ref: 2e74d969f700f7eda40a84a75dfe8b4183d09683
parent: cc0d5d4c8bb9721f8ab0354d87c8f6d848dbe23b
author: IIMarckus <[email protected]>
date: Wed Sep 9 11:05:19 EDT 2015
Fix typos in comments.
--- a/battle/effect_commands.asm
+++ b/battle/effect_commands.asm
@@ -285,7 +285,7 @@
cp $80
jr nc, .not_confused
- ; clear confussion-dependent substatus
+ ; clear confusion-dependent substatus
ld hl, PlayerSubStatus3
ld a, [hl]
and 1 << SUBSTATUS_CONFUSED
--- a/macros/event.asm
+++ b/macros/event.asm
@@ -1039,7 +1039,7 @@
db name_command
db \1 ; type
db \2 ; id
- db \3 ; mempry
+ db \3 ; memory
endm
enum wait_command
--- a/main.asm
+++ b/main.asm
@@ -1887,10 +1887,9 @@
; 66cf
.textcommands ; 66cf
-; table definining which characters
-; are actually text commands
+; table defining which characters are actually text commands
; format:
-; >= <
+ ; ≥ <
db $00, $05
db $14, $19
db $1d, $26
@@ -36819,7 +36818,7 @@
ld hl, TrainerClassAttributes + 3
; If we have a battle in BattleTower just load the Attributes of the first TrainerClass (Falkner)
- ; so we have always the same AI, regardless of the loaded cass of trainer
+ ; so we have always the same AI, regardless of the loaded class of trainer
ld a, [InBattleTowerBattle]
bit 0, a
jr nz, .asm_4412f
@@ -83115,7 +83114,7 @@
GetOptionPointer: ; e42d6
- ld a, [wcf63] ;load the cusror position to a
+ ld a, [wcf63] ;load the cursor position to a
ld e, a ;copy it to de
ld d, 0
ld hl, .Pointers