diff --git a/extract_assets.py b/extract_assets.py index 2188cfcc0b..acf01cb71a 100755 --- a/extract_assets.py +++ b/extract_assets.py @@ -78,7 +78,7 @@ def ExtractFunc(assetConfig: version_config.AssetConfig): ExtractFile(assetConfig, outPath, outSourcePath) if not globalAbort.is_set(): - # Only update timestamp on succesful extractions + # Only update timestamp on successful extractions if xml_path_str not in globalExtractedAssetsTracker: globalExtractedAssetsTracker[xml_path_str] = globalManager.dict() globalExtractedAssetsTracker[xml_path_str]["timestamp"] = currentTimeStamp @@ -188,7 +188,7 @@ def main(): with mp_context.Pool(numCores, initializer=initializeWorker, initargs=(versionConfig, mainAbort, args.unaccounted, extractedAssetsTracker, manager, baseromSegmentsDir, outputDir)) as p: p.map(ExtractFunc, versionConfig.assets) except (multiprocessing.ProcessError, TypeError, CannotMultiprocessError): - print("Warning: Multiprocessing exception ocurred.", file=os.sys.stderr) + print("Warning: Multiprocessing exception occurred.", file=os.sys.stderr) print("Disabling mutliprocessing.", file=os.sys.stderr) initializeWorker(versionConfig, mainAbort, args.unaccounted, extractedAssetsTracker, manager, baseromSegmentsDir, outputDir) diff --git a/include/padmgr.h b/include/padmgr.h index d22762a2f4..5bfa98308d 100644 --- a/include/padmgr.h +++ b/include/padmgr.h @@ -76,7 +76,7 @@ void PadMgr_RumbleSet(PadMgr* padMgr, u8* enable); * user-provided argument. The callback function should be `void (*)(PadMgr*, void*)`. * * @param callback callback to run before rumble state is updated for the current VI - * @param arg the argument to pass to the calback + * @param arg the argument to pass to the callback * * @see PADMGR_UNSET_RETRACE_CALLACK */ diff --git a/include/regs.h b/include/regs.h index 09f128aafa..61f1ad6426 100644 --- a/include/regs.h +++ b/include/regs.h @@ -280,7 +280,7 @@ typedef enum HRegMode { // HREG_MODE_UCODE_DISAS #define R_UCODE_DISAS_TOGGLE HREG(81) // < 0 enables and prints some hardware reg info for 1 frame, > 0 enables constant disas #define R_UCODE_DISAS_LOG_MODE HREG(82) // 1 and 2 print counts, 3 enables fault client, 4 disables open/close disps -#define R_UCODE_DISAS_LOG_LEVEL HREG(83) // enables various logging within the dissasembler itself +#define R_UCODE_DISAS_LOG_LEVEL HREG(83) // enables various logging within the dissassembler itself #define R_UCODE_DISAS_TOTAL_COUNT HREG(84) // read-only #define R_UCODE_DISAS_VTX_COUNT HREG(85) // read-only #define R_UCODE_DISAS_SPVTX_COUNT HREG(86) // read-only diff --git a/include/z64actor.h b/include/z64actor.h index 255ddf3464..c83316af7c 100644 --- a/include/z64actor.h +++ b/include/z64actor.h @@ -119,7 +119,7 @@ typedef struct ActorShape { #define ACTOR_FLAG_HOSTILE (1 << 2) // Actor is considered "friendly"; Opposite flag of `ACTOR_FLAG_HOSTILE`. -// Note that this flag doesn't have any effect on either the actor, or Player's behvaior. +// Note that this flag doesn't have any effect on either the actor, or Player's behavior. // What actually matters is the presence or lack of `ACTOR_FLAG_HOSTILE`. #define ACTOR_FLAG_FRIENDLY (1 << 3) diff --git a/include/z64animation.h b/include/z64animation.h index f6fee1976b..1b89c7ae94 100644 --- a/include/z64animation.h +++ b/include/z64animation.h @@ -133,13 +133,13 @@ typedef enum AnimationTapers { // starting a new animation. This is helpful when an animation's translation data starts at the "origin" // (in this case, the origin refers to `baseTransl`, in model space). // Some animations have translation data that does not begin at the "origin". This is common when a -// longer sequence of animation is broken up into different parts as seperate animations. +// longer sequence of animation is broken up into different parts as separate animations. // In this case, when one animation starts its translation at the same position where a different animation // left off, resetting `prevTransl` is not desirable. This will cause the actor's position to noticeably change // when the translation data from the first frame of the new animation is applied. // // When this flag is used during a transition between two animations, the first frame of movement is not applied. -// This allows the actor's world postiion to stay at the same location as where the previous animation ended. +// This allows the actor's world position to stay at the same location as where the previous animation ended. // Because translations are calculated as a difference from the current and previous frame, all subsequent // frames have their translation occur relative to this new starting point. // diff --git a/include/z64camera.h b/include/z64camera.h index a985eca4db..1e831a909e 100644 --- a/include/z64camera.h +++ b/include/z64camera.h @@ -101,7 +101,7 @@ struct View; #define CAM_STATE_CHECK_BG (1 << 2) // Must be set for the camera to change settings based on the bg surface #define CAM_STATE_EXTERNAL_FINISHED (1 << 3) // Signal from the external systems to camera that the current cam-update function is no longer needed #define CAM_STATE_CAM_FUNC_FINISH (1 << 4) // Signal from camera to player that the cam-update function is finished its primary purpose -#define CAM_STATE_LOCK_MODE (1 << 5) // Prevents camera from changing mode, unless overriden by `forceModeChange` passed to `Camera_RequestModeImpl` +#define CAM_STATE_LOCK_MODE (1 << 5) // Prevents camera from changing mode, unless overridden by `forceModeChange` passed to `Camera_RequestModeImpl` #define CAM_STATE_DISTORTION (1 << 6) // Set when camera distortion is on #define CAM_STATE_PLAY_INIT (1 << 7) // Set in Play_Init, never used or changed #define CAM_STATE_CAMERA_IN_WATER (1 << 8) // Camera (eye) is underwater @@ -797,7 +797,7 @@ typedef struct KeepOn3ReadOnlyData { /* 0x00 */ f32 yOffset; /* 0x04 */ f32 minDist; /* 0x08 */ f32 maxDist; - /* 0x0C */ f32 swingYawInital; + /* 0x0C */ f32 swingYawInitial; /* 0x10 */ f32 swingYawFinal; /* 0x14 */ f32 swingPitchInitial; /* 0x18 */ f32 swingPitchFinal; @@ -1185,7 +1185,7 @@ typedef struct Unique0ReadOnlyData { } Unique0ReadOnlyData; // size = 0x4 typedef struct Unique0ReadWriteData { - /* 0x00 */ Vec3f initalPos; + /* 0x00 */ Vec3f initialPos; /* 0x0C */ s16 animTimer; /* 0x10 */ InfiniteLine eyeAndDirection; } Unique0ReadWriteData; // size = 0x28 @@ -1410,7 +1410,7 @@ typedef struct Special0 { { interfaceField, CAM_DATA_INTERFACE_FIELD } typedef struct Special4ReadWriteData { - /* 0x0 */ s16 initalTimer; + /* 0x0 */ s16 initialTimer; } Special4ReadWriteData; // size = 0x4 typedef struct Special4 { @@ -1472,7 +1472,7 @@ typedef struct Special6ReadOnlyData { } Special6ReadOnlyData; // size = 0x4 typedef struct Special6ReadWriteData { - /* 0x0 */ f32 initalPlayerY; + /* 0x0 */ f32 initialPlayerY; /* 0x4 */ s16 animTimer; } Special6ReadWriteData; // size = 0x8 diff --git a/include/z64player.h b/include/z64player.h index 9ee79bb554..79c38271c0 100644 --- a/include/z64player.h +++ b/include/z64player.h @@ -72,7 +72,7 @@ typedef enum PlayerEnvHazard { typedef enum PlayerItemAction { /* 0x00 */ PLAYER_IA_NONE, - /* 0x01 */ PLAYER_IA_SWORD_CS, // Hold sword without shield in hand. The sword is not useable. + /* 0x01 */ PLAYER_IA_SWORD_CS, // Hold sword without shield in hand. The sword is not usable. /* 0x02 */ PLAYER_IA_FISHING_POLE, /* 0x03 */ PLAYER_IA_SWORD_MASTER, /* 0x04 */ PLAYER_IA_SWORD_KOKIRI, diff --git a/src/code/main.c b/src/code/main.c index 310ff63cf5..22816c230c 100644 --- a/src/code/main.c +++ b/src/code/main.c @@ -91,7 +91,7 @@ void Main(void* arg) { #endif fb = (uintptr_t)SysCfb_GetFbPtr(0); gSystemHeapSize = fb - systemHeapStart; - PRINTF(T("システムヒープ初期化 %08x-%08x %08x\n", "System heap initalization %08x-%08x %08x\n"), systemHeapStart, + PRINTF(T("システムヒープ初期化 %08x-%08x %08x\n", "System heap initialization %08x-%08x %08x\n"), systemHeapStart, fb, gSystemHeapSize); SystemHeap_Init((void*)systemHeapStart, gSystemHeapSize); // initializes the system heap diff --git a/src/code/title_setup.c b/src/code/title_setup.c index 0f16535c54..fcc6eaa239 100644 --- a/src/code/title_setup.c +++ b/src/code/title_setup.c @@ -1,7 +1,7 @@ #include "global.h" void Setup_InitImpl(SetupState* this) { - PRINTF(T("ゼルダ共通データ初期化\n", "Zelda common data initalization\n")); + PRINTF(T("ゼルダ共通データ初期化\n", "Zelda common data initialization\n")); SaveContext_Init(); this->state.running = false; SET_NEXT_GAMESTATE(&this->state, ConsoleLogo_Init, ConsoleLogoState); diff --git a/src/code/z_camera.c b/src/code/z_camera.c index 5a4c486976..8653390223 100644 --- a/src/code/z_camera.c +++ b/src/code/z_camera.c @@ -3504,7 +3504,7 @@ s32 Camera_KeepOn3(Camera* camera) { roData->yOffset = GET_NEXT_SCALED_RO_DATA(values) * playerHeight * yNormal; roData->minDist = GET_NEXT_RO_DATA(values); roData->maxDist = GET_NEXT_RO_DATA(values); - roData->swingYawInital = GET_NEXT_RO_DATA(values); + roData->swingYawInitial = GET_NEXT_RO_DATA(values); roData->swingYawFinal = GET_NEXT_RO_DATA(values); roData->swingPitchInitial = GET_NEXT_RO_DATA(values); roData->swingPitchFinal = GET_NEXT_RO_DATA(values); @@ -3536,7 +3536,7 @@ s32 Camera_KeepOn3(Camera* camera) { spBC = ((1.0f - temp_f0) * targetToPlayerDir.r) / rwData->animTimer; swingAngle = F32_LERPIMP(roData->swingPitchInitial, roData->swingPitchFinal, temp_f0); atToEyeAdj.pitch = CAM_DEG_TO_BINANG(swingAngle) + ((s16)(-(targetToPlayerDir.pitch * roData->swingPitchAdj))); - swingAngle = F32_LERPIMP(roData->swingYawInital, roData->swingYawFinal, temp_f0); + swingAngle = F32_LERPIMP(roData->swingYawInitial, roData->swingYawFinal, temp_f0); if (roData->interfaceField & KEEPON3_FLAG_4) { if ((s16)(targetToPlayerDir.yaw - atToEyeNextDir.yaw) < 0) { atToEyeAdj.yaw = targetToPlayerDir.yaw + CAM_DEG_TO_BINANG(swingAngle); @@ -5074,20 +5074,20 @@ s32 Camera_Unique0(Camera* camera) { atPlayerOffset.pitch = -bgCamRot.x; rwData->eyeAndDirection.dir = OLib_VecGeoToVec3f(&atPlayerOffset); Math3D_LineClosestToPoint(&rwData->eyeAndDirection, &playerPosRot->pos, &camera->at); - rwData->initalPos = playerPosRot->pos; + rwData->initialPos = playerPosRot->pos; camera->animState++; } if (player->stateFlags1 & PLAYER_STATE1_29) { - rwData->initalPos = playerPosRot->pos; + rwData->initialPos = playerPosRot->pos; } if (roData->interfaceField & UNIQUE0_FLAG_0) { if (rwData->animTimer > 0) { rwData->animTimer--; - rwData->initalPos = playerPosRot->pos; + rwData->initialPos = playerPosRot->pos; } else if (!(player->stateFlags1 & PLAYER_STATE1_29) && - ((OLib_Vec3fDistXZ(&playerPosRot->pos, &rwData->initalPos) >= 10.0f) || + ((OLib_Vec3fDistXZ(&playerPosRot->pos, &rwData->initialPos) >= 10.0f) || CAMERA_CHECK_BTN(&D_8015BD7C->state.input[0], BTN_A) || CAMERA_CHECK_BTN(&D_8015BD7C->state.input[0], BTN_B) || CAMERA_CHECK_BTN(&D_8015BD7C->state.input[0], BTN_CLEFT) || @@ -5111,7 +5111,7 @@ s32 Camera_Unique0(Camera* camera) { sCameraInterfaceField = CAM_INTERFACE_FIELD(CAM_LETTERBOX_NONE, CAM_HUD_VISIBILITY_ALL, 0); } } else { - rwData->initalPos = playerPosRot->pos; + rwData->initialPos = playerPosRot->pos; } if (!(player->stateFlags1 & PLAYER_STATE1_29) && @@ -6935,11 +6935,11 @@ s32 Camera_Special4(Camera* camera) { sCameraInterfaceField = CAM_INTERFACE_FIELD(CAM_LETTERBOX_LARGE, CAM_HUD_VISIBILITY_NOTHING_ALT, 0); camera->fov = 40.0f; camera->animState++; - rwData->initalTimer = camera->timer; + rwData->initialTimer = camera->timer; } camera->fov = Camera_LERPCeilF(80.0f, camera->fov, 1.0f / *timer, 0.1f); - if ((rwData->initalTimer - *timer) < 0xF) { + if ((rwData->initialTimer - *timer) < 0xF) { (*timer)--; return false; } else { @@ -7219,7 +7219,7 @@ s32 Camera_Special6(Camera* camera) { // Overwrite hud visibility to CAM_HUD_VISIBILITY_HEARTS_FORCE sCameraInterfaceField = (sCameraInterfaceField & (u16)~CAM_HUD_VISIBILITY_MASK) | CAM_HUD_VISIBILITY(CAM_HUD_VISIBILITY_HEARTS_FORCE); - rwData->initalPlayerY = playerPosRot->pos.y; + rwData->initialPlayerY = playerPosRot->pos.y; rwData->animTimer = 12; *eyeNext = bgCamPos; if (camera->animState == 0) { @@ -7232,7 +7232,7 @@ s32 Camera_Special6(Camera* camera) { timerF = rwData->animTimer; eyePosCalc = *eyeNext; eyePosCalc.x += (playerPosRot->pos.x - eyePosCalc.x) * 0.5f; - eyePosCalc.y += (playerPosRot->pos.y - rwData->initalPlayerY) * 0.2f; + eyePosCalc.y += (playerPosRot->pos.y - rwData->initialPlayerY) * 0.2f; eyeAnim = eyePosCalc; eyeAnim.y = Camera_LERPCeilF(eyePosCalc.y, eye->y, 0.5f, 0.01f); @@ -7258,7 +7258,7 @@ s32 Camera_Special6(Camera* camera) { (sCameraInterfaceField & (u16)~CAM_HUD_VISIBILITY_MASK) | CAM_HUD_VISIBILITY(CAM_HUD_VISIBILITY_ALL); eyePosCalc = *eyeNext; eyePosCalc.x += (playerPosRot->pos.x - eyePosCalc.x) * 0.5f; - eyePosCalc.y += (playerPosRot->pos.y - rwData->initalPlayerY) * 0.2f; + eyePosCalc.y += (playerPosRot->pos.y - rwData->initialPlayerY) * 0.2f; *eye = eyePosCalc; eye->y = Camera_LERPCeilF(eyePosCalc.y, eye->y, 0.5f, 0.01f); diff --git a/src/overlays/actors/ovl_Boss_Tw/z_boss_tw.c b/src/overlays/actors/ovl_Boss_Tw/z_boss_tw.c index 440695d360..67b820b93a 100644 --- a/src/overlays/actors/ovl_Boss_Tw/z_boss_tw.c +++ b/src/overlays/actors/ovl_Boss_Tw/z_boss_tw.c @@ -233,7 +233,7 @@ static s16 D_8094C87C; static u8 D_8094C87E; static BossTwEffect sEffects[BOSS_TW_EFFECT_COUNT]; -void BossTw_AddDotEffect(PlayState* play, Vec3f* initalPos, Vec3f* initalSpeed, Vec3f* accel, f32 scale, s16 args, +void BossTw_AddDotEffect(PlayState* play, Vec3f* initialPos, Vec3f* initialSpeed, Vec3f* accel, f32 scale, s16 args, s16 countLimit) { s16 i; BossTwEffect* eff; @@ -241,8 +241,8 @@ void BossTw_AddDotEffect(PlayState* play, Vec3f* initalPos, Vec3f* initalSpeed, for (i = 0, eff = play->specialEffects; i < countLimit; i++, eff++) { if (eff->type == TWEFF_NONE) { eff->type = TWEFF_DOT; - eff->pos = *initalPos; - eff->curSpeed = *initalSpeed; + eff->pos = *initialPos; + eff->curSpeed = *initialSpeed; eff->accel = *accel; eff->workf[EFF_SCALE] = scale / 1000.0f; eff->alpha = 255; @@ -253,7 +253,7 @@ void BossTw_AddDotEffect(PlayState* play, Vec3f* initalPos, Vec3f* initalSpeed, } } -void BossTw_AddDmgCloud(PlayState* play, s16 type, Vec3f* initialPos, Vec3f* initalSpeed, Vec3f* accel, f32 scale, +void BossTw_AddDmgCloud(PlayState* play, s16 type, Vec3f* initialPos, Vec3f* initialSpeed, Vec3f* accel, f32 scale, s16 alpha, s16 args, s16 countLimit) { s16 i; BossTwEffect* eff; @@ -262,7 +262,7 @@ void BossTw_AddDmgCloud(PlayState* play, s16 type, Vec3f* initialPos, Vec3f* ini if (eff->type == TWEFF_NONE) { eff->type = type; eff->pos = *initialPos; - eff->curSpeed = *initalSpeed; + eff->curSpeed = *initialSpeed; eff->accel = *accel; eff->workf[EFF_SCALE] = scale / 1000.0f; eff->work[EFF_ARGS] = args; @@ -273,7 +273,7 @@ void BossTw_AddDmgCloud(PlayState* play, s16 type, Vec3f* initialPos, Vec3f* ini } } -void BossTw_AddRingEffect(PlayState* play, Vec3f* initalPos, f32 scale, f32 arg3, s16 alpha, s16 args, s16 arg6, +void BossTw_AddRingEffect(PlayState* play, Vec3f* initialPos, f32 scale, f32 arg3, s16 alpha, s16 args, s16 arg6, s16 countLimit) { s16 i; BossTwEffect* eff; @@ -281,7 +281,7 @@ void BossTw_AddRingEffect(PlayState* play, Vec3f* initalPos, f32 scale, f32 arg3 for (i = 0, eff = play->specialEffects; i < countLimit; i++, eff++) { if (eff->type == TWEFF_NONE) { eff->type = TWEFF_RING; - eff->pos = *initalPos; + eff->pos = *initialPos; eff->curSpeed = sZeroVector; eff->accel = sZeroVector; eff->workf[EFF_SCALE] = scale * 0.0025f; @@ -320,15 +320,15 @@ void BossTw_AddPlayerFreezeEffect(PlayState* play, Actor* target) { } } -void BossTw_AddFlameEffect(PlayState* play, Vec3f* initalPos, Vec3f* initalSpeed, Vec3f* accel, f32 scale, s16 args) { +void BossTw_AddFlameEffect(PlayState* play, Vec3f* initialPos, Vec3f* initialSpeed, Vec3f* accel, f32 scale, s16 args) { s16 i; BossTwEffect* eff; for (i = 0, eff = play->specialEffects; i < BOSS_TW_EFFECT_COUNT; i++, eff++) { if (eff->type == TWEFF_NONE) { eff->type = TWEFF_FLAME; - eff->pos = *initalPos; - eff->curSpeed = *initalSpeed; + eff->pos = *initialPos; + eff->curSpeed = *initialSpeed; eff->accel = *accel; eff->workf[EFF_SCALE] = scale / 1000.0f; eff->work[EFF_ARGS] = args; @@ -362,7 +362,7 @@ void BossTw_AddMergeFlameEffect(PlayState* play, Vec3f* initialPos, f32 scale, f } } -void BossTw_AddShieldBlastEffect(PlayState* play, Vec3f* initalPos, Vec3f* initalSpeed, Vec3f* accel, f32 scale, +void BossTw_AddShieldBlastEffect(PlayState* play, Vec3f* initialPos, Vec3f* initialSpeed, Vec3f* accel, f32 scale, f32 arg5, s16 alpha, s16 args) { s16 i; BossTwEffect* eff; @@ -370,8 +370,8 @@ void BossTw_AddShieldBlastEffect(PlayState* play, Vec3f* initalPos, Vec3f* inita for (i = 0, eff = play->specialEffects; i < BOSS_TW_EFFECT_COUNT; i++, eff++) { if (eff->type == TWEFF_NONE) { eff->type = TWEFF_SHLD_BLST; - eff->pos = *initalPos; - eff->curSpeed = *initalSpeed; + eff->pos = *initialPos; + eff->curSpeed = *initialSpeed; eff->accel = *accel; eff->workf[EFF_SCALE] = scale / 1000.0f; eff->workf[EFF_DIST] = arg5 / 1000.0f; @@ -1757,7 +1757,7 @@ void BossTw_SetupCSWait(BossTw* this, PlayState* play) { } /** - * Do nothing while waiting for the inital cutscene to start + * Do nothing while waiting for the initial cutscene to start */ void BossTw_CSWait(BossTw* this, PlayState* play) { } diff --git a/src/overlays/actors/ovl_Demo_Effect/z_demo_effect.c b/src/overlays/actors/ovl_Demo_Effect/z_demo_effect.c index 64c60412e6..0467318591 100644 --- a/src/overlays/actors/ovl_Demo_Effect/z_demo_effect.c +++ b/src/overlays/actors/ovl_Demo_Effect/z_demo_effect.c @@ -1105,7 +1105,7 @@ void DemoEffect_UpdateLightEffect(DemoEffect* this, PlayState* play) { /** * Update action for the Lgt Shower Actor. - * The Lgt Shower Actor is the green light effect spawned by Farore in the Kokiri Forst creation cutscene. + * The Lgt Shower Actor is the green light effect spawned by Farore in the Kokiri Forest creation cutscene. * This function updates the scale and alpha of the Actor. */ void DemoEffect_UpdateLgtShower(DemoEffect* this, PlayState* play) { diff --git a/src/overlays/actors/ovl_En_Am/z_en_am.c b/src/overlays/actors/ovl_En_Am/z_en_am.c index 69a27936d9..8fa4faae0d 100644 --- a/src/overlays/actors/ovl_En_Am/z_en_am.c +++ b/src/overlays/actors/ovl_En_Am/z_en_am.c @@ -112,7 +112,7 @@ static ColliderQuadInit sQuadInit = { }; typedef enum ArmosDamageEffect { - /* 0 */ AM_DMGEFF_NONE, // used by anything that cant kill the armos + /* 0 */ AM_DMGEFF_NONE, // used by anything that can't kill the armos /* 1 */ AM_DMGEFF_NUT, /* 6 */ AM_DMGEFF_STUN = 6, // doesn't include deku nuts /* 13 */ AM_DMGEFF_ICE = 13, diff --git a/src/overlays/actors/ovl_En_Boom/z_en_boom.c b/src/overlays/actors/ovl_En_Boom/z_en_boom.c index af6f0e77d2..74b04f88b0 100644 --- a/src/overlays/actors/ovl_En_Boom/z_en_boom.c +++ b/src/overlays/actors/ovl_En_Boom/z_en_boom.c @@ -138,7 +138,7 @@ void EnBoom_Fly(EnBoom* this, PlayState* play) { if ((target != &player->actor) && ((target->update == NULL) || (ABS(yawDiff) > 0x4000))) { //! @bug This condition is why the boomerang will randomly fly off in a the down left direction sometimes. - // If the actor targetted is not Link and the difference between the 2 y angles is greater than 0x4000, + // If the actor targeted is not Link and the difference between the 2 y angles is greater than 0x4000, // the moveTo pointer is nulled and it flies off in a seemingly random direction. this->moveTo = NULL; } else { diff --git a/src/overlays/actors/ovl_En_Clear_Tag/z_en_clear_tag.c b/src/overlays/actors/ovl_En_Clear_Tag/z_en_clear_tag.c index 921f4d016d..e83dbc2dc8 100644 --- a/src/overlays/actors/ovl_En_Clear_Tag/z_en_clear_tag.c +++ b/src/overlays/actors/ovl_En_Clear_Tag/z_en_clear_tag.c @@ -431,7 +431,7 @@ void EnClearTag_Update(Actor* thisx, PlayState* play2) { Math_ApproachZeroF(&this->roll, 0.1f, 0.2f); } - // Calculate a vector towards the targetted position. + // Calculate a vector towards the targeted position. vectorToTargetX = this->targetPosition.x - this->actor.world.pos.x; vectorToTargetY = this->targetPosition.y - this->actor.world.pos.y; vectorToTargetZ = this->targetPosition.z - this->actor.world.pos.z; @@ -680,7 +680,7 @@ void EnClearTag_Update(Actor* thisx, PlayState* play2) { /** * EnClear_Tag draw function. * Laser clear tag type will draw two lasers. - * Arwing clear tage types will draw the Arwing, the backfire, and a shadow. + * Arwing clear tag types will draw the Arwing, the backfire, and a shadow. */ void EnClearTag_Draw(Actor* thisx, PlayState* play) { s32 pad; diff --git a/src/overlays/actors/ovl_En_Daiku_Kakariko/z_en_daiku_kakariko.c b/src/overlays/actors/ovl_En_Daiku_Kakariko/z_en_daiku_kakariko.c index b1f40ab70c..2612749b4e 100644 --- a/src/overlays/actors/ovl_En_Daiku_Kakariko/z_en_daiku_kakariko.c +++ b/src/overlays/actors/ovl_En_Daiku_Kakariko/z_en_daiku_kakariko.c @@ -124,7 +124,7 @@ void EnDaikuKakariko_ChangeAnim(EnDaikuKakariko* this, s32 index, s32* currentIn } void EnDaikuKakariko_Init(Actor* thisx, PlayState* play) { - static u16 initFlags[] = { 0x0080, 0x00B0, 0x0070, 0x0470 }; // List of inital values for this->flags + static u16 initFlags[] = { 0x0080, 0x00B0, 0x0070, 0x0470 }; // List of initial values for this->flags EnDaikuKakariko* this = (EnDaikuKakariko*)thisx; s32 pad; diff --git a/src/overlays/actors/ovl_En_Fd/z_en_fd.c b/src/overlays/actors/ovl_En_Fd/z_en_fd.c index 8af5bed6ad..0513ff2b0b 100644 --- a/src/overlays/actors/ovl_En_Fd/z_en_fd.c +++ b/src/overlays/actors/ovl_En_Fd/z_en_fd.c @@ -326,7 +326,7 @@ s32 EnFd_CanSeeActor(EnFd* this, Actor* actor, PlayState* play) { return false; } - // Check to see if the angle between this facing angle and `actor` is withing ~40 degrees + // Check to see if the angle between this facing angle and `actor` is within ~40 degrees angle = (f32)Math_Vec3f_Yaw(&this->actor.world.pos, &actor->world.pos) - this->actor.shape.rot.y; if (ABS(angle) > 0x1C70) { return false; diff --git a/src/overlays/actors/ovl_En_Fr/z_en_fr.c b/src/overlays/actors/ovl_En_Fr/z_en_fr.c index 443bbfc722..9bf9969247 100644 --- a/src/overlays/actors/ovl_En_Fr/z_en_fr.c +++ b/src/overlays/actors/ovl_En_Fr/z_en_fr.c @@ -77,7 +77,7 @@ sEnFrPointers.flags = 1 to 11: - 5: frog 0 (Yellow) - 7: frog 2 (Red) - 9: frog 4 (White) - - Will proceed when counter reachers 11 + - Will proceed when counter reaches 11 sEnFrPointers.flags = 12 - Deactivate frogs, frogs will jump back into the water diff --git a/src/overlays/actors/ovl_En_Ganon_Mant/z_en_ganon_mant.c b/src/overlays/actors/ovl_En_Ganon_Mant/z_en_ganon_mant.c index c8fd6d8fba..0153109acd 100644 --- a/src/overlays/actors/ovl_En_Ganon_Mant/z_en_ganon_mant.c +++ b/src/overlays/actors/ovl_En_Ganon_Mant/z_en_ganon_mant.c @@ -425,7 +425,7 @@ void EnGanonMant_Draw(Actor* thisx, PlayState* play) { midpoint.y = rightPos->y + yDiff * 0.5f; midpoint.z = rightPos->z + zDiff * 0.5f; - // Calculte base orientation for chosen endpoints + // Calculate base orientation for chosen endpoints yaw = Math_Atan2F(zDiff, xDiff); pitch = -Math_Atan2F(sqrtf(SQ(xDiff) + SQ(zDiff)), yDiff); diffHalfDist = sqrtf(SQ(xDiff) + SQ(yDiff) + SQ(zDiff)) * 0.5f; diff --git a/src/overlays/actors/ovl_En_Ishi/z_en_ishi.h b/src/overlays/actors/ovl_En_Ishi/z_en_ishi.h index 3a7ab66fbd..f4469ea7bc 100644 --- a/src/overlays/actors/ovl_En_Ishi/z_en_ishi.h +++ b/src/overlays/actors/ovl_En_Ishi/z_en_ishi.h @@ -5,8 +5,8 @@ #include "global.h" // The switch flag value for this actor is constructed in a unique way. -// There are two seperate param values which get OR'd together to create one final switch flag index. -// These two values are seperated within the overall actor param value. See below: +// There are two separate param values which get OR'd together to create one final switch flag index. +// These two values are separated within the overall actor param value. See below: // // | A B C D | _ _ _ _ | E F | _ _ _ _ _ _ | // 16 12 8 6 0 diff --git a/src/overlays/actors/ovl_En_Rd/z_en_rd.c b/src/overlays/actors/ovl_En_Rd/z_en_rd.c index 9509a1961c..dfb43d8860 100644 --- a/src/overlays/actors/ovl_En_Rd/z_en_rd.c +++ b/src/overlays/actors/ovl_En_Rd/z_en_rd.c @@ -365,7 +365,7 @@ void EnRd_WalkToPlayer(EnRd* this, PlayState* play) { // `player->actor.freezeTimer` gets set above which will prevent Player from updating. // Because of this, he cannot update things related to Z-Targeting. // If Player can't update, `player->zTargetActiveTimer` won't update, which means - // the Attention system will not be notified of a new actor lock-on occuring. + // the Attention system will not be notified of a new actor lock-on occurring. // So, no reticle will appear. But the camera will still focus on the actor. Player_SetAutoLockOnActor(play, &this->actor); diff --git a/src/overlays/actors/ovl_En_St/z_en_st.c b/src/overlays/actors/ovl_En_St/z_en_st.c index cfb68947d0..8c79f61db2 100644 --- a/src/overlays/actors/ovl_En_St/z_en_st.c +++ b/src/overlays/actors/ovl_En_St/z_en_st.c @@ -352,7 +352,7 @@ s32 EnSt_SetCylinderOC(EnSt* this, PlayState* play) { cyloffsets[i].z *= this->colliderScale; Matrix_Push(); Matrix_Translate(cylPos.x, cylPos.y, cylPos.z, MTXMODE_NEW); - Matrix_RotateY(BINANG_TO_RAD_ALT(this->initalYaw), MTXMODE_APPLY); + Matrix_RotateY(BINANG_TO_RAD_ALT(this->initialYaw), MTXMODE_APPLY); Matrix_MultVec3f(&cyloffsets[i], &cylPos); Matrix_Pop(); this->colCylinder[i + 3].dim.pos.x = cylPos.x; @@ -623,7 +623,7 @@ void EnSt_UpdateYaw(EnSt* this, PlayState* play) { // calculate the new yaw to or away from the player. rot = this->actor.shape.rot; - yawTarget = (this->actionFunc == EnSt_WaitOnGround ? this->actor.yawTowardsPlayer : this->initalYaw); + yawTarget = (this->actionFunc == EnSt_WaitOnGround ? this->actor.yawTowardsPlayer : this->initialYaw); yawDiff = rot.y - (yawTarget ^ yawDir); if (ABS(yawDiff) <= 0x4000) { Math_SmoothStepToS(&rot.y, yawTarget ^ yawDir, 4, 0x2000, 1); @@ -714,7 +714,7 @@ s32 EnSt_IsCloseToPlayer(EnSt* this, PlayState* play) { return true; } -s32 EnSt_IsCloseToInitalPos(EnSt* this) { +s32 EnSt_IsCloseToInitialPos(EnSt* this) { f32 velY = this->actor.velocity.y; f32 checkY = this->actor.world.pos.y + (velY * 2.0f); @@ -802,7 +802,7 @@ void EnSt_Init(Actor* thisx, PlayState* play) { this->actor.flags |= ACTOR_FLAG_24; EnSt_SetColliderScale(this); this->actor.gravity = 0.0f; - this->initalYaw = this->actor.world.rot.y; + this->initialYaw = this->actor.world.rot.y; EnSt_SetupAction(this, EnSt_StartOnCeilingOrGround); } @@ -926,7 +926,7 @@ void EnSt_ReturnToCeiling(EnSt* this, PlayState* play) { // player came back into range EnSt_SetDropAnimAndVel(this); EnSt_SetupAction(this, EnSt_MoveToGround); - } else if (EnSt_IsCloseToInitalPos(this)) { + } else if (EnSt_IsCloseToInitialPos(this)) { // the Skulltula is close to the initial postion. EnSt_SetWaitingAnimation(this); EnSt_SetupAction(this, EnSt_WaitOnCeiling); diff --git a/src/overlays/actors/ovl_En_St/z_en_st.h b/src/overlays/actors/ovl_En_St/z_en_st.h index 5b65c82e42..4200ca0d32 100644 --- a/src/overlays/actors/ovl_En_St/z_en_st.h +++ b/src/overlays/actors/ovl_En_St/z_en_st.h @@ -15,7 +15,7 @@ typedef struct EnSt { /* 0x0194 */ ColliderCylinder colCylinder[6]; /* 0x035C */ ColliderJntSph colSph; /* 0x037C */ ColliderJntSphElement colSphItems[1]; - /* 0x03BC */ s16 initalYaw; + /* 0x03BC */ s16 initialYaw; /* 0x03BE */ s16 deathYawTarget; /* 0x03C0 */ s16 groundBounces; /* 0x03C2 */ s16 animFrames; diff --git a/src/overlays/actors/ovl_En_Syateki_Niw/z_en_syateki_niw.h b/src/overlays/actors/ovl_En_Syateki_Niw/z_en_syateki_niw.h index 9f35c2b05d..0ec9b9914a 100644 --- a/src/overlays/actors/ovl_En_Syateki_Niw/z_en_syateki_niw.h +++ b/src/overlays/actors/ovl_En_Syateki_Niw/z_en_syateki_niw.h @@ -34,7 +34,7 @@ typedef struct EnSyatekiNiw { /* 0x025A */ s16 archeryTimer; /* 0x025C */ s16 hopTimer; // intervals of jumping /* 0x025E */ s16 movementTimer; // intervals of changing location - /* 0x0260 */ s16 sootTimer; // cucco is covered in soot, smoke emmits + /* 0x0260 */ s16 sootTimer; // cucco is covered in soot, smoke emits /* 0x0262 */ s16 cluckTimer; // intervals of clucking SFX /* 0x0264 */ f32 headRotXTarget; /* 0x0268 */ f32 rightWingRotXTarget; diff --git a/src/overlays/actors/ovl_En_Toryo/z_en_toryo.c b/src/overlays/actors/ovl_En_Toryo/z_en_toryo.c index da109eb82e..4b27209fca 100644 --- a/src/overlays/actors/ovl_En_Toryo/z_en_toryo.c +++ b/src/overlays/actors/ovl_En_Toryo/z_en_toryo.c @@ -248,7 +248,7 @@ u32 EnToryo_ReactToExchangeItem(EnToryo* this, PlayState* play) { ret = 0x200F; } } - //! @bug return value may be unitialized + //! @bug return value may be uninitialized return ret; } diff --git a/src/overlays/actors/ovl_Fishing/z_fishing.c b/src/overlays/actors/ovl_Fishing/z_fishing.c index 253e3ee232..9ef31ae687 100644 --- a/src/overlays/actors/ovl_Fishing/z_fishing.c +++ b/src/overlays/actors/ovl_Fishing/z_fishing.c @@ -379,7 +379,7 @@ static s16 sFishingPlayingState; static s16 sLureTimer; // AND'd for various effects/checks static s16 D_80B7E0B0; static s16 D_80B7E0B2; -static s16 sRodCastTimer; // used for the inital line casting +static s16 sRodCastTimer; // used for the initial line casting static u8 sLureEquipped; static Vec3f sLurePos; static Vec3f sLureDrawPos; diff --git a/src/overlays/actors/ovl_player_actor/z_player.c b/src/overlays/actors/ovl_player_actor/z_player.c index 2f8e61b30a..4db11c613d 100644 --- a/src/overlays/actors/ovl_player_actor/z_player.c +++ b/src/overlays/actors/ovl_player_actor/z_player.c @@ -3768,7 +3768,7 @@ void Player_UpdateZTargeting(Player* this, PlayState* play) { this->focusActor->attentionPriority = 40; } } else if (this->autoLockOnActor != NULL) { - // Becaue of the previous if condition above, `autoLockOnActor` does not take precedence + // Because of the previous if condition above, `autoLockOnActor` does not take precedence // over `focusActor` if it already exists. // However, `autoLockOnActor` is expected to be set with `Player_SetAutoLockOnActor` // which will release any existing lock-on before setting the new one. @@ -7457,7 +7457,7 @@ s32 func_8083F524(PlayState* play, Player* this) { /** * Two exit walls are placed at each end of the crawlspace, separate to the two entrance walls used to enter the - * crawlspace. These front and back exit walls are futher into the crawlspace than the front and + * crawlspace. These front and back exit walls are further into the crawlspace than the front and * back entrance walls. When player interacts with either of these two interior exit walls, start the leaving-crawlspace * cutscene and return true. Else, return false */ @@ -10687,7 +10687,7 @@ s32 Player_UpdateHoverBoots(Player* this) { } /** - * Peforms various tasks related to scene collision. + * Performs various tasks related to scene collision. * * This includes: * - Update BgCheckInfo, parameters adjusted due to various state flags diff --git a/tools/audio/soundfont_compiler.c b/tools/audio/soundfont_compiler.c index efa326507f..09a33a21f0 100644 --- a/tools/audio/soundfont_compiler.c +++ b/tools/audio/soundfont_compiler.c @@ -929,7 +929,7 @@ emit_c_header(FILE *out, soundfont *sf) } /** - * Convert the compression type as indicated in the AIFC to the correspoding SampleCodec enum value. + * Convert the compression type as indicated in the AIFC to the corresponding SampleCodec enum value. * These must be kept in sync with the SampleCodec definition! */ static const char * diff --git a/tools/check_format.py b/tools/check_format.py index f6b23a2280..18692cb6d1 100644 --- a/tools/check_format.py +++ b/tools/check_format.py @@ -27,7 +27,7 @@ def get_modified_files_to_format(compare_to): all_src_files, all_extra_files = format.list_files_to_format() # Split modified_files between source files and extra files (see format.py) - # This also filters out deleted files that no logner exist + # This also filters out deleted files that no longer exist modified_src_files_existing = list(modified_files.intersection(all_src_files)) modified_extra_files_existing = list(modified_files.intersection(all_extra_files)) diff --git a/tools/disasm/sym_info.py b/tools/disasm/sym_info.py index eb659a1006..b6345ecd84 100755 --- a/tools/disasm/sym_info.py +++ b/tools/disasm/sym_info.py @@ -31,7 +31,7 @@ LABELS_TYPES = {"@branchlabel", "@jumptablelabel"} def main(): parser = argparse.ArgumentParser( - description="Print informations on a symbol/address" + description="Print information on a symbol/address" " (and possibly surrounding symbols)" " from the spimdisasm disassembly context saved in" " expected/build/VERSION/context.csv" diff --git a/tools/namefixer.py b/tools/namefixer.py index 761146e774..0877e2893e 100755 --- a/tools/namefixer.py +++ b/tools/namefixer.py @@ -111,7 +111,7 @@ simpleReplace = { } # all occurrences of keys will be replaced by associated value, -# if the occurence is the whole word +# if the occurrence is the whole word # for example, if there is a space before and an open parenthesis after, # like for a function call: ` func_8002E4B4(` wordReplace = { @@ -451,7 +451,7 @@ def replace_single(file): custom_behavior_ignore_offset, custom_behavior_ignore_match = custom_behavior_ignore_data else: custom_behavior = False - # replace `old` with `new` if the occurence of `old` is the whole word + # replace `old` with `new` if the occurrence of `old` is the whole word oldStartIdx = srcdata.find(old) if oldStartIdx >= 0: old_start_as_word = is_word_char(old[0]) diff --git a/tools/preprocess.sh b/tools/preprocess.sh index e29c751727..34a5c4d0eb 100755 --- a/tools/preprocess.sh +++ b/tools/preprocess.sh @@ -24,7 +24,7 @@ do then # flags before -- flags=("${@:1:$(($i - 1))}") - # compile command, betwen -- and the input source file + # compile command, between -- and the input source file compilecmd="${@:$(($i + 1)):$((${#@} - $i - 1))}" # The last argument, the input source file to be compiled srcfile="${@: -1}"