Lives, and the Fall of Night
Price the touch: three ember pips, a lose_life that respawns him through the same dance as any move — and the playtest lesson built wrong first: without the wisp's recoil, the night strip-mines every life in under a second.
The wisp can pin him and it costs nothing but nerves. Cornered against a wall with the cold at your side, you wait, it holds, and eventually you slip away — the two contact vetoes from last unit keep the cells honest, but nobody pays. This unit prices the touch, and in doing so finishes what phase 4 came for: Gloaming becomes a game you can lose.
The pieces are almost all reused, which by now is the module’s signature. Lives are the tally’s machinery run in reverse. The respawn is the movement dance pointed at a constant. The lose screen is the win screen dressed in black. The only genuinely new thing this unit teaches is a design lesson — and true to form, we’ll learn it by building the wrong version first.
Three embers
Lives are shown the way this game shows everything: cells on the ledge.
LIVES equ 3
LIFE_PIP equ %01010000 ; BRIGHT red PAPER — a small ember
LIFE_BASE equ $5800 + 28 ; row 0, the ledge's right shoulder
draw_lives is draw_pips with three substitutions, and losing one is light_pip run backwards — the same count-as-cursor trick, downward: decrement lives, and the new count is the index of the ember to put out. Three, two, one, dark.
The anatomy of losing a life
lose_life is the whole unit in one routine, and its shape is worth reading before the diff:
- Take the ember — decrement, blank the pip at the new count.
- If none remain, night falls — more on that below.
- Otherwise, the lamplighter returns to the start — and look at how:
restore_under, set position,save_under,draw_lamp. That’s Unit 8’s dance, verbatim. A respawn isn’t a special operation; it’s an ordinary move whose destination happens to be a constant. Because it goes through the same four beats, the world stays whole — the cell he was pinned against heals, the start cell banks correctly, and nothing about the buffers needs to know a life was lost.
Both contact points — the wisp reaching him, him walking into the wisp — now call it. The touch has one price, whoever moves.
Milestone 1 — priced, and merciless
Build exactly that. Deliberately absent: any change to the wisp after a catch. It caught him fair and square; it stays where it is. What could go wrong?
| 13 | 13 | LAMP_LIT equ %01000110 ; BRIGHT yellow INK on black — a held flame | |
| 14 | 14 | | |
| 15 | 15 | DRAUGHT_ATTR equ %01000101 ; the wisp: BRIGHT cyan on black — cold light | |
| 16 | + | | |
| 17 | + | LIVES equ 3 | |
| 18 | + | LIFE_PIP equ %01010000 ; a life: BRIGHT red PAPER — a small ember | |
| 19 | + | LIFE_BASE equ $5800 + 28 ; row 0, right of the ledge — three cells | |
| 16 | 20 | DRAUGHT_SPEED equ 16 ; frames between the wisp's steps | |
| 17 | 21 | DRAUGHT_COL0 equ 28 ; the corner the dark enters from | |
| 18 | 22 | DRAUGHT_ROW0 equ 4 | |
| ... | |||
| 25 | 29 | | |
| 26 | 30 | MSG_ATTR equ %01000111 ; message text: bright white on black | |
| 27 | 31 | MSG_ROW equ 11 | |
| 32 | + | LOSE_COL equ 10 ; centres the eleven characters | |
| 28 | 33 | WIN_COL equ 7 ; centres the seventeen characters | |
| 29 | 34 | FONT equ $3C00 ; the ROM font, addressed so that | |
| 30 | 35 | ; ASCII x 8 lands on the right glyph | |
| 31 | 36 | | |
| 32 | 37 | STATE_PLAY equ 1 | |
| 33 | 38 | STATE_WIN equ 2 ; the night is held — the game is won | |
| 39 | + | STATE_LOSE equ 3 ; night falls — the game is lost | |
| 34 | 40 | | |
| 35 | 41 | START_COL equ 15 ; where the lamplighter begins | |
| 36 | 42 | START_ROW equ 11 | |
| ... | |||
| 48 | 54 | out ($FE), a | |
| 49 | 55 | xor a | |
| 50 | 56 | ld (lit_count), a | |
| 57 | + | ld a, LIVES | |
| 58 | + | ld (lives), a | |
| 51 | 59 | | |
| 52 | 60 | ; --- place the lamplighter --- | |
| 53 | 61 | ; His position is data. Everything that draws him reads it. | |
| ... | |||
| 95 | 103 | ; map back and lay brick wherever the wall bit is set. | |
| 96 | 104 | call fill_walls | |
| 97 | 105 | call draw_pips | |
| 106 | + | call draw_lives | |
| 98 | 107 | call draw_lamps | |
| 99 | 108 | ; save what he is about to stand on, BEFORE the first draw | |
| 100 | 109 | call save_under | |
| ... | |||
| 126 | 135 | ; play_step — one beat of the game: ask the keyboard. | |
| 127 | 136 | play_step: | |
| 128 | 137 | call player_step | |
| 138 | + | ; contact can end the game mid-frame — if it did, stop here | |
| 139 | + | ld a, (game_state) | |
| 140 | + | cp STATE_PLAY | |
| 141 | + | ret nz | |
| 129 | 142 | call draught_step | |
| 143 | + | ld a, (game_state) | |
| 144 | + | cp STATE_PLAY | |
| 145 | + | ret nz | |
| 130 | 146 | ; the win check, at the only beat the count can have changed | |
| 131 | 147 | ld a, (lit_count) | |
| 132 | 148 | cp NUM_LAMPS | |
| ... | |||
| 195 | 211 | ld hl, win_text | |
| 196 | 212 | ld b, MSG_ROW | |
| 197 | 213 | ld c, WIN_COL | |
| 214 | + | call print_string | |
| 215 | + | ret | |
| 216 | + | | |
| 217 | + | ; draw_lose_screen — the whole attribute table goes black: every lamp, | |
| 218 | + | ; every wall, every warm cell, gone in one LDIR. Then the words. | |
| 219 | + | draw_lose_screen: | |
| 220 | + | ld hl, $5800 | |
| 221 | + | ld de, $5801 | |
| 222 | + | ld (hl), %00000000 | |
| 223 | + | ld bc, 767 | |
| 224 | + | ldir | |
| 225 | + | ld hl, lose_text | |
| 226 | + | ld b, MSG_ROW | |
| 227 | + | ld c, LOSE_COL | |
| 198 | 228 | call print_string | |
| 199 | 229 | ret | |
| 200 | 230 | | |
| ... | |||
| 307 | 337 | ld hl, draught_row | |
| 308 | 338 | cp (hl) | |
| 309 | 339 | jr nz, .pcommit | |
| 310 | - | ret ; the wisp holds its ground — you cannot pass | |
| 340 | + | call lose_life ; walking into the cold costs the same | |
| 341 | + | ret | |
| 311 | 342 | | |
| 312 | 343 | .pcommit: | |
| 313 | 344 | ; --- commit: restore, step, save, draw — in that order --- | |
| ... | |||
| 505 | 536 | ld hl, lamp_row | |
| 506 | 537 | cp (hl) | |
| 507 | 538 | jr nz, .dmove | |
| 508 | - | ret ; the wisp is at your side — its touch has no price yet | |
| 539 | + | call lose_life ; the touch, priced | |
| 540 | + | ret | |
| 509 | 541 | | |
| 510 | 542 | .dmove: | |
| 511 | 543 | call restore_draught | |
| ... | |||
| 561 | 593 | defb 5, 5, 4, 3 | |
| 562 | 594 | defb 23, 5, 4, 3 | |
| 563 | 595 | defb $FF | |
| 596 | + | | |
| 597 | + | ; ---------------------------------------------------------------------------- | |
| 598 | + | ; lose_life — the price of the touch: one ember out, and either a | |
| 599 | + | ; fresh start or the fall of night. | |
| 600 | + | ; ---------------------------------------------------------------------------- | |
| 601 | + | lose_life: | |
| 602 | + | ld a, (lives) | |
| 603 | + | dec a | |
| 604 | + | ld (lives), a | |
| 605 | + | ld e, a | |
| 606 | + | ld d, 0 | |
| 607 | + | ld hl, LIFE_BASE | |
| 608 | + | add hl, de | |
| 609 | + | ld (hl), COBBLE ; the ember at the new count goes out | |
| 610 | + | ld a, (lives) | |
| 611 | + | or a | |
| 612 | + | jr z, .gone | |
| 613 | + | ; a life left: the lamplighter returns to the start cell | |
| 614 | + | call restore_under | |
| 615 | + | ld a, START_COL | |
| 616 | + | ld (lamp_col), a | |
| 617 | + | ld a, START_ROW | |
| 618 | + | ld (lamp_row), a | |
| 619 | + | call save_under | |
| 620 | + | call draw_lamp | |
| 621 | + | ret | |
| 622 | + | .gone: | |
| 623 | + | call draw_lose_screen | |
| 624 | + | ld a, STATE_LOSE | |
| 625 | + | ld (game_state), a | |
| 626 | + | ret | |
| 564 | 627 | | |
| 565 | 628 | ; ---------------------------------------------------------------------------- | |
| 566 | 629 | ; print_string / print_char — the machine's own letters. The Spectrum | |
| ... | |||
| 606 | 669 | ret | |
| 607 | 670 | | |
| 608 | 671 | ; ---------------------------------------------------------------------------- | |
| 609 | - | ; light_pip / draw_pips. | |
| 672 | + | ; light_pip / draw_pips / draw_lives. | |
| 610 | 673 | ; ---------------------------------------------------------------------------- | |
| 611 | 674 | | |
| 612 | 675 | ; light_pip — warm the next pip along and count the lamp. lit_count is | |
| ... | |||
| 634 | 697 | ld (hl), a | |
| 635 | 698 | inc hl | |
| 636 | 699 | djnz .dp | |
| 700 | + | ret | |
| 701 | + | | |
| 702 | + | ; draw_lives — three embers on the ledge's right shoulder. | |
| 703 | + | draw_lives: | |
| 704 | + | ld hl, LIFE_BASE | |
| 705 | + | ld b, LIVES | |
| 706 | + | ld a, LIFE_PIP | |
| 707 | + | .dlv: | |
| 708 | + | ld (hl), a | |
| 709 | + | inc hl | |
| 710 | + | djnz .dlv | |
| 637 | 711 | ret | |
| 638 | 712 | | |
| 639 | 713 | ; ---------------------------------------------------------------------------- | |
| ... | |||
| 897 | 971 | | |
| 898 | 972 | lit_count: | |
| 899 | 973 | defb 0 | |
| 974 | + | lives: | |
| 975 | + | defb LIVES | |
| 900 | 976 | | |
| 901 | 977 | draught_col: | |
| 902 | 978 | defb 28 | |
| ... | |||
| 952 | 1028 | | |
| 953 | 1029 | win_text: | |
| 954 | 1030 | defb "THE NIGHT IS HELD" | |
| 1031 | + | defb $FF | |
| 1032 | + | | |
| 1033 | + | lose_text: | |
| 1034 | + | defb "NIGHT FALLS" | |
| 955 | 1035 | defb $FF | |
| 956 | 1036 | | |
| 957 | 1037 | end start |
The complete step 1 program
; Gloaming — Unit 17: Lives, and the Fall of Night
; Cumulative build; every step runs on its own. Narrative: the unit page.
; Contact costs a life; out of lives, night falls. The taking costs the night its reach.
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
DRAUGHT_ATTR equ %01000101 ; the wisp: BRIGHT cyan on black — cold light
LIVES equ 3
LIFE_PIP equ %01010000 ; a life: BRIGHT red PAPER — a small ember
LIFE_BASE equ $5800 + 28 ; row 0, right of the ledge — three cells
DRAUGHT_SPEED equ 16 ; frames between the wisp's steps
DRAUGHT_COL0 equ 28 ; the corner the dark enters from
DRAUGHT_ROW0 equ 4
PIP_UNLIT equ %00101000 ; a cold pip: cyan PAPER, a solid block
PIP_LIT equ %01110000 ; a warm pip: BRIGHT yellow PAPER
PIP_BASE equ $5800 + 12 ; row 0, column 12 — the HUD ledge,
; eight cells, centred over the square
NUM_LAMPS equ 8
MSG_ATTR equ %01000111 ; message text: bright white on black
MSG_ROW equ 11
LOSE_COL equ 10 ; centres the eleven characters
WIN_COL equ 7 ; centres the seventeen characters
FONT equ $3C00 ; the ROM font, addressed so that
; ASCII x 8 lands on the right glyph
STATE_PLAY equ 1
STATE_WIN equ 2 ; the night is held — the game is won
STATE_LOSE equ 3 ; night falls — the game is lost
START_COL equ 15 ; where the lamplighter begins
START_ROW equ 11
PLAYER_REPEAT equ 6 ; frames between steps while a key is held
GATHER equ 120 ; frames the dark gathers before its first step
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
xor a
ld (lit_count), a
ld a, LIVES
ld (lives), 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
; --- and, in the far corner, something else ---
ld a, DRAUGHT_COL0
ld (draught_col), a
ld a, DRAUGHT_ROW0
ld (draught_row), a
; the dark gathers before its first step — a beat to read
; the square before the hunt begins
ld a, GATHER
ld (draught_timer), 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 warm_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_pips
call draw_lives
call draw_lamps
; save what he is about to stand on, BEFORE the first draw
call save_under
call draw_lamp
call save_draught
call draw_draught
ld a, STATE_PLAY
ld (game_state), a
; --- 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
; the state gate: only PLAY beats the game forward — any
; other state leaves the screen exactly as it stands
ld a, (game_state)
cp STATE_PLAY
jr z, .do_play
jr main_loop ; WIN or LOSE — the screen holds
.do_play:
call play_step
jr main_loop
; play_step — one beat of the game: ask the keyboard.
play_step:
call player_step
; contact can end the game mid-frame — if it did, stop here
ld a, (game_state)
cp STATE_PLAY
ret nz
call draught_step
ld a, (game_state)
cp STATE_PLAY
ret nz
; the win check, at the only beat the count can have changed
ld a, (lit_count)
cp NUM_LAMPS
ret nz
call draw_win_screen
ld a, STATE_WIN
ld (game_state), a
ret
; ----------------------------------------------------------------------------
; warm_walls — the square's edge, one attribute write per cell; the
; colour is no longer a constant but the wall_ramp entry for how many
; lamps are lit. Same painting loop as ever — only where C comes from
; has changed.
; ----------------------------------------------------------------------------
warm_walls:
ld a, (lit_count)
ld e, a
ld d, 0
ld hl, wall_ramp
add hl, de
ld c, (hl) ; 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
; ----------------------------------------------------------------------------
; Screens.
; ----------------------------------------------------------------------------
; draw_win_screen — lift the lamplighter off the board (restore his
; cell: the eighth lamp, lit, comes out of the buffer), then say it.
draw_win_screen:
call restore_under
ld hl, win_text
ld b, MSG_ROW
ld c, WIN_COL
call print_string
ret
; draw_lose_screen — the whole attribute table goes black: every lamp,
; every wall, every warm cell, gone in one LDIR. Then the words.
draw_lose_screen:
ld hl, $5800
ld de, $5801
ld (hl), %00000000
ld bc, 767
ldir
ld hl, lose_text
ld b, MSG_ROW
ld c, LOSE_COL
call print_string
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
; and the mirror rule: he cannot step onto the wisp either
ld a, (tcol)
ld hl, draught_col
cp (hl)
jr nz, .pcommit
ld a, (trow)
ld hl, draught_row
cp (hl)
jr nz, .pcommit
call lose_life ; walking into the cold costs the same
ret
.pcommit:
; --- 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
call light_pip
call warm_walls
.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
; ----------------------------------------------------------------------------
; draught_step — the hunt. One rule: step one cell along the axis with
; the greater distance to the lamplighter (ties go sideways). No walls,
; no vetoes — the wisp is not of the town, and stone means nothing to it.
; ----------------------------------------------------------------------------
draught_step:
ld a, (draught_timer)
dec a
ld (draught_timer), a
ret nz
ld a, DRAUGHT_SPEED
ld (draught_timer), a
; the dark hunts the lamplighter's own flame
ld a, (lamp_col)
ld (seek_col), a
ld a, (lamp_row)
ld (seek_row), a
.chase:
; step one cell along the axis with the greater distance
; (ties go sideways) — the night is 4-connected, like the
; lamplighter
ld a, (draught_col)
ld (dtcol), a
ld a, (draught_row)
ld (dtrow), a
ld a, (seek_col)
ld hl, draught_col
sub (hl)
jp p, .absc
neg
.absc:
ld d, a ; D = |dc|
ld a, (seek_row)
ld hl, draught_row
sub (hl)
jp p, .absr
neg
.absr:
cp d ; |dr| vs |dc|
jr z, .tie
jr c, .horiz
jr .vert
.tie:
ld a, d
or a
ret z ; already on the light
jr .horiz
.horiz:
ld a, (seek_col)
ld hl, draught_col
cp (hl)
jr c, .hleft
ld a, (hl)
inc a
ld (dtcol), a
jr .contact
.hleft:
ld a, (hl)
dec a
ld (dtcol), a
jr .contact
.vert:
ld a, (seek_row)
ld hl, draught_row
cp (hl)
jr c, .vup
ld a, (hl)
inc a
ld (dtrow), a
jr .contact
.vup:
ld a, (hl)
dec a
ld (dtrow), a
.contact:
; never step ONTO the lamplighter: adjacent is as close as
; the night comes. Two movers, two buffers — and one cell
; can only ever be under one of them.
ld a, (dtcol)
ld hl, lamp_col
cp (hl)
jr nz, .dmove
ld a, (dtrow)
ld hl, lamp_row
cp (hl)
jr nz, .dmove
call lose_life ; the touch, priced
ret
.dmove:
call restore_draught
ld a, (dtcol)
ld (draught_col), a
ld a, (dtrow)
ld (draught_row), a
call save_draught
call draw_draught
ret
; 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
; ----------------------------------------------------------------------------
; lose_life — the price of the touch: one ember out, and either a
; fresh start or the fall of night.
; ----------------------------------------------------------------------------
lose_life:
ld a, (lives)
dec a
ld (lives), a
ld e, a
ld d, 0
ld hl, LIFE_BASE
add hl, de
ld (hl), COBBLE ; the ember at the new count goes out
ld a, (lives)
or a
jr z, .gone
; a life left: the lamplighter returns to the start cell
call restore_under
ld a, START_COL
ld (lamp_col), a
ld a, START_ROW
ld (lamp_row), a
call save_under
call draw_lamp
ret
.gone:
call draw_lose_screen
ld a, STATE_LOSE
ld (game_state), a
ret
; ----------------------------------------------------------------------------
; print_string / print_char — the machine's own letters. The Spectrum
; keeps its font in ROM: eight bytes per character, and FONT is chosen
; so that ASCII code x 8 + FONT is the glyph's address. Each character
; is drawn like any cell: attribute first, eight rows down the cell.
; ----------------------------------------------------------------------------
print_string:
.ps:
ld a, (hl)
cp $FF
ret z
push hl
push bc
call print_char
pop bc
pop hl
inc hl
inc c
jr .ps
print_char:
ld l, a
ld h, 0
add hl, hl
add hl, hl
add hl, hl
ld de, FONT
add hl, de
ex de, hl
push de
call attr_addr_cr
ld (hl), MSG_ATTR
call scr_addr_cr
pop de
ld b, 8
.pc:
ld a, (de)
ld (hl), a
inc de
inc h
djnz .pc
ret
; ----------------------------------------------------------------------------
; light_pip / draw_pips / draw_lives.
; ----------------------------------------------------------------------------
; light_pip — warm the next pip along and count the lamp. lit_count is
; the index of the pip to light AND the number of lamps lit so far —
; read it for the address, then step it.
light_pip:
ld a, (lit_count)
ld e, a
ld d, 0
inc a
ld (lit_count), a
ld hl, PIP_BASE
add hl, de
ld (hl), PIP_LIT
ret
; draw_pips — the tally row: one cell per lamp on the HUD ledge, all
; cold to start. A pip is pure attribute — no glyph, just a block of
; PAPER — so the row costs eight bytes of screen and no bitmap at all.
draw_pips:
ld hl, PIP_BASE
ld b, NUM_LAMPS
ld a, PIP_UNLIT
.dp:
ld (hl), a
inc hl
djnz .dp
ret
; draw_lives — three embers on the ledge's right shoulder.
draw_lives:
ld hl, LIFE_BASE
ld b, LIVES
ld a, LIFE_PIP
.dlv:
ld (hl), a
inc hl
djnz .dlv
ret
; ----------------------------------------------------------------------------
; 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
; ----------------------------------------------------------------------------
; The draught's save / restore / draw — the lamplighter's engine, twice.
; Same loops, same nine-byte contract, its own buffer and its own
; position: two movers can share a world but never a buffer.
; ----------------------------------------------------------------------------
dpos_bc:
ld a, (draught_row)
ld b, a
ld a, (draught_col)
ld c, a
ret
save_draught:
call dpos_bc
call scr_addr_cr
ld de, under_draught
ld b, 8
.sd:
ld a, (hl)
ld (de), a
inc de
inc h
djnz .sd
call dpos_bc
call attr_addr_cr
ld a, (hl)
ld (under_draught + 8), a
ret
restore_draught:
call dpos_bc
call scr_addr_cr
ld de, under_draught
ld b, 8
.rd:
ld a, (de)
ld (hl), a
inc de
inc h
djnz .rd
call dpos_bc
call attr_addr_cr
ld a, (under_draught + 8)
ld (hl), a
ret
draw_draught:
call dpos_bc
call attr_addr_cr
ld (hl), DRAUGHT_ATTR
call dpos_bc
call scr_addr_cr
ld de, draught_glyph
ld b, 8
.dd:
ld a, (de)
ld (hl), a
inc de
inc h
djnz .dd
ret
; ----------------------------------------------------------------------------
; Data.
; ----------------------------------------------------------------------------
game_state:
defb STATE_PLAY
wall_ramp:
; The square warms in the game's own vocabulary: the stone
; stays dusk-blue; the lamplight catches the mortar first
; (ink white -> yellow), then the whole face glows BRIGHT.
; Never magenta — warmth is yellow here, not red-shifted blue.
defb %00001111 ; dusk stone, white mortar
defb %00001111
defb %00001111
defb %00001110 ; the mortar warms — yellow ink
defb %00001110
defb %00001110
defb %01001110 ; the stone catches the glow — BRIGHT
defb %01001110
defb %01110000 ; all eight lit: the square aglow —
; warm yellow stone, only at the win
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
lit_count:
defb 0
lives:
defb LIVES
draught_col:
defb 28
draught_row:
defb 4
draught_timer:
defb 16
player_timer:
defb 0
seek_col:
defb 0
seek_row:
defb 0
dtcol:
defb 0
dtrow:
defb 0
under_lamp:
defb 0, 0, 0, 0, 0, 0, 0, 0, 0
under_draught:
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
draught_glyph:
defb %00000000
defb %00111100
defb %01111110
defb %11111111
defb %11111111
defb %01111110
defb %00111100
defb %00000000
win_text:
defb "THE NIGHT IS HELD"
defb $FF
lose_text:
defb "NIGHT FALLS"
defb $FF
end start
Stand still and let it come:


Every line of that code does what it should. The catch is legitimate, the ember goes out, the respawn is clean — and the game is unplayable, because the respawn sends him to a fixed, known cell and the thing that hunts him is standing next to it. This exact failure is in the shipped game’s source as a comment, because it happened: the moment the draught learnt to hunt (rather than drift), leaving it in place after a catch turned one mistake into a stripped set of lives. Mechanics can be individually correct and jointly vicious — you find that out by watching them together, which is what playtesting is.
Milestone 2 — the taking costs the night its reach
The fix is symmetry. A catch costs you a life — it should cost the night something too: its position, all those beats of patient closing-in. On a catch (with lives remaining), the wisp recoils to the corner it entered from, its timer reset — done through its own engine, the same restore/set/save/draw:
| 618 | 618 | ld (lamp_row), a | |
| 619 | 619 | call save_under | |
| 620 | 620 | call draw_lamp | |
| 621 | + | ; the taking costs the night its reach — the wisp recoils to | |
| 622 | + | ; the far corner, so every life buys a whole fresh chase | |
| 623 | + | ; (leaving it beside the respawn made a catch strip every | |
| 624 | + | ; life in seconds once the draught learnt to hunt) | |
| 625 | + | call restore_draught | |
| 626 | + | ld a, DRAUGHT_COL0 | |
| 627 | + | ld (draught_col), a | |
| 628 | + | ld a, DRAUGHT_ROW0 | |
| 629 | + | ld (draught_row), a | |
| 630 | + | ld a, DRAUGHT_SPEED | |
| 631 | + | ld (draught_timer), a | |
| 632 | + | call save_draught | |
| 633 | + | call draw_draught | |
| 621 | 634 | ret | |
| 622 | 635 | .gone: | |
| 623 | 636 | call draw_lose_screen |
The complete program
; Gloaming — Unit 17: Lives, and the Fall of Night
; Cumulative build; every step runs on its own. Narrative: the unit page.
; Contact costs a life; out of lives, night falls. The taking costs the night its reach.
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
DRAUGHT_ATTR equ %01000101 ; the wisp: BRIGHT cyan on black — cold light
LIVES equ 3
LIFE_PIP equ %01010000 ; a life: BRIGHT red PAPER — a small ember
LIFE_BASE equ $5800 + 28 ; row 0, right of the ledge — three cells
DRAUGHT_SPEED equ 16 ; frames between the wisp's steps
DRAUGHT_COL0 equ 28 ; the corner the dark enters from
DRAUGHT_ROW0 equ 4
PIP_UNLIT equ %00101000 ; a cold pip: cyan PAPER, a solid block
PIP_LIT equ %01110000 ; a warm pip: BRIGHT yellow PAPER
PIP_BASE equ $5800 + 12 ; row 0, column 12 — the HUD ledge,
; eight cells, centred over the square
NUM_LAMPS equ 8
MSG_ATTR equ %01000111 ; message text: bright white on black
MSG_ROW equ 11
LOSE_COL equ 10 ; centres the eleven characters
WIN_COL equ 7 ; centres the seventeen characters
FONT equ $3C00 ; the ROM font, addressed so that
; ASCII x 8 lands on the right glyph
STATE_PLAY equ 1
STATE_WIN equ 2 ; the night is held — the game is won
STATE_LOSE equ 3 ; night falls — the game is lost
START_COL equ 15 ; where the lamplighter begins
START_ROW equ 11
PLAYER_REPEAT equ 6 ; frames between steps while a key is held
GATHER equ 120 ; frames the dark gathers before its first step
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
xor a
ld (lit_count), a
ld a, LIVES
ld (lives), 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
; --- and, in the far corner, something else ---
ld a, DRAUGHT_COL0
ld (draught_col), a
ld a, DRAUGHT_ROW0
ld (draught_row), a
; the dark gathers before its first step — a beat to read
; the square before the hunt begins
ld a, GATHER
ld (draught_timer), 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 warm_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_pips
call draw_lives
call draw_lamps
; save what he is about to stand on, BEFORE the first draw
call save_under
call draw_lamp
call save_draught
call draw_draught
ld a, STATE_PLAY
ld (game_state), a
; --- 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
; the state gate: only PLAY beats the game forward — any
; other state leaves the screen exactly as it stands
ld a, (game_state)
cp STATE_PLAY
jr z, .do_play
jr main_loop ; WIN or LOSE — the screen holds
.do_play:
call play_step
jr main_loop
; play_step — one beat of the game: ask the keyboard.
play_step:
call player_step
; contact can end the game mid-frame — if it did, stop here
ld a, (game_state)
cp STATE_PLAY
ret nz
call draught_step
ld a, (game_state)
cp STATE_PLAY
ret nz
; the win check, at the only beat the count can have changed
ld a, (lit_count)
cp NUM_LAMPS
ret nz
call draw_win_screen
ld a, STATE_WIN
ld (game_state), a
ret
; ----------------------------------------------------------------------------
; warm_walls — the square's edge, one attribute write per cell; the
; colour is no longer a constant but the wall_ramp entry for how many
; lamps are lit. Same painting loop as ever — only where C comes from
; has changed.
; ----------------------------------------------------------------------------
warm_walls:
ld a, (lit_count)
ld e, a
ld d, 0
ld hl, wall_ramp
add hl, de
ld c, (hl) ; 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
; ----------------------------------------------------------------------------
; Screens.
; ----------------------------------------------------------------------------
; draw_win_screen — lift the lamplighter off the board (restore his
; cell: the eighth lamp, lit, comes out of the buffer), then say it.
draw_win_screen:
call restore_under
ld hl, win_text
ld b, MSG_ROW
ld c, WIN_COL
call print_string
ret
; draw_lose_screen — the whole attribute table goes black: every lamp,
; every wall, every warm cell, gone in one LDIR. Then the words.
draw_lose_screen:
ld hl, $5800
ld de, $5801
ld (hl), %00000000
ld bc, 767
ldir
ld hl, lose_text
ld b, MSG_ROW
ld c, LOSE_COL
call print_string
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
; and the mirror rule: he cannot step onto the wisp either
ld a, (tcol)
ld hl, draught_col
cp (hl)
jr nz, .pcommit
ld a, (trow)
ld hl, draught_row
cp (hl)
jr nz, .pcommit
call lose_life ; walking into the cold costs the same
ret
.pcommit:
; --- 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
call light_pip
call warm_walls
.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
; ----------------------------------------------------------------------------
; draught_step — the hunt. One rule: step one cell along the axis with
; the greater distance to the lamplighter (ties go sideways). No walls,
; no vetoes — the wisp is not of the town, and stone means nothing to it.
; ----------------------------------------------------------------------------
draught_step:
ld a, (draught_timer)
dec a
ld (draught_timer), a
ret nz
ld a, DRAUGHT_SPEED
ld (draught_timer), a
; the dark hunts the lamplighter's own flame
ld a, (lamp_col)
ld (seek_col), a
ld a, (lamp_row)
ld (seek_row), a
.chase:
; step one cell along the axis with the greater distance
; (ties go sideways) — the night is 4-connected, like the
; lamplighter
ld a, (draught_col)
ld (dtcol), a
ld a, (draught_row)
ld (dtrow), a
ld a, (seek_col)
ld hl, draught_col
sub (hl)
jp p, .absc
neg
.absc:
ld d, a ; D = |dc|
ld a, (seek_row)
ld hl, draught_row
sub (hl)
jp p, .absr
neg
.absr:
cp d ; |dr| vs |dc|
jr z, .tie
jr c, .horiz
jr .vert
.tie:
ld a, d
or a
ret z ; already on the light
jr .horiz
.horiz:
ld a, (seek_col)
ld hl, draught_col
cp (hl)
jr c, .hleft
ld a, (hl)
inc a
ld (dtcol), a
jr .contact
.hleft:
ld a, (hl)
dec a
ld (dtcol), a
jr .contact
.vert:
ld a, (seek_row)
ld hl, draught_row
cp (hl)
jr c, .vup
ld a, (hl)
inc a
ld (dtrow), a
jr .contact
.vup:
ld a, (hl)
dec a
ld (dtrow), a
.contact:
; never step ONTO the lamplighter: adjacent is as close as
; the night comes. Two movers, two buffers — and one cell
; can only ever be under one of them.
ld a, (dtcol)
ld hl, lamp_col
cp (hl)
jr nz, .dmove
ld a, (dtrow)
ld hl, lamp_row
cp (hl)
jr nz, .dmove
call lose_life ; the touch, priced
ret
.dmove:
call restore_draught
ld a, (dtcol)
ld (draught_col), a
ld a, (dtrow)
ld (draught_row), a
call save_draught
call draw_draught
ret
; 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
; ----------------------------------------------------------------------------
; lose_life — the price of the touch: one ember out, and either a
; fresh start or the fall of night.
; ----------------------------------------------------------------------------
lose_life:
ld a, (lives)
dec a
ld (lives), a
ld e, a
ld d, 0
ld hl, LIFE_BASE
add hl, de
ld (hl), COBBLE ; the ember at the new count goes out
ld a, (lives)
or a
jr z, .gone
; a life left: the lamplighter returns to the start cell
call restore_under
ld a, START_COL
ld (lamp_col), a
ld a, START_ROW
ld (lamp_row), a
call save_under
call draw_lamp
; the taking costs the night its reach — the wisp recoils to
; the far corner, so every life buys a whole fresh chase
; (leaving it beside the respawn made a catch strip every
; life in seconds once the draught learnt to hunt)
call restore_draught
ld a, DRAUGHT_COL0
ld (draught_col), a
ld a, DRAUGHT_ROW0
ld (draught_row), a
ld a, DRAUGHT_SPEED
ld (draught_timer), a
call save_draught
call draw_draught
ret
.gone:
call draw_lose_screen
ld a, STATE_LOSE
ld (game_state), a
ret
; ----------------------------------------------------------------------------
; print_string / print_char — the machine's own letters. The Spectrum
; keeps its font in ROM: eight bytes per character, and FONT is chosen
; so that ASCII code x 8 + FONT is the glyph's address. Each character
; is drawn like any cell: attribute first, eight rows down the cell.
; ----------------------------------------------------------------------------
print_string:
.ps:
ld a, (hl)
cp $FF
ret z
push hl
push bc
call print_char
pop bc
pop hl
inc hl
inc c
jr .ps
print_char:
ld l, a
ld h, 0
add hl, hl
add hl, hl
add hl, hl
ld de, FONT
add hl, de
ex de, hl
push de
call attr_addr_cr
ld (hl), MSG_ATTR
call scr_addr_cr
pop de
ld b, 8
.pc:
ld a, (de)
ld (hl), a
inc de
inc h
djnz .pc
ret
; ----------------------------------------------------------------------------
; light_pip / draw_pips / draw_lives.
; ----------------------------------------------------------------------------
; light_pip — warm the next pip along and count the lamp. lit_count is
; the index of the pip to light AND the number of lamps lit so far —
; read it for the address, then step it.
light_pip:
ld a, (lit_count)
ld e, a
ld d, 0
inc a
ld (lit_count), a
ld hl, PIP_BASE
add hl, de
ld (hl), PIP_LIT
ret
; draw_pips — the tally row: one cell per lamp on the HUD ledge, all
; cold to start. A pip is pure attribute — no glyph, just a block of
; PAPER — so the row costs eight bytes of screen and no bitmap at all.
draw_pips:
ld hl, PIP_BASE
ld b, NUM_LAMPS
ld a, PIP_UNLIT
.dp:
ld (hl), a
inc hl
djnz .dp
ret
; draw_lives — three embers on the ledge's right shoulder.
draw_lives:
ld hl, LIFE_BASE
ld b, LIVES
ld a, LIFE_PIP
.dlv:
ld (hl), a
inc hl
djnz .dlv
ret
; ----------------------------------------------------------------------------
; 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
; ----------------------------------------------------------------------------
; The draught's save / restore / draw — the lamplighter's engine, twice.
; Same loops, same nine-byte contract, its own buffer and its own
; position: two movers can share a world but never a buffer.
; ----------------------------------------------------------------------------
dpos_bc:
ld a, (draught_row)
ld b, a
ld a, (draught_col)
ld c, a
ret
save_draught:
call dpos_bc
call scr_addr_cr
ld de, under_draught
ld b, 8
.sd:
ld a, (hl)
ld (de), a
inc de
inc h
djnz .sd
call dpos_bc
call attr_addr_cr
ld a, (hl)
ld (under_draught + 8), a
ret
restore_draught:
call dpos_bc
call scr_addr_cr
ld de, under_draught
ld b, 8
.rd:
ld a, (de)
ld (hl), a
inc de
inc h
djnz .rd
call dpos_bc
call attr_addr_cr
ld a, (under_draught + 8)
ld (hl), a
ret
draw_draught:
call dpos_bc
call attr_addr_cr
ld (hl), DRAUGHT_ATTR
call dpos_bc
call scr_addr_cr
ld de, draught_glyph
ld b, 8
.dd:
ld a, (de)
ld (hl), a
inc de
inc h
djnz .dd
ret
; ----------------------------------------------------------------------------
; Data.
; ----------------------------------------------------------------------------
game_state:
defb STATE_PLAY
wall_ramp:
; The square warms in the game's own vocabulary: the stone
; stays dusk-blue; the lamplight catches the mortar first
; (ink white -> yellow), then the whole face glows BRIGHT.
; Never magenta — warmth is yellow here, not red-shifted blue.
defb %00001111 ; dusk stone, white mortar
defb %00001111
defb %00001111
defb %00001110 ; the mortar warms — yellow ink
defb %00001110
defb %00001110
defb %01001110 ; the stone catches the glow — BRIGHT
defb %01001110
defb %01110000 ; all eight lit: the square aglow —
; warm yellow stone, only at the win
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
lit_count:
defb 0
lives:
defb LIVES
draught_col:
defb 28
draught_row:
defb 4
draught_timer:
defb 16
player_timer:
defb 0
seek_col:
defb 0
seek_row:
defb 0
dtcol:
defb 0
dtrow:
defb 0
under_lamp:
defb 0, 0, 0, 0, 0, 0, 0, 0, 0
under_draught:
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
draught_glyph:
defb %00000000
defb %00111100
defb %01111110
defb %11111111
defb %11111111
defb %01111110
defb %00111100
defb %00000000
win_text:
defb "THE NIGHT IS HELD"
defb $FF
lose_text:
defb "NIGHT FALLS"
defb $FF
end start


The win’s mirror image
draw_lose_screen is draw_win_screen’s dark twin, and the contrast is the design. The win restored — lifted him out and printed over a golden, finished world. The loss erases: one LDIR washes all 768 attribute cells to black — lamps, walls, warmth, the tally, the embers, everything — and prints NIGHT FALLS into the void. (The pixels are all still there, black on black; night didn’t destroy the town, it just took the light. Which is, of course, the story.) A new state, STATE_LOSE, joins the machine, and the Unit 15 gate holds this screen exactly as it holds the win.
One structural detail matters more than it looks: play_step now checks game_state after the player’s beat and after the wisp’s. Contact can end the game mid-frame — and a frame must not keep happening to a game that’s over. Without those guards, a lamplighter who spends his last life walking into the wisp would still hand the wisp its beat, and the wisp would calmly take a step on the blacked-out screen. End states aren’t just reached; they have to be respected, immediately, by everything still in the pipeline.
When it’s wrong, see why
- Night never falls. Contact isn’t registering — both contact points must
call lose_life(Unit 16’s vetoes, now with a price), and the wisp must be able to reach him at all. - The wrong ember goes out, or the bar corrupts leftward. Index with the new count, after the decrement —
light_pip’s trick, mirrored. Off by one here blanksLIFE_BASE + 3on the first hit: a cell that was never an ember. - The strip-mine is back. The recoil block is missing or doesn’t reset
draught_timer— position alone isn’t enough; a stale timer near zero gives the recoiled wisp an instant first step. - A catch leaves a wisp-shaped hole, or a phantom, at the catch site. The recoil must run through
restore_draughtbefore moving its position — it’s a mover like any other, and teleports go through the dance too. Same for him: a respawn that skipsrestore_underleaves him standing in two places. - The fallen screen still shows the pips, or the game keeps playing behind it. The blackout’s
LDIRcount is short (767 from$5800covers everything), or the mid-frame state guards are missing fromplay_step.
Before and after
Phase 4 opened with a square that couldn’t oppose you and closes with a game that can kill you — and the distance was covered almost entirely with parts you already had: pips in reverse, the dance as a teleport, the win screen in black. The one new thing was the one that couldn’t be reused: the design discovery that correct mechanics compose into broken games, that a catch must cost the catcher too, and that you learn this by sitting still and watching — the cheapest playtest there is. Gloaming is now, in the full sense, a game: a goal, a threat, a win, and a loss.
Try this: turn the mercy dial
LIVES is one number and the whole HUD follows it. At 1, Gloaming is a roguelike — one touch, night falls; at 5, it’s gentle enough for a first evening. Notice the recoil changes what the number means: each life is a guaranteed full chase, so LIVES 3 is really “three acts”. Tune it with that in mind.
Try this: make the hit land
An ember going out is quiet for something that cost a third of the game. In lose_life, before the respawn, flash the border red — ld a, 2 / out ($FE), a, a short busy-wait, back to black. One jolt, felt in the hands. (Next unit gives the game a voice, and the catch will get a sound; the flash is the visual half of the same idea.)
Try this: only the night is deadly
Change the player-side contact from call lose_life back to a plain ret — walking into the wisp is refused but free; only its movement onto you costs. The game softens in a way the numbers don’t capture: brushing past danger becomes a skill instead of a suicide. Then decide which game is yours. Both are one line.
What you’ve learnt
- Lives are the tally in reverse — count-as-cursor, decrementing, embers out.
- A respawn is an ordinary move — through the same restore/save/draw dance, so the world survives it.
- Correct mechanics can compose into a broken game — the strip-mine was three sound rules and zero play.
- A catch should cost the catcher — recoil turns a death spiral into a three-act structure.
- End states bind mid-frame — check the state between actors, or the dead game keeps moving.
What’s next
Winnable, losable, and completely silent — Gloaming hasn’t made a single sound in seventeen units. Phase 5 makes it feel finished, starting with Unit 18: the Spectrum’s beeper — one bit on one port, toggled by hand — and three small voices built from it: a blip for a lamp lit, a fanfare for the night held, a sting for the fall. The machine has been drawing its own font since Unit 15; now it clears its throat.