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-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