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Commodore Amiga Hardware Reference Manual
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Introduction manual
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Technical manual
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Contents
Table of Contents
Bookmarks
Table of Contents
Table of Contents
Chapter 1 INTRODUCTION
Components of the Amiga
Primary and Seoondary Memory
Peripherals
System Expandability and Adaptability
Chapter 2 COPROCESSOR HARDWARE
Introduction
About this Ohapter
What Is a Copper Instruction
The MOVE Instruction
The WAIT Instruction
Horizontal Beam Position
Vertioal Beam Position
The Oomparison Enable Bits
Using the Copper Registers
Looation Registers
Jump Strobe Address
Oontrol Register
Putting Together a Copper Instruction List
Loops and Branohes
Starting and Stopping the Copper
Starting the Oopper after Reset
Stopping the Oopper
Advanced Topics
Enable
Figure 2-1 Interlaced Bit-Plane in RAM - 400 Lines Long
The Copper and the 68000
Summary of Copper Instructions
Chapter 3 PLAYFIELD HARDWARE
Introduction
About this Ciiapter
Playfield Features
Figure 3-1 How the Video Display Picture Is Produced
Figure,3-2 What Is a Pixel
Figure 3-3 How Bit-Planes Select a Color
Forming a Basic Playfield
Height and Width of the Playfield
Bit-Planes and Color
Figure 3-5 Interlacing
Figure 3-6 Effect of Interlaced Mode on Edges of Objects
Allocating Memory for Bit-Planes
Figure 3-7 Memory Organization for a Basic Bit-Plane
Coding the Bit-Planes for Correct Coloring
Figure 3-8 Combining Bit-Planes
Defining the Size of the Display Window
Figure 3-9 Positioning the On-Screen Display
Telling the System How to Fetch and Display Data
Figure 3-10 Data Fetched for the First Line When Modulo
Figure 3-11 Data Fetched for the Second Line When Modulo
Displaying and Redisplaying the Playfield
Enabling the Color Display
Summary
Examples of Forming Basic Playfields
Forming a Dual-Playfield Display
Figure 3-12 a Dual-Playfield Display
Bit-Plane Assignment in Dual-Playfield Mode
Figure 3-13 How Bit-Planes Are Assigned to Dual Playfields
Color Registers in Dual-Playfield Mode
Activating Dual-Playfield Mode
Dual-Playfield Priority and Control
Bit-Planes and Display Windows of All Sizes
When the Big Picture Is Larger than the Display Window
Figure 3-14 Memory Picture Larger than the Display
Figure 3-15 Data Fetch for the First Line When Modulo
Figure 3-16 Data Fetch for the Second Line When Modulo
Figure 3-17 Data Layout for First Line-Right Half of Big Picture
Figure 3-19 Display Window Horizontal Starting Position
Figure 3-20 Display Window Vertical Starting Position
Figure 3-21 Display Window Horizontal Stopping Position
Figure 3-22 Display Window Vertical Stopping Position
Maximum Display Window Size
Summary
Moving (Scrolling) Playfields
Vertical Scrolling
Figure 3-23 Vertical Scrolling
Horizontal Scrolling
Figure 3-24 Horizontal Scrolling
Figure 3-25 Memory Picture Larger than the Display Window
Figure 3-26 Data for Line 1 - Horizontal Scrolling
Figure 3-27 Data for Line 2 - Horizontal Scrolling
Summary
Advanced Topics
Hold-And-Modify Mode
Forming a Display with Several Different Pla Yfields
Using an External Video Source
Summary of Playfield Registers
Summary of Color Selection
Color Register Contents
Some Sample Color Register Contents
Color Seleotion in Low-Resolution Mode
Color Seleotion in High-Resolution Mode
Color Seleotion in Hold-And-Modify Mode
Chapter 4 SPRITE HARDWARE
Introduction
ABOUT this Cliapter
Forming a Sprite
Screen Position
Figure 4-1 Defining Sprite On-Screen Position
Figure 4-2 Position of Sprites
Size of Sprites
Figure 4-3 Shape of Spaceship
Figure 4-4 Sprite with Spaceship Shape Defined
Sprite Color
Figure 4-5 Sprite Color Definition
Designing a Sprite
Figure 4-6 Color Register Assignments
Building the Data Structure
Figure 4-7 Data Structure Layout
Displaying a Sprite
Selecting a Dma Channel and Setting the Pointers
Resetting the Address Pointers
Sprite Display Example
Moving a Sprite
Creating Additional Sprites
Figure 4-8 Sprite Priority
Reusing Sprite DMA Channels
Figure 4-9 Typical Example of Sprite Reuse
Figure 4-10 Typical Data Structure for Sprite Re-Use
Overlapped Sprites
Figure 4-11 Overlapping Sprites (Not Attached)
Attached Sprites
Figure 4-12 Placing Sprites Next to each Other
Manual Mode
Sprite Hardware Details
Figure 4-13 Sprite Control Circuitry
Summary of Sprite Registers
Pointers
Control Registers
Data Registers
Summary of Sprite Color Registers
Chapter 5 AUDIO HARDWARE
Introduction
Introducing Sound Generation
Figure 5-1 Sine Waveform
The Amiga Sound Hardware
Figure 5-2 Digitized Amplitude Values
Deciding Which Channel to Use
Forming and Playing a Sound
Creating the Waveform Data
Telling the System about the Data
Selecting the Volume
Selecting the Data Output Rate
Figure 5-3 Example Sine Wave
Playing the Waveform
Stopping the Audio Dma
Example
Summary
Joining Tones
Producing Complex Sounds
Modulating Sound
Playing Multiple Tones at the same Time
Producing High-Quality Sound
Making Waveform Transitions
Sampling Rate
Efficiency
Figure 5-4 Waveform with Multiple Cycles
Noise Reduction
Aliasing Distortion
Figure 5-5 Frequency Domain Plot of Low-Pass Filter
Figure 5-6 Noise-Free Output (no Aliasing Distortion)
Low-Pass Filter
Figure 5-7 some Aliasing Distortion
Using Direct (Non-DMA) Audio Output
The Equal-Tempered Musical Scale
Decibel Values for Volume Ranges
The Audio State Machine
Figure 5-8 Audio State Diagram
Chapter 6 BLITTER HARDWARE
Introduction
Data Copying
Pointers and Modulos
Figure 6-1 How Images Are Stored in Memory
Figure 6-2 Bit-Plane Image Larger than the Blitter Source Window
Ascending and Descending Addressing
Rectangular or Linear Address Scanning
Blitter Logic Operations
Designing the Lf Control Byte with Logic Equations
Designing the Lf Control Byte with Venn Diagrams
Figure 6-3 Blitter Minterm Venn Diagram
Shifting
Masking
Figure 6-4 a Packed Font
Zero Detection
Figure 6-5 Blitter Masking Example
Area Filling
Inclusive (Normal) Area Filling
Figure 6-6 Area-Fill Example - Bar Chart
Line Drawing
Figure 6-9 Single-Point Vertex Example
Octants in Line Drawing
Figure 6-10 Octants for Line Drawing
Blitter Operations and System DMA
Blitter Dma Priority
Dma Time Slot Allocation
Figure 6-11 DMA Time Slot Allocation
Bit-Plane/Processor Bus Sharing
Figure 6-12 Normal 68000 Cycle
Figure 6-13 Time Slots Used by a Six-Bit-Plane Display
Figure 6-14 Time Slots Used by a High-Resolution Display
Effects of Different Display Sizes
Effects of Blitter Operation
Complete Blitter Example
Blitter Block Diagram
Chapter 7 SYSTEM CONTROL HARDWARE
Introduction
Video Priorities
Fixed Sprite Priorities
Figure 7-1 Inter-Sprite Fixed Priorities
How Sprites Are Grouped
Understanding Video Priorities
Figure 7-2 Analogy for Video Priority
Setting the Priority Control Register
Collision Detection
How Collisions Are Determined
How to Interpret the Collision Data
How Collision Detection Is Controlled
Beam Position Detection
Using the Beam Position Counter
Interrupts
Maskable Interrupts
User Interface to the Interrupt System
Interrupt Control Registers
Setting and Clearing Bits
DMA Control
Chapter 8 INTERFACE HARDWARE
Introduction
Controller Port Interface
Reading the Controller Port
Disk Controller
Disk Selection, Control, and Sensing
Other Registers in Disk Operations
How the Keyboard Data Is Received
Type of Data Received
Limitations of the Keyboard
INTRODUCTION to SERIAL Circuitry
Parallel Input/Output Interface
Serial Interface
Setting the Baud Rate
Contents of the Receive Data Register
Setting the Receive Mode
How Output Data Is Transmitted
Specifying the Register Contents
Audio Output Connections
Display Output Connections
Appendix A Register Summary-Alphabetical Order
Appendix B Register Summary-Address Order
Appendix C Custom Chip Pin Allocation List
Appendix D System Memory Map
Appendix E Interfaces
Appendix F Peripheral Interface Adapters
Appendix G Amiga Auto-Configuration Architecture
Appendix H I
Glossary
Index
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1
Chapter 1 Introduction
2
Components of the Amiga
3
Chapter 2 Coprocessor Hardware
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Commodore Business Machines, Inc.
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