From ec06cdbfca12520e9f8f0a51d25c64f7aeb235b0 Mon Sep 17 00:00:00 2001 From: Eldred HABERT Date: Tue, 16 Jan 2024 11:16:35 +0100 Subject: [PATCH] Move "themed" SVGs to `imgs/src/` 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). --- src/Audio.md | 2 +- src/Audio_details.md | 4 ++-- src/Rendering.md | 2 +- src/Tile_Data.md | 2 +- src/imgs/{ => src}/apu_detailed.svg | 0 src/imgs/{ => src}/apu_overview.svg | 0 src/imgs/{ => src}/ch4_lfsr.svg | 0 src/imgs/{ => src}/ppu_modes_timing.svg | 0 src/imgs/{ => src}/sprite.svg | 0 9 files changed, 5 insertions(+), 5 deletions(-) rename src/imgs/{ => src}/apu_detailed.svg (100%) rename src/imgs/{ => src}/apu_overview.svg (100%) rename src/imgs/{ => src}/ch4_lfsr.svg (100%) rename src/imgs/{ => src}/ppu_modes_timing.svg (100%) rename src/imgs/{ => src}/sprite.svg (100%) diff --git a/src/Audio.md b/src/Audio.md index 74ae7a7f..53e09bd3 100644 --- a/src/Audio.md +++ b/src/Audio.md @@ -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. diff --git a/src/Audio_details.md b/src/Audio_details.md index e64e1e9c..31598a85 100644 --- a/src/Audio_details.md +++ b/src/Audio_details.md @@ -42,7 +42,7 @@ tl;dr:
-{{#include imgs/apu_detailed.svg:2:}} +{{#include imgs/src/apu_detailed.svg:2:}}
Source: Lior "LIJI32" Halphon
@@ -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. diff --git a/src/Rendering.md b/src/Rendering.md index 9c103879..d079303f 100644 --- a/src/Rendering.md +++ b/src/Rendering.md @@ -25,7 +25,7 @@ During a frame, the Game Boy's PPU cycles between four modes as follows: -{{#include imgs/ppu_modes_timing.svg:2:}} +{{#include imgs/src/ppu_modes_timing.svg:2:}} diff --git a/src/Tile_Data.md b/src/Tile_Data.md index 63a383ae..1958035c 100644 --- a/src/Tile_Data.md +++ b/src/Tile_Data.md @@ -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:
-{{#include imgs/sprite.svg:2:}} +{{#include imgs/src/sprite.svg:2:}}
Sample tile data
diff --git a/src/imgs/apu_detailed.svg b/src/imgs/src/apu_detailed.svg similarity index 100% rename from src/imgs/apu_detailed.svg rename to src/imgs/src/apu_detailed.svg diff --git a/src/imgs/apu_overview.svg b/src/imgs/src/apu_overview.svg similarity index 100% rename from src/imgs/apu_overview.svg rename to src/imgs/src/apu_overview.svg diff --git a/src/imgs/ch4_lfsr.svg b/src/imgs/src/ch4_lfsr.svg similarity index 100% rename from src/imgs/ch4_lfsr.svg rename to src/imgs/src/ch4_lfsr.svg diff --git a/src/imgs/ppu_modes_timing.svg b/src/imgs/src/ppu_modes_timing.svg similarity index 100% rename from src/imgs/ppu_modes_timing.svg rename to src/imgs/src/ppu_modes_timing.svg diff --git a/src/imgs/sprite.svg b/src/imgs/src/sprite.svg similarity index 100% rename from src/imgs/sprite.svg rename to src/imgs/src/sprite.svg