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committedAug 4, 2024
Update RGBDS master documentation
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@@ -17,7 +17,7 @@ <h2 class="Sh" id="SYNOPSIS"><a class="permalink" href="#SYNOPSIS">SYNOPSIS</a><
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<var class="Ar">pal_file</var> | <code class="Fl"><a href="#P">-P</a></code>]
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[<code class="Fl"><a href="#q">-q</a></code> <var class="Ar">pal_map</var> |
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<code class="Fl"><a href="#Q">-Q</a></code>] [<code class="Fl"><a href="#r">-r</a></code>
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<var class="Ar">stride</var>] [<code class="Fl"><a href="#s">-s</a></code>
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<var class="Ar">width</var>] [<code class="Fl"><a href="#s">-s</a></code>
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<var class="Ar">nb_colors</var>] [<code class="Fl"><a href="#t">-t</a></code>
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<var class="Ar">tilemap</var> | <code class="Fl"><a href="#T">-T</a></code>]
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[<code class="Fl"><a href="#x">-x</a></code> <var class="Ar">quantity</var>]
@@ -241,7 +241,9 @@ <h2 class="Sh" id="ARGUMENTS"><a class="permalink" href="#ARGUMENTS">ARGUMENTS</
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render Game Boy data into an image. See
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<a class="Sx" href="#REVERSE_MODE">REVERSE MODE</a> below for details.
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<p class="Pp"><var class="Ar">width</var> is the width of the image to
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generate, in tiles.</p>
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generate, in tiles. <code class="Fl">-r</code>
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<code class="Fl">-0</code> chooses a width to make the image as square
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as possible. This is useful if you do not know the original width.</p>
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</dd>
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<dt id="s"><a class="permalink" href="#s"><code class="Fl">-s</code></a>
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<var class="Ar">nb_colors</var>, <code class="Fl">--palette-size</code>

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