|  | Routines | 
| Prev: $136E | Up: Map | Next: $13D5 | 
| $136F | LDA #$11 | Initialise the counter at $AD that determines how long this interruptible subcommand will have control. | ||
| $1371 | STA $AD | |||
| $1373 | LDA #$13 | Replace the address of this interruptible subcommand routine in the character's buffer with that of $137B below. | ||
| $1375 | STA $AB | |||
| $1377 | LDA #$7B | |||
| $1379 | STA $AA | |||
| 
This entry point is used by the routine at $BE09.
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| $137B | DEC $AD | Decrement the counter at $AD. | ||
| $137D | BNE $1382 | Branch unless it's zero now. | ||
| $137F | JMP $1D28 | Otherwise terminate this interruptible subcommand. | ||
| $1382 | LDA $FC | Pick up the character's x-coordinate from $FC. | ||
| $1384 | CMP $AC | Has the character reached the intermediate destination? | ||
| $1386 | BNE $1390 | Branch if not. | ||
| $1388 | LDA $26 | Pick up the character's animatory state from $26. | ||
| $138A | LSR A | Is the character midstride? | ||
| $138B | BCS $1390 | Branch if so. | ||
| $138D | JMP $1D28 | Otherwise terminate this interruptible subcommand. | ||
| 
This entry point is used by the routine at $12B5.
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| $1390 | JSR $322E | Update the SRB for the character's current animatory state and location. | ||
| $1393 | LDA $26 | Pick up the character's animatory state from $26. | ||
| $1395 | LSR A | Is the character midstride? | ||
| $1396 | BCC $13B5 | Branch if not. | ||
| $1398 | ASL A | Is the character facing left? | ||
| $1399 | ASL A | |||
| $139A | BCC $13A1 | Branch if so. | ||
| $139C | INC $FC | Increment the character's x-coordinate at $FC. | ||
| $139E | JMP $13A3 | Jump forward. | ||
| $13A1 | DEC $FC | Decrement the character's x-coordinate at $FC. | ||
| $13A3 | LDA $26 | Adjust the character's animatory state at $26 depending on whether his x-coordinate is even or odd. | ||
| $13A5 | AND #$F8 | |||
| $13A7 | STA $57 | |||
| $13A9 | LDA $FC | |||
| $13AB | AND #$01 | |||
| $13AD | ASL A | |||
| $13AE | ADC $57 | |||
| $13B0 | STA $26 | |||
| $13B2 | JMP $13D1 | Jump forward. | ||
| $13B5 | LDA $26 | Pick up the character's animatory state from $26. | ||
| $13B7 | AND #$80 | Keep only the direction bit (bit 7) and store it at $57. | ||
| $13B9 | STA $57 | |||
| $13BB | LDA $FC | Pick up the character's x-coordinate from $FC. | ||
| $13BD | SEC | Subtract the intermediate destination x-coordinate, and keep only the resulting sign bit (bit 7). | ||
| $13BE | SBC $AC | |||
| $13C0 | AND #$80 | |||
| $13C2 | CMP $57 | Is the character facing the right way to get to the intermediate destination? | ||
| $13C4 | BEQ $13CF | Branch if so. | ||
| 
This entry point is used by the routine at $12B5.
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| $13C6 | LDA $26 | Flip bit 7 of the character's animatory state at $26, thus turning him round. | ||
| $13C8 | EOR #$80 | |||
| $13CA | STA $26 | |||
| $13CC | JMP $13D1 | Jump forward. | ||
| $13CF | INC $26 | Increment the character's animatory state at $26. | ||
| $13D1 | JSR $322E | Update the SRB for the character's new animatory state and location. | ||
| $13D4 | RTS | |||
| Prev: $136E | Up: Map | Next: $13D5 |