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Start moving warning/note boxes to admonitions
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avivace committed Dec 11, 2023
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6 changes: 6 additions & 0 deletions content/edmake.md
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<!-- toc -->

:::warning This chapter may be outdated

This part may need an overhaul and some of the suggested tools or practices may be deprecated.

:::

## Introduction {#sec-intro}

As good as makefiles are, they're still command-line driven processes, with all the problems attached to it. If you're in a Unix/Linux environment those problems are usually fairly small, but on a pure Windows system we have to work in a DOS-like Windows command prompt, which has a number of very ghastly flaws that can make your life miserable: not only is wringing through the directory structure not much fun, the non-intuitive way to copy/paste text and the inability to arrow through your commands to fix a typo are somewhat annoying too. Another thing that will wear your patience very quickly is not being able to scroll through the list of compilation errors that speeds across your itty-bitty Windows command prompt like a thundering herd of rabid elephants in a China shop. And you *know* it'd all be okay if you could just find the one at the start of the list and fix that. Now, you can get around the gross inadequacies of a Windows command prompt by using an MSYS-box instead. You'd still need to learn how to use the Bash shell to make the most of it, though. And you'd still have the extra window for the command line box.
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10 changes: 2 additions & 8 deletions content/first.md
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Expand Up @@ -650,17 +650,11 @@ A flash card is a GBA cart with a difference: it is completely rewritable. There

A solution that's becoming more and more popular is using standard multimedia cards (eg. SD, CompactFlash) and an adapter like [GBAMP](http://www.gbamovie.com/) and [SuperCard](http://eng.supercard.cn). Memory cards can be very cheap (like $10) and bought in most electronics stores; the adapters are genereally $25 and up.

<div id="nt-supercard" class="note">

<div class="nhcare">

Supercard vs waitstates.

</div>
:::warning Supercard vs waitstates

There is one small technicaly problem with Supercards: they use slow memory that doesn't support what 3/1 ROM waitstates. This is a faster setting than the default 4/2 and anything that uses the former simply won't run. This shouldn't be a problem with most homebrew things, but a handful of binaries will fail and you wouldn't be able to make use of the speed-up yourself either.

</div>
:::

#### Multiboot cable

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6 changes: 6 additions & 0 deletions content/makefile.md
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Expand Up @@ -7,6 +7,12 @@ Authors: Cearn

<!-- toc -->

:::warning This chapter may be outdated

This part may need an overhaul and some of the suggested tools or practices may be deprecated.

:::

## Introduction {#sec-intro}

Although I gave a quick introduction to makefiles and compiler flags in the [setup](setup.html) section, a more complex look into these items may prove useful as well. So I'll present and explain the makefiles that Tonc uses in more detail, as well as some other little things about makefiles and compiler/linker options. I hope that this will give you enough ammo to understand the makefiles that are out there and allow you to figure out the more complicated aspects of the make process yourself. This page is hardly a substitute for the full documentation on the maketool make, the assembler as, compiler gcc and the linker ld, but it'll have to do for now. You can get the full documentation on these tools at [GNU Manuals Online](https://www.gnu.org/manual/manual.html). You may also be interested in MrMrIce's make tutorial, which can be found in [gbadev.org](http://www.gbadev.org)'s documentation section.
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8 changes: 2 additions & 6 deletions content/video.md
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Expand Up @@ -79,15 +79,11 @@ Tiled backgrounds work completely different. First, you store 8x8 pixel <dfn>til

Finally, we have sprites. Sprites are small (8x8 to 64x64 pixels) graphical objects that can be transformed independently from each other and can be used in conjunction with either bitmap or background types.

<div class="note">

<div class="nhgood">
Prefer tile modes over bitmap modes
</div>
:::tip Prefer tile modes over bitmap modes

In almost all types of games, the tile modes will be more suitable. Most other tutorials focus on bitmap modes, but that's only because they are easier on beginners, not because of their practical value for games. The vast majority of commercial games use tile modes; that should tell you something.

</div>
:::

Those are the three basic graphical types, though other classifications also spring to mind. For example, the bitmap and tiled backgrounds types, since they're mutually exclusive and use the entire screen, constitute the <dfn>background</dfn>-types. Also, it so happens that the tiles of tiled backgrounds and the sprites have the same memory layout (namely, in groups of 8x8 pixel tiles). This makes tiled backgrounds and sprites the tiled-types.

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