Fix the capitalization of "GameCube" throughout the project.

This commit is contained in:
Paul Olszewski 2014-06-07 11:30:39 +09:00
commit 5d793881b0
31 changed files with 59 additions and 59 deletions

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@ -18,7 +18,7 @@ namespace BPFunctions
{
// ----------------------------------------------
// State translation lookup tables
// Reference: Yet Another Gamecube Documentation
// Reference: Yet Another GameCube Documentation
// ----------------------------------------------

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@ -51,7 +51,7 @@ static void BPWritten(const BPCmd& bp)
some bp cases check the changes variable, because they might not have to be updated all the time
NOTE: it seems not all bp cases like checking changes, so calling if (bp.changes == 0 ? false : true)
had to be ditched and the games seem to work fine with out it.
NOTE2: Yet Another Gamecube Documentation calls them Bypass Raster State Registers but possibly completely wrong
NOTE2: Yet Another GameCube Documentation calls them Bypass Raster State Registers but possibly completely wrong
NOTE3: This controls the register groups: RAS1/2, SU, TF, TEV, C/Z, PEC
TODO: Turn into function table. The (future) DisplayList (DL) jit can then call the functions directly,
getting rid of dynamic dispatch. Unfortunately, few games use DLs properly - most\

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@ -24,9 +24,9 @@ extern const unsigned char sfont_raw[][9*10];
GC_ALIGNED16(u8 texMem[TMEM_SIZE]);
// Gamecube/Wii texture decoder
// GameCube/Wii texture decoder
// Decodes all known Gamecube/Wii texture formats.
// Decodes all known GameCube/Wii texture formats.
// by ector
int TexDecoder_GetTexelSizeInNibbles(int format)

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@ -44,9 +44,9 @@ extern const unsigned char sfont_raw[][9*10];
GC_ALIGNED16(u8 texMem[TMEM_SIZE]);
// Gamecube/Wii texture decoder
// GameCube/Wii texture decoder
// Decodes all known Gamecube/Wii texture formats.
// Decodes all known GameCube/Wii texture formats.
// by ector
int TexDecoder_GetTexelSizeInNibbles(int format)