Keeping Score
The HUD strip's second job: +5 for surviving the road, +25 for a sheep safely home — one binary word, peeled into decimal digits with DIVU and stamped in a glyph font.
Safe arrivals deserve counting.
Two events now pay out: the first time each sheep puts the whole road behind her, +5; a sheep safely penned, +25. The total sits at the right end of the HUD strip in four white digits — and between the number and the screen lie two small, permanent lessons: how a binary word becomes decimal digits, and how a font is nothing but a table of glyphs.
The Display

0030 — one road survived, one sheep home. The same scripted run as Unit 9’s capture, now with a paper trail.
Peeling Digits
The score lives as one binary word — add.w #PEN_POINTS,score and arithmetic stays plain addition. The display is decimal, and the bridge between them is the 68000’s DIVU:
drawscore:
move.w score,d7 ; D7 = what's left to convert
moveq #38,d5 ; Rightmost digit's byte column
moveq #4-1,d6 ; Four digits
.digit:
moveq #0,d0
move.w d7,d0
divu #10,d0 ; Quotient low, remainder high
move.l d0,d1
swap d1 ; D1 = this digit (0-9)
move.w d0,d7 ; D7 = the rest
; Find the digit's glyph: font + digit*8
lea digitfont,a2
add.w d1,d1
add.w d1,d1
add.w d1,d1 ; digit * 8
adda.w d1,a2
move.w d5,d0 ; Byte column
move.w #ROW_HUD+4,d1
bsr drawglyph
subq.w #1,d5 ; Next digit to the left
dbf d6,.digit
rts
DIVU #10 divides and hands back both halves in one register — quotient in the low word, remainder in the high. The remainder is the rightmost digit; the quotient is what’s left to convert. Four passes, stamped right to left, and the binary word reads as decimal. (The swap is the idiomatic 68000 move for reaching a result’s high word — you’ll use it constantly.)
The digits themselves are drawglyph again — the same byte-per-row stamp the flock icons use. digitfont is ten glyphs end to end, and digit × 8 indexes straight into it: a font is a table, a character is an offset, and text is a loop. Every HUD, menu and title screen you’ll ever build on this machine is that sentence scaled up.
Paying Out
Where the points land says what the game values:
- The road bonus lives in
steer, on a completed hop: the first time a sheep’syclears the bank line,roadflaggoes up and 5 points land. The flag resets when the next sheep steps up — penned or squashed, her successor’s road is still ahead of her. One flag per life, the cheapest possible “once per sheep”. - The pen bonus lives in
trypen, beside the resident glyph — 25 points at the moment of arrival.
Both call drawscore immediately. Same discipline as the flock strip: the display is a function of the number, redrawn whole at the moment of change. Nobody ever wonders whether the screen is stale.
Experiment: The Economy of a Farmyard
- Rebalance:
ROAD_POINTS equ 20,PEN_POINTS equ 5. Now the game rewards daring over finishing. Play a level and feel your own behaviour shift — scoring is a steering wheel for the player. - Pay the road bonus every crossing of the bank line (drop the flag). She can now farm points by shuttling. Watch how fast a kind rule becomes an exploit.
- Five digits: widen the loop and the columns. What’s the biggest score the word can hold, and what happens just past it?
- Stamp
SCOREas a label — five more glyphs in the table, letters this time. (You now own a font pipeline. It cost one table and zero new routines.)
The Complete Code
;──────────────────────────────────────────────────────────────
; FLOCK - A sheep-crossing arcade game for the Commodore Amiga
; Unit 10: Keeping Score
;
; The HUD strip earns its second job. Safe arrivals score:
; +5 for surviving the road, +25 for reaching a pen — kept as
; one binary word, converted to four decimal digits with DIVU,
; and stamped into the strip with a glyph font. The display
; is a function of the number, redrawn whole, same as the
; flock icons.
;──────────────────────────────────────────────────────────────
;══════════════════════════════════════════════════════════════
; 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
; What things are worth
ROAD_POINTS equ 5 ; Surviving the road (per sheep)
PEN_POINTS equ 25 ; A sheep safely home
ROW_BANK_TOP equ 88 ; Past here, the road is behind her
; 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
bsr drawscore ; And the score, bottom-right
; --- 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
; --- First time past the road? That's worth something.
tst.w roadflag
bne.s .scored
cmp.w #ROW_BANK_TOP,sheepy
bgt.s .scored
move.w #1,roadflag
add.w #ROAD_POINTS,score
bsr drawscore
.scored:
; --- 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
clr.w roadflag ; A fresh road for the next one
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
add.w #PEN_POINTS,score ; A sheep safely home
bsr drawscore
move.w #SHEEP_X,sheepx ; The next sheep steps up
move.w #SHEEP_Y,sheepy
clr.w roadflag ; Her road is still ahead of her
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
;══════════════════════════════════════════════════════════════
; DRAWSCORE — four decimal digits at the strip's right end
;
; The score lives as one binary word; the display is decimal.
; DIVU by 10 peels the digits off the right: the remainder is
; the next digit, the quotient carries on. Stamp them right to
; left with the same drawglyph the icons use — each digit is
; just a glyph in the font table.
;══════════════════════════════════════════════════════════════
drawscore:
move.w score,d7 ; D7 = what's left to convert
moveq #38,d5 ; Rightmost digit's byte column
moveq #4-1,d6 ; Four digits
.digit:
moveq #0,d0
move.w d7,d0
divu #10,d0 ; Quotient low, remainder high
move.l d0,d1
swap d1 ; D1 = this digit (0-9)
move.w d0,d7 ; D7 = the rest
; Find the digit's glyph: font + digit*8
lea digitfont,a2
add.w d1,d1
add.w d1,d1
add.w d1,d1 ; digit * 8
adda.w d1,a2
move.w d5,d0 ; Byte column
move.w #ROW_HUD+4,d1
bsr drawglyph
subq.w #1,d5 ; Next digit to the left
dbf d6,.digit
rts
digitfont: ; 0-9, one byte per row, eight rows each
dc.b %01111100,%11000110,%11001110,%11010110,%11100110,%11000110,%01111100,0 ; 0
dc.b %00011000,%00111000,%00011000,%00011000,%00011000,%00011000,%01111110,0 ; 1
dc.b %01111100,%11000110,%00000110,%00111100,%01100000,%11000000,%11111110,0 ; 2
dc.b %01111100,%11000110,%00000110,%00111100,%00000110,%11000110,%01111100,0 ; 3
dc.b %00011100,%00111100,%01101100,%11001100,%11111110,%00001100,%00001100,0 ; 4
dc.b %11111110,%11000000,%11111100,%00000110,%00000110,%11000110,%01111100,0 ; 5
dc.b %01111100,%11000000,%11111100,%11000110,%11000110,%11000110,%01111100,0 ; 6
dc.b %11111110,%00000110,%00001100,%00011000,%00110000,%00110000,%00110000,0 ; 7
dc.b %01111100,%11000110,%01111100,%11000110,%11000110,%11000110,%01111100,0 ; 8
dc.b %01111100,%11000110,%11000110,%01111110,%00000110,%00000110,%01111100,0 ; 9
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
score: dc.w 0 ; Points so far
roadflag: dc.w 0 ; This sheep has crossed the road
;══════════════════════════════════════════════════════════════
; 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
- Garbage digits? The font index is digit × 8 — three
add.w d1,d1doublings. Miscount the doublings and you’re reading between glyphs. - The score never draws?
drawscoreruns at startup and on every change — if you add a payout, the call goes beside it. - Division surprises?
DIVUwants the dividend as a long — clear the register first (moveq #0,d0before themove.w). A stale high word divides into nonsense. - The same sheep keeps earning the road bonus?
roadflagmust reset on respawn and on penning — the successor’s flag, not the veteran’s.
Try This
- High score. A second word, updated at game over if beaten, drawn dimmer beside the live score. Decide where it draws from — and notice you’ve just invented persistent state that outlives a flock.
- Score the squash. Minus points for a loss? Trace what
sub.wdoes when the score would go below zero, and decide whether your farmyard is the kind that does debt. - The cost of drawing.
drawscoreconverts and stamps four digits on every change. Would caching the digits and redrawing only the changed ones be worth it? Count the writes before you answer — then remember which machine drew the rest of this frame for free.
What You’ve Learnt
DIVU— quotient and remainder in one instruction; repeated division by 10 is binary-to-decimal.swapreaches the high word.- Fonts as tables — glyph = font + character × height; text is a loop over stamps. The HUD font and the flock icons are the same machinery.
- Once-per-life flags —
roadflagpays a bonus exactly once per sheep, reset where the next life begins. - Display as a function of state, again — the score redraws at the moment it changes, whole. The habit generalises.
What’s Next
The farm is silent. In Unit 11, Paula speaks: a soft baa on the hop, a squelch for a loss, a contented bleat at the pen — tones from the Amiga’s sound chip, triggered from the events you’ve already built. The last sense arrives.