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Routines |
| Prev: $1CCB | Up: Map | Next: $1D16 |
| $1CEC | JSR $322E | Update the SRB for the character's current animatory state and location. | ||
| $1CEF | LDA $26 | Pick up the character's animatory state from $26. | ||
| $1CF1 | LSR A | Is the character midstride? | ||
| $1CF2 | BCC $1CF7 | Branch if not. | ||
| $1CF4 | JMP $1398 | Move the character from the midstride position. | ||
| $1CF7 | JSR $1A51 | Is the character beside a chair? | ||
| $1CFA | BNE $1CFF | Branch if not. | ||
| $1CFC | JMP $1C59 | Make the character sit in the chair, knocking the current occupant (if any) out first. | ||
| $1CFF | BCC $1D0D | Branch unless the character needs to turn round. | ||
| $1D01 | LDA $26 | Flip bit 7 of the character's animatory state, thus turning him round. | ||
| $1D03 | EOR #$80 | |||
| $1D05 | STA $26 | |||
| $1D07 | JSR $322E | Update the SRB for the character's new animatory state. | ||
| $1D0A | JMP $1D15 | Return. | ||
| $1D0D | INC $26 | Increment the character's animatory state. | ||
| $1D0F | JSR $322E | Update the SRB for the character's new animatory state. | ||
| $1D12 | JMP $1D15 | Return. (This instruction is redundant.) | ||
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This entry point is used by the routines at $1CB4 and $1CCB.
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| $1D15 | RTS | |||
| Prev: $1CCB | Up: Map | Next: $1D16 |