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Data: fix various typos
Found via `codespell -q 3 -S "./Externals,./Data/Sys/wiitdb-??.txt,*.po,*.pot" -L andf,asnd,bootup,brocken,bufferin,clen,collet,datas,delt,diety,extint,fpr,inout,inport,interm,nd,nin,ontop,pixelx,re-use,re-used,sav,stateman,strat,transer,wil`
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1cc6b6c5d8
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cf1541a511
@ -9,9 +9,9 @@ SafeTextureCacheColorSamples = 0
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[Video_Hacks]
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# Some very early NES releases use a version of the NES emulator that doesn't require EFB2Ram.
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# All US releases before Feburary 2007 use this version (with all remaining US releases requiring EFB2Ram).
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# All US releases before February 2007 use this version (with all remaining US releases requiring EFB2Ram).
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# But in the PAL region the same games don't necessarily have the same emulator version and
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# only a few of the pre-Feburary 2007 releases don't require EFB2Ram.
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# only a few of the pre-February 2007 releases don't require EFB2Ram.
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#
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# Because of this, Inifiles that override this setting should only be created for the explicit region
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# that was tested and they should not be merged.
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@ -1,5 +1,5 @@
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# FAAE01 - Donkey Kong
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[Video_Hacks]
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# All US NES VC titles released before Feburary 2007 don't need EFB2ram
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# All US NES VC titles released before February 2007 don't need EFB2ram
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EFBToTextureEnable =
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@ -1,5 +1,5 @@
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# FAGE01 - Super Mario Bros.
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[Video_Hacks]
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# All US NES VC titles released before Feburary 2007 don't need EFB2ram
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# All US NES VC titles released before February 2007 don't need EFB2ram
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EFBToTextureEnable =
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@ -968,7 +968,7 @@ $Minigame: Memory Lane - No Trail [Airsola]
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204d6a0f 00000000
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044d699f 0000003f
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e2000002 80008000
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*Shy Guy will no longer leave a trail durning the demo in the minigame Memory Lane.
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*Shy Guy will no longer leave a trail during the demo in the minigame Memory Lane.
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$Minigame: Mole It – All Moles are Worth 3 Points [gamemasterplc]
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204D57F0 A8A10008
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@ -1164,7 +1164,7 @@ $Mechanics - Use Multiple Orbs in the Same Turn [Ralf]
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041E3764 3860FFFF
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*Does not work with CPUs
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$Mechanics - Vaccum Orb Always Steals 5 Coins
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$Mechanics - Vacuum Orb Always Steals 5 Coins
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041c8a34 38600005
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$Minigame: Balloonatic - 25 Second Timer [Airsola]
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@ -362,7 +362,7 @@ $Can Walk Ontop of Deep Snow (Twilight Spectre)
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$Run Normal Speed With Iron Boots On (brkirch)
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040BB53C 38600000
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040B2D18 4800004C
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$Alywas Preform Dive When Jumping (brkirch)
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$Always Perform Dive When Jumping (brkirch)
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040B6618 60000000
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$Can Always Flourish Sword (brkirch)
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040B9B68 60000000
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@ -514,7 +514,7 @@ $Mute BG Music (Twilight Spectre)
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043DC3D0 00000000
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$BG music muted v2 (Twilight Spectre)
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044507F4 00000000
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$Enviornment muted (Twilight Spectre)
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$Environment muted (Twilight Spectre)
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04450814 00000000
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$Link makes no noise (Twilight Spectre)
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044507FC 00000000
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@ -7,7 +7,7 @@
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# Add action replay cheats here.
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$==========The Legend of Zelda==========
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001D73B0 000000FB
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$Max/Infinte Health
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$Max/Infinite Health
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001D73AF 000000FF
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001D73B0 000000FB
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$Max/Infinite Rupees
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@ -1,5 +1,5 @@
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# RLIE64, RLIP64 - Lego Indiana Jones: The Original Adventures
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[Video_Hacks]
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# Fixes the alpha value of glpyh puzzles; see https://bugs.dolphin-emu.org/issues/12987
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# Fixes the alpha value of glyph puzzles; see https://bugs.dolphin-emu.org/issues/12987
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MissingColorValue = 0xFFFFFF82
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@ -542,7 +542,7 @@ de000000 80008180
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30012d2c 2c000000
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14012d54 38030000
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e0000000 80008000
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*Carry Infinite Boosts instad of 3 in the minigame Cosmic Slalom
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*Carry Infinite Boosts instead of 3 in the minigame Cosmic Slalom
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$Minigame - Lob to Rob: All Targets Worth 30 Points [gamemasterplc]
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48000000 800030c8
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@ -106,14 +106,14 @@ void main()
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// scaling while also being able to use the luminance channel.
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float4 ictcp_color = LinearRGBToICtCP(color);
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// Scale the color in perceptual space depending on the percieved luminance.
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// Scale the color in perceptual space depending on the perceived luminance.
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//
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// At low luminances, ~0.0, pow(AMPLIFICATION, ~0.0) ~= 1.0, so the
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// color will appear to be unchanged. This is important as we don't want to
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// over expose dark colors which would not have otherwise been seen.
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//
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// At high luminances, ~1.0, pow(AMPLIFICATION, ~1.0) ~= AMPLIFICATION,
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// which is equivilant to scaling the color by AMPLIFICATION. This is
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// which is equivalent to scaling the color by AMPLIFICATION. This is
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// important as we want to get the most out of the display, and we want to
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// get bright colors to hit their target brightness.
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//
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@ -391,7 +391,7 @@ bool supportsSIMD(uint simd_width)
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#endif
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}
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// "Error: The AsciiArt shader requires the missing GPU extention KHR_shader_subgroup."
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// "Error: The AsciiArt shader requires the missing GPU extension KHR_shader_subgroup."
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const uint missing_subgroup_warning_len = 82;
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const uint missing_subgroup_warning[missing_subgroup_warning_len] = {
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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()
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// Doing linear sampling in "gamma space" on linear texture formats isn't correct.
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// If the source and target resolutions don't match, the GPU will return a color
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// that is the average of 4 gamma space colors, but gamma space colors can't be blended together,
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// gamma neeeds to be de-applied first. This makes a big difference if colors change
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// gamma needs to be de-applied first. This makes a big difference if colors change
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// drastically between two pixels.
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color = LinearGammaCorrectedSample(game_gamma);
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@ -40,7 +40,7 @@ void main()
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/*****inline square root routines*****/
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// bit of a performance bottleneck.
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// neccessary to make the darkened area rounded
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// necessary to make the darkened area rounded
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// instead of rhombus-shaped.
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float sqrt = x / 10.0;
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@ -50,7 +50,7 @@ void main()
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//****inline square root routines*****/
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// bit of a performance bottleneck.
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// neccessary to make the darkened area rounded
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// necessary to make the darkened area rounded
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// instead of rhombus-shaped.
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float sqrt = x / 10.0;
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while ((sqrt*sqrt) < x)
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