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Fix spacing of OAM section titles
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src/OAM.md

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@@ -11,7 +11,7 @@ Sprite attributes reside in the Sprite Attribute Table (OAM - Object
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Attribute Memory) at \$FE00-FE9F. Each of the 40 entries consists of
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four bytes with the following meanings:
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## Byte0 - Y Position
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## Byte 0 - Y Position
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Y = Sprite's vertical position on the screen + 16. So for example,
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Y=0 hides a sprite,
@@ -22,7 +22,7 @@ Y=152 displays a 8x8 sprite aligned with the bottom of the screen,
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Y=154 displays the first six rows of a sprite at the bottom of the screen,
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Y=160 hides a sprite.
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## Byte1 - X Position
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## Byte 1 - X Position
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X = Sprite's horizontal position on the screen + 8. This works similarly
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to the examples above, except that the width of a sprite is always 8. An
@@ -43,7 +43,7 @@ specifies the index of the first (top) tile of the sprite. This is enforced by t
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hardware: the least significant bit of the tile index is ignored; that is, the top 8x8
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tile is "NN & $FE", and the bottom 8x8 tile is "NN | $01".
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## Byte3 - Attributes/Flags:
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## Byte 3 - Attributes/Flags:
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```
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Bit7 BG and Window over OBJ (0=No, 1=BG and Window colors 1-3 over the OBJ)

src/Power_Up_Sequence.md

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@@ -105,7 +105,7 @@ It is speculated that this may be debug remnants.
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The boot ROM is responsible for the automatic colorization of monochrome-only games when run on a GBC.
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When in DMG compatibility mode, the [CGB palettes](<#LCD Color Palettes (CGB only)>) are still being used: the background uses BG palette 0 (likely because the entire [attribute map](<#BG Map Attributes (CGB Mode only)>) is set to all zeros), and objects use OBJ palette 0 or 1 depending on bit 4 of [their attribute](<#Byte3 - Attributes/Flags:>).
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When in DMG compatibility mode, the [CGB palettes](<#LCD Color Palettes (CGB only)>) are still being used: the background uses BG palette 0 (likely because the entire [attribute map](<#BG Map Attributes (CGB Mode only)>) is set to all zeros), and objects use OBJ palette 0 or 1 depending on bit 4 of [their attribute](<#Byte 3 - Attributes/Flags:>).
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[`BGP`, `OBP0`, and `OBP1`](<#LCD Monochrome Palettes>) actually index into the CGB palettes instead of the DMG's shades of grey.
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The boot ROM picks a compatibility palette using an ID computed using the following algorithm:

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