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$1C59: Knock the current occupant (if any) out of a chair
This corresponds to $6B7D in the ZX Spectrum version.
Used by the routines at $1CEC and $365C.
$1C59 LDA #$FF Initialise the potential occupant character number at $57.
$1C5B STA $57
$1C5D INC $57 Next potential occupant.
$1C5F JSR $1BFA Check whether the chair is occupied by the potential occupant and unseat him if so.
$1C62 LDA $57 Pick up the potential occupant's character number from $57.
$1C64 CMP #$0A Have we checked the 11 little boys yet?
$1C66 BNE $1C5D Branch back if not.
$1C68 LDA #$0E Character number $0F (ANGELFACE) is next.
$1C6A STA $57
$1C6C INC $57 Next potential occupant.
$1C6E JSR $1BFA Check whether the chair is occupied by one of the three main kids besides ERIC and unseat him if so.
$1C71 LDA $57 Pick up the potential occupant's character number from $57.
$1C73 CMP #$11 Have we checked the three main kids besides ERIC yet?
$1C75 BNE $1C6C Branch back if not.
$1C77 LDA #$14 Character number $14 is ERIC.
$1C79 STA $57 Store this character number at $57.
$1C7B JSR $1BFA Check whether the chair is occupied by ERIC and unseat him if so.
$1C7E LDA $26 Adjust the character's animatory state at $26 to make him sit on the chair.
$1C80 AND #$F8
$1C82 CLC
$1C83 ADC #$05
$1C85 STA $26
$1C87 JSR $322E Update the SRB for the character's new animatory state.
$1C8A JMP $1D32 Terminate the character's uninterruptible subcommand.
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