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Convert non-ASCII characters to UTF-8

Comments and notes are converted to UTF-8. Already broken multibyte characters are fixed using common sense.

This patch contains no code changes.

Change-Id: Ia511ab84936cb2495ac17309493a9b98727a7902
This commit is contained in:
Vencislav Atanasov 2024-12-12 20:36:43 +02:00 committed by Solomon Peachy
parent 8f5128da16
commit 5d7c8a0df1
32 changed files with 94 additions and 90 deletions

View file

@ -219,9 +219,13 @@ SPRITE VARIABLES:
EXTERN short nextspritesect[MAXSPRITES], nextspritestat[MAXSPRITES];
Example: if the linked lists look like the following:
ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿
? Sector lists: Status lists: ? ÃÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ´
? Sector0: 4, 5, 8 Status0: 2, 0, 8 ? ? Sector1: 16, 2, 0, 7 Status1: 4, 5, 16, 7, 3, 9 ? ? Sector2: 3, 9 ? ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ
Sector lists: Status lists:
Sector0: 4, 5, 8 Status0: 2, 0, 8
Sector1: 16, 2, 0, 7 Status1: 4, 5, 16, 7, 3, 9
Sector2: 3, 9
Notice that each number listed above is shown exactly once on both the
left and right side. This is because any sprite that exists must
be in some sector, and must have some kind of status that you define.

View file

@ -4742,9 +4742,9 @@ static void ceilspritehline (int32_t x2, int32_t y)
int32_t x1, v, bx, by;
/*
* x = x1 + (x2-x1)t + (y1-y2)u ³ x = 160v
* y = y1 + (y2-y1)t + (x2-x1)u ³ y = (scrx-160)v
* z = z1 = z2 ³ z = posz + (scry-horiz)v
* x = x1 + (x2-x1)t + (y1-y2)u x = 160v
* y = y1 + (y2-y1)t + (x2-x1)u y = (scrx-160)v
* z = z1 = z2 z = posz + (scry-horiz)v
*/
x1 = lastx[y];

View file

@ -333,10 +333,10 @@ static int InitMPU
}
*/
/*ユヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘク*/
/*ウ ShutdownMPU ウ*/
/*ウ Cleans up Sound Blaster to normal state. ウ*/
/*ヤヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘセ*/
/*╒════════════════════════════════════════════════════════════════════════╕*/
/*│ ShutdownMPU │*/
/*│ Cleans up Sound Blaster to normal state. │*/
/*╘════════════════════════════════════════════════════════════════════════╛*/
static void ShutdownMPU
(
@ -362,9 +362,9 @@ static void ShutdownMPU
}
/*ユヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘク*/
/*ウ LoadSBK ウ*/
/*ヤヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘヘセ*/
/*╒════════════════════════════════════════════════════════════════════════╕*/
/*│ LoadSBK │*/
/*╘════════════════════════════════════════════════════════════════════════╛*/
static void LoadSBK
(

View file

@ -213,7 +213,7 @@ int songs[] = {
XFUNKIE_MUS,
XDEATH_MUS,
XGETYOU_MUS, // DON'T KNOW
ULTIMATE_MUS, // Trans Grsse
ULTIMATE_MUS, // Trans Grösse
DUNGEON_MUS,
GOINGAFT_MUS,