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Commodore Amiga - Chapter 3: Playfield Hardware; Chapter 4: Sprite Hardware; Chapter 5: Audio Hardware; Chapter 6: Blitter Hardware

Commodore Amiga
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Chapter
3,
Playfield Hardware. Creating, displaying and scrolling the playfields,
one of the basic display elements of the Amiga; how the Amiga produces multi-
color, multi-graphical bit-mapped displays.
Chapter
4,
Sprite Hardware. Using the eight sprite direct-memory access
(DMA)
channels to make sprite movable objects; creating their
data
structures, display-
ing and moving them, reusing the
DMA
channels.
Chapter
5,
Audz'o Hardware. Overview of sampled sound; how
to
produce qual-
ity sound, simple and complex sounds, and modulated sounds.
Chapter
6,
Blitter Hardware. Using the blitter DMA channel
to
create anima-
tion effects and draw lines into play
fields.
Chapter
7,
System Oontrol Hardware. Using the control registers
to
define
depth arrangement of graphics objects, detect collisions between graphics
objects, control direct memory access, and control interrupts.
Chapter 8,
Interface Hardware.
How
the Amiga talks
to
the outside world
through controller ports, keyboard, audio jacks and video connectors, serial and
parallel interfaces; information about the disk controller and RAM expansion
slot.
Appendixes. Alphabetical and address-order listings of all the graphics and
audio system registers and the functions of their bits, system memory map,
descriptions of internal and external connectors, specifications for the peripheral
interface ports, and specifications for the keyboard.
Glossary. After the appendixes, there
is
a glossary of important terms.
You may wish
to look
at
the following books and manuals for further information about
the Amiga:
o The
Amiga
ROM
Kernel Manual contains information about the Exec multitask-
ing routines and is the source for all the C language primitives for Amiga graph-
ics,
animation, and audio.
o The following manuals contain information about the AmigaDOS operating sys-
tem:
o AmigaDOS User's Manual
-vi-

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