Routines |
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$1C59 | LDA #$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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