Commodore Amiga Hardware Reference Manual page 14

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Figure 4-8 Sprite Priority ....................................................................................................................................... 111
Figure 4-9 Typical Example of Sprite Reuse .............................................................................................. 112
Figure 4-10 Typical Data Structure for Sprite Re-use ......................................................................... 113
Figure 4-11 Overlapping Sprites (Not Attached) ..................................................................................... 115
Figure 4-12 Placing Sprites Next to Each Other ..................................................................................... 116
Figure 4-13 Sprite Control Circuitry ............................................................................................................... 122
Figure 5-1 Sine Waveform ..................................................................................................................................... 133
Figure 5-2 Digitized Amplitude Values .......................................................................................................... 135
Figure 5-3 Example Sine Wave ........................................................................................................................... 142
Figure 5-4 Waveform with Multiple Cycles ................................................................................................ 153
Figure 5-5 Frequency Domain Plot of Low-Pass Filter ........................................................................ 155
Figure 5-6 Noise-free Output (No Aliasing Distortion) ........................................................................ 155
Figure 5-7 Some Aliasing Distortion ................................................................................................................ 156
Figure 5-8 Audio State Diagram ........................................................................................................................ 164
Figure 6-1 How Images are Stored in Memory .......................................................................................... 168
Figure 6-2 Bit-plane Image Larger than the Blitter Source Window........................................... 169
Figure 6-3 Blitter Minterm Venn Diagram .................................................................................................. 176
Figure 6-4 A Packed Font ..................................................................................................................................... 178
Figure 6-5 Blitter Masking Example ................................................................................................................ 179
Figure 6-6 Area-fill Example - Bar Chart ................................................................................................. 180
Figure 6-7 Use of the FCI Bit - Bit Is a 0 .................................................................................................... 181
Figure 6-8 Use of the FCI Bit - Bit Is a 1 .................................................................................................... 182
Figure 6-9 Single-Point Vertex Example ....................................................................................................... 183
Figure 6-10 Octants for Line Drawing ............................................................................................................ 185
Figure 6-11 DMA Time Slot Allocation ......................................................................................................... 188
Figure 6-12 Normal 68000 Cycle ........................................................................................................................ 189
Figure 6-13 Time Slots Used by a Six-bit-plane Display..................................................................... 190
Figure 6-14 Time Slots Used by a High-resolution Display............................................................... 190
Figure 7-1 Inter-Sprite Fixed Priorities .......................................................................................................... 198
Figure 7-2 Analogy for Video Priority ............................................................................................................ 199
Figure 1-1 Controller Plug and Computer Connector .......................................................................... 216
Figure 1-2 Typical Paddle Controller Connection .................................................................................. 221
Figure 1-3 The Amiga Keyboard, Showing Keycodes in Hexadecimal....................................... 239
Figure 1-4 Starting Appearance ofSERDAT and Shift Register ................................................... 244
Figure 1-5 Ending Appearance of Shift Register ...................................................................................... 244
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