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Game 1Unit 17 of 181 hr learning time

The Title

FLOCK over the farmyard, Baa Baa Black Sheep on Paula, press fire to begin — and underneath it the state machine every finished game runs on: title, play, won, lost, and back round for one more go.

94% of Flock

Until now the game has started the only way a prototype can — abruptly, mid-farmyard, sheep already on the grass — and ended the only way a prototype does, frozen until you pull the plug. What separates that from a finished game is one idea: the game is a loop of states, and play is only one of them. This unit builds the loop: a title screen with the farm idling behind it, a daft Paula jingle, press fire to begin — and when the last sheep is home or lost, a beat of stillness and back to the title for one more go.

The Display

Flock Unit 17

FLOCK, eight pixels at a stroke — and the farm doesn’t stop for it: the tractor clips the F, the cow keeps the verge, both ferries run. The world is the attract mode.

The Spine

;══════════════════════════════════════════════════════════════
; CHECKFIRE / STARTGAME / ENDTICK / GOTOTITLE — the game's spine
;
; Title, play, won, lost — every finished game is a loop of
; states, and the transitions are where resets live. STARTGAME
; is the only place the game becomes new: lives, score, pens,
; nerves, the playfield itself. Miss one reset here and the
; second game inherits the first one's ghosts.
;══════════════════════════════════════════════════════════════

checkfire:
            btst    #7,$bfe001          ; Port 2 fire (active low)
            bne.s   .up
            tst.w   firewas             ; Only the EDGE starts a game —
            bne.s   .held               ;   a held button is one press
            move.w  #1,firewas
            bra.s   startgame
.up:        clr.w   firewas
.held:      rts

startgame:
            move.w  #1,gamestate
            move.w  #FLOCK_SIZE,lives
            clr.w   score
            move.w  #5,unpenned
            clr.w   won
            clr.w   gameover
            clr.w   endtimer
            lea     pentab,a2           ; Every pen empties
            moveq   #5-1,d6
.pen:       clr.b   5(a2)
            addq.l  #6,a2
            dbf     d6,.pen
            move.w  #$0001,DMACON(a5)   ; The jingle stops mid-note
            clr.w   sndtimer
            moveq   #0,d0               ; Clear the whole playfield and
            moveq   #0,d1               ;   redraw it: the title text
            moveq   #ROW_BYTES,d2       ;   goes, the pen glyphs go,
            move.w  #240,d3             ;   the farm comes back clean
            bsr     rectclear
            bsr     drawfarmyard
            bsr     drawflock
            bsr     drawscore
            bsr     newsheep
            rts

endtick:
            tst.w   won                 ; Either ending counts
            bne.s   .ending
            tst.w   gameover
            beq.s   .out
.ending:
            addq.w  #1,endtimer
            cmp.w   #ENDWAIT,endtimer   ; Let the moment land...
            blt.s   .out
            clr.w   gamestate           ; ...then back to the title.
            clr.w   endtimer            ; Score and flock stay on the
            bsr     drawtitle           ;   HUD: the title wears your
            lea     jingle,a0           ;   last game like a rosette
            move.l  a0,jinglep
            clr.w   jingletimer
.out:       rts

The main loop now opens with one test: gamestate. The title is not a separate program — it’s the same loop with different systems switched in. The traffic drives, the duck dips, the jingle plays; what’s missing is the sheep and everything that judges her. One branch, two games.

The transitions are where the real lessons live:

  • startgame is the only place the game becomes new. Lives, score, pens, nerves, the playfield itself — every reset in one routine. This is the discipline that matters: scatter your resets and the second game inherits the first one’s ghosts. (Our first draft forgot nothing — but only because thirteen units of state had already been listed in one place by newsheep and friends. Architecture pays compound interest.)
  • checkfire watches the edge, not the level. A held button is one press, not fifty starts a second. firewas is the same latch pattern as Unit 16’s worried baa — fired once, reset on release.
  • endtick lets the moment land. Win or lose, the screen holds for ENDWAIT frames before the title returns. Snap back instantly and the player never reads their own ending; the pause is the punctuation. And when the title does return, the score and flock stay on the HUD — the title wears your last game like a rosette until fire wipes it.

The title text itself is rectfill walking a table — the same routine that built the farm in Unit 1, fed letter-shaped data. The road band is bared first so the lane markings don’t thread through the lettering. Fonts are just data with opinions.

The Sequencer Soundtick Was Always Going to Need

;══════════════════════════════════════════════════════════════
; TUNETICK — the sequencer soundtick was always going to need
;
; A melody is a table: period, frames, period, frames... and a
; zero to loop. Each entry is one playsound call; the tick just
; watches the clock and serves the next note. Unit 11 played
; one sound at a time; this plays one sound at a time, forever,
; in order — that's all a jingle is. A zero period is a rest.
;══════════════════════════════════════════════════════════════

tunetick:
            tst.w   jingletimer
            beq.s   .next
            subq.w  #1,jingletimer
            rts
.next:
            move.l  jinglep,a0
            move.w  (a0)+,d0            ; Period (0 = rest, -1 = loop)
            bmi.s   .loop
            move.w  (a0)+,d2            ; Frames
            move.w  d2,jingletimer
            move.l  a0,jinglep
            tst.w   d0
            beq.s   .rest
            move.w  d0,d1               ; Steady pitch: both periods
            move.w  #JINGLE_VOL,d3      ;   the same, no slide
            bra     playsound
.rest:
            move.w  #$0001,DMACON(a5)   ; Silence is a note too
            rts
.loop:
            lea     jingle,a0
            move.l  a0,jinglep
            rts

Unit 11 ended with a question: playsound plays one sound, so what’s the smallest change that plays a sequence? This is the answer, and it’s barely a routine. A melody is a table — period, frames, period, frames — and tunetick watches the clock and serves the next entry. Zero period is a rest (silence is a note too — switch the channel off and keep counting); the terminator loops back to the top. Every note is an ordinary playsound call with both periods equal: steady pitch, no slide.

; Baa Baa Black Sheep, one phrase at a time: period, frames.
; 0 period = a rest; -1 = back to the top.
jingle:
            dc.w    NOTE_C,18, NOTE_C,18, NOTE_G,18, NOTE_G,18
            dc.w    NOTE_A,9,  NOTE_A,9,  NOTE_A,9,  NOTE_A,9
            dc.w    NOTE_G,32, 0,14
            dc.w    NOTE_F,18, NOTE_F,18, NOTE_E,18, NOTE_E,18
            dc.w    NOTE_D,9,  NOTE_D,9,  NOTE_D,9,  NOTE_D,9
            dc.w    NOTE_C,32, 0,60
            dc.w    -1
hopgap:     dc.w    COOLDOWN            ; This sheep's hop rhythm

And the tune had to be Baa Baa Black Sheep — public domain since before electricity, and this game has earned it: you met her in Unit 15. Six note constants, eighteen table entries, and the farm has theme music — here’s one loop of it:

The whole apparatus — table, tick, rest, loop — is the seed of every tracker and game-music driver ever written; they are this routine with more columns.

Experiment: Conduct

  • Halve every duration in the jingle table. Double them. Tempo is data; nobody recompiles an orchestra.
  • Transpose it: multiply every period by 2 for an octave down (and feel a Paula truth: bigger period, lower note). Write NOTE_C*2 and let the assembler do the arithmetic.
  • Give the rests a pulse: replace the 0,14 rest with a whisper-quiet low note. The silence becomes a heartbeat and the jingle suddenly has a rhythm section.
  • ENDWAIT equ 25 — the ending barely registers before the title snatches the screen. equ 900 — it overstays. Find the dwell where a lost game stings and a won one glows.

The Complete Code

;──────────────────────────────────────────────────────────────
; FLOCK - A sheep-crossing arcade game for the Commodore Amiga
; Unit 12: The Stream
;
; The rule flips. The water is deadly now — step in and she
; drowns — UNLESS she lands on the drifting hay bale, which
; carries her, or keeps to the footbridge. Same collision
; hardware as the road, opposite law: on the lane, touching
; the sprite kills; on the stream, NOT touching one does.
; One CLXDAT read now serves two judges, so the read becomes
; a shared copy — and the bale shares the cart's collision
; bit, so position decides which one the contact means.
;──────────────────────────────────────────────────────────────

;══════════════════════════════════════════════════════════════
; 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_SOOT         equ $0333       ; A black sheep's fleece
COLOUR_SOOTFACE     equ $0CCC       ; ...and her pale face
COLOUR_SOOTSHADE    equ $0222       ; ...and her shading

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
SKITTISH            equ 4           ; A black sheep's quicker rhythm
NERVE_EDGE          equ 150         ; Three seconds' dithering: trembling
NERVE_BOLT          equ 250         ; Five: the wind's up, she bolts
PANIC_HOPS          equ 3           ; How far a bolting sheep bolts

; 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
ENDWAIT             equ 300         ; Frames to sit with the ending
JINGLE_VOL          equ 48          ; The title tune's voice
; The jingle's notes (PAL: period = 3546895 / (freq * 8))
NOTE_C              equ 1694
NOTE_D              equ 1510
NOTE_E               equ 1345
NOTE_F              equ 1270
NOTE_G              equ 1131
NOTE_A              equ 1008

; 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
BLACK_BONUS         equ 100         ; ...and a black one besides
ROW_BANK_TOP        equ 88          ; Past here, the road is behind her

; The farmyard's voice: each sound is two periods (pitch
; slides from the first to the second halfway through), a
; volume, and a length in frames. Bigger period = lower note.
BAA_PER1            equ 1800        ; The hop: a soft baa,
BAA_PER2            equ 2100        ;   dropping as it ends
BAA_FRAMES          equ 5 
BAA_VOL             equ 40
SPLAT_PER1          equ 2800        ; The loss: low and flat,
SPLAT_PER2          equ 3600        ;   sagging lower
SPLAT_FRAMES        equ 16
SPLAT_VOL           equ 60
BLEAT_PER1          equ 1700        ; The pen: contented,
BLEAT_PER2          equ 1250        ;   rising
BLEAT_FRAMES        equ 18
BLEAT_VOL           equ 50
CHIME_PER1          equ 850         ; The black sheep's chime:
CHIME_PER2          equ 560         ;   high, bright, rising
CHIME_FRAMES        equ 22
CHIME_VOL           equ 58
FRET_PER1           equ 1150        ; The nervous baa: thin,
FRET_PER2           equ 1400        ;   falling, worried
FRET_FRAMES         equ 8
FRET_VOL            equ 42
DROWN_PER1          equ 2200        ; The stream: a swallowed
DROWN_PER2          equ 3400        ;   glub, sinking
DROWN_FRAMES        equ 14
DROWN_VOL           equ 55

; The stream and its crossings
STREAM_TOP          equ 44          ; She's in the water between
STREAM_BOT          equ 76          ;   these rows...
BRIDGE_MINX         equ 144         ; ...unless on the footbridge
BRIDGE_MAXX         equ 176         ;   (sheep-centre span)...
BALE_Y              equ 60          ; ...or aboard the hay bale
DUCK_Y              equ 46          ; The duck paddles the north water
DUCK_SPEED          equ -1          ; ...heading the other way
DUCK_PADDLE         equ 220         ; Frames afloat between feeds
DUCK_WARN           equ 50          ; Tail-up: the warning she gives
DUCK_UNDER          equ 120         ; Frames spent feeding below
COW_Y               equ 160         ; The verge is HER lane
COW_SPEED           equ 1<<15       ; Half a pixel a frame, in 16.16
BALE_SPEED          equ 1           ; It drifts gently rightward

; 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
AUD0LC      equ $0a0        ; Audio channel 0: sample address
AUD0LEN     equ $0a4        ;   sample length (words)
AUD0PER     equ $0a6        ;   period (pitch)
AUD0VOL     equ $0a8        ;   volume (0-64)

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)
            lea     copsprites+40,a1    ; Sprite 5: the hay bale —
            lea     bale,a0             ;   the cart's pair, so it
            move.l  a0,d0               ;   borrows the hay palette
            move.w  d0,6(a1)            ;   AND the cart's collision
            swap    d0                  ;   bit. Position will tell
            move.w  d0,2(a1)            ;   them apart.


            lea     copsprites+24,a1    ; Sprite 3: the cow — the
            lea     cow,a0              ;   tractor's pair, so she
            move.l  a0,d0               ;   shares its colours AND its
            move.w  d0,6(a1)            ;   bit 9 — the bit that kills
            swap    d0                  ;   without asking where you
            move.w  d0,2(a1)            ;   were standing.

            lea     copsprites+56,a1    ; Sprite 7: the duck — the
            lea     duck,a0             ;   Rover's pair, so she borrows
            move.l  a0,d0               ;   the Rover's palette AND its
            move.w  d0,6(a1)            ;   collision bit. Position will
            swap    d0                  ;   tell them apart, as it does
            move.w  d0,2(a1)            ;   for the cart and the bale.

            ; --- Arm collision detection ---
            move.w  #$e000,CLXCON(a5)   ; ENSP3+5+7: odd sprites sit OUT
                                        ;   of collision unless invited —
                                        ;   the cow, the bale and the
                                        ;   duck all need their bits set
            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     newsheep            ; Even the first one rolls
            bsr     updsprite
            bsr     drawtitle           ; ...but the game opens on the
                                        ;   title, sheep in the wings

            ; --- 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
            ; The line number spans TWO registers, and the 68000
            ; reads them one after the other. Catch the beam mid-
            ; crossing (255 to 256) and the halves disagree: V8
            ; from the old line, V0-V7 from the new one — a line
            ; that reads as 0 but isn't. Read again: a real line 0
            ; stays 0, a phantom is gone by the second look.
            move.l  VPOSR(a5),d0        ; Confirm against a second read
            and.l   d1,d0
            bne.s   .vbwait             ; Phantom — keep waiting

            addq.w  #1,framecnt         ; The entropy clock ticks
            ; --- Two games share one loop: the title is a game ---
            ; whose only verb is "press fire". The world drives on
            ; in both states; only the sheep-facing systems switch.
            tst.w   gamestate
            bne.s   .playing

            ; — TITLE: attract mode —
            bsr     drivelanes          ; The farm doesn't stop for
            bsr     tendduck            ;   a title — that's the charm
            bsr     tunetick            ; The jingle walks its table
            bsr     soundtick
            bsr     updsprite
            bsr     showframe           ; (Hides the sheep: see below)
            bsr     checkfire           ; Fire starts the game
            bra.s   .endloop

.playing:
            bsr     steer               ; Read the stick, maybe hop
            bsr     fret                ; Standing still has a price
            bsr     drivelanes          ; All the traffic, one mover
            bsr     tendduck            ; Paddle, warn, vanish, return
            move.w  CLXDAT(a5),contacts ; ONE read; every judge shares it
            bsr     checksquash         ; Did the lane win?
            bsr     checkstream         ; Did the water?
            bsr     soundtick           ; Wobble, and fall silent on time
            bsr     updsprite           ; Position is data: rewrite POS/CTL
            bsr     showframe           ; Point sprite 0 at this step's image
            bsr     endtick             ; Won or lost: sit, then title

.endloop:
            ; Check left mouse button (active low at CIAA)
            btst    #6,$bfe001          ; CIAA Port A, bit 6
            bne     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:
            tst.w   panic               ; Bolting? She's not asking
            beq.s   .listening
            subq.w  #1,panic
            cmp.w   #FENCE_Y,sheepy     ; A bolt is an UP that ignores
            bgt.s   .bolthop            ;   the stick entirely
            bsr     trypen              ; Bolting at the fence: she
            bra     .done               ;   slams into it (or a pen)
.bolthop:
            sub.w   #STEP,sheepy
            bra     .stepped
.listening:
            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     .done               ; Stick centred — no hop
            add.w   #STEP,sheepx
.stepped:
            move.w  hopgap,cooldown     ; Set THIS sheep's hop rhythm
            eori.w  #1,curframe         ; The other feet, next picture
            clr.w   nerve               ; Moving keeps the fear down
            clr.w   fretted

            ; --- The hop has a voice ---
            move.w  #BAA_PER1,d0
            move.w  #BAA_PER2,d1
            move.w  #BAA_FRAMES,d2
            move.w  #BAA_VOL,d3
            bsr     playsound

            ; --- 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
;
; FRET — the clock on her courage
;
; Mid-crossing, NERVE counts the frames since her last hop.
; Stand still too long and she trembles (showframe alternates
; her step images — the art was always two pictures, and fear
; is just walking on the spot); a worried baa marks the edge.
; Stand longer and the wind gets up: PANIC_HOPS involuntary
; hops, forward, stick ignored. Hopping anywhere resets the
; count — pressure only ever lands on the shepherd who stops.
;══════════════════════════════════════════════════════════════

fret:
            tst.w   gameover
            bne.s   .calm
            tst.w   won
            bne.s   .calm
            tst.w   squashtimer         ; Beats don't count as dithering
            bne.s   .calm
            tst.w   panic               ; Already bolting — fear's spent
            bne.s   .out
            cmp.w   #ROW_FIELD,sheepy   ; Home field: she grazes, easy
            bge.s   .calm
            addq.w  #1,nerve
            cmp.w   #NERVE_EDGE,nerve   ; Trembling point?
            blt.s   .out
            tst.w   fretted             ; One worried baa, not fifty
            bne.s   .past
            move.w  #1,fretted
            move.w  #FRET_PER1,d0
            move.w  #FRET_PER2,d1
            move.w  #FRET_FRAMES,d2
            move.w  #FRET_VOL,d3
            bsr     playsound
.past:
            cmp.w   #NERVE_BOLT,nerve   ; The wind's up
            blt.s   .out
            move.w  #PANIC_HOPS,panic   ; She bolts — see steer
            clr.w   nerve
            clr.w   fretted
.out:       rts
.calm:
            clr.w   nerve
            clr.w   fretted
            rts

;══════════════════════════════════════════════════════════════
; Unit 5's mover, made data — and now made FRACTIONAL. Every
; position is a longword in 16.16 fixed point: the top word is
; the pixel, the bottom word is the fraction of a pixel the
; vehicle has earned but not yet shown. Adding a 16.16 speed
; each frame accumulates the fraction; when it overflows, the
; pixel above it ticks. The cow ambles at half a pixel a frame
; and the mover never knows she's special. And because the
; 68000 stores the high word FIRST, a plain move.w at the
; label still reads the pixel — every old word-read works.
;══════════════════════════════════════════════════════════════

drivelanes:
            lea     vehtab,a2
            moveq   #6-1,d6             ; Three vehicles, two ferries,
.veh:                                   ;   one cow
            move.l  (a2)+,a0            ; A0 = where this one's x lives
            move.l  (a2)+,d1            ; D1 = its speed (16.16, signed)
            move.l  (a0),d0
            add.l   d1,d0
            tst.l   d1
            bmi.s   .leftward
            cmp.l   #320<<16,d0         ; Rightward: clear of the right edge?
            blt.s   .store
            move.l  #-16<<16,d0         ; Re-enter from the left
            bra.s   .store
.leftward:
            cmp.l   #-16<<16,d0         ; Leftward: clear of the left edge?
            bgt.s   .store
            move.l  #320<<16,d0         ; Re-enter from the right
.store:
            move.l  d0,(a0)
            dbf     d6,.veh
            rts

vehtab:     dc.l    tractx
            dc.l    TRACTOR_SPEED<<16
            dc.l    cartx
            dc.l    CART_SPEED<<16
            dc.l    roverx
            dc.l    ROVER_SPEED<<16
            dc.l    balex
            dc.l    BALE_SPEED<<16
            dc.l    duckx
            dc.l    DUCK_SPEED<<16
            dc.l    cowx
            dc.l    COW_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
            rts                         ; (No flush needed any more — the
                                        ;  shared read drains the latch
                                        ;  every frame, beat or no beat)
.watch:
            tst.w   gameover            ; Nothing left to lose?
            bne.s   .safe
            move.w  contacts,d0         ; The shared copy — no second read
            and.w   #$0200,d0           ; Bit 9 — tractor or cow: it
            bne.s   .squashed           ;   kills wherever she stands
            move.w  contacts,d0
            and.w   #$0c00,d0           ; Bits 10+11: cart or bale, Rover
            beq.s   .safe               ;   or duck — the shared bits...
            cmp.w   #ROW_BANK,sheepy    ; ...and they only mean the road
            blt.s   .safe               ;   pair when she's road-side
.squashed:
            ; --- Squashed. One fewer in hand. ---
            move.w  #SPLAT_PER1,d0
            move.w  #SPLAT_PER2,d1
            move.w  #SPLAT_FRAMES,d2
            move.w  #SPLAT_VOL,d3
            bsr     playsound
            bsr     losesheep
.safe:
            rts

;══════════════════════════════════════════════════════════════
; CHECKSTREAM — the water's law: ride or drown
;
; Only judges while she's in the stream rows. The footbridge
; column is dry land. Aboard a ferry — the bale (bit 10) or
; the duck (bit 11), up here where the road pair can't be —
; she's safe and CARRIED: the deck's drift becomes her
; movement, each at its own speed. Anything else is water.
;══════════════════════════════════════════════════════════════

checkstream:
            tst.w   squashtimer         ; The world can wait out a beat
            bne     .dry
            tst.w   gameover
            bne     .dry
            tst.w   won
            bne     .dry
            cmp.w   #STREAM_TOP,sheepy  ; In the water rows at all?
            blt     .dry
            cmp.w   #STREAM_BOT,sheepy
            bgt.s   .dry
            move.w  sheepx,d0
            addq.w  #8,d0               ; Her centre...
            cmp.w   #BRIDGE_MINX,d0     ; ...on the footbridge?
            blt.s   .wet
            cmp.w   #BRIDGE_MAXX,d0
            ble.s   .dry                ; Dry planks. Carry on.
.wet:
            move.w  contacts,d0
            and.w   #$0c00,d0           ; Either ferry under her feet?
            beq.s   .adrift
            clr.w   drownarm            ; Feet on something that floats
            btst    #10,d0              ; Which deck is she on?
            beq.s   .duckdeck
            add.w   #BALE_SPEED,sheepx  ; Carried with the bale's drift
            bra.s   .edges
.duckdeck:
            add.w   #DUCK_SPEED,sheepx  ; The duck paddles the other way
.edges:
            tst.w   sheepx              ; Carried off either end of the
            bmi.s   .drowned            ;   world is still a loss
            cmp.w   #320-16,sheepx
            blt     .dry
            bra.s   .drowned
.adrift:
            ; CLXDAT reports the PREVIOUS frame's drawing — the
            ; instant she lands on the bale, the evidence hasn't
            ; been drawn yet. The water forgives a moment of
            ; scrambling before it takes her.
            addq.w  #1,drownarm
            cmp.w   #3,drownarm         ; Three contactless frames
            blt.s   .dry
.drowned:
            clr.w   drownarm
            move.w  #DROWN_PER1,d0
            move.w  #DROWN_PER2,d1
            move.w  #DROWN_FRAMES,d2
            move.w  #DROWN_VOL,d3
            bsr     playsound
            bsr     losesheep
.dry:
            rts

;──────────────────────────────────────────────────────────────
; losesheep — one fewer in hand, however it happened
;──────────────────────────────────────────────────────────────
losesheep:
            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:
            bsr     newsheep            ; The next sheep steps up
            move.w  #SQUASH_BEAT,squashtimer
            rts

;══════════════════════════════════════════════════════════════
; NEWSHEEP — the next one steps up, and the dice decide her coat
;
; One sheep in eight is black: worth BLACK_BONUS at the fold,
; and a touch quicker on her feet. The roll mixes the xorshift
; generator with FRAMECNT — a clock that's been ticking since
; power-on — so the dice land where the PLAYER's timing put
; them. A machine with no randomness borrows some from you.
;
; Her colours live in the Copper list, which is only data: the
; same trick that repoints sprites repaints a sheep — three
; words poked into the palette entries before she steps out.
;══════════════════════════════════════════════════════════════

newsheep:
            move.w  #SHEEP_X,sheepx
            move.w  #SHEEP_Y,sheepy
            clr.w   roadflag            ; A fresh road ahead of her
            clr.w   nerve               ; Fresh courage, too
            clr.w   fretted
            clr.w   panic
            bsr     rnd
            and.w   #7,d0               ; One face of an eight-sided die
            beq.s   .black
            clr.w   isblack
            move.w  #COOLDOWN,hopgap
            move.w  #COLOUR_WOOL,woolentry+2
            move.w  #COLOUR_FACE,faceentry+2
            move.w  #COLOUR_SHADE,shadeentry+2
            rts
.black:
            move.w  #1,isblack
            move.w  #SKITTISH,hopgap    ; Quicker on her feet
            move.w  #COLOUR_SOOT,woolentry+2
            move.w  #COLOUR_SOOTFACE,faceentry+2
            move.w  #COLOUR_SOOTSHADE,shadeentry+2
            rts

;──────────────────────────────────────────────────────────────
; rnd — 16-bit xorshift (7,9,8), stirred with the frame clock
;   returns D0 = next pseudo-random word
;──────────────────────────────────────────────────────────────
rnd:
            move.w  seed,d0
            move.w  framecnt,d1         ; EOR only takes a register
            eor.w   d1,d0               ; Stir in the player's timing
            move.w  d0,d1
            lsl.w   #7,d1               ; x ^= x << 7
            eor.w   d1,d0
            move.w  d0,d1
            lsr.w   #8,d1
            lsr.w   #1,d1               ; x ^= x >> 9
            eor.w   d1,d0
            move.w  d0,d1
            lsl.w   #8,d1               ; x ^= x << 8
            eor.w   d1,d0
            bne.s   .live
            move.w  #$ACE1,d0           ; Zero is the one dead state
.live:
            move.w  d0,seed
            rts

;══════════════════════════════════════════════════════════════
; CHECKFIRE / STARTGAME / ENDTICK / GOTOTITLE — the game's spine
;
; Title, play, won, lost — every finished game is a loop of
; states, and the transitions are where resets live. STARTGAME
; is the only place the game becomes new: lives, score, pens,
; nerves, the playfield itself. Miss one reset here and the
; second game inherits the first one's ghosts.
;══════════════════════════════════════════════════════════════

checkfire:
            btst    #7,$bfe001          ; Port 2 fire (active low)
            bne.s   .up
            tst.w   firewas             ; Only the EDGE starts a game —
            bne.s   .held               ;   a held button is one press
            move.w  #1,firewas
            bra.s   startgame
.up:        clr.w   firewas
.held:      rts

startgame:
            move.w  #1,gamestate
            move.w  #FLOCK_SIZE,lives
            clr.w   score
            move.w  #5,unpenned
            clr.w   won
            clr.w   gameover
            clr.w   endtimer
            lea     pentab,a2           ; Every pen empties
            moveq   #5-1,d6
.pen:       clr.b   5(a2)
            addq.l  #6,a2
            dbf     d6,.pen
            move.w  #$0001,DMACON(a5)   ; The jingle stops mid-note
            clr.w   sndtimer
            moveq   #0,d0               ; Clear the whole playfield and
            moveq   #0,d1               ;   redraw it: the title text
            moveq   #ROW_BYTES,d2       ;   goes, the pen glyphs go,
            move.w  #240,d3             ;   the farm comes back clean
            bsr     rectclear
            bsr     drawfarmyard
            bsr     drawflock
            bsr     drawscore
            bsr     newsheep
            rts

endtick:
            tst.w   won                 ; Either ending counts
            bne.s   .ending
            tst.w   gameover
            beq.s   .out
.ending:
            addq.w  #1,endtimer
            cmp.w   #ENDWAIT,endtimer   ; Let the moment land...
            blt.s   .out
            clr.w   gamestate           ; ...then back to the title.
            clr.w   endtimer            ; Score and flock stay on the
            bsr     drawtitle           ;   HUD: the title wears your
            lea     jingle,a0           ;   last game like a rosette
            move.l  a0,jinglep
            clr.w   jingletimer
.out:       rts

;══════════════════════════════════════════════════════════════
; DRAWTITLE — FLOCK, eight pixels at a stroke
;
; Block capitals built from filled rectangles — the same
; rectfill that built the farm, walking a table. Chunky is
; period-honest: fonts are data, and a five-letter logo is
; twenty rows of it.
;══════════════════════════════════════════════════════════════

drawtitle:
            moveq   #0,d0               ; Bare the whole road band —
            move.w  #96,d1              ;   the dashes would thread
            moveq   #ROW_BYTES,d2       ;   through the lettering
            move.w  #63,d3
            bsr     rectclear
            lea     titletab,a2
.rect:
            move.w  (a2)+,d0            ; x byte (-1 ends the table)
            bmi.s   .done
            move.w  (a2)+,d1            ; row
            move.w  (a2)+,d2            ; width in bytes
            move.w  (a2)+,d3            ; height in rows
            bsr     rectfill
            bra.s   .rect
.done:      rts

;══════════════════════════════════════════════════════════════
; TUNETICK — the sequencer soundtick was always going to need
;
; A melody is a table: period, frames, period, frames... and a
; zero to loop. Each entry is one playsound call; the tick just
; watches the clock and serves the next note. Unit 11 played
; one sound at a time; this plays one sound at a time, forever,
; in order — that's all a jingle is. A zero period is a rest.
;══════════════════════════════════════════════════════════════

tunetick:
            tst.w   jingletimer
            beq.s   .next
            subq.w  #1,jingletimer
            rts
.next:
            move.l  jinglep,a0
            move.w  (a0)+,d0            ; Period (0 = rest, -1 = loop)
            bmi.s   .loop
            move.w  (a0)+,d2            ; Frames
            move.w  d2,jingletimer
            move.l  a0,jinglep
            tst.w   d0
            beq.s   .rest
            move.w  d0,d1               ; Steady pitch: both periods
            move.w  #JINGLE_VOL,d3      ;   the same, no slide
            bra     playsound
.rest:
            move.w  #$0001,DMACON(a5)   ; Silence is a note too
            rts
.loop:
            lea     jingle,a0
            move.l  a0,jinglep
            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

;══════════════════════════════════════════════════════════════
; TENDDUCK — the paddle / tail-up / gone cycle
;
; A timer and three states, and the sprite POINTER is the
; state: paddling art, warning art, or the null sprite. While
; she feeds there are no pixels — and no pixels means no
; collision evidence, so the water's law needs no special
; case for a vanished ferry. Her rider is simply adrift.
;══════════════════════════════════════════════════════════════

tendduck:
            subq.w  #1,ducktimer
            bgt.s   .done               ; Still mid-state
            move.w  duckstate,d0
            addq.w  #1,d0
            cmp.w   #3,d0
            blt.s   .store
            moveq   #0,d0               ; ...and up she pops again
.store:
            move.w  d0,duckstate
            lea     duck,a0             ; 0: paddling, deck open
            move.w  #DUCK_PADDLE,ducktimer
            tst.w   d0
            beq.s   .point
            lea     duckwarn,a0         ; 1: tail up — fair warning
            move.w  #DUCK_WARN,ducktimer
            cmp.w   #1,d0
            beq.s   .point
            lea     nullspr,a0          ; 2: under. No pixels, no deck.
            move.w  #DUCK_UNDER,ducktimer
.point:
            lea     copsprites+56,a1    ; Sprite 7's pointer words
            move.l  a0,d0
            move.w  d0,6(a1)
            swap    d0
            move.w  d0,2(a1)
.done:      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
            lea     bale,a0
            move.w  balex,d0
            move.w  #BALE_Y,d1
            bsr     setpos
            lea     duck,a0
            move.w  duckx,d0
            move.w  #DUCK_Y,d1
            bsr     setpos
            lea     duckwarn,a0         ; Both poses, same spot — like
            move.w  duckx,d0            ;   the sheep's two step images
            move.w  #DUCK_Y,d1
            bsr     setpos
            lea     cow,a0
            move.w  cowx,d0             ; A word read of a 16.16 long
            move.w  #COW_Y,d1           ;   is the integer part — free
            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 whole flock
            tst.w   gamestate           ;   home, or the title screen:
            beq.s   .picked             ;   no sheep on the move
            tst.w   gameover
            bne.s   .picked
            tst.w   won
            bne.s   .picked
            lea     sheep0,a0
            move.w  curframe,d0
            cmp.w   #NERVE_EDGE,nerve   ; Trembling: walk on the spot —
            blt.s   .steady             ;   the step images alternate
            move.w  framecnt,d0         ;   every few frames, going
            lsr.w   #2,d0               ;   nowhere
.steady:
            and.w   #1,d0
            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     .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  #BLEAT_PER1,d0      ; A contented sound
            move.w  #BLEAT_PER2,d1
            move.w  #BLEAT_FRAMES,d2
            move.w  #BLEAT_VOL,d3
            tst.w   isblack             ; ...unless she's the gamble —
            beq.s   .sing
            move.w  #CHIME_PER1,d0      ;   then the game's best sound
            move.w  #CHIME_PER2,d1
            move.w  #CHIME_FRAMES,d2
            move.w  #CHIME_VOL,d3
.sing:
            bsr     playsound
            add.w   #PEN_POINTS,score   ; A sheep safely home
            tst.w   isblack
            beq.s   .paid
            add.w   #BLACK_BONUS,score  ; The gamble pays
.paid:
            bsr     drawscore
            bsr     newsheep            ; The next sheep steps up
            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

;══════════════════════════════════════════════════════════════
; PLAYSOUND — start a sound on Paula channel 0
;   d0 = starting period   d1 = second period (from halfway)
;   d2 = duration (frames) d3 = volume (0-64)
;
; Paula plays a looping sample on its own DMA: point the
; channel at the wave, say how long it is and how fast to
; step through it (the period), set a volume, switch the DMA
; on. Everything after that is timing: soundtick slides the
; period at halfway and shuts the channel up when time runs
; out. New sounds steal the channel — the farmyard talks over
; itself rather than queueing politely.
;══════════════════════════════════════════════════════════════

playsound:
            lea     squarewave,a0
            move.l  a0,AUD0LC(a5)       ; The wave to loop
            move.w  #4,AUD0LEN(a5)      ; Four words = eight samples
            move.w  d0,AUD0PER(a5)      ; Pitch now...
            move.w  d1,sndper2          ; ...pitch later
            move.w  d3,AUD0VOL(a5)
            move.w  d2,sndtimer
            lsr.w   #1,d2
            move.w  d2,sndhalf          ; Where the wobble happens
            move.w  #$8001,DMACON(a5)   ; SET + AUD0EN: sing
            rts

;──────────────────────────────────────────────────────────────
; soundtick — once per frame: wobble at halfway, stop on time
;──────────────────────────────────────────────────────────────
soundtick:
            tst.w   sndtimer
            beq.s   .quiet
            subq.w  #1,sndtimer
            bne.s   .wobble
            move.w  #$0001,DMACON(a5)   ; CLR + AUD0EN: hush
            move.w  #0,AUD0VOL(a5)
            rts
.wobble:
            move.w  sndtimer,d0
            cmp.w   sndhalf,d0          ; Halfway through?
            bne.s   .quiet
            move.w  sndper2,AUD0PER(a5) ; The second note
.quiet:
            rts

;══════════════════════════════════════════════════════════════
; 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) ---
            ; Labelled: newsheep repaints these three words live
woolentry:  dc.w    COLOR17,COLOUR_WOOL
faceentry:  dc.w    COLOR18,COLOUR_FACE
shadeentry: 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 HAY BALE — sprite 5
;
; A round bale adrift: hay (the cart-pair's colour 3) bound
; with two woodwork-brown straps (colour 1). Plane A alone is
; the straps; both planes together are the hay.
;══════════════════════════════════════════════════════════════

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

            ;        plane A (straps+hay)  plane B (hay)
            dc.w    %0000000000000000,%0000000000000000
            dc.w    %0000011111100000,%0000011111100000
            dc.w    %0001111111111000,%0001111111111000
            dc.w    %0011111111111100,%0011101111011100  ; straps read
            dc.w    %0111111111111110,%0111101111011110  ;   as thin
            dc.w    %0111111111111110,%0111101111011110  ;   brown lines
            dc.w    %0111111111111110,%0111101111011110
            dc.w    %0111111111111110,%0111101111011110
            dc.w    %0111111111111110,%0111101111011110
            dc.w    %0111111111111110,%0111101111011110
            dc.w    %0111111111111110,%0111101111011110
            dc.w    %0111111111111110,%0111101111011110
            dc.w    %0011111111111100,%0011101111011100
            dc.w    %0001111111111000,%0001111111111000
            dc.w    %0000011111100000,%0000011111100000
            dc.w    %0000000000000000,%0000000000000000

            dc.w    0,0                 ; End of sprite

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

            ;        plane A               plane B   (green head, pale flank)
            dc.w    %0000000000000000,%0000000000000000
            dc.w    %0000110000000000,%0000000000000000
            dc.w    %0011111000000000,%0000000000000000
            dc.w    %0111011000000000,%0110100000000000
            dc.w    %0011111000000000,%0000000000000000
            dc.w    %0001110000000000,%0000000000000000
            dc.w    %0001100011110000,%0000000011110000
            dc.w    %0001111111111100,%0000011111111100
            dc.w    %0011111111110000,%0011111111111100
            dc.w    %0011111111110000,%0011111111111100
            dc.w    %0011111111111000,%0011111111111000
            dc.w    %0001111111110000,%0001111111110000
            dc.w    %0000000000000000,%0000000000000000
            dc.w    %0000000000000000,%0000000000000000
            dc.w    %0000000000000000,%0000000000000000
            dc.w    %0000000000000000,%0000000000000000

            dc.w    0,0                 ; End of sprite

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

            ;        plane A               plane B   (bottoms up — fair warning)
            dc.w    %0000000000000000,%0000000000000000
            dc.w    %0000000000000000,%0000000000000000
            dc.w    %0000000000000000,%0000000000000000
            dc.w    %0000000000000000,%0000000001000000
            dc.w    %0000000000000000,%0000000011000000
            dc.w    %0000000000000000,%0000000011000000
            dc.w    %0000001111000000,%0000001111000000
            dc.w    %0000011111100000,%0000011111100000
            dc.w    %0000111111110000,%0000111111110000
            dc.w    %0000111111110000,%0000111111110000
            dc.w    %0000111111110000,%0000111111110000
            dc.w    %0000011111100000,%0000011111100000
            dc.w    %0000000000000000,%0000000000000000
            dc.w    %0000000000000000,%0000000000000000
            dc.w    %0000000000000000,%0000000000000000
            dc.w    %0000000000000000,%0000000000000000

            dc.w    0,0                 ; End of sprite

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

            ;        plane A               plane B   (hide, patches, blaze+udder)
            dc.w    %0000000000000000,%0000000000000000
            dc.w    %0000000000000000,%0000000000000000
            dc.w    %0000000000000000,%0000000000110110
            dc.w    %0111111111100000,%0000000000011100
            dc.w    %1111111111100110,%0000000000011110
            dc.w    %1100011111100100,%0011100000011100
            dc.w    %1000001111110000,%0111110000001000
            dc.w    %1100011111111000,%0011100000000000
            dc.w    %1111111111111000,%0000000000000000
            dc.w    %1111111111111000,%0000000000000000
            dc.w    %0111111111111000,%0000000000000000
            dc.w    %0000011100000000,%0011011100110000
            dc.w    %0000011100000000,%0011011100110000
            dc.w    %0000000000000000,%0011000000110000
            dc.w    %0000000000000000,%0111000001110000
            dc.w    %0000000000000000,%0000000000000000

            dc.w    0,0                 ; End of sprite

; --- The traffic's state ---
tractx:     dc.l    -16<<16             ; The tractor enters from the left
cartx:      dc.l    300<<16             ; The cart from the right
roverx:     dc.l    160<<16             ; The Rover mid-lane, flat out
balex:      dc.l    40<<16              ; The bale, already adrift
duckx:      dc.l    300<<16             ; The duck, paddling west
cowx:       dc.l    20<<16              ; The cow, in no hurry at all
duckstate:  dc.w    0                   ; 0 paddle, 1 warn, 2 under
framecnt:   dc.w    0                   ; Frames since the farm woke
seed:       dc.w    $ACE1               ; The xorshift state
isblack:    dc.w    0                   ; Is THIS sheep the gamble?
nerve:      dc.w    0                   ; Frames since her last hop
fretted:    dc.w    0                   ; The worried baa, played once
panic:      dc.w    0                   ; Involuntary hops remaining
gamestate:  dc.w    0                   ; 0 title, 1 playing
firewas:    dc.w    0                   ; Fire edge detector
endtimer:   dc.w    0                   ; Frames since the ending
jinglep:    dc.l    jingle              ; Next note to serve
jingletimer: dc.w   0                   ; Frames left on this note

; FLOCK in block capitals: (x byte, row, width bytes, height rows)
; Letters 3 bytes (24px) wide on a 4-byte pitch, rows 104-131.
titletab:
            ; F
            dc.w    10,112,1,28
            dc.w    10,112,3,4
            dc.w    10,124,2,4
            ; L
            dc.w    14,112,1,28
            dc.w    14,136,3,4
            ; O
            dc.w    18,112,1,28
            dc.w    20,112,1,28
            dc.w    18,112,3,4
            dc.w    18,136,3,4
            ; C
            dc.w    22,112,1,28
            dc.w    22,112,3,4
            dc.w    22,136,3,4
            ; K
            dc.w    26,112,1,28
            dc.w    28,112,1,8
            dc.w    27,120,1,8
            dc.w    28,128,1,12
            dc.w    -1

; Baa Baa Black Sheep, one phrase at a time: period, frames.
; 0 period = a rest; -1 = back to the top.
jingle:
            dc.w    NOTE_C,18, NOTE_C,18, NOTE_G,18, NOTE_G,18
            dc.w    NOTE_A,9,  NOTE_A,9,  NOTE_A,9,  NOTE_A,9
            dc.w    NOTE_G,32, 0,14
            dc.w    NOTE_F,18, NOTE_F,18, NOTE_E,18, NOTE_E,18
            dc.w    NOTE_D,9,  NOTE_D,9,  NOTE_D,9,  NOTE_D,9
            dc.w    NOTE_C,32, 0,60
            dc.w    -1
hopgap:     dc.w    COOLDOWN            ; This sheep's hop rhythm
ducktimer:  dc.w    DUCK_PADDLE         ; Frames left in this state
contacts:   dc.w    0                   ; This frame's CLXDAT, shared
drownarm:   dc.w    0                   ; Contactless wet frames so far

; --- 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 voice ---
sndtimer:   dc.w    0                   ; Frames of sound remaining
sndhalf:    dc.w    0                   ; When to slide the pitch
sndper2:    dc.w    0                   ; The pitch to slide to

squarewave: dc.b    64,64,64,64,-64,-64,-64,-64   ; One cycle, eight samples
            even

;══════════════════════════════════════════════════════════════
; 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

  • The second game starts with last game’s pens full? Something startgame doesn’t reset. Walk every variable the game writes and ask “who zeroes this?” — the answer must be startgame or deliberately nobody (the title keeps the old score on purpose).
  • The game starts fifty times a second while fire is held? Edge, not level: the firewas latch is missing or never clears.
  • The jingle plays one note and stops? tunetick must run every title frame and soundtick must still run too — the note’s end is soundtick’s job, the next note’s start is tunetick’s. They share the channel by taking turns.
  • The lettering has road markings through it? Bare the band before drawing. rectfill ORs nothing — it sets bytes — but the dashes outside your letters are still there unless you clear them.

Try This

  1. Press fire — say so. The title doesn’t tell the player what to do. “PRESS FIRE” in half-height letters is another rect table and a second drawtitle-style call — and a classic touch is making it blink: draw it, clear it, on a frame-counter schedule. Everything you need is already on the page.
  2. Attract the attract mode. Period games let a ghost sheep wander the farm on the title. You have panic — a sheep who is always bolting, steered by nobody. Three lines in steer’s gate. Decide if she should be black.
  3. A lose sting and a win fanfare. endtick knows which ending it’s sitting with; tunetick plays tables. Two more tiny tables — a falling phrase for the empty field, a rising one for the full fold — served during ENDWAIT. The structure begs for it.

What You’ve Learnt

  • The game state machine — title, play, won, lost: one loop, one state word, systems switched per state. Every finished game has this spine; most unfinished ones are missing exactly it.
  • Resets live in transitionsstartgame owns making-new; miss one variable and game two haunts you. List your state, name its zeroer.
  • Edge detection for buttons — act on the press, not the hold; one latch word per button.
  • The sequencer — melody as a table of (pitch, duration), a tick that serves it, rests as silent notes, a loop marker. The embryo of every music driver.
  • Endings need dwell — a beat of stillness is what lets win and loss mean; the pause is part of the design, not dead time.

What’s Next

One unit remains. The game has everything — except escalation: every crossing is the same difficulty, and a full fold just stops. The finale builds the level table (lanes quicken, the duck dips sooner, nerves fray faster), pays a shepherd’s bonus for a clean flock, and closes the loop the title opened. The whole flock home.