGrid->getRowHeight(0) + mGrid->getRowHeight(1) + mGrid->getRowHeight(2) + - mGrid->getRowHeight(3) / 2.0f; + currentPos.y = mGrid.getRowHeight(0) + mGrid.getRowHeight(1) + mGrid.getRowHeight(2) + + mGrid.getRowHeight(3) / 2.0f; mMarquee->setPosition(currentPos); } @@ -199,10 +197,7 @@ void GuiLaunchScreen::displayLaunchScreen(FileData* game) void GuiLaunchScreen::closeLaunchScreen() { - if (mGrid) { - delete mGrid; - mGrid = nullptr; - } + mGrid.clearChildren(); if (mMarquee) { delete mMarquee; @@ -219,7 +214,7 @@ void GuiLaunchScreen::closeLaunchScreen() void GuiLaunchScreen::onSizeChanged() { // Update mGrid size. - mGrid->setSize(mSize); + mGrid.setSize(mSize); } void GuiLaunchScreen::update(int deltaTime) diff --git a/es-app/src/guis/GuiLaunchScreen.h b/es-app/src/guis/GuiLaunchScreen.h index 83f143de8..de264b136 100644 --- a/es-app/src/guis/GuiLaunchScreen.h +++ b/es-app/src/guis/GuiLaunchScreen.h @@ -35,7 +35,7 @@ public: private: Renderer* mRenderer; BackgroundComponent mBackground; - ComponentGrid* mGrid; + ComponentGrid mGrid; std::shared_ptr mTitle; std::shared_ptr mGameName; From 498431f57eeb9435d397bd99586dd36b860d7115 Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Thu, 20 Mar 2025 19:51:36 +0100 Subject: [PATCH 231/284] Updated the archive/el_GR.po file --- locale/po/archive/el_GR.po | 3639 ++++++++++++++++++------------------ 1 file changed, 1841 insertions(+), 1798 deletions(-) diff --git a/locale/po/archive/el_GR.po b/locale/po/archive/el_GR.po index fcd63f403..1b1ff92c1 100644 --- a/locale/po/archive/el_GR.po +++ b/locale/po/archive/el_GR.po @@ -7,8 +7,8 @@ msgid "" msgstr "" "Project-Id-Version: ES-DE Frontend\n" "Report-Msgid-Bugs-To: info@es-de.org\n" -"POT-Creation-Date: 2025-01-28 17:48+0100\n" -"PO-Revision-Date: 2025-01-25 15:03+0200\n" +"POT-Creation-Date: 2025-03-19 10:50+0100\n" +"PO-Revision-Date: 2025-03-19 11:38+0200\n" "Last-Translator: Northwestern Software \n" "Language-Team: Ελληνικά \n" "Language: el_GR\n" @@ -71,7 +71,7 @@ msgstr "Αυτή η συλλογή είναι άδειά" #, c-format msgctxt "theme" msgid "This collection contains 1 game: '%s [%s]'" -msgstr "" +msgstr "Αυτή η συλλογή περιέχει 1 παιχνίδι: '%s [%s]'" #, c-format msgctxt "theme" @@ -135,7 +135,7 @@ msgid "ERROR: MISSING PRE-COMMAND FIND RULES CONFIGURATION FOR '%s'" msgstr "" msgid "ERROR: COULDN'T FIND PRE-COMMAND, HAS IT BEEN PROPERLY INSTALLED?" -msgstr "" +msgstr "ΣΦΑΛΜΑ: ΔΕΝ ΜΠΟΡΟΥΣE ΝΑ ΒΡΕΘΕΙ ΠΡΟ-ΕΝΤΟΛΗ, ΕΧΕΙ ΕΓΚΑΤΑΣΤΑΘΕΙ ΣΩΣΤΑ;" #, c-format msgid "ERROR: COULDN'T FIND PRE-COMMAND '%s', HAS IT BEEN PROPERLY INSTALLED?" @@ -153,7 +153,7 @@ msgid "ERROR: COULDN'T FIND APP '%s', HAS IT BEEN PROPERLY INSTALLED?" msgstr "" msgid "ERROR: COULDN'T FIND EMULATOR, HAS IT BEEN PROPERLY INSTALLED?" -msgstr "" +msgstr "ΣΦΑΛΜΑ: ΔΕΝ ΜΠΟΡΕΣΕ ΝΑ ΒΡΕΘΕΙ Ο ΕΞΟΜΟΙΟΤΗΣ, ΕΧΕΙ ΕΓΚΑΤΑΣΤΑΘΕΙ ΣΩΣΤΑ;" #, c-format msgid "ERROR: COULDN'T FIND EMULATOR '%s', HAS IT BEEN PROPERLY INSTALLED?" @@ -182,8 +182,9 @@ msgstr "" msgid "ERROR: APP OR ALIAS FILE DOESN'T EXIST OR IS UNREADABLE" msgstr "ΣΦΑΛΜΑ: ΑΡΧΕΙΟ ΕΦΑΡΜΟΓΗΣ Ή ΨΕΥΔΩΝΟΥ ΔΕΝ ΥΠΑΡΧΕΙ Ή ΕΙΝΑΙ ΜΗ ΔΙΑΒΑΣΙΜΟ" +#, fuzzy msgid "ERROR: DESKTOP FILE IS INVALID OR UNREADABLE" -msgstr "" +msgstr "ΣΦΑΛΜΑ: ΤΟ ΑΡΧΕΙΟ ΕΠΙΦΑΝΕΙΑΣ ΕΙΝΑΙ ΜΗ ΕΓΚΥΡΟ Ή ΜΗ ΑΝΑΓΝΩΣΤΟ" msgid "ERROR: DESKTOP FILE DOESN'T EXIST OR IS UNREADABLE" msgstr "" @@ -300,9 +301,1731 @@ msgstr "σύστημα, αύξουσα" msgid "system, descending" msgstr "σύστημα, φθίνουσα" +msgid "ALTERNATIVE EMULATORS" +msgstr "ΕΝΑΛΛΑΚΤΙΚOI ΕΞΟΜΟΙΩΤEΣ" + +msgid "BACK" +msgstr "ΠΙΣΩ" + +msgid "back" +msgstr "πισω" + +msgid "INVALID ENTRY" +msgstr "ΑΚΥΡΗ ΕΙΣΟΔΟΣ" + +#, fuzzy +msgid "CLEARED ENTRY" +msgstr "ΚΑΘΑΡΙΣΤ" + +msgid "NO ALTERNATIVE EMULATORS DEFINED" +msgstr "ΔΕΝ ΟΡΙΣTΗΚΑΝ ΕΝΑΛΛΑΚΤΙΚΟΙ ΕΞΟΙOMHTEΣ" + +msgid "CLEAR INVALID ENTRY" +msgstr "ΚΑΘΑΡΙΣΜΟΣ ΜΗ ΑΠΟΔΕΚΤΗΣ ΕΙΣΑΓΟΓΗΣ" + +msgid "DEFAULT" +msgstr "ΠΡΟΕΠΙΛΟΓΈΣ" + +msgid "select" +msgstr "επιλέξετε" + +msgid "APPLICATION UPDATER" +msgstr "" + +msgid "INSTALLATION STEPS:" +msgstr "ΒΗΜΑΤΑ ΕΓΚΑΤΑΣΤΑΣΗΣ:" + +msgid "DOWNLOAD NEW RELEASE" +msgstr "ΛΗΨΗ ΝΕΑΣ ΕΚΔΟΣΗΣ" + +msgid "DOWNLOAD NEW RELEASE TO THIS DIRECTORY:" +msgstr "ΚΑΤΕΒΑΣΤΕ ΤΗ ΝΕΑ ΕΚΔΟΣΗ ΣΕ ΑΥΤΟΝ ΤΟ ΚΑΤΑΛΟΓΟ:" + +msgid "INSTALL PACKAGE" +msgstr "ΛΗΨΗ ΠΑΚΕΤΟΥ" + +msgid "QUIT AND MANUALLY RESTART ES-DE" +msgstr "ΕΞΟΔΟΣ ΚΑΙ ΧΕΙΡΟΚΙΝΗΤΗ ΕΠΑΝΕΚΙΝΙΣΗ ES-DE" + +msgid "QUIT AND MANUALLY UPGRADE ES-DE" +msgstr "ΕΞΟΔΟΣ ΚΑΙ ΧΕΙΡΟΚΙΝΗΤΗ ΑΝΑΒΑΘΜΗΣΗ ES-DE" + +#, fuzzy +msgid "STATUS MESSAGE:" +msgstr "ΜΗΝΥΜΑ ΚΑΤΑΣΤΑΣΗΣ:" + +msgid "DOWNLOAD" +msgstr "ΛΗΨΗ" + +msgid "download new release" +msgstr "λήψη νέας έκδοσης" + +msgid "Download directory does not exist" +msgstr " Κατάλογος λήψης δεν υπάρχει" + +msgid "CHANGE DIRECTORY" +msgstr "ΑΛΛΑΓΗ ΦΑΚΕΛΟΥ" + +msgid "change download directory" +msgstr "αλλαγή φακέλου λήψης" + +msgid "ENTER DOWNLOAD DIRECTORY" +msgstr "ΕΙΣΗΓΑΓΕ ΦΑΚΕΛΟ ΛΗΨΗΣ" + +msgid "CANCEL" +msgstr "ΑΚΎΡΩΣΗ" + +msgid "cancel" +msgstr "ακύρωση" + +msgid "DOWNLOAD ABORTED" +msgstr "ΕΓΚΑΤΑΣΤΑΣΗ ΜΑΤΑΙΟΘΗΚΕ" + +msgid "NO PACKAGE SAVED TO DISK" +msgstr "ΔΕΝ ΑΠΟΘΗΚΕΥΤΙΚΕ ΠΑΚΕΤΟ ΣΤΟΝ ΔΙΣΚΟ" + +msgid "OK" +msgstr "ΕΝΤΆΞΕΙ" + +msgid "PACKAGE WAS DOWNLOADED AND CAN BE MANUALLY INSTALLED" +msgstr "" + +msgid "DOWNLOADING 100%" +msgstr "ΕΓΚΑΤΑΣΤΑΣΗ 100%" + +msgid "Downloaded file does not match expected MD5 checksum" +msgstr "" + +msgid "Error: Couldn't delete temporary package file, permission problems?" +msgstr "" + +msgid "Error: Couldn't write package file, permission problems?" +msgstr "" +"Σφάλμα: Δεν ήταν δυνατή η εγγραφή του αρχείου πακέτου, προβλήματα αδειών;" + +msgid "Error: Couldn't set permissions on AppImage file" +msgstr "Σφαλμα: Δεν γινονταν ο ορισμος δικαιοματων στο AppImage Αρχειο" + +#, c-format +msgid "Downloaded %s" +msgstr "Το %s κατεβάστηκε" + +msgid "Error: Couldn't open AppImage update file for reading" +msgstr "" + +msgid "Error: Downloaded file does not match expected MD5 checksum" +msgstr "" +"Σφάλμα: Το αρχείο που λήφθηκε δεν ταιριάζει με το αναμενόμενο άθροισμα " +"ελέγχου MD5" + +msgid "Error: Couldn't rename running AppImage file, permission problems?" +msgstr "" + +msgid "Error: Couldn't replace running AppImage file, permission problems?" +msgstr "" +"Σφάλμα: Δεν ήταν δυνατή η αντικατάσταση του εκτελούμενου αρχείου AppImage, " +"προβλήματα αδειών;" + +#, c-format +msgid "Successfully installed as %s" +msgstr "Εγκαταστάθηκε επιτυχές ως %s" + +msgid "DOWNLOADING" +msgstr "ΚΑΤΕΒΑΙΝΕΙ" + +msgid "INSTALL" +msgstr "ΕΓΚΑΤΑΣΤΑΣΗ" + +msgid "install package" +msgstr "λήψη πακέτου" + +msgid "Find the detailed changelog at" +msgstr "Βρες της λεπτομερες αλλαγες στο" + +msgid "QUIT" +msgstr "ΕΞΟΔΟΣ" + +msgid "quit application" +msgstr "έξοδος από την εφαρμογή" + +#, c-format +msgid "FINISH EDITING '%s' COLLECTION" +msgstr "" + +msgid "SELECT COLLECTIONS" +msgstr "ΕΠΕΛΕΞΕ ΣΥΛΛΟΓΕΣ" + +#, fuzzy +msgid "AUTOMATIC GAME COLLECTIONS" +msgstr "ΑΥΤΟΜΑΤΕΣ ΣΥΛΛΟΓΕΣ ΠΑΙΧΝΙΔΙΩΝ" + +msgid "CUSTOM GAME COLLECTIONS" +msgstr "" + +msgid "CREATE NEW CUSTOM COLLECTION FROM THEME" +msgstr "" + +msgid "SELECT THEME FOLDER" +msgstr "ΕΠΕΛΕΞΕ ΦΑΚΕΛΟ ΘΕΜΑΤΩΝ" + +msgid "CREATE NEW CUSTOM COLLECTION" +msgstr "ΔΗΜΙΟΥΡΓΗΣΤΕ ΝΕΑ ΠΡΟΣΑΡΜΟΣΜΕΝΗ ΣΥΛΛΟΓΗ" + +msgid "NEW COLLECTION NAME" +msgstr "ΟΝΟΜΑ ΝΕΑΣ ΣΥΛΛΟΓΗΣ" + +msgid "CREATE" +msgstr "ΔΗΜΙΟΥΡΓΙΑ" + +msgid "CREATE COLLECTION?" +msgstr "ΔΗΜΙΟΥΡΓΙΑ ΣΥΛΛΟΓΗΣ?" + +msgid "DELETE CUSTOM COLLECTION" +msgstr "ΔΙΑΓΡΑΦΗ ΠΡΟΣΑΡΜΟΣΜΕΝΗΣ ΣΥΛΛΟΓΗΣ" + +msgid "COLLECTION TO DELETE" +msgstr "ΣΥΛΛΟΓΗ ΝΑ ΔΙΑΓΡΑΦΕΙ" + +#, c-format +msgid "" +"THIS WILL PERMANENTLY DELETE THE COLLECTION\n" +"'%s'\n" +"ARE YOU SURE?" +msgstr "" +"ΑΥΤΟ ΘΑ ΔΙΑΓΡΑΨΕΙ ΟΡΙΣΤΙΚΑ ΤΗΝ ΣΥΛΛΟΓΗ\n" +"'%s'\n" +"ΕΙΣΤΕ ΣΙΓΟΥΡΟΙ?" + +msgid "YES" +msgstr "ΝΑΙ" + +msgid "NO" +msgstr "ΟΧΙ" + +msgid "GROUP CUSTOM COLLECTIONS" +msgstr "" + +msgid "IF UNTHEMED" +msgstr "ΑΝ ΔΕΝ ΕΧΕΙ ΘΕΜΑ" + +msgid "ALWAYS" +msgstr "ΠAΝΤΑ" + +msgid "NEVER" +msgstr "ΠΟΤΕ" + +msgid "SORT FAVORITES ON TOP FOR CUSTOM COLLECTIONS" +msgstr "ΤΑΞΙΝΟΜΗΣΗ ΑΓΑΠΗΜΕΝΩΝ ΣΤΗΝ ΚΟΡΥΦΗ ΓΙΑ ΠΡΟΣΑΡΜΟΜΕΝΕΣ ΣΥΛΛΟΓΕΣ" + +msgid "DISPLAY STAR MARKINGS FOR CUSTOM COLLECTIONS" +msgstr "" + +msgid "FILTER GAMELIST" +msgstr "ΦΙΛΤΡΟ ΣΤΗ ΛΙΣΤΑ ΠΑΙΧΝΙΔΙΩΝ" + +msgid "RESET ALL FILTERS" +msgstr "ΕΠΑΝΑΦΟΡΑ ΟΛΩΝ ΤΩΝ ΦΙΛΤΡΩΝ" + +msgid "GAME NAME" +msgstr "ΟΝΟΜΑ ΠΑΙΧΝΙΔΙΟΥ" + +msgid "APPLY CHANGES?" +msgstr "ΕΦΑΡΜΟΣΕ ΑΛΛΑΓΕΣ?" + +#, fuzzy +msgid "NOTHING TO FILTER" +msgstr "ΤΙΠΟΤΑ ΝΑ ΦΙΛΤΡΑΡΩ" + +#, fuzzy +msgid "GAMELIST OPTIONS" +msgstr "ΡΥΘΜΙΣΕΙΣ ΛΙΣΤΑ ΠΑΙΧΝΙΔΙΩΝ" + +msgid "JUMP TO..." +msgstr "Άλμα σε..." + +msgid "SORT GAMES BY" +msgstr "ΤΑΞΙΝΟΜΗΣΗ ΠΑΙΧΝΙΔΙΩΝ ΜΕ" + +msgid "THIS SYSTEM HAS NO GAMES" +msgstr "ΑΥΤΟ ΤΟ ΣΥΣΤΗΜΑ ΔΕΝ ΕΧΕΙ ΠΑΙΧΝΙΔΙΑ" + +msgid "ADD/REMOVE GAMES TO THIS COLLECTION" +msgstr "ΠΡΟΣΘΗΚΗ/ΑΦΑΙΡΕΣΗ ΠΑΙΧΝΙΔΩΝ ΣΕ ΑΥΤΗ ΤΗ ΣΥΛΛΟΓΗ" + +msgid "EDIT THIS FOLDER'S METADATA" +msgstr "ΕΠΕΞΕΡΓΑΣΙΑ ΤΩΝ ΜΕΤΑΔΕΔΟΜΕΝΩΝ ΑΥΤΟΥ ΤΟΥ ΦΑΚΕΛΟΥ" + +msgid "EDIT THIS GAME'S METADATA" +msgstr "ΕΠΕΞΕΡΓΑΣΙΑ ΤΩΝ ΜΕΤΑΔΕΔΟΜΕΝΩΝ ΑΥΤΟΥ ΠΑΙΧΝΙΔΙΟΥ" + +msgid "ENTER FOLDER (OVERRIDE FOLDER LINK)" +msgstr "" + +msgid "CLOSE" +msgstr "ΚΛΕΙΣΕ" + +msgid "close" +msgstr "κλεισε" + +msgid "APPLY" +msgstr "ΕΦΑΡΜΟΓΗ" + +msgid "apply" +msgstr "εφαρμογη" + +msgid "close (apply)" +msgstr "κλείσε (εφαρμογή)" + +msgid "close (cancel)" +msgstr "κλείσε (ακύρωσή)" + +msgid "LAUNCHING GAME" +msgstr "ΕΝΑΡΞΗ ΠΑΙΧΝΙΔΙΟΥ" + +msgid "HELP PROMPTS" +msgstr "ΠΡΟΤΑΣΕΙΣ ΒΟΗΘΕΙΑΣ" + +msgid "TOP" +msgstr "ΚΟΡΥΦΗ" + +#, fuzzy +msgid "BOTTOM" +msgstr "ΠΑΤΟΣ" + +msgid "DISABLED" +msgstr "ΑΠΕΝΕΡΓΟΠΟΙΗΜΕΝΟ" + +msgid "DISPLAY MEDIA TYPES" +msgstr "ΕΜΦΑΝΙΣΗ ΤΥΠΩΝ ΜΕΣΩΝ" + +msgid "KEEP VIDEOS RUNNING WHEN VIEWING IMAGES" +msgstr "" + +msgid "STRETCH VIDEOS TO SCREEN RESOLUTION" +msgstr "" + +msgid "RENDER SCANLINES FOR VIDEOS" +msgstr "" + +msgid "RENDER BLUR FOR VIDEOS" +msgstr "" + +msgid "RENDER SCANLINES FOR SCREENSHOTS AND TITLES" +msgstr "" + +msgid "MAIN MENU" +msgstr "ΚΥΡΊΩΣ ΜΕΝΟΎ" + +msgid "SCRAPER" +msgstr "SCRAPER" + +msgid "UI SETTINGS" +msgstr "ΡΥΘΜΙΣΕΙΣ UI" + +msgid "SOUND SETTINGS" +msgstr "ΡΥΘΜΙΣΕΙΣ ΗΧΟΥ" + +msgid "INPUT DEVICE SETTINGS" +msgstr "ΡΥΘΜΙΣΕΙΣ ΣΥΣΚΕΥΗΣ ΕΙΣΟΔΟΥ" + +msgid "GAME COLLECTION SETTINGS" +msgstr "ΡΥΓΜΙΣΕΙΣ ΣΥΛΛΟΓΩΝ ΠΑΙΧΝΙΔΙΩΝ" + +msgid "OTHER SETTINGS" +msgstr "ΑΛΛΕΣ ΡΥΘΜΙΣΕΙΣ" + +msgid "UTILITIES" +msgstr "" + +msgid "QUIT ES-DE" +msgstr "ΕΞΟΔΟΣ ES-DE" + +msgid "THEME" +msgstr "ΘΕΜΑ" + +msgid "THEME DOWNLOADER" +msgstr "ΚΑΤΕΒΑΣΤΗΣ ΘΕΜΑΤΩΝ" + +msgid "THEME VARIANT" +msgstr "" + +msgid "NONE DEFINED" +msgstr "ΚΑΝΕΝΑ ΟΡΙΣΜΕΝΟ" + +msgid "THEME COLOR SCHEME" +msgstr "" + +msgid "THEME FONT SIZE" +msgstr "ΜΕΓΕΘΟΣ ΓΡΑΜΜΑΤΟΣΕΙΡΑΣ ΘΕΜΑΤΟΣ" + +msgid "THEME ASPECT RATIO" +msgstr "" + +msgid "THEME TRANSITIONS" +msgstr "ΕΝΑΛΑΓΕΣ ΘΕΜΑΤΟΣ" + +msgid "AUTOMATIC" +msgstr "ΑΥΤΟΜΑΤΑ" + +msgid "THEME PROFILE" +msgstr "ΠΡΟΦΙΛ ΘΕΜΑΤΟΣ" + +msgid "INSTANT (BUILT-IN)" +msgstr "ΣΤΙΓΜΙΑΙΟ (ΕΝΣΩΜΑΤΟΜΕΝΟ)" + +msgid "SLIDE (BUILT-IN)" +msgstr "ΓΛΙΣΤΡΗΜΑ (ΕΝΣΩΜΑΤΟΜΕΝΟ)" + +msgid "FADE (BUILT-IN)" +msgstr "ΣΒΗΣΙΜΟ (ΕΝΣΩΜΑΤΟΜΕΝΟ)" + +msgid "THEME LANGUAGE" +msgstr "ΓΛΩΣΣΑ ΘΕΜΑΤΟΣ" + +msgid "APPLICATION LANGUAGE" +msgstr "" + +msgid "QUICK SYSTEM SELECT" +msgstr "ΓΡΗΓΟΡΗ ΕΠΙΛΟΓΗ ΣΥΣΤΗΜΑΤΟΣ" + +msgid "LEFT/RIGHT OR SHOULDERS" +msgstr "LEFT/RIGHT OR SHOULDERS" + +msgid "LEFT/RIGHT OR TRIGGERS" +msgstr "LEFT/RIGHT OR TRIGGERS" + +msgid "SHOULDERS" +msgstr "SHOULDERS" + +msgid "TRIGGERS" +msgstr "TRIGGERS" + +msgid "LEFT/RIGHT" +msgstr "ΑΡΙΣΤΕΡΑ/ΔΕΞΙΑ" + +msgid "GAMELIST ON STARTUP" +msgstr "ΛΙΣΤΑ ΠΑΙΧΝΙΔΙΩΝ ΣΤΗΝ ΕΚΚΙΝΗΣΗ" + +msgid "NONE" +msgstr "ΚΑΝΕΝΑ" + +msgid "SYSTEMS SORTING" +msgstr "" + +msgid "FULL NAMES OR CUSTOM" +msgstr "" + +msgid "RELEASE YEAR" +msgstr "ΗΜΕΡΟΜΗΝΙΑ ΕΚΔΟΣΗΣ" + +msgid "MANUFACTURER, RELEASE YEAR" +msgstr "ΚΑΤΑΣΚΕΥΑΣΤΗΣ, ΕΤΟΣ ΚΥΚΛΟΦΟΡΙΑΣ" + +#, fuzzy +msgid "HW TYPE, RELEASE YEAR" +msgstr "ΤΥΠΟΣ , ΕΤΟΣ ΕΚΔΟΣΗΣ" + +msgid "MANUFACTURER, HW TYPE, REL. YEAR" +msgstr "ΚΑΤΑΣΚΕΥΑΣΤΉΣ, ΤΎΠΟΣ HW, ΈΤΟΣ ΚΥΚΛΟΦΟΡΊΑΣ" + +msgctxt "short" +msgid "GAMES DEFAULT SORT ORDER" +msgstr "" + +msgid "GAMES DEFAULT SORT ORDER" +msgstr "" + +msgid "MENU COLOR SCHEME" +msgstr "" + +msgid "DARK" +msgstr "ΣΚΟΤΕΙΝΟ" + +msgid "DARK AND RED" +msgstr "ΣΚΟΤΙΝΟ ΚΑΙ ΚΟΚΚΙΝΟ" + +msgid "LIGHT" +msgstr "ΦΩΤΕΙΝΟ" + +msgid "MENU OPENING ANIMATION" +msgstr "" + +msgid "SCALE-UP" +msgstr "" + +msgid "LAUNCH SCREEN DURATION" +msgstr "" + +msgid "NORMAL" +msgstr "ΚΑΝΟΝΙΚΑ" + +msgid "BRIEF" +msgstr "ΣΥΝΤΟΜΑ" + +msgid "LONG" +msgstr "ΜΑΚΡΥ" + +msgid "POPUP" +msgstr "" + +msgid "UI MODE" +msgstr "ΛΕΙΤΟΥΡΓΙΑ UI" + +msgid "FULL" +msgstr "ΓΕΜΑΤΟ" + +msgid "KIOSK" +msgstr "KIOSK" + +msgid "KID" +msgstr "ΠΑΙΔΙ" + +#, c-format +msgid "" +"THIS CHANGES THE UI TO THE RESTRICTED MODE\n" +"'KIOSK'\n" +"THIS WILL HIDE MOST MENU OPTIONS\n" +"TO UNLOCK AND RETURN TO THE FULL UI, ENTER THIS CODE:\n" +"%s\n" +"\n" +"DO YOU WANT TO PROCEED?" +msgstr "" + +#, c-format +msgid "" +"THIS CHANGES THE UI TO THE RESTRICTED MODE\n" +"'KID'\n" +"THIS ONLY ENABLES GAMES THAT HAVE BEEN FLAGGED\n" +"AS SUITABLE FOR CHILDREN\n" +"TO UNLOCK AND RETURN TO THE FULL UI, ENTER THIS CODE:\n" +"%s\n" +"\n" +"DO YOU WANT TO PROCEED?" +msgstr "" + +#, fuzzy +msgid "RANDOM ENTRY BUTTON" +msgstr "ΚΟΥΜΠΙ ΤΥΧΑΙΑΣ ΕΙΣΑΓΩΓΗΣ" + +msgid "GAMES ONLY" +msgstr "ΜΌΝΟ ΠΑΙΧΝΊΔΙΑ" + +msgid "GAMES AND SYSTEMS" +msgstr "ΠΑΙΧΝΙΔΙΑ ΚΑΙ ΣΥΣΤΗΜΑΤΆ" + +msgid "SYSTEM STATUS SETTINGS" +msgstr "" + +msgid "MEDIA VIEWER SETTINGS" +msgstr "ΡΥΘΜΙΣΕΙΣ MEDIA VIEWER" + +msgid "SCREENSAVER SETTINGS" +msgstr "ΡΥΘΜΙΣΕΙΣ SCREENSAVER" + +msgid "ENABLE THEME VARIANT TRIGGERS" +msgstr "" + +msgid "DISPLAY CLOCK" +msgstr "" + +msgid "BLUR BACKGROUND WHEN MENU IS OPEN" +msgstr "ΘΟΛΩΣΕ ΠΑΡΑΣΚΗΝΙΟ ΟΤΑΝ ΤΟ ΜΕΝΟΥ ΕΙΝΑΙ ΑΝΟΙΧΤΟ" + +msgid "SORT FOLDERS ON TOP OF GAMELISTS" +msgstr "ΚΑΤΕΤΑΞΕ ΦΑΚΕΛΟΥΣ ΠΑΝΩ ΣΤΙΣ ΛΙΣΤΕΣ ΠΑΙΧΝΙΔΙΩΝ" + +msgid "SORT FAVORITE GAMES ABOVE NON-FAVORITES" +msgstr "" + +msgid "ADD STAR MARKINGS TO FAVORITE GAMES" +msgstr "ΠΡΟΣΘΗΚΗ ΑΣΤΕΡΩΝ ΣΤΑ ΑΓΑΠΗΜΕΝΑ ΠΑΙΧΝΙΔΙΑ" + +msgid "ENABLE TEXTLIST QUICK SCROLLING OVERLAY" +msgstr "" + +msgid "ENABLE VIRTUAL KEYBOARD" +msgstr "" + +msgid "ENABLE TOGGLE FAVORITES BUTTON" +msgstr "" + +msgid "ENABLE GAMELIST FILTERS" +msgstr "ΕΝΕΡΓΟΠΟΙΗΣΗ ΦΙΛΤΡΟ ΠΑΙΧΝΙΔΙΩΝ" + +msgid "DISPLAY ON-SCREEN HELP" +msgstr "" + +msgid "AUDIO DRIVER" +msgstr "DRIVER ΗΧΟΥ" + +msgid "AUDIO DRIVER (REQUIRES RESTART)" +msgstr "DRIVER ΗΧΟΥ (ΧΡΕΙΑΖΕΤΑΙ ΕΠΑΝΕΚΚΙΝΗΣΗ)" + +msgid "SYSTEM VOLUME" +msgstr "ΕΝΤΑΣΗ ΣΥΣΤΗΜΑΤΟΣ" + +msgid "NAVIGATION SOUNDS VOLUME" +msgstr "" + +msgid "VIDEO PLAYER VOLUME" +msgstr "ΕΝΤΑΣΗ ΒΙΝΤΕΟ PLAYER" + +msgid "PLAY AUDIO FOR GAMELIST AND SYSTEM VIEW VIDEOS" +msgstr "" + +#, fuzzy +msgid "PLAY AUDIO FOR MEDIA VIEWER VIDEOS" +msgstr "ΑΝΑΠΑΡΑΓΩΓΗ ΗΧΟΥ ΓΙΑ ΒΙΝΤΕΟ ΘΕΑΤΩΝ ΜΕΣΩΝ" + +msgid "PLAY AUDIO FOR SCREENSAVER VIDEOS" +msgstr "" + +msgid "ENABLE NAVIGATION SOUNDS" +msgstr "ΕΝΕΡΓΟΠΟΙΗΣΗ ΗΧΩΝ ΠΛΟΗΓΗΣΗΣ" + +msgid "CONTROLLER TYPE" +msgstr "ΕΙΔΟΣ ΤΗΛΕΧΗΡΙΣΤΙΡΙΟΥ" + +msgid "TOUCH OVERLAY SIZE" +msgstr "" + +msgid "MEDIUM" +msgstr "ΜΕΣΑΙΟ" + +msgid "LARGE" +msgstr "ΜΕΓΑΛΟ" + +msgid "SMALL" +msgstr "ΜΙΚΡΟ" + +msgid "EXTRA SMALL" +msgstr "EXTRA ΜΙΚΡΟ" + +msgid "TOUCH OVERLAY OPACITY" +msgstr "" + +msgid "LOW" +msgstr "ΧΑΜΗΛΟ" + +msgid "VERY LOW" +msgstr "ΠΟΛΥ ΧΑΜΗΛΟ" + +msgid "TOUCH OVERLAY FADE-OUT TIME" +msgstr "" + +#, fuzzy +msgid "ENABLE TOUCH OVERLAY" +msgstr "ΕΝΕΡΓΟΠΟΙΗΣΗ ΕΠΙΚΑΛΥΨΗΣ ΑΦΓΗΣ" + +msgid "" +"DON'T DISABLE THE TOUCH OVERLAY UNLESS YOU ARE USING A CONTROLLER OR YOU " +"WILL LOCK YOURSELF OUT OF THE APP. IF THIS HAPPENS YOU WILL NEED TO " +"TEMPORARILY PLUG IN A CONTROLLER OR A KEYBOARD TO ENABLE THIS SETTING AGAIN, " +"OR YOU COULD CLEAR THE ES-DE STORAGE IN THE ANDROID APP SETTINGS TO FORCE " +"THE CONFIGURATOR TO RUN ON NEXT STARTUP" +msgstr "" + +msgid "ONLY ACCEPT INPUT FROM FIRST CONTROLLER" +msgstr "ΑΠΟΔΟΧΗ ΕΙΣΟΔΟΥ ΜΟΝΟ ΑΠΟ ΤΟ ΠΡΩΤΟ ΧΕΙΡΙΣΤΙΡΙΟ" + +msgid "SWAP THE A/B AND X/Y BUTTONS" +msgstr "ΑΛΛΑΓΗ ΤΩΝ ΚΟΥΜΠΙΩΝ A/B ΜΕ ΤΑ X/Y" + +msgid "IGNORE KEYBOARD INPUT" +msgstr "ΑΓΝΟΗΣΗ ΕΙΣΑΓΩΓΗ ΠΛΗΚΡΟΛΟΓΙΟΥ" + +msgid "CONFIGURE KEYBOARD AND CONTROLLERS" +msgstr "" + +#, fuzzy +msgid "" +"THE KEYBOARD AND CONTROLLERS ARE AUTOMATICALLY CONFIGURED, BUT USING THIS " +"TOOL YOU CAN OVERRIDE THE DEFAULT BUTTON MAPPINGS (THIS WILL NOT AFFECT THE " +"HELP PROMPTS)" +msgstr "" +"ΤΟ ΠΛΗΚΤΡΟΛΌΓΙΟ ΚΑΙ ΟΙ ΕΛΕΓΚΤΈΣ ΡΥΘΜΊΖΟΝΤΑΙ ΑΥΤΌΜΑΤΑ, ΑΛΛΆ ΧΡΗΣΙΜΟΠΟΙΏΝΤΑΣ " +"ΑΥΤΌ ΤΟ ΕΡΓΑΛΕΊΟ ΜΠΟΡΕΊΤΕ ΝΑ ΠΑΡΑΚΆΜΨΕΤΕ ΤΙΣ ΠΡΟΕΠΙΛΕΓΜΈΝΕΣ ΑΝΤΙΣΤΟΙΧΊΣΕΙΣ " +"ΚΟΥΜΠΙΏΝ (ΑΥΤΌ ΔΕΝ ΘΑ ΕΠΗΡΕΆΣΕΙ ΤΙΣ ΠΡΟΤΡΟΠΈΣ ΒΟΉΘΕΙΑΣ)" + +msgid "PROCEED" +msgstr "ΣΥΝΕΧΙΣΕ" + +msgid "GAME MEDIA DIRECTORY" +msgstr "" + +msgid "ENTER GAME MEDIA DIRECTORY" +msgstr "" + +msgid "Default directory:" +msgstr "Προεπιλεγμένη τοποθεσία:" + +msgid "SAVE" +msgstr "ΑΠΟΘΗΚΕΥΣΗ" + +msgid "SAVE CHANGES?" +msgstr "ΑΠΟΘΗΚΕΥΣΗ ΑΛΛΑΓΩΝ?" + +msgid "load default directory" +msgstr "φόρτωση προεπιλεγμένου καταλόγου" + +msgid "VRAM LIMIT" +msgstr "ΟΡΙΟ VRAM" + +msgid "ANTI-ALIASING (MSAA)" +msgstr "" + +msgid "2X" +msgstr "2X" + +msgid "4X" +msgstr "4X" + +msgid "ANTI-ALIASING (MSAA) (REQUIRES RESTART)" +msgstr "" + +msgid "DISPLAY/MONITOR INDEX" +msgstr "" + +msgid "DISPLAY/MONITOR INDEX (REQUIRES RESTART)" +msgstr "" + +msgid "ROTATE SCREEN" +msgstr "ΠΕΡΙΣΤΟΦΗ ΟΘΟΝΗΣ" + +msgid "90 DEGREES" +msgstr "90 ΜΟΊΡΕΣ" + +msgid "180 DEGREES" +msgstr "180 ΜΟΙΡΕΣ" + +msgid "270 DEGREES" +msgstr "270 ΜΟΊΡΕΣ" + +msgid "ROTATE SCREEN (REQUIRES RESTART)" +msgstr "ΠΕΡΙΣΤΡΟΦΗ ΟΘΟΝΗΣ (ΧΡΙΑΖΕΤΕ ΕΠΑΝΕΚΙΝΗΣΗ)" + +msgid "KEYBOARD QUIT SHORTCUT" +msgstr "ΣΥΝΤΟΜΕΥΣΗ ΠΛΗΚΤΡΟΛΟΓΙΟΥ ΕΞΟΔΟΥ" + +msgctxt "short" +msgid "WHEN TO SAVE GAME METADATA" +msgstr "ΠΟΤΕ ΝΑ ΣΩΖΟΝΤΑΙ ΤΑ ΜΕΤΑΔΕΔΟΜΕΝΑ" + +msgid "ON EXIT" +msgstr "ΣΤΗΝ ΕΞΟΔΟ" + +msgid "WHEN TO SAVE GAME METADATA" +msgstr "ΠΟΤΕ ΝΑ ΣΩΖΟΝΤΑΙ ΤΑ ΜΕΤΑΔΕΔΟΜΕΝΑ" + +msgid "APPLICATION UPDATES" +msgstr "EΛΕΓΧΟ ΓΙΑ ΑΝΑΒΑΘΜIΣΕΙΣ ΛΟΓΙΣΜΙΚΟY" + +msgid "DAILY" +msgstr "ΗΜΕΡΉΣΙΑ" + +msgid "WEEKLY" +msgstr "ΕΒΔΟΜΑΔΙΑΊΑ" + +msgid "MONTHLY" +msgstr "ΜΗΝΙΑΊΑ" + +msgid "CHECK FOR APPLICATION UPDATES" +msgstr "EΛΕΓΧΟ ΓΙΑ ΑΝΑΒΑΘΜIΣΕΙΣ ΛΟΓΙΣΜΙΚΟY" + +msgid "INCLUDE PRERELEASES IN UPDATE CHECKS" +msgstr "" + +msgid "HIDE TASKBAR (REQUIRES RESTART)" +msgstr "" + +msgid "RUN IN BACKGROUND (WHILE GAME IS LAUNCHED)" +msgstr "" + +msgid "VIDEO HARDWARE DECODING (EXPERIMENTAL)" +msgstr "" + +msgid "UPSCALE VIDEO FRAME RATE TO 60 FPS" +msgstr "" + +msgid "ENABLE ALTERNATIVE EMULATORS PER GAME" +msgstr "ΕΝΕΡΓΟΠΟΙΗΣΤΕ ΕΝΑΛΛΑΚΤΙΚΟΥΣ ΕΞΟΜΟΙΩΤΕΣ ΑΝΑ ΠΑΙΧΝΙΔΙ" + +msgid "SHOW HIDDEN FILES AND FOLDERS" +msgstr "ΠΡΟΒΟΛΗ ΚΡΥΜΜΕΝΩΝ ΑΡΧΕΙΩΝ ΚΑΙ ΦΑΚΕΛΩΝ" + +msgid "SHOW HIDDEN GAMES" +msgstr "ΕΜΦΑΝΙΣΗ ΚΡΥΜΕΝΩΝ ΠΑΙΧΝΙΔΙΩΝ" + +msgid "ENABLE CUSTOM EVENT SCRIPTS" +msgstr "" + +msgid "BROWSING CUSTOM EVENTS" +msgstr "" + +msgid "ONLY SHOW GAMES FROM GAMELIST.XML FILES" +msgstr "" + +msgid "STRIP EXTRA MAME NAME INFO (REQUIRES RESTART)" +msgstr "" + +msgid "DISABLE DESKTOP COMPOSITION (REQUIRES RESTART)" +msgstr "" + +msgid "BACK BUTTON/BACK SWIPE EXITS APP" +msgstr "" + +msgid "DEBUG MODE" +msgstr "ΛΕΙΤΟΥΡΓΙΑ DEBUG" + +msgid "DISPLAY GPU STATISTICS OVERLAY" +msgstr "" + +msgid "ENABLE MENU IN KID MODE" +msgstr "ΕΝΕΡΓΩΠΟΙΗΣΕ ΜΕΝΟΥ ΣΤΗ ΛΕΙΤΟΥΡΓΙΑ ΠΑΙΔΙΟΥ" + +msgid "SHOW QUIT MENU (REBOOT AND POWER OFF ENTRIES)" +msgstr "ΕΜΦΑΝΙΣΗ ΜΕΝΟΥ ΕΞΟΔΟΥ (ΕΠΑΝΕΚΚΙΝΗΣΗ ΚΑΙ ΑΠΕΝΕΡΓΟΠΗΣΗ)" + +msgid "ORPHANED DATA CLEANUP" +msgstr "" + +msgid "CREATE/UPDATE SYSTEM DIRECTORIES" +msgstr "ΔΗΜΙΟΥΡΓΙΑ/ΕΝΗΜΕΡΩΣΗ ΚΑΤΑΛΟΓΩΝ ΣΥΣΤΗΜΑΤΟΣ" + +msgid "" +"THIS WILL CREATE ALL GAME SYSTEM DIRECTORIES INSIDE YOUR ROM FOLDER AND IT " +"WILL ALSO UPDATE ALL SYSTEMINFO.TXT FILES. THIS IS A SAFE OPERATION THAT " +"WILL NOT DELETE OR MODIFY YOUR GAME FILES. TO DECREASE APPLICATION STARTUP " +"TIMES IT'S RECOMMENDED TO DELETE THE SYSTEM DIRECTORIES YOU DON'T NEED AFTER " +"RUNNING THIS UTILITY" +msgstr "" + +msgid "THE SYSTEM DIRECTORIES WERE SUCCESSFULLY CREATED" +msgstr "ΟΙ ΚΑΤΑΛΟΓΟΙ ΣΥΣΤΗΜΑΤΟΣ ΔΗΜΙΟΥΡΓΗΘΗΚΑΝ ΜΕ ΕΠΙΤΥΧΙΑ" + +msgid "" +"ERROR CREATING SYSTEM DIRECTORIES, PERMISSION PROBLEMS OR DISK FULL? SEE THE " +"LOG FILE FOR MORE DETAILS" +msgstr "" + +msgid "RESCAN ROM DIRECTORY" +msgstr "ΣΑΡΩΣΗ ROM ΚΑΤΑΛΟΓΟΥ" + +msgid "" +"THIS WILL RESCAN YOUR ROM DIRECTORY FOR CHANGES SUCH AS ADDED OR REMOVED " +"GAMES AND SYSTEMS" +msgstr "" + +msgid "REALLY QUIT?" +msgstr "ΣΙΓΟΥΡΑ ΕΞΟΔΟΣ?" + +msgid "REALLY REBOOT?" +msgstr "ΕΠΙΒΕΒΑΙΩΣΗ ΕΠΑΝΕΚΚΙΝΗΣΗΣ?" + +msgid "REBOOT SYSTEM" +msgstr "ΕΠΑΝΕΚΙΝΙΣΗ ΣΥΣΤΗΜΑΤΟΣ" + +msgid "REALLY POWER OFF?" +msgstr "ΕΠΙΒΕΒΑΙΩΣΗ ΑΠΕΝΕΡΓΟΠΟΙΗΣΗΣ?" + +msgid "POWER OFF SYSTEM" +msgstr "ΑΠΕΝΕΡΓΟΠΟΙΗΣΗ ΣΥΣΤΗΜΑΤΟΣ" + +msgctxt "short" +msgid "SYSTEM STATUS SETTINGS" +msgstr "" + +msgctxt "short" +msgid "MEDIA VIEWER SETTINGS" +msgstr "ΡΥΘΜΙΣΕΙΣ MEDIA VIEWER" + +msgctxt "short" +msgid "SCREENSAVER SETTINGS" +msgstr "ΡΥΘΜΙΣΕΙΣ SCREENSAVER" + +msgid "choose" +msgstr "επελεξε" + +msgid "close menu" +msgstr "κλείσιμο μενού" + +msgid "EDIT METADATA" +msgstr "ΕΠΕΞΕΡΓΑΣΙΑ ΜΕΤΑΔΕΔΟΜΕΝΩΝ" + +#, fuzzy +msgid "CLEAR ENTRY" +msgstr "ΚΑΘΑΡΙΣΜΟΣ " + +msgid "SELECT EMULATOR" +msgstr "ΕΠΙΛΕΞΕΤΕ ΕΞΟΜΟΙΩΤΗ" + +msgid "SYSTEM-WIDE" +msgstr "" + +msgid "unknown" +msgstr "άγνωστο" + +msgid "SCRAPE" +msgstr "SCRAPE" + +msgid "scrape" +msgstr "scrape" + +msgid "save metadata" +msgstr "αποθήκευση μεταδιδόμενων" + +msgid "cancel changes" +msgstr "ακύρωση αλλαγών" + +msgid "" +"THIS WILL DELETE ANY MEDIA FILES AND THE GAMELIST.XML ENTRY FOR THIS FOLDER, " +"BUT NEITHER THE DIRECTORY ITSELF OR ANY CONTENT INSIDE IT WILL BE REMOVED\n" +"ARE YOU SURE?" +msgstr "" + +msgid "CLEAR" +msgstr "ΚΑΘΑΡΙΣΜΟΣ" + +msgid "clear folder" +msgstr "εκκαθάριση φακέλου" + +msgid "" +"THIS WILL DELETE ANY MEDIA FILES AND THE GAMELIST.XML ENTRY FOR THIS GAME, " +"BUT THE GAME FILE ITSELF WILL NOT BE REMOVED\n" +"ARE YOU SURE?" +msgstr "" + +msgid "clear file" +msgstr "καθαρισμός αρχείου" + +msgid "" +"THIS WILL DELETE THE GAME FILE, ANY MEDIA FILES AND THE GAMELIST.XML ENTRY\n" +"ARE YOU SURE?" +msgstr "" + +msgid "DELETE" +msgstr "ΔΙΑΓΡΑΦΗ" + +msgid "delete game" +msgstr "διαγραφή παιχνιδιού" + +msgid "MIXIMAGE OFFLINE GENERATOR" +msgstr "" + +msgid "NOT STARTED" +msgstr "ΔΕΝ ΑΡΧΙΣΕ" + +#, c-format +msgid "%i OF %i GAME PROCESSED" +msgid_plural "%i OF %i GAMES PROCESSED" +msgstr[0] "%i από τα %i παιχνίδι επεξεργασμένο" +msgstr[1] "%i από τα %i παιχνίδια επεξεργασμένα" + +msgid "Generated:" +msgstr "Δημιουργήθηκαν:" + +msgid "Overwritten:" +msgstr "Αντικαταστάθηκε:" + +msgid "Skipped:" +msgstr "Παραλήφθηκαν:" + +msgid "Skipped (existing):" +msgstr "Προσπεράστηκε (ήδη υπάρχον):" + +msgid "Failed:" +msgstr "Απέτυχε:" + +msgid "Processing:" +msgstr "Επεξεργάζομαι:" + +msgid "Last error message:" +msgstr "Τελευταίο μήνυμά σφάλματος:" + +msgid "START" +msgstr "ΕΝΑΡΞΗ" + +msgid "start processing" +msgstr "έναρξη επεξεργασίας" + +msgid "PAUSE" +msgstr "ΠΑΥΣΗ" + +msgid "pause processing" +msgstr "παύση επεξεργασίας" + +msgid "close (abort processing)" +msgstr "κλείσιμο (ακύρωση επεξεργασίας)" + +msgid "RUNNING..." +msgstr "ΤΡΕΧΕΙ..." + +msgid "PAUSED" +msgstr "ΣΕ ΠΑΥΣΗ" + +msgid "RUNNING" +msgstr "ΤΡΕΧΕΙ" + +msgid "DONE" +msgstr "ΟΛΟΚΛΗΡΏΘΗΚΕ" + +msgid "done (close)" +msgstr "ΤΕΛΟΣ" + +msgid "" +"THIS WILL REMOVE ALL MEDIA FILES WHERE NO MATCHING GAME FILES CAN BE FOUND. " +"THESE FILES WILL BE MOVED TO A CLEANUP FOLDER INSIDE YOUR GAME MEDIA " +"DIRECTORY. YOU CAN MANUALLY DELETE THIS FOLDER WHEN YOU ARE SURE IT'S NO " +"LONGER NEEDED." +msgstr "" + +msgid "" +"THIS WILL REMOVE ALL ENTRIES FROM YOUR GAMELIST XML FILES WHERE NO MATCHING " +"GAME FILES CAN BE FOUND. BACKUPS OF THE ORIGINAL FILES WILL BE SAVED TO A " +"CLEANUP FOLDER INSIDE YOUR GAMELISTS DIRECTORY. YOU CAN MANUALLY DELETE THIS " +"FOLDER WHEN YOU ARE SURE IT'S NO LONGER NEEDED." +msgstr "" + +msgid "" +"THIS WILL REMOVE ALL ENTRIES FROM YOUR CUSTOM COLLECTIONS CONFIGURATION " +"FILES WHERE NO MATCHING GAME FILES CAN BE FOUND. BACKUPS OF THE ORIGINAL " +"FILES WILL BE SAVED TO A CLEANUP FOLDER INSIDE YOUR COLLECTIONS DIRECTORY. " +"ONLY CURRENTLY ENABLED COLLECTIONS WILL BE PROCESSED." +msgstr "" + +msgid "DESCRIPTION:" +msgstr "ΠΕΡΙΓΡΑΦΗ:" + +#, fuzzy +msgid "TOTAL ENTRIES REMOVED:" +msgstr "ΣΥΝΟΛΟ ... ΠΟΥ ΑΦΕΡΕΘΗΚΑΝ" + +msgid "LAST PROCESSED SYSTEM:" +msgstr "ΤΕΛΕΥΤΑΙΟ ΣΥΣΤΗΜΑ ΠΟΥ ΕΠΕΞΕΡΓΑΣΤΙΚΕ" + +msgid "LAST ERROR MESSAGE:" +msgstr "ΤΕΛΕΥΤΑΙΟ ΜΗΝΥΜΑ ΣΦΑΛΜΑΤΟΣ:" + +msgid "MEDIA" +msgstr "MEDIA" + +msgid "RUNNING MEDIA CLEANUP" +msgstr "ΕΚΤΕΛΕΣΗ ΚΑΘΑΡΙΣΜΟΥ ΜΕΣΩΝ" + +msgid "STOP" +msgstr "ΣΤΑΜΑΤΗΜΑ" + +msgid "stop processing" +msgstr "σταματα την επεξεργασια" + +msgid "GAMELISTS" +msgstr "ΛΙΣΤΕΣ ΠΑΙΧΝΙΔΙΩΝ" + +msgid "RUNNING GAMELISTS CLEANUP" +msgstr "ΚΑΘΑΡΙΣΜΟΣ ΤΡΕΧΟΥΣ ΛΙΣΤΑ ΠΑΙΧΝΙΔΙΩΝ" + +msgid "COLLECTIONS" +msgstr "ΣΥΛΛΟΓΕΣ" + +msgid "COLLECTIONS CLEANUP FAILED" +msgstr "" + +msgid "There are no enabled custom collections" +msgstr "Δεν υπάρχουν ενεργοποιημένες συλλογές" + +msgid "RUNNING COLLECTIONS CLEANUP" +msgstr "" + +msgid "PROCESSING" +msgstr "ΕΠΕΞΕΡΓΑΖΟΜΑΙ" + +#, c-format +msgid "A flatten.txt file was found, skipping \"%s\"" +msgstr "Βρέθηκε ένα αρχείο flatten.txt, παραλείποντας το \"%s\"" + +msgid "Couldn't create target directory, permission problems?" +msgstr "" + +msgid "Couldn't move media file, permission problems?" +msgstr "Δεν ήταν δυνατή η μετακίνηση του αρχείου πολυμέσου, προβλήματα αδειών;" + +#, c-format +msgid "Couldn't parse gamelist.xml file for \"%s\"" +msgstr "" + +#, c-format +msgid "Couldn't find a gamelist tag in file for \"%s\"" +msgstr "" + +#, fuzzy +msgid "Couldn't delete temporary gamelist file, permission problems?" +msgstr "" +"Δεν μπόρεσα να διαγράψω προσωρινό αρχείο λίστας παιχνιδιού, πρόβλημά " +"δικαιωμάτων?" + +msgid "Couldn't write to temporary gamelist file, permission problems?" +msgstr "" + +msgid "Couldn't create backup directory, permission problems?" +msgstr "" + +msgid "Couldn't move old gamelist file, permission problems?" +msgstr "" + +msgid "Couldn't move temporary gamelist file, permission problems?" +msgstr "" + +msgid "Couldn't find custom collection configuration file" +msgstr "" +"Δεν ήταν δυνατή η εύρεση προσαρμοσμένου αρχείου ρύθμισης παραμέτρων συλλογής" + +msgid "Couldn't open custom collection configuration file" +msgstr "" + +msgid "Couldn't delete temporary collection file, permission problems?" +msgstr "" + +msgid "Couldn't write to temporary collection configuration file" +msgstr "" + +msgid "Couldn't move old collection file, permission problems?" +msgstr "" +"Δεν ήταν δυνατή η μετακίνηση του παλιού αρχείου συλλογής, προβλήματα αδειών;" + +msgid "Couldn't move temporary collection file, permission problems?" +msgstr "" + +msgid "ABORTED MEDIA CLEANUP" +msgstr "" + +msgid "COMPLETED MEDIA CLEANUP" +msgstr "ΟΛΟΚΛΗΡΩΘΗΚΕ ΚΑΘΑΡΙΣΜΟΣ ΜΕΣΩΝ" + +msgid "ABORTED GAMELIST CLEANUP" +msgstr "" + +msgid "COMPLETED GAMELIST CLEANUP" +msgstr "ΟΛΟΚΛΗΡΩΘΗΚΕ ΚΑΘΑΡΙΣΜΟΣ ΠΑΙΧΝΙΔΩΝ" + +msgid "ABORTED COLLECTIONS CLEANUP" +msgstr "" + +msgid "COMPLETED COLLECTIONS CLEANUP" +msgstr "" + +msgid "MEDIA CLEANUP FAILED" +msgstr "" + +msgid "GAMELISTS CLEANUP FAILED" +msgstr "" + +msgid "THE APPLICATION WILL RELOAD WHEN CLOSING THIS UTILITY." +msgstr "" + +msgid "SCRAPE FROM" +msgstr "" + +msgid "SCRAPE THESE GAMES" +msgstr "" + +msgid "ALL GAMES" +msgstr "ΟΛΑ ΤΑ ΠΑΙΧΝΙΔΙΑ" + +msgid "FAVORITE GAMES" +msgstr "ΑΓΑΠΗΜΕΝΑ ΠΑΙΧΝΙΔΙΑ" + +msgid "NO METADATA" +msgstr "ΔΕΝ ΥΠΑΡΧΟΥΝ ΜΕΤΑΔΕΔΟΜΕΝΑ" + +msgid "NO GAME IMAGE" +msgstr "ΚΑΜΙΑ ΕΙΚΟΝΑ ΠΑΙΧΝΙΔΙΟΥ" + +msgid "NO GAME VIDEO" +msgstr "ΚΑΝΕΝΑ ΒΙΝΤΕΟ ΠΑΙΧΝΙΔΙΟΥ" + +msgid "FOLDERS ONLY" +msgstr "ΜΟΝΟ ΦΑΚΕΛΟΙ" + +msgid "SCRAPE THESE SYSTEMS" +msgstr "" + +msgid "ACCOUNT SETTINGS" +msgstr "ΡΥΘΜΗΣΕΙΣ ΛΟΓΑΡΓΙΑΣΜΩΝ" + +msgid "CONTENT SETTINGS" +msgstr "ΡΥΘΜΗΣΕΙΣ ΠΕΡΙΕΧΟΜΕΝΟΥ" + +msgid "MIXIMAGE SETTINGS" +msgstr "" + +msgid "start scraper" +msgstr "έναρξη scraper" + +msgid "SCREENSCRAPER USERNAME" +msgstr "" + +msgid "SCREENSCRAPER PASSWORD" +msgstr "ΚΩΔΙΚΟΣ SCREENSCRAPER" + +msgid "USE THIS ACCOUNT FOR SCREENSCRAPER" +msgstr "ΧΡΗΣΗ ΑΥΤΟΥ ΤΟΥ ΛΟΓΑΡΓΙΑΣΜΟΥ ΓΙΑ SCREENSCRAPER" + +msgid "GAME NAMES" +msgstr "ΟΝΟΜΑ ΠΑΙΧΝΙΔΙΩΝ" + +msgid "RATINGS" +msgstr "ΒΑΘΜΟΛΟΓΙΕΣ" + +msgid "OTHER METADATA" +msgstr "ΑΛΛΑ ΜΕΤΑΔΕΔΟΜΕΝΑ" + +msgid "VIDEOS" +msgstr "ΒΙΝΤΕΟ" + +msgid "SCREENSHOT IMAGES" +msgstr "φΩΤΟΓΡΑΦΙΕΣ ΣΤΙΓΜΙΟΤΗΠΑ ΟΘΟΝΗΣ" + +msgid "TITLE SCREEN IMAGES" +msgstr "" + +msgid "BOX COVER IMAGES" +msgstr "ΦΩΤΟΓΡΑΦΙΕΣ ΕΞΩΦΥΛΛΟΥ ΚΟΥΤΙΟΥ" + +msgid "BOX BACK COVER IMAGES" +msgstr "" + +msgid "MARQUEE (WHEEL) IMAGES" +msgstr "" + +msgid "3D BOX IMAGES" +msgstr "3D ΕΙΚΟΝΕΣ ΚΟΥΤΙΟΥ" + +msgid "PHYSICAL MEDIA IMAGES" +msgstr "" + +msgid "FAN ART IMAGES" +msgstr "" + +msgid "GAME MANUALS" +msgstr "ΕΓΧΕΙΡΙΔΙΑ ΠΑΙΧΝΙΔΙΟΥ" + +msgid "MIXIMAGE RESOLUTION" +msgstr "" + +msgctxt "short" +msgid "HORIZONTAL SCREENSHOT FIT" +msgstr "" + +#, fuzzy +msgid "CONTAIN" +msgstr "ΠΕΡΙΕΧΕΙ" + +msgid "CROP" +msgstr "" + +msgid "STRETCH" +msgstr "ΤΕΝΤΩΜΑ" + +msgid "HORIZONTAL SCREENSHOT FIT" +msgstr "" + +msgctxt "short" +msgid "VERTICAL SCREENSHOT FIT" +msgstr "" + +msgid "VERTICAL SCREENSHOT FIT" +msgstr "" + +msgctxt "short" +msgid "SCREENSHOT ASPECT RATIO THRESHOLD" +msgstr "" + +msgid "HIGH" +msgstr "ΨΗΛΑ" + +msgid "SCREENSHOT ASPECT RATIO THRESHOLD" +msgstr "" + +msgid "BLANK AREAS FILL COLOR" +msgstr "" + +msgid "BLACK" +msgstr "ΜΑΥΡΟ" + +msgid "FRAME" +msgstr "ΠΛΑΙΣΙΟ" + +msgctxt "short" +msgid "SCREENSHOT SCALING METHOD" +msgstr "" + +msgid "SHARP" +msgstr "ΑΙΧΜΗΡΟΣ" + +msgid "SMOOTH" +msgstr "ΛΕΙΟ" + +msgid "SCREENSHOT SCALING METHOD" +msgstr "" + +msgid "BOX SIZE" +msgstr "ΜΕΓΕΘΟΣ ΚΟΥΤΙΟΥ" + +msgid "PHYSICAL MEDIA SIZE" +msgstr "" + +msgid "GENERATE MIXIMAGES WHEN SCRAPING" +msgstr "" + +msgid "OVERWRITE MIXIMAGES (SCRAPER/OFFLINE GENERATOR)" +msgstr "" + +msgid "REMOVE LETTERBOXES FROM SCREENSHOTS" +msgstr "" + +msgid "REMOVE PILLARBOXES FROM SCREENSHOTS" +msgstr "" + +msgid "ROTATE HORIZONTALLY ORIENTED BOXES" +msgstr "" + +msgid "INCLUDE MARQUEE IMAGE" +msgstr "" + +msgid "INCLUDE BOX IMAGE" +msgstr "" + +msgid "USE COVER IMAGE IF 3D BOX IS MISSING" +msgstr "" + +msgid "INCLUDE PHYSICAL MEDIA IMAGE" +msgstr "" + +msgid "OFFLINE GENERATOR" +msgstr "" + +msgid "" +"THE OFFLINE GENERATOR USES THE SAME SYSTEM SELECTIONS AS THE SCRAPER, SO " +"PLEASE SELECT AT LEAST ONE SYSTEM TO GENERATE IMAGES FOR" +msgstr "" + +msgid "REGION" +msgstr "ΠΕΡΙΟΧΗ" + +msgid "EUROPE" +msgstr "ΕΥΡΩΠΗ" + +msgid "JAPAN" +msgstr "ΙΑΠΩΝΙΑ" + +msgid "USA" +msgstr "ΗΠΑ" + +msgid "WORLD" +msgstr "ΚΟΣΜΟΣ" + +msgid "PREFERRED LANGUAGE" +msgstr "ΕΠΙΛΕΓΜΕΝΗ ΓΛΩΣΣΑ" + +msgid "AUTOMATIC RETRIES ON ERROR" +msgstr "ΑΥΤΟΜΑΤΕΣ ΕΠΑΝΑΛΗΨΕΙΣ ΣΕ ΣΦΑΛΜΑ" + +msgid "RETRY ATTEMPT TIMER" +msgstr "ΧΡΟΝΟΔΙΑΚΟΠΤΗΣ ΕΠΑΝΑΛΗΨΗ ΠΡΟΣΠΑΘΙΑΣ" + +msgid "HASH SEARCHES MAX FILE SIZE" +msgstr "" + +msgid "OVERWRITE FILES AND DATA" +msgstr "ΑΝΤΙΚΑΤΑΣΤΑΣΗ ΑΡΧΕΙΩΝ ΚΑΙ ΔΕΔΟΜΕΝΩΝ" + +msgid "SEARCH USING FILE HASHES (NON-INTERACTIVE MODE)" +msgstr "ΨΑΞΕ ΧΡΗΣΙΜΟΠΟΙΩΝΤΑΣ HASHES ΑΡΧΕΙΩΝ (ΜΗ ΔΙΑΔΡΑΣΤΙΚΟ)" + +msgid "SEARCH USING METADATA NAMES" +msgstr "ΨΑΞΕ ΧΡΗΣΙΜΟΠΟΙΩΝΤΑΣ ΟΝΟΜΑ ΜΕΤΑΔΕΔΩΜΕΝΩΝ" + +msgid "SCRAPE ACTUAL FOLDERS" +msgstr "" + +msgid "INTERACTIVE MODE" +msgstr "ΔΙΑΔΡΑΣΤΙΚΗ ΛΕΙΤΟΥΡΙΑ" + +msgid "AUTO-ACCEPT SINGLE GAME MATCHES" +msgstr "" + +msgid "RESPECT PER-FILE SCRAPER EXCLUSIONS" +msgstr "" + +msgid "EXCLUDE FOLDERS RECURSIVELY" +msgstr "" + +msgid "CONVERT UNDERSCORES TO SPACES WHEN SEARCHING" +msgstr "" + +msgid "REMOVE DOTS FROM SEARCHES WHEN AUTO-SCRAPING" +msgstr "" + +msgid "ENABLE FALLBACK TO ADDITIONAL REGIONS" +msgstr "" + +msgid "" +"THE SELECTED SYSTEM DOES NOT HAVE A PLATFORM SET, RESULTS MAY BE INACCURATE" +msgstr "" + +msgid "" +"AT LEAST ONE OF YOUR SELECTED SYSTEMS DOES NOT HAVE A PLATFORM SET, RESULTS " +"MAY BE INACCURATE" +msgstr "" + +msgid "PLEASE SELECT AT LEAST ONE SYSTEM TO SCRAPE" +msgstr "ΠΑΡΑΚΑΛΩ ΕΠΕΛΕΞΕ ΤΟΥΛΑΧΙΣΤΩΝ ΕΝΑ ΣΥΣΤΗΜΑ ΓΙΑ SCRAPE" + +msgid "PLEASE SELECT AT LEAST ONE CONTENT TYPE TO SCRAPE" +msgstr "" + +msgid "ALL GAMES WERE FILTERED, NOTHING TO SCRAPE" +msgstr "ΟΛΑ ΤΑ ΠΑΙΧΝΙΔΙΑ ΦΙΛΤΡΑΡΙΣΤΙΚΑΝ, ΤΙΠΟΤΑ ΓΙΑ SCRAPE" + +msgid "SCRAPING IN PROGRESS" +msgstr "SCRAPING ΣΕ ΕΞΕΛΙΞΗ" + +msgid "SYSTEM" +msgstr "ΣΥΣΤΗΜΑ" + +msgid "REFINE SEARCH" +msgstr "" + +msgid "refine search" +msgstr "βελτιστοποίηση αναζήτησης" + +msgid "SKIP" +msgstr "ΠΑΡΑΛΗΨΗ" + +msgid "skip game" +msgstr "παράληψη παιχνιδιού" + +msgid "stop" +msgstr "σταμάτημα" + +msgid "GAME" +msgid_plural "GAMES" +msgstr[0] "ΠΑΙΧΝΙΔΙ" +msgstr[1] "ΠΑΙΧΝΙΔΙΑ" + +#, c-format +msgid "GAME %i OF %i" +msgstr "ΠΑΙΧΝΙΔΙ %i ΑΠΟ %i" + +msgid "NO GAMES WERE SCRAPED" +msgstr "" + +#, c-format +msgid "%i GAME SUCCESSFULLY SCRAPED" +msgid_plural "%i GAMES SUCCESSFULLY SCRAPED" +msgstr[0] "" +msgstr[1] "" + +#, c-format +msgid "%i GAME SKIPPED" +msgid_plural "%i GAMES SKIPPED" +msgstr[0] "%i ΠΑΙΧΝΙΔΙ ΠΑΡΑΛΗΦΘΗΚΕ" +msgstr[1] "%i ΠΑΙΧΝΙΔΙΑ ΠΑΡΑΛΗΦΘΗΚΑΝ" + +msgid "RATING:" +msgstr "ΑΞΙΟΛΌΓΗΣΗ:" + +msgid "RELEASED:" +msgstr "ΚΥΚΛΟΦΟΡΗΣΕ:" + +msgid "DEVELOPER:" +msgstr "ΠΡΟΓΡΑΜΜΑΤΙΣΤΗΣ;" + +msgid "PUBLISHER:" +msgstr "ΕΚΔΟΤΗΣ:" + +msgid "GENRE:" +msgstr "ΓΕΝΙΑ:" + +msgid "PLAYERS:" +msgstr "ΠΑΙΧΤΕΣ:" + +msgid "NO GAMES FOUND" +msgstr "ΔΕΝ ΒΡΕΘΗΚΑΝ ΠΑΙΧΝΙΔΙΑ" + +msgid "RETRY" +msgstr "ΕΠΑΝAΛΗΨΗ" + +msgid "Error downloading thumbnail:" +msgstr "" + +msgid "SEARCH" +msgstr "ΑΝΑΖΗΤΗΣΗ" + +msgid "SEARCH USING REFINED NAME?" +msgstr "" + +msgid "skip" +msgstr "παράληψη" + +msgid "accept result" +msgstr "αποδοχή αποτελέσματος" + +msgid "back (cancel)" +msgstr "πίσω (άκυρο)" + +msgid "START SCREENSAVER AFTER (MINUTES)" +msgstr "" + +msgid "SCREENSAVER TYPE" +msgstr "" + +msgid "DIM" +msgstr "ΣΚΟΤΕΙΝΑ" + +msgid "SLIDESHOW" +msgstr "ΠΑΡΟΥΣΙΑΣΗ" + msgid "VIDEO" msgstr "ΒΙΝΤΕΟ" +msgid "ENABLE SCREENSAVER CONTROLS" +msgstr "" + +msgid "SLIDESHOW SCREENSAVER SETTINGS" +msgstr "" + +msgid "VIDEO SCREENSAVER SETTINGS" +msgstr "" + +msgid "SLIDESHOW SCREENSAVER" +msgstr "" + +msgid "SWAP IMAGES AFTER (SECONDS)" +msgstr "ΑΝΤΑΛΛΑΓΗ ΕΙΚΟΝΩΝ ΜΕΤΑ (Δευτερόλεπτα)" + +msgid "ONLY INCLUDE FAVORITE GAMES" +msgstr "ΠΕΡΙΛΑΜΒΑΝΕ ΜΟΝΟ ΑΓΑΠΗΜΕΝΑ ΠΑΙΧΝΙΔΙΑ" + +msgid "STRETCH IMAGES TO SCREEN RESOLUTION" +msgstr "ΤΕΝΤΟΣΤΕ ΕΙΚΟΝΕΣ ΣΤΗΝ ΑΝΑΛΥΣΗ ΟΘΟΝΗΣ" + +msgid "DISPLAY GAME INFO OVERLAY" +msgstr "" + +msgid "RENDER SCANLINES" +msgstr "" + +msgid "USE CUSTOM IMAGES" +msgstr "" + +msgid "CUSTOM IMAGE DIRECTORY RECURSIVE SEARCH" +msgstr "" + +msgid "CUSTOM IMAGE DIRECTORY" +msgstr "" + +msgid "VIDEO SCREENSAVER" +msgstr "" + +msgid "SWAP VIDEOS AFTER (SECONDS)" +msgstr "ΕΝΑΛΛΑΓΗ ΒΙΝΤΕΟ ΜΕΤΑ (ΔΕΥΤΕΡΟΛΕΠΤΑ)" + +msgid "RENDER BLUR" +msgstr "" + +msgid "DISPLAY BLUETOOTH STATUS INDICATOR" +msgstr "" + +msgid "DISPLAY WI-FI STATUS INDICATOR" +msgstr "" + +msgid "DISPLAY CELLULAR STATUS INDICATOR" +msgstr "" + +msgid "DISPLAY BATTERY STATUS INDICATOR" +msgstr "" + +msgid "DISPLAY BATTERY CHARGE PERCENTAGE" +msgstr "" + +msgid "DOWNLOADING THEMES LIST 100%" +msgstr "ΛΗΨΗ ΛΙΣΤΑΣ ΘΕΜΑΤΩΝ 100%" + +msgid "THEME ALREADY UP TO DATE" +msgstr "ΘΕΜΑ ΣΤΗΝ ΝΕΟΤΕΡΗ ΕΚΔΟΣΗ" + +msgid "THEME HAS BEEN UPDATED" +msgstr "" + +#, c-format +msgid "" +"COULDN'T RENAME DIRECTORY \"%s\"\n" +"PERMISSION PROBLEMS?" +msgstr "" + +msgid "COULDN'T FIND THE THEMES LIST CONFIGURATION FILE" +msgstr "" + +msgid "" +"COULDN'T PARSE THE THEMES LIST CONFIGURATION FILE, MAYBE THE LOCAL " +"REPOSITORY IS CORRUPT?" +msgstr "" + +msgid "" +"IT SEEMS AS IF YOU'RE NOT RUNNING THE LATEST ES-DE RELEASE, PLEASE UPGRADE " +"BEFORE PROCEEDING AS THESE THEMES MAY NOT BE COMPATIBLE WITH YOUR VERSION" +msgstr "" + +msgid "and" +msgstr "και" + +#, c-format +msgid "" +"IT SEEMS AS IF THIS THEME HAS BEEN MANUALLY DOWNLOADED INSTEAD OF VIA THIS " +"THEME DOWNLOADER. A FRESH DOWNLOAD IS REQUIRED AND THE OLD THEME DIRECTORY " +"\"%s\" WILL BE RENAMED TO \"%s_DISABLED\"" +msgstr "" + +msgid "DOWNLOADING THEME" +msgstr "ΛΗΨΗ ΘΕΜΑΤΟΣ" + +#, c-format +msgid "" +"IT SEEMS AS IF THIS THEME REPOSITORY IS CORRUPT, WHICH COULD HAVE BEEN " +"CAUSED BY AN INTERRUPTION OF A PREVIOUS DOWNLOAD OR UPDATE, FOR EXAMPLE IF " +"THE ES-DE PROCESS WAS KILLED. A FRESH DOWNLOAD IS REQUIRED AND THE OLD THEME " +"DIRECTORY \"%s\" WILL BE RENAMED TO \"%s_CORRUPT_DISABLED\"" +msgstr "" + +#, c-format +msgid "" +"IT SEEMS AS IF THIS IS A SHALLOW REPOSITORY WHICH MEANS THAT IT HAS BEEN " +"DOWNLOADED USING SOME OTHER TOOL THAN THIS THEME DOWNLOADER. A FRESH " +"DOWNLOAD IS REQUIRED AND THE OLD THEME DIRECTORY \"%s\" WILL BE RENAMED TO " +"\"%s_DISABLED\"" +msgstr "" + +#, c-format +msgid "" +"THE LOCALLY CLONED REPOSITORY CONTAINS THE WRONG URL WHICH NORMALLY MEANS " +"THE THEME HAS BEEN MOVED TO A NEW GIT SITE. A FRESH DOWNLOAD IS REQUIRED AND " +"THE OLD THEME DIRECTORY \"%s\" WILL BE RENAMED TO \"%s_WRONG_URL_DISABLED\"" +msgstr "" + +#, c-format +msgid "" +"THEME REPOSITORY \"%s\" CONTAINS LOCAL CHANGES. PROCEED TO OVERWRITE YOUR " +"CHANGES OR CANCEL TO SKIP ALL UPDATES FOR THIS THEME" +msgstr "" + +msgid "UPDATING THEME" +msgstr "ΑΝΑΒΑΘΜΗΣΗ ΘΕΜΑΤΟΣ" + +msgid "VARIANTS:" +msgstr "ΠΑΡΑΛΛΑΓEΣ:" + +msgid "COLOR SCHEMES:" +msgstr "" + +msgid "ASPECT RATIOS:" +msgstr "" + +msgid "FONT SIZES:" +msgstr "ΜΕΓΕΘΗ ΦΟΝΤΟΥ:" + +msgid "INSTALLED" +msgstr "ΕΓΚΑΤΑΣΤΗΜΕΝΟ" + +msgid "MANUAL DOWNLOAD" +msgstr "ΧΕΙΡΟΚΙΝΗΤΗ ΛΗΨΗ" + +msgid "CORRUPT" +msgstr "" + +msgid "SHALLOW" +msgstr "ΡΗΧΟΣ" + +msgid "NOT INSTALLED (NEW)" +msgstr "ΔΕΝ ΕΓΚΑΤΑΣΤΑΘΗΚΕ (ΝΕΟ)" + +msgid "NOT INSTALLED" +msgstr "ΜΗ ΕΓΚΑΤΑΣΤΗΜΕΝΟ" + +msgid "WRONG URL" +msgstr "ΛΑΘΟΣ URL" + +msgid "LOCAL CHANGES" +msgstr "ΤΟΠΙΚΕΣ ΑΛΛΑΓΕΣ" + +msgid "THIS THEME ENTRY WILL BE REMOVED IN THE NEAR FUTURE" +msgstr "" + +msgid "CREATED BY" +msgstr "ΔΗΜΙΟΥΡΓHΘΗΚΕ ΑΠO" + +msgid "ERROR:" +msgstr "ΣΦΑΛΜΑ:" + +msgid "COULDN'T DOWNLOAD THEMES LIST" +msgstr "" + +msgid "DOWNLOADING THEMES LIST" +msgstr "" + +msgid "THIS WILL COMPLETELY DELETE THE THEME" +msgstr "" + +msgid "" +"THIS WILL COMPLETELY DELETE THE THEME INCLUDING ANY LOCAL CUSTOMIZATIONS" +msgstr "" + +msgid "COULDN'T DELETE THEME, PERMISSION PROBLEMS?" +msgstr "" + +msgid "THEME WAS DELETED" +msgstr "ΘΕΜΑ ΔΙΑΓΡΑΦΗΚΕ" + +msgid "view screenshots" +msgstr "προβολη στιγμιοτυπων οθονης" + +#, fuzzy +msgid "fetch updates" +msgstr "ληψη αναβαθμησεων" + +msgid "delete" +msgstr "διαγραφη" + +msgid "download" +msgstr "λήψη" + +msgid "" +"IT SEEMS AS IF THE THEMES LIST REPOSITORY IS CORRUPT, WHICH COULD HAVE BEEN " +"CAUSED BY AN INTERRUPTION OF A PREVIOUS DOWNLOAD OR UPDATE, FOR EXAMPLE IF " +"THE ES-DE PROCESS WAS KILLED. A FRESH DOWNLOAD IS REQUIRED AND THE OLD " +"DIRECTORY \"themes-list\" WILL BE RENAMED TO \"themes-list_CORRUPT_DISABLED\"" +msgstr "" + +msgid "UPDATING THEMES LIST" +msgstr "ΕΝΗΜΕΡΩΣΗ ΛΙΣΤΑ ΘΕΜΑΤΩΝ" + +#, fuzzy +msgid "" +"IT SEEMS AS IF YOU'RE USING THE THEME DOWNLOADER FOR THE FIRST TIME. AS SUCH " +"THE THEMES LIST REPOSITORY WILL BE DOWNLOADED WHICH WILL TAKE A LITTLE " +"WHILE. SUBSEQUENT RUNS WILL HOWEVER BE MUCH FASTER AS ONLY NEW OR MODIFIED " +"FILES WILL BE FETCHED. THE SAME IS TRUE FOR ANY THEMES YOU DOWNLOAD. NOTE " +"THAT YOU CAN'T ABORT AN ONGOING DOWNLOAD AS THAT COULD LEAD TO DATA " +"CORRUPTION." +msgstr "" +"ΦΑΊΝΕΤΑΙ ΣΑΝ ΝΑ ΧΡΗΣΙΜΟΠΟΙΕΊΤΕ ΤΟ ΠΡΌΓΡΑΜΜΑ ΛΗΨΗΣ ΘΕΜΑΤΩΝ ΓΙΑ ΠΡΩΤΗ ΦΟΡΑ. ΩΣ " +"ΕΚ ΤΟΎΤΟΥ, ΘΑ ΓΊΝΕΙ ΛΉΨΗ ΤΟΥ ΑΠΟΘΕΤΗΡΊΟΥ ΛΊΣΤΑΣ ΘΕΜΆΤΩΝ, ΤΟ ΟΠΟΊΟ ΘΑ " +"ΔΙΑΡΚΈΣΕΙ ΛΊΓΟ. ΩΣΤΌΣΟ, ΟΙ ΕΠΌΜΕΝΕΣ ΕΚΤΕΛΈΣΕΙΣ ΘΑ ΕΊΝΑΙ ΠΟΛΎ ΤΑΧΎΤΕΡΕΣ, " +"ΚΑΘΏΣ ΘΑ ΛΑΜΒΆΝΟΝΤΑΙ ΜΌΝΟ ΝΈΑ Ή ΤΡΟΠΟΠΟΙΗΜΈΝΑ ΑΡΧΕΊΑ. ΤΟ ΊΔΙΟ ΙΣΧΎΕΙ ΚΑΙ ΓΙΑ " +"ΌΛΑ ΤΑ ΘΈΜΑΤΑ ΠΟΥ ΚΑΤΕΒΆΖΕΤΕ. ΛΆΒΕΤΕ ΥΠΌΨΗ ΌΤΙ ΔΕΝ ΜΠΟΡΕΊΤΕ ΝΑ ΑΚΥΡΏΣΕΤΕ ΜΙΑ " +"ΣΥΝΕΧΙΖΌΜΕΝΗ ΛΉΨΗ, ΚΑΘΏΣ ΑΥΤΌ ΘΑ ΜΠΟΡΟΎΣΕ ΝΑ ΟΔΗΓΉΣΕΙ ΣΕ ΚΑΤΑΣΤΡΟΦΉ " +"ΔΕΔΟΜΈΝΩΝ." + msgid "browse" msgstr "περιήγηση" @@ -491,6 +2214,7 @@ msgstr "" msgid "Screenshot in unknown format, couldn't generate miximage" msgstr "" +"Στιγμιότυπο οθόνης σε άγνωστη μορφή, δεν ήταν δυνατή η δημιουργία μίξης" msgid "Screenshot in unsupported format, couldn't generate miximage" msgstr "" @@ -528,6 +2252,32 @@ msgstr "ΠΟΛΥΜΕΣΑ ΠΑΙΧΝΙΔΙΩΝ" msgid "zoom" msgstr "zoom" +msgid "Network error:" +msgstr "Σφάλμα δικτύου:" + +msgid "Media directory does not exist and can't be created." +msgstr "Ο κατάλογος πολυμέσων δεν υπάρχει και δεν μπορεί να δημιουργηθεί." + +msgid "Permission problems?" +msgstr "Πρόβλημα δικαιωμάτων?" + +msgid "Failed to open path for writing media file." +msgstr "Απέτυχε το άνοιγμα διαδρομής για εγγραφή αρχείου πολυμέσων." + +msgid "Couldn't save media file, permission problems or is the disk full?" +msgstr "" +"Δεν μπόρεσε να αποθηκεύσει το αρχείο πολυμέσων, σφάλμα δικαιωμάτων ή ο " +"δίσκος γεμάτος?" + +msgid "Couldn't save resized image, permission problems or is the disk full?" +msgstr "" + +msgid "ScreenScraper error:" +msgstr "Σφάλμα ScreenScraper:" + +msgid "ScreenScraper: Wrong username or password" +msgstr "ScreenScraper: Λάθος όνομα ή κωδικό" + msgid "No Entries Found" msgstr "Δεν βρέθηκαν καταχωρίσεις" @@ -555,1717 +2305,6 @@ msgctxt "theme" msgid "collections" msgstr "συλλογές" -msgid "ALTERNATIVE EMULATORS" -msgstr "ΕΝΑΛΛΑΚΤΙΚOI ΕΞΟΜΟΙΩΤEΣ" - -msgid "BACK" -msgstr "ΠΙΣΩ" - -msgid "back" -msgstr "πισω" - -msgid "INVALID ENTRY" -msgstr "ΑΚΥΡΗ ΕΙΣΟΔΟΣ" - -#, fuzzy -msgid "CLEARED ENTRY" -msgstr "ΚΑΘΑΡΙΣΤ" - -msgid "NO ALTERNATIVE EMULATORS DEFINED" -msgstr "ΔΕΝ ΟΡΙΣTΗΚΑΝ ΕΝΑΛΛΑΚΤΙΚΟΙ ΕΞΟΙOMHTEΣ" - -msgid "CLEAR INVALID ENTRY" -msgstr "ΚΑΘΑΡΙΣΜΟΣ ΜΗ ΑΠΟΔΕΚΤΗΣ ΕΙΣΑΓΟΓΗΣ" - -msgid "DEFAULT" -msgstr "ΠΡΟΕΠΙΛΟΓΈΣ" - -msgid "select" -msgstr "επιλέξετε" - -msgid "APPLICATION UPDATER" -msgstr "" - -msgid "INSTALLATION STEPS:" -msgstr "ΒΗΜΑΤΑ ΕΓΚΑΤΑΣΤΑΣΗΣ:" - -msgid "DOWNLOAD NEW RELEASE" -msgstr "ΛΗΨΗ ΝΕΑΣ ΕΚΔΟΣΗΣ" - -msgid "DOWNLOAD NEW RELEASE TO THIS DIRECTORY:" -msgstr "" - -msgid "INSTALL PACKAGE" -msgstr "ΛΗΨΗ ΠΑΚΕΤΟΥ" - -msgid "QUIT AND MANUALLY RESTART ES-DE" -msgstr "ΕΞΟΔΟΣ ΚΑΙ ΧΕΙΡΟΚΙΝΗΤΗ ΕΠΑΝΕΚΙΝΙΣΗ ES-DE" - -msgid "QUIT AND MANUALLY UPGRADE ES-DE" -msgstr "ΕΞΟΔΟΣ ΚΑΙ ΧΕΙΡΟΚΙΝΗΤΗ ΑΝΑΒΑΘΜΗΣΗ ES-DE" - -msgid "STATUS MESSAGE:" -msgstr "" - -msgid "DOWNLOAD" -msgstr "ΛΗΨΗ" - -msgid "download new release" -msgstr "λήψη νέας έκδοσης" - -msgid "Download directory does not exist" -msgstr " Κατάλογος λήψης δεν υπάρχει" - -msgid "CHANGE DIRECTORY" -msgstr "ΑΛΛΑΓΗ ΦΑΚΕΛΟΥ" - -msgid "change download directory" -msgstr "αλλαγή φακέλου λήψης" - -msgid "ENTER DOWNLOAD DIRECTORY" -msgstr "ΕΙΣΗΓΑΓΕ ΦΑΚΕΛΟ ΛΗΨΗΣ" - -msgid "CANCEL" -msgstr "ΑΚΎΡΩΣΗ" - -msgid "cancel" -msgstr "ακύρωση" - -msgid "DOWNLOAD ABORTED" -msgstr "ΕΓΚΑΤΑΣΤΑΣΗ ΜΑΤΑΙΟΘΗΚΕ" - -msgid "NO PACKAGE SAVED TO DISK" -msgstr "ΔΕΝ ΑΠΟΘΗΚΕΥΤΙΚΕ ΠΑΚΕΤΟ ΣΤΟΝ ΔΙΣΚΟ" - -msgid "OK" -msgstr "ΕΝΤΆΞΕΙ" - -msgid "PACKAGE WAS DOWNLOADED AND CAN BE MANUALLY INSTALLED" -msgstr "" - -msgid "DOWNLOADING 100%" -msgstr "ΕΓΚΑΤΑΣΤΑΣΗ 100%" - -msgid "Downloaded file does not match expected MD5 checksum" -msgstr "" - -msgid "Error: Couldn't delete temporary package file, permission problems?" -msgstr "" - -msgid "Error: Couldn't write package file, permission problems?" -msgstr "" -"Σφάλμα: Δεν ήταν δυνατή η εγγραφή του αρχείου πακέτου, προβλήματα αδειών;" - -msgid "Error: Couldn't set permissions on AppImage file" -msgstr "Σφαλμα: Δεν γινονταν ο ορισμος δικαιοματων στο AppImage Αρχειο" - -#, c-format -msgid "Downloaded %s" -msgstr "Το %s κατεβάστηκε" - -msgid "Error: Couldn't open AppImage update file for reading" -msgstr "" - -msgid "Error: Downloaded file does not match expected MD5 checksum" -msgstr "" - -msgid "Error: Couldn't rename running AppImage file, permission problems?" -msgstr "" - -msgid "Error: Couldn't replace running AppImage file, permission problems?" -msgstr "" -"Σφάλμα: Δεν ήταν δυνατή η αντικατάσταση του εκτελούμενου αρχείου AppImage, " -"προβλήματα αδειών;" - -#, c-format -msgid "Successfully installed as %s" -msgstr "Εγκαταστάθηκε επιτυχές ως %s" - -msgid "DOWNLOADING" -msgstr "ΚΑΤΕΒΑΙΝΕΙ" - -msgid "INSTALL" -msgstr "ΕΓΚΑΤΑΣΤΑΣΗ" - -msgid "install package" -msgstr "λήψη πακέτου" - -msgid "Find the detailed changelog at" -msgstr "Βρες της λεπτομερες αλλαγες στο" - -msgid "QUIT" -msgstr "ΕΞΟΔΟΣ" - -msgid "quit application" -msgstr "έξοδος από την εφαρμογή" - -#, c-format -msgid "FINISH EDITING '%s' COLLECTION" -msgstr "" - -msgid "SELECT COLLECTIONS" -msgstr "ΕΠΕΛΕΞΕ ΣΥΛΛΟΓΕΣ" - -msgid "AUTOMATIC GAME COLLECTIONS" -msgstr "" - -msgid "CUSTOM GAME COLLECTIONS" -msgstr "" - -msgid "CREATE NEW CUSTOM COLLECTION FROM THEME" -msgstr "" - -msgid "SELECT THEME FOLDER" -msgstr "ΕΠΕΛΕΞΕ ΦΑΚΕΛΟ ΘΕΜΑΤΩΝ" - -msgid "CREATE NEW CUSTOM COLLECTION" -msgstr "" - -msgid "NEW COLLECTION NAME" -msgstr "ΟΝΟΜΑ ΝΕΑΣ ΣΥΛΛΟΓΗΣ" - -msgid "CREATE" -msgstr "ΔΗΜΙΟΥΡΓΙΑ" - -msgid "CREATE COLLECTION?" -msgstr "ΔΗΜΙΟΥΡΓΙΑ ΣΥΛΛΟΓΗΣ?" - -msgid "DELETE CUSTOM COLLECTION" -msgstr "ΔΙΑΓΡΑΦΗ ΠΡΟΣΑΡΜΟΣΜΕΝΗΣ ΣΥΛΛΟΓΗΣ" - -msgid "COLLECTION TO DELETE" -msgstr "ΣΥΛΛΟΓΗ ΝΑ ΔΙΑΓΡΑΦΕΙ" - -#, c-format -msgid "" -"THIS WILL PERMANENTLY DELETE THE COLLECTION\n" -"'%s'\n" -"ARE YOU SURE?" -msgstr "" -"ΑΥΤΟ ΘΑ ΔΙΑΓΡΑΨΕΙ ΟΡΙΣΤΙΚΑ ΤΗΝ ΣΥΛΛΟΓΗ\n" -"'%s'\n" -"ΕΙΣΤΕ ΣΙΓΟΥΡΟΙ?" - -msgid "YES" -msgstr "ΝΑΙ" - -msgid "NO" -msgstr "ΟΧΙ" - -msgid "GROUP CUSTOM COLLECTIONS" -msgstr "" - -msgid "IF UNTHEMED" -msgstr "" - -msgid "ALWAYS" -msgstr "ΠAΝΤΑ" - -msgid "NEVER" -msgstr "ΠΟΤΕ" - -msgid "SORT FAVORITES ON TOP FOR CUSTOM COLLECTIONS" -msgstr "" - -msgid "DISPLAY STAR MARKINGS FOR CUSTOM COLLECTIONS" -msgstr "" - -msgid "FILTER GAMELIST" -msgstr "ΦΙΛΤΡΟ ΣΤΗ ΛΙΣΤΑ ΠΑΙΧΝΙΔΙΩΝ" - -msgid "RESET ALL FILTERS" -msgstr "" - -msgid "GAME NAME" -msgstr "ΟΝΟΜΑ ΠΑΙΧΝΙΔΙΟΥ" - -msgid "APPLY CHANGES?" -msgstr "ΕΦΑΡΜΟΣΕ ΑΛΛΑΓΕΣ?" - -#, fuzzy -msgid "NOTHING TO FILTER" -msgstr "ΤΙΠΟΤΑ ΝΑ ΦΙΛΤΡΑΡΩ" - -#, fuzzy -msgid "GAMELIST OPTIONS" -msgstr "ΡΥΘΜΙΣΕΙΣ ΛΙΣΤΑ ΠΑΙΧΝΙΔΙΩΝ" - -msgid "JUMP TO..." -msgstr "Άλμα σε..." - -msgid "SORT GAMES BY" -msgstr "ΤΑΞΙΝΟΜΗΣΗ ΠΑΙΧΝΙΔΙΩΝ ΜΕ" - -msgid "THIS SYSTEM HAS NO GAMES" -msgstr "ΑΥΤΟ ΤΟ ΣΥΣΤΗΜΑ ΔΕΝ ΕΧΕΙ ΠΑΙΧΝΙΔΙΑ" - -msgid "ADD/REMOVE GAMES TO THIS COLLECTION" -msgstr "ΠΡΟΣΘΗΚΗ/ΑΦΑΙΡΕΣΗ ΠΑΙΧΝΙΔΩΝ ΣΕ ΑΥΤΗ ΤΗ ΣΥΛΛΟΓΗ" - -msgid "EDIT THIS FOLDER'S METADATA" -msgstr "" - -msgid "EDIT THIS GAME'S METADATA" -msgstr "" - -msgid "ENTER FOLDER (OVERRIDE FOLDER LINK)" -msgstr "" - -msgid "CLOSE" -msgstr "ΚΛΕΙΣΕ" - -msgid "close" -msgstr "κλεισε" - -msgid "APPLY" -msgstr "ΕΦΑΡΜΟΓΗ" - -msgid "apply" -msgstr "εφαρμογη" - -msgid "close (apply)" -msgstr "κλείσε (εφαρμογή)" - -msgid "close (cancel)" -msgstr "κλείσε (ακύρωσή)" - -msgid "LAUNCHING GAME" -msgstr "ΕΝΑΡΞΗ ΠΑΙΧΝΙΔΙΟΥ" - -msgid "HELP PROMPTS" -msgstr "" - -msgid "TOP" -msgstr "ΚΟΡΥΦΗ" - -msgid "BOTTOM" -msgstr "" - -msgid "DISABLED" -msgstr "ΑΠΕΝΕΡΓΟΠΟΙΗΜΕΝΟ" - -msgid "DISPLAY MEDIA TYPES" -msgstr "" - -msgid "KEEP VIDEOS RUNNING WHEN VIEWING IMAGES" -msgstr "" - -msgid "STRETCH VIDEOS TO SCREEN RESOLUTION" -msgstr "" - -msgid "RENDER SCANLINES FOR VIDEOS" -msgstr "" - -msgid "RENDER BLUR FOR VIDEOS" -msgstr "" - -msgid "RENDER SCANLINES FOR SCREENSHOTS AND TITLES" -msgstr "" - -msgid "MAIN MENU" -msgstr "ΚΥΡΊΩΣ ΜΕΝΟΎ" - -msgid "SCRAPER" -msgstr "SCRAPER" - -msgid "UI SETTINGS" -msgstr "ΡΥΘΜΙΣΕΙΣ UI" - -msgid "SOUND SETTINGS" -msgstr "ΡΥΘΜΙΣΕΙΣ ΗΧΟΥ" - -msgid "INPUT DEVICE SETTINGS" -msgstr "ΡΥΘΜΙΣΕΙΣ ΣΥΣΚΕΥΗΣ ΕΙΣΟΔΟΥ" - -msgid "GAME COLLECTION SETTINGS" -msgstr "ΡΥΓΜΙΣΕΙΣ ΣΥΛΛΟΓΩΝ ΠΑΙΧΝΙΔΙΩΝ" - -msgid "OTHER SETTINGS" -msgstr "ΑΛΛΕΣ ΡΥΘΜΙΣΕΙΣ" - -msgid "UTILITIES" -msgstr "" - -msgid "QUIT ES-DE" -msgstr "ΕΞΟΔΟΣ ES-DE" - -msgid "THEME" -msgstr "ΘΕΜΑ" - -msgid "THEME DOWNLOADER" -msgstr "ΚΑΤΕΒΑΣΤΗΣ ΘΕΜΑΤΩΝ" - -msgid "THEME VARIANT" -msgstr "" - -msgid "NONE DEFINED" -msgstr "" - -msgid "THEME COLOR SCHEME" -msgstr "" - -msgid "THEME FONT SIZE" -msgstr "ΜΕΓΕΘΟΣ ΓΡΑΜΜΑΤΟΣΕΙΡΑΣ ΘΕΜΑΤΟΣ" - -msgid "THEME ASPECT RATIO" -msgstr "" - -msgid "THEME TRANSITIONS" -msgstr "ΕΝΑΛΑΓΕΣ ΘΕΜΑΤΟΣ" - -msgid "AUTOMATIC" -msgstr "ΑΥΤΟΜΑΤΑ" - -msgid "THEME PROFILE" -msgstr "ΠΡΟΦΙΛ ΘΕΜΑΤΟΣ" - -msgid "INSTANT (BUILT-IN)" -msgstr "ΣΤΙΓΜΙΑΙΟ (ΕΝΣΩΜΑΤΟΜΕΝΟ)" - -msgid "SLIDE (BUILT-IN)" -msgstr "ΓΛΙΣΤΡΗΜΑ (ΕΝΣΩΜΑΤΟΜΕΝΟ)" - -msgid "FADE (BUILT-IN)" -msgstr "ΣΒΗΣΙΜΟ (ΕΝΣΩΜΑΤΟΜΕΝΟ)" - -msgid "THEME LANGUAGE" -msgstr "ΓΛΩΣΣΑ ΘΕΜΑΤΟΣ" - -msgid "APPLICATION LANGUAGE" -msgstr "" - -msgid "QUICK SYSTEM SELECT" -msgstr "ΓΡΗΓΟΡΗ ΕΠΙΛΟΓΗ ΣΥΣΤΗΜΑΤΟΣ" - -msgid "LEFT/RIGHT OR SHOULDERS" -msgstr "" - -msgid "LEFT/RIGHT OR TRIGGERS" -msgstr "" - -msgid "SHOULDERS" -msgstr "" - -msgid "TRIGGERS" -msgstr "" - -msgid "LEFT/RIGHT" -msgstr "ΑΡΙΣΤΕΡΑ/ΔΕΞΙΑ" - -msgid "GAMELIST ON STARTUP" -msgstr "ΛΙΣΤΑ ΠΑΙΧΝΙΔΙΩΝ ΣΤΗΝ ΕΚΚΙΝΗΣΗ" - -msgid "NONE" -msgstr "ΚΑΝΕΝΑ" - -msgid "SYSTEMS SORTING" -msgstr "" - -msgid "FULL NAMES OR CUSTOM" -msgstr "" - -msgid "RELEASE YEAR" -msgstr "ΗΜΕΡΟΜΗΝΙΑ ΕΚΔΟΣΗΣ" - -msgid "MANUFACTURER, RELEASE YEAR" -msgstr "ΚΑΤΑΣΚΕΥΑΣΤΗΣ, ΕΤΟΣ ΚΥΚΛΟΦΟΡΙΑΣ" - -#, fuzzy -msgid "HW TYPE, RELEASE YEAR" -msgstr "ΤΥΠΟΣ , ΕΤΟΣ ΕΚΔΟΣΗΣ" - -msgid "MANUFACTURER, HW TYPE, REL. YEAR" -msgstr "ΚΑΤΑΣΚΕΥΑΣΤΉΣ, ΤΎΠΟΣ HW, ΈΤΟΣ ΚΥΚΛΟΦΟΡΊΑΣ" - -msgctxt "short" -msgid "GAMES DEFAULT SORT ORDER" -msgstr "" - -msgid "GAMES DEFAULT SORT ORDER" -msgstr "" - -msgid "MENU COLOR SCHEME" -msgstr "" - -msgid "DARK" -msgstr "ΣΚΟΤΕΙΝΟ" - -msgid "DARK AND RED" -msgstr "ΣΚΟΤΙΝΟ ΚΑΙ ΚΟΚΚΙΝΟ" - -msgid "LIGHT" -msgstr "ΦΩΤΕΙΝΟ" - -msgid "MENU OPENING ANIMATION" -msgstr "" - -msgid "SCALE-UP" -msgstr "" - -msgid "LAUNCH SCREEN DURATION" -msgstr "" - -msgid "NORMAL" -msgstr "ΚΑΝΟΝΙΚΑ" - -msgid "BRIEF" -msgstr "ΣΥΝΤΟΜΑ" - -msgid "LONG" -msgstr "ΜΑΚΡΥ" - -msgid "UI MODE" -msgstr "ΛΕΙΤΟΥΡΓΙΑ UI" - -msgid "FULL" -msgstr "ΓΕΜΑΤΟ" - -msgid "KIOSK" -msgstr "KIOSK" - -msgid "KID" -msgstr "ΠΑΙΔΙ" - -#, c-format -msgid "" -"THIS CHANGES THE UI TO THE RESTRICTED MODE\n" -"'KIOSK'\n" -"THIS WILL HIDE MOST MENU OPTIONS\n" -"TO UNLOCK AND RETURN TO THE FULL UI, ENTER THIS CODE:\n" -"%s\n" -"\n" -"DO YOU WANT TO PROCEED?" -msgstr "" - -#, c-format -msgid "" -"THIS CHANGES THE UI TO THE RESTRICTED MODE\n" -"'KID'\n" -"THIS ONLY ENABLES GAMES THAT HAVE BEEN FLAGGED\n" -"AS SUITABLE FOR CHILDREN\n" -"TO UNLOCK AND RETURN TO THE FULL UI, ENTER THIS CODE:\n" -"%s\n" -"\n" -"DO YOU WANT TO PROCEED?" -msgstr "" - -#, fuzzy -msgid "RANDOM ENTRY BUTTON" -msgstr "ΚΟΥΜΠΙ ΤΥΧΑΙΑΣ ΕΙΣΑΓΩΓΗΣ" - -msgid "GAMES ONLY" -msgstr "ΜΌΝΟ ΠΑΙΧΝΊΔΙΑ" - -msgid "GAMES AND SYSTEMS" -msgstr "ΠΑΙΧΝΙΔΙΑ ΚΑΙ ΣΥΣΤΗΜΑΤΆ" - -msgid "MEDIA VIEWER SETTINGS" -msgstr "ΡΥΘΜΙΣΕΙΣ MEDIA VIEWER" - -msgid "SCREENSAVER SETTINGS" -msgstr "ΡΥΘΜΙΣΕΙΣ SCREENSAVER" - -msgid "ENABLE THEME VARIANT TRIGGERS" -msgstr "" - -msgid "BLUR BACKGROUND WHEN MENU IS OPEN" -msgstr "ΘΟΛΩΣΕ ΠΑΡΑΣΚΗΝΙΟ ΟΤΑΝ ΤΟ ΜΕΝΟΥ ΕΙΝΑΙ ΑΝΟΙΧΤΟ" - -msgid "SORT FOLDERS ON TOP OF GAMELISTS" -msgstr "ΚΑΤΕΤΑΞΕ ΦΑΚΕΛΟΥΣ ΠΑΝΩ ΣΤΙΣ ΛΙΣΤΕΣ ΠΑΙΧΝΙΔΙΩΝ" - -msgid "SORT FAVORITE GAMES ABOVE NON-FAVORITES" -msgstr "" - -msgid "ADD STAR MARKINGS TO FAVORITE GAMES" -msgstr "ΠΡΟΣΘΗΚΗ ΑΣΤΕΡΩΝ ΣΤΑ ΑΓΑΠΗΜΕΝΑ ΠΑΙΧΝΙΔΙΑ" - -msgid "ENABLE TEXTLIST QUICK SCROLLING OVERLAY" -msgstr "" - -msgid "ENABLE VIRTUAL KEYBOARD" -msgstr "" - -msgid "ENABLE TOGGLE FAVORITES BUTTON" -msgstr "" - -msgid "ENABLE GAMELIST FILTERS" -msgstr "ΕΝΕΡΓΟΠΟΙΗΣΗ ΦΙΛΤΡΟ ΠΑΙΧΝΙΔΙΩΝ" - -msgid "DISPLAY ON-SCREEN HELP" -msgstr "" - -msgid "AUDIO DRIVER" -msgstr "DRIVER ΗΧΟΥ" - -msgid "AUDIO DRIVER (REQUIRES RESTART)" -msgstr "DRIVER ΗΧΟΥ (ΧΡΕΙΑΖΕΤΑΙ ΕΠΑΝΕΚΚΙΝΗΣΗ)" - -msgid "SYSTEM VOLUME" -msgstr "ΕΝΤΑΣΗ ΣΥΣΤΗΜΑΤΟΣ" - -msgid "NAVIGATION SOUNDS VOLUME" -msgstr "" - -msgid "VIDEO PLAYER VOLUME" -msgstr "ΕΝΤΑΣΗ ΒΙΝΤΕΟ PLAYER" - -msgid "PLAY AUDIO FOR GAMELIST AND SYSTEM VIEW VIDEOS" -msgstr "" - -msgid "PLAY AUDIO FOR MEDIA VIEWER VIDEOS" -msgstr "" - -msgid "PLAY AUDIO FOR SCREENSAVER VIDEOS" -msgstr "" - -msgid "ENABLE NAVIGATION SOUNDS" -msgstr "" - -msgid "CONTROLLER TYPE" -msgstr "ΕΙΔΟΣ ΤΗΛΕΧΗΡΙΣΤΙΡΙΟΥ" - -msgid "TOUCH OVERLAY SIZE" -msgstr "" - -msgid "MEDIUM" -msgstr "ΜΕΣΑΙΟ" - -msgid "LARGE" -msgstr "ΜΕΓΑΛΟ" - -msgid "SMALL" -msgstr "ΜΙΚΡΟ" - -msgid "EXTRA SMALL" -msgstr "EXTRA ΜΙΚΡΟ" - -msgid "TOUCH OVERLAY OPACITY" -msgstr "" - -msgid "LOW" -msgstr "ΧΑΜΗΛΟ" - -msgid "VERY LOW" -msgstr "ΠΟΛΥ ΧΑΜΗΛΟ" - -msgid "TOUCH OVERLAY FADE-OUT TIME" -msgstr "" - -#, fuzzy -msgid "ENABLE TOUCH OVERLAY" -msgstr "ΕΝΕΡΓΟΠΟΙΗΣΗ ΕΠΙΚΑΛΥΨΗΣ ΑΦΓΗΣ" - -msgid "" -"DON'T DISABLE THE TOUCH OVERLAY UNLESS YOU ARE USING A CONTROLLER OR YOU " -"WILL LOCK YOURSELF OUT OF THE APP. IF THIS HAPPENS YOU WILL NEED TO " -"TEMPORARILY PLUG IN A CONTROLLER OR A KEYBOARD TO ENABLE THIS SETTING AGAIN, " -"OR YOU COULD CLEAR THE ES-DE STORAGE IN THE ANDROID APP SETTINGS TO FORCE " -"THE CONFIGURATOR TO RUN ON NEXT STARTUP" -msgstr "" - -msgid "ONLY ACCEPT INPUT FROM FIRST CONTROLLER" -msgstr "ΑΠΟΔΟΧΗ ΕΙΣΟΔΟΥ ΜΟΝΟ ΑΠΟ ΤΟ ΠΡΩΤΟ ΧΕΙΡΙΣΤΙΡΙΟ" - -msgid "SWAP THE A/B AND X/Y BUTTONS" -msgstr "ΑΛΛΑΓΗ ΤΩΝ ΚΟΥΜΠΙΩΝ A/B ΜΕ ΤΑ X/Y" - -msgid "IGNORE KEYBOARD INPUT" -msgstr "ΑΓΝΟΗΣΗ ΕΙΣΑΓΩΓΗ ΠΛΗΚΡΟΛΟΓΙΟΥ" - -msgid "CONFIGURE KEYBOARD AND CONTROLLERS" -msgstr "" - -#, fuzzy -msgid "" -"THE KEYBOARD AND CONTROLLERS ARE AUTOMATICALLY CONFIGURED, BUT USING THIS " -"TOOL YOU CAN OVERRIDE THE DEFAULT BUTTON MAPPINGS (THIS WILL NOT AFFECT THE " -"HELP PROMPTS)" -msgstr "" -"ΤΟ ΠΛΗΚΤΡΟΛΌΓΙΟ ΚΑΙ ΟΙ ΕΛΕΓΚΤΈΣ ΡΥΘΜΊΖΟΝΤΑΙ ΑΥΤΌΜΑΤΑ, ΑΛΛΆ ΧΡΗΣΙΜΟΠΟΙΏΝΤΑΣ " -"ΑΥΤΌ ΤΟ ΕΡΓΑΛΕΊΟ ΜΠΟΡΕΊΤΕ ΝΑ ΠΑΡΑΚΆΜΨΕΤΕ ΤΙΣ ΠΡΟΕΠΙΛΕΓΜΈΝΕΣ ΑΝΤΙΣΤΟΙΧΊΣΕΙΣ " -"ΚΟΥΜΠΙΏΝ (ΑΥΤΌ ΔΕΝ ΘΑ ΕΠΗΡΕΆΣΕΙ ΤΙΣ ΠΡΟΤΡΟΠΈΣ ΒΟΉΘΕΙΑΣ)" - -msgid "PROCEED" -msgstr "ΣΥΝΕΧΙΣΕ" - -msgid "GAME MEDIA DIRECTORY" -msgstr "" - -msgid "ENTER GAME MEDIA DIRECTORY" -msgstr "" - -msgid "Default directory:" -msgstr "Προεπιλεγμένη τοποθεσία:" - -msgid "SAVE" -msgstr "ΑΠΟΘΗΚΕΥΣΗ" - -msgid "SAVE CHANGES?" -msgstr "ΑΠΟΘΗΚΕΥΣΗ ΑΛΛΑΓΩΝ?" - -msgid "load default directory" -msgstr "φόρτωση προεπιλεγμένου καταλόγου" - -msgid "VRAM LIMIT" -msgstr "ΟΡΙΟ VRAM" - -msgid "ANTI-ALIASING (MSAA)" -msgstr "" - -msgid "2X" -msgstr "2X" - -msgid "4X" -msgstr "4X" - -msgid "ANTI-ALIASING (MSAA) (REQUIRES RESTART)" -msgstr "" - -msgid "DISPLAY/MONITOR INDEX" -msgstr "" - -msgid "DISPLAY/MONITOR INDEX (REQUIRES RESTART)" -msgstr "" - -msgid "ROTATE SCREEN" -msgstr "ΠΕΡΙΣΤΟΦΗ ΟΘΟΝΗΣ" - -msgid "90 DEGREES" -msgstr "90 ΜΟΊΡΕΣ" - -msgid "180 DEGREES" -msgstr "180 ΜΟΙΡΕΣ" - -msgid "270 DEGREES" -msgstr "270 ΜΟΊΡΕΣ" - -msgid "ROTATE SCREEN (REQUIRES RESTART)" -msgstr "ΠΕΡΙΣΤΡΟΦΗ ΟΘΟΝΗΣ (ΧΡΙΑΖΕΤΕ ΕΠΑΝΕΚΙΝΗΣΗ)" - -msgid "KEYBOARD QUIT SHORTCUT" -msgstr "ΣΥΝΤΟΜΕΥΣΗ ΠΛΗΚΤΡΟΛΟΓΙΟΥ ΕΞΟΔΟΥ" - -msgctxt "short" -msgid "WHEN TO SAVE GAME METADATA" -msgstr "ΠΟΤΕ ΝΑ ΣΩΖΟΝΤΑΙ ΤΑ ΜΕΤΑΔΕΔΟΜΕΝΑ" - -msgid "ON EXIT" -msgstr "ΣΤΗΝ ΕΞΟΔΟ" - -msgid "WHEN TO SAVE GAME METADATA" -msgstr "ΠΟΤΕ ΝΑ ΣΩΖΟΝΤΑΙ ΤΑ ΜΕΤΑΔΕΔΟΜΕΝΑ" - -msgid "APPLICATION UPDATES" -msgstr "EΛΕΓΧΟ ΓΙΑ ΑΝΑΒΑΘΜIΣΕΙΣ ΛΟΓΙΣΜΙΚΟY" - -msgid "DAILY" -msgstr "ΗΜΕΡΉΣΙΑ" - -msgid "WEEKLY" -msgstr "ΕΒΔΟΜΑΔΙΑΊΑ" - -msgid "MONTHLY" -msgstr "ΜΗΝΙΑΊΑ" - -msgid "CHECK FOR APPLICATION UPDATES" -msgstr "EΛΕΓΧΟ ΓΙΑ ΑΝΑΒΑΘΜIΣΕΙΣ ΛΟΓΙΣΜΙΚΟY" - -msgid "INCLUDE PRERELEASES IN UPDATE CHECKS" -msgstr "" - -msgid "HIDE TASKBAR (REQUIRES RESTART)" -msgstr "" - -msgid "RUN IN BACKGROUND (WHILE GAME IS LAUNCHED)" -msgstr "" - -msgid "VIDEO HARDWARE DECODING (EXPERIMENTAL)" -msgstr "" - -msgid "UPSCALE VIDEO FRAME RATE TO 60 FPS" -msgstr "" - -msgid "ENABLE ALTERNATIVE EMULATORS PER GAME" -msgstr "" - -msgid "SHOW HIDDEN FILES AND FOLDERS" -msgstr "ΠΡΟΒΟΛΗ ΚΡΥΜΜΕΝΩΝ ΑΡΧΕΙΩΝ ΚΑΙ ΦΑΚΕΛΩΝ" - -msgid "SHOW HIDDEN GAMES" -msgstr "ΕΜΦΑΝΙΣΗ ΚΡΥΜΕΝΩΝ ΠΑΙΧΝΙΔΙΩΝ" - -msgid "ENABLE CUSTOM EVENT SCRIPTS" -msgstr "" - -msgid "ONLY SHOW GAMES FROM GAMELIST.XML FILES" -msgstr "" - -msgid "STRIP EXTRA MAME NAME INFO (REQUIRES RESTART)" -msgstr "" - -msgid "DISABLE DESKTOP COMPOSITION (REQUIRES RESTART)" -msgstr "" - -msgid "BACK BUTTON/BACK SWIPE EXITS APP" -msgstr "" - -msgid "DEBUG MODE" -msgstr "ΛΕΙΤΟΥΡΓΙΑ DEBUG" - -msgid "DISPLAY GPU STATISTICS OVERLAY" -msgstr "" - -msgid "ENABLE MENU IN KID MODE" -msgstr "ΕΝΕΡΓΩΠΟΙΗΣΕ ΜΕΝΟΥ ΣΤΗ ΛΕΙΤΟΥΡΓΙΑ ΠΑΙΔΙΟΥ" - -msgid "SHOW QUIT MENU (REBOOT AND POWER OFF ENTRIES)" -msgstr "ΕΜΦΑΝΙΣΗ ΜΕΝΟΥ ΕΞΟΔΟΥ (ΕΠΑΝΕΚΚΙΝΗΣΗ ΚΑΙ ΑΠΕΝΕΡΓΟΠΗΣΗ)" - -msgid "ORPHANED DATA CLEANUP" -msgstr "" - -msgid "CREATE/UPDATE SYSTEM DIRECTORIES" -msgstr "" - -msgid "" -"THIS WILL CREATE ALL GAME SYSTEM DIRECTORIES INSIDE YOUR ROM FOLDER AND IT " -"WILL ALSO UPDATE ALL SYSTEMINFO.TXT FILES. THIS IS A SAFE OPERATION THAT " -"WILL NOT DELETE OR MODIFY YOUR GAME FILES. TO DECREASE APPLICATION STARTUP " -"TIMES IT'S RECOMMENDED TO DELETE THE SYSTEM DIRECTORIES YOU DON'T NEED AFTER " -"RUNNING THIS UTILITY" -msgstr "" - -msgid "THE SYSTEM DIRECTORIES WERE SUCCESSFULLY CREATED" -msgstr "" - -msgid "" -"ERROR CREATING SYSTEM DIRECTORIES, PERMISSION PROBLEMS OR DISK FULL? SEE THE " -"LOG FILE FOR MORE DETAILS" -msgstr "" - -msgid "RESCAN ROM DIRECTORY" -msgstr "ΣΑΡΩΣΗ ROM ΚΑΤΑΛΟΓΟΥ" - -msgid "" -"THIS WILL RESCAN YOUR ROM DIRECTORY FOR CHANGES SUCH AS ADDED OR REMOVED " -"GAMES AND SYSTEMS" -msgstr "" - -msgid "REALLY QUIT?" -msgstr "ΣΙΓΟΥΡΑ ΕΞΟΔΟΣ?" - -msgid "REALLY REBOOT?" -msgstr "ΕΠΙΒΕΒΑΙΩΣΗ ΕΠΑΝΕΚΚΙΝΗΣΗΣ?" - -msgid "REBOOT SYSTEM" -msgstr "ΕΠΑΝΕΚΙΝΙΣΗ ΣΥΣΤΗΜΑΤΟΣ" - -msgid "REALLY POWER OFF?" -msgstr "ΕΠΙΒΕΒΑΙΩΣΗ ΑΠΕΝΕΡΓΟΠΟΙΗΣΗΣ?" - -msgid "POWER OFF SYSTEM" -msgstr "ΑΠΕΝΕΡΓΟΠΟΙΗΣΗ ΣΥΣΤΗΜΑΤΟΣ" - -msgctxt "short" -msgid "MEDIA VIEWER SETTINGS" -msgstr "ΡΥΘΜΙΣΕΙΣ MEDIA VIEWER" - -msgctxt "short" -msgid "SCREENSAVER SETTINGS" -msgstr "ΡΥΘΜΙΣΕΙΣ SCREENSAVER" - -msgid "choose" -msgstr "επελεξε" - -msgid "close menu" -msgstr "κλείσιμο μενού" - -msgid "EDIT METADATA" -msgstr "ΕΠΕΞΕΡΓΑΣΙΑ ΜΕΤΑΔΕΔΟΜΕΝΩΝ" - -#, fuzzy -msgid "CLEAR ENTRY" -msgstr "ΚΑΘΑΡΙΣΜΟΣ " - -msgid "SELECT EMULATOR" -msgstr "ΕΠΙΛΕΞΕΤΕ ΕΞΟΜΟΙΩΤΗ" - -msgid "SYSTEM-WIDE" -msgstr "" - -msgid "unknown" -msgstr "άγνωστο" - -msgid "SCRAPE" -msgstr "SCRAPE" - -msgid "scrape" -msgstr "scrape" - -msgid "save metadata" -msgstr "αποθήκευση μεταδιδόμενων" - -msgid "cancel changes" -msgstr "ακύρωση αλλαγών" - -msgid "" -"THIS WILL DELETE ANY MEDIA FILES AND THE GAMELIST.XML ENTRY FOR THIS FOLDER, " -"BUT NEITHER THE DIRECTORY ITSELF OR ANY CONTENT INSIDE IT WILL BE REMOVED\n" -"ARE YOU SURE?" -msgstr "" - -msgid "CLEAR" -msgstr "ΚΑΘΑΡΙΣΜΟΣ" - -msgid "clear folder" -msgstr "εκκαθάριση φακέλου" - -msgid "" -"THIS WILL DELETE ANY MEDIA FILES AND THE GAMELIST.XML ENTRY FOR THIS GAME, " -"BUT THE GAME FILE ITSELF WILL NOT BE REMOVED\n" -"ARE YOU SURE?" -msgstr "" - -msgid "clear file" -msgstr "καθαρισμός αρχείου" - -msgid "" -"THIS WILL DELETE THE GAME FILE, ANY MEDIA FILES AND THE GAMELIST.XML ENTRY\n" -"ARE YOU SURE?" -msgstr "" - -msgid "DELETE" -msgstr "ΔΙΑΓΡΑΦΗ" - -msgid "delete game" -msgstr "διαγραφή παιχνιδιού" - -msgid "MIXIMAGE OFFLINE GENERATOR" -msgstr "" - -msgid "NOT STARTED" -msgstr "ΔΕΝ ΑΡΧΙΣΕ" - -#, c-format -msgid "%i OF %i GAME PROCESSED" -msgid_plural "%i OF %i GAMES PROCESSED" -msgstr[0] "%i από τα %i παιχνίδι επεξεργασμένο" -msgstr[1] "%i από τα %i παιχνίδια επεξεργασμένα" - -msgid "Generated:" -msgstr "Δημιουργήθηκαν:" - -msgid "Overwritten:" -msgstr "Αντικαταστάθηκε:" - -msgid "Skipped:" -msgstr "Παραλήφθηκαν:" - -msgid "Skipped (existing):" -msgstr "Προσπεράστηκε (ήδη υπάρχον):" - -msgid "Failed:" -msgstr "Απέτυχε:" - -msgid "Processing:" -msgstr "Επεξεργάζομαι:" - -msgid "Last error message:" -msgstr "Τελευταίο μήνυμά σφάλματος:" - -msgid "START" -msgstr "ΕΝΑΡΞΗ" - -msgid "start processing" -msgstr "έναρξη επεξεργασίας" - -msgid "PAUSE" -msgstr "ΠΑΥΣΗ" - -msgid "pause processing" -msgstr "παύση επεξεργασίας" - -msgid "close (abort processing)" -msgstr "κλείσιμο (ακύρωση επεξεργασίας)" - -msgid "RUNNING..." -msgstr "ΤΡΕΧΕΙ..." - -msgid "PAUSED" -msgstr "ΣΕ ΠΑΥΣΗ" - -msgid "RUNNING" -msgstr "ΤΡΕΧΕΙ" - -msgid "DONE" -msgstr "ΟΛΟΚΛΗΡΏΘΗΚΕ" - -msgid "done (close)" -msgstr "ΤΕΛΟΣ" - -msgid "" -"THIS WILL REMOVE ALL MEDIA FILES WHERE NO MATCHING GAME FILES CAN BE FOUND. " -"THESE FILES WILL BE MOVED TO A CLEANUP FOLDER INSIDE YOUR GAME MEDIA " -"DIRECTORY. YOU CAN MANUALLY DELETE THIS FOLDER WHEN YOU ARE SURE IT'S NO " -"LONGER NEEDED." -msgstr "" - -msgid "" -"THIS WILL REMOVE ALL ENTRIES FROM YOUR GAMELIST XML FILES WHERE NO MATCHING " -"GAME FILES CAN BE FOUND. BACKUPS OF THE ORIGINAL FILES WILL BE SAVED TO A " -"CLEANUP FOLDER INSIDE YOUR GAMELISTS DIRECTORY. YOU CAN MANUALLY DELETE THIS " -"FOLDER WHEN YOU ARE SURE IT'S NO LONGER NEEDED." -msgstr "" - -msgid "" -"THIS WILL REMOVE ALL ENTRIES FROM YOUR CUSTOM COLLECTIONS CONFIGURATION " -"FILES WHERE NO MATCHING GAME FILES CAN BE FOUND. BACKUPS OF THE ORIGINAL " -"FILES WILL BE SAVED TO A CLEANUP FOLDER INSIDE YOUR COLLECTIONS DIRECTORY. " -"ONLY CURRENTLY ENABLED COLLECTIONS WILL BE PROCESSED." -msgstr "" - -msgid "DESCRIPTION:" -msgstr "ΠΕΡΙΓΡΑΦΗ:" - -#, fuzzy -msgid "TOTAL ENTRIES REMOVED:" -msgstr "ΣΥΝΟΛΟ ... ΠΟΥ ΑΦΕΡΕΘΗΚΑΝ" - -msgid "LAST PROCESSED SYSTEM:" -msgstr "ΤΕΛΕΥΤΑΙΟ ΣΥΣΤΗΜΑ ΠΟΥ ΕΠΕΞΕΡΓΑΣΤΙΚΕ" - -msgid "LAST ERROR MESSAGE:" -msgstr "" - -msgid "MEDIA" -msgstr "MEDIA" - -msgid "RUNNING MEDIA CLEANUP" -msgstr "" - -msgid "STOP" -msgstr "ΣΤΑΜΑΤΗΜΑ" - -msgid "stop processing" -msgstr "σταματα την επεξεργασια" - -msgid "GAMELISTS" -msgstr "ΛΙΣΤΕΣ ΠΑΙΧΝΙΔΙΩΝ" - -msgid "RUNNING GAMELISTS CLEANUP" -msgstr "" - -msgid "COLLECTIONS" -msgstr "ΣΥΛΛΟΓΕΣ" - -msgid "COLLECTIONS CLEANUP FAILED" -msgstr "" - -msgid "There are no enabled custom collections" -msgstr "Δεν υπάρχουν ενεργοποιημένες συλλογές" - -msgid "RUNNING COLLECTIONS CLEANUP" -msgstr "" - -msgid "PROCESSING" -msgstr "ΕΠΕΞΕΡΓΑΖΟΜΑΙ" - -#, c-format -msgid "A flatten.txt file was found, skipping \"%s\"" -msgstr "Βρέθηκε ένα αρχείο flatten.txt, παραλείποντας το \"%s\"" - -msgid "Couldn't create target directory, permission problems?" -msgstr "" - -msgid "Couldn't move media file, permission problems?" -msgstr "Δεν ήταν δυνατή η μετακίνηση του αρχείου πολυμέσου, προβλήματα αδειών;" - -#, c-format -msgid "Couldn't parse gamelist.xml file for \"%s\"" -msgstr "" - -#, c-format -msgid "Couldn't find a gamelist tag in file for \"%s\"" -msgstr "" - -#, fuzzy -msgid "Couldn't delete temporary gamelist file, permission problems?" -msgstr "" -"Δεν μπόρεσα να διαγράψω προσωρινό αρχείο λίστας παιχνιδιού, πρόβλημά " -"δικαιωμάτων?" - -msgid "Couldn't write to temporary gamelist file, permission problems?" -msgstr "" - -msgid "Couldn't create backup directory, permission problems?" -msgstr "" - -msgid "Couldn't move old gamelist file, permission problems?" -msgstr "" - -msgid "Couldn't move temporary gamelist file, permission problems?" -msgstr "" - -msgid "Couldn't find custom collection configuration file" -msgstr "" -"Δεν ήταν δυνατή η εύρεση προσαρμοσμένου αρχείου ρύθμισης παραμέτρων συλλογής" - -msgid "Couldn't open custom collection configuration file" -msgstr "" - -msgid "Couldn't delete temporary collection file, permission problems?" -msgstr "" - -msgid "Couldn't write to temporary collection configuration file" -msgstr "" - -msgid "Couldn't move old collection file, permission problems?" -msgstr "" -"Δεν ήταν δυνατή η μετακίνηση του παλιού αρχείου συλλογής, προβλήματα αδειών;" - -msgid "Couldn't move temporary collection file, permission problems?" -msgstr "" - -msgid "ABORTED MEDIA CLEANUP" -msgstr "" - -msgid "COMPLETED MEDIA CLEANUP" -msgstr "" - -msgid "ABORTED GAMELIST CLEANUP" -msgstr "" - -msgid "COMPLETED GAMELIST CLEANUP" -msgstr "" - -msgid "ABORTED COLLECTIONS CLEANUP" -msgstr "" - -msgid "COMPLETED COLLECTIONS CLEANUP" -msgstr "" - -msgid "MEDIA CLEANUP FAILED" -msgstr "" - -msgid "GAMELISTS CLEANUP FAILED" -msgstr "" - -msgid "THE APPLICATION WILL RELOAD WHEN CLOSING THIS UTILITY." -msgstr "" - -msgid "SCRAPE FROM" -msgstr "" - -msgid "SCRAPE THESE GAMES" -msgstr "" - -msgid "ALL GAMES" -msgstr "ΟΛΑ ΤΑ ΠΑΙΧΝΙΔΙΑ" - -msgid "FAVORITE GAMES" -msgstr "ΑΓΑΠΗΜΕΝΑ ΠΑΙΧΝΙΔΙΑ" - -msgid "NO METADATA" -msgstr "ΔΕΝ ΥΠΑΡΧΟΥΝ ΜΕΤΑΔΕΔΟΜΕΝΑ" - -msgid "NO GAME IMAGE" -msgstr "ΚΑΜΙΑ ΕΙΚΟΝΑ ΠΑΙΧΝΙΔΙΟΥ" - -msgid "NO GAME VIDEO" -msgstr "ΚΑΝΕΝΑ ΒΙΝΤΕΟ ΠΑΙΧΝΙΔΙΟΥ" - -msgid "FOLDERS ONLY" -msgstr "ΜΟΝΟ ΦΑΚΕΛΟΙ" - -msgid "SCRAPE THESE SYSTEMS" -msgstr "" - -msgid "ACCOUNT SETTINGS" -msgstr "ΡΥΘΜΗΣΕΙΣ ΛΟΓΑΡΓΙΑΣΜΩΝ" - -msgid "CONTENT SETTINGS" -msgstr "ΡΥΘΜΗΣΕΙΣ ΠΕΡΙΕΧΟΜΕΝΟΥ" - -msgid "MIXIMAGE SETTINGS" -msgstr "" - -msgid "start scraper" -msgstr "έναρξη scraper" - -msgid "SCREENSCRAPER USERNAME" -msgstr "" - -msgid "SCREENSCRAPER PASSWORD" -msgstr "ΚΩΔΙΚΟΣ SCREENSCRAPER" - -msgid "USE THIS ACCOUNT FOR SCREENSCRAPER" -msgstr "ΧΡΗΣΗ ΑΥΤΟΥ ΤΟΥ ΛΟΓΑΡΓΙΑΣΜΟΥ ΓΙΑ SCREENSCRAPER" - -msgid "GAME NAMES" -msgstr "ΟΝΟΜΑ ΠΑΙΧΝΙΔΙΩΝ" - -msgid "RATINGS" -msgstr "ΒΑΘΜΟΛΟΓΙΕΣ" - -msgid "OTHER METADATA" -msgstr "" - -msgid "VIDEOS" -msgstr "ΒΙΝΤΕΟ" - -msgid "SCREENSHOT IMAGES" -msgstr "φΩΤΟΓΡΑΦΙΕΣ ΣΤΙΓΜΙΟΤΗΠΑ ΟΘΟΝΗΣ" - -msgid "TITLE SCREEN IMAGES" -msgstr "" - -msgid "BOX COVER IMAGES" -msgstr "ΦΩΤΟΓΡΑΦΙΕΣ ΕΞΩΦΥΛΛΟΥ ΚΟΥΤΙΟΥ" - -msgid "BOX BACK COVER IMAGES" -msgstr "" - -msgid "MARQUEE (WHEEL) IMAGES" -msgstr "" - -msgid "3D BOX IMAGES" -msgstr "3D ΕΙΚΟΝΕΣ ΚΟΥΤΙΟΥ" - -msgid "PHYSICAL MEDIA IMAGES" -msgstr "" - -msgid "FAN ART IMAGES" -msgstr "" - -msgid "GAME MANUALS" -msgstr "ΕΓΧΕΙΡΙΔΙΑ ΠΑΙΧΝΙΔΙΟΥ" - -msgid "MIXIMAGE RESOLUTION" -msgstr "" - -msgctxt "short" -msgid "HORIZONTAL SCREENSHOT FIT" -msgstr "" - -#, fuzzy -msgid "CONTAIN" -msgstr "ΠΕΡΙΕΧΕΙ" - -msgid "CROP" -msgstr "" - -msgid "STRETCH" -msgstr "ΤΕΝΤΩΜΑ" - -msgid "HORIZONTAL SCREENSHOT FIT" -msgstr "" - -msgctxt "short" -msgid "VERTICAL SCREENSHOT FIT" -msgstr "" - -msgid "VERTICAL SCREENSHOT FIT" -msgstr "" - -msgctxt "short" -msgid "SCREENSHOT ASPECT RATIO THRESHOLD" -msgstr "" - -msgid "HIGH" -msgstr "ΨΗΛΑ" - -msgid "SCREENSHOT ASPECT RATIO THRESHOLD" -msgstr "" - -msgid "BLANK AREAS FILL COLOR" -msgstr "" - -msgid "BLACK" -msgstr "ΜΑΥΡΟ" - -msgid "FRAME" -msgstr "ΠΛΑΙΣΙΟ" - -msgctxt "short" -msgid "SCREENSHOT SCALING METHOD" -msgstr "" - -msgid "SHARP" -msgstr "ΑΙΧΜΗΡΟΣ" - -msgid "SMOOTH" -msgstr "ΛΕΙΟ" - -msgid "SCREENSHOT SCALING METHOD" -msgstr "" - -msgid "BOX SIZE" -msgstr "ΜΕΓΕΘΟΣ ΚΟΥΤΙΟΥ" - -msgid "PHYSICAL MEDIA SIZE" -msgstr "" - -msgid "GENERATE MIXIMAGES WHEN SCRAPING" -msgstr "" - -msgid "OVERWRITE MIXIMAGES (SCRAPER/OFFLINE GENERATOR)" -msgstr "" - -msgid "REMOVE LETTERBOXES FROM SCREENSHOTS" -msgstr "" - -msgid "REMOVE PILLARBOXES FROM SCREENSHOTS" -msgstr "" - -msgid "ROTATE HORIZONTALLY ORIENTED BOXES" -msgstr "" - -msgid "INCLUDE MARQUEE IMAGE" -msgstr "" - -msgid "INCLUDE BOX IMAGE" -msgstr "" - -msgid "USE COVER IMAGE IF 3D BOX IS MISSING" -msgstr "" - -msgid "INCLUDE PHYSICAL MEDIA IMAGE" -msgstr "" - -msgid "OFFLINE GENERATOR" -msgstr "" - -msgid "" -"THE OFFLINE GENERATOR USES THE SAME SYSTEM SELECTIONS AS THE SCRAPER, SO " -"PLEASE SELECT AT LEAST ONE SYSTEM TO GENERATE IMAGES FOR" -msgstr "" - -msgid "REGION" -msgstr "ΠΕΡΙΟΧΗ" - -msgid "EUROPE" -msgstr "ΕΥΡΩΠΗ" - -msgid "JAPAN" -msgstr "ΙΑΠΩΝΙΑ" - -msgid "USA" -msgstr "ΗΠΑ" - -msgid "WORLD" -msgstr "ΚΟΣΜΟΣ" - -msgid "PREFERRED LANGUAGE" -msgstr "ΕΠΙΛΕΓΜΕΝΗ ΓΛΩΣΣΑ" - -msgid "AUTOMATIC RETRIES ON ERROR" -msgstr "" - -msgid "RETRY ATTEMPT TIMER" -msgstr "ΧΡΟΝΟΔΙΑΚΟΠΤΗΣ ΕΠΑΝΑΛΗΨΗ ΠΡΟΣΠΑΘΙΑΣ" - -msgid "HASH SEARCHES MAX FILE SIZE" -msgstr "" - -msgid "OVERWRITE FILES AND DATA" -msgstr "" - -msgid "SEARCH USING FILE HASHES (NON-INTERACTIVE MODE)" -msgstr "ΨΑΞΕ ΧΡΗΣΙΜΟΠΟΙΩΝΤΑΣ HASHES ΑΡΧΕΙΩΝ (ΜΗ ΔΙΑΔΡΑΣΤΙΚΟ)" - -msgid "SEARCH USING METADATA NAMES" -msgstr "ΨΑΞΕ ΧΡΗΣΙΜΟΠΟΙΩΝΤΑΣ ΟΝΟΜΑ ΜΕΤΑΔΕΔΩΜΕΝΩΝ" - -msgid "SCRAPE ACTUAL FOLDERS" -msgstr "" - -msgid "INTERACTIVE MODE" -msgstr "ΔΙΑΔΡΑΣΤΙΚΗ ΛΕΙΤΟΥΡΙΑ" - -msgid "AUTO-ACCEPT SINGLE GAME MATCHES" -msgstr "" - -msgid "RESPECT PER-FILE SCRAPER EXCLUSIONS" -msgstr "" - -msgid "EXCLUDE FOLDERS RECURSIVELY" -msgstr "" - -msgid "CONVERT UNDERSCORES TO SPACES WHEN SEARCHING" -msgstr "" - -msgid "REMOVE DOTS FROM SEARCHES WHEN AUTO-SCRAPING" -msgstr "" - -msgid "ENABLE FALLBACK TO ADDITIONAL REGIONS" -msgstr "" - -msgid "" -"THE SELECTED SYSTEM DOES NOT HAVE A PLATFORM SET, RESULTS MAY BE INACCURATE" -msgstr "" - -msgid "" -"AT LEAST ONE OF YOUR SELECTED SYSTEMS DOES NOT HAVE A PLATFORM SET, RESULTS " -"MAY BE INACCURATE" -msgstr "" - -msgid "PLEASE SELECT AT LEAST ONE SYSTEM TO SCRAPE" -msgstr "ΠΑΡΑΚΑΛΩ ΕΠΕΛΕΞΕ ΤΟΥΛΑΧΙΣΤΩΝ ΕΝΑ ΣΥΣΤΗΜΑ ΓΙΑ SCRAPE" - -msgid "PLEASE SELECT AT LEAST ONE CONTENT TYPE TO SCRAPE" -msgstr "" - -msgid "ALL GAMES WERE FILTERED, NOTHING TO SCRAPE" -msgstr "ΟΛΑ ΤΑ ΠΑΙΧΝΙΔΙΑ ΦΙΛΤΡΑΡΙΣΤΙΚΑΝ, ΤΙΠΟΤΑ ΓΙΑ SCRAPE" - -msgid "SCRAPING IN PROGRESS" -msgstr "SCRAPING ΣΕ ΕΞΕΛΙΞΗ" - -msgid "SYSTEM" -msgstr "ΣΥΣΤΗΜΑ" - -msgid "REFINE SEARCH" -msgstr "" - -msgid "refine search" -msgstr "βελτιστοποίηση αναζήτησης" - -msgid "SKIP" -msgstr "ΠΑΡΑΛΗΨΗ" - -msgid "skip game" -msgstr "παράληψη παιχνιδιού" - -msgid "stop" -msgstr "σταμάτημα" - -msgid "GAME" -msgid_plural "GAMES" -msgstr[0] "ΠΑΙΧΝΙΔΙ" -msgstr[1] "ΠΑΙΧΝΙΔΙΑ" - -#, c-format -msgid "GAME %i OF %i" -msgstr "ΠΑΙΧΝΙΔΙ %i ΑΠΟ %i" - -msgid "NO GAMES WERE SCRAPED" -msgstr "" - -#, c-format -msgid "%i GAME SUCCESSFULLY SCRAPED" -msgid_plural "%i GAMES SUCCESSFULLY SCRAPED" -msgstr[0] "" -msgstr[1] "" - -#, c-format -msgid "%i GAME SKIPPED" -msgid_plural "%i GAMES SKIPPED" -msgstr[0] "%i ΠΑΙΧΝΙΔΙ ΠΑΡΑΛΗΦΘΗΚΕ" -msgstr[1] "%i ΠΑΙΧΝΙΔΙΑ ΠΑΡΑΛΗΦΘΗΚΑΝ" - -msgid "RATING:" -msgstr "ΑΞΙΟΛΌΓΗΣΗ:" - -msgid "RELEASED:" -msgstr "" - -msgid "DEVELOPER:" -msgstr "ΠΡΟΓΡΑΜΜΑΤΙΣΤΗΣ;" - -msgid "PUBLISHER:" -msgstr "ΕΚΔΟΤΗΣ:" - -msgid "GENRE:" -msgstr "ΓΕΝΙΑ:" - -msgid "PLAYERS:" -msgstr "ΠΑΙΧΤΕΣ:" - -msgid "NO GAMES FOUND" -msgstr "ΔΕΝ ΒΡΕΘΗΚΑΝ ΠΑΙΧΝΙΔΙΑ" - -msgid "RETRY" -msgstr "ΕΠΑΝAΛΗΨΗ" - -msgid "Error downloading thumbnail:" -msgstr "" - -msgid "SEARCH" -msgstr "ΑΝΑΖΗΤΗΣΗ" - -msgid "SEARCH USING REFINED NAME?" -msgstr "" - -msgid "skip" -msgstr "παράληψη" - -msgid "accept result" -msgstr "αποδοχή αποτελέσματος" - -msgid "back (cancel)" -msgstr "πίσω (άκυρο)" - -msgid "START SCREENSAVER AFTER (MINUTES)" -msgstr "" - -msgid "SCREENSAVER TYPE" -msgstr "" - -msgid "DIM" -msgstr "ΣΚΟΤΕΙΝΑ" - -msgid "SLIDESHOW" -msgstr "" - -msgid "ENABLE SCREENSAVER CONTROLS" -msgstr "" - -msgid "SLIDESHOW SCREENSAVER SETTINGS" -msgstr "" - -msgid "VIDEO SCREENSAVER SETTINGS" -msgstr "" - -msgid "SLIDESHOW SCREENSAVER" -msgstr "" - -msgid "SWAP IMAGES AFTER (SECONDS)" -msgstr "" - -msgid "ONLY INCLUDE FAVORITE GAMES" -msgstr "" - -msgid "STRETCH IMAGES TO SCREEN RESOLUTION" -msgstr "" - -msgid "DISPLAY GAME INFO OVERLAY" -msgstr "" - -msgid "RENDER SCANLINES" -msgstr "" - -msgid "USE CUSTOM IMAGES" -msgstr "" - -msgid "CUSTOM IMAGE DIRECTORY RECURSIVE SEARCH" -msgstr "" - -msgid "CUSTOM IMAGE DIRECTORY" -msgstr "" - -msgid "VIDEO SCREENSAVER" -msgstr "" - -msgid "SWAP VIDEOS AFTER (SECONDS)" -msgstr "" - -msgid "RENDER BLUR" -msgstr "" - -msgid "DOWNLOADING THEMES LIST 100%" -msgstr "ΛΗΨΗ ΛΙΣΤΑΣ ΘΕΜΑΤΩΝ 100%" - -msgid "THEME ALREADY UP TO DATE" -msgstr "ΘΕΜΑ ΣΤΗΝ ΝΕΟΤΕΡΗ ΕΚΔΟΣΗ" - -msgid "THEME HAS BEEN UPDATED" -msgstr "" - -#, c-format -msgid "" -"COULDN'T RENAME DIRECTORY \"%s\"\n" -"PERMISSION PROBLEMS?" -msgstr "" - -msgid "COULDN'T FIND THE THEMES LIST CONFIGURATION FILE" -msgstr "" - -msgid "" -"COULDN'T PARSE THE THEMES LIST CONFIGURATION FILE, MAYBE THE LOCAL " -"REPOSITORY IS CORRUPT?" -msgstr "" - -msgid "" -"IT SEEMS AS IF YOU'RE NOT RUNNING THE LATEST ES-DE RELEASE, PLEASE UPGRADE " -"BEFORE PROCEEDING AS THESE THEMES MAY NOT BE COMPATIBLE WITH YOUR VERSION" -msgstr "" - -msgid "and" -msgstr "και" - -#, c-format -msgid "" -"IT SEEMS AS IF THIS THEME HAS BEEN MANUALLY DOWNLOADED INSTEAD OF VIA THIS " -"THEME DOWNLOADER. A FRESH DOWNLOAD IS REQUIRED AND THE OLD THEME DIRECTORY " -"\"%s\" WILL BE RENAMED TO \"%s_DISABLED\"" -msgstr "" - -msgid "DOWNLOADING THEME" -msgstr "ΛΗΨΗ ΘΕΜΑΤΟΣ" - -#, c-format -msgid "" -"IT SEEMS AS IF THIS THEME REPOSITORY IS CORRUPT, WHICH COULD HAVE BEEN " -"CAUSED BY AN INTERRUPTION OF A PREVIOUS DOWNLOAD OR UPDATE, FOR EXAMPLE IF " -"THE ES-DE PROCESS WAS KILLED. A FRESH DOWNLOAD IS REQUIRED AND THE OLD THEME " -"DIRECTORY \"%s\" WILL BE RENAMED TO \"%s_CORRUPT_DISABLED\"" -msgstr "" - -#, c-format -msgid "" -"IT SEEMS AS IF THIS IS A SHALLOW REPOSITORY WHICH MEANS THAT IT HAS BEEN " -"DOWNLOADED USING SOME OTHER TOOL THAN THIS THEME DOWNLOADER. A FRESH " -"DOWNLOAD IS REQUIRED AND THE OLD THEME DIRECTORY \"%s\" WILL BE RENAMED TO " -"\"%s_DISABLED\"" -msgstr "" - -#, c-format -msgid "" -"THE LOCALLY CLONED REPOSITORY CONTAINS THE WRONG URL WHICH NORMALLY MEANS " -"THE THEME HAS BEEN MOVED TO A NEW GIT SITE. A FRESH DOWNLOAD IS REQUIRED AND " -"THE OLD THEME DIRECTORY \"%s\" WILL BE RENAMED TO \"%s_WRONG_URL_DISABLED\"" -msgstr "" - -#, c-format -msgid "" -"THEME REPOSITORY \"%s\" CONTAINS LOCAL CHANGES. PROCEED TO OVERWRITE YOUR " -"CHANGES OR CANCEL TO SKIP ALL UPDATES FOR THIS THEME" -msgstr "" - -msgid "UPDATING THEME" -msgstr "ΑΝΑΒΑΘΜΗΣΗ ΘΕΜΑΤΟΣ" - -msgid "VARIANTS:" -msgstr "ΠΑΡΑΛΛΑΓEΣ:" - -msgid "COLOR SCHEMES:" -msgstr "" - -msgid "ASPECT RATIOS:" -msgstr "" - -msgid "FONT SIZES:" -msgstr "ΜΕΓΕΘΗ ΦΟΝΤΟΥ:" - -msgid "INSTALLED" -msgstr "ΕΓΚΑΤΑΣΤΗΜΕΝΟ" - -msgid "MANUAL DOWNLOAD" -msgstr "ΧΕΙΡΟΚΙΝΗΤΗ ΛΗΨΗ" - -msgid "CORRUPT" -msgstr "" - -msgid "SHALLOW" -msgstr "ΡΗΧΟΣ" - -msgid "NOT INSTALLED (NEW)" -msgstr "ΔΕΝ ΕΓΚΑΤΑΣΤΑΘΗΚΕ (ΝΕΟ)" - -msgid "NOT INSTALLED" -msgstr "ΜΗ ΕΓΚΑΤΑΣΤΗΜΕΝΟ" - -msgid "WRONG URL" -msgstr "ΛΑΘΟΣ URL" - -msgid "LOCAL CHANGES" -msgstr "ΤΟΠΙΚΕΣ ΑΛΛΑΓΕΣ" - -msgid "THIS THEME ENTRY WILL BE REMOVED IN THE NEAR FUTURE" -msgstr "" - -msgid "CREATED BY" -msgstr "ΔΗΜΙΟΥΡΓHΘΗΚΕ ΑΠO" - -msgid "ERROR:" -msgstr "ΣΦΑΛΜΑ:" - -msgid "COULDN'T DOWNLOAD THEMES LIST" -msgstr "" - -msgid "DOWNLOADING THEMES LIST" -msgstr "" - -msgid "THIS WILL COMPLETELY DELETE THE THEME" -msgstr "" - -msgid "" -"THIS WILL COMPLETELY DELETE THE THEME INCLUDING ANY LOCAL CUSTOMIZATIONS" -msgstr "" - -msgid "COULDN'T DELETE THEME, PERMISSION PROBLEMS?" -msgstr "" - -msgid "THEME WAS DELETED" -msgstr "ΘΕΜΑ ΔΙΑΓΡΑΦΗΚΕ" - -msgid "view screenshots" -msgstr "προβολη στιγμιοτυπων οθονης" - -#, fuzzy -msgid "fetch updates" -msgstr "ληψη αναβαθμησεων" - -msgid "delete" -msgstr "διαγραφη" - -msgid "download" -msgstr "λήψη" - -msgid "" -"IT SEEMS AS IF THE THEMES LIST REPOSITORY IS CORRUPT, WHICH COULD HAVE BEEN " -"CAUSED BY AN INTERRUPTION OF A PREVIOUS DOWNLOAD OR UPDATE, FOR EXAMPLE IF " -"THE ES-DE PROCESS WAS KILLED. A FRESH DOWNLOAD IS REQUIRED AND THE OLD " -"DIRECTORY \"themes-list\" WILL BE RENAMED TO \"themes-list_CORRUPT_DISABLED\"" -msgstr "" - -msgid "UPDATING THEMES LIST" -msgstr "ΕΝΗΜΕΡΩΣΗ ΛΙΣΤΑ ΘΕΜΑΤΩΝ" - -#, fuzzy -msgid "" -"IT SEEMS AS IF YOU'RE USING THE THEME DOWNLOADER FOR THE FIRST TIME. AS SUCH " -"THE THEMES LIST REPOSITORY WILL BE DOWNLOADED WHICH WILL TAKE A LITTLE " -"WHILE. SUBSEQUENT RUNS WILL HOWEVER BE MUCH FASTER AS ONLY NEW OR MODIFIED " -"FILES WILL BE FETCHED. THE SAME IS TRUE FOR ANY THEMES YOU DOWNLOAD. NOTE " -"THAT YOU CAN'T ABORT AN ONGOING DOWNLOAD AS THAT COULD LEAD TO DATA " -"CORRUPTION." -msgstr "" -"ΦΑΊΝΕΤΑΙ ΣΑΝ ΝΑ ΧΡΗΣΙΜΟΠΟΙΕΊΤΕ ΤΟ ΠΡΌΓΡΑΜΜΑ ΛΗΨΗΣ ΘΕΜΑΤΩΝ ΓΙΑ ΠΡΩΤΗ ΦΟΡΑ. ΩΣ " -"ΕΚ ΤΟΎΤΟΥ, ΘΑ ΓΊΝΕΙ ΛΉΨΗ ΤΟΥ ΑΠΟΘΕΤΗΡΊΟΥ ΛΊΣΤΑΣ ΘΕΜΆΤΩΝ, ΤΟ ΟΠΟΊΟ ΘΑ " -"ΔΙΑΡΚΈΣΕΙ ΛΊΓΟ. ΩΣΤΌΣΟ, ΟΙ ΕΠΌΜΕΝΕΣ ΕΚΤΕΛΈΣΕΙΣ ΘΑ ΕΊΝΑΙ ΠΟΛΎ ΤΑΧΎΤΕΡΕΣ, " -"ΚΑΘΏΣ ΘΑ ΛΑΜΒΆΝΟΝΤΑΙ ΜΌΝΟ ΝΈΑ Ή ΤΡΟΠΟΠΟΙΗΜΈΝΑ ΑΡΧΕΊΑ. ΤΟ ΊΔΙΟ ΙΣΧΎΕΙ ΚΑΙ ΓΙΑ " -"ΌΛΑ ΤΑ ΘΈΜΑΤΑ ΠΟΥ ΚΑΤΕΒΆΖΕΤΕ. ΛΆΒΕΤΕ ΥΠΌΨΗ ΌΤΙ ΔΕΝ ΜΠΟΡΕΊΤΕ ΝΑ ΑΚΥΡΏΣΕΤΕ ΜΙΑ " -"ΣΥΝΕΧΙΖΌΜΕΝΗ ΛΉΨΗ, ΚΑΘΏΣ ΑΥΤΌ ΘΑ ΜΠΟΡΟΎΣΕ ΝΑ ΟΔΗΓΉΣΕΙ ΣΕ ΚΑΤΑΣΤΡΟΦΉ " -"ΔΕΔΟΜΈΝΩΝ." - -msgid "Network error:" -msgstr "Σφάλμα δικτύου:" - -msgid "Media directory does not exist and can't be created." -msgstr "" - -msgid "Permission problems?" -msgstr "Πρόβλημα δικαιωμάτων?" - -msgid "Failed to open path for writing media file." -msgstr "" - -msgid "Couldn't save media file, permission problems or is the disk full?" -msgstr "" -"Δεν μπόρεσε να αποθηκεύσει το αρχείο πολυμέσων, σφάλμα δικαιωμάτων ή ο " -"δίσκος γεμάτος?" - -msgid "Couldn't save resized image, permission problems or is the disk full?" -msgstr "" - -msgid "ScreenScraper error:" -msgstr "Σφάλμα ScreenScraper:" - -msgid "ScreenScraper: Wrong username or password" -msgstr "ScreenScraper: Λάθος όνομα ή κωδικό" - msgid "CAN'T ADD CUSTOM COLLECTIONS TO CUSTOM COLLECTIONS" msgstr "" @@ -2447,84 +2486,6 @@ msgstr "ΕΚΚΙΝΗΣΗ ΠΑΙΧΝΙΔΙΟΥ '%s'" msgid "menu" msgstr "μενού" -msgid "You have exceeded your daily scrape quota" -msgstr "Έχετε ξεπεράσει το ημερήσιο όριο" - -#, c-format -msgid "Server returned HTTP error code %s" -msgstr "Ο διακοσμητής επέστρεψε HTTP κωδικό σφάλματος %s" - -#, c-format -msgid "ADDED INPUT DEVICE '%s'" -msgstr "ΠΡΟΣΤΕΘΗΚΕ ΣΥΣΚΕΥΗ ΕΙΣΟΔΟΥ '%s'" - -#, c-format -msgid "REMOVED INPUT DEVICE '%s'" -msgstr "ΚΑΤΑΡΓΗΘΗΚΕ ΣΥΣΚΕΥΗ ΕΙΣΟΔΟΥ '%s'" - -msgid "medium" -msgstr "μεσαίο" - -msgid "large" -msgstr "μεγάλο" - -msgid "small" -msgstr "μικρό" - -msgid "extra small" -msgstr "extra μικρό" - -msgid "extra large" -msgstr "extra μεγάλο" - -msgid "automatic" -msgstr "αυτόματα" - -msgid "16:9 vertical" -msgstr "16:9 κάθετα" - -msgid "16:10 vertical" -msgstr "16:10 κάθετα" - -msgid "3:2 vertical" -msgstr "3:2 κάθετα" - -msgid "4:3 vertical" -msgstr "4:3 κάθετα" - -msgid "5:4 vertical" -msgstr "5:4 κάθετα" - -msgid "19.5:9 vertical" -msgstr "19.5:9 κάθετα" - -msgid "20:9 vertical" -msgstr "20:9 κάθετα" - -msgid "21:9 vertical" -msgstr "21:9 κάθετα" - -msgid "32:9 vertical" -msgstr "32:9 κάθετα" - -msgid "Searching for games..." -msgstr "Αναζήτηση παιχνιδιών..." - -msgid "Loading systems..." -msgstr "Φόρτωση συστημάτων..." - -msgid "Reloading..." -msgstr "Επαναφόρτοση..." - -msgid "Copying resources..." -msgstr "" - -msgid "Creating system directories..." -msgstr "" - -msgid "ERROR: COULDN'T RENDER PDF FILE" -msgstr "ΣΦΑΛΜΑ: ΔΕΝ ΗΤΑΝ ΔΥΝΑΤΗ Η ΠΡΟΒΟΛΗ ΤΟΥ ΑΡΧΕΙΟΥ PDF" - msgid "WORKING..." msgstr "ΔΟΥΛΕΥΕΙ..." @@ -2706,10 +2667,11 @@ msgid "RIGHT SHOULDER" msgstr "RIGHT SHOULDER" msgid "LEFT TRIGGER" -msgstr "" +msgstr "LEFT TRIGGER" +#, fuzzy msgid "RIGHT TRIGGER" -msgstr "" +msgstr "RIGHT TRIGGER" msgid "LEFT THUMBSTICK UP" msgstr "LEFT THUMBSTICK UP" @@ -2748,7 +2710,7 @@ msgid "PRESS ANYTHING" msgstr "ΠΑΤΑ ΟΤΙΔΗΠΟΤΕ" msgid "SPACE" -msgstr "ΚΕΝΌ" +msgstr "ΚΕΝΟ" msgid "LOAD" msgstr "ΦΌΡΤΩΣΗ" @@ -2776,3 +2738,84 @@ msgstr "ΑΠΌΡΡΙΨΗ ΑΛΛΑΓΩΝ" msgid "discard changes" msgstr "απόρριψη αλλαγών" + +msgid "You have exceeded your daily scrape quota" +msgstr "Έχετε ξεπεράσει το ημερήσιο όριο" + +#, c-format +msgid "Server returned HTTP error code %s" +msgstr "Ο διακοσμητής επέστρεψε HTTP κωδικό σφάλματος %s" + +#, c-format +msgid "ADDED INPUT DEVICE '%s'" +msgstr "ΠΡΟΣΤΕΘΗΚΕ ΣΥΣΚΕΥΗ ΕΙΣΟΔΟΥ '%s'" + +#, c-format +msgid "REMOVED INPUT DEVICE '%s'" +msgstr "ΚΑΤΑΡΓΗΘΗΚΕ ΣΥΣΚΕΥΗ ΕΙΣΟΔΟΥ '%s'" + +msgid "medium" +msgstr "μεσαίο" + +msgid "large" +msgstr "μεγάλο" + +msgid "small" +msgstr "μικρό" + +msgid "extra small" +msgstr "extra μικρό" + +msgid "extra large" +msgstr "extra μεγάλο" + +msgid "automatic" +msgstr "αυτόματα" + +msgid "16:9 vertical" +msgstr "16:9 κάθετα" + +msgid "16:10 vertical" +msgstr "16:10 κάθετα" + +msgid "3:2 vertical" +msgstr "3:2 κάθετα" + +msgid "4:3 vertical" +msgstr "4:3 κάθετα" + +msgid "5:4 vertical" +msgstr "5:4 κάθετα" + +msgid "8:7 vertical" +msgstr "" + +msgid "19.5:9 vertical" +msgstr "19.5:9 κάθετα" + +msgid "20:9 vertical" +msgstr "20:9 κάθετα" + +msgid "21:9 vertical" +msgstr "21:9 κάθετα" + +msgid "32:9 vertical" +msgstr "32:9 κάθετα" + +msgid "Searching for games..." +msgstr "Αναζήτηση παιχνιδιών..." + +msgid "Loading systems..." +msgstr "Φόρτωση συστημάτων..." + +msgid "Reloading..." +msgstr "Επαναφόρτοση..." + +msgid "Copying resources..." +msgstr "" + +msgid "Creating system directories..." +msgstr "" + +msgid "ERROR: COULDN'T RENDER PDF FILE" +msgstr "ΣΦΑΛΜΑ: ΔΕΝ ΗΤΑΝ ΔΥΝΑΤΗ Η ΠΡΟΒΟΛΗ ΤΟΥ ΑΡΧΕΙΟΥ PDF" From 23965f41bac69264115c0cc3068125955ac9fa58 Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Thu, 20 Mar 2025 19:55:12 +0100 Subject: [PATCH 232/284] (Linux) Added MFME Wine and MFME Proton as alternative emulators for the mame system Also added MFME standalone as an alternative emulator for the mame system on Windows --- resources/systems/linux/es_systems.xml | 4 +++- resources/systems/windows/es_systems.xml | 3 ++- 2 files changed, 5 insertions(+), 2 deletions(-) diff --git a/resources/systems/linux/es_systems.xml b/resources/systems/linux/es_systems.xml index 5882a6cde..4226d5be8 100644 --- a/resources/systems/linux/es_systems.xml +++ b/resources/systems/linux/es_systems.xml @@ -1014,7 +1014,7 @@ mame Multiple Arcade Machine Emulator %ROMPATH%/mame - .cmd .CMD .desktop .neo .NEO .sh .7z .7Z .zip .ZIP + .cmd .CMD .desktop .gam .GAM .neo .NEO .sh .7z .7Z .zip .ZIP %EMULATOR_RETROARCH% -L %CORE_RETROARCH%/mame_libretro.so %ROM% %EMULATOR_RETROARCH% -L %CORE_RETROARCH%/mame2010_libretro.so %ROM% %EMULATOR_RETROARCH% -L %CORE_RETROARCH%/mame2003_plus_libretro.so %ROM% @@ -1030,6 +1030,8 @@ %EMULATOR_FLYCAST-DOJO% %ROM% %EMULATOR_RETROARCH% -L %CORE_RETROARCH%/kronos_libretro.so %ROM% %STARTDIR%=%GAMEDIR% %EMULATOR_SUPERMODEL% -log-output=%GAMEDIR%/Config/Supermodel.log %INJECT%=%BASENAME%.commands %ROM% + %PRECOMMAND_WINE% %EMULATOR_MFME-WINDOWS% "%ROMRAWWIN%" + %PRECOMMAND_PROTON% %EMULATOR_MFME-WINDOWS% "%ROMRAWWIN%" %ENABLESHORTCUTS% %EMULATOR_OS-SHELL% %ROM% arcade mame diff --git a/resources/systems/windows/es_systems.xml b/resources/systems/windows/es_systems.xml index 14c5c4e32..1a44885ab 100644 --- a/resources/systems/windows/es_systems.xml +++ b/resources/systems/windows/es_systems.xml @@ -1007,7 +1007,7 @@ mame Multiple Arcade Machine Emulator %ROMPATH%\mame - .bat .BAT .cmd .CMD .lnk .LNK .neo .NEO .7z .7Z .zip .ZIP + .bat .BAT .cmd .CMD .gam .GAM .lnk .LNK .neo .NEO .7z .7Z .zip .ZIP %EMULATOR_RETROARCH% -L %CORE_RETROARCH%\mame_libretro.dll %ROM% %EMULATOR_RETROARCH% -L %CORE_RETROARCH%\mame2010_libretro.dll %ROM% %EMULATOR_RETROARCH% -L %CORE_RETROARCH%\mame2003_plus_libretro.dll %ROM% @@ -1025,6 +1025,7 @@ %RUNINBACKGROUND% %STARTDIR%=%EMUDIR% %EMULATOR_M2EMULATOR% %BASENAME% %STARTDIR%=%EMUDIR% %EMULATOR_M2EMULATOR% %BASENAME% %STARTDIR%=%EMUDIR% %EMULATOR_SUPERMODEL% %INJECT%=%BASENAME%.commands %ROM% + %STARTDIR%=%EMUDIR% %EMULATOR_MFME% %ROM% %HIDEWINDOW% %ESCAPESPECIALS% %EMULATOR_OS-SHELL% /C %ROM% arcade mame From 8f13b1caf4cce7550e4064a7742ebba3af5eecde Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Sat, 22 Mar 2025 11:09:02 +0100 Subject: [PATCH 233/284] (Linux) Added find rule entries for Lindbergh Loader --- resources/systems/linux/es_find_rules.xml | 15 +++++++++++++++ 1 file changed, 15 insertions(+) diff --git a/resources/systems/linux/es_find_rules.xml b/resources/systems/linux/es_find_rules.xml index 9db664832..0a184b73b 100644 --- a/resources/systems/linux/es_find_rules.xml +++ b/resources/systems/linux/es_find_rules.xml @@ -582,6 +582,21 @@ ~/bin/linapple/linapple
+ + + + lindbergh + com.github.lindberghloader + + + ~/Applications/lindbergh/lindbergh + ~/.local/share/applications/lindbergh/lindbergh + ~/.local/bin/lindbergh/lindbergh + ~/bin/lindbergh/lindbergh + /var/lib/flatpak/exports/bin/com.github.lindberghloader + ~/.local/share/flatpak/exports/bin/com.github.lindberghloader + + From aebbc15575e15a59fd899df91fce9e8644f825a9 Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Sun, 23 Mar 2025 19:19:01 +0100 Subject: [PATCH 234/284] Added initial support for the Microsoft Xbox One (xboxone) game system --- es-app/src/PlatformId.cpp | 1 + es-app/src/PlatformId.h | 1 + es-app/src/scrapers/ScreenScraper.cpp | 1 + resources/systems/android/es_systems.xml | 9 +++++++++ resources/systems/haiku/es_systems.xml | 9 +++++++++ resources/systems/linux/es_systems.xml | 9 +++++++++ resources/systems/macos/es_systems.xml | 9 +++++++++ resources/systems/unix/es_systems.xml | 9 +++++++++ resources/systems/windows/es_systems.xml | 9 +++++++++ 9 files changed, 57 insertions(+) diff --git a/es-app/src/PlatformId.cpp b/es-app/src/PlatformId.cpp index c76ce25c7..68339e0df 100644 --- a/es-app/src/PlatformId.cpp +++ b/es-app/src/PlatformId.cpp @@ -157,6 +157,7 @@ namespace PlatformIds "x68000", // Sharp X68000 "xbox", // Microsoft Xbox "xbox360", // Microsoft Xbox 360 + "xboxone", // Microsoft Xbox One "zmachine", // Infocom Z-machine "zx81", // Sinclair ZX81 "zxnext", // Sinclair ZX Spectrum Next diff --git a/es-app/src/PlatformId.h b/es-app/src/PlatformId.h index 6a93c545c..8f4267fb1 100644 --- a/es-app/src/PlatformId.h +++ b/es-app/src/PlatformId.h @@ -156,6 +156,7 @@ namespace PlatformIds SHARP_X68000, MICROSOFT_XBOX, MICROSOFT_XBOX_360, + MICROSOFT_XBOX_ONE, GAMEENGINE_Z_MACHINE, SINCLAIR_ZX81_SINCLAR, SINCLAIR_ZX_SPECTRUM_NEXT, diff --git a/es-app/src/scrapers/ScreenScraper.cpp b/es-app/src/scrapers/ScreenScraper.cpp index 7e3fec8b8..658d6a8fa 100644 --- a/es-app/src/scrapers/ScreenScraper.cpp +++ b/es-app/src/scrapers/ScreenScraper.cpp @@ -79,6 +79,7 @@ namespace {LCD_GAMES, 75}, {MICROSOFT_XBOX, 32}, {MICROSOFT_XBOX_360, 33}, + {MICROSOFT_XBOX_ONE, 34}, {MSX, 113}, {MSX2, 116}, {MSX_TURBO_R, 118}, diff --git a/resources/systems/android/es_systems.xml b/resources/systems/android/es_systems.xml index 95571e626..b7c6a3179 100644 --- a/resources/systems/android/es_systems.xml +++ b/resources/systems/android/es_systems.xml @@ -2153,6 +2153,15 @@ xbox360 xbox360 + + xboxone + Microsoft Xbox One + %ROMPATH%/xboxone + .7z .7Z .zip .ZIP + PLACEHOLDER %ROM% + xboxone + xboxone + zmachine Infocom Z-machine diff --git a/resources/systems/haiku/es_systems.xml b/resources/systems/haiku/es_systems.xml index d28240e31..883f3539f 100644 --- a/resources/systems/haiku/es_systems.xml +++ b/resources/systems/haiku/es_systems.xml @@ -1889,6 +1889,15 @@ xbox360 xbox360 + + xboxone + Microsoft Xbox One + %ROMPATH%/xboxone + .7z .7Z .zip .ZIP + PLACEHOLDER %ROM% + xboxone + xboxone + zmachine Infocom Z-machine diff --git a/resources/systems/linux/es_systems.xml b/resources/systems/linux/es_systems.xml index 4226d5be8..59adc32b0 100644 --- a/resources/systems/linux/es_systems.xml +++ b/resources/systems/linux/es_systems.xml @@ -2328,6 +2328,15 @@ xbox360 xbox360 + + xboxone + Microsoft Xbox One + %ROMPATH%/xboxone + .7z .7Z .zip .ZIP + PLACEHOLDER %ROM% + xboxone + xboxone + zmachine Infocom Z-machine diff --git a/resources/systems/macos/es_systems.xml b/resources/systems/macos/es_systems.xml index 88418c7cb..da15ed6ba 100644 --- a/resources/systems/macos/es_systems.xml +++ b/resources/systems/macos/es_systems.xml @@ -2181,6 +2181,15 @@ xbox360 xbox360 + + xboxone + Microsoft Xbox One + %ROMPATH%/xboxone + .7z .7Z .zip .ZIP + PLACEHOLDER %ROM% + xboxone + xboxone + zmachine Infocom Z-machine diff --git a/resources/systems/unix/es_systems.xml b/resources/systems/unix/es_systems.xml index 82b935e26..498221480 100644 --- a/resources/systems/unix/es_systems.xml +++ b/resources/systems/unix/es_systems.xml @@ -2256,6 +2256,15 @@ xbox360 xbox360 + + xboxone + Microsoft Xbox One + %ROMPATH%/xboxone + .7z .7Z .zip .ZIP + PLACEHOLDER %ROM% + xboxone + xboxone + zmachine Infocom Z-machine diff --git a/resources/systems/windows/es_systems.xml b/resources/systems/windows/es_systems.xml index 1a44885ab..43be84f4d 100644 --- a/resources/systems/windows/es_systems.xml +++ b/resources/systems/windows/es_systems.xml @@ -2307,6 +2307,15 @@ xbox360 xbox360 + + xboxone + Microsoft Xbox One + %ROMPATH%\xboxone + .7z .7Z .zip .ZIP + PLACEHOLDER %ROM% + xboxone + xboxone + zmachine Infocom Z-machine From 061d3d712b0759071b1a5c4f75a489b0278ca937 Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Sun, 23 Mar 2025 19:22:30 +0100 Subject: [PATCH 235/284] (linear-es-de) Added support for the Microsoft Xbox One (xboxone) game system --- themes/linear-es-de/system/logos/xboxone.svg | 80 ++++++++++++++++ .../system/metadata-custom/xboxone.xml | 7 ++ .../linear-es-de/system/metadata/xboxone.xml | 90 ++++++++++++++++++ .../system/systemart/xboxone.webp | Bin 0 -> 27586 bytes 4 files changed, 177 insertions(+) create mode 100644 themes/linear-es-de/system/logos/xboxone.svg create mode 100644 themes/linear-es-de/system/metadata-custom/xboxone.xml create mode 100644 themes/linear-es-de/system/metadata/xboxone.xml create mode 100644 themes/linear-es-de/system/systemart/xboxone.webp diff --git a/themes/linear-es-de/system/logos/xboxone.svg b/themes/linear-es-de/system/logos/xboxone.svg new file mode 100644 index 000000000..de803e387 --- /dev/null +++ b/themes/linear-es-de/system/logos/xboxone.svg @@ -0,0 +1,80 @@ + + + X Box One logo + + + + + + + + + + + + + + + + + + X Box One logo + + + + diff --git a/themes/linear-es-de/system/metadata-custom/xboxone.xml b/themes/linear-es-de/system/metadata-custom/xboxone.xml new file mode 100644 index 000000000..7e95c8bec --- /dev/null +++ b/themes/linear-es-de/system/metadata-custom/xboxone.xml @@ -0,0 +1,7 @@ + + + + ${systemManufacturer} / ${systemReleaseYear} / ${systemHardwareType} + + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/xboxone.xml b/themes/linear-es-de/system/metadata/xboxone.xml new file mode 100644 index 000000000..8e86f55a5 --- /dev/null +++ b/themes/linear-es-de/system/metadata/xboxone.xml @@ -0,0 +1,90 @@ + + + Xbox One + The Xbox One is an eighth-generation home video game console developed by Microsoft. It was released in 2013 as the successor to the Xbox 360, and while initial marketing was focused on its multimedia features rather than its gaming capabilities, this changed throughout the lifetime of the console. + + It's notable that there are few exclusives on this console as Microsoft had started to focus increasingly on providing most games also on their Windows operating system. + Microsoft + 2013 + 2013-11-22 + November 22, 2013 + Console + 243-340 + 0099D7 + F5F8F8 + CECECE + 107C10 + 7CB74E + 1-1 + + + + Console + + + + + Konsole + + + + + Consola + + + + + Console + + + + + Console + + + + + Console + + + + + Konsola + + + + + Console + + + + + Consolă + + + + + Консоль + + + + + Konsol + + + + + コンソール + + + + + 콘솔 + + + + + 控制台 + + + \ No newline at end of file diff --git a/themes/linear-es-de/system/systemart/xboxone.webp b/themes/linear-es-de/system/systemart/xboxone.webp new file mode 100644 index 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zi~v?sQ$`MeF@O;O;NW32HDPCC;Wg&rHRCb;j~-c&lQRHh0{p87teMFYtc07(jE#fM z%$Sjdn+?dw!EMUM$ZNu8#>m2AVrtC8!@>$Q<@t}ivZE!q#Q|*ocYprsF$L>k;oxO4 zGvncAog|CESN+z|+HwsTasv$GMT z_-{=9>zX1sCQJd&011FI5UlIJA*%kL5T$2fU!cz_%xTx_Pm|HwPpnK`=w9D$rzOZm^W|1IqQ z!w&9C{*wRgnuN&y=l4Gd{0{>EgTVhF@IMIr4+8)HL*Rcs+yFt~I~_Ohqs#vTI~eem literal 0 HcmV?d00001 From 6e79b5dcaf8edd1302b9a59196c813c87df6174c Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Sun, 23 Mar 2025 19:25:09 +0100 Subject: [PATCH 237/284] (slate-es-de) Added support for the Microsoft Xbox One (xboxone) game system --- themes/slate-es-de/MISSING.md | 2 + themes/slate-es-de/xboxone/colors.xml | 16 +++++ themes/slate-es-de/xboxone/images/logo.svg | 80 ++++++++++++++++++++++ themes/slate-es-de/xboxone/systeminfo.xml | 31 +++++++++ 4 files changed, 129 insertions(+) create mode 100644 themes/slate-es-de/xboxone/colors.xml create mode 100644 themes/slate-es-de/xboxone/images/logo.svg create mode 100644 themes/slate-es-de/xboxone/systeminfo.xml diff --git a/themes/slate-es-de/MISSING.md b/themes/slate-es-de/MISSING.md index bef5d9c30..05738c1de 100644 --- a/themes/slate-es-de/MISSING.md +++ b/themes/slate-es-de/MISSING.md @@ -108,6 +108,7 @@ * uzebox: Uzebox Open Source Console - consolegame.svg * vectrex: GCE Vectrex - consolegame.svg (needs simplification as it takes a long time to rasterize) * videopac: Philips Videopac G7000 - update all info and graphics to differentiate European version from USA version +* vircon32: Vircon32 Virtual Console - consolegame.svg, controller.svg * virtualboy: Nintendo Virtual Boy - consolegame.svg (needs simplification as it takes a long time to rasterize) * vpinball: Visual Pinball - consolegame.svg, controller.svg * vsmile: VTech V.Smile - consolegame.svg, controller.svg @@ -117,5 +118,6 @@ * windows9x: Microsoft Windows 9x - consolegame.svg, controller.svg * x1: Sharp X1 - consolegame.svg * x68000: Sharp X68000 - consolegame.svg (image of actual console) +* xboxone: Microsoft Xbox One - consolegame.svg, controller.svg * zmachine: Infocom Z-machine - consolegame.svg * zxnext: Sinclair ZX Spectrum Next - consolegame.svg, controller.svg diff --git a/themes/slate-es-de/xboxone/colors.xml b/themes/slate-es-de/xboxone/colors.xml new file mode 100644 index 000000000..795b1c60c --- /dev/null +++ b/themes/slate-es-de/xboxone/colors.xml @@ -0,0 +1,16 @@ + + + + F5F8F8 + + + CECECE + + + 107C10 + + + 7CB74E + + + \ No newline at end of file diff --git a/themes/slate-es-de/xboxone/images/logo.svg b/themes/slate-es-de/xboxone/images/logo.svg new file mode 100644 index 000000000..0ca4fcdb6 --- /dev/null +++ b/themes/slate-es-de/xboxone/images/logo.svg @@ -0,0 +1,80 @@ + + + X Box One logo + + + + + + + + + + + + + + + + + + X Box One logo + + + + diff --git a/themes/slate-es-de/xboxone/systeminfo.xml b/themes/slate-es-de/xboxone/systeminfo.xml new file mode 100644 index 000000000..2d3241d52 --- /dev/null +++ b/themes/slate-es-de/xboxone/systeminfo.xml @@ -0,0 +1,31 @@ + + + + Manufacturer: Microsoft + + + Released: 2013 + + + Units sold: 58 million + + + CPU: 8-core AMD APU @ 1.75 to 2.3 GHz + + + RAM: 8 GB DDR3 to 12 GB GDDR5 + + + Graphics: AMD Radeon (built into APU) + + + Resolution: 720p, 1080p, 1440p, 4K + + + Sound: 7.1 surround sound, Dolby Atmos, DTS:X + + + Media: Blu-ray, digital distribution + + + \ No newline at end of file From 7c7cf0ed3fdc8dd45ac4152deb00f08b0cd81b7d Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Sun, 23 Mar 2025 19:29:32 +0100 Subject: [PATCH 238/284] Documentation update --- ANDROID-DEV.md | 5 +++-- CHANGELOG.md | 6 ++++-- THEMES-DEV.md | 4 +++- USERGUIDE-DEV.md | 7 ++++--- 4 files changed, 14 insertions(+), 8 deletions(-) diff --git a/ANDROID-DEV.md b/ANDROID-DEV.md index ce3b525d4..820c9d1ce 100644 --- a/ANDROID-DEV.md +++ b/ANDROID-DEV.md @@ -235,9 +235,9 @@ https://github.com/Trixarian/NetherSX2-patch ### Azahar -This emulator which is forked from Citra and Lime3DS can be downloaded from their GitHub site. +This emulator can be downloaded from their GitHub site. -https://github.com/azahar-emu/azahar +https://github.com/azahar-emu/azahar/releases ### Cemu @@ -929,6 +929,7 @@ The **@** symbol indicates that the emulator is _deprecated_ and will be removed | x68000 | Sharp X68000 | PX68k | MAME4droid Current **(Standalone)** | Yes | | | xbox | Microsoft Xbox | _Placeholder_ | | | | | xbox360 | Microsoft Xbox 360 | _Placeholder_ | | | | +| xboxone | Microsoft Xbox One | _Placeholder_ | | | | | zmachine | Infocom Z-machine | MojoZork | | No | | | zx81 | Sinclair ZX81 | EightyOne | | No | | | zxnext | Sinclair ZX Spectrum Next | _Placeholder_ | | | | diff --git a/CHANGELOG.md b/CHANGELOG.md index 64dd18d7b..4e8db3c84 100644 --- a/CHANGELOG.md +++ b/CHANGELOG.md @@ -31,9 +31,9 @@ * (Android) Added SkyEmu standalone as an alternative emulator for the gb, gba, gbc and nds systems * (Android) Added Pizza Boy SC standalone as an alternative emulator for the gamegear, genesis, mastersystem, megadrive and megadrivejp systems * (Android) Changed all RetroArch core entries to use absolute paths (this makes the ancient Play store release work correctly) -* (Windows) Added MFME standalone (fruit machine emulator) as an alternative emulator for the arcade system +* (Windows) Added MFME standalone (fruit machine emulator) as an alternative emulator for the arcade and mame systems * (Windows) Added XM6 TypeG standalone as an alternative emulator for the x68000 system -* (Linux) Added MFME Wine and MFME Proton as alternative emulators for the arcade system +* (Linux) Added MFME Wine and MFME Proton as alternative emulators for the arcade and mame systems * (Linux) Added XM6 TypeG Wine and XM6 TypeG Proton as alternative emulators for the x68000 system * (Linux) Added a find rule entry for the new PCSX2 binary name (pcsx2) * (Linux) Added a find rule entry for the new DuckStation binary name (duckstation) @@ -44,6 +44,7 @@ * Added the .gam file extension to the arcade system on Linux and Windows * Added the .m3u file extension to the sega32x, sega32xjp and sega32xna systems * Added the .ruf file extension to the flash system +* Added initial support for the Microsoft Xbox One (xboxone) game system (still awaiting emulator support) * Added a %ROMRAWWIN% variable to pass the game ROM path with Windows-style backslash directory separators * Refactored the helpsystem code and added support for using an arbitrary amount of helpsystem elements * Added support for specifying which specific entries to display for the helpsystem elements @@ -75,6 +76,7 @@ * The text element containerStartDelay timer was sometimes not reset which made vertical text scrolling start too early under some circumstances * The selectedItemOffset property did not work correctly for carousels with a single item * Returning from a game when running in the background ignored the video element delay property for the first playback +* A double free in GuiLaunchScreen could cause an unclean application shutdown * Applying rounded corners caused rendering artfifacts if the texture did not use premultiplied alpha * The menus would sometimes contain fractional rows at extreme resolutions such as 1080x1920 * (Windows) There could be double quotation marks added to the launch command under some special circumstances diff --git a/THEMES-DEV.md b/THEMES-DEV.md index da1a1393b..ce1ae25d5 100644 --- a/THEMES-DEV.md +++ b/THEMES-DEV.md @@ -3421,7 +3421,7 @@ Properties: #### helpsystem -The helpsystem is a special element that displays a context-sensitive list of actions the user can take at any time. You should try and keep the position constant throughout every screen. Note that this element does not have a zIndex value, instead it's always rendered on top of all other elements. +The helpsystem is a special element that displays a context-sensitive list of actions the user can take at any time. You should try and keep the position constant throughout every screen. Note that this element does not have a zIndex value, instead it's always rendered on top of all other elements (but below the menu). It's possible to set this element as right-aligned or center-aligned using a combination of the `pos` and `origin` properties. For example `1 1` and `1 1` will place it in the lower right corner of the screen. @@ -3429,6 +3429,8 @@ Keep in mind that the width of this element can vary depending on a number of fa Using the `entries` property it's possible to restrict which help entries to display, and it's also possible to create multiple helpsystem elements and split up the entries between them. +Note however that you can't display the same icon file for multiple elements, if you attempt to do this then the icon will only be shown for one of the elements. This is due to internal optimizations to reduce latency when updating the helpsystem. But there is a workaround available by using separate icon files and loading them via the `customButtonIcon` property. As long as they are separate files it will be possible to load them and make it seem like the same icon file is displayed for multiple elements. + Supported views: * `system` * `gamelist` diff --git a/USERGUIDE-DEV.md b/USERGUIDE-DEV.md index d962e6912..270f28bc8 100644 --- a/USERGUIDE-DEV.md +++ b/USERGUIDE-DEV.md @@ -815,6 +815,7 @@ The following manually downloaded emulators are supported when using the bundled | amstradcpc | ACE-DL | AceDL/AceDL | | amstradcpc | CPCemu | cpcemu/cpcemu | | apple2 | LinApple | linapple/linapple | +| arcade/mame/model3 | Supermodel | Supermodel/supermodel | | atari2600 | Gopher2600 | gopher2600/gopher2600_linux_amd64 | | atari7800 | A7800 | a7800-linux/a7800 | | atarijaguar/atarijaguarcd | BigPEmu | bigpemu/bigpemu | @@ -828,7 +829,6 @@ The following manually downloaded emulators are supported when using the bundled | fmtowns | Tsugaru | tsugaru/Tsugaru_CUI | | gb/gba/gbc/nds | SkyEmu | SkyEmu/SkyEmu | | gb/gbc | Gearboy | gearboy/gearboy | -| model3 | Supermodel | Supermodel/supermodel | | famicom/nes | puNES | punes/punes | | mame-advmame | AdvanceMAME | advancemame/advmame | | oric | Oricutron | oricutron/Oricutron | @@ -931,7 +931,7 @@ The following Windows emulators are supported, and the setup for most of these i | System name | Emulator | Filename | | :------------------------ | :--------------- | :-----------------------| -| arcade | MFME | MFME/MFME.exe | +| arcade/mame | MFME | MFME/MFME.exe | | atarijaguar/atarijaguarcd | BigPEmu | BigPEmu/BigPEmu.exe | | famicom/nes | 3dSen | 3dSen/3dSen.exe | | model2 | Model 2 Emulator | m2emulator/EMULATOR.EXE | @@ -4245,7 +4245,7 @@ The **@** symbol indicates that the emulator is _deprecated_ and will be removed | lutris | Lutris Open Gaming Platform | Lutris **(Standalone)** [L] | | No | See the specific _Lutris_ section elsewhere in this guide | | lutro | Lutro Game Engine | Lutro | | | | | macintosh | Apple Macintosh | MAME Mac SE Bootable **(Standalone)** | MAME Mac SE Boot Disk **(Standalone)**,
MAME Mac Plus Bootable **(Standalone)**,
MAME Mac Plus Boot Disk **(Standalone)**,
Basilisk II **(Standalone)**,
SheepShaver **(Standalone)** | Yes | See the specific _Apple Macintosh_ section elsewhere in this guide | -| mame | Multiple Arcade Machine Emulator | MAME - Current | MAME 2010,
MAME 2003-Plus,
MAME 2003,
MAME 2000,
MAME **(Standalone)**,
FinalBurn Neo,
FinalBurn Neo **(Standalone)** [LW],
FB Alpha 2012,
Geolith,
Flycast,
Flycast **(Standalone)**,
Flycast Dojo **(Standalone)**,
Kronos [LW],
Model 2 Emulator **(Standalone)** [W],
Model 2 Emulator [Suspend ES-DE] **(Standalone)** [W],
Supermodel **(Standalone)** [LW],
_Shortcut or script_ | Depends | See the specific _Arcade and Neo Geo_ section elsewhere in this guide | +| mame | Multiple Arcade Machine Emulator | MAME - Current | MAME 2010,
MAME 2003-Plus,
MAME 2003,
MAME 2000,
MAME **(Standalone)**,
FinalBurn Neo,
FinalBurn Neo **(Standalone)** [LW],
FB Alpha 2012,
Geolith,
Flycast,
Flycast **(Standalone)**,
Flycast Dojo **(Standalone)**,
Kronos [LW],
Model 2 Emulator **(Standalone)** [W],
Model 2 Emulator [Suspend ES-DE] **(Standalone)** [W],
Supermodel **(Standalone)** [LW],
MFME **(Standalone)** [LW],
_Shortcut or script_ | Depends | See the specific _Arcade and Neo Geo_ section elsewhere in this guide | | mame-advmame | AdvanceMAME | AdvanceMAME **(Standalone)** [LW] | | Depends | See the specific _Arcade and Neo Geo_ section elsewhere in this guide | | mastersystem | Sega Master System | Genesis Plus GX | Genesis Plus GX Wide,
SMS Plus GX,
Gearsystem,
PicoDrive,
Mednafen **(Standalone)**,
Mesen **(Standalone)** [LW],
ares **(Standalone)**,
jgenesis **(Standalone)** [LW] | No | Single archive or ROM file | | megacd | Sega Mega-CD | Genesis Plus GX | Genesis Plus GX Wide,
PicoDrive,
ares **(Standalone)**,
jgenesis **(Standalone)** [LW] | Yes | | @@ -4354,6 +4354,7 @@ The **@** symbol indicates that the emulator is _deprecated_ and will be removed | x68000 | Sharp X68000 | PX68k | MAME **(Standalone)**,
XM6 Pro-68k **(Standalone)** [W],
XM6 TypeG **(Standalone**) [W],
XM6 Pro-68k **(Wine)** [L],
XM6 Pro-68k **(Proton)** [L],
XM6 TypeG **(Wine)** [L],
XM6 TypeG **(Proton)** [L] | Yes for PX68k and MAME | | | xbox | Microsoft Xbox | xemu **(Standalone)** | Cxbx-Reloaded **(Standalone)** [W] | Yes for xemu | Single .iso file for xemu or unpacked .iso directory for Cxbx-Reloaded | | xbox360 | Microsoft Xbox 360 | xenia **(Standalone)** [W],
xenia **(Wine)** [L] | xenia **(Proton)** [L],
_Shortcut or script_ [L] | No | See the specific _Microsoft Xbox 360_ section elsewhere in this guide | +| xboxone | Microsoft Xbox One | _Placeholder_ | | | | | zmachine | Infocom Z-machine | MojoZork | Gargoyle **(Standalone)** | No | | | zx81 | Sinclair ZX81 | EightyOne | | No | | | zxnext | Sinclair ZX Spectrum Next | #CSpect **(Standalone)** [LW],
ZEsarUX **(Standalone)** [M] | ZEsarUX **(Standalone)** [LW] | No | In separate folder interpreted as a file | From e73f72720aea1edf111de754015fd42047d0fe77 Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Sun, 23 Mar 2025 21:03:52 +0100 Subject: [PATCH 239/284] Added support for the Sega Mark III (mark3) game system --- resources/systems/android/es_systems.xml | 16 ++++++++++++++++ resources/systems/haiku/es_systems.xml | 13 +++++++++++++ resources/systems/linux/es_systems.xml | 17 +++++++++++++++++ resources/systems/macos/es_systems.xml | 15 +++++++++++++++ resources/systems/unix/es_systems.xml | 16 ++++++++++++++++ resources/systems/windows/es_systems.xml | 17 +++++++++++++++++ 6 files changed, 94 insertions(+) diff --git a/resources/systems/android/es_systems.xml b/resources/systems/android/es_systems.xml index b7c6a3179..6048011f5 100644 --- a/resources/systems/android/es_systems.xml +++ b/resources/systems/android/es_systems.xml @@ -985,6 +985,22 @@ arcade mame-advmame + + mark3 + Sega Mark III + %ROMPATH%/mark3 + .68k .68K .bin .BIN .bms .BMS .chd .CHD .col .COL .cue .CUE .gen .GEN .gg .GG .iso .ISO .m3u .M3U .md .MD .mdx .MDX .rom .ROM .sg .SG .sgd .SGD .smd .SMD .sms .SMS .7z .7Z .zip .ZIP + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/genesis_plus_gx_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/genesis_plus_gx_wide_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/smsplus_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/gearsystem_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/picodrive_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_MD-EMU% %DATA%=%ROMPROVIDER% + %EMULATOR_PIZZA-BOY-SC% %ACTIVITY_CLEAR_TASK% %ACTIVITY_CLEAR_TOP% %EXTRA_rom_uri%=%ROM% + %EMULATOR_MASTERGEAR% %ACTIVITY_CLEAR_TASK% %ACTIVITY_CLEAR_TOP% %ACTION%=android.intent.action.VIEW %DATA%=%ROMSAF% + mastersystem + mark3 + mastersystem Sega Master System diff --git a/resources/systems/haiku/es_systems.xml b/resources/systems/haiku/es_systems.xml index 883f3539f..d4d5dccf4 100644 --- a/resources/systems/haiku/es_systems.xml +++ b/resources/systems/haiku/es_systems.xml @@ -840,6 +840,19 @@ arcade mame-advmame + + mark3 + Sega Mark III + %ROMPATH%/mark3 + .68k .68K .bin .BIN .bms .BMS .chd .CHD .col .COL .cue .CUE .gen .GEN .gg .GG .iso .ISO .m3u .M3U .md .MD .mdx .MDX .rom .ROM .sg .SG .sgd .SGD .smd .SMD .sms .SMS .7z .7Z .zip .ZIP + %EMULATOR_RETROARCH% -L %CORE_RETROARCH%/genesis_plus_gx_libretro.so %ROM% + %EMULATOR_RETROARCH% -L %CORE_RETROARCH%/genesis_plus_gx_wide_libretro.so %ROM% + %EMULATOR_RETROARCH% -L %CORE_RETROARCH%/gearsystem_libretro.so %ROM% + %EMULATOR_RETROARCH% -L %CORE_RETROARCH%/picodrive_libretro.so %ROM% + %EMULATOR_MEDNAFEN% -force_module sms %ROM% + mastersystem + mark3 + mastersystem Sega Master System diff --git a/resources/systems/linux/es_systems.xml b/resources/systems/linux/es_systems.xml index 59adc32b0..312f65b8c 100644 --- a/resources/systems/linux/es_systems.xml +++ b/resources/systems/linux/es_systems.xml @@ -1045,6 +1045,23 @@ arcade mame-advmame + + mark3 + Sega Mark III + %ROMPATH%/mark3 + .68k .68K .bin .BIN .bms .BMS .chd .CHD .col .COL .cue .CUE .gen .GEN .gg .GG .iso .ISO .m3u .M3U .md .MD .mdx .MDX .rom .ROM .sg .SG .sgd .SGD .smd .SMD .sms .SMS .7z .7Z .zip .ZIP + %EMULATOR_RETROARCH% -L %CORE_RETROARCH%/genesis_plus_gx_libretro.so %ROM% + %EMULATOR_RETROARCH% -L %CORE_RETROARCH%/genesis_plus_gx_wide_libretro.so %ROM% + %EMULATOR_RETROARCH% -L %CORE_RETROARCH%/smsplus_libretro.so %ROM% + %EMULATOR_RETROARCH% -L %CORE_RETROARCH%/gearsystem_libretro.so %ROM% + %EMULATOR_RETROARCH% -L %CORE_RETROARCH%/picodrive_libretro.so %ROM% + %EMULATOR_MEDNAFEN% -force_module sms %ROM% + %EMULATOR_MESEN% --fullscreen %ROM% + %EMULATOR_ARES% --fullscreen --system "Master System" %ROM% + %EMULATOR_JGENESIS% --file-path %ROM% + mastersystem + mark3 + mastersystem Sega Master System diff --git a/resources/systems/macos/es_systems.xml b/resources/systems/macos/es_systems.xml index da15ed6ba..845224497 100644 --- a/resources/systems/macos/es_systems.xml +++ b/resources/systems/macos/es_systems.xml @@ -985,6 +985,21 @@ arcade mame-advmame + + mark3 + Sega Mark III + %ROMPATH%/mark3 + .68k .68K .bin .BIN .bms .BMS .chd .CHD .col .COL .cue .CUE .gen .GEN .gg .GG .iso .ISO .m3u .M3U .md .MD .mdx .MDX .rom .ROM .sg .SG .sgd .SGD .smd .SMD .sms .SMS .7z .7Z .zip .ZIP + %EMULATOR_RETROARCH% -L %CORE_RETROARCH%/genesis_plus_gx_libretro.dylib %ROM% + %EMULATOR_RETROARCH% -L %CORE_RETROARCH%/genesis_plus_gx_wide_libretro.dylib %ROM% + %EMULATOR_RETROARCH% -L %CORE_RETROARCH%/smsplus_libretro.dylib %ROM% + %EMULATOR_RETROARCH% -L %CORE_RETROARCH%/gearsystem_libretro.dylib %ROM% + %EMULATOR_RETROARCH% -L %CORE_RETROARCH%/picodrive_libretro.dylib %ROM% + %EMULATOR_MEDNAFEN% -force_module sms %ROM% + %EMULATOR_ARES% --fullscreen --system "Master System" %ROM% + mastersystem + mark3 + mastersystem Sega Master System diff --git a/resources/systems/unix/es_systems.xml b/resources/systems/unix/es_systems.xml index 498221480..c37499ee0 100644 --- a/resources/systems/unix/es_systems.xml +++ b/resources/systems/unix/es_systems.xml @@ -1015,6 +1015,22 @@ arcade mame-advmame + + mark3 + Sega Mark III + %ROMPATH%/mark3 + .68k .68K .bin .BIN .bms .BMS .chd .CHD .col .COL .cue .CUE .gen .GEN .gg .GG .iso .ISO .m3u .M3U .md .MD .mdx .MDX .rom .ROM .sg .SG .sgd .SGD .smd .SMD .sms .SMS .7z .7Z .zip .ZIP + %EMULATOR_RETROARCH% -L %CORE_RETROARCH%/genesis_plus_gx_libretro.so %ROM% + %EMULATOR_RETROARCH% -L %CORE_RETROARCH%/genesis_plus_gx_wide_libretro.so %ROM% + %EMULATOR_RETROARCH% -L %CORE_RETROARCH%/smsplus_libretro.so %ROM% + %EMULATOR_RETROARCH% -L %CORE_RETROARCH%/gearsystem_libretro.so %ROM% + %EMULATOR_RETROARCH% -L %CORE_RETROARCH%/picodrive_libretro.so %ROM% + %EMULATOR_MEDNAFEN% -force_module sms %ROM% + %EMULATOR_MESEN% --fullscreen %ROM% + %EMULATOR_ARES% --fullscreen --system "Master System" %ROM% + mastersystem + mark3 + mastersystem Sega Master System diff --git a/resources/systems/windows/es_systems.xml b/resources/systems/windows/es_systems.xml index 43be84f4d..a31586bd1 100644 --- a/resources/systems/windows/es_systems.xml +++ b/resources/systems/windows/es_systems.xml @@ -1039,6 +1039,23 @@ arcade mame-advmame + + mark3 + Sega Mark III + %ROMPATH%\mark3 + .68k .68K .bin .BIN .bms .BMS .chd .CHD .col .COL .cue .CUE .gen .GEN .gg .GG .iso .ISO .m3u .M3U .md .MD .mdx .MDX .rom .ROM .sg .SG .sgd .SGD .smd .SMD .sms .SMS .7z .7Z .zip .ZIP + %EMULATOR_RETROARCH% -L %CORE_RETROARCH%\genesis_plus_gx_libretro.dll %ROM% + %EMULATOR_RETROARCH% -L %CORE_RETROARCH%\genesis_plus_gx_wide_libretro.dll %ROM% + %EMULATOR_RETROARCH% -L %CORE_RETROARCH%\smsplus_libretro.dll %ROM% + %EMULATOR_RETROARCH% -L %CORE_RETROARCH%\gearsystem_libretro.dll %ROM% + %EMULATOR_RETROARCH% -L %CORE_RETROARCH%\picodrive_libretro.dll %ROM% + %EMULATOR_MEDNAFEN% -force_module sms %ROM% + %EMULATOR_MESEN% --fullscreen %ROM% + %EMULATOR_ARES% --fullscreen --system "Master System" %ROM% + %EMULATOR_JGENESIS% --file-path %ROM% + mastersystem + mark3 + mastersystem Sega Master System From 3dca658a9359b8fb6638c73036dd9d51fdc92610 Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Sun, 23 Mar 2025 21:07:35 +0100 Subject: [PATCH 240/284] (linear-es-de) Added support for the Sega Mark III (mark3) game system --- themes/linear-es-de/system/logos/mark3.svg | 62 ++++++++++++ .../system/metadata-custom/mark3.xml | 7 ++ themes/linear-es-de/system/metadata/mark3.xml | 88 ++++++++++++++++++ .../linear-es-de/system/systemart/mark3.webp | Bin 0 -> 15078 bytes 4 files changed, 157 insertions(+) create mode 100644 themes/linear-es-de/system/logos/mark3.svg create mode 100644 themes/linear-es-de/system/metadata-custom/mark3.xml create mode 100644 themes/linear-es-de/system/metadata/mark3.xml create mode 100644 themes/linear-es-de/system/systemart/mark3.webp diff --git a/themes/linear-es-de/system/logos/mark3.svg b/themes/linear-es-de/system/logos/mark3.svg new file mode 100644 index 000000000..6d6f34477 --- /dev/null +++ b/themes/linear-es-de/system/logos/mark3.svg @@ -0,0 +1,62 @@ + + + + + + + image/svg+xml + + + + + + + + + + + + + + diff --git a/themes/linear-es-de/system/metadata-custom/mark3.xml b/themes/linear-es-de/system/metadata-custom/mark3.xml new file mode 100644 index 000000000..7e95c8bec --- /dev/null +++ b/themes/linear-es-de/system/metadata-custom/mark3.xml @@ -0,0 +1,7 @@ + + + + ${systemManufacturer} / ${systemReleaseYear} / ${systemHardwareType} + + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/mark3.xml b/themes/linear-es-de/system/metadata/mark3.xml new file mode 100644 index 000000000..7dcefc7a3 --- /dev/null +++ b/themes/linear-es-de/system/metadata/mark3.xml @@ -0,0 +1,88 @@ + + + Mark III + The Sega Mark III is a third-generation 8-bit home video game console manufactured by Sega, as the third iteration of the SG-1000 series of consoles. It was released in Japan in 1985 and featured enhanced graphical capabilities over its predecessors. Outside of Japan it was branded as the Sega Master System. + Sega + 1985 + 1985-10-20 + October 20, 1985 + Console + 243-340 + 198AC8 + 95897A + D8B945 + 447094 + CBCBCB + 112-67 + + + + Console + + + + + Konsole + + + + + Consola + + + + + Console + + + + + Console + + + + + Console + + + + + Konsola + + + + + Console + + + + + Consolă + + + + + Консоль + + + + + Konsol + + + + + コンソール + + + + + 콘솔 + + + + + 控制台 + + + \ No newline at end of file diff --git a/themes/linear-es-de/system/systemart/mark3.webp b/themes/linear-es-de/system/systemart/mark3.webp new file mode 100644 index 0000000000000000000000000000000000000000..4ee1d380bfac0391f2a12ec96e701fbb08cc7715 GIT binary patch literal 15078 zcmeHub#NU^v)_urVnz!sX0%uqGqc6An3>UHW@cu#z(R{9Tg=SN%sSD%->cl0SNT$@ zN>%vtWtcOCL?);90ugKPW? zfBOr2{e`WqoZs8_clxV`2*x(5%I}o?{U!j!0ZBj>PymPlL%yLgd4J^t1@i!)^6o2{Q2j$UajnBsq!03;bLy8b z^YGNS_#2x9)bEk&d?mF4R-p0WQ_wkw=781!hij4 zYB}cq7Mcp=fewA2a^6b*kBEfYs7g7WkmL{12>w?Vr}Z~_tjIL 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zYzK6+0AU5l<*gmuz5YI{Zf$R_<_7%394i-qjSJL4P5?I#fP;neZ-l0~iz{eq{W0}d ze36s>A)XiHJBUHxpIHY|{i{d3VlL)DH%AwBM@KsW@_)zVzpg2OV!{mQ1{4RnnS*To zJ4Dt02~m0$R$dm6vmgR^6&%g1Exi9<&_7Z5*LX@>yMmha{yU=7%$@(1?5s)un$NsI z(|`Ht3iL2HBmes(s7S4Yr8y|hL38b2Fzf$iJh=cCCR{84(0l-znJ@w@*ti(E**G{D zxwv>tOxW4kO@J(1|LD6qf^yjbUCc!+LDYa408OpG?n Date: Sun, 23 Mar 2025 21:10:31 +0100 Subject: [PATCH 242/284] (slate-es-de) Added support for the Sega Mark III (mark3) game system --- themes/slate-es-de/MISSING.md | 1 + themes/slate-es-de/mark3/colors.xml | 16 +++++ themes/slate-es-de/mark3/images/logo.svg | 81 ++++++++++++++++++++++++ themes/slate-es-de/mark3/systeminfo.xml | 31 +++++++++ 4 files changed, 129 insertions(+) create mode 100644 themes/slate-es-de/mark3/colors.xml create mode 100644 themes/slate-es-de/mark3/images/logo.svg create mode 100644 themes/slate-es-de/mark3/systeminfo.xml diff --git a/themes/slate-es-de/MISSING.md b/themes/slate-es-de/MISSING.md index 05738c1de..e1ae0adfd 100644 --- a/themes/slate-es-de/MISSING.md +++ b/themes/slate-es-de/MISSING.md @@ -57,6 +57,7 @@ * lowresnx: LowRes NX Fantasy Console - consolegame.svg * lutris: Lutris Open Gaming Platform - consolegame.svg, controller.svg * macintosh: Apple Macintosh - consolegame.svg, controller.svg +* mark3: Sega Mark III - consolegame.svg, controller.svg * megaduck: Creatronic Mega Duck - consolegame.svg * mess: Multi Emulator Super System - consolegame.svg, controller.svg * model2: Sega Model 2 - consolegame.svg, controller.svg diff --git a/themes/slate-es-de/mark3/colors.xml b/themes/slate-es-de/mark3/colors.xml new file mode 100644 index 000000000..72fc23d09 --- /dev/null +++ b/themes/slate-es-de/mark3/colors.xml @@ -0,0 +1,16 @@ + + + + 95897A + + + D8B945 + + + 447094 + + + CBCBCB + + + \ No newline at end of file diff --git a/themes/slate-es-de/mark3/images/logo.svg b/themes/slate-es-de/mark3/images/logo.svg new file mode 100644 index 000000000..856e74765 --- /dev/null +++ b/themes/slate-es-de/mark3/images/logo.svg @@ -0,0 +1,81 @@ + + + + + + + image/svg+xml + + + + + + + + + + + + + + + + + + + + + + diff --git a/themes/slate-es-de/mark3/systeminfo.xml b/themes/slate-es-de/mark3/systeminfo.xml new file mode 100644 index 000000000..2bcba29c3 --- /dev/null +++ b/themes/slate-es-de/mark3/systeminfo.xml @@ -0,0 +1,31 @@ + + + + Manufacturer: Sega + + + Released: 1985 + + + Best-selling game: Alex Kidd in Miracle World + + + CPU: 8-bit Zilog Z80 @ 3.58 MHz + + + RAM: 8 KB / VRAM: 16 KB + + + Graphics: Sega VDP (custom TI TMS9918) + + + Resolution: 256×192 pixels, 32 colors (64 color palette) + + + Sound: TI SN76489 PSG, YM2413 FM add-on module + + + Cart size: 32 KB to 1 MB + + + \ No newline at end of file From 6f6694f0ab9fa1c73c1874368107d74b9b906d62 Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Sun, 23 Mar 2025 21:15:12 +0100 Subject: [PATCH 243/284] Documentation update --- ANDROID-DEV.md | 3 ++- CHANGELOG.md | 1 + USERGUIDE-DEV.md | 1 + 3 files changed, 4 insertions(+), 1 deletion(-) diff --git a/ANDROID-DEV.md b/ANDROID-DEV.md index 820c9d1ce..8edfa46e0 100644 --- a/ANDROID-DEV.md +++ b/ANDROID-DEV.md @@ -66,7 +66,7 @@ The following emulators are configured for FileProvider access: * Lynx.emu * MAME4droid Current (for most systems) * MAME4droid -* MD.emu (genesis, mastersystem, megadrive, megadrivejp) +* MD.emu (genesis, mark3, mastersystem, megadrive, megadrivejp) * NES.emu * NGP.emu * Panda3DS @@ -822,6 +822,7 @@ The **@** symbol indicates that the emulator is _deprecated_ and will be removed | macintosh | Apple Macintosh | MAME4droid Current Mac SE Bootable **(Standalone)** | MAME4droid Current Mac SE Boot Disk **(Standalone)**,
MAME4droid Current Mac Plus Bootable **(Standalone)**,
MAME4droid Current Mac Plus Boot Disk **(Standalone)** | Yes | See the specific _Apple Macintosh_ section in the user guide | | mame | Multiple Arcade Machine Emulator | MAME - Current | MAME 2010,
MAME 2003-Plus,
MAME 2003,
MAME 2000,
MAME4droid Current **(Standalone)**,
MAME4droid **(Standalone)**,
NEO.emu **(Standalone)**,
FinalBurn Neo,
FB Alpha 2012,
Geolith,
Flycast,
Flycast **(Standalone)** | Depends | See the specific _Arcade and Neo Geo_ section in the user guide | | mame-advmame | AdvanceMAME | _Placeholder_ | | | | +| mark3 | Sega Mark III | Genesis Plus GX | Genesis Plus GX Wide,
SMS Plus GX,
Gearsystem,
PicoDrive,
MD.emu **(Standalone)**,
Pizza Boy SC **(Standalone)**,
MasterGear **(Standalone)** | No | Single archive or ROM file | | mastersystem | Sega Master System | Genesis Plus GX | Genesis Plus GX Wide,
SMS Plus GX,
Gearsystem,
PicoDrive,
MD.emu **(Standalone)**,
Pizza Boy SC **(Standalone)**,
MasterGear **(Standalone)** | No | Single archive or ROM file | | megacd | Sega Mega-CD | Genesis Plus GX | Genesis Plus GX Wide,
PicoDrive,
MD.emu **(Standalone)** | Yes | | | megacdjp | Sega Mega-CD [Japan] | Genesis Plus GX | Genesis Plus GX Wide,
PicoDrive,
MD.emu **(Standalone)** | Yes | | diff --git a/CHANGELOG.md b/CHANGELOG.md index 4e8db3c84..c8c7bfc03 100644 --- a/CHANGELOG.md +++ b/CHANGELOG.md @@ -12,6 +12,7 @@ * Added a "Display clock" setting to the UI settings menu to display an on screen clock (disabled by default) * Added translations for Traditional Chinese (zh_TW) * Added support for the Vircon32 Virtual Console (vircon32) game system +* Added support for the Sega Mark III (mark3) game system * Increased the roundness for all corners in the menu system and for the notification popups * Increased the background blur slightly when a menu is open * Added an option to completely disable the game launch screen (via the UI settings menu) diff --git a/USERGUIDE-DEV.md b/USERGUIDE-DEV.md index 270f28bc8..dd3df4cb3 100644 --- a/USERGUIDE-DEV.md +++ b/USERGUIDE-DEV.md @@ -4247,6 +4247,7 @@ The **@** symbol indicates that the emulator is _deprecated_ and will be removed | macintosh | Apple Macintosh | MAME Mac SE Bootable **(Standalone)** | MAME Mac SE Boot Disk **(Standalone)**,
MAME Mac Plus Bootable **(Standalone)**,
MAME Mac Plus Boot Disk **(Standalone)**,
Basilisk II **(Standalone)**,
SheepShaver **(Standalone)** | Yes | See the specific _Apple Macintosh_ section elsewhere in this guide | | mame | Multiple Arcade Machine Emulator | MAME - Current | MAME 2010,
MAME 2003-Plus,
MAME 2003,
MAME 2000,
MAME **(Standalone)**,
FinalBurn Neo,
FinalBurn Neo **(Standalone)** [LW],
FB Alpha 2012,
Geolith,
Flycast,
Flycast **(Standalone)**,
Flycast Dojo **(Standalone)**,
Kronos [LW],
Model 2 Emulator **(Standalone)** [W],
Model 2 Emulator [Suspend ES-DE] **(Standalone)** [W],
Supermodel **(Standalone)** [LW],
MFME **(Standalone)** [LW],
_Shortcut or script_ | Depends | See the specific _Arcade and Neo Geo_ section elsewhere in this guide | | mame-advmame | AdvanceMAME | AdvanceMAME **(Standalone)** [LW] | | Depends | See the specific _Arcade and Neo Geo_ section elsewhere in this guide | +| mark3 | Sega Mark III | Genesis Plus GX | Genesis Plus GX Wide,
SMS Plus GX,
Gearsystem,
PicoDrive,
Mednafen **(Standalone)**,
Mesen **(Standalone)** [LW],
ares **(Standalone)**,
jgenesis **(Standalone)** [LW] | No | Single archive or ROM file | | mastersystem | Sega Master System | Genesis Plus GX | Genesis Plus GX Wide,
SMS Plus GX,
Gearsystem,
PicoDrive,
Mednafen **(Standalone)**,
Mesen **(Standalone)** [LW],
ares **(Standalone)**,
jgenesis **(Standalone)** [LW] | No | Single archive or ROM file | | megacd | Sega Mega-CD | Genesis Plus GX | Genesis Plus GX Wide,
PicoDrive,
ares **(Standalone)**,
jgenesis **(Standalone)** [LW] | Yes | | | megacdjp | Sega Mega-CD [Japan] | Genesis Plus GX | Genesis Plus GX Wide,
PicoDrive,
ares **(Standalone)**,
jgenesis **(Standalone)** [LW] | Yes | | From d436a88845e428c62e1910af27d136b685c2c22e Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Mon, 24 Mar 2025 22:05:58 +0100 Subject: [PATCH 244/284] Added support for the Sony PlayStation 4 (ps4) game system on Linux, macOS and Windows --- es-app/assets/Windows_Portable_README.txt | 1 + resources/systems/linux/es_find_rules.xml | 20 +++++++++++++++++++ resources/systems/linux/es_systems.xml | 6 ++++-- resources/systems/macos/es_find_rules.xml | 6 ++++++ resources/systems/macos/es_systems.xml | 5 +++-- resources/systems/windows/es_find_rules.xml | 10 ++++++++++ .../windows/es_find_rules_portable.xml | 7 +++++++ resources/systems/windows/es_systems.xml | 6 ++++-- 8 files changed, 55 insertions(+), 6 deletions(-) diff --git a/es-app/assets/Windows_Portable_README.txt b/es-app/assets/Windows_Portable_README.txt index 5360492cf..001a4a979 100644 --- a/es-app/assets/Windows_Portable_README.txt +++ b/es-app/assets/Windows_Portable_README.txt @@ -122,6 +122,7 @@ Emulators\ryujinx\Ryujinx.Ava.exe Emulators\sameboy\sameboy.exe Emulators\scummvm\scummvm.exe Emulators\sdl2trs\sdl2trs64.exe +Emulators\shadPS4\shadPS4.exe Emulators\SheepShaver\SheepShaver.exe Emulators\SimCoupe\SimCoupe.exe Emulators\simple64\simple64-gui.exe diff --git a/resources/systems/linux/es_find_rules.xml b/resources/systems/linux/es_find_rules.xml index 0a184b73b..195c8082a 100644 --- a/resources/systems/linux/es_find_rules.xml +++ b/resources/systems/linux/es_find_rules.xml @@ -995,6 +995,26 @@ ~/bin/sdl2trs/sdl2trs + + + + shadps4 + + + ~/Applications/Shadps4-qt*.AppImage + ~/.local/share/applications/Shadps4-qt*.AppImage + ~/.local/bin/Shadps4-qt*.AppImage + ~/bin/Shadps4-qt*.AppImage + ~/Applications/Shadps4-sdl*.AppImage + ~/.local/share/applications/Shadps4-sdl*.AppImage + ~/.local/bin/Shadps4-sdl*.AppImage + ~/bin/Shadps4-sdl*.AppImage + ~/Applications/shadps4/shadps4 + ~/.local/share/applications/shadps4/shadps4 + ~/.local/bin/shadps4/shadps4 + ~/bin/shadps4/shadps4 + + diff --git a/resources/systems/linux/es_systems.xml b/resources/systems/linux/es_systems.xml index 312f65b8c..05831c792 100644 --- a/resources/systems/linux/es_systems.xml +++ b/resources/systems/linux/es_systems.xml @@ -1635,8 +1635,10 @@ ps4 Sony PlayStation 4 %ROMPATH%/ps4 - .7z .7Z .zip .ZIP - PLACEHOLDER %ROM% + .bin .BIN .desktop .ps4 .PS4 + %ENABLESHORTCUTS% %EMULATOR_OS-SHELL% %ROM% + %EMULATOR_SHADPS4% -g %INJECT%=%BASENAME%.ps4 + %EMULATOR_SHADPS4% %ROM% ps4 ps4 diff --git a/resources/systems/macos/es_find_rules.xml b/resources/systems/macos/es_find_rules.xml index d12372d1c..1ffe418f1 100644 --- a/resources/systems/macos/es_find_rules.xml +++ b/resources/systems/macos/es_find_rules.xml @@ -330,6 +330,12 @@ /usr/local/bin/scummvm + + + + /Applications/shadps4.app/Contents/MacOS/shadps4 + + diff --git a/resources/systems/macos/es_systems.xml b/resources/systems/macos/es_systems.xml index 845224497..5ee793252 100644 --- a/resources/systems/macos/es_systems.xml +++ b/resources/systems/macos/es_systems.xml @@ -1536,8 +1536,9 @@ ps4 Sony PlayStation 4 %ROMPATH%/ps4 - .7z .7Z .zip .ZIP - PLACEHOLDER %ROM% + .bin .BIN .ps4 .PS4 + %EMULATOR_SHADPS4% -g %INJECT%=%BASENAME%.ps4 + %EMULATOR_SHADPS4% %ROM% ps4 ps4 diff --git a/resources/systems/windows/es_find_rules.xml b/resources/systems/windows/es_find_rules.xml index 1eb47fe28..e0e68b2f5 100644 --- a/resources/systems/windows/es_find_rules.xml +++ b/resources/systems/windows/es_find_rules.xml @@ -850,6 +850,16 @@ %ESPATH%\..\Emulators\sdl2trs\sdl2trs64.exe + + + + shadPS4.exe + + + %ESPATH%\Emulators\shadPS4\shadPS4.exe + %ESPATH%\..\Emulators\shadPS4\shadPS4.exe + + diff --git a/resources/systems/windows/es_find_rules_portable.xml b/resources/systems/windows/es_find_rules_portable.xml index 5c1d10e42..dde2f13b8 100644 --- a/resources/systems/windows/es_find_rules_portable.xml +++ b/resources/systems/windows/es_find_rules_portable.xml @@ -562,6 +562,13 @@ %ESPATH%\..\Emulators\sdl2trs\sdl2trs64.exe + + + + %ESPATH%\Emulators\shadPS4\shadPS4.exe + %ESPATH%\..\Emulators\shadPS4\shadPS4.exe + + diff --git a/resources/systems/windows/es_systems.xml b/resources/systems/windows/es_systems.xml index a31586bd1..2886f6fff 100644 --- a/resources/systems/windows/es_systems.xml +++ b/resources/systems/windows/es_systems.xml @@ -1621,8 +1621,10 @@ ps4 Sony PlayStation 4 %ROMPATH%\ps4 - .7z .7Z .zip .ZIP - PLACEHOLDER %ROM% + .bin .BIN .lnk .LNK .ps4 .PS4 + %HIDEWINDOW% %ESCAPESPECIALS% %EMULATOR_OS-SHELL% /C %ROM% + %EMULATOR_SHADPS4% -g %INJECT%=%BASENAME%.ps4 + %EMULATOR_SHADPS4% %ROM% ps4 ps4 From e0ad7300604a12e054c3be680c626095f0fa065e Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Mon, 24 Mar 2025 22:07:18 +0100 Subject: [PATCH 245/284] Updated the archive/el_GR.po file --- locale/po/archive/el_GR.po | 20 +++++++++----------- 1 file changed, 9 insertions(+), 11 deletions(-) diff --git a/locale/po/archive/el_GR.po b/locale/po/archive/el_GR.po index 1b1ff92c1..b0ea43424 100644 --- a/locale/po/archive/el_GR.po +++ b/locale/po/archive/el_GR.po @@ -7,8 +7,8 @@ msgid "" msgstr "" "Project-Id-Version: ES-DE Frontend\n" "Report-Msgid-Bugs-To: info@es-de.org\n" -"POT-Creation-Date: 2025-03-19 10:50+0100\n" -"PO-Revision-Date: 2025-03-19 11:38+0200\n" +"POT-Creation-Date: 2025-03-24 14:18+0100\n" +"PO-Revision-Date: 2025-03-24 15:12+0200\n" "Last-Translator: Northwestern Software \n" "Language-Team: Ελληνικά \n" "Language: el_GR\n" @@ -361,7 +361,7 @@ msgid "download new release" msgstr "λήψη νέας έκδοσης" msgid "Download directory does not exist" -msgstr " Κατάλογος λήψης δεν υπάρχει" +msgstr "Κατάλογος λήψης δεν υπάρχει" msgid "CHANGE DIRECTORY" msgstr "ΑΛΛΑΓΗ ΦΑΚΕΛΟΥ" @@ -1152,9 +1152,8 @@ msgstr "κλείσιμο μενού" msgid "EDIT METADATA" msgstr "ΕΠΕΞΕΡΓΑΣΙΑ ΜΕΤΑΔΕΔΟΜΕΝΩΝ" -#, fuzzy msgid "CLEAR ENTRY" -msgstr "ΚΑΘΑΡΙΣΜΟΣ " +msgstr "ΚΑΘΑΡΙΣΜΟΣ ΕΙΣΑΓΩΓΗΣ" msgid "SELECT EMULATOR" msgstr "ΕΠΙΛΕΞΕΤΕ ΕΞΟΜΟΙΩΤΗ" @@ -1270,7 +1269,7 @@ msgid "DONE" msgstr "ΟΛΟΚΛΗΡΏΘΗΚΕ" msgid "done (close)" -msgstr "ΤΕΛΟΣ" +msgstr "τέλος (κλείσιμο)" msgid "" "THIS WILL REMOVE ALL MEDIA FILES WHERE NO MATCHING GAME FILES CAN BE FOUND. " @@ -1296,12 +1295,11 @@ msgstr "" msgid "DESCRIPTION:" msgstr "ΠΕΡΙΓΡΑΦΗ:" -#, fuzzy msgid "TOTAL ENTRIES REMOVED:" -msgstr "ΣΥΝΟΛΟ ... ΠΟΥ ΑΦΕΡΕΘΗΚΑΝ" +msgstr "ΣΥΝΟΛΟ ΕΙΣΑΓΩΓΩΝ ΠΟΥ ΑΦΕΡΕΘΗΚΑΝ:" msgid "LAST PROCESSED SYSTEM:" -msgstr "ΤΕΛΕΥΤΑΙΟ ΣΥΣΤΗΜΑ ΠΟΥ ΕΠΕΞΕΡΓΑΣΤΙΚΕ" +msgstr "ΤΕΛΕΥΤΑΙΟ ΕΠΕΞΕΡΓΑΣΜΕΝΟ ΣΥΣΤΗΜΑ:" msgid "LAST ERROR MESSAGE:" msgstr "ΤΕΛΕΥΤΑΙΟ ΜΗΝΥΜΑ ΣΦΑΛΜΑΤΟΣ:" @@ -1739,7 +1737,7 @@ msgid "RELEASED:" msgstr "ΚΥΚΛΟΦΟΡΗΣΕ:" msgid "DEVELOPER:" -msgstr "ΠΡΟΓΡΑΜΜΑΤΙΣΤΗΣ;" +msgstr "ΠΡΟΓΡΑΜΜΑΤΙΣΤΗΣ:" msgid "PUBLISHER:" msgstr "ΕΚΔΟΤΗΣ:" @@ -2247,7 +2245,7 @@ msgid "reset" msgstr "επαναφορά" msgid "game media" -msgstr "ΠΟΛΥΜΕΣΑ ΠΑΙΧΝΙΔΙΩΝ" +msgstr "πολυμέσα παιχνιδιών" msgid "zoom" msgstr "zoom" From 27d8248d372817b5d29f05eab1d4d263e2e1ee98 Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Mon, 24 Mar 2025 22:08:50 +0100 Subject: [PATCH 246/284] Documentation update --- CHANGELOG.md | 1 + USERGUIDE-DEV.md | 61 ++++++++++++++++++++++++++++++++++++++++++++---- 2 files changed, 58 insertions(+), 4 deletions(-) diff --git a/CHANGELOG.md b/CHANGELOG.md index c8c7bfc03..6dc3a8725 100644 --- a/CHANGELOG.md +++ b/CHANGELOG.md @@ -11,6 +11,7 @@ * Added a system status element showing the Blueooth, Wi-Fi, cellular and battery status on screen * Added a "Display clock" setting to the UI settings menu to display an on screen clock (disabled by default) * Added translations for Traditional Chinese (zh_TW) +* Added support for the Sony PlayStation 4 (ps4) game system on Linux, macOS and Windows using the shadPS4 emulator * Added support for the Vircon32 Virtual Console (vircon32) game system * Added support for the Sega Mark III (mark3) game system * Increased the roundness for all corners in the menu system and for the notification popups diff --git a/USERGUIDE-DEV.md b/USERGUIDE-DEV.md index dd3df4cb3..443757cdf 100644 --- a/USERGUIDE-DEV.md +++ b/USERGUIDE-DEV.md @@ -732,6 +732,8 @@ The following emulators are supported in AppImage format when using the bundled | ps2 | PCSX2 | pcsx2*.AppImage | | ps2 | Play! | Play!*.AppImage | | ps3 | RPCS3 | rpcs3*.AppImage | +| ps4 | shadPS4 | Shadps4-qt*.AppImage | +| ps4 | shadPS4 | Shadps4-sdl*.AppImage | | psvita | Vita3K | Vita3K*.AppImage | | psx | DuckStation | DuckStation*.AppImage | | snes | Snes9x | Snes9x*.AppImage | @@ -834,6 +836,7 @@ The following manually downloaded emulators are supported when using the bundled | oric | Oricutron | oricutron/Oricutron | | pc88 | QUASI88 | quasi88/quasi88 | | pico8 | PICO-8 | pico-8/pico8 | +| ps4 | shadPS4 | shadps4/shadps4 | | psvita | Vita3K | Vita3K/Vita3K | | samcoupe | SimCoupé | simcoupe/simcoupe | | saturn/saturnjp | Kronos | kronos/kronos | @@ -2042,7 +2045,7 @@ These games are shipped as self-contained units with the game engine binary incl For this example we'll go with the game _Ultimate Sonic Mugen_. -On Windows, go into the game directory, right click on the `Ikemen_GO.exe` file, select _Create Shortcut_ followed by _Create Desktop Shortcut_. This will create a file with the .lnk extension. Rename the file to `Ultimate Sonic Mugen.lnk` and try to run this file to make sure that the game starts and runs correctly. Note that this setup is not portable, if you move your game files somewhere else you will need to manually update your shortcuts as these contain absolute paths. +On Windows, go into the game directory, right click on the `Ikemen_GO.exe` file, select _Create Shortcut_ followed by _Create Desktop Shortcut_. This will create a file with the .lnk extension. Rename the file to `Ultimate Sonic Mugen.lnk` and try to run this file to make sure that the game starts and runs correctly. Note that this setup is not portable, if you move your game files somewhere else you will need to manually update your shortcut files as these contain absolute paths. On Linux and macOS, go into the game directory and rename the `Ikemen_GO_Linux` or `Ikemen_GO_MacOS` binary to the name of the game and add the .mugen extension to the filename, for example `Ultimate Sonic Mugen.mugen`. Try to run this file to make sure that the game starts and runs correctly. @@ -2274,7 +2277,7 @@ The second option on Windows is to unpack the game somewhere outside the ROMs di ~\ROMs\openbor\The Endless Quest.lnk ``` -The drawback to using shortcuts is that they're not portable, if you change the location of your games, you will need to manually update the shortcuts as well. +The drawback to using shortcuts is that they're not portable, if you change the location of your games, you will need to manually update the shortcut files as well. **Linux:** @@ -2466,7 +2469,7 @@ For Linux, macOS and Windows there's an alternative to using ScummVM for a limit ### Sony PlayStation 3 -There are two ways to add PS3 games to ES-DE, by using shortcuts or by adding game directories directly to the ~/ROMs/ps3 folder and interpreting these as files. Shortcuts is generally the way to go as it's easier to setup and for HDD/pkg games it's the only way to make it work unless you manually create symlinks to the internal RPCS3 directory structure. So another benefit with shortcuts is consistency as both HDD/pkg games and disc-based games will be setup in the same manner. This also means that the same RPCS3 emulator entry can be used to launch every game. The drawback to using shortcuts is that they're not portable, if you change the location of RPCS3 or your games, you need to manually update the shortcuts as well. +There are two ways to add PS3 games to ES-DE, by using shortcuts or by adding game directories directly to the ~/ROMs/ps3 folder and interpreting these as files. Shortcuts is generally the way to go as it's easier to setup and for HDD/pkg games it's the only way to make it work unless you manually create symlinks to the internal RPCS3 directory structure. So another benefit with shortcuts is consistency as both HDD/pkg games and disc-based games will be setup in the same manner. This also means that the same RPCS3 emulator entry can be used to launch every game. The drawback to using shortcuts is that they're not portable, if you change the location of RPCS3 or your games, you need to manually update the shortcut files as well. Be aware that if you still want to have games installed using the directory method, then you will need to change to the alternative emulator _RPCS3 Directory (Standalone)_ or you won't be able to launch these games. As is the case for all alternative emulator entries, this can be configured system-wide or on a per-game basis. @@ -2511,6 +2514,56 @@ It's possible to create a symlink instead, and in this case only the symlink nee When using this setup method you need to set the alternative emulator to _RPCS3 Directory (Standalone)_ or game launching will not work. +### Sony PlayStation 4 + +There are three ways to add PS4 games to ES-DE, by using shortcuts, by adding game serial files and by running the eboot.bin files directly. Running eboot.bin files is not really recommended though and it's better to go for one of the other alternatives. + +The drawback to using shortcuts is that they're not portable, if you change the location of shadPS4, you need to manually update the shortcut files as well. + +Unless you want to run eboot.bin files directly from inside ES-DE it's recommended to install the games outside of the ROMs directory tree so they don't need to be scanned on startup. This could take quite some time as these games may contain many thousands of files each. An alternative would be to place a `noload.txt` file inside each game directory but it's easier to just install the games elsewhere. + +_On macOS you need to configure shadPS4 to run in fullscreen mode or otherwise window switching will not work when launching games from ES-DE._ + +**Method 1, shortcuts** + +_Note that this option is not currently available on macOS due to shadPS4 not exporting proper shortcuts files on this operating system at the time of writing._ + +First install your games inside shadPS4, then right click on each entry and select _Create Shortcut_. On Windows this will create shortcuts with the .lnk extension and on Linux they will have the .desktop extension. + +Then simply move these files from your desktop to your ~/ROMs/ps4 directory and you're done. Here's an example of what this could look like on Linux: +``` +~/ROMs/ps4/Bloodborne™.desktop +~/ROMs/ps4/Sonic Mania.desktop +``` + +Note that if using the AppImage release of shadPS4 there is currently a bug where the .desktop files will include the wrong path to the emulator binary. The Exec key will look something like this: +``` +Exec=/tmp/.mount_ShadpsjENLoI/usr/bin/shadps4 "/home/myusername/ROMs/ps4/CUSA00900/eboot.bin" +``` + +You need to change this to the full path of the AppImage file, such as: +``` +Exec=/home/myusername/Applications/Shadps4-qt.AppImage "/home/myusername/ROMs/ps4/CUSA00900/eboot.bin" +``` +Regardless of how you've installed shadPS4, make sure to always test the shortcuts outside ES-DE first, because if they don't work from the desktop, then they will not work from inside ES-DE either. + +**Method 2, game serial** + +First install your games inside shadPS4, then create an empty file in `~/ROMs/ps4` and name it as the game name followed by the .ps4 file extension, such as the following: +``` +~/ROMs/ps4/Sonic Mania.ps4 +``` + +Then add the game serial to this file. This ID can be found inside the shadPS4 GUI, in the _Serial_ column. For example the game _Sonic Mania_ has a serial that is CUSA07010. So simply add the string CUSA07010 to the `Sonic Mania.ps4` file using a text editor or similar and the setup for this game is complete. + +Be aware that you need to change to the alternative emulator entry _shadPS4 Game Serial (Standalone)_ for this to work. + +**Method 3, eboot.bin** + +This method which is not really recommended requires that you install the games directly to the `~/ROMs/ps4` directory and browse to the eboot.bin file for each game to launch it. You can optionally use the _Folder link_ functionality to launch the games directly from the main gamelist view however, as explained elsewhere in this guide. + +Be aware that you need to change to the alternative emulator entry _shadPS4 eboot.bin (Standalone)_ for this to work. + ### Sony PlayStation Vita There is also a video on the official ES-DE YouTube channel on how to setup Vita3K:\ @@ -4295,7 +4348,7 @@ The **@** symbol indicates that the emulator is _deprecated_ and will be removed | ports | Ports | _Shortcut or script_ | _AppImage_ [L],
ECWolf (Wolfenstein 3D),
NXEngine (Cave Story),
OpenLara (Tomb Raider) [LW],
Super Bros War | Yes for ECWolf | See the specific _Ports and desktop applications_ section elsewhere in this guide | | ps2 | Sony PlayStation 2 | LRPS2 [LW],
PCSX2 **(Standalone)** [M] | PCSX2 [LW] @,
PCSX2 **(Standalone)** [LW],
PCSX2 Legacy **(Standalone)** @,
Play! **(Standalone)**,
AetherSX2 **(Standalone)** [M] | Yes except for Play! | | | ps3 | Sony PlayStation 3 | RPCS3 Shortcut **(Standalone)** | RPCS3 Directory **(Standalone)** | Yes | See the specific _Sony PlayStation 3_ section elsewhere in this guide | -| ps4 | Sony PlayStation 4 | _Placeholder_ | | | | +| ps4 | Sony PlayStation 4 | shadPS4 Shortcut **(Standalone)** [LW],
shadPS4 Game Serial **(Standalone)** [M] | shadPS4 Game Serial **(Standalone)** [LW],
shadPS4 eboot.bin **(Standalone)** | No | See the specific _Sony PlayStation 4_ section elsewhere in this guide | | psp | Sony PlayStation Portable | PPSSPP | PPSSPP **(Standalone)** | No | Single disc image file | | psvita | Sony PlayStation Vita | Vita3K **(Standalone)** | | Yes | See the specific _Sony PlayStation Vita_ section elsewhere in this guide | | psx | Sony PlayStation | Beetle PSX | Beetle PSX HW,
PCSX ReARMed,
SwanStation,
DuckStation **(Standalone)**,
Mednafen **(Standalone)** | Yes | .chd file for single-disc games, .m3u playlist for multi-disc games | From 25abbec6784df18b876a8a9b7e567fb990bb5c0c Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Wed, 26 Mar 2025 20:21:51 +0100 Subject: [PATCH 247/284] (Linux) Moved an emulator entry in es_find_rules.xml that was not sorted correctly --- resources/systems/linux/es_find_rules.xml | 18 +++++++++--------- 1 file changed, 9 insertions(+), 9 deletions(-) diff --git a/resources/systems/linux/es_find_rules.xml b/resources/systems/linux/es_find_rules.xml index 195c8082a..eb0c1a5c8 100644 --- a/resources/systems/linux/es_find_rules.xml +++ b/resources/systems/linux/es_find_rules.xml @@ -1227,6 +1227,15 @@ ~/bin/Vita3K/Vita3K
+ + + + ~/Applications/Wine/wine*.AppImage + ~/.local/share/applications/Wine/wine*.AppImage + ~/.local/bin/Wine/wine*.AppImage + ~/bin/Wine/wine*.AppImage + + @@ -1242,15 +1251,6 @@ ~/.local/share/flatpak/exports/bin/app.xemu.xemu - - - - ~/Applications/Wine/wine*.AppImage - ~/.local/share/applications/Wine/wine*.AppImage - ~/.local/bin/Wine/wine*.AppImage - ~/bin/Wine/wine*.AppImage - - From 25d45a4e4960f621ca897e67a51917b5fb29c3b5 Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Wed, 26 Mar 2025 20:24:50 +0100 Subject: [PATCH 248/284] (Android) Added a find rule entry for the Pizza Boy SC Basic emulator --- resources/systems/android/es_find_rules.xml | 1 + 1 file changed, 1 insertion(+) diff --git a/resources/systems/android/es_find_rules.xml b/resources/systems/android/es_find_rules.xml index 5e4a66ca6..ab31a6020 100644 --- a/resources/systems/android/es_find_rules.xml +++ b/resources/systems/android/es_find_rules.xml @@ -342,6 +342,7 @@ it.dbtecno.pizzaboyscpro/.MainActivity + it.dbtecno.pizzaboyscbasic/.MainActivity From 557532164fdc2237399f58e85300862c6a5893b8 Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Wed, 26 Mar 2025 20:27:38 +0100 Subject: [PATCH 249/284] Added the CannonBall and Mr.Boom RetroArch cores as alternative emulators for the ports system --- resources/systems/android/es_systems.xml | 2 ++ resources/systems/linux/es_systems.xml | 2 ++ resources/systems/macos/es_systems.xml | 2 ++ resources/systems/unix/es_systems.xml | 2 ++ resources/systems/windows/es_systems.xml | 2 ++ 5 files changed, 10 insertions(+) diff --git a/resources/systems/android/es_systems.xml b/resources/systems/android/es_systems.xml index 6048011f5..071976f15 100644 --- a/resources/systems/android/es_systems.xml +++ b/resources/systems/android/es_systems.xml @@ -1498,6 +1498,8 @@ %ROMPATH%/ports .exe .EXE .game .GAME .phd .PHD .psx .PSX %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/ecwolf_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/cannonball_libretro_android.so %EXTRA_ROM%=%ROM% + %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/mrboom_libretro_android.so %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/nxengine_libretro_android.so %EXTRA_ROM%=%ROM% %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/openlara_libretro_android.so %EXTRA_ROM%=%ROM% %EMULATOR_RETROARCH% %EXTRA_CONFIGFILE%=/storage/emulated/0/Android/data/%ANDROIDPACKAGE%/files/retroarch.cfg %EXTRA_LIBRETRO%=/data/data/%ANDROIDPACKAGE%/cores/superbroswar_libretro_android.so %EXTRA_ROM%=%ROM% diff --git a/resources/systems/linux/es_systems.xml b/resources/systems/linux/es_systems.xml index 05831c792..531b8cc26 100644 --- a/resources/systems/linux/es_systems.xml +++ b/resources/systems/linux/es_systems.xml @@ -1602,6 +1602,8 @@ %ENABLESHORTCUTS% %EMULATOR_OS-SHELL% %ROM% %EMULATOR_OS-SHELL% -c "%ROM%" %EMULATOR_RETROARCH% -L %CORE_RETROARCH%/ecwolf_libretro.so %ROM% + %EMULATOR_RETROARCH% -L %CORE_RETROARCH%/cannonball_libretro.so %ROM% + %EMULATOR_RETROARCH% -L %CORE_RETROARCH%/mrboom_libretro.so %INJECT%=nothing %EMULATOR_RETROARCH% -L %CORE_RETROARCH%/nxengine_libretro.so %ROM% %EMULATOR_RETROARCH% -L %CORE_RETROARCH%/openlara_libretro.so %ROM% %EMULATOR_RETROARCH% -L %CORE_RETROARCH%/superbroswar_libretro.so %ROM% diff --git a/resources/systems/macos/es_systems.xml b/resources/systems/macos/es_systems.xml index 5ee793252..4a6dd1c03 100644 --- a/resources/systems/macos/es_systems.xml +++ b/resources/systems/macos/es_systems.xml @@ -1505,6 +1505,8 @@ .app .exe .EXE .game .GAME .sh %ENABLESHORTCUTS% %EMULATOR_OS-SHELL% %ROM% %EMULATOR_RETROARCH% -L %CORE_RETROARCH%/ecwolf_libretro.dylib %ROM% + %EMULATOR_RETROARCH% -L %CORE_RETROARCH%/cannonball_libretro.dylib %ROM% + %EMULATOR_RETROARCH% -L %CORE_RETROARCH%/mrboom_libretro.dylib %INJECT%=nothing %EMULATOR_RETROARCH% -L %CORE_RETROARCH%/nxengine_libretro.dylib %ROM% %EMULATOR_RETROARCH% -L %CORE_RETROARCH%/superbroswar_libretro.dylib %ROM% pc, pcwindows diff --git a/resources/systems/unix/es_systems.xml b/resources/systems/unix/es_systems.xml index c37499ee0..405fa70cc 100644 --- a/resources/systems/unix/es_systems.xml +++ b/resources/systems/unix/es_systems.xml @@ -1553,6 +1553,8 @@ .desktop .exe .EXE .game .GAME .phd .PHD .psx .PSX .sh %ENABLESHORTCUTS% %EMULATOR_OS-SHELL% %ROM% %EMULATOR_RETROARCH% -L %CORE_RETROARCH%/ecwolf_libretro.so %ROM% + %EMULATOR_RETROARCH% -L %CORE_RETROARCH%/cannonball_libretro.so %ROM% + %EMULATOR_RETROARCH% -L %CORE_RETROARCH%/mrboom_libretro.so %INJECT%=nothing %EMULATOR_RETROARCH% -L %CORE_RETROARCH%/nxengine_libretro.so %ROM% %EMULATOR_RETROARCH% -L %CORE_RETROARCH%/openlara_libretro.so %ROM% %EMULATOR_RETROARCH% -L %CORE_RETROARCH%/superbroswar_libretro.so %ROM% diff --git a/resources/systems/windows/es_systems.xml b/resources/systems/windows/es_systems.xml index 2886f6fff..d5adef19b 100644 --- a/resources/systems/windows/es_systems.xml +++ b/resources/systems/windows/es_systems.xml @@ -1588,6 +1588,8 @@ .bat .BAT .exe .EXE .game .GAME .lnk .LNK .phd .PHD .psx .PSX %HIDEWINDOW% %ESCAPESPECIALS% %EMULATOR_OS-SHELL% /C %ROM% %EMULATOR_RETROARCH% -L %CORE_RETROARCH%\ecwolf_libretro.dll %ROM% + %EMULATOR_RETROARCH% -L %CORE_RETROARCH%\cannonball_libretro.dll %ROM% + %EMULATOR_RETROARCH% -L %CORE_RETROARCH%\mrboom_libretro.dll %INJECT%=nothing %EMULATOR_RETROARCH% -L %CORE_RETROARCH%\nxengine_libretro.dll %ROM% %EMULATOR_RETROARCH% -L %CORE_RETROARCH%\openlara_libretro.dll %ROM% %EMULATOR_RETROARCH% -L %CORE_RETROARCH%\superbroswar_libretro.dll %ROM% From b2f088f1c8f03e62054d89ae5ae59a1462bb8893 Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Wed, 26 Mar 2025 21:03:03 +0100 Subject: [PATCH 250/284] Documentation update --- ANDROID-DEV.md | 9 ++++----- CHANGELOG.md | 2 ++ USERGUIDE-DEV.md | 6 +++--- 3 files changed, 9 insertions(+), 8 deletions(-) diff --git a/ANDROID-DEV.md b/ANDROID-DEV.md index 8edfa46e0..23754f720 100644 --- a/ANDROID-DEV.md +++ b/ANDROID-DEV.md @@ -479,15 +479,14 @@ https://github.com/wheremyfoodat/Panda3DS/releases ### Pizza Boy emulators -The Pizza Boy GBA/A and Pizza Boy GBC/C emulators can be installed from the Play store. There are Basic (free) versions and Pro (paid) versions available. -As of writing this, the Basic version of the GBA emulator does not seem to be able to launch games from ES-DE, but the Pro version is working fine. Both the Basic and Pro versions of the GBC emulator are working correctly. - -Pizza Boy SC Pro can also be installed from the Play store. +The Pizza Boy GBA/A, Pizza Boy GBC/C and Pizza Boy SC emulators can be installed from the Play store. There are Basic (free) versions and Pro (paid) versions available. +At the time of writing the Basic version of the GBA/A emulator does not seem to be able to launch zipped games, but both the Basic and Pro versions of the GBC/C and SC emulators are working correctly. https://play.google.com/store/apps/details?id=it.dbtecno.pizzaboygba \ https://play.google.com/store/apps/details?id=it.dbtecno.pizzaboygbapro \ https://play.google.com/store/apps/details?id=it.dbtecno.pizzaboy \ https://play.google.com/store/apps/details?id=it.dbtecno.pizzaboypro \ +https://play.google.com/store/apps/details?id=it.dbtecno.pizzaboyscbasic \ https://play.google.com/store/apps/details?id=it.dbtecno.pizzaboyscpro ### Play! @@ -867,7 +866,7 @@ The **@** symbol indicates that the emulator is _deprecated_ and will be removed | pico8 | PICO-8 Fantasy Console | Fake-08 | Retro8,
Infinity **(Standalone)** | No | See the specific _PICO-8_ section in the User guide | | plus4 | Commodore Plus/4 | VICE xplus4 | | No | Single archive or image file for tape, cartridge or single-diskette games, .m3u playlist for multi-diskette games | | pokemini | Nintendo Pokémon Mini | PokeMini | | No | | -| ports | Ports | ECWolf (Wolfenstein 3D) | NXEngine (Cave Story),
OpenLara (Tomb Raider),
Super Bros War | Yes for ECWolf | | +| ports | Ports | ECWolf (Wolfenstein 3D) | CannonBall (OutRun),
Mr.Boom (Bomberman),
NXEngine (Cave Story),
OpenLara (Tomb Raider),
Super Bros War | Yes for ECWolf | | | ps2 | Sony PlayStation 2 | AetherSX2 **(Standalone)** | Play! **(Standalone)** | Yes for AetherSX2 | | | ps3 | Sony PlayStation 3 | _Placeholder_ | | | | | ps4 | Sony PlayStation 4 | _Placeholder_ | | | | diff --git a/CHANGELOG.md b/CHANGELOG.md index 6dc3a8725..d917f167c 100644 --- a/CHANGELOG.md +++ b/CHANGELOG.md @@ -24,6 +24,8 @@ * Added the bsnes-jg RetroArch core as an alternative emulator for the satellaview, sfc, snes, snesna and sufami systems * Added the Holani RetroArch core as an alternative emulator for the atarilynx system * Added the b2 RetroArch core as an alternative emulator for the bbcmicro system +* Added the CannonBall RetroArch core as an alternative emulator for the ports system +* Added the Mr.Boom RetroArch core as an alternative emulator for the ports system * Added Mesen standalone as an alternative emulator for the colecovision, wonderswan and wonderswancolor systems on Linux and Windows * Added Azahar standalone as an alternative emulator for the n3ds system * Added A7800 standalone as an alternative emulator for the atari7800 system on Linux and Windows diff --git a/USERGUIDE-DEV.md b/USERGUIDE-DEV.md index 443757cdf..b7510cdb0 100644 --- a/USERGUIDE-DEV.md +++ b/USERGUIDE-DEV.md @@ -2526,7 +2526,7 @@ _On macOS you need to configure shadPS4 to run in fullscreen mode or otherwise w **Method 1, shortcuts** -_Note that this option is not currently available on macOS due to shadPS4 not exporting proper shortcuts files on this operating system at the time of writing._ +_Note that this option is not currently available on macOS due to shadPS4 not exporting proper shortcut files on this operating system at the time of writing._ First install your games inside shadPS4, then right click on each entry and select _Create Shortcut_. On Windows this will create shortcuts with the .lnk extension and on Linux they will have the .desktop extension. @@ -2560,7 +2560,7 @@ Be aware that you need to change to the alternative emulator entry _shadPS4 Game **Method 3, eboot.bin** -This method which is not really recommended requires that you install the games directly to the `~/ROMs/ps4` directory and browse to the eboot.bin file for each game to launch it. You can optionally use the _Folder link_ functionality to launch the games directly from the main gamelist view however, as explained elsewhere in this guide. +This method which is not really recommended requires that you install the games directly to the `~/ROMs/ps4` directory and browse to the eboot.bin file for each game to launch it. You can optionally use the _Folder link_ functionality to launch the games directly from the main gamelist view, as explained elsewhere in this guide. Be aware that you need to change to the alternative emulator entry _shadPS4 eboot.bin (Standalone)_ for this to work. @@ -4345,7 +4345,7 @@ The **@** symbol indicates that the emulator is _deprecated_ and will be removed | pico8 | PICO-8 Fantasy Console | PICO-8 **(Standalone)** | PICO-8 Splore **(Standalone)**,
Retro8 | No | See the specific _PICO-8_ section elsewhere in this guide | | plus4 | Commodore Plus/4 | VICE xplus4 | VICE xplus4 **(Standalone)** | No | Single archive or image file for tape, cartridge or single-diskette games, .m3u playlist for multi-diskette games | | pokemini | Nintendo Pokémon Mini | PokeMini | | No | | -| ports | Ports | _Shortcut or script_ | _AppImage_ [L],
ECWolf (Wolfenstein 3D),
NXEngine (Cave Story),
OpenLara (Tomb Raider) [LW],
Super Bros War | Yes for ECWolf | See the specific _Ports and desktop applications_ section elsewhere in this guide | +| ports | Ports | _Shortcut or script_ | _AppImage_ [L],
ECWolf (Wolfenstein 3D),
CannonBall (OutRun),
Mr.Boom (Bomberman),
NXEngine (Cave Story),
OpenLara (Tomb Raider) [LW],
Super Bros War | Yes for ECWolf | See the specific _Ports and desktop applications_ section elsewhere in this guide | | ps2 | Sony PlayStation 2 | LRPS2 [LW],
PCSX2 **(Standalone)** [M] | PCSX2 [LW] @,
PCSX2 **(Standalone)** [LW],
PCSX2 Legacy **(Standalone)** @,
Play! **(Standalone)**,
AetherSX2 **(Standalone)** [M] | Yes except for Play! | | | ps3 | Sony PlayStation 3 | RPCS3 Shortcut **(Standalone)** | RPCS3 Directory **(Standalone)** | Yes | See the specific _Sony PlayStation 3_ section elsewhere in this guide | | ps4 | Sony PlayStation 4 | shadPS4 Shortcut **(Standalone)** [LW],
shadPS4 Game Serial **(Standalone)** [M] | shadPS4 Game Serial **(Standalone)** [LW],
shadPS4 eboot.bin **(Standalone)** | No | See the specific _Sony PlayStation 4_ section elsewhere in this guide | From 1f8cbaf75759e8a4ba100a692b71442f56985db4 Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Wed, 26 Mar 2025 21:15:16 +0100 Subject: [PATCH 251/284] Updated the dummy ROMs archives with the latest systems --- .../ROMs_ALL_Linux.zip | Bin 135808 -> 139378 bytes .../ROMs_ALL_Windows.zip | Bin 138209 -> 141884 bytes .../ROMs_ALL_macOS.zip | Bin 133406 -> 136410 bytes 3 files changed, 0 insertions(+), 0 deletions(-) diff --git a/tools/system-dirs-dummy-files/ROMs_ALL_Linux.zip b/tools/system-dirs-dummy-files/ROMs_ALL_Linux.zip index 5ae2bbfe5487a358654d65a8d4ffa78c08134d0c..e751557f72666eef8523c58e67c19346f4e5e24c 100644 GIT binary patch delta 55179 zcmZr&1yq#Z(`M8?(UM72I&?ggarXX8WvcU?vRpHI-~^&DV0z_x?Aeo1^lV} zKh9Y_+<5QHow+m5JTrHL@{#x2kTEn>;NbCKV31*8-WT~9C15aNltcbs;$sL(gR~Li zfq+~D3C5&ArbKdpbfGXjeSu=jEQ&FauG4_k^!aDfL(hY#!S{&>-W^Y?+Z&d9N0YZI 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z){x!(46R1e)Tt{!d){byFyTBInU}kAe%_cKan;3cywOFkw;qVJlOGkR?YZpwW+n~y z4FC|w=Up@m9{d{Jg0$N8_x5XX{%aDYK7eKxk+JpTo#G8$HIgUYH8f8XGwL}D&H<4w zeM!epzCs-$GG9?8XTS)nPf1w+?lR{U+V+~=ZNlZ$T+priKRiw`!Y`$1McE92CK^Gm z(_xVK(AB;J#z%{egIXpj<%y)g*SCjAUOj?p`0TkrQ-jsL*Ns!{BWa-n^wVwVAvqNv z^_OA{HW@aw@e|ZaY(Z4yD37ml;U4}W2T(7+$_9U`r=Mv@3nYzb@uzn?5qj@`p%>%F zN2!~oco-=8zX_?CW4P)x5mlY)#jHy49@-5li+PHor=LobvUG`3UpiCDoDOxgX}Xk6 z2aPUeD*jm9+og$lW5#NhOAHp#!ad?f;(^}GI<|>=a%rU*rz0G#o)ieG>Hm%SVNWwF zdb0<&@CXB*;c4Z49-k<30P&(_oc6j%b&WG!!C{+%ddTTQkAphhhgs{X8CJw9Lzi$^ sRiBmU66!7|6~;CTiL2 Date: Thu, 27 Mar 2025 23:26:31 +0100 Subject: [PATCH 252/284] Added RPCS3 Game Serial as an alternative emulator for the consolearcade and ps3 systems on Linux, macOS and Windows --- resources/systems/linux/es_systems.xml | 4 +++- resources/systems/macos/es_systems.xml | 4 +++- resources/systems/unix/es_systems.xml | 4 +++- resources/systems/windows/es_systems.xml | 4 +++- 4 files changed, 12 insertions(+), 4 deletions(-) diff --git a/resources/systems/linux/es_systems.xml b/resources/systems/linux/es_systems.xml index 531b8cc26..4e4d71780 100644 --- a/resources/systems/linux/es_systems.xml +++ b/resources/systems/linux/es_systems.xml @@ -422,7 +422,7 @@ consolearcade Console Arcade Systems %ROMPATH%/consolearcade - .arcadedef .desktop .iso .ISO .sh .xbe .XBE .7z .7Z .zip .ZIP + .arcadedef .desktop .iso .ISO .ps3 .PS3 .sh .xbe .XBE .7z .7Z .zip .ZIP %EMULATOR_RETROARCH% -L %CORE_RETROARCH%/mame_libretro.so %ROM% %STARTDIR%=~/.mame %EMULATOR_MAME% -rompath %GAMEDIR%\;%ROMPATH%/consolearcade %BASENAME% %EMULATOR_RETROARCH% -L %CORE_RETROARCH%/flycast_libretro.so %ROM% @@ -432,6 +432,7 @@ %EMULATOR_MEDNAFEN% -force_module ss %ROM% %EMULATOR_PLAY!% --disc %ROM% %ENABLESHORTCUTS% %EMULATOR_OS-SHELL% %ROM% + %EMULATOR_RPCS3% --no-gui %RPCS3_GAMEID%:%INJECT%=%BASENAME%.ps3 %INJECT%=%BASENAME%.esprefix %EMULATOR_TRIFORCE% -b -e %ROM% %INJECT%=%BASENAME%.esprefix %EMULATOR_XEMU% -dvd_path %ROM% %ENABLESHORTCUTS% %EMULATOR_OS-SHELL% %ROM% @@ -1629,6 +1630,7 @@ %ROMPATH%/ps3 .desktop .ps3 .PS3 .ps3dir .PS3DIR %ENABLESHORTCUTS% %EMULATOR_OS-SHELL% %ROM% + %EMULATOR_RPCS3% --no-gui %RPCS3_GAMEID%:%INJECT%=%BASENAME%.ps3 %EMULATOR_RPCS3% --no-gui %ROM% ps3 ps3 diff --git a/resources/systems/macos/es_systems.xml b/resources/systems/macos/es_systems.xml index 4a6dd1c03..c6dd266ff 100644 --- a/resources/systems/macos/es_systems.xml +++ b/resources/systems/macos/es_systems.xml @@ -405,7 +405,7 @@ consolearcade Console Arcade Systems %ROMPATH%/consolearcade - .app .arcadedef .iso .ISO .sh .xbe .XBE .7z .7Z .zip .ZIP + .app .arcadedef .iso .ISO .ps3 .PS3 .sh .xbe .XBE .7z .7Z .zip .ZIP %EMULATOR_RETROARCH% -L %CORE_RETROARCH%/mame_libretro.dylib %ROM% %STARTDIR%=~/.mame %EMULATOR_MAME% -rompath %GAMEDIR%\;%ROMPATH%/consolearcade %BASENAME% %EMULATOR_RETROARCH% -L %CORE_RETROARCH%/flycast_libretro.dylib %ROM% @@ -414,6 +414,7 @@ %EMULATOR_MEDNAFEN% -force_module ss %ROM% %EMULATOR_PLAY!% --disc %ROM% %RUNINBACKGROUND% %ENABLESHORTCUTS% %EMULATOR_OS-SHELL% %ROM% + %EMULATOR_RPCS3% --no-gui %RPCS3_GAMEID%:%INJECT%=%BASENAME%.ps3 %EMULATOR_XEMU% -dvd_path %ROM% %ENABLESHORTCUTS% %EMULATOR_OS-SHELL% %ROM% arcade @@ -1530,6 +1531,7 @@ %ROMPATH%/ps3 .app .ps3 .PS3 .ps3dir .PS3DIR %RUNINBACKGROUND% %ENABLESHORTCUTS% %EMULATOR_OS-SHELL% %ROM% + %EMULATOR_RPCS3% --no-gui %RPCS3_GAMEID%:%INJECT%=%BASENAME%.ps3 %RUNINBACKGROUND% %EMULATOR_RPCS3% --no-gui %ROM% ps3 ps3 diff --git a/resources/systems/unix/es_systems.xml b/resources/systems/unix/es_systems.xml index 405fa70cc..757513cd8 100644 --- a/resources/systems/unix/es_systems.xml +++ b/resources/systems/unix/es_systems.xml @@ -410,7 +410,7 @@ consolearcade Console Arcade Systems %ROMPATH%/consolearcade - .arcadedef .desktop .iso .ISO .sh .xbe .XBE .7z .7Z .zip .ZIP + .arcadedef .desktop .iso .ISO .ps3 .PS3 .sh .xbe .XBE .7z .7Z .zip .ZIP %EMULATOR_RETROARCH% -L %CORE_RETROARCH%/mame_libretro.so %ROM% %STARTDIR%=~/.mame %EMULATOR_MAME% -rompath %GAMEDIR%\;%ROMPATH%/consolearcade %BASENAME% %EMULATOR_RETROARCH% -L %CORE_RETROARCH%/flycast_libretro.so %ROM% @@ -419,6 +419,7 @@ %EMULATOR_RETROARCH% -L %CORE_RETROARCH%/kronos_libretro.so %ROM% %EMULATOR_MEDNAFEN% -force_module ss %ROM% %ENABLESHORTCUTS% %EMULATOR_OS-SHELL% %ROM% + %EMULATOR_RPCS3% --no-gui %RPCS3_GAMEID%:%INJECT%=%BASENAME%.ps3 %INJECT%=%BASENAME%.esprefix %EMULATOR_TRIFORCE% -b -e %ROM% %INJECT%=%BASENAME%.esprefix %EMULATOR_XEMU% -dvd_path %ROM% %ENABLESHORTCUTS% %EMULATOR_OS-SHELL% %ROM% @@ -1578,6 +1579,7 @@ %ROMPATH%/ps3 .desktop .ps3 .PS3 .ps3dir .PS3DIR %ENABLESHORTCUTS% %EMULATOR_OS-SHELL% %ROM% + %EMULATOR_RPCS3% --no-gui %RPCS3_GAMEID%:%INJECT%=%BASENAME%.ps3 %EMULATOR_RPCS3% --no-gui %ROM% ps3 ps3 diff --git a/resources/systems/windows/es_systems.xml b/resources/systems/windows/es_systems.xml index d5adef19b..f1e459868 100644 --- a/resources/systems/windows/es_systems.xml +++ b/resources/systems/windows/es_systems.xml @@ -420,7 +420,7 @@ consolearcade Console Arcade Systems %ROMPATH%\consolearcade - .arcadedef .bat .BAT .iso .ISO .lnk .LNK .xbe .XBE .7z .7Z .zip .ZIP + .arcadedef .bat .BAT .iso .ISO .lnk .LNK .ps3 .PS3 .xbe .XBE .7z .7Z .zip .ZIP %EMULATOR_RETROARCH% -L %CORE_RETROARCH%\mame_libretro.dll %ROM% %HIDEWINDOW% %STARTDIR%=%EMUDIR% %EMULATOR_MAME% -rompath %GAMEDIR%\;%ROMPATH%\consolearcade %BASENAME% %EMULATOR_RETROARCH% -L %CORE_RETROARCH%\flycast_libretro.dll %ROM% @@ -430,6 +430,7 @@ %EMULATOR_MEDNAFEN% -force_module ss %ROM% %EMULATOR_PLAY!% --disc %ROM% %HIDEWINDOW% %ESCAPESPECIALS% %EMULATOR_OS-SHELL% /C %ROM% + %EMULATOR_RPCS3% --no-gui %RPCS3_GAMEID%:%INJECT%=%BASENAME%.ps3 %EMULATOR_TRIFORCE% -b -e %ROM% %STARTDIR%=%EMUDIR% %EMULATOR_XEMU% -dvd_path %ROM% %STARTDIR%=%EMUDIR% %EMULATOR_CXBX-RELOADED% %ROM% @@ -1615,6 +1616,7 @@ %ROMPATH%\ps3 .lnk .LNK .ps3 .PS3 .ps3dir .PS3DIR %HIDEWINDOW% %ESCAPESPECIALS% %EMULATOR_OS-SHELL% /C %ROM% + %EMULATOR_RPCS3% --no-gui %RPCS3_GAMEID%:%INJECT%=%BASENAME%.ps3 %EMULATOR_RPCS3% --no-gui %ROM% ps3 ps3 From 173400ae5e8d04513982cf6add6b45f60862e1a3 Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Thu, 27 Mar 2025 23:28:41 +0100 Subject: [PATCH 253/284] Documentation update --- CHANGELOG.md | 3 ++- USERGUIDE-DEV.md | 21 ++++++++++++++++----- 2 files changed, 18 insertions(+), 6 deletions(-) diff --git a/CHANGELOG.md b/CHANGELOG.md index d917f167c..23e536bf7 100644 --- a/CHANGELOG.md +++ b/CHANGELOG.md @@ -1,6 +1,6 @@ # ES-DE Frontend - Changelog -## Version 3.2.0 (in development) +## Version 3.2.0 / 3.2.0-xx (in development) **Release date:** TBD @@ -20,6 +20,7 @@ * Made the menu and launch screen scale up at the same speed regardless of the display refresh rate * Added a screensaver-game-select custom event * Added game-select and system-select custom events and a corresponding "Browsing custom events" menu option +* Added RPCS3 Game Serial as an alternative emulator for the consolearcade and ps3 systems on Linux, macOS and Windows * Added the NooDS RetroArch core as an alternative emulator for the gba and nds systems * Added the bsnes-jg RetroArch core as an alternative emulator for the satellaview, sfc, snes, snesna and sufami systems * Added the Holani RetroArch core as an alternative emulator for the atarilynx system diff --git a/USERGUIDE-DEV.md b/USERGUIDE-DEV.md index b7510cdb0..9b3bfc347 100644 --- a/USERGUIDE-DEV.md +++ b/USERGUIDE-DEV.md @@ -2469,7 +2469,7 @@ For Linux, macOS and Windows there's an alternative to using ScummVM for a limit ### Sony PlayStation 3 -There are two ways to add PS3 games to ES-DE, by using shortcuts or by adding game directories directly to the ~/ROMs/ps3 folder and interpreting these as files. Shortcuts is generally the way to go as it's easier to setup and for HDD/pkg games it's the only way to make it work unless you manually create symlinks to the internal RPCS3 directory structure. So another benefit with shortcuts is consistency as both HDD/pkg games and disc-based games will be setup in the same manner. This also means that the same RPCS3 emulator entry can be used to launch every game. The drawback to using shortcuts is that they're not portable, if you change the location of RPCS3 or your games, you need to manually update the shortcut files as well. +There are three ways to add PS3 games to ES-DE, by using shortcuts, by adding game serial files and by adding game directories directly to the ~/ROMs/ps3 folder and interpreting these as files. Shortcuts is generally the way to go as they're easier to setup. Launching as directories also doesn't work for HDD/pkg games unless you symlink from the internal RPCS3 directory structure. So another benefit with shortcuts and game serials is consistency as both HDD/pkg games and disc-based games will be setup in the same manner. This also means that the same RPCS3 emulator entry can be used to launch every game. The drawback to using shortcuts is that they're not portable, if you change the location of RPCS3 or your games, you need to manually update the shortcut files as well. Be aware that if you still want to have games installed using the directory method, then you will need to change to the alternative emulator _RPCS3 Directory (Standalone)_ or you won't be able to launch these games. As is the case for all alternative emulator entries, this can be configured system-wide or on a per-game basis. @@ -2479,7 +2479,7 @@ Apart from this you need to install the PS3 system firmware to use the emulator, **Method 1, shortcuts** -First install your games inside RPCS3, then right click on each entry and select _Create Shortcut_ followed by _Create Desktop Shortcut_. On Windows this will create shortcuts with the .lnk extension, on macOS they will have the .app extension and on Linux they will have the .desktop extension. +First install your games inside RPCS3, then right click on each entry and select _Manage Game_ followed by _Create Desktop Shortcut_. On Windows this will create shortcuts with the .lnk extension, on macOS they will have the .app extension and on Linux they will have the .desktop extension. Then simply move these files from your desktop to your ~/ROMs/ps3 directory and you're done. Here's an example of what this could look like on Linux: ``` @@ -2501,7 +2501,18 @@ If using the AppImage release of RPCS3 on Linux then another issue may be that t Regardless of how you've installed RPCS3, make sure to always test the shortcuts outside ES-DE first, because if they don't work from the desktop, then they will not work from inside ES-DE either. -**Method 2, directories** +**Method 2, game serial** + +First install your games inside RPCS3, then create an empty file in `~/ROMs/ps3` and name it as the game name followed by the .ps3 file extension, such as the following: +``` +~/ROMs/ps3/Braid.ps3 +``` + +Then add the game serial to this file. This ID can be found inside the RPCS3 GUI, in the _Serial_ column. For example the game _Braid_ has a serial that is NPUB30133. So simply add the string NPUB30133 to the `Braid.ps3` file using a text editor or similar and the setup for this game is complete. + +Be aware that you need to change to the alternative emulator entry _RPCS3 Game Serial (Standalone)_ for this to work. + +**Method 3, directories** This approach is only intended for disc-based games as for HDD/pkg games you should use shortcuts instead. When using this method you need to retain the directory structure of the Blu-ray disc, and each directory needs to be renamed by adding the .ps3 extension. This will make ES-DE interpret the directory as if it were a file and pass that directory to the emulator when launching a game. @@ -4254,7 +4265,7 @@ The **@** symbol indicates that the emulator is _deprecated_ and will be removed | channelf | Fairchild Channel F | FreeChaF | MAME - Current,
MAME **(Standalone)** | Yes | Single archive or ROM file | | coco | Tandy Color Computer | XRoar CoCo 2 NTSC **(Standalone)** | XRoar CoCo 2 PAL **(Standalone)**,
MAME [Cartridge] **(Standalone)**,
MAME [Tape] **(Standalone)** | Yes | See the specific _Tandy Color Computer_ section elsewhere in this guide | | colecovision | Coleco ColecoVision | blueMSX | Gearcoleco,
openMSX **(Standalone)**,
ares **(Standalone)**,
Mesen **(Standalone)** [LW],
ColEm **(Standalone)** [LW] | Yes | Single archive or ROM file | -| consolearcade | Console Arcade Systems | MAME - Current | MAME **(Standalone)**,
Flycast,
Flycast **(Standalone)**,
Flycast Dojo **(Standalone)**,
Kronos [LW],
Mednafen [Sega Saturn] **(Standalone)**,
Play! **(Standalone)**,
RPCS3 Shortcut **(Standalone)**,
Triforce **(Standalone)** [LW],
xemu **(Standalone)**,
Cxbx-Reloaded **(Standalone)** [W],
_Shortcut or script_ | Depends | See the specific _Console Arcade Systems_ section elsewhere in this guide | +| consolearcade | Console Arcade Systems | MAME - Current | MAME **(Standalone)**,
Flycast,
Flycast **(Standalone)**,
Flycast Dojo **(Standalone)**,
Kronos [LW],
Mednafen [Sega Saturn] **(Standalone)**,
Play! **(Standalone)**,
RPCS3 Shortcut **(Standalone)**,
RPCS3 Game Serial **(Standalone)**,
Triforce **(Standalone)** [LW],
xemu **(Standalone)**,
Cxbx-Reloaded **(Standalone)** [W],
_Shortcut or script_ | Depends | See the specific _Console Arcade Systems_ section elsewhere in this guide | | cps | Capcom Play System | MAME - Current | MAME 2010,
MAME 2003-Plus,
MAME 2003,
MAME 2000,
MAME **(Standalone)**,
FinalBurn Neo,
FinalBurn Neo **(Standalone)** [LW],
FB Alpha 2012,
FB Alpha 2012 CPS-1,
FB Alpha 2012 CPS-2,
FB Alpha 2012 CPS-3 | Depends | See the specific _Arcade and Neo Geo_ section elsewhere in this guide | | cps1 | Capcom Play System I | MAME - Current | MAME 2010,
MAME 2003-Plus,
MAME 2003,
MAME 2000,
MAME **(Standalone)**,
FinalBurn Neo,
FinalBurn Neo **(Standalone)** [LW],
FB Alpha 2012,
FB Alpha 2012 CPS-1 | Depends | See the specific _Arcade and Neo Geo_ section elsewhere in this guide | | cps2 | Capcom Play System II | MAME - Current | MAME 2010,
MAME 2003-Plus,
MAME 2003,
MAME 2000,
MAME **(Standalone)**,
FinalBurn Neo,
FinalBurn Neo **(Standalone)** [LW],
FB Alpha 2012,
FB Alpha 2012 CPS-2 | Depends | See the specific _Arcade and Neo Geo_ section elsewhere in this guide | @@ -4347,7 +4358,7 @@ The **@** symbol indicates that the emulator is _deprecated_ and will be removed | pokemini | Nintendo Pokémon Mini | PokeMini | | No | | | ports | Ports | _Shortcut or script_ | _AppImage_ [L],
ECWolf (Wolfenstein 3D),
CannonBall (OutRun),
Mr.Boom (Bomberman),
NXEngine (Cave Story),
OpenLara (Tomb Raider) [LW],
Super Bros War | Yes for ECWolf | See the specific _Ports and desktop applications_ section elsewhere in this guide | | ps2 | Sony PlayStation 2 | LRPS2 [LW],
PCSX2 **(Standalone)** [M] | PCSX2 [LW] @,
PCSX2 **(Standalone)** [LW],
PCSX2 Legacy **(Standalone)** @,
Play! **(Standalone)**,
AetherSX2 **(Standalone)** [M] | Yes except for Play! | | -| ps3 | Sony PlayStation 3 | RPCS3 Shortcut **(Standalone)** | RPCS3 Directory **(Standalone)** | Yes | See the specific _Sony PlayStation 3_ section elsewhere in this guide | +| ps3 | Sony PlayStation 3 | RPCS3 Shortcut **(Standalone)** | RPCS3 Game Serial **(Standalone)**,
RPCS3 Directory **(Standalone)** | Yes | See the specific _Sony PlayStation 3_ section elsewhere in this guide | | ps4 | Sony PlayStation 4 | shadPS4 Shortcut **(Standalone)** [LW],
shadPS4 Game Serial **(Standalone)** [M] | shadPS4 Game Serial **(Standalone)** [LW],
shadPS4 eboot.bin **(Standalone)** | No | See the specific _Sony PlayStation 4_ section elsewhere in this guide | | psp | Sony PlayStation Portable | PPSSPP | PPSSPP **(Standalone)** | No | Single disc image file | | psvita | Sony PlayStation Vita | Vita3K **(Standalone)** | | Yes | See the specific _Sony PlayStation Vita_ section elsewhere in this guide | From ba534c582ad809e8d512513f7b17053e516408c0 Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Fri, 28 Mar 2025 18:35:18 +0100 Subject: [PATCH 254/284] (linear-es-de) Updated the system metadata for the mark3, vircon32 and xboxone systems --- themes/linear-es-de/system/metadata/mark3.xml | 18 +++++++- .../linear-es-de/system/metadata/vircon32.xml | 18 +++++++- .../linear-es-de/system/metadata/xboxone.xml | 46 ++++++++++++++++++- 3 files changed, 76 insertions(+), 6 deletions(-) diff --git a/themes/linear-es-de/system/metadata/mark3.xml b/themes/linear-es-de/system/metadata/mark3.xml index 7dcefc7a3..8ae8ef750 100644 --- a/themes/linear-es-de/system/metadata/mark3.xml +++ b/themes/linear-es-de/system/metadata/mark3.xml @@ -1,4 +1,4 @@ - + Mark III The Sega Mark III is a third-generation 8-bit home video game console manufactured by Sega, as the third iteration of the SG-1000 series of consoles. It was released in Japan in 1985 and featured enhanced graphical capabilities over its predecessors. Outside of Japan it was branded as the Sega Master System. @@ -17,71 +17,85 @@ - Console + La Sega Mark III és una videoconsola domèstica de 8 bits de tercera generació fabricada per Sega, com a tercera iteració de la sèrie SG-1000 de consoles. Va sortir a la venda al Japó el 1985 i oferia funcions gràfiques millorades respecte a les seves predecessores. Fora de Japó es va denominar Sega Master System. + Consola + Der Sega Mark III ist eine 8-Bit-Heimvideospielkonsole der dritten Generation, die von Sega als dritte Generation der SG-1000-Konsolenreihe hergestellt wurde. Es kam 1985 in Japan auf den Markt und bot gegenüber seinen Vorgängern verbesserte grafische Möglichkeiten. Außerhalb Japans wurde es unter dem Namen Sega Master System vertrieben. Konsole + La Sega Mark III es una videoconsola doméstica de 8 bits de tercera generación fabricada por Sega, como tercera iteración de la serie SG-1000 de consolas. Salió a la venta en Japón en 1985 y ofrecía funciones gráficas mejoradas con respecto a sus predecesoras. Fuera de Japón se denominó Sega Master System. Consola + La Sega Mark III est une console de jeu vidéo de salon 8 bits de troisième génération fabriquée par Sega, troisième itération de la série de consoles SG-1000. Elle est sortie au Japon en 1985 et présentait des capacités graphiques améliorées par rapport à ses prédécesseurs. En dehors du Japon, elle était connue sous le nom de Sega Master System. Console + Il Sega Mark III è una console per videogiochi domestici a 8 bit di terza generazione prodotta da Sega, come terza iterazione della serie di console SG-1000. Fu rilasciata in Giappone nel 1985 e presentava funzionalità grafiche migliorate rispetto ai suoi predecessori. Al di fuori del Giappone è stata commercializzata con il nome di Sega Master System. Console + De Sega Mark III is een derde generatie 8-bit videogameconsole voor thuisgebruik, geproduceerd door Sega, als derde iteratie van de SG-1000 serie consoles. Het werd in 1985 in Japan uitgebracht en had verbeterde grafische mogelijkheden ten opzichte van zijn voorgangers. Buiten Japan werd het aangeduid als het Sega Master System. Console + Sega Mark III to 8-bitowa domowa konsola do gier wideo trzeciej generacji wyprodukowana przez firmę Sega, jako trzecia iteracja serii konsol SG-1000. Została wydana w Japonii w 1985 roku i posiadała ulepszone możliwości graficzne w stosunku do swoich poprzedników. Poza Japonią znana była pod nazwą Sega Master System. Konsola + O Sega Mark III é um console de videogame doméstico de 8 bits de terceira geração fabricado pela Sega, como a terceira iteração da série de consoles SG-1000. Ele foi lançado no Japão em 1985 e apresentava recursos gráficos aprimorados em relação aos seus antecessores. Fora do Japão, era conhecido como Sega Master System. Console + Sega Mark III este o consolă de jocuri video pe 8 biți de a treia generație fabricată de Sega, ca a treia iterație a seriei de console SG-1000. A fost lansată în Japonia în 1985 și a prezentat capacități grafice îmbunătățite față de predecesoarele sale. În afara Japoniei a fost comercializată ca Sega Master System. Consolă + Sega Mark III - это 8-битная домашняя игровая приставка третьего поколения, выпущенная компанией Sega и ставшая третьей итерацией серии приставок SG-1000. Она была выпущена в Японии в 1985 году и отличалась улучшенными графическими возможностями по сравнению со своими предшественницами. За пределами Японии консоль называлась Sega Master System. Консоль + Sega Mark III är en tredje generationens 8-bitars hemkonsol för videospel som tillverkades av Sega, som den tredje iterationen av SG-1000-serien av konsoler. Den släpptes i Japan 1985 och hade förbättrad grafisk kapacitet jämfört med sina föregångare. Utanför Japan var den känd som Sega Master System. Konsol + セガ・マークIIIは、SG-1000シリーズの第3弾としてセガが製造した、第3世代の8ビット家庭用ゲーム機である。日本では1985年に発売され、前作よりもグラフィック機能が強化された。日本国外では「セガ・マスターシステム」のブランド名で発売された。 コンソール + 세가 마크 III는 세가에서 제조한 3세대 8비트 가정용 비디오 게임 콘솔로, SG-1000 시리즈 콘솔의 세 번째 버전입니다. 1985년 일본에서 출시되었으며 이전 모델보다 향상된 그래픽 기능이 특징입니다. 일본 외 지역에서는 세가 마스터 시스템으로 브랜드화되었습니다. 콘솔 + 世嘉 Mark III 是世嘉公司生产的第三代 8 位家用视频游戏机,是 SG-1000 系列游戏机的第三代产品。它于 1985 年在日本发布,与前代产品相比,图形处理能力有所增强。在日本以外的地区,它被称为世嘉 Master System。 控制台 diff --git a/themes/linear-es-de/system/metadata/vircon32.xml b/themes/linear-es-de/system/metadata/vircon32.xml index e84f6ee75..310aa4e6e 100644 --- a/themes/linear-es-de/system/metadata/vircon32.xml +++ b/themes/linear-es-de/system/metadata/vircon32.xml @@ -1,4 +1,4 @@ - + Vircon32 Vircon32 is a virtual console inspired by classic 16- and 32-bit systems as well as the arcade era. @@ -17,71 +17,85 @@ - Engine + Vircon32 és una consola virtual inspirada en sistemes clàssics de 16 i 32 bits, així com en l'era de l'arcade. + Motor + Vircon32 ist eine virtuelle Konsole, die von klassischen 16- und 32-Bit-Systemen sowie von der Arcade-Ära inspiriert ist. Motor + Vircon32 es una consola virtual inspirada en los sistemas clásicos de 16 y 32 bits, así como en la era arcade. Motor + Vircon32 est une console virtuelle inspirée des systèmes 16 et 32 bits classiques et de l'ère de l'arcade. Moteur + Vircon32 è una console virtuale ispirata ai classici sistemi a 16 e 32 bit e all'era degli arcade. Motore + Vircon32 is een virtuele console geïnspireerd door klassieke 16- en 32-bits systemen en het arcade-tijdperk. Motor + Vircon32 to wirtualna konsola inspirowana klasycznymi 16- i 32-bitowymi systemami, a także erą arcade. Silnik + O Vircon32 é um console virtual inspirado nos sistemas clássicos de 16 e 32 bits, bem como na era dos fliperamas. Motor + Vircon32 este o consolă virtuală inspirată de sistemele clasice pe 16 și 32 de biți, precum și de era arcade. Motor + Vircon32 - это виртуальная консоль, вдохновленная классическими 16- и 32-битными системами, а также эпохой аркад. Двигатель + Vircon32 är en virtuell konsol som är inspirerad av klassiska 16- och 32-bitars system samt av arkadtiden. Motor + Vircon32は、古典的な16ビットと32ビットのシステムとアーケード時代に触発された仮想コンソールです。 エンジン + Vircon32는 고전적인 16비트 및 32비트 시스템과 아케이드 시대에서 영감을 받은 가상 콘솔입니다. 엔진 + Vircon32 是一款虚拟控制台,其灵感来自经典的 16 位和 32 位系统以及街机时代。 发动机 diff --git a/themes/linear-es-de/system/metadata/xboxone.xml b/themes/linear-es-de/system/metadata/xboxone.xml index 8e86f55a5..137478e6f 100644 --- a/themes/linear-es-de/system/metadata/xboxone.xml +++ b/themes/linear-es-de/system/metadata/xboxone.xml @@ -1,4 +1,4 @@ - + Xbox One The Xbox One is an eighth-generation home video game console developed by Microsoft. It was released in 2013 as the successor to the Xbox 360, and while initial marketing was focused on its multimedia features rather than its gaming capabilities, this changed throughout the lifetime of the console. @@ -19,71 +19,113 @@ - Console + La Xbox One és una consola de videojocs a casa de la vuitena generació desenvolupada per Microsoft. Va ser llançat el 2013 com a successor de la Xbox 360 i, mentre que el màrqueting inicial es va centrar en les seves funcions multimèdia en lloc de les seves capacitats de joc, això va canviar durant tota la vida de la consola. + +És destacable que hi ha poques exclusives en aquesta consola, ja que Microsoft havia començat a centrar -se cada cop més a proporcionar la majoria de jocs també en el seu sistema operatiu de Windows. + Consola + Die Xbox One ist eine von Microsoft entwickelte Heimvideospielkonsole der achten Generation. Sie wurde 2013 als Nachfolgerin der Xbox 360 veröffentlicht. Während sich das anfängliche Marketing eher auf die Multimedia-Funktionen als auf die Spielmöglichkeiten konzentrierte, änderte sich dies im Laufe der Lebensdauer der Konsole. + + Es ist bemerkenswert, dass es auf dieser Konsole nur wenige Exklusivtitel gibt, da Microsoft begonnen hatte, sich zunehmend darauf zu konzentrieren, die meisten Spiele auch für sein Windows-Betriebssystem anzubieten. Konsole + La Xbox One es una videoconsola doméstica de octava generación desarrollada por Microsoft. Salió a la venta en 2013 como sucesora de la Xbox 360 y, aunque su comercialización inicial se centró en sus funciones multimedia más que en sus capacidades de juego, esto cambió a lo largo de la vida de la consola. + + Cabe destacar que hay pocas exclusivas en esta consola, ya que Microsoft había empezado a centrarse cada vez más en ofrecer la mayoría de los juegos también en su sistema operativo Windows. Consola + La Xbox One est une console de jeux vidéo de salon de huitième génération développée par Microsoft. Elle est sortie en 2013 pour succéder à la Xbox 360, et bien que le marketing initial ait été axé sur ses fonctions multimédias plutôt que sur ses capacités de jeu, cela a changé au cours de la durée de vie de la console. + + Il est à noter qu'il y a peu d'exclusivités sur cette console, Microsoft ayant commencé à se concentrer de plus en plus sur la fourniture de la plupart des jeux également sur son système d'exploitation Windows. Console + La Xbox One è una console per videogiochi di ottava generazione sviluppata da Microsoft. È stata rilasciata nel 2013 come successore della Xbox 360 e, sebbene il marketing iniziale fosse incentrato sulle sue caratteristiche multimediali piuttosto che sulle sue capacità di gioco, ciò è cambiato nel corso della vita della console. + + È degno di nota il fatto che ci siano poche esclusive su questa console, poiché Microsoft ha iniziato a concentrarsi sempre di più sulla fornitura della maggior parte dei giochi anche sul suo sistema operativo Windows. Console + De Xbox One is een achtste generatie spelcomputer voor thuisgebruik, ontwikkeld door Microsoft. Hij werd in 2013 uitgebracht als opvolger van de Xbox 360, en hoewel de marketing aanvankelijk was gericht op de multimediafuncties in plaats van op de spelmogelijkheden, veranderde dit tijdens de levensduur van de console. + + Het is opvallend dat er weinig exclusives op deze console zitten, omdat Microsoft zich steeds meer begon te richten op het aanbieden van de meeste games ook op hun Windows-besturingssysteem. Console + Xbox One to domowa konsola do gier wideo ósmej generacji opracowana przez firmę Microsoft. Została wydana w 2013 roku jako następca Xbox 360 i choć początkowy marketing skupiał się raczej na jej funkcjach multimedialnych niż możliwościach grania, zmieniło się to w trakcie życia konsoli. + + Warto zauważyć, że na tej konsoli jest niewiele gier na wyłączność, ponieważ Microsoft zaczął coraz bardziej koncentrować się na dostarczaniu większości gier również na swoim systemie operacyjnym Windows. Konsola + O Xbox One é um console de videogame doméstico de oitava geração desenvolvido pela Microsoft. Ele foi lançado em 2013 como o sucessor do Xbox 360 e, embora o marketing inicial tenha se concentrado em seus recursos multimídia e não em seus recursos de jogos, isso mudou ao longo da vida útil do console. + + É notável que haja poucos exclusivos nesse console, pois a Microsoft começou a se concentrar cada vez mais em oferecer a maioria dos jogos também no sistema operacional Windows. Console + Xbox One este o consolă de jocuri video de a opta generație dezvoltată de Microsoft. A fost lansată în 2013 ca succesor al Xbox 360 și, deși marketingul inițial s-a axat pe caracteristicile sale multimedia mai degrabă decât pe capacitățile sale de joc, acest lucru s-a schimbat pe parcursul duratei de viață a consolei. + + Este de remarcat faptul că există puține exclusivități pe această consolă, deoarece Microsoft a început să se concentreze din ce în ce mai mult pe furnizarea majorității jocurilor și pe sistemul lor de operare Windows. Consolă + Xbox One - домашняя игровая консоль восьмого поколения, разработанная компанией Microsoft. Она была выпущена в 2013 году как преемница Xbox 360, и хотя изначально маркетинг был ориентирован на ее мультимедийные, а не игровые возможности, в течение жизни консоли ситуация изменилась. + + Примечательно, что на этой консоли мало эксклюзивов, так как Microsoft стала все больше ориентироваться на то, чтобы большинство игр выходило на операционной системе Windows. Консоль + Xbox One är en åttonde generationens hemkonsol för videospel som utvecklats av Microsoft. Den släpptes 2013 som efterföljare till Xbox 360, och även om den inledande marknadsföringen fokuserade på dess multimediafunktioner snarare än dess spelmöjligheter, ändrades detta under konsolens livstid. + + Det är anmärkningsvärt att det finns få exklusiva spel på den här konsolen eftersom Microsoft hade börjat fokusera alltmer på att tillhandahålla de flesta spel även på deras Windows-operativsystem. Konsol + Xbox Oneは、マイクロソフトが開発した第8世代の家庭用ゲーム機である。Xbox 360の後継機として2013年に発売され、当初のマーケティングではゲーム機能よりもマルチメディア機能に焦点が当てられていたが、これはゲーム機の寿命を通じて変化していった。 + + マイクロソフトがほとんどのゲームをウィンドウズ・オペレーティング・システムでも提供することにますます注力し始めたため、このゲーム機に独占ソフトがほとんどないことは注目に値する。 コンソール + Xbox One은 Microsoft에서 개발한 8세대 가정용 비디오 게임 콘솔입니다. Xbox 360의 후속 제품으로 2013년에 출시되었으며, 초기 마케팅은 게임 기능보다는 멀티미디어 기능에 중점을 두었으나 콘솔의 수명이 다할 때까지는 이 점이 바뀌었습니다. + + Microsoft가 대부분의 게임을 Windows 운영 체제에서도 제공하는 데 점점 더 집중하기 시작하면서 이 콘솔에는 독점 게임이 거의 없다는 점이 주목할 만합니다. 콘솔 + Xbox One 是微软公司开发的第八代家用视频游戏机。它作为 Xbox 360 的后继机于 2013 年发布,虽然最初的营销重点是其多媒体功能而非游戏功能,但在游戏机的整个生命周期中,这种情况发生了变化。 + + 值得注意的是,由于微软开始越来越重视在其 Windows 操作系统上提供大多数游戏,因此这款游戏机几乎没有独占游戏。 控制台 From 83d862a3fa1a9141a82759d11a790ef2f64c083f Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Fri, 28 Mar 2025 19:53:51 +0100 Subject: [PATCH 255/284] (linear-es-de) Added zh_TW metadata translations for most systems --- themes/linear-es-de/system/metadata/3do.xml | 8 +++++++- themes/linear-es-de/system/metadata/_default.xml | 2 +- themes/linear-es-de/system/metadata/adam.xml | 8 +++++++- themes/linear-es-de/system/metadata/ags.xml | 8 +++++++- themes/linear-es-de/system/metadata/amiga.xml | 8 +++++++- .../linear-es-de/system/metadata/amiga1200.xml | 8 +++++++- themes/linear-es-de/system/metadata/amiga600.xml | 8 +++++++- .../linear-es-de/system/metadata/amigacd32.xml | 8 +++++++- .../linear-es-de/system/metadata/amstradcpc.xml | 8 +++++++- themes/linear-es-de/system/metadata/android.xml | 8 +++++++- .../linear-es-de/system/metadata/androidapps.xml | 8 +++++++- .../system/metadata/androidgames.xml | 8 +++++++- themes/linear-es-de/system/metadata/apple2.xml | 8 +++++++- themes/linear-es-de/system/metadata/apple2gs.xml | 8 +++++++- themes/linear-es-de/system/metadata/apps.xml | 8 +++++++- themes/linear-es-de/system/metadata/arcade.xml | 8 +++++++- themes/linear-es-de/system/metadata/arcadia.xml | 8 +++++++- .../linear-es-de/system/metadata/archimedes.xml | 8 +++++++- themes/linear-es-de/system/metadata/arduboy.xml | 8 +++++++- .../linear-es-de/system/metadata/astrocade.xml | 11 ++++++++++- .../linear-es-de/system/metadata/atari2600.xml | 8 +++++++- .../linear-es-de/system/metadata/atari5200.xml | 8 +++++++- .../linear-es-de/system/metadata/atari7800.xml | 8 +++++++- themes/linear-es-de/system/metadata/atari800.xml | 10 +++++++++- .../linear-es-de/system/metadata/atarijaguar.xml | 8 +++++++- .../system/metadata/atarijaguarcd.xml | 8 +++++++- .../linear-es-de/system/metadata/atarilynx.xml | 8 +++++++- themes/linear-es-de/system/metadata/atarist.xml | 12 +++++++++++- themes/linear-es-de/system/metadata/atarixe.xml | 8 +++++++- .../linear-es-de/system/metadata/atomiswave.xml | 8 +++++++- .../system/metadata/auto-allgames.xml | 8 +++++++- .../system/metadata/auto-favorites.xml | 8 +++++++- .../system/metadata/auto-lastplayed.xml | 8 +++++++- themes/linear-es-de/system/metadata/bbcmicro.xml | 8 +++++++- themes/linear-es-de/system/metadata/c64.xml | 8 +++++++- .../linear-es-de/system/metadata/cavestory.xml | 8 +++++++- themes/linear-es-de/system/metadata/cdimono1.xml | 8 +++++++- themes/linear-es-de/system/metadata/cdtv.xml | 8 +++++++- themes/linear-es-de/system/metadata/chailove.xml | 8 +++++++- themes/linear-es-de/system/metadata/channelf.xml | 8 +++++++- themes/linear-es-de/system/metadata/coco.xml | 8 +++++++- .../system/metadata/colecovision.xml | 8 +++++++- themes/linear-es-de/system/metadata/colors.xml | 2 +- .../linear-es-de/system/metadata/completed.xml | 8 +++++++- .../system/metadata/consolearcade.xml | 8 +++++++- themes/linear-es-de/system/metadata/cps.xml | 10 +++++++++- themes/linear-es-de/system/metadata/cps1.xml | 10 +++++++++- themes/linear-es-de/system/metadata/cps2.xml | 8 +++++++- themes/linear-es-de/system/metadata/cps3.xml | 8 +++++++- themes/linear-es-de/system/metadata/crvision.xml | 8 +++++++- .../system/metadata/custom-collections.xml | 8 +++++++- themes/linear-es-de/system/metadata/daphne.xml | 8 +++++++- themes/linear-es-de/system/metadata/desktop.xml | 8 +++++++- themes/linear-es-de/system/metadata/doom.xml | 8 +++++++- themes/linear-es-de/system/metadata/dos.xml | 8 +++++++- themes/linear-es-de/system/metadata/dragon32.xml | 10 +++++++++- .../linear-es-de/system/metadata/dreamcast.xml | 10 +++++++++- themes/linear-es-de/system/metadata/easyrpg.xml | 8 +++++++- themes/linear-es-de/system/metadata/electron.xml | 8 +++++++- .../linear-es-de/system/metadata/emulators.xml | 8 +++++++- themes/linear-es-de/system/metadata/epic.xml | 8 +++++++- themes/linear-es-de/system/metadata/famicom.xml | 14 +++++++++++++- themes/linear-es-de/system/metadata/fba.xml | 12 +++++++++++- themes/linear-es-de/system/metadata/fbneo.xml | 12 +++++++++++- themes/linear-es-de/system/metadata/fds.xml | 10 +++++++++- themes/linear-es-de/system/metadata/flash.xml | 8 +++++++- themes/linear-es-de/system/metadata/fm7.xml | 8 +++++++- themes/linear-es-de/system/metadata/fmtowns.xml | 10 +++++++++- themes/linear-es-de/system/metadata/fpinball.xml | 8 +++++++- themes/linear-es-de/system/metadata/gamate.xml | 8 +++++++- .../system/metadata/gameandwatch.xml | 12 +++++++++++- themes/linear-es-de/system/metadata/gamecom.xml | 11 ++++++++++- themes/linear-es-de/system/metadata/gamegear.xml | 10 +++++++++- themes/linear-es-de/system/metadata/gb.xml | 10 +++++++++- themes/linear-es-de/system/metadata/gba.xml | 8 +++++++- themes/linear-es-de/system/metadata/gbah.xml | 8 +++++++- themes/linear-es-de/system/metadata/gbc.xml | 8 +++++++- themes/linear-es-de/system/metadata/gbch.xml | 8 +++++++- themes/linear-es-de/system/metadata/gbh.xml | 8 +++++++- themes/linear-es-de/system/metadata/gc.xml | 10 +++++++++- themes/linear-es-de/system/metadata/genesis.xml | 8 +++++++- themes/linear-es-de/system/metadata/genh.xml | 8 +++++++- themes/linear-es-de/system/metadata/gmaster.xml | 10 +++++++++- themes/linear-es-de/system/metadata/gx4000.xml | 8 +++++++- .../system/metadata/intellivision.xml | 8 +++++++- themes/linear-es-de/system/metadata/j2me.xml | 8 +++++++- themes/linear-es-de/system/metadata/kodi.xml | 8 +++++++- .../linear-es-de/system/metadata/laserdisc.xml | 8 +++++++- themes/linear-es-de/system/metadata/lcdgames.xml | 12 +++++++++++- themes/linear-es-de/system/metadata/lowresnx.xml | 8 +++++++- themes/linear-es-de/system/metadata/lutris.xml | 10 +++++++++- themes/linear-es-de/system/metadata/lutro.xml | 8 +++++++- .../linear-es-de/system/metadata/macintosh.xml | 10 +++++++++- .../system/metadata/mame-advmame.xml | 8 +++++++- themes/linear-es-de/system/metadata/mame.xml | 10 +++++++++- .../system/metadata/mastersystem.xml | 10 +++++++++- themes/linear-es-de/system/metadata/megacd.xml | 10 +++++++++- themes/linear-es-de/system/metadata/megacdjp.xml | 10 +++++++++- .../linear-es-de/system/metadata/megadrive.xml | 8 +++++++- .../linear-es-de/system/metadata/megadrivejp.xml | 8 +++++++- themes/linear-es-de/system/metadata/megaduck.xml | 8 +++++++- themes/linear-es-de/system/metadata/mess.xml | 8 +++++++- themes/linear-es-de/system/metadata/model2.xml | 8 +++++++- themes/linear-es-de/system/metadata/model3.xml | 8 +++++++- .../linear-es-de/system/metadata/moonlight.xml | 8 +++++++- themes/linear-es-de/system/metadata/moto.xml | 8 +++++++- themes/linear-es-de/system/metadata/msx.xml | 10 +++++++++- themes/linear-es-de/system/metadata/msx1.xml | 10 +++++++++- themes/linear-es-de/system/metadata/msx2.xml | 10 +++++++++- .../linear-es-de/system/metadata/msxturbor.xml | 8 +++++++- themes/linear-es-de/system/metadata/mugen.xml | 8 +++++++- .../linear-es-de/system/metadata/multivision.xml | 8 +++++++- themes/linear-es-de/system/metadata/n3ds.xml | 8 +++++++- themes/linear-es-de/system/metadata/n64.xml | 8 +++++++- themes/linear-es-de/system/metadata/n64dd.xml | 8 +++++++- themes/linear-es-de/system/metadata/naomi.xml | 10 +++++++++- themes/linear-es-de/system/metadata/naomi2.xml | 10 +++++++++- themes/linear-es-de/system/metadata/naomigd.xml | 10 +++++++++- themes/linear-es-de/system/metadata/nds.xml | 8 +++++++- themes/linear-es-de/system/metadata/neogeo.xml | 8 +++++++- themes/linear-es-de/system/metadata/neogeocd.xml | 8 +++++++- .../linear-es-de/system/metadata/neogeocdjp.xml | 8 +++++++- themes/linear-es-de/system/metadata/nes.xml | 8 +++++++- themes/linear-es-de/system/metadata/nesh.xml | 8 +++++++- themes/linear-es-de/system/metadata/ngage.xml | 10 +++++++++- themes/linear-es-de/system/metadata/ngp.xml | 10 +++++++++- themes/linear-es-de/system/metadata/ngpc.xml | 10 +++++++++- .../linear-es-de/system/metadata/now-playing.xml | 8 +++++++- themes/linear-es-de/system/metadata/odyssey2.xml | 8 +++++++- themes/linear-es-de/system/metadata/openbor.xml | 8 +++++++- themes/linear-es-de/system/metadata/oric.xml | 8 +++++++- themes/linear-es-de/system/metadata/palm.xml | 8 +++++++- themes/linear-es-de/system/metadata/pc.xml | 12 +++++++++++- themes/linear-es-de/system/metadata/pc88.xml | 10 +++++++++- themes/linear-es-de/system/metadata/pc98.xml | 12 +++++++++++- themes/linear-es-de/system/metadata/pcarcade.xml | 8 +++++++- themes/linear-es-de/system/metadata/pcengine.xml | 10 +++++++++- .../linear-es-de/system/metadata/pcenginecd.xml | 10 +++++++++- themes/linear-es-de/system/metadata/pcfx.xml | 10 +++++++++- themes/linear-es-de/system/metadata/pico8.xml | 8 +++++++- themes/linear-es-de/system/metadata/playdate.xml | 8 +++++++- themes/linear-es-de/system/metadata/plus4.xml | 10 +++++++++- themes/linear-es-de/system/metadata/pokemini.xml | 8 +++++++- themes/linear-es-de/system/metadata/ports.xml | 8 +++++++- themes/linear-es-de/system/metadata/ps2.xml | 10 +++++++++- themes/linear-es-de/system/metadata/ps3.xml | 10 +++++++++- themes/linear-es-de/system/metadata/ps4.xml | 8 +++++++- themes/linear-es-de/system/metadata/psp.xml | 10 +++++++++- themes/linear-es-de/system/metadata/psvita.xml | 8 +++++++- themes/linear-es-de/system/metadata/psx.xml | 10 +++++++++- themes/linear-es-de/system/metadata/pv1000.xml | 12 +++++++++++- themes/linear-es-de/system/metadata/quake.xml | 8 +++++++- themes/linear-es-de/system/metadata/samcoupe.xml | 8 +++++++- .../linear-es-de/system/metadata/satellaview.xml | 8 +++++++- themes/linear-es-de/system/metadata/saturn.xml | 10 +++++++++- themes/linear-es-de/system/metadata/saturnjp.xml | 10 +++++++++- themes/linear-es-de/system/metadata/scummvm.xml | 8 +++++++- themes/linear-es-de/system/metadata/scv.xml | 8 +++++++- themes/linear-es-de/system/metadata/sega32x.xml | 10 +++++++++- .../linear-es-de/system/metadata/sega32xjp.xml | 10 +++++++++- .../linear-es-de/system/metadata/sega32xna.xml | 10 +++++++++- themes/linear-es-de/system/metadata/segacd.xml | 10 +++++++++- themes/linear-es-de/system/metadata/sfc.xml | 8 +++++++- themes/linear-es-de/system/metadata/sg-1000.xml | 10 +++++++++- themes/linear-es-de/system/metadata/sgb.xml | 12 +++++++++++- themes/linear-es-de/system/metadata/snes.xml | 8 +++++++- themes/linear-es-de/system/metadata/snesh.xml | 8 +++++++- themes/linear-es-de/system/metadata/snesna.xml | 8 +++++++- themes/linear-es-de/system/metadata/snesnah.xml | 8 +++++++- themes/linear-es-de/system/metadata/solarus.xml | 16 +++++++++++++++- .../system/metadata/spectravideo.xml | 8 +++++++- themes/linear-es-de/system/metadata/steam.xml | 8 +++++++- .../linear-es-de/system/metadata/stratagus.xml | 8 +++++++- themes/linear-es-de/system/metadata/stv.xml | 10 +++++++++- themes/linear-es-de/system/metadata/sufami.xml | 12 +++++++++++- .../linear-es-de/system/metadata/supergrafx.xml | 10 +++++++++- .../linear-es-de/system/metadata/supervision.xml | 8 +++++++- themes/linear-es-de/system/metadata/supracan.xml | 8 +++++++- themes/linear-es-de/system/metadata/switch.xml | 8 +++++++- themes/linear-es-de/system/metadata/symbian.xml | 8 +++++++- .../linear-es-de/system/metadata/tanodragon.xml | 8 +++++++- themes/linear-es-de/system/metadata/tg-cd.xml | 10 +++++++++- themes/linear-es-de/system/metadata/tg16.xml | 10 +++++++++- themes/linear-es-de/system/metadata/ti99.xml | 10 +++++++++- themes/linear-es-de/system/metadata/tic80.xml | 8 +++++++- themes/linear-es-de/system/metadata/to8.xml | 8 +++++++- themes/linear-es-de/system/metadata/tools.xml | 8 +++++++- themes/linear-es-de/system/metadata/triforce.xml | 8 +++++++- themes/linear-es-de/system/metadata/trs-80.xml | 8 +++++++- themes/linear-es-de/system/metadata/type-x.xml | 10 +++++++++- themes/linear-es-de/system/metadata/uzebox.xml | 10 +++++++++- themes/linear-es-de/system/metadata/vectrex.xml | 10 +++++++++- themes/linear-es-de/system/metadata/vic20.xml | 10 +++++++++- themes/linear-es-de/system/metadata/videopac.xml | 12 +++++++++++- .../linear-es-de/system/metadata/virtualboy.xml | 10 +++++++++- themes/linear-es-de/system/metadata/vpinball.xml | 8 +++++++- themes/linear-es-de/system/metadata/vsmile.xml | 12 +++++++++++- themes/linear-es-de/system/metadata/wasm4.xml | 8 +++++++- themes/linear-es-de/system/metadata/wii.xml | 10 +++++++++- themes/linear-es-de/system/metadata/wiiu.xml | 10 +++++++++- themes/linear-es-de/system/metadata/windows.xml | 10 +++++++++- .../linear-es-de/system/metadata/windows3x.xml | 10 +++++++++- .../linear-es-de/system/metadata/windows9x.xml | 10 +++++++++- .../linear-es-de/system/metadata/wonderswan.xml | 10 +++++++++- .../system/metadata/wonderswancolor.xml | 10 +++++++++- themes/linear-es-de/system/metadata/x1.xml | 16 +++++++++++++++- themes/linear-es-de/system/metadata/x68000.xml | 10 +++++++++- themes/linear-es-de/system/metadata/xbox.xml | 10 +++++++++- themes/linear-es-de/system/metadata/xbox360.xml | 10 +++++++++- themes/linear-es-de/system/metadata/zmachine.xml | 2 +- themes/linear-es-de/system/metadata/zx81.xml | 2 +- themes/linear-es-de/system/metadata/zxnext.xml | 2 +- .../linear-es-de/system/metadata/zxspectrum.xml | 2 +- 213 files changed, 1655 insertions(+), 213 deletions(-) diff --git a/themes/linear-es-de/system/metadata/3do.xml b/themes/linear-es-de/system/metadata/3do.xml index 6bbca235a..bda318d9c 100644 --- a/themes/linear-es-de/system/metadata/3do.xml +++ b/themes/linear-es-de/system/metadata/3do.xml @@ -1,4 +1,4 @@ - + 3DO The 3DO Interactive Multiplayer (often called simply 3DO) is a video game console originally produced by Panasonic in 1993. Further renditions of the hardware were released in 1994 by Sanyo and Goldstar. The consoles were manufactured according to specifications created by The 3DO Company, and were originally designed by Dave Needle and RJ Mical of New Technology Group. The system was conceived by entrepreneur and Electronic Arts founder Trip Hawkins. @@ -99,4 +99,10 @@ 控制台 + + + 3DO Interactive Multiplayer (通常簡稱為 3DO) 是一種視訊遊戲機,最初由 Panasonic 於 1993 年生產。1994 年,Sanyo 和 Goldstar 推出了更多版本的硬體。這些控制台是根據 3DO Company 的規格製造,最初由 New Technology Group 的 Dave Needle 和 RJ Mical 設計。該系統由企業家兼 Electronic Arts 創辦人 Trip Hawkins 構思。 + 控制台 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/_default.xml b/themes/linear-es-de/system/metadata/_default.xml index 96403c7fc..8c6263ac2 100644 --- a/themes/linear-es-de/system/metadata/_default.xml +++ b/themes/linear-es-de/system/metadata/_default.xml @@ -1,4 +1,4 @@ - + ${system.fullName} View and play the ${system.fullName} diff --git a/themes/linear-es-de/system/metadata/adam.xml b/themes/linear-es-de/system/metadata/adam.xml index 8e80a224c..559ac4092 100644 --- a/themes/linear-es-de/system/metadata/adam.xml +++ b/themes/linear-es-de/system/metadata/adam.xml @@ -1,4 +1,4 @@ - + Coleco Adam The Coleco Adam is a home computer and expansion device for the ColecoVision by American toy and video game manufacturer Coleco. The Adam was an attempt to follow on the success of the company's ColecoVision video game console. It was available as Expansion Module #3 for the ColecoVision, converting it into a home computer, and as a standalone unit. As such, it had the benefit of being entirely compatible with all ColecoVision games and peripherals. The computer came with 64 KB of memory, a tape drive for a proprietary medium called Digital Data Packs, a daisy wheel printer, and productivity applications, along with two DDPs for SmartBASIC and Buck Rogers: Planet of Zoom Super Game. It was released in October 1983 with the initial price of $700. @@ -99,4 +99,10 @@ 计算机 + + + Coleco Adam 是美國玩具和視訊遊戲製造商 Coleco 推出的家用電腦和 ColecoVision 的擴充裝置。Adam 是繼 ColecoVision 視訊遊戲機之後的又一嘗試。Adam 可作為 ColecoVision 的 3 號擴充模組,將其轉換為家用電腦,也可作為獨立裝置。因此,它與所有 ColecoVision 遊戲和周邊設備完全相容。這台電腦有 64 KB 記憶體、一個用於數位資料包專屬媒體的磁帶驅動器、一個菊輪印表機和生產力應用程式,以及兩個用於 SmartBASIC 和 Buck Rogers 的 DDP:Planet of Zoom 超級遊戲。它於 1983 年 10 月推出,最初的價格為 700 美元。 + 電腦 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/ags.xml b/themes/linear-es-de/system/metadata/ags.xml index e02d34871..5e2dd00b9 100644 --- a/themes/linear-es-de/system/metadata/ags.xml +++ b/themes/linear-es-de/system/metadata/ags.xml @@ -1,4 +1,4 @@ - + Adventure Game Studio Adventure Game Studio (AGS) is an open source development tool primarily used to create graphic adventure games. It is aimed at intermediate-level game designers, and combines an integrated development environment (IDE) with a scripting language based on the C programming language to process game logic. @@ -99,4 +99,10 @@ 发动机 + + + Adventure Game Studio (AGS) 是一款開放原始碼開發工具,主要用來製作圖形冒險遊戲。它針對中階遊戲設計師,結合了整合開發環境 (IDE) 與基於 C 程式語言的腳本語言來處理遊戲邏輯。 + 引擎 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/amiga.xml b/themes/linear-es-de/system/metadata/amiga.xml index b2394720f..36e0e1866 100644 --- a/themes/linear-es-de/system/metadata/amiga.xml +++ b/themes/linear-es-de/system/metadata/amiga.xml @@ -1,4 +1,4 @@ - + Amiga The Amiga is a family of personal computers marketed by Commodore in the 1980s and 1990s. The first model was launched in 1985 as a high-end home computer and became popular for its graphical, audio and multi-tasking abilities. The Amiga provided a significant upgrade from 8-bit computers, such as the Commodore 64, and the platform quickly grew in popularity among computer enthusiasts. The best selling model, the Amiga 500, was introduced in 1987 and became the leading home computer of the late 1980s and early 1990s in much of Western Europe. @@ -99,4 +99,10 @@ 计算机 + + + Amiga 是 Commodore 在 1980 和 1990 年代行銷的個人電腦系列。第一款機型於 1985 年推出,是高階家用電腦,因其圖形、音效和多工作業能力而廣受歡迎。Amiga 是 8 位元電腦(如 Commodore 64)的重大升級,該平台迅速受到電腦愛好者的青睞。最暢銷的機型 Amiga 500 於 1987 年推出,在西歐大部分地區成為 1980 年代末 1990 年代初的家用電腦領導者。 + 電腦 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/amiga1200.xml b/themes/linear-es-de/system/metadata/amiga1200.xml index 0a75d652f..3d0426b1f 100644 --- a/themes/linear-es-de/system/metadata/amiga1200.xml +++ b/themes/linear-es-de/system/metadata/amiga1200.xml @@ -1,4 +1,4 @@ - + Amiga 1200 The Amiga is a family of personal computers marketed by Commodore in the 1980s and 1990s. The first model was launched in 1985 as a high-end home computer and became popular for its graphical, audio and multi-tasking abilities. The Amiga provided a significant upgrade from 8-bit computers, such as the Commodore 64, and the platform quickly grew in popularity among computer enthusiasts. The best selling model, the Amiga 500, was introduced in 1987 and became the leading home computer of the late 1980s and early 1990s in much of Western Europe. @@ -99,4 +99,10 @@ 计算机 + + + Amiga 是 Commodore 在 1980 和 1990 年代行銷的個人電腦系列。第一款機型於 1985 年推出,是高階家用電腦,因其圖形、音效和多工作業能力而廣受歡迎。Amiga 是 8 位元電腦(如 Commodore 64)的重大升級,該平台迅速受到電腦愛好者的青睞。最暢銷的機型 Amiga 500 於 1987 年推出,在西歐大部分地區成為 1980 年代末 1990 年代初的家用電腦領導者。 + 電腦 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/amiga600.xml b/themes/linear-es-de/system/metadata/amiga600.xml index f1ca5928b..9d62624dc 100644 --- a/themes/linear-es-de/system/metadata/amiga600.xml +++ b/themes/linear-es-de/system/metadata/amiga600.xml @@ -1,4 +1,4 @@ - + Amiga 600 The Amiga is a family of personal computers marketed by Commodore in the 1980s and 1990s. The first model was launched in 1985 as a high-end home computer and became popular for its graphical, audio and multi-tasking abilities. The Amiga provided a significant upgrade from 8-bit computers, such as the Commodore 64, and the platform quickly grew in popularity among computer enthusiasts. The best selling model, the Amiga 500, was introduced in 1987 and became the leading home computer of the late 1980s and early 1990s in much of Western Europe. @@ -99,4 +99,10 @@ 计算机 + + + Amiga 是 Commodore 在 1980 和 1990 年代行銷的個人電腦系列。第一款機型於 1985 年推出,是高階家用電腦,因其圖形、音效和多工作業能力而廣受歡迎。Amiga 是 8 位元電腦(如 Commodore 64)的重大升級,該平台迅速受到電腦愛好者的青睞。最暢銷的機型 Amiga 500 於 1987 年推出,在西歐大部分地區成為 1980 年代末 1990 年代初的家用電腦領導者。 + 電腦 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/amigacd32.xml b/themes/linear-es-de/system/metadata/amigacd32.xml index 38eef29fd..eaa59e2f7 100644 --- a/themes/linear-es-de/system/metadata/amigacd32.xml +++ b/themes/linear-es-de/system/metadata/amigacd32.xml @@ -1,4 +1,4 @@ - + Amiga CD32 The Amiga CD32, styled "CD32" and code-named "Spellbound", is the first 32-bit home video game console released in western Europe, Australia, Canada and Brazil. It was first announced at the Science Museum in London on July 16, 1993, and was released in September of the same year. The CD32 uses CD-ROM media, and was developed by Commodore, creator of the Commodore Amiga computer. It was based on Commodore's Advanced Graphics Architecture chipset, and is of similar specification to the Amiga 1200 computer. Using third party devices, it is possible to upgrade the CD32 with keyboard, floppy drive, hard drive, RAM and mouse, turning it into the equivalent of an Amiga 1200 personal computer. A hardware MPEG decompression module for playing Video CD was also released. In the Christmas period following its launch, the CD32 accounted for 38% of all CD-ROM drive sales in the UK, exceeding sales of the Mega-CD; however, it was soon overshadowed by CD-ROM based games consoles from other companies, and was discontinued as Commodore went into bankruptcy. @@ -99,4 +99,10 @@ 控制台 + + + Amiga CD32,造型為「CD32」,代號為「Spellbound」,是第一台在西歐、澳洲、加拿大和巴西發行的 32 位元家用視訊遊戲機。它於 1993 年 7 月 16 日在倫敦科學博物館首次發表,並於同年 9 月發售。CD32 使用 CD-ROM 媒體,由 Commodore Amiga 電腦的創造者 Commodore 所開發。它以 Commodore 的 Advanced Graphics Architecture 晶片組為基礎,規格與 Amiga 1200 電腦相似。使用第三方裝置,可將 CD32 升級為具有鍵盤、磁碟機、硬碟、RAM 和滑鼠,使其等同於 Amiga 1200 個人電腦。此外,還推出了用於播放 Video CD 的硬體 MPEG 解壓縮模組。CD32 上市後的聖誕期間,佔英國 CD-ROM 光碟機總銷售量的 38%,超過 Mega-CD 的銷售量;然而,CD32 很快就被其他公司以 CD-ROM 為基礎的遊戲主機所掩蓋,並隨著 Commodore 破產而停產。 + 控制台 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/amstradcpc.xml b/themes/linear-es-de/system/metadata/amstradcpc.xml index e42ad9720..13c0334c1 100644 --- a/themes/linear-es-de/system/metadata/amstradcpc.xml +++ b/themes/linear-es-de/system/metadata/amstradcpc.xml @@ -1,4 +1,4 @@ - + Amstrad CPC The Amstrad Colour Personal Computer, better known as the Amstrad CPC, is a series of 8-bit home computers designed by Amstrad. The first models were released in April 1984 in Europe at a retail price ranging from £199 to £299, depending on the package bought. The computers were not released outside of Europe. The CPC series had five distinct models: The CPC464, CPC664, CPC6128, 464plus, and 6128plus. The computers were manufactured until an unspecified time in 1990. @@ -99,4 +99,10 @@ 计算机 + + + Amstrad 彩色個人電腦,又稱為 Amstrad CPC,是 Amstrad 設計的一系列 8 位元家用電腦。首批機型於 1984 年 4 月在歐洲發售,零售價從 199 英鎊到 299 英鎊不等,視所購買的套件而定。這些電腦並未在歐洲以外的地區發行。CPC 系列共有五種不同的機型:CPC464、CPC664、CPC6128、464plus 及 6128plus。這些電腦一直生產到 1990 年,時間不詳。 + 電腦 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/android.xml b/themes/linear-es-de/system/metadata/android.xml index 5411356d8..433e2fffa 100644 --- a/themes/linear-es-de/system/metadata/android.xml +++ b/themes/linear-es-de/system/metadata/android.xml @@ -1,4 +1,4 @@ - + Google Android Android is a mobile operating system based on a modified version of the Linux kernel and other open-source software, designed primarily for touchscreen mobile devices such as smartphones and tablets. Android is developed by a consortium of developers known as the Open Handset Alliance, though its most widely used version is primarily developed by Google. It was unveiled in November 2007, with the first commercial Android device, the HTC Dream, being launched in September 2008. @@ -99,4 +99,10 @@ 操作系统 + + + Android 是一個行動作業系統,以 Linux 核心的修正版和其他開放原始碼軟體為基礎,主要設計用於觸控式行動裝置,例如智慧型手機和平板電腦。Android 是由一個名為開放手持裝置聯盟 (Open Handset Alliance) 的開發者聯盟所開發,但其最廣泛使用的版本主要是由 Google 所開發。它於 2007 年 11 月推出,第一部商用 Android 裝置 HTC Dream 則於 2008 年 9 月推出。 + OS + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/androidapps.xml b/themes/linear-es-de/system/metadata/androidapps.xml index 661d10229..24d0d15b9 100644 --- a/themes/linear-es-de/system/metadata/androidapps.xml +++ b/themes/linear-es-de/system/metadata/androidapps.xml @@ -1,4 +1,4 @@ - + Google Android Android is a mobile operating system based on a modified version of the Linux kernel and other open-source software, designed primarily for touchscreen mobile devices such as smartphones and tablets. Android is developed by a consortium of developers known as the Open Handset Alliance, though its most widely used version is primarily developed by Google. It was unveiled in November 2007, with the first commercial Android device, the HTC Dream, being launched in September 2008. @@ -99,4 +99,10 @@ 操作系统 + + + 檢視並使用您最喜愛的 Android 應用程式 + 資料夾 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/androidgames.xml b/themes/linear-es-de/system/metadata/androidgames.xml index a998355a1..04349c78e 100644 --- a/themes/linear-es-de/system/metadata/androidgames.xml +++ b/themes/linear-es-de/system/metadata/androidgames.xml @@ -1,4 +1,4 @@ - + Google Android Android is a mobile operating system based on a modified version of the Linux kernel and other open-source software, designed primarily for touchscreen mobile devices such as smartphones and tablets. Android is developed by a consortium of developers known as the Open Handset Alliance, though its most widely used version is primarily developed by Google. It was unveiled in November 2007, with the first commercial Android device, the HTC Dream, being launched in September 2008. @@ -99,4 +99,10 @@ 操作系统 + + + 檢視並玩您最喜愛的 Android 遊戲 + 資料夾 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/apple2.xml b/themes/linear-es-de/system/metadata/apple2.xml index 6c85dfaf8..f553b2de1 100644 --- a/themes/linear-es-de/system/metadata/apple2.xml +++ b/themes/linear-es-de/system/metadata/apple2.xml @@ -1,4 +1,4 @@ - + Apple II In 1976, computer pioneers Steve Wozniak and Steve Jobs began selling their Apple I computer in kit form to computer stores. A month later, Wozniak was working on a design for an improved version, the Apple II. They demonstrated a prototype in December, and then introduced it to the public in April 1977. The Apple II started the boom in personal computer sales in the late 1970s, and pushed Apple into the lead among personal computer makers. @@ -99,4 +99,10 @@ 计算机 + + + 1976 年,電腦先驅 Steve Wozniak 和 Steve Jobs 開始以套件形式向電腦商店銷售他們的 Apple I 電腦。一個月後,Wozniak 開始設計改良版的 Apple II。他們在 12 月展示了原型機,然後在 1977 年 4 月向大眾推出。Apple II 在 1970 年代末掀起了個人電腦銷售的熱潮,並將 Apple 推向個人電腦製造商的領導地位。 + 電腦 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/apple2gs.xml b/themes/linear-es-de/system/metadata/apple2gs.xml index 50a02f8f0..4ff3f5321 100644 --- a/themes/linear-es-de/system/metadata/apple2gs.xml +++ b/themes/linear-es-de/system/metadata/apple2gs.xml @@ -1,4 +1,4 @@ - + Apple IIGS The Apple IIGS is a personal computer released by Apple Computer on September 15, 1986 that's compatible with the Apple II series, but otherwise has capabilities comparable to the Atari ST, Commodore Amiga, and Macintosh. The "GS" in the name stands for "Graphics" and "Sound," referring to its enhanced multimedia hardware, especially its state of the art sound and music synthesis. The machine is a radical departure from any previous Apple II, with its 16-bit processor, direct access to megabytes of RAM, and mouse. It's the first computer produced by Apple to use a color graphical user interface (color was introduced on the Macintosh II six months later) and Apple Desktop Bus interface for keyboards, mice, and other input devices. It is the first personal computer to come with a built-in wavetable synthesis chip, utilizing technology from Ensoniq. @@ -99,4 +99,10 @@ 计算机 + + + Apple IIGS 是蘋果電腦公司於 1986 年 9 月 15 日推出的個人電腦,可與 Apple II 系列相容,但其他方面的功能則可媲美 Atari ST、Commodore Amiga 和 Macintosh。名稱中的 "GS 「代表 」Graphics「(圖形)和 」Sound"(聲音),指的是其增強的多媒體硬體,尤其是其最先進的聲音和音樂合成技術。這台機器與之前的任何 Apple II 都截然不同,它採用 16 位元處理器、可直接存取兆位元組的 RAM 和滑鼠。它是 Apple 生產的第一台使用彩色圖形使用者介面的電腦(六個月後 Macintosh II 才推出彩色),也是鍵盤、滑鼠和其他輸入裝置的 Apple Desktop Bus 介面。它是第一台內建波形合成晶片的個人電腦,採用 Ensoniq 的技術。 + 電腦 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/apps.xml b/themes/linear-es-de/system/metadata/apps.xml index 5411356d8..433e2fffa 100644 --- a/themes/linear-es-de/system/metadata/apps.xml +++ b/themes/linear-es-de/system/metadata/apps.xml @@ -1,4 +1,4 @@ - + Google Android Android is a mobile operating system based on a modified version of the Linux kernel and other open-source software, designed primarily for touchscreen mobile devices such as smartphones and tablets. Android is developed by a consortium of developers known as the Open Handset Alliance, though its most widely used version is primarily developed by Google. It was unveiled in November 2007, with the first commercial Android device, the HTC Dream, being launched in September 2008. @@ -99,4 +99,10 @@ 操作系统 + + + Android 是一個行動作業系統,以 Linux 核心的修正版和其他開放原始碼軟體為基礎,主要設計用於觸控式行動裝置,例如智慧型手機和平板電腦。Android 是由一個名為開放手持裝置聯盟 (Open Handset Alliance) 的開發者聯盟所開發,但其最廣泛使用的版本主要是由 Google 所開發。它於 2007 年 11 月推出,第一部商用 Android 裝置 HTC Dream 則於 2008 年 9 月推出。 + OS + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/arcade.xml b/themes/linear-es-de/system/metadata/arcade.xml index 7760e8329..994909cb6 100644 --- a/themes/linear-es-de/system/metadata/arcade.xml +++ b/themes/linear-es-de/system/metadata/arcade.xml @@ -1,4 +1,4 @@ - + Arcade An arcade game or coin-op is a coin-operated entertainment machine typically installed in public businesses such as restaurants, bars and amusement arcades. Most arcade games are video games, pinball machines, electro-mechanical games, redemption games or merchandisers. While exact dates are debated, the golden age of arcade video games is usually defined as a period beginning sometime in the late 1970s and ending sometime in the mid-1980s. Excluding a brief resurgence in the early 1990s, the arcade industry subsequently declined in the Western hemisphere as competing home-based video game consoles such as Playstation and Xbox increased in their graphics and game-play capability and decreased in cost. @@ -99,4 +99,10 @@ 收藏品 + + + 街機遊戲或投幣機是一種投幣式娛樂機器,通常安裝在餐廳、酒吧和遊樂場等公共場所。大多數的街機遊戲都是電子遊戲機、彈珠檯、電動遊戲機、兌換遊戲機或商品販賣機。雖然確切的日期仍有爭議,但街機遊戲的黃金時代通常被定義為從 1970 年代末期開始到 1980 年代中期結束的一段時間。除了 1990 年代初期的短暫復興外,隨著 Playstation 和 Xbox 等家用視訊遊戲機的圖像和遊戲能力提升,以及成本下降,街機產業隨後在西半球衰退。 + 系列 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/arcadia.xml b/themes/linear-es-de/system/metadata/arcadia.xml index 4ba3ff64e..12351ff8c 100644 --- a/themes/linear-es-de/system/metadata/arcadia.xml +++ b/themes/linear-es-de/system/metadata/arcadia.xml @@ -1,4 +1,4 @@ - + Arcadia 2001 The Arcadia 2001 is a second-generation 8-bit home video game console released by Emerson Radio in May 1982 for a price of US$ 99, several months before the release of ColecoVision. It was discontinued only 18 months later, with a total of 35 games having been released. Emerson licensed the Arcadia 2001 to Bandai, which released it in Japan. Over 30 Arcadia 2001 clones exist. @@ -99,4 +99,10 @@ 控制台 + + + Arcadia 2001 是 Emerson Radio 於 1982 年 5 月推出的第二代 8 位元家用視訊遊戲機,當時的售價為 99 美元,比 ColecoVision 推出的時間還要早幾個月。18 個月後,該遊戲機終於停產,共發行了 35 款遊戲。Emerson 將 Arcadia 2001 授權給 Bandai,由 Bandai 在日本發行。目前有超過 30 款 Arcadia 2001 的複製品。 + 控制台 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/archimedes.xml b/themes/linear-es-de/system/metadata/archimedes.xml index 07b96f71f..8830cd98b 100644 --- a/themes/linear-es-de/system/metadata/archimedes.xml +++ b/themes/linear-es-de/system/metadata/archimedes.xml @@ -1,4 +1,4 @@ - + Acorn Archimedes The Acorn Archimedes is a family of personal computers designed by Acorn Computers of Cambridge, England. The systems are based on Acorn's own ARM architecture processors and the proprietary operating systems Arthur and RISC OS. The first models were introduced in 1987, and systems in the Archimedes family were sold until the mid-1990s. @@ -99,4 +99,10 @@ 计算机 + + + Acorn Archimedes 是由英國劍橋的 Acorn Computers 所設計的個人電腦系列。這些系統以 Acorn 自家的 ARM 架構處理器以及專屬作業系統 Arthur 和 RISC OS 為基礎。第一批機型於 1987 年推出,Archimedes 系列的系統一直銷售到 1990 年代中期。 + 電腦 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/arduboy.xml b/themes/linear-es-de/system/metadata/arduboy.xml index 309f059b6..12d785035 100644 --- a/themes/linear-es-de/system/metadata/arduboy.xml +++ b/themes/linear-es-de/system/metadata/arduboy.xml @@ -1,4 +1,4 @@ - + Arduboy The Arduboy is a handheld game console with open source software, based on the Arduino hardware platform. @@ -99,4 +99,10 @@ 便携式 + + + Arduboy 是以 Arduino 硬體平台為基礎的開放原始碼軟體掌上型遊戲控制台。 + 可攜式 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/astrocade.xml b/themes/linear-es-de/system/metadata/astrocade.xml index 413cc51f1..aa7738f49 100644 --- a/themes/linear-es-de/system/metadata/astrocade.xml +++ b/themes/linear-es-de/system/metadata/astrocade.xml @@ -1,4 +1,4 @@ - + Bally Astrocade The Bally Astrocade (also known as Bally Arcade or initially as Bally ABA-1000) is a second-generation home video game console and simple computer system designed by a team at Midway, at that time the videogame division of Bally. @@ -145,4 +145,13 @@ Ballyが市場からの撤退を決定するまでの限られた期間のみ販 控制台 + + + Bally Astrocade(也稱為 Bally Arcade 或最初的 Bally ABA-1000)是第二代家用視訊遊戲機和簡易電腦系統,由 Midway(當時 Bally 的視訊遊戲部門)的團隊設計。 +它最初於 1977 年 10 月以 「Bally 家庭圖書館電腦 」的名稱發表,並於 1977 年 12 月開始接受郵購。但由於生產延誤,該產品於 1978 年 4 月才首次在商店發售,其品牌也改為「Bally Professional Arcade」。 + +在 Bally 決定退出市場之前,它只在市場上銷售了一段有限的時間。後來由第三方公司取得其權利,並重新發行與銷售至 1984 年左右。Astrocade 特別值得注意的地方在於它在發行時有非常強大的圖形功能,而且要取得這些功能也非常困難。 + 控制台 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/atari2600.xml b/themes/linear-es-de/system/metadata/atari2600.xml index f0d0459f0..638c8c7b7 100644 --- a/themes/linear-es-de/system/metadata/atari2600.xml +++ b/themes/linear-es-de/system/metadata/atari2600.xml @@ -1,4 +1,4 @@ - + Atari 2600 The Atari Video Computer System (VCS), later named the Atari 2600, is a second generation (1976–1992) home video game console developed and distributed by Atari, Inc. It was released on September 11, 1977 in North America at a retail price of $199. The console was later released in Europe (1978) and Japan (1983 - as the Atari 2800). The Atari 2600 popularized the use of microprocessor-based hardware and games contained on ROM cartridges. The console was discontinued on January 1, 1992. @@ -99,4 +99,10 @@ 控制台 + + + Atari Video Computer System (VCS),後來被命名為 Atari 2600,是由 Atari, Inc. 開發和代理的第二代 (1976-1992) 家用視頻遊戲機。它於 1977 年 9 月 11 日在北美發售,零售價為 199 美元。該遊戲機後來在歐洲(1978 年)和日本(1983 年 - 作為 Atari 2800)發行。Atari 2600 普及了微處理器硬體和 ROM 卡匣遊戲的使用。該控制台於 1992 年 1 月 1 日停產。 + 控制台 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/atari5200.xml b/themes/linear-es-de/system/metadata/atari5200.xml index 68cc74334..1d35f55ed 100644 --- a/themes/linear-es-de/system/metadata/atari5200.xml +++ b/themes/linear-es-de/system/metadata/atari5200.xml @@ -1,4 +1,4 @@ - + Atari 5200 The Atari 5200 SuperSystem, commonly known as the Atari 5200, is a second generation (1976–1992) video game console developed and distributed by Atari, Inc. It was released in November 1982 in North America at a retail price of $269. It was not released outside North America. The 5200's internal hardware was almost identical to Atari's 8-bit computers however it came with an innovative controller featuring a 360-degree non-centering joystick with a numeric keypad, start, pause, and reset buttons. The console was discontinued on May 21, 1984. @@ -99,4 +99,10 @@ 控制台 + + + Atari 5200 SuperSystem 通常被稱為 Atari 5200,是由 Atari 公司開發和代理的第二代(1976-1992 年)視訊遊戲機。它於 1982 年 11 月在北美發行,零售價為 269 美元。它沒有在北美以外的地區發行。5200 的內部硬體幾乎與 Atari 的 8 位元電腦完全相同,但它配備了創新的控制器,具有 360 度不對中搖桿、數字鍵盤、開始、暫停和重設按鈕。該控制台於 1984 年 5 月 21 日停產。 + 控制台 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/atari7800.xml b/themes/linear-es-de/system/metadata/atari7800.xml index be42d2e09..986521ea4 100644 --- a/themes/linear-es-de/system/metadata/atari7800.xml +++ b/themes/linear-es-de/system/metadata/atari7800.xml @@ -1,4 +1,4 @@ - + Atari 7800 The Atari 7800 Pro System, commonly known as the Atari 7800, is a third generation (1983-2003) video game console developed and distributed by Atari Corporation. It was released in May 1986 in North America at a retail price of $79.95. The console was later released in Europe (1987). The 7800 is considered one of the first backward-compatible consoles as it could play Atari 2600 games without the use of additional modules. The console was discontinued on January 1, 1992. @@ -99,4 +99,10 @@ 控制台 + + + Atari 7800 Pro System 一般稱為 Atari 7800,是由 Atari Corporation 所開發與代理的第三代(1983-2003)視訊遊戲主機。它於 1986 年 5 月在北美發行,零售價為 79.95 美元。該遊戲機後來在歐洲發行(1987 年)。7800 被認為是最早向後相容的控制台之一,因為它可以在不使用額外模組的情況下玩 Atari 2600 遊戲。該控制台於 1992 年 1 月 1 日停產。 + 控制台 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/atari800.xml b/themes/linear-es-de/system/metadata/atari800.xml index 6b1e9f55f..4b9812edc 100644 --- a/themes/linear-es-de/system/metadata/atari800.xml +++ b/themes/linear-es-de/system/metadata/atari800.xml @@ -1,4 +1,4 @@ - + Atari 800 The Atari 8-bit family is a series of 8-bit home computers introduced by Atari, Inc. in 1979 as the Atari 400 and Atari 800 and manufactured until 1992. All of the machines in the family are technically similar and differ primarily in packaging. They are based on the MOS Technology 6502 CPU running at 1.79 MHz, and were the first home computers designed with custom coprocessor chips. This architecture enabled graphics and sound more advanced than contemporary machines, and gaming was a major draw. First-person space combat simulator Star Raiders is considered the platform's killer app. The systems launched with plug and play peripherals using the Atari SIO serial bus, an early analog of USB. @@ -129,4 +129,12 @@ Atari 400은 처음에 Atari 800의 거의 절반에 불과했습니다. 800의 计算机 + + + Atari 8 位元系列是 Atari, Inc. 於 1979 年推出的 8 位元家用電腦系列,分別為 Atari 400 和 Atari 800,並一直生產至 1992 年。該系列的所有機器在技術上大同小異,主要差別在於包裝。它們以 MOS Technology 6502 CPU 為基礎,運行速度為 1.79 MHz,是第一款使用自訂協處理器晶片設計的家用電腦。這種架構使圖形和音效比同時代的機器更先進,遊戲也成為主要的吸引力。第一人稱太空戰鬥模擬程式 Star Raiders 被認為是該平台的殺手級應用程式。這些系統使用 Atari SIO 序列匯流排 (USB 的早期類似產品) 推出隨插即用的週邊設備。 + +Atari 400 最初的成本幾乎是 Atari 800 的一半。400 沒有 800 的全尺寸鍵盤,而只有一個壓力感應面板。800 有第二個卡匣插槽和更大的外殼,可將記憶體升級至 48K。這兩種機型在 1983 年被 XL 系列取代,在公司被出售並重新成立 Atari Corporation 之後,又在 1985 年被 XE 機型取代。XL 和 XE 結構較輕,內建 Atari BASIC,並有 2 個搖桿連接埠,而非 4 個。130XE 將記憶體增加到 128 KB 銀行交換記憶體。 + 電腦 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/atarijaguar.xml b/themes/linear-es-de/system/metadata/atarijaguar.xml index c61f0f7d1..b8c48c2bd 100644 --- a/themes/linear-es-de/system/metadata/atarijaguar.xml +++ b/themes/linear-es-de/system/metadata/atarijaguar.xml @@ -1,4 +1,4 @@ - + Atari Jaguar The Atari Jaguar is a fifth generation (1993–2005) video game console developed and distributed by Atari Corporation. It was released in November 1993 in North America at a retail price of $249.99. The console was later released in Europe (1994), Australia (1994), and Japan (1994). The Jaguar was marketed as being the first 64-bit video game console; however this claim was widely criticized. The console was discontinued in early 1996, possibly at the time of the company's sale on April 8, 1996. @@ -99,4 +99,10 @@ 控制台 + + + Atari Jaguar 是由 Atari Corporation 開發和代理的第五代 (1993-2005) 視訊遊戲機。它於 1993 年 11 月在北美發售,零售價為 249.99 美元。該遊戲機後來在歐洲(1994 年)、澳洲(1994 年)和日本(1994 年)發行。Jaguar 在市場上被標榜為第一台 64 位元的視訊遊戲主機,然而此聲稱卻廣受批評。該控制台於 1996 年初停產,可能是在 1996 年 4 月 8 日公司出售時停產。 + 控制台 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/atarijaguarcd.xml b/themes/linear-es-de/system/metadata/atarijaguarcd.xml index 53f56e7ff..5b94b9f6b 100644 --- a/themes/linear-es-de/system/metadata/atarijaguarcd.xml +++ b/themes/linear-es-de/system/metadata/atarijaguarcd.xml @@ -1,4 +1,4 @@ - + Atari Jaguar CD The Atari Jaguar CD is a fifth generation (1993–2005) CD-ROM peripheral for the Atari Jaguar video game console developed and distributed by Atari Corporation. It was released in September 1995 in North America at a retail price of $149.95. The peripheral was also released in Europe (1995). The Jaguar CD unit featured a double-speed (2×) drive and its own cartridge slot to allow cartridge games to be played without removing the CD drive. The peripheral was discontinued in early 1996, possibly at the time of the company's sale on April 8, 1996. @@ -99,4 +99,10 @@ 控制台 + + + Atari Jaguar CD 是 Atari Corporation 為 Atari Jaguar 視訊遊戲主機開發和銷售的第五代 (1993-2005) CD-ROM 週邊設備。它於 1995 年 9 月在北美發行,零售價為 149.95 美元。該週邊也在歐洲發行(1995 年)。Jaguar CD 裝置具有雙倍速度 (2×) 驅動器和自己的卡匣插槽,可以在不移除 CD 驅動器的情況下玩卡匣遊戲。該週邊於 1996 年初停產,可能是在 1996 年 4 月 8 日公司出售時停產。 + 控制台 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/atarilynx.xml b/themes/linear-es-de/system/metadata/atarilynx.xml index 36bf0a499..ad9b41860 100644 --- a/themes/linear-es-de/system/metadata/atarilynx.xml +++ b/themes/linear-es-de/system/metadata/atarilynx.xml @@ -1,4 +1,4 @@ - + Atari Lynx The Atari Lynx, usually just referred to as Lynx, is a fourth generation (1987-2004) handheld video game console developed in partnership with Epyx, Inc. and distributed by the Atari Corporation. It was released in September 1989 in North America at a retail price of $149.95. The handheld was also released in Europe (1990) and Japan (1990). The Lynx was the world's first handheld electronic game with a color LCD screen. The console was discontinued in early 1996, possibly at the time of the company's sale on April 8, 1996. @@ -99,4 +99,10 @@ 便携式 + + + Atari Lynx(通常簡稱 Lynx)是與 Epyx, Inc. 合作開發的第四代(1987-2004)掌上型視訊遊戲機,由 Atari Corporation 代理。它於 1989 年 9 月在北美發行,零售價為 149.95 美元。該掌上型遊戲機也在歐洲(1990 年)和日本(1990 年)發行。Lynx 是世界上第一台配備彩色 LCD 螢幕的掌上型電子遊戲機。該掌上型遊戲機於 1996 年初停產,可能是在 1996 年 4 月 8 日公司出售時停產。 + 可攜式 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/atarist.xml b/themes/linear-es-de/system/metadata/atarist.xml index 78d097e65..b28dc21a8 100644 --- a/themes/linear-es-de/system/metadata/atarist.xml +++ b/themes/linear-es-de/system/metadata/atarist.xml @@ -1,4 +1,4 @@ - + Atari ST The Atari ST is a line of home computers from Atari Corporation and the successor to the Atari 8-bit family. The initial model, the 520ST, saw limited release in April–June 1985 and was widely available in July. The 520ST is the first personal computer to come with a bitmapped color GUI, using a version of Digital Research's GEM released in February 1985. The 1040ST, released in 1986, is the first personal computer to ship with a megabyte of RAM in the base configuration and also the first with a cost-per-kilobyte of less than US$1. @@ -159,4 +159,14 @@ ST 与雅达利的彩色显示器或价格较低的单色显示器一起销售 计算机 + + + Atari ST 是 Atari Corporation 的家用電腦系列,也是 Atari 8 位元系列的後繼機種。最初的型號 520ST 於 1985 年 4 月至 6 月間限量發行,並於 7 月廣泛上市。520ST 是第一台配備位元圖彩色圖形使用者介面的個人電腦,使用的是 Digital Research 於 1985 年 2 月推出的 GEM 版本。1986 年發表的 1040ST 是第一台在基本配置中搭載一兆位元組 RAM 的個人電腦,也是第一台每千位元組成本低於 1 美元的個人電腦。 + +Atari ST 屬於 1980 年代中期的家用電腦世代,這些電腦擁有 16 或 32 位元處理器、256 KB 或更大的 RAM,以及滑鼠控制的圖形使用者介面。這一代的產品包括 Macintosh、Amiga、Apple IIGS,以及某些市場上的 Acorn Archimedes。"ST 「正式代表 」Sixteen/Thirty-two",指的是 Motorola 68000 的 16 位元外部匯流排和 32 位元內部元件。 + +ST 搭配 Atari 的彩色螢幕或較便宜的單色螢幕出售。系統的彩色圖形模式只能在前者上使用,而最高解析度模式則需要單色螢幕。 + 電腦 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/atarixe.xml b/themes/linear-es-de/system/metadata/atarixe.xml index 89291eb3d..5a5dd8c18 100644 --- a/themes/linear-es-de/system/metadata/atarixe.xml +++ b/themes/linear-es-de/system/metadata/atarixe.xml @@ -1,4 +1,4 @@ - + Atari XE The Atari XE Video Game System (Atari XEGS) is an industrial redesign of the Atari 65XE home computer and the final model in the Atari 8-bit family. It was released by Atari Corporation in 1987 and marketed as a home video game console alongside the Nintendo Entertainment System, Sega's Master System, and Atari's own Atari 7800. The XEGS is compatible with existing Atari 8-bit family hardware and software. Without keyboard, the system operates as a stand-alone game console. With the keyboard, it boots identically to the Atari XE computers. Atari packaged the XEGS as a basic set consisting of only the console and joystick, and as a deluxe set consisting of the console, keyboard, CX40 joystick, and XG-1 light gun. @@ -99,4 +99,10 @@ 控制台 + + + Atari XE 視訊遊戲系統 (Atari XEGS) 是 Atari 65XE 家用電腦的工業再設計,也是 Atari 8 位元系列的最後型號。它由 Atari Corporation 於 1987 年推出,與 Nintendo Entertainment System、Sega 的 Master System 以及 Atari 自家的 Atari 7800 同為家用視訊遊戲機。XEGS 相容於現有的 Atari 8 位元系列硬體與軟體。不使用鍵盤時,系統可作為獨立的遊戲主機運作。使用鍵盤時,其開機方式與 Atari XE 電腦相同。Atari 將 XEGS 包裝成基本組合(僅包含控制台和搖桿)和豪華組合(包含控制台、鍵盤、CX40 搖桿和 XG-1 光槍)。 + 電腦 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/atomiswave.xml b/themes/linear-es-de/system/metadata/atomiswave.xml index 5776ada32..6c767c7e2 100644 --- a/themes/linear-es-de/system/metadata/atomiswave.xml +++ b/themes/linear-es-de/system/metadata/atomiswave.xml @@ -1,4 +1,4 @@ - + Atomiswave The Atomiswave is a custom arcade system board and cabinet from Sammy Corporation. It is based on Sega's NAOMI system board (thus it's common to see the "Sega" logo on its boot up screen). The Atomiswave uses interchangeable game cartridges and the cabinet's control panel can be easily switched out with different control sets, including dual joysticks, dual lightguns and a steering wheel. With the retirement of the aging Neo Geo MVS system, SNK Playmore chose the Atomiswave as its next system to develop games for. In a contract with Sammy, SNK Playmore agreed to develop five games for the Atomiswave system. Metal Slug 6 was SNK Playmore's fifth game for the Atomiswave, after which SNK moved on to a Taito Type X2 arcade board. @@ -99,4 +99,10 @@ 商场 + + + Atomiswave 是 Sammy Corporation 的客製化街機系統板和機櫃。它以 Sega 的 NAOMI 系統板為基礎 (因此在開機畫面中常可看到「Sega」標誌)。Atomiswave 使用可互換的遊戲卡帶,機殼的控制面板也可輕易更換不同的控制組合,包括雙搖桿、雙光槍和方向盤。隨著老舊的 Neo Geo MVS 系統退役,SNK Playmore 選擇 Atomiswave 作為下一個開發遊戲的系統。在與 Sammy 簽訂的合約中,SNK Playmore 同意為 Atomiswave 系統開發五款遊戲。Metal Slug 6》是 SNK Playmore 為 Atomiswave 開發的第五款遊戲,之後 SNK 轉移到 Taito Type X2 遊戲機板。 + 街機 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/auto-allgames.xml b/themes/linear-es-de/system/metadata/auto-allgames.xml index ecb4c8d86..405b1a104 100644 --- a/themes/linear-es-de/system/metadata/auto-allgames.xml +++ b/themes/linear-es-de/system/metadata/auto-allgames.xml @@ -1,4 +1,4 @@ - + All Games View and play every game across your entire library. @@ -94,4 +94,10 @@ 全部 + + + 檢視和玩整個圖書館中的每個遊戲。 + 系列 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/auto-favorites.xml b/themes/linear-es-de/system/metadata/auto-favorites.xml index 9274b1807..800914b4a 100644 --- a/themes/linear-es-de/system/metadata/auto-favorites.xml +++ b/themes/linear-es-de/system/metadata/auto-favorites.xml @@ -1,4 +1,4 @@ - + Favorites View and play your favorite games across the entire library. @@ -95,4 +95,10 @@ 收藏夹 + + + 在整個圖書館檢視和玩您最喜愛的遊戲。 + 系列 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/auto-lastplayed.xml b/themes/linear-es-de/system/metadata/auto-lastplayed.xml index b2635b97a..7490187e6 100644 --- a/themes/linear-es-de/system/metadata/auto-lastplayed.xml +++ b/themes/linear-es-de/system/metadata/auto-lastplayed.xml @@ -1,4 +1,4 @@ - + Last Played View your recently played games across the entire library. @@ -95,4 +95,10 @@ 最近 + + + 在整個圖書館檢視您最近玩過的遊戲。 + 系列 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/bbcmicro.xml b/themes/linear-es-de/system/metadata/bbcmicro.xml index 0d91feedf..e7c02b0d9 100644 --- a/themes/linear-es-de/system/metadata/bbcmicro.xml +++ b/themes/linear-es-de/system/metadata/bbcmicro.xml @@ -1,4 +1,4 @@ - + BBC Micro The British Broadcasting Corporation Microcomputer System, BBC Microcomputer System, or best known as the BBC Micro is a series of microcomputers designed by Acorn Computers Ltd. and distributed by the BBC. The first models were released in December 1981 in Europe for £235 or £335, depending on the model. The computers were also released in North America (1983). The computers were designed with an emphasis on education, and being more rugged then other brands. The computers were manufactured until an unspecified time in 1994. @@ -99,4 +99,10 @@ 计算机 + + + 英國廣播公司微電腦系統 (British Broadcasting Corporation Microcomputer System)、BBC 微電腦系統 (BBC Microcomputer System),或最為人所知的 BBC Micro,是由 Acorn Computers Ltd. 設計並由 BBC 經銷的一系列微電腦。第一批機型於 1981 年 12 月在歐洲發售,依機型不同售價為 235 英鎊或 335 英鎊。這些電腦也於 1983 年在北美發行。這些電腦的設計著重於教育,而且比其他品牌更堅固耐用。此款電腦一直生產至 1994 年,但時間不詳。 + 電腦 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/c64.xml b/themes/linear-es-de/system/metadata/c64.xml index 3c55870bd..a313a59ca 100644 --- a/themes/linear-es-de/system/metadata/c64.xml +++ b/themes/linear-es-de/system/metadata/c64.xml @@ -1,4 +1,4 @@ - + Commodore 64 The Commodore 64 is an 8-bit home computer introduced in January 1982 by Commodore International. It is listed in the Guinness World Records as the highest-selling single computer model of all time, with independent estimates placing the number sold between 10 and 17 million units. Volume production started in early 1982, marketing in August for US$595 (equivalent to $1,461 in 2015). Preceded by the Commodore VIC-20 and Commodore PET, the C64 took its name from its 64 kilobytes (65,536 bytes) of RAM. It had superior sound and graphical specifications compared to other earlier systems such as the Apple II and Atari 800, with multi-color sprites and a more advanced sound processor. @@ -99,4 +99,10 @@ 计算机 + + + Commodore 64 是 Commodore International 於 1982 年 1 月推出的 8 位元家用電腦。在吉尼斯世界紀錄中,它被列為有史以來銷售量最高的單一電腦機型,根據獨立估計,銷售量介於 1,000 萬台至 1,700 萬台之間。1982 年初開始量產,8 月上市,售價為 595 美元(相當於 2015 年的 1,461 美元)。C64 的前身是 Commodore VIC-20 和 Commodore PET,其名來自 64 KB (65,536 位元組) 的 RAM。與其他早期系統(如 Apple II 和 Atari 800)相比,C64 的音效和圖形規格更為優異,具有多色萌點和更先進的音效處理器。 + 電腦 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/cavestory.xml b/themes/linear-es-de/system/metadata/cavestory.xml index 628aa303f..b56f02d64 100644 --- a/themes/linear-es-de/system/metadata/cavestory.xml +++ b/themes/linear-es-de/system/metadata/cavestory.xml @@ -1,4 +1,4 @@ - + Cave Story, originally released as Dōkutsu Monogatari, is a 2004 Metroidvania platform-adventure game for Microsoft Windows. It was developed over five years by Japanese independent developer Daisuke "Pixel" Amaya in his free time. Cave Story features 2D platform mechanics and is reminiscent of the games Amaya played in his youth, such as Metroid and Castlevania. After its initial self-published release, the game slowly gained popularity on the internet. It received widespread critical acclaim for many polished aspects of its design, such as its compelling characters, setting, story, and gameplay. Cave Story is considered by many as the quintessential indie game because of its one-person development team and influence on the video gaming world. NXENGINE is a complete open-source clone/rewrite of the masterpiece jump-and-run platformer Doukutsu Monogatari (also known as Cave Story) Studio Pixel @@ -96,4 +96,10 @@ 发动机 + + + 洞穴物語》(Cave Story)原名為《Dōkutsu Monogatari》,是一款於 2004 年推出的 Metroidvania 平台冒險遊戲,適用於 Microsoft Windows。本遊戲由日本獨立開發者 Daisuke "Pixel" Amaya 利用空閒時間花了五年時間開發完成。Cave Story 採用 2D 平台機制,讓人聯想到 Amaya 年輕時玩過的遊戲,例如 Metroid 和 Castlevania。在最初自行發行之後,遊戲慢慢地在網際網路上受到歡迎。它在設計上有許多精良的地方,例如引人入勝的角色、設定、故事和遊戲性,因此獲得廣泛的好評。Cave Story》因其一人開發團隊和在電子遊戲界的影響力,被許多人認為是典型的獨立遊戲。NXENGINE 是一款完全開源複製/重寫的跳躍與奔跑平台遊戲大作《Doukutsu Monogatari》(也稱為《洞穴物語》)。 + 引擎 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/cdimono1.xml b/themes/linear-es-de/system/metadata/cdimono1.xml index 9b9f66386..96334595d 100644 --- a/themes/linear-es-de/system/metadata/cdimono1.xml +++ b/themes/linear-es-de/system/metadata/cdimono1.xml @@ -1,4 +1,4 @@ - + Philips CD-i The Philips CD-i (Compact Disc Interactive) is an interactive multimedia CD player developed and marketed by Royal Philips Electronics N.V. This category of device was created to provide more functionality than an audio CD player or game console, but at a lower price than a personal computer with CD-ROM drive at the time. The cost savings were due to the lack of a hard drive, floppy drive, keyboard, mouse, monitor (a standard television was used), and less operating system software. In addition to games, educational and multimedia reference titles were produced, such as interactive encyclopedias, museum tours, etc. before public Internet access was widespread. Competitors included the Tandy VIS and Commodore CDTV. Seen as a game console, the CD-i format proved to be a commercial failure. The company lost nearly one billion dollars on the entire project. The failure of the CD-i caused Philips to leave the video game industry after it was discontinued. The CD-i is also one of the earliest consoles to implement internet features, including subscriptions, web browsing, downloading, e-mail, and online play. This was facilitated by the use of an additional hardware modem that Philips released in 1996. @@ -99,4 +99,10 @@ 控制台 + + + Philips CD-i (Compact Disc Interactive) 是由 Royal Philips Electronics N.V. 所開發及行銷的互動式多媒體 CD 播放器,此類裝置的創造是為了提供比音訊 CD 播放器或遊戲控制台更多的功能,但價格卻比當時配備 CD-ROM 光碟機的個人電腦還要低。節省成本的原因在於沒有硬碟、軟碟、鍵盤、滑鼠、螢幕(使用標準電視),以及較少的作業系統軟體。除了遊戲之外,還製作了教育與多媒體參考書籍,例如互動式百科全書、博物館導覽等,當時公共網際網路尚未普及。競爭對手包括 Tandy VIS 和 Commodore CDTV。CD-i 格式被視為一種遊戲控制台,但事實證明它在商業上是失敗的。公司在整個項目上損失了近 10 億美元。CD-i 的失敗使 Philips 在停產後退出了視訊遊戲產業。CD-i 也是最早實現網路功能的遊戲機之一,包括訂閱、網頁瀏覽、下載、電子郵件和線上遊戲。這是因為使用了 Philips 於 1996 年推出的附加硬體數據機。 + 控制台 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/cdtv.xml b/themes/linear-es-de/system/metadata/cdtv.xml index f5aec555b..7b4a309f3 100644 --- a/themes/linear-es-de/system/metadata/cdtv.xml +++ b/themes/linear-es-de/system/metadata/cdtv.xml @@ -1,4 +1,4 @@ - + CDTV The CDTV (an acronym for "Commodore Dynamic Total Vision", a backronym of an acronym for "Compact Disc Television", giving it a double meaning) is a multimedia platform developed by Commodore International and launched in March 1991. The CDTV was intended as a media appliance rather than a personal computer. @@ -99,4 +99,10 @@ 控制台 + + + CDTV (「Commodore Dynamic Total Vision」的縮寫,是「Compact Disc Television」的縮寫,使其具有雙重意義) 是 Commodore International 開發的多媒體平台,於 1991 年 3 月推出。CDTV 擬作為媒體用具,而非個人電腦。 + 控制台 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/chailove.xml b/themes/linear-es-de/system/metadata/chailove.xml index af51152aa..80137e02d 100644 --- a/themes/linear-es-de/system/metadata/chailove.xml +++ b/themes/linear-es-de/system/metadata/chailove.xml @@ -1,4 +1,4 @@ - + ChaiLove Framework ChaiLove is an awesome framework you can use to make 2D games in ChaiScript. It's free, open-source, and works on Windows, Mac OS X, Linux, Android, and ARM through libretro/RetroArch. @@ -99,4 +99,10 @@ 发动机 + + + ChaiLove 是一個很棒的框架,您可以用它在 ChaiScript 中製作 2D 遊戲。它是免費、開放源碼的,可透過 libretro/RetroArch 在 Windows、Mac OS X、Linux、Android 和 ARM 上運作。 + 引擎 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/channelf.xml b/themes/linear-es-de/system/metadata/channelf.xml index 884d25b4d..18e16417c 100644 --- a/themes/linear-es-de/system/metadata/channelf.xml +++ b/themes/linear-es-de/system/metadata/channelf.xml @@ -1,4 +1,4 @@ - + Fairchild Channel F The Fairchild Channel F is a home video game console released by Fairchild Semiconductor in November 1976.
It has the distinction of being the first programmable ROM cartridge–based video game console, and the first console to use a microprocessor. It was launched as the Video Entertainment System, or VES, but when Atari released their VCS the next year, Fairchild renamed it's machine.
@@ -99,4 +99,10 @@ 控制台
+ + + Fairchild Channel F 是 Fairchild Semiconductor 於 1976 年 11 月推出的家用視訊遊戲機。
It has the distinction of being the first programmable ROM cartridge–based video game console, and the first console to use a microprocessor. It was launched as the Video Entertainment System, or VES, but when Atari released their VCS the next year, Fairchild renamed it's machine.
+ 控制台 +
+
\ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/coco.xml b/themes/linear-es-de/system/metadata/coco.xml index 2f542f0bf..cea5a2440 100644 --- a/themes/linear-es-de/system/metadata/coco.xml +++ b/themes/linear-es-de/system/metadata/coco.xml @@ -1,4 +1,4 @@ - + Tandy CoCo The RadioShack TRS-80 Color Computer, later marketed as the Tandy Color Computer and sometimes nicknamed the CoCo, is a line of home computers developed and sold by Tandy Corporation. Despite sharing a name with the earlier TRS-80, the Color Computer is a completely different, incompatible system and a radical departure in design and compatibility with its Motorola 6809E processor rather than the Zilog Z80 earlier models were built around. @@ -99,4 +99,10 @@ 计算机 + + + RadioShack TRS-80 彩色電腦,後來以 Tandy 彩色電腦上市,有時也被暱稱為 CoCo,是由 Tandy Corporation 開發和銷售的家用電腦系列。儘管與早期的 TRS-80 同名,Color Computer 卻是完全不同、互不相容的系統,而且在設計與相容性上也完全不同,它採用 Motorola 6809E 處理器,而非早期機型所採用的 Zilog Z80。 + 電腦 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/colecovision.xml b/themes/linear-es-de/system/metadata/colecovision.xml index 91e0e32c7..dfd175cbb 100644 --- a/themes/linear-es-de/system/metadata/colecovision.xml +++ b/themes/linear-es-de/system/metadata/colecovision.xml @@ -1,4 +1,4 @@ - + ColecoVision The ColecoVision is a second generation (1976–1992) home video game console developed and distributed by Coleco Industries. It was released in August 1982 in North America at a retail price of $175. The console was later released in Europe (1983). The ColecoVision offered a closer experience to arcade games than its competitors at the time. The console was discontinued in mid-1985. @@ -99,4 +99,10 @@ 控制台 + + + ColecoVision 是第二代(1976-1992 年)家用視訊遊戲機,由 Coleco Industries 開發和代理。它於 1982 年 8 月在北美發行,零售價為 175 美元。該遊戲機後來(1983 年)在歐洲發行。與當時的競爭對手相比,ColecoVision 提供了更接近街機遊戲的體驗。該控制台於 1985 年中停產。 + 控制台 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/colors.xml b/themes/linear-es-de/system/metadata/colors.xml index a6d43a374..1bf2307d7 100644 --- a/themes/linear-es-de/system/metadata/colors.xml +++ b/themes/linear-es-de/system/metadata/colors.xml @@ -1,4 +1,4 @@ - + 999999 diff --git a/themes/linear-es-de/system/metadata/completed.xml b/themes/linear-es-de/system/metadata/completed.xml index 70448ac3a..6355bd447 100644 --- a/themes/linear-es-de/system/metadata/completed.xml +++ b/themes/linear-es-de/system/metadata/completed.xml @@ -1,4 +1,4 @@ - + Completed Keep track of the games you've finished. @@ -95,4 +95,10 @@ 收藏品 + + + 記錄您已完成的遊戲。 + 系列 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/consolearcade.xml b/themes/linear-es-de/system/metadata/consolearcade.xml index b318da13c..dd9d6c58b 100644 --- a/themes/linear-es-de/system/metadata/consolearcade.xml +++ b/themes/linear-es-de/system/metadata/consolearcade.xml @@ -1,4 +1,4 @@ - + Console Arcade Games While arcade boards have traditionally been custom designs, there have been a number of systems that were instead based on home console platforms. The first such board was the Nintendo VS. System, based on the Famicom and released in 1984. The last console-based board was Namco System 369 which was released in 2011 and based on the Sony PlayStation 3. @@ -99,4 +99,10 @@ 文件夹 + + + 雖然街機板傳統上都是客製化設計,但也有許多系統是以家用主機平台為基礎。第一款這樣的遊戲機是 Nintendo VS.System,以 Famicom 為基礎,於 1984 年推出。最後一款以控制台為基礎的遊戲機是 Namco System 369,於 2011 年推出,以 Sony PlayStation 3 為基礎。 + 資料夾 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/cps.xml b/themes/linear-es-de/system/metadata/cps.xml index 2f1e39645..7c765d254 100644 --- a/themes/linear-es-de/system/metadata/cps.xml +++ b/themes/linear-es-de/system/metadata/cps.xml @@ -1,4 +1,4 @@ - + Capcom Play System The CP System (CPシステム, shīpī shisutemu, CPS for short) is an arcade system board developed by Capcom that ran game software stored on removable daughterboards. More than two dozen arcade titles were released for CPS-1, before Capcom shifted game development over to its successor, the CP System II. @@ -129,4 +129,12 @@ Bland de 33 titlar som släpptes till det ursprungliga CP-systemet fanns bland a 商场 + + + CP System(CPシステム,shīpī shisutemu,簡稱 CPS)是 Capcom 開發的一款街機系統板,可執行儲存在可拆卸子板上的遊戲軟體。在 Capcom 將遊戲開發轉移到其後代 CP System II 之前,CPS-1 推出了二十多款街機遊戲。 + +在最初的 CP System 發行的 33 款遊戲中,包括 Street Fighter II:The World Warrior 及其前兩款後續遊戲 Street Fighter II:Champion Edition 和 Street Fighter II: Hyper Fighting。 + 街機 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/cps1.xml b/themes/linear-es-de/system/metadata/cps1.xml index 4bc14d94c..fb3b16b86 100644 --- a/themes/linear-es-de/system/metadata/cps1.xml +++ b/themes/linear-es-de/system/metadata/cps1.xml @@ -1,4 +1,4 @@ - + CPS-I The CP System (CPシステム, shīpī shisutemu, CPS for short) is an arcade system board developed by Capcom that ran game software stored on removable daughterboards. More than two dozen arcade titles were released for CPS-1, before Capcom shifted game development over to its successor, the CP System II. @@ -129,4 +129,12 @@ Bland de 33 titlar som släpptes till det ursprungliga CP-systemet fanns bland a 商场 + + + CP System(CPシステム,shīpī shisutemu,簡稱 CPS)是 Capcom 開發的一款街機系統板,可執行儲存在可拆卸子板上的遊戲軟體。在 Capcom 將遊戲開發轉移到其後代 CP System II 之前,CPS-1 推出了二十多款街機遊戲。 + +在最初的 CP System 發行的 33 款遊戲中,包括 Street Fighter II:The World Warrior 及其前兩款後續遊戲 Street Fighter II:Champion Edition 和 Street Fighter II: Hyper Fighting。 + 街機 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/cps2.xml b/themes/linear-es-de/system/metadata/cps2.xml index e9f22d0c3..4f66a9f74 100644 --- a/themes/linear-es-de/system/metadata/cps2.xml +++ b/themes/linear-es-de/system/metadata/cps2.xml @@ -1,4 +1,4 @@ - + CPS-II The CP System II (CPシステムII, shīpī shisutemu tsū) or CPS-2 is an arcade system board that Capcom first used in 1993 for Super Street Fighter II. It was the successor to their previous CP System and Capcom Power System Changer arcade hardware and was succeeded by the CP System III hardware in 1996, of which the CPS-2 would outlive by over four years. The arcade system had new releases for it until the end of 2003, ending with Hyper Street Fighter II. @@ -99,4 +99,10 @@ 商场 + + + CP System II(CPシステムII,shīpī shisutemu tsū)或 CPS-2 是 Capcom 於 1993 年首次用於《超級街霸 II》的街機系統板。它是之前 CP System 和 Capcom Power System Changer 街機硬體的後繼機種,並於 1996 年由 CP System III 硬體接替,CPS-2 的壽命比 CP System III 超過四年。直到 2003 年底,該街機系統仍有新作推出,並以《超級街霸 II》結束。 + 街機 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/cps3.xml b/themes/linear-es-de/system/metadata/cps3.xml index 47686dac6..b0b626417 100644 --- a/themes/linear-es-de/system/metadata/cps3.xml +++ b/themes/linear-es-de/system/metadata/cps3.xml @@ -1,4 +1,4 @@ - + CPS-III The CP System III (CPシステムIII, shīpī shisutemu surī) or CPS-3 is an arcade system board that was first used by Capcom in 1996 with the arcade game Red Earth. It was the second successor to the CP System arcade hardware, following the CP System II. It would be the last proprietary system board Capcom would produce before moving on to the Dreamcast-based Naomi platform. @@ -99,4 +99,10 @@ 商场 + + + CP System III(CPシステムIII,shīpī shisutemu surī)或 CPS-3 是 Capcom 於 1996 年首次在街機遊戲《Red Earth》中使用的街機系統板卡。它是繼 CP System II 之後,CP System 街機硬體的第二個後續產品。在轉移到以 Dreamcast 為基礎的 Naomi 平台之前,這是 Capcom 所生產的最後一款專屬系統板卡。 + 街機 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/crvision.xml b/themes/linear-es-de/system/metadata/crvision.xml index 9d6595f41..2eef19538 100644 --- a/themes/linear-es-de/system/metadata/crvision.xml +++ b/themes/linear-es-de/system/metadata/crvision.xml @@ -1,4 +1,4 @@ - + CreatiVision The Video Technology CreatiVision is a hybrid computer and home video game console introduced by VTech in 1981 and released in 1982 during the Second generation of video game consoles. It was built by the Finnish company Salora. It cost $295 Australian Dollars. The hybrid unit was similar in concept to computers such as the APF Imagination Machine, the older VideoBrain Family Computer, and to a lesser extent the Intellivision game console and Coleco Adam computer, all of which anticipated the trend of video game consoles becoming more like low-end computers. It was discontinue in 1986. @@ -99,4 +99,10 @@ 控制台 + + + Video Technology CreatiVision 是偉易達於 1981 年推出的混合電腦與家用視訊遊戲機,並於 1982 年第二代視訊遊戲機時期發售。它由芬蘭公司 Salora 製造。它的售價為 295 澳元。這款混合裝置在概念上與 APF Imagination Machine、較舊的 VideoBrain Family Computer 等電腦類似,其次是 Intellivision 遊戲主機和 Coleco Adam 電腦,所有這些產品都預期了視訊遊戲主機變得更像低端電腦的趨勢。它在 1986 年停產。 + 控制台 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/custom-collections.xml b/themes/linear-es-de/system/metadata/custom-collections.xml index a67a0166c..411522a24 100644 --- a/themes/linear-es-de/system/metadata/custom-collections.xml +++ b/themes/linear-es-de/system/metadata/custom-collections.xml @@ -1,4 +1,4 @@ - + Custom Collections Organize your games into custom collections. @@ -95,4 +95,10 @@ 收藏品 + + + 將您的遊戲整理為自訂收藏集。 + 系列 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/daphne.xml b/themes/linear-es-de/system/metadata/daphne.xml index 472e275cc..a872bfb57 100644 --- a/themes/linear-es-de/system/metadata/daphne.xml +++ b/themes/linear-es-de/system/metadata/daphne.xml @@ -1,4 +1,4 @@ - + Daphne Daphne is an arcade emulator application that emulates a variety of laserdisc video games with the intent of preserving these games and making the play experience as faithful to the originals as possible. The developer calls Daphne the "First Ever Multiple Arcade Laserdisc Emulator" ("FEMALE"). It derives its name from Princess Daphne, the heroine of Dragon's Lair. @@ -99,4 +99,10 @@ 仿真器 + + + Daphne 是一款街機模擬器應用程式,可模擬多種雷射影碟視訊遊戲,目的在於保存這些遊戲,並使遊戲體驗盡可能忠於原作。開發人員將 Daphne 稱為「史上第一個多重街機雷射光碟片模擬器」(「FEMALE」)。它的名字來自 Dragon's Lair 的女主角 Daphne 公主。 + 仿真器 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/desktop.xml b/themes/linear-es-de/system/metadata/desktop.xml index 7496faf3c..61ddfd16d 100644 --- a/themes/linear-es-de/system/metadata/desktop.xml +++ b/themes/linear-es-de/system/metadata/desktop.xml @@ -1,4 +1,4 @@ - + Desktop Shorcuts View and run your Desktop shortcuts @@ -99,4 +99,10 @@ 文件夹 + + + 檢視並執行您的桌面捷徑 + 資料夾 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/doom.xml b/themes/linear-es-de/system/metadata/doom.xml index ba14da923..41074a1fc 100644 --- a/themes/linear-es-de/system/metadata/doom.xml +++ b/themes/linear-es-de/system/metadata/doom.xml @@ -1,4 +1,4 @@ - + Doom Doom is a 1993 first-person shooter (FPS) game developed by id Software for MS-DOS. Players assume the role of a space marine, popularly known as Doomguy, fighting their way through hordes of invading demons from hell. Id began developing Doom after the release of their previous FPS, Wolfenstein 3D (1992). @@ -99,4 +99,10 @@ 发动机 + + + Doom 是由 id Software 於 1993 年在 MS-DOS 平台上開發的第一人稱射擊遊戲 (FPS)。玩家扮演一名太空陸戰隊員,俗稱 Doomguy,在成群入侵的地獄惡魔中奮戰。Id 在推出前一款 FPS 遊戲 Wolfenstein 3D (1992) 之後開始開發 Doom。 + 引擎 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/dos.xml b/themes/linear-es-de/system/metadata/dos.xml index c2abb0ff6..4c127fb3c 100644 --- a/themes/linear-es-de/system/metadata/dos.xml +++ b/themes/linear-es-de/system/metadata/dos.xml @@ -1,4 +1,4 @@ - + MS-DOS MS-DOS, short for Microsoft Disk Operating System, was an operating system for x86-based personal computers mostly developed by Microsoft. It was the most commonly used member of the DOS family of operating systems, and was the main operating system for IBM PC compatible personal computers during the 1980s to the mid-1990s, when it was gradually superseded by operating systems offering a graphical user interface (GUI), in various generations of the Microsoft Windows operating system. @@ -99,4 +99,10 @@ 操作系统 + + + MS-DOS 是 Microsoft Disk Operating System(微軟磁碟作業系統)的簡稱,是主要由 Microsoft 開發的 x86 架構個人電腦作業系統。它是 DOS 作業系統家族中最常用的成員,在 1980 年代到 1990 年代中期是 IBM PC 相容個人電腦的主要作業系統,之後逐漸被提供圖形使用者介面 (GUI) 的作業系統所取代,包括各代的 Microsoft Windows 作業系統。 + OS + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/dragon32.xml b/themes/linear-es-de/system/metadata/dragon32.xml index 1928b3f78..1300c58e4 100644 --- a/themes/linear-es-de/system/metadata/dragon32.xml +++ b/themes/linear-es-de/system/metadata/dragon32.xml @@ -1,4 +1,4 @@ - + Dragon 32 The Dragon 32 and Dragon 64 are home computers that were built in the 1980s. The Dragons are very similar to the TRS-80 Color Computer, and were produced for the European market by Dragon Data, Ltd., initially in Swansea, Wales before moving to Port Talbot, Wales (until 1984) and by Eurohard S.A. in Casar de Cáceres, Spain (from 1984 to 1987), and for the US market by Tano of New Orleans, Louisiana. @@ -129,4 +129,12 @@ Modellnumren återspeglar den primära skillnaden mellan de två maskinerna, som 计算机 + + + Dragon 32 和 Dragon 64 是製造於 1980 年代的家用電腦。Dragon 與 TRS-80 彩色電腦非常相似,由 Dragon Data, Ltd. 負責歐洲市場的生產,最初位於威爾斯的史雲斯 (Swansea),後來遷到威爾斯的塔爾伯特港 (Port Talbot)(直到 1984 年),以及位於西班牙卡薩爾德卡塞雷斯 (Casar de Cáceres) 的 Eurohard S.A.(從 1984 年到 1987 年);美國市場則由路易斯安那州新奧爾良的 Tano 負責生產。 + +型號反映了兩款機器的主要差異,它們分別有 32 和 64 千位元組 (32,768 和 65,536 位元組) 的 RAM。 + 電腦 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/dreamcast.xml b/themes/linear-es-de/system/metadata/dreamcast.xml index ff15bb153..e773ea71d 100644 --- a/themes/linear-es-de/system/metadata/dreamcast.xml +++ b/themes/linear-es-de/system/metadata/dreamcast.xml @@ -1,4 +1,4 @@ - + Dreamcast The Dreamcast is a home video game console released by Sega on November 27, 1998 in Japan, September 9, 1999 in North America, and October 14, 1999 in Europe. It was the first in the sixth generation of video game consoles, preceding Sony's PlayStation 2, Nintendo's GameCube, and Microsoft's Xbox. The Dreamcast was Sega's final home console, marking the end of the company's eighteen years in the console market. @@ -129,4 +129,12 @@ I motsats till den dyra hårdvaran i den misslyckade Sega Saturn var Dreamcast u 控制台 + + + Dreamcast 是 Sega 於 1998 年 11 月 27 日在日本、1999 年 9 月 9 日在北美、1999 年 10 月 14 日在歐洲發行的家用視訊遊戲主機。它是第六代視訊遊戲主機中的第一款,比 Sony 的 PlayStation 2、Nintendo 的 GameCube 和 Microsoft 的 Xbox 還要早。Dreamcast 是 Sega 最後的家用遊戲機,標誌著該公司在遊戲機市場 18 年的結束。 + +相較於不成功的世嘉土星(Sega Saturn)昂貴的硬體設計,Dreamcast 的設計採用「現成」元件,包括 Hitachi SH-4 CPU 和 NEC PowerVR2 GPU,以降低成本。Dreamcast 在日本推出後反應平平,在美國推出時則在大規模行銷活動的支持下獲得成功,但隨著 Sony 為即將推出的 PlayStation 2 大炒熱氣氛,市場對於 Dreamcast 的興趣逐漸下降。儘管多次降價,銷售量仍未達世嘉的預期,公司持續出現重大財務虧損。在領導層更迭之後,世嘉於 2001 年 3 月 31 日停產 Dreamcast,退出遊戲機事業,改組為第三方出版商。全球總共售出 913 萬台 Dreamcast。 + 控制台 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/easyrpg.xml b/themes/linear-es-de/system/metadata/easyrpg.xml index fcb272379..e473586e8 100644 --- a/themes/linear-es-de/system/metadata/easyrpg.xml +++ b/themes/linear-es-de/system/metadata/easyrpg.xml @@ -1,4 +1,4 @@ - + EasyRPG EasyRPG is a free, open source engine to create RPG games, aiming to be also compatible with all RPG Maker 2000 and RPG Maker 2003 games. RPG Maker 2000/2003 games tend to have mechanics and visuals similar to 16-bit JRPGs, though custom scripts can be made by the creators to modify how the game feels and looks. @@ -99,4 +99,10 @@ 发动机 + + + EasyRPG 是一個免費的開放原始碼引擎,用來製作 RPG 遊戲,目標是同時相容於所有 RPG Maker 2000 和 RPG Maker 2003 遊戲。 RPG Maker 2000/2003 遊戲傾向於具有類似 16 位元 JRPG 遊戲的機制與視覺效果,不過製作人可以自訂腳本來修改遊戲的感覺與外觀。 + 引擎 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/electron.xml b/themes/linear-es-de/system/metadata/electron.xml index a4a27836d..900b115fa 100644 --- a/themes/linear-es-de/system/metadata/electron.xml +++ b/themes/linear-es-de/system/metadata/electron.xml @@ -1,4 +1,4 @@ - + Acorn Electron The Acorn Electron (nicknamed the Elk inside Acorn and beyond) was a lower-cost alternative to the BBC Micro educational/home computer, also developed by Acorn Computers Ltd, to provide many of the features of that more expensive machine at a price more competitive with that of the ZX Spectrum. It had 32 kilobytes of RAM, and its ROM included BBC BASIC II together with the operating system. Announced in 1982 for a possible release the same year, it was eventually introduced on 25 August 1983 priced at £199 @@ -98,4 +98,10 @@ 计算机 + + + Acorn Electron(在 Acorn 及其他公司中暱稱「麋鹿」)是 BBC Micro 教育/家用電腦的低成本替代產品,同樣由 Acorn Computers Ltd 開發,以 ZX Spectrum 較具競爭力的價格提供較昂貴機器的許多功能。它有 32 KB 的 RAM,其 ROM 包括 BBC BASIC II 以及作業系統。1982 年宣布可能於同年推出,最終於 1983 年 8 月 25 日推出,售價為 199 英鎊。 + 電腦 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/emulators.xml b/themes/linear-es-de/system/metadata/emulators.xml index 98a918be3..20b5bffdf 100644 --- a/themes/linear-es-de/system/metadata/emulators.xml +++ b/themes/linear-es-de/system/metadata/emulators.xml @@ -1,4 +1,4 @@ - + Emulators Modify your Emulator settings and configurations @@ -99,4 +99,10 @@ 文件夹 + + + 修改您的模擬器設定和組態 + 資料夾 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/epic.xml b/themes/linear-es-de/system/metadata/epic.xml index 802b80404..8f0d4211f 100644 --- a/themes/linear-es-de/system/metadata/epic.xml +++ b/themes/linear-es-de/system/metadata/epic.xml @@ -1,4 +1,4 @@ - + Epic Games Store The Epic Games Store is a digital video game storefront for Microsoft Windows and macOS, operated by Epic Games. It launched in December 2018 as both a website and a standalone launcher, of which the latter is required to download and play games. The storefront provides a basic catalog, friends list management, matchmaking, and other features. Epic Games has further plans to expand the feature set of the storefront but it does not plan to add as many features as other digital distribution platforms, such as discussion boards or user reviews, instead using existing social media platforms to support these. @@ -99,4 +99,10 @@ 文件夹 + + + Epic Games Store 是由 Epic Games 營運的 Microsoft Windows 和 macOS 數位視訊遊戲店鋪。它於 2018 年 12 月以網站和獨立啟動器兩種形式推出,其中後者是下載和玩遊戲所必需的。店面提供基本目錄、好友名單管理、對戰等功能。Epic Games 有進一步擴充店面功能集的計劃,但不打算像其他數位發行平台一樣增加討論區或使用者評論等功能,而是利用現有的社群媒體平台來支援這些功能。 + 資料夾 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/famicom.xml b/themes/linear-es-de/system/metadata/famicom.xml index 948537095..4a8d1c22a 100644 --- a/themes/linear-es-de/system/metadata/famicom.xml +++ b/themes/linear-es-de/system/metadata/famicom.xml @@ -1,4 +1,4 @@ - + Famicom The Nintendo Entertainment System is an 8-bit video game console that was released by Nintendo in North America during 1985, in Europe during 1986 and Australia in 1987. In most of Asia, including Japan (where it was first launched in 1983), China, Vietnam, Singapore, the Middle East and Hong Kong, it was released as the Family Computer, commonly shortened as either the romanized contraction Famicom, or abbreviated to FC. In South Korea, it was known as the Hyundai Comboy, and was distributed by Hynix which then was known as Hyundai Electronics. @@ -99,4 +99,16 @@ 控制台 + + + 家庭電腦 (ファミリーコンピュータ) 或 Famicom (ファミコン)於 1983 年打入日本遊戲市場。Famicom 是 Masayuki Uemura 的心血結晶,也是任天堂第一台以卡帶為基礎的家用視訊遊戲機。它一推出便大受歡迎,傳奇設計師宮本茂(Shigeru Miyamoto)的街機經典遊戲《大金剛》(Donkey Kong)等遊戲更是刺激了銷售。 + +Famicom 一開始的名稱是 "GameCom",後來系統設計師 Masayuki Uemura 的妻子建議採用我們今天所熟悉和喜愛的名稱。在開發過程中,曾有多種想法湧現,包括創造一台功能強大且配備鍵盤和磁碟機的家用電腦,但最終這台遊戲機成為了紅白相間的小巧機種,多年來已成為標誌性產品;顯然是任天堂總裁山內博司在看到廣告牌上使用相同色調的廣告後,選擇了這個配色方案。 + +Famicom 的設計既便宜又令人印象深刻。任天堂的目標是盡可能節儉,但又不想犧牲性能。任天堂的目標是讓他們的控制台在品質和成本效益方面,至少在一年內,甚至更長的時間內,都是競爭對手無法超越的。這款遊戲機故意設計得像個玩具 - 設計方案與 Famicom 推出前幾年推出的 Game and Watch 系列可攜式遊戲相似。 + +Famicom 的唯一直接競爭對手是 Sega 的 SG-1000,而 Famicom 的銷量卻輕易超越了 SG-1000。在兩年內,Famicom 已在日本售出 250 萬台。這樣的成功讓任天堂更有自信,開始放眼國際市場。任天堂在日本的總銷售量超過 1000 萬台。 + 控制台 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/fba.xml b/themes/linear-es-de/system/metadata/fba.xml index a6b0149fa..d04091ac8 100644 --- a/themes/linear-es-de/system/metadata/fba.xml +++ b/themes/linear-es-de/system/metadata/fba.xml @@ -1,4 +1,4 @@ - + FinalBurn Alpha This source-available project is based on FinalBurn, created by Dave in 2000. It has been programmed by a team composed of Barry Harris (Old username: TrebleWinner), Jan_Klaassen, KEV, LoopMaster, Mike Haggar, Hyper Yagami and Ayeye. @@ -159,4 +159,14 @@ FinalBurn 是最早的 Capcom CPS2 模拟器之一。该项目于 2001 年停止 仿真器 + + + 這個可取得原始碼的專案是以 Dave 於 2000 年所創造的 FinalBurn 為基礎。它是由 Barry Harris (舊使用者名稱:TrebleWinner)、Jan_Klaassen、KEV、LoopMaster、Mike Haggar、Hyper Yagami 和 Ayeye 所組成的團隊所編寫。 + +FinalBurn 是最早的 Capcom CPS2 模擬器之一。當這個專案在 2001 年終止時,其原始碼被廣泛散佈,允許開發許多非官方版本,其中 FBA 是最成功的版本。 + +FB Alpha 與其他模擬器的不同之處在於支援的系統非常多,而且介面清晰(像 Kawaks 的介面一樣簡單)、效能優異。錦上添花;它並不耗費資源,而且您不需要沉溺於複雜的設定,就能立即上手,儘管它的選單是原生的英文。 + 仿真器 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/fbneo.xml b/themes/linear-es-de/system/metadata/fbneo.xml index 3cc03df9f..4aa091665 100644 --- a/themes/linear-es-de/system/metadata/fbneo.xml +++ b/themes/linear-es-de/system/metadata/fbneo.xml @@ -1,4 +1,4 @@ - + FinalBurn Neo FinalBurn Neo is a Multiple Arcade Emulator most popular for emulating Neo-Geo, Capcom, Konami, and Cave games. It is developed by the FinalBurn team and originated from FinalBurn by Dave and old MAME versions. @@ -159,4 +159,14 @@ FinalBurn Neo 是 FinalBurn Alpha 模拟器的主动分叉,由许多前 FBA 仿真器 + + + FinalBurn Neo 是一款多重街機模擬器,最常用於模擬 Neo-Geo、Capcom、Konami 和 Cave 遊戲。它由 FinalBurn 團隊開發,源自 FinalBurn by Dave 和舊版 MAME。 + +FinalBurn Neo 是 FinalBurn Alpha 模擬器的主動分叉,由許多前 FBA 開發人員所創造。 + +舊的分支 FB Alpha 與新的衍生分支 FB Neo 之所以分離,是因為一位 Barry Harris 與其他主要的 FBA 團隊成員在授權問題上有明顯的分歧。 + 仿真器 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/fds.xml b/themes/linear-es-de/system/metadata/fds.xml index 1643eea48..9bcde873f 100644 --- a/themes/linear-es-de/system/metadata/fds.xml +++ b/themes/linear-es-de/system/metadata/fds.xml @@ -1,4 +1,4 @@ - + Famicom Disk System The Family Computer Disk System, sometimes shortened as the Famicom Disk System or simply the Disk System, and abbreviated as the FDS or FCD, is a peripheral for Nintendo's Family Computer home video game console, released in Japan on February 21, 1986. It uses proprietary floppy disks called "Disk Cards" for data storage. Through its entire production span, 1986–2003, 4.44 million units were sold. The device is connected to the Famicom deck by plugging a special cartridge known as the RAM Adapter into the system's cartridge port, and attaching that cartridge's cable to the disk drive. The RAM adapter contains 32 kilobytes (KB) of RAM for temporary program storage, 8 KB of RAM for tile and sprite data storage, and an ASIC known as the 2C33. The ASIC acts as a disk controller for the floppy drive, and also includes additional sound hardware featuring a single-cycle wavetable-lookup synthesizer. Finally, embedded in the 2C33 is an 8KB BIOS ROM. The Disk Cards used are double-sided, with a total capacity of 112 KB per disk. Many games span both sides of a disk, requiring the user to switch sides at some point during gameplay. A few games use two full disks, totaling four sides. The Disk System is capable of running on six C-cell batteries or the supplied AC adapter. Batteries usually last five months with daily game play. The battery option is due to the likelihood of a standard set of AC plugs already being occupied by a Famicom and a television. @@ -99,4 +99,12 @@ 外围设备 + + + 家庭電腦磁碟系統(Family Computer Disk System),通常簡稱為 Famicom Disk System 或 Disk System,是任天堂家庭電腦家用視訊遊戲機的周邊設備,於 1986 年 2 月 21 日僅在日本發售。它使用稱為「Disk Cards」的專屬軟碟來儲存較便宜的資料,並新增了支援 Disk System 遊戲的高傳真聲道。 + +基本上,磁碟系統只是加強了基本 Famicom 系統的某些固有功能,提供更好的音效和更便宜的遊戲,但也有初始價格高、速度慢和可靠性低的缺點。不過,這種可負擔、可寫的大容量儲存設備對市場的推動,暫時成為創造新型視訊遊戲的有利技術。這包括最暢銷的 The Legend of Zelda (1986) 和 Metroid (1986),遼闊、開放世界、省進度的冒險遊戲,具有成本效益且發行迅速的遊戲,例如最暢銷的「超級馬里奧兄弟 2」,以及透過店內 Disk Fax kiosk 進行的全國性排行榜和競賽,這些都被視為今日線上成就和發行系統的先驅。 + 周邊設備 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/flash.xml b/themes/linear-es-de/system/metadata/flash.xml index be118ec8c..08181a660 100644 --- a/themes/linear-es-de/system/metadata/flash.xml +++ b/themes/linear-es-de/system/metadata/flash.xml @@ -1,4 +1,4 @@ - + Adobe Flash Adobe Flash (formerly Macromedia Flash and FutureSplash) was a multimedia software platform used for production of animations, rich web applications, desktop applications, mobile apps, mobile games, and embedded web browser video players. Flash displays text, vector graphics, and raster graphics to provide animations, video games, and applications. It allows streaming of audio and video, and can capture mouse, keyboard, microphone, and camera input. @@ -99,4 +99,10 @@ 发动机 + + + Adobe Flash(前身為 Macromedia Flash 和 FutureSplash)是多媒體軟體平台,用於製作動畫、富網頁應用程式、桌面應用程式、行動應用程式、行動遊戲和嵌入式網頁瀏覽器視訊播放器。Flash 可顯示文字、向量圖形和光柵圖形,以提供動畫、視訊遊戲和應用程式。它允許串流音訊和視訊,並能捕捉滑鼠、鍵盤、麥克風和攝影機的輸入。 + 引擎 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/fm7.xml b/themes/linear-es-de/system/metadata/fm7.xml index 7147cfc03..7137cdc34 100644 --- a/themes/linear-es-de/system/metadata/fm7.xml +++ b/themes/linear-es-de/system/metadata/fm7.xml @@ -1,4 +1,4 @@ - + FM-7 The FM-7 ("Fujitsu Micro 7") is a home computer created by Fujitsu. It was first released in 1982 and was sold in Japan and Spain. It is a stripped-down version of Fujitsu's earlier FM-8 computer, and during development it was referred to as the "FM-8 Jr.". @@ -99,4 +99,10 @@ 计算机 + + + FM-7 (「Fujitsu Micro 7」) 是由 Fujitsu 製造的家用電腦。它於 1982 年首次推出,並在日本和西班牙銷售。它是 Fujitsu 早期 FM-8 電腦的精簡版本,在開發過程中被稱為 "FM-8 Jr."。 + 電腦 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/fmtowns.xml b/themes/linear-es-de/system/metadata/fmtowns.xml index c6a05b0f4..fa0fe5c5b 100644 --- a/themes/linear-es-de/system/metadata/fmtowns.xml +++ b/themes/linear-es-de/system/metadata/fmtowns.xml @@ -1,4 +1,4 @@ - + FM Towns The FM Towns (Japanese: エフエムタウンズ, Hepburn: Efu Emu Taunzu) is a Japanese personal computer built by Fujitsu from February 1989 to the summer of 1997. It started as a proprietary PC variant intended for multimedia applications and PC games, but later became more compatible with IBM PC compatibles. In 1993, the FM Towns Marty was released, a game console compatible with existing FM Towns games. @@ -129,4 +129,12 @@ FM "的意思是 "富士通微型",就像他们早期的产品一样,而 "To 计算机 + + + FM Towns(日文:エフエムタウンズ,合本:Efu Emu Taunzu)是富士通於 1989 年 2 月至 1997 年夏季製造的日本個人電腦。它一開始是專為多媒體應用程式和個人電腦遊戲而設計的個人電腦變種,但後來變得與 IBM PC 相容。1993 年,FM Towns Marty 發表,這是一款與現有 FM Towns 遊戲相容的遊戲主機。 + +名稱中的「FM」部分和早期的產品一樣,是「Fujitsu Micro」的意思,而「Towns」部分則來自於系統開發時的代號「Townes」。這指的是 1964 年諾貝爾物理學獎得主之一 Charles Townes,富士通當時的慣例是以諾貝爾物理學獎得主的名字為 PC 產品命名。系統投產後,"Townes 「中的 e 被去掉,以便更清楚地表明該詞的發音是 」towns「,而不是潛在的 」tow-nes"。 + 電腦 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/fpinball.xml b/themes/linear-es-de/system/metadata/fpinball.xml index ec7187b07..952705552 100644 --- a/themes/linear-es-de/system/metadata/fpinball.xml +++ b/themes/linear-es-de/system/metadata/fpinball.xml @@ -1,4 +1,4 @@ - + Future Pinball Future Pinball ("FP") is a freeware 3D pinball editing and gaming application for Microsoft Windows. It is similar to Visual Pinball ("VP") and other modern pinball simulation applications. Just as with VP's partnership with Visual PinMAME, FP uses partner applications to emulate original pinball ROM code. In FP's case, the end results of ROM code are simulated by Better Arcade Mode ("BAM") and tools such as "Pinball Browser" and dot-matrix display software plugins. Core FP development was discontinued in 2010, but resumed in 2013 via BAM. BAM features many new developments, such as enhanced physics, optics, and virtual reality support. @@ -99,4 +99,10 @@ 发动机 + + + Future Pinball ("FP") 是一款適用於 Microsoft Windows 的免費 3D 彈珠編輯與遊戲應用程式。它與 Visual Pinball ("VP") 和其他現代彈珠模擬應用程式類似。就像 VP 與 Visual PinMAME 的合作關係一樣,FP 使用合作夥伴的應用程式來模擬原始的彈珠 ROM 程式碼。在 FP 的案例中,ROM 程式碼的最終結果是透過 Better Arcade Mode ("BAM") 以及「Pinball Browser」和點矩陣顯示軟體外掛程式等工具來模擬的。核心 FP 開發於 2010 年中止,但於 2013 年透過 BAM 恢復。BAM 具有許多新的開發功能,例如增強的物理、光學和虛擬實境支援。 + 引擎 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/gamate.xml b/themes/linear-es-de/system/metadata/gamate.xml index 7ff295aa5..91726f91c 100644 --- a/themes/linear-es-de/system/metadata/gamate.xml +++ b/themes/linear-es-de/system/metadata/gamate.xml @@ -1,4 +1,4 @@ - + Gamate The Gamate, known as 超級小子 (pinyin: chāojí xiǎozi, literally "Super Boy") in Taiwan and 超级神童 (pinyin: chāojí shéntóng, literally "Super Child Prodigy") in China, is a handheld game console manufactured by Bit Corporation in the early 1990s, and released in Australia, some parts of Europe, Asia (Taiwan and China), Argentina, and the United States. @@ -99,4 +99,10 @@ 便携式 + + + Gamate 在台灣稱為「超級小子」,在中國則稱為「超級神童」:是 Bit Corporation 於 1990 年代早期製造的掌上型遊戲機,並在澳洲、歐洲部分地區、亞洲 (台灣和中國)、阿根廷和美國發行。 + 可攜式 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/gameandwatch.xml b/themes/linear-es-de/system/metadata/gameandwatch.xml index f9dc54fa1..8e17d7ff7 100644 --- a/themes/linear-es-de/system/metadata/gameandwatch.xml +++ b/themes/linear-es-de/system/metadata/gameandwatch.xml @@ -1,4 +1,4 @@ - + Game & Watch The Game & Watch brand is a series of handheld electronic games developed, manufactured, released and marketed by Nintendo from 1980 to 1991. Created by game designer Gunpei Yokoi, the product derived its name from its featuring a single game as well as a clock on a LCD screen. The models from 1981 onwards featured an alarm in addition. It was the earliest Nintendo video game product to gain major success. @@ -159,4 +159,14 @@ Serien såldes i sammanlagt 43,4 miljoner exemplar över hela världen.便携式 + + + Game & Watch 是任天堂於 1980 年至 1991 年間開發、製造、發行及行銷的一系列掌上型電子遊戲。該產品由遊戲設計師 Gunpei Yokoi 創作,其名稱來自於在 LCD 螢幕上同時顯示單一遊戲和時鐘。1981 年以後的型號還加裝了鬧鐘。它是任天堂最早獲得重大成功的視訊遊戲產品。 + +這些裝置以夏普 SM5xx 系列的 4 位元 CPU 為基礎,包含一個小的 ROM 和 RAM 區域,以及一個 LCD 螢幕驅動電路,不過,在 MAME 模擬之前,有一種錯誤的觀念,以為每個裝置都使用客製化的 ASIC,而不是正規的微控制器。 + +該系列在全球共售出 4340 萬台。 + 可攜式 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/gamecom.xml b/themes/linear-es-de/system/metadata/gamecom.xml index 59d47d070..d2f897316 100644 --- a/themes/linear-es-de/system/metadata/gamecom.xml +++ b/themes/linear-es-de/system/metadata/gamecom.xml @@ -1,4 +1,4 @@ - + Game.com The Game.com is a fifth-generation handheld game console released by Tiger Electronics in August 1997. A smaller version, the Game.com Pocket Pro, was released in mid-1999. @@ -144,4 +144,13 @@ Game.com 的第一个版本可以连接到 14.4 kbit/s 的调制解调器上进 便携式 + + + Game.com 是 Tiger Electronics 於 1997 年 8 月推出的第五代掌上遊戲機。1999 年中推出了較小的版本 Game.com Pocket Pro。 +Game.com 的第一個版本可連接 14.4 kbit/s 的數據機進行網際網路連線,因此其名稱參考了頂級網域名稱 .com。 + +它是第一款包含觸控螢幕的視訊遊戲機,也是第一款包含網際網路連線功能的掌上型遊戲機。 + 可攜式 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/gamegear.xml b/themes/linear-es-de/system/metadata/gamegear.xml index e953af6e0..1accf544f 100644 --- a/themes/linear-es-de/system/metadata/gamegear.xml +++ b/themes/linear-es-de/system/metadata/gamegear.xml @@ -1,4 +1,4 @@ - + Game Gear The Game Gear is an 8-bit fourth generation handheld game console released by Sega on October 6, 1990 in Japan, in April 1991 throughout North America and Europe, and during 1992 in Australia. The Game Gear primarily competed with Nintendo's Game Boy, the Atari Lynx, and NEC's TurboExpress. It shares much of its hardware with the Master System, and can play Master System games by the use of an adapter. Sega positioned the Game Gear, which had a full-color backlit screen with a landscape format, as a technologically superior handheld to the Game Boy. @@ -129,4 +129,12 @@ Deși Game Gear a fost lansat pe piață în grabă, biblioteca sa unică de joc 便携式 + + + Game Gear 是 Sega 於 1990 年 10 月 6 日在日本、1991 年 4 月在北美和歐洲,以及 1992 年在澳洲推出的 8 位元第四代掌上型遊戲機。Game Gear 的主要競爭對手為任天堂的 Game Boy、Atari Lynx 以及 NEC 的 TurboExpress。它與 Master System 共用大部分硬體,並可透過使用轉接器來玩 Master System 遊戲。世嘉將 Game Gear 定位為技術上優於 Game Boy 的掌上型遊戲機,Game Gear 擁有全彩背光螢幕,並採用橫向格式。 + +儘管 Game Gear 倉促上市,但其獨特的遊戲庫和價格卻讓它比 Atari Lynx 和 TurboExpress 更有優勢。然而,由於電池壽命短、缺乏原創遊戲,以及世嘉支援不力,Game Gear 未能超越 Game Boy,到 1996 年 3 月才賣出 1,062 萬台。Game Gear 於 1997 年 4 月 30 日停產。2000 年,在 Sega 的授權下,Majesco Entertainment 以經濟型系統的形式重新推出 Game Gear。 + 可攜式 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/gb.xml b/themes/linear-es-de/system/metadata/gb.xml index 7bab20f8d..ea1cba1ae 100644 --- a/themes/linear-es-de/system/metadata/gb.xml +++ b/themes/linear-es-de/system/metadata/gb.xml @@ -1,4 +1,4 @@ - + Game Boy The Game Boy is an 8-bit handheld video game console developed and manufactured by Nintendo. It was released in Japan on April 21, 1989, in North America in August 1989, and in Europe in 1990. In Southern Asia, it is known as the "Tata Game Boy" It is the first handheld console in the Game Boy line. It was created by Gunpei Yokoi and Nintendo's Research and Development — the same staff who had designed the Game & Watch series as well as several popular games for the NES. The Game Boy was Nintendo's second handheld system following the Game & Watch series introduced in 1980, and it combined features from both the Nintendo Entertainment System and Game and Watch. It was also the first handheld game to use video game cartridges since Milton Bradley's Microvision handheld console. It was originally bundled with the puzzle game Tetris. Despite many other, technologically superior handheld consoles introduced during its lifetime, the Game Boy was a tremendous success. The Game Boy and Game Boy Color combined have sold 118.69 million units worldwide. Upon its release in the United States, it sold its entire shipment of one million units within weeks. @@ -99,4 +99,12 @@ 便携式 + + + Game Boy 是任天堂開發製造的 8 位元掌上型遊戲機。它於 1989 年 4 月 21 日首次在日本發行,同年稍後在北美發行,並於 1990 年底在歐洲發行。它是由開發 Game & Watch 系列掌上電子遊戲和多款 Nintendo Entertainment System (NES) 遊戲的同一團隊所設計:Satoru Okada、Gunpei Yokoi 和 Nintendo Research & Development 1。 + +這是自 Milton Bradley 的 Microvision 掌上遊戲機以來,第一款使用視訊遊戲卡帶的掌上遊戲。儘管在它的生命週期中有許多其他技術上更優異的掌上型遊戲機推出,Game Boy 仍然獲得了巨大的成功。Game Boy 和 Game Boy Color 在全球的總銷量達到 1.18 億台。在美國發售時,幾個星期內就售出了 100 萬台。 + 可攜式 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/gba.xml b/themes/linear-es-de/system/metadata/gba.xml index f67bd2a12..d66d9601d 100644 --- a/themes/linear-es-de/system/metadata/gba.xml +++ b/themes/linear-es-de/system/metadata/gba.xml @@ -1,4 +1,4 @@ - + Game Boy Advance The Game Boy Advance (abbreviated as GBA) is a 32-bit handheld video game console developed, manufactured and marketed by Nintendo as the successor to the Game Boy Color. It was released in Japan on March 21, 2001, in North America on June 11, 2001, in Australia and Europe on June 22, 2001, and in mainland China on June 8, 2004 (iQue Player). Nintendo's competitors in the handheld market at the time were the Neo Geo Pocket Color, WonderSwan, GP32, Tapwave Zodiac, and the N-Gage. Despite the competitors' best efforts, Nintendo maintained a majority market share with the Game Boy Advance. As of June 30, 2010, the Game Boy Advance series has sold 81.51 million units worldwide. Its successor, the Nintendo DS, was released in November 2004 and is also compatible with Game Boy Advance software. @@ -99,4 +99,10 @@ 便携式 + + + Game Boy Advance(簡稱 GBA)是任天堂開發、製造和行銷的 32 位元掌上型視訊遊戲主機,是 Game Boy Color 的後繼機種。它於 2001 年 3 月 21 日在日本發售,2001 年 6 月 11 日在北美發售,2001 年 6 月 22 日在澳洲和歐洲發售,2004 年 6 月 8 日在中國大陸發售 (iQue Player)。任天堂當時在掌上型電腦市場的競爭對手包括 Neo Geo Pocket Color、WonderSwan、GP32、Tapwave Zodiac 以及 N-Gage。儘管競爭對手竭盡全力,任天堂仍以 Game Boy Advance 維持了大多數的市場佔有率。截至 2010 年 6 月 30 日,Game Boy Advance 系列已在全球售出 8,151 萬台。它的後繼機種 Nintendo DS 於 2004 年 11 月推出,也相容於 Game Boy Advance 軟體。 + 可攜式 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/gbah.xml b/themes/linear-es-de/system/metadata/gbah.xml index e7c2e3211..d9acd060d 100644 --- a/themes/linear-es-de/system/metadata/gbah.xml +++ b/themes/linear-es-de/system/metadata/gbah.xml @@ -1,4 +1,4 @@ - + GBA Hacks The Game Boy Advance (abbreviated as GBA) is a 32-bit handheld video game console developed, manufactured and marketed by Nintendo as the successor to the Game Boy Color. It was released in Japan on March 21, 2001, in North America on June 11, 2001, in Australia and Europe on June 22, 2001, and in mainland China on June 8, 2004 (iQue Player). Nintendo's competitors in the handheld market at the time were the Neo Geo Pocket Color, WonderSwan, GP32, Tapwave Zodiac, and the N-Gage. Despite the competitors' best efforts, Nintendo maintained a majority market share with the Game Boy Advance. As of June 30, 2010, the Game Boy Advance series has sold 81.51 million units worldwide. Its successor, the Nintendo DS, was released in November 2004 and is also compatible with Game Boy Advance software. @@ -99,4 +99,10 @@ 便携式 + + + Game Boy Advance(簡稱 GBA)是任天堂開發、製造和行銷的 32 位元掌上型視訊遊戲主機,是 Game Boy Color 的後繼機種。它於 2001 年 3 月 21 日在日本發售,2001 年 6 月 11 日在北美發售,2001 年 6 月 22 日在澳洲和歐洲發售,2004 年 6 月 8 日在中國大陸發售 (iQue Player)。任天堂當時在掌上型電腦市場的競爭對手包括 Neo Geo Pocket Color、WonderSwan、GP32、Tapwave Zodiac 以及 N-Gage。儘管競爭對手竭盡全力,任天堂仍以 Game Boy Advance 維持了大多數的市場佔有率。截至 2010 年 6 月 30 日,Game Boy Advance 系列已在全球售出 8,151 萬台。它的後繼機種 Nintendo DS 於 2004 年 11 月推出,也相容於 Game Boy Advance 軟體。 + 可攜式 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/gbc.xml b/themes/linear-es-de/system/metadata/gbc.xml index f0c01d5cd..a66263d7d 100644 --- a/themes/linear-es-de/system/metadata/gbc.xml +++ b/themes/linear-es-de/system/metadata/gbc.xml @@ -1,4 +1,4 @@ - + Game Boy Color The Game Boy Color, (abbreviated as GBC) is a handheld game console manufactured by Nintendo, which was released on October 21, 1998 in Japan and was released in November of the same year in international markets. It is the successor of the Game Boy. The Game Boy Color, as suggested by the name, features a color screen, but no backlight. It is slightly thicker and taller than the Game Boy Pocket, which is a redesigned Game Boy released in 1996. As with the original Game Boy, it has a custom 8-bit processor somewhat related to a Zilog Z80 central processing unit (CPU). The original name - with its American English spelling of "color" - remained unchanged even in markets where "colour" was the accepted English spelling. The Game Boy Color's primary competitors were the much more advanced Neo Geo Pocket by SNK and the WonderSwan by Bandai (both released in Japan only), though the Game Boy Color outsold these by a wide margin. The Game Boy and Game Boy Color combined have sold 118.69 million units worldwide. It was discontinued in 2003, shortly after the release of the Game Boy Advance SP. @@ -99,4 +99,10 @@ 便携式 + + + Game Boy Color(簡稱 GBC)是任天堂製造的掌上遊戲機,於 1998 年 10 月 21 日在日本發售,同年 11 月在國際市場發售。它是 Game Boy 的後繼機種。Game Boy Color 正如其名所示,具有彩色螢幕,但沒有背光。它比 1996 年推出的 Game Boy Pocket(重新設計的 Game Boy)稍厚、稍高。與最初的 Game Boy 一樣,它有一個與 Zilog Z80 中央處理器 (CPU) 有些關聯的客製化 8 位元處理器。即使在以 "color「 作為英文拼法的市場中,Game Boy Color 的原名(美式英語拼法為 」color")也沒有改變。Game Boy Color 的主要競爭對手是 SNK 的 Neo Geo Pocket 和 Bandai 的 WonderSwan(兩者均僅在日本發售),但 Game Boy Color 的銷量遠遠超過這兩款產品。Game Boy 和 Game Boy Color 的全球總銷量為 1 億 1869 萬台。在 Game Boy Advance SP 發行後不久,Game Boy Color 於 2003 年停產。 + Portable + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/gbch.xml b/themes/linear-es-de/system/metadata/gbch.xml index db7735ef6..1e3b08570 100644 --- a/themes/linear-es-de/system/metadata/gbch.xml +++ b/themes/linear-es-de/system/metadata/gbch.xml @@ -1,4 +1,4 @@ - + GBC Hacks The Game Boy Color, (abbreviated as GBC) is a handheld game console manufactured by Nintendo, which was released on October 21, 1998 in Japan and was released in November of the same year in international markets. It is the successor of the Game Boy. The Game Boy Color, as suggested by the name, features a color screen, but no backlight. It is slightly thicker and taller than the Game Boy Pocket, which is a redesigned Game Boy released in 1996. As with the original Game Boy, it has a custom 8-bit processor somewhat related to a Zilog Z80 central processing unit (CPU). The original name - with its American English spelling of "color" - remained unchanged even in markets where "colour" was the accepted English spelling. The Game Boy Color's primary competitors were the much more advanced Neo Geo Pocket by SNK and the WonderSwan by Bandai (both released in Japan only), though the Game Boy Color outsold these by a wide margin. The Game Boy and Game Boy Color combined have sold 118.69 million units worldwide. It was discontinued in 2003, shortly after the release of the Game Boy Advance SP. @@ -99,4 +99,10 @@ 便携式 + + + Game Boy Color(簡稱 GBC)是任天堂製造的掌上遊戲機,於 1998 年 10 月 21 日在日本發售,同年 11 月在國際市場發售。它是 Game Boy 的後繼機種。Game Boy Color 正如其名所示,具有彩色螢幕,但沒有背光。它比 1996 年推出的 Game Boy Pocket(重新設計的 Game Boy)稍厚、稍高。與最初的 Game Boy 一樣,它有一個與 Zilog Z80 中央處理器 (CPU) 有些關聯的客製化 8 位元處理器。即使在以 "color「 作為英文拼法的市場中,Game Boy Color 的原名(美式英語拼法為 」color")也沒有改變。Game Boy Color 的主要競爭對手是 SNK 的 Neo Geo Pocket 和 Bandai 的 WonderSwan(兩者均僅在日本發售),但 Game Boy Color 的銷量遠遠超過這兩款產品。Game Boy 和 Game Boy Color 的全球總銷量為 1 億 1869 萬台。在 Game Boy Advance SP 發行後不久,Game Boy Color 於 2003 年停產。 + 可攜式 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/gbh.xml b/themes/linear-es-de/system/metadata/gbh.xml index bf4a4c1c2..0cb18ca74 100644 --- a/themes/linear-es-de/system/metadata/gbh.xml +++ b/themes/linear-es-de/system/metadata/gbh.xml @@ -1,4 +1,4 @@ - + Game Boy Hacks The Game Boy is an 8-bit handheld video game console developed and manufactured by Nintendo. It was released in Japan on April 21, 1989, in North America in August 1989, and in Europe in 1990. In Southern Asia, it is known as the "Tata Game Boy" It is the first handheld console in the Game Boy line. It was created by Gunpei Yokoi and Nintendo's Research and Development — the same staff who had designed the Game & Watch series as well as several popular games for the NES. The Game Boy was Nintendo's second handheld system following the Game & Watch series introduced in 1980, and it combined features from both the Nintendo Entertainment System and Game and Watch. It was also the first handheld game to use video game cartridges since Milton Bradley's Microvision handheld console. It was originally bundled with the puzzle game Tetris. Despite many other, technologically superior handheld consoles introduced during its lifetime, the Game Boy was a tremendous success. The Game Boy and Game Boy Color combined have sold 118.69 million units worldwide. Upon its release in the United States, it sold its entire shipment of one million units within weeks. @@ -99,4 +99,10 @@ 便携式 + + + Game Boy 是任天堂開發製造的 8 位元掌上型視訊遊戲機。它於 1989 年 4 月 21 日在日本發行,1989 年 8 月在北美發行,1990 年在歐洲發行。在南亞地區,它被稱為 "Tata Game Boy",是 Game Boy 系列中的第一款掌上型遊戲機。它是由橫井群平 (Gunpei Yokoi) 和任天堂的研發部門所創造的,也就是曾經設計出 Game & Watch 系列以及多款 NES 熱門遊戲的員工。Game Boy 是任天堂繼 1980 年推出 Game & Watch 系列之後的第二款掌上遊戲系統,它結合了 Nintendo Entertainment System 和 Game and Watch 的特色。它也是自 Milton Bradley 的 Microvision 掌上遊戲機以來,第一款使用視訊遊戲卡帶的掌上遊戲。它最初與益智遊戲俄羅斯方塊捆綁在一起。儘管在它的生命週期中有許多其他技術更優異的掌上型遊戲機推出,Game Boy 仍然獲得了巨大的成功。Game Boy 和 Game Boy Color 在全球共售出 1 億 1869 萬台。在美國發售時,它在幾個星期內就售出了 100 萬台。 + 可攜式 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/gc.xml b/themes/linear-es-de/system/metadata/gc.xml index 4d57065fd..2bc6efb91 100644 --- a/themes/linear-es-de/system/metadata/gc.xml +++ b/themes/linear-es-de/system/metadata/gc.xml @@ -1,4 +1,4 @@ - + GameCube The Nintendo GameCube is a home video game console released by Nintendo in Japan and North America in 2001 and in PAL territories in 2002. The GameCube is Nintendo's entry in the sixth generation of video game consoles and is the successor to their previous console, the Nintendo 64. The GameCube competed with Sony's PlayStation 2 and Microsoft's Xbox. @@ -129,4 +129,12 @@ GameCube 是任天堂第一款使用光盘作为主要存储介质的游戏机 控制台 + + + Nintendo GameCube 是 Nintendo 於 2001 年在日本和北美發行的家用視訊遊戲主機,並於 2002 年在 PAL 區域發行。GameCube 是任天堂推出的第六代視訊遊戲主機,也是上一代主機 Nintendo 64 的後繼機種。GameCube 的競爭對手是 Sony 的 PlayStation 2 和 Microsoft 的 Xbox。 + +GameCube 是第一台使用光碟作為主要儲存媒體的任天堂遊戲機。光碟的格式以 miniDVD 為主,但與競爭對手不同的是,該系統並非設計用來播放全尺寸 DVD 或音訊 CD,而是主要專注於遊戲。控制台透過 GameCube 寬頻或數據機轉接器,支援少數遊戲的有限線上遊戲,並可透過連結線連接 Game Boy Advance,讓玩家可以像 Wii U 一樣,使用掌上型裝置作為第二個螢幕和控制器,存取遊戲中的獨家功能。 + 控制台 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/genesis.xml b/themes/linear-es-de/system/metadata/genesis.xml index 1783d1e3f..9683566fd 100644 --- a/themes/linear-es-de/system/metadata/genesis.xml +++ b/themes/linear-es-de/system/metadata/genesis.xml @@ -1,4 +1,4 @@ - + Sega Genesis The Sega Genesis, known as the Mega Drive in most regions outside North America, is a 16-bit home video game console which was developed and sold by Sega Enterprises, Ltd. The Genesis was Sega's third console and the successor to the Master System. Sega first released the console as the Mega Drive in Japan in 1988, followed by a North American debut under the Genesis moniker in 1989. In 1990, the console was distributed as the Mega Drive by Virgin Mastertronic in Europe, by Ozisoft in Australasia, and by Tec Toy in Brazil. In South Korea, the systems were distributed by Samsung and were known as the Super Gam*Boy, and later the Super Aladdin Boy. The main microprocessor of the Genesis is a 16/32-bit Motorola 68000 CPU clocked at 7.6 MHz. The console also includes a Zilog Z80 sub-processor, which was mainly used to control the sound hardware and also provides backwards compatibility with the Master System. @@ -99,4 +99,10 @@ 控制台 + + + Sega Genesis(在北美以外的大多數地區稱為 Mega Drive)是由 Sega Enterprises, Ltd.(世嘉企業有限公司)開發和銷售的 16 位家用視頻遊戲控制台。Genesis 是 Sega 的第三款遊戲機,也是 Master System 的後繼機種。Sega 於 1988 年在日本以 Mega Drive 的名義首次推出此款遊戲機,並於 1989 年以 Genesis 的名稱在北美首次亮相。1990 年,歐洲的 Virgin Mastertronic、澳大利亞的 Ozisoft 和巴西的 Tec Toy 分銷了 Mega Drive。在韓國,該系統由 Samsung 代理,稱為 Super Gam*Boy,後來又稱為 Super Aladdin Boy。Genesis 的主要微處理器為 16/32 位元的 Motorola 68000 CPU,時脈為 7.6 MHz。控制台還包括一個 Zilog Z80 子處理器,主要用來控制音效硬體,也提供與 Master System 的向下相容性。 + 控制台 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/genh.xml b/themes/linear-es-de/system/metadata/genh.xml index e7eaaf931..c27935437 100644 --- a/themes/linear-es-de/system/metadata/genh.xml +++ b/themes/linear-es-de/system/metadata/genh.xml @@ -1,4 +1,4 @@ - + Sega Genesis Hacks The Sega Genesis, known as the Mega Drive in most regions outside North America, is a 16-bit home video game console which was developed and sold by Sega Enterprises, Ltd. The Genesis was Sega's third console and the successor to the Master System. Sega first released the console as the Mega Drive in Japan in 1988, followed by a North American debut under the Genesis moniker in 1989. In 1990, the console was distributed as the Mega Drive by Virgin Mastertronic in Europe, by Ozisoft in Australasia, and by Tec Toy in Brazil. In South Korea, the systems were distributed by Samsung and were known as the Super Gam*Boy, and later the Super Aladdin Boy. The main microprocessor of the Genesis is a 16/32-bit Motorola 68000 CPU clocked at 7.6 MHz. The console also includes a Zilog Z80 sub-processor, which was mainly used to control the sound hardware and also provides backwards compatibility with the Master System. @@ -99,4 +99,10 @@ 控制台 + + + Sega Genesis(在北美以外的大多數地區稱為 Mega Drive)是由 Sega Enterprises, Ltd.(世嘉企業有限公司)開發和銷售的 16 位家用視頻遊戲控制台。Genesis 是 Sega 的第三款遊戲機,也是 Master System 的後繼機種。Sega 於 1988 年在日本以 Mega Drive 的名義首次推出此款遊戲機,並於 1989 年以 Genesis 的名稱在北美首次亮相。1990 年,歐洲的 Virgin Mastertronic、澳大利亞的 Ozisoft 和巴西的 Tec Toy 分銷了 Mega Drive。在韓國,該系統由 Samsung 代理,稱為 Super Gam*Boy,後來又稱為 Super Aladdin Boy。Genesis 的主要微處理器為 16/32 位元的 Motorola 68000 CPU,時脈為 7.6 MHz。控制台還包括一個 Zilog Z80 子處理器,主要用來控制音效硬體,也提供與 Master System 的向下相容性。 + 控制台 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/gmaster.xml b/themes/linear-es-de/system/metadata/gmaster.xml index f67fc80eb..d486047d0 100644 --- a/themes/linear-es-de/system/metadata/gmaster.xml +++ b/themes/linear-es-de/system/metadata/gmaster.xml @@ -1,4 +1,4 @@ - + Game Master The Game Master is a handheld game console manufactured by Hartung, and designed to compete with the Nintendo Game Boy. In Germany, it was marketed by Hartung itself, while in the UK it was released as the Systema 2000 by the already well-established maker of cheap LCD games Systema. It was also sold a few under alternate names in France, including the Videojet Game Master as well as for a few released by Hartung as the Hartung Super Game and the Hartung Game Tronic. The Game Master has a 64x64 monochrome LCD screen. @@ -129,4 +129,12 @@ D-패드와 두 개의 액션 버튼이 있는 게임 기어와 비슷한 디자 便携式 + + + Game Master 是由 Hartung 所製造的掌上型遊戲機,設計目的是與 Nintendo Game Boy 競爭。在德國,它是由 Hartung 自行銷售,而在英國,它則是由已經廣受好評的廉價 LCD 遊戲機製造商 Systema 以 Systema 2000 的名義發行。在法國,它也以其他名稱銷售,包括 Videojet Game Master,以及由 Hartung 發行的幾款 Hartung Super Game 和 Hartung Game Tronic。Game Master 有一個 64x64 的單色 LCD 螢幕。 + +它的設計很像 Game Gear,有一個 D-Pad 和兩個動作按鈕,不過另一個變種,Game Plus,則採用了更像 Game Boy 的設計,它是由一家叫做 Caterpillar 的公司所支持,並由 Delplay 在法國銷售。卡匣與 Watara Supervision 使用的卡匣相似,卡匣的卡片邊緣突出於卡匣的塑膠外。Game Master 與 Supervision 一樣使用 40-pin 卡匣連接埠,但不相容於 Supervision 遊戲。 + 可攜式 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/gx4000.xml b/themes/linear-es-de/system/metadata/gx4000.xml index 242a68aeb..a494ebb60 100644 --- a/themes/linear-es-de/system/metadata/gx4000.xml +++ b/themes/linear-es-de/system/metadata/gx4000.xml @@ -1,4 +1,4 @@ - + GX4000 The Amstrad GX4000, commonly known as the GX4000, is a third generation (1983-2003) video game console developed and distributed by Amstrad. It was released in September of 1990 in Europe at a retail price of £99.99. The console was not released outside Europe. The GX4000 was Amstrad's short-lived attempt to enter the games console market, being primarily a home computer manufacturer. The console was discontinued in late 1991. @@ -99,4 +99,10 @@ 控制台 + + + Amstrad GX4000 通常被稱為 GX4000,是由 Amstrad 開發和代理的第三代(1983-2003)視訊遊戲機。它於 1990 年 9 月在歐洲發售,零售價為 99.99 英鎊。該遊戲機並未在歐洲以外的地區發售。GX4000 是 Amstrad 進軍遊戲控制台市場的短暫嘗試,它主要是一家家用電腦製造商。該控制台於 1991 年底停產。 + 控制台 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/intellivision.xml b/themes/linear-es-de/system/metadata/intellivision.xml index ec3c8b1e0..30420678b 100644 --- a/themes/linear-es-de/system/metadata/intellivision.xml +++ b/themes/linear-es-de/system/metadata/intellivision.xml @@ -1,4 +1,4 @@ - + Intellivision The Mattel Intellivision is a second generation (1976–1992) home video game console developed and distributed by Mattel Electronics. It was released in summer 1979 in North America at a retail price of $299. The console was later released in Europe (1981), South America (1982), and Japan (1982). The Intellivision was the first home console to use a tile based playfield and was the first game console to provide real-time human voices in the middle of gameplay, courtesy of the IntelliVoice module. The console was discontinued in early-1990. @@ -99,4 +99,10 @@ 控制台 + + + Mattel Intellivision 是第二代(1976-1992 年)家用視訊遊戲機,由 Mattel Electronics 開發和代理。它於 1979 年夏季在北美發行,零售價為 299 美元。該遊戲機後來在歐洲(1981 年)、南美洲(1982 年)和日本(1982 年)發行。Intellivision 是第一台使用瓦片式遊戲場地的家用控制台,也是第一台在遊戲中段提供即時人聲的遊戲控制台,這是 IntelliVoice 模組的功勞。該控制台於 1990 年初停產。 + 控制台 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/j2me.xml b/themes/linear-es-de/system/metadata/j2me.xml index 6c36b9bc3..bef844b8f 100644 --- a/themes/linear-es-de/system/metadata/j2me.xml +++ b/themes/linear-es-de/system/metadata/j2me.xml @@ -1,4 +1,4 @@ - + J2ME Java Platform, Micro Edition or Java ME is a computing platform for development and deployment of portable code for embedded and mobile devices (micro-controllers, sensors, gateways, mobile phones, personal digital assistants, TV set-top boxes, printers). Java ME was formerly known as Java 2 Platform, Micro Edition or J2ME. As of December 22, 2006, the Java ME source code is licensed under the GNU General Public License, and is released under the project name phoneME. @@ -99,4 +99,10 @@ 操作系统 + + + Java Platform, Micro Edition 或 Java ME 是一種運算平台,用於開發和部署嵌入式和行動裝置 (微控制器、感測器、閘道器、行動電話、個人數位助理、電視機上盒、印表機) 的可攜式程式碼。Java ME 的前身是 Java 2 Platform, Micro Edition 或 J2ME。自 2006 年 12 月 22 日起,Java ME 原始碼以 GNU General Public License 授權,並以 phoneME 的專案名稱釋出。 + OS + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/kodi.xml b/themes/linear-es-de/system/metadata/kodi.xml index a6438fede..96ef9b2a5 100644 --- a/themes/linear-es-de/system/metadata/kodi.xml +++ b/themes/linear-es-de/system/metadata/kodi.xml @@ -1,4 +1,4 @@ - + Kodi Kodi is a free and open-source media player software application developed by the XBMC Foundation, a non-profit technology consortium. Kodi is available for multiple operating systems and hardware platforms, with a software 10-foot user interface for use with televisions and remote controls. @@ -99,4 +99,10 @@ 文件夹 + + + Kodi 是由 XBMC 基金會 (XBMC Foundation) 所開發的免費開放原始碼媒體播放器軟體應用程式,XBMC 基金會是一個非營利的技術聯盟。Kodi 適用於多種作業系統和硬體平台,其軟體 10 呎使用者介面可搭配電視和遙控器使用。 + 資料夾 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/laserdisc.xml b/themes/linear-es-de/system/metadata/laserdisc.xml index 3fa751f56..b6edcf228 100644 --- a/themes/linear-es-de/system/metadata/laserdisc.xml +++ b/themes/linear-es-de/system/metadata/laserdisc.xml @@ -1,4 +1,4 @@ - + LaserDisc Games LaserDisc arcade games use pre-recorded video, either in combination with overlaid sprites or simply as sections of video controllable by the player. The first major LaserDisc game was Sega's Astron Belt, released in 1983. It was closely followed by Dragon's Lair the same year, which is doubtlessly the most famous LaserDisc game. A number of releases followed and to this day there is a community making similar homebrew games, although they no longer technically run on LaserDiscs. @@ -99,4 +99,10 @@ 文件夹 + + + 鐳射碟街機遊戲使用預錄的視訊,可以與疊加的萌體結合,也可以簡單地作為玩家可以控制的視訊部分。第一款大型雷射光碟片遊戲是 Sega 於 1983 年推出的 Astron Belt。同年推出的 Dragon's Lair 無疑是最著名的 LaserDisc 遊戲。隨後發行了多款遊戲,至今仍有製作類似自製遊戲的社群,儘管這些遊戲在技術上已不再能在 LaserDisc 上執行。 + 資料夾 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/lcdgames.xml b/themes/linear-es-de/system/metadata/lcdgames.xml index ff071888f..c4460cc6d 100644 --- a/themes/linear-es-de/system/metadata/lcdgames.xml +++ b/themes/linear-es-de/system/metadata/lcdgames.xml @@ -1,4 +1,4 @@ - + LCD Games Handheld electronic games are very small, portable devices for playing interactive electronic games, often miniaturized versions of video games. The controls, display and speakers are all part of a single unit. @@ -159,4 +159,14 @@ Handdatorernas popularitet nådde sin topp från slutet av 1970-talet till börj 便携式 + + + 手持式電子遊戲是非常小的可攜式裝置,用來玩互動式電子遊戲,通常是視訊遊戲的小型化版本。控制器、顯示器和喇叭都是單一裝置的一部分。 + +手持式電子遊戲機的螢幕並非由小像素網格組成的通用螢幕,而是專為玩一種遊戲而設計的客製螢幕。這種簡易性意味著它們可以做得和智慧型手錶一樣小,有時候甚至可以做得和智慧型手錶一樣小。這些遊戲的視覺輸出範圍可從幾個小燈泡或 LED 燈到類似計算機的字母數字螢幕;後來這些螢幕大多被液晶和真空螢光顯示螢幕取代,液晶和真空螢光顯示螢幕具有細緻的影像,而 VFD 遊戲則具有色彩。 + +掌上型電腦在 1970 年代末到 1990 年代初達到最流行的階段,之後逐漸式微。它們是掌上型遊戲機的前身。 + 可攜式 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/lowresnx.xml b/themes/linear-es-de/system/metadata/lowresnx.xml index ca86521cf..c28e7db20 100644 --- a/themes/linear-es-de/system/metadata/lowresnx.xml +++ b/themes/linear-es-de/system/metadata/lowresnx.xml @@ -1,4 +1,4 @@ - + LowRes NX LowRes NX was inspired by real 8-bit and 16-bit systems and simulates chips for graphics, sound and I/O, which actually work like classic hardware. It supports hardware sprites as well as hardware parallax scrolling, and even offers vertical blank and raster interrupts to create authentic retro effects. Imagine LowRes NX as a handheld game console with a d-pad, two action buttons and a little rubber keyboard below a slidable touchscreen. @@ -99,4 +99,10 @@ 发动机 + + + LowRes NX 的靈感來自於真實的 8 位元和 16 位元系統,它模擬了圖形、音效和 I/O 的晶片,實際運作起來就像經典硬體一樣。它支援硬體精靈以及硬體視差捲動,甚至提供垂直空白和光柵中斷,以創造真實的復古效果。 將 LowRes NX 想像成手持式遊戲控制台,在可滑動的觸控螢幕下方有一個 D-pad、兩個動作按鈕和一個小橡膠鍵盤。 + 引擎 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/lutris.xml b/themes/linear-es-de/system/metadata/lutris.xml index fc26ab865..434f11d0e 100644 --- a/themes/linear-es-de/system/metadata/lutris.xml +++ b/themes/linear-es-de/system/metadata/lutris.xml @@ -1,4 +1,4 @@ - + Lutris Lutris is a free and open source game manager for Linux-based operating systems developed and maintained by Mathieu Comandon and the community, released under the GNU General Public License. @@ -129,4 +129,12 @@ Lutris 最初是一款名为 Oblivion Launcher 的软件,由 Mathieu Comandon 发动机 + + + Lutris 是由 Mathieu Comandon 與社群開發與維護的 Linux 作業系統免費開放原始碼遊戲管理器,以 GNU General Public License 授權釋出。 + +Lutris 最早是由 Mathieu Comandon 於 2009 年所創造的 Oblivion Launcher 軟體。他想要一個更簡單的方式來管理他在 Linux 上執行的遊戲,尤其是使用 Wine 執行的遊戲。Lutris 開始在 Launchpad 上進行開發,並於 2009 年 5 月 5 日建立儲存庫。第一個公開版本 0.1 於 2009 年 11 月 29 日發行。[8] 2010 年,開發工作移至 GitHub。 + 引擎 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/lutro.xml b/themes/linear-es-de/system/metadata/lutro.xml index 0d5dac41e..e78e4f567 100644 --- a/themes/linear-es-de/system/metadata/lutro.xml +++ b/themes/linear-es-de/system/metadata/lutro.xml @@ -1,4 +1,4 @@ - + Lutro Lutro is a 2D game framework that aims for simplicity and extreme portability. Using lutro, you can develop any kind of 2D retro games, like NES or Genesis games, and run them on a wide range of platforms through RetroArch. Lutro makes it easy to write games by using Lua and following the LÖVE API. Portability is achieved through the libretro API: Lutro is just loaded as a plugin in a frontend like RetroArch which takes care of display, audio and inputs. @@ -99,4 +99,10 @@ 发动机 + + + Lutro 是一個 2D 遊戲框架,以簡單和極高的可移植性為目標。使用 lutro,您可以開發任何類型的 2D 復古遊戲,例如 NES 或 Genesis 遊戲,並透過 RetroArch 在各種平台上執行。透過使用 Lua 並遵循 LÖVE API,Lutro 可讓您輕鬆編寫遊戲。可攜性是透過 libretro API 來實現的:Lutro 只需作為外掛載入 RetroArch 之類的前端,即可處理顯示、音訊和輸入。 + 引擎 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/macintosh.xml b/themes/linear-es-de/system/metadata/macintosh.xml index a48fcbbaa..768897e82 100644 --- a/themes/linear-es-de/system/metadata/macintosh.xml +++ b/themes/linear-es-de/system/metadata/macintosh.xml @@ -1,4 +1,4 @@ - + Macintosh The Macintosh (mainly Mac since 1998) is a family of personal computers designed, manufactured, and sold by Apple Inc. (originally as Apple Computer, Inc.) since January 1984. @@ -129,4 +129,12 @@ Den ursprungliga Macintosh är den första framgångsrika massmarknaden allt-i-e 计算机 + + + Macintosh (自 1998 年起以 Mac 為主) 是 Apple Inc. (原名為 Apple Computer, Inc.) 自 1984 年 1 月起設計、製造及銷售的個人電腦系列。 + +最初的 Macintosh 是第一台成功的大眾市場 All-in-one 桌上型個人電腦,具有圖形使用者介面、內建螢幕和滑鼠。蘋果公司將 Macintosh 與其廣受歡迎的 Apple II、Apple IIGS、Apple III 及 Apple Lisa 系列電腦一同銷售,直至其他型號於 1990 年代停產。 + 電腦 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/mame-advmame.xml b/themes/linear-es-de/system/metadata/mame-advmame.xml index 26c54a091..95bcfd697 100644 --- a/themes/linear-es-de/system/metadata/mame-advmame.xml +++ b/themes/linear-es-de/system/metadata/mame-advmame.xml @@ -1,4 +1,4 @@ - + AdvanceMAME AdvanceMAME, is a port of the MAME 0.106 and MESS 0.106 emulators for Arcade Monitors and TVs but also for LCDs and PC monitors. @@ -99,4 +99,10 @@ 仿真器 + + + AdvanceMAME 是 MAME 0.106 和 MESS 0.106 模擬器的移植版,適用於 Arcade 監視器和電視,但也適用於 LCD 和 PC 監視器。 + 仿真器 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/mame.xml b/themes/linear-es-de/system/metadata/mame.xml index 6e84fb93d..58be570fe 100644 --- a/themes/linear-es-de/system/metadata/mame.xml +++ b/themes/linear-es-de/system/metadata/mame.xml @@ -1,4 +1,4 @@ - + MAME MAME (formerly an acronym of Multiple Arcade Machine Emulator) is a free and open-source emulator designed to recreate the hardware of arcade game systems in software on modern personal computers and other platforms. Its intention is to preserve gaming history by preventing vintage games from being lost or forgotten. It does this by emulating the inner workings of the emulated arcade machines; the ability to actually play the games is considered "a nice side effect". Joystiq has listed MAME as an application that every Windows and Mac gamer should have. @@ -129,4 +129,12 @@ Den första offentliga MAME-versionen släpptes av Nicola Salmoria den 5 februar 仿真器 + + + MAME (原為 Multiple Arcade Machine Emulator 的縮寫) 是一個免費且開放原始碼的模擬器,用來在現代個人電腦和其他平台上以軟體重現街機遊戲系統的硬體。它的目的是防止古董遊戲遺失或被遺忘,從而保存遊戲歷史。它透過模擬街機遊戲機器的內部運作來達成這個目的,而實際玩遊戲的能力則被視為「很好的副作用」。Joystiq 將 MAME 列為每個 Windows 和 Mac 玩家都應該擁有的應用程式。 + +第一個公開的 MAME 版本是由 Nicola Salmoria 於 1997 年 2 月 5 日發佈的。它現在支援超過 7,000 種獨特的遊戲和 10,000 個實際的 ROM 映像集,雖然不是所有的遊戲都可以玩。MESS 是一個以 MAME 核心為基礎、用於許多電子遊戲主機和電腦系統的模擬器,於 2015 年整合至 MAME。 + 仿真器 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/mastersystem.xml b/themes/linear-es-de/system/metadata/mastersystem.xml index ff33cc411..0824c566c 100644 --- a/themes/linear-es-de/system/metadata/mastersystem.xml +++ b/themes/linear-es-de/system/metadata/mastersystem.xml @@ -1,4 +1,4 @@ - + Master System The Sega Master System is a third-generation 8-bit home video game console manufactured by Sega. It was originally a remodeled export version of the Sega Mark III, the third iteration of the SG-1000 series of consoles, which was released in Japan in 1985 and featured enhanced graphical capabilities over its predecessors. The Master System launched in North America in 1986, followed by Europe in 1987, and Brazil in 1989. A Japanese version of the Master System was also launched in 1987, which features a few enhancements over the export models (and by proxy the original Mark III): a built-in FM audio chip, a rapid-fire switch, and a dedicated port for the 3D glasses. The Master System II, a cheaper model, was released in 1990 in North America and Europe. @@ -129,4 +129,12 @@ De ursprungliga Master System-modellerna använder både kassetter och ett forma 控制台 + + + Sega Master System 是 Sega 製造的第三代 8 位元家用視訊遊戲機。它原本是 Sega Mark III 的改裝出口版本,Sega Mark III 是 SG-1000 系列遊戲機的第三代迭代產品,於 1985 年在日本推出,其特色是比前一代產品增強了圖形功能。Master System 於 1986 年在北美上市,其後於 1987 年在歐洲上市,並於 1989 年在巴西上市。日本版的 Master System 也於 1987 年推出,其特色是比出口機種(以及代理原版的 Mark III)增強了幾項功能:內建 FM 音訊晶片、快速開關,以及 3D 眼鏡專用連接埠。更便宜的 Master System II 於 1990 年在北美和歐洲推出。 + +原版 Master System 機型同時使用卡帶與信用卡大小的格式,稱為 Sega Cards。遊戲機的配件包括光槍和 3D 眼鏡,可搭配一系列特別設計的遊戲使用。後來重新設計的 Master System II 取消了卡片插槽,使其成為嚴格只使用卡帶的系統,並且與 3D 眼鏡不相容。 + 控制台 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/megacd.xml b/themes/linear-es-de/system/metadata/megacd.xml index 0c38205df..ce67fcfee 100644 --- a/themes/linear-es-de/system/metadata/megacd.xml +++ b/themes/linear-es-de/system/metadata/megacd.xml @@ -1,4 +1,4 @@ - + Mega CD The Sega CD, released as the Mega-CD in most regions outside North America and Brazil, is a CD-ROM accessory for the Mega Drive/Genesis designed and produced by Sega as part of the fourth generation of video game consoles. It was released on December 12, 1991 in Japan, October 15, 1992 in North America, and April 2, 1993 in Europe. The Sega CD plays CD-based games and adds hardware functionality such as a faster central processing unit and graphic enhancements like sprite scaling and rotation. It can also play audio CDs and CD+G discs. @@ -129,4 +129,12 @@ CD 技术的主要优点是存储空间更大,游戏容量是 Genesis 盒式 外围设备 + + + Sega CD(在北美和巴西以外的大部分地區以 Mega-CD 發行)是 Mega Drive/Genesis 的 CD-ROM 配件,由 Sega 設計和製作,是第四代視訊遊戲主機的一部分。它於 1991 年 12 月 12 日在日本發行,1992 年 10 月 15 日在北美發行,1993 年 4 月 2 日在歐洲發行。Sega CD 可播放以 CD 為基礎的遊戲,並增加了硬體功能,例如速度更快的中央處理器,以及縮放與旋轉圖形等圖形增強功能。它還可以播放音訊 CD 和 CD+G 光碟。 + +CD 技術的主要優點在於更大的儲存空間,讓遊戲的容量比 Genesis 卡帶大近 320 倍。這一優點體現在全動態視頻 (FMV) 遊戲上,例如備受爭議的《Night Trap》,它成為 1993 年美國國會就視頻遊戲暴力和分級問題舉行聽證會的焦點。日本世嘉(Sega)與 JVC 合作設計 Sega CD,在專案完成之前拒絕與美國世嘉(Sega)協商。Sega of America 從各種 「虛擬 」裝置中組裝零件,以獲得可運作的原型。Sega 和授權的第三方開發人員對它進行了多次重新設計。 + 周邊設備 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/megacdjp.xml b/themes/linear-es-de/system/metadata/megacdjp.xml index 72a769af8..8e36db058 100644 --- a/themes/linear-es-de/system/metadata/megacdjp.xml +++ b/themes/linear-es-de/system/metadata/megacdjp.xml @@ -1,4 +1,4 @@ - + Mega-CD The Sega CD, released as the Mega-CD in most regions outside North America and Brazil, is a CD-ROM accessory for the Mega Drive/Genesis designed and produced by Sega as part of the fourth generation of video game consoles. It was released on December 12, 1991 in Japan, October 15, 1992 in North America, and April 2, 1993 in Europe. The Sega CD plays CD-based games and adds hardware functionality such as a faster central processing unit and graphic enhancements like sprite scaling and rotation. It can also play audio CDs and CD+G discs. @@ -129,4 +129,12 @@ CD 技术的主要优点是存储空间更大,游戏容量是 Genesis 盒式 外围设备 + + + Sega CD(在北美和巴西以外的大部分地區以 Mega-CD 發行)是 Mega Drive/Genesis 的 CD-ROM 配件,由 Sega 設計和製作,是第四代視訊遊戲主機的一部分。它於 1991 年 12 月 12 日在日本發行,1992 年 10 月 15 日在北美發行,1993 年 4 月 2 日在歐洲發行。Sega CD 可播放以 CD 為基礎的遊戲,並增加了硬體功能,例如速度更快的中央處理器,以及縮放與旋轉圖形等圖形增強功能。它還可以播放音訊 CD 和 CD+G 光碟。 + +CD 技術的主要優點在於更大的儲存空間,讓遊戲的容量比 Genesis 卡帶大近 320 倍。這一優點體現在全動態視頻 (FMV) 遊戲上,例如備受爭議的《Night Trap》,它成為 1993 年美國國會就視頻遊戲暴力和分級問題舉行聽證會的焦點。日本世嘉(Sega)與 JVC 合作設計 Sega CD,在專案完成之前拒絕與美國世嘉(Sega)協商。Sega of America 從各種 「虛擬 」裝置中組裝零件,以獲得可運作的原型。Sega 和授權的第三方開發人員對它進行了多次重新設計。 + 周邊設備 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/megadrive.xml b/themes/linear-es-de/system/metadata/megadrive.xml index 7657aa0fa..20cf13c5c 100644 --- a/themes/linear-es-de/system/metadata/megadrive.xml +++ b/themes/linear-es-de/system/metadata/megadrive.xml @@ -1,4 +1,4 @@ - + Mega Drive The Mega Drive is a 16-bit fourth-generation home video game console developed and sold by Sega. It's Sega's third console and the successor to the Master System. The Mega Drive was adapted from Sega's System 16 arcade board. @@ -95,4 +95,10 @@ 控制台 + + + Mega Drive 是由 Sega 開發和銷售的 16 位元第四代家用視訊遊戲機。它是 Sega 的第三台遊戲機,也是 Master System 的後繼機種。Mega Drive 由 Sega 的 System 16 遊戲機板改裝而成。 + 控制台 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/megadrivejp.xml b/themes/linear-es-de/system/metadata/megadrivejp.xml index 2a71c3e62..1bb5257b5 100644 --- a/themes/linear-es-de/system/metadata/megadrivejp.xml +++ b/themes/linear-es-de/system/metadata/megadrivejp.xml @@ -1,4 +1,4 @@ - + Mega Drive The Mega Drive is a 16-bit fourth-generation home video game console developed and sold by Sega. It's Sega's third console and the successor to the Master System. The Mega Drive was adapted from Sega's System 16 arcade board. @@ -95,4 +95,10 @@ 控制台 + + + Mega Drive 是由 Sega 開發和銷售的 16 位元第四代家用視訊遊戲機。它是 Sega 的第三台遊戲機,也是 Master System 的後繼機種。Mega Drive 由 Sega 的 System 16 遊戲機板改裝而成。 + 控制台 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/megaduck.xml b/themes/linear-es-de/system/metadata/megaduck.xml index 5019a5ba0..8ec011226 100644 --- a/themes/linear-es-de/system/metadata/megaduck.xml +++ b/themes/linear-es-de/system/metadata/megaduck.xml @@ -1,4 +1,4 @@ - + Mega Duck The Welback Holdings Mega Duck, usually just referred to as Mega Duck, is a fourth generation (1987-2004) handheld video game console developed and distributed by Welback Holdings, but marketed under different names like Creatronic, Videojet, Cougar USA, and Hartung. It was released in August 1993 in Netherlands at a retail price of fl 129 as the Creatronic Mega Duck. The console was also released in Germany (1993) distributed by Hartung, France (1993) distributed by Videojet, and Brazil (1993) but as the Cougar USA Cougar Boy. The Mega Duck was an obvious clone of the Game Boy in looks, and it sadly lacked any innovative games to set it apart to become a competitor. The console was discontinued quietly sometime in early 1995. @@ -99,4 +99,10 @@ 便携式 + + + Welback Holdings Mega Duck,通常簡稱為 Mega Duck,是由 Welback Holdings 所開發與代理的第四代(1987-2004)掌上型電玩遊戲機,但以不同的名稱行銷,例如 Creatronic、Videojet、Cougar USA 與 Hartung。它於 1993 年 8 月在荷蘭發行,零售價為 129 法郎,當時稱為 Creatronic Mega Duck。該控制台也在德國(1993 年)由 Hartung 發行,在法國(1993 年)由 Videojet 發行,以及在巴西(1993 年)以 Cougar USA Cougar Boy 的名義發行。Mega Duck 在外型上顯然是 Game Boy 的複製品,但可惜的是,它缺乏任何創新的遊戲,無法脫穎而出,成為競爭對手。這款遊戲機在 1995 年初悄然停產。 + 可攜式 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/mess.xml b/themes/linear-es-de/system/metadata/mess.xml index f98d445cd..a7f343b51 100644 --- a/themes/linear-es-de/system/metadata/mess.xml +++ b/themes/linear-es-de/system/metadata/mess.xml @@ -1,4 +1,4 @@ - + MESS Multi Emulator Super System (MESS) is an emulator for various consoles and computer systems, based on the MAME core. It used to be a standalone program (which has since been discontinued), but is now integrated into MAME (which is actively developed). MESS emulates portable and console gaming systems, computer platforms, and calculators. The project strives for accuracy and portability and therefore is not always the fastest emulator for any one particular system. Its accuracy makes it also useful for homebrew game development. @@ -99,4 +99,10 @@ 仿真器 + + + Multi Emulator Super System (MESS) 是以 MAME 核心為基礎,用於各種遊戲機和電腦系統的模擬器。它曾是一個獨立程式(後來已停產),但現在已整合到 MAME 中(正積極開發中)。MESS 模擬可攜式和控制台遊戲系統、電腦平台和計算機。該專案致力於精確性與可攜性,因此對於任何特定系統而言,它不一定是最快的模擬器。它的精確性使其對自制遊戲開發也很有用。 + 仿真器 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/model2.xml b/themes/linear-es-de/system/metadata/model2.xml index a4b0192c2..c2100a2a5 100644 --- a/themes/linear-es-de/system/metadata/model2.xml +++ b/themes/linear-es-de/system/metadata/model2.xml @@ -1,4 +1,4 @@ - + Sega Model 2 The Sega Model 2 is an arcade system board originally debuted by Sega in 1993 as a successor to the Sega Model 1 board. It is an extension of the Model 1 hardware, most notably introducing the concept of texture-mapped polygons, allowing for more realistic 3D graphics (for its time). The Model 2 board was an important milestone for the arcade industry, and helped launch several key arcade franchises of the 90s, including Daytona USA, Virtua Cop, Sega Rally Championship, Dead or Alive, Virtua Striker, Cyber Troopers Virtual-On and The House of the Dead. The Model 2 was engineered with help from GE Aerospace (acquired by Martin Marietta in 1993, now part of Lockheed Martin), who designed the texture-mapping technology incorporated by the Model 2. The Model 2's development was led by famed game designer Yu Suzuki. The Model 2 arcade board debuted along with Daytona USA, a game which was finished, copyrighted and debuted at the JAMMA arcade show in 1993. There four versions of the system: the original Model 2 and the Model 2A-CRX, Model 2B-CRX and Model 2C-CRX variants. Model 2 and 2A-CRX used a custom DSP with internal code for the geometrizer while 2B-CRX and 2C-CRX used well documented DSPs and uploaded the geometrizer code at startup to the DSP. @@ -99,4 +99,10 @@ 商场 + + + Sega Model 2 是 Sega 於 1993 年推出的一款街機系統主機板,是 Sega Model 1 主機板的後繼機種。它是 Model 1 硬體的延伸,最顯著的是引入了紋理映射多邊形的概念,讓 3D 圖形更逼真(在當時而言)。Model 2 遊戲板是街機產業的重要里程碑,並協助推出 90 年代數款重要的街機遊戲,包括《Daytona USA》、《Virtua Cop》、《Sega Rally Championship》、《Dead or Alive》、《Virtua Striker》、《Cyber Troopers Virtual-On》和《The House of the Dead》。Model 2 的設計得到 GE Aerospace (1993 年被 Martin Marietta 收購,現為 Lockheed Martin 的一部份) 的協助,他們設計了 Model 2 所採用的紋理貼圖技術。Model 2 的開發由著名遊戲設計師 Yu Suzuki 領導。Model 2 街機板與 Daytona USA 一同亮相,該遊戲已完成並取得版權,並於 1993 年的 JAMMA 街機展上首次亮相。該系統共有四個版本:原始的 Model 2 以及 Model 2A-CRX、Model 2B-CRX 和 Model 2C-CRX 變體。Model 2 和 2A-CRX 使用自訂的 DSP,並內含幾何分解器的程式碼,而 2B-CRX 和 2C-CRX 則使用記錄完整的 DSP,並在啟動時將幾何分解器程式碼上傳至 DSP。 + 街機 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/model3.xml b/themes/linear-es-de/system/metadata/model3.xml index 1b26015fd..5adf94585 100644 --- a/themes/linear-es-de/system/metadata/model3.xml +++ b/themes/linear-es-de/system/metadata/model3.xml @@ -1,4 +1,4 @@ - + Sega Model 3 The Sega Model 3 is an arcade platform produced by Sega in partnership with Lockheed Martin. It is a successor to the Sega Model 2 platform, and was released in 1996. The Model 3 hardware is very different to the Model 1 and Model 2 boards which preceded it. It was desinged with one purpose in mind - to push as many textured polygons as possible for as least money as possible. Upon release, the Model 3 board was more powerful than any other arcade platform on the market, as well as any home console or computer. @@ -99,4 +99,10 @@ 商场 + + + Sega Model 3 是 Sega 與洛克希德馬丁公司合作生產的街機平台。它是 Sega Model 2 平台的後繼機種,於 1996 年推出。Model 3 的硬體與之前的 Model 1 和 Model 2 非常不同。它的設計目的只有一個 - 盡可能花最少的錢,製作最多的多邊形。Model 3 推出時,其功能比市場上任何其他街機平台,以及任何家用主機或電腦都要強大。 + 街機 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/moonlight.xml b/themes/linear-es-de/system/metadata/moonlight.xml index 14fb06d7c..5a7b767f5 100644 --- a/themes/linear-es-de/system/metadata/moonlight.xml +++ b/themes/linear-es-de/system/metadata/moonlight.xml @@ -1,4 +1,4 @@ - + Moonlight (formerly Limelight) is an open source implementation of NVIDIA's GameStream protocol. We implemented the protocol used by the NVIDIA Shield and wrote a set of 3rd party clients. Moonlight allows you to play your PC games on almost any device, whether you're in another room or miles away from your gaming rig. CWR University @@ -96,4 +96,10 @@ 文件夹 + + + Moonlight (前身為 Limelight) 是 NVIDIA GameStream 通訊協定的開放原始碼實作。我們實作了 NVIDIA Shield 所使用的通訊協定,並撰寫了一套第三方用戶端。 Moonlight 可讓您在幾乎任何裝置上玩 PC 遊戲,不論您是在另一個房間或遠離您的遊戲機。 + 資料夾 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/moto.xml b/themes/linear-es-de/system/metadata/moto.xml index aaad99387..f5c462c7a 100644 --- a/themes/linear-es-de/system/metadata/moto.xml +++ b/themes/linear-es-de/system/metadata/moto.xml @@ -1,4 +1,4 @@ - + Thomson MOTO The Thomson MOTO line of computers were a series of 8-bit computers sold in the 1980s by French electronics company Thomson, which has been nationalized in 1982. The MOTO computers became an integral part of the French Government's plan informatique pour tous (IPT) to make computers widespread throughout France by bringing computers and programming classes to French school children. A number of computer makers, including Apple, were considered before Thomson won the contract. @@ -99,4 +99,10 @@ 计算机 + + + Thomson MOTO 系列電腦是法國電子公司 Thomson 在 1980 年代銷售的一系列 8 位元電腦,該公司已於 1982 年收歸國有。MOTO 電腦成為法國政府「全民資訊化計劃」(informatique pour tous,簡稱 IPT)不可或缺的一部份,該計劃旨在透過為法國學童提供電腦和程式設計課程,讓電腦在全法普及。在 Thomson 贏得合約之前,包括 Apple 在內的許多電腦製造商都曾被考慮過。 + 電腦 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/msx.xml b/themes/linear-es-de/system/metadata/msx.xml index cc592c773..9b064fa93 100644 --- a/themes/linear-es-de/system/metadata/msx.xml +++ b/themes/linear-es-de/system/metadata/msx.xml @@ -1,4 +1,4 @@ - + MSX MSX is a standardized home computer architecture, announced by Microsoft and ASCII Corporation on June 16, 1983. It was initially conceived by Microsoft as a product for the Eastern sector, and jointly marketed by Kazuhiko Nishi, then vice-president at Microsoft and director at ASCII Corporation. Microsoft and Nishi conceived the project as an attempt to create unified standards among various home computing system manufacturers of the period, in the same fashion as the VHS standard for home video tape machines. @@ -129,4 +129,12 @@ MSX 系统在日本和其他一些国家很受欢迎。索尼是当时 MSX 系 计算机 + + + MSX 是微軟與 ASCII Corporation 於 1983 年 6 月 16 日共同發表的標準家用電腦架構。微軟最初將 MSX 視為面向東方市場的產品,並由當時的微軟副總裁兼 ASCII Corporation 董事 Kazuhiko Nishi 共同負責市場推廣。微軟與 Nishi 構想此專案的目的,是嘗試在當時各家家用電腦系統製造商之間建立統一的標準,就像家用錄影帶機的 VHS 標準一樣。 + +MSX 系統在日本和其他幾個國家很受歡迎。索尼是當時 MSX 系統的主要製造商,在產品的大部分生命週期中,索尼的產量都高於任何其他製造商。最終,僅在日本就售出了五百萬套 MSX 系統。儘管有微軟的參與,在美國發行的 MSX 機器寥寥無幾。 + 電腦 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/msx1.xml b/themes/linear-es-de/system/metadata/msx1.xml index df8ff67bb..d000d77ff 100644 --- a/themes/linear-es-de/system/metadata/msx1.xml +++ b/themes/linear-es-de/system/metadata/msx1.xml @@ -1,4 +1,4 @@ - + MSX 1 MSX is a standardized home computer architecture, announced by Microsoft and ASCII Corporation on June 16, 1983. It was initially conceived by Microsoft as a product for the Eastern sector, and jointly marketed by Kazuhiko Nishi, then vice-president at Microsoft and director at ASCII Corporation. Microsoft and Nishi conceived the project as an attempt to create unified standards among various home computing system manufacturers of the period, in the same fashion as the VHS standard for home video tape machines. @@ -129,4 +129,12 @@ MSX 系统在日本和其他一些国家很受欢迎。索尼是当时 MSX 系 计算机 + + + MSX 是微軟與 ASCII Corporation 於 1983 年 6 月 16 日宣布推出的標準家用電腦架構。微軟最初將 MSX 視為面向東方市場的產品,並由當時的微軟副總裁兼 ASCII Corporation 董事 Kazuhiko Nishi 共同負責市場推廣。微軟與 Nishi 構想此專案的目的,是嘗試在當時各家家用電腦系統製造商之間建立統一的標準,就像家用錄影帶機的 VHS 標準一樣。 + +MSX 系統在日本和其他幾個國家很受歡迎。索尼是當時 MSX 系統的主要製造商,在產品的大部分生命週期中,索尼的產量都高於任何其他製造商。最終,僅在日本就售出了五百萬套 MSX 系統。儘管有微軟的參與,在美國發行的 MSX 機器寥寥無幾。 + 電腦 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/msx2.xml b/themes/linear-es-de/system/metadata/msx2.xml index 7aa3b45e8..285a85638 100644 --- a/themes/linear-es-de/system/metadata/msx2.xml +++ b/themes/linear-es-de/system/metadata/msx2.xml @@ -1,4 +1,4 @@ - + MSX 2 MSX is a standardized home computer architecture, announced by Microsoft and ASCII Corporation on June 16, 1983. It was initially conceived by Microsoft as a product for the Eastern sector, and jointly marketed by Kazuhiko Nishi, then vice-president at Microsoft and director at ASCII Corporation. Microsoft and Nishi conceived the project as an attempt to create unified standards among various home computing system manufacturers of the period, in the same fashion as the VHS standard for home video tape machines. @@ -129,4 +129,12 @@ MSX 系统在日本和其他一些国家很受欢迎。索尼是当时 MSX 系 计算机 + + + MSX 是微軟與 ASCII Corporation 於 1983 年 6 月 16 日共同發表的標準家用電腦架構。微軟最初將 MSX 視為面向東方市場的產品,並由當時的微軟副總裁兼 ASCII Corporation 董事 Kazuhiko Nishi 共同負責市場推廣。微軟與 Nishi 構想此專案的目的,是嘗試在當時各家家用電腦系統製造商之間建立統一的標準,就像家用錄影帶機的 VHS 標準一樣。 + +MSX 系統在日本和其他幾個國家很受歡迎。索尼是當時 MSX 系統的主要製造商,在產品的大部分生命週期中,索尼的產量都高於任何其他製造商。最終,僅在日本就售出了五百萬套 MSX 系統。儘管有微軟的參與,在美國發行的 MSX 機器寥寥無幾。 + 電腦 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/msxturbor.xml b/themes/linear-es-de/system/metadata/msxturbor.xml index 41b4468c5..3d0c56494 100644 --- a/themes/linear-es-de/system/metadata/msxturbor.xml +++ b/themes/linear-es-de/system/metadata/msxturbor.xml @@ -1,4 +1,4 @@ - + MSX Turbo R The MSX Turbo R is the last generation of MSX computers that was put to market by a household electronic brand. Only Panasonic was brave enough to put faith in the standard once again, by releasing two different models: the Panasonic FS-A1ST and the Panasonic FS-A1GT. MSX Turbo R computers were produced until 1994. @@ -99,4 +99,10 @@ 计算机 + + + MSX Turbo R 是家喻戶曉的電子品牌投入市場的最後一代 MSX 電腦。只有 Panasonic 勇於再次對該標準寄予信心,推出了兩款不同的機型:Panasonic FS-A1ST 和 Panasonic FS-A1GT。MSX Turbo R 電腦一直生產到 1994 年。 + 電腦 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/mugen.xml b/themes/linear-es-de/system/metadata/mugen.xml index a9359794a..065beb032 100644 --- a/themes/linear-es-de/system/metadata/mugen.xml +++ b/themes/linear-es-de/system/metadata/mugen.xml @@ -1,4 +1,4 @@ - + M.U.G.E.N Mugen (stylized as M.U.G.E.N) is a freeware 2D fighting game engine designed by Elecbyte. Content is created by the community, and thousands of fighters, both original and from popular fiction, have been created. It is written in C and originally used the Allegro library. The latest versions of the engine use the SDL library. @@ -99,4 +99,10 @@ 发动机 + + + Mugen(風格化為 M.U.G.E.N)是由 Elecbyte 設計的免費 2D 格鬥遊戲引擎。內容由社群創造,目前已創造出數以千計的格鬥遊戲,包括原創與來自流行小說的格鬥遊戲。它以 C 語言寫成,最初使用 Allegro 函式庫。最新版本的引擎使用 SDL 函式庫。 + 引擎 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/multivision.xml b/themes/linear-es-de/system/metadata/multivision.xml index 7d4fa3b10..8bd87579b 100644 --- a/themes/linear-es-de/system/metadata/multivision.xml +++ b/themes/linear-es-de/system/metadata/multivision.xml @@ -1,4 +1,4 @@ - + Othello Multivision The Othello Multivision (オセロマルチビジョン) is a licensed SG-1000 clone manufactured by Tsukuda Original. It exists because Sega's original intention for the SC-3000 computer was to allow other manufacturers to produce compatible computers in the hope of having a worldwide standard. Unfortunately, possibly with the emergance of the MSX, this tactic failed, and very few SG-1000/SC-3000 compatible machines were produced. The Othello Multivision was one of those machines. @@ -99,4 +99,10 @@ 控制台 + + + Othello Multivision(オセロマルチビジョン)是由 Tsukuda Original 製造的 SG-1000 克隆版授權產品。它的存在是因為 Sega 對 SC-3000 電腦的原意是讓其他製造商生產相容的電腦,希望能有一個世界性的標準。不幸的是,可能是因為 MSX 的出現,這個策略失敗了,很少有 SG-1000/SC-3000 相容的機器被生產出來。Othello Multivision 就是其中之一。 + 控制台 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/n3ds.xml b/themes/linear-es-de/system/metadata/n3ds.xml index 3a3050ab0..b65c87a95 100644 --- a/themes/linear-es-de/system/metadata/n3ds.xml +++ b/themes/linear-es-de/system/metadata/n3ds.xml @@ -1,4 +1,4 @@ - + Nintendo 3DS The Nintendo 3DS, abbreviated to 3DS, is a portable game console produced by Nintendo. It is capable of displaying stereoscopic 3D effects without the use of 3D glasses or additional accessories. Nintendo announced the device in March 2010 and officially unveiled it at E3 2010 on June 15, 2010. The console succeeds the Nintendo DS, featuring backward compatibility with older Nintendo DS and Nintendo DSi video games. @@ -99,4 +99,10 @@ 便携式 + + + 任天堂 3DS,簡稱 3DS,是任天堂製造的可攜式遊戲主機。它能夠顯示立體 3D 效果,無需使用 3D 眼鏡或其他配件。任天堂於 2010 年 3 月宣布推出此設備,並於 2010 年 6 月 15 日在 E3 2010 上正式發表。該控制台繼承了 Nintendo DS,具有向後相容舊版 Nintendo DS 和 Nintendo DSi 視訊遊戲的特色。 + 可攜式 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/n64.xml b/themes/linear-es-de/system/metadata/n64.xml index fe9d1596c..dacb842c6 100644 --- a/themes/linear-es-de/system/metadata/n64.xml +++ b/themes/linear-es-de/system/metadata/n64.xml @@ -1,4 +1,4 @@ - + Nintendo 64 Named for its 64-bit central processing unit, it was released in June 1996 in Japan, September 1996 in North America, March 1997 in Europe and Australia, September 1997 in France and December 1997 in Brazil. As part of the fifth generation of gaming, the N64 competed primarily with the PlayStation and the Sega Saturn. The Nintendo 64 was launched with three games: Super Mario 64 and Pilotwings 64, released worldwide; and Saikyo Habu Shogi, released only in Japan. While the N64 was succeeded by Nintendo's MiniDVD-based GameCube in November 2001, N64 consoles remained available until the system was retired in late 2003. @@ -99,4 +99,10 @@ 控制台 + + + N64 以其 64 位元中央處理器命名,於 1996 年 6 月在日本、1996 年 9 月在北美、1997 年 3 月在歐洲和澳洲、1997 年 9 月在法國以及 1997 年 12 月在巴西發行。作為第五代遊戲的一部分,N64 主要與 PlayStation 和 Sega Saturn 競爭。Nintendo 64 推出了三款遊戲:Super Mario 64 和 Pilotwings 64,全球發行;以及 Saikyo Habu Shogi,僅在日本發行。雖然 N64 在 2001 年 11 月被任天堂以 MiniDVD 為基礎的 GameCube 所取代,但 N64 主機仍持續供貨,直到 2003 年底系統退役為止。 + 控制台 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/n64dd.xml b/themes/linear-es-de/system/metadata/n64dd.xml index a265c9641..c8a249596 100644 --- a/themes/linear-es-de/system/metadata/n64dd.xml +++ b/themes/linear-es-de/system/metadata/n64dd.xml @@ -1,4 +1,4 @@ - + 64DD The 64DD, colloquially referred to as the Nintendo 64DD, is a magnetic disk drive peripheral for the Nintendo 64 game console developed by Nintendo. It was originally announced in 1995, prior to the Nintendo 64's 1996 launch, and after numerous delays was finally released only in Japan on December 1, 1999. Only ten software titles were released until the unit was discontinued in February 2001. It was a commercial failure, with at least 15,000 total units sold and another 85,000 units unsold. @@ -99,4 +99,10 @@ 外围设备 + + + 64DD,俗稱 Nintendo 64DD,是任天堂為 Nintendo 64 遊戲主機開發的磁碟機週邊。它最初於 1995 年,也就是任天堂 64 於 1996 年上市之前發表,經過多次延遲後,終於在 1999 年 12 月 1 日才在日本發行。直到 2001 年 2 月停產之前,只發行了 10 款軟體。它在商業上是失敗的,總銷售量至少只有 15,000 台,另有 85,000 台未售出。 + 周邊設備 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/naomi.xml b/themes/linear-es-de/system/metadata/naomi.xml index 5d634355f..86606ba48 100644 --- a/themes/linear-es-de/system/metadata/naomi.xml +++ b/themes/linear-es-de/system/metadata/naomi.xml @@ -1,4 +1,4 @@ - + Naomi The NAOMI (New Arcade Operation Machine Idea) is an arcade system released by Sega in 1998. It was designed as a successor to Sega Model 3 hardware, using a similar architecture to the Sega Dreamcast. @@ -129,4 +129,12 @@ NAOMI 的后继者是 Sega Hikaru 和 Sega NAOMI 2 机板,但其寿命超过 商场 + + + NAOMI (New Arcade Operation Machine Idea) 是 Sega 於 1998 年推出的一款街機系統。它被設計為 Sega Model 3 硬體的後繼機種,使用類似 Sega Dreamcast 的架構。 + +NAOMI 的繼承者是 Sega Hikaru 和 Sega NAOMI 2 遊戲板,雖然已超越 NAOMI 2、Hikaru 和 Sega Aurora。Sega Chihiro 或甚至 Sega Lindbergh 也可視為繼承者。 + 街機 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/naomi2.xml b/themes/linear-es-de/system/metadata/naomi2.xml index 163b0db35..59a941e4b 100644 --- a/themes/linear-es-de/system/metadata/naomi2.xml +++ b/themes/linear-es-de/system/metadata/naomi2.xml @@ -1,4 +1,4 @@ - + Naomi 2 The Sega NAOMI 2 is an arcade board developed by Sega and is a successor to Sega NAOMI hardware. It was originally released in 2000. Since it uses similar NAOMI architecture (but significantly beefed up), it is also fully backwards compatible with its predecessor. @@ -129,4 +129,12 @@ NAOMI 2 比 NAOMI 强大得多,包括双 CPU 设置、新的 T&L GPU、双 商场 + + + Sega NAOMI 2 是由 Sega 開發的街機板,是 Sega NAOMI 硬體的後繼機種。它最初於 2000 年推出。由於它使用類似的 NAOMI 架構 (但已大幅加強),因此也完全向下相容於前一代產品。 + +NAOMI 2 的功能遠比 NAOMI 強大,包括雙 CPU 設定、新的 T&L GPU、雙光柵 GPU、更大的記憶體和更快的頻寬。這使得遊戲中的多邊形數量比 NAOMI 遊戲多得多,渲染速度也快得多,而新的 T&L GPU 則增加了先進的光照和粒子效果。它的價格也比之前非常昂貴(而且難以編程)的Sega Hikaru街機系統更加實惠。儘管如此,NAOMI 2 仍比當時的家用系統更為強大。 + 街機 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/naomigd.xml b/themes/linear-es-de/system/metadata/naomigd.xml index 01cc923b1..dc47a3f2a 100644 --- a/themes/linear-es-de/system/metadata/naomigd.xml +++ b/themes/linear-es-de/system/metadata/naomigd.xml @@ -1,4 +1,4 @@ - + Naomi GD-ROM The NAOMI (New Arcade Operation Machine Idea) is an arcade system released by Sega in 1998. It was designed as a successor to Sega Model 3 hardware, using a similar architecture to the Sega Dreamcast. @@ -129,4 +129,12 @@ NAOMI 的后继者是 Sega Hikaru 和 Sega NAOMI 2 机板,但其寿命超过 商场 + + + NAOMI (New Arcade Operation Machine Idea) 是 Sega 於 1998 年推出的一款街機系統。它被設計為 Sega Model 3 硬體的後繼機種,使用類似 Sega Dreamcast 的架構。 + +NAOMI 的繼承者是 Sega Hikaru 和 Sega NAOMI 2 遊戲板,雖然已超越 NAOMI 2、Hikaru 和 Sega Aurora。Sega Chihiro 或甚至 Sega Lindbergh 也可視為繼承者。 + 街機 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/nds.xml b/themes/linear-es-de/system/metadata/nds.xml index 79cf0c56f..98469b702 100644 --- a/themes/linear-es-de/system/metadata/nds.xml +++ b/themes/linear-es-de/system/metadata/nds.xml @@ -1,4 +1,4 @@ - + Nintendo DS The Nintendo DS or simply, DS, is a 32-bit dual-screen handheld game console developed and released by Nintendo. The device went on sale in North America on November 21, 2004. The DS, short for "Developers' System" or "Dual Screen", introduced distinctive new features to handheld gaming: two LCD screens working in tandem (the bottom one featuring a touchscreen), a built-in microphone, and support for wireless connectivity. Both screens are encompassed within a clamshell design similar to the Game Boy Advance SP. The Nintendo DS also features the ability for multiple DS consoles to directly interact with each other over Wi-Fi within a short range without the need to connect to an existing wireless network. Alternatively, they could interact online using the now-closed Nintendo Wi-Fi Connection service. @@ -99,4 +99,10 @@ 便携式 + + + Nintendo DS 或簡稱 DS,是由任天堂 (Nintendo) 所開發並發行的 32 位元雙螢幕掌上遊戲機。該設備於 2004 年 11 月 21 日在北美上市。DS 是「開發者系統」或「雙螢幕」的縮寫,它為掌上遊戲引入了獨特的新功能:兩個液晶螢幕同步運作(底部的螢幕具有觸控功能)、內建麥克風,並支援無線連線。兩個螢幕都包覆在類似 Game Boy Advance SP 的夾殼設計中。Nintendo DS 還能讓多台 DS 主機在短距離內透過 Wi-Fi 直接互動,而不需要連接到現有的無線網路。另外,它們也可以使用現已關閉的 Nintendo Wi-Fi Connection 服務進行線上互動。 + 可攜式 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/neogeo.xml b/themes/linear-es-de/system/metadata/neogeo.xml index dd32b9b8b..43b96930d 100644 --- a/themes/linear-es-de/system/metadata/neogeo.xml +++ b/themes/linear-es-de/system/metadata/neogeo.xml @@ -1,4 +1,4 @@ - + Neo Geo The Advanced Entertainment System (AES), originally known just as the Neo Geo, is the first video game console in the family. The hardware features comparatively colorful 2D graphics. The hardware was in part designed by Alpha Denshi (later ADK). Initially, the home system was only available for rent to commercial establishments, such as hotel chains, bars and restaurants, and other venues. When customer response indicated that some gamers were willing to buy a US$650 console, SNK expanded sales and marketing into the home console market. The Neo Geo console was officially launched on 31 January 1990 in Osaka, Japan. The AES is identical to its arcade counterpart, the MVS, so arcade games released for the home market are nearly identical conversions. @@ -99,4 +99,10 @@ 控制台 + + + 先進娛樂系統 (AES),最初只被稱為 Neo Geo,是該系列的第一台視訊遊戲機。該硬體以色彩相對豐富的 2D 圖形為特色。該硬體部分由 Alpha Denshi(後來的 ADK)設計。起初,家用系統只租借給商業機構,例如連鎖飯店、酒吧、餐廳等場所。當顧客反應顯示有些玩家願意購買 650 美元的遊戲機後,SNK 擴大了家用遊戲機市場的銷售與行銷。Neo Geo 主機於 1990 年 1 月 31 日在日本大阪正式推出。AES 與其街機對應的 MVS 完全相同,因此針對家用市場推出的街機遊戲幾乎都是相同的轉換版本。 + 控制台 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/neogeocd.xml b/themes/linear-es-de/system/metadata/neogeocd.xml index 3451c34c8..8b970e6a0 100644 --- a/themes/linear-es-de/system/metadata/neogeocd.xml +++ b/themes/linear-es-de/system/metadata/neogeocd.xml @@ -1,4 +1,4 @@ - + Neo Geo CD The Neo Geo CD (Japanese: ネオジオCD, Hepburn: Neo Jio Shī Dī) is the second home video game console of SNK Corporation's Neo Geo family, released in September 9, 1994, four years after its cartridge-based equivalent. This is the same platform, converted to the cheaper CD format retailing at $49 to $79 per title, compared to the $300 cartridges. The system was originally priced at US$399, or £399 in the UK. The unit's 1× CD-ROM drive is slow, with very long loading times. The system can also play Audio CDs. All three versions of the system have no region-lock. The Neo Geo CD was launched bundled with a control pad instead of a joystick like the AES version. However, the original AES joystick can be used with all three Neo Geo CD models. @@ -99,4 +99,10 @@ 控制台 + + + Neo Geo CD(日文:ネオジオCD,合本:Neo Jio Shī Dī)是 SNK Corporation 旗下 Neo Geo 系列的第二款家用視訊遊戲機,於 1994 年 9 月 9 日發佈,比同系列的卡帶遊戲機晚發佈四年。與 300 美元的卡帶相比,這是相同的平台,轉換成更便宜的 CD 格式,每款遊戲零售價介於 49 美元至 79 美元之間。該系統的原價為 399 美元,或英國的 399 英鎊。該裝置的 1× CD-ROM 光碟機速度很慢,載入時間非常長。該系統也可播放音訊 CD。該系統的三個版本均無區域鎖定功能。Neo Geo CD 推出時捆綁了控制板,而不是像 AES 版本那樣捆綁了搖桿。不過,原版的 AES 搖桿可搭配所有三種 Neo Geo CD 機型使用。 + 控制台 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/neogeocdjp.xml b/themes/linear-es-de/system/metadata/neogeocdjp.xml index 3451c34c8..8b970e6a0 100644 --- a/themes/linear-es-de/system/metadata/neogeocdjp.xml +++ b/themes/linear-es-de/system/metadata/neogeocdjp.xml @@ -1,4 +1,4 @@ - + Neo Geo CD The Neo Geo CD (Japanese: ネオジオCD, Hepburn: Neo Jio Shī Dī) is the second home video game console of SNK Corporation's Neo Geo family, released in September 9, 1994, four years after its cartridge-based equivalent. This is the same platform, converted to the cheaper CD format retailing at $49 to $79 per title, compared to the $300 cartridges. The system was originally priced at US$399, or £399 in the UK. The unit's 1× CD-ROM drive is slow, with very long loading times. The system can also play Audio CDs. All three versions of the system have no region-lock. The Neo Geo CD was launched bundled with a control pad instead of a joystick like the AES version. However, the original AES joystick can be used with all three Neo Geo CD models. @@ -99,4 +99,10 @@ 控制台 + + + Neo Geo CD(日文:ネオジオCD,合本:Neo Jio Shī Dī)是 SNK Corporation 旗下 Neo Geo 系列的第二款家用視訊遊戲機,於 1994 年 9 月 9 日發佈,比同系列的卡帶遊戲機晚發佈四年。與 300 美元的卡帶相比,這是相同的平台,轉換成更便宜的 CD 格式,每款遊戲零售價介於 49 美元至 79 美元之間。該系統的原價為 399 美元,或英國的 399 英鎊。該裝置的 1× CD-ROM 光碟機速度很慢,載入時間非常長。該系統也可播放音訊 CD。該系統的三個版本均無區域鎖定功能。Neo Geo CD 推出時捆綁了控制板,而不是像 AES 版本那樣捆綁了搖桿。不過,原版的 AES 搖桿可搭配所有三種 Neo Geo CD 機型使用。 + 控制台 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/nes.xml b/themes/linear-es-de/system/metadata/nes.xml index e1bce9e7b..e6733ae01 100644 --- a/themes/linear-es-de/system/metadata/nes.xml +++ b/themes/linear-es-de/system/metadata/nes.xml @@ -1,4 +1,4 @@ - + Nintendo The Nintendo Entertainment System is an 8-bit video game console that was released by Nintendo in North America during 1985, in Europe during 1986 and Australia in 1987. In most of Asia, including Japan (where it was first launched in 1983), China, Vietnam, Singapore, the Middle East and Hong Kong, it was released as the Family Computer, commonly shortened as either the romanized contraction Famicom, or abbreviated to FC. In South Korea, it was known as the Hyundai Comboy, and was distributed by Hynix which then was known as Hyundai Electronics. @@ -99,4 +99,10 @@ 控制台 + + + 任天堂娛樂系統 (Nintendo Entertainment System, NES) 的歷史從 1982 年的家庭電腦 (Family Computer) 開發,到 1985 年推出 NES,再到任天堂 (Nintendo) 在整個 1980 年代末期以此平台為基礎崛起成為全球霸主。家庭電腦 (ファミリーコンピュータ) 或 Famicom (ファミコン) 於 1982 年開發,1983 年在日本上市。在 1983 年北美電子遊戲崩潰之後,Famicom 被改裝成 1985 年在北美推出的 NES。Famicom 和 NES 將公司從街機遊戲的歷史過渡到結合全球 8 位元家用視訊遊戲主機平台,繼續積極與下一代 16 位元主機競爭,包括 1988 年的 Sega Genesis。1990 年 Super Famicom 和 1991 年 Super Nintendo Entertainment System 接替了該平台,但其支援和生產一直持續到 1995 年。收藏家和模擬器(包括任天堂自己的虛擬主控台平台)重新燃起了人們對 NES 的興趣。 + 控制台 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/nesh.xml b/themes/linear-es-de/system/metadata/nesh.xml index 969269e9b..b8e84639e 100644 --- a/themes/linear-es-de/system/metadata/nesh.xml +++ b/themes/linear-es-de/system/metadata/nesh.xml @@ -1,4 +1,4 @@ - + Nintendo Hacks The Nintendo Entertainment System is an 8-bit video game console that was released by Nintendo in North America during 1985, in Europe during 1986 and Australia in 1987. In most of Asia, including Japan (where it was first launched in 1983), China, Vietnam, Singapore, the Middle East and Hong Kong, it was released as the Family Computer, commonly shortened as either the romanized contraction Famicom, or abbreviated to FC. In South Korea, it was known as the Hyundai Comboy, and was distributed by Hynix which then was known as Hyundai Electronics. @@ -99,4 +99,10 @@ 控制台 + + + 任天堂娛樂系統 (Nintendo Entertainment System) 是任天堂於 1985 年在北美、1986 年在歐洲、1987 年在澳洲推出的 8 位元視訊遊戲控制台。在亞洲大部分地區,包括日本 (1983 年首次推出)、中國、越南、新加坡、中東和香港,它以 Family Computer(家庭電腦)的名稱發行,通常簡稱為 Famicom 或 FC。在韓國,它被稱為 Hyundai Comboy,由當時稱為 Hyundai Electronics 的 Hynix 代理。 + 控制台 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/ngage.xml b/themes/linear-es-de/system/metadata/ngage.xml index cdd1b6f70..8a21766aa 100644 --- a/themes/linear-es-de/system/metadata/ngage.xml +++ b/themes/linear-es-de/system/metadata/ngage.xml @@ -1,4 +1,4 @@ - + N-Gage The N-Gage is a smartphone combining features of a mobile phone and a handheld game system developed by Nokia, announced on 4 November 2002 and released on 7 October 2003. It runs the original Series 60 platform on Symbian OS v6.1. @@ -129,4 +129,12 @@ N-Gage 试图通过加入电话功能来吸引玩家离开 Game Boy Advance。 便携式 + + + N-Gage 是一款結合行動電話與掌上遊戲系統功能的智慧型手機,由諾基亞開發,於 2002 年 11 月 4 日發表,並於 2003 年 10 月 7 日發售。它在 Symbian OS v6.1 上執行原始的 Series 60 平台。 + +N-Gage 試圖透過電話功能吸引玩家離開 Game Boy Advance。但這並不成功,部分原因是電話按鈕的設計並不適合遊戲。最初的 N-Gage 被形容為像墨西哥玉米卷,因此被戲稱為 「墨西哥玉米卷手機」。 + 可攜式 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/ngp.xml b/themes/linear-es-de/system/metadata/ngp.xml index 03d069383..eeedc2f81 100644 --- a/themes/linear-es-de/system/metadata/ngp.xml +++ b/themes/linear-es-de/system/metadata/ngp.xml @@ -1,4 +1,4 @@ - + Neo Geo Pocket The Neo Geo Pocket is a monochrome handheld game console released by SNK. It was the company's first handheld system and is part of the Neo Geo family. It debuted in Japan in late 1998 but never saw an American release, being exclusive to Japan, Asia and Europe. @@ -129,4 +129,12 @@ Neo Geo Pocket 被认为是一款不成功的游戏机。由于销量低于预 便携式 + + + Neo Geo Pocket 是 SNK 推出的一款單色掌上遊戲機。它是該公司的第一款掌上型系統,也是 Neo Geo 系列的一部分。它於 1998 年底在日本首次亮相,但從未在美國發行,僅在日本、亞洲和歐洲獨家發行。 + +Neo Geo Pocket 被認為是一款不成功的遊戲機。Neo Geo Pocket 的銷售量低於預期,因此於 1999 年停產,並隨即由 Neo Geo Pocket Color 取代,這是一款全彩裝置,可讓系統更容易與佔市場優勢的 Game Boy Color 掌上遊戲機競爭,而且也在美國發行。儘管這款系統的壽命不長,但卻推出了一些重要的遊戲,例如 Samurai Shodown 和 King of Fighters R-1。 + 可攜式 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/ngpc.xml b/themes/linear-es-de/system/metadata/ngpc.xml index 90e4dcad0..d451daa29 100644 --- a/themes/linear-es-de/system/metadata/ngpc.xml +++ b/themes/linear-es-de/system/metadata/ngpc.xml @@ -1,4 +1,4 @@ - + Neo Geo Pocket Color The Neo Geo Pocket Color is a 16-bit color handheld video game console manufactured by SNK. It is a successor to SNK's monochrome Neo Geo Pocket handheld which debuted in 1998 in Japan, with the Color being fully backward compatible. The Neo Geo Pocket Color was released on March 16, 1999 in Japan, August 6, 1999 in North America, and on October 1, 1999 in Europe, entering markets all dominated by Nintendo, competing with Nintendo's Game Boy Color. @@ -129,4 +129,12 @@ Efter en bra försäljningsstart i både USA och Japan med 14 lanseringstitlar ( 便携式 + + + Neo Geo Pocket Color 是 SNK 製造的 16 位元彩色掌上型螢幕遊戲機。它是 SNK 於 1998 年在日本推出的單色 Neo Geo Pocket 掌上型遊戲機的後繼機種,Color 完全向後相容。Neo Geo Pocket Color 於 1999 年 3 月 16 日在日本、1999 年 8 月 6 日在北美、1999 年 10 月 1 日在歐洲發售,進軍由任天堂主導的市場,與任天堂的 Game Boy Color 競爭。 + +在美國和日本都有良好的銷售開始,推出了 14 款遊戲 (創下當時的紀錄),但隨後美國的零售支援不足、SNK 的美國管理階層缺乏與協力廠商開發人員的溝通、任天堂的 Pokémon 系列的熱門和對 32 位元 Game Boy Advance 的期待,以及日本 Bandai 的 WonderSwan 的強烈競爭,導致這兩個地區的銷售下滑。 + 可攜式 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/now-playing.xml b/themes/linear-es-de/system/metadata/now-playing.xml index fd42a7c2c..d7185effb 100644 --- a/themes/linear-es-de/system/metadata/now-playing.xml +++ b/themes/linear-es-de/system/metadata/now-playing.xml @@ -1,4 +1,4 @@ - + Now Playing Play and complete the games on your backlog. @@ -94,4 +94,10 @@ 收藏品 + + + 玩並完成您積壓的遊戲。 + 系列 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/odyssey2.xml b/themes/linear-es-de/system/metadata/odyssey2.xml index 07be491de..6329035e6 100644 --- a/themes/linear-es-de/system/metadata/odyssey2.xml +++ b/themes/linear-es-de/system/metadata/odyssey2.xml @@ -1,4 +1,4 @@ - + Odyssey² The Magnavox Odyssey 2 is a second generation (1976–1992) home video game console developed and distributed by Magnavox. It was released in February 1979 in North America at a retail price of $179. The console was also released in Europe (1979), and later South America (1983), and Japan (1982). The Odyssey 2 included a full alphanumeric membrane keyboard, which was to be used for educational games, selecting options, or programming. The console was discontinued on March 20, 1984. @@ -99,4 +99,10 @@ 控制台 + + + Magnavox Odyssey 2 是由 Magnavox 開發和代理的第二代(1976-1992)家用視訊遊戲機。它於 1979 年 2 月在北美發行,零售價為 179 美元。這款遊戲機也在歐洲(1979 年)、南美(1983 年)和日本(1982 年)發行。Odyssey 2 包含一個完整的字母數字薄膜鍵盤,可用於教育遊戲、選擇選項或程式設計。該控制台於 1984 年 3 月 20 日停產。 + 控制台 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/openbor.xml b/themes/linear-es-de/system/metadata/openbor.xml index d99745add..3c5d51482 100644 --- a/themes/linear-es-de/system/metadata/openbor.xml +++ b/themes/linear-es-de/system/metadata/openbor.xml @@ -1,4 +1,4 @@ - + Open Beats of Rage Beats of Rage is a fan-made tribute game to Sega's Streets of Rage series. It supplants the original graphics and characters with resources taken from The King of Fighters series, albeit with tongue-in-cheek renames. Originally developed by Senile Team, the underlying engine powering Beats of Rage later went on to become the Open Beats of Rage (OpenBOR) game engine project. @@ -99,4 +99,10 @@ 发动机 + + + Beats of Rage 是一款向 Sega 的 Streets of Rage 系列致敬的遊戲。本遊戲以 「格鬥之王 」系列的資源取代了原作的圖像和角色,儘管名字改得有點滑稽。Beats of Rage 原本由 Senile Team 開發,其底层引擎後來成為 Open Beats of Rage (OpenBOR) 遊戲引擎專案。 + 引擎 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/oric.xml b/themes/linear-es-de/system/metadata/oric.xml index bcfda5381..29f9fb88d 100644 --- a/themes/linear-es-de/system/metadata/oric.xml +++ b/themes/linear-es-de/system/metadata/oric.xml @@ -1,4 +1,4 @@ - + Oric Oric was the name used by UK-based Tangerine Computer Systems for a series of 6502-based home computers sold in the 1980s, primarily in Europe. With the success of the ZX Spectrum from Sinclair Research, Tangerine's backers suggested a home computer and Tangerine formed Oric Products International Ltd to develop the Oric-1. The computer was introduced in 1982.[5] During 1983, approximately 160,000 Oric-1 computers were sold in the UK, plus another 50,000 in France (where it was the year's top-selling machine). This resulted in Oric being acquired and given funding for a successor model, the 1984 Oric Atmos. @@ -99,4 +99,10 @@ 计算机 + + + Oric 是英國 Tangerine Computer Systems 在 1980 年代使用的名稱,代表一系列以 6502 為基礎的家用電腦,主要在歐洲銷售。由於 Sinclair Research 的 ZX Spectrum 大獲成功,Tangerine 的支持者建議推出家用電腦,於是 Tangerine 成立了 Oric Products International Ltd 來開發 Oric-1。這款電腦於 1982 年推出。[5] 1983 年間,大約有 160,000 台 Oric-1 電腦在英國售出,另外還有 50,000 台在法國售出(這款電腦是當年法國最暢銷的電腦)。這使得 Oric 被收購,並獲得資金推出後繼機型,即 1984 年的 Oric Atmos。 + 電腦 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/palm.xml b/themes/linear-es-de/system/metadata/palm.xml index b0553cd02..3d1859bdd 100644 --- a/themes/linear-es-de/system/metadata/palm.xml +++ b/themes/linear-es-de/system/metadata/palm.xml @@ -1,4 +1,4 @@ - + Palm The PalmPilot Personal and PalmPilot Professional are the second generation of Palm PDA devices produced by Palm Inc (then a subsidiary of U.S. Robotics, later 3Com). These devices were launched on March 10, 1997 @@ -99,4 +99,10 @@ 操作系统 + + + PalmPilot Personal 和 PalmPilot Professional 是 Palm Inc(當時是 U.S. Robotics 的子公司,後來成為 3Com 的子公司)生產的第二代 Palm PDA 裝置。這些裝置於 1997 年 3 月 10 日推出 + OS + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/pc.xml b/themes/linear-es-de/system/metadata/pc.xml index 7f0e882f1..5cc14c924 100644 --- a/themes/linear-es-de/system/metadata/pc.xml +++ b/themes/linear-es-de/system/metadata/pc.xml @@ -1,4 +1,4 @@ - + IBM PC The IBM Personal Computer (model 5150, commonly known as the IBM PC) is the first microcomputer released in the IBM PC model line and the basis for the IBM PC compatible de facto standard. Released on August 12, 1981, it was created by a team of engineers and designers directed by Don Estridge in Boca Raton, Florida. @@ -159,4 +159,14 @@ PC 对个人电脑市场产生了重大影响。IBM PC 的规格成为世界上 计算机 + + + IBM 個人電腦(5150 型,一般稱為 IBM PC)是 IBM PC 機型系列中發佈的第一款微型電腦,也是 IBM PC 相容事實標準的基礎。它於 1981 年 8 月 12 日發佈,由 Don Estridge 在佛羅里達州 Boca Raton 所指揮的工程師和設計師團隊所創造。 + +該機器以開放式架構和第三方週邊為基礎。隨著時間的推移,擴充卡和軟體技術也不斷增加以支援它。 + +PC 對個人電腦市場產生了重大的影響。IBM PC 的規格成為全球最流行的電腦設計標準之一。在整個 1980 年代,它唯一面臨的來自非相容平台的重大競爭是來自 Apple Macintosh 產品線。大部分現代個人電腦都是 IBM PC 的遠祖。 + 電腦 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/pc88.xml b/themes/linear-es-de/system/metadata/pc88.xml index e53f2eb60..a8364d015 100644 --- a/themes/linear-es-de/system/metadata/pc88.xml +++ b/themes/linear-es-de/system/metadata/pc88.xml @@ -1,4 +1,4 @@ - + PC-88 The PC-8800 series (Japanese: PC-8800シリーズ, Hepburn: Pī Shī Hassen Happyaku Shirīzu), commonly shortened to PC-88, are a brand of Zilog Z80-based 8-bit home computers released by Nippon Electric Company (NEC) in 1981 and primarily sold in Japan. @@ -129,4 +129,12 @@ PC-8800 系列销量极佳,与富士通 FM-7、夏普 X1 和 MSX 计算机一 计算机 + + + PC-8800 系列 (日文:PC-8800シリーズ,合本:Pī Shī Hassen Happyaku Shirīzu),通常簡稱為 PC-88,是日本電氣公司 (NEC) 於 1981 年推出的以 Zilog Z80 為基礎的 8 位元家用電腦品牌,主要在日本銷售。 + +PC-8800 系列銷量極佳,與 Fujitsu FM-7、Sharp X1 和 MSX 電腦一起成為 1980 年代日本四大家用電腦之一。它後來被 NEC 的 16 位元 PC-9800 系列所取代,但直到 90 年代初期仍維持強勁的銷量。 + 電腦 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/pc98.xml b/themes/linear-es-de/system/metadata/pc98.xml index 5af1dace5..c28db4533 100644 --- a/themes/linear-es-de/system/metadata/pc98.xml +++ b/themes/linear-es-de/system/metadata/pc98.xml @@ -1,4 +1,4 @@ - + PC-98 The NEC PC-9800 was line of personal computers developed in 1982 in Japan by NEC Corporation based on IBM, aimed exclusively at the Japanese market. @@ -159,4 +159,14 @@ PC-9801 系列最初被视为工业和办公应用的解决方案,到 1987 年 计算机 + + + NEC PC-9800 是日本 NEC Corporation 於 1982 年以 IBM 為基礎開發的個人電腦系列,專門針對日本市場。 + +第一款機型採用 16 位元架構,搭載 Intel 8086 處理器,時脈為 5 MHz,記憶體為 128 KB。出貨時搭配的顯示卡能以 640x400 的解析度顯示 8 種顏色 - 與當時的 PC 相比,性能上有明顯的差異。 + +PC-9801 系列最初被設計為工業與辦公室應用的解決方案,到 1987 年已佔據日本個人電腦市場近 90% 的市場佔有率。隨著時間的推移,隨著功率的提升,以及家庭用戶(尤其是遊戲玩家)對圖形和聲音效果的欣賞,PC-9801 也開始在非商業應用中流行起來 - 例如,Touhou Project 系列就首次亮相。 + 電腦 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/pcarcade.xml b/themes/linear-es-de/system/metadata/pcarcade.xml index 246ae407f..edfe7f5dd 100644 --- a/themes/linear-es-de/system/metadata/pcarcade.xml +++ b/themes/linear-es-de/system/metadata/pcarcade.xml @@ -1,4 +1,4 @@ - + PC Arcade Games In the beginning of the 2000s arcade system manufacturers started to move away from custom board designs, and as part of this change many instead adapted the standard PC architecture. There were numerous such designs running Linux or Windows, for instance Sega Lindbergh, Namco System N2 and Taito Type X. @@ -99,4 +99,10 @@ 文件夹 + + + 在 2000 年代初,街機系統製造商開始摒棄客製化的電腦板設計,許多製造商改用標準的 PC 架構。有許多這類執行 Linux 或 Windows 的設計,例如 Sega Lindbergh、Namco System N2 和 Taito Type X。 + 資料夾 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/pcengine.xml b/themes/linear-es-de/system/metadata/pcengine.xml index 67f3aa504..5142c9754 100644 --- a/themes/linear-es-de/system/metadata/pcengine.xml +++ b/themes/linear-es-de/system/metadata/pcengine.xml @@ -1,4 +1,4 @@ - + PC Engine The PC Engine is a 16-bit fourth-generation home video game console designed by Hudson Soft and sold by NEC Home Electronics. It was released in Japan in 1987 and in North America in 1989. The Japanese model was imported and distributed in France in 1989, and the United Kingdom and Spain received a version based on the American model known as simply TurboGrafx. It was the first console released in the 16-bit era, although it used a modified 8-bit CPU. In Japan, the system was launched as a competitor to the Famicom, but the delayed United States release meant that it ended up competing with the Sega Genesis and later the Super Nintendo Entertainment System. @@ -129,4 +129,12 @@ PC 引擎有一个 8 位 CPU、一个 16 位视频彩色编码器和一个 16 控制台 + + + PC Engine 是由 Hudson Soft 設計、NEC Home Electronics 銷售的 16 位元第四代家用視訊遊戲機。它於 1987 年在日本發行,1989 年在北美發行。日本機型於 1989 年進口並在法國分銷,英國和西班牙則收到以美國機型為基礎的版本,簡稱為 TurboGrafx。這是第一款在 16 位元時代推出的遊戲機,雖然它使用的是改良過的 8 位元 CPU。在日本,該系統是作為 Famicom 的競爭對手推出的,但在美國的延遲發行意味著它最終與 Sega Genesis 以及後來的 Super Nintendo Entertainment System 競爭。 + +PC Engine 有一個 8 位元的 CPU、一個 16 位元的視訊色彩編碼器,以及一個 16 位元的視訊顯示控制器。GPU 可同時顯示 512 種顏色中的 482 種。日本 PC Engine 的尺寸僅為 14 公分 × 14 公分 × 3.8 公分(5.5 英吋 × 5.5 英吋 × 1.5 英吋),是有史以來最小的大型家用遊戲機。遊戲以 HuCard 卡匣發行,後來則以 CD-ROM 光學格式發行。 + 控制台 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/pcenginecd.xml b/themes/linear-es-de/system/metadata/pcenginecd.xml index c26f38faf..8da0e1b43 100644 --- a/themes/linear-es-de/system/metadata/pcenginecd.xml +++ b/themes/linear-es-de/system/metadata/pcenginecd.xml @@ -1,4 +1,4 @@ - + PC Engine CD-ROM² The CD-ROM² (pronounced CD-ROM-ROM) is an add-on attachment for the PC Engine that was released in Japan on December 4, 1988. The add-on allows the core versions of the console to play PC Engine games in CD-ROM format in addition to standard HuCards. This made the PC Engine the first video game console to use CD-ROMs as a storage media. The add-on consisted of two devices - the CD player itself and the interface unit, which connects the CD player to the console and provides a unified power supply and output for both. @@ -129,4 +129,12 @@ Den släpptes senare som TurboGrafx-CD i USA i november 1989, med en ombyggd gr 控制台 + + + CD-ROM²(讀作 CD-ROM-ROM)是 PC Engine 的附加附件,於 1988 年 12 月 4 日在日本發售。此附加元件可讓核心版本的控制台除了標準的 HuCard 外,還能播放 CD-ROM 格式的 PC Engine 遊戲。這使得 PC Engine 成為第一台使用 CD-ROM 作為儲存媒體的視訊遊戲主機。該附加元件由兩個裝置組成 - CD 播放器本身和介面裝置,介面裝置可將 CD 播放器與控制台連接起來,並為兩者提供統一的電源和輸出。 + +其後在 1989 年 11 月以 TurboGrafx-CD 的名義在美國發售,為了配合 TurboGrafx-16 控制台的不同形狀,介面裝置也經過改裝。TurboGrafx-CD 的發售價格為 399.99 美元,並且不包含任何捆綁遊戲。Fighting Street 和 Monster Lair 是 TurboGrafx-CD 的發售遊戲;Ys Book I 和 II 隨即推出。 + 控制台 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/pcfx.xml b/themes/linear-es-de/system/metadata/pcfx.xml index 42d67230f..2f93e023b 100644 --- a/themes/linear-es-de/system/metadata/pcfx.xml +++ b/themes/linear-es-de/system/metadata/pcfx.xml @@ -1,4 +1,4 @@ - + PC-FX The PC-FX is a 32-bit home video game console developed by both NEC and Hudson Soft and released in Japan in 1994. Powered by an NEC V810 CPU and using CD-ROMs, the PC-FX was intended as the successor to the PC Engine and its international counterpart the TurboGrafx-16, two successful video game consoles from the late 1980s. It is NEC's final foray into the home console market. @@ -129,4 +129,12 @@ Konsolen är formad som en PC-torndator och var tänkt att vara uppgraderingsbar 控制台 + + + PC-FX 是由 NEC 和 Hudson Soft 共同開發的 32 位元家用視訊遊戲主機,於 1994 年在日本發售。PC-FX 採用 NEC V810 CPU 並使用 CD-ROM,其目的在於繼承 PC Engine 及其國際對手 TurboGrafx-16,這兩款在 1980 年代末期相當成功的視訊遊戲主機。它是 NEC 進軍家用控制台市場的最後一役。 + +這款控制台的外型酷似塔式 PC,並具有類似的升級功能。然而 PC-FX 缺乏 3D 多邊形圖形晶片,使得系統的效能低於競爭對手。它的價格也很昂貴,而且缺乏開發人員的支援,因此無法與第五代的同級產品有效競爭。PC-FX 是 NEC 最後一款家用視訊遊戲機,於 1998 年 2 月停產。它被認為是商業上的失敗。 + 控制台 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/pico8.xml b/themes/linear-es-de/system/metadata/pico8.xml index 6834eaa96..5dd990fa9 100644 --- a/themes/linear-es-de/system/metadata/pico8.xml +++ b/themes/linear-es-de/system/metadata/pico8.xml @@ -1,4 +1,4 @@ - + PICO-8 PICO-8 is a virtual machine and game engine created by Lexaloffle Games. It is a fantasy video game console that mimics the limited graphical and sound capabilities of 8-bit systems of the 1980s. @@ -99,4 +99,10 @@ 发动机 + + + PICO-8 是 Lexaloffle Games 創造的虛擬機器和遊戲引擎。它是一個幻想中的視訊遊戲主機,模仿 1980 年代 8 位元系統有限的圖形和音效能力。 + 引擎 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/playdate.xml b/themes/linear-es-de/system/metadata/playdate.xml index 61dec6327..c9fce2093 100644 --- a/themes/linear-es-de/system/metadata/playdate.xml +++ b/themes/linear-es-de/system/metadata/playdate.xml @@ -1,4 +1,4 @@ - + Playdate Playdate is a handheld video game console developed by Panic. As well as buttons and a directional pad, the device has a mechanical crank on its side. The console was first announced on May 22, 2019 on the cover of Edge magazine, and was released on April 18, 2022. The name references its weekly release schedule of games. @@ -99,4 +99,10 @@ 便携式 + + + Playdate 是由 Panic 開發的手持式視訊遊戲機。除了按鈕和方向鍵之外,裝置側面還有一個機械曲柄。該遊戲機于 2019 年 5 月 22 日首次在 Edge 雜誌封面上公佈,並於 2022 年 4 月 18 日發售。其名稱參考了其每週發售遊戲的時間表。 + 可攜式 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/plus4.xml b/themes/linear-es-de/system/metadata/plus4.xml index 490057f59..42fc03e38 100644 --- a/themes/linear-es-de/system/metadata/plus4.xml +++ b/themes/linear-es-de/system/metadata/plus4.xml @@ -1,4 +1,4 @@ - + Commodore Plus/4 The Commodore Plus/4 is a home computer released by Commodore International in 1984. The "Plus/4" name refers to the four-application ROM-resident office suite (word processor, spreadsheet, database, and graphing); it was billed as "the productivity computer with software built in". @@ -129,4 +129,12 @@ Internt delade Plus/4 samma grundläggande arkitektur som de lägre Commodore 16 计算机 + + + Commodore Plus/4 是 Commodore International 於 1984 年推出的家用電腦。Plus/4 「這個名稱是指 ROM 內建的四個應用程式辦公室套件 (文字處理器、試算表、資料庫和圖形處理);它被稱為 」內建軟體的生產力電腦"。 + +從內部來看,Plus/4 與低階的 Commodore 16 和 116 型號共享相同的基本架構,並能使用專為它們設計的軟體和周邊設備。Plus/4 與 Commodore 64 的軟體和部分硬體不相容。儘管 Commodore 64 更為成熟,Plus/4 卻是針對個人電腦市場中更以商業為導向的部分。 + 電腦 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/pokemini.xml b/themes/linear-es-de/system/metadata/pokemini.xml index 1300d77c3..634c47239 100644 --- a/themes/linear-es-de/system/metadata/pokemini.xml +++ b/themes/linear-es-de/system/metadata/pokemini.xml @@ -1,4 +1,4 @@ - + Pokémon Mini The Pokémon Mini is a handheld game console that was designed and manufactured by Nintendo and themed around the Pokémon media franchise. It is the smallest game system with interchangeable cartridges ever produced by Nintendo, weighing just under two and a half ounces (70 grams). It was first released in North America on November 16, 2001, then in Japan on December 14, 2001, and in Europe on March 15, 2002. The systems were released in three colors: Wooper Blue, Chikorita Green, and Smoochum Purple. Features of the Pokémon mini include an internal real-time clock, an infrared port used to facilitate multiplayer gaming, a reed switch for detecting shakes, and a motor used to implement force feedback. The GameCube game Pokémon Channel features playable demo versions of several Pokémon mini games via console emulation. Also included in the game is Snorlax's Lunch Time, a Pokémon Channel exclusive. Some games were only released in Japan, such as Togepi's Adventure. @@ -99,4 +99,10 @@ 便携式 + + + Pokémon Mini 是任天堂設計製造的手持式遊戲機,以 Pokémon 媒體系列為主題。它是任天堂有史以來最小的可替換盒式遊戲系統,重量僅不到 2.5 盎司 (70 克)。它於 2001 年 11 月 16 日首次在北美發售,之後於 2001 年 12 月 14 日在日本發售,並於 2002 年 3 月 15 日在歐洲發售。該系統發行了三種顏色:Wooper Blue、Chikorita Green 和 Smoochum Purple。Pokémon mini 的功能包括一個內部即時時鐘、一個用於促進多人遊戲的紅外線埠、一個用於檢測搖動的簧片開關,以及一個用於實現力反饋的馬達。GameCube 遊戲「Pokémon Channel」透過控制台模擬功能,提供多款 Pokémon mini 遊戲的可播放試玩版。遊戲中還收錄了 Snorlax's Lunch Time,這是 Pokémon Channel 的獨家遊戲。有些遊戲只在日本發行,例如 Togepi's Adventure。 + 可攜式 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/ports.xml b/themes/linear-es-de/system/metadata/ports.xml index 019d5d92b..20a378b63 100644 --- a/themes/linear-es-de/system/metadata/ports.xml +++ b/themes/linear-es-de/system/metadata/ports.xml @@ -1,4 +1,4 @@ - + Ports View and play all of your favorite game ports. @@ -99,4 +99,10 @@ 文件夹 + + + 檢視並遊玩所有您喜愛的遊戲連接埠。 + 資料夾 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/ps2.xml b/themes/linear-es-de/system/metadata/ps2.xml index 40c742b18..850ea18b7 100644 --- a/themes/linear-es-de/system/metadata/ps2.xml +++ b/themes/linear-es-de/system/metadata/ps2.xml @@ -1,4 +1,4 @@ - + PlayStation 2 The PlayStation 2 (PS2) is a home video game console developed and marketed by Sony Computer Entertainment. It was first released in Japan on March 4, 2000, in North America on October 26, 2000, in Europe on November 24, 2000, and Australia on November 24, 2000. It is the successor to the original PlayStation, as well as the second installment in the PlayStation console line-up. A sixth-generation console, it competed with Sega's Dreamcast, Nintendo's GameCube, and Microsoft's original Xbox. @@ -129,4 +129,12 @@ PS2 于 1999 年发布,提供了对前代产品 DualShock 控制器及其游 控制台 + + + PlayStation 2 (PS2) 是 Sony Computer Entertainment 所開發及行銷的家用視訊遊戲主機。它於 2000 年 3 月 4 日首次在日本發售,2000 年 10 月 26 日在北美發售,2000 年 11 月 24 日在歐洲發售,2000 年 11 月 24 日在澳洲發售。它是原始 PlayStation 的後繼機種,也是 PlayStation 主機陣容的第二部份。作為第六代遊戲機,它與 Sega 的 Dreamcast、Nintendo 的 GameCube 以及 Microsoft 的原版 Xbox 競爭。 + +PS2 於 1999 年發表,提供前代的 DualShock 控制器及其遊戲的向下相容性。PS2 是有史以來最暢銷的視訊遊戲主機,全球銷售量超過 1.55 億台。PS2 已推出超過 3,800 款遊戲,銷售量超過 15 億份。Sony 後來在 2004 年製造了幾款更小、更輕的遊戲機改版,稱為 Slimline 機型。 + 控制台 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/ps3.xml b/themes/linear-es-de/system/metadata/ps3.xml index b671e7251..84c9cfd02 100644 --- a/themes/linear-es-de/system/metadata/ps3.xml +++ b/themes/linear-es-de/system/metadata/ps3.xml @@ -1,4 +1,4 @@ - + PlayStation 3 The PlayStation 3 (PS3) is a home video game console developed by Sony Computer Entertainment. It is the successor to PlayStation 2, and is part of the PlayStation brand of consoles. It was first released on November 11, 2006 in Japan, November 17, 2006 in North America, and March 23, 2007 in Europe and Australia. The PlayStation 3 competed primarily against Microsoft's Xbox 360 and Nintendo's Wii as part of the seventh generation of video game consoles. @@ -129,4 +129,12 @@ Konsolen presenterades för första gången officiellt på E3 2005 och släpptes 控制台 + + + PlayStation 3 (PS3) 是 Sony Computer Entertainment 開發的家用視訊遊戲主機。它是 PlayStation 2 的後繼機種,也是 PlayStation 主機品牌的一部分。它於 2006 年 11 月 11 日在日本、2006 年 11 月 17 日在北美、2007 年 3 月 23 日在歐洲和澳洲首次發售。PlayStation 3 的主要競爭對手為微軟的 Xbox 360 和任天堂的 Wii,是第七代視訊遊戲主機的一部分。 + +這款遊戲機於 2005 年 E3 首次正式發表,並於 2006 年底發售。它是第一台使用藍光光碟作為主要儲存媒體的遊戲機。該控制台是第一台整合社交遊戲服務(包括 PlayStation Network)的 PlayStation,也是第一台可透過與 PlayStation Portable 及 PlayStation Vita 的遙控連接,從掌上型控制台進行控制的 PlayStation。2009 年 9 月,PlayStation 3 的 Slim 機型推出。它不再提供執行 PS2 遊戲的硬體能力。它比原版更輕、更薄,並採用重新設計的標誌與行銷設計,軟體也有輕微的啟動改變。之後在 2012 年末推出了 Super Slim 變異版,進一步完善並重新設計了遊戲機。 + 控制台 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/ps4.xml b/themes/linear-es-de/system/metadata/ps4.xml index 8be03133a..37abc7e6c 100644 --- a/themes/linear-es-de/system/metadata/ps4.xml +++ b/themes/linear-es-de/system/metadata/ps4.xml @@ -1,4 +1,4 @@ - + PlayStation 4 The PlayStation 4 (PS4) is a home video game console developed by Sony Interactive Entertainment. Announced as the successor to the PlayStation 3 in February 2013, it was launched on November 15, 2013, in North America, November 29, 2013 in Europe, South America and Australia, and on February 22, 2014 in Japan. A console of the eighth generation, it competes with Microsoft's Xbox One and Nintendo's Wii U and Switch. @@ -99,4 +99,10 @@ 控制台 + + + PlayStation 4 (PS4) 是 Sony Interactive Entertainment 開發的家用視訊遊戲主機。於 2013 年 2 月宣布為 PlayStation 3 的後繼機種,並於 2013 年 11 月 15 日在北美、2013 年 11 月 29 日在歐洲、南美和澳洲,以及 2014 年 2 月 22 日在日本推出。作為第八代的遊戲機,它的競爭對手為 Microsoft 的 Xbox One 以及 Nintendo 的 Wii U 和 Switch。 + 控制台 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/psp.xml b/themes/linear-es-de/system/metadata/psp.xml index 78f018a79..7452b4347 100644 --- a/themes/linear-es-de/system/metadata/psp.xml +++ b/themes/linear-es-de/system/metadata/psp.xml @@ -1,4 +1,4 @@ - + PlayStation Portable The PlayStation Portable (PSP) is a handheld game console developed and marketed by Sony Computer Entertainment. It was first released in Japan on December 12, 2004, in North America on March 24, 2005, and in PAL regions on September 1, 2005, and is the first handheld installment in the PlayStation line of consoles. As a seventh generation console it competed with the Nintendo DS. @@ -129,4 +129,12 @@ PSP 的开发于 2003 年 E3 期间宣布,并于 2004 年 5 月 11 日在索 便携式 + + + PlayStation Portable (PSP) 是 Sony Computer Entertainment 所開發及行銷的掌上型遊戲機。它於 2004 年 12 月 12 日首次在日本發售,2005 年 3 月 24 日在北美發售,2005 年 9 月 1 日在 PAL 區域發售,是 PlayStation 系列遊戲機的第一款掌上型裝置。作為第七代遊戲機,它與任天堂 DS 競爭。 + +PSP 的開發於 2003 年 E3 期間宣佈,並於 2004 年 5 月 11 日的 Sony 記者會上亮相。該系統推出時是功能最強大的可攜式控制台,也是在許多挑戰者(例如 Nokia 的 N-Gage)失敗後,任天堂掌上型控制台的第一個真正競爭者。PSP 的先進圖形功能使其成為廣受歡迎的行動娛樂裝置,它可以連接 PlayStation 2 和 PlayStation 3 主機、任何具有 USB 介面的電腦、其他 PSP 系統以及網際網路。PSP 還擁有大量的多媒體功能,例如視訊播放,因此也被視為可攜式媒體播放器。PSP 是唯一使用光碟格式 - 通用媒體光碟 (UMD) - 作為主要儲存媒體的掌上型遊戲機;遊戲和電影都是以這種格式發行。 + 可攜式 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/psvita.xml b/themes/linear-es-de/system/metadata/psvita.xml index 375e1b4f5..cd10f84c0 100644 --- a/themes/linear-es-de/system/metadata/psvita.xml +++ b/themes/linear-es-de/system/metadata/psvita.xml @@ -1,4 +1,4 @@ - + PlayStation Vita The PlayStation Vita (PS Vita, or Vita) is a handheld video game console developed and marketed by Sony Interactive Entertainment. It was first released in Japan on December 17, 2011, and in North America, Europe, and other international territories beginning on February 22, 2012. The console is the successor to the PlayStation Portable, and a part of the PlayStation brand of gaming devices; as part of the eighth generation of video game consoles, it primarily competed with the Nintendo 3DS. @@ -99,4 +99,10 @@ 便携式 + + + PlayStation Vita (PS Vita, 或 Vita) 是 Sony Interactive Entertainment 所開發及行銷的掌上型視訊遊戲控制台。它於 2011 年 12 月 17 日首次在日本發售,並於 2012 年 2 月 22 日開始在北美、歐洲及其他國際地區發售。該控制台是 PlayStation Portable 的後繼機種,也是 PlayStation 遊戲裝置品牌的一部分;作為第八代視訊遊戲機的一部分,它主要與任天堂 3DS 競爭。 + 可攜式 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/psx.xml b/themes/linear-es-de/system/metadata/psx.xml index b8d72489a..141deff83 100644 --- a/themes/linear-es-de/system/metadata/psx.xml +++ b/themes/linear-es-de/system/metadata/psx.xml @@ -1,4 +1,4 @@ - + PlayStation The Sony PlayStation, or PS for short, is a fifth generation (1993–2005) home video game console developed and distributed by Sony Interactive Entertainment. It was released on December 3, 1994 in Japan at a retail price of ¥37,000. The console was later released in North America (1995), Europe (1995), Australia (1995), and Korea (1996). The PlayStation was known for standardizing disc based games over cartridges, as well as controllers with two analog sticks and vibration feedback. The console was discontinued on March 23, 2006. @@ -129,4 +129,12 @@ PlayStation(日语:プレイステーション,合本:Pureisutēshon, 控制台 + + + Sony PlayStation,簡稱 PS,是 Sony Interactive Entertainment 所開發與代理的第五代 (1993-2005) 家用視訊遊戲機。它於 1994 年 12 月 3 日在日本發售,零售價為 37,000 日圓。該遊戲機後來在北美(1995 年)、歐洲(1995 年)、澳洲(1995 年)和韓國(1996 年)發行。PlayStation 以標準化光碟遊戲而非卡帶遊戲,以及配備兩個類比搖桿和震動回饋的控制器而聞名。該控制台於 2006 年 3 月 23 日停產。 + +PlayStation(日文:プレイステーション,合本:Pureisutēshon,正式簡稱 PS)是日本的視訊遊戲品牌,包含五部家用視訊遊戲主機、媒體中心、線上服務、一系列控制器、兩部掌上型裝置和一部電話,以及多種雜誌。該品牌由 Sony 旗下的 Sony Interactive Entertainment 所製作,第一台主機於 1994 年 12 月以 PlayStation 的名義在日本發售,並於翌年在全球發售。 + 控制台 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/pv1000.xml b/themes/linear-es-de/system/metadata/pv1000.xml index e1004d990..8136d8a68 100644 --- a/themes/linear-es-de/system/metadata/pv1000.xml +++ b/themes/linear-es-de/system/metadata/pv1000.xml @@ -1,4 +1,4 @@ - + PV-1000 The Casio PV-1000 (ぴーぶいせん, Pi Bui-Sen) is a third-generation home video game console manufactured by Casio and released in Japan in 1983. It was discontinued less than a year after release. @@ -159,4 +159,14 @@ PV-1000 采用 Zilog Z80 CPU、2 KB RAM 和 1 KB VRAM。另外还有 1 KB 专用 控制台 + + + 卡西歐 PV-1000 (ぴーぶいせん, Pi Bui-Sen) 是卡西歐製造的第三代家用視訊遊戲機,於 1983 年在日本發售。發售不到一年即停產。 + +PV-1000 於 1983 年 10 月發售。它只在日本發售,售價為 14,800 日圓。卡西歐未能取得顯著的市場佔有率。根據 retrogames.co.uk,由於銷售量低,該控制台在幾個星期後就被撤下。 + +PV-1000 採用 Zilog Z80 CPU,內建 2 KB 記憶體,其中 1 KB 撥作 VRAM。另外還有 1 KB 用於字元產生器。圖形由德州儀器 TMS9918 提供,產生 256x192 像素解析度與 8 種顏色。控制台包含一個 NEC D65010G031 晶片,用於輸出影像和聲音。它有三個方波聲音,以 6 位元控制週期。 + 控制台 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/quake.xml b/themes/linear-es-de/system/metadata/quake.xml index 64450d986..5b37db8e9 100644 --- a/themes/linear-es-de/system/metadata/quake.xml +++ b/themes/linear-es-de/system/metadata/quake.xml @@ -1,4 +1,4 @@ - + Quake Quake is a first-person shooter game developed by id Software and published by GT Interactive. The first game in the Quake series, it was originally released for MS-DOS, Microsoft Windows and Linux in 1996, followed by Mac OS and Sega Saturn in 1997 and Nintendo 64 in 1998. In the game, players must find their way through various maze-like, medieval environments while battling monsters using an array of weaponry. The overall atmosphere is dark and gritty, with many stone textures and a rusty, capitalized font. Quake takes inspiration from gothic fiction and the works of H. P. Lovecraft. @@ -99,4 +99,10 @@ 发动机 + + + Quake 是由 id Software 開發、GT Interactive 發行的第一人稱射擊遊戲。本遊戲是 Quake 系列的第一款遊戲,最初於 1996 年發行於 MS-DOS、Microsoft Windows 和 Linux 平台,之後於 1997 年發行於 Mac OS 和 Sega Saturn 平台,並於 1998 年發行於 Nintendo 64 平台。在遊戲中,玩家必須在各種迷宮般的中世紀環境中尋找出路,同時使用各種武器與怪物搏鬥。遊戲的整體氛圍是黑暗和狡黠的,有許多石頭紋理和生銹的大寫字體。Quake 的靈感來自哥德式小說和 H. P. Lovecraft 的作品。 + 引擎 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/samcoupe.xml b/themes/linear-es-de/system/metadata/samcoupe.xml index 71f72faf2..50c69ea6e 100644 --- a/themes/linear-es-de/system/metadata/samcoupe.xml +++ b/themes/linear-es-de/system/metadata/samcoupe.xml @@ -1,4 +1,4 @@ - + SAM Coupé The SAM Coupé (pronounced /sæm ku:peɪ/ from its original British English branding) is an 8-bit British home computer that was first released in late 1989. It was based on and designed to have compatibility with the ZX Spectrum 48K and marketed as a logical upgrade from the Spectrum. It was originally manufactured by Miles Gordon Technology (MGT), based in Swansea in the United Kingdom. @@ -99,4 +99,10 @@ 计算机 + + + SAM Coupé(發音為 /sæm ku:peɪ/,源自其原始的英式英文品牌)是一款 8 位元英國家用電腦,於 1989 年末首次推出。它以 ZX Spectrum 48K 為基礎,並與 ZX Spectrum 48K 相容,是 Spectrum 的邏輯升級產品。它最初由位於英國斯旺西的 Miles Gordon Technology (MGT) 製造。 + 電腦 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/satellaview.xml b/themes/linear-es-de/system/metadata/satellaview.xml index d8f6fc70f..c04e3588d 100644 --- a/themes/linear-es-de/system/metadata/satellaview.xml +++ b/themes/linear-es-de/system/metadata/satellaview.xml @@ -1,4 +1,4 @@ - + Satellaview The Satellaview is a satellite modem peripheral for Nintendo's Super Famicom system that was released in Japan in 1995. Available for pre-release orders beginning February 13, 1995, the Satellaview retailed for between ¥14,000 and 18,000 (at the time between USD$141 and 182) and came bundled with the BS-X Game Pak and an 8M Memory Pak. The Satellaview system was developed and released by Nintendo to receive signals broadcast from satellite TV station WOWOW's satellite radio subsidiary, St.GIGA. St.GIGA was responsible for file server management, maintenance, and vocalization for "SoundLink" games. Nintendo data broadcasts were given a fixed time slot known as the Super Famicom Hour during which scrambled Satellaview-related data was streamed via radio waves to be unscrambled by St.GIGA's "BS digital hi-vision TV." As a subscription-based station for ambient and New Age music, St.GIGA listeners were already equipped with "BS tuners" prior to St.GIGA's contract with Nintendo. Satellaview owners who lacked a "BS tuner" had to purchase one separately from St.GIGA at a price of ¥33,000, as well as sign up for Nintendo's and St.GIGA's monthly joint membership fees. Alternatively, users could rent "BS tuners" from St.GIGA for a 6-month period at a price of ¥5,400. Even at this premium price, St.GIGA reported subscriptions peaking at 116,378 households by March 1997, and dropping to around 46,000 by June 2001. @@ -99,4 +99,10 @@ 外围设备 + + + Satellaview 是任天堂 Super Famicom 系統的衛星數據機周邊設備,於 1995 年在日本發售。Satellaview 於 1995 年 2 月 13 日開始接受預購,零售價介於 14,000 日圓至 18,000 日圓(當時介於 141 美元至 182 美元之間)之間,並隨附 BS-X 遊戲包和 8M 記憶包。Satellaview 系統是任天堂為了接收衛星電視台 WOWOW 旗下衛星廣播子公司 St.GIGA 播放的訊號而開發推出的。St.GIGA 負責檔案伺服器的管理、維護,以及「SoundLink」遊戲的發聲。任天堂的資料廣播有一個固定的時段,稱為 Super Famicom Hour,在這段時間內,與 Satellaview 相關的擾碼資料會透過無線電波串流,由 St.GIGA 的 「BS 數位高畫質電視」 解碼。作為一個以訂閱為基礎的環境和新時代音樂電台,St.GIGA 的聽眾在 St.GIGA 與任天堂簽訂合約之前就已經配備了 「BS 調諧器」。沒有「BS tuner」的 Satellaview 使用者必須另外向 St.GIGA 購買,價格為 33,000 日圓,同時還必須加入任天堂與 St.GIGA 的聯合會員月費計劃。另外,使用者也可以向 St.GIGA 租用「BS tuner」,租期為 6 個月,價格為 5,400 日圓。即使以這個高價,St.GIGA報告的訂閱量在1997年3月達到116,378戶的高峰,到2001年6月則降至約46,000戶。 + 周邊設備 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/saturn.xml b/themes/linear-es-de/system/metadata/saturn.xml index 19d66a909..e04169998 100644 --- a/themes/linear-es-de/system/metadata/saturn.xml +++ b/themes/linear-es-de/system/metadata/saturn.xml @@ -1,4 +1,4 @@ - + Sega Saturn The Sega Saturn is a home video game console developed by Sega and released on November 22, 1994 in Japan, May 11, 1995 in North America, and July 8, 1995 in Europe. Part of the fifth generation of video game consoles, it was the successor to the successful Sega Genesis. The Saturn has a dual-CPU architecture and eight processors. Its games are in CD-ROM format, and its game library contains several ports of arcade games as well as original games. @@ -129,4 +129,12 @@ Utvecklingen av Saturn började 1992, samma år som Segas banbrytande arkadmaski 控制台 + + + Sega Saturn 是由 Sega 開發的家用視訊遊戲主機,於 1994 年 11 月 22 日在日本、1995 年 5 月 11 日在北美、1995 年 7 月 8 日在歐洲發售。它是第五代視訊遊戲機的一部份,也是成功的 Sega Genesis 的後繼機種。Saturn 採用雙 CPU 架構和八個處理器。它的遊戲是 CD-ROM 格式,其遊戲庫包含數種街機遊戲的移植版以及原創遊戲。 + +Saturn 於 1992 年開始開發,同年 Sega 突破性的 3D Model 1 arcade 硬體首次亮相。Saturn 的設計是以日本電子公司 Hitachi 的新 CPU 為核心。Sega 在 1994 年初增加了另一個視訊顯示處理器,以便更好地與 Sony 即將推出的 PlayStation 競爭。 + 控制台 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/saturnjp.xml b/themes/linear-es-de/system/metadata/saturnjp.xml index c79ef1ebd..288e5b120 100644 --- a/themes/linear-es-de/system/metadata/saturnjp.xml +++ b/themes/linear-es-de/system/metadata/saturnjp.xml @@ -1,4 +1,4 @@ - + Sega Saturn The Sega Saturn is a home video game console developed by Sega and released on November 22, 1994 in Japan, May 11, 1995 in North America, and July 8, 1995 in Europe. Part of the fifth generation of video game consoles, it was the successor to the successful Sega Genesis. The Saturn has a dual-CPU architecture and eight processors. Its games are in CD-ROM format, and its game library contains several ports of arcade games as well as original games. @@ -129,4 +129,12 @@ Utvecklingen av Saturn började 1992, samma år som Segas banbrytande arkadmaski 控制台 + + + Sega Saturn 是由 Sega 開發的家用視訊遊戲主機,於 1994 年 11 月 22 日在日本、1995 年 5 月 11 日在北美、1995 年 7 月 8 日在歐洲發售。它是第五代視訊遊戲機的一部份,也是成功的 Sega Genesis 的後繼機種。Saturn 採用雙 CPU 架構和八個處理器。它的遊戲是 CD-ROM 格式,其遊戲庫包含數種街機遊戲的移植版以及原創遊戲。 + +Saturn 於 1992 年開始開發,同年 Sega 突破性的 3D Model 1 arcade 硬體首次亮相。Saturn 的設計是以日本電子公司 Hitachi 的新 CPU 為核心。Sega 在 1994 年初增加了另一個視訊顯示處理器,以便更好地與 Sony 即將推出的 PlayStation 競爭。 + 控制台 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/scummvm.xml b/themes/linear-es-de/system/metadata/scummvm.xml index 27a7a303e..b065eb9b9 100644 --- a/themes/linear-es-de/system/metadata/scummvm.xml +++ b/themes/linear-es-de/system/metadata/scummvm.xml @@ -1,4 +1,4 @@ - + ScummVM Script Creation Utility for Maniac Mansion Virtual Machine (ScummVM) is a set of game engine recreations. Originally designed to play LucasArts adventure games that use the SCUMM system, it also supports a variety of non-SCUMM games by companies like Revolution Software and Adventure Soft. It was originally written by Ludvig Strigeus. Released under the terms of the GNU General Public License, ScummVM is free software. ScummVM is a reimplementation of the part of the software used to interpret the scripting languages such games used to describe the game world rather than emulating the hardware the games ran on; as such, ScummVM allows the games it supports to be played on platforms other than those for which they were originally released. @@ -99,4 +99,10 @@ 发动机 + + + Script Creation Utility for Maniac Mansion Virtual Machine (ScummVM) 是一套遊戲引擎重製程式。最初是為了播放使用 SCUMM 系統的 LucasArts 冒險遊戲而設計,也支援 Revolution Software 和 Adventure Soft 等公司的多種非 SCUMM 遊戲。它最初由 Ludvig Strigeus 寫成。ScummVM 依據 GNU 通用公共授權條款釋出,是自由軟體。ScummVM 是重新實作軟體的一部分,用來詮釋這類遊戲用來描述遊戲世界的腳本語言,而不是模擬遊戲執行的硬體;因此,ScummVM 允許它支援的遊戲在原本發行的平台以外的平台上執行。 + 引擎 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/scv.xml b/themes/linear-es-de/system/metadata/scv.xml index f74a396ad..52d0a280b 100644 --- a/themes/linear-es-de/system/metadata/scv.xml +++ b/themes/linear-es-de/system/metadata/scv.xml @@ -1,4 +1,4 @@ - + Super Cassette Vision Epoch's original Cassette Vision was introduced in Japan by Epoch in 1981, which had steady sales and took over 70% of the Japanese home console market at the time, with around 400,000 units sold. However, the introduction of next-generation systems from Nintendo, Casio and Sega quickly pushed back the original Cassette Vision, leading Epoch to quickly develop a successor. The Super Cassette Vision was released in 1984 at a cost of ¥14,800 yen, featuring an 8-bit processor and better performance more in line with its competitors. It was later released in France by ITMC under the Yeno branding. At least 16 games were brought over from Japan for a European release. A version of the system targeted the young female market, the Super Lady Cassette Vision. The console came packed in a pink carrying case, alongside the game Milky Princess. The system did not take off, and was unable to match the massive popularity of the Nintendo Famicom, leading Epoch to drop out of the console market by 1987. @@ -99,4 +99,10 @@ 控制台 + + + Epoch 的原版 Cassette Vision 於 1981 年由 Epoch 在日本推出,銷量穩定,佔據了當時日本家用遊戲機市場的 70%,銷量約 40 萬台。然而,任天堂 (Nintendo)、卡西歐 (Casio) 和世嘉 (Sega) 等公司推出的次世代系統很快就將原 Cassette Vision 推倒重來,導致 Epoch 迅速開發後續產品。1984 年,Super Cassette Vision 推出,售價為 14,800 日圓,搭載 8 位元處理器,效能更勝競爭對手。之後,ITMC 在法國以 Yeno 品牌發行了這款遊戲。至少有 16 款遊戲從日本帶到歐洲發行。該系統的一個版本針對年輕女性市場,即 Super Lady Cassette Vision。這款遊戲機與遊戲《Milky Princess》一起包裝在粉紅色的手提箱中。這款遊戲機並沒有大受歡迎,也無法與大受歡迎的 Nintendo Famicom 匹敵,導致 Epoch 在 1987 年退出遊戲機市場。 + 控制台 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/sega32x.xml b/themes/linear-es-de/system/metadata/sega32x.xml index 6c4090bc3..03f71132d 100644 --- a/themes/linear-es-de/system/metadata/sega32x.xml +++ b/themes/linear-es-de/system/metadata/sega32x.xml @@ -1,4 +1,4 @@ - + Mega Drive 32X The 32X is an add-on for the Sega Mega Drive/Genesis video game console. Codenamed "Project Mars", the 32X was designed to expand the power of the Mega Drive/Genesis and serve as a transitional console into the 32-bit era until the release of the Sega Saturn. Independent of the console, the 32X uses its own ROM cartridges and has its own library of games. It was distributed under the name Super 32X in Japan, Genesis 32X in North America, Mega Drive 32X in the PAL region, and Mega 32X in Brazil. @@ -129,4 +129,12 @@ Prezentat de Sega la Consumer Electronics Show din iunie 1994, 32X a fost prezen 外围设备 + + + 32X 是 Sega Mega Drive/Genesis 視訊遊戲機的附加元件。32X 的代號為 "Project Mars",其設計目的是擴充 Mega Drive/Genesis 的功能,並作為進入 32 位元時代的過渡控制台,直到 Sega Saturn 發表。32X 獨立於控制台之外,使用自己的 ROM 卡匣,並擁有自己的遊戲庫。它在日本以 Super 32X 的名義發行,在北美以 Genesis 32X 的名義發行,在 PAL 區域以 Mega Drive 32X 的名義發行,在巴西則以 Mega 32X 的名義發行。 + +Sega 在 1994 年 6 月的消費性電子產品展 (Consumer Electronics Show) 上發表了 32X,作為消費者玩 32 位元遊戲的低成本選擇。它是為了回應 Atari Jaguar 以及 Saturn 在 1994 年底前無法上市的憂慮而開發的。儘管它被構想成一個全新的控制台,但在 Sega of America 執行長 Joe Miller 及其團隊的建議下,它被轉換成 Genesis 的附加元件,並且功能更加強大。最終的設計包含兩個 32 位元中央處理器和一個 3D 圖形處理器。 + 周邊設備 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/sega32xjp.xml b/themes/linear-es-de/system/metadata/sega32xjp.xml index b15c9a01e..303ade44c 100644 --- a/themes/linear-es-de/system/metadata/sega32xjp.xml +++ b/themes/linear-es-de/system/metadata/sega32xjp.xml @@ -1,4 +1,4 @@ - + Super 32X The 32X is an add-on for the Sega Mega Drive/Genesis video game console. Codenamed "Project Mars", the 32X was designed to expand the power of the Mega Drive/Genesis and serve as a transitional console into the 32-bit era until the release of the Sega Saturn. Independent of the console, the 32X uses its own ROM cartridges and has its own library of games. It was distributed under the name Super 32X in Japan, Genesis 32X in North America, Mega Drive 32X in the PAL region, and Mega 32X in Brazil. @@ -129,4 +129,12 @@ Prezentat de Sega la Consumer Electronics Show din iunie 1994, 32X a fost prezen 外围设备 + + + 32X 是 Sega Mega Drive/Genesis 視訊遊戲機的附加元件。32X 的代號為 "Project Mars",其設計目的是擴充 Mega Drive/Genesis 的功能,並作為進入 32 位元時代的過渡控制台,直到 Sega Saturn 發表。32X 獨立於控制台之外,使用自己的 ROM 卡匣,並擁有自己的遊戲庫。它在日本以 Super 32X 的名義發行,在北美以 Genesis 32X 的名義發行,在 PAL 區域以 Mega Drive 32X 的名義發行,在巴西則以 Mega 32X 的名義發行。 + +Sega 在 1994 年 6 月的消費性電子產品展 (Consumer Electronics Show) 上發表了 32X,作為消費者玩 32 位元遊戲的低成本選擇。它是為了回應 Atari Jaguar 以及 Saturn 在 1994 年底前無法上市的憂慮而開發的。儘管它被構想成一個全新的控制台,但在 Sega of America 執行長 Joe Miller 及其團隊的建議下,它被轉換成 Genesis 的附加元件,並且功能更加強大。最終的設計包含兩個 32 位元中央處理器和一個 3D 圖形處理器。 + 周邊設備 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/sega32xna.xml b/themes/linear-es-de/system/metadata/sega32xna.xml index 6ef623b87..ad5d40cff 100644 --- a/themes/linear-es-de/system/metadata/sega32xna.xml +++ b/themes/linear-es-de/system/metadata/sega32xna.xml @@ -1,4 +1,4 @@ - + Sega 32X The 32X is an add-on for the Sega Mega Drive/Genesis video game console. Codenamed "Project Mars", the 32X was designed to expand the power of the Mega Drive/Genesis and serve as a transitional console into the 32-bit era until the release of the Sega Saturn. Independent of the console, the 32X uses its own ROM cartridges and has its own library of games. It was distributed under the name Super 32X in Japan, Genesis 32X in North America, Mega Drive 32X in the PAL region, and Mega 32X in Brazil. @@ -129,4 +129,12 @@ Prezentat de Sega la Consumer Electronics Show din iunie 1994, 32X a fost prezen 外围设备 + + + 32X 是 Sega Mega Drive/Genesis 視訊遊戲機的附加元件。32X 的代號為 "Project Mars",其設計目的是擴充 Mega Drive/Genesis 的功能,並作為進入 32 位元時代的過渡控制台,直到 Sega Saturn 發表。32X 獨立於控制台之外,使用自己的 ROM 卡匣,並擁有自己的遊戲庫。它在日本以 Super 32X 的名義發行,在北美以 Genesis 32X 的名義發行,在 PAL 區域以 Mega Drive 32X 的名義發行,在巴西則以 Mega 32X 的名義發行。 + +Sega 在 1994 年 6 月的消費性電子產品展 (Consumer Electronics Show) 上發表了 32X,作為消費者玩 32 位元遊戲的低成本選擇。它是為了回應 Atari Jaguar 以及 Saturn 在 1994 年底前無法上市的憂慮而開發的。儘管它被構想成一個全新的控制台,但在 Sega of America 執行長 Joe Miller 及其團隊的建議下,它被轉換成 Genesis 的附加元件,並且功能更加強大。最終的設計包含兩個 32 位元中央處理器和一個 3D 圖形處理器。 + 控制台 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/segacd.xml b/themes/linear-es-de/system/metadata/segacd.xml index 5373fe0e3..ba42d88f1 100644 --- a/themes/linear-es-de/system/metadata/segacd.xml +++ b/themes/linear-es-de/system/metadata/segacd.xml @@ -1,4 +1,4 @@ - + Sega CD The Sega CD, released as the Mega-CD in most regions outside North America and Brazil, is a CD-ROM accessory for the Mega Drive/Genesis designed and produced by Sega as part of the fourth generation of video game consoles. It was released on December 12, 1991 in Japan, October 15, 1992 in North America, and April 2, 1993 in Europe. The Sega CD plays CD-based games and adds hardware functionality such as a faster central processing unit and graphic enhancements like sprite scaling and rotation. It can also play audio CDs and CD+G discs. @@ -129,4 +129,12 @@ CD 技术的主要优点是存储空间更大,游戏容量是 Genesis 盒式 外围设备 + + + Sega CD(在北美和巴西以外的大部分地區以 Mega-CD 發行)是 Mega Drive/Genesis 的 CD-ROM 配件,由 Sega 設計和製作,是第四代視訊遊戲主機的一部分。它於 1991 年 12 月 12 日在日本發行,1992 年 10 月 15 日在北美發行,1993 年 4 月 2 日在歐洲發行。Sega CD 可播放以 CD 為基礎的遊戲,並增加了硬體功能,例如速度更快的中央處理器,以及縮放與旋轉圖形等圖形增強功能。它還可以播放音訊 CD 和 CD+G 光碟。 + +CD 技術的主要優點在於更大的儲存空間,讓遊戲的容量比 Genesis 卡帶大近 320 倍。這一優點體現在全動態視頻 (FMV) 遊戲上,例如備受爭議的《Night Trap》,它成為 1993 年美國國會就視頻遊戲暴力和分級問題舉行聽證會的焦點。日本世嘉(Sega)與 JVC 合作設計 Sega CD,在專案完成之前拒絕與美國世嘉(Sega)協商。Sega of America 從各種 「虛擬 」裝置中組裝零件,以獲得可運作的原型。Sega 和授權的第三方開發人員對它進行了多次重新設計。 + 控制台 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/sfc.xml b/themes/linear-es-de/system/metadata/sfc.xml index d7e1ff127..e0108961a 100644 --- a/themes/linear-es-de/system/metadata/sfc.xml +++ b/themes/linear-es-de/system/metadata/sfc.xml @@ -1,4 +1,4 @@ - + Super Famicom The Super Famicom is a 16-bit home video game console developed by Nintendo that was released in 1990 in Japan, 1991 in North America, 1992 in Europe and Australasia (Oceania), and 1993 in South America. @@ -99,4 +99,10 @@ 控制台 + + + Super Famicom 是任天堂開發的 16 位元家用視訊遊戲機,於 1990 年在日本、1991 年在北美、1992 年在歐洲和澳大拉西亞 (大洋洲) 以及 1993 年在南美洲發行。 + 控制台 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/sg-1000.xml b/themes/linear-es-de/system/metadata/sg-1000.xml index 7aeb5236e..cb4f23fab 100644 --- a/themes/linear-es-de/system/metadata/sg-1000.xml +++ b/themes/linear-es-de/system/metadata/sg-1000.xml @@ -1,4 +1,4 @@ - + SG-1000 The SG-1000 is a home video game console manufactured by Sega and released in Japan, Australia, New Zealand, and other regions. It was Sega's first entry into the home video game hardware business. Introduced in 1983, the SG-1000 was released on the same day that Nintendo released the Family Computer in Japan. The SG-1000 was released in several forms, including the SC-3000 computer and the redesigned SG-1000 II released in 1984. A third iteration of the console, the Sega Mark III, was released in 1985. It provided a custom video display processor over previous iterations and served as the basis for the Master System in 1986, Sega's first internationally released console. @@ -129,4 +129,12 @@ SG-1000 是为了应对 1982 年街机市场的低迷,在世嘉企业有限公 控制台 + + + SG-1000 是世嘉製造的家用視訊遊戲機,在日本、澳洲、紐西蘭等地發行。它是 Sega 首次進入家用視訊遊戲機硬體領域。SG-1000 於 1983 年推出,與任天堂 (Nintendo) 在日本推出家庭電腦 (Family Computer) 的時間相同。SG-1000 以多種形式推出,包括 SC-3000 電腦以及 1984 年推出的重新設計的 SG-1000 II。第三代控制台 Sega Mark III 於 1985 年推出。與之前的版本相比,它提供了一個客製化的視訊顯示處理器,並成為 1986 年 Master System 的基礎,也是 Sega 首款在全球發行的控制台。 + +SG-1000 是在 1982 年街機業不景氣的情況下,根據 Sega Enterprises, Ltd.(世嘉企業有限公司)總裁 Hayao Nakayama 的建議而開發的。發售後不久,Sega Enterprises 賣給了 CSK Corporation,隨後發表了 SG-1000 II。SC-3000 和 SG-1000 系列都支援 76 款 ROM 卡帶遊戲和 29 款 Sega My Card 遊戲庫,所有遊戲都與 Mark III 和日版 Master System 完全相容。 + 控制台 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/sgb.xml b/themes/linear-es-de/system/metadata/sgb.xml index 6e2b946c6..56f76227b 100644 --- a/themes/linear-es-de/system/metadata/sgb.xml +++ b/themes/linear-es-de/system/metadata/sgb.xml @@ -1,4 +1,4 @@ - + Super Game Boy The Super Game Boy (スーパーゲームボーイ, Sūpā Gēmu Bōi) is a peripheral that allows Game Boy cartridges to be played on a Super Nintendo Entertainment System console, compatible with the same cartridges as the original Game Boy: original Game Boy cartridges, the Game Boy Camera, and dual-mode Game Boy Color cartridges (in Game Boy-mode). @@ -159,4 +159,14 @@ Det är också möjligt för Super Game Boy-spel att använda Super NES-hårdvar 外围设备 + + + Super Game Boy(スーパーゲームボーイ,Sūpā Gēmu Bōi)是一種週邊設備,可讓 Game Boy 卡帶在 Super Nintendo Entertainment System 主機上播放,相容於與原始 Game Boy 相同的卡帶:原始 Game Boy 卡帶、Game Boy Camera 和雙模 Game Boy Color 卡帶(在 Game Boy 模式下)。 + +該裝置可以將四種深淺不一的綠色映射到螢幕上的各種顏色。後來為了使用 Super Game Boy 而優化的 Game Boy 遊戲擁有額外的顏色資訊,可以覆寫螢幕上的顏色、在螢幕周圍顯示圖形邊框,並顯示特殊的背景萌物。這些遊戲會在盒子和卡匣上印上一個小小的「Super Game Boy Game Pak」標誌。適配器最多可支援 64 種顏色的邊框和 12 種顏色的螢幕。靜態螢幕可以顯示全部 10 種顏色。某些遊戲可以根據玩家在遊戲中的位置載入多個邊框。 + +Super Game Boy 遊戲也有可能利用 Super NES 硬體來達到額外的效果:這些遊戲在與 Super Game Boy 搭配使用時,有擴充的音效。有些遊戲甚至允許使用第二個 Super NES 控制器進行雙人遊戲;使用 Super Multitap,有些遊戲甚至支援四人遊戲。 + 周邊設備 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/snes.xml b/themes/linear-es-de/system/metadata/snes.xml index fa1d1bb54..b03f77f82 100644 --- a/themes/linear-es-de/system/metadata/snes.xml +++ b/themes/linear-es-de/system/metadata/snes.xml @@ -1,4 +1,4 @@ - + Super Nintendo The Super Nintendo Entertainment System (also known as the Super NES, SNES or Super Nintendo) is a 16-bit home video game console developed by Nintendo that was released in 1990 in Japan, 1991 in North America, 1992 in Europe and Australasia (Oceania), and 1993 in South America. In Japan, the system is called the Super Famicom, officially adopting the abbreviated name of its predecessor, the Family Computer, or SFC for short. In South Korea, it is known as the Super Comboy and was distributed by Hyundai Electronics. Although each version is essentially the same, several forms of regional lockout prevent the different versions from being compatible with one another. @@ -99,4 +99,10 @@ 控制台 + + + Super Nintendo Entertainment System(也稱為 Super NES、SNES 或 Super Nintendo)是任天堂開發的 16 位元家用視訊遊戲機,於 1990 年在日本、1991 年在北美、1992 年在歐洲和澳洲(大洋洲),以及 1993 年在南美洲發行。在日本,該系統被稱為 Super Famicom,正式採用其前身 Family Computer 的縮寫名稱,簡稱 SFC。在南韓則稱為 Super Comboy,由 Hyundai Electronics 代理。雖然每個版本在本質上是相同的,但幾種形式的區域鎖定使不同版本無法彼此相容。 + 控制台 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/snesh.xml b/themes/linear-es-de/system/metadata/snesh.xml index 7740e36b4..17c3d57ba 100644 --- a/themes/linear-es-de/system/metadata/snesh.xml +++ b/themes/linear-es-de/system/metadata/snesh.xml @@ -1,4 +1,4 @@ - + Super Nintendo Hacks The Super Nintendo Entertainment System (also known as the Super NES, SNES or Super Nintendo) is a 16-bit home video game console developed by Nintendo that was released in 1990 in Japan, 1991 in North America, 1992 in Europe and Australasia (Oceania), and 1993 in South America. In Japan, the system is called the Super Famicom, officially adopting the abbreviated name of its predecessor, the Family Computer, or SFC for short. In South Korea, it is known as the Super Comboy and was distributed by Hyundai Electronics. Although each version is essentially the same, several forms of regional lockout prevent the different versions from being compatible with one another. @@ -99,4 +99,10 @@ 控制台 + + + Super Nintendo Entertainment System(也稱為 Super NES、SNES 或 Super Nintendo)是任天堂開發的 16 位元家用視訊遊戲機,於 1990 年在日本、1991 年在北美、1992 年在歐洲和澳洲(大洋洲),以及 1993 年在南美洲發行。在日本,該系統被稱為 Super Famicom,正式採用其前身 Family Computer 的縮寫名稱,簡稱 SFC。在南韓則稱為 Super Comboy,由 Hyundai Electronics 代理。雖然每個版本在本質上是相同的,但幾種形式的區域鎖定使不同版本無法彼此相容。 + 控制台 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/snesna.xml b/themes/linear-es-de/system/metadata/snesna.xml index 36d42571d..380a681cf 100644 --- a/themes/linear-es-de/system/metadata/snesna.xml +++ b/themes/linear-es-de/system/metadata/snesna.xml @@ -1,4 +1,4 @@ - + Super Nintendo The Super Nintendo Entertainment System (also known as the Super NES, SNES or Super Nintendo) is a 16-bit home video game console developed by Nintendo that was released in 1990 in Japan, 1991 in North America, 1992 in Europe and Australasia (Oceania), and 1993 in South America. In Japan, the system is called the Super Famicom, officially adopting the abbreviated name of its predecessor, the Family Computer, or SFC for short. In South Korea, it is known as the Super Comboy and was distributed by Hyundai Electronics. Although each version is essentially the same, several forms of regional lockout prevent the different versions from being compatible with one another. @@ -99,4 +99,10 @@ 控制台 + + + Super Nintendo Entertainment System(也稱為 Super NES、SNES 或 Super Nintendo)是任天堂開發的 16 位元家用視訊遊戲機,於 1990 年在日本、1991 年在北美、1992 年在歐洲和澳洲(大洋洲),以及 1993 年在南美洲發行。在日本,該系統被稱為 Super Famicom,正式採用其前身 Family Computer 的縮寫名稱,簡稱 SFC。在南韓則稱為 Super Comboy,由 Hyundai Electronics 代理。雖然每個版本在本質上是相同的,但幾種形式的區域鎖定使不同版本無法彼此相容。 + 控制台 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/snesnah.xml b/themes/linear-es-de/system/metadata/snesnah.xml index b84cd148c..8723b0c28 100644 --- a/themes/linear-es-de/system/metadata/snesnah.xml +++ b/themes/linear-es-de/system/metadata/snesnah.xml @@ -1,4 +1,4 @@ - + Super Nintendo Hacks The Super Nintendo Entertainment System (also known as the Super NES, SNES or Super Nintendo) is a 16-bit home video game console developed by Nintendo that was released in 1990 in Japan, 1991 in North America, 1992 in Europe and Australasia (Oceania), and 1993 in South America. In Japan, the system is called the Super Famicom, officially adopting the abbreviated name of its predecessor, the Family Computer, or SFC for short. In South Korea, it is known as the Super Comboy and was distributed by Hyundai Electronics. Although each version is essentially the same, several forms of regional lockout prevent the different versions from being compatible with one another. @@ -99,4 +99,10 @@ 控制台 + + + Super Nintendo Entertainment System(也稱為 Super NES、SNES 或 Super Nintendo)是任天堂開發的 16 位元家用視訊遊戲機,於 1990 年在日本、1991 年在北美、1992 年在歐洲和澳洲(大洋洲),以及 1993 年在南美洲發行。在日本,該系統被稱為 Super Famicom,正式採用其前身 Family Computer 的縮寫名稱,簡稱 SFC。在南韓則稱為 Super Comboy,由 Hyundai Electronics 代理。雖然每個版本在本質上是相同的,但幾種形式的區域鎖定使不同版本無法彼此相容。 + 控制台 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/solarus.xml b/themes/linear-es-de/system/metadata/solarus.xml index e0f2d49a8..98ad7c09a 100644 --- a/themes/linear-es-de/system/metadata/solarus.xml +++ b/themes/linear-es-de/system/metadata/solarus.xml @@ -1,4 +1,4 @@ - + Solarus Solarus was specifically designed with cult 2D action-RPG classics in mind, such as The Legend of Zelda: A Link to the Past and Secret of Mana on the Super Nintendo, or Soleil on the Sega Megadrive/Genesis. @@ -219,4 +219,18 @@ Båda delarna (C++-motorn och Lua-skripten för ditt uppdrag) kommunicerar via S 发动机 + + + Solarus 是以經典 2D 動作-RPG 遊戲為設計藍本,例如 Super Nintendo 上的《The Legend of Zelda: A Link to Past》與《Secret of Mana》,或是 Sega Megadrive/Genesis 上的《Soleil》。 + +該引擎以 C++ 程式語言編寫,使用 SDL 函式庫和 OpenGL 後端。使用 Solarus 製作的遊戲稱為 quests,以 Lua 程式語言編寫。 + +引擎會執行所有繁重的計算(例如碰撞檢查)和低階操作,例如繪製畫面、製作萌物動畫和播放聲音。 + +身為任務製作人,您對實作這些演算法沒有太大興趣。相反,您想要定義遊戲邏輯。您的 Lua 腳本會描述敵人的行為、按下特定地圖上的開關時會發生什麼事。它們也會實作如標題畫面和抬頭顯示等。 + +這兩個部分(C++ 引擎和您任務的 Lua 腳本)都透過 Solarus Lua API 進行通訊。溝通的方式有兩種:您可以呼叫引擎的函數(例如:您想要移動一個非遊戲角色),而引擎則呼叫您自己的函數(例如:通知您敵人剛被殺死)。但在使用 Solarus API 之前,您必須先學習 Lua 的基本知識(簡單易用但功能強大的語言)。 + 引擎 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/spectravideo.xml b/themes/linear-es-de/system/metadata/spectravideo.xml index d824d6645..ea1f50fb3 100644 --- a/themes/linear-es-de/system/metadata/spectravideo.xml +++ b/themes/linear-es-de/system/metadata/spectravideo.xml @@ -1,4 +1,4 @@ - + Spectravideo Spectravideo International Limited (SVI) was an American computer manufacturer and software house. It was originally called SpectraVision, a company founded by Harry Fox in 1981. The company produced video games and other software for the VIC-20 home computer, the Atari 2600 home video game console, and its CompuMate peripheral. Some of their own computers were compatible with the Microsoft MSX or the IBM PC. @@ -99,4 +99,10 @@ 控制台 + + + Spectravideo International Limited (SVI) 是一家美國電腦製造商和軟體公司。該公司原名為 SpectraVision,由 Harry Fox 於 1981 年創立。該公司為 VIC-20 家用電腦、Atari 2600 家用視訊遊戲機及其 CompuMate 周邊設備製作視訊遊戲和其他軟體。他們自己的一些電腦與 Microsoft MSX 或 IBM PC 相容。 + 控制台 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/steam.xml b/themes/linear-es-de/system/metadata/steam.xml index 4c916abe5..9ec5c9048 100644 --- a/themes/linear-es-de/system/metadata/steam.xml +++ b/themes/linear-es-de/system/metadata/steam.xml @@ -1,4 +1,4 @@ - + Steam Steam is a video game digital distribution service and storefront by Valve. It was launched as a software client in September 2003 as a way for Valve to provide automatic updates for their games, and expanded to distributing and offering third-party game publishers' titles in late 2005. @@ -99,4 +99,10 @@ 文件夹 + + + Steam 是 Valve 推出的視訊遊戲數位發行服務與商店。它於 2003 年 9 月以軟體用戶端形式推出,作為 Valve 為其遊戲提供自動更新的方式,並於 2005 年底擴展至分銷和提供第三方遊戲發行商的遊戲。 + 資料夾 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/stratagus.xml b/themes/linear-es-de/system/metadata/stratagus.xml index 327c6bb63..1fcc8597d 100644 --- a/themes/linear-es-de/system/metadata/stratagus.xml +++ b/themes/linear-es-de/system/metadata/stratagus.xml @@ -1,4 +1,4 @@ - + Stratagus is a free and open-source cross-platform game engine used to build real-time strategy video games. Licensed under the GNU GPL-2.0-only,[2] it is written mostly in C++ with the configuration language being Lua. Stratagus Team @@ -96,4 +96,10 @@ 发动机 + + + Stratagus 是免費且開放原始碼的跨平台遊戲引擎,用來製作即時戰略電子遊戲。僅以 GNU GPL-2.0 授權,[2] 主要以 C++ 寫成,配置語言為 Lua。 + 引擎 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/stv.xml b/themes/linear-es-de/system/metadata/stv.xml index 52de877af..b625df517 100644 --- a/themes/linear-es-de/system/metadata/stv.xml +++ b/themes/linear-es-de/system/metadata/stv.xml @@ -1,4 +1,4 @@ - + ST-V ST-V (Sega Titan Video) is an arcade system board released by Sega, in 1994 for Japan and 1995 worldwide. Departing from their usual process of building custom arcade hardware, Sega's ST-V is essentially identical to the Sega Saturn home console system. The only difference is the media; ST-V used ROM cartridges instead of CD-ROM discs to store games, with the exception of Sports Fishing 2. Being derived from the Saturn hardware, the ST-V was presumably named after the moon Titan, a satellite of Saturn. @@ -129,4 +129,12 @@ ST-Vタイトルの大半は日本でのみ発売されたが、ダイナマイ 商场 + + + ST-V (Sega Titan Video) 是 Sega 於 1994 年在日本及 1995 年在全球推出的一款街機系統板。Sega 的 ST-V 擺脫了他們一貫製造客製化街機硬體的流程,基本上與 Sega Saturn 家用主機系統完全相同。唯一的差別在於媒體;ST-V 使用 ROM 卡匣而非 CD-ROM 光碟來儲存遊戲,但《Sports Fishing 2》除外。由於源自土星硬體,ST-V 大概是以土星的衛星「泰坦」命名。 + +大部分 ST-V 遊戲都只在日本發行,但《Dynamite Deka》的移植版是個明顯的例外,它後來變成了《Die Hard Arcade》。ST-V 發行的遊戲包括《Virtua Fighter Remix》、《Radiant Silvergun》、《Golden Axe: The Duel》和《Final Fight Revenge》的街機版。土星與 ST-V 的共用硬體讓土星主機可以非常「純正」地移植遊戲。 + 街機 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/sufami.xml b/themes/linear-es-de/system/metadata/sufami.xml index 98e352772..10ade91ee 100644 --- a/themes/linear-es-de/system/metadata/sufami.xml +++ b/themes/linear-es-de/system/metadata/sufami.xml @@ -1,4 +1,4 @@ - + SuFami Turbo The SuFami Turbo (スーファミターボ), often compared to the Aladdin Deck Enhancer, is an accessory released by Bandai for Nintendo's Super Famicom system and was released in 1996. @@ -159,4 +159,14 @@ De två kortplatserna är utformade för att dela data mellan spelen. Kassetten 外围设备 + + + SuFami Turbo (スーファミターボ),常與 Aladdin Deck Enhancer 相提並論,是 Bandai 為 Nintendo 的 Super Famicom 系統推出的配件,於 1996 年發售。 + +此裝置被設計置於 Super Famicom 的上方,並配備兩個卡匣插槽。前提是可以用更低的成本和開發時間製作遊戲,而不必依賴任天堂製作卡帶。與 Aladdin Deck Enhancer 不同的是,此裝置是在 Bandai 自行處理所有硬體製造的條款下,由 Nintendo 正式核准的。 + +兩個卡匣插槽的設計是用來分享遊戲之間的資料。放在插槽 1 的卡匣是要玩的遊戲,而插槽 2 的卡匣則提供額外的資料供主要遊戲使用。在已推出的 13 款遊戲中,有 9 款可以在每個遊戲系列中連線。 + 周邊設備 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/supergrafx.xml b/themes/linear-es-de/system/metadata/supergrafx.xml index e7169169b..543c12513 100644 --- a/themes/linear-es-de/system/metadata/supergrafx.xml +++ b/themes/linear-es-de/system/metadata/supergrafx.xml @@ -1,4 +1,4 @@ - + SuperGrafx The PC Engine SuperGrafx (PCエンジンスーパーグラフィックス, Pī Shī Enjin SūpāGurafikkusu), also known as simply the SuperGrafx, is a fourth-generation home video game console manufactured by NEC Home Electronics and released in Japan and France in 1989. It is the successor system to the PC Engine, released two years prior. Originally known as the PC Engine 2 during production stages, it was purported as a true 16-bit home console, featuring improved graphics and audio capabilities over its predecessor. @@ -129,4 +129,12 @@ Konsolen kom ut på marknaden i all hast, flera månader före det ursprungliga 控制台 + + + PC Engine SuperGrafx (エンジンスーパーグラフィックス,Pī Shī Enjin SūpāGurafikkusu),也簡稱為 SuperGrafx,是 NEC Home Electronics 製造的第四代家用視訊遊戲機,1989 年在日本和法國發行。它是兩年前推出的 PC Engine 的後繼系統。在製造階段,它原本被稱為 PC Engine 2,據稱是真正的 16 位元家用遊戲機,在圖像和音訊功能上都比前一代產品有所改善。 + +這款控制台匆忙上市,比 1990 年的原定發售日期早了幾個月,硬體也只做了適度的更新。SuperGrafx 只發行了六款利用控制台硬體更新的零售遊戲,在商業上是失敗的,在兩個地區的總銷量只有 75,000 台。SuperGrafx 所擁有的硬體進步都沒有延續到 NEC 後來的控制台,例如 TurboDuo。 + 控制台 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/supervision.xml b/themes/linear-es-de/system/metadata/supervision.xml index 0d2a2b1fd..865c9a12e 100644 --- a/themes/linear-es-de/system/metadata/supervision.xml +++ b/themes/linear-es-de/system/metadata/supervision.xml @@ -1,4 +1,4 @@ - + Supervision The Watara Supervision, also known as the QuickShot Supervision in the UK, is a monochrome handheld game console, originating from Asia, and introduced in 1992 as a cut-price competitor for Nintendo's Game Boy. It came packaged with a game called Crystball, which is similar to Breakout. One unique feature of the Supervision was that it could be linked up to a television via a link cable. Games played in this way would display in four colors, much like Nintendo's Super Game Boy add-on for the SNES. A full color TV link was also in the works, but because of the Supervision's failure to make a major impression among gamers it was cancelled, along with the games which were in development for it. @@ -99,4 +99,10 @@ 便携式 + + + Watara Supervision 在英國也稱為 QuickShot Supervision,是一款源自亞洲的單色掌上遊戲機,於 1992 年推出,是任天堂 Game Boy 的廉價競爭對手。它的包裝內附有一款類似 Breakout 的遊戲 Crystball。Supervision 的獨特之處在於它可以透過連接線與電視連線。以這種方式玩的遊戲會以四種顏色顯示,就像任天堂為 SNES 設計的 Super Game Boy 附加元件一樣。全彩電視連線也在設計中,但由於 Supervision 未能在玩家中留下深刻印象,因此連同為其開發的遊戲一起被取消。 + 可攜式 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/supracan.xml b/themes/linear-es-de/system/metadata/supracan.xml index 9fdcb7463..e7509f89a 100644 --- a/themes/linear-es-de/system/metadata/supracan.xml +++ b/themes/linear-es-de/system/metadata/supracan.xml @@ -1,4 +1,4 @@ - + Super A'can The Super A'can is a home video game console released exclusively in Taiwan in 1995 by Funtech/Dunhuang Technology. It is based around the Motorola 68000 microchip, which is also used in the Sega Genesis and Neo Geo. Twelve games have been confirmed to exist for the system. @@ -99,4 +99,10 @@ 控制台 + + + Super A'can 是 Funtech/Dunhuang Technology 於 1995 年在台灣獨家推出的家用視訊遊戲機。它以 Motorola 68000 微晶片為基礎,Sega Genesis 和 Neo Geo 也使用此微晶片。目前已確認有 12 款遊戲適用於此系統。 + 控制台 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/switch.xml b/themes/linear-es-de/system/metadata/switch.xml index b59fa2d83..4d5d9507e 100644 --- a/themes/linear-es-de/system/metadata/switch.xml +++ b/themes/linear-es-de/system/metadata/switch.xml @@ -1,4 +1,4 @@ - + Nintendo Switch The Nintendo Switch is an eighth generation (2012-present) home video game console developed and distributed by Nintendo. It was released on March 3, 2017 in North America at a retail price of $299.99. The console was simultaneously released in Japan (2017), Europe (2017), South America (2017), Australia (2017) and other World Wide Markets (2017). The Switch is designed to be a hybrid console, allowing games to be played at a TV, and then on the go by undocking the system and playing from the handheld unit itself. As of this date, the console is still in production. @@ -99,4 +99,10 @@ 控制台 + + + Nintendo Switch 是任天堂公司開發和代理的第八代(2012 年至今)家用視頻遊戲控制台。它於 2017 年 3 月 3 日在北美發售,零售價為 299.99 美元。該遊戲機同時在日本 (2017)、歐洲 (2017)、南美洲 (2017)、澳洲 (2017) 及其他全球市場 (2017) 發售。Switch 設計為混合型遊戲機,可在電視上玩遊戲,然後在外出時解鎖系統,從手持裝置本身玩遊戲。截至目前為止,該控制台仍在生產中。 + 控制台 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/symbian.xml b/themes/linear-es-de/system/metadata/symbian.xml index 6adc49142..74afbf4ed 100644 --- a/themes/linear-es-de/system/metadata/symbian.xml +++ b/themes/linear-es-de/system/metadata/symbian.xml @@ -1,4 +1,4 @@ - + Symbian Symbian is a discontinued mobile operating system (OS) and computing platform designed for smartphones. It was originally developed as a proprietary software OS for personal digital assistants in 1998 by the Symbian Ltd. consortium. Symbian OS is a descendant of Psion's EPOC, and was released exclusively on ARM processors, although an unreleased x86 port existed. Symbian was used by many major mobile phone brands, like Samsung, Motorola, Sony Ericsson, and above all by Nokia. It was also prevalent in Japan by brands including Fujitsu, Sharp and Mitsubishi. As a pioneer that established the smartphone industry, it was the most popular smartphone OS on a worldwide average until the end of 2010, at a time when smartphones were in limited use, when it was overtaken by iOS and Android. It was notably less popular in North America. @@ -99,4 +99,10 @@ 操作系统 + + + Symbian 是一款已停產的行動作業系統 (OS) 和運算平台,專為智慧型手機所設計。它最初是由 Symbian Ltd. 財團於 1998 年為個人數位助理開發的專屬軟體作業系統。Symbian OS 是 Psion 的 EPOC 的後代,只在 ARM 處理器上發行,但也有未發行的 x86 移植版本。Symbian 為許多主要手機品牌所採用,例如 Samsung、Motorola、Sony Ericsson,以及最重要的 Nokia。在日本,包括富士通 (Fujitsu)、夏普 (Sharp) 和三菱 (Mitsubishi) 等品牌也普遍採用 Symbian。作為建立智慧型手機產業的先驅,它是全球平均最流行的智慧型手機作業系統,直到 2010 年底,在智慧型手機使用有限的時候,才被 iOS 和 Android 取代。在北美,它顯然不太流行。 + OS + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/tanodragon.xml b/themes/linear-es-de/system/metadata/tanodragon.xml index 1c32e4ac1..2efe79614 100644 --- a/themes/linear-es-de/system/metadata/tanodragon.xml +++ b/themes/linear-es-de/system/metadata/tanodragon.xml @@ -1,4 +1,4 @@ - + Tano Dragon The Dragon 32 and Dragon 64 are home computers that were built in the 1980s. The Dragons are very similar to the TRS-80 Color Computer, and were produced for the European market by Dragon Data, Ltd., initially in Swansea, Wales before moving to Port Talbot, Wales (until 1984) and by Eurohard S.A. in Casar de Cáceres, Spain (from 1984 to 1987), and for the US market by Tano of New Orleans, Louisiana. The model numbers reflect the primary difference between the two machines, which have 32 and 64 kilobytes of RAM, respectively. @@ -99,4 +99,10 @@ 计算机 + + + Dragon 32 和 Dragon 64 是製造於 1980 年代的家用電腦。Dragon 與 TRS-80 彩色電腦非常相似,在歐洲市場由 Dragon Data, Ltd. 生產,起初位於威爾斯的 Swansea,後來遷到威爾斯的 Port Talbot(直到 1984 年),以及位於西班牙 Casar de Cáceres 的 Eurohard S.A.(從 1984 年到 1987 年);在美國市場則由路易斯安那州新奧爾良的 Tano 生產。型號反映出兩款機器的主要差異,分別有 32 和 64 千位元組的 RAM。 + 電腦 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/tg-cd.xml b/themes/linear-es-de/system/metadata/tg-cd.xml index 9ab0bb1f1..f8d84348d 100644 --- a/themes/linear-es-de/system/metadata/tg-cd.xml +++ b/themes/linear-es-de/system/metadata/tg-cd.xml @@ -1,4 +1,4 @@ - + TurboGrafx-CD The CD-ROM² (pronounced CD-ROM-ROM) is an add-on attachment for the PC Engine that was released in Japan on December 4, 1988. The add-on allows the core versions of the console to play PC Engine games in CD-ROM format in addition to standard HuCards. This made the PC Engine the first video game console to use CD-ROMs as a storage media. The add-on consisted of two devices - the CD player itself and the interface unit, which connects the CD player to the console and provides a unified power supply and output for both. @@ -129,4 +129,12 @@ Den släpptes senare som TurboGrafx-CD i USA i november 1989, med en ombyggd gr 控制台 + + + CD-ROM²(讀作 CD-ROM-ROM)是 PC Engine 的附加附件,於 1988 年 12 月 4 日在日本發售。此附加元件可讓核心版本的控制台除了標準的 HuCard 外,還能播放 CD-ROM 格式的 PC Engine 遊戲。這使得 PC Engine 成為第一台使用 CD-ROM 作為儲存媒體的視訊遊戲主機。該附加元件由兩個裝置組成 - CD 播放器本身和介面裝置,介面裝置可將 CD 播放器與控制台連接起來,並為兩者提供統一的電源和輸出。 + +其後在 1989 年 11 月以 TurboGrafx-CD 的名義在美國發售,為了配合 TurboGrafx-16 控制台的不同形狀,介面裝置也經過改裝。TurboGrafx-CD 的發售價格為 399.99 美元,並且不包含任何捆綁遊戲。Fighting Street 和 Monster Lair 是 TurboGrafx-CD 的發售遊戲;Ys Book I 和 II 隨即推出。 + 控制台 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/tg16.xml b/themes/linear-es-de/system/metadata/tg16.xml index 292a771b0..65b659168 100644 --- a/themes/linear-es-de/system/metadata/tg16.xml +++ b/themes/linear-es-de/system/metadata/tg16.xml @@ -1,4 +1,4 @@ - + TurboGrafx-16 The TurboGrafx-16, known as the PC Engine in Japan and France, is a 16-bit fourth-generation home video game console designed by Hudson Soft and sold by NEC Home Electronics. It was released in Japan in 1987 and in North America in 1989. The Japanese model was imported and distributed in France in 1989, and the United Kingdom and Spain received a version based on the American model known as simply TurboGrafx. It was the first console released in the 16-bit era, although it used a modified 8-bit CPU. In Japan, the system was launched as a competitor to the Famicom, but the delayed United States release meant that it ended up competing with the Sega Genesis and later the Super Nintendo Entertainment System. @@ -129,4 +129,12 @@ TurboGrafx-16 有一个 8 位 CPU、一个 16 位视频彩色编码器和一个 控制台 + + + TurboGrafx-16 在日本和法國被稱為 PC Engine,是由 Hudson Soft 設計、NEC Home Electronics 銷售的 16 位元第四代家用視訊遊戲機。它於 1987 年在日本發行,1989 年在北美發行。日本機型於 1989 年進口並在法國銷售,英國和西班牙則收到以美國機型為基礎的版本,簡稱為 TurboGrafx。這是第一款在 16 位元時代推出的遊戲機,雖然它使用的是改良過的 8 位元 CPU。在日本,該系統是作為 Famicom 的競爭對手推出的,但在美國的延遲發行意味著它最終與 Sega Genesis 以及後來的 Super Nintendo Entertainment System 競爭。 + +TurboGrafx-16 有一個 8 位元 CPU、一個 16 位元視訊色彩編碼器和一個 16 位元視訊顯示控制器。GPU 可同時顯示 512 種色彩中的 482 種。日本 PC Engine 的尺寸僅為 14 公分 × 14 公分 × 3.8 公分(5.5 英吋 × 5.5 英吋 × 1.5 英吋),是有史以來最小的大型家用遊戲機。遊戲以 HuCard 卡匣發行,後來則以 TurboGrafx-CD 附加元件的光碟光學格式發行。 + 控制台 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/ti99.xml b/themes/linear-es-de/system/metadata/ti99.xml index 9e560bac6..665fdd879 100644 --- a/themes/linear-es-de/system/metadata/ti99.xml +++ b/themes/linear-es-de/system/metadata/ti99.xml @@ -1,4 +1,4 @@ - + TI-99/4 The TI-99/4 is a home computer released in late 1979 by Texas Instruments. Based on the Texas Instruments TMS9900 microprocessor originally used in minicomputers, it was the first 16-bit home computer. The associated video display controller provides color graphics and among the best sprite support of its era. @@ -129,4 +129,12 @@ Den har en förenklad intern design, ett tangentbord med full rörelsefrihet, f 计算机 + + + TI-99/4 是德州儀器於 1979 年底推出的家用電腦。它以最初用於迷你電腦的 Texas Instruments TMS9900 微處理器為基礎,是第一台 16 位元家用電腦。其相關的視訊顯示控制器可提供彩色圖形,並擁有同時代最佳的噴畫支援。 + +它包括簡化的內部設計、全行程鍵盤、改良的圖形以及獨特的擴充系統。由於價格只有原始機型的一半,因此銷量大幅提升。TI 為 4A 提供外圍設備支援,包括語音合成器和「外圍擴充系統」盒,可容納硬體附加元件。TI 發佈了開發者資訊和工具,但堅持只做獨家發行商的做法,繼續讓平台缺乏軟體。 + 電腦 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/tic80.xml b/themes/linear-es-de/system/metadata/tic80.xml index d93d7530a..696cc5a17 100644 --- a/themes/linear-es-de/system/metadata/tic80.xml +++ b/themes/linear-es-de/system/metadata/tic80.xml @@ -1,4 +1,4 @@ - + TIC-80 TIC-80 is a free and open source fantasy computer for making, playing and sharing tiny games. There are built-in tools for development: code, sprites, maps, sound editors and the command line, which is enough to create a mini retro game. At the exit you will get a cartridge file, which can be stored and played on the website. Also, the game can be packed into a player that works on all popular platforms and distribute as you wish. To make a retro styled game the whole process of creation takes place under some technical limitations: 240x136 pixels display, 16 color palette, 256 8x8 color sprites, 4 channel sound and etc. @@ -99,4 +99,10 @@ 发动机 + + + TIC-80 是一款免費且開放原始碼的幻想電腦,用來製作、玩和分享微小遊戲。有內建的開發工具:程式碼、畫面、地圖、聲音編輯器和指令列,足以製作一個迷你復古遊戲。在退出時,您會得到一個盒式檔案,可以儲存並在網站上玩。此外,遊戲也可以打包成播放器,在所有流行的平台上都能運作,並依您的喜好散佈。要製作復古風格的遊戲,整個製作過程會受到一些技術限制:240x136 像素顯示器、16 色調、256 個 8x8 色靈魂、4 聲道音效等。 + 引擎 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/to8.xml b/themes/linear-es-de/system/metadata/to8.xml index d75726552..901f501a2 100644 --- a/themes/linear-es-de/system/metadata/to8.xml +++ b/themes/linear-es-de/system/metadata/to8.xml @@ -1,4 +1,4 @@ - + Thomson TO8 The Thomson TO8 is a home computer introduced by French company Thomson SA in 1986, with a cost of 2,990 FF. It replaces its predecessor, the Thomson TO7/70, while remaining essentially compatible. The new features of the TO8, like larger memory (256KB) and better graphics modes (powered by the Thomson EF9369 graphics chip), are shared with the other third generation Thomson computers ( MO6 and TO9+). The TO8 has a tape drive and Microsoft BASIC 1.0 (in standard and 512 KB versions)[9] on its internal ROM, and there is an optional external floppy drive. Graphics were provided by the Thomson EF9369 chip, allowing the display of 16 colors from a palette of 4096. More than 120 games exist for the system. @@ -99,4 +99,10 @@ 计算机 + + + Thomson TO8 是法國 Thomson SA 公司於 1986 年推出的家用電腦,售價為 2,990 法郎。它取代了前一代產品 Thomson TO7/70,但基本上仍保持相容性。 TO8 的新功能,如更大的記憶體 (256KB) 和更好的圖形模式 (由 Thomson EF9369 圖形晶片驅動),與其他第三代 Thomson 電腦 (MO6 和 TO9+) 共享。 TO8 的內部 ROM 上有磁帶驅動器與 Microsoft BASIC 1.0 (標準與 512 KB 版本)[9],而且還有選購的外接式磁碟機。圖形由 Thomson EF9369 晶片提供,可從 4096 色調中顯示 16 色。 該系統有超過 120 款遊戲。 + 電腦 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/tools.xml b/themes/linear-es-de/system/metadata/tools.xml index 8c48e4626..b64dc2512 100644 --- a/themes/linear-es-de/system/metadata/tools.xml +++ b/themes/linear-es-de/system/metadata/tools.xml @@ -1,4 +1,4 @@ - + Tools Programs, scripts and utilities to manage your set up. @@ -94,4 +94,10 @@ 文件夹 + + + 程式、指令碼和公用程式,以管理您的設定。 + 資料夾 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/triforce.xml b/themes/linear-es-de/system/metadata/triforce.xml index d96e712d9..26d12a1c8 100644 --- a/themes/linear-es-de/system/metadata/triforce.xml +++ b/themes/linear-es-de/system/metadata/triforce.xml @@ -1,4 +1,4 @@ - + Triforce Arcade The Triforce (トライフォース) is an arcade board developed in a joint venture between Sega, Nintendo, and Namco. It is based upon the Nintendo GameCube video game console to reduce development costs, and allowed for arcade ports of home console games, and vice versa. It is named after the magical, often sought-after object in Nintendo's popular The Legend of Zelda series. @@ -99,4 +99,10 @@ 商场 + + + Triforce(トライフォース)是由 Sega、Nintendo 和 Namco 合資開發的街機板。它以 Nintendo GameCube 視訊遊戲機為基礎,以降低開發成本,並允許家用遊戲機的街機版移植,反之亦然。它以任天堂廣受歡迎的《塞爾達傳奇》系列中常見的神奇物品命名。 + 街機 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/trs-80.xml b/themes/linear-es-de/system/metadata/trs-80.xml index d08082793..50ecabd59 100644 --- a/themes/linear-es-de/system/metadata/trs-80.xml +++ b/themes/linear-es-de/system/metadata/trs-80.xml @@ -1,4 +1,4 @@ - + TRS-80 The TRS-80 Micro Computer System (TRS-80, later renamed the Model I to distinguish it from successors) is a desktop microcomputer launched in 1977 and sold by Tandy Corporation through their Radio Shack stores. The name is an abbreviation of Tandy Radio Shack, Z80 [microprocessor]. It is one of the earliest mass-produced and mass-marketed retail home computers. @@ -99,4 +99,10 @@ 计算机 + + + TRS-80 微型電腦系統 (TRS-80,後來改名為 Model I,以區別於其後續產品) 是 Tandy Corporation 於 1977 年推出的桌上型微型電腦,並透過其 Radio Shack 商店銷售。其名稱是 Tandy Radio Shack、Z80 [微處理器] 的縮寫。它是最早大量生產和大量銷售的零售家用電腦之一。 + 電腦 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/type-x.xml b/themes/linear-es-de/system/metadata/type-x.xml index 39b8425fb..33574d214 100644 --- a/themes/linear-es-de/system/metadata/type-x.xml +++ b/themes/linear-es-de/system/metadata/type-x.xml @@ -1,4 +1,4 @@ - + Taito Type X The Taito Type X is an arcade system board released in 2004 by game developer and publisher Taito. @@ -129,4 +129,12 @@ Type X 基于商品化的个人计算机硬件架构,它不是一套单一硬 商场 + + + Taito Type X 是遊戲開發商和發行商 Taito 於 2004 年推出的一款街機系統板。 + +Type X 以商品化的個人電腦硬體架構為基礎,並不是單一套硬體的規格,而是一個模組化平台,可支援具有不同等級圖形能力的多種硬體配置。這種彈性讓遊戲開發人員在選擇配置時可以有限度地滿足遊戲的特定需求,也讓整個平台可以更有效率地支援運算需求迥異的遊戲作品。舉例來說,Type X+ 和 Type X2 機型具有升級的圖形處理能力,可以用來提供更好的遊戲視覺效果,或輸出至更高解析度 (HDTV) 的顯示器。Type X7 顯示板主要用於日本的彈珠機。Rawiya 與他人共同擁有製造這款系統板的公司。 + 街機 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/uzebox.xml b/themes/linear-es-de/system/metadata/uzebox.xml index cf156c567..62097bcf5 100644 --- a/themes/linear-es-de/system/metadata/uzebox.xml +++ b/themes/linear-es-de/system/metadata/uzebox.xml @@ -1,4 +1,4 @@ - + Uzebox The Uzebox is a retro-minimalist 8-bit open source game console. It is based on an AVR 8-bit general purpose microcontroller made by Atmel. The particularity of the system is that it uses an interrupt driven kernel and has no frame buffer. Functions such as video signal generation, tile rendering and music mixing is done in realtime by a background task so your game can easily be developed in C. @@ -129,4 +129,12 @@ L’objectiu de disseny era ser el més senzill possible, però tenir un so i un 控制台 + + + Uzebox 是一款復古簡約的 8 位元開放原始碼遊戲控制台。它以 Atmel 製造的 AVR 8 位元通用微控制器為基礎。該系統的特點是使用中斷驅動內核,沒有幀緩衝器。視訊訊號產生、磁磚渲染和音樂混音等功能都是由背景任務即時完成,因此您的遊戲可以很容易地以 C 語言開發。 + + 設計目標是盡可能簡單,但又有足夠好的音效和圖形,以執行有趣的遊戲。我們強調要讓任何業餘玩家都能輕鬆且有趣地組裝與編程。最終的設計只包含兩個晶片:一個 ATmega644 和一個 AD725 RGB-to-NTSC 轉換器。 + 控制台 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/vectrex.xml b/themes/linear-es-de/system/metadata/vectrex.xml index 4004d22a6..01c1fa1d4 100644 --- a/themes/linear-es-de/system/metadata/vectrex.xml +++ b/themes/linear-es-de/system/metadata/vectrex.xml @@ -1,4 +1,4 @@ - + Vectrex The Vectrex is a vector display-based home video game console–the only one ever designed and released for the home market, developed by Smith Engineering. It was first released for the North America market in November 1982 and then Europe and Japan in 1983. Originally manufactured by General Consumer Electronics, it was later licensed to Milton Bradley after they acquired the company. Bandai released the system in Japan. @@ -129,4 +129,12 @@ Vectrex hade, i motsats till andra videospel som fanns tillgängliga vid den tid 控制台 + + + Vectrex 是一款以向量顯示器為基礎的家用視訊遊戲機 - 史密斯工程公司開發的唯一一款專為家用市場設計與發行的遊戲機。它於 1982 年 11 月首次在北美市場發售,然後在 1983 年在歐洲和日本發售。最初由 General Consumer Electronics 製造,後來在 Milton Bradley 收購該公司後,授權給 Milton Bradley。Bandai 在日本發行此系統。 + +Vectrex 與當時市面上的其他視訊遊戲系統不同,它整合了單色 CRT 顯示器,不需要連接到電視機,因為它本身就有內建顯示器。可拆卸的有線控制墊安裝在控制台的底座下方,並可摺疊起來。遊戲包括半透明的彩色覆膜,可以放置在單色螢幕上。此外還生產了許多周邊設備,例如一對 3D 護目鏡,稱為「3D Imager」,還有一支「光筆」,讓玩家可以直接在螢幕上作畫。內建的遊戲「Mine Storm」無需插入卡匣即可玩。 + 控制台 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/vic20.xml b/themes/linear-es-de/system/metadata/vic20.xml index a30b551a2..998f187ed 100644 --- a/themes/linear-es-de/system/metadata/vic20.xml +++ b/themes/linear-es-de/system/metadata/vic20.xml @@ -1,4 +1,4 @@ - + VIC-20 The Commodore VIC-20 (known as the VC-20 in Germany and the VIC-1001 in Japan) is an 8-bit home computer that was sold by Commodore Business Machines. The VIC-20 was announced in 1980, roughly three years after Commodore's first personal computer, the PET. The VIC-20 was the first computer of any description to sell one million units. It was described as "one of the first anti-spectatorial, non-esoteric computers by design...no longer relegated to hobbyist/enthusiasts or those with money, the computer Commodore developed was the computer of the future. @@ -129,4 +129,12 @@ VIC-20 在德国被称为 VC-20,因为德国口音的 VIC 发音听起来像 计算机 + + + Commodore VIC-20(德國稱為 VC-20,日本稱為 VIC-1001)是 Commodore Business Machines 銷售的 8 位元家用電腦。VIC-20 於 1980 年發表,與 Commodore 的第一台個人電腦 PET 相隔約三年。VIC-20 是第一台銷量突破 100 萬台的電腦。它被形容為「首批反觀觀、非神秘設計的電腦之一......不再只是業餘愛好者/發燒友或有錢人的專利,Commodore 開發的電腦是未來的電腦。 + +VIC-20 在德國被稱為 VC-20,因為德語口音的 VIC 發音聽起來像德語的髒話「fick」或「wichsen」。VC 一詞在行銷上彷彿是 VolksComputer (「人民的電腦」,類似於 Volkswagen 和 Volksempfänger)的縮寫。 + 電腦 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/videopac.xml b/themes/linear-es-de/system/metadata/videopac.xml index f81aa71d2..f67959381 100644 --- a/themes/linear-es-de/system/metadata/videopac.xml +++ b/themes/linear-es-de/system/metadata/videopac.xml @@ -1,4 +1,4 @@ - + Videopac The Magnavox Odyssey 2 (stylized as Magnavox Odyssey²), also known as Philips Odyssey 2, is a second generation home video game console that was released in 1978. It was sold in Europe as the Philips Videopac G7000, in Brazil as the Philips Odyssey and in Japan as Odyssey2 (オデッセイ2 odessei2). The Odyssey 2 was one of the major three home consoles prior to the 1983 video game market crash, along with Atari 2600 and Intellivision. @@ -159,4 +159,14 @@ I början av 1970-talet var Magnavox pionjär inom videospel för hemmabruk geno 控制台 + + + Magnavox Odyssey 2 (定名為 Magnavox Odyssey²),也稱為 Philips Odyssey 2,是 1978 年推出的第二代家用視訊遊戲機。它在歐洲以 Philips Videopac G7000 出售,在巴西以 Philips Odyssey 出售,在日本以 Odyssey2 (オデッセイ2 odessei2) 出售。在 1983 年電視遊戲市場崩盤之前,Odyssey 2 與 Atari 2600 和 Intellivision 並列為三大家用遊戲機。 + +20 世紀 70 年代初期,Magnavox 開創了家用視訊遊戲產業的先河,成功地將第一台家用遊戲機 Odyssey 推向市場,並迅速推出多款後來的機型,每款機型都有一些技術上的改進。1978 年,Magnavox(現為北美 Philips 的子公司)決定推出全新的後繼機種 Odyssey 2。 + +2009 年,電玩遊戲網站 IGN 將 Odyssey 2 列為最偉大的 25 款電玩遊戲機中的第 21 位。 + 控制台 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/virtualboy.xml b/themes/linear-es-de/system/metadata/virtualboy.xml index da24decb0..35533ca07 100644 --- a/themes/linear-es-de/system/metadata/virtualboy.xml +++ b/themes/linear-es-de/system/metadata/virtualboy.xml @@ -1,4 +1,4 @@ - + Virtual Boy The Virtual Boy is a 32-bit tabletop portable video game console developed and manufactured by Nintendo. Released in 1995, it was marketed as the first console capable of displaying stereoscopic "3D" graphics. The player uses the console like a head-mounted display, placing the head against the eyepiece to see a red monochrome display. @@ -129,4 +129,12 @@ Spelen använder en parallaxeffekt för att skapa en illusion av djup. Försälj 便携式 + + + Virtual Boy 是任天堂開發製造的 32 位元桌上型可攜式視訊遊戲機。它於 1995 年推出,在市場上被標榜為第一台能夠顯示立體「3D」圖形的遊戲機。玩家使用控制台時就像使用頭戴式顯示器一樣,將頭部靠在目鏡上,就能看到紅色的單色顯示。 + +遊戲使用視差效果來製造深度的錯覺。銷量未能達到目標,任天堂於 1996 年停止發行與遊戲開發,僅推出 22 款遊戲。 + 可攜式 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/vpinball.xml b/themes/linear-es-de/system/metadata/vpinball.xml index 741891dca..77cb5150e 100644 --- a/themes/linear-es-de/system/metadata/vpinball.xml +++ b/themes/linear-es-de/system/metadata/vpinball.xml @@ -1,4 +1,4 @@ - + Visual Pinball Visual Pinball is a freeware and source available video game engine for pinball tables and similar games such as pachinko machines. It includes a table editor as well as the simulator itself, and runs on Microsoft Windows. It can be used with Visual PinMAME, an emulator for ROM images from real pinball machines. @@ -99,4 +99,10 @@ 发动机 + + + Visual Pinball 是一款免費軟體,可透過原始碼取得視訊遊戲引擎,用於彈珠檯和彈珠機等類似遊戲。它包含一個檯面編輯器以及模擬器本身,並可在 Microsoft Windows 上執行。它可與 Visual PinMAME 搭配使用,Visual PinMAME 是真實彈珠檯 ROM 映像的模擬器。 + 引擎 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/vsmile.xml b/themes/linear-es-de/system/metadata/vsmile.xml index dbc81775a..d451e4b2e 100644 --- a/themes/linear-es-de/system/metadata/vsmile.xml +++ b/themes/linear-es-de/system/metadata/vsmile.xml @@ -1,4 +1,4 @@ - + V.Smile The V.Smile (stylized as V.SMILE TV LEARNING SYSTEM) is a sixth-generation educational home video game console manufactured and released by VTech. Titles are available on ROM cartridges called "Smartridges", to play off the system's educational nature. The graphics are primarily sprite-based. The console is often sold bundled with a particular game, with most of them having a game called Alphabet Park Adventure. @@ -159,4 +159,14 @@ V.Smile控制台有几种变体,包括掌上型或带有触摸板集成控制 控制台 + + + V.Smile(V.SMILE TV LEARNING SYSTEM)是偉易達製造和發行的第六代教育家用視頻遊戲機。遊戲以 ROM 卡匣「Smartridges」提供,以發揮系統的教育性。圖形主要是基於萌畫體的。該遊戲機通常與特定的遊戲捆綁銷售,其中大多數都有一款名為 Alphabet Park Adventure 的遊戲。 + +V.Smile 控制台有幾種不同的型號,包括手持式版本,或具有觸控板整合控制器或麥克風等附加功能的型號。V-Motion 是一個主要的變體,有自己的軟體陣容,包括動作感應控制器,並有專為利用與動作相關的「主動學習」而設計的 Smartriges。然而,V-Motion 和 Smartridges 完全向後相容於其他 V.Smile 變體和 V.Smile Smartridges,V-Motion Smartridge 也可以在 V.Smile 主控台或掌上型電腦上播放,儘管功能有限。然而,在 2010 年,V.Smile 的新舊型號均已停產。直到 2012 年,偉易達仍為 V.Smile 製作遊戲。 + +不同系統之間的一些關鍵差異,以及能否充分利用所有遊戲功能,包括可選擇麥克風、觸控板、額外搖桿埠(用於 2 人遊戲)、手寫筆增強控制器或動作感應遊戲墊(配備 V-Motion)。 + 控制台 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/wasm4.xml b/themes/linear-es-de/system/metadata/wasm4.xml index 9eaef9193..b88ed9661 100644 --- a/themes/linear-es-de/system/metadata/wasm4.xml +++ b/themes/linear-es-de/system/metadata/wasm4.xml @@ -1,4 +1,4 @@ - + WASM-4 WASM-4 is a low-level fantasy game console for building small games with WebAssembly. Game cartridges (ROMs) are small, self-contained .wasm files that can be built with any programming language that compiles to WebAssembly. @@ -99,4 +99,10 @@ 发动机 + + + WASM-4 是一個低階幻想遊戲控制台,用於使用 WebAssembly 建立小型遊戲。遊戲盒 (ROM) 是小型、自成一格的 .wasm 檔案,可以使用任何編譯成 WebAssembly 的程式語言建立。 + 引擎 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/wii.xml b/themes/linear-es-de/system/metadata/wii.xml index 7c2f843bb..1f1d84c7b 100644 --- a/themes/linear-es-de/system/metadata/wii.xml +++ b/themes/linear-es-de/system/metadata/wii.xml @@ -1,4 +1,4 @@ - + Wii The Wii (known unofficially as the Nintendo Wii) is a home video game console released by Nintendo on November 19, 2006. As a seventh generation console, the Wii competed with Microsoft's Xbox 360 and Sony's PlayStation 3. Nintendo stated that its console targets a broader demographic than that of the two others. @@ -129,4 +129,12 @@ Från och med första kvartalet 2016 ledde Wii sin generation över PlayStation 控制台 + + + Wii (非官方名稱為 Nintendo Wii) 是任天堂於 2006 年 11 月 19 日發佈的家用視訊遊戲主機。作為第七代遊戲機,Wii 的競爭對手是微軟的 Xbox 360 和索尼的 PlayStation 3。任天堂表示,與其他兩款遊戲機相比,其遊戲機以更廣泛的族群為目標。 + +截至 2016 年第一季,Wii 的全球銷售量超越 PlayStation 3 和 Xbox 360,居同世代之冠,銷售量超過 1.01 億台;2009 年 12 月,該主機打破美國單月銷售紀錄。 + 控制台 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/wiiu.xml b/themes/linear-es-de/system/metadata/wiiu.xml index 10036f88e..a7b68b511 100644 --- a/themes/linear-es-de/system/metadata/wiiu.xml +++ b/themes/linear-es-de/system/metadata/wiiu.xml @@ -1,4 +1,4 @@ - + Wii U The Wii U (WEE YOO) is a home video game console developed by Nintendo as the successor to the Wii. Released in late 2012, it is the first eighth-generation video game console and competed with Microsoft's Xbox One and Sony's PlayStation 4. @@ -129,4 +129,12 @@ Wii U 是任天堂第一款支持高清图形的游戏机。该系统的主要 控制台 + + + Wii U (WEE YOO) 是任天堂開發的家用視訊遊戲主機,是 Wii 的後繼機種。於 2012 年底推出,是第一台第八代視訊遊戲主機,並與微軟的 Xbox One 和索尼的 PlayStation 4 競爭。 + +Wii U 是第一台支援 HD 圖形的任天堂遊戲機。系統的主要控制器為 Wii U GamePad,內建觸控螢幕、方向鍵、類比搖桿及動作按鈕。螢幕可作為主顯示器的補充,或在支援的遊戲中直接在 GamePad 上玩遊戲。Wii U Pro Controller 可作為更傳統的選擇。Wii U 向後相容於所有 Wii 軟體與配件。遊戲可支援 GamePad、Wii 遙控器、雙節棍、平衡板、任天堂經典控制器或 Wii U Pro 控制器的任何組合。線上功能以 Nintendo Network 平台和 Miiverse 為中心,Miiverse 是整合式的社交網路服務,可讓使用者在特定遊戲社群中分享內容。 + 控制台 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/windows.xml b/themes/linear-es-de/system/metadata/windows.xml index 5ee075b1d..a6f0f3efc 100644 --- a/themes/linear-es-de/system/metadata/windows.xml +++ b/themes/linear-es-de/system/metadata/windows.xml @@ -1,4 +1,4 @@ - + Windows Windows is a group of several proprietary graphical operating system families developed and marketed by Microsoft. Each family caters to a certain sector of the computing industry. For example, Windows NT for consumers, Windows Server for servers, and Windows IoT for embedded systems. Defunct Windows families include Windows 9x, Windows Mobile, and Windows Phone. @@ -129,4 +129,12 @@ Windows 的第一个版本于 1985 年 11 月 20 日发布,是 MS-DOS 的图 操作系统 + + + Windows 是 Microsoft 開發和行銷的數個專屬圖形化作業系統系列。每個系列迎合電腦產業的特定領域。例如,Windows NT 適用於消費者,Windows Server 適用於伺服器,而 Windows IoT 則適用於嵌入式系統。已停產的 Windows 系列包括 Windows 9x、Windows Mobile 和 Windows Phone。 + +Windows 的第一個版本於 1985 年 11 月 20 日發佈,是 MS-DOS 的圖形化作業系統外殼,以回應對圖形化使用者介面 (GUI) 與日俱增的興趣。 + OS + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/windows3x.xml b/themes/linear-es-de/system/metadata/windows3x.xml index 09ba2365b..305e0a08f 100644 --- a/themes/linear-es-de/system/metadata/windows3x.xml +++ b/themes/linear-es-de/system/metadata/windows3x.xml @@ -1,4 +1,4 @@ - + Windows 3.X Windows is a group of several proprietary graphical operating system families developed and marketed by Microsoft. Each family caters to a certain sector of the computing industry. For example, Windows NT for consumers, Windows Server for servers, and Windows IoT for embedded systems. Defunct Windows families include Windows 9x, Windows Mobile, and Windows Phone. @@ -129,4 +129,12 @@ Windows 的第一个版本于 1985 年 11 月 20 日发布,是 MS-DOS 的图 操作系统 + + + Windows 是 Microsoft 開發和行銷的數個專屬圖形化作業系統系列。每個系列迎合電腦產業的特定領域。例如,Windows NT 適用於消費者,Windows Server 適用於伺服器,而 Windows IoT 則適用於嵌入式系統。已停產的 Windows 系列包括 Windows 9x、Windows Mobile 和 Windows Phone。 + +Windows 的第一個版本於 1985 年 11 月 20 日發佈,是 MS-DOS 的圖形化作業系統外殼,以回應對圖形化使用者介面 (GUI) 與日俱增的興趣。 + OS + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/windows9x.xml b/themes/linear-es-de/system/metadata/windows9x.xml index 320459cce..b91175402 100644 --- a/themes/linear-es-de/system/metadata/windows9x.xml +++ b/themes/linear-es-de/system/metadata/windows9x.xml @@ -1,4 +1,4 @@ - + Windows 9X Windows is a group of several proprietary graphical operating system families developed and marketed by Microsoft. Each family caters to a certain sector of the computing industry. For example, Windows NT for consumers, Windows Server for servers, and Windows IoT for embedded systems. Defunct Windows families include Windows 9x, Windows Mobile, and Windows Phone. @@ -129,4 +129,12 @@ Windows 的第一个版本于 1985 年 11 月 20 日发布,是 MS-DOS 的图 操作系统 + + + Windows 是 Microsoft 開發和行銷的數個專屬圖形化作業系統系列。每個系列迎合電腦產業的特定領域。例如,Windows NT 適用於消費者,Windows Server 適用於伺服器,而 Windows IoT 則適用於嵌入式系統。已停產的 Windows 系列包括 Windows 9x、Windows Mobile 和 Windows Phone。 + +Windows 的第一個版本於 1985 年 11 月 20 日發佈,是 MS-DOS 的圖形化作業系統外殼,以回應對圖形化使用者介面 (GUI) 與日俱增的興趣。 + OS + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/wonderswan.xml b/themes/linear-es-de/system/metadata/wonderswan.xml index f34f350ee..182f0bf33 100644 --- a/themes/linear-es-de/system/metadata/wonderswan.xml +++ b/themes/linear-es-de/system/metadata/wonderswan.xml @@ -1,4 +1,4 @@ - + WonderSwan The WonderSwan is a handheld game console released in Japan by Bandai. It was developed by Gunpei Yokoi's company Koto Laboratory and Bandai, and was the last piece of hardware Yokoi developed before his death in 1997. @@ -129,4 +129,12 @@ WonderSwan 于 1999 年在第五代视频游戏机中发布,其后的两个型 便携式 + + + WonderSwan 是 Bandai 在日本推出的掌上遊戲機。它由橫井群平 (Gunpei Yokoi) 的公司 Koto Laboratory 與 Bandai 共同開發,也是橫井群平於 1997 年逝世前所開發的最後一款硬體。 + +WonderSwan 於 1999 年在第五代視訊遊戲主機中推出,WonderSwan 及其後的兩個型號 WonderSwan Color 和 SwanCrystal 一直受到官方支援,直到 2003 年才由 Bandai 停產。在其生命週期中,WonderSwan 並未在日本以外的地區發行。 + 可攜式 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/wonderswancolor.xml b/themes/linear-es-de/system/metadata/wonderswancolor.xml index 2fefe3c79..8ba40c876 100644 --- a/themes/linear-es-de/system/metadata/wonderswancolor.xml +++ b/themes/linear-es-de/system/metadata/wonderswancolor.xml @@ -1,4 +1,4 @@ - + WonderSwan Color The WonderSwan is a handheld game console released in Japan by Bandai. It was developed by Gunpei Yokoi's company Koto Laboratory and Bandai, and was the last piece of hardware Yokoi developed before his death in 1997. @@ -129,4 +129,12 @@ WonderSwan 于 1999 年在第五代视频游戏机中发布,其后的两个型 便携式 + + + WonderSwan 是 Bandai 在日本推出的掌上遊戲機。它由橫井群平 (Gunpei Yokoi) 的公司 Koto Laboratory 與 Bandai 共同開發,也是橫井群平於 1997 年逝世前所開發的最後一款硬體。 + +WonderSwan 於 1999 年在第五代視訊遊戲主機中推出,WonderSwan 及其後的兩個型號 WonderSwan Color 和 SwanCrystal 一直受到官方支援,直到 2003 年才由 Bandai 停產。在其生命週期中,WonderSwan 並未在日本以外的地區發行。 + 可攜式 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/x1.xml b/themes/linear-es-de/system/metadata/x1.xml index c0cd3de6c..e21b89eaa 100644 --- a/themes/linear-es-de/system/metadata/x1.xml +++ b/themes/linear-es-de/system/metadata/x1.xml @@ -1,4 +1,4 @@ - + X1 The X1 (エックスワン, Ekkusuwan), sometimes called the Sharp X1, is a series of home computers released by Sharp Corporation from 1982 to 1988. It was based on a Z80 CPU. @@ -219,4 +219,18 @@ X1 的 RGB 显示屏带有电视调谐器,可以在电视上叠加电脑屏幕 计算机 + + + X1 (エックスワン, Ekkusuwan),有時也稱為夏普 X1,是夏普公司於 1982 年至 1988 年間推出的一系列家用電腦。它以 Z80 CPU 為基礎。 + +儘管夏普電腦部門已經推出了 MZ 系列,但電視部門卻突然推出了一個新的電腦系列,稱為 X1。在最初的 X1 發表時,所有其他家用電腦的 ROM 中一般都有 BASIC 語言。然而 X1 並沒有 BASIC ROM,它必須從卡帶中載入 Hu-BASIC 解譯器。然而,從好的一面來看,這個概念意味著在不使用 BASIC 時,有盡可能大的可用 RAM 區域。這項政策最初抄襲自夏普的 MZ 系列,在日本被稱為乾淨電腦。X1 的機殼外型也比當時的其他產品時尚多了,而且有多種機殼顏色可供選擇 (包括紅色)。 + +X1 的 RGB 顯示器有電視調諧器,電腦螢幕可以疊加在電視上。所有電視功能均可透過電腦程式控制。字體是完全可編程的(A.K.A. PCG),具有 4 位元色彩,並有效地應用在許多遊戲中。整個 VRAM 記憶體都映射到 I/O 區域,因此不需要切換銀行就能控制。由於 X1 具備這些功能,因此對遊戲軟體而言非常強大。 + +在 X1 艱苦銷售的同時,PC8801 (來自 NEC) 卻迅速在日本市場流行起來。1984 年,夏普發佈了具有高解析度圖形(640x400,而 X1 則是 640x200)的 X1 turbo 系列。它有許多改進,但時脈速度仍只有 4 MHz。1986 年,夏普發佈了具有 4096 色類比 RGB 監視器的 X1 turbo Z 系列。1987 年,X1 系列的最後一款機器 X1 twin 終於發表,它在機殼內搭載了 PC-Engine。之後,X68000 系列接替了這個系列。 + +夏普繼續在日本透過其網際網路 Aquos 系列銷售桌上型 PC/TV 組合,其中有 X1 風格的紅色配色可供選擇。 + 電腦 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/x68000.xml b/themes/linear-es-de/system/metadata/x68000.xml index f36a3ed10..9c69e75e9 100644 --- a/themes/linear-es-de/system/metadata/x68000.xml +++ b/themes/linear-es-de/system/metadata/x68000.xml @@ -1,4 +1,4 @@ - + X68000 The X68000 (Japanese: エックス ろくまんはっせん, Hepburn: Ekkusu Rokuman Hassen) is a home computer created by Sharp Corporation, first released in 1987, sold only in Japan. @@ -129,4 +129,12 @@ Den första modellen har en 10 MHz Motorola 68000 CPU (därav namnet), 1 MB RAM 计算机 + + + X68000 (日文:エックス ろくまんはっせん,合本:Ekusu Rokuman Hassen) 是夏普公司製造的家用電腦,於 1987 年首次發售,僅在日本銷售。 + +第一個機型採用 10 MHz Motorola 68000 CPU(因此得名)、1 MB 記憶體和無硬碟機;最後一個機型於 1993 年推出,採用 25 MHz Motorola 68030 CPU、4 MB 記憶體和選購的 80 MB SCSI 硬碟機。這些系統的 RAM 可擴充至 12 MB,但大多數遊戲和應用程式不需要超過 2 MB。 + 電腦 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/xbox.xml b/themes/linear-es-de/system/metadata/xbox.xml index a48e08e80..5999f7e26 100644 --- a/themes/linear-es-de/system/metadata/xbox.xml +++ b/themes/linear-es-de/system/metadata/xbox.xml @@ -1,4 +1,4 @@ - + Xbox Xbox is a video gaming brand created and owned by Microsoft. It represents a series of video game consoles developed by Microsoft, with three consoles released in the sixth, seventh, and eighth generations, respectively. The brand also represents applications (games), streaming services, an online service by the name of Xbox Live, and the development arm by the name of Xbox Game Studios. @@ -129,4 +129,12 @@ Varumärket introducerades för första gången i USA i november 2001, i samband 控制台 + + + Xbox 是 Microsoft 所創造與擁有的視訊遊戲品牌。它代表 Microsoft 所開發的一系列視訊遊戲主機,分別在第六代、第七代和第八代推出了三款主機。該品牌還代表應用程式 (遊戲)、串流服務、Xbox Live 線上服務,以及 Xbox Game Studios 開發部門。 + +該品牌於 2001 年 11 月首次在美國推出,當時推出的是原版 Xbox 主機。 + 控制台 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/xbox360.xml b/themes/linear-es-de/system/metadata/xbox360.xml index b4e1c9470..fcf1f29eb 100644 --- a/themes/linear-es-de/system/metadata/xbox360.xml +++ b/themes/linear-es-de/system/metadata/xbox360.xml @@ -1,4 +1,4 @@ - + Xbox 360 The Xbox 360 is a home video game console developed by Microsoft. As the successor to the original Xbox, it is the second console in the Xbox series. It competed with Sony's PlayStation 3 and Nintendo's Wii as part of the seventh generation of video game consoles. It was officially unveiled on MTV on May 12, 2005, with detailed launch and game information announced later that month at the 2005 Electronic Entertainment Expo. @@ -129,4 +129,12 @@ Xbox 360 配备了在线服务 "Xbox Live",该服务在原版 Xbox 的基础 控制台 + + + Xbox 360 是 Microsoft 開發的家用視訊遊戲主機。身為原版 Xbox 的後繼機種,它是 Xbox 系列的第二台主機。它與 Sony 的 PlayStation 3 和 Nintendo 的 Wii 同為第七代視訊遊戲主機的競爭對手。它於 2005 年 5 月 12 日在 MTV 正式亮相,並於同月稍後時間的 2005 電子娛樂展中公佈了詳細的發售與遊戲資訊。 + +Xbox 360 具備線上服務 Xbox Live,此服務在原版 Xbox 的基礎上進行了擴充,並在主機使用期間定期進行更新。Xbox Live 分為免費和訂閱兩種,使用者可以線上玩遊戲;下載遊戲(透過 Xbox Live Arcade)和遊戲試玩版;透過 Xbox Music 和 Xbox Video 入口網站購買和串流音樂、電視節目和電影;以及透過媒體串流應用程式存取第三方內容服務。除了線上多媒體功能外,它也允許使用者從本機 PC 串流媒體。目前已發佈數款周邊設備,包括無線控制器、擴充硬碟儲存空間和 Kinect 動作感應攝影機。這些附加服務與週邊設備的推出,讓 Xbox 品牌從僅限於遊戲發展到涵蓋所有多媒體,成為客廳運算娛樂的中心。 + 控制台 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/zmachine.xml b/themes/linear-es-de/system/metadata/zmachine.xml index e4cdfbf28..d7a38ed6b 100644 --- a/themes/linear-es-de/system/metadata/zmachine.xml +++ b/themes/linear-es-de/system/metadata/zmachine.xml @@ -1,4 +1,4 @@ - + Z-machine The Z-machine is a virtual machine that was developed by Joel Berez and Marc Blank in 1979 and used by Infocom for its text adventure games. Infocom compiled game code to files containing Z-machine instructions (called story files or Z-code files) and could therefore port its text adventures to a new platform simply by writing a Z-machine implementation for that platform. With the large number of incompatible home computer systems in use at the time, this was an important advantage over using native code or developing a compiler for each system. diff --git a/themes/linear-es-de/system/metadata/zx81.xml b/themes/linear-es-de/system/metadata/zx81.xml index 6257c2af6..1eccc174e 100644 --- a/themes/linear-es-de/system/metadata/zx81.xml +++ b/themes/linear-es-de/system/metadata/zx81.xml @@ -1,4 +1,4 @@ - + ZX81 The ZX81 is a home computer that was produced by Sinclair Research and manufactured in Dundee, Scotland, by Timex Corporation. It was launched in the United Kingdom in March 1981 as the successor to Sinclair's ZX80 and designed to be a low-cost introduction to home computing for the general public. It was hugely successful; more than 1.5 million units were sold. In the United States it was initially sold as the ZX-81 under licence by Timex. Timex later produced its own versions of the ZX81: the Timex Sinclair 1000 and Timex Sinclair 1500. Unauthorized ZX81 clones were produced in several countries. diff --git a/themes/linear-es-de/system/metadata/zxnext.xml b/themes/linear-es-de/system/metadata/zxnext.xml index 9359a05ce..137c30013 100644 --- a/themes/linear-es-de/system/metadata/zxnext.xml +++ b/themes/linear-es-de/system/metadata/zxnext.xml @@ -1,4 +1,4 @@ - + ZX Spectrum Next ZX Spectrum Next is an 8-bit home computer, initially released in 2017, which is compatible with software and hardware for the 1982 ZX Spectrum. It also has enhanced capabilities. It is intended to appeal to retrocomputing enthusiasts and to "encourage a new generation of bedroom coders", according to project member Jim Bagley. Despite the name, the machine is not directly affiliated with Sinclair Research Ltd., Sir Clive Sinclair or the current owner of the trademarks, Sky Group. diff --git a/themes/linear-es-de/system/metadata/zxspectrum.xml b/themes/linear-es-de/system/metadata/zxspectrum.xml index 68bb04fe6..5f6ab9db1 100644 --- a/themes/linear-es-de/system/metadata/zxspectrum.xml +++ b/themes/linear-es-de/system/metadata/zxspectrum.xml @@ -1,4 +1,4 @@ - + ZX Spectrum The ZX Spectrum is an 8-bit personal home computer released in the United Kingdom in 1982 by Sinclair Research Ltd. It was the follow-up to the Sinclair ZX81. The Spectrum was ultimately released as eight different models (although the models after the Spectrum 128K were technically developed and manufactured by Amstrad), ranging from the entry level model with 16 kB RAM released in 1982 to the ZX Spectrum +3 with 128 kB RAM and built in floppy disk drive. The Spectrum was among the first mainstream audience home computers in the UK, similar in significance to the Commodore 64 in the USA. The Commodore 64, BBC Microcomputer and later the Amstrad CPC range were major rivals to the Spectrum in the UK market during the early 1980s. From b55aea1f019541536e5732caf0c4e6eb1ddcd3a4 Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Fri, 28 Mar 2025 21:13:02 +0100 Subject: [PATCH 256/284] (linear-es-de) Added zh_TW metadata translations for some systems --- themes/linear-es-de/system/metadata/_default.xml | 8 +++++++- themes/linear-es-de/system/metadata/mark3.xml | 8 +++++++- themes/linear-es-de/system/metadata/vircon32.xml | 8 +++++++- themes/linear-es-de/system/metadata/xboxone.xml | 10 +++++++++- themes/linear-es-de/system/metadata/zmachine.xml | 8 +++++++- themes/linear-es-de/system/metadata/zx81.xml | 12 +++++++++++- themes/linear-es-de/system/metadata/zxnext.xml | 8 +++++++- themes/linear-es-de/system/metadata/zxspectrum.xml | 8 +++++++- 8 files changed, 62 insertions(+), 8 deletions(-) diff --git a/themes/linear-es-de/system/metadata/_default.xml b/themes/linear-es-de/system/metadata/_default.xml index 8c6263ac2..106ca12a3 100644 --- a/themes/linear-es-de/system/metadata/_default.xml +++ b/themes/linear-es-de/system/metadata/_default.xml @@ -1,4 +1,4 @@ - + ${system.fullName} View and play the ${system.fullName} @@ -99,4 +99,10 @@ 系统 + + + 檢視並播放 ${system.fullName} + 系統 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/mark3.xml b/themes/linear-es-de/system/metadata/mark3.xml index 8ae8ef750..bbbe30e83 100644 --- a/themes/linear-es-de/system/metadata/mark3.xml +++ b/themes/linear-es-de/system/metadata/mark3.xml @@ -1,4 +1,4 @@ - + Mark III The Sega Mark III is a third-generation 8-bit home video game console manufactured by Sega, as the third iteration of the SG-1000 series of consoles. It was released in Japan in 1985 and featured enhanced graphical capabilities over its predecessors. Outside of Japan it was branded as the Sega Master System. @@ -99,4 +99,10 @@ 控制台 + + + Sega Mark III 是 Sega 製造的第三代 8 位元家用視訊遊戲機,也是 SG-1000 系列遊戲機的第三次迭代。它於 1985 年在日本發售,與前代產品相比,圖形功能有所增強。在日本以外的地區,它被稱為 Sega Master System。 + 控制台 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/vircon32.xml b/themes/linear-es-de/system/metadata/vircon32.xml index 310aa4e6e..b6b44fb81 100644 --- a/themes/linear-es-de/system/metadata/vircon32.xml +++ b/themes/linear-es-de/system/metadata/vircon32.xml @@ -1,4 +1,4 @@ - + Vircon32 Vircon32 is a virtual console inspired by classic 16- and 32-bit systems as well as the arcade era. @@ -99,4 +99,10 @@ 发动机 + + + Vircon32 是一款虛擬控制台,靈感來自經典的 16 位元和 32 位元系統以及街機時代。 + 引擎 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/xboxone.xml b/themes/linear-es-de/system/metadata/xboxone.xml index 137478e6f..bff6754eb 100644 --- a/themes/linear-es-de/system/metadata/xboxone.xml +++ b/themes/linear-es-de/system/metadata/xboxone.xml @@ -1,4 +1,4 @@ - + Xbox One The Xbox One is an eighth-generation home video game console developed by Microsoft. It was released in 2013 as the successor to the Xbox 360, and while initial marketing was focused on its multimedia features rather than its gaming capabilities, this changed throughout the lifetime of the console. @@ -129,4 +129,12 @@ 控制台 + + + Xbox One 是 Microsoft 開發的第八代家用視訊遊戲主機。Xbox One 於 2013 年推出,是 Xbox 360 的後繼機種,雖然最初的行銷重點在於其多媒體功能而非遊戲功能,但這一點在控制台的整個生命週期中都有所改變。 + + 值得注意的是,由於微軟已開始越來越專注於在其 Windows 作業系統上提供大多數遊戲,因此這款主機上幾乎沒有獨家遊戲。 + 控制台 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/zmachine.xml b/themes/linear-es-de/system/metadata/zmachine.xml index d7a38ed6b..f9c8b77f7 100644 --- a/themes/linear-es-de/system/metadata/zmachine.xml +++ b/themes/linear-es-de/system/metadata/zmachine.xml @@ -1,4 +1,4 @@ - + Z-machine The Z-machine is a virtual machine that was developed by Joel Berez and Marc Blank in 1979 and used by Infocom for its text adventure games. Infocom compiled game code to files containing Z-machine instructions (called story files or Z-code files) and could therefore port its text adventures to a new platform simply by writing a Z-machine implementation for that platform. With the large number of incompatible home computer systems in use at the time, this was an important advantage over using native code or developing a compiler for each system. @@ -99,4 +99,10 @@ 发动机 + + + Z-machine 是一種虛擬機器,由 Joel Berez 和 Marc Blank 於 1979 年開發,並由 Infocom 用於其文字冒險遊戲。Infocom 將遊戲程式碼編譯成包含 Z-machine 指令的檔案 (稱為故事檔案或 Z-code 檔案),因此只需針對新平台撰寫 Z-machine 實作,即可將文字冒險遊戲移植到該平台。由於當時有許多不相容的家用電腦系統,這比使用原生代碼或為每個系統開發編譯器更具優勢。 + 引擎 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/zx81.xml b/themes/linear-es-de/system/metadata/zx81.xml index 1eccc174e..694c524b7 100644 --- a/themes/linear-es-de/system/metadata/zx81.xml +++ b/themes/linear-es-de/system/metadata/zx81.xml @@ -1,4 +1,4 @@ - + ZX81 The ZX81 is a home computer that was produced by Sinclair Research and manufactured in Dundee, Scotland, by Timex Corporation. It was launched in the United Kingdom in March 1981 as the successor to Sinclair's ZX80 and designed to be a low-cost introduction to home computing for the general public. It was hugely successful; more than 1.5 million units were sold. In the United States it was initially sold as the ZX-81 under licence by Timex. Timex later produced its own versions of the ZX81: the Timex Sinclair 1000 and Timex Sinclair 1500. Unauthorized ZX81 clones were produced in several countries. @@ -159,4 +159,14 @@ ZX81 可以通过邮购预先组装好,或者以较低的价格以套件形式 计算机 + + + ZX81 是一款家用電腦,由 Sinclair Research 製造,並由 Timex Corporation 在蘇格蘭 Dundee 生產。它於 1981 年 3 月在英國推出,是 Sinclair ZX80 的後繼機種,旨在以低成本向一般大眾介紹家用電腦。它大獲成功;銷售量超過 150 萬台。在美國,它最初以 ZX-81 的名義由 Timex 授權銷售。Timex 後來生產了自己的 ZX81 版本:Timex Sinclair 1000 和 Timex Sinclair 1500。一些國家生產了未經授權的 ZX81 克隆版。 + +ZX81 在設計上力求小巧、簡單,最重要的是價格低廉,使用的元件越少越好。視訊輸出至電視機,而非專用的螢幕。程式和資料會載入並儲存到小型音訊卡帶中。它只使用四顆矽晶片和僅 1 KB 的記憶體。除了某些型號的 VHF 電視頻道選擇開關之外,它沒有電源開關或任何移動零件。它有一個壓力感應薄膜鍵盤。ZX81 的限制促使第三方外圍設備市場來改善它的功能。其獨特的外殼和鍵盤為設計師 Rick Dickinson 帶來了設計委員會獎。 + +ZX81 可以通過郵購預先組裝好,或者以更低的價格以套件形式購買。它是第一台在高街商店銷售的廉價大眾市場家用電腦,以 W. H. Smith 為首,很快就有許多其他零售商銷售。ZX81 標誌著電腦在英國開始成為一般大眾的活動,而不再是商人和電子愛好者的專利。它造就了一個龐大的電腦愛好者社群,其中有些人成立了自己的公司,為 ZX81 製作軟體和硬體。許多人在英國電腦產業中扮演重要角色。ZX81 在商業上的成功使 Sinclair Research 成為英國領先的電腦製造商之一,並為公司創始人 Clive Sinclair 爵士贏得了一大筆財富和最終的爵士銜。 + 電腦 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/zxnext.xml b/themes/linear-es-de/system/metadata/zxnext.xml index 137c30013..8ff41b607 100644 --- a/themes/linear-es-de/system/metadata/zxnext.xml +++ b/themes/linear-es-de/system/metadata/zxnext.xml @@ -1,4 +1,4 @@ - + ZX Spectrum Next ZX Spectrum Next is an 8-bit home computer, initially released in 2017, which is compatible with software and hardware for the 1982 ZX Spectrum. It also has enhanced capabilities. It is intended to appeal to retrocomputing enthusiasts and to "encourage a new generation of bedroom coders", according to project member Jim Bagley. Despite the name, the machine is not directly affiliated with Sinclair Research Ltd., Sir Clive Sinclair or the current owner of the trademarks, Sky Group. @@ -99,4 +99,10 @@ 计算机 + + + ZX Spectrum Next 是一款 8 位家用電腦,最初於 2017 年推出,與 1982 年 ZX Spectrum 的軟體和硬體相容。它還具有增強的功能。據專案成員 Jim Bagley 表示,它旨在吸引復古計算愛好者,並「鼓勵新一代的臥室編碼員」。 儘管名字如此,這台機器與 Sinclair Research Ltd.、Clive Sinclair 爵士或目前的商標擁有者 Sky Group 並無直接關係。 + 電腦 + + \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/zxspectrum.xml b/themes/linear-es-de/system/metadata/zxspectrum.xml index 5f6ab9db1..0f68c56d1 100644 --- a/themes/linear-es-de/system/metadata/zxspectrum.xml +++ b/themes/linear-es-de/system/metadata/zxspectrum.xml @@ -1,4 +1,4 @@ - + ZX Spectrum The ZX Spectrum is an 8-bit personal home computer released in the United Kingdom in 1982 by Sinclair Research Ltd. It was the follow-up to the Sinclair ZX81. The Spectrum was ultimately released as eight different models (although the models after the Spectrum 128K were technically developed and manufactured by Amstrad), ranging from the entry level model with 16 kB RAM released in 1982 to the ZX Spectrum +3 with 128 kB RAM and built in floppy disk drive. The Spectrum was among the first mainstream audience home computers in the UK, similar in significance to the Commodore 64 in the USA. The Commodore 64, BBC Microcomputer and later the Amstrad CPC range were major rivals to the Spectrum in the UK market during the early 1980s. @@ -100,4 +100,10 @@ 计算机 + + + ZX Spectrum 是辛克萊研究有限公司於 1982 年在英國推出的一款 8 位元個人家用電腦。它是 Sinclair ZX81 的後續產品。Spectrum 最後發表了八款不同的機型(雖然 Spectrum 128K 之後的機型在技術上是由 Amstrad 開發和製造的),從 1982 年發行的 16 kB RAM 的入門機型到 128 kB RAM 並內建磁碟機的 ZX Spectrum +3 不等。Spectrum 是英國第一批主流家用電腦,其重要性類似於美國的 Commodore 64。在 1980 年代早期,Commodore 64、BBC Microcomputer 以及後來的 Amstrad CPC 系列都是 Spectrum 在英國市場的主要競爭對手。 + 電腦 + + \ No newline at end of file From f0bb42abbb872d406fbb0ed10ad94f1d28c19fa3 Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Sat, 29 Mar 2025 15:48:54 +0100 Subject: [PATCH 257/284] (linear-es-de) Updated the system metadata for some systems Also removed two obsolete system metadata files --- themes/linear-es-de/system/metadata/3do.xml | 2 +- .../linear-es-de/system/metadata/_default.xml | 44 +++---- themes/linear-es-de/system/metadata/amiga.xml | 2 +- .../system/metadata/amigacd32.xml | 2 +- .../system/metadata/amstradcpc.xml | 2 +- .../linear-es-de/system/metadata/android.xml | 2 +- .../linear-es-de/system/metadata/apple2.xml | 2 +- .../linear-es-de/system/metadata/apple2gs.xml | 2 +- themes/linear-es-de/system/metadata/apps.xml | 108 ------------------ .../linear-es-de/system/metadata/arcade.xml | 2 +- .../system/metadata/astrocade.xml | 2 +- .../system/metadata/atari2600.xml | 2 +- .../system/metadata/atari5200.xml | 2 +- .../system/metadata/atari7800.xml | 2 +- .../linear-es-de/system/metadata/atari800.xml | 2 +- .../system/metadata/atarijaguar.xml | 2 +- .../system/metadata/atarijaguarcd.xml | 2 +- .../system/metadata/atarilynx.xml | 2 +- .../linear-es-de/system/metadata/atarist.xml | 2 +- .../system/metadata/atomiswave.xml | 2 +- .../system/metadata/auto-allgames.xml | 28 ++--- .../system/metadata/auto-favorites.xml | 31 +++-- .../system/metadata/auto-lastplayed.xml | 31 +++-- themes/linear-es-de/system/metadata/c64.xml | 2 +- .../linear-es-de/system/metadata/cdimono1.xml | 2 +- themes/linear-es-de/system/metadata/cdtv.xml | 2 +- .../linear-es-de/system/metadata/channelf.xml | 2 +- .../system/metadata/colecovision.xml | 2 +- .../linear-es-de/system/metadata/colors.xml | 64 ----------- .../system/metadata/completed.xml | 1 - themes/linear-es-de/system/metadata/cps.xml | 2 +- themes/linear-es-de/system/metadata/cps1.xml | 2 +- themes/linear-es-de/system/metadata/cps2.xml | 2 +- themes/linear-es-de/system/metadata/cps3.xml | 2 +- .../system/metadata/custom-collections.xml | 3 +- .../linear-es-de/system/metadata/daphne.xml | 2 +- themes/linear-es-de/system/metadata/dos.xml | 2 +- .../system/metadata/dreamcast.xml | 2 +- .../linear-es-de/system/metadata/famicom.xml | 2 +- themes/linear-es-de/system/metadata/fbneo.xml | 2 +- themes/linear-es-de/system/metadata/fds.xml | 2 +- .../linear-es-de/system/metadata/fmtowns.xml | 2 +- .../linear-es-de/system/metadata/fpinball.xml | 2 +- .../system/metadata/gameandwatch.xml | 2 +- .../linear-es-de/system/metadata/gamecom.xml | 2 +- .../linear-es-de/system/metadata/gamegear.xml | 2 +- themes/linear-es-de/system/metadata/gb.xml | 2 +- themes/linear-es-de/system/metadata/gba.xml | 2 +- themes/linear-es-de/system/metadata/gbah.xml | 2 +- themes/linear-es-de/system/metadata/gbc.xml | 2 +- themes/linear-es-de/system/metadata/gbch.xml | 2 +- themes/linear-es-de/system/metadata/gbh.xml | 2 +- themes/linear-es-de/system/metadata/gc.xml | 2 +- .../linear-es-de/system/metadata/genesis.xml | 2 +- .../linear-es-de/system/metadata/gx4000.xml | 2 +- .../system/metadata/intellivision.xml | 2 +- .../system/metadata/laserdisc.xml | 2 +- .../system/metadata/macintosh.xml | 2 +- .../system/metadata/mame-advmame.xml | 2 +- themes/linear-es-de/system/metadata/mame.xml | 2 +- .../system/metadata/mastersystem.xml | 2 +- .../linear-es-de/system/metadata/megacd.xml | 2 +- .../linear-es-de/system/metadata/megacdjp.xml | 2 +- .../system/metadata/megadrive.xml | 2 +- .../system/metadata/megadrivejp.xml | 2 +- .../linear-es-de/system/metadata/megaduck.xml | 2 +- .../linear-es-de/system/metadata/model2.xml | 2 +- .../linear-es-de/system/metadata/model3.xml | 2 +- themes/linear-es-de/system/metadata/moto.xml | 2 +- themes/linear-es-de/system/metadata/msx.xml | 2 +- themes/linear-es-de/system/metadata/msx1.xml | 2 +- themes/linear-es-de/system/metadata/msx2.xml | 2 +- themes/linear-es-de/system/metadata/mugen.xml | 2 +- themes/linear-es-de/system/metadata/n3ds.xml | 2 +- themes/linear-es-de/system/metadata/n64.xml | 2 +- themes/linear-es-de/system/metadata/n64dd.xml | 2 +- themes/linear-es-de/system/metadata/naomi.xml | 2 +- .../linear-es-de/system/metadata/naomi2.xml | 2 +- .../linear-es-de/system/metadata/naomigd.xml | 2 +- themes/linear-es-de/system/metadata/nds.xml | 2 +- .../linear-es-de/system/metadata/neogeo.xml | 2 +- .../linear-es-de/system/metadata/neogeocd.xml | 2 +- .../system/metadata/neogeocdjp.xml | 2 +- themes/linear-es-de/system/metadata/nes.xml | 2 +- themes/linear-es-de/system/metadata/ngage.xml | 2 +- themes/linear-es-de/system/metadata/ngp.xml | 2 +- themes/linear-es-de/system/metadata/ngpc.xml | 2 +- .../linear-es-de/system/metadata/odyssey2.xml | 2 +- .../linear-es-de/system/metadata/openbor.xml | 2 +- .../linear-es-de/system/metadata/pcengine.xml | 2 +- .../system/metadata/pcenginecd.xml | 2 +- themes/linear-es-de/system/metadata/pcfx.xml | 2 +- themes/linear-es-de/system/metadata/pico8.xml | 2 +- themes/linear-es-de/system/metadata/plus4.xml | 4 +- .../linear-es-de/system/metadata/pokemini.xml | 4 +- themes/linear-es-de/system/metadata/ports.xml | 2 +- themes/linear-es-de/system/metadata/ps2.xml | 2 +- themes/linear-es-de/system/metadata/ps3.xml | 2 +- themes/linear-es-de/system/metadata/ps4.xml | 2 +- themes/linear-es-de/system/metadata/psp.xml | 2 +- .../linear-es-de/system/metadata/psvita.xml | 2 +- themes/linear-es-de/system/metadata/psx.xml | 2 +- .../linear-es-de/system/metadata/pv1000.xml | 2 +- .../system/metadata/satellaview.xml | 2 +- .../linear-es-de/system/metadata/saturn.xml | 2 +- .../linear-es-de/system/metadata/saturnjp.xml | 2 +- .../linear-es-de/system/metadata/scummvm.xml | 2 +- themes/linear-es-de/system/metadata/scv.xml | 2 +- .../linear-es-de/system/metadata/sega32x.xml | 2 +- .../system/metadata/sega32xjp.xml | 2 +- .../system/metadata/sega32xna.xml | 2 +- .../linear-es-de/system/metadata/segacd.xml | 2 +- themes/linear-es-de/system/metadata/sfc.xml | 2 +- .../linear-es-de/system/metadata/sg-1000.xml | 2 +- themes/linear-es-de/system/metadata/sgb.xml | 2 +- themes/linear-es-de/system/metadata/snes.xml | 2 +- themes/linear-es-de/system/metadata/snesh.xml | 2 +- .../linear-es-de/system/metadata/snesna.xml | 2 +- .../linear-es-de/system/metadata/snesnah.xml | 2 +- themes/linear-es-de/system/metadata/steam.xml | 2 +- themes/linear-es-de/system/metadata/stv.xml | 2 +- .../linear-es-de/system/metadata/sufami.xml | 2 +- .../system/metadata/supergrafx.xml | 2 +- .../system/metadata/supervision.xml | 2 +- .../linear-es-de/system/metadata/switch.xml | 2 +- themes/linear-es-de/system/metadata/tg-cd.xml | 2 +- themes/linear-es-de/system/metadata/tg16.xml | 2 +- themes/linear-es-de/system/metadata/ti99.xml | 2 +- themes/linear-es-de/system/metadata/to8.xml | 2 +- .../linear-es-de/system/metadata/triforce.xml | 2 +- .../linear-es-de/system/metadata/type-x.xml | 2 +- .../linear-es-de/system/metadata/vectrex.xml | 2 +- themes/linear-es-de/system/metadata/vic20.xml | 2 +- .../linear-es-de/system/metadata/videopac.xml | 2 +- .../linear-es-de/system/metadata/vircon32.xml | 2 +- .../system/metadata/virtualboy.xml | 2 +- .../linear-es-de/system/metadata/vpinball.xml | 2 +- themes/linear-es-de/system/metadata/wii.xml | 2 +- themes/linear-es-de/system/metadata/wiiu.xml | 2 +- .../linear-es-de/system/metadata/windows.xml | 2 +- .../system/metadata/windows3x.xml | 2 +- .../system/metadata/windows9x.xml | 2 +- .../system/metadata/wonderswan.xml | 2 +- .../system/metadata/wonderswancolor.xml | 2 +- themes/linear-es-de/system/metadata/x1.xml | 2 +- .../linear-es-de/system/metadata/x68000.xml | 2 +- themes/linear-es-de/system/metadata/xbox.xml | 2 +- .../linear-es-de/system/metadata/xbox360.xml | 2 +- .../system/metadata/zxspectrum.xml | 2 +- 149 files changed, 210 insertions(+), 386 deletions(-) delete mode 100644 themes/linear-es-de/system/metadata/apps.xml delete mode 100644 themes/linear-es-de/system/metadata/colors.xml diff --git a/themes/linear-es-de/system/metadata/3do.xml b/themes/linear-es-de/system/metadata/3do.xml index bda318d9c..1b6d86725 100644 --- a/themes/linear-es-de/system/metadata/3do.xml +++ b/themes/linear-es-de/system/metadata/3do.xml @@ -8,7 +8,7 @@ October 4, 1993 Console 752-1440 - CFA83E + d4a53a FF0000 0000A0 FFE41B diff --git a/themes/linear-es-de/system/metadata/_default.xml b/themes/linear-es-de/system/metadata/_default.xml index 106ca12a3..1b57f3d85 100644 --- a/themes/linear-es-de/system/metadata/_default.xml +++ b/themes/linear-es-de/system/metadata/_default.xml @@ -1,14 +1,14 @@  ${system.fullName} - View and play the ${system.fullName} - - - - - System + Play ${system.fullName} + + + + + Collection 1-1 - 222222 + 333333 999999 777777 555555 @@ -18,91 +18,91 @@ Veure i reproduir $ {System. FullName} - System + Collection Anzeigen und Abspielen des ${system.fullName} - System + Sammlung Ver y reproducir el ${system.fullName} - Sistema + Colección Voir et jouer le ${system.fullName} - Système + Collection Visualizzare e riprodurre il file ${system.fullName} - Sistema + Collezione Bekijk en speel de ${system.fullName} - Systeem + Collectie Wyświetlanie i odtwarzanie ${system.fullName} - System + Kolekcja Visualizar e reproduzir o ${system.fullName} - Sistema + Coleção Vizualizați și jucați ${system.fullName} - Sistemul + Colecție Просмотр и воспроизведение ${system.fullName} - Система + Коллекция Visa och spela ${system.fullName} - System + Samling system.fullName}の表示と再生 - システム + コレクション 시스템.전체이름}을 보고 재생합니다. - 시스템 + 컬렉션 查看并播放 ${system.fullName} - 系统 + 收藏品 檢視並播放 ${system.fullName} - 系統 + 系列 \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/amiga.xml b/themes/linear-es-de/system/metadata/amiga.xml index 36e0e1866..2f506fcf3 100644 --- a/themes/linear-es-de/system/metadata/amiga.xml +++ b/themes/linear-es-de/system/metadata/amiga.xml @@ -8,7 +8,7 @@ July 23, 1985 Computer 3-4 - 3870c5 + 336ec8 477AB1 82B030 F3EB08 diff --git a/themes/linear-es-de/system/metadata/amigacd32.xml b/themes/linear-es-de/system/metadata/amigacd32.xml index eaa59e2f7..2aa93ba3e 100644 --- a/themes/linear-es-de/system/metadata/amigacd32.xml +++ b/themes/linear-es-de/system/metadata/amigacd32.xml @@ -8,7 +8,7 @@ September 17, 1993 Console 1-1 - DD4637 + e95535 FF5853 47DEBA FFDF46 diff --git a/themes/linear-es-de/system/metadata/amstradcpc.xml b/themes/linear-es-de/system/metadata/amstradcpc.xml index 13c0334c1..038d2864f 100644 --- a/themes/linear-es-de/system/metadata/amstradcpc.xml +++ b/themes/linear-es-de/system/metadata/amstradcpc.xml @@ -8,7 +8,7 @@ January 1, 1984 Computer 3-4 - 54819D + 517d9f E91C23 00A651 1C75BC diff --git a/themes/linear-es-de/system/metadata/android.xml b/themes/linear-es-de/system/metadata/android.xml index 433e2fffa..47d646fa2 100644 --- a/themes/linear-es-de/system/metadata/android.xml +++ b/themes/linear-es-de/system/metadata/android.xml @@ -8,7 +8,7 @@ September 23, 2008 OS 1-1 - 5A9035 + 2ec681 4086F4 EB4132 FBBD00 diff --git a/themes/linear-es-de/system/metadata/apple2.xml b/themes/linear-es-de/system/metadata/apple2.xml index f553b2de1..b21bb9f2a 100644 --- a/themes/linear-es-de/system/metadata/apple2.xml +++ b/themes/linear-es-de/system/metadata/apple2.xml @@ -8,7 +8,7 @@ June 1, 1977 Computer 3-4 - 26A9E1 + 1a9ee4 009DDC E03A3E FDB827 diff --git a/themes/linear-es-de/system/metadata/apple2gs.xml b/themes/linear-es-de/system/metadata/apple2gs.xml index 4ff3f5321..10e1bc6f5 100644 --- a/themes/linear-es-de/system/metadata/apple2gs.xml +++ b/themes/linear-es-de/system/metadata/apple2gs.xml @@ -8,7 +8,7 @@ September 15, 1986 Computer 1-1 - 4F65D2 + 4c69d6 D27C35 C44243 E3AD3A diff --git a/themes/linear-es-de/system/metadata/apps.xml b/themes/linear-es-de/system/metadata/apps.xml deleted file mode 100644 index 433e2fffa..000000000 --- a/themes/linear-es-de/system/metadata/apps.xml +++ /dev/null @@ -1,108 +0,0 @@ - - - Google Android - Android is a mobile operating system based on a modified version of the Linux kernel and other open-source software, designed primarily for touchscreen mobile devices such as smartphones and tablets. Android is developed by a consortium of developers known as the Open Handset Alliance, though its most widely used version is primarily developed by Google. It was unveiled in November 2007, with the first commercial Android device, the HTC Dream, being launched in September 2008. - Google - 2008 - 2008-09-23 - September 23, 2008 - OS - 1-1 - 5A9035 - 4086F4 - EB4132 - FBBD00 - 31AA52 - 1-1 - - - - Android és un sistema operatiu mòbil basat en una versió modificada del nucli Linux i un altre programari de codi obert, dissenyat principalment per a dispositius mòbils de pantalla tàctil com telèfons intel·ligents i tauletes. Android està desenvolupat per un consorci de desenvolupadors conegut com The Open Helpach Alliance, tot i que la seva versió més utilitzada és desenvolupada principalment per Google. Es va donar a conèixer el novembre de 2007, amb el primer dispositiu Android comercial, el HTC Dream, llançat el setembre del 2008. - OS - - - - - Android ist ein mobiles Betriebssystem, das auf einer modifizierten Version des Linux-Kernels und anderer Open-Source-Software basiert und hauptsächlich für mobile Touchscreen-Geräte wie Smartphones und Tablets konzipiert ist. Android wird von einem Konsortium von Entwicklern entwickelt, das als Open Handset Alliance bekannt ist, obwohl die am weitesten verbreitete Version hauptsächlich von Google entwickelt wird. Es wurde im November 2007 vorgestellt, und das erste kommerzielle Android-Gerät, das HTC Dream, wurde im September 2008 auf den Markt gebracht. - OS - - - - - Android es un sistema operativo móvil basado en una versión modificada del núcleo de Linux y otro software de código abierto, diseñado principalmente para dispositivos móviles con pantalla táctil, como teléfonos inteligentes y tabletas. Android es desarrollado por un consorcio de desarrolladores conocido como Open Handset Alliance, aunque su versión más utilizada es desarrollada principalmente por Google. Se presentó en noviembre de 2007 y el primer dispositivo comercial con Android, el HTC Dream, salió al mercado en septiembre de 2008. - OS - - - - - Android est un système d'exploitation mobile basé sur une version modifiée du noyau Linux et d'autres logiciels libres, conçu principalement pour les appareils mobiles à écran tactile tels que les smartphones et les tablettes. Android est développé par un consortium de développeurs connu sous le nom d'Open Handset Alliance, bien que sa version la plus largement utilisée soit principalement développée par Google. Il a été dévoilé en novembre 2007, et le premier appareil Android commercial, le HTC Dream, a été lancé en septembre 2008. - OS - - - - - Android è un sistema operativo mobile basato su una versione modificata del kernel Linux e su altri software open-source, progettato principalmente per dispositivi mobili touchscreen come smartphone e tablet. Android è sviluppato da un consorzio di sviluppatori noto come Open Handset Alliance, anche se la sua versione più diffusa è sviluppata principalmente da Google. È stato presentato nel novembre 2007 e il primo dispositivo Android commerciale, l'HTC Dream, è stato lanciato nel settembre 2008. - OS - - - - - Android is een mobiel besturingssysteem gebaseerd op een aangepaste versie van de Linux kernel en andere open-source software, voornamelijk ontworpen voor mobiele apparaten met aanraakscherm zoals smartphones en tablets. Android wordt ontwikkeld door een consortium van ontwikkelaars dat bekend staat als de Open Handset Alliance, hoewel de meest gebruikte versie voornamelijk door Google wordt ontwikkeld. Het werd in november 2007 onthuld en het eerste commerciële Android-toestel, de HTC Dream, werd in september 2008 gelanceerd. - OS - - - - - Android to mobilny system operacyjny oparty na zmodyfikowanej wersji jądra Linux i innym oprogramowaniu open-source, przeznaczony głównie dla urządzeń mobilnych z ekranem dotykowym, takich jak smartfony i tablety. Android jest rozwijany przez konsorcjum deweloperów znane jako Open Handset Alliance, choć jego najczęściej używana wersja jest rozwijana głównie przez Google. Został zaprezentowany w listopadzie 2007 roku, a pierwsze komercyjne urządzenie z Androidem, HTC Dream, zostało wprowadzone na rynek we wrześniu 2008 roku. - OS - - - - - O Android é um sistema operacional móvel baseado em uma versão modificada do kernel do Linux e em outros softwares de código aberto, projetado principalmente para dispositivos móveis com tela sensível ao toque, como smartphones e tablets. O Android é desenvolvido por um consórcio de desenvolvedores conhecido como Open Handset Alliance, embora sua versão mais usada seja desenvolvida principalmente pelo Google. Ele foi apresentado em novembro de 2007, e o primeiro dispositivo Android comercial, o HTC Dream, foi lançado em setembro de 2008. - SO - - - - - Android este un sistem de operare mobil bazat pe o versiune modificată a nucleului Linux și pe alte programe open-source, conceput în principal pentru dispozitive mobile cu ecran tactil, cum ar fi smartphone-urile și tabletele. Android este dezvoltat de un consorțiu de dezvoltatori cunoscut sub numele de Open Handset Alliance, deși versiunea sa cea mai răspândită este dezvoltată în principal de Google. Acesta a fost prezentat în noiembrie 2007, iar primul dispozitiv comercial Android, HTC Dream, a fost lansat în septembrie 2008. - SO - - - - - Android - это мобильная операционная система, основанная на модифицированной версии ядра Linux и другом программном обеспечении с открытым исходным кодом, предназначенная в первую очередь для мобильных устройств с сенсорным экраном, таких как смартфоны и планшеты. Android разрабатывается консорциумом разработчиков, известным как Open Handset Alliance, хотя ее наиболее распространенная версия в основном разрабатывается компанией Google. Она была представлена в ноябре 2007 года, а первое коммерческое устройство на базе Android, HTC Dream, было выпущено в сентябре 2008 года. - OS - - - - - Android är ett mobilt operativsystem baserat på en modifierad version av Linux-kärnan och annan programvara med öppen källkod, främst avsett för mobila enheter med pekskärm, t.ex. smartphones och surfplattor. Android utvecklas av ett konsortium av utvecklare som kallas Open Handset Alliance, även om den mest använda versionen främst utvecklas av Google. Android presenterades i november 2007 och den första kommersiella Android-enheten, HTC Dream, lanserades i september 2008. - OS - - - - - Androidは、Linuxカーネルの改良版とその他のオープンソースソフトウェアをベースにしたモバイルオペレーティングシステムで、主にスマートフォンやタブレットなどのタッチスクリーンモバイルデバイス向けに設計されている。アンドロイドは、オープンハンドセットアライアンスとして知られる開発者のコンソーシアムによって開発されているが、最も広く使われているバージョンは主にグーグルによって開発されている。アンドロイドは2007年11月に発表され、最初の商用アンドロイド端末であるHTCドリームは2008年9月に発売された。 - OS - - - - - Android는 주로 스마트폰 및 태블릿과 같은 터치스크린 모바일 디바이스용으로 설계된 Linux 커널 및 기타 오픈 소스 소프트웨어의 수정 버전을 기반으로 하는 모바일 운영 체제입니다. Android는 오픈 핸드셋 연합으로 알려진 개발자 컨소시엄에서 개발했지만, 가장 널리 사용되는 버전은 주로 Google에서 개발했습니다. 2007년 11월에 공개되었으며, 2008년 9월에 최초의 상용 안드로이드 디바이스인 HTC 드림이 출시되었습니다. - OS - - - - - 安卓(Android)是一种移动操作系统,基于修改版的 Linux 内核和其他开源软件,主要为触摸屏移动设备(如智能手机和平板电脑)而设计。安卓系统由一个名为 "开放手机联盟"(Open Handset Alliance)的开发者联盟开发,但其最广泛使用的版本主要由谷歌开发。它于 2007 年 11 月发布,首款商用安卓设备 HTC Dream 于 2008 年 9 月推出。 - 操作系统 - - - - - Android 是一個行動作業系統,以 Linux 核心的修正版和其他開放原始碼軟體為基礎,主要設計用於觸控式行動裝置,例如智慧型手機和平板電腦。Android 是由一個名為開放手持裝置聯盟 (Open Handset Alliance) 的開發者聯盟所開發,但其最廣泛使用的版本主要是由 Google 所開發。它於 2007 年 11 月推出,第一部商用 Android 裝置 HTC Dream 則於 2008 年 9 月推出。 - OS - - - \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/arcade.xml b/themes/linear-es-de/system/metadata/arcade.xml index 994909cb6..ac1dfa7cd 100644 --- a/themes/linear-es-de/system/metadata/arcade.xml +++ b/themes/linear-es-de/system/metadata/arcade.xml @@ -8,7 +8,7 @@ Various Collection 3-4 - 5B60B7 + 5a64bb FA6E0D FCCD0A 032EC0 diff --git a/themes/linear-es-de/system/metadata/astrocade.xml b/themes/linear-es-de/system/metadata/astrocade.xml index aa7738f49..ecf6eb219 100644 --- a/themes/linear-es-de/system/metadata/astrocade.xml +++ b/themes/linear-es-de/system/metadata/astrocade.xml @@ -11,7 +11,7 @@ It was marketed only for a limited time before Bally decided to exit the market. December 1, 1977 Console 1-1 - D59334 + dc9230 F2B101 FA0105 F8F6EA diff --git a/themes/linear-es-de/system/metadata/atari2600.xml b/themes/linear-es-de/system/metadata/atari2600.xml index 638c8c7b7..5de3c70fe 100644 --- a/themes/linear-es-de/system/metadata/atari2600.xml +++ b/themes/linear-es-de/system/metadata/atari2600.xml @@ -8,7 +8,7 @@ September 11, 1977 Console 3-4 - b92e35 + c53a34 6D391F D4282D D1E0EE diff --git a/themes/linear-es-de/system/metadata/atari5200.xml b/themes/linear-es-de/system/metadata/atari5200.xml index 1d35f55ed..1bab7e61f 100644 --- a/themes/linear-es-de/system/metadata/atari5200.xml +++ b/themes/linear-es-de/system/metadata/atari5200.xml @@ -8,7 +8,7 @@ November 1, 1982 Console 3-4 - 3D5799 + 3b589d 1E6547 CFA634 973E3A diff --git a/themes/linear-es-de/system/metadata/atari7800.xml b/themes/linear-es-de/system/metadata/atari7800.xml index 986521ea4..84cec3248 100644 --- a/themes/linear-es-de/system/metadata/atari7800.xml +++ b/themes/linear-es-de/system/metadata/atari7800.xml @@ -8,7 +8,7 @@ May 1, 1986 Console 3-4 - 2D7AC6 + 2777cc BABBBD AA2C39 A7B0B5 diff --git a/themes/linear-es-de/system/metadata/atari800.xml b/themes/linear-es-de/system/metadata/atari800.xml index 4b9812edc..fd6108433 100644 --- a/themes/linear-es-de/system/metadata/atari800.xml +++ b/themes/linear-es-de/system/metadata/atari800.xml @@ -10,7 +10,7 @@ The Atari 400 was initially almost half the cost of the Atari 800. Instead of th November 1, 1979 Computer 3-4 - CC9141 + d1923d B6B896 EBD335 5D3615 diff --git a/themes/linear-es-de/system/metadata/atarijaguar.xml b/themes/linear-es-de/system/metadata/atarijaguar.xml index b8c48c2bd..c1e637b70 100644 --- a/themes/linear-es-de/system/metadata/atarijaguar.xml +++ b/themes/linear-es-de/system/metadata/atarijaguar.xml @@ -8,7 +8,7 @@ November 23, 1993 Console 3-4 - CD3C3B + da493b FF0000 FDC007 232326 diff --git a/themes/linear-es-de/system/metadata/atarijaguarcd.xml b/themes/linear-es-de/system/metadata/atarijaguarcd.xml index 5b94b9f6b..a12a2650d 100644 --- a/themes/linear-es-de/system/metadata/atarijaguarcd.xml +++ b/themes/linear-es-de/system/metadata/atarijaguarcd.xml @@ -8,7 +8,7 @@ September 21, 1995 Console 3-4 - 2F7BC7 + da493b FF0000 3F3E3E FDC007 diff --git a/themes/linear-es-de/system/metadata/atarilynx.xml b/themes/linear-es-de/system/metadata/atarilynx.xml index ad9b41860..1a9a3c344 100644 --- a/themes/linear-es-de/system/metadata/atarilynx.xml +++ b/themes/linear-es-de/system/metadata/atarilynx.xml @@ -8,7 +8,7 @@ September 1, 1989 Portable 3-4 - E19735 + ea9830 FD6420 404040 F38900 diff --git a/themes/linear-es-de/system/metadata/atarist.xml b/themes/linear-es-de/system/metadata/atarist.xml index b28dc21a8..677869f6b 100644 --- a/themes/linear-es-de/system/metadata/atarist.xml +++ b/themes/linear-es-de/system/metadata/atarist.xml @@ -12,7 +12,7 @@ The ST was sold with either Atari's color monitor or the less expensive monochro June 1, 1985 Computer 3-4 - 0088D1 + 007dd6 172E7E 3C62A7 000000 diff --git a/themes/linear-es-de/system/metadata/atomiswave.xml b/themes/linear-es-de/system/metadata/atomiswave.xml index 6c767c7e2..d7ebd286b 100644 --- a/themes/linear-es-de/system/metadata/atomiswave.xml +++ b/themes/linear-es-de/system/metadata/atomiswave.xml @@ -8,7 +8,7 @@ January 1, 2003 Arcade 3-4 - 37BD6E + 31ac73 C11127 FF6B00 04EF94 diff --git a/themes/linear-es-de/system/metadata/auto-allgames.xml b/themes/linear-es-de/system/metadata/auto-allgames.xml index 405b1a104..148386b85 100644 --- a/themes/linear-es-de/system/metadata/auto-allgames.xml +++ b/themes/linear-es-de/system/metadata/auto-allgames.xml @@ -6,86 +6,86 @@ Various Various Various - All + Collection 1-1 1-1 Veure i jugar a tots els jocs a tota la biblioteca. - All + Collection Sie können jedes Spiel in Ihrer gesamten Bibliothek anzeigen und spielen. - Alle + Sammlung Visualiza y juega a todos los juegos de tu biblioteca. - Todos + Colección Visualisez et jouez à tous les jeux de votre bibliothèque. - Tous + Collection Visualizzate e giocate a tutti i giochi della vostra libreria. - Tutti + Collezione Bekijk en speel elke game in je hele bibliotheek. - Alle + Collectie Przeglądaj i graj w każdą grę w całej swojej bibliotece. - Wszystkie + Kolekcja Visualize e jogue todos os jogos de toda a sua biblioteca. - Todos + Coleção Vizualizați și jucați fiecare joc din întreaga dvs. bibliotecă. - Toate + Colecție Просматривайте и играйте в каждую игру из всей вашей библиотеки. - Все + Коллекция Visa och spela varje spel i hela ditt bibliotek. - Alla + Samling ライブラリ全体のすべてのゲームを表示し、再生します。 - すべて + コレクション 전체 라이브러리에서 모든 게임을 보고 플레이하세요. - 모두 + 컬렉션 diff --git a/themes/linear-es-de/system/metadata/auto-favorites.xml b/themes/linear-es-de/system/metadata/auto-favorites.xml index 800914b4a..acfa0617f 100644 --- a/themes/linear-es-de/system/metadata/auto-favorites.xml +++ b/themes/linear-es-de/system/metadata/auto-favorites.xml @@ -6,93 +6,92 @@ Various Various Various - Favorites + Collection 1-1 - marquee 1-1 Veure i jugar els teus jocs preferits a tota la biblioteca. - Favorites + Collection Sie können Ihre Lieblingsspiele in der gesamten Bibliothek anzeigen und spielen. - Favoriten + Sammlung Vea y juegue a sus juegos favoritos en toda la biblioteca. - Favoritos + Colección Affichez et jouez à vos jeux préférés dans l'ensemble de la bibliothèque. - Favoris + Collection Visualizzate e giocate ai vostri giochi preferiti nell'intera libreria. - Preferiti + Collezione Bekijk en speel je favoriete games in de hele bibliotheek. - Favorieten + Collectie Przeglądaj i graj w swoje ulubione gry w całej bibliotece. - Ulubione + Kolekcja Visualize e jogue seus jogos favoritos em toda a biblioteca. - Favoritos + Coleção Vizualizați și jucați jocurile dvs. preferate în întreaga bibliotecă. - Favorite + Colecție Просматривайте и играйте в любимые игры во всей библиотеке. - Избранное + Коллекция Visa och spela dina favoritspel i hela biblioteket. - Favoriter + Samling ライブラリ全体でお気に入りのゲームを表示、プレイできます。 - お気に入り + コレクション 전체 라이브러리에서 좋아하는 게임을 보고 플레이하세요. - 즐겨 찾기 + 컬렉션 在整个游戏库中查看和玩你最喜欢的游戏。 - 收藏夹 + 收藏品 diff --git a/themes/linear-es-de/system/metadata/auto-lastplayed.xml b/themes/linear-es-de/system/metadata/auto-lastplayed.xml index 7490187e6..0998a9f01 100644 --- a/themes/linear-es-de/system/metadata/auto-lastplayed.xml +++ b/themes/linear-es-de/system/metadata/auto-lastplayed.xml @@ -6,93 +6,92 @@ Various Various Various - Recent + Collection 1-1 - marquee 1-1 Consulteu els jocs recentment jugats a tota la biblioteca. - Recent + Collection Zeigen Sie Ihre zuletzt gespielten Spiele in der gesamten Bibliothek an. - Neueste + Sammlung Consulta los juegos que has jugado recientemente en toda la biblioteca. - Recientes + Colección Affichez vos jeux récents dans l'ensemble de la bibliothèque. - Récents + Collection Visualizzare i giochi giocati di recente nell'intera libreria. - Recente + Collezione Bekijk je recent gespeelde games in de hele bibliotheek. - Recent + Collectie Wyświetlanie ostatnio granych gier w całej bibliotece. - Najnowsze + Kolekcja Veja seus jogos jogados recentemente em toda a biblioteca. - Recentes + Coleção Vizualizați jocurile jucate recent în întreaga bibliotecă. - Recent + Colecție Просматривайте недавно сыгранные игры во всей библиотеке. - Последние + Коллекция Visa dina senast spelade spel i hela biblioteket. - Senaste + Samling 最近プレイしたゲームをライブラリ全体で表示。 - 最近 + コレクション 전체 라이브러리에서 최근에 플레이한 게임을 확인합니다. - 최근 + 컬렉션 在整个游戏库中查看最近玩过的游戏。 - 最近 + 收藏品 diff --git a/themes/linear-es-de/system/metadata/c64.xml b/themes/linear-es-de/system/metadata/c64.xml index a313a59ca..470527d12 100644 --- a/themes/linear-es-de/system/metadata/c64.xml +++ b/themes/linear-es-de/system/metadata/c64.xml @@ -8,7 +8,7 @@ January 1, 1982 Computer 3-4 - 0F5BAD + 0a58b2 BBAD93 968971 FD4120 diff --git a/themes/linear-es-de/system/metadata/cdimono1.xml b/themes/linear-es-de/system/metadata/cdimono1.xml index 96334595d..f2959fd18 100644 --- a/themes/linear-es-de/system/metadata/cdimono1.xml +++ b/themes/linear-es-de/system/metadata/cdimono1.xml @@ -8,7 +8,7 @@ December 3, 1991 Console 1-1 - BE70A4 + c47ca6 000000 E70000 FFFFFF diff --git a/themes/linear-es-de/system/metadata/cdtv.xml b/themes/linear-es-de/system/metadata/cdtv.xml index 7b4a309f3..52365a83a 100644 --- a/themes/linear-es-de/system/metadata/cdtv.xml +++ b/themes/linear-es-de/system/metadata/cdtv.xml @@ -8,7 +8,7 @@ March 1, 1991 Console 1-1 - 775EBA + 7865be C86388 6F62E8 1CA6F1 diff --git a/themes/linear-es-de/system/metadata/channelf.xml b/themes/linear-es-de/system/metadata/channelf.xml index 18e16417c..ba0cd739d 100644 --- a/themes/linear-es-de/system/metadata/channelf.xml +++ b/themes/linear-es-de/system/metadata/channelf.xml @@ -8,7 +8,7 @@ November 1, 1976 Console 3-4 - CC991A + d19617 E0E0E0 91FFA6 CED0FF diff --git a/themes/linear-es-de/system/metadata/colecovision.xml b/themes/linear-es-de/system/metadata/colecovision.xml index dfd175cbb..9211f20b4 100644 --- a/themes/linear-es-de/system/metadata/colecovision.xml +++ b/themes/linear-es-de/system/metadata/colecovision.xml @@ -8,7 +8,7 @@ August 1, 1982 Console 3-4 - DD5B3E + e9663e EF8185 F3994B FADD2F diff --git a/themes/linear-es-de/system/metadata/colors.xml b/themes/linear-es-de/system/metadata/colors.xml deleted file mode 100644 index 1bf2307d7..000000000 --- a/themes/linear-es-de/system/metadata/colors.xml +++ /dev/null @@ -1,64 +0,0 @@ - - - - 999999 - bbbbbb - aaaaaa - aaaaaa - 2d2d2d - background-art-gradient-dark.png - cccccc - eeeeee - 000000 - cccccc - gamelist-background-dark - 0.04 - gamelist-metadata-background-dark - 777777 - ffffff - 777777 - 777777 - ffffff - bbbbbb - - - - - 999999 - 777777 - 333333 - 333333 - fbfbfb - background-art-gradient-light.png - 555555 - ffffff - 111111 - 555555 - gamelist-background-light - 0.3 - gamelist-metadata-background-light - 404040 - ffffff - a0a0a0 - a0a0a0 - 000000 - 555555 - - - - - 00C3E3 - ./_inc/systems/carousel-icons/${system.theme}.png - ./_inc/systems/backgrounds/${system.theme}.jpg - ./_inc/systems/backgrounds/_default.jpg - - - - - 00C3E3 - ~/ES-DE/theme-customizations/alekfull-nx/carousel-icons/${system.theme}.png - ~/ES-DE/theme-customizations/alekfull-nx/backgrounds/${system.theme}.jpg - ~/ES-DE/theme-customizations/alekfull-nx/backgrounds/_default.jpg - - - \ No newline at end of file diff --git a/themes/linear-es-de/system/metadata/completed.xml b/themes/linear-es-de/system/metadata/completed.xml index 6355bd447..e922e60d3 100644 --- a/themes/linear-es-de/system/metadata/completed.xml +++ b/themes/linear-es-de/system/metadata/completed.xml @@ -7,7 +7,6 @@ Various Various Collection - 222222 1-1 1-1 diff --git a/themes/linear-es-de/system/metadata/cps.xml b/themes/linear-es-de/system/metadata/cps.xml index 7c765d254..90b7a50fe 100644 --- a/themes/linear-es-de/system/metadata/cps.xml +++ b/themes/linear-es-de/system/metadata/cps.xml @@ -10,7 +10,7 @@ Among the 33 titles released for the original CP System included Street Fighter May 13, 1988 Arcade 3-4 - ECD04C + f1cb47 FFCB04 034EA2 FAFAFA diff --git a/themes/linear-es-de/system/metadata/cps1.xml b/themes/linear-es-de/system/metadata/cps1.xml index fb3b16b86..c9e17cefc 100644 --- a/themes/linear-es-de/system/metadata/cps1.xml +++ b/themes/linear-es-de/system/metadata/cps1.xml @@ -10,7 +10,7 @@ Among the 33 titles released for the original CP System included Street Fighter May 13, 1988 Arcade 3-4 - ECD04C + f1cb47 FAFAFA FFCB04 034EA2 diff --git a/themes/linear-es-de/system/metadata/cps2.xml b/themes/linear-es-de/system/metadata/cps2.xml index 4f66a9f74..ee602c065 100644 --- a/themes/linear-es-de/system/metadata/cps2.xml +++ b/themes/linear-es-de/system/metadata/cps2.xml @@ -8,7 +8,7 @@ September 10, 1993 Arcade 3-4 - ECD04C + f1cb47 034EA2 FAFAFA FFCB04 diff --git a/themes/linear-es-de/system/metadata/cps3.xml b/themes/linear-es-de/system/metadata/cps3.xml index b0b626417..73fa29fc0 100644 --- a/themes/linear-es-de/system/metadata/cps3.xml +++ b/themes/linear-es-de/system/metadata/cps3.xml @@ -8,7 +8,7 @@ November 11, 1996 Arcade 3-4 - ECD04C + efcb47 FAFAFA 034EA2 111111 diff --git a/themes/linear-es-de/system/metadata/custom-collections.xml b/themes/linear-es-de/system/metadata/custom-collections.xml index 411522a24..bb0dbe92f 100644 --- a/themes/linear-es-de/system/metadata/custom-collections.xml +++ b/themes/linear-es-de/system/metadata/custom-collections.xml @@ -7,8 +7,7 @@ Various Various Collection - 112-67 - marquee + 1-1 1-1 diff --git a/themes/linear-es-de/system/metadata/daphne.xml b/themes/linear-es-de/system/metadata/daphne.xml index a872bfb57..df87c8da5 100644 --- a/themes/linear-es-de/system/metadata/daphne.xml +++ b/themes/linear-es-de/system/metadata/daphne.xml @@ -8,7 +8,7 @@ February, 6th 2007 Emulator 3-4 - F6C126 + ffbd23 DEBA27 856125 DC110B diff --git a/themes/linear-es-de/system/metadata/dos.xml b/themes/linear-es-de/system/metadata/dos.xml index 4c127fb3c..98f478720 100644 --- a/themes/linear-es-de/system/metadata/dos.xml +++ b/themes/linear-es-de/system/metadata/dos.xml @@ -8,7 +8,7 @@ August 1, 1981 OS 3-4 - 3161BC + 2d61c1 FDC20F 8461A9 CA1A15 diff --git a/themes/linear-es-de/system/metadata/dreamcast.xml b/themes/linear-es-de/system/metadata/dreamcast.xml index e773ea71d..f258c1429 100644 --- a/themes/linear-es-de/system/metadata/dreamcast.xml +++ b/themes/linear-es-de/system/metadata/dreamcast.xml @@ -10,7 +10,7 @@ In contrast to the expensive hardware of the unsuccessful Sega Saturn, the Dream November 27, 1998 Console 1-1 - 4C7ED6 + 497ed9 C1C3C2 3E649F 030303 diff --git a/themes/linear-es-de/system/metadata/famicom.xml b/themes/linear-es-de/system/metadata/famicom.xml index 4a8d1c22a..be08be42a 100644 --- a/themes/linear-es-de/system/metadata/famicom.xml +++ b/themes/linear-es-de/system/metadata/famicom.xml @@ -8,7 +8,7 @@ July 15, 1983 Console 4-3 - B93041 + c43d41 EA2C27 E6E7E8 C0A987 diff --git a/themes/linear-es-de/system/metadata/fbneo.xml b/themes/linear-es-de/system/metadata/fbneo.xml index 4aa091665..7a80778b5 100644 --- a/themes/linear-es-de/system/metadata/fbneo.xml +++ b/themes/linear-es-de/system/metadata/fbneo.xml @@ -12,7 +12,7 @@ The reason for the separation of the older branch, FB Alpha, and new spin-off br 2002 Emulator 3-4 - 5B60B7 + 5a64bb C0392B CF8A61 231F20 diff --git a/themes/linear-es-de/system/metadata/fds.xml b/themes/linear-es-de/system/metadata/fds.xml index 9bcde873f..58b8c4b13 100644 --- a/themes/linear-es-de/system/metadata/fds.xml +++ b/themes/linear-es-de/system/metadata/fds.xml @@ -8,7 +8,7 @@ February 21, 1986 Peripheral 1-1 - B93041 + c43d41 A71636 C7AF89 3C3C3B diff --git a/themes/linear-es-de/system/metadata/fmtowns.xml b/themes/linear-es-de/system/metadata/fmtowns.xml index fa0fe5c5b..d912a61f4 100644 --- a/themes/linear-es-de/system/metadata/fmtowns.xml +++ b/themes/linear-es-de/system/metadata/fmtowns.xml @@ -10,7 +10,7 @@ The "FM" part of the name means "Fujitsu Micro" like their earlier products, whi February 28, 1989 Computer 3-4 - 6F90FE + 6d8efd 9D9D9D 009971 606875 diff --git a/themes/linear-es-de/system/metadata/fpinball.xml b/themes/linear-es-de/system/metadata/fpinball.xml index 952705552..4577782c0 100644 --- a/themes/linear-es-de/system/metadata/fpinball.xml +++ b/themes/linear-es-de/system/metadata/fpinball.xml @@ -8,7 +8,7 @@ October 22, 2005 Engine 1-1 - 3871C5 + 7dc7ea F6DD08 800000 FF0000 diff --git a/themes/linear-es-de/system/metadata/gameandwatch.xml b/themes/linear-es-de/system/metadata/gameandwatch.xml index 8e17d7ff7..950f92cf0 100644 --- a/themes/linear-es-de/system/metadata/gameandwatch.xml +++ b/themes/linear-es-de/system/metadata/gameandwatch.xml @@ -12,7 +12,7 @@ The series sold a combined of 43.4 million units worldwide. April 28, 1980 Portable 112-67 - 8DA6AD + 8ca3ae C4353D C2904A 853641 diff --git a/themes/linear-es-de/system/metadata/gamecom.xml b/themes/linear-es-de/system/metadata/gamecom.xml index d2f897316..f7af7c630 100644 --- a/themes/linear-es-de/system/metadata/gamecom.xml +++ b/themes/linear-es-de/system/metadata/gamecom.xml @@ -11,7 +11,7 @@ It was the first video game console to include a touchscreen and the first handh August 1997 Portable 3-4 - 58ACB4 + 54a4b6 71829A 293039 AE2B2B diff --git a/themes/linear-es-de/system/metadata/gamegear.xml b/themes/linear-es-de/system/metadata/gamegear.xml index 1accf544f..cba562176 100644 --- a/themes/linear-es-de/system/metadata/gamegear.xml +++ b/themes/linear-es-de/system/metadata/gamegear.xml @@ -10,7 +10,7 @@ Though the Game Gear was rushed to market, its unique game library and price poi October 6, 1990 Portable 3-4 - 356FAF + 306db2 CCCBCB D41808 008200 diff --git a/themes/linear-es-de/system/metadata/gb.xml b/themes/linear-es-de/system/metadata/gb.xml index ea1cba1ae..bf441c797 100644 --- a/themes/linear-es-de/system/metadata/gb.xml +++ b/themes/linear-es-de/system/metadata/gb.xml @@ -8,7 +8,7 @@ April 21, 1989 Portable 1-1 - 3E518A + 3c528d 9B2063 2D308E D9D9D9 diff --git a/themes/linear-es-de/system/metadata/gba.xml b/themes/linear-es-de/system/metadata/gba.xml index d66d9601d..bdacb8453 100644 --- a/themes/linear-es-de/system/metadata/gba.xml +++ b/themes/linear-es-de/system/metadata/gba.xml @@ -8,7 +8,7 @@ June 11, 2001 Portable 1-1 - 4C74D6 + 4875db 5C67A9 280FBE BCBCBC diff --git a/themes/linear-es-de/system/metadata/gbah.xml b/themes/linear-es-de/system/metadata/gbah.xml index d9acd060d..0f4eb896d 100644 --- a/themes/linear-es-de/system/metadata/gbah.xml +++ b/themes/linear-es-de/system/metadata/gbah.xml @@ -8,7 +8,7 @@ June 11, 2001 Portable 1-1 - 4C74D6 + 4875db 5C67A9 280FBE BCBCBC diff --git a/themes/linear-es-de/system/metadata/gbc.xml b/themes/linear-es-de/system/metadata/gbc.xml index a66263d7d..6f7887027 100644 --- a/themes/linear-es-de/system/metadata/gbc.xml +++ b/themes/linear-es-de/system/metadata/gbc.xml @@ -8,7 +8,7 @@ October 21, 1998 Portable 1-1 - F3B92A + fbb625 F63B77 2D308E 00B3DE diff --git a/themes/linear-es-de/system/metadata/gbch.xml b/themes/linear-es-de/system/metadata/gbch.xml index 1e3b08570..758909c02 100644 --- a/themes/linear-es-de/system/metadata/gbch.xml +++ b/themes/linear-es-de/system/metadata/gbch.xml @@ -8,7 +8,7 @@ October 21, 1998 Portable 1-1 - F3B92A + fbb625 F63B77 2D308E 00B3DE diff --git a/themes/linear-es-de/system/metadata/gbh.xml b/themes/linear-es-de/system/metadata/gbh.xml index 0cb18ca74..20d5022ac 100644 --- a/themes/linear-es-de/system/metadata/gbh.xml +++ b/themes/linear-es-de/system/metadata/gbh.xml @@ -8,7 +8,7 @@ April 21, 1989 Portable 1-1 - 3E518A + 3c528d 9B2063 2D308E D9D9D9 diff --git a/themes/linear-es-de/system/metadata/gc.xml b/themes/linear-es-de/system/metadata/gc.xml index 2bc6efb91..22289e89b 100644 --- a/themes/linear-es-de/system/metadata/gc.xml +++ b/themes/linear-es-de/system/metadata/gc.xml @@ -10,7 +10,7 @@ The GameCube is the first Nintendo console to use optical discs as its primary s November 18, 2001 Console 243-340 - 9382EE + 958bf4 7B79AA 524C82 CBC9E0 diff --git a/themes/linear-es-de/system/metadata/genesis.xml b/themes/linear-es-de/system/metadata/genesis.xml index 9683566fd..b2f5904eb 100644 --- a/themes/linear-es-de/system/metadata/genesis.xml +++ b/themes/linear-es-de/system/metadata/genesis.xml @@ -8,7 +8,7 @@ August 14, 1989 Console 243-340 - B52D2E + c23b2c D2D2D2 488277 3E64AE diff --git a/themes/linear-es-de/system/metadata/gx4000.xml b/themes/linear-es-de/system/metadata/gx4000.xml index a494ebb60..3d46b2cc7 100644 --- a/themes/linear-es-de/system/metadata/gx4000.xml +++ b/themes/linear-es-de/system/metadata/gx4000.xml @@ -8,7 +8,7 @@ September 1, 1990 Console 3-4 - DA4A3B + e85638 E5B3B2 9E4968 DBD9D4 diff --git a/themes/linear-es-de/system/metadata/intellivision.xml b/themes/linear-es-de/system/metadata/intellivision.xml index 30420678b..b01c25abb 100644 --- a/themes/linear-es-de/system/metadata/intellivision.xml +++ b/themes/linear-es-de/system/metadata/intellivision.xml @@ -8,7 +8,7 @@ December 3, 1979 Console 3-4 - E67E17 + ef830f D4C1A0 2B201D C81A7C diff --git a/themes/linear-es-de/system/metadata/laserdisc.xml b/themes/linear-es-de/system/metadata/laserdisc.xml index b6edcf228..aa436bcb7 100644 --- a/themes/linear-es-de/system/metadata/laserdisc.xml +++ b/themes/linear-es-de/system/metadata/laserdisc.xml @@ -8,7 +8,7 @@ Various Folder 3-4 - 222222 + 279eef F6DD08 800000 FF0000 diff --git a/themes/linear-es-de/system/metadata/macintosh.xml b/themes/linear-es-de/system/metadata/macintosh.xml index 768897e82..56a13d405 100644 --- a/themes/linear-es-de/system/metadata/macintosh.xml +++ b/themes/linear-es-de/system/metadata/macintosh.xml @@ -10,7 +10,7 @@ The original Macintosh is the first successful mass-market all-in-one desktop pe January 1984 Computer 3-4 - 1EAEDA + 12a3df 76B845 E19433 009DDD diff --git a/themes/linear-es-de/system/metadata/mame-advmame.xml b/themes/linear-es-de/system/metadata/mame-advmame.xml index 95bcfd697..a95d03802 100644 --- a/themes/linear-es-de/system/metadata/mame-advmame.xml +++ b/themes/linear-es-de/system/metadata/mame-advmame.xml @@ -8,7 +8,7 @@ May 1998 Emulator 3-4 - 5B60B7 + 5a64bb 00ADEF 84849C 231F20 diff --git a/themes/linear-es-de/system/metadata/mame.xml b/themes/linear-es-de/system/metadata/mame.xml index 58be570fe..ffccc1c6d 100644 --- a/themes/linear-es-de/system/metadata/mame.xml +++ b/themes/linear-es-de/system/metadata/mame.xml @@ -10,7 +10,7 @@ The first public MAME release was by Nicola Salmoria on 5 February 1997. It now February 5, 1997 Emulator 3-4 - 5B60B7 + 5a64bb 00ADEF 84849C 231F20 diff --git a/themes/linear-es-de/system/metadata/mastersystem.xml b/themes/linear-es-de/system/metadata/mastersystem.xml index 0824c566c..32fe36b62 100644 --- a/themes/linear-es-de/system/metadata/mastersystem.xml +++ b/themes/linear-es-de/system/metadata/mastersystem.xml @@ -10,7 +10,7 @@ The original Master System models use both cartridges and a credit card-sized fo September 1, 1986 Console 243-340 - C03F3B + ca4c39 CBCBCB 165193 E60000 diff --git a/themes/linear-es-de/system/metadata/megacd.xml b/themes/linear-es-de/system/metadata/megacd.xml index ce67fcfee..c8180f1b4 100644 --- a/themes/linear-es-de/system/metadata/megacd.xml +++ b/themes/linear-es-de/system/metadata/megacd.xml @@ -10,7 +10,7 @@ The main benefit of CD technology was greater storage, which allowed for games t April 2, 1993 Peripheral 1-1 - 0C7BCB + 0374d1 DCE3E6 D5202C C0C1C4 diff --git a/themes/linear-es-de/system/metadata/megacdjp.xml b/themes/linear-es-de/system/metadata/megacdjp.xml index 8e36db058..fd9cdd158 100644 --- a/themes/linear-es-de/system/metadata/megacdjp.xml +++ b/themes/linear-es-de/system/metadata/megacdjp.xml @@ -10,7 +10,7 @@ The main benefit of CD technology was greater storage, which allowed for games t December 12, 1991 Peripheral 1-1 - 0C7BCB + 0374d1 5A97D0 1D46A5 DEAD2C diff --git a/themes/linear-es-de/system/metadata/megadrive.xml b/themes/linear-es-de/system/metadata/megadrive.xml index 20cf13c5c..473deef6f 100644 --- a/themes/linear-es-de/system/metadata/megadrive.xml +++ b/themes/linear-es-de/system/metadata/megadrive.xml @@ -8,7 +8,7 @@ 1990 Console 243-340 - 0C7BCB + 0374d1 112-67
diff --git a/themes/linear-es-de/system/metadata/megadrivejp.xml b/themes/linear-es-de/system/metadata/megadrivejp.xml index 1bb5257b5..e44f0bb2f 100644 --- a/themes/linear-es-de/system/metadata/megadrivejp.xml +++ b/themes/linear-es-de/system/metadata/megadrivejp.xml @@ -8,7 +8,7 @@ October 29, 1988 Console 243-340 - 0C7BCB + 0374d1 112-67 diff --git a/themes/linear-es-de/system/metadata/megaduck.xml b/themes/linear-es-de/system/metadata/megaduck.xml index 8ec011226..3efe47d6e 100644 --- a/themes/linear-es-de/system/metadata/megaduck.xml +++ b/themes/linear-es-de/system/metadata/megaduck.xml @@ -8,7 +8,7 @@ 1993 Portable 4-3 - 17999A + 099eb0 415E81 EAEAEA 51BABB diff --git a/themes/linear-es-de/system/metadata/model2.xml b/themes/linear-es-de/system/metadata/model2.xml index c2100a2a5..a1aa9e3e9 100644 --- a/themes/linear-es-de/system/metadata/model2.xml +++ b/themes/linear-es-de/system/metadata/model2.xml @@ -8,7 +8,7 @@ January 1, 1993 Arcade 3-4 - 439AE9 + 3b96ef 034693 F7ED18 F4133D diff --git a/themes/linear-es-de/system/metadata/model3.xml b/themes/linear-es-de/system/metadata/model3.xml index 5adf94585..4cffc7ebb 100644 --- a/themes/linear-es-de/system/metadata/model3.xml +++ b/themes/linear-es-de/system/metadata/model3.xml @@ -8,7 +8,7 @@ January 1, 1996 Arcade 3-4 - 439AE9 + 3b96ef 034693 FFFFFF 000000 diff --git a/themes/linear-es-de/system/metadata/moto.xml b/themes/linear-es-de/system/metadata/moto.xml index f5c462c7a..ec4484775 100644 --- a/themes/linear-es-de/system/metadata/moto.xml +++ b/themes/linear-es-de/system/metadata/moto.xml @@ -8,7 +8,7 @@ 1984 Computer 3-4 - 2C5299 + 2a539c E6F0EF F0C73B 4F8E5C diff --git a/themes/linear-es-de/system/metadata/msx.xml b/themes/linear-es-de/system/metadata/msx.xml index 9b064fa93..91839fa97 100644 --- a/themes/linear-es-de/system/metadata/msx.xml +++ b/themes/linear-es-de/system/metadata/msx.xml @@ -10,7 +10,7 @@ MSX systems were popular in Japan and several other countries. Sony was the prim June 27, 1983 Computer 3-4 - 30A8EB + 279fed EAD598 212324 656266 diff --git a/themes/linear-es-de/system/metadata/msx1.xml b/themes/linear-es-de/system/metadata/msx1.xml index d000d77ff..f40310b69 100644 --- a/themes/linear-es-de/system/metadata/msx1.xml +++ b/themes/linear-es-de/system/metadata/msx1.xml @@ -10,7 +10,7 @@ MSX systems were popular in Japan and several other countries. Sony was the prim June 27, 1983 Computer 3-4 - 30A8EB + 279fed EAD598 212324 656266 diff --git a/themes/linear-es-de/system/metadata/msx2.xml b/themes/linear-es-de/system/metadata/msx2.xml index 285a85638..923e9a08e 100644 --- a/themes/linear-es-de/system/metadata/msx2.xml +++ b/themes/linear-es-de/system/metadata/msx2.xml @@ -10,7 +10,7 @@ MSX systems were popular in Japan and several other countries. Sony was the prim January 1, 1985 Computer 3-4 - 30A8EB + 279fed D6D4D4 B7B7B7 515050 diff --git a/themes/linear-es-de/system/metadata/mugen.xml b/themes/linear-es-de/system/metadata/mugen.xml index 065beb032..63d884518 100644 --- a/themes/linear-es-de/system/metadata/mugen.xml +++ b/themes/linear-es-de/system/metadata/mugen.xml @@ -8,7 +8,7 @@ July 27, 1999 Engine 1-1 - CA5617 + 4283A4 B5B8F1 E5F5FE FFFFFF diff --git a/themes/linear-es-de/system/metadata/n3ds.xml b/themes/linear-es-de/system/metadata/n3ds.xml index b65c87a95..8c7b0e885 100644 --- a/themes/linear-es-de/system/metadata/n3ds.xml +++ b/themes/linear-es-de/system/metadata/n3ds.xml @@ -8,7 +8,7 @@ February 26, 2011 Portable 257-229 - 697583 + 667481 929497 C02424 221D1F diff --git a/themes/linear-es-de/system/metadata/n64.xml b/themes/linear-es-de/system/metadata/n64.xml index dacb842c6..7a2df80c3 100644 --- a/themes/linear-es-de/system/metadata/n64.xml +++ b/themes/linear-es-de/system/metadata/n64.xml @@ -8,7 +8,7 @@ June 23, 1996 Console 4-3 - 19B65F + 0da25e 143F9E 00935C CA2E39 diff --git a/themes/linear-es-de/system/metadata/n64dd.xml b/themes/linear-es-de/system/metadata/n64dd.xml index c8a249596..58cab806a 100644 --- a/themes/linear-es-de/system/metadata/n64dd.xml +++ b/themes/linear-es-de/system/metadata/n64dd.xml @@ -8,7 +8,7 @@ December 1, 1999 Peripheral 1-1 - 19B65F + 0da25e DCAF36 268340 20317F diff --git a/themes/linear-es-de/system/metadata/naomi.xml b/themes/linear-es-de/system/metadata/naomi.xml index 86606ba48..b7a7b1988 100644 --- a/themes/linear-es-de/system/metadata/naomi.xml +++ b/themes/linear-es-de/system/metadata/naomi.xml @@ -10,7 +10,7 @@ The NAOMI was succeeded by the Sega Hikaru and Sega NAOMI 2 boards, though havin January 1, 1998 Arcade 3-4 - EE820D + fa860a E4E7D7 FD95B0 48B3EB diff --git a/themes/linear-es-de/system/metadata/naomi2.xml b/themes/linear-es-de/system/metadata/naomi2.xml index 59a941e4b..56492fd0b 100644 --- a/themes/linear-es-de/system/metadata/naomi2.xml +++ b/themes/linear-es-de/system/metadata/naomi2.xml @@ -10,7 +10,7 @@ The NAOMI 2 is significantly more powerful than the NAOMI, including a dual CPU 2000 Arcade 3-4 - E27E16 + fa860a E4E7D7 FD95B0 48B3EB diff --git a/themes/linear-es-de/system/metadata/naomigd.xml b/themes/linear-es-de/system/metadata/naomigd.xml index dc47a3f2a..450f19549 100644 --- a/themes/linear-es-de/system/metadata/naomigd.xml +++ b/themes/linear-es-de/system/metadata/naomigd.xml @@ -10,7 +10,7 @@ The NAOMI was succeeded by the Sega Hikaru and Sega NAOMI 2 boards, though havin January 1, 1998 Arcade 3-4 - EE820D + fa860a E4E7D7 A39B7C C75433 diff --git a/themes/linear-es-de/system/metadata/nds.xml b/themes/linear-es-de/system/metadata/nds.xml index 98469b702..966f4adc4 100644 --- a/themes/linear-es-de/system/metadata/nds.xml +++ b/themes/linear-es-de/system/metadata/nds.xml @@ -8,7 +8,7 @@ November 21, 2004 Portable 257-229 - B4CAD4 + b3c8d5 5C67A9 280FBE BCBCBC diff --git a/themes/linear-es-de/system/metadata/neogeo.xml b/themes/linear-es-de/system/metadata/neogeo.xml index 43b96930d..94018efbe 100644 --- a/themes/linear-es-de/system/metadata/neogeo.xml +++ b/themes/linear-es-de/system/metadata/neogeo.xml @@ -8,7 +8,7 @@ January 31, 1990 Console 3-4 - 7A838B + 7c818c BF9328 494949 2D2D2D diff --git a/themes/linear-es-de/system/metadata/neogeocd.xml b/themes/linear-es-de/system/metadata/neogeocd.xml index 8b970e6a0..ae4712b5a 100644 --- a/themes/linear-es-de/system/metadata/neogeocd.xml +++ b/themes/linear-es-de/system/metadata/neogeocd.xml @@ -8,7 +8,7 @@ September 9, 1994 Console 1-1 - AD90E2 + af98e6 878880 FFD400 0088CD diff --git a/themes/linear-es-de/system/metadata/neogeocdjp.xml b/themes/linear-es-de/system/metadata/neogeocdjp.xml index 8b970e6a0..ae4712b5a 100644 --- a/themes/linear-es-de/system/metadata/neogeocdjp.xml +++ b/themes/linear-es-de/system/metadata/neogeocdjp.xml @@ -8,7 +8,7 @@ September 9, 1994 Console 1-1 - AD90E2 + af98e6 878880 FFD400 0088CD diff --git a/themes/linear-es-de/system/metadata/nes.xml b/themes/linear-es-de/system/metadata/nes.xml index e6733ae01..b011452c1 100644 --- a/themes/linear-es-de/system/metadata/nes.xml +++ b/themes/linear-es-de/system/metadata/nes.xml @@ -8,7 +8,7 @@ October 18, 1985 Console 3-4 - B93041 + c43d41 CD3332 FFFFFF 666666 diff --git a/themes/linear-es-de/system/metadata/ngage.xml b/themes/linear-es-de/system/metadata/ngage.xml index 8a21766aa..f167b496f 100644 --- a/themes/linear-es-de/system/metadata/ngage.xml +++ b/themes/linear-es-de/system/metadata/ngage.xml @@ -10,7 +10,7 @@ N-Gage attempted to lure gamers away from the Game Boy Advance by including tele October 7th, 2003 Portable 3-4 - CC7236 + d37530 F6DD08 800000 FF0000 diff --git a/themes/linear-es-de/system/metadata/ngp.xml b/themes/linear-es-de/system/metadata/ngp.xml index eeedc2f81..ae61e6bf9 100644 --- a/themes/linear-es-de/system/metadata/ngp.xml +++ b/themes/linear-es-de/system/metadata/ngp.xml @@ -10,7 +10,7 @@ The Neo Geo Pocket is considered to be an unsuccessful console. Lower than expec December 31, 1998 Portable 373-436 - ECA045 + f4a141 B2B8BD E92A30 25374A diff --git a/themes/linear-es-de/system/metadata/ngpc.xml b/themes/linear-es-de/system/metadata/ngpc.xml index d451daa29..5287da4e9 100644 --- a/themes/linear-es-de/system/metadata/ngpc.xml +++ b/themes/linear-es-de/system/metadata/ngpc.xml @@ -10,7 +10,7 @@ After a good sales start in both the U.S. and Japan with 14 launch titles (a rec March 16, 1999 Portable 373-436 - ECA045 + f2a243 E92A30 18A94E 1D9ED8 diff --git a/themes/linear-es-de/system/metadata/odyssey2.xml b/themes/linear-es-de/system/metadata/odyssey2.xml index 6329035e6..309074ebb 100644 --- a/themes/linear-es-de/system/metadata/odyssey2.xml +++ b/themes/linear-es-de/system/metadata/odyssey2.xml @@ -8,7 +8,7 @@ December 1, 1978 Console 3-4 - EE820D + fa860a 8C1914 89918F DC3114 diff --git a/themes/linear-es-de/system/metadata/openbor.xml b/themes/linear-es-de/system/metadata/openbor.xml index 3c5d51482..b32c483b6 100644 --- a/themes/linear-es-de/system/metadata/openbor.xml +++ b/themes/linear-es-de/system/metadata/openbor.xml @@ -8,7 +8,7 @@ November 2003 Engine 1-1 - 8BA7AE + 189c8a E17930 407AC0 EBE470 diff --git a/themes/linear-es-de/system/metadata/pcengine.xml b/themes/linear-es-de/system/metadata/pcengine.xml index 5142c9754..dfbacfbaa 100644 --- a/themes/linear-es-de/system/metadata/pcengine.xml +++ b/themes/linear-es-de/system/metadata/pcengine.xml @@ -10,7 +10,7 @@ The PC Engine has an 8-bit CPU, a 16-bit video color encoder, and a 16-bit video October 30, 1987 Console 1-1 - BB3F41 + c64c3f B2B2B2 FE0000 333333 diff --git a/themes/linear-es-de/system/metadata/pcenginecd.xml b/themes/linear-es-de/system/metadata/pcenginecd.xml index 8da0e1b43..3ad0bffbe 100644 --- a/themes/linear-es-de/system/metadata/pcenginecd.xml +++ b/themes/linear-es-de/system/metadata/pcenginecd.xml @@ -10,7 +10,7 @@ It was later released as the TurboGrafx-CD in the United States in November 1989 December 4, 1988 Console 1-1 - 5E8FC8 + 5a8dca B2B2B2 FE0000 333333 diff --git a/themes/linear-es-de/system/metadata/pcfx.xml b/themes/linear-es-de/system/metadata/pcfx.xml index 2f93e023b..590e474fd 100644 --- a/themes/linear-es-de/system/metadata/pcfx.xml +++ b/themes/linear-es-de/system/metadata/pcfx.xml @@ -10,7 +10,7 @@ The console is shaped like a tower PC and was meant to be similarly upgradeable. December 23, 1994 Console 3-4 - 9378DA + 9480de FEC101 01015B 5C3073 diff --git a/themes/linear-es-de/system/metadata/pico8.xml b/themes/linear-es-de/system/metadata/pico8.xml index 5dd990fa9..8b9fbd2d5 100644 --- a/themes/linear-es-de/system/metadata/pico8.xml +++ b/themes/linear-es-de/system/metadata/pico8.xml @@ -8,7 +8,7 @@ April 2015 Engine 3-4 - 140C1C + 24192C E69E20 77DF41 F0D7BD diff --git a/themes/linear-es-de/system/metadata/plus4.xml b/themes/linear-es-de/system/metadata/plus4.xml index 42fc03e38..fb911139c 100644 --- a/themes/linear-es-de/system/metadata/plus4.xml +++ b/themes/linear-es-de/system/metadata/plus4.xml @@ -10,9 +10,9 @@ Internally, the Plus/4 shared the same basic architecture as the lower-end Commo 1984 Computer 3-4 - 5891AE - BBAD93 + 538db0 1-1 + BBAD93 968971 FD4120 00A0C6 diff --git a/themes/linear-es-de/system/metadata/pokemini.xml b/themes/linear-es-de/system/metadata/pokemini.xml index 634c47239..540b38b83 100644 --- a/themes/linear-es-de/system/metadata/pokemini.xml +++ b/themes/linear-es-de/system/metadata/pokemini.xml @@ -8,12 +8,12 @@ November 16, 2001 Portable 1-1 - 3F5088 + 415289 FCE200 004F8A - 1-1 999998 8C8C8C + 1-1 diff --git a/themes/linear-es-de/system/metadata/ports.xml b/themes/linear-es-de/system/metadata/ports.xml index 20a378b63..b5030208b 100644 --- a/themes/linear-es-de/system/metadata/ports.xml +++ b/themes/linear-es-de/system/metadata/ports.xml @@ -9,11 +9,11 @@ Folder 3-4 3161BC - 1-1 4F5054 737375 F4BE46 E45B12 + 1-1 diff --git a/themes/linear-es-de/system/metadata/ps2.xml b/themes/linear-es-de/system/metadata/ps2.xml index 850ea18b7..43a93207d 100644 --- a/themes/linear-es-de/system/metadata/ps2.xml +++ b/themes/linear-es-de/system/metadata/ps2.xml @@ -10,7 +10,7 @@ Announced in 1999, the PS2 offered backward-compatibility for its predecessor's March 4, 2000 Console 243-340 - 2E69BE + 2a68c3 33438A 0098DF 1-1 diff --git a/themes/linear-es-de/system/metadata/ps3.xml b/themes/linear-es-de/system/metadata/ps3.xml index 84c9cfd02..197dd63d2 100644 --- a/themes/linear-es-de/system/metadata/ps3.xml +++ b/themes/linear-es-de/system/metadata/ps3.xml @@ -10,7 +10,7 @@ The console was first officially announced at E3 2005, and was released at the e November 11, 2006 Console 135-172 - 367EDB + 317be1 94B8F2 1A15FF 0095D5 diff --git a/themes/linear-es-de/system/metadata/ps4.xml b/themes/linear-es-de/system/metadata/ps4.xml index 37abc7e6c..62a120b80 100644 --- a/themes/linear-es-de/system/metadata/ps4.xml +++ b/themes/linear-es-de/system/metadata/ps4.xml @@ -8,7 +8,7 @@ November 15, 2013 Console 3-4 - 1E74C2 + 166fc7 18191E 5B6171 0123A1 diff --git a/themes/linear-es-de/system/metadata/psp.xml b/themes/linear-es-de/system/metadata/psp.xml index 7452b4347..fdab09781 100644 --- a/themes/linear-es-de/system/metadata/psp.xml +++ b/themes/linear-es-de/system/metadata/psp.xml @@ -10,7 +10,7 @@ Development of the PSP was announced during E3 2003, and the console was unveile December 12, 2004 Portable 99-168 - 366DA7 + 336aab 313131 0F1012 97A9BA diff --git a/themes/linear-es-de/system/metadata/psvita.xml b/themes/linear-es-de/system/metadata/psvita.xml index cd10f84c0..fc19155eb 100644 --- a/themes/linear-es-de/system/metadata/psvita.xml +++ b/themes/linear-es-de/system/metadata/psvita.xml @@ -8,7 +8,7 @@ December 17, 2011 Portable 3-4 - 0966BC + 0561c3 03477C 6CAAD8 D0DFF2 diff --git a/themes/linear-es-de/system/metadata/psx.xml b/themes/linear-es-de/system/metadata/psx.xml index 141deff83..8abe43c4a 100644 --- a/themes/linear-es-de/system/metadata/psx.xml +++ b/themes/linear-es-de/system/metadata/psx.xml @@ -10,7 +10,7 @@ PlayStation (Japanese: プレイステーション, Hepburn: Pureisutēshon, off December 3, 1994 Console 1-1 - 858B90 + 878b8f DC0029 F1C002 00A79B diff --git a/themes/linear-es-de/system/metadata/pv1000.xml b/themes/linear-es-de/system/metadata/pv1000.xml index 8136d8a68..9d70ad431 100644 --- a/themes/linear-es-de/system/metadata/pv1000.xml +++ b/themes/linear-es-de/system/metadata/pv1000.xml @@ -12,7 +12,7 @@ The PV-1000 is powered by a Zilog Z80 CPU, with 2 KB RAM, with 1 KB allocated as October 1, 1983 Console 3-4 - 972F32 + 9e3830 2A4E78 4FBBB2 DCD9D1 diff --git a/themes/linear-es-de/system/metadata/satellaview.xml b/themes/linear-es-de/system/metadata/satellaview.xml index c04e3588d..111fc7983 100644 --- a/themes/linear-es-de/system/metadata/satellaview.xml +++ b/themes/linear-es-de/system/metadata/satellaview.xml @@ -8,7 +8,7 @@ April 23, 1995 Peripheral 3-4 - D3AF41 + d9ac3b 37336C CD2943 FFDF68 diff --git a/themes/linear-es-de/system/metadata/saturn.xml b/themes/linear-es-de/system/metadata/saturn.xml index e04169998..1b501fd37 100644 --- a/themes/linear-es-de/system/metadata/saturn.xml +++ b/themes/linear-es-de/system/metadata/saturn.xml @@ -10,7 +10,7 @@ Development of the Saturn began in 1992, the same year Sega's groundbreaking 3D May 11, 1995 Console 145-205 - 597BD8 + 567ddd 0D7176 D1AE44 2740A5 diff --git a/themes/linear-es-de/system/metadata/saturnjp.xml b/themes/linear-es-de/system/metadata/saturnjp.xml index 288e5b120..1908c2370 100644 --- a/themes/linear-es-de/system/metadata/saturnjp.xml +++ b/themes/linear-es-de/system/metadata/saturnjp.xml @@ -10,7 +10,7 @@ Development of the Saturn began in 1992, the same year Sega's groundbreaking 3D November 22, 1994 Console 1-1 - 597BD8 + 567ddd 4FA66A FDE862 2E5CCF diff --git a/themes/linear-es-de/system/metadata/scummvm.xml b/themes/linear-es-de/system/metadata/scummvm.xml index b065eb9b9..be6682638 100644 --- a/themes/linear-es-de/system/metadata/scummvm.xml +++ b/themes/linear-es-de/system/metadata/scummvm.xml @@ -8,7 +8,7 @@ October 5, 2001 Engine 3-4 - 4DBD51 + 4cac54 FFEB32 F17C38 EFEDE3 diff --git a/themes/linear-es-de/system/metadata/scv.xml b/themes/linear-es-de/system/metadata/scv.xml index 52d0a280b..748f1aee1 100644 --- a/themes/linear-es-de/system/metadata/scv.xml +++ b/themes/linear-es-de/system/metadata/scv.xml @@ -8,7 +8,7 @@ July 17, 1984 Console 4-3 - 6D9D4D + 6d9b4c FF8300 56A0A2 F8EA32 diff --git a/themes/linear-es-de/system/metadata/sega32x.xml b/themes/linear-es-de/system/metadata/sega32x.xml index 03f71132d..b458ac09a 100644 --- a/themes/linear-es-de/system/metadata/sega32x.xml +++ b/themes/linear-es-de/system/metadata/sega32x.xml @@ -10,7 +10,7 @@ Unveiled by Sega at June 1994's Consumer Electronics Show, the 32X was presented December 3, 1994 Peripheral 143-207 - 0C7BCB + 0374d1 DCE3E6 D5202C C0C1C4 diff --git a/themes/linear-es-de/system/metadata/sega32xjp.xml b/themes/linear-es-de/system/metadata/sega32xjp.xml index 303ade44c..be2ce2d69 100644 --- a/themes/linear-es-de/system/metadata/sega32xjp.xml +++ b/themes/linear-es-de/system/metadata/sega32xjp.xml @@ -10,7 +10,7 @@ Unveiled by Sega at June 1994's Consumer Electronics Show, the 32X was presented December 3, 1994 Peripheral 3-4 - 0C7BCB + 0374d1 6177B3 1D46A5 F2BA5C diff --git a/themes/linear-es-de/system/metadata/sega32xna.xml b/themes/linear-es-de/system/metadata/sega32xna.xml index ad5d40cff..2c738fcff 100644 --- a/themes/linear-es-de/system/metadata/sega32xna.xml +++ b/themes/linear-es-de/system/metadata/sega32xna.xml @@ -10,7 +10,7 @@ Unveiled by Sega at June 1994's Consumer Electronics Show, the 32X was presented November 21, 1994 Peripheral 143-207 - 0C7BCB + 0374d1 0084E2 ED0A0A FFE607 diff --git a/themes/linear-es-de/system/metadata/segacd.xml b/themes/linear-es-de/system/metadata/segacd.xml index ba42d88f1..4a5033b09 100644 --- a/themes/linear-es-de/system/metadata/segacd.xml +++ b/themes/linear-es-de/system/metadata/segacd.xml @@ -10,7 +10,7 @@ The main benefit of CD technology was greater storage, which allowed for games t October 15, 1992 Peripheral 143-207 - 0C7BCB + 0374d1 4B95D1 2B83C5 B2AE85 diff --git a/themes/linear-es-de/system/metadata/sfc.xml b/themes/linear-es-de/system/metadata/sfc.xml index e0108961a..ff6408508 100644 --- a/themes/linear-es-de/system/metadata/sfc.xml +++ b/themes/linear-es-de/system/metadata/sfc.xml @@ -8,7 +8,7 @@ November 21, 1990 Console 3-5 - 3F549D + 3f55a0 FED01B BA2318 0A2A8D diff --git a/themes/linear-es-de/system/metadata/sg-1000.xml b/themes/linear-es-de/system/metadata/sg-1000.xml index cb4f23fab..d9e46052c 100644 --- a/themes/linear-es-de/system/metadata/sg-1000.xml +++ b/themes/linear-es-de/system/metadata/sg-1000.xml @@ -10,7 +10,7 @@ Developed in response to a downturn in arcades in 1982, the SG-1000 was created July 15, 1983 Console 3-4 - 48589F + 4559a2 FF0000 17569B D4D6C9 diff --git a/themes/linear-es-de/system/metadata/sgb.xml b/themes/linear-es-de/system/metadata/sgb.xml index 56f76227b..7605ef951 100644 --- a/themes/linear-es-de/system/metadata/sgb.xml +++ b/themes/linear-es-de/system/metadata/sgb.xml @@ -12,7 +12,7 @@ It is also possible for Super Game Boy games to make use of the Super NES hardwa June 28, 1994 Peripheral 1-1 - 40518A + 3c528d 30308F D9D9D9 EA2427 diff --git a/themes/linear-es-de/system/metadata/snes.xml b/themes/linear-es-de/system/metadata/snes.xml index b03f77f82..1aeacdd98 100644 --- a/themes/linear-es-de/system/metadata/snes.xml +++ b/themes/linear-es-de/system/metadata/snes.xml @@ -8,7 +8,7 @@ April 11, 1992 Console 4-3 - 3F549D + df5142 FED01B BA2318 0A2A8D diff --git a/themes/linear-es-de/system/metadata/snesh.xml b/themes/linear-es-de/system/metadata/snesh.xml index 17c3d57ba..1046a7755 100644 --- a/themes/linear-es-de/system/metadata/snesh.xml +++ b/themes/linear-es-de/system/metadata/snesh.xml @@ -8,7 +8,7 @@ April 11, 1992 Console 4-3 - 3F549D + df5142 FED01B BA2318 0A2A8D diff --git a/themes/linear-es-de/system/metadata/snesna.xml b/themes/linear-es-de/system/metadata/snesna.xml index 380a681cf..1cce334c0 100644 --- a/themes/linear-es-de/system/metadata/snesna.xml +++ b/themes/linear-es-de/system/metadata/snesna.xml @@ -8,7 +8,7 @@ August 23, 1991 Console 4-3 - 7365B0 + 746bb2 A59EF7 47449E CCCCCC diff --git a/themes/linear-es-de/system/metadata/snesnah.xml b/themes/linear-es-de/system/metadata/snesnah.xml index 8723b0c28..f212526e7 100644 --- a/themes/linear-es-de/system/metadata/snesnah.xml +++ b/themes/linear-es-de/system/metadata/snesnah.xml @@ -8,7 +8,7 @@ August 23, 1991 Console 4-3 - 7365B0 + 746bb2 A59EF7 47449E CCCCCC diff --git a/themes/linear-es-de/system/metadata/steam.xml b/themes/linear-es-de/system/metadata/steam.xml index 9ec5c9048..9d7fd883c 100644 --- a/themes/linear-es-de/system/metadata/steam.xml +++ b/themes/linear-es-de/system/metadata/steam.xml @@ -8,7 +8,7 @@ September 12, 2003 Folder 3-4 - 215D90 + 8a52cb 2F3B50 0A7CAF EEEEEE diff --git a/themes/linear-es-de/system/metadata/stv.xml b/themes/linear-es-de/system/metadata/stv.xml index b625df517..c803832ca 100644 --- a/themes/linear-es-de/system/metadata/stv.xml +++ b/themes/linear-es-de/system/metadata/stv.xml @@ -10,7 +10,7 @@ The majority of ST-V titles were released only in Japan, but a notable exception 1994 Arcade 3-4 - 4A529D + 47569e 034693 F7ED18 F4133D diff --git a/themes/linear-es-de/system/metadata/sufami.xml b/themes/linear-es-de/system/metadata/sufami.xml index 10ade91ee..ae36491e6 100644 --- a/themes/linear-es-de/system/metadata/sufami.xml +++ b/themes/linear-es-de/system/metadata/sufami.xml @@ -12,7 +12,7 @@ The two cartridge slots are designed to share data between the games. The cartri June 28, 1996 Peripheral 3-5 - 3F549D + 3f55a0 FF0000 EDDFDE A0C0CF diff --git a/themes/linear-es-de/system/metadata/supergrafx.xml b/themes/linear-es-de/system/metadata/supergrafx.xml index 543c12513..4612cab3a 100644 --- a/themes/linear-es-de/system/metadata/supergrafx.xml +++ b/themes/linear-es-de/system/metadata/supergrafx.xml @@ -10,7 +10,7 @@ The console was rushed to market, released several months before its initial rel December 8, 1989 Console 1-1 - 69b5dc + 61b1df B2B2B2 0091AD 000000 diff --git a/themes/linear-es-de/system/metadata/supervision.xml b/themes/linear-es-de/system/metadata/supervision.xml index 865c9a12e..a536999a6 100644 --- a/themes/linear-es-de/system/metadata/supervision.xml +++ b/themes/linear-es-de/system/metadata/supervision.xml @@ -8,7 +8,7 @@ December 31, 1992 Portable 3-4 - 2ba9a0 + 2ba9a1 000000 718E2C 9A9A9A diff --git a/themes/linear-es-de/system/metadata/switch.xml b/themes/linear-es-de/system/metadata/switch.xml index 4d5d9507e..b7c8c8105 100644 --- a/themes/linear-es-de/system/metadata/switch.xml +++ b/themes/linear-es-de/system/metadata/switch.xml @@ -8,7 +8,7 @@ March 3, 2017 Console 105-170 - F95651 + ff6550 DA4A4B 65BADE 000000 diff --git a/themes/linear-es-de/system/metadata/tg-cd.xml b/themes/linear-es-de/system/metadata/tg-cd.xml index f8d84348d..ca6aac28c 100644 --- a/themes/linear-es-de/system/metadata/tg-cd.xml +++ b/themes/linear-es-de/system/metadata/tg-cd.xml @@ -10,7 +10,7 @@ It was later released as the TurboGrafx-CD in the United States in November 1989 November 1, 1989 Console 1-1 - F2984B + 5B6559 F79226 D5E14D 604832 diff --git a/themes/linear-es-de/system/metadata/tg16.xml b/themes/linear-es-de/system/metadata/tg16.xml index 65b659168..d0221e6aa 100644 --- a/themes/linear-es-de/system/metadata/tg16.xml +++ b/themes/linear-es-de/system/metadata/tg16.xml @@ -10,7 +10,7 @@ The TurboGrafx-16 has an 8-bit CPU, a 16-bit video color encoder, and a 16-bit v August 29, 1989 Console 3-4 - F2984B + 5B6559 F79226 ECF332 FD5A17 diff --git a/themes/linear-es-de/system/metadata/ti99.xml b/themes/linear-es-de/system/metadata/ti99.xml index 665fdd879..be6d17200 100644 --- a/themes/linear-es-de/system/metadata/ti99.xml +++ b/themes/linear-es-de/system/metadata/ti99.xml @@ -10,7 +10,7 @@ It includes a simplified internal design, a full-travel keyboard, improved graph June 1981 Computer 1-1 - 5E6064 + 5F6165 AAA6A7 C7C2BE 1F1F1F diff --git a/themes/linear-es-de/system/metadata/to8.xml b/themes/linear-es-de/system/metadata/to8.xml index 901f501a2..acfb94039 100644 --- a/themes/linear-es-de/system/metadata/to8.xml +++ b/themes/linear-es-de/system/metadata/to8.xml @@ -8,7 +8,7 @@ 1986 Computer 3-4 - 2C5299 + 2a539c E6F0EF F0C73B 4F8E5C diff --git a/themes/linear-es-de/system/metadata/triforce.xml b/themes/linear-es-de/system/metadata/triforce.xml index 26d12a1c8..2f2e9b3d1 100644 --- a/themes/linear-es-de/system/metadata/triforce.xml +++ b/themes/linear-es-de/system/metadata/triforce.xml @@ -8,7 +8,7 @@ 2002 Arcade 3-4 - 9867A8 + 9c6faa 7B79AA 524C82 CBC9E0 diff --git a/themes/linear-es-de/system/metadata/type-x.xml b/themes/linear-es-de/system/metadata/type-x.xml index 33574d214..c7b14a348 100644 --- a/themes/linear-es-de/system/metadata/type-x.xml +++ b/themes/linear-es-de/system/metadata/type-x.xml @@ -10,7 +10,7 @@ Based on commodity personal computer hardware architecture, Type X is not a spec 2004 Arcade 3-4 - 2A7FBD + 2278c0 F6DD08 800000 FF0000 diff --git a/themes/linear-es-de/system/metadata/vectrex.xml b/themes/linear-es-de/system/metadata/vectrex.xml index 01c1fa1d4..1c0604b1c 100644 --- a/themes/linear-es-de/system/metadata/vectrex.xml +++ b/themes/linear-es-de/system/metadata/vectrex.xml @@ -10,7 +10,7 @@ The Vectrex, in contrast to other video-game systems available at the time, feat November 1982 Console 3-4 - 4D98D8 + 4794dc EEF020 EC1D25 11192E diff --git a/themes/linear-es-de/system/metadata/vic20.xml b/themes/linear-es-de/system/metadata/vic20.xml index 998f187ed..3cfbb111f 100644 --- a/themes/linear-es-de/system/metadata/vic20.xml +++ b/themes/linear-es-de/system/metadata/vic20.xml @@ -10,7 +10,7 @@ The VIC-20 was called VC-20 in Germany because the pronunciation of VIC with a G June 1980 Computer 3-4 - 5F8FC8 + 286d98 896841 D3D3C9 FFCD1C diff --git a/themes/linear-es-de/system/metadata/videopac.xml b/themes/linear-es-de/system/metadata/videopac.xml index f67959381..36c042671 100644 --- a/themes/linear-es-de/system/metadata/videopac.xml +++ b/themes/linear-es-de/system/metadata/videopac.xml @@ -12,7 +12,7 @@ In 2009, the video game website IGN named the Odyssey 2 the 21st greatest video December 1, 1978 Console 3-4 - f08211 + 38435e F6DD08 800000 FF0000 diff --git a/themes/linear-es-de/system/metadata/vircon32.xml b/themes/linear-es-de/system/metadata/vircon32.xml index b6b44fb81..ab1a3649d 100644 --- a/themes/linear-es-de/system/metadata/vircon32.xml +++ b/themes/linear-es-de/system/metadata/vircon32.xml @@ -8,7 +8,7 @@ 2021 Engine 1-1 - 406270 + 3F616F 80B3FF 00FFFF 5FD38D diff --git a/themes/linear-es-de/system/metadata/virtualboy.xml b/themes/linear-es-de/system/metadata/virtualboy.xml index 35533ca07..faaeb11cc 100644 --- a/themes/linear-es-de/system/metadata/virtualboy.xml +++ b/themes/linear-es-de/system/metadata/virtualboy.xml @@ -10,7 +10,7 @@ The games use a parallax effect to create the illusion of depth. Sales failed to July 21, 1995 Portable 1-1 - E1414A + f05148 363636 FE0016 8A8C8E diff --git a/themes/linear-es-de/system/metadata/vpinball.xml b/themes/linear-es-de/system/metadata/vpinball.xml index 77cb5150e..11c45ce67 100644 --- a/themes/linear-es-de/system/metadata/vpinball.xml +++ b/themes/linear-es-de/system/metadata/vpinball.xml @@ -8,7 +8,7 @@ December 19, 2000 Engine 1-1 - 3871C5 + 7dc7ea F6DD08 800000 FF0000 diff --git a/themes/linear-es-de/system/metadata/wii.xml b/themes/linear-es-de/system/metadata/wii.xml index 1f1d84c7b..c49e59f1d 100644 --- a/themes/linear-es-de/system/metadata/wii.xml +++ b/themes/linear-es-de/system/metadata/wii.xml @@ -10,7 +10,7 @@ As of the first quarter of 2016, the Wii led its generation over the PlayStation December 2, 2006 Console 243-340 - 7ECBE8 + 78c6eb 24A9E2 D1D1D1 005C9A diff --git a/themes/linear-es-de/system/metadata/wiiu.xml b/themes/linear-es-de/system/metadata/wiiu.xml index a7b68b511..3fc7a51b9 100644 --- a/themes/linear-es-de/system/metadata/wiiu.xml +++ b/themes/linear-es-de/system/metadata/wiiu.xml @@ -10,7 +10,7 @@ The Wii U is the first Nintendo console to support HD graphics. The system's pri November 18, 2012 Console 243-340 - 58AED1 + 53a7d4 1F9EBB 3783BC DDDCDC diff --git a/themes/linear-es-de/system/metadata/windows.xml b/themes/linear-es-de/system/metadata/windows.xml index a6f0f3efc..0362c4970 100644 --- a/themes/linear-es-de/system/metadata/windows.xml +++ b/themes/linear-es-de/system/metadata/windows.xml @@ -10,7 +10,7 @@ The first version of Windows was released on November 20, 1985, as a graphical o November 20, 1985 OS 3-4 - 39B1DE + 2da7e0 F8682C 91C300 00B4F1 diff --git a/themes/linear-es-de/system/metadata/windows3x.xml b/themes/linear-es-de/system/metadata/windows3x.xml index 305e0a08f..2ab18eacb 100644 --- a/themes/linear-es-de/system/metadata/windows3x.xml +++ b/themes/linear-es-de/system/metadata/windows3x.xml @@ -10,7 +10,7 @@ The first version of Windows was released on November 20, 1985, as a graphical o April 6, 1992 OS 3-4 - 39B1DE + 2da6e2 F8682C 91C300 00B4F1 diff --git a/themes/linear-es-de/system/metadata/windows9x.xml b/themes/linear-es-de/system/metadata/windows9x.xml index b91175402..211696edf 100644 --- a/themes/linear-es-de/system/metadata/windows9x.xml +++ b/themes/linear-es-de/system/metadata/windows9x.xml @@ -10,7 +10,7 @@ The first version of Windows was released on November 20, 1985, as a graphical o June 25, 1998 OS 3-4 - 709DC1 + 6d99bf F8682C 91C300 00B4F1 diff --git a/themes/linear-es-de/system/metadata/wonderswan.xml b/themes/linear-es-de/system/metadata/wonderswan.xml index 182f0bf33..fe8c30121 100644 --- a/themes/linear-es-de/system/metadata/wonderswan.xml +++ b/themes/linear-es-de/system/metadata/wonderswan.xml @@ -10,7 +10,7 @@ Released in 1999 in the fifth generation of video game consoles, the WonderSwan March 4, 1999 Portable 5-7 - 76CDBE + 72c4bf 8797A4 DBE0E1 E72835 diff --git a/themes/linear-es-de/system/metadata/wonderswancolor.xml b/themes/linear-es-de/system/metadata/wonderswancolor.xml index 8ba40c876..d87f9062f 100644 --- a/themes/linear-es-de/system/metadata/wonderswancolor.xml +++ b/themes/linear-es-de/system/metadata/wonderswancolor.xml @@ -10,7 +10,7 @@ Released in 1999 in the fifth generation of video game consoles, the WonderSwan December 9, 2000 Portable 5-7 - 3FB0E6 + 38a8ea 009CD4 EBA743 D65757 diff --git a/themes/linear-es-de/system/metadata/x1.xml b/themes/linear-es-de/system/metadata/x1.xml index e21b89eaa..85adf5b17 100644 --- a/themes/linear-es-de/system/metadata/x1.xml +++ b/themes/linear-es-de/system/metadata/x1.xml @@ -16,7 +16,7 @@ Sharp continues to sell desktop PC/TV combos in Japan through its Internet Aquos 1982 Computer 3-4 - B73538 + c2433a 752421 4A90CB C1C3D1 diff --git a/themes/linear-es-de/system/metadata/x68000.xml b/themes/linear-es-de/system/metadata/x68000.xml index 9c69e75e9..abbbfd27b 100644 --- a/themes/linear-es-de/system/metadata/x68000.xml +++ b/themes/linear-es-de/system/metadata/x68000.xml @@ -10,7 +10,7 @@ The first model features a 10 MHz Motorola 68000 CPU (hence the name), 1 MB of R March 1, 1987 Computer 3-4 - 6B6D70 + 6b6c71 3B3B3B 838582 C25F7F diff --git a/themes/linear-es-de/system/metadata/xbox.xml b/themes/linear-es-de/system/metadata/xbox.xml index 5999f7e26..09da0dccf 100644 --- a/themes/linear-es-de/system/metadata/xbox.xml +++ b/themes/linear-es-de/system/metadata/xbox.xml @@ -10,7 +10,7 @@ The brand was first introduced in the United States in November 2001, with the l November 15, 2001 Console 243-340 - 68B653 + 66a853 CDDF01 9ABF5E 534F57 diff --git a/themes/linear-es-de/system/metadata/xbox360.xml b/themes/linear-es-de/system/metadata/xbox360.xml index fcf1f29eb..49d230c6b 100644 --- a/themes/linear-es-de/system/metadata/xbox360.xml +++ b/themes/linear-es-de/system/metadata/xbox360.xml @@ -10,7 +10,7 @@ The Xbox 360 features an online service, Xbox Live, which was expanded from its November 22, 2005 Console 243-340 - 91B61C + 91a919 92C83E CECECE 2FA74D diff --git a/themes/linear-es-de/system/metadata/zxspectrum.xml b/themes/linear-es-de/system/metadata/zxspectrum.xml index 0f68c56d1..7f2198879 100644 --- a/themes/linear-es-de/system/metadata/zxspectrum.xml +++ b/themes/linear-es-de/system/metadata/zxspectrum.xml @@ -8,7 +8,7 @@ April 21, 1982 Computer 3-4 - 8F1B12 + 9a2514 CA2825 EDBA01 009C37 From 799fb476b655e960a9c782e14cbbecc9fe2cbad0 Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Sat, 29 Mar 2025 17:14:50 +0100 Subject: [PATCH 258/284] (linear-es-de) Updated some sv_SE system metadata entries --- themes/linear-es-de/system/metadata/fds.xml | 2 +- themes/linear-es-de/system/metadata/megacd.xml | 2 +- themes/linear-es-de/system/metadata/megacdjp.xml | 2 +- themes/linear-es-de/system/metadata/n64dd.xml | 2 +- themes/linear-es-de/system/metadata/satellaview.xml | 2 +- themes/linear-es-de/system/metadata/sega32x.xml | 2 +- themes/linear-es-de/system/metadata/sega32xjp.xml | 2 +- themes/linear-es-de/system/metadata/sega32xna.xml | 2 +- themes/linear-es-de/system/metadata/segacd.xml | 2 +- themes/linear-es-de/system/metadata/sgb.xml | 2 +- themes/linear-es-de/system/metadata/sufami.xml | 2 +- 11 files changed, 11 insertions(+), 11 deletions(-) diff --git a/themes/linear-es-de/system/metadata/fds.xml b/themes/linear-es-de/system/metadata/fds.xml index 58b8c4b13..5ffddd7e5 100644 --- a/themes/linear-es-de/system/metadata/fds.xml +++ b/themes/linear-es-de/system/metadata/fds.xml @@ -78,7 +78,7 @@ Family Computer Disk System, ibland förkortat Famicom Disk System eller bara Disk System, och förkortat FDS eller FCD, är en kringutrustning till Nintendos Family Computer-videospelskonsol som släpptes i Japan den 21 februari 1986. Den använder egenutvecklade disketter som kallas "Disk Cards" för datalagring. Under hela produktionsperioden, 1986-2003, såldes 4,44 miljoner enheter. Enheten ansluts till Famicom genom att en speciell kassett, RAM-adaptern, sätts in i systemets kassettport och kassettens kabel ansluts till diskettenheten. RAM-adaptern innehåller 32 kilobyte (KB) RAM-minne för tillfällig programlagring, 8 KB RAM-minne för lagring av data från tiles och sprites samt en ASIC som kallas 2C33. ASIC:en fungerar som diskettkontroll för diskettenheten och innehåller också extra ljudhårdvara med en encykels wavetable-lookup-synthesizer. Slutligen finns ett 8KB BIOS ROM inbäddat i 2C33. De diskettkort som används är dubbelsidiga och har en total kapacitet på 112 KB per diskett. Många spel använder båda sidorna av en diskett, vilket innebär att användaren måste byta sida någon gång under spelets gång. Några få spel använder två hela diskar, totalt fyra sidor. Disk System kan drivas med sex C-cellsbatterier eller den medföljande nätadaptern. Batterierna håller vanligtvis i fem månader vid dagligt spelande. Batterialternativet beror på att det är troligt att en vanlig uppsättning nätkontakter redan är upptagna av en Famicom och en TV. - Perifer + Tillbehör diff --git a/themes/linear-es-de/system/metadata/megacd.xml b/themes/linear-es-de/system/metadata/megacd.xml index c8180f1b4..fa4eb4209 100644 --- a/themes/linear-es-de/system/metadata/megacd.xml +++ b/themes/linear-es-de/system/metadata/megacd.xml @@ -102,7 +102,7 @@ Principalul beneficiu al tehnologiei CD a fost creșterea capacității de stoca Sega CD, som släpptes som Mega-CD i de flesta regioner utanför Nordamerika och Brasilien, är ett CD-ROM-tillbehör för Mega Drive/Genesis som designats och producerats av Sega som en del av den fjärde generationens videospelskonsoler. Den släpptes den 12 december 1991 i Japan, den 15 oktober 1992 i Nordamerika och den 2 april 1993 i Europa. Sega CD spelar CD-baserade spel och lägger till hårdvarufunktioner som en snabbare centralprocessor och grafiska förbättringar som skalning och rotation av sprite. Den kan också spela ljud-CD-skivor och CD+G-skivor. Den största fördelen med CD-tekniken var den större lagringsmöjligheten, som gjorde att spelen kunde vara nästan 320 gånger större än Genesis-kassetterna. Denna fördel manifesterades i full motion video (FMV)-spel som det kontroversiella Night Trap, som blev ett fokus för 1993 års kongressutfrågningar om frågor som rörde våld och klassificering av videospel. Sega of Japan samarbetade med JVC för att utforma Sega CD och vägrade att rådgöra med Sega of America förrän projektet var slutfört. Sega of America monterade delar från olika "dummy"-enheter för att få fram en fungerande prototyp. Den omdesignades flera gånger av Sega och licensierade tredjepartsutvecklare. - Perifer + Tillbehör diff --git a/themes/linear-es-de/system/metadata/megacdjp.xml b/themes/linear-es-de/system/metadata/megacdjp.xml index fd9cdd158..4eef44aa2 100644 --- a/themes/linear-es-de/system/metadata/megacdjp.xml +++ b/themes/linear-es-de/system/metadata/megacdjp.xml @@ -102,7 +102,7 @@ Principalul beneficiu al tehnologiei CD a fost creșterea capacității de stoca Sega CD, som släpptes som Mega-CD i de flesta regioner utanför Nordamerika och Brasilien, är ett CD-ROM-tillbehör för Mega Drive/Genesis som designats och producerats av Sega som en del av den fjärde generationens videospelskonsoler. Den släpptes den 12 december 1991 i Japan, den 15 oktober 1992 i Nordamerika och den 2 april 1993 i Europa. Sega CD spelar CD-baserade spel och lägger till hårdvarufunktioner som en snabbare centralprocessor och grafiska förbättringar som skalning och rotation av sprite. Den kan också spela ljud-CD-skivor och CD+G-skivor. Den största fördelen med CD-tekniken var den större lagringsmöjligheten, som gjorde att spelen kunde vara nästan 320 gånger större än Genesis-kassetterna. Denna fördel manifesterades i full motion video (FMV)-spel som det kontroversiella Night Trap, som blev ett fokus för 1993 års kongressutfrågningar om frågor som rörde våld och klassificering av videospel. Sega of Japan samarbetade med JVC för att utforma Sega CD och vägrade att rådgöra med Sega of America förrän projektet var slutfört. Sega of America monterade delar från olika "dummy"-enheter för att få fram en fungerande prototyp. Den omdesignades flera gånger av Sega och licensierade tredjepartsutvecklare. - Perifer + Tillbehör diff --git a/themes/linear-es-de/system/metadata/n64dd.xml b/themes/linear-es-de/system/metadata/n64dd.xml index 58cab806a..9cc7d4a16 100644 --- a/themes/linear-es-de/system/metadata/n64dd.xml +++ b/themes/linear-es-de/system/metadata/n64dd.xml @@ -78,7 +78,7 @@ 64DD, i dagligt tal kallad Nintendo 64DD, är en magnetisk hårddisk för spelkonsolen Nintendo 64 som utvecklats av Nintendo. Den presenterades ursprungligen 1995, före Nintendo 64:s lansering 1996, och efter många förseningar släpptes den slutligen endast i Japan den 1 december 1999. Endast tio mjukvarutitlar släpptes fram till dess att enheten avvecklades i februari 2001. Den var ett kommersiellt misslyckande, med minst 15.000 sålda enheter och ytterligare 85.000 osålda enheter. - Perifer + Tillbehör diff --git a/themes/linear-es-de/system/metadata/satellaview.xml b/themes/linear-es-de/system/metadata/satellaview.xml index 111fc7983..f141d95f5 100644 --- a/themes/linear-es-de/system/metadata/satellaview.xml +++ b/themes/linear-es-de/system/metadata/satellaview.xml @@ -78,7 +78,7 @@ Satellaview är en satellitmodemutrustning för Nintendos Super Famicom-system som släpptes i Japan 1995. Satellaview kunde förbeställas från och med den 13 februari 1995 och såldes för mellan 14 000 och 18 000 yen (vid den tiden mellan 141 och 182 USD) och levererades tillsammans med BS-X Game Pak och ett 8M Memory Pak. Satellaview-systemet utvecklades och släpptes av Nintendo för att ta emot signaler som sändes från satellit-TV-stationen WOWOW:s satellitradiodotterbolag St.GIGA. St.GIGA ansvarade för hantering av filservern, underhåll och sång för "SoundLink"-spelen. Nintendos datasändningar gavs en fast tidslucka som kallades Super Famicom Hour under vilken krypterad Satellaview-relaterad data strömmade via radiovågor för att avkrypteras av St.GIGAs "BS digital hi-vision TV". Som en abonnemangsbaserad station för ambient och New Age-musik var St.GIGAs lyssnare redan utrustade med "BS-tuners" före St.GIGAs kontrakt med Nintendo. Satellaview-ägare som saknade en "BS-tuner" var tvungna att köpa en separat från St.GIGA till ett pris av 33.000 yen, samt anmäla sig till Nintendos och St.GIGAs gemensamma månatliga medlemsavgifter. Alternativt kunde användare hyra "BS-tuners" från St.GIGA under en 6-månadersperiod till ett pris av 5 400 yen. Även till detta premiumpris rapporterade St.GIGA att abonnemangen nådde en topp på 116.378 hushåll i mars 1997 och sjönk till cirka 46.000 i juni 2001. - Perifer + Tillbehör diff --git a/themes/linear-es-de/system/metadata/sega32x.xml b/themes/linear-es-de/system/metadata/sega32x.xml index b458ac09a..736806623 100644 --- a/themes/linear-es-de/system/metadata/sega32x.xml +++ b/themes/linear-es-de/system/metadata/sega32x.xml @@ -102,7 +102,7 @@ Prezentat de Sega la Consumer Electronics Show din iunie 1994, 32X a fost prezen 32X är ett tillägg till Sega Mega Drive/Genesis videospelskonsol. Med kodnamnet "Project Mars" utformades 32X för att utöka kraften i Mega Drive/Genesis och fungera som en övergångskonsol till 32-bitars-eran fram till lanseringen av Sega Saturn. 32X är oberoende av konsolen och använder sina egna ROM-kassetter och har sitt eget spelbibliotek. Den distribuerades under namnet Super 32X i Japan, Genesis 32X i Nordamerika, Mega Drive 32X i PAL-regionen och Mega 32X i Brasilien. 32X presenterades av Sega på Consumer Electronics Show i juni 1994 och var ett lågprisalternativ för konsumenter som ville spela 32-bitarsspel. Den utvecklades som ett svar på Atari Jaguar och farhågorna om att Saturn inte skulle hinna ut på marknaden före slutet av 1994. Konsolen var tänkt som en helt ny konsol, men på förslag av Joe Miller, chef för Sega of America, och hans team omvandlades den till ett tillägg till Genesis och gjordes mer kraftfull. Den slutliga designen innehöll två 32-bitars centralenheter och en 3D-grafikprocessor. - Perifer + Tillbehör diff --git a/themes/linear-es-de/system/metadata/sega32xjp.xml b/themes/linear-es-de/system/metadata/sega32xjp.xml index be2ce2d69..c8af3ff6e 100644 --- a/themes/linear-es-de/system/metadata/sega32xjp.xml +++ b/themes/linear-es-de/system/metadata/sega32xjp.xml @@ -102,7 +102,7 @@ Prezentat de Sega la Consumer Electronics Show din iunie 1994, 32X a fost prezen 32X är ett tillägg till Sega Mega Drive/Genesis videospelskonsol. Med kodnamnet "Project Mars" utformades 32X för att utöka kraften i Mega Drive/Genesis och fungera som en övergångskonsol till 32-bitars-eran fram till lanseringen av Sega Saturn. 32X är oberoende av konsolen och använder sina egna ROM-kassetter och har sitt eget spelbibliotek. Den distribuerades under namnet Super 32X i Japan, Genesis 32X i Nordamerika, Mega Drive 32X i PAL-regionen och Mega 32X i Brasilien. 32X presenterades av Sega på Consumer Electronics Show i juni 1994 och var ett lågprisalternativ för konsumenter som ville spela 32-bitarsspel. Den utvecklades som ett svar på Atari Jaguar och farhågorna om att Saturn inte skulle hinna ut på marknaden före slutet av 1994. Konsolen var tänkt som en helt ny konsol, men på förslag av Joe Miller, chef för Sega of America, och hans team omvandlades den till ett tillägg till Genesis och gjordes mer kraftfull. Den slutliga designen innehöll två 32-bitars centralenheter och en 3D-grafikprocessor. - Perifer + Tillbehör diff --git a/themes/linear-es-de/system/metadata/sega32xna.xml b/themes/linear-es-de/system/metadata/sega32xna.xml index 2c738fcff..8387a1534 100644 --- a/themes/linear-es-de/system/metadata/sega32xna.xml +++ b/themes/linear-es-de/system/metadata/sega32xna.xml @@ -102,7 +102,7 @@ Prezentat de Sega la Consumer Electronics Show din iunie 1994, 32X a fost prezen 32X är ett tillägg till Sega Mega Drive/Genesis videospelskonsol. Med kodnamnet "Project Mars" utformades 32X för att utöka kraften i Mega Drive/Genesis och fungera som en övergångskonsol till 32-bitars-eran fram till lanseringen av Sega Saturn. 32X är oberoende av konsolen och använder sina egna ROM-kassetter och har sitt eget spelbibliotek. Den distribuerades under namnet Super 32X i Japan, Genesis 32X i Nordamerika, Mega Drive 32X i PAL-regionen och Mega 32X i Brasilien. 32X presenterades av Sega på Consumer Electronics Show i juni 1994 och var ett lågprisalternativ för konsumenter som ville spela 32-bitarsspel. Den utvecklades som ett svar på Atari Jaguar och farhågorna om att Saturn inte skulle hinna ut på marknaden före slutet av 1994. Konsolen var tänkt som en helt ny konsol, men på förslag av Joe Miller, chef för Sega of America, och hans team omvandlades den till ett tillägg till Genesis och gjordes mer kraftfull. Den slutliga designen innehöll två 32-bitars centralenheter och en 3D-grafikprocessor. - Perifer + Tillbehör diff --git a/themes/linear-es-de/system/metadata/segacd.xml b/themes/linear-es-de/system/metadata/segacd.xml index 4a5033b09..81409ac5d 100644 --- a/themes/linear-es-de/system/metadata/segacd.xml +++ b/themes/linear-es-de/system/metadata/segacd.xml @@ -102,7 +102,7 @@ Principalul beneficiu al tehnologiei CD a fost creșterea capacității de stoca Sega CD, som släpptes som Mega-CD i de flesta regioner utanför Nordamerika och Brasilien, är ett CD-ROM-tillbehör för Mega Drive/Genesis som designats och producerats av Sega som en del av den fjärde generationens videospelskonsoler. Den släpptes den 12 december 1991 i Japan, den 15 oktober 1992 i Nordamerika och den 2 april 1993 i Europa. Sega CD spelar CD-baserade spel och lägger till hårdvarufunktioner som en snabbare centralprocessor och grafiska förbättringar som skalning och rotation av sprite. Den kan också spela ljud-CD-skivor och CD+G-skivor. Den största fördelen med CD-tekniken var den större lagringsmöjligheten, som gjorde att spelen kunde vara nästan 320 gånger större än Genesis-kassetterna. Denna fördel manifesterades i full motion video (FMV)-spel som det kontroversiella Night Trap, som blev ett fokus för 1993 års kongressutfrågningar om frågor som rörde våld och klassificering av videospel. Sega of Japan samarbetade med JVC för att utforma Sega CD och vägrade att rådgöra med Sega of America förrän projektet var slutfört. Sega of America monterade delar från olika "dummy"-enheter för att få fram en fungerande prototyp. Den omdesignades flera gånger av Sega och licensierade tredjepartsutvecklare. - Perifer + Tillbehör diff --git a/themes/linear-es-de/system/metadata/sgb.xml b/themes/linear-es-de/system/metadata/sgb.xml index 7605ef951..b854b4731 100644 --- a/themes/linear-es-de/system/metadata/sgb.xml +++ b/themes/linear-es-de/system/metadata/sgb.xml @@ -126,7 +126,7 @@ De asemenea, este posibil ca jocurile Super Game Boy să utilizeze hardware-ul S Enheten kunde mappa de fyra gröna nyanserna till olika färger på skärmen. Senare Game Boy-spel som var optimerade för att använda Super Game Boy hade ytterligare färginformation och kunde åsidosätta färgerna på skärmen, visa en grafisk kant runt skärmen och visa speciella bakgrundssprites. Dessa spel skulle ha tryckt en liten "Super Game Boy Game Pak"-logotyp på lådan och kassetten. Adaptern kunde stödja upp till 64 färger för kanten och 12 färger för skärmen. Statiska skärmar kunde visa alla 10 färgerna. Vissa spel kan ladda in flera gränser beroende på var spelaren befinner sig i spelet. Det är också möjligt för Super Game Boy-spel att använda Super NES-hårdvaran för extra effekter: dessa spel hade utökat ljud när de användes med Super Game Boy. Vissa titlar tillät även att den andra Super NES-kontrollen användes för två spelare; med Super Multitap kunde vissa spel till och med stödja fyra spelare. - Perifer + Tillbehör diff --git a/themes/linear-es-de/system/metadata/sufami.xml b/themes/linear-es-de/system/metadata/sufami.xml index ae36491e6..7ff55d608 100644 --- a/themes/linear-es-de/system/metadata/sufami.xml +++ b/themes/linear-es-de/system/metadata/sufami.xml @@ -126,7 +126,7 @@ Cele două sloturi pentru cartușe sunt concepute pentru a partaja date între j Den här enheten är utformad för att sitta ovanpå Super Famicom och har två kassettplatser. Utgångspunkten var att spel skulle kunna produceras till en mycket lägre kostnad och utvecklingstid, eftersom man inte behövde förlita sig på Nintendo för produktion av kassetter. Till skillnad från Aladdin Deck Enhancer godkändes denna enhet officiellt av Nintendo under förutsättning att Bandai själva skötte all tillverkning av hårdvaran. De två kortplatserna är utformade för att dela data mellan spelen. Kassetten som placeras i fack 1 är det spel som ska spelas, medan kassetten i fack 2 levererar ytterligare data som ska användas i huvudspelet. Av de tretton spel som släppts kan nio av dem länkas samman inom varje spelserie. - Perifer + Tillbehör From d934c50f1cec3e737e00629606b0f3568f577832 Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Mon, 31 Mar 2025 17:06:37 +0200 Subject: [PATCH 259/284] Fixed an issue where the update_version_string.sh script would not update the Info.plist file correctly --- tools/update_version_string.sh | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/tools/update_version_string.sh b/tools/update_version_string.sh index 6776085bf..66f785c92 100755 --- a/tools/update_version_string.sh +++ b/tools/update_version_string.sh @@ -53,7 +53,7 @@ mv $TEMPFILE $MODIFYFILE ##### ES-DE_Info.plist MODIFYFILE=../es-app/assets/ES-DE_Info.plist -MODIFYSTRING=$(grep "ES-DE " $MODIFYFILE) +MODIFYSTRING=$(grep "ES-DE [[:digit:]]" $MODIFYFILE) OLDVERSION=$(echo $MODIFYSTRING | cut -f4 -d" " | sed s/".........$"//) MODIFYSTRING=$(echo $MODIFYSTRING | sed s/".........$"//) NEWSTRING="ES-DE ${1}.${2}.${3}" From afd6b939c713517688c7e7c14ac85882be8dda36 Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Mon, 31 Mar 2025 17:30:54 +0200 Subject: [PATCH 260/284] Bumped the version to 3.2.0 --- CMakeLists.txt | 2 +- es-app/assets/ES-DE_Info.plist | 6 +++--- es-app/assets/Windows_Portable_README.txt | 2 +- es-app/assets/es-de.6.gz | Bin 1045 -> 1038 bytes es-core/src/ApplicationVersion.h | 4 ++-- 5 files changed, 7 insertions(+), 7 deletions(-) diff --git a/CMakeLists.txt b/CMakeLists.txt index a6e892880..5105a3b87 100644 --- a/CMakeLists.txt +++ b/CMakeLists.txt @@ -22,7 +22,7 @@ endif() project(es-de) # Application version, update this when making a new release. -set(ES_VERSION 3.2.0-alpha) +set(ES_VERSION 3.2.0) # Set this to ON to show verbose compiler output (e.g. compiler flags, include directories etc.) set(CMAKE_VERBOSE_MAKEFILE OFF CACHE BOOL "Show verbose compiler output" FORCE) diff --git a/es-app/assets/ES-DE_Info.plist b/es-app/assets/ES-DE_Info.plist index 056ad0205..1f41ec528 100644 --- a/es-app/assets/ES-DE_Info.plist +++ b/es-app/assets/ES-DE_Info.plist @@ -3,7 +3,7 @@ CFBundleIdentifier - 3.2.0-alpha + 3.2.0 CFBundleDevelopmentRegion English CFBundleDisplayName @@ -21,9 +21,9 @@ CFBundleSignature ESDE CFBundleShortVersionString - 3.2.0-alpha + 3.2.0 CFBundleVersion - 3.2.0-alpha + 3.2.0 CFBundleInfoDictionaryVersion 6.0 LSApplicationCategoryType diff --git a/es-app/assets/Windows_Portable_README.txt b/es-app/assets/Windows_Portable_README.txt index 001a4a979..e81c78bd9 100644 --- a/es-app/assets/Windows_Portable_README.txt +++ b/es-app/assets/Windows_Portable_README.txt @@ -2,7 +2,7 @@ ES-DE Frontend - Portable installation on Windows ------------------------------------------------- ES-DE release: -3.2.0-alpha +3.2.0 The latest version can be downloaded from https://es-de.org diff --git a/es-app/assets/es-de.6.gz b/es-app/assets/es-de.6.gz index da6f89df6e56604c81690c1927b6b6de3235ab88..85a8066408b5170b9682554ce59d49bf6ab3430d 100644 GIT binary patch literal 1038 zcmV+p1o8VHiwFqWuj*$417&k9WMwWk0G(A^kJ>mCe)q39%gZtn1cuITFIrWi1$NL5 z10u9iHQ~V|PGU`Br?$hTzkZKxC}Eb)!#)J$bNPJEcPC`_7+Qa}pf#f^&SB6W z{DB8Ae-jLXKD5={yBn1KO-rU*Bna=}aX1?jrn?D)?h#|6q%ce*P9J`IoG-#@NPF4ED9Fe`!LnTg1GDE?k0?DwIEUYDe6YuglqIUU_|hA z3r51-nvA@xS4zPRMu5^!1&^uK!`ZY6pku|D zkZG!!aS*vw{6~NoTc%8~CUd6(Z-?1fK8%JPH<&%p#sxbr61n>?xRM5o@4)*Vc#q%h zyFOq#gSY)PSvu|i!%yp?@QzWpqDg|~@ci}A953kiFtIgRcopyzuF{63F653Ozd82h zu@JxDYpV|;zIMr~Rsz0;s0A-aDYO%oQtStNg%meUppxzpP0`YUY5s$)$&Bvd>vA|d z78=^fK*=_Ib1+Qbz=mN*AyqqM1@md5QDHd#7M$u63CQ!n#({klVgYC2a0r)X_8QEV zZVHy5@!nbQo3KJ+5s?j@BP1C~@jG@xE_cWj#^DsF$|be3klIjX>gpv(T_v^$x^d3p z=QEZ&y5VXT+8gUvAnnW*T$`vXMPX-#gwMPJS{qp+M(la z7EMr|38c3Hj<8cFbLlqSAms(q7p;!0MBSVxiET!wc41kvywv-+<&nxFVd@osw^LsF zJK;t9OBFLe1=eq4L3?C?K0#<#oklChoA&-Tf5O8Og?!`X9I{G!z@yliFy8F08j#^C5z6JE< zGO=&r+0)HfSeLl%@#)dH204Bm?3m0(TW_d)JBD9Y_wyxrU}zSaLyqnFS8hzDKlFO; zkqe~CdLIc{GNa^zTei!x#uwxO?VqwSK2t89(73-FLWcNG!Glb{*VyIIMj|sVXmQ2V zhS3VgV;DY!^A@o^28oR8665tHrCZ7iM;kRC&hcg3pftdMe5gHk!q(o=%07~R0V3j< I7*+@X0DkNHkN^Mx literal 1045 zcmV+w1nT=AiwFqfJYZ)617&k9WMwWk0G(A^kK#5Ie)q39<)w^70>h5F-Bq;`yD%Np zVL*gkX*J=&Bo490u~XaOvcJB^HWZk$^U#NYd@i5QoJ)=V-@Ez4oGhmwi9Ur`CS@!f~`T}IR7}sJ((&BR(rBTie z`s^_xc)kUz;BHBVLDsF5UG16yt}d!T0*Y`M(U_P^j-S!96+ z?{(k!LYc(CcDiOEL>8;00VQ8@5`g zEppG6NYFzgep0WE*~{$OC5uK&_?Dm+f*hsL&RIc`5AF&jZ_a@#xk%`+G15OpK~-SEyrKMsW}z_>)dy7AdeDk;3OFg z;L^-pgW1xRU^yD^y!GxJRw`^FR>PDCNrp=PicBcg7Au8uc*U`Ed7~Yqu~gfpeht#p zx#K{Tl`MNXVfmvUuJc9*WAg^2n>oRaO(P|Rn;DY4@ET}iRfQOtA4)Kc>a6U5v%z-K zJWT1)Io?&`9F(smmiG)CVaHzP(>-^Cf(vFYsE$=hqmt*jBcoUQuw1c%H2C=CQ7Dl! z{f58aDX;y#@PhtIXDm#Cv%PmmAL`dJR0@|O_V*r@SA1T$GA}=M`paprdgX8Uxbm+G#z}rF2Haxq`5y|C=WA?_f%B@N53-iUx4}JDJq_W0Ei|gwW zp;T2^J~hSNh&we{?TfWcdJL{Xj$a2Evv$!oE9&2l!PmvZbWR=_nk9B$B0c{o zt*y<+Zr49@vC`}ACqm}TYBl4o+Evxy3$lmyzp@cNQ$C)=`o9}O2KY|FqbmMxkmb Date: Mon, 31 Mar 2025 19:56:18 +0200 Subject: [PATCH 261/284] Fixed a potential crash when disabling the help prompts --- es-core/src/components/HelpComponent.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/es-core/src/components/HelpComponent.cpp b/es-core/src/components/HelpComponent.cpp index f3128da72..86a7d4d85 100644 --- a/es-core/src/components/HelpComponent.cpp +++ b/es-core/src/components/HelpComponent.cpp @@ -392,7 +392,7 @@ void HelpComponent::applyTheme(const std::shared_ptr& theme, void HelpComponent::render(const glm::mat4& parentTrans) { - if (!mVisible) + if (!mVisible || mGrid == nullptr) return; if (mBackgroundColor != 0x00000000) { From 5701e666cf61ee4a61746420935fab0a4279c5fd Mon Sep 17 00:00:00 2001 From: XargonWan Date: Tue, 1 Apr 2025 20:55:37 +0900 Subject: [PATCH 262/284] Updated "update from upstream"script to fetch `stable-3.2` --- update_from_upstream.sh | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/update_from_upstream.sh b/update_from_upstream.sh index 8ba1d92a5..df57675c8 100755 --- a/update_from_upstream.sh +++ b/update_from_upstream.sh @@ -1,5 +1,5 @@ #!/bin/bash -git fetch https://gitlab.com/es-de/emulationstation-de/ "3.1.1" # Fetch the latest changes from the remote master branch +git fetch https://gitlab.com/es-de/emulationstation-de/ "stable-3.2" # Fetch the latest changes from the remote master branch git merge FETCH_HEAD # Merge the fetched changes into your current branch echo -e "PLEASE CHECK IF ANYTHING IS CHANGED IN:\n-resources/systems/linux/es_find_rules.xml\n-resources/systems/linux/es_systems.xml" \ No newline at end of file From 6846afef5e86aa95b4185a45147dd1ecf65a3f67 Mon Sep 17 00:00:00 2001 From: XargonWan Date: Tue, 1 Apr 2025 21:12:16 +0900 Subject: [PATCH 263/284] Added HelpStyle definition if def RETRODECK --- es-app/src/guis/GuiMenu.cpp | 4 ++++ 1 file changed, 4 insertions(+) diff --git a/es-app/src/guis/GuiMenu.cpp b/es-app/src/guis/GuiMenu.cpp index bcb306e72..af5e74d03 100644 --- a/es-app/src/guis/GuiMenu.cpp +++ b/es-app/src/guis/GuiMenu.cpp @@ -49,6 +49,10 @@ #include "InputOverlay.h" #endif +#if defined(RETRODECK) +#include "HelpStyle.h" +#endif + #include #include From 1d0fae28615abc9f671b11bdab0fbbdef99c46da Mon Sep 17 00:00:00 2001 From: XargonWan Date: Tue, 1 Apr 2025 21:30:03 +0900 Subject: [PATCH 264/284] Removed HelpStyle (was introduced by RetroDECK) --- es-app/src/guis/GuiMenu.cpp | 6 ------ es-app/src/guis/GuiThemeDownloader.cpp | 5 ++--- es-app/src/views/ViewController.cpp | 1 - 3 files changed, 2 insertions(+), 10 deletions(-) diff --git a/es-app/src/guis/GuiMenu.cpp b/es-app/src/guis/GuiMenu.cpp index af5e74d03..8c2b96a8c 100644 --- a/es-app/src/guis/GuiMenu.cpp +++ b/es-app/src/guis/GuiMenu.cpp @@ -49,10 +49,6 @@ #include "InputOverlay.h" #endif -#if defined(RETRODECK) -#include "HelpStyle.h" -#endif - #include #include @@ -2317,8 +2313,6 @@ void GuiMenu::openESDEConfiguration() { // RetroDECK: Create a new GuiSettings instance for the ES-DE Configurations menu auto s = new GuiSettings(_("ES-DE CONFIGURATIONS")); - HelpStyle style{getHelpStyle()}; - // UI SETTINGS ComponentListRow row; row.addElement(std::make_shared(_("UI SETTINGS"), diff --git a/es-app/src/guis/GuiThemeDownloader.cpp b/es-app/src/guis/GuiThemeDownloader.cpp index 202c4773c..90053a2d4 100644 --- a/es-app/src/guis/GuiThemeDownloader.cpp +++ b/es-app/src/guis/GuiThemeDownloader.cpp @@ -661,9 +661,8 @@ void GuiThemeDownloader::parseThemesList() #if defined(RETRODECK) mWindow->pushGui(new GuiMsgBox( - getHelpStyle(), - _("ES-DE THEME ENGINE WAS UPDATED UPSTREAM. THESE THEMES MAY NOT BE COMPATIBLE WITH THE CURRENT RETRODECK VERSION." - "CHECK IF A NEW RETRODECK UPDATE IS AVAILABLE, ELSE PLEASE WAIT FOR IT OR PROCEED AT YOUR OWN RISK."), + _("ES-DE THEME ENGINE WAS UPDATED UPSTREAM. THESE THEMES MAY NOT BE COMPATIBLE WITH THE CURRENT RETRODECK VERSION. " + "CHECK IF A NEW RETRODECK UPDATE IS AVAILABLE, ELSE PLEASE WAIT FOR IT OR PROCEED AT YOUR OWN RISK."), _("OK"), [] { return; }, "", nullptr, "", nullptr, nullptr, true)); #else diff --git a/es-app/src/views/ViewController.cpp b/es-app/src/views/ViewController.cpp index 69165c991..cd21a8597 100644 --- a/es-app/src/views/ViewController.cpp +++ b/es-app/src/views/ViewController.cpp @@ -293,7 +293,6 @@ void ViewController::noGamesDialog() #if defined(RETRODECK) // Show a simple message with a "QUIT" option if RETRODECK is defined mNoGamesMessageBox = new GuiMsgBox( - HelpStyle(), mNoGamesErrorMessage + mRomDirectory, _("QUIT"), [] { From 74d7b490381cb034e31da78ee8d941d444dd80d1 Mon Sep 17 00:00:00 2001 From: XargonWan Date: Thu, 3 Apr 2025 13:29:02 +0900 Subject: [PATCH 265/284] Added dependencies for ES-DE 3.2.0: dav1d, bluez, libvpx e icu --- net.retrodeck.es-de.yml | 65 +++++++++++++++++++++++++++++++++++++++++ 1 file changed, 65 insertions(+) diff --git a/net.retrodeck.es-de.yml b/net.retrodeck.es-de.yml index 59ab23b43..9de2aa983 100755 --- a/net.retrodeck.es-de.yml +++ b/net.retrodeck.es-de.yml @@ -141,6 +141,71 @@ modules: - '*.a' - '*.la' + # Needed from ES-DE 3.2.0+ + - name: dav1d + buildsystem: meson + sources: + - type: archive + url: https://download.videolan.org/videolan/dav1d/1.5.1/dav1d-1.5.1.tar.xz + sha256: 401813f1f89fa8fd4295805aa5284d9aed9bc7fc1fdbe554af4292f64cbabe21 + x-checker-data: + type: anitya + project-id: 18920 + url-template: https://download.videolan.org/videolan/dav1d/$version/dav1d-$version.tar.xz + + # Needed from ES-DE 3.2.0+ + - name: bluez + config-opts: + - "--disable-datafiles" + - "--disable-manpages" + - "--disable-systemd" + - "--enable-experimental" + - "--enable-library" + - "--disable-client" + - "--disable-mesh" + - "--disable-tools" + - "--disable-monitor" + - "--disable-udev" + - "--prefix=/app" + - "--sysconfdir=/app/etc" + sources: + - type: archive + url: https://mirrors.edge.kernel.org/pub/linux/bluetooth/bluez-5.64.tar.xz + sha256: ae437e65b6b3070c198bc5b0109fe9cdeb9eaa387380e2072f9de65fe8a1de34 + + # Needed from ES-DE 3.2.0+ + - name: libvpx + config-opts: + - "--enable-runtime-cpu-detect" + - "--enable-shared" + - "--disable-static" + - "--enable-pic" + - "--disable-install-bins" + - "--disable-install-docs" + - "--disable-install-srcs" + - "--enable-vp8" + - "--enable-postproc" + - "--enable-vp9" + - "--enable-vp9-highbitdepth" + sources: + - type: archive + url: https://github.com/webmproject/libvpx/archive/refs/tags/v1.15.0.tar.gz + sha256: 965e51c91ad9851e2337aebcc0f517440c637c506f3a03948062e3d5ea129a83 + + # Needed from ES-DE 3.2.0+ + - name: icu + buildsystem: autotools + build-commands: + - cd source + - ./configure --prefix=/app + - make -j$(nproc) + - make install + sources: + - type: archive + url: https://github.com/unicode-org/icu/releases/download/release-74-2/icu4c-74_2-src.tgz + sha256: c01e6251dc9cd2a5a382b2e066a72a6e87a0e7be63dc1929cf98620a9fb6c94b + dest: icu + - name: ES-DE buildsystem: cmake-ninja config-opts: From 33f3bcb925fc0305f5664c452bf07f08f8daac6e Mon Sep 17 00:00:00 2001 From: XargonWan Date: Thu, 3 Apr 2025 13:34:38 +0900 Subject: [PATCH 266/284] fix(manifest): libvpx hash --- net.retrodeck.es-de.yml | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/net.retrodeck.es-de.yml b/net.retrodeck.es-de.yml index 9de2aa983..f2e609803 100755 --- a/net.retrodeck.es-de.yml +++ b/net.retrodeck.es-de.yml @@ -190,7 +190,7 @@ modules: sources: - type: archive url: https://github.com/webmproject/libvpx/archive/refs/tags/v1.15.0.tar.gz - sha256: 965e51c91ad9851e2337aebcc0f517440c637c506f3a03948062e3d5ea129a83 + sha256: e935eded7d81631a538bfae703fd1e293aad1c7fd3407ba00440c95105d2011e # Needed from ES-DE 3.2.0+ - name: icu From bb617f785d2df9ae6f33bd38400c5a376d808ec2 Mon Sep 17 00:00:00 2001 From: XargonWan Date: Thu, 3 Apr 2025 13:38:16 +0900 Subject: [PATCH 267/284] fix(manifest): update ICU source SHA256 hash --- net.retrodeck.es-de.yml | 3 +-- 1 file changed, 1 insertion(+), 2 deletions(-) diff --git a/net.retrodeck.es-de.yml b/net.retrodeck.es-de.yml index f2e609803..07f66e055 100755 --- a/net.retrodeck.es-de.yml +++ b/net.retrodeck.es-de.yml @@ -203,8 +203,7 @@ modules: sources: - type: archive url: https://github.com/unicode-org/icu/releases/download/release-74-2/icu4c-74_2-src.tgz - sha256: c01e6251dc9cd2a5a382b2e066a72a6e87a0e7be63dc1929cf98620a9fb6c94b - dest: icu + sha256: 68db082212a96d6f53e35d60f47d38b962e9f9d207a74cfac78029ae8ff5e08c - name: ES-DE buildsystem: cmake-ninja From 139e1363e243906fd01c784d2e41a1de29f7fdfe Mon Sep 17 00:00:00 2001 From: XargonWan Date: Thu, 3 Apr 2025 14:19:46 +0900 Subject: [PATCH 268/284] fix(icu): change build system to simple and update build commands --- net.retrodeck.es-de.yml | 12 +++++++----- 1 file changed, 7 insertions(+), 5 deletions(-) diff --git a/net.retrodeck.es-de.yml b/net.retrodeck.es-de.yml index 07f66e055..23905dff4 100755 --- a/net.retrodeck.es-de.yml +++ b/net.retrodeck.es-de.yml @@ -194,12 +194,14 @@ modules: # Needed from ES-DE 3.2.0+ - name: icu - buildsystem: autotools + buildsystem: simple build-commands: - - cd source - - ./configure --prefix=/app - - make -j$(nproc) - - make install + - | + cd source + chmod +x runConfigureICU configure install-sh + ./runConfigureICU Linux --prefix=/app --disable-strict + make -j$(nproc) + make install sources: - type: archive url: https://github.com/unicode-org/icu/releases/download/release-74-2/icu4c-74_2-src.tgz From 9011a660e219a5fe103c7fdfa5a0cef50402912c Mon Sep 17 00:00:00 2001 From: XargonWan Date: Thu, 3 Apr 2025 14:20:19 +0900 Subject: [PATCH 269/284] fix(icu): switch build system to autotools and update build directory structure --- net.retrodeck.es-de.yml | 12 ++++-------- 1 file changed, 4 insertions(+), 8 deletions(-) diff --git a/net.retrodeck.es-de.yml b/net.retrodeck.es-de.yml index 23905dff4..f651a055f 100755 --- a/net.retrodeck.es-de.yml +++ b/net.retrodeck.es-de.yml @@ -194,18 +194,14 @@ modules: # Needed from ES-DE 3.2.0+ - name: icu - buildsystem: simple - build-commands: - - | - cd source - chmod +x runConfigureICU configure install-sh - ./runConfigureICU Linux --prefix=/app --disable-strict - make -j$(nproc) - make install + buildsystem: autotools + builddir: true + subdir: icu/source sources: - type: archive url: https://github.com/unicode-org/icu/releases/download/release-74-2/icu4c-74_2-src.tgz sha256: 68db082212a96d6f53e35d60f47d38b962e9f9d207a74cfac78029ae8ff5e08c + dest: icu - name: ES-DE buildsystem: cmake-ninja From 661353316008a973d69457a7b6272f3bdcfc821e Mon Sep 17 00:00:00 2001 From: XargonWan Date: Thu, 3 Apr 2025 14:50:09 +0900 Subject: [PATCH 270/284] fix(es-de): remove ICU dependency and update build options for ES-DE for statically linking it --- net.retrodeck.es-de.yml | 18 +++++------------- 1 file changed, 5 insertions(+), 13 deletions(-) diff --git a/net.retrodeck.es-de.yml b/net.retrodeck.es-de.yml index f651a055f..46a277586 100755 --- a/net.retrodeck.es-de.yml +++ b/net.retrodeck.es-de.yml @@ -192,27 +192,19 @@ modules: url: https://github.com/webmproject/libvpx/archive/refs/tags/v1.15.0.tar.gz sha256: e935eded7d81631a538bfae703fd1e293aad1c7fd3407ba00440c95105d2011e - # Needed from ES-DE 3.2.0+ - - name: icu - buildsystem: autotools - builddir: true - subdir: icu/source - sources: - - type: archive - url: https://github.com/unicode-org/icu/releases/download/release-74-2/icu4c-74_2-src.tgz - sha256: 68db082212a96d6f53e35d60f47d38b962e9f9d207a74cfac78029ae8ff5e08c - dest: icu - - name: ES-DE buildsystem: cmake-ninja config-opts: - -DRETRODECK=on + - -DCMAKE_PREFIX_PATH=/app + - -DICU_USE_STATIC_LIBS=ON + - -DICU_ROOT=/app build-options: cflags: -I/app/include - ldflags: -L/app/lib + ldflags: -L/app/lib -licuuc -licudata cleanup: - es-app - es-core sources: - type: dir - path: ./ \ No newline at end of file + path: ./ From 77b687fd35c78dfd7126977f95c294978dab3ed4 Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Thu, 3 Apr 2025 21:27:12 +0200 Subject: [PATCH 271/284] Documentation update --- CHANGELOG.md | 27 ++++++++++++++++++--------- 1 file changed, 18 insertions(+), 9 deletions(-) diff --git a/CHANGELOG.md b/CHANGELOG.md index 23e536bf7..d2a8dbe81 100644 --- a/CHANGELOG.md +++ b/CHANGELOG.md @@ -1,14 +1,22 @@ # ES-DE Frontend - Changelog -## Version 3.2.0 / 3.2.0-xx (in development) +## Version 3.2.0 / 3.2.0-45 (in development) **Release date:** TBD ### Release overview +This release brings support for themeable system status indicators showing the Bluetooth, Wi-Fi, cellular and battery status for devices where such hardware is available. There is also a themeable clock added which can be enabled from the UI settings menu. For all platforms the game systems Vircon32 Virtual Console (vircon32) and Sega Mark III (mark3) have been added, and for Linux, macOS and Windows support has also been added for the Sony PlayStation 4 (ps4) system using the shadPS4 emulator. + +There is also support for a lot of new emulators, both standalone and RetroArch cores, and some find rules have been added or updated to enable additional package formats and binary names for some previously supported emulators. + +There are large internal changes to the application to improve the theme engine, most notably for the helpsystem element which has been largely rewritten. This leads to much more granular control by the theme developers, and together with numerous other theme engine improvements this opens up more flexibility as far as theme design is concerned. + +The launch screen can also be completely disabled as of this release, and there are a couple of new custom events that could be useful for arcade cabinets, virtual pinball tables and such. Additionally there are a number of minor improvements and bug fixes, see the full list below for all details. + ### Detailed list of changes -* Added a system status element showing the Blueooth, Wi-Fi, cellular and battery status on screen +* Added a system status element showing the Bluetooth, Wi-Fi, cellular and battery status on screen * Added a "Display clock" setting to the UI settings menu to display an on screen clock (disabled by default) * Added translations for Traditional Chinese (zh_TW) * Added support for the Sony PlayStation 4 (ps4) game system on Linux, macOS and Windows using the shadPS4 emulator @@ -20,9 +28,8 @@ * Made the menu and launch screen scale up at the same speed regardless of the display refresh rate * Added a screensaver-game-select custom event * Added game-select and system-select custom events and a corresponding "Browsing custom events" menu option -* Added RPCS3 Game Serial as an alternative emulator for the consolearcade and ps3 systems on Linux, macOS and Windows -* Added the NooDS RetroArch core as an alternative emulator for the gba and nds systems * Added the bsnes-jg RetroArch core as an alternative emulator for the satellaview, sfc, snes, snesna and sufami systems +* Added the NooDS RetroArch core as an alternative emulator for the gba and nds systems * Added the Holani RetroArch core as an alternative emulator for the atarilynx system * Added the b2 RetroArch core as an alternative emulator for the bbcmicro system * Added the CannonBall RetroArch core as an alternative emulator for the ports system @@ -30,9 +37,10 @@ * Added Mesen standalone as an alternative emulator for the colecovision, wonderswan and wonderswancolor systems on Linux and Windows * Added Azahar standalone as an alternative emulator for the n3ds system * Added A7800 standalone as an alternative emulator for the atari7800 system on Linux and Windows +* Added RPCS3 Game Serial as an alternative emulator for the consolearcade and ps3 systems on Linux, macOS and Windows * (Android) Changed from MAME4droid 2024 to MAME4droid Current for all systems where only this emulator was supported -* (Android) Added a find rule entry for the new Cemu package name * (Android) Added MAME4droid Current emulator entries for all systems where MAME4droid 2024 was supported +* (Android) Added a find rule entry for the new Cemu package name * (Android) Added SkyEmu standalone as an alternative emulator for the gb, gba, gbc and nds systems * (Android) Added Pizza Boy SC standalone as an alternative emulator for the gamegear, genesis, mastersystem, megadrive and megadrivejp systems * (Android) Changed all RetroArch core entries to use absolute paths (this makes the ancient Play store release work correctly) @@ -46,7 +54,7 @@ * (Linux) Added support for the manually downloaded release of Mesen * (Linux) Changed the AppImage find rule for Mandarine to mandarine-qt*.AppImage * Enabled directories interpreted as files with MAME RetroArch for the apple2, apple2gs and fmtowns systems on Linux, macOS and Windows -* Added the .gam file extension to the arcade system on Linux and Windows +* Added the .gam file extension to the arcade and mame systems on Linux and Windows * Added the .m3u file extension to the sega32x, sega32xjp and sega32xna systems * Added the .ruf file extension to the flash system * Added initial support for the Microsoft Xbox One (xboxone) game system (still awaiting emulator support) @@ -63,11 +71,12 @@ * Added a "fadeInType" property to the video element to fade in from black or from transparency * Added support for a "none" value to the video element imageType property * Added a BackgroundComponent to replace NinePatchComponent for rendering menu and popup backgrounds +* Added support for the 8:7 display aspect ratio * (Android) Changed the target SDK version to 35 (Android 15) * The LANG and LANGUAGE variables are now set explicitly to the UTF-8 character encoding on Linux, macOS and Android -* Added support for the 8:7 display aspect ratio -* (macOS) Added a build script for cross-compiling for x86_64 when using an ARM processor -* (Linux) Added the BlueZ library as a dependency +* (linear-es-de) Added translations for the system hardware types +* (macOS) Added a dependency build script for cross-compiling for x86_64 when using an ARM processor +* (Linux) Added the BlueZ library (libbluetooth) as a dependency * Added support for building against libgit2 v1.9.0 and later * Added support for building against ICU 76.1 and later * Updated SDL to 2.32.2 on Android, Windows, macOS and the Linux AppImage builds From b2ecbb3d0586db29e0afb0085098bcd36107cf16 Mon Sep 17 00:00:00 2001 From: XargonWan Date: Fri, 4 Apr 2025 11:06:38 +0900 Subject: [PATCH 272/284] feat(manifest): update runtime version to 6.8 --- net.retrodeck.es-de.yml | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/net.retrodeck.es-de.yml b/net.retrodeck.es-de.yml index 46a277586..8a81f8d19 100755 --- a/net.retrodeck.es-de.yml +++ b/net.retrodeck.es-de.yml @@ -1,6 +1,6 @@ app-id: net.retrodeck.es-de runtime: org.kde.Platform -runtime-version: &runtime-version "6.7" +runtime-version: &runtime-version "6.8" sdk: org.kde.Sdk command: /app/bin/es-de From 5707fc135b3c32111b4b94c3939b445b46156235 Mon Sep 17 00:00:00 2001 From: XargonWan Date: Fri, 4 Apr 2025 11:25:32 +0900 Subject: [PATCH 273/284] feat(automation): added the AppImage build job --- .github/workflows/build_es-de.yml | 137 +++++++++++++---------------- tools/create_AppImage_RetroDECK.sh | 89 +++++++++++++++++++ 2 files changed, 152 insertions(+), 74 deletions(-) create mode 100644 tools/create_AppImage_RetroDECK.sh diff --git a/.github/workflows/build_es-de.yml b/.github/workflows/build_es-de.yml index 37ea3b26a..264a27ee9 100644 --- a/.github/workflows/build_es-de.yml +++ b/.github/workflows/build_es-de.yml @@ -3,110 +3,99 @@ name: "Build ES-DE" on: push: branches: - - retrodeck-main - - main - - feat/* + - retrodeck-main + - main + - feat/* workflow_dispatch: jobs: + Set_Release_Metadata: + runs-on: ubuntu-latest + outputs: + branch_name: ${{ steps.set-vars.outputs.branch_name }} + date: ${{ steps.set-vars.outputs.date }} + steps: + - name: Set Branch and Date + id: set-vars + run: | + BRANCH_NAME=$(echo "${GITHUB_REF#refs/heads/}") + DATE=$(date +'%d%m%y.%S') + echo "branch_name=$BRANCH_NAME" >> $GITHUB_OUTPUT + echo "date=$DATE" >> $GITHUB_OUTPUT + Building_RetroDECK-ES-DE: runs-on: ubuntu-latest + needs: Set_Release_Metadata steps: - - - name: Clone repo + - name: Checkout uses: actions/checkout@v3 with: submodules: 'recursive' token: ${{ secrets.TRIGGER_BUILD_TOKEN }} fetch-depth: 1 - # Install Dependencies - name: Install dependencies run: curl "https://raw.githubusercontent.com/RetroDECK/components-template/main/automation_tools/install_dependencies.sh" | bash - - name: Run pre-build automation tasks - run : "/bin/bash ${GITHUB_WORKSPACE}/automation_tools/pre_build_automation.sh" + - name: Pre-build automation + run: "/bin/bash ${GITHUB_WORKSPACE}/automation_tools/pre_build_automation.sh" - - name: "[DEBUG] Outputting manifest" - run: cat net.retrodeck.es-de.yml - - - name: "Build flatpak" - id: "flatpak-download" + - name: Build flatpak run: | git config --global protocol.file.allow always flatpak-builder --user --force-clean \ --install-deps-from=flathub \ --install-deps-from=flathub-beta \ --repo=${GITHUB_WORKSPACE}/es-de-repo \ - "${GITHUB_WORKSPACE}"/es-de-build-dir \ + "${GITHUB_WORKSPACE}/es-de-build-dir" \ net.retrodeck.es-de.yml - - name: "Exporting dir tree" - id: tree - run: tree -H ./ > ${GITHUB_WORKSPACE}/tree.html + - name: Package flatpak artifact + run: | + tar -czf RetroDECK-ES-DE-Artifact.tar.gz -C es-de-build-dir . + tree -H ./ > tree.html - - name: Create Artifact for RetroDECK - run: | - tar -czf ${GITHUB_WORKSPACE}/RetroDECK-ES-DE-Artifact.tar.gz -C ${GITHUB_WORKSPACE}/es-de-build-dir . - hash=($(sha256sum ${GITHUB_WORKSPACE}/RetroDECK-ES-DE-Artifact.tar.gz)) - echo $hash > ${GITHUB_WORKSPACE}/RetroDECK-Artifact-cooker.sha - mv -f RetroDECK-Artifact-cooker.* ${{ secrets.ARTIFACT_REPO }} - continue-on-error: true - timeout-minutes: 1440 - - - name: Set environment variable with current branch name - run: echo "GITHUB_REF_SLUG=$(git rev-parse --abbrev-ref HEAD)" >> $GITHUB_ENV - - - name: Get branch name - id: branch_name - run: echo "BRANCH_NAME=$(echo $GITHUB_REF | sed 's|refs/heads/||')" >> $GITHUB_ENV - - - name: Get date - id: date - run: echo "DATE=$(date +'%d%m%y.%S')" >> $GITHUB_ENV - - - name: Publish the artifacts in a release + - name: Upload flatpak to GitHub Release uses: ncipollo/release-action@v1 with: - tag: "${{env.BRANCH_NAME}}-${{env.DATE}}" + tag: "${{ needs.Set_Release_Metadata.outputs.branch_name }}-${{ needs.Set_Release_Metadata.outputs.date }}" + name: "${{ needs.Set_Release_Metadata.outputs.branch_name }} Build" body: | - # Release Notes - These are the artifact of RetroDECK ES-DE, commit: ${{ github.event.repository.full_name }}@${{github.sha}}. - On branch [${{env.BRANCH_NAME}}](https://github.com/RetroDECK/ES-DE/tree/${{env.BRANCH_NAME}}). - - artifacts: "RetroDECK-ES-DE-Artifact.tar.gz, tree.html" + Build of RetroDECK ES-DE from `${{ github.repository }}@${{ github.sha }}` + - Branch: [${{ needs.Set_Release_Metadata.outputs.branch_name }}](https://github.com/${{ github.repository }}/tree/${{ needs.Set_Release_Metadata.outputs.branch_name }}) + artifacts: | + RetroDECK-ES-DE-Artifact.tar.gz + tree.html allowUpdates: true - makeLatest: ${{ contains(env.BRANCH_NAME, 'feat/') && 'false' || 'true' }} + makeLatest: ${{ contains(needs.Set_Release_Metadata.outputs.branch_name, 'feat/') && 'false' || 'true' }} token: ${{ secrets.TRIGGER_BUILD_TOKEN }} - continue-on-error: true - # - name: Clone Cooker repo - # if: contains(env.BRANCH_NAME, 'feat/') == false - # uses: actions/checkout@v3 - # with: - # repository: RetroDECK/RetroDECK - # #ref: cooker - # ref: feat/lighter-manifest # TODO: put cooker when this is merged - # submodules: 'recursive' - # token: ${{ secrets.TRIGGER_BUILD_TOKEN }} - # path: cooker + Create_AppImage_RetroDECK: + runs-on: ubuntu-latest + needs: Set_Release_Metadata + steps: + - name: Checkout + uses: actions/checkout@v3 + with: + submodules: 'recursive' + token: ${{ secrets.TRIGGER_BUILD_TOKEN }} + fetch-depth: 1 - # - name: "Update RetroDECK Cooker manifest with new artifact URL and SHA256" - # if: contains(env.BRANCH_NAME, 'feat/') == false - # run: | - # NEW_URL="https://github.com/RetroDECK/ES-DE/releases/download/${{env.BRANCH_NAME}}-${{env.DATE}}/RetroDECK-ES-DE-Artifact.tar.gz" - # NEW_SHA256=$(cat ${GITHUB_WORKSPACE}/RetroDECK-Artifact-cooker.sha) - - # yq e -i '.modules[] | select(.name == "ES-DE") | .sources[0].url = strenv(NEW_URL)' cooker/net.retrodeck.retrodeck.yml - # yq e -i '.modules[] | select(.name == "ES-DE") | .sources[0].sha256 = strenv(NEW_SHA256)' cooker/net.retrodeck.retrodeck.yml - - # - name: Commit and push changes to Cooker repo - # if: contains(env.BRANCH_NAME, 'feat/') == false - # run: | - # cd "${GITHUB_WORKSPACE}/cooker" - # git config user.name "GitHub Actions" - # git config user.email "actions@github.com" - # git add net.retrodeck.retrodeck.yml - # git commit -m "ES-DE: updated module with new artifact URL and SHA256 [skip ci]" - # git push origin HEAD + - name: Build AppImage + run: | + chmod +x tools/create_AppImage_RetroDECK.sh + ./tools/create_AppImage_RetroDECK.sh + - name: Upload AppImage to GitHub Release + uses: ncipollo/release-action@v1 + with: + tag: "${{ needs.Set_Release_Metadata.outputs.branch_name }}-${{ needs.Set_Release_Metadata.outputs.date }}" + name: "${{ needs.Set_Release_Metadata.outputs.branch_name }} Build" + body: | + AppImage build for RetroDECK. + Branch: [${{ needs.Set_Release_Metadata.outputs.branch_name }}](https://github.com/${{ github.repository }}/tree/${{ needs.Set_Release_Metadata.outputs.branch_name }}) + artifacts: | + RetroDECK-AppImage.tar.gz + allowUpdates: true + makeLatest: ${{ contains(needs.Set_Release_Metadata.outputs.branch_name, 'feat/') && 'false' || 'true' }} + token: ${{ secrets.TRIGGER_BUILD_TOKEN }} diff --git a/tools/create_AppImage_RetroDECK.sh b/tools/create_AppImage_RetroDECK.sh new file mode 100644 index 000000000..5799b7962 --- /dev/null +++ b/tools/create_AppImage_RetroDECK.sh @@ -0,0 +1,89 @@ +#!/usr/bin/bash +# SPDX-License-Identifier: MIT +# +# ES-DE Frontend +# create_AppImage_SteamDeck.sh +# +# Runs the complete process of building a Linux AppImage specific to the Valve Steam Deck. +# The SDL library is also built and included in the AppImage. +# +# This script has only been tested on Ubuntu 20.04 LTS and 22.04 LTS. +# + +# How many CPU threads to use for the compilation. +JOBS=4 + +SDL_RELEASE_TAG=release-2.32.2 +SDL_SHARED_LIBRARY=libSDL2-2.0.so.0.3200.2 + +echo "Building Steam Deck AppImage..." + +if [ ! -f .clang-format ]; then + echo "You need to run this script from the root of the repository." + exit +fi + +if [ ! -f appimagetool-x86_64.AppImage ]; then + echo -e "Can't find appimagetool-x86_64.AppImage, downloading the latest version...\n" + wget "https://github.com/AppImage/AppImageKit/releases/download/continuous/appimagetool-x86_64.AppImage" +fi + +chmod a+x appimagetool-x86_64.AppImage + +if [ ! -f linuxdeploy-x86_64.AppImage ]; then + echo -e "Can't find linuxdeploy-x86_64.AppImage, downloading the latest version...\n" + wget "https://github.com/linuxdeploy/linuxdeploy/releases/download/continuous/linuxdeploy-x86_64.AppImage" +fi + +chmod a+x linuxdeploy-x86_64.AppImage + +if [ ! -f external/SDL/build/${SDL_SHARED_LIBRARY} ]; then + echo + echo "Building the SDL library..." + cd external + rm -rf SDL + git clone https://github.com/libsdl-org/SDL.git + cd SDL + git checkout $SDL_RELEASE_TAG + + mkdir build + cd build + cmake -DCMAKE_BUILD_TYPE=Release -S .. -B . + + if [ $(grep PKG_PIPEWIRE_VERSION:INTERNAL= CMakeCache.txt) = "PKG_PIPEWIRE_VERSION:INTERNAL=" ]; then + echo + echo -e "The SDL library is not configured with PipeWire support, aborting." + exit + fi + + make -j${JOBS} + cd ../../.. +else + echo + echo -e "The SDL library has already been built, skipping this step\n" +fi + +rm -rf ./AppDir +mkdir AppDir + +rm -f CMakeCache.txt +cmake -DAPPIMAGE_BUILD=on -DRETRODECK=on . +make clean +make -j${JOBS} +make install DESTDIR=AppDir +cd AppDir +ln -s usr/bin/es-de AppRun +ln -s usr/share/pixmaps/es-de.svg . +ln -s usr/share/applications/org.es_de.frontend.desktop . +ln -s es-de.svg .DirIcon +cd usr/bin +ln -s ../share/es-de/resources . +ln -s ../share/es-de/themes . +cd ../../.. + +./linuxdeploy-x86_64.AppImage -l /lib/x86_64-linux-gnu/libOpenGL.so.0 -l /lib/x86_64-linux-gnu/libGLdispatch.so.0 -l /lib/x86_64-linux-gnu/libgio-2.0.so.0 --appdir AppDir +cp external/SDL/build/${SDL_SHARED_LIBRARY} AppDir/usr/lib/libSDL2-2.0.so.0 +./appimagetool-x86_64.AppImage AppDir + +mv ES-DE-x86_64.AppImage ES-DE_x64_SteamDeck.AppImage +echo -e "\nCreated AppImage ES-DE_x64_SteamDeck.AppImage" From ee41f48349e5faf28499de374f7e211b325ba8a8 Mon Sep 17 00:00:00 2001 From: XargonWan Date: Fri, 4 Apr 2025 11:31:14 +0900 Subject: [PATCH 274/284] feat(build): install PipeWire development dependencies for ES-DE workflow --- .github/workflows/build_es-de.yml | 5 +++++ 1 file changed, 5 insertions(+) diff --git a/.github/workflows/build_es-de.yml b/.github/workflows/build_es-de.yml index 264a27ee9..58adb979b 100644 --- a/.github/workflows/build_es-de.yml +++ b/.github/workflows/build_es-de.yml @@ -81,6 +81,11 @@ jobs: token: ${{ secrets.TRIGGER_BUILD_TOKEN }} fetch-depth: 1 + - name: Install dependencies + run: | + sudo apt-get update + sudo apt-get install -y libpipewire-0.3-dev + - name: Build AppImage run: | chmod +x tools/create_AppImage_RetroDECK.sh From 60e32847dc6d88661a9a1300c082e5ab68f6ff7a Mon Sep 17 00:00:00 2001 From: XargonWan Date: Fri, 4 Apr 2025 11:36:12 +0900 Subject: [PATCH 275/284] feat(build): update dependencies for ES-DE workflow --- .github/workflows/build_es-de.yml | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/.github/workflows/build_es-de.yml b/.github/workflows/build_es-de.yml index 58adb979b..dc31c4a83 100644 --- a/.github/workflows/build_es-de.yml +++ b/.github/workflows/build_es-de.yml @@ -84,7 +84,7 @@ jobs: - name: Install dependencies run: | sudo apt-get update - sudo apt-get install -y libpipewire-0.3-dev + sudo apt-get install -y build-essential clang-format git cmake gettext libharfbuzz-dev libicu-dev libsdl2-dev libavcodec-dev libavfilter-dev libavformat-dev libavutil-dev libfreeimage-dev libfreetype6-dev libgit2-dev libcurl4-openssl-dev libpugixml-dev libasound2-dev libgl1-mesa-dev libpoppler-cpp-dev libpipewire-0.3-dev - name: Build AppImage run: | From 9db229cae89e96435836d88ea93fcde2373b5359 Mon Sep 17 00:00:00 2001 From: XargonWan Date: Fri, 4 Apr 2025 11:39:07 +0900 Subject: [PATCH 276/284] feat(workflow): add job to check and delete empty releases after builds --- .github/workflows/build_es-de.yml | 47 +++++++++++++++++++++++++++++++ 1 file changed, 47 insertions(+) diff --git a/.github/workflows/build_es-de.yml b/.github/workflows/build_es-de.yml index dc31c4a83..c0dc985c9 100644 --- a/.github/workflows/build_es-de.yml +++ b/.github/workflows/build_es-de.yml @@ -104,3 +104,50 @@ jobs: allowUpdates: true makeLatest: ${{ contains(needs.Set_Release_Metadata.outputs.branch_name, 'feat/') && 'false' || 'true' }} token: ${{ secrets.TRIGGER_BUILD_TOKEN }} + + Check_And_Delete_Empty_Release: + runs-on: ubuntu-latest + if: ${{ always() }} + needs: + - Set_Release_Metadata + - Building_RetroDECK-ES-DE + - Create_AppImage_RetroDECK + steps: + - name: Check if all required jobs succeeded + id: check_status + run: | + echo "build1: ${{ needs.Building_RetroDECK-ES-DE.result }}" + echo "build2: ${{ needs.Create_AppImage_RetroDECK.result }}" + + if [ "${{ needs.Building_RetroDECK-ES-DE.result }}" = "success" ] || [ "${{ needs.Create_AppImage_RetroDECK.result }}" = "success" ]; then + echo "At least one build succeeded, skipping release deletion." + echo "proceed=false" >> $GITHUB_OUTPUT + else + echo "All builds failed. Proceeding to check for empty release." + echo "proceed=true" >> $GITHUB_OUTPUT + fi + + - name: Delete release if empty and all builds failed + if: steps.check_status.outputs.proceed == 'true' + env: + GH_TOKEN: ${{ secrets.TRIGGER_BUILD_TOKEN }} + REPO: ${{ github.repository }} + TAG_NAME: "${{ needs.Set_Release_Metadata.outputs.branch_name }}-${{ needs.Set_Release_Metadata.outputs.date }}" + run: | + echo "Checking release $TAG_NAME on $REPO" + + RELEASE_JSON=$(gh api repos/$REPO/releases/tags/$TAG_NAME) + ASSET_COUNT=$(echo "$RELEASE_JSON" | jq '.assets | length') + + echo "Assets in release: $ASSET_COUNT" + + if [ "$ASSET_COUNT" -le 2 ]; then + RELEASE_ID=$(echo "$RELEASE_JSON" | jq -r '.id') + echo "Deleting empty release (ID: $RELEASE_ID)..." + gh api --method DELETE repos/$REPO/releases/$RELEASE_ID + git push origin --delete "$TAG_NAME" + echo "✅ Empty release deleted: $TAG_NAME" + else + echo "🛑 Release has assets. Not deleting." + fi + From 7d2359483250c10f63be70b49d6aec4d6e67b13a Mon Sep 17 00:00:00 2001 From: XargonWan Date: Fri, 4 Apr 2025 11:44:58 +0900 Subject: [PATCH 277/284] fix(build): update release notes format in build workflow [skip ci] --- .github/workflows/build_es-de.yml | 10 ++++++---- 1 file changed, 6 insertions(+), 4 deletions(-) diff --git a/.github/workflows/build_es-de.yml b/.github/workflows/build_es-de.yml index c0dc985c9..f6fcbcdce 100644 --- a/.github/workflows/build_es-de.yml +++ b/.github/workflows/build_es-de.yml @@ -61,8 +61,9 @@ jobs: tag: "${{ needs.Set_Release_Metadata.outputs.branch_name }}-${{ needs.Set_Release_Metadata.outputs.date }}" name: "${{ needs.Set_Release_Metadata.outputs.branch_name }} Build" body: | - Build of RetroDECK ES-DE from `${{ github.repository }}@${{ github.sha }}` - - Branch: [${{ needs.Set_Release_Metadata.outputs.branch_name }}](https://github.com/${{ github.repository }}/tree/${{ needs.Set_Release_Metadata.outputs.branch_name }}) + # Release Notes + These are the artifact of RetroDECK ES-DE, commit: ${{ github.event.repository.full_name }}@${{github.sha}}. + On branch [${{ needs.Set_Release_Metadata.outputs.branch_name }}](https://github.com/${{ github.repository }}/tree/${{ needs.Set_Release_Metadata.outputs.branch_name }}). artifacts: | RetroDECK-ES-DE-Artifact.tar.gz tree.html @@ -97,8 +98,9 @@ jobs: tag: "${{ needs.Set_Release_Metadata.outputs.branch_name }}-${{ needs.Set_Release_Metadata.outputs.date }}" name: "${{ needs.Set_Release_Metadata.outputs.branch_name }} Build" body: | - AppImage build for RetroDECK. - Branch: [${{ needs.Set_Release_Metadata.outputs.branch_name }}](https://github.com/${{ github.repository }}/tree/${{ needs.Set_Release_Metadata.outputs.branch_name }}) + # Release Notes + These are the artifact of RetroDECK ES-DE, commit: ${{ github.event.repository.full_name }}@${{github.sha}}. + On branch [${{ needs.Set_Release_Metadata.outputs.branch_name }}](https://github.com/${{ github.repository }}/tree/${{ needs.Set_Release_Metadata.outputs.branch_name }}). artifacts: | RetroDECK-AppImage.tar.gz allowUpdates: true From a4a4624e3a46e8c2fac8cc5d361d9f26d8f694fc Mon Sep 17 00:00:00 2001 From: XargonWan Date: Fri, 4 Apr 2025 11:45:49 +0900 Subject: [PATCH 278/284] Triggering build From 2025553a2cbafbc89163535872e60200782afa43 Mon Sep 17 00:00:00 2001 From: XargonWan Date: Fri, 4 Apr 2025 11:53:25 +0900 Subject: [PATCH 279/284] feat(build): add Bluetooth development dependencies and improve AppImage naming --- .github/workflows/build_es-de.yml | 2 +- tools/create_AppImage_RetroDECK.sh | 2 +- 2 files changed, 2 insertions(+), 2 deletions(-) diff --git a/.github/workflows/build_es-de.yml b/.github/workflows/build_es-de.yml index f6fcbcdce..1bfe357b0 100644 --- a/.github/workflows/build_es-de.yml +++ b/.github/workflows/build_es-de.yml @@ -85,7 +85,7 @@ jobs: - name: Install dependencies run: | sudo apt-get update - sudo apt-get install -y build-essential clang-format git cmake gettext libharfbuzz-dev libicu-dev libsdl2-dev libavcodec-dev libavfilter-dev libavformat-dev libavutil-dev libfreeimage-dev libfreetype6-dev libgit2-dev libcurl4-openssl-dev libpugixml-dev libasound2-dev libgl1-mesa-dev libpoppler-cpp-dev libpipewire-0.3-dev + sudo apt-get install -y build-essential clang-format git cmake gettext libharfbuzz-dev libicu-dev libsdl2-dev libavcodec-dev libavfilter-dev libavformat-dev libavutil-dev libfreeimage-dev libfreetype6-dev libgit2-dev libcurl4-openssl-dev libpugixml-dev libasound2-dev libgl1-mesa-dev libpoppler-cpp-dev libpipewire-0.3-dev libbluetooth-dev - name: Build AppImage run: | diff --git a/tools/create_AppImage_RetroDECK.sh b/tools/create_AppImage_RetroDECK.sh index 5799b7962..10aa354d6 100644 --- a/tools/create_AppImage_RetroDECK.sh +++ b/tools/create_AppImage_RetroDECK.sh @@ -85,5 +85,5 @@ cd ../../.. cp external/SDL/build/${SDL_SHARED_LIBRARY} AppDir/usr/lib/libSDL2-2.0.so.0 ./appimagetool-x86_64.AppImage AppDir -mv ES-DE-x86_64.AppImage ES-DE_x64_SteamDeck.AppImage +mv ES-DE-x86_64.AppImage ES-DE_x64_SteamDeck.AppImage && \ echo -e "\nCreated AppImage ES-DE_x64_SteamDeck.AppImage" From 903e3e743320c065753c188d7ff2de6a49145d1f Mon Sep 17 00:00:00 2001 From: XargonWan Date: Fri, 4 Apr 2025 12:02:52 +0900 Subject: [PATCH 280/284] feat(build): rename AppImage output for ES-DE to RetroDECK format --- .github/workflows/build_es-de.yml | 2 +- tools/create_AppImage_RetroDECK.sh | 6 ++++-- 2 files changed, 5 insertions(+), 3 deletions(-) diff --git a/.github/workflows/build_es-de.yml b/.github/workflows/build_es-de.yml index 1bfe357b0..7ad940b65 100644 --- a/.github/workflows/build_es-de.yml +++ b/.github/workflows/build_es-de.yml @@ -102,7 +102,7 @@ jobs: These are the artifact of RetroDECK ES-DE, commit: ${{ github.event.repository.full_name }}@${{github.sha}}. On branch [${{ needs.Set_Release_Metadata.outputs.branch_name }}](https://github.com/${{ github.repository }}/tree/${{ needs.Set_Release_Metadata.outputs.branch_name }}). artifacts: | - RetroDECK-AppImage.tar.gz + ES-DE_x64_RetroDECK.AppImage allowUpdates: true makeLatest: ${{ contains(needs.Set_Release_Metadata.outputs.branch_name, 'feat/') && 'false' || 'true' }} token: ${{ secrets.TRIGGER_BUILD_TOKEN }} diff --git a/tools/create_AppImage_RetroDECK.sh b/tools/create_AppImage_RetroDECK.sh index 10aa354d6..c7c62e667 100644 --- a/tools/create_AppImage_RetroDECK.sh +++ b/tools/create_AppImage_RetroDECK.sh @@ -85,5 +85,7 @@ cd ../../.. cp external/SDL/build/${SDL_SHARED_LIBRARY} AppDir/usr/lib/libSDL2-2.0.so.0 ./appimagetool-x86_64.AppImage AppDir -mv ES-DE-x86_64.AppImage ES-DE_x64_SteamDeck.AppImage && \ -echo -e "\nCreated AppImage ES-DE_x64_SteamDeck.AppImage" +ls -lah # DEBUG + +mv ES-DE-x86_64.AppImage ES-DE_x64_RetroDECK.AppImage && \ +echo -e "\nCreated AppImage ES-DE_x64_RetroDECK.AppImage" From b457f48ac2ea764250586a8ec172af758189c121 Mon Sep 17 00:00:00 2001 From: XargonWan Date: Fri, 4 Apr 2025 12:42:48 +0900 Subject: [PATCH 281/284] feat(build): update script for RetroDECK AppImage creation --- tools/create_AppImage_RetroDECK.sh | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) mode change 100644 => 100755 tools/create_AppImage_RetroDECK.sh diff --git a/tools/create_AppImage_RetroDECK.sh b/tools/create_AppImage_RetroDECK.sh old mode 100644 new mode 100755 index c7c62e667..41475f5f4 --- a/tools/create_AppImage_RetroDECK.sh +++ b/tools/create_AppImage_RetroDECK.sh @@ -2,9 +2,9 @@ # SPDX-License-Identifier: MIT # # ES-DE Frontend -# create_AppImage_SteamDeck.sh +# create_AppImage_RetroDECK.sh # -# Runs the complete process of building a Linux AppImage specific to the Valve Steam Deck. +# Runs the complete process of building a Linux AppImage specific for RetroDECK. # The SDL library is also built and included in the AppImage. # # This script has only been tested on Ubuntu 20.04 LTS and 22.04 LTS. @@ -16,7 +16,7 @@ JOBS=4 SDL_RELEASE_TAG=release-2.32.2 SDL_SHARED_LIBRARY=libSDL2-2.0.so.0.3200.2 -echo "Building Steam Deck AppImage..." +echo "Building RetroDECK AppImage..." if [ ! -f .clang-format ]; then echo "You need to run this script from the root of the repository." From 2991b118a8f88c6358b62b030143dc001cd4a797 Mon Sep 17 00:00:00 2001 From: XargonWan Date: Fri, 4 Apr 2025 12:52:10 +0900 Subject: [PATCH 282/284] feat(build): add bcm_host and brcmegl dependencies to build workflow --- .github/workflows/build_es-de.yml | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/.github/workflows/build_es-de.yml b/.github/workflows/build_es-de.yml index 7ad940b65..f83f3546d 100644 --- a/.github/workflows/build_es-de.yml +++ b/.github/workflows/build_es-de.yml @@ -85,7 +85,7 @@ jobs: - name: Install dependencies run: | sudo apt-get update - sudo apt-get install -y build-essential clang-format git cmake gettext libharfbuzz-dev libicu-dev libsdl2-dev libavcodec-dev libavfilter-dev libavformat-dev libavutil-dev libfreeimage-dev libfreetype6-dev libgit2-dev libcurl4-openssl-dev libpugixml-dev libasound2-dev libgl1-mesa-dev libpoppler-cpp-dev libpipewire-0.3-dev libbluetooth-dev + sudo apt-get install -y build-essential clang-format git cmake gettext libharfbuzz-dev libicu-dev libsdl2-dev libavcodec-dev libavfilter-dev libavformat-dev libavutil-dev libfreeimage-dev libfreetype6-dev libgit2-dev libcurl4-openssl-dev libpugixml-dev libasound2-dev libgl1-mesa-dev libpoppler-cpp-dev libpipewire-0.3-dev libbluetooth-dev bcm_host brcmegl - name: Build AppImage run: | From ea3fa789bc3acefb70960f216b40680ea0d7097a Mon Sep 17 00:00:00 2001 From: XargonWan Date: Fri, 4 Apr 2025 12:56:49 +0900 Subject: [PATCH 283/284] feat(build): replace brcmegl with fuse in dependency installation --- .github/workflows/build_es-de.yml | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/.github/workflows/build_es-de.yml b/.github/workflows/build_es-de.yml index f83f3546d..adbc55af4 100644 --- a/.github/workflows/build_es-de.yml +++ b/.github/workflows/build_es-de.yml @@ -85,7 +85,7 @@ jobs: - name: Install dependencies run: | sudo apt-get update - sudo apt-get install -y build-essential clang-format git cmake gettext libharfbuzz-dev libicu-dev libsdl2-dev libavcodec-dev libavfilter-dev libavformat-dev libavutil-dev libfreeimage-dev libfreetype6-dev libgit2-dev libcurl4-openssl-dev libpugixml-dev libasound2-dev libgl1-mesa-dev libpoppler-cpp-dev libpipewire-0.3-dev libbluetooth-dev bcm_host brcmegl + sudo apt-get install -y build-essential clang-format git cmake gettext libharfbuzz-dev libicu-dev libsdl2-dev libavcodec-dev libavfilter-dev libavformat-dev libavutil-dev libfreeimage-dev libfreetype6-dev libgit2-dev libcurl4-openssl-dev libpugixml-dev libasound2-dev libgl1-mesa-dev libpoppler-cpp-dev libpipewire-0.3-dev libbluetooth-dev fuse - name: Build AppImage run: | From d77f3fbc97bd67d5c9f6834cb2e0ebd4b325a393 Mon Sep 17 00:00:00 2001 From: Leon Styhre Date: Fri, 4 Apr 2025 17:03:07 +0200 Subject: [PATCH 284/284] Documentation update for the 3.2.0 release --- ANDROID.md | 182 +++++----- CHANGELOG.md | 6 +- FAQ-ANDROID.md | 2 +- INSTALL-DEV.md | 2 +- INSTALL.md | 73 ++-- README.md | 2 +- THEMES.md | 335 +++++++++++++++++-- USERGUIDE-DEV.md | 3 + USERGUIDE.md | 182 ++++++++-- es-app/assets/org.es_de.frontend.appdata.xml | 3 + 10 files changed, 617 insertions(+), 173 deletions(-) diff --git a/ANDROID.md b/ANDROID.md index 2d16f0464..d623f1455 100644 --- a/ANDROID.md +++ b/ANDROID.md @@ -64,14 +64,15 @@ The following emulators are configured for FileProvider access: * J2ME Loader * JL-Mod * Lynx.emu -* MAME4droid 2024 (for most systems) +* MAME4droid Current (for most systems) * MAME4droid -* MD.emu (genesis, mastersystem, megadrive, megadrivejp) +* MD.emu (genesis, mark3, mastersystem, megadrive, megadrivejp) * NES.emu * NGP.emu * Panda3DS * PCE.emu (pcengine, supergrafx and tg16 systems) * Ruffle +* SkyEmu * Skyline * Swan.emu * SWF Player @@ -232,6 +233,12 @@ If you prefer to apply the NetherSX2 patch yourself (i.e. build the APK) then yo https://github.com/Trixarian/NetherSX2-patch +### Azahar + +This emulator can be downloaded from their GitHub site. + +https://github.com/azahar-emu/azahar/releases + ### Cemu This emulator can be downloaded from the following GitHub site. Note that this repository is not from the official Cemu project, we consider Cemu as experimental on Android for the time being. @@ -385,18 +392,18 @@ This emulator which is forked from Citra can be downloaded from their GitHub sit https://github.com/Lime3DS/Lime3DS/releases -### MAME4droid 2024 and MAME4droid +### MAME4droid Current and MAME4droid -These emulators can be installed from the Play store or from their GitHub sites. It's strongly recommended to go for the _MAME4droid 2024_ version as this is updated with a recent MAME release while the older _MAME4droid_ is using an ancient MAME release. +These emulators can be installed from the Play store or from their GitHub sites. It's strongly recommended to go for the _MAME4droid Current_ version (previously named _MAME4droid 2024_) as this is updated with a recent MAME release while the older _MAME4droid_ is using an ancient MAME release. -Note that for MAME4droid 2024 there's an exception when it comes to setting up the ROM path. Instead of selecting each separate system directory (as is done on most other standalone emulators) you must select the root of the ROMs directory tree. To change the ROM path open _Settings_ in MAME4droid 2024, then select _General_ and then _Change ROMs path_. After restarting the emulator choose _External storage_ and then the ROMs directory which contains all your ES-DE system directories. If you instead choose a specific system directory like ROMs/arcade or ROMs/neogeo then only that specific system will work when launching games from ES-DE. +Note that for MAME4droid Current there's an exception when it comes to setting up the ROM path. Instead of selecting each separate system directory (as is done on most other standalone emulators) you must select the root of the ROMs directory tree. To change the ROM path open _Settings_ in MAME4droid Current, then select _General_ and then _Change ROMs path_. After restarting the emulator choose _External storage_ and then the ROMs directory which contains all your ES-DE system directories. If you instead choose a specific system directory like ROMs/arcade or ROMs/neogeo then only that specific system will work when launching games from ES-DE. https://play.google.com/store/apps/details?id=com.seleuco.mame4d2024 \ https://play.google.com/store/apps/details?id=com.seleuco.mame4droid \ https://github.com/seleuco/MAME4droid-2024/releases \ https://github.com/seleuco/MAME4droid-0.139u1-/releases -Be aware that MAME4droid 2024 requires specific input configuration for some systems. For instance to navigate the mouse cursor when using touch input you'll need to got into the _Settings_ menu, then _Input_, then _Touch controller_ and change _Mode_ to _Analog Stick_. +Be aware that MAME4droid Current requires specific input configuration for some systems. For instance to navigate the mouse cursor when using touch input you'll need to got into the _Settings_ menu, then _Input_, then _Touch controller_ and change _Mode_ to _Analog Stick_. If using a physical controller for mouse input (via the thumbstick) then you will need to map the mouse buttons to physical controller buttons. You do this via the MAME input settings. Bring up the MAME menu by pressing both thumbsticks, or by pressing the _Start_ and _Coin_ buttons on the touch overlay. Go into _Input Settings_ then _Input Assignments (this system)_ where you can assign physical buttons to the mouse buttons. @@ -470,15 +477,17 @@ This emulator is in early development and there currently seems to be no way to https://github.com/wheremyfoodat/Panda3DS/releases -### Pizza Boy GBA and Pizza Boy GBC +### Pizza Boy emulators -The Pizza Boy GBA and Pizza Boy GBC emulators can be installed from the Play store. There are Basic (free) versions and Pro (paid) versions available. -As of writing this, the Basic version of the GBA emulator does not seem to be able to launch games from ES-DE, but the Pro version is working fine. Both the Basic and Pro versions of the GBC emulator are working correctly. +The Pizza Boy GBA/A, Pizza Boy GBC/C and Pizza Boy SC emulators can be installed from the Play store. There are Basic (free) versions and Pro (paid) versions available. +At the time of writing the Basic version of the GBA/A emulator does not seem to be able to launch zipped games, but both the Basic and Pro versions of the GBC/C and SC emulators are working correctly. https://play.google.com/store/apps/details?id=it.dbtecno.pizzaboygba \ https://play.google.com/store/apps/details?id=it.dbtecno.pizzaboygbapro \ https://play.google.com/store/apps/details?id=it.dbtecno.pizzaboy \ -https://play.google.com/store/apps/details?id=it.dbtecno.pizzaboypro +https://play.google.com/store/apps/details?id=it.dbtecno.pizzaboypro \ +https://play.google.com/store/apps/details?id=it.dbtecno.pizzaboyscbasic \ +https://play.google.com/store/apps/details?id=it.dbtecno.pizzaboyscpro ### Play! @@ -524,6 +533,14 @@ ScummVM can be installed from the Play store. There are also daily builds availa https://play.google.com/store/apps/details?id=org.scummvm.scummvm\ https://buildbot.scummvm.org/#/dailybuilds +### SkyEmu + +Note that frontend support was added to SkyEmu in version 4 so you need that to be able to use it with ES-DE. + +At the time of writing this version can only be downloaded from their GitHub automatic build system. + +https://github.com/skylersaleh/SkyEmu/actions + ### Skyline This emulator is not in active development any longer, but the latest release can be found on archive.org. @@ -723,55 +740,55 @@ The **@** symbol indicates that the emulator is _deprecated_ and will be removed | System name | Full name | Default emulator | Alternative emulators | Needs BIOS | Recommended game setup | | :-------------------- | :--------------------------------------------- | :-------------------------------- | :-------------------------------- | :----------- | :----------------------------------- | | 3do | 3DO Interactive Multiplayer | Opera | Real3DOPlayer **(Standalone)** | Yes | | -| adam | Coleco Adam | MAME4droid 2024 [Diskette] **(Standalone)** | MAME4droid 2024 [Tape] **(Standalone)**,
MAME4droid 2024 [Cartridge] **(Standalone)**,
MAME4droid 2024 [Software list] **(Standalone)**,
ColEm **(Standalone)** | Yes for MAME4droid 2024 | | +| adam | Coleco Adam | MAME4droid Current [Diskette] **(Standalone)** | MAME4droid Current [Tape] **(Standalone)**,
MAME4droid Current [Cartridge] **(Standalone)**,
MAME4droid Current [Software list] **(Standalone)**,
ColEm **(Standalone)** | Yes for MAME4droid Current | | | ags | Adventure Game Studio Game Engine | _Placeholder_ | | | | | amiga | Commodore Amiga | PUAE | PUAE 2021 | Yes | See the specific _Commodore Amiga and CDTV_ section in the user guide | | amiga1200 | Commodore Amiga 1200 | PUAE | PUAE 2021 | Yes | See the specific _Commodore Amiga and CDTV_ section in the user guide | | amiga600 | Commodore Amiga 600 | PUAE | PUAE 2021 | Yes | See the specific _Commodore Amiga and CDTV_ section in the user guide | | amigacd32 | Commodore Amiga CD32 | PUAE | PUAE 2021 | Yes | See the specific _Commodore Amiga and CDTV_ section in the user guide | -| amstradcpc | Amstrad CPC | Caprice32 | CrocoDS,
MAME4droid 2024 **(Standalone)** | Yes for MAME4droid 2024 | Single archive or disk file | +| amstradcpc | Amstrad CPC | Caprice32 | CrocoDS,
MAME4droid Current **(Standalone)** | Yes for MAME4droid Current | Single archive or disk file | | android | Google Android | _Placeholder_ | | | | | androidapps | Android Apps | _Native apps_ | | No | | | androidgames | Android Games | _Native apps_ | | No | | -| apple2 | Apple II | MAME4droid 2024 **(Standalone)** | | Yes | See the specific _Apple II_ section in the user guide | -| apple2gs | Apple IIGS | MAME4droid 2024 **(Standalone)** | | Yes | See the specific _Apple IIGS_ section in the user guide | -| arcade | Arcade | MAME - Current | MAME 2010,
MAME 2003-Plus,
MAME 2003,
MAME 2000,
MAME4droid 2024 **(Standalone)**,
MAME4droid **(Standalone)**,
NEO.emu **(Standalone)**,
FinalBurn Neo,
FB Alpha 2012,
Geolith,
Flycast,
Flycast **(Standalone)** | Depends | See the specific _Arcade and Neo Geo_ section in the user guide | -| arcadia | Emerson Arcadia 2001 | DroidArcadia **(Standalone**) | MAME4droid 2024 **(Standalone)** | No | Single archive or ROM file | -| archimedes | Acorn Archimedes | MAME4droid 2024 [Model A440/1] **(Standalone)** | MAME4droid 2024 [Model A3000] **(Standalone)**,
MAME4droid 2024 [Model A310] **(Standalone)**,
MAME4droid 2024 [Model A540] **(Standalone)** | Yes | | +| apple2 | Apple II | MAME4droid Current **(Standalone)** | | Yes | See the specific _Apple II_ section in the user guide | +| apple2gs | Apple IIGS | MAME4droid Current **(Standalone)** | | Yes | See the specific _Apple IIGS_ section in the user guide | +| arcade | Arcade | MAME - Current | MAME 2010,
MAME 2003-Plus,
MAME 2003,
MAME 2000,
MAME4droid Current **(Standalone)**,
MAME4droid **(Standalone)**,
NEO.emu **(Standalone)**,
FinalBurn Neo,
FB Alpha 2012,
Geolith,
Flycast,
Flycast **(Standalone)** | Depends | See the specific _Arcade and Neo Geo_ section in the user guide | +| arcadia | Emerson Arcadia 2001 | DroidArcadia **(Standalone**) | MAME4droid Current **(Standalone)** | No | Single archive or ROM file | +| archimedes | Acorn Archimedes | MAME4droid Current [Model A440/1] **(Standalone)** | MAME4droid Current [Model A3000] **(Standalone)**,
MAME4droid Current [Model A310] **(Standalone)**,
MAME4droid Current [Model A540] **(Standalone)** | Yes | | | arduboy | Arduboy Miniature Game System | Arduous | Ardens | No | Single archive or .hex file | -| astrocde | Bally Astrocade | MAME4droid 2024 **(Standalone)** | | Yes | Single archive or ROM file | +| astrocde | Bally Astrocade | MAME4droid Current **(Standalone)** | | Yes | Single archive or ROM file | | atari2600 | Atari 2600 | Stella | Stella 2014,
Stella 2023,
2600.emu **(Standalone)** | No | Single archive or ROM file | | atari5200 | Atari 5200 | a5200 | Atari800 | Yes | Single archive or ROM file | -| atari7800 | Atari 7800 ProSystem | ProSystem | MAME4droid 2024 **(Standalone)** | Yes | Single archive or ROM file | +| atari7800 | Atari 7800 ProSystem | ProSystem | MAME4droid Current **(Standalone)** | Yes | Single archive or ROM file | | atari800 | Atari 800 | Atari800 | | Yes | | -| atarijaguar | Atari Jaguar | Virtual Jaguar | IrataJaguar **(Standalone)**,
MAME4droid 2024 **(Standalone)** | Yes for MAME4droid 2024 | Single archive or ROM file | +| atarijaguar | Atari Jaguar | Virtual Jaguar | IrataJaguar **(Standalone)**,
MAME4droid Current **(Standalone)** | Yes for MAME4droid Current | Single archive or ROM file | | atarijaguarcd | Atari Jaguar CD | _Placeholder_ | | | | -| atarilynx | Atari Lynx | Handy | Beetle Lynx,
Lynx.emu **(Standalone)** | No | Single archive or ROM file | +| atarilynx | Atari Lynx | Handy | Beetle Lynx,
Holani,
Lynx.emu **(Standalone)** | No | Single archive or ROM file | | atarist | Atari ST [also STE and Falcon] | Hatari | | Yes | Single archive or image file for single-diskette games, .m3u playlist for multi-diskette games | | atarixe | Atari XE | Atari800 | | Yes | | | atomiswave | Sammy Corporation Atomiswave | Flycast | Flycast **(Standalone)** | Depends | Single archive file | -| bbcmicro | Acorn Computers BBC Micro | MAME4droid 2024 **(Standalone)** | | Yes | Single archive or diskette image file | +| bbcmicro | Acorn Computers BBC Micro | MAME4droid Current **(Standalone)** | b2 | Yes | Single archive or diskette image file | | c64 | Commodore 64 | VICE x64sc Accurate | VICE x64 Fast,
VICE x64 SuperCPU,
VICE x128,
C64.emu **(Standalone)** | No | Single archive or image file for tape, cartridge or single-diskette games, .m3u playlist for multi-diskette games | -| cdimono1 | Philips CD-i | SAME CDi | MAME4droid 2024 **(Standalone)** | Yes | Single .bin/.cue pair | +| cdimono1 | Philips CD-i | SAME CDi | MAME4droid Current **(Standalone)** | Yes | Single .bin/.cue pair | | cdtv | Commodore CDTV | PUAE | PUAE 2021 | Yes | | | chailove | ChaiLove Game Engine | ChaiLove | | | | -| channelf | Fairchild Channel F | FreeChaF | MAME4droid 2024 **(Standalone)** | Yes | Single archive or ROM file | -| coco | Tandy Color Computer | MAME4droid 2024 [Cartridge] **(Standalone)** | MAME4droid 2024 [Tape] **(Standalone)** | Yes | See the specific _Tandy Color Computer_ section in the user guide | +| channelf | Fairchild Channel F | FreeChaF | MAME4droid Current **(Standalone)** | Yes | Single archive or ROM file | +| coco | Tandy Color Computer | MAME4droid Current [Cartridge] **(Standalone)** | MAME4droid Current [Tape] **(Standalone)** | Yes | See the specific _Tandy Color Computer_ section in the user guide | | colecovision | Coleco ColecoVision | blueMSX | Gearcoleco,
MSX.emu **(Standalone)**,
ColEm **(Standalone)** | Yes | Single archive or ROM file | -| consolearcade | Console Arcade Systems | MAME - Current | MAME4droid 2024 **(Standalone)**,
Flycast,
Flycast **(Standalone)**,
Play! **(Standalone)** | Depends | See the specific _Console Arcade Systems_ section in the user guide | -| cps | Capcom Play System | MAME - Current | MAME 2010,
MAME 2003-Plus,
MAME 2003,
MAME 2000,
MAME4droid 2024 **(Standalone)**,
MAME4droid **(Standalone)**,
FinalBurn Neo,
FB Alpha 2012,
FB Alpha 2012 CPS-1,
FB Alpha 2012 CPS-2,
FB Alpha 2012 CPS-3 | Depends | | -| cps1 | Capcom Play System I | MAME - Current | MAME 2010,
MAME 2003-Plus,
MAME 2003,
MAME 2000,
MAME4droid 2024 **(Standalone)**,
MAME4droid **(Standalone)**,
FinalBurn Neo,
FB Alpha 2012,
FB Alpha 2012 CPS-1 | Depends | | -| cps2 | Capcom Play System II | MAME - Current | MAME 2010,
MAME 2003-Plus,
MAME 2003,
MAME 2000,
MAME4droid 2024 **(Standalone)**,
MAME4droid **(Standalone)**,
FB Alpha 2012,
FB Alpha 2012 CPS-2 | Depends | | -| cps3 | Capcom Play System III | MAME - Current | MAME 2010,
MAME 2003-Plus,
MAME 2003,
MAME 2000,
MAME4droid 2024 **(Standalone)**,
MAME4droid **(Standalone)**,
FB Alpha 2012,
FB Alpha 2012 CPS-3 | Depends | | -| crvision | VTech CreatiVision | MAME4droid 2024 **(Standalone)** | | Yes | Single archive or ROM file | -| daphne | Daphne Arcade LaserDisc Emulator | MAME4droid 2024 **(Standalone)** | DirkSimple | Depends | See the specific _LaserDisc Games_ section in the user guide | +| consolearcade | Console Arcade Systems | MAME - Current | MAME4droid Current **(Standalone)**,
Flycast,
Flycast **(Standalone)**,
Play! **(Standalone)** | Depends | See the specific _Console Arcade Systems_ section in the user guide | +| cps | Capcom Play System | MAME - Current | MAME 2010,
MAME 2003-Plus,
MAME 2003,
MAME 2000,
MAME4droid Current **(Standalone)**,
MAME4droid **(Standalone)**,
FinalBurn Neo,
FB Alpha 2012,
FB Alpha 2012 CPS-1,
FB Alpha 2012 CPS-2,
FB Alpha 2012 CPS-3 | Depends | | +| cps1 | Capcom Play System I | MAME - Current | MAME 2010,
MAME 2003-Plus,
MAME 2003,
MAME 2000,
MAME4droid Current **(Standalone)**,
MAME4droid **(Standalone)**,
FinalBurn Neo,
FB Alpha 2012,
FB Alpha 2012 CPS-1 | Depends | | +| cps2 | Capcom Play System II | MAME - Current | MAME 2010,
MAME 2003-Plus,
MAME 2003,
MAME 2000,
MAME4droid Current **(Standalone)**,
MAME4droid **(Standalone)**,
FB Alpha 2012,
FB Alpha 2012 CPS-2 | Depends | | +| cps3 | Capcom Play System III | MAME - Current | MAME 2010,
MAME 2003-Plus,
MAME 2003,
MAME 2000,
MAME4droid Current **(Standalone)**,
MAME4droid **(Standalone)**,
FB Alpha 2012,
FB Alpha 2012 CPS-3 | Depends | | +| crvision | VTech CreatiVision | MAME4droid Current **(Standalone)** | | Yes | Single archive or ROM file | +| daphne | Daphne Arcade LaserDisc Emulator | MAME4droid Current **(Standalone)** | DirkSimple | Depends | See the specific _LaserDisc Games_ section in the user guide | | desktop | Desktop Applications | _Placeholder_ | | | | | doom | Doom | PrBoom | | No | | | dos | DOS (PC) | DOSBox-Pure | DOSBox-Core,
DOSBox-SVN,
VirtualXT | No | See the specific _DOS / PC_ section in the user guide | -| dragon32 | Dragon Data Dragon 32 | MAME4droid 2024 Dragon 32 [Tape] **(Standalone)** | MAME4droid 2024 Dragon 32 [Cartridge] **(Standalone)**,
MAME4droid 2024 Dragon 64 [Tape] **(Standalone)**,
MAME4droid 2024 Dragon 64 [Cartridge] **(Standalone)** | Yes | See the specific _Dragon 32 and Tano Dragon_ section in the user guide | +| dragon32 | Dragon Data Dragon 32 | MAME4droid Current Dragon 32 [Tape] **(Standalone)** | MAME4droid Current Dragon 32 [Cartridge] **(Standalone)**,
MAME4droid Current Dragon 64 [Tape] **(Standalone)**,
MAME4droid Current Dragon 64 [Cartridge] **(Standalone)** | Yes | See the specific _Dragon 32 and Tano Dragon_ section in the user guide | | dreamcast | Sega Dreamcast | Flycast | Flycast **(Standalone)**,
Redream **(Standalone)** | No | In separate folder interpreted as a file, with .m3u playlist if multi-disc game | | easyrpg | EasyRPG Game Engine | EasyRPG | | No | | -| electron | Acorn Electron | MAME4droid 2024 [Tape] **(Standalone)** | MAME4droid 2024 [Diskette DFS] **(Standalone)**,
MAME4droid 2024 [Diskette ADFS] **(Standalone)** | Yes | Single archive, or single tape or diskette image file | +| electron | Acorn Electron | MAME4droid Current [Tape] **(Standalone)** | MAME4droid Current [Diskette DFS] **(Standalone)**,
MAME4droid Current [Diskette ADFS] **(Standalone)** | Yes | Single archive, or single tape or diskette image file | | emulators | Emulators | _Native apps_ | | No | | | epic | Epic Games Store | _Placeholder_ | | | | | famicom | Nintendo Family Computer | Mesen | Nestopia UE,
FCEUmm,
QuickNES,
NES.emu **(Standalone)**,
iNES **(Standalone)**,
Nesoid **(Standalone)** | No | Single archive or ROM file | @@ -779,39 +796,40 @@ The **@** symbol indicates that the emulator is _deprecated_ and will be removed | fbneo | FinalBurn Neo | FinalBurn Neo | | Yes | | | fds | Nintendo Famicom Disk System | Mesen | Nestopia UE,
FCEUmm,
NES.emu **(Standalone)**,
iNES **(Standalone)**,
Nesoid **(Standalone)** | Yes | Single archive or ROM file | | flash | Adobe Flash | Ruffle **(Standalone)** | SWF Player **(Standalone)** | No | Single .swf file | -| fm7 | Fujitsu FM-7 | MAME4droid 2024 [FM-7 Diskette] **(Standalone)** | MAME4droid 2024 [FM-7 Tape] **(Standalone)**,
MAME4droid 2024 [FM-7 Software list] **(Standalone)**,
MAME4droid 2024 [FM77AV Diskette] **(Standalone)**,
MAME4droid 2024 [FM77AV Tape] **(Standalone)**,
MAME4droid 2024 [FM77AV Software list] **(Standalone)** | Yes | For tape files you need to manually start the cassette player from the MAME menu after the "load" command, as well as entering the "run" command after loading is complete | -| fmtowns | Fujitsu FM Towns | MAME4droid 2024 **(Standalone)** | | Yes | See the specific _Fujitsu FM Towns_ section in the user guide | +| fm7 | Fujitsu FM-7 | MAME4droid Current [FM-7 Diskette] **(Standalone)** | MAME4droid Current [FM-7 Tape] **(Standalone)**,
MAME4droid Current [FM-7 Software list] **(Standalone)**,
MAME4droid Current [FM77AV Diskette] **(Standalone)**,
MAME4droid Current [FM77AV Tape] **(Standalone)**,
MAME4droid Current [FM77AV Software list] **(Standalone)** | Yes | For tape files you need to manually start the cassette player from the MAME menu after the "load" command, as well as entering the "run" command after loading is complete | +| fmtowns | Fujitsu FM Towns | MAME4droid Current **(Standalone)** | | Yes | See the specific _Fujitsu FM Towns_ section in the user guide | | fpinball | Future Pinball | _Placeholder_ | | | | -| gamate | Bit Corporation Gamate | MAME4droid 2024 **(Standalone)** | | Yes | Single archive or ROM file | -| gameandwatch | Nintendo Game and Watch | Multi (MESS) | MAME4droid 2024 Local Artwork **(Standalone)**,
MAME4droid 2024 **(Standalone)**,
Handheld Electronic (GW) | No | See the specific _LCD handheld games_ section in the user guide | -| gamecom | Tiger Electronics Game.com | MAME4droid 2024 **(Standalone)** | | Yes | Single archive or ROM file | -| gamegear | Sega Game Gear | Genesis Plus GX | Genesis Plus GX Wide,
Gearsystem,
SMS Plus GX,
PicoDrive,
MasterGear **(Standalone)** | No | Single archive or ROM file | -| gb | Nintendo Game Boy | Gambatte | SameBoy,
Gearboy,
TGB Dual,
DoubleCherryGB,
Mesen-S,
bsnes,
mGBA,
VBA-M,
GBC.emu **(Standalone)**,
My OldBoy! **(Standalone**),
Pizza Boy GBC **(Standalone)** | No | Single archive or ROM file | -| gba | Nintendo Game Boy Advance | mGBA | VBA-M,
VBA Next,
gpSP,
GBA.emu **(Standalone)**,
My Boy! **(Standalone)**,
NooDS **(Standalone)**,
Pizza Boy GBA **(Standalone)** | No | Single archive or ROM file | -| gbc | Nintendo Game Boy Color | Gambatte | SameBoy,
Gearboy,
TGB Dual,
DoubleCherryGB,
Mesen-S,
bsnes,
mGBA,
VBA-M,
GBC.emu **(Standalone)**,
My OldBoy! **(Standalone**),
Pizza Boy GBC **(Standalone)** | No | Single archive or ROM file | +| gamate | Bit Corporation Gamate | MAME4droid Current **(Standalone)** | | Yes | Single archive or ROM file | +| gameandwatch | Nintendo Game and Watch | Multi (MESS) | MAME4droid Current Local Artwork **(Standalone)**,
MAME4droid Current **(Standalone)**,
Handheld Electronic (GW) | No | See the specific _LCD handheld games_ section in the user guide | +| gamecom | Tiger Electronics Game.com | MAME4droid Current **(Standalone)** | | Yes | Single archive or ROM file | +| gamegear | Sega Game Gear | Genesis Plus GX | Genesis Plus GX Wide,
Gearsystem,
SMS Plus GX,
PicoDrive,
Pizza Boy SC **(Standalone)**,
MasterGear **(Standalone)** | No | Single archive or ROM file | +| gb | Nintendo Game Boy | Gambatte | SameBoy,
Gearboy,
TGB Dual,
DoubleCherryGB,
Mesen-S,
bsnes,
mGBA,
VBA-M,
GBC.emu **(Standalone)**,
SkyEmu **(Standalone)**,
My OldBoy! **(Standalone**),
Pizza Boy GBC **(Standalone)** | No | Single archive or ROM file | +| gba | Nintendo Game Boy Advance | mGBA | VBA-M,
VBA Next,
gpSP,
NooDS,
NooDS **(Standalone)**,
GBA.emu **(Standalone)**,
SkyEmu **(Standalone)**,
My Boy! **(Standalone)**,
Pizza Boy GBA **(Standalone)** | No | Single archive or ROM file | +| gbc | Nintendo Game Boy Color | Gambatte | SameBoy,
Gearboy,
TGB Dual,
DoubleCherryGB,
Mesen-S,
bsnes,
mGBA,
VBA-M,
GBC.emu **(Standalone)**,
SkyEmu **(Standalone)**,
My OldBoy! **(Standalone**),
Pizza Boy GBC **(Standalone)** | No | Single archive or ROM file | | gc | Nintendo GameCube | Dolphin | Dolphin **(Standalone)**,
Dolphin MMJR **(Standalone)**,
Dolphin MMJR2 **(Standalone)** | No | Disc image file for single-disc games, .m3u playlist for multi-disc games | -| genesis | Sega Genesis | Genesis Plus GX | Genesis Plus GX Wide,
PicoDrive,
MD.emu **(Standalone)** | No | Single archive or ROM file | -| gmaster | Hartung Game Master | MAME4droid 2024 **(Standalone)** | | Yes | Single archive or ROM file | -| gx4000 | Amstrad GX4000 | Caprice32 | CrocoDS,
MAME4droid 2024 **(Standalone)** | No | Single archive or ROM file | -| intellivision | Mattel Electronics Intellivision | FreeIntv | MAME4droid 2024 **(Standalone)** | Yes | Single archive or ROM file | +| genesis | Sega Genesis | Genesis Plus GX | Genesis Plus GX Wide,
PicoDrive,
MD.emu **(Standalone)**,
Pizza Boy SC **(Standalone)** | No | Single archive or ROM file | +| gmaster | Hartung Game Master | MAME4droid Current **(Standalone)** | | Yes | Single archive or ROM file | +| gx4000 | Amstrad GX4000 | Caprice32 | CrocoDS,
MAME4droid Current **(Standalone)** | No | Single archive or ROM file | +| intellivision | Mattel Electronics Intellivision | FreeIntv | MAME4droid Current **(Standalone)** | Yes | Single archive or ROM file | | j2me | Java 2 Micro Edition (J2ME) | J2ME Loader **(Standalone)** | JL-Mod **(Standalone)**,
SquirrelJME | No | Single .jar file | | kodi | Kodi Home Theatre Software | _Placeholder_ | | | | -| laserdisc | LaserDisc Games | MAME4droid 2024 **(Standalone)** | DirkSimple | Depends | See the specific _LaserDisc Games_ section in the user guide | -| lcdgames | LCD Handheld Games | Multi (MESS) | MAME4droid 2024 Local Artwork **(Standalone)**,
MAME4droid 2024 **(Standalone)**,
Handheld Electronic (GW) | No | See the specific _LCD handheld games_ section in the user guide | +| laserdisc | LaserDisc Games | MAME4droid Current **(Standalone)** | DirkSimple | Depends | See the specific _LaserDisc Games_ section in the user guide | +| lcdgames | LCD Handheld Games | Multi (MESS) | MAME4droid Current Local Artwork **(Standalone)**,
MAME4droid Current **(Standalone)**,
Handheld Electronic (GW) | No | See the specific _LCD handheld games_ section in the user guide | | lowresnx | LowRes NX Fantasy Console | LowRes NX | | No | Single ROM file | | lutris | Lutris Open Gaming Platform | _Placeholder_ | | | | | lutro | Lutro Game Engine | Lutro | | | | -| macintosh | Apple Macintosh | MAME4droid 2024 Mac SE Bootable **(Standalone)** | MAME4droid 2024 Mac SE Boot Disk **(Standalone)**,
MAME4droid 2024 Mac Plus Bootable **(Standalone)**,
MAME4droid 2024 Mac Plus Boot Disk **(Standalone)** | Yes | See the specific _Apple Macintosh_ section in the user guide | -| mame | Multiple Arcade Machine Emulator | MAME - Current | MAME 2010,
MAME 2003-Plus,
MAME 2003,
MAME 2000,
MAME4droid 2024 **(Standalone)**,
MAME4droid **(Standalone)**,
NEO.emu **(Standalone)**,
FinalBurn Neo,
FB Alpha 2012,
Geolith,
Flycast,
Flycast **(Standalone)** | Depends | See the specific _Arcade and Neo Geo_ section in the user guide | +| macintosh | Apple Macintosh | MAME4droid Current Mac SE Bootable **(Standalone)** | MAME4droid Current Mac SE Boot Disk **(Standalone)**,
MAME4droid Current Mac Plus Bootable **(Standalone)**,
MAME4droid Current Mac Plus Boot Disk **(Standalone)** | Yes | See the specific _Apple Macintosh_ section in the user guide | +| mame | Multiple Arcade Machine Emulator | MAME - Current | MAME 2010,
MAME 2003-Plus,
MAME 2003,
MAME 2000,
MAME4droid Current **(Standalone)**,
MAME4droid **(Standalone)**,
NEO.emu **(Standalone)**,
FinalBurn Neo,
FB Alpha 2012,
Geolith,
Flycast,
Flycast **(Standalone)** | Depends | See the specific _Arcade and Neo Geo_ section in the user guide | | mame-advmame | AdvanceMAME | _Placeholder_ | | | | -| mastersystem | Sega Master System | Genesis Plus GX | Genesis Plus GX Wide,
SMS Plus GX,
Gearsystem,
PicoDrive,
MD.emu **(Standalone)**,
MasterGear **(Standalone)** | No | Single archive or ROM file | +| mark3 | Sega Mark III | Genesis Plus GX | Genesis Plus GX Wide,
SMS Plus GX,
Gearsystem,
PicoDrive,
MD.emu **(Standalone)**,
Pizza Boy SC **(Standalone)**,
MasterGear **(Standalone)** | No | Single archive or ROM file | +| mastersystem | Sega Master System | Genesis Plus GX | Genesis Plus GX Wide,
SMS Plus GX,
Gearsystem,
PicoDrive,
MD.emu **(Standalone)**,
Pizza Boy SC **(Standalone)**,
MasterGear **(Standalone)** | No | Single archive or ROM file | | megacd | Sega Mega-CD | Genesis Plus GX | Genesis Plus GX Wide,
PicoDrive,
MD.emu **(Standalone)** | Yes | | | megacdjp | Sega Mega-CD [Japan] | Genesis Plus GX | Genesis Plus GX Wide,
PicoDrive,
MD.emu **(Standalone)** | Yes | | -| megadrive | Sega Mega Drive | Genesis Plus GX | Genesis Plus GX Wide,
PicoDrive,
MD.emu **(Standalone)** | No | Single archive or ROM file | -| megadrivejp | Sega Mega Drive [Japan] | Genesis Plus GX | Genesis Plus GX Wide,
PicoDrive,
MD.emu **(Standalone)** | No | Single archive or ROM file | -| megaduck | Creatronic Mega Duck | SameDuck | MAME4droid 2024 **(Standalone)** | No | Single archive or ROM file | +| megadrive | Sega Mega Drive | Genesis Plus GX | Genesis Plus GX Wide,
PicoDrive,
MD.emu **(Standalone)**,
Pizza Boy SC **(Standalone)** | No | Single archive or ROM file | +| megadrivejp | Sega Mega Drive [Japan] | Genesis Plus GX | Genesis Plus GX Wide,
PicoDrive,
MD.emu **(Standalone)**,
Pizza Boy SC **(Standalone)** | No | Single archive or ROM file | +| megaduck | Creatronic Mega Duck | SameDuck | MAME4droid Current **(Standalone)** | No | Single archive or ROM file | | mess | Multi Emulator Super System | Multi (MESS) | | Depends | | -| model2 | Sega Model 2 | MAME - Current | MAME4droid 2024 **(Standalone)** | Yes | See the specific _Arcade and Neo Geo_ section in the user guide | +| model2 | Sega Model 2 | MAME - Current | MAME4droid Current **(Standalone)** | Yes | See the specific _Arcade and Neo Geo_ section in the user guide | | model3 | Sega Model 3 | _Placeholder_ | | | | | moto | Thomson MO/TO Series | Theodore | | | | | msx | MSX | blueMSX | fMSX,
fMSX **(Standalone)**,
MSX.emu **(Standalone)** | Yes except for fMSX standalone | | @@ -823,20 +841,20 @@ The **@** symbol indicates that the emulator is _deprecated_ and will be removed | naomi | Sega NAOMI | Flycast | Flycast **(Standalone)** | Yes | Single archive file + .chd file in subdirectory if GD-ROM game | | naomi2 | Sega NAOMI 2 | Flycast | Flycast **(Standalone)** | Yes | Single archive file + .chd file in subdirectory if GD-ROM game | | naomigd | Sega NAOMI GD-ROM | Flycast | Flycast **(Standalone)** | Yes | Single archive file + .chd file in subdirectory if GD-ROM game | -| n3ds | Nintendo 3DS | Citra | Citra **(Standalone)**,
Citra Canary **(Standalone)**,
Citra MMJ **(Standalone)**,
Mandarine **(Standalone)**,
Lime3DS **(Standalone)**,
Panda3DS **(Standalone)** | No | Single ROM file | +| n3ds | Nintendo 3DS | Citra | Citra **(Standalone)**,
Citra Canary **(Standalone)**,
Citra MMJ **(Standalone)**,
Azahar **(Standalone)**,
Mandarine **(Standalone)**,
Lime3DS **(Standalone)**,
Panda3DS **(Standalone)** | No | Single ROM file | | n64 | Nintendo 64 | Mupen64Plus-Next | M64Plus FZ **(Standalone)**,
Mupen64Plus AE **(Standalone)**,
ParaLLEl N64 | No | Single archive or ROM file | | n64dd | Nintendo 64DD | Mupen64Plus-Next | M64Plus FZ **(Standalone)**,
Mupen64Plus AE **(Standalone)**,
ParaLLEl N64 | Yes | | -| nds | Nintendo DS | melonDS DS | melonDS,
melonDS **(Standalone)**,
melonDS Nightly **(Standalone)**,
DeSmuME,
DeSmuME 2015,
DraStic **(Standalone)**,
NooDS **(Standalone)** | No | Single archive or ROM file | -| neogeo | SNK Neo Geo | FinalBurn Neo | Geolith,
NEO.emu **(Standalone)**,
MAME4droid 2024 **(Standalone)**,
MAME4droid **(Standalone)** | Yes | See the specific _Arcade and Neo Geo_ section in the user guide | -| neogeocd | SNK Neo Geo CD | NeoCD | MAME4droid 2024 **(Standalone)** | Yes | .chd (NeoCD and MAME4droid 2024 only) or .cue file | -| neogeocdjp | SNK Neo Geo CD [Japan] | NeoCD | MAME4droid 2024 **(Standalone)** | Yes | .chd (NeoCD and MAME4droid 2024 only) or .cue file | +| nds | Nintendo DS | melonDS DS | melonDS,
melonDS **(Standalone)**,
melonDS Nightly **(Standalone)**,
DeSmuME,
DeSmuME 2015,
NooDS,
NooDS **(Standalone)**,
DraStic **(Standalone)**,
SkyEmu **(Standalone)** | No | Single archive or ROM file | +| neogeo | SNK Neo Geo | FinalBurn Neo | Geolith,
NEO.emu **(Standalone)**,
MAME4droid Current **(Standalone)**,
MAME4droid **(Standalone)** | Yes | See the specific _Arcade and Neo Geo_ section in the user guide | +| neogeocd | SNK Neo Geo CD | NeoCD | MAME4droid Current **(Standalone)** | Yes | .chd (NeoCD and MAME4droid Current only) or .cue file | +| neogeocdjp | SNK Neo Geo CD [Japan] | NeoCD | MAME4droid Current **(Standalone)** | Yes | .chd (NeoCD and MAME4droid Current only) or .cue file | | nes | Nintendo Entertainment System | Mesen | Nestopia UE,
FCEUmm,
QuickNES,
NES.emu **(Standalone)**,
iNES **(Standalone)**,
Nesoid **(Standalone)** | No | Single archive or ROM file | | ngage | Nokia N-Gage | EKA2L1 **(Standalone)** | | Yes | See the specific _Symbian and Nokia N-Gage_ section in the User guide | | ngp | SNK Neo Geo Pocket | Beetle NeoPop | RACE,
NGP.emu **(Standalone)** | No | Single archive or ROM file | | ngpc | SNK Neo Geo Pocket Color | Beetle NeoPop | RACE,
NGP.emu **(Standalone)** | No | Single archive or ROM file | -| odyssey2 | Magnavox Odyssey 2 | O2EM | MAME4droid 2024 **(Standalone)** | Yes | Single archive or ROM file | +| odyssey2 | Magnavox Odyssey 2 | O2EM | MAME4droid Current **(Standalone)** | Yes | Single archive or ROM file | | openbor | OpenBOR Game Engine | OpenBOR **(Standalone)** | | No | See the specific _OpenBOR_ section in the User guide | -| oric | Tangerine Computer Systems Oric | MAME4droid 2024 **(Standalone)** | | Yes | See the specific _Tangerine Computer Systems Oric_ section in the user guide | +| oric | Tangerine Computer Systems Oric | MAME4droid Current **(Standalone)** | | Yes | See the specific _Tangerine Computer Systems Oric_ section in the user guide | | palm | Palm OS | Mu | | | | | pc | IBM PC | DOSBox-Pure | DOSBox-Core,
DOSBox-SVN,
VirtualXT | No | See the specific _DOS / PC_ section in the user guide | | pc88 | NEC PC-8800 Series | QUASI88 | | Yes | | @@ -848,56 +866,57 @@ The **@** symbol indicates that the emulator is _deprecated_ and will be removed | pico8 | PICO-8 Fantasy Console | Fake-08 | Retro8,
Infinity **(Standalone)** | No | See the specific _PICO-8_ section in the User guide | | plus4 | Commodore Plus/4 | VICE xplus4 | | No | Single archive or image file for tape, cartridge or single-diskette games, .m3u playlist for multi-diskette games | | pokemini | Nintendo Pokémon Mini | PokeMini | | No | | -| ports | Ports | ECWolf (Wolfenstein 3D) | NXEngine (Cave Story),
OpenLara (Tomb Raider),
Super Bros War | Yes for ECWolf | | +| ports | Ports | ECWolf (Wolfenstein 3D) | CannonBall (OutRun),
Mr.Boom (Bomberman),
NXEngine (Cave Story),
OpenLara (Tomb Raider),
Super Bros War | Yes for ECWolf | | | ps2 | Sony PlayStation 2 | AetherSX2 **(Standalone)** | Play! **(Standalone)** | Yes for AetherSX2 | | | ps3 | Sony PlayStation 3 | _Placeholder_ | | | | | ps4 | Sony PlayStation 4 | _Placeholder_ | | | | | psp | Sony PlayStation Portable | PPSSPP | PPSSPP **(Standalone)** | No | Single disc image file | | psvita | Sony PlayStation Vita | Vita3K **(Standalone)** | | Yes | See the specific _Sony PlayStation Vita_ section in the User guide | | psx | Sony PlayStation | Beetle PSX | Beetle PSX HW,
PCSX ReARMed,
SwanStation,
DuckStation **(Standalone)**,
ePSXe **(Standalone)**,
FPseNG **(Standalone)**,
FPse **(Standalone)** | Yes | .chd file for single-disc games, .m3u playlist for multi-disc games | -| pv1000 | Casio PV-1000 | MAME4droid 2024 **(Standalone)** | | No | Single archive or ROM file | +| pv1000 | Casio PV-1000 | MAME4droid Current **(Standalone)** | | No | Single archive or ROM file | | quake | Quake | TyrQuake | vitaQuake 2,
vitaQuake 2 [Rogue],
vitaQuake 2 [Xatrix],
vitaQuake 2 [Zaero] | No | | | samcoupe | MGT SAM Coupé | Speccy **(Standalone)** | | No | Single archive or ROM file | -| satellaview | Nintendo Satellaview | Snes9x - Current | Snes9x 2010,
Snes9x 2005 Plus,
Snes9x EX+ **(Standalone)**,
bsnes,
bsnes-hd,
bsnes-mercury Accuracy,
Mesen-S | | | +| satellaview | Nintendo Satellaview | Snes9x - Current | Snes9x 2010,
Snes9x 2005 Plus,
Snes9x EX+ **(Standalone)**,
bsnes,
bsnes-hd,
bsnes-jg,
bsnes-mercury Accuracy,
Mesen-S | | | | saturn | Sega Saturn | Beetle Saturn | YabaSanshiro,
Yaba Sanshiro 2 **(Standalone)**,
Yabause,
Saturn.emu **(Standalone)** | Yes | .chd file for single-disc games, .m3u playlist for multi-disc games | | saturnjp | Sega Saturn [Japan] | Beetle Saturn | YabaSanshiro,
Yaba Sanshiro 2 **(Standalone)**,
Yabause,
Saturn.emu **(Standalone)** | Yes | .chd file for single-disc games, .m3u playlist for multi-disc games | | scummvm | ScummVM Game Engine | ScummVM | ScummVM **(Standalone)** | No | See the specific _ScummVM_ section in the user guide | -| scv | Epoch Super Cassette Vision | MAME4droid 2024 **(Standalone)** | | Yes | Single archive or ROM file | +| scv | Epoch Super Cassette Vision | MAME4droid Current **(Standalone)** | | Yes | Single archive or ROM file | | sega32x | Sega Mega Drive 32X | PicoDrive | | No | Single archive or ROM file | | sega32xjp | Sega Super 32X [Japan] | PicoDrive | | No | Single archive or ROM file | | sega32xna | Sega Genesis 32X [North America] | PicoDrive | | No | Single archive or ROM file | | segacd | Sega CD | Genesis Plus GX | Genesis Plus GX Wide,
PicoDrive,
MD.emu **(Standalone)** | Yes | | -| sfc | Nintendo SFC (Super Famicom) | Snes9x - Current | Snes9x 2010,
Snes9x 2005 Plus,
Snes9x EX+ **(Standalone)**,
bsnes,
bsnes-hd,
bsnes-mercury Accuracy,
Beetle Supafaust,
Mesen-S | No | Single archive or ROM file | +| sfc | Nintendo SFC (Super Famicom) | Snes9x - Current | Snes9x 2010,
Snes9x 2005 Plus,
Snes9x EX+ **(Standalone)**,
bsnes,
bsnes-hd,
bsnes-jg,
bsnes-mercury Accuracy,
Beetle Supafaust,
Mesen-S | No | Single archive or ROM file | | sg-1000 | Sega SG-1000 | Genesis Plus GX | Genesis Plus GX Wide,
Gearsystem,
blueMSX,
MasterGear **(Standalone)** | No | Single archive or ROM file | | sgb | Nintendo Super Game Boy | Mesen-S | SameBoy,
mGBA | | Single archive or ROM file | -| snes | Nintendo SNES (Super Nintendo) | Snes9x - Current | Snes9x 2010,
Snes9x 2005 Plus,
Snes9x EX+ **(Standalone)**,
bsnes,
bsnes-hd,
bsnes-mercury Accuracy,
Beetle Supafaust,
Mesen-S | No | Single archive or ROM file | -| snesna | Nintendo SNES (Super Nintendo) [North America] | Snes9x - Current | Snes9x 2010,
Snes9x 2005 Plus,
Snes9x EX+ **(Standalone)**,
bsnes,
bsnes-hd,
bsnes-mercury Accuracy,
Beetle Supafaust,
Mesen-S | No | Single archive or ROM file | +| snes | Nintendo SNES (Super Nintendo) | Snes9x - Current | Snes9x 2010,
Snes9x 2005 Plus,
Snes9x EX+ **(Standalone)**,
bsnes,
bsnes-hd,
bsnes-jg,
bsnes-mercury Accuracy,
Beetle Supafaust,
Mesen-S | No | Single archive or ROM file | +| snesna | Nintendo SNES (Super Nintendo) [North America] | Snes9x - Current | Snes9x 2010,
Snes9x 2005 Plus,
Snes9x EX+ **(Standalone)**,
bsnes,
bsnes-hd,
bsnes-jg,
bsnes-mercury Accuracy,
Beetle Supafaust,
Mesen-S | No | Single archive or ROM file | | solarus | Solarus Game Engine | _Placeholder_ | | | | | spectravideo | Spectravideo | blueMSX | | | | | steam | Valve Steam | _Placeholder_ | | | | -| stv | Sega Titan Video Game System | MAME - Current | MAME4droid 2024 **(Standalone)**,
MAME4droid **(Standalone)** | Yes | Single archive file | -| sufami | Bandai SuFami Turbo | Snes9x - Current | Snes9x 2010,
Snes9x 2005 Plus,
Snes9x EX+ **(Standalone)**,
bsnes,
bsnes-hd,
bsnes-mercury Accuracy | | | +| stv | Sega Titan Video Game System | MAME - Current | MAME4droid Current **(Standalone)**,
MAME4droid **(Standalone)** | Yes | Single archive file | +| sufami | Bandai SuFami Turbo | Snes9x - Current | Snes9x 2010,
Snes9x 2005 Plus,
Snes9x EX+ **(Standalone)**,
bsnes,
bsnes-hd,
bsnes-jg,
bsnes-mercury Accuracy | | | | supergrafx | NEC SuperGrafx | Beetle SuperGrafx | Beetle PCE,
PCE.emu **(Standalone)** | No | Single archive or ROM file | -| supervision | Watara Supervision | Potator | MAME4droid 2024 **(Standalone)** | No | Single archive or ROM file | -| supracan | Funtech Super A'Can | MAME4droid 2024 **(Standalone)** | | Yes | Single archive or ROM file. You need a supracan.zip archive that contains a valid internal_68k.bin file and an empty file named umc6650.bin | +| supervision | Watara Supervision | Potator | MAME4droid Current **(Standalone)** | No | Single archive or ROM file | +| supracan | Funtech Super A'Can | MAME4droid Current **(Standalone)** | | Yes | Single archive or ROM file. You need a supracan.zip archive that contains a valid internal_68k.bin file and an empty file named umc6650.bin | | switch | Nintendo Switch | Skyline **(Standalone)** | | Yes | | | symbian | Symbian | EKA2L1 **(Standalone)** | | Yes | See the specific _Symbian and Nokia N-Gage_ section in the User guide | -| tanodragon | Tano Dragon | MAME4droid 2024 [Tape] **(Standalone)** | MAME4droid 2024 [Cartridge] **(Standalone)** | Yes | See the specific _Dragon 32 and Tano Dragon_ section in the user guide | +| tanodragon | Tano Dragon | MAME4droid Current [Tape] **(Standalone)** | MAME4droid Current [Cartridge] **(Standalone)** | Yes | See the specific _Dragon 32 and Tano Dragon_ section in the user guide | | tg16 | NEC TurboGrafx-16 | Beetle PCE | Beetle PCE FAST,
Beetle SuperGrafx,
PCE.emu **(Standalone)** | No | Single archive or ROM file | | tg-cd | NEC TurboGrafx-CD | Beetle PCE | Beetle PCE FAST,
Beetle SuperGrafx,
PCE.emu **(Standalone)** | Yes | | -| ti99 | Texas Instruments TI-99 | MAME4droid 2024 **(Standalone)** | | Yes | See the specific _Texas Instruments TI-99_ section in the user guide | +| ti99 | Texas Instruments TI-99 | MAME4droid Current **(Standalone)** | | Yes | See the specific _Texas Instruments TI-99_ section in the user guide | | tic80 | TIC-80 Fantasy Computer | TIC-80 | | No | Single .tic file | | to8 | Thomson TO8 | Theodore | | | | | triforce | Namco-Sega-Nintendo Triforce | _Placeholder_ | | | | | trs-80 | Tandy TRS-80 | _Placeholder_ | | | | | type-x | Taito Type X | Winlator Cmod Glibc **(Standalone)** | Winlator Cmod PRoot **(Standalone)** | No | See the _Winlator_ section elsewhere in this document | | uzebox | Uzebox Open Source Console | Uzem | | | | -| vectrex | GCE Vectrex | vecx | MAME4droid 2024 **(Standalone)** | Yes for MAME4droid 2024 | Single archive or ROM file | +| vectrex | GCE Vectrex | vecx | MAME4droid Current **(Standalone)** | Yes for MAME4droid Current | Single archive or ROM file | | vic20 | Commodore VIC-20 | VICE xvic | | No | Single archive or tape, cartridge or diskette image file | -| videopac | Philips Videopac G7000 | O2EM | MAME4droid 2024 **(Standalone)** | Yes | Single archive or ROM file | +| videopac | Philips Videopac G7000 | O2EM | MAME4droid Current **(Standalone)** | Yes | Single archive or ROM file | +| vircon32 | Vircon32 Virtual Console | Vircon32 | | No | Single archive or ROM file | | virtualboy | Nintendo Virtual Boy | Beetle VB | Virtual Virtual Boy **(Standalone)** | No | Single archive or ROM file | | vpinball | Visual Pinball | Visual Pinball **(Standalone)** | | No | See the specific _Visual Pinball_ section in the user guide | -| vsmile | VTech V.Smile | MAME4droid 2024 **(Standalone)** | | Yes | Single archive or ROM file | +| vsmile | VTech V.Smile | MAME4droid Current **(Standalone)** | | Yes | Single archive or ROM file | | wasm4 | WASM-4 Fantasy Console | WASM-4 | | No | Single .wasm file | | wii | Nintendo Wii | Dolphin | Dolphin **(Standalone)**,
Dolphin MMJR **(Standalone)**,
Dolphin MMJR2 **(Standalone)** | No | | | wiiu | Nintendo Wii U | Cemu **(Standalone)** | | No | See the specific _Nintendo Wii U_ section in the user guide | @@ -906,10 +925,11 @@ The **@** symbol indicates that the emulator is _deprecated_ and will be removed | windows9x | Microsoft Windows 9x | DOSBox-Pure | | No | | | wonderswan | Bandai WonderSwan | Beetle Cygne | Swan.emu **(Standalone)** | No | Single archive or ROM file | | wonderswancolor | Bandai WonderSwan Color | Beetle Cygne | Swan.emu **(Standalone)** | No | Single archive or ROM file | -| x1 | Sharp X1 | X Millennium | MAME4droid 2024 [Diskette] **(Standalone)**,
MAME4droid 2024 [Tape] **(Standalone)** | Yes for MAME4droid 2024 | Single archive or diskette/tape file | -| x68000 | Sharp X68000 | PX68k | MAME4droid 2024 **(Standalone)** | Yes | | +| x1 | Sharp X1 | X Millennium | MAME4droid Current [Diskette] **(Standalone)**,
MAME4droid Current [Tape] **(Standalone)** | Yes for MAME4droid Current | Single archive or diskette/tape file | +| x68000 | Sharp X68000 | PX68k | MAME4droid Current **(Standalone)** | Yes | | | xbox | Microsoft Xbox | _Placeholder_ | | | | | xbox360 | Microsoft Xbox 360 | _Placeholder_ | | | | +| xboxone | Microsoft Xbox One | _Placeholder_ | | | | | zmachine | Infocom Z-machine | MojoZork | | No | | | zx81 | Sinclair ZX81 | EightyOne | | No | | | zxnext | Sinclair ZX Spectrum Next | _Placeholder_ | | | | diff --git a/CHANGELOG.md b/CHANGELOG.md index d2a8dbe81..95d7adf9e 100644 --- a/CHANGELOG.md +++ b/CHANGELOG.md @@ -1,8 +1,8 @@ # ES-DE Frontend - Changelog -## Version 3.2.0 / 3.2.0-45 (in development) +## Version 3.2.0 / 3.2.0-45 -**Release date:** TBD +**Release date:** 2025-04-04 ### Release overview @@ -12,7 +12,7 @@ There is also support for a lot of new emulators, both standalone and RetroArch There are large internal changes to the application to improve the theme engine, most notably for the helpsystem element which has been largely rewritten. This leads to much more granular control by the theme developers, and together with numerous other theme engine improvements this opens up more flexibility as far as theme design is concerned. -The launch screen can also be completely disabled as of this release, and there are a couple of new custom events that could be useful for arcade cabinets, virtual pinball tables and such. Additionally there are a number of minor improvements and bug fixes, see the full list below for all details. +The game launch screen can also be completely disabled as of this release, and there are a couple of new custom events that could be useful for arcade cabinets, virtual pinball tables and such. Additionally there are a number of minor improvements and bug fixes, see the full list below for all details. ### Detailed list of changes diff --git a/FAQ-ANDROID.md b/FAQ-ANDROID.md index eaaea34c7..d098e509b 100644 --- a/FAQ-ANDROID.md +++ b/FAQ-ANDROID.md @@ -74,7 +74,7 @@ RetroArch on Android is very unforgiving, if you haven't installed the necessary Another reason for the black screen is if you have multiple users configured on your device and attempt to run RetroArch from a non-primary user while having your ROMs on internal storage. At the time of writing RetroArch does not support external game launching for any other user than the primary user as it can't parse paths such as /storage/emulated/10/. -Also note that the RetroArch release on the Google Play store is not working correctly on most devices. It can be used on its own but game launching fails from ES-DE. These issues are resolved by using a current release from the [RetroArch](https://retroarch.com) website. +As a side note, the RetroArch release on the Google Play store has not been updated in a very long time, so it's instead strongly recommended to download a current release from the [RetroArch](https://retroarch.com) website. ## When I launch a game using a standalone emulator, why does it say the game file could not be opened? diff --git a/INSTALL-DEV.md b/INSTALL-DEV.md index 4cfeb9f1a..e2dc17df4 100644 --- a/INSTALL-DEV.md +++ b/INSTALL-DEV.md @@ -1168,7 +1168,7 @@ Normally the scraper will stop whenever an HTTP error code with value 400 or abo **SystemStatusDisplayAll** -If setting this to true then all system status indicators (Bluetooth icon, Wi-Fi icon, cellular icon, battery icon and battery percentage indicator) will always be displayed, assuming they have been enabled in the _UI settings_ menu and via the `entries` property for the `systemstatus` element. The only purpose of this setting is for theme developers to be able to see all indicators when working on their theme design. +If setting this to true then all system status indicators (Bluetooth icon, Wi-Fi icon, cellular icon, battery icon and battery percentage text) will always be displayed, assuming they have been enabled in the _UI settings_ menu and via the `entries` property for the `systemstatus` element. The only purpose of this setting is for theme developers to be able to see all indicators when working on their theme design. **UIMode_passkey** diff --git a/INSTALL.md b/INSTALL.md index 3d5374062..97ff8e451 100644 --- a/INSTALL.md +++ b/INSTALL.md @@ -23,7 +23,7 @@ There are some dependencies that need to be fulfilled in order to build ES-DE. T All of the required packages can be installed with apt-get: ``` -sudo apt-get install build-essential clang-format git cmake gettext libharfbuzz-dev libicu-dev libsdl2-dev libavcodec-dev libavfilter-dev libavformat-dev libavutil-dev libfreeimage-dev libfreetype6-dev libgit2-dev libcurl4-openssl-dev libpugixml-dev libasound2-dev libgl1-mesa-dev libpoppler-cpp-dev +sudo apt-get install build-essential clang-format git cmake gettext libharfbuzz-dev libicu-dev libsdl2-dev libavcodec-dev libavfilter-dev libavformat-dev libavutil-dev libfreeimage-dev libfreetype6-dev libgit2-dev libcurl4-openssl-dev libpugixml-dev libasound2-dev libbluetooth-dev libgl1-mesa-dev libpoppler-cpp-dev ``` **Fedora** @@ -38,7 +38,7 @@ https://download1.rpmfusion.org/nonfree/fedora/rpmfusion-nonfree-release-$(rpm - Then you can use dnf to install all the required packages: ``` -sudo dnf install gcc-c++ clang-tools-extra cmake gettext harfbuzz-devel libicu-devel libasan rpm-build SDL2-devel ffmpeg-devel freeimage-devel freetype-devel libgit2-devel curl-devel pugixml-devel alsa-lib-devel mesa-libGL-devel poppler-cpp-devel +sudo dnf install gcc-c++ clang-tools-extra cmake gettext harfbuzz-devel libicu-devel libasan rpm-build SDL2-devel ffmpeg-devel freeimage-devel freetype-devel libgit2-devel curl-devel pugixml-devel alsa-lib-devel bluez-libs-devel mesa-libGL-devel poppler-cpp-devel ``` **Manjaro** @@ -53,7 +53,7 @@ sudo pacman -S gcc clang make cmake gettext harfbuzz icu pkgconf sdl2 ffmpeg fre All of the required packages can be installed with apt-get: ``` -sudo apt-get install clang-format cmake gettext libharfbuzz-dev libicu-dev libraspberrypi-dev libsdl2-dev libavcodec-dev libavfilter-dev libavformat-dev libavutil-dev libfreeimage-dev libfreetype6-dev libgit2-dev libcurl4-gnutls-dev libpugixml-dev libpoppler-cpp-dev +sudo apt-get install clang-format cmake gettext libharfbuzz-dev libicu-dev libraspberrypi-dev libsdl2-dev libavcodec-dev libavfilter-dev libavformat-dev libavutil-dev libfreeimage-dev libfreetype6-dev libgit2-dev libcurl4-gnutls-dev libpugixml-dev libbluetooth-dev libpoppler-cpp-dev ``` For a 64-bit build it's very important that you include libraspberrypi-dev because if this package is not installed then the file /usr/include/bcm_host.h is not present on the filesystem. This leads to CMake not detecting that it's indeed a Raspberry Pi and it will attempt to make a regular Linux build instead. @@ -78,13 +78,6 @@ pkg install llvm-devel git pkgconf cmake gettext harfbuzz icu sdl2 ffmpeg freeim Clang/LLVM and curl should already be included in the base OS installation. -Note that there is a strange issue specifically on FreeBSD 14.1 where the rlottie library refuses to build. This can be resolved by the following workaround: -``` -echo > external/rlottie/format -``` - -It's not clear yet whether this is a compiler bug or some other issue. - **Cloning and compiling ES-DE** To clone the source repository, run the following: @@ -585,6 +578,19 @@ export ASAN_OPTIONS=detect_container_overflow=0 Running ES-DE from the build directory may be a bit flaky as there is no Info.plist file available which is required for setting the proper window mode and such. It's therefore recommended to run the application from the installation directory for any more in-depth testing. But normal debugging can of course be done from the build directory. +**Cross-compiling for x86_64** + +To cross-compile for x86_64 using an ARM processor you only need to change two things. + +First you need to run `tools/macOS_dependencies_build_x86_cross.sh` instead of `tools/macOS_dependencies_build.sh` + +Second you need to pass the target architecture using the CMAKE_OSX_ARCHITECTURES variable such as this: +``` +cmake -DCMAKE_OSX_ARCHITECTURES=x86_64 . +``` + +Following this you can just build and package the application in the same way as a native ARM build. + **Code signing** A detailed explanation of macOS code signing is beyond the scope of this document, but the CMake option MACOS_CODESIGN_IDENTITY is used to specify the code signing certificate identity, for example: @@ -1158,6 +1164,10 @@ Sets the transfer timeout per HTTPS request. Minimum value is 0 seconds (infinit Normally the scraper will stop whenever an HTTP error code with value 400 or above is returned from the scraper service, but by default there is an exception for 404 errors (resource not found). Changing this setting to _false_ will make the scraper handle 404 errors as all other error codes, meaning it will run through the configured retry attempts and then display an error notification dialog if the resource could not be retrieved. +**SystemStatusDisplayAll** + +If setting this to true then all system status indicators (Bluetooth icon, Wi-Fi icon, cellular icon, battery icon and battery percentage text) will always be displayed, assuming they have been enabled in the _UI settings_ menu and via the `entries` property for the `systemstatus` element. The only purpose of this setting is for theme developers to be able to see all indicators when working on their theme design. + **UIMode_passkey** The passkey to use to change from the _Kiosk_ or _Kid_ UI modes to the _Full_ UI mode. @@ -1582,7 +1592,9 @@ The following variables are expanded for the `command` tag: `%ROM%` - Replaced with the absolute path to the selected ROM, with most special characters escaped with a backslash. -`%ROMRAW%` - Replaced with the unescaped, absolute path to the selected ROM. If your emulator is picky about paths, you might want to use this instead of %ROM%, but enclosed in quotes. +`%ROMRAW%` - Replaced with the unescaped, absolute path to the selected ROM. If your emulator is picky about paths, you might want to use this instead of %ROM%, but enclosed in quotes. + +`%ROMRAWWIN%` - Works just like `%ROMRAW%` except that the forward slashes as directory separators are replaced with backslashes (which is the directory separator used on the Windows operating system). This variable is not available on Windows. `%ROMPATH%` - Replaced with the path defined in the setting ROMDirectory in es_settings.xml. If combined with a path that contains blankspaces, then it must be surrounded by quotation marks, for example `%ROMPATH%"\Arcade Games"`. Note that the quotation mark must be located before the directory separator in this case. @@ -1783,9 +1795,9 @@ The es_systems.xml file on Android utilizes variables heavily to implement the _ There are two main ways to pass options to emulators, using _extras_ or using the _data_ URI. There can only be a single data URI but there can be an arbitrary amount of extras. To understand more about the way this works, you can read about the _putExtra()_ and and _setData()_ functions here:\ https://developer.android.com/reference/android/content/Intent -`%EXTRA_` - This passes an _extra_ which contains any additional information that the emulator may support. This is provided as a key/value pair where you define the key name following the literal %EXTRA_ string and terminate it with a % sign and then assign the value using an equal sign. For example %EXTRA_LIBRETRO%=puae_libretro_android.so will pass the extra named _LIBRETRO_ with its value set to _puae_libretro_android.so_. You can pass an unlimited number of extras and you can also use various ROM variables in combination with this as described below. It's also possible to use the `%BASENAME%`, `%GAMEDIRRAW%`, `%ROMPATHRAW%` and `%ROMRAW%` variables inside an `%EXTRA_` variable definition, which will expand to the basename of the game file, the directory of the game file, the ROM directory and the path to the game file respectively. +`%EXTRA_` - This passes an _extra_ which contains any additional information that the emulator may support. This is provided as a key/value pair where you define the key name following the literal %EXTRA_ string and terminate it with a % sign and then assign the value using an equal sign. For example %EXTRA_LIBRETRO%=puae_libretro_android.so will pass the extra named _LIBRETRO_ with its value set to _puae_libretro_android.so_. You can pass an unlimited number of extras and you can also use various ROM variables in combination with this as described below. It's also possible to use the `%BASENAME%`, `%GAMEDIRRAW%`, `%ROMPATHRAW%`, `%ROMRAW%` and `%ROMRAWWIN%` variables inside an `%EXTRA_` variable definition. This will expand to the basename of the game file, the directory of the game file, the ROM directory, the path to the game file with standard forward slashes as directory separators, and the path to the game file with Windows backslashes as directory separators, respectively. -`%EXTRAARRAY_` - Defines an array of comma-separated string values following the key name. Only literal strings and special variables are supported, so this can't be used in combination with any ROM variables. As commas are used as separator characters, you'll need to escape any comma signs that you want to include in the actual value. For example %EXTRAARRAY_Parameters%=pone,p\\,two,pthree will pass the extra named _Parameters_ with the three separate array entries _pone_, _p,two_ and _pthree_. It's also possible to use the `%BASENAME%`, `%GAMEDIRRAW%`, `%ROMPATHRAW%` and `%ROMRAW%` variables inside an `%EXTRAARRAY_` variable definition, which will expand to the basename of the game file, the directory of the game file, the ROM directory and the path to the game file respectively. +`%EXTRAARRAY_` - Defines an array of comma-separated string values following the key name. Only literal strings and special variables are supported, so this can't be used in combination with any ROM variables. As commas are used as separator characters, you'll need to escape any comma signs that you want to include in the actual value. For example %EXTRAARRAY_Parameters%=pone,p\\,two,pthree will pass the extra named _Parameters_ with the three separate array entries _pone_, _p,two_ and _pthree_. It's also possible to use the `%BASENAME%`, `%GAMEDIRRAW%`, `%ROMPATHRAW%`, `%ROMRAW%` and `%ROMRAWWIN%` variables inside an `%EXTRAARRAY_` variable definition. This will expand to the basename of the game file, the directory of the game file, the ROM directory, the path to the game file with standard forward slashes as directory separators, and the path to the game file with Windows backslashes as directory separators, respectively. `%EXTRABOOL_` - Sets an extra with a boolean value, i.e. true/1 or false/0. @@ -2163,23 +2175,30 @@ On Windows it's also possible to place .lnk shortcut files in the event director There are up to four parameters that will be passed to these scripts, as detailed below: -| Event | Parameters* | Description | -| :----------------------- | :------------------------------------------------- | :-------------------------------------------------------------------------- | -| startup | | Application startup | -| quit | | Application quit/shutdown | -| reboot | | System reboot (quit event triggered as well) | -| poweroff | | System power off (quit event triggered as well) | -| config-changed | | On saving application settings or controller configuration | -| settings-changed | | On saving application settings (config-changed event triggered as well) | -| controls-changed | | On saving controller configuration (config-changed event triggered as well) | -| theme-changed | New theme name, old theme name | When manually changing themes in the UI Settings menu | -| game-start | ROM path, game name, system name, system full name | On game launch | -| game-end | ROM path, game name, system name, system full name | On game end (or on application wakeup if running in the background) | -| screensaver-start | _timer_ or _manual_ | Screensaver started via timer or manually | -| screensaver-end | _cancel_ or _game-jump_ or _game-start_ | Screensaver ended via cancellation, jump to game or start/launch of game | +| Event | Parameters* | Description | +| :----------------------- | :------------------------------------------------- | :------------------------------------------------------------------------------------------------ | +| startup | | Application startup | +| quit | | Application quit/shutdown | +| reboot | | System reboot (quit event triggered as well) | +| poweroff | | System power off (quit event triggered as well) | +| config-changed | | On saving application settings or controller configuration | +| settings-changed | | On saving application settings (config-changed event triggered as well) | +| controls-changed | | On saving controller configuration (config-changed event triggered as well) | +| theme-changed | New theme name, old theme name | When manually changing themes in the UI Settings menu | +| game-start | ROM path, game name, system name, system full name | On game launch | +| game-end | ROM path, game name, system name, system full name | On game end (or on application wakeup if running in the background) | +| screensaver-start | _timer_ or _manual_ | Screensaver started via timer or manually | +| screensaver-end | _cancel_ or _game-jump_ or _game-start_ | Screensaver ended via cancellation, jump to game or start/launch of game | +| screensaver-game-select | ROM path, game name, system name, system full name | Screensaver selected a new random game | +| game-select | ROM path, game name, system name, system full name | On browsing games in the gamelist view, requires enabling of the _Browsing custom events_ setting | +| system-select | System name, system full name, system ROM path | On browsing systems in the system view, requires enabling of the _Browsing custom events_ setting | ***)** Parameters in _italics_ are literal strings. +Note that the _game-select_ and _system-select_ events require that the _Browsing custom events_ option in the Other settings menu is enabled. Also note that enabling this could lead to a lot of latency in the application as the event is triggered so frequently. So only enable these events if you really need them. And if you do, then make sure to execute scripts that run their activities in the background and immediately return to ES-DE, rather than blocking ES-DE during the script execution. + +For the _game-select_ event, when starting to fast scroll in the gamelist view, an event containing blank parameters will be triggered so that you can detect this state. + We'll go through two examples: * Creating a log file that will record the start and end time for each game we play, letting us see how much time we spend on retro-gaming * Changing the system resolution when launching and returning from a game in order to run the emulator at a lower resolution than ES-DE diff --git a/README.md b/README.md index c540b3c96..b2a28692e 100644 --- a/README.md +++ b/README.md @@ -31,7 +31,7 @@ Visit https://es-de.org to download the latest ES-DE release or go to the [packa The Android port of ES-DE is a paid app, which you can get on [Patreon](https://www.patreon.com/es_de), the [Samsung Galaxy Store](https://galaxystore.samsung.com/detail/org.es_de.frontend.galaxy) and [Huawei AppGallery](https://appgallery.huawei.com/#/app/C111315115). -If you're using a Raspberry Pi or if you run Haiku, then you need to compile from source code as no prebuilt packages are provided for these platforms. A detailed build guide is available in [INSTALL.md](INSTALL.md). +If you're using a Raspberry Pi, then you need to compile from source code as no prebuilt package is provided for this platform. A detailed build guide is available in [INSTALL.md](INSTALL.md). If your run FreeBSD then ES-DE is available as an [official port](https://www.freshports.org/emulators/es-de). diff --git a/THEMES.md b/THEMES.md index dff11b050..3c0061d2d 100644 --- a/THEMES.md +++ b/THEMES.md @@ -789,6 +789,7 @@ The following languages are supported: | ja_JP | Japanese | 日本語 | | ko_KR | Korean | 한국어 | | zh_CN | Simplified Chinese | 简体中文 | +| zh_TW | Traditional Chinese | 繁體中文 | Note that the native name is what is shown inside the _UI Settings_ menu for the _Theme Language_ and _Application Language_ settings. @@ -1206,6 +1207,7 @@ Unlike the types just mentioned, aspectRatio entries can not be set to arbitrary | 3:2 | 3:2_vertical | 2160x1440 | | 4:3 | 4:3_vertical | 320x240, 640x480, 800x600, 1024x768, 1600x1200 | | 5:4 | 5:4_vertical | 1280x1024 | +| 8:7 | 8:7_vertical | 1240x1080 | | 19.5:9 | 19.5:9_vertical | 2340x1080, 2532x1170 | | 20:9 | 20:9_vertical | 2400x1080, 1600x720 | | 21:9 | 21:9_vertical | 2560x1080, 3840x1600, 5120x2160 | @@ -1953,7 +1955,7 @@ Properties: - Default is `1.5` - This property can only be used when `textHorizontalScrolling` has been set to `true` * `fontPath` - type: PATH - - Path to a TrueType font (.ttf) used as fallback if there is no `staticImage` / `imageType` image defined or found, and if `defaultImage` has not been defined. + - Path to a TrueType or OpenType font (.ttf or .otf) used as fallback if there is no `staticImage` / `imageType` image defined or found, and if `defaultImage` has not been defined. * `fontSize` - type: FLOAT - Size of the font as a percentage of screen height for horizontally oriented screens or screen width for vertically oriented screens (e.g. for a value of `0.1`, the text's height would be 10% of the screen height). This calculation is based on the reference 'S' character so other glyphs may not fill this area, or they may exceed this area. This property value is effectively multiplied by the `itemScale` value for the currently selected item (but if this property is omitted then the default value will not get multiplied by `itemScale`). - Minimum value is `0.001` and maximum value is `1.5`. Note that when running at a really low resolution, the minimum value may get clamped to a larger relative size. @@ -2207,7 +2209,7 @@ Properties: - Default is `1.5` - This property can only be used when `textHorizontalScrolling` has been set to `true` * `fontPath` - type: PATH - - Path to a TrueType font (.ttf) used as fallback if there is no `staticImage` / `imageType` image defined or found, and if `defaultImage` has not been defined. + - Path to a TrueType or OpenType font (.ttf or .otf) used as fallback if there is no `staticImage` / `imageType` image defined or found, and if `defaultImage` has not been defined. * `fontSize` - type: FLOAT - Size of the font as a percentage of screen height for horizontally oriented screens or screen width for vertically oriented screens (e.g. for a value of `0.1`, the text's height would be 10% of the screen height). This calculation is based on the reference 'S' character so other glyphs may not fill this area, or they may exceed this area. - Minimum value is `0.001` and maximum value is `1.5`. Note that when running at a really low resolution, the minimum value may get clamped to a larger relative size. @@ -2312,7 +2314,7 @@ Properties: - Default is the same value as `selectedColor` * `selectedBackgroundColor` - type: COLOR - Background color of the highlighted entry for the primary entry type. This follows the sizing of the selector bar and is expanded downwards so you'll probably want to adjust its position using `selectorVerticalOffset` if you have defined a custom selector height using `selectorHeight` - - Default is `00000000` + - Default is `00000000` (no background is drawn) * `selectedSecondaryBackgroundColor` - type: COLOR - Background color of the highlighted entry for the secondary entry type. This follows the sizing of the selector bar and is expanded downwards so you'll probably want to adjust its position using `selectorVerticalOffset` if you have defined a custom selector height using `selectorHeight` - Default is the same value as `selectedBackgroundColor` @@ -2568,6 +2570,23 @@ Properties: - Minimum value per axis is `0` and maximum value per axis is `1` - Default is `0.5 0.5` (texture is centered) - This property can only be used if `cropSize` is used. +* `imageSize` - type: NORMALIZED_PAIR + - This property works exactly the same as `size` but applies only to the static image. + - Minimum value per axis is `0.01` and maximum value per axis is `2`. If specifying a value outside the allowed range then no attempt will be made to preserve the aspect ratio. + - Default is the same value as `size` +* `imageMaxSize` - type: NORMALIZED_PAIR + - This property works exactly the same as `maxSize` but applies only to the static image. + - Minimum value per axis is `0.01` and maximum value per axis is `2` + - Default is the same value as `maxSize` +* `imageCropSize` - type: NORMALIZED_PAIR + - This property works exactly the same as `cropSize` but applies only to the static image. + - Minimum value per axis is `0.01` and maximum value per axis is `2` + - Default is the same value as `cropSize` +* `imageCropPos` - type: NORMALIZED_PAIR + - If the static image has been cropped using `imageCropSize` then this property makes it possible to position the texture within the cropped area. The first value of the pair is the X axis where `0` means align to the left and `1` means align to the right, and the second value of the pair is the Y axis where `0` means align on top and `1` means align at the bottom. Any arbitrary floating point values between 0 and 1 can be used for granular positioning. + - Minimum value per axis is `0` and maximum value per axis is `1` + - Default is `0.5 0.5` (texture is centered) + - This property can only be used if `imageCropSize` is used. * `origin` - type: NORMALIZED_PAIR - Where on the element `pos` refers to. For example, an origin of `0.5 0.5` and a `pos` of `0.5 0.5` would place the element exactly in the middle of the screen. If the position and size attributes are themeable, origin is implied. - Minimum value per axis is `0` and maximum value per axis is `1` @@ -2593,7 +2612,7 @@ Properties: * `defaultImage` - type: PATH - Path to a default image file. If the `imageType` property has a value set, then the default image will be displayed if the selected game does not have an image for any of the defined types. If `imageType` is not defined, then the default image will be shown if there is no video file found and if `default` has not been set. This property is also applied to any custom collection that does not contain any games when browsing the grouped custom collections system. * `imageType` - type: STRING - - This displays a game image of a certain media type, either before the video starts to play if `delay` is set to a non-zero value, or if there is no video file found and `default` has not been defined. Multiple types can be defined, in which case the entries should be delimited by commas or by whitespace characters (tabs, spaces or line breaks). The media will be searched for in the order that the entries have been defined. If no image is found, then the space will be left blank unless either the `default` or `defaultImage` properties have been set. To use this property from the `system` view, you will first need to add a `gameselector` element. If `delay` is set to zero, then this property has no effect. Defining duplicate values is considered an error and will result in the property getting ignored. + - This displays a game image of a certain media type, either before the video starts to play if `delay` is set to a non-zero value, or if there is no video file found and `default` has not been defined. Multiple types can be defined, in which case the entries should be delimited by commas or by whitespace characters (tabs, spaces or line breaks). The media will be searched for in the order that the entries have been defined. If no image is found, then the space will be left blank unless either the `default` or `defaultImage` properties have been set. To use this property from the `system` view, you will first need to add a `gameselector` element. If `delay` is set to zero, then this property has no effect. There is also a special type named `none` which will display no game media, but that will still enable the `delay` property as if game media was present. This makes it possible to leave the space blank during the delay period, or to display an image defined using the `defaultImage` property. Defining duplicate values is considered an error and will result in the property getting ignored. - Valid values: - `image` - This will look for a `miximage`, and if that is not found `screenshot` is tried next, then `titlescreen` and finally `cover`. This is just a convenient shortcut and it's equivalent to explicitly defining `miximage, screenshot, titlescreen, cover` - `miximage` - This will look for a miximage. @@ -2605,6 +2624,7 @@ Properties: - `3dbox` - This will look for a 3D box image. - `physicalmedia` - This will look for a physical media image. - `fanart` - This will look for a fan art image. + - `none` - This will not display any game media, but it will still enable the `defaultImage` and `delay` properties. * `metadataElement` - type: BOOLEAN - By default game metadata and media are faded out during gamelist fast-scrolling and text metadata fields, ratings and badges are hidden when enabling the _Hide metadata fields_ setting for a game entry. Using this property it's possible to explicitly define static video elements that should be treated as if they were game media files. This property is ignored if `path` is not set. - Default is `false` @@ -2650,8 +2670,9 @@ Properties: - Valid values are `horizontal` or `vertical` - Default is `horizontal` * `pillarboxes` - type: BOOLEAN - - Whether to render black pillarboxes (and to a lesses extent letterboxes) for videos with aspect ratios where this is applicable. This is for instance useful for arcade game videos in vertical orientation. + - Whether to render black pillarboxes (and to a lesser extent letterboxes) for videos with aspect ratios where this is applicable. This is for instance useful for arcade game videos in vertical orientation. - Default is `true` + - This property can only be used if `fadeInType` is set to `black` * `pillarboxThreshold` - type: NORMALIZED_PAIR - Normally it doesn't look very good to add really narrow pillarboxes or letterboxes, so by default they are skipped if the actual video size is not reaching a threshold value as compared to the overall defined video area size. By modifying this property it's possible to control that threshold, as for some theme designs it will look better with the consistency of always rendering the pillarboxes/letterboxes even if they are narrow. To clarify, the default X axis value of 0.85 means that if the video width is 85% or less as compared to the X axis defined by the `size` property, then pillarboxes will be rendered. So setting the `pillarboxThreshold` value to `1 1` will always apply pillarboxes/letterboxes regardless of the video file dimension. - Minimum value per axis is `0.2` and maximum value per axis is `1` @@ -2663,8 +2684,12 @@ Properties: - Delay in seconds before video will start playing. During the delay period the game image defined via the `imageType` property will be displayed. If that property is not set, then the `delay` property will be ignored. - Minimum value is `0` and maximum value is `15` - Default is `1.5` +* `fadeInType` - type: STRING + - The method to use when fading in the video. If set to `black` then a black frame is rendered behind the video and the video is faded in on top of this frame. If set to `transparent` then the video is faded in from transparency. The latter will however remove the black frame completely, which also disables the `pillarboxes` property. + - Valid values are `black` or `transparent` + - Default is `black` * `fadeInTime` - type: FLOAT - - Time in seconds to fade in the video from pure black. This is completely unrelated to the `scrollFadeIn` property. Note that if this is set to zero it may seem as if the property doesn't work correctly as many ScreenScraper videos have a fade-in baked into the actual video stream. Setting this property to lower than 0.3 seconds or so is generally a bad idea for videos that don't have a fade-in baked in as transitions from the static image will then look like a bad jump cut. + - Time in seconds to fade in the video from pure black, or from transparency depending on what value `fadeInType` is set to. This is completely unrelated to the `scrollFadeIn` property. Note that if this is set to zero it may seem as if the property doesn't work correctly as many ScreenScraper videos have a fade-in baked into the actual video stream. Setting this property to lower than 0.3 seconds or so is generally a bad idea for videos that don't have a fade-in baked in as transitions from the static image will then look like a bad jump cut. - Minimum value is `0` and maximum value is `8` - Default is `1` * `scrollFadeIn` - type: BOOLEAN @@ -2855,9 +2880,10 @@ Properties: - Minimum value is `0.1` and maximum value is `2` - Default is `0.5` * `customBadgeIcon` - type: PATH - - A badge icon override. Specify the badge type in the attribute `badge`. The available badges are the ones listed above. + - A badge icon override. Specify the badge type using the `badge` attribute, such as `./assets/favorite.svg` + - The available badges are the ones listed above. * `customControllerIcon` - type: PATH - - A controller icon override. Specify the controller type in the attribute `controller`. + - A controller icon override. Specify the controller type using the `controller` attribute, such as `./assets/gamepad_xbox.svg` - These are the available types: - `gamepad_generic`, `gamepad_nintendo_nes`, @@ -3078,7 +3104,7 @@ Properties: - Default is `1.5` - This property can only be used when `containerType` is `horizontal` * `fontPath` - type: PATH - - Path to a TrueType font (.ttf). + - Path to a TrueType or OpenType font (.ttf or .otf) * `fontSize` - type: FLOAT - Size of the font as a percentage of screen height for horizontally oriented screens or screen width for vertically oriented screens (e.g. for a value of `0.1`, the text's height would be 10% of the screen height). This calculation is based on the reference 'S' character so other glyphs may not fill this area, or they may exceed this area. - Minimum value is `0.001` and maximum value is `1.5`. Note that when running at a really low resolution, the minimum value may get clamped to a larger relative size. The font is allowed to overflow the height of the element by 100%, i.e. `fontSize` can be set to twice that of the y axis of the `size` property. Any value above that will be clamped. @@ -3095,7 +3121,7 @@ Properties: * `color` - type: COLOR - Default is `000000FF` * `backgroundColor` - type: COLOR - - Default is `00000000` + - Default is `00000000` (no background is drawn) * `backgroundMargins` - type: NORMALIZED_PAIR - Adds margins to the text background, assuming it has a color set. The first value of the pair is the left margin and the second value is the right margin, which means it's possible to set these margins completely independently. Margins are applied after all other positioning and sizing calculations and they are rendered outside the text debug rectangle boundaries. - Minimum value per axis is `0` and maximum value per axis is `0.5` @@ -3174,7 +3200,7 @@ Properties: - Minimum value is `0` and maximum value is the value of the `gameselector` element property `gameCount` minus 1. If a value outside this range is defined, then it will be automatically clamped to a valid value. - Default is `0` * `fontPath` - type: PATH - - Path to a TrueType font (.ttf). + - Path to a TrueType or OpenType font (.ttf or .otf) * `fontSize` - type: FLOAT - Size of the font as a percentage of screen height for horizontally oriented screens or screen width for vertically oriented screens (e.g. for a value of `0.1`, the text's height would be 10% of the screen height). This calculation is based on the reference 'S' character so other glyphs may not fill this area, or they may exceed this area. - Minimum value is `0.001` and maximum value is `1.5`. Note that when running at a really low resolution, the minimum value may get clamped to a larger relative size. The font is allowed to overflow the height of the element by 100%, i.e. `fontSize` can be set to twice that of the y axis of the `size` property. Any value above that will be clamped. @@ -3265,7 +3291,7 @@ Properties: - `never` - Don't set element as stationary during any transitions. - Default is `never` * `fontPath` - type: PATH - - Path to a TrueType font (.ttf). + - Path to a TrueType or OpenType font (.ttf or .otf) * `fontSize` - type: FLOAT - Size of the font as a percentage of screen height for horizontally oriented screens or screen width for vertically oriented screens (e.g. for a value of `0.1`, the text's height would be 10% of the screen height). This calculation is based on the reference 'S' character so other glyphs may not fill this area, or they may exceed this area. - Minimum value is `0.001` and maximum value is `1.5`. Note that when running at a really low resolution, the minimum value may get clamped to a larger relative size. The font is allowed to overflow the height of the element by 100%, i.e. `fontSize` can be set to twice that of the y axis of the `size` property. Any value above that will be clamped. @@ -3393,58 +3419,103 @@ Properties: #### helpsystem -The helpsystem is a special element that displays a context-sensitive list of actions the user can take at any time. You should try and keep the position constant throughout every screen. Note that this element does not have a zIndex value, instead it's always rendered on top of all other elements. It also has to have its name attribute set to `help` or the configuration will not get loaded. +The helpsystem is a special element that displays a context-sensitive list of actions the user can take at any time. You should try and keep the position constant throughout every screen. Note that this element does not have a zIndex value, instead it's always rendered on top of all other elements (but below the menu). It's possible to set this element as right-aligned or center-aligned using a combination of the `pos` and `origin` properties. For example `1 1` and `1 1` will place it in the lower right corner of the screen. Keep in mind that the width of this element can vary depending on a number of factors, for example the _Toggle favorites_ and _Random system or game_ buttons can be enabled or disabled via the _UI Settings_ menu. Test extensively with the menu system as well, especially the virtual keyboard which displays a number of helpsystem entries. +Using the `entries` property it's possible to restrict which help entries to display, and it's also possible to create multiple helpsystem elements and split up the entries between them. + +Note however that you can't display the same icon file for multiple elements, if you attempt to do this then the icon will only be shown for one of the elements. This is due to internal optimizations to reduce latency when updating the helpsystem. But there is a workaround available by using separate icon files and loading them via the `customButtonIcon` property. As long as they are separate files it will be possible to load them and make it seem like the same icon file is displayed for multiple elements. + Supported views: * `system` * `gamelist` Instances per view: -* `single` +* `unlimited` Properties: * `pos` - type: NORMALIZED_PAIR - Default is `0.012 0.9515` for horizontally oriented screens and `0.012 0.975` for vertically oriented screens * `posDimmed` - type: NORMALIZED_PAIR - - Position when a menu is open (background is dimmed). + - Position when a menu is open (background is dimmed). This property mostly exists for backward compatibility purposes, the recommended approach is to setup a separate helpsystem element with `scope` set to `menu` - Default is the same value as `pos` * `origin` - type: NORMALIZED_PAIR - Where on the element `pos` refers to. For example, an origin of `0.5 0.5` and a `pos` of `0.5 0.5` would place the element exactly in the middle of the screen. - Minimum value per axis is `0` and maximum value per axis is `1` - Default is `0 0` * `originDimmed` - type: NORMALIZED_PAIR - - Origin when a menu is open (background is dimmed). + - Origin when a menu is open (background is dimmed). This property mostly exists for backward compatibility purposes, the recommended approach is to setup a separate helpsystem element with `scope` set to `menu` - Minimum value per axis is `0` and maximum value per axis is `1` - Default is the same value as `origin` +* `rotation` - type: FLOAT + - Angle in degrees that the element should be rotated. Positive values will rotate clockwise, negative values will rotate counterclockwise. + - Default is `0` +* `rotationOrigin` - type: NORMALIZED_PAIR + - Point around which the element will be rotated. + - Minimum value per axis is `0` and maximum value per axis is `1` + - Default is `0.5 0.5` * `textColor` - type: COLOR - Default is `777777FF` * `textColorDimmed` - type: COLOR - - Text color when a menu is open (background is dimmed). + - Text color when a menu is open (background is dimmed). This property mostly exists for backward compatibility purposes, the recommended approach is to setup a separate helpsystem element with `scope` set to `menu` - Default is the same value as `textColor` * `iconColor` - type: COLOR - Default is `777777FF` * `iconColorDimmed` - type: COLOR - - Icon color when a menu is open (background is dimmed). + - Icon color when a menu is open (background is dimmed). This property mostly exists for backward compatibility purposes, the recommended approach is to setup a separate helpsystem element with `scope` set to `menu` - Default is the same value as `iconColor` * `fontPath` - type: PATH * `fontSize` - type: FLOAT - - This property implicitly sets the icon size and is therefore the means to change the overall size of the helpsystem element. This calculation is based on the reference 'S' character so other glyphs may not fill this area, or they may exceed this area. + - This property implicitly sets the text and icon size and is therefore the means to change the overall size of the helpsystem element. This calculation is based on the reference 'S' character so other glyphs may not fill this area, or they may exceed this area. - Minimum value is `0.001` and maximum value is `1.5`. Note that when running at a really low resolution, the minimum value may get clamped to a larger relative size. - Default is `0.035` for horizontally oriented screens and `0.025` for vertically oriented screens * `fontSizeDimmed` - type: FLOAT - - Font size when a menu is open (background is dimmed). + - Font size when a menu is open (background is dimmed). This property mostly exists for backward compatibility purposes, the recommended approach is to setup a separate helpsystem element with `scope` set to `menu` - Minimum value is `0.001` and maximum value is `1.5`. Note that when running at a really low resolution, the minimum value may get clamped to a larger relative size. - Default is the same value as `fontSize` +* `scope` - type: STRING + - This property makes it possible to specify when the helpsystem element should be displayed. If it's set to `view` then it will only be displayed in the system and gamelist views and will be hidden when the menu is open. The opposite is true if it's set to `menu`, in this case the element will only be shown when the menu is open. Setting the property to `shared` will display the element both in the system and gamelist views and when the menu is open. Finally, setting it to `none` will not display the element at all, which is useful for special cases where there is shared configuration between multiple elements and you wish to disable one or more of these elements per view. + - Valid values are `shared`, `view`, `menu` or `none` + - Default is `shared` +* `entries` - type: STRING + - This property controls which help entries that should be displayed, which can for instance be useful for narrow aspect ratio displays where all entries would otherwise not fit on screen. The entries are specified as a list of strings delimited by commas or by whitespace characters (tabs, spaces or line breaks). These are the available entries:\ + `all`, + `back`, + `start`, + `a`, + `b`, + `x`, + `y`, + `l`, + `r`, + `lt`, + `rt`, + `left/right`, + `down`, + `up`, + `up/down`, + `up/down/left/right`, + `ltrt`, + `lr`, + `thumbstickclick` + - Default is `all` which displays all entries +* `entryLayout` - type: STRING + - Controls the layout of the individual help element pairs. If set to `iconFirst` then the icon is shown to the left followed by the text, and if set to `textFirst` then the text is shown to the left followed by the icon. + - Valid values are `iconFirst` or `textFirst` + - Default is `iconFirst` +* `entryRelativeScale` - type: FLOAT + - Defines the relative scale between the text and icons. If set to a value higher than `1` then the text will maintain its default size and the icons will be scaled down, and if set to a value lower than `1` then the icons will maintain their default size and the text will be scaled down. Note that regardless of what value this property is set to, the overall height of the element will always be defined by the `fontSize` property. + - Minimum value is `0.2` and maximum value is `3` + - Default is `1` (text and icons are set to the same scale) * `entrySpacing` - type: FLOAT - Spacing between the help element pairs. - Minimum value is `0` and maximum value is `0.04` - Default is `0.00833` * `entrySpacingDimmed` - type: FLOAT - - Spacing between the help element pairs when a menu is open (background is dimmed). + - Spacing between the help element pairs when a menu is open (background is dimmed). This property mostly exists for backward compatibility purposes, the recommended approach is to setup a separate helpsystem element with `scope` set to `menu` - Minimum value is `0` and maximum value is `0.04` - Default is the same value as `entrySpacing` * `iconTextSpacing` - type: FLOAT @@ -3452,22 +3523,46 @@ Properties: - Minimum value is `0` and maximum value is `0.04` - Default is `0.00416` * `iconTextSpacingDimmed` - type: FLOAT - - Spacing between the icon and text within a help element pair when a menu is open (background is dimmed). + - Spacing between the icon and text within a help element pair when a menu is open (background is dimmed). This property mostly exists for backward compatibility purposes, the recommended approach is to setup a separate helpsystem element with `scope` set to `menu` - Minimum value is `0` and maximum value is `0.04` - Default is the same value as `iconTextSpacing` * `letterCase` - type: STRING - Valid values are `uppercase`, `lowercase` or `capitalize` - Default is `uppercase` +* `backgroundColor` - type: COLOR + - Default is `00000000` (no background is drawn) +* `backgroundColorEnd` - type: COLOR + - Works in the exact same way as `backgroundColor` but can be set as the end color to apply a color gradient. + - Default is the same value as `backgroundColor` +* `backgroundGradientType` - type: STRING + - The direction to apply the color gradient if both `backgroundColor` and `backgroundColorEnd` have been defined. + - Valid values are `horizontal` or `vertical` + - Default is `horizontal` +* `backgroundHorizontalPadding` - type: NORMALIZED_PAIR + - This property makes it possible to apply a horizontal padding around the element if `backgroundColor` has been defined. Note that this additional sizing will not have any effect on the `pos` and `origin` properties, these will remain constant. Or in other words, changing the `backgroundHorizontalPadding` property value will not change the position of the overall element. The first value of the pair is the padding to the left of the element and the second value of the pair is the padding to the right of the element. + - Minimum value per axis is `0` and maximum value per axis is `0.2` + - Default is `0 0` + - This property can only be used if `backgroundColor` has a value defined. +* `backgroundVerticalPadding` - type: NORMALIZED_PAIR + - This property makes it possible to apply a vertical padding around the element if `backgroundColor` has been defined. Note that this additional sizing will not have any effect on the `pos` and `origin` properties, these will remain constant. Or in other words, changing the `backgroundVerticalPadding` property value will not change the position of the overall element. The first value of the pair is the padding at the top of the element and the second value of the pair is the padding at the bottom of the element. + - Minimum value per axis is `0` and maximum value per axis is `0.2` + - Default is `0 0` + - This property can only be used if `backgroundColor` has a value defined. +* `backgroundCornerRadius` - type: FLOAT + - Setting this property higher than zero applies rounded corners to the element background, assuming it has a color set. The radius is a percentage of the screen width. Note that the maximum allowed value is quite arbitrary as the renderer will in practice limit the maximum roundness so it can never go beyond half the background height. It means that setting this property sufficiently high will produce perfectly rounded sides for the background. You normally want to combine this property with `backgroundHorizontalPadding` and `backgroundVerticalPadding` to first add some extra space around the helpsystem. + - Minimum value is `0` and maximum value is `0.5` + - Default is `0` (corners are not rounded) + - This property can only be used if `backgroundColor` has a value defined. * `opacity` - type: FLOAT - Controls the level of transparency. - Minimum value is `0.2` and maximum value is `1` - Default is `1` * `opacityDimmed` - type: FLOAT - - Controls the level of transparency when a menu is open (background is dimmed). + - Controls the level of transparency when a menu is open (background is dimmed). This property mostly exists for backward compatibility purposes, the recommended approach is to setup a separate helpsystem element with `scope` set to `menu` - Minimum value is `0.2` and maximum value is `1` - Default is the same value as `opacity` * `customButtonIcon` - type: PATH - - A button icon override. Specify the button type in the attribute `button`. + - A button icon override. Specify the button type using the `button` attribute, such as `./assets/button_a_XBOX.svg` - The available buttons are: \ `dpad_updown`, `dpad_leftright`, @@ -3509,3 +3604,195 @@ Properties: `button_y_SNES`, `button_back_SNES`, `button_start_SNES` + +#### systemstatus + +Displays system status indicators, more specifically Bluetooth, Wi-Fi, cellular and battery status. + +Note that this element does not have a zIndex value, instead it's always rendered on top of all other elements and it's also rendered when the menu is open. In addition to this it's stationary and will not move during slide transitions or fade out during fade transitions. + +You can define multiple elements to split up the indicators. + +During theme development you can force-enable all the system indicators by setting SystemStatusDisplayAll to true in es_settings.xml, you can read more about this option in the [INSTALL.md](INSTALL.md#settings-not-configurable-via-the-gui) document. + +Supported views: +* `system` +* `gamelist` + +Instances per view: +* `unlimited` + +Properties: +* `pos` - type: NORMALIZED_PAIR + - Default is `0.982 0.016` +* `height` - type: FLOAT + - The sizing for this element works a bit different compared to most other elements as the width is automatically calculated based on the aspect ratio of the indicator icons plus the value set for the `entrySpacing` property. And in order to keep sizing consistent across horizontal and vertical screen orientations and to also align with the sizing logic used by the `helpsystem` and `clock` elements, the `height` property works similarly to the `fontSize` property used by those elements. This means the actual height calculation in pixels is made as a percentage of the screen height for horizontally oriented screens or the screen width for vertically oriented screens. + - Minimum value is `0.01` and maximum value is `0.5` + - Default is `0.035` +* `origin` - type: NORMALIZED_PAIR + - Where on the element `pos` refers to. For example, an origin of `0.5 0.5` and a `pos` of `0.5 0.5` would place the element exactly in the middle of the screen. + - Minimum value per axis is `0` and maximum value per axis is `1` + - Default is `1 0` +* `rotation` - type: FLOAT + - Angle in degrees that the element should be rotated. Positive values will rotate clockwise, negative values will rotate counterclockwise. + - Default is `0` +* `rotationOrigin` - type: NORMALIZED_PAIR + - Point around which the element will be rotated. + - Minimum value per axis is `0` and maximum value per axis is `1` + - Default is `0.5 0.5`. +* `scope` - type: STRING + - This property makes it possible to specify when the systemstatus element should be displayed. If it's set to `view` then it will only be displayed in the system and gamelist views and will be hidden when the menu is open. The opposite is true if it's set to `menu`, in this case the element will only be shown when the menu is open. Setting the property to `shared` will display the element both in the system and gamelist views and when the menu is open. Finally, setting it to `none` will not display the element at all, which is useful for special cases where there is shared configuration between multiple elements and you wish to disable one or more of these elements per view. + - Valid values are `shared`, `view`, `menu` or `none` + - Default is `shared` +* `fontPath` - type: PATH + - Path to a TrueType or OpenType font (.ttf or .otf) which is used for the battery percentage indicator. +* `textRelativeScale` - type: FLOAT. + - This property makes it possible to size the battery percentage text relative to the overall element height, or in other words relative to the height of the indicator icons. + - Minimum value is `0.5` and maximum value is `1` + - Default is `0.9` +* `color` - type: COLOR + - Color of the icons and battery percentage text. + - Default is `FFFFFFFF` +* `backgroundColor` - type: COLOR + - If this property is defined then a colored rectangle is drawn behind the entire element. + - Default is `00000000` (no background is drawn) +* `backgroundColorEnd` - type: COLOR + - Works in the exact same way as `backgroundColor` but can be set as the end color to apply a color gradient. + - Default is the same value as `backgroundColor` +* `backgroundGradientType` - type: STRING + - The direction to apply the color gradient if both `backgroundColor` and `backgroundColorEnd` have been defined. + - Valid values are `horizontal` or `vertical` + - Default is `horizontal` +* `backgroundHorizontalPadding` - type: NORMALIZED_PAIR + - This property makes it possible to apply a horizontal padding around the element if `backgroundColor` has been defined. Note that this additional sizing will not have any effect on the `pos` and `origin` properties, these will remain constant. Or in other words, changing the `backgroundHorizontalPadding` property value will not change the position of the overall element. The first value of the pair is the padding to the left of the element and the second value of the pair is the padding to the right of the element. + - Minimum value per axis is `0` and maximum value per axis is `0.2` + - Default is `0 0` + - This property can only be used if `backgroundColor` has a value defined. +* `backgroundVerticalPadding` - type: NORMALIZED_PAIR + - This property makes it possible to apply a vertical padding around the element if `backgroundColor` has been defined. Note that this additional sizing will not have any effect on the `pos` and `origin` properties, these will remain constant. Or in other words, changing the `backgroundVerticalPadding` property value will not change the position of the overall element. The first value of the pair is the padding at the top of the element and the second value of the pair is the padding at the bottom of the element. + - Minimum value per axis is `0` and maximum value per axis is `0.2` + - Default is `0 0` + - This property can only be used if `backgroundColor` has a value defined. +* `backgroundCornerRadius` - type: FLOAT + - Setting this property higher than zero applies rounded corners to the element background, assuming `backgroundColor` has been defined. The radius is a percentage of the screen width. Note that the maximum allowed value is quite arbitrary as the renderer will in practice limit the maximum roundness so it can never go beyond half the background height. It means that setting this property sufficiently high will produce perfectly rounded sides for the element background. You normally want to combine this property with `backgroundHorizontalPadding` and `backgroundVerticalPadding` to first add some extra space around the system indicators. + - Minimum value is `0` and maximum value is `0.5` + - Default is `0` (corners are not rounded) + - This property can only be used if `backgroundColor` has a value defined. +* `entries` - type: STRING + - The system indicators that should be displayed. Make sure to always display all entries as it's up to the user to disable any unwanted indicators from the UI settings menu. The sole purpose of this property is to be able to split up the indicators across multiple elements. The entries are specified as a list of strings delimited by commas or by whitespace characters (tabs, spaces or line breaks). The order in which the entries are defined has no effect as they will always be displayed in the default order. Available values are: + - `bluetooth` - Indicates whether there's a Bluetooth adapter enabled on the device + - `wifi` - Indicates whether Wi-Fi is enabled on the device + - `cellular` - Indicates whether cellular traffic is enabled on the device (Android only) + - `battery` - Indicates whether there's a battery available in the device, in which case different icons will be displayed if the battery is charging or not, and if not charging there are discreet icons for different capacity levels (low, medium, high and full). A capacity percentage text is also displayed next to the battery icon unless the user has disabled this in the UI settings menu. + - `all` - Including this value will enable all system indicators. + - Default is `all` +* `entrySpacing` - type: FLOAT + - Spacing between the system indicators. Note that this spacing is not applied between the battery icon and the battery percentage text. + - Minimum value is `0` and maximum value is `0.04` + - Default is `0.005` + * `customIcon` - type: PATH + - An icon override. Specify the icon type using the `icon` attribute, such as `./assets/wifi.svg` + - The available icons are: \ + `icon_bluetooth`, + `icon_wifi`, + `icon_cellular`, + `icon_battery_charging`, + `icon_battery_low`, + `icon_battery_medium`, + `icon_battery_high`, + `icon_battery_full` +* `opacity` - type: FLOAT + - Controls the level of transparency. + - Minimum value is `0` and maximum value is `1` + - Default is `1` + +#### clock + +Displays the current time and/or date as a text string. The format is HH:MM by default, but this can be changed using the `format` property. It's strongly recommended to configure the clock identically for both the system and gamelist views to make the user experience coherent. + +Note that this element does not have a zIndex value, instead it's always rendered on top of all other elements and it's also rendered when the menu is open. In addition to this it's stationary and will not move during slide transitions or fade out during fade transitions. + +You can define multiple elements to for instance display the date on one side of the screen and the time on the other side of the screen. + +Supported views: +* `system` +* `gamelist` + +Instances per view: +* `unlimited` + +Properties: +* `pos` - type: NORMALIZED_PAIR + - Default is `0.018 0.016` +* `size` - type: NORMALIZED_PAIR + - Possible combinations: + - `0 0` - automatically size so text fits on one line (expanding horizontally). + - `w 0` - automatically wrap text so it doesn't go beyond `w` (expanding vertically). + - `w h` - works like a "text box". If `h` is non-zero and `h` <= `fontSize` (implying it should be a single line of text), text that goes beyond `w` will be truncated with an ellipsis (...) +* `origin` - type: NORMALIZED_PAIR + - Where on the element `pos` refers to. For example, an origin of `0.5 0.5` and a `pos` of `0.5 0.5` would place the element exactly in the middle of the screen. If the position and size attributes are themeable, origin is implied. + - Minimum value per axis is `0` and maximum value per axis is `1` + - Default is `0 0` +* `rotation` - type: FLOAT + - Angle in degrees that the element should be rotated. Positive values will rotate clockwise, negative values will rotate counterclockwise. + - Default is `0` +* `rotationOrigin` - type: NORMALIZED_PAIR + - Point around which the element will be rotated. + - Minimum value per axis is `0` and maximum value per axis is `1` + - Default is `0.5 0.5`. +* `scope` - type: STRING + - This property makes it possible to specify when the clock element should be displayed. If it's set to `view` then it will only be displayed in the system and gamelist views and will be hidden when the menu is open. The opposite is true if it's set to `menu`, in this case the element will only be shown when the menu is open. Setting the property to `shared` will display the element both in the system and gamelist views and when the menu is open. Finally, setting it to `none` will not display the element at all, which is useful for special cases where there is shared configuration between multiple elements and you wish to disable one or more of these elements per view. + - Valid values are `shared`, `view`, `menu` or `none` + - Default is `shared` +* `fontPath` - type: PATH + - Path to a TrueType or OpenType font (.ttf or .otf) +* `fontSize` - type: FLOAT + - Size of the font as a percentage of screen height for horizontally oriented screens or screen width for vertically oriented screens (e.g. for a value of `0.1`, the text's height would be 10% of the screen height). This calculation is based on the reference 'S' character so other glyphs may not fill this area, or they may exceed this area. + - Minimum value is `0.001` and maximum value is `1.5`. Note that when running at a really low resolution, the minimum value may get clamped to a larger relative size. The font is allowed to overflow the height of the element by 100%, i.e. `fontSize` can be set to twice that of the y axis of the `size` property. Any value above that will be clamped. + - Default is `0.035` +* `horizontalAlignment` - type: STRING + - Controls alignment on the X axis. + - Valid values are `left`, `center` or `right` + - Default is `left` +* `verticalAlignment` - type: STRING + - Controls alignment on the Y axis. + - Valid values are `top`, `center` or `bottom` + - Default is `center` +* `color` - type: COLOR + - Default is `FFFFFFFF` +* `backgroundColor` - type: COLOR + - Default is `00000000` (no background is drawn) +* `backgroundColorEnd` - type: COLOR + - Works in the exact same way as `backgroundColor` but can be set as the end color to apply a color gradient. + - Default is the same value as `backgroundColor` +* `backgroundGradientType` - type: STRING + - The direction to apply the color gradient if both `backgroundColor` and `backgroundColorEnd` have been defined. + - Valid values are `horizontal` or `vertical` + - Default is `horizontal` +* `backgroundHorizontalPadding` - type: NORMALIZED_PAIR + - This property makes it possible to apply a horizontal padding around the element if `backgroundColor` has been defined. Note that this additional sizing will not have any effect on the `pos` and `origin` properties, these will remain constant. Or in other words, changing the `backgroundHorizontalPadding` property value will not change the position of the overall element. The first value of the pair is the padding to the left of the element and the second value of the pair is the padding to the right of the element. + - Minimum value per axis is `0` and maximum value per axis is `0.2` + - Default is `0 0` + - This property can only be used if `backgroundColor` has a value defined. +* `backgroundVerticalPadding` - type: NORMALIZED_PAIR + - This property makes it possible to apply a vertical padding around the element if `backgroundColor` has been defined. Note that this additional sizing will not have any effect on the `pos` and `origin` properties, these will remain constant. Or in other words, changing the `backgroundVerticalPadding` property value will not change the position of the overall element. The first value of the pair is the padding at the top of the element and the second value of the pair is the padding at the bottom of the element. + - Minimum value per axis is `0` and maximum value per axis is `0.2` + - Default is `0 0` + - This property can only be used if `backgroundColor` has a value defined. +* `backgroundCornerRadius` - type: FLOAT + - Setting this property higher than zero applies rounded corners to the element background, assuming it has a color set. The radius is a percentage of the screen width. Note that the maximum allowed value is quite arbitrary as the renderer will in practice limit the maximum roundness so it can never go beyond half the background height. It means that setting this property sufficiently high will produce perfectly rounded sides for the background. You normally want to combine this property with `backgroundHorizontalPadding` and `backgroundVerticalPadding` to first add some extra space around the clock. + - Minimum value is `0` and maximum value is `0.5` + - Default is `0` (corners are not rounded) + - This property can only be used if `backgroundColor` has a value defined. +* `format` - type: STRING + - %Y: The year, including the century (1900) + - %m: The month number [01,12] + - %d: The day of the month [01,31] + - %H: The hour (24-hour clock) [00,23] + - %M: The minute [00,59] + - %S: The second [00,59] + - Default is `%H:%M` +* `opacity` - type: FLOAT + - Controls the level of transparency. If set to `0` the element will be disabled. + - Minimum value is `0` and maximum value is `1` + - Default is `1` diff --git a/USERGUIDE-DEV.md b/USERGUIDE-DEV.md index 9b3bfc347..830d75b88 100644 --- a/USERGUIDE-DEV.md +++ b/USERGUIDE-DEV.md @@ -2510,6 +2510,9 @@ First install your games inside RPCS3, then create an empty file in `~/ROMs/ps3` Then add the game serial to this file. This ID can be found inside the RPCS3 GUI, in the _Serial_ column. For example the game _Braid_ has a serial that is NPUB30133. So simply add the string NPUB30133 to the `Braid.ps3` file using a text editor or similar and the setup for this game is complete. +To simplify the setup described above there is a convenient archive of .ps3 files available that covers most of the game library for this console. It can be downloaded from here:\ +https://raw.githubusercontent.com/Jetup13/Retroid-Pocket-4-Pro-Wiki/main/Files/ps3serials.zip + Be aware that you need to change to the alternative emulator entry _RPCS3 Game Serial (Standalone)_ for this to work. **Method 3, directories** diff --git a/USERGUIDE.md b/USERGUIDE.md index d26c305d1..84b83250b 100644 --- a/USERGUIDE.md +++ b/USERGUIDE.md @@ -719,9 +719,10 @@ The following emulators are supported in AppImage format when using the bundled | gc | Triforce | dolphin-emu-triforce*.AppImage | | macintosh | Basilisk II | BasiliskII*.AppImage | | macintosh | SheepShaver | SheepShaver*.AppImage | +| n3ds | Azahar | azahar*.AppImage | | n3ds | Citra | citra-qt*.AppImage | | n3ds | Lime3DS | lime3ds.AppImage | -| n3ds | Mandarine | mandarine-qt.AppImage | +| n3ds | Mandarine | mandarine-qt*.AppImage | | n3ds | Panda3DS | Alber-*.AppImage | | n64/n64dd | Rosalie's Mupen GUI | RMG*.AppImage | | nds | melonDS | melonDS*.AppImage | @@ -729,9 +730,12 @@ The following emulators are supported in AppImage format when using the bundled | ps2 | PCSX2 | pcsx2*.AppImage | | ps2 | Play! | Play!*.AppImage | | ps3 | RPCS3 | rpcs3*.AppImage | +| ps4 | shadPS4 | Shadps4-qt*.AppImage | +| ps4 | shadPS4 | Shadps4-sdl*.AppImage | | psvita | Vita3K | Vita3K*.AppImage | | psx | DuckStation | DuckStation*.AppImage | | snes | Snes9x | Snes9x*.AppImage | +| switch | Ryujinx | \*yujinx\*.AppImage | | xbox | xemu | xemu*.AppImage | | wii | Dolphin | Dolphin_Emulator*.AppImage | | wiiu | Cemu | Cemu*.AppImage | @@ -805,12 +809,15 @@ The following manually downloaded emulators are supported when using the bundled | System name | Emulator | Filename | | :-------------------------------------- | :--------------- | :-------------------------------- | +| _Multiple_ | Mesen | Mesen/Mesen | | adam/colecovision | ColEm | colem/colem | | amiga/amiga1200/amiga600/amigacd32/cdtv | Amiberry | amiberry/amiberry | | amstradcpc | ACE-DL | AceDL/AceDL | | amstradcpc | CPCemu | cpcemu/cpcemu | | apple2 | LinApple | linapple/linapple | +| arcade/mame/model3 | Supermodel | Supermodel/supermodel | | atari2600 | Gopher2600 | gopher2600/gopher2600_linux_amd64 | +| atari7800 | A7800 | a7800-linux/a7800 | | atarijaguar/atarijaguarcd | BigPEmu | bigpemu/bigpemu | | coco/dragon32/tanodragon | XRoar | xroar/xroar | | daphne | Hypseus Singe | hypseus-singe/hypseus.bin | @@ -822,12 +829,12 @@ The following manually downloaded emulators are supported when using the bundled | fmtowns | Tsugaru | tsugaru/Tsugaru_CUI | | gb/gba/gbc/nds | SkyEmu | SkyEmu/SkyEmu | | gb/gbc | Gearboy | gearboy/gearboy | -| model3 | Supermodel | Supermodel/supermodel | | famicom/nes | puNES | punes/punes | | mame-advmame | AdvanceMAME | advancemame/advmame | | oric | Oricutron | oricutron/Oricutron | | pc88 | QUASI88 | quasi88/quasi88 | | pico8 | PICO-8 | pico-8/pico8 | +| ps4 | shadPS4 | shadps4/shadps4 | | psvita | Vita3K | Vita3K/Vita3K | | samcoupe | SimCoupé | simcoupe/simcoupe | | saturn/saturnjp | Kronos | kronos/kronos | @@ -925,10 +932,12 @@ The following Windows emulators are supported, and the setup for most of these i | System name | Emulator | Filename | | :------------------------ | :--------------- | :-----------------------| +| arcade/mame | MFME | MFME/MFME.exe | | atarijaguar/atarijaguarcd | BigPEmu | BigPEmu/BigPEmu.exe | | famicom/nes | 3dSen | 3dSen/3dSen.exe | | model2 | Model 2 Emulator | m2emulator/EMULATOR.EXE | | x68000 | XM6 Pro-68k | XM6 Pro-68k/XM6.exe | +| x68000 | XM6 TypeG | xm6_typeg/xm6g.exe | | xbox360 | xenia | xenia/xenia.exe | | xbox360 | xenia | xenia/xenia_canary.exe | @@ -2034,7 +2043,7 @@ These games are shipped as self-contained units with the game engine binary incl For this example we'll go with the game _Ultimate Sonic Mugen_. -On Windows, go into the game directory, right click on the `Ikemen_GO.exe` file, select _Create Shortcut_ followed by _Create Desktop Shortcut_. This will create a file with the .lnk extension. Rename the file to `Ultimate Sonic Mugen.lnk` and try to run this file to make sure that the game starts and runs correctly. Note that this setup is not portable, if you move your game files somewhere else you will need to manually update your shortcuts as these contain absolute paths. +On Windows, go into the game directory, right click on the `Ikemen_GO.exe` file, select _Create Shortcut_ followed by _Create Desktop Shortcut_. This will create a file with the .lnk extension. Rename the file to `Ultimate Sonic Mugen.lnk` and try to run this file to make sure that the game starts and runs correctly. Note that this setup is not portable, if you move your game files somewhere else you will need to manually update your shortcut files as these contain absolute paths. On Linux and macOS, go into the game directory and rename the `Ikemen_GO_Linux` or `Ikemen_GO_MacOS` binary to the name of the game and add the .mugen extension to the filename, for example `Ultimate Sonic Mugen.mugen`. Try to run this file to make sure that the game starts and runs correctly. @@ -2266,7 +2275,7 @@ The second option on Windows is to unpack the game somewhere outside the ROMs di ~\ROMs\openbor\The Endless Quest.lnk ``` -The drawback to using shortcuts is that they're not portable, if you change the location of your games, you will need to manually update the shortcuts as well. +The drawback to using shortcuts is that they're not portable, if you change the location of your games, you will need to manually update the shortcut files as well. **Linux:** @@ -2409,7 +2418,7 @@ vkquake_arcane_dimensions.sh: You don't need to set execution permissions for these scripts, ES-DE will run them anyway. -**Method 3, AppImages** _Linux only_ +**Method 3, AppImages** _(Linux only)_ On Linux it's also possible to launch AppImages directly without having to call them from a shell script. For emulators it's generally required to keep their AppImages in the `~/Applications/` directory and symlink them into the ROMs directory tree, but for other applications and games it may be fine to store them directly in the ROMs tree. In order for this to work you need to use one of the alternative emulator entries that enable AppImages to be launched. It will not work if attempting to use the emulator entries that run scripts and shortcuts. You can set the alternative emulator per game/file from the metadata editor. @@ -2458,7 +2467,7 @@ For Linux, macOS and Windows there's an alternative to using ScummVM for a limit ### Sony PlayStation 3 -There are two ways to add PS3 games to ES-DE, by using shortcuts or by adding game directories directly to the ~/ROMs/ps3 folder and interpreting these as files. Shortcuts is generally the way to go as it's easier to setup and for HDD/pkg games it's the only way to make it work unless you manually create symlinks to the internal RPCS3 directory structure. So another benefit with shortcuts is consistency as both HDD/pkg games and disc-based games will be setup in the same manner. This also means that the same RPCS3 emulator entry can be used to launch every game. The drawback to using shortcuts is that they're not portable, if you change the location of RPCS3 or your games, you need to manually update the shortcuts as well. +There are three ways to add PS3 games to ES-DE, by using shortcuts, by adding game serial files and by adding game directories directly to the ~/ROMs/ps3 folder and interpreting these as files. Shortcuts is generally the way to go as they're easier to setup. Launching as directories also doesn't work for HDD/pkg games unless you symlink from the internal RPCS3 directory structure. So another benefit with shortcuts and game serials is consistency as both HDD/pkg games and disc-based games will be setup in the same manner. This also means that the same RPCS3 emulator entry can be used to launch every game. The drawback to using shortcuts is that they're not portable, if you change the location of RPCS3 or your games, you need to manually update the shortcut files as well. Be aware that if you still want to have games installed using the directory method, then you will need to change to the alternative emulator _RPCS3 Directory (Standalone)_ or you won't be able to launch these games. As is the case for all alternative emulator entries, this can be configured system-wide or on a per-game basis. @@ -2468,7 +2477,7 @@ Apart from this you need to install the PS3 system firmware to use the emulator, **Method 1, shortcuts** -First install your games inside RPCS3, then right click on each entry and select _Create Shortcut_ followed by _Create Desktop Shortcut_. On Windows this will create shortcuts with the .lnk extension, on macOS they will have the .app extension and on Linux they will have the .desktop extension. +First install your games inside RPCS3, then right click on each entry and select _Manage Game_ followed by _Create Desktop Shortcut_. On Windows this will create shortcuts with the .lnk extension, on macOS they will have the .app extension and on Linux they will have the .desktop extension. Then simply move these files from your desktop to your ~/ROMs/ps3 directory and you're done. Here's an example of what this could look like on Linux: ``` @@ -2490,7 +2499,21 @@ If using the AppImage release of RPCS3 on Linux then another issue may be that t Regardless of how you've installed RPCS3, make sure to always test the shortcuts outside ES-DE first, because if they don't work from the desktop, then they will not work from inside ES-DE either. -**Method 2, directories** +**Method 2, game serial** + +First install your games inside RPCS3, then create an empty file in `~/ROMs/ps3` and name it as the game name followed by the .ps3 file extension, such as the following: +``` +~/ROMs/ps3/Braid.ps3 +``` + +Then add the game serial to this file. This ID can be found inside the RPCS3 GUI, in the _Serial_ column. For example the game _Braid_ has a serial that is NPUB30133. So simply add the string NPUB30133 to the `Braid.ps3` file using a text editor or similar and the setup for this game is complete. + +To simplify the setup described above there is a convenient archive of .ps3 files available that covers most of the game library for this console. It can be downloaded from here:\ +https://raw.githubusercontent.com/Jetup13/Retroid-Pocket-4-Pro-Wiki/main/Files/ps3serials.zip + +Be aware that you need to change to the alternative emulator entry _RPCS3 Game Serial (Standalone)_ for this to work. + +**Method 3, directories** This approach is only intended for disc-based games as for HDD/pkg games you should use shortcuts instead. When using this method you need to retain the directory structure of the Blu-ray disc, and each directory needs to be renamed by adding the .ps3 extension. This will make ES-DE interpret the directory as if it were a file and pass that directory to the emulator when launching a game. @@ -2503,6 +2526,56 @@ It's possible to create a symlink instead, and in this case only the symlink nee When using this setup method you need to set the alternative emulator to _RPCS3 Directory (Standalone)_ or game launching will not work. +### Sony PlayStation 4 + +There are three ways to add PS4 games to ES-DE, by using shortcuts, by adding game serial files and by running the eboot.bin files directly. Running eboot.bin files is not really recommended though and it's better to go for one of the other alternatives. + +The drawback to using shortcuts is that they're not portable, if you change the location of shadPS4, you need to manually update the shortcut files as well. + +Unless you want to run eboot.bin files directly from inside ES-DE it's recommended to install the games outside of the ROMs directory tree so they don't need to be scanned on startup. This could take quite some time as these games may contain many thousands of files each. An alternative would be to place a `noload.txt` file inside each game directory but it's easier to just install the games elsewhere. + +_On macOS you need to configure shadPS4 to run in fullscreen mode or otherwise window switching will not work when launching games from ES-DE._ + +**Method 1, shortcuts** + +_Note that this option is not currently available on macOS due to shadPS4 not exporting proper shortcut files on this operating system at the time of writing._ + +First install your games inside shadPS4, then right click on each entry and select _Create Shortcut_. On Windows this will create shortcuts with the .lnk extension and on Linux they will have the .desktop extension. + +Then simply move these files from your desktop to your ~/ROMs/ps4 directory and you're done. Here's an example of what this could look like on Linux: +``` +~/ROMs/ps4/Bloodborne™.desktop +~/ROMs/ps4/Sonic Mania.desktop +``` + +Note that if using the AppImage release of shadPS4 there is currently a bug where the .desktop files will include the wrong path to the emulator binary. The Exec key will look something like this: +``` +Exec=/tmp/.mount_ShadpsjENLoI/usr/bin/shadps4 "/home/myusername/ROMs/ps4/CUSA00900/eboot.bin" +``` + +You need to change this to the full path of the AppImage file, such as: +``` +Exec=/home/myusername/Applications/Shadps4-qt.AppImage "/home/myusername/ROMs/ps4/CUSA00900/eboot.bin" +``` +Regardless of how you've installed shadPS4, make sure to always test the shortcuts outside ES-DE first, because if they don't work from the desktop, then they will not work from inside ES-DE either. + +**Method 2, game serial** + +First install your games inside shadPS4, then create an empty file in `~/ROMs/ps4` and name it as the game name followed by the .ps4 file extension, such as the following: +``` +~/ROMs/ps4/Sonic Mania.ps4 +``` + +Then add the game serial to this file. This ID can be found inside the shadPS4 GUI, in the _Serial_ column. For example the game _Sonic Mania_ has a serial that is CUSA07010. So simply add the string CUSA07010 to the `Sonic Mania.ps4` file using a text editor or similar and the setup for this game is complete. + +Be aware that you need to change to the alternative emulator entry _shadPS4 Game Serial (Standalone)_ for this to work. + +**Method 3, eboot.bin** + +This method which is not really recommended requires that you install the games directly to the `~/ROMs/ps4` directory and browse to the eboot.bin file for each game to launch it. You can optionally use the _Folder link_ functionality to launch the games directly from the main gamelist view, as explained elsewhere in this guide. + +Be aware that you need to change to the alternative emulator entry _shadPS4 eboot.bin (Standalone)_ for this to work. + ### Sony PlayStation Vita There is also a video on the official ES-DE YouTube channel on how to setup Vita3K:\ @@ -3320,7 +3393,7 @@ Animation to play when opening the main menu or the gamelist options menu. Also **Launch screen duration** -This configures for how long to display the game launch screen when starting a game. The options are _Normal_, _Brief_, _Long_ and _Disabled_. If set to _Disabled_, a simple notification popup will be displayed instead. +This configures for how long to display the game launch screen when starting a game. The options are _Normal_, _Brief_, _Long_, _Popup_ and _Disabled_. If set to _Popup_, a simple notification popup will be displayed instead of the launch screen and if set to _Disabled_ then game launching will be instantaneous. **UI mode** @@ -3330,6 +3403,10 @@ Sets the user interface mode for the application to _Full, Kiosk_ or _Kid_. See Whether to enable the selection of a random entry in the system or gamelist view via a button press, by default mapped to the click button of either thumbstick. The options are _Games only, Games and systems_ or _Disabled_. The help system will also visually indicate the status of this setting. +**System status settings** _(Not available on FreeBSD and Haiku)_ + +Submenu containing all the settings for the system status indicators. These are described in detail below. + **Media viewer settings** Submenu containing all the settings for the media viewer. These are described in detail below. @@ -3342,7 +3419,11 @@ Submenu containing all the settings for the screensaver. These are described in Themes can optionally contain variant trigger configuration which changes the layout on a per-gamelist basis if there is no game media available, or if there is no game videos available. This option makes it possible to disable that functionality and always apply the default configuration for the selected variant. Disabling this option may speed up the application slightly. -**Blur background when menu is open** _Always applied if screen is rotated 90 or 270 degrees_ +**Display clock** + +Displays a clock on screen at all times. By default it's located in the upper left corner and displays as hours and minutes, but themes can customize its layout and position. + +**Blur background when menu is open** _(Always applied if screen is rotated 90 or 270 degrees)_ This option will blur the background behind the menu slightly. Normally this can be left enabled, but if you have a really slow GPU, disabling this option may make the application feel a bit more responsive. For technical reasons this setting is always enabled if the screen is rotated 90 or 270 degrees, and in this case the menu option will also be grayed out. @@ -3378,6 +3459,30 @@ Activating or deactivating the ability to filter your gamelists. This can normal Activates or deactivates the built-in help system that provides contextual information regarding button usage. +#### System status settings + +This menu makes it possible to enable or disable various system indicators. Just be aware that these options have no effect if there are no such hardware devices present. + +**Display Bluetooth status indicator** + +Indicates whether there's a Bluetooth adapter enabled on the device. + +**Display Wi-Fi status indicator** + +Indicates whether Wi-Fi is enabled on the device. + +**Display cellular status indicator** _(Android only)_ + +Indicates whether cellular traffic is enabled on the device. + +**Display battery status indicator** + +Indicates whether there's a battery available in the device, in which case different icons will be displayed if the battery is charging or not, and if not charging there are discreet icons for different capacity levels (low, medium, high and full). + +**Display battery charge percentage** + +If there's a battery in the device, then this setting controls whether to display the charge/capacity percentage text next to the battery icon. + #### Media viewer settings Settings for the media viewer that is accessible from the gamelist views. @@ -3645,11 +3750,11 @@ This gives the choice of which key combination to use to quit the application. T The metadata for a game is updated by scraping or by manual editing it using the metadata editor, but also when launching it as this updates the _Times played_ counter and the _Last played_ timestamp. This setting enables you to define when to write such metadata changes to the gamelist.xml files. Setting the option to _Never_ will disable writing to these files altogether, except for some special conditions such as when a game is manually deleted using the metadata editor, when scraping using the multi-scraper (the multi-scraper will always save any updates immediately to the gamelist.xml files) or when changing the system-wide alternative emulator. In theory _On exit_ will give some small performance gains, but it's normally recommended to leave the setting at its default value which is _Always_. Note that with the option set to _Never_, any updates such as the _Last played_ date will still be shown on screen, but during the next application startup any values previously saved to the gamelist.xml files will be read in again. As well, when changing this setting to _Always_ from either of the two other options, any pending changes will be immediately written to the gamelist.xml files. -**Check for application updates** _Not available for some builds_ +**Check for application updates** _(Not available for some builds)_ By default a check for new ES-DE versions will be done on every application startup and a notification will be displayed if there is a new release available for download. Using this option the frequency of these checks can be set to _Always_, _Daily_, _Weekly_, _Monthly_ or _Never_. This setting is not available on some platforms and package formats such as the Android app store releases, the Linux AUR release and the semi-official FreeBSD and Raspberry Pi releases where pre-built packages are not provided. -**Include prereleases in update checks** _Always enabled for prereleases_ +**Include prereleases in update checks** _(Always enabled for prereleases)_ For platforms and package formats where the previous setting above is available there is also the option of whether to include prereleases when checking for application updates. Note that this is always enabled when running an ES-DE prerelease so in this case the setting will be grayed out. @@ -3681,6 +3786,10 @@ You can mark games as hidden in the metadata editor, which is useful for instanc It's possible to trigger custom scripts for a number of actions in ES-DE, as is discussed [below](USERGUIDE.md#custom-event-scripts), and this setting decides whether this functionality is enabled. +**Browsing custom events** + +This option, which depends on _Enable custom event scripts_ being activated, will also generate custom events when navigating the system and gamelist views. Note that this could introduce a lot of latency into the application so only enable it if you absolutely need it. + **Only show games from gamelist.xml files** If enabled, only games that have metadata saved to the gamelist.xml files will be shown in ES-DE. This option is intended primarily for testing and debugging purposes so it should normally not be enabled. When changing this setting ES-DE will automatically reload. @@ -3808,13 +3917,13 @@ The following filters can be applied: **Kidgame** -**Hidden** _If the "Show hidden games" option is enabled_ +**Hidden** _(If the "Show hidden games" option is enabled)_ **Broken** **Controller** -**Alternative emulator** _If the "Enable alternative emulators per game" option is enabled_ +**Alternative emulator** _(If the "Enable alternative emulators per game" option is enabled)_ With the exception of the game name text filter, all available filter values are assembled from metadata from the actual gamelist, so if there is no data to filter for the specific field, the text _Nothing to filter_ will be displayed. This for example happens for the _Completed_ filter if there are no games marked as having been completed in the current gamelist. The same happens if a metadata setting is identical for all games, such as all games being flagged as favorites. @@ -4134,30 +4243,30 @@ The **@** symbol indicates that the emulator is _deprecated_ and will be removed | androidgames | Android Games | _Placeholder_ | | | | | apple2 | Apple II | LinApple **(Standalone)** [L],
Mednafen **(Standalone)** [M],
AppleWin **(Standalone)** [W] | Mednafen **(Standalone)** [LW],
MAME - Current,
MAME **(Standalone)**,
izapple2 **(Standalone)** [LW] | Yes for Mednafen and MAME | See the specific _Apple II_ section elsewhere in this guide | | apple2gs | Apple IIGS | MAME - Current | MAME **(Standalone)** | Yes | See the specific _Apple IIGS_ section elsewhere in this guide | -| arcade | Arcade | MAME - Current | MAME 2010,
MAME 2003-Plus,
MAME 2003,
MAME 2000,
MAME **(Standalone)**,
FinalBurn Neo,
FinalBurn Neo **(Standalone)** [LW],
FB Alpha 2012,
Geolith,
Flycast,
Flycast **(Standalone)**,
Flycast Dojo **(Standalone)**,
Kronos [LW],
Model 2 Emulator **(Standalone)** [W],
Model 2 Emulator [Suspend ES-DE] **(Standalone)** [W],
Supermodel **(Standalone)** [LW],
_Shortcut or script_ | Depends | See the specific _Arcade and Neo Geo_ section elsewhere in this guide | +| arcade | Arcade | MAME - Current | MAME 2010,
MAME 2003-Plus,
MAME 2003,
MAME 2000,
MAME **(Standalone)**,
FinalBurn Neo,
FinalBurn Neo **(Standalone)** [LW],
FB Alpha 2012,
Geolith,
Flycast,
Flycast **(Standalone)**,
Flycast Dojo **(Standalone)**,
Kronos [LW],
Model 2 Emulator **(Standalone)** [W],
Model 2 Emulator [Suspend ES-DE] **(Standalone)** [W],
Supermodel **(Standalone)** [LW],
MFME **(Standalone)** [LW],
_Shortcut or script_ | Depends | See the specific _Arcade and Neo Geo_ section elsewhere in this guide | | arcadia | Emerson Arcadia 2001 | MAME - Current | MAME **(Standalone)**,
WinArcadia **(Standalone)** | No | Single archive or ROM file | | archimedes | Acorn Archimedes | MAME [Model A440/1] **(Standalone)** | MAME [Model A3000] **(Standalone)**,
MAME [Model A310] **(Standalone)**,
MAME [Model A540] **(Standalone)** | Yes | | | arduboy | Arduboy Miniature Game System | Arduous | Ardens | No | Single archive or .hex file | | astrocde | Bally Astrocade | MAME - Current | MAME **(Standalone)** | Yes | Single archive or ROM file | | atari2600 | Atari 2600 | Stella | Stella 2014,
Stella 2023,
Stella **(Standalone)**,
Gopher2600 **(Standalone)** [LW],
ares **(Standalone)** | No | Single archive or ROM file | | atari5200 | Atari 5200 | a5200 | Atari800,
Atari800 **(Standalone)**,
Altirra **(Standalone)** [W] | Yes except for Altirra | Single archive or ROM file | -| atari7800 | Atari 7800 ProSystem | ProSystem | MAME - Current,
MAME **(Standalone)** | Yes | Single archive or ROM file | +| atari7800 | Atari 7800 ProSystem | ProSystem | MAME - Current,
MAME **(Standalone)**,
A7800 **(Standalone)** [LW] | Yes | Single archive or ROM file | | atari800 | Atari 800 | Atari800 | Atari800 **(Standalone)**,
Altirra **(Standalone)** [W] | Yes except for Altirra | | | atarijaguar | Atari Jaguar | Virtual Jaguar | BigPEmu **(Standalone)** [LW],
BigPEmu **(Wine)** [L],
BigPEmu **(Proton)** [L],
MAME **(Standalone)** | Yes for MAME | See the specific _Atari Jaguar and Atari Jaguar CD_ section elsewhere in this guide | | atarijaguarcd | Atari Jaguar CD | BigPEmu **(Standalone)** [LW] | BigPEmu **(Wine)** [L],
BigPEmu **(Proton)** [L] | No | See the specific _Atari Jaguar and Atari Jaguar CD_ section elsewhere in this guide | -| atarilynx | Atari Lynx | Handy | Beetle Lynx,
Mednafen **(Standalone)** | No | Single archive or ROM file | +| atarilynx | Atari Lynx | Handy | Beetle Lynx,
Mednafen **(Standalone)**,
Holani | No | Single archive or ROM file | | atarist | Atari ST [also STE and Falcon] | Hatari | Hatari **(Standalone)** | Yes | Single archive or image file for single-diskette games, .m3u playlist for multi-diskette games | | atarixe | Atari XE | Atari800 | Atari800 **(Standalone)**,
Altirra **(Standalone)** [W] | Yes except for Altirra | | | atomiswave | Sammy Corporation Atomiswave | Flycast | Flycast **(Standalone)**,
Flycast Dojo **(Standalone)**,
Demul **(Standalone)** [W] | Depends | Single archive file | -| bbcmicro | Acorn Computers BBC Micro | MAME **(Standalone)** | BeebEm **(Standalone)** [W] | Yes | Single archive (MAME only) or diskette image file | +| bbcmicro | Acorn Computers BBC Micro | MAME **(Standalone)** | b2,
BeebEm **(Standalone)** [W] | Yes | Single archive (MAME only) or diskette image file | | c64 | Commodore 64 | VICE x64sc Accurate | VICE x64sc Accurate **(Standalone)**,
VICE x64 Fast,
VICE x64 SuperCPU,
VICE x128,
Frodo | No | Single archive or image file for tape, cartridge or single-diskette games, .m3u playlist for multi-diskette games | | cdimono1 | Philips CD-i | SAME CDi | CDi 2015 @,
MAME **(Standalone)** | Yes | Single .bin/.cue pair | | cdtv | Commodore CDTV | PUAE | PUAE 2021,
FS-UAE **(Standalone)**,
Amiberry **(Standalone)** [LM] | Yes | See the specific _Commodore Amiga and CDTV_ section elsewhere in this guide | | chailove | ChaiLove Game Engine | ChaiLove | | | | | channelf | Fairchild Channel F | FreeChaF | MAME - Current,
MAME **(Standalone)** | Yes | Single archive or ROM file | | coco | Tandy Color Computer | XRoar CoCo 2 NTSC **(Standalone)** | XRoar CoCo 2 PAL **(Standalone)**,
MAME [Cartridge] **(Standalone)**,
MAME [Tape] **(Standalone)** | Yes | See the specific _Tandy Color Computer_ section elsewhere in this guide | -| colecovision | Coleco ColecoVision | blueMSX | Gearcoleco,
openMSX **(Standalone)**,
ares **(Standalone)**,
ColEm **(Standalone)** [LW] | Yes | Single archive or ROM file | -| consolearcade | Console Arcade Systems | MAME - Current | MAME **(Standalone)**,
Flycast,
Flycast **(Standalone)**,
Flycast Dojo **(Standalone)**,
Kronos [LW],
Mednafen [Sega Saturn] **(Standalone)**,
Play! **(Standalone)**,
RPCS3 Shortcut **(Standalone)**,
Triforce **(Standalone)** [LW],
xemu **(Standalone)**,
Cxbx-Reloaded **(Standalone)** [W],
_Shortcut or script_ | Depends | See the specific _Console Arcade Systems_ section elsewhere in this guide | +| colecovision | Coleco ColecoVision | blueMSX | Gearcoleco,
openMSX **(Standalone)**,
ares **(Standalone)**,
Mesen **(Standalone)** [LW],
ColEm **(Standalone)** [LW] | Yes | Single archive or ROM file | +| consolearcade | Console Arcade Systems | MAME - Current | MAME **(Standalone)**,
Flycast,
Flycast **(Standalone)**,
Flycast Dojo **(Standalone)**,
Kronos [LW],
Mednafen [Sega Saturn] **(Standalone)**,
Play! **(Standalone)**,
RPCS3 Shortcut **(Standalone)**,
RPCS3 Game Serial **(Standalone)**,
Triforce **(Standalone)** [LW],
xemu **(Standalone)**,
Cxbx-Reloaded **(Standalone)** [W],
_Shortcut or script_ | Depends | See the specific _Console Arcade Systems_ section elsewhere in this guide | | cps | Capcom Play System | MAME - Current | MAME 2010,
MAME 2003-Plus,
MAME 2003,
MAME 2000,
MAME **(Standalone)**,
FinalBurn Neo,
FinalBurn Neo **(Standalone)** [LW],
FB Alpha 2012,
FB Alpha 2012 CPS-1,
FB Alpha 2012 CPS-2,
FB Alpha 2012 CPS-3 | Depends | See the specific _Arcade and Neo Geo_ section elsewhere in this guide | | cps1 | Capcom Play System I | MAME - Current | MAME 2010,
MAME 2003-Plus,
MAME 2003,
MAME 2000,
MAME **(Standalone)**,
FinalBurn Neo,
FinalBurn Neo **(Standalone)** [LW],
FB Alpha 2012,
FB Alpha 2012 CPS-1 | Depends | See the specific _Arcade and Neo Geo_ section elsewhere in this guide | | cps2 | Capcom Play System II | MAME - Current | MAME 2010,
MAME 2003-Plus,
MAME 2003,
MAME 2000,
MAME **(Standalone)**,
FinalBurn Neo,
FinalBurn Neo **(Standalone)** [LW],
FB Alpha 2012,
FB Alpha 2012 CPS-2 | Depends | See the specific _Arcade and Neo Geo_ section elsewhere in this guide | @@ -4186,7 +4295,7 @@ The **@** symbol indicates that the emulator is _deprecated_ and will be removed | gamecom | Tiger Electronics Game.com | MAME - Current | MAME **(Standalone)** | Yes | Single archive or ROM file | | gamegear | Sega Game Gear | Genesis Plus GX | Genesis Plus GX Wide,
Gearsystem,
SMS Plus GX,
PicoDrive,
Mednafen **(Standalone)**,
Mesen **(Standalone)** [LW],
ares **(Standalone)**,
jgenesis **(Standalone)** [LW] | No | Single archive or ROM file | | gb | Nintendo Game Boy | Gambatte | SameBoy,
SameBoy **(Standalone)**,
Gearboy,
Gearboy **(Standalone)** [LW],
TGB Dual,
DoubleCherryGB [LW],
Mesen-S,
Mesen **(Standalone)** [LW],
bsnes,
mGBA,
mGBA **(Standalone)**,
VBA-M,
VBA-M **(Standalone)**,
Mednafen **(Standalone)**,
ares **(Standalone)**,
SkyEmu **(Standalone)**,
jgenesis **(Standalone)** [LW] | No | Single archive or ROM file | -| gba | Nintendo Game Boy Advance | mGBA | mGBA **(Standalone)**,
VBA-M,
VBA-M **(Standalone)**,
VBA Next,
gpSP,
Mednafen **(Standalone)**,
ares **(Standalone)**,
SkyEmu **(Standalone)**,
NooDS **(Standalone)** [LW] | Yes for ares | Single archive or ROM file | +| gba | Nintendo Game Boy Advance | mGBA | mGBA **(Standalone)**,
VBA-M,
VBA-M **(Standalone)**,
VBA Next,
gpSP,
NooDS,
NooDS **(Standalone)** [LW],
Mednafen **(Standalone)**,
ares **(Standalone)**,
SkyEmu **(Standalone)** | Yes for ares | Single archive or ROM file | | gbc | Nintendo Game Boy Color | Gambatte | SameBoy,
SameBoy **(Standalone)**,
Gearboy,
Gearboy **(Standalone)** [LW],
TGB Dual,
DoubleCherryGB [LW],
Mesen-S,
Mesen **(Standalone)** [LW],
bsnes,
mGBA,
mGBA **(Standalone)**,
VBA-M,
VBA-M **(Standalone)**,
Mednafen **(Standalone)**,
ares **(Standalone)**,
SkyEmu **(Standalone)**,
jgenesis **(Standalone)** [LW] | No | Single archive or ROM file | | gc | Nintendo GameCube | Dolphin | Dolphin **(Standalone)**,
PrimeHack **(Standalone)** [LW],
Triforce **(Standalone)** [LW] | No | Disc image file for single-disc games, .m3u playlist for multi-disc games | | genesis | Sega Genesis | Genesis Plus GX | Genesis Plus GX Wide,
PicoDrive,
BlastEm,
BlastEm **(Standalone)** [L],
Mednafen **(Standalone)**,
ares **(Standalone)**,
jgenesis **(Standalone)** [LW] | No | Single archive or ROM file | @@ -4201,8 +4310,9 @@ The **@** symbol indicates that the emulator is _deprecated_ and will be removed | lutris | Lutris Open Gaming Platform | Lutris **(Standalone)** [L] | | No | See the specific _Lutris_ section elsewhere in this guide | | lutro | Lutro Game Engine | Lutro | | | | | macintosh | Apple Macintosh | MAME Mac SE Bootable **(Standalone)** | MAME Mac SE Boot Disk **(Standalone)**,
MAME Mac Plus Bootable **(Standalone)**,
MAME Mac Plus Boot Disk **(Standalone)**,
Basilisk II **(Standalone)**,
SheepShaver **(Standalone)** | Yes | See the specific _Apple Macintosh_ section elsewhere in this guide | -| mame | Multiple Arcade Machine Emulator | MAME - Current | MAME 2010,
MAME 2003-Plus,
MAME 2003,
MAME 2000,
MAME **(Standalone)**,
FinalBurn Neo,
FinalBurn Neo **(Standalone)** [LW],
FB Alpha 2012,
Geolith,
Flycast,
Flycast **(Standalone)**,
Flycast Dojo **(Standalone)**,
Kronos [LW],
Model 2 Emulator **(Standalone)** [W],
Model 2 Emulator [Suspend ES-DE] **(Standalone)** [W],
Supermodel **(Standalone)** [LW],
_Shortcut or script_ | Depends | See the specific _Arcade and Neo Geo_ section elsewhere in this guide | +| mame | Multiple Arcade Machine Emulator | MAME - Current | MAME 2010,
MAME 2003-Plus,
MAME 2003,
MAME 2000,
MAME **(Standalone)**,
FinalBurn Neo,
FinalBurn Neo **(Standalone)** [LW],
FB Alpha 2012,
Geolith,
Flycast,
Flycast **(Standalone)**,
Flycast Dojo **(Standalone)**,
Kronos [LW],
Model 2 Emulator **(Standalone)** [W],
Model 2 Emulator [Suspend ES-DE] **(Standalone)** [W],
Supermodel **(Standalone)** [LW],
MFME **(Standalone)** [LW],
_Shortcut or script_ | Depends | See the specific _Arcade and Neo Geo_ section elsewhere in this guide | | mame-advmame | AdvanceMAME | AdvanceMAME **(Standalone)** [LW] | | Depends | See the specific _Arcade and Neo Geo_ section elsewhere in this guide | +| mark3 | Sega Mark III | Genesis Plus GX | Genesis Plus GX Wide,
SMS Plus GX,
Gearsystem,
PicoDrive,
Mednafen **(Standalone)**,
Mesen **(Standalone)** [LW],
ares **(Standalone)**,
jgenesis **(Standalone)** [LW] | No | Single archive or ROM file | | mastersystem | Sega Master System | Genesis Plus GX | Genesis Plus GX Wide,
SMS Plus GX,
Gearsystem,
PicoDrive,
Mednafen **(Standalone)**,
Mesen **(Standalone)** [LW],
ares **(Standalone)**,
jgenesis **(Standalone)** [LW] | No | Single archive or ROM file | | megacd | Sega Mega-CD | Genesis Plus GX | Genesis Plus GX Wide,
PicoDrive,
ares **(Standalone)**,
jgenesis **(Standalone)** [LW] | Yes | | | megacdjp | Sega Mega-CD [Japan] | Genesis Plus GX | Genesis Plus GX Wide,
PicoDrive,
ares **(Standalone)**,
jgenesis **(Standalone)** [LW] | Yes | | @@ -4219,13 +4329,13 @@ The **@** symbol indicates that the emulator is _deprecated_ and will be removed | msxturbor | MSX Turbo R | blueMSX | openMSX **(Standalone)**,
openMSX No Machine **(Standalone)** | Yes | | | mugen | M.U.G.E.N Game Engine | Ikemen GO **(Standalone)** | | No | See the specific _M.U.G.E.N Game Engine_ section elsewhere in this guide | | multivision | Othello Multivision | Gearsystem | Mesen **(Standalone)** [LW] | No | Single archive or ROM file | -| n3ds | Nintendo 3DS | Citra [LW],
Citra **(Standalone)** [M] | Citra 2018 [LW],
Citra **(Standalone)** [LW]
Mandarine **(Standalone)**,
Lime3DS **(Standalone)**,
Panda3DS **(Standalone)** | No | Single ROM file | +| n3ds | Nintendo 3DS | Citra [LW],
Citra **(Standalone)** [M] | Citra 2018 [LW],
Citra **(Standalone)** [LW],
Azahar **(Standalone)**,
Mandarine **(Standalone)**,
Lime3DS **(Standalone)**,
Panda3DS **(Standalone)** | No | Single ROM file | | n64 | Nintendo 64 | Mupen64Plus-Next | Mupen64Plus **(Standalone)**,
ParaLLEl N64,
simple64 **(Standalone)** [LW],
Rosalie's Mupen GUI **(Standalone)** [LW],
Project64 **(Standalone)** [W],
ares **(Standalone)**,
sixtyforce **(Standalone)** [M] | No | Single archive or ROM file | | n64dd | Nintendo 64DD | ParaLLEl N64 [LW],
Mupen64Plus-Next [M] | Mupen64Plus-Next [LW],
ParaLLEl N64 [M],
Rosalie's Mupen GUI **(Standalone)** [LW],
ares **(Standalone)** | Yes | See the specific _Nintendo 64DD_ section elsewhere in this guide | | naomi | Sega NAOMI | Flycast | Flycast **(Standalone)**,
Flycast Dojo **(Standalone)**,
Demul **(Standalone)** [W] | Yes | Single archive file + .chd file in subdirectory if GD-ROM game | | naomi2 | Sega NAOMI 2 | Flycast | Flycast **(Standalone)**,
Flycast Dojo **(Standalone)**,
Demul **(Standalone)** [W] | Yes | Single archive file + .chd file in subdirectory if GD-ROM game | | naomigd | Sega NAOMI GD-ROM | Flycast | Flycast **(Standalone)**,
Flycast Dojo **(Standalone)** | Yes | Single archive file + .chd file in subdirectory if GD-ROM game | -| nds | Nintendo DS | melonDS DS | melonDS @,
melonDS **(Standalone)**,
DeSmuME,
DeSmuME 2015,
DeSmuME **(Standalone)** [L],
SkyEmu **(Standalone)**,
NooDS **(Standalone)** [LW] | No | Single archive or ROM file | +| nds | Nintendo DS | melonDS DS | melonDS @,
melonDS **(Standalone)**,
DeSmuME,
DeSmuME 2015,
DeSmuME **(Standalone)** [L],
NooDS,
NooDS **(Standalone)** [LW],
SkyEmu **(Standalone)** | No | Single archive or ROM file | | neogeo | SNK Neo Geo | FinalBurn Neo | FinalBurn Neo **(Standalone)** [LW],
Geolith,
MAME **(Standalone)** | Yes | See the specific _Arcade and Neo Geo_ section elsewhere in this guide | | neogeocd | SNK Neo Geo CD | NeoCD | FinalBurn Neo,
FinalBurn Neo **(Standalone)** [LW],
MAME **(Standalone)** | Yes | .chd (NeoCD and MAME only) or .cue file | | neogeocdjp | SNK Neo Geo CD [Japan] | NeoCD | FinalBurn Neo,
FinalBurn Neo **(Standalone)** [LW],
MAME **(Standalone)** | Yes | .chd (NeoCD and MAME only) or .cue file | @@ -4247,17 +4357,17 @@ The **@** symbol indicates that the emulator is _deprecated_ and will be removed | pico8 | PICO-8 Fantasy Console | PICO-8 **(Standalone)** | PICO-8 Splore **(Standalone)**,
Retro8 | No | See the specific _PICO-8_ section elsewhere in this guide | | plus4 | Commodore Plus/4 | VICE xplus4 | VICE xplus4 **(Standalone)** | No | Single archive or image file for tape, cartridge or single-diskette games, .m3u playlist for multi-diskette games | | pokemini | Nintendo Pokémon Mini | PokeMini | | No | | -| ports | Ports | _Shortcut or script_ | _AppImage_ [L],
ECWolf (Wolfenstein 3D),
NXEngine (Cave Story),
OpenLara (Tomb Raider) [LW],
Super Bros War | Yes for ECWolf | See the specific _Ports and desktop applications_ section elsewhere in this guide | +| ports | Ports | _Shortcut or script_ | _AppImage_ [L],
ECWolf (Wolfenstein 3D),
CannonBall (OutRun),
Mr.Boom (Bomberman),
NXEngine (Cave Story),
OpenLara (Tomb Raider) [LW],
Super Bros War | Yes for ECWolf | See the specific _Ports and desktop applications_ section elsewhere in this guide | | ps2 | Sony PlayStation 2 | LRPS2 [LW],
PCSX2 **(Standalone)** [M] | PCSX2 [LW] @,
PCSX2 **(Standalone)** [LW],
PCSX2 Legacy **(Standalone)** @,
Play! **(Standalone)**,
AetherSX2 **(Standalone)** [M] | Yes except for Play! | | -| ps3 | Sony PlayStation 3 | RPCS3 Shortcut **(Standalone)** | RPCS3 Directory **(Standalone)** | Yes | See the specific _Sony PlayStation 3_ section elsewhere in this guide | -| ps4 | Sony PlayStation 4 | _Placeholder_ | | | | +| ps3 | Sony PlayStation 3 | RPCS3 Shortcut **(Standalone)** | RPCS3 Game Serial **(Standalone)**,
RPCS3 Directory **(Standalone)** | Yes | See the specific _Sony PlayStation 3_ section elsewhere in this guide | +| ps4 | Sony PlayStation 4 | shadPS4 Shortcut **(Standalone)** [LW],
shadPS4 Game Serial **(Standalone)** [M] | shadPS4 Game Serial **(Standalone)** [LW],
shadPS4 eboot.bin **(Standalone)** | No | See the specific _Sony PlayStation 4_ section elsewhere in this guide | | psp | Sony PlayStation Portable | PPSSPP | PPSSPP **(Standalone)** | No | Single disc image file | | psvita | Sony PlayStation Vita | Vita3K **(Standalone)** | | Yes | See the specific _Sony PlayStation Vita_ section elsewhere in this guide | | psx | Sony PlayStation | Beetle PSX | Beetle PSX HW,
PCSX ReARMed,
SwanStation,
DuckStation **(Standalone)**,
Mednafen **(Standalone)** | Yes | .chd file for single-disc games, .m3u playlist for multi-disc games | | pv1000 | Casio PV-1000 | MAME - Current | MAME **(Standalone)** | No | Single archive or ROM file | | quake | Quake | TyrQuake | vitaQuake 2,
vitaQuake 2 [Rogue],
vitaQuake 2 [Xatrix],
vitaQuake 2 [Zaero],
vitaQuake 3 [LW],
_Shortcut or script_ | No | | | samcoupe | MGT SAM Coupé | SimCoupé **(Standalone)** | | No | Single archive or ROM file | -| satellaview | Nintendo Satellaview | Snes9x - Current | Snes9x 2010,
Snes9x 2005 Plus,
Snes9x **(Standalone)**,
bsnes,
bsnes-hd,
bsnes-mercury Accuracy,
bsnes **(Standalone)** [LW],
Mesen-S,
Mesen **(Standalone)** [LW],
ares **(Standalone)** | | | +| satellaview | Nintendo Satellaview | Snes9x - Current | Snes9x 2010,
Snes9x 2005 Plus,
Snes9x **(Standalone)**,
bsnes,
bsnes-hd,
bsnes-jg,
bsnes-mercury Accuracy,
bsnes **(Standalone)** [LW],
Mesen-S,
Mesen **(Standalone)** [LW],
ares **(Standalone)** | | | | saturn | Sega Saturn | Beetle Saturn | Kronos [LW],
Kronos **(Standalone)** [LW],
YabaSanshiro [LW],
Yaba Sanshiro 2 **(Standalone)** [W],
Yabause,
Mednafen **(Standalone)**,
SSF **(Standalone)** [W] | Yes | .chd file for single-disc games, .m3u playlist for multi-disc games | | saturnjp | Sega Saturn [Japan] | Beetle Saturn | Kronos [LW],
Kronos **(Standalone)** [LW],
YabaSanshiro [LW],
Yaba Sanshiro 2 **(Standalone)** [W],
Yabause,
Mednafen **(Standalone)**,
SSF **(Standalone)** [W] | Yes | .chd file for single-disc games, .m3u playlist for multi-disc games | | scummvm | ScummVM Game Engine | ScummVM | ScummVM **(Standalone)**,
DREAMM **(Standalone)** | No | See the specific _ScummVM_ section elsewhere in this guide | @@ -4266,16 +4376,16 @@ The **@** symbol indicates that the emulator is _deprecated_ and will be removed | sega32xjp | Sega Super 32X [Japan] | PicoDrive | ares **(Standalone)** | No | Single archive or ROM file | | sega32xna | Sega Genesis 32X [North America] | PicoDrive | ares **(Standalone)** | No | Single archive or ROM file | | segacd | Sega CD | Genesis Plus GX | Genesis Plus GX Wide,
PicoDrive,
ares **(Standalone)**,
jgenesis **(Standalone)** [LW] | Yes | | -| sfc | Nintendo SFC (Super Famicom) | Snes9x - Current | Snes9x 2010,
Snes9x 2005 Plus,
Snes9x **(Standalone)**,
bsnes,
bsnes-hd,
bsnes-mercury Accuracy,
bsnes **(Standalone)** [LW],
Beetle Supafaust [LW],
Mesen-S,
Mesen **(Standalone)** [LW],
Mednafen **(Standalone)**,
ares **(Standalone)**,
jgenesis **(Standalone)** [LW] | No | Single archive or ROM file | +| sfc | Nintendo SFC (Super Famicom) | Snes9x - Current | Snes9x 2010,
Snes9x 2005 Plus,
Snes9x **(Standalone)**,
bsnes,
bsnes-hd,
bsnes-jg,
bsnes-mercury Accuracy,
bsnes **(Standalone)** [LW],
Beetle Supafaust [LW],
Mesen-S,
Mesen **(Standalone)** [LW],
Mednafen **(Standalone)**,
ares **(Standalone)**,
jgenesis **(Standalone)** [LW] | No | Single archive or ROM file | | sg-1000 | Sega SG-1000 | Genesis Plus GX | Genesis Plus GX Wide,
Gearsystem,
blueMSX,
Mesen **(Standalone)** [LW],
ares **(Standalone)** | No | Single archive or ROM file | | sgb | Nintendo Super Game Boy | Mesen-S | Mesen **(Standalone)** [LW],
SameBoy,
mGBA,
mGBA **(Standalone)** | | Single archive or ROM file | -| snes | Nintendo SNES (Super Nintendo) | Snes9x - Current | Snes9x 2010,
Snes9x 2005 Plus,
Snes9x **(Standalone)**,
bsnes,
bsnes-hd,
bsnes-mercury Accuracy,
bsnes **(Standalone)** [LW],
Beetle Supafaust [LW],
Mesen-S,
Mesen **(Standalone)** [LW],
Mednafen **(Standalone)**,
ares **(Standalone)**,
jgenesis **(Standalone)** [LW] | No | Single archive or ROM file | -| snesna | Nintendo SNES (Super Nintendo) [North America] | Snes9x - Current | Snes9x 2010,
Snes9x 2005 Plus,
Snes9x **(Standalone)**,
bsnes,
bsnes-hd,
bsnes-mercury Accuracy,
bsnes **(Standalone)** [LW],
Beetle Supafaust [LW],
Mesen-S,
Mesen **(Standalone)** [LW],
Mednafen **(Standalone)**,
ares **(Standalone)**,
jgenesis **(Standalone)** [LW] | No | Single archive or ROM file | +| snes | Nintendo SNES (Super Nintendo) | Snes9x - Current | Snes9x 2010,
Snes9x 2005 Plus,
Snes9x **(Standalone)**,
bsnes,
bsnes-hd,
bsnes-jg,
bsnes-mercury Accuracy,
bsnes **(Standalone)** [LW],
Beetle Supafaust [LW],
Mesen-S,
Mesen **(Standalone)** [LW],
Mednafen **(Standalone)**,
ares **(Standalone)**,
jgenesis **(Standalone)** [LW] | No | Single archive or ROM file | +| snesna | Nintendo SNES (Super Nintendo) [North America] | Snes9x - Current | Snes9x 2010,
Snes9x 2005 Plus,
Snes9x **(Standalone)**,
bsnes,
bsnes-hd,
bsnes-jg,
bsnes-mercury Accuracy,
bsnes **(Standalone)** [LW],
Beetle Supafaust [LW],
Mesen-S,
Mesen **(Standalone)** [LW],
Mednafen **(Standalone)**,
ares **(Standalone)**,
jgenesis **(Standalone)** [LW] | No | Single archive or ROM file | | solarus | Solarus Game Engine | Solarus **(Standalone)** | | No | Single .solarus game file | | spectravideo | Spectravideo | blueMSX | | | | | steam | Valve Steam | Steam **(Standalone)** | | No | See the specific _Steam_ section elsewhere in this guide | | stv | Sega Titan Video Game System | Kronos [LW],
MAME - Current [M] | MAME - Current [LW],
MAME **(Standalone)**,
Mednafen **(Standalone)** | Yes | Single archive file | -| sufami | Bandai SuFami Turbo | Snes9x - Current | Snes9x 2010,
Snes9x 2005 Plus,
Snes9x **(Standalone)**,
bsnes,
bsnes-hd,
bsnes-mercury Accuracy,
bsnes **(Standalone)** [LW],
ares **(Standalone)** | | | +| sufami | Bandai SuFami Turbo | Snes9x - Current | Snes9x 2010,
Snes9x 2005 Plus,
Snes9x **(Standalone)**,
bsnes,
bsnes-hd,
bsnes-jg,
bsnes-mercury Accuracy,
bsnes **(Standalone)** [LW],
ares **(Standalone)** | | | | supergrafx | NEC SuperGrafx | Beetle SuperGrafx | Beetle PCE,
Mednafen **(Standalone)**,
Mesen **(Standalone)** [LW],
ares **(Standalone)** | No | Single archive or ROM file | | supervision | Watara Supervision | Potator | MAME - Current,
MAME **(Standalone)** | No | Single archive or ROM file | | supracan | Funtech Super A'Can | MAME - Current | MAME **(Standalone)** | Yes | Single archive or ROM file. You need a supracan.zip archive that contains a valid internal_68k.bin file and an empty file named umc6650.bin | @@ -4294,6 +4404,7 @@ The **@** symbol indicates that the emulator is _deprecated_ and will be removed | vectrex | GCE Vectrex | vecx | MAME - Current,
MAME **(Standalone)** | Yes for MAME | Single archive or ROM file | | vic20 | Commodore VIC-20 | VICE xvic | VICE xvic **(Standalone)** | No | Single archive or tape, cartridge or diskette image file | | videopac | Philips Videopac G7000 | O2EM | MAME - Current,
MAME **(Standalone)** | Yes | Single archive or ROM file | +| vircon32 | Vircon32 Virtual Console | Vircon32 | Vircon32 **(Standalone)** [LW] | No | Single archive or ROM file | | virtualboy | Nintendo Virtual Boy | Beetle VB | Mednafen **(Standalone)** | No | Single archive or ROM file | | vpinball | Visual Pinball | Visual Pinball **(Standalone)** | | No | See the specific _Visual Pinball_ section elsewhere in this guide | | vsmile | VTech V.Smile | MAME - Current | MAME **(Standalone)** | Yes | Single archive or ROM file | @@ -4303,12 +4414,13 @@ The **@** symbol indicates that the emulator is _deprecated_ and will be removed | windows | Microsoft Windows | _Suspend ES-DE_ | _Keep ES-DE running_,
_AppImage (Suspend ES-DE)_ [L],
_AppImage (Keep ES-DE running)_ [L] | No | Shortcut (.desktop/.app/.lnk) file, script or AppImage | | windows3x | Microsoft Windows 3.x | DOSBox-X **(Standalone)** | DOSBox-Pure,
_Shortcut or script (Suspend ES-DE)_,
_Shortcut or script (Keep ES-DE running)_,
_AppImage (Suspend ES-DE)_ [L],
_AppImage (Keep ES-DE running)_ [L] | No | See the specific _Microsoft Windows 3.x and 9x_ section elsewhere in this guide | | windows9x | Microsoft Windows 9x | DOSBox-X **(Standalone)** | DOSBox-Pure,
_Shortcut or script (Suspend ES-DE)_,
_Shortcut or script (Keep ES-DE running)_,
_AppImage (Suspend ES-DE)_ [L],
_AppImage (Keep ES-DE running)_ [L] | No | See the specific _Microsoft Windows 3.x and 9x_ section elsewhere in this guide | -| wonderswan | Bandai WonderSwan | Beetle Cygne | Mednafen **(Standalone)**,
ares **(Standalone)**,
ares [Benesse Pocket Challenge V2] **(Standalone)** | No | Single archive or ROM file | -| wonderswancolor | Bandai WonderSwan Color | Beetle Cygne | Mednafen **(Standalone)**,
ares **(Standalone)** | No | Single archive or ROM file | +| wonderswan | Bandai WonderSwan | Beetle Cygne | Mednafen **(Standalone)**,
ares **(Standalone)**,
ares [Benesse Pocket Challenge V2] **(Standalone)**,
Mesen **(Standalone)** [LW] | No | Single archive or ROM file | +| wonderswancolor | Bandai WonderSwan Color | Beetle Cygne | Mednafen **(Standalone)**,
ares **(Standalone)**,
Mesen **(Standalone)** [LW] | No | Single archive or ROM file | | x1 | Sharp X1 | X Millennium | MAME [Diskette] **(Standalone)**,
MAME [Tape] **(Standalone)** | Yes for MAME | Single archive or diskette/tape file | -| x68000 | Sharp X68000 | PX68k | MAME **(Standalone)**,
XM6 Pro-68k **(Standalone)** [W],
XM6 Pro-68k **(Wine)** [L],
XM6 Pro-68k **(Proton)** [L] | Yes except for XM6 Pro-68k | | +| x68000 | Sharp X68000 | PX68k | MAME **(Standalone)**,
XM6 Pro-68k **(Standalone)** [W],
XM6 TypeG **(Standalone**) [W],
XM6 Pro-68k **(Wine)** [L],
XM6 Pro-68k **(Proton)** [L],
XM6 TypeG **(Wine)** [L],
XM6 TypeG **(Proton)** [L] | Yes for PX68k and MAME | | | xbox | Microsoft Xbox | xemu **(Standalone)** | Cxbx-Reloaded **(Standalone)** [W] | Yes for xemu | Single .iso file for xemu or unpacked .iso directory for Cxbx-Reloaded | | xbox360 | Microsoft Xbox 360 | xenia **(Standalone)** [W],
xenia **(Wine)** [L] | xenia **(Proton)** [L],
_Shortcut or script_ [L] | No | See the specific _Microsoft Xbox 360_ section elsewhere in this guide | +| xboxone | Microsoft Xbox One | _Placeholder_ | | | | | zmachine | Infocom Z-machine | MojoZork | Gargoyle **(Standalone)** | No | | | zx81 | Sinclair ZX81 | EightyOne | | No | | | zxnext | Sinclair ZX Spectrum Next | #CSpect **(Standalone)** [LW],
ZEsarUX **(Standalone)** [M] | ZEsarUX **(Standalone)** [LW] | No | In separate folder interpreted as a file | diff --git a/es-app/assets/org.es_de.frontend.appdata.xml b/es-app/assets/org.es_de.frontend.appdata.xml index 2b96abcc3..18d31a628 100644 --- a/es-app/assets/org.es_de.frontend.appdata.xml +++ b/es-app/assets/org.es_de.frontend.appdata.xml @@ -38,6 +38,9 @@ + + https://gitlab.com/es-de/emulationstation-de/-/releases + https://gitlab.com/es-de/emulationstation-de/-/releases