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