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wilsjameISSOtm
andauthored
spelling: use an instead of a (#381)
* fix typo "an" before words that start with a vowel sound * fix typos "an" before words that start with a vowel sound * use original "a" before sounded "H" Change back to the original "a" to avoid unneeded commits as "H" can be sounded to accommodate both "a" or "an". * undo wrong change a is a register! * use original "a" before SNES and SGB Avoiding unnecessary commits as "a SNES" and "a SGB" are correct usages. * update multiplication symbols Co-authored-by: Eldred Habert <[email protected]> * update multiplication symbols Co-authored-by: Eldred Habert <[email protected]> * update multiplication symbols Co-authored-by: Eldred Habert <[email protected]> Co-authored-by: Eldred Habert <[email protected]>
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src/CPU_Registers_and_Flags.md

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@@ -33,7 +33,7 @@ This bit is set if and only if the result of an operation is zero. Used by condi
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## The Carry Flag (C, or Cy)
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Is set in these cases:
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- When the result of a 8-bit addition is higher than $FF.
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- When the result of an 8-bit addition is higher than $FF.
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- When the result of a 16-bit addition is higher than $FFFF.
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- When the result of a subtraction or comparison
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is lower than zero (like in Z80 and 80x86 CPUs, but unlike in

src/Interrupts.md

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The IME flag is used to disable all interrupts, overriding any enabled
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bits in the IE register. It isn't possible to access the IME flag by
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using a I/O address. IME can be modified by
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using an I/O address. IME can be modified by
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the following instructions/events only:
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```

src/OAM.md

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@@ -15,10 +15,10 @@ four bytes with the following meanings:
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Y = Sprite's vertical position on the screen + 16. So for example,
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Y=0 hides a sprite,
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Y=2 hides a 8x8 sprite but displays the last two rows of a 8x16 sprite,
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Y=2 hides an 8×8 sprite but displays the last two rows of an 8×16 sprite,
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Y=16 displays a sprite at the top of the screen,
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Y=144 displays a 8x16 sprite aligned with the bottom of the screen,
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Y=152 displays a 8x8 sprite aligned with the bottom of the screen,
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Y=144 displays an 8×16 sprite aligned with the bottom of the screen,
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Y=152 displays an 8×8 sprite aligned with the bottom of the screen,
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Y=154 displays the first six rows of a sprite at the bottom of the screen,
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Y=160 hides a sprite.
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src/Rendering.md

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@@ -24,12 +24,12 @@ A tile does not encode color information. Instead, a tile assigns a
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*color ID* to each of its pixels, ranging from 0 to 3. For this reason,
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Game Boy graphics are also called *2bpp* (2 bits per pixel). When a tile is used
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in the Background or Window, these color IDs are associated with a *palette*. When
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a tile is used in a OBJ, the IDs 1 to 3 are associated with a palette, but
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a tile is used in an OBJ, the IDs 1 to 3 are associated with a palette, but
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ID 0 means transparent.
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## Palettes
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A palette consists of a array of colors, 4 in the Game Boy's case.
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A palette consists of an array of colors, 4 in the Game Boy's case.
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Palettes are stored differently in monochrome and color versions of the console.
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Modifying palettes enables graphical effects such as quickly flashing some graphics (damage,

src/SGB_Command_Undocumented.md

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## Stubbed commands
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Commands $1A to $1F (inclusive)'s handlers are stubs (only contain a
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Commands $1A to $1F (inclusive)'s handlers are stubs (only contain an
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`RTS`). This is interesting, since the command-processing function
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explicitly ignores commands $1E and $1F.
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src/SGB_VRAM_Transfer.md

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The display will contain "garbage" during the transfer, this
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dirt-effect can be avoided by freezing the screen (in the state which
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has been displayed before the transfer) by using the MASK_EN command.
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Of course, this works only when actually executing the game on a SGB
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Of course, this works only when actually executing the game on an SGB
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(and not on handheld Game Boy systems), it'd be thus required to detect
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the presence of SGB hardware before blindly sending VRAM data.

src/Sound_Controller.md

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# Sound Controller
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There are two sound channels connected to the output terminals SO1 and
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SO2. There is also a input terminal Vin connected to the cartridge. It
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SO2. There is also an input terminal Vin connected to the cartridge. It
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can be routed to either of both output terminals. Game Boy circuitry
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allows producing sound in four different ways:
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src/Tile_Data.md

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</table>
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Tiles are always indexed using a 8-bit integer, but the addressing
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Tiles are always indexed using an 8-bit integer, but the addressing
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method may differ. The "$8000 method" uses \$8000 as its base pointer
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and uses an unsigned addressing, meaning that tiles 0-127 are in block
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0, and tiles 128-255 are in block 1. The "$8800 method" uses \$9000 as
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So, each pixel has a color ID of 0 to 3. The color
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numbers are translated into real colors (or gray shades) depending on
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the current palettes, except that when the tile is used in a OBJ the
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the current palettes, except that when the tile is used in an OBJ the
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color ID 0 means transparent. The palettes are defined through registers
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[BGP](<#FF47 - BGP (BG Palette Data) (R/W) - Non CGB Mode Only>),
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[OBP0 and OBP1](<#FF48 - OBP0 (OBJ Palette 0 Data) (R/W), FF49 - OBP1 (OBJ Palette 1 Data) (R/W) - Both Non CGB Mode Only>), and

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