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0g PS2 0�0�0�0�0�0�0�0g0M0~0Y0</p></body></html>r<html><head/><body><p>PCSX2 is a free and open-source PlayStation 2 (PS2) emulator. Its purpose is to emulate the PS2's hardware, using a combination of MIPS CPU Interpreters, Recompilers and a Virtual Machine which manages hardware states and PS2 system memory. This allows you to play PS2 games on your PC, with many additional features and benefits.</p></body></html>AboutDialog<html><head/><body><p>PlayStation 2 0J0�0s PS2 0o00�0�0�0�0�0�0�0�0�0�0�0�0�0�0�0�0�0�0�0�0�0nv{�2UFj0g0Y00S0n0�0�0�0�0�0�0�0�0o00�0�0�0�0�0�0�0�0�0�0�0�0�0�0�0�0�0�0�0�0�0h0oNR��O�0B0�0~0[0�0</p></body></html>�<html><head/><body><p>PlayStation 2 and PS2 are registered trademarks of Sony Interactive Entertainment. This application is not affiliated in any way with Sony Interactive Entertainment.</p></body></html>AboutDialogPCSX2 0k0d0D0fAbout PCSX2AboutDialog 0�0�0�0�0L��0d0K0�0~0[0�: %1File not found: %1AboutDialogGitHub 0�0�0�0�0�GitHub RepositoryAboutDialog
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View DocumentAboutDialog0�0�0�0�0�0�WebsiteAboutDialog0�0�0�0�(&L)&LoginAchievementLoginDialog<strong>0B0j0_0n RetroAchievements 0n0�0�0�0�0�0�0�0�0Lq!R�0k0j0�0~0W0_0</strong>[�~>0�����0Y0�0k0o��h<`�X10�Q�QeR�0Y0�_ʼn�0L0B0�0~0Y00�0�0�0�0�0o PCSX2 0kO�[X0U0�0Z0N�0�0�0k0�0�0�0�0�0�0�0�0Lub0U0�Ou(0U0�0~0Y0�<strong>Your RetroAchievements login token is no longer valid.</strong> You must re-enter your credentials for achievements to be tracked. Your password will not be saved in PCSX2, an access token will be generated and used instead.AchievementLoginDialogr[�~>0n����0Lq!R�0k0j0c0f0D0~0Y0����0Lg	R�0k0j0�0~0g0o00�0�0�0�0W0f0�aTs0L0B0�0~0[0�0

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0h0�0�0�0�0�0�N�N0kQeR�0W0f0O0`0U0D00�0�0�0�0�0o PCSX2 0k0oO�[X0U0�0Z0N�0�0�0k0�0�0�0�0�0�0�0�0Lub0�Ou(0U0�0~0Y0�Please enter user name and password for retroachievements.org below. Your password will not be saved in PCSX2, an access token will be generated and used instead.AchievementLoginDialogn�P�[�N�...Ready...AchievementLoginDialog0�0�0�0�0�0�0�0�0�Reset SystemAchievementLoginDialog.RetroArchievements 0�0�0�0�RetroAchievements LoginAchievementLoginDialog.RetroArchievements 0�0�0�0�Header textRetroAchievements LoginAchievementLoginDialog0�0�0�0�T
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%n secondsAchievementSettingsWidget5 y�	5 secondsAchievementSettingsWidget�<html><head/><body><p align="justify">PCSX2 0o0RetroAchievements 0�[�~>0�0�0�0�0�0�0J0�0s0�0�0�2�Lr�l�0n����u(0kOu(0W0f0D0~0Y0<br>[�~>0�R)u(0Y0�0k0o0<a href="https://retroachievements.org/">retroachievements.org</a> 0g0�0�0�0�0�v{�20��L0c0f0O0`0U0D0</p><p align="justify">0�0�0�N-0k[�~>N��0��hy:0Y0�0k0o0<span style=" font-weight:600;">0�0�0�0�0�0�0�0���0O</span>0�0�0�0�0�0�b�0W0f00�0�0�0�0K0�<span style=" font-weight:600;">[�~></span>0��xb�0W0f0O0`0U0D0</p></body></html>�<html><head/><body><p align="justify">PCSX2 uses RetroAchievements as an achievement database and for tracking progress. To use achievements, please sign up for an account at <a href="https://retroachievements.org/">retroachievements.org</a>.</p><p align="justify">To view the achievement list in-game, press the hotkey for <span style=" font-weight:600;">Open Pause Menu</span> and select <span style=" font-weight:600;">Achievements</span> from the menu.</p></body></html>AchievementSettingsWidget
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[�[�0k0j0�`P0�0L0B0�0~0Y0</b>�Changes how PCSX2 handles rounding while emulating the Emotion Engine's Floating Point Unit (EE FPU). Because the various FPUs in the PS2 are non-compliant with international standards, some games may need different modes to do math correctly. The default value handles the vast majority of games; <b>modifying this setting when a game is not having a visible problem can cause instability.</b>AdvancedSettingsWidget&PCSX2 0L Emotion Engine 0n Vector Unit 0 (EE VU0) 0nN80�Q�t0�0i0n0�0F0kbq0F0K0�Y	f�0W0~0Y0Rg�-[�0gY'SJ0n0�0�0�0k[�_�0W0f0D0~0Y0<b>0�0�0�0kf0�0K0jUO�L0Lq!0D0k0���0�0�0Z�-[�0�Y	f�0Y0�0h0[�[�`'0nUO�L0�0�0�0�0�0�0nvzu0L����0~0�0~0Y0</b>Changes how PCSX2 handles rounding while emulating the Emotion Engine's Vector Unit 0 (EE VU0). The default value handles the vast majority of games; <b>modifying this setting when a game is not having a visible problem will cause stability issues and/or crashes.</b>AdvancedSettingsWidget"PCSX20L Emotion Engine 0n Vector Unit 1 (EE VU1) 0nN80�Q�t0�0i0n0�0F0k�L0F0K0�Y	f�0W0~0Y0Rg�-[�0gY'SJ0n0�0�0�0k[�_�0g0M0~0Y0<b>0�0�0�0kf0�0K0jUO�L0Lq!0D0k0���0�0�0Z�-[�0�Y	f�0Y0�0h0[�[�`'0nUO�L0�0�0�0�0�0�0nvzu0L����0~0�0~0Y0</b>Changes how PCSX2 handles rounding while emulating the Emotion Engine's Vector Unit 1 (EE VU1). The default value handles the vast majority of games; <b>modifying this setting when a game is not having a visible problem will cause stability issues and/or crashes.</b>AdvancedSettingsWidget0�0�0�0�0�Qe0�0�CheckedAdvancedSettingsWidgetChop/Zero (e�[�)Chop/Zero (Default)AdvancedSettingsWidget0�0�0�0�0�0�0�
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[�[�0k0j0�S�`'0L0B0�0~0Y0</b>�Determines how the results of floating-point division are rounded. Some games need specific settings; <b>modifying this setting when a game is not having a visible problem can cause instability.</b>AdvancedSettingsWidget>0�0�0�0�0�0�0�0�W'~.0Y0���0kOu(0Y0�0�0�0�0�0�0�0�c[�0W0~0Y0@Determines the algorithm to be used when compressing savestates.AdvancedSettingsWidgetxDetermines the level to be used when compressing savestates.<Determines the level to be used when compressing savestates.AdvancedSettingsWidget�d{�z�epQ�t0�0�0�Division Rounding ModeAdvancedSettingsWidget,128MB RAM 0�g	R�0k0Y0� (��vzj_)Enable 128MB RAM (Dev Console)AdvancedSettingsWidget0�0�0�0�0�0�g	R�S (ON�)Enable Cache (Slow)AdvancedSettingsWidgetN�c�`'0�0�0�0�g	R�SEnable Compatibility PatchesAdvancedSettingsWidget�ؐ0�0�0�0�0�0�0�0�g	R�SEnable Fast Memory AccessAdvancedSettingsWidget0�0�0�O�kc0�g	R�SEnable Game FixesAdvancedSettingsWidget6VU10nSsfB[��L (Instant VU1) 0�g	R�SEnable Instant VU1AdvancedSettingsWidget0�0�0�0�0�0�0�g	R�SEnable RecompilerAdvancedSettingsWidget0VU0 0�0�0�0�0�0�0�g	R�S (0�0�0�0�0�0�0�)"Enable VU0 Recompiler (Micro Mode)AdvancedSettingsWidgetVU1 0�0�0�0�0�0�0�g	R�SEnable VU1 RecompilerAdvancedSettingsWidget$VU0 0�0�0�0�0�0�0�g	R�0k0W0~0Y0Enables VU0 Recompiler.AdvancedSettingsWidget$VU1 0�0�0�0�0�0�0�g	R�0k0W0~0Y0Enables VU1 Recompiler.AdvancedSettingsWidget*N�`�0�0�0�0k96MB0n0�0�0�0���R�0W0~0Y0<Exposes an additional 96MB of memory to the virtual machine.AdvancedSettingsWidgetFN�c�`'0L��0O0�ؐS0�0W0~0Y0L00�0�0�0�0�0�0LNq0�0�S�`'0L0B0�0~0Y0@Good speedup and high compatibility, may cause graphical errors.AdvancedSettingsWidgetJN��0n0�0�0�0g0oY'^E0j�ؐS0�[�s�0W0N�c�`'0nRoO\u(0L0{0h0�0i0B0�0~0[0�0GHuge speedup for some games, with almost no compatibility side effects.AdvancedSettingsWidgetINTC 0�0�0�iQ�INTC Spin DetectionAdvancedSettingsWidget0�0�0�0�0�0�0�0n0 ��g�u(*Interpreter only, provided for diagnostic.AdvancedSettingsWidgetMediumMediumAdvancedSettingsWidgetFN��0n0�0�0�0g0o0]0S0]0S0n�ؐS0�[�s�0W0RoO\u(0ox���0U0�0f0D0~0[0�0<Moderate speedup for some games, with no known side effects.AdvancedSettingsWidget0�0�0�0�0� (e�[�)Nearest (Default)AdvancedSettingsWidget�^8 (e�[�)Normal (Default)AdvancedSettingsWidgetTLB 0�0�fB0kNfBP\kbPause On TLB MissAdvancedSettingsWidget�TLB 0�0�0nvzu0T0h0kN�`�0�0�0�0�NfBP\kb0U0[0~0Y (�^80oq!��0W0f}��L0U0[0�)0O�Y0Lvzu0W0_T}N�0g0o0j0O00�0�0�0�0n}BN�_�0kNfBP\kb0Y0�0S0h0kl�a0W0f0O0`0U0D0q!R�0j0�0�0�0�0Lvzu0W0_0�0�0�0�0�x���0Y0�0k0o00�0�0�0�0�0�S�qg0W0f0O0`0U0D0Pauses the virtual machine when a TLB miss occurs, instead of ignoring it and continuing. Note that the VM will pause after the end of the block, not on the instruction which caused the exception. Refer to the console to see the address where the invalid access occurred.AdvancedSettingsWidgetx32 0�0�0� MIPS-I j_h���0n x86 0x0n0�0�0�0�Y	c�0� JIT (Just-In-Time) e�_0g�L0D0~0Y0NPerforms just-in-time binary translation of 32-bit MIPS-I machine code to x86.AdvancedSettingsWidgetz64 0�0�0� MIPS-IV j_h���0n x86 0x0n0�0�0�0�Y	c�0� JIT (Just-In-Time) e�_0g�L0D0~0Y0OPerforms just-in-time binary translation of 64-bit MIPS-IV machine code to x86.AdvancedSettingsWidget
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mVU Flag HackAdvancedSettingsWidget hz hzAdvancedSystemSettingsWidget�0S0�0�0n0�0�0�0�0�0�Y	f�0Y0�0h00�0�0�0Lj_��0W0j0O0j0�S�`'0L0B0�0~0Y0�-[�0LY	f�0U0�0f0D0�X4T0PCSX2 0�0�0�0o0�0�0�0�0�c�O�0W0~0[0�0��]�N�0gY	f�0W0f0O0`0U0D0�Changing these options may cause games to become non-functional. Modify at your own risk, the PCSX2 team will not provide support for configurations with these settings changed.AdvancedSystemSettingsWidgetChop/Zero	Chop/ZeroAdvancedSystemSettingsWidgetChop/Zero (e�[�)Chop/Zero (Default)AdvancedSystemSettingsWidget0�0�0�0�0�0�0�:Clamping Mode:AdvancedSystemSettingsWidget$Compression Level:Compression Level:AdvancedSystemSettingsWidget&Compression Method:Compression Method:AdvancedSystemSettingsWidget2Create Save State BackupsCreate Save State BackupsAdvancedSystemSettingsWidgetDeflate64	Deflate64AdvancedSystemSettingsWidget�d{�z�epQ�t0�0�0�:Division Rounding Mode:AdvancedSystemSettingsWidget.EmotionEngine (MIPS-IV)EmotionEngine (MIPS-IV)AdvancedSystemSettingsWidgetg	R�SEnableAdvancedSystemSettingsWidget,128MB RAM 0�g	R�0k0Y0� (��vzj_)Enable 128MB RAM (Dev Console)AdvancedSystemSettingsWidget0�0�0�0�0�0�g	R�S (ON�)Enable Cache (Slow)AdvancedSystemSettingsWidgetN�c�`'0�0�0�0�g	R�SEnable Compatibility PatchesAdvancedSystemSettingsWidget�ؐ0�0�0�0�0�0�0�0�g	R�SEnable Fast Memory AccessAdvancedSystemSettingsWidget0�0�0�O�kc0�g	R�SEnable Game FixesAdvancedSystemSettingsWidget6VU10nSsfB[��L (Instant VU1) 0�g	R�SEnable Instant VU1AdvancedSystemSettingsWidget0�0�0�0�0�0�0�g	R�SEnable RecompilerAdvancedSystemSettingsWidget0VU0 0�0�0�0�0�0�0�g	R�S (0�0�0�0�0�0�0�)"Enable VU0 Recompiler (Micro Mode)AdvancedSystemSettingsWidgetVU1 0�0�0�0�0�0�0�g	R�SEnable VU1 RecompilerAdvancedSystemSettingsWidget
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0�0�0�0�:Slot:AdvancedSystemSettingsWidget�^W'~.UncompressedAdvancedSystemSettingsWidgetVU0 0�0�0�0�0�0�0�:VU0 Clamping Mode:AdvancedSystemSettingsWidgetVU0 0�0�0�0�0�0�0�:VU0 Rounding Mode:AdvancedSystemSettingsWidgetVU1 0�0�0�0�0�0�0�:VU1 Clamping Mode:AdvancedSystemSettingsWidgetVU1 N80�0�0�0�:VU1 Rounding Mode:AdvancedSystemSettingsWidget"Vector Units (VU)Vector Units (VU)AdvancedSystemSettingsWidgetBVery High (Slow, Not Recommended)!Very High (Slow, Not Recommended)AdvancedSystemSettingsWidget_�j_0�0�0�0�iQ�Wait Loop DetectionAdvancedSystemSettingsWidgetZstandard	ZstandardAdvancedSystemSettingsWidgetmVU Flag Hack
mVU Flag HackAdvancedSystemSettingsWidget Analysis OptionsAnalysis OptionsAnalysisOptionsDialogAnalyzeAnalyzeAnalysisOptionsDialog:Changes made here won't be saved. Edit these settings from the global or per-game settings dialogs to have your changes take effect for future analysis runs.�Changes made here won't be saved. Edit these settings from the global or per-game settings dialogs to have your changes take effect for future analysis runs.AnalysisOptionsDialog
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Q�R����:Output Volume:AudioSettingsWidgetnPrevents the emulator from producing any audible sound.7Prevents the emulator from producing any audible sound.AudioSettingsWidgete�0����0�0�0�0�0�Reset Fast Forward VolumeAudioSettingsWidget���0�0�0�0�0�Reset VolumeAudioSettingsWidget"e�0����0�0�0�0�0�0�0kb;0W0~0Y0/Resets fast forward volume back to the default.AudioSettingsWidget2e�0����0�0�0�0�0�0�/}�b0U0�0_�-[�0kb;0W0~0Y0@Resets fast forward volume back to the global/inherited setting.AudioSettingsWidget Q�R����0�0�0�0�0�0�0kb;0W0~0Y0)Resets output volume back to the default.AudioSettingsWidget0Q�R����0�0�0�0�0�0�/}�b0U0�0_�-[�0kb;0W0~0Y0:Resets output volume back to the global/inherited setting.AudioSettingsWidget0�0�0�0�0��-[�Stretch SettingsAudioSettingsWidgetTgSynchronizationAudioSettingsWidgetTg:Synchronization:AudioSettingsWidget0�0�0�0�0�0�0�0�0�0�0�0o00�0�0�0�0�0�0k0�0c0fub0U0�0�0�0�0�0�0�0�0�0�0k�O�0Y0�e�l�0�lz[�0W0~0Y0 Cubeb0o0UO�L0Lvzu0W0_X4T0og\0n0�0�0�0�0�0�0�c�O�0W0~0Y0SDL0�0�0�0�0�0�0��f0W0f00f0O0`0U0D0null0�0�0�0�0�0�0o0Y0y0f0n0�0�0�0�0�0�0�0�Q�R�0�q!R�0k0W0~0Y0�The audio backend determines how frames produced by the emulator are submitted to the host. Cubeb provides the lowest latency, if you encounter issues, try the SDL backend. The null backend disables all host audio output.AudioSettingsWidget�These settings fine-tune the behavior of the FreeSurround-based channel expander.QThese settings fine-tune the behavior of the FreeSurround-based channel expander.AudioSettingsWidget|0S0�0�0n�-[�0o0100%0n�^�Y0g[��L0W0f0D0�0h0M0kSoundTouch0�0�0�0�0�0�0�0�0�0�0�0�0�0�0�0nR�O\0�_���et0W0~0Y0pThese settings fine-tune the behavior of the SoundTouch audio time stretcher when running outside of 100% speed.AudioSettingsWidget0�0�0�0�0�0�0�0� (c�Yh)TimeStretch (Recommended)AudioSettingsWidget0�0�0�0�0�Y0Y	UncheckedAudioSettingsWidgetN
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CubebCubebAudioStreame�[�DefaultAudioStreamq!R� (0�0�0�0�)Disabled (Stereo)AudioStreamNull (Q�R�0j0W)Null (No Output)AudioStream4ch 0�0�0�0�QuadraphonicAudioStream4ch 0�0�0�0� + LFEQuadraphonic with LFEAudioStreamSDLSDLAudioStream0�0�0�0� + LFEStereo with LFEAudioStream1010AudioStretchSettingsDialog2020AudioStretchSettingsDialog3030AudioStretchSettingsDialog�<html><head/><body><p><span style=" font-weight:700;">Audio Stretch Settings</span><br/>These settings fine-tune the behavior of the SoundTouch audio time stretcher when running outside of 100% speed.</p></body></html>�<html><head/><body><p><span style=" font-weight:700;">Audio Stretch Settings</span><br/>These settings fine-tune the behavior of the SoundTouch audio time stretcher when running outside of 100% speed.</p></body></html>AudioStretchSettingsDialog0�0�0�0�0�0�0�0�0�0��-[�Audio Stretch SettingsAudioStretchSettingsDialog0�0�0�0�0�0�0�:Overlap:AudioStretchSettingsDialog0�0�0�0�0�0�0�0�0�0�0�:Seekwindow Size:AudioStretchSettingsDialog0�0�0�0�0�0n�w0U:Sequence Length:AudioStretchSettingsDialog 0�0�0�0�0�0�0�0�0�0�0�0�0�0�Ou(Use Anti-Aliasing FilterAudioStretchSettingsDialog0�0�0�0�0�0�0�0�Ou(
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Binds/ButtonsControllerMacroEditWidget�J0s^E:	Deadzone:ControllerMacroEditWidgetf0S0n0�0�0�0�0�0o0�0�0�0L0�0�0�0�0�0jfB0kaW'_0n0�0�0�0�0i0�0`0Q0nR�0g0�0�0�0�0�0�0Y0�0K0�R6_�0W0~0Y0yFor buttons which are pressure sensitive, this slider controls how much force will be simulated when the macro is active.ControllerMacroEditWidget�;^�	FrequencyControllerMacroEditWidget�;^�: Frequency: ControllerMacroEditWidget0�0�0�0o~p0���0U0�0~0[0�0Macro will not repeat.ControllerMacroEditWidget4%1 0�0�0�0�k�0k0�0�0�0n0�0�0�0�0LR0�f�0�0�0~0Y0*Macro will toggle buttons every %1 frames.ControllerMacroEditWidget60�0�0�0o N 0�0�0�0�0T0h0k0�0�0�0�0LR0�f�0�0�0~0Y0!Macro will toggle every N frames.ControllerMacroEditWidget�-[�0U0�0f0D0~0[0�Not ConfiguredControllerMacroEditWidgetb�0W0fR0�f�0H0�Press To ToggleControllerMacroEditWidgetW'R�PressureControllerMacroEditWidgetP0S0n0�0�0�0gQeR�0U0�0�0�0�0�0��xb�0W0~0Y00Y0y0f0n0�0�0�0LTfB0kg	R�0k0j0�0~0Y0eSelect the buttons which you want to trigger with this macro. All buttons are activated concurrently.ControllerMacroEditWidget�0S0n0�0�0�0nvzR�gaN�0h0j0�0�0�0�0��-[�0W0~0Y0SXN0n0�0�0�0`0Q0g0o0j0O0�ep0n0�0�0�0�}D0T0�0�0S0h0�0g0M0~0Y0�ep0n0�0�0�0�gaN�0h0W0f�-[�0Y0�0k0o0Shift 0�0�0�b�0W0j0L0�]�0�0�0�0�0W0~0Y0�Select the trigger to activate this macro. This can be a single button, or combination of buttons (chord). Shift-click for multiple triggers.ControllerMacroEditWidget
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OM0�0�0�0�0�Q*QH, Bob+Weave 0k�^O<)2Adaptive (Top Field First, Similar to Bob + Weave)GraphicsSettingsWidget�0�0�0�0�0�0�0�0h0�0�0�0�0�0�0�0�0�0nk�s�0Letep0k0j0�0�0F0k0�hy:�W�0k0�0�0�0�0�0���R�0W0~0Y0 N��0n 2D 0�0�0�0g0ou;P�0L��f0k0j0�X4T0L0B0�0~0Y0�Adds padding to the display area to ensure that the ratio between pixels on the host to pixels in the console is an integer number. May result in a sharper image in some 2D games.GraphicsSettingsWidget&f0�0U0���et0W0~0Y050 0Lfn�0g0Y0!Adjusts brightness. 50 is normal.GraphicsSettingsWidget,0�0�0�0�0�0�0���et0W0~0Y050 0Lfn�0g0Y0Adjusts contrast. 50 is normal.GraphicsSettingsWidget$_i^�0���et0W0~0Y050 0Lfn�0g0Y0!Adjusts saturation. 50 is normal.GraphicsSettingsWidget��^�AdvancedGraphicsSettingsWidget��^�0j0�0�0�0�0�Advanced OptionsGraphicsSettingsWidget0�0�0�0�0�0�
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S�qg...	Browse...GraphicsSettingsWidget0�0�0�0�0�0�0�0�0�0�0oe�[�0g��Rv�0jq!R�S0�Q�t0W0~0Y0L0k�_�0j0L0� CPU 0n�{�0k0o�^^80k0�0�0�0L0K0K0�0~0Y0 0S0n0�0�0�0o��Rv�0jq!R�S0�0�0�0�0�0�0n[�Qh0jRJ�d0kn0Mc�0H0f0CPU ���w0���n0W0~0Y0 Snowblind 0�0�0�0�0n0�0�0�0k_yz�0a0~0Y0By default, the texture cache handles partial invalidations. Unfortunately it is very costly to compute CPU wise. This hack replaces the partial invalidation with a complete deletion of the texture to reduce the CPU load. It helps with the Snowblind engine games.GraphicsSettingsWidget$CPU 0�0�0�0�0�0�0�0�0�0�0�0�0�0�CPU Sprite Render SizeGraphicsSettingsWidget&CPU 0�0�0�0�0�0�0�0�0�0�0�0�0�0�:CPU Sprite Render Size:GraphicsSettingsWidget�0�0�0�0�0�0�0�0�0�fB0k0�0�0�0�0�0�0�0�0�0�0�0�0��iu(0Y0�0S0h0g00�0�0�0�0�0nn�0�0K0U0�TN
0U0[0�0S0h0L0g0M0~0Y0O�0H0p00~0v0W0DY*�}0nQI0j0i0L�r_S0W0~0Y0YCan smooth out textures due to be bilinear filtered when upscaling. E.g. Brave sun glare.GraphicsSettingsWidget��X�0�0�0�0�0�0�
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Capture VideoGraphicsSettingsWidget>GS 0�0�0�0nO\bfB0kOu(0U0�0�W'~.0�0�0�0�0�0�0�Y	f�0W0~0Y0>Change the compression algorithm used when creating a GS dump.GraphicsSettingsWidget�0�0�0�0�0�0nQ�R�0�u;�b0k�hy:0Y0�0_0�0kOu(0U0�0�0�0�0�0�0�k�0�Y	f�0W0~0Y0e�[�P$0o��R�jn� (4:3/3:2 0�0�0�0�0�0�0�)0g0_SfB0nQxW�v�0j0�0�0�0g0�0�0�0L0i0n0�0F0k�hy:0U0�0�0K0kT0�0[0f0�0�0�0�0�k�0���R�v�0k��et0W0~0Y0�Changes the aspect ratio used to display the console's output to the screen. The default is Auto Standard (4:3/3:2 Progressive) which automatically adjusts the aspect ratio to match how a game would be shown on a typical TV of the era.GraphicsSettingsWidget>0�0�0�0�0�0�0nN��0K0�0�0�0�0�0�0U0�0�0�0�0�0�ep0�Y	f�0W0~0Y0DChanges the number of pixels cropped from the bottom of the display.GraphicsSettingsWidget>0�0�0�0�0�0�0n]�Pt0K0�0�0�0�0�0�0U0�0�0�0�0�0�ep0�Y	f�0W0~0Y0GChanges the number of pixels cropped from the left side of the display.GraphicsSettingsWidget>0�0�0�0�0�0�0nS�Pt0K0�0�0�0�0�0�0U0�0�0�0�0�0�ep0�Y	f�0W0~0Y0HChanges the number of pixels cropped from the right side of the display.GraphicsSettingsWidget>0�0�0�0�0�0�0nN
��0K0�0�0�0�0�0�0U0�0�0�0�0�0�ep0�Y	f�0W0~0Y0AChanges the number of pixels cropped from the top of the display.GraphicsSettingsWidget�Changes what filtering algorithm is used to map textures to surfaces.<br> Nearest: Makes no attempt to blend colors.<br> Bilinear (Forced): Will blend colors together to remove harsh edges between different colored pixels even if the game told the PS2 not to.<br> Bilinear (PS2): Will apply filtering to all surfaces that a game instructs the PS2 to filter.<br> Bilinear (Forced Excluding Sprites): Will apply filtering to all surfaces, even if the game told the PS2 not to, except sprites.�Changes what filtering algorithm is used to map textures to surfaces.<br> Nearest: Makes no attempt to blend colors.<br> Bilinear (Forced): Will blend colors together to remove harsh edges between different colored pixels even if the game told the PS2 not to.<br> Bilinear (PS2): Will apply filtering to all surfaces that a game instructs the PS2 to filter.<br> Bilinear (Forced Excluding Sprites): Will apply filtering to all surfaces, even if the game told the PS2 not to, except sprites.GraphicsSettingsWidget0�0�0�0�0�Qe0�0�CheckedGraphicsSettingsWidget,0�0�0�0�0�0�0�0n��P�^�0hThl�ep0��xb�0W0~0Y00Chooses the fullscreen resolution and frequency.GraphicsSettingsWidget0�0�0�0�0�:Codec:GraphicsSettingsWidgetV]�0n0�0�0�0�0K0�S�0n0�0�0�0�0~0gc[�0U0�0_0�0�0�0�0�0n��0nc�u;0�[�Qh0k0�0�0�0�0W0~0Y0wCompletely skips drawing surfaces from the surface in the left box up to the surface specified in the box on the right.GraphicsSettingsWidget
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Container:GraphicsSettingsWidget0�0�0�0�0�0�ContrastGraphicsSettingsWidget 0�0�0�0�0�0Ȑi_�W�0�0�0�0�0�0�0�Contrast Adaptive SharpeningGraphicsSettingsWidget"0�0�0�0�0�0Ȑi_�W�0�0�0�0�0�0�0�:Contrast Adaptive Sharpening:GraphicsSettingsWidget0�0�0�0�0�0�:	Contrast:GraphicsSettingsWidget6GS 0�0�0�0�0�0�0�0�0�0�0�0n0�0�0�0�0�0�0�0�|�^�0n0�0�0�0�Y	f�0g0M0~0Y0<br>�-[�0���0O0Y0�0{0i00�0�Y0O0n0�0�0�0�0�0�0�0�0�0�Q�0gkcx�0k0�0�0�0�0�0�0W0~0Y0L00]0nR0�0�0�0��w0���0~0�0~0Y0<br>0j0J0Direct3D 0n0�0�0�0�0�0�0�`'��0o OpenGL/Vulkan 0�0�R�0�0S0h0k0Tl�a0O0`0U0D0Control the accuracy level of the GS blending unit emulation.<br> The higher the setting, the more blending is emulated in the shader accurately, and the higher the speed penalty will be.<br> Do note that Direct3D's blending is reduced in capability compared to OpenGL/Vulkan.GraphicsSettingsWidgetZ0�0�0�0n0�0�0�0�0�0���P�^�0�Y	f�0W0~0Y0�؉�P�^�0k0Y0�0hS�0D GPU 0�0�0�0�0�0� GPU 0g0n0�0�0�0�0�0�0�0k_q��0�N0H0�S�`'0L0B0�0~0Y0<br>�^0�0�0�0�0։�P�^�0k�-[�0W0_0h0M0k0N��0n0�0�0�0k0J0D0f0�0�0�0�0�0�N
0nUO�L0Lvzu0Y0�0J0]0�0L0B0�0~0Y0<br>0�0�0�0�0�0�0�0oN�RM0k0�0�0�0�0�0�0U0�0f0D0�0_0�0FMV 0n��P�^�0oY	f�0U0�0~0[0�0Control the resolution at which games are rendered. High resolutions can impact performance on older or lower-end GPUs.<br>Non-native resolution may cause minor graphical issues in some games.<br>FMV resolution will remain unchanged, as the video files are pre-rendered.GraphicsSettingsWidget�GPU 0nN�0�0�0k CPU N
0n 4 0�0�0�0h 8 0�0�0�0n0�0�0�0�0�0�0�0�0�Y	c�0W0~0Y00�0�0�0�0�0�0�0�0h0�0�0�0�0�0�0n0�0�0�0k_yz�0a0~0Y00�0�0�0�0�0�0�0kY'0M0j_q��0�N0H0~0Y0�Convert 4-bit and 8-bit framebuffer on the CPU instead of the GPU. Helps Harry Potter and Stuntman games. It has a big impact on performance.GraphicsSettingsWidget�0�0�0�0�0�0�0�0�0�fB0n 2D 0�0�0�0�0� 0�0�0�0�0�0n0�0�0�0�0�0�0�O�kc0W0~0Y00�0�0�0�0�0�0j0i0n0�0�0�0n0�0�0�0�0�0�0�0�0�fB0n0�0�0�0�0�0n}�0�O�kc0W0~0W0_0 [Half] 0o0�0�0�0�0�0�0�0�0�u(0[Full] 0o0Y0y0f0n0�0�0�0�0�u(0g0Y0�Corrects the sampling of 2D sprite textures when upscaling. Fixes lines in sprites of games like Ar tonelico when upscaling. Half option is for flat sprites, Full is for all sprites.GraphicsSettingsWidget
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DeinterlacingGraphicsSettingsWidget0�0�0�0�0�0�0���d:Deinterlacing:GraphicsSettingsWidget�Detects when idle frames are being presented in 25/30fps games, and skips presenting those frames. The frame is still rendered, it just means the GPU has more time to complete it (this is NOT frame skipping). Can smooth out frame time fluctuations when the CPU/GPU are near maximum utilization, but makes frame pacing more inconsistent and can increase input lag.kDetects when idle frames are being presented in 25/30fps games, and skips presenting those frames. The frame is still rendered, it just means the GPU has more time to complete it (this is NOT frame skipping). Can smooth out frame time fluctuations when the CPU/GPU are near maximum utilization, but makes frame pacing more inconsistent and can increase input lag.GraphicsSettingsWidget0�0�0�0�0�0�0U0�0_0�0�0�0�0�0n0�0�0�0�0�0�0�u;�b0gOu(0Y0�0�0�0�0�0�0�0���de�l�0�lz[�0W0~0Y0Automatic0g0{0h0�0i0n0�0�0�0okc0W0O0�0�0�0�0�0�0�0���d0g0M0�0o0Z0g0Y0L0v�0k��0H0f0�0�0�0�0�0�0Lc�0�0PX4T0o0R)u(S�0j0�0�0�0�0�0n0D0Z0�0K0��f0W0f0O0`0U0D0�Determines the deinterlacing method to be used on the interlaced screen of the emulated console. Automatic should be able to correctly deinterlace most games, but if you see visibly shaky graphics, try one of the available options.GraphicsSettingsWidgetHCAS0�0�0�0�0�0�0�0�0�0�0k0J0Q0�0�0�0�0�0�0�0�R�g�0n_7^�0�lz[�0W0~0Y0FDetermines the intensity the sharpening effect in CAS post-processing.GraphicsSettingsWidgetj0�0�0�0�0�0�0�0�0�0�O�[X0Y0���P�^�0�c[�0W0~0Y0Q����P�^�0o00�0�0�0�0�0�0�0�r�rr0k0W0f�s}00�O�c0W0~0Y0�Determines the resolution at which screenshots will be saved. Internal resolutions preserve more detail at the cost of file size.GraphicsSettingsWidgetDiagonal FilterDiagonal FilterGraphicsSettingsWidgetDirect3D 11Direct3D 11GraphicsSettingsWidgetDirect3D 12Direct3D 12GraphicsSettingsWidgetm�^�Y	c�0�q!R�SDisable Depth ConversionGraphicsSettingsWidget 0�0�0�0�0�0�0�0�0�0�0�0�0�q!R�SDisable Framebuffer FetchGraphicsSettingsWidget 0�0�0�0�0�0�0�0�0�0�0�0�0�q!R�SDisable Interlace OffsetGraphicsSettingsWidget0Mailbox Presentation0�q!R�SDisable Mailbox PresentationGraphicsSettingsWidget��R0�0�0�q!R�S0nq!R�S#Disable Partial Source InvalidationGraphicsSettingsWidget.0�0�0�0�0�0�0�q!R�S (GS 0�0�0�0�0�Tg))Disable Readbacks (Synchronize GS Thread)GraphicsSettingsWidget0�0�0�0�0�0�O�kc0�q!R�SDisable Render FixesGraphicsSettingsWidget[�Qhj_��0�q!R�SDisable Safe FeaturesGraphicsSettingsWidget0�0�0�0�0�0�0�0�0�0�0�q!R�SDisable Shader CacheGraphicsSettingsWidget�p�0�0�0�0�0�\U��0�q!R�SDisable Vertex Shader ExpandGraphicsSettingsWidget~0�0�0�0�0�0�0�0�0�0�0n0�0�0�0�0�0�0�0n0�0�0�0�0�q!R�0k0W0~0Y00U0~0V0~0jN
QwT0Lu0X0�S�`'0L0B0�00�0�0�0�0k0n0_yz�0a0~0Y0�Disable the support of depth buffers in the texture cache. Will likely create various glitches and is only useful for debugging.GraphicsSettingsWidgetq!R�DisabledGraphicsSettingsWidgetq!R� (e�[�)Disabled (Default)GraphicsSettingsWidgetq!R� (��0�q!��)Disabled (Ignore Transfers)GraphicsSettingsWidgetZ0�0�0�0�0�0�0�0�0�0�0�0�0�q!R�0k0W0~0Y00�0�0�0�0�0�0n0�0�0Q0L��n0U0�0�S�`'0L0B0�0~0Y0IDisables interlacing offset which may reduce blurring in some situations.GraphicsSettingsWidget
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DisallowedGraphicsSettingsWidgetu;�bDisplayGraphicsSettingsWidget.0�0�0�0�0�0�0�0n^sWG0�y:0Y0�0�0�0��hy:0W0~0Y00Displays a graph showing the average frametimes.GraphicsSettingsWidgetRGPU 0n��R�0kO�[X0W0_0�0�0�0�0�0n�^^80k��0D0�0�0�0�0�0�0�0�0�NWep0��hy:0W0~0Y0QDisplays additional, very high upscaling multipliers dependent on GPU capability.GraphicsSettingsWidget<0U0~0V0~0j�-[�0hs�W(0nP$0��hy:0W0~0Y00�0�0�0�0k_yz�0a0~0Y0YDisplays various settings and the current values of those settings, useful for debugging.GraphicsSettingsWidgetT0�0�0�0nkc^80jR�O\0�Y�0R0�S�`'0n0B0��-[�0Lg	R�0k0j0c0f0D0�X4T0k�fTJ0��hy:0W0~0Y0BDisplays warnings when settings are enabled which may break games.GraphicsSettingsWidget0�0�0�0�0�0�	DitheringGraphicsSettingsWidget0�0�0�0�0�0�:
Dithering:GraphicsSettingsWidget�0�0�0�0�0�0�N-0k CPU 0kq!��0jO\im0��L0D0CPU 0Lw��R�0�0�0�0k0j0�0j0D0�0F0k0W0~0Y00�0�0�0�0�0�N-0n0�0�0�0�0�0�0�0oTN
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Dump TexturesGraphicsSettingsWidgetNn0Mc�0HS�0j0�0�0�0�0�0�0�0�0�0�0k0�0�0�0W0~0Y00�0�0�0�0�0�0�0LONN0W0~0Y0<Dumps replaceable textures to disk. Will reduce performance.GraphicsSettingsWidget0�0�0�0�0�0�0�0�0�g	R�SEnable Debug DeviceGraphicsSettingsWidget��R�0n��X�_ep0�g	R�SEnable Extra Audio ArgumentsGraphicsSettingsWidget��R�0nR�u;_ep0�g	R�SEnable Extra Video ArgumentsGraphicsSettingsWidget 0�0�0�0�0�0�0���d0�0�0�0�g	R�SEnable No-Interlacing PatchesGraphicsSettingsWidget0�0�0�0�0�0�0�0�0�0�0�0�g	R�SEnable Widescreen PatchesGraphicsSettingsWidgetg	R� (0Y0y0f0n0�0�0�0�0�0�)Enabled (All Primitives)GraphicsSettingsWidgetg	R� (Q���0�0�0�0�0�0nx���)Enabled (Check Inside Target)GraphicsSettingsWidgetg	R� ([�QhN��)Enabled (Exact Match)GraphicsSettingsWidgetg	R� (0�0�0�0�0�0n0)Enabled (Sprites Only)GraphicsSettingsWidget<0�0�0�0�0�0�0�0�0�0�0n API 0�0�0�0ni�<0�g	R�0k0W0~0Y02Enables API-level validation of graphics commands.GraphicsSettingsWidget>FidelityFX 0�0�0�0�0�0Ȑi_�0�0�0�0�0�g	R�0k0W0~0Y00Enables FidelityFX Contrast Adaptive Sharpening.GraphicsSettingsWidget�PCRTC 0�0�0�0�0�0�g	R�0k0W0f0�0�0�0n0�0�0�0�0�0k_�0X0fu;�b0��Mn0W0~0Y0WipEout Fusion 0j0i0N��0�0�0�0nu;�bc�0�0�0�0�0�0�0kR�g�v�0g0Y0L0u;P�0L0|0�0Q0�S�`'0L0B0�0~0Y0�Enables PCRTC Offsets which position the screen as the game requests. Useful for some games such as WipEout Fusion for its screen shake effect, but can make the picture blurry.GraphicsSettingsWidgetr0�0�0�0�0�0�0�0�0�0�0�0�0�g	R�0k0W0~0Y0u;�b0k�hy:0U0�0f0D0�u;P�QhOS0�n�0�0K0k0W0f00�0�0�0땓0nOMn0�O�kc0W0~0Y0�Enables bilinear post processing filter. Smooths the overall picture as it is displayed on the screen. Corrects positioning between pixels.GraphicsSettingsWidget~Q���0n0�0�2kb0�0�0�0�g	R�0k0W0~0Y0[���0n PS2 0n0�0�0�0�0�0�0k_�[�0g0o0j0O0j0�0~0Y0L0Y0O0n0�0�0�0gk�P�0L��n0U0�0~0Y0oEnables internal Anti-Blur hacks. Less accurate to PS2 rendering but will make a lot of games look less blurry.GraphicsSettingsWidgetP0�0�0�0�0�0�0�0�0�g	R�0k0W0~0Y0N��0n0�0�0�0g0o0kc0W0Oc�u;0Y0�0_0�0k_ʼn�0g0Y0AEnables mipmapping, which some games require to render correctly.GraphicsSettingsWidget�Enables mipmapping, which some games require to render correctly. Mipmapping uses progressively lower resolution variants of textures at progressively further distances to reduce processing load and avoid visual artifacts.�Enables mipmapping, which some games require to render correctly. Mipmapping uses progressively lower resolution variants of textures at progressively further distances to reduce processing load and avoid visual artifacts.GraphicsSettingsWidgetb_i^�00�0�0�0�0�0�0f0�0U0n��et0�g	R�0k0W0~0Y0f0�0U0_i^�00�0�0�0�0�0�0ne�[�P$0o 50 0g0Y0~Enables saturation, contrast, and brightness to be adjusted. Values of brightness, saturation, and contrast are at default 50.GraphicsSettingsWidgetfu;�b0n0�0�0�0�0�0�0���0H0�c�u;0��L0F0�0�0�0g00�0�0�0�0�0�0�0�W�0��hy:0Y0�0�0�0�0�0�0�g	R�0k0W0~0Y0gEnables the option to show the overscan area on games which draw more than the safe area of the screen.GraphicsSettingsWidget�0S0n0�0�0�0�0�0o0��RՊ-[�0�q!R�S0W00�0�0�0n0�0�0�0�0�0�0�0�0�0�0�0�0�0�0�O�kc0�Y	f�0g0M0�0�0F0k0W0~0Y0��RՊ-[�0�Q�^�g	R�0k0Y0�0k0o00S0n0�0�0�0�0�0n0�0�0�0�0�Y0W0f0O0`0U0D0�Enabling this option gives you the ability to change the renderer and upscaling fixes to your games. However IF you have ENABLED this, you WILL DISABLE AUTOMATIC SETTINGS and you can re-enable automatic settings by unchecking this option.GraphicsSettingsWidget0�0�0�0�0�W�0�c�[�Estimate Texture RegionGraphicsSettingsWidgetb�_50�0�0�0�0�0�0�0�0�NWepExtended Upscaling MultipliersGraphicsSettingsWidget
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0�0�0�0�0�FiltersGraphicsSettingsWidget(0�0�0�0�0� / 0�0�0�0�0�0�0�0kT0�0[0�Fit to Window / FullscreenGraphicsSettingsWidgetv0�0�0�0�0�0�0�0�0�Db�00�0�0�0�0�0�0�0�0j0i00�0�0�0n0�0�0�0k0J0Q0�0�0�0�0�0�0�0�0�0�0nUO�L (~&}�) 0�O�kc0W0~0Y0gFixes issues with upscaling (vertical lines) in Namco games like Ace Combat, Tekken, Soul Calibur, etc.GraphicsSettingsWidget�0�0�0�0�0�0�0�fB0k0�0�0�0�0�0�0�0�0�0�Q�0n0Y0y0f0n0�0�0�0�0�0�0�0�0�0�0�0�0�0k0�0�0�0�0�0W0~0Y0r�aK0�O�[X0W0_0�0�0�0�0�0�0�R0�f�0H0_0�0Y0�0h0M0k0�0�0�0�0�0LY10�0�0�0n0��20P0S0h0L0g0M0~0Y0L00�0�0�0�0�0�0nx4d
0�_0M�w0S0YS�`'0�0B0�0~0Y0�Flushes all targets in the texture cache back to local memory when shutting down. Can prevent lost visuals when saving state or switching renderers, but can also cause graphical corruption.GraphicsSettingsWidget32bit0�_7R6Force 32bitGraphicsSettingsWidget}�_b�ܕ�0�_7R6Force BilinearGraphicsSettingsWidget_7R6v�0kq!R�Force DisabledGraphicsSettingsWidget_7R6v�0kg	R�
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Force NearestGraphicsSettingsWidget�0�0�0�0�0�0�0�0�0LQeR�0�0�0�0�0�0g0�0B0�X4T0k00�0�0�0�0�0�0�0�0�0�0�0�_7R6v�0k�L0D0~0Y00S0�0k0�0�0Jak0�0�0�0�0n_q0�GTA:SA0ne>\r�0nQI0n0�0F0jQ�tR�g�0LO�kc0U0�0~0Y0�Force a primitive flush when a framebuffer is also an input texture. Fixes some processing effects such as the shadows in the Jak series and radiosity in GTA:SA.GraphicsSettingsWidgetH0�0�0�0� 0�0�0�0�0�c�u;0�_7R6v�0k0�0�0�0�0։�P�^�0g0�0�0�0�0�0�0W0~0Y0;Force palette texture draws to render at native resolution.GraphicsSettingsWidget�Mailbox presentation0g0o0j0OFIFO0�_7R6v�0kOu(0W0~0Y0O�0H0p00�0�0�0�0�0�0�0�0�0�0�0g0o0j0O0�0�0�0�0�0�0�0�0�0�0g0Y0�^800�0�0�0�0�0�0�0L`�S0W0~0Y0�Forces the use of FIFO over Mailbox presentation, i.e. double buffering instead of triple buffering. Usually results in worse frame pacing.GraphicsSettingsWidget0�0�0�0�0�0�:Format:GraphicsSettingsWidget0�0�0�0�0�0�0�0�Y	c�Framebuffer ConversionGraphicsSettingsWidget0�0�FullGraphicsSettingsWidget0�0� (0�0�0�0�0�0�0�0�0�)Full (Hash Cache)GraphicsSettingsWidget0�0� (ON�)Full (Slow)GraphicsSettingsWidget0�0�0�0�0�0�0�0�0�0�Fullscreen ModeGraphicsSettingsWidget0�0�0�0�0�0�0�0�0�0�:Fullscreen Mode:GraphicsSettingsWidgetGPU 0�0�0�0�Y	c�GPU Palette ConversionGraphicsSettingsWidgetGPU 0�0�0�0�0� CLUTGPU Target CLUTGraphicsSettingsWidgetGPU0�0�0�0�0�CLUT:GPU Target CLUT:GraphicsSettingsWidgetGS 0�0�0�0�0�0�0�0�0�GS Download ModeGraphicsSettingsWidgetGS 0�0�0�W'~._b_GS Dump CompressionGraphicsSettingsWidgetGS 0�0�0�W'~._b_:GS Dump Compression:GraphicsSettingsWidget0�0�0�HalfGraphicsSettingsWidget0�0�0�0�0�0�0�0�0�0�0�0�Half Pixel OffsetGraphicsSettingsWidget0�0�0�0�0�0�0�0�0�0�0�0�:Half Pixel Offset:GraphicsSettingsWidget 0�0�0�0�0�0�0�0�0�0�0�0�0�0�0�:Hardware Download Mode:GraphicsSettingsWidget0�0�0�0�0�0�O�kcHardware FixesGraphicsSettingsWidget��HighGraphicsSettingsWidget40�0�0�0�0�0�0�0�0�0Y0���0k00�0�0�0�0�0�0�T+0�0~0Y0'Includes mipmaps when dumping textures.GraphicsSettingsWidgetQ���0�0�0�0�0�
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Load TexturesGraphicsSettingsWidgetXnc�0Lg	R�0n��0n0�0�0d0M0���n0Y0�0_0�00�0�0�0�0�0�0�0�0gnc�0�0�0�0�0�0���0��00~0Y0cLoads replacement textures on a worker thread, reducing microstutter when replacements are enabled.GraphicsSettingsWidget:0�0�0�0�0Lc�O�0W0_R)u(S�0jN�f�0�0�0�0�0�0���0��00~0Y0=Loads replacement textures where available and user-provided.GraphicsSettingsWidgetLottes CRT
Lottes CRTGraphicsSettingsWidgetlGS |�^�0�N0R0f0�0�0�0�0�0�0�fB0n0�0�0�0땓0n0�0�0�0�0��20N0~0Y00�0�0�0�0�0�0�0�0n0�0�0�0�0�O�kc0W0~0Y0gLowers the GS precision to avoid gaps between pixels when upscaling. Fixes the text on Wild Arms games.GraphicsSettingsWidget&0�0�0�0�0�0�0�0�0�0�0�0nbKRՊ-[�0���0OManual Hardware Renderer FixesGraphicsSettingsWidgetgY' (�^^80kON�)Maximum (Very Slow)GraphicsSettingsWidgetN-MediumGraphicsSettingsWidget0�0�0�0�0�0�}qTMerge SpriteGraphicsSettingsWidget0�0�0�0�0�0�}PT
Merge TargetsGraphicsSettingsWidget
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MipmappingGraphicsSettingsWidgetNative (10:7)
Native (10:7)GraphicsSettingsWidget 0�0�0�0�0� (PS2) (e�[�)Native (PS2) (Default)GraphicsSettingsWidget0�0�0�0�0�0�0�0�0�0�0�Native ScalingGraphicsSettingsWidget
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Off (None)GraphicsSettingsWidgettST/UV 0�0�0�0�0�^�j0n0�0�0�0�0�0YGY�0j0�0�0�0�0�0nUO�L0LO�kc0U0�0_�Q�t0netR0�O�kc0U0�0�S�`'0L0B0�0~0Y0yOffset for the ST/UV texture coordinates. Fixes some odd texture issues and might fix some post processing alignment too.GraphicsSettingsWidget0�0�0�0�0�0�0�0�0�0�0�0�0�On-Screen DisplayGraphicsSettingsWidget
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0�0�0�0�0�OptionsGraphicsSettingsWidget"0�0�0�0�0�0�0�0�0�0�0�0�0�0�0�0�:Override Texture Barriers:GraphicsSettingsWidget�c�N�v�0�0�0�0�0�0�0�00~0_0o0�0�0�0�0�0�0�0�0�/0�0�0�0�0�0�0�0�g	R�0k0Y0�0�0�0�0�0�0n0�0�0�0�0�0�0�0�0�0�N
f�0M0W0~0Y0<br>c�N�v�0�0�0�0�0�0�0�0�y�kb0Y0�0h00�0�0�0nR0�f�0H0�0�0�0�0�0�0�0L0�0�0�0�0�0�0k0j0�S�`'0L0B0�0~0Y0L0QeR��E^�0LX�R�0W0~0Y0�Overrides the driver's heuristics for enabling exclusive fullscreen, or direct flip/scanout.<br>Disallowing exclusive fullscreen may enable smoother task switching and overlays, but increase input latency.GraphicsSettingsWidget(Overrides the full-motion video (FMV) aspect ratio. If disabled, the FMV Aspect Ratio will match the same value as the general Aspect Ratio setting.�Overrides the full-motion video (FMV) aspect ratio. If disabled, the FMV Aspect Ratio will match the same value as the general Aspect Ratio setting.GraphicsSettingsWidgetLPCSX2 0o00S0n0�0�0�0�0�0�0�0�0�0�0�0�0n0�0�0�0h��0��00kOu(0W0~0Y0BPCSX2 will dump and load texture replacements from this directory.GraphicsSettingsWidgetPNGPNGGraphicsSettingsWidget��xb�0W0_0�0�0�0�0�0�0�0�0�0�0kn!0U0�0�0�0�0�0�0�0g0Y0<br><b>0�0�0hP$0n��0k0o '='020d0n0�0�0n��0k0o ':' 0�Ou(0Y0�_ʼn�0L0B0�0~0Y0</b><br>O�: "compression_level = 4 : joint_stereo = 1"�Parameters passed to the selected audio codec.<br><b>You must use '=' to separate key from value and ':' to separate two pairs from each other.</b><br>For example: "compression_level = 4 : joint_stereo = 1"GraphicsSettingsWidgetڐxb�0W0_0�0�0�0�0�0�0�0�0kn!0U0�0�0�0�0�0�0�0g0Y0<br><b>0�0�0hP$0n��0k0o '='020d0n0�0�0n��0k0o ':' 0�Ou(0W0f0O0`0U0D0</b><br>O�:"crf = 21 : preset = veryfast"�Parameters passed to the selected video codec.<br><b>You must use '=' to separate key from value and ':' to separate two pairs from each other.</b><br>For example: "crf = 21 : preset = veryfast"GraphicsSettingsWidget��Rv�PartialGraphicsSettingsWidget0�0�0�0�0�0�0�Post-ProcessingGraphicsSettingsWidget0�0�0�0�0�0�N�RM0k0�0�0�0�0�Precache TexturesGraphicsSettingsWidget0�0�0�0�0�0�0�0nN�RM��0��0Preload Frame DataGraphicsSettingsWidget^0Y0y0f0nnc�0�0�0�0�0�0�0�0�0�0kQH��00W0~0Y0�^Tg0�0�0�0�Ou(0W0f0D0�X4T00S0�0oN
��0g0Y0UPreloads all replacement textures to memory. Not necessary with asynchronous loading.GraphicsSettingsWidgetT���:Quality:GraphicsSettingsWidget ��0X0�0h0M0k0�0�0�0�0�0���0��0�Read Targets When ClosingGraphicsSettingsWidget�2u;	RecordingGraphicsSettingsWidget�Reduces banding between colors and improves the perceived color depth.<br> Off: Disables any dithering.<br> Scaled: Upscaling-aware / Highest dithering effect.<br> Unscaled: Native Dithering / Lowest dithering effect does not increase size of squares when upscaling.<br> Force 32bit: Treat all draws as if they were 32bit to avoid banding and dithering.aReduces banding between colors and improves the perceived color depth.<br> Off: Disables any dithering.<br> Scaled: Upscaling-aware / Highest dithering effect.<br> Unscaled: Native Dithering / Lowest dithering effect does not increase size of squares when upscaling.<br> Force 32bit: Treat all draws as if they were 32bit to avoid banding and dithering.GraphicsSettingsWidgetReduces blurriness of large textures applied to small, steeply angled surfaces by sampling colors from the two nearest Mipmaps. Requires Mipmapping to be 'on'.<br> Off: Disables the feature.<br> Trilinear (PS2): Applies Trilinear filtering to all surfaces that a game instructs the PS2 to.<br> Trilinear (Forced): Applies Trilinear filtering to all surfaces, even if the game told the PS2 not to.�Reduces blurriness of large textures applied to small, steeply angled surfaces by sampling colors from the two nearest Mipmaps. Requires Mipmapping to be 'on'.<br> Off: Disables the feature.<br> Trilinear (PS2): Applies Trilinear filtering to all surfaces that a game instructs the PS2 to.<br> Trilinear (Forced): Applies Trilinear filtering to all surfaces, even if the game told the PS2 not to.GraphicsSettingsWidget6iuz�0j���Ή�0g0n0�0�0�0�0�0�0�0�0�0�0�0�0�ONn0W0~0Y03Reduces texture aliasing at extreme viewing angles.GraphicsSettingsWidget"0�0�0�0�0U0�0f0D0j0D�-[�0�RJ�d0Y0�Remove Unsupported SettingsGraphicsSettingsWidget0�0�0�0�0�:	Renderer:GraphicsSettingsWidget0�0�0�0�0�0�	RenderingGraphicsSettingsWidget�0�0�0�0�0�0�0�0�0�0�0n�ep0n0�0�0�0�0�0�0�0�0�0�0�0�0�0�SXN0nY*0D0�0�0�0�0�0kn0Mc�0H0~0Y00S0�0k0�0�00U0~0V0~0j0�0�0�0�0�0�0�0�0�0�0�0�0Ln\0W0~0Y0lReplaces post-processing multiple paving sprites by a single fat sprite. It reduces various upscaling lines.GraphicsSettingsWidget0�0�0�0�ResetGraphicsSettingsWidget��P�^�:Resolution:GraphicsSettingsWidgetS�RightGraphicsSettingsWidgetRight (Default)Right (Default)GraphicsSettingsWidgetS�:Right:GraphicsSettingsWidget0�0�0�0�0�0�0�0�0�Round SpriteGraphicsSettingsWidget0�0�0�0�0�0�0�0�0�:
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SaturationGraphicsSettingsWidget_i^�:Saturation:GraphicsSettingsWidget0�0�0�0�ScaledGraphicsSettingsWidgetFOSD 0n0�0�0�0� 50% �^ 500% 0n{�V�0gN�a0kY	f�0g0M0~0Y05Scales the size of the onscreen OSD from 50% to 500%.GraphicsSettingsWidgetScanline FilterScanline FilterGraphicsSettingsWidget0�0�0�0�0�0�0�0�0�0�Screen OffsetsGraphicsSettingsWidget
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0L0�0PNG 0nX4T0o0�0�0�0�0�0�0�0L\0U0O0j0�0~0Y0�Selects the quality at which screenshots will be compressed. Higher values preserve more detail for JPEG, and reduce file size for PNG.GraphicsSettingsWidget�R�u;0kOu(0Y0�0�0�0�0�0�0�0�0�0�0�0��xb�0W0f0O0`0U0D0<b><b>0�0O0�0K0�0j0DQ�0o0Rg�-[�0n0~0~0k0W0f0J0O0S0h0�c�Yh0W0~0Y0<b><b>]Selects which Audio Codec to be used for Video Capture. <b>If unsure, leave it on default.<b>GraphicsSettingsWidget|0�0�0�0�0�0�0�0�0kOu(0Y0�0�0�0�0�0�0�0�0�0��xb�0W0~0Y0<b>R0K0�0j0DX4T0o00�0�0�0�0�0n0~0~0k0W0f0J0D0f0O0`0U0D0<b>]Selects which Video Codec to be used for Video Capture. <b>If unsure, leave it on default.<b>GraphicsSettingsWidgetvSelects which Video Format to be used for Video Capture. If by chance the codec does not support the format, the first format available will be used. <b>If unsure, leave it on default.<b>�Selects which Video Format to be used for Video Capture. If by chance the codec does not support the format, the first format available will be used. <b>If unsure, leave it on default.<b>GraphicsSettingsWidget,Ou(0Y0�0�0�0�0�0�0�0�0�0�0�0�0��-[�0W0~0Y0"Sets the audio bitrate to be used.GraphicsSettingsWidget��2u;0kOu(0Y0�0�0�0�0�0�0�0��-[�0g0M0~0Y00�0�0�0�0�0�0�Y'0M0O0Y0�0pR�u;0nT���0o��0O0j0�0~0Y0L0N�Q0h0W0f0�0�0�0�0�0�0�0LY'0M0O0j0�0~0Y0�Sets the video bitrate to be used. Larger bitrate generally yields better video quality at the cost of larger resulting file size.GraphicsSettingsWidget0�0�0�0�0�0�0�0�0�Shade BoostGraphicsSettingsWidget0�0�0�0�0n0 (Q����P�^�)"Sharpen Only (Internal Resolution)GraphicsSettingsWidget,0�0�0�0�0h0�0�0�Y	f� (0�0�0�0�0�0���P�^�)'Sharpen and Resize (Display Resolution)GraphicsSettingsWidget$0�0�0�0�0�0�0�/0�0�0�0�0�0�0�0�0�0�Sharpening/Anti-AliasingGraphicsSettingsWidget0�0�0�0�0�0�	SharpnessGraphicsSettingsWidget0�0�0�0�0�0�:
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Show SettingsGraphicsSettingsWidget[��L�^�0�0�0�0�0�0��hy:Show Speed PercentagesGraphicsSettingsWidget}q�`�X10��hy:Show StatisticsGraphicsSettingsWidgetShow VPSShow VPSGraphicsSettingsWidget2Show Video Capture StatusShow Video Capture StatusGraphicsSettingsWidgetnNfBP\kb00�0�0�0e�0�00�0�0�0�0�0�0�0�0j0i0n0�0�0�0�0�0�0�0�r�aK0nOSD0�0�0�0�0�0�0�0�0�0�0��hy:0W0~0Y0eShows OSD icon indicators for emulation states such as Pausing, Turbo, Fast-Forward, and Slow-Motion.GraphicsSettingsWidget�Shows a variety of on-screen performance data points as selected by the user.MShows a variety of on-screen performance data points as selected by the user.GraphicsSettingsWidgetHQ���0n0�0�0�0�0�0�Ou(s�0n0�0�0�0�0�0��hy:0W0~0Y00�0�0�0�0k_yz�0a0~0Y0HShows counters for internal graphical utilization, useful for debugging.GraphicsSettingsWidget&0�0�0�0n CPU Ou(s�0��hy:0W0~0Y0Shows host's CPU utilization.GraphicsSettingsWidget&0�0�0� GPU 0nOu(s�0��hy:0W0~0Y0Shows host's GPU utilization.GraphicsSettingsWidgetj0�0�0�0�0�0�0�/0�0�0�00�0�0�0�0�0�0�0�0�0j0i0n0�0�0�0�0Lvzu0W0_0h0M0k0OSD 0�0�0�0�0�0��hy:0W0~0Y0zShows on-screen-display messages when events occur such as save states being created/loaded, screenshots being taken, etc.GraphicsSettingsWidget�Shows the current PCSX2 version on the top-right corner of the display.GShows the current PCSX2 version on the top-right corner of the display.GraphicsSettingsWidget:s�W(0n0�0�0�0�0�0�0�r�aK0�0�0�0�0�0�0�0n]�N0k�hy:0W0~0Y0ZShows the current controller state of the system in the bottom-left corner of the display.GraphicsSettingsWidgetN0�0�0�0�0�0�0nS�N
��0ks�W(0n0�0�0�0�0�0�0�0�^�0�0�0�0�0�0�0�0�0g�hy:0W0~0Y0gShows the current emulation speed of the system in the top-right corner of the display as a percentage.GraphicsSettingsWidgetrShows the current system hardware information on the OSD.9Shows the current system hardware information on the OSD.GraphicsSettingsWidgetdShows the currently active input recording status.2Shows the currently active input recording status.GraphicsSettingsWidget`Shows the currently active video capture status.0Shows the currently active video capture status.GraphicsSettingsWidget>0�0�0�0�0�0�0nS�N
��0k0�0�0�0nQ���0�0�0�0�0�0�0�0��hy:0W0~0Y0QShows the internal frame rate of the game in the top-right corner of the display.GraphicsSettingsWidget20�0�0�0�0�0�0nS�N
��0k0�0�0�0n��P�^�0��hy:0W0~0Y0HShows the resolution of the game in the top-right corner of the display.GraphicsSettingsWidget�Shows the vsync rate of the emulator in the top-right corner of the display.LShows the vsync rate of the emulator in the top-right corner of the display.GraphicsSettingsWidgetSkipdraw {�V�:Skip Draw Range:GraphicsSettingsWidget �͉0W0_0�0�0�0�0n�hy:0�0�0�0�0� Skip Presenting Duplicate FramesGraphicsSettingsWidget Skipdraw {�V�0n}BN�OMnSkipdraw Range EndGraphicsSettingsWidget Skipdraw {�V�0n��Y�OMnSkipdraw Range StartGraphicsSettingsWidget GS 0�0�0�0�0�0�0n0_0�0n GS 0�0�0�0�0h0�0�0� GPU 0h0nTg0�0�0�0�0�0W0~0Y00S0�0k0�0�0ON�0n0�0�0�0�0gY'^E0j�^�TN
0L����0�0~0Y0L0Y0O0n0�0�0�0�0�0�R�g�0LX�0�0�S�`'0L0B0�0~0Y00�0�0�0LX�0�0f0D0f0S0n0�0�0�0�0�0�g	R�0k0W0f0D0_X4T0o00~0Z0S0n0�0�0�0�0�0�q!R�0k0W0f0O0`0U0D0�Skips synchronizing with the GS thread and host GPU for GS downloads. Can result in a large speed boost on slower systems, at the cost of many broken graphical effects. If games are broken and you have this option enabled, please disable it first.GraphicsSettingsWidget0�0�0�0�0�0�SoftwareGraphicsSettingsWidget$0�0�0�0�0�0� CLUT 0�0�0�0�0�0�Software CLUT RenderGraphicsSettingsWidget&0�0�0�0�0�0� CLUT 0�0�0�0�0�0�:Software CLUT Render:GraphicsSettingsWidget 0�0�0�0�0�0�0�0�0�0�0�0�0�0�0�0�Software Rendering ThreadsGraphicsSettingsWidget"0�0�0�0�0�0�0�0�0�0�0�0�0�0�0�0�:Software Rendering Threads:GraphicsSettingsWidget"ryk� (0�0�0�0�0�-0�0�0�0�0�0�)Special (Texture - Aggressive)GraphicsSettingsWidgetryk� (0�0�0�0�0�)Special (Texture)GraphicsSettingsWidget&0�0�0�0�0�0�N-0k CPU 0�Vގ�0U0[0�Spin CPU During ReadbacksGraphicsSettingsWidget&0�0�0�0�0�0�N-0k GPU 0�Vގ�0U0[0�Spin GPU During ReadbacksGraphicsSettingsWidget0�0�0�0�0�0n0Sprites OnlyGraphicsSettingsWidget0�0�0�0�0�/0�0�0�0�0�0�0�Sprites/TrianglesGraphicsSettingsWidgetjn� (4:3)Standard (4:3)GraphicsSettingsWidgetn0�0�0�0�0�0�0nW�v�e�T0n0�0�0�0�0�0�0�0�O80p0Y(&lt; 100%) 0~0_0oW'~.0Y0�(&gt; 100%) 0TStretches (&lt; 100%) or squashes (&gt; 100%) the vertical component of the display.GraphicsSettingsWidget�0�0�0�0�0�0�N-0k GPU 0kq!��0jO\im0��O�0W0f0GPU 0Lw��R�0�0�0�0k0j0�0j0D0�0F0k0W0~0Y00�0�0�0�0�0�N-0n0�0�0�0�0�0�0�0oTN
0W0~0Y0L0m�����R�0LY'^E0kX�R�0W0~0Y0�Submits useless work to the GPU during readbacks to prevent it from going into powersave modes. May improve performance during readbacks but with a significant increase in power usage.GraphicsSettingsWidgetTV 0�0�0�0�0�	TV ShaderGraphicsSettingsWidgetTV 0�0�0�0�0�:
TV Shader:GraphicsSettingsWidget0�0�0�0�0�0�0�0�0�0�0�0�Texture FilteringGraphicsSettingsWidget0�0�0�0�0�0�0�0�0�0�0�0�:Texture Filtering:GraphicsSettingsWidget0�0�0�0�0�0� 0�0�0�0�0� RTTexture Inside RTGraphicsSettingsWidget 0�0�0�0�0�0� 0�0�0�0�0� RT:Texture Inside RT:GraphicsSettingsWidget0�0�0�0�0�0�0�0�0�0� XTexture Offsets XGraphicsSettingsWidget0�0�0�0�0�0�0�0�0�0� YTexture Offsets YGraphicsSettingsWidget0�0�0�0�0�0�0�0�0�0�:Texture Offsets:GraphicsSettingsWidget0�0�0�0�0�0nN�RM��0��0Texture PreloadingGraphicsSettingsWidget0�0�0�0�0�0n0�0�0�0�0�:Texture Preloading:GraphicsSettingsWidget0�0�0�0�0�nc�Texture ReplacementGraphicsSettingsWidget@CPU0�0�0�0�0�0�0�0�0�0�0gg	R�0k0j0�0�0�0�0�0�0�0�0�^E0nN
�P0WThe maximum target memory width that will allow the CPU Sprite Renderer to activate on.GraphicsSettingsWidget>0S0n0�0�0�0�0�0o00�0�0�V�g	0n0�0�0�0�0�0�O�kc0�q!R�0k0W0~0Y00This option disables game-specific render fixes.GraphicsSettingsWidget0S0n0�0�0�0�0�0o�ep0n0�0�0�j_��0�q!R�0k0W0~0Y0|�[�0jUnscale Point0hLine0�0�0�0�0�0�0�q!R�0k0W0~0Y00S0�0o0�0�0�0�0�0k_yz�0a0~0Y0CPU0g�L0�0�0�kcx�0jGS0�0�0�0�0�0�0�q!R�0k0W0GPU0k0]0�0�Q�t0U0[0~0Y00S0�0o0�0�0�0�0�0�0�0�0k_yz�0a0~0Y0�This option disables multiple safe features. Disables accurate Unscale Point and Line rendering which can help Xenosaga games. Disables accurate GS Memory Clearing to be done on the CPU, and let the GPU handle it, which can help Kingdom Hearts games.GraphicsSettingsWidgetN
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0W0~0Y0L0N��0n�xb���0o�E0O0j0�S�`'0L0B0�0~0Y0�Uploads entire textures at once instead of small pieces, avoiding redundant uploads when possible. Improves performance in most games, but can make a small selection slower.GraphicsSettingsWidget0�0�0�0�0�0�0�0�0�O�kcUpscaling FixesGraphicsSettingsWidget&Blit Swap Chain 0�Ou(Use Blit Swap ChainGraphicsSettingsWidget0�0�0�0�0�0�0�0�0�Ou(0Y0�Use Debug DeviceGraphicsSettingsWidget0�0�0�0�0�-[�0�Ou( [%1]Use Global Setting [%1]GraphicsSettingsWidgetDirect3D 11 0�0�0�0�0�0�Ou(0Y0���00�0�0�0� 0�0�0�0�0�0�0�0�0�0�0�0�0g0o0j0O0blit 0�0�0�0�0�0�0�0�0�0�0�0�0�Ou(0W0~0Y0�^80o0�0�0�0�0�0�0�0LONN0W0~0Y0L00�0�0�0�0�0�0�0�0�0�0�0�0�0�0�0�00�0�0�0�0n0�0�0�0�0�0�0�N
�P0n��d0k_ʼn�0jX4T0L0B0�0~0Y0�Uses a blit presentation model instead of flipping when using the Direct3D 11 renderer. This usually results in slower performance, but may be required for some streaming applications, or to uncap framerates on some systems.GraphicsSettingsWidgetW�v�e�T0nb�~.Vertical StretchGraphicsSettingsWidgetW�v�e�T0nb�~.:Vertical Stretch:GraphicsSettingsWidgetR�u;0�0�0�0�0�0�
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D-Pad UpInputRecordingViewer}��EditInputRecordingViewer(0�0�0�0� "%1" 0���0Q0~0[0�0g0W0_0Failed to open file: %1InputRecordingViewer0�0�0�0�FileInputRecordingViewer"QeR���20�0�0�0� (*.p2m2)Input Recording Files (*.p2m2)InputRecordingViewerQeR���20�0�0�0�0�Input Recording ViewerInputRecordingViewerL1L1InputRecordingViewerL2L2InputRecordingViewerL3L3InputRecordingViewer]�0�0�0�0�0�Left AnalogInputRecordingViewer��0OOpenInputRecordingViewer�2u;0���Y�0g0M0~0[0�0g0W0_Opening Recording FailedInputRecordingViewerR1R1InputRecordingViewerR2R2InputRecordingViewerR3R3InputRecordingViewerS�0�0�0�0�0�Right AnalogInputRecordingViewer0�0�0�0�SelectInputRecordingViewer%�SquareInputRecordingViewer0�0�0�0�StartInputRecordingViewer%�TriangleInputRecordingViewer�hy:ViewInputRecordingViewer0�0�0�ErrorInputVibrationBindingWidget0c/R�0�0�0�0�c0d0�0�0�0�0oiQ�0U0�0~0[0�0g0W0_0/No devices with vibration motors were detected.InputVibrationBindingWidget(%1 0nc/R�0�0�0�0�0��xb�0W0f0O0`0U0D0Select vibration motor for %1.InputVibrationBindingWidget%1 (%2)%1 (%2)InterfaceSettingsWidget\0�0�0�0�0�0�0�0�0�0�0�0�0�0�0�0�0Y0�0S0h0g00�0�0�0�0�0�0�0�0�0�0nR0�f�0H0LS�0k0j0�0~0Y0RAllows switching in and out of fullscreen mode by double-clicking the game window.InterfaceSettingsWidget��R�f�e�Automatic UpdaterInterfaceSettingsWidgetj�wR�fB0k0�0�0�0�0�0nf�e�0���R�v�0k0�0�0�0�0W0~0Y0f�e�0o_�0k^�g0Y0�0K0[�Qh0k0�0�0�0�0Y0�0S0h0L0g0M0~0Y0tAutomatically checks for updates to the program on startup. Updates can be deferred until later or skipped entirely.InterfaceSettingsWidget40�0�0�Y�fB0k��R�v�0k0�0�0�0�0�0�0�0kR0�f�0H0~0Y0AAutomatically switches to fullscreen mode when a game is started.InterfaceSettingsWidget4Baby Pastel (Pink) [Light]Baby Pastel (Pink) [Light]InterfaceSettingsWidgetR�O\	BehaviourInterfaceSettingsWidgetf�e�0�x���...Check for Updates...InterfaceSettingsWidget0�0�0�0�0�Qe0�0�CheckedInterfaceSettingsWidget0�0�0�0�0� WindowsClassic WindowsInterfaceSettingsWidget0Cobalt Sky (Blue) [Dark]Cobalt Sky (Blue) [Dark]InterfaceSettingsWidget0�0�0�0�0�0�0�fB0kx���Confirm ShutdownInterfaceSettingsWidgets�W(0n0�0�0�0�0�:Current Version:InterfaceSettingsWidget8Custom.qss [PCSX2 0�0�0�0�0k0�0�0�0�]!Custom.qss [Drop in PCSX2 Folder]InterfaceSettingsWidget2Dark Fusion (Blue) [Dark]Dark Fusion (Blue) [Dark]InterfaceSettingsWidget2Dark Fusion (Gray) [Dark]Dark Fusion (Gray) [Dark]InterfaceSettingsWidgeth0�0�0�0�0�0Lb�0U0�0_0h0M0kN�`�0�0�0�0n0�0�0�0�0�0�0�0�x���0Y0�0�0�0�0�0�0��hy:0Y0�0K0i0F0K0�lz[�0W0~0Y0vDetermines whether a prompt will be displayed to confirm shutting down the virtual machine when the hotkey is pressed.InterfaceSettingsWidget0�0�0�0�0�0n0�0�0�Y	f�0�q!R�SDisable Window ResizingInterfaceSettingsWidget(0�0�0�0�0�0�0�0g0�0�0�0�0�0�0�hy:0�Rf�Double-Click Toggles FullscreenInterfaceSettingsWidget8Emerald (Black/Green) [Dark]Emerald (Black/Green) [Dark]InterfaceSettingsWidget��R�f�e�0�0�0�0�0�g	R�SEnable Automatic Update CheckInterfaceSettingsWidget*Discord Presence 0�g	R�SEnable Discord PresenceInterfaceSettingsWidget&Fusion [Light/Dark]Fusion [Light/Dark]InterfaceSettingsWidget0�0�0�0n�hy:Game DisplayInterfaceSettingsWidget2Grey Matter (Gray) [Dark]Grey Matter (Gray) [Dark]InterfaceSettingsWidget"0�0�0�0�0�0�0�fB0k0�0�0�0�0��^�hy:Hide Cursor In FullscreenInterfaceSettingsWidget [��LfB0k0�0�0�0�0�0�0�0�0��^�hy:Hide Main Window When RunningInterfaceSettingsWidget�0�0�0�0L[��L0U0�0f0D0�0h0M0k0�0�0�0�0�0�0�0�0��^�hy:0k0W0~0Y(0�0�0�0�0�0�0�T+0�)00R%0n0�0�0�0�0�0kc�u;0
0�g	R�0k0Y0�_ʼn�0L0B0�0~0Y0tHides the main window (with the game list) when a game is running, requires Render To Separate Window to be enabled.InterfaceSettingsWidgetT0�0�0�0�0�0�0L0�0�0�0�0�0�0�0�0�0�0n0h0M0k0�0�0�0�0�0�0�/0�0�0�0�0��^�hy:0k0W0~0Y0GHides the mouse pointer/cursor when the emulator is in fullscreen mode.InterfaceSettingsWidget0�0�0�0�0�0�0�0�0�0��2kbInhibit ScreensaverInterfaceSettingsWidget���:	Language:InterfaceSettingsWidget
0�0�0�0�0�NativeInterfaceSettingsWidget4PCSX2 (White/Blue) [Light]PCSX2 (White/Blue) [Light]InterfaceSettingsWidget"0�0�0�0�0�0�0�Re�fB0kNfBP\kb0Y0�!Pause On Controller DisconnectionInterfaceSettingsWidget�^0�0�0�0�0�fB0kNfBP\kbPause On Focus LossInterfaceSettingsWidget�wR�fB0kNfBP\kbPause On StartInterfaceSettingsWidgetDOu(N-0n0�0�0�0�0�0�0LRe�0U0�0_X4T00�0�0�0�0�0�0�NfBP\kb0W0~0Y0DPauses the emulator when a controller with bindings is disconnected.InterfaceSettingsWidget.0�0�0�0n��Y�fB0k0�0�0�0�0�0�0�NfBP\kb0W0~0Y0+Pauses the emulator when a game is started.InterfaceSettingsWidgetx0�0�0�0�0�0�g\S0W0_0�0N�0n0�0�0�0�0�0�0�0�0kR0�f�0H0_��0k0�0�0�0�0�0�0�NfBP\kb0W0QC0kb;0Y0hNfBP\kb0���d0W0~0Y0uPauses the emulator when you minimize the window or switch to another application, and unpauses when you switch back.InterfaceSettingsWidgetXPizza Time! (Brown-ish/Creamy White) [Light],Pizza Time! (Brown-ish/Creamy White) [Light]InterfaceSettingsWidgett�X��-[�PreferencesInterfaceSettingsWidget(0�0�0�0�0�0�0�0�0n0�0�0�Y	f�0��20N0~0Y0,Prevents the main window from being resized.InterfaceSettingsWidget^0�0�0�0�0�0�0�0�0n[��LN-0k0�0�0�0�0�0�0�0�0�0n�wR�0�0�0�0�0L0�0�0�0�r�aK0k0j0�0n0��2kb0W0~0Y0`Prevents the screen saver from activating and the host from sleeping while emulation is running.InterfaceSettingsWidgetR%0n0�0�0�0�0�0kc�u;Render To Separate WindowInterfaceSettingsWidgett0�0�0�0�0�0�0�0�0�0�0�0�0g0o0j0OR%0�0�0�0�0�0kc�u;0W0~0Y00�0�0�0�0�Y0Y0h00�0�0�0o0�0�0�0�0�0�0nN
0kc�u;0U0�0~0Y0�Renders the game to a separate window, instead of the main window. If unchecked, the game will display over the top of the game list.InterfaceSettingsWidget.Ruby (Black/Red) [Dark]Ruby (Black/Red) [Dark]InterfaceSettingsWidget8Sapphire (Black/Blue) [Dark]Sapphire (Black/Blue) [Dark]InterfaceSettingsWidgetBScarlet Devil (Red/Purple) [Dark]!Scarlet Devil (Red/Purple) [Dark]InterfaceSettingsWidget>Discord 0n0�0�0�0�0�0�0k0�0�0�N-0n0�0�0�0��hy:0W0~0Y0LShows the game you are currently playing as part of your profile in Discord.InterfaceSettingsWidget0�0�0�0�0�0�0�0g��Y�Start FullscreenInterfaceSettingsWidget 0�0�0�0��� [Default]System Language [Default]InterfaceSettingsWidget0�0�0�:Theme:InterfaceSettingsWidget0�0�0�0�0�Y0Y	UncheckedInterfaceSettingsWidget^Untouched Lagoon (Grayish Green/-Blue ) [Light]/Untouched Lagoon (Grayish Green/-Blue ) [Light]InterfaceSettingsWidgetf�e�0�0�0�0�0�:Update Channel:InterfaceSettingsWidgetBViolet Angel (Blue/Purple) [Dark]!Violet Angel (Blue/Purple) [Dark]InterfaceSettingsWidget0�0�0�(&C)&Clear	LogWindowO�[X(&S) &&Save...	LogWindow�-[�(&S)	&Settings	LogWindow0�0�0�0�0�0�0�0�0k��R�(&M)Attach To &Main Window	LogWindow��0X0�(&O)Cl&ose	LogWindow0�0�0�Error	LogWindow*f�0M��0[��a0n0�0�0�0�0���0Q0~0[0�0g0W0_0 Failed to open file for writing.	LogWindow0�0�0�0�0�0� (*.txt)Log Files (*.txt)	LogWindow 0�0�0�0�0�0�0�0�0�0k��2(&D)Log To &Debug Console	LogWindow0�0�0�0�0k0�0�(&F)Log To &File	LogWindow 0�0�0�0�0�0�0�0�0�0k��2(&S)Log To &System Console	LogWindow0�0�0�0�0�0�0�
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MemoryCard20�0�0�0�0�0�0�0nO\b0kY1eW0W0~0W0_00�0�0�:
{}/Failed to create memory card. The error was:
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MemoryCardF0Y0y0f0n0�0�0�0�0�0�0�0�_7R6v�0kS�0�Q�0W0~0Y01 y�_�0kQ�c?Qe0W0~0Y09Force ejecting all Memory Cards. Reinserting in 1 second.
MemoryCard60�0�0�0�0�0�0� '{}' 0�0�0�0�0�0�0kO�[X0W0~0W0_0&Memory Card '{}' was saved to storage.
MemoryCard"0�0�0�0�0�0�0�0nO\b0kY1eW0W0~0W0_Memory Card Creation Failed
MemoryCard&0�0�0�0�0�0�0�0n��0S�0�0kY1eW0W0~0W0_Memory Card Read Failed
MemoryCard 0�0�0�0�0�0�0�0�Q�c?Qe0W0~0W0_0Memory Cards reinserted.
MemoryCard�Unable to access memory card:

{}

Another instance of PCSX2 may be using this memory card or the memory card is stored in a write-protected folder.
Close any other instances of PCSX2, or restart your computer.
�Unable to access memory card:

{}

Another instance of PCSX2 may be using this memory card or the memory card is stored in a write-protected folder.
Close any other instances of PCSX2, or restart your computer.

MemoryCard16 MB 0�0�0�0�
16 MB FileMemoryCardConvertDialogRjn�0n0�0�0�0�0�0�0�0�0�0� 2 P
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32 MB FileMemoryCardConvertDialogRjn�0n0�0�0�0�0�0�0�0�0�0� 4 P
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64 MB FileMemoryCardConvertDialog8 MB 0�0�0�0�	8 MB FileMemoryCardConvertDialogRjn�0n0�0�0�0�0�0�0�0�0�0� 8 P
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0n0�0�0�0�0�0�Ou(0W0~0Y0[���0oq!�P0g08 MB 0�0�0�0�0�0�0�0hT0XN�c�`'0�O�0a0~0Y0�Uses a folder on your PC filesystem, instead of a file. Infinite capacity, while keeping the same compatibility as an 8 MB Memory Card.MemoryCardConvertDialog�0�0�0�0�_0�0�0�0�0�0�0�Q�0n0�0�0�0LY'0M0Y0N0�0_0�00�0�0�0�_0�0�0�0�0�0�0�0kY	c�0g0M0~0[0�00�0�0�0�_0�0�0�0�0�0�0�0ngY'[���0o 64MB 0g0Y00�0�0�0�_0�0�0�0�0�0�0�0kY	c�0Y0�0k0o064MB N�N0k0j0�0~0g0�0�0�0�0�0�0�0�RJ�d0Y0�_ʼn�0L0B0�0~0Y0�Your folder Memory Card has too much data inside it to be converted to a file Memory Card. The largest supported file Memory Card has a capacity of 64 MB. To convert your folder Memory Card, you must remove game folders until its size is 64 MB or less.MemoryCardConvertDialog128 KB (PS1)128 KB (PS1)MemoryCardCreateDialog
16 MB16 MBMemoryCardCreateDialog
32 MB32 MBMemoryCardCreateDialog
64 MB64 MBMemoryCardCreateDialog8 MB [g0�N�c�`'0L0B0�]8 MB [Most Compatible]MemoryCardCreateDialogb<html><head/><body><p><span style=" font-weight:700;">0�0�0�0�0�0�0�0nO\b</span><br />O\b0Y0�0�0�0�0�0�0�0�0nT
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<html><head/><body><p><span style=" font-weight:700;">Create Memory Card</span><br />Enter the name of the Memory Card you wish to create, and choose a size. We recommend either using 8MB Memory Cards, or folder Memory Cards for best compatibility.</p></body></html>MemoryCardCreateDialog`0�0�0�0�0�0�0���0�0�0�0�0�0�0�0nN�,v�0j0�0�0�0g00{0h0�0i0n0�0�0�0gOu(0g0M0�S�`'0L��0D0g0Y0NA typical size for third-party Memory Cards which should work with most games.MemoryCardCreateDialog0�0�0�0�0�0�0�0�O\bCreate Memory CardMemoryCardCreateDialogJ0�0�0�0�0�0�0�0nO\b0kY1eW0W0~0W0_0T
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RM '%1' 0kq!R�0je�[W0LT+0~0�0f0D0~0Y0`Failed to create the Memory Card, because the name '%1' contains one or more invalid characters.MemoryCardCreateDialogR0�0�0�0�0�0�0�0nO\b0kY1eW0W0~0W0_00�0�0k�s}0`�X10LT+0~0�0f0D0�S�`'0L0B0�0~0Y0GFailed to create the Memory Card, the log may contain more information.MemoryCardCreateDialog0�0�0�0� [c�Yh]Folder [Recommended]MemoryCardCreateDialogNN�c�`'0n�fTJ: �^^80kY'[���0g0Y0L0Y0O0n0�0�0�0gR�O\0W0j0DS�`'0L0B0�0~0Y0PLow compatibility warning: yes, it's very big, but may not work with many games.MemoryCardCreateDialog*0�0�0�0�0�0�0� '%1' 0�O\b0W0~0W0_0Memory Card '%1' created.MemoryCardCreateDialog0�0�0�0�0�0�0�T
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This action cannot be reversed, and you will lose any saves on the card.MemoryCardSettingsWidget,[��LN-0n0�0�0�0kW�0e0D0f0�0�0�0���R�{�t0Y0�0Automatically manage saves based on running gameMemoryCardSettingsWidgetDQe0�f�0H0�0k0o0N!e�0n]S�0k0�0�0�0L�xb�0U0�0f0D0�_ʼn�0L0B0�0~0Y0-Both slots must have a card selected to swap.MemoryCardSettingsWidget
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PS2 (32MB)MemoryCardSettingsWidgetPS2 (64MB)
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Go to addressMemoryViewWidget�0�0�0�0�0�u;�b0g�hy:Go to in DisassemblyMemoryViewWidget0�0�0�MemoryMemoryViewWidget��0�N�0QPasteMemoryViewWidget10�0�0�0g�hy:Show as 1 byteMemoryViewWidget20�0�0�0g�hy:Show as 2 bytesMemoryViewWidget40�0�0�0g�hy:Show as 4 bytesMemoryViewWidget80�0�0�0g�hy:Show as 8 bytesMemoryViewWidget*Show as Little EndianShow as Little EndianMemoryViewWidgetTA function already exists at that address.*A function already exists at that address.NewFunctionDialog,Cannot Create FunctionCannot Create FunctionNewFunctionDialog8Cannot create symbol source.Cannot create symbol source.NewFunctionDialog*Cannot create symbol.Cannot create symbol.NewFunctionDialog6No existing function found.No existing function found.NewFunctionDialog*No next symbol found.No next symbol found.NewFunctionDialog Size is invalid.Size is invalid.NewFunctionDialog8Size is not a multiple of 4.Size is not a multiple of 4.NewFunctionDialog:Cannot Create Global VariableCannot Create Global VariableNewGlobalVariableDialog8Cannot create symbol source.Cannot create symbol source.NewGlobalVariableDialog*Cannot create symbol.Cannot create symbol.NewGlobalVariableDialog <html><head/><body><p align="center"><span style=" color:#ff0000;">�fTJ: 0�0�0�0�0�0�0�e�_0nQeR���20o00�0�0�0�0�0�0�0k��0Y0�f�e�0L�L0�0�0�^�0k0Ou(0g0M0j0O0j0�0~0Y0</span></p></body></html>�<html><head/><body><p align="center"><span style=" color:#ff0000;">Be Warned! Making an input recording that starts from a save-state will fail to work on future versions due to save-state versioning.</span></p></body></html>NewInputRecordingDlgS�qgBrowseNewInputRecordingDlgO\b�T
0�QeR�Enter Author NameNewInputRecordingDlg"QeR���20�0�0�0� (*.p2m2)Input Recording Files (*.p2m2)NewInputRecordingDlge���QeR���2New Input RecordingNewInputRecordingDlg��n�ONPower OnNewInputRecordingDlg0�0�0�0�0�0�0�
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Select a FileNewInputRecordingDlg8Cannot Create Local VariableCannot Create Local VariableNewLocalVariableDialog8Cannot create symbol source.Cannot create symbol source.NewLocalVariableDialog*Cannot create symbol.Cannot create symbol.NewLocalVariableDialognCannot determine stack frame size of selected function.7Cannot determine stack frame size of selected function.NewLocalVariableDialog"Invalid function.Invalid function.NewLocalVariableDialog@Cannot Create Parameter Variable Cannot Create Parameter VariableNewParameterVariableDialog8Cannot create symbol source.Cannot create symbol source.NewParameterVariableDialog*Cannot create symbol.Cannot create symbol.NewParameterVariableDialognCannot determine stack frame size of selected function.7Cannot determine stack frame size of selected function.NewParameterVariableDialog"Invalid function.Invalid function.NewParameterVariableDialog*Invalid storage type.Invalid storage type.NewParameterVariableDialogAddressAddressNewSymbolDialog.Address is not aligned.Address is not aligned.NewSymbolDialog*Address is not valid.Address is not valid.NewSymbolDialogCustomCustomNewSymbolDialogDialogDialogNewSymbolDialogDo not modify
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Do you want to continue?SettingsWindowb;0�(&B)&BackSetupWizardDialog0�0�0�0�0�(&C)&CancelSetupWizardDialog[�N�(&F)&FinishSetupWizardDialogk!0x(&N)&NextSetupWizardDialog�<html><head/><body><h1 style=" margin-top:18px; margin-bottom:12px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-size:xx-large; font-weight:700;">0�0�0�0�0�0�[�N�!</span></h1><p>0S0�0g0�0�0�0�[��L0Y0�n�P�0Let0D0~0W0_0</p><p>0]0nN�0n0�0�0�0�0�0o0�-[�0�0�0�0�0K0��xb�0g0M0~0Y0Big Picture UI 0�Ou(0W0f00�0�0�0�0�0�0g0�0�0�0�0�0�0�0��L0F0S0h0�0g0M0~0Y0</p><p>PCSX2 0�0Ji}0W00O0`0U0D0</p></body></html>�<html><head/><body><h1 style=" margin-top:18px; margin-bottom:12px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-size:xx-large; font-weight:700;">Setup Complete!</span></h1><p>You are now ready to run games.</p><p>Further options are available under the settings menu. You can also use the Big Picture UI for navigation entirely with a gamepad.</p><p>We hope you enjoy using PCSX2.</p></body></html>SetupWizardDialog�<html><head/><body><h1 style=" margin-top:18px; margin-bottom:12px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-size:xx-large; font-weight:700;">Welcome to PCSX2!</span></h1><p>This wizard will help guide you through the configuration steps required to use the application. It is recommended if this is your first time installing PCSX2 that you view the setup guide <a href="https://pcsx2.net/docs/">here</a>.</p><p>By default, PCSX2 will connect to the server at <a href="https://pcsx2.net/">pcsx2.net</a> to check for updates, and if available and confirmed, download update packages from <a href="https://github.com/">github.com</a>. If you do not wish for PCSX2 to make any network connections on startup, you should uncheck the Automatic Updates option now. The Automatic Update setting can be changed later at any time in Interface Settings.</p><p>Please choose a language and theme to begin.</p></body></html>�<html><head/><body><h1 style=" margin-top:18px; margin-bottom:12px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-size:xx-large; font-weight:700;">Welcome to PCSX2!</span></h1><p>This wizard will help guide you through the configuration steps required to use the application. It is recommended if this is your first time installing PCSX2 that you view the setup guide <a href="https://pcsx2.net/docs/">here</a>.</p><p>By default, PCSX2 will connect to the server at <a href="https://pcsx2.net/">pcsx2.net</a> to check for updates, and if available and confirmed, download update packages from <a href="https://github.com/">github.com</a>. If you do not wish for PCSX2 to make any network connections on startup, you should uncheck the Automatic Updates option now. The Automatic Update setting can be changed later at any time in Interface Settings.</p><p>Please choose a language and theme to begin.</p></body></html>SetupWizardDialog.<html><head/><body><p>By default, PCSX2 will map your keyboard to the virtual PS2 controller.</p><p><span style=" font-weight:704;">To use an external controller, you must map it first. </span>On this screen, you can automatically map any controller which is currently connected. If your controller is not currently connected, you can plug it in now.</p><p>To change controller bindings in more detail, or use multi-tap, open the Settings menu and choose Controllers once you have completed the Setup Wizard.</p><p>Guides for configuring controllers can be found <a href="https://pcsx2.net/docs/post/controllers/"><span style="">here</span></a>.</p></body></html>�<html><head/><body><p>By default, PCSX2 will map your keyboard to the virtual PS2 controller.</p><p><span style=" font-weight:704;">To use an external controller, you must map it first. </span>On this screen, you can automatically map any controller which is currently connected. If your controller is not currently connected, you can plug it in now.</p><p>To change controller bindings in more detail, or use multi-tap, open the Settings menu and choose Controllers once you have completed the Setup Wizard.</p><p>Guides for configuring controllers can be found <a href="https://pcsx2.net/docs/post/controllers/"><span style="">here</span></a>.</p></body></html>SetupWizardDialog�<html><head/><body><p>PCSX2 requires a PS2 BIOS in order to run.</p><p>For legal reasons, you must obtain a BIOS <strong>from an actual PS2 unit that you own</strong> (borrowing doesn't count).</p><p>Once dumped, this BIOS image should be placed in the bios folder within the data directory shown below, or you can instruct PCSX2 to scan an alternative directory.</p><p>A guide for dumping your BIOS can be found <a href="https://pcsx2.net/docs/setup/bios/">here</a>.</p></body></html>�<html><head/><body><p>PCSX2 requires a PS2 BIOS in order to run.</p><p>For legal reasons, you must obtain a BIOS <strong>from an actual PS2 unit that you own</strong> (borrowing doesn't count).</p><p>Once dumped, this BIOS image should be placed in the bios folder within the data directory shown below, or you can instruct PCSX2 to scan an alternative directory.</p><p>A guide for dumping your BIOS can be found <a href="https://pcsx2.net/docs/setup/bios/">here</a>.</p></body></html>SetupWizardDialogt<html><head/><body><p>PCSX2 will automatically scan and identify games from the selected directories below, and populate the game list.<br>These games should be dumped from discs you own. Guides for dumping discs can be found <a href="https://pcsx2.net/docs/setup/dumping">here</a>.</p><p>Supported formats for dumps include:</p><p><ul><li>.bin/.iso (ISO Disc Images)</li><li>.mdf (Media Descriptor File)</li><li>.chd (Compressed Hunks of Data)</li><li>.cso (Compressed ISO)</li><li>.zso (Compressed ISO)</li><li>.gz (Gzip Compressed ISO)</li></ul></p></p></body></html>:<html><head/><body><p>PCSX2 will automatically scan and identify games from the selected directories below, and populate the game list.<br>These games should be dumped from discs you own. Guides for dumping discs can be found <a href="https://pcsx2.net/docs/setup/dumping">here</a>.</p><p>Supported formats for dumps include:</p><p><ul><li>.bin/.iso (ISO Disc Images)</li><li>.mdf (Media Descriptor File)</li><li>.chd (Compressed Hunks of Data)</li><li>.cso (Compressed ISO)</li><li>.zso (Compressed ISO)</li><li>.gz (Gzip Compressed ISO)</li></ul></p></p></body></html>SetupWizardDialog�BIOS 0L�xb�0U0�0f0D0~0[0�0PCSX2 0o BIOS 0Lq!0D0h<strong>0�0�0�0�[��L0g0M0~0[0�</strong>0<br><br>g,_S0k BIOS 0��xb�0[0Z0k}��L0W0~0Y0K��A BIOS image has not been selected. PCSX2 <strong>will not</strong> be able to run games without a BIOS image.<br><br>Are you sure you wish to continue without selecting a BIOS image?SetupWizardDialog
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Screen HeightUSBu;�b0n^EScreen WidthUSB0�0�0�0�0� 0�0�0�0�0�0�0�Sega SeamicUSB0�0�0�0�SelectUSB.0�0�0�0�0�0�0�0�0�0�0Y0�0�0�0�0�0��xb�0W0~0Y0*Selects the device to capture images from.USB*0�0�0�0�0�0�Q�R�0Y0�0�0�0�0�0��xb�0W0~0Y0&Selects the device to output audio to.USB*0�0�0�0�0�0���0��0�0�0�0�0�0��xb�0W0~0Y0&Selects the device to read audio from.USB �ujv�0n0�0�0�0�0�0nQeR�0��xb�0'Selects the input for the first player.USB"2 ujv�0n0�0�0�0�0�0nQeR�0��xb�0(Selects the input for the second player.USBn0�0�0�0�0�0LOu(0Y0�0�0�0�0�0�u;P�0��-[�0W0~0Y00�0�0�0�0�u;P�0��-[�0Y0�0h00�0�0�0�0�0�0�0�0Lq!R�0k0j0�0~0Y0oSets the crosshair image that this lightgun will use. Setting a crosshair image will disable the system cursor.USB*0�0�0�0�0�0�0U0�0_u;�b0n��0U0��-[�0W0~0Y0(Sets the height of the simulated screen.USB80�0�0�0�0�0�0U0�0_u;�b0nl4^se�T0nN-_�OMn0��-[�0W0~0Y0<Sets the horizontal center position of the simulated screen.USBJN�`�0�0�0�0�0�0�0�0�0�0�0�0�0�0�0�0�0�0�0Y0�0�0�0�0�0x0n0�0�0��-[�0W0~0Y0GSets the path to image which will back the virtual mass storage device.USB80�0�0�0�0�0�0U0�0_u;�b0nW�v�e�T0nN-_�OMn0��-[�0W0~0Y0:Sets the vertical center position of the simulated screen.USB(0�0�0�0�0�0�0U0�0_u;�b0n^E0��-[�0W0~0Y0'Sets the width of the simulated screen.USB0�0�0�0�0�0� / L1Shift Down / L1USB0�0�0�0�0�0� / R1
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ShinkansenUSB0�0�0�0�0�0�0�0�d�_qShoot OffscreenUSBSingstarSingstarUSBb0�0�0�0�0�0�0nY	S0�0�0�0�0�0�0T0h0kc[�0U0�0_RrT0~0gn�0�0K0k0W0~0Y00�0�0�0�0�Ou(fB0k_ʼn�0g0Y0aSmooths out changes in steering to the specified percentage per poll. Needed for using keyboards.USBSony EyeToySony EyeToyUSB>Sony MSAC-US1 (PictureParadise)Sony MSAC-US1 (PictureParadise)USB00�0�0�QeR�0�0�0�0�0x0n0�0�0�0�0�0�0�c[�0W0~0Y0/Specifies the latency to the host input device.USB.0�0�0�Q�R�0�0�0�0�0x0n0�0�0�0�0�0�c[�0W0~0Y00Specifies the latency to the host output device.USB%�SquareUSB0�0�0�0�StartUSB0�0�0�0�0�0�0nn�pSteering DampingUSB0�0�0�0�0�0�0n�J0s^ESteering DeadzoneUSB0�0�0�0�0�0� ]�
Steering LeftUSB0�0�0�0�0�0� S�Steering RightUSB0�0�0�0�0�0�0n0�0�0�0�0�0�Steering SmoothingUSBF0�0�0�0~0_0o�^0�0�0�0�0�0�0�0�0�0�0�0�0�0n0�0�0�0�0�0���0�0�0�0�0�0�0=Steering axis deadzone for pads or non self centering wheels.USB0�0�0�0�0� N
Stick DownUSB0�0�0�0�0� ]�
Stick LeftUSB0�0�0�0�0� S�Stick RightUSB0�0�0�0�0� N
Stick UpUSB
0�0�0�0�0�ThrottleUSB Train ControllerTrain ControllerUSB*Trance Vibrator (Rez)Trance Vibrator (Rez)USB%�TriangleUSB%� / EuphoriaTriangle / EuphoriaUSB0�0�0�0�TriggerUSBVގ�^�P
epTurntable MultiplierUSBType 2Type 2USBPUSB-0�0�0�: 0�0�0�0�0� {} 0n0�0�0�0�0�0�0�0�0�0�0n��Y�0kY1eW0W0~0W0_00USB-Mic: Failed to start player {} audio stream.USB@USB 0�0�0�: 0�0�0�0�0� 1 0� 2 0�c�}�0U0�0f0D0~0[0�0-USB-Mic: Neither player 1 nor 2 is connected.USBVideo DeviceVideo DeviceUSB0�0�0�0�0�0� (EyeToy)Webcam (EyeToy)USB0�0�0�0�0�0�0�0�0�0�0�0�0�Wheel DeviceUSB0�0�0�0�0�0�0�
Wheel DownUSB0�0�0�0�0�0�0�Wheel UpUSBHWorkaround for Intermittent FFB Loss$Workaround for Intermittent FFB LossUSB^Works around bugs in some wheels' firmware that result in brief interruptions in force. Leave this disabled unless you need it, as it has negative side effects on many wheels.�Works around bugs in some wheels' firmware that result in brief interruptions in force. Leave this disabled unless you need it, as it has negative side effects on many wheels.USBXXUSBX 0�0�0�0� (a^�)X Scale (Sensitivity)USBYYUSBY 0�0�0�0� (a^�)Y Scale (Sensitivity)USB��YellowUSBZZUSB@usb-msd: 0�0�0�0�0�0�0�0� '{}' 0���0Q0~0[0�0g0W0_'usb-msd: Could not open image file '{}'USB��AxesUSBBindingWidget0�0�0�ButtonsUSBBindingWidgetBlueBlueUSBBindingWidget_Buzz
GreenGreenUSBBindingWidget_BuzzOrangeOrangeUSBBindingWidget_BuzzPlayer 1Player 1USBBindingWidget_BuzzPlayer 2Player 2USBBindingWidget_BuzzPlayer 3Player 3USBBindingWidget_BuzzPlayer 4Player 4USBBindingWidget_BuzzPushButton
PushButtonUSBBindingWidget_BuzzRedRedUSBBindingWidget_BuzzYellowYellowUSBBindingWidget_BuzzAAUSBBindingWidget_DenshaConBBUSBBindingWidget_DenshaConBrake LeverBrake LeverUSBBindingWidget_DenshaConCCUSBBindingWidget_DenshaConDDUSBBindingWidget_DenshaCone�T0�0�D-PadUSBBindingWidget_DenshaConNDownUSBBindingWidget_DenshaConFace ButtonsFace ButtonsUSBBindingWidget_DenshaCon
HintsHintsUSBBindingWidget_DenshaCon]�LeftUSBBindingWidget_DenshaConPower LeverPower LeverUSBBindingWidget_DenshaConS�RightUSBBindingWidget_DenshaCon0�0�0�0�SelectUSBBindingWidget_DenshaCon
StartStartUSBBindingWidget_DenshaCon�The Densha Controller Type 2 is a two-handle train master controller with a D-Pad and six buttons. The power axis starts from neutral and has five progressively higher notches of power. The brake axis starts released, and has eight progressively increasing notches plus an Emergency Brake. This controller is compatible with several games and generally maps well to hardware with one or two physical axes with a similar range of notches, such as the modern "Zuiki One Handle MasCon".�The Densha Controller Type 2 is a two-handle train master controller with a D-Pad and six buttons. The power axis starts from neutral and has five progressively higher notches of power. The brake axis starts released, and has eight progressively increasing notches plus an Emergency Brake. This controller is compatible with several games and generally maps well to hardware with one or two physical axes with a similar range of notches, such as the modern "Zuiki One Handle MasCon".USBBindingWidget_DenshaConN
UpUSBBindingWidget_DenshaCon0�0�0�0�AcceleratorUSBBindingWidget_DrivingForce0�0�0�0�BrakeUSBBindingWidget_DrivingForce%�CircleUSBBindingWidget_DrivingForce�CrossUSBBindingWidget_DrivingForcee�T0�0�D-PadUSBBindingWidget_DrivingForceNDownUSBBindingWidget_DrivingForce%�0%�0�0%�0�0�0�Face ButtonsUSBBindingWidget_DrivingForce0�0�0�0�0�0�0�0�0�0�0�Force FeedbackUSBBindingWidget_DrivingForce0�0�0�HintsUSBBindingWidget_DrivingForceL1L1USBBindingWidget_DrivingForceL2L2USBBindingWidget_DrivingForce]�LeftUSBBindingWidget_DrivingForceR1R1USBBindingWidget_DrivingForceR2R2USBBindingWidget_DrivingForceS�RightUSBBindingWidget_DrivingForce0�0�0�0�SelectUSBBindingWidget_DrivingForce%�SquareUSBBindingWidget_DrivingForce0�0�0�0�StartUSBBindingWidget_DrivingForce0�0�0�0�0�0� ]�
Steering LeftUSBBindingWidget_DrivingForce0�0�0�0�0�0� S�Steering RightUSBBindingWidget_DrivingForce|ge�0n 900 ^�0�0�0�0�0n0�0�0�0�0�0�0�0�0�0�0�0Y0�0k0o00�0�0�0�0�N�a0ne�T0k 1 Vގ�0U0[0f0K0�0Q�0sN-_�0kb;0W0~0Y0�To bind steering for most modern 900 degree wheels, turn the wheel one rotation in the desired direction, then back again to center.USBBindingWidget_DrivingForce%�TriangleUSBBindingWidget_DrivingForceN
UpUSBBindingWidget_DrivingForceAAUSBBindingWidget_GTForce0�0�0�0�AcceleratorUSBBindingWidget_GTForceBBUSBBindingWidget_GTForce0�0�0�0�BrakeUSBBindingWidget_GTForce0�0�0�0�0�0�0�0�0�0�0�Force FeedbackUSBBindingWidget_GTForce0�0�0�HintsUSBBindingWidget_GTForce]�0�0�0�Left PaddleUSBBindingWidget_GTForceS�0�0�0�Right PaddleUSBBindingWidget_GTForce0�0�0�0�0�0� ]�
Steering LeftUSBBindingWidget_GTForce0�0�0�0�0�0� S�Steering RightUSBBindingWidget_GTForce|ge�0n 900 ^�0�0�0�0�0n0�0�0�0�0�0�0�0�0�0�0�0Y0�0k0o00�0�0�0�0�N�a0ne�T0k 1 Vގ�0U0[0f0K0�0Q�0sN-_�0kb;0W0~0Y0�To bind steering for most modern 900 degree wheels, turn the wheel one rotation in the desired direction, then back again to center.USBBindingWidget_GTForceXXUSBBindingWidget_GTForceYYUSBBindingWidget_GTForce(Back=0 / Front=0x3ffBack=0 / Front=0x3ffUSBBindingWidget_GametrakFoot Pedal
Foot PedalUSBBindingWidget_GametrakLeft Hand	Left HandUSBBindingWidget_Gametrak(Left=0 / Right=0x3ffLeft=0 / Right=0x3ffUSBBindingWidget_GametrakPushButton
PushButtonUSBBindingWidget_GametrakRight Hand
Right HandUSBBindingWidget_Gametrak(Top=0 / Bottom=0xfffTop=0 / Bottom=0xfffUSBBindingWidget_GametrakX AxisX AxisUSBBindingWidget_GametrakY AxisY AxisUSBBindingWidget_GametrakZ AxisZ AxisUSBBindingWidget_Gametrak�<p>0�0�0�0�0�0g0o00�0�0�0� 2 0o0�0�0�0�0�0�0�0�Ou(0W0~0Y0 0�0�0�0�Ou(0Y0�X4T00�0�0�0�0h0�0�0�N�Y0k0�0�0�0�0�i�b0Y0�_ʼn�0o0B0�0~0[0�0</p>

<p>0�0�0�0�0�0�0�00~0_0o0�0�0�0nN�0�0�0k0�0�0�0�0�0�0�0�0�0�0�0�0�0�0Y0�0�0�0�0�0�0�Ou(0W0_0DX4T0o00]0�0�v�[�qgn�0k0�0�0�0�0Y0�_ʼn�0L0B0�0~0Y0 0]0�N�Y0nX4T0v�[�qgn�0o0�0�0�0�0U0�0j0D0~0~0k0W0f0J0O_ʼn�0L0B0�0~0Y0</p>}<p>By default, GunCon2 will use the mouse pointer. To use the mouse, you <strong>do not</strong> need to configure any bindings apart from the trigger and buttons.</p>

<p>If you want to use a controller, or lightgun which simulates a controller instead of a mouse, then you should bind it to Relative Aiming. Otherwise, Relative Aiming should be <strong>left unbound</strong>.</p>USBBindingWidget_GunCon2AAUSBBindingWidget_GunCon2BBUSBBindingWidget_GunCon20�0�0�ButtonsUSBBindingWidget_GunCon2CCUSBBindingWidget_GunCon20�0�0�0�0�0�0�0�0�0�0�0�0�Calibration ShotUSBBindingWidget_GunCon2VN��0n0�0�0�0g0o0�0�0�0�0�0�u;�b0���N0Y0�0_0�0k0�0�0�0�0�0�0�0�0�0�0�0�0�0L_ʼn�0g0Y0DCalibration shot is required to pass the setup screen in some games.USBBindingWidget_GunCon2e�T0�0�D-PadUSBBindingWidget_GunCon2NDownUSBBindingWidget_GunCon2]�LeftUSBBindingWidget_GunCon20�0�0�0�0n�-[�
Pointer SetupUSBBindingWidget_GunCon2v�[�qgn�Relative AimingUSBBindingWidget_GunCon2S�RightUSBBindingWidget_GunCon20�0�0�0�SelectUSBBindingWidget_GunCon20�0�0�0�0�0�0�0�d�_qShoot OffscreenUSBBindingWidget_GunCon20�0�0�0�StartUSBBindingWidget_GunCon20�0�0�0�TriggerUSBBindingWidget_GunCon2N
UpUSBBindingWidget_GunCon2Accel XAccel XUSBBindingWidget_RealPlayAccel YAccel YUSBBindingWidget_RealPlayAccel ZAccel ZUSBBindingWidget_RealPlayBlueBlueUSBBindingWidget_RealPlayD-Pad Down
D-Pad DownUSBBindingWidget_RealPlayD-Pad Left
D-Pad LeftUSBBindingWidget_RealPlayD-Pad RightD-Pad RightUSBBindingWidget_RealPlayD-Pad UpD-Pad UpUSBBindingWidget_RealPlay
GreenGreenUSBBindingWidget_RealPlayPushButton
PushButtonUSBBindingWidget_RealPlayRedRedUSBBindingWidget_RealPlayYellowYellowUSBBindingWidget_RealPlayAnnounceAnnounceUSBBindingWidget_RyojouhenConBrake LeverBrake LeverUSBBindingWidget_RyojouhenConCameraCameraUSBBindingWidget_RyojouhenCone�T0�0�D-PadUSBBindingWidget_RyojouhenConDoor ButtonsDoor ButtonsUSBBindingWidget_RyojouhenConNDownUSBBindingWidget_RyojouhenConFace ButtonsFace ButtonsUSBBindingWidget_RyojouhenCon
HintsHintsUSBBindingWidget_RyojouhenConHornHornUSBBindingWidget_RyojouhenConLeftLeftUSBBindingWidget_RyojouhenConPower LeverPower LeverUSBBindingWidget_RyojouhenConPushButton
PushButtonUSBBindingWidget_RyojouhenCon
RightRightUSBBindingWidget_RyojouhenCon0�0�0�0�SelectUSBBindingWidget_RyojouhenCon
StartStartUSBBindingWidget_RyojouhenCon�The RyojMhen Controller is a two-handle train master controller with a D-Pad and seven buttons. The power axis starts from neutral and has four progressively higher notches of power. The brake axis is analogue with three regions representing to release brake pressure, hold brakes at the current pressure, or increase brake pressure. Extending this axis to the extreme triggers the Emergency Brake. This controller is designed for use with Densha De GO! RyojMhen, and is best used with hardware with two axes, one of which can be easily feathered to increase or decrease brake pressure.LThe Ryojōhen Controller is a two-handle train master controller with a D-Pad and seven buttons. The power axis starts from neutral and has four progressively higher notches of power. The brake axis is analogue with three regions representing to release brake pressure, hold brakes at the current pressure, or increase brake pressure. Extending this axis to the extreme triggers the Emergency Brake. This controller is designed for use with Densha De GO! Ryojōhen, and is best used with hardware with two axes, one of which can be easily feathered to increase or decrease brake pressure.USBBindingWidget_RyojouhenConN
UpUSBBindingWidget_RyojouhenConAAUSBBindingWidget_ShinkansenConBBUSBBindingWidget_ShinkansenConBrake LeverBrake LeverUSBBindingWidget_ShinkansenConCCUSBBindingWidget_ShinkansenConDDUSBBindingWidget_ShinkansenCone�T0�0�D-PadUSBBindingWidget_ShinkansenConNDownUSBBindingWidget_ShinkansenConFace ButtonsFace ButtonsUSBBindingWidget_ShinkansenCon
HintsHintsUSBBindingWidget_ShinkansenCon]�LeftUSBBindingWidget_ShinkansenConPower LeverPower LeverUSBBindingWidget_ShinkansenConS�RightUSBBindingWidget_ShinkansenCon0�0�0�0�SelectUSBBindingWidget_ShinkansenCon
StartStartUSBBindingWidget_ShinkansenContThe Shinkansen Controller is a two-handle train master controller with a D-Pad and six buttons. The power axis starts from neutral and has thirteen progressively higher notches of power. The brake axis starts released, and has seven progressively increasing notches plus an Emergency Brake. This controller is designed for use with Densha De GO! San'yM Shinkansen-hen, and is best used with hardware with 14 or more notch settings on an axis.�The Shinkansen Controller is a two-handle train master controller with a D-Pad and six buttons. The power axis starts from neutral and has thirteen progressively higher notches of power. The brake axis starts released, and has seven progressively increasing notches plus an Emergency Brake. This controller is designed for use with Densha De GO! San'yō Shinkansen-hen, and is best used with hardware with 14 or more notch settings on an axis.USBBindingWidget_ShinkansenConN
UpUSBBindingWidget_ShinkansenCon
MotorMotorUSBBindingWidget_TranceVibratorH0S0n0�0�0�0�0nRr0�_S0f0�Qh0f0�0�0�0W0~0Y0K� 0S0nd�O\0oQC0kb;0[0~0[0�0ZAre you sure you want to clear all bindings for this device? This action cannot be undone.USBDeviceWidget��R�Rr0�_S0fAutomatic BindingUSBDeviceWidget��R�0�0�0�0�0�Automatic MappingUSBDeviceWidgetRr0�_S0fBindingsUSBDeviceWidgetRr0�_S0f0�0�0�0�Clear BindingsUSBDeviceWidget0�0�0�0�0�0�0�0�0�
Clear MappingUSBDeviceWidget0�0�0�0�0nz.�^Device TypeUSBDeviceWidgetR)u(S�0j0�0�0�0�0L0B0�0~0[0�No devices availableUSBDeviceWidget�0�0�0�0�0%10
0k[�0W0fN�,v�0jRr0�_S0f0Lub0U0�0~0[0�0g0W0_00S0n0�0�0�0�0�0�0�/0�0�0�0o��R�Rr0�_S0f0�0�0�0�0�0W0f0D0j0DS�`'0L0B0�0~0Y0lNo generic bindings were generated for device '%1'. The controller/source may not support automatic mapping.USBDeviceWidget�-[�SettingsUSBDeviceWidgetUSB 0�0�0� %1USB Port %1USBDeviceWidget\128MB RAM0Lg	R�0k0j0c0f0D0~0Y0N��0n0�0�0�0nN�c�`'0L_q��0�S�0Q0�S�`'0L0B0�0~0Y0D128MB RAM is enabled. Compatibility with some games may be affected.	VMManager^0�0�0�0�|�^�0LW�g,g*n�0k�-[�0U0�0f0D0�0_0�0N��0n0�0�0�0g0�0�0�0�0�0LX�0�0�S�`'0L0B0�0~0Y0GBlending Accuracy is below Basic, this may break effects in some games.	VMManager�wR�0h0�0�0�0�Boot and Debug	VMManager.CDVDN�RM0�0�0�0�0�0�0kY1eW0W0~0W0_: {}CDVD precaching failed: {}	VMManager2CDVD0nN�RM0�0�0�0�0�0�0o0�0�0�0�0�0U0�0~0W0_0CDVD precaching was cancelled.	VMManager4[�~>0�0�0�0�0�0�0�0�0k0�0�0�0�0�0Lq!R�0k0j0�0~0W0_0<Cheats have been disabled due to achievements hardcore mode.	VMManagerXN�c�`'0�0�0�0Lg	R�0k0j0c0f0D0~0[0�0N��0n0�0�0�0nN�c�`'0L_q��0�S�0Q0�S�`'0L0B0�0~0Y0UCompatibility Patches are not enabled. Compatibility with some games may be affected.	VMManagerd0�0�0�0�0�0�0�/0�0�0�0�0Le�[�P$0g0o0j0D0_0�00�0�0�0n0�0�0�0�0�0�0R�O\0L�E0O0j0�S�`'0L0B0�0~0Y0MCycle rate/skip is not at default, this may crash or make games run too slow.	VMManager&0�0�0�0�0� '{}' 0kY	f�0W0~0W0_0Disc changed to '{}'.	VMManager0�0�0�0�0�S�0�Q�0W0~0W0_0
Disc removed.	VMManagerJEE 0�0�0�0�0�0Lg	R�0k0j0c0f0D0�0_0�00�0�0�0�0�0�0�0LY'^E0kONN0W0~0Y0@EE Cache is enabled, this will significantly reduce performance.	VMManagerbEE FPU 0�0�0�0�0�0�0�0Le�[�P$0k�-[�0U0�0f0D0j0D0_0�0N��0n0�0�0�0LX�0�0�S�`'0L0B0�0~0Y0CEE FPU Clamp Mode is not set to default, this may break some games.	VMManager^EE FPU N80�0�0�0�0Le�[�P$0k�-[�0U0�0f0D0j0D0_0�0N��0n0�0�0�0LX�0�0�S�`'0L0B0�0~0Y0CEE FPU Round Mode is not set to default, this may break some games.	VMManagerNEE 0�0�0�0�0�0�0Lg	R�0k0j0c0f0D0j0D0_0�00�0�0�0�0�0�0�0LY'^E0kONN0W0~0Y0IEE Recompiler is not enabled, this will significantly reduce performance.	VMManagerrEE Wait Loop Detection 0Lg	R�0k0j0c0f0D0j0D0_0�00�0�0�0�0�0�0�0LONN0Y0�S�`'0L0B0�0~0Y0CEE Wait Loop Detection is not enabled, this may reduce performance.	VMManager0�0�0�Error	VMManagerV0�0�0�0�0�W�0nc�[�0Lg	R�0k0j0c0f0D0�0_0�00�0�0�0�0�0�0�0LONN0Y0�S�`'0L0B0�0~0Y0@Estimate texture region is enabled, this may reduce performance.	VMManager40�0�0�0�0�0�0� {} 0n0�0�0�0�0�0�0kY1eW0W0~0W0_0$Failed to back up old save state {}.	VMManager&0�0�0�0�0�0�0�0n��0��00kY1eW0W0~0W0_Failed to load save state	VMManager@0�0�0�0�0�0�0�0kY1eW0W0~0W0_ (0�0�0�0�0�0�0�0L0�0�0�r�aK0g0Y)*Failed to load state (Memory card is busy)	VMManagerV0�0�0�0� {} 0K0�0n0�0�0�0�0�0�0�0kY1eW0W0~0W0_ (0�0�0�0�0�0�0�0L0�0�0�r�aK0g0Y)7Failed to load state from slot {} (Memory card is busy)	VMManager`e�0W0D0�0�0�0�0�0�0�0� '{}' 0L��0Q0~0[0�0g0W0_ 0S�0D0�0�0�0�0kb;0W0~0Y0
0�0�0�: {}IFailed to open new disc image '{}'. Reverting to old image.
Error was: {}	VMManager20�0�0�0� {} 0x0n0�0�0�0�0�0�0�0kY1eW0W0~0W0_0%Failed to save save state to slot {}.	VMManager&{} 0n0�0�0�0�0�0�0�0kY1eW0W0~0W0_0Failed to save save state: {}.	VMManager@0�0�0�0�0�0�0�0kY1eW0W0~0W0_ (0�0�0�0�0�0�0�0L0�0�0�r�aK0g0Y)*Failed to save state (Memory card is busy)	VMManagerT0�0�0�0� {} 0x0n0�0�0�0�0�0�0�0kY1eW0W0~0W0_ (0�0�0�0�0�0�0�0L0�0�0�r�aK0g0Y)5Failed to save state to slot {} (Memory card is busy)	VMManager`S�0D0�0�0�0�0�0�0�0�0kR0�f�0H0�0S0h0L0g0M0~0[0�0g0W0_00�0�0�0�0�S�0�Q�0W0~0Y0
0�0�0�: {}EFailed to switch back to old disc image. Removing disc.
Error was: {}	VMManagerH�ؐ CDVD 0Lg	R�0k0j0c0f0D0�0_0�00�0�0�0LX�0�0�S�`'0L0B0�0~0Y0+Fast CDVD is enabled, this may break games.	VMManagerDFastmem 0Lg	R�0k0j0c0f0D0~0[0�00�0�0�0�0�0�0�0LONN0W0~0Y05Fastmem is not enabled, this will reduce performance.	VMManager0�0ސ0�Frame advancing	VMManagerXNTSC 0n0�0�0�0�0�0�0�0Le�[�P$0g0o0B0�0~0[0�0N��0n0�0�0�0LX�0�0�S�`'0L0B0�0~0Y0>Frame rate for NTSC is not default. This may break some games.	VMManagerVPAL 0n0�0�0�0�0�0�0�0Le�[�P$0g0o0B0�0~0[0�0N��0n0�0�0�0LX�0�0�S�`'0L0B0�0~0Y0=Frame rate for PAL is not default. This may break some games.	VMManagerVGPU 0�0�0�0�Y	c�0Lg	R�0k0j0c0f0D0�0_0�00�0�0�0�0�0�0�0LONN0Y0�S�`'0L0B0�0~0Y0?GPU Palette Conversion is enabled, this may reduce performance.	VMManagerR0�0�0�O�kc0Lg	R�0k0j0c0f0D0~0[0�0N��0n0�0�0�0nN�c�`'0k_q��0Y0�S�`'0L0B0�0~0Y0JGame Fixes are not enabled. Compatibility with some games may be affected.	VMManagert0�0�0�0�0�0�0�0�0�0�0�0�0�0�0�0L0kcx�0
0k�-[�0U0�0f0D0~0[0�00�0�0�0k0�0c0f0o0�0�0�0�0�0�0LX�0�0�S�`'0L0B0�0~0Y0VHardware Download Mode is not set to Accurate, this may break rendering in some games.	VMManagerVINTC 0�0�0�iQ�0Lg	R�0k0j0c0f0D0~0[0�00�0�0�0�0�0�0�0LONN0Y0�S�`'0L0B0�0~0Y0@INTC Spin Detection is not enabled, this may reduce performance.	VMManagerPIOP 0�0�0�0�0�0�0Lg	R�0k0j0c0f0D0j0D0_0�00�0�0�0�0�0�0�0LY'^E0kONN0W0~0Y0JIOP Recompiler is not enabled, this will significantly reduce performance.	VMManagerX0�0�0�0�0�0� VU1 0Lq!R�0k0j0c0f0D0�0_0�00�0�0�0�0�0�0�0LONN0Y0�S�`'0L0B0�0~0Y05Instant VU1 is disabled, this may reduce performance.	VMManager0�0�0�0�0�0�0�N-
Loading state	VMManager*0�0�0�0� {} 0K0�0�0�0�0�0�0�0�N-...Loading state from slot {}...	VMManagerZ0�0�0�0�0�0�0�0�0Lq!R�0k0j0c0f0D0~0Y0N��0n0�0�0�0g0�0�0�0�0�0�0LX�0�0�S�`'0L0B0�0~0Y0?Mipmapping is disabled. This may break rendering in some games.	VMManagerNo Game RunningNo Game Running	VMManager�PCSX2 0�[��L0Y0�0k0o PS2 BIOS 0L_ʼn�0g0Y0

l�v�0jtu10K0�00B0j0_0Lb@g	0W0f0D0�[���0n PS2 g,OS0K0� BIOS 0�QebK0Y0�_ʼn�0L0B0�0~0Y (Pu(0o0�0�0�0�0U0�0~0[0�)0

0�0�0�0W0_0�00S0n BIOS 0�0�0�0�0�0�0�0�0�0�0�0�0�0�Q�0n BIOS 0�0�0�0�0kn0O_ʼn�0L0B0�0~0Y (0�0�0� � 0�0�0�0�0�0�0�0�0�0���0O &)0

�s0W0O0oFAQ0h0�0�0�0�0T��0O0`0U0D0VPCSX2 requires a PS2 BIOS in order to run.

For legal reasons, you *must* obtain a BIOS from an actual PS2 unit that you own (borrowing doesn't count).

Once dumped, this BIOS image should be placed in the bios folder within the data directory (Tools Menu -> Open Data Directory).

Please consult the FAQs and Guides for further instructions.	VMManagerPS2 BIOS ({})
PS2 BIOS ({})	VMManager�Renderer is not set to Automatic. This may cause performance problems and graphical issues.[Renderer is not set to Automatic. This may cause performance problems and graphical issues.	VMManager0�0�0�0�0K0�Q���N-Resuming state	VMManager$0�0�0�0� {} 0k0�0�0�0�0�0�0�N- &Saving state to slot {}...	VMManager*0�0�0�0� {} 0k0�0�0�0�0�0�0�0W0~0W0_0State saved to slot {}.	VMManagerh0�0�0�0�0�0n0�0�0�0�0�0L Full 0g0o0B0�0~0[0�00S0�0k0�0�0�0�0�0�0�0�0�0LONN0Y0�S�`'0L0B0�0~0Y0<Texture Preloading is not Full, this may reduce performance.	VMManagerP0�0�0�0�0�0�0�0�0�0�0Lg	R�0k0j0c0f0D0�0_0�00�0�0�0�0�0o}�}�v�0k0�0�0�0U0�0~0Y0HTexture dumping is enabled, this will continually dump textures to disk.	VMManagerv0�0�0�0�0�0�0�0�0�0�0�0�0L Bilinear (PS2) 0k�-[�0U0�0f0D0~0[0�0N��0n0�0�0�0g0�0�0�0�0�0�0LX�0�0~0Y0XTexture filtering is not set to Bilinear (PS2). This will break rendering in some games.	VMManager.0�0�0�0� {} 0k0�0�0�0�0�0�0�0L0B0�0~0[0�0"There is no save state in slot {}.	VMManagerj0�0�0�0�0�0�0�0�0�0�0�0�0�0L��R�0k�-[�0U0�0f0D0~0[0�0N��0n0�0�0�0g0�0�0�0�0�0�0LX�0�0�S�`'0L0B0�0~0Y0TTrilinear filtering is not set to automatic. This may break rendering in some games.	VMManagerN
f0j0�0�0�Unknown Game	VMManagerF0�0�0�0�0�0�0�NWep0L0�0�0�0�0�0�NV�0�0h00�0�0�0�0�0�0Lx4X�0U0�0~0Y0>Upscale multiplier is below native, this will break rendering.	VMManagerZVU 0�0�0�0�0�0�0�0Le�[�P$0k�-[�0U0�0f0D0j0D0_0�0N��0n0�0�0�0LX�0�0�S�`'0L0B0�0~0Y0?VU Clamp Mode is not set to default, this may break some games.	VMManagerPVU0 0�0�0�0�0�0�0Lg	R�0k0j0c0f0D0j0D0_0�00�0�0�0�0�0�0�0LY'^E0kONN0W0~0Y0JVU0 Recompiler is not enabled, this will significantly reduce performance.	VMManagerXVU0 N80�0�0�0�0Le�[�P$0k�-[�0U0�0f0D0j0D0_0�0N��0n0�0�0�0LX�0�0�S�`'0L0B0�0~0Y0@VU0 Round Mode is not set to default, this may break some games.	VMManagerPVU1 0�0�0�0�0�0�0Lg	R�0k0j0c0f0D0j0D0_0�00�0�0�0�0�0�0�0LY'^E0kONN0W0~0Y0JVU1 Recompiler is not enabled, this will significantly reduce performance.	VMManagerXVU1 N80�0�0�0�0Le�[�P$0k�-[�0U0�0f0D0j0D0_0�0N��0n0�0�0�0LX�0�0�S�`'0L0B0�0~0Y0@VU1 Round Mode is not set to default, this may break some games.	VMManager`mVU Flag Hack 0Lg	R�0k0j0c0f0D0j0D0_0�00�0�0�0�0�0�0�0LONN0Y0�S�`'0L0B0�0~0Y0:mVU Flag Hack is not enabled, this may reduce performance.	VMManager

Anon7 - 2021