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

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@ -541,7 +541,7 @@ Music_PokeFluteInBattle::
; begin playing the "caught mon" sound effect
ld a, SFX_CAUGHT_MON
call PlaySoundWaitForCurrent
; then immediately overwrtie the channel pointers
; then immediately overwrite the channel pointers
ld hl, wChannelCommandPointers + Ch4 * 2
ld de, SFX_08_PokeFlute_Ch4
call Audio2_OverwriteChannelPointer

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@ -68,7 +68,7 @@ rNR34 EQU $ff1e ; Channel 3 Frequency's higher data (R/W)
rNR41 EQU $ff20 ; Channel 4 Sound Length (R/W)
rNR42 EQU $ff21 ; Channel 4 Volume Envelope (R/W)
rNR43 EQU $ff22 ; Channel 4 Polynomial Counter (R/W)
rNR44 EQU $ff23 ; Channel 4 Counter/consecutive; Inital (R/W)
rNR44 EQU $ff23 ; Channel 4 Counter/consecutive; Initial (R/W)
rNR50 EQU $ff24 ; Channel control / ON-OFF / Volume (R/W)
rNR51 EQU $ff25 ; Selection of Sound output terminal (R/W)
rNR52 EQU $ff26 ; Sound on/off

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@ -120,7 +120,7 @@ TMHM_PARTY_MENU EQU 3
SWAP_MONS_PARTY_MENU EQU 4
EVO_STONE_PARTY_MENU EQU 5
; party memu message IDs
; party menu message IDs
ANTIDOTE_MSG EQU $F0
BURN_HEAL_MSG EQU $F1
ICE_HEAL_MSG EQU $F2

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@ -391,18 +391,18 @@ JugglerData:
db 29,KADABRA,MR_MIME,0
; Victory Road 2F
db 41,DROWZEE,HYPNO,KADABRA,KADABRA,0
; Fucshia Gym
; Fuchsia Gym
db 31,DROWZEE,DROWZEE,KADABRA,DROWZEE,0
db 34,DROWZEE,HYPNO,0
; Victory Road 2F
db 48,MR_MIME,0
; Unused
db 33,HYPNO,0
; Fucshia Gym
; Fuchsia Gym
db 38,HYPNO,0
db 34,DROWZEE,KADABRA,0
TamerData:
; Fucshia Gym
; Fuchsia Gym
db 34,SANDSLASH,ARBOK,0
db 33,ARBOK,SANDSLASH,ARBOK,0
; Viridian Gym

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@ -829,7 +829,7 @@ DoRockSlideSpecialEffects:
cp a,1
jp z,AnimationFlashScreen ; if it's the end of the subanimation, flash the screen
ret
; if the subaninmation counter is between 8 and 11, shake the screen horizontally and vertically
; if the subanimation counter is between 8 and 11, shake the screen horizontally and vertically
.shakeScreen
ld b,1
predef PredefShakeScreenHorizontally ; shake horizontally
@ -1516,7 +1516,7 @@ AnimationShowMonPic:
jp Delay3
AnimationShowEnemyMonPic:
; Shows the emenmy mon's front sprite. Used in animations like Seismic Toss
; Shows the enemy mon's front sprite. Used in animations like Seismic Toss
; to make the mon's sprite reappear after disappears offscreen.
ld hl, AnimationShowMonPic
jp CallWithTurnFlipped

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@ -406,7 +406,7 @@ MainInBattleLoop:
ld a, [wEnemyBattleStatus1]
bit UsingTrappingMove, a ; check if enemy is using a multi-turn attack like wrap
jr z, .selectPlayerMove ; if not, jump
; enemy is using a mult-turn attack like wrap, so player is trapped and cannot execute a move
; enemy is using a multi-turn attack like wrap, so player is trapped and cannot execute a move
ld a, $ff
ld [wPlayerSelectedMove], a
jr .selectEnemyMove
@ -704,7 +704,7 @@ HandlePoisonBurnLeechSeed_DecreaseOwnHP:
ret
; adds bc to enemy HP
; bc isn't updated if HP substracted was capped to prevent overkill
; bc isn't updated if HP subtracted was capped to prevent overkill
HandlePoisonBurnLeechSeed_IncreaseEnemyHP:
push hl
ld hl, wEnemyMonMaxHP
@ -1218,7 +1218,7 @@ ChooseNextMon:
ret
; called when player is out of usable mons.
; prints approriate lose message, sets carry flag if player blacked out (special case for initial rival fight)
; prints appropriate lose message, sets carry flag if player blacked out (special case for initial rival fight)
HandlePlayerBlackOut:
ld a, [wLinkState]
cp LINK_STATE_BATTLING
@ -3550,7 +3550,7 @@ CheckPlayerStatusConditions:
ld c,[hl]
ld hl,wPlayerBideAccumulatedDamage + 1
ld a,[hl]
add c ; acumulate damage taken
add c ; accumulate damage taken
ld [hld],a
ld a,[hl]
adc b
@ -4286,7 +4286,7 @@ GetDamageVarsForPlayerAttack:
sla c
rl b
; reflect and light screen boosts do not cap the stat at 999, so weird things will happen during stats scaling if
; a Pokemon with 512 or more Defense has ued Reflect, or if a Pokemon with 512 or more Special has used Light Screen
; a Pokemon with 512 or more Defense has used Reflect, or if a Pokemon with 512 or more Special has used Light Screen
.specialAttackCritCheck
ld hl, wBattleMonSpecial
ld a, [wCriticalHitOrOHKO]
@ -4399,7 +4399,7 @@ GetDamageVarsForEnemyAttack:
sla c
rl b
; reflect and light screen boosts do not cap the stat at 999, so weird things will happen during stats scaling if
; a Pokemon with 512 or more Defense has ued Reflect, or if a Pokemon with 512 or more Special has used Light Screen
; a Pokemon with 512 or more Defense has used Reflect, or if a Pokemon with 512 or more Special has used Light Screen
.specialAttackCritCheck
ld hl, wEnemyMonSpecial
ld a, [wCriticalHitOrOHKO]
@ -7291,16 +7291,16 @@ PoisonEffect:
ld de, wEnemyMoveEffect
.poisonEffect
call CheckTargetSubstitute
jr nz, .noEffect ; can't posion a substitute target
jr nz, .noEffect ; can't poison a substitute target
ld a, [hli]
ld b, a
and a
jr nz, .noEffect ; miss if target is already statused
ld a, [hli]
cp POISON ; can't posion a poison-type target
cp POISON ; can't poison a poison-type target
jr z, .noEffect
ld a, [hld]
cp POISON ; can't posion a poison-type target
cp POISON ; can't poison a poison-type target
jr z, .noEffect
ld a, [de]
cp POISON_SIDE_EFFECT1
@ -7780,7 +7780,7 @@ StatModifierDownEffect:
jp nz, MoveMissed
ld a, [de]
sub ATTACK_DOWN1_EFFECT
cp EVASION_DOWN1_EFFECT + $3 - ATTACK_DOWN1_EFFECT ; covers al -1 effects
cp EVASION_DOWN1_EFFECT + $3 - ATTACK_DOWN1_EFFECT ; covers all -1 effects
jr c, .decrementStatMod
sub ATTACK_DOWN2_EFFECT - ATTACK_DOWN1_EFFECT ; map -2 effects to corresponding -1 effect
.decrementStatMod

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@ -186,7 +186,7 @@ SetupPlayerAndEnemyPokeballs:
ld hl, wOAMBuffer + $18
jp WritePokeballOAMData
; four tiles: pokeball, black pokeball (status ailment), crossed out pokeball (faited) and pokeball slot (no mon)
; four tiles: pokeball, black pokeball (status ailment), crossed out pokeball (fainted) and pokeball slot (no mon)
PokeballTileGraphics::
INCBIN "gfx/pokeball.2bpp"
PokeballTileGraphicsEnd:

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@ -76,7 +76,7 @@ HealEffect_:
ld a, [de]
sbc [hl]
jr c, .playAnim
; copy max HP to current HP if an overflow ocurred
; copy max HP to current HP if an overflow occurred
ld a, [hli]
ld [de], a
ld [wHPBarNewHP+1], a

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@ -25,7 +25,7 @@ RecoilEffect_:
jr nz, .updateHP
inc c ; minimum recoil damage is 1
.updateHP
; substract HP from user due to the recoil damage
; subtract HP from user due to the recoil damage
ld a, [hli]
ld [wHPBarMaxHP+1], a
ld a, [hl]

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@ -37,9 +37,9 @@ SubstituteEffect_:
sbc 0
pop bc
jr c, .notEnoughHP ; underflow means user would be left with negative health
; bug: since it only brances on carry, it will possibly leave user with 0 HP
; bug: since it only branches on carry, it will possibly leave user with 0 HP
.userHasZeroOrMoreHP
ldi [hl], a ; save resulting HP after substraction into current HP
ldi [hl], a ; save resulting HP after subtraction into current HP
ld [hl], d
ld h, b
ld l, c

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@ -114,7 +114,7 @@ AIMoveChoiceModification1:
ld a, [wBattleMonStatus]
and a
ret z ; return if no status ailment on player's mon
ld hl, wBuffer - 1 ; temp move selection array (-1 byte offest)
ld hl, wBuffer - 1 ; temp move selection array (-1 byte offset)
ld de, wEnemyMonMoves ; enemy moves
ld b, NUM_MOVES + 1
.nextMove
@ -154,7 +154,7 @@ StatusAilmentMoveEffects:
; slightly encourage moves with specific effects.
; in particular, stat-modifying moves and other move effects
; that fall in-bewteen
; that fall in-between
AIMoveChoiceModification2:
ld a, [wAILayer2Encouragement]
cp $1
@ -212,7 +212,7 @@ AIMoveChoiceModification3:
cp $10
jr z, .nextMove
jr c, .notEffectiveMove
dec [hl] ; sligthly encourage this move
dec [hl] ; slightly encourage this move
jr .nextMove
.notEffectiveMove ; discourages non-effective moves if better moves are available
push hl
@ -253,7 +253,7 @@ AIMoveChoiceModification3:
pop hl
and a
jr z, .nextMove
inc [hl] ; sligthly discourage this move
inc [hl] ; slightly discourage this move
jr .nextMove
AIMoveChoiceModification4:
ret

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@ -54,7 +54,7 @@ KabutopsFossilText:
DisplayMonFrontSpriteInBox:
; Displays a pokemon's front sprite in a pop-up window.
; [wcf91] = pokemon interal id number
; [wcf91] = pokemon internal id number
ld a, 1
ld [H_AUTOBGTRANSFERENABLED], a
call Delay3

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@ -863,7 +863,7 @@ ItemUseMedicine:
jp nc,.useVitamin ; if it's a vitamin or Rare Candy
cp a,FULL_RESTORE
jr nc,.healHP ; if it's a Full Restore or one of the potions
; fall through if it's one of the status-specifc healing items
; fall through if it's one of the status-specific healing items
.cureStatusAilment
ld bc,wPartyMon1Status - wPartyMon1
add hl,bc ; hl now points to status

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@ -185,7 +185,7 @@ TryingToLearn:
LearnedMove1Text:
TX_FAR _LearnedMove1Text
TX_SFX_ITEM_1 ; plays SFX_GET_ITEM_1 in the pary menu (rare candy) and plays SFX_LEVEL_UP in battle
TX_SFX_ITEM_1 ; plays SFX_GET_ITEM_1 in the party menu (rare candy) and plays SFX_LEVEL_UP in battle
TX_BLINK
db "@"

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@ -27,7 +27,7 @@ DrawStartMenu:
set 6,[hl] ; no pauses between printing each letter
coord hl, 12, 2
CheckEvent EVENT_GOT_POKEDEX
; case for not having pokdex
; case for not having pokedex
ld a,$06
jr z,.storeMenuItemCount
; case for having pokedex

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@ -409,7 +409,7 @@ PrintNicknameAndUnderscores:
call EraseMenuCursor
ld a, $11 ; "ED" x coord
ld [wTopMenuItemX], a
ld a, $5 ; "ED" y corrd
ld a, $5 ; "ED" y coord
ld [wCurrentMenuItem], a
ld a, [wNamingScreenType]
cp NAME_MON_SCREEN

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@ -647,7 +647,7 @@ PokedexToIndex:
ret
IndexToPokedex:
; converts the indexédex number at wd11e to a Pokédex number
; converts the index number at wd11e to a Pokédex number
push bc
push hl
ld a,[wd11e]

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@ -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

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@ -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:

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@ -2083,7 +2083,7 @@ DisableWaitingAfterTextDisplay::
; [wcf91] = item ID
; OUTPUT:
; [wActionResultOrTookBattleTurn] = success
; 00: unsucessful
; 00: unsuccessful
; 01: successful
; 02: not able to be used right now, no extra menu displayed (only certain items use this)
UseItem::
@ -3382,7 +3382,7 @@ CopyString::
; this function is used when lower button sensitivity is wanted (e.g. menus)
; OUTPUT: [hJoy5] = pressed buttons in usual format
; there are two flags that control its functionality, [hJoy6] and [hJoy7]
; there are esentially three modes of operation
; there are essentially three modes of operation
; 1. Get newly pressed buttons only
; ([hJoy7] == 0, [hJoy6] == any)
; Just copies [hJoyPressed] to [hJoy5].
@ -3730,7 +3730,7 @@ CalcStat::
ld a, b
add e
jr nc, .noCarry2
inc d ; da = (Base + IV) * 2 + ceil(Sqrt(stat exp)) / 4
inc d ; de = (Base + IV) * 2 + ceil(Sqrt(stat exp)) / 4
.noCarry2
ld [H_MULTIPLICAND+2], a
ld a, d

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@ -98,7 +98,7 @@ hSwapTemp EQU $FF95
hExperience EQU $FF96 ; 3 bytes, big endian
; Multiplcation and division variables are meant
; Multiplication and division variables are meant
; to overlap for back-to-back usage. Big endian.
H_MULTIPLICAND EQU $FF96 ; 3 bytes

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@ -146,7 +146,7 @@ ENDM
;\6 (flag) = add 3 to width of connection strip (why?)
SOUTH_MAP_CONNECTION: MACRO
db \2 ; map id
dw \5 + \4 ; "Conection Strip" location
dw \5 + \4 ; "Connection Strip" location
dw wOverworldMap + 3 + (\1_HEIGHT + 3) * (\1_WIDTH + 6) + \3 ; current map position
IF (\1_WIDTH < \2_WIDTH)
IF (_NARG > 5)

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@ -1735,7 +1735,7 @@ wPlayerBattleStatus3:: ; d064
; bit 0 - toxic
; bit 1 - light screen
; bit 2 - reflect
; bit 3 - tranformed
; bit 3 - transformed
ds 1
wEnemyStatsToDouble:: ; d065
@ -2046,7 +2046,7 @@ wPredefBank:: ; d0b7
wMonHeader:: ; d0b8
wMonHIndex:: ; d0b8
; In the ROM base stats data stucture, this is the dex number, but it is
; In the ROM base stats data structure, this is the dex number, but it is
; overwritten with the internal index number after the header is copied to WRAM.
ds 1
@ -3057,7 +3057,7 @@ wd732:: ; d732
; bit 1: remnant of debug mode? not set by the game code.
; if it is set
; 1. skips most of Prof. Oak's speech, and uses NINTEN as the player's name and SONY as the rival's name
; 2. does not have the player start in floor two of the playyer's house (instead sending them to [wLastMap])
; 2. does not have the player start in floor two of the player's house (instead sending them to [wLastMap])
; 3. allows wild battles to be avoided by holding down B
; bit 2: the target warp is a fly warp (bit 3 set or blacked out) or a dungeon warp (bit 4 set)
; bit 3: used warp pad, escape rope, dig, teleport, or fly, so the target warp is a "fly warp"
@ -3085,7 +3085,7 @@ wd736:: ; d736
; bit 1: the player is currently stepping down from a door
; bit 2: standing on a warp
; bit 6: jumping down a ledge / fishing animation
; bit 7: player sprite spinning due to spin tiles (Rocket hidehout / Viridian Gym)
; bit 7: player sprite spinning due to spin tiles (Rocket hideout / Viridian Gym)
ds 1
wCompletedInGameTradeFlags:: ; d737
@ -3168,7 +3168,7 @@ wUnusedDA38:: ; da38
wCurMapScript:: ; da39
; index of current map script, mostly used as index for function pointer array
; mostly copied from map-specific map script pointer and wirtten back later
; mostly copied from map-specific map script pointer and written back later
ds 1
ds 7