diff --git a/Data/Sys/GameSettings/F.ini b/Data/Sys/GameSettings/F.ini index 69520db9bb..92dda64b07 100644 --- a/Data/Sys/GameSettings/F.ini +++ b/Data/Sys/GameSettings/F.ini @@ -9,9 +9,9 @@ SafeTextureCacheColorSamples = 0 [Video_Hacks] # Some very early NES releases use a version of the NES emulator that doesn't require EFB2Ram. -# All US releases before Feburary 2007 use this version (with all remaining US releases requiring EFB2Ram). +# All US releases before February 2007 use this version (with all remaining US releases requiring EFB2Ram). # But in the PAL region the same games don't necessarily have the same emulator version and -# only a few of the pre-Feburary 2007 releases don't require EFB2Ram. +# only a few of the pre-February 2007 releases don't require EFB2Ram. # # Because of this, Inifiles that override this setting should only be created for the explicit region # that was tested and they should not be merged. diff --git a/Data/Sys/GameSettings/FAAE01.ini b/Data/Sys/GameSettings/FAAE01.ini index 61b31f8229..3b3139ee91 100644 --- a/Data/Sys/GameSettings/FAAE01.ini +++ b/Data/Sys/GameSettings/FAAE01.ini @@ -1,5 +1,5 @@ # FAAE01 - Donkey Kong [Video_Hacks] -# All US NES VC titles released before Feburary 2007 don't need EFB2ram +# All US NES VC titles released before February 2007 don't need EFB2ram EFBToTextureEnable = diff --git a/Data/Sys/GameSettings/FAGE01.ini b/Data/Sys/GameSettings/FAGE01.ini index d268b1d675..008a8147d3 100644 --- a/Data/Sys/GameSettings/FAGE01.ini +++ b/Data/Sys/GameSettings/FAGE01.ini @@ -1,5 +1,5 @@ # FAGE01 - Super Mario Bros. [Video_Hacks] -# All US NES VC titles released before Feburary 2007 don't need EFB2ram +# All US NES VC titles released before February 2007 don't need EFB2ram EFBToTextureEnable = diff --git a/Data/Sys/GameSettings/GP6E01.ini b/Data/Sys/GameSettings/GP6E01.ini index 513a8caeda..ea1d01166d 100644 --- a/Data/Sys/GameSettings/GP6E01.ini +++ b/Data/Sys/GameSettings/GP6E01.ini @@ -968,7 +968,7 @@ $Minigame: Memory Lane - No Trail [Airsola] 204d6a0f 00000000 044d699f 0000003f e2000002 80008000 -*Shy Guy will no longer leave a trail durning the demo in the minigame Memory Lane. +*Shy Guy will no longer leave a trail during the demo in the minigame Memory Lane. $Minigame: Mole It – All Moles are Worth 3 Points [gamemasterplc] 204D57F0 A8A10008 diff --git a/Data/Sys/GameSettings/GP7E01.ini b/Data/Sys/GameSettings/GP7E01.ini index 50c1f42d6b..c6dab7458f 100644 --- a/Data/Sys/GameSettings/GP7E01.ini +++ b/Data/Sys/GameSettings/GP7E01.ini @@ -1164,7 +1164,7 @@ $Mechanics - Use Multiple Orbs in the Same Turn [Ralf] 041E3764 3860FFFF *Does not work with CPUs -$Mechanics - Vaccum Orb Always Steals 5 Coins +$Mechanics - Vacuum Orb Always Steals 5 Coins 041c8a34 38600005 $Minigame: Balloonatic - 25 Second Timer [Airsola] diff --git a/Data/Sys/GameSettings/GZ2E01.ini b/Data/Sys/GameSettings/GZ2E01.ini index 928b7ffad4..8639aa8f5f 100644 --- a/Data/Sys/GameSettings/GZ2E01.ini +++ b/Data/Sys/GameSettings/GZ2E01.ini @@ -362,7 +362,7 @@ $Can Walk Ontop of Deep Snow (Twilight Spectre) $Run Normal Speed With Iron Boots On (brkirch) 040BB53C 38600000 040B2D18 4800004C -$Alywas Preform Dive When Jumping (brkirch) +$Always Perform Dive When Jumping (brkirch) 040B6618 60000000 $Can Always Flourish Sword (brkirch) 040B9B68 60000000 @@ -514,7 +514,7 @@ $Mute BG Music (Twilight Spectre) 043DC3D0 00000000 $BG music muted v2 (Twilight Spectre) 044507F4 00000000 -$Enviornment muted (Twilight Spectre) +$Environment muted (Twilight Spectre) 04450814 00000000 $Link makes no noise (Twilight Spectre) 044507FC 00000000 diff --git a/Data/Sys/GameSettings/PZLE01.ini b/Data/Sys/GameSettings/PZLE01.ini index a9f1080acd..a6f12608fe 100644 --- a/Data/Sys/GameSettings/PZLE01.ini +++ b/Data/Sys/GameSettings/PZLE01.ini @@ -7,7 +7,7 @@ # Add action replay cheats here. $==========The Legend of Zelda========== 001D73B0 000000FB -$Max/Infinte Health +$Max/Infinite Health 001D73AF 000000FF 001D73B0 000000FB $Max/Infinite Rupees diff --git a/Data/Sys/GameSettings/RLI.ini b/Data/Sys/GameSettings/RLI.ini index 31ded2002d..812970e35a 100644 --- a/Data/Sys/GameSettings/RLI.ini +++ b/Data/Sys/GameSettings/RLI.ini @@ -1,5 +1,5 @@ # RLIE64, RLIP64 - Lego Indiana Jones: The Original Adventures [Video_Hacks] -# Fixes the alpha value of glpyh puzzles; see https://bugs.dolphin-emu.org/issues/12987 +# Fixes the alpha value of glyph puzzles; see https://bugs.dolphin-emu.org/issues/12987 MissingColorValue = 0xFFFFFF82 diff --git a/Data/Sys/GameSettings/RM8E01.ini b/Data/Sys/GameSettings/RM8E01.ini index d12b5094ee..527f86b426 100644 --- a/Data/Sys/GameSettings/RM8E01.ini +++ b/Data/Sys/GameSettings/RM8E01.ini @@ -542,7 +542,7 @@ de000000 80008180 30012d2c 2c000000 14012d54 38030000 e0000000 80008000 -*Carry Infinite Boosts instad of 3 in the minigame Cosmic Slalom +*Carry Infinite Boosts instead of 3 in the minigame Cosmic Slalom $Minigame - Lob to Rob: All Targets Worth 30 Points [gamemasterplc] 48000000 800030c8 diff --git a/Data/Sys/Shaders/PerceptualHDR.glsl b/Data/Sys/Shaders/PerceptualHDR.glsl index e6d2277fd7..8d020dc659 100644 --- a/Data/Sys/Shaders/PerceptualHDR.glsl +++ b/Data/Sys/Shaders/PerceptualHDR.glsl @@ -106,14 +106,14 @@ void main() // scaling while also being able to use the luminance channel. float4 ictcp_color = LinearRGBToICtCP(color); - // Scale the color in perceptual space depending on the percieved luminance. + // Scale the color in perceptual space depending on the perceived luminance. // // At low luminances, ~0.0, pow(AMPLIFICATION, ~0.0) ~= 1.0, so the // color will appear to be unchanged. This is important as we don't want to // over expose dark colors which would not have otherwise been seen. // // At high luminances, ~1.0, pow(AMPLIFICATION, ~1.0) ~= AMPLIFICATION, - // which is equivilant to scaling the color by AMPLIFICATION. This is + // which is equivalent to scaling the color by AMPLIFICATION. This is // important as we want to get the most out of the display, and we want to // get bright colors to hit their target brightness. // diff --git a/Data/Sys/Shaders/asciiart.glsl b/Data/Sys/Shaders/asciiart.glsl index 1b5cfa947c..445f204bd7 100644 --- a/Data/Sys/Shaders/asciiart.glsl +++ b/Data/Sys/Shaders/asciiart.glsl @@ -391,7 +391,7 @@ bool supportsSIMD(uint simd_width) #endif } -// "Error: The AsciiArt shader requires the missing GPU extention KHR_shader_subgroup." +// "Error: The AsciiArt shader requires the missing GPU extension KHR_shader_subgroup." const uint missing_subgroup_warning_len = 82; const uint missing_subgroup_warning[missing_subgroup_warning_len] = { 37, 82, 82, 79, 82, 26, 95, 52, 72, 69, 95, 33, 83, 67, 73, 73, 33, 82, 84, 95, 83, diff --git a/Data/Sys/Shaders/default_pre_post_process.glsl b/Data/Sys/Shaders/default_pre_post_process.glsl index 5df2de9986..6337524620 100644 --- a/Data/Sys/Shaders/default_pre_post_process.glsl +++ b/Data/Sys/Shaders/default_pre_post_process.glsl @@ -353,7 +353,7 @@ void main() // Doing linear sampling in "gamma space" on linear texture formats isn't correct. // If the source and target resolutions don't match, the GPU will return a color // that is the average of 4 gamma space colors, but gamma space colors can't be blended together, - // gamma neeeds to be de-applied first. This makes a big difference if colors change + // gamma needs to be de-applied first. This makes a big difference if colors change // drastically between two pixels. color = LinearGammaCorrectedSample(game_gamma); diff --git a/Data/Sys/Shaders/nightvision2.glsl b/Data/Sys/Shaders/nightvision2.glsl index c3e6a25462..dfbbda9761 100644 --- a/Data/Sys/Shaders/nightvision2.glsl +++ b/Data/Sys/Shaders/nightvision2.glsl @@ -40,7 +40,7 @@ void main() /*****inline square root routines*****/ // bit of a performance bottleneck. - // neccessary to make the darkened area rounded + // necessary to make the darkened area rounded // instead of rhombus-shaped. float sqrt = x / 10.0; diff --git a/Data/Sys/Shaders/nightvision2scanlines.glsl b/Data/Sys/Shaders/nightvision2scanlines.glsl index d2f7eda2ea..5ace5e3be6 100644 --- a/Data/Sys/Shaders/nightvision2scanlines.glsl +++ b/Data/Sys/Shaders/nightvision2scanlines.glsl @@ -50,7 +50,7 @@ void main() //****inline square root routines*****/ // bit of a performance bottleneck. - // neccessary to make the darkened area rounded + // necessary to make the darkened area rounded // instead of rhombus-shaped. float sqrt = x / 10.0; while ((sqrt*sqrt) < x)