This will select which custom chipset to use for emulation:

Chipset
- OCS (Original Chip Set): This was the
first Chipset, used in the Amiga 1000. It consists of the chips Paula, Agnus,
and Denise. With these, you can display graphics in resolutions up to 640x512
and in up to 4096 colors.
- ECS Agnus Uses enhanced Fat Agnus which
supplies 1MB of Chip RAM.
- Full ECS (Enhanced Chip Set): This was
the next generation of Amiga chipsets. The chip names remained unchanged,
except some minor additions like "Fat Agnus". Only Agnus and Denise
were changed. Compared to OCS, they provided higher resolutions, but no
expansion of the color palette so far.
- AGA (Advanced Graphics Architecture):
This is the latest and most advanced chipset. The current generation was
created in the labs as AA chipset (for Advanced Amiga), but in some countries
it was later marketed as AGA (Advanced Graphics Architecture). Agnus was
replaced by Alice and Denise by Lisa. The resolutions now reach up to 1280x512
in VGA scan frequencies. The color palette is now 24 bits or 16.8 million
colors. You can display up to 256 colors simultaneously or in HAM mode more
than 640,000. Backwards compatibility with Video and OCS modes is assured.
NOTE: AGA modes do not work with 8-bit color depth screen
modes!
- ECS Denise Use the new ECS display modes with Denise Chip.
- NTSC Enables US NTSC screen mode (default
is PAL).
- Chipset extra: List of Amiga models to
choose to select appropriate chipset automatically.
Options
- Immediate Blitter Does requested blits immediately.
The Blitter serves to provide extremely fast, animated graphics that can
be designed to be especially realistic.
- Cycle-exact This is an experimental feature
to cycle exact cpu and blitter emulation mode. This is slower than normal
mode, and only necessary for a few games and demos.
- Genlock Connected Detects whether a Genlock
is connected to PC.
Collision Level
- None No collision detection used.
- Sprites Only Collision detection between
sprites only enabled.
- Sprites and Sprites vs Playfield Collison
detection between Sprites and background graphics.
- Full enables all levels of collision detection.
HINT: Full is not recommended because it causes unnecessary
performance loss, and is just very rarely needed.