Fix typos in comments

This commit is contained in:
dannye 2017-06-24 15:01:43 -05:00
parent e9f33ce19c
commit 7a9a1b1e55
23 changed files with 49 additions and 49 deletions

View file

@ -7,7 +7,7 @@
; $C1X* and $C2X* are used to denote wSpriteStateData1-wSpriteStateData1 + $ff and wSpriteStateData2 + $00-wSpriteStateData2 + $ff sprite slot
; fields, respectively, within loops. The X is the loop index.
; If there is an inner loop, Y is the inner loop index, i.e. $C1Y* and $C2Y*
; denote fields of the sprite slots interated over in the inner loop.
; denote fields of the sprite slots iterated over in the inner loop.
InitMapSprites:
call InitOutsideMapSprites
ret c ; return if the map is an outside map (already handled by above call)
@ -192,7 +192,7 @@ LoadMapSpriteTilePatterns:
pop de
call FarCopyData2 ; load tile pattern data for sprite when walking
jr .skipSecondLoad
; When reloading the upper half of tile patterns after diplaying text, the LCD
; When reloading the upper half of tile patterns after displaying text, the LCD
; will be on, so CopyVideoData (which writes to VRAM only during V-blank) must
; be used instead of FarCopyData2.
.loadWhileLCDOn

View file

@ -331,9 +331,9 @@ UpdateSpriteInWalkingAnimation:
ld a, [H_CURRENTSPRITEOFFSET]
ld l, a
inc h
ld a, [hl] ; c2x0 (walk animantion counter)
ld a, [hl] ; c2x0 (walk animation counter)
dec a
ld [hl], a ; update walk animantion counter
ld [hl], a ; update walk animation counter
ret nz
ld a, $6 ; walking finished, update state
add l
@ -446,7 +446,7 @@ InitializeSpriteStatus:
ld [hl], a ; $c2x3: set X displacement to 8
ret
; calculates the spprite's scrren position form its map position and the player position
; calculates the sprite's screen position form its map position and the player position
InitializeSpriteScreenPosition:
ld h, wSpriteStateData2 / $100
ld a, [H_CURRENTSPRITEOFFSET]
@ -685,7 +685,7 @@ CanWalkOntoTile:
scf ; set carry (marking failure to walk)
ret
; calculates the tile pointer pointing to the tile the current sprite stancs on
; calculates the tile pointer pointing to the tile the current sprite stands on
; this is always the lower left tile of the 2x2 tile blocks all sprites are snapped to
; hl: output pointer
GetTileSpriteStandsOn: