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Clean up some http links, outdated links, and GBZ80 references (#607)
* Clean up some http links, outdated links, and GBZ80 references * More https links
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CONTRIBUTING.md

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- Sums, products: Σ Π
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References:
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1. http://www.cs.cornell.edu/courses/cs482/2003su/handouts/pseudocode.pdf
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1. https://www.cs.cornell.edu/courses/cs482/2003su/handouts/pseudocode.pdf
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2. https://blog.usejournal.com/how-to-write-pseudocode-a-beginners-guide-29956242698
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3. https://cs.wmich.edu/gupta/teaching/cs3310/sp18cs3310web/lecture%20notes%20cs3310/PseudocodeBasics.pdf
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4. https://en.wikipedia.org/wiki/Pseudocode#Mathematical_style_pseudocode

src/Audio_details.md

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## Game Boy Advance audio
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The APU was reworked pretty heavily for the GBA, which introduces some slightly different behavior:
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- Instead of mixing being done by analog circuitry, it's instead done digitally; then, sound is converted to an analog signal and an offset is added (see `SOUNDBIAS` in [GBATEK](http://problemkaputt.de/gbatek.htm#gbasoundcontrolregisters) for more details).
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- Instead of mixing being done by analog circuitry, it's instead done digitally; then, sound is converted to an analog signal and an offset is added (see `SOUNDBIAS` in [GBATEK](https://problemkaputt.de/gbatek.htm#gbasoundcontrolregisters) for more details).
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- This also means that the GBA APU has no DACs.
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Instead, they are emulated digitally such that a disabled "DAC" behaves like an enabled DAC receiving 0 as its input.
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- Additionally, CH3's DAC has its output inverted.

src/CPU_Instruction_Set.md

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:::tip
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If you are looking for textual explanations of what each each instruction does, please read [gbz80(7)](http://rgbds.gbdev.io/docs/gbz80.7); if you want a compact reference card/cheat sheet of each opcode and its flag effects, please consult [the optables](http://gbdev.io/gb-opcodes/optables) (whose [octal view](http://gbdev.io/gb-opcodes/optables/octal) makes most encoding patterns more apparent).
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If you are looking for textual explanations of what each each instruction does, please read [gbz80(7)](https://rgbds.gbdev.io/docs/gbz80.7); if you want a compact reference card/cheat sheet of each opcode and its flag effects, please consult [the optables](https://gbdev.io/gb-opcodes/optables) (whose [octal view](https://gbdev.io/gb-opcodes/optables/octal) makes most encoding patterns more apparent).
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:::
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src/GBC_Approval_Process.md

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* ["F the Super Game Boy: Kirby's Dream Land 2"](https://loveconquersallgam.es/post/2487450388/fuck-the-super-game-boy-kirbys-dream-land-2) by Christine Love
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* ["The Making of Snoopy Tennis"](https://sidequestions.medium.com/making-snoopy-tennis-nintendo-gameboy-color-infogrames-mermaid-11bed971526d) by Alexander Hughes
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* ["License Agreement for Game Boy (Western Hemisphere)"](https://web.archive.org/web/20220323183905/https://contracts.onecle.com/thq/nintendo.lic.1999.03.09.shtml)
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* ["License Agreement for Game Boy (Western Hemisphere)"](https://web.archive.org/web/20240414084641/https://contracts.onecle.com/thq/nintendo.lic.1999.03.09.shtml)

src/Gameboy_Printer.md

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Some sort of RLE? The GB Camera doesn't use it.
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([Details and pictures](http://furrtek.free.fr/?a=gbprinter&i=2), need
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([Details and pictures](https://furrtek.free.fr/?a=gbprinter&i=2), need
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to be copied here)

src/HuC1.md

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## External links
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- [Source on jrra.zone](http://jrra.zone/blog/huc1.html)
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- [Source on jrra.zone](https://jrra.zone/blog/huc1.html)

src/HuC3.md

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## External links
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- Source: [GBDev Forums thread](http://web.archive.org/web/20231003224822/https://gbdev.gg8.se/forums/viewtopic.php?id=744)
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- Source: [GBDev Forums thread](https://web.archive.org/web/20231003224822/https://gbdev.gg8.se/forums/viewtopic.php?id=744)

src/MBC6.md

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## External links
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- Source: [GBDev Forums thread by endrift](http://web.archive.org/web/20240919224258/https://gbdev.gg8.se/forums/viewtopic.php?id=544)
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- Reference: [Nintendo Power Game Boy Memory cartridge documentation](http://iceboy.a-singer.de/doc/np_gb_memory.html)
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- Source: [GBDev Forums thread by endrift](https://web.archive.org/web/20241204030511/https://gbdev.gg8.se/forums/viewtopic.php?id=544)
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- Reference: [Nintendo Power Game Boy Memory cartridge documentation](https://iceboy.a-singer.de/doc/np_gb_memory.html)
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* The NP GB Memory cartridges use a nearly identical flash chip.
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It seemingly only slightly differs in its part number. Therefore,
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the part about the flash chip also applies to Net de Get.

src/MBC7.md

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reads a 1 when the command finishes.
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Datasheet:
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[1](http://ww1.microchip.com/downloads/en/DeviceDoc/21712C.pdf)
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[1](https://ww1.microchip.com/downloads/en/DeviceDoc/21712C.pdf)
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### Ax9x-AxFx - Unused
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src/Memory_Map.md

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- Interrupts: 0040, 0048, 0050, 0058, 0060
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However, this memory area (0000-00FF) may be used for any other purpose in case that your
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program doesn't use any (or only some) [`rst`](https://rgbds.gbdev.io/docs/v0.5.2/gbz80.7#RST_vec) instructions or interrupts. `rst`
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program doesn't use any (or only some) [`rst`](https://rgbds.gbdev.io/docs/gbz80.7#RST_vec) instructions or interrupts. `rst`
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is a 1-byte instruction that works similarly to the 3-byte `call` instruction, except
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that the destination address is restricted. Since it is 1-byte sized,
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it is also slightly faster.

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