Agnus/
Read/ Denise/
Register Address Write Paula Function
-------- ------- ----- ------- --------
BPLCON0 100 W A D( E ) Bitplane control register (misc.
control bits)
BPLCON1 102 W D Bitplane control register
(horizontal scroll control)
BPLCON2 104 W D( E ) Bitplane control register
(video priority control)
These registers control the operation of the
bitplanes and various aspects of the display.
BIT# BPLCON0 BPLCON1 BPLCON2
---- -------- -------- --------
15 HIRES X X
14 BPU2 X X
13 BPU1 X X
12 BPU0 X X
11 HOMOD X X
10 DBLPF X X
09 COLOR X X
08 GAUD X X
07 X PF2H3 X
06 X PF2H2 PF2PRI
05 X PF2H1 PF2P2
04 X PF2H0 PF2P1
03 LPEN PF1H3 PF2P0
02 LACE PF1H2 PF1P2
01 ERSY PF1H1 PF1P1
00 X PF1H0 PF1P0
HIRES=High-resolution (70 ns pixels)
BPU =Bitplane use code 000-110 (NONE through 6 inclusive)
HOMOD=Hold-and-modify mode (1 = Hold-and-modify mode (HAM);
0 = Extra Half Brite (EHB) if HAM=0 and BPU=6
and DBLPF=0 then bitplane 6 controls an intensity
reduction in the other five bitplanes)
DBLPF=Double playfield (PF1=odd PF2=even bitplanes)
COLOR=Composite video COLOR enable
GAUD=Genlock audio enable (muxed on BKGND pin
during vertical blanking
LPEN =Light pen enable (reset on power up)
LACE =Interlace enable (reset on power up)
ERSY =External resync (HSYNC, VSYNC pads become
inputs) (reset on power up)
PF2PRI=Playfield 2 (even planes) has priority over
(appears in front of) playfield 1
(odd planes).
PF2P=Playfield 2 priority code (with respect
to sprites)
PF1P=Playfield 1 priority code (with respect
to sprites)
PF2H=Playfield 2 horizontal scroll code
PF1H=Playfield 1 horizontal scroll code
BPLCON3 106 W D( E ) Bitplane control (enhanced features)
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