EasyManua.ls Logo

Commodore Amiga User Manual

Commodore Amiga
321 pages
To Next Page IconTo Next Page
To Next Page IconTo Next Page
Page #1 background imageLoading...
Page #1 background image
Hardware
Reference Manual
Commodore
Business
Machines,
Inc.

Table of Contents

Other manuals for Commodore Amiga

Question and Answer IconNeed help?

Do you have a question about the Commodore Amiga and is the answer not in the manual?

Commodore Amiga Specifications

General IconGeneral
ManufacturerCommodore International
CPUMotorola 68000
Operating SystemAmigaOS
Clock Speed7.16 MHz
Custom ChipsetAgnus, Denise, Paula
Color Palette4096 colors
On-screen ColorsUp to 32 (from palette)
Sound4-channel 8-bit sound
Storage3.5" floppy disk drive
PortsSerial, Parallel, Floppy, Video, Audio, Mouse, Joystick
Power SupplyInternal
WeightVaries by model
Release Date1985
GraphicsCustom graphics chipset
Display Resolution320x200 to 640x400 (NTSC), 320x256 to 640x512 (PAL)

Summary

PREFACE

Chapter 2: Coprocessor Hardware

Details on the Amiga's custom coprocessor (Copper) for graphics and hardware control.

Chapter 3: Playfield Hardware

How to directly access hardware registers to form Amiga playfields (backgrounds).

Chapter 4: Sprite Hardware

Describes sprites, movable graphics objects, their definition, display, and movement.

Chapter 5: Audio Hardware

How to access Amiga audio hardware to produce sounds, covering basic concepts and complex sounds.

Chapter 6: Blitter Hardware

High-performance graphics engine for data copying, drawing, and animation effects.

Chapter 7: System Control Hardware

Covers collision detection, DMA control, interrupts, and video priorities.

Chapter 8: Interface Hardware

Explains how the Amiga communicates with the outside world via ports and interfaces.

Chapter 1: INTRODUCTION

Chapter 2: COPROCESSOR HARDWARE

Chapter 3: PLAYFIELD HARDWARE

Forming a Basic Playfield

Steps to define a single playfield matching the screen size, including height, width, and color.

Bit-Planes and Color

Defines playfield color by deciding colors, loading registers, and allocating bit-planes.

Moving (Scrolling) Playfields

Designing a playfield larger than the display window and scrolling it.

Chapter 4: SPRITE HARDWARE

Forming a Sprite

Steps to define a sprite by specifying its characteristics: width, height, shape, color, and position.

BUILDING THE DATA STRUCTURE

Creating a sprite's data structure in memory, including position, control, and color information.

Moving a Sprite

Moving a sprite by specifying different positions in the data structure for redrawing.

Chapter 5: AUDIO HARDWARE

Forming and Playing a Sound

Basic steps to create and play a simple, steady sound using Amiga audio hardware.

Chapter 6: BLITTER HARDWARE

Blitter Logic Operations

Performing logic operations by combining minterms from multiple data sources using the LF control byte.

Chapter 7: SYSTEM CONTROL HARDWARE

Chapter 8: INTERFACE HARDWARE

Appendix A: Register Summary—Alphabetical Order

Appendix B: Register Summary—Address Order

Appendix D: System Memory Map

Appendix H: Keyboard

Related product manuals