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Game 1Unit 6 of 101 hr learning time

The Night Deepens

One dusk becomes a five-watch night: the run/watch state split, a win screen that deepens instead of ending, escalation as two data tables and a corner probe — and a small lie in the lives display, caught and fixed.

60% of The Long Night

Your redesigned dusk is a genuinely good fight now — and it’s over in a few minutes, once, with nowhere to go. The night you’ve built deserves a shape: this unit makes Gloaming’s single dusk the first of five watches. Hold a dusk and the night doesn’t end — it deepens: the square relights, the dark returns faster and hungrier, and your lives — this matters — carry. One run, five escalating fights, mounting stakes. That’s a game with an arc instead of an encounter.

Milestone 1 — a run of watches

The design question hiding in “the night continues” is precise: what resets per watch, and what persists per run? Lamps, pools, tendril, positions — per watch. Lives and the watch counter — per run. The code draws that line as two entry points: init_run (dusk to zero, lives to full) falling through into init_game (everything else), so a fresh night enters at the top and a held dusk re-enters halfway down.

And the state machine gets the module’s best structural trick for free. When you win a dusk, the game shows THE NIGHT IS HELD and waits — exactly as it always has. The only change is what SPACE means there: end_step checks whether you’re on a win or a loss, and a win now bumps dusk and re-enters init_game instead of returning to the title. The win screen has become an interstitial — the same screen, the same code, re-purposed as a breath between rounds. Only NIGHT FALLS still leads home.

Step 1: init_run / init_game, and the held screen becomes an interstitial
+29-7
4040
4141 STATE_TITLE equ 0
4242 STATE_PLAY equ 1
43-STATE_WIN equ 2 ; the night is held — the game is won
43+STATE_WIN equ 2 ; a dusk held — the night deepens
4444 STATE_LOSE equ 3 ; night falls — the game is lost
4545
4646 LOCK equ 25 ; input-lock frames after entering a screen
...
111111 in a, (c)
112112 bit 0, a
113113 ret nz
114- call init_game
114+ call init_run
115115 ld a, STATE_PLAY
116116 ld (game_state), a
117117 ret
118118
119119 ; ----------------------------------------------------------------------------
120-; end_step — WIN or LOSE: SPACE returns to the title.
120+; end_step — after the lock, SPACE moves on. A held dusk continues
121+; the run — the night deepens; only NIGHT FALLS returns to the title.
121122 ; ----------------------------------------------------------------------------
122123 end_step:
123124 ld a, (input_lock)
...
131132 in a, (c)
132133 bit 0, a
133134 ret nz
135+ ld a, (game_state)
136+ cp STATE_WIN
137+ jr z, .deeper
134138 call draw_title_screen
135139 call chime_dusk
136140 ld a, LOCK
137141 ld (input_lock), a
138142 ld a, STATE_TITLE
143+ ld (game_state), a
144+ ret
145+.deeper:
146+ ; the dusk was held — the night is NOT over. Deepen and
147+ ; go again: the square relights, and the lives carry.
148+ ld hl, dusk
149+ inc (hl)
150+ call init_game
151+ ld a, STATE_PLAY
139152 ld (game_state), a
140153 ret
141154
...
170183 ret
171184
172185 ; ----------------------------------------------------------------------------
173-; init_game — everything a fresh night needs, gathered from what was
174-; the boot sequence. Beginning is a callable thing now.
186+; init_run / init_game — a run is a NIGHT now: dusk 0, full lives.
187+; Each held dusk re-enters init_game with dusk bumped — the square
188+; relights, the lives carry. What resets per RUN and what resets per
189+; WATCH is the whole design decision, drawn as two entry points.
175190 ; ----------------------------------------------------------------------------
176-init_game:
191+init_run:
177192 xor a
178- ld (lit_count), a
193+ ld (dusk), a
179194 ld a, LIVES
180195 ld (lives), a
196+ ; fall through into the per-dusk setup
197+
198+init_game:
199+ xor a
200+ ld (lit_count), a
181201
182202 ; --- place the lamplighter ---
183203 ; His position is data. Everything that draws him reads it.
...
17091729 defb 16
17101730 player_timer:
17111731 defb 0
1732+dusk:
1733+ defb 0 ; which watch of the night this is
17121734 seek_col:
17131735 defb 0
17141736 seek_row:
The complete step 1 program
; The Long Night — Unit 6: The Night Deepens
; Cumulative build; every step runs on its own. Narrative: the unit page.
; Escalation as data — and the held screen becomes an interstitial.

            org     32768

COBBLE      equ     %00000001       ; PAPER black (0), INK blue (1) — dark ground
GLOW        equ     %00000110       ; pool-warmed cobble: yellow INK on black —
                                    ; ground the light holds
DARK        equ     %01000001       ; the night made solid: blue INK on black,
                                    ; BRIGHT — impassable, unmistakably there
WALL        equ     %00001111       ; PAPER blue (1), INK white (7) — pale stone
WALL_BIT    equ     3               ; the attribute bit that says "this is wall"
LAMP_ATTR   equ     %01000111       ; BRIGHT, PAPER black, INK white — his own light
LAMP_UNLIT  equ     %00000101       ; cold cyan INK on black PAPER — bit 3
                                    ; clear, so a lamp reads as floor
LAMP_LIT    equ     %01000110       ; BRIGHT yellow INK on black — a held flame

DRAUGHT_ATTR  equ   %01000101       ; the wisp: BRIGHT cyan on black — cold light

LIVES       equ     3
LIFE_PIP    equ     %01010000       ; a life: BRIGHT red PAPER — a small ember
LIFE_BASE   equ     $5800 + 28      ; row 0, right of the ledge — three cells
DRAUGHT_SPEED equ   16              ; frames between the wisp's steps
DRAUGHT_COL0  equ   28              ; the corner the dark enters from
DRAUGHT_ROW0  equ   4

PIP_UNLIT   equ     %00101000       ; a cold pip: cyan PAPER, a solid block
PIP_LIT     equ     %01110000       ; a warm pip: BRIGHT yellow PAPER
PIP_BASE    equ     $5800 + 12      ; row 0, column 12 — the HUD ledge,
                                    ; eight cells, centred over the square
NUM_LAMPS   equ     8

MSG_ATTR    equ     %01000111       ; message text: bright white on black
MSG_ROW     equ     11
LOSE_COL    equ     10              ; centres the eleven characters
WIN_COL     equ     7               ; centres the seventeen characters
FONT        equ     $3C00           ; the ROM font, addressed so that
                                    ; ASCII x 8 lands on the right glyph

STATE_TITLE equ     0
STATE_PLAY  equ     1
STATE_WIN   equ     2               ; a dusk held — the night deepens
STATE_LOSE  equ     3               ; night falls — the game is lost

LOCK        equ     25              ; input-lock frames after entering a screen

SPEAKER     equ     %00010000       ; port $FE bit 4 — the beeper's one bit

TITLE_COL   equ     12              ; GLOAMING, centred
PROMPT_COL  equ     10              ; PRESS SPACE, centred
TITLE_ROW   equ     8
PROMPT_ROW  equ     14
CONT_ROW    equ     16              ; "PRESS SPACE" under a win/lose line

START_COL   equ     15              ; where the lamplighter begins
START_ROW   equ     11
PLAYER_REPEAT equ   6               ; frames between steps while a key is held
GATHER      equ     120             ; frames the dark gathers before its first step
WREST       equ     48              ; frames it rests at home after a withdrawal —
                                    ; the snuff window holds even when home is close

KEYS_OP     equ     $DFFE           ; half-row P O I U Y — bits 1 and 0
KEYS_Q      equ     $FBFE           ; half-row Q W E R T — bit 0 is Q
KEYS_A      equ     $FDFE           ; half-row A S D F G — bit 0 is A
KEYS_SPACE  equ     $7FFE           ; half-row SPACE SYM M N B — bit 0

start:
            ; --- the border goes black — the night beyond the square ---
            ; Port $FE bits 0-2 set the BORDER colour. A = 0 = black.
            ld      a, 0
            out     ($FE), a
            ld      a, STATE_TITLE
            ld      (game_state), a
            call    draw_title_screen
            im      1
            ei
            call    chime_dusk          ; after EI — the rests need the interrupt

main_loop:
            halt
            ; the dispatch: each state names what a frame means — the
            ; title listens for a beginning, PLAY beats the game forward,
            ; WIN and LOSE hold the screen exactly as it stands
            ld      a, (game_state)
            cp      STATE_TITLE
            jr      z, .do_title
            cp      STATE_PLAY
            jr      z, .do_play
            call    end_step            ; WIN or LOSE — wait for a key, then title
            jr      main_loop
.do_title:
            call    title_step
            jr      main_loop
.do_play:
            call    play_step
            jr      main_loop

; ----------------------------------------------------------------------------
; title_step — SPACE starts a fresh game.
; ----------------------------------------------------------------------------
title_step:
            ld      a, (input_lock)
            or      a
            jr      z, .tready
            dec     a
            ld      (input_lock), a
            ret
.tready:
            ld      bc, KEYS_SPACE
            in      a, (c)
            bit     0, a
            ret     nz
            call    init_run
            ld      a, STATE_PLAY
            ld      (game_state), a
            ret

; ----------------------------------------------------------------------------
; end_step — after the lock, SPACE moves on. A held dusk continues
; the run — the night deepens; only NIGHT FALLS returns to the title.
; ----------------------------------------------------------------------------
end_step:
            ld      a, (input_lock)
            or      a
            jr      z, .eready
            dec     a
            ld      (input_lock), a
            ret
.eready:
            ld      bc, KEYS_SPACE
            in      a, (c)
            bit     0, a
            ret     nz
            ld      a, (game_state)
            cp      STATE_WIN
            jr      z, .deeper
            call    draw_title_screen
            call    chime_dusk
            ld      a, LOCK
            ld      (input_lock), a
            ld      a, STATE_TITLE
            ld      (game_state), a
            ret
.deeper:
            ; the dusk was held — the night is NOT over. Deepen and
            ; go again: the square relights, and the lives carry.
            ld      hl, dusk
            inc     (hl)
            call    init_game
            ld      a, STATE_PLAY
            ld      (game_state), a
            ret

; play_step — one beat of the game: ask the keyboard.
play_step:
            call    player_step
            ; contact can end the game mid-frame — if it did, stop here
            ld      a, (game_state)
            cp      STATE_PLAY
            ret     nz
            call    draught_step
            ld      a, (game_state)
            cp      STATE_PLAY
            ret     nz
            ; the win check, at the only beat the count can have changed
            ld      a, (lit_count)
            cp      NUM_LAMPS
            ret     nz
            ; the night is held — the lives you kept are the score
            ld      a, (lives)
            ld      hl, best_lives
            cp      (hl)
            jr      c, .nobest
            ld      (hl), a
.nobest:
            call    draw_win_screen
            call    fanfare_held
            ld      a, LOCK
            ld      (input_lock), a
            ld      a, STATE_WIN
            ld      (game_state), a
            ret

; ----------------------------------------------------------------------------
; init_run / init_game — a run is a NIGHT now: dusk 0, full lives.
; Each held dusk re-enters init_game with dusk bumped — the square
; relights, the lives carry. What resets per RUN and what resets per
; WATCH is the whole design decision, drawn as two entry points.
; ----------------------------------------------------------------------------
init_run:
            xor     a
            ld      (dusk), a
            ld      a, LIVES
            ld      (lives), a
            ; fall through into the per-dusk setup

init_game:
            xor     a
            ld      (lit_count), a

            ; --- place the lamplighter ---
            ; His position is data. Everything that draws him reads it.
            ld      a, START_COL
            ld      (lamp_col), a
            ld      a, START_ROW
            ld      (lamp_row), a
            ; --- and, in the far corner, something else ---
            ld      a, DRAUGHT_COL0
            ld      (draught_col), a
            ld      (draught_home_col), a   ; and remember where home is —
            ld      a, DRAUGHT_ROW0
            ld      (draught_row), a
            ld      (draught_home_row), a   ; the withdraw will need it
            ; the dark gathers before its first step — a beat to read
            ; the square before the hunt begins
            ld      a, GATHER
            ld      (draught_timer), a
            xor     a
            ld      (player_timer), a
            ld      (tendril_len), a
            ld      (tendril_head), a
            ld      (draught_mode), a
            ld      (lit_qcount), a

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

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

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

            call    warm_walls
            call    paint_buildings

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

; ----------------------------------------------------------------------------
; warm_walls — the square's edge, one attribute write per cell; the
; colour is no longer a constant but the wall_ramp entry for how many
; lamps are lit. Same painting loop as ever — only where C comes from
; has changed.
; ----------------------------------------------------------------------------
warm_walls:
            ld      a, (lit_count)
            ld      e, a
            ld      d, 0
            ld      hl, wall_ramp
            add     hl, de
            ld      c, (hl)         ; the byte every wall cell gets

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

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

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

; ----------------------------------------------------------------------------
; The beeper. One bit on port $FE: set it, wait, clear it, wait — a
; square wave by hand. C is the half-period (pitch: bigger is lower),
; B the number of cycles (duration). DI while it sounds: the 50 Hz
; interrupt would stretch random half-periods and buzz the tone.
; ----------------------------------------------------------------------------
beep:
            di
.bcyc:
            ld      a, SPEAKER
            out     ($FE), a
            ld      a, c
.bd1:
            dec     a
            jr      nz, .bd1
            xor     a
            out     ($FE), a
            ld      a, c
.bd2:
            dec     a
            jr      nz, .bd2
            djnz    .bcyc
            ei
            ret

blip_lit:                           ; a rising third — the lamp catches
            ld      b, $17          ; C6
            ld      c, $67
            call    beep
            ld      b, $28          ; E6
            ld      c, $51
            jp      beep

chime_dusk:                         ; two cold tolls, then the motif far off
            ld      b, $84          ; A4
            ld      c, $F7
            call    beep
            ld      b, 10
            call    rest
            ld      b, $84          ; A4
            ld      c, $F7
            call    beep
            ld      b, 13
            call    rest
            ld      b, $92          ; E5
            ld      c, $A4
            call    beep
            ld      b, 4
            call    rest
            ld      b, $9D          ; C5
            ld      c, $CF
            jp      beep

; rest — B frames of silence. Musical time rides the heartbeat: the
; gaps between notes are counted in HALTs, not busy-loops.
rest:
            halt
            djnz    rest
            ret

fanfare_held:                       ; THE NIGHT IS HELD — a rising run
            ld      b, $83          ; C5
            ld      c, $CF
            call    beep
            ld      b, 3
            call    rest
            ld      b, $A5          ; E5
            ld      c, $A4
            call    beep
            ld      b, 3
            call    rest
            ld      b, $C4          ; G5
            ld      c, $8A
            call    beep
            ld      b, 3
            call    rest
            ld      b, $FF          ; C6, held — B only counts to 255,
            ld      c, $67
            call    beep
            ld      b, $FF          ; so hold it by sounding it twice
            ld      c, $67
            jp      beep

sting_nightfall:                    ; NIGHT FALLS — two steps down, then dark
            ld      b, $53          ; E5
            ld      c, $A4
            call    beep
            ld      b, 4
            call    rest
            ld      b, $49          ; D5
            ld      c, $B8
            call    beep
            ld      b, 4
            call    rest
            ld      b, $DC          ; A4, long — the night settles on it
            ld      c, $F7
            jp      beep

; ----------------------------------------------------------------------------
; Screens.
; ----------------------------------------------------------------------------

; draw_win_screen — lift the lamplighter off the board (restore his
; cell: the eighth lamp, lit, comes out of the buffer), then say it.
; draw_title_screen — sparse and suggestive: a black void, the name,
; the invitation. Everything else is left to the imagination, which
; is both the aesthetic and the budget.
draw_title_screen:
            call    clear_bitmap
            ld      hl, $5800
            ld      de, $5801
            ld      (hl), %00000000
            ld      bc, 767
            ldir
            ld      hl, title_text
            ld      b, TITLE_ROW
            ld      c, TITLE_COL
            call    print_string
            ld      hl, prompt_text
            ld      b, PROMPT_ROW
            ld      c, PROMPT_COL
            call    print_string
            ; your best night — the lives you kept on your finest win,
            ; read in lamps (no digits). It survives the loop back to
            ; the title: the go-again hook.
            ld      hl, $5800 + 11 * 32 + 14
            ld      b, LIVES
            ld      a, (best_lives)
            ld      c, a
.tpip:
            ld      a, PIP_UNLIT
            inc     c
            dec     c
            jr      z, .tpcold
            ld      a, PIP_LIT
            dec     c
.tpcold:
            ld      (hl), a
            inc     hl
            djnz    .tpip
            ret

draw_win_screen:
            call    restore_under
            ld      hl, win_text
            ld      b, MSG_ROW
            ld      c, WIN_COL
            call    print_string
            ld      hl, prompt_text
            ld      b, CONT_ROW
            ld      c, PROMPT_COL
            call    print_string
            ret

; draw_lose_screen — the whole attribute table goes black: every lamp,
; every wall, every warm cell, gone in one LDIR. Then the words.
draw_lose_screen:
            ld      hl, $5800
            ld      de, $5801
            ld      (hl), %00000000
            ld      bc, 767
            ldir
            ld      hl, lose_text
            ld      b, MSG_ROW
            ld      c, LOSE_COL
            call    print_string
            ld      hl, prompt_text
            ld      b, CONT_ROW
            ld      c, PROMPT_COL
            call    print_string
            ret

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

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

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

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

.pleft:
            ld      hl, tcol
            dec     (hl)
            jr      .pmove
.pright:
            ld      hl, tcol
            inc     (hl)
            jr      .pmove
.pup:
            ld      hl, trow
            dec     (hl)
            jr      .pmove
.pdown:
            ld      hl, trow
            inc     (hl)
.pmove:
            ; The veto: ask the target cell's attribute whether it's wall.
            ; NZ means brick — the proposal dies here and he stays put.
            ld      a, (trow)
            ld      b, a
            ld      a, (tcol)
            ld      c, a
            call    wall_at
            ret     nz
            ; the solid night blocks too — you cannot walk into the dark
            ld      a, (hl)
            cp      DARK
            ret     z

            ; and the mirror rule: he cannot step onto the wisp either
            ld      a, (tcol)
            ld      hl, draught_col
            cp      (hl)
            jr      nz, .pcommit
            ld      a, (trow)
            ld      hl, draught_row
            cp      (hl)
            jr      nz, .pcommit
            call    lose_life       ; walking into the cold costs the same
            ret

.pcommit:
            ; --- commit: restore, step, save, draw — in that order ---
            call    restore_under
            ld      a, (tcol)
            ld      (lamp_col), a
            ld      a, (trow)
            ld      (lamp_row), a
            call    save_under
            ; light it where it lives: while he covers the lamp, its truth
            ; is the buffer — rewrite the saved attribute, and restore will
            ; paint the lamp back lit when he leaves
            ld      a, (under_lamp + 8)
            cp      LAMP_UNLIT
            jr      nz, .pdrawn
            ld      a, LAMP_LIT
            ld      (under_lamp + 8), a
            ; record the lighting order — the night bears its grudges
            ; oldest-first (lamp_col/lamp_row are the lamplighter's
            ; position, and he is standing on the lamp)
            ld      a, (lamp_col)
            ld      c, a
            ld      a, (lamp_row)
            ld      b, a
            call    lamp_index_at
            call    lit_push
            call    light_pip
            call    blip_lit
            call    warm_walls
            call    recompute_pools
.pdrawn:
            call    draw_lamp
            ret

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

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

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

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

mist_tex:
            ; the solid night — dense, swirling, unmistakably *there*
            defb    %01101100
            defb    %11011011
            defb    %00110110
            defb    %01101101
            defb    %11011010
            defb    %10110110
            defb    %01101011
            defb    %11010110

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

; ----------------------------------------------------------------------------
; recompute_pools — the lamps cast their light. Every glow cell dies
; back to bare cobble, then every LIT lamp warms its eight neighbours.
; Derived, not tracked: called after any light or snuff, it rebuilds
; the whole layer from lamp truth, so the pools can never drift.
; ----------------------------------------------------------------------------
recompute_pools:
            ; the discipline: both movers OFF the screen first, so the
            ; recolour reads and writes true ground — never a sprite,
            ; and never into a buffer that would restore stale colour
            call    restore_under
            call    restore_draught
            ld      hl, $5820           ; rows 1-23 (row 0 is the HUD)
            ld      bc, 736
.rp1:
            ld      a, (hl)
            cp      GLOW
            jr      nz, .rp1n
            ld      (hl), COBBLE
.rp1n:
            inc     hl
            dec     bc
            ld      a, b
            or      c
            jr      nz, .rp1
            ld      hl, lamp_data
.rp2:
            ld      a, (hl)
            cp      $FF
            jr      z, .rpdone
            ld      c, a
            inc     hl
            ld      b, (hl)
            inc     hl
            push    hl
            push    bc
            call    attr_addr_cr
            ld      a, (hl)
            pop     bc
            cp      LAMP_LIT
            jr      nz, .rp2n
            call    glow_ring
.rp2n:
            pop     hl
            jr      .rp2
.rpdone:
            ; ...and back on, their buffers re-photographing ground
            ; that now includes the glow
            call    save_under
            call    save_draught
            call    draw_lamp
            call    draw_draught
            ret

; glow_ring — warm the eight cells around lamp (C = col, B = row) where
; they are bare cobble. Pools never take walls, posts, or the dark.
glow_ring:
            ld      hl, ring_offsets
            ld      e, 8
.gr:
            push    hl
            push    de
            push    bc
            ld      a, (hl)
            add     a, c
            ld      c, a
            inc     hl
            ld      a, (hl)
            add     a, b
            ld      b, a
            call    attr_addr_cr
            ld      a, (hl)
            cp      COBBLE
            jr      nz, .grn
            ld      (hl), GLOW
.grn:
            pop     bc
            pop     de
            pop     hl
            inc     hl
            inc     hl
            dec     e
            jr      nz, .gr
            ret

ring_offsets:
            defb    -1, -1,  0, -1,  1, -1
            defb    -1,  0,          1,  0
            defb    -1,  1,  0,  1,  1,  1

; ----------------------------------------------------------------------------
; lamp_index_at — which lamp_data entry sits at (C = col, B = row)?
; Returns the index in A ($FF if none — callers only ask about cells
; they know hold a lamp).
; ----------------------------------------------------------------------------
lamp_index_at:
            ld      hl, lamp_data
            ld      e, 0
.lia:
            ld      a, (hl)
            cp      $FF
            ret     z
            cp      c
            jr      nz, .lian
            inc     hl
            ld      a, (hl)
            dec     hl
            cp      b
            jr      nz, .lian
            ld      a, e
            ret
.lian:
            inc     hl
            inc     hl
            inc     e
            jr      .lia

; lit_push — append lamp index (A) to the lit-order queue.
lit_push:
            ld      e, a
            ld      a, (lit_qcount)
            ld      d, a
            inc     a
            ld      (lit_qcount), a
            ld      a, d
            ld      hl, lit_queue
            add     a, l
            ld      l, a
            jr      nc, .lp
            inc     h
.lp:
            ld      (hl), e
            ret

; lit_remove — take lamp index (A) out of the lit-order queue,
; closing the gap.
lit_remove:
            ld      e, a
            ld      hl, lit_queue
            ld      a, (lit_qcount)
            ld      d, a
            or      a
            ret     z
.lr:
            ld      a, (hl)
            cp      e
            jr      z, .lrfound
            inc     hl
            dec     d
            jr      nz, .lr
            ret
.lrfound:
            dec     d
            jr      z, .lrlast
.lrshift:
            inc     hl
            ld      a, (hl)
            dec     hl
            ld      (hl), a
            inc     hl
            dec     d
            jr      nz, .lrshift
.lrlast:
            ld      a, (lit_qcount)
            dec     a
            ld      (lit_qcount), a
            ret

; ----------------------------------------------------------------------------
; draught_step — the hunt bears grudges. The wisp steps toward the
; OLDEST grievance: the head of the lit-order queue, or, with
; nothing lit, the lamplighter's own flame. Still no walls.
; ----------------------------------------------------------------------------
draught_step:
            ld      a, (draught_timer)
            dec     a
            ld      (draught_timer), a
            ret     nz
            ld      a, DRAUGHT_SPEED
            ld      (draught_timer), a

            ; withdrawing? after a snuff the night carries its prize
            ; home before hunting again — behaviour is a MODE now, and
            ; the mode decides what this beat means
            ld      a, (draught_mode)
            or      a
            jr      z, .hunt
            ld      a, (draught_home_col)
            ld      hl, draught_col
            cp      (hl)
            jr      nz, .whome
            ld      a, (draught_home_row)
            ld      hl, draught_row
            cp      (hl)
            jr      nz, .whome
            xor     a                   ; home — rest, then the hunt resumes
            ld      (draught_mode), a
            ld      a, WREST
            ld      (draught_timer), a
            ret
.whome:
            ld      a, (draught_home_col)
            ld      (seek_col), a
            ld      a, (draught_home_row)
            ld      (seek_row), a
            jp      .chase
.hunt:
            ; the oldest flame is the night's grievance — it reclaims
            ; the ground it lost first. With nothing lit, it hunts the
            ; lamplighter's own flame: light your first lamp and the
            ; hunt turns away from you.
            ld      a, (lit_qcount)
            or      a
            jr      nz, .oldest
            ld      a, (lamp_col)
            ld      (seek_col), a
            ld      a, (lamp_row)
            ld      (seek_row), a
            jr      .chase
.oldest:
            ld      a, (lit_queue)
            add     a, a
            ld      e, a
            ld      d, 0
            ld      hl, lamp_data
            add     hl, de
            ld      a, (hl)
            ld      (seek_col), a
            inc     hl
            ld      a, (hl)
            ld      (seek_row), a

.chase:
            ; step one cell along the axis with the greater distance
            ; (ties go sideways) — the night is 4-connected, like the
            ; lamplighter
            ld      a, (draught_col)
            ld      (dtcol), a
            ld      a, (draught_row)
            ld      (dtrow), a

            ld      a, (seek_col)
            ld      hl, draught_col
            sub     (hl)
            jp      p, .absc
            neg
.absc:
            ld      d, a            ; D = |dc|
            ld      a, (seek_row)
            ld      hl, draught_row
            sub     (hl)
            jp      p, .absr
            neg
.absr:
            cp      d               ; |dr| vs |dc|
            jr      z, .tie
            jr      c, .horiz
            jr      .vert
.tie:
            ld      a, d
            or      a
            ret     z               ; already on the light
            jr      .horiz
.horiz:
            ld      a, (seek_col)
            ld      hl, draught_col
            cp      (hl)
            jr      c, .hleft
            ld      a, (hl)
            inc     a
            ld      (dtcol), a
            jr      .contact
.hleft:
            ld      a, (hl)
            dec     a
            ld      (dtcol), a
            jr      .contact
.vert:
            ld      a, (seek_row)
            ld      hl, draught_row
            cp      (hl)
            jr      c, .vup
            ld      a, (hl)
            inc     a
            ld      (dtrow), a
            jr      .contact
.vup:
            ld      a, (hl)
            dec     a
            ld      (dtrow), a
.contact:
            ; never step ONTO the lamplighter: adjacent is as close as
            ; the night comes. Two movers, two buffers — and one cell
            ; can only ever be under one of them.
            ld      a, (dtcol)
            ld      hl, lamp_col
            cp      (hl)
            jr      nz, .dmove
            ld      a, (dtrow)
            ld      hl, lamp_row
            cp      (hl)
            jr      nz, .dmove
            call    lose_life       ; the touch, priced
            ret

.dmove:
            call    restore_draught
            ; the tendril: night pools where the wisp has walked. Ground
            ; and spilt light are both taken; posts and stone are not.
            ld      a, (draught_col)
            ld      c, a
            ld      a, (draught_row)
            ld      b, a
            push    bc
            call    attr_addr_cr
            pop     bc
            ld      a, (hl)
            cp      DARK
            jr      z, .retake
            cp      COBBLE
            jr      z, .take
            cp      GLOW
            jr      nz, .notake
.take:
            ld      (hl), DARK
            ld      de, mist_tex
            call    blit_tex
.retake:
            call    tendril_push
.notake:
            ld      a, (dtcol)
            ld      (draught_col), a
            ld      a, (dtrow)
            ld      (draught_row), a
            call    save_draught
            ; the snuff: while the wisp covers a lit lamp, the lamp's
            ; truth is ITS buffer — the same saved-under rule that lights
            ; lamps beneath the lamplighter, run by the villain. Rewrite
            ; the saved attribute to cold, and the wisp's own restore
            ; will leave the lamp out as it moves on.
            ld      a, (under_draught + 8)
            cp      LAMP_LIT
            jr      nz, .nosnuff
            ld      a, LAMP_UNLIT
            ld      (under_draught + 8), a
            ; the grievance is settled — off the lit-order queue
            ld      a, (draught_col)
            ld      c, a
            ld      a, (draught_row)
            ld      b, a
            call    lamp_index_at
            call    lit_remove
            call    unlight_pip
            call    warm_walls
            call    recompute_pools
            ld      a, 1                ; the prize is taken — withdraw
            ld      (draught_mode), a
.nosnuff:
            call    draw_draught
            ret

; ----------------------------------------------------------------------------
; tendril_push — record darkened cell (C = col, B = row) in the tendril
; ring. When the ring is full the oldest cell releases back to bare
; cobble first — the night cannot hold ground beyond its reach, so the
; tendril can never permanently wall the square off.
; ----------------------------------------------------------------------------
tendril_push:
            ld      a, (tendril_len)
            ld      hl, tendril_max
            cp      (hl)
            jr      c, .tgrow
            ; full: release the oldest cell (the slot head points at)
            push    bc
            ld      a, (tendril_head)
            add     a, a
            ld      e, a
            ld      d, 0
            ld      hl, tendril_buf
            add     hl, de
            ld      c, (hl)
            inc     hl
            ld      b, (hl)
            ; a newer ring entry may still claim this cell (the wisp
            ; re-walks its own trail) — then the night keeps it
            call    tendril_claimed
            jr      z, .treld
            ; if the wisp itself is crossing that cell, mend its saved
            ; ground instead of the screen
            ld      a, (draught_col)
            cp      c
            jr      nz, .trel
            ld      a, (draught_row)
            cp      b
            jr      nz, .trel
            ; mend the wisp's saved ground: stipple, and glow if a lit
            ; lamp still pools this cell — the light heals behind the dark
            push    bc
            ld      hl, cobble_tex
            ld      de, under_draught
            ld      bc, 8
            ldir
            pop     bc
            call    pooled_at
            ld      a, COBBLE
            jr      nz, .tsetu
            ld      a, GLOW
.tsetu:
            ld      (under_draught + 8), a
            jr      .treld
.trel:
            push    bc
            call    attr_addr_cr
            pop     bc
            ld      a, (hl)
            cp      DARK
            jr      nz, .treld
            push    hl
            call    pooled_at
            pop     hl
            ld      a, COBBLE
            jr      nz, .tset
            ld      a, GLOW
.tset:
            ld      (hl), a
            ld      de, cobble_tex
            call    blit_tex
.treld:
            pop     bc
            jr      .tstore
.tgrow:
            inc     a
            ld      (tendril_len), a
.tstore:
            ld      a, (tendril_head)
            add     a, a
            ld      e, a
            ld      d, 0
            ld      hl, tendril_buf
            add     hl, de
            ld      (hl), c
            inc     hl
            ld      (hl), b
            ld      a, (tendril_head)
            inc     a
            ld      hl, tendril_max
            cp      (hl)
            jr      c, .tadv
            xor     a
.tadv:
            ld      (tendril_head), a
            ret

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

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

; ----------------------------------------------------------------------------
; tendril_claimed — does any ring slot other than head hold (C, B)?
; Z set if claimed. Only called with the ring full, so every slot holds
; a real cell.
; ----------------------------------------------------------------------------
tendril_claimed:
            ld      hl, tendril_buf
            ld      e, 0
.tc:
            ld      a, (tendril_head)
            cp      e
            jr      z, .tcn             ; the slot being released — skip
            ld      a, (hl)
            cp      c
            jr      nz, .tcn
            inc     hl
            ld      a, (hl)
            dec     hl
            cp      b
            jr      nz, .tcn
            xor     a                   ; Z — a newer claim holds it
            ret
.tcn:
            inc     hl
            inc     hl
            inc     e
            ld      a, (tendril_max)
            cp      e
            jr      nz, .tc
            or      a                   ; NZ (max is never 0) — free
            ret

; ----------------------------------------------------------------------------
; pooled_at — is cell (C, B) within one cell of a LIT lamp? Z if so.
; The light heals: released tendril ground inside a live pool returns
; to glow, not bare cobble.
; ----------------------------------------------------------------------------
pooled_at:
            ld      hl, lamp_data
.pa:
            ld      a, (hl)
            cp      $FF
            jr      z, .pano
            ld      e, a                ; lamp col
            inc     hl
            ld      d, (hl)             ; lamp row
            inc     hl
            ld      a, e
            sub     c
            jp      p, .pac
            neg
.pac:
            cp      2
            jr      nc, .pa
            ld      a, d
            sub     b
            jp      p, .par
            neg
.par:
            cp      2
            jr      nc, .pa
            push    hl
            push    bc
            ld      c, e
            ld      b, d
            call    attr_addr_cr
            ld      a, (hl)
            pop     bc
            pop     hl
            cp      LAMP_LIT
            jr      nz, .pa
            xor     a                   ; Z — pooled by a lit lamp
            ret
.pano:
            or      1                   ; NZ — bare ground
            ret

; ----------------------------------------------------------------------------
; lose_life — the price of the touch: one ember out, and either a
; fresh start or the fall of night.
; ----------------------------------------------------------------------------
lose_life:
            ld      a, (lives)
            dec     a
            ld      (lives), a
            ld      e, a
            ld      d, 0
            ld      hl, LIFE_BASE
            add     hl, de
            ld      (hl), COBBLE    ; the ember at the new count goes out
            ld      a, (lives)
            or      a
            jr      z, .gone
            ; a life left: the lamplighter returns to the start cell
            call    restore_under
            ld      a, START_COL
            ld      (lamp_col), a
            ld      a, START_ROW
            ld      (lamp_row), a
            call    save_under
            call    draw_lamp
            ; the taking costs the night its reach — the wisp recoils to
            ; the far corner, so every life buys a whole fresh chase
            ; (leaving it beside the respawn made a catch strip every
            ; life in seconds once the draught learnt to hunt)
            call    restore_draught
            ld      a, (draught_home_col)
            ld      (draught_col), a
            ld      a, (draught_home_row)
            ld      (draught_row), a
            ld      a, DRAUGHT_SPEED
            ld      (draught_timer), a
            xor     a                   ; already home — hunt on arrival
            ld      (draught_mode), a
            call    save_draught
            call    draw_draught
            ret
.gone:
            call    draw_lose_screen
            call    sting_nightfall
            ld      a, LOCK
            ld      (input_lock), a
            ld      a, STATE_LOSE
            ld      (game_state), a
            ret

; ----------------------------------------------------------------------------
; print_string / print_char — the machine's own letters. The Spectrum
; keeps its font in ROM: eight bytes per character, and FONT is chosen
; so that ASCII code x 8 + FONT is the glyph's address. Each character
; is drawn like any cell: attribute first, eight rows down the cell.
; ----------------------------------------------------------------------------
print_string:
.ps:
            ld      a, (hl)
            cp      $FF
            ret     z
            push    hl
            push    bc
            call    print_char
            pop     bc
            pop     hl
            inc     hl
            inc     c
            jr      .ps

print_char:
            ld      l, a
            ld      h, 0
            add     hl, hl
            add     hl, hl
            add     hl, hl
            ld      de, FONT
            add     hl, de
            ex      de, hl
            push    de
            call    attr_addr_cr
            ld      (hl), MSG_ATTR
            call    scr_addr_cr
            pop     de
            ld      b, 8
.pc:
            ld      a, (de)
            ld      (hl), a
            inc     de
            inc     h
            djnz    .pc
            ret

; ----------------------------------------------------------------------------
; light_pip / unlight_pip / draw_pips / draw_lives.
; ----------------------------------------------------------------------------

; light_pip — warm the next pip along and count the lamp. lit_count is
; the index of the pip to light AND the number of lamps lit so far —
; read it for the address, then step it.
light_pip:
            ld      a, (lit_count)
            ld      e, a
            ld      d, 0
            inc     a
            ld      (lit_count), a
            ld      hl, PIP_BASE
            add     hl, de
            ld      (hl), PIP_LIT
            ret

; unlight_pip — light_pip's mirror: step the count back and cool the
; pip at the new count. The tally can go DOWN now.
unlight_pip:
            ld      a, (lit_count)
            dec     a
            ld      (lit_count), a
            ld      e, a
            ld      d, 0
            ld      hl, PIP_BASE
            add     hl, de
            ld      (hl), PIP_UNLIT
            ret

; draw_pips — the tally row: one cell per lamp on the HUD ledge, all
; cold to start. A pip is pure attribute — no glyph, just a block of
; PAPER — so the row costs eight bytes of screen and no bitmap at all.
draw_pips:
            ld      hl, PIP_BASE
            ld      b, NUM_LAMPS
            ld      a, PIP_UNLIT
.dp:
            ld      (hl), a
            inc     hl
            djnz    .dp
            ret

; draw_lives — three embers on the ledge's right shoulder.
draw_lives:
            ld      hl, LIFE_BASE
            ld      b, LIVES
            ld      a, LIFE_PIP
.dlv:
            ld      (hl), a
            inc     hl
            djnz    .dlv
            ret

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

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

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

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

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

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

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

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

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

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

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

; ----------------------------------------------------------------------------
; The draught's save / restore / draw — the lamplighter's engine, twice.
; Same loops, same nine-byte contract, its own buffer and its own
; position: two movers can share a world but never a buffer.
; ----------------------------------------------------------------------------
dpos_bc:
            ld      a, (draught_row)
            ld      b, a
            ld      a, (draught_col)
            ld      c, a
            ret

save_draught:
            call    dpos_bc
            call    scr_addr_cr
            ld      de, under_draught
            ld      b, 8
.sd:
            ld      a, (hl)
            ld      (de), a
            inc     de
            inc     h
            djnz    .sd
            call    dpos_bc
            call    attr_addr_cr
            ld      a, (hl)
            ld      (under_draught + 8), a
            ret

restore_draught:
            call    dpos_bc
            call    scr_addr_cr
            ld      de, under_draught
            ld      b, 8
.rd:
            ld      a, (de)
            ld      (hl), a
            inc     de
            inc     h
            djnz    .rd
            call    dpos_bc
            call    attr_addr_cr
            ld      a, (under_draught + 8)
            ld      (hl), a
            ret

draw_draught:
            call    dpos_bc
            call    attr_addr_cr
            ld      (hl), DRAUGHT_ATTR
            call    dpos_bc
            call    scr_addr_cr
            ld      de, draught_glyph
            ld      b, 8
.dd:
            ld      a, (de)
            ld      (hl), a
            inc     de
            inc     h
            djnz    .dd
            ret

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

game_state:
            defb    STATE_TITLE
input_lock:
            defb    0

wall_ramp:
            ; The square warms in the game's own vocabulary: the stone
            ; stays dusk-blue; the lamplight catches the mortar first
            ; (ink white -> yellow), then the whole face glows BRIGHT.
            ; Never magenta — warmth is yellow here, not red-shifted blue.
            defb    %00001111       ; dusk stone, white mortar
            defb    %00001111
            defb    %00001111
            defb    %00001110       ; the mortar warms — yellow ink
            defb    %00001110
            defb    %00001110
            defb    %01001110       ; the stone catches the glow — BRIGHT
            defb    %01001110
            defb    %01110000       ; all eight lit: the square aglow —
                                    ; warm yellow stone, only at the win

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

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

lit_count:
            defb    0
lives:
            defb    LIVES
best_lives:
            defb    0               ; lives kept on the finest win — never reset

draught_col:
            defb    28
draught_row:
            defb    4
draught_home_col:
            defb    28
draught_home_row:
            defb    4
draught_mode:
            defb    0               ; 0 = hunting, 1 = withdrawing home
draught_timer:
            defb    16
player_timer:
            defb    0
dusk:
            defb    0               ; which watch of the night this is
seek_col:
            defb    0
seek_row:
            defb    0
lit_queue:
            defb    0, 0, 0, 0, 0, 0, 0, 0
lit_qcount:
            defb    0
tendril_head:
            defb    0
tendril_len:
            defb    0
tendril_max:
            defb    6               ; the night's reach — six cells of held ground
tendril_buf:
            defb    0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
            defb    0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
dtcol:
            defb    0
dtrow:
            defb    0

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

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

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

draught_glyph:
            defb    %00000000
            defb    %00111100
            defb    %01111110
            defb    %11111111
            defb    %11111111
            defb    %01111110
            defb    %00111100
            defb    %00000000

title_text:
            defb    "GLOAMING"
            defb    $FF
prompt_text:
            defb    "PRESS SPACE"
            defb    $FF

win_text:
            defb    "THE NIGHT IS HELD"
            defb    $FF

lose_text:
            defb    "NIGHT FALLS"
            defb    $FF

            end     start
THE NIGHT IS HELD over the fully warmed square; two red ember cells show on the HUD ledge.
A held dusk, reached with two lives left — note the two embers on the ledge. PRESS SPACE no longer means 'again from nothing'. It means deeper.
Watch two opening on a fresh dark square — but three ember cells show on the ledge.
Watch 2, same run, same two lives — and the ledge shows three embers. Hold that thought; the square is about to get more interesting first, but this screen is lying to you and we will come back for it.

Milestone 2 — escalation as data

What actually deepens? Two numbers per watch: the wisp’s pace and the tendril’s reach. They live in two five-byte tables, and init_game reads the current watch’s entry from each — code that never changes, difficulty that’s pure data. The pace table runs 16, 13, 11, 9, 9; the reach table 3, 6, 9, 13, 18. Both rows are playtest scar tissue, and their comments say so. Watch 1 is gentle on purpose — the hunt must be readable before it’s a threat, and the tendril opens at three cells, because the first tuning front-loaded the reach and a practised player lost at watch 2: the opening should teach the mechanic, and the deep watches punish with it. At the other end, the final pace is 9, not 8 — 8 was play-tested to be the human wall, and the last watch should be the climax, not the ceiling.

There’s a third escalation, and it’s free: the dark probes from a new quarter each watch. Home comes from a four-entry corner table indexed by the watch — NE, SE, SW, NW — so watch 2 feels different before a single number of it has landed, because the threat is suddenly coming from behind you.

Step 2: dusk_table, dusk_lentab, corner_tab — the deepening, in fourteen bytes of data
+64-11
2121 LIVES equ 3
2222 LIFE_PIP equ %01010000 ; a life: BRIGHT red PAPER — a small ember
2323 LIFE_BASE equ $5800 + 28 ; row 0, right of the ledge — three cells
24-DRAUGHT_SPEED equ 16 ; frames between the wisp's steps
25-DRAUGHT_COL0 equ 28 ; the corner the dark enters from
26-DRAUGHT_ROW0 equ 4
24+NUM_DUSKS equ 5 ; five watches of night — the tables
25+ ; below give each watch its teeth
2726
2827 PIP_UNLIT equ %00101000 ; a cold pip: cyan PAPER, a solid block
2928 PIP_LIT equ %01110000 ; a warm pip: BRIGHT yellow PAPER
...
205204 ld (lamp_col), a
206205 ld a, START_ROW
207206 ld (lamp_row), a
208- ; --- and, in the far corner, something else ---
209- ld a, DRAUGHT_COL0
207+ ; the dark probes from a new quarter each watch —
208+ ; a lesson the square teaches by ITSELF: watch 2 already
209+ ; feels different before anything else has changed
210+ ld a, (dusk)
211+ and 3
212+ add a, a
213+ ld e, a
214+ ld d, 0
215+ ld hl, corner_tab
216+ add hl, de
217+ ld a, (hl)
210218 ld (draught_col), a
211- ld (draught_home_col), a ; and remember where home is —
212- ld a, DRAUGHT_ROW0
219+ ld (draught_home_col), a
220+ inc hl
221+ ld a, (hl)
213222 ld (draught_row), a
214- ld (draught_home_row), a ; the withdraw will need it
215- ; the dark gathers before its first step — a beat to read
223+ ld (draught_home_row), a
224+ ; the night deepens: the wisp's pace comes from the dusk
225+ ; table, deeper dusks holding the last entry
226+ ld a, (dusk)
227+ cp NUM_DUSKS
228+ jr c, .dpace
229+ ld a, NUM_DUSKS - 1
230+.dpace:
231+ ld e, a
232+ ld d, 0
233+ ld hl, dusk_table
234+ add hl, de
235+ ld a, (hl)
236+ ld (dusk_speed), a
237+ ; ...but it gathers before the first step — a beat to read
216238 ; the square before the hunt begins
217239 ld a, GATHER
218240 ld (draught_timer), a
241+ ; the tendril reaches further as the night deepens
242+ ld hl, dusk_lentab
243+ add hl, de
244+ ld a, (hl)
245+ ld (tendril_max), a
219246 xor a
220247 ld (player_timer), a
221248 ld (tendril_len), a
...
903930 dec a
904931 ld (draught_timer), a
905932 ret nz
906- ld a, DRAUGHT_SPEED
933+ ld a, (dusk_speed)
907934 ld (draught_timer), a
908935
909936 ; withdrawing? after a snuff the night carries its prize
...
12221249 defb 5, 5, 4, 3
12231250 defb 23, 5, 4, 3
12241251 defb $FF
1252+
1253+corner_tab:
1254+ ; where the dark enters, per watch (NE, SE, SW, NW)
1255+ defb 28, 4
1256+ defb 28, 19
1257+ defb 3, 19
1258+ defb 3, 4
12251259
12261260 ; ----------------------------------------------------------------------------
12271261 ; tendril_claimed — does any ring slot other than head hold (C, B)?
...
13331367 ld (draught_col), a
13341368 ld a, (draught_home_row)
13351369 ld (draught_row), a
1336- ld a, DRAUGHT_SPEED
1370+ ld a, (dusk_speed)
13371371 ld (draught_timer), a
13381372 xor a ; already home — hunt on arrival
13391373 ld (draught_mode), a
...
16711705 defb STATE_TITLE
16721706 input_lock:
16731707 defb 0
1708+
1709+dusk_table:
1710+ ; the wisp's pace per dusk (frames between steps) — the
1711+ ; night deepens as data, not code. Dusk 1 is gentle on
1712+ ; purpose: the hunt must be readable before it's a threat.
1713+ ; The final watch is pace 9, not 8 — playtested: 8 is the
1714+ ; human wall, 9 is beatable. The last watch should be the
1715+ ; climax, not the ceiling.
1716+ defb 16, 13, 11, 9, 9
1717+
1718+dusk_lentab:
1719+ ; the tendril's reach per watch (cells of night held) —
1720+ ; the second axis of the deepening. Front-loading reach
1721+ ; made watch 1 brutal (playtested: a practised player lost
1722+ ; at watch 2) — the opening teaches the mechanic, the deep
1723+ ; watches punish with it.
1724+ defb 3, 6, 9, 13, 18
16741725
16751726 wall_ramp:
16761727 ; The square warms in the game's own vocabulary: the stone
...
17311782 defb 0
17321783 dusk:
17331784 defb 0 ; which watch of the night this is
1785+dusk_speed:
1786+ defb 16
17341787 seek_col:
17351788 defb 0
17361789 seek_row:
The complete step 2 program
; The Long Night — Unit 6: The Night Deepens
; Cumulative build; every step runs on its own. Narrative: the unit page.
; Escalation as data — and the held screen becomes an interstitial.

            org     32768

COBBLE      equ     %00000001       ; PAPER black (0), INK blue (1) — dark ground
GLOW        equ     %00000110       ; pool-warmed cobble: yellow INK on black —
                                    ; ground the light holds
DARK        equ     %01000001       ; the night made solid: blue INK on black,
                                    ; BRIGHT — impassable, unmistakably there
WALL        equ     %00001111       ; PAPER blue (1), INK white (7) — pale stone
WALL_BIT    equ     3               ; the attribute bit that says "this is wall"
LAMP_ATTR   equ     %01000111       ; BRIGHT, PAPER black, INK white — his own light
LAMP_UNLIT  equ     %00000101       ; cold cyan INK on black PAPER — bit 3
                                    ; clear, so a lamp reads as floor
LAMP_LIT    equ     %01000110       ; BRIGHT yellow INK on black — a held flame

DRAUGHT_ATTR  equ   %01000101       ; the wisp: BRIGHT cyan on black — cold light

LIVES       equ     3
LIFE_PIP    equ     %01010000       ; a life: BRIGHT red PAPER — a small ember
LIFE_BASE   equ     $5800 + 28      ; row 0, right of the ledge — three cells
NUM_DUSKS     equ   5               ; five watches of night — the tables
                                    ; below give each watch its teeth

PIP_UNLIT   equ     %00101000       ; a cold pip: cyan PAPER, a solid block
PIP_LIT     equ     %01110000       ; a warm pip: BRIGHT yellow PAPER
PIP_BASE    equ     $5800 + 12      ; row 0, column 12 — the HUD ledge,
                                    ; eight cells, centred over the square
NUM_LAMPS   equ     8

MSG_ATTR    equ     %01000111       ; message text: bright white on black
MSG_ROW     equ     11
LOSE_COL    equ     10              ; centres the eleven characters
WIN_COL     equ     7               ; centres the seventeen characters
FONT        equ     $3C00           ; the ROM font, addressed so that
                                    ; ASCII x 8 lands on the right glyph

STATE_TITLE equ     0
STATE_PLAY  equ     1
STATE_WIN   equ     2               ; a dusk held — the night deepens
STATE_LOSE  equ     3               ; night falls — the game is lost

LOCK        equ     25              ; input-lock frames after entering a screen

SPEAKER     equ     %00010000       ; port $FE bit 4 — the beeper's one bit

TITLE_COL   equ     12              ; GLOAMING, centred
PROMPT_COL  equ     10              ; PRESS SPACE, centred
TITLE_ROW   equ     8
PROMPT_ROW  equ     14
CONT_ROW    equ     16              ; "PRESS SPACE" under a win/lose line

START_COL   equ     15              ; where the lamplighter begins
START_ROW   equ     11
PLAYER_REPEAT equ   6               ; frames between steps while a key is held
GATHER      equ     120             ; frames the dark gathers before its first step
WREST       equ     48              ; frames it rests at home after a withdrawal —
                                    ; the snuff window holds even when home is close

KEYS_OP     equ     $DFFE           ; half-row P O I U Y — bits 1 and 0
KEYS_Q      equ     $FBFE           ; half-row Q W E R T — bit 0 is Q
KEYS_A      equ     $FDFE           ; half-row A S D F G — bit 0 is A
KEYS_SPACE  equ     $7FFE           ; half-row SPACE SYM M N B — bit 0

start:
            ; --- the border goes black — the night beyond the square ---
            ; Port $FE bits 0-2 set the BORDER colour. A = 0 = black.
            ld      a, 0
            out     ($FE), a
            ld      a, STATE_TITLE
            ld      (game_state), a
            call    draw_title_screen
            im      1
            ei
            call    chime_dusk          ; after EI — the rests need the interrupt

main_loop:
            halt
            ; the dispatch: each state names what a frame means — the
            ; title listens for a beginning, PLAY beats the game forward,
            ; WIN and LOSE hold the screen exactly as it stands
            ld      a, (game_state)
            cp      STATE_TITLE
            jr      z, .do_title
            cp      STATE_PLAY
            jr      z, .do_play
            call    end_step            ; WIN or LOSE — wait for a key, then title
            jr      main_loop
.do_title:
            call    title_step
            jr      main_loop
.do_play:
            call    play_step
            jr      main_loop

; ----------------------------------------------------------------------------
; title_step — SPACE starts a fresh game.
; ----------------------------------------------------------------------------
title_step:
            ld      a, (input_lock)
            or      a
            jr      z, .tready
            dec     a
            ld      (input_lock), a
            ret
.tready:
            ld      bc, KEYS_SPACE
            in      a, (c)
            bit     0, a
            ret     nz
            call    init_run
            ld      a, STATE_PLAY
            ld      (game_state), a
            ret

; ----------------------------------------------------------------------------
; end_step — after the lock, SPACE moves on. A held dusk continues
; the run — the night deepens; only NIGHT FALLS returns to the title.
; ----------------------------------------------------------------------------
end_step:
            ld      a, (input_lock)
            or      a
            jr      z, .eready
            dec     a
            ld      (input_lock), a
            ret
.eready:
            ld      bc, KEYS_SPACE
            in      a, (c)
            bit     0, a
            ret     nz
            ld      a, (game_state)
            cp      STATE_WIN
            jr      z, .deeper
            call    draw_title_screen
            call    chime_dusk
            ld      a, LOCK
            ld      (input_lock), a
            ld      a, STATE_TITLE
            ld      (game_state), a
            ret
.deeper:
            ; the dusk was held — the night is NOT over. Deepen and
            ; go again: the square relights, and the lives carry.
            ld      hl, dusk
            inc     (hl)
            call    init_game
            ld      a, STATE_PLAY
            ld      (game_state), a
            ret

; play_step — one beat of the game: ask the keyboard.
play_step:
            call    player_step
            ; contact can end the game mid-frame — if it did, stop here
            ld      a, (game_state)
            cp      STATE_PLAY
            ret     nz
            call    draught_step
            ld      a, (game_state)
            cp      STATE_PLAY
            ret     nz
            ; the win check, at the only beat the count can have changed
            ld      a, (lit_count)
            cp      NUM_LAMPS
            ret     nz
            ; the night is held — the lives you kept are the score
            ld      a, (lives)
            ld      hl, best_lives
            cp      (hl)
            jr      c, .nobest
            ld      (hl), a
.nobest:
            call    draw_win_screen
            call    fanfare_held
            ld      a, LOCK
            ld      (input_lock), a
            ld      a, STATE_WIN
            ld      (game_state), a
            ret

; ----------------------------------------------------------------------------
; init_run / init_game — a run is a NIGHT now: dusk 0, full lives.
; Each held dusk re-enters init_game with dusk bumped — the square
; relights, the lives carry. What resets per RUN and what resets per
; WATCH is the whole design decision, drawn as two entry points.
; ----------------------------------------------------------------------------
init_run:
            xor     a
            ld      (dusk), a
            ld      a, LIVES
            ld      (lives), a
            ; fall through into the per-dusk setup

init_game:
            xor     a
            ld      (lit_count), a

            ; --- place the lamplighter ---
            ; His position is data. Everything that draws him reads it.
            ld      a, START_COL
            ld      (lamp_col), a
            ld      a, START_ROW
            ld      (lamp_row), a
            ; the dark probes from a new quarter each watch —
            ; a lesson the square teaches by ITSELF: watch 2 already
            ; feels different before anything else has changed
            ld      a, (dusk)
            and     3
            add     a, a
            ld      e, a
            ld      d, 0
            ld      hl, corner_tab
            add     hl, de
            ld      a, (hl)
            ld      (draught_col), a
            ld      (draught_home_col), a
            inc     hl
            ld      a, (hl)
            ld      (draught_row), a
            ld      (draught_home_row), a
            ; the night deepens: the wisp's pace comes from the dusk
            ; table, deeper dusks holding the last entry
            ld      a, (dusk)
            cp      NUM_DUSKS
            jr      c, .dpace
            ld      a, NUM_DUSKS - 1
.dpace:
            ld      e, a
            ld      d, 0
            ld      hl, dusk_table
            add     hl, de
            ld      a, (hl)
            ld      (dusk_speed), a
            ; ...but it gathers before the first step — a beat to read
            ; the square before the hunt begins
            ld      a, GATHER
            ld      (draught_timer), a
            ; the tendril reaches further as the night deepens
            ld      hl, dusk_lentab
            add     hl, de
            ld      a, (hl)
            ld      (tendril_max), a
            xor     a
            ld      (player_timer), a
            ld      (tendril_len), a
            ld      (tendril_head), a
            ld      (draught_mode), a
            ld      (lit_qcount), a

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

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

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

            call    warm_walls
            call    paint_buildings

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

; ----------------------------------------------------------------------------
; warm_walls — the square's edge, one attribute write per cell; the
; colour is no longer a constant but the wall_ramp entry for how many
; lamps are lit. Same painting loop as ever — only where C comes from
; has changed.
; ----------------------------------------------------------------------------
warm_walls:
            ld      a, (lit_count)
            ld      e, a
            ld      d, 0
            ld      hl, wall_ramp
            add     hl, de
            ld      c, (hl)         ; the byte every wall cell gets

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

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

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

; ----------------------------------------------------------------------------
; The beeper. One bit on port $FE: set it, wait, clear it, wait — a
; square wave by hand. C is the half-period (pitch: bigger is lower),
; B the number of cycles (duration). DI while it sounds: the 50 Hz
; interrupt would stretch random half-periods and buzz the tone.
; ----------------------------------------------------------------------------
beep:
            di
.bcyc:
            ld      a, SPEAKER
            out     ($FE), a
            ld      a, c
.bd1:
            dec     a
            jr      nz, .bd1
            xor     a
            out     ($FE), a
            ld      a, c
.bd2:
            dec     a
            jr      nz, .bd2
            djnz    .bcyc
            ei
            ret

blip_lit:                           ; a rising third — the lamp catches
            ld      b, $17          ; C6
            ld      c, $67
            call    beep
            ld      b, $28          ; E6
            ld      c, $51
            jp      beep

chime_dusk:                         ; two cold tolls, then the motif far off
            ld      b, $84          ; A4
            ld      c, $F7
            call    beep
            ld      b, 10
            call    rest
            ld      b, $84          ; A4
            ld      c, $F7
            call    beep
            ld      b, 13
            call    rest
            ld      b, $92          ; E5
            ld      c, $A4
            call    beep
            ld      b, 4
            call    rest
            ld      b, $9D          ; C5
            ld      c, $CF
            jp      beep

; rest — B frames of silence. Musical time rides the heartbeat: the
; gaps between notes are counted in HALTs, not busy-loops.
rest:
            halt
            djnz    rest
            ret

fanfare_held:                       ; THE NIGHT IS HELD — a rising run
            ld      b, $83          ; C5
            ld      c, $CF
            call    beep
            ld      b, 3
            call    rest
            ld      b, $A5          ; E5
            ld      c, $A4
            call    beep
            ld      b, 3
            call    rest
            ld      b, $C4          ; G5
            ld      c, $8A
            call    beep
            ld      b, 3
            call    rest
            ld      b, $FF          ; C6, held — B only counts to 255,
            ld      c, $67
            call    beep
            ld      b, $FF          ; so hold it by sounding it twice
            ld      c, $67
            jp      beep

sting_nightfall:                    ; NIGHT FALLS — two steps down, then dark
            ld      b, $53          ; E5
            ld      c, $A4
            call    beep
            ld      b, 4
            call    rest
            ld      b, $49          ; D5
            ld      c, $B8
            call    beep
            ld      b, 4
            call    rest
            ld      b, $DC          ; A4, long — the night settles on it
            ld      c, $F7
            jp      beep

; ----------------------------------------------------------------------------
; Screens.
; ----------------------------------------------------------------------------

; draw_win_screen — lift the lamplighter off the board (restore his
; cell: the eighth lamp, lit, comes out of the buffer), then say it.
; draw_title_screen — sparse and suggestive: a black void, the name,
; the invitation. Everything else is left to the imagination, which
; is both the aesthetic and the budget.
draw_title_screen:
            call    clear_bitmap
            ld      hl, $5800
            ld      de, $5801
            ld      (hl), %00000000
            ld      bc, 767
            ldir
            ld      hl, title_text
            ld      b, TITLE_ROW
            ld      c, TITLE_COL
            call    print_string
            ld      hl, prompt_text
            ld      b, PROMPT_ROW
            ld      c, PROMPT_COL
            call    print_string
            ; your best night — the lives you kept on your finest win,
            ; read in lamps (no digits). It survives the loop back to
            ; the title: the go-again hook.
            ld      hl, $5800 + 11 * 32 + 14
            ld      b, LIVES
            ld      a, (best_lives)
            ld      c, a
.tpip:
            ld      a, PIP_UNLIT
            inc     c
            dec     c
            jr      z, .tpcold
            ld      a, PIP_LIT
            dec     c
.tpcold:
            ld      (hl), a
            inc     hl
            djnz    .tpip
            ret

draw_win_screen:
            call    restore_under
            ld      hl, win_text
            ld      b, MSG_ROW
            ld      c, WIN_COL
            call    print_string
            ld      hl, prompt_text
            ld      b, CONT_ROW
            ld      c, PROMPT_COL
            call    print_string
            ret

; draw_lose_screen — the whole attribute table goes black: every lamp,
; every wall, every warm cell, gone in one LDIR. Then the words.
draw_lose_screen:
            ld      hl, $5800
            ld      de, $5801
            ld      (hl), %00000000
            ld      bc, 767
            ldir
            ld      hl, lose_text
            ld      b, MSG_ROW
            ld      c, LOSE_COL
            call    print_string
            ld      hl, prompt_text
            ld      b, CONT_ROW
            ld      c, PROMPT_COL
            call    print_string
            ret

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

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

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

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

.pleft:
            ld      hl, tcol
            dec     (hl)
            jr      .pmove
.pright:
            ld      hl, tcol
            inc     (hl)
            jr      .pmove
.pup:
            ld      hl, trow
            dec     (hl)
            jr      .pmove
.pdown:
            ld      hl, trow
            inc     (hl)
.pmove:
            ; The veto: ask the target cell's attribute whether it's wall.
            ; NZ means brick — the proposal dies here and he stays put.
            ld      a, (trow)
            ld      b, a
            ld      a, (tcol)
            ld      c, a
            call    wall_at
            ret     nz
            ; the solid night blocks too — you cannot walk into the dark
            ld      a, (hl)
            cp      DARK
            ret     z

            ; and the mirror rule: he cannot step onto the wisp either
            ld      a, (tcol)
            ld      hl, draught_col
            cp      (hl)
            jr      nz, .pcommit
            ld      a, (trow)
            ld      hl, draught_row
            cp      (hl)
            jr      nz, .pcommit
            call    lose_life       ; walking into the cold costs the same
            ret

.pcommit:
            ; --- commit: restore, step, save, draw — in that order ---
            call    restore_under
            ld      a, (tcol)
            ld      (lamp_col), a
            ld      a, (trow)
            ld      (lamp_row), a
            call    save_under
            ; light it where it lives: while he covers the lamp, its truth
            ; is the buffer — rewrite the saved attribute, and restore will
            ; paint the lamp back lit when he leaves
            ld      a, (under_lamp + 8)
            cp      LAMP_UNLIT
            jr      nz, .pdrawn
            ld      a, LAMP_LIT
            ld      (under_lamp + 8), a
            ; record the lighting order — the night bears its grudges
            ; oldest-first (lamp_col/lamp_row are the lamplighter's
            ; position, and he is standing on the lamp)
            ld      a, (lamp_col)
            ld      c, a
            ld      a, (lamp_row)
            ld      b, a
            call    lamp_index_at
            call    lit_push
            call    light_pip
            call    blip_lit
            call    warm_walls
            call    recompute_pools
.pdrawn:
            call    draw_lamp
            ret

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

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

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

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

mist_tex:
            ; the solid night — dense, swirling, unmistakably *there*
            defb    %01101100
            defb    %11011011
            defb    %00110110
            defb    %01101101
            defb    %11011010
            defb    %10110110
            defb    %01101011
            defb    %11010110

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

; ----------------------------------------------------------------------------
; recompute_pools — the lamps cast their light. Every glow cell dies
; back to bare cobble, then every LIT lamp warms its eight neighbours.
; Derived, not tracked: called after any light or snuff, it rebuilds
; the whole layer from lamp truth, so the pools can never drift.
; ----------------------------------------------------------------------------
recompute_pools:
            ; the discipline: both movers OFF the screen first, so the
            ; recolour reads and writes true ground — never a sprite,
            ; and never into a buffer that would restore stale colour
            call    restore_under
            call    restore_draught
            ld      hl, $5820           ; rows 1-23 (row 0 is the HUD)
            ld      bc, 736
.rp1:
            ld      a, (hl)
            cp      GLOW
            jr      nz, .rp1n
            ld      (hl), COBBLE
.rp1n:
            inc     hl
            dec     bc
            ld      a, b
            or      c
            jr      nz, .rp1
            ld      hl, lamp_data
.rp2:
            ld      a, (hl)
            cp      $FF
            jr      z, .rpdone
            ld      c, a
            inc     hl
            ld      b, (hl)
            inc     hl
            push    hl
            push    bc
            call    attr_addr_cr
            ld      a, (hl)
            pop     bc
            cp      LAMP_LIT
            jr      nz, .rp2n
            call    glow_ring
.rp2n:
            pop     hl
            jr      .rp2
.rpdone:
            ; ...and back on, their buffers re-photographing ground
            ; that now includes the glow
            call    save_under
            call    save_draught
            call    draw_lamp
            call    draw_draught
            ret

; glow_ring — warm the eight cells around lamp (C = col, B = row) where
; they are bare cobble. Pools never take walls, posts, or the dark.
glow_ring:
            ld      hl, ring_offsets
            ld      e, 8
.gr:
            push    hl
            push    de
            push    bc
            ld      a, (hl)
            add     a, c
            ld      c, a
            inc     hl
            ld      a, (hl)
            add     a, b
            ld      b, a
            call    attr_addr_cr
            ld      a, (hl)
            cp      COBBLE
            jr      nz, .grn
            ld      (hl), GLOW
.grn:
            pop     bc
            pop     de
            pop     hl
            inc     hl
            inc     hl
            dec     e
            jr      nz, .gr
            ret

ring_offsets:
            defb    -1, -1,  0, -1,  1, -1
            defb    -1,  0,          1,  0
            defb    -1,  1,  0,  1,  1,  1

; ----------------------------------------------------------------------------
; lamp_index_at — which lamp_data entry sits at (C = col, B = row)?
; Returns the index in A ($FF if none — callers only ask about cells
; they know hold a lamp).
; ----------------------------------------------------------------------------
lamp_index_at:
            ld      hl, lamp_data
            ld      e, 0
.lia:
            ld      a, (hl)
            cp      $FF
            ret     z
            cp      c
            jr      nz, .lian
            inc     hl
            ld      a, (hl)
            dec     hl
            cp      b
            jr      nz, .lian
            ld      a, e
            ret
.lian:
            inc     hl
            inc     hl
            inc     e
            jr      .lia

; lit_push — append lamp index (A) to the lit-order queue.
lit_push:
            ld      e, a
            ld      a, (lit_qcount)
            ld      d, a
            inc     a
            ld      (lit_qcount), a
            ld      a, d
            ld      hl, lit_queue
            add     a, l
            ld      l, a
            jr      nc, .lp
            inc     h
.lp:
            ld      (hl), e
            ret

; lit_remove — take lamp index (A) out of the lit-order queue,
; closing the gap.
lit_remove:
            ld      e, a
            ld      hl, lit_queue
            ld      a, (lit_qcount)
            ld      d, a
            or      a
            ret     z
.lr:
            ld      a, (hl)
            cp      e
            jr      z, .lrfound
            inc     hl
            dec     d
            jr      nz, .lr
            ret
.lrfound:
            dec     d
            jr      z, .lrlast
.lrshift:
            inc     hl
            ld      a, (hl)
            dec     hl
            ld      (hl), a
            inc     hl
            dec     d
            jr      nz, .lrshift
.lrlast:
            ld      a, (lit_qcount)
            dec     a
            ld      (lit_qcount), a
            ret

; ----------------------------------------------------------------------------
; draught_step — the hunt bears grudges. The wisp steps toward the
; OLDEST grievance: the head of the lit-order queue, or, with
; nothing lit, the lamplighter's own flame. Still no walls.
; ----------------------------------------------------------------------------
draught_step:
            ld      a, (draught_timer)
            dec     a
            ld      (draught_timer), a
            ret     nz
            ld      a, (dusk_speed)
            ld      (draught_timer), a

            ; withdrawing? after a snuff the night carries its prize
            ; home before hunting again — behaviour is a MODE now, and
            ; the mode decides what this beat means
            ld      a, (draught_mode)
            or      a
            jr      z, .hunt
            ld      a, (draught_home_col)
            ld      hl, draught_col
            cp      (hl)
            jr      nz, .whome
            ld      a, (draught_home_row)
            ld      hl, draught_row
            cp      (hl)
            jr      nz, .whome
            xor     a                   ; home — rest, then the hunt resumes
            ld      (draught_mode), a
            ld      a, WREST
            ld      (draught_timer), a
            ret
.whome:
            ld      a, (draught_home_col)
            ld      (seek_col), a
            ld      a, (draught_home_row)
            ld      (seek_row), a
            jp      .chase
.hunt:
            ; the oldest flame is the night's grievance — it reclaims
            ; the ground it lost first. With nothing lit, it hunts the
            ; lamplighter's own flame: light your first lamp and the
            ; hunt turns away from you.
            ld      a, (lit_qcount)
            or      a
            jr      nz, .oldest
            ld      a, (lamp_col)
            ld      (seek_col), a
            ld      a, (lamp_row)
            ld      (seek_row), a
            jr      .chase
.oldest:
            ld      a, (lit_queue)
            add     a, a
            ld      e, a
            ld      d, 0
            ld      hl, lamp_data
            add     hl, de
            ld      a, (hl)
            ld      (seek_col), a
            inc     hl
            ld      a, (hl)
            ld      (seek_row), a

.chase:
            ; step one cell along the axis with the greater distance
            ; (ties go sideways) — the night is 4-connected, like the
            ; lamplighter
            ld      a, (draught_col)
            ld      (dtcol), a
            ld      a, (draught_row)
            ld      (dtrow), a

            ld      a, (seek_col)
            ld      hl, draught_col
            sub     (hl)
            jp      p, .absc
            neg
.absc:
            ld      d, a            ; D = |dc|
            ld      a, (seek_row)
            ld      hl, draught_row
            sub     (hl)
            jp      p, .absr
            neg
.absr:
            cp      d               ; |dr| vs |dc|
            jr      z, .tie
            jr      c, .horiz
            jr      .vert
.tie:
            ld      a, d
            or      a
            ret     z               ; already on the light
            jr      .horiz
.horiz:
            ld      a, (seek_col)
            ld      hl, draught_col
            cp      (hl)
            jr      c, .hleft
            ld      a, (hl)
            inc     a
            ld      (dtcol), a
            jr      .contact
.hleft:
            ld      a, (hl)
            dec     a
            ld      (dtcol), a
            jr      .contact
.vert:
            ld      a, (seek_row)
            ld      hl, draught_row
            cp      (hl)
            jr      c, .vup
            ld      a, (hl)
            inc     a
            ld      (dtrow), a
            jr      .contact
.vup:
            ld      a, (hl)
            dec     a
            ld      (dtrow), a
.contact:
            ; never step ONTO the lamplighter: adjacent is as close as
            ; the night comes. Two movers, two buffers — and one cell
            ; can only ever be under one of them.
            ld      a, (dtcol)
            ld      hl, lamp_col
            cp      (hl)
            jr      nz, .dmove
            ld      a, (dtrow)
            ld      hl, lamp_row
            cp      (hl)
            jr      nz, .dmove
            call    lose_life       ; the touch, priced
            ret

.dmove:
            call    restore_draught
            ; the tendril: night pools where the wisp has walked. Ground
            ; and spilt light are both taken; posts and stone are not.
            ld      a, (draught_col)
            ld      c, a
            ld      a, (draught_row)
            ld      b, a
            push    bc
            call    attr_addr_cr
            pop     bc
            ld      a, (hl)
            cp      DARK
            jr      z, .retake
            cp      COBBLE
            jr      z, .take
            cp      GLOW
            jr      nz, .notake
.take:
            ld      (hl), DARK
            ld      de, mist_tex
            call    blit_tex
.retake:
            call    tendril_push
.notake:
            ld      a, (dtcol)
            ld      (draught_col), a
            ld      a, (dtrow)
            ld      (draught_row), a
            call    save_draught
            ; the snuff: while the wisp covers a lit lamp, the lamp's
            ; truth is ITS buffer — the same saved-under rule that lights
            ; lamps beneath the lamplighter, run by the villain. Rewrite
            ; the saved attribute to cold, and the wisp's own restore
            ; will leave the lamp out as it moves on.
            ld      a, (under_draught + 8)
            cp      LAMP_LIT
            jr      nz, .nosnuff
            ld      a, LAMP_UNLIT
            ld      (under_draught + 8), a
            ; the grievance is settled — off the lit-order queue
            ld      a, (draught_col)
            ld      c, a
            ld      a, (draught_row)
            ld      b, a
            call    lamp_index_at
            call    lit_remove
            call    unlight_pip
            call    warm_walls
            call    recompute_pools
            ld      a, 1                ; the prize is taken — withdraw
            ld      (draught_mode), a
.nosnuff:
            call    draw_draught
            ret

; ----------------------------------------------------------------------------
; tendril_push — record darkened cell (C = col, B = row) in the tendril
; ring. When the ring is full the oldest cell releases back to bare
; cobble first — the night cannot hold ground beyond its reach, so the
; tendril can never permanently wall the square off.
; ----------------------------------------------------------------------------
tendril_push:
            ld      a, (tendril_len)
            ld      hl, tendril_max
            cp      (hl)
            jr      c, .tgrow
            ; full: release the oldest cell (the slot head points at)
            push    bc
            ld      a, (tendril_head)
            add     a, a
            ld      e, a
            ld      d, 0
            ld      hl, tendril_buf
            add     hl, de
            ld      c, (hl)
            inc     hl
            ld      b, (hl)
            ; a newer ring entry may still claim this cell (the wisp
            ; re-walks its own trail) — then the night keeps it
            call    tendril_claimed
            jr      z, .treld
            ; if the wisp itself is crossing that cell, mend its saved
            ; ground instead of the screen
            ld      a, (draught_col)
            cp      c
            jr      nz, .trel
            ld      a, (draught_row)
            cp      b
            jr      nz, .trel
            ; mend the wisp's saved ground: stipple, and glow if a lit
            ; lamp still pools this cell — the light heals behind the dark
            push    bc
            ld      hl, cobble_tex
            ld      de, under_draught
            ld      bc, 8
            ldir
            pop     bc
            call    pooled_at
            ld      a, COBBLE
            jr      nz, .tsetu
            ld      a, GLOW
.tsetu:
            ld      (under_draught + 8), a
            jr      .treld
.trel:
            push    bc
            call    attr_addr_cr
            pop     bc
            ld      a, (hl)
            cp      DARK
            jr      nz, .treld
            push    hl
            call    pooled_at
            pop     hl
            ld      a, COBBLE
            jr      nz, .tset
            ld      a, GLOW
.tset:
            ld      (hl), a
            ld      de, cobble_tex
            call    blit_tex
.treld:
            pop     bc
            jr      .tstore
.tgrow:
            inc     a
            ld      (tendril_len), a
.tstore:
            ld      a, (tendril_head)
            add     a, a
            ld      e, a
            ld      d, 0
            ld      hl, tendril_buf
            add     hl, de
            ld      (hl), c
            inc     hl
            ld      (hl), b
            ld      a, (tendril_head)
            inc     a
            ld      hl, tendril_max
            cp      (hl)
            jr      c, .tadv
            xor     a
.tadv:
            ld      (tendril_head), a
            ret

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

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

corner_tab:
            ; where the dark enters, per watch (NE, SE, SW, NW)
            defb    28, 4
            defb    28, 19
            defb    3, 19
            defb    3, 4

; ----------------------------------------------------------------------------
; tendril_claimed — does any ring slot other than head hold (C, B)?
; Z set if claimed. Only called with the ring full, so every slot holds
; a real cell.
; ----------------------------------------------------------------------------
tendril_claimed:
            ld      hl, tendril_buf
            ld      e, 0
.tc:
            ld      a, (tendril_head)
            cp      e
            jr      z, .tcn             ; the slot being released — skip
            ld      a, (hl)
            cp      c
            jr      nz, .tcn
            inc     hl
            ld      a, (hl)
            dec     hl
            cp      b
            jr      nz, .tcn
            xor     a                   ; Z — a newer claim holds it
            ret
.tcn:
            inc     hl
            inc     hl
            inc     e
            ld      a, (tendril_max)
            cp      e
            jr      nz, .tc
            or      a                   ; NZ (max is never 0) — free
            ret

; ----------------------------------------------------------------------------
; pooled_at — is cell (C, B) within one cell of a LIT lamp? Z if so.
; The light heals: released tendril ground inside a live pool returns
; to glow, not bare cobble.
; ----------------------------------------------------------------------------
pooled_at:
            ld      hl, lamp_data
.pa:
            ld      a, (hl)
            cp      $FF
            jr      z, .pano
            ld      e, a                ; lamp col
            inc     hl
            ld      d, (hl)             ; lamp row
            inc     hl
            ld      a, e
            sub     c
            jp      p, .pac
            neg
.pac:
            cp      2
            jr      nc, .pa
            ld      a, d
            sub     b
            jp      p, .par
            neg
.par:
            cp      2
            jr      nc, .pa
            push    hl
            push    bc
            ld      c, e
            ld      b, d
            call    attr_addr_cr
            ld      a, (hl)
            pop     bc
            pop     hl
            cp      LAMP_LIT
            jr      nz, .pa
            xor     a                   ; Z — pooled by a lit lamp
            ret
.pano:
            or      1                   ; NZ — bare ground
            ret

; ----------------------------------------------------------------------------
; lose_life — the price of the touch: one ember out, and either a
; fresh start or the fall of night.
; ----------------------------------------------------------------------------
lose_life:
            ld      a, (lives)
            dec     a
            ld      (lives), a
            ld      e, a
            ld      d, 0
            ld      hl, LIFE_BASE
            add     hl, de
            ld      (hl), COBBLE    ; the ember at the new count goes out
            ld      a, (lives)
            or      a
            jr      z, .gone
            ; a life left: the lamplighter returns to the start cell
            call    restore_under
            ld      a, START_COL
            ld      (lamp_col), a
            ld      a, START_ROW
            ld      (lamp_row), a
            call    save_under
            call    draw_lamp
            ; the taking costs the night its reach — the wisp recoils to
            ; the far corner, so every life buys a whole fresh chase
            ; (leaving it beside the respawn made a catch strip every
            ; life in seconds once the draught learnt to hunt)
            call    restore_draught
            ld      a, (draught_home_col)
            ld      (draught_col), a
            ld      a, (draught_home_row)
            ld      (draught_row), a
            ld      a, (dusk_speed)
            ld      (draught_timer), a
            xor     a                   ; already home — hunt on arrival
            ld      (draught_mode), a
            call    save_draught
            call    draw_draught
            ret
.gone:
            call    draw_lose_screen
            call    sting_nightfall
            ld      a, LOCK
            ld      (input_lock), a
            ld      a, STATE_LOSE
            ld      (game_state), a
            ret

; ----------------------------------------------------------------------------
; print_string / print_char — the machine's own letters. The Spectrum
; keeps its font in ROM: eight bytes per character, and FONT is chosen
; so that ASCII code x 8 + FONT is the glyph's address. Each character
; is drawn like any cell: attribute first, eight rows down the cell.
; ----------------------------------------------------------------------------
print_string:
.ps:
            ld      a, (hl)
            cp      $FF
            ret     z
            push    hl
            push    bc
            call    print_char
            pop     bc
            pop     hl
            inc     hl
            inc     c
            jr      .ps

print_char:
            ld      l, a
            ld      h, 0
            add     hl, hl
            add     hl, hl
            add     hl, hl
            ld      de, FONT
            add     hl, de
            ex      de, hl
            push    de
            call    attr_addr_cr
            ld      (hl), MSG_ATTR
            call    scr_addr_cr
            pop     de
            ld      b, 8
.pc:
            ld      a, (de)
            ld      (hl), a
            inc     de
            inc     h
            djnz    .pc
            ret

; ----------------------------------------------------------------------------
; light_pip / unlight_pip / draw_pips / draw_lives.
; ----------------------------------------------------------------------------

; light_pip — warm the next pip along and count the lamp. lit_count is
; the index of the pip to light AND the number of lamps lit so far —
; read it for the address, then step it.
light_pip:
            ld      a, (lit_count)
            ld      e, a
            ld      d, 0
            inc     a
            ld      (lit_count), a
            ld      hl, PIP_BASE
            add     hl, de
            ld      (hl), PIP_LIT
            ret

; unlight_pip — light_pip's mirror: step the count back and cool the
; pip at the new count. The tally can go DOWN now.
unlight_pip:
            ld      a, (lit_count)
            dec     a
            ld      (lit_count), a
            ld      e, a
            ld      d, 0
            ld      hl, PIP_BASE
            add     hl, de
            ld      (hl), PIP_UNLIT
            ret

; draw_pips — the tally row: one cell per lamp on the HUD ledge, all
; cold to start. A pip is pure attribute — no glyph, just a block of
; PAPER — so the row costs eight bytes of screen and no bitmap at all.
draw_pips:
            ld      hl, PIP_BASE
            ld      b, NUM_LAMPS
            ld      a, PIP_UNLIT
.dp:
            ld      (hl), a
            inc     hl
            djnz    .dp
            ret

; draw_lives — three embers on the ledge's right shoulder.
draw_lives:
            ld      hl, LIFE_BASE
            ld      b, LIVES
            ld      a, LIFE_PIP
.dlv:
            ld      (hl), a
            inc     hl
            djnz    .dlv
            ret

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

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

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

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

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

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

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

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

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

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

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

; ----------------------------------------------------------------------------
; The draught's save / restore / draw — the lamplighter's engine, twice.
; Same loops, same nine-byte contract, its own buffer and its own
; position: two movers can share a world but never a buffer.
; ----------------------------------------------------------------------------
dpos_bc:
            ld      a, (draught_row)
            ld      b, a
            ld      a, (draught_col)
            ld      c, a
            ret

save_draught:
            call    dpos_bc
            call    scr_addr_cr
            ld      de, under_draught
            ld      b, 8
.sd:
            ld      a, (hl)
            ld      (de), a
            inc     de
            inc     h
            djnz    .sd
            call    dpos_bc
            call    attr_addr_cr
            ld      a, (hl)
            ld      (under_draught + 8), a
            ret

restore_draught:
            call    dpos_bc
            call    scr_addr_cr
            ld      de, under_draught
            ld      b, 8
.rd:
            ld      a, (de)
            ld      (hl), a
            inc     de
            inc     h
            djnz    .rd
            call    dpos_bc
            call    attr_addr_cr
            ld      a, (under_draught + 8)
            ld      (hl), a
            ret

draw_draught:
            call    dpos_bc
            call    attr_addr_cr
            ld      (hl), DRAUGHT_ATTR
            call    dpos_bc
            call    scr_addr_cr
            ld      de, draught_glyph
            ld      b, 8
.dd:
            ld      a, (de)
            ld      (hl), a
            inc     de
            inc     h
            djnz    .dd
            ret

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

game_state:
            defb    STATE_TITLE
input_lock:
            defb    0

dusk_table:
            ; the wisp's pace per dusk (frames between steps) — the
            ; night deepens as data, not code. Dusk 1 is gentle on
            ; purpose: the hunt must be readable before it's a threat.
            ; The final watch is pace 9, not 8 — playtested: 8 is the
            ; human wall, 9 is beatable. The last watch should be the
            ; climax, not the ceiling.
            defb    16, 13, 11, 9, 9

dusk_lentab:
            ; the tendril's reach per watch (cells of night held) —
            ; the second axis of the deepening. Front-loading reach
            ; made watch 1 brutal (playtested: a practised player lost
            ; at watch 2) — the opening teaches the mechanic, the deep
            ; watches punish with it.
            defb    3, 6, 9, 13, 18

wall_ramp:
            ; The square warms in the game's own vocabulary: the stone
            ; stays dusk-blue; the lamplight catches the mortar first
            ; (ink white -> yellow), then the whole face glows BRIGHT.
            ; Never magenta — warmth is yellow here, not red-shifted blue.
            defb    %00001111       ; dusk stone, white mortar
            defb    %00001111
            defb    %00001111
            defb    %00001110       ; the mortar warms — yellow ink
            defb    %00001110
            defb    %00001110
            defb    %01001110       ; the stone catches the glow — BRIGHT
            defb    %01001110
            defb    %01110000       ; all eight lit: the square aglow —
                                    ; warm yellow stone, only at the win

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

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

lit_count:
            defb    0
lives:
            defb    LIVES
best_lives:
            defb    0               ; lives kept on the finest win — never reset

draught_col:
            defb    28
draught_row:
            defb    4
draught_home_col:
            defb    28
draught_home_row:
            defb    4
draught_mode:
            defb    0               ; 0 = hunting, 1 = withdrawing home
draught_timer:
            defb    16
player_timer:
            defb    0
dusk:
            defb    0               ; which watch of the night this is
dusk_speed:
            defb    16
seek_col:
            defb    0
seek_row:
            defb    0
lit_queue:
            defb    0, 0, 0, 0, 0, 0, 0, 0
lit_qcount:
            defb    0
tendril_head:
            defb    0
tendril_len:
            defb    0
tendril_max:
            defb    6               ; the night's reach — six cells of held ground
tendril_buf:
            defb    0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
            defb    0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
dtcol:
            defb    0
dtrow:
            defb    0

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

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

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

draught_glyph:
            defb    %00000000
            defb    %00111100
            defb    %01111110
            defb    %11111111
            defb    %11111111
            defb    %01111110
            defb    %00111100
            defb    %00000000

title_text:
            defb    "GLOAMING"
            defb    $FF
prompt_text:
            defb    "PRESS SPACE"
            defb    $FF

win_text:
            defb    "THE NIGHT IS HELD"
            defb    $FF

lose_text:
            defb    "NIGHT FALLS"
            defb    $FF

            end     start
Watch two opening with the wisp gathered in the south-east corner instead of the north-east.
Watch 2 opens and the dark is in the wrong corner — the right corner, by its own new table. The whole square reorients, and not one line of hunt code knows anything happened.

Note the small guard: dusks past the table’s end (there will be one, briefly, next unit) clamp to the last entry rather than reading whatever byte lives after the table. Every table walk in this game bounds its index; the one time you forget will be the one time a counter goes somewhere you didn’t plan.

Milestone 3 — the ledger must not lie

Now go back to that pair of screenshots. Two embers on the held screen; three when watch 2 opens; and (lives) is 2 the whole time. The bug is one line and it’s been in the file since before this module started: draw_lives paints LIVES — the constant, three — and until tonight that was fine, because init_game only ever ran with full lives. The moment lives carry across a re-init, the constant repaint becomes a lie. Worse, it’s a compounding one: lose a life in watch 2 and lose_life erases the pip at index 1, leaving a lit–dark–lit row — two embers shown, one life held.

We didn’t catch this from a screenshot, and neither did fifteen rounds of playtesting the real thing — everyone read the square, and nobody read the ledge across a watch boundary. It was caught when this game was taken apart to build this module, by the boring, wonderful method of trying to photograph the lives carrying and discovering they didn’t, visually, carry. The machine gate proved the game winnable; only reading every row of the screen caught the HUD lying. Both kinds of checking exist because each finds what the other can’t.

Step 3: draw_lives reads the carried count — displays read state, never constants
+8-2
14701470 djnz .dp
14711471 ret
14721472
1473-; draw_lives — three embers on the ledge's right shoulder.
1473+; draw_lives — the embers on the ledge's right shoulder. Read the
1474+; CARRIED lives, not the constant: a run's lives survive the watches
1475+; now, and the ledge must say so. (The constant version repainted
1476+; three every watch — a lie we only caught while taking this game
1477+; apart for this module. Playtests read the square; nobody read the
1478+; ledger across a watch boundary.)
14741479 draw_lives:
14751480 ld hl, LIFE_BASE
1476- ld b, LIVES
1481+ ld a, (lives)
1482+ ld b, a
14771483 ld a, LIFE_PIP
14781484 .dlv:
14791485 ld (hl), a
The complete step 3 program
; The Long Night — Unit 6: The Night Deepens
; Cumulative build; every step runs on its own. Narrative: the unit page.
; Escalation as data — and the held screen becomes an interstitial.

            org     32768

COBBLE      equ     %00000001       ; PAPER black (0), INK blue (1) — dark ground
GLOW        equ     %00000110       ; pool-warmed cobble: yellow INK on black —
                                    ; ground the light holds
DARK        equ     %01000001       ; the night made solid: blue INK on black,
                                    ; BRIGHT — impassable, unmistakably there
WALL        equ     %00001111       ; PAPER blue (1), INK white (7) — pale stone
WALL_BIT    equ     3               ; the attribute bit that says "this is wall"
LAMP_ATTR   equ     %01000111       ; BRIGHT, PAPER black, INK white — his own light
LAMP_UNLIT  equ     %00000101       ; cold cyan INK on black PAPER — bit 3
                                    ; clear, so a lamp reads as floor
LAMP_LIT    equ     %01000110       ; BRIGHT yellow INK on black — a held flame

DRAUGHT_ATTR  equ   %01000101       ; the wisp: BRIGHT cyan on black — cold light

LIVES       equ     3
LIFE_PIP    equ     %01010000       ; a life: BRIGHT red PAPER — a small ember
LIFE_BASE   equ     $5800 + 28      ; row 0, right of the ledge — three cells
NUM_DUSKS     equ   5               ; five watches of night — the tables
                                    ; below give each watch its teeth

PIP_UNLIT   equ     %00101000       ; a cold pip: cyan PAPER, a solid block
PIP_LIT     equ     %01110000       ; a warm pip: BRIGHT yellow PAPER
PIP_BASE    equ     $5800 + 12      ; row 0, column 12 — the HUD ledge,
                                    ; eight cells, centred over the square
NUM_LAMPS   equ     8

MSG_ATTR    equ     %01000111       ; message text: bright white on black
MSG_ROW     equ     11
LOSE_COL    equ     10              ; centres the eleven characters
WIN_COL     equ     7               ; centres the seventeen characters
FONT        equ     $3C00           ; the ROM font, addressed so that
                                    ; ASCII x 8 lands on the right glyph

STATE_TITLE equ     0
STATE_PLAY  equ     1
STATE_WIN   equ     2               ; a dusk held — the night deepens
STATE_LOSE  equ     3               ; night falls — the game is lost

LOCK        equ     25              ; input-lock frames after entering a screen

SPEAKER     equ     %00010000       ; port $FE bit 4 — the beeper's one bit

TITLE_COL   equ     12              ; GLOAMING, centred
PROMPT_COL  equ     10              ; PRESS SPACE, centred
TITLE_ROW   equ     8
PROMPT_ROW  equ     14
CONT_ROW    equ     16              ; "PRESS SPACE" under a win/lose line

START_COL   equ     15              ; where the lamplighter begins
START_ROW   equ     11
PLAYER_REPEAT equ   6               ; frames between steps while a key is held
GATHER      equ     120             ; frames the dark gathers before its first step
WREST       equ     48              ; frames it rests at home after a withdrawal —
                                    ; the snuff window holds even when home is close

KEYS_OP     equ     $DFFE           ; half-row P O I U Y — bits 1 and 0
KEYS_Q      equ     $FBFE           ; half-row Q W E R T — bit 0 is Q
KEYS_A      equ     $FDFE           ; half-row A S D F G — bit 0 is A
KEYS_SPACE  equ     $7FFE           ; half-row SPACE SYM M N B — bit 0

start:
            ; --- the border goes black — the night beyond the square ---
            ; Port $FE bits 0-2 set the BORDER colour. A = 0 = black.
            ld      a, 0
            out     ($FE), a
            ld      a, STATE_TITLE
            ld      (game_state), a
            call    draw_title_screen
            im      1
            ei
            call    chime_dusk          ; after EI — the rests need the interrupt

main_loop:
            halt
            ; the dispatch: each state names what a frame means — the
            ; title listens for a beginning, PLAY beats the game forward,
            ; WIN and LOSE hold the screen exactly as it stands
            ld      a, (game_state)
            cp      STATE_TITLE
            jr      z, .do_title
            cp      STATE_PLAY
            jr      z, .do_play
            call    end_step            ; WIN or LOSE — wait for a key, then title
            jr      main_loop
.do_title:
            call    title_step
            jr      main_loop
.do_play:
            call    play_step
            jr      main_loop

; ----------------------------------------------------------------------------
; title_step — SPACE starts a fresh game.
; ----------------------------------------------------------------------------
title_step:
            ld      a, (input_lock)
            or      a
            jr      z, .tready
            dec     a
            ld      (input_lock), a
            ret
.tready:
            ld      bc, KEYS_SPACE
            in      a, (c)
            bit     0, a
            ret     nz
            call    init_run
            ld      a, STATE_PLAY
            ld      (game_state), a
            ret

; ----------------------------------------------------------------------------
; end_step — after the lock, SPACE moves on. A held dusk continues
; the run — the night deepens; only NIGHT FALLS returns to the title.
; ----------------------------------------------------------------------------
end_step:
            ld      a, (input_lock)
            or      a
            jr      z, .eready
            dec     a
            ld      (input_lock), a
            ret
.eready:
            ld      bc, KEYS_SPACE
            in      a, (c)
            bit     0, a
            ret     nz
            ld      a, (game_state)
            cp      STATE_WIN
            jr      z, .deeper
            call    draw_title_screen
            call    chime_dusk
            ld      a, LOCK
            ld      (input_lock), a
            ld      a, STATE_TITLE
            ld      (game_state), a
            ret
.deeper:
            ; the dusk was held — the night is NOT over. Deepen and
            ; go again: the square relights, and the lives carry.
            ld      hl, dusk
            inc     (hl)
            call    init_game
            ld      a, STATE_PLAY
            ld      (game_state), a
            ret

; play_step — one beat of the game: ask the keyboard.
play_step:
            call    player_step
            ; contact can end the game mid-frame — if it did, stop here
            ld      a, (game_state)
            cp      STATE_PLAY
            ret     nz
            call    draught_step
            ld      a, (game_state)
            cp      STATE_PLAY
            ret     nz
            ; the win check, at the only beat the count can have changed
            ld      a, (lit_count)
            cp      NUM_LAMPS
            ret     nz
            ; the night is held — the lives you kept are the score
            ld      a, (lives)
            ld      hl, best_lives
            cp      (hl)
            jr      c, .nobest
            ld      (hl), a
.nobest:
            call    draw_win_screen
            call    fanfare_held
            ld      a, LOCK
            ld      (input_lock), a
            ld      a, STATE_WIN
            ld      (game_state), a
            ret

; ----------------------------------------------------------------------------
; init_run / init_game — a run is a NIGHT now: dusk 0, full lives.
; Each held dusk re-enters init_game with dusk bumped — the square
; relights, the lives carry. What resets per RUN and what resets per
; WATCH is the whole design decision, drawn as two entry points.
; ----------------------------------------------------------------------------
init_run:
            xor     a
            ld      (dusk), a
            ld      a, LIVES
            ld      (lives), a
            ; fall through into the per-dusk setup

init_game:
            xor     a
            ld      (lit_count), a

            ; --- place the lamplighter ---
            ; His position is data. Everything that draws him reads it.
            ld      a, START_COL
            ld      (lamp_col), a
            ld      a, START_ROW
            ld      (lamp_row), a
            ; the dark probes from a new quarter each watch —
            ; a lesson the square teaches by ITSELF: watch 2 already
            ; feels different before anything else has changed
            ld      a, (dusk)
            and     3
            add     a, a
            ld      e, a
            ld      d, 0
            ld      hl, corner_tab
            add     hl, de
            ld      a, (hl)
            ld      (draught_col), a
            ld      (draught_home_col), a
            inc     hl
            ld      a, (hl)
            ld      (draught_row), a
            ld      (draught_home_row), a
            ; the night deepens: the wisp's pace comes from the dusk
            ; table, deeper dusks holding the last entry
            ld      a, (dusk)
            cp      NUM_DUSKS
            jr      c, .dpace
            ld      a, NUM_DUSKS - 1
.dpace:
            ld      e, a
            ld      d, 0
            ld      hl, dusk_table
            add     hl, de
            ld      a, (hl)
            ld      (dusk_speed), a
            ; ...but it gathers before the first step — a beat to read
            ; the square before the hunt begins
            ld      a, GATHER
            ld      (draught_timer), a
            ; the tendril reaches further as the night deepens
            ld      hl, dusk_lentab
            add     hl, de
            ld      a, (hl)
            ld      (tendril_max), a
            xor     a
            ld      (player_timer), a
            ld      (tendril_len), a
            ld      (tendril_head), a
            ld      (draught_mode), a
            ld      (lit_qcount), a

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

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

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

            call    warm_walls
            call    paint_buildings

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

; ----------------------------------------------------------------------------
; warm_walls — the square's edge, one attribute write per cell; the
; colour is no longer a constant but the wall_ramp entry for how many
; lamps are lit. Same painting loop as ever — only where C comes from
; has changed.
; ----------------------------------------------------------------------------
warm_walls:
            ld      a, (lit_count)
            ld      e, a
            ld      d, 0
            ld      hl, wall_ramp
            add     hl, de
            ld      c, (hl)         ; the byte every wall cell gets

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

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

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

; ----------------------------------------------------------------------------
; The beeper. One bit on port $FE: set it, wait, clear it, wait — a
; square wave by hand. C is the half-period (pitch: bigger is lower),
; B the number of cycles (duration). DI while it sounds: the 50 Hz
; interrupt would stretch random half-periods and buzz the tone.
; ----------------------------------------------------------------------------
beep:
            di
.bcyc:
            ld      a, SPEAKER
            out     ($FE), a
            ld      a, c
.bd1:
            dec     a
            jr      nz, .bd1
            xor     a
            out     ($FE), a
            ld      a, c
.bd2:
            dec     a
            jr      nz, .bd2
            djnz    .bcyc
            ei
            ret

blip_lit:                           ; a rising third — the lamp catches
            ld      b, $17          ; C6
            ld      c, $67
            call    beep
            ld      b, $28          ; E6
            ld      c, $51
            jp      beep

chime_dusk:                         ; two cold tolls, then the motif far off
            ld      b, $84          ; A4
            ld      c, $F7
            call    beep
            ld      b, 10
            call    rest
            ld      b, $84          ; A4
            ld      c, $F7
            call    beep
            ld      b, 13
            call    rest
            ld      b, $92          ; E5
            ld      c, $A4
            call    beep
            ld      b, 4
            call    rest
            ld      b, $9D          ; C5
            ld      c, $CF
            jp      beep

; rest — B frames of silence. Musical time rides the heartbeat: the
; gaps between notes are counted in HALTs, not busy-loops.
rest:
            halt
            djnz    rest
            ret

fanfare_held:                       ; THE NIGHT IS HELD — a rising run
            ld      b, $83          ; C5
            ld      c, $CF
            call    beep
            ld      b, 3
            call    rest
            ld      b, $A5          ; E5
            ld      c, $A4
            call    beep
            ld      b, 3
            call    rest
            ld      b, $C4          ; G5
            ld      c, $8A
            call    beep
            ld      b, 3
            call    rest
            ld      b, $FF          ; C6, held — B only counts to 255,
            ld      c, $67
            call    beep
            ld      b, $FF          ; so hold it by sounding it twice
            ld      c, $67
            jp      beep

sting_nightfall:                    ; NIGHT FALLS — two steps down, then dark
            ld      b, $53          ; E5
            ld      c, $A4
            call    beep
            ld      b, 4
            call    rest
            ld      b, $49          ; D5
            ld      c, $B8
            call    beep
            ld      b, 4
            call    rest
            ld      b, $DC          ; A4, long — the night settles on it
            ld      c, $F7
            jp      beep

; ----------------------------------------------------------------------------
; Screens.
; ----------------------------------------------------------------------------

; draw_win_screen — lift the lamplighter off the board (restore his
; cell: the eighth lamp, lit, comes out of the buffer), then say it.
; draw_title_screen — sparse and suggestive: a black void, the name,
; the invitation. Everything else is left to the imagination, which
; is both the aesthetic and the budget.
draw_title_screen:
            call    clear_bitmap
            ld      hl, $5800
            ld      de, $5801
            ld      (hl), %00000000
            ld      bc, 767
            ldir
            ld      hl, title_text
            ld      b, TITLE_ROW
            ld      c, TITLE_COL
            call    print_string
            ld      hl, prompt_text
            ld      b, PROMPT_ROW
            ld      c, PROMPT_COL
            call    print_string
            ; your best night — the lives you kept on your finest win,
            ; read in lamps (no digits). It survives the loop back to
            ; the title: the go-again hook.
            ld      hl, $5800 + 11 * 32 + 14
            ld      b, LIVES
            ld      a, (best_lives)
            ld      c, a
.tpip:
            ld      a, PIP_UNLIT
            inc     c
            dec     c
            jr      z, .tpcold
            ld      a, PIP_LIT
            dec     c
.tpcold:
            ld      (hl), a
            inc     hl
            djnz    .tpip
            ret

draw_win_screen:
            call    restore_under
            ld      hl, win_text
            ld      b, MSG_ROW
            ld      c, WIN_COL
            call    print_string
            ld      hl, prompt_text
            ld      b, CONT_ROW
            ld      c, PROMPT_COL
            call    print_string
            ret

; draw_lose_screen — the whole attribute table goes black: every lamp,
; every wall, every warm cell, gone in one LDIR. Then the words.
draw_lose_screen:
            ld      hl, $5800
            ld      de, $5801
            ld      (hl), %00000000
            ld      bc, 767
            ldir
            ld      hl, lose_text
            ld      b, MSG_ROW
            ld      c, LOSE_COL
            call    print_string
            ld      hl, prompt_text
            ld      b, CONT_ROW
            ld      c, PROMPT_COL
            call    print_string
            ret

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

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

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

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

.pleft:
            ld      hl, tcol
            dec     (hl)
            jr      .pmove
.pright:
            ld      hl, tcol
            inc     (hl)
            jr      .pmove
.pup:
            ld      hl, trow
            dec     (hl)
            jr      .pmove
.pdown:
            ld      hl, trow
            inc     (hl)
.pmove:
            ; The veto: ask the target cell's attribute whether it's wall.
            ; NZ means brick — the proposal dies here and he stays put.
            ld      a, (trow)
            ld      b, a
            ld      a, (tcol)
            ld      c, a
            call    wall_at
            ret     nz
            ; the solid night blocks too — you cannot walk into the dark
            ld      a, (hl)
            cp      DARK
            ret     z

            ; and the mirror rule: he cannot step onto the wisp either
            ld      a, (tcol)
            ld      hl, draught_col
            cp      (hl)
            jr      nz, .pcommit
            ld      a, (trow)
            ld      hl, draught_row
            cp      (hl)
            jr      nz, .pcommit
            call    lose_life       ; walking into the cold costs the same
            ret

.pcommit:
            ; --- commit: restore, step, save, draw — in that order ---
            call    restore_under
            ld      a, (tcol)
            ld      (lamp_col), a
            ld      a, (trow)
            ld      (lamp_row), a
            call    save_under
            ; light it where it lives: while he covers the lamp, its truth
            ; is the buffer — rewrite the saved attribute, and restore will
            ; paint the lamp back lit when he leaves
            ld      a, (under_lamp + 8)
            cp      LAMP_UNLIT
            jr      nz, .pdrawn
            ld      a, LAMP_LIT
            ld      (under_lamp + 8), a
            ; record the lighting order — the night bears its grudges
            ; oldest-first (lamp_col/lamp_row are the lamplighter's
            ; position, and he is standing on the lamp)
            ld      a, (lamp_col)
            ld      c, a
            ld      a, (lamp_row)
            ld      b, a
            call    lamp_index_at
            call    lit_push
            call    light_pip
            call    blip_lit
            call    warm_walls
            call    recompute_pools
.pdrawn:
            call    draw_lamp
            ret

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

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

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

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

mist_tex:
            ; the solid night — dense, swirling, unmistakably *there*
            defb    %01101100
            defb    %11011011
            defb    %00110110
            defb    %01101101
            defb    %11011010
            defb    %10110110
            defb    %01101011
            defb    %11010110

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

; ----------------------------------------------------------------------------
; recompute_pools — the lamps cast their light. Every glow cell dies
; back to bare cobble, then every LIT lamp warms its eight neighbours.
; Derived, not tracked: called after any light or snuff, it rebuilds
; the whole layer from lamp truth, so the pools can never drift.
; ----------------------------------------------------------------------------
recompute_pools:
            ; the discipline: both movers OFF the screen first, so the
            ; recolour reads and writes true ground — never a sprite,
            ; and never into a buffer that would restore stale colour
            call    restore_under
            call    restore_draught
            ld      hl, $5820           ; rows 1-23 (row 0 is the HUD)
            ld      bc, 736
.rp1:
            ld      a, (hl)
            cp      GLOW
            jr      nz, .rp1n
            ld      (hl), COBBLE
.rp1n:
            inc     hl
            dec     bc
            ld      a, b
            or      c
            jr      nz, .rp1
            ld      hl, lamp_data
.rp2:
            ld      a, (hl)
            cp      $FF
            jr      z, .rpdone
            ld      c, a
            inc     hl
            ld      b, (hl)
            inc     hl
            push    hl
            push    bc
            call    attr_addr_cr
            ld      a, (hl)
            pop     bc
            cp      LAMP_LIT
            jr      nz, .rp2n
            call    glow_ring
.rp2n:
            pop     hl
            jr      .rp2
.rpdone:
            ; ...and back on, their buffers re-photographing ground
            ; that now includes the glow
            call    save_under
            call    save_draught
            call    draw_lamp
            call    draw_draught
            ret

; glow_ring — warm the eight cells around lamp (C = col, B = row) where
; they are bare cobble. Pools never take walls, posts, or the dark.
glow_ring:
            ld      hl, ring_offsets
            ld      e, 8
.gr:
            push    hl
            push    de
            push    bc
            ld      a, (hl)
            add     a, c
            ld      c, a
            inc     hl
            ld      a, (hl)
            add     a, b
            ld      b, a
            call    attr_addr_cr
            ld      a, (hl)
            cp      COBBLE
            jr      nz, .grn
            ld      (hl), GLOW
.grn:
            pop     bc
            pop     de
            pop     hl
            inc     hl
            inc     hl
            dec     e
            jr      nz, .gr
            ret

ring_offsets:
            defb    -1, -1,  0, -1,  1, -1
            defb    -1,  0,          1,  0
            defb    -1,  1,  0,  1,  1,  1

; ----------------------------------------------------------------------------
; lamp_index_at — which lamp_data entry sits at (C = col, B = row)?
; Returns the index in A ($FF if none — callers only ask about cells
; they know hold a lamp).
; ----------------------------------------------------------------------------
lamp_index_at:
            ld      hl, lamp_data
            ld      e, 0
.lia:
            ld      a, (hl)
            cp      $FF
            ret     z
            cp      c
            jr      nz, .lian
            inc     hl
            ld      a, (hl)
            dec     hl
            cp      b
            jr      nz, .lian
            ld      a, e
            ret
.lian:
            inc     hl
            inc     hl
            inc     e
            jr      .lia

; lit_push — append lamp index (A) to the lit-order queue.
lit_push:
            ld      e, a
            ld      a, (lit_qcount)
            ld      d, a
            inc     a
            ld      (lit_qcount), a
            ld      a, d
            ld      hl, lit_queue
            add     a, l
            ld      l, a
            jr      nc, .lp
            inc     h
.lp:
            ld      (hl), e
            ret

; lit_remove — take lamp index (A) out of the lit-order queue,
; closing the gap.
lit_remove:
            ld      e, a
            ld      hl, lit_queue
            ld      a, (lit_qcount)
            ld      d, a
            or      a
            ret     z
.lr:
            ld      a, (hl)
            cp      e
            jr      z, .lrfound
            inc     hl
            dec     d
            jr      nz, .lr
            ret
.lrfound:
            dec     d
            jr      z, .lrlast
.lrshift:
            inc     hl
            ld      a, (hl)
            dec     hl
            ld      (hl), a
            inc     hl
            dec     d
            jr      nz, .lrshift
.lrlast:
            ld      a, (lit_qcount)
            dec     a
            ld      (lit_qcount), a
            ret

; ----------------------------------------------------------------------------
; draught_step — the hunt bears grudges. The wisp steps toward the
; OLDEST grievance: the head of the lit-order queue, or, with
; nothing lit, the lamplighter's own flame. Still no walls.
; ----------------------------------------------------------------------------
draught_step:
            ld      a, (draught_timer)
            dec     a
            ld      (draught_timer), a
            ret     nz
            ld      a, (dusk_speed)
            ld      (draught_timer), a

            ; withdrawing? after a snuff the night carries its prize
            ; home before hunting again — behaviour is a MODE now, and
            ; the mode decides what this beat means
            ld      a, (draught_mode)
            or      a
            jr      z, .hunt
            ld      a, (draught_home_col)
            ld      hl, draught_col
            cp      (hl)
            jr      nz, .whome
            ld      a, (draught_home_row)
            ld      hl, draught_row
            cp      (hl)
            jr      nz, .whome
            xor     a                   ; home — rest, then the hunt resumes
            ld      (draught_mode), a
            ld      a, WREST
            ld      (draught_timer), a
            ret
.whome:
            ld      a, (draught_home_col)
            ld      (seek_col), a
            ld      a, (draught_home_row)
            ld      (seek_row), a
            jp      .chase
.hunt:
            ; the oldest flame is the night's grievance — it reclaims
            ; the ground it lost first. With nothing lit, it hunts the
            ; lamplighter's own flame: light your first lamp and the
            ; hunt turns away from you.
            ld      a, (lit_qcount)
            or      a
            jr      nz, .oldest
            ld      a, (lamp_col)
            ld      (seek_col), a
            ld      a, (lamp_row)
            ld      (seek_row), a
            jr      .chase
.oldest:
            ld      a, (lit_queue)
            add     a, a
            ld      e, a
            ld      d, 0
            ld      hl, lamp_data
            add     hl, de
            ld      a, (hl)
            ld      (seek_col), a
            inc     hl
            ld      a, (hl)
            ld      (seek_row), a

.chase:
            ; step one cell along the axis with the greater distance
            ; (ties go sideways) — the night is 4-connected, like the
            ; lamplighter
            ld      a, (draught_col)
            ld      (dtcol), a
            ld      a, (draught_row)
            ld      (dtrow), a

            ld      a, (seek_col)
            ld      hl, draught_col
            sub     (hl)
            jp      p, .absc
            neg
.absc:
            ld      d, a            ; D = |dc|
            ld      a, (seek_row)
            ld      hl, draught_row
            sub     (hl)
            jp      p, .absr
            neg
.absr:
            cp      d               ; |dr| vs |dc|
            jr      z, .tie
            jr      c, .horiz
            jr      .vert
.tie:
            ld      a, d
            or      a
            ret     z               ; already on the light
            jr      .horiz
.horiz:
            ld      a, (seek_col)
            ld      hl, draught_col
            cp      (hl)
            jr      c, .hleft
            ld      a, (hl)
            inc     a
            ld      (dtcol), a
            jr      .contact
.hleft:
            ld      a, (hl)
            dec     a
            ld      (dtcol), a
            jr      .contact
.vert:
            ld      a, (seek_row)
            ld      hl, draught_row
            cp      (hl)
            jr      c, .vup
            ld      a, (hl)
            inc     a
            ld      (dtrow), a
            jr      .contact
.vup:
            ld      a, (hl)
            dec     a
            ld      (dtrow), a
.contact:
            ; never step ONTO the lamplighter: adjacent is as close as
            ; the night comes. Two movers, two buffers — and one cell
            ; can only ever be under one of them.
            ld      a, (dtcol)
            ld      hl, lamp_col
            cp      (hl)
            jr      nz, .dmove
            ld      a, (dtrow)
            ld      hl, lamp_row
            cp      (hl)
            jr      nz, .dmove
            call    lose_life       ; the touch, priced
            ret

.dmove:
            call    restore_draught
            ; the tendril: night pools where the wisp has walked. Ground
            ; and spilt light are both taken; posts and stone are not.
            ld      a, (draught_col)
            ld      c, a
            ld      a, (draught_row)
            ld      b, a
            push    bc
            call    attr_addr_cr
            pop     bc
            ld      a, (hl)
            cp      DARK
            jr      z, .retake
            cp      COBBLE
            jr      z, .take
            cp      GLOW
            jr      nz, .notake
.take:
            ld      (hl), DARK
            ld      de, mist_tex
            call    blit_tex
.retake:
            call    tendril_push
.notake:
            ld      a, (dtcol)
            ld      (draught_col), a
            ld      a, (dtrow)
            ld      (draught_row), a
            call    save_draught
            ; the snuff: while the wisp covers a lit lamp, the lamp's
            ; truth is ITS buffer — the same saved-under rule that lights
            ; lamps beneath the lamplighter, run by the villain. Rewrite
            ; the saved attribute to cold, and the wisp's own restore
            ; will leave the lamp out as it moves on.
            ld      a, (under_draught + 8)
            cp      LAMP_LIT
            jr      nz, .nosnuff
            ld      a, LAMP_UNLIT
            ld      (under_draught + 8), a
            ; the grievance is settled — off the lit-order queue
            ld      a, (draught_col)
            ld      c, a
            ld      a, (draught_row)
            ld      b, a
            call    lamp_index_at
            call    lit_remove
            call    unlight_pip
            call    warm_walls
            call    recompute_pools
            ld      a, 1                ; the prize is taken — withdraw
            ld      (draught_mode), a
.nosnuff:
            call    draw_draught
            ret

; ----------------------------------------------------------------------------
; tendril_push — record darkened cell (C = col, B = row) in the tendril
; ring. When the ring is full the oldest cell releases back to bare
; cobble first — the night cannot hold ground beyond its reach, so the
; tendril can never permanently wall the square off.
; ----------------------------------------------------------------------------
tendril_push:
            ld      a, (tendril_len)
            ld      hl, tendril_max
            cp      (hl)
            jr      c, .tgrow
            ; full: release the oldest cell (the slot head points at)
            push    bc
            ld      a, (tendril_head)
            add     a, a
            ld      e, a
            ld      d, 0
            ld      hl, tendril_buf
            add     hl, de
            ld      c, (hl)
            inc     hl
            ld      b, (hl)
            ; a newer ring entry may still claim this cell (the wisp
            ; re-walks its own trail) — then the night keeps it
            call    tendril_claimed
            jr      z, .treld
            ; if the wisp itself is crossing that cell, mend its saved
            ; ground instead of the screen
            ld      a, (draught_col)
            cp      c
            jr      nz, .trel
            ld      a, (draught_row)
            cp      b
            jr      nz, .trel
            ; mend the wisp's saved ground: stipple, and glow if a lit
            ; lamp still pools this cell — the light heals behind the dark
            push    bc
            ld      hl, cobble_tex
            ld      de, under_draught
            ld      bc, 8
            ldir
            pop     bc
            call    pooled_at
            ld      a, COBBLE
            jr      nz, .tsetu
            ld      a, GLOW
.tsetu:
            ld      (under_draught + 8), a
            jr      .treld
.trel:
            push    bc
            call    attr_addr_cr
            pop     bc
            ld      a, (hl)
            cp      DARK
            jr      nz, .treld
            push    hl
            call    pooled_at
            pop     hl
            ld      a, COBBLE
            jr      nz, .tset
            ld      a, GLOW
.tset:
            ld      (hl), a
            ld      de, cobble_tex
            call    blit_tex
.treld:
            pop     bc
            jr      .tstore
.tgrow:
            inc     a
            ld      (tendril_len), a
.tstore:
            ld      a, (tendril_head)
            add     a, a
            ld      e, a
            ld      d, 0
            ld      hl, tendril_buf
            add     hl, de
            ld      (hl), c
            inc     hl
            ld      (hl), b
            ld      a, (tendril_head)
            inc     a
            ld      hl, tendril_max
            cp      (hl)
            jr      c, .tadv
            xor     a
.tadv:
            ld      (tendril_head), a
            ret

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

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

corner_tab:
            ; where the dark enters, per watch (NE, SE, SW, NW)
            defb    28, 4
            defb    28, 19
            defb    3, 19
            defb    3, 4

; ----------------------------------------------------------------------------
; tendril_claimed — does any ring slot other than head hold (C, B)?
; Z set if claimed. Only called with the ring full, so every slot holds
; a real cell.
; ----------------------------------------------------------------------------
tendril_claimed:
            ld      hl, tendril_buf
            ld      e, 0
.tc:
            ld      a, (tendril_head)
            cp      e
            jr      z, .tcn             ; the slot being released — skip
            ld      a, (hl)
            cp      c
            jr      nz, .tcn
            inc     hl
            ld      a, (hl)
            dec     hl
            cp      b
            jr      nz, .tcn
            xor     a                   ; Z — a newer claim holds it
            ret
.tcn:
            inc     hl
            inc     hl
            inc     e
            ld      a, (tendril_max)
            cp      e
            jr      nz, .tc
            or      a                   ; NZ (max is never 0) — free
            ret

; ----------------------------------------------------------------------------
; pooled_at — is cell (C, B) within one cell of a LIT lamp? Z if so.
; The light heals: released tendril ground inside a live pool returns
; to glow, not bare cobble.
; ----------------------------------------------------------------------------
pooled_at:
            ld      hl, lamp_data
.pa:
            ld      a, (hl)
            cp      $FF
            jr      z, .pano
            ld      e, a                ; lamp col
            inc     hl
            ld      d, (hl)             ; lamp row
            inc     hl
            ld      a, e
            sub     c
            jp      p, .pac
            neg
.pac:
            cp      2
            jr      nc, .pa
            ld      a, d
            sub     b
            jp      p, .par
            neg
.par:
            cp      2
            jr      nc, .pa
            push    hl
            push    bc
            ld      c, e
            ld      b, d
            call    attr_addr_cr
            ld      a, (hl)
            pop     bc
            pop     hl
            cp      LAMP_LIT
            jr      nz, .pa
            xor     a                   ; Z — pooled by a lit lamp
            ret
.pano:
            or      1                   ; NZ — bare ground
            ret

; ----------------------------------------------------------------------------
; lose_life — the price of the touch: one ember out, and either a
; fresh start or the fall of night.
; ----------------------------------------------------------------------------
lose_life:
            ld      a, (lives)
            dec     a
            ld      (lives), a
            ld      e, a
            ld      d, 0
            ld      hl, LIFE_BASE
            add     hl, de
            ld      (hl), COBBLE    ; the ember at the new count goes out
            ld      a, (lives)
            or      a
            jr      z, .gone
            ; a life left: the lamplighter returns to the start cell
            call    restore_under
            ld      a, START_COL
            ld      (lamp_col), a
            ld      a, START_ROW
            ld      (lamp_row), a
            call    save_under
            call    draw_lamp
            ; the taking costs the night its reach — the wisp recoils to
            ; the far corner, so every life buys a whole fresh chase
            ; (leaving it beside the respawn made a catch strip every
            ; life in seconds once the draught learnt to hunt)
            call    restore_draught
            ld      a, (draught_home_col)
            ld      (draught_col), a
            ld      a, (draught_home_row)
            ld      (draught_row), a
            ld      a, (dusk_speed)
            ld      (draught_timer), a
            xor     a                   ; already home — hunt on arrival
            ld      (draught_mode), a
            call    save_draught
            call    draw_draught
            ret
.gone:
            call    draw_lose_screen
            call    sting_nightfall
            ld      a, LOCK
            ld      (input_lock), a
            ld      a, STATE_LOSE
            ld      (game_state), a
            ret

; ----------------------------------------------------------------------------
; print_string / print_char — the machine's own letters. The Spectrum
; keeps its font in ROM: eight bytes per character, and FONT is chosen
; so that ASCII code x 8 + FONT is the glyph's address. Each character
; is drawn like any cell: attribute first, eight rows down the cell.
; ----------------------------------------------------------------------------
print_string:
.ps:
            ld      a, (hl)
            cp      $FF
            ret     z
            push    hl
            push    bc
            call    print_char
            pop     bc
            pop     hl
            inc     hl
            inc     c
            jr      .ps

print_char:
            ld      l, a
            ld      h, 0
            add     hl, hl
            add     hl, hl
            add     hl, hl
            ld      de, FONT
            add     hl, de
            ex      de, hl
            push    de
            call    attr_addr_cr
            ld      (hl), MSG_ATTR
            call    scr_addr_cr
            pop     de
            ld      b, 8
.pc:
            ld      a, (de)
            ld      (hl), a
            inc     de
            inc     h
            djnz    .pc
            ret

; ----------------------------------------------------------------------------
; light_pip / unlight_pip / draw_pips / draw_lives.
; ----------------------------------------------------------------------------

; light_pip — warm the next pip along and count the lamp. lit_count is
; the index of the pip to light AND the number of lamps lit so far —
; read it for the address, then step it.
light_pip:
            ld      a, (lit_count)
            ld      e, a
            ld      d, 0
            inc     a
            ld      (lit_count), a
            ld      hl, PIP_BASE
            add     hl, de
            ld      (hl), PIP_LIT
            ret

; unlight_pip — light_pip's mirror: step the count back and cool the
; pip at the new count. The tally can go DOWN now.
unlight_pip:
            ld      a, (lit_count)
            dec     a
            ld      (lit_count), a
            ld      e, a
            ld      d, 0
            ld      hl, PIP_BASE
            add     hl, de
            ld      (hl), PIP_UNLIT
            ret

; draw_pips — the tally row: one cell per lamp on the HUD ledge, all
; cold to start. A pip is pure attribute — no glyph, just a block of
; PAPER — so the row costs eight bytes of screen and no bitmap at all.
draw_pips:
            ld      hl, PIP_BASE
            ld      b, NUM_LAMPS
            ld      a, PIP_UNLIT
.dp:
            ld      (hl), a
            inc     hl
            djnz    .dp
            ret

; draw_lives — the embers on the ledge's right shoulder. Read the
; CARRIED lives, not the constant: a run's lives survive the watches
; now, and the ledge must say so. (The constant version repainted
; three every watch — a lie we only caught while taking this game
; apart for this module. Playtests read the square; nobody read the
; ledger across a watch boundary.)
draw_lives:
            ld      hl, LIFE_BASE
            ld      a, (lives)
            ld      b, a
            ld      a, LIFE_PIP
.dlv:
            ld      (hl), a
            inc     hl
            djnz    .dlv
            ret

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

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

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

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

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

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

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

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

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

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

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

; ----------------------------------------------------------------------------
; The draught's save / restore / draw — the lamplighter's engine, twice.
; Same loops, same nine-byte contract, its own buffer and its own
; position: two movers can share a world but never a buffer.
; ----------------------------------------------------------------------------
dpos_bc:
            ld      a, (draught_row)
            ld      b, a
            ld      a, (draught_col)
            ld      c, a
            ret

save_draught:
            call    dpos_bc
            call    scr_addr_cr
            ld      de, under_draught
            ld      b, 8
.sd:
            ld      a, (hl)
            ld      (de), a
            inc     de
            inc     h
            djnz    .sd
            call    dpos_bc
            call    attr_addr_cr
            ld      a, (hl)
            ld      (under_draught + 8), a
            ret

restore_draught:
            call    dpos_bc
            call    scr_addr_cr
            ld      de, under_draught
            ld      b, 8
.rd:
            ld      a, (de)
            ld      (hl), a
            inc     de
            inc     h
            djnz    .rd
            call    dpos_bc
            call    attr_addr_cr
            ld      a, (under_draught + 8)
            ld      (hl), a
            ret

draw_draught:
            call    dpos_bc
            call    attr_addr_cr
            ld      (hl), DRAUGHT_ATTR
            call    dpos_bc
            call    scr_addr_cr
            ld      de, draught_glyph
            ld      b, 8
.dd:
            ld      a, (de)
            ld      (hl), a
            inc     de
            inc     h
            djnz    .dd
            ret

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

game_state:
            defb    STATE_TITLE
input_lock:
            defb    0

dusk_table:
            ; the wisp's pace per dusk (frames between steps) — the
            ; night deepens as data, not code. Dusk 1 is gentle on
            ; purpose: the hunt must be readable before it's a threat.
            ; The final watch is pace 9, not 8 — playtested: 8 is the
            ; human wall, 9 is beatable. The last watch should be the
            ; climax, not the ceiling.
            defb    16, 13, 11, 9, 9

dusk_lentab:
            ; the tendril's reach per watch (cells of night held) —
            ; the second axis of the deepening. Front-loading reach
            ; made watch 1 brutal (playtested: a practised player lost
            ; at watch 2) — the opening teaches the mechanic, the deep
            ; watches punish with it.
            defb    3, 6, 9, 13, 18

wall_ramp:
            ; The square warms in the game's own vocabulary: the stone
            ; stays dusk-blue; the lamplight catches the mortar first
            ; (ink white -> yellow), then the whole face glows BRIGHT.
            ; Never magenta — warmth is yellow here, not red-shifted blue.
            defb    %00001111       ; dusk stone, white mortar
            defb    %00001111
            defb    %00001111
            defb    %00001110       ; the mortar warms — yellow ink
            defb    %00001110
            defb    %00001110
            defb    %01001110       ; the stone catches the glow — BRIGHT
            defb    %01001110
            defb    %01110000       ; all eight lit: the square aglow —
                                    ; warm yellow stone, only at the win

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

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

lit_count:
            defb    0
lives:
            defb    LIVES
best_lives:
            defb    0               ; lives kept on the finest win — never reset

draught_col:
            defb    28
draught_row:
            defb    4
draught_home_col:
            defb    28
draught_home_row:
            defb    4
draught_mode:
            defb    0               ; 0 = hunting, 1 = withdrawing home
draught_timer:
            defb    16
player_timer:
            defb    0
dusk:
            defb    0               ; which watch of the night this is
dusk_speed:
            defb    16
seek_col:
            defb    0
seek_row:
            defb    0
lit_queue:
            defb    0, 0, 0, 0, 0, 0, 0, 0
lit_qcount:
            defb    0
tendril_head:
            defb    0
tendril_len:
            defb    0
tendril_max:
            defb    6               ; the night's reach — six cells of held ground
tendril_buf:
            defb    0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
            defb    0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
dtcol:
            defb    0
dtrow:
            defb    0

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

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

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

draught_glyph:
            defb    %00000000
            defb    %00111100
            defb    %01111110
            defb    %11111111
            defb    %11111111
            defb    %01111110
            defb    %00111100
            defb    %00000000

title_text:
            defb    "GLOAMING"
            defb    $FF
prompt_text:
            defb    "PRESS SPACE"
            defb    $FF

win_text:
            defb    "THE NIGHT IS HELD"
            defb    $FF

lose_text:
            defb    "NIGHT FALLS"
            defb    $FF

            end     start
Watch two opening with exactly two ember cells on the ledge.
Watch 2, two lives, two embers. The fix is two instructions — load the count from memory instead of the assembler. The lesson is a law: a display repaints from state, or it will eventually lie.

When it’s wrong, see why

  • Lives refill every watch. The LIVES reset is still in init_game — it belongs in init_run, above the fall-through line. What resets where is the design; the code must draw the same line the design does.
  • Every watch plays like watch 1. dusk never increments — the bump lives in end_step’s .deeper path, before the re-init that reads it.
  • Watch 6 is impossibly fast or the wisp teleports. A table overran. The pace read clamps at NUM_DUSKS - 1; the corner index masks with and 3. Check both.
  • SPACE on the held screen goes to the title. The STATE_WIN check in end_step branches the wrong way, or it runs after the title-return code instead of before.
  • Three embers after a carried loss. You’ve built step 2 — the display fix is step 3, and until it’s in, the ledge repaints the constant.

Before and after

A dusk became a night. The run/watch split gives the game persistence; the interstitial gives it continuity out of code that already existed; the tables make five difficulties out of one game with fourteen bytes; the corner probe makes each watch feel new before it is new. And the ledge got caught lying — the only bug in this module that shipped in the real prototype and survived every playtest, because it hid in the seam between two facts everyone checked separately. Escalation as data, displays from state: two disciplines, both cheap, both permanent.

Try this: tune your own night

The two tables are your difficulty designer’s console. Try a brutal opening (11, 9, 9, 9, 8 / 9, 12, 15, 18, 18) and feel why the shipped game refused to front-load. Try a longer, gentler arc across seven watches (grow the tables, raise NUM_DUSKS, widen the clamp). Every experiment is data-only — which is precisely the argument for having built it this way.

Try this: read the whole screen

The lives lie survived because everyone watched the action. Practise the counter-habit: play one full watch transition and read every HUD element across the boundary — pips, embers, anything that claims to be a count. Displays fail at seams (re-inits, restores, screen changes), not in steady state. Knowing where to look is most of catching them.

What you’ve learnt

  • The run/watch state split: two init entry points draw the design’s own line between what persists and what resets.
  • The interstitial: a win screen re-purposed as a breath between rounds — new meaning for SPACE, zero new screens.
  • Escalation as data: pace and reach tables, playtest-tuned (gentle opening, climax-not-ceiling), plus a corner probe that reorients each watch for free.
  • Clamp every table walk — counters outlive the tables they index.
  • Displays repaint from state, never constants — the constant is only correct until the first time the state can differ, and that’s exactly when nobody’s looking.

What’s next

Five watches that deepen — and then watch 5 is held, and the night… starts watch 5 again. Forever. The game has an arc with no ending, and the playtest verdict on endless was terminal. Unit 7 builds the thing this whole module has been climbing toward: hold the fifth watch and dawn breaks.