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NOTE
You must take special care when scrolling one playfield and holding the other stationary.
When you are scrolling low-resolution playfields, you must fetch one word more than the
width of the playfield 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 PLAY-FIELD MODE
Writing a 1 to bit 10 (called DBLPF) of the bit-plane control register BPLCON0 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.
DUAL PLAYFIELD SUMMARY
The steps for defining dual playfields 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 BPLlMOD 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 BPLCON2
to 1.
o Activating dual-playfield mode. Set bit 10 (DBLPF) in BPLCON0 to 1.
- Playfield Hardware 67 -
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...