From 1c891be173e90245fb42342b28d5855089811a46 Mon Sep 17 00:00:00 2001 From: Pedro de Medeiros Date: Fri, 13 Aug 2021 05:04:08 +0000 Subject: typos --- docs/spman.md | 2 +- 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..0ba02e6 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 as 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. -- cgit v1.2.3 From 47a7ff20df902f4d1c307e9c8b992672058b4486 Mon Sep 17 00:00:00 2001 From: Pedro de Medeiros Date: Fri, 13 Aug 2021 15:02:50 +0000 Subject: Update tools.md --- docs/tools.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/docs/tools.md b/docs/tools.md index 0ba02e6..4272c40 100644 --- a/docs/tools.md +++ b/docs/tools.md @@ -192,7 +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 as 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. -- cgit v1.2.3