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Remove colon in OAM title
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src/OAM.md

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@@ -43,7 +43,7 @@ specifies the index of the first (top) tile of the sprite. This is enforced by t
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hardware: the least significant bit of the tile index is ignored; that is, the top 8x8
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tile is "NN & $FE", and the bottom 8x8 tile is "NN | $01".
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## Byte 3 - Attributes/Flags:
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## Byte 3 - Attributes/Flags
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```
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Bit7 BG and Window over OBJ (0=No, 1=BG and Window colors 1-3 over the OBJ)

src/Power_Up_Sequence.md

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@@ -105,7 +105,7 @@ It is speculated that this may be debug remnants.
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The boot ROM is responsible for the automatic colorization of monochrome-only games when run on a GBC.
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When in DMG compatibility mode, the [CGB palettes](<#LCD Color Palettes (CGB only)>) are still being used: the background uses BG palette 0 (likely because the entire [attribute map](<#BG Map Attributes (CGB Mode only)>) is set to all zeros), and objects use OBJ palette 0 or 1 depending on bit 4 of [their attribute](<#Byte 3 - Attributes/Flags:>).
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When in DMG compatibility mode, the [CGB palettes](<#LCD Color Palettes (CGB only)>) are still being used: the background uses BG palette 0 (likely because the entire [attribute map](<#BG Map Attributes (CGB Mode only)>) is set to all zeros), and objects use OBJ palette 0 or 1 depending on bit 4 of [their attribute](<#Byte 3 - Attributes/Flags>).
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[`BGP`, `OBP0`, and `OBP1`](<#LCD Monochrome Palettes>) actually index into the CGB palettes instead of the DMG's shades of grey.
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The boot ROM picks a compatibility palette using an ID computed using the following algorithm:

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