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Commodore Amiga A2000 User Manual

Commodore Amiga A2000
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AMIGA HARDWARE
REFERENCE MANUAL
© 1992 Commodore Business Machines
Amiga 1200 PAL

Table of Contents

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Commodore Amiga A2000 Specifications

General IconGeneral
ManufacturerCommodore
TypeDesktop
Release Year1987
CPUMotorola 68000
ROM256 KB
Color DepthUp to 4096 colors
Operating SystemAmigaOS
Power Supply200W
ModelA2000
RAM1 MB (expandable to 8 MB)
ChipsetOriginal Amiga (OCS)
GraphicsOCS
Sound4 channels, 8-bit resolution
Storage3.5" floppy drive (880 KB), optional hard drive
PortsSerial, Parallel, Floppy, Video, Audio, Mouse, Keyboard
CPU Speed7.16 MHz (NTSC) or 7.09 MHz (PAL)
Display Resolution320x200 to 640x400 (NTSC), 320x256 to 640x512 (PAL)

Summary

Chapter 1 Introduction

Components of the Amiga

Details the key hardware components of the Amiga computer system.

THE MC68000 AND THE AMIGA CUSTOM CHIPS

Explains the main processor and the specialized custom chips enhancing system performance.

Some Caveats to Hardware Level Programmers

Provides essential warnings and guidelines for direct hardware programming.

Chapter 2 Coprocessor Hardware

WHAT IS A COPPER INSTRUCTION?

Introduces the Copper's instruction set: WAIT, MOVE, and SKIP for display control.

USING THE COPPER REGISTERS

Describes location registers, jump address strobes, and the control register (COPCON).

STARTING AND STOPPING THE COPPER

Details how to initialize and halt the Copper coprocessor for stable display operations.

Chapter 3 Playfield Hardware

PLAYFIELD FEATURES

Explains Amiga's raster display techniques and pixel-based graphics.

FORMING A BASIC PLAYFIELD

Covers defining playfield characteristics like height, width, color, and resolution.

BIT-PLANES AND COLOR

Explains how bit-planes are used to define pixel colors and the number of colors available.

DEFINING THE SIZE OF THE DISPLAY WINDOW

Describes how to set the on-screen display area by defining window start and stop positions.

MOVING (SCROLLING) PLAYFIELDS

Explains techniques for smooth vertical and horizontal playfield movement.

Chapter 4 Sprite Hardware

FORMING A SPRITE

Details how to define sprite characteristics like size, shape, color, and screen position.

BUILDING THE DATA STRUCTURE

Outlines the steps to create a sprite's data structure in memory, including control and color words.

DISPLAYING A SPRITE

Explains how to display sprites using automatic DMA mode and the necessary steps involved.

REUSING SPRITE DMA CHANNELS

Describes how to reuse sprite DMA channels for more objects or complex images within a single display field.

Chapter 5 Audio Hardware

INTRODUCING SOUND GENERATION

Explains the basic principles of sound waves, frequency, amplitude, and timbre.

FORMING AND PLAYING A SOUND

Covers the essential steps for creating steady tones, including waveform definition and DMA setup.

SELECTING THE DATA OUTPUT RATE

Details how to specify the sampling period to control the frequency and pitch of sounds.

PRODUCING HIGH-QUALITY SOUND

Discusses factors like waveform transitions, sampling rate, and noise reduction for better audio quality.

Chapter 6 Blitter Hardware

FUNCTION GENERATOR

Explains how the blitter combines data from three sources using logic operations for graphics.

SHIFTS AND MASKS

Describes the blitter's ability to shift images and use masks for precise pixel manipulation.

COPYING ARBITRARY REGIONS

Explains how to move arbitrary rectangles of data between bitplanes or positions.

BLITTER DONE FLAG

Explains the flag used to check if the blitter has finished its operation before accessing results.

Chapter 7 System Control Hardware

VIDEO PRIORITIES

Details how to control the display order of objects like playfields and sprites for visual layering.

COLLISION DETECTION

Explains how hardware detects overlaps between objects to trigger events.

INTERRUPTS

Covers the system's interrupt handling, including types and control registers.

DMA CONTROL

Explains how Direct Memory Access (DMA) functions are controlled and enabled across various channels.

Chapter 8 Interface Hardware

CONTROLLER PORT INTERFACE

Describes the nine-pin connectors for various controllers like mice, joysticks, and light pens.

READING MOUSE/TRACKBALL CONTROLLERS

Explains how mouse and trackball inputs are processed using quadrature techniques.

FLOPPY DISK CONTROLLER

Details the Amiga's disk controller capabilities for MFM and GCR encoded disks.

THE KEYBOARD

Covers the keyboard interface, data reception, and keycode assignments.

Appendix A Register Summary - Alphabetical Order

BLTCON0

Blitter control register 0, managing modes like area, line, and shifts.

BPLCON0

Bit plane control register for display modes like resolution, interlacing, and color.

CLXCON

Collision control register defining which bit-planes and sprites are included in detection.

Appendix B Register Summary Address Order

DSKDAT

Disk DMA data buffer for reading or writing data to the disk.

SPR0POS

Sprite 0 position register, controlling the starting screen coordinates.

SPR0CTL

Sprite 0 control register, defining stop position and attachment options.

Appendix C Custom Chip Pin Allocation List

AGNUS PIN ASSIGNMENT

Details the pin designations and functions for the Agnus custom chip.

DENISE PIN ASSIGNMENT

Lists the pin assignments and functions for the Denise custom chip.

PAULA PIN ASSIGNMENT

Provides pinout details and functions for the Paula custom chip.

Appendix D System Memory Map

ADDRESS RANGE NOTES

Describes the Amiga's memory layout, including chip RAM, expansion memory, and ROM addresses.

Appendix E Interfaces

PARALLEL INTERFACE CONNECTOR SPECIFICATION

Details the 25-pin connector for parallel devices like printers, including pin assignments.

SERIAL INTERFACE CONNECTOR SPECIFICATION

Covers the 25-pin D-type connector for RS-232-C serial communication.

GAME PORT INTERFACE TO DIGITAL JOYSTICKS

Explains how digital joystick inputs are encoded and read via the JOYxDAT registers.

Appendix F Complex Interface Adapters

8520 COMPLEX INTERFACE ADAPTOR (CIA) CHIPS

Introduces the 8520 CIA chips and their general purpose I/O capabilities.

CIAA Address Map

Provides the register map and addresses for the CIAA chip.

CIAB Address Map

Details the register map and addresses for the CIAB chip.

Appendix G AUTOCONFIG (TM)

AUTOCONFIG (TM)

Explains the protocol for dynamic assignment of address slots to expansion boards.

ADDRESS SPECIFICATION Table

Describes board identification information and AUTOCONFIG registers at configuration time.

Appendix H Keyboard

KEYBOARD COMMUNICATIONS

Details the serial data transmission protocol between the keyboard and the computer.

KEYCODES

Explains the hexadecimal keycodes representing key presses and releases.

POWER-UP SEQUENCE

Describes the steps involved in initializing the keyboard and computer connection.

Appendix I External Disk Connector Interface Specification

GENERAL

Introduces the 23-pin connector for MFM data devices and driver control.

SIGNALS WHEN DRIVING A DISK

Explains the signals used for controlling disk drives like motor, head movement, and selection.

Device I.D.

Describes the method for identifying attached disk drive types via an ID sequence.

Appendix J Hardware Example Include File

HARDWARE_HW_EXAMPLES_I

An include file defining register names for hardware examples, referencing custom.i.

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