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Add missing titles to warning boxes
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src/Accessing_VRAM_and_OAM.md

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# Accessing VRAM and OAM
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::: warning
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::: warning Warning
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When the PPU is drawing the screen it is directly reading
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from Video Memory (VRAM) and from the Sprite Attribute Table (OAM).

src/Interrupt_Sources.md

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@@ -23,7 +23,7 @@ state (inactive=low and active=high) logically ORed into a shared
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A STAT interrupt will be triggered by a rising edge (transition from
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low to high) on the STAT interrupt line.
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::: warning
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::: warning STAT blocking
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If a STAT interrupt source logically ORs the interrupt line high while
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(or immediately after) it's already set high by another source, then

src/Power_Up_Sequence.md

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@@ -132,7 +132,7 @@ The boot ROM picks a compatibility palette using an ID computed using the follow
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The resulting palettes ID is used to pick 3 palettes out of a table via a fairly complex mechanism.
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The user can override this choice using certain button combinations during the logo animation; some of these manual choices are identical to auto-colorizations, [but others are unique](https://tcrf.net/Notes:Game_Boy_Color_Bootstrap_ROM#Manual_Select_Palette_Configurations).
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::: tip
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::: tip Available palettes
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A table of checksums (and tie-breaker fourth letters when applicable) and the corresponding palettes can be found [on TCRF](https://tcrf.net/Notes:Game_Boy_Color_Bootstrap_ROM#Assigned_Palette_Configurations).
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Regardless of the console you intend for your game to run on, it is prudent to rely on as little of the following as possible, barring what is mentioned elsewhere in this documentation to detect which system you are running on.
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This ensures maximum compatibility, both across consoles and cartridges (especially flashcarts, which typically run their own menu code before your game), increases reliability, and is generally considered good practice.
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::: warning
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::: warning Use it at your own risk
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Some of the information below is highly volatile, due to the complexity of some of the boot ROM behaviors; thus, some of it may contain errors.
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Rely on it at your own risk.

src/Rendering.md

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The Game Boy outputs graphics to a 160x144 pixel LCD, using a quite complex
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mechanism to facilitate rendering.
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::: warning Terminology
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Sprites/graphics terminology can vary a lot among different platforms, consoles,
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users and communities. You may be familiar with slightly different definitions.

src/Scrolling.md

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@@ -32,7 +32,7 @@ The Window is visible (if enabled) when both coordinates are in the ranges
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WX=0..166, WY=0..143 respectively. Values WX=7, WY=0 place the Window at the
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top left of the screen, completely covering the background.
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::: warning
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::: warning Warning
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WX values 0 and 166 are unreliable due to hardware bugs.
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src/pixel_fifo.md

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- At the end of mode 2 (oam search)
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- For only 2 cycles when entering HBlank (mode 0) and in double speed mode
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::: warning Note
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::: tip Note
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These conditions are checked only when entering STOP mode and the
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PPU's access to CGB palettes is always restored upon leaving STOP mode.

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