The Farmyard
Compose the playfield: the Copper paints the farmyard's bands from above, and one bitplane plays fence, footbridge and lane markings — recoloured per band.
A green fold with five pens. A stream with a footbridge. A grey lane with dashed markings. A wide field at the bottom where the flock will wait. One screen that reads as a place — and the trick that draws it is the unit’s whole lesson.
This is Unit 1 of Flock, a sheep-crossing arcade game. Over the coming units you’ll put a sheep on this screen, steer her, dodge tractors, ride hay bales, and fill the fold. Today there are no sheep — today you build the farm. The Primer taught you the Copper and the bitplane as separate ideas; this unit composes them with intent, and adds one move the Primer didn’t: making a single bitplane do four different jobs.
The Display

Looked at from above, the farmyard is horizontal bands — and horizontal bands are what the Copper does best:
- The fold (top) — brighter pasture, with a fence and five pens drawn into the bitplane. Each pen opens to the south. This is where saved sheep will live.
- The stream — a blue band with a wooden footbridge across the middle. In Arc 1 the bridge is the only way over.
- The lane — grey tarmac, two dashed lines dividing it into three traffic lanes. Tractors arrive in Unit 5.
- The field (bottom) — where the flock waits its turn.
Between each pair, a thin dark strip of hedgerow, bank or verge keeps the bands from touching.
Run It First
Step 1: Build the Executable
vasmm68k_mot -Fhunkexe -kick1hunks -nosym -o flock flock.asm
Step 2: Create a Bootable Disk
xdftool flock.adf create + format "Flock" ofs + boot install boot1x
xdftool flock.adf + makedir s
echo "flock" > startup-sequence
xdftool flock.adf + write startup-sequence s/startup-sequence
xdftool flock.adf + write flock + protect flock +e
rm startup-sequence
Step 3: Run in an Emulator
Boot flock.adf in an A500 configuration with a Kickstart 1.3 ROM (FS-UAE, WinUAE, or Emu198x). The disk boots straight into the farmyard. To exit: click the left mouse button, then reset.
One Plane, Four Jobs
Here’s the move that makes this screen cheap. The detail — fence, bridge, lane dashes — is all drawn into one bitplane. A single plane gives every set pixel the same colour: whatever’s in COLOR01. That sounds like a limitation, until you remember the Copper can rewrite any register as the beam sweeps down.
So at each band boundary, the Copper changes two colours, not one:
; --- THE FOLD (from the top of the frame) ---
dc.w COLOR00,COLOUR_FOLD_GRASS
dc.w COLOR01,COLOUR_FENCE ; Pixels here are fence
; --- HEDGEROW (row 40) ---
dc.w $5401,$fffe ; Wait: line $2C+40 = $54
dc.w COLOR00,COLOUR_HEDGE
dc.w COLOR01,COLOUR_TUFT
; --- THE STREAM (row 48) ---
dc.w $5c01,$fffe ; Wait: line $2C+48 = $5C
dc.w COLOR00,COLOUR_WATER
dc.w COLOR01,COLOUR_WOOD ; Pixels here are bridge
; --- THE BANK (row 80) ---
dc.w $7c01,$fffe ; Wait: line $2C+80 = $7C
dc.w COLOR00,COLOUR_BANK
dc.w COLOR01,COLOUR_TUFT
; --- THE LANE (row 96) ---
dc.w $8c01,$fffe ; Wait: line $2C+96 = $8C
dc.w COLOR00,COLOUR_LANE
dc.w COLOR01,COLOUR_DASH ; Pixels here are markings
COLOR00 is the band itself — pasture, water, tarmac. COLOR01 is what a set pixel means in that band: brown fence in the fold, wood on the stream, white paint on the lane. The same plane, recoloured by position, plays four parts. The fence and the lane markings can never collide, because they live in different bands — so they can share a bitplane without ever sharing a colour.
This is the Amiga way of thinking: don’t draw more, redefine what you’ve drawn as the beam passes.
Drawing the Detail
The shapes themselves are nothing exotic — byte-aligned rectangles of set pixels, written by the CPU at startup:
;──────────────────────────────────────────────────────────────
; rectfill — set a byte-aligned rectangle of pixels
; d0 = x (bytes) d1 = row d2 = width (bytes) d3 = height
; Trashes d1, d4, d5, a0, a1.
;──────────────────────────────────────────────────────────────
rectfill:
lea plane,a0
move.w d1,d4
mulu #ROW_BYTES,d4 ; row * 40
add.w d0,d4 ; + x
adda.w d4,a0 ; A0 = first byte of the rectangle
move.w d3,d4 ; D4 = rows to go
.row:
movea.l a0,a1
move.w d2,d5 ; D5 = bytes to go
.col:
move.b #$ff,(a1)+ ; 8 pixels on
subq.w #1,d5
bne.s .col
lea ROW_BYTES(a0),a0 ; down one row
subq.w #1,d4
bne.s .row
rts
rectfill walks the plane row by row — the address arithmetic is row × 40 + x, since a 320-pixel row is 40 bytes. Everything on screen is calls to this one routine: a full-width bar plus six posts makes the fence and pens; a 4-byte-wide block makes the bridge; a loop of short bars makes each dashed line.
One habit worth noticing: the band rows live in named constants (ROW_STREAM, ROW_LANE…) and the Copper waits are derived from the same numbers — the display window starts at beam line $2C, so band row 48 means wait for line $2C + 48 = $5C. Keep the map in one place and the bands and their detail can’t drift apart.
Experiment: Rearrange the Farm
Everything tweakable sits at the top of flock.asm:
COLOUR_WATER equ $036A ; The stream
COLOUR_LANE equ $0666 ; The lane's tarmac
ROW_STREAM equ 48
ROW_LANE equ 96
Try these:
COLOUR_WATER equ $0248— a deeper, moodier stream.COLOUR_FIELD equ $0640— parched late-summer grass.- Move
ROW_LANEto80— but remember to move its Copper WAIT to match ($2C + 80 = $7C). Watch what happens to the dashes if you move the band but not the bitplane rows: the markings stay where they were drawn, and stop being white. That mismatch is the lesson of this unit, seen from the other side. - Widen the bridge: in
drawfarmyard, change the bridge’s width from4to6bytes.
The Complete Code
;──────────────────────────────────────────────────────────────
; FLOCK - A sheep-crossing arcade game for the Commodore Amiga
; Unit 1: The Farmyard
;
; Compose the playfield: a Copper list paints the farmyard's
; bands from above (fold, stream, lane, field), and one
; bitplane carries the detail — pens, footbridge, lane
; markings. The Copper recolours that same bitplane per band:
; brown fence in the fold, wood on the bridge, white dashes
; on the lane. One plane, four jobs.
;──────────────────────────────────────────────────────────────
;══════════════════════════════════════════════════════════════
; TWEAKABLE VALUES — Change these and see what happens!
;══════════════════════════════════════════════════════════════
; Colours are $0RGB (4 bits per component, values 0-F)
COLOUR_FOLD_GRASS equ $0480 ; The fold's pasture
COLOUR_HEDGE equ $0350 ; Hedgerow between fold and stream
COLOUR_WATER equ $036A ; The stream
COLOUR_BANK equ $0350 ; Grassy bank below the stream
COLOUR_LANE equ $0666 ; The lane's tarmac
COLOUR_VERGE equ $0350 ; Verge below the lane
COLOUR_FIELD equ $0470 ; The field where the flock waits
COLOUR_FENCE equ $0531 ; Pen walls (bitplane, fold band)
COLOUR_WOOD equ $0852 ; The footbridge (bitplane, stream band)
COLOUR_DASH equ $0EEE ; Lane markings (bitplane, lane band)
COLOUR_TUFT equ $0360 ; Spare (bitplane, grass bands)
; Where each band begins (screen row 0-255, top to bottom)
ROW_HEDGE equ 40
ROW_STREAM equ 48
ROW_BANK equ 80
ROW_LANE equ 96
ROW_VERGE equ 160
ROW_FIELD equ 176
;══════════════════════════════════════════════════════════════
; HARDWARE REGISTERS
;══════════════════════════════════════════════════════════════
CUSTOM equ $dff000
DMACON equ $096 ; DMA control (write)
INTENA equ $09a ; Interrupt enable (write)
INTREQ equ $09c ; Interrupt request (write)
COP1LC equ $080 ; Copper list pointer
COPJMP1 equ $088 ; Copper restart strobe
VPOSR equ $004 ; Beam position
BPLCON0 equ $100 ; Bitplane control
BPLCON1 equ $102 ; Scroll
BPLCON2 equ $104 ; Priority
BPL1MOD equ $108 ; Odd plane modulo
DDFSTRT equ $092 ; Display data fetch start
DDFSTOP equ $094 ; Display data fetch stop
DIWSTRT equ $08e ; Display window start
DIWSTOP equ $090 ; Display window stop
BPL1PTH equ $0e0 ; Bitplane 1 pointer (high)
BPL1PTL equ $0e2 ; Bitplane 1 pointer (low)
COLOR00 equ $180 ; Background colour
COLOR01 equ $182 ; Bitplane colour 1
ROW_BYTES equ 40 ; 320 pixels / 8
;══════════════════════════════════════════════════════════════
; CODE (Chip RAM — the Copper and bitplane DMA read from here)
;══════════════════════════════════════════════════════════════
section code,code_c
start:
lea CUSTOM,a5 ; A5 = custom chip base ($DFF000)
; --- Take over the machine ---
move.w #$7fff,INTENA(a5) ; Disable all interrupts
move.w #$7fff,INTREQ(a5) ; Clear pending interrupts
move.w #$7fff,DMACON(a5) ; Disable all DMA
; --- Point the Copper's bitplane MOVEs at our plane ---
lea plane,a0
move.l a0,d0
lea copbpl,a1 ; The two MOVEs in the list below
move.w d0,6(a1) ; Low word into the BPL1PTL move
swap d0
move.w d0,2(a1) ; High word into the BPL1PTH move
; --- Draw the farmyard's detail into the bitplane ---
bsr drawfarmyard
; --- Install Copper list ---
lea copperlist,a0
move.l a0,COP1LC(a5)
move.w d0,COPJMP1(a5) ; Strobe: restart Copper from COP1LC
; --- Enable DMA ---
move.w #$8380,DMACON(a5) ; SET + DMAEN + BPLEN + COPEN
; bit 15 = SET (turn bits ON)
; bit 9 = DMAEN (master enable)
; bit 8 = BPLEN (bitplane DMA)
; bit 7 = COPEN (Copper DMA)
; === Main Loop ===
mainloop:
; Wait for vertical blank (beam reaches line 0)
move.l #$1ff00,d1 ; Mask: bits 8-16 of beam position
.vbwait:
move.l VPOSR(a5),d0 ; Read beam position
and.l d1,d0 ; Isolate line number
bne.s .vbwait ; Loop until line 0
; Check left mouse button (active low at CIAA)
btst #6,$bfe001 ; CIAA Port A, bit 6
bne.s mainloop ; Not pressed — keep going
; Button pressed — halt
.halt:
bra.s .halt
;══════════════════════════════════════════════════════════════
; DRAW THE FARMYARD
;
; Everything here is plain CPU writes into the bitplane —
; the Primer's bitmap lesson, now composing a place. Each
; shape is a byte-aligned rectangle of set pixels; the Copper
; decides what colour those pixels are, band by band.
;══════════════════════════════════════════════════════════════
drawfarmyard:
; --- The fold's pens (rows 4-35) ---
; A fence bar across the top, then posts dividing
; five pens, each open to the south.
moveq #0,d0 ; x = byte 0
moveq #4,d1 ; row 4
moveq #ROW_BYTES,d2 ; full width
moveq #4,d3 ; 4 rows thick
bsr rectfill
lea penposts,a2 ; Post positions (byte columns)
moveq #6-1,d6 ; Six posts
.posts:
moveq #0,d0
move.b (a2)+,d0 ; x = next post column
moveq #8,d1 ; rows 8-35
moveq #1,d2 ; one byte wide
moveq #28,d3
bsr rectfill
dbf d6,.posts
; --- The footbridge (rows 48-79, mid-stream) ---
moveq #18,d0 ; byte 18 = pixel 144
moveq #ROW_STREAM,d1
moveq #4,d2 ; 32 pixels wide
moveq #32,d3 ; the stream's full height
bsr rectfill
; --- Lane markings: two dashed lines (rows 116, 136) ---
moveq #116,d1
bsr dashline
move.w #136,d1
; falls through
;──────────────────────────────────────────────────────────────
; dashline — a row of dashes across the lane
; d1 = starting row. 2 bytes on, 2 bytes off, 4 rows thick.
;──────────────────────────────────────────────────────────────
dashline:
moveq #0,d0 ; x = byte 0
.dash:
move.w d1,-(sp) ; rectfill trashes d1
move.w d0,-(sp) ; ...and d0
moveq #2,d2 ; 2 bytes of dash
moveq #4,d3 ; 4 rows thick
bsr rectfill
move.w (sp)+,d0
move.w (sp)+,d1
addq.w #4,d0 ; next dash 4 bytes along
cmp.w #ROW_BYTES,d0
blt.s .dash
rts
;──────────────────────────────────────────────────────────────
; rectfill — set a byte-aligned rectangle of pixels
; d0 = x (bytes) d1 = row d2 = width (bytes) d3 = height
; Trashes d1, d4, d5, a0, a1.
;──────────────────────────────────────────────────────────────
rectfill:
lea plane,a0
move.w d1,d4
mulu #ROW_BYTES,d4 ; row * 40
add.w d0,d4 ; + x
adda.w d4,a0 ; A0 = first byte of the rectangle
move.w d3,d4 ; D4 = rows to go
.row:
movea.l a0,a1
move.w d2,d5 ; D5 = bytes to go
.col:
move.b #$ff,(a1)+ ; 8 pixels on
subq.w #1,d5
bne.s .col
lea ROW_BYTES(a0),a0 ; down one row
subq.w #1,d4
bne.s .row
rts
penposts: dc.b 0,8,16,24,32,39 ; Byte columns of the six posts
even
;══════════════════════════════════════════════════════════════
; COPPER LIST — the farmyard from above
;
; The display is set up once at the top, then the list rides
; the beam down the screen, switching COLOR00 (the band) and
; COLOR01 (what the bitplane's pixels mean in that band) at
; each boundary. Same pixels, different job, four times over.
;
; WAIT: dc.w $VVHH,$FFFE (VV = line, HH = position)
; MOVE: dc.w register,value
;
; Band rows are screen rows; the beam's line is row + $2C
; (the display window starts at line $2C).
;══════════════════════════════════════════════════════════════
copperlist:
; --- Display setup ---
dc.w DIWSTRT,$2c81 ; Window: top-left
dc.w DIWSTOP,$2cc1 ; Window: bottom-right
dc.w DDFSTRT,$0038 ; Fetch start (lores)
dc.w DDFSTOP,$00d0 ; Fetch stop
dc.w BPLCON0,$1200 ; 1 bitplane, colour burst on
dc.w BPLCON1,$0000 ; No scroll
dc.w BPLCON2,$0000 ; Default priority
dc.w BPL1MOD,$0000 ; No modulo — rows pack tight
copbpl:
dc.w BPL1PTH,$0000 ; Plane address, poked in
dc.w BPL1PTL,$0000 ; by the CPU at startup
; --- THE FOLD (from the top of the frame) ---
dc.w COLOR00,COLOUR_FOLD_GRASS
dc.w COLOR01,COLOUR_FENCE ; Pixels here are fence
; --- HEDGEROW (row 40) ---
dc.w $5401,$fffe ; Wait: line $2C+40 = $54
dc.w COLOR00,COLOUR_HEDGE
dc.w COLOR01,COLOUR_TUFT
; --- THE STREAM (row 48) ---
dc.w $5c01,$fffe ; Wait: line $2C+48 = $5C
dc.w COLOR00,COLOUR_WATER
dc.w COLOR01,COLOUR_WOOD ; Pixels here are bridge
; --- THE BANK (row 80) ---
dc.w $7c01,$fffe ; Wait: line $2C+80 = $7C
dc.w COLOR00,COLOUR_BANK
dc.w COLOR01,COLOUR_TUFT
; --- THE LANE (row 96) ---
dc.w $8c01,$fffe ; Wait: line $2C+96 = $8C
dc.w COLOR00,COLOUR_LANE
dc.w COLOR01,COLOUR_DASH ; Pixels here are markings
; --- THE VERGE (row 160) ---
dc.w $cc01,$fffe ; Wait: line $2C+160 = $CC
dc.w COLOR00,COLOUR_VERGE
dc.w COLOR01,COLOUR_TUFT
; --- THE FIELD (row 176, down to the bottom) ---
dc.w $dc01,$fffe ; Wait: line $2C+176
dc.w COLOR00,COLOUR_FIELD
dc.w COLOR01,COLOUR_TUFT
; --- END OF COPPER LIST ---
dc.w $ffff,$fffe ; Wait for impossible position
;══════════════════════════════════════════════════════════════
; THE BITPLANE (Chip RAM)
;══════════════════════════════════════════════════════════════
section data,data_c
plane: ds.b ROW_BYTES*256 ; One plane, 320 x 256
If It Doesn’t Work
- Black screen? DMA needs
$8380— SET + DMAEN + BPLEN + COPEN. This unit displays a bitplane, so bit 8 (BPLEN) matters now; the Primer’s pure-Copper screens got away without it. - Bands but no detail? The Copper list’s
BPL1PTH/BPL1PTLMOVEs must point at the plane — the CPU pokes the address into the list at startup (copbpl). If those two words are still zero, Denise fetches plane data from address 0 and you’ll see garbage or nothing. - Detail in the wrong colours? Check the WAIT lines. Band row N is beam line
$2C + N— in hex. Mixing decimal rows with hex lines puts a band’sCOLOR01change on the wrong boundary, and the bridge turns fence-brown. - Everything shifted or smeared?
BPL1MODmust be 0 for a 320-wide plane with no extra fetch — andDDFSTRT/DDFSTOPshould be$38/$D0for lores.
Try This
- A second hedgerow. Add a dark strip between the fold’s pens and the hedge — a new WAIT + two MOVEs. Bands cost four words each; spend a few.
- Plank the bridge. The bridge is a solid block. In
drawfarmyard, skip every eighth row of it (draw four 7-row blocks instead of one 32-row block) and it reads as planks over the water. - Count the cost. The whole farmyard’s detail is one subroutine and a handful of calls. Estimate how many bytes of bitplane the fence touches — then check it against the plane’s 10,240 total. How much of the screen did you not have to draw?
What You’ve Learnt
- Composing a playfield — Copper bands for the zones, one bitplane for the detail, and named constants keeping the two in step.
COLOR01per band — a single plane’s pixels can mean different things at different screen positions. Recolour, don’t redraw.BPLEN— bitplane DMA has its own enable bit; a display with planes needs$8380, not the Primer’s$8280.- Poking the Copper list — the CPU writes the plane’s address into the list’s
BPL1PTH/BPL1PTLMOVEs at startup, so the Copper re-points Denise at the plane every frame. rectfill— row × 40 + x, and a rectangle is two nested loops. The workhorse this game will lean on until the Blitter takes over (that’s Exodus, the next game).
What’s Next
In Unit 2, the first hardware sprite appears: a white sheep, standing in the field. No bitplane drawing, no erasing — the chip overlays her on the farmyard for free, and from then on the screen has a character in it.