diff --git a/font.c b/font.c index 7013031..9078ef3 100644 --- a/font.c +++ b/font.c @@ -1,4 +1,3 @@ - const unsigned char fontdata_6x8[12288] = { /* num: 0 */ 0,0,0,0,0,0, diff --git a/gba.c b/gba.c index 590f5e9..2bdb0af 100644 --- a/gba.c +++ b/gba.c @@ -6,7 +6,7 @@ u32 vBlankCounter = 0; void waitForVBlank(void) { // TA-TODO: IMPLEMENT - // Write a while loop that keeps going until we're NOT in vBlank anymore: + // Write a while loop that loops until we're NOT in vBlank anymore: // (This prevents counting one vblank more than once if your game is too fast) @@ -29,33 +29,33 @@ int randint(int min, int max) { } void setPixel(int x, int y, u16 color) { - // TA-TODO: IMPLEMENT - UNUSED(x); - UNUSED(y); - UNUSED(color); + // TA-TODO: IMPLEMENT + UNUSED(x); + UNUSED(y); + UNUSED(color); } void drawRectDMA(int x, int y, int width, int height, volatile u16 color) { - // TA-TODO: IMPLEMENT - UNUSED(x); - UNUSED(y); - UNUSED(width); - UNUSED(height); - UNUSED(color); + // TA-TODO: IMPLEMENT + UNUSED(x); + UNUSED(y); + UNUSED(width); + UNUSED(height); + UNUSED(color); } void drawFullScreenImageDMA(u16 *image) { - // TA-TODO: IMPLEMENT - UNUSED(image); + // TA-TODO: IMPLEMENT + UNUSED(image); } void drawImageDMA(int x, int y, int width, int height, u16 *image) { - // TA-TODO: IMPLEMENT - UNUSED(x); - UNUSED(y); - UNUSED(width); - UNUSED(height); - UNUSED(image); + // TA-TODO: IMPLEMENT + UNUSED(x); + UNUSED(y); + UNUSED(width); + UNUSED(height); + UNUSED(image); } void fillScreenDMA(volatile u16 color) {