diff --git a/demo.html b/demo.html
index 47499bf6..71d0522a 100644
--- a/demo.html
+++ b/demo.html
@@ -179,7 +179,7 @@ At the end of this adventure, you should be well-equipped to begin exploring the
The Midway 8080 system powered Gun Fight, the first CPU-based arcade game.
Later, it would also run the immensely popular Space Invaders.
- It used a Z80 and a simple black-and-white frame buffer backed by 7 KB of RAM, a huge amount for the time.
+ It used a Z80 and a simple black-and-white frame buffer backed by 7 kilobytes of RAM, a huge amount for the time.
@@ -212,8 +212,8 @@ At the end of this adventure, you should be well-equipped to begin exploring the
- The Williams games like Defender, Robotron, and Joust were powered by plenty of hardware.
- A 36 KB framebuffer gave it 16-color graphics, and a custom bit blitter chip moved pixels around quickly.
+ The Williams games like Defender, Robotron, and Joust were powered by Motorola's 6809 CPU (our emulation uses the Z80 though) and plenty of RAM.
+ A 36 kilobyte framebuffer gave it 16-color graphics, and a custom bit blitter chip moved pixels around quickly.
A separate CPU powered its unique sound effects.
diff --git a/doc/notes.txt b/doc/notes.txt
index e6576b6b..272f69d6 100644
--- a/doc/notes.txt
+++ b/doc/notes.txt
@@ -93,6 +93,7 @@ TODO:
- verilog: support VGA/multisync monitor?
- stego shareable images (http://pico-8.wikia.com/wiki/P8PNGFileFormat)
- https://makecode.com/language?
+- show .map file in listings?
WEB WORKER FORMAT
@@ -175,3 +176,19 @@ PIXEL EDITOR
everything is an editor
back/forward propogation
encoded <-> raw + spec + palette(s) <-> full tilemap <-> selected tile/sprite/metasprite
+need references
+panes: source code, metadata tree, graphics panes
+decoded info:
+- CHR tiles
+- palettes
+- maps/rooms
+- metasprites
+- metatiles
+- sprite data (williams etc)
+store in intermediate single file or embed in C/ASM?
+we'd then have to generate C/ASM probably automatically
+intermediate file could still be edited
+switch between hex/graphic editor? (palettes should edit via hex)
+final display types: number, color, sprite, etc
+CHR editor has palette selector, obj selector
+
diff --git a/presets/vicdual/soundtest.c b/presets/vicdual/soundtest.c
index fd2f9ca2..41d5f89c 100644
--- a/presets/vicdual/soundtest.c
+++ b/presets/vicdual/soundtest.c
@@ -2,7 +2,7 @@
#include
typedef unsigned char byte;
-typedef unsigned char word;
+typedef unsigned short word;
__sfr __at (0x0) input0;
__sfr __at (0x1) input1;