mirror of https://github.com/nmlgc/ReC98.git
[Maintenance] Fix another bunch of accumulated typos
Part of P0139, funded by [Anonymous].
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@ -110,7 +110,7 @@ Crossed-out files are identical to their version in the previous game. ONGCHK.CO
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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).
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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.)
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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.
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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.
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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:
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int v = set_v();
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do_something_else();
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use(v);
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} else if(underline) {
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} else if(b) {
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// Second declaration of [v]. Even though it's assigned to the same stack
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// offset, the second `PUSH w` call will still be emitted separately.
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// offset, the second `PUSH c` call will still be emitted separately.
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// Thus, jump optimization only reuses the `CALL use` instruction.
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// Move the `int v;` declaraion to the beginning of the function to avoid
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// this.
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@ -389,7 +389,7 @@ int z_graph_readdot(screen_x_t x, vram_y_t y)
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test(E, vram_offset, mask, 8);
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return ret;
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#undef text
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#undef test
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}
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/// ------
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@ -72,8 +72,8 @@ enum pellet_sling_direction_t {
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// along this axis of symmetry; even-numbered spreads don't.
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//
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// For aimed patterns, this means that:
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// • all odd-numbered spreads are aimed *at* the player, while
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// • all even-numbered spreads are aimed *around* the player.
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// • spreads with odd numbers of pellets are aimed *at* the player, while
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// • spreads with even numbers of pellets are aimed *around* the player.
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enum pellet_pattern_t {
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// Does not actually work, due to a ZUN bug in pattern_velocity_set()!
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PP_NONE = 0,
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@ -67,7 +67,7 @@ void hp_put_with_section_pattern(int point, hp_section_t section)
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/// Background
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/// ----------
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/// Whew, using a 16x16 wrapper around a 32x32 set of graphics functions in
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/// order to handle backgrounds for 16x8 sprites... That's quite the recipe
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/// order to handle backgrounds for 8x16 sprites... That's quite the recipe
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// for confusion. *Especially* if you don't write functions to abstract away
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// 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
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graph_accesspage_func(0);
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}
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#define put_row(byte_x, vram_offset, bos_p, image) \
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#define put_row(bos_byte_x, vram_offset, bos_p, image) \
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for(bos_byte_x = 0; vram_w > bos_byte_x; bos_byte_x++) { \
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if( \
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((vram_offset / ROW_SIZE) == intended_y) && \
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@ -48,7 +48,7 @@ typedef enum {
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PTN_BG_LIVES = PTN_ID(PTN_SLOT_BG_HUD, 0),
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PTN_BG_LIVES_last = last_for_quarters(PTN_BG_LIVES, LIVES_MAX),
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PTN_BG_STAGE,
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PTN_BG_STAGE_last, // But the original game onlys need a single quarter?
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PTN_BG_STAGE_last, // But the original game only need a single quarter?
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PTN_BG_BOMBS,
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PTN_BG_BOMBS_last = last_for_quarters(PTN_BG_BOMBS, BOMBS_MAX),
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