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better writing
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@ -11,8 +11,8 @@ need to arrange several tiles so that it looks like whatever you're trying to
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draw.
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draw.
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As was already mentioned, the GBA supports two different color modes: 4 bits per
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As was already mentioned, the GBA supports two different color modes: 4 bits per
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pixel and 8 bits per pixel. So already we have two types of tile that we need to
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pixel and 8 bits per pixel. This means that we have two types of tile that we
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model. The pixel bits always represent an index into the PALRAM.
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need to model. The pixel bits always represent an index into the PALRAM.
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* With 4 bits per pixel, the PALRAM is imagined to be 16 **palbank** sections of
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* With 4 bits per pixel, the PALRAM is imagined to be 16 **palbank** sections of
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16 palette entries each. The image data selects the index within the palbank,
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16 palette entries each. The image data selects the index within the palbank,
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@ -20,7 +20,7 @@ model. The pixel bits always represent an index into the PALRAM.
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* With 8 bits per pixel, the PALRAM is imagined to be a single 256 entry array
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* With 8 bits per pixel, the PALRAM is imagined to be a single 256 entry array
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and the index just directly picks which of the 256 colors is used.
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and the index just directly picks which of the 256 colors is used.
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So, already we have some Rust types we can define:
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Knowing this, we can write the following definitions:
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```rust
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```rust
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#[derive(Debug, Clone, Copy, Default)]
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#[derive(Debug, Clone, Copy, Default)]
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