New file: 08_graphics/copper/copper_reference.md - Full instruction set reference with opcode encoding table - Bit-level encoding for MOVE, WAIT, SKIP (7-bit masks) - Beam position encoding: V counter (8-bit), H counter (7-bit) - Copper control registers (COP1LC, COP2LC, COPJMP, COPCON, DMACON) - Copper list structure, dual lists, SKIP-based double buffering - DMA timing budget calculations per scanline - Register reference for all copper-writable targets - OCS/ECS/AGA differences (AGA 24-bit color via BPLCON3 LOCT) - Programming models: bare metal, OS-friendly UCopList, self-modifying - Common patterns: rainbow, split screen, status bar, sprite mux - Debugging: 8 common pitfalls with symptoms and fixes - Mermaid fetch-execute cycle diagram Updated files: - 08_graphics/README.md: add copper_reference.md to index - 08_graphics/copper/copper.md: cross-reference link, fix MOVE/WAIT encoding, fix UCopList CMOVE syntax - 08_graphics/copper/copper_programming.md: cross-reference link, fix horizontal resolution (2 color clocks, not 4)
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Copper Programming — Deep Dive
What Is the Copper?
The Copper (Co-Processor) is a tiny DMA-driven programmable engine inside Agnus (OCS/ECS) or Alice (AGA). It executes a list of instructions — the copper list — in lockstep with the video beam as it sweeps across the CRT. Its sole purpose is to write values to custom chip registers at precise screen positions.
Despite having only 3 instructions and no arithmetic, branching, or memory read capability, the Copper is what gives the Amiga its distinctive visual character.
Where It Lives in the System
graph LR
subgraph Agnus/Alice ["Agnus / Alice Chip"]
Copper["Copper<br/>(reads copper list via DMA)"]
DMA["DMA Controller"]
Beam["Beam Counter"]
end
subgraph Denise/Lisa ["Denise / Lisa Chip"]
Palette["Color Registers"]
BPL["Bitplane Control"]
SPR["Sprite Control"]
end
subgraph Memory
CopList["Copper List<br/>(Chip RAM only!)"]
end
Beam -- "current V,H position" --> Copper
CopList -- "DMA fetch" --> Copper
Copper -- "register writes" --> Palette
Copper -- "register writes" --> BPL
Copper -- "register writes" --> SPR
Copper -- "register writes" --> DMA
Key points:
- The Copper reads its program from Chip RAM via DMA — no CPU involvement
- It writes directly to custom chip registers (the same
$DFF000–$DFF1FEspace) - It synchronizes with the beam counter — it knows exactly where the electron beam is
- The CPU can modify the copper list in memory at any time; changes take effect next frame
What the Copper Can Do
| Capability | How | Typical Use |
|---|---|---|
| Per-line color changes | WAIT for line → MOVE to COLORxx | Gradient skies, rainbow bars, water effects |
| Split-screen displays | Change bitplane pointers mid-frame | Status bar + scrolling game area |
| Parallax scrolling | Change BPLCON1 scroll offset at different lines | Multi-layer side-scrollers |
| Resolution mixing | Change BPLCON0 mid-frame | HiRes title bar + LoRes gameplay |
| Sprite multiplexing | Repoint sprite DMA pointers after sprite ends | 24+ sprites using 8 physical slots |
| Palette animation | CPU modifies copper list words each frame | Cycling water, fire, lava |
| Display window shaping | Change DIWSTRT/DIWSTOP | Overscan, borders, letterbox |
| DMA scheduling | Enable/disable bitplane/sprite DMA per line | Hide artifacts during setup |
What the Copper Cannot Do
| Limitation | Detail |
|---|---|
| No arithmetic | Cannot add, subtract, multiply, or compare values |
| No branching/loops | Executes linearly top-to-bottom; no jumps or calls |
| No memory read | Can only WRITE to registers — cannot read anything |
| No CPU memory access | Writes only to custom chip registers ($DFF000+), not RAM or CIA |
| No sub-pixel timing | Horizontal resolution: 2 color clocks (~4 low-res pixels) |
| V counter wraps at 255 | PAL lines 256–311 require a double-WAIT trick |
| Chip RAM only | The copper list itself must reside in Chip RAM (DMA-accessible) |
How the System Uses It
AmigaOS — graphics.library builds the system copper list automatically when you call MakeVPort() / LoadView(). This list sets up bitplane pointers, sprite pointers, display window, and palette for every ViewPort. User code adds instructions via UCopList.
Games (system takeover) — Disable the OS display system, point COP1LC to your own copper list, and have total control. The copper list typically sets up the display, changes colors per line, and handles sprite multiplexing.
Demos — Push the Copper to its limits: hundreds of color changes per frame, dynamic copper list generation, and tricks like "copper bars" (changing colors mid-scanline using horizontal WAITs).
Instruction Set
The Copper has exactly 3 instructions, each 32 bits (2 words):
MOVE — Write to Register
Word 1: 0000000R RRRRRRR0 R = register offset (bits 8-1)
Word 2: DDDDDDDD DDDDDDDD D = 16-bit data value
Constraints:
- Register address must be even ($000–$1FE range)
- Registers below COPCON threshold ($040) are protected by default
- COPCON ($02E) bit 1 can unlock dangerous registers ($000–$03E)
Example: Set COLOR00 to red
dc.w $0180, $0F00 ; MOVE $0F00 → COLOR00 ($DFF180)
WAIT — Wait for Beam Position
Word 1: VVVVVVVV HHHHHHHH V = vertical pos (8 bits), H = horizontal pos
Word 2: MMMMMMMM MMMMMM01 M = mask bits, bit 0 = 1 (WAIT marker)
If bit 15 of word 2 is 0: also blitter-finished wait
Default mask: $FFFE (match all V and H bits except bit 0)
Example: Wait for line 100, any horizontal position
dc.w $6401, $FFFE ; WAIT V=$64 (100), H=$01
SKIP — Conditional Skip
Word 1: VVVVVVVV HHHHHHHH same format as WAIT
Word 2: MMMMMMMM MMMMMM11 bit 0 = 1, bit 1 = 1 (SKIP marker)
If beam position ≥ specified position, skip next instruction.
Beam Position Encoding
Vertical: bits 15–8 of word 1 = V7–V0 (range 0–255)
For PAL lines > 255, use WAIT twice or the LOF bit
Horizontal: bits 7–1 of word 1 = H8–H1 (range 0–$E2, step 2)
Bit 0 always 0 in WAIT word 1 (distinguishes from MOVE)
Full PAL: 312 lines, but copper V wraps at 256
Lines 0–255: V = line number
Lines 256+: V wraps; use two WAITs:
WAIT for V=$FF (end of first field)
WAIT for actual line - 256
Copper List Termination
; End-of-list sentinel (wait for impossible position):
dc.w $FFFF, $FFFE ; WAIT $FF,$FF — never reached
Complete Examples
Example 1: Rainbow Bars (Color Per Scanline)
; copperlist.s — 256-color rainbow using Copper
SECTION copperlist,DATA_C ; MUST be in Chip RAM!
CopperList:
; Set up a basic display first
dc.w $0100, $1200 ; BPLCON0: 1 bitplane, color on
dc.w $0092, $0038 ; DDFSTRT
dc.w $0094, $00D0 ; DDFSTOP
dc.w $008E, $2C81 ; DIWSTRT
dc.w $0090, $2CC1 ; DIWSTOP
; Line 44 ($2C): start of visible display
dc.w $2C01, $FFFE ; WAIT line 44
dc.w $0180, $0F00 ; COLOR00 = bright red
dc.w $2D01, $FFFE ; WAIT line 45
dc.w $0180, $0E10 ; COLOR00 = red-orange
dc.w $2E01, $FFFE ; WAIT line 46
dc.w $0180, $0D20 ; COLOR00 = orange
dc.w $2F01, $FFFE ; WAIT line 47
dc.w $0180, $0C30 ; COLOR00 = yellow-orange
; ... repeat for each line with incrementing colors ...
dc.w $FFFF, $FFFE ; end of copper list
SECTION code,CODE
start:
move.l 4.w,a6 ; SysBase
lea $DFF000,a5 ; custom chips base
; Install copper list:
move.l #CopperList,$080(a5) ; COP1LCH/COP1LCL
move.w #0,$088(a5) ; COPJMP1 — strobe to restart
; Enable DMA:
move.w #$8280,$096(a5) ; DMACON: SET + COPEN + DMAEN
.wait:
btst #6,$BFE001 ; left mouse button
bne.s .wait
rts
Example 2: Split Screen (Two Different Backgrounds)
SplitCopperList:
; Top half: blue background
dc.w $0180, $000F ; COLOR00 = blue
; Wait for middle of screen (line 128)
dc.w $8001, $FFFE ; WAIT line $80 = 128
; Bottom half: green background
dc.w $0180, $00F0 ; COLOR00 = green
dc.w $FFFF, $FFFE ; end
Example 3: Parallax Scrolling via Copper
ParallaxCopperList:
; Background layer: scroll position 0
dc.w $0102, $0000 ; BPLCON1 = no scroll
; Wait for horizon line
dc.w $6001, $FFFE ; WAIT line 96
; Middle layer: scroll by 2 pixels
dc.w $0102, $0022 ; BPLCON1 = scroll 2px both playfields
; Wait for ground layer
dc.w $A001, $FFFE ; WAIT line 160
; Ground layer: scroll by 4 pixels
dc.w $0102, $0044 ; BPLCON1 = scroll 4px
dc.w $FFFF, $FFFE
System-Friendly Copper (via graphics.library)
For programs that coexist with the OS:
#include <graphics/copper.h>
/* Allocate a user copper list: */
struct UCopList *ucl = AllocMem(sizeof(struct UCopList), MEMF_CLEAR);
/* Build instructions: */
CINIT(ucl, 100); /* init, max 100 instructions */
CWAIT(ucl, 0, 0); /* wait for top of display */
CMOVE(ucl, custom.color[0], 0x00F); /* set COLOR00 = blue */
CWAIT(ucl, 128, 0); /* wait for line 128 */
CMOVE(ucl, custom.color[0], 0x0F0); /* set COLOR00 = green */
CEND(ucl); /* end */
/* Install on ViewPort: */
vp->UCopIns = ucl;
RethinkDisplay(); /* rebuild system copper list with our additions */
/* Cleanup: */
vp->UCopIns = NULL;
RethinkDisplay();
FreeVPortCopLists(vp);
FreeCopList(ucl);
Copper Timing
| Item | Cycles |
|---|---|
| Each Copper instruction | 2 color clocks (= 4 low-res pixels) |
| WAIT resolution (horizontal) | 2 color clocks minimum |
| Maximum instructions per line | ~112 (NTSC) / ~114 (PAL) |
| PAL visible lines | 256 (lines 44–300) |
| NTSC visible lines | 200 (lines 44–244) |
Advanced Techniques
Copper-Driven Sprite Multiplexing
Reposition sprites mid-frame to display more than 8 sprites:
; Display sprite 0 at Y=50
dc.w $3001, $FFFE ; WAIT line 48 (before sprite)
dc.w $0120, SprData1>>16 ; SPR0PTH
dc.w $0122, SprData1&$FFFF ; SPR0PTL
; After sprite 0 finishes at Y=66, reuse for position Y=100
dc.w $6801, $FFFE ; WAIT line 104
dc.w $0120, SprData2>>16 ; SPR0PTH — repoint to different data
dc.w $0122, SprData2&$FFFF ; SPR0PTL
Copper-Driven Palette Animation
; Animate copper list by modifying color values each frame
; (DMA reads new values each frame automatically)
; Just update the data words in the copper list in Chip RAM
move.w d0, CopperList+6 ; modify the MOVE data word
References
- HRM: Copper chapter — complete instruction encoding
- copper_reference.md — Copper ISA Complete Reference Manual (full encoding, control registers, timing, register map, debugging)
- copper.md — register-level reference
- copper.md — graphics.library UCopList API
- Video Signal & Timing — beam counters, scanline anatomy, clock tree
- Scoopex Amiga Hardware Programming (Photon) — YouTube: Copper tutorials — Video walkthroughs of copper list construction, copper bars, and raster effects. Companion articles: coppershade.org