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Comprehensive technical documentation covering: - Hardware: OCS/ECS/AGA custom chip registers, Copper & Blitter deep dives - Boot sequence: cold boot through startup-sequence - Binary format: HUNK executable spec, relocation, debug info - Linking & ABI: .fd files, LVO tables, register calling conventions - Exec kernel: tasks, interrupts, memory, signals, semaphores - AmigaDOS: file I/O, FFS/OFS layout, CLI/Shell scripting - Graphics: planar bitmaps, Copper programming, HAM/EHB modes - Intuition: screens, windows, IDCMP, BOOPSI - Devices: trackdisk, SCSI, serial, timer, audio, keyboard - Libraries: utility, expansion, IFFParse, locale, ARexx - Networking: bsdsocket API, SANA-II, TCP/IP stack comparison - Toolchain: GCC, vasm/vlink, SAS/C, NDK, debugging - Reverse engineering: IDA/Ghidra setup, compiler fingerprints, case studies - CPU & MMU: 68040/060 emulation libs, PMMU, cache management - Driver development: SANA-II, Picasso96/RTG, AHI audio All files include breadcrumb navigation. No local paths or proprietary content.
2.4 KiB
2.4 KiB
Hardware Sprites — SimpleSprite, MoveSprite
Overview
The Amiga has 8 hardware sprites, each 16 pixels wide with 3 colours + transparent. Sprites are DMA-driven — the Copper sets their pointers each frame and the display hardware renders them with zero CPU overhead.
Sprite DMA Data Format
Each sprite scanline is two words (4 bytes):
Word 0 (DATA): bits 15–0 = pixel colour bit 0 for this line
Word 1 (DATB): bits 15–0 = pixel colour bit 1 for this line
Pixel colour = (DATB_bit << 1) | DATA_bit
00 = transparent
01 = colour 1 (from sprite palette)
10 = colour 2
11 = colour 3
Sprite Header
WORD 0: VSTART (vertical start position) + HSTART high bits
WORD 1: VSTOP (vertical stop position) + control bits
End marker
WORD 0: 0x0000
WORD 1: 0x0000
Sprite Colour Palette
| Sprite pair | Colour registers | Custom addresses |
|---|---|---|
| 0–1 | COLOR17–COLOR19 |
$DFF1A2–$DFF1A6 |
| 2–3 | COLOR21–COLOR23 |
$DFF1AA–$DFF1AE |
| 4–5 | COLOR25–COLOR27 |
$DFF1B2–$DFF1B6 |
| 6–7 | COLOR29–COLOR31 |
$DFF1BA–$DFF1BE |
Sprite pairs can be attached to form a single 15-colour sprite (using both sets of 2 bits = 4 bits per pixel).
OS-Level Sprite API
/* graphics.library */
struct SimpleSprite ss;
WORD sprnum;
/* Obtain a free sprite: */
sprnum = GetSprite(&ss, -1); /* -1 = any available */
if (sprnum >= 0) {
ss.x = 100;
ss.y = 50;
ss.height = 16;
/* Move sprite to position: */
MoveSprite(NULL, &ss, 100, 50);
/* Set sprite image data: */
ChangeSprite(NULL, &ss, spriteData);
/* Release: */
FreeSprite(sprnum);
}
Sprite Pointer Registers
| Register | Address | Sprite |
|---|---|---|
SPR0PTH/L |
$DFF120–$DFF122 |
Sprite 0 |
SPR1PTH/L |
$DFF124–$DFF126 |
Sprite 1 |
SPR2PTH/L |
$DFF128–$DFF12A |
Sprite 2 |
SPR3PTH/L |
$DFF12C–$DFF12E |
Sprite 3 |
SPR4PTH/L |
$DFF130–$DFF132 |
Sprite 4 |
SPR5PTH/L |
$DFF134–$DFF136 |
Sprite 5 |
SPR6PTH/L |
$DFF138–$DFF13A |
Sprite 6 |
SPR7PTH/L |
$DFF13C–$DFF13E |
Sprite 7 |
These must be set every frame — typically via the Copper list.
References
- HRM: Amiga Hardware Reference Manual — Sprites chapter
- NDK39:
graphics/sprite.h - ADCD 2.1:
GetSprite,MoveSprite,ChangeSprite,FreeSprite