shithub: pokered

Download patch

ref: 7a9a1b1e55f4a7f6c339a86d8cdb7fbf1bee7838
parent: e9f33ce19c3f573cc7fb312d6869e711d5d9de4f
author: dannye <corrnondacqb@yahoo.com>
date: Sat Jun 24 11:01:43 EDT 2017

Fix typos in comments

--- a/audio.asm
+++ b/audio.asm
@@ -541,7 +541,7 @@
 	; begin playing the "caught mon" sound effect
 	ld a, SFX_CAUGHT_MON
 	call PlaySoundWaitForCurrent
-	; then immediately overwrtie the channel pointers
+	; then immediately overwrite the channel pointers
 	ld hl, wChannelCommandPointers + Ch4 * 2
 	ld de, SFX_08_PokeFlute_Ch4
 	call Audio2_OverwriteChannelPointer
--- a/constants/hardware_constants.asm
+++ b/constants/hardware_constants.asm
@@ -68,7 +68,7 @@
 rNR41       EQU $ff20 ; Channel 4 Sound Length (R/W)
 rNR42       EQU $ff21 ; Channel 4 Volume Envelope (R/W)
 rNR43       EQU $ff22 ; Channel 4 Polynomial Counter (R/W)
-rNR44       EQU $ff23 ; Channel 4 Counter/consecutive; Inital (R/W)
+rNR44       EQU $ff23 ; Channel 4 Counter/consecutive; Initial (R/W)
 rNR50       EQU $ff24 ; Channel control / ON-OFF / Volume (R/W)
 rNR51       EQU $ff25 ; Selection of Sound output terminal (R/W)
 rNR52       EQU $ff26 ; Sound on/off
--- a/constants/misc_constants.asm
+++ b/constants/misc_constants.asm
@@ -120,7 +120,7 @@
 SWAP_MONS_PARTY_MENU EQU 4
 EVO_STONE_PARTY_MENU EQU 5
 
-; party memu message IDs
+; party menu message IDs
 ANTIDOTE_MSG     EQU $F0
 BURN_HEAL_MSG    EQU $F1
 ICE_HEAL_MSG     EQU $F2
--- a/data/trainer_parties.asm
+++ b/data/trainer_parties.asm
@@ -391,7 +391,7 @@
 	db 29,KADABRA,MR_MIME,0
 ; Victory Road 2F
 	db 41,DROWZEE,HYPNO,KADABRA,KADABRA,0
-; Fucshia Gym
+; Fuchsia Gym
 	db 31,DROWZEE,DROWZEE,KADABRA,DROWZEE,0
 	db 34,DROWZEE,HYPNO,0
 ; Victory Road 2F
@@ -398,11 +398,11 @@
 	db 48,MR_MIME,0
 ; Unused
 	db 33,HYPNO,0
-; Fucshia Gym
+; Fuchsia Gym
 	db 38,HYPNO,0
 	db 34,DROWZEE,KADABRA,0
 TamerData:
-; Fucshia Gym
+; Fuchsia Gym
 	db 34,SANDSLASH,ARBOK,0
 	db 33,ARBOK,SANDSLASH,ARBOK,0
 ; Viridian Gym
--- a/engine/battle/animations.asm
+++ b/engine/battle/animations.asm
@@ -829,7 +829,7 @@
 	cp a,1
 	jp z,AnimationFlashScreen ; if it's the end of the subanimation, flash the screen
 	ret
-; if the subaninmation counter is between 8 and 11, shake the screen horizontally and vertically
+; if the subanimation counter is between 8 and 11, shake the screen horizontally and vertically
 .shakeScreen
 	ld b,1
 	predef PredefShakeScreenHorizontally ; shake horizontally
@@ -1516,7 +1516,7 @@
 	jp Delay3
 
 AnimationShowEnemyMonPic:
-; Shows the emenmy mon's front sprite. Used in animations like Seismic Toss
+; Shows the enemy mon's front sprite. Used in animations like Seismic Toss
 ; to make the mon's sprite reappear after disappears offscreen.
 	ld hl, AnimationShowMonPic
 	jp CallWithTurnFlipped
--- a/engine/battle/core.asm
+++ b/engine/battle/core.asm
@@ -406,7 +406,7 @@
 	ld a, [wEnemyBattleStatus1]
 	bit UsingTrappingMove, a ; check if enemy is using a multi-turn attack like wrap
 	jr z, .selectPlayerMove ; if not, jump
-; enemy is using a mult-turn attack like wrap, so player is trapped and cannot execute a move
+; enemy is using a multi-turn attack like wrap, so player is trapped and cannot execute a move
 	ld a, $ff
 	ld [wPlayerSelectedMove], a
 	jr .selectEnemyMove
@@ -704,7 +704,7 @@
 	ret
 
 ; adds bc to enemy HP
-; bc isn't updated if HP substracted was capped to prevent overkill
+; bc isn't updated if HP subtracted was capped to prevent overkill
 HandlePoisonBurnLeechSeed_IncreaseEnemyHP:
 	push hl
 	ld hl, wEnemyMonMaxHP
@@ -1218,7 +1218,7 @@
 	ret
 
 ; called when player is out of usable mons.
-; prints approriate lose message, sets carry flag if player blacked out (special case for initial rival fight)
+; prints appropriate lose message, sets carry flag if player blacked out (special case for initial rival fight)
 HandlePlayerBlackOut:
 	ld a, [wLinkState]
 	cp LINK_STATE_BATTLING
@@ -3550,7 +3550,7 @@
 	ld c,[hl]
 	ld hl,wPlayerBideAccumulatedDamage + 1
 	ld a,[hl]
-	add c ; acumulate damage taken
+	add c ; accumulate damage taken
 	ld [hld],a
 	ld a,[hl]
 	adc b
@@ -4286,7 +4286,7 @@
 	sla c
 	rl b
 ; reflect and light screen boosts do not cap the stat at 999, so weird things will happen during stats scaling if
-; a Pokemon with 512 or more Defense has ued Reflect, or if a Pokemon with 512 or more Special has used Light Screen
+; a Pokemon with 512 or more Defense has used Reflect, or if a Pokemon with 512 or more Special has used Light Screen
 .specialAttackCritCheck
 	ld hl, wBattleMonSpecial
 	ld a, [wCriticalHitOrOHKO]
@@ -4399,7 +4399,7 @@
 	sla c
 	rl b
 ; reflect and light screen boosts do not cap the stat at 999, so weird things will happen during stats scaling if
-; a Pokemon with 512 or more Defense has ued Reflect, or if a Pokemon with 512 or more Special has used Light Screen
+; a Pokemon with 512 or more Defense has used Reflect, or if a Pokemon with 512 or more Special has used Light Screen
 .specialAttackCritCheck
 	ld hl, wEnemyMonSpecial
 	ld a, [wCriticalHitOrOHKO]
@@ -7291,16 +7291,16 @@
 	ld de, wEnemyMoveEffect
 .poisonEffect
 	call CheckTargetSubstitute
-	jr nz, .noEffect ; can't posion a substitute target
+	jr nz, .noEffect ; can't poison a substitute target
 	ld a, [hli]
 	ld b, a
 	and a
 	jr nz, .noEffect ; miss if target is already statused
 	ld a, [hli]
-	cp POISON ; can't posion a poison-type target
+	cp POISON ; can't poison a poison-type target
 	jr z, .noEffect
 	ld a, [hld]
-	cp POISON ; can't posion a poison-type target
+	cp POISON ; can't poison a poison-type target
 	jr z, .noEffect
 	ld a, [de]
 	cp POISON_SIDE_EFFECT1
@@ -7780,7 +7780,7 @@
 	jp nz, MoveMissed
 	ld a, [de]
 	sub ATTACK_DOWN1_EFFECT
-	cp EVASION_DOWN1_EFFECT + $3 - ATTACK_DOWN1_EFFECT ; covers al -1 effects
+	cp EVASION_DOWN1_EFFECT + $3 - ATTACK_DOWN1_EFFECT ; covers all -1 effects
 	jr c, .decrementStatMod
 	sub ATTACK_DOWN2_EFFECT - ATTACK_DOWN1_EFFECT ; map -2 effects to corresponding -1 effect
 .decrementStatMod
--- a/engine/battle/draw_hud_pokeball_gfx.asm
+++ b/engine/battle/draw_hud_pokeball_gfx.asm
@@ -186,7 +186,7 @@
 	ld hl, wOAMBuffer + $18
 	jp WritePokeballOAMData
 
-; four tiles: pokeball, black pokeball (status ailment), crossed out pokeball (faited) and pokeball slot (no mon)
+; four tiles: pokeball, black pokeball (status ailment), crossed out pokeball (fainted) and pokeball slot (no mon)
 PokeballTileGraphics::
 	INCBIN "gfx/pokeball.2bpp"
 PokeballTileGraphicsEnd:
--- a/engine/battle/moveEffects/heal_effect.asm
+++ b/engine/battle/moveEffects/heal_effect.asm
@@ -76,7 +76,7 @@
 	ld a, [de]
 	sbc [hl]
 	jr c, .playAnim
-; copy max HP to current HP if an overflow ocurred
+; copy max HP to current HP if an overflow occurred
 	ld a, [hli]
 	ld [de], a
 	ld [wHPBarNewHP+1], a
--- a/engine/battle/moveEffects/recoil_effect.asm
+++ b/engine/battle/moveEffects/recoil_effect.asm
@@ -25,7 +25,7 @@
 	jr nz, .updateHP
 	inc c ; minimum recoil damage is 1
 .updateHP
-; substract HP from user due to the recoil damage
+; subtract HP from user due to the recoil damage
 	ld a, [hli]
 	ld [wHPBarMaxHP+1], a
 	ld a, [hl]
--- a/engine/battle/moveEffects/substitute_effect.asm
+++ b/engine/battle/moveEffects/substitute_effect.asm
@@ -37,9 +37,9 @@
 	sbc 0
 	pop bc
 	jr c, .notEnoughHP ; underflow means user would be left with negative health
-                           ; bug: since it only brances on carry, it will possibly leave user with 0 HP
+                           ; bug: since it only branches on carry, it will possibly leave user with 0 HP
 .userHasZeroOrMoreHP
-	ldi [hl], a ; save resulting HP after substraction into current HP
+	ldi [hl], a ; save resulting HP after subtraction into current HP
 	ld [hl], d
 	ld h, b
 	ld l, c
--- a/engine/battle/trainer_ai.asm
+++ b/engine/battle/trainer_ai.asm
@@ -114,7 +114,7 @@
 	ld a, [wBattleMonStatus]
 	and a
 	ret z ; return if no status ailment on player's mon
-	ld hl, wBuffer - 1 ; temp move selection array (-1 byte offest)
+	ld hl, wBuffer - 1 ; temp move selection array (-1 byte offset)
 	ld de, wEnemyMonMoves ; enemy moves
 	ld b, NUM_MOVES + 1
 .nextMove
@@ -154,7 +154,7 @@
 
 ; slightly encourage moves with specific effects.
 ; in particular, stat-modifying moves and other move effects
-; that fall in-bewteen
+; that fall in-between
 AIMoveChoiceModification2:
 	ld a, [wAILayer2Encouragement]
 	cp $1
@@ -212,7 +212,7 @@
 	cp $10
 	jr z, .nextMove
 	jr c, .notEffectiveMove
-	dec [hl] ; sligthly encourage this move
+	dec [hl] ; slightly encourage this move
 	jr .nextMove
 .notEffectiveMove ; discourages non-effective moves if better moves are available
 	push hl
@@ -253,7 +253,7 @@
 	pop hl
 	and a
 	jr z, .nextMove
-	inc [hl] ; sligthly discourage this move
+	inc [hl] ; slightly discourage this move
 	jr .nextMove
 AIMoveChoiceModification4:
 	ret
--- a/engine/hidden_object_functions17.asm
+++ b/engine/hidden_object_functions17.asm
@@ -54,7 +54,7 @@
 
 DisplayMonFrontSpriteInBox:
 ; Displays a pokemon's front sprite in a pop-up window.
-; [wcf91] = pokemon interal id number
+; [wcf91] = pokemon internal id number
 	ld a, 1
 	ld [H_AUTOBGTRANSFERENABLED], a
 	call Delay3
--- a/engine/items/items.asm
+++ b/engine/items/items.asm
@@ -863,7 +863,7 @@
 	jp nc,.useVitamin ; if it's a vitamin or Rare Candy
 	cp a,FULL_RESTORE
 	jr nc,.healHP ; if it's a Full Restore or one of the potions
-; fall through if it's one of the status-specifc healing items
+; fall through if it's one of the status-specific healing items
 .cureStatusAilment
 	ld bc,wPartyMon1Status - wPartyMon1
 	add hl,bc ; hl now points to status
--- a/engine/learn_move.asm
+++ b/engine/learn_move.asm
@@ -185,7 +185,7 @@
 
 LearnedMove1Text:
 	TX_FAR _LearnedMove1Text
-	TX_SFX_ITEM_1 ; plays SFX_GET_ITEM_1 in the pary menu (rare candy) and plays SFX_LEVEL_UP in battle
+	TX_SFX_ITEM_1 ; plays SFX_GET_ITEM_1 in the party menu (rare candy) and plays SFX_LEVEL_UP in battle
 	TX_BLINK
 	db "@"
 
--- a/engine/menu/draw_start_menu.asm
+++ b/engine/menu/draw_start_menu.asm
@@ -27,7 +27,7 @@
 	set 6,[hl] ; no pauses between printing each letter
 	coord hl, 12, 2
 	CheckEvent EVENT_GOT_POKEDEX
-; case for not having pokdex
+; case for not having pokedex
 	ld a,$06
 	jr z,.storeMenuItemCount
 ; case for having pokedex
--- a/engine/menu/naming_screen.asm
+++ b/engine/menu/naming_screen.asm
@@ -409,7 +409,7 @@
 	call EraseMenuCursor
 	ld a, $11 ; "ED" x coord
 	ld [wTopMenuItemX], a
-	ld a, $5 ; "ED" y corrd
+	ld a, $5 ; "ED" y coord
 	ld [wCurrentMenuItem], a
 	ld a, [wNamingScreenType]
 	cp NAME_MON_SCREEN
--- a/engine/menu/pokedex.asm
+++ b/engine/menu/pokedex.asm
@@ -647,7 +647,7 @@
 	ret
 
 IndexToPokedex:
-	; converts the indexédex number at wd11e to a Pokédex number
+	; converts the index number at wd11e to a Pokédex number
 	push bc
 	push hl
 	ld a,[wd11e]
--- a/engine/overworld/map_sprites.asm
+++ b/engine/overworld/map_sprites.asm
@@ -7,7 +7,7 @@
 ; $C1X* and $C2X* are used to denote wSpriteStateData1-wSpriteStateData1 + $ff and wSpriteStateData2 + $00-wSpriteStateData2 + $ff sprite slot
 ; fields, respectively, within loops. The X is the loop index.
 ; If there is an inner loop, Y is the inner loop index, i.e. $C1Y* and $C2Y*
-; denote fields of the sprite slots interated over in the inner loop.
+; denote fields of the sprite slots iterated over in the inner loop.
 InitMapSprites:
 	call InitOutsideMapSprites
 	ret c ; return if the map is an outside map (already handled by above call)
@@ -192,7 +192,7 @@
 	pop de
 	call FarCopyData2 ; load tile pattern data for sprite when walking
 	jr .skipSecondLoad
-; When reloading the upper half of tile patterns after diplaying text, the LCD
+; When reloading the upper half of tile patterns after displaying text, the LCD
 ; will be on, so CopyVideoData (which writes to VRAM only during V-blank) must
 ; be used instead of FarCopyData2.
 .loadWhileLCDOn
--- a/engine/overworld/movement.asm
+++ b/engine/overworld/movement.asm
@@ -331,9 +331,9 @@
 	ld a, [H_CURRENTSPRITEOFFSET]
 	ld l, a
 	inc h
-	ld a, [hl]                       ; c2x0 (walk animantion counter)
+	ld a, [hl]                       ; c2x0 (walk animation counter)
 	dec a
-	ld [hl], a                       ; update walk animantion counter
+	ld [hl], a                       ; update walk animation counter
 	ret nz
 	ld a, $6                         ; walking finished, update state
 	add l
@@ -446,7 +446,7 @@
 	ld [hl], a    ; $c2x3: set X displacement to 8
 	ret
 
-; calculates the spprite's scrren position form its map position and the player position
+; calculates the sprite's screen position form its map position and the player position
 InitializeSpriteScreenPosition:
 	ld h, wSpriteStateData2 / $100
 	ld a, [H_CURRENTSPRITEOFFSET]
@@ -685,7 +685,7 @@
 	scf                ; set carry (marking failure to walk)
 	ret
 
-; calculates the tile pointer pointing to the tile the current sprite stancs on
+; calculates the tile pointer pointing to the tile the current sprite stands on
 ; this is always the lower left tile of the 2x2 tile blocks all sprites are snapped to
 ; hl: output pointer
 GetTileSpriteStandsOn:
--- a/home.asm
+++ b/home.asm
@@ -2083,7 +2083,7 @@
 ; [wcf91] = item ID
 ; OUTPUT:
 ; [wActionResultOrTookBattleTurn] = success
-; 00: unsucessful
+; 00: unsuccessful
 ; 01: successful
 ; 02: not able to be used right now, no extra menu displayed (only certain items use this)
 UseItem::
@@ -3382,7 +3382,7 @@
 ; this function is used when lower button sensitivity is wanted (e.g. menus)
 ; OUTPUT: [hJoy5] = pressed buttons in usual format
 ; there are two flags that control its functionality, [hJoy6] and [hJoy7]
-; there are esentially three modes of operation
+; there are essentially three modes of operation
 ; 1. Get newly pressed buttons only
 ;    ([hJoy7] == 0, [hJoy6] == any)
 ;    Just copies [hJoyPressed] to [hJoy5].
@@ -3730,7 +3730,7 @@
 	ld a, b
 	add e
 	jr nc, .noCarry2
-	inc d                     ; da = (Base + IV) * 2 + ceil(Sqrt(stat exp)) / 4
+	inc d                     ; de = (Base + IV) * 2 + ceil(Sqrt(stat exp)) / 4
 .noCarry2
 	ld [H_MULTIPLICAND+2], a
 	ld a, d
--- a/hram.asm
+++ b/hram.asm
@@ -98,7 +98,7 @@
 
 hExperience EQU $FF96 ; 3 bytes, big endian
 
-; Multiplcation and division variables are meant
+; Multiplication and division variables are meant
 ; to overlap for back-to-back usage. Big endian.
 
 H_MULTIPLICAND EQU $FF96 ; 3 bytes
--- a/macros/data_macros.asm
+++ b/macros/data_macros.asm
@@ -146,7 +146,7 @@
 ;\6 (flag) = add 3 to width of connection strip (why?)
 SOUTH_MAP_CONNECTION: MACRO
 	db \2 ; map id
-	dw \5 + \4 ; "Conection Strip" location
+	dw \5 + \4 ; "Connection Strip" location
 	dw wOverworldMap + 3 + (\1_HEIGHT + 3) * (\1_WIDTH + 6) + \3 ; current map position
 	IF (\1_WIDTH < \2_WIDTH)
 		IF (_NARG > 5)
--- a/wram.asm
+++ b/wram.asm
@@ -1735,7 +1735,7 @@
 ; bit 0 - toxic
 ; bit 1 - light screen
 ; bit 2 - reflect
-; bit 3 - tranformed
+; bit 3 - transformed
 	ds 1
 
 wEnemyStatsToDouble:: ; d065
@@ -2046,7 +2046,7 @@
 wMonHeader:: ; d0b8
 
 wMonHIndex:: ; d0b8
-; In the ROM base stats data stucture, this is the dex number, but it is
+; In the ROM base stats data structure, this is the dex number, but it is
 ; overwritten with the internal index number after the header is copied to WRAM.
 	ds 1
 
@@ -3057,7 +3057,7 @@
 ; bit 1: remnant of debug mode? not set by the game code.
 ; if it is set
 ; 1. skips most of Prof. Oak's speech, and uses NINTEN as the player's name and SONY as the rival's name
-; 2. does not have the player start in floor two of the playyer's house (instead sending them to [wLastMap])
+; 2. does not have the player start in floor two of the player's house (instead sending them to [wLastMap])
 ; 3. allows wild battles to be avoided by holding down B
 ; bit 2: the target warp is a fly warp (bit 3 set or blacked out) or a dungeon warp (bit 4 set)
 ; bit 3: used warp pad, escape rope, dig, teleport, or fly, so the target warp is a "fly warp"
@@ -3085,7 +3085,7 @@
 ; bit 1: the player is currently stepping down from a door
 ; bit 2: standing on a warp
 ; bit 6: jumping down a ledge / fishing animation
-; bit 7: player sprite spinning due to spin tiles (Rocket hidehout / Viridian Gym)
+; bit 7: player sprite spinning due to spin tiles (Rocket hideout / Viridian Gym)
 	ds 1
 
 wCompletedInGameTradeFlags:: ; d737
@@ -3168,7 +3168,7 @@
 
 wCurMapScript:: ; da39
 ; index of current map script, mostly used as index for function pointer array
-; mostly copied from map-specific map script pointer and wirtten back later
+; mostly copied from map-specific map script pointer and written back later
 	ds 1
 
 	ds 7