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Commodore Amiga A500 Manuals
Manuals and User Guides for Commodore Amiga A500. We have
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Commodore Amiga A500 manuals available for free PDF download: Hardware Reference Manual, Technical Reference Manual, User Manual
Commodore Amiga A500 Hardware Reference Manual (380 pages)
Brand:
Commodore
| Category:
Desktop
| Size: 2.04 MB
Table of Contents
Reference Manual
1
Table of Contents
2
Chapter 1 INTRODUCTION
10
Components of the Amiga
11
The Mc68000 and the Amiga Custom Chips
11
Vcr and Direct Camera Interface
14
Peripherals
14
System Expandability and Adaptability
15
About the Examples
16
Some Caveats to Hardware Level Programmers
18
Figure 1-1 Block Diagram for the Amiga Computer Family
20
Chapter 2 COPROCESSOR HARDWARE
22
Introduction
22
About this Chapter
23
What Is a Copper Instruction
23
The MOVE Instruction
24
The WAIT Instruction
26
Horizontal Beam Position
27
Vertical Beam Position
27
The Comparison Enable Bits
28
Using the Copper Registers
29
Location Registers
29
Jump Strobe Address
30
Control Register
30
Putting Together a Copper Instruction List
31
Complete Sample Copper List
33
Loops and Branches
34
Starting and Stopping the Copper
34
Starting the Copper after Reset
34
Stopping the Copper
35
Advanced Topics
36
The Skip Instruction
36
Copper Loops and Branches and Comparison Enable
37
Using the Copper in Interlaced Mode
39
Figure 2-1 Interlaced Bit-Plane in RAM
39
Using the Copper with the Blitter
40
The Copper and the 68000
40
Table 2-1 Interrupting the 68000
40
Summary of Copper Instructions
41
Table 2-2 Copper Instruction Summary
41
Chapter 3 PLAYIELD HARDWARE
42
Introduction
42
About this Chapter
43
Playfield Features
43
Figure 3-1 How the Video Display Picture Is Produced
43
Figure 3-2 What Is a Pixel
44
Figure 3-3 How Bit-Planes Select a Color
46
Forming a Basic Playfield
47
Figure 3-4 Significance of Bit-Plane Data in Selecting Colors
47
Bit-Planes and Color
48
Height and Width of the Playfield
48
Table 3-1 Colors in a Single Playfield
48
Table 3-2 Portion of the Color Table
49
Table 3-3 Contents of the Color Registers
50
Table 3-4 Sample Color Register Contents
50
Table 3-5 Setting the Number of Bit-Planes
51
Selecting Horizontal and Vertical Resolution
52
Table 3-6 Lines in a Normal Playfield
52
Figure 3-5 Interlacing
53
Figure 3-6 Effect of Interlaced Mode on Edges of Objects
53
Allocating Memory for Bit-Planes
55
Table 3-7 Playfield Memory Requirements, NTSC
55
Table 3-8 Playfield Memory Requirements, PAL
56
Figure 3-7 Memory Organization for a Basic Bit-Plane
57
Coding the Bit-Planes for Correct Coloring
58
Defining the Size of the Display Window
59
Figure 3-8 Combining Bit-Planes
59
Figure 3-9 Positioning the On-Screen Display
60
Table 3-9 DIWSTRT and DIWSTOP Summary
62
Telling the System How to Fetch and Display Data
62
Figure 3-10 Data Fetched for the First Line When Modulo=0
63
Figure 3-11 Data Fetched for the Second Line When Modulo=0
64
Displaying and Redisplaying the Playfield
65
Enabling the Color Display
65
Basic Playfield Summary
66
Examples of Forming Basic Playfields
68
Forming a Dual-Playfield Display
71
Bit-Plane Assignment in Dual-Playfield Mode
71
Figure 3-12 a Dual-Playfield Display
72
Figure 3-13 How Bit-Planes Are Assigned to Dual Playfields
73
Color Registers in Dual-Playfield Mode
74
Table 3-10 Playfield 1 Color Registers-Low-Resolution Mode
74
Table 3-11 Playfield 2 Color Registers-Low-Resolution Mode
74
Dual-Playfield Priority and Control
75
Table 3-12 Playfields 1 & 2 Color Registers High-Res Mode
75
Activating Dual-Playfield Mode
76
Dual Playfield Summary
76
Bit-Planes and Display Windows of All Sizes
77
When the Big Picture Is Lrgr than the Display Window
77
Figure 3-14 Memory Picture Larger than the Display
78
Figure 3-15 Data Fetch for the First Line When Modulo=40
78
Figure 3-16 Data Fetch for the Second Line When Modulo=40
79
Figure 3-17 Data Layout for First Line-Right Half of Big Picture
79
Figure 3-19 Display Window Horizontal Starting Position
81
Figure 3-20 Display Window Vertical Starting Position
81
Figure 3-21 Display Window Horizontal Stopping Position
82
Maximum Display Window Size
83
Figure 3-22 Display Window Vertical Stopping Position
83
Table 3-13 Maximum Allowable Vertical Screen Video
83
Moving (Scrolling) Playfields
84
Vertical Scrolling
84
Table 3-14 Maximum Allowable Horizontal Screen Video
84
Figure 3-23 Vertical Scrolling
85
Horizontal Scrolling
86
Figure 3-24 Horizontal Scrolling
87
Figure 3-25 Memory Picture Larger than the Display Window
88
Figure 3-26 Data for Line 1 - Horizontal Scrolling
88
Figure 3-27: Data for Line 2 Horizontal Scrolling
88
Scrolled Playfield Summary
89
Advanced Topics
90
Interactions Among Playfields and Other Objects
90
Hold-And-Modify Mode
90
Forming a Display with Several Different Playfeld
93
Using an External Video Source
93
Summary of Playfield Registers
93
Summary of Color Selection
96
Color Register Contents
96
Table 3-15 Color Register Contents
96
Some Sample Color Register Contents
97
Color Selection in Low-Resolution Mode
97
Table 3-16 some Register Values and Resulting Colors
97
Table 3-17 Low-Resolution Color Selection
98
Color Selection in Hold-And-Modify Mode
99
Color Selection in High-Resolution Mode
99
Table 3-18 Color Selection in Hold-And-Modify Mode
99
Table 3-19 High-Resolution Color Selection
100
Chapter 4 SPRITE HARDWARE
102
Introduction
102
About this Chapter
103
Forming a Sprite
103
Screen Position
103
Figure 4-1 Defining Sprite On-Screen Position
104
Figure 4-2 Position of Sprites
105
Size of Sprites
106
Shape of Sprites
106
Figure 4-3 Shape of Spaceship
106
Sprite Color
107
Figure 4-4 Sprite with Spaceship Shape Defined
107
Figure 4-5 Sprite Color Definition
108
Figure 4-6 Color Register Assignments
109
Designing a Sprite
110
Building the Data Structure
110
Table 4-1 Sprite Data Structure
111
Figure 4-7 Data Structure Layout
112
Table 4-2 Sprite Color Registers
114
Displaying a Sprite
115
Selecting a Dma Channel and Setting the Pointers
116
Resetting the Address Pointers
116
Sprite Display Example
117
Moving a Sprite
119
Creating Additional Sprites
120
Sprite Priority
121
Figure 4-8 Sprite Priority
121
Table 4-3 Color Registers for Sprite Pairs
121
Reusing Sprite DMA Channels
122
Figure 4-9 Typical Example of Sprite Reuse
122
Figure 4-10 Typical Data Structure for Sprite Re-Use
123
Overlapped Sprites
124
Figure 4-11 Overlapping Sprites (Not Attached)
125
Attached Sprites
126
Figure 4-12 Placing Sprites Next to each Other
126
Table 4-4 Data Words for First Line of Spaceship Sprite
127
Table 4-5 Color Registers in Attached Sprites
128
Manual Mode
129
Sprite Hardware Details
130
Figure 4-13 Sprite Control Circuitry
131
Summary of Sprite Registers
133
Pointers
133
Control Registers
133
Data Registers
135
Summary of Sprite Color Registers
135
Table 4-6 Color Registers for Single Sprites
136
Interactions Among Sprites and Other Objects
137
Table 4-7 Color Registers for Attached Sprites
137
Chapter 5 AUDIO HARDWARE
138
Introduction
138
Introducing Sound Generation
139
Figure 5-1 Sine Waveform
140
The Amiga Sound Hardware
142
Figure 5-2 Digitized Amplitude Values
142
Forming and Playing a Sound
143
Deciding Which Channel to Use
143
Creating the Waveform Data
143
Table 5-1 Sample Audio Data Set for Channel 0
144
Telling the System about the Data
145
Selecting the Volume
145
Selecting the Data Output Rate
146
Table 5-2 Volume Values
146
Figure 5-3 Example Sine Wave
148
Playing the Waveform
149
Stopping the Audio Dma
150
Table 5-3 DMA and Audio Channel Enable Bits
150
Summary
151
Example
151
Producing Complex Sounds
152
Joining Tones
152
Playing Multiple Tones at the same Time
154
Modulating Sound
154
Table 5-4 Data Interpretation in Attach Mode
155
Table 5-5 Channel Attachment for Modulation
156
Producing High-Quality Sound
157
Making Waveform Transitions
157
Sampling Rate
157
Efficiency
158
Figure 5-4 Waveform with Multiple Cycles
158
Noise Reduction
159
Aliasing Distortion
159
Figure 5-5 Frequency Domain Plot of Low-Pass Filter
160
Figure 5-6 Noise-Free Output (no Aliasing Distortion)
160
Low-Pass Filter
161
Figure 5-7 some Aliasing Distortion
161
Using Direct (Non-DMA) Audio Output
162
Table 5-6 Sampling Rate and Frequency Relationship
162
The Equal-Tempered Musical Scale
163
Table 5-7 Equal-Tempered Octave for a 16 Byte Sample
163
Table 5-8 Five Octave Even-Tempered Scale
165
Decibel Values for Volume Ranges
168
Table 5-9 Decibel Values and Volume Ranges
168
The Audio State Machine
169
Figure 5-8 Audio State Diagram
171
Chapter 6 BLITTER HARDWARE
172
Introduction
172
Memory Layout
173
DMA Channels
173
Figure 6-1 How Images Are Stored in Memory
174
Figure 6-2 Bltxp and Bltxmod Calculations
176
Function Generator
177
Designing the Lf Control Byte with Minterms
178
Table 6-1 Table of Common Minterm Values
180
Designing the Lf Control Byte with Venn Diagrams
181
Figure 6-3 Blitter Minterm Venn Diagram
181
Shifts and Masks
182
Figure 6-4 Extracting a Range of Columns
184
Descending Mode
185
Copying Arbitrary Regions
186
Area Fill Mode
187
Figure 6-5 Use of the FCI Bit - Bit Is a 0
188
Figure 6-6 Use of the FCI Bit - Bit Is a 1
188
Blitter Done Flag
189
Figure 6-7 Single-Point Vertex Example
189
Multitasking and the Blitter
190
Interrupt Flag
190
Zero Flag
191
Pipeline Register
191
Table 6-2 Typical Blitter Cycle Sequence
192
Line Mode
193
Figure 6-8 Octants for Line Drawing
193
Table 6-3 BLTCON1 Code Bits for Octant Line Drawing
194
Register Summary for Line Mode
195
Blitter Speed
197
Blitter Operations and System DMA
198
Figure 6-9 DMA Time Slot Allocation
199
Figure 6-10 Norma 68000 Cycle
200
Figure 6-11 Time Slots Used by a Six Bit Plane Display
201
Figure 6-12 Time Slots Used by a High Resolution Display
201
Blitter Block Diagram
202
Figure 6-13 Blitter Block Diagram
203
Blitter Key Points
204
EXAMPLE: Clearmem
204
EXAMPLE: Simpleline
206
EXAMPLE: Rotatebits
208
Chapter 7 SYSTEM CONTROL HARDWARE
210
Introduction
210
Video Priorities
211
Fixed Sprite Priorites
211
Figure 7-1 Inter-Sprite Fixed Priorities
211
How Sprites Are Grouped
212
Understanding Video Priorities
212
Figure 7-2 Analogy for Video Priority
212
Setting the Priority Control Register
213
Table 7-1 Bits in BPLCON2
213
Figure 7-3 Sprite Playfield Priority
215
Collision Detection
216
How Collisions Are Determined
216
How to Interpret the Collision Data
217
Table 7-3 CLXDAT Bits
217
How Collision Detection Is Controlled
218
Table 7-4 CLXCON Bits
218
Beam Position Detection
219
Using the Beam Position Counter
219
Interrupts
220
Table 7-5 Contents of the Beam Position Counter
220
Interrupt Control Registers
221
Maskable Interrupts
221
Nonmaskable Interrupt
221
User Interface to the Interrupt System
221
Setting and Clearing Bits
222
Figure 7-4 Interrupt Priorities
225
DMA Control
226
Processor Access to Chip Memory
226
Table 7-6 Contents of DMA Register
227
Reset and Early Startup Operation
228
Chapter 8 INTERFACE HARDWARE
230
Introduction
230
Controller Port Interface
231
Figure 8-1 Controller Plug and Computer Connector
231
Registers Used with the Controller Port
232
Table 8-1 Typical Controller Connections
232
Figure 8-2 Mouse Quadrature
233
Table 8-2 Determining the Direction of the Mouse
235
Figure 8-3 Joystick to Counter Connections
236
Table 8-3 Interpreting Data from JOY0DAT and JOY1DAT
237
Figure 8-4 Typical Paddle Wiring Diagram
238
Figure 8-5 Effects of Resistance on Charging Rate
239
Figure 8-6 Potentiometer Charging Circuit
240
Table 8-4 POTGO ($DFF034) and POTINP ($DFF016) Registers
243
Floppy Disk Controller
244
Registers Used by the Disk Subsystem
245
Figure 8-7 Chinon Timing Diagram
245
Figure 8-8: Chinon Timing Diagram Cont
246
Table 8-5 Disk Subsystem
247
Table 8-6 DSKLEN Register ($DFF024)
249
Table 8-7 DSKBYTR Register
251
Table 8-8 ADKCON and ADKCONR Register
252
Disk Interrupts
253
The Keyboard
254
How the Keyboard Data Is Received
254
Type of Data Received
254
Limitations of the Keyboard
256
Figure 8-9 the A1000 Keyboard, Showing Keycodes in Hex
258
Figure 8-10 the A500/2000 Keyboard, Keycodes in Hex
258
Parallel Input/Output Interface
259
Serial Interface
259
Introduction to Serial Circuitry
259
Setting the Baud Rate
259
Setting the Receive Mode
260
Contents of the Receive Data Register
260
Table 8-9 SERDATR / ADKCON Registers
261
How Output Data Is Transmitted
262
Specifying the Register Contents
263
Figure 8-11 Starting Appearance of SERDAT and Shift Reg
263
Figure 8-12 Ending Appearance of Shift Register
263
Display Output Connections
264
Appendix A Register Summary-Alphabetical Order
266
Appendix B Register Summary-Address Order
290
Appendix C Custom Chip Pin Allocation List
298
Appendix D System Memory Map
302
Appendix E Interfaces
304
Appendix F Complex Interface Adapters
326
8520 Complex Interface Adaptor Cia) Chips
326
Chip Register Map
328
Register Functional Description
329
I/O Ports (Pra, Prb, Ddra, Ddrb)
329
Handshaking
329
Interval Timers (Timer A, Timer B)
329
Input Modes
331
BIT NAMES on READ-Register
331
BIT NAMES on WRITE-Register
331
Time of Day Clock
332
BIT NAMES for WRITE TIME/ALARM or READ TIME
332
Serial Shift Register (SDR)
333
Input Mode
333
Output Mode
333
Bidirectional Feature
334
Interrupt Control Register (ICR)
334
Read Interrupt Control Register
335
Write Interrupt Control Mask
335
Control Registers
336
Control Register a
336
Bit Map of Register Cra
337
Bit Map of Register Crb
338
Port Signal Assignments
338
Hardware Connection Details
341
Interface Signals
341
Appendix G AUTOCONFIG
344
Debugging AUTOCONFIG Boards
345
Address Specification Table
346
Figure G-1 How to Read the Address Specification Table
347
Table G-1 Address Specification Table
347
Appendix H Keyboard
352
Keyboard Communications
353
Keycodes
354
Caps Lock Key
354
Out-Of-Sync" Condition
355
Power-Up Sequence
355
Reset Warning
357
Hard Reset
357
Special Codes
358
Matrix Table
359
Appendix I External Disk Connector Interface Spec
362
General
362
Summary Table
363
Signals When Driving a Disk
364
Device I.D
366
Appendix J Hardware Example Include File
368
Glossary
374
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Commodore Amiga A500 Technical Reference Manual (283 pages)
Brand:
Commodore
| Category:
Desktop
| Size: 161.48 MB
Commodore Amiga A500 Technical Reference Manual (239 pages)
Brand:
Commodore
| Category:
Desktop
| Size: 1.02 MB
Table of Contents
Table of Contents
3
Section 1 Summary of Differences
4
The Keyboard
5
System Block Diagrams
16
Design Guidelines
23
3.2 Driver Documentation
58
3.1 Designing Hardware for the Amiga Expansion
58
Software for Amiga Expansion
58
3.4 Amiga Expansion Connectors
104
Video Slot
104
Register Description
118
4.1 Description of the PC/XT Emulator for the Amiga 2000
124
BIOS Entry Points
124
Section 5 Amiga Hard Disk/Scsi Controller
162
Section 6 Custom Chips
166
Host Interface
171
4.3 Janus Library
190
Fat Agnus Chip
190
Functional Description
220
7.1 Clock/Calendar Registers
228
Power Budgets
228
A2000 PAL Equations
232
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Commodore Amiga A500 User Manual (29 pages)
Diagnostic Kit
Brand:
Commodore
| Category:
Diagnostic Equipment
| Size: 4.06 MB
Table of Contents
Table of Contents
5
Introduction
6
How to Use
7
Connecting the Amiga Diagnostic Box
8
A2000: Inserting the Amiga Diagnostic Module
9
A2000: Connecting Power
10
A500: Inserting the Amiga Diagnostic Module
11
A500: Connecting Power
11
How the Test Works
12
Differences between ROM- and Disk-Test
13
Connecting a Terminal
13
Detailed Testdiscription
14
Error Code Table
18
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