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Game 1Unit 9 of 181 hr learning time

The Fold

Somewhere to arrive: reach an empty pen and she's safe for good — a white resident in the fold, drawn on the scene's new second bitplane. Fill all five and the level is won.

50% of Flock

Until now, the top of the screen was scenery. Now it’s home.

Walk her up to the fence and she stops — unless she’s facing an open pen, in which case she trots in and stays: a white resident appears between the fence posts, the next sheep steps up from the field, and the crossing begins again. Five pens. Fill them all and the level is won. The game has had teeth since Unit 6 and stakes since Unit 7; this is the unit it gets a point.

The Display

Flock Unit 9

One home, four to go. The capture script steered a sheep up from the field, threaded all three lanes on the first attempt — determinism rewards a well-timed departure — and into the middle pen. Five icons still in hand: arriving costs nothing. The next sheep waits at the start.

The Second Bitplane

A small art problem forces a real hardware step. The resident sheep must read white, inside a band where plane-1 pixels are fence brown — one plane can’t show two colours in the same band. So the scene grows its second bitplane, and every band gains four colours:

Pixel value Planes Means
00 neither the band colour (COLOR00)
01 plane 1 fence / bridge / dashes / icons — everything so far, unchanged
10 plane 2 the fold’s residents (COLOR02, white)
11 both COLOR03 — spare (set white; fence and sheep never overlap)

That table is why the upgrade is painless: plane 1’s pixels keep their meaning exactly, because 01 is the same colour index it always was. The changes are mechanical — BPLCON0 says two planes ($2200), the Copper list gains BPL2MOD and a second pointer pair for the CPU to poke, the data section gains 10KB of plane2 — and one new habit: layers by plane. Background detail on plane 1, residents on plane 2, never interfering, erasable independently. (You’ve been using this idea all along — the sprites are layers the chip composites. Now the playfield does it too.)

The Pens Are a Table

trypen:
            move.w  sheepx,d0
            addq.w  #8,d0               ; D0 = her centre
            lea     pentab,a2
            moveq   #5-1,d6
.pen:
            cmp.w   (a2),d0             ; Left of this pen?
            blt.s   .nextpen
            cmp.w   2(a2),d0            ; Right of it?
            bgt.s   .nextpen
            tst.b   5(a2)               ; Already taken?
            bne.s   .nextpen
            ; --- She's in. A resident for the fold. ---
            move.b  #1,5(a2)
            move.w  4(a2),d0            ; Glyph byte column
            and.w   #$ff00,d0
            lsr.w   #8,d0
            bsr     penglyph
            move.w  #SHEEP_X,sheepx     ; The next sheep steps up
            move.w  #SHEEP_Y,sheepy
            move.w  #PEN_BEAT,squashtimer
            subq.w  #1,unpenned         ; A full fold wins
            bne.s   .out
            move.w  #1,won
.out:
            rts
.nextpen:
            addq.l  #6,a2
            dbf     d6,.pen
            rts                         ; Fence, post or a full pen: no way through

pentab is Unit 8’s lesson again — identity in data: each pen is the span of sheep-centre positions it accepts, the byte column its resident is drawn at, and a taken flag. trypen runs only at the fence line: find the pen she’s facing, refuse if it’s taken (or if she’s facing a post), otherwise mark it, stamp the resident glyph into plane 2, send the next sheep up, and count down unpenned — zero means the fold is full and won goes up.

Movement meets the fold in steer: the clamp that used to stop her at the screen edge now stops her at FENCE_Y, and the up branch at the fence calls trypen instead of stepping. The fence is the ceiling; pens are the only doors.

The win state mirrors game over — steer and showframe each gain a won gate — but the picture differs in the way that matters: game over is an empty farm; victory is a full fold, five white residents watching the traffic that can’t touch them any more.

Experiment: Re-Architect the Fold

  • Take a pen away — set one pentab flag to 1 at assembly time. Four homes, five sheep: the flock now has a spare. How does knowing that change how you play the last crossing?
  • PEN_BEAT equ 50 — a long, proud pause after each arrival. Does ceremony improve arriving, or slow the game down? Compare with the squash beat’s length and decide what the difference between the two should say.
  • Widen pen spans by 8 each side, so a sheep half-over a post still counts. Kinder — and sloppier? Where’s the line between forgiving and mushy?
  • Make the resident glyphs accumulate left to right regardless of which pen she entered. Easier to read at a glance — but now the fold lies about where she went in. Which truth matters?

The Complete Code

;──────────────────────────────────────────────────────────────
; FLOCK - A sheep-crossing arcade game for the Commodore Amiga
; Unit 9: The Fold
;
; Somewhere to arrive. Reach an empty pen and the sheep trots
; in, safe for good — a white resident drawn into the fold —
; and the next sheep steps up from the field. Fill all five
; pens and the level is won. The fold's residents need white
; pixels in a band whose plane-1 colour is fence brown, so
; the scene grows its second bitplane: four colours per band.
;──────────────────────────────────────────────────────────────

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

COLOUR_WOODWORK     equ $0742       ; The hay cart's bed (sprites 4-5)
COLOUR_HAY          equ $0C92       ; Its heaped load

COLOUR_ROVER        equ $0364       ; The Land Rover's paint (sprites 6-7)
COLOUR_ROOF         equ $0AAA       ; Its roof panel

; 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 traffic: three lanes, three rhythms
TRACTOR_Y           equ 98          ; Top lane
TRACTOR_SPEED       equ 2           ; Steady, rightward
ROVER_Y             equ 120         ; Middle lane
ROVER_SPEED         equ -3          ; Fast, leftward
CART_Y              equ 142         ; Bottom lane — crossed first
CART_SPEED          equ -1          ; Plodding, leftward

; 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 fold's pens
PEN_ROW             equ 16          ; Where a resident sheep settles
FENCE_Y             equ 24          ; She stops here unless a pen is open
PEN_BEAT            equ 15          ; Frames of calm after a penning

; 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)
BPL2PTH     equ $0e4        ; Bitplane 2 pointer (high)
BPL2PTL     equ $0e6        ; Bitplane 2 pointer (low)
BPL2MOD     equ $10a        ; Even plane modulo
SPR0PTH     equ $120        ; Sprite 0 pointer (high)
COLOR00     equ $180        ; Background colour
COLOR01     equ $182        ; Bitplane colour 1
COLOR02     equ $184        ; Bitplane colour 2 (plane 2)
COLOR03     equ $186        ; Bitplane colour 3 (both planes)
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
COLOR25     equ $1b2        ; Sprite 4/5 colour 1
COLOR26     equ $1b4        ; Sprite 4/5 colour 2
COLOR27     equ $1b6        ; Sprite 4/5 colour 3
COLOR29     equ $1ba        ; Sprite 6/7 colour 1
COLOR30     equ $1bc        ; Sprite 6/7 colour 2
COLOR31     equ $1be        ; Sprite 6/7 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 planes ---
            lea     copbpl,a1
            lea     plane,a0
            move.l  a0,d0
            move.w  d0,6(a1)            ; Low word into the BPL1PTL move
            swap    d0
            move.w  d0,2(a1)            ; High word into the BPL1PTH move
            lea     plane2,a0
            move.l  a0,d0
            move.w  d0,14(a1)           ; And the same for plane 2
            swap    d0
            move.w  d0,10(a1)

            ; --- 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 the traffic: sprites 2, 4 and 6.
            ; Each vehicle gets the EVEN sprite of its own pair, so
            ; each lives in its own collision group: tractor in 2/3
            ; (bit 9 against the sheep), cart in 4/5 (bit 10),
            ; Land Rover in 6/7 (bit 11) — and its own palette.
            lea     copsprites+16,a1    ; Sprite 2: the tractor
            lea     tractor,a0
            move.l  a0,d0
            move.w  d0,6(a1)
            swap    d0
            move.w  d0,2(a1)
            lea     copsprites+32,a1    ; Sprite 4: the hay cart
            lea     cart,a0
            move.l  a0,d0
            move.w  d0,6(a1)
            swap    d0
            move.w  d0,2(a1)
            lea     copsprites+48,a1    ; Sprite 6: the Land Rover
            lea     rover,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     drivelanes          ; All the traffic, one mover
            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   won                 ; Fold full — nothing to steer
            bne.s   .frozen
            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
            cmp.w   #FENCE_Y,sheepy     ; At the fence line?
            bgt.s   .climb
            bsr     trypen              ; Only a pen lets her past
            bra     .done
.climb:
            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:     cmp.w   #FENCE_Y,sheepy     ; The fence is the ceiling;
            bge.s   .ylow               ;   pens are the only way past
            move.w  #FENCE_Y,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

;══════════════════════════════════════════════════════════════
; DRIVELANES — advance all the traffic
;
; Unit 5's mover, made data. Each vehicle is a row in vehtab —
; WHERE its x lives, and how fast it moves (signed: negative
; drives leftward). One loop walks the table: add the speed,
; wrap off whichever edge the speed points at, store. Adding a
; vehicle to the game is adding a row to the table.
;══════════════════════════════════════════════════════════════

drivelanes:
            lea     vehtab,a2
            moveq   #3-1,d6             ; Three vehicles
.veh:
            move.l  (a2)+,a0            ; A0 = where this one's x lives
            move.w  (a2)+,d1            ; D1 = its speed (signed)
            move.w  (a0),d0
            add.w   d1,d0
            tst.w   d1
            bmi.s   .leftward
            cmp.w   #320,d0             ; Rightward: clear of the right edge?
            blt.s   .store
            move.w  #-16,d0             ; Re-enter from the left
            bra.s   .store
.leftward:
            cmp.w   #-16,d0             ; Leftward: clear of the left edge?
            bgt.s   .store
            move.w  #320,d0             ; Re-enter from the right
.store:
            move.w  d0,(a0)
            dbf     d6,.veh
            rts

vehtab:     dc.l    tractx
            dc.w    TRACTOR_SPEED
            dc.l    cartx
            dc.w    CART_SPEED
            dc.l    roverx
            dc.w    ROVER_SPEED

;══════════════════════════════════════════════════════════════
; 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
            and.w   #$0e00,d0           ; Bits 9/10/11: the sheep against
            beq.s   .safe               ;   ANY of the three vehicle groups
            ; --- 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
            lea     cart,a0
            move.w  cartx,d0
            move.w  #CART_Y,d1
            bsr     setpos
            lea     rover,a0
            move.w  roverx,d0
            move.w  #ROVER_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, or the whole flock
            tst.w   gameover            ;   home: no sheep on the move
            bne.s   .picked
            tst.w   won
            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

;══════════════════════════════════════════════════════════════
; TRYPEN — at the fence, try to enter the pen she's facing
;
; Each pentab row is a pen: the span of sheep-centre x values
; it accepts, the byte column its resident glyph is drawn at,
; and a flag byte that remembers it's taken. A hit pens her:
; the resident appears (plane 2 — white among the brown
; fences), the next sheep steps up, and a full fold wins.
;══════════════════════════════════════════════════════════════

trypen:
            move.w  sheepx,d0
            addq.w  #8,d0               ; D0 = her centre
            lea     pentab,a2
            moveq   #5-1,d6
.pen:
            cmp.w   (a2),d0             ; Left of this pen?
            blt.s   .nextpen
            cmp.w   2(a2),d0            ; Right of it?
            bgt.s   .nextpen
            tst.b   5(a2)               ; Already taken?
            bne.s   .nextpen
            ; --- She's in. A resident for the fold. ---
            move.b  #1,5(a2)
            move.w  4(a2),d0            ; Glyph byte column
            and.w   #$ff00,d0
            lsr.w   #8,d0
            bsr     penglyph
            move.w  #SHEEP_X,sheepx     ; The next sheep steps up
            move.w  #SHEEP_Y,sheepy
            move.w  #PEN_BEAT,squashtimer
            subq.w  #1,unpenned         ; A full fold wins
            bne.s   .out
            move.w  #1,won
.out:
            rts
.nextpen:
            addq.l  #6,a2
            dbf     d6,.pen
            rts                         ; Fence, post or a full pen: no way through

;──────────────────────────────────────────────────────────────
; penglyph — stamp the resident-sheep glyph into PLANE 2
;   d0 = x (bytes). Row is PEN_ROW; the glyph is the HUD icon.
;──────────────────────────────────────────────────────────────
penglyph:
            lea     plane2,a0
            move.w  #PEN_ROW,d4
            mulu    #ROW_BYTES,d4
            add.w   d0,d4
            adda.w  d4,a0
            lea     sheepicon,a2
            moveq   #8-1,d4
.row:
            move.b  (a2)+,(a0)
            lea     ROW_BYTES(a0),a0
            dbf     d4,.row
            rts

            ; Per pen: centre-x span (min, max), glyph byte
            ; column (high byte of the word), taken flag, pad
pentab:     dc.w    8,63
            dc.b    4,0
            even
            dc.w    72,127
            dc.b    12,0
            even
            dc.w    136,191
            dc.b    20,0
            even
            dc.w    200,255
            dc.b    28,0
            even
            dc.w    264,311
            dc.b    36,0
            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,$2200       ; 2 bitplanes, 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
            dc.w    BPL2MOD,$0000
copbpl:
            dc.w    BPL1PTH,$0000       ; Plane addresses, poked in
            dc.w    BPL1PTL,$0000       ;   by the CPU at startup
            dc.w    BPL2PTH,$0000
            dc.w    BPL2PTL,$0000

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

            ; --- Plane-2 colours: a resident sheep is white wherever
            ;     she settles (colour 2 = plane 2 alone; colour 3 = both
            ;     planes — fence-and-sheep never overlap, white is safe)
            dc.w    COLOR02,$0EEE
            dc.w    COLOR03,$0EEE

            ; --- 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 hay cart's (sprites 4-5 share 25-27) ---
            dc.w    COLOR25,COLOUR_WOODWORK
            dc.w    COLOR26,COLOUR_TYRE
            dc.w    COLOR27,COLOUR_HAY

            ; --- The Land Rover's (sprites 6-7 share 29-31) ---
            dc.w    COLOR29,COLOUR_ROVER
            dc.w    COLOR30,COLOUR_TYRE
            dc.w    COLOR31,COLOUR_ROOF

            ; --- 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 HAY CART — sprite 4
;
; Plods leftward: a wooden bed, a heaped load of hay, and
; wheels at the corners. Wood and hay get their own palette
; (sprites 4-5 share colours 25-27).
;══════════════════════════════════════════════════════════════

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

            ;        plane A (wood/hay)   plane B (wheels/hay)
            dc.w    %0000000000000000,%0000000000000000
            dc.w    %0000000000000000,%0000000000000000
            dc.w    %0000000000000000,%0110000000000110  ; wheels
            dc.w    %0011111111111100,%0110000000000110
            dc.w    %0011111111111100,%0110000000000110
            dc.w    %0011111111111100,%0000111111110000  ; hay rises
            dc.w    %0011111111111100,%0001111111111000
            dc.w    %0011111111111100,%0001111111111000
            dc.w    %0011111111111100,%0001111111111000
            dc.w    %0011111111111100,%0001111111111000
            dc.w    %0011111111111100,%0000111111110000  ; hay falls
            dc.w    %0011111111111100,%0110000000000110
            dc.w    %0011111111111100,%0110000000000110  ; wheels
            dc.w    %0000000000000000,%0110000000000110
            dc.w    %0000000000000000,%0000000000000000
            dc.w    %0000000000000000,%0000000000000000

            dc.w    0,0                 ; End of sprite

;══════════════════════════════════════════════════════════════
; THE LAND ROVER — sprite 6
;
; The farmer's in a hurry. Boxy paintwork, a roof panel set
; back from the bonnet (it drives leftward, so the bonnet is
; the left end), wheels at the corners. Sprites 6-7 share
; colours 29-31.
;══════════════════════════════════════════════════════════════

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

            ;        plane A (paint/roof)  plane B (wheels/roof)
            dc.w    %0000000000000000,%0000000000000000
            dc.w    %0000000000000000,%0000000000000000
            dc.w    %0000000000000000,%0011000000001100  ; wheels
            dc.w    %0111111111111110,%0011000000001100
            dc.w    %0111111111111110,%0011000000001100
            dc.w    %0111111111111110,%0000001111111000  ; roof panel,
            dc.w    %0111111111111110,%0000001111111000  ;   set back
            dc.w    %0111111111111110,%0000001111111000  ;   from the
            dc.w    %0111111111111110,%0000001111111000  ;   bonnet
            dc.w    %0111111111111110,%0000001111111000
            dc.w    %0111111111111110,%0000001111111000
            dc.w    %0111111111111110,%0011000000001100
            dc.w    %0111111111111110,%0011000000001100  ; wheels
            dc.w    %0000000000000000,%0011000000001100
            dc.w    %0000000000000000,%0000000000000000
            dc.w    %0000000000000000,%0000000000000000

            dc.w    0,0                 ; End of sprite

; --- The traffic's state ---
tractx:     dc.w    -16                 ; The tractor enters from the left
cartx:      dc.w    300                 ; The cart from the right
roverx:     dc.w    160                 ; The Rover mid-lane, flat out

; --- 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
won:        dc.w    0                   ; 1 = every pen is full
unpenned:   dc.w    5                   ; Pens still to fill

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

plane:      ds.b    ROW_BYTES*256       ; Plane 1: fence, bridge, dashes, icons
plane2:     ds.b    ROW_BYTES*256       ; Plane 2: the fold's residents

If It Doesn’t Work

  • Residents are brown, or invisible? Plane 2’s pixels read colour 2 — COLOR02 must be set (the list sets it once at the top), and the second pointer pair must be poked or Denise fetches plane 2 from address 0.
  • The whole screen shifted or doubled? BPLCON0 must say two planes ($2200) and BPL2MOD must be zero — a missing modulo makes plane 2 drift against plane 1.
  • She walks straight through the fence? The movement clamp must use FENCE_Y, and the up-branch must test before stepping. The order of the test and the move is the whole gate.
  • She can enter the same pen twice? The taken flag — trypen must test 5(a2) before accepting, and set it after. (Five residents in one pen is a charming bug, but it isn’t a win condition.)

Try This

  1. A homecoming wiggle. When she pens, stamp the glyph, wait PEN_BEAT, then re-stamp it one pixel lower. A settle. Two lines, and the fold feels alive.
  2. Score the route. Note which lane order you cross in a winning run, then change your departure timing by ten frames and run it again. The traffic is deterministic — every winning route is a repeatable recipe. Write yours down like a speedrunner would.
  3. The empty-hand draw. What happens if her last life pens the last sheep? Trace the code: won and lives — which gate wins? Decide what should happen before you read what does.

What You’ve Learnt

  • The second bitplane — four colours per band; plane 1’s pixels keep their meaning because 01 is still 01. Layers by plane: detail under, residents over.
  • Goal slots as datapentab carries span, glyph position and state; trypen is one loop over it. The fold can be re-architected without touching logic.
  • The fence gate — clamp to the boundary, and make crossing it a test, not a step. Doors are conditions.
  • Win as a mirrored statewon closes the same gates as gameover; the difference is what’s on screen when the world keeps rolling.

What’s Next

Safe arrivals deserve counting. In Unit 10 the HUD strip earns a second job: score — points per crossing and per penning, drawn with a CPU-stamped font. The strip stops being a hand of sheep and becomes a scoreboard.