Figure 4-8 Sprite Priority
.......................................................................................................................................
111
Figure
4-9
Typical Example of Sprite Reuse
..............................................................................................
112
Figure 4-10 Typical
Data
Structure for Sprite Re-use
.........................................................................
113
Figure
4-11
Overlapping Sprites (Not Attached)
.....................................................................................
115
Figure 4-12 Placing Sprites Next
to
Each Other
.....................................................................................
116
Figure 4-13 Sprite Control Circuitry
...............................................................................................................
122
Figure
5-1
Sine Waveform
.....................................................................................................................................
133
Figure 5-2 Digitized Amplitude Values
..........................................................................................................
135
Figure 5-3 Example Sine Wave
...........................................................................................................................
142
Figure 5-4 Waveform with Multiple Cycles
................................................................................................
153
Figure 5-5 Frequency Domain Plot of Low-Pass Filter
........................................................................
155
Figure 5-6 Noise-free
Output
(No Aliasing Distortion)
........................................................................
155
Figure 5-7 Some Aliasing Distortion
................................................................................................................
156
Figure 5-8 Audio State Diagram
........................................................................................................................
164
Figure
6-1
How
Images are Stored
in
Memory
..........................................................................................
168
Figure
6-2
Bit-plane Image Larger than the Blitter Source
Window...........................................
169
Figure
6-3
Blitter Minterm Venn Diagram
..................................................................................................
176
Figure 6-4 A Packed
Font
.....................................................................................................................................
178
Figure
6-5
Blitter Masking Example
................................................................................................................
179
Figure
6-6
Area-fill Example - Bar
Chart
.................................................................................................
180
Figure
6-7
Use
of the FCI Bit - Bit Is a 0
....................................................................................................
181
Figure
6-8
Use
of the
FCI
Bit - Bit Is a 1
....................................................................................................
182
Figure
6-9
Single-Point Vertex Example
.......................................................................................................
183
Figure
6-10
Octants for Line Drawing
............................................................................................................
185
Figure
6-11
DMA Time Slot Allocation
.........................................................................................................
188
Figure
6-12
Normal 68000 Cycle
........................................................................................................................
189
Figure
6-13
Time Slots Used by a Six-bit-plane
Display.....................................................................
190
Figure 6-14 Time Slots Used by a High-resolution
Display...............................................................
190
Figure
7-1
Inter-Sprite Fixed Priorities
..........................................................................................................
198
Figure
7-2
Analogy for Video Priority
............................................................................................................
199
Figure
1-1
Controller Plug and Computer Connector
..........................................................................
216
Figure 1-2 Typical Paddle Controller Connection
..................................................................................
221
Figure 1-3
The
Amiga Keyboard, Showing Keycodes in
Hexadecimal.......................................
239
Figure 1-4 Starting Appearance
ofSERDAT
and Shift Register
...................................................
244
Figure
1-5
Ending Appearance of Shift Register
......................................................................................
244
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