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Commodore Amiga - Page 13

Commodore Amiga
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Figures
Figure
2-1
Interlaced Bit-Plane in RAM - 400 Lines Long
.................................................................
23
Figure
3-1
How the Video Display Picture Is Produced
......................................................................
29
Figure,3-2
What
Is a Pixel?
...................................................................................................................................
30
Figure 3-3 How Bit-planes Select a Color
.....................................................................................................
32
, Figure 3-4 Significance of Bit-Plane
Data
in
Selecting Colors
.........................................................
33
Figure 3-5 Interlacing
................................................................................................................................................
39
Figure 3-6 Effect of Interlaced Mode on Edges of Objects
.................................................................
40
Figure 3-7 Memory Organization for a Basic Bit-Plane
.......................................................................
43
Figure 3-8 Combining Bit-planes
.......................................................................................................................
45
Figure 3-9 Positioning the On-screen Display
..............................................
__
...........................................
47
Figure 3-10
Data
Fetched for the First Line When Modulo = 0
.........................................
.-......
50
Figure
3-11
Data
Fetched for the Second Line When Modulo = 0
.............................................
51
Figure 3-12 A Dual-playfield Display
..............................................................................................................
59
Figure 3-13 How Bit-Planes Are Assigned
to
Dual Playfields
..........................................................
61
Figure 3-14 Memory Picture Larger than the Display
..........................................................................
66
Figure 3-15
Data
Fetch for the First Line When Modulo =
40.....................................................
67
Figure 3-16
Data
Fetch for the Second Line When Modulo =
40
................................................
67
Figure 3-17
Data
Layout for First
Line-Right
Half of Big Picture
............................................
68
Figure 3-18
Data
Layout for Second
Line-Right
Half of Big Picture
.......................................
68
Figure 3-19 Display Window Horizontal Starting Position
................................................................
70
Figure 3-20 Display Window Vertical Starting Position
.....................................................................
70
Figure
3-21
Display Window Horizontal Stopping Position
..............................................................
71
Figure 3-22 Display Window Vertical Stopping Position
....................................................................
72
Figure 3-23 Vertical Scrolling
..............................................................................................................................
74
Figure 3-24 Horizontal Scrolling
.........................................................................................................................
75
Figure 3-25 Memory Picture Larger
Than
the Display
Window....................................................
77
Figure 3-26
Data
for Line 1 - Horizontal Scrolling
.................................................................................
77
Figure 3-27
Data
for Line 2 - Horizontal Scrolling
.................................................................................
77
Figure
4-1
Defining Sprite On-screen Position
..........................................................................................
93
Figure 4-2 Position of Sprites
..............................................................................................................................
94
Figure 4-3 Shape of Spaceship
.............................................................................................................................
96
Figure 4-4 Sprite with Spaceship Shape Defined
.....................................................................................
96
Figure 4-5 Sprite Color Definition
.....................................................................................................................
97
Figure 4-6 Color Register Assignments
..........................................................................................................
98
Figure 4-7
Data
Structure Layout
....................................................................................................................
101
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