diff --git a/BizHawk.Emulation.DiscSystem/CDFS/ISOFile.cs b/BizHawk.Emulation.DiscSystem/CDFS/ISOFile.cs
index 5df477e115..aad68e2e8d 100644
--- a/BizHawk.Emulation.DiscSystem/CDFS/ISOFile.cs
+++ b/BizHawk.Emulation.DiscSystem/CDFS/ISOFile.cs
@@ -10,7 +10,7 @@ namespace BizHawk.Emulation.DiscSystem
/// ISO9660
/// -------
/// It should work for most disk images that are created
- /// by the stanard disk imaging software. This class is by no means
+ /// by the standard disk imaging software. This class is by no means
/// robust to all variations of ISO9660.
/// Also, this class does not currently support the UDF file system.
///
@@ -28,7 +28,7 @@ namespace BizHawk.Emulation.DiscSystem
/// (asni - 20171013) - Class modified to be able to detect and consume Green
/// Book disc images.
///
- /// The implemtation of CD-I in this class adds some (but not all) additional
+ /// The implementation of CD-I in this class adds some (but not all) additional
/// properties to the class structures that CD-I brings. This means that
/// the same ISO class structures can be returned for both standards.
/// These small additions are readily found in ISOVolumeDescriptor.cs
diff --git a/BizHawk.Emulation.DiscSystem/Disc.cs b/BizHawk.Emulation.DiscSystem/Disc.cs
index cba6028bd9..1217d629ea 100644
--- a/BizHawk.Emulation.DiscSystem/Disc.cs
+++ b/BizHawk.Emulation.DiscSystem/Disc.cs
@@ -35,7 +35,7 @@ namespace BizHawk.Emulation.DiscSystem
public DiscStructure Structure;
///
- /// DiscStructure.Session 1 of the disc, since that's all thats needed most of the time.
+ /// DiscStructure.Session 1 of the disc, since that's all that's needed most of the time.
///
public DiscStructure.Session Session1 => Structure.Sessions[1];
@@ -46,7 +46,7 @@ namespace BizHawk.Emulation.DiscSystem
///
/// The DiscTOCRaw corresponding to the RawTOCEntries.
- /// TODO - there's one of these for every session, so... having one here doesnt make sense
+ /// TODO - there's one of these for every session, so... having one here doesn't make sense
/// so...
/// TODO - remove me
///
diff --git a/BizHawk.Emulation.DiscSystem/DiscExceptions.cs b/BizHawk.Emulation.DiscSystem/DiscExceptions.cs
index c5f24da8d9..8c9268519a 100644
--- a/BizHawk.Emulation.DiscSystem/DiscExceptions.cs
+++ b/BizHawk.Emulation.DiscSystem/DiscExceptions.cs
@@ -1,7 +1,6 @@
using System;
-//some old junk
-
+// some old junk
namespace BizHawk.Emulation.DiscSystem
{
[Serializable]
@@ -11,11 +10,9 @@ namespace BizHawk.Emulation.DiscSystem
: base($"A disc attempted to reference a file which could not be accessed or loaded: {fname}", inner)
{
}
- public DiscReferenceException(string fname, string extrainfo)
- : base($"A disc attempted to reference a file which could not be accessed or loaded:\n\n{fname}\n\n{extrainfo}")
+ public DiscReferenceException(string fname, string extraInfo)
+ : base($"A disc attempted to reference a file which could not be accessed or loaded:\n\n{fname}\n\n{extraInfo}")
{
}
}
-
-
}
\ No newline at end of file
diff --git a/BizHawk.Emulation.DiscSystem/DiscFormats/Blobs/Blob_ECM.cs b/BizHawk.Emulation.DiscSystem/DiscFormats/Blobs/Blob_ECM.cs
index a719c71411..ea0bbc0bdb 100644
--- a/BizHawk.Emulation.DiscSystem/DiscFormats/Blobs/Blob_ECM.cs
+++ b/BizHawk.Emulation.DiscSystem/DiscFormats/Blobs/Blob_ECM.cs
@@ -21,7 +21,7 @@
//ECM File Format reading support
//TODO - make a background thread to validate the EDC. be sure to terminate thread when the Blob disposes
-//remember: may need another stream for that. the IBlob architecture doesnt demand multithreading support
+//remember: may need another stream for that. the IBlob architecture doesn-t demand multi-threading support
using System;
using System.IO;
@@ -381,7 +381,7 @@ namespace BizHawk.Emulation.DiscSystem
// T: the type of the sector
// If you encounter a Number of 0xFFFFFFFF then the blocks section is finished.
// If you need a 6th byte for the block header, then the block header is erroneous
-// Increment Number, since storing 0 wouldve been useless.
+// Increment Number, since storing 0 would've been useless.
// Now, process the block.
// Type 0:
diff --git a/BizHawk.Emulation.DiscSystem/DiscFormats/Blobs/Blob_WaveFile.cs b/BizHawk.Emulation.DiscSystem/DiscFormats/Blobs/Blob_WaveFile.cs
index f15365a767..4cae65e93b 100644
--- a/BizHawk.Emulation.DiscSystem/DiscFormats/Blobs/Blob_WaveFile.cs
+++ b/BizHawk.Emulation.DiscSystem/DiscFormats/Blobs/Blob_WaveFile.cs
@@ -7,7 +7,7 @@ namespace BizHawk.Emulation.DiscSystem
partial class Disc
{
///
- /// TODO - doublecheck that riffmaster is not filling memory at load-time but reading through to the disk
+ /// TODO - double-check that riffmaster is not filling memory at load-time but reading through to the disk
/// TODO - clarify stream disposing semantics
///
internal class Blob_WaveFile : IBlob
diff --git a/BizHawk.Emulation.DiscSystem/DiscFormats/Blobs/RiffMaster.cs b/BizHawk.Emulation.DiscSystem/DiscFormats/Blobs/RiffMaster.cs
index 2debb85c31..391893ee4e 100644
--- a/BizHawk.Emulation.DiscSystem/DiscFormats/Blobs/RiffMaster.cs
+++ b/BizHawk.Emulation.DiscSystem/DiscFormats/Blobs/RiffMaster.cs
@@ -9,8 +9,8 @@ namespace BizHawk.Emulation.DiscSystem
///
/// Parses a RIFF file into a live data structure.
/// References to large blobs remain mostly on disk in the file which RiffMaster keeps a reference too. Dispose it to close the file.
- /// You can modify blobs however you want and write the file back out to a new path, if youre careful (that was the original point of this)
- /// Please be sure to test round-tripping when you make any changes. This architecture is a bit tricky to use, but it works if youre careful.
+ /// You can modify blobs however you want and write the file back out to a new path, if you're careful (that was the original point of this)
+ /// Please be sure to test round-tripping when you make any changes. This architecture is a bit tricky to use, but it works if you're careful.
/// TODO - clarify stream disposing semantics
///
class RiffMaster : IDisposable
diff --git a/BizHawk.Emulation.DiscSystem/DiscFormats/CUE/CUE_Compile.cs b/BizHawk.Emulation.DiscSystem/DiscFormats/CUE/CUE_Compile.cs
index efbbfcbcff..82c2bea13c 100644
--- a/BizHawk.Emulation.DiscSystem/DiscFormats/CUE/CUE_Compile.cs
+++ b/BizHawk.Emulation.DiscSystem/DiscFormats/CUE/CUE_Compile.cs
@@ -349,7 +349,7 @@ namespace BizHawk.Emulation.DiscSystem.CUE
//well now, if it's the first in the file, an implicit index will take its value from 00:00:00 in the file
//this is the kind of thing I sought to solve originally by 'interpreting' the file, but it seems easy enough to handle this way
- //my carlin.cue tests this but test cases shouldnt be hard to find
+ //my carlin.cue tests this but test cases shouldn't be hard to find
if (curr_track.IsFirstInFile)
index0.FileMSF = new Timestamp(0);
diff --git a/BizHawk.Emulation.DiscSystem/DiscFormats/CUE/CUE_Load.cs b/BizHawk.Emulation.DiscSystem/DiscFormats/CUE/CUE_Load.cs
index 12582cfcbb..dfba6d2897 100644
--- a/BizHawk.Emulation.DiscSystem/DiscFormats/CUE/CUE_Load.cs
+++ b/BizHawk.Emulation.DiscSystem/DiscFormats/CUE/CUE_Load.cs
@@ -1,5 +1,5 @@
//TODO:
-//"The first index of a file must start at 00:00:00" - if this isnt the case, we'll be doing nonsense for sure. so catch it
+//"The first index of a file must start at 00:00:00" - if this isn't the case, we'll be doing nonsense for sure. so catch it
//Recover the idea of TOCPoints maybe, as it's a more flexible way of generating the structure.
//TODO
diff --git a/BizHawk.Emulation.DiscSystem/DiscFormats/M3U_file.cs b/BizHawk.Emulation.DiscSystem/DiscFormats/M3U_file.cs
index d8490f3853..0859dbc086 100644
--- a/BizHawk.Emulation.DiscSystem/DiscFormats/M3U_file.cs
+++ b/BizHawk.Emulation.DiscSystem/DiscFormats/M3U_file.cs
@@ -30,13 +30,13 @@ namespace BizHawk.Emulation.DiscSystem
}
if (line.StartsWith("#EXTINF:"))
{
- //TODO - maybe we shouldnt be so harsh. should probably add parse options.
+ //TODO - maybe we shouldn't be so harsh. should probably add parse options.
if (!ext) continue;
line = line.Substring(8);
int cidx = line.IndexOf(',');
- //dont know what to do with this, but its a comment, so ignore it
+ //don't know what to do with this, but its a comment, so ignore it
if (cidx == -1)
continue;
diff --git a/BizHawk.Emulation.DiscSystem/DiscFormats/MDS_Format.cs b/BizHawk.Emulation.DiscSystem/DiscFormats/MDS_Format.cs
index 968dd8a18b..e9b515157a 100644
--- a/BizHawk.Emulation.DiscSystem/DiscFormats/MDS_Format.cs
+++ b/BizHawk.Emulation.DiscSystem/DiscFormats/MDS_Format.cs
@@ -763,7 +763,7 @@ namespace BizHawk.Emulation.DiscSystem
IBlob mdfBlob = null;
- // check for track pregap and create if neccessary
+ // check for track pregap and create if necessary
// this is specified in the track extras block
if (track.ExtraBlock.Pregap > 0)
{
diff --git a/BizHawk.Emulation.DiscSystem/DiscIdentifier.cs b/BizHawk.Emulation.DiscSystem/DiscIdentifier.cs
index a8ac44b398..fc695484d3 100644
--- a/BizHawk.Emulation.DiscSystem/DiscIdentifier.cs
+++ b/BizHawk.Emulation.DiscSystem/DiscIdentifier.cs
@@ -45,7 +45,7 @@ namespace BizHawk.Emulation.DiscSystem
TurboCD,
///
- /// MegaDrive addon
+ /// MegaDrive add-on
///
MegaCD,
@@ -65,7 +65,7 @@ namespace BizHawk.Emulation.DiscSystem
CDi,
///
- /// Nintendo Gamecube
+ /// Nintendo GameCube
///
GameCube,
@@ -168,7 +168,7 @@ namespace BizHawk.Emulation.DiscSystem
if (!isIso)
{
- // its much quicker to detect dreamcast from ISO data. Only do this if ISO is not detected
+ // its much quicker to detect DreamCast from ISO data. Only do this if ISO is not detected
if (DetectDreamcast())
return DiscType.Dreamcast;
}
diff --git a/BizHawk.Emulation.DiscSystem/DiscMountJob.MednaDisc.cs b/BizHawk.Emulation.DiscSystem/DiscMountJob.MednaDisc.cs
index c55957d8ba..47ad767e26 100644
--- a/BizHawk.Emulation.DiscSystem/DiscMountJob.MednaDisc.cs
+++ b/BizHawk.Emulation.DiscSystem/DiscMountJob.MednaDisc.cs
@@ -26,7 +26,7 @@
var md = new MednaDisc(IN_FromPath);
disc.DisposableResources.Add(md);
- //"length of disc" for bizhawk's purposes (NOT a robust concept!) is determined by beginning of leadout track
+ //"length of disc" for BizHawk's purposes (NOT a robust concept!) is determined by beginning of leadout track
var m_leadoutTrack = md.TOCTracks[100];
int nSectors = (int)m_leadoutTrack.lba;
diff --git a/BizHawk.Emulation.DiscSystem/DiscSubQ.cs b/BizHawk.Emulation.DiscSystem/DiscSubQ.cs
index 4b7123f256..6b4782e122 100644
--- a/BizHawk.Emulation.DiscSystem/DiscSubQ.cs
+++ b/BizHawk.Emulation.DiscSystem/DiscSubQ.cs
@@ -6,7 +6,7 @@
//http://www.jbum.com/cdg_revealed.html
//NOTES: the 'subchannel Q' stuff here has a lot to do with the q-Mode 1. q-Mode 2 is different,
-//and q-Mode 1 technically is defined a little differently in the lead-in area, although the fields align so the datastructures can be reused
+//and q-Mode 1 technically is defined a little differently in the lead-in area, although the fields align so the data structures can be reused
//Q subchannel basic structure: (quick ref: https://en.wikipedia.org/wiki/Compact_Disc_subcode)
//Byte 1: (aka `status`)
@@ -24,7 +24,6 @@ namespace BizHawk.Emulation.DiscSystem
public enum EControlQ
{
None = 0,
-
PRE = 1, //Pre-emphasis enabled (audio tracks only)
DCP = 2, //Digital copy permitted
DATA = 4, //set for data tracks, clear for audio tracks
@@ -33,7 +32,7 @@ namespace BizHawk.Emulation.DiscSystem
///
/// Why did I make this a struct? I thought there might be a shitton of these and I was trying to cut down on object creation churn during disc-loading.
- /// But I ended up mostly just having a shitton of byte[] for each buffer (I could improve that later to possibly reference a blob on top of a memorystream)
+ /// But I ended up mostly just having a shitton of byte[] for each buffer (I could improve that later to possibly reference a blob on top of a MemoryStream)
/// So, I should probably change that.
///
public struct SubchannelQ
diff --git a/BizHawk.Emulation.DiscSystem/Internal/Jobs/Synthesize_DiscTOC_From_RawTOCEntries_Job.cs b/BizHawk.Emulation.DiscSystem/Internal/Jobs/Synthesize_DiscTOC_From_RawTOCEntries_Job.cs
index 71c17d99f0..56f77453bf 100644
--- a/BizHawk.Emulation.DiscSystem/Internal/Jobs/Synthesize_DiscTOC_From_RawTOCEntries_Job.cs
+++ b/BizHawk.Emulation.DiscSystem/Internal/Jobs/Synthesize_DiscTOC_From_RawTOCEntries_Job.cs
@@ -24,7 +24,7 @@ namespace BizHawk.Emulation.DiscSystem
ret.TOCItems[0].Control = 0;
ret.TOCItems[0].Exists = false;
- //just in case this doesnt get set...
+ //just in case this doesn't get set...
ret.FirstRecordedTrackNumber = 0;
ret.LastRecordedTrackNumber = 0;
diff --git a/BizHawk.Emulation.DiscSystem/Internal/Jobs/Synthesize_Leadout_Job.cs b/BizHawk.Emulation.DiscSystem/Internal/Jobs/Synthesize_Leadout_Job.cs
index 7dc043cff0..4fe66f332c 100644
--- a/BizHawk.Emulation.DiscSystem/Internal/Jobs/Synthesize_Leadout_Job.cs
+++ b/BizHawk.Emulation.DiscSystem/Internal/Jobs/Synthesize_Leadout_Job.cs
@@ -7,7 +7,7 @@ namespace BizHawk.Emulation.DiscSystem
///
/// generates lead-out sectors according to very crude approximations
- /// TODO - this isnt being used right now
+ /// TODO - this isn't being used right now
///
class Synthesize_LeadoutJob
{
diff --git a/BizHawk.Emulation.DiscSystem/Internal/SynthUtils.cs b/BizHawk.Emulation.DiscSystem/Internal/SynthUtils.cs
index 7cd54fea95..337607c9cc 100644
--- a/BizHawk.Emulation.DiscSystem/Internal/SynthUtils.cs
+++ b/BizHawk.Emulation.DiscSystem/Internal/SynthUtils.cs
@@ -19,7 +19,7 @@ namespace BizHawk.Emulation.DiscSystem
}
///
- /// Caclulates the checksum of the provided Q subchannel buffer
+ /// Calculates the checksum of the provided Q subchannel buffer
///
public static ushort SubQ_CalcChecksum(byte[] buf12, int offset)
{
diff --git a/BizHawk.sln.DotSettings b/BizHawk.sln.DotSettings
index 0d2394ecaa..81a024d5f2 100644
--- a/BizHawk.sln.DotSettings
+++ b/BizHawk.sln.DotSettings
@@ -185,7 +185,10 @@
True
True
True
+ True
True
+ True
+ True
True
True
True
@@ -225,6 +228,7 @@
True
True
True
+ True
True
True
True
@@ -236,6 +240,8 @@
True
True
True
+ True
+ True
True
True
True
@@ -245,6 +251,8 @@
True
True
True
+ True
+ True
True
True
True
@@ -310,6 +318,7 @@
True
True
True
+ True
True
True
True
@@ -327,6 +336,7 @@
True
True
True
+ True
True
True
True
@@ -340,6 +350,7 @@
True
True
True
+ True
True
True
True
@@ -369,7 +380,9 @@
True
True
True
+ True
True
+ True
True
True
True
@@ -389,6 +402,7 @@
True
True
True
+ True
True
True
True
@@ -414,6 +428,9 @@
True
True
True
+ True
+ True
+ True
True
True
True
@@ -422,6 +439,7 @@
True
True
True
+ True
True
True
True
@@ -453,6 +471,8 @@
True
True
True
+ True
+ True
True
True
True