There is a few Line-A calls that I didn't have time to document up therefore it wont be any source examples to this part, perhaps in a later issue it will be sources to it. ------------ $A007 Bitblt This command is useless if you have a STE or a mega since all you can do with this call can be done with the Blitter and it's not as difficult either. Check my blitter articles to get any use of the blitter. ------------- $A008 TEXTBLT I'll jump over this one, since it's far to complext to describe here, I'll give it a stand-alone article later on. ---------------- $A009 Show mouse This turn on the mouse when it have been turned off with the $A00A call. It only works if you the amount of $A009 calls is greater then the amount of $A00A calls. To call it do like this: DC.W $A009 That's all. ---------------- $A00A Hide mouse This one is the oppisit of the previous one, it turns off the mouse. To use it simply type: DC.W $A00A Not especially difficult. --------------------- $A00B Transform mouse Yet another one I didn't have time to document up. I'll be back in a later issue with this call. Since it requires a whole bunch of values. ----------------------------------------- $A00C & $A00D Undraw sprite & Draw sprite Though two calls are not useful at all since sprites can be generated though the blitter much faster, read the next issues blitter article part II for information about sprites with the blitter. Waring! This call isn't avaible on diskbased TOS versions. ---------------------- $A00E Copy raster form Yet another unusful call, yepp! That's right man, not to any use at all. A normal person wouldn't look at this call since all it does is to copy memory blocks around in memory, that can be done with the blitter. But incase there is any mad freak with some suicide tendencys (great music group! I like their trash metal.) out there is here a description of the call. Only two parameters has to be passed, they are pointers to two MFDB's one for the source and one for the destination. They are passed like this: DC.W $A000 MOVE.L 4(A0),A0 MOVE.L SOURCE,$E(A0) MOVE.L DESTIN,$12(A0) DC.W $A00E That's it, but what is the MFDB's then? Well they are a bounch of values organized like this: Offset from the start pointer of the block and description: 0 Memory pointer to 32bit address of pixel 0,0 4 Width word only 8 Height --"-- 12 Word width Pixel width/word size 16 Format flag 20 Memory planes (remember the bit planes?) 24 reserved 28 reserved 32 reserved 36 empty The format flag is this: +ve | -ve | Operation | Format Fg | Bg | Fg | Bg |------------| ------------------------------------------------ 0 0 0 0 Transparent 0 0 1 0 1 Background 1 1 1 1 1 Foreground 2 1 0 Foreground 2 1 0 Xor screen 3 Well let's forget this call now. ---------- $A00F Contopur fill This is a odd one, it exists in "Consice" but not in "Internals" and I I finds about it is that a color index value ought to be oassed and then is should be called, strande no X or Y coordinates. I'll be back later with this call. Well, that was that. As you might see is it several calls that I dont know much about I'll be back in a later issue (in a few months) with the description of those in Line-A part 3. See ya. Article written by Kent Johansson Call +46(0)90139994.