[← Home](../README.md) # Graphics Subsystem — Overview The Amiga graphics system is built on custom DMA-driven hardware (Agnus/Alice + Denise/Lisa) managed through `graphics.library`. It supports planar bitmaps, hardware sprites, a Copper display coprocessor, and a Blitter for fast 2D operations. Three chipset generations (OCS → ECS → AGA) expanded resolution, color depth, and bandwidth. ## Section Index | File | Description | |---|---| | [gfx_base.md](gfx_base.md) | GfxBase structure, chipset detection (OCS/ECS/AGA), PAL/NTSC, display pipeline (MakeVPort/MrgCop/LoadView), blitter queue | | [bitmap.md](bitmap.md) | BitMap structure, planar layout, allocation | | [display_modes.md](display_modes.md) | Full chipset comparison, ModeID selection flowchart, CRT vs flat-panel, interlace/progressive tradeoffs, named antipatterns, FPGA/MiSTer impact, historical context, modern analogies, FAQ | | [ham_ehb_modes.md](ham_ehb_modes.md) | HAM6/HAM8 encoding pipeline, EHB half-brite, fringing, palette programming, FPGA decoder logic | | [copper.md](copper.md) | Copper coprocessor, instruction format, UCopList | | [copper_programming.md](copper_programming.md) | Copper deep dive: architecture, copper list construction, gradient and raster effects | | [blitter.md](blitter.md) | Blitter DMA engine, minterms, BltBitMap | | [blitter_programming.md](blitter_programming.md) | Blitter deep dive: minterms, cookie-cut masking, line draw, fill mode | | [sprites.md](sprites.md) | Hardware sprites: DMA engine, data format, attached 15-color sprites, multiplexing, AGA enhancements, priority control | | [rastport.md](rastport.md) | RastPort drawing context: draw modes, patterns, layer clipping, text pipeline, blitter minterms | | [views.md](views.md) | View + ViewPort pipeline: 3-stage Mermaid diagram, ViewPort chaining (split screens), ColorMap/LoadRGB4, named antipatterns, Copper vs Views decision flowchart, modern GPU analogies | | [text_fonts.md](text_fonts.md) | TextFont bitmap layout, baseline rendering, algorithmic styles, AvailFonts enumeration | | [pixel_conversion.md](pixel_conversion.md) | Chunky ↔ Planar conversion deep dive: naive, merge/butterfly (Kalms), Copper Chunky, Akiko hardware, Blitter-assisted, RTG bypass, SoA/AoS theory, GPU swizzle modern parallels | | [animation.md](animation.md) | GEL system deep dive: BOBs, VSprites, AnimObs, hardware foundation (Blitter/Copper/Sprite interaction), collision detection, double buffering, performance tuning |