From e7101ce9fe3f3622be256484d3fc6b5a6dabd0c8 Mon Sep 17 00:00:00 2001 From: dartraiden Date: Thu, 23 Apr 2015 22:56:15 +0300 Subject: [PATCH] Fix typos in docs --- docs/control-inputs.txt | 2 +- docs/controls.txt | 4 ++-- win32/docs/faqs-windows.txt | 18 +++++++++--------- win32/docs/how2compile.txt | 8 ++++---- 4 files changed, 16 insertions(+), 16 deletions(-) diff --git a/docs/control-inputs.txt b/docs/control-inputs.txt index 4faddc33..1a446676 100644 --- a/docs/control-inputs.txt +++ b/docs/control-inputs.txt @@ -2,7 +2,7 @@ Control input names are completely defined by the individual ports. This document is intended to collect the rules for all ports. The various meta-characters in the rules are: - # - A number. The range is detemined by the context + # - A number. The range is determined by the context ## - A two-digit number (i.e. with leading zeros) [...] - Something optional (...) - For grouping with | diff --git a/docs/controls.txt b/docs/controls.txt index 703cd33d..309360d3 100644 --- a/docs/controls.txt +++ b/docs/controls.txt @@ -1,6 +1,6 @@ This lists the available commands, excluding the ones you get back from S9xGetAllSnes9xCommands(). The various meta-characters are: - # - A number. The range is detemined by the context + # - A number. The range is determined by the context ## - A two-digit number (i.e. with leading zeros) [...] - Something optional (...) - For grouping with | @@ -82,7 +82,7 @@ is released each subcommand is 'released'. There are also press-only multis, defined as "+{...}". These act just like regular multis, with two differences: the multi is only run when you press -the button (release isignored), and each subcommand must be prefixed with +the button (release is ignored), and each subcommand must be prefixed with '+' or '-' to indicate whether the the subcommand should be pressed or released. diff --git a/win32/docs/faqs-windows.txt b/win32/docs/faqs-windows.txt index 5991a7b9..d90cfe82 100644 --- a/win32/docs/faqs-windows.txt +++ b/win32/docs/faqs-windows.txt @@ -10,7 +10,7 @@ probably won't, happen. On our first section of this mystical journey you shall see various frequently asked questions, as well as their answers! The majority of the things in this FAQ are based off the Windows port of Snes9x. -While some of the information is relevant to most, or all, ports, no gaurantees +While some of the information is relevant to most, or all, ports, no guarantees are made that what is said will be accurate for all versions. -------------------------------------------------------------------------------- @@ -41,7 +41,7 @@ Q: Why doesn't Snes9x support transparencies? A: It does! Make sure the "Transparency" box is checked in the settings menu. Q: I recently purchased a gamepad controller. Will it work on Snes9x? - A: More than likely yes. Any USB compatable controller will work. Generally + A: More than likely yes. Any USB compatible controller will work. Generally this means any controller made within the past 7 years or so. If you are having problems consider updating drivers and recalibrating your controller. @@ -110,12 +110,12 @@ some games require specific options to keep "right". First, make sure that Hi-res support is selected in the option menus, that option can slow down performance on slower machines, although it is now on by default. Second, it is recommended your filter option is set to anything except "none." "Simple 2X" is -a good choice. Note: In the event the "Hi-res" option is greyed out, make sure +a good choice. Note: In the event the "Hi-res" option is grayed out, make sure your display resolution is at least 512 x 480. Q: Why can't I press many buttons at once? Especially in Chrono Trigger. A: Most standard keyboards (There are a few exceptions, though only a few) can -only output so much data to the compter at a time. As such your computer is +only output so much data to the computer at a time. As such your computer is often unable to carry-out the instructions you have given it. There are solutions abound, of course, and here they are now: Lovely recommendation one is to rearrange the keymapping in Snes9x so that all the necessary buttons are on a @@ -124,7 +124,7 @@ The draw back to this is that if you set "a" to jump and shoot you will be unable to jump without shooting, or shoot without jumping, until you change it back. The super sexy recommendation number 2 is to set the ctrl and alt keys to some of the necessary buttons. The draw back to this is that often these buttons -can cause problems if used in tandum with other keys, due to Windows shortcuts. +can cause problems if used in tandem with other keys, due to Windows shortcuts. You may, for instance, be using alt to jump and while in midair hit f4 to load a savestate... That will close the program, which is bad. Finally, and the method I personally recommend, is to purchase a gamepad. The draw backs to this are @@ -251,10 +251,10 @@ have a question worthy of this vast tome of knowledge please leave it in the return again next time with an even greater FAQ. I would like to take the time to thank the vast plethora of people who have -helped me conjur this machination of goodness. However, in the annals of time I -have probably forgotten many of those who have given me advice, defintions, -technologial information and cookies. It would be unfair to only mention the -small portion of names I remember from an excessivley long and ever-expanding +helped me conjure this machination of goodness. However, in the annals of time I +have probably forgotten many of those who have given me advice, definitions, +technological information and cookies. It would be unfair to only mention the +small portion of names I remember from an excessively long and ever-expanding list. As such, I won't. Toodles. Knowledge is power; Learn it well diff --git a/win32/docs/how2compile.txt b/win32/docs/how2compile.txt index 5d7e5e67..5c19a917 100644 --- a/win32/docs/how2compile.txt +++ b/win32/docs/how2compile.txt @@ -11,7 +11,7 @@ NOTE: Unicode support requires a special zlib build - see the end of the zlib en Note that as of the June 2010 release of the DirectX SDK, DirectDraw (which is necessary to compile) has been removed. -- zlib(optional) - The release binaries are built against a static zlib compiled +- zlib (optional) - The release binaries are built against a static zlib compiled against VC's multi-threaded C runtime and renamed to zlibmt.lib, to avoid linker conflicts. removing ZLIB from the preprocessor definitions and zlibmt.lib from the library listing will disable zip support. @@ -21,13 +21,13 @@ NOTE: Unicode support requires a special zlib build - see the end of the zlib en to compile zlib - if you want to use the project files supplied with zlib you have to add _tfwopen.h to their force include list -- libpng(optional) - Like zlib, this is a renamed libpng.lib, built against the same +- libpng (optional) - Like zlib, this is a renamed libpng.lib, built against the same C runtime for the same reasons. Building your own is as simple as changing the runtime used by libpng's own project files, compiling, renaming the result to libpngmt.lib HAVE_LIBPNG is the define used to include this code, used for screenshots. (the libpng directory should reside at win32/../../libpng, i.e. 2 directories up) -- fmod(optional) - Versions 3.20 and above. Used to provide extra sound output +- fmod (optional) - Versions 3.20 and above. Used to provide extra sound output options that increases hardware compatibility with some PC hardware. Version 3.33 broke A3D support on some hardware so I reverted back to version 3.20. However, I'm told 3.40, just released at time of writing, fixes the problem. @@ -35,7 +35,7 @@ NOTE: Unicode support requires a special zlib build - see the end of the zlib en sub-folder contents into win32/../../fmod. Disable fmod support by removing the FMOD_SUPPORT from the Preprocessor Definitions text box. -- fmod ex(optional) - Used to provide extra sound output. Cannot be used at the same time as +- fmod ex (optional) - Used to provide extra sound output. Cannot be used at the same time as normal FMOD support. Disable fmod support by removing the FMODEX_SUPPORT from the Preprocessor Definitions text box.