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Consistently link to the latest RGBDS docs (#155)
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src/part1/assembly.md

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@@ -117,7 +117,7 @@ Before the first `SECTION` directive, there is no "active" section, and thus gen
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The new section's name is "`Header`".
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Section names can contain any characters (and even be empty, if you want), and must be unique[^sect_name].
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The `ROM0` keyword indicates which "memory type" the section belongs to ([here is a list](https://rgbds.gbdev.io/docs/v0.5.2/rgbasm.5#SECTIONS)).
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The `ROM0` keyword indicates which "memory type" the section belongs to ([here is a list](https://rgbds.gbdev.io/docs/rgbasm.5#SECTIONS)).
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We will discuss them in Part Ⅱ.
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The `[$100]` part is more interesting, in that it is unique to this section.

src/part1/memory.md

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Okay, memory addresses are nice, but you can't possibly expect me to keep track of all these addresses manually, right??
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Well, fear not, for we have labels!
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Labels are [symbols](https://rgbds.gbdev.io/docs/v0.5.1/rgbasm.5#SYMBOLS) which basically allow attaching a name to a byte of memory.
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Labels are [symbols](https://rgbds.gbdev.io/docs/rgbasm.5#SYMBOLS) which basically allow attaching a name to a byte of memory.
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A label is declared like at line {{#line_no_of "^\s*EntryPoint:" ../assets/hello-world.asm}} (`EntryPoint:`): at the beginning of the line, write the label's name, followed by a colon, and it will refer to the byte right after itself.
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So, for example, `EntryPoint` refers to the `ld a, 0` right below it (more accurately, the first byte of that instruction, but we will get there when we get there).
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src/part2/bcd.md

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@@ -48,7 +48,7 @@ So far so good, but what if the score was 9 and we add 1? The processor thinks i
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`%00001001` + `%00000001` = `%00001010` = `$A`
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That's a hexadecimal representation of 10, and we need to adjust it to become decimal. `DAA` or "Decimal Adjust after Addition," does just that.
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After executing `DAA` our accumulator will be adjusted from `%00001010` to `%00010000`; a 1 in the left nibble and a 0 in the right one. `DAA`'s exact behaviour is described [here](https://rgbds.gbdev.io/docs/master/gbz80.7#DAA).
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After executing `DAA` our accumulator will be adjusted from `%00001010` to `%00010000`; a 1 in the left nibble and a 0 in the right one. `DAA`'s exact behaviour is described [here](https://rgbds.gbdev.io/docs/gbz80.7#DAA).
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But why do we increment A using `ADD 1` when `INC A` does the same but is more efficient? That's because `DAA` evaluates the carry flag (see the linked description), but unlike `ADD`, `INC` does not affect that flag. So if the carry flag was still set from a previous operation<!-- note: this cannot happen right now, since IncreaseScorePackedBCD is only ever called after CP set the zero flag, which excludes setting the carry flag -->, `DAA` would add 60 points.
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src/part2/getting-started.md

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:::tip
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If the character selection isn't to your liking, you can use [RGBASM's `-g` option](https://rgbds.gbdev.io/docs/v0.5.2/rgbasm.1#g) or [`OPT g`](https://rgbds.gbdev.io/docs/v0.5.2/rgbasm.5/#Changing_options_while_assembling) to pick others.
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If the character selection isn't to your liking, you can use [RGBASM's `-g` option](https://rgbds.gbdev.io/docs/rgbasm.1#g) or [`OPT g`](https://rgbds.gbdev.io/docs/rgbasm.5/#Changing_options_while_assembling) to pick others.
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For example, `rgbasm -g '.xXO' (...)` or `OPT g.xXO` would swap the four characters to `.`, `x`, `X`, and `O` respectively.
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src/part3/project-structure.md

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> The **`rgbgfx`** program converts PNG images into data suitable for display on the Game Boy and Game Boy Color, or vice-versa.
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>
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> The main function of **`rgbgfx`** is to divide the input PNG into 8×8 pixel *[squares](https://rgbds.gbdev.io/docs/v0.6.1/rgbgfx.1#squares)*, convert each of those squares into 1bpp or 2bpp tile data, and save all of the tile data in a file. It also has options to generate a tile map, attribute map, and/or palette set as well; more on that and how the conversion process can be tweaked below.
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> The main function of **`rgbgfx`** is to divide the input PNG into 8×8 pixel *[squares](https://rgbds.gbdev.io/docs/rgbgfx.1#squares)*, convert each of those squares into 1bpp or 2bpp tile data, and save all of the tile data in a file. It also has options to generate a tile map, attribute map, and/or palette set as well; more on that and how the conversion process can be tweaked below.
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RGBGFX can be found here: [https://rgbds.gbdev.io/docs/v0.6.1/rgbgfx.1](https://rgbds.gbdev.io/docs/v0.6.1/rgbgfx.1)
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RGBGFX can be found here: [https://rgbds.gbdev.io/docs/rgbgfx.1](https://rgbds.gbdev.io/docs/rgbgfx.1)
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We'll use it to convert all of our graphics to .2bpp, and .tilemap formats (binary files)
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:::tip Including binary files
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You probably have some graphics, level data, etc. you'd like to include. Use **`INCBIN`** to include a raw binary file as it is. If the file isn't found in the current directory, the include-path list passed to [rgbasm(1)](https://rgbds.gbdev.io/docs/v0.6.1/rgbasm.1) (see the **`-i`** option) on the command line will be searched.
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You probably have some graphics, level data, etc. you'd like to include. Use **`INCBIN`** to include a raw binary file as it is. If the file isn't found in the current directory, the include-path list passed to [rgbasm(1)](https://rgbds.gbdev.io/docs/rgbasm.1) (see the **`-i`** option) on the command line will be searched.
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```
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INCBIN "titlepic.bin"
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The length argument is optional. If only the start position is specified, the bytes from the start position until the end of the file will be included.
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See also: [Including binary files - RGBASM documentation](https://rgbds.gbdev.io/docs/v0.6.1/rgbasm.5#Including_binary_files)
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See also: [Including binary files - RGBASM documentation](https://rgbds.gbdev.io/docs/rgbasm.5#Including_binary_data_files)
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:::
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