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For another 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 0. This is because bits 6 through
0 of the LF control byte, which specify the D output for these situations, are set to 0.
DESIGNING THE LF CONTROL BYTE WITH MINTERMS
One approach to designing the LF control byte uses logic equations. Each of
the rows in the truth Table corresponds to a "minterm", which is a
particular arrangement of values to the A, B, and C bits. For instance, the
___
first minterm is usually written ABC, or "not A and not B and not C". The
last is written as ABC.
NOTE
Two terms that are adjacent are AND'ed, and two terms that are separated by
"+" are OR'ed. "And" has a higher precedence, so AB + BC is equal to (AB) +
(BC).
Any function can be written as a sum of minterms. If we wanted to calculate
the function where D is one when the A bit is set and the C bit
_
is clear, or when the B bit is set, we can write that as AC+B, or "A and not
C or B". Since "1 and A" is "A":
_
D = AC + B
_
D = A(1)C + (1)B(1)
_ _
Since either A or A is true (1 = A + A), and similarly for B, and C; we
can expand the above equation further:
_
D = A(1)C + (1)B(1)
_ _ _ _ _
D=A(B+B)C+(A+A)B(C+C)
_ __ _ _ _
D=ABC+ABC+AB(C+C)+AB(C+C)
_ __ _ _ _ _
D=ABC+ABC+ABC+ABC+ABC+ABC
After eliminating duplicates, we end up with the five minterms:
_ _ __ _ _ _
AC+B=ABC+ABC+ABC+ABC+ABC
These correspond to BLTCON0 bit positions of 6, 4, 7, 3, and 2, according to
our truth Table, which we would then set, and clear the rest.
The wide range of logic operations allow some sophisticated graphics
techniques. For instance, you can move the image of a car across some pre-
existing building images with a few blits. Producing this effect requires
predrawn images of the car, the buildings (or background), and a car
- Blitter Hardware 169 -
Summary of Contents for Amiga A1000
Page 1: ...AMIGA HARDWARE REFERENCE MANUAL 1992 Commodore Business Machines Amiga 1200 PAL...
Page 20: ...Figure 1 1 Block Diagram for the Amiga Computer Family Introduction 11...
Page 21: ...12 Introduction...
Page 72: ...Figure 3 12 A dual Playfield display Playfield Hardware 63...
Page 87: ...Figure 3 24 Horizontal Scrolling 78 playfield hardware...
Page 101: ...92 Playfield Hardware...
Page 199: ...Figure 6 9 DMA time slot allocation 190 Blitter hardware...
Page 203: ...Figure 6 13 Blitter Block Diagram 194 Blitter Hardware...
Page 229: ...220 System Control Hardware...
Page 246: ...Figure 8 8 Chinon Timing diagram cont Interface Hardware 237...
Page 265: ...256 Interface Hardware...
Page 289: ...280 Appendix A...
Page 297: ...288 Appendix B...
Page 298: ...APPENDIX C CUSTOM CHIP PIN ALLOCATION LIST NOTE Means an active low signal Appendix C 289...
Page 302: ...APPENDIX D SYSTEM MEMORY MAP Appendix D 293...
Page 343: ...334 Appendix F...
Page 351: ...342 Appendix G...
Page 361: ...352 Appendix H...
Page 367: ...358 Appendix I...