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README.md

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@@ -10,7 +10,7 @@ The player itself, due to the high optimization requirements and CPU cycle count
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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.
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There's an article explaining [How It Works](How+It+Works.md).
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There's an article explaining [How It Works](How%20It%20Works.md).
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The video format has the following properties:
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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:
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make VIDEO_SRC_FOLDER=MyVideoFolder
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make VIDEO_SRC_FOLDER=MyVideoFolder

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