Commodore Amiga Hardware Reference Manual page 261

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02
LACE
PFlH2
PFlP2
01
ERSY
PFlHl
PFlPl
00
X
PFlHO
PFlPO
IDRES=Hlgh-resolution (640)
mode
BPU =Bit·plane
use
code
000-110 (NONE through 6 inclusive)
lDIOD=Hold-and-modify
mode
DBLPF=Double playfield (pF1=odd PF2=even bit planes)
COLOR=CoIIposite video COLOR enable
GlWD=Genlock audio enable (muxed on BKGND pin
during vertical blanking
LPEN =Light pen enable (reset on power up)
LACE =Interlace enable (reset on power up)
ERSY =External resync (HSYNC, VSYNC pads
become
Inputs) (reset on power up)
PF2PRI=Playfield 2 (even planes) has priority
over
(appears in front of) playfield 1
(odd planes) .
PF2P=Playfield 2 priority code (with respect
to sprites)
PF1P=Playfield 1 priority code (with
respect:
to sprites)
PF2H=Playfield 2 horizontal scroll code
PFlH=Playfield 1 horizontal scroll
code
098
W
D
Collision control
This register controls which bit-planes are
included (enabled) in collision detection and
their required state if included.
It also controls
the individual inclusion of odd-numbered sprites
in the collision detection
by
logically OR-ing
them
with their corresponding even-numbered sprite.
BIT# FUNCTION DESCRIPTION
--------
------------------------------
15
ENSP7
Enable sprite 7 (ORed with sprite 6)
14
ENSP5
Enable sprite 5 (ORed with sprite 4)
13
ENSP3
Enable sprite 3 (ORed with sprite 2)
12
ENSP1
Enable sprite 1 (ORed with sprite 0)
11
ENBP6
Enable bit plane 6 (match required
for colltsion)
10
ENBP5
Enable bit plane 5 (match fequired
09
for collision)
ENBP4
Enable bit plane 4 (match required
for collision)
08
ENBP3
Enable bit plane 3 (match required
for collision)
07
ENBP2
Enable bit plane 2 (match required
for collision)
06
ENBPI
Enable bit plane 1 (match required
for collision)
05
MVBP6
Match value for bit plane 6 collision
04
MVBP5
Match value for bit plane 5 collision
03
MVBP4
Match value for bit plane 4 collision
02
MVBP3
Match value for bit plane 3 collision
01
MVBP2
Match value for bit plane 2 collision
00
MVBP1
Match value for bit plane 1 collision
COLORxx
COPCON
NOTE:
Disabled bit planes cannot prevent
collisions.
Therefore if all bit planes are
disabled, collisiOns will be continuous,
regardless of the match values.
OOE R
D
Collision data register (read and clear)
This address reads (and clears) the collision
detection register. The bit assignments are below.
NOTE: Playfield 1 is all odd-numbered enabled
bit planes.
Playfield 2 is all even-numbered
enabled bit planes
BIT#
COLLISIONS REGISTERED
15
not
used
14
Sprite 4 (or 5) to sprite 6 (or 7)
13
Sprite 2 (or 3) to sprite 6 (or 7)
12
Sprite 2 (or 3) to sprite 4 (or 5)
11
Sprite 0 (or 1) to sprite 6 (or 7)
10
Sprite 0 (or 1) to sprite 4 (or 5)
09
Sprite 0 (or 1) to sprite 2 (or 3)
08
Playfield 2 to sprite 6 (or 7)
07
Playfield 2 to sprite 4 (or 5)
06
Playfield 2 to sprite 2 (or 3)
05
Playfield 2 to sprite 0 (or 1)
04
Playfield 1 to sprite 6 (or 7)
03
Playfield 1 to sprite 4 (or 5)
02
Playfield 1 to sprite 2 (or 3)
01
Playfield 1 to sprite 0 (or 1)
00
Playfield 1 to playfield 2
180
W
D
Color table
xx
There
are 32 of
these
registers (xx=00-31) and
they
are sometimes collectively called the "color
palette." They contain 12-bit codes representing
red, green, and blue colors for RGB systEIIIS.
One
of these registers at a time is selected
(by
the BPLxDAT serialized video code)
for presentation at the
RGB
video output pins.
The
table below shows the color register bit usage.
BIT# 15,14,13,12,11,10,09,08,07,06,05,04,03,02,01,00
RGBXXXX~~~~~~m~~~m~
B=blue, G=green, R=red,
OlE W A
Copper control register
This is a I-bit register that
when
set true,
allows
the Copper to access the blitter hardware. This
bit is cleared
by
power-on reset, so that the
Copper
cannot access the blitter hardware.
BIT#
NAME
FUNCTION
01
Copper
danger
mode.
Allows Copper
access to blitter if
true.

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