The Dawn Phrase
Motif discipline: the dawn gets its own voice — dusk's bell answered and reversed — auditioned by ear from three candidates in notation. Your build is the shipped game, byte for byte — and then the winnability gate does its work: a fifth-watch tie that denied the dawn, and a wall that killed through the wisp, both inherited from Gloaming's engine, both closed.
Win the night you’ve built and listen to what happens: DAWN BREAKS, the sweep pours gold — and the music that plays is fanfare_held, the win jingle, promoted to the biggest moment in the game because nothing better exists. It works. It’s also borrowed, and you can hear the borrowing: the run’s crowning moment sounds exactly like every held dusk on the way to it. The dawn deserves a phrase of its own, and this last unit writes it — then closes the module on the promise Gloaming made at its end: the file you’re editing becomes the shipped game, byte for byte.
The audition sheet
Here’s how the real phrase was chosen, and the method matters more than the winner. Not “compose the right thing” — write three candidates, one musical idea each, and choose by ear. The candidates were sketched in a small notation this course’s tooling understands (notes, durations, rests — nothing you can’t read cold), and each got a WAV to audition. This is the sheet, verbatim from the prototype’s files:
phrase dawn_answer ; the bookend — dusk's falling bell, reversed
C5 400ms ; where dusk ended, the ground note
rest 8
E5 300ms ; the answer rises the motif
rest 4
G5 550ms ; and opens into morning
phrase dawn_bloom ; stepwise sunrise — climbs by step, not arpeggio
C5 170ms
rest 2
D5 170ms
rest 2
E5 170ms
rest 2
G5 220ms
rest 3
C6 700ms ; the sun clears the roofline
phrase dawn_amen ; the plagal cadence — the night lets go
F5 260ms ; the held breath
rest 3
E5 260ms ; released
rest 6
C5 320ms ; ground regained
rest 4
C6 650ms ; morning, wide open
Audition them yourself — these are the actual candidates, rendered by the same tool (build198x beeper: notation in, audition WAV and phrase assembly out — the tool emits phrases, never engines; the beep routine stays yours):
The vote went to dawn_answer, and the reason is the module’s last musical idea: motif discipline. Listen to the dusk bells again — they end on the motif falling to C5, the day giving up. dawn_answer starts on that same C5 and walks the motif back up, ending on a G5 that doesn’t resolve… until the fanfare’s C answers it, which is exactly what plays next in the dawn sequence. It isn’t the prettiest candidate in isolation (dawn_bloom probably is). It’s the one that makes the game’s whole soundtrack one story: dusk asks, dawn answers, the fanfare completes. Themes beat tunes.
Milestone 1 — the answer, in its place
The phrase compiles to the same straight-line shape as every voice in the game — beeps in a row, rests riding the heartbeat — with one idiom at the end you’ve seen once before: the held G5 wants more than 255 cycles, so it’s sounded twice, seam hidden in the wave. It slots into the dawn sequence first: the motif rises, the G5 hangs… the sweep holds the breath… and the fanfare’s C answers it. Ceremony, phrased.
| 194 | 194 | ld a, NUM_DUSKS ; the whole night held — the row fills | |
| 195 | 195 | ld (best_dusk), a | |
| 196 | 196 | call draw_dawn_screen | |
| 197 | - | call dawn_sweep | |
| 198 | - | call fanfare_held | |
| 197 | + | call chime_dawn ; the motif rises; G5 hangs... | |
| 198 | + | call dawn_sweep ; ...the sweep holds the breath... | |
| 199 | + | call fanfare_held ; ...and the fanfare's C answers it | |
| 199 | 200 | ld a, LOCK | |
| 200 | 201 | ld (input_lock), a | |
| 201 | 202 | ld a, STATE_DAWN | |
| ... | |||
| 498 | 499 | ld a, 1 | |
| 499 | 500 | ld (title_key_seen), a | |
| 500 | 501 | ret | |
| 502 | + | | |
| 503 | + | chime_dawn: ; dusk's bell answered — light returns | |
| 504 | + | ld b, $D2 ; C5, where dusk ended, the ground note | |
| 505 | + | ld c, $CF | |
| 506 | + | call beep | |
| 507 | + | ld b, 8 | |
| 508 | + | call rest | |
| 509 | + | ld b, $C6 ; E5, the answer rises the motif | |
| 510 | + | ld c, $A4 | |
| 511 | + | call beep | |
| 512 | + | ld b, 4 | |
| 513 | + | call rest | |
| 514 | + | ld b, $FF ; G5, opens toward morning — the fanfare completes it | |
| 515 | + | ld c, $8A | |
| 516 | + | call beep | |
| 517 | + | ld b, $B1 ; held — B counts to 255, so sound it again | |
| 518 | + | ld c, $8A | |
| 519 | + | jp beep | |
| 501 | 520 | | |
| 502 | 521 | fanfare_held: ; THE NIGHT IS HELD — a rising run | |
| 503 | 522 | ld b, $83 ; C5 |
The complete program — the shipped Long Night
; The Long Night — Unit 10: The Dawn Phrase
; Cumulative build; every step runs on its own. Narrative: the unit page.
; Motif discipline: dusk's bell, reversed — and the build is the shipped game.
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
call draw_win_screen
call fanfare_held
ld a, LOCK
ld (input_lock), a
ld a, STATE_WIN
ld (game_state), a
ret
.thedawn:
ld a, NUM_DUSKS ; the whole night held — the row fills
ld (best_dusk), a
call draw_dawn_screen
call chime_dawn ; the motif rises; G5 hangs...
call dawn_sweep ; ...the sweep holds the breath...
call fanfare_held ; ...and the fanfare's C answers it
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
chime_dawn: ; dusk's bell answered — light returns
ld b, $D2 ; C5, where dusk ended, the ground note
ld c, $CF
call beep
ld b, 8
call rest
ld b, $C6 ; E5, the answer rises the motif
ld c, $A4
call beep
ld b, 4
call rest
ld b, $FF ; G5, opens toward morning — the fanfare completes it
ld c, $8A
call beep
ld b, $B1 ; held — B counts to 255, so sound it again
ld c, $8A
jp beep
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 longest night — one pip per watch survived, best
; run, read in lamps as ever (no digits). It survives the
; loop back to the title: the go-again hook.
ld hl, $5800 + 11 * 32 + 13
ld b, NUM_DUSKS
ld a, (best_dusk)
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:
; a watch survived is a watch earned, even on a lost night
ld a, (dusk)
ld hl, best_dusk
cp (hl)
jr c, .gkeep
ld (hl), a
.gkeep:
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
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
best_dusk:
defb 0 ; watches survived, best run — never
; reset in play
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 last gate
This build is not like the shipped game. Assemble your step 1 and compare it against the Long Night this course ships — they are byte-identical, the same convergence Gloaming’s unit 20 delivered for module 1, now held across an entire redesign: ten units, three new systems, two data tables, one deleted scoreboard, and not a byte of daylight between your file and the real one. Every honest failure you built on the way — the guard that wouldn’t take, the restless homecoming, the ghost in the pool, the gapped vein, the camping hunter, the lying ledge, the deaf rests, the expired metric — was the actual path this game took through its fifteen playtest rounds. You didn’t follow a tutorial. You re-lived an iteration.
Milestone 2 — the dawn you earned
The byte gate proves you rebuilt the shipped game. But this course keeps a second promise about finished, the one Gloaming’s Unit 20 states outright: a game is not done until you can drive it to its endings and watch them arrive. The Long Night has the tenderest ending in the module — five watches survived, and DAWN BREAKS. So drive it there: the fifth watch, the eighth lamp, your last life — and the wisp arriving on the very same frame.

The wrong is a matter of order, and if it feels familiar it should — this is Gloaming’s engine, and it carried Gloaming’s bug forward whole. play_step moves the lamplighter, then moves the wisp, then asks whether the watch is complete. On the tie frame the eighth lamp lights — the night is held, and on the fifth watch the dawn is due — and then the wisp steps onto him; draught_step resolves the catch, sets NIGHT FALLS, and the dawn is never asked. The game grants defeat before it grants the morning you survived five watches to earn.
The fix is the one the whole family shares: ask the better question first.
play_step:
call player_step
; ... if the lamplighter's own move ended the night, stop ...
ld a, (lit_count) ; the watch check, now FIRST
cp NUM_LAMPS
jr z, .watchdone ; the watch is complete — held, this instant
call draught_step ; only now does the wisp get its move
; ...
.watchdone:
; the eighth lamp: is this the last watch of the night?
Complete the watch and the night is held this instant — before the wisp is allowed its step. On the last watch, that instant is the dawn. Same tie, same last life:

The wall the wisp walks through
The proof turns up a second inherited wrong, subtler and just as old. Hug a wall — or a pool of the solid dark — while the wisp is phasing through it, and a bump that should cost nothing costs a life. The wisp is not of the town; stone and dark mean nothing to it, and it drifts through both. But you shouldn’t be able to die walking into a wall that still looks solid.
The culprit is the line the game is proudest of: wall_at reads collision straight off the screen. Elegant — until two things share a cell. While the wisp is drawn over a wall (or a dark pool), that cell’s attribute is the wisp’s, so wall_at and the DARK test are both fooled into waving the step through, and the mirror rule prices the bump as fatal contact. The truth didn’t vanish; it moved into the wisp’s buffer, under_draught, which still holds the ground beneath it — and that is what to ask:
; the wisp is on the target cell — but what's the real ground beneath it?
ld a, (under_draught + 8) ; the ground the wisp stands on
bit WALL_BIT, a
ret nz ; wall under the wisp — blocked, harmless
cp DARK
ret z ; a pool of dark under the wisp — blocked too
call lose_life ; open ground — the cold touches, and it costs
The lesson outlives the bug: when two movers can occupy one cell, the screen stops being the ground truth — the buffer that remembers what lies underneath is. It’s the hazard hiding in the two-mover pattern you’ve used since Gloaming, and it hides until the proof walks you into a wall on purpose.
| 171 | 171 | ld a, (game_state) | |
| 172 | 172 | cp STATE_PLAY | |
| 173 | 173 | ret nz | |
| 174 | + | ; the win check comes FIRST, before the wisp gets its move. Completing | |
| 175 | + | ; the watch holds the night this instant: a catch on the very frame the | |
| 176 | + | ; eighth lamp lights must resolve as the hold, not the fall — you | |
| 177 | + | ; finished before the dark reached you. On the fifth watch that is the | |
| 178 | + | ; difference between dawn and dawn denied. | |
| 179 | + | ld a, (lit_count) | |
| 180 | + | cp NUM_LAMPS | |
| 181 | + | jr z, .watchdone | |
| 174 | 182 | call draught_step | |
| 175 | 183 | ld a, (game_state) | |
| 176 | 184 | cp STATE_PLAY | |
| 177 | - | ret nz | |
| 178 | - | ; the win check, at the only beat the count can have changed | |
| 179 | - | ld a, (lit_count) | |
| 180 | - | cp NUM_LAMPS | |
| 181 | 185 | ret nz | |
| 186 | + | ret | |
| 187 | + | .watchdone: | |
| 182 | 188 | ; the eighth lamp: is this the last watch of the night? | |
| 183 | 189 | ld a, (dusk) | |
| 184 | 190 | cp NUM_DUSKS - 1 | |
| ... | |||
| 757 | 763 | ld hl, draught_row | |
| 758 | 764 | cp (hl) | |
| 759 | 765 | jr nz, .pcommit | |
| 760 | - | call lose_life ; walking into the cold costs the same | |
| 766 | + | ; the wisp is on the target cell — but what is the real ground beneath | |
| 767 | + | ; it? wall_at and the DARK test read the wisp's own attribute off the | |
| 768 | + | ; screen and were fooled. The truth is in the wisp's buffer: the ground | |
| 769 | + | ; it stands on. A wall or a pool there still blocks — the cold cannot | |
| 770 | + | ; reach you through the stone or the dark it is passing over. | |
| 771 | + | ld a, (under_draught + 8) | |
| 772 | + | bit WALL_BIT, a | |
| 773 | + | ret nz ; real wall under the wisp — blocked, harmless | |
| 774 | + | cp DARK | |
| 775 | + | ret z ; a pool of dark under the wisp — also blocked | |
| 776 | + | call lose_life ; open ground — the cold touches, and it costs | |
| 761 | 777 | ret | |
| 762 | 778 | | |
| 763 | 779 | .pcommit: |
The complete corrected program
; The Long Night — Unit 10: The Dawn Phrase
; Cumulative build; every step runs on its own. Narrative: the unit page.
; Motif discipline: dusk's bell, reversed — and the build is the shipped game.
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
; the win check comes FIRST, before the wisp gets its move. Completing
; the watch holds the night this instant: a catch on the very frame the
; eighth lamp lights must resolve as the hold, not the fall — you
; finished before the dark reached you. On the fifth watch that is the
; difference between dawn and dawn denied.
ld a, (lit_count)
cp NUM_LAMPS
jr z, .watchdone
call draught_step
ld a, (game_state)
cp STATE_PLAY
ret nz
ret
.watchdone:
; the eighth lamp: is this the last watch of the night?
ld a, (dusk)
cp NUM_DUSKS - 1
jr z, .thedawn
call draw_win_screen
call fanfare_held
ld a, LOCK
ld (input_lock), a
ld a, STATE_WIN
ld (game_state), a
ret
.thedawn:
ld a, NUM_DUSKS ; the whole night held — the row fills
ld (best_dusk), a
call draw_dawn_screen
call chime_dawn ; the motif rises; G5 hangs...
call dawn_sweep ; ...the sweep holds the breath...
call fanfare_held ; ...and the fanfare's C answers it
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
chime_dawn: ; dusk's bell answered — light returns
ld b, $D2 ; C5, where dusk ended, the ground note
ld c, $CF
call beep
ld b, 8
call rest
ld b, $C6 ; E5, the answer rises the motif
ld c, $A4
call beep
ld b, 4
call rest
ld b, $FF ; G5, opens toward morning — the fanfare completes it
ld c, $8A
call beep
ld b, $B1 ; held — B counts to 255, so sound it again
ld c, $8A
jp beep
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 longest night — one pip per watch survived, best
; run, read in lamps as ever (no digits). It survives the
; loop back to the title: the go-again hook.
ld hl, $5800 + 11 * 32 + 13
ld b, NUM_DUSKS
ld a, (best_dusk)
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
; the wisp is on the target cell — but what is the real ground beneath
; it? wall_at and the DARK test read the wisp's own attribute off the
; screen and were fooled. The truth is in the wisp's buffer: the ground
; it stands on. A wall or a pool there still blocks — the cold cannot
; reach you through the stone or the dark it is passing over.
ld a, (under_draught + 8)
bit WALL_BIT, a
ret nz ; real wall under the wisp — blocked, harmless
cp DARK
ret z ; a pool of dark under the wisp — also blocked
call lose_life ; open ground — the cold touches, and it costs
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:
; a watch survived is a watch earned, even on a lost night
ld a, (dusk)
ld hl, best_dusk
cp (hl)
jr c, .gkeep
ld (hl), a
.gkeep:
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
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
best_dusk:
defb 0 ; watches survived, best run — never
; reset in play
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
Both bugs shipped — in this game and in Gloaming before it — one engine, one pair of faults, carried forward together. Both were caught the only way their kind ever is: by driving the game to its endings on purpose and watching for the frame the machine does the wrong thing. step-02 closes them, and the shipped Long Night becomes this build — the byte gate above still holds, now against a game that grants the dawn it owes you.
When it’s wrong, see why
- The dawn hangs forever on one note. The held G5 is two beeps back to back with
Bat maximum — a loop that reloadsBwithout the second explicit beep never terminates the note. - The phrase is out of tune with the bells. Motif discipline is arithmetic: the chime’s C5/E5/G5 must use the same half-period constants as the tune’s motif steps. If you transcribe pitches from a different octave table, the conversation becomes two strangers.
- The chime plays but the sweep doesn’t follow. Order in
.thedawnis the phrase, the sweep, the fanfare — aretslipped between calls ends the ceremony early. - Silence at the dawn. The chime runs before the state flips, inside the win beat — if you’ve moved it after the
game_statewrite, it still plays; if you’ve moved it intoend_step, it plays when the player leaves the dawn, which is a different (and worse) piece of theatre. - The dawn is denied on the last watch. The watch check sits after
draught_step, so a catch on the frame you complete the fifth watch steals the morning you earned. Move thelit_counttest ahead of the wisp’s move. - A wall or a dark pool kills you when the wisp is inside it.
wall_atand theDARKtest read the wisp’s own attribute off the screen and wave the step through; the mirror rule then prices the bump as fatal. When the target cell holds the wisp, askunder_draughtfor the real ground.
Before and after
Module 2 ends where the prototype’s own log ends: a five-watch night with behaviour, territory, grudges, escalation, a dawn, and a voice — every addition motivated by a named failure, every failure one you built and felt before you fixed it. That was the module’s secret curriculum, and it’s yours now: iteration is the craft. A finished game is a draft the playtest hasn’t answered yet; the answers arrive as complaints (“a pain in the bum”, “not very menacing”, “lost at watch 2”); and each complaint, taken seriously, is a design lesson with your name on it. The two fixes in Milestone 2 are that lesson’s last proof: even byte-identical to shipped was a draft, and the winnability gate was the playtest that answered it — a denied dawn and a wall that killed, closed at last.
Try this: audition your own dawn
Write a fourth candidate — in the notation above, or straight into chime_dawn’s shape. One musical idea, stated in the comment before a note is placed. Render or hand-assemble it, play the full dawn sequence, and judge it the way the sheet judged: does it answer the bells, or is it just nice? Keep whichever wins honestly. It’s your game — that’s the point of the byte gate: from here, any change you make is a fork of the real thing.
Try this: the 16K question
This game fits a 48K Spectrum with room to spare — and nearly half the machines this course’s era sold were 16K. Look at your symbol file: where does the build end? The answer (and the two-line change it invites) is a story for another day, but the habit is the try-this: know your byte budget. Commercial reality on this platform was a number, and the number was smaller than you think.
What you’ve learnt
- Motif discipline: phrases that share material make a soundtrack one story — dusk asks, dawn answers, the fanfare completes.
- Audition, don’t oracle: three candidates, one idea each, chosen by ear — the working method for any creative decision a program has to embody.
- Notation-first tooling:
build198x beeperturns readable phrases into audition WAVs and phrase assembly — tools emit content, engines stay yours. - The held-note idiom, second sighting: one byte of duration means long notes are two beeps with a hidden seam.
- The byte gate: your build equals the shipped game exactly — convergence held across a full redesign, provable with one compare — and then, past the gate, made right where the proof said it wasn’t.
- A game is proven at its endings — and the proof finds bugs. The denied dawn and the phase-wall death both hid until a scripted run to the ending went looking. Order the win ahead of the threat; trust the buffer over the screen.
What’s next
The Long Night is over — and the track now forks the way the module intro promised. Shadowkeep takes the design deeper: this exact engine, grown into a many-roomed keep with places, moods and a story to explore. Further up the ladder, Lamplight returns to this very fiction at a new presentation bar: masked sprites moving smoothly over the background, where tonight’s movers swapped whole cells. Same night, two directions — and you’re equipped for both, because you’ve now done the thing that matters most in this trade: you took a finished game, and you made it better, on purpose, and you know why every change was right.