From 7af0538816193be7c88c76a556b908bedf1585df Mon Sep 17 00:00:00 2001 From: Miquel Sabaté Solà Date: Wed, 22 Jul 2026 16:50:48 +0200 Subject: Update links to git.mssola.com MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Signed-off-by: Miquel Sabaté Solà --- basics/README.md | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) (limited to 'basics') 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 -- cgit v1.2.3