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Commodore Amiga Manuals
Manuals and User Guides for Commodore Amiga. We have
3
Commodore Amiga manuals available for free PDF download: Hardware Reference Manual, Introduction Manual, Technical Manual
Commodore Amiga Hardware Reference Manual (321 pages)
Brand:
Commodore
| Category:
Desktop
| Size: 16.82 MB
Table of Contents
Table of Contents
7
Chapter 1 INTRODUCTION
15
Components of the Amiga
15
Primary and Seoondary Memory
19
Peripherals
19
System Expandability and Adaptability
20
Chapter 2 COPROCESSOR HARDWARE
21
Introduction
21
About this Ohapter
22
What Is a Copper Instruction
22
The MOVE Instruction
23
The WAIT Instruction
25
Horizontal Beam Position
26
Vertioal Beam Position
26
The Oomparison Enable Bits
27
Using the Copper Registers
27
Looation Registers
27
Jump Strobe Address
28
Oontrol Register
28
Putting Together a Copper Instruction List
29
Loops and Branohes
33
Starting and Stopping the Copper
33
Starting the Oopper after Reset
33
Stopping the Oopper
33
Advanced Topics
34
Enable
35
Figure 2-1 Interlaced Bit-Plane in RAM - 400 Lines Long
37
The Copper and the 68000
38
Summary of Copper Instructions
38
Chapter 3 PLAYFIELD HARDWARE
40
Introduction
40
About this Ciiapter
41
Playfield Features
41
Figure 3-1 How the Video Display Picture Is Produced
42
Figure,3-2 What Is a Pixel
43
Figure 3-3 How Bit-Planes Select a Color
45
Forming a Basic Playfield
46
Height and Width of the Playfield
47
Bit-Planes and Color
47
Figure 3-5 Interlacing
52
Figure 3-6 Effect of Interlaced Mode on Edges of Objects
53
Allocating Memory for Bit-Planes
54
Figure 3-7 Memory Organization for a Basic Bit-Plane
56
Coding the Bit-Planes for Correct Coloring
57
Figure 3-8 Combining Bit-Planes
58
Defining the Size of the Display Window
59
Figure 3-9 Positioning the On-Screen Display
60
Telling the System How to Fetch and Display Data
62
Figure 3-10 Data Fetched for the First Line When Modulo
63
Figure 3-11 Data Fetched for the Second Line When Modulo
64
Displaying and Redisplaying the Playfield
65
Enabling the Color Display
65
Summary
66
Examples of Forming Basic Playfields
68
Forming a Dual-Playfield Display
71
Figure 3-12 a Dual-Playfield Display
72
Bit-Plane Assignment in Dual-Playfield Mode
73
Figure 3-13 How Bit-Planes Are Assigned to Dual Playfields
74
Color Registers in Dual-Playfield Mode
75
Activating Dual-Playfield Mode
77
Dual-Playfield Priority and Control
77
Bit-Planes and Display Windows of All Sizes
78
When the Big Picture Is Larger than the Display Window
78
Figure 3-14 Memory Picture Larger than the Display
79
Figure 3-15 Data Fetch for the First Line When Modulo
80
Figure 3-16 Data Fetch for the Second Line When Modulo
80
Figure 3-17 Data Layout for First Line-Right Half of Big Picture
81
Figure 3-19 Display Window Horizontal Starting Position
83
Figure 3-20 Display Window Vertical Starting Position
83
Figure 3-21 Display Window Horizontal Stopping Position
84
Figure 3-22 Display Window Vertical Stopping Position
85
Maximum Display Window Size
85
Summary
78
Moving (Scrolling) Playfields
86
Vertical Scrolling
86
Figure 3-23 Vertical Scrolling
87
Horizontal Scrolling
87
Figure 3-24 Horizontal Scrolling
88
Figure 3-25 Memory Picture Larger than the Display Window
90
Figure 3-26 Data for Line 1 - Horizontal Scrolling
90
Figure 3-27 Data for Line 2 - Horizontal Scrolling
90
Summary
91
Advanced Topics
92
Hold-And-Modify Mode
92
Forming a Display with Several Different Pla Yfields
95
Using an External Video Source
95
Summary of Playfield Registers
96
Summary of Color Selection
99
Color Register Contents
99
Some Sample Color Register Contents
99
Color Seleotion in Low-Resolution Mode
100
Color Seleotion in High-Resolution Mode
102
Color Seleotion in Hold-And-Modify Mode
102
Chapter 4 SPRITE HARDWARE
104
Introduction
104
ABOUT this Cliapter
105
Forming a Sprite
105
Screen Position
105
Figure 4-1 Defining Sprite On-Screen Position
106
Figure 4-2 Position of Sprites
107
Size of Sprites
108
Figure 4-3 Shape of Spaceship
109
Figure 4-4 Sprite with Spaceship Shape Defined
109
Sprite Color
109
Figure 4-5 Sprite Color Definition
110
Designing a Sprite
111
Figure 4-6 Color Register Assignments
111
Building the Data Structure
112
Figure 4-7 Data Structure Layout
114
Displaying a Sprite
117
Selecting a Dma Channel and Setting the Pointers
118
Resetting the Address Pointers
119
Sprite Display Example
119
Moving a Sprite
121
Creating Additional Sprites
123
Figure 4-8 Sprite Priority
124
Reusing Sprite DMA Channels
124
Figure 4-9 Typical Example of Sprite Reuse
125
Figure 4-10 Typical Data Structure for Sprite Re-Use
126
Overlapped Sprites
127
Figure 4-11 Overlapping Sprites (Not Attached)
128
Attached Sprites
129
Figure 4-12 Placing Sprites Next to each Other
129
Manual Mode
132
Sprite Hardware Details
133
Figure 4-13 Sprite Control Circuitry
135
Summary of Sprite Registers
137
Pointers
137
Control Registers
138
Data Registers
139
Summary of Sprite Color Registers
140
Chapter 5 AUDIO HARDWARE
143
Introduction
143
Introducing Sound Generation
144
Figure 5-1 Sine Waveform
145
The Amiga Sound Hardware
147
Figure 5-2 Digitized Amplitude Values
147
Deciding Which Channel to Use
148
Forming and Playing a Sound
148
Creating the Waveform Data
149
Telling the System about the Data
150
Selecting the Volume
151
Selecting the Data Output Rate
152
Figure 5-3 Example Sine Wave
154
Playing the Waveform
155
Stopping the Audio Dma
156
Example
157
Summary
157
Joining Tones
159
Producing Complex Sounds
159
Modulating Sound
161
Playing Multiple Tones at the same Time
161
Producing High-Quality Sound
164
Making Waveform Transitions
164
Sampling Rate
164
Efficiency
165
Figure 5-4 Waveform with Multiple Cycles
165
Noise Reduction
166
Aliasing Distortion
166
Figure 5-5 Frequency Domain Plot of Low-Pass Filter
167
Figure 5-6 Noise-Free Output (no Aliasing Distortion)
167
Low-Pass Filter
168
Figure 5-7 some Aliasing Distortion
168
Using Direct (Non-DMA) Audio Output
169
The Equal-Tempered Musical Scale
170
Decibel Values for Volume Ranges
172
The Audio State Machine
173
Figure 5-8 Audio State Diagram
176
Chapter 6 BLITTER HARDWARE
177
Introduction
177
Data Copying
179
Pointers and Modulos
180
Figure 6-1 How Images Are Stored in Memory
180
Figure 6-2 Bit-Plane Image Larger than the Blitter Source Window
181
Ascending and Descending Addressing
182
Rectangular or Linear Address Scanning
183
Blitter Logic Operations
183
Designing the Lf Control Byte with Logic Equations
184
Designing the Lf Control Byte with Venn Diagrams
187
Figure 6-3 Blitter Minterm Venn Diagram
188
Shifting
189
Masking
190
Figure 6-4 a Packed Font
190
Zero Detection
191
Figure 6-5 Blitter Masking Example
191
Area Filling
192
Inclusive (Normal) Area Filling
192
Figure 6-6 Area-Fill Example - Bar Chart
192
Line Drawing
195
Figure 6-9 Single-Point Vertex Example
195
Octants in Line Drawing
196
Figure 6-10 Octants for Line Drawing
197
Blitter Operations and System DMA
198
Blitter Dma Priority
198
Dma Time Slot Allocation
198
Figure 6-11 DMA Time Slot Allocation
200
Bit-Plane/Processor Bus Sharing
201
Figure 6-12 Normal 68000 Cycle
201
Figure 6-13 Time Slots Used by a Six-Bit-Plane Display
202
Figure 6-14 Time Slots Used by a High-Resolution Display
202
Effects of Different Display Sizes
203
Effects of Blitter Operation
203
Complete Blitter Example
205
Blitter Block Diagram
207
Chapter 7 SYSTEM CONTROL HARDWARE
209
Introduction
209
Video Priorities
210
Fixed Sprite Priorities
210
Figure 7-1 Inter-Sprite Fixed Priorities
210
How Sprites Are Grouped
211
Understanding Video Priorities
211
Figure 7-2 Analogy for Video Priority
211
Setting the Priority Control Register
212
Collision Detection
214
How Collisions Are Determined
214
How to Interpret the Collision Data
214
How Collision Detection Is Controlled
215
Beam Position Detection
217
Using the Beam Position Counter
217
Interrupts
219
Maskable Interrupts
219
User Interface to the Interrupt System
219
Interrupt Control Registers
220
Setting and Clearing Bits
220
DMA Control
224
Chapter 8 INTERFACE HARDWARE
226
Introduction
226
Controller Port Interface
227
Reading the Controller Port
228
Disk Controller
238
Disk Selection, Control, and Sensing
239
Other Registers in Disk Operations
243
How the Keyboard Data Is Received
247
Type of Data Received
247
Limitations of the Keyboard
250
INTRODUCTION to SERIAL Circuitry
251
Parallel Input/Output Interface
251
Serial Interface
251
Setting the Baud Rate
251
Contents of the Receive Data Register
252
Setting the Receive Mode
252
How Output Data Is Transmitted
254
Specifying the Register Contents
255
Audio Output Connections
256
Display Output Connections
256
Appendix A Register Summary-Alphabetical Order
257
Appendix B Register Summary-Address Order
267
Appendix C Custom Chip Pin Allocation List
272
Appendix D System Memory Map
275
Appendix E Interfaces
277
Appendix F Peripheral Interface Adapters
293
Appendix G Amiga Auto-Configuration Architecture
301
Appendix H I
307
Glossary
307
Index
314
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Commodore Amiga Introduction Manual (162 pages)
Brand:
Commodore
| Category:
Desktop
| Size: 42 MB
Table of Contents
Table of Contents
4
Chapter 1: Introducing the Amiga
7
Chapter 2: Setting up the Amiga
11
Chapter 3: Getting Started
24
Chapter 4: Using the Workbench
46
Chapter 5: Adding to the Amiga
80
Chapter 6: Caring for the Amiga
84
Chapter 7: Reference
90
Appendix A: Workbench Tools
110
Appendix B: Amigados Messages
132
Appendix C: Changing the Pointer
134
Glossary
136
Index
150
Commodore Amiga Technical Manual (59 pages)
Brand:
Commodore
| Category:
Desktop
| Size: 27.88 MB
Table of Contents
Table of Contents
30
Overview
31
System Block Diag Ra M
34
Address Map
35
Agnus
36
Features/Pin Configurations
36
Block Diag Ra M
37
Denise
38
Features/Pin Configurations
38
M O U S E
38
Block Diag Ram
39
Paula
40
Features/Pin Configurations
40
Block Diag Ram
41
Video Connectors
42
Parallel Port
44
Serial Port
45
External Disk Connector
46
Mouse/Joystick/Lightpen Ports
47
Keyboard
49
Power Supply
50
Ram Expansion
51
Ram Expansion
52
Piggyback Pcb
53
Piggyback Pcb
54
Piggyback Pcb
55
Main Logic Pcb
56
Main Logic Pcb
59
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