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Move "themed" SVGs to imgs/src/
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Those SVGs are not intended to be served stand-alone, so place them
in the directory that gets deleted in production (by the `pandocs` renderer).
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ISSOtm committed Jan 16, 2024
1 parent 5eaf6f8 commit ec06cdb
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2 changes: 1 addition & 1 deletion src/Audio.md
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Expand Up @@ -6,7 +6,7 @@ Like much of its contemporary hardware, the Game Boy produces sound generated by

## Architecture

{{#include imgs/apu_overview.svg:2:}}
{{#include imgs/src/apu_overview.svg:2:}}

The Game Boy has four sound generation units, called **channels** 1 through 4, notated "CH1", "CH2", etc.
Unlike some other sound chips, such as the C64's SID or the Atari 5200's POKEY, each sound channel is specialized in a way largely different from the other channels.
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4 changes: 2 additions & 2 deletions src/Audio_details.md
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Expand Up @@ -42,7 +42,7 @@ tl;dr:
</style>

<figure>
{{#include imgs/apu_detailed.svg:2:}}
{{#include imgs/src/apu_detailed.svg:2:}}

<figcaption>Source: Lior "LIJI32" Halphon</figcaption>
</figure>
Expand Down Expand Up @@ -167,7 +167,7 @@ This only matters when changing the setting mid-playback: the digital values bei

### Noise channel (CH4)

{{#include imgs/ch4_lfsr.svg:2:}}
{{#include imgs/src/ch4_lfsr.svg:2:}}

CH4 revolves around a [LFSR](https://en.wikipedia.org/wiki/Linear-feedback_shift_register), pictured above.
The LFSR has 16 bits: 15 bits for its current state and 1 bit to temporarily store the next bit to shift in.
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2 changes: 1 addition & 1 deletion src/Rendering.md
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Expand Up @@ -25,7 +25,7 @@ During a frame, the Game Boy's PPU cycles between four modes as follows:

</figcaption>

{{#include imgs/ppu_modes_timing.svg:2:}}
{{#include imgs/src/ppu_modes_timing.svg:2:}}

</figure>

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2 changes: 1 addition & 1 deletion src/Tile_Data.md
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Expand Up @@ -86,7 +86,7 @@ example, the tile data `$3C $7E $42 $42 $42 $42 $42 $42 $7E $5E $7E $0A $7C $56
$38 $7C` appears as follows:

<figure>
{{#include imgs/sprite.svg:2:}}
{{#include imgs/src/sprite.svg:2:}}
<figcaption>Sample tile data</figcaption>
</figure>

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