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authorMiquel Sabaté Solà <mssola@mssola.com>2026-07-22 16:50:48 +0200
committerMiquel Sabaté Solà <mssola@mssola.com>2026-07-22 16:50:48 +0200
commit7af0538816193be7c88c76a556b908bedf1585df (patch)
treedbb6a058a64e245210cc057ecdadf24e8daa99e3 /basics
parent28a5ff3295ae8c80a6ac973fb94697bd445019f3 (diff)
downloadcode.nes-main.tar.gz
code.nes-main.zip
Update links to git.mssola.comHEADmain
Signed-off-by: Miquel Sabaté Solà <mssola@mssola.com>
Diffstat (limited to 'basics')
-rw-r--r--basics/README.md4
1 files changed, 2 insertions, 2 deletions
diff --git a/basics/README.md b/basics/README.md
index 3ffb285..61f33a8 100644
--- a/basics/README.md
+++ b/basics/README.md
@@ -54,7 +54,7 @@ aware about the priorities of your game:
the player's convenience.
2. Is there a way to lay out the OAM memory in a way in which we always get the
proper results without having to re-arrange objects on the OAM? Imagine a
- very simple game such as [jetpac.nes](https://github.com/mssola/jetpac.nes),
+ very simple game such as [jetpac.nes](https://git.mssola.com/nes/jetpac.nes),
in which we know in advance the slots for enemies, bonuses, etc.
## Showing a sprite through CHR-RAM instead of CHR-ROM
@@ -84,7 +84,7 @@ have the foundations for `chr-ram.s`, which will use one of the banks for the
assets, and then upon initialization move it to RAM. The result is the same as
with `sprite.s`, but the goal of this example is to appreciate the technique and
understand when it's useful.
-
+
## Persisting memory
Another area explored here is a way to persist data across runs. This was