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Game 1 Unit 7 of 64 1 hr learning time

Title Screen

First impressions matter. Add a title screen with state machine architecture.

11% of Ink War

The game works. Two players can battle for territory, see who wins, and play again. But it starts abruptly — no introduction, no title, just straight into gameplay.

This unit adds a title screen. More importantly, it introduces a state machine — a pattern you’ll use in every game you build.

Run It

pasmonext --sna inkwar.asm inkwar.sna

Unit 7 Screenshot

Load the snapshot and you’ll see “INK WAR” with “PRESS ANY KEY TO START”. Press any key to begin playing. When the game ends, you’ll return to this title screen.

The State Machine Pattern

Games have distinct phases: title screen, gameplay, game over. The state machine pattern handles this cleanly:

; ----------------------------------------------------------------------------
; Game States
; ----------------------------------------------------------------------------
; State machine constants for game flow

; Game states (state machine)
GS_TITLE    equ     0
GS_PLAYING  equ     1
GS_RESULTS  equ     2

; Title screen positions
TITLE_ROW   equ     8
TITLE_COL   equ     12              ; "INK WAR" (7 chars) centred: (32-7)/2=12.5
PROMPT_ROW  equ     16
PROMPT_COL  equ     5               ; "PRESS ANY KEY TO START" (22 chars): (32-22)/2=5

Three states, each a single byte value. The current state lives in a variable. The main loop checks this state and dispatches to the appropriate handler.

Main Loop Dispatch

The entry point and main loop:

; ----------------------------------------------------------------------------
; State Machine
; ----------------------------------------------------------------------------
; Entry point and main loop dispatch

start:
            ; Start at title screen
            ld      a, GS_TITLE
            ld      (game_state), a
            call    init_screen
            call    draw_title_screen

            ; Black border for title
            xor     a
            out     (KEY_PORT), a

main_loop:
            halt

            ; Dispatch based on game state
            ld      a, (game_state)
            or      a
            jr      z, state_title      ; GS_TITLE = 0
            cp      GS_PLAYING
            jr      z, state_playing

            jp      main_loop

The flow is:

  1. Set initial state to GS_TITLE
  2. Draw the title screen
  3. Main loop checks state and jumps to the right handler

Using or a to check for zero is a common Z80 idiom. It’s faster than cp 0 and sets the zero flag if A is zero.

Drawing the Title Screen

The title screen is straightforward — two messages centred on screen:

; ----------------------------------------------------------------------------
; Draw Title Screen
; ----------------------------------------------------------------------------
; Displays game title and prompt

draw_title_screen:
            ; Draw "INK WAR" title
            ld      b, TITLE_ROW
            ld      c, TITLE_COL
            ld      hl, msg_title
            ld      e, TEXT_ATTR
            call    print_message

            ; Draw "PRESS ANY KEY TO START" prompt
            ld      b, PROMPT_ROW
            ld      c, PROMPT_COL
            ld      hl, msg_prompt
            ld      e, TEXT_ATTR
            call    print_message

            ret

; Messages
msg_title:      defb    "INK WAR", 0
msg_prompt:     defb    "PRESS ANY KEY TO START", 0

We reuse the print_message routine from Unit 6. Null-terminated strings make it easy to add new messages.

State Handlers

Each state has its own handler:

; ----------------------------------------------------------------------------
; State Handlers
; ----------------------------------------------------------------------------

state_title:
            ; Wait for any key press
            xor     a
            in      a, (KEY_PORT)
            cpl
            and     %00011111
            jr      z, main_loop        ; No key - keep waiting

            ; Key pressed - start game
            call    start_game
            jp      main_loop

state_playing:
            call    read_keyboard
            call    handle_input
            jp      main_loop

; ----------------------------------------------------------------------------
; Start Game
; ----------------------------------------------------------------------------
; Transitions from title to playing state

start_game:
            ld      a, GS_PLAYING
            ld      (game_state), a

            call    init_screen
            call    init_game
            call    draw_board_border
            call    draw_board
            call    draw_ui
            call    draw_cursor
            call    update_border

            ; Wait for key release before playing
            call    wait_key_release

            ret

Title state: Wait for any key, then transition to playing.

Playing state: Run the normal game loop (keyboard, input handling).

The start_game function handles the transition — it changes state, redraws the screen, and waits for the player to release the key they pressed to start.

Returning to Title

After game over, instead of restarting immediately, we return to the title:

; ----------------------------------------------------------------------------
; Return to Title (in try_claim after game over)
; ----------------------------------------------------------------------------

            ; Game over - show results and return to title
            call    show_results
            call    victory_celebration
            call    wait_for_key

            ; Return to title screen
            ld      a, GS_TITLE
            ld      (game_state), a
            call    init_screen
            call    draw_title_screen
            xor     a
            out     (KEY_PORT), a       ; Black border for title
            ret

This creates a complete loop: Title → Play → Results → Title.

Why State Machines?

The state machine pattern keeps code organised as games grow complex. Consider what you’d need without it:

  • Flag variables for “is game over?”, “is showing title?”, “is paused?”
  • Nested conditions checking multiple flags
  • Spaghetti jumps between different parts of the code

With a state machine:

  • One variable tracks current state
  • Each state has a dedicated handler
  • Transitions are explicit and clear
  • Adding new states (pause menu, options) is straightforward

The Complete Code

; ============================================================================
; INK WAR - Unit 7: Title Screen
; ============================================================================
; Adds title screen with state machine. Game starts at title, transitions
; to playing, shows results, then returns to title.
;
; Controls: Q=Up, A=Down, O=Left, P=Right, SPACE=Claim
; ============================================================================

            org     32768

; ----------------------------------------------------------------------------
; Constants
; ----------------------------------------------------------------------------

ATTR_BASE   equ     $5800
DISPLAY_FILE equ    $4000
CHAR_SET    equ     $3C00           ; ROM character set base address

BOARD_ROW   equ     8
BOARD_COL   equ     12
BOARD_SIZE  equ     8

; Display positions
SCORE_ROW   equ     2               ; Score display row
P1_SCORE_COL equ    10              ; "P1: nn" column
P2_SCORE_COL equ    18              ; "P2: nn" column
TURN_ROW    equ     4               ; Turn indicator row
TURN_COL    equ     14              ; Turn indicator column
RESULT_ROW  equ     20              ; Winner message row
RESULT_COL  equ     11              ; Winner message column

; Game constants
TOTAL_CELLS equ     64              ; 8x8 board

; Customised colours (from Unit 3)
EMPTY_ATTR  equ     %01101000       ; Cyan paper + BRIGHT
BORDER_ATTR equ     %01110000       ; Yellow paper + BRIGHT
CURSOR_ATTR equ     %01111000       ; White paper + BRIGHT

P1_ATTR     equ     %01010000       ; Red paper + BRIGHT
P2_ATTR     equ     %01001000       ; Blue paper + BRIGHT
P1_CURSOR   equ     %01111010       ; White paper + Red ink + BRIGHT
P2_CURSOR   equ     %01111001       ; White paper + Blue ink + BRIGHT

; Text display attributes
TEXT_ATTR   equ     %00111000       ; White paper, black ink
P1_TEXT     equ     %01010111       ; Red paper, white ink + BRIGHT
P2_TEXT     equ     %01001111       ; Blue paper, white ink + BRIGHT

P1_BORDER   equ     2
P2_BORDER   equ     1
ERROR_BORDER equ    2               ; Red border for errors

; Keyboard ports
KEY_PORT    equ     $fe
ROW_QAOP    equ     $fb
ROW_ASDF    equ     $fd
ROW_YUIOP   equ     $df
ROW_SPACE   equ     $7f

; Cell states
STATE_EMPTY equ     0
STATE_P1    equ     1
STATE_P2    equ     2

; Game states (state machine)
GS_TITLE    equ     0
GS_PLAYING  equ     1
GS_RESULTS  equ     2

; Title screen positions
TITLE_ROW   equ     8
TITLE_COL   equ     12              ; "INK WAR" (7 chars) centred: (32-7)/2=12.5
PROMPT_ROW  equ     16
PROMPT_COL  equ     5               ; "PRESS ANY KEY TO START" (22 chars): (32-22)/2=5

; ----------------------------------------------------------------------------
; Entry Point
; ----------------------------------------------------------------------------

start:
            ; Start at title screen
            ld      a, GS_TITLE
            ld      (game_state), a
            call    init_screen
            call    draw_title_screen

            ; Black border for title
            xor     a
            out     (KEY_PORT), a

main_loop:
            halt

            ; Dispatch based on game state
            ld      a, (game_state)
            or      a
            jr      z, state_title      ; GS_TITLE = 0
            cp      GS_PLAYING
            jr      z, state_playing
            ; Must be GS_RESULTS - handled inline after game over

            jp      main_loop

; ----------------------------------------------------------------------------
; State: Title
; ----------------------------------------------------------------------------

state_title:
            ; Wait for any key press
            xor     a
            in      a, (KEY_PORT)
            cpl
            and     %00011111
            jr      z, main_loop        ; No key - keep waiting

            ; Key pressed - start game
            call    start_game
            jp      main_loop

; ----------------------------------------------------------------------------
; State: Playing
; ----------------------------------------------------------------------------

state_playing:
            call    read_keyboard
            call    handle_input
            jp      main_loop

; ----------------------------------------------------------------------------
; Start Game
; ----------------------------------------------------------------------------
; Transitions from title to playing state

start_game:
            ld      a, GS_PLAYING
            ld      (game_state), a

            call    init_screen
            call    init_game
            call    draw_board_border
            call    draw_board
            call    draw_ui
            call    draw_cursor
            call    update_border

            ; Wait for key release before playing
            call    wait_key_release

            ret

; ----------------------------------------------------------------------------
; Initialise Screen
; ----------------------------------------------------------------------------

init_screen:
            xor     a
            out     (KEY_PORT), a

            ; Clear display file (pixels)
            ld      hl, DISPLAY_FILE
            ld      de, DISPLAY_FILE+1
            ld      bc, 6143
            ld      (hl), 0
            ldir

            ; Clear all attributes to white paper, black ink
            ld      hl, ATTR_BASE
            ld      de, ATTR_BASE+1
            ld      bc, 767
            ld      (hl), TEXT_ATTR     ; White background for text areas
            ldir

            ret

; ----------------------------------------------------------------------------
; Draw UI
; ----------------------------------------------------------------------------
; Draws score display and turn indicator

draw_ui:
            call    draw_scores
            call    draw_turn_indicator
            ret

; ----------------------------------------------------------------------------
; Draw Scores
; ----------------------------------------------------------------------------
; Displays "P1: nn  P2: nn" with player colours

draw_scores:
            ; Count cells for each player
            call    count_cells

            ; Draw P1 label "P1:"
            ld      b, SCORE_ROW
            ld      c, P1_SCORE_COL
            ld      a, 'P'
            call    print_char
            inc     c
            ld      a, '1'
            call    print_char
            inc     c
            ld      a, ':'
            call    print_char
            inc     c

            ; Print P1 score
            ld      a, (p1_count)
            call    print_two_digits

            ; Set P1 colour attribute
            ld      a, SCORE_ROW
            ld      c, P1_SCORE_COL
            ld      b, 5                ; "P1:nn" = 5 characters
            ld      e, P1_TEXT
            call    set_attr_range

            ; Draw P2 label "P2:"
            ld      b, SCORE_ROW
            ld      c, P2_SCORE_COL
            ld      a, 'P'
            call    print_char
            inc     c
            ld      a, '2'
            call    print_char
            inc     c
            ld      a, ':'
            call    print_char
            inc     c

            ; Print P2 score
            ld      a, (p2_count)
            call    print_two_digits

            ; Set P2 colour attribute
            ld      a, SCORE_ROW
            ld      c, P2_SCORE_COL
            ld      b, 5
            ld      e, P2_TEXT
            call    set_attr_range

            ret

; ----------------------------------------------------------------------------
; Draw Turn Indicator
; ----------------------------------------------------------------------------
; Shows "TURN" with current player's colour

draw_turn_indicator:
            ; Print "TURN"
            ld      b, TURN_ROW
            ld      c, TURN_COL
            ld      a, 'T'
            call    print_char
            inc     c
            ld      a, 'U'
            call    print_char
            inc     c
            ld      a, 'R'
            call    print_char
            inc     c
            ld      a, 'N'
            call    print_char

            ; Set attribute based on current player
            ld      a, (current_player)
            cp      1
            jr      z, .dti_p1
            ld      e, P2_TEXT
            jr      .dti_set
.dti_p1:
            ld      e, P1_TEXT

.dti_set:
            ld      a, TURN_ROW
            ld      c, TURN_COL
            ld      b, 4                ; "TURN" = 4 chars
            call    set_attr_range

            ret

; ----------------------------------------------------------------------------
; Print Character
; ----------------------------------------------------------------------------
; A = ASCII character (32-127), B = row (0-23), C = column (0-31)
; Writes character directly to display file using ROM character set

print_char:
            push    bc
            push    de
            push    hl
            push    af

            ; Calculate character data address: CHAR_SET + char*8
            ld      l, a
            ld      h, 0
            add     hl, hl
            add     hl, hl
            add     hl, hl          ; HL = char * 8
            ld      de, CHAR_SET
            add     hl, de          ; HL = source address

            push    hl              ; Save character data address

            ; Calculate display file address
            ; Screen address: high byte varies with row, low byte = column
            ld      a, b            ; A = row (0-23)
            and     %00011000       ; Get which third (0, 8, 16)
            add     a, $40          ; Add display file base high byte
            ld      d, a

            ld      a, b            ; A = row
            and     %00000111       ; Get line within character row
            rrca
            rrca
            rrca                    ; Shift to bits 5-7
            add     a, c            ; Add column
            ld      e, a            ; DE = screen address

            pop     hl              ; HL = character data

            ; Copy 8 bytes (8 pixel rows of character)
            ld      b, 8
.pc_loop:
            ld      a, (hl)
            ld      (de), a
            inc     hl
            inc     d               ; Next screen line (add 256)
            djnz    .pc_loop

            pop     af
            pop     hl
            pop     de
            pop     bc
            ret

; ----------------------------------------------------------------------------
; Print Two Digits
; ----------------------------------------------------------------------------
; A = number (0-99), B = row, C = column (will advance by 2)
; Prints number as two digits

print_two_digits:
            push    bc

            ; Calculate tens digit
            ld      d, 0            ; Tens counter
.ptd_tens:
            cp      10
            jr      c, .ptd_print
            sub     10
            inc     d
            jr      .ptd_tens

.ptd_print:
            push    af              ; Save units digit

            ; Print tens digit
            ld      a, d
            add     a, '0'
            call    print_char
            inc     c

            ; Print units digit
            pop     af
            add     a, '0'
            call    print_char
            inc     c

            pop     bc
            ret

; ----------------------------------------------------------------------------
; Count Cells
; ----------------------------------------------------------------------------
; Counts cells owned by each player

count_cells:
            xor     a
            ld      (p1_count), a
            ld      (p2_count), a

            ld      hl, board_state
            ld      b, 64               ; 64 cells

.cc_loop:
            ld      a, (hl)
            cp      STATE_P1
            jr      nz, .cc_not_p1
            ld      a, (p1_count)
            inc     a
            ld      (p1_count), a
            jr      .cc_next
.cc_not_p1:
            cp      STATE_P2
            jr      nz, .cc_next
            ld      a, (p2_count)
            inc     a
            ld      (p2_count), a
.cc_next:
            inc     hl
            djnz    .cc_loop

            ret

; ----------------------------------------------------------------------------
; Set Attribute Range
; ----------------------------------------------------------------------------
; A = row, C = start column, B = count, E = attribute

set_attr_range:
            push    bc
            push    de

            ; Calculate start address: ATTR_BASE + row*32 + col
            ld      l, a
            ld      h, 0
            add     hl, hl
            add     hl, hl
            add     hl, hl
            add     hl, hl
            add     hl, hl          ; HL = row * 32
            ld      a, c
            add     a, l
            ld      l, a
            ld      bc, ATTR_BASE
            add     hl, bc          ; HL = attribute address

            pop     de              ; E = attribute
            pop     bc              ; B = count

.sar_loop:
            ld      (hl), e
            inc     hl
            djnz    .sar_loop

            ret

; ----------------------------------------------------------------------------
; Update Border
; ----------------------------------------------------------------------------

update_border:
            ld      a, (current_player)
            cp      1
            jr      z, .ub_p1
            ld      a, P2_BORDER
            jr      .ub_set
.ub_p1:
            ld      a, P1_BORDER
.ub_set:
            out     (KEY_PORT), a
            ret

; ----------------------------------------------------------------------------
; Initialise Game State
; ----------------------------------------------------------------------------

init_game:
            ld      hl, board_state
            ld      b, 64
            xor     a
.ig_loop:
            ld      (hl), a
            inc     hl
            djnz    .ig_loop

            ld      a, 1
            ld      (current_player), a

            xor     a
            ld      (cursor_row), a
            ld      (cursor_col), a
            ld      (p1_count), a
            ld      (p2_count), a

            ret

; ----------------------------------------------------------------------------
; Draw Board Border
; ----------------------------------------------------------------------------

draw_board_border:
            ld      c, BOARD_ROW-1
            ld      d, BOARD_COL-1
            ld      b, BOARD_SIZE+2
            call    draw_border_row

            ld      c, BOARD_ROW+BOARD_SIZE
            ld      d, BOARD_COL-1
            ld      b, BOARD_SIZE+2
            call    draw_border_row

            ld      c, BOARD_ROW
            ld      d, BOARD_COL-1
            ld      b, BOARD_SIZE
            call    draw_border_col

            ld      c, BOARD_ROW
            ld      d, BOARD_COL+BOARD_SIZE
            ld      b, BOARD_SIZE
            call    draw_border_col

            ret

draw_border_row:
            push    bc
.dbr_loop:
            push    bc
            push    de

            ld      a, c
            ld      l, a
            ld      h, 0
            add     hl, hl
            add     hl, hl
            add     hl, hl
            add     hl, hl
            add     hl, hl
            ld      a, d
            add     a, l
            ld      l, a
            ld      bc, ATTR_BASE
            add     hl, bc

            ld      (hl), BORDER_ATTR

            pop     de
            pop     bc
            inc     d
            djnz    .dbr_loop
            pop     bc
            ret

draw_border_col:
            push    bc
.dbc_loop:
            push    bc
            push    de

            ld      a, c
            ld      l, a
            ld      h, 0
            add     hl, hl
            add     hl, hl
            add     hl, hl
            add     hl, hl
            add     hl, hl
            ld      a, d
            add     a, l
            ld      l, a
            ld      bc, ATTR_BASE
            add     hl, bc

            ld      (hl), BORDER_ATTR

            pop     de
            pop     bc
            inc     c
            djnz    .dbc_loop
            pop     bc
            ret

; ----------------------------------------------------------------------------
; Draw Board
; ----------------------------------------------------------------------------

draw_board:
            ld      b, BOARD_SIZE
            ld      c, BOARD_ROW

.db_row:
            push    bc

            ld      b, BOARD_SIZE
            ld      d, BOARD_COL

.db_col:
            push    bc

            ld      a, c
            ld      l, a
            ld      h, 0
            add     hl, hl
            add     hl, hl
            add     hl, hl
            add     hl, hl
            add     hl, hl
            ld      a, d
            add     a, l
            ld      l, a
            ld      bc, ATTR_BASE
            add     hl, bc

            ld      (hl), EMPTY_ATTR

            pop     bc
            inc     d
            djnz    .db_col

            pop     bc
            inc     c
            djnz    .db_row

            ret

; ----------------------------------------------------------------------------
; Draw Cursor
; ----------------------------------------------------------------------------

draw_cursor:
            call    get_cell_state

            cp      STATE_P1
            jr      z, .dc_p1
            cp      STATE_P2
            jr      z, .dc_p2

            ld      a, CURSOR_ATTR
            jr      .dc_set

.dc_p1:
            ld      a, P1_CURSOR
            jr      .dc_set

.dc_p2:
            ld      a, P2_CURSOR

.dc_set:
            push    af

            ld      a, (cursor_row)
            add     a, BOARD_ROW
            ld      l, a
            ld      h, 0
            add     hl, hl
            add     hl, hl
            add     hl, hl
            add     hl, hl
            add     hl, hl
            ld      a, (cursor_col)
            add     a, BOARD_COL
            add     a, l
            ld      l, a
            ld      bc, ATTR_BASE
            add     hl, bc

            pop     af
            ld      (hl), a

            ret

; ----------------------------------------------------------------------------
; Clear Cursor
; ----------------------------------------------------------------------------

clear_cursor:
            call    get_cell_state

            cp      STATE_P1
            jr      z, .clc_p1
            cp      STATE_P2
            jr      z, .clc_p2

            ld      a, EMPTY_ATTR
            jr      .clc_set

.clc_p1:
            ld      a, P1_ATTR
            jr      .clc_set

.clc_p2:
            ld      a, P2_ATTR

.clc_set:
            push    af

            ld      a, (cursor_row)
            add     a, BOARD_ROW
            ld      l, a
            ld      h, 0
            add     hl, hl
            add     hl, hl
            add     hl, hl
            add     hl, hl
            add     hl, hl
            ld      a, (cursor_col)
            add     a, BOARD_COL
            add     a, l
            ld      l, a
            ld      bc, ATTR_BASE
            add     hl, bc

            pop     af
            ld      (hl), a

            ret

; ----------------------------------------------------------------------------
; Get Cell State
; ----------------------------------------------------------------------------

get_cell_state:
            ld      a, (cursor_row)
            add     a, a
            add     a, a
            add     a, a
            ld      hl, board_state
            ld      b, 0
            ld      c, a
            add     hl, bc
            ld      a, (cursor_col)
            ld      c, a
            add     hl, bc
            ld      a, (hl)
            ret

; ----------------------------------------------------------------------------
; Read Keyboard
; ----------------------------------------------------------------------------

read_keyboard:
            xor     a
            ld      (key_pressed), a

            ld      a, ROW_QAOP
            in      a, (KEY_PORT)
            bit     0, a
            jr      nz, .rk_not_q
            ld      a, 1
            ld      (key_pressed), a
            ret
.rk_not_q:
            ld      a, ROW_ASDF
            in      a, (KEY_PORT)
            bit     0, a
            jr      nz, .rk_not_a
            ld      a, 2
            ld      (key_pressed), a
            ret
.rk_not_a:
            ld      a, ROW_YUIOP
            in      a, (KEY_PORT)
            bit     1, a
            jr      nz, .rk_not_o
            ld      a, 3
            ld      (key_pressed), a
            ret
.rk_not_o:
            ld      a, ROW_YUIOP
            in      a, (KEY_PORT)
            bit     0, a
            jr      nz, .rk_not_p
            ld      a, 4
            ld      (key_pressed), a
            ret
.rk_not_p:
            ld      a, ROW_SPACE
            in      a, (KEY_PORT)
            bit     0, a
            jr      nz, .rk_not_space
            ld      a, 5
            ld      (key_pressed), a
.rk_not_space:
            ret

; ----------------------------------------------------------------------------
; Handle Input
; ----------------------------------------------------------------------------

handle_input:
            ld      a, (key_pressed)
            or      a
            ret     z

            cp      5
            jr      z, try_claim

            call    clear_cursor

            ld      a, (key_pressed)

            cp      1
            jr      nz, .hi_not_up
            ld      a, (cursor_row)
            or      a
            jr      z, .hi_done
            dec     a
            ld      (cursor_row), a
            jr      .hi_done
.hi_not_up:
            cp      2
            jr      nz, .hi_not_down
            ld      a, (cursor_row)
            cp      BOARD_SIZE-1
            jr      z, .hi_done
            inc     a
            ld      (cursor_row), a
            jr      .hi_done
.hi_not_down:
            cp      3
            jr      nz, .hi_not_left
            ld      a, (cursor_col)
            or      a
            jr      z, .hi_done
            dec     a
            ld      (cursor_col), a
            jr      .hi_done
.hi_not_left:
            cp      4
            jr      nz, .hi_done
            ld      a, (cursor_col)
            cp      BOARD_SIZE-1
            jr      z, .hi_done
            inc     a
            ld      (cursor_col), a

.hi_done:
            call    draw_cursor
            ret

; ----------------------------------------------------------------------------
; Try Claim Cell
; ----------------------------------------------------------------------------

try_claim:
            call    get_cell_state
            or      a
            jr      z, .tc_valid

            ; Cell already claimed - error feedback
            call    sound_error
            call    flash_border_error
            call    update_border       ; Restore correct border colour
            ret

.tc_valid:
            ; Valid move - claim the cell
            call    claim_cell
            call    sound_claim

            ld      a, (current_player)
            xor     3
            ld      (current_player), a

            call    draw_ui             ; Update scores and turn indicator

            ; Check if game is over
            call    check_game_over
            or      a
            jr      z, .tc_continue

            ; Game over - show results and return to title
            call    show_results
            call    victory_celebration
            call    wait_for_key

            ; Return to title screen
            ld      a, GS_TITLE
            ld      (game_state), a
            call    init_screen
            call    draw_title_screen
            xor     a
            out     (KEY_PORT), a       ; Black border for title
            ret

.tc_continue:
            call    update_border
            call    draw_cursor

            ret

; ----------------------------------------------------------------------------
; Claim Cell
; ----------------------------------------------------------------------------

claim_cell:
            ld      a, (cursor_row)
            add     a, a
            add     a, a
            add     a, a
            ld      hl, board_state
            ld      b, 0
            ld      c, a
            add     hl, bc
            ld      a, (cursor_col)
            ld      c, a
            add     hl, bc

            ld      a, (current_player)
            ld      (hl), a

            push    af

            ld      a, (cursor_row)
            add     a, BOARD_ROW
            ld      l, a
            ld      h, 0
            add     hl, hl
            add     hl, hl
            add     hl, hl
            add     hl, hl
            add     hl, hl
            ld      a, (cursor_col)
            add     a, BOARD_COL
            add     a, l
            ld      l, a
            ld      bc, ATTR_BASE
            add     hl, bc

            pop     af
            cp      1
            jr      z, .clm_is_p1
            ld      (hl), P2_ATTR
            ret
.clm_is_p1:
            ld      (hl), P1_ATTR
            ret

; ----------------------------------------------------------------------------
; Sound - Claim
; ----------------------------------------------------------------------------

sound_claim:
            ld      hl, 400
            ld      b, 20

.scl_loop:
            push    bc
            push    hl

            ld      b, h
            ld      c, l
.scl_tone:
            ld      a, $10
            out     (KEY_PORT), a
            call    .scl_delay
            xor     a
            out     (KEY_PORT), a
            call    .scl_delay
            dec     bc
            ld      a, b
            or      c
            jr      nz, .scl_tone

            pop     hl
            pop     bc

            ld      de, 20
            or      a
            sbc     hl, de

            djnz    .scl_loop
            ret

.scl_delay:
            push    bc
            ld      b, 5
.scl_delay_loop:
            djnz    .scl_delay_loop
            pop     bc
            ret

; ----------------------------------------------------------------------------
; Sound - Error
; ----------------------------------------------------------------------------
; Harsh buzz for invalid move

sound_error:
            ld      b, 30               ; Duration

.se_loop:
            push    bc

            ; Low frequency buzz (longer delay = lower pitch)
            ld      a, $10
            out     (KEY_PORT), a
            ld      c, 80               ; Longer delay for low pitch
.se_delay1:
            dec     c
            jr      nz, .se_delay1

            xor     a
            out     (KEY_PORT), a
            ld      c, 80
.se_delay2:
            dec     c
            jr      nz, .se_delay2

            pop     bc
            djnz    .se_loop

            ret

; ----------------------------------------------------------------------------
; Flash Border Error
; ----------------------------------------------------------------------------
; Flash border red briefly to indicate error

flash_border_error:
            ; Flash red 3 times
            ld      b, 3

.fbe_loop:
            push    bc

            ; Red border
            ld      a, ERROR_BORDER
            out     (KEY_PORT), a

            ; Short delay (about 3 frames)
            ld      bc, 8000
.fbe_delay1:
            dec     bc
            ld      a, b
            or      c
            jr      nz, .fbe_delay1

            ; Black border (brief off)
            xor     a
            out     (KEY_PORT), a

            ; Short delay
            ld      bc, 4000
.fbe_delay2:
            dec     bc
            ld      a, b
            or      c
            jr      nz, .fbe_delay2

            pop     bc
            djnz    .fbe_loop

            ret

; ----------------------------------------------------------------------------
; Check Game Over
; ----------------------------------------------------------------------------
; Returns A=1 if game is over (board full), A=0 otherwise

check_game_over:
            ; Game is over when p1_count + p2_count == 64
            ld      a, (p1_count)
            ld      b, a
            ld      a, (p2_count)
            add     a, b
            cp      TOTAL_CELLS
            jr      z, .cgo_over
            xor     a               ; Not over
            ret
.cgo_over:
            ld      a, 1            ; Game over
            ret

; ----------------------------------------------------------------------------
; Show Results
; ----------------------------------------------------------------------------
; Displays winner message based on scores

show_results:
            ; Clear turn indicator
            ld      a, TURN_ROW
            ld      c, TURN_COL
            ld      b, 4
            ld      e, TEXT_ATTR
            call    set_attr_range

            ; Determine winner
            ld      a, (p1_count)
            ld      b, a
            ld      a, (p2_count)
            cp      b
            jr      c, .sr_p1_wins      ; p2 < p1, so p1 wins
            jr      z, .sr_draw         ; p1 == p2, draw
            ; p2 > p1, p2 wins
            jr      .sr_p2_wins

.sr_p1_wins:
            ; Display "P1 WINS!"
            ld      b, RESULT_ROW
            ld      c, RESULT_COL
            ld      hl, msg_p1_wins
            ld      e, P1_TEXT
            call    print_message
            ret

.sr_p2_wins:
            ; Display "P2 WINS!"
            ld      b, RESULT_ROW
            ld      c, RESULT_COL
            ld      hl, msg_p2_wins
            ld      e, P2_TEXT
            call    print_message
            ret

.sr_draw:
            ; Display "DRAW!"
            ld      b, RESULT_ROW
            ld      c, RESULT_COL + 2   ; Centre "DRAW!" better
            ld      hl, msg_draw
            ld      e, TEXT_ATTR
            call    print_message
            ret

; ----------------------------------------------------------------------------
; Print Message
; ----------------------------------------------------------------------------
; HL = pointer to null-terminated string
; B = row, C = starting column, E = attribute for message area

print_message:
            push    bc
            push    de

            ; First pass: print characters
.pm_loop:
            ld      a, (hl)
            or      a
            jr      z, .pm_done
            call    print_char
            inc     hl
            inc     c
            jr      .pm_loop

.pm_done:
            ; Calculate message length
            pop     de              ; E = attribute
            pop     bc              ; B = row, C = start column
            push    bc

            ; Count characters
            ld      a, c            ; Current column (after printing)
            pop     bc              ; Get start column back
            sub     c               ; A = length
            ld      b, a            ; B = count

            ; Set attributes
            ld      a, RESULT_ROW
            call    set_attr_range

            ret

; ----------------------------------------------------------------------------
; Victory Celebration
; ----------------------------------------------------------------------------
; Flashes border in winner's colour

victory_celebration:
            ; Determine winner's border colour
            ld      a, (p1_count)
            ld      b, a
            ld      a, (p2_count)
            cp      b
            jr      c, .vc_p1           ; p2 < p1
            jr      z, .vc_draw         ; draw - use white
            ld      d, P2_BORDER        ; p2 wins
            jr      .vc_flash
.vc_p1:
            ld      d, P1_BORDER
            jr      .vc_flash
.vc_draw:
            ld      d, 7                ; White for draw

.vc_flash:
            ; Flash border 5 times
            ld      b, 5

.vc_loop:
            push    bc

            ; Winner's colour
            ld      a, d
            out     (KEY_PORT), a

            ; Delay
            ld      bc, 15000
.vc_delay1:
            dec     bc
            ld      a, b
            or      c
            jr      nz, .vc_delay1

            ; Black
            xor     a
            out     (KEY_PORT), a

            ; Delay
            ld      bc, 10000
.vc_delay2:
            dec     bc
            ld      a, b
            or      c
            jr      nz, .vc_delay2

            pop     bc
            djnz    .vc_loop

            ret

; ----------------------------------------------------------------------------
; Draw Title Screen
; ----------------------------------------------------------------------------
; Displays game title and prompt

draw_title_screen:
            ; Draw "INK WAR" title
            ld      b, TITLE_ROW
            ld      c, TITLE_COL
            ld      hl, msg_title
            ld      e, TEXT_ATTR
            call    print_message

            ; Draw "PRESS ANY KEY TO START" prompt
            ld      b, PROMPT_ROW
            ld      c, PROMPT_COL
            ld      hl, msg_prompt
            ld      e, TEXT_ATTR
            call    print_message

            ret

; ----------------------------------------------------------------------------
; Wait Key Release
; ----------------------------------------------------------------------------
; Waits until all keys are released

wait_key_release:
.wkr_loop:
            xor     a
            in      a, (KEY_PORT)
            cpl                     ; Invert (keys are active low)
            and     %00011111       ; Mask to key bits
            jr      nz, .wkr_loop   ; Still holding a key
            ret

; ----------------------------------------------------------------------------
; Wait For Key
; ----------------------------------------------------------------------------
; Waits until any key is pressed

wait_for_key:
            ; First wait for all keys to be released
.wfk_release:
            xor     a
            in      a, (KEY_PORT)
            cpl                     ; Invert (keys are active low)
            and     %00011111       ; Mask to key bits
            jr      nz, .wfk_release

            ; Now wait for a key press
.wfk_wait:
            halt                    ; Wait for interrupt
            xor     a
            in      a, (KEY_PORT)
            cpl
            and     %00011111
            jr      z, .wfk_wait

            ret

; ----------------------------------------------------------------------------
; Messages
; ----------------------------------------------------------------------------

msg_p1_wins:    defb    "P1 WINS!", 0
msg_p2_wins:    defb    "P2 WINS!", 0
msg_draw:       defb    "DRAW!", 0
msg_title:      defb    "INK WAR", 0
msg_prompt:     defb    "PRESS ANY KEY TO START", 0

; ----------------------------------------------------------------------------
; Variables
; ----------------------------------------------------------------------------

game_state:     defb    0               ; 0=title, 1=playing, 2=results
cursor_row:     defb    0
cursor_col:     defb    0
key_pressed:    defb    0
current_player: defb    1
p1_count:       defb    0
p2_count:       defb    0
board_state:    defs    64, 0

; ----------------------------------------------------------------------------
; End
; ----------------------------------------------------------------------------

            end     start

Try This: Add Credits

CREDITS_ROW equ     22
CREDITS_COL equ     8
msg_credits:    defb    "BY YOUR NAME HERE", 0

Add a third message to draw_title_screen.

Try This: Coloured Title

TITLE_ATTR  equ     %01000110       ; Yellow on red + BRIGHT

Change the title message attribute for a more striking look.

What You’ve Learnt

  • State machine pattern — Organise game flow into distinct states
  • Main loop dispatch — Check state and jump to appropriate handler
  • State transitions — Change state variable, reinitialise as needed
  • Code reuse — Leverage existing routines (print_message) for new features

What’s Next

In Unit 8, we’ll polish the two-player experience with better visual feedback and prepare the foundation for AI opponents.

What Changed

Unit 6 → Unit 7
+125-13
11 ; ============================================================================
2-; INK WAR - Unit 6: Game End Detection
2+; INK WAR - Unit 7: Title Screen
33 ; ============================================================================
4-; Detects when the board is full and declares a winner.
5-; Shows winner message, victory celebration, press key to restart.
4+; Adds title screen with state machine. Game starts at title, transitions
5+; to playing, shows results, then returns to title.
66 ;
77 ; Controls: Q=Up, A=Down, O=Left, P=Right, SPACE=Claim
88 ; ============================================================================
...
5959 ROW_YUIOP equ $df
6060 ROW_SPACE equ $7f
6161
62-; Game states
62+; Cell states
6363 STATE_EMPTY equ 0
6464 STATE_P1 equ 1
6565 STATE_P2 equ 2
66+
67+; Game states (state machine)
68+GS_TITLE equ 0
69+GS_PLAYING equ 1
70+GS_RESULTS equ 2
71+
72+; Title screen positions
73+TITLE_ROW equ 8
74+TITLE_COL equ 12 ; "INK WAR" (7 chars) centred: (32-7)/2=12.5
75+PROMPT_ROW equ 16
76+PROMPT_COL equ 5 ; "PRESS ANY KEY TO START" (22 chars): (32-22)/2=5
6677
6778 ; ----------------------------------------------------------------------------
6879 ; Entry Point
6980 ; ----------------------------------------------------------------------------
7081
7182 start:
83+ ; Start at title screen
84+ ld a, GS_TITLE
85+ ld (game_state), a
7286 call init_screen
73- call init_game
74- call draw_board_border
75- call draw_board
76- call draw_ui ; Draw score and turn display
77- call draw_cursor
78- call update_border
87+ call draw_title_screen
88+
89+ ; Black border for title
90+ xor a
91+ out (KEY_PORT), a
7992
8093 main_loop:
8194 halt
95+
96+ ; Dispatch based on game state
97+ ld a, (game_state)
98+ or a
99+ jr z, state_title ; GS_TITLE = 0
100+ cp GS_PLAYING
101+ jr z, state_playing
102+ ; Must be GS_RESULTS - handled inline after game over
103+
104+ jp main_loop
105+
106+; ----------------------------------------------------------------------------
107+; State: Title
108+; ----------------------------------------------------------------------------
109+
110+state_title:
111+ ; Wait for any key press
112+ xor a
113+ in a, (KEY_PORT)
114+ cpl
115+ and %00011111
116+ jr z, main_loop ; No key - keep waiting
117+
118+ ; Key pressed - start game
119+ call start_game
120+ jp main_loop
121+
122+; ----------------------------------------------------------------------------
123+; State: Playing
124+; ----------------------------------------------------------------------------
82125
126+state_playing:
83127 call read_keyboard
84128 call handle_input
85-
86129 jp main_loop
130+
131+; ----------------------------------------------------------------------------
132+; Start Game
133+; ----------------------------------------------------------------------------
134+; Transitions from title to playing state
135+
136+start_game:
137+ ld a, GS_PLAYING
138+ ld (game_state), a
139+
140+ call init_screen
141+ call init_game
142+ call draw_board_border
143+ call draw_board
144+ call draw_ui
145+ call draw_cursor
146+ call update_border
147+
148+ ; Wait for key release before playing
149+ call wait_key_release
150+
151+ ret
87152
88153 ; ----------------------------------------------------------------------------
89154 ; Initialise Screen
...
787852 or a
788853 jr z, .tc_continue
789854
790- ; Game over - show results
855+ ; Game over - show results and return to title
791856 call show_results
792857 call victory_celebration
793858 call wait_for_key
794- jp start ; Restart game
859+
860+ ; Return to title screen
861+ ld a, GS_TITLE
862+ ld (game_state), a
863+ call init_screen
864+ call draw_title_screen
865+ xor a
866+ out (KEY_PORT), a ; Black border for title
867+ ret
795868
796869 .tc_continue:
797870 call update_border
...
11231196
11241197 pop bc
11251198 djnz .vc_loop
1199+
1200+ ret
1201+
1202+; ----------------------------------------------------------------------------
1203+; Draw Title Screen
1204+; ----------------------------------------------------------------------------
1205+; Displays game title and prompt
1206+
1207+draw_title_screen:
1208+ ; Draw "INK WAR" title
1209+ ld b, TITLE_ROW
1210+ ld c, TITLE_COL
1211+ ld hl, msg_title
1212+ ld e, TEXT_ATTR
1213+ call print_message
1214+
1215+ ; Draw "PRESS ANY KEY TO START" prompt
1216+ ld b, PROMPT_ROW
1217+ ld c, PROMPT_COL
1218+ ld hl, msg_prompt
1219+ ld e, TEXT_ATTR
1220+ call print_message
1221+
1222+ ret
1223+
1224+; ----------------------------------------------------------------------------
1225+; Wait Key Release
1226+; ----------------------------------------------------------------------------
1227+; Waits until all keys are released
11261228
1229+wait_key_release:
1230+.wkr_loop:
1231+ xor a
1232+ in a, (KEY_PORT)
1233+ cpl ; Invert (keys are active low)
1234+ and %00011111 ; Mask to key bits
1235+ jr nz, .wkr_loop ; Still holding a key
11271236 ret
11281237
11291238 ; ----------------------------------------------------------------------------
...
11581267 msg_p1_wins: defb "P1 WINS!", 0
11591268 msg_p2_wins: defb "P2 WINS!", 0
11601269 msg_draw: defb "DRAW!", 0
1270+msg_title: defb "INK WAR", 0
1271+msg_prompt: defb "PRESS ANY KEY TO START", 0
11611272
11621273 ; ----------------------------------------------------------------------------
11631274 ; Variables
11641275 ; ----------------------------------------------------------------------------
11651276
1277+game_state: defb 0 ; 0=title, 1=playing, 2=results
11661278 cursor_row: defb 0
11671279 cursor_col: defb 0
11681280 key_pressed: defb 0