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Routines |
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| 6C7C | CALL $6214 | Update the SRB for the character's current location | ||||||||
| 6C7F | LD C,A | Store the character's animatory state in C temporarily | ||||||||
| 6C80 | BIT 0,A | Is the character midstride? | ||||||||
| 6C82 | JP NZ,$635A | Finish the stride if so | ||||||||
| 6C85 | CALL $6BF0 | Is the character standing beside a chair? | ||||||||
| 6C88 | JP Z,$6B7D | If so, knock the current occupant (if any) to the floor, make this character sit down, and remove the address of this routine from bytes 0x6F and 0x70 of his buffer | ||||||||
| 6C8B | LD A,C | Restore the character's animatory state to A | ||||||||
| 6C8C | NOP | |||||||||
| 6C8D | JR NC,$6C92 | Jump unless the character should turn round | ||||||||
| 6C8F | XOR $80 | Flip bit 7 of the animatory state, thus turning him round | ||||||||
| 6C91 | DEC A | Compensate for the 'INC A' below | ||||||||
| 6C92 | INC A | A=character's new animatory state (midstride, or just turned round) | ||||||||
| 6C93 | JP $61B0 | Update the character's animatory state and update the SRB | ||||||||
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