Skip to content

Commit

Permalink
Broken link
Browse files Browse the repository at this point in the history
  • Loading branch information
LIJI32 committed Aug 31, 2015
1 parent 8226f1d commit 0055595
Showing 1 changed file with 2 additions and 2 deletions.
4 changes: 2 additions & 2 deletions README.md
Original file line number Diff line number Diff line change
Expand Up @@ -10,7 +10,7 @@ The player itself, due to the high optimization requirements and CPU cycle count

The Gameboy Color uses a 8MHz Z80 8-bit processor, which effectively runs at 2MHz (Since the CPI of each instruction is a multiple of 4). To play the Pokémon theme in a good quality (I.e. not too many frame skips) it requires a 7.6MB ROM, which is huge in Gameboy terms. The LCD controller (OAMs are ignored by the player) is designed output, in 60 FPS, a 160x144 image, composed of a map of 32x32 tiles size 8x8, each can have a 4-color palette from a selection of user-defined 8 palette. It does not allow direct pixel access. Since the player uses less than 20 bytes of RAM (slight stack use and a very small state), memory is not an issue.

There's an article explaining [How It Works](How+It+Works.md).
There's an article explaining [How It Works](How%20It%20Works.md).

The video format has the following properties:

Expand All @@ -33,4 +33,4 @@ You will need [rgbds](https://github.com/bentley/rgbds/releases/). To compile a

To convert your own video, split it into a sequence of PNGs, and batch run the included GBEncode Photoshop Action on all of them. The output images should be named 0.png, 1.png, ..., n.png and be placed on a folder of their own. Then run:

make VIDEO_SRC_FOLDER=MyVideoFolder
make VIDEO_SRC_FOLDER=MyVideoFolder

0 comments on commit 0055595

Please sign in to comment.