diff --git a/manuscript/backgrounds.md b/manuscript/backgrounds.md index a37bdcb..f371a77 100644 --- a/manuscript/backgrounds.md +++ b/manuscript/backgrounds.md @@ -89,14 +89,14 @@ transformation matrix, you can rotate, scale, and sheer an affine background, among other interesting effects. If you want to learn about the cool effects you can do with an affine background and an affine transformation matrix, I recommend you look at Cearn's tutorial on affine transformations at -. +. ### Coding with this Manual Since this is the first time in this manual where we'll start to write code, we should be aware of the resources available to assist us in following along with this manual. If you haven't already done so, download the sources that -accompany this manual from the manual homepage at . +accompany this manual from the manual repository at . After extracting the sources, you'll find a folder called `code`. The manual provides a template for you to use with this manual and any other Nintendo DS programming projects you might wish to start developing. This template is diff --git a/manuscript/sprites.md b/manuscript/sprites.md index e65720e..90b830e 100644 --- a/manuscript/sprites.md +++ b/manuscript/sprites.md @@ -206,7 +206,7 @@ We have to use a transformation derived from our time spent playing with an affine transformation matrix. The sprite's affine transformation matrix is used slightly differently from the background affine transformation matrix. If you have a background in linear algebra, I'd recommend reading up on this portion -of the hardware at . +of the hardware at .