Merge pull request #13407 from luzpaz/typo-data

Data: fix various typos
This commit is contained in:
Jordan Woyak 2025-03-11 15:37:59 -05:00 committed by GitHub
commit 9b2ab6e259
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GPG Key ID: B5690EEEBB952194
14 changed files with 17 additions and 17 deletions

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@ -9,9 +9,9 @@ SafeTextureCacheColorSamples = 0
[Video_Hacks]
# Some very early NES releases use a version of the NES emulator that doesn't require EFB2Ram.
# All US releases before Feburary 2007 use this version (with all remaining US releases requiring EFB2Ram).
# All US releases before February 2007 use this version (with all remaining US releases requiring EFB2Ram).
# But in the PAL region the same games don't necessarily have the same emulator version and
# only a few of the pre-Feburary 2007 releases don't require EFB2Ram.
# only a few of the pre-February 2007 releases don't require EFB2Ram.
#
# Because of this, Inifiles that override this setting should only be created for the explicit region
# that was tested and they should not be merged.

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@ -1,5 +1,5 @@
# FAAE01 - Donkey Kong
[Video_Hacks]
# All US NES VC titles released before Feburary 2007 don't need EFB2ram
# All US NES VC titles released before February 2007 don't need EFB2ram
EFBToTextureEnable =

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@ -1,5 +1,5 @@
# FAGE01 - Super Mario Bros.
[Video_Hacks]
# All US NES VC titles released before Feburary 2007 don't need EFB2ram
# All US NES VC titles released before February 2007 don't need EFB2ram
EFBToTextureEnable =

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@ -968,7 +968,7 @@ $Minigame: Memory Lane - No Trail [Airsola]
204d6a0f 00000000
044d699f 0000003f
e2000002 80008000
*Shy Guy will no longer leave a trail durning the demo in the minigame Memory Lane.
*Shy Guy will no longer leave a trail during the demo in the minigame Memory Lane.
$Minigame: Mole It All Moles are Worth 3 Points [gamemasterplc]
204D57F0 A8A10008

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@ -1164,7 +1164,7 @@ $Mechanics - Use Multiple Orbs in the Same Turn [Ralf]
041E3764 3860FFFF
*Does not work with CPUs
$Mechanics - Vaccum Orb Always Steals 5 Coins
$Mechanics - Vacuum Orb Always Steals 5 Coins
041c8a34 38600005
$Minigame: Balloonatic - 25 Second Timer [Airsola]

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@ -362,7 +362,7 @@ $Can Walk Ontop of Deep Snow (Twilight Spectre)
$Run Normal Speed With Iron Boots On (brkirch)
040BB53C 38600000
040B2D18 4800004C
$Alywas Preform Dive When Jumping (brkirch)
$Always Perform Dive When Jumping (brkirch)
040B6618 60000000
$Can Always Flourish Sword (brkirch)
040B9B68 60000000
@ -514,7 +514,7 @@ $Mute BG Music (Twilight Spectre)
043DC3D0 00000000
$BG music muted v2 (Twilight Spectre)
044507F4 00000000
$Enviornment muted (Twilight Spectre)
$Environment muted (Twilight Spectre)
04450814 00000000
$Link makes no noise (Twilight Spectre)
044507FC 00000000

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@ -7,7 +7,7 @@
# Add action replay cheats here.
$==========The Legend of Zelda==========
001D73B0 000000FB
$Max/Infinte Health
$Max/Infinite Health
001D73AF 000000FF
001D73B0 000000FB
$Max/Infinite Rupees

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@ -1,5 +1,5 @@
# RLIE64, RLIP64 - Lego Indiana Jones: The Original Adventures
[Video_Hacks]
# Fixes the alpha value of glpyh puzzles; see https://bugs.dolphin-emu.org/issues/12987
# Fixes the alpha value of glyph puzzles; see https://bugs.dolphin-emu.org/issues/12987
MissingColorValue = 0xFFFFFF82

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@ -542,7 +542,7 @@ de000000 80008180
30012d2c 2c000000
14012d54 38030000
e0000000 80008000
*Carry Infinite Boosts instad of 3 in the minigame Cosmic Slalom
*Carry Infinite Boosts instead of 3 in the minigame Cosmic Slalom
$Minigame - Lob to Rob: All Targets Worth 30 Points [gamemasterplc]
48000000 800030c8

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@ -106,14 +106,14 @@ void main()
// scaling while also being able to use the luminance channel.
float4 ictcp_color = LinearRGBToICtCP(color);
// Scale the color in perceptual space depending on the percieved luminance.
// Scale the color in perceptual space depending on the perceived luminance.
//
// At low luminances, ~0.0, pow(AMPLIFICATION, ~0.0) ~= 1.0, so the
// color will appear to be unchanged. This is important as we don't want to
// over expose dark colors which would not have otherwise been seen.
//
// At high luminances, ~1.0, pow(AMPLIFICATION, ~1.0) ~= AMPLIFICATION,
// which is equivilant to scaling the color by AMPLIFICATION. This is
// which is equivalent to scaling the color by AMPLIFICATION. This is
// important as we want to get the most out of the display, and we want to
// get bright colors to hit their target brightness.
//

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@ -391,7 +391,7 @@ bool supportsSIMD(uint simd_width)
#endif
}
// "Error: The AsciiArt shader requires the missing GPU extention KHR_shader_subgroup."
// "Error: The AsciiArt shader requires the missing GPU extension KHR_shader_subgroup."
const uint missing_subgroup_warning_len = 82;
const uint missing_subgroup_warning[missing_subgroup_warning_len] = {
37, 82, 82, 79, 82, 26, 95, 52, 72, 69, 95, 33, 83, 67, 73, 73, 33, 82, 84, 95, 83,

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@ -353,7 +353,7 @@ void main()
// Doing linear sampling in "gamma space" on linear texture formats isn't correct.
// If the source and target resolutions don't match, the GPU will return a color
// that is the average of 4 gamma space colors, but gamma space colors can't be blended together,
// gamma neeeds to be de-applied first. This makes a big difference if colors change
// gamma needs to be de-applied first. This makes a big difference if colors change
// drastically between two pixels.
color = LinearGammaCorrectedSample(game_gamma);

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@ -40,7 +40,7 @@ void main()
/*****inline square root routines*****/
// bit of a performance bottleneck.
// neccessary to make the darkened area rounded
// necessary to make the darkened area rounded
// instead of rhombus-shaped.
float sqrt = x / 10.0;

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@ -50,7 +50,7 @@ void main()
//****inline square root routines*****/
// bit of a performance bottleneck.
// neccessary to make the darkened area rounded
// necessary to make the darkened area rounded
// instead of rhombus-shaped.
float sqrt = x / 10.0;
while ((sqrt*sqrt) < x)