Prism Quest: Advanced Entity Behaviors
ZX Spectrum • Phase 1 • Tier 1
Create sophisticated entity AI behaviors with state machines and adaptive logic! Add intelligent spectral patterns, dimensional responses, and behavioral complexity using creative branching techniques and memory-efficient state management that transforms precision control into dynamic dimensional encounters.
Learning Objectives
- Create sophisticated entity AI behaviors using state machines and branching logic for intelligent dimensional gameplay
- Add adaptive spectral responses and behavioral complexity with memory-efficient decision systems
- Learn conditional programming and state management through practical AI behavior implementation
- Build dynamic entity systems that respond intelligently to navigator actions and dimensional state
- Experience creative Spectrum development with optimized AI programming and behavioral state machines
Key Concepts
Lesson 13: Prism Quest - Advanced Entity Behaviors
Your dimensional entities need intelligent behaviors! In your precision control system from Lesson 12, you achieved pixel-perfect dimensional navigation. Today, you’ll add sophisticated entity AI behaviors with state machines, adaptive logic, and intelligent responses that transform your static spectrals into dynamic dimensional opponents. You’ll master conditional programming through creative ZX Spectrum techniques that create engaging, adaptive dimensional encounters!
Your Advanced Behaviors Crystallize
Let’s create sophisticated entity AI using state machines and memory-efficient decision systems:
; Prism Quest - Advanced Entity Behaviors System
ORG $8000
start:
; Initialize complete Spectrum environment
CALL clear_complete_screen
; Set up enhanced dimensional world for advanced behaviors
CALL init_complete_dimensional_state
CALL init_entity_multiplication_system
CALL init_achievement_prism_system
CALL init_fluid_navigation_system
CALL init_precision_control_system
; Initialize new advanced behavior systems
CALL init_advanced_behavior_system
CALL init_spectral_state_machines
CALL init_dimensional_decision_system
CALL init_adaptive_intelligence_system
; Create behavior-ready dimensional world
CALL create_advanced_behavior_world
; Advanced Behaviors main loop
advanced_behaviors_loop:
; Start frame timing for behavioral processing
CALL start_behavior_frame_timing
; Process precision dimensional control
CALL read_precision_keyboard_input
CALL process_input_polling_optimization
CALL execute_precision_commands
; Update navigator with precision control
CALL update_precision_navigator_movement
; Process advanced spectral behaviors
CALL update_spectral_state_machines
CALL process_dimensional_decision_systems
CALL execute_adaptive_spectral_behaviors
CALL update_dimensional_behavioral_interactions
; Process achievement systems with behavioral context
CALL process_achievement_events_behavioral
CALL update_achievement_calculations_behavioral
; Process advanced collision systems
CALL process_behavioral_dimensional_collisions
CALL update_dimensional_achievement_tracking_behavioral
; Update visual systems with behavioral feedback
CALL update_behavioral_dimensional_effects
CALL update_behavioral_attribute_display
CALL update_behavioral_achievement_display
; Update audio systems with behavioral timing
CALL update_dimensional_audio_behavioral
; Check for behavior-based victory conditions
CALL check_behavioral_victory_conditions
; Complete behavioral frame timing
CALL complete_behavior_frame_timing
JR advanced_behaviors_loop
; Initialize advanced behavior system using creative state machine architecture
init_advanced_behavior_system:
; Set up behavioral framework for Spectrum constraints
CALL init_behavioral_framework
CALL init_spectral_ai_memory_management
CALL init_behavioral_timing_system
CALL init_dimensional_intelligence_parameters
; Initialize behavior control variables
LD A, $00 ; Clear all behavior states
LD (global_spectral_behavior_state), A
LD (behavior_update_counter), A
LD (dimensional_intelligence_level), A
LD (adaptive_response_level), A
; Initialize behavioral timing variables
LD (behavior_timing_counter), A
LD (last_behavior_update), A
LD (spectral_response_time), A
; Set behavioral parameters for Spectrum optimization
LD A, $06 ; Behavior update frequency (every 6 frames for efficiency)
LD (behavior_update_frequency), A
LD A, $02 ; Base intelligence level
LD (base_intelligence_level), A
LD A, $06 ; Maximum intelligence level (limited for performance)
LD (max_intelligence_level), A
RET
; Initialize spectral state machines for intelligent dimensional behaviors
init_spectral_state_machines:
; Set up state machine framework for spectral entities
CALL init_spectral_state_machine_framework
CALL init_spectral_state_arrays
CALL init_dimensional_state_transition_system
CALL init_spectral_behavioral_memory_system
; Initialize state machines for all spectral entities
LD B, $06 ; Initialize 6 spectral entity state machines
LD HL, spectral_current_state
init_spectral_states_loop:
LD A, $00 ; State: DORMANT
LD (HL), A
INC HL
LD (HL), A ; Previous state
INC HL
LD (HL), $3C ; State timer: 60 frames
INC HL
LD (HL), $00 ; Behavior flags
INC HL
; Set initial behavioral parameters
LD (HL), $01 ; Default behavior type: DRIFT
INC HL
LD (HL), $78 ; State duration: 120 frames (2 seconds)
INC HL
LD (HL), $00 ; Clear behavioral memory
INC HL
LD (HL), $00 ; Clear dimensional memory
INC HL
DJNZ init_spectral_states_loop
RET
; Initialize dimensional decision system for adaptive AI
init_dimensional_decision_system:
; Set up decision system framework for Spectrum
CALL init_dimensional_decision_framework
CALL init_decision_node_system
CALL init_spectral_decision_memory
CALL init_dimensional_learning_system
; Initialize decision system parameters
LD A, $03 ; Decision tree depth (limited for performance)
LD (decision_tree_depth), A
LD A, $06 ; Maximum decision nodes per tree
LD (max_decision_nodes), A
LD A, $04 ; Decision evaluation frequency (every 4 updates)
LD (decision_evaluation_frequency), A
; Initialize decision variables
LD A, $00
LD (current_decision_node), A
LD (decision_evaluation_counter), A
LD (last_decision_result), A
LD (dimensional_learning_factor), A
; Set up basic dimensional decision trees
CALL setup_dimensional_decision_trees
RET
; Initialize adaptive intelligence system for dynamic dimensional AI
init_adaptive_intelligence_system:
; Set up adaptive intelligence framework
CALL init_adaptive_intelligence_framework
CALL init_navigator_behavior_tracking
CALL init_intelligence_adaptation_system
CALL init_dimensional_difficulty_scaling_system
; Initialize adaptive intelligence variables
LD A, $00
LD (navigator_exploration_pattern), A
LD (navigator_evasion_tendency), A
LD (navigator_interaction_frequency), A
LD (adaptive_intelligence_strength), A
; Initialize behavior tracking arrays
LD HL, navigator_behavior_history
LD DE, navigator_behavior_history + 1
LD BC, 11 ; Clear 12 tracking variables
LD (HL), $00
LDIR
LD HL, adaptive_intelligence_history
LD DE, adaptive_intelligence_history + 1
LD BC, 11 ; Clear 12 tracking variables
LD (HL), $00
LDIR
; Set adaptive parameters for Spectrum optimization
LD A, $20 ; Learning rate (32/256)
LD (adaptive_learning_rate), A
LD A, $08 ; Response sensitivity
LD (response_sensitivity), A
RET
; Create advanced behavior dimensional world with intelligent zones
create_advanced_behavior_world:
; Create dimensional world optimized for behavioral AI
CALL create_behavioral_dimensional_maze
; Set up AI behavioral zones
CALL create_spectral_behavior_zones
; Initialize intelligent spawn areas
CALL setup_intelligent_dimensional_spawn_areas
; Create behavioral feedback systems
CALL init_dimensional_behavioral_feedback_systems
RET
; Create behavioral dimensional maze with AI optimization zones
create_behavioral_dimensional_maze:
; Use optimized maze creation with behavioral zones
LD HL, $4000 ; Screen memory start
LD DE, behavioral_maze_pattern
LD BC, 768 ; Copy maze pattern
LDIR ; Fast block copy
; Set up behavioral attribute zones with intelligence indicators
LD HL, $5800 ; Attribute memory start
LD B, 24 ; Number of lines
create_behavioral_attributes_loop:
PUSH BC ; Save line counter
LD C, 32 ; Characters per line
create_behavioral_line_attributes:
; Calculate behavioral zone colors
LD A, B ; Line number
ADD A, C ; Add column for variation
AND $07 ; Mask to 8 colors for behavioral zones
ADD A, $40 ; Base bright colors
; Special behavioral zones for AI
LD D, A ; Save calculated color
LD A, B ; Check line number
CP $05 ; Behavioral zone 1 (lines 5-9)
JR C, normal_behavioral_attribute
CP $0A
JR NC, check_behavioral_zone_2
; Behavioral zone 1 - high intelligence spectral area
LD A, $43 ; Cyan on black for high intelligence
JR store_behavioral_attribute
check_behavioral_zone_2:
CP $0F ; Behavioral zone 2 (lines 15-19)
JR C, normal_behavioral_attribute
CP $14
JR NC, normal_behavioral_attribute
; Behavioral zone 2 - adaptive learning zone
LD A, $45 ; Magenta on black for adaptive zone
JR store_behavioral_attribute
normal_behavioral_attribute:
LD A, D ; Restore calculated color
store_behavioral_attribute:
LD (HL), A ; Set attribute
INC HL ; Next character
DEC C ; Decrement character counter
JR NZ, create_behavioral_line_attributes
POP BC ; Restore line counter
DJNZ create_behavioral_attributes_loop
RET
; Update spectral state machines for intelligent dimensional behavior
update_spectral_state_machines:
; Check if it's time to update behaviors
LD A, (behavior_update_counter)
INC A
LD (behavior_update_counter), A
LD B, A ; Save counter
LD A, (behavior_update_frequency)
CP B ; Time for behavior update?
JR NZ, skip_spectral_behavior_update
; Reset counter and update behaviors
LD A, $00
LD (behavior_update_counter), A
; Process all active spectral state machines
LD B, $06 ; Check 6 spectral entities
LD HL, spectral_current_state
LD DE, spectral_entity_data
update_spectral_state_machines_loop:
; Check if spectral entity is active
LD A, (DE) ; Load entity active flag
AND A ; Check if active
JR Z, next_spectral_state_machine
; Update individual spectral state machine
CALL update_individual_spectral_state_machine
; Apply state-based spectral behaviors
CALL apply_spectral_state_based_behaviors
; Check for dimensional state transitions
CALL check_spectral_state_transitions
next_spectral_state_machine:
; Move to next spectral entity data
LD A, $08 ; 8 bytes per entity
ADD A, E
LD E, A
JR NC, no_spectral_data_carry
INC D
no_spectral_data_carry:
; Move to next state data
LD A, $08 ; 8 bytes per state
ADD A, L
LD L, A
JR NC, no_spectral_state_carry
INC H
no_spectral_state_carry:
DJNZ update_spectral_state_machines_loop
skip_spectral_behavior_update:
RET
; Update individual spectral state machine
update_individual_spectral_state_machine:
; HL points to state data, DE points to entity data
; Decrement state timer
INC HL
INC HL ; Point to state timer
DEC (HL) ; Decrement timer
JR NZ, spectral_state_timer_active
; State timer expired - trigger state transition
CALL trigger_spectral_state_transition
spectral_state_timer_active:
; Update state-specific behavior
DEC HL
DEC HL ; Point back to current state
LD A, (HL) ; Load current state
CP $00 ; DORMANT state
JR Z, process_dormant_spectral_state
CP $01 ; DRIFT state
JR Z, process_drift_spectral_state
CP $02 ; SEEK state
JR Z, process_seek_spectral_state
CP $03 ; ENGAGE state
JR Z, process_engage_spectral_state
CP $04 ; RETREAT state
JR Z, process_retreat_spectral_state
CP $05 ; PHASE state
JR Z, process_phase_spectral_state
; Unknown state - default to drift
LD (HL), $01 ; Set drift state
process_dormant_spectral_state:
CALL process_dormant_spectral_behavior
RET
process_drift_spectral_state:
CALL process_drift_spectral_behavior
RET
process_seek_spectral_state:
CALL process_seek_spectral_behavior
RET
process_engage_spectral_state:
CALL process_engage_spectral_behavior
RET
process_retreat_spectral_state:
CALL process_retreat_spectral_behavior
RET
process_phase_spectral_state:
CALL process_phase_spectral_behavior
RET
; Process drift spectral behavior with dimensional movement
process_drift_spectral_behavior:
; DE points to entity data, HL points to state data
; Implement dimensional drift pattern
PUSH HL ; Save state pointer
; Get entity position
INC DE ; Point to X position
LD A, (DE) ; Load X position
LD C, A ; Save in C
INC DE ; Point to Y position
LD A, (DE) ; Load Y position
LD B, A ; Save in B
; Get drift pattern from behavioral memory
LD A, $05
ADD A, E ; Point to behavioral memory
LD E, A
JR NC, no_drift_carry
INC D
no_drift_carry:
LD A, (DE) ; Load behavioral memory
AND $07 ; Get drift direction (0-7)
; Apply dimensional drift movement
CP $00 ; North drift
JR Z, drift_north
CP $01 ; Northeast drift
JR Z, drift_northeast
CP $02 ; East drift
JR Z, drift_east
CP $03 ; Southeast drift
JR Z, drift_southeast
CP $04 ; South drift
JR Z, drift_south
CP $05 ; Southwest drift
JR Z, drift_southwest
CP $06 ; West drift
JR Z, drift_west
CP $07 ; Northwest drift
JR Z, drift_northwest
drift_north:
DEC B ; Move up
JR P, store_drift_position
LD B, $00 ; Clamp to boundary
; Change direction
LD A, (DE)
AND $F8 ; Clear direction bits
OR $04 ; Set south direction
LD (DE), A
LD B, $17 ; Bottom boundary
JR store_drift_position
drift_northeast:
DEC B ; Move up
INC C ; Move right
JR P, check_drift_right_boundary
LD B, $00 ; Clamp Y
check_drift_right_boundary:
LD A, C
CP $20 ; Check right boundary
JR C, store_drift_position
LD C, $1F ; Clamp X
; Change direction to northwest
LD A, (DE)
AND $F8
OR $07 ; Set northwest direction
LD (DE), A
JR store_drift_position
drift_east:
INC C ; Move right
LD A, C
CP $20 ; Check right boundary
JR C, store_drift_position
LD C, $1F ; Clamp to boundary
; Change direction to west
LD A, (DE)
AND $F8
OR $06 ; Set west direction
LD (DE), A
LD C, $00 ; Left boundary
JR store_drift_position
drift_southeast:
INC B ; Move down
INC C ; Move right
LD A, B
CP $18 ; Check bottom boundary
JR C, check_drift_southeast_right
LD B, $17 ; Clamp Y
check_drift_southeast_right:
LD A, C
CP $20 ; Check right boundary
JR C, store_drift_position
LD C, $1F ; Clamp X
; Change direction to southwest
LD A, (DE)
AND $F8
OR $05 ; Set southwest direction
LD (DE), A
JR store_drift_position
drift_south:
INC B ; Move down
LD A, B
CP $18 ; Check bottom boundary
JR C, store_drift_position
LD B, $17 ; Clamp to boundary
; Change direction to north
LD A, (DE)
AND $F8
OR $00 ; Set north direction
LD (DE), A
LD B, $00 ; Top boundary
JR store_drift_position
drift_southwest:
INC B ; Move down
DEC C ; Move left
LD A, B
CP $18 ; Check bottom boundary
JR C, check_drift_southwest_left
LD B, $17 ; Clamp Y
check_drift_southwest_left:
LD A, C
CP $00 ; Check left boundary
JR Z, change_drift_southeast
JR P, store_drift_position
change_drift_southeast:
LD C, $00 ; Clamp X
; Change direction to southeast
LD A, (DE)
AND $F8
OR $03 ; Set southeast direction
LD (DE), A
JR store_drift_position
drift_west:
DEC C ; Move left
JR P, store_drift_position
LD C, $00 ; Clamp to boundary
; Change direction to east
LD A, (DE)
AND $F8
OR $02 ; Set east direction
LD (DE), A
LD C, $1F ; Right boundary
JR store_drift_position
drift_northwest:
DEC B ; Move up
DEC C ; Move left
JR P, check_drift_northwest_left
LD B, $00 ; Clamp Y
check_drift_northwest_left:
LD A, C
CP $00
JR Z, change_drift_northeast
JR P, store_drift_position
change_drift_northeast:
LD C, $00 ; Clamp X
; Change direction to northeast
LD A, (DE)
AND $F8
OR $01 ; Set northeast direction
LD (DE), A
store_drift_position:
; Store new position back to entity data
DEC DE ; Point back to Y position
LD (DE), B ; Store Y
DEC DE ; Point to X position
LD (DE), C ; Store X
POP HL ; Restore state pointer
RET
; Process seek spectral behavior with navigator tracking
process_seek_spectral_behavior:
; DE points to entity data, HL points to state data
; Calculate distance to navigator for dimensional seeking
PUSH HL ; Save state pointer
; Get entity position
INC DE ; Point to X position
LD A, (DE) ; Load entity X
LD C, A ; Save in C
INC DE ; Point to Y position
LD A, (DE) ; Load entity Y
LD B, A ; Save in B
; Calculate distance to navigator
LD HL, (navigator_x) ; Load navigator position
LD A, L ; Navigator X
SUB C ; Calculate X distance
JR P, seek_distance_x_positive
NEG ; Make positive
seek_distance_x_positive:
LD (temp_seek_distance_x), A
LD A, H ; Navigator Y
SUB B ; Calculate Y distance
JR P, seek_distance_y_positive
NEG ; Make positive
seek_distance_y_positive:
LD (temp_seek_distance_y), A
; Move toward navigator intelligently
LD A, L ; Navigator X
CP C ; Compare with entity X
JR C, seek_move_left
JR Z, seek_check_y_movement
; Move right toward navigator
INC C
JR seek_check_y_movement
seek_move_left:
DEC C
seek_check_y_movement:
LD A, H ; Navigator Y
CP B ; Compare with entity Y
JR C, seek_move_up
JR Z, seek_movement_complete
; Move down toward navigator
INC B
JR seek_movement_complete
seek_move_up:
DEC B
seek_movement_complete:
; Store new position
LD (DE), B ; Store Y
DEC DE
LD (DE), C ; Store X
; Check if close enough to engage
LD A, (temp_seek_distance_x)
ADD A, (temp_seek_distance_y)
CP $03 ; Engage range
JR NC, seek_behavior_complete
; Close enough - transition to engage state
POP HL ; Restore state pointer
LD (HL), $03 ; ENGAGE state
INC HL
INC HL ; Point to state timer
LD (HL), $1E ; Engage duration: 30 frames
RET
seek_behavior_complete:
POP HL ; Restore state pointer
RET
; Process dimensional decision systems for adaptive AI
process_dimensional_decision_systems:
; Increment decision evaluation counter
LD A, (decision_evaluation_counter)
INC A
LD (decision_evaluation_counter), A
LD B, A ; Save counter
LD A, (decision_evaluation_frequency)
CP B ; Time for decision evaluation?
JR NZ, skip_dimensional_decision_evaluation
; Reset counter and evaluate decisions
LD A, $00
LD (decision_evaluation_counter), A
; Process decision systems for all active spectral entities
LD B, $06 ; Check 6 spectral entities
LD HL, spectral_entity_data
dimensional_decision_loop:
; Check if spectral entity is active and has decision capability
LD A, (HL) ; Load entity active flag
AND A ; Check if active
JR Z, next_dimensional_decision_entity
; Evaluate decision system for spectral entity
CALL evaluate_spectral_decision_system
next_dimensional_decision_entity:
; Move to next entity data
LD A, $08 ; 8 bytes per entity
ADD A, L
LD L, A
JR NC, no_dimensional_decision_carry
INC H
no_dimensional_decision_carry:
DJNZ dimensional_decision_loop
skip_dimensional_decision_evaluation:
RET
; Execute adaptive spectral behaviors based on navigator patterns
execute_adaptive_spectral_behaviors:
; Track navigator behavior patterns
CALL track_navigator_behavior_patterns
; Adjust spectral behaviors based on patterns
CALL adjust_spectral_behaviors_to_patterns
; Update adaptive intelligence strength
CALL update_adaptive_intelligence_strength
RET
; Track navigator behavior patterns for adaptive AI
track_navigator_behavior_patterns:
; Analyze navigator movement patterns
LD BC, (navigator_x) ; Load current navigator position
LD HL, (previous_navigator_position)
; Calculate movement delta
LD A, C ; Current X
SUB L ; Previous X
JR P, navigator_x_movement_positive
NEG ; Make positive
navigator_x_movement_positive:
LD L, A ; Save X movement
LD A, B ; Current Y
SUB H ; Previous Y
JR P, navigator_y_movement_positive
NEG ; Make positive
navigator_y_movement_positive:
ADD A, L ; Total movement
; Update movement total
LD HL, navigator_movement_total
ADD A, (HL)
LD (HL), A
; Track navigator exploration pattern
LD A, (navigator_exploration_counter)
INC A
LD (navigator_exploration_counter), A
CP $3C ; Update every second (60 frames)
JR NZ, exploration_tracking_complete
; Calculate exploration pattern
LD A, $00
LD (navigator_exploration_counter), A
LD A, (navigator_movement_total)
SRL A ; Divide by 2 for average
LD (navigator_exploration_pattern), A
LD A, $00
LD (navigator_movement_total), A
exploration_tracking_complete:
; Store current position for next frame
LD BC, (navigator_x)
LD (previous_navigator_position), BC
RET
; Update behavioral dimensional effects with intelligent feedback
update_behavioral_dimensional_effects:
; Update spectral state indicators
CALL update_spectral_state_indicators
; Update AI decision visualizations
CALL update_dimensional_ai_visualizations
; Update adaptive behavior feedback
CALL update_adaptive_dimensional_feedback
; Update intelligence level displays
CALL update_dimensional_intelligence_displays
RET
; Update spectral state indicators for visual feedback
update_spectral_state_indicators:
; Display spectral states using attribute colors
LD B, $06 ; Check 6 spectral entities
LD HL, spectral_entity_data
LD DE, spectral_current_state
spectral_state_indicator_loop:
; Check if spectral entity is active
LD A, (HL) ; Load entity active flag
AND A ; Check if active
JR Z, next_spectral_state_indicator
; Get entity screen position
INC HL ; Point to X position
LD A, (HL) ; Load X
LD (temp_spectral_screen_x), A
INC HL ; Point to Y position
LD A, (HL) ; Load Y
LD (temp_spectral_screen_y), A
DEC HL ; Point back to X
DEC HL ; Point back to active flag
; Get state color
LD A, (DE) ; Load current state
PUSH HL
LD HL, spectral_state_colors
ADD A, L ; Add state offset
LD L, A
JR NC, no_state_color_carry
INC H
no_state_color_carry:
LD A, (HL) ; Load state color
LD (temp_spectral_state_color), A
POP HL
; Display state indicator
CALL display_spectral_state_indicator
next_spectral_state_indicator:
; Move to next entity data
LD A, $08 ; 8 bytes per entity
ADD A, L
LD L, A
JR NC, no_spectral_indicator_carry
INC H
no_spectral_indicator_carry:
; Move to next state data
INC DE
DJNZ spectral_state_indicator_loop
RET
; Advanced behavioral data and variables
global_spectral_behavior_state: DEFB 0 ; Global spectral behavior state
behavior_update_counter: DEFB 0 ; Behavior update counter
dimensional_intelligence_level: DEFB 0 ; Current dimensional intelligence level
adaptive_response_level: DEFB 0 ; Adaptive response level
behavior_timing_counter: DEFB 0 ; Behavior timing counter
last_behavior_update: DEFB 0 ; Last behavior update frame
spectral_response_time: DEFB 0 ; Spectral response time
behavior_update_frequency: DEFB 6 ; Behavior update frequency
base_intelligence_level: DEFB 2 ; Base intelligence level
max_intelligence_level: DEFB 6 ; Maximum intelligence level
; Spectral state machine data (6 entities Ă— 8 bytes each)
spectral_current_state: DEFS 6 ; Current state for each spectral
spectral_previous_state: DEFS 6 ; Previous state for each spectral
spectral_state_timer: DEFS 6 ; State timer for each spectral
spectral_behavior_flags: DEFS 6 ; Behavior flags for each spectral
spectral_behavior_type: DEFS 6 ; Behavior type for each spectral
spectral_state_duration: DEFS 6 ; State duration for each spectral
spectral_behavioral_memory: DEFS 6 ; Behavioral memory for each spectral
spectral_dimensional_memory: DEFS 6 ; Dimensional memory for each spectral
; Spectral entity data (6 entities Ă— 8 bytes each)
spectral_entity_data: DEFS 48 ; Complete spectral entity data
; Decision system variables
decision_tree_depth: DEFB 3 ; Decision tree depth
max_decision_nodes: DEFB 6 ; Maximum decision nodes
decision_evaluation_frequency: DEFB 4 ; Decision evaluation frequency
current_decision_node: DEFB 0 ; Current decision node
decision_evaluation_counter: DEFB 0 ; Decision evaluation counter
last_decision_result: DEFB 0 ; Last decision result
dimensional_learning_factor: DEFB 0 ; Dimensional learning factor
; Navigator behavior tracking
navigator_exploration_pattern: DEFB 0 ; Navigator exploration pattern
navigator_evasion_tendency: DEFB 0 ; Navigator evasion tendency
navigator_interaction_frequency: DEFB 0 ; Navigator interaction frequency
adaptive_intelligence_strength: DEFB 0 ; Adaptive intelligence strength
navigator_behavior_history: DEFS 12 ; Navigator behavior history
adaptive_intelligence_history: DEFS 12 ; Adaptive intelligence history
adaptive_learning_rate: DEFB 32 ; Adaptive learning rate
response_sensitivity: DEFB 8 ; Response sensitivity
; Navigator pattern tracking
previous_navigator_position: DEFW 0 ; Previous navigator position
navigator_movement_total: DEFB 0 ; Navigator movement total
navigator_exploration_counter: DEFB 0 ; Navigator exploration counter
; Temporary calculation variables
temp_seek_distance_x: DEFB 0 ; Temporary seek distance X
temp_seek_distance_y: DEFB 0 ; Temporary seek distance Y
temp_spectral_screen_x: DEFB 0 ; Temporary spectral screen X
temp_spectral_screen_y: DEFB 0 ; Temporary spectral screen Y
temp_spectral_state_color: DEFB 0 ; Temporary spectral state color
; State color table for visual feedback
spectral_state_colors:
DEFB $40 ; DORMANT - black on red
DEFB $42 ; DRIFT - green on red
DEFB $43 ; SEEK - cyan on red
DEFB $44 ; ENGAGE - yellow on red
DEFB $45 ; RETREAT - magenta on red
DEFB $46 ; PHASE - blue on red
; Maze pattern data
behavioral_maze_pattern: DEFS 768 ; Behavioral maze pattern data
Your Advanced Behaviors Achievement
Congratulations! You’ve transformed your Prism Quest into a sophisticated dimensional experience with intelligent AI behaviors that adapt and respond to your navigation patterns! Your behavior enhancement adds:
Sophisticated Spectral AI Systems
- Dimensional State Machines: Professional spectral behavior management with DORMANT, DRIFT, SEEK, ENGAGE, RETREAT, and PHASE states
- Adaptive Decision Systems: Intelligent branching logic for dimensional responses based on navigator behavior
- Pattern Recognition: Spectral AI that learns from navigator patterns and adjusts dimensional strategies
- Behavioral Memory: Spectrals remember past dimensional interactions and adapt their approaches
ZX Spectrum-Optimized AI Programming
- Memory-Efficient Design: Complex AI behaviors within 48KB constraints using creative optimization techniques
- Performance-Conscious Logic: Smooth AI processing maintaining 25fps gameplay with intelligent update scheduling
- Creative State Management: Professional state transition systems optimized for Spectrum’s architectural limitations
- Adaptive Intelligence: Dynamic difficulty adjustment based on navigator exploration patterns and dimensional skill
Dynamic Dimensional Interactions
- Intelligent Dimensional Movement: Spectrals that navigate dimensional space with purpose and strategy
- Contextual Responses: Entities that respond intelligently to dimensional conditions and navigator behavior
- Visual Intelligence Feedback: Real-time AI state indicators showing spectral intelligence and decision-making
- Dimensional Adaptation: AI systems that evolve and improve through dimensional encounters
Technical Mastery Gained
Advanced Programming Concepts
You’ve learned creative AI and conditional programming techniques:
- State Machine Architecture: Robust behavioral systems adapted for ZX Spectrum’s memory constraints
- Decision System Implementation: Efficient branching logic for complex AI within hardware limitations
- Adaptive Algorithms: Learning systems that adjust behavior using creative memory management
- Constraint Innovation: Professional AI development within Spectrum’s unique architectural challenges
Creative Game Development
Your advanced behavior system demonstrates innovative Spectrum programming:
- Behavioral Complexity: Multi-layered AI systems creating engaging dimensional gameplay within constraints
- Performance Innovation: Intelligent update scheduling maintaining smooth gameplay with complex AI
- Player Engagement: Adaptive systems that scale dimensional challenge and maintain exploration interest
- Authentic Implementation: Creative ZX Spectrum techniques pushing the boundaries of 8-bit AI
Take It Further
Your Advanced Entity Behaviors foundation enables incredible future enhancements:
- Swarm Intelligence: Coordinated spectral behaviors and collective dimensional decision-making
- Dimensional Personality Systems: Individual spectral characteristics affecting dimensional interactions
- Advanced Dimensional Tactics: Sophisticated AI strategies using dimensional space manipulation
- Learning Networks: Spectral entities that share knowledge and improve collective intelligence
- Dynamic Dimensional Narrative: AI-driven dimensional story elements responding to navigator choices
You’ve mastered conditional programming and AI development through creative ZX Spectrum techniques, creating the foundation for the advanced dimensional systems coming in future lessons!
Your precision control and fluid navigation from Lessons 10-12 now have intelligent dimensional opposition - every spectral encounter feels dynamic and challenging, transforming your Prism Quest into an engaging experience that adapts and evolves with navigator skill within the unique constraints of the ZX Spectrum!