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Game 2Unit 14 of 191 hr learning time

Furnishings

A lit room is still a bare room. Add the things light falls on — a statue, banners, a scatter of rubble — as tiles in the palette. Bright ones you walk around, dim ones you walk over, and the keep starts to feel inhabited.

74% of Shadowkeep

The keep has light and shadow now, but its rooms are empty — stone, pillars, floor, and nothing to look at. A place you believe in has things in it: an altar, a statue, banners on the wall, a heap of rubble where the ceiling came down. This unit furnishes the keep — and it needs almost no new code, because furniture is just more tiles in the palette, placed in the map like everything else.

There’s one idea worth naming, and the engine already handles it: the difference between furniture you walk around and furniture you walk over.

What you’ll see by the end

The Hall, torch-lit, with a pale stone statue standing in the light below the flame, magenta banners hung on the side walls, and a scatter of rubble at the statue's feet; the hooded thief among the pillars, the pale Warden pacing beyond, coins on the right.
The same lit Hall as last unit, now inhabited: a statue in the torchlight, banners on the side walls, rubble at the statue's feet — the thief and Warden moving among them. Walk up to the statue and you stop; walk onto the rubble and you stride over it. Two kinds of furniture, sorted by one rule the keep already had.

The same lit Hall as last unit, but inhabited: a statue stands in the torchlight, banners hang on the walls, broken stone litters the floor at the statue’s base. Walk up to the statue and you stop — it’s solid. Walk onto the rubble and you stride right over it, and it’s still there behind you. Two kinds of furniture, and the keep didn’t need a single new rule to tell them apart.

Blocking is just brightness

Remember how collision works: a cell is solid if it’s BRIGHT, walkable if it’s dim. That one rule, from way back, sorts the furniture for free:

STATUE_ATTR equ     %01001111       ; BRIGHT white  — solid: walk around it
BANNER_ATTR equ     %01001011       ; BRIGHT magenta — solid: it's on the wall
RUBBLE_ATTR equ     %00001000       ; dim (like floor) — walkable: walk over it

A statue is a wall that happens to look like a statue. Rubble is a floor that happens to look like broken stone. wall_at never knew the difference and never needs to — it just reads the brightness, exactly as it did for stone walls and slate floor. It is the same rule that stops the Warden walking through a wall, doing double duty. The furniture sorts itself.

Furniture is glyphs in the map

Each piece is a palette entry — a glyph, a tile, an attribute — and you place it by typing its letter into the room, clear of the coins and the Wardens’ routes:

            defb    "B..............S...............B"   ; banners flanking a statue
            defb    "#.............ooo.........G....#"   ; rubble at its feet, a coin beyond

S a statue, B a banner, o rubble. The Hall now reads as a shrine: a figure in the light, hangings to either side, the floor strewn where time has worked on the stone. None of it is special-cased; it’s the same draw_room, the same lookup_tile, three more rows in the palette.

Walked-over, and remembered

The rubble is the interesting one, because it’s non-blocking — the thief walks over it. And here the work you did earlier pays off twice. His save-and-restore carries the rubble beneath him just as it carried slate and lit shade, so he crosses it without smearing it. And because rubble is a glyph in the room’s state buffer, it persists: leave the Hall and come back, and the broken stone is exactly where it lay. Furniture is part of the keep’s memory, for free.

(One honesty: furniture is drawn flat — it isn’t dimmed by distance to the torch the way the floor is. A statue in the dark is as bright as one in the light. Lighting the furniture too is a fine exercise, and the next unit leans hard on shade; for now, objects keep their own look.)

Milestone — furnish the keep

No new engine: furniture is palette entries placed in the maps. A statue and banners take a bright attribute, so collision already treats them as solid; rubble takes the dim floor attribute, so it stays walkable. draw_room, lookup_tile, collision and the state buffers are all unchanged — the diff is three palette lines and some letters typed into the templates.

Step 1: statue, banner and rubble tiles — bright blocks, dim doesn't
+49-7
11 ; Shadowkeep — Unit 14: Furnishings
22 ; Cumulative build; every step runs on its own. Narrative: the unit page.
3-; step-00 = Unit 13's end: lit rooms, but bare — no decoration yet.
3+; step-01 dresses the rooms — a statue, banners, rubble — scenery that makes a place.
44
55 org 32768
66
...
88 FLOOR_ATTR equ %00001000
99 MARK_ATTR equ %00001111
1010 TORCH_ATTR equ %01001110 ; BRIGHT, blue paper, yellow ink — a lit sconce
11+STATUE_ATTR equ %01001111 ; BRIGHT white on blue — pale stone (solid)
12+BANNER_ATTR equ %01001011 ; BRIGHT magenta on blue — a hanging (solid)
13+RUBBLE_ATTR equ %00001000 ; dim, like floor — walkable broken stone
1114 NO_TORCH equ $FF
1215 MAX_SHADE equ 4
1316 THIEF equ %01001010
...
802805 defb %01111100
803806 defb %00111000
804807 defb %00010000
808+
809+statue_tile:
810+ defb %00111100
811+ defb %01111110
812+ defb %00111100
813+ defb %00011000
814+ defb %00011000
815+ defb %00111100
816+ defb %01111110
817+ defb %01111110
818+
819+banner_tile:
820+ defb %01111110
821+ defb %01111110
822+ defb %01011010
823+ defb %01011010
824+ defb %01111110
825+ defb %01111110
826+ defb %00111100
827+ defb %00011000
828+
829+rubble_tile:
830+ defb %00000000
831+ defb %01100000
832+ defb %01100000
833+ defb %00000110
834+ defb %00000110
835+ defb %00011000
836+ defb %00011000
837+ defb %00000000
805838
806839 ; ----------------------------------------------------------------------------
807840 ; show_title — black screen, the keep's name and a prompt; wait for SPACE (and
...
10341067 defb 'T'
10351068 defw torch_tile
10361069 defb TORCH_ATTR
1070+ defb 'S'
1071+ defw statue_tile
1072+ defb STATUE_ATTR
1073+ defb 'B'
1074+ defw banner_tile
1075+ defb BANNER_ATTR
1076+ defb 'o'
1077+ defw rubble_tile
1078+ defb RUBBLE_ATTR
10371079
10381080 ; ----------------------------------------------------------------------------
10391081 ; The keep: three rooms. Hall -east-> Gallery -north-> Vault, and back.
...
10501092 ; The Great Hall — four pillars, east door at row 11.
10511093 room0_template:
10521094 defb "###############T################"
1053- defb "#..............................#"
10541095 defb "#..............................#"
10551096 defb "#..............................#"
10561097 defb "#..............................#"
10571098 defb "#..............................#"
1058- defb "#.........................G....#"
1099+ defb "B..............S...............B"
1100+ defb "#.............ooo.........G....#"
10591101 defb "#..............................#"
10601102 defb "#........##..........##........#"
10611103 defb "#........##..........##........#"
...
10891131 defb "#..............................#"
10901132 defb "#..............................#"
10911133 defb "........................G......#"
1092- defb "#..............................#"
1093- defb "#..............................#"
10941134 defb "#..............................#"
10951135 defb "#..............................#"
10961136 defb "#..............................#"
1137+ defb "B..............................#"
10971138 defb "#..............................#"
10981139 defb "#..............................#"
1140+ defb "#........................ooo...#"
10991141 defb "#..............................#"
11001142 defb "#.......................G......#"
11011143 defb "#..............................#"
...
11151157 defb "#..............................#"
11161158 defb "#..............................#"
11171159 defb "#..............................#"
1118- defb "#.............####.............#"
1119- defb "#.............####.............#"
11201160 defb "#.............####.............#"
1161+ defb "B.............####.............#"
1162+ defb "#.............####.............B"
11211163 defb "#.............####.............#"
11221164 defb "#..............................#"
11231165 defb "#..............................#"
The complete program
; Shadowkeep — Unit 14: Furnishings
; Cumulative build; every step runs on its own. Narrative: the unit page.
; step-01 dresses the rooms — a statue, banners, rubble — scenery that makes a place.

            org     32768

WALL_ATTR   equ     %01001000
FLOOR_ATTR  equ     %00001000
MARK_ATTR   equ     %00001111
TORCH_ATTR  equ     %01001110         ; BRIGHT, blue paper, yellow ink — a lit sconce
STATUE_ATTR equ     %01001111         ; BRIGHT white on blue — pale stone (solid)
BANNER_ATTR equ     %01001011         ; BRIGHT magenta on blue — a hanging (solid)
RUBBLE_ATTR equ     %00001000         ; dim, like floor — walkable broken stone
NO_TORCH    equ     $FF
MAX_SHADE   equ     4
THIEF       equ     %01001010
GOLD_ATTR   equ     %00000110         ; yellow ink, no BRIGHT -> walkable gold
TOTAL_GOLD  equ     6
WARDEN      equ     %01000101         ; BRIGHT cyan on black — the sentinel
WARDEN_COL0 equ     26                ; the Hall's gold column
WARDEN_ROW0 equ     11
WARDEN_SPEED equ    10                ; frames between patrol steps
WARDEN_GATHER equ   50                ; a beat before it begins to move
AXIS_HORIZ  equ     0                 ; the Warden varies its column (walks a row)
AXIS_VERT   equ     1                 ; the Warden varies its row (walks a column)
WALL_BIT    equ     6

START_COL   equ     15
START_ROW   equ     11
NO_EXIT     equ     $FF

KEYS_OP     equ     $DFFE
KEYS_Q      equ     $FBFE
KEYS_A      equ     $FDFE
KEYS_SPACE  equ     $7FFE

start:
            ld      a, 0
            out     ($FE), a
            im      1

; --- TITLE -> PLAY -> WIN -> TITLE ------------------------------------------
main_title:
            call    show_title       ; returns (interrupts off) when SPACE pressed
            call    new_game         ; reset the keep, place the gold, draw
            ei
.game_loop:
            halt
            ld      a, (won)
            or      a
            jr      nz, .won
            call    player_step
            call    warden_step      ; every room has its Warden now
            ld      a, (caught)
            or      a
            jr      nz, .lost
            call    mark_step
            jr      .game_loop
.lost:
            call    show_lose        ; "THE KEEP SLEEPS", the sting, wait for SPACE
            jr      main_title
.won:
            call    show_win         ; "THE KEEP STANDS", flourish, wait for SPACE
            jr      main_title       ; round again

; new_game — copy the room templates back into working state (so collected gold
; returns), reset the thief, the gold counter and the win flag, draw the keep.
new_game:
            ld      hl, room0_template
            ld      de, room0_state
            ld      bc, 768
            ldir
            ld      hl, room1_template
            ld      de, room1_state
            ld      bc, 768
            ldir
            ld      hl, room2_template
            ld      de, room2_state
            ld      bc, 768
            ldir

            xor     a
            ld      (current_room), a
            ld      (won), a
            ld      (caught), a
            ld      a, TOTAL_GOLD
            ld      (gold_remaining), a
            ld      a, START_COL
            ld      (thief_col), a
            ld      a, START_ROW
            ld      (thief_row), a

            call    draw_room
            call    save_under
            call    draw_thief
            call    warden_enter     ; this room's Warden, from the table
            call    save_warden
            call    draw_warden
            ret

mark_step:
            ld      bc, KEYS_SPACE
            in      a, (c)
            bit     0, a
            ret     nz
            call    cell_state_addr
            ld      (hl), '+'
            ld      hl, mark_tile
            ld      de, under_thief
            ld      bc, 8
            ldir
            ld      a, MARK_ATTR
            ld      (under_thief + 8), a
            ret

cell_state_addr:
            call    room_entry_addr
            ld      a, (hl)
            inc     hl
            ld      h, (hl)
            ld      l, a
            push    hl
            ld      a, (thief_row)
            ld      l, a
            ld      h, 0
            add     hl, hl
            add     hl, hl
            add     hl, hl
            add     hl, hl
            add     hl, hl
            ld      a, (thief_col)
            ld      e, a
            ld      d, 0
            add     hl, de
            pop     de
            add     hl, de
            ret

room_entry_addr:
            ld      a, (current_room)
            ld      l, a
            ld      h, 0
            ld      d, h
            ld      e, l
            add     hl, hl
            add     hl, de
            add     hl, hl
            ld      de, rooms
            add     hl, de
            ret


; ----------------------------------------------------------------------------
; find_torch — scan the current room's map for 'T', remember where it is (or
; NO_TORCH if the room is unlit).
; ----------------------------------------------------------------------------
find_torch:
            ld      a, NO_TORCH
            ld      (torch_col), a
            ld      (torch_row), a
            call    room_entry_addr
            ld      a, (hl)
            inc     hl
            ld      h, (hl)
            ld      l, a
            ld      b, 0
.ft_row:
            ld      c, 0
.ft_col:
            ld      a, (hl)
            cp      'T'
            jr      nz, .ft_skip
            ld      a, c
            ld      (torch_col), a
            ld      a, b
            ld      (torch_row), a
.ft_skip:
            inc     hl
            inc     c
            ld      a, c
            cp      32
            jr      nz, .ft_col
            inc     b
            ld      a, b
            cp      24
            jr      nz, .ft_row
            ret

; ----------------------------------------------------------------------------
; shade_for_cell — row in B, column in C. Returns a shade 0..4 in A: the
; Chebyshev distance to the torch, halved and clamped. Near the flame = 0
; (lightest); far away = 4 (darkest). No torch = darkest everywhere.
; ----------------------------------------------------------------------------
shade_for_cell:
            ld      a, (torch_col)
            cp      NO_TORCH
            jr      z, .sf_dark
            ld      a, b
            ld      hl, torch_row
            sub     (hl)
            jr      nc, .sf_rpos
            neg
.sf_rpos:
            ld      d, a            ; |row - torch_row|
            ld      a, c
            ld      hl, torch_col
            sub     (hl)
            jr      nc, .sf_cpos
            neg
.sf_cpos:
            cp      d               ; A = |dc|; max(|dc|, |dr|)
            jr      nc, .sf_max
            ld      a, d
.sf_max:
            srl     a               ; distance / 2
            cp      MAX_SHADE + 1
            jr      c, .sf_done
            ld      a, MAX_SHADE
.sf_done:
            ret
.sf_dark:
            ld      a, MAX_SHADE
            ret

draw_room:
            call    find_torch
            call    room_entry_addr
            ld      a, (hl)
            inc     hl
            ld      h, (hl)
            ld      l, a
            ld      (map_ptr), hl
            ld      b, 0
.room_row:
            ld      c, 0
.room_col:
            ld      hl, (map_ptr)
            ld      a, (hl)
            cp      '.'
            jr      nz, .not_floor
            call    shade_for_cell
            add     a, a
            ld      e, a
            ld      d, 0
            ld      hl, shade_tiles
            add     hl, de
            ld      e, (hl)
            inc     hl
            ld      d, (hl)
            ld      (tile_ptr), de
            ld      a, FLOOR_ATTR
            ld      (tile_attr), a
            call    draw_tile
            jr      .cell_done
.not_floor:
            call    lookup_tile
            call    draw_tile
.cell_done:
            ld      hl, (map_ptr)
            inc     hl
            ld      (map_ptr), hl
            inc     c
            ld      a, c
            cp      32
            jr      nz, .room_col
            inc     b
            ld      a, b
            cp      24
            jr      nz, .room_row
            ret

lookup_tile:
            ld      hl, palette
.scan:
            cp      (hl)
            jr      z, .found
            inc     hl
            inc     hl
            inc     hl
            inc     hl
            jr      .scan
.found:
            inc     hl
            ld      e, (hl)
            inc     hl
            ld      d, (hl)
            ld      (tile_ptr), de
            inc     hl
            ld      a, (hl)
            ld      (tile_attr), a
            ret

draw_tile:
            push    bc
            call    attr_addr_cr
            ld      a, (tile_attr)
            ld      (hl), a
            call    scr_addr_cr
            ld      de, (tile_ptr)
            ld      b, 8
.tile_row:
            ld      a, (de)
            ld      (hl), a
            inc     de
            inc     h
            djnz    .tile_row
            pop     bc
            ret

player_step:
            ld      a, (thief_col)
            ld      (tcol), a
            ld      a, (thief_row)
            ld      (trow), a

            ld      bc, KEYS_OP
            in      a, (c)
            bit     1, a
            jr      z, .left
            bit     0, a
            jr      z, .right
            ld      bc, KEYS_Q
            in      a, (c)
            bit     0, a
            jr      z, .up
            ld      bc, KEYS_A
            in      a, (c)
            bit     0, a
            jr      z, .down
            ret
.left:
            ld      hl, tcol
            dec     (hl)
            jr      .move
.right:
            ld      hl, tcol
            inc     (hl)
            jr      .move
.up:
            ld      hl, trow
            dec     (hl)
            jr      .move
.down:
            ld      hl, trow
            inc     (hl)
.move:
            ld      a, (trow)
            ld      b, a
            ld      a, (tcol)
            ld      c, a
            call    wall_at
            ret     nz

            call    restore_under
            ld      a, (tcol)
            ld      (thief_col), a
            ld      a, (trow)
            ld      (thief_row), a
            call    collect_gold     ; the new cell might be gold — lift it first
            call    save_under
            call    draw_thief
            call    check_exit
            ret

wall_at:
            call    attr_addr_cr
            bit     WALL_BIT, (hl)
            ret

check_exit:
            ld      a, (thief_col)
            or      a
            jr      z, .west
            cp      31
            jr      z, .east
            ld      a, (thief_row)
            or      a
            jr      z, .north
            cp      23
            jr      z, .south
            ret
.east:
            call    room_entry_addr
            ld      de, 4
            add     hl, de
            ld      a, (hl)
            cp      NO_EXIT
            ret     z
            ld      (current_room), a
            ld      a, 1
            ld      (thief_col), a
            jr      .enter
.west:
            call    room_entry_addr
            ld      de, 5
            add     hl, de
            ld      a, (hl)
            cp      NO_EXIT
            ret     z
            ld      (current_room), a
            ld      a, 30
            ld      (thief_col), a
            jr      .enter
.north:
            call    room_entry_addr
            inc     hl
            inc     hl
            ld      a, (hl)
            cp      NO_EXIT
            ret     z
            ld      (current_room), a
            ld      a, 22
            ld      (thief_row), a
            jr      .enter
.south:
            call    room_entry_addr
            inc     hl
            inc     hl
            inc     hl
            ld      a, (hl)
            cp      NO_EXIT
            ret     z
            ld      (current_room), a
            ld      a, 1
            ld      (thief_row), a
.enter:
            call    draw_room
            call    save_under
            call    draw_thief
            call    warden_enter     ; this room's Warden, clear of the entry cell
            call    save_warden
            call    draw_warden
            ret

pos_bc:
            ld      a, (thief_row)
            ld      b, a
            ld      a, (thief_col)
            ld      c, a
            ret

save_under:
            call    pos_bc
            call    scr_addr_cr
            ld      de, under_thief
            ld      b, 8
.save_row:
            ld      a, (hl)
            ld      (de), a
            inc     de
            inc     h
            djnz    .save_row
            call    pos_bc
            call    attr_addr_cr
            ld      a, (hl)
            ld      (under_thief + 8), a
            ret

restore_under:
            call    pos_bc
            call    scr_addr_cr
            ld      de, under_thief
            ld      b, 8
.restore_row:
            ld      a, (de)
            ld      (hl), a
            inc     de
            inc     h
            djnz    .restore_row
            call    pos_bc
            call    attr_addr_cr
            ld      a, (under_thief + 8)
            ld      (hl), a
            ret

draw_thief:
            call    pos_bc
            call    attr_addr_cr
            ld      (hl), THIEF
            call    pos_bc
            call    scr_addr_cr
            ld      de, thief
            ld      b, 8
.thief_row:
            ld      a, (de)
            ld      (hl), a
            inc     de
            inc     h
            djnz    .thief_row
            ret

; ----------------------------------------------------------------------------
; The Warden — something shares the keep. A second mover, drawn exactly like the
; thief: a private under-buffer and its own save / draw, a spectral hooded
; sentinel. First we simply give it a body (it neither moves nor harms yet).
; ----------------------------------------------------------------------------
wpos_bc:
            ld      a, (warden_row)
            ld      b, a
            ld      a, (warden_col)
            ld      c, a
            ret

save_warden:
            call    wpos_bc
            call    scr_addr_cr
            ld      de, under_warden
            ld      b, 8
.svw_row:
            ld      a, (hl)
            ld      (de), a
            inc     de
            inc     h
            djnz    .svw_row
            call    wpos_bc
            call    attr_addr_cr
            ld      a, (hl)
            ld      (under_warden + 8), a
            ret

draw_warden:
            call    wpos_bc
            call    attr_addr_cr
            ld      (hl), WARDEN
            call    wpos_bc
            call    scr_addr_cr
            ld      de, warden_glyph
            ld      b, 8
.drw_row:
            ld      a, (de)
            ld      (hl), a
            inc     de
            inc     h
            djnz    .drw_row
            ret

; A spectral hooded sentinel: a cowl with dark eye-slits over a robe that frays
; at the hem. Cold, faceless, unmistakably a figure.
warden_glyph:
            defb    %00111100
            defb    %01111110
            defb    %01100110
            defb    %01111110
            defb    %00111100
            defb    %01111110
            defb    %01111110
            defb    %01011010

restore_warden:
            call    wpos_bc
            call    scr_addr_cr
            ld      de, under_warden
            ld      b, 8
.rsw_row:
            ld      a, (de)
            ld      (hl), a
            inc     de
            inc     h
            djnz    .rsw_row
            call    wpos_bc
            call    attr_addr_cr
            ld      a, (under_warden + 8)
            ld      (hl), a
            ret

; warden_step — the patrol. Walks its column one cell every WARDEN_SPEED frames,
; after a WARDEN_GATHER beat, reversing at walls. Deterministic: a route you learn
; and time. It reads the thief's cell as a wall (his attribute has WALL_BIT set),
; so it turns aside at him for now — the catch is Unit 11.
warden_step:
            ld      a, (warden_timer)
            dec     a
            ld      (warden_timer), a
            ret     nz
            ld      a, WARDEN_SPEED
            ld      (warden_timer), a
            ; propose the next cell along the patrol axis, in the current dir
            ld      a, (warden_axis)
            or      a
            jr      nz, .ws_vert
.ws_horiz:
            ld      a, (warden_row)
            ld      b, a             ; B = row (fixed)
            ld      a, (warden_dir)
            ld      hl, warden_col
            add     a, (hl)
            ld      c, a             ; C = next col
            jr      .ws_have
.ws_vert:
            ld      a, (warden_col)
            ld      c, a             ; C = col (fixed)
            ld      a, (warden_dir)
            ld      hl, warden_row
            add     a, (hl)
            ld      b, a             ; B = next row
.ws_have:
            ld      a, b             ; the thief there? caught — check BEFORE
            ld      hl, thief_row    ; wall_at, because his own cell reads as wall
            cp      (hl)
            jr      nz, .ws_wall
            ld      a, c
            ld      hl, thief_col
            cp      (hl)
            jr      nz, .ws_wall
            ld      a, 1
            ld      (caught), a
            ret
.ws_wall:
            push    bc
            call    wall_at
            pop     bc
            jr      z, .ws_commit    ; floor ahead — step onto it
            ld      a, (warden_dir)  ; wall ahead — reverse, wait a beat
            neg
            ld      (warden_dir), a
            ret
.ws_commit:
            push    bc               ; keep the proposed (row B, col C)
            call    restore_warden
            pop     bc
            ld      a, c
            ld      (warden_col), a
            ld      a, b
            ld      (warden_row), a
            call    save_warden      ; photograph the new cell's ground
            call    draw_warden
            ret

; ----------------------------------------------------------------------------
; warden_enter — instantiate the current room's Warden from warden_table: place
; it at the route-start (chosen clear of the entry cell), set its axis, and start
; its gather. Called on new_game and on every room change. A second mover is a
; table entry — like the torches and the gold.
; ----------------------------------------------------------------------------
warden_enter:
            ld      a, (current_room)
            add     a, a
            add     a, a             ; * 4 bytes per table row
            ld      e, a
            ld      d, 0
            ld      hl, warden_table
            add     hl, de
            ld      a, (hl)
            ld      (warden_col), a
            inc     hl
            ld      a, (hl)
            ld      (warden_row), a
            inc     hl
            ld      a, (hl)
            ld      (warden_dir), a
            inc     hl
            ld      a, (hl)
            ld      (warden_axis), a
            ld      a, WARDEN_GATHER
            ld      (warden_timer), a
            ret

; warden_table — one row per room: start col, start row, dir (+1/-1), axis.
; Each route crosses that room's gold and starts clear of the entry cell.
warden_table:
            defb    WARDEN_COL0, WARDEN_ROW0, -1, AXIS_VERT   ; Hall — the gold's column
            defb    24, 15, -1, AXIS_VERT                     ; Gallery — column 24, lower chamber
            defb    15, 20, -1, AXIS_HORIZ                    ; Vault — row 20, between the coins

; ----------------------------------------------------------------------------
; The gold — the keep's goal. Step onto a coin and it lifts: the map cell turns
; to floor (gone for good), the cell repaints as plain floor (no lighting yet),
; a chime sounds, and the counter ticks down.
; ----------------------------------------------------------------------------
collect_gold:
            call    cell_state_addr  ; HL -> map cell at the thief's position
            ld      a, (hl)
            cp      'G'
            ret     nz
            ld      (hl), '.'        ; the gold is taken — floor from now on
            call    pos_bc           ; B = row, C = col
            call    draw_floor_cell  ; repaint the cell as plain floor
            call    sfx_pickup
            ld      hl, gold_remaining
            dec     (hl)
            ld      a, (hl)
            or      a
            call    z, win           ; the last coin — the keep stands
            ret

; draw_floor_cell — paint the floor tile at (row B, col C). Lighting (Unit 13)
; will replace this with a shade chosen by distance from the nearest torch.
draw_floor_cell:
            call    shade_for_cell
            add     a, a
            ld      e, a
            ld      d, 0
            ld      hl, shade_tiles
            add     hl, de
            ld      e, (hl)
            inc     hl
            ld      d, (hl)
            ld      (tile_ptr), de
            ld      a, FLOOR_ATTR
            ld      (tile_attr), a
            call    draw_tile
            ret

; ----------------------------------------------------------------------------
; beep — the one tone primitive (the tiny game's blip, reused). B = cycles,
; C = the delay between speaker toggles (the pitch; larger C = lower).
; ----------------------------------------------------------------------------
beep:
.bp_cycle:
            ld      a, %00010000
            out     ($FE), a
            ld      e, c
.bp_hi:
            dec     e
            jr      nz, .bp_hi
            xor     a
            out     ($FE), a
            ld      e, c
.bp_lo:
            dec     e
            jr      nz, .bp_lo
            djnz    .bp_cycle
            ret

; sfx_pickup — a bright two-blip chime: the sound of gold.
sfx_pickup:
            ld      b, 8
            ld      c, 20
            call    beep
            ld      b, 8
            ld      c, 14
            call    beep
            ret

gold_tile:
            defb    %00000000
            defb    %00111100
            defb    %01111110
            defb    %01111110
            defb    %01111110
            defb    %01111110
            defb    %00111100
            defb    %00000000

; The shade ramp: lightest (lit) to darkest (deep shadow), all blue/black dither.
shade_tiles:
            defw    shade0_tile
            defw    shade1_tile
            defw    shade2_tile
            defw    shade3_tile
            defw    shade4_tile

shade0_tile:                        ; lit — nearly all blue
            defb    %00000000
            defb    %00100010
            defb    %00000000
            defb    %00000000
            defb    %00000000
            defb    %10001000
            defb    %00000000
            defb    %00000000
shade1_tile:
            defb    %00100010
            defb    %00000000
            defb    %10001000
            defb    %00000000
            defb    %00100010
            defb    %00000000
            defb    %10001000
            defb    %00000000
shade2_tile:                        ; the half-and-half slate from Unit 2
            defb    %10101010
            defb    %01010101
            defb    %10101010
            defb    %01010101
            defb    %10101010
            defb    %01010101
            defb    %10101010
            defb    %01010101
shade3_tile:
            defb    %10101010
            defb    %11111111
            defb    %01010101
            defb    %11111111
            defb    %10101010
            defb    %11111111
            defb    %01010101
            defb    %11111111
shade4_tile:                        ; deep shadow — nearly all black
            defb    %11111111
            defb    %11101110
            defb    %11111111
            defb    %10111011
            defb    %11111111
            defb    %11101110
            defb    %11111111
            defb    %10111011

torch_tile:                         ; a flame in its sconce
            defb    %00010000
            defb    %00111000
            defb    %00111000
            defb    %01111100
            defb    %01111100
            defb    %01111100
            defb    %00111000
            defb    %00010000

statue_tile:
            defb    %00111100
            defb    %01111110
            defb    %00111100
            defb    %00011000
            defb    %00011000
            defb    %00111100
            defb    %01111110
            defb    %01111110

banner_tile:
            defb    %01111110
            defb    %01111110
            defb    %01011010
            defb    %01011010
            defb    %01111110
            defb    %01111110
            defb    %00111100
            defb    %00011000

rubble_tile:
            defb    %00000000
            defb    %01100000
            defb    %01100000
            defb    %00000110
            defb    %00000110
            defb    %00011000
            defb    %00011000
            defb    %00000000

; ----------------------------------------------------------------------------
; show_title — black screen, the keep's name and a prompt; wait for SPACE (and
; release). Silent for now — the composed theme arrives in Unit 18. Words use the
; ROM's own 8x8 font at $3D00.
; ----------------------------------------------------------------------------
show_title:
            di
            call    clear_screen
            ld      hl, str_title
            ld      b, 8
            ld      c, 11
            call    print_string
            ld      hl, str_prompt
            ld      b, 16
            ld      c, 6
            call    print_string
.tt_wait:
            ld      bc, KEYS_SPACE
            in      a, (c)
            bit     0, a
            jr      nz, .tt_wait
.tt_rel:
            ld      bc, KEYS_SPACE
            in      a, (c)
            bit     0, a
            jr      z, .tt_rel
            ret

; show_win — the keep is cleared. Black screen, the words, the flourish, then
; wait for SPACE (and release) to return to the title.
show_win:
            di
            call    clear_screen
            ld      hl, str_won
            ld      b, 9
            ld      c, 8
            call    print_string
            ld      hl, str_again
            ld      b, 15
            ld      c, 5
            call    print_string
            call    sfx_win
.sw_wait:
            ld      bc, KEYS_SPACE
            in      a, (c)
            bit     0, a
            jr      nz, .sw_wait
.sw_rel:
            ld      bc, KEYS_SPACE
            in      a, (c)
            bit     0, a
            jr      z, .sw_rel
            ret

; win — the last coin is gone. Flourish, and raise the flag the loop watches.
win:
            ld      a, 1
            ld      (won), a
            call    sfx_win
            ret

; sfx_win — an ascending flourish: a low note climbing in steps to a high one.
sfx_win:
            ld      c, 60
.swf_loop:
            ld      b, 12
            push    bc
            call    beep
            pop     bc
            ld      a, c
            sub     8
            ld      c, a
            cp      16
            jr      nc, .swf_loop
            ret

; clear_screen — fill bitmap and attributes with zero: a black screen.
clear_screen:
            ld      hl, $4000
            ld      (hl), 0
            ld      de, $4001
            ld      bc, 6911
            ldir
            ret

; print_string — HL -> zero-terminated text, B = row, C = col.
print_string:
.ps_loop:
            ld      a, (hl)
            or      a
            ret     z
            push    hl
            call    print_char
            pop     hl
            inc     hl
            inc     c
            jr      .ps_loop

; print_char — A = character (32..127), B = row, C = col. Copies the ROM font
; glyph at $3D00 + (char-32)*8 to the screen, bright white.
print_char:
            push    bc
            sub     32
            ld      l, a
            ld      h, 0
            add     hl, hl
            add     hl, hl
            add     hl, hl
            ld      de, $3D00
            add     hl, de
            push    hl
            call    scr_addr_cr
            pop     de
            ld      b, 8
.pc_row:
            ld      a, (de)
            ld      (hl), a
            inc     de
            inc     h
            djnz    .pc_row
            pop     bc
            call    attr_addr_cr
            ld      (hl), %01000111
            ret

str_title:
            defb    "SHADOWKEEP", 0
str_prompt:
            defb    "PRESS SPACE TO ENTER", 0
str_won:
            defb    "THE KEEP STANDS", 0
str_again:
            defb    "PRESS SPACE TO RETURN", 0

; ----------------------------------------------------------------------------
; show_lose — the mirror of show_win. Black screen, the words, the freezing
; sting, then wait for SPACE (and release) to return to the title.
; ----------------------------------------------------------------------------
show_lose:
            di
            call    clear_screen
            ld      hl, str_lost
            ld      b, 9
            ld      c, 8
            call    print_string
            ld      hl, str_again
            ld      b, 15
            ld      c, 5
            call    print_string
            call    sfx_caught
.slo_wait:
            ld      bc, KEYS_SPACE
            in      a, (c)
            bit     0, a
            jr      nz, .slo_wait
.slo_rel:
            ld      bc, KEYS_SPACE
            in      a, (c)
            bit     0, a
            jr      z, .slo_rel
            ret

; sfx_caught — the plunge into stasis: a quick fall, then a deep, long toll as
; the stone closes over you. The opposite of the win flourish.
sfx_caught:
            ld      c, 16
.sca_fall:
            ld      b, 5
            push    bc
            call    beep
            pop     bc
            ld      a, c
            add     a, 7
            ld      c, a
            cp      100
            jr      c, .sca_fall
            ld      b, 60
            ld      c, 130
            call    beep
            ret

str_lost:
            defb    "THE KEEP SLEEPS", 0

scr_addr_cr:
            ld      a, b
            and     %00011000
            or      %01000000
            ld      h, a
            ld      a, b
            and     %00000111
            rrca
            rrca
            rrca
            or      c
            ld      l, a
            ret

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

palette:
            defb    '.'
            defw    floor_tile
            defb    FLOOR_ATTR
            defb    '#'
            defw    wall_tile
            defb    WALL_ATTR
            defb    '+'
            defw    mark_tile
            defb    MARK_ATTR
            defb    'G'
            defw    gold_tile
            defb    GOLD_ATTR
            defb    'T'
            defw    torch_tile
            defb    TORCH_ATTR
            defb    'S'
            defw    statue_tile
            defb    STATUE_ATTR
            defb    'B'
            defw    banner_tile
            defb    BANNER_ATTR
            defb    'o'
            defw    rubble_tile
            defb    RUBBLE_ATTR

; ----------------------------------------------------------------------------
; The keep: three rooms. Hall -east-> Gallery -north-> Vault, and back.
;   entry: map ptr, North, South, East, West
; ----------------------------------------------------------------------------
rooms:
            defw    room0_state
            defb    NO_EXIT, NO_EXIT, 1, NO_EXIT      ; Hall: east -> Gallery
            defw    room1_state
            defb    2, NO_EXIT, NO_EXIT, 0            ; Gallery: north -> Vault, west -> Hall
            defw    room2_state
            defb    NO_EXIT, 1, NO_EXIT, NO_EXIT      ; Vault: south -> Gallery

; The Great Hall — four pillars, east door at row 11.
room0_template:
            defb    "###############T################"
            defb    "#..............................#"
            defb    "#..............................#"
            defb    "#..............................#"
            defb    "#..............................#"
            defb    "B..............S...............B"
            defb    "#.............ooo.........G....#"
            defb    "#..............................#"
            defb    "#........##..........##........#"
            defb    "#........##..........##........#"
            defb    "#..............................#"
            defb    "#..............................."
            defb    "#..............................#"
            defb    "#..............................#"
            defb    "#........##..........##........#"
            defb    "#........##..........##........#"
            defb    "#..............................#"
            defb    "#..............................#"
            defb    "#..............................#"
            defb    "#..............................#"
            defb    "#.........................G....#"
            defb    "#..............................#"
            defb    "#..............................#"
            defb    "################################"

; The Gallery — a dividing wall with one gap (column 15). West door (row 11)
; back to the Hall; north door (column 15) up to the Vault.
room1_template:
            defb    "###############.################"
            defb    "#..............................#"
            defb    "#..............................#"
            defb    "#..............................#"
            defb    "#..............................#"
            defb    "#..............................#"
            defb    "#..............................#"
            defb    "#..............................#"
            defb    "###############.################"
            defb    "#..............................#"
            defb    "#..............................#"
            defb    "........................G......#"
            defb    "#..............................#"
            defb    "#..............................#"
            defb    "#..............................#"
            defb    "B..............................#"
            defb    "#..............................#"
            defb    "#..............................#"
            defb    "#........................ooo...#"
            defb    "#..............................#"
            defb    "#.......................G......#"
            defb    "#..............................#"
            defb    "#..............................#"
            defb    "###############T################"

; The Vault — a great altar of stone in the middle, south door (column 15)
; down to the Gallery.
room2_template:
            defb    "###############T################"
            defb    "#..............................#"
            defb    "#..............................#"
            defb    "#..............................#"
            defb    "#..............................#"
            defb    "#..............................#"
            defb    "#..............................#"
            defb    "#..............................#"
            defb    "#..............................#"
            defb    "#..............................#"
            defb    "#.............####.............#"
            defb    "B.............####.............#"
            defb    "#.............####.............B"
            defb    "#.............####.............#"
            defb    "#..............................#"
            defb    "#..............................#"
            defb    "#..............................#"
            defb    "#..............................#"
            defb    "#..............................#"
            defb    "#..............................#"
            defb    "#.........G.........G..........#"
            defb    "#..............................#"
            defb    "#..............................#"
            defb    "###############.################"

floor_tile:
            defb    %10101010
            defb    %01010101
            defb    %10101010
            defb    %01010101
            defb    %10101010
            defb    %01010101
            defb    %10101010
            defb    %01010101

wall_tile:
            defb    %00010001
            defb    %00000000
            defb    %01000100
            defb    %00000000
            defb    %00010001
            defb    %00000000
            defb    %01000100
            defb    %00000000

mark_tile:
            defb    %00000000
            defb    %00011000
            defb    %00011000
            defb    %01111110
            defb    %01111110
            defb    %00011000
            defb    %00011000
            defb    %00000000

thief:
            defb    %00011000
            defb    %00111100
            defb    %01111110
            defb    %01111110
            defb    %01111110
            defb    %01111110
            defb    %00111100
            defb    %00100100

current_room:
            defb    0
thief_col:
            defb    START_COL
thief_row:
            defb    START_ROW
tcol:
            defb    0
trow:
            defb    0
map_ptr:
            defw    0
tile_ptr:
            defw    0
tile_attr:
            defb    0
under_thief:
            defb    0, 0, 0, 0, 0, 0, 0, 0, 0
gold_remaining:
            defb    TOTAL_GOLD
won:
            defb    0
under_warden:
            defb    0, 0, 0, 0, 0, 0, 0, 0, 0
warden_col:
            defb    WARDEN_COL0
warden_row:
            defb    WARDEN_ROW0
warden_dir:
            defb    -1
warden_axis:
            defb    AXIS_VERT
warden_timer:
            defb    WARDEN_GATHER
caught:
            defb    0
torch_col:
            defb    NO_TORCH
torch_row:
            defb    NO_TORCH

room0_state:
            defs    768
room1_state:
            defs    768
room2_state:
            defs    768

            end     start

Walk up to the statue and it turns you back; the rubble at its feet you stride right over, and it stays where it lay behind you. Two kinds of furniture, one collision rule:

Up to the statue — bright, so solid — and the thief stops at its feet, standing on the rubble. Then sideways across the rubble — dim, so walkable — and off it, the broken stone still in place. The keep never needed a new rule to tell the two apart: bright blocks, dim doesn't.

Try this: furnish a room yourself

Open a room template and dress it. Put a statue at the end of the Gallery; line its walls with banners; pile rubble where a wall has failed. You’re set-dressing by typing letters — the fastest art tool there is. Keep the thief’s start, the doorways, the coins and the Wardens’ routes clear, and remember bright is solid.

Try this: rubble you can clear

Rubble is a glyph in the room’s state. Add a key that, when the thief stands on rubble, writes . over it — he’s cleared the debris, and it stays cleared because the state remembers. You’ve made the world not just furnished but changeable: the first step from scenery toward things the player acts on.

Try this: a new piece

Design one more: a well (a dark round hole — solid, you can’t cross it), or a rug (a coloured floor — walkable, just decoration). One tile, one palette line, one attribute (bright to block, dim to walk). See how few bytes a new piece of the world costs.

When it’s wrong, see why

  • The thief walks through the statue. Its attribute isn’t bright — wall_at only blocks bright cells. Statues and banners must have bit 6 set.
  • The thief can’t cross the rubble. Its attribute is bright. Rubble must be dim (share FLOOR_ATTR) to stay walkable.
  • The rubble vanishes when he walks over it. That’s a save/restore fault — but it shouldn’t happen, since rubble is in the state buffer and restore_under lays back whatever was beneath him. Check you didn’t special-case the draw.
  • A glyph draws as blank or garbage. It isn’t in the palette, so lookup_tile scans off the end. Every furniture letter (S, B, o) needs an entry.
  • A room is shifted. A furnished template row isn’t 32 characters any more — adding a letter means removing a ., not pushing the row longer. Count it.

Before and after

You started with rooms that were lit but bare and finished with a keep that looks inhabited — a statue in the torchlight, banners on the walls, rubble underfoot. None of it took new engine code: furniture is glyphs in the palette, and the brightness rule that already sorts wall from floor (and stops the Warden at a wall) sorts the solid statue from the walkable rubble for nothing. The walkable pieces ride the hero’s save/restore and live in the room’s state, so he crosses them cleanly and they persist. Set-dressing turned out to be design — letters typed into a map — not engineering.

What you’ve learnt

  • Furniture is tiles. A statue, a banner, rubble — each a glyph, a pattern and a colour in the palette, placed by typing into the map.
  • Blocking is brightness, again. The collision rule you already had sorts solid furniture from walkable furniture with no new code: bright blocks, dim doesn’t.
  • Non-blocking scenery is free and persistent. Walkable decoration rides the hero’s save/restore and lives in the room’s state, so he crosses it cleanly and it remembers.
  • Set-dressing is design, not engineering. Once the palette is rich enough, making a room feel inhabited is something you do in a text editor.

What’s next

The keep is lit and furnished — now to compose with it. In Unit 15, “Mood through Constraint,” we stop adding features and start using restraint: dark rooms with a single lit pool, sharp contrast between gloom and flame, the eye led by light. With only two colours a cell and a ramp of dither, the limit itself becomes the vocabulary — and a plain stone room becomes a place with a feeling. Atmosphere is as much what you withhold as what you add.