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authorJuan J. Martínez <jjm@usebox.net>2021-08-15 21:45:50 +0000
committerJuan J. Martínez <jjm@usebox.net>2021-08-15 21:45:50 +0000
commit2e8b3d6c5f4f18fb3f84fabd5d4381e55610e519 (patch)
tree0ddb65b103cc79b4951d6dd1f921d330ea9a9dc1
parent51c0709b3eb5cd4b859d625e6855a1c72c3ae146 (diff)
parent47a7ff20df902f4d1c307e9c8b992672058b4486 (diff)
downloadubox-msx-lib-2e8b3d6c5f4f18fb3f84fabd5d4381e55610e519.tar.gz
ubox-msx-lib-2e8b3d6c5f4f18fb3f84fabd5d4381e55610e519.zip
Merge branch 'pvmm-master-patch-20579' into 'master'
typos See merge request reidrac/ubox-msx-lib!8
-rw-r--r--docs/spman.md2
-rw-r--r--docs/tools.md11
2 files changed, 6 insertions, 7 deletions
diff --git a/docs/spman.md b/docs/spman.md
index b9512b8..02f68dd 100644
--- a/docs/spman.md
+++ b/docs/spman.md
@@ -14,7 +14,7 @@ The manager is used as follows:
1. Initialize the manager with [spman_init](#spman_init).
2. Allocate patterns with [spman_alloc](#spman_alloc). This can be done at any
- time, is not needed to allocate all the patterns in one go.
+ time, it is not needed to allocate all the patterns in one go.
3. In the game loop:
- Allocate sprites to be drawn on screen, using
[spman_alloc_fixed_sprite](#spman_alloc_fixed_sprite) for sprites excluded
diff --git a/docs/tools.md b/docs/tools.md
index 1e905be..4272c40 100644
--- a/docs/tools.md
+++ b/docs/tools.md
@@ -65,9 +65,8 @@ be provided as part of the `attr` field in the `sprite_attr` struct when
calling [ubox_set_sprite_attr](ubox-lib-ref.html#ubox_set_sprite_attr).
The tool interprets dark grey (RGB: 28, 28, 28) as transparent in the MSX
-palette, and any other colour will be used as visible the monochrome data. If
-the image has more than one colour, it will be used to identify different
-sprites.
+palette, and any other colour will be used as visible monochrome data. If the
+image has more than one colour, it will be used to identify different sprites.
For example:
@@ -119,7 +118,7 @@ This allows the tool to validate the map and ensure that:
- Unknown entities are not referenced.
- The entities follow the same order expected by the game (the order is the
entity type).
-- No room has uses more bytes or entities than expected.
+- No room has more bytes or entities than expected.
Please check `data/map_conf.json` in the example game for an example.
@@ -141,7 +140,7 @@ Each of these rooms will have the following structure:
| n bytes | map data (n-bit per tile, default 8-bit), may be compressed |
| m bytes | entity data (ends with 0xff) |
-The output by default it is an C include file.
+The output by default is a C include file.
For example:
```
@@ -193,7 +192,7 @@ or height (whatever is bigger) *in tiles*. This can be used for entities that
cover an area, for example a moving platform. The example game doesn't use
this property.
-The entities are encoded a stream that ends with the byte `0xff` as terminator.
+The entities are encoded in a stream that ends with the byte `0xff` as terminator.
Refer to the example game and `init_map_entities()` in `game.c` for a full example.