diff --git a/common/include/Utilities/pxCheckBox.h b/common/include/Utilities/pxCheckBox.h index e8a9c39848..5f59a0161c 100644 --- a/common/include/Utilities/pxCheckBox.h +++ b/common/include/Utilities/pxCheckBox.h @@ -63,7 +63,7 @@ static void operator+=( wxSizer& target, pxCheckBox* src ) } template<> -static void operator+=( wxSizer& target, const pxWindowAndFlags& src ) +void operator+=( wxSizer& target, const pxWindowAndFlags& src ) { target.Add( src.window, src.flags ); } diff --git a/common/include/Utilities/pxStaticText.h b/common/include/Utilities/pxStaticText.h index b2eaca3068..9be6c0cef4 100644 --- a/common/include/Utilities/pxStaticText.h +++ b/common/include/Utilities/pxStaticText.h @@ -48,7 +48,7 @@ // Note that if another control in the window has extends that blow the window size larger // than the "ideal" width, then the pxStaticText will remain consistent in it's size. It // will not attempt to grow to fit the expanded area. That might be fixable behavior, but -// it was hard enough for m to get this much working. ;) +// it was hard enough for me to get this much working. ;) // class pxStaticText : public wxStaticText { @@ -91,7 +91,7 @@ static void operator+=( wxSizer& target, pxStaticText* src ) } template<> -static void operator+=( wxSizer& target, const pxWindowAndFlags& src ) +void operator+=( wxSizer& target, const pxWindowAndFlags& src ) { target.Add( src.window, src.flags ); } diff --git a/pcsx2/Elfheader.cpp b/pcsx2/Elfheader.cpp index d9ddd5d738..4d47601bc2 100644 --- a/pcsx2/Elfheader.cpp +++ b/pcsx2/Elfheader.cpp @@ -635,14 +635,14 @@ int GetPS2ElfName( wxString& name ) if( parts.lvalue == L"BOOT2" ) { - Console.WriteLn( Color_StrongBlue, L"(GetElfName) Detected PS2 Disc = " + name ); name = parts.rvalue; + Console.WriteLn( Color_StrongBlue, L"(GetElfName) Detected PS2 Disc = " + name ); retype = 2; } else if( parts.lvalue == L"BOOT" ) { - Console.WriteLn( Color_StrongBlue, L"(GetElfName) Detected PSX/PSone Disc = " + name ); name = parts.rvalue; + Console.WriteLn( Color_StrongBlue, L"(GetElfName) Detected PSX/PSone Disc = " + name ); retype = 1; } else if( parts.lvalue == L"VMODE" ) diff --git a/pcsx2/IopDma.cpp b/pcsx2/IopDma.cpp index 4727a10f90..8359c9b796 100644 --- a/pcsx2/IopDma.cpp +++ b/pcsx2/IopDma.cpp @@ -59,7 +59,7 @@ static void __fastcall psxDmaGeneric(u32 madr, u32 bcr, u32 chcr, u32 spuCore, _ g_psxNextBranchCycle = psxNextsCounter + psxNextCounter; } } - + switch (chcr) { case 0x01000201: //cpu to spu2 transfer diff --git a/pcsx2/Vif0Dma.cpp b/pcsx2/Vif0Dma.cpp index 65a1025709..781465fe17 100644 --- a/pcsx2/Vif0Dma.cpp +++ b/pcsx2/Vif0Dma.cpp @@ -86,7 +86,7 @@ static __forceinline void vif0UNPACK(u32 *data) } vif0.cl = 0; - vif0.tag.cmd = vif0.cmd; + vif0.tag.cmd = vif0.cmd; vif0Regs->offset = 0; } diff --git a/pcsx2/VifDma.cpp b/pcsx2/VifDma.cpp index 1e83cdabed..45999d75e7 100644 --- a/pcsx2/VifDma.cpp +++ b/pcsx2/VifDma.cpp @@ -549,8 +549,7 @@ template void VIFunpack(u32 *data, vifCode *v, u32 size) if (tempsize > memlimit) { if (((vifRegs->cycle.cl != vifRegs->cycle.wl) && - ((memlimit + (vifRegs->cycle.cl - vifRegs->cycle.wl) * 16) == tempsize) || - (tempsize == memlimit))) + ((memlimit + (vifRegs->cycle.cl - vifRegs->cycle.wl) * 16) == tempsize))) { //It's a red herring, so ignore it! SSE unpacks will be much quicker. tempsize = 0; diff --git a/pcsx2/gui/Panels/SpeedhacksPanel.cpp b/pcsx2/gui/Panels/SpeedhacksPanel.cpp index 04a786bdd0..c9b283a8f6 100644 --- a/pcsx2/gui/Panels/SpeedhacksPanel.cpp +++ b/pcsx2/gui/Panels/SpeedhacksPanel.cpp @@ -44,7 +44,7 @@ const wxChar* Panels::SpeedHacksPanel::GetEEcycleSliderMsg( int val ) case 3: return pxE( ".Panels:Speedhacks:EECycleX3", - L"3 - Reduces the EE's cyclerate by about 50%. Moderate speedup, but *will* cause studdering " + L"3 - Reduces the EE's cyclerate by about 50%. Moderate speedup, but *will* cause stuttering " L"audio on many FMVs." ); @@ -201,7 +201,7 @@ Panels::SpeedHacksPanel::SpeedHacksPanel( wxWindow* parent ) : m_check_intc->SetToolTip( pxE( ".Tooltips:Speedhacks:INTC", L"This hack works best for games that use the INTC Status register to wait for vsyncs, which includes primarily non-3D " - L"RPG titles. Games that do not use this method of vsync will see little or no speeup from this hack." + L"RPG titles. Games that do not use this method of vsync will see little or no speedup from this hack." ) ); m_check_b1fc0->SetToolTip( pxE( ".Tooltips:Speedhacks:BIFC0",