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author | Juan J. MartÃnez <jjm@usebox.net> | 2021-08-15 21:45:50 +0000 |
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committer | Juan J. MartÃnez <jjm@usebox.net> | 2021-08-15 21:45:50 +0000 |
commit | 2e8b3d6c5f4f18fb3f84fabd5d4381e55610e519 (patch) | |
tree | 0ddb65b103cc79b4951d6dd1f921d330ea9a9dc1 | |
parent | 51c0709b3eb5cd4b859d625e6855a1c72c3ae146 (diff) | |
parent | 47a7ff20df902f4d1c307e9c8b992672058b4486 (diff) | |
download | ubox-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.md | 2 | ||||
-rw-r--r-- | docs/tools.md | 11 |
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. |