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Game 1Unit 7 of 101 hr learning time

Dawn Breaks

A run needs an ending you can reach: the fifth watch held becomes the true win — a new state, the morning's own screen, and a blocking ceremony that sweeps the square gold row by row.

70% of The Long Night

Hold all five watches of the night you built last unit, and your reward is… watch five again. And again. The tables clamp, the difficulty plateaus, and the run only ever ends one way: NIGHT FALLS, eventually, for everyone. That’s the endless arcade model, and it has an honourable history — but the playtest killed it here without sentiment, and the reasoning deserves to be quoted into your design vocabulary: a run this demanding needs an ending you can reach, not just a wall you eventually hit. Endless reframes every run as a defeat deferred. A reachable dawn reframes the same five watches as a story with a last page — and the difference in how a loss feels afterwards is enormous, because now you lost three watches short of morning, not three watches into infinity.

Milestone 1 — an ending that exists

The machinery is everything you already know how to build, which is itself the lesson — endings are cheap once state machines are in your hands. A new state, STATE_DAWN. One check at the only beat the game can be won: the eighth lamp lights, and before the ordinary held-screen path runs, ask which watch is this? On the last one, take the other exit: the morning’s own screen — same lift-and-say shape as the win screen, with DAWN BREAKS in the morning’s words — the fanfare, and a state whose only future is the title. The run is over, and it was won.

Step 1: STATE_DAWN, the last-watch check, and the morning's screen
+33
4141 STATE_PLAY equ 1
4242 STATE_WIN equ 2 ; a dusk held — the night deepens
4343 STATE_LOSE equ 3 ; night falls — the game is lost
44+STATE_DAWN equ 4 ; the fifth dusk held — morning,
45+ ; the TRUE win
46+DAWN_COL equ 10 ; centres the eleven characters
4447
4548 LOCK equ 25 ; input-lock frames after entering a screen
4649
...
166169 ld a, (lit_count)
167170 cp NUM_LAMPS
168171 ret nz
172+ ; the eighth lamp: is this the last watch of the night?
173+ ld a, (dusk)
174+ cp NUM_DUSKS - 1
175+ jr z, .thedawn
169176 ; the night is held — the lives you kept are the score
170177 ld a, (lives)
171178 ld hl, best_lives
...
178185 ld a, LOCK
179186 ld (input_lock), a
180187 ld a, STATE_WIN
188+ ld (game_state), a
189+ ret
190+.thedawn:
191+ call draw_dawn_screen
192+ call fanfare_held
193+ ld a, LOCK
194+ ld (input_lock), a
195+ ld a, STATE_DAWN
181196 ld (game_state), a
182197 ret
183198
...
491506
492507 ; draw_lose_screen — the whole attribute table goes black: every lamp,
493508 ; every wall, every warm cell, gone in one LDIR. Then the words.
509+; draw_dawn_screen — the same lift-and-say as the win screen, with
510+; the morning's own words. The square stands as the run left it.
511+draw_dawn_screen:
512+ call restore_under
513+ ld hl, dawn_text
514+ ld b, MSG_ROW
515+ ld c, DAWN_COL
516+ call print_string
517+ ld hl, prompt_text
518+ ld b, CONT_ROW
519+ ld c, PROMPT_COL
520+ call print_string
521+ ret
522+
494523 draw_lose_screen:
495524 ld hl, $5800
496525 ld de, $5801
...
18601889
18611890 lose_text:
18621891 defb "NIGHT FALLS"
1892+ defb $FF
1893+
1894+dawn_text:
1895+ defb "DAWN BREAKS"
18631896 defb $FF
18641897
18651898 end start
The complete step 1 program
; The Long Night — Unit 7: Dawn Breaks
; Cumulative build; every step runs on its own. Narrative: the unit page.
; A run needs an ending you can reach: hold the fifth watch and morning comes.

            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
STATE_DAWN  equ     4               ; the fifth dusk held — morning,
                                    ; the TRUE win
DAWN_COL    equ     10              ; centres the eleven characters

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 eighth lamp: is this the last watch of the night?
            ld      a, (dusk)
            cp      NUM_DUSKS - 1
            jr      z, .thedawn
            ; 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
.thedawn:
            call    draw_dawn_screen
            call    fanfare_held
            ld      a, LOCK
            ld      (input_lock), a
            ld      a, STATE_DAWN
            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_dawn_screen — the same lift-and-say as the win screen, with
; the morning's own words. The square stands as the run left it.
draw_dawn_screen:
            call    restore_under
            ld      hl, dawn_text
            ld      b, MSG_ROW
            ld      c, DAWN_COL
            call    print_string
            ld      hl, prompt_text
            ld      b, CONT_ROW
            ld      c, PROMPT_COL
            call    print_string
            ret

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

dawn_text:
            defb    "DAWN BREAKS"
            defb    $FF

            end     start

Two shapes worth noticing. The check is cp NUM_DUSKS - 1 on the current watch — dawn is deciding at the moment of the win, not after the interstitial, so the fifth held dusk never shows the ordinary held screen at all. And end_step needed no change whatsoever: STATE_DAWN isn’t STATE_WIN, so the existing “anything that isn’t a win waits for SPACE, then title” branch already does the right thing. A well-shaped default absorbs new states for free — that’s why the win check was written as the special case back when there were only two endings.

DAWN BREAKS printed over the warmed square, its ground still dark stipple between the lamp pools.
The true ending exists — and looks like a caption. DAWN BREAKS, says the text, over a square still visibly at night. An ending that doesn't believe itself yet.

Milestone 2 — the ceremony

Play step 1’s ending and feel what’s missing. The words are right; the world hasn’t heard the news. Gloaming’s endings already knew this lesson in miniature — the fanfare blocks gladly, because the game it would pause is already over — and the dawn deserves the full version: morning enters from the sky. Row by row, top to bottom, the ground warms to gold: cobble and pool alike to GLOW, and the night’s mist burns off entirely — dark cells get their stipple back and then their gold, the one place the tendril’s claims are erased by something other than the ring. Walls, lamps, text and the two figures keep their own palettes; morning arrives around them.

Step 2: dawn_sweep — the morning, one row per two heartbeats
+46
189189 ret
190190 .thedawn:
191191 call draw_dawn_screen
192+ call dawn_sweep
192193 call fanfare_held
193194 ld a, LOCK
194195 ld (input_lock), a
...
870871 defb -1, -1, 0, -1, 1, -1
871872 defb -1, 0, 1, 0
872873 defb -1, 1, 0, 1, 1, 1
874+
875+; ----------------------------------------------------------------------------
876+; dawn_sweep — morning enters from the sky: row by row the ground
877+; warms to gold and the night's mist burns off (dark cells get their
878+; stipple back). Walls, lamps, text, and the two figures are left to
879+; the palettes they already wear. Blocking, like the fanfare — the
880+; ending is allowed a second of ceremony.
881+; ----------------------------------------------------------------------------
882+dawn_sweep:
883+ ld b, 1
884+.dsr:
885+ halt
886+ halt
887+ ld c, 0
888+.dsc:
889+ push bc
890+ call attr_addr_cr
891+ ld a, (hl)
892+ cp DARK
893+ jr nz, .dsn1
894+ pop bc
895+ push bc
896+ push hl
897+ ld de, cobble_tex
898+ call blit_tex
899+ pop hl
900+ jr .dsset
901+.dsn1:
902+ cp COBBLE
903+ jr z, .dsset
904+ cp GLOW
905+ jr nz, .dsnext
906+.dsset:
907+ ld (hl), GLOW
908+.dsnext:
909+ pop bc
910+ inc c
911+ ld a, c
912+ cp 32
913+ jr c, .dsc
914+ inc b
915+ ld a, b
916+ cp 24
917+ jr c, .dsr
918+ ret
873919
874920 ; ----------------------------------------------------------------------------
875921 ; lamp_index_at — which lamp_data entry sits at (C = col, B = row)?
The complete step 2 program
; The Long Night — Unit 7: Dawn Breaks
; Cumulative build; every step runs on its own. Narrative: the unit page.
; A run needs an ending you can reach: hold the fifth watch and morning comes.

            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
STATE_DAWN  equ     4               ; the fifth dusk held — morning,
                                    ; the TRUE win
DAWN_COL    equ     10              ; centres the eleven characters

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 eighth lamp: is this the last watch of the night?
            ld      a, (dusk)
            cp      NUM_DUSKS - 1
            jr      z, .thedawn
            ; 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
.thedawn:
            call    draw_dawn_screen
            call    dawn_sweep
            call    fanfare_held
            ld      a, LOCK
            ld      (input_lock), a
            ld      a, STATE_DAWN
            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_dawn_screen — the same lift-and-say as the win screen, with
; the morning's own words. The square stands as the run left it.
draw_dawn_screen:
            call    restore_under
            ld      hl, dawn_text
            ld      b, MSG_ROW
            ld      c, DAWN_COL
            call    print_string
            ld      hl, prompt_text
            ld      b, CONT_ROW
            ld      c, PROMPT_COL
            call    print_string
            ret

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

; ----------------------------------------------------------------------------
; dawn_sweep — morning enters from the sky: row by row the ground
; warms to gold and the night's mist burns off (dark cells get their
; stipple back). Walls, lamps, text, and the two figures are left to
; the palettes they already wear. Blocking, like the fanfare — the
; ending is allowed a second of ceremony.
; ----------------------------------------------------------------------------
dawn_sweep:
            ld      b, 1
.dsr:
            halt
            halt
            ld      c, 0
.dsc:
            push    bc
            call    attr_addr_cr
            ld      a, (hl)
            cp      DARK
            jr      nz, .dsn1
            pop     bc
            push    bc
            push    hl
            ld      de, cobble_tex
            call    blit_tex
            pop     hl
            jr      .dsset
.dsn1:
            cp      COBBLE
            jr      z, .dsset
            cp      GLOW
            jr      nz, .dsnext
.dsset:
            ld      (hl), GLOW
.dsnext:
            pop     bc
            inc     c
            ld      a, c
            cp      32
            jr      c, .dsc
            inc     b
            ld      a, b
            cp      24
            jr      c, .dsr
            ret

; ----------------------------------------------------------------------------
; 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

dawn_text:
            defb    "DAWN BREAKS"
            defb    $FF

            end     start

The sweep blocks — two HALTs per row, twenty-three rows, most of a second of nothing but sunrise — and that’s a decision, not an accident. Blocking is this course’s cardinal sin during play, and endings are the one place the rule inverts: there is no game left to starve. Pace ceremony in heartbeats, same as the rests in the music.

DAWN BREAKS over a square whose entire ground glitters gold, every trace of mist gone.
The same ending, believed: every cell of ground gilded, the night's last claims burnt off, and the words just confirming what the square already says.
The sweep, live: morning pours down the square one row at a time, and the ending gets the second of ceremony a five-watch night has earned.

When it’s wrong, see why

  • Dawn fires at watch 4. The check compares against NUM_DUSKS - 1 because dusk counts from zero — watch five is dusk 4. Off-by-one here ends the night a watch early, and the run feels inexplicably short.
  • Dawn never fires. The check must run before the ordinary win path, in the same beat — after jr z, .thedawn falls through to the held screen, there is no second chance until the next watch.
  • The sweep gilds the walls or the text. The row loop covers rows 1–23, and the cell test converts only COBBLE, GLOW and DARK. Anything else it touches means a missing compare — the sweep’s restraint is what keeps the figures and the words legible through it.
  • Mist survives into the morning. The DARK branch must re-blit the stipple and set the gold — mist pixels under a gold attribute read as gilded fog, which is atmospheric and wrong.
  • SPACE during the sweep is lost. It isn’t — it’s blocked, like everything else, and that’s correct. The input lock after the sweep is what eats the stale press, exactly as on every other end screen.

Before and after

The night has a last page. Losing still costs the same, but it costs against morning now — the run has a destination, the fifth watch is a climax instead of a treadmill, and the game’s full shape is finally on the board: five watches, one dawn, or the fall of night. The engineering was almost embarrassingly cheap — one state, one check at the one beat wins happen, one screen, one sweep — which is the unit’s quiet point: by this stage of the course, meaning costs less than mechanics. The expensive part was knowing an ending was needed; the playtest paid that for you.

Try this: morning from the east

Make the sweep enter column by column instead — the loops swap roles, the HALTs move to the column loop. Watch it and notice it reads as wind, not sunrise. Vertical light is a deep human prior; the direction of a ceremony is doing more work than you’d guess.

Try this: the long night indeed

Set NUM_DUSKS to 7 and pad both tables (clamped entries for the tail). The dawn moves two watches further away — feel how the fourth watch changes emotionally when it’s no longer the penultimate one, even though its numbers are identical. Endings radiate backwards through everything that leads to them.

What you’ve learnt

  • Reachable endings beat endless walls — the same difficulty reads as story instead of attrition when there’s a last page.
  • New endings are cheap state machinery: a state, a check at the win beat, a screen — and a well-shaped default (end_step’s else-branch) absorbs the new state without edits.
  • Ceremony may block — endings are the one place frame discipline inverts, and heartbeats make good ceremony clocks.
  • Sweeps are recompute-with-manners: the dawn is recompute_pools’ vocabulary (read cell, convert by kind) with time as a paintbrush.
  • Watch your zero-based counts at the boundaries — the last watch is NUM_DUSKS - 1, and endings are where off-by-ones get seen by everyone.

What’s next

The night is complete — and almost silent. One chime at boot, a blip per lamp, and nothing else in a game that now runs ten minutes. Unit 8 opens the finish phase: the title learns the dusk bells — a real tune — and with it the hardest small lesson in game audio: a tune on the title changes the input contract of every screen that returns there. Plus, at last, the snuff finds its voice.