Ну, мой список вы уже видели =) Если надо более конкретно, то могу по пунктикам разложить =)Сообщение от icebear
* A custom graphics coprocessor, called the Copper, that allows changes
to most of the special purpose registers in synchronization with the
position of the video beam. This allows such special effects as
mid-screen changes to the color palette, splitting the screen into
multiple horizontal slices each having different video resolutions and
color depths, beam-synchronized interrupt generation for the 680x0, and
more. The coprocessor can trigger many times per screen, in the middle
of lines, and at the beginning or during the blanking interval. The
coprocessor itself can directly affect most of the registers in the
other custom chips, freeing the 680x0 for general computing tasks.
* 32 system color registers, each of which contains a 12-bit number as
four bits of red, four bits of green, and four bits of blue intensity
information. This allows a system color palette of 4,096 different
choices of color for each register.
* Eight reusable 16-bit wide sprites with up to 15 color choices per
sprite pixel (when sprites are paired). A sprite is an easily movable
graphics object whose display is entirely independent of the background
(called a playfield); sprites can be displayed over or under this
background. A sprite is 16 low resolution pixels wide and an arbitrary
number of lines tall. After producing the last line of a sprite on the
screen, a sprite DMA channel may be used to produce yet another sprite
image elsewhere on screen (with at least one horizontal line between
each reuse of a sprite processor). Thus, many small sprites can be
produced by simply reusing the sprite processors appropriately.
* Custom bit blitter used for high speed data movement, adaptable to
bitplane animation. The blitter has been designed to efficiently
retrieve data from up to three sources, combine the data in one of 256
different possible ways, and optionally store the combined data in a
destination area. The bit blitter, in a special mode, draws patterned
lines into rectangularly organized memory regions at a speed of about 1
million dots per second; and it can efficiently handle area fill.
* Dynamically controllable inter-object priority, with collision
detection. This means that the system can dynamically control the video
priority between the sprite objects and the bitplane backgrounds
(playfields). You can control which object or objects appear over or
under the background at any time. Additionally, you can use system
hardware to detect collisions between objects and have your program
react to such collisions.
Это описание из старой доброй книги Amiga® Hardware Reference Manual. В ней описан ECS, предшественник AGA. Но и этой инфы вполне достаточно, чтоб представить о чем идет речь. Если интересно - могу выложить в сети часть книги и программу для винды для просмотра amigaguide.




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