Figure 1-1: Block Diagram for the Amiga Computer Family Figure 2-1: Interlaced Bitplane in RAM Figure 3-1: How the Video Display Picture Is Produced Figure 3-2: What Is a Pixel? Figure 3-3: How Bitplanes Select a Color Figure 3-4: Significance of Bitplane Data in Selecting Colors Figure 3-5: Interlacing Figure 3-6: Effect of Interlaced Mode on Edges of Objects Figure 3-7: Memory Organization for a Basic Bitplane Figure 3-8: Combining Bitplanes Figure 3-9: Positioning the On-screen Display Figure 3-10: Data Fetched for the First Line When Modulo = 0 Figure 3-11: Data Fetched for the Second Line When Modulo = 0 Figure 3-12: A Dual-playfield Display Figure 3-13: How Bitplanes Are Assigned to Dual Playfields Figure 3-14: Memory Picture Larger than the Display Figure 3-15: Data Fetch for the First Line When Modulo = 40 Figure 3-16: Data Fetch for the Second Line When Modulo = 40 Figure 3-17: Data Layout for First Line -- Right Half of Big Picture Figure 3-18: Data Layout for Second Line -- Right Half of Big Picture Figure 3-19: Display Window Horizontal Starting Position Figure 3-20: Display Window Vertical Starting Position Figure 3-21: Display Window Horizontal Stopping Position Figure 3-22: Display Window Vertical Stopping Position Figure 3-23: Vertical Scrolling Figure 3-24: Horizontal Scrolling Figure 3-25: Memory Picture Larger Than the Display Window Figure 3-26: Data for Line 1 - Horizontal Scrolling Figure 3-27: Data for Line 2 - Horizontal Scrolling Figure 4-1: Defining Sprite On-screen Position Figure 4-2: Position of Sprites Figure 4-3: Shape of Spaceship Figure 4-4: Sprite with Spaceship Shape Defined Figure 4-5: Sprite Color Definition Figure 4-6: Color Register Assignments Figure 4-7: Data Structure Layout Figure 4-8: Sprite Priority Figure 4-9: Typical Example of Sprite Reuse Figure 4-10: Typical Data Structure for Sprite Re-use Figure 4-11: Overlapping Sprites (Not Attached) Figure 4-12: Placing Sprites Next to Each Other Figure 4-13: Sprite Control Circuitry Figure 5-1: Sine Waveform Figure 5-2: Digitized Amplitude Values Figure 5-3: Example Sine Wave Figure 5-4: Waveform with Multiple Cycles Figure 5-5: Frequency Domain Plot of Low-Pass Filter Figure 5-6: Noise-free Output (No Aliasing Distortion) Figure 5-7: Some Aliasing Distortion Figure 5-8: Audio State Diagram Figure 6-1: How Images are Stored in Memory Figure 6-2: BLTxPTR and BLTxMOD calculations Figure 6-3: Blitter Minterm Venn Diagram Figure 6-4: Extracting a Range of Columns Figure 6-5: Use of the FCI Bit - Bit Is a 0 Figure 6-6: Use of the FCI Bit - Bit Is a 1 Figure 6-7: Single-Point Vertex Example Figure 6-8: Octants for Line Drawing Figure 6-9: DMA Time Slot Allocation Figure 6-10: Normal 68000 Cycle Figure 6-11: Time Slots Used by a Six Bitplane Display Figure 6-12: Time Slots Used by a High Resolution Display Figure 6-13: Blitter Block Diagram Figure 7-1: Inter-Sprite Fixed Priorities Figure 7-2: Analogy for Video Priority Figure 7-3: Sprite/Playfield Priority Figure 7-4: Interrupt Priorities Figure 8-1: Controller Plug and Computer Connector Figure 8-2: Mouse Quadrature Figure 8-3: Joystick to Counter Connections Figure 8-4: Typical Paddle Wiring Diagram Figure 8-5: Effects of Resistance on Charging Rate Figure 8-6: Potentiometer Charging Circuit Figure 8-7: Chinon Write Timing Diagram Figure 8-8: Chinon Access Timing Diagram Figure 8-9: Chinon Read Timing Diagram Figure 8-10: The Amiga 1000 Keyboard Figure 8-11: The Amiga 500/2000/3000 Keyboard Figure 8-12: Starting Appearance of SERDAT and Shift Register Figure 8-13: Ending Appearance of Shift Register Figure D-1: Amiga 3000 Memory Map Figure E-1: Reading Fire Buttons Figure E-2: Pot Counters Figure E-3: Light Pen Figure K-1: Expansion Memory Map Figure K-2: A2000 vs A3000 Bus Termination Figure K-3: Expansion Bus Clocks Figure K-4: Zorro II Bus Arbitration Figure k-5: Basic Zorro III Cycle Figure K-6: Multiple Transfer Cycles Figure K-7: Zorro III Bus Arbitration Figure K-8: Interrupt Vector Cycle Figure K-9: Zorro II Within Zorro III Figure K-10: Read Cycle Timing Figure K-11: Write Cycle Timing Figure K-12: Multiple Transfer Cycle Timing Figure K-13: Quick Interrupt Cycle Timing Figure K-14: Basic Zorro III Pic Figure K-15: Pic with ISA Option Figure K-16: Pic with Video Option Figure K-17: Configuration Register Map