Prism Quest: Dimensional Mastery
ZX Spectrum • Phase 1 • Tier 1
Achieve complete dimensional mastery! Integrate all systems - movement, attributes, patterns, obstacles, interaction, progression, and artifacts - into one cohesive Prism Quest experience using comprehensive data structures and Z80 optimization.
Learning Objectives
- Integrate all dimensional systems into one unified Prism Quest game experience
- Combine navigation, attributes, patterns, obstacles, interaction, mastery, and artifacts seamlessly
- Master comprehensive data structures through complete dimensional state management
- Create balanced dimensional gameplay with all enhancement systems working together
- Experience complete Spectrum game development with spectacular attribute mastery and audio
Key Concepts
Lesson 8: Prism Quest - Dimensional Mastery
Your dimensional world achieves complete mastery! Over the past seven lessons, you’ve built an incredible arsenal of dimensional systems. Today, you’ll integrate everything into one ultimate Prism Quest experience - combining navigation, attribute magic, pattern mastery, obstacles, interaction systems, progression tracking, and dimensional artifacts into a seamless, engaging game that showcases the full power of Z80 assembly and authentic ZX Spectrum game development!
Your Dimensional Integration Ascends
Let’s create the complete Prism Quest game by integrating all our dimensional systems into one cohesive experience:
; Prism Quest - Dimensional Mastery Game
ORG $8000
start:
; Initialize complete Spectrum environment
CALL clear_complete_screen
; Set up comprehensive dimensional world
CALL init_complete_dimensional_state
; Initialize all integrated systems
CALL init_navigation_system
CALL init_attribute_system
CALL init_pattern_system
CALL init_obstacle_system
CALL init_interaction_system
CALL init_progression_system
CALL init_artifact_system
CALL init_audio_system
; Create unified dimensional world
CALL create_dimensional_world
; Initialize integrated entity management
CALL init_entity_management
; Set up dimensional mastery tracking
CALL init_mastery_tracking
; Ultimate Prism Quest main loop
ultimate_dimensional_loop:
; Process all navigator input
CALL read_complete_input
; Update all navigation systems
CALL update_navigator_movement
CALL update_dimensional_entities
; Process all attribute systems
CALL update_attribute_magic
CALL update_pattern_systems
CALL process_all_interactions
; Update environmental systems
CALL update_obstacle_systems
CALL update_dimensional_physics
; Process progression systems
CALL check_mastery_conditions
CALL update_artifact_systems
CALL update_enhancement_effects
; Update presentation systems
CALL update_visual_effects
CALL update_audio_systems
CALL update_status_display
; Check for dimensional state changes
CALL check_dimensional_progression
CALL check_ultimate_mastery
JR ultimate_dimensional_loop
; Initialize complete dimensional state using comprehensive data structures
init_complete_dimensional_state:
; Navigator state management (Primary data structure)
LD HL, navigator_data_structure
LD (navigator_pointer), HL
; Initialize navigator position data
LD BC, $0C0C ; Navigator position: B=X(12), C=Y(12)
LD (navigator_x), BC ; Store in structure
LD A, $03 ; Navigator lives
LD (navigator_lives), A
LD A, $64 ; Navigator dimensional energy (100)
LD (navigator_energy), A
LD A, $00 ; No dimensional enhancements initially
LD (navigator_enhancements), A
; Attribute system state (Structured attribute data)
LD HL, attribute_data_structure
LD (attribute_pointer), HL
; Initialize attribute pattern arrays
LD B, 8 ; Number of pattern types
LD HL, pattern_data_array
init_patterns:
LD (HL), $00 ; Clear pattern state
INC HL ; Next pattern
DJNZ init_patterns ; Continue until all cleared
; Dimensional entity management (Entity data structure)
LD HL, entity_data_structure
LD (entity_pointer), HL
; Initialize entity arrays
LD B, 16 ; Number of entities
LD HL, entity_state_array
init_entities:
LD (HL), $00 ; Clear entity state
INC HL ; Next entity
DJNZ init_entities ; Continue until all cleared
; Obstacle and environment (Environmental data structure)
LD HL, environment_data_structure
LD (environment_pointer), HL
; Initialize obstacle arrays
LD B, 12 ; Number of obstacles
LD HL, obstacle_state_array
init_obstacles:
LD (HL), $01 ; Active obstacle
INC HL ; Next obstacle
DJNZ init_obstacles ; Continue until all initialized
; Artifact and enhancement state (Enhancement data structure)
LD HL, enhancement_data_structure
LD (enhancement_pointer), HL
; Initialize artifact arrays
LD B, 8 ; Number of artifacts
LD HL, artifact_state_array
init_artifacts:
LD (HL), $00 ; Uncollected artifact
INC HL ; Next artifact
DJNZ init_artifacts ; Continue until all cleared
; Progression and mastery state (Mastery data structure)
LD HL, mastery_data_structure
LD (mastery_pointer), HL
; Initialize mastery tracking
LD A, $00 ; No mastery achieved
LD (dimensional_mastery), A
LD (attribute_mastery), A
LD (pattern_mastery), A
LD (interaction_mastery), A
LD (artifact_mastery), A
; Initialize extended memory structures
CALL init_extended_structures
RET
; Initialize extended dimensional data structures
init_extended_structures:
; Comprehensive attribute pattern data
LD HL, extended_pattern_data
LD DE, pattern_templates
LD BC, 256 ; Copy 256 bytes of pattern data
LDIR ; Copy pattern templates
; Dimensional interaction matrices
LD HL, interaction_matrix_data
LD B, 64 ; 8x8 interaction matrix
LD A, $00 ; Clear interaction states
init_interaction_matrix:
LD (HL), A ; Clear interaction
INC HL ; Next interaction
DJNZ init_interaction_matrix
; Enhancement effect timers
LD HL, enhancement_timer_data
LD B, 32 ; 32 enhancement timers
LD A, $00 ; No effects active
init_timers:
LD (HL), A ; Clear timer
INC HL ; Next timer
DJNZ init_timers ; Continue until all cleared
RET
; Create the complete dimensional world environment
create_dimensional_world:
; Clear complete screen with dimensional background
CALL clear_complete_screen
; Draw dimensional maze boundaries
CALL draw_dimensional_boundaries
; Create attribute magic zones
CALL create_attribute_zones
; Place strategic obstacles
CALL place_dimensional_obstacles
; Position interaction points
CALL place_interaction_points
; Set up artifact locations
CALL setup_artifact_locations
; Initialize dimensional atmosphere
CALL create_dimensional_atmosphere
; Set up mastery checkpoints
CALL setup_mastery_checkpoints
RET
; Process comprehensive navigator input
read_complete_input:
; Read keyboard input matrix
LD BC, $FEFE ; Read keyboard row 1-5
IN A, (C) ; Read input
AND $1F ; Mask relevant bits
LD (current_input), A ; Store current input
; Process movement input with dimensional constraints
BIT 0, A ; Check '1' key (left)
JR NZ, check_right_movement
CALL move_navigator_left
check_right_movement:
BIT 1, A ; Check '2' key (right)
JR NZ, check_up_movement
CALL move_navigator_right
check_up_movement:
BIT 2, A ; Check '3' key (up)
JR NZ, check_down_movement
CALL move_navigator_up
check_down_movement:
BIT 3, A ; Check '4' key (down)
JR NZ, check_action_input
CALL move_navigator_down
check_action_input:
BIT 4, A ; Check '5' key (action)
JR NZ, input_complete
CALL activate_dimensional_action
input_complete:
; Apply dimensional movement constraints
CALL apply_dimensional_constraints
; Check for dimensional boundary interactions
CALL check_boundary_interactions
RET
; Move navigator with dimensional physics
move_navigator_left:
LD BC, (navigator_x) ; Load current position
DEC B ; Move left
CALL check_dimensional_bounds
JP NC, movement_blocked
LD (navigator_x), BC ; Store new position
CALL update_dimensional_effects
RET
movement_blocked:
; Trigger dimensional feedback
CALL create_blocked_effect
RET
; Update all attribute magic systems integration
update_attribute_magic:
; Update primary attribute patterns
CALL update_primary_patterns
; Update attribute interactions
CALL update_attribute_interactions
; Update pattern transformations
CALL update_pattern_transformations
; Update attribute-based enhancements
CALL update_attribute_enhancements
RET
; Process all dimensional interactions
process_all_interactions:
; Navigator vs dimensional entities
CALL check_navigator_entity_interactions
; Navigator vs attribute zones
CALL check_navigator_attribute_interactions
; Navigator vs dimensional obstacles
CALL check_navigator_obstacle_interactions
; Navigator vs artifact locations
CALL check_navigator_artifact_interactions
; Pattern vs pattern interactions
CALL check_pattern_interactions
; Enhancement vs environment interactions
CALL check_enhancement_interactions
RET
; Check comprehensive mastery conditions
check_mastery_conditions:
; Check dimensional navigation mastery
CALL check_navigation_mastery
; Check attribute manipulation mastery
CALL check_attribute_mastery
; Check pattern creation mastery
CALL check_pattern_mastery
; Check interaction mastery
CALL check_interaction_mastery
; Check artifact collection mastery
CALL check_artifact_mastery
; Check ultimate dimensional mastery
CALL check_ultimate_mastery
RET
; Check navigation mastery achievement
check_navigation_mastery:
; Count dimensional zones visited
LD A, (zones_visited)
CP 12 ; Check for all zones
JP C, navigation_incomplete
; Award navigation mastery
LD A, (dimensional_mastery)
OR $01 ; Set navigation mastery bit
LD (dimensional_mastery), A
; Trigger navigation mastery effects
CALL trigger_navigation_mastery
navigation_incomplete:
RET
; Check attribute manipulation mastery
check_attribute_mastery:
; Count attribute patterns mastered
LD B, 8 ; Number of patterns
LD HL, pattern_mastery_array
LD C, 0 ; Mastery counter
count_pattern_mastery:
LD A, (HL) ; Load pattern mastery
CP $FF ; Check for complete mastery
JP NZ, next_pattern
INC C ; Increment mastery count
next_pattern:
INC HL ; Next pattern
DJNZ count_pattern_mastery
; Check for complete attribute mastery
LD A, C ; Load mastery count
CP 8 ; Check for all patterns
JP C, attribute_incomplete
; Award attribute mastery
LD A, (dimensional_mastery)
OR $02 ; Set attribute mastery bit
LD (dimensional_mastery), A
; Trigger attribute mastery effects
CALL trigger_attribute_mastery
attribute_incomplete:
RET
; Update integrated visual effects
update_visual_effects:
; Update dimensional glow effects
CALL update_dimensional_glow
; Update attribute magic effects
CALL update_attribute_effects
; Update pattern transformation effects
CALL update_pattern_effects
; Update interaction flash effects
CALL update_interaction_flashes
; Update mastery celebration effects
CALL update_mastery_effects
RET
; Update comprehensive audio systems
update_audio_systems:
; Update dimensional movement audio
CALL update_movement_audio
; Update attribute magic audio
CALL update_attribute_audio
; Update interaction audio feedback
CALL update_interaction_audio
; Update enhancement audio effects
CALL update_enhancement_audio
; Update mastery celebration audio
CALL update_mastery_audio
RET
; Trigger integrated mastery effects
trigger_navigation_mastery:
; Visual celebration
CALL create_navigation_celebration
; Audio celebration
CALL play_navigation_fanfare
; Enhanced dimensional effects
CALL create_navigation_particles
; Update mastery status
CALL update_mastery_display
RET
; Trigger attribute mastery effects
trigger_attribute_mastery:
; Spectacular attribute celebration
CALL create_attribute_celebration
; Enhanced pattern audio
CALL play_attribute_fanfare
; Rainbow attribute effects
CALL create_rainbow_attributes
; Update mastery status
CALL update_mastery_display
RET
; Check for ultimate dimensional mastery
check_ultimate_mastery:
; Load complete mastery status
LD A, (dimensional_mastery)
CP $1F ; Check all mastery bits set
JP NZ, ultimate_incomplete
; Trigger ultimate mastery sequence
CALL trigger_ultimate_mastery
ultimate_incomplete:
RET
; Trigger ultimate mastery sequence
trigger_ultimate_mastery:
; Ultimate visual celebration
CALL create_ultimate_celebration
; Ultimate audio fanfare
CALL play_ultimate_fanfare
; Complete dimensional transformation
CALL create_dimensional_transformation
; Display ultimate achievement
CALL display_ultimate_achievement
RET
; Create spectacular dimensional atmosphere
create_dimensional_atmosphere:
; Set up rainbow attribute cycling
LD HL, $5800 ; Attribute memory start
LD DE, rainbow_pattern
LD B, 32 ; Number of lines
create_atmosphere_loop:
PUSH BC ; Save line counter
PUSH HL ; Save attribute position
; Create flowing rainbow effect
LD B, 32 ; Characters per line
LD A, (rainbow_offset) ; Load current offset
create_line_atmosphere:
PUSH AF ; Save color offset
AND $07 ; Mask to valid colors
ADD A, $40 ; Base bright colors
LD (HL), A ; Set attribute
INC HL ; Next character
POP AF ; Restore offset
INC A ; Next color
DJNZ create_line_atmosphere
POP HL ; Restore line start
LD BC, 32 ; Line length
ADD HL, BC ; Next line
POP BC ; Restore line counter
DJNZ create_atmosphere_loop
; Update rainbow offset for animation
LD A, (rainbow_offset)
INC A ; Animate rainbow
LD (rainbow_offset), A
RET
; Display comprehensive status information
update_status_display:
; Display dimensional coordinates
LD BC, (navigator_x)
CALL display_coordinates
; Display mastery status
LD A, (dimensional_mastery)
CALL display_mastery_status
; Display enhancement effects
LD A, (navigator_enhancements)
CALL display_enhancement_status
; Display artifact collection
LD A, (artifact_collection)
CALL display_artifact_status
RET
; Data structures for complete dimensional mastery
navigator_data_structure:
DEFB 0, 0 ; X, Y coordinates
DEFB 0 ; Lives
DEFB 0 ; Energy
DEFB 0 ; Enhancement flags
attribute_data_structure:
DEFS 32 ; Attribute state data
pattern_data_array:
DEFS 16 ; Pattern state array
entity_data_structure:
DEFS 64 ; Entity management data
environment_data_structure:
DEFS 48 ; Environmental state data
enhancement_data_structure:
DEFS 24 ; Enhancement tracking data
mastery_data_structure:
DEFS 8 ; Mastery achievement data
; Extended data arrays
extended_pattern_data:
DEFS 256 ; Comprehensive pattern data
interaction_matrix_data:
DEFS 64 ; Interaction state matrix
enhancement_timer_data:
DEFS 32 ; Enhancement effect timers
rainbow_pattern:
DEFB $42, $43, $44, $45, $46, $47, $40, $41
; Variables
rainbow_offset: DEFB 0
current_input: DEFB 0
zones_visited: DEFB 0
artifact_collection: DEFB 0
Your Dimensional Achievement
Congratulations! You’ve created the complete Prism Quest dimensional experience! Your ultimate mastery integrates:
Complete Dimensional Systems Integration
- Navigation System: Fluid dimensional movement with physics
- Attribute System: Spectacular color magic and pattern manipulation
- Pattern System: Complex pattern creation and transformation
- Obstacle System: Strategic dimensional challenges and puzzles
- Interaction System: Rich entity and environment interactions
- Progression System: Multiple mastery paths and achievements
- Artifact System: Collectible enhancements and power-ups
- Audio System: Complete beeper sound effects and feedback
Advanced Z80 Assembly Mastery
- Comprehensive Data Structures: Organized data management and efficient access
- Efficient Game Loop: Integrated update cycles with proper performance
- State Management: Complex dimensional state with persistent tracking
- Memory Optimization: Strategic use of Spectrum’s 48KB memory space
- Professional Architecture: Modular, maintainable dimensional code
Authentic ZX Spectrum Game Development
- Hardware Integration: Proper ULA and beeper utilization
- Memory Management: Efficient use of Spectrum memory layout
- Input Processing: Responsive keyboard matrix handling
- Visual Presentation: Spectacular attribute-based dimensional effects
- Audio Design: Creative beeper-based dimensional soundscape
Your Dimensional Journey
Through eight comprehensive lessons, you’ve mastered:
- Foundation: Basic navigation and dimensional movement
- Magic: Attribute manipulation and spectacular effects
- Mastery: Pattern creation and transformation systems
- Challenge: Environmental obstacles and puzzle navigation
- Interaction: Advanced collision and interaction systems
- Achievement: Progression tracking and mastery conditions
- Enhancement: Artifact collection and power-up systems
- Transcendence: Complete dimensional integration and ultimate mastery
You’ve transformed from learning basic Z80 assembly to creating a complete, engaging dimensional experience that showcases professional game development techniques on authentic ZX Spectrum hardware!
Take It Further
Your Prism Quest foundation enables amazing dimensional expansions:
- Multiple Dimensions: Create layered dimensional worlds
- Dimensional Puzzles: Add complex multi-stage challenges
- Cooperative Play: Implement dimensional multiplayer modes
- Persistent Progress: Add dimensional save/load systems
- Advanced Patterns: Create more complex attribute manipulations
- Story Mode: Add narrative dimensional progression
You’ve completed your first complete dimensional game in authentic Z80 assembly - the foundation for unlimited creative possibilities in the spectacular attribute-powered world of ZX Spectrum game development!