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Game 1Unit 10 of 101 hr learning time

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.

100% of The Long Night

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):

build198x beeper audition render
Candidate 1: dawn_answer — dusk's bell, reversed
build198x beeper audition render
Candidate 2: dawn_bloom — stepwise sunrise
build198x beeper audition render
Candidate 3: dawn_amen — the plagal cadence

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.

Step 1: chime_dawn — dusk's bell answered, and the dawn sequence phrased
+21-2
194194 ld a, NUM_DUSKS ; the whole night held — the row fills
195195 ld (best_dusk), a
196196 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
199200 ld a, LOCK
200201 ld (input_lock), a
201202 ld a, STATE_DAWN
...
498499 ld a, 1
499500 ld (title_key_seen), a
500501 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
501520
502521 fanfare_held: ; THE NIGHT IS HELD — a rising run
503522 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
ZX Spectrum beeper · captured in play
The full dawn, in the game: the chime rises, the sweep holds its breath, the fanfare answers
DAWN BREAKS over the gilded square.
The morning, with its own voice at last. What plays over this screen is a conversation the title started: toll, motif, answer, resolution.
The title screen with all five watch pips warm.
And back at the title, the row is full: five watches, one dawn, your longest night complete. The bells that play over it end on the note the dawn just answered.

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.

NIGHT FALLS on a black screen, PRESS SPACE beneath — the loss screen, shown on the frame the fifth watch was completed.
The shipped build, on the fifth-watch tie: the last lamp of the last watch lit, the whole night held — and NIGHT FALLS anyway. Not a lost game: a stolen dawn.

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:

DAWN BREAKS over the gilded field, PRESS SPACE beneath — the win screen, on the identical tie that fell to NIGHT FALLS a moment ago.
The corrected build, the identical tie: DAWN BREAKS. One reordered check is the difference between the morning you earned and a dark that takes it at the threshold.

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.

Step 2: the watch asked before the wisp moves, and a wall or pool that blocks with the wisp inside it
+21-5
171171 ld a, (game_state)
172172 cp STATE_PLAY
173173 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
174182 call draught_step
175183 ld a, (game_state)
176184 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
181185 ret nz
186+ ret
187+.watchdone:
182188 ; the eighth lamp: is this the last watch of the night?
183189 ld a, (dusk)
184190 cp NUM_DUSKS - 1
...
757763 ld hl, draught_row
758764 cp (hl)
759765 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
761777 ret
762778
763779 .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 B at maximum — a loop that reloads B without 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 .thedawn is the phrase, the sweep, the fanfare — a ret slipped 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_state write, it still plays; if you’ve moved it into end_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 the lit_count test ahead of the wisp’s move.
  • A wall or a dark pool kills you when the wisp is inside it. wall_at and the DARK test 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, ask under_draught for 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 beeper turns 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.