aboutsummaryrefslogtreecommitdiff
diff options
context:
space:
mode:
-rw-r--r--README.md16
-rw-r--r--basics/README.md4
-rw-r--r--scroll/include/globals.s2
3 files changed, 11 insertions, 11 deletions
diff --git a/README.md b/README.md
index 271c4d8..e790322 100644
--- a/README.md
+++ b/README.md
@@ -13,9 +13,9 @@ available in the `out` directory. Before doing that, though, you will need a
compiler for the 6502 platform. A good option is
[cc65](https://github.com/cc65/cc65), which is available on all major platforms,
and if you are feeling adventurous you can check out
-[nasm](https://github.com/mssola/tools.nes). By default the Makefile uses `cc65`
-but if you want to use another compiler you can pass the `CC65` and `CCOPTS`
-variables to the Makefile.
+[nasm](https://git.mssola.com/nes/tools.nes). By default the Makefile uses
+`cc65` but if you want to use another compiler you can pass the `CC65` and
+`CCOPTS` variables to the Makefile.
After that, it's recommended that you run the ROMs with an emulator with
debugging support or at least some form of memory visualization. This is because
@@ -45,11 +45,11 @@ The examples are distributed like this:
## Other projects
-- Full games: [jetpac.nes](https://github.com/mssola/jetpac.nes).
-- Libraries: [list.nes](https://github.com/mssola/list.nes).
-- Misc: [Advent of Code 2023](https://github.com/mssola/aoc2023.nes).
-- Tooling: [tools.nes](https://github.com/mssola/tools.nes).
-- [Code style](https://github.com/mssola/style.nes) that I'm trying to follow here.
+- Full games: [jetpac.nes](https://git.mssola.com/nes/jetpac.nes).
+- Libraries: [list.nes](https://git.mssola.com/nes/list.nes).
+- Misc: [Advent of Code 2023](https://git.mssola.com/nes/aoc2023.nes).
+- Tooling: [tools.nes](https://git.mssola.com/nes/tools.nes).
+- [Code style](https://git.mssola.com/nes/style.nes) that I'm trying to follow here.
## License
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
diff --git a/scroll/include/globals.s b/scroll/include/globals.s
index 87a93ea..e659201 100644
--- a/scroll/include/globals.s
+++ b/scroll/include/globals.s
@@ -1,7 +1,7 @@
;; Global variables used throughout the code base.
.scope Globals
;;;
- ;; Argument values as defined in https://github.com/mssola/style.nes. Note
+ ;; Argument values as defined in https://git.mssola.com/nes/style.nes. Note
;; that these variables can also be used as temporary variables.
zp_arg0 = $90
zp_arg1 = $91