[Maintenance] Fix another bunch of accumulated typos

Part of P0139, funded by [Anonymous].
This commit is contained in:
nmlgc 2021-05-07 21:21:15 +02:00
parent 864e8643ab
commit 794c6ab55c
7 changed files with 10 additions and 10 deletions

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@ -110,7 +110,7 @@ Crossed-out files are identical to their version in the previous game. ONGCHK.CO
Needed to fulfill the role of being "just *any* native C++ compiler" for our own tools that either don't necessarily *have* to run on 16-bit DOS, or are required by the 32-bit build step, as long as that one still exists (see above).
Currently, this category of tools only includes the [converter for hardcoded sprites]. Since that one is written to be as platform-independent as possible, it could easily be compiled with any other native C compiler you happen to have already installed. (Which also means that future port developers hopefully have one less thing to worry about.)
So, if you dislike additional dependencies, feel free to edit the `Tupfile` so that `bmp2arr` is compiled with any others C compiler of your choice.
So, if you dislike additional dependencies, feel free to edit the `Tupfile` so that `bmp2arr` is compiled with any other C compiler of your choice.
However, choosing Borland C++ 5.5 as a default for everyone else fits ReC98 very well for several reasons:

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@ -309,9 +309,9 @@ Inhibited by:
int v = set_v();
do_something_else();
use(v);
} else if(underline) {
} else if(b) {
// Second declaration of [v]. Even though it's assigned to the same stack
// offset, the second `PUSH w` call will still be emitted separately.
// offset, the second `PUSH c` call will still be emitted separately.
// Thus, jump optimization only reuses the `CALL use` instruction.
// Move the `int v;` declaraion to the beginning of the function to avoid
// this.

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@ -389,7 +389,7 @@ int z_graph_readdot(screen_x_t x, vram_y_t y)
test(E, vram_offset, mask, 8);
return ret;
#undef text
#undef test
}
/// ------

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@ -72,8 +72,8 @@ enum pellet_sling_direction_t {
// along this axis of symmetry; even-numbered spreads don't.
//
// For aimed patterns, this means that:
// • all odd-numbered spreads are aimed *at* the player, while
// • all even-numbered spreads are aimed *around* the player.
// • spreads with odd numbers of pellets are aimed *at* the player, while
// • spreads with even numbers of pellets are aimed *around* the player.
enum pellet_pattern_t {
// Does not actually work, due to a ZUN bug in pattern_velocity_set()!
PP_NONE = 0,

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@ -67,7 +67,7 @@ void hp_put_with_section_pattern(int point, hp_section_t section)
/// Background
/// ----------
/// Whew, using a 16x16 wrapper around a 32x32 set of graphics functions in
/// order to handle backgrounds for 16x8 sprites... That's quite the recipe
/// order to handle backgrounds for 8x16 sprites... That's quite the recipe
// for confusion. *Especially* if you don't write functions to abstract away
// this needless complexity.

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@ -85,7 +85,7 @@ void CPlayerAnim::unput_8(screen_x_t left, vram_y_t top, int image) const
graph_accesspage_func(0);
}
#define put_row(byte_x, vram_offset, bos_p, image) \
#define put_row(bos_byte_x, vram_offset, bos_p, image) \
for(bos_byte_x = 0; vram_w > bos_byte_x; bos_byte_x++) { \
if( \
((vram_offset / ROW_SIZE) == intended_y) && \

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@ -48,7 +48,7 @@ typedef enum {
PTN_BG_LIVES = PTN_ID(PTN_SLOT_BG_HUD, 0),
PTN_BG_LIVES_last = last_for_quarters(PTN_BG_LIVES, LIVES_MAX),
PTN_BG_STAGE,
PTN_BG_STAGE_last, // But the original game onlys need a single quarter?
PTN_BG_STAGE_last, // But the original game only need a single quarter?
PTN_BG_BOMBS,
PTN_BG_BOMBS_last = last_for_quarters(PTN_BG_BOMBS, BOMBS_MAX),