The Dusk Bells
The title's one-shot chime becomes a real tune — and a tune changes the input contract of every screen that returns to the title. Deaf rests, listening rests, a latched keypress, and the snuff finally finds its voice.
The finish phase opens at the front door. Since Gloaming unit 19, the title has played its dusk chime — four notes, once, then silence and a prompt. It was right for a tiny game; the five-watch night deserves bells: an eight-step tune that tolls, lifts into the lamp motif, kindles, and leans back into the dark on a hanging D — then round again, for as long as the title stands. The notes were composed on the same one-bit beeper you built in Gloaming unit 18; nothing about making sound changes tonight. What changes — and what this unit is really about — is a contract. A one-shot chime borrows the machine for two seconds at boot and hands it back. A looping tune owns the title screen, and every screen that returns to the title now returns into a performance. That has consequences the chime never had.
Milestone 1 — the bells toll (and something goes missing)
The tune is a step table: eight fragments, each one beep plus a rest, with title_music_step remembering where in the round we are. title_step plays one step per pass — that’s the first half of the contract honoured: between any two cells of music, the keyboard gets polled, so a press waits at most one bell. The chime and its calls retire; the boot no longer blocks; end_step’s return-to-title resets the tune to the toll, so the bells always start from the beginning of their story.
| 76 | 76 | ld (game_state), a | |
| 77 | 77 | call draw_title_screen | |
| 78 | 78 | im 1 | |
| 79 | - | ei | |
| 80 | - | call chime_dusk ; after EI — the rests need the interrupt | |
| 79 | + | ei ; the tune's rests need the interrupt; | |
| 80 | + | ; the first toll plays from title_step | |
| 81 | 81 | | |
| 82 | 82 | main_loop: | |
| 83 | 83 | halt | |
| ... | |||
| 99 | 99 | jr main_loop | |
| 100 | 100 | | |
| 101 | 101 | ; ---------------------------------------------------------------------------- | |
| 102 | - | ; title_step — SPACE starts a fresh game. | |
| 102 | + | ; title_step — SPACE starts a fresh game. While SPACE is up, one | |
| 103 | + | ; cell of the title tune plays per pass — the poll sits between | |
| 104 | + | ; cells, so a keypress waits at most one cell of the dusk bells. | |
| 103 | 105 | ; ---------------------------------------------------------------------------- | |
| 104 | 106 | title_step: | |
| 105 | 107 | ld a, (input_lock) | |
| ... | |||
| 112 | 114 | ld bc, KEYS_SPACE | |
| 113 | 115 | in a, (c) | |
| 114 | 116 | bit 0, a | |
| 115 | - | ret nz | |
| 117 | + | jp nz, title_tune ; no key — the bells toll on | |
| 116 | 118 | call init_run | |
| 117 | 119 | ld a, STATE_PLAY | |
| 118 | 120 | ld (game_state), a | |
| ... | |||
| 138 | 140 | cp STATE_WIN | |
| 139 | 141 | jr z, .deeper | |
| 140 | 142 | call draw_title_screen | |
| 141 | - | call chime_dusk | |
| 143 | + | xor a ; the dusk bells start from the toll | |
| 144 | + | ld (title_music_step), a | |
| 142 | 145 | ld a, LOCK | |
| 143 | 146 | ld (input_lock), a | |
| 144 | 147 | ld a, STATE_TITLE | |
| ... | |||
| 384 | 387 | ld c, $51 | |
| 385 | 388 | jp beep | |
| 386 | 389 | | |
| 387 | - | chime_dusk: ; two cold tolls, then the motif far off | |
| 390 | + | ; rest — B frames of silence. Musical time rides the heartbeat: the | |
| 391 | + | ; gaps between notes are counted in HALTs, not busy-loops. | |
| 392 | + | rest: | |
| 393 | + | halt | |
| 394 | + | djnz rest | |
| 395 | + | ret | |
| 396 | + | | |
| 397 | + | ; ---------------------------------------------------------------------------- | |
| 398 | + | ; The title tune — the dusk bells, one note per STEP. title_step plays | |
| 399 | + | ; one step per pass with the SPACE poll between cells: a tune changes | |
| 400 | + | ; the input contract of every screen that returns to the title, and | |
| 401 | + | ; this shape is the contract being honoured. | |
| 402 | + | ; The last step leaves D5 hanging; the wrap back to the toll resolves it. | |
| 403 | + | ; ---------------------------------------------------------------------------- | |
| 404 | + | title_tune: | |
| 405 | + | ld a, (title_music_step) | |
| 406 | + | ld b, a ; the step to play now | |
| 407 | + | inc a | |
| 408 | + | and 7 ; eight steps, then the toll again | |
| 409 | + | ld (title_music_step), a | |
| 410 | + | ld a, b | |
| 411 | + | add a, a | |
| 412 | + | ld hl, .steps | |
| 413 | + | ld e, a | |
| 414 | + | ld d, 0 | |
| 415 | + | add hl, de | |
| 416 | + | ld a, (hl) | |
| 417 | + | inc hl | |
| 418 | + | ld h, (hl) | |
| 419 | + | ld l, a | |
| 420 | + | jp (hl) | |
| 421 | + | .steps: | |
| 422 | + | defw .toll_a, .toll_b, .motif_e, .motif_c | |
| 423 | + | defw .toll_c, .warm_c, .warm_e, .hang_d | |
| 424 | + | .toll_a: ; the toll — cold ground | |
| 388 | 425 | ld b, $84 ; A4 | |
| 389 | 426 | ld c, $F7 | |
| 390 | 427 | call beep | |
| 391 | 428 | ld b, 10 | |
| 392 | - | call rest | |
| 429 | + | jp title_rest | |
| 430 | + | .toll_b: | |
| 393 | 431 | ld b, $84 ; A4 | |
| 394 | 432 | ld c, $F7 | |
| 395 | 433 | call beep | |
| 396 | 434 | ld b, 13 | |
| 397 | - | call rest | |
| 435 | + | jp title_rest | |
| 436 | + | .motif_e: ; the dusk motif, a lamp far off | |
| 398 | 437 | ld b, $92 ; E5 | |
| 399 | 438 | ld c, $A4 | |
| 400 | 439 | call beep | |
| 401 | 440 | ld b, 4 | |
| 402 | - | call rest | |
| 441 | + | jp title_rest | |
| 442 | + | .motif_c: | |
| 403 | 443 | ld b, $9D ; C5 | |
| 404 | 444 | ld c, $CF | |
| 405 | - | jp beep | |
| 445 | + | call beep | |
| 446 | + | ld b, 13 | |
| 447 | + | jp title_rest | |
| 448 | + | .toll_c: ; the toll returns | |
| 449 | + | ld b, $84 ; A4 | |
| 450 | + | ld c, $F7 | |
| 451 | + | call beep | |
| 452 | + | ld b, 10 | |
| 453 | + | jp title_rest | |
| 454 | + | .warm_c: ; a small warmth kindles | |
| 455 | + | ld b, $5E ; C5 | |
| 456 | + | ld c, $CF | |
| 457 | + | call beep | |
| 458 | + | ld b, 3 | |
| 459 | + | jp title_rest | |
| 460 | + | .warm_e: | |
| 461 | + | ld b, $77 ; E5 | |
| 462 | + | ld c, $A4 | |
| 463 | + | call beep | |
| 464 | + | ld b, 4 | |
| 465 | + | jp title_rest | |
| 466 | + | .hang_d: ; left hanging — leans back into the dark | |
| 467 | + | ld b, $EC ; D5 | |
| 468 | + | ld c, $B8 | |
| 469 | + | call beep | |
| 470 | + | ld b, 16 | |
| 471 | + | jp title_rest | |
| 406 | 472 | | |
| 407 | - | ; rest — B frames of silence. Musical time rides the heartbeat: the | |
| 408 | - | ; gaps between notes are counted in HALTs, not busy-loops. | |
| 409 | - | rest: | |
| 473 | + | ; title_rest — the tune's silence. For now it is just rest with its own | |
| 474 | + | ; name: deaf, counting frames. Play this build and feel what that costs | |
| 475 | + | ; the title — a tap that lands inside a long rest is simply gone. | |
| 476 | + | title_rest: | |
| 410 | 477 | halt | |
| 411 | - | djnz rest | |
| 478 | + | djnz title_rest | |
| 412 | 479 | ret | |
| 413 | 480 | | |
| 414 | 481 | fanfare_held: ; THE NIGHT IS HELD — a rising run | |
| ... | |||
| 1786 | 1853 | defb STATE_TITLE | |
| 1787 | 1854 | input_lock: | |
| 1788 | 1855 | defb 0 | |
| 1856 | + | title_music_step: | |
| 1857 | + | defb 0 ; which step of the title tune plays next | |
| 1789 | 1858 | | |
| 1790 | 1859 | dusk_table: | |
| 1791 | 1860 | ; the wisp's pace per dusk (frames between steps) — the |
The complete step 1 program
; The Long Night — Unit 8: The Dusk Bells
; Cumulative build; every step runs on its own. Narrative: the unit page.
; A title tune that yields the keyboard — and the snuff finds its voice.
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 ; the tune's rests need the interrupt;
; the first toll plays from title_step
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. While SPACE is up, one
; cell of the title tune plays per pass — the poll sits between
; cells, so a keypress waits at most one cell of the dusk bells.
; ----------------------------------------------------------------------------
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
jp nz, title_tune ; no key — the bells toll on
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
xor a ; the dusk bells start from the toll
ld (title_music_step), a
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
; 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
; ----------------------------------------------------------------------------
; The title tune — the dusk bells, one note per STEP. title_step plays
; one step per pass with the SPACE poll between cells: a tune changes
; the input contract of every screen that returns to the title, and
; this shape is the contract being honoured.
; The last step leaves D5 hanging; the wrap back to the toll resolves it.
; ----------------------------------------------------------------------------
title_tune:
ld a, (title_music_step)
ld b, a ; the step to play now
inc a
and 7 ; eight steps, then the toll again
ld (title_music_step), a
ld a, b
add a, a
ld hl, .steps
ld e, a
ld d, 0
add hl, de
ld a, (hl)
inc hl
ld h, (hl)
ld l, a
jp (hl)
.steps:
defw .toll_a, .toll_b, .motif_e, .motif_c
defw .toll_c, .warm_c, .warm_e, .hang_d
.toll_a: ; the toll — cold ground
ld b, $84 ; A4
ld c, $F7
call beep
ld b, 10
jp title_rest
.toll_b:
ld b, $84 ; A4
ld c, $F7
call beep
ld b, 13
jp title_rest
.motif_e: ; the dusk motif, a lamp far off
ld b, $92 ; E5
ld c, $A4
call beep
ld b, 4
jp title_rest
.motif_c:
ld b, $9D ; C5
ld c, $CF
call beep
ld b, 13
jp title_rest
.toll_c: ; the toll returns
ld b, $84 ; A4
ld c, $F7
call beep
ld b, 10
jp title_rest
.warm_c: ; a small warmth kindles
ld b, $5E ; C5
ld c, $CF
call beep
ld b, 3
jp title_rest
.warm_e:
ld b, $77 ; E5
ld c, $A4
call beep
ld b, 4
jp title_rest
.hang_d: ; left hanging — leans back into the dark
ld b, $EC ; D5
ld c, $B8
call beep
ld b, 16
jp title_rest
; title_rest — the tune's silence. For now it is just rest with its own
; name: deaf, counting frames. Play this build and feel what that costs
; the title — a tap that lands inside a long rest is simply gone.
title_rest:
halt
djnz title_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
title_music_step:
defb 0 ; which step of the title tune plays next
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
Now play the build and use it. Tap SPACE — briskly, the way a player who’s seen the title five times taps it. About half your taps do nothing. Listen to where the tune is when they die: inside the rests. A note is a few tenths of a second, but the rests between phrases run to a quarter of a second and more, and title_rest — for now just rest with its own name — counts those frames stone deaf. The poll sits between steps; a step is note plus rest; and a tap that lands mid-rest is simply gone. The title has started swallowing input, which is the one thing a title must never do — the screen whose entire job is “press a key” now ignores keys, rhythmically, to its own music.
Milestone 2 — the rests learn to listen
You can’t poll during a note — the beeper owns the CPU with interrupts off, and that’s physics. But the rests are HALT loops riding the heartbeat, and every one of those frames can afford a glance at the keyboard. So: title_rest polls SPACE each frame, and on a press it latches — sets title_key_seen and cuts the rest short. It can’t act on the press; acting means starting a game, and a rest twelve calls deep in a tune step is no place to make that decision. It records, returns, and next pass title_step finds the latch and starts the game before playing another bell. A tap can land inside a note now — where it waits a few tenths at most — but never inside a rest.
| 111 | 111 | ld (input_lock), a | |
| 112 | 112 | ret | |
| 113 | 113 | .tready: | |
| 114 | + | ld a, (title_key_seen) ; a press the tune's rests latched | |
| 115 | + | or a | |
| 116 | + | jr nz, .tstart | |
| 114 | 117 | ld bc, KEYS_SPACE | |
| 115 | 118 | in a, (c) | |
| 116 | 119 | bit 0, a | |
| 117 | 120 | jp nz, title_tune ; no key — the bells toll on | |
| 121 | + | .tstart: | |
| 122 | + | xor a | |
| 123 | + | ld (title_key_seen), a | |
| 118 | 124 | call init_run | |
| 119 | 125 | ld a, STATE_PLAY | |
| 120 | 126 | ld (game_state), a | |
| ... | |||
| 142 | 148 | call draw_title_screen | |
| 143 | 149 | xor a ; the dusk bells start from the toll | |
| 144 | 150 | ld (title_music_step), a | |
| 151 | + | ld (title_key_seen), a ; and any stale press is forgotten | |
| 145 | 152 | ld a, LOCK | |
| 146 | 153 | ld (input_lock), a | |
| 147 | 154 | ld a, STATE_TITLE | |
| ... | |||
| 470 | 477 | ld b, 16 | |
| 471 | 478 | jp title_rest | |
| 472 | 479 | | |
| 473 | - | ; title_rest — the tune's silence. For now it is just rest with its own | |
| 474 | - | ; name: deaf, counting frames. Play this build and feel what that costs | |
| 475 | - | ; the title — a tap that lands inside a long rest is simply gone. | |
| 480 | + | ; title_rest — the tune's silence, listening. Same shape as rest, but | |
| 481 | + | ; each frame polls SPACE; a press latches title_key_seen and cuts the | |
| 482 | + | ; rest short so title_step can act on it next pass. A tap can land | |
| 483 | + | ; inside a note now, never inside a rest. | |
| 476 | 484 | title_rest: | |
| 477 | 485 | halt | |
| 486 | + | push bc | |
| 487 | + | ld bc, KEYS_SPACE | |
| 488 | + | in a, (c) | |
| 489 | + | pop bc | |
| 490 | + | bit 0, a | |
| 491 | + | jr z, .heard | |
| 478 | 492 | djnz title_rest | |
| 493 | + | ret | |
| 494 | + | .heard: | |
| 495 | + | ld a, 1 | |
| 496 | + | ld (title_key_seen), a | |
| 479 | 497 | ret | |
| 480 | 498 | | |
| 481 | 499 | fanfare_held: ; THE NIGHT IS HELD — a rising run | |
| ... | |||
| 1855 | 1873 | defb 0 | |
| 1856 | 1874 | title_music_step: | |
| 1857 | 1875 | defb 0 ; which step of the title tune plays next | |
| 1876 | + | title_key_seen: | |
| 1877 | + | defb 0 ; SPACE latched by title_rest mid-tune | |
| 1858 | 1878 | | |
| 1859 | 1879 | dusk_table: | |
| 1860 | 1880 | ; the wisp's pace per dusk (frames between steps) — the |
The complete step 2 program
; The Long Night — Unit 8: The Dusk Bells
; Cumulative build; every step runs on its own. Narrative: the unit page.
; A title tune that yields the keyboard — and the snuff finds its voice.
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 ; the tune's rests need the interrupt;
; the first toll plays from title_step
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. While SPACE is up, one
; cell of the title tune plays per pass — the poll sits between
; cells, so a keypress waits at most one cell of the dusk bells.
; ----------------------------------------------------------------------------
title_step:
ld a, (input_lock)
or a
jr z, .tready
dec a
ld (input_lock), a
ret
.tready:
ld a, (title_key_seen) ; a press the tune's rests latched
or a
jr nz, .tstart
ld bc, KEYS_SPACE
in a, (c)
bit 0, a
jp nz, title_tune ; no key — the bells toll on
.tstart:
xor a
ld (title_key_seen), a
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
xor a ; the dusk bells start from the toll
ld (title_music_step), a
ld (title_key_seen), a ; and any stale press is forgotten
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
; 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
; ----------------------------------------------------------------------------
; The title tune — the dusk bells, one note per STEP. title_step plays
; one step per pass with the SPACE poll between cells: a tune changes
; the input contract of every screen that returns to the title, and
; this shape is the contract being honoured.
; The last step leaves D5 hanging; the wrap back to the toll resolves it.
; ----------------------------------------------------------------------------
title_tune:
ld a, (title_music_step)
ld b, a ; the step to play now
inc a
and 7 ; eight steps, then the toll again
ld (title_music_step), a
ld a, b
add a, a
ld hl, .steps
ld e, a
ld d, 0
add hl, de
ld a, (hl)
inc hl
ld h, (hl)
ld l, a
jp (hl)
.steps:
defw .toll_a, .toll_b, .motif_e, .motif_c
defw .toll_c, .warm_c, .warm_e, .hang_d
.toll_a: ; the toll — cold ground
ld b, $84 ; A4
ld c, $F7
call beep
ld b, 10
jp title_rest
.toll_b:
ld b, $84 ; A4
ld c, $F7
call beep
ld b, 13
jp title_rest
.motif_e: ; the dusk motif, a lamp far off
ld b, $92 ; E5
ld c, $A4
call beep
ld b, 4
jp title_rest
.motif_c:
ld b, $9D ; C5
ld c, $CF
call beep
ld b, 13
jp title_rest
.toll_c: ; the toll returns
ld b, $84 ; A4
ld c, $F7
call beep
ld b, 10
jp title_rest
.warm_c: ; a small warmth kindles
ld b, $5E ; C5
ld c, $CF
call beep
ld b, 3
jp title_rest
.warm_e:
ld b, $77 ; E5
ld c, $A4
call beep
ld b, 4
jp title_rest
.hang_d: ; left hanging — leans back into the dark
ld b, $EC ; D5
ld c, $B8
call beep
ld b, 16
jp title_rest
; title_rest — the tune's silence, listening. Same shape as rest, but
; each frame polls SPACE; a press latches title_key_seen and cuts the
; rest short so title_step can act on it next pass. A tap can land
; inside a note now, never inside a rest.
title_rest:
halt
push bc
ld bc, KEYS_SPACE
in a, (c)
pop bc
bit 0, a
jr z, .heard
djnz title_rest
ret
.heard:
ld a, 1
ld (title_key_seen), a
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
title_music_step:
defb 0 ; which step of the title tune plays next
title_key_seen:
defb 0 ; SPACE latched by title_rest mid-tune
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 latch needs hygiene, and the diff’s last lines are it: when any screen returns to the title, the stale latch is cleared along with the tune position — otherwise a press that ended the previous game starts the next one. You met this bug’s cousin in Gloaming as the input lock; the latch is its inverse (a press remembered rather than a press ignored), and both exist for the same reason: input outlives the moment it was pressed in, and every screen transition has to decide what to do about that.
Milestone 3 — the snuff finds its voice
Seven units ago the night learnt to take your lamps, silently, and this course promised the silence was a debt the finish phase would pay. Here: blip_snuff, the lighting blip’s dark twin — the same third, falling instead of rising, an octave down. Cold where the blip is bright. One call, slotted between the ledger work and the ramp cool-down.
| 392 | 392 | call beep | |
| 393 | 393 | ld b, $28 ; E6 | |
| 394 | 394 | ld c, $51 | |
| 395 | + | jp beep | |
| 396 | + | | |
| 397 | + | blip_snuff: ; the third falls, an octave down — cold again | |
| 398 | + | ld b, $0F ; E5 | |
| 399 | + | ld c, $A4 | |
| 400 | + | call beep | |
| 401 | + | ld b, $10 ; C5 | |
| 402 | + | ld c, $CF | |
| 395 | 403 | jp beep | |
| 396 | 404 | | |
| 397 | 405 | ; rest — B frames of silence. Musical time rides the heartbeat: the | |
| ... | |||
| 1265 | 1273 | call lamp_index_at | |
| 1266 | 1274 | call lit_remove | |
| 1267 | 1275 | call unlight_pip | |
| 1276 | + | call blip_snuff | |
| 1268 | 1277 | call warm_walls | |
| 1269 | 1278 | call recompute_pools | |
| 1270 | 1279 | ld a, 1 ; the prize is taken — withdraw |
The complete step 3 program
; The Long Night — Unit 8: The Dusk Bells
; Cumulative build; every step runs on its own. Narrative: the unit page.
; A title tune that yields the keyboard — and the snuff finds its voice.
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 ; the tune's rests need the interrupt;
; the first toll plays from title_step
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. While SPACE is up, one
; cell of the title tune plays per pass — the poll sits between
; cells, so a keypress waits at most one cell of the dusk bells.
; ----------------------------------------------------------------------------
title_step:
ld a, (input_lock)
or a
jr z, .tready
dec a
ld (input_lock), a
ret
.tready:
ld a, (title_key_seen) ; a press the tune's rests latched
or a
jr nz, .tstart
ld bc, KEYS_SPACE
in a, (c)
bit 0, a
jp nz, title_tune ; no key — the bells toll on
.tstart:
xor a
ld (title_key_seen), a
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
xor a ; the dusk bells start from the toll
ld (title_music_step), a
ld (title_key_seen), a ; and any stale press is forgotten
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
blip_snuff: ; the third falls, an octave down — cold again
ld b, $0F ; E5
ld c, $A4
call beep
ld b, $10 ; 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
; ----------------------------------------------------------------------------
; The title tune — the dusk bells, one note per STEP. title_step plays
; one step per pass with the SPACE poll between cells: a tune changes
; the input contract of every screen that returns to the title, and
; this shape is the contract being honoured.
; The last step leaves D5 hanging; the wrap back to the toll resolves it.
; ----------------------------------------------------------------------------
title_tune:
ld a, (title_music_step)
ld b, a ; the step to play now
inc a
and 7 ; eight steps, then the toll again
ld (title_music_step), a
ld a, b
add a, a
ld hl, .steps
ld e, a
ld d, 0
add hl, de
ld a, (hl)
inc hl
ld h, (hl)
ld l, a
jp (hl)
.steps:
defw .toll_a, .toll_b, .motif_e, .motif_c
defw .toll_c, .warm_c, .warm_e, .hang_d
.toll_a: ; the toll — cold ground
ld b, $84 ; A4
ld c, $F7
call beep
ld b, 10
jp title_rest
.toll_b:
ld b, $84 ; A4
ld c, $F7
call beep
ld b, 13
jp title_rest
.motif_e: ; the dusk motif, a lamp far off
ld b, $92 ; E5
ld c, $A4
call beep
ld b, 4
jp title_rest
.motif_c:
ld b, $9D ; C5
ld c, $CF
call beep
ld b, 13
jp title_rest
.toll_c: ; the toll returns
ld b, $84 ; A4
ld c, $F7
call beep
ld b, 10
jp title_rest
.warm_c: ; a small warmth kindles
ld b, $5E ; C5
ld c, $CF
call beep
ld b, 3
jp title_rest
.warm_e:
ld b, $77 ; E5
ld c, $A4
call beep
ld b, 4
jp title_rest
.hang_d: ; left hanging — leans back into the dark
ld b, $EC ; D5
ld c, $B8
call beep
ld b, 16
jp title_rest
; title_rest — the tune's silence, listening. Same shape as rest, but
; each frame polls SPACE; a press latches title_key_seen and cuts the
; rest short so title_step can act on it next pass. A tap can land
; inside a note now, never inside a rest.
title_rest:
halt
push bc
ld bc, KEYS_SPACE
in a, (c)
pop bc
bit 0, a
jr z, .heard
djnz title_rest
ret
.heard:
ld a, 1
ld (title_key_seen), a
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 blip_snuff
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
title_music_step:
defb 0 ; which step of the title tune plays next
title_key_seen:
defb 0 ; SPACE latched by title_rest mid-tune
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
Small sound, big job: the snuff usually happens off your screen’s centre of attention, while you’re working the far side of the square. The falling third is how you know, eyes elsewhere, that the night just cost you ground — audio as information, the discipline Gloaming’s three voices established, extended to the enemy’s verb. (Gloaming’s blips quoted “a motif the learner won’t meet in full until module 2”, its unit said. You’ve now met it: the bells’ middle phrase is the blip’s parent, and the snuff is its shadow. One musical idea, four voices.)
When it’s wrong, see why
- The title ignores taps. Step 1’s disease. If it persists past step 2: the latch is set but never read —
title_stepmust checktitle_key_seenbefore polling, and clear it when it acts. - A game starts itself the moment you return to the title. The stale latch —
end_step’s title path must zerotitle_key_seenalong withtitle_music_step. - The tune stutters or drones. Each step must play exactly one beep and one rest, then return — a
jp title_restthat became acallplays the rest and then falls into the next step’s notes. - The bells resume mid-phrase after a game. The tune position isn’t reset on the way back to the title; the toll is the tune’s front door.
- The snuff blip plays when you light a lamp. The call is on the wrong side of the mirror —
blip_litbelongs in the player’s commit,blip_snuffin the wisp’s, and each reads its own buffer.
Before and after
The game sounds finished now — bells at the door, a voice for every verb — but the durable lesson is the contract. Music on an interactive screen is a negotiation with the input system: play in steps, poll between them, make the silences listen, latch what you can’t act on, and clear the latch at every door. That shape — blocking work sliced small, interleaved with polling, with a byte carrying intent across the slices — is how every beeper game of the era kept its title responsive, and it’s cooperative multitasking built by hand. You’ll meet it again the first time you put music under gameplay.
And one thing on this title is now quietly wrong. Look at the pip row under GLOAMING: three cells, counting the lives you kept on your best win. On a five-watch night, “most lives held at any single dusk” is a strange thing to treasure — you can hold three lives through watch one on a run that dies at watch two, and the title will remember it as your finest hour. The night got longer than a life. Something about what deserves to survive a run has changed, and the scoreboard hasn’t noticed yet.
Try this: play the contract breaking
Rebuild step 1 (or just re-read its title_rest) and count your dead taps per minute. Then step 2, same test. Nothing about the tune changed — every note, every rest identical — and the screen went from infuriating to instant. Input contracts are invisible when honoured and unbearable when not; this pair of builds is the cleanest demonstration you’ll ever own.
Try this: recompose the bells
The tune is eight steps of three bytes’ interest each: pitch, length, rest. Retune it — a major lift instead of the cold toll, shorter rests, a resolving final note instead of the hanging D. Notice the hanging D was doing design work: an unresolved phrase makes silence feel pending, which keeps the title alive. (If notation-first composing appeals more than poking hex, unit 10 shows the tool this game’s phrases were actually written with.)
Try this: the joystick on every 1984 inlay
Gloaming unit 5 taught you to read a half-row from port $FE; here’s that lesson generalised to a second device. The Kempston interface — on virtually every commercial inlay of 1984 — is one port and no rows: IN A, ($1F) returns 000FUDLR, active high (a 1 is a press — the opposite convention to the keyboard). Two edits wire it in. In the held-key gate, after the third keyboard read merges into E:
ld e, a
in a, ($1F)
and %00001111
or e
…and at the end of the direction decode, before the final ret, the stick’s own branches — bit 1 to .pleft, bit 0 to .pright, bit 3 to .pup, bit 2 to .pdown, each on jr nz because pressed reads high.
Build it, don’t touch anything, and watch: the lamplighter walks himself to the west wall. Nothing is broken — there’s no interface attached, and an unmapped port doesn’t politely read zero; it reads whatever noise the bus is carrying (on this emulator it pins one direction; on real hardware it flickers with the screen contents). Active-high input plus floating noise equals phantom presses, and now you know why those 1984 inlays listed “Keyboard, Kempston, Sinclair” as a menu — joystick reads were gated behind the player choosing them, because always-on Kempston steered by static. Gate yours the same way (a flag set from a title-screen choice, checked before the two new reads) and you’ve shipped period-correct joystick support — and learnt the deeper rule: never trust an input source you haven’t confirmed exists.
What you’ve learnt
- A tune changes the input contract of every screen that returns to it — the unit’s law, learnt by feeling it broken.
- Slice blocking work and poll between slices — one tune step per pass is cooperative multitasking, hand-rolled.
- Latch what you can’t act on: the listening rest records a press; the decision-maker honours it next pass — and stale latches are cleared at every screen door.
- Notes are deaf (interrupts off, physics); rests can listen (heartbeat frames, one IN each).
- Voices complete the vocabulary: the snuff’s falling third is audio-as-information for events outside your gaze.
What’s next
The title plays its bells over a scoreboard that’s remembering the wrong thing. Unit 9 is the shortest, sharpest unit in the module: the best-lives row becomes your longest night — one pip per watch survived — and it’s the only unit whose diff removes working code from the game you inherited. Replacement, not addition: what deserves to survive changed.