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Game 1Unit 7 of 181 hr learning time

The Flock in Hand

The flock is finite: five sheep, shown as icons on a HUD strip at the foot of the screen. Each loss takes one. When the strip empties, the field empties too.

39% of Flock

Look at the bottom of the screen. Those are your sheep.

Until now a squash cost nothing — she came back, free, forever, and the lane was a toy. This unit makes the flock finite: five in hand, shown as a row of little white icons on a strip at the foot of the screen. Each time the lane wins, an icon goes. When the last one goes, no sheep steps up from the field — the farm stands empty, the tractor drives on, and the game is over.

Stakes are what turn a hazard into a threat. Same lane, same tractor, same collision bit — but now you’ll find yourself waiting for the gap.

The Display

Flock Unit 7

Three icons left. The capture script fed two sheep to the lane — parked each one in the tractor’s path and let determinism do the rest — and the strip kept the score. The third sheep stands at the field start, up next.

A Strip of Its Own

The icons live on a HUD band — the same per-band Copper trick as Unit 1’s fence and dashes: a new COLOR00 for the strip itself, and a new COLOR01 so bitplane pixels there read as white icons, not green tufts. One more band in the list… except this band starts at row 240, and row 240 is a problem worth meeting:

            ; --- THE HUD STRIP (row 240) ---
            ; Row 240 is beam line $11C — past 255, which the Copper's
            ; 8-bit comparator can't name directly. The classic trick:
            ; wait for the very end of line 255, THEN wait for the low
            ; byte. The first wait carries you across the boundary.
            dc.w    $ffdf,$fffe                 ; To the end of line 255
            dc.w    $1c01,$fffe                 ; Then line $11C & $FF = $1C
            dc.w    COLOR00,COLOUR_HUD
            dc.w    COLOR01,COLOUR_ICON

Row 240 is beam line $11Cpast 255, and the Copper’s WAIT compares only eight bits of line number. It cannot name line 284 directly. The classic move, used by almost every full-height PAL game ever shipped: wait for the tail end of line 255 ($FFDF), which carries you across the boundary — then wait for the low byte ($1C), which can only match on the far side. Two waits, and the bottom of the PAL screen belongs to you.

Drawing the Hand

drawflock:
            ; Clear the icon area (a row of byte-rectangles)
            moveq   #1,d0               ; From byte 1
            move.w  #ROW_HUD+4,d1
            moveq   #12,d2              ; Room for the whole flock
            moveq   #8,d3
            bsr     rectclear

            ; One glyph per sheep in hand
            move.w  lives,d7
            ble.s   .none               ; Empty hand, empty strip
            moveq   #1,d6               ; First icon at byte 1
.icons:
            move.w  d6,d0
            move.w  #ROW_HUD+4,d1
            lea     sheepicon,a2
            bsr     drawglyph
            addq.w  #2,d6               ; Two bytes along for the next
            subq.w  #1,d7
            bne.s   .icons
.none:
            rts

drawflock is clear-then-draw: wipe the icon area (rectclearrectfill’s opposite, eight lines of clr.b), then stamp one 8×8 sheep glyph per life via drawglyph — a byte-per-row copy, the smallest possible blit. The glyph itself is eight dc.b rows you can read like a pixel grid, same as the sprite art.

Redrawing the whole strip on every change, not erasing one icon, is a deliberate habit: state lives in lives, and the display is a function of it. There’s no way for the strip and the number to disagree.

Spending a Sheep

checksquash grows up. On a hit: one off lives, redraw the strip, and then decide — sheep remaining means the next one steps up at the field start; none means gameover, and three gates close at once: steer refuses input, checksquash stops watching, and showframe points sprite 0 at the null sprite. The field is empty. (The tractor doesn’t stop. By now you know why.)

One subtlety earned its place the hard way during this unit’s testing. CLXDAT accumulates during the squash beat — nobody reads it while the timer runs, and the collision frame itself was still drawn overlapped — so the moment the beat ended, a stale collision was waiting in the latch, and every squash double-counted. The cure is a flush as the beat expires:

            subq.w  #1,squashtimer      ; Count the stillness down
            bne.s   .out
            move.w  CLXDAT(a5),d0       ; Beat over: flush the contact
.out:       rts                         ;   that accumulated during it

Clear-on-read cuts both ways: it’s how you consume the verdict, and how you discard one. Any time your design stops reading the latch, plan for what’s in it when you start again.

Experiment: How Many Is a Flock?

  • FLOCK_SIZE equ 1 — sudden death. equ 9 — an afternoon’s grazing. Watch how the same lane changes character with the size of the hand.
  • Move the strip: icons at the top-left instead (no line-255 crossing needed — what does that tell you about why status bars lived where they did?).
  • Drop the flush and squash a sheep. Count what one contact costs now. Then put it back.
  • On game over, leave the last sheep’s icon half drawn — clear the area but stamp the glyph’s top four rows only. Morbid, but you’ll have written your first partial-glyph draw.

The Complete Code

;──────────────────────────────────────────────────────────────
; FLOCK - A sheep-crossing arcade game for the Commodore Amiga
; Unit 7: The Flock in Hand
;
; The game gets stakes. The flock is finite: five sheep,
; shown as little white icons on a strip at the foot of the
; screen. Each time the lane wins, one icon goes. When the
; strip is empty, the field is empty too — game over, and
; the tractor drives on regardless.
;──────────────────────────────────────────────────────────────

;══════════════════════════════════════════════════════════════
; 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)

COLOUR_WOOL         equ $0EEE       ; The sheep's fleece (sprite colour 1)
COLOUR_FACE         equ $0210       ; Her face, ears and tail (sprite colour 2)
COLOUR_SHADE        equ $0BBB       ; Fleece shading (sprite colour 3)

COLOUR_TRACTOR      equ $0B20       ; The tractor's bodywork (sprite colour 1)
COLOUR_TYRE         equ $0210       ; Wheels and trim (sprite colour 2)
COLOUR_CAB          equ $0999       ; The cab roof (sprite colour 3)

; 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

; Where the sheep starts, and how she moves
SHEEP_X             equ 152
SHEEP_Y             equ 200
STEP                equ 8           ; Pixels per hop
COOLDOWN            equ 6           ; Frames between hops

; The tractor's lane and pace
TRACTOR_Y           equ 98          ; Top traffic lane
TRACTOR_SPEED       equ 2           ; Pixels per frame, rightward

; How long the world stops when a sheep is lost
SQUASH_BEAT         equ 25          ; Frames of stillness

; The flock
FLOCK_SIZE          equ 5           ; Sheep in hand at the start

; The HUD strip at the foot of the screen
ROW_HUD             equ 240
COLOUR_HUD          equ $0231       ; The strip itself
COLOUR_ICON         equ $0EEE       ; Sheep icons (bitplane, HUD band)

;══════════════════════════════════════════════════════════════
; 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
JOY1DAT     equ $00c        ; Joystick, control port 2
CLXDAT      equ $00e        ; Collision data (read clears it!)
CLXCON      equ $098        ; Collision control

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)
SPR0PTH     equ $120        ; Sprite 0 pointer (high)
COLOR00     equ $180        ; Background colour
COLOR01     equ $182        ; Bitplane colour 1
COLOR17     equ $1a2        ; Sprite 0/1 colour 1
COLOR18     equ $1a4        ; Sprite 0/1 colour 2
COLOR19     equ $1a6        ; Sprite 0/1 colour 3
COLOR21     equ $1aa        ; Sprite 2/3 colour 1
COLOR22     equ $1ac        ; Sprite 2/3 colour 2
COLOR23     equ $1ae        ; Sprite 2/3 colour 3

ROW_BYTES   equ 40          ; 320 pixels / 8

;══════════════════════════════════════════════════════════════
; CODE (Chip RAM — the Copper, planes and sprites live 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
            move.w  d0,6(a1)            ; Low word into the BPL1PTL move
            swap    d0
            move.w  d0,2(a1)            ; High word into the BPL1PTH move

            ; --- Point sprite 0 at the sheep, the rest at nothing ---
            lea     copsprites,a1       ; Eight pointer pairs in the list
            lea     sheep0,a0
            move.l  a0,d0
            move.w  d0,6(a1)            ; Sprite 0 low word
            swap    d0
            move.w  d0,2(a1)            ; Sprite 0 high word

            lea     nullspr,a0          ; Sprites 1-7: an empty sprite
            move.l  a0,d0
            moveq   #7-1,d6
.nulls:
            lea     8(a1),a1            ; Next pointer pair in the list
            move.w  d0,6(a1)
            swap    d0
            move.w  d0,2(a1)
            swap    d0
            dbf     d6,.nulls

            ; --- ...except sprite 2, which carries the tractor ---
            lea     copsprites+16,a1    ; Sprite 2's pointer pair
            lea     tractor,a0
            move.l  a0,d0
            move.w  d0,6(a1)
            swap    d0
            move.w  d0,2(a1)


            ; --- Arm collision detection ---
            move.w  #$0000,CLXCON(a5)   ; Even sprites always take part;
                                        ;   we need nothing extra for 0-vs-2
            move.w  CLXDAT(a5),d0       ; Prime: reading clears the latches

            ; --- Draw the farmyard's detail into the bitplane ---
            bsr     drawfarmyard
            bsr     drawflock           ; The flock in hand, bottom-left

            ; --- Place the sheep at her starting spot ---
            bsr     updsprite

            ; --- 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  #$83a0,DMACON(a5)   ; SET + DMAEN + BPLEN + COPEN + SPREN

            ; === Main Loop ===
mainloop:
            ; Wait for vertical blank — in two phases. If we only
            ; waited FOR line 0, a fast loop body could finish while
            ; the beam is still ON line 0 and run again in the same
            ; frame. Wait to leave line 0 first, then to reach it.
            move.l  #$1ff00,d1          ; Mask: bits 8-16 of beam position
.vbleave:
            move.l  VPOSR(a5),d0        ; Read beam position
            and.l   d1,d0               ; Isolate line number
            beq.s   .vbleave            ; Loop while still on line 0
.vbwait:
            move.l  VPOSR(a5),d0        ; Read beam position
            and.l   d1,d0               ; Isolate line number
            bne.s   .vbwait             ; Loop until line 0 again

            bsr     steer               ; Read the stick, maybe hop
            bsr     drivetractor        ; The lane moves whether you do or not
            bsr     checksquash         ; Did the lane win?
            bsr     updsprite           ; Position is data: rewrite POS/CTL
            bsr     showframe           ; Point sprite 0 at this step's image

            ; 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

;══════════════════════════════════════════════════════════════
; STEER — read the joystick, hop the sheep
;
; JOY1DAT is control port 2. The decode is famously sideways:
;   right = bit 1            left = bit 9
;   down  = bit 0 XOR bit 1  up   = bit 8 XOR bit 9
; One XOR of the register with itself-shifted turns the two
; awkward pairs into plain testable bits.
;
; A hop is STEP pixels; COOLDOWN frames must pass between hops
; — that's what makes her *step* like a sheep rather than glide
; like a cursor.
;══════════════════════════════════════════════════════════════

steer:
            tst.w   gameover            ; No flock, no shepherd
            bne.s   .frozen
            tst.w   squashtimer         ; Mid squash-beat? She can't move
            beq.s   .alive
.frozen:    rts
.alive:
            tst.w   cooldown
            beq.s   .ready
            subq.w  #1,cooldown         ; Still mid-hop rhythm — wait
            rts
.ready:
            move.w  JOY1DAT(a5),d0      ; Read the stick
            move.w  d0,d1
            lsr.w   #1,d1
            eor.w   d0,d1               ; Now: bit 0 = down, bit 8 = up

            btst    #8,d1               ; Up?
            beq.s   .notup
            sub.w   #STEP,sheepy
            bra.s   .stepped
.notup:
            btst    #0,d1               ; Down?
            beq.s   .notdown
            add.w   #STEP,sheepy
            bra.s   .stepped
.notdown:
            btst    #9,d0               ; Left?
            beq.s   .notleft
            sub.w   #STEP,sheepx
            bra.s   .stepped
.notleft:
            btst    #1,d0               ; Right?
            beq.s   .done               ; Stick centred — no hop
            add.w   #STEP,sheepx
.stepped:
            move.w  #COOLDOWN,cooldown  ; Set the hop rhythm
            eori.w  #1,curframe         ; The other feet, next picture

            ; --- Hold her inside the farm ---
            tst.w   sheepx
            bge.s   .xlow
            clr.w   sheepx
.xlow:      cmp.w   #320-16,sheepx
            ble.s   .xhigh
            move.w  #320-16,sheepx
.xhigh:     tst.w   sheepy
            bge.s   .ylow
            clr.w   sheepy
.ylow:      cmp.w   #ROW_HUD-16,sheepy  ; The HUD strip is not a pasture
            ble.s   .done
            move.w  #ROW_HUD-16,sheepy
.done:
            rts

;══════════════════════════════════════════════════════════════
; DRIVETRACTOR — advance the lane's traffic
;
; No input, no decisions: tractx grows by TRACTOR_SPEED every
; frame, and past the right edge it wraps round to enter from
; the left again. A fixed loop the player can learn by watching
; — which is the entire skill this game is about.
;══════════════════════════════════════════════════════════════

drivetractor:
            move.w  tractx,d0
            add.w   #TRACTOR_SPEED,d0
            cmp.w   #320,d0             ; Clear of the right edge?
            blt.s   .keep
            move.w  #-16,d0             ; Re-enter from the left
.keep:      move.w  d0,tractx
            rts

;══════════════════════════════════════════════════════════════
; CHECKSQUASH — read the collision latches, judge the lane
;
; CLXDAT accumulates collisions as Denise draws, and READING
; IT CLEARS IT — so read it exactly once per frame and keep
; the copy. Bit 9 means "sprite 0 or 1 touched sprite 2 or 3":
; our sheep met our tractor, pixel against pixel. The hardware
; compared every overlapping pixel pair for us, for free.
;══════════════════════════════════════════════════════════════

checksquash:
            tst.w   squashtimer         ; Already mid-beat?
            beq.s   .watch
            subq.w  #1,squashtimer      ; Count the stillness down
            bne.s   .out
            move.w  CLXDAT(a5),d0       ; Beat over: flush the contact
.out:       rts                         ;   that accumulated during it
.watch:
            tst.w   gameover            ; Nothing left to lose?
            bne.s   .safe
            move.w  CLXDAT(a5),d0       ; Read once — this clears it
            btst    #9,d0               ; Sprite 0/1 met sprite 2/3?
            beq.s   .safe
            ; --- Squashed. One fewer in hand. ---
            subq.w  #1,lives
            bsr     drawflock           ; Redraw the strip
            tst.w   lives
            bgt.s   .next               ; Sheep remain — send the next one
            move.w  #1,gameover         ; The field is empty
            rts
.next:
            move.w  #SHEEP_X,sheepx     ; The next sheep steps up
            move.w  #SHEEP_Y,sheepy
            move.w  #SQUASH_BEAT,squashtimer
.safe:
            rts

;══════════════════════════════════════════════════════════════
; SETPOS — pack screen (x, y) into one sprite's POS/CTL
;   a0 = sprite structure   d0 = x   d1 = y
;
; Unit 3's packing, generalised: any sprite, any position. Beam
; coordinates: VSTART = y + $2C, HSTART = x + $80 — and the
; ninth bits ride in CTL's low flags.
;══════════════════════════════════════════════════════════════

setpos:
            add.w   #$2c,d1             ; D1 = VSTART (beam line)
            move.w  d1,d2
            add.w   #16,d2              ; D2 = VSTOP (16 rows tall)
            add.w   #$80,d0             ; D0 = HSTART (beam position)

            ; POS = VSTART[7:0] << 8 | HSTART[8:1]
            move.w  d1,d3
            lsl.w   #8,d3
            move.w  d0,d4
            lsr.w   #1,d4
            and.w   #$ff,d4
            or.w    d4,d3
            move.w  d3,(a0)             ; Write POS

            ; CTL = VSTOP[7:0] << 8 | V8START<<2 | V8STOP<<1 | H0START
            move.w  d2,d3
            and.w   #$ff,d3
            lsl.w   #8,d3
            btst    #8,d1               ; VSTART's ninth bit
            beq.s   .nv8s
            or.w    #%100,d3
.nv8s:      btst    #8,d2               ; VSTOP's ninth bit
            beq.s   .nv8e
            or.w    #%010,d3
.nv8e:      btst    #0,d0               ; HSTART's odd-pixel bit
            beq.s   .nh0
            or.w    #%001,d3
.nh0:       move.w  d3,2(a0)            ; Write CTL
            rts

;══════════════════════════════════════════════════════════════
; UPDSPRITE — place every sprite for this frame
;
; One routine owns every position write: the sheep (both step
; images, so whichever showframe picks she stands in the same
; place) and the tractor.
;══════════════════════════════════════════════════════════════

updsprite:
            lea     sheep0,a0
            move.w  sheepx,d0
            move.w  sheepy,d1
            bsr     setpos
            lea     sheep1,a0
            move.w  sheepx,d0
            move.w  sheepy,d1
            bsr     setpos
            lea     tractor,a0
            move.w  tractx,d0
            move.w  #TRACTOR_Y,d1
            bsr     setpos
            rts

;══════════════════════════════════════════════════════════════
; SHOWFRAME — point sprite 0 at this step's image
;
; Animation is nothing but choosing which data the channel
; fetches. The Copper list's sprite 0 pointer words are
; rewritten with whichever picture curframe names — the same
; poke the startup code did, now done every frame.
;══════════════════════════════════════════════════════════════

showframe:
            lea     nullspr,a0          ; Game over: the field is empty
            tst.w   gameover
            bne.s   .picked
            lea     sheep0,a0
            tst.w   curframe
            beq.s   .picked
            lea     sheep1,a0
.picked:
            move.l  a0,d0
            lea     copsprites,a1
            move.w  d0,6(a1)            ; Sprite 0 low word
            swap    d0
            move.w  d0,2(a1)            ; Sprite 0 high word
            rts

;══════════════════════════════════════════════════════════════
; DRAW THE FARMYARD (unchanged from Unit 1)
;══════════════════════════════════════════════════════════════

drawfarmyard:
            ; --- The fold's pens (rows 4-35) ---
            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

;══════════════════════════════════════════════════════════════
; DRAWFLOCK — the sheep in hand, as icons on the HUD strip
;
; One 8x8 glyph per sheep still in hand, drawn at the bottom
; left; the strip is cleared first so a lost sheep disappears.
; The icons are bitplane pixels — the HUD band's COLOR01 makes
; them white, the same per-band trick as the fence and dashes.
;══════════════════════════════════════════════════════════════

drawflock:
            ; Clear the icon area (a row of byte-rectangles)
            moveq   #1,d0               ; From byte 1
            move.w  #ROW_HUD+4,d1
            moveq   #12,d2              ; Room for the whole flock
            moveq   #8,d3
            bsr     rectclear

            ; One glyph per sheep in hand
            move.w  lives,d7
            ble.s   .none               ; Empty hand, empty strip
            moveq   #1,d6               ; First icon at byte 1
.icons:
            move.w  d6,d0
            move.w  #ROW_HUD+4,d1
            lea     sheepicon,a2
            bsr     drawglyph
            addq.w  #2,d6               ; Two bytes along for the next
            subq.w  #1,d7
            bne.s   .icons
.none:
            rts

;──────────────────────────────────────────────────────────────
; drawglyph — copy an 8-row, 1-byte-wide glyph into the plane
;   d0 = x (bytes)   d1 = row   a2 = glyph (8 bytes)
;   Trashes d1, d4, a0.
;──────────────────────────────────────────────────────────────
drawglyph:
            lea     plane,a0
            move.w  d1,d4
            mulu    #ROW_BYTES,d4
            add.w   d0,d4
            adda.w  d4,a0
            moveq   #8-1,d4
.row:
            move.b  (a2)+,(a0)
            lea     ROW_BYTES(a0),a0
            dbf     d4,.row
            rts

;──────────────────────────────────────────────────────────────
; rectclear — rectfill's opposite: clear a byte-aligned block
;   d0 = x (bytes)   d1 = row   d2 = width (bytes)   d3 = height
;   Trashes d1, d4, d5, a0, a1.
;──────────────────────────────────────────────────────────────
rectclear:
            lea     plane,a0
            move.w  d1,d4
            mulu    #ROW_BYTES,d4
            add.w   d0,d4
            adda.w  d4,a0
            move.w  d3,d4
.row:
            movea.l a0,a1
            move.w  d2,d5
.col:
            clr.b   (a1)+
            subq.w  #1,d5
            bne.s   .col
            lea     ROW_BYTES(a0),a0
            subq.w  #1,d4
            bne.s   .row
            rts

sheepicon:  dc.b    %00100100           ; A sheep, in eight bytes:
            dc.b    %01111110           ;   ears up top,
            dc.b    %11111111           ;   a fat woolly middle,
            dc.b    %11111111
            dc.b    %11111111
            dc.b    %01111110
            dc.b    %00111100           ;   tapering to
            dc.b    %00011000           ;   a little tail
            even

;══════════════════════════════════════════════════════════════
; COPPER LIST — the farmyard, plus eight sprite pointers
;══════════════════════════════════════════════════════════════

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,$0024       ; Sprites in front of playfield
            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

copsprites:
            dc.w    SPR0PTH+0,$0000     ; Sprite 0: the sheep (poked in)
            dc.w    SPR0PTH+2,$0000
            dc.w    SPR0PTH+4,$0000     ; Sprites 1-7: the null sprite
            dc.w    SPR0PTH+6,$0000
            dc.w    SPR0PTH+8,$0000
            dc.w    SPR0PTH+10,$0000
            dc.w    SPR0PTH+12,$0000
            dc.w    SPR0PTH+14,$0000
            dc.w    SPR0PTH+16,$0000
            dc.w    SPR0PTH+18,$0000
            dc.w    SPR0PTH+20,$0000
            dc.w    SPR0PTH+22,$0000
            dc.w    SPR0PTH+24,$0000
            dc.w    SPR0PTH+26,$0000
            dc.w    SPR0PTH+28,$0000
            dc.w    SPR0PTH+30,$0000

            ; --- The sheep's colours (sprites 0-1 share 17-19) ---
            dc.w    COLOR17,COLOUR_WOOL
            dc.w    COLOR18,COLOUR_FACE
            dc.w    COLOR19,COLOUR_SHADE

            ; --- The tractor's colours (sprites 2-3 share 21-23) ---
            dc.w    COLOR21,COLOUR_TRACTOR
            dc.w    COLOR22,COLOUR_TYRE
            dc.w    COLOR23,COLOUR_CAB

            ; --- 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 row 239) ---
            dc.w    $dc01,$fffe                 ; Wait: line $2C+176
            dc.w    COLOR00,COLOUR_FIELD
            dc.w    COLOR01,COLOUR_TUFT

            ; --- THE HUD STRIP (row 240) ---
            ; Row 240 is beam line $11C — past 255, which the Copper's
            ; 8-bit comparator can't name directly. The classic trick:
            ; wait for the very end of line 255, THEN wait for the low
            ; byte. The first wait carries you across the boundary.
            dc.w    $ffdf,$fffe                 ; To the end of line 255
            dc.w    $1c01,$fffe                 ; Then line $11C & $FF = $1C
            dc.w    COLOR00,COLOUR_HUD
            dc.w    COLOR01,COLOUR_ICON

            ; --- END OF COPPER LIST ---
            dc.w    $ffff,$fffe                 ; Wait for impossible position

;══════════════════════════════════════════════════════════════
; THE SHEEP — sprite 0, two step images
;
; Same sheep, two pictures. Step image 0: front-left and
; back-right feet planted. Step image 1: the other diagonal,
; tail swung the other way. Alternate them as she hops and
; she waddles. The control words are written by updsprite.
;══════════════════════════════════════════════════════════════

            section data,data_c

sheep0:
            dc.w    0                   ; POS — written by updsprite
            dc.w    0                   ; CTL — written by updsprite

            ;        plane A (fleece)    plane B (face/shade/feet)
            dc.w    %0000000000000000,%0000100000010000  ; ..ears..
            dc.w    %0000000000000000,%0000011111100000  ; ..head..
            dc.w    %0000000000000000,%0000001111000000  ; ..face..
            dc.w    %0000111111110000,%0000000000000000  ; fleece ruff
            dc.w    %0011111111111100,%0000000000000000  ; shoulders
            dc.w    %0111111111111110,%1000000000000000  ; < front foot
            dc.w    %0111111111111110,%1001000000001000  ; < + flecks
            dc.w    %0111111111111110,%0000000000000000
            dc.w    %0111111111111110,%0000001001000000  ; shade flecks
            dc.w    %0111111111111110,%0000000000000001  ; back foot >
            dc.w    %0111111111111110,%0000100000010001  ; + flecks  >
            dc.w    %0011111111111100,%0000000000000000  ; haunches
            dc.w    %0011111111111100,%0000000000000000
            dc.w    %0001111111111000,%0000000000000000
            dc.w    %0000111111110000,%0000000000000000  ; rump
            dc.w    %0000000000000000,%0000001100000000  ; tail, left

            dc.w    0,0                 ; End of sprite

sheep1:
            dc.w    0                   ; POS — written by updsprite
            dc.w    0                   ; CTL — written by updsprite

            ;        plane A (fleece)    plane B (face/shade/feet)
            dc.w    %0000000000000000,%0000100000010000  ; ..ears..
            dc.w    %0000000000000000,%0000011111100000  ; ..head..
            dc.w    %0000000000000000,%0000001111000000  ; ..face..
            dc.w    %0000111111110000,%0000000000000000  ; fleece ruff
            dc.w    %0011111111111100,%0000000000000000  ; shoulders
            dc.w    %0111111111111110,%0000000000000001  ; front foot >
            dc.w    %0111111111111110,%0001000000001001  ; + flecks  >
            dc.w    %0111111111111110,%0000000000000000
            dc.w    %0111111111111110,%0000001001000000  ; shade flecks
            dc.w    %0111111111111110,%1000000000000000  ; < back foot
            dc.w    %0111111111111110,%1000100000010000  ; < + flecks
            dc.w    %0011111111111100,%0000000000000000  ; haunches
            dc.w    %0011111111111100,%0000000000000000
            dc.w    %0001111111111000,%0000000000000000
            dc.w    %0000111111110000,%0000000000000000  ; rump
            dc.w    %0000000000000000,%0000000011000000  ; tail, right

            dc.w    0,0                 ; End of sprite

;══════════════════════════════════════════════════════════════
; THE TRACTOR — sprite 2
;
; Big rear wheels on the left, small front wheels and the
; bonnet pointing right — the way it drives. Red bodywork,
; dark tyres, a grey cab roof. Its own palette: sprites 2-3
; share colours 21-23.
;══════════════════════════════════════════════════════════════

tractor:
            dc.w    0                   ; POS — written by updsprite
            dc.w    0                   ; CTL — written by updsprite

            ;        plane A (body/cab)   plane B (tyres/cab)
            dc.w    %0000000000000000,%0000000000000000
            dc.w    %0000000000000000,%0000000000000000
            dc.w    %0000000000000000,%0111110000000000  ; rear wheel
            dc.w    %0000000000000000,%0111110000011110  ; + front wheel
            dc.w    %0000000000000000,%0111110000011110
            dc.w    %0000001111111100,%0111110000000000  ; chassis
            dc.w    %0111111111111110,%0000111110000000  ; body + cab
            dc.w    %0111111111111110,%0000111110000000
            dc.w    %0111111111111110,%0000111110000000
            dc.w    %0111111111111110,%0000111110000000
            dc.w    %0000001111111100,%0111110000000000  ; chassis
            dc.w    %0000000000000000,%0111110000011110
            dc.w    %0000000000000000,%0111110000011110  ; + front wheel
            dc.w    %0000000000000000,%0111110000000000  ; rear wheel
            dc.w    %0000000000000000,%0000000000000000
            dc.w    %0000000000000000,%0000000000000000

            dc.w    0,0                 ; End of sprite

nullspr:    dc.w    0,0                 ; A sprite that displays nothing
            dc.w    0,0

; --- The sheep's state ---
sheepx:     dc.w    SHEEP_X             ; Screen x (0-304)
sheepy:     dc.w    SHEEP_Y             ; Screen y (0-240)
cooldown:   dc.w    0                   ; Frames until the next hop
curframe:   dc.w    0                   ; Which step image: 0 or 1

; --- The tractor's state ---
tractx:     dc.w    -16                 ; Enters from the left edge

; --- The squash beat ---
squashtimer: dc.w   0                   ; Frames of stillness remaining

; --- The flock ---
lives:      dc.w    FLOCK_SIZE          ; Sheep in hand
gameover:   dc.w    0                   ; 1 = the field is empty

;══════════════════════════════════════════════════════════════
; THE BITPLANE (Chip RAM)
;══════════════════════════════════════════════════════════════

plane:      ds.b    ROW_BYTES*256       ; One plane, 320 x 256

If It Doesn’t Work

  • The strip appears too high, or mid-field? The two-wait crossing matters: a single WAIT for $1C01 without the $FFDF first matches before line 255 ever arrives (line $1C exists on the way down!). Order is everything.
  • Each squash costs two sheep? The stale-latch problem from above — flush CLXDAT when the beat ends.
  • Icons never change? drawflock must be called after lives changes, and its clear must cover the full icon area — a too-narrow rectclear leaves ghost icons beyond it.
  • The sheep wanders into the HUD? Her clamp is ROW_HUD-16 now, not the screen edge. The strip is not a pasture.

Try This

  1. A sixth life. Award a bonus sheep the first time… well, there’s nothing to reward yet — but write addq.w #1,lives + bsr drawflock behind a key press, and you’ve built the mechanism Unit 9’s fold will want.
  2. Game-over honesty. Right now the field just empties. Sketch (don’t build) what the game-over screen needs — Unit 17’s state machine will want your list.
  3. Count the cost of the strip. drawflock redraws up to five glyphs — how many byte writes is that, worst case? Would erasing exactly one icon be cheaper? Why is “cheaper” the wrong measure here?

What You’ve Learnt

  • The life pool — stakes as a number plus a visible hand; consequence now compounds.
  • The PAL line-255 crossing$FFDF then the low byte: the two-WAIT idiom behind every full-height Copper list.
  • Glyph drawingdrawglyph (a byte-per-row stamp) and rectclear; the bitplane HUD as a function of state, redrawn whole.
  • Latch hygieneCLXDAT accumulates while unread; flush it when a pause in reading ends. Clear-on-read is a contract, not a convenience.
  • Game over as closed gates — input, judgement and display each check one flag; the world (the tractor) deliberately doesn’t.

What’s Next

Five sheep, one tractor — the lane is dangerous but legible at a glance. In Unit 8 the cart and the Land Rover join at their own speeds, and reading the lanes becomes the skill the whole game advertised: Busy Lanes.