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Game 1 Unit 8 of 64 1 hr learning time

Complete Two-Player Game

Polish pass. Smooth cursor control, better feedback. Hand it to a friend and play.

13% of Ink War

The game is functionally complete. Two players can compete, see who wins, and play again. But there are rough edges — the cursor races across the board if you hold a key, and the results screen doesn’t tell you what to do next.

This unit is a polish pass. Small changes that transform a working prototype into a comfortable game.

Run It

pasmonext --sna inkwar.asm inkwar.sna

Unit 8 Screenshot

Play a game. Notice how the cursor moves at a controlled pace even when holding a direction key. When the game ends, you’ll see “PRESS ANY KEY” so players know what to do.

The Key Repeat Problem

In Unit 7, holding a direction key made the cursor fly across the board. The main loop runs 50 times per second, and every frame with a key held triggered movement. Too fast for precise control.

The solution: key repeat delay. When you press a direction, move immediately. If you hold the key, wait several frames before moving again.

; ----------------------------------------------------------------------------
; Key Repeat Constants
; ----------------------------------------------------------------------------
; Controls how quickly the cursor moves when holding a direction key

; Input timing
KEY_DELAY   equ     8               ; Frames between key repeats

; Variables needed:
; last_key:       defb    0         ; Previous frame's key for repeat detection
; key_timer:      defb    0         ; Countdown for key repeat delay

KEY_DELAY sets how many frames to wait between repeats. At 8 frames (about 160ms at 50Hz), the cursor moves at a comfortable pace.

Implementing Key Repeat

The logic tracks the previous key and a countdown timer:

; ----------------------------------------------------------------------------
; Key Repeat Logic (in handle_input)
; ----------------------------------------------------------------------------
; Prevents rapid cursor movement when holding a key

handle_input:
            ld      a, (key_pressed)
            or      a
            jr      nz, .hi_have_key

            ; No key pressed - reset tracking
            xor     a
            ld      (last_key), a
            ld      (key_timer), a
            ret

.hi_have_key:
            ; Space (claim) always works immediately
            cp      5
            jr      z, try_claim

            ; Check if same key as last frame
            ld      b, a                    ; Save current key
            ld      a, (last_key)
            cp      b
            jr      nz, .hi_new_key

            ; Same key - check timer
            ld      a, (key_timer)
            or      a
            jr      z, .hi_allow            ; Timer expired, allow repeat
            dec     a
            ld      (key_timer), a
            ret                             ; Still waiting

.hi_new_key:
            ; New key pressed - save it and reset timer
            ld      a, b
            ld      (last_key), a
            ld      a, KEY_DELAY
            ld      (key_timer), a

.hi_allow:
            ; Process movement (cursor update code follows)
            ; ...

Three cases:

  1. No key pressed: Reset tracking variables
  2. New key pressed: Move immediately, start the timer
  3. Same key held: Decrement timer, only move when it hits zero

Note that Space (claim) bypasses this entirely — you want instant response when claiming a cell.

Results Screen Prompt

Players shouldn’t wonder what to do after the game ends. A simple prompt helps:

; ----------------------------------------------------------------------------
; Results Screen with Continue Prompt
; ----------------------------------------------------------------------------
; Shows winner message and "PRESS ANY KEY" prompt

; Constants
CONTINUE_ROW equ    22              ; "PRESS ANY KEY" after results
CONTINUE_COL equ    9               ; (32-13)/2 = 9.5

; Message
msg_continue:   defb    "PRESS ANY KEY", 0

; After displaying winner message, show continue prompt:
.sr_continue:
            ; Display "PRESS ANY KEY" prompt
            ld      b, CONTINUE_ROW
            ld      c, CONTINUE_COL
            ld      hl, msg_continue
            ld      e, TEXT_ATTR
            call    print_message
            ret

Now the flow is clear: see who won, press any key, return to title.

What Makes Polish Matter

These changes are small in code but significant in feel:

  • Controlled movement prevents frustrating overshoots
  • Clear prompts eliminate confusion about what to do next
  • Consistent timing makes the game feel intentional, not accidental

Professional games get these details right. Now yours does too.

Phase 1 Midpoint

Congratulations — you’ve built a complete two-player game. Two humans can sit down, play Ink War competitively, and have a good time. That’s a real achievement.

The remaining Phase 1 units add an AI opponent. When you’re done, you’ll be able to play solo.

The Complete Code

; ============================================================================
; INK WAR - Unit 8: Complete Two-Player Game
; ============================================================================
; Polish pass for smooth two-player experience. Adds key repeat delay for
; controlled cursor movement and "PRESS ANY KEY" prompt after results.
;
; 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

; Results screen positions
CONTINUE_ROW equ    22              ; "PRESS ANY KEY" after results
CONTINUE_COL equ    9               ; (32-13)/2 = 9.5

; Input timing
KEY_DELAY   equ     8               ; Frames between key repeats

; ----------------------------------------------------------------------------
; 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
            ld      (last_key), a           ; No previous key
            ld      (key_timer), a          ; No delay active

            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
; ----------------------------------------------------------------------------
; Implements key repeat delay for smooth cursor movement

handle_input:
            ld      a, (key_pressed)
            or      a
            jr      nz, .hi_have_key

            ; No key pressed - reset tracking
            xor     a
            ld      (last_key), a
            ld      (key_timer), a
            ret

.hi_have_key:
            ; Space (claim) always works immediately
            cp      5
            jr      z, try_claim

            ; Check if same key as last frame
            ld      b, a                    ; Save current key
            ld      a, (last_key)
            cp      b
            jr      nz, .hi_new_key

            ; Same key - check timer
            ld      a, (key_timer)
            or      a
            jr      z, .hi_allow            ; Timer expired, allow repeat
            dec     a
            ld      (key_timer), a
            ret                             ; Still waiting

.hi_new_key:
            ; New key pressed - save it and reset timer
            ld      a, b
            ld      (last_key), a
            ld      a, KEY_DELAY
            ld      (key_timer), a

.hi_allow:
            ; Process movement
            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
            jr      .sr_continue

.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
            jr      .sr_continue

.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

.sr_continue:
            ; Display "PRESS ANY KEY" prompt
            ld      b, CONTINUE_ROW
            ld      c, CONTINUE_COL
            ld      hl, msg_continue
            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:
            ; Save parameters we need later
            push    de              ; Save attribute in E
            push    bc              ; Save row (B) and start column (C)

            ; 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:
            ; C now has end column
            ; Calculate length: end_col - start_col
            ld      a, c            ; A = end column
            pop     bc              ; B = row, C = start column
            sub     c               ; A = length
            ld      d, a            ; D = length (save it)

            ; Set up for set_attr_range: A=row, C=start_col, B=count, E=attr
            ld      a, b            ; A = row
            ld      b, d            ; B = count (length)
            pop     de              ; E = attribute
            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
msg_continue:   defb    "PRESS ANY KEY", 0

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

game_state:     defb    0               ; 0=title, 1=playing, 2=results
cursor_row:     defb    0
cursor_col:     defb    0
key_pressed:    defb    0
last_key:       defb    0               ; Previous frame's key for repeat detection
key_timer:      defb    0               ; Countdown for key repeat delay
current_player: defb    1
p1_count:       defb    0
p2_count:       defb    0
board_state:    defs    64, 0

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

            end     start

Try This: Adjust Key Repeat Speed

KEY_DELAY   equ     4               ; Faster repeat
KEY_DELAY   equ     12              ; Slower repeat

Find the speed that feels right to you.

Try This: Initial Delay vs Repeat Delay

Many games use a longer delay before the first repeat, then faster repeats after:

KEY_INITIAL_DELAY   equ     15      ; First repeat wait
KEY_REPEAT_DELAY    equ     4       ; Subsequent repeats

Modify the key handling to implement this pattern.

What You’ve Learnt

  • Key repeat delay — Control input timing for smooth movement
  • Timer-based input — Use frame counting to gate actions
  • User feedback — Clear prompts guide players through the game
  • Polish matters — Small details create a professional feel

What’s Next

In Unit 9, we’ll add an AI framework. The computer will start making moves — randomly at first, but it’s the foundation for smarter opponents.

What Changed

Unit 7 → Unit 8
+70-19
11 ; ============================================================================
2-; INK WAR - Unit 7: Title Screen
2+; INK WAR - Unit 8: Complete Two-Player Game
33 ; ============================================================================
4-; Adds title screen with state machine. Game starts at title, transitions
5-; to playing, shows results, then returns to title.
4+; Polish pass for smooth two-player experience. Adds key repeat delay for
5+; controlled cursor movement and "PRESS ANY KEY" prompt after results.
66 ;
77 ; Controls: Q=Up, A=Down, O=Left, P=Right, SPACE=Claim
88 ; ============================================================================
...
7474 TITLE_COL equ 12 ; "INK WAR" (7 chars) centred: (32-7)/2=12.5
7575 PROMPT_ROW equ 16
7676 PROMPT_COL equ 5 ; "PRESS ANY KEY TO START" (22 chars): (32-22)/2=5
77+
78+; Results screen positions
79+CONTINUE_ROW equ 22 ; "PRESS ANY KEY" after results
80+CONTINUE_COL equ 9 ; (32-13)/2 = 9.5
81+
82+; Input timing
83+KEY_DELAY equ 8 ; Frames between key repeats
7784
7885 ; ----------------------------------------------------------------------------
7986 ; Entry Point
...
475482 ld (cursor_col), a
476483 ld (p1_count), a
477484 ld (p2_count), a
485+ ld (last_key), a ; No previous key
486+ ld (key_timer), a ; No delay active
478487
479488 ret
480489
...
769778 ; ----------------------------------------------------------------------------
770779 ; Handle Input
771780 ; ----------------------------------------------------------------------------
781+; Implements key repeat delay for smooth cursor movement
772782
773783 handle_input:
774784 ld a, (key_pressed)
775785 or a
776- ret z
786+ jr nz, .hi_have_key
787+
788+ ; No key pressed - reset tracking
789+ xor a
790+ ld (last_key), a
791+ ld (key_timer), a
792+ ret
777793
794+.hi_have_key:
795+ ; Space (claim) always works immediately
778796 cp 5
779797 jr z, try_claim
798+
799+ ; Check if same key as last frame
800+ ld b, a ; Save current key
801+ ld a, (last_key)
802+ cp b
803+ jr nz, .hi_new_key
804+
805+ ; Same key - check timer
806+ ld a, (key_timer)
807+ or a
808+ jr z, .hi_allow ; Timer expired, allow repeat
809+ dec a
810+ ld (key_timer), a
811+ ret ; Still waiting
812+
813+.hi_new_key:
814+ ; New key pressed - save it and reset timer
815+ ld a, b
816+ ld (last_key), a
817+ ld a, KEY_DELAY
818+ ld (key_timer), a
780819
820+.hi_allow:
821+ ; Process movement
781822 call clear_cursor
782823
783824 ld a, (key_pressed)
...
10841125 ld hl, msg_p1_wins
10851126 ld e, P1_TEXT
10861127 call print_message
1087- ret
1128+ jr .sr_continue
10881129
10891130 .sr_p2_wins:
10901131 ; Display "P2 WINS!"
...
10931134 ld hl, msg_p2_wins
10941135 ld e, P2_TEXT
10951136 call print_message
1096- ret
1137+ jr .sr_continue
10971138
10981139 .sr_draw:
10991140 ; Display "DRAW!"
11001141 ld b, RESULT_ROW
11011142 ld c, RESULT_COL + 2 ; Centre "DRAW!" better
11021143 ld hl, msg_draw
1144+ ld e, TEXT_ATTR
1145+ call print_message
1146+
1147+.sr_continue:
1148+ ; Display "PRESS ANY KEY" prompt
1149+ ld b, CONTINUE_ROW
1150+ ld c, CONTINUE_COL
1151+ ld hl, msg_continue
11031152 ld e, TEXT_ATTR
11041153 call print_message
11051154 ret
...
11111160 ; B = row, C = starting column, E = attribute for message area
11121161
11131162 print_message:
1114- push bc
1115- push de
1163+ ; Save parameters we need later
1164+ push de ; Save attribute in E
1165+ push bc ; Save row (B) and start column (C)
11161166
1117- ; First pass: print characters
1167+ ; Print characters
11181168 .pm_loop:
11191169 ld a, (hl)
11201170 or a
...
11251175 jr .pm_loop
11261176
11271177 .pm_done:
1128- ; Calculate message length
1129- pop de ; E = attribute
1178+ ; C now has end column
1179+ ; Calculate length: end_col - start_col
1180+ ld a, c ; A = end column
11301181 pop bc ; B = row, C = start column
1131- push bc
1132-
1133- ; Count characters
1134- ld a, c ; Current column (after printing)
1135- pop bc ; Get start column back
11361182 sub c ; A = length
1137- ld b, a ; B = count
1183+ ld d, a ; D = length (save it)
11381184
1139- ; Set attributes
1140- ld a, RESULT_ROW
1185+ ; Set up for set_attr_range: A=row, C=start_col, B=count, E=attr
1186+ ld a, b ; A = row
1187+ ld b, d ; B = count (length)
1188+ pop de ; E = attribute
11411189 call set_attr_range
11421190
11431191 ret
...
12691317 msg_draw: defb "DRAW!", 0
12701318 msg_title: defb "INK WAR", 0
12711319 msg_prompt: defb "PRESS ANY KEY TO START", 0
1320+msg_continue: defb "PRESS ANY KEY", 0
12721321
12731322 ; ----------------------------------------------------------------------------
12741323 ; Variables
...
12781327 cursor_row: defb 0
12791328 cursor_col: defb 0
12801329 key_pressed: defb 0
1330+last_key: defb 0 ; Previous frame's key for repeat detection
1331+key_timer: defb 0 ; Countdown for key repeat delay
12811332 current_player: defb 1
12821333 p1_count: defb 0
12831334 p2_count: defb 0