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Game 2Unit 15 of 191 hr learning time

Mood through Constraint

The lighting engine is built; now compose with it. Give each room its own falloff — one byte — so the Hall reads as a broad lit chamber and the Vault as a near-black crypt lit only at the altar. Same two colours, same dither; restraint is the technique.

79% of Shadowkeep

The keep is lit and furnished — but every room is lit the same. A grand hall and a burial crypt should not feel alike, and atmosphere is as much about restraint as addition. This unit stops adding features and starts composing with the ones we have. The whole palette is still two colours a cell and a ramp of dither; the art is in how we use the limit.

The lever is a single byte per room: how fast its light fades.

What you’ll see by the end

The Vault as a crypt: a flame burns on the central altar, throwing a small, tight pool of light over the stone immediately around it; the rest of the room falls away into near-black, the coins and the Warden faint shapes in the dark, the hooded thief approaching from below.
The Vault as a crypt: one flame on the altar, a tight pocket of light, and beyond it near-black — the dither thickening cell by cell until the walls are swallowed. The coins glint, the Warden paces, all in the dark. One byte of falloff makes this room of the same engine that lights the Hall like an open chamber.

The Vault, now: a single flame on the altar, a tight pocket of light around it, and beyond that darkness — the dither thickening to near-black across the floor, the walls swallowed. The coins and the Warden are faint shapes down in the gloom, the thief drawn toward the only light there is. Step back into the Hall and it’s the opposite: a wide, even glow, an open and unthreatening room. Two rooms, one lighting engine, two completely different feelings.

One byte of mood

Back in Unit 13 every room halved the distance to get its shade (distance >> 1). The new idea is to make that shift a property of the room — its falloff:

room_falloff:
            defb    2               ; Hall    — distance >> 2: a broad, soft pool
            defb    1               ; Gallery — distance >> 1: medium
            defb    0               ; Vault   — distance     : a tight pool, deep dark

A bigger shift makes distance grow slowly, so the light reaches far — a generous, well-lit room. A shift of zero lets distance count cell-for-cell, so the light collapses to a tight ring and everything past it is black. shade_for_cell just reads the current room’s falloff and shifts by it:

            ld      a, (current_room)
            ; ... index room_falloff ...
            ld      b, (hl)         ; B = this room's falloff
            ld      a, e            ; A = distance to the torch
.sf_shift:
            dec     b
            jr      z, .sf_clamp
            srl     a               ; shift by falloff, then clamp
            jr      .sf_shift

That’s the entire mechanism. The Hall is welcoming and the Vault is oppressive because of one number each.

Composing the dark

Mood isn’t only the falloff — it’s where the light is. The Hall’s torch sits high in a wall, washing the room; the Vault has no wall torch at all. Its only flame is on the altar itself:

            defb    "#.............#T##.............#"   ; a flame set in the altar

So in the Vault the light is born at the thing you’re meant to look at, falls off at once (falloff 0), and leaves the rest to the dark. The eye has nowhere to go but the altar — and the coins and the Warden you must read there are half-swallowed by the black, which is exactly the tension a crypt should have. That’s composition: not “make it bright” or “make it dark”, but put the one light where it means something and let the constraint do the rest. The Spectrum’s two-colour cell, which looked like a limitation in Unit 1, is now the instrument.

Milestone — a mood per room

The shift that used to be fixed (distance >> 1 everywhere) becomes a per-room falloff byte: shade_for_cell reads the current room’s falloff and shifts the distance by that many places. A big shift reaches far (the Hall, falloff 2); a shift of zero collapses the light to a tight ring (the Vault, falloff 0, its only flame on the altar). The whole composition is one number per room.

Step 1: a per-room falloff byte drives the shade ramp
+28-5
11 ; Shadowkeep — Unit 15: Mood through Constraint
22 ; Cumulative build; every step runs on its own. Narrative: the unit page.
3-; step-00 = Unit 14's end: lit and furnished, but every room lit the same.
3+; step-01 gives each room its own falloff — the Hall broad, the Vault a tight crypt.
44
55 org 32768
66
...
192192 ; (lightest); far away = 4 (darkest). No torch = darkest everywhere.
193193 ; ----------------------------------------------------------------------------
194194 shade_for_cell:
195+ push bc
195196 ld a, (torch_col)
196197 cp NO_TORCH
197198 jr z, .sf_dark
...
212213 jr nc, .sf_max
213214 ld a, d
214215 .sf_max:
215- srl a ; distance / 2
216+ ld e, a ; E = Chebyshev distance
217+ ld a, (current_room) ; shift it by THIS room's falloff
218+ ld c, a
219+ ld b, 0
220+ ld hl, room_falloff
221+ add hl, bc
222+ ld b, (hl) ; B = this room's falloff
223+ ld a, e
224+ inc b
225+.sf_shift:
226+ dec b
227+ jr z, .sf_clamp
228+ srl a
229+ jr .sf_shift
230+.sf_clamp:
216231 cp MAX_SHADE + 1
217232 jr c, .sf_done
218233 ld a, MAX_SHADE
219234 .sf_done:
235+ pop bc
220236 ret
221237 .sf_dark:
222238 ld a, MAX_SHADE
239+ pop bc
223240 ret
224241
225242 draw_room:
...
741758 defb %01111110
742759 defb %00111100
743760 defb %00000000
761+
762+; One byte of mood per room: how slowly its light fades.
763+room_falloff:
764+ defb 2 ; Hall — broad, soft pool
765+ defb 1 ; Gallery — medium
766+ defb 0 ; Vault — tight pool, deep dark
744767
745768 ; The shade ramp: lightest (lit) to darkest (deep shadow), all blue/black dither.
746769 shade_tiles:
...
11471170 ; The Vault — a great altar of stone in the middle, south door (column 15)
11481171 ; down to the Gallery.
11491172 room2_template:
1150- defb "###############T################"
1173+ defb "################################"
11511174 defb "#..............................#"
11521175 defb "#..............................#"
11531176 defb "#..............................#"
...
11571180 defb "#..............................#"
11581181 defb "#..............................#"
11591182 defb "#..............................#"
1183+ defb "#.............#T##.............#"
11601184 defb "#.............####.............#"
1161- defb "B.............####.............#"
1162- defb "#.............####.............B"
1185+ defb "#.............####.............#"
11631186 defb "#.............####.............#"
11641187 defb "#..............................#"
11651188 defb "#..............................#"
The complete program
; Shadowkeep — Unit 15: Mood through Constraint
; Cumulative build; every step runs on its own. Narrative: the unit page.
; step-01 gives each room its own falloff — the Hall broad, the Vault a tight crypt.

            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:
            push    bc
            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:
            ld      e, a                ; E = Chebyshev distance
            ld      a, (current_room)   ; shift it by THIS room's falloff
            ld      c, a
            ld      b, 0
            ld      hl, room_falloff
            add     hl, bc
            ld      b, (hl)             ; B = this room's falloff
            ld      a, e
            inc     b
.sf_shift:
            dec     b
            jr      z, .sf_clamp
            srl     a
            jr      .sf_shift
.sf_clamp:
            cp      MAX_SHADE + 1
            jr      c, .sf_done
            ld      a, MAX_SHADE
.sf_done:
            pop     bc
            ret
.sf_dark:
            ld      a, MAX_SHADE
            pop     bc
            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

; One byte of mood per room: how slowly its light fades.
room_falloff:
            defb    2                   ; Hall — broad, soft pool
            defb    1                   ; Gallery — medium
            defb    0                   ; Vault — tight pool, deep dark

; 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    "################################"
            defb    "#..............................#"
            defb    "#..............................#"
            defb    "#..............................#"
            defb    "#..............................#"
            defb    "#..............................#"
            defb    "#..............................#"
            defb    "#..............................#"
            defb    "#..............................#"
            defb    "#..............................#"
            defb    "#.............#T##.............#"
            defb    "#.............####.............#"
            defb    "#.............####.............#"
            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 the keep end to end and feel the rooms change under you — the broad light of the Hall, the medium Gallery, and the tight, fearful pocket of the Vault where the thief steps from black into a ring of altar-light:

East out of the broadly-lit Hall, through the Gallery's medium pool, and up into the Vault — where the light collapses to a tight ring on the altar and the thief stands in the dark below it. Same lighting engine in every room; only the falloff byte changes. Restraint is the technique.

Try this: re-light a room

Change a room’s room_falloff and watch its character flip. Give the Hall a 0 and the welcoming chamber becomes a cramped, shadowed box. Give the Vault a 3 and the crypt floods with light and loses all its menace. You’re not redrawing anything — you’re tuning a feeling with a single digit.

Try this: a pitch-black room with one candle

Build a small room, no wall torches, a single T in a far corner, falloff 0. Almost the whole room is black; one corner glows. Drop a coin or a doorway just at the edge of the light, so the player has to step into the dark on faith to reach it. Darkness you have to enter is one of the oldest tricks in the genre.

Try this: contrast by neighbour

Put a bright room next to a dark one and a dark next to bright. Walking from the lit Hall into the black Vault feels darker than the Vault would on its own, because your eye arrives expecting light. Mood is relative — you compose the journey, not just the room.

When it’s wrong, see why

  • Every room looks the same. shade_for_cell isn’t reading room_falloff for the current room — check the index is current_room and the shift loop runs that many times.
  • A room is all black. Its falloff is low and its torch is far from the floor (or missing). With falloff 0 the light barely reaches; make sure there’s a flame where you want the pool.
  • A room is flatly bright. Falloff is too high for the room’s size, so even the far corners clamp to the lightest shades. Lower it, or move the torch.
  • The thief gets darker/lighter as he moves — flickering. Shade is baked per draw, not per frame; if it flickers, something is redrawing the room every frame. It should only redraw on entry.
  • The pool is square, not round. Still the Chebyshev distance — fine and characterful. Sum the axes for a diamond, or their squares for a circle, if you want softer pools.

Before and after

You started with a keep where every room was lit alike and finished with three rooms that feel different — the Hall open and welcoming, the Vault a tight, fearful crypt — without adding a thing. The lighting engine is exactly Unit 13’s; the change is one falloff byte per room and the choice of where each flame sits. That’s composition: not more features but restraint, using the Spectrum’s two-colour cell and a dither ramp — the same limit that looked like a wall in Unit 1 — as the instrument. The keep stopped being uniformly lit and started having moods.

What you’ve learnt

  • Mood is a parameter. One byte of falloff per room turns the same lighting engine into welcoming, neutral, or fearful — composition, not new code.
  • Place the light with intent. Where the flame sits, and how fast it fades, decides where the eye goes. In the Vault the light is the altar; everything else is permission to be dark.
  • The constraint is the vocabulary. Two colours a cell and a dither ramp — the same limit that defined Unit 1 — is enough to make a room feel like somewhere. Restraint, not richness.
  • Atmosphere is relative. Rooms read against their neighbours; you compose the walk through the keep, not just each screen.

What’s next

Each room can now hold a mood — but they were composed one at a time. In Unit 16, “A Keep with Character,” we pull back and treat the whole keep as one composition: a room can hold more than one flame, each floor cell lit by its nearest, so the three chambers read as parts of a single place with a single atmosphere. It’s the unit that turns “rooms with lighting” into “a keep you believe in” — the close of the Mood and Light sub-arc.