From 4b86c22bee8e276bfe201501326bc4c2f9d6f5d7 Mon Sep 17 00:00:00 2001 From: GBA bot Date: Sun, 2 Jan 2022 21:30:19 +0000 Subject: [PATCH] Revise sentence that didn't make much sense --- book/src/pong/03_sprites.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/book/src/pong/03_sprites.md b/book/src/pong/03_sprites.md index 9f75c5e1..e4ce29a9 100644 --- a/book/src/pong/03_sprites.md +++ b/book/src/pong/03_sprites.md @@ -9,7 +9,7 @@ We'll briefly cover vblank and by the end of this section, you'll have a ball bo The Game Boy Advance has a 240x160px screen, with 15-bit RGB colour support. In order to manually set the colour for each pixel in the screen, you would need to update a total of 38,400 pixels per frame, or 2,304,000 pixels per second at 60 fps. With a 16MHz processor, that means you would need to be able to calculate 1 pixel every 8 clock cycles, which is pretty much impossible. -You could get clever with how you update these pixels, but there is a much easier way which almost every game for the Game Boy Advance uses. +You could get clever with how you update these pixels, but using the tools provided by the Game Boy Advance to put pixels on the screen, you'll have a much easier time. So there are 2 ways that the Game Boy Advance allows you to get these pixels on screen much more easily. Tiles and sprites.