Fix various typos and spelling mistakes
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@@ -491,7 +491,7 @@ float VideoInterfaceManager::GetAspectRatio() const
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// but it's only 4:3 if the picture fill the entire active area.
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// All games configure VideoInterface to add padding in both the horizontal and vertical
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// directions and most games also do a slight horizontal scale.
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// This means that XFB never fills the entire active area and is therefor almost never 4:3
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// This means that XFB never fills the entire active area and is therefore almost never 4:3
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// To work out the correct aspect ratio of the XFB, we need to know how VideoInterface's
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// currently configured active area compares to the active area of a stock PAL or NTSC
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@@ -980,7 +980,7 @@ void VideoInterfaceManager::Update(u64 ticks)
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m_ticks_last_line_start = ticks;
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}
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// TODO: Findout why skipping interrupts acts as a frameskip
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// TODO: Find out why skipping interrupts acts as a frameskip
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if (core_timing.GetVISkip())
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return;
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