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Add VRAM Tile Data table for layout of sprites and BG/WIN (#283)
* Add VRAM Tile Data table for layout of sprites and BG/WIN
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content/Video_Display.md

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@@ -473,9 +473,50 @@ don't use color 0 - it's transparent instead.
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There are three "blocks" of 128 tiles each:
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- Block 0 is $8000-$87FF
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- Block 1 is $8800-$8FFF
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- Block 2 is $9000-$97FF
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<table>
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<thead>
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<tr>
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<th>Block</th>
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<th>VRAM Address</th>
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<th>Sprite Tiles</th>
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<th colspan="2">BG/Win Tiles</th>
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</tr>
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</thead>
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<tbody>
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<tr>
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<td></td>
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<td></td>
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<td></td>
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<td><strong>if LCDC.4=1</strong></td>
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<td><strong>if LCDC.4=0</strong></td>
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</tr>
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<tr>
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<td>0</td>
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<td>$8000 - $87FF</td>
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<td>0 - 127</td>
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<td>0 - 127</td>
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<td></td>
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</tr>
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<tr>
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<td>1</td>
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<td>$8800 - $8FFF</td>
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<td>128 - 255</td>
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<td>128 - 255</td>
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<td>
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128 - 255 <br />
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or (-127 - 0)
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</td>
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</tr>
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<tr>
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<td>2</td>
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<td>$9000 - $97FF</td>
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<td></td>
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<td>(unused)</td>
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<td>0 - 127</td>
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</tr>
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</tbody>
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</table>
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Tiles are always indexed using a 8-bit integer, but the addressing
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method may differ. The "$8000 method" uses \$8000 as its base pointer

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