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Use asymmetric VRAM Tile Data example
Both bytes' bit patterns in the current example for VRAM Tile Data are symmetric. This can be ambiguous concerning the bit order. If one is not exactly sure about the bit order, one cannot understand the example. The bytes in the last two rows of the example image are both asymmetric and would therefore make a better example.
Because I am not sure about the bit order, I cannot fix this myself. Thanks to anyone who does.
You could adapt the ½ fraction example from NESdev.

Thank you for pointing that out! I think Pino's suggestion is very good too.
Is the bit order not explained by the text? Is the description unclear? If either of these can be answered “yes”, IMO that's worth fixing too.
Regardless, the bit order is bit 7 = leftmost pixel. If you feel able to fix this yourself, that would be lovely and appreciated! ^^