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