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<title>code.nes/assets/diskun.chr, branch main</title>
<subtitle>Hacking the Famicom/NES just for the fun of it.
</subtitle>
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<updated>2025-03-11T15:40:12Z</updated>
<entry>
<title>scroll: Provide an even more basic example</title>
<updated>2025-03-11T15:40:12Z</updated>
<author>
<name>Miquel Sabaté Solà</name>
<email>mikisabate@gmail.com</email>
</author>
<published>2025-03-11T15:40:12Z</published>
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<id>urn:sha1:6f7a0d24cfa7c767e9eee8283c65b4480a6c231b</id>
<content type='text'>
That is, just toggle between two fixed nametables.

Signed-off-by: Miquel Sabaté Solà &lt;mikisabate@gmail.com&gt;
</content>
</entry>
<entry>
<title>scroll: Provide an example with sprite 0 collision</title>
<updated>2025-03-11T15:39:44Z</updated>
<author>
<name>Miquel Sabaté Solà</name>
<email>mikisabate@gmail.com</email>
</author>
<published>2025-03-11T15:39:44Z</published>
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<id>urn:sha1:f05ce5d5ff7d650a439b363993f8b38b817d3efe</id>
<content type='text'>
Signed-off-by: Miquel Sabaté Solà &lt;mikisabate@gmail.com&gt;
</content>
</entry>
<entry>
<title>Ensure background/sprite tiles are spread properly</title>
<updated>2025-02-04T21:00:36Z</updated>
<author>
<name>Miquel Sabaté Solà</name>
<email>mikisabate@gmail.com</email>
</author>
<published>2025-02-04T14:46:54Z</published>
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<id>urn:sha1:3e7549c71f60ee1c4b49a7c09fde3b6017818089</id>
<content type='text'>
At least on the MMC3 chip, it's important to have background tiles on
the first pattern table and then sprite tiles on the second pattern
table. This avoids a hardware bug on scanline IRQs.

Signed-off-by: Miquel Sabaté Solà &lt;mikisabate@gmail.com&gt;
</content>
</entry>
<entry>
<title>Move assets into a global directory</title>
<updated>2025-02-04T20:03:55Z</updated>
<author>
<name>Miquel Sabaté Solà</name>
<email>msabate@suse.com</email>
</author>
<published>2024-04-01T15:48:55Z</published>
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<id>urn:sha1:c6bc9014c10858b8cfd482289c9691b11ef6ad39</id>
<content type='text'>
Signed-off-by: Miquel Sabaté Solà &lt;msabate@suse.com&gt;
</content>
</entry>
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