amiga-bootcamp/08_graphics/README.md
Ilia Sharin f8f8d1c834 docs(amiga): add Tier 4 content — AHI, cross-compilation, RTG, demoscene section
- New: 11_libraries/ahi_programming.md — AHI retargetable audio API
- New: 13_toolchain/cross_compilation_guide.md — cross-compiling for Amiga
- New: 08_graphics/rtg_programming.md — RTG Picasso96/CyberGraphX programming
- New: 17_demoscene/ — full demoscene techniques section:
  - copper_effects.md (6 techniques, 10 Pouet screenshots, antipatterns)
  - sprite_techniques.md (5 techniques, antipatterns)
  - pixel_tricks.md (5 techniques, antipatterns)
  - 3d_rendering.md (fixed-point math, 4 techniques, antipatterns)
  - timing_optimization.md (7 techniques, instruction timing tables)
  - README.md (section index with Mermaid diagrams)
  - images/ (10 authentic Amiga screenshots from Pouet.net)
- New: 05_reversing/games/ (4 copper-analysis screenshots)
- Updated: README index, TODO status (30/30 complete)
- Added external references: Pouet/Demozoo links, Scoopex YouTube
  tutorial series, Amiga Graphics Archive, coppershade.org
2026-05-13 17:49:28 -04:00

2.8 KiB

← Home

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 GfxBase structure, chipset detection (OCS/ECS/AGA), PAL/NTSC, display pipeline (MakeVPort/MrgCop/LoadView), blitter queue
bitmap.md BitMap structure, planar layout, allocation
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 HAM6/HAM8 encoding pipeline, EHB half-brite, fringing, palette programming, FPGA decoder logic
copper.md Copper coprocessor, instruction format, UCopList
copper_programming.md Copper deep dive: architecture, copper list construction, gradient and raster effects
blitter.md Blitter DMA engine, minterms, BltBitMap
blitter_programming.md Blitter deep dive: minterms, cookie-cut masking, line draw, fill mode
sprites.md Hardware sprites: DMA engine, data format, attached 15-color sprites, multiplexing, AGA enhancements, priority control
rastport.md RastPort drawing context: draw modes, patterns, layer clipping, text pipeline, blitter minterms
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 TextFont bitmap layout, baseline rendering, algorithmic styles, AvailFonts, ColorTextFont, Compugraphic outlines, font scaling, 3 cookbooks, 4 antipatterns, 6 FAQ
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 GEL system deep dive: BOBs, VSprites, AnimObs, hardware foundation (Blitter/Copper/Sprite interaction), collision detection, double buffering, performance tuning
rtg_programming.md Retargetable Graphics (CyberGraphX/Picasso96): LockBitMapTags VRAM access, pixel formats, double buffering, bus bandwidth, 16-card catalog, 5 antipatterns, dirty-rect optimization, modern analogies, 6 FAQ