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Fix broken links to RGBDS documentation
See gbdev/rgbds-www@ee95db6 for context
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src/Memory_Map.md

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@@ -25,7 +25,7 @@ The following addresses are supposed to be used as jump vectors:
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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/v0.5.2/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.

src/The_Cartridge_Header.md

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@@ -6,7 +6,7 @@ The cartridge header provides the following information about the game itself an
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## 0100-0103 — Entry point
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After displaying the Nintendo logo, the built-in [boot ROM](<#Power-Up Sequence>) jumps to the address `$0100`, which should then jump to the actual main program in the cartridge.
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Most commercial games fill this 4-byte area with a [`nop` instruction](https://rgbds.gbdev.io/docs/v0.5.2/gbz80.7/#NOP) followed by a [`jp $0150`](https://rgbds.gbdev.io/docs/v0.5.2/gbz80.7/#JP_n16).
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Most commercial games fill this 4-byte area with a [`nop` instruction](https://rgbds.gbdev.io/docs/v0.5.2/gbz80.7#NOP) followed by a [`jp $0150`](https://rgbds.gbdev.io/docs/v0.5.2/gbz80.7#JP_n16).
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## 0104-0133 — Nintendo logo
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