diff --git a/agb/src/display/affine.rs b/agb/src/display/affine.rs
index 2773a3a3..38412619 100644
--- a/agb/src/display/affine.rs
+++ b/agb/src/display/affine.rs
@@ -1,50 +1,50 @@
#![deny(missing_docs)]
-//! # Affine matricies for the Game Boy Advance
+//! # Affine matrices for the Game Boy Advance
//!
//! An affine matrix represents an affine transformation, an affine
//! transformation being one which preserves parallel lines (note that this
//! therefore cannot represent perspective seen in games like Super Mario Kart).
-//! Affine matricies are used in two places on the GBA, for affine backgrounds
+//! Affine matrices are used in two places on the GBA, for affine backgrounds
//! and for affine objects.
//!
//! # Linear Algebra
//! As a matrix, they can be manipulated using linear algebra. The short version
//! of this section is to beware that the matrix is the inverse of the normal
-//! transformation matricies.
+//! transformation matrices.
//!
//! One quick thing to point out at the start as it will become very relevant is
//! that matrix-matrix multiplication is not commutative, meaning swapping the
//! order changes the result, or **A** × **B** ≢ **B** × **A**. However,
-//! matricies are, at least in the case they are used here, associative, meaning
+//! matrices are, at least in the case they are used here, associative, meaning
//! (**AB**)**C** = **A**(**BC**).
//!
-//! ## Normal (wrong on GBA!) transformation matricies
+//! ## Normal (wrong on GBA!) transformation matrices
//!
-//! As a start, normal transformation matricies will transform a shape from it's
+//! As a start, normal transformation matrices will transform a shape from it's
//! original position to it's new position. Generally when people talk about
-//! transformation matricies they are talking about them in this sense.
+//! transformation matrices they are talking about them in this sense.
//!
-//! > If **A** and **B** are transformation matricies, then matrix **C** = **A**
+//! > If **A** and **B** are transformation matrices, then matrix **C** = **A**
//! > × **B** represents the transformation **A** performed on **B**, or
//! > alternatively **C** is transformation **B** followed by transformation
//! > **A**.
//!
//! This is not what they represent on the GBA! If you are looking up more
-//! information about tranformation matricies bear this in mind.
+//! information about transformation matrices bear this in mind.
//!
-//! ## Correct (on GBA) transformation matricies
+//! ## Correct (on GBA) transformation matrices
//!
//! On the GBA, the affine matrix works the other way around. The GBA wants to
//! know for each pixel what colour it should render, to do this it applies the
//! affine transformation matrix to the pixel it is rendering to lookup correct
//! pixel in the texture.
//!
-//! This describes the inverse of the previously given transformation matricies.
+//! This describes the inverse of the previously given transformation matrices.
//!
//! Above I described the matrix **C** = **A** × **B**, but what the GBA wants
//! is the inverse of **C**, or **C**-1 = (**AB**)-1 =
//! **B**-1 × **A**-1. This means that if we have the
-//! matricies **I** and **J** in the form the GBA expects then
+//! matrices **I** and **J** in the form the GBA expects then
//!
//! > Transformation **K** = **I** × **J** is the transformation **I** followed
//! > by the transformation **J**.
@@ -278,7 +278,7 @@ impl AffineMatrixBackground {
#[must_use]
/// Creates a transformation matrix using GBA specific syscalls.
- /// This can be done using the standard transformation matricies like
+ /// This can be done using the standard transformation matrices like
///
/// ```rust,no_run
/// # #![no_std]