better writing

This commit is contained in:
Lokathor 2018-11-20 03:18:41 -07:00
parent b89fd10bb5
commit c05eae7f13

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@ -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)]