Difference between revisions of "Amiga Hardware Manual (1984) - Wiki Page"

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== Preface ==
+
== [[Chapter I - The Amiga Personal Computer|THE AMIGA PERSONAL COMPUTER]] ==
 
 
The March, 1984 version of the Amiga Hardware Manual was written by [[Rob Peck]] and created on an Apple Lisa 1.
 
 
 
== THE AMIGA PERSONAL COMPUTER (Chapter I) ==
 
 
<br>Draft of April 30th, 1985
 
<br>Draft of April 30th, 1985
  
<br>'''1. INTRODUCTION'''
+
<br>1. [[Chapter_I_-_The_Amiga_Personal_Computer#INTRODUCTION|INTRODUCTION]]
 
 
The Amiga Personal Computer is a low-cost, high-performance system with advanced graphics and sound features. We call it the world's first personal supercomputer. That's a strong statement but one that is substantiated by the Amiga's capabilities.<br>
 
 
 
This chapter contains a brief overview of the Amiga PC hardware, a guide to the rest of this manual, and a system-wide glossary. The first part of the hardware overview describes all of the physical hardware modules, and the second part briefly summarizes the functions of the special purpose graphics and audio hardware and how it interacts with the main processor.
 
 
 
<br>'''2. FEATURES SUMMARY (PHYSICAL HARDWARE MODULES)'''<br>
 
 
 
 
 
Here is a list of the physical hardware components of the Amiga Personal Computer.<br>
 
 
 
* Motorola 68000 16/32-bit main processor<br>
 
 
 
* 256K bytes of internal RAM, user-expandable to 512K, in a 16-megabyte contiguous space (external expansion also available)<br>
 
 
 
* 192K or ROM containing a real-time, multi-tasking operating system with sound, graphics, and animation support routines<br>
 
 
 
* A built-in 3-1/2 inch double-sided disk drive. Disks are 80-track, double-sided, formatted as 11 sectors per track, 512 bytes per sector (over 900,000 bytes per disk).<br>
 
 
 
* An expansion disk port for connecting up to 3 additional disk drive units. The disk drives may be either 3-1/2 inch or 5-1/4 inch, double sided.<br>
 
 
 
* A fully programmable serial port allowing baud rates of beyond 31250 baud<br>
 
 
 
* A fully programmable parallel port. Normally, the port is configured as a Centronics [tm] parallel printer output, or it can be used as a high-speed parallel input port.<br>
 
 
 
* A two-button opto-mechanical mouse<br>
 
 
 
* Two reconfigurable controller ports (for mice, joysticks, paddles, or custom controllers)<br>
 
 
 
* A detached 89-key keyboard with calculator pad, function keys, and cursor keys<br>
 
 
 
* Ports for simultaneous NTSC, composite video, and analog or digital RGB output<br>
 
 
 
* Ports for audio output to left and right stereo channels from 4 special-purpose audio channels<br>
 
 
 
* An expansion connector for adding such accessories as RAM, additional floppy or hard disk drives, peripherals, or coprocessors<br>
 
 
 
 
 
HARDWARE INTERACTION<br>
 
 
 
If the previous list of hardware features alone is not enough to distinguish the Amiga PC from other personal computers, then this section should convince you that the "personal supercomputer" claim is justified. This description of the way the Amiga's hardware elements work together will show how the Amiga provides a unique blend of versatility and raw performance.<br>
 
 
 
<br>'''3. MOTOROLA 68000 PROCESSOR'''<br>
 
 
 
The Motorola 68000 is a 16/32-bit microprocessor operating at 7.1 megahertz. In the Amiga PC, the 68000 can address over 8 megabytes of contiguous random access memory (RAM). The 68000 shares the lowest half-megabyte of RAM space with the Amiga's special-purpose graphics and sound direct memory access (DMA) hardware. Both the 68000 and the special-purpose hardware can read and write into this lowest-address memory region.
 
  
 +
<br>2. [[Chapter_I_-_The_Amiga_Personal_Computer#FEATURES_SUMMARY_.28PHYSICAL_HARDWARE_MODULES.29|FEATURES SUMMARY (PHYSICAL HARDWARE MODULES)]]
  
* '''3.1 ACTUAL OPERATING SPEED OF THE 68000'''
+
<br>3. [[Chapter_I_-_The_Amiga_Personal_Computer#MOTOROLA_68000_PROCESSOR|MOTOROLA 68000 PROCESSOR]]<br>
  
Performance for the 68000 is enhanced by a system design that gives it every alternate bus cycle, allowing to run at full rated speed most of the time. As described in the section below, the special-purpose hardware can steal time from the 68000 for jobs it can do more efficiently than the 68000. Even then, such cycle stealing only blocks the 68000's access to the shared memory. When using ROM or external memory, the 68000 always runs at full speed.
+
* 3.1 [[Chapter_I_-_The_Amiga_Personal_Computer#ACTUAL_OPERATING_SPEED_OF_THE_68000|ACTUAL OPERATING SPEED OF THE 68000]]
  
 
<br>4. FUNCTIONAL BLOCK DIAGRAM
 
<br>4. FUNCTIONAL BLOCK DIAGRAM
Line 92: Line 45:
 
<br>12. [[Laser disk interface|LASER DISK INTERFACE]] (missing)
 
<br>12. [[Laser disk interface|LASER DISK INTERFACE]] (missing)
  
<br>13. GRAPHIC PRESENTATION: SYSTEM FEATURES
+
<br>13. GRAPHIC PRESENTATION: SYSTEM FEATURES<br>
 
 
== II. PLAYFIELD HARDWARE ==
 
 
 
<br>'''1. INTRODUCTION'''<br>
 
 
 
 
 
There are two basic parts to the display which you see on the screen:
 
 
 
* Things which move, called "sprites", and
 
 
 
* Things which don't move, called "playfields" or playfield objects.<br>
 
 
 
 
 
A playfield is the backdrop against which the sprites may be displayed or with which the sprites can interact. A playfield object is simply a smaller subsection of the playfield which is considered by the software to be an object of some kind.<br>
 
 
 
Even though playfield objects are classed as non-moving object, these objects can appear to move by using a technique called playfield animation. The chapter titled "THE BLITTER" shows that playfield objects can be rapidly redrawn on the screen, while saving and restoring the background onto which they are drawn, to give the illusion of motion. Much of the demonstration software which you may have already seen uses this animation technique.<br>
 
 
 
This chapter concentrates on the playfield hardware itself. It shows you what defines a playfield, how its colors are specified, how it is controlled, and how other parts of the computer interact with the playfield hardware.<br>
 
 
 
 
 
WHAT TOPICS ARE COVERED IN THIS CHAPTER
 
 
 
 
 
This chapter covers:
 
 
 
* How to define playfield resolution
 
 
 
* How to select the color of the playfield elements using one or more bit-planes
 
 
 
* How Hold & Modify mode increases your choice of onscreen colors available
 
 
 
* How to use the bit-planes as a single playfield, or how to split the static display into two independently controllable playfields.
 
 
 
* How to control the size of the static display.
 
 
 
* How to determine how much memory space is used by the display
 
 
 
* What part of the display memory actually appears on the screen
 
  
* How to smoothly scroll (move the playfield) in either a horizontal or vertical direction
+
== [[Chapter II - The Playfield Hardware|PLAYFIELD HARDWARE]] ==
  
* How the playfield display interacts with other parts of the Amiga Personal Computer
+
<br>1. INTRODUCTION<br>
  
 
<br>2. PLAYFIELD RESOLUTION
 
<br>2. PLAYFIELD RESOLUTION
 
<br>
 
<br>
 
There are two different operating modes for the playfield display:
 
* Normal Resolution Mode
 
* High Resolution Mode<br>
 
 
  
 
* 2.1. NORMAL RESOLUTION MODE
 
* 2.1. NORMAL RESOLUTION MODE
 
In normal resolution mode, there are 320 picture elements or "pixels" which form each horizontal line of the screen display. This is for the resolution which is generally used for the standard home television screen. It allows clear text at 40 columns per line as well as good resolution while displaying multi-colored images.
 
 
You can define a "color palette", essentially a set of paint pots, which contains 32 out of a possible 4096 available colors. Normal resolution mode allows you to select any one of these 32 colors which you have defined for any one of the pixel elements which make up the overall picture. This allows you to create detailed multi-colored pictures on the screen.
 
 
A special operating mode, called Hold & Modify, allows you to control the color even more closely. This mode, shown later in this chapter, lets you write up to 3616 colors on the screen at the same time on a standard television set, or up to 4096 different colors on an RGB monitor.<br>
 
 
 
 
 
* 2.2. HIGH RESOLUTION MODE
 
* 2.2. HIGH RESOLUTION MODE
 
In high resolution mode, there are 640 pixels which form each horizontal line of the screen display. In this mode, each pixel can be any one of 16 colors which you have defined.
 
High resolution pictures are normally only produced on a high resolution monochrome or RGB monitor. (A standard television set does not have a high enough resolution to respond correctly to the high resolution signal.)<br>
 
 
 
 
* 2.3. NON-INTERLACE MODE
 
* 2.3. NON-INTERLACE MODE
 
In non-interlace mode, you have about 200 lines per screen in a vertical direction.<br>
 
 
 
 
* 2.4. INTERLACE MODE
 
* 2.4. INTERLACE MODE
 
In interlace mode, you have about 400 lines per screen in the vertical direction. Note that this does NOT mean you are using more screen area in the interlace mode than in non-interlace mode. It simply means that the video scanning circuitry, on one frame (roughly once each 1/60th of a second) displays 200 lines. Then on the next display frame, it interlaces (places a line in between two existing lines) the next picture frame along with the existing one onscreen. This provides additional vertical resolution.<br>
 
 
 
 
* 2.5. TEXT ON A GRAPHICS SCREEN
 
* 2.5. TEXT ON A GRAPHICS SCREEN
 
The normal operating mode of this system is GRAPHICS. Text is simply treated as a special form of graphics element.<br>
 
 
On a 320 element horizontal line (normal resolution mode) you can generally expect to use 40 characters of text. In this mode, each character could be defined as a series of dots (pixels) in an 8 by 8 square matrix.<br>
 
 
On a 640 element horizontal line (high resolution mode), you can use 80 characters of text per line. Again the same character set may be used.<br>
 
 
Because text is simply a special case of graphics, you can easily mix multi-colored graphics and text on the same screen. You may use either the built-in character-set or your own special font. Likewise, the placement for text need not be limited to a hard-and-fast 40 or 80 positions on 25 fixed lines. A special purpose DMA channel called the blitter allows you to place any kind of graphics element anywhere on the screen.<br>
 
 
This lets you use subscripts, superscripts, underlines, embedded special characters or graphics, proportional spacing and many other features for a what-you-see-is-what-you-get presentation to the computer user.<br>
 
 
 
 
* 2.6. CONTROL REGISTERS WHICH SELECT PLAYFIELD RESOLUTION
 
* 2.6. CONTROL REGISTERS WHICH SELECT PLAYFIELD RESOLUTION
 
The register named BPLCON0 contains the bits which control both the horizontal bit resolution and the interlace/non-interlace mode.<br>
 
 
 
Bit 15 - HIRES<br>
 
High Resolution Mode Select<br>
 
When a 1, selects 640 mode.<br>
 
When the power is first applied, this bit is a 0.<br>
 
 
 
Bit 2 - LACE<br>
 
Interlace Mode Enable<br>
 
When a 1, selects interlace mode.<br>
 
(400 lines vertical resolution)<br>
 
When the power is first applied, this bit is a 0.<br>
 
 
 
A summary of the functions of all of the bits of this register is contained in the section titled "BIT-PLANE REGISTERS", later in this chapter.<br>
 
 
  
 
<br>3. HOW TO SELECT THE COLOR OF PLAYFIELD ELEMENTS
 
<br>3. HOW TO SELECT THE COLOR OF PLAYFIELD ELEMENTS
 
When you look at the screen, you see a complete picture. However that picture is, in turn, composed of the individual picture elements, called pixels.
 
As specified above, the number of elements which define a standard display vary from<br>
 
 
 
320 by 200 for normal resolution, non interlace mode, to<br>
 
640 by 400 for high resolution, interlace mode.<br>
 
 
 
Each pixel element is represented by one or more bits in the computer memory. In other words, for each individual pixel element, there is a corresponding bit (or bits) in the computer memory which have an effect on the color which is assigned to that pixel.
 
 
 
Because the pixels are organized in a two-dimensional array, you might refer to a playfield as a "color-plane". The corresponding section of memory which contains memory bits which have the effects on the color of the playfield pixels is called the "bit-plane".
 
 
  
 
* 3.1. EXAMPLE ONE: COLOR SELECTION USING ONE BIT-PLANE<br>
 
* 3.1. EXAMPLE ONE: COLOR SELECTION USING ONE BIT-PLANE<br>
  
Imagine the television display area as a set of boxes (pixels) laid out as 320 boxes wide by 200 boxes high. Assume that the only choices of contents for each of those boxes is a number 0 or number 1.
+
* 3.2. HOW THE BITS OF THE COLOR REGISTERS ARE INTERPRETED
 
+
* 3.2.1. BITS WHICH CONTROL COLOR BIT INTERPRETATION
 
 
This is illustrated in figure 3-1 below.<br>
 
 
 
 
 
(Figure 3.1)<br>
 
 
 
 
 
part of a screen display where each box represents a single pixel, and the value contained in the box represents the value of a single bit somewhere in the memory system which has an effect on the color of that pixel element.<br>
 
 
 
 
 
Fig. 3-1: SINGLE BIT-PLANE COLOR INTERPRETATION<br>
 
 
 
Also imagine that for every box in which there is a 1 stored, a particular color is put on the screen. And for every box in which there is a 0 stored, the background color shows through. For each box represented on the screen, there is a memory bit which is reserved to hold the number contents of that box. This set of memory locations which composes a complete display for this example is called a bit-plane.<br>
 
 
 
 
 
The technique shown in fig 3-1 is exactly the way in which the Amiga Personal Computer selects its colors.<br>
 
 
 
* Determine the "value" of the element & use that value as an index into a color table.
 
 
 
* The value stored in the color table is the actual color of the element.<br>
 
 
 
 
 
This is also called "color indirection" because the value of the color to be used is not stored directly as part of a display, but it is rather stored in a color table, also called a color palette.<br>
 
 
 
 
 
If there is only one bit-plane used to select the colors of the display, then<br>
 
 
 
* In each position where there is a 0, the background color (COLOR0) is shown.
 
 
 
* In each position where there is a 1 in the bit-plane, the color specified as COLOR1 in the color table is shown.<br>
 
 
 
 
 
The color table actually has 32 entries. This indicates that you might possibly be able to select from any one of up to 32 different colors for any one of the playfield elements. Here is a condensed view of the contents of the color table:
 
 
 
 
 
{| class="wikitable"
 
|-
 
! NAME !! Contents !! What It Means
 
|-
 
| COLOR0 || 12 bits || User defined, Describes "COLOR" for the Background area of the display
 
|-
 
| COLOR1 || 12 bits || User Defined COLOR number 1.
 
|-
 
| COLOR2 || 12 bits || User Defined COLOR number 2.
 
|-
 
| --
 
|-
 
| --
 
|-
 
| --
 
|-
 
| COLOR31 || 12 bits || User Defined COLOR number 31.
 
|}
 
 
 
 
 
Twelve bits of color selection allows you to define each of the 32 registers, one of 4096 possible colors to display when that color register is selected.
 
COLOR0 is always reserved for the background color for the display. The background color is the color which shows in any area on the display where there is no other object present, since all other objects have a higher priority than the background. The background color is also displayed outside the border of the video window defined on the screen.
 
 
 
 
 
COLOR1 through COLOR31 are selected by the combination of bits which you place on the screen through an overlap of the bit-planes. The combination of the bits to form a color selector is shown further in example two.
 
  
 +
* 3.2.2. HOW THE COLOR BITS ARE INTERPRETED
  
* 3.2. HOW THE BITS OF THE COLOR REGISTERS ARE INTERPRETED
 
* 3.2.1. BITS WHICH CONTROL COLOR BIT INTERPRETATION
 
 
* 3.3. MULTI-BIT-PLANE COLOR SELECTION
 
* 3.3. MULTI-BIT-PLANE COLOR SELECTION
 
* 3.4. EXAMPLE TWO: TWO BIT-PLANES SELECTING A COLOR
 
* 3.4. EXAMPLE TWO: TWO BIT-PLANES SELECTING A COLOR
 
* 3.5. EXAMPLE THREE: HOW 5 BIT-PLANES SELECT A COLOR
 
* 3.5. EXAMPLE THREE: HOW 5 BIT-PLANES SELECT A COLOR
 +
 
<br>4. SELECTING COMBINATIONS OF BIT-PLANES
 
<br>4. SELECTING COMBINATIONS OF BIT-PLANES
<br>
+
 
 
* 4.1. SELECTING HOW MANY BIT-PLANES TO USE
 
* 4.1. SELECTING HOW MANY BIT-PLANES TO USE
 +
 
* 4.2. SELECTING HOW BIT-PLANES ARE GROUPED
 
* 4.2. SELECTING HOW BIT-PLANES ARE GROUPED
 
* 4.2.1. COLOR INTERPRETATION FOR PLAYFIELD 1
 
* 4.2.1. COLOR INTERPRETATION FOR PLAYFIELD 1
 
* 4.2.2. COLOR INTERPRETATION FOR PLAYFIELD 2
 
* 4.2.2. COLOR INTERPRETATION FOR PLAYFIELD 2
 +
 
* 4.3. HOLD & MODIFY MODE
 
* 4.3. HOLD & MODIFY MODE
 
* 4.3.1. REGISTER BIT THAT SELECTS THIS MODE
 
* 4.3.1. REGISTER BIT THAT SELECTS THIS MODE
Line 318: Line 103:
 
<br>
 
<br>
 
* 10.1. VIDEO PRIORITIES
 
* 10.1. VIDEO PRIORITIES
<br>11. PLAYFIELD SELECTION COLOR CHARTS
+
<br>11. PLAYFIELD SELECTION COLOR CHARTS<br>
  
== III. SPRITE HARDWARE ==
+
== SPRITE HARDWARE ==
  
 
<br>1. INTRODUCTION
 
<br>1. INTRODUCTION
Line 351: Line 136:
 
<br> 13. SPRITE REGISTERS
 
<br> 13. SPRITE REGISTERS
  
<br> 14. SPRITE INTERACTIONS WITH OTHER SYSTEM ELEMENTS
+
<br> 14. SPRITE INTERACTIONS WITH OTHER SYSTEM ELEMENTS<br>
 +
 
  
  
== IV. THE AUDIO CHANNELS ==
+
== THE AUDIO CHANNELS ==
  
 
<br>1. INTRODUCTION
 
<br>1. INTRODUCTION
Line 386: Line 172:
 
<br>11. DIRECT (NON-DMA) AUDIO OUTPUT
 
<br>11. DIRECT (NON-DMA) AUDIO OUTPUT
  
<br>12. AUDIO CHANNEL SPECIFICATIONS & LIMITATIONS
+
<br>12. AUDIO CHANNEL SPECIFICATIONS & LIMITATIONS<br>
 +
 
  
  
== V. BLITTER HARDWARE ==
+
== BLITTER HARDWARE ==
  
 
<br>1. INTRODUCTION
 
<br>1. INTRODUCTION
Line 436: Line 223:
 
* 5.3.5. ISSUES IN BACKGROUND MANIPULATION
 
* 5.3.5. ISSUES IN BACKGROUND MANIPULATION
 
* 5.4 EXAMPLE FOUR: SHIFTING A CONTINUOUS BIT-STREAM
 
* 5.4 EXAMPLE FOUR: SHIFTING A CONTINUOUS BIT-STREAM
* 5.5 EXAMPLE FIVE: TESTING FOR BITS PRESENT IN AN AREA
+
* 5.5 EXAMPLE FIVE: TESTING FOR BITS PRESENT IN AN AREA<br>
 +
 
  
  
== VI. SYSTEM CONTROL HARDWARE ==
+
== SYSTEM CONTROL HARDWARE ==
  
 
<br>1. VIDEO PRIORITIES
 
<br>1. VIDEO PRIORITIES
Line 473: Line 261:
 
* 4.4.8. DISK INTERRUPTS
 
* 4.4.8. DISK INTERRUPTS
  
<br>5. DMA CONTROL
+
<br>5. DMA CONTROL<br>
 +
 
  
  
== VII. TALKING TO THE OUTSIDE WORLD ==
+
== TALKING TO THE OUTSIDE WORLD ==
  
 
<br>1. INTRODUCTION
 
<br>1. INTRODUCTION
Line 526: Line 315:
 
<br>11. DISPLAY OUTPUT CONNECTIONS
 
<br>11. DISPLAY OUTPUT CONNECTIONS
  
<br><br>Figures
+
<br><br>Figures<br>
 +
 
 +
 
  
 
== Errata ==
 
== Errata ==
Line 726: Line 517:
 
Talking to the Outside World
 
Talking to the Outside World
  
Appendices
+
[[Appendices]]
  
 
Connectors
 
Connectors

Latest revision as of 01:58, 29 August 2024

THE AMIGA PERSONAL COMPUTER


Draft of April 30th, 1985


1. INTRODUCTION


2. FEATURES SUMMARY (PHYSICAL HARDWARE MODULES)


3. MOTOROLA 68000 PROCESSOR


4. FUNCTIONAL BLOCK DIAGRAM

5. READ/WRITE CARTRIDGE SLOT (missing)

6. EXPANSION SLOT (missing)

7. CUSTOM GRAPHICS CHIP

  • 7.1. THE PLAYFIELDS
  • 7.2. THE SPRITES


8. CUSTOM ANIMATION CHIP

  • 8.1. THE BLITTER
  • 8.2. THE COPPER


9. CUSTOM SOUND/PERIPHERALS CHIP

  • 9.1. SERIAL PORT
  • 9.2. BUILT-IN 300 BAUD MODEM (missing)
  • 9.3. STEREO AUDIO CHANNELS
  • 9.4. MOUSE CONTROLLER
  • 9.5. RECONFIGURABLE JOYSTICK PORTS
  • 9.6. FLOPPY DISK DRIVE


10. PERIPHERAL INTERFACE CHIPS

  • 10.1. DETACHED KEYBOARD
  • 10.2. PARALLEL PRINTER INTERFACE


11. RGB AND NTSC CONNECTIONS


12. LASER DISK INTERFACE (missing)


13. GRAPHIC PRESENTATION: SYSTEM FEATURES

PLAYFIELD HARDWARE


1. INTRODUCTION


2. PLAYFIELD RESOLUTION

  • 2.1. NORMAL RESOLUTION MODE
  • 2.2. HIGH RESOLUTION MODE
  • 2.3. NON-INTERLACE MODE
  • 2.4. INTERLACE MODE
  • 2.5. TEXT ON A GRAPHICS SCREEN
  • 2.6. CONTROL REGISTERS WHICH SELECT PLAYFIELD RESOLUTION


3. HOW TO SELECT THE COLOR OF PLAYFIELD ELEMENTS

  • 3.1. EXAMPLE ONE: COLOR SELECTION USING ONE BIT-PLANE
  • 3.2. HOW THE BITS OF THE COLOR REGISTERS ARE INTERPRETED
  • 3.2.1. BITS WHICH CONTROL COLOR BIT INTERPRETATION
  • 3.2.2. HOW THE COLOR BITS ARE INTERPRETED
  • 3.3. MULTI-BIT-PLANE COLOR SELECTION
  • 3.4. EXAMPLE TWO: TWO BIT-PLANES SELECTING A COLOR
  • 3.5. EXAMPLE THREE: HOW 5 BIT-PLANES SELECT A COLOR


4. SELECTING COMBINATIONS OF BIT-PLANES

  • 4.1. SELECTING HOW MANY BIT-PLANES TO USE
  • 4.2. SELECTING HOW BIT-PLANES ARE GROUPED
  • 4.2.1. COLOR INTERPRETATION FOR PLAYFIELD 1
  • 4.2.2. COLOR INTERPRETATION FOR PLAYFIELD 2
  • 4.3. HOLD & MODIFY MODE
  • 4.3.1. REGISTER BIT THAT SELECTS THIS MODE


5. HOW BIT-PLANE DATA IS STORED IN MEMORY

6. WHERE IS THE BIT-PLANE DATA STORED

  • 6.1. EXAMPLE ONE: PICTURE/DISPLAY SAME SIZE
  • 6.2. EXAMPLE TWO: PICTURE TWICE THE SIZE OF DISPLAY
  • 6.3. EXAMPLE THREE: INTERLACED PICTURE


7. HOW TO CONTROL THE SIZE OF THE DISPLAY

  • 7.1. CONTENTS OF DISPLAY WINDOW START REGISTER
  • 7.2. CONTENTS OF DISPLAY WINDOW STOP REGISTER


8. DETERMINING HOW MUCH DISPLAY MEMORY IS NEEDED

9. SCROLLING THE PLAYFIELDS

  • 9.1. VERTICAL SCROLLING
  • 9.2. HORIZONTAL SCROLLING
  • 9.2.1. REGISTERS WHICH AFFECT HORIZONTAL SCROLLING


10. INTERACTIONS WITH OTHER ELEMENTS

  • 10.1. VIDEO PRIORITIES


11. PLAYFIELD SELECTION COLOR CHARTS

SPRITE HARDWARE


1. INTRODUCTION


2. HOW WIDE IS A SPRITE


3. HOW TALL IS A SPRITE


4. HOW IS THE SPRITE POSITION DEFINED


5. WHAT CAUSES A SPRITE TO APPEAR ONSCREEN


6. MODES OF OPERATION

  • 6.1. MANUAL MODE
  • 6.2. AUTOMATIC MODE


7. MOVING AN AUTOMATICALLY GENERATED SPRITE


8. REUSING SPRITES


9. HOW TO SELECT SPRITE COLORS


10. HOW SPRITES CAN BE COMBINED


11. HOW TO ATTACH SPRITES


12. WHAT HAPPENS WHEN SPRITES ARE ATTACHED

  • 12.1. SELECTING THE COLORS FOR ATTACHED SPRITES


13. SPRITE REGISTERS


14. SPRITE INTERACTIONS WITH OTHER SYSTEM ELEMENTS


THE AUDIO CHANNELS


1. INTRODUCTION


2. HOW THE CHANNELS ARE CONNECTED


3. HOW THE SAMPLING RATE IS CONTROLLED


4. HOW THE SAMPLING RATE RELATES TO OUTPUT FREQUENCY


5. HOW THE VOLUME IS CONTROLLED


6. USING AUTOMATIC SOUND GENERATION

  • 6.1. HOW THE SYSTEM RETRIEVES THE DATA
  • 6.2. HOW IS THE SOUND DATA ORGANIZED


7. SAMPLING RATE LIMITATIONS


8. HOW TO START OR STOP EACH AUDIO CHANNEL


9. AUDIO CHANNEL MODULATION

  • 9.1. WHERE ARE THE ATTACH BITS LOCATED
  • 9.2. EFFECTS OF THE MODULATION


10. AUDIO INTERRUPTS

  • 10.1. WHEN DO INTERRUPTS OCCUR


11. DIRECT (NON-DMA) AUDIO OUTPUT


12. AUDIO CHANNEL SPECIFICATIONS & LIMITATIONS


BLITTER HARDWARE


1. INTRODUCTION


2. HARDWARE-ASSISTED LINE DRAWING

  • 2.1. HOW TO USE HARDWARE LINE-DRAW


3. COPYING DATA USING THE BLITTER

  • 3.1. WHEN SOURCE AND DESTINATION OVERLAP
  • 3.1.1. HOW TO DETERMINE BLITTER DIRECTION
  • 3.1.2. ASCENDING OR DESCENDING MODE
  • 3.2 WHEN DATA STORAGE LAYOUT DIFFERS
  • 3.3 WHEN A DATA SHIFT IS REQUIRED
  • 3.3.1. HOW THE SOURCE DATA SHIFT WORKS
  • 3.3.2. SIZE OF MOVE IF DATA IS SHIFTED
  • 3.4 WHEN A DATA MOVE IS SIMPLE OR COMPLEX
  • 3.4.1. LOGIC COMBINATION OF DATA SOURCES
  • 3.4.2. SELECTING THE MINTERMS
  • 3.4.3. EXAMPLE OF VENN DIAGRAM INTERPRETATION
  • 3.4.4. TABLE OF COMMONLY USED MINTERMS
  • 3.4.5. EQUATION TO MINTERM CONVERSION
  • 3.5 WHEN A FILL OPERATION IS NEEDED
  • 3.5.1. HOW THE BLITTER FILLS AN AREA


4. BLITTER OPERATIONS AND SYSTEM DMA

  • 4.1 BLITTER DMA PRIORITY
  • 4.2 DMA TIME SLOT ALLOCATION
  • 4.3 BIT-PLANE/PROCESSOR BUS SHARING
  • 4.4 EFFECTS OF DIFFERENT DISPLAY SIZES
  • 4.5 EFFECTS OF BLITTER OPERATION
  • 4.6 BLITTER OPERATIONAL BLOCK DIAGRAM
  • 4.7 BLITTER REGISTERS


5. BLITTER DATA MOVE EXAMPLES

  • 5.1 EXAMPLE ONE: WORD-ALIGNED BLOCK-MOVE
  • 5.2 EXAMPLE TWO: NON-ALIGNED SOURCE OBJECT
  • 5.3 EXAMPLE THREE: COOKIE CUT, BACKGROUND SAVE/FIX
  • 5.3.1. FORMING THE MASK FOR THE OBJECT
  • 5.3.2. USING THE OBJECT OUTLINE AS A COOKIE-CUTTER
  • 5.3.3. USING THE OUTLINE TO PLACE THE OBJECT
  • 5.3.4. USING THE OUTLINE TO REPLACE THE BACKGROUND
  • 5.3.5. ISSUES IN BACKGROUND MANIPULATION
  • 5.4 EXAMPLE FOUR: SHIFTING A CONTINUOUS BIT-STREAM
  • 5.5 EXAMPLE FIVE: TESTING FOR BITS PRESENT IN AN AREA


SYSTEM CONTROL HARDWARE


1. VIDEO PRIORITIES

  • 1.1. FIXED SPRITE PRIORITIES
  • 1.2. HOW SPRITES ARE GROUPED
  • 1.3. UNDERSTANDING VIDEO PRIORITIES
  • 1.4. CONTENTS OF THE PRIORITY CONTROL REGISTER


2. COLLISION DETECTION

  • 2.1. HOW ARE COLLISIONS DETERMINED
  • 2.2. HOW TO INTERPRET THE COLLISION DATA
  • 2.3. HOW COLLISION DETECTION IS CONTROLLED


3. BEAM POSITION DETECTION

  • 3.1. BEAM POSITION REGISTERS


4. INTERRUPTS

  • 4.1. NON-MASKABLE INTERRUPT
  • 4.2. MASKABLE INTERRUPTS
  • 4.3. USER INTERFACE TO THE INTERRUPT SYSTEM
  • 4.4. INTERRUPT CONTROL REGISTERS
  • 4.4.1. SETTING AND CLEARING BITS
  • 4.4.2. MASTER SET/CLEAR INTERRUPT
  • 4.4.3. EXTERNAL INTERRUPTS
  • 4.4.4. VERTICAL BLANKING INTERRUPT
  • 4.4.5. COPROCESSOR INTERRUPTS
  • 4.4.6. AUDIO INTERRUPTS
  • 4.4.7. BLITTER INTERRUPT
  • 4.4.8. DISK INTERRUPTS


5. DMA CONTROL


TALKING TO THE OUTSIDE WORLD


1. INTRODUCTION


2. CONTROLLER PORT INTERFACE


3. HOW TO READ THE CONTROLLER PORT

  • 3.1. MOUSE/TRACKBALL CONTROLLERS
  • 3.1.1. HOW TO READ THE COUNTERS
  • 3.1.2. MOUSE/TRACKBALL BUTTONS
  • 3.2. JOYSTICK CONTROLLERS
  • 3.3. PROPORTIONAL CONTROLLERS
  • 3.4. LIGHT PEN
  • 3.4.1. HOW TO READ THE LIGHT PEN REGISTERS


4. THE DISK CONTROLLER

  • 4.1. DISK SELECTION, CONTROL AND SENSING
  • 4.2. DISK DMA CHANNEL CONTROL
  • 4.3. INTERRUPTS


5. THE KEYBOARD

  • 5.1. HOW THE KEYBOARD DATA IS RECEIVED
  • 5.2. WHAT TYPE OF DATA IS RECEIVED
  • 5.3. LIMITATIONS OF THE KEYBOARD


6. PARALLEL INPUT/OUTPUT INTERFACE


7. SERIAL INTERFACE

  • 7.1. SERIAL PORT PIN ASSIGNMENTS
  • 7.2. RESTRICTIONS ON USE OF SERIAL INTERFACE
  • 7.3. INTRODUCTION TO SERIAL CIRCUITRY
  • 7.3.1. SETTING THE BAUD RATE
  • 7.3.2. SETTING THE RECEIVE MODE
  • 7.3.3. CONTENTS OF THE RECEIVE DATA REGISTER
  • 7.3.4. HOW OUTPUT DATA IS TRANSMITTED


8. BUILT-IN MODEM INTERFACE (missing)

  • 8.1. CONTROL CIRCUITRY FOR THE MODEM


9. EXPANSION BUS AND GAME SLOT CONNECTIONS (missing)


10. AUDIO OUTPUT CONNECTIONS


11. DISPLAY OUTPUT CONNECTIONS



Figures


Errata

ERRATA Sheet for the March Version of the AMIGA HARDWARE MANUAL


The following is a list of changes that you may use to update your copy of the hardware manual:


What Has Changed in the Hardware?


There are four changes to the hardware configuration described in the December 26, 1984 notice.

1) Omit the sentence in the paragraph following the first hardware change that says, "The signals on the new drive are directly compatible allowing an external disk to be either 3 1/2 or 5 1/4 inch." Substitute the following: "Up to 3 external drives can be connected via daisy chain. The external drive can be either 3 1/2 or 5 1/4 inch."

2) Replace the second paragraph beginning with "The base machine includes" with the following: "The base machine includes 192K of ROM and 256K of RAM. An additional 256K of display RAM expansion is available for user upgrade using a snap off replacement front panel."

3) In the last sentence of the third paragraph, replace "expansion slot" with "expansion connector."

4) Replace the fourth paragraph with the following: "The connector may or may not be passed on by expansion devices to allow daisy chaining. This depends on whether or not independent manufacturers elect to pass the connector on."


Contents of the Update Package:

The new appendix D (described in the page about the update package contents) contains a separate addendum with details on the 8520 register allocations, not the 6526 register allocations as stated in paragraph "b".

Similarly, the new appendix F contains details about the 8520 (not the 6526) chips described in paragraph "d"


Omit the following sections from the "Amiga Personal Computer Table of Contents" of the manual:

1) Section 5: "Read/Write Cartridge Slot"

2) Section 9.2 "Built-In 300 Baud Modem"


The "Laser Disk Interface" described in Section 12 has a new name: "GENLOCK".


Omit the following sections and topics from the "Chapter 7, "Talking to the Outside World" Table of Contents" of the manual:

1) Section 8 "Built-In Modem Interface"

2) Section 8.1 "Control Circuitry for the Modem"


In the second paragraph of the Introduction on p. 1-1, change the reference from "arcade quality to "high quality".


In the "Features Summary" topic on p. 1-1 of the Introduction, omit the following:

1) Read/Write Cartridge Slot

2) 300 Baud Modem


In the "Features Summary" topic on p. 1-1 of the introduction, change the following:

1) The built-in 5 1/4 inch floppy disk drive is now a 3 1/2 inch floppy disk drive.

2) The laser disk interface has a new name: GENLOCK


All the changes below are in the "Introduction to the Amiga Personal Computer".

On p. 1-2 of the Introduction, change the following:

1) In the first paragraph of section 3.1, change the first sentence as follows: "The 68000 shares the display memory with 25 (including Refresh) DMA channels that are contained in the special purpose chips."

2) In topic 3.1, add this sentence: "When Sprites or certain combinations of display planes are used, there is also a processor slowdown.

3) In topic 4, the "Functional Block Diagram," in the second paragraph, change the first sentence, beginning "Onboard RAM" to read as follows: "Onboard RAM (the only RAM accessible to special purpose hardware), is currently configured as 256K bytes, organized as 128K 16-bit words." Omit the sentences beginning "The memory consists of two banks..." and "Address decoding is already in place." Replace those sentences with the following: "An additional 256K expansion is available."

4) On p. 1-4, omit topic 5, "Read/Write Cartridge Slot".

5) On p. 1-4, in topic 6, "Expansion Slot", the location of the expansion slot is not at the top of the base unit. Rather it is located on the right hand side. Omit the rest of paragraphs 1 and 2 of that section.

6) On p. 1-4, in topic 7, "Custom Graphics Chip", the code name of one of the three custom chips appears as "DAPHNE". Replace "DAPHNE" with "DENISE".

7) On p. 1-5, in topic 7-1, "The Playfields," make the following change and addition to the first sentence of the first paragraph: "Each of two separately controllable playfields can be formed as a combination of up to 3 individual bit-planes, or a single playfield can be formed as a combination of up to 5 individual bit planes."

8) On p. 1-6, still in topic 7-1, change the second sentence in the paragraph about Chapter 2. Hold and Modify mode no longer lets you display 3616 colors. The sentence should now read "This mode lets you display up to 4096 colors while hardly using the power of the 68000 processor. Omit the sentence that begins "Note that is same feature allows..."

9) On p. 1-9, in the topic 8.5, "Serial Port," omit the sentence in the first paragraph that refers to the built-in modem, "The functions of the serial port are shared with the built-in 300 baud modem."

10) On p. 1-9, omit the entire topic 8.6, "Built-In 300 Baud Modem."

11) On p. 1-10 in topic 9.2, "The Copper," replace the last sentence, which begins "The Copper is intended..." with "The Copper is one of the main mechanisms for controlling graphics and sound chips."

12) On p. 1-10, in section 10, "Peripheral Interface Chips," change the reference to 6522's to 8520. The interface chips are no longer known as 6522's. In the second sentence, which begins "The include..." change "modem" controls to "serial" controls. Similarly in the second paragraph of this section, change 6522 to 8520.

13) On p. 1-10 in section 10.1, "Detached Keyboard," change the reference to 6522's to 8520's.

14) On p. 1-11 in Section 11, "RGB and NTSC Connections," omit the entire paragraph beginning "A fifteen pin connector..."

15) On p. 1-11 in Section 12, the Laser Disk Interface has a new name: GENLOCK. To the first sentence, add "video tape player" as another external source to the Amiga.

16) In the illustration page that begins with the drawing of the The Amiga Personal Computer, omit the drawing of the Expansion Box. Omit the cartridge slot.

17) In Figure 4-1, "The Amiga Personal Computer Functional Block Diagram," change "READ-ONLY MEMORY" from 64K bytes to 192K BYTES. Also change RANDOM ACCESS MEMORY from 128K Bytes (64K words) to 256K. Change the custom chip 2 code name from "DAPHNE" to "DENISE". Change the custom chip 3 code name from "PORTIA" to "PAULA".


All the following changes are in Chapter 2, "The Playfield Hardware."

1) On p. 2 in Section 2.1, "Normal Resolution Mode," in the third paragraph, change the second sentence to read as follows: "This mode, shown later in this chapter, lets you write up to 4096 colors on the screen at the same time."

2) On p. 3 in Section 2.2, "High Resolution Mode," omit the entire second paragraph, which begins "High resolution pictures are normally..."

3) On p. 4 in topic 2.4, "Interlace Mode", change the references from "frame" to "field" throughout.

4) On p. 9, in Section 3.2.1, "Bits Which Control Color Bit Interpretation," omit the first paragraph and replace it with: "The bit is BPLCON0 that defines the operating mode for color bit interpretation is:" Omit all references to RGB. This includes omitting the entry of RGB in the initial bulleted list. Omit the entire second paragraph that begins "When HIRES and RGB are both zero..." Change the third paragraph as follows: "The 12 bits are interpreted as:

11-8 7-4 3-0 R G B

where R, G and B stand for Red, Green, and Blue electron intensity levels." Omit the entire contents of p. 10, 11, and 11A. This includes the remainder of Section 3.2.1, all of Section 3.2.2, "How Color Bits Are Interpreted", and Figure 3-2 "NTSC Color Vectors and QIY/RGB Equations."

4) On p. 15, in Section 4.2, change the reference "DOUPF" to "DBLPF" as the acronym for dual-playfield bit.

5) Likewise, on p. 19 in Section 4.3.1, change the reference "DOUPF" to "DBLPF". Also in the last paragraph on p. 19, change the second sentence to read as follows: "For example, you might draw, on screen, a set of 16 vases, each a different color (the color palette has been initialized to contain 16 different colors)."

6) Still in Section 4.31, but on p. 20, make the following three changes: In the third paragraph, which begins: "If the 6-5 combination is 0-1," rewrite the sentence to read as follows: "However, the bit combinations from planes 4-1 are used to REPLACE the 4 B bits (RGB)." That is, remove all references to "Y" bits. In the fourth paragraph, which begins "If the 6-5 combination is 10," change the second half of the sentence to read "but the bits from planes 4-1 REPLACE the 4 R bits (RGB)." That is, remove the reference to Q bits and change "G" to R. In the fifth paragraph, which begins "If the 6-5 combination is 11," change the second half of the sentence to read "but the bits from planes 4-1 REPLACE the 4 G bits (RGB)." In other words, remove the NTSC reference to I bits and replace "R" with G.

7) On p. 26 in Section 6-2 change "blaninking" to blanking".

8) On pp. 26 and 27, in Section 6.3, change all references from "frame" to "field" throughout.

9) On p. 40, in Section 9.2.1, "Registers Which Affect Horizontal Scrolling," in the fourth paragraph, which describes BPLCON0, replace with the following: "BPLCON1, bits 3-0 - Playfield 1 Delay" "BPLCON2, bits 4-4 - Playfield 2 Delay"


On p. 44 in Table 11-1: "Color Selection - Single Playfield", make the following changes:

1) Change the title of the table to "Color Selection - Low Resolution Playfield".

2) In the box in the upper right hand corner of the page entitled the "Contents of Each Register", make the following changes:

Bits 11-8 are RED, and Bits 3-0 are BLUE.

3) In the box directly above the Figure title at the bottom the page, called "$ NOTE:", make the following changes:

Replace the line that begins "Hold G & B..." with "Hold G & R -> B = BP4-1 contents"

Replace the line that begins "Hold G & R..." with "Hold G & B -> R = BP4-1 contents"


On page 45 in Table 11-2, make the following changes:

1) Change the title to "Color Selection - High Resolution Playfields".

2) In the box in the upper right hand corner called "Contents of Each Register, replace lines 3, and 4 with the following:

Bits 11-8 RED

Bits 7-4 GREEN

Bits 3-0 BLUE

3) Omit the following material near the middle of the page directly above the box entitled

Note: + 3 2 1 0 bits

mr b g r

See Section 3.2.1


4) Omit the entire box called NOTE: that describes HIRES.


In the chapter on "SPRITE REGISTERS" on p. 21, make these changes:

1) In the list of Bit Position Definitions, omit the line "Bit 7-4 - reserved for future use."

2) Change the line "Bit 3 - Attach" to "Bit 7 - Attach".

3) Add the following line in the list of bit definitions that directly follows the third paragraph, which ends in "another": "bit 6-3 reserved for future use."

Updates

Caveats

Preface

Note

Introduction

Talking to the Outside World

Appendices

Connectors