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Game 1Unit 12 of 201 hr learning time

Light It

Give crossing a lamp its consequence — the obvious way first, painting the screen, and the light won't stay. Then the real way: edit the lamp's nine bytes while the buffer holds them, and restore paints it back lit, permanently.

60% of Gloaming

Eight lamps, all cold, and a lamplighter who can stand on any of them and change nothing. This unit gives him his job — and his job is one new colour and a handful of instructions:

LAMP_LIT  equ  %01000110      ; BRIGHT yellow INK on black — a held flame

Bright yellow on black, and bit 3 still clear: a lit lamp remains walkable floor, exactly like a cold one. The question this unit actually answers isn’t what colour is a lit lamp — it’s where do you write the change so that it keeps? Getting that wrong is so natural, and the failure so instructive, that we’ll do it on purpose first.

Milestone 1 — the obvious way

The plan writes itself. He steps onto a cell; if the attribute save_under just banked is a cold lamp, paint the cell lit — on the screen, where the lamp is. One compare, an address, a write:

Step 1: light the lamp by painting its cell — the version that can't work
+10
1010 LAMP_ATTR equ %01000111 ; BRIGHT, PAPER black, INK white — his own light
1111 LAMP_UNLIT equ %00000101 ; cold cyan INK on black PAPER — bit 3
1212 ; clear, so a lamp reads as floor
13+LAMP_LIT equ %01000110 ; BRIGHT yellow INK on black — a held flame
1314
1415 START_COL equ 15 ; where the lamplighter begins
1516 START_ROW equ 11
...
231232 ld (lamp_row), a
232233 call save_under
233234 call draw_lamp
235+ ; light it, the obvious way (this step only): if he's standing
236+ ; on an unlit lamp, paint the cell's attribute lit — on screen
237+ ld a, (under_lamp + 8)
238+ cp LAMP_UNLIT
239+ jr nz, .plit
240+ call pos_bc
241+ call attr_addr_cr
242+ ld (hl), LAMP_LIT
243+.plit:
234244 ret
235245
236246 ; ----------------------------------------------------------------------------
The complete step 1 program
; Gloaming — Unit 12: Light It
; Cumulative build; every step runs on its own. Narrative: the unit page.
; Stepping onto state changes it: the saved-under byte is the rule.

            org     32768

COBBLE      equ     %00000001       ; PAPER black (0), INK blue (1) — dark ground
WALL        equ     %00001111       ; PAPER blue (1), INK white (7) — pale stone
WALL_BIT    equ     3               ; the attribute bit that says "this is wall"
LAMP_ATTR   equ     %01000111       ; BRIGHT, PAPER black, INK white — his own light
LAMP_UNLIT  equ     %00000101       ; cold cyan INK on black PAPER — bit 3
                                    ; clear, so a lamp reads as floor
LAMP_LIT    equ     %01000110       ; BRIGHT yellow INK on black — a held flame

START_COL   equ     15              ; where the lamplighter begins
START_ROW   equ     11
PLAYER_REPEAT equ   6               ; frames between steps while a key is held

KEYS_OP     equ     $DFFE           ; half-row P O I U Y — bits 1 and 0
KEYS_Q      equ     $FBFE           ; half-row Q W E R T — bit 0 is Q
KEYS_A      equ     $FDFE           ; half-row A S D F G — bit 0 is A

start:
            ; --- the border goes black — the night beyond the square ---
            ; Port $FE bits 0-2 set the BORDER colour. A = 0 = black.
            ld      a, 0
            out     ($FE), a

            ; --- place the lamplighter ---
            ; His position is data. Everything that draws him reads it.
            ld      a, START_COL
            ld      (lamp_col), a
            ld      a, START_ROW
            ld      (lamp_row), a
            xor     a
            ld      (player_timer), a

            ; --- wipe the canvas ---
            ; The bitmap ($4000-$57FF) is the pixel layer; whatever was on
            ; screen before us still lives there. Zero it so only our
            ; attribute colours show.
            call    clear_bitmap

            ; --- texture the ground ---
            ; Blit the cobble stipple into every cell's bitmap, rows 1-23.
            ; The attributes will colour these pixels in a moment.
            call    fill_ground

            ; --- wash in the cobbles ---
            ; Seed the first attribute cell, point DE one cell ahead, and
            ; let LDIR cascade the byte through all 768 cells.
            ld      hl, $5800
            ld      de, $5801
            ld      (hl), COBBLE
            ld      bc, 767
            ldir

            call    paint_walls
            call    paint_buildings

            ; --- brick the walls ---
            ; Now that the wall cells are painted, fill_walls can read the
            ; map back and lay brick wherever the wall bit is set.
            call    fill_walls
            call    draw_lamps
            ; save what he is about to stand on, BEFORE the first draw
            call    save_under
            call    draw_lamp

            ; --- start the heartbeat ---
            ; IM 1: every 50 Hz frame interrupt calls the ROM's handler.
            ; EI: let it. HALT then sleeps until the next frame arrives,
            ; so the loop below beats exactly once per frame.
            im      1
            ei

main_loop:
            halt
            call    play_step
            jr      main_loop

; play_step — one beat of the game: ask the keyboard.
play_step:
            call    player_step
            ret

; ----------------------------------------------------------------------------
; paint_walls — the square's edge, one attribute write per cell.
; ----------------------------------------------------------------------------
paint_walls:
            ld      c, WALL         ; the byte every wall cell gets

            ; the top wall: row 1 is 32 cells in a row from $5820
            ; (row 0 is kept back — it becomes the HUD later)
            ld      hl, $5820
            ld      b, 32
.wt:
            ld      (hl), c
            inc     hl
            djnz    .wt

            ; the bottom wall: row 23, 32 cells from $5AE0
            ld      hl, $5AE0
            ld      b, 32
.wb:
            ld      (hl), c
            inc     hl
            djnz    .wb

            ; the side walls: column 0 and column 31 of rows 1-23.
            ; Write the row's first cell, hop 31 cells to its last,
            ; then step a full row (32) down — 23 times.
            ld      hl, $5820
            ld      b, 23
.ws:
            ld      (hl), c
            push    hl
            ld      de, 31
            add     hl, de
            ld      (hl), c
            pop     hl
            ld      de, 32
            add     hl, de
            djnz    .ws
            ret

; ----------------------------------------------------------------------------
; clear_bitmap — zero the pixel layer, $4000-$57FF, with the same
; seed-and-cascade LDIR idiom the cobble wash uses.
; ----------------------------------------------------------------------------
clear_bitmap:
            ld      hl, $4000
            ld      de, $4001
            ld      (hl), 0
            ld      bc, 6143
            ldir
            ret

; ----------------------------------------------------------------------------
; player_step — the keys become movement. Each direction key edits a
; TARGET position (tcol, trow) — a proposal, not yet a move — so it
; can be vetoed before it becomes real. Then the move commits: leave
; the old cell, take the new one, draw.
; ----------------------------------------------------------------------------
player_step:
            ; --- propose: the target starts where he stands ---
            ld      a, (lamp_col)
            ld      (tcol), a
            ld      a, (lamp_row)
            ld      (trow), a

            ; The held-key gate: the first press steps at once, then one
            ; step every PLAYER_REPEAT frames. Releasing every direction
            ; key re-arms the instant first step, so taps stay crisp.
            ld      bc, KEYS_OP
            in      a, (c)
            cpl
            and     %00000011
            ld      e, a
            ld      bc, KEYS_Q
            in      a, (c)
            cpl
            and     %00000001
            or      e
            ld      e, a
            ld      bc, KEYS_A
            in      a, (c)
            cpl
            and     %00000001
            or      e
            jr      nz, .held
            xor     a
            ld      (player_timer), a
            ret
.held:
            ld      a, (player_timer)
            or      a
            jr      z, .stepnow
            dec     a
            ld      (player_timer), a
            ret
.stepnow:
            ld      a, PLAYER_REPEAT
            ld      (player_timer), a

            ld      bc, KEYS_OP
            in      a, (c)
            bit     1, a            ; O — a zero bit is a pressed key
            jr      z, .pleft
            bit     0, a            ; P, same half-row
            jr      z, .pright
            ld      bc, KEYS_Q
            in      a, (c)
            bit     0, a            ; Q
            jr      z, .pup
            ld      bc, KEYS_A
            in      a, (c)
            bit     0, a            ; A
            jr      z, .pdown
            ret                     ; nothing held — nothing to do

.pleft:
            ld      hl, tcol
            dec     (hl)
            jr      .pmove
.pright:
            ld      hl, tcol
            inc     (hl)
            jr      .pmove
.pup:
            ld      hl, trow
            dec     (hl)
            jr      .pmove
.pdown:
            ld      hl, trow
            inc     (hl)
.pmove:
            ; The veto: ask the target cell's attribute whether it's wall.
            ; NZ means brick — the proposal dies here and he stays put.
            ld      a, (trow)
            ld      b, a
            ld      a, (tcol)
            ld      c, a
            call    wall_at
            ret     nz

            ; --- commit: restore, step, save, draw — in that order ---
            call    restore_under
            ld      a, (tcol)
            ld      (lamp_col), a
            ld      a, (trow)
            ld      (lamp_row), a
            call    save_under
            call    draw_lamp
            ; light it, the obvious way (this step only): if he's standing
            ; on an unlit lamp, paint the cell's attribute lit — on screen
            ld      a, (under_lamp + 8)
            cp      LAMP_UNLIT
            jr      nz, .plit
            call    pos_bc
            call    attr_addr_cr
            ld      (hl), LAMP_LIT
.plit:
            ret

; ----------------------------------------------------------------------------
; fill_ground — the cobble stipple. Not decoration: the stipple is what
; makes ground-state changes visible later, when the game starts
; recolouring these pixels. Rows 1-23 (row 0 is the HUD).
; ----------------------------------------------------------------------------
fill_ground:
            ld      b, 1                ; rows 1-23 (row 0 is the HUD)
.fgr:
            ld      c, 0
.fgc:
            ld      de, cobble_tex
            call    blit_tex
            inc     c
            ld      a, c
            cp      32
            jr      c, .fgc
            inc     b
            ld      a, b
            cp      24
            jr      c, .fgr
            ret

; fill_walls — brickwork. Driven by the wall attribute bit, so anything
; painted as wall — now or later in the game — gets its brick for free:
; the map itself decides where the brick goes.
fill_walls:
            ld      b, 1
.fwr:
            ld      c, 0
.fwc:
            push    bc
            call    attr_addr_cr
            bit     WALL_BIT, (hl)
            pop     bc
            jr      z, .fwn
            ld      de, brick_tex
            call    blit_tex
.fwn:
            inc     c
            ld      a, c
            cp      32
            jr      c, .fwc
            inc     b
            ld      a, b
            cp      24
            jr      c, .fwr
            ret

; blit_tex — write the 8-byte texture at DE into cell (C, B)'s bitmap.
; scr_addr_cr finds the cell's first pixel row; INC H steps down the
; other seven, 256 bytes apart.
blit_tex:
            push    bc
            call    scr_addr_cr
            ld      b, 8
.bt:
            ld      a, (de)
            ld      (hl), a
            inc     de
            inc     h
            djnz    .bt
            pop     bc
            ret

cobble_tex:
            defb    %10000010
            defb    %00000000
            defb    %00001000
            defb    %00000000
            defb    %00100001
            defb    %00000000
            defb    %00010000
            defb    %00000000

brick_tex:
            ; mortar courses with staggered verticals — dusk-lit stone
            defb    %00001000
            defb    %00001000
            defb    %00001000
            defb    %11111111
            defb    %10000000
            defb    %10000000
            defb    %10000000
            defb    %11111111

; paint_buildings — walk the rectangle table: each entry is col, row,
; width, height; $FF ends the list. Every cell inside a rectangle gets
; the WALL attribute — and because fill_walls textures by the wall bit,
; the brickwork arrives without another line of drawing code.
paint_buildings:
            ld      hl, bldg_data
.pb:
            ld      a, (hl)
            cp      $FF
            ret     z
            ld      c, a                ; col
            inc     hl
            ld      b, (hl)             ; row
            inc     hl
            ld      d, (hl)             ; width
            inc     hl
            ld      e, (hl)             ; height
            inc     hl
            push    hl
.pbrow:
            push    bc
            push    de
.pbcol:
            push    bc
            push    de
            call    attr_addr_cr
            ld      (hl), WALL
            pop     de
            pop     bc
            inc     c
            dec     d
            jr      nz, .pbcol
            pop     de
            pop     bc
            inc     b
            dec     e
            jr      nz, .pbrow
            pop     hl
            jr      .pb

bldg_data:
            defb    5, 5, 4, 3
            defb    23, 5, 4, 3
            defb    $FF

; ----------------------------------------------------------------------------
; draw_lamps — walk the position table: col, row pairs, $FF to finish.
; Placement is data; the drawing code neither knows nor cares how many
; lamps the town has tonight.
; ----------------------------------------------------------------------------
draw_lamps:
            ld      hl, lamp_data
.next:
            ld      a, (hl)
            cp      $FF
            ret     z
            ld      c, a
            inc     hl
            ld      b, (hl)
            inc     hl
            push    hl
            call    draw_lantern
            pop     hl
            jr      .next

; draw_lantern — an unlit lamp into cell (C, B): cold cyan attribute,
; then the lantern glyph down the cell like any texture.
draw_lantern:
            call    attr_addr_cr
            ld      (hl), LAMP_UNLIT
            call    scr_addr_cr
            ld      de, lantern
            ld      b, 8
.dlt:
            ld      a, (de)
            ld      (hl), a
            inc     de
            inc     h
            djnz    .dlt
            ret

; ----------------------------------------------------------------------------
; scr_addr_cr — HL = bitmap address of cell (C, B)'s first pixel row.
; The row's top two bits pick the third of the screen (H), its bottom
; three become L's top bits, and the column fills L's low five.
; ----------------------------------------------------------------------------

scr_addr_cr:
            ld      a, b
            and     %00011000       ; the third (row bits 4-3) ...
            or      %01000000       ; ... under the screen base $40xx
            ld      h, a
            ld      a, b
            and     %00000111       ; the char row within the third ...
            rrca                    ; ... rotated into bits 7-5
            rrca
            rrca
            or      c               ; the column in bits 4-0
            ld      l, a
            ret

; attr_addr_cr — HL = attribute address of cell (C, B):
; $5800 + row*32 + col, the row shifted up five times.
attr_addr_cr:
            ld      a, b
            ld      l, a
            ld      h, 0
            add     hl, hl
            add     hl, hl
            add     hl, hl
            add     hl, hl
            add     hl, hl
            ld      de, $5800
            add     hl, de
            ld      a, c
            ld      e, a
            ld      d, 0
            add     hl, de
            ret

; wall_at — is cell (C, B) wall? The answer is already on the screen:
; every wall cell's attribute has WALL_BIT set, so one bit-test of
; attribute memory is the whole collision system. NZ = wall.
wall_at:
            call    attr_addr_cr
            bit     WALL_BIT, (hl)
            ret

; ----------------------------------------------------------------------------
; The lamplighter's save / restore / draw.
; ----------------------------------------------------------------------------

; pos_bc — the lamplighter's cell into (C, B), read fresh from the data.
pos_bc:
            ld      a, (lamp_row)
            ld      b, a
            ld      a, (lamp_col)
            ld      c, a
            ret

; save_under — copy the nine bytes of his cell into the buffer: eight
; bitmap rows, then the attribute. Runs as he ARRIVES, before the
; draw — so the buffer always holds true ground, never him.
save_under:
            call    pos_bc
            call    scr_addr_cr
            ld      de, under_lamp
            ld      b, 8
.su:
            ld      a, (hl)
            ld      (de), a
            inc     de
            inc     h
            djnz    .su
            call    pos_bc
            call    attr_addr_cr
            ld      a, (hl)
            ld      (under_lamp + 8), a
            ret

; restore_under — the same nine bytes back the other way: the ground
; returns exactly as it was. Runs as he LEAVES, while the position
; still points at the old cell.
restore_under:
            call    pos_bc
            call    scr_addr_cr
            ld      de, under_lamp
            ld      b, 8
.ru:
            ld      a, (de)
            ld      (hl), a
            inc     de
            inc     h
            djnz    .ru
            call    pos_bc
            call    attr_addr_cr
            ld      a, (under_lamp + 8)
            ld      (hl), a
            ret

draw_lamp:
            ; his colour first: the cell's attribute becomes his own —
            ; bright white on the black, his own light about him
            call    pos_bc
            call    attr_addr_cr
            ld      (hl), LAMP_ATTR
            ; then his shape, eight bytes down the cell like any texture
            call    pos_bc
            call    scr_addr_cr
            ld      de, lamplighter
            ld      b, 8
.dl:
            ld      a, (de)
            ld      (hl), a
            inc     de
            inc     h
            djnz    .dl
            ret

; ----------------------------------------------------------------------------
; Data.
; ----------------------------------------------------------------------------

lamp_data:
            defb    4, 3
            defb    27, 3
            defb    9, 7
            defb    22, 7
            defb    6, 15
            defb    25, 15
            defb    13, 20
            defb    18, 20
            defb    $FF

lamp_col:
            defb    START_COL
lamp_row:
            defb    START_ROW
tcol:
            defb    0
trow:
            defb    0
player_timer:
            defb    0

under_lamp:
            defb    0, 0, 0, 0, 0, 0, 0, 0, 0

lamplighter:
            defb    %00111100
            defb    %00111100
            defb    %00011000
            defb    %01111110
            defb    %00011000
            defb    %00011000
            defb    %00100100
            defb    %01000010

lantern:
            defb    %00011000
            defb    %00100100
            defb    %01111110
            defb    %01111110
            defb    %01011010
            defb    %01111110
            defb    %01111110
            defb    %00111100

            end     start

Walk him onto a lamp:

The lamplighter standing on a lamp cell, his figure tinted yellow instead of white.
Standing on the lamp: the cell is painted lit, and since the cell currently contains him, what glows yellow is the lamplighter. Promising, if slightly wrong-looking.

And step off:

The lamplighter beside a lamp that is cold cyan again.
One step away, and the lamp is cold. Not flickering, not fading — instantly, perfectly cold, as if nothing ever happened.
The whole failure in three seconds: he arrives, the cell glows — and the moment he leaves, the glow is gone. The light won't stay.

The light won’t stay, and once you see why, you’ll never mis-place a write like this again. While he stands on that cell, the screen isn’t where the lamp is. The lamp — its lantern pixels, its cyan attribute — is sitting in under_lamp, banked by save_under the moment he arrived. The cell on screen holds him. So the yellow you painted landed on his cell, not the lamp’s bytes — and when he steps away, restore_under does precisely what Unit 8 built it to do: it puts back what it saved. Cold cyan, faithful to the byte. The machinery isn’t fighting you; it’s working, and it’s undoing an edit made to the one place it owns.

Milestone 2 — edit the lamp where it lives

Which is the whole insight, inverted: if the buffer holds the lamp, edit the buffer. Right after save_under, look at the attribute it banked. Cold lamp? Overwrite the saved copy with LAMP_LIT. Touch nothing on screen at all:

Step 2: rewrite the saved attribute — and let restore do the lighting
+8-8
231231 ld a, (trow)
232232 ld (lamp_row), a
233233 call save_under
234- call draw_lamp
235- ; light it, the obvious way (this step only): if he's standing
236- ; on an unlit lamp, paint the cell's attribute lit — on screen
234+ ; light it where it lives: while he covers the lamp, its truth
235+ ; is the buffer — rewrite the saved attribute, and restore will
236+ ; paint the lamp back lit when he leaves
237237 ld a, (under_lamp + 8)
238238 cp LAMP_UNLIT
239- jr nz, .plit
240- call pos_bc
241- call attr_addr_cr
242- ld (hl), LAMP_LIT
243-.plit:
239+ jr nz, .pdrawn
240+ ld a, LAMP_LIT
241+ ld (under_lamp + 8), a
242+.pdrawn:
243+ call draw_lamp
244244 ret
245245
246246 ; ----------------------------------------------------------------------------
The complete program
; Gloaming — Unit 12: Light It
; Cumulative build; every step runs on its own. Narrative: the unit page.
; Stepping onto state changes it: the saved-under byte is the rule.

            org     32768

COBBLE      equ     %00000001       ; PAPER black (0), INK blue (1) — dark ground
WALL        equ     %00001111       ; PAPER blue (1), INK white (7) — pale stone
WALL_BIT    equ     3               ; the attribute bit that says "this is wall"
LAMP_ATTR   equ     %01000111       ; BRIGHT, PAPER black, INK white — his own light
LAMP_UNLIT  equ     %00000101       ; cold cyan INK on black PAPER — bit 3
                                    ; clear, so a lamp reads as floor
LAMP_LIT    equ     %01000110       ; BRIGHT yellow INK on black — a held flame

START_COL   equ     15              ; where the lamplighter begins
START_ROW   equ     11
PLAYER_REPEAT equ   6               ; frames between steps while a key is held

KEYS_OP     equ     $DFFE           ; half-row P O I U Y — bits 1 and 0
KEYS_Q      equ     $FBFE           ; half-row Q W E R T — bit 0 is Q
KEYS_A      equ     $FDFE           ; half-row A S D F G — bit 0 is A

start:
            ; --- the border goes black — the night beyond the square ---
            ; Port $FE bits 0-2 set the BORDER colour. A = 0 = black.
            ld      a, 0
            out     ($FE), a

            ; --- place the lamplighter ---
            ; His position is data. Everything that draws him reads it.
            ld      a, START_COL
            ld      (lamp_col), a
            ld      a, START_ROW
            ld      (lamp_row), a
            xor     a
            ld      (player_timer), a

            ; --- wipe the canvas ---
            ; The bitmap ($4000-$57FF) is the pixel layer; whatever was on
            ; screen before us still lives there. Zero it so only our
            ; attribute colours show.
            call    clear_bitmap

            ; --- texture the ground ---
            ; Blit the cobble stipple into every cell's bitmap, rows 1-23.
            ; The attributes will colour these pixels in a moment.
            call    fill_ground

            ; --- wash in the cobbles ---
            ; Seed the first attribute cell, point DE one cell ahead, and
            ; let LDIR cascade the byte through all 768 cells.
            ld      hl, $5800
            ld      de, $5801
            ld      (hl), COBBLE
            ld      bc, 767
            ldir

            call    paint_walls
            call    paint_buildings

            ; --- brick the walls ---
            ; Now that the wall cells are painted, fill_walls can read the
            ; map back and lay brick wherever the wall bit is set.
            call    fill_walls
            call    draw_lamps
            ; save what he is about to stand on, BEFORE the first draw
            call    save_under
            call    draw_lamp

            ; --- start the heartbeat ---
            ; IM 1: every 50 Hz frame interrupt calls the ROM's handler.
            ; EI: let it. HALT then sleeps until the next frame arrives,
            ; so the loop below beats exactly once per frame.
            im      1
            ei

main_loop:
            halt
            call    play_step
            jr      main_loop

; play_step — one beat of the game: ask the keyboard.
play_step:
            call    player_step
            ret

; ----------------------------------------------------------------------------
; paint_walls — the square's edge, one attribute write per cell.
; ----------------------------------------------------------------------------
paint_walls:
            ld      c, WALL         ; the byte every wall cell gets

            ; the top wall: row 1 is 32 cells in a row from $5820
            ; (row 0 is kept back — it becomes the HUD later)
            ld      hl, $5820
            ld      b, 32
.wt:
            ld      (hl), c
            inc     hl
            djnz    .wt

            ; the bottom wall: row 23, 32 cells from $5AE0
            ld      hl, $5AE0
            ld      b, 32
.wb:
            ld      (hl), c
            inc     hl
            djnz    .wb

            ; the side walls: column 0 and column 31 of rows 1-23.
            ; Write the row's first cell, hop 31 cells to its last,
            ; then step a full row (32) down — 23 times.
            ld      hl, $5820
            ld      b, 23
.ws:
            ld      (hl), c
            push    hl
            ld      de, 31
            add     hl, de
            ld      (hl), c
            pop     hl
            ld      de, 32
            add     hl, de
            djnz    .ws
            ret

; ----------------------------------------------------------------------------
; clear_bitmap — zero the pixel layer, $4000-$57FF, with the same
; seed-and-cascade LDIR idiom the cobble wash uses.
; ----------------------------------------------------------------------------
clear_bitmap:
            ld      hl, $4000
            ld      de, $4001
            ld      (hl), 0
            ld      bc, 6143
            ldir
            ret

; ----------------------------------------------------------------------------
; player_step — the keys become movement. Each direction key edits a
; TARGET position (tcol, trow) — a proposal, not yet a move — so it
; can be vetoed before it becomes real. Then the move commits: leave
; the old cell, take the new one, draw.
; ----------------------------------------------------------------------------
player_step:
            ; --- propose: the target starts where he stands ---
            ld      a, (lamp_col)
            ld      (tcol), a
            ld      a, (lamp_row)
            ld      (trow), a

            ; The held-key gate: the first press steps at once, then one
            ; step every PLAYER_REPEAT frames. Releasing every direction
            ; key re-arms the instant first step, so taps stay crisp.
            ld      bc, KEYS_OP
            in      a, (c)
            cpl
            and     %00000011
            ld      e, a
            ld      bc, KEYS_Q
            in      a, (c)
            cpl
            and     %00000001
            or      e
            ld      e, a
            ld      bc, KEYS_A
            in      a, (c)
            cpl
            and     %00000001
            or      e
            jr      nz, .held
            xor     a
            ld      (player_timer), a
            ret
.held:
            ld      a, (player_timer)
            or      a
            jr      z, .stepnow
            dec     a
            ld      (player_timer), a
            ret
.stepnow:
            ld      a, PLAYER_REPEAT
            ld      (player_timer), a

            ld      bc, KEYS_OP
            in      a, (c)
            bit     1, a            ; O — a zero bit is a pressed key
            jr      z, .pleft
            bit     0, a            ; P, same half-row
            jr      z, .pright
            ld      bc, KEYS_Q
            in      a, (c)
            bit     0, a            ; Q
            jr      z, .pup
            ld      bc, KEYS_A
            in      a, (c)
            bit     0, a            ; A
            jr      z, .pdown
            ret                     ; nothing held — nothing to do

.pleft:
            ld      hl, tcol
            dec     (hl)
            jr      .pmove
.pright:
            ld      hl, tcol
            inc     (hl)
            jr      .pmove
.pup:
            ld      hl, trow
            dec     (hl)
            jr      .pmove
.pdown:
            ld      hl, trow
            inc     (hl)
.pmove:
            ; The veto: ask the target cell's attribute whether it's wall.
            ; NZ means brick — the proposal dies here and he stays put.
            ld      a, (trow)
            ld      b, a
            ld      a, (tcol)
            ld      c, a
            call    wall_at
            ret     nz

            ; --- commit: restore, step, save, draw — in that order ---
            call    restore_under
            ld      a, (tcol)
            ld      (lamp_col), a
            ld      a, (trow)
            ld      (lamp_row), a
            call    save_under
            ; light it where it lives: while he covers the lamp, its truth
            ; is the buffer — rewrite the saved attribute, and restore will
            ; paint the lamp back lit when he leaves
            ld      a, (under_lamp + 8)
            cp      LAMP_UNLIT
            jr      nz, .pdrawn
            ld      a, LAMP_LIT
            ld      (under_lamp + 8), a
.pdrawn:
            call    draw_lamp
            ret

; ----------------------------------------------------------------------------
; fill_ground — the cobble stipple. Not decoration: the stipple is what
; makes ground-state changes visible later, when the game starts
; recolouring these pixels. Rows 1-23 (row 0 is the HUD).
; ----------------------------------------------------------------------------
fill_ground:
            ld      b, 1                ; rows 1-23 (row 0 is the HUD)
.fgr:
            ld      c, 0
.fgc:
            ld      de, cobble_tex
            call    blit_tex
            inc     c
            ld      a, c
            cp      32
            jr      c, .fgc
            inc     b
            ld      a, b
            cp      24
            jr      c, .fgr
            ret

; fill_walls — brickwork. Driven by the wall attribute bit, so anything
; painted as wall — now or later in the game — gets its brick for free:
; the map itself decides where the brick goes.
fill_walls:
            ld      b, 1
.fwr:
            ld      c, 0
.fwc:
            push    bc
            call    attr_addr_cr
            bit     WALL_BIT, (hl)
            pop     bc
            jr      z, .fwn
            ld      de, brick_tex
            call    blit_tex
.fwn:
            inc     c
            ld      a, c
            cp      32
            jr      c, .fwc
            inc     b
            ld      a, b
            cp      24
            jr      c, .fwr
            ret

; blit_tex — write the 8-byte texture at DE into cell (C, B)'s bitmap.
; scr_addr_cr finds the cell's first pixel row; INC H steps down the
; other seven, 256 bytes apart.
blit_tex:
            push    bc
            call    scr_addr_cr
            ld      b, 8
.bt:
            ld      a, (de)
            ld      (hl), a
            inc     de
            inc     h
            djnz    .bt
            pop     bc
            ret

cobble_tex:
            defb    %10000010
            defb    %00000000
            defb    %00001000
            defb    %00000000
            defb    %00100001
            defb    %00000000
            defb    %00010000
            defb    %00000000

brick_tex:
            ; mortar courses with staggered verticals — dusk-lit stone
            defb    %00001000
            defb    %00001000
            defb    %00001000
            defb    %11111111
            defb    %10000000
            defb    %10000000
            defb    %10000000
            defb    %11111111

; paint_buildings — walk the rectangle table: each entry is col, row,
; width, height; $FF ends the list. Every cell inside a rectangle gets
; the WALL attribute — and because fill_walls textures by the wall bit,
; the brickwork arrives without another line of drawing code.
paint_buildings:
            ld      hl, bldg_data
.pb:
            ld      a, (hl)
            cp      $FF
            ret     z
            ld      c, a                ; col
            inc     hl
            ld      b, (hl)             ; row
            inc     hl
            ld      d, (hl)             ; width
            inc     hl
            ld      e, (hl)             ; height
            inc     hl
            push    hl
.pbrow:
            push    bc
            push    de
.pbcol:
            push    bc
            push    de
            call    attr_addr_cr
            ld      (hl), WALL
            pop     de
            pop     bc
            inc     c
            dec     d
            jr      nz, .pbcol
            pop     de
            pop     bc
            inc     b
            dec     e
            jr      nz, .pbrow
            pop     hl
            jr      .pb

bldg_data:
            defb    5, 5, 4, 3
            defb    23, 5, 4, 3
            defb    $FF

; ----------------------------------------------------------------------------
; draw_lamps — walk the position table: col, row pairs, $FF to finish.
; Placement is data; the drawing code neither knows nor cares how many
; lamps the town has tonight.
; ----------------------------------------------------------------------------
draw_lamps:
            ld      hl, lamp_data
.next:
            ld      a, (hl)
            cp      $FF
            ret     z
            ld      c, a
            inc     hl
            ld      b, (hl)
            inc     hl
            push    hl
            call    draw_lantern
            pop     hl
            jr      .next

; draw_lantern — an unlit lamp into cell (C, B): cold cyan attribute,
; then the lantern glyph down the cell like any texture.
draw_lantern:
            call    attr_addr_cr
            ld      (hl), LAMP_UNLIT
            call    scr_addr_cr
            ld      de, lantern
            ld      b, 8
.dlt:
            ld      a, (de)
            ld      (hl), a
            inc     de
            inc     h
            djnz    .dlt
            ret

; ----------------------------------------------------------------------------
; scr_addr_cr — HL = bitmap address of cell (C, B)'s first pixel row.
; The row's top two bits pick the third of the screen (H), its bottom
; three become L's top bits, and the column fills L's low five.
; ----------------------------------------------------------------------------

scr_addr_cr:
            ld      a, b
            and     %00011000       ; the third (row bits 4-3) ...
            or      %01000000       ; ... under the screen base $40xx
            ld      h, a
            ld      a, b
            and     %00000111       ; the char row within the third ...
            rrca                    ; ... rotated into bits 7-5
            rrca
            rrca
            or      c               ; the column in bits 4-0
            ld      l, a
            ret

; attr_addr_cr — HL = attribute address of cell (C, B):
; $5800 + row*32 + col, the row shifted up five times.
attr_addr_cr:
            ld      a, b
            ld      l, a
            ld      h, 0
            add     hl, hl
            add     hl, hl
            add     hl, hl
            add     hl, hl
            add     hl, hl
            ld      de, $5800
            add     hl, de
            ld      a, c
            ld      e, a
            ld      d, 0
            add     hl, de
            ret

; wall_at — is cell (C, B) wall? The answer is already on the screen:
; every wall cell's attribute has WALL_BIT set, so one bit-test of
; attribute memory is the whole collision system. NZ = wall.
wall_at:
            call    attr_addr_cr
            bit     WALL_BIT, (hl)
            ret

; ----------------------------------------------------------------------------
; The lamplighter's save / restore / draw.
; ----------------------------------------------------------------------------

; pos_bc — the lamplighter's cell into (C, B), read fresh from the data.
pos_bc:
            ld      a, (lamp_row)
            ld      b, a
            ld      a, (lamp_col)
            ld      c, a
            ret

; save_under — copy the nine bytes of his cell into the buffer: eight
; bitmap rows, then the attribute. Runs as he ARRIVES, before the
; draw — so the buffer always holds true ground, never him.
save_under:
            call    pos_bc
            call    scr_addr_cr
            ld      de, under_lamp
            ld      b, 8
.su:
            ld      a, (hl)
            ld      (de), a
            inc     de
            inc     h
            djnz    .su
            call    pos_bc
            call    attr_addr_cr
            ld      a, (hl)
            ld      (under_lamp + 8), a
            ret

; restore_under — the same nine bytes back the other way: the ground
; returns exactly as it was. Runs as he LEAVES, while the position
; still points at the old cell.
restore_under:
            call    pos_bc
            call    scr_addr_cr
            ld      de, under_lamp
            ld      b, 8
.ru:
            ld      a, (de)
            ld      (hl), a
            inc     de
            inc     h
            djnz    .ru
            call    pos_bc
            call    attr_addr_cr
            ld      a, (under_lamp + 8)
            ld      (hl), a
            ret

draw_lamp:
            ; his colour first: the cell's attribute becomes his own —
            ; bright white on the black, his own light about him
            call    pos_bc
            call    attr_addr_cr
            ld      (hl), LAMP_ATTR
            ; then his shape, eight bytes down the cell like any texture
            call    pos_bc
            call    scr_addr_cr
            ld      de, lamplighter
            ld      b, 8
.dl:
            ld      a, (de)
            ld      (hl), a
            inc     de
            inc     h
            djnz    .dl
            ret

; ----------------------------------------------------------------------------
; Data.
; ----------------------------------------------------------------------------

lamp_data:
            defb    4, 3
            defb    27, 3
            defb    9, 7
            defb    22, 7
            defb    6, 15
            defb    25, 15
            defb    13, 20
            defb    18, 20
            defb    $FF

lamp_col:
            defb    START_COL
lamp_row:
            defb    START_ROW
tcol:
            defb    0
trow:
            defb    0
player_timer:
            defb    0

under_lamp:
            defb    0, 0, 0, 0, 0, 0, 0, 0, 0

lamplighter:
            defb    %00111100
            defb    %00111100
            defb    %00011000
            defb    %01111110
            defb    %00011000
            defb    %00011000
            defb    %00100100
            defb    %01000010

lantern:
            defb    %00011000
            defb    %00100100
            defb    %01111110
            defb    %01111110
            defb    %01011010
            defb    %01111110
            defb    %01111110
            defb    %00111100

            end     start

Nothing visible happens at the moment of lighting — he’s covering the cell, and the change is nine bytes deep in ordinary memory. But the instant he walks off, restore_under paints back what the buffer holds, and the buffer holds a lit lamp:

A lamp glowing bright yellow behind the lamplighter.
Stepping off, the lamp blooms gold — restore did the painting, using the bytes the game quietly rewrote. And this time it stays.
Lamp one lights and keeps. Then watch the second pass: he walks back over the lit lamp — it vanishes under him, returns still lit, no double-light, no un-light — and carries on to take the second lamp too.
Two lamps glowing yellow along the south of the square, the lamplighter beside the second.
Two held flames. Six cold lamps to go — there is, suddenly, a game here.

The whole feature is a compare and a write — no new drawing code, because restore_under was always going to repaint that cell; the game just changed its mind about what “back exactly as it was” contains. draw_lamp still runs after the edit, so while he stands there he looks like himself; the flame waits its turn in the buffer.

Two ideas worth naming

That little block carries two of the biggest ideas in game programming, and they deserve their names:

  • Collision became a rule. Unit 9’s wall_at asked can I go there? — collision as a barrier. This unit asks what happens because I’m here? — collision as consequence. Step on this kind of cell and the world changes. Every pickup, switch, trap and goal tile in every game you’ve played is this compare, wearing different clothes.
  • State lives in the world. No list anywhere records which lamps are lit. The glow is the record — a changed attribute in a changed cell, sitting in the same memory the map has always lived in. Walk to the far corner and back: still lit, because “lit” is a property of the floor, not a memory of the player.

And the rule is naturally idempotent — the video showed it. Recross a lit lamp and save_under banks yellow, the cp LAMP_UNLIT fails, nothing changes, restore puts yellow back. A lit lamp stays lit, however many times he crosses it, and no code was written to make that true — the compare’s precision did it for free.

When it’s wrong, see why

Lighting fails in ways that point at where you wrote the change:

  • It glows under him and dies when he leaves. You built step 1: the write went to the screen, and restore faithfully undid it. Light the buffer — under_lamp + 8 — and let restore paint.
  • Nothing ever shows, even while he stands there. The screen-write variant again, but placed before call draw_lamp — his own attribute immediately covered your yellow. Same disease, quieter symptom, same cure.
  • Lamps never light. The compare reads the wrong byte or runs at the wrong time. It must read under_lamp + 8 after save_under has filled it — before that, the buffer still holds the previous cell.
  • The cobbles light up as he walks. The compare is too loose — only exact LAMP_UNLIT cyan should pass. If you’re testing a bit instead of the whole byte, floor and lamps can look alike.
  • A lit lamp goes cold when recrossed. Your restore isn’t writing the attribute back from under_lamp + 8, so the second visit saves stale screen data. Unit 8’s loops carry nine bytes, not eight — check the attribute makes the round trip.

Before and after

The unit began with a decoration he could stand on and ended with the game’s core verb: light it. You built the write in the wrong place first and watched Unit 8’s machinery calmly erase your work — the best possible demonstration that while he covers a cell, the buffer is the cell. Then one compare and one write, aimed nine bytes into ordinary memory, turned crossing into lighting, permanently. No draw calls, no lit-lamp list, no special cases: the world keeps its own score, one warm cell at a time.

Try this: light the lot

Walk the full round — all eight lamps, every corner of the square. The board warms behind you, cyan to gold, lamp by lamp. That circuit is the whole game Gloaming will ever ask of you; what’s missing is a game that notices — which is the next three units.

Try this: a flickering flame

A lit lamp is an attribute, so borrow the attribute byte’s showiest bit: FLASH. Set LAMP_LIT to %11000110 and rebuild — every lit lamp now pulses, ink and paper trading places about three times a second, hardware-animated for free. One bit turns “on” into “alight”.

Try this: change the rule

Make stepping toggle instead of light: after the cp LAMP_UNLIT branch, add a second compare against LAMP_LIT that writes LAMP_UNLIT back. Now he can snuff lamps by revisiting them — a different, crueller game with the same nine bytes. The point isn’t the toggle; it’s that what does standing here do? is one small block of code, and its author is you.

What you’ve learnt

  • Where a write lands decides whether it keeps — the screen is his while he stands there; the buffer is the world’s.
  • Lighting reuses save/restore whole: edit the saved attribute and restore becomes the draw call.
  • Collision as consequence: being somewhere can change the world, not just gate movement.
  • State lives in the cells: no separate record of lit lamps exists, or needs to.
  • Idempotence can be free — an exact compare made “already lit” a no-op without any extra code.

What’s next

Lamps light and stay lit — but nothing is counting, and a game must know how it’s going. Unit 13 adds the tally: a count of lit lamps and a row of pips along the HUD ledge that warms as the number climbs — a score you read at a glance, in coloured cells rather than digits, on the row the game has kept empty since Unit 2.