Chapter II - The Playfield Hardware

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INTRODUCTION

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.


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.

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.

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.


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
  • How the playfield display interacts with other parts of the Amiga Personal Computer

PLAYFIELD HARDWARE

NORMAL RESOLUTION MODE

HIGH RESOLUTION MODE

NON-INTERLACE MODE

INTERLACE MODE

TEXT ON A GRAPHICS SCREEN

CONTROL REGISTERS WHICH SELECT PLAYFIELD RESOLUTION

HOW TO SELECT THE COLOR OF PLAYFIELD ELEMENTS

EXAMPLE ONE: COLOR SELECTION USING ONE BIT-PLANE

HOW THE BITS OF THE COLOR REGISTERS ARE INTERPRETED

BITS WHICH CONTROL COLOR BIT INTERPRETATION

HOW THE COLOR BITS ARE INTERPRETED

MULTI-BIT-PLANE COLOR SELECTION

EXAMPLE TWO: TWO BIT-PLANES SELECTING A COLOR

EXAMPLE THREE: HOW 5 BIT-PLANES SELECT A COLOR

SELECTING COMBINATIONS OF BIT-PLANES

SELECTING HOW MANY BIT-PLANES TO USE

SELECTING HOW BIT-PLANES ARE GROUPED

COLOR INTERPRETATION FOR PLAYFIELD 1

COLOR INTERPRETATION FOR PLAYFIELD 2

HOLD & MODIFY MODE

REGISTER BIT THAT SELECTS THIS MODE

HOW BIT-PLANE DATA IS STORED IN MEMORY

WHERE IS THE BIT-PLANE DATA STORED

EXAMPLE ONE: PICTURE/DISPLAY SAME SIZE

EXAMPLE TWO: PICTURE TWICE THE SIZE OF DISPLAY

EXAMPLE THREE: INTERLACED PICTURE

HOW TO CONTROL THE SIZE OF THE DISPLAY

CONTENTS OF DISPLAY WINDOW START REGISTER

CONTENTS OF DISPLAY WINDOW STOP REGISTER

DETERMINING HOW MUCH DISPLAY MEMORY IS NEEDED

SCROLLING THE PLAYFIELDS

VERTICAL SCROLLING

HORIZONTAL SCROLLING

REGISTERS WHICH AFFECT HORIZONTAL SCROLLING

HOW PLAYFIELDS INTERACT WITH OTHER ELEMENTS

PLAYFIELD SELECTION COLOR CHARTS