From c05eae7f134cd517ee9b739ee74c8cecba0d32bc Mon Sep 17 00:00:00 2001 From: Lokathor Date: Tue, 20 Nov 2018 03:18:41 -0700 Subject: [PATCH] better writing --- book/src/ch03/tile_data.md | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) diff --git a/book/src/ch03/tile_data.md b/book/src/ch03/tile_data.md index 7728a4d..71d22c5 100644 --- a/book/src/ch03/tile_data.md +++ b/book/src/ch03/tile_data.md @@ -11,8 +11,8 @@ need to arrange several tiles so that it looks like whatever you're trying to draw. As was already mentioned, the GBA supports two different color modes: 4 bits per -pixel and 8 bits per pixel. So already we have two types of tile that we need to -model. The pixel bits always represent an index into the PALRAM. +pixel and 8 bits per pixel. This means that we have two types of tile that we +need to model. The pixel bits always represent an index into the PALRAM. * With 4 bits per pixel, the PALRAM is imagined to be 16 **palbank** sections of 16 palette entries each. The image data selects the index within the palbank, @@ -20,7 +20,7 @@ model. The pixel bits always represent an index into the PALRAM. * With 8 bits per pixel, the PALRAM is imagined to be a single 256 entry array and the index just directly picks which of the 256 colors is used. -So, already we have some Rust types we can define: +Knowing this, we can write the following definitions: ```rust #[derive(Debug, Clone, Copy, Default)]