Amiga Hardware Reference Manual - 2nd Edition eBook-EnG
Amiga Hardware Reference Manual - 2nd Edition eBook-EnG
Amiga Hardware Reference Manual - 2nd Edition eBook-EnG
Reference Manual
Commodore Business Machines, Inc.
Amiga Hardware Reference Manual
Commodore Business Machines, Inc.
Amiga Technical Reference Series
Addison-Wesley Publishing Company, Inc.
Reading, Massachusetts Menlo Park, California Don Mills, Ontario
Wokingham, England Amsterdam Sydney Singapore Tokyo
Madrid Bogota Santiago San Juan
Library of Congress Cataloging-in-Publication Data
Main entry under title:
Amiga hardware reference manual.
Includes index. 1. Amiga (Computer) I. Commodore Business Machines.
QA76.8.A177 A65 1986 004.165 85-26650
ISBN 0-201-1io77-6
BCDEFGHIJ-BA-89876
The text of this manual was written by Robert Peck, Susan Deyl, Jay Miner, and Chris Raymond.
Special thanks to Bill Kolb, Dave Needle, Lee Ho, and Dale Luck.
COPYRIGHT 1986 by Commodore-Amiga, Inc.
This manual is copyrighted and all rights are reserved. This document may not, in whole or in part, be copied, photocopied, repro-
duced, translated or reduced to any electronic medium or machine readable form without prior consent, in writing, from
Commodore-Amiga, Inc.
DISCLAIMERS
COMMODORE-AMIGA, INC., ("COMMODORE") MAKES NO WARRANTIES, EITHER EXPRESSED OR IMPLIED, WITH
RESPECT TO THE PROGRAMS DESCRIBED HEREIN, THEIR QUALITY, PERFORMANCE, MERCHANTABILITY, OR FIT-
NESS FOR ANY PARTICULAR PURPOSE. THESE PROGRAMS ARE SOLD "AS IS." THE ENTIRE RISK AS TO THEIR
QUALITY AND PERFORMANCE IS WITH THE BUYER. SHOULD THE PROGRAMS PROVE DEFECTIVE FOLLOWING
PURCHASE, THE BUYER (AND NOT THE CREATOR OF THE PROGRAMS, COMMODORE, THEIR DISTRIBUTORS OR
THEIR RETAILERS) ASSUMES THE ENTIRE COST OF ALL NECESSARY DAMAGES. IN NO EVENT WILL COMMODORE
BE LIABLE FOR DIRECT, INDIRECT, INCIDENTAL OR CONSEQUENTIAL DAMAGES RESULTING FROM ANY DEFECT
IN THE PROGRAMS EVEN IF IT HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES. SOME LAWS DO NOT
ALLOW THE EXCLUSION OR LIMITATION OF IMPLIED WARRANTIES OR LIABILITIES FOR INCIDENTAL OR CONSE-
QUENTIAL DAMAGES, SO THE ABOVE LIMITATION OR EXCLUSION MAY NOT APPLY.
THE AMIGA COMPUTER MEETS TITLE 47 OF THE CODE OF FEDERAL REGULATIONS FOR CLASS B COMPUTING
EQUIPMENT. THE FCC STRICTLY FORBIDS THE USE OF UNSHIELDED CABLE TO ANY AMIGA CONNECTORS WITH
THE EXCEPTION OF AC POWER. COMMODORE-AMIGA SHALL NOT BE HELD LIABLE FOR INTERFERENCE GEN-
ERATED BY PERIPHERALS NOT AUTHORIZED IN WRITING BY COMMODORE-AMIGA, INC.
Amiga is a trademark of Commodore-Amiga, Inc.
CBM Product Number 327272-02
Second Printing, July 1986
PREFACE
This manual provides information about the Amiga[tm] graphics and audio hardware
and about how the Amiga talks to the outside world through peripheral devices. A por-
tion of this manual is a tutorial on writing assembly language programs to directly con-
trol the Amiga's graphics and hardware.
This book is intended for the following audiences:
o Assembly language programmers who need a more direct way of interacting with
the system than the routines described in the Amiga ROM Kernel Manual. You
can find information here to help you make your programs run faster or do
things that the ROM kernel routines don't do.
o Anyone who wants to add new peripherals to the Amiga or just wants to know
how the hardware works.
We suggest that you use this book according to your level of familiarity with the Amiga
system. Here are some suggestions:
o If this is your initial exposure to the Amiga, read chapter 1, which gives a sur-
vey of all the hardware features and a brief rundown of graphics and audio
effects created by hardware interaction.
o If you are already familiar with the system and want to acquaint yourself with
how the various bits in the hardware registers govern the way the system func-
tions, browse through chapters 2 through 8. Examples are included in these
chapters.
o For advanced users, the appendixes give a concise summary of the entire register
set and the uses of the individual bits. Once you are familiar with the effects of
changes in the various bits, you may wish to refer more often to the appendixes
than to the explanatory chapters.
Here is a brief overview of the contents:
Chapter 1, Introduction. An overview of the hardware and survey of the
Amiga's graphics and audio features.
Chapter 2, Coprocessor Hardware. Using the Copper coprocessor to control the
entire graphics and audio system; directing mid-screen modifications in graphics
displays and directing register changes during the time between displays.
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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-
o AmigaDOS Developer's Manual
o AmigaDOS Technical Reference Manual
It is our policy to make certain that the information contained here is accurate, con-
sistent, and up to date. If you should find any material confusing, inaccurate, or incom-
plete, please feel free to contact Amiga with your questions or comments.
-vii-
Table of Contents
Chapter 1 INTRODUCTION ............................................................................................ 1
Components of the Amiga ........................................................................................... 1
THE MO 68000 AND THE AMIGA SPEOIAL-PURPOSE
lIARDW ARE ..................................................................................................................... 2
VOR AND DIREOT OAMERA INTERFAOE ..................................................... 5
PRIMARY AND SEOONDARY MEMORY ......................................................... 5
PERIPHERALS ................................................................................................................ 5
System Expandability and Adaptability .......................................................... 6
Chapter 2 COPROCESSOR HARDWARE .......................................................... 7
Introduction ............................................................................................................................. 7
ABOUT THIS OHAPTER ............................................................................................ 8
What is a Copper Instruction? ................................................................................. 8
The MOVE Instruction .................................................................................................. 9
The WAIT Instruction .................................................................................................... 11
HORIZONTAL BEAM POSITION .......................................................................... 12
VERTIOAL BEAM POSITION ................................................................................. 12
THE OOMPARISON ENABLE BITS ..................................................................... 13
Using the Copper Registers ......................................................................................... 13
LOOATION REGISTERS ............................................................................................ 13
JUMP STROBE ADDRESS ......................................................................................... 14
OONTROL REGISTER ................................................................................................ 14
Putting Together a Copper Instruction List ................................................. 15
OOMPLETE SAMPLE OOPPER LIST ................................................................. 17
LOOPS AND BRANOHES .......................................................................................... 19
Starting and Stopping the Copper ........................................................................ 19
STARTING THE OOPPER AFTER RESET ...................................................... 19
STOPPING THE OOPPER ........................................................................................ 19
Advanced Topics ................................................................................................................. 20
THE SI(IP INSTRUOTION ........................................................................................ 20
OOPPER LOOPS AND BRANOHES AND OOMP ARISON
ENABLE .............................................................................................................................. 21
USING THE COPPER IN INTERLACED MODE ........................................... 22
USING THE OOPPER WITH THE BLITTER .................................................. 23
THE COPPER AND THE 68000 .............................................................................. 24
Summary of Copper Instructions ........................................................................... 24
-ix-
Chapter 3 PLAYFIELD HARDWARE ..................................................................... 27
Introduction .......................................................................................................... ,.................. 27
ABOUT THIS CIIAPTER ............................................................................................ 28
PLAYFIELD FEATURES ............................................................................................ 28
Forming a Basic Playfield ............................................................................................ 33
HEIGHT AND WIDTH OF THE PLAYFIELD .................................................. 34
BIT-PLANES AND COLOR ....................................................................................... 34
SELECTING RESOLUTION ...................................................................................... 38
ALLOCATING MEMORY FOR BIT-PLANES .................................................. 41
CODING THE BIT-PLANES FOR CORRECT COLORING ...................... 44
DEFINING THE SIZE OF THE DISPLAY WINDOW................................... 46
TELLING THE SYSTEM HOW TO FETCH AND DISPLAY
DATA ................................................................................................................................... 49
DISPLAYING AND REDISPLAYING THE PLAYFIELD ............................. 52
ENABLING THE COLOR DISPLAY ..................................................................... 52
SUMMARY ......................................................................................................................... 53
EXAMPLES OF FORMING BASIC PLAYFIELDS .......................................... 55
Forming a Dual-playfield Display .......................................................................... 58
Bit-Plane Assignment in Dual-playfield Mode ............................................. 60
COLOR REGISTERS IN DUAL-PLAYFIELD MODE .................................... 62
DUAL-PLAYFIELD PRIORITY AND CONTROL ........................................... 64
ACTIVATING DUAL-PLAYFIELD MODE ......................................................... 64
SUMMARY ......................................................................................................................... 65
Bit-planes and Display Windows of All Sizes ............................................... 65
WHEN THE BIG PICTURE IS LARGER THAN THE DISPLAY
WINDOW ........................................................................................................................... 65
MAXIMUM DISPLAY WINDOW SIZE ................................................................. 72
Moving (Scrolling) Playfields ..................................................................................... 73
VERTICAL SCROLLING ............................................................................................ 73
HORIZONTAL SCROLLING ..................................................................................... 74
SUMMARY ......................................................................................................................... 78
Advanced Topics ................................................................................................................. 79
INTERACTIONS- PLAYFIELDS AND OTHER OBJECTS .................... 79
HOLD-AND-MODIFY MODE .................................................................................... 79
FORMING A DISPLAY WITH SEVERAL DIFFERENT
PLA YFIELDS .................................................................................................................... 82
USING AN EXTERNAL VIDEO SOURCE ......................................................... 82
SUMMARY OF PLAYFIELD REGISTERS ......................................................... 83
Summary of Color Selection ....................................................................................... 86
COLOR REGISTER CONTENTS ........................................................................... 86
SOME SAMPLE COLOR REGISTER CONTENTS ........................................ 86
COLOR SELEOTION IN LOW-RESOLUTION MODE ................................ 87
COLOR SELEOTION IN HOLD-AND-MODIFY MODE ............................... 89
COLOR SELEOTION IN HIGH-RESOLUTION MODE ................................ 89
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Chapter 4 SPRITE HARDWARE ................................................................................. 91
Introduction ............................................................................................................................. 91
ABOUT THIS ClIAPTER ............................................................................................ 92
Forming a Sprite ................................................................................................................. 92
SCREEN POSITION ...................................................................................................... 92
SIZE OF SPRITES .......................................................................................................... 95
SlIAPE OF SPRITES ..................................................................................................... 95
SPRITE COLOR .............................................................................................................. 96
DESIGNING A SPRITE ............................................................................................... 98
BUILDING THE DATA STRUCTURE .................................................................. 99
Displaying a Sprite ............................................................................................................ 104
SELECTING A DMA CHANNEL AND SETTING THE
POINTERS ......................................................................................................................... 105
RESETTING THE ADDRESS POINTERS .......................................................... 106
SPRITE DISPLAY EXAMPLE .................................................................................. 106
Moving a Sprite .................................................................................................................... 108
Creating Additional Sprites ........................................................................................ 110
Reusing Sprite DMA Channels ................................................................................. 111
Overlapped Sprites ............................................................................................................ 114
Attached Sprites ...................................................................................................... ;........... 116
Manual Mode ......................................................................................................................... 119
Sprite Hardware Details ................................................................................................. 120
. Summary of Sprite Registers ..................................................................................... 124
POINTERS ......................................................................................................................... 124
CONTROL REGISTERS ............................................................................................. 125
DATA REGISTERS ........................................................................................................ 126
Summary of Sprite Color Registers ...................................................................... 127
Chapter 5 AUDIO HARDWARE ................................................................................... 131
Introduction ............................................................................................................................. 131
INTRODUCING SOUND GENERATION ........................................................... 132
THE AMIGA SOUND HARDWARE ....................................................................... 135
Forming and Playing a Sound .................................................................................. 136
DECIDING WHICH CHANNEL TO USE ............................................................ 136
CREATING THE WAVEFORM DATA ................................................................ 137
TELLING THE SYSTEM ABOUT THE DATA ................................................ 138
SELECTING THE VOLUME ..................................................................................... 139
SELECTING THE DATA OUTPUT RATE ........................................................ 140
PLAYING THE WAVEFORM ................................................................................... 143
STOPPING THE AUDIO DMA ................................................................................ 144
SUMMARY .... ,.................................................................................................................... 145
EXAMPLE .......................................................................................................................... 145
Producing Complex Sounds ........................................................................................ 147
JOINING TONES ........................................................................................................... 147
-xi-
PLAYING MULTIPLE TONES AT THE SAME TIME ................................. 149
MODULATING SOUND .............................................................................................. 149
Producing High-quality Sound ............................................................................ :.... 152
MAKING WAVEFORM TRANSITIONS .............................................................. 152
SAMPLING RATE .......................................................................................................... 152
EFFICIENCY .................................................................................................................... 153
NOISE REDUCTION ..................................................................................................... 154
ALIASING DISTORTION ........................................................................................... 154
LOW-PASS FIL TER ................................................................ ,...................................... 156
Using Direct (Non-DMA) Audio Output .......................................................... 157
The Equal-tempered Musical Scale ....................................................................... 158
Decibel Values for Volume Ranges ....................................................................... 160
The Audio State Machine ............................................................................................ 161
Chapter 6 BLITTER HARDWARE ............................................................................ 165
Introduction ............................................................................................................................. 165
Data Copying ......................................................................................................................... 167
Pointers and Modulos ...................................................................................................... 168
Ascending and Descending Addressing .............................................................. 170
Rectangular or Linear Address Scanning ......................................................... 171
Blitter Logic Operations ................................................................................................ 171
DESIGNING THE LF CONTROL BYTE WITH LOGIC
EQUATIONS ................................................... ................................................................. 172
DESIGNING THE LF CONTROL BYTE WITH VENN
DIAGRAMS ........................................................................................................................ 175
Shifting ........................................................................................................................................ 177
Masking ...................................................................................................................................... 178
Zero Detection ....................................................................................................................... 179
Area Filling .............................................................................................................................. 180
INCLUSIVE (NORMAL) AREA FILLING ........................................................... 180
EXCLUSIVE AREA FILLING .................................................................................... 182
Line Drawing .......................................................................................................................... 1$3
OCTANTS IN LINE DRAWING .............................................................................. 184
Blitter Operations and System DMA .................................................................. 186
BLITTER DMA PRIORITY ........................................................................................ 186
DMA TIME SLOT ALLOCATION .......................................................................... 186
BIT-PLANE/PROCESSOR BUS SHARING ........................................................ 189
EFFECTS OF DIFFERENT DISPLAY SIZES ................................................... 191
EFFECTS OF BLITTER OPERATION ................................................................ 191
Complete Blitter Example ........................................................................................... 193
Blitter Block Diagram ..................................................................................................... 195
-xii-
Chapter 7 SYSTEM CONTROL HARDWARE ............................................... 197
Introduction ............................................................................................................................. 197
Video Priorities ..................................................................................................................... 198
FIXED SPRITE PRIORITIES .................................................................................... 198
HOW SPRITES ARE GROUPED ............................................................................ 199
UNDERSTANDING VIDEO PRIORITIES .......................................................... , 199
SETTING THE PRIORITY CONTROL REGISTER ...................................... 200
Collision Detection ............................................................................................................. 202
HOW COLLISIONS ARE DETERMINED ........................................................... 202
HOW TO INTERPRET THE COLLISION DATA ........................................... 202
HOW COLLISION DETECTION IS CONTROLLED ..................................... 203
Beam Position Detection ............................................................................................... 205
USING THE BEAM POSITION COUNTER ...................................................... 205
Interrupts .................................................................................................................................. 207
NONMASI<ABLE INTERRUPT ............................................................................... 207
MASKABLE INTERRUPTS ....................................................................................... 207
USER INTERFACE TO THE INTERRUPT SYSTEM .................................. 207
INTERRUPT CONTROL REGISTERS ................................................................ 208
SETTING AND CLEARING BITS .......................................................................... 208
DMA Control ......................................................................................................................... 212
Chapter 8 INTERFACE HARDWARE .................................................................... 215
Introduction ............................................................................................................................. 215
Controller Port Interface .............................................................................................. 216
READING THE CONTROLLER PORT ............................................................... 217
Disk Controller ..................................................................................................................... 227
DISK SELECTION, CONTROL, AND SENSING ............................................ 228
OTHER REGISTERS IN DISK OPERATIONS ............................... :................. 232
DISI( INTERRUPTS ...................................................................................................... 235
The I(eyboard ........................................................................................................................ 236
HOW THE KEYBOARD DATA IS RECEIVED ................................................ 236
TYPE OF DATA RECEIVED .................................................................................... 236
LIMITATIONS OF THE KEYBOARD .................................................................. 239
Parallel Input/Output Interface ............................................................................. 240
Serial Interface ...................................................................................................................... 240
INTRODUCTION TO SERIAL CIRCUITRy..................................................... 240
SETTING THE BAUD RATE .................................................................................... 240
SETTING THE RECEIVE MODE ........................................................................... 241
CONTENTS OF THE RECEIVE DATA REGISTER ..................................... 241
HOW OUTPUT DATA IS TRANSMITTED ....................................................... 243
SPECIFYING THE REGISTER CONTENTS .................................................... 244
Audio Output Connections ......................................................................................... 245
Display Output Connections ...................................................................................... 245
-xiii-
Appendix A Register Summary-Alphabetical Order ...................................... A-I
Appendix B Register Summary-Address Order .................................................. B,..1
Appendix C Custom Chip Pin Allocation List ....................................................... C-l
Appendix D System Memory Map .............................................................................. ~ . . . D-l
Appendix E Interfaces ................................................................................................................ B-1
Appendix F Peripheral Interface Adapters ................................................................ F-I
Appendix G Amiga Auto-configuration Architecture ....................................... G-l
Appendix H I<eyboard ............................................................................................................... H-l
Glossary ................................................................................................................................ Glossary-l
Index ......................................................................................................................................... Index-l
-XIV-
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
-xv-
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
-xvi-
Chapter 1
INTRODUCTION
The Amiga is a low-cost, high-performance computer with advanced graphics and sound
features. This chapter describes the Amiga's hardware components and gives a brief
overview of its graphics and sound features.
Components of the Amiga
These are the hardware components of the Amiga:
Introduction 1
o Motorola Me 68000 16/32-bit main processor.
o 256K bytes of internal RAM, expandable to 512K.
o 256K bytes of ROM containing a real-time, multi-tasking operating system with
sound, graphics, and animation support routines.
o Built-in 3 1/2-inch double-sided disk drive.
o Expansion disk port for connecting up to three additional disk drives, which may be
either 3-1/2 inch or 5-1/4 inch, double-sided.
o Fully programmable serial port.
o Fully programmable parallel port.
o Two-button opto-mechanical mouse.
o Two reconfigurable controller ports (for mice, joysticks, paddles, or custom
con trollers).
o 89-key keyboard with calculator pad, function keys, and cursor keys.
o Ports for simultaneous composite video and analog or digital RGB output.
o Ports for audio output to left and right stereo channels from four special-purpose
audio channels.
o Expansion connector that allows you to add RAM, additional disk drives (floppy or
hard), peripherals, or coprocessors.
THE MC 68000 AND THE AMIGA SPECIAL-PURPOSE HARDWARE
The Motorola 68000 is a 16/32-bit microprocessor operating at 7.16 megahertz. In the
Amiga, the 68000 can address over 8 megabytes of contiguous random access memory
(RAM).
The performance of the 68000 is enhanced by a system design that gives it every alter-
nate bus cycle, allowing it 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.
2 Introduction
Among other functions, the special-purpose hardware provides the following:
o Bit-plane-generated high-resolution graphics typically producing 320 by 200 non-
interlaced displays and 320 by 400 interlaced displays in 32 colors, and 640 by 200
non-interlaced or 640 by 400 interlaced displays in 16 colors. There is also a special
mode that allows you to have up to 4,096 colors on-screen simultaneously.
o A custom display coprocessor that allows changes to most of the special-purpose
registers in synchronization with the position of the video beam. This allows such
special effects as mid-screen changes to the color palette, splitting the screen into
multiple horizontal slices, each having different video resolutions and color depths,
beam-synchronized interrupt generation for the 68000, and more. The coprocessor
can trigger many times per screen. It can trigger in the middle of lines, as well as at
the beginning or during the blanking interval. The coprocessor itself can directly
affect most of the registers of the special-purpose hardware, freeing the 68000 for
general-purpose computing tasks.
o 32 system color registers, each of which contains a twelve-bit number as four bits of
RED, four bits of GREEN, and four bits of BLUE intensity information. This
allows a system color palette of 4,096 different choices of color for each register.
Although an RGB monitor provides the best available output for the system graph-
ics, text, and color, the composite video signal has been carefully designed to provide
maximum NTSC compatibility. This signal may be video-taped or fed to a standard
composite video monitor.
o Eight reusable 16-bit-wide sprites with up to 15 color choices per sprite pixel (when
sprites are paired). A sprite is an easily movable graphics object whose display is
entirely independent of the background {called a playfield)j sprites can be displayed
"over" or "under" this background. A sprite is 16 low-resolution pixels wide and an
arbitrary number of lines tall. After producing the last line of a sprite on the screen,
a sprite DMA (direct memory access) channel may be used to produce yet another
sprite image elsewhere on-screen (with at least one horizontal line between each
reuse of a sprite processor). Thus, you can produce many small sprites by simply
reusing the sprite processors appropriately.
o Dynamically-controllable inter-object priority, with collision detection. This means
that the system can dynamically control the video priority between the sprite
objects and the bit-plane backgrounds (playfields). You can control which object or
objects appear "on top" at any time.
Additionally, you can use system hardware to detect collisions between objects and
have your program react to such collisions.
Introduction 3
o Custom bit-blitter used for high speed data movement, adaptable to bit-plane ani-
mation. The blitter has been designed to efficiently retrieve data from up to three
sources, combine the data in one of 256 different possible ways, and optionally store
the combined data in a destination area. This is one of the situations where the
68000 gives up memory cycles to a DMA channel that can do the job more
efficiently. The bit-blitter, in a special mode, draws patterned lines into rectangu-
larly organized memory regions at a speed of about 1 million dots per second; and it
can efficiently handle area fill.
o Audio consisting of four low-noise digital channels with independently programmable
volume and sampling rate. The audio channels retrieve their control and data via
direct memory access. Once started, each channel can automatically playa specified
waveform without further processor interaction. Two channels are directed into
each of the two stereo audio outputs. The audio channels may be linked together if
desired to provide amplitude or frequency modulation or both forms of modulation
simultaneously.
o DMA-controlled floppy disk read and write on a full-track basis. This means that
the built-in disk can read something over 5.6K bytes of data in a single disk revolu-
tion (11 sectors of 512 bytes each).
All of the special functions described above are produced by three custom-designed VLSI
circuits, which work in concert with the 68000. These circuits and the 68000 use the
shared memory on a fully interleaved basis. Since the 68000 only needs to access the
memory bus during each alternate clock cycle in order to run full-speed, the rest of the
time the memory bus is free for other activities.
The special-purpose hardware uses the memory bus during these free cycles, effectively
allowing the 68000 to run at full rated speed most of the time. We say "most of the
time" because there are some occasions when the special-purpose hardware steals
memory cycles from the 68000, but with good reason. Specifically, the coprocessor and
the data-moving DMA channel called the blitter can each steal time from the 68000 for
jobs they can do better than the 68000. Thus, the system DMA channels are designed
with maximum performance in mind; the job to be done is performed by the most
efficient hardware element available. In addition, sprites, audio, and disk DMA also
steal cycles when in operation.
Another primary feature of the Amiga hardware is the ability to dynamically control
which part of memory is used for the background display, audio, and sprites. The
Amiga is not limited to a small, specific area of RAM for a frame buffer. Instead, the
system allows display bit-planes, sprite-processor control lists, coprocessor instruction
lists, or audio channel control lists to be located anywhere within the lowest 512K of the
memory map.
4 Introduction
This same region of memory can be accessed by the bit-blitter. This means, for exam-
ple, that the user can store partial images at scattered areas of memory and use these
images for animation effects by rapidly replacing on-screen material while saving and res-
toring background images. In fact, the Amiga includes firmware support for display
definition and control as well as support for animated objects embedded within
playfields.
VCR AND DffiECT CAMERA INTERFACE
In addition to the connections for NTSC composite Amiga video and both digital and
analog RGB monitors, the system can be expanded to include a VCR or camera inter-
face. This system is capable of synchronizing with an external video source and replac-
ing the system background color with the external image. This allows for the develop-
ment of fully integrated video images with computer-generated graphics. Laser disk
input is accepted in the same manner.
PRIMARY AND SECONDARY MEMORY
Primary memory in the Amiga consists of 256K bytes of ROM and 256K bytes of RAM.
A RAM expansion cartridge is available as an option. Secondary memory is provided by
a built-in 3 1/2-inch floppy disk drive. Disks are SO-track, double-sided, and formatted
as 11 sectors per track, 512 bytes per sector (over 900,000 bytes per disk). A special util-
ity can read and write disk files compatible with the Apple II[tm]. In addition, the disk
controller can read and write 320/360K IBM PC[tm] formatted disks. External 3 1/2-
inch or 5 1/4-inch disk drives can be added to the system through the expansion
connector.
PERIPHERALS
Circuitry for some of the peripherals resides on one of the custom chips; other chips han-
dle various signals not specifically assigned to any of the custom chips, including modem
controls, disk status sensing, disk motor and stepping controls, ROM enable, parallel
input/output interface, and keyboard interface.
The Amiga includes a standard RS-232-C serial port for external serial input/output
devices.
A detached, professional-quality keyboard is included in the base system. You can store
the keyboard beneath the system cabinet. For maximum flexibility, both key-down and
key-up signals are sent.
Introduction 5
For those who prefer incremental cursor control, there are cursor keys on the keyboard.
You can attach many other types of controllers through the two controller ports on the
side of the base unit. You can use a mouse, joystick, keypad, trackball, or steering
wheel controller in either of the controller ports. (A light pen can be attached to port 0.)
...,
I
System Expandability and Adaptability
You can add peripheral devices to the Amiga's expansion connector, add additional
external RAM on the same expansion connector, or upgrade internal RAM to 512K.
Additional disk units may be daisy-chained from a connector at the rear of the unit for a
total of three extra drives.
The system software is highly adaptable to other host operating systems. The Amiga's
graphics support routines are designed to make the user interface as friendly as possible.
New peripheral devices are recognized and used by system software through a well-
defined, well-documented linking procedure.
6 Introduction
Chapter 2
COPROCESSOR HARDWARE
Introduction
The Copper is a general purpose coprocessor that resides in one of the Amiga's custom
chips. It retrieves its instructions via direct memory access (DMA). The Copper can
control nearly the entire graphics system, freeing the 68000 to execute program logic; it
can also directly affect the contents of most of the chip control registers. It is a very
powerful tool for directing mid-screen modifications in graphics displays and for directing
the register changes that must occur during the vertical blanking periods. Among other
things, it can control register updates, reposition sprites, change the color palette,
update the audio channels, and control the blitter.
Coprocessor Hardware 7
One of the features of the Copper is its ability to WAIT for a specific video beam posi-
tion, then MOVE data into a system register. During the WAIT period, the Copper
examines the contents of the video beam position counter directly. This means that
while the Copper is waiting for the beam to reach a specific position, it does not use the
memory bus at all. Therefore, the bus is f r e e ~ for use by the other DMA channels or by
the 68000.
When the WAIT condition has been satisfied, the Copper steals memory cycles from
either the blitter or the 68000 to move the specified data into the selected special-
purpose register.
The Copper is a two-cycle processor that requests the bus only during odd-numbered
memory cycles. This prevents collision with audio, disk, refresh, sprites, and most low-
resolution display DMA access, all of which use only the even-numbered memory cycles.
The Copper, therefore, needs priority over only the 68000 and the blitter (the DMA
channel that handles animation, line drawing, and polygon filling).
As with all the other DMA channels in the Amiga system, the Copper can retrieve its
instructions only from the lowest 512K bytes of system memory.
ABOUT THIS CHAPTER
In this chapter, you will learn how to use the special Copper instruction set to organize
mid-screen register value modifications and pointer register set-up during the vertical
blanking interval. The chapter shows how to organize Copper instructions into Copper
lists, how to use Copper lists in interlaced mode, and how to use the Copper with the
blitter. The Copper is discussed in this chapter in a general fashion. The chapters that
deal with playfields, sprites, audio, and the blitter contain more specific suggestions for
using the Copper.
What is a Copper Instruction?
As a coprocessor, the Copper adds its own instruction set to the instructions already
provided by the 68000. The Copper has only three instructions, but you. can do a lot
with them:
8 Coprocessor Hardware
o WAIT for a specific screen position specified as x and y coordinates.
o MOVE an immediate data value into one of the special-purpose registers ..
o SKIP the next instruction if the video beam has already reached a specified
screen position.
All Copper instructions consist of two 16-bit words in sequential memory locations.
Each time the Copper fetches an instruction, it fetches both words. The MOVE and
SKIP instructions require two memory cycles and two instruction words. Because only
the odd memory cycles are requested by the Copper, four memory cycle times are
required per instruction. The WAIT instruction requires three memory cycles and six
memory cycle times; it takes one extra memory cycle to wake up.
Although the Copper can directly affect only machine registers, it can affect the memory
by setting up a blitter operation. More information about how to use the Copper in
controlling the blitter can be found in the sections called "Control Register" and "Usin.g
the Copper with the Blitter."
The WAIT and MOVE instructions are described below. The SKIP instruction is
described in the "Advanced Topics" section.
The MOVE Instruction
The MOVE instruction transfers data from RAM to a register destination. The
transferred data is contained in the second word of the MOVE instruction; the first word
contains the address of the destination register. This procedure is shown in detail in the
section called "Summary of Copper Instructions."
FIRST INSTRUCTION WORD (IRl)
Bit 0 Always set to O.
Bits 8 - 1 Register destination address (DA8-1).
Bits 15 - 9 Not used, but should be set to O.
SECOND INSTRUCTION WORD (IR2)
Bits 15 - 0 16 bits of data to be transferred (moved)
to the register destination.
Coprocessor Hardware 9
The Copper can store data into the following registers:
o Any register whose address is $20 or above.
1
o Any register whose address is between $10 and $20 if the Copper danger bit is a
1. The Copper danger bit is in the Copper's control register, COPCON, which
is described in the "Control Register" section.
o The Copper cannot write into any register whose address is lower than $10.
Appendix B contains all the machine register addresses.
The following example MOVE instructions point bit-plane pointer 1 at $21000 and bit-
plane pointer 2 at $25000.
2
DC.W
DC.W
DC.W
DC.W
.. $00EO,$0002
$00E2,$1000
$00E4,$0002
$00E6,$5000
jMove $0002 to address $OEO (BPL1PTH)
jMove $1000 to address $OE2 (BPL1PTL)
jMove $0002 to address $OE4 (BPL2PTH)
jMove $5000 to address $OE6 (BPL2PTL)
1 Hexadecimal numbers are distinguished from decimal numbers by the $ prefix.
2 All sample code segments are in assembler language.
10. Coprocessor Hardware
The WAIT Instruction
The WAIT instruction causes the Copper to wait until the video beam counters are
equal to (or greater than) the coordinates specified in the instruction. While waiting, the
Copper is off the bus and not using memory cycles.
The first instruction word contains the vertical and horizontal coordinates of the beam
position. The second word contains enable bits that are used to form a "mask" that
tells the system which bits of the beam position to use in making the comparison.
FIRST INSTRUCTION WORD (IRl)
Bit 0 Always set to 1.
Bits 15 - 8 Vertical beam position (called VP).
Bits 7 - 1 Horizontal beam position (called HP).
SECOND INSTRUCTION WORD (IR2)
Bit 0 Always set to O.
Bit 15 The blitter-finished-disable bit.
Normally, this bit is a 1.
(See the "Advanced Topics" section below.)
Bits 14 - 8 Vertical position compare enable bits (called VE).
Bits 7 - 1 Horizontal position compare enable bits (called HE).
The following example WAIT instruction waits for scan line 150 ($96) with the horizon-
tal position masked off.
DC.W $9601,$FFOO i Wait for line 150,
i ignore horizontal counters
The following example WAIT instruction waits for scan line 255 and horizontal position
254. This event will never occur, so the Copper stops until the next vertical blanking
interval begins.
DC.W $FFFF ,$FFFE i Wait for line 255,
i H = 254 (ends Copper list)
Coprocessor Hardware 11
The following notes apply to both the WAIT instruction and to the SKIP instruction,
which is described below in the "Advanced Topics" section.
HORIZONTAL BEAM POSITION
TJl . The least significant bit is Ilot
used'in the ..... fTiiiS;,;
it Horizon tal
blanking falls in the range of$'OF to $35. The screen (320 pixels wide) has an
unused horizontal portion of $04 to $47 (during which only the background color is
displayed).
VERTICAL BEAM POSITION
The vertical beam position can be resolved to one line, with a maximum value of 255.
There are actually 262 possible vertical positions. Some minor complications can occur if
you want something to happen within these last six or seven scan lines. Because there
are only eight bits of resolution for vertical beam position (allowing 256 different posi-
tions), one of the simplest ways to handle this is shown below.
Instruction
[ ... other instructions ... ]
WAIT for position (0,255)
WAIT for any horizontal position
with vertical position 0 through 6,
covering the last 6 lines of the scan
before vertical blanking occurs.
12 Coprocessor Hardware
Explanation
At this point, the vertical
counter appears to wrap to 0
because the comparison
works on the least significant
bits of the vertical count.
Thus the total of 256 + 6 =
262 lines of video beam travel
during which Copper instruc-
tions can be executed.
THE COMPARISON ENABLE BITS
Bits 14-1 are normally set to all Is. The use of the comparison enable bits is described
later in the "Advanced Topics" section.
Using the Copper Registers
There are several machine registers and strobe addresses dedicated to the Copper:
o Location registers
o Jump address strobes
o Con trol register
LOCATION REGISTERS
The Copper has two sets of location registers:
COP1LCH High 3 bits of first Copper list address.
COP1LCL Low 16 bits of first Copper list address.
COP2LCH High 3 bits of second Copper list address.
COP2LCL Low 16 bits of second Copper list address.
In accessing the hardware directly, you often have to write to a pair of registers that
contains the address of some data. The register with the lower address always has a
name ending in "H" and contains the most significant data, or high 3 bits of the
address. The register with the higher address has a name ending in "L" and contains
the least significant data, or low 15 bits of the address. Therefore, you write the 18-bit
address by moving one long word to the register whose name ends in "H." This is
because when you write long words with the 68000, the most significant word goes in the
lower addressed word.
In the case of the Copper location registers, you write the address to COP1LCH. In the
following text, for simplicity, these addresses are referred to as COPILC or COP2LC.
Coprocessor Hardware 13
The Copper location registers contain the two indirect jump addresses used by the
Copper. The Copper fetches its instructions by using its program counter and incre-
ments the program counter after each fetch. When a jump address strobe is written, the
corresponding location register is loaded into the Copper program counter. This causes
the Copper to jump to a new location, from which its next instruction will be fetched.
Instruction fetch continues sequentially until the Copper is interrupted by another jump
address strobe.
NOTE
At the start of each vertical blanking interval, COPILC is automatically used
to start the program counter. That is, no matter what the Copper is doing,
when the end of vertical blanking occurs, the Copper is automatically forced
to restart its operations at the address contained in COPILC.
JUMP STROBE ADDRESS
When you write to a Copper strobe address, the Copper reloads its program counter
from the corresponding location register. The Copper can write its own location regis-
ters and strobe addresses to perform programmed jumps. For instance, you might
MOVE an indirect address into the COP2LC location register. Then, any MOVE
instruction that addresses COPJMP2 strobes this indirect address into the program
counter.
There are two jump strobe addresses:
COP JMPI Restart Copper from address contained in COPILC.
COPJMP2 Restart Copper from address contained in COP2LC.
CONTROL REGISTER
The Copper can access some special-purpose registers all of the time, some registers only
when a special control bit is set to a 1, some registers not at all. The registers that the
Copper can always affect are numbered $20 through $FF inclusive. Those it cannot
affect at all are numbered $00 to $OF inclusive. (See appendix B for a list of registers in.
address order.) The Copper control register is within the third, always protected, group.
Thus it takes deliberate action on the part of the 68000 to allow the Copper to write
into a specific range of the special-purpose registers.
14 Coprocessor Hardware
The Copper control register, called COPCON, contains only one bit, bit #1. This bit,
called CDANG (for Copper Danger Bit) protects all registers numbered between $10 and
$IF inclusive. This range includes the blitter control registers. When CDANG is 0,
these registers cannot .be written by the Copper. \Vhen CDANG is 1, these registers can
be written by the Copper. Preventing the Copper from accessing the blitter control
registers prevents a "runaway" Copper (caused by a poorly formed instruction list) from
accidentally affecting system memory.
NOTE
The CDANG bit is cleared after a reset.
Putting Together a Copper Instruction List
The Copper instruction list contains all the register resetting done during the vertical
blanking interval and the register modifications necessary for making mid-screen altera-
tions. As you are planning what will happen during each display field, you may find it
easier to think of each aspect of the display as a separate subsystem, such as playfields,
sprites, audio, interrupts, and so on. Then you can build a separate list of things that
must be done for each subsystem individually at each video beam position.
When you have created all these intermediate lists of things to be done, you must merge
them together into a single instruction list to be executed by the Copper once for each
display frame. The alternative is to create this all-inclusive list directly, without the
intermediate steps.
For example, the bit-plane pointers used in playfield displays and the sprite pointers
must be rewritten during the vertical blanking interval so the data will be properly
retrieved when the screen display starts again. This can be done with a Copper instruc-
tion list that does the following:
WAIT until first line of the display
MOVE data to bit-plane pointer 1
MOVE data to bit-plane pointer 2
MOVE data to sprite pointer 1
and so on
As another example, the sprite DMA channels that create movable objects can be reused
multiple times during the same display field. You can change the size and shape of the
reuses of a sprite; however, every multiple reuse normally uses the same set of colors
Coprocessor Hardware 15
during a full display frame. You can change sprite colors mid-screen with a Copper
instruction list that waits until the last line of the first use of the sprite processor and
changes the colors before the first line of the next use of the same sprite processor:
WAIT for first line of display
MOVE first color 1 to COLOR17
MOVE firstcolor2 to COLOR18
MOVE firstcolor3 to COLOR19
WAIT for last line +1 of sprite's first use
MOVE secondcolor1 to COLOR17
MOVE secondcolor2 to COLOR18
MOVE secondcolor3 to COLOR19
and so on
As you create Copper instruction lists, note that the final list must be in t h ~ same order
as that in which the video beam creates the display. The video beam traverses the
screen from position (0,0) in the upper left hand corner of the screen to the end of the
display (226,263) in the lower right hand corner. The first in (0,0) represents the x
position. The second represents the y position. For example, an instruction that does
something at position (0,100) should come after an instruction that affects the display at
position (0,60).
Note that because of the form of the WAIT instruction, you can sometimes get away
with not sorting the list in strict video beam order. The WAIT instruction causes the
Copper to wait until the value in the beam counter is equal to or greater than the value
in the instruction. This means, for example, if you have instructions following each
other like this:
WAIT for position (64,64)
MOVE data
WAIT for position (60,60)
MOVE data
the Copper will perform both moves, even though the instructions are out of sequence.
The "greater than" specification prevents the Copper from locking up if the beam has
already passed the specified position. A side effect is that the second MOVE below will
be performed:
16 Coprocessor Hardware
WAIT for position (60,60)
MOVE data
WAIT for position (60,60)
MOVE data
> At the time of the second WAIT in this sequence, the beam counters will be greater than
the position shown in the instructions. Therefore, the second MOVE will also be per-
formed.
Note also that the above sequence of instructions could just as easily be
WAIT for position (60,60)
MOVE data
MOVE data
MOVE data
because multiple moves can follow a single WAIT.
COMPLETE SAMPLE COPPER LIST
The following example shows a complete Copper list. This list is for two bit-planes-
one at $21000 and one at $25000. At the top of the screen, the color registers are loaded
with the following values:
Register Color
COLOROO white
COLOR01 red
COLOR02 green
COLOR03 blue
At line 150 on the screen, the color registers are reloaded:
Coprocessor Hardware 17
Register Color
COLOROO black
COLOROI yellow
COLOR02 cyan
COLOR03 magenta
The complete Copper list follows.
COPPERLIST:
DC.W$00EO,$0002
DC.W $00E2,$1000
DC.W $00E4,$0002
DC.W $00E6,$5000
,
j Load color registers
,
DC.W
DC.W
DC.W
DC.W
$0180,$OFFF
$0182,$OFOO
$0184,$00FO
$0186,$000F
j Wait for line 150
DC.W $g601,$FFOO
j Reload color registers
,
DC.W
DC.W
DC.W
DC.W
$0180,$0000
$0182,$OFFO
$0184,$00FF
$0186,$OFOF
;Move $0002 into address $OEO (BPL1PTH)
jMove $1000 into address $OE2 (BPL1PTL)
;Move $0002 into address $OE4 (BPL2PTH)
jMove $5000 into address $OE6 (BPL2PTL)
jMove white into address $180 (COLOROO)
jMove red into address $182 (COLOR01)
jMove green into address $184 (COLOR02)
jMove blue into address $186 (COLOR03)
j Wait for line 150, ignore horiz. position
jMove black into address $0180 (COLOROO)
;Move yellow into address $0182 (COLOR01)
jMove cyan into address $0184 (COLOR02)
;Move magenta into address $0186 (COLOR03)
j End Copper list by waiting for the impossible
DC.W $FFFF,$FFFE ; Wait for line 255, H = 254 (never happens)
For more information about color registers, see chapter 3, "Playfield Hardware."
18 Coprocessor Hardware
LOOPS AND BRANCHES
Loops and branches in Copper lists are covered in the "Advanced Topics" section below.
Starting and Stopping the Copper
STARTING THE COPPER AFTER RESET
At power-on or reset time, you must initialize one of the Copper location registers
(COP1LC or COP2LC) and write to its strobe address before Copper DMA is turned on.
This ensures a known start address and known state. Usually, COP1LC is used because
this particular register is reused during each vertical blanking time. The following
sequence of instructions shows how to initialize a location register. It is assumed that
the user has already created the correct Copper instruction list at location "mycoplist."
MOVE.L
MOVE.L
MOVE.W
MOVE.W
MOVE.W
MYCOPLIST, aO
AO, COP1LCH
COPJMP1, DO
; Write both COP1LCH and COP1LCL
;Any access to this location
; forces load from COP1LC to
; Copper program counter
#SETBIT + COPPERDMA, DO
DO, DMACONW ;Enable Copper DMA
Now, if the contents of COP1LC are not changed, every time vertical blanking occurs
the Copper will restart at the same location for each subsequent video screen. This
forms a repeatable loop which, if the list is correctly formulated, will cause the displayed
screen to be stable.
STOPPING THE COPPER
No stop instruction is provided for the Copper. To ensure that it will stop and do noth-
ing until the screen display ends and the program counter starts again at the top of the
instruction list, the last instruction should be to WAIT for an event that cannot occur.
A typical instruction is to WAIT for VP = $FF and HP = $FE. An HP of greater than
$E2 is not possible. When the screen display ends and vertical blanking starts, the
Copper will automatically be pointed to the top of its instruction list, and this final
WAIT instruction never finishes.
Coprocessor Hardware 19
You can also stop the Copper by disabling its ability to use DMA for retrieving instruc-
tions or placing data. The register called DMACON controls all of the DMA channels.
Bit 7, COPEN, enables Copper DMA when set to 1.
For information about controlling the DMA, see chapter 7, "System Control Hardware."
Advanced Topics
THE SKIP INSTRUCTION
The SKIP instruction causes the Copper to skip the next instruction if the video beam
counters are equal to or greater than the value given in the instruction.
The contents of the SKIP instruction's words are shown below. They are identical to
the WAIT instruction, except that bit 0 of the second instruction word is a 1 to identify
this as a SKIP instruction.
FIRST INSTRUCTION WORD (IRl)
Bit 0 Always set to 1.
Bits 15 - 8 Vertical position (called VP).
Bits 7 - 1 Horizontal position (called HP).
Skip if the beam counter is equal to or
greater than these combined bits
(bits 15 through 1).
SECOND INSTRUCTION WORD (IR2)
Bit 0 Always set to 1.
Bit 15 The blitter-finished-disable bit.
(See "Using the Copper with the
Blitter" below.)
Bits 14 - 8 Vertical position compare enable bits (called VE).
Bits 7 - 1 Horizontal position compare enable bits (called HE).
20 Coprocessor Hardware
The notes about horizontal and vertical beam position found in the discussion of the
WAIT instruction apply also to the SKIP instruction.
The following example SKIP instruction skips the instruction following it if VP (vertical
beam position) is greater than or equal to 100 ($64).
DC.W $6401,$FFOI ;If VP >= 100, skip next instruction (ignore HPJ
COPPER LOOPS AND BRANCHES AND COMPARISON ENABLE
You can change the value in the location registers at any time and use this value to con-
struct loops in the instruction list. Before the next vertical blanking time, however, the
COPILC registers must be repointed to the beginning of the appropriate Copper list.
The value in the COPILC location registers will be restored to the Copper's program
counter at the start of the vertical blanking period.
Bits 14-1 of instruction word 2 in the WAIT and SKIP instructions specify which bits of
the horizontal and vertical position are to be used for the beam counter comparison.
The position in instruction word 1 and the compare enable bits in instruction word 2 are
tested against the actual beam counters before any further action is taken. A position
bit in instruction word 1 is used in comparing the positions with the actual beam
counters if and only if the corresponding enable bit in instruction word 2 is set to 1. If
the corresponding enable bit is 0, the comparison is always true. For instance, if you
care only about the value in the last four bits of the vertical position, you set only the
last four compare enable bits, bits (11-8) in instruction word 2.
As another example, suppose you want to issue an interrupt each time a total of 16
vertical scan lines has occurred. In addition, you want the interrupts only between lines
80 and 160. The Copper instruction sequence below would do this. The enable "masks"
are specified with the instructions.
Before the Copper is told to begin this set of instructions, you would use the 68000 to
write the address of LOOP to COP2LC.
Coprocessor Hardware 21
; Oopper list to interrupt the 68000 once every 16 scan lines,
; in the range VP = 80 through VP = 160.
.
,
DC.W
DC.W
$5001,$FFFE
$OF01,$OFOO
j Wait for VP = $50, HP = 0
; Wait for VP = xxxx1111
; The following instruction writes to address $090, the
; interrupt request register. Writing $8010 sets the Oopper
j interrupt bit in the register, which will interrupt the 68000.
.
,
DC.W
DC.W
$009C,$801O
$A001,$FF01
;Move $8010 to $090 (interrupt 68000)
jSkip next instruction if VP >= 160
; The next MOVE instruction doesn't actually do a move. It forces
; the Oopper to jump to the address in OOP2LO. This must have been
; previously set by either the Oopper or the 68000. If VP >= 160,
; then this instruction will be skipped.
DC.W $008A,$OOOO ;Move 0 to OOPJMP2 (OOP2LO
; previously set)
USING THE COPPER IN INTERLACED MODE
An interlaced bit-plane display has twice the normal number of vertical lines on the
ecreen. Whereas a normal display has 200 lines, an interlaced display has 400 lines. In
interlaced mode, the video beam scans the screen twice from top to bottom, displaying
200 lines at a time. During the first scan, the odd-numbered lines are displayed. During
the second scan, the even-numbered lines are displayed and interlaced with the odd-
numbered ones. The scanning circuitry thus treats an interlaced display as two display
fields, one containing the even-numbered lines and one containing the odd-numbered
lines. Figure 2-1 shows how an interlaced display is stored in memory.
22 Coprocessor Hardware
---
Data on
the Screen
Odd field - line 1
Even field - line 1
Odd field - line 2
Even field - line 2
Odd field - last line
Even field - last line
Data in
Memory
Line 1
Line 2
Line 3
Line 4
Line 399
Line 400
Figure 2-1: Interlaced Bit-Plane in RAM - 400 Lines Long
The system retrieves data for bit-plane displays by using pointers to the starting address
of the data in memory. As you can see, the starting address for the even-numbered
fields is one line greater than the starting address for the odd-numbered fields. There-
fore, the bit-plane pointer must contain a different value for alternate fields of the inter-
laced display. This means that two separate Copper instruction lists are required.
To get the Copper to execute the correct list, you set an interrupt to the 68000 just
after the first line of the display. When the interrupt is executed, you change the con-
tents of the COPILC location register to point to the second list. Then, during the
vertical blanking interval, COPILC will be automatically reset to point to the original
list.
For more information about interlaced displays, see chapter 3, "Playfield Hardware."
USING THE COPPER WITH THE BLITTER
If the Copper is used to start up a sequence of blitter operations, it must wait for the
blitter-finished interrupt before starting another blitter operation. Changing blitter
registers while the blitter is operating causes unpredictable results. For just this pur-
pose, the WAlT instruction includes an additional control bit, called BFD (for blitter
finished disable). Normally, this bit is a I and only the beam counter comparisons con-
trol the WAlT.
Coprocessor Hardware 23
When the BFD bit is a 0, the logic of the Copper WAIT instruction is modified. The
Copper will WAIT until the beam counter comparison is true and the blitter has
finished. The blitter has finished when the blitter-finished flag is set. This bit should be
unset with caution. It could possibly prevent some screen displays or prevent objects
from being displayed correctly.
For more information about using the blitter, see chapter 6, "Blitter Hardware."
THE COPPER AND THE 68000
On those occasions when the Copper's instructions do not suffice, you can interrupt the
68000 and use its instruction set instead. The 68000 can poll for interrupt flags set in
the INTREQ register by various devices. To interrupt the 68000, use the Copper MOVE
instruction to store a 1 into the following bits of INTREQ:
Table 2-1: Interrupting the 68000
Bit Number Name Function
15 SET /CLR Set/Clear control bit. Determines
if bits written with a 1 get set
or cleared.
4 COPEN Coprocessor interrupting 68000.
See chapter 7, "System Control Hardware," for more information about interrupts.
Summary of Copper Instructions
The table below shows a summary of the bit positions for each of the Copper instruc-
tions. See appendix A for a summary of all registers.
24 Coprocessor Hardware
Table 2-2: Copper Instruction Summary
Move Wait
Bit# IRI IR2 IRI IR2
15 X RD15 VP7 BFD
14 X RD14 VP6 VE6
13 X RD13 VP5 VE5
12 X RD12 VP4 VE4
11 X RD11 VP3 VE3
10 X RDlO VP2 VE2
09 X RD09 VPl VEl
08 DA8 RD08 VPO YEO
07 DA7 RD07 HP8 HE8
06 DA6 RD06 HP7 HE7
05 DA5 RD05 HP6 HE6
04 DA4 RD04 HP5 HE5
03 DA3 RD03 HP4 HE4
02 DA2 RD02 HP3 HE3
01 DAI RDOI HP2 HE2
00 0 RDOO 1 0
X = don't care, but should be a 0 for upward compatibility
IRI = first instruction word
IR2 = second instruction word
DA = destination address
RD = RAM data to be moved to destination register
VP = vertical beam position bit
HP = horizontal beam position bit
VE = enable comparison (mask bit)
HE = enable comparison (mask bit)
BFD = blitter-finished disable
Skip
IRI IR2
VP7 BFD
VP6 VE6
VP5 VE5
VP4 VE4
VP3 VE3
VP2 VE2
VPl VEl
VPO YEO
HP8 HE8
HP7 HE7
HP6 HEB
HP5 HE5
HP4 HE4
HP3 HE3
HP2 HE2
1 1
Coprocessor Hardware 25
Chapter 3
PLAYFIELD HARDWARE
Introduction
The screen display of the Amiga consists of two basic parts-playfields, which are some-
times called backgrounds, and sprites, which are easily movable graphics objects. This
chapter describes how to directly access hardware registers to form play fields.
Playfield Hardware 27
ABOUT THIS CHAPTER
This chapter begins with a brief overview of play field features, including definitions of
some fundamental terms, and continues with the following major topics:
o Forming a single "basic" play field, which is a playfield the same size as the
display screen. This section includes concepts that are fundamental to forming
any playfield.
o Forming a dual-playfield display in which one playfield is superimposed upon
another. This procedure differs from that of forming a basic playfield in some
details.
o Forming playfields of various sizes and displaying only part of a larger playfield.
o Moving play fields by scrolling them vertically and horizontally.
o Advanced topics to help you use playfields in special situations.
For information about mova,ble sprite objects, see chapter 4, "Sprite Hardware." There
are also movable playfield objects, which are subsections of a playfield. To move por-
tions of a playfield, you use a technique called playfield animation, which is described in
chapter 6, "Blitter Hardware."
PLAYFIELD FEATURES
The Amiga produces its video displays with raster display techniques. You create a
graphic display by defining one or more bit-planes in memory and filling them with Is
and Os to determine the colors in your display. The picture you see on the screen is
made up of a series of horizontal video lines displayed one after the other.
28 Playfield Hardware
Video Picture
Each line represents one sweep of an electron beam
which is "painting" the picture as it goes along.
The video beam produces each line by sweeping
from left to right. It produces the full screen by
sweeping the beam from the top to the bottom,
one line at a time.
Figure 3-1: How the Video Display Picture Is Produced
The video beam produces about 262 video lines from top to bottom, of which 200 nor-
mally are visible on the screen. Each complete set of 262 lines is called a display field.
A complete display field is produced in approximately 1/60th of a second; this is known
as the field time. Between display fields, the video beam traverses the lines that are not
visible on the screen and returns to the top of the screen to produce another display
field.
The display area is defined as a grid of pixels. A pixel is a single picture element, the
smallest addressable part of a screen display. The drawings below show what a pixel is
and how pixels form displays.
Playfield Hardware 29
=O"'I1------+-----The picture is formed from many elements.
320 Pixels
Each element is called a pixel.
are used together to build larger
graphic objects
...
640 Pixels
In normal resolution mode,
320 pixels fill a horizontal line.
In high resolution mode,
640 pixels fill a horizontal line.
Figure 3-2: What Is a Pixel?
The Amiga has four basic display modes - interlaced, non-interlaced, low resolution,
and high resolution. In non-interlaced mode, the normal play field has a height of 200
video lines. Interlaced mode gives finer vertical resolution - 400 lines in the same phy-
sical display area. In low-resolution mode, the normal play field has a width of 320 pix-
els. High-resolution mode gives finer horizontal resolution - 640 pixels in the same phy-
sical display area. These modes can be combined, so you can have, for instance, an
interlaced, high-resolution display.
Note that the dimensions referred to as "normal" in the previous paragraph are nominal
dimensions and represent the normal values you should expect to use. Actually, you can
display larger playfields; the maximum dimensions are given in the section called "Bit-
Planes and Playfields of All Sizes." Also, the dimensions of the playfield in memory are
often larger than the playfield displayed on the screen. You choose which part of this
larger memory picture to display by specifying a different size for the display window.
30 Playfield Hardware
A play field taller than the screen can be scrolled, or moved smoothly, up or down. A
play field wider than the screen can be scrolled horizontally, from left "to right or right to
left. Scrolling is described in the section called "Moving (Scrolling) Play fields. "
In the Amiga graphics system, you can have up to thirty-two different colors in a single
playfield, using normal display methods. You can control the color of each individual
pixel in the playfield display by setting the bit or bits that control each pixel. A display
formed in this way is called a bit-mapped display. For instance, in a two-color display,
the color of each pixel is determined by whether a single bit is on or off. If the bit is 0,
the pixel is one user-defined color; if the bit is 1, the pixel is another color. For a four-
color display, you build two bit-planes in memory. When the play field is displayed, the
two bit-planes are overlapped, which means that each pixel is now two bits deep. You
can combine up to five bit-planes in this way. Displays made up of three, four, or five
bit-planes allow a choice of eight, sixteen, or thirty-two colors, respectively.
The color of a pixel is always determined by the binary combination of the bits that
define it. When the system combines bit-planes for display, the combination of bits
formed for each pixel corresponds to the number of a color register. This method of
coloring pixels is called color indirection. The Amiga has thirty-two color registers, each
containing bits defining a user-selected color (from a total of 4,096 possible colors).
Figure 3-3 shows how the combination of up to five bit-planes forms a code that selects
which one of the thirty-two registers to use to display the color of a playfield pixel.
Playfield Hardware 31
One Pixel
Bit-Plane 5
Bit-Plane 4
Bit-Plane 3
Bits from
Planes
5,4,3,2,1
00000
00001
00010
00011
00100
11000
11001
11010
11011
11100
11101
11110
11111
Figure 3-3: How Bit-planes Select a Color
Color Registers
Values in the highest numbered bit-plane have the highest significance in the binary
number. As shown in figure 3-4, the value in each pixel in the highest-numbered bit-
plane forms the leftmost digit of the number. The value in the next highest-numbered
bit-plane forms the next bit, and so on.
32 Playfield Hardware
Sample Data for 4 Pixels
1
1
1
o
o
1
o
o
1
o
o
1
o
1
1
o Data in Bit-Plane 5 - Most Significant
o Data in Bit-Plane 4
1 Data in Bit-Plane 3
1 Data in Bit-Plane 2
o Data in Bit-Plane 1 - Least Significant
L Value S - COLORS
1--__ ---- Value 11 - COLOR11
1---------- Value 18- COLOR18
'------------- Value 28 - COLOR28
Figure 3-4: Significance oLBit-Plane Data in Selecting Colors
You also have the choice of defining two separate playfields, each formed from up to
three bit-planes. Each of the two playfields uses a separate set of eight different colors.
This is called dual-play field mode.
Forming a Basic Playfield
To get you started, this section describes how to directly access hardware registers to
form a single basic playfield that is the same size as the video screen. Here, "same size"
means that the playfield is the same size as the actual display window. This will leave a
small border between the play field and the edge of the video screen. The playfield usu-
ally does not extend all. the way to the edge.
To form a playfield, you need to define these characteristics:
o Height and width of the playfield and size of the display window (that is, how
much of the playfield actually appears on the screen).
o Color of each pixel in the playfield.
Playfield Hardware 33
o Horizontal resolution.
o Vertical resolution, or interlacing.
(
o Data fetch and modulo, which tell the system how much data to put on a hor-
izontalline and how to fetch data from memory to the screen.
In addition, you need to allocate memory to store the playfield, set pointers to tell the
system where to find the data in memory, and (optionally) write a Copper routine to
handle redisplay of the playfield.
HEIGHT AND WIDTH OF THE PLAYFIELD
To create a playfield that is the same size as the screen, you can use a width of either
320 pixels or 640 pixels, depending upon the resolution you choose. The height is either
200 lines or 400 lines, depending upon whether or not you choose interlaced mode.
BIT-PLANES AND COLOR
You define playfield color by:
1. Deciding how many colors you need and how you want to color each pixel.
2. Loading the colors into the color registers.
3. Allocating memory for the number of bit-planes you need and setting a pointer
to each bit-plane.
4. Writing instructions to place a value in each bit in the bit-planes to give you the
correct color.
Table 3-1 shows how many bit-planes to use for the color selection you need.
34 Playfield Hardware
Table 3-1: Colors in a Single Playfield
Number of Number of
Colors Bit-Planes
1 - 2 1
3 - 4 2
5-8 3
9 - 16 4
17 - 32 5
The Color Table
The color table contains 32 registers, and you may load a different color into each of the
registers. Here is a condensed view of the contents of the color table:
Table 3-2: Portion of the Color Table
Register Name Contents Meaning
COLORO 12 bits User-defined color for the
background area and borders.
COLOR1 12 bits User-defined color number 1
(For example, the alternate color
selection for a two-color playfield).
COLOR2 12 bits User-defined color number 2.
COLOR31 12 bits User-defined color number 31.
COL ORO is always reserved for the background color. The background color shows in
any area on the display where there is no other object present and is also displayed out-
side the defined display, window, in the border area.
Playfield Hardware 35
If you are using the optional genlock board for video input from a camera, VCR, or laser
disk, the background color will be replaced by the incoming video display.
Twelve bits of color selection allow you to define, for each of the 32 registers, one of
4,096 possible colors, as shown in table 3-3.
Table 3-3: Contents of the Color Registers
Bits
Bits 15 - 12
Bits 11 - 8
Bits 7 - 4
Bits 3 - 0
Unused
Red
Green
Blue
Table 3-4 shows some sample color register bit assignments and the resulting colors. At
the end of the chapter is a more extensive list.
Table 3-4: Sample Color Register Contents
Contents or the
Color Register
$FFF
$6FE
$DB9
$000
Resulting
Color
White
Sky blue
Tan
Black
Some sample instructions for loading the color registers are shown below;
LEA
MOVE.W
MOVE.W
COLORO, AO
#$FFF, (AO)
#$6FE, 2(AO)
;Get address of color register 0 into aO
;Load white into color register 0
;Load sky blue into color register 1
Note that the color registers are write-only. Only by looking at the screen can you find
out the contents of each color register. As a standard practice, then, for these and cer-
tain other write-only registers, you may wish to keep a "back-up" RAM copy. As you
write to the color register itself, you should update this RAM copy. If you do so, you
will always know the value each register contains.
36 Playfield Hardware
Selecting the Number of Bit-Planes
After deciding how many colors you want and how many bit-planes are required to give
you those colors, you tell the system how many bit-planes to use.
You select the number of bit-planes by writing the number into the register BPLCONO
(for Bit Plane Control Register 0) The relevant bits are bits 14, 13, and 12, named
BPU2, BPUl, and BPUO (for "Bit Planes Used"). Table 3-5 shows the values to write to
these bits and how the system assigns bit-plane numbers.
Table 3-5: Setting the Number of Bit-Planes
Number of Name(s) of
Value Bit-Planes Bit-Planes
000
None *
001 1 PLANE 1
010 2 PLANES 1 and 2
011 3 PLANES 1- 3
100 4 PLANES 1 4
101 5 PLANES 1 5
110 6 PLANES 1 6 **
111 Value not used.
* Shows only a background color; no playfield is visible.
** Sixth bit-plane is used only in dual-playfield mode and in hold-and-
modify mode (described in the section called "Advanced Topics").
NOTE
The bits in the BPLCONO register are not independently set table. To set any
one bit, you must reload them all.
Playfield Hardware 37
The following example shows how to tell the system to use two low-resolution bit-planes.
BPLCONO EQU $DFF100
MOVE.W #$2200,BPLCONO
jBPLCONO address
; Write to it
Because register BPLCONO is used for setting other characteristics of the display and
the bits are not independently settable, the example above also sets other parameters (all
of these parameters are described later in the chapter).
o Hold-and-modify mode is turned off.
o Single-playfield mode is set.
o Composite video color is enabled.
o Genlock audio is disabled.
o Light pen is disabled.
o Interlaced mode is disabled.
o External resynchronization is disabled.
SELECTING HORIZONTAL AND VERTICAL RESOLUTION
Standard home television screens are best suited for low-resolution displays. Low-
resolution mode provides 320 pixels for each horizontal line. High-resolution mono-
chrome and RGB monitors can produce displays in high-resolution mode, which provides
640 pixels for each horizontal line. If you define an object in low-resolution mode and
then display it in high-resolution mode, the object will be only half as wide.
To set horizontal resolution mode, you write to bit 15, HIRES, in register BPLCONO:
High-resolution mode - write 1 to bit 15.
Low-resolution mode - write 0 to bit 15.
Note that in high-resolution mode, you can have up to four bit-planes in the playfield
and, therefore, up to 16 colors.
38 Playfield Hardware
Interlacing allows you to double the number of lines appearing on the video screen.
Generally, in non-interlaced mode, 200 lines fill the screen and a playfield of normal size
appears full-sized. In interlaced mode, normally, a maximum of 400 lines fill the screen.
Twice as much data is displayed in the same vertical area as in non-interlaced mode.
In interlaced mode, the scanning circuitry vertically offsets the start of every other field
by half a scan line.
Line 1
Field 1
line 1
Field 2
\
Line 1
/
Line 2
Video Display
(400 lines)
(Same physical space as used by
a 200 line non interlaced display.)
Figure 3-5: Interlacing
Even though interlaced mode requires a modest amount of extra work in setting registers
(as you will see later on in this section), it provides fine tuning that is needed for certain
graphics effects. Consider the diagonal line in figure 3-6 as it appears in non-interlaced
and interlaced modes. Interlacing eliminates much of the jaggedness or "staircasing" in
the edges of the line.
Playfield Hardware 39
Non-I nterlaced Interlaced
Figure 3-6: Effect of Interlaced Mode on Edges of Objects
When you use the special blitter DMA channel to draw lines or polygons onto an inter-
laced playfield, the play field is treated as one display, rather than as odd and even fields.
Therefore, you still get the smoother edges provided by interlacing.
To set interlaced or non-interlaced mode, you write to bit 2, LACE, III register
BPLCONO:
Interlaced mode - write 1 to bit 2.
Non-interlaced mode - write 0 to bit 2.
As explained above in "Setting the Number of Bit-Planes," bits in BPLCONO are not
independently settable.
The following example shows how to specify high-resolution and interlaced modes.
BPLCONO EQU $DFFlOO
MOVE.W #$A204,BPLCONO
;BPLCONO address
; Write to it
The example above also sets the following parameters that are also controlled through
register BPLCONO:
o High-resolution mode is enabled.
o Two bit-planes are used.
40 Playfield Hardware
o Hold-and-modify mode is disabled.
o Single-playfield mode is enabled.
o Composite video color is enabled.
o Genlock audio is disabled.
o Light pen is disabled.
o In terlaced mode is enabled.
o External resynchronization is disabled.
The amount of memory you need to allocate for each bit-plane depends upon the resolu-
tion modes you have selected, because high-resolution or interlaced playfields contain
more data and require larger bit-planes.
ALLOCATING MEMORY FOR BIT-PLANES
After you set the number of bit-planes and specify resolution modes, you are ready to
allocate memory. A bit-plane consists of an end-to-end sequence of words at consecutive
memory locations. To allocate memory, you set the registers that point to the starting
memory address of each bit-plane you are using. The starting address is the memory
word that contains the bits of the upper left-hand corner of the bit-plane.
Table 3-6 shows how much memory is needed for basic playfields. You may need to bal-
ance your color and resolution requirements against the amount of available memory you
have.
Playfield Hardware 41
Table 3-6: Play field Memory Requirements
Number of Bytes
Picture Size Modes per Bit-Plane
320 X 200 Low-resolution, 8,000
non-interlaced
320 X 400 Low-resolu tion, 16,000
interlaced
640 X 200 High-resolution, 16,000
non-interlaced
640 X 400 High-resolu tion, 32,000
interlaced
A normal low-resolution, non-interlaced display has 320 pixels across each display line
and a total of 200 display lines. Each line of the bit-plane for such a display requires 40
bytes (320 bits divided by 8 bits per byte = 40).
A low-resolution, non-interlaced playfield made up of two bit-planes requires 16,000
bytes of memory area. The memory for each bit-plane must be continuous, so you need
to have two 8,000-byte blocks of available memory. Figure 3-7 shows an 8,000-byte
memory area organized as 200 lines of 40 bytes each, providing 1 bit for each pixel posi-
tion in the display plane.
42 Playfield Hardware
II I I - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ~ ~ I I IIIII II
Mem. Location N Mem. Location N+38
111111111 ~ I I I I I I I I I
Mem. Location N+40 Mem. Location N+78
II I II II I I - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ~ ~ I I I III I II
Mem. Location N+7960 Mem. Location N+7998
Figure 3-7: Memory Organization for a Basic Bit-Plane
Access to bit-planes in memory is provided by two address registers, BPLxPTH and
BPLxPTL, for each bit-plane (12 registers in all). The "x" position in the name holds
the bit-plane number; for example BPLIPTH and BPLIPTL hold the starting address of
PLANE 1. As usual, pairs of registers with names ending in PTH and PTL contain 19-
bit addresses. 68000 programmers may treat these as one 32-bit address and write to
them as one long word. You write to the high-order word, which is the register whose
name ends in "PTH."
The example below shows how to set the bit-plane pointers. Assuming two bit-planes,
one at $21000 and the other at $25000, the processor sets BPLIPT to $21000 and
BPL2PT to $25000. Note that this is usually the Copper's task.
BPLIPTH EQU
BPLIPTL EQU
BPL2PTH EQU
BPL2PTL EQU
$DFFOEO
$DFFOE2
$DFFOE4
$DFFOE6
MOVE.L $21000,BPLIPTH
MOVE.L $25000,BPL2PTH
;High three bits of bit-plane 1 pointer
;Low fifteen bits
;High three bits of bit-plane 2 pointer
;Low fifteen bits
; Write bit-plane 1 pointer
; Write bit-plane 2 pointer
Playfield Hardware 43
Note that the memory requirements given here are for the playfield only. You may need
to allocate additional memory for other parts of the display - sprites, audio, animation
- and for your application programs. Memory allocation for other parts of the display
is discussed in the chapters describing those topics.
CODING THE BIT-PLANES FOR CORRECT COLORING
After you have specified the number of bit-planes and set the bit-plane pointers, you can
actually write the color register codes into the bit-planes.
A One- or Two-Color Playfield
For a one-color playfield, all you need do is write Os in all the bits of the single bit-plane
as shown in the example below. This code fills a low-resolution bit-plane with the back-
ground color (COLOROO) by writing all Os into its memory area. The bit-plane starts at
$21000 and is 8,000 bytes long.
LOOP:
LEA $21000,A-0
MOVE.W #2000,DO
MOVE.L #O,(AO)+
SUBQ.W #1,DO
BNE LOOP
jPoint at bit-plane
j Write 2000 longwords = 8000 bytes
; Write out a zero
jDecrement counter
jLoop until bit-plane is filled with Os
For a two-color playfield, you define a bit-plane that has Os where you want the back-
ground color and Is where you want the color in register 1. The following example code
is identical to the last example, except the bit-plane is filled with $FFOOFFOO instead of
all O's. This will produce two colors.
LOOP:
LEA $21000,AO
MOVE.W #2000,DO
MOVE.L #$FFOOFFOO,(AO)+
SUBQ.W #1,DO
BNE LOOP
44 Playfield Hardware
jPoint at bit-plane
j Write 2000 longwords = 8000 bytes
j Write out $FFOOFFOO
jDecrement counter
jLoop until bit-plane is full
A Playfield of Three or More Colors
For three or more colors, you need more than one bit-plane. The task here is to define
each bit-plane in such a way that when they are combined for display, each pixel con-
tains the correct combination of bits. This is a little more complicated than a playfield
of one bit-plane. The following examples show a four-color playfield, but the basic idea
and procedures are the same for playfields containing up to 32 colors.
Figure 3-8 shows two bit-planes forming a four-color playfield:
Image in
Bit-Plane 2
O O O ~ O O O O
000 0 0 0 0 0
o 0 0 0 0 0 0 0
11100111
11100111
000[J]1000
000 1 1 000
000 1 100 0
Image in
Bit-Plane
o 0 0[TI1 000
000 1 100 0
000 1 100 0
11100111
11100111
o 0 0[J]1 0 0 0
000 1 1 000
000 1 1 000
~ /
Results in a display
similar to this:
Figure 3-8: Combining Bit-planes
Color 00
(background)
You place the correct Is and Os in both bit-planes to give each pixel in the picture above
the correct color.
In a single play field you can combine up to five bit-planes in this way. Using five bit-
planes allows a choice of 32 different colors for any single pixel. The play field color selec-
tion charts at the end of this chapter summarize the bit combinations for playfields
made from four and five bit-planes.
Play field Hardware 45
DEFINING THE SIZE OF THE DISPLAY WINDOW
Mter you have completely defined the playfield, you need to define the size of the
display window, which is the actual size of the on-screen display. Adjustment of display
window size affects the entire display area, including the border and the sprites, not just
the playfield. You cannot display objects outside of the defined display window. Also,
the size of the border around the playfield depends on the size of the display window.
The basic playfield described in this section is the same size as the screen display area
and also the same size as the display window. This is not always the case; often the
display window is smaller than the actual "big picture" of the playfield as defined in
memory (the raster). A display window that is smaller than the play field allows you to
display some segment of a large playfield or scroll the playfield through the window.
You can also define display windows larger than the basic playfield. These larger
playfields and different-sized display windows are described in the section below called
"Bit-Planes and Display Windows of All Sizes."
You define the size of the display window by specifying the vertical and horizontal posi-
tions at which the window starts and stops and writing these positions to the display
window registers. The resolution of vertical start and stop is one scan line. The resolu-
tion of horizontal start and stop is one low-resolution pixel. Each position on the screen
defines the horizontal and vertical position of some pixel, and this position is specified by
the x and y coordinates of the pixel. This document shows the x and y coordinates in
this form: (x,y). Although the coordinates begin at (0,0) in the upper left-hand corner of
the screen, the first horizontal position normally used is $81 and the first vertical posi-
tion is $20. The hardware allows you to specify a starting position before ($81,$20),
but part of the display may not be visible. The difference between the absolute starting
position of (0,0) and the normal starting position of ($81,$20) is the result of the way
many video display monitors are designed. To overcome the distortion that can occur at
the extreme edges of the screen, the scanning beam sweeps over a larger area than the
front face of the screen can display. A starting position of ($81,$20) centers a normal
size display, leaving a border of eight low-resolution pixels around the display window.
Figure 3-9 shows the relationship between the normal display window, the visible screen
area, and the area actually covered by the scanning beam.
46 Playfield Hardware
($81, $2C)
~ - - ~ - - - - 3 2 0 - - - - - - - - ~
200
display window
Starting and stopping positions
,
Visible screen boundaries
Figure 3-9: Positioning the On-screen Display
Setting the Display Window Starting PosiJiion
A horizontal starting position of approximately $81 and a vertical starting position of
approximately $20 centers the display on most standard television screens. If you select
high-resolution mode (640 pixels horizontally) or interlaced mode (400 lines) the starting
position does not change. The starting position is always interpreted in low-resolution,
non-interlaced mode. In other words, you select a starting position that represents the
correct coordinates in low-resolution, non-interlaced mode.
The register DIWSTRT (for "Display Window Start") controls the display window start-
ing position. This register contains both the horizontal and vertical components of the
display window starting positions, known respectively as HSTART and VSTART. The
following example sets DIWSTRT for a basic playfield. You write $20 for VSTART and
$81 for HSTART.
Playfield Hardware 47
DIWSTRT EQU $DFF08E
MOVE.W #$2081,DIWSTRT
Setting the Display Window Stopping Position
jDisplay window start
; register address
j Write it out
You also need to set the display window stopping position, which is the lower right-hand
corner of the display window. If you select high-resolution or interlaced mode, the stop-
ping position does not change. Like the starting position, it is interpreted in low-
resolution, non-interlaced mode.
The register DIWSTOP (for Display Window Stop) controls the display window stopping
position. This register contains both the horizontal and vertical components of the
display window stopping positions, known respectively as HSTOP and VSTOP. The
instructions below show how to set HSTOP and VSTOP for the basic playfield, assum-
ing a starting position of ($81,$20). Note that the HSTOP value you write is the actual
value minus 256 ($100). The HSTOP position is restricted to the right-hand side of the
screen. The normal HSTOP value is ($101) but is written as ($01).
The VSTOP position is restricted to the lower half of the screen. This is accomplished
in the hardware by forcing the MSB of the stop position to be the complement of the
next MSB. This allows for a VSTOP position greater than 256 ($100) using only 8 bits.
Normally, the VSTOP is set to ($F4).
The normal DIWSTRT is ($2081). The normal DIWSTOP is ($F401).
The following example sets DIWSTOP for a basic playfield to $F4 for the vertical posi-
tion and $01 for the horizontal position.
DIWSTOP EQU $DFF090
MOVE.W #$F401,DIWSTOP
48 Playfield Hardware
;Display window stop
; register address
; Write it out
TELLING THE SYSTEM HOW TO FETCH AND DISPLAY DATA
After defining the size and position of the display window, you need to give the system
the on-screen location for data fetched from memory. To do this, you describe the hor-
izontal positions where each line starts and stops and write these positions to the data-
fetch registers. The data-fetch registers have a four-pixel resolution (unlike the display
window registers, which have a one-pixel resolution). Each position specified is four pix-
els from the last one. Pixel 0 is position 0; pixel 4 is position 1, and so on.
The data-fetch start and display window starting positions interact with each other. It
is recommended that data-fetch start values be restricted to a programming resolution of
16 pixels (8 clocks in low-resolution mode, 4 clocks in high-resolution mode). The
hardware requires some time after the first data fetch before it can actually display the
data. As a result, there is a difference between the value of window start and data-fetch
start. In low-resolution mode the difference is 8.5 clocks; in high-resolution mode the
difference is 4.5 clocks.
The normal low-resolution DDFSTRT is ($0038). The normal high-resolution
DDFSTRT is ($003C). Recall that the hardware resolution of display window start and
stop is twice the hardware resolution of data fetch:
($81/2 - 8.5) = ($38)
($81/2 - 4.5) = ($3C)
The relationship between data-fetch start and stop is
DDFSTRT = DDFSTOP - (8*(word count - 1) for low resolution
DDFSTRT = DDFSTOP - (4*(word count - 2) for high resolution
The normal low-resolution DDFSTOP is ($OODO). The normal high-resolution
DDFSTOP is ($00D4).
The following example sets data-fetch start to $0038 and data-fetch stop to $ooDO for a
basic playfield.
DDFSTRT EQU
DDFSTOP EQU
MOVE.W
MOVE.W
$DFF092
$DFF094
#$0038,DDFSTRT
#$OODO,DDFSTOP
; Write to DDFSTRT
; Write to DDFSTOP
Playfield Hardware 49
You also need to tell the system exactly which bytes in memory belong on each horizon-
tal line of the display, To do this, you specify the modulo value. Modulo refers to the
number of bytes in memory between the last word on one horizontal line and the begin-
ning of the first word on the next line. Thus, the modulo enables the system to convert
bit-plane data stored in linear form (each data byte at a sequentially increasing memory
address) into rectangular form (one "line" of sequential data followed by another line).
For the basic playfield, where the playfield in memory is the same size as the display
window, the modulo is zero because the memory area contains exactly the same number
of bytes as you want to display on the screen. Figures 3-10 and 3-11 show the basic
bit-plane layout in memory and how to make sure the correct data is retrieved.
The bit-plane address pointers (BPLxPTH and BPLxPTL) are used by the system to
fetch the data to the screen. These pointers are dynamic; once the data fetch begins,
the pointers are continuously incremented to point to the next word to be fetched (data
is fetched two bytes at a time). When the end-of-line condition is reached (defined by
the data-fetch register, DDFSTOP) the modulo is added to the bit-plane pointers,
adjusting the pointer to the first word to be fetched for the next horizontal line.
Data for Line 1:
Location: START
Leftmost
Display Word
START+2
Next Word
START+4
Next Word
Screen data fetch stops (DDFSTOP) for
each horizontal line after the last word
on the line has been fetched.
Figure 3-10: Data Fetched for the First Line When Modulo = 0
START+38
Last Display
T
After the first line is fetched, the bit-plane pointers BPLxPTH and BPLxPTL contain
the value START+40. The modulo (in this case, 0) is added to the current value of the
pointer, so when the pointer begins the data fetch for the next line, it fetches the data
you want on that line. The data for the next line begins at memory location
START+40.
50 Playfield Hardware
Data for Line 2:
Location: START+40
Leftmost
Display Word
START+42
Next Word
START+44
Next Word
START+78
Last Display
Word
Figure 3-11: Data Fetched for the Second Line When Modulo = 0
Note that the pointers always contain an even number, because data is fetched from the
display a word at a time.
There are two modulo registers-BPL1MOD for the odd-numbered bit-planes and
BPL2MOD for the even-numbered bit-planes.
The following example sets the modulo to 0 for a low-resolution playfield with one bit-
plane. The bit-plane is odd-numbered.
BPL1MOD EQU $DFF108 jModulo Jor odd bit-planes
MOVE.W #0,BPL1MOD j8et modulo to 0
Data Fetch in High-resolution Mode
When you are using high-resolution mode to display the basic playfield, you need to
fetch 80 bytes for each line, instead of 40.
Modulo in Interlaced Mode
For interlaced mode, you must redefine the modulo, because interlaced mode uses two
separate scannings of the video screen for a single display of the playfield. During the
first scanning, the odd-numbered lines are fetched to the screenj and during the second
scanning, the even-numbered lines are fetched.
Playfield Hardware 51
The bit-planes for a full-screen-sized, interlaced display are 400, rather than 200, lines
long. Assuming that the playfield in memory is the normal 320 pixels wide, data for the
interlaced picture begins at the following locations (these are all byte addresses):
Line 1 START
Line 2 START+40
Line 3 START+80
Line 4 START+120
and so on. Therefore, you use a modulo of 40 to skip the lines in the other field. For
odd fields, the bit-plane pointers begin at START. For even fields, the bit-plane
pointers begin at START+40.
You can use the Copper to handle resetting of the bit-plane pointers for interlaced
displays.
DISPLAYING AND REDISPLAYING THE PLAYFIELD
You start playfield display by making certain that the bit-plane pointers are set and
bit-plane DMA is turned on. You turn on bit-plane DMA by writing a 1 to bit BPLEN
in the DMACON (for DMA control) register. See chapter 7, "System Control
Hardware," for instructions on setting this register.
Each time the playfield is redisplayed, you have to reset the bit-plane pointers. Reset-
ting is necessary because the pointers have been incremented to point to each successive
word in memory and must be repointed to the first word for the next display. You write
Copper instructions to handle the redisplay or perform this operation as part of a verti-
cal blanking task.
ENABLING THE COLOR DISPLAY
To enable color rather than black and white display, you need to set bit 9 in BPLCONO.
Doing so enables the color burst signal on composite video; it does not affect RGB video.
52 Playfield Hardware
SUMMARY
The steps for defining a basic playfield are summarized below:
1. Define Playfield Characteristics
a. Specify height in lines:
o 200 maximum for non-interlaced mode.
o 400 maximum for interlaced mode.
b. Specify width in pixels:
o 320 maximum for low-resolution mode.
o 640 maximum for high-resolution mode.
c. Specify color for each pixel:
o Load desired colors in color table registers.
o Define color of each pixel in terms of the binary value that points at the
desired color register.
o Build bit-planes.
o Set bit-plane registers:
* Bits 12-14 in BPLCONO - number of bit-planes (BPU2 - BPUO).
* BPLxPTH - pointer to bit-plane starting position in memory (written as
a long word).
d. Specify resolution:
o Low resolution:
* 320 pixels in each horizontal line.
* Clear bit 15 in register BPLCONO (HIRES).
Playfield Hardware 53
o High resolution:
* 640 pixels in each horizontal line.
* Set bit 15 in register BPLCONO (HIRES).
e. Specify interlaced or non-interlaced mode:
o Interlaced mode:
* 400 vertical lines.
* Set bit 2 in register BPLCONO (LACE).
o Non-interlaced mode:
* 200 vertical lines.
* Clear bit 2 in BPLCONO (LACE).
2. Allocate Memory. To calculate data-bytes in the total bit-planes, use the follow-
ing formula:
Bytes per line * lines in playfield * number of bit-planes
3. Define Size of Display Window.
o Write start position of display window in DIWSTRT:
* Horizontal position in bits 0 through 7 (low-order bits).
* Vertical position in bits 8 through 15 (high-order bits).
o Write stop position of display window in DIWSTOP:
* Horizontal position in bits 0 through 7.
* Vertical position in bits 8 through 15.
4. Define Data Fetch. Set registers DDFSTRT and DDFSTOP:
o For DDFSTRT, use the horizontal position as shown in "Setting the Display
Window Starting Position."
o For DDFSTOP, use the horizontal position as shown in "Setting the Display
Window Stopping Position."
54 Playfield Hardware
5. Define Modulo. Set registers BPLIMOD and BPL2MOD. Set modulo to 0 for
non-interlaced, 40 for interlaced.
6. Write Copper Instructions To Handle Redisplay.
7. Enable Color Display. Set bit 9 in BPLCONO to enable the color display on a
composite video monitor. RGB video is not affected.
EXAMPLES OF FORMING BASIC PLAYFIELDS
The following examples show how to set the registers and write the coprocessor lists for
two different play fields.
The first example sets up a 320 x 200 playfield with one bit-plane, which is located at
$21000. Also, a Copper list is set up at $20000.
CUSTOM
BPLCONO
BPLCONI
BPLCON2
BPLIMOD
DDFSTRT
DDFSTOP
DIWSTRT
DIWSTOP
VPOSR
COLOROO
COLOROI
COLOR02
COLOR03
DMACON
COPILCH
LEA
MOVE.W
MOVE.W
MOVE.W
MOVE.W
MOVE.W
MOVE.W
MOVE.W
MOVE.W
MOVE.W
EQU $DFFOOO
EQU $100
EQU $102
EQU $104
EQU $108
EQU $092
EQU $094
EQU $08E
EQU $090
EQU $004
EQU $180
EQU $182
EQU $184
EQU $186
EQU $096
EQU $080
CUSTOM,AO
#$1200,BPLCONO(AO)
#O,BPLCONl(AO)
#O,BPLIMOD(AO)
#$0038,DDFSTRT(AO)
#$OODO,DDFSTOP(AO)
#$2C81,DIWSTRT(AO)
#$F4Cl,DIWSTOP(AO)
#$OFOO, COLOROO(AO)
#$OFFO,COLOROl(AO)
; Copper location register 1
; (high three bits)
;AO points at custom chips
; One bit-plane, enable composite color
;Set horizontal scroll value to 0
;Set modulo to 0 for all odd btt-planes
;Set data-fetch start to $38
;Set data-fetch stop to $DO
;Set DIWSTRT to $2C81
;Set DIWSTOP to $F4C1
;Set background color to red
;Set color register 1 to yellow
Playfield Hardware 55
,
i Fill bit-plane with $FFOOFFOO to produce strzpes
MOVE.L #$21000,Al
MOVE.L #$FFOOFFOO,DO
MOVE.W #2000,Dl
LOOP: MOVE.L DO,(Al)+
SUBQ.W #l,Dl
BNE LOOP
,
i Set up Copper list at $20000
MOVE.L
LEA
CLOOP: MOVE.L
CMPI.L
BNE
,
#$20000,Al
COPPERL,A2
(A2),(Al)+
#$FFFFFFFE,(A2)+
CLOOP
i Point Copper at Copper list
-,
MOVE.L
MOVE."V
i Start DMA
,
MOVE.W
BRA
#$20000,COPILCH(AO)
COP JMP1 (AO),DO
#$8380,DMACON(AO)
i This is the data for the Copper list.
COPPERL:
DC.W
DC.W
DC.W
$OOEO,$0002
$OOE2,$1000
$FFFF ,$FFFE
iPoint at beginning of bit-plane
i We will write $FFOOFFOO long words
j 2000 long words = 8000 bytes
i Write a long word
iDecrement counter
iLooP until-bit-plane is filled
iPoint at Copper list destination
jPoint A2 at Copper list data
iMove a word
iCheck for last longword of Copper list
iLooP until entire copper list is moved
i Write to Copper location register
iForce copper to $20000
iEnable bit-plane and Copper DMA
; Go do next task
iMove $0002 to address $OEO
i (BPL1PTHj
jMove $1000 to address $OE2
j (BPL1PTLj
jEnd of Copper list
Th.e second example sets up a high-resolution, interlaced display with one bit-plane. The
equates are the same as the previous example so they aren't repeated here.
LEA CUSTOM,AO jAddress of custom chips
56 Playfield Hardware
.
,
MOVE.W #$9204,BPLCONO(AO)
MOVE.W #O,BPLCON1(AO)
MOVE.W #80,BPL1MOD(AO)
MOVE.W #80,BPL2MOD(AO)
MOVE.W #$003C,DDFSTRT(AO)
MOVE.W #$00D4,DDFSTOP(AO)
MOVE.W #$2C81,DIWSTRT(AO)
MOVE.W #$F4C1,DIWSTOP(AO)
j Set up color registers
,
MOVE.W #$OOOF,COLOROO(AO)
MOVE.W #$OFFF ,COLOR01(AO)
j Set up bit-plane at $20000
L1:
L2:
LEA $20000,A1
LEA CHARLIST,A2
MOVE.W #400,D1
MOVE.W #20,DO
MOVE.L (A2),(A1)+
SUBQ.W #l,DO
BNE L1
MOVE.W #20,DO
ADDQ.L #4,A2
CMPI.L #$FFFFFFFF ,(A2)
BNE L2
LEA CHARLIST,A2
SUBQ.W #1,D1
BNE L1
j Start DMA
MOVE.W #$8300,DMACON(AO)
jHires, one bit-plane, interlaced
jHorizontal scroll value = 0
jModulo = 80 for odd bit-planes
jDitto for even bit-planes
jSet data-fetch start for hires
jSet data-fetch stop
;Set display window start
jSet display window stop
jBackground color = blue
;Foreground color = white
jPoint At at bit-plane
;A2 points at character data
; Write 400 lines of data
j Write 20 long words per line
j Write a long word
jDecrement counter
jLoop until line is full
jReset long word counter
jPoint at next word in char list
jEnd of char list?
j Yes, reset A2 to beginning of list
jDecrement line counter
jLoop until all lines are full
jEnable bit-plane DMA only,
j no Copper
Because this example has no Copper list, it sits in a loop waiting for the vertical blank-
ing interval. When it comes, you check the LOF ("long frame") bit in VPOSR. If
LOF = 0, this is a short frame and the bit-plane pointers are set to point to $20050. If
LOF = 1, then this is a long frame and the bit-plane pointers are set to point to $20000.
This keeps the long and short frames in the right relationship to each other.
Playfield Hardware 57
VLOOP: MOVE.W
VLl:
AND.W
BEQ
MOVE.W
MOVE.W
BPL
MOVE.L
BRA
MOVE.L
BRA
; Character list
INTREQR(AO),DO
#$0020,DO
VLOOP
#$0020,INTREQ(AO)
VPOSR(AO),DO
VLl
#$20000,BPLIPTH(AO)
VLOOP
#$20050,BPLIPTH(AO)
VLOOP
;Read interrupt requests
jMask off all but vertical blank
jLoop until vertical blank comes
jReset vertical interrupt
jRead LOF bit into DO bit 15
jlf LOF = 0, jump
;LOF = 1, point to $20000
;Back to top
;LOF = 0, point to $20050
;Back to top
DC.L $18FC3DFO,$3C6666D8,$3C66COCC,$667CCOCC
DC.L $7E66COCC,$C36666D8,$C3FC3DFO,$OOOOOOOO
DC.L $FFFFFFFF
Forming a Dual-playfield Display
For more flexibility in designing your background display, you can specify two playfields
instead of one. In dual-playfield mode, one play field is displayed directly in front of the
other. For example, a computer game display might have some action going on in one
playfield in the background, while the other playfield is showing a control panel in the
foreground. You can then change either the foreground or the background without hav-
ing to redesign the entire display. You can also move the two playfields independently.
A dual-playfield display is similar to a single-playfield display, differing only in these
aspects:
o Each play field in a dual display is formed from one, two or three bit-planes.
o The colors in each playfield (up to seven plus transparent) are taken from
different sets of color registers.
o You must set a bit to activate dual-playfield mode.
58 Play field Hardware
Figure 3-12 shows a dual-playfield display.
Playfield 1 (1, 2, or 3 bit-planes) * Playfield 2 (1, 2, or 3 bit-planes)*
0000
FUEL
~
HEADING
- - - ~ -
52
OIL
Both playfields appear on-screen,
combined to form the complete
display.
123
10
MISSILES OIL
Figure 3-12: A Dual-playfield Display
-
The background
color shows
through where
there are
transparent
sections of
both
playfields.
In figure 3-12, one of the colors in each playfield is "transparent" (color 0 in playfield 1
and color 8 in playfield 2). You can use transparency to allow selected features of the
background playfield to show through.
Playfield Hardware 59
In dual-playfield mode, each play field is formed from up to three bit-planes. Color regis-
ters 0 through 7 are assigned to playfield 1, depending upon how many bit-planes you
use. Color registers 8 through 15 are assigned to playfield 2.
Bit-Plane Assignment in Dual-playfield Mode
The three odd-numbered bit-planes (I, 3, and 5) are grouped together by the hardware
and may be used in playfield 1. Likewise, the three even-numbered bit-planes (2, 4, and
6) are grouped together and may be used in playfield 2. The bit-planes are assigned
alternately to each playfield, as shown in figure 3-13. Note that in high-resolution mode,
you can have up to two bit-planes in each playfield - bit-planes 1 and 3 in playfield 1
and bit-planes 2 and 4 in playfield 2.
60 Play field Hardware
Number of
Bit-Planes
"Turned on" Playfield 1 * Playfield 2*
0
None None
1
C
)
2
r
)
e
)
3
D
0
4
0 eo
5
6
*NOTE: Either playfield may be placed "in front of" or "behind" the other using the
"swap=bit_"
Figure 3-13: How Bit-Planes Are Assigned to Dual Playfields
Playfield Hardware 61
COLOR REGISTERS IN DUAL-PLAYFIELD MODE
When you are using dual playfields, the hardware interprets color numbers for playfield
1 from the bit combinations of bit-planes I, 3, and S. Bits from PLANE S have the
highest significance and form the most significant digit of the color register number.
Bits from PLANE 0 have the lowest significance. These bit combinations select the first
eight color registers from the color palette as shown in table 3-7.
Table 3-7: Playfield 1 Color Registers - Low-resolution Mode
PLAYFIELD 1
Bit Color
Combination Selected
000 Transparent mode
001 COLOR1
010 COLOR2
011 COLOR3
100 COLOR4
101 COLORS
110 COLOR6
111 COLOR7
The hardware interprets color numbers for playfield 2 from the bit combinations of bit-
planes 2, 4, and 6. Bits from PLANE 6 have the highest significance. Bits from PLANE
2 have the lowest significance. These bit combinations select the color registers from the
second eight colors in the color table as shown in table 3-8.
62 Playfield Hardware
Table 3-8: Playfield 2 Color Registers - Low-resolution Mode
PLAYFIELD 2
Bit Color
Combination Selected
000 Transparent mode
001 COLOR9
010 COLORlO
011 COLOR11
100 COLOR12
101 COLOR13
110 COLOR14
111 COLOR15
Combination 000 selects transparent mode, to show the color of whatever object (the
other playfield, a sprite, or the background color) may be "behind" the playfield.
Table 3-9 shows the color registers for high-resolution, dual-playfield mode.
Table 3-9: Playfields 1 and 2 Color Registers - High-resolution Mode
PLAYFIELD 1
Bit Color
Combination Selected
00 Transparent mode
01 COLORI
10 COLOR2
11 COLOR3
PLAYFIELD 2
Bit Color
Combination Selected
00 Transparent mode
01 COLOR9
10 COLORI0
11 COLOR11
Playfield Hardware 63
DUAL-PLAYFIELD PRIORITY AND CONTROL
Either playfield 1 or 2 may have priority; that is, either one may be displayed in front of
the other, although playfield 1 normally has priority. The bit known as PF2PRI (bit 6)
in register BPLCON2 is used to control priority. When PF2PRI = 1, playfield 2 has
priority over playfield 1. When PF2PRI = 0, play field 1 has priority.
You can also control the relative priority of play fields and sprites. Chapter 7, "System
Control Hardware," shows you how to control the priority of these objects.
You can control the two playfields separately as follows:
o They can have different-sized representations in memory, and different portions
of each one can be selected for display.
o They can be scrolled separately.
NOTE:
You must take special care when scrolling one play field and holding the other
stationary. When you are scrolling low-resolution play fields, you must fetch one
word more than the width of the play field you are trying to scroll (two words
more in high-resolution mode) in order to provide some data to display when the
actual scrolling takes place. Only one data-fetch start register and one data-
fetch stop register are available, and these are shared by both playfields. If you
want to scroll one playfield and hold the other, you must adjust the data-fetch
start and data-fetch stop to handle the playfield being scrolled. Then, you must
adjust the modulo and the bit-plane pointers of the playfield that is not being
scrolled to maintain its position on the display. In low-resolution mode, you
adjust the pointers by -2 and the modulo by -2. In high-resolution mode, you
adjust the pointers by -4 and the modulo by -4.
ACTIVATING DUAL-PLAYFIELD MODE
Writing a 1 to bit 10 (called DBLPF) of the bit-plane control register BPLCONO selects
dual-playfield mode. Selecting dual-playfield mode changes both the way the hardware
groups the bit-planes for color interpretation-all odd-numbered bit-planes are grouped
together and all even-numbered bit-planes are grouped together-and the way hardware
can move the bit-planes on the screen.
64 Play field Hardware
SUMMARY
The steps for defining dual play fields are almost the same as those for defining the basic
playfield. Only in the following steps does the dual-playfield creation process differ from
that used for the basic playfield:
o Loading colors into the registers. Keep in mind that color registers 0-7 are
used by playfield 1 and registers 8 through 15 are used by playfield 2 (if there
are three bit-planes in each playfield).
o Building bit-planes. Recall that playfield 1 is formed from PLANES 1, 3, and
5 and playfield 2 from PLANES 2, 4, and 6.
o Setting the modulo registers. Write the modulo to both BPLIMOD and
BPL2MOD as you will be using both odd- and even-numbered bit-planes.
These steps are added:
o Defining priority. If you want playfield 2 to have priority, set bit 6 (PF2PRI)
in BPLCO N2 to 1.
o Activating dual-playfield mode. Set bit 10 (DBLPF) in BPLCONO to 1.
Bit-planes and Display Windows of All Sizes
You have seen how to form single and dual play fields in which the playfield in memory
is the same size as the display window. This section shows you how to define and use a
play field whose big picture in memory is larger than the display window, how to define
display windows that are larger or smaller than the normal playfield size, and how to
move the display window in the big picture.
WHEN THE BIG PICTURE IS LARGER THAN THE DISPLAY WINDOW
If you design a memory picture larger than the display window, you must choose which
part of it to display. Displaying a portion of a larger playfield differs in the following
ways from displaying the basic playfields described up to now:
Playfield Hardware 65
o If the big picture in memory is larger than the display window, you must
respecify the modulos. The modulo must be some value other than O.
o You must allocate more memory for the larger memory picture.
Specifying the Modulo
For a memory picture wider than the display window, you need to respecify the modulo
so that the correct data words are fetched for each line of the display. As an example,
assume the display window is the standard 320 pixels wide, so 40 bytes are to be
displayed on each line. The big picture in memory, however, is exactly twice as wide as
the display window, or 80 bytes wide. Also, assume that you wish to display the left
half of the big picture. Figure 3-14 shows the relationship between the big picture and
the picture to be displayed.
START
I
Width of the Bit-Plane Defined in RAM
Width of defined
screen on which
bit-plane data is
to appear
START+78
Figure 3-14: Memory Picture Larger than the Display
Because 40 bytes are to be fetched for each line, the data fetch for line 1 is as shown in
figure 3-15.
66 Playfield Hardware
Data for Line 1:
Location: START
Leftmost
Display Word
START+2
Next Word
START+4
Next Word
Screen data fetch stops (DDFSTOP) for
each horizontal line after the last word
START+38
Last Display
Word
on the line has been fetched. -------.....
Figure 3-15: Data Fetch for the First Line When Modulo = 40
At this point, BPLxPTH and BPLxPTL contain the value START+40. The modulo,
which is 40, is added to the current value of the pointer so that when it begins the data
fetch for the next line, it fetches the data that you intend for that line. The data fetch
for line 2 is shown in figure 3-16.
Data for Line 2:
Location: START+80
Leftmost
Display Word
START+82
Next Word
START+84
Next Word
START+118
Last Display
Word
Figure 3-16: Data Fetch for the Second Line When Modulo = 40
To display the right half of the big picture, you set up a vertical blanking routine to
start the bit-plane pointers at location START+40 rather than START with the modulo
remaining at 40. The data layout is shown in figures 3-17 and 3-18.
Playfield Hardware 67
Data for Line 2:
Location: START+40
Leftmost
Display Word
START+42
Next Word
START+44
Next Word
START+78
Last Display
Word
Figure 3-17: Data Layout for First Line-Right Half of Big Picture
Now, the bit-plane pointers contain the value START+80. The modulo (40) is added to
the pointers so that when they begin the data Cetch Cor the second line, the correct data
is fetched.
Data for Line 2:
Location: START+120
Leftmost
Display Word
START+122
Next Word
START+124
Next Word
START+158
Last Display
Word
Figure 3-18: Data Layout Cor Second Line-Right HalC of Big Picture
Remember, in high-resolution mode, you need to fetch twice as many bytes as in low-
resolution mode. For a normal-sized display, you Cetch 80 bytes Cor each horizontal line
instead oC 40.
Specifying the Data Fetch
The data-fetch registers specify the beginning and end positions for data placement on
each horizontal line of the display. You specify data fetch in the same way as shown in
the section called "Forming a Basic Playfield."
68 Playfield Hardware
Memory Allocation
For larger memory pictures, you need to allocate more memory. Here is a formula for
calculating memory requirements in general:
bytes per line * lines in playfield * # of bit-planes
Thus, if the wide playfield described in this section is formed from two bit-planes, it
reqUIres:
80 * 200 * 2 = 32,000 bytes of memory
Recall that this is the memory requirement for the playfield alone. You need more
memory for any sprites, animation, audio, or application programs you are using.
Selecting the Display Window Starting Position
The display window starting position is the horizontal and vertical coordinates of the
upper left-h2l.nd corner of the display window. One register, DIWSTRT, holds both the
horizontal and vertical coordinates, known as HSTART and VSTART. The eight bits
allocated to HSTART are assigned to the first 256 positions, counting from the leftmost
possible position. Thus, you can start the display window at any pixel position within
this range. .
Playfield Hardware 69
FULL SCREEN AREA
o
HSTARTof DISPLAY
WINDOW occurs in
this region.
255 361
Figure 3-19: Display Window Horizontal Starting Position
The eight bits allocated to VSTART are assigned to the first 256 positions counting
down from the top of the display.
FULL SCREEN AREA
VST ART of DISPLAY WINOJw
occurs in this region.
o
---'----,1-- 255
(NTSC) ----t--262
Figure 3-20: Display Window Vertical Starting Position
Recall that you select the values for the starting position as if the display were in low-
resolution, non-interlaced mode. Keep in mind, though, that for interlaced mode the
display window should be an even number of lines in height to allow for equal-sized odd
and even fields.
70 Playfield Hardware
To set the display window starting position, write the value for HSTARTinto bits 0
through 7 and the value for VSTART into bits 8 through 15 of DIWSTRT.
Selecting the Stopping Position
The stopping position for the display window is the horizontal and vertical coordinates
of the lower right-hand corner of the display window. One register, DIWSTOP, contains
both coordinates, known as HSTOP and VSTOP.
See the notes in the "Forming a Basic Playfield" section for instructions on setting these
registers.
FULL SCREEN AREA
o 255
HSTOPof DISPLAY
WINDOW occurs in
this region.
361
Figure 3-21: Display Window Horizontal Stopping Position
Select a value that represents the correct position in low-resolution, non-interlaced mode.
Playfield Hardware 71
FULL SCREEN AREA
VSTOP of DISPLAY
WINDOW occurs in
this region.
(NTSC)------11--262
Figure 3-22: Display Window Vertical Stopping Position
To set the display window stopping position, write HSTOP into bits 0 through 7 and
VSTOP into bits 8 through 15 of DIWSTOP.
MAXIMUM DISPLAY WINDOW SIZE
The maximum size of a playfield display is determined by the maximum number of lines
and the maximum number of columns. Vertically, the restrictions are simple. No data
can be displayed in the vertical blanking area, which ranges from line 0 through line 19
(20 lines total). This leaves 242 lines of displayable screen video (interlaced mode dou-
bles this to 484).
Horizontally, the situation is similar. Strictly speaking, the hardware sets a rightmost
limit to DDFSTOP of ($D8) and a leftmost limit to DDFSTRT of ($18). This gives a
maximum of 25 words fetched in low-resolution mode. In high-resolution mode the max-
imum here is 49 words, because the rightmost limit remains ($D8) and only one word is
fetched at this limit. However, horizontal blanking actually limits the displayable video
to 376 low-resolution pixels (23.5 words). In addition, it should be noted that using a
data-fetch start earlier than ($38) will disable some sprites.
72 Playfield Hardware
Moving (Scrolling) Playfields
If you want a background display that moves, you can design a play field larger than the
display window and scroll it. If you are using dual playfields, you can scroll them
separately.
In vertical scrolling, the playfield appears to move smoothly up or down on the screen.
All you need do for vertical scrolling is progressively increase or decrease the starting
address for the bit-plane pointers by the size of a horizontal line in the playfield. This
has the effect of showing a lower or higher part of the picture each field time.
In horizontal scrolling the playfield appears to move from right to left or left to right on
the screen. Horizontal scrolling works differently from vertical scrolling - you must
. arrange to fetch one more word of data for each display line and delay the display of
this data.
For either type of scrolling, resetting of pointers or data-fetch registers can be handled
by the Copper during the vertical blanking interval.
VERTICAL SCROLLING
You can scroll a playfield upward or downward in the window. Each time you display
the playfield, the bit-plane pointers start at a progressively higher or lower place in the
big picture in memory. As the value of the pointer increases, more of the lower part of
the picture is shown and the picture appears to scroll upward. As the value of the
pointer decreases, more of the upper part is shown and the picture scrolls downward. If
your picture has 200 vertical lines, each step can be as little as 1/200th of the screen. In
interlaced mode each step could be 1/400th of the screen if clever manipulation of the
pointers is used, but it is recommended that scrolling be done two lines at a time to
maintain the odd/even field relationship.
Playfield Hardware 73
Bit-Plane
Pointer
Start
Address
.
........................................
As the value of the bit-plane
pointer increases, more of
the lower part of the
picture is shown.
As it decreases, more of
the upper part is shown .
Figure 3-23: Vertical Scrolling
To set up a play field for vertical scrolling, you need to form bit-planes tall enough to
allow for the amount of scrolling you want, write software to calculate the bit-plane
pointers for the scrolling you want, and allow for the Copper to use the resultant
pointers.
Assume you wish to scroll a playfield upward one line at a time. To accomplish this,
before each field is displayed, the bit-plane pointers have to increase by enough to ensure
that the pointers begin one line lower each time. For a normal-sized, low-resolution
display in which the modulo is 0, the pointers would be incremented by 40 bytes each
time.
HORIZONTAL SCROLLING
You can scroll playfields horizontally from left to right or right to left on the screen.
You control the speed of scrolling by specifying the amount of delay in pixels. Delay
means that an extra word of data is fetched but not immediately displayed. The extra
word is placed just to the left of the window's leftmost edge and before normal data
fetch. As the display shifts to the right,the bits in this extra word appear on-screen at
74 Playfield Hardware
the left-hand side of the window as bits on the right-hand side disappear off-screen. For
each pixel of delay, the on-screen data shifts one pixel to the right each display field.
The greater the delay, the greater the speed of scrolling. You can have up to 15 pixels
of delay. In high-resolution mode, scrolling is in increments of 2 pixels. Figure 3-24
shows how the delay and extra data fetch combine to cause the scrolling effect.
0-15 bits of
delay will cause
the system to
show the
early-fetched
word.
Background Color
''''--Data Fetch 21 Words---.I
..---Display Window
Display position in example
is shown with D-bits of delay.
As delay is added,
on screen display
shifts this
direction.
This data is
displayed if
scroll = 0
16 Bits .... --320 Bits (20
(1 ________ +-____ ....
o
-
Figure 3-24: Horizontal Scrolling
This data is
displayed if
scroll = 15
Playfield Hardware 75
Note that fetching an extra word for scrolling will disable some sprites.
To set up a play field for horizontal scrolling, you need to
o Define bit-planes wide enough to allow for the scrolling you need.
o Set the data-fetch registers to correctly place each horizontal line, including the
extra word, on the screen.
o Set the delay bits.
o Set the modulo so that the bit-plane pointers begin at the correct word for each
line.
o Write Copper instructions to handle the changes during the vertical blanking
interval.
Specifying Data Fetch in Horizontal Scrolling
The normal data-fetch start for non-scrolled displays is ($38). If horizontal scrolling is
desired, then the data fetch must start one word sooner (DDFSTRT = $0030). Inciden-
tally, this will disable sprite 7. DDFSTOP remains unchanged. Remember that the set--
tings of the data-fetch registers affect both playfields.
Specifying the Modulo in Horizontal Scrolling
As always, the modulo is two counts less than the difference between the address of the
next word you want to fetch and the address of the last word that was fetched. As an
example for horizontal scrolling, let us assume a 40-byte display in an 80-byte "big pic-
ture." Because horizontal scrolling requires a data fetch of two extra bytes, the data for
each line will be 42 bytes long.
76 Play field Hardware
START START+38 START+78
DISPLAY
WINDOW
Width
Memory Picture Width ~
Figure 3-25: Memory Picture Larger Than the Display Window
Data for Line 1:
Location: START
Leftmost
Display Word'
START+2
Next Word
START+4
Next Word
Figure 3-26: Data for Line 1 - Horizontal Scrolling
START+40
Last Display
Word
At this point, the bit-plane pointers contain the value START+42. Adding the modulo
of 38 gives the correct starting point for the. next line.
Data for Line 2:
Location: START+80
Leftmost
Display Word
START+82
Next Word
START+84
Next Word
Figure 3-27: Data. for Line 2-Horizontal Scrolling
START+120
Last Display
Word
In the BPLxMOD registers you set the modulo for each bit-plane used.
Playfield Hardware 77
Specifying Amount of Delay
The amount of delay in horizontal scrolling is controlled by bits 7-0 in BPLCONI. You
set the delay separately for each playfield; bits 3-0 for playfield 1 (bit-planes 1, 3, and 5)
and bits 7-4 for play field 2 (bit-planes 2, 4, and 6).
NOTE: Always set all six bits, even if you have only one playfield. Set 3-0 and 7-4 to
the same value if you are using only one playfield.
The following example sets the horizontal scroll delay to 7 for both play fields.
BPLCONI EQU $DFFI02 ;Horizontal scroll register
MOVE.W #$77,BPLCONI
SUMMARY
The steps for defining a scrolled play field are the same as those for defining the basic
play field, except for the following steps:
o Defining the data fetch. Fetch one extra word per horizontal line and start it
16 pixels before the normal (unscrolled) data-fetch start.
o Defining the modulo. The modulo is two counts greater than when there is
no scrolling.
These steps are added:
o For vertical scrolling, reset the bit-plane pointers for the amount of the
scrolling increment. Reset BPLxPTH and BPLxPTL during the vertical
blanking interval.
o For horizontal scrolling, specify the delay. Set bits 7-0 in BPLCONI for 0
to 15 bits of delay.
78 Playfield Hardware
Advanced Topics
This section describes features that are used less often or are optional.
INTERACTIONS AMONG PLAYFIELDS AND OTHER OBJECTS
Playfields share the display with sprites. Chapter 7, "System Control Hardware," shows
how play fields can be given different video display priorities relative to the sprites and
how playfields can collide with (overlap) the sprites or each other.
HOLD-AND-MODIFY MODE
This is a special mode that allows you to produce up to 4,096 colors on the screen at the
same time. Normally, as each value formed by the combination of bit-planes is selected,
the data contained in the selected color register is loaded into the color output circuit for
the pixel being written on the screen. Therefore, each pixel is colored by the contents of
the selected color register.
In hold-and-modify mode, however, the value in the color output circuitry is held, and
one of the three components of the color (red, green, or blue) is modified by bits coming
from certain preselected bit-planes. After modification, the pixel is written to the screen.
The hold-and-modify mode allows very fine gradients of color or shading to be produced
on the screen. For example, you might draw a set of 16 vases, each a different color,
using all 16 colors in the color palette. Then, for each vase, you use hold-and-modify to
very finely shade or highlight or add a completely different color to each of the vases.
Note that a particular hold-and-modify pixel can only change one of the three color
values at a time. Thus, the effect has a limited control.
In hold and modify mode, you use all six bit-planes. Planes 5 and 6 are used to modify
the way bits from planes 1 - 4 are treated, as follows:
o If the 6-5 bit combination from planes 6 and 5 for any given pixel is 00, normal
color selection procedure is followed. Thus, the bit combinations from planes
4 - 1, in that order of significance, are used to choose one of 16 color registers
(registers 0- 15).
If only five bit-planes are used, the data from the sixth plane is automatically
supplied with the value as 0.
Playfield Hardware 79
o If the 6-5 bit combination is 01, the color of the pixel immediately to the left of
this pixel is duplicated and then modified. The bit-combinations from planes
4 - 1 are used to replace the four "blue" bits in the corresponding color register.
o If the 6-5 bit combination is 10, the color of the pixel immediately to the left of
this pixel is duplicated and then modified. The bit-combinations from planes
4 - 1 are used to replace the four "red" bits.
o If the 6-5 bit combination is 11, the color of the pixel immediately to the left of
this pixel is duplicated and then modified. The bit-combinations from planes
4 - 1 are used to replace the four "green" bits.
Using hold-and-modify mode, it is possible to get by with defining only one color regis-
ter, which is COLORO, the color of the background. You treat the entire screen as a
modification of that original color, according to the scheme above.
Bit 11 of register BPLCONO selects hold-and-modify mode. The following bits in
BPLCONO must be set for hold-and-modify mode to be active:
oBit HOMOD, bit 11, is 1.
oBit DBLPF, bit 10, is (single-play field mode specified).
o Bit HIRES, bit 15, is (low-resolution mode specified).
oBits BPU2, BPU1, and BPUO - bits 14, 13, and 12, are 101 or 110 (five or six
bit-planes active).
The following example code generates a six-bit-plane display with hold-and-modify mode
turned on. All 32 color registers are loaded with black to prove that the colors are being
generated by hold-and-modify. The equates are the usual and are not repeated here.
; First, set up the control registers.
LEA CUSTOM,AO
MOVE.W #$6AOO,BPLCONO(AO)
MOVE.W #0,BPLCON1(AO)
MOVE.W #0,BPL1MOD(AO)
MOVE.W #0,BPL2MOD(AO)
MOVE.W #$0038,DDFSTRT(AO)
MOVE.W #$OODO,DDFSTOP(AO)
MOVE.W #$2C81,DIWSTRT(AO)
MOVE.W #$F4C1,DIWSTOP(AO)
80 Playfield Hardware
;Point AO at custom chips
;Six bit-planes, hold-and-modify mode
;Horizontal scroll = 0
;Modulo for odd bit-planes = 0
;Ditto for even bit-planes
;Set data-fetch start
;Set data-fetch stop
;Set display window start
;Set display window stop
; Set all color registers = black to prove that hold-and-modiJy mode is working.
MOVE.W #32,DO
LEA CUSTOM+COLOROO,A1
CREGLOOP:
.
,
MOVE.W #$OOOO,(A1)+
SUBQ.W #l,DO
BNE CREGLOOP
;Initialize counter
;Point Al at first color register
; Write black to a color register
;Decrement counter
;Loop until all color registers set
; Fill six bit-planes with an easily recognizable pattern.
MOVE.W #2000,DO
MOVE.L #$21000,A1
MOVE.L #$23000,A2
MOVE.L #$25000,A3
MOVE.L #$27000,A4
MOVE.L #$29000,A5
MOVE.L #$2BOOO,A6
FPLLOOP:
,
MOVE.L
MOVE.L
MOVE.L
MOVE.L
MOVE.L
MOVE.L
SUBQ.W
BNE
#$55555555,(Al )+
#$33333333,(A2)+
#$OFOFOFOF ,(A3)+
#$OOFFOOFF ,(A4)+
#$FFFFFFFF ,(A5)+
#$OOOOOOOO,(A6)+
#l,DO
FPLLOOP
j Set up a Copper list at $20000.
CLOOP:
MOVE.L
LEA
MOVE.L
CMPI.L
BNE
#$20000,A1
COPPERL,A2
(A2),(Al)+
#$FFFFFFFE,(A2)+
CLOOP
; Point Copper at Copper list.
MOVE.L #$20000,COPILCH(AO)
MOVE.W COPJMPl(AO),DO
; Start DMA.
MOVE.W #$8380,DMACON(AO
;2000 longwords per bit-plane
;Point Al at bit-plane 1
;Point A2 atbit-plane 2
;Point A3 at bit-plane 3
;Point A4 at bit-plane 4
;Point A5 at bit-plane 5
jPoint A6 at bit-plane 6
jFill bit-plane 1 with $55555555
;Fill bit-plane 2 with $33333333
jFili bit-plane 3 with $OFOFOFOF
;Fill bit-plane 4 with $OOFFOOFF
;Fill bit-plane 5 with $FFFFFFFF
jFill bit-plane 6 with $00000000
jDecrement counter
jLoop until all bit-planes are Jull
jPoint Al at Copper list destination
jPoint A2 at Copper list image
jMove a long word
jCheck Jor end oJ Copper list
jLoop until entire Copper list moved
jLoad Copper jump register
jForce load into Copper P.C.
jEnable bit-plane and Copper DMA
Playfield Hardware 81
BRA ..... next stuff to do .....
,
; Copper list for six bit-planes. Bit-plane 1 is at $21000; 2 is at $23000;
; 3 is at $25000; -I is at $27000; 5 is at $29000; 6 is at $2BOOO.
COPPERL:
DC.W
DC.W
DC.W
DC.W
DC.W
DC.W
DC.W
DC.W
DC.W
DC.W
DC.W
DC.W
DC.W
$OOEO,$0002
$OOE2,$1000
$OOE4,$0002
$OOE6,$3000
$OOE8,$0002
$OOEA,$5000
$OOEC,$0002
$OOEE,$7000
$OOFO,$0002
$OOF2,$9000
$OOF4,$0002
$OOF6,$BOOO
$FFFF ,$FFFE
jBit-plane 1 pointer = $21000
jBit-plane 2 pointer = $23000
jBit-plane 3 pointer = $25000
jBit-plane -I pointer = $27000
jBit-plane 5 pointer = $29000
jBit-plane 6 pointer = $2BOOO
j Wait for the impossible, i.e., quit
FORMING A DISPLAY WITH SEVERAL DIFFERENT PLA YFIELDS
The graphics library provides the ability to split the screen into several "ViewPorts",
each with its own colors and resolutions. See the Amiga ROM Kernel Manual for more
information.
USING AN EXTERNAL VIDEO SOURCE
An optional board that provides genlock is available for the Amiga. Genlock allows you
to bring in your graphics display from an external video source (such as a VCR, camera,
or laser disk player). When you use genlock, the background color is replaced by the
display from this external video source. For more information, see the instructions fur-
nished with the optional board.
82 Playfield Hardware
SUMMARY OF PLAYFIELD REGISTERS
This section summarizes the registers used in this chapter and the meaning of their bit
settings. The color registers are summarized in the next section. See appendix A for a
summary of all registers.
BPLCONO - Bit Plane Control
NOTE: Bits in this register cannot be independently set.
Bit 0 - un used
Bit 1 - ERSY (external synchronization enable)
1 = External synchronization enabled
o = External synchronization disabled
Bit 2 - LACE (interlace enable)
1 = interlaced mode enabled
0= non-interlaced mode enabled
Bit 3 - LPEN (light pen enable)
Bits 4-7 not used (make 0)
Bit 8 - GAUD (genlock audio enable)
1 = Genlock audio enabled
o = Genlock audio disabled
Bit 9 - COLOR_ON (color enable)
1 = composite video color-burst enabled
0= composite video color-burst disabled
Bit 10 - DBLPF (double-play field enable)
1 = dual play fields enabled
o = single play field enabled
Bit 11 - HOMOD (hold-and-modify enable)
1 = hold-and-modify enabled
o = hold-and-modify disabled
Bits 14,13,12 - BPU2, BPU1, BPUO
Number of bit-planes used.
Playfield Hardware 83
000 = only a background color
001 = 1 bit-plane, PLANE 1
010 = 2 bit-planes, PLANES 1 and 2
011 = 3 bit-planes, PLANES 1- 3
100 = 4 bit-planes, PLANES 1 - 4
101 = 5 bit-planes, PLANES 1 - 5
110 = 6 bit-planes, PLANES 1 - 6
111 not used
Bit 15 - HIRES (high-resolution enable)
1 = high-resolution mode
o = low-resolution mode
BPLCONl - Bit-plane Control
Bits 3-0 - PF1H(3:-0)
Playfield 1 delay
Bits 7-4 - PF2H(3-0)
Playfield 2 delay
Bits 15-8 not used
BPLCON2 - Bit-plane Control
Bit 6 - PF2PRI
1 = Play field 2 has priority
o = Play field 1 has priority
Bits 0-5 Play field sprite priority
Bits 7-15 not used
84 Play field Hardware
DDFSTRT - Data-fetch Start
(Beginning position for data fetch)
Bits 15-8 - not used
Bits 7-3 pixel position H8-H4
Bits 2-0 not used
DDFSTOP - Data-fetch Stop
(Ending position for data fetch)
Bits 15-8 not used
Bits 73 pixel position H8-H4
Bits 10 - not used
BPLxPTH - Bit-plane Pointer
(Bit-plane pointer high word, where x is the bit-plane number)
BPLxPTL - Bit-plane Pointer
(Bit-plane pointer low word, where x is the bit-plane number)
DIWSTRT - Display Window Start
(Starting vertical and horizontal coordinates)
Bits 15-8 VSTART (V7VO)
Bits 7-0 - HSTART (H7-HO)
DIWSTOP - Display Window Stop
(Ending vertical and horizontal coordinates)
Bits 15-8 VSTOP (V7-VO)
Bits 7-0 - HSTOP (H7-HO)
BPLIMOD - Bit-plane Modulo
(Odd-numbered bit-planes, playfield 1)
BPL2MOD - Bit-plane Modulo
(Even-numbered bit-planes, playfield 2)
Playfield Hardware 85
Summary of Color Selection
This section contains summaries of playfield color selection including color register con-
tents, example colors, and the differences in color selection in high-resolution and low-
resolution modes.
COLOR REGISTER CONTENTS
Table 3-10 shows the contents of each color register. All color registers are write-only.
Table 3-10: Color Register Contents
Bits Contents
15 12 (Unused)
11 ,8 Red
7 4 Green
3 0 Blue
SOME SAMPLE COLOR REGISTER CONTENTS
Table 3-11 shows a variety of colors and the hexadecimal values to load into the color
registers for these colors.
86 Playfield Hardware
Table 3-11: Some Register Values and Resulting Colors
Value Color Value Color
$FFF White $lFB Light aqua
$DOO Brick red $6FE Sky blue
$FOO Red $6CE Light blue
$F80 Red-orange $OOF Blue
$F90 Orange $61F Bright b l u ~
$FBO Golden orange $06D Dark blue
$FDO Cadmium yellow $91F Purple
$FFO Lemon yellow $CIF Violet
$BFO Lime green $FIF Magenta
$8EO Light green $FAC Pink
$OFO Green $DB9 Tan
$2CO Dark green $C80 Brown
$OB1 Forest green $A87 Dark brown
$OBB Blue green $CCC Light grey
$ODB Aqua $999 Medium grey
$000 Black
COLOR SELECTION IN LOW-RESOLUTION MODE
Table 3-12 shows playfield color selection in low-resolution mode. If the bit-
combinations from the playfields are as shown, the color is taken from the color register
number indicated.
Playfield Hardware 87
Table 3-12: Low-resolution Color Selection
Single Playfield Dual Playfields
Normal Mode Hold-and-modify Mode Color Register
(Bit-planes 5,4,3,2,1) (Bit-planes 4,3,2,1) Number
Playfield 1
Bit-,Elanes 5
2
3
2
1
00000 0000 000 0*
00001 0001 001 1
OOOle 0010 010 2
00011 0011 011 3
00100 0100 100 4
00101 0101 101 5
00110 0100 110 6
00111 0111 111 7
Playfield 2
Bit-,Elanes 6
2
4
2
2
01000 1000 000 ** 8
01001 1001 001 9
01010 1010 010 10
01011 1011 011 11
01100 1100 100 12
01101 1101 101 13
01110 1110 110 14
01111 1111 111 15
10000
I I
16
10001
I I
17
10010
I I
18
10011
I I
19
10100 NOT NOT 20
10101 USED USED 21
10110 IN IN 22
10111 THIS THIS 23
11000 MODE MODE 24
11001
I I
25
11010
I I
26
11011
I I
27
11100
I I
28
11101
I I
29
11110
I I
30
11111
I I
31
* Color register 0 always defines the background color.
** Selects "transparent" mode instead of selecting color register 8.
88 Playfield Hardware
COLOR SELECTION IN HOLD-AND-MODIFY MODE
In hold-and-modify mode, the color register contents are changed as shown in table 3-13.
This mode is in effect only if bit 10 of BPLCONO = 1.
Table 3-13: Color Selection in Hold-and-modify Mode
Bit-plane 6 Bit-plane 5 Result
0 0 Normal operation (use color register itself)
0 1 Hold green and red B = Bit-plane 4-1 contents
1 0 Hold green and blue R = Bit-plane 4-1 contents
1 1 Hold blue and red G = Bit-plane 4-1 contents
COLOR SELECTION IN HIGH-RESOLUTION MODE
Table 3-14 shows playfield color selection in high-resolution mode. If the bit-
combinations from the playfields are as shown, the color is taken from the color register
number indicated.
Playfield Hardware 89
Table 3-14: High-resolution Color Selection
Single Dual Color
Playfield Playfields Register
Bit-planes 4,3,2,1 Number
Playfield 1
Bit-planes 3,1
0000 00 * 0**
0001 01 1
0010 10 2
0011 11 3
0100
I
4
0101 NOT USED 5
0110 IN THIS MODE 6
0111
I
7
Playfield 2
Bit-planes 4,2
1000 00 * 8
1001 01
g
1010 10 10
1011 11 11
1100
I
12
1101 NOT USED 13
1110 IN THIS MODE 14
1111
I
15
* Selects "transparent" mode.
** Color register a always defines the background color.
gO Playfield Hardware
Chapter 4
SPRITE HARDWARE
Introduction
Sprites are hardware objects that are created and moved independently of the playfield
display and independently of each other. Together with playfields, sprites form the
graphics display of the Amiga. You can create more complex animation effects by using
the blitter, which is described in the chapter called "Blitter Hardware." Sprites are pro-
duced on-screen by eight special-purpose sprite DMA channels. Basic sprites are 16 pix-
els wide and any number of lines high. You can choose from three colors for a sprite's
pixels, and a pixel may also be transparent, showing any object behind the sprite. For
larger or more complex objects, or for more color choices, you can combine sprites.
Sprite Hardware 91
Sprite DMA channels can be reused several times within the same display field. Thus,
you are not limited to having only eight sprites on the screen at the same time.
ABOUT THIS CHAPTER
This chapter discusses the following topics:
o Defining the size, shape, color, and screen position of sprites.
o Displaying and moving sprites.
o Combining sprites for more complex Images, additional width, or additional
colors.
o Reusing a sprite DMA channel multiple times within a display field to create
more than eight sprites on the screen at one time.
Forming a Sprite
To form a sprite, you must first define it and then create a formal data structure in
memory. You define a sprite by specifying its characteristics:
o On-screen wid th of up to 16 pixels.
o Unlimited height.
o Any shape.
o A combination of three colors, plus transparent.
o Any position on the screen.
'SCREEN POSITION
A sprite's screen position is defined as a set of X,Y coordinates. Position (0,0), where
X = 0 and Y = 0, is the upper left-hand corner of the display. You define a sprite's
location by specifying the coordinates of its upper left-hand pixel. Sprite position is
always defined as though the display modes were low-resolution and non-interlaced. The
X,Y coordinate system and definition of a sprite's position are graphically represented in
92 Sprite Hardware
figure 4-1. Notice that because of display overscan, position (0,0) (that is, X = 0,
Y = 0) is not normally in a viewable region of the screen.
(0.0)--.......--_____ .....,._
I Visible Screen Area
y
Figure 4-1: Defining Sprite On-screen Position
The amount of viewable area is also affected by the size of the playfield display window.
See the "Playfield Hardware" chapter for more information about overscan and display
windows.
Horizontal Position
A sprite's horizontal position (X value) can be at any pixel on the screen from 0 to 447.
To be visible, however, an object must be within the boundaries of the playfield display
window. In addition, the normally usable range of the video screen is from pixel 64 to
pixel 383 (that is, 320 pixels of usable width). A larger area is actually scanned by the
video beam but is not usually visible on the screen.
If you specify an X value for the sprite of less than 64 or an X value outside the display
window, part or all of the sprite may not appear on the screen. This is sometimes desir-
able; such a sprite is said to be "clipped."
To make a sprite appear, unclipped, in its correct on-screen horizontal position, add 64
to the X value. For example, to make the upper leftmost pixel of a sprite appear at a
position 94 pixels from the left edge of the screen, you would perform this calculation:
Sprite Hardware 93
Desired X position 94
32 off-screen lines +64
158
Thus, 158 becomes the X value, which will be written into the data structure.
Note that the X position represents the location of the very first (leftmost) pixel in the
full 16-bit-wide sprite. This is always the case, even if the leftmost pixels are specified as
transparent and do not appear on the screen. If the sprite shown in figure 4-2 were
located at an X value of 158, the actual image would begin on-screen four pixels later at
162. The first four pixels in this sprite are transparent and allow the background to
show through.
4
Figure 4-2: Position of Sprites
Vertical Position
You can select any position from line 0 to line 262 for the topmost edge of the sprite.
The normal usable range of the video screen, however, is from line 44 through line 243.
This allows the normal display height of 200 lines in non-interlaced mode. If you specify
a vertical position (Y value) of less than 44, the top edge of the sprite may not appear
on screen.
To make a sprite appear in its correct on-screen vertical position, add 44 to the desired
position. For example, to make the upper leftmost pixel appear 25 lines below the top
edge of the screen, perform this calculation:
94 Sprite Hard ware
Desired Y position 25
44 above-screen lines +44
69
Thus, 69 is the Y value you will write into the data structure.
Clipped Sprites
As noted above, sprites will be partially or totally clipped if they pass across or beyond
the boundaries of the display window. The values of 64 (horizontal) and 44 (vertical) are
"normal" for a centered display on a standard video monitor. If you choose other values
to establish your display window, your sprites will be clipped accordingly.
SIZE OF SPRITES
Sprites are 16 pixels wide and can be almost any height you wish - as short as one line
or taller than the screen. You would probably move a very tall sprite vertically to
display a portion of it at a time.
Sprite size is based on a pixel that is 1/320th of a normal screen's width and 1/200th of
a normal screen's height. This pixel size corresponds to the low-resolution and non-
interlaced modes of the normal full-size playfield. Sprites, however, are independent of
play field modes of display, so changing the resolution or interlace mode of the playfield
has no effect on the size or resolution of a sprite.
SHAPE OF SPRITES
A sprite can have any shape that will fit within the 16-pixel width. You define a sprite's
shape by specifying which pixels actually appear in each of the sprite's locations. For
example, figures 4-3 and 4-4 show a spaceship whose shape is marked by Xs. The first
figure shows only the spaceship as you might sketch it out on graph paper. The second
figure shows the spaceship within the 16-pixel width. The Os around the spaceship mark
the part of the sprite not covered by the spaceship and transparent when displayed.
Sprite Hardware 95
xx
xxxxxx
xxxxxxxxxx
xxxxxxxxxx
xxxxxx
xx
Figure 4-3: Shape of Spaceship
ooooxxoooooooooo
ooxxxxxxoooooooo
xxxxxxxxxxoooooo
xxxxxxxxxxoooooo
oooxxxxooooooooo
Figure 4-4: Sprite with Spaceship Shape Defined
In this example, the widest part of the shape is ten pixels and the shape is shifted to the
left of the sprite. Whenever the shape is narrower than the sprite, you can control
which part of the sprite is used to define the shape. This particular shape could also
start at any of the pixels from 2-7 instead of pixel!.
SPRITE COLOR
When sprites are used individually (that is, not "attached" as described under
"Attached Sprites" later), each pixel can be one of three colors or transparent. Colors
are selected in much the same manner as playfield colors. Figure 4-5 shows how the
color of each pixel in a sprite is determined.
96 Sprite Hardware
Transparent
High-order word of sprite data line
Low-order word of sprite data line
Forms a binary
code, used as
the color choice
from a group of
color registers.
Figure 4-5: Sprite Color Definition
The Os and Is in the two data words that define each line of a sprite in the data struc-
ture form a binary number. This binary number points to one of the four color registers
assigned to that particular sprite DMA channel. The eight sprites use system color
registers 16 - 31. For purposes of color selection, the eight sprites are organized into
pairs and each pair uses four of the color registers as shown in figure 4-6. Note that the
color value of the first register in each group of four registers is ignored by sprites.
When the sprite bits select this register, the "transparent" value is used.
Sprite Hardware 97
Codes 01, 10, or 11
select one of three
possible registers
from the normal
color register group,
from which the
actual color data
is taken.
Sprite a or 1 '{ 00
01
10
11
Sprite 2 or 3 '{ 00
01
10
11
Sprite 4 or 5 '{
00
01
10
11
Sprite 6 or 7 '{ 00
01
10
11
"V
Color Register Set
Unused
Unused
Unused
Unused
Figure 4-6: Color Register Assignments
16
~
~ Y i e l d S
~ Transparent
V
28
31
If you require certain colors in a sprite, you will want to load the sprite's color registers
with those colors. The "Playfield Hardware" chapter contains instructions on loading
color registers.
The binary number 00 is special in this color scheme. A pixel whose value is 00 becomes
transparent and shows the color of any other sprite or playfield that has lower video
priority. An object with low priority appears "behind" an object with higher priority_
Each sprite has a fixed video priority with respect to all the other sprites. You can vary
the priority between sprites and playfields. (See chapter 7, "System Control Hardware,"
for more information about sprite priority.)
DESIGNING A SPRITE
For design purposes, it is convenient to layout the sprite on paper first. You can show
the desired colors as numbers from 0 to 3. For example, the spaceship shown above
might look like this:
98 Sprite Hardware
0000122332210000
0001223333221000
0012223333222100
0001223333221000
0000122332210000
The next step is to convert the numbers 0-3 into binary numbers, which will be used to
build the color descriptor words of the sprite data structure. The section below shows
how to do this.
BUILDING THE DATA STRUCTURE
After defining the sprite, you need to build its data structure, which is a series of 16-bit
words in a contiguous memory area. Some of the words contain position and control
information and some contain color descriptions. To create a sprite's data structure, you
need to:
o Write the horizontal and vertical position of the sprite into the first control
word.
o Write the vertical stopping position into the second control word.
o Translate the decimal color numbers 0 - 3 in your sprite grid picture into
binary color numbers. Use the binary values to build color descriptor (data)
words and write these words into the data structure.
o Write the control words that indicate the end of the sprite data structure.
Table 4-1 shows a sprite data structure with the memory location and function of each
word:
Sprite Hardware 99
Table 4-1: Sprite Data Structure
Memory
Location
N
N+1
N+2
N+3
N+4
N+5
16-bit Word
Sprite control word 1
Sprite control word 2
Color descriptor low word
Color descriptor high word
Color descriptor low word
Color descriptor high word
End-of-data words
Function
Vertical and horizontal start position
Vertical stop position
Color bits for line 1
Color bits for line 1
Color bits for line 2
Color bits for line 2
Two words indicating
the next usage of this sprite
All memory addresses for sprites are word addresses. You will need enough contiguous
memory to provide room for two words for the control information, two words for each
horizontal line in the sprite, and two end-of-data words.
Because this data structure must be accessible by the special-purpose chips, you must
ensure that this data is located within the lowest 512K bytes of the system memory.
Figure 4-7 shows how the data structure relates to the sprite.
100 Sprite Hardware
..... 1------16 bits-----....
Increasing
VSTART, HSTART
addresses t---------------t
VSTOP, control bits
Low word of data, line 1
High word of data, line 1
Data describing
central lines of
this sprite
Low word of data, last line
High word of data, last line
0000000000000000
000 000 0 0 0 0 0 0 0 0 0 0
Part
of a
screen
display
VSTART
VSTOP
HSTART
~ :
/
Figure 4-7: Data Structure Layout
Each group of words defines one
vertical usage of a sprite.
Contains starting location and
physical appearance of this
sprite image.
Pairs of words containing
color information for pixel
lines.
Last word pair contains all
zeros if this sprite processor is
to be used only once vertically
in the display frame.
EACH WORD PAIR
Low word of pair
High word of pair
DESCRIBES ONE VIDEO
LINE OF THE SPRITE
Sprite Hardware 101
Sprite Control Word 1: SPRxPOS
This word contains the vertical (VSTART) and horizontal (HSTART) starting position
for the sprite. This is where the topmost line of the sprite will be positioned.
Bits 15-8 contain the low 8 bits of VSTART
Bits 7-0 contain the high 8 bits of HSTART
Sprite Control Word 2: SPRxCTL
This word contains the vertical stopping position of the sprite on the screen. It also con-
tains some data having to do with sprite attachment, which is described later on.
Bits 15-8
Bit 7
Bits 6-3
Bit 2
Bit 1
Bit 0
SPRxCTL
The low eight bits of VSTOP
(Used in attachment)
Unused (make zero)
The VSTART high bit
The VSTOP high bit
The HSTART low bit
The value (VSTOP - VSTART + 1) defines how many lines high the sprite will be.
Sprite Color Descriptor Words
It takes two color descriptor words to describe each horizontal line of a sprite; the high-
order word and the low-order word. To calculate how many color descriptor words you
need, mUltiply the height of the sprite in lines by 2. The bits in the high-order color
descriptor word contribute the leftmost digit of the binary color selector number for each
pixel; the low-order word contributes the rightmost digit.
To form the color descriptor words, you first need to form a picture of the sprite, show-
ing the color of each pixel as a number from 0 - 3. Each number represents one of the
colors in the sprite's color registers. For example, here is the spaceship sprite again:
102 Sprite Hardware
0000122332210000
0001223333221000
0012223333222100
0001223333221000
0000122332210000
Next, you translate each of the numbers in this picture into a binary number. The first
line in binary is shown below. The binary numbers are represented vertically with the
low digit in the top line and the high digit right below it. This is how the two color
descriptor words for each sprite line are written in memory.
0000100110010000
0000011111100000
The first line above becomes the color descriptor high word for line 1 of the sprite. The
second line becomes the color descriptor low word. In this fashion, you translate each
line in the sprite into binary Os and Is.
Each of the binary numbers formed by the combination of the two data words for each
line refers to a specific color register in that particular sprite channel's segment of the
color table. Sprite channel 0, for example, takes its colors from registers 17 - 19. The
binary numbers corresponding to the color registers for sprite DMA channel 0 are shown
in table 4-2.
Table 4-2: Sprite Color Registers
Binary Number Color Register Number
00
01
10
11
Transparent
17
18
19
Recall that binary 00 always means transparent and never refers to a color.
Sprite Hardware 103
End-or-data Words
When the vertical position of the beam counter is equal to the VSTOP value in the
sprite control words, the next two words fetched from the sprite data structure are writ-
ten into the sprite control registers instead of being sent to the color registers. These
two words are interpreted by the hardware in the same manner as the original words
that were first loaded into the control registers. If the VSTART value contained in
these words is lower than the current beam position, this sprite will not be reused in this
display field. For consistency, the value 0 should be used for both words when ending
the usage of a sprite. Sprite reuse is discussed later.
The following data structure is for the spaceship sprite. It will be located at V = 65
and H = 128 on the screen.
SPRITE:
DC.W
DC.W
DC.'V
DC.W
DC.W
DC.W
DC.W
$6D60,$7200
$0990,$07EO
$13C8,$OFFO
$23C4,$lFF8
$13C8,$OFFO
$0990,$07EO
$0000,$0000
Displaying a Sprite
;VSTART, lISTART, VSTOP
;First pair of descriptor words
;End of sprite data
After building the data structure, you need to tell the system to display it. This section
describes the display of sprites in "automatic" mode. In this mode, once the sprite DMA
channel begins to retrieve and display the data, the display continues until the VSTOP
position is reached. Manual mode is described later on in this chapter.
The following steps are used in displaying the sprite:
1. Decide which of the eight sprite DMA channels to use.
2. Set the sprite pointers to tell the system where to find the sprite data.
3. Turn on sprite direct memory access if it is not already on.
104 Sprite Hardware
4. For each subsequent display field, during the vertical blanking interval, rewrite
the sprite pointers.
CAUTION
If sprite DMA is turned off while a sprite is being displayed (that is, after
VSTART but before VSTOP), the system will continue to display the line of
sprite data that was most recently fetched. This causes a vertical bar to
appear on the screen. It is recommended that sprite DMA be turned off only
during vertical blanking or during some portion of the display where you are
sure that no sprite is being displayed.
SELECTING A DMA CHANNEL AND SETTING THE POINTERS
In deciding which DMA channel to use, you should take into consideration the colors
assigned to the sprite and the sprite's video priority.
The sprite DMA channel uses two pointers to read in sprite data and control words.
During the vertical blanking interval before the first display of the sprite, you need to
write the sprite's memory address into these pointers. The pointers for each sprite are
called SPRxPTH and SPRxPTL, where "x" is the number of the sprite DMA channel.
SPRxPTH points to the high three bits of the memory address of the first word in the
sprite and SPRxPTL points to the low fifteen bits. As usual, you can write a long word
into SPRxPTH.
In the following example the processor initializes the data pointers for sprite O. Nor-
mally, this is done by the Copper. The sprite is at address $20000.
SPROPTH EQU
SPROPTL EQU
MOVE.L
$DFF120
$DFF122
#$20000,SPROPTH ; Write $20000 to sprite 0 pointer
These pointers are dynamic; they are incremented by the sprite DMA channel to point
first to the control words, then to the data words, and finally to the end-of-data words.
After reading in the sprite control information and storing it in other registers, they
proceed to read in the color descriptor words. The color descriptor words are stored in
sprite data registers, which are used by the sprite DMA channel to display the data on
screen. For more information about how the sprite DMA channels handle the display,
see the "Hardware Details" section below.
Sprite Hardware 105
RESETTING THE ADDRESS POINTERS
For one single display field, the system will automatically read the data structure and
produce the sprite on-screen in the colors that are specified in the sprite's color registers.
If you want the sprite to be displayed in subsequent display fields, you must rewrite the
contents of the sprite pointers during each vertical blanking interval. This is necessary
because during the display field, the pointers are incremented to point to the data which
is being fetched as the screen display progresses.
The rewrite becomes part of the vertical blanking routine, which can be handled by
instructions in the Copper lists.
SPRITE DISPLAY EXAMPLE
This example displays the sprite at location V = 65, H = 128. The equates
are the usual, so they're not repeated here.
; First, we set up a single bit-plane.
LEA CUSTOM,AO
MOVE.W #$1200,BPLCONO(AO)
MOVE.W #$OOOO,BPLIMOD(AO)
MOVE.W #$0000,BPLCON1(AO)
MOVE.W #$0024,BPLCON2(AO)
MOVE.W #$0038,DDFSTRT(AO)
MOVE.W #$OODO,DDFSTOP(AO)
MOVE. W #$2C81,DIWSTRT(AO)
MOVE.W #$F4Cl,DIWSTOP(AO)
j Set up color registers.
,
MOVE.W #$0008,COLOROO(AO)
MOVE.\V #$OOOO,COLOR01(AO)
MOVE.W #$OFFO,COLOR17(AO)
MOVE.W #$OOFF ,COLOR18(AO)
MOVE.W #$OFOF,COLOR19(AO)
; Move Copper list to $20000.
MOVE.L #$20000,A1
LEA COPPERL,A2
106 Sprite Hardware
jPoint AO at custom chips
i1 bit-plane color is on
iModulo = 0
iHorizontal scroll value = 0
iSprites have priority over playfields
iSet data-fetch start
iSet data-fetch stop
iSet display window start
iSet display window stop
iBackground color = dark blue
iForeground color = black
i Color 17 = yellow
iColor 18 = cyan
iColor 19 = magenta
iPoint A1 at Copper list destination
iPoint A2 at Copper list source
CLOOP:
,
MOVE.L
CMP.L
BNE
(A2),(AI)+
#$FFFFFFFE,( A2)+
CLOOP
j Move sprite to $25000.
MOVE.L
LEA
SPRLOOP:
,
MOVE.L
CMP.L
BNE
#$25000,AI
SPRITE,A2
(A2),(AI)+
#$00000000,(A2)+
SPRLOOP
;Move a long word
; Check for end of list
;Loop until entire list is moved
;Point Al at sprite destination
;Point A2 at sprite source
;Move a long word
; Check for end of sprite
;Loop until entire sprite is moved
j Now we write a dummy sprite to $80000, since all eight sprites are activated
j at the same time and we're only going to use one. The remaining sprites
j will point to this dummy sprite data.
MOVE.L #$00000000,$30000 ; Write it
,
; Point Copper at Copper list.
MOVE.L #$20000,CUSTOM+COPILC
,
; Fill bit-plane with $FFFFFFFF.
MOVE.L #$2IOOO,AI
MOVE.W #2000,DO
FLOOP:
MOVE.L
SUBQ.W
BNE
j Start DMA.
#$FFFFFFFF ,(AI)+
#I,DO
FLOOP
MOVE.W CUSTOM+COPJMPI,DO
;Point Al at bit-plane
;2000 long words = 8000 bytes
;Move a long word of$FFFFFFFF
jDecrement counter
;Loop until bit-plane is full
jForce load into Copper
j program counter
MOVE.W #$83AO,(CUSTOM+DMACON) ;Bit-plane, Copper, and sprite DMA
BRA ; .... next things to do ...
; This is a Copper list for one bit-plane, and 8 sprites. The bit-plane lives
; at $21000. Sprite 0 lives at $25000; all others live at $80000 (the dummy sprite).
Sprite Hardware 107
,
COPPERL:
DC.W $00EO,$0002
;Bit plane 1 pointer = $21000
DC.W $00E2,$10oo
DC.W $0120,$0002
;Sprite 0 pointer = $25000
DC.W $0122,$5000
DC.W $0124,$0003 ;Sprite 1 pointer = $30000
DC.W $0126,$0000
DC.W $0128,$0003
jSprite 2 pointer = $30000
DC.W $012A,$OOOO
DC.W $012C,$0003
;Sprite 3 pointer = $30000
DC.W $012E,$0000
DC.W $0130,$0003 jSprite -I pointer = $30000
DC.W $0132,$0000
DC.W $0134,$0003
jSprite 5 pointer = $30000
DC.W $0136,$0000
DC.W $0138,$0003 jSprite 6 pointer = $30000
DC.W $013A,$0000
DC.W $0130,$0003 jSprite 7 pointer = $30000
DO.W $013E,$0000
DC.W $FFFF ,$FFFE ;End of Copper list
,
; Sprite data for spaceship sprite. It appears on the screen at V 65 and H-128.
SPRITE:
DC.W
DC.W
DC.W
DC.W
DC.W
DC.W
DC.W
$6D60,$72oo
$Og90,$07EO
$13C8,$OFFO
$23C4,$lFF8
$1308,$OFFO
$Og90,$07EO
$0000,$0000
Moving a Sprite
; VSTART, HSTART, VSTOP
jFirst pair of descriptor words
;End of sprite data
A sprite generated in automatic mode can be moved by specifying a different position in
the data structure. For each display field, the data is reread and the sprite redrawn.
Therefore, if you change the position data before the sprite is redrawn, it will appear in
a new position and will seem to be moving.
108 Sprite Hardware
You must take care that you are not moving the sprite (that is, changing control word
data) at the same time that the system is using tha.t data to find out where to display
the object. If you do so, the system might find the start position for one field and the
stop position for the following field as it retrieves data for display. This would cause a
"glitch" and would mess up the screen. Therefore, you should change the content of the
control words only during a time when the system is not trying to read them. Usually,
the vertical blanking period is a safe time, so moving the sprites becomes part of the
vertical blanking tasks and is handled by the Copper as shown in the example below .
.As sprites move about on the screen, they can collide with each other or with either of
the two playfields. You can use the hardware to detect these collisions and exploit this
capability for special effects. In addition, you can use collision detection to keep a mov-
ing object within specified on-screen boundaries. Collision is described in chapter 7,
"System Control Hardware."
In this example of moving a sprite, the spaceship is bounced around on the screen,
changing direction whenever it reaches an edge.
The sprite position data, containing VSTART and HSTART, lives in memory at $25000.
VSTOP is located at $25002. You write to these locations to move the sprite. Once
during each frame, VSTART is incremented (or decremented) by 1 and HSTART by 2.
Then a new VSTOP is calculated, which will be the new VSTART + 6.
,
MOVE.B #151,DO
MOVE.B #194,Dl
MOVE.B #64,D2
MOVE.B #44,D3
MOVE.B #1,D4
MOVE.B #1,D5
jlnitialize horizontal count
jlnitialize vertical count
jlnitialize horizontal position
jlnitialize vertical position
jlnitialize horizontal increment value
jlnitialize vertical increment value
jHere we wait for the vertical blanking bit in INTREQR to turn on.
j This ensures a glitch-free display.
VLOOP:
MOVE.W CUSTOM+INTREQR,D6
AND.W #$0020,D6
jRead interrupt request word
jMask off all but vertical blank bit
jLoop until bit is a 1 BEQ VLOOP
MOVE.W #$OO20,CUSTOM+INTREQ ; Vertical bit is on, so reset it
ADD.B
SUBQ.B
BNE
MOVE.B
EOR.B
D4,D2
#,DO
Ll
#151,DO
#$FE,D4
jlncrement horizontal value
;Decrement horizontal counter
;Count exhausted, reset to 151
;Negate the increment value
Sprite Hardware 109
Ll:
L2.:
MOVE.B
ADD.B
SUBQ.B
BNE
MOVE.B
EOR.B
MOVE.B
MOVE.B
ADD.B
MOVE.B
BRA
D2,$25001
D5,D3
#l,Dl
L2
#194,Dl
#$FE,D5
D3,$25000
D3,D6
#6,D6
D6,$25002
VLOOP
; Write new HSTART value to sprite
;Increment vertical value
;Decrement vertical counter
;Oount exhausted, reset to 19-1
;Negate the increment value
; Write new VSTART value to sprite
;Must now calculate new VSTOP
;VSTOP always VSTART+6 for spaceship
; Write new VSTOP to sprite
jLoop forever
Creating Additional Sprites
To use additional sprites, you must create a data structure for each one and arrange the
display as shown in the previous section, naming the pointers SPRIPTH and SPRIPTL
for sprite DMA channel 1, SPR2PTH and SPR2PTL for sprite DMA channel 2, and so
on.
Note that when you enable sprite DMA for one sprIte, you enable DMA for all the
sprites and place them all in automatic mode. Thus, you do not need to repeat this step
when using additional sprite DMA channels. Once the sprite DMA channels are enabled,
all eight sprite pointers must be initialized to either a real sprite or a safe null sprite. An
uninitialized sprite could cause spurious sprite video to appear.
Also, recall that each pair of sprites takes its color from different color registers, as
shown in table 4-3.
110 Sprite Hardware
Table 4-3: Color Registers for Sprite Pairs
Sprite Numbers Color Registers
o and 1
2 and 3
4 and 5
6 and 7
17 - 19
21- 23
25 - 27
29 - 31
When you have more than one sprite on the screen, you may need to take into con-
sideration their relative video priority, that is, which sprite appears in front of or behind
another. Each sprite has a fixed video priority with respect to all the others. The
lowest numbered sprite has the highest priority and appears in front of all other sprites;
the highest numbered sprite has the lowest priority. This is illustrated in figure 4-8.
I
7
I
6
I
5
-
J 4
-
I
3
~
I 2
~
J 1
-
0
-
~
Figure 4-8: Sprite Priority
Reusing Sprite DMA Channels
Each of the eight sprite DMA channels can produce more than one independently con-
trollable image. There may be times when you want more than eight objects, or you
may be left with fewer than eight objects because you have attached some of the sprites
to produce more colors or larger objects or overlapped some to produce more complex
images. You can reuse each sprite DMA channel several times within the same display
field, as shown in figure 4-9.
Sprite Hardware 111
Part
ofa
screen
display
Each image of this sprite
may be placed at any
desired spot, horizontally
or vertically. However,
at least one video line
must separate the bottom
of one usage of a sprite .
from the starting point
of the next usage.
Figure 4-9: Typical Example of Sprite Reuse
In single-sprite usage, two all-zero words are placed at the end of the data structure to
stop the DMA channel from retrieving any more data for that particular sprite during
that display field. To reuse a DMA channel, you replace this pair of zero words with
another complete sprite data structure, which describes the reuse of the DMA channel at
a position lower on the screen than the first use. You place the two all-zero words at the
end of the data structure that contains the information for all usages of the DMA chan-
nel. For example, figure 4-10 shows the data structure that describes the picture above.
The only restrictions on the re.use of sprites during a single display field is that the bot-
tom line of one usage of a sprite must be separated from the top line of the next usage
by at least one horizontal scan line. This restriction is necessary because only two DMA
cycles per horizontal scan line are allotted to each of the eight channels. The sprite
channel needs the time during the blank line to fetch the control word describing the
next usage of the sprite.
The following example displays the spaceship sprite and then redisplays it as a different
object. Only the sprite data list is affected, so only the data list is shown here. How-
ever, the sprite looks best with the color registers set as shown in the example.
112 Sprite Hardware
Increasing
RAM
Memory
Addresses
LEA
MOVE.W
MOVE.W
MOVE.W
SPRITE:
DC.W
DC.W
DC.W
DC.W
DC.W
DC.W
DC.W
DC.W
DC.W
DC.W
DC.W
DC.W
DC.W
DC.W
DC.W
DC.W
SPRITE DISPLAY LIST
-
~ D a t a describing the first vertical
/ usage of this sprite.
Data describing the second vertical
usage of this sprite. Contents of
vertical start word must be at least
one video line below actual end of
preceding usage.
I ~ End-of-data words ending the
V usage of this sprite.
Figure 4-10: Typical Data Structure for Sprite Re-use
CUSTOM,AO
#$OFOO,COLOR17(AO)
#$OFFO,COLOR18(AO)
#$OFFF ,COLOR19(AO)
$6D60,$7200
$0990,$07EO
$13C8,$OFFO
$23C4,$1FF8
$13C8,$OFFO
$0990,$07EO
$8080,$8DOO
$1818,$0000
$7E7E,$0000
$7FFE,$OOOO
$FFFF ,$2000
$FFFF ,$2000
$FFFF ,$3000
$FFFF ,$3000
$7FFE,$1800
$7FFE,$OCOO
jColor 17 = red
j Color 18 = yellow
jColor 19 = white
jVSTART, HSTART, VSTOP for new sprite
Sprite Hardware 113
DO.W
DO.W
DO.W
DO.W
DO.W
$3FFO,$0000
$OFFO,$OOOO
$0300,$0000
$0180,$0000
$0000,$0000
Overlapped Sprites
jEnd of sprite data
For more complex or larger moving objects, you can overlap sprites. Overlapping simply
means that the sprites have the same or relatively close screen positions. A relatively
close screen position can result in an object that is wider than 16 pixels.
The built-in sprite video priority ensures that one sprite appears to be behind the other
when sprites are overlapped. The priority circuitry gives the lowest-numbered sprite the
highest priority and the highest numbered sprite the lowest priority. Therefore, when
designing displays with overlapped sprites, make sure the "foreground" sprite has a
lower number than the "background" sprite. In figure 4-11, for example, the cage
should be generated by a lower-numbered sprite DMA channel than the monkey.
114 Sprite Hardware
Individual sprites
can be combined
by simple overlap .
..... t--"7"'"Built in sprite "Priority"
displays one sprite
behind the other
when overlapped.
Figure 4-11: Overlapping Sprites (Not Attached)
You can create a wider sprite display by placing two sprites next to each other. For
instance, figure 4-12 shows the spaceship sprite and how it can be made twice as large by
using two sprites placed next to each other.
Sprite Hardware 115
(128,65)
IWkI
(128,65) (144,65)
Sprite 0 Sprite 1
Figure 4-12: Placing Sprites Next to Each Other
Attached Sprites
You can create sprites that have fifteen possible color choices (plus transparent) instead
of three (plus transparent), by "attaching" two sprites. To create attached sprites, you
must:
o Use two channels per sprite, creating two sprites of the same size and located at
the same position.
o Set a bit called ATTACH in the second sprite control word.
The fifteen colors are selected from the full range of color registers available to sprites -
registers 17 through 31. The extra color choices are possible because each pixel contains
four bits instead of only two as in the normal, unattached sprite. Each sprite in the
attached pair contributes two bits to the binary color selector number. For example, if
you are using sprite DMA channels 0 and 1, the high- and low-order color descriptor
words for line 1 in both data structures are combined into line 1 of the attached object.
Sprites can be attached in the following combinations:
116 Sprite Hardware
Sprite 1 to sprite 0
Sprite 3 to sprite 2
Sprite 5 to sprite 4
Sprite 7 to sprite 6
Any or all of these attachments can be active during the same display field. As an
example, assume that you wish to have more colors in the spaceship sprite and you are
using sprite DMA channels 0 and 1. There are five colors plus transparent in this sprite.
0000154444510000
0001564444651000
0015676446765100
0001564444651000
0000154444510000
The first line in this sprite requires the four data words shown in table 4-4 to form the
correct binary color selector numbers.
Table 4-4: Data Words for First Line of Spaceship Sprite
Pixel Number
15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0
Line 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Line 2 0 0 0 0 0 1 1 1 1 1 1 0 0 0 0 0
Line 3 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Line 4 0 0 0 0 1 1 0 0 0 0 1 1 0 0 0 0
Sprite Hardware 117
The binary numbers 0 through 15 select registers 17 through 31 as shown in table 4-5.
Table 4-5: Color Registers in Attached Sprites
Decimal Binary Color Register
Number Number Number
0 0000
16 *
1 0001 17
2 0010 18
3 0011 19
4 0100 20
5 0101 21
6 0110 22
7 0111 23
8 1000 24
9 1001 25
10 1010 26
11 1011 27
12 1100 28
13 1101 29
14 1110 30
15 1111 31
* Unused; yields transparent pixel.
The highest numbered sprite (number 1, in this example) contributes the highest order
bits (leftmost) in the binary number. The high-order data word in each sprite contri-
butes the leftmost digit. Therefore, the lines above are written to the sprite data struc-
tures as follows:
Line 1
Line 2
Line 3
Line 4
Sprite 1 high-order word for sprite line 1
Sprite 1 low-order word for sprite line 1
Sprite 0 high-order word for sprite line 1
Sprite 0 low-order word for sprite line 1
118 Sprite Hardware
Attachment is in effect only when the ATTACH bit, bit 7 in sprite control word 2, is set
to 1 in the data structure for the odd-numbered sprite. So, in this example, you set bit
7 in sprite control word 2 in the data structure for sprite 1.
When the sprites are moved, the Copper list must keep them both at exactly the same
position relative to each other. If they are not kept together on the screen, their pixels
will change color. Each sprite will revert to three colors plus transparent, but the colors
may be different than if they were ordinary, unattached sprites. The color selection for
the lower numbered sprite wili be from color registers 17-19. The color selection for the
higher numbered sprite will be from color registers 20, 24, and 28.
The following data structure is for the six-color spaceship made with two attached
sprites.
SPRITEO:
DC.W
DC.\V
DC.\V
DC.\V
DC.\V
DC.W
DC.\V
SPRITE1:
DC.W
DC.\V
DC.\V
DC.W
DC.W
DC.\V
DC.W
Manual Mode
$6D60,$7200
$OC30,$0000
$1818,$0420
$342C,$OE70
$1818,$0420
$OC30,$0000
$0000,$0000
$6D60,$7280
$07EO,$0000
$OFFO,$OOOO
$IFF8,$0000
$OFFO,$OOOO
$07EO,$OOOO
$0000,$0000
jVSTART = 65, HSTART = 128
jFirst color descriptor word
jEnd of sprite 0
;Same as sprite 0 except attach bit on
jFirst descriptor word for sprite 1
;End of sprite 1
It is almost always best to load sprites using the automatic DMA channels. Sometimes,
however, it is useful to load these registers directly from one of the microprocessors.
Sprites may be activated "manually" whenever they are not being used by a DMA chan-
nel. The same sprite that is showing a DMA-controlled icon near the top of the screen
can also be reloaded manually to show a vertical colored bar near the bottom of the
screen. Sprites can be activated manually even when the sprite DMA is turned off.
Sprite Hardware 119
You display sprites manually by writing to the sprite data registers SPRxDATB and
SPRxDATA, in that order. You write to SPRxDATA last because that address "arms"
the sprite to be output at the next horizontal comparison. The data written will then be
displayed on every line, at the horizontal position given in the "H" portion of the posi-
tion registers SPRxPOS and SPRxCTL. If the data is unchanged, the result will be a
vertical bar. If the data is reloaded for every line, a complex sprite can be produced.
The sprite can be terminated ("disarmed") by writing to the SPRxCTL register. If you
write to the SPRxPOS register, you can manually move the sprite horizontally at any
time, even during normal sprite usage.
Sprite Hardware Details
Sprites are produced by the circuitry shown in figure 4-13. This figure shows in block
form how a pair of data words becomes a set of pixels displayed on the screen.
The circuitry elements for sprite display are explained below.
o Sprite data registers. The registers SPRxDATA and SPRxDATB hold the bit pat-
terns that describe one horizontal line of a sprite for each of the eight sprites. A line
is 16 pixels wide, and each line is defined by two words to provide selection of three
colors and transparent.
o Parallel-to-serial converters. Each of the 16 bits of the sprite data bit pattern is
individually sent to the color select circuitry at the time that the pixel associated
with that bit is being displayed on-screen.
Immediately after the data is transferred from the sprite data registers, each
parallel-to-serial converter begins shifting the bits out of the converter, most
significant (leftmost) bit first. The shift occurs once during each low-resolution pixel
time and continues until all 16 bits have been transferred to the display circuitry.
The shifting and data output does not begin again until the next time this converter
is loaded from the data registers.
Because the video image is produced by an electron beam that is being swept from
left to right on the screen, the bit-image of the data corresponds exactly to the
image that actually appears on the screen (most significant data on the left).
o Sprite serial video data. Sprite data goes to the priority circuit to establish the
priority between sprites and playfields.
120 Sprite Hardware
o Sprite position registers. These registers, called SPRxPOS, contain the horizontal
position value (X value) and vertical p o s i t i o ~ value (Y value) for each of the eight
sprites.
o Sprite control registers. These registers, called SPRxCTL, contain the stopping posi-
tion for each of the eight sprites and whether or not a sprite is attached.
o Beam counter. The beam counter tells the system the current location of the video
beam that is producing the picture.
o Comparator. This device compares the value of the beam counter to the Y value in
the position register SPRxPOS. If the beam has reached the position at which the
leftmost upper pixel of the sprite is to appear, the comparator issues a load signal to
the serial-to-parallel converter and the sprite display begins.
Sprite Hardware 121
Converter
Parallel to Serial
DATA BUS
Equal
SPRxPOS
Load Decode
(68000 or DMA)
"ARM" Sprite
SPRxDATA
Load Decode
(68000 or DMA)
...------10 S
o R
SPRxCTL
Load Decode
(68000 or DMA)
Sprite Serial
Video Data
- - - - ~ r - ~ - - - - - - - - - - - - ~
Output to
Video Priority
Logic
"ARM"
Sprite
SPRxDATA
Load Decode
(68000 or DMA)
Figure 4-13: Sprite Control Circuitry
122 Sprite Hardware
Figure 4-13 shows the following:
o Writing to the sprite control registers disables the horizontal comparator circuitry.
This prevents the system from sending any output from the data registers to the
serial converter or to the screen.
o Writing to the sprite A data register enables the horizontal comparator. This
enables output to the screen when the horizontal position of the video beam equals
the horizontal value in the position register.
o If the comparator is enabled, the sprite data will be sent to the display, with the
leftmost pixel of the sprite data placed at the position defined in the horizontal part
of SPRxPOS.
o As long as the comparator remains enabled, the current contents of the sprite data
register will be output at the selected horizontal position on a video line.
o The data in the sprite data registers does not change. It is either rewritten by the
user or modified under DMA control.
The components described above produce the automatic DMA display as follows: When
the sprites are in DMA mode, the 18-bit sprite pointer register (composed of SPRxPTH
and SPRxPTL) is used to read the first two words from the sprite data structure. These
words contain the starting and stopping position of the sprite. Next, the pointers write
these words into SPRxPOS and SPRxCTL. After this write, the value in the pointers
points to the address of the first data word (low word of data for line 1 of the sprite.)
Writing into the SPRxCTL register disabled the sprite. Now the sprite DMA channel
will wait until the vertical beam counter value is the same as the data in the VSTART
(Y value) part of SPRxPOS. When these values match, the system enables the sprite
data access.
The sprite DMA channel examines the contents of VSTOP (from SPRxCTL, which is
the location of the line after the last line of the sprite) and VSTART (from SPRxPOS)
to see how many lines of sprite data are to be fetched. Two words are fetched per line
of sprite height, and these words are written into the sprite data registers. The first
word is stored in SPRxDATA and the second word in SPRxDATB.
The fetch and store for each horizontal scan line occurs during a horizontal blanking
interval, far to the left of the start of the screen display. This arms the sprite horizontal
comparators and allows them to start the output of the sprite data to the screen when
the horizontal beam count value matches the value stored in the HSTART (X value)
part of SPRxPOS.
Sprite Hardware 123
If the count of VSTOP - VSTART equals zero, no sprite output occurs. The next data
word pair will be fetched, but it will not be stored into the sprite data registers. It will
instead become the next pair of data words for SPRxPOS and SPRxCTL.
When a sprite is used only once within a single display field, the final pair of data words,
which follow the sprite color descriptor words, is loaded automatically as the next con-
tents of the SPRxPOS and SPRxCTL registers. To stop the sprite after that first data
set, the pair of words should contain all zeros.
Thus, if you have formed a sprite pattern in memory, this same pattern will be produced
as pixels automatically under DMA control one line at a time.
Summary of Sprite Registers
There are eight complete sets of registers used to describe the sprites. Each set consists
of five registers. Only the registers for sprite 0 are described here. All of the others are
the same, except for the name of the register, which includes the appropriate number.
POINTERS
Pointers are registers that are used by the system to point to the current data being
used. During a screen display, the registers are incremented to point to the data being
used as the screen display progresses. Therefore, pointer registers must be freshly writ-
ten during the start of the vertical blanking period.
SPROPTH and SPROPTL
This pair of registers contains the I8-bit word address of Sprite 0 DMA data. These
registers contain the high three bits and low fifteen bits of the address, respectively.
Because these two register addresses are contiguous, 68000 programmers can write a long
word into SPROPTH, as usual.
Pointer register names for the other sprites are:
124 Sprite Hardware
CONTROL REGISTERS
SPROPOS
SPRIPTH
SPR2PTH
SPR3PTH
SPR4PTH
SPR5PTH
SPR6PTH
SPR7PTH
SPRIPTL
SPR2PTL
SPR3PTL
SPR4PTL
SPR5PTL
SPR6PTL
SPR7PTL
This is the sprite 0 position register. The word written into this register controls the
position on the screen at which the upper left-hand corner of the sprite is to be placed.
The most significant bit of the first data word will be placed in this position on the
screen. Note that the sprites have a placement resolution on a full screen of 320 by 200.
The sprite resolution is independent of the bit-plane resolution.
Bit positions:
oBits 15-8 specify the vertical start position, bits V7 - VO.
oBits 7-0 specify the horizontal start position, bits H8 - HI.
NOTE
This register is normally only written by the sprite DMA channel itself.
See the details above regarding the organization of the sprite data. This
register is usually updated directly by DMA.
SPROCTL
This register is normally used only by the sprite DMA channel. It contains control infor-
mation that is used to control the sprite data-fetch process.
Sprite Hardware 125
Bit positions:
oBits 15-8 specify vertical stop position for a sprite image, bits V7 - YO.
o Bit 7 is the attach bit. This bit is valid only for odd-numbered sprites. It indi-
cates that sprites 0, 1 (or 2,3 or 4,5 or 6,7) will, for color interpretation, be con-
sidered as paired, and as such will be called four bits deep. The odd-numbered
(higher number) sprite contains bits with the higher binary significance.
During attach mode, the attached sprites are normally moved horizontally and
vertically together under processor control. This allows a greater selection of
colors within the boundaries of the sprite itself. The sprites, although attached,
remain capable of independent motion, however, and they will assume this
larger color set only when their edges overlay one another.
oBits 6-3 are reserved for future use (make zero).
oBit 2 is bit V8 of vertical start.
oBit 1 is bit V8 of vertical stop.
oBit 0 is bit HO of horizontal start.
Position and control registers for the other sprites are:
DATA REGISTERS
SPR1POS
SPR2POS
SPR3POS
SPR4POS
SPR5POS
SPR6POS
SPR7POS
SPR1CTL
SPR2CTL
SPR3CTL
SPR4CTL
SPR5CTL
SPR6CTL
SPR7CTL
The following registers, although defined in the address space of the main processor, are
normally used only by the display processor. They are the holding registers for the data
obtained by DMA cycles. .
126 Sprite Hardware
SPRODATA, SPRODATB
SPR1DATA, SPR1DATB
SPR2DATA, SPR2DATB
SPR3DATA, SPR3DATB
SPR4DATA,SPR4DATB
SPR5DATA,SPR5DATB
SPR6DATA,SPR6DATB
SPR7DATA, SPR7DATB
data registers for Sprite 0
data registers for Sprite 1
data registers for Sprite 2
data registers for Sprite 3
data registers for Sprite 4
data registers for Sprite 5
data registers for Sprite 6
data registers for Sprite 7
Summary of Sprite Color Registers
Sprite data words are used to select the color of the sprite pixels from the system color
register set as indicated in the following tables.
If the bit combinations from single sprites are as shown in table 4-6, then the colors will
be taken from the registers shown.
Sprite Hardware 127
Table 4-6: Color Registers for Single Sprites
Single Sprites Color
Sprite Value Register
o or 1 00 Not used *
01 17
10 18
11 19
2or3 00 Not used *
01 21
10 22
11 23
4 or 5 00 Not used *
01 25
10 26
11 27
6 or 7 00 Not used *
01 29
10 30
11 31
* Selects transparent mode.
128 Sprite Hardware
If the bit combinations from attached sprites are as shown in table 4-7, then the colors
will be taken from the registers shown.
Table 4-7: Color Registers for Attached Sprites
Attached Sprites
Color
Value Register
0000 Not used *
0001 17
0010 18
0011 19
0100 20
0101 21
0110 22
0111 23
1000 24
1001 25
1010 26
1011 27
1100 28
1101 29
1110 30
1111 31
* Selects transparent mode.
Sprite Hardware 129
Chapter 5
AUDIO HARDWARE
Introduction
This chapter shows you how to directly access the audio hardware to produce sounds.
The major topics in this chapter are:
o A brief overview of how a computer produces sound.
o How to produce simple steady and changing sounds and more complex ones.
Audio Hardware 131
o How to use the audio channels for special effects, wiring them for stereo sound if
desired, or using one channel to modulate another.
o How to produce quality sound within the system limitations.
A section at the end of the chapter gives you values to use for creating musical notes OR
the equal-tempered musical scale.
This chapter is not a tutorial on computer sound synthesis; a thorough description of
creating sound on a computer would require a far longer document. The purpose here is
to point the way and show you how to use the Amiga's features. Computer sound pro-
duction is fun but complex, and it usually requires a great deal of trial and error on the
part of the user-you use the instructions to create some sound and play it back, read-
just the parameters and play it again, and so on.
The following works are recommended for more information on creating music with com-
puters:
o Wayne A. Bateman, Introduction to Oomputer }'lusic (New York: John Wiley
and Sons, 1980).
o Hal Chamberlain, }'lusical Applications of }'licroprocessors (Rochelle Park, New
Jersey: Hayden, 1980).
INTRODUCING SOUND GENERATION
Sound travels through air to your ear drums as a repeated cycle of air pressure varia-
tions, or sound waves. Sounds can be represented as graphs that model how the air
pressure varies over time. The attributes of a sound, as you hear it, are related to the
shape of the graph. If the waveform is regular and repetitive, it will sound like a tone
with steady pitch (highness or lowness), such as a single musical note. Each repetition of
a waveform is called a cycle of the sound. If the waveform is irregular, the sound will
have little or no pitch, like a loud clash or rushing water. How often the waveform
repeats (its frequency) has an effect upon its pitch; sounds with higher frequencies are
higher in pitch. Humans can hear sounds that have a frequency of between 20 and
20,000 cycles per second. The amplitude of the waveform (highest point on the graph),
is related to the perceived loudness of the sound. Finally, the general shape of the
waveform determines its tone quality, 0)' timbre. Figure 5-1 shows a particular kind of
waveform, called a sine wave, that represents one cycle of a simple tone.
132 Audio Hardware
w
C
::)
+
I-
::J 0 J--+-01--+--i---If---+--+--+ .....
a..
:iE
TIME (Msec)
Figure 5-1: Sine Waveform
In electronic sound recording and output devices, the attributes of sounds are
represented by the parameters of amplitude and frequency. Frequency is the number of
cycles per second, and the most common unit of frequency is the Hertz (Hz), which is 1
cycle per second. Large values, or high frequencies, are measured in kilohertz (KHz) or
megahertz (MHz).
Frequency is strongly related to the perceived pitch of a sound. When frequency
increases, pitch rises. This relationship is exponential. An increase from 100 Hz to 200
Hz results in a large rise in pitch, but an increase from 1,000 Hz to 1,100 Hz is hardly
noticeable. Musical pitch is represented in octaves. A tone that is one octave higher
than another has a frequency twice as high as that of the first tone, and its perceived
pitch is twice as high.
The second parameter that defines a waveform is its amplitude. In an electronic circuit,
amplitude relates to the voltage or current in the circuit. When a signal is going to a
speaker, the amplitude is expressed in watts. Perceived sound intensity is measured in
decibels (db). Human hearing has a range of about 120 db; 1 db is the faintest audible
sound. Roughly every 10 db corresponds to a doubling of sound, and 1 db is the smal-
lest change in amplitude that is noticeable in a moderately loud sound. Volume, which
is the amplitude of the sound signal which is output, corresponds logarithmically to deci-
bel level.
Audio Hardware 133
The frequency and amplitude parameters of a sine wave are completely independent.
When sound is heard, however, there is interaction between loudness and pitch. Lower-
frequency sounds decrease in loudness much faster than high-frequency sounds.
The third attribute of a sound, timbre, depends on the presence or absence of overtones,
or harmonics. Any complex waveform is actually a mixture of sine waves of different
amplitudes, frequencies, and phases (the starting point of the waveform on the time
axis). These component sine waves are called harmonics. A square waveform, for exam-
ple, has an infinite number of harmonics.
In summary, all steady sounds can be described by their frequency, overall amplitude,
and relative harmonic amplitudes. The audible equivalents of these parameters are
pitch, loudness, and timbre, respectively. Changing sound is a steady sound whose
parameters change over time.
In electronic production of sound, an analog device, such as a tape recorder, records
sound waveforms and their cycle frequencies as a continuously variable representation of
air pressure. The tape recorder then plays back the sound by sending the waveforms to
an amplifier where they are changed into analog voltage waveforms. The amplifier sends
the voltage waveforms to a loudspeaker, which translates them into air pressure vibra-
tions that the listener perceives as sound.
A computer cannot store analog waveform information. In computer production of
sound, a waveform has to be represented as a finite string of numbers. This transforma-
tion is made by dividing the time axis of the graph of a single waveform into equal seg-
ments, each of which represents a short enough time so the waveform does not change a
great deal. Each of the resulting points is called a sample. These samples are stored in
memory, and you can play them back at a frequency that you determine. The computer
feeds the samples to a digital-to-analog converter (DAC), which changes them into an
analog voltage waveform. To produce the sound, the analog waveforms are sent first to
an amplifier, then to a loudspeaker.
Figure 5-2 shows an example of a sine wave, a square wave, and a triangle wave, along
with a table of samples for each. Note that the illustrations are not to scale and that
there are fewer dots in the wave forms than there are samples in the table. The ampli-
tude axis values 127 and -128 represent the high and low limits on relative amplitude.
134 Audio Hardware
Triangle Waveform Sine Waveform
127
Square Wave
127 127
-127 -127 -127
Samples taken over time-
TIME
SINE SQUARE TRIANGLE
0 0 100 0
1 39 100 20
2 75 100 40
3 103 100 60
4 121 100 80
5 127 100 100
6 121 100 80
7 103 100 60
8 75 100 40
9 39 100 20
10 0 -100 0
11 -39 -100 -20
12 -75 -100 -40
13 -103 -100 -60
14 -121 -100 -80
15 -127 -100 -100
16 -121 -100 -80
17 -103 -100 -60
18 -75 -100 -40
19 -39 -100 -20
Figure 5-2: Digitized Amplitude Values
THE AMIGA SOUND HARDWARE
The Amiga has four hardware sound channels. You can independently program each of
the channels to produce complex sound effects. You can also attach channels so that one
channel modulates the sound of another or combine two channels for stereo effects.
Audio Hardware 135
Each audio channel includes an eight-bit digital-to-analog converter driven by a direct
memory access (D11A) channel. The audio D11A can retrieve two data samples during
each horizontal video scan line. For simple, steady tones, the D11A can automatically
playa waveform repeatedly; you can also program all kinds of complex sound effects.
There are two methods of basic sound production on the Amiga - automatic (D11A)
sound generation and direct (non-D11A) sound generation. When you use automatic
sound generation, the system retrieves data automatically by direct memory access.
Forming and Playing a Sound
This section shows you how to create a simple, steady sound and play it. Many basic
concepts that apply to all sound generation on the Amiga are introduced in this section.
To produce a steady tone, follow these basic steps:
1. Decide which channel to use.
2. Define the waveform and create the sample table in memory.
3. Set registers telling the system where to find the data and the length of the
data.
4. Select the volume at which the tone is to be played.
5. Select the sampling period, or output rate of the data.
6. Select an audio channel and start up the D11A.
DECIDING WHICH CHANNEL TO USE
The Amiga has four audio channels. Channels 0 and 3 are connected to the left-side
stereo output jack. Channels 1 and 2 are connected to the right-side output jack.
Select a channel on the side from which the output is to appear.
136 Audio Hardware
CREATING THE WAVEFORM DATA
The waveform used as an example in this section is a simple sine wave, which produces a
pure tone. To conserve memory, you normally define only one full cycle of a waveform
in memory. For a steady, unchanging sound, the values at the waveform's beginning
and ending points and the trend or slope of the data at the beginning and end should be
closely related. This ensures that a continuous repetition of the waveform sounds like a
continuous stream of sound.
Sound data is organized as a set of eight-bit data items; each item is a sample from the
waveform. Each data word retrieved for the audio channel consists of two samples.
Sample values can range from -128 to +127.
As an example, the data set shown below produces a close approximation to a sine wave.
Note that the data is stored in byte address order with the first digitized amplitude
value at the lowest byte address. the second at the next byte address, and so on. Also,
note that the first byte of data must start at a word-address boundary. This is because
the audio DMA retrieves one word (16 bits) at a time and uses the sample it reads as
two bytes of data.
To use audio channel 0, write the address of "audiodata" into AUDOLC, where the
audio data is organized as shown below. For simplicity, "AUDxLC" in the table below
stands for the combination of the two actual location registers (AUDxLCH and
AUDxLCL). For the audio DMA channels to be able to retrieve the data, the data
address to which AUDOLC points must be located in the low 512K bytes of RAM.
Audio Hardware 137
Table 5-1: Sample Audio Data Set for Channel 0
audiodata --- > AUDOLC * 100 98
AUDOLC + 2 **
92 83
AUDOLC +4 71 56
AUDOLC + 6 38 20
AUDOLC +8 0 -20
AUDOLC + 10 -38 -56
AUDOLC + 12 -71 -83
AUDOLC + 14 -92 -83
AUDOLC + 16 -100 -98
AUDOLC + 18 -92 -83
AUDOLC + 20 -71 -56
AUDOLC + 22 -38 -20
AUDOLC + 24 0 20
AUDOLC + 26 38 56
AUDOLC + 28 71 83
AUDOLC + 30 92 98
Notes
*
Audio data is located on a word-address boundary.
**
AUDOLC stands for AUDOLCL and AUDOLCH.
TELLING THE SYSTEM ABOUT THE DATA
In order to retrieve the sound data for the audio channel, the system needs to know
where the data is located and how long (in words) the data is.
The location registers AUDxLCH and AUDxLCL contain the high three bits and the low
fifteen bits, respectively, of the starting address of the audio data. Since these two regis-
ter addresses are contiguous, writing a long word into AUDxLCH moves the audio data
address into both locations. The "x" in the register names stands for the number of the
audio channel where the output will occur. The channels are numbered 0, I, 2, and 3.
These registers are location registers, as distinguished from pointer registers. You need
to specify the contents of these registers only once; no resetting is necessary when you
wish the audio channel to keep on repeating the same waveform. Each time the system
retrieves the last audio word from the data area, it uses the contents of these location
registers to again find the start of the data. Assuming the first word of data starts at
138 Audio Hardware
location "audiodata" and you are using channel 0, here is how to set the location regis-
ters:
AUDOLC EQU AUDOLCH ;AUDOLC stands for AUDOLCL
WHEREODATA:
LEA AUDIODATA, AO
MOVE.L AO, AUDOLC ;Put address (82 bits)
; into location register.
The length of the data is the number of samples in your waveform divided by 2, or the
number of words in the data set. Using the sample data set above, the length of the
data is 16 words. You write this length into the audio data length register for this chan-
nel. The length register is called AUDxLEN, where "x" refers to the channel number.
You set the length register AUDOLEN to 16 as shown below.
SETAUDOLENGTH: MOVE.W #16, AUDOLEN
SELECTING THE VOLUME
The volume you set here is the overall volume of all the sound coming from the audio
channel. The relative loudness of sounds, which will concern you when you combine
notes, is determined by the amplitude of the wave form. There is a six-bit volume regis-
ter for each audio channel. To control the volume of sound that will be output through
the selected audio channel, you write the desired value into the register AUDxVOL,
where "x" is replaced by the channel number. You can specify values from 64 to O.
These volume values correspond to decibel levels. At the end of this chapter is a table
showing the decibel value for each of the 65 volume levels. For a typical output at
volume 64, with maximum data values of -128 to 127, the voltage output is between +.4
volts and -.4 volts. Some volume levels and the corresponding decibel values are shown
in table 5-2.
Audio Hardware 139
Table 5-2: Volume Values
Volume Decibel Value
64 0 (maximum volume)
48 -2.5
32 -6.0
16 -12.0 (12 db down from the
volume at maximum level)
For any volume setting from 64 to 0, you write the value into bits 5-0 of AUDOVOL.
For example:
SET AUDOVOLUME: MOVE.W #48, AUDOVOL
The decibels are shown as negative values from a maximum of 0 because this is the way
a recording device, such as a tape recorder, shows the recording level. Usually, the
recorder has a dial showing 0 as the optimum recording level. Anything less than the
optimum value is shown as a minus quantity.
SELECTING THE DATA OUTPUT RATE
The pitch of the sound produced by the waveform depends upon its frequency. To tell
the system what frequency to use, you need to specify the sampling period. The sam-
pling period specifies the number of system clock ticks, or timing intervals, that should
elapse between each sample (byte of audio data) fed to the digital-to-analog converter in
the audio channel. There is a period register for each audio channel. The value of the
period register is used for count-down purposes; each time the register counts down to 0,
another sample is retrieved from the waveform data set for output. In units, the period
value represents clock ticks per sample. The minimum period value you should use is
124 ticks per sample and the maximum is 65535. For high-quality sound, there are other
constraints on the sampling period (see the section called "Producing High-quality
Sound "). Note that a low period value corresponds to a higher frequency sound and a
high period value corresponds to a lower frequency sound.
140 Audio Hardware
Limitations on Selection of Sampling Period
The sampling period is limited by the number of DMA cycles allocated to an audio chan-
nel. Each audio channel is allocated one DMA slot per horizontal scan line of the screen
display. An audio channel can retrieve two data samples during each horizontal scan
line. The following calculation gives the maximum sampling rate in samples per second.
2 samples/line X 262.5 lines/frame X 59.94 frames/second = 31,469 samples/second
The figure of 31,469 is a theoretical maximum. In order to save buffers, the hardware is
designed to handle 28,867 samples/second. The system timing interval is 279.365
nanoseconds, or .279365 microseconds. The maximum sampling rate of 28,867 samples
per second is 34.642 microseconds per sample (1/28,867 = .000034642). The formula for
calculating the sam piing period is
Period value = sample interval/clock interval
Thus, the minimum period value is derived by dividing 34.642 microseconds per sample
by the number of microseconds per interval:
34.642 microseconds/sample
Minimum period
0.279365 microseconds/interval
124 timing intervals/sample
Therefore, a value of at least 124 must be written into the period register to assure that
the audio system DMA will be able to retrieve the next data sample. If the period value
is below 124, by the time the cycle count has reached 0, the audio DMA will not have
had enough time to retrieve the next data sample and the previous sample will be
reused.
Specifying the Period Value
After you have selected the desired interval between data samples, you can calculate the
value to place in the period register by using the period formula:
Period value = desired interval/clock interval
Audio Hardware 141
As an example, say you wanted to produce a 1 KHz sine wave, using a table of eight
data samples (four data words) (see figure 5-3).
127
142 Audio Hardware
Figure 5-3: Example Sine Wave
Sampled Values: 0
90
127
90
o
-90
-127
-90
To output the series of eight samples at 1 KHz (1,000 cycles per second), each full cycle
is output in 1/1000th of a second. Therefore, each individual value must be retrieved in
1/8th of that time. This translates to 1,000 microseconds per waveform or 125
microseconds per sample. To correctly produce this waveform, the period value should
be
125 microseconds/sample
Period value
0.279365 microseconds/interval
447 timing intervals/sample
To set the period register, you must write the period value into the register AUDxPER,
where "x" is the number of the channel you are using. For example, the following
instruction s h ~ w s how to write a period value of 447 into the period register for chan-
nelO.
SETAUDOPERIOD: MOVE.W #447, AUDOPER
To produce high-quality sound, avoiding aliasing distortion, you should observe the limi-
tations on period values that are discussed in the section below called "Producing Qual-
ity Sound."
For the relationship between period and musical pitch, see the section at the end of the
chapter, which contains a listing of the equal-tempered musical scale.
PLAYING THE WAVEFORM
After you have defined the audio data location, length, volume and period, you can play
the waveform by starting the DMA for that audio channel. This starts the output of
sound. Once started, the DMA continues until you specifically stop it. Thus, the
waveform is played over and over again, producing the steady tone. The system uses
the value in the location registers each time it replays the waveform.
To start the channel, you write a 1 into the AUDxEN bit of the DMA control register
named DMACON. To start the DMA, you write a 1 into the DMAEN bit of DMACON.
All these bits and their meanings are shown in table 5-3.
Audio Hardware 143
Table 5-3: D11A and Audio Channel Enable Bits
DMACON Register
Bit Name Function
15 SETCLR When this bit is written as a 1, it
sets any bit in D11ACONW for which
the corresponding bit position is
also a 1, leaving all other bits alone.
9 D11AEN Only while this bit is a 1 can
any direct memory access occur.
3 . AUD3EN Audio channel 3 enable .
2 AUD2EN Audio channel 2 enable.
1 AUDIEN Audio channel 1 enable.
0 AUDOEN Audio channel 0 enable.
For example, if you are using channel 0, then you write a 1 into bit 9 to enable D11A
and a 1 into bit 0 to enable the audio channel, as shown below.
SET EQU
AUDOEN EQU
D11AEN EQU
BEGINCHANO:
$08000
$01
$0200
MOVE.W #(SET + AUDOEN + D11AEN), D11ACONW
STOPPING THE AUDIO DMA
You can stop the channel by writing a 0 into the AUDxEN bit at any time. However,
you cannot resume the output at the same point in the waveform by just writing a 1 in
the bit again. Enabling an audio channel almost always starts the data output again
from the top of the list of data pointed to by the location registers for that channel. If
the channel is disabled for a very short time (less than two sampling periods) it may stay
on and thus continue from where it left off.
144 Audio Hardware
The following example shows how to stop audio DMA for one channel.
CLEAR EQU 0
STOPAUDCHANO:
MOVE.W #(CLEAR + AUDOEN), DMACONW
SUMMARY
These are the steps necessary to produce a steady tone:
1. Define the waveform.
2. Create the data set containing the pairs of data samples (data words). Nor-
mally, a data set contains the definition of one waveform.
3. Set the location registers:
AUDxLCH (high three bits)
AUDxLCL (low fifteen bits)
4. Set the length register, AUDxLEN, to the number of data words to be retrieved
before starting at the address currently in AUDxLC.
5. Set the volume register, AUDxVOL.
6. Set the period register, AUDxPER
7. Start the audio DMA by writing a 1 into bit 9, DMAEN, along with a 1 in the
SETCLR bit and a 1 in the position of the AUDxEN bit of the channel or chan-
nels you want to start.
EXAMPLE
In this example, which gathers together all.of the program segments from the preceding
sections, a sine wave is played through channel O.
Audio Hardware 145
AUDOLC
SET
CLEAR
AUDOEN
DMAEN
SINEDATA:
EQU
EQU
EQU
EQU
EQU
DS.W
AUDOLCH
$08000
o
$01
$0200
o ;Be sure word-aligned
DC.B 0, gO, 127, gO, 0,-gO,-127,-gO
MAIN:
LEA SINEDATA, AO
WHEREODATA:
MOVE.L AO, AUDOLC
SETAUDOLENGTH:
MOVE.W #4, AUDOLEN
SETAUDOVOLUME:
MOVE.W #64, AUDOVOL
SETAUDOPERIOD:
MOVE.W #447, AUDOPER
BEGINCHANO:
jAddress of data to
; audio location register 0
; The 68000 writes
this as though it were
a 32-bit register at the
low-bits location
(common to all locations
and pointer registers
in the system).
;Set length in words
; Use maximum volume
MOVE.W #(SET + DMAEN + AUDOEN), DMACONW
END
146 Audio Hardware
Producing Complex Sounds
In addition to simple tones, you can create more complex sounds, such as different musi-
cal notes joined into a one-voice melody, different notes played at the same time, or
modulated sounds.
JOINING TONES
Tones are joined by writing the location and length registers, starting the audio output,
and rewriting the registers in preparation for the next audio waveform that you wish to
connect to the first one. This is made easy by the timing of the audio interrupts and the
existence of back-up registers. The location and length registers are read by the DMA
channel before audio output begins. The DMA channel then stores the values in back-
up registers. Once the original registers have been read by the DMA channel, you can
change their values without disturbing the operation you started with the original regis-
ter contents. Thus, you can write the contents of these registers, start an audio output,
and then rewrite the registers in preparation for the next waveform you want to connect
to this one.
Interrupts occur immediately after the audio DMA channel has read the location and
length registers and stored their values in the back-up registers. Once the interrupt has
occurred, you can rewrite the registers with the location and length for the next
waveform segment. This combination of back-up registers and interrupt timing lets you
keep one step ahead of the audio DMA channel, allowing your sound output to be con-
tinuous and smooth.
If you do not rewrite the registers, the current waveform will be repeated. Each time
the length counter reaches zero, both the location and length registers are reloaded with
the same values to continue the audio output.
Example
This example details the system audio DMA action in a step-by-step fashion.
Suppose you wanted to join together a sine and a triangle waveform, end-to-end, for a
special audio effect, alternating between them. The following sequence shows the action
of your program as well as its interaction with the audio DMA system. The example
assumes that the period, volume, and length of the data set remains the same for the
sine wave and the triangle wave.
Audio Hardware 147
If (wave = triangle)
write AUDOLCL with address of sine wave data.
Else if (wave = sine)
write AUDOLCL with address of triangle wave data.
Main Program
1. Set up volume, period, and length.
2. Write AUDOLCL with address of sine wave data.
3. Start DMA.
4. Continue with something else.
System Response
As soon as DMA starts,
a. Copy to "back-up" length register from AUDOLEN.
b. Copy to "back-up" location register from AUDOLCL (will be used as a pointer
showing current data word to fetch).
c. Create an interrupt for the 68000 saying that it has completed retrieving work-
ing copies of length and location registers.
d. Start retrieving audio data each allocated DMA time slot.
148 Audio Hardware
PLAYING MULTIPLE TONES AT THE SAME TIME
You can play multiple tones either by using several channels independently or by sum-
ming the samples in several data sets, playing the summed data sets through a single
channel.
Since all four audio channels are independently programmable, each channel has its own
data set; thus a different tone or musical note can be played on each channel.
MODULATING SOUND
To provide more complex audio effects, you can use one audio channel to modulate
another. This increases the range and type of effects that can be produced. You can
modulate a channel's frequency or amplitude, or do both types of modulation on a chan-
nel at the same time.
Amplitude modulation affects the volume of the waveform. It is. often used to produce
vibrato or tremolo effects. Frequency modulation affects the period of the waveform.
Although the basic waveform itself remains the same, the pitch is increased or decreased
by frequency modulation.
The system uses one channel to modulate another when you attach two channels. The
attach bits in the ADKCON register control how the data from an audio channel is
interpreted (see the table below). Normally, each channel produces sound when it is
enabled. If the "attach" bit for an audio channel is set, that channel ceases to produce
sound and its data is used to modulate the sound of the next higher-numbered channel.
When a channel is used as a modulator, the words in its data set are no longer treated
as two individual bytes. Instead, they are used as "modulator" words. The data words
from the modulator channel are written into the corresponding registers of the modulated
channel each time the period register of the modulator channel times out.
To modulate only the amplitude of the audio output, you must attach a channel as a
volume modulator. Define the modulator channel's data set as a series of words, each
containing volume information in the following format:
Audio Hardware 149
Bits Function
15 - 7 Not used
6 - 0 Volume information, V6 - VO
To modulate only the frequency, you must attach a channel as a period modulator.
Define the modulator channel's data set as a series of words, each containing period
information in the following format:
Bits Function
15 - 0 Period information, PIS - PO
If you want to modulate both period and volume on the same c h a n n e ~ , you need to
attach the channel as both a period and volume modulator. For instance, if channel 0 is
used to modulate both the period and frequency of channell, you set two attach bits-
bit 0 to modulate the volume and bit 4 to modulate the period. When period and
volume are both modulated, words in the modulator channel's data set are defined alter-
nately as volume and period information.
The sample set of data in table 5-4 shows the differences in interpretation of data when
a channel is used directly for audio, when it is attached as volume modulator, when it is
attached as a period modulator, and when it is attached as a modulator of both volume
and period.
Table 5-4: Data Interpretation in Attach Mode
Independent Modulating
Data (not Both Modulating Modulating
Words Modulating) Period and Volume Period Only Volume Only
Word I I data I data I I volume for other channel I I period I I volume I
Word 2 I data I data I I period for other channel I I period I I volume I
Word 3 I data I data I I volume for other channel I I period I I volume I
Word 4 I data I data I I period for other channel I
I period I I volume I
150 Audio Hardware
The lengths of the data sets of the modulator and the modulated channels are com--
pletely independent.
Channels are attached by the system in a predetermined order, as shown in table 5-5.
To attach a channel as a modulator, you set its attach bit to 1. If you set either the
volume or period attach bits for a channel, that channel's audio output will be disabled;
the channel will be attached to the next higher channel, as shown in table 5-5. Because
an attached channel always modulates the next higher numbered channel, you cannot
attach channel 3. Writing a 1 into channel 3's modulate bits only disables its audio out-
put.
Table 5-5: Channel Attachment for Modulation
ADKCON Register
Bit Name Function
7 ATPER3 Use audio channel 3 to modulate nothing
(disables audio output of channel 3)
6 ATPER2 Use audio channel 2 to modulate period
of channel 3
5 ATPERI Use audio channell to modulate period
of channel 2
4 ATPERO Use audio channel 0 to modulate period
of channell
3 ATVOL3 Use audio channel 3 to modulate nothing
(disables audio output of channel 3)
2 ATVOL2 Use audio channel 2 to modulate volume
of channel 3
1 ATVOLI Use audio channell to modulate volume
of channel 2
0 ATVOLO Use audio channel 0 to modulate volume
of channell
Audio Hardware 151
Producing High-quality Sound
When trying to create high-quality sound, you need to consider the following factors:
o Waveform transitions.
o Sampling rate.
o Efficiency.
o Noise reduction.
o Avoidance of aliasing distortion.
o Limitations of the low pass filter.
MAKING WAVEFORM TRANSITIONS
To avoid unpleasant sounds when you change from one waveform to another, you need
to make the transitions smooth. You can avoid "clicks" by making sure the waveforms
start and end at approximately the same value. You can avoid "pops" by starting a
waveform only at a zero-crossing point. You can avoid "thumps" by arranging the aver-
age amplitude of each wave to be about the same value. The average amplitude is the
sum of the bytes in the waveform divided by the number of bytes in the waveform.
SAMPLING RATE
If you need high preCISIon in your frequency output, you may find that the frequency
you wish to produce is somewhere between two available sampling rates, but not close
enough to either rate for your requirements. In those cases, you may have to adjust the
length of the audio data table in addition to altering the sampling rate.
For higher frequencies, you may also need to use audio data tables that contain more
than one full cycle of the audio waveform to reproduce the desired frequency more accu-
rately, as illustrated in figure 5-4.
152 Audio Hardware
128
-127
Samples taken over time -
Always requires an even
number of samples -
Shows a case in which a high-frequency waveform may need more than one full cycle to accurately
reproduce the periodic waveform
Figure 5-4: Waveform with Multiple Cycles
EFFICIENCY
A certain amount of overhead is involved in the handling of audio DMA. If you are try-
ing to produce a smooth continuous audio synthesis, you should try to avoid as much of
the system control overhead as possible. Basically, the larger the audio buffer you pro-
vide to the system, the less often it will need to interrupt to reset the pointers to the top
of the next buffer and, coincidentally, the lower the amount of system interaction that
will be required. If there is only one waveform buffer, the hardware automatically resets
the pointers, so no software overhead is used for resetting them.
The "Joining Tones" section illustrated how you could join "ends" of tones together by
responding to interrupts and changing the values of the location registers to splice tones
together. If your system is heavily loaded, it is possible that the response to the inter-
rupt might not happen in time to assure a smooth audio transition. Therefore, it is
advisable to utilize the longest possible audio table where a smooth output is required.
This takes advantage of the audio DMA capability as well as minimizing the number of
interrupts to which the 68000 must respond.
/
Audio Hardware 153
NOISE REDUCTION
To reduce noise levels and produce an accurate sound, try to use the full range of -128
to 127 when you represent a waveform. This reduces how much noise (quantization
error) will be added to the signal by using more bits of precision. Quantization noise is
caused by the introduction of round-off error. If you are trying to reproduce a signal,
such as a sine wave, you can represent the amplitude of each sample with only so many
digits of accuracy. The difference between the real number and your approximation is
round-off error, or noise.
By doubling the amplitude, you create half as much noise because the size of the steps of
the wave form stays the same and is therefore a smaller fraction of the amplitude. In
other words, if you try to represent a waveform using, for example, a range of only +3
to -3, the size of the error in the output would be considerably larger than if you use a
range of +127 to -128 to represent the same signal. Proportionally, the digital value
used to represent the waveform amplitude will have a lower error. As you increase the
number of possible sample levels, you decrease the relative size of each step and, there-
fore, decrease the size of the error.
To produce quiet sounds, continue to define the waveform using the full range, but
adjust the volume. This maintains the same level of accuracy (signal-to-noise ratio) for
quiet sounds as for loud sounds.
ALIASING DISTORTION
When you use sampling to produce a waveform, a side effect is caused when the sam-
pling rate "beats" or combines with the frequency you wish to produce. This produces
two additional frequencies, one at the sampling rate plus the desired frequency and the
other at the sampling rate minus the desired frequency. This phenomenon is called
aliasing distortion.
Aliasing distortion is eliminated when the sampling rate exceeds the output frequency by
at least 7 KHz. This puts the beat frequency outside the range of the low-pass filter,
cutting off the undesirable frequencies. Figure 5-5 shows a frequency domain plot of the
anti-aliasing low-pass filter used in the system.
154 Audio Hardware
o db 1---,",
Filter response
-30 db
5 kHz 10 kHz 15 kHz 20 kHz 25 kHz 30 kHz
Filter passes all frequencies below about 5 kHz.
Figure 5-5: Frequency Domain Plot of Low-Pass Filter
Figure 5-6 shows that it is permissible to use a 12 KHz sampling rate to produce a 4
KHz waveform. Both of the beat frequencies are outside the range of the filter, as shown
in these calculations:
12 + 4 = 16 KHz
12 - 4 = 8 KHz
Filter response
Odb 12 kHz sampling frequency
~ D ; f f '
Sum
4 kHz
-30db
LI
I I I
5 kHz 10 kHz 15 kHz 20 kHz
Desired output frequency
I I
25 kHz 30kHz
Figure 5-6: Noise-free Output (No Aliasing Distortion)
Audio Hardware 155
You can see in figure 5-7 that is unacceptable to use a 10 KHz sampling rate to produce
a 4 KHz waveform. One of the beat frequencies (10 - 4) is within the range of the filter,
allowing some of that undesirable frequency to show up in the audio output.
Filter response
Odb
~ ; f f '
10 kHz sampling frequency
Sum
4kHz
1\
-30 db
LI
I I I I
5 kHz 10 kHz 15 kHz 20 kHz 25 kHz 30 kHz
Desired output frequency
Figure 5-7: Some Aliasing Distortion
All of this gives rise to the following equation, showing that the sampling frequency
must exceed the output frequency by at least 7 KHz, so that the beat frequency will be
above the cutoff range of the anti-aliasing filter:
Minimum sampling rate = highest frequency component + 7 KHz
The frequency component of the equation is stated as "highest frequency component"
because you may be producing a complex waveform with multiple frequency elements,
rather than a pure sine wave.
LOW-PASS FILTER
The system includes a low-pass filter that eliminates aliasing distortion as described
above. This filter becomes active around 4 KHz and gradually begins to attenuate (cut
off) the signal. Generally, you cannot clearly hear frequencies higher than 7 KHz.
Therefore, you get the most complete frequency response in the frequency range of 0 - 7
KHz. If you are making frequencies from 0 to 7 KHz, you should select a sampling rate
no less than 14 KHz, which corresponds to a sampling period in the range 124 to 256.
156 Audio Hardware
At a sampling period around 320, you begin to lose the higher frequency values between
o KHz and 7 KHz, as shown in table 5-6.
Table 5-6: Sampling Rate and Frequency Relationship
Sampling Sampling Maximum Output
Period Rate (KHz) Frequency (KHz)
Maximum sampling rate 124 29 7
Minimum sampling rate 256 14 7
for 7 KHz output
Sampling rate too low 320 11 4
for 7 KHz output
Using Direct (Non-DMA) Audio Output
It is possible to create sound by writing audio data one word at a time to the audio out-
put addresses, instead of setting up a list of audio data in memory. This method of con-
trolling the output is more processor-intensive and is therefore not recommended.
To use direct audio output, do not enable the DMA for the audio channel you wish to
use; this changes the timing of the interrupts. The normal interrupt occurs after a data
address has been read; in direct audio output, the interrupt occurs after one data word
has been output.
Unlike in the DMA-controlled automatic data output, in direct audio output, if you do
not write a new set of data to the output addresses before two sampling intervals have
elapsed, the audio output will cease changing. The last value remains as an output of
the digital-to-analog converter.
The volume and period registers are set as usual.
Audio Hardware 157
The Equal-tempered Musical Scale
This section gives a close approximation of the equal-tempered scale. The "Period"
column gives the period count you enter into the period register.
See the explanatory notes following this table for determining AUDxLEN value.
Table 5-7: The Equal-tempered Scale
Period Note Ideal Actual
Frequency Frequency
(with AUDxLEN=8) (with AUDxLEN=8)
508 A 440.0 440.4
480 A#
466.2 466.1
453 B 493.9 493.9
428 C 523.3 522.7
404 C#
554.4 553.8
381 D 587.3 587.2
360 D# 622.3 621.4
339 E 659.3 659.9
320 F 698.5 699.1
302
F#
740.0 740.8
285 G 784.0 785.0
269 G# 830.6 831.7
254 A 880.0 880.8
240 A# 932.3 932.2
226 B 987.8 989.9
214 C 1046.5 1045.4
202 C# 1108.7 1107.5
190 D 1174.7 1177.5
180 D# 1244.5 1242.9
170 E 1318.5 1316.0
160 F 1396.9 1398.3
151 F# 1480.0 1481.6
143 G 1568.0 1564.5
135 G# 1661.2 1657.2
158 Audio Hardware
Notes for table 5-7:
In this scale, the frequency for the note A is 440.0 Hz and A# is the twelfth root of
2 (1.059463) times higher in frequency than A. The note B is the twelfth root of 2
higher than A#. This is followed by 0, 0#, D, D#, E, F, F#, G, and G#, and
goes back to A at 880.0 Hz, an octave higher, and so on. Use this scale for
waveforms where the fundamental is 2 to the nth bytes long and where n is an
integer. For example, for A at 440.0 Hz with a period of 508, the sample table con-
tains 16 samples per cycle:
3579545 clocks/second
= 16 samples/cycle
508 clocks/sample X 440 cycles/second
n=4
It follows that for A at 440.0 Hz with a period of 254, the sample table has to con-
tain 32 samples per cycle (AUDxLEN = 16).
The general rule is that doubling the sampling frequency (halving the sampling
period) changes the octave of the note being played. Thus, if you playa 0 at a
sampling period of 256, then playing the same note with a sampling period of 128
gives a 0 an octave higher.
Before using the lower octaves in this table, be sure to read the section called "Alias-
ing Distortion." .
Audio Hardware 159
Decibel Values for Volume Ranges
Table 5-8 provides the corresponding decibel values for the volume ranges of the Amiga
system.
Table 5-8: Decibel Values and Volume Ranges
Volume Decibel Value Volume Decibel Value
64 0.0 32 -6.0
63 -0.1 31 -6.3
62 -0.3 30 -6.6
61 -0.4 29 -6.9
60 -0.6 28 -7.2
59 -0.7 27 -7.5
58 -0.9 26 -7.8
57 -1.0 25 -8.2
56 -1.2 24 -8.5
55 -1.3 23 -8.9
54 -1.5 22 -9.3
53 -1.6 21 -9.7
52 -1.8 20 -10.1
51 -2.0 19 -10.5
50 -2.1 18 -11.0
49 -2.3 17 -11.5
48 -2.5 16 -12.0
47 -2.7 15 -12.6
46 -2.9 14 -13.2
45 -3.1 13 -13.8
44 -3.3 12 -14.5
43 -3.5 11 -15.3
42 -3.7 10 -16.1
41 -3.9 9 -17.0
40 -4.1 8 -18.1
39 -4.3 7 -19.2
38 -4.5 6 -20.6
37 -4.8 5 -22.1
36 -5.0 4 -24.1
35 -5.2 3 -26.6
34 -5.5 2 -30.1
33 -5.8 1 -36.1
0 Minus infinity
160 Audio Hardware
The Audio State Machine
For an explanation of the various states, refer to figure 5-8. There is one audio state
machine for each channel. The machine has eight states and is clocked at the system
clock frequency of 3.58 MHz. Three of the states are basically unused and just transfer
back to the idle (OOO) state. One of the paths out of the idle state is designed for
interrupt-driven operation (processor provides the data), and the other path is designed
for DMA-driven operation (the "Agnus" special chip provides the data).
In interrupt-driven operation, transfer to the main loop (states 010 and 011) occurs
immediately after data is written by the processor. In the 010 state the upper byte is
output, and in the 011 state the lower byte is output. Transitions such as
010-011-010 occur whenever the period counter counts down to one. The period
counter is reloaded at these transitions. As long as the interrupt is cleared by the pro-
cessor in time, the machine remains in the main loop. Otherwise, it enters the idle state.
Interrupts are generated on every word transition (011-010).
In DMA-driven operation, transition to the 001 state occurs and DMA requests are sent
to Agnus as soon as DMA is turned on. Because of pipelining in Agnus, the first data
word must be thrown away. State 101 is entered as soon as this word arrives; a request
for the next data word has already gone out. When the data arrives, state 010 is
entered and the main loop continues until the HMA is turned off. The length counter
counts down once with each word that comes in. When it finishes, a DMA restart
request goes to Agnus along with the regular DMA request. This tells Agnus to reset the
pointer to the beginning of the table of data. Also, the length counter is reloaded and
an interrupt request goes out soon after the length counter finishes (counts to one). The
request goes out just as the last word of the waveform starts its output.
DMA requests and restart requests are transferred to Agnus once each horizontal line,
and the data comes back about 14 clock cycles later (the duration of a clock cycle is
280 ns).
In attach mode, things run a little differently. In attach volume, requests occur as they
do in normal operation (on the 011-010) transition). In attach period, a set of requests
occurs on the 010-011 transition. 'When both attach period and attach volume are
high, requests occur on both transitions.
If the sampling rate is set much higher than the normal maximum sampling rate
(approximately 29 KHz). the two samples in the buffer register will be repeated. If the
filter on the Amiga is bypassed and the volume is set to the maximum ($40), this feature
can be used to make modulated carriers up to 1.79 MHz. The modulation is placed in
the memory map, with plus values in the even bytes and minus values in the odd bytes.
Audio Hardware 161
The symbols used in the- state diagram are explained in the following list. Upper-case
names indicate external signals; lower-case names indicate local signals.
AUDxON
AUDxIP
AUDxIR
intreql
intreq2
AUDxDAT
AUDxDR
AUDxDSR
dmasen
percntrld
percount
perfin
lencntrld
lencount
lenfin
volcntrld
pbufldl
pbufld2
DMA on "x" indicates channel number (signal from DMACON).
Audio interrupt pending (input to channel from interrupt circuitry).
Audio interrupt request (output from channel to interrupt
circuitry)
Interrupt request that combines with intreq2 to form AUDxIR ..
Prepare for interrupt request. Request comes out after the next
011-010 transition in normal operation.
Audio data load signal. Loads 16 bits of data to audio channel.
Audio DMA request to Agnus for one word of data.
Audio DMA request to Agnus to reset pointer to start of block.
Restart request enable.
Reload period counter from back-up latch typically written by pro-
cessor with AUDxPER (can also be written by attach mode).
Count period counter down one latch.
Period counter finished (value = 1) ..
Reload length counter from back-up latch.
Count length counter down one notch.
Length coun tel' finished (value = 1).
Reload volume counter from back-up latch.
Load output buffer from holding latch written to by AUDxDAT.
Like pbufldl, but only during 010-011 with attach period.
162 Audio Hardware
AUDxAV
AUDxAP
penhi
napnav
sq2,l,O
Attach volume. Send data to volume latch of next channel instead
of to D ~ A converter.
Attach period. Send data to period latch of next channel instead of
to the D ~ A converter.
Enable the high 8 bits of data to go to the D ~ A converter.
/AUDxAV * /AUDxAP + AUDxAV-no attach stuff or else attach
volume. Condition for normal DMA and interrupt requests.
The name of the state flip-flops, MSB to LSB.
Audio Hardware 163
SQl
Brackets I J indicate action on condition
Parentheses I ) indicate cause of state transition
164 Audio Hardware
Except for this case, drnasen is true }
only when LENFIN=l.
Also, AUOxDSf'l""AUDxDR drnasen
Figure 5-8: Audio State Diagram
Chapter 6
BLITTER HARDW" ARE
Introduction
The blitter is a high-performance graphics engine that uses up to four DMA channels.
The operations it performs after a set-up of its registers are considerably faster than
those performed by the 68000. The blitter can be used for data copying. It includes
features to facilitate copying and processing of "rectangular" regions of memory. Typi-
cally, these regions are areas within graphics images. The blitter also does .line drawing.
The process of performing a blitter operation is sometimes called a blit.
Blitter Hardware 165
The blitter uses up to four DMA channels. Three DMA channels are dedicated to
retrieving data from memory to the blitter. These ~ r e designated as source A, source B,
and source C. The one destination DMA channel is designated as destination D. As is
shown in the following sections, it is not always necessary to use all the sources, nor is it
always appropriate to use the destination DMA channel.
Each channel may be independently enabled by bits 11, 10, 9, and 8 of BLTCONO.
These are called USEA, USEB, USEC, and USED. All three sources (if enabled) are
fetched from memory in a pipelined fashion and held in registers for logic combination
before being sent to the destination. Each channel has its own memory pointer register
and its own modulo register.
A quick summary of blitter features and operations follows. Each of these topics is dis-
cussed in this chapter. The reader is also referred to the descriptions of registers whose
names start with "BLT" in appendix A.
o DATA COPYING - The blitter can copy bit-plane image data anywhere in the
lower 512K of memory.
o MULTIPLE POINTERS AND MODULOS - The blitter is provided with a
separate pointer and modulo register for each of the sources and for the destina-
tion. This allows the blitter to move data to and from identical rectangular
windows within different sizes of larger playfield images.
o ASCENDING AND DESCENDING ADDRESSING - The blitter can change
addresses in an ascending or descending manner. That is, it can either start at
the bottom address of both the source and the destination areas and move the
. .
data while incrementing addresses or start at the top address of the source and
destination and decrement addresses during the move.
o RECTANGULAR AND LINEAR ADDRESS SCANNING - The blitter can pre-
cess either linear or rectangular regions.
o LOGIC OPERATIONS - Instead of simply retrieving data from a single source,
the blitter can retrieve data from up to three sources as it prepares the result for
a possible destination area. Before a blit is started, the blitter is set up to per-
form one out of 258 possible logic operations on the three data sources as they
are being transferred.
o SHIFTING - The blitter can shift one or two of its data sources up to 15 bits
before applying it to the logic operation, allowing movement of images in
memory across word boundaries.
166 Blitter Hardware
o MASKING - The blitter can mask the leftmost and rightmost data word from
each horizontal line. Mask registers are provided for the first and the last words
on every line of blitter data. This allows logic operations on bit-boundaries from
both the left and the right edge of a rectangular region.
o ZERO DETECTION - The blitter can ~ t o r e the result of the logic operations
back into memory or simply sense whether there were any 1 bits present as a
result of the logic operation. This feature can be used for hardware-assisted
software collision detection.
o AREA-FILLING - The blitter can perform a hardware-assisted area fill between
pre-drawn lines.
o LINE-DRAWING - The blitter can draw ordinary lines at any angle and can
also apply a pattern to the lines it draws. It can also draw special lines with one
pixel dot per horiiontalline (a special mode needed for use with the blitter fill
operation ).
Data Copying
The primary purpose of the blitter is to copy (transfer) data in large blocks from one
memory location to another, with or without processing. The name "blitter" stands for
"block image transferrer."
Images in memory are usually stored in a linear fashion; each word of data on a line is
located at an address that is one greater than the word on its left. (See figure 6-1).
Note that each line is a "plus one" continuation of the previous line.
Blitter Hardware 167
20 21 22 23 24 24 26
27 28 29 30 31 32 33
34 35 36 37 38 39 40
41 42 43 44 45 46 47
48 49 50 51 52 53 54
55 56 57 58 59 60 61
Figure 6-1: How Images are Stored in Memory
The map in figure 6-1 represents a single bit-plane (one bit of color) of an image at word
addresses 20 through 61. Each of these addresses accesses one word (16 pixels) of a sin-
gle bit-plane. If this image required sixteen colors, four bit-planes like this would be
required in memory, and four copy (move) operations would be required to completely
move the image.
The blitter is very efficient at copying such blocks because it needs to be told only the
starting address (20), the destination address, and the size of the block (height = 6,
width = 7). It will then automatically move the data, one word at a time, whenever the
data bus is available. When the transfer is complete, the blitter will signal the processor
with a flag and an interrupt.
Note that this copy (move) operation operates on memory and mayor may not change
the memory currently being used for display.
Pointers and Modulos
Pointer registers are used to point to the address in memory where the next word of
source or destination data is located. Because pointer registers must address 512 Kbytes
of memory, they occupy two 16-bit addresses. For example, the pointer for source chan-
nel A has two register addresses. BLTAPTL contains the low-order part (bits 15-0) and
BLTAPTH contains the high-order part (bits 18-16) of the pointer address. Pointer
registers address word boundaries so bit 0 is always a o.
168 Blitter Hardware
Pointer registers BLTBPTL, BLTBPTH, BLTCPTL, BLTCPTH, BLTDPTL, and
BLTDPTH apply to the B, C, and D channels, respectively. The notation BLTxPTx is
used to refer to the pointer registers generically.
The blitter uses modulos to allow manipulation of smaller images within larger images.
A modulo is the difference between the width of the larger image and the smaller image
being manipulated. There are four modulos in the blitter-BLTAMOD, BLTBMOD,
BLTCMOD, and BLTDMOD. This allows each of the three sources and the destination
to have a larger bit-plane image of a different size.
Modulos are 16-bit signed numbers. When they are added to the corresponding pointer
register, they are sign-extended to match the larger number of bits in the pointer regis-
ter. Since word addressing is used, bit 0 of the modulo is always a o.
Figure 6-3 shows a possible bit-plane image that is larger than the source window being
used by the blitter. The numbers represent the addresses (in memory) of the data words
containing the image.
20 21 22 23
27 28 29 30
34 35 36 37
41 42 43 44
48 49 50 51
55 56 57 58
24 25
31 32
38 39
45 46
52 53
59 60
26
33
40
47
54
61
.. Larger source
bit-plane image
Smaller source window
for blitter operations
Figure 6-2: Bit-plane Image Larger than the Blitter Source Window
Note that in order to operate on the smaller window only, the address sequence must be
as follows:
36, 37, 38" 43, 44, 45" 50, 51, 52
This requires a normal increment (+1) each time, and at the end of each window line the
addition of a jump value of 4, to bring the address pointer to the start of the next win-
dow line. This jump value is called the modulo and is equal to the difference between
Blitter Hardware 169
the width of the large image and the width of the smaller window.
The blitter has a separate modulo register for each of the three possible source images
and one for the destination image (four in all). This allows the larger bit map image of
each source and the destination to be a different size, even though the smaller window
for each is identical.
Note that although the hardware deals in words for pointers and modulos, the values
loaded into these hardware registers from the 68000 are treated as byte counts. For
example, a jump value of 4 for a modulo would actually be an 8 when written from the
68000.
Ascending and Descending Addressing
It is important to be able to control the direction of the address increment or decrement
when the source and destination areas overlap. Ascending or descending is specified for
overlapping data moves either to move a block of data or to fill a region with a particu-
lar value.
If you wish to move data toward a higher address in memory with an overlap between
source and destination areas, you should use the descending (address decrement) mode
for the data move. If you wish to move data toward a lower address in memory with an
overlap between the source and destination areas, you should use the ascending (address
increment) mode for the data move. The descending mode is selected with bit 1 of
BLTCONl.
If the source and destination data areas overlap in a blitter operation, there is a possibil-
ity of writing to a particular location as the destination before it was read as the source.
To prevent this kind of data destruction, you must take care to correctly choose ascend-
ing or descending mode. Also, you may need to offset the source or destination.
Using table 6-4 at the end of the chapter, you can observe the order of operations and
determine the required offset or mode. Pay careful attention to the notes. It helps to
draw pictures.
170 Blitter Hardware
Rectangular or Linear Address Scanning
The BLTSIZE register is written to define the horizontal and vertical size of a rectangu-
lar region of memory. The pointer register (BLTxPTx) specifies where in memory the
corresponding data block starts. The blitter adds (in ascending mode) or subtracts (in
descending mode) 2 from the pointer register for each 16-bit word transferred until the
count of "horizontal" words in the BLTSIZE register is met. Then it adds the contents
of the modulo register (BLTxMOD) to the pointer register. The value in the modulo
register thus represents the value to be added to the pointer register to get it from the
point in memory just past the end of a horizontal line to the beginning of the next hor-
izontalline of the rectangular region.
The blitter can be used to process linear rather than rectangular regions by setting the
horizontal or vertical count in BLTSIZE to 1.
Blitter Logic Operations
Three sources (A, B, and C) are available to the blitter logic unit. These sources are
usually one bit-plane from each of three separate graphics images. While each of these
sources is a rectangular region composed of many points, the same logic operation will be
performed on each point throughout the rectangular region. Accordingly, for purposes
of defining the blitter logic operation it is only necessary to describe what happens for all
of the possible combinations of one bit from each of the three sources. Therefore, there
are only eight possible data combinations (minterms). For each of these input possibili-
ties you need to specify whether the corresponding D (destination) output bit is on or
off. This information is collected in a standard format, the LF control byte in the
BLTCONO register, shown below. This byte programs the blitter to perform one of the
256 possible logic operations on three sources for a given blit.
For example, an LF control byte of $80 ( = 1000 0000 binary) turns on bits only for
those points of the D destination rectangle where the corresponding bits of A, B, and C
sources were all on (ABC = 1, bit 7 of LF on). All other points in the rectangle, which
correspond to other combinations for A, B, and C, will be O. This is because bits 6
through 0 of the LF control word, which specify the D output for these situations, are
set to O. The following paragraphs discuss two conceptual approaches to designing this
LF control byte. One approach uses logic equations; the other uses Venn diagrams.
Blitter Hardware 171
.DESIGNING THE LF CONTROL BYTE WITH LOGIC EQUATIONS
Because it can logically combine data bits from separate image sources during a data
move, the blitter is very efficient in performing graphics drawing and animation opera-
tions. For example, you could design a rectangular object to combine on-screen with a
pre-existing graphic I m a ~ e (perhaps a car that you want to move in front of some
buildings).
Producing this effect requires predrawn images of both the car and the buildings. To
animate the car (that is, to move it in front of the buildings), first save the background
image where the car will be placed. Next, copy the car in its first location. Then restore
the old background image and save a new section of the background from the second
location. Again, copy the car, this time to the second location. A continuous sequence
of save, draw, and restore creates the desired effect.
Assume source A is the car image outline (mask), source B is one of the car image's bit
planes, and source 0 is building data or background. The following operation saves the
background where the car is going to be placed (destination on the left, sources on the
right):
T=AO
This equation states that the background (0) should be saved (copied) to a temporary
destination (T) wherever the car outline mask (A) "and" the background (0) exist
together.
Now the car is placed in the background with the following operation:
This equation states that the destination is the same as the background source (0), and
background (0) should be replaced with car data (B) wherever the car outline mask (A)
is true, but (or) should stay background (0) wherever the mask is not true (A). Now the
background must be restored (to prepare for car placement in a different location) using
the following operation:
C=AT
This equation states that the background (0) should be replaced with the saved back-
ground (T) wherever the car outline mask exists (A "and" T).
172 Blitter Hardware
If you shift the data and the mask to a new location and repeat the above three steps
over and over, the car will appear to move across the background (the buildings).
Blitter Logic Operations - Combining Minterms
The blitter performs various logic operations, such as the one shown in the last section,
by combining min terms. A minterm is one of eight possible logical combinations of data
bits from three different data sources.
For example, the following equation uses two minterms, ABC and ABC:
D=ABC+ABC
This means that the logic value of D is a 1 if either ABC = 1 or ABC = 1.
Another way of reading this equation is that D is true if and only if both A and Bare
true. This is because the equation could be grouped as:
D=AB(C+C)
However, since the term (C + C) is always true, this equation reduces to D = AB.
Therefore, selecting the two minterms ABC and ABC will give the logic operation
D = AB. These two minterms are selected with bits 7 and 6 of BLTCONO.
The minterms that can be selected by BLTCONO control bits are as follows:
MINTERMS: ABC ABC ABC ABC ABC ABC ABC ABC
ENABLE BITS
(BLTCONO LF7-LFO): 7 6 5 4 3 2 1 0
Since there are eight minterms, there are 256 possible equations that can be selected.
Table of Commonly Used Equations
For your convenience, table 6-1 contains a set of commonly used equations. The last one
in the table ( D = AB + AC ) is often referred to as the "cookie-cut" minterm selector.
Blitter Hardware 173
Table 6-1: Table of Common Minterm Values
Selected BLTCONO Selected BLTCONO
Equation LF Code Equation LF Code
D=A FO D= AB CO
D=A OF D= Ai3 30
D=B CC D= AB OC
D=B 33 D= AB 03
D=C AA D= BC 88
D=C 55 D= BC 44
D=AC AO D= BC 22
D=AC 50 D= AO 11
D=AC OA D= A+B F3
D=AC 05 D= A+B 3F
D=A+B FC D= A+C F5
D=A+B CF D= A+C 5F
D=A+C FA D= B+C DD
D=A+C AF D=IJ+C 77
D=B+C EE D= AB+AC CA
D=B+C BB
174 Blitter Hardware
Equation-to-Minterm Conversion
An example of converting an equation to minterm format in order to derive the select
code is given below:
D = AB + AC (Starting equation)
D = AB (C + C) + AC (B + B) (Multiplying by 1)
D = ABC + ABC + ABC + ABC (Final minterms)
This final form contains only terms that contain all of the input sources. These are the
min terms you use. These min terms are selected with the minterm enable bits LF7-LFO
as shown below:
ABC ABC ABC ABC ABC ABC ABC ABC (Available
minterms)
(BLTCONO
1 1 0 0 1 0 1 0 LF 7-0 code in binary
C A LF 7-0 code in hex
DESIGNING THE LF CONTROL BYTE WITH VENN DIAGRAMS
You can use Venn diagrams as an aid in selecting minterms. The Venn diagram in
figure 6-3 shows a set of three circles labeled A, Band C. In the diagram, the numbers 0
through 7 in various areas correspond to the min term numbers shown in the preceding
section.
To select which min terms are necessary to produce a certain kind of equation result, you
need only examine the circles and their intersections and copy down the numbers seen
there.
Blitter Hardware 175
Blitter
Figure 6-3: Blitter Minterm Venn Diagram
Examples of Venn Diagram Interpretation
1. It you wish to select a function D = A (that is, destination = A source only), you
can select only the minterms that are totally enclosed by the A-circle in the figure
above. This is the set of minterms 7, 6, 5, and 4. When written as a set of Is for the
selected min terms and Os for those not selected, the value becomes:
76543210 MINTERM NUMBERS
11110000 SELEOTED MINTERMS
F o equals $FO
2. If you wish to select a function that is a combination of two sources, you then look
for the min terms by both of the circles in their common area. For example, the com-
bination AB (A "and" B) is represented by the area common to both the A and B
circles. This area encloses both minterms 7 and 6.
176 Blitter Hardware
76543210
11000000 equals $CO.
3. If you wish to use a function that is "not" one of the sources, such as A, you take
all of the min terms not enclosed by the circle represented by A on the figure.
4. If you wish to combine minterms, you need only "or" them together. For example,
the equation AB + BC results in:
AB=
BC=
Shifting
11001000
10001000
1 1 0 0 1 0 0 0 = $C8
When bit-plane images are stored with sixteen I-bit pixels in a memory word, situations
arise where a particular pixel must be in a different bit position within a word before
and after a block transfer.
For example, as described previously under "Logic Operations," the movement of a car
image (B) across a background (C) requires both the car image (B) and the car outline
mask (A) to be shifted to a new position each time the background is saved (T = AC),
the car is placed (C = AB + A 0), and the background is restored (C = AT). As the
movement proceeds, the edge of the car image can, in general, land on any bit position
within a 16-bit word. This illustrates the need for a high-speed shift capability within
the blitter.
Accordingly, the blitter contains a circuit known as a barrel shifter that can be used
with both the A and the B data sources. It can shift these sources from 0 to 15 bits. It
is a true barrel shifter; bigger shifts do not take more time than smaller shifts as they
would if performed by the microprocessor. This shifter allows movement of images on
pixel boundaries, even though the pixels are addressed 16 at a time by each word
address of the bit-plane image.
Blitter Hardware 177
There are two shift controls. Bits 15 through 12 of BLTCONO select the shift value for
source A. Bits 15 through 12 of BLTCONI select the shift value for source B. Both
values are normally set the same. The shift controls are used in a special way during
line drawing. See "Line Drawing" below.
Masking
If an object is not an even multiple of 16 bits in width, the blitter can mask off either
the left or the right edge or both in order to work with only the actual bit-boundary rec-
tangle enclosing the object. First- and last-word masking is particularly useful when you
need to store the images of a text font in a packed edge-to-edge organization.
For example, assume a packed font that contains both an "H" and an "I" as shown in
figure 6-4.
111 1111111
11 11 11
11 11 11
111111111 11
111111111 11
11 11 11
11 11 11
111 1111111
Figure 6-4: A Packed Font
To isolate the "I" character, the first 11 bits along the left edge of the enclosing rectan-
gle must be masked. The blitter includes this capability, called the first-word mask, and
applies it to the leftmost word on each horizontal line. Only when there is a 1 bit in the
first-word mask will that bit of source A actually appear in the logic operation.
For example, if the first-word mask (BLTAFWM) is 0000000000001111, the data the
blitter will see, using the input for source A shown above, is shown in figure 6-5.
178 BIitter Hardware
1111
11
11
11
11
11
11
11
1111
Figure 6-5: Blitter Masking Example
In a similar way, the blitter's last-word mask (BLTALWM) masks the rightmost word of
the source A data. Thus, it is possible to extract rectangular data from a source whose
right and left edges are between word boundaries.
If the window is only one word wide (as illustrated above), the first and last word masks
will overlap, and source-A bits will be passed only where both masks are true. This
example assumed the last word mask was loaded with all Is ($FFFF) as all masks should
be when they are not needed.
Zero Detection
A blitter zero flag is provided that can be tested to determine if the logic operation
selected has resulted in a null (empty = all zeros) logic operation result. The zero flag
(BZERO) in bit 13 of DMACONR will stay true if the result is all zeros.
This feature is usually used to assist collision detection by "and"ing two images together
to test for overlap. The operation D = AB is performed (D can actually be disabled),
and if images A and B do not overlap, the zero flag will stay true.
When the purpose of a blit is only to do zero detection and not to generate a D destina-
tion image, the USED bit (bit 8 of BLTCONO) can be turned off to save time and bus
cycles.
Blitter Hardware 179
Area Filling
In addition to copying data, the blitter can simultaneously perform a fill operation dur-
ing the copy. The fill operation has only one restriction: the area to be filled must be
defined by first drawing untextured lines that are only one bit wide. A special line draw
mode is available for this (see the "Line Drawing" section).
INCLUSIVE (NORMAL) AREA FILLING
Figure 6-6 shows a typical area fill. It demonstrates one of the bars from a bar chart.
Before After
001000100 001111100
001000100 001111100
001000100 001111100
001000100 001111100
Figure 6-6: Area-fill Example - Bar Chart
A blitter line-draw is first performed to provide the two vertical lines, each one bit wide.
To fill this area, you follow these steps. NOTE: A fill operation can be performed dur-
ing other blitter data copy operations; however, it is often done separately, as shown
here.
1. Set the modulos equal to the width of the total image minus the width of the
rectangle to be filled.
(BLTxMOD) (x = A,B,C,D)
2. Set the source and destination pointers to the same value. A case like this
requires only one source and destination. This should point to the last (lower-
right) word of the enclosing rectangle (see also item 3 below).
(BLTxPTH, BLTxPTL) (x = A,B,C,D)
180 Blitter Hardware
3. Run the blitter in the descending direction. The fill operation operates
correctly only in the descending mode (right to left).
(BLTCONl, Bit 1 = 1)
4. Use the control bit called "FCI" (for fill-carry-in) to define how the fill opera-
tion should be performed.
(BLTCONl, Bit 2 = 0)
This defines the fill start state as a O.
5. Define the horizontal and vertical size of a rectangle of words that will enclose
the lines around the area to be filled. This value must be written to the size
control (BLTSIZE) register tostart the fill.
The blitter uses the FCI bit as the starting fin state, beginning at the rightmost edge of
each line. For each "1" bit in the source area, the blitter "flips" the fill state, either
filling or not filling the space with l's. This continues for each line until the left edge of
the blit is reached. At that point, the filling stops. For another example, examine the
figure below. Only the 1 bits are shown in figure 6-7. The 0 bits are blank. The figure
is not drawn to scale.
Before After
1 1 1 1 11111 11111
1 1 1 1 11111 11111
1 1 1 1 1111 1111
1 1 1 1 111 111
11 11 11 11
1 1 1 1 111 111
1 1 1 1 1111 1111
1 1 1 1 11111 11111
Figure 6-7: Use of the FCI Bit - Bit Is a 0
If the FCI bit is a 1 instead of a 0, the area outside the lines is filled with Is and the
area inside the lines is left with Os in between.
Blitter Hardware 181
Before
1 1 1
1 1 1
1 1 1
1 1
11
1 1
1 1 1
1 1 1
1
1
1
1 1
11
1 1
1
1
After
111 111111 11
111 1111111 11
1111 11111111 11
11111 111111111 11
111111111111111111
11111 111111111 11
1111 11111111 11
111 1111111 11
Figure 6-8: Use of the FCI Bit - Bit Is a 1
EXCLUSIVE AREA FIT..LING
There are two fill enable bits within BLTCONl. They are called IFE (for "Inclusive Fill
Enable") (used in the previous examples), and EFE (for "Exclusive Fill Enable") (used in
the example below).
Exclusive fill enable means to exclude (remove) the outline on the trailing edge (left side)
of the fill.
Since the blitter is running in descending mode during a fill, the trailing edge is formed
from the leftmost of each pair of bits on a horizontal line.
If you wish to produce very sharp, single-point vertices, exclusive-fill enable must be
used. Figure 6-9 shows how a single-point vertex is produced using exclusive-fill enable.
182 Blitter Hardware
Before After Exclusive Fill
1 1 1 1 1111 1111
1 1 1 1 111 111
1 1 1 1 11 11
11 11 1 1
1 1 1 1 11 11
1 1 1 1 111 111
1 1 1 1 1111 1111
Figure 6-9: Single-Point Vertex Example
Line Drawing
In. addition to all the functions described above, the blitter has a line-drawing mode.
The line-drawing mode is selected by placing a 1 in bit 0 of BLTCON1, which causes
redefinition of some of the other control bits in BLTCONO and BLTCONl. (See the
description of the BLTCON registers in the appendix for the meanings of the other con-
trol bits.)
In line-drawing mode, the blitter has the following features:
o Draws lines up to 1,024 pixels long (twice as big as the high-resolution screen).
o Draws lines with regular or inverse video.
o Draws solid lines or textured lines.
o Draws special lines with one dot on each scan line, for use with area fill.
Many of the blitter registers serve other purposes in line-drawing mode. These registers
and their functions are itemized in table 6-2 for reference purposes. Consult the appen-
dix for more detailed descriptions of the use of these registers and control bits in line-
drawing mode.'
Blitter Hardware 183
Table 6-2: Blitter Registers in Line-drawing Mode
Register Bit Bit
Name Number Name State Purpose
BLTCONO 15,14,13,12 START Code for horizontal position
of first pixel
BLTCONO 11,10,9,8 USE 1011 Required for line-drawing
BLTCON1 15,14,13,12 BSH 0 Starts texture at bit 0
BLTCONI 5 Reserved
BLTCONI 4,3,2 Octant select code
(See figure 6-10 below.)
BLTCON1 1 SING 0,1 Set for single-bit-width line
BLTCON1 0 LINE 1 Enables line-drawing mode
BLTADAT All 8000 Index required for line-drawing
BLTBDAT All o to FFFF Line texture register
BLTSIZE 5-0 w 02 Required for line-drawing
BLTSIZE 15-6 h Line length up to 1024
BLTAMOD All 2(2Y - 2X)
*
BLTBMOD All 2(QY)
*
BLTCMOD All Wid th of total image
BLTDMOD All Width of total image
BLTAPT All (2Y - X)
*
BLTCPT All Starting address of line
BLTDPT All Starting address of line
* Y and X are the height and width of the rectangle enclosing the line.
OCTANTS IN LINE DRAWING
Standard computer graphics texts, such as Newman and Sproul, discuss a system for
dividing the Cartesian plane into eight regions called octants for purposes of line draw-
ing. Figure 6-10 shows the numerical codes Amiga has assigned to each octant. The
dotted lines in the figure represent the x-axis and y-axis.
Line drawing based on octants is a simplification that takes advantage of symmetries
between x and -x, y and -yo The octant code and several values derived from delta x
and delta yare loaded into blitter control registers as shown in table 6-3.
184 Blitter Hardware
(2)3
1
(1 )
(3)
1 6 (0)
5
4 (7)
(4)
2 0
(5) (6)
Figure 6-10: Octants for Line Drawing
In figure 6-10, the number in parentheses is the octant number and the other number
stands for bits 4, 3, and 2 of register BLTCONI as shown in table 6-3. Also see the
table at the end of the description of BLTCONI in appendix A.
Table 6-3: BLTCONI Code Bits for Octant Line Drawing
BLTCONI Code Bits
432 Octant #
1 1 0 0
o 0 1 1
0 1 1 2
1 1 1 3
1 0 1 4
1 0 0 5
000 6
100 7
Blitter Hardware 185
Blitter Operations and System DMA
The operations of the blitter affect the performance of the rest of the system. The fol-
lowing sections explain how system performance is affected by blitter direct memory
access (DMA) priority, DMA time slot allocation, bus sharing between the 68000 and the
bit-plane, the operations of the blitter and Copper, and different playfield display sizes.
BLITTER DMA PRIORITY
The blitter performs its various data-fetch, modify, and store operations through D11A
sequences, and it shares memory access with other devices in the system. Each device
that accesses memory has a priority level assigned to it, which indicates its importance
relative to other devices.
Disk DMA, audio DMA, bit-plane DMA, and sprite DMA all have the highest priority
level. Bit-plane D11A has priority over sprite DMA under certain circumstances. Each of
these four devices is allocated a group of time slots during each horizontal scan of the
video beam. If a device does not request one of its allocated time slots, the slot is open
for other uses. These devices are given first priority because missed D11A cycles can
cause lost data, noise in the sound output, or on-screen interruptions.
The Copper has the next priority because it has to perform its operations at the ~ a m e
time during each display frame to remain synchronized with the display beam sweeping
across the screen.
The lowest priorities are assigned to the blitter and the 68000, in that order. The blitter
is given the higher priority because it performs data copying, modifying, and line draw-
ing operations operations much faster than the 68000.
DMA TIME SLOT ALLOCATION
During a horizontal scan line (about 63 microseconds), there are 227.5 "color clocks", or
memory access cycles. A memory cycle is approximately 280 ns in duration. The total
of 227.5 cycles per horizontal line includes both display time and non-display time. Of
this total time, 226 cycles are available to be allocated to the various devices that need
memory access.
The time-slot allocation per horizontal line is
186 Blitter Hardware
o 4 cycles for memory refresh (assigned to odd-numbered slots)
o 3 cycles for disk D:MA
o 4 cycles for audio D11A (2 bytes per channel)
o 16 cycles for sprite D11A (2 words per channel)
o 80 cycles for bit-plane D11A (even- or odd-numbered slots according to the
display size used)
Figure 6-11 shows one complete horizontal scan line and how the clock cycles are
allocated.
Blitter Hardware 187
DMA Time Slot Allocation/Horizontal line
Decimal numbers above the Illustrations represent
cycles. Decimal n:Jmbers below the .lIustratlons represent hIgh
resolution cyeies. Negative numbers mdlc'lte the sian of data
felch for dIsplays that afe larger than normal.
DeCImal numbers Inside the Illustrations represent the bit-plane
for which the data IS being fetched.
$10
REFRESH --+ ..... OIS;K OMA TIME .... t4--A'UOIIO
OMATIME
Data fetch start can only be speCified at even
multiples of 8 clocks. ThiS 15 the clock poSition
which should be speCified for the normal Width
display. 120 word fetch for 320 pixel, 40 word
fetch for 640 pUlel Width)
Five clocks must occur before the data fetched for a particular
position can appear onscreen. For example, It data fetch start
tS $38, data will not be avatlable for display until clock number
$45. It IS available at $45 because display processing does not
begin until all of the bttplanes for a particular pixel have been
fetched.
These operations only take slots If the associated operation is being performed.
Note Copper Data Move instructions reQuITe 4 slots.
Copper Walt instructions reQUire 6 slots.
# ThiS cycle 0 appears to exclude one of the memory refresh cycles. This IS not the case.
Actual system hardware demands certain speCtflc values for data fetch start and display start.
Therefore thiS timing chart has been "adjusted" to match those reQuirements.
S Indicates a hex number.
Hardware stop Installed here. Data fetch cannot begm a"y sooner
than cycle $18. ThiS allows the user to wipe oul most of the sprites
.f deSired (by defmlng an extra'Wlde displayl bulleaves the audiO
and disk DMA untouched.
520
as cycle 7
D 320 mode BitPlaneOMA. by plane ..
640 mode BltPlane DMA. by plane ..
D Slots available fOf Blltter. Copper and 68000
[I Sprite OMA t (2words/channeU
Figure 6-11: DMA Time Slot Allocation
Some spntes are unusable It the display starts early due 10
an extra wardls) assocIated wllh a WIde display and Of
hOrizontal scrolling. In thiS case, the bltplane DMA sleals
the cycles normally allocated to the sprites. as Illustrated
above.
A hardware data fetch stop has been Inslalled at count SDa
so as to prevent the bit plane data fetch from overrunning
the time allotted for the memory refresh or disk OMA.
mID AudiO DMA t (2 bytes/channel)
DlskDMA*
Memory Refresh
End of
HorIZontal
Line Data
Fetch Cycle
BIT.PLANE/PROCESSOR BUS SHARING
The 68000 uses only the even-numbered memory access cycles. The 68000 spends about
half of a complete processor instruction time doing internal operations and the other half
accessing memory. Therefore, the allocation of alternate memory cycles to the 68000
makes it appear to the 68000 that it has the memory all of the time, and it will run at
full speed.
Some 68000 instructions do not match perfectly with the allocation of even cycles and
cause cycles to be missed. If cycles are missed, the 68000 must wait until its next avail-
able memory slot before continuing. However, most instructions do not cause cycles to
be missed, so the 68000 runs at full speed most of the time if there is no blitter DMA
interference.
Figure 6-12 illustrates the normal cycle of the 68000.
average 68000 cycle
internal memory
operation access
portion portion
odd cycle, even cycle,
assigned to available to
other devices the 68000
Figure 6-12: Normal 68000 Cycle
If the display contains four or fewer low-resolution bit-planes, the 68000 can be granted
alternate memory cycles (if it is ready to ask for the cycle and is the highest priority
item at the time). However, if there are more than four bit-planes, bit-plane DMA will
begin to steal cycles from the 68000 during the display.
During the display time for a six-bit-plane display (low resolution, 320 pixels wide), 160
time slots will be taken by bit-plane DMA for each horizontal line. As you can see from
figure 6-13, bit-plane DMA steals 50 percent of the open slots that the processor might
have used if there were only four bit-planes displayed.
Blitter Hardware 189
T
+
4
*
6
- timing cycle -
+
2 3
*
5
Figure 6-13: Time Slots Used by a Six-bit-plane Display
Notes for figure 6-13:
+ an open memory slot that the 68000 might use
T+7
I
1
* a slot that cannot be used by the 68000 because of added bit-plane DMA
If you specify four high-resolution bit-planes (640 pixels wide), bit-plane DMA needs all
of the available memory time slots during the display time just to fetch the 40 data
words for each line of the four bit-planes (40 x 4 = 160 time slots). This effectively
locks out the 68000 (as well as the blitter or Copper) from any memory access during the
display.
Figure 6-14 shows how the time slots are allocated for high-resolution bit-planes.
T - timing cycle- T+7
4 2 3 1 4 2 3
Figure 6-14: Time Slots Used by a High-resolution Display
19O Blitter Hardware
EFFECTS OF DIFFERENT DISPLAY SIZES
Each horizontal line in a normal, full-sized display contains 320 pixels in low-resolution
mode or 640 pixels in high-resolution mode. Thus, either 20 or 40 words will be fetched
during the horizontal line display time. If you want to scroll a playfield, one extra data
word per line must be fetched from the memory.
Display size is adjustable (see chapter 3, "Playfield Hardware"), ~ n d bit-plane DMA
takes precedence over sprite DMA. As shown in figure 6-11, larger displays may block
out one or more of the highest-numbered sprites, especially with scrolling.
EFFECTS OF BLITTER OPERATION
As mentioned above, the blitter normally has a higher priority than the processor for
DMA cycles. There are certain cases, however, when the blitter and the 68000 can share
memory cycles. If given the chance, the blitter would steal every available memory
cycle. Display, disk, and audio DMA take precedence over the blitter, so it cannot block
them from bus access. Depending on the setting of the blitter DMA mode bit, com-
monly referred to as the "blitter-nasty" bit, the processor may be blocked from bus
access. This bit is called BLTPRI (for "blitter has priority over processor") and is in
register DMACONW.
If BLTPRI is a 1, the blitter will keep the bus for every available memory cycle. This
could potentially be every cycle.
If BLTPRI is a 0, the DMA manager will monitor the 68000 cycle requests. If the 68000
is unsatisfied for three consecutive memory cycles, the blitter will release the bus for one
cycle.
Table 6-4 shows all of the possible operating modes of the blitter, along with the distri-
bution of its memory access windows. The table shows three words of a blit (the first
word, any middle word, and the last word) and how bus activity occurs for this
sequence. The following conventions are used in this table:
o A, B, and C stand for the sources.
o D stands for the destination.
o Numerical suffixes indicate which word within a blit is being fetched. For
example AO is the first memory word fetch; Al is any middle memory word
fetch; and A2 is the last memory word fetch.
Blitter Hardware 191
Table 6-4: Typical Blitter Cycle Sequence
USE Code
in Active
BLTCONO Channels Cycle Sequence
F A B 0 D AO BO 00
-
Al Bl 01 DO A2 B2 02 Dl D2
E A B 0 AO BO 00 Al Bl 01 A2 B2 02
D A B D AO BO
-
Al Bl DO A2 B2 Dl
-
D2
0 A B AO BO
-
Al Bl
-
A2 B2
B A 0 D AO 00
-
Al 01 DO A2 02 D1
-
D2
A A 0 AO 00 Al 01 A2 02
9 A D AO
-
AI DO A2 Dl
-
D2
8 A AO
-
Al
-
A2
7 B 0 D BO 00
-
Bl 01 DO
-
B2 02 Dl
-
D2
6 B 0 BO 00
-
Bl 01
-
B2 02
5 B D BO
-
Bl DO
-
B2 Dl
-
D2
4 B BO
-
Bl
-
B2
3 0 D 00
-
01 DO
-
02 Dl
-
D2
2 0 00 - 01
-
02
1 D DO
-
Dl
-
D2
0 none
Notes for table 6-4:
o No fill.
o No competing bus activity.
o Three-word blit.
o Typical operation involves fetching all sources twice before the first destination
becomes available. This is due to internal pipelining. Care must be taken with
overlapping source and destination regions.
Table 6-4 is only meant to be an illustration of the typical order of blitter cycles on the
bus. Bus cycles are dynamically allocated based on blitter operating mode; competing
bus activity from processor, bit-planes, and other DMA channels; and other factors.
Commodore-Amiga does not guarantee the accuracy of or future adherence to this chart.
We reserve the right to make product improvements or design changes in this area
without notice.
192 Blitter Hardware
Complete Blitter Example
The following example sets up the blitter to clear a block of memory. This program
assumes you have the required include files to get correct magic numbers.
This code is meant to be only an example. Programmers who wish to use the blitter
directly and who want their code to perform with the rest of the Amiga software must
do the appropriate OwnBlitterO, DisownBlitterO, and WaitBlitO calls. See the
Amiga ROM Kernel Manual for information about using these calls.
include 'exec/types.i'
include 'hardware/custom.i'
include 'hardware/blit.i'
xref _custom
,
jBusy-wait for the previous blit to complete
WAITBLIT:
,
BTST
BNE.S
RTS
#DMAB_BLTDQNE-8,DMACONR(Al)
WAITBLIT
j This routine uses a side affect in the blitter. lVhen each of the blits is
jfinished, the pointer in the blitter is pointing to the next word to be blitted.
jAO = pointer to first word to clear
jO = number of even bytes to clear
CLEARMEM:
LEA _CUSTOM,Al jGet pointer to chip registers
MOVE.L AO,BLTPTD(Al) jSet up destination to clear
CLR.W BLTMDD(Al) jSet modulo to no-skip
ASR.L #l,DO jConvert to number of words
CLR.W BLTCONl(Al) jNo special modes
MOVE.W #DEST,BLTCONO(Al) jMinterms = 0, enable only destination
j This routine splits the blit into several parts to feed the blitter.
j Firs t, the leftovers.
MOVEQ #$3F,Dl
AND.W DO,Dl
BEQ.S LABELl
SUB.L
OR
MOVE.W
Dl,DO
#$40,Dl
Dl,BL TSIZE(Al)
jExtract non-64-words-at-a-time part
jEven up the blit with a small one first
jMake it one row X leftover words
j Trigger the blit
Blitter Hardware 193
LABELl:
MOVE.W
AND.W
BEQ.S
LABEL2:
SWAP
BEQ.S
LOOP:
BSR
MOVE
DONE:
RTS
Note:
#$FFCO,Dl
DO,Dl
the upper word of d1 is already zero
jNow look at more upper bits
jExtract 10 more bits
LABEL2
SUB.L
BSR
MOVE.W
DO
DONE
CLR.W
WAITBLIT
Dl,DO
WAITBLIT
DO,BLTSIZE(Al)
Dl
jAny to do?
jHow many 128-Kbyte blocks left
i Wait for any previous blit to complete
i Trigger next blit
iGheck for any bits set in upper word
j Will do blits 128 Kbytes at a time
Need move for this to work on 68000
Dl,BLTSIZE(Al) iTrigger a big blit
SUBQ.W #1,DO iGould be a dbf
BNE.S LOOP iAny more 128-Kbyte blits?
Exit. Note: blit may still be in progress.
The support to manage async blits is one of the
reasons to use the system software from Amiga.
194 Blitter Hardware
Blitter Block Diagram
Figure 6-15 shows the basic building blocks for a single bit of a 16-bit-wide operation of
the blitter. It does not cover the line-drawing hardware.
1. The upper left corner shows how the first- and last-word masks are applied to
the incoming A-source data. When the blit shrinks to one word wide, both the
first- and last-word masks apply to the incoming data word.
2. The shifter (upper right and center left) drawing illustrates how 16 bits of data
is taken from a specified position within a 32-bit register, based on the A-shift or
B-shift values shown in BPLCONO and BPLCONl.
3. The minterm generator (center right) illustrates how the minterm select bits
either allow or inhibit the use of a specific minterm.
4. The drawing shows how the fill operation works on the data generated by the
min term combinations. Fill operations can be performed simultaneously with
other complex logic operations.
5. At the bottom, the drawing shows that data generated for the destination can
be prevented from being written to a destination by using one of the blitter con-
trol bits.
6. Not shown on this diagram is the logic for zero detection, which looks at every
bit generated for the destination. If there are any I-bits generated, this logic
indicates that the area of the blit contained at least one I-bit (zero detect is
false ).
Blitter Hardware 195
DATA BUS
Multi-Minterm
Select Bits (B)
FiJI Carry In I----.f-""'"
DATA BUS
first
word-+L __
time
2nd+_J"-.....
word
time
last
word
time
16
16
Minterm Generator (all minterms produced)
ABC ABC A B ~ ABC ABC ABC ABC
Fill
Carry
Out
(to next
block)
Figure 6-15: Blitter Block Diagram
196 Blitter Hardware
Fill
Carry
Out
(to next
word)
Chapter 7
SYSTEM CONTROL HARDWARE
Introduction
This chapter covers the control hardware of the Amiga system, including the following
topics:
o How playfield priorities may be specified relative to the sprites
System Control Hardware 197
o How collisions between objects are sensed
o How system direct memory access (DMA) is controlled
o How interrupts are controlled and sensed
Video Priorities
You can control the priorities of various objects on the screen to give the illusion of
three dimensions. The section below shows how playfield priority may be changed rela-
tive to sprites.
FIXED SPRITE PRIORITIES
You cannot change the relative priorities of the sprites. They will always appear on the
screen with the lower-numbered sprites appearing in front of (having higher screen prior-
ity than) the higher-numbered sprites. This is shown in figure 7-1. Each box represents
the image of the sprite number shown in that box.
I
7
I
6
I
5
-
I 4
-
I 3
l-
I 2
ro-
I-
1
-
0
r--
!-
Figure 7-1: Inter-Sprite Fixed Priorities
198 System Control Hardware
HOW SPRITES ARE GROUPED
For playfield priority and collision purposes only, sprites are treated as four groups of
two sprites each. The groups of sprites are:
Sprites 0 and 1
Sprites 2 and 3
Sprites 4 and 5
Sprites 6 and 7
UNDERSTANDING VIDEO PRIORITIES
The concept of video priorities is easy to understand if you imagine that four fingers of
one of your hands represent the four pairs of sprites and two fingers of your other hand
represent the two playfields. Just as you cannot change the sequence of the four fingers
on the one hand, neither can you change the relative priority of the sprites. However,
just as you can intertwine the two fingers of one hand in many different ways relative to
the four fingers of the other hand, so can you position the playfields in front of or
behind the sprites. This is illustrated in figure 7-2.
In Front (Higher Priority)
Playfields f
Behind
Figure 7-2: Analogy for Video Priority
System Control Hardware 199
Five possible positions can be chosen for each of the two "playfield fingers." For exam-
ple, you can place playfield 1 on top of sprites 0 and 1 (0), between sprites 0 and 1 and
sprites 2 and 3 (1), between sprites 2 and 3 and sprites 4 and 5 (2), between sprites 4
and 5 and sprites 6 and 7 (3), or beneath sprites 6 and 7 (4). You have the same possi-
bilities for playfield 2.
The numbers 0 through 4 shown in parentheses in the preceding paragraph are the
actual values you use to select the play field priority positions. See "Setting the Priority
Con trol Register" below.
You can also control the priority of playfield 2 relative to playfield 1. This gives you
additional choices for the way you can design the screen priorities.
SETTING THE PRIORITY CONTROL REGISTER
This register lets you define how objects will pass in front of each other or hide behind
each other. Normally, playfield 1 appears in front of playfield 2. The PF2PRI bit rev-
erses this relationship, making playfield 2 more important. You control the video priori-
ties by using the bits in BPLCON2 (for "bit-plane control register number 2") as shown
in table 7-1.
Table 7-1: Bits in BPLCON2
Bit
Number Name Function
15-7 Not used (keep at 0)
6 PF2PRI Playfield 2 priority
5-3 PF2P2 - PF2PO Playfield 2 placement with
respect to the sprites
2-0 PFIP2 - PFIPO Playfield 1 placement with
respect to the sprites
The binary values that you give to bits PFIP2-PFIPO determine where playfield 1
occurs in the priority chain as shown in table 7-2. This matches the description given in
the previous section.
200 System Con trol Hard ware
Table 7-2: Priority of Playfields Based on Values of Bits PF1P2-PF1PO
Value Placement
(from most important to least important)
000 PF1 SP01 SP23 SP45 SP67
001 SP01 PF1 SP23 SP45 SP67
010 SP01 SP23 PF1 SP45 SP67
011 SP01 SP23 SP45 PF1 SP67
100 SP01 SP23 SP45 SP67 PF1
In this table, PF1 stands for playfield 1, and SP01 stands for the group of sprites num-
bered 0 and 1. SP23 stands for sprites 2 and 3 as a group; SP45 stands for sprites 4 and
5 as a group; and SP67 stands for sprites 6 and 7 as a group.
Bits PF2P2-PF2PO let you position play field 2 among the sprite priorities in exactly the
same way. However, it is the PF2PRI bit that determines which of the two playfields
appears in front of the other on the screen. Here is a sample of possible BPLCON2
register contents that would create something a little unusual:
BITS 15-7 PF2PRI PF2P2-0 PF1P2-0
VALUE Os 1 010 000
This will result in a sprite/playfield priority placement of:
PF1 SP01 SP23 PF2 SP45 SP67
In other words, where objects pass across each other, playfield 1 is in front of sprite 0 or
1; and sprites 0 through 3 are in front of playfield 2. However, playfield 2 is in front of
playfield 1 in any area where they overlap and where playfield 2 is not blocked by sprites
o through 3.
System Control Hardware 201
Collision Detection
You can use the hardware to detect collisions between one sprite group and another
sprite group, any sprite group and either of the playfields, the two playfields, or any
combination of these items.
The first kind of collision is typically used in a game operation to determine if a missile
has collided with a moving player. The second kind of collision is typically used to keep
a moving object within specified on-screen boundaries. The third kind of collision detec-
tion allows you to define sections of playfield as individual objects, which you may move
using the blitter. This is called playfield animation. If one playfield is defined as the
backdrop or playing area and the other play field is used to define objects (in addition to
the sprites), you can sense collisions between the playfield-objects and the sprites or
between the playfield-objects and the other playfield.
HOW COLLISIONS ARE DETERMINED
The video output is formed when the input data from all of the bit-planes and the
sprites is combined into a common data stream for the display. For each of the pixel
positions on the screen, the color of the highest priority object is displayed. Collisions
are detected when two or more objects attempt to overlap in the same pixel position.
This will set a bit in the collision data register.
HOW TO INTERPRET THE COLLISION DATA
The collision data register, CLXDAT, is read-only, and its contents are automatically
cleared to 0 after it is read. Its bits are as shown. in table 7-3.
202 System Control Hardware
Table 7-3: CLXDAT Bits
Bit
Number Collisions Registered
15 not used
14 Sprite 4 (or 5) to sprite 6 (or 7)
13 Sprite 2 (or 3) to sprite 6 (or 7)
12 Sprite 2 (or 3) to sprite 4 (or 5)
11 Sprite 0 (or 1) to sprite 6 (or 7)
10 Sprite 0 (or 1) to sprite 4 (or 5)
9 Sprite 0 (or 1) to sprite 2 (or 3)
8 Even bit-planes to sprite 6 (or 7)
7 Even bit-planes to sprite 4 (or 5)
6 Even bit-planes to sprite 2 (or 3)
5 Even bit-planes to sprite 0 (or 1)
4 Odd bit-planes to sprite 6 (or 7)
3 Odd bit-planes to sprite 4 (or 5)
2 Odd bit-planes to sprite 2 (or 3)
1 Odd bit-planes to sprite 0 (or 1)
o Even bit-planes to odd bit-planes
The notes in parentheses in table 7-3 refer to collisions that will register only if you want
them to show up. The collision control register described below lets you either ignore or
include the odd-numbered sprites in the collision detection.
Notice that in this table, collision detection does not change when you select either
single- or dual-playfield mode. Collision detection depends only on the actual bits
present in the odd-numbered or even-numbered bit-planes. The collision control register
specifies how to handle the bit-planes during collision detect.
HOW COLLISION DETECTION IS CONTROLLED
The collision control register, CLXCON, contains the bits that define certain characteris-
tics of collision detection. Its bits are shown in table 7-4.
System Control Hardware 203
Table 7-4: CLXCON Bits
Bit
Number Name Function
15 ENSP7 Enable sprite 7 (OR with sprite 6)
14 ENSP5 Enable sprite 5 (OR with sprite 4)
13 ENSP3 Enable sprite 3 (OR with sprite 2)
12 ENSP1 Enable sprite 1 (OR with sprite 0)
11 ENBP6 Enable bit-plane 6 (match required for collision)
10 ENBP5 Enable bit-plane 5 (match required for collision)
9 ENBP4 Enable bit-plane 4 (match required for collision)
8 ENBP3 Enable bit-plane 3 (match required for collision)
7 ENBP2 Enable bit-plane 2 (match required for collision)
6 ENBPI Enable bit-plane 1 (match required for collision)
5 MVBP6 Match value for bit-plane 6 collision
4 MVBP5 Match value for bit-plane 5 collision
3 MVBP4 Match value for bit-plane 4 collision
2 MVBP3 Match value for bit-plane 3 collision
1 MVBP2 Match value for bit-plane 2 collision
0 MVBP1 Match value for bit-plane 1 collision
Bits 15-12 let you specify that collisions with a sprite pair are to include the odd-
numbered sprite of a pair of sprites. The even-numbered sprites always are included in
the collision detection. Bits 11-6 let you specify whether to include or exclude specific
bit-planes from the collision detection. Bits 5-0 let you specify the polarity (true-false
condition) of bits that will cause a collision. For example, you may wish to register colli-
sions only when the object collides with "something green" or "something blue." This
feature, along with the collision enable bits, allows you to specify the exact bits, and
their polarity, for the collision to be registered.
NOTES
This register is write-only. If all bit-planes are excluded (disabled), then a
bit-plane collision will always be detected.
204 System Control Hardware
Beam Position Detection
Sometimes you might want to synchronize the 68000 processor to the video beam that is
creating the screen display. In some cases, you may also wish to update a part of the
display memory after the system has already accessed the data from the memory for the
display area.
The address for accessing the beam counter is provided so that you can determine the
value of the video beam counter and perform certain operations based on the beam posi
tion. Note, however, that the Copper is already capable of watching the display position
for you and doing certain register-based operations automatically. Refer to "Copper
Interrupts" below and chapter 2, "Coprocessor Hardware/' for further information.
In addition, when you are using a light pen with this system, this same address is used
to read the light pen position rather than the beam position. This is described fully in
chapter 8, "Interface Hardware."
USING THE BEAM POSITION COUNTER
There are four addresses that access the beam position counter. Their usage is described
in table 7-5.
System Control Hardware 205
Table 7-5: Contents of the Beam Position Counter
VPOSR Read-only Read the high bit of the vertical
position (V8) and the frame-type bit.
Bit 15 LOF (Long-frame bit). Used to
initialize interlaced displays.
Bits 14-1 Unused
Bit 0 High bit of the vertical position
(V8). Allows PAL line counts (313) to
appear in PAL versions of the Amiga.
VHPOSR Read-only Read vertical and horizon tal
position of the counter that is
producing the beam on the screen
(also reads the light pen).
Bits 15-8 Low bits of the vertical
position, bits V7-VO
Bits 7-0 The horizontal position, bits H8-Hl.
Horizontal resolution is 1/160th
of the screen width.
VPOSW Write only Bits same as VPOSR above.
VHPOSW Write only Bits same as VHPOSR above.
Used for counter synchronization
with chip test patterns.
As usual, the address pairs VPOSR,VHPOSR and VPOSW,VHPOSW can be read from
and written to as long words, with the most significant addresses being VPOSR and
VPOSW.
206 System Control Hardware
Interrupts
This system :supports the full range of 68000 processor interrupts. The various kinds of
interrupts generated by the hardware are brought into the peripherals chip and are
translated into six of the seven available interrupts of the 68000.
NO NMAS KABLE INTERRUPT
Interrupt level 7 is the nonmaskable interrupt and is not generated anywhere in the
current system. The raw interrupt lines of the 68000, IPL2 through IPLO, are brought
out to the expansion connector and can be used to generate this level 7 interrupt for
. debugging purposes.
MAS KABLE INTERRUPTS
Interrupt levels 1 through 6 are generated. Control registers within the peripherals chip
allow you to mask certain of these sources and prevent them from generating a 68000
interrupt.
USER INTERFACE TO THE INTERRUPT SYSTEM
The system software has been designed to correctly handle all system hardware inter-
rupts at levels 1 through 6. A separate set of input lines, designated INT2* and INT6* 1
have been routed to the expansion connector for use by external hardware for interrupts.
These are known as the external low- and external high-level interrupts.
These interrupt lines are connected to the peripherals chip and create interrupt levels 2
and 6, respectively. It is recommended that you take advantage of the interrupt
handlers built into the operating system by using these external interrupt lines rather
than generating interrupts directly on the processor interrupt lines.
1 A * indicates an active low signal.
System Control Hardware 207
INTERRUPT CONTROL REGISTERS
There are two interrupt registers, interrupt enable (mask) and interrupt request (status).
Each register has both a read and a write address.
The names of the interrupt addresses are
INTENA
Interrupt enable (mask) - write only. Sets or clears specific bits of INTENA.
INTENAR
Interrupt enable (mask) read - read only. Reads contents of INTENA.
INTREQ
Interrupt request (status) - write only. Used by the processor to force a certain
kind of interrupt to be processed (software interrupt). Also used to clear inter-
rupt request flags once the interrupt process is completed.
INTREQR
Interrupt request (status) read - read only. Contains the bits that define which
items are requesting interrupt service.
The bit positions in the interrupt request register correspond directly to those
same positions in the interrupt enable register. The only difference between the
read-only and the write-only addresses shown above is that bit 15 has no mean-
ing in the read-only addresses.
SETTING AND CLEARING BITS
Below are the meanings of the bits in the interrupt control registers and how you use
them.
208 System Control Hardware
Set and Clear
The interrupt registers, as well as the DMA control register, use a special way of select-
ing which of the bits are to be set or cleared. Bit 15 of these registers is called the
SETCLR bit.
When you wish to set a bit (make it a 1), you must place a 1 in the position you want to
set and a 1 into position 15.
When you wish to clear a bit (make it a 0), you must place a 1 in the position you wish
to clear and a 0 into position 15.
Positions 14-0 are bit-selectors. You write a 1 to anyone or more bits to select that bit.
At the same time you write a 1 or 0 to bit 15 to either set or clear the bits you have
selected. Positions 14-0 that have 0 value will not be affected when you do the write. If
you want to set some bits and clear others, you will have to write this register twice
(once for setting some bits, once for clearing others).
Master Interrupt Enable
Bit 14 of the interrupt registers (INTEN) is for interrupt enable. This is the master
interrupt enable bit. If this bit is a 0, it disables all other interrupts. You may wish to
clear this bit to temporarily disable all interrupts to do some critical processing task.
NOTE
This bit is used for enable/disable only. It creates no interrupt request.
External Interrupts
Bits 13 and 3 of the interrupt registers are reserved for external interrupts.
Bit 13, EXTER, becomes a 1 when the system line called INT6* becomes a logic o. Bit
13 generates a level 6 interrupt.
Bit 3, PORTS, becomes a 1 when the system line called INT2* becomes a logi<: O.
Bit 3 causes a level 2 interrupt.
System Control Hardware 209
Vertical Blanking Interrupt
Bit 5, VERTB, causes an interrupt at line 0 (start of vertical blank) of the video display
frame. The system is often required to perform many different tasks during the vertical
blanking interval. Among these tasks are the updating of various pointer registers,
rewriting lists of Copper tasks when necessary, and other system-control operations.
The minimum time of vertical blanking is 20 horizontal scan lines (begins at line 0 and
ends at line 20). You also have control over where (after line 20) the display actually
starts by using the DIWSTRT (display window start) register (see chapter 3, "Playfield
Hardware"). This can extend the effective vertical blanking time.
If you find that you still require additional time during vertical blanking, you can use
the Copper to create a level 3 interrupt. This Copper interrupt would be timed to occur
just after the last line of display on the screen (after the display window stop which you
have defined by using the DIWSTOP register).
Copper Interrupt
Bit 4, COPER, is used by the Copper to issue a level 3 interrupt. The Copper can
change the content of any of the bits of this register, as it can write any value into most
of the machine registers. However, this bit has been reserved for specifically identifying
the Copper as the interrupt source.
Generally, you use this bit when you want to sense that the display beam has reached a
specific position on the screen, and you wish to change something in memory based on
this occurrence.
Audio Interrupts
Bits 10 - 7, AUD3 - 0, are assigned to the audio channels. They are called AUD3, AUD2,
AUDl, and AUDO and are assigned to channels 3, 2, 1, and 0, respectively.
This level 4 interrupt signals "audio block done." When the audio DMA is operating in
automatic mode, this interrupt occurs when the last word in an audio data stream has
been accessed. In manual mode, it occurs when the audio data register is ready to
accept another word of data.
210 System Control Hardware
See chapter 5, "Audio Hardware," for more information about interrupt generation and
timing.
Blitter Interrupt
Bit 6, BLIT, signals "blitter finished." If this bit is a 1, it indicates that the blitter has
completed the requested data transfer. The blitter is now ready to accept another task.
This bit generates a level 3 interrupt.
Disk Interrupt
Bits 12 and 1 of the interrupt registers are assigned to disk interrupts.
Bit 12, DSKSYN, indicates that the sync register matches disk data. This bit generates
a level 5 interrupt
Bit 1, DSKBLK, indicates "disk block finished." It is used to indicate that the specified
disk DMA task that you have requested has been completed. This bit generates a level 1
interrupt.
More information about disk data transfer and interrupts may be found in chapter 8,
"In terf ace Hard ware. "
Serial Port Interrupts
The following serial interrupts are associated with the specified bits of the interrupt
registers.
Bit 11, RBF (for receive buffer full), specifies that the input buffer of the UART has data
that is ready to read. This bit generates a level 5 interrupt.
Bit 0, TBE (for "transmit buffer empty"), specifics that the output buffer of the UART
needs more data and data can now be written into this buffer. This bit generates a level
1 interrupt.
System Control Hardware 211
DMA Control
Many different direct memory access (DMA) functions occur during system operation.
There is a read address as well as a write address to the DMA register so you can tell
which DMA channels are enabled.
The address names for the DMA register are as follows:
DMACONR - Direct Memory Access Control - read-only.
DMACON - Direct Memory Access Control- write-only.
The contents of this register are shown in table 7-5 (bit on if enabled).
212 System Control Hardware
Table 7-6: Contents of DMA Register
Bit
Number Name Function
15 SET/CLR The set/reset control bit. See description of bit
15 under "Interrupts" above.
14 BBUSY Blitter busy status - read-only
13 BZERO Blitter zero status - read-only. Remains 1
if, during a blitter operation, the blitter output
was always zero.
12,11 Unassigned
10 BLTPRI Blitter priority. Also known as "blitter-nasty."
When this is a 1, the blitter has full (instead of
partial) priority over the 68000.
9 DMAEN DMA enable. This is a master DMA enable bit. It
enables the DMA fol' all of the channels at bits 8-0.
8 BPLEN Bit-plane DMA enable
7 COPEN Coprocessor DMA enable
6 BLTEN Blitter DMA enable
5 SPREN Sprite DMA enable
4 DSKEN Disk DMA enable
3-0 AUDxEN Audio DMA enable for channels 3-0 (x = 3 - 0).
For more information on using the DMA, see the following chapters:
Sprites - chapter 4, "Sprite Hardware"
Bit-planes - chapter 3, "Playfield Hardware"
Blitter - chapter 6, "Blitter Hardware"
Disk - chapter 8, "Interface Hardware"
Audio - chapter 5, "Audio Hardware"
Copper - chapter 2, "Coprocessor Hardware"
System Control Hardware 213
Chapter 8
INTERFACE HARDWARE
Introduction
This chapter covers the ways in which the Amiga talks to the outside world, including
the following features:
o Mouse/joystick/light pen ports
Interface Hardware 215
o Disk controller
o Keyboard
o Parallel I/O interface
o RS-232-C compatible serial interface (for external modems or serial devices)
o RAM cartridge slot (for expansion to 512K bytes)
o Expansion bus interface
o Audio output jacks
o Video output connectors (RGB, NTSC, RF modulator)
Controller Port Interface
On the side of the computer, there are two nine-pin connectors that can be used for
many different kinds of controllers. Figure 8-1 shows one of the two computer connec-
tors and the corresponding face-on view of the typical controller plug.
Face View-
Controller Plug
Face View-
Computer Connector
Figure 8-1: Controller Plug and Computer Connector
216 Interface Hardware
READING THE CONTROLLER PORT
Mouse controllers, joysticks, proportional controllers, and light pens use the same con-
nector, but they sometimes have considerably different functions. Therefore, the pins
function differently depending on the type of controller used.
Mouse/Trackball Controllers
The inputs for the mouse or trackball are the same as those for the joystick switches in
these ways:
o The joystick "right" and "back" switches are the same as the pins used for
mouse or trackball horizontal motion detection.
o The joystick "left" and "forward" switches are the same as the pins used for
mouse or trackball vertical motion detection.
Pulses enter these inputs from the mouse or trackball and are converted into an up
count or a down count when motion occurs. In the following discussion only the mouse
action is described; the trackball activity is identical.
Direction of Motion versus Count
Imagine that the mouse is being moved on the table over an exact image of the screen
itself. The movements of the on-screen object controlled. by the mouse correspond
exactly to the movements the user makes with the mouse itself (all directions of move-
ment are exactly the same).
The counter counts up when the mouse is moved to the right or "down" (toward you).
The counter counts down when the mouse is moved to the left or "up" (away from you).
The coordinates X,Y indicate the controlled object's position on the screen. The coordi-
nates X=O, y=o are at the upper left-hand corner of the screen, and the coordinates
X=Xmax, Y=Ymax are at the lower right-hand corner.
Interface Hardware 217
Readiug tke COunters
The mouse/trackball counter contents can be accessed by reading register addresses
named JOYODAT and JOYIDAT. These contain the counts for the left (0) and the
right (1) controller ports.
The contents of each of these 16-bit registers are as follows:
Bits 15-8
Bits 7-0
Mouse/trackball vertical count
Mouse/trackball horizontal count
Counter Limitations
These counters will "wrap around" in either the positive or negative direction. If you
wish to use the mouse to control something that is happening on the screen, you must
read the counters once each vertical blanking period and save the previous contents of
the registers. Then you can subtract to determine direction of movement and speed.
The counter contents must be read once each vertical blanking time to find out if the
user moved the mouse since counters were last read.
The mouse produces about 200 count pulses per inch of movement in either a horizontal
or vertical direction. Vertical blanking happens once each 1/60th of a second. If you
read the mouse once each vertical blanking period, you will most likely find a count
difference (from the previous count) of less than 127. (Only if a user moves the mouse at
a speed of more than 72 inches per second will it exceed this count-an unlikely hap-
pening).
If you subtract the current count from the previous count, the absolute value of the
difference will represent the speed. The sign of the difference (positive or negative),
along with the sign of the previous and current values, lets you determine which direc-
tion the mouse is traveling.
The example shown in table 8-1 treats both counts as unsigned values, ranging from 0 to
255. A count of 100 pulses is measured in each case.
218 Interface Hardware
TaLk 8-t. ttle vueCt'iJn of the Mouse
Previous Current
Count Count Direction
200 100 Up (Left)
100 200 Down (Righ t)
200 45
Down *
45 200
Up **
Notes for table 8-1:
* Because 200-45 = 155, which is more than 127, the true count must be 255 - (
200-45) = 100; and the direction is down.
** 45-200 = -155. Because the absolute value of -155 exceeds 127, the true count
must be 255 + (-155) = 100; and the direction is up.
There are two buttons on the Amiga mouse. However, the control circuitry supports
mice and trackballs with as many as three buttons if desired.
o Button 1 (left button on Amiga mouse) is connected to pin 6 of the controller
port. Trigger-lines are read for each of the controller ports by reading PA7
(port 1 fire button) or PA6 (port 0 fire button) of the odd-addressed 8520 peri-
pheral ports. A logic state of 1 means "switch open." A logic state of 0 means
"switch closed."
o Button 2 (right button on Amiga mouse) is connected to pin 9 of the controller
ports. It is read as one of the potentiometer ports. See "Reading Proportional
Controllers" for more information. High resistance indicates "switch open." Low
resistance indicates "switch closed."
o Button 3, when used, is connected as the other proportional controller input.
This is pin 5 of the controller ports.
Interface Hardware 219
Joystick Controllers
The joystick controllers have four simple direction switches and one trigger button. The
direction switches are connected to pins I, 2, 3, and 4 as FORWARD, BACK, LEFT,
and RIGHT. The trigger button is connected to pin 6.
The normal state of each of the switches is open. This places a logic 1 on each of the
input lines. When a switch is closed, it is connected to ground (pin 8), placing a logic 0
on the line.
Reading the joystick input data logic states is not so simple, however, because the data
registers for the joysticks are the same as the counters that are used for the mouse or
trackball controllers. These are named JOYODAT (port 0) and JOYIDAT (port 1).
Table 8-2 shows how to interpret the data once you have read it from these registers.
The true logic state of the switch data in these registers is "1 = switch closed."
Table 8-2: Interpreting Data from JOYODAT and JOYIDAT
Data Bit Interpretation
1 True logic state of "right" switch.
9 True logic state of "left" switch.
1 (XOR) 0 You must calculate the exclusive-or of bits 1 and 0
to obtain the logic state of the "back" switch.
9 (XOR) 8 You must calculate the exclusive-or of bits 9 and 8
to obtain the logic state of the "forward" switch.
Proportional Controllers
Each of the game controller ports can handle two variable-resistance input devices, also
known as proportional input devices. This section describes how the positions of the
proportional input devices can be determined. There are two common types of propor-
tional controllers: the "paddle" controller pair and the X-Y proportional joystick. A
paddle controller pair consists of two individual enclosures, each containing a single
resistor and fire-button and each connected to a common controller port input connec-
tor. The typical connection is as shown in figure 8-2.
220 Interface Hardware
LEFTPADDLE RIGHT PADDLE
Resistive Element Resistive Element
'tV'
T'
Pin 7 Pin 9 Pin 7 Pin 5
I-F;re Button-----1 I-F;re Button-----1
Pin 3 Pin 4
(All pin numbers refer to a common connection to a single controller input port.)
Figure 8-2: Typical Paddle Controller Connection
In an X-Y proportional joystick, the resistive elements are connected individually to the
X and Y axes of a single controller enclosure (instead of being in separate enclosures).
Typical connections are shown in table 8-3.
Interface Hardware 221
Table 8-3: Typical Controller COllllectiol1l:s
Mouse,
Trackball, Proportional X-Y Variable
Driving Controller Proportional
Pin Joystick Controller (Pair) Joystick
1 Forward* V-pulse (unused) (unused)
2 Back* H-pulse (unused) (unused)
3 Left* VQ-pulse Left button Button 1
4 Right* HQ-pulse Right button Button 2
5 (unused) Button (3) Right POT POT X
(if used)
6 Button(l) Button(!) (unused) (unused)
7 +5V +5V +5V +5V
8 GNp GND GND GND
9 Button(2) Button(2) Left POT POTY
(if used)
An asterisk (*) at the end of a name indicates active low.
Reading Proportional Controller Buttons
For the two-control paddle controllers, the left and right joystick inputs serve as the fire
buttons for the left and right controllers.
Interpreting Proportional Controller Position
Interpreting the position of the controller requires some preliminary work. This is an
activity normally done during the vertical blanking interval (and is part of the operating
system function).
During vertical blanking, you write a value into an address called POTGO. For a stan-
dard X-Y joystick, this value is hex 0001. Writing to this register starts the operation of
some special hardware that reads the potentiometer values and sets the values contained
in the POT registers (described below) to zero.
222 Interface Hardware
Tbe read circuitry I:lt:1Ys iu a reset state for the first sevell or eight hOrlzolltal video SC:1l1
lines. Following the reset interval, the circuit allows a charge to begin building up on a
timing capacitor whose charge rate will be controlled by the position of the external con-
troller resistance. For each horizontal scan line thereafter, the circuit compares the
charge on the timing capacitor to a preset value. If the charge is below that value, one
count is added to the counter for that POT. If it is above that value, the counter value
will be held at the stopped value until the next POTGO is issued.
Effects of Different Resistance on Charging Rate
You normally issue POTGO at the beginning of a video screen, then read the values in
the POT registers during the next vertical blanking period, just before issuing POTGO
again. (Again note that this is an automatic feature of the operating system.)
Nothing in the system prevents the counters from overflowing (wrapping past a count of
255). However, the system is designed to insure that the counter cannot overflow within
the span of a single screen. This allows you to know for certain whether an overflow is
indicated by the controller.
Although there are 262 or 263 possible horizontal scan lines on a single NTSC video
screen, each of the POT counters is eight bits wide, which allows a maximum of 255 in
any counter. This is why the control circuitry is delayed seven or eight horizontal scan
lines-to limit the maximum POT count value to 255.
Proportional Controller Registers
The following registers are used for the proportional controllers:
POTODAT - port 0 data (vertical/horizontal)
POT1DAT - port 1 data (vertical/horizontal)
Bit positions:
Bits 15-8 POTOY value or POT1 Y value
Bits 7-0 POTOX value or POT1X value
All counts are reset to zero when POTGO is written. Counts- are normally read one
screen after the scan circuitry is enabled.
Interface Hardware 223
Potentiometer Specifications
The resistance of the potentiometers should be a linear taper. Based on the design of
the integrating analog-to-digital converter used, the maximum resistance should be no
more than 528K (470K +/- 10 percent is suggested) for either the X or Y pots. This is
based on a charge capacitor of 0.047uf, +/- 10 percent, and a maximum time of 16.6 mil-
liseconds for charge to full value (one video frame time).
Light Pen
A light pen can be connected only to the left controller port (port 0). Its connections are
not shown in table 8-3. The pins controller port pins normally used by a light pen are
shown in table 8-4.
Table 8-4: Light Pen Pin Usage
Pin Number Usage
7 +5V
8 GND
5 Pen-pressed-to-screen
6 Capture beam position
The signal called "pen-pressed-to-screen" is generally a single switch to ground, normally
open, which is actuated by a switch in the nose of the light pen. Note that this switch is
connected to one of the potentiometer inputs and must be treated as such. The signal
called "capture beam position" is connected as the trigger switch of a normal joystick.
The principles of light pen operation are as follows (assuming the light pen has been
enabled):
1. Just as the system exits vertical blank, the capture circuitry for the light pen is
automatically enabled.
2. The video beam starts to create the picture, sweeping from left to right for each
horizontal line as it paints the picture from the top of the screen to the bottom.
3. The light pen creates a trigger signal at the moment that the video beam passes
the window in the nose of the pen.
224 Interface Hardware
4. This trigger signal tells the internal circuitry to capture and save the current
contents of the beam register, VPOSR. This allows you to determine where the
pen was placed by reading the exact horizontal and vertical value of the counter
beam at the instant the beam passed the light pen.
Reading the Light Pen Registers
The light pen register is at the same address as the beam counter, VPOSR and
VHPOSR. The bits are as follows:
VPOSR: Bit 15 Long frame
Bits 14-1 Unused
Bit 0 V8 (most significant bit of vertical position)
VHPOSR: Bits 15-8 V7-VO (vertical position)
Bits 7-0 H8-Hl (horizontal position)
The software can refer to this register set as a long word whose address is VPOSR.
The positional resolution of these registers is as follows:
Vertical 1 scan line in non-interlaced mode
2 scan lines in interlaced mode
Horizontal 2 low-resolution pixels in either
high- or low-resolution
To enable the light pen input, write a 1 into bit 3 of BPLCONO (bit-plane control regis-
ter 0). Once the light pen input is enabled and the light pen issues a trigger signal, the
value in VPOSR is frozen. (The counters still count; only the read value is frozen.) This
freeze is released at the end of internal vertical blanking (vertical position 20). No single
bit in the system can tell you that the light pen has been triggered, but it can be deter-
mined as follows:
1. Read (long) VPOSR twice.
2. If both values are not the same, the light pen has not triggered since the last
top-of-screen (V = 20).
Interface Hardware 225
3. If both values are the same, mask off the upper 15 bits of the 32-bit word and
compare it with the hex value of $10500 (V =261).
4. If the VPOSR value is greater than $10500, the light pen has not triggered since
the last top-of-screen. If the value is less, the light pen has triggered and the
value read is the screen position of the light pen.
A somewhat simplified method of determining the truth of the light pen value involves
instructing the system software to read the register only during the internal vertical
blanking period of 0 < V 20:
1. Read (long) VPOSR once, during the period of 0 < V 20.
2. Mask off the upper 15 bits of the 32-bit word and compare it with the hex value
of $10500 (V =261).
3. If the VPOSR value is greater than $10500, the light pen has not triggered since
the last top-of-screen. If the value is less, the light pen has triggered and the
value read is the screen position of the light pen.
Adapting to Special Controllers
The Amiga can read and interpret controllers other than the standard joystick or pro-
portional controller by using the control lines built into the POTGO register (address
DFF034) to redefine the functions of some of the controller port pins.
Table 8-5 is a copy of part of the POTGO register bit description, paraphrased from
appendix A of this manual. POTGO (DFF034) is the write-only address for the pot con-
trol register. POTGOR (DFF016) is the read-only address for the pot control register.
The pot-control register controls a four-bit bidirectional I/O port that shares the same
four pins as the four pot inputs.
226 Interface Hardware
Table 8-5: POTGO Register
Bit
Number Name Function
15 OUTRY Output enable for right port pin 9
14 DATRY I/O data right port pin 9
13 OUTRX Output enable for right port pin 5
12 DATRX I/O data right port pin 5
11 OUTLY Output enable for left port pin 9
10 DATLY I/O data left port pin 9
09 OUTLX Output enable for left port pin 5
08 DATLX I/O data left port pin 5
07-01 X Reserved for chip identification
00 START Start pots (dump capacitors, start counters)
Instead of using the pot pins as variable-resistive inputs, you can use these pins as a
four-bit input/output port. This provides you with the equivalent of two additional pins
on each of the two controller ports for general purpose I/O, as shown in table 8-5.
If you set any of the "OUT ... " bits high, it disconnects the potentiometer control circui-
try from the port. The current state of the "DAT ... " pins in this register-lor O-will
appear on the specified port pin. You set the state of the OUT ... and DAT ... pins by
writing into this register through the POTGO address. There are large capacitors on
these lines, and it can take up to 300 microseconds for the line to change state.
To use this register as an input, sensing the current state of the pot pins, write all Os to
POTGO. Thereafter you can read the current state by using read-only address POT-
GOR. Any bits set as inputs will be affected by the START bit of the POTGO register.
You can also use these signals for fire-buttons. To do this, drive the line high (set both
OUT ... and DAT ... to 1). When the button is pressed, the line will be shorted to
ground, and reading POTGOR will produce a O. If the button is not pressed, the read-
ing will be 1.
Disk Controller
The disk controller in this system can handle four double-sided, 3 1/2- or 5 1/4-inch disk
drives. A 3 1/2-inch drive is installed in the basic unit. The other drives are external to
the main box.
Interface Hardware 227
Control of the disk operations IS distributed among several registers in the system.
Among the control types are
o Selection, motor control, sensing
o Disk DMA channel control, DMA enable.
o Disk data read/write.
o Disk format control.
o Interrupts generated.
DISK SELECTION, CONTROL, AND SENSING
The disk subsystem uses two 8520 ports plus one FLAGS interrupt port. The specific
bits used are detailed in table 8-6.
CIA A ($BFEOOl), port A, has four input bits allocated to the disk subsystem. CIA B
($BFDOOO), port B, is entirely dedicated to output bits for the disk.
Table 8-6 Disk Subsystem
Port Pin Name Function
CIA A PA5 DSKRDY* Disk ready (active low).
CIA A PA4 DSKTRACKO* Disk heads currently positioned
over track zero (active low).
CIA A PA3 DSKPROT* Disk is write protected (active low).
CIA A PA2 DSKCHANGE* Disk has been removed from
the drive. The drives that support this
signal latch it until the next time the
heads are stepped (active low).
228 Interface Hardware
CIAB PB7 DSKMOTOR* Disk motor control (active low). This
signal is nonstandard on the Amiga system.
Each drive will latch the motor signal at
the time its SELn* signal turns on.
The disk drive motor will stay in this
state until the next time SELn* turns on,
at which time it will latch the new value
of DSKMOTOR*. All software that selects
drives should set up the motor signal before
selecting any drives. The drive will
"remember" the state of its motor when
it is not selected. All drive motors turn
off after system reset.
CIAB PB6 DSKSEL3* Select drive 3 (active low).
CIAB PBS DSKSEL2* Select drive 2 (active low).
CIAB PB4 DSKSELl* Select drive 1 (active low).
CIAB PB3 DSKSELO* Select drive 0 (internal drive)
(active low).
CIAB PB2 DSKSIDE* Specify a particular head of
the disk. Zero implies the upper head.
CIAB PBl DSKDIREC Specify the direction to seek
the heads. Zero implies seek towards
the center spindle. Track zero is
at the outside of the disk.
CIAB PBO DSKSTEP* Step the heads of the disk.
This signal should always be used as
a pulse (first low, then high).
Leaving this line low while changing
the SEL lines confuses the change logic
CIAB FLAG DSKINDEX* Disk index pulse (BFDDOO, bit 4).
Can be used to create level 6 interrupt
Interface Hardware 229
Disk DMA Channel Control
Data is normally transferred to the disk by direct memory access (DMA). The disk
DMA is controlled by four items:
o Pointer to the area into which or from which the data is to be moved
o Length of data to be moved by DMA
o Direction of data transfer (read/write)
o DMA enable
Pointer to Data
You specify the 19-bit-wide byte address from which or to which the data is to be
transferred. The lowest bit (bit 0) of this address is treated as a O. (You cannot start
data on an odd-byte boundary.)
This address must be written into registers named DSKPTH and DSKPTL. DSKPTH
gets the high three bits of the pointer, DSKPTL gets the low sixteen bits of the pointer.
These registers are positioned at two consecutive word addresses on a long word boun-
dary within the register space. This allows you to initialize both registers by a single
write of a long word to the address of DSKPTH.
Length, Direction, DMA Enable
All of the control bits relating to this topic are contained in a single register, called
DSKLEN. Its bits are shown in table 8-7.
230 Interface Hardware
Table 8-7: DSKLEN Register
Bit
Number Name Usage
15 DMAEN Disk DMA enable
14 WRITE Disk write (RAM -+ disk if 1)
13-0 LENGTH Number of words to transfer
The bit called DMAEN and the system DMA control bit for the disk must be set in
order to allow disk DMA to occur. See chapter 7, "System Control Hardware," for more
information about system DMA controls.
The hardware requites a special sequence in order to start DMA to the disk. This
sequence prevents accidental writes to the disk. In short, the DMAEN bit in the
DSKLEN register must be turned on twice in order to actually enable the disk DMA
hardware. Here is the sequence you should follow:
1. Set this register to $4000, thereby forcing the DMA for the disk to be turned off.
2. Put the value you want into the DSKLEN register.
3. Write this value again into the DSKLEN register. This actually starts the
DMA.
4. Mter the DMA is complete, set the DSKLEN register back to $4000, to prevent
accidental writes to the disk.
As each data word is transferred, the LENGTH value is decremented. As each transfer
occurs, the value of the pointer DSKPTH, DSKPTL is incremented. This points to the
area where the next word of data will be written or read. When the LENGTH value
counts down to 0, the transfer stops.
The recommended method of reading from the disk is to read an entire track into a
buffer and then search for the sector(s) that you want. With this process you need to
read from the disk only once for the entire track. In addition, there are no time-critical
sections in reading this way, so that other high-priority subsystems (such as graphics or
audio, both of which have stringent real time constraints) are allowed to run.
Interface Hardware 231
If you have too little memory for track buffering (or for some other reason decide not to
read a whole track at once), the disk hardware supports a limited set of sector-searching
facilities. There is a register that may be polled to examine the disk input stream.
There is a hardware bug that causes the last three bits of data sent to the disk to be
lost. Also, the last word in a disk-read DMA operation may not come in (that is, one
less word may be read than you asked for).
OTHER REGISTERS IN DISK OPERATIONS
A number of other registers are also associated with disk operations, as specified below.
DSKBYTR - Disk Data Byte and Status Read
This register is the disk-microprocessor data buffer. In read mode, data from the disk is
loaded into this register one byte at a time. As each byte is received into the register,
the BYTEREADY bit is set true. BYTEREADY is cleared each time the DSKBYTR
register is read.
DSKBYTR is the register normally used by system software to synchronize the processor
to the disk rotation before issuing a read or write under DMA control. The bits are
shown in table 8-8.
232 Interface Hardware
Table 8-8: DSKBYTR Register
Bit
Number Name Function
15 BYTEREADY Indicates that this register contains
a valid byte of data (reset by
reading this register).
14 DMAON The DMA bit (in DSKLEN) is enabled
and the DMACON bits are on, too. All
DMA bits must be on for this to be true.
13 DISKWRITE This disk write bit (in DSKLEN) is enabled.
12 WORDEQUAL Indicates the DISKSYNC register equals the
disk input stream. This bit is true only
while the input stream matches the sync
register (as little as two microseconds).
11-8 Unused
7-0 DATA Disk byte data.
ADKCON and ADKCONR - Audio and Disk Control Register
ADKCON is the write address and ADKCONR is the read address for this register. The
bottom eight bits of the register are used for the audio circuitry. The other bits are
shown in table 8-9.
Interface Hardware 233
Table 8-9: ADKCON and ADKCONR Register
Bit
Number Name Function
15 CLR/SET Same use as in the DMA enable register.
Bit 15 must be a 1 if the
register bits are to be set.
Bit 15 is a 0 if the bits
are to be cleared.
14 PRECOMP1 MSB of Precomp specifier
13 PRECOMPO LSB of Precomp specifier
Value of 00 selects none.
Value of 01 selects 140 ns.
Value of 10 selects 280 ns.
Value of 11 selects 560 ns.
12 MFMPREC Value of 0 selects GCR Precomp.
Value of 1 selects MFM Precomp.
11 UARTBRK Value of 1 forces the output of the Paula
special chip's serial port to 0 (an RS-232-C break).
10 WORD SYNC Value of 1 enables synchronizing and starting
of DMA on disk read of a word. The word on which
to synchronize must be written into the DSKSYNC
address (DFF07E).
9 MSBSYNC Value of 1 enables sync on MSBit (GCR).
8 FAST Value of 1 selects two microseconds
per bit cell (usually MFM), 0 selects four
microseconds per bit (usually GCR).
7-4 ATPER3-0 Audio attach-period controls (not disk-related).
3-0 ATVOL3-0 Audio attach-volume controls (not disk-related).
One form of GCR format is the format used by the Apple[tm] computer. Data bytes on
Apple-formatted disks always have the most significant bit set to a 1. When reading a
GCR formatted disk, the software must use a translate table called a nibble-izer to
234 Interface Hardware
assure that all data written to the disk conforms with this bit-setting. Bit 9, when a I,
tells the disk controller to look for this sync bit on every disk byte.
DSKSYNC - Disk Input Synchronizer
The DSKSYNC register is used to synchronize the input stream. If WORDEQUAL is
enabled in ADKCON, no data is transferred to memory until a word is found in the
input stream that matches the word in the DSKSYNC register. In addition, the
DSKSYNC bit in INTREQ is set when the input stream matches the DSKSYNC regis-
ter. The DSKSYNC bit in INTREQ is independent of the WORD EQUAL enable.
DSKDAT and DSKDATR Disk DMA Data Registers
These register addresses are for testing purposes only.
DSKDAT is write-only and DISKDATR is a read-only, early-read dummy address. This
register is the disk DMA data buffer. It contains two bytes of data that are either sent
(written) to or received (read) from the disk. The write mode is enabled by bit ]4 of the
DSKLEN register. The DMA controller automatically transfers data to or from this
register and RAM.
DISK INTERRUPTS
The disk controller can issue two kinds of interrupts:
o DSKSYNC (level 5, INTREQ bit l2)-the input stream matches the DSKSYNC
register.
o DSKBLK (levell, INTREQ bit 1)-disk DMA has completed.
Each of these is explained further in the sections titled "Length, Direction, DMA
Enable" and "Other Registers Involved with Disk Operations." See chapter 7, "System
Control Hardware," for more information about interrupts.
Interface Hardware 235
The Keyboard
The keyboard is interfaced to the system through one pair of lines connected to the
odd-addressed 8520 CIA chip. These lines are CNT, for the keyboard clock (input from
keyboard), and SP, for keyboard data (input or output).
HOW THE KEYBOARD DATA IS RECEIVED
The CNT line is used as a clock for the keyboard. On each transition of this line, one
bit of data is clocked in from the keyboard. The keyboard sends this clock when each
data bit that is to be sent is stable on the SP line. The clock is an active low pulse.
The rising edge of this pulse clocks in the data.
The 8520 is set up to use the CNT line as a clock and the SP line as a data input to an
internal serial shift register. Appendix F contains most of the data sheet for the 8520
and provides more information for interested parties.
After a data byte has been received from the keyboard, an interrupt (from the 8520) is
issued to the processor. The keyboard waits for a handshake signal from the system
before transmitting any more keystrokes. (The handshake is issued by the processor
pulsing the SP line low for a minimum of 75 microseconds.)
If another keystroke is received before the previous one has been accepted by the proces-
sor, the keyboard-processor (internal to keyboard) holds a type-ahead buffer apprOXI-
mately 10 "keycodes" long. (Keycodes are explained in the next section).
TYPE OF DATA RECEIVED
The keyboard data is not received in the form of ASCII characters. Instead, for max-
imum versatility, it is received in the form of keycodes. These codes include not only
the down-transition of the key, but also the up-transition. This allows your software to
use both sets of information to determine exactly what is happening on the keyboard.
Here is a list of the hexadecimal values that are assigned to the keyboard. A downstroke
of the key transmits the value shown here. An upstroke of the key transmits this value
plus $80. The picture of the keyboard at the end of this section shows the positions that
correspond to the description in the paragraphs below.
236 Interface Hardware
The 128 possible key codes are arranged into the logical groups shown below.
00-3F hex
These are key codes assigned to specific positions on the main body of the keyboard and
the numeric pad that contain graphic keys (that is, "A", but not "Tab"). The key
positions would generally be labeled with country-dependent keys. These keycodes are
best described positionally as shown in figure 8-3 at the end of the keyboard section.
40-4F hex
These are key codes with specific meanings common to most keyboards:
40 Space
41 Backspace
42 Tab
43 Enter (numeric pad)
44 Return
45 Escape
46 Delete
4A Numeric pad
4C Cursor up
4D Cursor down
4E Cursor forward
4F Cursor backward
50-SF hex
Key codes for function keys:
50-59 Function keys F1-FIO
SF Help
Interface Hardware 237
60-67 hex
Ke) codes for qualifier keys:
60 Left shift
61 Right shift
62 Caps lock
63 Control
64 Left ALT
65 Right ALT
66 Left Amiga (command)
67 Right Amiga (command)
68-77 hex
Unassigned.
FO-FF hex
These key codes are used for 6500/01-68000 communication, and are not associated with
a keystroke. They have no key transition flag, and are therefore described completely
by 8-bit codes:
F9 Last key code bad, next key is same code retransmitted
FA Keyboard key buffer overflow
FC Keyboard self-test fail
FD Initiate power-up key stream (for stuck keys)
FE Terminate key stream (from FD)
These key codes may be filtered out by the drivers.
238 Interface Hardware
LIMITATIONS OF THE KEYBOARD
The Amiga keyboard (see figure 8-3) is a matrix of rows and columns, with a key switch
at each intersection. Because of this, it is subject to a phenomenon called "ghosting."
Ghosting means that certain combinations of keys pressed simultaneously will cause
extra ("ghost") key codes to be transmitted. For example, press "A" and "S" simultane-
ously and hold them down. Notice that "A" and "S" are transmitted. While still hold-
ing them down, press "Z" and observe that both "X" and "Z" are transmitted. In this
case, "X" is a ghost key.
The keyboard is designed so that this will never happen during normal typing, only
when unusual key combinations like the one just described are pressed. Normally, the
keyboard will appear to have "N-key rollover," which means that you will run out of
fingers before generating a ghost character.
ESC
45
00
TAB
CTRL
63
SHIFT
NOTE
There are seven keys that are not part of the matrix, and thus do not contri-
bute to generating ghosts. These keys are: CTRL (control), the two SHIFT
keys, the two Amiga keys, and the two ALT keys.
Fl
1 8
3D 3E
HELP 4 5
20 2E
1 2
10 1E
0
31 OF
A
.it
ALT ENTER
9
3F
6
2F
3
1F
3C
64 66 40 67 4A 43
Figure 8-3: The Amiga Keyboard, Showing Keycodes in Hexadecimal
Interface Hardware 239
Parallel Input/Output Interface
The general-purpose parallel interface is a 25-pin male connector on the back panel of
the computer. This connector is generally used for a parallel printer.
For pin connections, see appendix E.
Serial Interface
A 25-pin D-type female connector on the back panel of the computer serves as the gen-
eral purpose serial interface. This connector can drive a wide range of different peri-
pherals, including an external modem or a serial printer.
For pin connections, see appendix E.
INTRODUCTION TO SERIAL CIRCUITRY
The circuit that controls the serial link to the outside world is called a UART, which is
short for Universal Asynchronous Receiver/Transmitter. The UART is able to commun-
icate at baud rates (bit-rate of transmission of data) that you preset. It can receive or
send data with a programmable length of eight or nine bits.
The UART is also capable of detecting overrun errors, which occur when some other sys-
tem sends in data faster than you remove it from the data-receive register. There are
also status bits that you can read to find out when the receive buffer is full or when the
transmit buffer is empty. An additional status bit is provided that indicates "all bits
sent." All of these topics are discussed below.
SETTING THE BAUD RATE
Baud rate (rate of transmission) is controlled by the contents of the register named
SERPER. Bits 14-0 of SERPER are the baud-rate divider bits. If you consider the con-
tents of these bits to be the number N, then N+1 color clocks (each 279.4 ns) occur
between samples of the state of the input pin (for receive) or between transmissions of
output bits (in the transmit mode).
240 Interface Hardware
SETTING THE RECEIVE MODE
The number of bits that are to be received before the system tells you that the receive
register is full may be defined either as eight or nine. In either case, the receive circuitry
expects to see one start bit, eight or nine data bits, and at least one stop bit.
Receive mode is set by bit 15 of SERPER. Bit 15 is a 1 if if you chose nine data bits for
the receive-register full signal, and a 0 if you chose eight data bits. The normal state of
this bit for most receive applications is a o.
SERPER is a write-only register.
CONTENTS OF THE RECEIVE DATA REGISTER
The serial input data-receive register is 16 bits wide. It contains not only the input data
received but also certain status bits, which are explained below.
The data bit positions defined for read-data are taken from the "back-up" register,
which is connected to the receive-data serial shift register.
The data is received, one bit at a time, into a serial-to-parallel shift register. When the
proper number of bits has been received, the contents of this register are transferred to
the serial data read register (SERDATR) shown in table 8-10, and you are signaled that
there is data ready for you.
The back-up register is called that because immediately after the transfer of data takes
place, the receive shift register again becomes ready to accept new data. After receiving
the receiver-full interrupt, therefore, you will have up to one full character-receive time
(8 to 10 bit times) to accept the data and clear the interrupt.
Table 8-10 shows the definitions of the various bit positions within SERDATR.
Interface Hardware 241
Bit
Number Name
15 OVRUN
14 RBF
13 TBE
12 TSRE
242 Interface Hardware
Table 8-10: SERDATR Register
Function
OVERRUN bit
(Mirror-also appears in the interrupt request
register.) Indicates that another byte of data
was received before the previous byte was picked
up by the processor. To prevent this condition,
it is necessary to reset the RBF bit (bit 11)
(receive-buffer-full) in the interrupt request
register (INTREQ).
READ BUFFER FULL
(Mirror-also appears in the interrupt request
register.) When it is a 1, it says that there is
data ready to be picked up by the processor.
After reading the contents of this data register,
you must reset the RBF bit in INTREQ to prevent
an overrun.
TRANSMIT BUFFER EMPTY
(Not a mirror-interrupt occurs when the
buffer becomes empty.) When it is a 1,
the data in the output data register (SERDAT)
has been transferred to the serial output shift
register, so SERDAT is ready to accept another
output word. This is also true when the buffer
is empty.
This bit is normally used for full-duplex operation.
TRANSMIT SHIFT REGISTER EMPTY
When this bit is a 1, the output shift register
has completed its task, all data has been
transmitted, and the register is now idle.
If you stop writing data into the output
register (SERDAT), then this bit will
become a 1 after both the word currently
in the shift register and the word
placed into SERDAT have been transmitted.
This bit is normally used for half-duplex operation.
11 RXD Direct read of RXD pin on Paula chip.
10 Not used at this time
9 STP Stop bit if 9 data bits are specified for
receive.
8 STP Stop bit if 8 data bits are specified for
receive,
OR
DB8 9th data bit if 9 bits are specified for
receIve.
7-0 DB7-DBO Low 8 data bits of received data. Data
is TRUE (data you read is the same
polarity as the data expected).
HOW OUTPUT DATA IS TRANSMITTED
You send data out on the transmit lines by writing into the serial data output register
(SERDAT). This register is write-only.
Data will be sent out at the same rate as you have established for the read, and this
data is contained in the serial data period register (SERPER) shown above. Immediately
after you write the data into this register, the system will begin the transmission at the
baud rate you selected.
At the start of the operation, this data is transferred from SERDAT into a serial shift
register. When the transfer to the serial shift register has been completed, SERDAT can
accept new data; the TBE interrupt signals this fact.
Data will be moved out of the shift register, one bit during each time interval, starting
with the least significant bit. The shifting continues until, following the last shift, the
UART detects the condition "shift-register-empty," which means that only Os remain in
the register.
SERDAT is a 16-bit register that allows you to control the format (appearance) of the
transmitted data. To form a typical data sequence, such as one start bit, eight data
bits, and two stop bits, you write into SERDAT the contents shown in figures 8-4 and
8-5.
Interface Hardware 243
15 987 o
o 0 0 0 0 0 0 1 j.--8 bits data ~ I
Data gets shifted out this way.
Figure 8-4: Starting Appearance of SERDAT and Shift Register
15 987 o
o 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
--".1 1
----------------- one bit
All zeros from last shift-
Figure 8-5: Ending Appearance of Shift Register
The register stops shifting and signals "shift register empty" (TSRE) when there is a 1
bit present in the bit-shifted-out position and the rest of the contents of the shift regis-
ter are Os. When new nonzero contents are transferred into this register, shifting begins
again.
SPECIFYING THE REGISTER CONTENTS
You should write the data you wish to transmit as the low 8 (or 9 if you wish) bits of
this output register (SERDAT). Above the data bits (in bits 8 and above or bits 9 and
above) you write 1 bits for however many stop bits you transmit with the data.
244 Interface Hardware
Normally, you send either one or two stop bits. (See figure 8-4.)
The transmission of the start bit is independent of the contents of this register. One
start bit is automatically generated before the first bit (bit 0) of the data is sent.
Writing this register starts the data transmission. If this register is written with all
zeros, no data transmission is initiated.
Audio Output Connections
The Amiga has two different forms of audio output for the audio channels:
o Stereo output jacks
A pair of "RCA" jacks, designed to be connected to a stereo amplifier.
o RF-Audio
The channel 3/4 RF modulator will provide sound through the speaker of your
television set when the television is used to provide the computer's display.
Both channels of audio are provided at this connector. However, the RF modu-
lator on initial shipments of Amiga computers combines the signals and
transmits monaural sound.
Display Output Connections
A 23-pin connector on the back of the Amiga contains signals for two different types of
video output. A separate cable assembly will be made up for each different type of
video. The types are listed below.
o RGB Monitors ("analog RGB"). Provides four outputs, specifically red (R),
green (G), blue (B), and sync. They can generate up to 4,096 different colors
on-screen simultaneously using the circuitry presently available on the Amiga.
o Digital RGB Monitors. Provides four outputs, distinct from those shown above,
named red (R), green (G), blue (B), half-intensity (I), and sync. All output levels
are logic levels (0 or 1). These outputs allow up to 15 possible color combina-
tions, where the values 0000 and 0001 map to the same output value. (Half
intensity with no color present is the same as full intensity, no color.)
Interface Hardware 245
Appendix A
Register Summary-Alphabetical Order
This appendix contains a short summary, in alphabetical order, of the register set and
the usages of the individual bits.
The addresses shown here are used by the special chips (called "Agnus", "Denise", and
"Paula") for transferring data among themselves. Also, the Copper uses these addresses
for writing to the special chip registers. To write to these registers with the 68000, cal-
culate the 68000 address using this formula:
68000 address = (chip address) + $DFFOOO
For example, for the 68000 to write to ADKCON (address = $09E), the address would
be $DFF09E.
A-I
Read/
Register Address write
Agnus/
Denise/
Paula Function
AOKCON
ADKCONR
AUDxLCH
AUDxLCL
AUDxLEN
09E
010
W
R
P Audio, disk, control write
P Audio, disk, control read
BIT# USE
15 SET/CLR Set/clear control bit. Determines if bits
written with a 1 get set or cleared. Bits
written with a zero are always unchanged.
14-13 PRECOMP 1-0 CODE PRECOMP VALUE
12 MFMPREC
11 UARTBRI<
10 hURDSYNC
00 none
01 140 ns
10 280 ns
11 560 ns
( l=MFM precorrp O=CX:R preconp)
Forces a UART break (clears TXO) if true.
Enables disk read synchronizing on a word
equal to DISK SYNC CODE, located in
address (3F) *2.
09 MSBSYNC Enables disk read synchronizing on the MSB
(most signif bit) . Appl type OCR.
08 FAST Disk data clock rate control 1=fast(2us) 0=slow(4us).
(fast for MFM, slow for MFM or OCR)
07 USE3PN Use audio channel 3 to modulate nothing.
06 USE2P3 Use audio channel 2 to modulate period of channel 3.
05 USE1P2 Use audio channell to modulate period of channel 2.
04 USEOP1 Use audio channel 0 to modulate period of channell.
03 USE3VN Use audio channel 3 to modulate nothing.
02 USE2V3 Use audio channel 2 to modulate volume of channel 3.
01 USE1V2 Use audio channell to modulate volume of channel 2.
00 USEOV1 Use audio channel 0 to modulate volume of channel 1.
NOTE: I f both period and volume are modulated on the
same channel, the period and volume will be alternated.
First word xxxxxyyx V6-VO , Second word PIS-PO (etc)
OAO W A Audio channel x location (high 3 bits)
0A2 W A Audio channel x location (low 15 bits)
This pair of registers contains the 18 bit starting address
(location) of audio channel x (x=O,l,2,3) DMA data.
This is not a pointer register and therefore needs
to be reloaded only if a different memory location 1s to
be outputted.
OA4 W P Audio channel x length
This register contains the length (number of words) of
audio channel x DMA data.
AUDxPER
AUDxVOL
AUDxDAT
BLTxPTH
BLTxPTL
BLTxK>D
OAG W P Audio channel x Period
OAB
This register contains the period (rate) of
audio channel x DMA data transfer.
The minilmlm period is 124 color clocks. This means
that the smallest nwnber that should be placed in
this register is 124 decimal. This corresponds to
a maxilmlm sanple frequency of 28.86 khz.
W P Audio channel x volume
This register contains the volume setting for
audio channel x. Bits 6,5,4,3,2,1,0 specify 65
linear volume levels as shown below.
Bit# Use
15-07
06
05-00
Not used
Forces volume to max (64 ones, no zeros)
Sets one of 64 levels (OOOOOO=no output
(111111=63 Is, one 0)
OAA W P Audio channel x data
This register is the audio channel x (x=O,l,2,3)
DMA data buffer. It contains 2 bytes of data that
are each 2' s corrplement and are outputted
sequentially (with digital-to-analog conversion)
to the audio output pins. (LSB = 3 MY) The DMA
controller automatically transfers data to this
register from RAM. The processor can also write
directly to this register. When the DMA data 1s
finished (words outputted=length) and the data in
this register has been used, an audio channel
interrupt request is set.
050 W A Blitter pointer to x (high 3 bits)
052 W A Blitter pointer to x (low 15 bits)
This pair of registers contains the 18-bit address
of blitter source (x=A,B,C) or destination (x=D)
DMA data. This pointer must be preloaded with the
starting address of the data to be processed by
the blitter. After the blitter is finished, it
will contain the last data address (plus increment
and modulo).
LINE DRAW BLTAPTL is used as an accumulator
LINE DRAW register and II1lSt be preloaded with
LINE DRAW the starting value of (2Y-X) where
LINE DRAW Y/X is the line slope. BLTCPT and
LINE DRAW BLTDPT (both H and L) must be
LINE DRAW preloaded with the starting address
LINE DRAW of the line.
064 W A Blitter modulo x
This register contains the modulo for blitter
source (x=A,B,C) or destination (x=D). A modulo
is a number that is automatically added to the
address at the end of each line, to make the
BLTAFWM
BLTALWM
BLTxDAT
BLTDDAT
address point to the start of the next line. Each
source or destination has its own modulo, allowing
each to be a different size, while an identical
area of each is used in the bUtter operation.
LINE DRAW BLTAMOD and BLTBMOD are used as slope
LINE DRAW storage registers and must be preloaded
LINE DRAW with the values (4Y-4X) and (4Y)
LINE DRAW respectively. Y/X= line slope.
LINE DRAW BLTCMOD and BLTDMOD must both be
LINE DRAW pre loaded with the width (in bytes)
LINE DRAW of the image into which the line is
LINE DRAW being drawn (normally two times the
LINE DRAW screen width in words)
044 W A Blitter first-word mask for source A
046 W A Blitter last-word mask for source A
The patterns in these two registers are ANDed with
the first and last words of each line of data from
source A into the bUtter. A zero in any bit
overrides data from source A. These registers
should be set to all Is for fill mode or for
line-drawing mode.
074 W A Blitter source x data register
This register holds source x (x=A,B,C) data for
use by the bUtter. It is normally loaded by the
bUtter DMA channel; however, it may also be
preloaded by the microprocessor.
LINE DRAW BLTADAT is used as an index register
LINE DRAW and must be preloaded with 8000.
LINE DRAW BLTBDAT is ,used for texture; it must
LINE DRAW be preloaded with E'E' if no texture
LINE DRAW (soUd line) is desired.
Blitter destination data register
This register holds the data resulting from each
word of blitter operation until it is sent to a
RAM destination. This ,is a dllllll1Y address and
cannot be read by the micro. The transfer is
automatic during blitter operation.
BLTCONO 040 W A BUtter control register 0
BLTCONI 042 W A Blitter control register 1
These two control registers are used together to
control bUtter operations. There are two basic
modes, area and line, which are selected by bit
o of BLTCONl, as shown below.
AREA MJDE ("normal")
-------------------------
BI1'# BLTCONO BLTCON1
---- -------
15 ASH3 BSH3
14 ASH2 BSH2
13 ASH! BSH1
12 ASAO BSHO
11 USEA X
10 USEB X
09 USEC X
08 USED X
07 LE'7 X
06 LE'6 X
05 LE'S X
04 LE'4 EFE
03 LE'3 IE'E
02 LE'2 E'CI
01 LE'1 DESC
00 LE'O LINE (=0)
ASH3-0
BSH3-0
USEA
USEB
USEC
USED
LE'7-0
EFE
IFE
E'CI
DESC
LINE
Shift value of A source
Shift value of B source
Mode control bit to use source A
Mode control bit to use source B
Mode control bit to use source C
Mode control bit to use destination D
Logic function mlnterm select lines
Exclusive fill enable
Inclusive fill enable
Fill carry input
Descending (decreasing address) control bit
Line mode control bit (set to 0)
LINE DRAW LINE MODE (line draw)
LINE DRAW ------------------------------
LINE DRAW BI1'# BLTCONO BLTCONI
LINE DRAW ---- -------
LINE DRAW 15 START3 TEXTURE3
LINE DRAW 14 START2 TEXTURE2
LINE DRAW 13 START1 TEXTUREI
LINE DRAW 12 STARTO TEXTUREO
LINE DRAW 11 1 0
LINE DRAW 10 0 0
LINE DRAW 09 1 0
LINE DRAW 08 1 0
LINE DRAW 07 LE'7 0
LINE DRAW 06 LE'6 SIGN
LINE DRAW 05 LE'S o (Reserved)
LINE DRAW 04 LE'4 SUD
LINE DRAW 03 LE'3 SUL
LINE DRAW 02 LE'2 AUL
LINE DRAW 01 LE'1 SING
LINE DRAW 00 LE'O LINE (=1)
LINE DRAW
>-
~
BLTSlZE
LINE DRAW START3-0 Starting point of line
LINE DRAW (0 thru 15 hex)
LINE DRAW LF7-0 Logic function mintenn
LINE DRAW select lines should be preloaded
LINE DRAW with 4A to select the equation
LINE DRAW D= (AC+ABC). Since A contains a
LINE DRAW single bit true (8000), most bits
LINE DRAW will pass the C field unchanged
LINE DRAW (not A and C), but one bit will
LINE DRAW invert the C field and colnbine it
LINE DRAW with texture (A and B and not C)
LINE DRAW The A bit is automatically moved
LINE DRAW
LINE DRAW
across the word by the hardware.
LINE DRAW LINE Line mode control bit
LINE DRAW (set to 1)
LINE DRAW SIGN Sign flag
LINE DRAW 0 Reserved for new mode
LINE DRAW SING Single bit per horizontal
LINE DRAW line for use with subsequent
LINE DRAW area fill
LINE DRAW SUD Sometimes up or down (=AUD*)
LINE DRAW SUL Sometimes up or left
LINE DRAW AUt Always up or left
LINE DRAW The 3 bits above select the octant
LINE DRAW for line drawing:
LINE DRAW OCT SUD SUL AUL
LINE DRAW
LINE DRAW 0 1 1 0
LINE DRAW 1 0 0 1
LINE DRAW 2 0 1 1
LINE DRAW 3 1 1 1
LINE DRAW 4 1 0 1
LINE DRAW 5 0 1 0
LINE DRAW 6 0 0 0
LINE DRAW 7 1 0 0
LINE DRAW The "B" source is used for
LINE DRAW texturing the drawn lines.
058 W A Blitter start and size (window width,
height)
This register contains the width and height of
the blitter operation (in line mode, width IDJ.St
= 2, height = line length). Writing 'to this
register will start the blitter, and should be
done last, after all pointers and control
registers have been initialized.
BIT# 15,14,13,12,11,10,09,08,07,06,05,04,03,02,01,00
h9 h8 h7 h6 h5 h4 h3 h2 h1 hO,w5 w4 w3 w2 wl wO
h=height=vertical lines (10 bits=1024 lines max)
w=width =horizontal pixels (6 bits=64 words=1024 pixels max)
LINE DRAW BLTSlZE controls the line length and starts
LINE DRAW the line draw when written to. The h field
LINE DRAW controls the line length (10 bits gives
LINE DRAW lines up to 1024 dots long). The w field
LINE DRAW IDJ.St be set to 02 for all line drawing.
BPLxPm
BPLxPTL
BPLlMOD
BPL2MJD
BPLCONO
BPLCONl
BPLCON2
OEO W A Bit plane x pointer (high 3 bits)
OE2 W A Bit plane x pointer (low 15 bits)
This pair of registers contains the 18-bit pointer to
the address of bit-plane x (x=1,2,3,4,5,6) DMA data.
This pointer IDJ.St be reinitialized by the processor
or copper to point to the beginning of bit plane data
every vertical blank time.
110 W D Bit plane x data CParallel-to-serial
convert)
These registers receive the DMA data fetched from
RAM by the bit plane address pointers described
above. They may also be written by either
microprocessor. They act as a six-word parallel-
to-serial buffer for up to six memory bit planes
(x=1-6). The parallel-to-serial conversion is
triggered whenever bit plane #1 is written,
indicating the completion of all bit planes for
that word (16 pixels). The MBB is output first,
and is, therefore, always on the left.
108 W A Bit plane modulo (odd planes)
lOA W A Bit Plane modulo (even planes)
100
102
104
These registers contain the modulos for the odd
and even bit planes. A modulo is a number that is
automatically added to the address at the end of
each line, so that the address then points to the
start of the next line.
Since they have separate modulos, the odd and even
bit planes may have sizes that are different from
each other, as well as different from the display
window size.
W AD Bit plane control register
control bits)
(misc.
W D Bit plane control register
W D
(iborizontal scroll control)
Bit Plane control register
(video priority control)
These registers control the operation of the
bit planes and various aspects of the display.
BIT# BPLCONO BPLCONl BPLCON2
-------- -------- --------
15 HIRES X X
14 BPU2 X X
13 BPUl X X
12 BPUO X X
11 HOMOD X X
10 DBLPF X X
09 COLOR X X
08 GAUD X X
07 X PF2H3 X
06 X PF2H2 PF2PRI
05 X PF2H1 PF2P2
04 X PF2HO PF2Pl
03 LPEN PF1H3 PF2PO
CLXCON
>
en
02 LACE PFlH2 PFlP2
01 ERSY PFlHl PFlPl
00 X PFlHO PFlPO
IDRES=Hlgh-resolution (640) mode
BPU =Bitplane use code 000-110 (NONE through 6 inclusive)
lDIOD=Hold-and-modify mode
DBLPF=Double playfield (pF1=odd PF2=even bit planes)
COLOR=CoIIposite video COLOR enable
GlWD=Genlock audio enable (muxed on BKGND pin
during vertical blanking
LPEN =Light pen enable (reset on power up)
LACE =Interlace enable (reset on power up)
ERSY =External resync (HSYNC, VSYNC pads become
Inputs) (reset on power up)
PF2PRI=Playfield 2 (even planes) has priority over
(appears in front of) playfield 1
(odd planes) .
PF2P=Playfield 2 priority code (with respect
to sprites)
PF1P=Playfield 1 priority code (with respect:
to sprites)
PF2H=Playfield 2 horizontal scroll code
PFlH=Playfield 1 horizontal scroll code
098 W D Collision control
This register controls which bit-planes are
included (enabled) in collision detection and
their required state if included. It also controls
the individual inclusion of odd-numbered sprites
in the collision detection by logically OR-ing
them with their corresponding even-numbered sprite.
BIT# FUNCTION DESCRIPTION
--------
------------------------------
15 ENSP7 Enable sprite 7 (ORed with sprite 6)
14 ENSP5 Enable sprite 5 (ORed with sprite 4)
13 ENSP3 Enable sprite 3 (ORed with sprite 2)
12 ENSP1 Enable sprite 1 (ORed with sprite 0)
11 ENBP6 Enable bit plane 6 (match required
for colltsion)
10 ENBP5 Enable bit plane 5 (match fequired
09
for collision)
ENBP4 Enable bit plane 4 (match required
for collision)
08 ENBP3 Enable bit plane 3 (match required
for collision)
07 ENBP2 Enable bit plane 2 (match required
for collision)
06 ENBPI Enable bit plane 1 (match required
for collision)
05 MVBP6 Match value for bit plane 6 collision
04 MVBP5 Match value for bit plane 5 collision
03 MVBP4 Match value for bit plane 4 collision
02 MVBP3 Match value for bit plane 3 collision
01 MVBP2 Match value for bit plane 2 collision
00 MVBP1 Match value for bit plane 1 collision
COLORxx
COPCON
NOTE: Disabled bit planes cannot prevent
collisions. Therefore if all bit planes are
disabled, collisiOns will be continuous,
regardless of the match values.
OOE R D Collision data register (read and clear)
This address reads (and clears) the collision
detection register. The bit assignments are below.
NOTE: Playfield 1 is all odd-numbered enabled
bit planes. Playfield 2 is all even-numbered
enabled bit planes
BIT# COLLISIONS REGISTERED
15 not used
14 Sprite 4 (or 5) to sprite 6 (or 7)
13 Sprite 2 (or 3) to sprite 6 (or 7)
12 Sprite 2 (or 3) to sprite 4 (or 5)
11 Sprite 0 (or 1) to sprite 6 (or 7)
10 Sprite 0 (or 1) to sprite 4 (or 5)
09 Sprite 0 (or 1) to sprite 2 (or 3)
08 Playfield 2 to sprite 6 (or 7)
07 Playfield 2 to sprite 4 (or 5)
06 Playfield 2 to sprite 2 (or 3)
05 Playfield 2 to sprite 0 (or 1)
04 Playfield 1 to sprite 6 (or 7)
03 Playfield 1 to sprite 4 (or 5)
02 Playfield 1 to sprite 2 (or 3)
01 Playfield 1 to sprite 0 (or 1)
00 Playfield 1 to playfield 2
180 W D Color table xx
There are 32 of these registers (xx=00-31) and they
are sometimes collectively called the "color
palette." They contain 12-bit codes representing
red, green, and blue colors for RGB systEIIIS.
One of these registers at a time is selected
(by the BPLxDAT serialized video code)
for presentation at the RGB video output pins.
The table below shows the color register bit usage.
BIT# 15,14,13,12,11,10,09,08,07,06,05,04,03,02,01,00
R G B X X X X ~ ~ ~ ~ ~ ~ m ~ ~ ~ m ~
B=blue, G=green, R=red,
OlE W A Copper control register
This is a I-bit register that when set true, allows
the Copper to access the blitter hardware. This
bit is cleared by power-on reset, so that the
Copper cannot access the blitter hardware.
BIT# NAME FUNCTION
01 Copper danger mode. Allows Copper
access to blitter if true.
>
COPJMPI 088 S A Copper restart at first location
COPJMP2 OSA S A Copper restart at second location
0)
These addresses are strobe addresses. When written
to, they cause the Copper to jwrp indirect using
the address contained in the first or second
location registers described below. The Copper
itself can write to these addresses, causing its
own jwrp indirect.
COPlLCH 080 W A Copper first location register
(high 3 bits)
COPlLCL 082 W A Copper first location register
(low 15 bits)
COP2LCH 084 W A Copper second location register
(high 3 bits)
COP2LCL 086 W A Copper second location register
(low 15 bits)
These registers contain the jwrp addresses
described above.
COPINS OBC W A Copper instruction fetch identi fy
This is a dummy address that is generated by the
Copper whenever it is loading instructions into
its own instruction register. This actually occurs
every Copper cycle except for the second (IR2)
cycle of the MOVE instruction. The three types
of instructions are shown below.
MOVE Move immediate to destination.
WAIT Wait until beam counter is equal to, or
greater than. (keeps Copper off of bus
until beam position has been reached)
SKIP Skip if beam counter is equal to or
greater than (skips following MOVE
instruction unless beam position has
been reached)
MOVE WAIT UNTIL SKIP IF
-------- ----------- ------------
BIT# IRI IR2 IRI IR2 IRI IR2
15 X RD1S VP7 BFD * VP7
BFD *
14 X RD14 VP6 VE6 VP6 VE6
13 X RD13 VPS VES VPS VES
12 X RD12 VP4 VE4 VP4 VE4
11 X RD11 VP3 VE3 VP3 VE3
10 X RDIO VP2 VE2 VP2 VE2
09 X RD09 VPl VEl VPl VEl
08 DAB RD08 VPO VEO VPO VEO
07 DA7 RD07 IIP8 HE8 lIPS HE8
06 DA6 RD06 IIP7 HE7 IIP7 HE7
05 DA5 RDOS IIP6 HE6 IIP6 HE6
04 DA4 RD04 lIPS HES lIPS HES
03 DA3 RD03 IIP4 HE4 IIP4 HE4
02 DA2 RD02 IIP3 HE3 IIP3 HE3
01 DA1 RDOI IIP2 HE2 IIP2 HE2
00 0 RDOO 1 0 1 1
DIWSTRT
DIWSTOP
IR1=First instruction register
IR2=Second instruction register
DA =Destination address for MOVE instruction.
Fetched during IRI time, used during IR2 time
on RGo\ bus.
RD =RAM data moved by MOVE instruction at IR2 time
directly from RAM to the address given by the
DA field.
VP =Vertical beam position comparison bit.
lIP =Horizontal beam position comparison bit.
VE =Enable comparison (mask bit)
HE =Enable comparison (mask bit)
* NOTE BFD=Blitter finished disable. When this bit
is true, the Blitter Finished flag will
have no effect on the Copper. When this
bit is zero, the Blitter Finished flag
must be true (in addition to the rest of
the bit comparisons) before the Copper
can exit from its wait state or skip
over an instruction. Note that the V7
comparison cannot be masked.
The Copper is basically a two-cycle machine that
requests the bus only during odd memory cycles
(4 memory cycles per instruction). This prevents
collisions with display, audio, disk, refresh, and
sprites, all of which use only even cycles. It
therefore needs (and has) priority over only the
blitter and microprocessor.
There are only three types of instructions:
MOVE immediate, WAIT until, and SKIP if. All
instructions (except for WAIT) require two bus
cycles (and two instruction words). Since only
the odd bus cycles are requested, four memory
cycle times are required per instruction
(memory cycles are 280 ns.)
There are two indirect jwrp registers, COPlLC and
COP2LC. 1'hese are IS-bit pointer registers whose
contents are used to modify the program counter for
initialization or jwrps. They are transferred to
the program counter whenever strobe addresses
COPJMPI or COPJMP2 are written. In addition,
COPlLC is automatically used at the beginning of
each vertical blank time.
It is important that one of the jwrp registers be
initialized and its jwrp strobe address hit after
power-up but before Copper DMA is initialized.
This insures a determined startup address and state.
OSE W A
090 W A
Display window start (upper left
vertical-horizontal position)
Display window stop (lower right
vertical-horizontal position)
>
DDFSTRT
DDFSTOP
DMACON
DMACONR
These registers control display window size and
position by locating the upper left and lower right
corners.
BIT# 15,14,13,12,11,10,09,08,07,06,05,04,03,02,01,00
USE V7 V6 V5 V4 V3 V2 VI VO H7 H6 HS H4 H3 H2 HI HO
DIWSTRT is vertically restricted to the upper 2/3
of the display (V8=0) and horizontally restricted to
the left 3/4 of the display (H8=0).
DIWSTOP is vertically restricted to the lower 1/2
of the display (V8=/=V7) and horizontally restricted
to the right 1/4 of the display (H8=1).
092 W A Display data fetch start (horiz. position)
094 W A Display data fetch stop (horiz. position)
These registers control the horizontal timing of the
beginning and end of the bit plane DMA display data
fetch. The vertical bit plane DMA timing is identical
to the display windows described above.
The bit plane modu1os are dependent on the bit plane
horizontal size and on this data-fetch window size.
Register bit assignment
BIT# 15,14,13,12,11,10,09,08,07,06,05,04,03,02,01,00
(X bits should always be driven with to maintain
upward conpatibility)
The tables below show the start and stop timing for
different register contents.
DDFSTRT (left edge of display data fetch)
PURPOSE
Extra wide (max) * 1 1
Wide 0 0 1 1
Normal 1 1 1
Narrow 0 1 0 0 0
DDFSTOP (right edge of display data fetch)
PURPOSE
Narrow
Normal
Wide (max)
,H6,HS,H4
11001
11010
11011
096 WAD P DMA control write (clear or set)
002 RAP DMA control (and blitter status) read
This register controls all of the DMA channels and
contains blitter DMA status bits.
DSKPTH
DSKPlL
DSKLEN
DSKDAT
DSKDATR
BIT# FUNCTION
15
14
13
12
11
10
09
08
07
06
05
04
03
02
01
00
SET/CLR
BBUSY
BZERO
X
X
BLTPRI
DMAEN
BPLEN
COPEN
BLTEN
SPREN
DSKEN
AUD3EN
AUD2EN
AUDlEN
AUDOEN
DESCRIPTION
Set/clear control bit. Determines
if bits written with a 1 get set or
cleared. Bits written with a zero
are unchanged.
Blitter busy status bit (read only)
Blitter logic zero status bit
(read only)
Blitter DMApriority
{over CPU micro) (also called
'bUtter nasty") (disables /BLS
pin, preventing micro from
stealing any bus cycles while
blitter DMA is running).
Enable all DMA below
Bit plane DMA enable
Copper DMA enable
B1itter DMA enable
Sprite DMA enable
Disk DMA enable
Audio channel 3 DMA enable
Audio channel 2 DMA enable
Audio channel 1 DMA enable
Audio channel DMA enable
020 W A Disk pointer (high 3 bits)
022 W A Disk pointer (lOW 15 bits)
This pair of registers contains the 18-bit
address of disk DMA data. These address registers
must be initialized by the processor or Copper
before disk DMA is enabled.
024 W P Disk length
This register contains the length (nwnber of words)
of disk DMA data. It also contains two control
bits, a DMA enable bit, and a DMA direction
(read/write) bit.
BIT# FUNCTION DESCRIPTION
----------- --------------------------------
15 DMAEN
14 WRITE
13-0 LENGlH
Disk DMA enable
Disk write (RAM to disk) if 1
Length (:It of words) of DMA data.
026 W P Disk DMA data write
008 ER P Disk DMA data read (early read dUlllllY
address)
This register is the disk DMA data buffer. It
contains two bytes of data that are either sent
(written) to or received (read) from the disk.
The write mode is enabled by bit 14 of the LENGlH
register. The DMA controller automatically
transfers data to or from this register and RAM,
and when the DMA data is finished (length=O) it
causes a disk block interrupt. See interrupts below.
>
DSKBY'l'R OlA R P Disk data byte and status read
'!his register is the disk-microprocessor data
00
buffer. Data from the disk (in read mode) is
loaded into this register one byte at a time, and
bit 15 (DSKSYT) is set true.
BITt
--------- --------------------------------
15 DSKBYT Disk byte ready (reset on read)
14 SMAON Mirror of bit 15 (DMAEN) in DSKLEN,
ANDed with Bit09 (DMAEN) in DMACON
13 DISKWRlTE Mirror of bit 14 (WRITE) in DSKLEN
12 t>RDEQUAL '!his bit true only while the
DSKSYNC register equals the data
from disk.
11-08 X Not used
07-00 DATA Disk byte data
DSKSYNC 07E W P Disk sync register, holds the match
code for disk read synchronization.
See ADKCON bit 10.
INTREQ 09C W P Interrupt request bits (clear or set)
INTREQR OlE R P Interrupt request bits (read)
This register contains interrupt request bits (or
flags). These bits may be polled by the processor;
if enabled by the bits listed in the next register,
they may cause processor interrupts. Both a set and
clear operation are required to load arbitrary data
into this register. These status bits are not
automatically reset when the interrupt is serviced,
and IIJlst be reset when desired by writing to this
address. '!he bit assignments are identical to the
enable register below.
INTENA 09A W P Interrupt enable bits (clear or set bits)
INTENAR 01C R P Interrupt enable bits (read)
This register contains interrupt enable bits. '!he bit
assignment for both the request and enable registers
is given below.
BITt FUNCT LEVEL DESCRIPTION
------ ----- ----------------------------------
15 SET/CLR Set/clear control bit. Determines if
bits written with a 1 get set or
cleared. Bits written with a zero
are always unchanged.
14 INTEN Master interrupt (enable only,
no request)
13 EXTER 6 External interrupt
12 DSKSYN 5 Disk sync register (DSKSYNC)
matches disk data
11 RBF 5 Serial port receive buffer full
10 AUD3 4 Audio channel 3 block finished
09 AUD2 4 Audio channel 2 block finished
08 AUDl 4 Audio channel 1 block finished
07 AUDO 4 Audio channel block finished
JOYODAT OOA
JOYlDAT OOC
06 BLIT 3 Blitter finished
05 VERTB 3 Start of vertical blank
04 COPER 3 Copper
03 PORTS 2 I/O ports and timers
02 SOE"T 1 Reserved for software-initiated
interrupt
01 DSKBLK 1 Disk block finished
00 TBE 1 Serial port transmit buffer eapty
R D Joystick-mouse 0 data (left vertical,
horizontal)
R D Joystick-mouse 1 data (right vertical,
horizontal)
These addresses each read a pair of 8-bit mouse
counters. O=left controller pair, l=right
controller pair (four counters total). '!he bit
usage for both left and right addresses is shown
below. Each counter is clocked by signals from
two controller pins. Bits 1 and of each counter
may be read to determine the state of these two
clock pins. '!his allows these pins to double as
joystick switch inputs.
Mouse counter usage:
(pins 1.3=Yclock, pins 2.4=Xclock)
BIT# 15.14.13.12,11.10.09,08 07.06,05.04,03.02.01.00
OOAT Y7 Y6 Y5 Y4 Y3 Y2 Yl YO X7 X6 XS X4 X3 X2 Xl XO
lDAT Y7 Y6 Y5 Y4 Y3 Y2 Yl YO X7 X6 XS X4 X3 X2 Xl XO
The following table shows the mouse/joystick
connector pin usage. '!he pins (and their functions)
are sarrpled (lIJlltiplexed) into the DENISE chip
during the clock times shown in the table.
'!his table is for reference only and should
not be needed by the programner. (Note that the
joystick functions are all "active low" at the
connector pins.)
Sarrpled by DENISE
Conn Joystick Mouse
-----------------
Pin Function Function Pin Name Clock
-------- -------. ---- -----
Ll FORW* Y 38 MOV at CCK
L3 LEFT* YQ 38 MOV at CCK*
L2 BACK* X 9 MOH at CCK
L4 RIGH*
XQ 9 MOH at CCK*
Rl FORW* Y 39 MIV at CCK
R3 LEFT* YQ 39 MlV at CCK*
R2 BACK* X 8 M1H at CCK
R4 RIGH* XQ 8 M1H at CCK*
After being sarrpled, these connector pin signals
are used in quadrature to clock the mouse counters.
'!he LEFT and RIGHT joystick functions (active high)
are directly available on the Yl and Xl bits of
each counter. In order to recreate the FORWARD
and BACK joystick functions, however, it is
JOYTEST
POTODAT
POTlDAT
POTOO
POTOOR
necessary to logically combine (exclusive OR)
the lower two bits of each counter.
This is illustrated in the following table.
To detect
Forward
Left
Back
Right
Read these
counter bits
Yl xor YO (BIT#09 xor BIT#08)
Y1
Xl xor XO (BIT#Ol xor BIT#OO)
Xl
036 W D Write to all four joystick-mouse counters
at once.
Mouse counter write test data:
BIT# 15,14,13,12,11,10,09,08 07,06,05,04,03,02,01,00
ODAT Y7 Y6 YS Y4 Y3 Y2 xx xx X7 X6 X5 X4 X3 X2 xx xx
lDAT Y7 Y6 YS Y4 Y3 Y2 xx xx X7 X6 X5 X4 X3 X2 xx xx
012 R P Pot counter data left pair (vert,horiz)
014 R P Pot counter data right pair (vert,horiz)
These addresses each read a pair of 8-bit pot counters.
(Four counters total.) The bit assignment for both
addresses is shown below. The counters are stopped by
signals from two controller connectors (left-right)
with two pins each.
BIT# 15,14,13,12,11,10,09,08 07,06,05,04,03,02,01,00
RIGHT Y7 Y6 YS Y4 Y3 Y2 Yl YO X7 X6 X5 X4 X3 X2 Xl XO
LEFT Y7 Y6 YS Y4 Y3 Y2 Y1 YO X7 X6 X5 X4 X3 X2 Xl XO
CONNECTORS PAUIA
Loe. Dir. Sym Pin Pin# Pin Name
---- --- ---- --------
RIGHT Y RY 9 36 (POT1Y)
RIGHT X RX 5 35 (POTlX)
LEFT Y LY 9 33 (POTOY)
LEFT X LX 5 32 (POTOX)
034 W P Pot port data write and start.
016 R P Pot port data read (formerly called POTINP).
This register controls a 4-bit bi-directional I/O port
that shares the same four pins as the four pot counters
above.
BIT# FUNCT DESCRIPTION
15
14
13
12
11
10
09
OUTRY
DATRY
OUTRX
DATRX
OUTLY
DATLY
0U'l'LX
Output enable for Paula pin 36
I/O data Paula pin 36
Output enable for Paula pin 35
I/O data Paula pin 35
Output enable for Paula pin 33
I/O data Paula pin 33
Output enable for Paula pin 32
SERDAT
SERDATR
08 DATLX
07-01 0
00 START
I/O data Paula pin 32
Reserved for chip ID code (presently 0)
Start pots (duDp capacitors. start
counters)
028 W A Refresh pointer
This register is used as a dynamic RAM refresh
address generator. It is writeable for test
purposes only, and should never be written by
the microprocessor.
030 W P Serial port data and stop bits write
(transmit data buffer)
This address writes data to a transmit data buffer.
Data from this buffer is moved into a serial shift
register for output transmission whenever it is
eopty. This sets the interrupt request TBE
(transmit buffer eopty). A stop bit must be
provided as part of the data word. The length of
the data word is set by the position of the stop
bit.
BIT# 15,14,13,12,11,10,09,08,07,06,05,04,03,02,01,00
USE 0 0 0 0 0 0 S DB D7 D6 D5 D4 D3 D2 D1 DO
Note: S = stop bit = 1, D = data bits.
018 R P Serial port data and status read
(receive data buffer)
This address reads data from a receive data buffer.
Data in this buffer is loaded from a receiving
shift register whenever it is full. Several
interrupt request bits are also read at this
address, along with the data, as shown below.
BIT#
15
1<1
13
12
11
10
~ 9
OVRUN
RBF
TBE
TSRE
RXD
0
STP
08 STP-DB8
07 DB7
06 DB6
05 DBS
04 DB4
03 DB3
02 DB2
01 DBl
00 DBO
Serial port receiver overrun.
Reset by resetting bit 11 of
INTREQ.
Serial port receive buffer full
(mirror)
Serial port transmit buffer
eopty (mirror).
Serial port transmit shift
register eopty.
Reset by loading into buffer.
RXD pin receives UART serial
data for direct bit test by
the microprocessor.
Not used
Stop bit
Stop bit if LONG. data bit if
not.
Data bit
Data bit
Data bit
Data bit
Data bit
Data bit
Data bit
Data bit
>
.....
0
SERPER
SPRxPTH
SPRxPTL
SPRxPOS
SPRxCTL
SPRxDATA
SPRxDATB
032 W P Serial port period and control
This register contains the control bit LONG referred to
above, and a 15-bit number defining the serial port
baud rate. If this number is N, then the baud rate is
1 bit every (N+l)*.2794
BIT#
microseconds.
15 LONG Defines serial receive as 9-bit word.
14-00 RATE Defines baud rate=l/ N+ 1) * 2794 microsec.)
120 W A Sprite x pointer (high 3 bits)
122 W A Sprite x pointer (low 15,bits)
This pair of registers contains the lS-bit address
of sprite x (X=O,1,2,3,4,5,6,7) DMA data. These address
registers must be initialized by the processor or Copper
every vertical blank time.
140 WAD Sprite x vert-horiz start position data
142 WAD Sprite x vert stop position and control data
These two registers work together as poSition, size and
feature sprite-control registers. They are usually loaded
by the sprite DMA channel during horizontal blank;
however, they may be loaded by either processor at any time.
SPRxPOS register:
BIT# SYM FUNCTION
15-08 SV7-SVO Start vertical value. High bit(SV8) is
in SPRxCTL register below.
07-00 SHS-SHl Start horizontal value. Low bit(SHO) is
in SPRxCTL register below.
SPRxCTL register (writing this address disables sprite
horizontal comparator circuit):
BIT# SYM FUNCTION
15-08
07
06-04
02
01
00
EV7-IIO
ATT
X
SVS
EVS
SHO
End (stop) vertical value low 8 bits
Sprite attach control bit (odd sprites)
Not used
Start vertical value high bit
End (stop) vertical value high bit
Start horizontal value low bit
144 W D Sprite x image data register A
146 W D Sprite x image data register B
These registers buffer the sprite image data. They are
usually loaded by the sprite DMA. channel but may be
loaded by either processor at any time. When a
horizontal comparison occurs, the buffers are dumped
into shift registers and serially outputted to the
display, MSB first on the left.
NOTE: Writing to the A buffer enables (arms) the sprite.
Writing to the SPRxCTL register disables the sprite.
If enabled, data in the A and B buffers will be outputted
tfuenever the beam counter equals the sprite horizontal
position value in the SPRxPOS register.
STREQU
STRVBL
STRHOR
STRLONG
VPOSR
VPOSW
VHI?OSR
VHPOSW
038
OM
03C
03E
S D Strobe for horizontal sync with VB
and EQU
S D Strobe fOl- horizontal sync with VB
(vertical blank)
S D P Strobe for horizontal sync
S D Strobe for identification of long
horizontal line
One of the first three strobe addresses above is
placed on the destination address bus during the
first refresh time slot. The fourth strobe shown
above is used during the second refresh time slot of
every other line to identify lines with long counts
(22S). There are four refresh time slots, and any
not used for strobes will leave a null (FF) address
on the destination address bus.
004 R A Read vertical most significant bit
(and frame flop)
02A W A Write vertical most significant bit
(and frame flop)
BIT# 15,14,13,12,11,10,09,OS,07,06,05,04,03,02,01,00
USE LOF-- -- -- -- -- -- --,-- -- -- -- -- -- -- V8
LOF=Long frame (auto toggle control bit in BPLCONO)
006 R A Read vertical and horizontal position of
beam or lightpen
02C W A Write vertical and horizontal position
of beam or lightpen
BIT# 15,14,13,12,11,10,09,OS,07,06,05,04,03,02,01,OO
USE V7 V6 V5 V4 V3 V2 V1 VO,HS H7 H6 H5 H4 H3 H2 H1
RESOLUTION = 1/160 of screen width (280 ns)
Appendix B
Register Summary-Address Order
This appendix contains information about the register set in address order.
The following codes and abbreviations are used in this appendix:
& Register used by DMA channel only.
% Register used by DMA channel usually, processors sometimes.
+ Address register pair. Low word uses DBI-DB15; high word uses DBO-DB2.
B-1
* Address not writable by the Copper.
Address not writable by the Copper unless COPCON is set true.
A,D,P
A=Agnus chip, D=Denise chip, P=Paula chip.
W,R
W write; R=read,
ER Early read. This is a DMA data transfer to RAM, from either the disk or the
blitter. RAM timing requires data to be on the bus earlier than microprocessor
read cycles. These transfers are therefore initiated by Agnus timing, instead of a
read address on the destination address bus.
S Strobe (write address with no register bits).
PTL,PTH
IS-bit pointer that addresses DMA data. Must be reloaded by a processor
before use (vertical blank for bit-plane and sprite pointers, and prior to starting
the blitter for blitter pointers).
LCL,LCH
IS-bit location (starting address) of DMA data. Used to automatically restart
pointers, such as the Copper program counter (during vertical blank) and the
audio sample counter (whenever the audio length count is finished).
MOD
B-2
IS-bit modulo. A number that is automatically added to the memory address at
the end of each line to generate the address for the beginning of the next line.
This allows the blitter (or the display window) to operate on (or display) a win-
dow of data that is smaller than the actual picture in memory (memory map).
Uses 15 bits, plus sign extend.
---.-------------------------------.---------------------------------- BLTIH>D 066 W A Blitter modulo for destination D
NAME ADD R/W emp FUNCTION 068
----------------------------------------------------------------------
06.\
BLTDDAT & '000 ER A Blitter destination early read (dllDlllY address) 06C
DMACONR '002 R A P !fA control (and blitter status) read 06E
VPOSR '004 R A Read vert most signif. bit (and frame flop) BLTCDAT % 070 W A Blitter source C data register
VHPOSR '006 R A Read vert and horiZ. position of beam BLTBDAT % 072 W A Blitter source B data register
DSKDI\TR & '008 ER P Disk data early read (dllDlllY address) BLTADAT % 074 W A Blitter source A data register
JOYODAT 'OOA R D Joystick-mouse 0 data (vert,horiz) 076
JOYlDAT 'OOC R D Joystick-mouse 1 data (vert,horiz) 078
CLXDAT 'OOE R D Collision data register (read and clear) 07A
ADKCONR '010 R P Audio, disk control register read 07C
POTODAT '012 R P Pot counter pair 0 data (vert,horiz) DSKSYNC 07E R P Disk sync pattern register for disk
POTIDAT '014 R P Pot counter pair 1 data (vert,horizl read
POTOOR '016 R P Pot port data read (formerly POTINP COPlLCH + 080 W A Coprocessor first location register
SERDA'lR '018 R P Serial port data and status read (high 3 bits)
DSKBY'lR 'OlA R P Disk data byte and status read COPlLCL + 082 W A Coprocessor first location register
INTENAR 'OlC R P Interrupt enable bits read (low 15 bits)
IN'lREQR 'OlE R P Interrupt request bits read COP2LCH + 084 W A Coprocessor second location register
DSKPTH + '020 W A Disk pointer (high 3 bits) (high 3 bits)
DSKPTL + '022 W A Disk pOinter (low 15 bits) COP2LCL + 086 W A Coprocessor second location register
DSKLEN '024 W P Disk length (low 15 bits)
DSKDAT & '026 W P Disk !fA data write COPJMI?l 088 S A Coprocessor restart at first location
REFP'lR & '028 W A Refresh pOinter COPJMI?2 OSA S A Coprocessor restart at second location
VPOSW '02A W A Write vert most signif. bit (and frame flop) COPINS 08C W A Coprocessor instruction fetch identify
VHPOSW '02C W A Write vert and horiz position of beam DIWS'lRT 08E W A Display window start (upper left
COPCON '02E W A Coprocessor control register (CDANG) vert-horiz position)
SERDAT '030 W P Serial port data and stop bits write DIWSTOP 090 W A Display window stop (lower right
SERPER '032 W P Serial port period and control vert. -horiz. position)
POTOO '034 W P Pot port data write and start DDFS'lRT 092 W A Display bit plane data fetch start
JOYTEST '036 W D Write to all four joystick-mouse counters at once (boriz. position)
S'lREQU & '038 S D Strobe for horiz sync with VB and EQU DDFSTOP 094 W A Display bit plane data fetch stop
S'lRVBL & *OJA S D Strobe for horiz sync with VB (vert. blank) (horiz. position)
STRHOR & '03C S DP Strobe for horiz sync DMACON 096 W ADP !fA control write (clear or set)
SlRLONG & 'OJE S D Strobe for identification of long horiz. line. CLXCON 098 W D Collision control
BLTCONO 040 W A Blitter control register 0 INTENA 09A W P Interrupt enable bits (clear or
BLTCONI 042 W A Blitter control register 1 set bits)
BLTAFWM 044 W A Blitter first word mask for source A IN'lREQ 09C w P Interrupt request bits (clear or
BLTALWM 046 W A Blitter last word mask for source A set bits)
BLTCPTII + 048 W A Blitter pointer to source C (high 3 bits) ADKCON 09E W P Audio, disk, UART control
BLTCPTL + 04A W A Blitter pointer to source C (low 15 bits) AUDOLCH + OAO W A Audio channel 0 location (high 3 bits)
BLTBPm + 04C W A Blitter pointer to source B (high 3 bits) AUDOLCL + 0A2 W A Audio channel 0 location (low 15 bits)
BLTBPTL + 04E W A Blitter pointer to source B (low 15 bits) AUDOLEN OM W P Audio channel 0 length
BLTAPm + "050 W A Blitter pointer to source A (high 3 bits) AUDOPER 0A6 W P Audio channel 0 period
BLTAPTL + 052 W A Blitter pointer to source A (lOW 15 bits) AUDOVOL OAS W P Audio channel 0 volume
BLTDPTII + "054 W A Blitter pointer to destination D (high 3 b i t s ~ AUDODAT & OM W P Audio channel 0 data
BLTDPTL + 056 W A Blitter pointer to destination D (low 15 bits OAC
BLTSIZB "058 W A Blitter start and size (window wldth, height) OAB
"OSA AUDlLCH + OBO W A Audio channel 1 location (high 3 bits)
"OSC AUDlLCL + OB2 W A Audio channel 1 location (low 15 bits)
"05E AUDlLEN 0B4 W P Audio channel 1 length
BL'J."CK)[) "060 W A Blitter modulo for source C AUDlPER 0B6 W P Audio channel 1 period
to
BLTBMOD "062 W A Blitter modulo for source B AUD1VOL 0B8 W P Audio channel 1 volume
BLTAKX> "064 W A Blitter modulo for source A AUDlDAT & OBA W P Audio channel 1 data
OBC
c.,)
OBE
to AUD2LCl{ + OCO W A Audio channel 2 location (high 3 bits) SPR4PTH + 130 W A Sprite 4 pointer (high 3 bits)
AUD2LCL + OC2 W A Audio channel 2 location (low 15 bits) SPR4PTL + 132 W A Sprite 4 pointer (low 15 bits)
~
AUD2LEN 0C4 W P Audio channel 2 length SPRSPTH + 134 W A Sprite 5 pointer (high 3 bits)
AUD2PER 0C6 W P Audio channel 2 period SPRSPTL + 136 W A Sprite 5 pointer (low 15 bits)
AUD2VOL oca W P Audio channel 2 volume SPRGPTH + 138 W A Sprite 6 pointer (high 3 bits)
AUD2DAT & OCA W P Audio channel 2 data SPR6PTL + 13A W A Sprite 6 pointer (low 15 bits)
OCC SPR7PTH + 13C W A Sprite 7 pointer (high 3 bits)
OCE SPR7PTL + 13E W A Sprite 7 pointer (low 15 bits)
AUD3LCl{ + ODO W A Audio channel 3 location (high 3 bits) SPROPOS
% 140 W AD Sprite 0 vert-horiz start position
AUD3LCL + OD2 W A Audio channel 3 location (lOW 15 bits) data
AUD3LEN 004 W P Audio channel 3 length SPROCTL
%
142 W AD Sprite 0 vert stop position and
AUD3PER 006 W P Audio channel 3 period control data
AUD3VOL OD8 W P Audio channel 3 volume SPRODATA
% 144 W D Sprite 0 image data register A
AUD3DAT & ODA W P Audio channel 3 data SPRODATB
% 146 W D Sprite 0 image data register B
OOC SPRlPOS
% 148 W AD Sprite 1 vert-horiz start position
ODE data
BPLlPTH + OEO W A Bit plane 1 pointer (high 3 bits) SPRlCTL
% 14A W AD Sprite 1 vert stop position and
BPLlPTL + OE2 W A Bit plane 1 pOinter (low 15 bits) control data
BPL2PTH + OE4 W A Bit plane 2 pointer (high 3 bits) SPRlDATA
%
14C W D Sprite 1 image data register A
BPL2PTL + OE6 W A Bit plane 2 pointer (low 15 bits) SPR1DATB
% 14E W D Sprite 1 image data register B
BPL3PTH + OE8 W A Bit plane 3 pointer (high 3 bits) SPR2POS
%
150 W AD Sprite 2 vert-horiz start position
BPL3PTL + OEA W A Bit plane 3 pointer (low 15 bits) data
BPL4PTH + OEC W A Bit plane 4 pOinter (high 3 bits) SPR2CTL
%
152 W AD Sprite 2 vert stop position and
BPL4PTL + OEE W A Bit plane 4 pointer (low 15 bits) control data
BPL5PTH + OEO W A Bit plane 5 pointer ~ g h 3 bits) SPR2DATA
% 154 W D Sprite 2 image data register A
BPL5PTL + OE2 W A Bit plane 5 pOinter low 15 bits) SPR2DATB
%
156 W D Sprite 2 image data register B
BPL6PTH + OE4 W A Bit plane 6 pOinter (high 3 bits) SPR3POS
%
158 W AD Sprite 3 vert-horiz start position
BPLGPTL + OE6 W A Bit plane 6 pointer (low 15 bits) data
OE8 SPR3CTL
%
15A W AD Sprite 3 vert stop position and
OEA control data
OEC SPR3DATA
% 15C W D Sprite 3 image data register A
OEE SPR3DATB
%
15E W D Sprite 3 image data register B
BPLCONO 100 W AD Bit plane control register (misc. control bits) SPR4POS
%
160 W AD Sprite 4 vert-horiz start pOSition
BPLCON1 102 W D Bit plane control reg. (scroll value PEl, PE2) data
BPLCON2 104 W D Bit plane control reg. (priority control) SPR4CTL
%
162 W AD Sprite 4 vert stop position and
106 control data
BPLlMOD 108 W A Bit plane modulo (odd planes) SPR4DATA
% 164 W D Sprite 4 image data register A
BPL2MOD lOA W A Bit Plane modulo (even planes) SPR4DATB
% 166 W D Sprite 4 image data register B
10C SPR5POS
%
168 W AD Sprite 5 vert-horiz start position
10E data
BPLlDAT & 110 W D Bit plane 1 data (parallel-to-serial convert) SPR5CTL % 16A W AD Sprite 5 vert stop position and
BPL2DAT & 112 W D Bit plane 2 data (parallel-to-serial convert) control data
BPL3DAT & 114 W D Bit plane 3 data (parallel-to-serial convert) SPR5DATA
% 16C W D Sprite 5 image data register A
BPL4DAT & 116 W D Bit plane 4 data (parallel-to-serial convert) SPR5DATB
%
16E W D Sprite 5 image data register B
BPL5DAT & 118 W D Bit plane 5 data (parallel-to-serial convert) SPR6POS
%
170 W AD Sprite 6 vert-horiz start position
BPL6DAT & llA W D Bit plane 6 data (parallel-to-serial convert) data
11C SPR6CTL
%
172 W AD Sprite 6 vert stop position and
I1B control data
SPROPTH + 120 W A Sprite 0 pointer (high 3 bits) SPR6DATA
% 174 W D Sprite 6 image data register A
SPROPTL + 122 W A Sprite 0 pointer (low 15 bits) SPR6DATB
%
176 W D Sprite 6 image data register B
SPRlPTH + 124 W A Sprite 1 pointer (high 3 bits) SPR7POS
%
178 W AD Sprite 7 vert-horiz start position
SPRlPTL + 126 W A Sprite 1 pointer (low 15 bits) data
SPR2PTH + 128 W A Sprite 2 pointer (high 3 bits) SPR7CTL
%
17A W AD Sprite 7 vert stop position and
SPR2PTL + 12A W A Sprite 2 pointer (low 15 bits) control data
SPR3PTH + 12C W A Sprite 3 pointer (high 3 bits) SPR7DATA
% 17C W D Sprite 7 image data register A
SPR3PTL + 12E W A Sprite 3 pointer (low 15 bits) SPR7DATB
% 17E W D Sprite 7 image data register B
COLOROO 180 W D Color table 00
COLOROI 182 W D Color table 01
COLOR02 184 W D Color table 02
COLOR03 186 W D Color table 03
COLOR04 188 W D Color table 04
COLOR05 1M W D Color table OS
COLOR06 lSC W D Color table 06
COLOR07 lSE W D Color table 07
COLOR08 190 W D Color table 08
COLOR09 192 W D Color table 09
COLORI0 194 W D Color table 10
COLORll 196 W D Color table 11
COLORl2 198 W D Color table 12
COLOR13 19A W D Color table 13
COLOR14 19C W D Color table 14
COLORl5 19E W D Color table 15
COLORl6 lAO W D Color table 16
COLOR17 lA2 W D Color table 17
COLORl8 lA4 W D Color table 18
COLOR19 lAG W D Coior table 19
COLOR20 lAS W D Color table 20
COLOR21 1M W D Color table 21
COLOR22 lAC W D Color table 22
COLOR23 lAB W D Color table 23
COLOR24 IBO W D Color table 24
COLOR25 IB2 W D Color table 25
COLOR26 IB4 W D Color table 26
COLOR27 IB6 W D Color table 27
COLOR28 IBS W D Color table 28
COLOR29 IB.&. W D Color table 29
COLOR30 IBC W D Color table 30
COLOR31 IBE W D Color table 31
RESERVED 1110X
RESERVED llllX
NO-OP (NULL) l.FE
Appendix C
Custom Chip Pin Allocation List
NOTE: * Means an active low signal.
C -1
0
AGNUS PIN ASSIGNMENT DENISE PIN ASSIGNMENT
-------------------- --------------------
~
PIN :It DESIGNATION FUNCTION DEFINITION PIN :It DESIGNATION FUNCTION DEFINITION
----------- ------------------ ---------- ----------- ------------------ ----------
1 OS DATA BUS 8 I/O 1 D6 DATA BUS 6 I/O
2 D7 DATA BUS 7 I/O 2 D5 DATA BUS 5 I/O
3 D6 DATA BUS 6 I/O 3 D4 DATA BUS 4 I/O
4 D5 DATA BUS 5 I/O 4 D3 DATA BUS 3 I/O
5 D4 DATA BUS 4 I/O 5 D2 DATA BUS 2 I/O
6 D3 DATA BUS 3 I/O 6 D1 DATA BUS 1 I/O
7 D2 DATA BUS 2 I/O 7 DO DATA BUS 0 I/O
8 D1 DATA BUS 1 I/O 8 MlH MOUSE 1 HORIZONTAL I
9 DO DATA BUS 0 I/O 9 MOH MOUSE 0 HORIZONTAL I
10 vee +5 VOLT I 10 RGAB REGISTER ADDRESS 8 I
11 RES* SYSTEM RESET I 11 RCA7 REGISTER ADDRESS 7 I
12 INT3* INTERRUPT LEVEL 3 0 12 RGA6 REGISTER ADDRESS 6 I
13 DMAL DMA REQUEST LINE I 13 RGAS REGISTER ADDRESS 5 I
14 BLS* BLITTER S ~ I 14 RCA4 REGISTER ADDRESS 4 I
15 DBR* DATA BUS REQUEST 0 15 RGA3 REGISTER ADDRESS 3 I
16 ARW* AGNUS RAM WRITE 0 16 RCA:! REGISTER ADDRESS 2 I
17 RGAB REGISTER ADDRESS 8 I/O 17 ReAl REGISTER ADDRESS 1 I
18 RCA7 REGISTER ADDRESS 7 I/O 18 BURST* COLOR BURST 0
19 RCA6 REGISTER ADDRESS 6 I/O 19 vcr; +5 VOLT I
20 RGAS REGISTER ADDRESS 5 I/O 20 RO VIDEO RED BIT 0 0
21 RCA4 REGISTER ADDRESS 4 I/O 21 R1 VIDEO RED BIT 1 0
22 RGA3 REGISTER ADDRESS 3 I/O 22 R2 VIDEO RED BIT 2 0
23 RCA:! REGISTER ADDRESS 2 I/O 23 R3 VIDEO RED BIT 3 0
24 ReAl REGISTER ADDRESS 1 I/O 24 BO VIDEO BLUE BIT 0 0
25 CCK COLOR CLOCK I 25 B1 VIDEO BLUE BIT 1 0
26 CCKQ COLOR CLOCK DELAY I 26 B2 VIDEO BLUE BIT 2 0
27 VSS GROUND I 27 B3 VIDEO BLUE BIT 3 0
28 DRAO DYNAMIC RAM ADDRESS 0 0 28 GO VIDEO GREEN BIT 0 0
29 DRAl DYNAMIC RAM ADDRESS 1 0 29 G1 VIDEO GREEN BIT 1 0
30 DRA:! DYNAMIC RAM ADDRESS 2 0 30 G2 VIDEO GREEN BIT 2 0
31 DRA3 DYNAMIC RAM ADDRESS 3 0 31 G3 VIDEO GREEN BIT 3 0
32 DRA4 DYNAMIC RAM ADDRESS 4 0 32 N/C NOT CONNECTED N/C
33 DRAS DYNAMIC RAM ADDRESS 5 0 33 ZO* BACKGROUND INDICATOR 0
34 DRA6 DYNAMIC RAM ADDRESS 6 0 34 N/C NOT CONNECTED N/C
35 DRA7 DYNAMIC RAM ADDRESS 7 0 35 1M 7.15909 MHZ I
36 DRAB DYNAMIC RAM ADDRESS 8 0 36 CCK COLOR CLOCK I
37 LP* LIGHT PEN INPUT I 37 VSS GROUND I
38 VSYt
VERTICAL SYNC I/O 38 MOV MOUSE 0 VERTICAL I
39 CSY* COMPOSITE SYNC 0 39 M1V MOUSE 1 VERTICAL I
40 HSY* HORIZONtAL SYNC I/O 40 D15 DATA BUS 15 I/O
41 VSS GROUND I 41 D14 DATA BUS 14 I/O
42 D15 DATA BUS 15 I/O 42 D13 DATA BUS 13 I/O
43 D14 DATA BUS 14 I/O 43 D12 DATA BUS 12 I/O
44 D13 DATA BUS 13 I/O 44 D11 DATA BUS 11 I/O
45 D12 DATA BUS 12 I/O 45 D10 DATA BUS 10 I/O
46 011 DATA BUS 11 I/O 46 D9 DATA BUS 9 I/O
47 D10 DATA BUS 10 I/O 47 OS DATA BUS 8 I/O
48 D9 DATA BUS 9 I/O 48 D7 DATA BUS 7 I/O
PAULA. PIN ASSIGNMENT
--------------------
PIN # DESIGNATION FUNCTION DEFINITION
----------- ------------------ ----------
1 D8 DATA BUS 8 I/O
2 D7 DATA BUS 7 I/O
3 D6 DATA BUS 6 I/O
4 D5 DATA BUS 5 I/O
5 D4 DATA BUS 4 I/O
6 D3 DATA BUS 3 I/O
7 D2 DATA BUS 2 I/O
8 VSS GROUND I
9 Dl DATA BUS 1 I/O
10 DO DATA BUS 0 I/O
11 RES* SYSTEM RESET I
12 DMAL DMA REQUEST LINE 0
13 IPLO* INTERRUPT LINE 0 0
14 IPL1* INTERRUPT LINE 1 0
15 IPL2* INTERRUPT LINE 2 0
16 INT2* INTERRUPT LEVEL 2 I
17 INT3* INTERRUPT LEVEL 3 I
18 INT6* INTERRUPT LEVEL 6 I
19 RGA8 REGISTER ADDRESS 8 I
20 RCA7 REGISTER ADDRESS 7 I
21 RCA6 REGISTER ADDRESS 6 I
22 RCAS REGISTER ADDRESS 5 I
23 RCA4 REGISTER ADDRESS 4 I
24 RCA3 REGISTER ADDRESS 3 I
25 RCA2 REGISTER ADDRESS 2 I
26 RCAl REGISTER ADDRESS 1 I
27 VCC +5 VOLT I
28 CCK COLOR CLOCK I
29 CCKQ COLOR CLOCK DELAY I
30 AUDB RIGHT AUDIO 0
31 AUDA LEFT AUDIO 0
32 POTOX POT ox I/O
33 POTOY POT OY I/O
34 VSSANA ANALOG GROUND I
35 POTlX POT lX I/O
36 POT1Y POT lY I/O
37 DKRD* DISK READ DATA I
38 DKWD* DISK WRITE DATA 0
39 DKWE DISK WRITE ENABLE 0
40 TXD SERIAL TRANSMIT DATA 0
41 RXD SERIAL RECEIVE DATA I
42 D15 DATA BUS 15 I/O
43 014 DATA BUS 14 I/O
44 013 DATA BUS 13 I/O
45 D12 DATA BUS 12 I/O
46 D11 DATA BUS 11 I/O
47 010 DATA BUS 10 I/O
a
48 D9 DATA BUS 9 I/O
c.:l
Appendix D
System Memory Map
D -1
ADDRESS RANGE NOTES
000000-03EEEF 256k bytes. of RAM
040000-07FEEF 256k bytes of RAM (option card)
080000-lFEEFF Do not use
200000-9EEEFF
AOOOOO-BEEEFF Do not use
BEDOOO-BEDEOO 8520-B (access only at EVEN byte addresses)
= =
BEE001-BEEE01 8520-A (access only at ODD byte addresses)
= =
The underlined digit chooses which of the
16 internal registers of the 8520 is to be
accessed.
Register names are given below.
COOOOO-DEEEEF
DEEOOO-DEEFFF
EOOOOO-E7FEFF
E80000-EEEEEF
FOOOOO-E7FEEF
F80000-EEEEEF
Reserved for future use
Special purpose chips, where
the last three digits specify
the chip register hURD address.
The chip addresses are specified
in separate pages inmediatel y
following this overall memory map.
Reserved for future use - do not use
Expansion slot decoding
Reserved - do not use
System RCf
DEVELOPMENT SYSTEM ROMs located at start address FEOOOO
FINAL SYSTEM ROMs will probably be located at FeOOOO
The names of the registers within the 8520s are
as follows. The address at which each is to be
accessed is given in this list.
Address for:
8520-A 8520-B I NAME I EXPLANATION
-------------------------------------------------
BEE001
BEE101
BEE201
BEE301
BEE401
BEE501
BEE601
BEE701
BEE801
BEE901
BEEA01
BEEB01
BEEeOl
BEEDOl
BEEE01
BEEE01
BEDOOO
BEDlOO
BED200
BED300
BED400
BEDSOO
BED600
BED700
BEDSOO
BED900
BEDAOO
BEDBOO
BEDCOO
BEDDOO
BEDEOO
BEDEOO
PRA
PRB
DDRB
DDRA
TALO
TAHI
TBLO
TBHI
SDR
ICR
CRA
CRB
(write) / (read mode)
Peripheral data register A
Peripheral data register B
Data direction register A
Data direction register B
TIMER A low register
TIMER A high register
TIMER B low register
TIMER B high register
Event LSB
Event 8 - 15
Event MS8
No connect
Serial data register
Interrupt control register
Control register A
Control register B
Appendix E
Interfaces
This appendix consists of four distinct parts, related to the way in which the Amiga
talks to the outside world.
The first part specifies the pinouts of the externally accessible connectors and the power
available at each conIiector. It does not, however, provide timing or loading information.
The second part briefly describes the functions of those pins whose purpose may not be
evident.
The third part contains a list of the connections for certain internal connectors, notably
the disk.
E - 1
The fourth part specifies how various signals relate to the available ports of the 8520.
This information enables the programmer to relate the port addresses to the outside-
world items (or internal control signals) that are to be affected. The third and fourth
parts are primarily for the use of the systems programmer and should generally not be
utilized by applications programmers. Systems software normally is configured to handle
the setting of particular signals, no matter how the physical connections may change. In
other words, if you have a version of the system software that matches the revision level
of the machine (normally a true condition), when you ask that a particular bit be set,
you don't care which port that bit is connected to. Thus, applications programmers
should rely on system documentation instead of going directly to the ports. Note also
that in a multitasking operating system, many different tasks may be competing for the
use of the system resources. Applications programmers should follow the established
rules for resource access in order to assure compatibility of their software with the sys-
tem.
See the figures at the end of this appendix for more information about the fire buttons,
light pen, mouse, and the "pot" counters.
E-2
************** PART 1 - OUTSIDE ~ R L D CONNECTORS ********************
KEYBOARD RJ11 (J9)
This is a list of the connections to the outside world on the Amiga. 1 +5
2 CLOCK
SERIAL COM DB25 FEMALE (J6) (The center column is the AMIGI\ 3 DATA
connection, the others are 4 GND
specified in this table merely
to show how the AMIGI\ RS-232-C
ROB DB23 MALE (J3) connection conpares to other
defined interconnect methods.)
1 XCLK* 13 GNDRTN (Return for XCLKEN*)
2 XCLKEN* 14 ZD*
PIN RS232 AMIGI\ HAYES DESCRIPTION 3 RED 15 Cl*
---------------------------------------- 4 GREEN 16 GND
1 GND GND FRAME GROUND 5 BLUE 17 GND
2 TXD TXD TXD TRANSMIT DATA 6 DI 18 GND
3 RXD RXD RXD RECEIVE DATA 7 DB 19 GND
4 RTS RTS REQUEST TO SEND 8 00 20 GND
5 CTS CTS CTS CLEAR TO SEND 9 DR 21 -5 VOLT POWER
6 DSR DSR DSR DATA SET READY 10 CSYNC* 22 +12 VOLT POWER
7 GND GND GND SYSTEM GROUND 11 HSYNC* 23 +5 VOLT POWER
8 CD CD CD CARRIER DETECT 12 VSYNC*
9
10
11
12 S.SD SI
TV VIDEO 8 PIN DIN (J2)
13 S.CTS 1 N.C.
14 S.TXD -5 - 5 VOLT POWER 2 GND
15" TXC AUOO AUDIO OUT OF AMIGI\. 3 AUDIO LEFT
1& S.RXD AUDI AUDIO IN TO AMIGI\
17 RXC EB BUFFERED PORT CLOCK 716kHz
4 COMP VIDEO
5 GND
18 INT2* INTERRUPT LINE TO AMIGI\ 6 N.C.
19 S.RTS 7 +12 VOLT POWER
20 DTR DTR DTR DATA TERMINAL READY 8 AUDIO RIGHT
21 SQD +5 + 5 VOLT POWER
22 RI RI
23 SS +12 +12 volt power
24 TXCI C2* 3 . 58 MHZ CLOCK
DISK EXTERNAL DB23 FEMALE (J7)
25 RESB* BUFFERED SYSTEM RESET 1 ROY* 13 SIDEB*
2 DKRD* 14 WPRO*
3 GND 15 TKO*
PARALLEL COM DB25 MALE (J8) 4 GND 16 DKWEB*
5 GND 17 DKWDB*
1 DROY* 14 GND 6 GND 18 STEPB*
2 DO 15 GND 7 GND 19 DIRB
3 Dl 16 GND 8 MTRXD* 20 SEL3B*
4 D2 17 GND 9 SEL2B* 21 SELIB*
5 D3 18 GND 10 DRESB* 22 INDEX*
6 D4 19 GND 11 CHNG* 23 +12
7 D5 20 GND 12 +5
8 D6 21 GND
9 D7 22 GND
t::l
10 ACK* 23 + 5
11 BUSY (data) 24
12 POUT (elk) 25 RESET*
~
13 SEL
tr:1
RAMEX 60 PIN EDGE (.156) (Pl) EXPANSION 86 PIN EDGE (.1) (P2)
~
1 gnd A gnd 1 gnd 44 IPL2*
2 D15 B D14 2 gnd 45 Al6
3 +5 C +5 3 gnd 46 BERR*
4 012 D D13 4 gnd 47 Al7
5 gnd E gnd 5 +5 48 VPA*
6 D11 F DI0 6 +5 49 gnd
7 +5 H +5 7 exp 50 E
8 D8 J D9 8 -5 51 VMA*
9 gnd K gnd 9 exp 52 Al8
10 D7 L D6 10 +12 53 RES*
11 +5 M +5 llexp 54 Al9
12 D4 N D5 12 CONFIG 55 HLT*
13 gnd P gnd 13 gnd 56 A20
14 D3 R D2 14 C3* 57 A22
15 +5 S +5 15 CDAC 58 A21
16 DO T Dl 16 Cl* 59 A23
17 gnd U gnd 170VR* 60 BR*
18 DRA4 V DRA3 18 XRDY 61 gnd
19 DRAS W DRA2 19 INT2* 62 BGACK*
20 DRA6 X DRAl 20 PALOPE* 63 PD15
21 DRA7 Y DRAO 21 AS 64 00*
22 gnd Z gnd 22 INT6* 65 PD14
23 RAS* AA. RRW* 23 A6 66 DTACK*
24. gnd BB gnd 24 A4 67 PD13
25, gnd CC gnd 25 gnd 68 PRW*
26 CASUO* DD CASU1* 26 A3 69 PD12
27 qnd EE gnd 27 A2 70 LDS*
28 CASLO* FF CASL1* 28 A7 71 PDll
29 +5 HH +5 29 Al 72 UDS*
30 +5 JJ +S 30 AS 73 gnd
31 FCO 74 AS*
32 A9 75 PDO
33 FCl 76 PDI0
34 AlO 77PDl
35 FC2 78 PD9
36 All 79 PD2
37 gnd 80 PD8
38 Al2 81 PD3
39 Al3 82 PD7
40 IPLO* 83 PD4
41 Al4 84PD6
42 IPL1* 85 gnd
43 Al5 86 PD5
t::t:j
C1l
POWER 7 PIN STRAIGHT (.156) (J14)
1 -5
2 +12
3 gnd
4 gnd
5 +5
6 +5
7 tick
JOY STICKS DB9 male (J11 = right J12 = left)
1 FORWARD' (MOUSE V)
2 BACK* (MOUSE H)
3 LEFT* (MOUSE VQ)
4 RIGHT' (MOUSE HQ)
5 POT X (or button 3 if used )
6 FIRE' (or button 1)
7 +5
8 GND
9 POT Y (or button 2 )
The following port power allocation list is based on many things,
including known peripheral requirements and existing power supply
capabilities. These numbers are maximums for each port when used
independently, but the numbers can be accumulated (except for
joysticks) when a particular system configuration will guarantee
t h 9 ~ it exclusively uses more than one port.
The power pins of both joystick ports are tied together and to
a current limited +5 supply. At present, the current limit is set
at 700 ma peak with a 400 ma foldback at steady state short
circuit conditions. The combined utilization of both ports is
limited to 250 ma to insure a minimum voltage drop at the pins.
PORT +5(ma) +12(ma) -5(ma)
--------------
RF modulator 60
RGB 300 175 50
Serial 100 50 50
External disk 270 160
Parallel 100
Expansion 1000 50 50
Joystick 0 125
Joystick l. 125
""""""" PART 2 - MDRE OUTSIDE WORLD """"""""""
PARALLEL INTERFACE CONNECTOR SPECIFICATION
The 25-pin D-type connector with pins (DB25P=male) at the rear of the
Amiga is nominally used to interface to parallel printers. In this
capacity, data flows from the Amiga to the printer. This interface
may also be used for input or bidirectional data transfers. The
implementation is similar to Centronics, but the pin assignment and
drive characteristics vary significantly from that specification
(see Pin Assignment). Signal names correspond to those used in the
other places in this appendix, when possible.
PARALLEL CONNECTOR PIN ASSIGNMENT (J8)
PIN NAME DIR NOTES
1 DRDY' 0 Output-data-ready signal to parallel device in
output mode, used in conjunction with ACK* (pin 10)
for a two-line asynchronous handshake. 'Functions
as input data accepted from Amiga in input mode
(similar to ACK* in output mode). See timing
2 DO
3 D1
4 D2
5 D3
6 D4
7 D5
8 D6
9 D7
10 ACK'
11 BUSY
12 POUT
13 SEL
14 GND
15 GND
16 GND
17 GND
18 GND
19 GND
20 GND
I/O
I/O
I/O
I/O
I/O
I/O
I/O
I/O
I
I/O
I/O
I/O
diagrams in the following section.
DO-D7 comprise an eight-bit bidirectional bus for
communication with parallel devices,
nominally, a printer.
Output-data-acknowledge from parallel device in
output mode, used in conjunction with DRDY' (pin 1)
for a two-line asynchronous handshake. Functions as
input-data-ready from parallel device in input mode
(similar to DRDY' in output mode) .
See timing diagrams. The 8520 can be programned to
conditionally generate a level 2 interrupt to the
68000 whenever the ACK* input goes active.
This is a general purpose I/O pin shorted to a ..
serial data I/O pin (serial clock on pin 12) .
Note: Nominally used to indicate printer buffer full.
This is a general purpose I/O pin shorted to a
serial clock I/O pin (serial data on pin 11).
Note: Nominally used to indicate printer paper out.
This is a general purpose I/O pin.
Note: nominally a select output from the parallel
device to the Amiga.
21 GND
22 GND
23 +5V
24
100 rna maximum. *** WARNING +SV. ***
25 RESET* 0 Jlmiga system reset
PARALLEL CONNECTOR INTERFACE TIMING, OUTPUT CYCLE
PA<7:0> _________________ --:
PB<7:0>---X X--
1<-- Tl --->1 1
1 1<-------- T2 ------>1
V V, _______________ __
DRDY* -----------1 1
Output data ready 1 < - T3 - > 1
1<--- T4 --->1
___________________ 1 <- T5 --> 1 ______ _
JItCK* 1 1
Output data acknowledge
Microseconds
Min Typ Max
Tl: 4.3 -x- 5.3
;t'2: nsp -x- upc
T3: nsp 1.4 nsp
T4: 0 -x- upc
T5: nsp -x- upc
nsp = not specified
Output data setup to ready delay.
Output data hold time.
Output data ready width.
Ready to acknowledge delay.
Acknowledge width.
upc = under program control
PARALLEL CONNECTOR INTERFACE TIMING, INPUT CYCLE
PA<7:0> _________________ --:
PB<7:0>---X L
1<-- Tl --->1
1 T2 --> 1 <-----> I
___________ V ____ 1 ______ _
JItCK*
1--- 1
Input data ready 1<- T3 ->1 1
1<-- T4 --->1
__________________ 1 <- T5 --> 1 ______ _
DRDY*
Input data acknowledge
Microseconds
Min Typ Max
Tl: 0 -x- upc
T2: nsp -x- upc
T3: nsp -x- upc
T4: upc -x- upc
T5: nsp 1.4 nsp
1 1
Input data setup time.
Input data hold time.
Input data ready width.
Input data ready to data
acknowledge delay.
Input data acknowledge width.
nsp = not specified
upc = under prograJl' control
SERIAL INTERFACE CONNECTOR SPECIFICATION
This 25-pin D-type connector with sockets (DB25S=female) is used to
interface to RS-232-C standard signals. Signal names correspond to
those used in other places in this appendix, when possible.
WARNING: Pins 14, 21 and 23 carry pOwe:'". Do not connect to these
pins inadvertently because they can permanently damage external
equipment. Alsc, pins l5-le, 23-25 carry non-standard signals a,nd
should not be connected. NEVER use a fully wired 25 line cablel
SERIAL INTERFACE CONNECTOR PIN ASSIGNMENT (J6)
PIN NAME
1 FGND
2 TXD
3 RXD
4 RTS
5 CTS
6 OS1\.
7 GND
e CD
S
10
11
12
13
RS-232-C
DI1\ STD NOTES
Y Frame ground -- do not tie to logic ground
o y Transmit data
I y Receive data
o y Request to send
I y Clear to senG
I y Data set ready
y Signal ground -- do not tie to frame ground
I y Carrier detect
n
n
y
n
n
-;>14 -SV
r 15 AUOO
n* 50 rna maximwr u* WARNING -SV *u
o n* Audio output from left (channels 0, 3) port,
intended to send audio to the modem.
16 AUDI
17 EH
...
18 INT2*
1S
20 DTR
~ 2 1 +5V
22
1-+23'1 +l2V
.; 24 I C2*
? I
;
I n* Audio input to right (channels 1, 2) port,
0 n*
I n
n
0
Y
nt
n
n*
0 n*
intended to receive audio from the modem; this
input is mixed with the analog output of the
right (channels 1,2). It is not digitized o ~
used by the collputer in any way.
716 KHz clock that supports 68000 peripheral
transfers, intended for modem interface; this is
the buffered version of the E clock from the 68000.
Asserting this OPEN COLLECTOR signal will generate
a level 2 interrupt to the 68000 if it is enabled.
Data terminal ready.
100 rna maximun: *** WARNING +5V ***
50 rna maximwr. *** WARNING +12V ***
3.58 MHz intended for modems that need a
colorburst clock.
25 RESB* 0 n* Amiga system reset.
n* : See warning above
SERIAL INTERFACE CONNECTOR TIMING
Max.iJnum operating frequency is 19.2 KHz. Refer to EIA standard
RS-232-C for operating and installation specifications.
A rate of 31.25 KHz will be supported through the use of a MIDI adapter.
Modem control signals (CTS, RTS, DTR, DSR, CD) are collpletely under
software control. The modem control lines have no hardware affect
on and are COIIpletely asynchronous to TXD and RXD.
SERIAL INTERFACE CONNECTOR ELECTRICAL CHARACTERISTICS
OUTPUTS MIN TYP MAX
Vo(-) : -2.5 -x- -5.5 V Negative output voltage range
0/0 (+) : 8 -x- 13.2 V Positive output voltage range
10: -x- 10 ma Output current
INPUTS MIN TYP MAX
Vi(+) : 3 -x- 25 V Positive input voltage range
Vi (-) : -25 -x- .5 V Negative input voltage range
Vhys: -x- l -x- V Input hysteresis voltage
Ii: .3 -x- 10 ma Input current
Unconnected inputs are interpreted the same as positive input
voltages.
GAME CONTROLLER INTERFACE CONNECTOR SPECIFICATION
The two 9-pin D-type connectors with pins (male) at the right of the
Amiga nearer the front are used to interface to four types of devices:
1. Mouse or trackball, 3 buttons max.
2. Digital joystick, 2 buttons max.
3. Proportional (pot or proportional joystick), 2 buttons max.
4. Light pen, including pen-pressed-to-screen button.
The connector pin assignments are discussed in sections organized
by similar hardware and/or software operating requirements as shown
in the previous list. Signal names follow those used elsewhere
in this appendix, when possible.
Jll is the right controller port connector (JOY1DAT, POT1DAT).
J12 is the left controller port connector (JOYODAT, POTODAT).
NOTE: While most of the hardware discussed below is directly
accessible, hardware should be accessed through ROM kernel software.
This will keep future hardware changes transparent to the user.
GAME CONTROLLER INTERFACE TO MOUSEjTRACKBALL QUADRATURE INPUTS
A mouse or trackball is a device that translates planar motion into
pulse trains. Quadrature techniques are E!IIJlloyed to preserve the
direction as well as magnitude of displacement. The registers JOYODA!
and JOY1DAT become counter registers, with y displacement in the hig}".
byte and x in the low byte. Movement causes the following action:
Up.
Down:
Right:
Left.
y decrements
y increments
x increments
x decrements
To determine displacement, JOYxDAT is read twice with corresponding x
and y values subtracted (careful, modulo 128 arithmetic). Note that
if either count changes by more than 127, both distance and direction
become ambiguous. There is a relationship between the sallpling
interval and the max.iJnum speed (that is, change in distance) that
can be resolved as follows:
Velocity < Distance(max) / SallpleTime
Velocity < SQRT(DeltaX**2 + DeltaY**2) / SampleTima
For an Amiga with a 200 count-per-inch mouse sallpling during eacl:
vertical blanking interval, the max.iJnum velocity in either the X or Y
direction becomes:
Velocity < (128 Counts * 1 inch/200 Counts) / .017 sec = 38 in/sec
which should be sufficient for most users.
NOTE: The Amiga software is designed to do mouse update cycles during
vertical blanking. The horizontal and vertical counters are always
valid and may be read at any time.
CONNECTOR PIN USAGE FOR MOUSEjTRACKBALL QUADRATURE INPUTS
PIN MNEMONIC DESCRIPTION HARDWARE REGISTERjNOTES
1 V Vertical pulses JOY[O/l]DAT<15:8>
2 H Horizontal pulses JOY[O/l]DAT(7:0>
3 VQ
Vertical quadrature pulses JOY[O/1]DAT<15:8>
4 HQ Horizontal quadrature pulses JOY [0/1] DAT<7:0>
5 UBUT* Unused mouse button See Proportional Inputs.
6 LBUT* Left mouse button See Fire Button.
7 +5V 125ma max, 200ma surge Total both ports.
8 Ground
9 RBUT* Right mouse button See Proportional Inputs..
00
GAME PORT INTERFACE TO DIGITAL JOYSTICKS
A joystick is a device with four normally opened switches arranged 90
degrees apart. The JOY[O/l]DAT registers become encoded switch input
ports as follows:
Forward:
Left:
Back:
Right:
bit#9 xor bit#8
bit#9
bit#l xor bit#O
bit#l
Data is encoded to facilitate the mouse/trackball operating mode.
NOTE: The right and left direction inputs are also designed to be
right and left buttons, respectively, for use with proportional
inputs. In this case, the forward and back inputs are not used,
while right and left become button inputs rather than joystick inputs.
The JOY[O/l]DAT registers are always valid and may be read at any time.
CONNECTOR PIN USAGE FOR DIGITAL JOYSTICK INPUTS
PIN MNEMONIC DESCRIPTION
1 FORWARD' Forward joystick switch
2 BACK' Back joystick switch
3 LEFT' Left joystick switch
4 RIGHT' Right joystick switch
5 Unused
6 FIRE' Left mouse button
7 +5V 12Sma max, 200ma surge
8 Ground
9 Unused
GAME PORT INTERFACE TO FIRE BUTTONS
HARDWARE REGISTERjNOTES
JOY[0/1]DAT<9 xor 8>
JOY[O/l]DAT(l xor 0>
JOY [0/1] DAT<9>
JOY [0/1] DAT<l>
See Fire Button ..
Total both ports.
The fire buttons are normally opened switches routed to the 8520
adapter PBAO as follows:
PRAO bit 7 = Fire' left controller port
PBAO bit 6 = Fire' right controller port
Before reading this register, the corresponding bits of the data
direction register must be cleared to define input mode:
DDBAO<7:6> cleared as appropriate
NOTE: Do not disturb the settings of other bits in DDBAO (Use of ROM
kernel calls is recommended).
Fire buttons are always valid and may be read at any time.
CONNECTOR PIN USAGE FOR FIRE BUTl'ON INPUTS
PIN MNEMONIC DESCRIPTION
1 -x-
2 -x-
3 -x-
4 -x-
5 -x-
6 FIRE' Left mouse button/fire button
7 -x-
8 -x-
9 -x-
GAME PORT INTERFACE TO PROPORTIONAL CONTROLLERS
Resistive element linear taper proportional
controllers are supported up to 528k Ohms max (470k +/- 10%
recommended). The JOY[O/l]DAT registers contain digital
translation values for y in the high byte and x in the low byte.
A higher count value indicates a higher external resistance.
The Amiga performs an integrating analog-to-digital conversion
as follows:
1. POT[O/l]DAT registers are reset and the analog input capacitors
are discharged for the first 7 (261 lines) or 8 (262 lines)
horizontal lines.
2. Once per horizontal line, each analog input is conpared to an
internal reference.
3. Any counter whose analog input exceeds the reference stops
incrementing. The counter is stopped for the duration of the
vertical frame.
4. Any counter whose analog input is less than the reference
continues to increment.
NOTE: The POTY and POTX inputs are designated as "right mouse button"
and "unused mouse button" respectively. An opened switch
corresponds to high resistance, a closed switch to a low
resistance. The buttons are also available in POTGO and
POTINP registers. It is recommended that ROM kernel calls
be used for future hardware conpatibility.
The POT[O/l]DAT registers are typically read during video blanking,
but MAY be available prior to that.
CONNECTOR PIN USAGE FOR PROPORTIONAL INPUTS
PIN
1
2
3
4
5
6
7
8
9
MNEMONIC
Unused
Unused
LBUT*
RBUT*
POTX
Unused
+5V
Ground
POT.(
DESCRIPTION
Left button
Right button
X analog in
125ma max, 200 ma surge
Y analog in
HARDWARE REGISTER/NOTES
See Digital Joystick
See Digital Joystick
POT[0/l]DAT<7:0>, POTOO, POTINP
POT[O,l]DAT<15:8>, POTOO, POTINP
CAME PORT INTERFACE TO LIGHT PEN
A light pen is an optoelectronic device Whose light-sensitive portion
is placed in proximity to a CRT. As the electron beam sweeps past the
light pen, a trigger pulse is generated Which can be enabled to latch the
horizontal and vertical beam positions. There is no hardware bit to
indicate this trigger, but this can be determined in the two ways
as shown in chapter 8, "Interface Hardware."
Light pen position is usually read during blanking, but MAY be available
prior to that.
CONNECTOR PIN USAGE FOR LIGHT PEN INPUTS
PIN MNEMONIC DESCRIPTION HARDWARE REGISTER/NOTES
1 Unused
2 Unused
3 Unused
4 Unused
5 LPENPR* Light pen pressed See Proportional Inputs
6 LPENTG* Light pen trigger VPOSR, VHPOSR
7 +5V 125ma max, 200 ma surge Both ports
8 Ground
9 Unused
EXTERNAL DISK INTERFACE CONNECTOR SPECIFICA.TION
The 23-pin D-type connector with sockets (OB23S) at the rear of the
Amiga is nominally used to interface to MFM devices.
EXTERNAL DISK CONNECTOR PIN ASSIGNMENT (J7)
PIN NAME DIR
1 ROY* I/O
2 DKRD* I
3 GND
4 GND
5 GND
6 GND
7 GND
8 MTRXD* OC
9 SEL2B* OC
10 DRESS* OC
11 CHNG* I/O
12 +SV
13 SIDEB* 0
14 WPRO* I/O
15 TKO * I/O
16 DKWEB* OC
17 DKWDB* OC
18 STEPB* OC
19 DIRB OC
20 SEL3B* OC
21 SELIS* OC
22 INDEX* I/O
23 +12V
NOTES
If motor on, indicates disk installed and up to
speed. If motor not on, identification mode. See
below.
MFM input data to Amiga.
Motor on data, clocked into drive's motor-on
flip-flop by the active transition of SELxB*.
Guaranteed setup time is 1.4 usec.
Guaranteed hold time is 1.4 usec.
Select drive 2
Amiga system reset. Drives should reset their
motor-on flip-flops and set their write-protect
flip-flops.
Note: Nominally used as an open collector input.
Drive's change flop is set at power up or when no
disk is not installed. Flop is reset when drive is
selected and the head stepped, but only if a disk
is installed.
270 ma maximum; 410 ma surge
When below 3.7SV, drives are required to reset
their motor-on flops, and set their write-protect
flops.
Side 1 if active, side 0 if inactive
Asserted by selected, write-protected disk.
Asserted by selected drive when read/write head
is positioned over track O.
Write gate (enable) to drive.
MFM output data from Amiga.
Selected drive steps one cylinder in the direction
indicated by DIRB.
Direction to step the head. Inactive to step
towards center of disk (higher-nwnbered tracks)
Select drive 3.
Select drive 1.
Index is a pulse generated once per disk revolution,
between the end and beginning of cylinders. The
8520 can be programmed to conditionally generate a
level 6 interrupt to the 68000 whenever the INDEX*
input goes active.
160 ma maximum; 540 ma surge.
EXTERNAL DISK CONNECTOR IDENTIFICATION KIDB
An identification mode is provided for reading a 32-bit serial
identification data stream from an external device. To initialize
this mode, the motor ImlSt be turned on, then off. See pin 8,
MTRXD* for a discussion of how to turn the motor on and off. The
transition from motor on to motor off reinitia1izes the serial
shift register.
After initialization, the SELxB* signal should be left in the
inactive state.
Now enter a loop where SELxB* is driven active, read serial input
data on ROY* (pin 1), and drive SELxB* inactive. Repeat this loop
a total of 32 times to read in 32 bits of data. The most significant
bit is received first.
EXTERNAL DISK CONNECTOR DEFINED IDENTIFlCA.TIONS
$0000 0000 - no drive present.
$FFFF FFFF - Amiga standard 3.25 diskette.
$5555 5555 - 48 !PI double-density, double-sided.
As with other peripheral IO's, users should contact Commodore-Amiga
for 10 assignment.
The serial input data is active low and must therefore be inverted
to be consistent with the above table.
EXTERNAL DISK CONNECTOR LIMITATIONS
1. The total cable length, including daisy chaining, must not exceed
1 meter. .
2. A maximum of 3 external devices may reside on this interface.
3. Bach device must provide a 1000-Ohm pull-up resistor on those
outputs driven by an open-colleCtor device on the Amiga
(pins 8-10, 16-21).
PART 3 - INTERNAL C O N N E ~ **.***
DISK INTERNAL . 34 PIN RIBBON (J10)
1 GND 18 DIRB
2 CHNG* 19 GND
3 GND 2e STEPB*
4 MTROD* (led) 21 GND
5 GND 22 DKWDB*
6 N.C. 23 GND
7 GND 24 DKWEB*
8 INDEX* 25 GND
9 GND 26 TKO*
10 SELOB* 27 GND
11 GND 28 WPRO*
12 N.C. 29 GND
13 GND 30 DKRD*
14 N.C. 31 GNr
15 GND 32 SIDEB
16 MTROD* 33 GND
17 GND 34 ROY*
DISK INTERNAL POWER 4 PIN STRAIGHT (J13)
1 +12
2 GND
3 GND
4 +5
* PART 4 - PORT SIGNAL ASSIGNMENTS FOR 8S20 .***********
Address BFFROl data bits 7-0 (Al2*) (int2)
PA7 game port 1, pin 6 (fire button*)
PAG .. game port 0, pin 6 (fire button)
PAS . RDY* disk ready*
PA4 . TKO. disk track 00*
PA3 WPRO* write protect
PA2 . CHNG* disk change
PAl .. LEO. led light (O=bright)
PAO CNL memory overlay bit
SP KDAT
CNT KCLK
PB7 . P7
PBG . P6
PBS .. PS
PM . P4
PB3 .. P3
PB2 . P2
PBl. .Pl
PBO . PO
PC drdy*
F ack
keyboard data
data 7
data 6
data S
data 4
data 3
data 2
data 1
data 0
Centronics parallel interface
data
Centronics control
Address BFDRFE data bits lS-8 (Al3.) (int6)
PA7 com line om., driven output
PA6 com line RTS., driven output
PAS . cam line carrier detect
PA4 com line CTS
PA3 com line OSR.
PA2 .. SEL Centronics control
PAl . POUT paper out ---+
PAD BUSY busy ---+ I
I I
SP BUSY cO!llllOdore -+ I
CNT . POUT cO!IIIlOdore ---+
PB7 . MTR.
PBG .. SEL3.
PBS .. SEL2.
PM . SEL1.
PB3 .. SELO.
PB2 . SIDE
PBl. .DIR
PBO STEP*
t:I:j PC not used
motor
select external 3rd drive
select external 2nd drive
select external 1st drive
select internal drive
side select
direction
step
F . INDEX. disk index
PORTO
6
w
a:
U- 7
/'
6
..-
w w
a: a:
U-
PORT 1
FI RE1\
DON'T TRASH THESE BITS
o
TYPICAL
o 0 o I 1
0
PRAO
BFEOFF
Data Direction
DDRAO
BFE2FF
R/W Red
IN IN OUT
Reading FIRE BUTTONS
.. To front of machine
PORT 0 = Left
>
w
Cf)
:J
0
~
6
0
a:
~
a:
0
U-
MOUSE 0
Y Counter
Vertical
MOUSE Counters
E - 12
6
I
w
Cf)
:J
0
~
6
~
U
ell
2 3 4
7 8
3
3
I
> w
w
Cf)
Cf) :J
:J 0
0 ~
~
6
6
I-
l- I
U-
w
(!)
-l a:
5
9
MOUSEO
X Counter
Horizontal
PORT 1
1 2 3 4 5
6789
JOY1DAT
DFOOC
is wired similarly
for PORT 1
JOYODAT
DFFOOA
Read Only
VPOSR Read Only
DFFOO4
I
VHPOSR Read Only
DFFOO6
I
I
BPLCONO Write Only
DFF104
15 3 0
1-1 ------ Light Pen Enable
I
POTINP Read Only
......... _L..! -LI -LI DFF016 (Bit 8)
151 PEN = POTOX
PORTO
Light Pen
LIGHT PEN
+-- latches V & H positions
E - 13
E - 14
PORT 1 Connector
O
Pin 5
o 0 0 0
o 0 0 Pin 9
47nf
T
V
POT COUNTER
POT1X POT1DAT
POT1Y
COUNTER
COUNTER DFF014
'--__ Read Only
>-
a::
I-
:::>
o
>-
a::
o
BIT 15
14
POTGO
DFF034
Write Only
XX>->-XX I-
a::a::...J...J...J...J a::
1-1-1-1-1-1- ......
:::><{:::><{:::><{ .....
0000 0
BITO
o
POTINP
DFF016
Read Only
E - 15
PORTO
\
5 J
9
/
- I
PORT 1
\
}
--,
- I
POT COUNTERS
E -16
POTOX
POTOY
+
PO TOY
COUNTER
POT1X
POT1Y
~
POT1Y
COUNTER
LATCH
POTOX
COUNTER
POT1X
COUNTER
LATCH
POTODAT
DFF012
POTlDAT
DFF014
I I
POTGO
'--________ L.I DFF034
I
:OTINP
'----------...... DFF016
Appendix F
Peripheral Interface Adapters
This appendix contains information about the 8520 peripheral interface adapters.
F - 1
QUICK REE'ERENCE BRIEF ADDRESS MAP FOR 8520S
The systEm hardware selects the 8520s (also called CIAs) when the
upper three address bits are 101. Furthermore, ClM is selected
when Al2 is low, Al3 high; CIAB is selected when Al2 is high, Al3 low.
You can use either byte or word addresses to access the 8520s.
For byte access (seems to be the usual case), AO must be 0 for ClM,
1 for CIAB. For word access, CIAB COIIIIIUl1icates on data bits 15-8;
ClM conmmicates on data bits 7-0. (AO is always 0 for word access,
natura11y.)
Address bits All, AlO, A9, and AS are used to specify which of the 16
internal registers you want to access. This is indicated by "r" in
the address. A11 other bits are don't cares. So, ClM is selected
by the fo11owing binary address: 10lx xxxx xxOl rrrr xxxx xxxO.
CIAB address: 10lx xxxx xxlO rrrr xxxx xxx!
With future expansion in mind, we have decided on the following
addresses: ClM = BFErOl; CIAB = BFDrOO.
CIAB Address Map
Byte Register
Address Name 7 6
Data bits
543 2 1 o
BFDOOO
BFDIOO
BFD200
BFD300
BFD400
BFD500
BFD600
BFD700
BFD800
BFD900
BFDA.OO
BFDBOO
BFDCOO
BFOOOO
BFDEOO
BFDE'OO
/fYJ:R /RTS /CD /crs /DSR SEL POUT BUSY
/MTR /SEL3 /SEL2 /SELl /SELO /SlDE DlR /STEP
ddr for port A (BFDOOO); 1 = output (set to OXCO)
ddr for port B (BFDIOO); 1 = output (set to OxFF)
CIAB timer A low byte
CIAB timer A high byte
ClAB timer B low byte
CIAB timer B high byte
Horizontal sync event counter bits 7-0
Horizontal sync event counter bits 15-8
Horizontal sync event counter bits 23-16
not used
ClAB serial data register
CIAB interrupt control register
CIAB Control register A
CIAB Control register B
Note: CIAB can generate INT6.
CIAA Address Map
Byte Register
Address Name 7 6
Data bits
4 3 o 2 1 5
BFEOOl
BFEIOl
BFE201
BFE301
BFE401
BFE50l
BFE60l
BFE701
BFEBOl
BFE901
BFEAOl
BFEBOl
BFECOl
BFEDOl
BFEEOl
BFEFOl
/FIRl /FIRO /BDY /TKO jWPRO /CHNG IUD OVL
Para11e1 port
ddr for port A (BFEOOl); l=output (set to OX03)
ddr for port B (BFElOl) ;l=output (can be in or out)
ClM timer A low byte
ClM timer A high byte
ClM timer B low byte
ClM timer B high byte
60 Hz event counter bits 7-0
60 Hz event counter bits 15-8
60 Hz event counter bits 23-16
not used
ClM serial data register (keyboard)
ClM interrupt control register
ClM control register A
ClM control register B
Note: ClM can generate INT2.
............................................................. , .....
INTERFACE SIGNALS
Clock input
The 02 clock is a TTL COIIpatib1e input used for internal device
operation and as a timing reference for COIIIIIUl1icating with the
systEm data bus.
CS - chip-select input
The CS input controls the activity of the 8520. A low level on CS.
while 02 is high causes the device to respond to signals on the R/W
and address (RS) lines. A high on CS prevents these lines from
contro11ing the 8520. The CS line is norma11y activated (lOW) at
02 by the appropriate address combination.
R/W - read/write input
The R/W signal is norma11y supplied by the microprocessor and
controls the direction of data transfers of the 8520. A high on
R/W indicates a read (data transfer out of the 8520), while a
low indicates a write (data transfer into the 8520)
RS3-RSO - address inputs
The address inputs select the internal registers as described by
the register map.
DB7-DBO - data bus inputs/outputs
The eight data bus output pins transfer information between the 8520
and the system data bus. These pins are high inpedance inputs unless
CS is low and R/W and 02 are high, to read the device. During this
read, the data bus output buffers are enabled, driving the data from
the selected register onto the system data bus.
IRQ - interrupt request output
IRQ is an open drain output normally connected to the prcx.essor
interrupt input. An external pull-up resistor holds the signal
high, allowing multiple IRQ outputs to be connected together. The
IRQ output is normally off (high inpedance) and is activated low
as indicated in the functional description.
RES - reset input
A low on the RES pin resets all internal registers. The port pins
are set as inputs and port registers to zero (although a read of
the ports will return all highs because of passive pull-ups)
The timer control registers are set to zero and the timer latches
to all ones. All other registers are reset to zero.
REGISTER MAP
Each 8520 has 16 registers that you may read or write. Here is the
list of registers and the access address of each within the memory
space dedicated to the 8520:
Register
RS3 RS2 RSl RSO :# (hex) NAME MEANING
0
0
0
0
0
0
0
0
1
1
1
1
1
1
1
1
0 0 0 0 PRA Peripheral data register A
0 It 1 1 PRB Peripheral data register B
0 1 0 2 DORA Data direction register A
0 1 1 3 DDRB Direction register B
1 0 0 4 TALC> Timer A low register
1 0 1 5 TAHI Timer A high register
1 1 0 6 TBLO Timer B low register
1 1 1 7 TBHI Timer B high register
0 0 0 8 Event LSB
0 0 1 9 Event 8-15
0 1 0 A Event MSB
0 1 1 \ ~ , No connect
1 0 0 C SDR Serial data register
1 0 1 D, ICR Interrupt control register
1 1 0 E ' , CRA Control register A
1 1 1 F ' CRB Control register B
SOFTWARE NOTE:
The operating system kernel has already allocated the
use of all four of the timers TA and TB in the 8520s.
If you are running under control of the system exec,
be aware of the follOWing allocation of system resources:
8520A, timer A -- CoDmodore serial COIIIIIUDications
(if no serial COIIIIIUDications is
happening, timer becomes available).
8520A, timer B -- Video beam follower
(used when synchronizing the bl1tter
device to the video beam, see the
description of QBSBl1t () in the system
software manual). If no beam-sync'ed
bl1ts are in process, this timer
will be available.
8520B, timer A -- Keyboard (used continuously, whenever
system Exec is in control)
8520B, timer B -- Virtual timer device (used
continuously whenever system Exec is
in control; used for task switching
and interrupts)
REGISTER NAMES
The names of the registers within the 8520s are as follows. The
address at which each is to be accessed is given in this l1st.
"'%j
~
Address for:
-----------------
8520-A 8520-B I NAME I EXPLANATION
-------------------------------------------------
(write)/(read mode)
BFEOOl BFOOOO PRA Peripheral data register A
BFEIOl BFOIOO PRB Peripheral data register B
BFE201 BF0200 OORB Data direction register "A"
BFE301 BF0300 DORA Data direction register "B"
BFE401 BFD400 TALC TIMER A low register
BFESOl BFOSOO TAHI TIMER A high register
BFE601 BFD600 TBLO TIMER B low register
BFE?Ol BFO?OO TBHI TIMER B high register
BFE801 BFD800 Event LSB
BFE901 BFD900 Event 8 - 15
BFEAOl BFDAOO Event MSB
BFEBOl BFOBOO No connect
BFECOl BFDCOO SOR Serial data register
BFEOOl BFDOOO ICR Interrupt control register
BFEEOl BFOEOO CRA Control register A
BFEFOl BFDFOO CRB Control register B
REGISTER FUNCTIONAL DESCRIPTION:
I/O PORTS (PRA, PRB, DORA, DDRB)
Ports A and B each consist of an a-bit peripheral data register (PR)
and an a-bit data direction register (OOR). If a bit in the OOR is
set to a 1, the corresponding bit position in the PR becomes an
output. I f a OOR bit is set to a 0, the corresponding PR bit is
defined as an input.
When you READ a PR register, you read the actual current state of
the I/O pins (PAO-PA?, PBO-PB?, regardless of whether you have set
them to be inputs or outputs.
Ports A and B have passive pull-up devices as well as active
pull-ups, providing both CMOS and TTL corrpatibility. Both ports
have two TTL load drive capability.
In addition to their normal I/O operations, ports PB6 and PB? also
provide timer output functions.
HANDSHAKING
Handshaking occurs on data transfers using the PC output pin
and the FLAG input pin. PC will go low on the third c:yc:le
after a port B access. This signal can be used to indicate
"data ready" at port B or "data accepted" from port B.
Handshaking on 16-bit data transfers (using both ports A and B)
is possible by always reading or writing port A first. FLAG
is a negative edge-sensitive input that can be used for
receiving the PC output from another 8520 or as a general-
purpose interrupt input. Any negative transition on FLAG
will set the FLAG interrupt bit.
REG NAME D7 D6 05 D4 D3 D2 Dl DO
o
1
2
3
PRA
PRB
DORA
DORB
PA? PA6 PAS PM PA3 PA2 PAl PAD
PB? PB6 PBS PB4 PB3 PB2 PBl PBO
DPA? DPA6 OPAS OPM OPA3 OPA2 DPAl OPAO
DPB? OPB6 OPBS DPB4 DPB3 OPB2 OPBl OPBO
INTERVAL TIMERS (TIMER A, TIMER B)
Each interval timer consists of a l6-bit read-only timer
counter and a l6-bit write-only timer latch. Data written
to the timer is latched into the timer latch, while data
read from the timer is the present contents of the timer
counter.
The latch is also called a prescalar in that it represents
the countdown value which must be counted before the timer
reaches an underflow (no more counts) condition. This latch
(prescalar) value is a divider of the input clocking frequency.
The timers can be used independently or llnked for extended
operations. Various timer operating modes allow generation
of long time delays, variable width pulses, pulse trains, and
variable frequency waveforms. Utilizing the CNT input, the
timers can count external pulses or measure frequency, pulse
Width, and delay times of external signals.
Each timer has an associated control register, providing
independent control over each of the following functions:
START/STOP
A control bit allows the timer to be started or stopped
by the microprocessor at any time.
PB on/off
A control bit allows the timer output to appear on a port B
output line (pB6 for timer A and PB? for timer B). This
function overrides the DORB control bit and forces the
appropriate PB line to become an output.
Toggle/pulse
A control bit selects the output applied to port B while
the PB on/off bit is ON. On every timer underflow, the
output can either toggle or generate a single positive
pulse of one cycle duration. The toggle output is set
high whenever the timer is started, and set low by RES.
One-shot/continuous
A control bit selects either timer mode. In one-shot mode,
the timer will count down from the latched value to zero,
generate an interrupt, reload the latched value, then stop.
In continuous mode, the timer will count down from the
latched value to zero, generate an interrupt, reload the
latched value, and repeat the procedure continuously.
In one-shot mode, a write to timer-high (register 5 for
timer A, register 7 for Timer B) will transfer the timer
latch to the counter and initiate counting regardless of
the start bit.
Force load
INPUT K>DES
A strobe bit allows the timer latch to be loaded into the
timer counter at any time, whether the timer is running or
not.
Control bits allow selection of the clock used to decrement the
timer. Timer A can count 02 clock pulses or external pulses
applied to the CNT pin. Timer B can count 02 pulses, external
CNT pulses, timer A underflow pulses, or timer A underflow pulses
while the CNT pin is held high.
The timer latch is loaded into the timer on any timer underflow, on
a force load, or following a write to the high byte of the pre-
scalar while the timer is stopped. If the timer is running, a write
to the high byte will load the timer latch but not the counter.
BIT NAMES on READ-register
REG NAME 07 D6 05 D4 03 02 01 DO
4
5
6
7
TALO
TAHI
TBLO
TBHI
TAL 7 TAL6 TALS TAL4 TAL3 TAL2 TALI TALO
TAH7 TAR6 TAH5 TAR4 TAR3 TAR2 TAHl TARO
TBL 7 TBL6 TBLS TBL4 TBL3 TBL2 TBLI TBLO
TBH7 TBH6 TBH5 TBH4 TBH3 TBH2 TBHl TBHO
BIT NAMES on WRITE-register
REG NAME 07 D6 05 D4 03 02 01 DO
4
5
6
7
TALC
TAHI
TBLO
TBHI
PAL 7 PAL6 PALS PAL4 PAL3 PAL2 PALl PALO
PAIr7 PAR6 PARS PAR4 PAR3 PAH2 PAR1 PARO
PBL 7 PBL6 PBLS PBL4 PBL3 PBL2 PBL1 PBLO
PBH7 PBH6 PBHS PBH4 PBH3 PBH2 PBHl PBHO
TIME OF DAY CLOCK
TOO consists of a 24-bit binary counter. Positive edge transitions
on this pin cause the binary counter to increment. The TOO pin has a
passive pull-up on it.
A programmable alarm is provided for generating an interrupt at a
desired time. The alarm registers are located at the same addresses
as the corresponding TOO registers. Access to the alarm is governed
by a control register bit. The alarm is write-only; any read of a
TOO address will read time regardless of the state of the ALARM
access bit.
A specific sequence of events nrust be followed for proper setting and
reading of TOO. TOO is automatically stopped whenever a write to the
register occurs. The clock will not start again until after a
write to the LSB event register. This assures that TOO will always
start at the desired time.
Since a carry from one stage to the next can occur at any time
with respect to a read operation, a latching function is included
to keep all TOO information constant during a read sequence.
All TOO registers latch on a read of MEB event and remain latched
until after a read of LSB event. The TOO clock continues to count
when the output registers are latched. If only one register is to
be read, there is no carry problem and the register can be read
"on the fly" provided that any read of MEB event is followed by a
read of LSB Event to disable the latching.
BIT NAMES for WRITE TIME/ALARM or READ TIME
REG NAME
8 LSB Event E7 E6 ES E4 E3 E2
9 Event 8-15 E1S E14 El3 E12 Ell E10
A MEB Event E23 E22 E21 E20 E19 E18
WRITE
CRB7 = 0
CRB7 = 1 ALARM
SERIAL PORT (SDR)
E1 EO
E9 E8
E17 E1G
The serial port is a buffered, 8-bit synchronous shift register.
A control bit selects input or output mode.
INPUT K>OE
In input mode, data on the SP pin is shifted into the shift
register on the rising edge of the signal applied to the CNT pin.
After eight CNT pulses, the data in the shift register is dUllped
into the serial data register and an interrupt is generated.
OUTPUT K>DE
In the output mode, Timer A is used as the baud rate generator.
Data is shifted out on the SP pin at 1/2 the underflow rate of
T ~ . m e r A. The maxilrrum baud rate possible is 02 divided by 4, but
the maxinrum usable baud rate will be detennined by line loading and
the speed at which the receiver responds to input data.
To begin transmission, you must first set up Timer A in continuous
mode, and start the timer. Transmission will start following a
write to the serial data register. The clock signal derived from
Timer A appears as an output on the CNT pin. The data in the serial
data register will be loaded into the shift register, then shifted
out to the SP pin when a CNT pulse occurs. Data shifted out
becomes valid on the next falling edge of CNT and remains valid
until the next falling edge.
After eight CNT pulses, an interrupt is generated to indicate that
more data can be sent. If the serial data register was reloaded
with new information prior to this interrupt, the new data will
automatically be loaded into the shift register and transmission
will continue.
If no further data is to be transmitted after the eighth CNT pulse,
CNT will return high and SP will remain at the level of the last
data bit transmitted.
SDR data is shifted out MSB first. Serial input data should appear
in this same format.
BIDIRECTIONAL FEA'l'URE
'!be bidirectional capability of the serial port and CNT clock allows
many 8520s to be connected to a conmon serial colllllUnications bus on
which one 8520 acts as a master, sourcing data and shift clock,
while all other 8520 chips act as slaves. Both CNT and SP outputs
are open drain to allow such a conmon bus. Protocol for
master/slave selection can be transmitted over the serial bus or
via dedicated handshake lines.
REG NAME D7 D6 D5 D4 D3 D2 D1 DO
c SDR 57 S6 S5 54 S3 S2 S1 SO
INTERRUPT CONTROL REGISTER (ICR)
'lbere are five sources of interrupts on the 8520:
-Underflow from Timer A (timer counts down past 0)
-Underflow from Timer B
-TOD alarm
-Serial port full/enpty
-Flag
A single register provides masking and interrupt information. '!be
interrupt control register consists of a write-only MASK register
and a read-only DATA register. Any interrupt will set the
corresponding bit in the DATA register. Any interrupt that is
enabled by a 1-bit in that position in the MASK will set theIR bit
(MSB) of the DATA register and bring the IRQ pin low. In a
multichip system, the IR bit can be polled to detect which chip has
generated an interrupt request.
When you read the DATA register, its contents are cleared (set to 0),
and the IRQ line returns to a high state. Since it is cleared on a
read, you must assure that your interrupt polling or interrupt service
code can preserve and respond to all bits which may have been set in
the DATA register at the time it was read. With proper preservation
and response, it is easily possible to intermix polled and direct
interrupt service methods.
You can set or clear one or more bits of the MASK register without
affecting the current state of any of the other bits in the register.
This is done by setting the appropriate state of the MSBit, which is
called the set/clear bit. In bits 6-0, you yourself form a mask
that specifies which of the bits you wish to affect. Then, using
bit 7, you specify HOW the bits in corresponding positions in the
mask are to be affected.
o If bit 7 is a 1, then any bit 6-0 in your own mask word
which is set to a 1 sets the corresponding bit in the
MASK register. Any bit that you have set to a 0 causes
the MASK register bit to remain in its current state.
o If bit 7 is a 0, then any bit 6-0 in your own mask word
which is set to a 1 clears the corresponding bit in the MASK
register. Again, any 0 bit in your own mask word causes no
change in the contents of the corresponding MASK register bit.
I f an interrupt is to occur based on a particular condition,
then that corresponding MASK bit must be a 1.
Exanple: Suppose you want to set the Timer A interrupt bit
(enable the Timer A interrupt), but want to be
sure that all other interrupts are cleared. Here
is the sequence you can use:
movi.b 01111110B,AO
mov.b AO,ICR ;MSB is 0, means clear
;any bit whose value is
; 1 in the rest of the byte
movi.b 10000001B,AO
mov.b AO,ICR ;MSB is 1, means set
;any bit whose value is
; 1 in the rest of the byte
; (do not change any values
; wherein the written value
; bit is a zero)
Read interrupt control register:
REG NAME rn D6 OS D4 03 02 01 DO
o ICR IR o o FLG SP ALRM TB TA
Write interrupt control MASK:
REG NAME rn D6 OS D4 03 02 01 DO
o ICR SIC x x FLG SP ALRM TB TA
CONTROL REGISTERS
'!here are two control registers in the 8520, CRA and CRB. CRA is
associated with Timer A and CRB is associated with Timer B. The
format of the registers is as follows:
CONTROL REGISTER B:
BIT NAME
o
1
2
3
4
START
PIlON
OU'OOOE
RUNMODE
LOAD
FUNCTION
1 = start Timer B, 0 = stop Timer B.
This bit is automatically reset (= 0) when
underflow occurs during one-shot mode.
1 = Timer B output on PB7, 0 = PB7 is normal
operation.
1 = toggle, 0 = pulse.
1 = one-shot mode, 0 = continuous mode.
1 = force load (this is a strobe input, there is no
data storage; bit 4 will always read back a
zero and writing a 0 has no effect.)
6,5 INK>OE Bits CRB6 and CRBS select one of four possible
input modes for Timer B, as follows:
CRB6 CRBS Mode Selected
CONTROL REGISTER A: ---------------------------------------
BIT NAME FUNCTION
o START 1 = start Timer A, 0 = stop Timer A.
This bit is automatically reset (= 0) when
underflow occurs during one-shot mode.
1
2
PBON 1 = Timer A output on PB6, 0 = PB6 is normal operation.
OU'OOOE 1 = toggle, 0 = pulse.
3 RUNMJOE 1 = one-shot mode, 0 = continuous mode.
4 LOAD 1 = force load (this is a strobe input, there is no
data storage; bit 4 will always read back a zero
and writing a 0 has no effect.)
5 INMODE 1 = Timer A counts positive CNT transitions,
o = Timer A counts 02 pulses.
6 SPK>DB 1 = Serial port=output (CNT is the source of the shift
clock)
o = Serial port=input (external shift clock is
required)
BIT MAP OF REGISTER CRA:
REG# NAME TOO IN SPK>DB INM:>DB LOAD RUNMJOB OU'D>DE PBON START
E CRA 0=60Hz O=input 0=02 l=force O=cont. O=pulse 0=PB6OFF O=stop
1=50Hz l=output 1=CNT load l=one- l=toggle l=PB60N l=start
(strobe) shot
1<-------- Timer A Variables ----------------->1
All unused register bits are unaffected by a write and forced to 0 on a read.
7 ALARM
o
o
1
1
o
1
o
1
Timer B counts 02 pulses
Timer B counts positive CNT transitions
Timer B counts Timer A underflow pulses
Timer B counts Timer A underflow pulses
while CNT pin is held high.
1 = writing to TOO registers sets Alann
o = writing to TOO registers sets TOO clock.
Reading TOO registers always reads TOO clock,
regardless of the state of the Alann bit.
BIT MAP OF REGISTER CRB:
REG
:# NAME ALARM INK>DE LOAD RUNMODE OU'OOOE PIlON START
F CRB 0='1'00 00=02 l=force O=cont. O=pulse O=PB7OFF O=stop
l=Alann 01=CNT load l=one- l=toggle 1=PB7ON l=start
10=Timer A (strobe) shot
l1=CNT+
Timer A
I<----------------Timer B Variables--------------->I
All unused register bits are unaffected by a write and forced to 0 on
a read.
PORT SIGNAL ASSIGNMENTS
This part specifies how various signals relate to the available ports
of the 8520. This information enables the progralllllel" to relate the
port addresses to the outside-world items (or internal control signals)
which are to be affected. This part is primarily for the use of the
00
systems programner and should generally not be used by applications
programners. Systems software nonnally is configured to handle the
setting of particular Signals, no matter how the physical connections
may change. In other words, if you have a version of the system
software that matches the rev. level of the machine (nonnally a true
condition), when you ask that a particular bit be set, you don't care
which port that bit is connected to. Thus applications progranmers
should rely on system documentation rather than going directly to the
ports. Note also that in this, a multi-tasking operating system, many
different tasks may be conpeting for the use of the system resources.
Applications programmers should follow the established rules for
resource access in order to assure coupat1hl1ity of their software
with the system.
Address BFERFF data bits 7-0 (Al2*) (int2)
PA7 .. game port 1, pin 6 (fire button*)
PA6 .. game port 0, pin 6 (fire button*)
PAS . ROY. disk ready'
PA4 .. TKO. disk track 00*
PA3 .. WPRO* write protect*
PAl . CHNG' disk change'
PAl .. LED. led light (O=bright)
PAO . .fNL memory overlay bit
SP KDAT keyboard data
CNT KCLK
PB7 . P7
PB6 .. P6
PBS PS
PB4 . P4
PB3 .. P3
PB2 . P2
PBl. .Pl
PBO . PO
PC drdy*
F ack
data 7
data 6
data 5
data 4
data 3
data 2
data 1
data 0
Centronics parallel interface
data
centronics control
Address BEDRFE data bits 15-8 (Al3*) (int6)
PA7 com line D'lR*, driven output
PA6 com line RTS*, driven output
PAS com line carrier detect*
PM com line CTS*
PA3 com line DSR*
PAl . SEL centronics control
PAl . POUT paper out ---+
PAO BUSY busy ---+ I
I I
SP BUSY COIIIDOdore -+ I
CNT POUT COIIIIIOdore ---+
PB7 . MTR*
PB6 SEL3*
PBS SEL2*
PB4 .. SELl*
PB3 . SELO*
PB2 . SIDE*
PBl. .DIR
PBO STEP*
PC not used
F INDEX*
motor
select external 3rd drive
select external 2nd drive
select external 1st: drive
select internal drive
side select*
direction
step*
disk index*
Appendix G
Amiga Auto-configuration Architecture
This appendix, which appeared in earlier versions of the Amiga Hardware Reference
Manual, has been deleted. Also, appendix I, which was distributed as errata, should not
be used.
For the latest information about the interface to the Amiga microprocessor bus, please
contact the Technical Support Manager at Commodore Business Machines or
Commodore-Amiga.
G -1
Appendix H
Keyboard
This appendix contains a description of the Amiga keyboard interface and the hardware
of the Amiga keyboard.
H -1
KEYBOARD INTERFACE
The keyboard plugs into the computer via a four-conductor cable similar
to a telephone handset coily cord (in fact, a telephone handset cable
may be substituted in a pinch). The four wires provide 5-volt power,
ground, and two signals called KCLK (keyboard clock) and KDAT (keyboard
data). KCLK is unidirectional and always driven by the keyboard;
KDAT is driven by both the keyboard and the collputer. Both signals
are open-collector; there are pullup resistors in both the keyboard
(inside the keyboard microprocessor) and the collputer.
Keyboard communications:
The keyboard transmits 8-bit data words serially to the
main unit. Before the transmission starts, both KCLK and KDAT
are high. The keyboard starts the transmission by putting out
the first data bit (on KDAT), followed by a pulse on KCLK (low
then high); then it puts out the second data bit and pulses
KCLK until all eight data bits have been sent. After the
end of the last KCLK pulse, the keyboard pulls KDAT high again.
When the cOllputer has received the eighth bit, it must pulse
KDAT low for at least 75 microseconds, as a handshake signal
to the keyboard.
All codes transmitted to the collputer are rotated one bit before
transmission. The transmitted order is therefore 6-5-4-3-2-1-0-7.
The reason for this is to transmit the up/down flag last, in
order to cause a key-up code to be transmitted in case the keyboard
is forced to restore lost sync (explained in more detail below)
The KDAT line is active low; that is, a high level (+5V) is
interpreted as 0, and a low level (OV) is interpreted as 1.
KCLK --V-V-V-V-V-V-V-V
KDAT
(6) (5)
First
sent
(4) (3) (2) (1) (0) (7)
Last
sent
The keyboard processor sets the KDAT line about 20 microseconds
before it pulls KCLK low. KCLK stays low for about 20 microseconds,
then goes high again. The processor waits another 20 microseconds
before changing KDAT.
Therefore, the bit rate during transmission is about 60 microseconds
per bit, or 17 kbits/sec.
Keycodes:
Each key has a keycode associated with it (see accollpanying
table). Keycodes are always 7 bits long. The eighth bit is a
"key-up"/"key-down" flag; a 0 (high level) means that the key
was pushed down, and a 1 (low level) means the key was released
(the CAPS LOCK key is different -- see below)
For exanple, here is a diagram of the "B" key being pushed down.
The keycode for "B" is 35H = 00110101; due to the rotation of
the byte, the bits transmitted are 01101010.
KCLK --V-V-V-V-V-V-V-V
KDAT , ,--\...--..1--'--1
011 0 1 0 1 0
In the next exanple, the "B" key is released. The keycode
is still 35H, except that bit 7 is set to indicate "key-up,"
resulting in a code of BSH = 10110101. After rotating, the
transmission will be 01101011:
KCLK --V-V-V-V V-V-V-V
KDAT , '--\...--..1--, ,
011 0 1 011
CAPS LOCK key:
This key is different from all the others in that it
generates a keycode only when it is pushed down, never when it
is released. However, the up/down bit is still used. When
pushing the CAPS LOCK key turns on the CAPS LOCK LED, the
up/down bit will be 0; when pushing CAPS LOCK shuts off the LED,
the up/down bit will be 1.
"Out-of sync" condition:
Noise or other glitches may cause the keyboard to get out of sync
with the conputer. This means that the keyboard is finished
transmitting a code, but the computer is somewhere in the middle
of receiving it.
If this happens, the keyboard will not receive its handshake
pulse at the end of its transmission. If the handshake pulse
does not arrive within 143 ms of the last clock of the
transmission, the keyboard will assume that the computer
is still waiting for the rest of the transmission and is
therefore out of sync. The keyboard will then attenpt to
restore sync by going into "resync mode." In this mode, the
keyboard clocks out a 1 and waits for a handshake pulse.
If none arrives within 143 ms, it clocks out another 1 and
waits again. This process will continue until a handshake
pulse arrives.
. ~
Once sync is restored, the keyboard will have clocked a garbage
character into the CODputer. That is why the key-up/key-down
flag is always transmitted last. Since the keyboard clocks out
l's to restore sync, the garbage character thus transmitted will
appear as a key release, which is less dangerous than a key hit.
Whenever the keyboard detects that it has lost sync, it will
assume that the CODputer failed to receive the keycode that
it had been trying to transmit. Since the CODputer is unable
to detect lost sync, it is the keyboard's responsibility to
inform the conputer of the disaster. It does this by transmit-
ting a "lost sync" code (value F9H = 11111001) to the CODputer.
Then it retransmits the code that had been garbled.
Note: the only reason to transmit the "lost sync" code to the
conputer is to alert the software that something may be screwed
up. 'llle "lost sync" code does not help the recovery process,
because the garbage keycode can't be deleted, and the correct
key code could sinply be retransmitted without telling the
conputer that there was an error in the previous one.
Power-up sequence:
There are two possible ways for the keyboard to be powered up
under normal circumstances: the conputer can be turned on
with the keyboard plugged in, or the keyboard can be plugged
into an already "on" conputer. 'llle keyboard and conputer
III\lSt handle either case without causing any upset.
'llle first thing the keyboard does on power-up is to perform
a self-test. This involves a ROM checksum test, sinple RAM
test, and watchdog timer test. Whenever the keyboard is
powered up (or restarted -- see below), it must not transmit
anything until it has achieved synchronization with the CODputer.
'llle way it does this is by slowly clocking out 1 bits, as
described above, until it receives a handshake pulse.
If the keyboard is plugged in before power-up, the keyboard
may continue this process for several minutes as the CODputer
struggles to boot up and get running. 'llle keyboard IlJJ.St
continue clocking out Is for however long is necessary,
until it receives its handshake.
If the keyboard is plugged in after power-up, no more than
eight clocks will be needed to achieve sync. In this case,
however, the CODputer may be in any state imaginable but
must not be adversely affected by the garbage character it
will receive. Again, because it receives a key release,
the damage should be minimal. The keyboard driver III\lSt
anticipate this happening and handle it, as should any
application that uses raw keycodes.
Note: the keyboard I1lIlSt not transmit a "lost sync" code after
resyncing due to a power-up or restart; only after resyncing
due to a handshake time-out.
Once the keyboard and CODputer are in sync, the keyboard III\lSt
inform the conputer of the results of the self-test. If the
self-test failed for any reason, a "self test failed" code
(value FCH = 11111100) is transmitted (the keyboard does not
wait for a handshake pulse after sending the "self test failed"
code). After this, the keyboard processor goes into a loop in
which it blinks the CAPS LOCK LED to inform the user of the
failure. 'llle blinks are coded as bursts of one, two, three,
or four blinks, approximately one burst per second. One
blink = ROM checksum failure; two blinks = RAM test failed;
three blinks = watchdog timer test failed; four blinks = a
short exists between two row lines or one of the seven
special keys (this last test isn't inplemented yet) .
If the self-test succeeds, then the keyboard will proceed to
transmit any keys that are currently down. First, it sends
an "initiate powerup key stream" code (value FDH = 11111101),
followed by the key codes of all depressed keys (with
keyup/down set to "down" for each key). After all keys are
sent (usually there won't be any at all), a "terminate key
stream" code (value FEH = 11111110) is sent. Finally, the
CAPS LOCK LED is shut off. This marks the end of the
start-up sequence, and normal processing c:omnences.
Note: These special codes, (that is, FCH et al) are a-bit
numbers; there is no up/down flag associated with them.
However, the transmission bit order is the same as previously
described.
'llle usual sequence of events will therefore be: power up;
synchronize; transmit "initiate powerup key stream" (FDH);
transmit "terminate key stream" (FEH).
Hard Reset
'llle keyboard has the additional task of resetting the ~ n p u t e r
on the conmand of the user. The user initiates hard reset by
simultaneously pressing the CTRL key and the two "JlMlGA." keys.
'llle keyboard responds to this input by pulling KCLK low and
starting a SOO-ms timer. At the end of the 500 ms, the
processor checks the three keys to see if they are still down,
and if so, restarts the SOO-ms timer. This continues until one
or more of the three keys is released .
When one or more keys is released, then the processor will wait
until the end of the 500 ms. Then it junps to its start-up
code, which releases KCLK and restarts the keyboard.
Special Codes
'llle special codes that the keyboard uses to conmunicate with
the main unit are summarized here.
Code
F9
FA
FB
FC
FD
FE
FF
Name Meaning
Last key code bad, next code is the same code
retransmitted (used when keyboard and main unit
get out of sync)
Keyboard output buffer overflow
Unused
Keyboard self test failed
Initiate power-up key stream
Terminate key stream
Unused
KEYBOARD HARDWARE
This is a description of the hardware insides of the Amiga keyboard.
This description is valid only for the second revision of the keyboard,
the version with the watchdog tier.
PROCESSOR
The processor is a Rockwell/NCR/MOS Technologies 6500/1. It contains 2K
bytes of ROM, 64 bytes of RAM, and 4 I/O ports of 8 bits each. It also
has a 16-bit timer and edge detect capability on two of the I/O lines
(port A bits 0 and 1). It has a built-in crystal oscillator, running
at 3.00 megahertz, which is divided internally to a 1 5 MHz internal clock.
RESET CIRCUITRY
There is a circuit for resetting the processor on power-on. The reset
pulse lasts about 1 second after power is applied. The circuit also
performs a "watchdog" function: once the processor starts scanning the
key matrix, the watchdog timer is armed and will reset the processor if
the scanning stops for more than about 50 milliseconds. The column 15 line
is the trigger for the watchdog timer.
KEY MATRIX
1here are 91 keys on the keyboard. 84 of them are arranged in a matrix
of 6 rows and 15 columns (leaving six holes in the matrix). Each row is
an input and has a pullup resistor to vee on it (R=3 . 3K to 11K). Each
column is an open-collector output with no pullup, Le., it can drive
a column line low, but not high. The program will drive columns one
at a time and read rows.
The other seven keys are special shift keys as follows: CTRL, left SHIFT,
right SHIFT, left ALT, right ALT, left AMIGA., right AMIGA.. Each of these
keys has a dedicated input on the microprocessor. The actual port and bit
numbers of all the keys are described below.
PORTS
As mentioned, there are four I/O ports of 8 bits each. 1he following
table describes each port and the meaning of each bit:
PORT A -- 6500/1 address 080 hex
PA.O In/Out KDAT output/positive edge detect input (*)
PA.l Out KCLK output (*)
PA.2 In Row 0 input (low = switch closed).
PA.3 In Row 1 input
PA.4 In Row 2 input
PA.5 In Row 3 input
PA.6 In Row 4 input
PA.7 In Row 5 input
(*) These two bits are swapped from the previous code, to take
advantage of the positive edge-detect capability of the
PA.O pin (it is easier to detect a handshake this way)
PORT B -- 6500/1 address 081 hex
PB.O In Right SHIFT key input (low = switch closed)
PB.l In Right ALT key input
PB . 2 In Right AMIGA. key input
PB.3 In CTRL key input
PB.4 In Left SHIFT key input
PB.5 In Left ALT key input
PB.6 In Left AMIGA. key input
PB.7 Out CAPS LOCK LED control (high = LED on)
PORT C -- 6500/1 address 082 hex
PC.O Out Column 0 output (active low)
PC.l Out Column 1 output
PC.2 Out Column 2 output
PC.3 Out Column 3 output
PC.4 Out Column 4 output
PC.5 Out Column 5 output
PC.6 Out Column 6 output
PC.7 Out Column 7 output
PORT D -- 6500/1 address 083 hex
PD.O Out Column 8 output
PD.l Out Column 9 output
PD.2 Out Column 10 output
PD.3 Out Column 11 output
PD.4 Out Column 12 output
PD.5 Out Column 13 output
PD.6 Out Column 14 output
PD.7 Out Column 15 output (*)
(*) This keyboard has only 15 columns, nwnbered 0 to 14. However,
the microprocessor software supports 16 columns, so we can use
it in a future keyboard.
::r::
en
COUNTER PIN (input or output)
On the watc:hdog timer board, the counter pin is cormected to the
column 15 output. On the older non-watc:hdog version, the counter pin
is uncormected. nus provides the keyboard processor the ability to
determine whic:h type of board it it is installed in, so the new
processor can work in old boards (with minor c:hanges to the board)
NMI INPUT
nus is cormected to vee and will therefore never turn on.
MATRIX TABLE
The following table shows whic:h keys are readable in port A for eac:h
column you drive. The key code for eac:h key is also included (in hex)
Column
15
(pD. 7)
14
(pD. 6)
13
(pD. 5)
12
(pD. 4)
11
(pD. 3)
10
(po. 2)
9
(po. 1)
Row 5 Row 4 Row 3 Row 2 Row 1 Row 0
(Bit 7) (Bit 6) (Bit 5) (Bit 4) lBit 3) (Bit 2)
+-------+-------+-------+-------+-------+-------+
I (spare) I (spare) I (spare) I (spare) I (spare) I (spare) I
I I I I I I I
I (OE) I (lC) I (2C) I (47) I (48) I (49) I
+-------+-------+-------+-------+-------+-------+
I (spare) I (LEFT I CAPS I TAB I I ESC I
I I SHIFT) I LOCK I I I I
I (5D) I (30) I (62) I (42) I (00) I (45) I
+-------+-------+-------+-------+-------+-------+
I (spare) I Z I A I Q I I (spare) I
I I I I I 1 I I
I (5E) I (31) I (20) I (10) I (01) I (SA) I
+-------+-------+-------+-------+-------+-------+
19IXISIWI@IFlI
I (N.P.) I I I I 2 I I
I (3F) I (32) I (21) I (11) I (02) I (50) I
+-------+-------+-------+-------+-------+-------+
I 6 I C I DIE I # I F2 I
I(N.P.) I I I I 3 I I
I (2F) I (33) I (22) I (12) I (03) I (51) I
+-------+-------+-------+-------+-------+-------+
I 3 I V IF, R , $ ,F3 I
I (N.P.) I I I I 4 I I
I (IF) I (34) I (23) I (13) I (04) I (52) I
+-------+-------+-------+-------+-------+-------+
I I BIG I T I % I F4 I
I (N.P.) I I I I 5 I I
I (3C) I (35) I (24) ,(14) I (05) I (53) I
+-------+-------+-------+-------+-------+-------+
Column
8
(pD. 0)
7
(pc. 7)
6
(pc. 6)
5
(pc. 5)
4
(pc.4)
3
(pc. 3)
2
(pc. 2)
1
(pc. 1)
o
(pc. 0)
Row 5 Row 4 Row 3 Row 2 Row 1 Row 0
(Bit 7) (Bit 6) (Bit 5) (Bit 4) (Bit 3) (Bit 2)
+-------+-------+-------+-------+-------+-------+
I 8 NIH Y I A I F5 I
I (N.P.) I I I I 6 I I
I (3E) I (36) ,(25) I (15) I (06) I (54) I
+ - - - - - - - + - - - - - - - + - - - - - - - + - - - - - - - + ~ - - - - - - + - - - - - - - +
I 5 I M I J I U I & I (spare) ,
I (N.P.) I I I I 7 I I
I (2E) I (37) I (26) I (16) I (07) I (5B) I
+-------+-------+-------+-------+-------+-------+
I 2 I < I K r I I * I F6 I
I (N.P.) I ,I I I 8 I I
I (lE) I (38) I (27) I (17) I (08) I (55) I
+-------+-------+-------+-------+-------+-------+
I ENTER I > L I 0 I ( I (spare) I
I (N.P.) I I I 9 I I
I (43) I (39) I (28) I (18) I (09) I (SC) I
+-------+-------+-------+-------+-------+-------+
I 7 I? I PI) I F7 I
I(N.P.) I / I ; I I 0 I I
I (3D) I (JA) I (29) I (19) I (OA) I (56) I
+-------+-------+-------+-------+-------+-------+
I 4 I (spare) I " I {I I F8 I
I (N.P.) I I I [I I I
I (2D) I (3B) I (2A) I (lA) I (OB) I (57) I
+-------+-------+-------+-------+-------+-------+
I 1 I SPACE I (RET) I } I + I F9 I
I (N.P.) I BAR I I] I = I I
I (10) I (40) I (2B) I (lB) I (OC) I (58) I
+-------+-------+-------+-------+-------+-------+
I 0 I JWlC I DEL I RET I I I FlO I
I (N.P.) I SPACE I I I \ I I
I (OF) ,(41) I (46) I (44) I (OD) I (59) ,
+-------+-------+-------+-------+-------+-------+
I - I CURS I CURS I CURS I CURS I HELP I
I (N.P.) I [)()oIN ,RIGHT I LEFT I UP I I
I (4A) '(40) I (4E) '(4F) '(4C) I (SF) I
+-------+-------+-------+-------+-------+-------+
The following table shows whic:h keys are readable in port B
(shift keys)
(Bit 6) (Bit 5) (Bit 4) (Bit 3) (Bit 2) (Bit 1) (Bit 0)
+-------+-------+-------+-------+-------+-------+-------+
,LEFT ,LEFT ,LEFT ,cnu. ,RIGHT I RIGHT , RIGHT ,
, AMIGA ,AtT I SHIFT , , AMIGA I AtT I SHIFT I
I (66) '(64) I (60) '(63) I (67) '(65) ,(61) I
+-------+-------+-------+-------+-------+-------+-------+
Aliasing distortion
Alt keys
Amiga keys
AmigaDOS
Amplitude
Amplitude modulation
Attach mode
Automatic mode
Barrel shifter
Baud rate
Beam counters
Bit-map
Glossary
A side effect of sound sampling, where two additional fre-
quencies are produced, distorting the sound output.
Two keys on the keyboard to the left and right of the
Amiga keys.
Two keys on the keyboard to the left and right of the space
bar.
The Amiga operating system.
The voltage or current output expressed as volume from a
sound speaker.
A means of increasing audio effects by using one audio chan-
nel to alter the amplitude of another.
In sprites, a mode in which a sprite uses two DMA channels
for additional colors. In sound production, combining two
audio channels for frequency/amplitude modulation or for
stereo sound.
In sprite display, the normal mode in which the sprite DMA
channel, once it starts up, automatically retrieves and
displays all of the data for a sprite. In audio, the normal
mode in which the system retrieves sound data automati-
cally through DMA.
Blitter circuit that allows movement of Images on pixel
boundaries.
Rate of data transmission through a serial port.
Registers that keep track of the position of the video beam.
The complete definition of a display in memory, consisting
of one 01 more bit-planes and information about how to
organize the rectangular display.
Glossary--J
Bit-plane
Bit-plane animation
Blanking interval
Blitter
Clear
CLI
Clipping
Collision
Color descriptor words
Color indirection
Color palette
Color register
Color table
Command line interface
Composite video
Controller
Coordinates
Glossary-2
A contiguous series of display memory words, treated as if it
were a rectangular shape.
A means of animating the display by moving around blocks
of playfield data with the blitter.
Time period when the video beam is outside the display
area.
DMA channel used for data copying and line drawing.
Giving a bit the value of O.
See command line interface.
When a portion of a sprite is outside the display window
and thus is not visible.
A means of detecting when sprites, playfields, or playfield
objects attempt to overlap in the same pixel position or
attempt to cross some pre-defined boundary.
Pairs of words that define each line of a sprite.
The method used by Amiga for coloring individual pixels in
which the binary number formed from all the bits that
define a given pixel refers to one of the 32 c o ~ o r registers.
See Color table.
One of 32 hardware registers containing colors that you can
define.
The set of 32 color registers.
The command line interface to system commands and
utilities.
A video signal, transmitted over a single coaxial cable, which
includes both picture and sync information.
Hardware device, such as mouse or light pen, used to move
the pointer or furnish some other input to the system.
A pair of numbers shown in the form (x,y), where x is an
offset from the left side of the display or display window
and y is an offset from the top.
Copper
CoprocessoI
Cursor keys
Data fetch
Delay
Depth
Display-synchronized coprocessor that resides on one of the
Amiga custom chips and directs the graphics display.
Processor that adds its instruction set to that of the main
processor.
Keys for moving something on the screen.
The number of words fetched for each line of the display.
In playfield horizontal scrolling, specifies how many pixels
the picture will shift for each display field. Delay controls
the speed of scrolling.
Number of bit-planes in a display.
Digital-to-analog converter A device that converts a binary quantity to an analog level.
Direct memory access
Display field
Display mode
Display time
Display window
DMA
Dual-playfield mode
Equal-tempered scale
Exec
An arrangement whereby intelligent devices can read or
write memory directly, without having to interrupt the
processor.
OJ,le complete scanning of the video beam from top to bot-
tom of the video display screen.
One of the basic types of display; for example, high or low
resolution, interlaced or non-interlaced, single or dual
playfield.
The amount of time to produce one display field, approxi-
mately 1/60th of a second.
The portion of the bit-map selected for display. Also, the
actual size of the on-screen display.
See direct memory access.
A display mode that allows you to manage two separate
display memories, giving you two separately controllable
displays at the same time.
A musical scale where each note is the 12th root of 2 above
the note below it.
Low-level primitives that support the AmigaDOS operating
system.
Glossary-3
Font
Frequency
Frequency modulation
Genlock
High resolution
Hold-and-modify
Interlaced mode
Joystick
Light pen
Low resolution
Manual mode
Minterm
Modulo
Glossary-4
A set of letters, numbers, and symbols sharing the same size
and design.
The number of times per second a waveform repeats.
A means of changing sound quality by using one audio
channel to affect the period of the waveform produced by
another channel. Frequency modulation mcreases or
decreases the pitch of the sound.
An optional feature that allows you to bring in a graphics
display from an external video source.
A horizontal display mode in which 640 pixels are displayed
across a horizontal line in a normal-sized display.
A display mode that gives you extended color selection-up
to 4,096 colors on the screen at one time.
A vertical display mode where 400 lines are displayed from
top to bottom of the video display in a normal-size display.
A controller device that freely rotates and swings from left
to right, pivoting from the bottom of the shaft; used to posi-
tion something on the screen.
A controller device consisting of a stylus and tablet used for
drawing something on the screen.
A horizontal display mode in which 320 pixels are displayed
across a horizontal line in a normal-sized display.
Non-DMA output. In sprite display, a mode in which each
line of a sprite is written in a separate operation. In audio
output, a mode in which audio data words are written one
at a time to the output.
One of eight possible logical combinations of data bits from
three different data sources.
A number defining which data in memory belongs on each
horizontal line of the display. Refers to the number of bytes
in memory between the last word on one horizontal line and
the beginning of the first word on the 'next line.
Mouse
Multitasking
Non-interlaced mode
NTSC
Overscan
Paddle controller
PAL
Parallel port
Pitch
Pixel
Play field
Play field object
Play field animation
Pointer register
Polarity
Poten tiometer
Primitives
A controller device that can be rolled around to move some-
thing on the screen; also has buttons to give other forms of
input.
A system in which many tasks can be operating at the same
time, with no task forced to be aware of any other task.
A display mode in which 200 lines are displayed from top to
bottom of the video display in a normal-sized display.
National Television Standards Committee specification for
composite video.
Area scanned by the video beam but not visible on the video
display screen.
A game controller that uses a potentiometer (variable resis-
tor) to position objects on the screen.
A European television standard similar to (but incompatible
with) NTSC. Stands for "Phase Alternate Line."
A connector on the back of the Amiga that is used to attach
parallel printers and other parallel add-ons.
The quality of a sound expressed as its highness or lowness.
One of the small elements that makes up the video display.
The smallest addressable element in the video display.
One of the basic elements in Amiga graphics; the back-
ground for all the other display elements.
Subsection of a playfield that is used in playfield animation.
See bit-plane animation.
Register that is continuously incremented to point to a
series of memory locations.
True or false state of a bit.
An electrical analog device used to adjust some variable
value.
Amiga graphics, text, and animation library functions.
Glossary-5
QUantization noise
RAM
Raster
Read-only
Resolution
ROM
Sample
Sampling rate
Sampling period
Scrolling
Serial port
Set
Shared memory
Sprite
Strobe address
Task
Glossary-6
Audio noise introduced by round-off errors when vou are
trying to reproduce a signal by approximation.
Random access (volatile) memory.
The area in memory that completely defines a bit-map
display.
Describes a register or memory area that can be read but
not written.
On a video display, the number of pixels that can be
displayed in the horizontal and vertical directions.
See read-only memory.
One of the segments of the time axis of a waveform.
The number of samples played per second.
The value that determines how many clock cycles it takes to
play one data sample.
Moving a playfield smoothly in a vertical or horizon tal
direction.
A connector on the back of the Amiga used to attach
modems and other serial add-ons.
Giving a bit the value of 1.
The RAM used in the Amiga for both display memory and
executing programs.
Easily movable graphics object that is produced by one of
the eight sprite DMA channels and is independent of the
playfield display.
An address you put out to the bus in order to cause some
other action to take place; the actual data written or read is
ignored.
Operating system module or application program. Each
task appears to have full control over its own virtual 68000
machine.
Timbre
Trackball
Transparen t
UART
Video priority
Video display
Write-only
..
Tone quality of a sound.
A controller device that you spin with your hand to move
something on the screen; may have buttons for other forms
of input.
A special color register definition that allows a background
color to show through. Used in dual-playfield mode.
The circuit that controls the serial link to peripheral devices,
short for Universal Asynchronous Receiver/Transmitter.
Defines which objects (playfields and sprites) are shown in
the foreground and which objects are shown in the back-
ground. Higher-priority objects appear in front of lower-
priority objects.
Everything that appears on the screen of a video monitor or
television.
Describes a register that can be written to but cannot be
read.
Glossary-7
Index
68000
bus sharing, 189
instead of Copper, 24
interrupting, 24, 207
normal cycle, 189
synchronizing with the video beam,
205
with special-purpose chips, 4
ADKCON
in audio, 149, 151
in disk control, 233-4
Aliasing
audio, 154
Animation, 172
Area fill, 180-3
Attachment
audio, 150
sprites, 116
Audio
aliasing distortion, 154-7
channels
attaching, 149, 161
choosing, 136
data, 137-8
data length registers, 139
data location registers, 137, 138
data output rate, 140-43
decibel values, 140, 160
137, 143, 147, 161
equal-tempered scale, 158-9
interrupts, 147, 210
joining tones, 147-8
low-pass filter, 155-7
modulation
amplitude, 149
frequency, 149, 150 , 161
noise reduction, 154
output, 157
output jacks, 245
period, 140-43
period register, 143
playing multiple tones, 149
producing a steady tone, 145-6
RF,245
sampling period, 141
sampling rate, 141, 152, 156, 161
state machine, 161-4
stopping, 144
system overhead, 153
volume, 139-40, 160
volume registers, 139
waveform transitions, 152
AUDxLCH, 137
AUDxLCL, 137
AUDxLEN, 139
AUDxPER, 143
AUDxVOL, 139
Background color, 35
Barrel shifter, 177
Beam comparator, 121
Beam position
comparison enable bits, 13
detection of, 205-6
in Copper use, 20
registers, 206
vertical, 12
Beam position counter, 205
Bit-planes
coloring, 44-6
in dual-playfield mode, 60
setting the number of, 37
setting the poiri ters, 43
Blitter
address scanning, 171
addressing, 170
animation, 172
area filling
exclusive, 182-3
inclusive, 180-2
blitter-finished disable bit (BFD), 23
blitter-nasty bit, 191
block transfers, 177
common equations, 174
complete example, 193
copying, 167-8
DMA priority, 186
DMA time slots, 186
equation-to-minterm conversion, 175
interrupts, 211
LF control byte, 171-7
line drawing
octants, 184
registers, 184
line drawing mode, 183-5
logic equations, 172-5
logic operations, 171-7
masking, 178-9
minterms, 173-6
modulo, 168-70
modulo registers, 169
pointer registers, 168
sequence of bus cycles, 192
shifting, 177
Venn diagrams, 175-7
with the Copper, 23
zero detection, 179
Blitter registers
in line-drawing mode, 183-4
BLTCONO
in line drawing, 183
in logic operations, 171
in shift control, 178
in zero detection, 179
BLTCONI
in area fill, 181, 182
Index-2
in blitter addressing, 170
in line drawing, 183, 185
in shift control, 178
BL TSIZE, 171
BLTxMOD, 169
BLTxPTH,168
BLTxPTL, 168
BPL1MOD,51
BPL2MOD,51
BPLCONO
enabling color, 52
in dual-playfield mode, 64
in hold-and-modify mode, 80
in interlacing, 40
in resolution mode, 38
selecting bit-planes, 37
setting bits, 37
with light pen, 225
BPLCON1
setting scrolling delay, 78
BPLCON2
in dual-playfield priority, 64 , 200
BPLxPTH, 43, 50, 67
BPLxPTL, 43, 50, 67
CLXCON,203
CLXDAT,203
Collision
control register, 203-4
detection register, 202-3
sprites-play fields, 202-4
Color
attached sprites, 118
background color, 35
color indirection, 31
color table, 35
enabling, 52
in dual-playfield mode, 62
in hold-and-modify mode, 79
playfields, 31-3, 34-7, 44-5, 62-63, 86-90
sample register contents, 86
sprites, 96-8
Color registers
con ten ts, 36
loading, 36
names of registers, 35
sprites, 127-9
Color selection
in high-resolution mode,. 90
in hold-and-modify mode, 89
in low-resolution mode, 88
COLORx,35
Comparator, 121
Con troller port
joystick, 217
mouse, 217
trackball, 217
Con trollers
joystick, 220
light pen, 224-6
mouse, 217-9
potentiometers, 224
proportional
joystick, 220-3
paddle, 220-3
registers, 223
special, 226-7
types, 6
typical connections, 222
COP1LCH,13
COP1LCL,13
COP2LCH,13
COP2LCL,13
COPCON,15
COPJMP1, 14
COPJMP2,14
Copper
affecting registers, 14
bus cycles used, 9
comparison enable, 21
control register, 14
danger bit (CDANG), 15
features, 8
horizontal beam position, 12
in interlaced mode, 22
in memory operations, 9
in vertical blanking interrupts, 210
instruction lists, 15, 17
instriI ctions
description, 9
MOVE, 9
ordering, 16
SKIP, 20-1
summary, 25
WAIT, 11, 19, 21
interrupt, 210
interrupting the 68000, 24
jump strobe addresses, 14
location registers, 13, 19, 21
loops and branches, 21
MOVE instruction, 9
SKIP instruction, 20-1
starting, 14, 19
stopping, 19
vertical beam position, 12
WAIT instruction, 11, 19, 21
with the blitter, 23
Coprocessor
(see Copper), 7
Copying data, 167-8
Data-fetch
high-resolution, 51
in basic playfield, 49-51
in horizon tal scrolling, 76
Data-fetch start
normal, 49
Data-fetch stop
normal, 49
DDFSTOP, 49, 72, 76
DDFSTRT, 49, 72, 76
Decibel values, 160
Disk
8520 ports, 228
control, 228-9
control register, 233
controller, 5, 227-235
data buffer, 232
data pointer registers, 230
data transfer, 230
DMA,230
DMA buffer, 235
drives, 5
input stream synchronization register,
Index-3
235
interrupts, 211, 235
selection, 228-9
sensing, 228-9
write, 230
Display
size of, 46
Display field, 29
Display memory, 46
Display modes, 30
Display output connector, 246
Display window
positioning, 46
SIze
maximum, 72
normal, 47
starting position
horizontal, 47, 70
vertical, 47, 70
stopping position
horizontal, 48, 71
vertical, 48, 72
DIWSTOP, 48, 71
DIWSTRT, 47, 69
DMA
audio, 143, 161
bit-planes, 52
blitter, 186-92
control, 212-3
control register, 212
disk, 230-3
playfield, 52
sprites, 105, 123
DMACON
BLTPRI bit, 191
in audio, 143
in blitter logic operations, 179
in playfields, 52
stopping the Copper, 20 , 212
DMACONR, 212
DSKBLK, 235
DSKBYTR, 232
DSKDAT, 235
DSKLEN, 230
DSKPTH, 230
DSKPTL, 230
DSKSYNC, 235
Dual playfields
bit-plane assignment, 60
description, 58
enabling, 64
high-resolution colors, 63
in high-resolution mode, 63
low-resolution colors, 62
priority, 64
scrolling, 64
Dual-playfield mode, 33
External interrupts, 209
Field time, 29
Genlock
effect on background color, 36
in playfields, 82
High resolution
color selection, 38, 90
memory requirements, 42
with dual playfields, 63
Hold-and-modify mode, 79
Horizontal blanking interval, 12
INTENA, 208
INTENAR, 208
Interlaced mode
Copper in, 22
memory requirements, 42
modulo, 51
setting interlaced mode, 39
Interrupts
audio, 210
blitter, 211
con trol registers, 208-11
Copper, 210
disk, 211, 235
during vertical blanking, 210
external, 209
interrupt enable bit, 209
interrupt lines, 207
maskable, 207
nonmaskable, 207
serial port, 211
setting and clearing bits, 209
INTREQ, 24, 208
INTREQR, 208
JOYODAT
with joystick, 220
with mouse/trackball, 218
JOY1DAT
with joystick, 220
with mouse/trackball, 218
Joystick
proportional, 221
reading, 220
Keyboard
8520, 236
clock, 236
ghosting, 239
keycodes, 236-7
reading, 236-9
Light pen
controller port, 224-6
registers, 225
Line drawing, 183
Low resolution
color selection, 88
Manual mode
in sprites, 119
Memory
adding, 6
primary and secondary, 5
Memory allocation
audio, 137
formula for playfields, 69
playfields, 42
sprite data, 100
Minterms, 173-6
Modulation
amplitude, 149
frequency, 150
Modulo
blitter, 168-70
in basic playfield, 50
in horizontal scrolling, 76
in interlaced mode, 51
Monitors, 246
Mouse
buttons, 219
counter, 218-9
port, 218
reading, 218-9
Noise
audio, 154
Overscan, 46
Paddle controller, 220
Parallel port, 240
Peripherals, 5, 6
Pixels
definition, 29
in sprites, 95
Playfields
allocating memory, 41
bit-plane pointers, 43
collision, 202-4
color of pixels, 31-3
color register contents, 86
color table, 35
coloring the bit-planes, 34, 44-6
colors in a single playfield, 35
data fetch, 49-51, 72
defining a scrolled playfield, 78
defining display window, 46-8
defining dual playfields, 65
defining the basic playfield, 53-5
display window size
maximum, 72
normal, 47
displaying, 52
dual-playfield mode, 58
enabling DMA, 52
forming, 33
high-resolution
color selection, 90
example, 56
mode, 30
hold-and-modify, 89
hold-and-modify mode, 79-82
interlaced example, 56
low-resolu tion
colors, 88
Index-5
mode, 30
memory required, 41, 69
modulo registers, 51
multiple-playfield display, 82
normal, 30
poin ter registers, 57, 67
priority, 200
register summary, 83-5
scrolling
horizon tal, 74-8
vertical, 73-4
selecting bit-planes, 37
setting resolution mode, 38
specifying modulo, 50-2, 66-8
specifying the data fetch, 67
with external video source, 82
with genlock, 82
with larger display memory, 66-8
Playfield-sprite priority, 200
Ports
controller, 216
disk, 228
parallel, 240
serial, 240-5
POTODAT, 223
POT1DAT, 223
POTGO, 222, 226-7
POTGOR, 226-7
Priority
dual playfields, 64
playfield-sprite, 200
priority control register, 200
sprites, 198
Proportional con trollers
reading, 222
Resolution
setting, 38
Sampling
period, 141
rate, 152
Scrolling
data fetch, 76
delay, 78
horizon tal, 74-8
Index-6
in dual-playfield mode, 64
in high-resolution mode, 75
modulo, 76
vertical, 73-4
SERDATR, 241-3
Serial port
baud rate, 240
output register, 243
receive-data register, 241
shift register, 243
SERPER, 241
Sound generation, 132-5
Sprites
address pointers, 106
arming and disarming, 120
attached
color registers, 129
colors, 118
control word, 116
Copper list, 119
data words, 117, 119
clipped, 95
collision, 109, 202-4
color, 96-8
color registers used, 98
comparator, 121, 123
control registers, 121, 123, 125-6
con trol words, 102
data registers, 123, 126
data structure, 99-104
data words, 102
designing, 98
displaying
example, 106-8
steps in, 104
DMA, 105, 110
end-of-data words, 104
forming, 92 .. 104
manual mode, 119
memory requirements, 100
moving, 108-10
overlapped, 114
parallel-to-serial converters, 120
pixels in sprites, 95
poin ter registers
initializing, 105
resetting, 106 , 124
position registers, 121, 123
priorities, 198
priority, 111, 114, 200
reuse, 110-13, 111
screen position
horizon tal, 92-4, 102
vertical, 94
shape, 95
size, 95
vertical position, 102
SPRxCTL, 102, 120-1, 123, 125
SPRxDAT A, 120, 123
SPRxDATB, 120, 123
SPRxPOS, 102, 120-1, 123, 125
SPRxPTH, 105, 123-4
SPRxPTL, 105, 123-4
Text
packed, 178
Trackball
counter, 218
port, 218
VHPOSR
with beam counter, 206
with light pen, 225
VHPOSW
with beam counter, 206
Video
beam position, 12
camera input, 5
external sourees, 82
laser disk input, 5
monitors, 5
output, 245
VCR input, 5
Volume, 139-40
VPOSR
in playfields, 57
with beam counter, 206
with light pen, 225
VPOSW
with beam counter, 206
Waveforms
audio, 132
Index-7
"
; I t;".,!".,.
j
> $24.95 FPT USA
The Amiga Computer is an exciting new high-performance microcomputer with
superb graphics, sound, and multitasking capabilities. Its technologically advanced
hardware, designed around the Motorola 68000 microprocessor, includes three
sophisticated custom chips that control graphics, audio, and peripherals. The
Amiga's unique system software is contained in 192K of read-only memory (ROM),
providing programmers with unparalleled power, flexibility, and convenience in
designing and creating programs.
The AMIGA HARDWARE REFERENCE MANUAL, written by the technical staff at
Commodore-Amiga, Inc., is an in-depth and thorough description of the Amiga's
hardware. It is both an introduction to the design of the machine and a reference to
its architecture. It includes:
an introductory tutorial on writing assembly language programs to directly con-
trol the Amiga's graphics and hardware
descriptions of the Copper (coprocessor), playfields, sprites, and the Blitter, as
well as audio, system control, and interface hardware
eight appendices giving a concise summary of the entire register set and the uses
of individual bits
a glossary of key terms
For the serious programmer working in assembly language, C, or Pascal who wants
to take full advantage of the Amiga's impressive capabilities, the AMIGA HARD-
WARE REFERENCE MANUAL is an essential reference.
Written by the technical staff at Commodore-Amiga, Inc., who designed the Amiga's
hardware and system software, the AMIGA HARDWARE REFERENCE MANUAL
is the definitive source of information on the internal design and architecture of this
revolutionary microcomputer.
The other books in the Amiga Technical Reference Series are:
Amiga Intuition Reference Manual
Amiga ROM Kernel Reference Manual: Libraries and Devices
Amiga ROM Kernel Reference Manual: Exec
Caver design by Marshall Henrichs
Caver photograph by Jack Haeger
Addison-Wesley Publishing Company, Inc. ISBN 0-201-11077-6