LIST OF FIGURES Figure 1-1 Block Diagram for the Amiga Computer Family............11 Figure 2-1 Interlaced Bit-Plane in RAM............................30 Figure 3-1 How the Video Display Picture Is Produced..............34 Figure 3-2 What Is a Pixel?.......................................35 Figure 3-3 How Bit-planes Select a Color..........................37 Figure 3-4 Significance of Bit-Plane Data in Selecting Colors.....38 Figure 3-5 Interlacing............................................44 Figure 3-6 Effect of Interlaced Mode on Edges of Objects..........44 Figure 3-7 Memory Organization for a Basic Bit-Plane..............48 Figure 3-8 Combining Bit-planes...................................50 Figure 3-9 Positioning the On-screen Display......................51 Figure 3-10 Data Fetched for the First Line When Modulo=0 ........54 Figure 3-11 Data Fetched for the Second Line When Modulo=0........55 Figure 3-12 A Dual-playfield Display..............................63 Figure 3-13 How Bit-Planes Are Assigned to Dual Playfields........64 Figure 3-14 Memory Picture Larger than the Display................69 Figure 3-15 Data Fetch for the First Line When Modulo=40..........69 Figure 3-16 Data Fetch for the Second Line When Modulo=40.........70 Figure 3-17 Data Layout for First Line-Right Half of Big Picture..70 Figure 3-18 Data Layout for Second Line-Right Half of Big Picture.70 Figure 3-19 Display Window Horizontal Starting Position ..........72 Figure 3-20 Display Window Vertical Starting Position ............72 Figure 3-21 Display Window Horizontal Stopping Position .........73 Figure 3-22 Display Window Vertical Stopping Position ............74 Figure 3-23 Vertical Scrolling....................................76 Figure 3-24 Horizontal Scrolling .................................78 Figure 3-25 Memory Picture Larger than the Display Window ........79 Figure 3-26 Data for Line 1 - Horizontal Scrolling ...............79 Figure 3-27 Data for Line 2 - Horizontal Scrolling ...............79 Figure 4-1 Defining Sprite On-screen Position.....................95 Figure 4-2 Position of Sprites ...................................96 Figure 4-3 Shape of Spaceship.....................................97 Figure 4-4 Sprite with Spaceship Shape Defined ...................98 Figure 4-5 Sprite Color Definition ...............................99 Figure 4-6 Color Register Assignments ...........................100 Figure 4-7 Data Structure Layout ................................103 Figure 4-8 Sprite Priority ......................................112 Figure 4-9 Typical Example of Sprite Reuse ......................113 Figure 4-10 Typical Data Structure for Sprite Re-use ............114 Figure 4-11 Overlapping Sprites (Not Attached) ..................116 Figure 4-12 Placing Sprites Next to Each Other ..................117 Figure 4-13 Sprite Control Circuitry ............................122 Figure 5-1 Sine Waveform ........................................131 Figure 5-2 Digitized Amplitude Values ...........................133 Figure 5-3 Example Sine Wave ....................................139 Figure 5-4 Waveform with Multiple Cycles ........................149 Figure 5-5 Frequency Domain Plot of Low-Pass Filter .............151 Figure 5-6 Noise-free Output (No Aliasing Distortion) ...........151 Figure 5-7 Some Aliasing Distortion .............................152 Figure 5-8 Audio State Diagram ..................................162 Figure 6-1 How Images are Stored in Memory ......................165 Figure 6-2 BLTxP and BLTxMOD calculations .......................167 Figure 6-3 Blitter Minterm Venn Diagram .........................172 Figure 6-4 Extracting a Range of Columns ........................175 Figure 6-5 Use of the FCI Bit - Bit Is a 0 ......................179 Figure 6-6 Use of the FCI Bit - Bit Is a 1 ......................179 Figure 6-7 Single-Point Vertex Example ..........................180 Figure 6-8 Octants for Line Drawing .............................184