Fix citra-progress-report-2017-q4.md spelling

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@ -100,7 +100,7 @@ support for older ones.
When communicating with services, titles on a real Nintendo 3DS expect to wait some
amount of time before the service replies or responds. Until now, Citra didn't implement
this, it responded without incrementing the virtual clock. From the emulated system's
perspective, it appeared as though services replied and reponded literally instantly
perspective, it appeared as though services replied and responded literally instantly
because of this, leading to strange side-effects.
For example, some buildings in *Animal Crossing: New Leaf* fail to render and
@ -183,7 +183,7 @@ wanted to use gamepads with Citra.
This was extremely inconvenient and user-unfriendly to most, and so [muemart](https://github.com/muemart)
took it upon themselves to finally add support for configuring gamepads within the
configuration menu. Now, it's as simple as clicking a button, and pressing the
corresponsing button on your controller, to set it up.
corresponding button on your controller, to set it up.
{{< figure src="/images/entry/citra-progress-report-2017-q4/controller.png"
title="Citra's input configuration menu" >}}
@ -194,7 +194,7 @@ The shader JIT in Citra is a component of the video core responsible for
recompiling GPU shaders for the 3DS to x86 code, so that they can be run on the
user's CPU directly.
Shader intructions like LG2 (calculate binary logarithm) and EX2 (calculate binary
Shader instructions like LG2 (calculate binary logarithm) and EX2 (calculate binary
exponential) can be run potentially thousands of times per second in a typical
Nintendo 3DS title, so it's usually very worthwhile to try to optimize these as
best as possible.