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Commodore Amiga A2000 - Page 7

Commodore Amiga A2000
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LIST OF FIGURES
Figure 1-1 Block Diagram for the Amiga Computer Family............11
Figure 2-1 Interlaced Bit-Plane in RAM............................30
Figure 3-1 How the Video Display Picture Is Produced..............34
Figure 3-2 What Is a Pixel?.......................................35
Figure 3-3 How Bit-planes Select a Color..........................37
Figure 3-4 Significance of Bit-Plane Data in Selecting Colors.....38
Figure 3-5 Interlacing............................................44
Figure 3-6 Effect of Interlaced Mode on Edges of Objects..........44
Figure 3-7 Memory Organization for a Basic Bit-Plane..............48
Figure 3-8 Combining Bit-planes...................................50
Figure 3-9 Positioning the On-screen Display......................51
Figure 3-10 Data Fetched for the First Line When Modulo=0 ........54
Figure 3-11 Data Fetched for the Second Line When Modulo=0........55
Figure 3-12 A Dual-playfield Display..............................63
Figure 3-13 How Bit-Planes Are Assigned to Dual Playfields........64
Figure 3-14 Memory Picture Larger than the Display................69
Figure 3-15 Data Fetch for the First Line When Modulo=40..........69
Figure 3-16 Data Fetch for the Second Line When Modulo=40.........70
Figure 3-17 Data Layout for First Line-Right Half of Big Picture..70
Figure 3-18 Data Layout for Second Line-Right Half of Big Picture.70
Figure 3-19 Display Window Horizontal Starting Position ..........72
Figure 3-20 Display Window Vertical Starting Position ............72
Figure 3-21 Display Window Horizontal Stopping Position .........73
Figure 3-22 Display Window Vertical Stopping Position ............74
Figure 3-23 Vertical Scrolling....................................76
Figure 3-24 Horizontal Scrolling .................................78
Figure 3-25 Memory Picture Larger than the Display Window ........79
Figure 3-26 Data for Line 1 - Horizontal Scrolling ...............79
Figure 3-27 Data for Line 2 - Horizontal Scrolling ...............79
Figure 4-1 Defining Sprite On-screen Position.....................95
Figure 4-2 Position of Sprites ...................................96
Figure 4-3 Shape of Spaceship.....................................97
Figure 4-4 Sprite with Spaceship Shape Defined ...................98
Figure 4-5 Sprite Color Definition ...............................99
Figure 4-6 Color Register Assignments ...........................100
Figure 4-7 Data Structure Layout ................................103
Figure 4-8 Sprite Priority ......................................112
Figure 4-9 Typical Example of Sprite Reuse ......................113
Figure 4-10 Typical Data Structure for Sprite Re-use ............114
Figure 4-11 Overlapping Sprites (Not Attached) ..................116
Figure 4-12 Placing Sprites Next to Each Other ..................117
Figure 4-13 Sprite Control Circuitry ............................122
Figure 5-1 Sine Waveform ........................................131
Figure 5-2 Digitized Amplitude Values ...........................133
Figure 5-3 Example Sine Wave ....................................139
Figure 5-4 Waveform with Multiple Cycles ........................149
Figure 5-5 Frequency Domain Plot of Low-Pass Filter .............151
Figure 5-6 Noise-free Output (No Aliasing Distortion) ...........151
Figure 5-7 Some Aliasing Distortion .............................152
Figure 5-8 Audio State Diagram ..................................162
Figure 6-1 How Images are Stored in Memory ......................165
Figure 6-2 BLTxP and BLTxMOD calculations .......................167
Figure 6-3 Blitter Minterm Venn Diagram .........................172
Figure 6-4 Extracting a Range of Columns ........................175
Figure 6-5 Use of the FCI Bit - Bit Is a 0 ......................179
Figure 6-6 Use of the FCI Bit - Bit Is a 1 ......................179
Figure 6-7 Single-Point Vertex Example ..........................180
Figure 6-8 Octants for Line Drawing .............................184

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